Thu, 17 Sep 2015 16:33

by Salt-Man Z

As a follow-up to one of my posts above, lately we've been playing it like this:

* 12 random piles (instead of 10)
* no tuna boats (just discard them if they come up)
* no tax office (same as above)
* no airport (leave them in the box)

It's made for a much more enjoyable experience. (Though I do miss my tuna boats a little.)
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Thu, 17 Sep 2015 16:30

by Salt-Man Z

The rules say that discarding a card at the end of your turn is mandatory, therefore any turn which results in you in being unable to discard is explicitly against the rules.
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Thu, 17 Sep 2015 16:08

by Salt-Man Z

MentatYP wrote:

The problem is people are letting you get 3 tuna boats. If it's so dominant in your play group then others should be fighting over them.

The problem is that it's not up to the other players when the tuna boats appear.
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Fri, 14 Aug 2015 13:46

by Salt-Man Z

MentatYP wrote:

But there's a 1 in 6 chance to be able to use the tuna boats in the first place (roll a 10-12), then a 1 in 36 chance to roll a 12 after that. So that's a rare scenario.

Yeah, but if you've got 3 tuna boats you have a 50/50 chance of getting more than $20, which is a fantastic payoff when the two most expensive cards in the game are $22 and $30.

MentatYP wrote:

Then somebody uses their tax office to take half of your coins or the business center to take the tuna boats you've been hoarding.

Of course, they first have to acquire one of those buildings (each of which are rarer than tuna boats.)
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Fri, 14 Aug 2015 13:35

by Salt-Man Z

I'll just chime in and say we used to play base Machi Koro all the time, and have always (except for the very first play) used the 10-card rule from the expansion. Loved it. Then I got The Harbor for Father's Day, and, well, we've played it maybe half a dozen times and it's probably been a month or two since the game's been touched. Basically every Harbor game has come down to me abusing my tuna boats and then buying the airport and then it's over. Granted, it's down to a lot of luck that I (and only I) always had the money to buy the tuna boats when they appeared, and luck that my tuna boats get rolled, plus more luck that they pay off well; I just happened to get "lucky" every single time.

We did try mitigating the luck-of-the-draw by using 12 piles (10 was fine for the base game's 15 establishments, but Harbor adds another 10, so I figured 12 piles was a decent compromise.) In the future I might consider ditching the airport altogether, and maybe the tuna boat. The new purple buildings also look overpowered, but they haven't gotten enough play yet to tell whether that's the case.
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Wed, 05 Aug 2015 21:08

by Salt-Man Z

1. I printed mine on full-sheet sticker paper, folded each sticker around an index card, and trimmed.

2. My intention when designing them (and presumably what happycamper, from whom I got the idea, also intended) was that if there was a rule question on a card, you could pull a single tab out instead of having to dig for a rulebook. (My box has no place to hold the rulebooks, so putting the FAQ text on the tabs was a must from the start.)
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Fri, 31 Jul 2015 14:12

by Salt-Man Z

doughboy42 wrote:

The term 'soldier' was changed to 'knight' throughout

Unless I'm mistaken, the original German editions used "Ritter" (knight).
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Fri, 24 Jul 2015 14:07

by Salt-Man Z

Related Item: Tokaido: Felicia Promo Card

deedob wrote:

"To the end of her bones" is a french expression with no equivalent in english.

The English equivalent would be "To the marrow of her bones" or just "To her bones."
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Fri, 17 Jul 2015 15:20

by Salt-Man Z

Munchkin Legends is the only Target exclusive I'm aware of.
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Fri, 17 Jul 2015 15:15

by Salt-Man Z

Would you be willing to throw one of the chickens in an envelope to Minnesota?
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Wed, 15 Jul 2015 13:12

by Salt-Man Z

PhilReed wrote:

We have discussed making one giant case. We don't make one at this time. Or have plans for one.

What I'd like is a Box for my boxes. (But then what if I get more boxes?) :)
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Fri, 10 Jul 2015 08:10

by Salt-Man Z

And the Bid 29 and Bid 30 cards

So the Bids range from 1-28 now?
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Mon, 06 Jul 2015 22:56

by Salt-Man Z

Related Item: Dominion

I can't speak for others, but when I make them, I print them out on full-sheet sticker paper, then I fold each sticker around a standard index card and trim with a scissors.
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Mon, 15 Jun 2015 16:21

by Salt-Man Z

CheapassJames wrote:

But we have certainly upgraded the quality of the card stock. This is DeLano's linen playing card stock, very nice paper.

Well, now I have to have it.
:)
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Mon, 15 Jun 2015 10:59

by Salt-Man Z

From the beginning we always mixed all the decks. We play with the "mulligan" rule where if you don't like your initial hand of 7, you can throw them out (once per deck) for a new hand.
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Mon, 15 Jun 2015 10:58

by Salt-Man Z

Per the Cheapass product page:
[q=Cheapass]The 2015 edition has the same basic interior design as our 2002 edition, with a few altered cards, and formatted for a wider poker-sized card. It also sports a bold new cover design from beloved Friedey's artist Brian Snoddy.
No specifics given, but the details also mention:
Contents: 100 cards, one 6-sided die
The deluxe and SJG editions both had the same 112 cards, so some were obviously pruned for this new version.

I'd love to see what the card differences are.
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Mon, 08 Jun 2015 14:54

by Salt-Man Z

Picon wrote:

1. University: grossly overpriced and only returns colonists. For $8, you could had bought a Harbor.

I love the University, but I generally go for a building strategy. It's nice to be able to grab two large buildings (like Fortress and City Hall) near the end of the game and not have to worry about acquiring colonists. Then again, we generally play with the BGG-recommended Factory/University swap, which makes it that much more attractive; but I was always a big University fan anyway.
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Mon, 18 May 2015 11:15

by Salt-Man Z

Related Item: Dominion: Adventures

OutOfHabit wrote:

Any plan to make the same thing, but vertical?

Nope, but you can download the Word DOCs from my website and fiddle to your heart's content (for your own personal use, of course.)
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Thu, 14 May 2015 16:23

by Salt-Man Z

GSReis wrote:

Now, if you must change the game, you might try first-edition rules. They are more complex (score per city, not per farm), but each individual farmer has a better chance to score some points.

This. I always did prefer the original farm scoring rules.
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Thu, 14 May 2015 16:10

by Salt-Man Z

Guantanamo wrote:

Ok, I'm still confused.

How is this game suppose to be played?

My daughter likes this game and I bought this version. But, it seems like we are playing it wrong, but not sure I follow how we are suppose to play it.

The anniversary edition contains 2 decks of ticket cards, labelled "Classic" and "1910" (plus 4 "Mystery Train" tickets) that allow for four ways to play the game:

Classic game: uses only the Classic tickets (optional: add the Mystery Train tickets)
1910 game: uses only the 1910 tickets
Big Cities game: uses only the "Big Cities" tickets from both decks
Mega Game: uses all tickets

The Classic game rulebook can be found here: http://static.daysofwonder.com/tickettoride/en/img/tt_rules_...

The 1910 rulebook (containing rules for the 1910, Big Cities, and Mega games) can be found here: http://static.daysofwonder.com/tickettoride/en/img/tt_1910_r...
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Thu, 14 May 2015 15:39

by Salt-Man Z

jaeppel wrote:

rickert wrote:

I don't understand a single one of the Alchemy complaints. I never lock in the three cards with potions rule. I think it is a cool in-game strategy to figure out whether you want a card badly enough to purchase a Potion to get it. Just like I don't think it hurts to only have one card that provides coins out of Guilds.

I have totally played that setup where buying one potion to buy one or two University, then trashing the potion and never looking back is totally the thing. Nothing wrong with a single potion kingdom.

If Familiar is the only Alchemy card on the table, my opponents will all roll their eyes, just knowing I'ma grab me some Potions.
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Thu, 14 May 2015 15:32

by Salt-Man Z

cyranos wrote:

I'm still somewhat at a loss as how to play. There are fundamentally 5 types of cards, classic, classic big, 1910, 1910 big and mystery (but one is also big)

Vanilla

Just use the classic cards that don't have big cities? No bonuses?

1910

Just use the 1910 cards that don't have big cities? Only globetrotter bonus, no longest route?

I don't see that anyone answered you in this thread, so I will.

Big Cities tickets are just a subset of the larger ticket decks. So for the classic game, use all the classic tickets, including the Big Cities ones. For 1910, use all the 1910 tickets, including the Big Cities ones.

The Mystery Train tickets were part of an expansion for the classic game, so use them with the Classic tickets. Their inclusion is optional, though.

Classic game uses just the Longest Route, 1910 uses just the Globetrotter, Mega uses both.
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Sun, 10 May 2015 10:44

by Salt-Man Z

Related Item: Dominion: Adventures

marrae wrote:

Awesome storage box! Please tell what it is and where to find one? Oh, and thanks for posting the dividers too! Great job! :-)

Thread about the boxes is here. Dunno if they're available anymore, though. I grabbed two because why not? and I'm glad because I ended up need them both, especially now with Adventures.
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Mon, 04 May 2015 23:39

by Salt-Man Z

Salt-Man Z wrote:

Individual results:
Colony - 10.5%
Shelters - 14.8%
Colony/Shelters - 1.6%
0 Events - 52.6%
1 Event - 33.6%
2 Events - 13.8%

I meant to add this, but apparently forgot, but if you want to approximate this with dice, use a d10 for Colony/Platinum, a d8 for Shelters, and a d8 for Events:

Colony/Platinum on a 1 (d10)
Shelters on a 1 (d8)
No Events on 1-4, 1 Event on 5-7, 2 Events on an 8 (d8)
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Sun, 03 May 2015 21:59

by Salt-Man Z

Related Item: Dominion: Adventures

syndesis wrote:

i think you're missing the Ranger divider.

Noooooo! Gah, yes, good catch, thank you!

Corrected files are up on my website, and have also been submitted to BGG.
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Sat, 02 May 2015 13:26

by Salt-Man Z

Alrighty, files for the Promos (now with Prince) and Adventures have been submitted. In the meantime, as always, you can get them here.
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Fri, 01 May 2015 14:36

by Salt-Man Z

rickert wrote:

So Colony should be 11 percent and Shelters are about 13 percent?

I get 11% for Colony (25 kingdom cards out of 236) and 15% for Shelters (35 out of 236).

I was actually trying to do the math for all Colony/Shelter/Event combos, but then my head started to hurt, so I wrote a quick program to brute force it. Out of 30,000 setups, using the suggested rules (first card Propserity? last card Dark Ages? no more than 2 Events) I get the following percentages:

Vanilla - 40.3%
Colony - 4.7%
Shelters - 6.8%
1 Event - 25.5%
2 Events - 10.4%
Colony/1 Event - 3.0%
Colony/2 Events - 1.3%
Shelters/1 Event - 4.6%
Shelters/2 Events - 1.8%
Colony/Shelters - 0.8%
Colony/Shelters/1 Event - 0.5%
Colony/Shelters/2 Events - 0.2%

Individual results:
Colony - 10.5%
Shelters - 14.8%
Colony/Shelters - 1.6%
0 Events - 52.6%
1 Event - 33.6%
2 Events - 13.8%

I also ran it for my own preferred selection method, which states that if either of the first two kingdom cards are from Prosperity, use Colonies, and if either are Dark Ages, use Shelters. It helps mitigate expansion bloat, and gives the following results:

Vanilla - 30.0%
Colony - 8.3%
Shelters - 12.1%
1 Event - 19.0%
2 Events - 7.7%
Colony/1 Event - 5.4%
Colony/2 Events - 2.3%
Shelters/1 Event - 7.9%
Shelters/2 Events - 3.1%
Colony/Shelters - 2.2%
Colony/Shelters/1 Event - 1.4%
Colony/Shelters/2 Events - 0.5%

Individual results:
Colony - 20.1%
Shelters - 27.2%
Colony/Shelters - 4.1%
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Wed, 29 Apr 2015 22:32

by Salt-Man Z

I think Catan's the better game, but TtR is easier to get non-gamers to play. (I've always been fairly ambivalent about Carc.)
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Mon, 27 Apr 2015 12:07

by Salt-Man Z

The BGG edition section of the Catan page is incomplete but probably your best bet.

The Mayfair first and second edition boxes look like this (the only difference was that the 2nd came with four new player colors):

The third edition box looks like this:

Fourth:


ackmondual wrote:

Kosmos always had different art work, and smaller tiles (that's why in Mayfair, the roads were always too short for the tiles)

Absolutely false about the size. The Kosmos tiles from Das Buch zum Spielen, Atlantis: Szenarien & Varianten, and Die Fischer von Catan all fit perfectly with my 2nd, 3rd, and 4th edition Mayfair sets:

(No 4ed tiles in the above image, but I've had no problem combining them with older tiles.)
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Thu, 23 Apr 2015 09:52

by Salt-Man Z

HBGamer wrote:

I love your dividers which makes me ask, do you have plans to make dividers for Adventures?

Absolutely! I started working on it earlier this week, but haven't had much time to devote to it. With any luck I'll get to work on them this weekend and hopefully have them uploaded by Monday. Thanks for asking!
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Mon, 20 Apr 2015 14:37

by Salt-Man Z

This is the first I've tried this; it's really cool!

I noticed, though, with 5 or 6 players, the basic supply piles get listed as two piles, presumably because you're combining cards from two sets:

30Ă—Curse 10Ă—Curse 9Ă—Estate 3Ă—Estate 12Ă—Duchy 12Ă—Province 3Ă—Province 25Ă—Copper 60Ă—Copper 40Ă—Silver 40Ă—Silver 30Ă—Gold 30Ă—Gold

Was this intentional?
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Mon, 20 Apr 2015 14:27

by Salt-Man Z

Gubump wrote:

Beastmaster:
+4 Cards
If you don'™t have the Tribe token, take it and discard two cards from your hand. If you do have it, pass it to the player to your left.
Cost: $5
Type: Action

The way Beastmaster is currently written means you will never have the Tribe token after playing Beastmaster. If you start with the token, you draw 4, and pass the token. But if you don't start with token, you draw 4, take the token, discard 2, and then pass the token—because you check to see if you have the token after you take it.

If that's not the desired behavior (I'm assuming it's not) you should swap the order of instructions around, something along the lines of:

"If you already have the Tribe token, pass it to the player to your left. Otherwise, take the Tribe token and discard two cards from your hand."
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Mon, 20 Apr 2015 14:16

by Salt-Man Z

rickert wrote:

Pillage '“ Ruins cards

Pillage uses Spoils cards, not Ruins.
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Thu, 16 Apr 2015 16:00

by Salt-Man Z

I regularly play it with my 11-year-old daughter (though she was 10 when she started playing) and my 5-year-old daughter also enjoys playing (and has even won once or twice!)

I should add that we always play with the 10-pile variant from the expansion (though I don't own the expansion.)
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Thu, 16 Apr 2015 12:13

by Salt-Man Z

New edition will be available next week, and the components have been confirmed to be the same as the RGG edition.
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Thu, 16 Apr 2015 12:10

by Salt-Man Z

I always prefer to play with Leaders. I like that it gives you some direction at the beginning of the game, instead of just waiting to see which cards come up.

Cities is just fine. I like that it makes the game just slightly longer. And the new cards are a nice tradeoff between expensive and powerful. It also ups the interaction factor a bit. Not an essential addition, but unless someone specifically doesn't want to play with it, I always add it in.

The Wonder Pack is a no-brainer, just for variety's sake.

I haven't played Babel yet, but what I've heard of it recently has made me rethink its (initially-high) priority on my wishlist.
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Mon, 13 Apr 2015 13:52

by Salt-Man Z

Related Item: Puerto Rico

PR still remains my favorite board game after all these years. I still get excited every time I'm allowed to pull it out (my wife's not a fan). The previous sentence was not originally intended as a double entendre.
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Thu, 09 Apr 2015 14:53

by Salt-Man Z

Maokai wrote:

The game has two base games doesn't it? USA and Europe? does the 1910 expansion works with both of them?

There are four "standalone" versions of TtR:

USA (the simplest and most casual)
Europe (adds very minor complexity with ferries, tunnels, and stations)
Marklin (adds complexity/fiddliness with passengers)
Nordic (2-3 player only, slightly more complex than Europe)

1910 is a USA add-on
1912 is a Europe add-on but the warehouses/depots can be used with any TtR game
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Wed, 08 Apr 2015 11:55

by Salt-Man Z

I believe they're all out of print and have been replaced with a new edition. That would explain the hefty secondary market prices.
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Tue, 07 Apr 2015 11:58

by Salt-Man Z

Last year I made cards to replace all of the tiles in San Juan. Last week I put together an improved set of role cards for myself, so I have a set of 5 role cards that I no longer have a use for. I figured I'd give them away to the first person to comment here and tip me some . (US only please, for hassle-free shipping.) The cards you'll get are the 5 role cards (Builder, Councillor, Producer, Prospector, and Trader only) as shown in the picture below—they are, in fact, the very cards in said image. The cards themselves are double-sided (both sides identical) and have been used only a handful of times, and have no noticeable wear.

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Mon, 30 Mar 2015 21:27

by Salt-Man Z

12thManStanding wrote:

It doesn't however cover the coins that one may collect from playing cards like butcher, baker, candlestick maker and plaza.

I would assume that they too if collected in the same turn prior to playing Storyteller would also be paid to the Storyteller for cards. Definitely a unique card that will be fun to learn how to play!

Coin tokens != coins. Coin tokens are only converted to coins when you spend them during your buy phase.
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Wed, 25 Mar 2015 11:26

by Salt-Man Z

tanik wrote:

As long as the robber has the option to choose any of your cards s/he wants then the random draw requirement is fulfilled.
I often stick one card up when I hold out my hand. Sometimes I name it as a currently valuable resource. Sometimes I'm telling the truth.:devil:

This is how we roll as well.
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Tue, 24 Mar 2015 14:19

by Salt-Man Z

The cover shown on Target's website is that of the 4th edition, not the new 5th edition. That said, the 4th and 5th edition components appear to be the same.
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