texts: In Checkers/Draughts, can a King jump multiple pieces and end up where it started?

texts:
title pretty much explains it, is the move depicted in the paint drawing I made legal?

I don't really see why it shouldn't be as it should theoretically follow all the conventional rules of checkers but I haven't really read anything specific about this situation and it's really hard to test it using online checker engines.

(English/American checker rules)


texts: How can I find games similar to a certain type?

texts:
I have recently been playing a lot of the game "Patchwork" (https://boardgamegeek.com/boardgame/163412/patchwork) and really am enjoying it, but it becomes redundant quickly as it is a two player game. I'm looking to find more games of this type so that I can have a game rotation. I'm just not sure on how I can find games that are similar in quality, fun, game time, complexity, etc.

So what would be a good way other than reading all the reviews on websites or forums to find same style games?


texts: Does the team get points if the word is singular but they guess plural?

texts:
In Taboo, one player has a word that they are trying to get their teammates to say (e.g. "Apple") within a short amount of time. I have often found that teammates will guess the plural word when they are trying to get the singular word (e.g. "Apples") or vice versa.

Some players I have played with have said that this is acceptable while others have said that the answer is not correct unless the correct form is guessed (e.g. after the team says "Apples", the player must tell them that them need to say the singular form of that word).

My version of Taboo (2012) doesn't say one way or the other which view is correct. So does the team get points if the word is singular but they guess plural?


texts: In Star Fluxx, have you needed to change how The Computer and The Unseen Force play?

texts:
Star Fluxx has a number of cards that end up being quite powerful and can throw chaos into a game that seemed to be almost over. Most of these cards are either Actions or Surprises and can thus only be used once for each time they are drawn. However, the two Keepers, The Computer, and The Unseen Force seem to provide decisive long-term advantages.

The Computer - If you have this card on the table, Draw and Play one extra card per turn. Also, you may exceed Hand and Keeper Limits by one.

Unseen Force - *If you have this on the table, once per turn you can steal a card chosen randomly from another player's hand, and add that card to your own hand.

I come from a long history of playing control decks in Magic: The Gathering and so I try and dig deep into the strategy of how to accrue small advantages and deal with random elements in card games. Star Fluxx has significant random components to the point that sometimes a player can win in a single turn when no one suspected that they were even close to victory. To me, this suggests that the best strategies will be those that rely on drawing more cards than your opponents and playing more cards than your opponents, rather than striving for any specific combination of cards or rules.

I have a small sample size, but I have only lost 1 game where I controlled The Computer or The Unseen Force for more than 2 turns (I have won the other 5). Star Fluxx, though, is more about having fun through narrative and social interaction than min-maxing. The problem I am running into is that these cards seem to reduce the fun that the other players are having because they recognize that they're being slowly ground into a defeat.

Have you had the same experience with these 2 Keepers? Have you instituted any house rules to modify these cards?


texts: Help Identify this Trucking Game from the Early 1980's

texts:
A user at boardgamegeek.com recently asked for help identifying a game he played as a kid in the early '80s. Usually BGG is able to quickly provide an answer for these types of queries, but his question still remains unanswered after a week. I got permission from that user to post his question here, in the hopes that broader exposure might get him the answer he's looking for.

Here's his question:

  Title: Can anyone help me find the name of this trucking board game I played back in the 80's?

  I don't remember many details but I do remember the playing pieces had a rubber bottom, kind of like you'd put in the top of a bottle, and there was a truck piece of some sort on top of that. There were cards you'd draw which would determine what your mission was. It would give you the place you had to go to pick up your cargo and when and where it had to be delivered. I remember oranges...you'd have to get them to their destination in time before they spoiled. I played this a lot with my sister when we were kids but for the life of me I cannot find it. I remember the name as "Keep on Truckin'" but web searches for that don't match the game I remember.

  Can ANYONE help me out please?

Here's a list of possible answers that have been rejected:

Keep on Truckin' America
Game of the States
Auf Achse
That's Truckin'
Breaker 19
Big Rig 18 Wheeler

Here's a link to the thread on BGG.


texts: Another Scenario: Can monster be targeted?

texts:
Inspired by this question, I was curious if removing one vertical column of tiles would change the result. Id est for the following configuration:

H░█░
░█░M

is the Monster (M) a valid target for a ranged Hero (H) attack through the Obstacles (█)?

My thoughts are that M is a valid target for H because a line can traced from the top right corner of H to the bottom left corner of M that merely passes through the corner (specifically not along the edge) of both obstacles.


texts: Trying to find the name of a great solitaire game from my childhood

texts:
This is a fantastic, thinking solitaire game, played with 52 cards, all face up.
To set it up, you lay out 15 clusters of 3 cards each with all cards exposed, in 2 concentric arcs.
Then you lay out 3 pairs of cards. Finally, you have 1 key card (and all others like it) from which you start building. Only the top card of each cluster can be used, and there can never be more than 3 cards in a cluster. To begin, only the 3 pairs have an open "space" where you can place a third card.
First, you scan all the cards and take out any that match your key card. On these, you build up by suit. On the clusters, you build down, alternating colors. You can move one card around at a time, trying to free up cards underneath, but never having more than 3 cards in a cluster. If you can get all 13 cards of your suit in order on your key cards, you win.
Can anyone tell me the name of this game and if it is available online? It's a bit of a pain to set up each time, and it would be great to know that each game was "solvable".
Thank you.


texts: If I have a Zhur-Taa Ancient in play and a Dictate of Karametra, do I get 3 mana or 4 when I tap a land?


texts: Effect of using Two of a Kind or Favor on an empty hand in Exploding Kittens?

texts:
In Exploding Kittens, it is possible to have an empty hand. When using Favor or Two of a Kind, what happens if the chosen player's hand is empty?
First, consider what happens if Favor is used on a player whose hand is empty.

FAVOR 4 CARDS
Force any other player to give you 1 card from their hand. They choose which card to give you.

It seems like there are two possibilities, but which is intended?

A player whose hand is empty cannot be selected. Favor and Two of a Kind are unusable if everyone else's hand is empty.
The selected player gives nothing. Favor and Two of a Kind are usable without effect if someone's hand is empty.

The same question as above applies to using Two of a Kind on a player whose hand is empty.
"everyone else's hand is empty" is a rare game state, but it seems reachable by having 2 players left:

P1 has 3 cards and uses uses Three of a Kind, asking for a card that P2 doesn't have
P1 draws 1 card
P2 uses Two of a Kind to empty P1's hand
P2 uses Favor on P1


texts: Do the counters that Ring of Thune adds stay with the ring or the creature?

texts:
The part of Ring of Thune that's important reads "At the beginning of your upkeep, put a +1/+1 counter on equipped creature if it's white".

If I was to move the ring after a couple turns, lose it to a Reclamation Sage or whatever, would the +1/+1 counters stay on the previously enhanced creature, or would that bonus leave with the ring?


texts:
Can a unit join another unit if they are the same type of unit? If so, what are the conditions for which they can join?

For example, can they join the other unit while the other unit is in close combat?

For example, a unit of spirit hosts that were summoned trying to join another unit of summoned spirit hosts.


texts: What happens to spells cast from Nightveil Specter's ability?

texts: If I managed to exile a Cyclonic Rift from a library with Nightveil Specter and I play the rift, does it go to the owner's graveyard or does it stay in exile?


texts: Can a creature target itself with an effect that sacrifices itself?

texts:
The card Vampire Hexmage lets you sacrifice it to remove all counters from target permanent. Can it target itself with this effect?

I know a creature can target itself unless it says otherwise (like the examples from this question and answer), but I do not know how a card that sacrifices itself would work.


texts: In the game "En Garde!" - How do optional routines work?

texts:
For some time I've been puzzling over just how optional routines work in En Garde!
I'm not even sure I fully understand how the Parry-Reposte routine works, let alone the Optional Block and Optional Parry routines.
Let's say I have the advantage, so start with a short sequence. I might write out the sequence Parry(Repost), Parry(Repost), Lunge, Slash:
-P-(R)- -P-(R)- -X-L-X- -X-S-

If my opponent starts with a Furious Lunge, I believe our sequences would go:
-L-X-X-C-X-X-
-P-R-P-X-L-X-

So I would Parry the initial Lunge, which triggers the Reposte, my second Parry would have nothing to protect against, so I would go on to my Slash, meanwhile my opponents Cut would strike me before my Lunge connected.
If my opponent starts with a Furious Slash, I believe our sequences would go:
-X-S-X-C-X-X-
-P-P-X-L-X-X-

My parries would not be effective, so I wouldn't get a Reposte, and my Lunge and my opponents Cut would strike at the same time.
Finally, if my opponent started with a Lunge/Slash combo, I believe our sequences would go:
-X-L-X-X-S-P-(R)-
-P-P-R-X-L-X

So my first parry would be ineffective, the second would trigger a repose and our Slashes and Lunges would both hit at the same time.
So, are my sequences correct and beyond this, how do I use the -OB1-OB2- and  -OP1-OP2- routines? These I just can't even start to understand how they might be used.
If anyone can provide some example sequences of how these might be used, I would really appreciate it.


texts: When will playing Rubber Bridge vs. Duplicate Bridge affect your decisions?

texts:
In Rubber Bridge, you are trying to get more points than your opponents. In Duplicate Bridge, you are trying to get more points than the other people playing the same hand later on do. For a while I thought this wouldn't make a difference, but then I've noticed bridge columns occasionally offering different suggestions depending on which is being played, and couldn't make sense of it, because in either situation you're goal is to get as many points as possible.

When would you make a different decision based on if you were playing Rubber vs. Duplicate Bridge? How are the strategies different for them? After looking at a complete record of the decisions players made in a bridge hand, how can I tell if it was played at Duplicate or Rubber? What does it take to be good at Duplicate after you've become pretty good at Rubber?


texts: Why do cards like Isochron Scepter have more than one "may" clause?

texts:
Isochron Scepter reads, in part,

  You may copy the exiled card. If you do, you may cast the copy without paying its mana cost.

There are a number of other cards that give you the option of copying a card, and then give you the option of casting that copy.

Spellbinder
Spellweaver Helix
Panoptic Mirror
Reversal of Fortune (noteworthy for being the only one that doesn't have Imprint)

Effectively, each of these cards offers three options:

Don't copy the card.
Copy the card, but don't cast the copy.
Copy the card and cast the copy.

Why would I ever choose option 2? Is there ever a situation where choosing option 2 results in a different game state than if I had chosen option 1?

My perception is that WoTC usually tries very hard to avoid redundancy in card text, so I'm curious why they would choose a wording like this over something like,

  You may copy the exiled card and cast the copy without paying its mana cost.

Edit: and in fact now that I look at the images of the original Mirrodin block printings, the cards did originally have only one instance of "may" in the instructions for casting the copy. So by issuing this errata, WoTC very deliberately wants there to be two opportunities to make a choice. But why?


texts: Does removing the timer make Space Hulk significantly easier?

texts:
I played the recent edition of Space Hulk with my brother, who insisted on playing the entire campaign as the Space Marines (bad idea - they tend to lose!)

He gave up the campaign about half way through, becoming frustrated with his 10 game losing streak.

I thought about how to make it easier. He consistently became distracted by his phone during his (timed) turn, leading to tactical blunders.

Does removing the timer element make the game much easier, or is it still likely that the space marines will lose?


texts: What are the random/luck factors in Puerto Rico?

texts:
Puerto Rico is generally considered as a game of mostly skill, with very little luck involved. In this regard, it is more like chess or checkers, than the typical board game that uses cards or dice.

The only random factor I know of in Puerto Rico is the fact that the plantation tiles are initially turned face down, and shuffled, then a number of them are turned face up and made available, with redraws from the face down pile as the game progresses. In theory, this could lead to one of each plantation being made available at any given time, but it could also lead to a (random) abundance of some, and an absence of other choices.

What (if any) other random or luck features exist in the game?


texts: Can a non independent character deploy in a dedicated transport?

texts:
Can a non independent character (not attached and not attachable to the unit) deploy in a dedicated transport of any unit?

I'm thinking of putting Death Cie. Tycho with 9 Death Cie. inside the unit's drop pod. I'm not sure if that's allowed.

And according to the errata, Tycho is a single unit in itself.


texts:
Over the weekend I picked up a deck of cards that was originally intended to advertise the 'Page Woven Wire Fence'. Each card has 4 little phrases on it about the company or the product.

Each card has a number from 1 to 13 in the upper left and right corner (same number in both corners). There are apparently 4 cards of each number (I've got a couple of numbers that are missing a card, but I assume that they are just lost).
Some cards (I think it's one of each number) have a number of miles at the top center. The others in that number have a leaf in the top center.

I feel certain that this was meant as a game, with the idea being to put the company's products in front of the prospective purchasers regularly, but I'm not familiar with the game.

I'd like to properly identify it, just for my own edification.

Some potentially relevant facts:
Page Woven Wire Fence Company was established in 1886 (Scanned Catalog) and one of the cards (not shown in the picture) indicates that the company is less than 10 years old, making the deck no later than 1896. Another card (in the picture) says business doubled in 1894 over 1893, so I peg the deck's design at 1895.

UPDATE:
As noted in the comment by SQB, the deck could certainly be used to play Go Fish. But that wouldn't explain the 'Mileage' notations. I wonder if it could be something like a precursor to Touring? I've found the patent for Touring, but it doesn't list any pre-cursors, though with the patent date of 1906, I wouldn't be shocked if it were an improvement (by adding the various hindrances) of a prior game.


texts: Open source engine / software for makruk?

texts:
There are open-source engines for chess, shogi (e.g. gShogi), xiangqi (e.g. XiangQi Engine) and other strategy board games.

Are there any open-source engines for makruk? (I.e. not just freeware.)

Note: this is not a request for recommendations, but an attempt to find out whether any such open-source engines exist at all. I could not find any at the time when I posted this question.


texts: How important is it to avoid bagging out in Spades?

texts: I'm very new to Spades, and am trying to grasp the basic strategy.  In the few games that I've played so far, I've been sort of paranoid about bagging out; 100 points seems like a lot to lose.  (Of course, I might be wrong about that.)  Because of this, I've ended up overbidding several times in order to avoid bags.  So, I was wondering, how important is it for me to avoid overtricks and bagging out?


texts: Gate and monster appear when returning to Arkham from Other world

texts:
A gate and a monster appear when returning back to Arkham from Other world.

I want to close the first gate which I came from, so I wait a round.

Does the other gate draw me in next round or can I close the first gate before the other gate draws me in?


texts: When a land turns into a creature, but the effect that did that says "it's still a land", does that mean it can still produce its original mana? Or does it only have the Land type as an additional type?


texts: What is a good generic strategy for playing as Yarpen?

texts:
In the Witcher Adventure Game, you can play as one of four characters trying to complete a set of quest. Yarpen is possibly the hardest character to play. He does not have a go to quest deck her can go to. However, I suspect that companions are key to Yapren's success.

Is there a good generic strategy that can be applied to Yarpen?


texts: If something is exiled and checked for simultaneously, does the check yield "true"?

texts:
I have on my board 3 copies of Biovisionary, which have

  At the beginning of the end step, if you control four or more creatures named Biovisionary, you win the game.

Then, I cast Splinter Twin enchanting a Biovisionary. That card states:

  Enchanted creature has "Tap: Create a token that's a copy of this creature. That token has haste. Exile it at the beginning of the next end step." `

I tap the enchanted Biovisionary to clone it and end my turn. Now what?


texts:
May I pick-up the discard pile if the top card is the same in as the ones in my already-completed canasta.
(i.e. it has the needed seven (7) cards)


texts: Am I allowed to take a red 5 after reaching?

texts:
When I'm in riichi and draw a red 5 from the wall, am I allowed to exchange it with the non-red 5 in my hand?

I would argue it might be allowed, because it does not change the yaku, wait or hand structure in any way.

In case the above is correct, what happens in case there is an (isolated) 678 in my hand? Would I be allowed to discard the 8? Given the above rationale, the answer should be yes. However, this could be very complex in practice if the 678 were not isolated, or if there are were similar sequences in other colors, and I doubt this would be acceptable for the players to keep exact track of.

In comparison: I've learned earlier that a kan is allowed, when there are 3 equal tiles already present.


texts: In Arkham Horror, should the newly placed monsters or the final count of monsters be evenly distributed?

texts:
The rules state:

  When placing monsters, they should be divided as evenly as possible among the open gates, with no gate having more monsters placed on it than the gate where the monster surge occurred this turn.

Does this mean that if I am place 6 monsters across 3 gates, the first of which has 5 monsters, then I should end up with 7, 2, and 2 monsters in those locations when I am done?


texts: Does Dixit need any modifications to play with 7, 8, 9, and 10 players?

texts:
I've enjoyed Dixit greatly with groups of 5 and 6, and I'm curious if it needs any rule variations to extend it further. I was thinking perhaps requiring at least 2 players to guess the correct card instead of just 1 when playing with 8 or more people, because otherwise the storyteller can tell a rather unspecific story and still rely on 1 person getting it by guessing.

Does Dixit need any adjustments to play with more than 6 players? If so, which rules would you recommend adding and at what number of players? How would the overall game change when more people were added?

Do not worry about running out of cards to use and having to reshuffle to keep the game going. If you're curious, I actually use Magic: The Gathering cards to play the game, so we have a deck of around 250 cards, which is more than enough.


texts: Do you move a surveyor when they are already on the westmost tile?

texts:
In Carcassonne: New World, you need to move the eastmost surveyor one tile to the west every time a feature is completed and scored. However, it is quite possible to finish a feature while both surveyors already are on the westmost tile(s). How to proceed?

I see several possible options:

Move a surveyor one step to the west, to where the next column is going to be.
Do not move a surveyor.
Draw an extra tile, place that to the west of the westmost tile and place the surveyor on it.

This situation is not found in the rules, at least not in my version (in Dutch, where the game is called Carcassonne: Mayflower).

The FAQ at BoardGameGeek says that option 2 is the correct one. It does seem the most likely, but is there an official source for that?


texts: Is there any card game where the cards' back color is meaningful?

texts:
Many card games are played using a double deck of 52+2 cards where the back colors are different (e.g., in Italy it's customary to have red and blue).

Is there any game, played with such a traditional set of cards, where the back's color is meaningful?

E.g., if I play a blue 7 of Spades the outcome could be different from playing a red 7 of Spades.

PS new to the site, I probably need help with tagging...


texts:
Recently I bought some Shaun the Sheep games from kosmos.de, but the rules are in German. Does anyone know the rules for next two games :

card game
board game


texts:
In French rules, playing at 3 means having two characters at every rounds.
One character card goes face down then crown owner chooses a character and pass the rest to next player.
If the crown owner takes Assassin, he will assassinate without any risk because he can deduce two missing character cards.
I'm thinking a 100% hit ratio by Assassin is nonsense, assassination is a risky task and thus should not be at 100%.
Also, this can be extended this to the Thief with a 100% hit rate if taken by crown owner (and if Assassin is face down).

What do you think about removing Assassin and Thief and inserting Artist to make a more balanced 3 players game ?


texts: Do you get points if you are broken/trapped in Saboteur 2

texts:
In Saboteur, if the good dwarves reach the gold, they distribute points to themselves but skip over any good dwarves with broken equipment.

Does this rule still apply for point distribution in Saboteur 2, or does your broken status not matter for collecting points after a round?


texts:
I was taught this as a young child by my grandmother. It's how my family plays what we call rummy, but I cannot find anything like it online:

Two plus players (we've played up to 4), all dealt 7 cards. Deck is placed face down and one card turned up, player to the right goes first. They can either pick up the face up card or the top card from the deck, then discard a single card. Next player can either pick up the top card from the discard pile, or the entire discard pile, or a single card from the deck, then discard a single card. Play continues like this.

Players can put down runs of 3 or more and melds of 3 or more at any time during their turn. Following this, a player that has put down a run or a meld of their own can on their turn add to other players runs and melds (keeping them with their own cards, so say player one had 7, 8, 9 and 10 of hearts down... player two as long as they've also go their own run/meld placed down can put down just a jack of hearts, player one could then place down just a queen of hearts, etc.)... you can choose to put down your runs and melds immediately upon getting them or you can hold them and half the deck in your hand (if you keep picking up the discard pile) until you can go out, by having no cards left in your hand. It's up to you. You don't need to give any warnings before going out, and going out does not require discarding a card.


texts: Why is Femme Fatale so expensive to install?

texts: Femme fatale costs 9 to install and I am struggling to figure out why it costs so much. The card has the ability to render a piece of ice fairly useless by allowing you to break its subroutines by paying one coin. However, I can also do that with other, cheaper, better icebreakers. I am just a little confused on why it costs 9.


texts: Hero Quest - Adaptation to remove 'Evil Wizard'

texts: I'm just wondering if anyone has come across an adaptation to the rules of Hero Quest for a version where you don't need an evil wizard? I'm wanting to try and play 2 player co-operative games and almost have a more random monster appearance like Warhammer Quest etc, but not quite sure if it'll work.


texts: Auction of mortgaged properties during bankruptcy

texts:
We have a house rule - No form of trade/deal is allowed between players. If someone wishes to sell anything - an auction has to be held always and the property goes to the highest bidder.

There are 3 players in the game. One player lands on my property and has to pay me rent but has no cash and all his properties have been mortgaged. Is he allowed to hold an auction for his mortgaged property to gather cash to avoid bankruptcy?
(officially I know under standard rules he could have made trades with the 3rd player to avoid bankruptcy but that is not possible)

I am inclined to think that since the bank bars us from collecting rent on the mortgaged properties an auction of mortgaged properties also doesn't make sense to me.

So to summarize - Can the player who is about to go bankrupt - legally put his mortgaged property card at the center of the board and hold an auction?


texts:
Have a game die and I am trying to figure out which game it belongs to.
Has the numbers 1, 2,3, 2 and " All HOP Over" and "Turn Log"

Ideas?


texts: If damage is redirected infinitely, does the game end in a draw?

texts:
I have a creature enchanted with Pariah:

  All damage that would be dealt to you is dealt to enchanted creature
  instead.

I then play Blood of the Martyr:

  Until end of turn, if damage would be dealt to any creature, you may
  have that damage dealt to you instead.

The rules appear to say that this does not result in a draw, because according to Blood of the Martyr I "may" redirect the damage to me.

  104.4b If the game somehow enters a “loop” of mandatory actions, repeating a sequence of events with no way to stop, the game is a draw. Loops that contain an optional action don’t result in a draw.

Then, am I forced to give the damage to the creature? Do I have a choice to draw the game by choosing to give the damage to myself forever?


texts: If I block a creature with afflict and my blocker kills that creature, will I still take afflict damage?

texts: My opponent controls Neheb, the Eternal (a 6/5 creature with afflict 3), and attacks me with it. If I block Neheb with a creature that will kill it, will I still take damage from afflict?


texts: How much money would I have to spend to play in tournaments?

texts:
In posing this question, I realize that it may be out of scope for boardgames.SE; this question could be subjective and the monetary costs vary quite a bit between cheapest and most expensive decks. Having said that, I think this could have value if it falls within the Q&A format appropriately.

I've been a casual player for awhile, but I've rarely dabbled in tournament formats. I think I spent some time between Mirrodin and Ravnica playing Standard, but beyond that I have had very little exposure. I am realizing that I'd like to start participating in the more competitive tournament side of Magic, but I'm concerned about the cost.

I get the sense that it is a much larger initial investment to start in Vintage and Legacy because there is a solid base that most decks use in land and mana artifacts, and the upkeep may be minimal as new cards come out that fit a deck, whereas the initial cost in Modern and Standard is lower, but there are continual costs as new sets come out that consistently change the format. Beyond that, I don't have a great sense of how much these costs are, and the average costs of these would partially determine what style of tournaments I'm likely to be attracted to.

What is the average cost of a deck for each of the major tournament types? These would at least include Vintage, Legacy, Extended, Modern and Standard, plus any others I may be unaware of.


texts: What is the detailed token content of "Firefly: The Game" and its expansions?

texts:
If you look in the game rulebook you'll see that it states that the game has "167 tokens". This seems quite unspecific to me. The Blue Sun- and the Pirates & Bounty Hunters-expansions are equally unspecific in what token content they have (88 and 41 respectively).

Indie Bard gives a more specific content list but only for the basic game, and without any reference to any official source.

Google searches of "... token details", "... token specification" and "... token content" has turned me down so far.

My questions are the following:

Is the Indie Bard list correct?
If not, what is the correct content list of the tokens in the game?
What is the token content of the expansions of the game?


texts: How do I place stations in Ticket to Ride on Steam?

texts:
I'm playing Ticket to Ride, Europe, online using the Steam version on a Macintosh. I understand the rules of stations, just not how to physically place on the game board. For example:

In this map I'm attempting a route from Madrid to Wien. My opponent has blocked me from Müchen to Wien. You can see in the lower right hand corner that I have 3 stations available. If I click on my stations I get the same dialog that I get if I click my avatar, the one that shows routes complete, train cards, route cards, and trains. Curiously, it does not list stations. I've tried all the modifiers, control, command, option, shift click etc...

I cannot drag to the made route, I cannot click on the cities where I want the stations. How do I place a station in the online version?


texts: Setup for more than 4 players in Dominion?

texts:
We have the base Dominion set along with the Alchemy and Prosperity expansions. The rules cover 2-4 players, but elsewhere it implies that up to 6 players are allowed with expansions. Nowhere we could find does it explain if 5 or 6 players have a different setup or end game conditions.

Do you need a different setup for 5 - 6 players in Dominion? I get the impression that adding the Colony and Platinum is required, but not sure if the starting cards or end conditions change. Or is it a different expansion that allows for 5 - 6 players?

I am open to "official rules" and "recommended rules."


texts: In a two-player game, is it allowed to choose the flag symbol to bid 0 during war?

texts:
When declaring war, one tactic might be for a player to choose the white flag on the war die to mean "0 war cost", and have no intention of forming an alliance. Normally, an alliance is formed when both players in a war choose the white flag symbol:

  If both players chose a white flag, a peaceful alliance is formed

However, the rules clearly state that

  Players cannot form an alliance in a 2 player game.

Is it still permitted to choose the white flag symbol to bid 0 during war, knowing full well that an alliance cannot be formed? If yes, what happens if both players choose the white flag? Does that mean that it is a tie of 0, and then standard tiebreaker rules apply?


texts:
This is more a question for the big games with a lot of investigators. A few non-critical tokens seem to be able to run out, and I can't find anything about those specific tokens in the rules.

Do you just rip a piece of paper and create a clue token or are they out when out? I do know some of the tokens (like portals) awaken the Ancient One when they run out, but for the others there are no mentions in the rules (or I'm just missing them) about what to do when there are none left in the box.

In an 8 player game I've had this problem with Clue, Stamina, Sanity, Money and Explored (those you get once coming back from a portal) tokens. I don't believe the intention is to get sucked back into the portal just because there are no tokens left, but I might be wrong.

Any ideas about official rulings in these cases?


texts: Does Silver Lining negate a creeper requirement?

texts: If, for example, You Also Need a Baked Potato is in play or the goal is War=Death, what is the effect of the Silver Lining card, which states that creepers cannot prevent you from winning?


texts: Can an opponent put a property up for auction at a higher price than I have in cash?

texts: I only have $5.  My opponent lands on an un-owned property and put it up for auction.  Can my opponent make a starting bid of $10 on this auction even though that is more money than I have?


texts: In the sixth adventure, how do you destroy the Gravestorms Phylactery Token?

texts: You can either kill the dragon by attacking it or by destroying the Gravestorms Phlactery Token.  My question is how do you destroy it.  There are no directions in the rule book or adventure book as how to accomplish the task.


texts: Are there many mandated "time outs" in tournament bridge?

texts:
In "Points, Schmoints," Marty Bergen related an instance in which he announced "skip bid," before "jumping" his partner's two diamond bid to the five level (instead of three). According to him, his Left Hand Opponent had to wait ten seconds before reacting (in order not to give away information by the speed or slowness of his reaction to the unusual bid).

Are there many instances where tournament rules mandate that players take such a "time out" in either bidding or play?

This is a "companion" to my other question:

Can one ask for a "time out" to study the hand in bridge?


texts:
What are some common house rules that you might use for a Killer Bunnies game?

Because the game has so many rules/cards to begin with, the only one that we've come up with is not allowing Super Bunnies to be blanched.  Any others we should adopt to help simplify/speed up the game?

We've tried halving the cost of carrots, but that made "Take a carrot" cards nearly unnecessary.  We've also tried allowing people to have a free Black Pawn in order to limit the effectiveness of weapons but that kept too many bunnies on the board.  The free Black Pawn helped make the game move faster, but it meant that you nearly never had to play around not having a Bunny.


texts: Does Deflecting Palm cause Furnace of Rath to activate twice?

texts:
My opponent is at 12 life. There is a Furnace of Rath in play. He casts Lightning Bolt to my face and I play Deflecting Palm in response, aiming it back at his face.

Does my opponent take 12 damage and lose?


texts:
I just played Smash up with the second edition and the first as Bear Cavalry-tricksters against my Dad who played as          Ninja Zombies And he kicked my butt,

I'm aware that there are counter factions, like say Tricksters do awful against Ghosts since Ghosts are all about Discarding cards, and Tricksters keep making you discard.

Ninja Zombies seem to have good synergy with each other which makes it quite clever, since Zombies keep coming back from the dead when Ninjas kill everything.

Is there any counter factions towards them all?


texts: If Rayami, First of The Fallen is in the command zone, does his ability still activate?

texts: So if Rayami, First of the Fallen is your commander and has yet to be played, does his ability still exile creatures that would normally be destroyed, or does he have to be on the battlefield for that to happen?


texts: How long does it take to play Elder Sign?

texts:
This dice game version of Arkham Horror is about to be published by Fantasy Flight but a lot of gamers have already picked it up or at least demoed it at GenCon and PAX Prime. I've read a few comments that stated Elder Sign did not play in one hour as advertised, but these comments were rather vague.

Is there a group consensus on how long this game takes to play?


texts: How does targeting limitation work for Wild Ricochet?

texts:
I use Wild Ricochet on an opponent's spell that says "target creature you control" (A not overloaded Dynacharge for example).

What are valid targets for the spell and the copy? If I can only choose their creatures could I choose to redirect it nowhere as a roundabout counter or do I have to pick valid targets?


texts: In bridge, should you be more careful with takeout doubles over one spade?

texts:
With a hand like (s) Axxx (h) KQxx (d) Kxxx (c) x, I would gladly make a takeout double over one club. That's because my partner would have a choice of three suits to bid at the one level.

Change the hand so that the (singleton and bid) were in spades: (s)x (h) KQxx (d) Kxxx (c)Axxx. Now, if I make a takeout double, partner would have to respond in a suit at the TWO level, possibly with as little as (s) xxxx (h) xxx (d) xxx (c) xxx.

In this situation, I would double one spade (reluctantly) if not vulnerable versus vulnerable, and pass otherwise.

Edit: Opposite a "Yarborough," I expect my hand to be worth five tricks on offense. Thus, I am willing for my partner to contract for seven tricks but not eight, thereby "overbidding" by two tricks, but not three, with equal vulnerability, against the opponents' presumed game.

Does one need to be more careful about takeout doubles over a spade bid than a minor suit? That is to say, is my reluctance to risk down three well founded, meaning that I have "drawn the line" in a good place? A certain expert seems to think so (in the daily question).

This question is for rubber bridge; duplicate is a different animal.


texts: Can proliferate be applied to loyalty counters?

texts:
I am curious, can proliferate be applied to planes-walkers with loyalty counters on them?

proliferate text states:

  You choose any number of permanents and/or players with counters on them, then give each another counter of a kind already there.

And planeswalkers are both players AND permanents, So I see no reason that it shouldn't work. Are there rules against it?


texts: How would these Ticket To Ride variants change the game?

texts:
In a recent question we securely established that the "Longest Route" bonus in Ticket to Ride is earned by the largest number of train cars used to make the route, not the largest number of stops.

This confused at least one smart user here, who had assumed the opposite to be true.  After all, any fool can build a direct train from New York to Los Angeles, but surely a train that makes a few stops along the way to accumulate passengers would be a much more valuable commodity!

I personally feel as if there could be a strong argument for switching the way that Longest Route works.  After all, you already get lots of points for building the efficient 5- and 6-length routes that are the bread and butter of winning the Longest Route bonus.  Wouldn't there be a more interesting tension in the game if building lots of inefficient, low-scoring routes was what lined you up for the bonus?

I'm going to take this opportunity to suggest another variant, that I brainstormed up a little while ago: Contracts.  Under this variant, any player could spend a move to sign a contract on a route: this is represented by taking one of their trains and placing it over the route, at right-angles to normal train placement.  This train can be later used to build the route in question, but cannot otherwise be picked up from the board.  At the end of the game, any uncompleted contracts score negative points equal to the positive points normally gained for completion of a route of that length.  "Contract" trains do not count as being in the player's supply, for the purposes of determining if the game is about to end.

What implications would adopting these variants have on Ticket to Ride strategy and gameplay?  Are they terrible ideas?


texts: Does anybody need the 6th epidemic card in Pandemic?

texts:
4 epidemic cards in the pile are easy in Pandemic. 5 cards - it is interesting. Our win / lose ratio is about 50% with 5 epidemic cards. But I can't imagine how to play with 6 epidemic cards. Are you just very lucky to win this way, or are there are some strategy secrets I still don't get?

Btw there is a 7th epidemic card in the expansion "On the Brink".

Is there anybody who usually plays (and wins) with 6 or 7 epidemic cards on the pile? What's your secret?


texts: Should West read a low card as "not" discouraging in the following situation?

texts:
This is a link to the whole hand from a Frank Stewart column:

E-W vulnerable, S bid 1 spade, raised to 2 spades by N. All pass.

West opened with the king of hearts. Dummy, East and South played low with the 3,5, and 8 respectively. At this point, West knows that the outstanding cards are QJT.

West failed to continue hearts (and let the contract make) because he was discouraged by the 5. But I would have read it as a singleton and continued hearts on the theory that if East had a Q, J, or T, he would have played that card as encouragement.

Should one not be discouraged by the 5 in this situation?

Would East discourage with exactly JT5 and play the 5? And even so, shouldn't West then continue with the A to drop South's Q?

            Dummy
            Q63
            763
            KT3
            Q863
  West
  5
  AK942
  Q72
  J952


texts: Will double strike trigger cipher twice?

texts:
Say I am playing with a creature that has double strike (e.g. Two-Headed Cerberus), and I cipher Hidden Strings to it. This allows me to tap/untap up to 2 target permanents whenever the creature deals combat damage to a player.

If my creature then attacked a player and wasn't blocked, and he took the double strike damage, would I then be able to tap/untap 2 target permanents twice? In effect tap/untap 4 target permanents?

I am asking this because my friends and I play with a few different ciphers and have had arguments about this a few times.


texts:
We're new to the game, and already ran across something that struck us as an issue. Here's the scenario:

Wizard stops just shy of a room, fires in a spell that fails to kill the monster. He stays outside the room.
On the next player's turn, he walks through the wizard and into the room to battle the monster (rules say heroes can pass through the same space, but not occupy it unless it's a chamber). Hero fights the monster, loses, but is not ejected from the room.
Wizard's next turn comes. What can the wizard do now? The way the rules read, if he fires a spell into the room and kills the monster, he enters the room to loot, but the room is already occupied by the other hero, so the wizard is forbidden entry. Even worse, the wizard is still just outside the room.

What happens if during the combat in the room, the hero who pushed past is forced out of the room? Technically, the wizard was already in the space just outside the door, and there is nowhere for the hero to retreat to.


texts: In Monster My Neighbor, how is the Rumor card resolved?

texts:
In Monster My Neighbor the Rumor card states:

  Each player draws 1 card from the hand of the player to their right.

How is this card resolved?

I assumed that the player playing the card would draw a card from the player to their right, and then each player, clockwise, would follow, but the rules doesn't clarify this.


texts: If I no longer control a permanent when it would be sacrificed, is it still sacrificed?

texts: Let's say I control Planar Chaos and in response to its ability give it away with Zedruu the Greathearted's ability, will Planar Chaos still be sacrificed if I lose the coin flip?


texts: Carcassonne -- problem telling the difference between the Big Meeple and regular Meeples

texts:
In our gaming group, we have a very hard time picking out the Big Meeple from the other Meeples on the board.  While the Big Meeple certainly is bigger than the others, it's not by a significant factor, and most of our group (epsecially me) just can't tell it apart from other Meeples on the board.

It has gotten to the point where we have implemented a house rule that when you play the Big Meeple, you must state you are playing it, and if someone asks where your Big Meeple is, you need to point it out.  Still, it's easy to loose track of, in my opinion.

Has anyone else experienced this?  Have you implemented a similar house rule?  Have you altered your Big Meeple (painting on it, drawing a smiley face on it, etc.) to help identify it?  Or are we all just seriously visually impaired?


texts: Can I delay the $200 to avoid paying some of my taxes?

texts: Say you pass go in Monopoly and you land on a property stating to pay 10% of your entire bank. Is it against the rules to not pick up the $200 from passing go until after you pay the 10%?


texts: Which tournament format best emphasizes winning (as opposed to avoiding last place)?

texts:
I've played enough Settlers that I think I could do well in a tournament. However, a cursory glance at upcoming tournaments suggests that most Settlers tournaments use a Swiss scoring system that distorts the incentives of the game significantly. To take one specific example:

http://www.boardgamers.org/yearbkex/setpge.htm

Using this format, it is theoretically possible in three rounds to have:

Player A wins 1 game 10-6-6-6 for 5+4=9 tournament points, and 2 second place finishes for 3 each, or 15 total.
Player B wins 2 games 10-9-7-7 for 5+1=6 tournament points each, and last place in the other game for 1 point, or 13 total.
Player A gets more points than B because of one strong victory and 2 second place finishes.

I have always played Settlers to win, not to avoid coming in last place. Playing with this format, I would emphasize avoiding last place over winning. I might also attempt to cooperatively engineer a certain number of victory points per player on the third round if I had 1 win and 1 second place finish coming into the game and some of the other players were in similar situations.

I would personally rather play a tournament where the emphasis is on winning as opposed to avoiding last place finishes and possibly brokering third game deals. Do such tournament formats exist? If so, what is the name of the tournament format(s) that best emphasize(s) winning (as opposed to avoiding last place)?


texts:
My partner and I play a weak 1NT (12-14 HCP) and 1C can be real (5+ card) or 15-19 HCP. If we have a 5 card major, we open it.

Because we have a bid promising a balanced hand with every range. This has lead to our 1D opening always promising an unbalanced hand.

The Dutch (I think they are just the international) rules say that every bid which your opponents might not know the correct meaning of should be alerted.

I have been alerting the bid saying "my partner promises real diamonds either 5+ or any 4441 (with 4 diamonds) and always an unbalanced hand".

Is it nessecary to alert this in regular contract bridge?


texts: What is the best strategy for Coppersmith in Dominion?

texts: I tend to think of the Coppersmith card in Dominion: Intrigue as pretty much a dud of a card. Anybody have any useful tips as to how to play this card properly?


texts: How to protect a large piece of side territory

texts:
I've played several games where I have gained a good chunk of side territory, but lost it due to invasion by the other player.

Below is an example, ignore the placement outside of the area black surrounds and focus on solving the problem inside.

$$ Defending the side
$$ .............
$$ .....OOOOOOO.
$$ ..XXXOOXOX.XO
$$ OOX..XX.X.X.O
$$ OX.....X...X.
$$ XX.........X.
$$ X..........X.
$$ -------------

White has several points of injection, what would be some good strategies to make any attempt at minimizing or taking away this territory fruitless.


texts: What happens when a gate moves onto a vortex?

texts: If a moving gate (from the Lurker at the Threshold expansion) would move into a vortex in Dunwich, what happens? My best guess is that, since the rules say it moves as a normal monster, it moves into the vortex, and, like a monster, adds a horror token to the track.


texts: Stopping a CounterSpell with Aurelia's Fury it's possible?

texts:
I know you can stop a Counterspell with another Counterspell

But Aurelia's Fury is different, it causes the damaged player to be unable to cast non-creature spells this turn.

Lets say for example if I cast any spell and my opponent uses a Counterspell, effectively countering my spell but in response (when he passes priority back to me) I use Aurelia's Fury and manage to deal damage to him. I passed priority back to him but he has nothing else in response so the stack resolves.

So the stack would look something like this:
Aurelia's Fury
Counterspell
My Spell

As Aurelia's Fury resolves, does this mean his counterspell counts like it was never cast? Meaning my spell was never countered?


texts: Does "Income tax" count as a Curse or Bad Stuff that will remove "Chicken on your head"?

texts:
If I choose to lose my headgear due to Income Tax, does that qualify as an event that would take the chicken with it?

The cards say:

  Income Tax:
  Discard one item of your choice.
  Every other player must now discard an item or items, totaling at least as much value as the item you discarded. If they don't have enough to pay the full tax, they must discard all their items and lose a level.

  Chicken on your head:
  -1 to all die rolls. Any Curse or Bad Stuff that removes your Headgear will take the chicken with it.


texts: Can I use Act of Aggression to steal their attacking creature and block with it?

texts: My opponent declares two creatures as attackers. I want to play Act of Aggression to gain control of one of their creatures and so I can have it block their other creature. Is this possible? Is so, during what step do I need to play my Act of Aggression? If I played it during my declare blockers step, would the creature that I now controlled still be attacking me?


texts: How does the full-size board change the game of Go?

texts:
My Go board has two playing surfaces, one big and the other small. As a Go beginner, I have been playing on the reduced size board. I assume this is recommended because it makes games shorter, and there is less to keep track of. But as a beginner, I'm having trouble seeing what benefits playing on a larger board might bring.

Why would I want to play on a bigger board? How does the game change? Or another way of putting this - why doesn't everyone play on the smaller board size?


texts:
Pandemonium is an enchantment that says "Whenever a creature enters the battlefield, that creature's controller may have it deal damage equal to its power to target creature or player of his or her choice."  Muscle Sliver is a 1/1 creature that gives all Slivers (itself included) +1/+1.

So if you have no other Slivers in play, does Pandemonium do 1 point of damage or 2 points of damage when Muscle Sliver comes into play?


texts: What is the name of this game?  Board is a one-piece solid oak plank (approximately 7-3/4 inch by 13-3/4 inch) with 247 holes in three areas.  Appears that each player begins with 39 black or white pegs parked in separate and opposite "home" areas (each home area is 13 by 3 rows).  Playing area consists of a central 13 by 13 grid of holes.  I presume that pegs are moved from home area to playing area in turns.  I have the game but no idea of the name or rules.  I understand that this game was a favorite in "Games Magazine" in the mid-1980s.  Well made board and wooden dowel pegs.  No box (not sure there ever was one) or instructions.  Does this ring a bell with anyone?


texts: Can I take a jack if I'm at the hand limit?

texts: When at the hand limit, I can always draw one card. Does this include a jack, or can I only draw a face down card from the deck?


texts: Is the Diver able to turn when swimming across a flooded or abyss tile?

texts: In the instructions it says the Diver can swim "across" a flooded or abyss tile for one action. Does this means he can make a turn and go to the tile diagonal from his location?


texts:
What happens if you did not realize you could have laid a card down, and used it later in the game?

For instance player one lays a 2, player 2 a Q, player 3 a 6, player 4 a 6, then four goes, so player four moves one; but then at the end of the game noticed on the last round player four could have put down another six that she had in her hand. How would you play that six? Would you be allowed to use it, or would it be a dead card?


texts: What is the process for determining if an infinite loop will be a draw?

texts:
Related to this question, and inspired by this question, I realized that I don't know what the game play will actually look like when an infinite loop arises.
Imagine that Lethal Vapors and Solemnity are on the battlefield. Alice casts a creature with undying or persist, and it resolves. This should cause an infinite loop of triggers, because the creature will be destroyed when it enters the battlefield, and it will return to the battlefield when it dies.
Now, either player can easily stop the infinite loop, because Lethal Vapors has an ability that will end the loop, which can be activated by either player. But let's say both players think that the loss of turn that comes from activating that ability will be enough to cause them to lose the game. So what specifically happens now?
I would imagine that in a casual setting, both players would simply discuss "ok, this is an infinite loop. I'm not doing anything to stop it; are you doing anything to stop it? No? Ok, draw then".
But in a more formal setting (either a tournament, or a casual game where both players really want to follow every CR to the letter), whose responsibility is it to take what action and when? Alice has priority, so she passes it. Bob then passes priority, and Lethal Vapors' trigger resolves. Then Alice has priority, so she passes it. Bob then passes priority, so the undying trigger resolves. Is one of them responsible for using their priority to suggest a draw?
Are the rules for shortcuts relevant here? Although it seems like a shortcut isn't really involved, the rules for dealing with infinite loops are under the rules for taking shortcuts (section 720).
The only relevant rules I can see are these 3:

720.1b Occasionally the game gets into a state in which a set of actions could be repeated indefinitely (thus creating a “loop”). In that case, the shortcut rules can be used to determine how many times those actions are repeated without having to actually perform them, and how the loop is broken.
720.4. If a loop contains only mandatory actions, the game is a draw. (See rules 104.4b and 104.4f.)
720.5. No player can be forced to perform an action that would end a loop other than actions called for by objects involved in the loop.

So it says "the game is a draw", but when specifically does the game become a draw? Does one player have an obligation to propose a shortcut here? I don't actually see a legal shortcut that would work to cause a draw, however, as shortcuts for loops generally involve naming a finite number of times that you want the action to happen.


texts: Exploding Kittens- Slap to get out of multiple turns

texts: What I’m trying to find out is if you get slapped (let’s say triple) and you play something in-between (you don’t currently have a slap in your hand e.g. an alter the future and put another slap on top), can you now play that slap to push the rest of your turns on to another player (now that the alter is between it no longer adds onto the previous slap). Does that negate both your remaining turns and push the complete slap onto your chosen opponent or do you remove one of those for the 3rd turn or can you not do it at all?


texts: If a creature is blocking and it has vigilance does it still tap?


texts: What happens when a creature with "Whenever a creature dies" dies simultaneously with multiple other creatures?

texts:
Marchesa, the Black Rose has the following ability:

  Whenever a creature you control with a +1/+1 counter on it dies, return that card to the battlefield under your control at the beginning of the next end step.

I had a number of creatures on the battlefield, including Marchesa herself, with one or more +1/+1 counters on them when Supreme Verdict was played, destroying each creature on the board.

When Marchesa and several other creatures would be killed simultaneously,

Does Marchesa's ability trigger for herself?
Does Marchesa's ability trigger for the other creatures under my control with +1/+1 counters?

In attempting to resolve the issue, we tried to look things up, leading to this forum post, which cites Rule 603.6d as proving that Marchesa's ability should trigger both for herself and for each other creature with +1/+1 counters.

Unfortunately, none of us could actually understand Rule 603.6d, aside from this example:

  Two creatures are on the battlefield along with an artifact that has the ability Whenever a creature dies, you gain 1 life. Someone plays a spell that destroys all artifacts, creatures, and enchantments. The artifacts ability triggers twice, even though the artifact goes to its owners graveyard at the same time as the creatures.

The example certainly seems analogous to me, but without understanding the actual rule, rather than just the example, we weren't too sure.

A complete answer has to not only answer the question, but back up that answer with citation and explanation of the official rules on the matter.


texts: Should I get $200 for passing "Go" if I then get a card that says "don't collect $200"?

texts:
Take this scenario: Someone rolled the dice and landed on Community Chest, passing "Go" in the process. They picked up the card and it read 'Go to jail. Don't collect $200'.

They argued that they should still receive $200 because they already passed "Go".


texts: What are the odds of being dealt particular melds in Double Deck Pinochle?

texts:
This is a followup to another question: What are the odds of getting a double run in four-handed pinochle?

I'd love to know the odds of being dealt particular melds in Double Deck Pinochle. I found a table of odds for Single Deck Pinochle, but nothing similar for the Double Deck variety.

Does anyone know how to calculate this?

Double Deck Pinochle is played with 80 cards: 4 of each rank (A 10 K Q J) for each suit. That's four Ace of Hearts, four Ace of Spades, etc. (Unlike the single deck variety, double deck Pinochle does not include 9s.) All 80 cards are dealt so that each player has 20 cards.


texts: Thaumatic Compass / Spires of Orazca VS creatures with vigilance

texts: Am I still able to target attacking creatures with Spires of Orazca's ability if they are not tapped (if they have Vigilance for example)?


texts: Cast Pitfall Trap after opponent attacked with two creatures

texts: An opponent attacked me with two creatures and kill one of them somehow (say, combat damage). Can I kill the remaining creature casting Pitfall Trap using its alternative casting cost?


texts:
A friend played Munchkin Deluxe the other day and told me he won at level 8 when he killed a monster which granted 2 levels. To my understanding, I thought you NEED to kill at level 9 in order to win.

Can anyone explain if this is correct or not?


texts: How do you score an all wild card Canasta?

texts:
Today I made my first ALL Wild card Canasta with six 2's and a Joker in Classic Canasta :O)

How much is this worth please?

Also, it was concealed... does that 'Up' the bonus?


texts:
Is it possible to play a fuel card without moving?

Fuel card: "WASTE PILE: Play this card when moving a survivor you control..."

Rule book: "Play a card: as many times as he likes during his turn, a player may play a card from his hand. To play a card, place it on top of the waste pile."

Thanks!


texts:
Scenario:
Isareth the Awakener returns Llanowar Elves to play.
I play Changeling Hero and exile Llanowar elves.
Changeling Hero is destroyed.

Does Llanowar elves get returned by the champion trigger?


texts: Where can I share a Print and Play game?

texts:
I've been working on a hobby card game project for a while and I'm currently sharing it as a free Print & Play with a later option to support the project with buying the printed version.

Currently I had some success posting it on r/boardgames and got a very positive response from the Reddit community. In this reddit thread someone suggested pnpparadise as another place to share Print & Play games.

Could you suggest me some other places, to share a free Print & Play version of a game?
It's a great way to collect a ton o of feedback as an indie game designer.


texts: Does a run on empty archives add counter on Datasucker?

texts: I've got a Datasucker. Does a run on empty archives without ice counts as "successful run on a central server"? In other words, if the corp does not have an ice on archives (maybe empty, maybe without face-down cards) do I add counter on the Datasucker for a click?


texts: What happens when a creature with Persist AND Undying dies? ('return to battlefield' issues...)

texts:
Say I have a creature with Persist and I give it Undying until end of turn. Later this turn, it is put into the graveyard, and I choose for the Persist ability to resolve before the Undying ability. Persist resolves, returning my creature from the graveyard to the battlefield with a -1/-1 counter on it.

At this point, I can think of three different things that might happen:

Undying returns it to the battlefield with a +1/+1 and a -1/-1, which then cancel out.
Undying never resolves because the creature can't be returned to the battlefield if it's already there, so it just keeps the -1/-1.
Undying returns it to the battlefield as if it was just summoned with no counters on it, and then puts a +1/+1 counter on it.

I would assume that the second ability would 'fizzle' as explained in this question because the creature is not longer in the graveyard, making #2 correct, but I'm not completely sure. Could someone explain what happens after my poor death-resistant-battlefield-loving creature is put into the graveyard?

  Undying: When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a
  +1/+1 counter on it.

  Persist: When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a
  -1/-1 counter on it.


texts: Pandemic - reduced rule-set for beginners

texts:
I have recently started playing pandemic, and was overwhelmed by the amount of rules.
Is there a reduced set of rules, easier to learn and remember but still fun, that can be used by beginners until they get used to the game?
EDIT: My goal is not to make the game easier to win - it is to make the game easier to learn how to play. Instead of learning all rules at once, the team can learn the rules one by one. For example, suppose there are 10 rules (just an arbitrary number). Then instead of remembering all these rules at once, we can start with 5 rules, then add a new rule each play, until we remember and play by all rules.


texts: Parcheesi- is 4-4 an 8 if I move one pawn or two 4s?

texts:
If I roll a double 4 (let’s assume I’m not in Doublets bonus land), and there’s a pawn of another player on a safety space four spaces in front of me, but the space 8 spaces in front is open, may I move my pawn the full 8, or must it be treated as a four and a four, and I therefore cannot move that pawn?
Rules say that if you roll a 4 and a 3, you can mover one pawn EITHER 4+3 Or 3+4.  Why would they say that instead of just saying 7?


texts: Clarification about Azurite Channeler in Ascension: Deliverance

texts:
The card text of Azurite Channeler in Ascension: Deliverance states:

"Banish a card in your hand and replace it with a Mystic or Heavy Infantry".

Does the replacement card go straight into hand, or does it go into the discard pile?

It seems quite a powerful effect to upgrade one of the base deck cards straight away.


texts:
When looking through recent results of Pauper daily events in Magic Online, I noticed that some of the Infect decks are using Land Grant.

For the life of me, I can't figure out what this card is doing in the deck.

It doesn't accelerate your mana
It doesn't find lands other than Forests
You have to reveal your hand to use it (or pay 1G, but I'm pretty sure that no one ever does that)

In other words, it's functionally identical to just having another Forest in your deck, except with additional downside. So why are they playing it? Pauper is a very competitive format on MTGO, so I don't expect people to put cards in their deck for no good reason... but I can't figure out what the reason is.


texts: Identical creatures entering the battlefield

texts:
If I have two cards called Sin Collector in hand and I play my first, Sin Collector (A). I use its triggered ability.

"When Sin Collector enters the battlefield, target opponent reveals his or her hand. You choose an instant or sorcery card from it and exile that card."

Now, I play Sin Collector (B), I use B's triggered ability.

But now my question. Does Sin Collector (A)'s ability trigger again as well? 'Sin Collector' entered the battlefield again, right?


texts:
I recently played with a friend who said you can use the maritime harbor to trade 2:1 in both directions. I said this wasn't true, but couldn't disprove him in the rule book. The rules say:

  The exchange rate of 2:1 only applies to the resource shown on the harbor location.

Suppose you're on a 2:1 wood trade.

(1) You can trade 2 wood cards for 1 grain/ore/sheep/brick card.

(2) You can trade 2 cards for 1 wood card. (2 grain for 1 wood. 2 brick for 1 wood etc.)

Can you only do (1), (2), or both. Which is correct?


texts: What happens if Metamorphic Alteration is enchanting a non-Creature?

texts:
Normally you would not be allowed to cast Metamorphic Alteration targeting a non-Creature, because of its "Enchant creature" ability. But it could end up enchanting a card that is not normally a creature, due to an effect that makes it temporarily a creature, such as a a manland (Inkmoth Nexus). Or because it was enchanting a flip-walker (Jace, Vryn's Prodigy) that has now transformed.

So you turn Inkmoth into a creature, then enchant it with Metamorphic Alteration, making it a copy of Grizzly Bears. At the end of the turn, Inkmoth's ability wears off, so now you have Metamorphic Alteration enchanting just a land.

However, that land isn't a land, it is a creature still, because it is copying Grizzly Bears.

So does 704.5m apply here? Is this an Aura attached to an illegal object, thus causing the Aura to go to the graveyard? Or, is the object actually legal, because it is being made a creature?

  704.5m If an Aura is attached to an illegal object or player, or is not attached to an object or player, that Aura is put into its owner’s graveyard.


texts: Last turn in Ticket to Ride: clarification

texts:
I am asking about Ticket to Ride Europe, but if possible I would prefer a generic answer.

Let's say player A claims a route and remains with 1 car. This, per rules, starts the last turn.
When it is again player A's turn, assuming all the needed cards are available, can any route be claimed, or only routes with length 1?


texts: How do you keep track of the diplomas you've previously left?

texts:
When you leave a diploma, you're not allowed to ever choose to take it, on a future turn. It's not too complicated a game, so it's probable you'll remember correctly, but there's nothing I can find in the rules about how to mark it for a better guarantee.
https://cdn.1j1ju.com/medias/7d/9c/d0-kanagawa-rulebook.pdf


texts: Can I add Ogre mercenaries to any army in Warhammer fantasy?

texts:
In the fluff, Ogres are generally employed as mercenaries, as opposed to an army in their own right.

Can I do the same in the tabletop version?

And if so, does it matter which army? Could both the Skaven and the Empire hire them?


texts:
This is the scenario: He attacks with a 4/4, and I block with a 1/1. I cast Test of Faith on my 1/1.

I say his creature dies, because I block three damage and become a 4/4, killing him, but he says that the +1/+1 counters don't come into play until all damage has been effected, meaning the 4th damage point would kill my creature.

Who is right?


texts: What has been the evolution or progression of traitor/betrayal/defector games?

texts:
What has been the evolution of games with a traitor/betrayal/defector element? I remember what seemed like decades ago mention of party games like Mafia, Assassin, and as I re-enter the tabletop arena, I see a number of games like Resistance, Werewolf, Battlestar Galactica, Dead of Winter.

Does someone have an interesting historical perspective on the evolution of these games and their mechanics starting from whenever they may have gained momentum, showed similar or copycat mechanics, started branching into different mutations of the mechanic?


texts:
I'm completely new to Magic the Gathering. I've read the basic rulebook pretty thoroughly and have a pretty good grasp of the basic rules, but it's unclear to me as to when you can tap lands to generate mana.

First off,  mana is supposed to dry up after each phase in a turn. Can I untap my land cards and then tap them again in the next phase if I need more mana to power a spell? Or does a land card remain tapped until my next turn like everything else?

Second, the rules mention that I can play instants and activate abilities during my opponent's turn. Does that then mean that I can tap my land cards during my opponent's turn to power those spells?

Third, does my opponent's untap step for their turn only apply to their cards? Or can I untap mine as well? Not closely related to land cards, but when I can tap and untap my land cards would make a huge difference as to how I play.

Hope these questions aren't painfully obvious, but I've just started playing the game. Thanks for your time!


texts: Angel of Condemnation - Exile creature with second ability

texts:
I was looking at Angel of Condemnation's second ability and couldn't figure out what would happen if you exiled a creature an opponent controls but is owned by you?

The first ability explicitly states that the exiled creature returns under its owner's control, but there's no such thing in the second ability.

The Rulings don't address this specific situation, so I would assume the exiled card returns under the same player's control after the angel leaves battlefield, regardless of who owns it. Is that correct?


texts: Say I have 2 green creatures out and I cast  Regal Force. My opponent responds by overloading Cyclonic Rift. Do I draw 3, 1, or 0 cards, and does Regal Force get bounced?


texts: Does activating Sensei's Divining Top make me miss my counterbalance trigger?

texts:
I have Sensei's Divining Top and Counterbalance on the table, with plenty of mana. My opponent casts a spell (for the sake of argument, lets say they cast Naturalize).

I say "In response, spin the top" i.e. Pay 1 mana to look at the top 3 cards of my library and put them back in any order.

Have I missed my Counterbalance trigger?

Clarification

I am looking for an answer based on the Missed Triggers Policy that relates to tournament play of Competitive Rules Enforcement Level (REL) or higher. I would like to know whether, by activating my Divining Top without acknowledging the trigger, I have implicitly "chosen" not to reveal the top card of my library.


texts: What should happen if a player requests the floorman after an opponent deliberately exposes their hand?

texts:
There are 5 players in a poker game, 3 players fold before the flop, and the remaining two are heads up after the flop. The first player bets 25, the second player calls.

The first player checks the turn, the second player bets 55, and the first player calls again.

The first player checks the river. The second player bets 100, the first player goes all in and shows their cards inside the line. Now the second player wants to speak with the floorman. What should happen?


texts: Warhammer 40k Unit Composition - Marines

texts:
If I make my own chapter, lets just call them Flat Black, and they are all painted flat black, can I also include a hero from the Ultra Marines, painted blue, such as Magnus? Or a librarian that is painted in the blue UM colors?

Would it be legal if I followed the UM codex for my "Flat Black" chapter?


texts: What is forcing after opening a minor and partner bids a major, and I jump to 2NT?

texts: I open 1D, partner bids 1S, I bid 2NT, opponents have remained silent - partner bids 3D?  Is that forcing?


texts: How to tell which old cards can deal damage to planeswalkers

texts:
In the Dominaria rules update, they got rid of the planeswalker redirection rule, where non-combat damage dealt to a player could be redirected to a planeswalker that player controlled.  As a result of this a number of cards (such as Lightning Bolt) have been given errata so that they can now deal damage to planeswalkers.

Obviously the current oracle text is the source of truth for which cards can and can't deal damage to planeswalkers now, but is there a simple set of rules for which cards were changed so that you do not need to look this up every time in casual play?


texts: In Ticket to Ride, how do you overcome bad initial tickets?

texts:
I've played fewer than a dozen games but have noticed that I can now guess with about 75% accuracy whether I'll win or not just based on my initial 3 tickets drawn. If I have a long transcontinental route and a shorter one which partially overlaps it, I'll probably win (discard the 3rd card). Same if I have two medium routes that together make a long transcontinental route. On the other hand, if I have 3 very short routes, I'll probably lose. It's even worse if the 3 short routes don't come close to overlapping or stringing together.

What strategy can be used to overcome initial bad tickets? Any rule alteration suggestions for reducing this effect?


texts:
I have a full blue property set and ask the rent (8million) and play a double the rent card, which would make it 16 million in total.

Do they have to pay me 2 x 8 million or 1 x 16 million?

Arguments made by us were: it are two separate cards, so payments should be separate. or the cards should be played simultaneously, so the payment is combined in one.

Which is correct?


texts: In what order do creatures return from the graveyard with "March from the Tomb"?

texts:
In which order are cards returned from the graveyard with March from the Tomb:

  Return any number of target Ally creature cards with total converted mana cost 8 or less from your graveyard to the battlefield.

In particular, if one of the returned cards is Kalastria Healer:

  Rally — Whenever Kalastria Healer or another Ally enters the battlefield under your control, each opponent loses 1 life and you gain 1 life.

Can I return Kalastria first such that the additional allies entering the battlefield trigger the Rally ability?


texts: Does anyone know where this weird blue and green laughing chess set is from?

texts: I found this really weird chess set at a thrift store. Does anyone know where it’s from? (I bought it because, obviously).


texts: Casting Goblin Matron with Plague Engineer on the battlefield

texts: If my opponent has Plague Engineer on the battlefield, with Goblin as the chosen creature type and I cast a Goblin Matron (1/1, when enters the battlefield search for a Goblin card), I know that I would lose the Matron on resolution but can I search for a Goblin? I presume/hope I can.


texts:
I played a Halley's Comet themed game in 1984 that was called Constellations. I've only been able to find it on Ebay so far: https://www.ebay.com.au/itm/Vintage-Game-Circa-1984-Constellations-Darryl-Hemsley-Adelaide-Basket-Range-/382983024814. I can't find it on Board Game Geek.

You had to collect three pieces of a comet, the "head", the "body", and the "tail". Each piece was a square piece of cardboard, with a third of a comet on one side and various "constellations" (squares or lines of four stars) on the other side. There was much more to the game than that, but that's all I can remember.

How can I find the complete rules?


texts: Why choose tsuke-nobi after a double keima against hoshi?

texts:
I have been looking at §28 of 38 Basic Joseki, which deals with a double keima kakari against a stone on hoshi. I realise that this book is old and restricts itself somewhat, but I am taking it as a way of getting a grounding in joseki.

Most of the variants treated start with tsuke-nobi to pressure a squeezed stone:

$$B
$$ ---------------------
$$ - . . . . . . . . . .
$$ - . . . . . . . . . .
$$ - . . a x . W . . . .
$$ - . . b X . . . . . X
$$ - . . d w e . . . . .
$$ - . . O 1 3 z . . . .
$$ - . . v 2 c y . . . .
$$ - . . . . . . . . . .

Other variants are given, with reasons for choosing them, but I cannot formulate a strategic reason for Black to choose tsuke-nobi because White can choose so many different responses to it with different results. Of course Black could play it from habit or just hoping for a certain response, but that seems less satisfactory.

The variants considered

Tsuke-nobi: 1-3 as shown.

W4@a —

B5@x — White: side + corner; Black: large top, can swallow marked stone, sente.
B5@d — White: corner + small top, sente; Black: side high and strong.

W4@b — White: side, option on corner; Black: big top, sente.
W4@c, B5@y —

W6@z — Fight White: top weak, side medium, sente; Black: corner + cutting stones.
W6@a — Tricky White: side weak, small corner, sente; Black: strong but little territory.

W4@d — White: weakish top + side, sente; Black: decent corner, connected to centre.

Tsuke-osae: 1-2 as shown, 3@d — Peaceful White: see variants; Black: decent corner.

W probably connects at v — White: moderately strong on both edges, option to reduce corner; Black: connected to centre, sente.
W tries to enclose B (W4@3) — White: weak wall, sente; Black: shut in.

Kosumi to 5-5: B1@e, W2@a, B3@x  — Simple White: decent side + corner; Black: strong top, sente.
Kosumi to 3-3: If B has stones on both edges B1@a, W2@e, Black cuts — White: two weak groups, sente; Black: alive in corner.

My question

Examining these variants, it is clear that Black can choose tsuke-osae, 5-5 or (given pincers against both kakaris) 3-3 to achieve the results in the last three options above. But what strategic purpose is served by tsuke-nobi, regardless of where White plays 4 (a/b/c/d)?

What I hope for from the answer

It is along the lines of If you want do do X, play A, but if you want to do Y, play tsuke-nobi, i.e. states the strategic goal served, maybe even gives an algorithm for choice. Obviously that will leave me to make some judgement(s), but at least I will know which.
It assumes that I restrict myself to the above variants, and presumes my opponent does too, unless that assumption entails a severe loss for me. This because I am trying to impose some sort of limit on how much I learn for an initial grounding in this (and other) joseki. Comments on other variants may also be interesting, but are of subordinate importance to me.


texts: Can I use the Grotesque Statue artifact on any effect and prevent loss on all affected targets?

texts:
The Grotesque Statue artifact reads

  Once per round, you may spend 1 Clue to prevent all Sanity loss from a single effect

Does this mean I can use it on effects that target other players, even effects that target all players, such as the mythos effect that causes every investigator to lose sanity based on how many spells they retain (after losing half).  Could I use a single clue to prevent all Sanity loss from this effect on every single investigator?


texts: Does my counter to a spell have to be relevant?

texts:
If my opponent plays a creature, can I respond to that creature because technically it is a spell being cast?

If so, am I allowed to respond to the casting of a creature spell with a flame lash dealing damage to the player or must it concern the spell it is responding to?


texts: When player 1 has placed a house on a city, can player 2 place his/her first house on a city in the same coloured area as player 1's house, or must player 2 start in a different coloured area?


texts:
Playing Arkham Horror with a herald. In the Herald variant rules, it doesn't say to shuffle the new cards in their respective decks.

Does this mean that the herald variant is played without the new cards?


texts: If a "Protection from" effect negates damage, is it still considered "damage dealt"?

texts:
If I have a Justice ("Whenever a red creature or spell deals damage, Justice deals that much damage to that creature's or spell's controller.") and a Thermal Glider (which has "protection from red") in play, and my opponent attacks with some red creature (say, a Goblin Chariot; 2/2).

I can choose to block with my Thermal Glider, and its protection from red will prevent the damage and it will survive the encounter.

But will Justice's ability trigger? Did the red creature "deal damage" even though all the damage was reduced to zero?


texts: What happens if you pass backwards over a red line?

texts:
Quite often in games, you'll go into negative reputation, and move backwards on the reputation track.

What should you do here re: adjusting reputation and income? Should re-decrease your income and reputation when you pass forwards over the line again?


texts: How do the new Dark Eldar interact with the Kill Team rules in the Battle Missons rulebook?

texts:
The Battle Missions book, near the end, features a scenario called Kill Teams, wherein:

Your force org chart is:

0-1 elite
0-2 troops
0-1 fast attack
200 points.

Exact Rules:

  Every man For Himself: All models operate as individual units in this mission, even if they were chosen as part of a squad or squadron.  In addition, when a model shoots or fights in an assault, it may split its attacks up amongst any eligible targets if desired.

The issue:  The new Dark Eldar are very dependent on their Pain Token abilities.  These grant "pain tokens" to the squad at certain times (1 to start, and gain additional ones for wiping out other units).  Are the pain tokens now tracked 'per model'?  Or still shared among the whole squad?  Do you now gain pain tokens for each model killed, or just when you wipe out all the models that make up an enemy squad?


texts: When is the right time to do a scholar-only run?

texts: I've seen people win In The Year Of The Dragon by ignoring the disasters, taking the losses, and simply taking as many scholars as possible to build victory points almost exclusively via the scholar action. How successful is this strategy? Does the layout of disasters matter for this? Are there any other related strategies, such as almost-all-scholars-plus-something-else?


texts: Can you have same Legendary Creature on the battlefield twice utilizing the Mutate ability?

texts: If you have mutated on top of a legendary creature, are you then legally able to cast onto the battlefield another of the same legendary creature card?


texts: Does a cafe card bonus apply to all players?

texts:
In the game Chez Geek cafe cards have a cost of 1 but a bonus that reads

  While a Café card is in play, there is no cost to play further Café cards (though it still takes free time).

Does this bonus apply to all roommates in the game or only the person who played it?


texts:
Pile shuffling does not randomize a deck. Except during pregame, where pile shuffling allows players to count the number of cards in the deck, it might be considered a waste of time, and therefore considered slow play.

I see tons of players pile shuffle at large tournaments. I watch them pile shuffle while totally engulfed by hordes of judges because they are playing on camera. I always pile shuffle my deck during pregame to count cards. I pile shuffle my opponent's deck to do the same.

Is pile shuffling at a Magic: the Gathering tournament considered slow play, during pregame or otherwise?

This question is related to the question about Mana Weaving. The difference between the two questions is the actual, real-world experience I have at tournaments and watching video coverage. I've seen judges ask a players to stop mana weaving. I've never seen a judge ask a player to stop pile shuffling. So even though I would expect the answers to be the same from a strict rules standpoint, the answers appear to be different in reality.

If the answer depends on the REL, please answer for both Regular and Competitive.


texts: Where can I find a good Joseki database?

texts: I've been wondering about certain positions that arise often. To help me understand them, I would like to study the joseki moves. Since printed joseki dictionaries are out-dated very fast, I'd prefer an electronic database if possible.


texts:
We're booting around ideas for a tactical skirmish board game and stumbled onto what we think is a cool idea for a mechanic, the trouble is we're not sure how to balance it.  The mechanic works like this:

Momentum is tracked on a slider numbered 11 to 0 to 11.

Each action in the game has some momentum cost.  This moves the slider away (towards 0) from that player.

When a player ends their turn, their opponent moves the slider towards themselves by 5, and can take actions until they're satisfied, but can't move the slider past the 3 on their opponent's side of the track.

So, i have two intertwined and related questions:

1) is this mechanic too 'weird' or odd for a tactical board game (think Final Fantasy Tactics), and are we better off going with something else?

2) What process would be used to balance this mechanic, IE make it so one player isn't dominating the game.

Edit to clarify the mechanic:
if they end their turn, the other player will move the marker 5 towards them. So if you and I are playing, and the momentum is at 6, you'll move the marker 5 towards you. I'll then take a turn with 1 momentum point. When i decide i'm done, say at -2, you'll slide it towards you to -7. If you don't have the marker on your side, you don't have momentum, you skip your turn (including the step that lets your opponent slide the marker towards them)


texts: Activating an ability that affects blocking after Declare Blockers step

texts:
My opponent had on the battlefield a Swarm Guildmage and three other creatures. My opponent then enters Combat and declares his three other creatures as attacking.

After this happens I then declare two of my creatures as blockers, each blocking one of his creatures, to which then he responds by activating Swarm Guildmage's ability that grants each of his creatures Menace. His argument is then that, because now his creatures have Menace, my blocks are illegal and I have to re-assign blockers.

My assumption is that once blockers are declared then no matter what happens afterwards during combat the blockers initially declared would remain legal.

Is this true, or is it that my opponent was correct and my blockers suddenly became illegal after the activation? If so, are there any other scenarios in which a blocker can be made illegal after being declared as a blocker?


texts: Can I disable Sliver Overlord's abilities with Pithing Needle?

texts:
I was looking through different cards to try and find something to counteract my dad's Sliver Overlord aside from directly killing or exiling it, and when I initially saw Pithing Needle I got really excited, but then I saw it didn't target mana abilities, which kind of renders it useless against the Overlord.

Is there a card that does target mana abilities, or will I just have to exile/destroy his Overlord?


texts:
I am unclear on a detail.  Can I play a pair of cards with instructions (such as shuffles)?

From the instructions: "If you play matching pairs with no instructions on them,....".

It seems like there might be "advanced rules" where this is allowed.


texts: Are there multiplayer equivalents to trading places after the first move?

texts:
In many two-player games a first move advantage can be mitigated by giving the second player the option to trade places if the first move appears desirably strong, which encourages the first player to make a mediocre first move. This is referred to as the pie rule, named after a fair way to divide a pie between two people (one person cuts, the other chooses).

Can this be generalized to more than two players in a fair manner? If so, which games would this mechanic work well with? Which is it entirely inappropriate for (such as games with secret information)?


texts:
I played the board game Talisman the other night and in the rulebook there was mention of what happens when you become a toad, but no indication of how that occurs.  I assumed that it was an effect from an event or dice roll (which it is in some cases), but a couple of the others had played where rolling a 1 multiple times during movement turned you into a toad.  We played for several hours (not getting very far) and did not turn to a toad even once, which does not seem correct even if limited to event cards or encounters.

EDIT:
The others who played before became toads more often, but am not sure if that was a house rule or an older edition rule.  Whether via events or encounters I would expect it to have happened at least once over several hours. We also ended up with several Place cards occupying the draw-a-card spaces

So, is there something missing from the rulebook, or has 4th edition changed to 'encourage' more PvP?


texts: Claiming a tunnel when no matching cards are turned over

texts:
Could I claim a tunnel if there are no cards matching the color of the cards played to claim the Tunnel?

I want to claim a red tunnel of 4 cards. I have 4 red cards. Three top cards from the Train draw pile are turned face-up and there are no red cards or train cards there.

The rules state:

  When attempting to claim a Tunnel route, a player first lays down the number of cards required by the length of the route. Then the three top cards from the Train draw pile are turned face-up. For each card revealed whose color matches the color of the cards played to claim the Tunnel, an additional card of the same color (or a Locomotive) must now be played from his hand. Only then can the player successfully claim the Tunnel route.


texts: How does this Imperial Assault character 'Shoot First'?

texts:
We played the final mission in our Imperial Assault campaign.

In this mission, you have to

   Kill Vader(!)

The Imperial Player applied the 'shoot first' card to activate the character at the start of the round. They also reasoned that the character receives 2 actions.

However, the scenario special rules for the character are that he does not activate normally, but takes an action after each rebel player.

My questions are:

Can the 'shoot first' card be applied to this character in the final mission?
How many actions does the character get if he does 'shoot first'?


texts: Are the 2 planeswalker sets from Amonkhet balanced?

texts: New player here, looking to play very casually with my wife. We bought the 2 Amonkhet planeswalker decks (Liliana, death wielder and Gideon, martial paragon). Are these 2 decks designed specifically to be balanced against one another? or will one of these 2 have an advantage?


texts: The pieces are usually kept in the box and not even used that much. However, I took them out the other day to play and all the hex pieces were warped. How can I fix this?


texts: Bishops and Knights are both traditionally considered to have a similar value, worth roughly three pawns each. However, I have heard arguments that under certain circumstances they are not so closely comparable. Are there situations where Bishops are more valuable than Knights, or vice versa? What factors should I weigh when considering a trade-off, for example?


texts: Are there simplified rules for Race for the Galaxy?

texts: I'd like to teach my 10-year-old son to play Race for the Galaxy. I'd also like it to be easier to teach new players. Are there any simplified/beginner rules for Race for the Galaxy?


texts:
What happens in Catan junior if you have to pay out a resource from your own pile to another player, but you don’t have that resource?

When you roll a dice and you have to give some to another player as they have lairs next to another island.
Thanks


texts: How many rounds of the monopoly table occur per monopoly match?

texts: I am trying to produce research regarding monopoly and I want to know  where I could find out how many rounds of the monopoly table occur per monopoly match. Thanks.


texts: Blightsteel colossus, Helm of Obedience and Rest in Peace, can my opponent force the game to a draw?

texts:
I have a Rest in Peace and Helm of Obedience on the battlefield.
I activate the Helm for 1 mana, and my opponent starts milling her entire deck.  Assume the only relevant card in her deck is a Blightsteel Colossus.  What happens?
My understanding is, she has two options, as there are two replacement effects in play.  She gets to chose which one.  Based upon her choice, she enters one of two scenarios:
Option 1:  She chooses to exile the Blightsteel, and eventually mills her entire deck and loses.
Option 2: She chooses to shuffle the Blightsteel into her deck, and continues milling.  Eventually she hits Blightsteel again, she shuffles again, continues.  Eventually, Blightsteel is the only card in her deck, and she enters an infinite loop.  In this scenario can she call the game a draw?  Or is she forced to lose?


texts: Which Electronic Scrabble Games / Platforms Offer The Hardest Computer Opponents?

texts:
One can do a google search to find which websites and which smart devices have Scrabble applications, but I find that computer players vary widely and are often misclassified.  For example, Lexulous is an example of a site where the computer players are grossly overrated. I remember when I played Scrabble on my iPod (remember those?  I am old) there was also an overrating and the quality of the computer players were relatively poor.  Sometimes, a computer has trouble using 1 or both blanks at the same time, playing tactical Scrabble to open up the board when I try to close the board, and time management (only using a fraction of what they are given).

So where can I find a truly difficult computer opponent?


texts:
During a game of Commander at my local store last week some of the folks I was playing with stated that conceding the game was a 'sorcery speed' action. The playgroup made some valid points about this preventing collusion and also the somewhat-irritating situation where one player takes control of someone else's creature and swings for lethal damage with it, only to have that creature's owner leave the game, taking the creature with them.

At the time I just accepted that this could well be the case and got on with the game (I had no intention of conceding) but in a moment of curiosity decided to do a quick google search which brought me to the below entry from the comprehensive rules:

  104.3a A player can concede the game at any time. A player who concedes loses the game immediately.

This makes it pretty clear to me that by normal rules a player can concede at any time, they don't even need to have priority.

Does anyone know whether this supposed sorcery speed concession is just a myth/common misconception or is it some sort of rule enforced only in multiplayer tournaments?


texts: I'm looking for the name of a board game from the 80's or 90's that was made up of yellow bricks in a small table that you had to tap out with a small red pick or hammer.


texts: Is it possible to play 2-player, 2-character Arkham Horror successfully?

texts:
I've tried playing Arkham Horror with 1, 2 and 4 players. I've found that the game seems extraordinarily difficult with less than 4 characters. Simply put, you don't have enough gos to do everything. Gates keep opening, monsters keep appearing, and it only takes 1 curse, a bad monster, or a couple of delayed turns and it's all over. Adding any expansions simply kicks the difficulty up further.

After several frustrating games, I now don't play with less than 4 characters. In a two player game, each of us takes two characters, and plays the game as if there were 4 players. This seems to give a better balance, but is a lot to remember and keep track of.

Has anyone had success playing Arkham with less than 4 characters? In particular, have you managed a reasonable game with two players and two characters (i.e., one character each)? How did you manage it? Did you have to adjust any of the rules?


texts:
Majesty's Fiend:

  Cannot be Special Summoned. Monster effects cannot be activated.

Battle Fader:

  When an opponent's monster declares a direct attack: You can Special
  Summon this card from your hand, then end the Battle Phase. If
  Summoned this way, banish it when it leaves the field.

If Majesty's Fiend on field, can Battle Fader be special summoned and end battle phase by its own effect? I'm not sure if Battle Fader's effect is active or passive effect?


texts: When should a judge intervene in a match?

texts:
I started judging at Regular last week, and one thing that made me uncomfortable was watching players break rules. Sometimes the opponent would look at me like, "Are you really going to let this happen?" I tried my best to educate the players without providing an unfair advantage or being a pesky judge who intervenes every thirty seconds, but I'd rather have a set of official rules that I can follow so that I know when to intervene.

For example, one player declared an attacker, the opponent declared a blocker, then the first player declared another attacker, and then the opponent looked to me for intervention. Not sure if I should intervene, I decided to ask the player, "Do you have a question?" He took the bait, and I was able to correct the situation and educate the players on how declaring attackers works.

When should I intervene in a match?