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Yo pondria asi el texto:

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VENDER:
Descarta una carta cualquiera. Elige una de tus fábricas de algodón sin voltear que esté conectada a un puerto de cualquier jugador o a un icono de comercio. Si vendes al puerto, puedes voltear la ficha de puerto e incrementa los ingresos del jugador propietario de dicho puerto.
...

Añadiria el setup ya que puede dar lugar a errores graves en el desarrollo del juego.


Plaid Hat Games publica la segunda parte de Specter Ops.



https://boardgamegeek.com/boardgame/235544/specter-ops-broken-covenant
2-5 jugadores
90 minutos


Juego de movimiento oculto que nos pone en la piel de un agente A.R.K. que se infiltra en el cuartel general de Raxxon, o bien en la de los cazadores (2-4) que iran tras el, cooperativamente, para que no cumpla su objetivo.
La mision del agente consiste en activar 3 de los 4 objetivos y sobrevivir hasta escapar al hostigamiento de los cazadores que pretenden matarlo antes de que lo logre, para ello dispone de 40 movimientos, una serie de cartas de ayuda y las habilidades especiales de su personaje, entre 4 posibles.
Del mismo modo los cazadores habran de elegir entre 4 posibles, teniendo cada uno de ellos una serie de hablidades especiales que les ayudaran a mermar los puntos de golpe del agente, pero para hacerlo primero deben encontrarlo!

Ademas esta segunda parte del juego introduce 4 nuevos cazadores, 4 nuevos agentes, cartas de equipo nuevas, un tablero diferente donde desarrollar tus partidas de Specter Ops, y todo el material es compatible con la edicion original Specter Ops Shadow of Babel (https://boardgamegeek.com/boardgame/155624/specter-ops). Es decir que se puede jugar de manera independiente o puedes usarlo tambien en combinacion con Specter Ops Shadow of Babel.
Otra de las novedades es que añade un nuevo vehiculo y habilidades especiales para el modo 5 jugadores, donde hay un traidor entre los cazadores, a continuacion todas las novedades en detalle.

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AGENTS:

Fox:
Innate Ability: Dash. “Fox may move up to 5 spaces on her turn. When you use Dash, Fox becomes fatigued.”
Special Equipment: Remote Trigger. “Do not reveal this card. When completing an objective, you may reveal the objective was completed on your following turn instead of this turn.” (1 Charge)

Mantis:
Innate Ability: Blade Strike. “When you place a last seen token next to a hunter, roll a die. On a result of 3+, Mantis stuns that hunter. Mantis may only stun one hunter each turn in this way.”
Special Equipment: Pulse Blades. “When you place your last seen marker, you may reveal this card and stun all hunters adjacent to the last seen marker.” (2 Charges)

Panther:
Innate Ability: Shadow Step. “When placing your last seen marker, if the Panther moved 3 or fewer spaces, you may place it in a space adjacent to where it would normally be placed.”
Special Equipment: Smoke Dagger. “Reveal this card. Choose a hunter within 4 spaces. That hunter loses vision until the end of this turn.” (2 charges.)

Raven:
Innate Ability: Omen. “At the start of your turn, you may choose 1 of the hunters' abilities. The chosen ability is disabled until the start of your next turn. When you use Omen, Raven becomes fatigued.”
Special Equipment: Mind Tap. “Reveal this card at the start of your turn. Hunters must declare where they will move on their next turn. On the hunters' next turns, they must move where they declared.” (1 Charge)


HUNTERS:

The Heat:
Thermal Vision: “If the Heat moves 2 or fewer spaces, structures don't obstruct his vision until the end of his turn.”
Pulse Cannon: “The Heat ignores structures when attacking.”
Traitor Ability: Pulse Cannon: “At the start of your turn, if you share a row or column with a hunter, you may reveal your location to attack that hunter with your Pulse Cannon. On a hit result, stun that hunter.”

The Judge:
Clairvoyance: “Instead of moving, choose a direction (NE, NW, SE, SW). If the agent (or decoy) is located in that direction, the agent must announce, 'you sense the agent.' (If the agent is directly N, S, E, or W, you will be unable to sense her.)”
Judgment: “When the Judge deals damage to an agent, that agent becomes fatigued.”
Traitor Ability: Verdict: “Once per round, when a player rolls a die for a hunter that is within 4 spaces of Traitor Judge, you may have that player re-roll that die. The second result must be kept.”

The Tracker:
Rover: “Rover is the Tracker's pet. When the agent crosses Rover's line of sight, or is in Rover's line of sight at the end of Rover's turn, the Agent player must announce that rover is barking. If Rover lands on an agent, roll a die. On a result of 4+, the agent loses 1HP.”
Catch The Scent: “You may use Catch the Scent instead of moving the Tracker. The Agent player must tell you if the Tracker or Rover is closer to the Agent (or if they are the same distance.”
Traitor Ability: Loyal To The End: “Rover moves as an agent. Rover has 2 HP. If an agent loses HP and is adjacent to Rover, Rover loses the HP instead.”

The Watcher:
Surveillance: “The Watcher starts the game with 3 camera tokens. After moving the Watching you may place a camera on his location in any orientation. In addition to his normal vision, the Watcher also has vision from the cameras in the direction that each is pointing. When all 3 cameras are on the board, to place a camera, first remove a previously placed camera.”
Full Speed: “When the Watcher moves only on the road, he may move up to 5 spaces.”
Traitor Ability: Booby Traps: “You can no longer place camera tokens. At the start of your turn, you can detonate a camera already in play. Treat the camera token as though a Flash Bang was placed there. (See the Flash Bang equipment card.)”


CHANGES TO BASE GAME HUNTERS:

The Beast:
Traitor Ability: Brutal Assault: “Traitor Beast may land on a hunter's space (but can't move through it). When he does, stun all hunters in that space. When you use Brutal Assault Traitor Beast becomes fatigued.”

The Gun:
Sniper Shot: “After moving the Gun, if the agent is not visible, you choose a direction (N,S,E,W). Until your next turn, the Gun only has vision in that direction and you roll 2 dice for Quick Draw instead of 1.”
Traitor Ability: Quick Draw: “The first time Traitor Gun is seen by a hunter each turn, she gets to attack that hunter with Quick Draw. On a hit result, stun that hunter.”

The Prophet:
Traitor Ability: Mind Delve: “At the start of your turn, choose a hunter within 3 spaces of Traitor Prophet and choose a direction (N,S,E,W). The chosen hunter has no vision in the chosen direction.”

The Puppet:
Remote Link: “Instead of moving the Puppet on a turn, you may use a vehicle's special ability, even if the vehicle is unoccupied.”
Traitor Ability: Control Override: “At the start of the turn, if the vehicle is within 4 spaces of Traitor Puppet, you may move the vehicle up to 4 spaces.”


VEHICLE:
Interceptor: (12 Movement)
Optic Alarm: “When there are no hunters in the vehicle, the optic alarm is automatically activated. If the agent moves into or through LOS of the vehicle, the agent must announce that the vehicle alarm has been triggered.”
The Puppet: “If the Puppet is in play, the Puppet has vision as though he's in the vehicle.”


ITEMS:

ITEMS INCLUDED ARE 1 COPY OF EACH OF THE FOLLOWING:

Stealth Field, Adrenaline Surge, Flash Bang, Smoke Grenade, Concussion Grenade, EMP Grenade, Proximity Mine.

Concussion Grenade: “Reveal this card and place the concussion grenade token within 4 spaces of your agent. Each hunter that is adjacent to the grenade must roll a die. On a result of 4 or lower, that hunter is stunned.” (1 Charge)

EMP Grenade: “Reveal this card. Choose a vehicle within 4 spaces of your agent, hunters cannot move the chosen vehicle or use its equipment (example: motion sensor) until the beginning of your next turn.” (2 Charges)

Proximity Mine: “Do NOT reveal this card. Mark 'M' on a space up to 2 spaces away from your location. At the start of your turn, if there are I or more hunters within 4 spaces of the marked space, reveal this card and stun those hunters.” (1 Charge)


SUPPLY CACHE ITEMS:

Portable Barrier: “Reveal this card and place the barrier token on the board within 3 spaces of your location. The barrier is treated as a structure. When a hunter ends his move adjacent to the barrier, remove the barrier token.” (1 Charge)

Med Kit: “Reveal this card at the start of your turn and restore 1HP. You may only move up to 2 spaces this turn.” (1 Charge)

Flare: “Reveal this card and choose a hunter within 4 spaces of your agent. Choose a direction (N,S,E,W). The chosen hunter has vision only in the chosen direction until the beginning of their next turn.” (1 Charge)


El unico inconveniente para este titulo es que viene con unas erratas en el tablero para lo que Plaid Hat Games parece que proporciona pegatinas para corregirlo (https://www.plaidhatgames.com/images/games/specter-ops-shadow-of-babel/stickers2.jpg), aunque esperemos que rectifiquen y provean de tableros corregidos a todos los compradores de su juego.

A mí lo que me pasa es que cuando estoy esperando a que otro jugador haga su turno, no lo considero estar perdiendo el tiempo, quizá por eso no me importa que se tomen el tiempo que quieran. Nunca me ha impacientado esperar a que otro jugador haga su acción, por mucho que tarde. Mientras, aprovecho a ver opciones para mi turno, o si no tengo nada más que mirar porque tengo claro lo que quiero hacer, me pongo en su lugar y pienso qué haría yo, o incluso si está bloqueado y quiere, le puedo sugerir cosas que podría hacer desde mi punto de vista.

Creo que me molestaría más lo contrario, que alguien haga la primera acción que se le ocurra sólo porque el juego avance rápido.

Para mí los juegos de mesa son mi escape al estrés diario, lo último que quisiera encima es meter el estrés en ellos.

La mayoria de la gente no es asi, santa paciencia tienes, pero tampoco se trata de eso, es cierto que no es lo mismo esperar un tiempo prudencial o tratar de maximizar tu jugada tirandote 15 minutos haciendo un estudio del turno, pero creo que para eso hay que conocer a la persona y tener un minimo de sentido comun con la partida que se esta jugando.
Quiza la solucion con determinados sujetos pasa por poner un tiempo de turno, lo malo es tener que llegar a esos extremos, pero muchas veces es el resto de jugadores el que olvida que quiza es la primera partida de una persona o que es la 5ª pero los demas llevan 50...
En cualquier caso creo que hay mejores metodos que tomar el pelo a la gente o tocarle los webos, porque entonces deja de ser un juego/diversion y torna a ser pasar un mal rato con varios soplapollas.

De todas formas, nunca me he encontrado con ningún caso tan extremo como para perder la paciencia. Sin contar que en mi opinión, según la paciencia que tiene cada uno, la percepción del tiempo cuando uno espera y cuando uno juega a veces es engañosa, y 5 minutos cuando es tu turno parecen 15 cuando es el turno de otros.

En algunas partidas hemos hecho la prueba de medir el acumulado de los tiempos invertidos de cada jugador y los resultados han sido que aquella persona que parecía que dedicaba MUCHO tiempo más que los demás, al final sólo era un poco más y no siempre era el que más tardaba, pero una vez echada la fama los tiempos se perciben de manera diferente, pero el cronómetro no miente. Es cierto que en alguna partida había algún jugador que jugaba más rápido que el resto, pero eso no convertía al resto en lentos, sino a él en rápido, que es diferente.

Estoy absolutamente de acuerdo contigo, es mas, he podido verlo algunas veces, cuando despues de presionar a un jugador durante los turnos pongamos 1-2-3, principio de la partida, resulta que en los ultimos turnos 4-5-6 es el que menos tarda en la mesa y quien acaba recordando a los demas, "te toca".
Pero ese no se cachondea de los demas, y las gracietas ya las tuvo que aguantar al principio.
No creo que lo hagan por faltar el respeto, solo que unos son más rápidos que otros simplemente. O falta de costumbre, mucha gente espera a que le llegue el turno para pensar lo que va a hacer...


Tambien hay quien considera una falta de respeto presionar  a los demas porque no juegan tan rapido como ellos. Puede resultar desagradable aguantar el cachondeo, indirectas o criticas de los demas cuando te toca jugar.
Je, igual habría que ponerle a los americanos y alemanes una comparativa del sueldo medio en cada país... de eso no se quejarán
+1

A mi me toca un poco los cataplines, porque ya me parecia caro, pero vamos... cuando alemanes y americanos son precisamente los que menos se pueden quejar de precios en su mercado de juegos de mesa...
Que se lo compren en español no te digo... Que siempre estamos los españoles pasando por el aro en ingles...
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May 22 2018

Martin Wallace's update on rules & the Manassas Hammer



Well, that was a bit of a wild ride. Through a lot of playtesting by various parties in different parts of the world we have jointly come up with a number of rule changes and clarifications that will both fix the ‘Manassas Hammer’ and some other minor issues that really should not have been there in the first place.

I will start with an apology. I’m really sorry that such issues still existed in a game this close to production. I could produce a long list of excuses why but the reality is that we, as a group, took our eye off of the ball: a valuable lesson for the future. Having said that, I am very pleased that PSC took the time and expense to produce advanced copies of the game so that these errors could come to light before final production.

I am sure that some of you will worry that these rule changes will cause other issues that have not yet been spotted yet. I would like to take the time to reassure you that I do not think that this is the case in this game.

My feeling is that many people are comparing the issues with ‘Lincoln’ with those in ‘A Few Acres of Snow’ and assuming that as the latter could not be satisfactorily ‘fixed’ then so for the former. The thing is, though, that they are very different games. The underlying mechanism in ‘Lincoln’ is a lot more robust than that in ‘A Few Acres of Snow’ and not subject to manipulation by extreme deck-thinning. In ‘Lincoln’ you actually do not want to thin your deck. This means that any strategy you have in mind depends on the cards you draw, thus denying you the degree of control required to employ that strategy.

I would now like to spend some time explaining the thinking behind the main changes.

The big fix is increasing the defence of Washington to +10. This change alone kills the ‘Manassas Hammer’. The Union player can happily ignore deploying in Washington for a number of turns, allowing him to apply pressure in other locations. You still have to be careful, but it is a lot harder for the South to take Washington by direct assault. Now they have to go the long way round, as they did historically.

Initially I was in favour of reducing the first VP milestone to 1VP, but on reflexion felt that this took some of the tension out of the first third of the game. Adding 1VP to Fort Henry and Donelson gives the North extra options to achieve the first milestone.

The rules for Naval Invasions were a little fuzzy. It has now be made clear that you can move multiple army counters in a single action as long as you expend one Navy card for each such move. This allows the North to plan an invasion of Savannah or New Orleans. This alone will bag you the 2VPs you need to survive the first draft, as long as you get your timing right.

The Reinforcement benefit can now only be used by the defender and the moving counter has to be in an adjacent location. We have also reduced the number of these cards in the Confederate deck to one and added one to the Union deck. This means that the defender can potentially add five to their defence, which makes both sides nervous when attacking - I managed to pull off two ‘Gettysburgs’ with this card!

The Rail Movement card has been amended so that you cannot use it offensively. This was mainly done to avoid a lot of rules over attacks from different directions.

I’ve noticed that a number of people are concerned that the South can perform ‘mirror-moves’ to oppose the North wherever they build forces. In the game that I played this was not an issue. Now that the North does not have to maintain a high number of counters in Washington they have the freedom to move forces quickly to different locations to create a local superiority. Also, with the clarified Naval Invasion rules it is possible for the Union to outflank the South by sea. I see the game more like a Sumo wrestling match where each side seems balanced for a while but then one side will try to make a move which creates an imbalance. This then changes the nature of the game as forces become more dynamic and the possibility of errors increases.

Generally these changes favour the North. The game balance is now about right, in that the South still have many ways to win the game, so are still in a powerful position, but are no longer able to get a ‘cheap’ win. The game is still tough for the North. You have to play a good game to make it to the first shuffle, but the odds of doing that are now much higher. Once you get to the first shuffle the balance of power begins to swing towards you as the Confederate deck becomes populated with useless cards and yours gets stronger.

In my opinion the changes made by PSC completely fix the main problem. I know some of you will choose to remain on the fence until evidence from others proves otherwise, which is fine. I’m willing to stake my reputation on the fact that this is now the final product and is a good, balanced, fun game.

Finally, I would like to commend all of those persons who have commented in the various forums on this game. It seems to me that the discussions generally remained polite, respectful, and on-point. Maybe there is hope for the internet yet!

Fuente:
https://boardgamegeek.com/article/29134314#29134314
Yo meti 1$ con miras a luego ampliar con el pledge manager, que ya esta abierto.
Mi idea eran las cajas base y luego meter le modo VS, y creo que al cambio salia por unos 168€ con envio incluido, pero aun asi es eso, dos cajoplones y lo que sea del versus, mucho bulto... y es pasta... y la idea era jugarlo mas a VS que a modo coop. y no se hasta que punto se le va a sacar el jugo a tanta mini de stretch goals.
Estoy planteandome muy seriamente que se queden con mi dolar.

en: 04 de Mayo de 2018, 13:27:37 54 GABINETE DE PRENSA / Novedades / Actualidad / Re:Hilo oficial de X-Wing

Explico un par de cosas sobre la inversion para el cambio de version aqui:
http://labsk.net/index.php?topic=209474.msg1924185#msg1924185
Desde whisper/susurro, pasando por super Dash Rendar Corran Horn en wave 5 o con fat Han , y luego con los palpatine ases.... no se si en wave 6 las 4 TLT, en la wave 7 la jumpmaster triple torpedera que tardo mas de un año en nerfearse, y de ahi de mal en peor,  la Dengaroo que gano todo, hasta el mundial... Y se nerfeo. Y ahora andaban con las bombas en Miranda-Nym que se han nerfeado tambien...  y con la vcx tlt con fenn rau sheatipede que diria que es la ultima lista rota en el meta.

Ha habido muchas aberracioneas... Pero vamos en lps principios tambien algunos se quejaban del enjambre swarm tacticscon interceptores o del doble halcon chewi-Han...


Respecto al 2.0... Ojo, el core NO es necesario, realmente vale con el nuevo mazo de daño que trae, pero decian qur darian uno especial en el preorder de los kits de conversion, pero esta por ver... Los dados y plantillas se pueden usar los mismos y los tokens entiendo que los que cambian o todos vienen en el kit de conversion.
No nos podemos quejar de que un juego necesita un cambio/arreglo y liego quejarnos de la solucion.
Si no es por estos kits quiza tus 800euros en navea se quedan muertas en la estanteria, si juegas al juego creo que bien merece la pena gastar 50+50 y mas tarde los otros dos kits de conversion de primera orden y resistencia para seguir jugandolo.
Mi caso necesito 2 kits de vada faccion de las 3 principales (rebellion, imperio y escoria), eso son 300euros, sin contar primera orden y resistencia. Y me parece algo caro pero juego 1 o 2 torneos semanales y los.disfruto, realmente creo que lo amortizo mas que mi estanteria de 160 eurogames.

en: 03 de Mayo de 2018, 08:40:12 56 GABINETE DE PRENSA / Novedades / Actualidad / Re:Hilo oficial de X-Wing

Aqui explican bastante las cosas que se saben hasta el momento:
Si no me equivoco, la Oleada 14 del X-Wing 1a Edición salió hace ¡dos meses! Buena tomadura de pelo para el que se la haya comprado ¿no?

La wave 14 son dos productos y ya son compatibles con xwing 2.0
Igual dejan el original por una cara y la "evolución " por la otra.... y entonces me pareceria bien, seria como una reedición con variante.

Eso seria buena idea, porque la verdad, con lo que se sabe, si que suena un poco mas... light.
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