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Subject: Mage Knight Board Game - Sneak Previews rss

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Paul Grogan
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With permission from Wizkids and the designer, I will be releasing daily updates, showing images from the game and explaining the basic mechanics of the game.

WEEK 1 - The basic action cards:

DAY 1: Stamina


I have chosen this card to start with because it is one of the simplest cards to understand. As time goes on, I will post more images of more cards that have far more text on than this. Don't worry, not all cards are this simple

Each hero starts with a deck of 16 cards. 15 of them are the same for all players, but one card is unique to that hero. The card above is card number 7 and is common to all players decks. In fact, each hero has 2 of these cards in their deck.

Every action card has 2 uses. You can either play it for the top effect - in this case 2 Movement points. Or, if you spend a mana of the colour shown - Green (also the colour of the card), you get the improved effect (Movement 4).

Each player may only use 1 mana per turn from 'the source', so at the very start of the game, you will probably be only to play the improved effect of one of your cards. However, as the game progresses you may find ways of collecting mana crystals. These are one-use items that you place in your backpack. A crystal can be used at any time and it produces 1 mana.

So, for example, lets say you have 2 "March" cards in hand, there is 1 Green mana available in the source, and you have a green crystal in your backpack....

You could play the first March card, powering it up with green mana from the source for 4 movement, and then break open your green crystal for another point of green mana to power up the second March card giving you 8 movement points for the turn.

DAY 2: Rage


Today is Day 2 and we have another basic action card for you from the same deck as the last one (Arythea).

The icon in the top left shows you this is a combat card, which again is fairly obvious from the card effect. The normal effect of the card is either Attack 2 or Block 2, but if you power it with Red mana, it becomes Attack 4.

So now is the time to explain the very basics of combat, something which will be expanded upon in coming weeks. First of all, worry ye not for people who get scared by dice in games (like me). The combat in this game isn’t resolved with dice – woohoo. In fact, similar to some of Vlaada’s other games, it is something that you can plan for and work out before the fight, a little ‘logic puzzle’ as it were with you trying to defeat the monster with the cards you have in hand.

Saying that, there is a variant rule where another player assumes the role of whatever monster you fight and can increase some of its abilities which makes for a more unpredictable outcome.

Anyway, combat takes place over 4 steps.
1. Ranged Combat
2. Enemy attacks you
3. Damage assignment
4. You attack enemy

I will cover ranged combat tomorrow.

When the enemy attacks you, block comes in handy. If you don’t block the attack, you are going to get wounded. However, sometimes, you may need to just take one on the chin in order for you to be able to hit back enough to kill the enemy, especially with the Rage card – if you play it to Block, then you can’t play it to attack.

Damage assignment is where you decide where the damage goes that the enemy does to you.

And finally, you get to attack it back, which is where your attack cards come in handy. Each monster has an armour value. You need to play attack cards equal to or higher than the armour value to kill it. So, if you are fighting an enemy with armour 4 or less: The Rage card, powered by a red mana is enough to kill it.



DAY 3: Swiftness


Day 3 of the sneak preview brings us the first White card that has 2 very different uses. Played normally it gives 2 movement points, but if powered with white mana, you get ranged attack 3.

I mentioned yesterday that combat takes place over 4 steps.
1. Ranged Combat
2. Enemy attacks you
3. Damage assignment
4. You attack enemy

In step 1, you get a chance to kill the enemy before he hits you. And the rules for this are the same as normal attacks. You need to play enough ranged attack equal to or more than the armour value of the enemy. If you do, he dies. There is no ‘partial’ attacking. If he has 4 armour, there is no point doing 3 ranged attack to him, as it will just bounce off.

More about combat:
Yesterday’s update was quite long anyway, so I didn’t go into too much detail. However, here is more info.
When the enemy attacks you, Block cards are what you can play to stop yourself getting hurt. And like attacking, there is no partial block. You either block it completely or not at all. If something is attacking you with 5 attack, you need 5 block (or more); there is no point playing less.

If you don’t block the attack it will wound you. The amount of wounds you take depend on a few things and I will go into this more later, but generally wounds are bad. Wound cards stay in your hand clogging it up, so if you have 2 wounds in hand, then at the end of your turn when you draw up to 5 cards, your hand of 5 now has 2 dead cards in it. But do not fear, there are a few ways that wounds can be healed. More on this later in the week. During the game you can also recruit units to fight at your side, and these can also be used to take wounds. More on units in Week 3.


DAY 4: Promise


Today is Day 4 of the Mage Knight Board Game sneak preview and it brings us our second white basic action card: Promise. This simply gives influence points, which is another game mechanic we haven’t touched upon yet.

Some of the locations on the game board allow you to interact with some of the populace of the land. Villages and Monasteries as soon as they are found allow for interaction. Keeps, Mage Towers need to be conquered before interaction can happen.

During interaction you basically try and generate influence points, and then they can be spent on a variety of things, depending upon where you are. Units are recruited with influence points, the better the unit, the more influence it costs to recruit it. You may also spend influence at villages and monasteries to heal up (either yourself or a wounded unit). Monasteries also teach you special actions, whilst magic spells can be learnt at Mage Towers.

You reputation in the game affects how much influence you generate naturally. Everyone starts at the mid-point of the reputation track, which is an extra track on the same board as the fame track. The mid-point has an influence modifier of +0. This means if you gain 4 influence points from cards, that is what you have to spend. However, as the game progresses, if you manage to improve your reputation to the +2 space, then by playing “Promise” and powering with white mana, you will gain 6 influence to spend. Or, you could just turn up and without playing any cards, just spend 2 influence.

Reputation can be increased from defeating rampaging enemies as the people of this land don’t like them very much. However, reputation can also drop. The keeps and mage towers, whilst the rewards for capturing them are good, you actually lose reputation for assaulting them (since they are not ‘evil monsters’). There are other cards too and actions that you can take which can modify reputation accordingly. Burning down the local monastery for example. Negative reputation affects your attempts to interact in the same way. Add up the influence points you gain from playing cards and then modify it by the amount showing on the reputation track.


Playing cards “sideways”

It is at this point in the preview where I should explain this rule. So far, we have seen movement cards, attack cards and influence cards. There are times when you want to do one thing and just don’t get the cards. In fact, each turn you will probably have one or two cards in hand that don’t help you do what it is you are planning to do that turn. However, what you can do is that any card can be “played sideways” to generate 1 Move, 1 Block, 1 Attack (normal attack), or 1 Influence.

So, let’s say you are planning to visit a village and recruit some peasants (requires 4 Influence). Your reputation track is currently on the “+1” space, meaning you only need another 3 influence. You have “Promise” in hand, but there is no white mana available this turn, you cannot power it up. So, you decide to play the “Rage” card, which you are not planning to use this turn. You play it sideways as 1 influence. That gives you the 4 you need to recruit the peasants.


DAY 5: Tranquility


Day 5 already. That means only 37 days until Essen! Not that I am counting.

Before I explain about this card, I’m going to explain a bit more about wounds. At first, I found this a bit confusing but after I’ve taught the game now to about a dozen people, I feel it’s actually quite easy to understand as long as it is explained properly, this is my attempt.

First of all, it doesn’t work the same way as armour on enemies. So if an enemy has 6 armour, you need to deal it 6 damage or it will all just bounce off. Damage on your hero doesn’t work like this at all.

As we’ve mentioned before, if you don’t block an attack you are going to get wounded. But the question is how badly. Your hero starts off with an Armour Value of 2. Whenever you get hit by an attack that you didn’t block, you take a wound card to your hand. This happens irrespective of your armour value. However, the strength of the attack is then reduced by your armour value. If there are any ‘strength points’ left, you take another wound and then again reduce the attack strength. This process repeats until the strength of the attack is reduced to zero or less.
Eg: If you are hit with an attack of strength 5 and you have 2 armour, you take 3 wounds.

Of course, as I have mentioned before, your units can also be used to take hits. Each of those has an armour value, and this reduces the strength of the attack the same way.

Wounds are bad. They are dead cards in your hand that cannot be used (and they cannot be played sideways for 1 point of something). To get rid of them, you need to heal. Which brings us onto today’s card. Tranquility gives you 1 or 2 points of healing, each point will remove a wound card from your hand (back to the pile of wound cards). You can also use healing points to heal your wounded units (1 Healing point required per level of the unit).

If you don’t need any healing, Tranquility can instead be used to draw more cards.


DAY 6: Improvisation


Most of the simple cards are out of the way now, so it is time to start showing ones with a bit more text on them

Improvisation is a very versatile card which I tend to use a lot. When you play this card, you discard any other card (except a wound card) from your hand to get 3 Move, 3 Influence, 3 Attack or 3 Block. If you power it with red mana, you get 5 instead of 3.

Until now, you may have just thought that each turn your decisions on what cards to play are relatively easy; if I want to move, I play a move card, if I want to block I play a block card....

However, once you start seeing cards like this, you soon realise there are many ways that you can do what you want to do, some more efficient than others, and some meaning you have difficult choices to make (i.e which card to discard)

So - with what we have so far, here is a test.

You start the turn with these cards in hand.
March, Rage, Promise, Tranquility and Improvisation.
Your draw deck is empty and the mana in the source is 1 White, 1 Red and 2 Black. Remember, you may only use 1 mana from the source this turn, you have no crystals, and it is daytime, meaning the black mana is actually useless.

This turn you want to move 1 space into a forest (3 movement points), and then you want to challenge an orc enemy token and kill it. The orc has 4 armour and 3 attack with no special abilities. Your own armour value is 2.

Can you do this without taking any wounds? Answers on a postcard to:

Mage Knight competition with no prize whatsoever
c/o Paul Grogan
Mighty Tower of Impenetrable Evil
Almighty Fissure of Darkness
Devon
UK



DAY 7: Mana Draw


Today is the last day of me showing you cards from the basic deck of cards that each player starts with. Choosing the last card was tricky because there are a few still to choose from, but I settled on this one. Now things start to get really interesting.

One of my friends thinks this is the most powerful card in the basic deck. I often use it sideways or to fuel an Improvisation card. I haven’t won that many games, so I am probably wrong

We have mentioned the Source before, but I will explain a little bit more now. The source is a pool of dice equal to the number of players +2. At the start of the game, you roll all the dice to represent what type of mana is available. Each turn, a player may use one mana from the source – if he does, that die is re-rolled and put back into the source. So as a round progresses, the mana in the source changes depending upon what people use.

Each mana die has the four basic colours of magic along with gold and black. Gold can only be used during the day and acts as a wild card, you can use it for any basic colour. Black is only used at night and is only used to power the effects of spells (It is not a wild card at night).

Mana Draw simply allows you to use a second mana dice from the source in one turn. Lets say you have 2 ‘March’ cards in hand, and there is 2 green mana in the source. You play play Mana Draw to allow you to use both green mana in the source to power both March cards to get your 8 Movement points.

But what if there was no green mana available but there was a white, or maybe only 1 green available. With the powered effect of Mana Draw, you can take a die from the source, set it to Green. You then gain 2 Green mana (which you have to use that turn). When you return dice to the source, the white that you spent to power the Mana Draw card is re-rolled and returned, but the one you set to green is not re-rolled.
Mana Draw is a great card, at the right time.

For anyone wondering... Yes, there are blue cards, I was going to show one on Day 7 and then changed my mind at the last minute. I promise the first card next week will be blue.


End of Week bonus

This is the Daytime Source board. On the left is the movement costs for the different types of terrain. On the right is the space where you place the mana dice rolled for that round.

The small numbers in the forest and desert show the movement cost of those two types of terrain at night.


End of Week bonus #2

In appreciation of all the positive feedback, here is a second end of Week 1 special preview. Why the week ends on a Thursday is just because all of this started on a Friday

I’ve chosen to reveal one of the map tiles. This is map tile number 2, which means for the tutorial scenario, it is already part of the map at the start of the game. In all other games, it is just randomly mixed into the pile to draw from.

First of all, the terrain. You can see plains, hills and forest on this tile. Plains cost 2 movement points to enter, hills and forests cost 3. However, as everyone knows, running around a forest at night is dangerous and at night, forests cost 5 movement points to enter.

We also have 4 icons to explain. You should be able to work out which is which

Green crystal mine. A hero ending their turn on this space gains 1 crystal of that colour to his inventory.
So, that is a crystal, not mana, and it happens at the end of your turn, so doesn’t use up your action for the turn either. However, most of the time when you are on a crystal mine, you probably won’t be taking any other action, but sometimes you will.

Village. Villages are where you can recruit some units and get yourself healed. Also, if you are that way inclined, you may choose to pillage a village. This loses you reputation but allows you to draw 2 cards AFTER you have drawn up to your normal handsize, so you get a benefit for next round.

The magical glade is a special place. If you start your turn on this space, you gain either gold or black mana (for day or night). This can give you a really good boost for that turn. And if you end your turn on this space (without without having to spend an action) you can gain a special type of healing.

Finally, the sword icon is one of the rampaging Orc enemies. As soon as this map tile is placed on the table, you take one of the Orc enemy tokens and place it face up on this space. Rampaging enemies are causing trouble to the local population so you get positive reputation for killing them (and fame too, which by the way is the point of the game!)

Rampaging enemies exert an ‘area of control’ all around them (in adjacent hexes). This means that if you move from 1 space within this area to another, they attack you. So, on map tile 2, moving from the central hex to the forest will provoke the orcs – they attack you and that is your action for the turn.
Or, you may challenge them instead. This uses up your action for the turn and can only be done from an adjacent hex. So, until the Orcs are defeated, you cannot actually enter their space; you either provoke them or challenge them.

Next week: Advanced Action Cards.
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Dimitris Vasiadis
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PaulGrogan wrote:
generally wounds are bad. Wound cards stay in your hand clogging it up
Paul, you mentioned in day 2 that the player has a choice as to where the wound goes (Damage assignment). However it seems from your reference above that they all go into your deck - no choice?

thanks for the teasers!
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Ken Takacs
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He does mention that damage can be assigned to allies, maybe the wound cards do not go into the deck in that situation.
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Paul Grogan
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Correct. When you take damage, you may choose to assign it to your units first. Since you are such a hero, your units dont mind stepping in the way of an attack

Depending upon the strength of the attack and the armour values, assigning a wound to a unit might not be enough, sometimes you might get wounded too. More details of damage and wounds in the coming days.
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Monte Jones
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When will you explain how the Source works?
 
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Paul Grogan
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The Source will be covered in the End of Week bonus preview. That should be this Friday.

EDIT: Scrap that. It is actually covered in more detail on Day 7, so that should be Thursday.
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Jeremey Byrne
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PaulGrogan wrote:
However, what you can do is that any card can be “played sideways” to generate 1 Move, 1 Block, 1 Attack (normal attack), or 1 Influence.


This includes wound cards too then?
 
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Paul Grogan
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Afraid not. Wound cards are pretty much dead cards. You cant play them sideways. Also, if another card says "Discard a card from your hand", that cant be a wound card either.
 
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Ken Takacs
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So I take it that armour can reduce the attack strength to 0 which would result in no damage? That would be like a minor wound that does not affect the hero for practical purposes?
 
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Paul Grogan
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If you read todays preview, I have covered wounds in more detail. Armour only reduces the attack strength once you have taken at least 1 wound.
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Kevin Seachrist
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kenntak wrote:
So I take it that armour can reduce the attack strength to 0 which would result in no damage? That would be like a minor wound that does not affect the hero for practical purposes?


I wondered this too, but I think Paul's description indicates you take the first wound even if attack and block values match. So the number of wounds you take is Attack minus Block, minimum of 1. Interestingly, it's parcelled out in single wound packets, so you might be able to shift targets as damage is decreased? Is damage still minimum of 1 at that point or can a new target actually fully block the reduced attack hitting it?
 
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Paul Grogan
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Sorry for any confusion. Let me try and clarify...

Block and Armour are completely different things.

If you Block the attack, you take no damage at all.
If you do not block the attack then you take damage.

Damage will be 1 or more wounds, depending upon your armour value, but no matter how high your armour, you will always take 1 wound. Then you reduce the strength of the attack by your armour value and if there is still some strength left, you take another wound and repeat.

For example: An attack of Strength 5
Armour 2: You will take 3 wounds in total
Armour 3: You will take 2 wounds in total
Armour 4: You will take 2 wounds in total
Armour 5: You will take 1 wound
Armour 99: You will take 1 wounds

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Ken Takacs
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Thank you for the clarification Paul. So if you fail to block an attack, you will suffer a minimum of 1 wound.

I noticed that in the combat resolution procedure, damage assignment comes before you are a allowed a close combat attack on the enemy. Do wounds received in that same combat resolution affect that attack?
 
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Thank you Paul, for your great serie of articles! I feel I should help here with this is rather controverse concept of the game, as in this case, I went with a solution that worked best instead of the one most natural. So, my explanation and reasons for it:

When you are attacked, you can block the attack (i.e. play Blocks of total value equal or higher of the attack value). Your units can help you here, as many of them have relative high Block ability. If you block the attack, nothing happens, no damage is dealt.

If you do not block the attack, you are dealt damage points equal to the attack value. Armor of your hero or of an Unit says how many of these points is consumed by assigning a Wound card to that hero or Unit. In ideal world, the enemy himself would choose how to assign these points, probably choosing the weakest unit, or most dangerous unit, or your hero, etc. In fact, in Player versus Player combat it is exactly like this.

However, when fighting a neutral unit, then the enemy is the game, and it can't make these decisions. I experimented with some algorithms how the enemy decide whom to wound, but in the end, I decided otherwise. I let the decision on the player, but as a price for this, the damage is rounded always up, so the unit always gets a Wound - the Armor just says whether some damage remains after this happens. So, if you are dealt 3 points of damage, it does not matter if you assign it to a Unit of Armor 3 or of Armor 6 - the Unit gets wounded, and it consumes all the damage points. However, if you are dealt damage of 5, then it matters - after wounding a unit of Armor 3 there would be still 2 points of damage left to deal with.

Note: It is not that even small attack always harms someone. Do not forget you can block the attack, and it is easier to block a small attack. Only if you ignore the attack, someone gets harmed... unless it has resistance to that type of attack, but that's another question (yes, if you have army of golems, you can ignore smaller attacks with noone being wounded )
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Paul Grogan
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kenntak wrote:
Do wounds received in that same combat resolution affect that attack?


Not really. The wound cards just stay in your hand clogging it up later on. As long as you have attack cards to be able to deal with the enemy in step 4, you will be ok*

There are 2 situations where taking wounds is actually so bad that when it happens you will have to discard all the cards in your hand. This is a rule which I will talk about in future weeks as right now we're just covering the basics
 
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Thanks for these previews. I wonder if you could post each day as a separate post, though; I get notifications for new posts, but not for "updated posts" and so I didn't realize you'd been modifying the original post.
 
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Leigh Caple
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Can't you just subscribe to this thread?
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Leighbob wrote:
Can't you just subscribe to this thread?

I do, but subscriptions don't notify you of edits, only new posts, and while I saw the new posts, I did not see that the original post had been modified.
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Jonathan Ramundi
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sigmazero13 wrote:
Leighbob wrote:
Can't you just subscribe to this thread?

I do, but subscriptions don't notify you of edits, only new posts, and while I saw the new posts, I did not see that the original post had been modified.
I think each preview week would merit its own thread, not each day.

Also, each week could link to the last so, if you forgot to manually check back for updates, you'd know to go back and check out what you missed.
 
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Lee Fisher
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If you subscribe to images you will also get them all
 
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lfisher wrote:
If you subscribe to images you will also get them all

Subscribing to images just shows you the image; it doesn't link you to the posts that the image is in (unless the image thread has a link to the post).

I don't really pay attention to the image subscriptions as there are times that I get bombarded with 20 images of someone's custom paint jobs or something; I've just gotten to the point where I've found that image subscriptions are useless.
 
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Lee Fisher
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sigmazero13 wrote:
lfisher wrote:
If you subscribe to images you will also get them all

Subscribing to images just shows you the image; it doesn't link you to the posts that the image is in (unless the image thread has a link to the post).

I don't really pay attention to the image subscriptions as there are times that I get bombarded with 20 images of someone's custom paint jobs or something; I've just gotten to the point where I've found that image subscriptions are useless.


Paul is posting the content of the post in each image's thread as well.
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Scott Lewis
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That's good to know; I will pay closer attention to the Mage Knight images as well then

(Most people who post images don't bother putting anything in the image thread, unfortunately, so I'm glad Paul is).

Anyway, sorry for the sidetrack
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Jeremy Scranton
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Thanks for all of the updates. It's fun to see bits of the game again after the awesome demo I got to play of the game at GenCon. This will probably be the first game that I'll pay extra to get an Essen copy from one of the distributors rather than waiting for it to come over on a boat months later.
 
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Paul Grogan
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Wow. I go for a meeting at work, come back and there are 9 updates

Yes, each week will have a thread. With 5 weeks planned, it would become too massive otherwise. And 1 thread per day would just fill the forums.

So, as you now know, there is an image each day, with a comment. The same text and image is posted into the thread. I can guarantee it is updated each day, so just bookmark this page and check it once a day. I'll try and update it before 10am UK time each day - other times at weekends.
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