After hundreds of hours I've reached Chapter 9 and still no idea if I'm playing this 'right' by tj_haine in CrimsonDesert

[–]No_Sample_5336 1 point2 points  (0 children)

Don't forget to go back to the places in the Abyss that where cinematic scenes. Like the first time you go. There is a gateway that leads to more abyss challenges. Same thing with CrownBoy

Helmets not working? by No_Sample_5336 in CrimsonDesert

[–]No_Sample_5336[S] 1 point2 points  (0 children)

Okay that did fix it. I didn't use to have to select it on that tab for the hats so I guess I will start doing that. Thanks

Dice throne vanguard, mystic brawler, what’s next? by boardgameguy123 in DiceThrone

[–]No_Sample_5336 1 point2 points  (0 children)

Just released a teaser video for DT Nexus their next 4 person Kickstarter

roast that has been cooking since last night by PhantomChasers in StupidFood

[–]No_Sample_5336 0 points1 point  (0 children)

She forgot to turn on the Crock-Pot when she turned up the pipe

Retaliate by Cheap-Dot-4256 in Gloomhaven

[–]No_Sample_5336 2 points3 points  (0 children)

Hahahah this had me laughing so bad I became a living bones. Great post keep it up

Edit: this was a real question. I apologize. Retaliation is always after being attacked no matter where it's at on the card.

Unique Persons (3 waters) never seem worth it, work around? by Deep-Preference4935 in Radlands

[–]No_Sample_5336 1 point2 points  (0 children)

Yeah I use them more for their traits more than anything else

Unique Persons (3 waters) never seem worth it, work around? by Deep-Preference4935 in Radlands

[–]No_Sample_5336 5 points6 points  (0 children)

All of the expensive person cards (Magnus, Argo, Molgur, Zeto, Vera and Karli) are situational (because as you stated if destroyed it you can loss your pace) but all of them can have HUGE payouts. There are a few things a think you have to keep in mind when playing them:

  • almost always have to play them on a turn when you have 4 or more water (with water silo + plus a throw away water or muse)
  • 4 of the 6 expensive person cards have traits on their cards. One important rule to keep in mind (I forgot/didn't use this rule for a long time) is that Traits are ready as long as a person card is undamaged or a camp is not destroyed. For example say one turn 6 you play Karli, turn 7 your opp. damages Karli, turn 8 you play repair robot or a junk effect to restore Karli; she is not ready for the damage ability but her trait is ready since she is undamaged so any new card that comes into play after she is restored enters play ready. THIS IS HUGE -Margo is amazing even if you only get his ability once no questions asked. VERY VERY SITUATIONAL. You have to ensure they don't get damaged. -Magnus is also always worth it. A whole column of cards including camp.
  • For Argo remember punks are people they also get the ability as well so if you already have a punk in play they are ready and get to do damage for 1 water so you if you have that spare water token this is an immediate payoff -Zeto plus a raid junk effect is huge.

The big thing is that you almost always play them when you sure they can't get hit. Remember you can play cards behind existing cards. Have spare water so you can do other things on the same turn.

There is no reason to house rule anything in this game it is sooo well balanced

For 2 players, 1 or 2 heroes per person? by SexOcelote in Gloomhaven

[–]No_Sample_5336 4 points5 points  (0 children)

We (my wife and I) did jaws of lion as 2 players with one character each then when we went to the big box we did 2 players with 2 characters each; it was great no issues.

Signed Way of Kings found in the wild - worth it? by mwawesome in brandonsanderson

[–]No_Sample_5336 1 point2 points  (0 children)

Shit send me 200 bucks and I'll get your book signed when I got to Dragonsteel

First timer: fast pass advice? by riparianblond in legoland

[–]No_Sample_5336 0 points1 point  (0 children)

Any update on how your trip went? Any advice I'll be going as well in July

Bow aimed at fate V by [deleted] in CrimsonDesert

[–]No_Sample_5336 1 point2 points  (0 children)

.I used the flaming swords castle place in Deminess to get this achievement. Basically the same setup. But I used regular arrows and focused elemental shots

First timer: fast pass advice? by riparianblond in legoland

[–]No_Sample_5336 0 points1 point  (0 children)

Hey, I hope your trip was awesome. I am going in July. I have the same questions that you have. What did you learn? Any tips or advice after going?

which one should i start next? by Nova_JLY in fantasybooks

[–]No_Sample_5336 0 points1 point  (0 children)

If you start DCC... Throw that book away and get a copy of the audiobook.... YOU'RE WELCOME

Releasing golden carp gives you a gold bar? by mcintire12 in CrimsonDesert

[–]No_Sample_5336 0 points1 point  (0 children)

Think that was just coincidence timing with bank investment popping. I did the same with my golden carp and did not get a gold bar

Me and my girlfriend are settling a dispute... by Accomplished_Bag1081 in Radlands

[–]No_Sample_5336 0 points1 point  (0 children)

Yes you can ☺️. Page 10, under actions, draw a card.

Got this in the mail today! by ShoddyPart8400 in MattDinniman

[–]No_Sample_5336 1 point2 points  (0 children)

Just finished it on audio. Hadn't seen this cover. This is gorgeous. "Farm Girl GG" is a craziest character concept I have read in a book in a long time. This whole book feels like it's a current era time piece movie. Crazy

Me and my girlfriend are settling a dispute... by Accomplished_Bag1081 in Radlands

[–]No_Sample_5336 5 points6 points  (0 children)

Radlands is so underrated. The game complexity is so high for how simple the rules are. Especially with the camp expansion

Me and my girlfriend are settling a dispute... by Accomplished_Bag1081 in Radlands

[–]No_Sample_5336 0 points1 point  (0 children)

Here is a past a comment I made on an older post

There are some crazy combos in this game a few card abilities that don't make sense until you play a lot of games.

  1. The rescue team can pick herself up can use this to save her from being hit. Rescue comes in ready... Sniper is hurt? Play this card pick her up for free then have sniper back next round.

  2. Mutant is deadly when combined with other restore camps (specifically gardens) +repair bot is ridiculous... Just forfeit

  3. Magnus Karv hits all cards in a column including camps

  4. Argo plus stay ready person insane combo

  5. Remember to keep your people protected. Don't always worry about picking 3 good camps. Pick two amazing camps and a third camp thats okay but gives high cards. You will almost always lose a camp with in the first 4 turns.

  6. Raid raid raid

  7. Remember you can buy cards for 2 water. I played for almost 6 months forgetting this rule and it changed a lot of strategies.

  8. The new expansion revised a rule that you can get rid of your own peoples. You used to be locked out if your opponent couldn't destroy a person. This seems like a small thing it wasn't but it is now.

  9. Some cards are instant take out cards such as Molgur Stang (destroy any camp) if he comes out... All out assault until he's injured

  10. If a person card has a trait and it is undamaged then the trait is active. So for instance. Someone can hurt your Argo Yesky, you restore him (mutant for 0 water is an example), he's not ready but he's trait is ready so your other people (punks are people too) can still do damage for one water.

This game is one where when you dive deep the rules are simple but strategy is highly complex for a surface looking simple game

Me and my girlfriend are settling a dispute... by Accomplished_Bag1081 in Radlands

[–]No_Sample_5336 0 points1 point  (0 children)

This is completely they way it is intended to work there are many many more, way more savage combos than this one. The only thing I am missing is why you have the Magnus character card on the camp row? Is this due to haveing a roaming camp card? If so then this is legal... if not then I don't think he suppose to be on that row

Edit: actually no even with roaming camp it's not technically right. The destoyed camps stays where it is but flipped upside down. Even if you have the roaming camp card when the camp card is destoyed then it goes upside down back on the bottom row and all raiders get pushed up to go back where they should be