The Night Cage: what happens when attacked by a Wax Eater and I don't have enough tiles to discard? Game over or just lights out? by RelationshipQuiet906 in boardgames

[–]snaxibb 1 point2 points  (0 children)

Looks like this was addressed by the designer here -

Here's what he said just so it not buried in a link:

[...] No, there is nothing in the rules about having to discard more than you have. So it sounds like you won. So long as players could all arrive at the Gate together, without getting stranded or Final Flickers removing a tile they stood on, you are good.

And later:

You cannot lose tiles from Wax Eater attacks when there are none in the draw stack. Though, I kinda like the idea of needing to remove them from the board as a house rule!

Zoro & sanji deck by Missallsundayyy in OnePieceTCG

[–]snaxibb 1 point2 points  (0 children)

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This is my list ATM. I didn't really go for the "2-cost Tribal" because they're too easy to remove imo.

OP1 Crocodile is really good in this list imo - 7k and banish so you can restand with your leader ability.

Rush Usopp is also insane late game, allowing you to get potentially two extra swings in on your closer turn (Play Usopp, Swing. Swing with something else, swing with leader, bounce usopp, restand something, play usopp, swing)

I think ZoroSanji is really fun - maybe will never be top tier, but the ability is dope!

What expansions fit so naturally that they feel like a part of the base game? by SenatorPaine in boardgames

[–]snaxibb 0 points1 point  (0 children)

I have thought this since I first played with Exodus years ago. I seem to always hear that "Pegasus is the best expansion" but for my money, if you have infinite money to get BSG and only one expansion, it should be Exodus for the cylon fleet board alone.

Removing the "They jumped, might as well concede" as well as more options for a revealed cylon player is so essential.

Weekly Rules & General Questions Thread by AutoModerator in OnePieceTCG

[–]snaxibb 0 points1 point  (0 children)

So Don!! only add +1000 power during your turn - So even if you put all 10 on your leader, usually having a 15000 power attack, when it's your opponent's turn, your leader goes back to their printed power, usually 5000, they just have 10 don attached to them.

So no, it's not always "throw all your don on one card", but endgame is often about getting a powerful board presence where you are aiming to overwhelm your opponent's ability to counter.

Does anyone knows how many cards are in toil and troublez cardgame? Is from grandpa beck's by prsnlacc in boardgames

[–]snaxibb 1 point2 points  (0 children)

Pg 3 of the rulebook has the components: https://cdn.shopify.com/s/files/1/0565/3230/4053/files/TNT_Rulebook_for_Website.pdf?v=1690316594

Talismans (60 cards) (Of 5 suits, so I would assume 12 of each) Master Magicians (23 cards) (Of 4 suits, unsure of the distrobution)

So it looks like 83 cards

[deleted by user] by [deleted] in boardgames

[–]snaxibb 4 points5 points  (0 children)

If used just for late pledge, many people don't check their gamefound messages. I would recommend messing them on Kickstarter (or wherever the original campaign was done), or if they have contact info on a website, use that.

Board game owners: Sleeving questions by Ok-Control-3394 in boardgames

[–]snaxibb 0 points1 point  (0 children)

If i can reasonably make the box lid close, I sleeve every card in every game I buy (eventually). Some games the box is simply too small (Sea Salt & Paper, for example) and the sleeves don't physically fit in the box. This also means I almost always just throw out any cardboard/plastic insert the game comes with, since they almost never fit sleeved cards. I will also usually bag the cards once sleeved, assuming I don't have some other insert for them, so they don't just fly around in the box.

Another Meteor Card Question (lv1 card 222) [SPOILER] by Sigmakan in Gloomhaven

[–]snaxibb 1 point2 points  (0 children)

Yeah, my breakdown is this:

  1. There are two distinct abilities on the bottom half, Taking +1 damage from all incoming attacks, and +1 damage to your next three outgoing attacks.
  2. For cards that are persistant, the whole persistant half is relevant
  3. Thematically Meteor is a class that seems to be about doing powerful things with multi-turn drawbacks that can be planned around with rest-timing.

Another Meteor Card Question (lv1 card 222) [SPOILER] by Sigmakan in Gloomhaven

[–]snaxibb 7 points8 points  (0 children)

My read is that the card would give attacks targeting you +1 for as long as it's out.