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Help with Buffy please
- Notahandle
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"... and I'm still waiting for some too."
Hopefully not for RoboRally - Crash & Burn!
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- southernman
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Nah - I got RoboRally in one BGG trade and then the GrandPrix expansion in a math trade so that should do me ;-pSouthernman wrote:
"... and I'm still waiting for some too."
Hopefully not for RoboRally - Crash & Burn!
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- southernman
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Hey KP - with adults, sounds like a 5-player game may suck for someone so will 4-player be OK ?Sagrilarus wrote:
Wow, that's about as easy as it gets. Thank you both! Sag.
Sag, give Buffy a try with your kids. It's my 12 years olds (Uba's niece's) favorite game (Talisman is now #4 on her list). Buffy could be a great bonding experience for your family when you're the bad guy and the rest of the family gets to kick your ass.
Buffy is probably best with 3 players:
2 players: Good vs. Bad
3 players: Player 1 - The Vampires, 2 - Buffy and Zanders and 3 - Oz and Willow
4 players: 1 - Vampires, 2 Buffy, 3 Willow, 4 Zanders and Oz
5 players: 1 - Vampires, 2 Buffy, 3 Willow, 4 Oz and 5 Zanders (Zanders sucks so you might want to take Zanders and help other players)
6 players: 1 - The Master or other Big bad, 2 - the minions, 3 Buffy, 4 Willow, 5 Oz and 6 Zanders
My favorite player = Oz, My daughters favorite = Willow
We've played all 4 scenarios but most of the time we play vs. the Master.
And could you make a 5-player game with the 6-player setup but with Oz and Zander being played by one person ?
(I've never played it so don't know anything about the character balance, I just don't want it to go down badly with my group and get banned!)
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But what I'm trying to say is that the game really captures the story of the series. So while Buffy is the strongest and the one who'll kill most enemies, the other characters can still be lots of fun to play.
One piece of advice, though. I believe that one of the options the evil player can roll on his movement die is to move three small minions. A lot of people suggest that this should be either three small minions OR the main villain. Because in some scenarios (especially the first one where The Master can be fried by the sun), not being able to move the villain is a bit too annoying.
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- southernman
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Just the one question, if a sired character is turned good again do they keep their higher vamp fight and majik dice stats - we played Yes as the rules say they are still a vamp (they burn in the sun) but they still get to collect cards and do majik.
Bit of a bummer for me as I sired Xander (finally, after many efforts throwing failed fight dice at him) only to have Willow grab his soul back not long after ... so now I have a frakkin stronger Xander beating up on me.
Admittedly it has only been one play, but there seem to be a lot of cards to continually help the Good team but not that really useful evil cards - they have to rely on a few extra fight dice, which can easily miss, plus they do not get to have their whole team playing each turn.
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- metalface13
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Finally got this to the table tonight, went quite straight forward apart from me not being able to throw a hit most of the night as evil - fuck, Willow was getting as many hits with her 1 dice than I was with The Master with his 4 - so was cleaned up pretty quickly.
Just the one question, if a sired character is turned good again do they keep their higher vamp fight and majik dice stats - we played Yes as the rules say they are still a vamp (they burn in the sun) but they still get to collect cards and do majik.
Bit of a bummer for me as I sired Xander (finally, after many efforts throwing failed fight dice at him) only to have Willow grab his soul back not long after ... so now I have a frakkin stronger Xander beating up on me.
Admittedly it has only been one play, but there seem to be a lot of cards to continually help the Good team but not that really useful evil cards - they have to rely on a few extra fight dice, which can easily miss, plus they do not get to have their whole team playing each turn.
Yeah, I'd rule a sired character who gets soul restored still gets vamp stats. I've won all my games as evil, so I while I can't say the evil cards are always useful, I've found occasion to make use of most of them.
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Admittedly it has only been one play, but there seem to be a lot of cards to continually help the Good team but not that really useful evil cards - they have to rely on a few extra fight dice, which can easily miss, plus they do not get to have their whole team playing each turn.
The differences between the heroes and the evil player, are kind of like the differences in Space Hulk. Evil is less mobile, but collectively stronger and has more hit points. Also, evil needs to cycle their cards to get the ones that replace dead minions. That gives evil an advantage in numbers. Evil can then afford to sacrifice a minion to take out WIllow.
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- southernman
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Evil can have an advantage in numbers as long (as your dice throwing allows him to raise new minions - bloody stoopid majik dice) but the big black dice does restrict getting characters into action, and I played with the house/variant rule that the 'three minion' roll could swapped for the Villain only.
It was pretty embarrassing getting beaten up by Willow.
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