by gamerdinger

A view of the insert with the token tray removed, revealing the dice underneath. The insert is designed to hold both current expansions.
by gamerdinger
by ahdont
Thanks for your reply, I hope they would come out a booster pack or something to add more variation into the main deck. but nonetheless, thanks for your reply.by dbolyard
I take a thematic approach, and so I view the various cards, like firebreathing, burrowing, poison quills, nova breath, spiked tail, urbavore*, and acid attack as simply the way your monster attacks--making your monster more unique than the others, as well as increasing the effectiveness of your attack rather than providing a completely separate attack. It's reasonable that a monster breathing fire also whips you with its spiked tail for an even more devastating attack that would effectively take place at the same time. This is reflected in reality. Consider getting punched one time vs. multiple times with equal force in either case. You can more easily recover from a single punch than from multiple consecutive punches of equal force. Moreover, the effects of each consecutive multiple punch is compounded with each punch received. If a kick is thrown in there, recovery becomes more difficult still, even though a punch and a kick are different forms of attack. It becomes more and more difficult to recover whether one form of attack is used, or multiple forms are used. The effects of the above mentioned card attacks should not be considered separate as they are resolved all at once on your turn. You resolve damage on your turn once you count your attack dice and add any attack modifiers from your cards.by WhatAChamp
I played with one of my buddies who owns the game. Since I don't have the game myself, I can't refer to the card ability but I'm pretty sure that Freeze Time said that if you score 111, you can take another turn after the current turn but with rolling one fewer die. If in this extra turn you again roll 111, are you able to take yet another extra turn? I used this strategy to get two extra turns which, if I was sitting in Tokyo when my first turn started (I wasn't though), would have netted me 6 victory points just from getting extra turns. If you included the victory points I would have rolled from getting my 1's as well (and VPs for any extra 1s along the way), I would be at a minimum of 8 VP. This seems a bit too strong IMO so maybe I'm doing something wrong. Anyone able to correct me on this or confirm that it really is as good as it seems?by Hockey Mask
Yes. You get to keep rolling with one less die as long as you keep getting extra turns.by StrykerJ
by StrykerJ
hiro57 wrote:
Your Neighbors take 1 extra damage when you deal damage.With only 1 claw, you wouldn't deal damage and wouldn't trigger Fire Breathing's extra damage. "Devil" would behave similarly.
When you attack deal 1 extra damage. Acid attack also indicates "extra damage", so it should help out here, as well.
hiro57 wrote:
by dbolyard
If one of your neighbors is the recipient of your attack, then firebreathing would add an extra damage to whatever you were dealing out to them, so as long as the person holding "armor plating" is your neighbor, they may only negate its extra damage when they are not being directly attacked, as it's only 1 damage point received in that case.by StrykerJ
In the scenario where the current player has "Fire Breathing" and the target is a neighbor to the active player and has "Armor Plating", I'd say that rolling only 1 claw would result in no damage dealt to anyone.when dealing damagerather than
when you attack. Thanks to the armor plating, the single claw does not deal damage, and therefore none of the extra damage is dealt to neighbors by "Fire Breathing".
by dbolyard
It is a 4 cost card that states, "Ignore damage of 1." It stands to reason that total damage received is resolved after a successful attack is completed. Even with the way we play it at my house, as stated in the rather lengthy explanation above, it is still among the hottest cards on the table when it arrives for purchase. It is certainly one of the best values at only 4 energy. To negate so many cases of damage as suggested by many here would easily elevate this card to a value of 7 energy.by grarrrg
StrykerJ wrote:
by oconnor0
Oh, weird. We played it first as gaining 2pts at the beginning of YOUR turn, but the winner, twice, basically stayed out of Tokyo & just amassed VPs & there didn't seem to be anything we could do. So we played it as gaining 2 VPs at the beginning of every turn in Tokyo. It definitely provided a huge incentive to get into Tokyo.by Scorpion0x17
If someone outside Tokyo is playing for VPs then player in Tokyo should be playing for claws.by oconnor0
Scorpion0x17 wrote:
by Scorpion0x17
oconnor0 wrote:
Scorpion0x17 wrote:
by Zugli
How many cards can a player purchase on a single turn?by Bizud
I'm not sure why you'd play with rules that deny a monster the right to move out of Tokyo if attacked, especially since you can be forced into Tokyo against your will. I can easily foresee situations where some of the above house rules could be used to easily force someone to stay in Tokyo long enough to kill them, if the rest of the table worked together, and it isn't supposed to be that easy.