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my fav would have to be Battleball (with the enhanced rules) i also like Jamaica i think is the name, its a pirate game where you race around an island, its alot of fun, and Shadows Over Camelot even though it is impossible to win haha i heard settlers of cataan was really good but i havent played it yet
It's time you started playing with Merlin's Company :p
I didn't know anyone else out there played Battleball As for Shadows, the groups that I play with usually win (although we all got killed last time).
my group has only beaten shadows once and we cheated just so we could say we beat it haha
That's weird, we usually start with the grail because it's one people can spam, and send Sir Kay after Excalibur so he can take the combination of those two powers and stay home fighting siege engines all day.
Also, you can only make one accusation per player per game.
RISK is the best board game ever.
RISK is the best board game ever. I also played Redemption:City of Bondage lately and i thoroughly enjoyed it. ~Jayden
I know, you simply have everyone accuse the person on their right. It takes 1 round max, and you're done.
Quote from: KoalaKingofFortressAlstad on July 26, 2010, 03:42:04 PMRISK is the best board game ever. I also played Redemption:City of Bondage lately and i thoroughly enjoyed it. ~JaydenYou obviously haven't played Cutthroat Caverns
That's kind of a long time to go with absolutely no response to the black cards coming up. Doesn't the cost outweigh the small benefit of just knowing who the traitor is, especially when he can continue to do traitory things even after he is revealed? Plus, accusing to your right gives the traitor an opportunity to play something like Fate or Clairvoyance if he has it in his hand and get an additional screw job on the team before the next player accuses him.
... Monopoly,
#1 - I don't find the traitor to be nearly as dangerous once they are revealed as I do having to play every turn as if the next person might purposefully put down the last siege engine, or draw that black card that we all know needs to stay where it is until Percy can put it on the bottom.
#2 - As for playing specials like Fate and Clairvoyance, are you suggesting that any player can play those cards when it is not even their turn?
Given the possibility that the game is played with no traitor, I can't agree
... what? Why would you think I said that, and why would the traitor even need to play the card out of turn? This makes no sense.