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Reply: Spartacus: A Game of Blood & Treachery:: News:: Re: GF9's Spartacus Event Schedule for Gen Con 2013


Reply: Spartacus: A Game of Blood & Treachery:: Rules:: Re: One use by turn Dominus power

Reply: Spartacus: A Game of Blood & Treachery:: Rules:: Re: One use by turn Dominus power

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by Wayne bridge

I'm for that but saying that when I've played it always felt wrong just to discard some cards to win rather thought some ornate scheme.

Reply: Spartacus: A Game of Blood & Treachery:: Rules:: Re: One use by turn Dominus power

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by IKerensky

Wayne bridge wrote:

I'm for that but saying that when I've played it always felt wrong just to discard some cards to win rather thought some ornate scheme.


Discard ability isn't limitated to once a turn.

Reply: Spartacus: A Game of Blood & Treachery:: Rules:: Re: One use by turn Dominus power

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by Gylthinel

IKerensky wrote:

Wayne bridge wrote:

I'm for that but saying that when I've played it always felt wrong just to discard some cards to win rather thought some ornate scheme.


Discard ability isn't limitated to once a turn.

Indeed, which is Wayne's concern. And mine. Since the house powers cannot be countered by cards, the game really ends at about 9-10 influence, at which point you then burn up a bunch of asset cards and get the last influence you need. It's sort of... anticlimactic. I won a game of this Saturday using this approach. Half the table didn't even realize the game was over until we started picking up the pieces. Lame.

Thread: Spartacus: A Game of Blood & Treachery:: Rules:: Equipment card question...

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by caric

This may be silly question, but I don't see it stafed one way or the other unless I'm missing something.
Do I keep equipment cards in my hand or by the gladiators?
I want to think my hand but want to be sure.
Thanks!

Reply: Spartacus: A Game of Blood & Treachery:: Rules:: Re: Equipment card question...

Reply: Spartacus: A Game of Blood & Treachery:: Rules:: Re: Equipment card question...

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by Havox

I don't have the rules in front of me, but I believe that the equipment cards sit out by your house card. You can then equip a gladiator when he goes into the arena.

Reply: Spartacus: A Game of Blood & Treachery:: Rules:: Re: Equipment card question...

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by caric

Thanks gents
I just didn't know if you wanted to make you equipment know initially or not
It's good though as it doesn't take up hand space

Reply: Spartacus: A Game of Blood & Treachery:: News:: Re: GF9's Spartacus Event Schedule for Gen Con 2013

Reply: Spartacus: A Game of Blood & Treachery:: Rules:: Re: Equipment card question...

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by Stephanie Baynes

Your opponents will know what equipment you have when you buy it in the market phase. Keeping it a secret afterwards would only work on opponents with bad memories (like me!).

Reply: Spartacus: A Game of Blood & Treachery:: Rules:: Re: Equipment card question...

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by caric

:blush: of course.

I'm playing the first time on Friday, so I'm jumping the gun on somethings that will probably be obvious when I go through the motions.
Thanks!

Reply: Spartacus: A Game of Blood & Treachery:: General:: Re: Free Acerbitas

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by echo78

I got my copy from CSI as well about half a year ago, and they sent me the acerbitas promo as well. My local game store was (and is still) doing the same thing to this day.

Also, when I got my copy of the wolf and serpent expansion, there was a free hadrianus promo included also.

Reply: Spartacus: A Game of Blood & Treachery:: Rules:: Re: One use by turn Dominus power

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by IKerensky

That is a one trick poney.

Since the second game we play, going into intrigue phase we always take note of whom is in position to win and what is their potential influence level in case of sacrificying.

They only won if they stay up to 12 at the end of the Intrigue phase, so the player had to be able to fend off all our aggression before and after he raise to 12.

I also always point out to other Domini when a player enter the Red Zone so they aren't surprised by his move. And I care never to enter it if I dont have enough reaction in my hand and some extra raise in Influence just in case.

Burning your asset in the Intrigue could be a gamble, and as all gamble goes, if it doesn't pay you are in a bad shape for the rest of the game.

Reply: Spartacus: A Game of Blood & Treachery:: Rules:: Re: One use by turn Dominus power

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by Habba84

After the first two games, we too had thoughts that there should be a limit for house powers. I gained 8 influeced in a round (+2 from intrigue cards, +2 from arena (in a match that was HEAVILY rigged :D) and then +4 by discarding 4x slaves, guards and gladiators).

Now you probably say "Your opponents should have paid attention!", but I argue it's REALLY bad gameplay if you need to keep concentrated on cardboards that are upside down on the opposite end of the table. It's just not fun. If house powers would be more often present, people might remember them, that is.. if they'd be used every turn. This would actually lessen their power since you can't benefit from bunch of slaves and then suddenly gain whole bunch of influece out of them.

I think we're going to try this in our next session.

Thread: Spartacus: A Game of Blood & Treachery:: General:: Intrigue: Not intriguing

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by Gylthinel

Greetings,

I find Spartacus to be an enjoyable game, though there are a few nagging elements that keep it off of my favored game list. The most significant issue I have with the game is one of it's core elements: the Intrigue Phase.

In short, I find there to be very little intrigue in the intrigue phase. In the early game, if a player offers a few gold to help him play some mystery plot card, most gold-starved players accept without question. This isn't intriguing. It's doubly stupid because those who accept the bribe do so knowing full well that the person offering the money will make more money than they did, or get some other huge boon.

Mid game, the offers change to "if you help me, we can scr3w player XYZ." This offer seems to get accepted with almost no bribe attached.

End game, offers vanish because folks generally have enough influence to play the cards they want to play.

Long story short: this isn't 'intrigue.' 90% of the time players don't know what they're doing when they help an opponent with a card, the only criteria they care about is that they will profit or an opponent will suffer. I'm not saying that they are making the wrong choice or even a bad choice (though they often are). Ignorance is bliss... and reduces the whole intrigue economy to a rather silly, perfunctory level.

Disclaimer: I imagine this has to do with my group's metagame. I'm wondering if others have this problem. I'd appreciate it if you'd not comment on how my group should change the way it plays. This won't happen, so any such commentary is useless negativity. Constructive comments are good though! What I'm really wondering is if anybody really finds this part of the game to be nail-biting and exciting (aside from the last round when you go for the win, that is). Do you find there to be a good sense of betrayal and shadow-war that is fought in the show?

Perhaps more succinctly: would the game still be viable/fun if the intrigue phase was simply removed, and each player was given some amount of gold instead?

Reply: Spartacus: A Game of Blood & Treachery:: General:: Re: Intrigue: Not intriguing

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by lukeheineman99

Hmmm,

I haven't had these problems, really. It sounds like your group is very focused on the gold aspect for soliciting help. I've found that gold is only one avenue to gain someone's assistance. Weapons, slaves, guards, etc, anything is fair game in negotiations. This is what I find truly interesting in the intrigue phase. I know you don't want to have negative commentary about your group, but I can see why you don't find a lot of interest in this phase if everyone playing just wants gold: especially in the beginning since there isn't much of it to be had.

Also, although someone doesn't have to reveal what scheme they are playing, people can demand to know what it is before helping. It doesn't mean the first player has to tell the truth, either. This inevitably turns into "show me the card", and someone showing one card and playing another.

I DO think the intrigue phase represents the show very well. I love the "take that" part of the game.

Reply: Spartacus: A Game of Blood & Treachery:: General:: Re: Intrigue: Not intriguing

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by Wayne bridge

I personally feel that showing the card shouldn't be allowed and stated in the rulebook or Make it a house and see if that changes things.

I'm a role player by intrest and I think that this background makes the game far. Better as its about interaction with te players and doing so making great stories which would put those of legend pale into shadow.

Reply: Spartacus: A Game of Blood & Treachery:: General:: Re: Intrigue: Not intriguing

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by Teamski

Wayne bridge wrote:

I personally feel that showing the card shouldn't be allowed and stated in the rulebook or Make it a house and see if that changes things.

I'm a role player by intrest and I think that this background makes the game far. Better as its about interaction with te players and doing so making great stories which would put those of legend pale into shadow.


I would agree with showing the card. I will be playing the game for the first time tomorrow now that I painted my figures. I would think that if you didn't show the card and a schemer lies, that would add to the intrigue.....once bitten twice shy.

I also agree that group symmetry will impact a game like this big time. I am hoping that my group, which is very prone to trash talk, will love the game and the backstabbing aspects to it. I am really excited to give it a try. Especially with the fact that I got the game for $2 at my local gaming shop dump sale..... :)

-Ski

Reply: Spartacus: A Game of Blood & Treachery:: General:: Re: Intrigue: Not intriguing

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by lukeheineman99

There's nothing in the rulebook that says you have to tell what scheme you are playing (or that you can't show what scheme you are playing). Fair game to lie about it. It's in the spirit of the theme, IMO.
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