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  • From Len Feder on The History of Mixed Martial Arts (MMA) Board Games

    To this date, is there a game that includes real people and is accurate? For example, does it include Rickson and Royce Gracie, Anderson Silva, and other greats of all time?

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  • From Subarnna Akter on Magic on Adrenaline: Black Rose Wars review

    Black Rose Wars really takes magic-themed board games to a whole new level!
    The adrenaline-pumping gameplay keeps you on the edge of your seat.
    The combination of strategy, magic, and competition is phenomenal.
    Love how each character feels unique and powerful.
    Have you played Black Rose Wars before? What did you think?
    Which character or magic style do you prefer in the game?
    Do you enjoy strategy-heavy board games or more casual ones?

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    • From roman on Magic on Adrenaline: Black Rose Wars review

      I’ve played BRW many times but the rules keep changing so it’s hard to tell you which magic school I like the best anymore. I’ve played the version where you build the lodge instead of destroy it, and then the version where you do some building and some destruction.

      We are into strategy heavy games but ironically the game we discuss most, Epic Duels, is super casual.

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  • From Ashanark on Ozzel & Piett

    I like this deck, but despite the fun double major/betrayal mechanic, my group can’t make it click. I think the issue, weirdly enough, is Fleet Admiral (FA).

    I like FA: it’s a weaker Battlemind for a weaker character. However, Ozzel/Piett are squishy 9-HP majors, so you don’t want them to tank, and if the minors block (or attack), there’s fewer cards for FA. So either you sacrifice the minors for FA, or sacrifice FA for everything else. The second option seems to get better results, but this leaves Ozzel a mere meat-shield, and not a good one since his power defense (FA) isn’t powered up. At best he gets off two Clumsy and Stupids before he dies. (Hilarious card name.)

    What if FA also said, “Return the topmost basic combat card in your discard pile to your hand?”

    1. Your minors can freely block and attack, since you can recycle their cards.
    2. You can’t get back *any* card like Obi’s Jedi Mind Trick; only basic combat cards, and you must plan ahead.
    3. FA combos with itself. Maybe the first is only an A4, but the second will be an A5 and the third a D6.
    4. Ozzel/Piett basic combat cards don’t power up FA, but you can use your final FA to get one back (likely for Piett to use.)

    These are weak characters and their cards appropriately match their power level. Still, this deck has what it needs to win: direct damage to peck at enemies (its bread-and-butter cards), then Piett’s A7s and A8s to take things home. This FA tweak indirectly gives the group more staying power by letting Ozzel and the minors tank more, and gets Ozzel what he needs sooner so he can contribute more before he’s sacrificed. (It also gives him his own Path to Victory if Piett dies first.)

    Smaller ideas:
    — Swap “Cheap Shot” for a fourth FA.
    — Make Cheap Shot an A4. (It *can* help get the minor cards FA needs, but with only one and it only doing A3, you can’t rely on it.)
    — Make “Clumsy and Stupid” / “Betrayal” restore 2 HP if Ozzel or Piett are already dead when played. There’s still incentive to kill one for greater net gain (e.g. lose 2 Ozzel HP to gain 7 Piett), but the healing isn’t lost if he’s already dead.
    — Swap “Cheap Shot” for a card both Ozzel and Piett can use to restore 2-3 HP if the other is dead.
    — Swap “Cheap Shot” for a card that lets you search your discard pile (or draw pile?) for basic combat cards. Maybe named “It’s an older code.”

    On the whole, no other Geektopia deck captures my imagination like this one. It takes planning (and a bit of luck), and I love that extra depth. Thanks for your patience reading this long post–don’t worry, I won’t do it again 🙂

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    • From roman on Ozzel & Piett

      Keep the ideas coming! I love your suggestions on Luke & Yoda, but I’m not too keen to make any changes to this one. I would encourage you to make those tweaks yourself, just get a pen and write on the cards.

      I have seen them play a key role in team victories enough to not want to change them. I guess it depends who their opponent is, but I have seen them as pretty tough to bring down, tough to carve through all 28 hit points when spread across 4 characters all with decent defense. As you observed, they’re not supposed to be very strong and are there to make you laugh as much as anything, but they have enough ways to threaten you with direct damage and high attacks.

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  • From Ashanark on Plo Koon

    My nephews *love* this deck and it sees play almost every session. After facing it many, MANY times, I vote Plo should have regular clone troopers (4 HP, weak ranged minor deck), like vanilla Obi, Mace, and Yoda. Often stronger generics are given to compensate for a more fragile major, like vanilla Palpatine or Geektopia Tarkin and Gunray. Plo, however, has more HP than vanilla Yoda, along with a blue deck, power defense, and action denial skills. He doesn’t need the extra beef the ARC troopers give him if the other Jedi don’t.

    Plo himself is perfectly fine. Just like Obi, Mace, and Yoda, he’s got a good bag of tricks to wear down and outlast the enemy without being broken. Storm and Electric Judgment are annoying, but less so than the Fetts’ wrist cables. My group likes how Plo *plays* differently than the other Jedi. Good job designing him!

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    • From roman on Plo Koon

      I agree Plo is too strong and just stated on Discord that Blue deck + Power Defense + strong minors is something to avoid. I think my group consistently underrated ROUGH JUSTICE, complaining that the forced discarding was such a massive penalty. I really don’t think it is in the current setup, but it would get a lot weaker if he discards solid cards and then draws weak minor cards. I still think that would probably suit him better.

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  • From Ashanark on Luke & Yoda of Dagobah

    This is one of my favorite Geektopia decks. Ghost Obi is especially brilliant design.

    While the description says it’s a strong deck, I’m worried it’s *too* strong: it’s Vader’s HP with a green deck, effectively two Bowcasters, a perfect block with huge potential heal, and better mobility than Jango.

    It’s also got a few issues: Luke needs Obi to power up, but Obi’s *very* squishy; Obi has only two “attacks”; and some Luke cards are game-slowing.

    Four suggestions:

    1. Give Luke 18 HP and Obi 7 HP.

    Total HP stays the same. Luke still has more than vanilla Luke, but 20 HP stays Vader’s thing. Obi’s harder to gimp with direct damage but only has the 7 HP of vanilla Greedo, not the 10 of “standard” personality minors like Padme or Zam.

    2. Make all “Jedi Training” and “Use The Force” modifiers +1.
    (Ex: +1 for each JT in discard, +1 for each UtF in discard, +1 if Obi is alive.)

    This makes Luke’s offense closer to what you’d expect from a green deck. He can still throw out no-penalty A9s and A10s, which is better than vanilla Anakin’s Anger and about equal to vanilla Luke’s Justice despite those both being red decks who can’t tank as well.
    This also helps game flow by simplifying things. Some players forget what modifiers are +2 vs. +1.

    3. Change “The Future You See”: “Draw 2 cards. Look at the top 2 cards of another player’s draw pile and put them back in the same order. If Obi-Wan Force Spirit is alive, draw 3 and look at 3 instead.”
    (Long description, I know.)

    “The Future You See” takes a while in 3-4 player games while Luke looks through everybody’s decks. Thematically he should have *some* future-seeing, but maybe not *that* good. Gameplay-wise, restricting it to one player makes its use more strategic.

    4. Swap 1 “Always In Motion” for 1 “A Certain Point of View” for three ACPOVs total.

    AiM is better movement than many decks get. With *two,* Luke moves better than Jango, which doesn’t seem right. I like it as a reference to Luke doing front-flips with Yoda on his back, though.
    This tweak frees up a card to give Obi one more “attack”. A personality minor with 4 specials breaks standard deck design, but Obi already does with his 0-attack basic combat cards.
    Ghost Obi’s a brilliant concept: he can’t hurt you, but he can still penalize you for not blocking. The problem is once both ACPOVs are used, you can ignore him the rest of the game, making “I Cannot Interfere” useless. A third ACPOV makes it a coin flip Obi can “hurt” you during a round of attacks, making Obi more useful in combat.

    The deck will mostly play the same, just drop to Tier 2 somewhere. I think that fits: *could* ESB Luke and Yoda have beaten Vader on Bespin, working together? I’m not sure.

    As it stands, this is a great deck. Thanks for sharing it!

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    • From roman on Luke & Yoda of Dagobah

      Thanks these are all great suggestions. I’d probably go 3/4 on FUTURE YOU SEE and I don’t really want to give Obi more HP but everything else I’ll probably do.

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  • From Ashanark on C-3PO Golden God

    We bring Golden God out every now and then and it’s always a riot. I’ve actually seen it win a few games! My personal favorite was a 2v2 where an Ewok jumped in front of Threepio (via “Against My Programming”) to block my lethal Jedi Knight Anakin’s “Focus Your Anger”–which made Anakin die, too–then got resurrected with “Feast In My Honor” and killed Jedi Master Obi-Wan to win the game. I was laughing too hard to be upset.

    One nice thing about this deck is it’s pretty obviously fragile, so people can’t be too mad if Threepio goes down fast. (Fighting Boba in particular is a bloodbath.) He’s still more dangerous than you’d think, though; Boom + Divine Influence is surprisingly strong without being broken. We also absolutely love how the only Geektopia deck that can pierce Yoda’s almighty Serenity defense is the silly Golden God. Great deck, good power level, and loads of fun.

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  • From Ashanark on Lando Calrissian

    Believe it or not, I actually prefer this deck over other versions. Sure, it’s not strong, but it’s got enough stuff going for it that I enjoy it, especially in 2v2s. “Administrator Of This Facility” is versatile and encourages jumping into action, and “Gambler’s Fallacy” uses the die (unique among the Geektopia decks we’ve printed) without being annoying.

    One big reason I prefer this one, though, is Lobot. I’d rather Lando have a personality minor over a pair of generics. Lobot isn’t *that* interesting, but “Bespin Ambush” combos well with “I Just Made A Deal,” and “Send in the Ugnauts” puts vanilla Vader’s “Wrath” to shame.

    On the whole, we don’t use Lando for “serious” games often, but he’s perfect when I’m playing with beginners or younger players and want to give myself a handicap. He’s also fun in our occasional “ranged majors only” matches, and trying to beat the odds against stronger Jedi decks is a good challenge.

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    • From roman on Lando Calrissian

      Glad to hear someone is having fun with this deck. I don’t know of any other Lando-Lobot decks, and that’s what it’s there for and why it stays in my (crowded) box along with the 10YA Lando.

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  • From Bryan on Essence of Eternity

    For Olf Windhowl, what does the fate card do that he draws as the first action? Sounds like it effects casting empower, but then it states “if the spell fate…” which would mean I’d have drawn another fate card for a spell fate check. Theres no clarity in the rules, seems like wording may be off.

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  • From Banankin on About Epic Duels

    I made a great house rule for both Boba Fett and Jango Fett. Anytime a 5 is rolled they can move to any square with their jetpack. I then had dice made to match their colors and added an extra 5. We mainly play 2v2, 3v3, 4v4 type wars so it helps to buff them against the Jedi.

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  • From Dan on Mace Windu

    Is there anywhere to download the original 12 decks in a pdf. format?

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  • From Ashanark on AT-ST

    What if Imperial Surge included “draw a card”?

    Luke, tweaked Dooku, Grievous, and Tarkin have “move all + draw” specials. Surge moves all, but no draw. I guess it’s so players don’t potentially get to move, draw, AND attack multiple times in one turn by comboing Surge with Stomp. Still, the AT-ST has three Surges but only two Stomps, so the Surges often get passed up for attacks or draws.

    My nephews wanted to try the AT-ST the instant they saw it. (“23 HP?! Wow!”) After watching five people win and lose with it multiple times, I decided its appeal is like Vader’s: the power fantasy of being big and tough. Even if it’s not tier 1A (and shouldn’t be), it at least shouldn’t feel *fragile* like vanilla Vader did.

    Offensively, AT-ST is just right. Defensively, giving it power blocks or buffing Imperial Supplies would be overkill. Adding +1 draw to Surge gives it better odds to protect itself without changing any combat cards.

    Other possibilities are swapping a Surge for a third Stomp, or adding to Surge something like “You may draw a card, but may not play a Stomp this turn if so.” Half the AT-ST’s cards already revolve around restricting actions, which excellently fits the theme of a huge machine with jerky, deliberate movements.

    The deck is still fine as is. My nephews were delighted to discover that Stomp one-shots Golden God C-3PO’s Ewoks. Squish!

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    • From roman on AT-ST

      Great feedback, thank you so much! We don’t break this one out too often. He should probably be a little stronger than he is.

      I think adding a card draw to IMPERIAL SURGE is the right solution. It will help him load up, and he needs it. Another STOMP would give him a lot of direct damage which kind of makes sense but is not a fun experience usually, and you said the offense is good the way it is. The draw power will give him a bit more staying power, that’s what he needs.

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      • From Ashanark on AT-ST

        The new “draw a card for each Scout Trooper still in play” tweak is simple, yet so brilliant. Typically our group used the troopers as meatshields off the bat, giving the AT-ST 8 more effective HP plus freeing up healing. Now Imperial Surge incentivizes keeping them alive, making the AT-ST more interesting to play and fight against.

        I don’t know where I’d place him power level-wise now, but whaling on him is always fun, and the added card draw at least lets him block more before he goes down. Great tweak, fun deck.

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  • From Erika on Essence of Eternity

    Hi I have a rule question that I couldn’t find explicitly stated in the rulebook. If your exploration phase does not result in combat, do you simply add the revealed realm cards to your hand?

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  • From Avery Sanders on Essence of Eternity

    Do you have to pull a Trickster fate card to activate the ability?

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  • From Avery Sanders on Essence of Eternity

    On most of the Avatars they have the Ability check. Do you have to pull a Trickster gate card to activate all the abilities or does it just have to not be a one?

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    • From roman on Essence of Eternity

      You’ll get quicker answers at boardgamegeek but:
      – To succeed in your check, just don’t roll a 1.
      – To activate the ability on the Fate card, you have to get a Fate of the Trickster card.

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  • From Lucas Megrue on Old Ben

    When Luke becomes the major, does he get to use Old Ben cards or what is the point of him becoming the major?

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    • From Ian on Old Ben

      He doesn’t get to use Old Ben cards as their face value. But he can heal with them, which a minor can’t do. And he’s not affected by cards that target minors either. Not a huge bump, admittedly.

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  • From David Gallant on Lord of the Rings Epic Duels

    Hi was wondering about thorns 2 defend card that lets him attack. Can he still attack if the damage he receives kills him when defending with that card? Thanks

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    • From roman on Lord of the Rings Epic Duels

      Thanks for the question and it’s a tough call honestly. The ruling on Maul’s BLINDING SURGE is that Maul STILL does the damage even if he’s killed, but does that apply to an attack? I think it probably does not. I don’t think you can attack when you’re dead. But, it’s more thematic if Thorin can do it. Ultimately you and your friends need to decide ahead of time.

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  • From Darkseid – Epic Dueling Comics on Decks - Power Level

    […] Lord of Apokolips is the Big Bad of the DC Universe. The main inspiration for this game was Geektopia’s set, which is balanced based on their interpretation of which Star Wars characters are the most […]

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  • From Ashanark on Admiral Ackbar

    My nephews and I love this deck, but some questions about Attack Run came up last session:

    1) This page says Wedge moves 7 spaces, but the .pdf says specifies he moves in a *straight line.* Which one is intended? The former is stronger, but the latter’s more interesting.

    2) Wedge must stop his attack run on an empty space, right? So even though he moves 7, he can only hit 6 characters max, right? (42 damage still gives my man Wedge the best potential 1-turn output in the game, though. I love that.)

    3) If Wedge COULD move a 6th space and attack an enemy, but there’d be no empty 7th space to move to after (due to obstacles, reaching a corner or edge, or it already being occupied), must Wedge end his run early at the 5th space and leave the enemy on space 6 unattacked? (This is a much bigger issue for the “straight line” variation of Attack Run.) Can Wedge stop at space 5 but hit the guy at space 6 like a normal attack, without passing over him?

    Just curious to see if there was any original intent from this we should know about, or gut reactions on how to handle the question. My group settled on “Wedge ends the run early at space 5 and the guy in spot 6 goes unattacked” and it decided the game, so we are all curious 😛

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    • From roman on Admiral Ackbar

      Thanks for the questions. Whatever the card says is what matters, not what’s on this page. I try to keep them all aligned but there are like 80 of them.

      1) Go with the card.

      2) Yes, Wedge has to stop on an empty space that he could occupy.

      3) You all got it correct in how it works with obstacles. No, Wedge cannot stop short and still hit someone. It’s the same for the Eomer deck if you’re a LOTR fan, and that’s key to how you play against him and therefore Wedge too.

      So maps are key with Wedge. If he can go in a straight line like the Emperor’s Throne room, he can do a lot of damage. But it’s not like Wedge is supposed to be a regular 42-damage dealer! If he can attack even 2 characters, that’s pretty good, and 3 is great. We saw him mow over 4 Dark Troopers one time, but Wedge’s team still lost so…

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  • From Steven Breck on Aurra Sing

    Where can I find the figurines?

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  • From ANGELO VANDERPUTTEN on LOTRED - Print and Play

    Hello, thank you for all your work. I can’t seem to get the LOTR Legends Expansion. How do I go about getting those?

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    • From roman on LOTRED - Print and Play

      Hello and thanks for your interest. They were always available on the main LOTRED page: https://www.geektopiagames.com/games/epic-duels/lord-of-the-rings-epic-duels

      But I’ve also added them here as well. Have fun, and let us know your experiences with them!

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  • From JAG18 on Master Sol

    I downloaded the vassal extension, but couldn’t find it in the window, so checked the file. It’s in x3150, y100, but I think you meant for it to be the other way around?

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  • From Board Game Design Blog: Creating conditions and then paying them off – Geektopia Games on Magic on Adrenaline: Black Rose Wars review

    […] blog, BRW is a game of intense, “royal rumble” style magic combat game, which did get a full review a while back.  You and the other mages are confined to a fairly small “lodge” and go […]

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  • From Andrew on Epic Duels

    Hey, all.

    Just started playing this with my son after having played with my friends years and years ago. I ended up printing them the cards out on basic card stock and sleeving in MTG sized sleeves. I printed the maps out on 11×17 paper and laminating. Then, we use Lego SW figures for the for the characters. It is a blast! Thanks to everyone who put in the effort for the custom decks and maps!

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    • From roman on Epic Duels

      Thanks Andrew! We’d love to see pictures of your games with Lego Star Wars figures! That’s how we started out when we printed out first fan decks, before Star Wars Miniatures (and now 3D prints) came along. I still think Legos are a great way to go, they have so many SW characters now and it’s easy to create new characters from the many parts.

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      • From Andrew on Epic Duels

        Hey, Roman.

        What would be a good way for me to share pictures of my game setup with you?

        Thanks!

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  • From Apetoes on Lord of the Rings Epic Duels

    These are amazing! Thank you for what must be countless hours of dedication. Can’t wait to give this a go this weekend. Much appreciation to everyone involved.

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    • From roman on Lord of the Rings Epic Duels

      Thanks for giving it a look! It’s an older game now, but it still checks out. Let us know if you need help printing, and definitely let us know if you end up playing it and how it goes for you.

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  • From JAG18 on Sabine Wren

    The card titles in the vassal version are squished. Also do the effects on FREE SPIRIT stack? So if Sabine is adjacent to the target and has no cards the attack value is 12?

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    • From roman on Sabine Wren

      Yes the effects do stack. I’m not sure the best way to express that.

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      • From JAG18 on Sabine Wren

        Maybe “If Sabine is adjacent to the targeted character, add 1 to this card’s value and/or if you have no cards in your hand after playing this card, add 5 to this card’s value.”

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