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Some Numbers
Sep 28, 2006

"LET'S GET DOWN TO WORK!!"
I only play Carcassonne with people who are better at scoring farms than me, so I'm fine with the river.

This may be part of why I've never won a game of Carcassonne, but that's not really relevant.

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enigmahfc
Oct 10, 2003

EFF TEE DUB!!
EFF TEE DUB!!

Kiranamos posted:

Shadows over Camelot is designed to make you feel like poo poo. I mean, the core mechanic is that at the start of your turn, you can either draw a card that ruins everyone's day, or lose 1 hit point, so, of course, everyone chooses to lose hit points so that they can actually finish something successfully for once. There's also the part where moving somewhere takes up your whole turn, which goes into what malkav said about being able to do very little at a time.

I've played this game twice. The first time I hated it, but i thought that may be chalked up to two players having bad AP (between their three loving decisions), one being a whiny prick because we weren't "helping him" enough, and another who got all pissy because we didn't "role play" enough, whatever the gently caress that means.

Second time i realized that, no, i just loving hate this game. A hour in I started accusing people of being the traitor just to advance the game and let the board win.

al-azad
May 28, 2009



Verdugo posted:

What are people's opinions on "The River?" I personally dislike it because it encourages mega farms, and farms are my least favorite scoring phase in the entire game. My wife and I love playing Carcassonne but tallying up and figuring out farms sucks badly.

The farms aren't the problem, it's whoever draws the monastery or city river tile. Even worse in a two player game when the same person gets both. I think the expansion is best in 3+ because it encourages farms. Farms are a really important method of scoring in multiplayer games whereas a 2 player game it turns into "Did you dominate farms? You win."

silvergoose
Mar 18, 2006

IT IS SAID THE TEARS OF THE BWEENIX CAN HEAL ALL WOUNDS




al-azad posted:

The farms aren't the problem, it's whoever draws the monastery or city river tile.

Can you explain why this is?

dPB
Aug 2, 2006
Captain Awesome
In our game, the cloister/monastery linked up all the farms and made them into a giant super farm and pushed out everyone but the two winners who had 3 separate farmers all linked up.

al-azad
May 28, 2009



silvergoose posted:

Can you explain why this is?

Whoever gets that cloister piece off the river is practically guaranteed 9 points. I've never played a game where that cloister wasn't finished. The city with the road across the river is also a beneficial spot because the rest of the map will usually follow that road or build off that city.

Gimnbo
Feb 13, 2012

e m b r a c e
t r a n q u i l i t y



McNerd posted:

I try to restrain my impulse to make fun of common board game superstitions, at least when they seem to somehow add to enjoyment of the game. But if an entire group would actually take it as far as eliminating someone from the game on no evidence because they were the traitor in prior games, jesus gently caress what the hell.

It's just one of the things that come with having a long standing group. I've been called the Cylon despite (or because of) the fact I played BSG every 2-3 weeks over the course of a year and never once was a Cylon. It's a university board gaming club so it's interesting to have people shuffle through each year and change the social dynamic of the games we play.

The moral of the story is don't play Shadows Over Camelot.

Some Numbers
Sep 28, 2006

"LET'S GET DOWN TO WORK!!"

Gimnbo posted:

It's just one of the things that come with having a long standing group. I've been called the Cylon despite (or because of) the fact I played BSG every 2-3 weeks over the course of a year and never once was a Cylon. It's a university board gaming club so it's interesting to have people shuffle through each year and change the social dynamic of the games we play.

The moral of the story is don't play Shadows Over Camelot.

Whoa whoa whoa, back up. You've played more than 100 games of BSG and you've NEVER been a Cylon? That is a statistical impossibility.

I know that it's technically possible, but seriously, the odds against that are astronomical.

JoshTheStampede
Sep 8, 2004

come at me bro

Some Numbers posted:

Whoa whoa whoa, back up. You've played more than 100 games of BSG and you've NEVER been a Cylon? That is a statistical impossibility.

I know that it's technically possible, but seriously, the odds against that are astronomical.

Every 2-3 weeks, not 2-3 times a week. That's 15-25 games, not 100+.

Ashenai
Oct 5, 2005

You taught me language;
and my profit on't
Is, I know how to curse.

Some Numbers posted:

Whoa whoa whoa, back up. You've played more than 100 games of BSG and you've NEVER been a Cylon? That is a statistical impossibility.

I know that it's technically possible, but seriously, the odds against that are astronomical.

"every 2-3 weeks over the course of a year" is only about 20 games of BSG!

e;fb

JoshTheStampede
Sep 8, 2004

come at me bro
Quote is not edit.

Poopy Palpy
Jun 10, 2000

Im da fwiggin Poopy Palpy XD

Some Numbers posted:

Whoa whoa whoa, back up. You've played more than 100 games of BSG and you've NEVER been a Cylon? That is a statistical impossibility.

I know that it's technically possible, but seriously, the odds against that are astronomical.

Every 2-3 weeks, not 2-3 times a week. It's really drat unlikely to play 20 games and never be a Cylon, but not impossible.

Edit: boardgoons are on the ball about picking nits. Who knew?

GrandpaPants
Feb 13, 2006


Free to roam the heavens in man's noble quest to investigate the weirdness of the universe!

Deviant posted:



Well, I know what's not been selling.

What's the story with this game? I feel as if there's more story than just "This is a bad game with a bad theme"?

nimby
Nov 4, 2009

The pinnacle of cloud computing.



Some Numbers posted:

I know that it's technically possible, but seriously, the odds against that are astronomical.

If the universe if infinite, there's countless other Earths out there with exactly the same people in exactly the same situations, only difference is your dice have all been rolling 1's. I can win the game if my one unit kills your 30, ergo somewhere in the universe, I have already won.


Note: this argument does not actually hold a lot of water

PlaneGuy
Mar 28, 2001

g e r m a n
e n g i n e e r i n g

Yam Slacker
With all this Shadows over Camelot hate going around, I just wanna distinguish that Shadows over Camelot: The Card Game is a completely different game with different mechanics and is actually pretty fun and light. I suppose if you were an expert casino card-counter it might be child's play, though.

Kiranamos
Sep 27, 2007

STATUS: SCOTT IS AN IDIOT
Dang, ARES Games pulled a Cool Mini or Not and has this monstrous miniature coop game on Kickstarter:

http://www.kickstarter.com/projects/1402889231/galaxy-defenders-co-op-sci-fi-miniature-board-game?ref=live

It actually looks kinda cool, all the sci-fi ripoff stuff aside.

cbirdsong
Sep 8, 2004

Commodore of the Apocalypso
Lipstick Apathy

al-azad posted:

Whoever gets that cloister piece off the river is practically guaranteed 9 points. I've never played a game where that cloister wasn't finished. The city with the road across the river is also a beneficial spot because the rest of the map will usually follow that road or build off that city.

I disagree. It's extremely easy to trap meeples in the river's features. The best way to play on the river is to try to get farmers in on the ends. It's almost impossible to box in the entire end of the river with roads.

OperaMouse
Oct 30, 2010

cbirdsong posted:

I disagree. It's extremely easy to trap meeples in the river's features. The best way to play on the river is to try to get farmers in on the ends. It's almost impossible to box in the entire end of the river with roads.

I agree with this. The meeples placed on the river tiles are often coming off very late. And if someone places a farmer there, it gets boxed in quite early.

When we only had River I, we houseruled that the farms do not connect around a single corner of the well and lake.
Now I have River II as well, and a tile from the mini expansion, so there is a road, castle or volcano to block off farms on all beginning and end points.

Overall, for me, the River spreads things out more in the beginning: there is always some place where you can start your own castle or road. Without the River, it is a bit cramped in the beginning.

OrangeKing
Dec 5, 2002

They do play in October!

GrandpaPants posted:

What's the story with this game [I am Vlad]? I feel as if there's more story than just "This is a bad game with a bad theme"?

I'm not sure, but from what I've seen, it sure looks like a bad game with a bad theme, and the antithesis of fun.

jmzero
Jul 24, 2007

quote:

It actually looks kinda cool, all the sci-fi ripoff stuff aside.

I've been kind of thinking of doing one of these big stupid mini Kickstarters for a while; turns out it's this one. X-Com, the board game? Could be good, though it's impossible to really tell. Surely there will be something in there that works - I mean, they've promised pretty much everything in terms of gameplay options: rules for an overlord, rules for a bloodbowl(?!?) type game, a "sophisticated AI" (well, a card deck) for the co-op - and cards and tokens and maps and figures 'til the cows come home.

I'm also expecting wookie, Jedi, pony, Avatar, Garfield & Odie, and Firefly stretch goals (there's already BLATANT Aliens, Robocop, and Predator figurines.. and the rest are only vaguely more creative). So go back it, all you, so I can maximize the raw weight of this game I'm never going to play.

Edit: Reread that last sentence I wrote there, realized it was absolutely true, and cancelled my pledge (so there's an early-bird slot open again if you want it!). I want to like one of these miniature tactics games, but I don't think this is it. I spent a little more time looking at the rules, and it just doesn't look like much of an interesting game. The sad part is that that almost certainly doesn't matter in terms of sales. It seems like manipulating backers with early-birds and stretch goals and bonuses and options is the actual key to getting one of these to go crazy. Give people enough options and they'll get lost trying to pick the best one, rather than deciding whether they actually want any of it.

jmzero fucked around with this message at 01:12 on May 9, 2013

Crackbone
May 23, 2003

Vlaada is my co-pilot.

How many boobs? This is critical for its success.

SatelliteCore
Oct 16, 2008

needa get dat cake up

I don't suffer from AP while playing but holy poo poo I got my store credit today in addition to that 5% coupon on CSI.

It is going to be a long night :stare:

Zombie #246
Apr 26, 2003

Murr rgghhh ahhrghhh fffff
What's everyone's opinion on dice in games? I know people who can't stand the idea of rolling one, and I know people that can't grasp a game without having a die roll being used at some point.

Broken Loose
Dec 25, 2002

PROGRAM
A > - - -
LR > > - -
LL > - - -
There is nearly nothing that dice can do that cards can't do better.

Bullbar
Apr 18, 2007

The Aristocrats!

Broken Loose posted:

There is nearly nothing that dice can do that cards can't do better.

Agreed. And generally the less chance there is in a system the better I think. Or at least randomness of the "make the best out of what you have" variety rather than the "you have to make this roll or you're screwed" variety.

malkav11
Aug 7, 2009
As a huge fan of coop games, I don't think it's possible to make a replayable cooperative game with no adversarial player and no random elements. What's more important, in my opinion, is that you be able to make meaningful decisions that balance the randomness. I.e., that player skill play at least as much role as luck.

Mayveena
Dec 27, 2006

People keep vandalizing my ID photo; I've lodged a complaint with HR

Zombie #246 posted:

What's everyone's opinion on dice in games? I know people who can't stand the idea of rolling one, and I know people that can't grasp a game without having a die roll being used at some point.

My favorite dice games are both games that have Vegas in the title but they are very different. Las Vegas is just a starter to a game day, light and quick. Lords of Vegas is more involved dice game, but still we have had so many laughs at the way the dice can roll. I'd recommend both of these games.

Deviant
Sep 26, 2003

i've forgotten all of your names.


Broken Loose posted:

There is nearly nothing that dice can do that cards can't do better.

You are not allowed to have an opinion on this.



Also, Games with dice that would not work with cards in place of them:

Las Vegas
Lords of Vegas
Button Men
To Court the King
Zombie State: Diplomacy of the Dead
Rallyman

Deviant fucked around with this message at 03:05 on May 9, 2013

al-azad
May 28, 2009



I prefer dice to have a defined role (IE workers) rather than determine success or failure. Binary dice just don't work in a competitive atmosphere and coups are my least favorite aspect of Twilight Struggle.

PerniciousKnid
Sep 13, 2006

Broken Loose posted:

There is nearly nothing that dice can do that cards can't do better.
At least I don't have to sleeve my dice.

enigmahfc
Oct 10, 2003

EFF TEE DUB!!
EFF TEE DUB!!

Broken Loose posted:

There is nearly nothing that dice can do that cards can't do better.

I couldn't see cards working better than dice in a game like Stone Age.

BlueInkAlchemist
Apr 17, 2012

"He's also known as 'BlueInkAlchemist'."
"Who calls him that?"
"Himself, mostly."

al-azad posted:

I prefer dice to have a defined role (IE workers) rather than determine success or failure. Binary dice just don't work in a competitive atmosphere and coups are my least favorite aspect of Twilight Struggle.

Forgive this newbish question, but can you give me an example or two of this sort of system? Would dice be used to gain a certain amount of resources, which players then turn around and convert to useful things?

Dre2Dee2
Dec 6, 2006

Just a striding through Kamen Rider...
Ya'll hating on dice are CRAZY.

If everything was done with cards, if you wanted a random number between 1-6, with a consistent and equal probability with each draw, you would need six cards that would be constantly shuffled after each draw. That would be dumb. :colbert:

al-azad
May 28, 2009



BlueInkAlchemist posted:

Forgive this newbish question, but can you give me an example or two of this sort of system? Would dice be used to gain a certain amount of resources, which players then turn around and convert to useful things?

Dice can be used for resource generation (like Stone Age) or as worker placement where different combinations of numbers can do certain things (Alien Frontiers). The idea behind games like Lords of Vegas or Castles of Burgundy is that you're using the best of a random number but you always have several options available so even if you don't get that number you really wanted there's always second best or third best. Making dice a pass/fail scenario leads to situations where you feel powerless to bad rolls.

jmzero
Jul 24, 2007

quote:

At least I don't have to sleeve my dice.

Actually, does anyone have a good solution for sleeving dice? I looked around for a good coating when our original King of Tokyo set was wearing out - didn't find anything.

The only games we play now with prominent dice are King of Tokyo (which, uh, needs dice), Castles of Burgundy (which I really like, but has kind of been eclipsed by Trajan and its much stronger action selection mechanic), Eclipse (which I quite like - but where I wish they'd come up with something else for combat as the dice are lame), and Alien Frontiers (which doesn't table often these days).

I won't categorically say I hate dice, but I do think it's rare they're used well in a game. I can't think of any game where I like them as a "success/fail" check (which is how they're often used) and I'm not a fan of "random resource generation" (a la Settlers of Catan anyway) either.

jmzero fucked around with this message at 04:28 on May 9, 2013

djfooboo
Oct 16, 2004





Lol at lovely rock music and Stephen Hawking narrator.

OrangeKing
Dec 5, 2002

They do play in October!
Dice do well when you're going to have to simulate inherently probabilistic events many times during a game, too. Not that we'll see many games in this thread that this applies to, but the prototypical example would obviously be tabletop baseball games like Strat-o-matic or Pursue the Pennant.

GrandpaPants
Feb 13, 2006


Free to roam the heavens in man's noble quest to investigate the weirdness of the universe!

Why the hell does the Dungeon Lords rulebook refer to a website to look up (admittedly optional) rules?

smashthedean
Jul 10, 2006

Don't let dogs get any part of fish.
I played D&D and Warhammer before I really got into board games so dice are kind of just a normal way of life for me. I acknowledge that they're random and people can feel like the world is against them by having a string of bad rolls, but statistically over time the numbers should even themselves out. If you want a situation in a game where something has a 35% of happening successfully, I really can't think of a better system than saying someone needs a 14+ on a d20. Plus, rolling a big handful of dice is a lot of fun. Sure sometimes you roll crap, but sometimes you roll crazy good and most of the time you roll average. I see where people who hate on randomness in games are coming from since it is nice to have your success or failure determined by your choices rather than probabilities, but a lot of times there is a lot of fun to be had by weighing the odds and coming out on top by throwing down a handful of little plastic polyhedrons that go clackity clack. And if you don't succeed, it's just the way it goes.

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al-azad
May 28, 2009



Dice work in tabletop games because there's usually a lot of things modifying them. Traditional methods are being modified in modern design like Fantasy Flight's dice system and FUDGE dice with FATE games. They just suck in board games because it's almost always a roll-or-fail condition with no leeway. Sometimes it's even "roll-or-your-opponent-succeeds" which is even worse.

GrandpaPants posted:

Why the hell does the Dungeon Lords rulebook refer to a website to look up (admittedly optional) rules?

Probably because it makes a hard game even harder and they didn't want people using the system out of the box (you have to take a test before you can download it although the answers don't matter). I know that's not a very good excuse but it's there.

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