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Nenonen
Oct 22, 2009

Mulla on aina kolkyt donaa taskussa

Angry Diplomat posted:

Illuminati has an optional rule that directly states that there are no consequences for being caught cheating, and everything is allowed as long as nobody calls you out on it. The exception is getting money from the bank, because the game would grind to a halt if people had to watch for cheating during that. The rest of the time, you know everyone's cheating and are looking for something to call them out on, while trying to conceal your own cheats so that you don't get called out. It turns a bastard game into an absolute bastard game.

I think turning the table over is also forbidden in the optional rules.

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Renegret
May 26, 2007

THANK YOU FOR CALLING HELP DOG, INC.

YOUR POSITION IN THE QUEUE IS *pbbbbbbbbbbbbbbbbt*


Cat Army Sworn Enemy
The thing about low hanging fruit is that those are the people who deserve to get griefed so I can do nothing but support it.

VanSandman
Feb 16, 2011
SWAP.AVI EXCHANGER

MizPiz posted:

So I've learned that for any given grief can do in GTA Online, you'll get a much grander reaction if you have a woman avatar and a feminine (or even gender-neutral) username. I had one guy who kept going on about how he was going to rape me and another talking about how I'm making feminists look bad.
I know it's low hanging fruit, but this type of sexism has become entertaining to me.

Record that poo poo so we can shame them publicly.

GrrrlSweatshirt
Jun 2, 2012
I play a lot of Bang, a casual and pretty awesome Italian card game based on spaghetti westerns, and a while back I figured out a horrible, completely infuriating card combination. There's a card called Jail that you put on another player, and on their turn there's a 75% chance they'll have to skip their move, after which Jail is discarded. It's an annoying enough card as is, but if you're playing as Pedro Ramirez, a character whose ability lets him draw his first card off the top of the discard pile, it's completely broken.

You put Jail on the player who comes right before you in the turn rotation. They'll likely miss their next turn, meaning Jail is placed right on top of the discard pile as your turn starts. You draw it and put it back on the other player, leading to a vicious cycle where they miss four or five turns in a row, which is basically a death sentence.

My friends have banned me from playing as Pedro Ramirez :smith:

Tyrannosaurus
Apr 12, 2006

GrrrlSweatshirt posted:

I play a lot of Bang, a casual and pretty awesome Italian card game based on spaghetti westerns, and a while back I figured out a horrible, completely infuriating card combination. There's a card called Jail that you put on another player, and on their turn there's a 75% chance they'll have to skip their move, after which Jail is discarded. It's an annoying enough card as is, but if you're playing as Pedro Ramirez, a character whose ability lets him draw his first card off the top of the discard pile, it's completely broken.

You put Jail on the player who comes right before you in the turn rotation. They'll likely miss their next turn, meaning Jail is placed right on top of the discard pile as your turn starts. You draw it and put it back on the other player, leading to a vicious cycle where they miss four or five turns in a row, which is basically a death sentence.

My friends have banned me from playing as Pedro Ramirez :smith:

I love both Westerns and card games so I'm probably picking this up now. Thank you.

GrrrlSweatshirt
Jun 2, 2012

Tyrannosaurus posted:

I love both Westerns and card games so I'm probably picking this up now. Thank you.

I'm happy to have gotten someone to pick it up! It's an amazingly fun game, you can play it with up to eight people at once (three minimum, more is better). It's just complex enough to have a lot of variety and not get boring after a lot of games, but simple enough that once you get the hang of it you can play it with a group of drunk people, which is really the best way.

A Fancy 400 lbs
Jul 24, 2008
Seriously, if I can't play your board/card game drunk, I probably don't want to play it that often.

Error 404
Jul 17, 2009


MAGE CURES PLOT

A Fancy 400 lbs posted:

Seriously, if I can't play your board/card game drunk, I probably don't want to play it that often.

This, but every game ever. It's part of why I don't understand people who take games too seriously.

Dirk the Average
Feb 7, 2012

"This may have been a mistake."

Error 404 posted:

This, but every game ever. It's part of why I don't understand people who take games too seriously.

To be fair, there are some really strategic games out there that are a lot of fun when people are playing them competitively. You do have to find the right people to play with though.

There are also games that are fantastic when drunk, and those are also a blast when you get the right people together.

Tyrannosaurus
Apr 12, 2006
Arkham Horror is one of the few games you need to play sober.

VanSandman
Feb 16, 2011
SWAP.AVI EXCHANGER

Tyrannosaurus posted:

Arkham Horror is one of the few games you need to play sober.

The Call of Cthulhu co-operative board game? Why would you need to play sober?

Len
Jan 21, 2008

Pouches, bandages, shoulderpad, cyber-eye...

Bitchin'!


VanSandman posted:

The Call of Cthulhu co-operative board game? Why would you need to play sober?

Have you seen the board? Set up will just fall flat if you aren't sober. Decks everywhere, cats and dogs living together, MADNESS!

And it's far from a co-operative board game. Some of the most cutthroat gently caress you got mines have happened during that game.

Bieeanshee
Aug 21, 2000

Not keen on keening.


Grimey Drawer
Probably because drunks would be too apt to wander off or just curl up and nap.

Nenonen
Oct 22, 2009

Mulla on aina kolkyt donaa taskussa
The best card game is Democrazy, in which players get to vote over the game's rules. So like Fluxx except players get to be real dicks to each other, passing laws like "male players get 5 points" or "you have to hold the vote card in your left hand or you lose a chip", which of course the same people forget every turn. This gets especially good when everyone is too drunk or tired to remember the rules properly, so first you get the law "When a law is passed the player who proposed it takes an extra turn" to pass, now with your extra turn you propose "Laws now pass without voting", probably with the little help of Scam card that you have been saving for a moment like this. Ta-dah, now you're the dictator for life! (Unless someone is sober enough to notice that both of those cards carry the tiny (*) symbol, meaning that only one of them can be on the table at any one time.)

cock hero flux
Apr 17, 2011



Len posted:

MADNESS!


Isn't that the point?

VanSandman
Feb 16, 2011
SWAP.AVI EXCHANGER
The worst game for killing friendships is Diplomacy. A game where you co-operate one turn only as part of a long term backstabbing plan? Yes please.

Artemis J Brassnuts
Jan 2, 2009
I regret😢 to inform📢 I am the most sexually🍆 vanilla 🍦straight 📏 dude😰 on the planet🌎
I have not played a game of diplomacy that ended with an actual winner. It's always nuclear winter for us.

//edit: wait, no; not diplomacy. gimme a second to figure out what game I'm talking about, because it's great.
//edit mk2: I was thinking of Supremacy, which is like Risk but has nukes / chemical weapons / spies, etc. It's great because one or two players who have been dicked over the entire game can stockpile nukes and launch them all on the same turn to cause everyone to lose due to nuclear winter.

Artemis J Brassnuts fucked around with this message at 22:52 on Oct 19, 2013

AlmightyPants
Mar 14, 2001

King of Scheduling
Pillbug

VanSandman posted:

The worst game for killing friendships is Diplomacy. A game where you co-operate one turn only as part of a long term backstabbing plan? Yes please.

The last time I played Diplomacy we got a great story out of it. I have a couple of friends who are at each others throats in every single game we play - Simon and Dan. They both take their games super seriously and are always playing mind games with each other in a sort of game-meta-game, where a win in one game leads to a sense of supremacy going into the next. The important thing about this is that Dan has figured out how to piss off Simon more than anything by acting(?) like a complete goof and moron.

A bunch of us got together and started playing Diplomacy. As usual, it was taking for-loving-ever. Mercifully for Simon, he was France and Dan was Turkey, so they didn't have to really interact at the start of the game, as the distance was great enough to mean that they really had very little effect on one another.

Dan, however, wanted to piss Simon off to gain points in the game-meta-game. So he approached every one of us to share his plan. In Diplomacy there are armies, which move on land, and navies I suppose (this was years ago). The important thing that navies can do in this story is called Convoy. You can move an army over land but you require an unbroken chain of navies to ferry an army over water. This moves the army unit instantly from the start of the Convoy to the end. The other important mechanic is that anyone can convoy anyone else's army. However, if one person does not write that down for their turn, the entire convoy is broken and the army stays put.

Dan's plan was stupid and audacious. He wanted everyone to help him convoy an army from Turkey to the loving south of France. Everyone agreed. Even more remarkably, no one sabotaged this.

All the turns are played out simultaneously in Diplomacy, so from the first moves read, Simon knew what was happening. Dan managed to get all of us to put our petty rivalries aside, as we all agreed and acted to enable Dan to invade France in the most improbable Convoy imaginable. Simon was in a little disbelief at first, but quickly accepted this. The game only went on for a couple more hours as our endurance ran thin. We all voted Dan the winner, except Simon, who insisted Dan is a moron.

Greatbacon
Apr 9, 2012

by Pragmatica

Artemis J Brassnuts posted:

I have not played a game of diplomacy that ended with an actual winner. It's always nuclear winter for us.

//edit: wait, no; not diplomacy. gimme a second to figure out what game I'm talking about, because it's great.
//edit mk2: I was thinking of Supremacy, which is like Risk but has nukes / chemical weapons / spies, etc. It's great because one or two players who have been dicked over the entire game can stockpile nukes and launch them all on the same turn to cause everyone to lose due to nuclear winter.

The two times I've played Diplomacy it pretty much always turns out exactly like WWI, which is you get a bunch of convoluted agreements of alliances and ultimately two factions that keep stalemating each other until someone fucks up or breaks rank.

Again like most games it's a lot better if there is some food and booze involved.

duck monster
Dec 15, 2004

Nenonen posted:

I think turning the table over is also forbidden in the optional rules.

We used to have this game at murdoch university called "The socialist drinking game", a convoluted game of hand gestures, shouting out various names of dead socialist illuminaries, various communist drinking songs and so on that had evolved at the tavern over many years, acquiring new rules or losing old rules as different groups of kids filtered through their degrees over the years.

One of the rules was the ability to call a "KGB inquiry" if someone had failed a "stalin" by speaking out of turn. Essentially if someone called a "Stalin" everyone had to play the game very seriously and no one could say anything outside of the rules, if someone slipped up by laughing or whatever they could either scull their beer, or declare a KGB inquiry, wherein everyone had to get out of their chair and drunkenly run around the table one lap and sit back down again. The last one to their table would be "purged" by having to scull two beers. Of course you where allowed to make it more difficult by grabbing peoples chairs and throwing them off the balcony, or even trying to launch the whole table off the balcony into the ampitheatre below (and onto the polite academics and wonks having coffees and chats therein) to complicate the running around process in your favor.

Needless to say that year the bar tried to ban the game.

After some negotiation we agreed to not use that rule anymore.

"Come the revolution, the working class shall rise up and sieze the means of innebriation. Afterwards they'll get really drunk, go home and try to sober up for work in the morning"

duck monster fucked around with this message at 12:17 on Oct 20, 2013

Dress Code Force
Nov 2, 2010

Oh man speaking of using Unhinged/Unglued cards in 1KBWC.

We had a game going at a convention each year, and at one point I adapted Time Machine, and had him take The Last Man On Earth (I Am Legend had just come out like a month prior) out of the game on the 7th turn.

That was the last game we played at that con, and we never really played at successive cons before I stopped going due to budget issues.

That was nearly six years ago. What will the world be like when that card comes back into play? :unsmith:

VanSandman
Feb 16, 2011
SWAP.AVI EXCHANGER
For all the mechanics designed to encourage co-operation and friendship in Pokemon, it is entirely possible to grief someone in battle. Pokemon, for those who have never played, range in level from 1 to 100. Under normal circumstances it is impossible for a Pokemon of significantly lower level to defeat a higher level 'mon or even make a move before dying, but a combination of three things makes it possible: Focus Slash, an item that allows you to survive any hit which would bring you from full health to Zero in one hit with one HP; Endeavor, a move which makes your opponents HP equal to your own, and Quick Attack, a move which always goes first no matter what the speed stat (which normally determines move priority) of your opponent. The common name for this setup is known as FEAR, for Focus slash, Endeavor, quick Attack, and Ratatta. Ratatta is a notoriously useless Pokemon found very early in the game which is essentially useless after the early game. Here's the common way this set up works:
Player Griefer sends out Ratatta (lvl 1)!
Player Victim sends out Arceus (lvl 100, and the Pokemon equivalent of God).
Arceus uses Judgement!
Ratatta hangs on with focus slash!
Ratatta uses Endeavor!
At this point both Pokemon have one HP, and the Player with the Arceus is probably already very angry. Sadly their day is about to get even worse.
Ratatta uses Quick Attack!
Arceus fainted!
Now if the player with the Arceus isn't about ready to kill the player with the Ratatta, they're probably crying instead. There are some very simple and common counters to this strategy, but not everyone comes prepared for bullshit of this caliber.

Iriquois
Jun 6, 2013
Ive been having some fun with a low-effort grief in GTA online. In case any of you haven't played it, in the free roam mode you can find high value cars to deliver to the docks for a guy called Simeon who pays you for them. Its a relatively quick way of making cash without having to grind awful missions.

If you find one of these cars you have to escape the cops, pay in-game money to fix/repaint it, then get it to the docks whilst every other player tries to steal it from you. For a game mode that mostly revolves around shooting the nearest person in the face it requires a bit of effort.

However, the drop-off is always in the same place. So I lay the area up with sticky bombs, stand a way away and blow up the car and driver once they are within 3 feet of the destination. Turns out people get pretty loving mad if you commit murder in a crime game, especially if it stops them being able to play Car Export Simulator 2013.

Tulip
Jun 3, 2008

yeah thats pretty good


duck monster posted:

We used to have this game at murdoch university called "The socialist drinking game", a convoluted game of hand gestures, shouting out various names of dead socialist illuminaries, various communist drinking songs and so on that had evolved at the tavern over many years, acquiring new rules or losing old rules as different groups of kids filtered through their degrees over the years.

One of the rules was the ability to call a "KGB inquiry" if someone had failed a "stalin" by speaking out of turn. Essentially if someone called a "Stalin" everyone had to play the game very seriously and no one could say anything outside of the rules, if someone slipped up by laughing or whatever they could either scull their beer, or declare a KGB inquiry, wherein everyone had to get out of their chair and drunkenly run around the table one lap and sit back down again. The last one to their table would be "purged" by having to scull two beers. Of course you where allowed to make it more difficult by grabbing peoples chairs and throwing them off the balcony, or even trying to launch the whole table off the balcony into the ampitheatre below (and onto the polite academics and wonks having coffees and chats therein) to complicate the running around process in your favor.

Needless to say that year the bar tried to ban the game.

After some negotiation we agreed to not use that rule anymore.

"Come the revolution, the working class shall rise up and sieze the means of innebriation. Afterwards they'll get really drunk, go home and try to sober up for work in the morning"

Holy poo poo i'm amazed none of you were arrested.

duck monster
Dec 15, 2004

Tulip posted:

Holy poo poo i'm amazed none of you were arrested.

Student union owned bar with a very tolerant bar-keep. Thats not to say we didn't occasionally cause him to call campus security on us from time to time.

This was back in the 90s though. With the current liquor licencing laws in australia they'd have the cops on our arses in no time nowdays.

Arquinsiel
Jun 1, 2006

"There is no such thing as society. There are individual men and women, and there are families. And no government can do anything except through people, and people must look to themselves first."

God Bless Margaret Thatcher
God Bless England
RIP My Iron Lady

Bieeardo posted:

Probably because drunks would be too apt to wander off or just curl up and nap.
This is a risk with sober people during Arkham Horror too. We lost three people out of five that way last time we played, and the first was gone before the dude who owned it got through his eight-page printed flowchart that explains the rules "better" than the published rulebook.

Basically asking people to play Arkham Horror counts as griefing.

Jabor
Jul 16, 2010

#1 Loser at SpaceChem
The trick to Arkham Horror is not bothering to explain the rules up front, just have one person who knows how things work and explains things as they become relevant.

I've had successful games with people who haven't played anything more complex than Monopoly using this method.

Len
Jan 21, 2008

Pouches, bandages, shoulderpad, cyber-eye...

Bitchin'!


Jabor posted:

The trick to Arkham Horror is not bothering to explain the rules up front, just have one person who knows how things work and explains things as they become relevant.

I've had successful games with people who haven't played anything more complex than Monopoly using this method.

Seriously this. We also ditched the swapping who goes first order because it just flows better for one person to be in charge of all the paperwork and tiddly bits.

Magres
Jul 14, 2011
Alternately you can go with the D&D method and just make up rules that make sense as you go (in D&D, your DM has final say on everything, and most groups I've played with just go with whatever makes sense for any situation). When I play board games with my friend, we plow through the rules and then just go off what we remember and what seems fair, and get it wrong half the time without caring.

I've played like a dozen games of Arkham Horror and own a copy and I still don't really know the Rules As Written very well because who cares, board games are there to facilitate having fun instead reading the damned manual.

Tyrannosaurus
Apr 12, 2006

Len posted:

Seriously this. We also ditched the swapping who goes first order because it just flows better for one person to be in charge of all the paperwork and tiddly bits.

My group tends to have someone in charge keeping the game going. They don't play a character. They draw monsters, read all the cards, dole out all the gear and money, etc. It works super well.

Sanctum
Feb 14, 2005

Property was their religion
A church for one
I've been griefing Trine 2, well as much as one can (not much.) I started out simple enough, playing wizard and blocking paths with unbreakable objects wedged together.



As that grew old, I tried screwing people over with Zoya's gravity bubble. The bubble both slows time and lowers gravity inside. Even used normally it can do as much harm as good if the Zoya player doesn't pay close attention. For timed/moving platform sections I place the bubble's edge to end right where a moving platform over a deathpit is, so players are stuck in slowmo while the platform moves away normally. The bubble also deflects flowing liquids, which I found could be very unhelpful on sections with flowing acid/lava which I could re-direct to cause the other players trouble. Lastly the bubble slows projectiles but not the rate at which they fire, making jumping between fireballs considerably more dangerous.



Then I started joining games hosted by other people and discovered a terrible trend. Wizards are only supposed to be able to levitate objects, not other players. There was a physics bug that allowed wizards to summon two planks, stand on them, then levitate the bottom one to fly around at will. This was patched but for whatever reason they left it as an option enabled by default, so any puzzle that required a modicum of thought most players would 'solve' by summoning two planks and flying over everything. Finally I decided to become an enforcer of fair play, preventing my various uncunning wizard partners from flying with my explosive arrows and magnetic shield. As long as they didn't know how to kick players I didn't even have to be subtle about it. Although I must admit what was more even satisfying was watching wizards in games that I hosted (with self-levitation off) summon 2 planks and pull themselves off a cliff. Repeatedly. :downs:

Bieeanshee
Aug 21, 2000

Not keen on keening.


Grimey Drawer

Arquinsiel posted:

This is a risk with sober people during Arkham Horror too. We lost three people out of five that way last time we played, and the first was gone before the dude who owned it got through his eight-page printed flowchart that explains the rules "better" than the published rulebook.

Basically asking people to play Arkham Horror counts as griefing.

Played straight, it gives me flashbacks to Axis and Allies in high school. Not the stock A&A board and rules, but this terrifyingly detailed and expanded 'World at War' scenario that, like Arkham Horror, probably means that the baddies are going to win in the end.

Arquinsiel
Jun 1, 2006

"There is no such thing as society. There are individual men and women, and there are families. And no government can do anything except through people, and people must look to themselves first."

God Bless Margaret Thatcher
God Bless England
RIP My Iron Lady

Bieeardo posted:

Played straight, it gives me flashbacks to Axis and Allies in high school. Not the stock A&A board and rules, but this terrifyingly detailed and expanded 'World at War' scenario that, like Arkham Horror, probably means that the baddies are going to win in the end.
To be fair, that expansion is kind of like complaining that Half Life 2 Deathmatch is bad because you played it with Gary's Mod. It's an entirely unrelated company's product, and I am always suspicious as gently caress of people who declare a WWII game to "not be realistic enough" as it tends to swing towards mecha-Hitler fast.

As for Arkham Horror, I've played it with a half-dozen goon suggested "fixes" and not one of them made me actually want to finish the game. I just don't get the appeal. On the other hand, I love Red November, which is basically the same game with a silly theme rather than a Cthulhu theme and a smidge less impossibility.

MizPiz
May 29, 2013

by Athanatos

Iriquois posted:

Ive been having some fun with a low-effort grief in GTA online. In case any of you haven't played it, in the free roam mode you can find high value cars to deliver to the docks for a guy called Simeon who pays you for them. Its a relatively quick way of making cash without having to grind awful missions.

If you find one of these cars you have to escape the cops, pay in-game money to fix/repaint it, then get it to the docks whilst every other player tries to steal it from you. For a game mode that mostly revolves around shooting the nearest person in the face it requires a bit of effort.

However, the drop-off is always in the same place. So I lay the area up with sticky bombs, stand a way away and blow up the car and driver once they are within 3 feet of the destination. Turns out people get pretty loving mad if you commit murder in a crime game, especially if it stops them being able to play Car Export Simulator 2013.

At first I thought you were going to say you steal the car before it can be sold and get the money themselves (which I've been a victim of a couple times). I was going to add that it's just as effective to grief on the other side of the scenario. It's principally the same thing as your example: destroy the car and/or kill the driver before they can succeed, just with someone who's been waiting for however long to gently caress someone over. Evidently, griefers make ideal griefing targets.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

Jabor posted:

The trick to Arkham Horror is not bothering to explain the rules up front, just have one person who knows how things work and explains things as they become relevant.

I've had successful games with people who haven't played anything more complex than Monopoly using this method.
This, and play swing music in the background. Upbeat, fast-paced music helps keep the game chugging along.

In Arkham Horror you travel to Other Worlds by going to a location with a Gate in it, getting drawn in, spending two turns drawing encounters in whatever hell dimension you got dropped into, then popping out and (if you roll well) closing the Gate. If there are two Gates to the same hell dimension active when you're leaving you can choose which one you appear out of. If you reach the end of an Other World track and there is no Gate you get Lost in Time and Space (and lose a turn). If the players close all the Gates on the board the game ends and you win.

There's a spell in Arkham Horror called Find Gate. It allows you to skip most of the Other World section, returning to Arkham instantly. It is re-usable (if you can pay the costs). One use of this, in a two-Gate situation, is to hop into a gate another player just finished clearing, hop back out, and close it, forcing the other player to re-appear in a giant pile of monsters. This is usually a good move for the game as a whole (more Gates closed is a good thing), not so much for the other guy. The best use however is to hop into the last Gate on the board, cast Find Gate, close the Gate, and end the game. Hooray everyone wins! Except Paul who's trapped on the Plateau of Leng for all eternity. I'm sure he'll be fine.

Splicer fucked around with this message at 12:04 on Oct 21, 2013

Sereri
Sep 30, 2008

awwwrigami

GrrrlSweatshirt posted:

I play a lot of Bang, a casual and pretty awesome Italian card game based on spaghetti westerns, and a while back I figured out a horrible, completely infuriating card combination. There's a card called Jail that you put on another player, and on their turn there's a 75% chance they'll have to skip their move, after which Jail is discarded. It's an annoying enough card as is, but if you're playing as Pedro Ramirez, a character whose ability lets him draw his first card off the top of the discard pile, it's completely broken.

You put Jail on the player who comes right before you in the turn rotation. They'll likely miss their next turn, meaning Jail is placed right on top of the discard pile as your turn starts. You draw it and put it back on the other player, leading to a vicious cycle where they miss four or five turns in a row, which is basically a death sentence.

My friends have banned me from playing as Pedro Ramirez :smith:

A few months ago we started to have game night at work once a week. Bang! is played basically every week unless there's less than 5 people present. Characters are drawn at random so there's no need for something like this. However this exact combo happened last week and you just made me laugh like I did when it happened. I had supplied the jail card that made some other player's life hell.

Next week we are supposed to play Arkham Horror. What a great time to catch up on this thread.

Tyrannosaurus
Apr 12, 2006
You will lose Arkham Horror nine times out of ten if you don't cooperate. Hell, the only reason my group started playing was because it wasn't player versus player but rather all the players against the board.

One of our regulars is such a wretched sport that he refuses to play competitive games out of fear of losing friendships. Really great guy otherwise. He just happens to be like, maybe, the absolute worst sport I have ever seen. Competitive games? Huge rear end in a top hat. Cooperative? He's super nice, all about teamwork, never gets down on other players, is always encouraging, etc etc.

Wild T
Dec 15, 2008

The point I'm trying to make is that the only way to come out on top is to kick the Air Force in the nuts, beart it savagely with a weight and take a dump on it's face.
Sounds like a perfect griefing target. What you need to do now is ask, how much is his friendship worth?

Len
Jan 21, 2008

Pouches, bandages, shoulderpad, cyber-eye...

Bitchin'!


Tyrannosaurus posted:

You will lose Arkham Horror nine times out of ten if you don't cooperate. Hell, the only reason my group started playing was because it wasn't player versus player but rather all the players against the board.

One of our regulars is such a wretched sport that he refuses to play competitive games out of fear of losing friendships. Really great guy otherwise. He just happens to be like, maybe, the absolute worst sport I have ever seen. Competitive games? Huge rear end in a top hat. Cooperative? He's super nice, all about teamwork, never gets down on other players, is always encouraging, etc etc.

My group is the exact opposite. Every game because gently caress You, Got Mine. We played a game of Arkham + Dunwhich once and the very first encounter was something like "make this roll or take a sanity" or "sell your soul to the snake people the terror track jumps to where all shops are closed but you get some cool items" so we didn't have stores anymore after that.

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NinjaPablo
Nov 20, 2003

Ewww it's all sticky...
Grimey Drawer
In Magic, there is a card called Hive Mind, which basically says 'Whenever anyone casts a spell, everyone else must cast a free copy of that spell also'. In casual games, this card will usually stick around because it can make things silly or 'more fun'.

With Hive Mind in play though, you can really start pissing some people off with a card called Scrambleverse, which states that for every non-land card in play, you have to flip a coin, and whoever wins the coin toss gains control of that card. Since the casting cost on Scrambleverse is so high, there's likely to be 20 or so cards in play that you're going to have to flip for. And since everyone 'must' cast a copy of it, everyone has to do it multiple times.

You could also pair Hive Mind with Shahrazad, which requires everyone to set the current game of Magic aside, grab what remains of their deck, and play a subgame of Magic, with the loser losing half their life total in the main Magic game.

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