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bobvonunheil
Mar 18, 2007

Board games and tea

merk posted:

I have a Jaipur rule question. If I have seven cards in my hand and want to pick up one card from the market, may I just discard one card from my hand at the end of the turn?

In Jaipur, you can never, ever exceed the card limit. If you are at the card limit and really want a card, you need to take two cards and replace two cards, with the added restriction that you can't place back any of the stuff that you took (so, you couldn't take a leather and a gold and put back 2 leather).

Trapping people at the card limit and forcing them to take undesirable actions is part of the strategy in Jaipur. It's really growing on me as a game.

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Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


Concerning the new Cash 'n' Guns changes, why fix what isn't broken? What's wrong with using 'Bang! Bang! Bang!' card? Why copy the lovely loot distribution system from Saboteur? Why are any of the changes necessary at all? I really don't understand :psyduck:

BonHair
Apr 28, 2007

bobvonunheil posted:

In Jaipur, you can never, ever exceed the card limit. If you are at the card limit and really want a card, you need to take two cards and replace two cards, with the added restriction that you can't place back any of the stuff that you took (so, you couldn't take a leather and a gold and put back 2 leather).

Trapping people at the card limit and forcing them to take undesirable actions is part of the strategy in Jaipur. It's really growing on me as a game.

Wait, you can't take gold and leather and replace them with two leathers you already had in your hand?

Single Tight Female
Jan 17, 2008
I find myself constantly posting about Ghost Stories because that rulebook was a huge trial by fire as my first board game and for that I apologise BUT

HOOLY BOOLY posted:

As for the good guys side saving entire families of the villagers get you really good stuff, a health potion that can bring sombody back to life or restore a bunch of health, some weapons, some armor, and Lei Mei i think her name is who essentially nullifies whatever monster she is standing in front of from doing whatever it does (haunters don't move,you don't have to roll the curse dice if she's in front of one of those curse dice guys) you can move her at the very end of your turn once she's in the game so she's an extreme help.

You are only doing this at the end of turns where something bad happens, right? It reads a little like you're saying you can move her at the end of every turn, but it's only when something bad happens - curse die roll, villager death or haunted tile.


Also, any opinions on the Warhammer Diskwars expansions? I haven't been able to bring the base game to the table nearly as much as I'd like, but the FFG "deck" construction bug has hit me again and I'd be interested to see how well the two boxes fare. They seem as delightfully well-priced as the base game so I'm sorely tempted.

Single Tight Female fucked around with this message at 09:26 on Jul 31, 2014

Lichtenstein
May 31, 2012

It'll make sense, eventually.

Single Tight Female posted:

Also, any opinions on the Warhammer Diskwars expansions? I haven't been able to bring the base game to the table nearly as much as I'd like, but the FFG "deck" construction bug has hit me again and I'd be interested to see how well the two boxes fare. They seem as delightfully well-priced as the base game so I'm sorely tempted.

GO BUY THEM.

Vampire Counts are super interesting, in that they have a very distinct style, mixing attrition warfare, balls-out assaults and subtle control-style plays. Very fun, and a bit difficult to play I think.

Dwarves are... Dwarves. Pretty much what you'd expect from them. It's harder to comment, because they're really not my style, but if you like this style of gameplay (which is basically only heavy infantry and support for heavy infantry) they deliver I guess. A notable feature is that the shooty disks tend to roll one dice less (like Orcs), but hit with 4 damage on a hit. Their command cards kinda suck, though.

A hilarious cheese build they can do is an army that can activate it's War Machine of choice up to seven times in a round. That army won't be able to do anything else, but i's pretty funny to surprise your opponent with it for the first time.

The little races are pretty cool, although I think Order got the better deal, as Wood Elves and Lizardmen are very useful, while Skaven and Dark Elves currently feel a bit like support regiments, worth considering as a third one if you have something to hold the line while you gently caress around with them.

Additions to the core set armies are pretty great too. Empire gets a bit of Priest theme going, to buff the Volkmar a bit, High Elves get a healing command card, Knight Panther-level awesome cavalry and some little semi-useless shits that are nevertheless very welcome because their cost of 5 points proves to be really, really handy. Orcs get fun, gimmicky goblin units and another damage-dealing command card, while Chaos is relieved to finally have some alternative for Kurgan Suicide Bombers. Also an amazing command card (as always).

As well as 1 deployment, objective, special objective, command cards and 1 piece of terrain per box.

Tiny Chalupa
Feb 14, 2012

HOOLY BOOLY posted:


It's easy to assume that because the neutral boards don't do much if you aren't using their powers so it's easy to assume they are a non entity that don't have anything postive or negative happen to them. They also get their powers blocked too if you happen to draw a ghost that blocks that particular power. Making your power tokens useless too.

Speaking of the rulebook, there is that one card Repellant Beauty i think? The one that has just a shield as it's effect? What does that actually block? It's not a dice shield because the dice shield has a dice in front of it. There is nothing in rules that talk about what actually is so we've always just played it as dice shield but it's always bugged me that i don't know what it's suppose to be exactly

Yeah we knew they could be blocked but for some reason the other part of that didn't click with us. We did move any ghost the summon on their turns though.
And yeah that card is screwed up we assumed misprint

Single Tight Female
Jan 17, 2008

Lichtenstein posted:

GO BUY THEM.

Ok.

Seriously though thanks for the info. Vampire Counts are probably the thing I'm most excited about (slight shame to hear about Skaven, I always wanted to play as them if I'd got into regular Warhammer) but all that stuff sounds good. I lean way more towards Destruction but grabbing both because disks. I also really like how the new special objective cards don't require multiple sets like the base game. That card baffled the absolute hell out of me.

Lichtenstein
May 31, 2012

It'll make sense, eventually.
The Skaven hero and Ratling guns are very good and are pretty much the best ranged option among the Destruction factions. The issue is that the other half of their regiment is:



And it's a bit difficult to have them be something more than an overcpriced Kurgan Marauders. But if you think you can somehow exploit their skirmishing abilities, camping mountains or whatever, then the regiment is a force to be reckoned with.

NoNotTheMindProbe
Aug 9, 2010
pony porn was here
I got to play Camel Cup tonight. It feels like a social game but there's actually some meat in your action choices and bet placements. The game has a lot of tense moments and groans, especially when a camel comes from behind to jump on top of everyone and throw all the bets off. The pyramid dice roller is silly but it nicely draws out the dice rolling mechanic and gives it some suspense. As it's an 8 player game and nice and short it's definitely one that'll be played again on Meetup nights at the cafe.

I also played Triassic Terror. This is another fun card drafting game where you grow dinosaur herds and can send raptors and t-rexes to attack each other. It was funny how each player immediately became possesive of their plastic dino models and everyone wanted to activate the T-rex. This is a well thought out game and manages to capture the coolness of dinosaurs to make for a very thematic euro style game.

Jedit
Dec 10, 2011

Proudly supporting vanilla legends 1994-2014

NoNotTheMindProbe posted:

I got to play Camel Cup tonight. It feels like a social game but there's actually some meat in your action choices and bet placements. The game has a lot of tense moments and groans, especially when a camel comes from behind to jump on top of everyone and throw all the bets off. The pyramid dice roller is silly but it nicely draws out the dice rolling mechanic and gives it some suspense. As it's an 8 player game and nice and short it's definitely one that'll be played again on Meetup nights at the cafe.

It's better with five than eight, but it does play well. I bought it last week on impulse, it's now been out three nights running (we meet twice a week) and last night we played it twice.

silvergoose
Mar 18, 2006

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




Tekopo posted:

Concerning the new Cash 'n' Guns changes, why fix what isn't broken? What's wrong with using 'Bang! Bang! Bang!' card? Why copy the lovely loot distribution system from Saboteur? Why are any of the changes necessary at all? I really don't understand :psyduck:

Yeah I'm really confused and am happy I have a copy already. The entire point of the BBB cards is so that if you put a shot in, you can't be *sure* that you'll get it off if someone is pointing at you, to add a bit more thought to the game.

The Shame Boy
Jan 27, 2014

Dead weight, just like this post.



Single Tight Female posted:

I find myself constantly posting about Ghost Stories because that rulebook was a huge trial by fire as my first board game and for that I apologise BUT


You are only doing this at the end of turns where something bad happens, right? It reads a little like you're saying you can move her at the end of every turn, but it's only when something bad happens - curse die roll, villager death or haunted tile.

I read them as she's not in the game till something bad hppens but then she's in for the rest of the game to move around how you like. unless i missed something the rules tell you what causes her to appear but doesn't say anything about rescritions on moving her around.


It might just be a case of messing up another rule, so who knows.

burger time
Apr 17, 2005

Has anyone played Francis Drake and have an opinion on it? I like worker placement and eurogames, and the combination of nice components + the sailing mechanics intrigues me - but how good is the sailing phase? Also, it seems like it doesn't really build up across the three voyages, is that a problem?

Single Tight Female
Jan 17, 2008

HOOLY BOOLY posted:

I read them as she's not in the game till something bad hppens but then she's in for the rest of the game to move around how you like. unless i missed something the rules tell you what causes her to appear but doesn't say anything about rescritions on moving her around.


It might just be a case of messing up another rule, so who knows.

Yeah sorry bud, it's the horrendous rules again.

White Moon rulebook posted:

Placement and Movement

Su-Ling comes into play after one of the following negative events has occurred:
• a villager is killed (see section about Villagers);
• a Curse die is rolled (no matter which result is rolled);
• a Village tile is haunted.
Each time one of those negative events occurs, the players can place or move Su-Ling. Su-Ling is placed on one of the 12 Haunting icons at the end of the Yang phase of the active player or of the neutral board’s turn. This movement is optional, as players may decide not to move Su-Ling. So that players do not forget to perform this movement during the Buddha placement phase, the player takes the Su-Ling tile as soon as one of the 3 negative events occurs. At the end of the player’s turn, that player must return the Su-Ling tile even if the figurine has not been moved. Be careful – even if more than one negative event has occurred within a single turn, only one movement for Su-Ling is allowed.Su-Ling cannot be placed in front of an incarnation of Wu-Feng (she is not powerful enough to face him). If a Wu-Feng ends up in front of Su-Ling, she is returned to the reserve and will come back into play only after the next negative event.

Emphasis mine. The problem is the sentence that directly follows that, which doesn't do a good enough job of linking to the former. Basically, bad event happens on your turn -> you take the cardboard Su-Ling cutout. At the end of your turn, move Su-Ling (or don't) and return cardboard cutout. Su-Ling can only be moved if you hold the cutout.

If she could be moved at the end of every turn, then you could just put her in front of the worst thing on your board, then move to the next player and repeat, effectively nullifying up to 4 central stone abilities.

The Shame Boy
Jan 27, 2014

Dead weight, just like this post.



Huh. One little sentence that you don't see changes everything!

Most of the time we play 2 player so even when we were canceling the worst stuff on the board everything else going on that we can't get to in time is almost just as bad and ends up getting to lose eventually anyway.

Let me ask one more question then, Blue's abilities only count for the one tile he activates them on right? Like if he has the "double use of villager or double attacks" he can't use/attack on one tile,then move to a different tile then do the same thing correct? The same for "use a villager and attack in the same turn" he can't use a villager move over and then attack a ghost in a different tile?

PaintVagrant
Apr 13, 2007

~ the ultimate driving machine ~
Is there a mage wars thread? Feels like deep enough of a game that it could warrant it.

silvergoose
Mar 18, 2006

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




PaintVagrant posted:

Is there a mage wars thread? Feels like deep enough of a game that it could warrant it.

It would die. Not enough interest, and not enough people playing it. Discuss in here, it'll be fine.

Meme Poker Party
Sep 1, 2006

by Azathoth
Yeah, way too many people get it in their heads to make threads for games that just don't warrant it. Even giving Twilight Imperium it's own thread may have been an overreach and that was probably the single most discussed game here.

GrandpaPants
Feb 13, 2006


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

PaintVagrant posted:

Is there a mage wars thread? Feels like deep enough of a game that it could warrant it.

There was, actually, but yeah it died. Not enough interest and unlike an LCG, the releases weren't consistent enough to get a hype train going. I'm still waiting for the Battlegrounds expansion since Domination is a much more interesting gamestyle than Deathmatch.

gutterdaughter
Oct 21, 2010

keep yr head up, problem girl

PaintVagrant posted:

Is there a mage wars thread? Feels like deep enough of a game that it could warrant it.

I think the litmus test for "does this game deserve a splinter thread" is how often (or how likely) the game gets played on the forums.

Battlestar Galactica and BattleCON both see huge bursts or cycles of play-by-post here. So they merit a thread, if only to keep from flooding this thread with game announcements.

If someone here (by which I mean you) can develop a decent moderation toolset and begin running semiregular games, then go for it. Otherwise, it will likely die the same sad death as 90% of splinter threads.

(The other option is, "Does this game have a massive competitive scene with constant metagame updates?" But I think only Magic and Netrunner have enough pull to sustain themselves right now.)

gutterdaughter fucked around with this message at 18:10 on Jul 31, 2014

Some Numbers
Sep 28, 2006

"LET'S GET DOWN TO WORK!!"
And even then, the BSG thread has been quiet for almost a month.

Rusty Kettle
Apr 10, 2005
Ultima! Ahmmm-bing!

PaintVagrant posted:

Is there a mage wars thread? Feels like deep enough of a game that it could warrant it.

Like people said, it isn't very active, but here it is anyway! I think you can post in here and if people get sick of too much Mage Wars discussion, we can move. I, for one, really like the Forged in Flame expansion.

gutterdaughter
Oct 21, 2010

keep yr head up, problem girl

Some Numbers posted:

And even then, the BSG thread has been quiet for almost a month.

After the Gen Con Indy deluge from hell (my company works the show, so it's a pile of work for me), I'm planning to try and mod a game. So there's that.

Speaking of Gen Con, what's the likelihood of a boardgoon meet at the show?

Countblanc
Apr 20, 2005

Help a hero out!

Gutter Owl posted:

After the Gen Con Indy deluge from hell (my company works the show, so it's a pile of work for me), I'm planning to try and mod a game. So there's that.

Speaking of Gen Con, what's the likelihood of a boardgoon meet at the show?

I would say pretty high. Look out though, I hear notorious funhaters countblanc, trynaut, and crackbone will be there.

silvergoose
Mar 18, 2006

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




Gutter Owl posted:

I think the litmus test for "does this game deserve a splinter thread" is how often (or how likely) the game gets played on the forums.

Battlestar Galactica and BattleCON both see huge bursts or cycles of play-by-post here. So they merit a thread, if only to keep from flooding this thread with game announcements.

If someone here (by which I mean you) can develop a decent moderation toolset and begin running semiregular games, then go for it. Otherwise, it will likely die the same sad death as 90% of splinter threads.

(The other option is, "Does this game have a massive competitive scene with constant metagame updates?" But I think only Magic and Netrunner have enough pull to sustain themselves right now.)

X-wing, too, I would say. That's about it though. Oh, and chess and go but those aren't designer games.

OmegaGoo
Nov 25, 2011

Mediocrity: the standard of survival!

Countblanc posted:

I would say pretty high. Look out though, I hear notorious funhaters countblanc, trynaut, and crackbone will be there.

... I want to meet all of you fun-haters.

Single Tight Female
Jan 17, 2008

HOOLY BOOLY posted:

Let me ask one more question then, Blue's abilities only count for the one tile he activates them on right? Like if he has the "double use of villager or double attacks" he can't use/attack on one tile,then move to a different tile then do the same thing correct? The same for "use a villager and attack in the same turn" he can't use a villager move over and then attack a ghost in a different tile?

That is correct, it's technically covered by the Turn Sequence shown on the back of the rulebooks, except the Blue Villager's power effectively replaces the "Request Help From A Villager/Perform Exorcism" action. Movement comes first and must be completely resolved before doing any tile based actions.

That's why if I'm not randomising which board side to use, I'll only take Blue's "request help and exorcise" power if things like the Herbalist are on corners.

disperse
Oct 28, 2010

Avalon Hill recieved a letter from a scientist with a PhD (who was also an Avalon Hill fan) complaining he couldn't understand the rules.

malkav11 posted:

You might also consider Defenders of the Realm (haven't played it, have heard some good things)...

I really wanted to like Defenders of the Realm; a fantasy-themed Pandemic seemed like a perfect fit for my group. I realized something was wrong when I downloaded the FAQ and Errata PDF and it was longer than the rulebook. I don't think enough playtesting went into this game before it was released.

Its biggest problem is it asks you to manage the board like you do in Pandemic but then makes you roll dice to resolve each attack. I like rolling dice. But adding dice in this case makes it impossible to plan out your moves in advance.

The character balance is atrocious between overpowered characters like the Wizard and Rogue and underpowered characters like the Paladin and Eagle Rider.

All said, my son, who is 6, likes playing this game with me, which means I'll keep my copy.

bobvonunheil
Mar 18, 2007

Board games and tea

BonHair posted:

Wait, you can't take gold and leather and replace them with two leathers you already had in your hand?

From the last page of the rulebook:

When making an exchange :
- the surrendered cards can be camels, goods or a mixture of the two;
- the same goods type cannot be both surrendered and taken at the market;
- you can never exchange just 1 card from your hand against 1 from the market. An exchange always involves at least 2 cards for 2 cards

echoMateria
Aug 29, 2012

Fruitbat Factory

sector_corrector posted:

Not to dredge up Talisman chat again, although that's exactly what I'm doing, but Lost Legends reminds me of Talisman done right. It's the same theme with fantasy characters building themselves up to competitively tackle obstacles, but instead of being nearly entirely random it's more about managing randomness and arranging your circumstances so you can deal with it. Also, it definitively ends at an exact point instead of between sometime and never.

I was considering buying Lost Legends, then I read up on it some and saw that most people on BGG were agreeing that it needs an expansion to have a lasting value and some more depth, so I put it on hold for the time being. Does anyone here have any other opinions about it?

Encountered and backed a new boardgame Kickstarter with very adorable art and theme called Lift Off! - Get me off this Planet, check it out.

echoMateria fucked around with this message at 06:24 on Aug 1, 2014

Glazius
Jul 22, 2007

Hail all those who are able,
any mouse can,
any mouse will,
but the Guard prevail.

Clapping Larry
Played a couple games of Say Bye to the Villains tonight. Interesting little co-op, rounds go by pretty fast, but success and failure feel very random. Like certain solitaire variants where you can just be in an unwinnable position from the start of the game.

The End
Apr 16, 2007

You're welcome.

burger time posted:

Has anyone played Francis Drake and have an opinion on it? I like worker placement and eurogames, and the combination of nice components + the sailing mechanics intrigues me - but how good is the sailing phase? Also, it seems like it doesn't really build up across the three voyages, is that a problem?

It's pretty good. Gives you a bit of a piracy flavour but in much less time than Merchants and Marauders. It's very euro the way it plays out, so don't expect a huge story generator, but it's a tight, competitive game that plays out in a good amount of time.

Tiny Chalupa
Feb 14, 2012
One last touch on Ghost Stories as I finally got the wife to try it.
I was very hesitant to have her play, and I even thought about tweaking the beginning rules even more, as the game is quite difficult. Despite the fact that we got DESTROYED she really enjoyed the game and wanted to play again immediately. She wanted to play again after that match as well but we realized how late it was.
Quite tickled she enjoyed the game even though she doesn't 100% know whats going on. The crazy thing is we resetup the board, randomly, and had the buddah statues on the starting center tile and that barely helped us. God the game is mean.
We did remember that the Neutral boards roll curse die and loose health if they are full. We also remembered when they are out of health one of us loose health.
It was just too much still lol

Quick rules question though:
When you are cursed and roll the curse die, at the beginning of your turn after you check the board, move your ghost and summon another ghost, and you get the symbol for a ghost haunting a place WTF happens?
It says, don't have the rule right in front of me, but the ghost that triggered that ability immediately haunts the spot in front of it. But.....it wasn't a ghost that triggered it. Like it wasn't a card that had the ghost icon, aka a model attached to it.
So what happens?
Also if 2 different curse die are in effect, do you roll 2 curse die each turn?

Single Tight Female
Jan 17, 2008

Tiny Chalupa posted:

Quick rules question though:
When you are cursed and roll the curse die, at the beginning of your turn after you check the board, move your ghost and summon another ghost, and you get the symbol for a ghost haunting a place WTF happens?
It says, don't have the rule right in front of me, but the ghost that triggered that ability immediately haunts the spot in front of it. But.....it wasn't a ghost that triggered it. Like it wasn't a card that had the ghost icon, aka a model attached to it.
So what happens?
Also if 2 different curse die are in effect, do you roll 2 curse die each turn?

I think I understand your confusion so hopefully this clears it up. For clarity's sake all cards are ghosts, ghosts that come with figurines are called Haunters and ones with recurring curse die effects are called Tormentors, they are both just a subset of ghost. Even Wu-Feng is a ghost.

When play passes to you, you first of all check every slot on your board for ghosts with middle stone effects, then apply them in the order of your choice (or right to left if you're playing White Moon). So you move any Haunter figurines forward, and roll the curse die for every Tormentor on your board (so yes if your board has two Tormentors on it, you roll twice). If you roll a curse die for a Tormentor and get a haunting symbol, you simply look up and flip over the first non-haunted tile above the Tormentor that caused that effect. So a Tormentor in the middle of your board haunts the first middle tile, Tormentor on the right the first right-hand tile, etc. This is the same for ghosts that curse you when you exorcise them, they can haunt the tile above their location on death.

Basically think of every card as the ghost sitting just outside the village, Haunters as ghosts actively moving towards it and Tormentors some horrible malevolence firing evil spells straight forward.

Tiny Chalupa posted:

We did remember that the Neutral boards roll curse die and loose health if they are full. We also remembered when they are out of health one of us loose health.
It was just too much still lol

Since it tripped me up, don't forget neutral boards never draw ghosts by themselves. If green is a neutral player and you draw a green ghost it goes on his board yes, but otherwise don't draw for them. Just in case you're making the same mistake I did which overruns the board even faster than usual!

Single Tight Female fucked around with this message at 13:53 on Aug 1, 2014

WhiteHowler
Apr 3, 2001

I'M HUGE!
When playing Ghost Stories with two players, I find it to be a lot more balanced (and fun) if you just treat it as a four-player game and have each person control two monks.

The neutral boards feel weird and don't fully balance, since you have two less yin-yang tokens, a smaller variety of taoist powers, and less places you can be on the board at a given time.

Hra Mormo
Mar 6, 2008

The Internet Man

Some Numbers posted:

And even then, the BSG thread has been quiet for almost a month.

Tangentially, I played my 4th game of BSG last night and holy poo poo am I tired of this game. I just find myself desperately wanting more game outside the traitor mechanic. Most of the time I feel like I have no agency, win or lose. This becomes painfully obvious if/when both cylons have been outed and the game turns into what I can only describe as a really lovely competitive variant of an extremely stripped down Arkham Horror.

I've heard picking an expansion for this game is really hard because they're all half good and half poo poo, but if you don't mind blowing the cash you can pick and mix since they're supposedly modular. Any recommendations for a first expansion if I specifically want more player agency and lessen the impact of the crisis deck?

Somberbrero
Feb 14, 2009

ꜱʜʀɪᴍᴘ?

Hra Mormo posted:

Tangentially, I played my 4th game of BSG last night and holy poo poo am I tired of this game. I just find myself desperately wanting more game outside the traitor mechanic. Most of the time I feel like I have no agency, win or lose. This becomes painfully obvious if/when both cylons have been outed and the game turns into what I can only describe as a really lovely competitive variant of an extremely stripped down Arkham Horror.

I've heard picking an expansion for this game is really hard because they're all half good and half poo poo, but if you don't mind blowing the cash you can pick and mix since they're supposedly modular. Any recommendations for a first expansion if I specifically want more player agency and lessen the impact of the crisis deck?

I don't think any of the expansions will resolve the issues you have with the game since it seems like it's just not your thing. I can't really understand why you would think that BSG lacks player agency or why you would perceive that the impact of the crisis deck is a problem, especially contextualizing those issues in relation to Arkham Horror. Could you expand on that at all?

Stelas
Sep 6, 2010

At a guess, it sounds like you're not being proactive enough in sniffing out the cylons. ... which really can be difficult in an experienced group that knows how to play, or a newbie group that's scared of making mistakes. There's lots of agency, you just have to use it, which can be hard to grasp.

Alternatively, you got hammered by cards. That's something that can happen.

How the gently caress do you get good enough to take down cities in Mage Knight? Hooooly hell.

silvergoose
Mar 18, 2006

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




Be more efficient, always be moving forward, never back, make sure you get some good hirelings, and take down big things as soon as you can.

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Stelas
Sep 6, 2010

I thought I was doing well when I had 4 command tokens at the end of Night 2, but the cities just rolled up hugely unassailable armies when I got there, and then I got screwed on movement. Oof.

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