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So I've shied away from Dominion because everyone else in my game has played hundreds of games, and one of those has probably played thousands of games. So for him Dominion was very often a "solved" game. And while I realize that generally Dominion is not solitaire and there are ways to react to what's going on around you, playing with this guy it basically was solitaire. I had no idea what was going on and just kept getting destroyed so thoroughly that I wasn't really learning anything. Well he sat a game out to play with the dog, and also we took Pirate Ship out of the card pool (gently caress Pirate Ship) and I actually ended up winning (Treasure Map!) but also the fog lifted and I started to be able to see what was going on (Warehouse and Pearl Diver are great at milling through your deck, to find Treasure Maps for example). So I basically just trusted that Dominion was good and fun even though I wasn't able to see that myself, but now I know. Also, we played Legendary Encounters: An Alien Deck Building Game and that was a lot of fun. The one complaint we all had is that we'd wished there were more ways to "kill" (aka trash) our starting 0 value characters. We all felt hamstrung by the fact that in the late game we'd often draw hands full of grunts or specialists, and there's not much you can do in the last third of the game when you have 2-4 money and 2-4 attack. But we did win, with 2 of the 5 players getting killed.
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# ? Mar 11, 2015 17:14 |
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# ? May 10, 2024 05:47 |
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Legendary Encounters is a weird beast: there are actually ways to trash your hand, but they tend to be clumped up in a single set of characters (that are all in the same film). All of the sets of characters have a very different feel to them: there's one set which is all about trashing, one set which is about getting special abilities when you buy the card from the market, one set which is all about being able to 'save' cards and use them in later turns etc etc
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# ? Mar 11, 2015 17:17 |
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SandersPacheco posted:Hey guys, I'd like some help. My group and I have been playing BSG (with Pegasus Expansion), Game of Thrones and X-Com lately; we also tried Axis&Allies and while it was fun, it took too drat long. So we're basically looking for games made for 4-8 players, with a playing time of 2 hours tops. Half of the group is also very prone to AP and mostly discouraged by long downtime (that's why A&A took so long and wasn't as fun as the others!). I know I could just go and type those lines into the BGG search engine, but I'd rather have some recommendations first from experienced players. You might want to try out Talisman: The Magical Quest game. It will support a theoretically unlimited number of players, has a great adventure theme, and has very few decisions to make. It is the perfect game for AP prone people!
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# ? Mar 11, 2015 17:33 |
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Rutibex posted:You might want to try out Talisman: The Magical Quest game. It will support a theoretically unlimited number of players, has a great adventure theme, and has very few decisions to make. It is the perfect game for AP prone people! I thought this game was generally considered trash.
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# ? Mar 11, 2015 17:41 |
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I'm having surprising amounts of fun with Legendary Encounters, considering I didn't like the Marvel one. The scenarios feel pretty different based on the events and the interaction between harder or easier Aliens and the skills you can buy, and, more importantly, they feel appropriate for the film they are based on. For example, in the first scenario most of the cards give you utility rather than raw alien killing power (moving the aliens around, scanning the complex, drawing cards…), and I'm under the impression that the aliens are weaker than usual. The second scenario is a turf war between Aliens and Marines, as it should be. I've only played the remaining scenario* once and barely remember the movie, so no opinion there, but the cards feel once again different enough to give a different experience. The art is pretty uneven and generally bad, there is often an obvious move and the hour I spent unpacking the classifying the cards was ridiculous, but in general I'm happy with my purchase. It's a game carried by theme, and surprisingly it works for me. *There was no Aliens 4. Shut up.
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# ? Mar 11, 2015 17:42 |
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Flaggy posted:I thought this game was generally considered trash. it's rubitex's gimmick
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# ? Mar 11, 2015 17:43 |
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Yeah, you are right, there isn't an Aliens 4. It's called Alien Resurrection
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# ? Mar 11, 2015 17:43 |
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Flaggy posted:I thought this game was generally considered trash. It's Rutibex. He likes some weirdo things.
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# ? Mar 11, 2015 17:44 |
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Rutibex posted:You might want to try out Talisman: The Magical Quest game. It will support a theoretically unlimited number of players, has a great adventure theme, and has very few decisions to make. It is the perfect game for AP prone people! Playing this game with # of players equal to # of characters published for the game would be . . . interesting. I think I'd want to read about people having done it (after the two years it would take to complete the game) rather than play in such a game, though.
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# ? Mar 11, 2015 17:48 |
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Tekopo posted:Yeah, you are right, there isn't an Aliens 4. It's called Alien Resurrection Yeah, right, next you'll tell me they've done a new Indiana Jones movie. Content: I've been playing Tash Kalar on BGA the last couple of days (game ends up being physically tiring if you have no banter going on and focus on optimizing your moves, by the way). I was wondering if it's possible to guess at your opponent moves and end up disrupting it's summons. Even if you know the deck perfectly well, with 2 moves, 3 possible summons (plus legendary cards) and flares, guessing you opponent moves requires Rainman-like skill. So far sniping recently moved pieces and keeping Heroic pieces from touching is my only strategy, but I was wondering if I should make a conscious effort to see enemy shapes.
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# ? Mar 11, 2015 17:59 |
Fat Samurai posted:Yeah, right, next you'll tell me they've done a new Indiana Jones movie. It's more of a deck dependent "which piece is most valuable to a lot of formations right now?" and murder that piece first. Or, "this summon would wreck my poo poo but these other ones would be fine" and disrupt that formation. Make lots of holes in the imperial line, restrict sylvans from having good movement targets, etc.
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# ? Mar 11, 2015 18:05 |
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As a newb, I tend to concentrate on the tasks available in High Form. Sometimes that helps guide when you should disrupt someone
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# ? Mar 11, 2015 18:39 |
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Game turns into a bloodbath early if the center cross task is out first.
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# ? Mar 11, 2015 18:58 |
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Those are my favourite games, along with Side Chain.
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# ? Mar 11, 2015 19:20 |
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Rainbow supremacy is p sweet too
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# ? Mar 11, 2015 21:03 |
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SandersPacheco posted:Hey guys, I'd like some help. My group and I have been playing BSG (with Pegasus Expansion), Game of Thrones and X-Com lately; we also tried Axis&Allies and while it was fun, it took too drat long. So we're basically looking for games made for 4-8 players, with a playing time of 2 hours tops. Half of the group is also very prone to AP and mostly discouraged by long downtime (that's why A&A took so long and wasn't as fun as the others!). I know I could just go and type those lines into the BGG search engine, but I'd rather have some recommendations first from experienced players. I have the perfect game for you my friend. Panic on Wall Street is perfect at 6-8 players, is mostly timed so kills AP, and plays considerably under 2 hours. Other suggestions above have you covered for the four player or less range.
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# ? Mar 11, 2015 22:15 |
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SandersPacheco posted:Hey guys, I'd like some help. My group and I have been playing BSG (with Pegasus Expansion), Game of Thrones and X-Com lately; we also tried Axis&Allies and while it was fun, it took too drat long. So we're basically looking for games made for 4-8 players, with a playing time of 2 hours tops. Half of the group is also very prone to AP and mostly discouraged by long downtime (that's why A&A took so long and wasn't as fun as the others!). I know I could just go and type those lines into the BGG search engine, but I'd rather have some recommendations first from experienced players. I'm gunna recommend Libertalia and Space Cadets Dice Duel. Both games support up to 6 players really well, and generally move really quick. Dice Duel specifically moves in real time, so if your group doesn't do well under pressure and/or has a few really quiet members, it may not go over well. It can technically support like 10 players though, but it's best with 6.
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# ? Mar 11, 2015 22:39 |
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Blamestorm posted:I have the perfect game for you my friend. Panic on Wall Street is perfect at 6-8 players, is mostly timed so kills AP, and plays considerably under 2 hours. Other suggestions above have you covered for the four player or less range. It should be noted that Panic on Wall Street / Masters of Commerce is FAR better with an odd number of players than with even.
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# ? Mar 11, 2015 23:21 |
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New Agricola next year! Yay!
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# ? Mar 12, 2015 00:17 |
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Tuesday board game trip reporrrrughhhh why am I so sickkkkk. First game of the evening was a houseruled 8-player game of Gravwell. Essentially two 4-player games taking place simultaneously except that on each board are a pair of tokens indicating rifts in space-time and if you land on one of them then you and your same-colored counterpart over in the other game immediately switch places. The rifts are affected by things that would move ships around, and the first player out in either universe wins. Pretty fun, kind of chaotic. I feel bad for whoever it was that got their first intro to the game that way. Somehow I wound up winning, which makes me 2 for 2 as far as Gravwell goes. Then a rematch with a recent store regular in Summoner Wars, my Sand Goblins versus his Gem Dwarves. Sand Goblins are, as I suspected, pretty rad. This was a weird game since neither of us drew a wall for the longest time. I wound up beating him, keeping him on the back foot for most of the game, but he hung on until the bitter end. After that was my introduction to Love Letter. Yep, that's pretty fun. This is how player elimination ought to be, the rounds are over quick enough that it hardly even matters. Gem Dwarves guy won this one. Then, with a couple hours to go in the evening, I went in for that copy of Pandemic. Four players, all of which were brand new to the game, we pulled out a win on the easiest difficulty at the very last minute with one single player card remaining (i.e. we had nearly lost the game). A fun game, but tense, and I can definitely see how the quarterbacking issue can rear its head if you aren't careful as there were a few moments where I found myself pulling back rather than adding to a debate about what to do rather than risk things getting heated, but in the end we managed to get the Scientist enough cards to cure three diseases in one fell swoop, finishing things off at the last minute. And immediately afterwards, in a grand fit of irony, I got super, super sick. I'm blaming the game for this, somehow.
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# ? Mar 12, 2015 00:55 |
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Hiya, crossposting this from the bad impzone thread- MMy Local Gaming Store is having their annual flea market soon, and I was thinking of selling some junk from my collection, including a few games I had won/ gotten for free/ traded for, but haven't actually played since I've obtained them. Is there anything I should know about these games that would change my mind before I take them in tomorrow: Kingdom of Solomon I know almost nothing about this, but it looks like a pretty plain euro, the theme isn't convincing me to open the shrink wrap. Shogun I wouldn't mind owning a decent war/strategy game, but I don't know if this one is worth trying out, it seems too big for it's britches. Space Cadets I actually payed for this one, but I've read a lot of mixed things about it and I don't know if my group has the stamina for two/three hours of weird interconnected minigames, plus I own Space Alert, so I should just learn to play that instead probably? Mammut Any opinions on this? I got it as a kickstarter bonus and it seems weird. I may hold on to this to do some sort of Caveman themed boardgame day. Any thoughts? TIA I also plan to sell these which I have played- Saboteur 1+2 (never really lived up to what I wanted out of it, we play Avalon now so I don't need this) Tsuro (I guess maybe it would have some depth if you played it a lot and memorized all the tiles but ehhh) Castles of Burgundy (I actually like this one but never get a chance to play it since my roommate bff (who is always in my group) hates it and it doesn't really seem like a game that would be that fun to play with Boardgame Meet strangers. I'm not super into the the whole "quiet sit in the corner and build the best thing" type of euro game.)
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# ? Mar 12, 2015 00:59 |
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The Silver Snail posted:Space Cadets I actually payed for this one, but I've read a lot of mixed things about it and I don't know if my group has the stamina for two/three hours of weird interconnected minigames, plus I own Space Alert, so I should just learn to play that instead probably? Though I've heard a lot of good things about Space Cadets: Dice Duels.
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# ? Mar 12, 2015 03:06 |
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The Silver Snail posted:
For what it is worth, I really like Space Cadets, so it really depends on what criticisms of it you have heard... some are valid, some aren't. My primary problem with it is that it is quite difficult to teach -- not because the game itself is terribly difficult but because everyone's roles are so different (and there is some chance that people will switch those roles mid-game) that you have to learn each one individually. This is made slightly worse by the fact that there are some fiddly rules regarding each station and running the board as a whole. I think that is pretty easily solved if whoever owns the game plays the Captain/Engineering and runs all of the enemy elements-- making sure to explain what he/she is doing. Since the captain is able to set objectives and distribute energy, it cuts down on the decision space and makes things more manageable for the first game while people are learning the more complicated interactions. The captain is also able to make suggestions and help people understand their roles... but you can't really quarterback because the actual minigames they are playing are done in real time. On the positive side, the game generates awesome stories and some real tension (mostly because of the real time element) and there are very few periods of the game where you aren't doing anything (lots of the roles are resolved simultaneously). It does take a longish time to play (2-3 hours is a solid estimate) -- and it might overstay its welcome for some groups--, requires a large table, and requires a pretty big investment by one person to teaching the game. So, if you have a solid group, to whom you will only need to teach the game once, and don't mind the playtime then I think it would be worth playing. Yes you should learn Space Alert but it really is a completely different (albeit awesome) game and fills a very different niche. They share a theme and some real-time elements but Space Cadets tries really hard to capture the 'feel' of manning the bridge of a starship, managing sensors, getting torpedo locks, and pulling off dangerous maneuvers... although occasionally this means that it is too fiddly for its own good and some of its mini-games are better than others (I really like flicking the disk for the torpedoes, the memory game for tractor beams is kindof lame). Space Alert on the other hand is more like a weird cooperative puzzle that you are trying to solve... in real time... with limited information... and, like most Vlaada games is ultimately about learning to laugh at failure. The big difference between the two is that a single round of Space Alert lasts no more than 30 minutes or so (a brief period of panic in real time followed by a longer period of figuring out what happened), so it is a much faster game, more suited to smaller periods of play. DirkGently fucked around with this message at 03:27 on Mar 12, 2015 |
# ? Mar 12, 2015 03:18 |
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From the looks of it the will only change cards right? Maybe some minor cosmetic changes? I just got Agricola last month
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# ? Mar 12, 2015 03:22 |
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Frijolero posted:From the looks of it the will only change cards right? Maybe some minor cosmetic changes? I just got Agricola last month Un that smith; your other option was not playing Agricola for a year, and that would suck.
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# ? Mar 12, 2015 03:27 |
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Frijolero posted:From the looks of it the will only change cards right? Maybe some minor cosmetic changes? I just got Agricola last month I can't fathom needing more cards for Agricola. Agricola is a beast of a game as is and basically comes with two of what most publishers would have called expansions sitting in the box. Have no regrets.
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# ? Mar 12, 2015 04:16 |
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If this is correct this new edition of Agricola will come with 1,176 cards! That is more than double what comes with the game now, and doesn't include any of the cards from the Farmer of the Moor expansion. Damnit they are going to make me buy Agricola again. I'm glad at least I never got any of the smaller expansion decks. They better include the better vegetable tokens from Caverna I swear to god Frijolero posted:From the looks of it the will only change cards right? Maybe some minor cosmetic changes? I just got Agricola last month Rutibex fucked around with this message at 04:31 on Mar 12, 2015 |
# ? Mar 12, 2015 04:27 |
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Dominion only has like ~3000 cards? And most of those are duplicates. I don't get it, who plays that much Agricola, jesus
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# ? Mar 12, 2015 04:30 |
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fozzy fosbourne posted:Dominion only has like ~3000 cards? And most of those are duplicates. I don't get it, who plays that much Agricola, jesus The new Agricola set will have as much content as approximately 45 Dominion expansions
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# ? Mar 12, 2015 04:32 |
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pack it in dominionailures
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# ? Mar 12, 2015 04:34 |
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Yes, but how much will the new Agricola weigh?
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# ? Mar 12, 2015 05:04 |
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Kai Tave posted:Yes, but how much will the new Agricola weigh?
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# ? Mar 12, 2015 05:10 |
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Ohthehugemanatee posted:I can't fathom needing more cards for Agricola. Agricola is a beast of a game as is and basically comes with two of what most publishers would have called expansions sitting in the box. "Hanno Girke" posted:But Agricola is 8 years old now. There are many cards in the original edition that are never played. Cards that sit on your hand like a lame duck and block that spot for an exiting card. It looks like this new edition is mostly about rebalancing the minor improvements & occupation decks for the next few decades of tournament play.
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# ? Mar 12, 2015 05:15 |
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Kai Tave posted:Yes, but how much will the new Agricola weigh? Uwe is just trying to beat his previous release in shipping weight now. Caverna 2E will have real stone and iron in it.
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# ? Mar 12, 2015 05:44 |
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Of course if that's not enough for you Agricola Online has a full database of ever Agricola card ever made (including many fan cards). It includes a handy print out feature so you can play with them all at home not just on the site. All told the database has some 4,500 Agricola cards (or 0.18 Kilo-Dominions): http://play-agricola.com/Agricola/Cards/index.php
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# ? Mar 12, 2015 06:13 |
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Rutibex posted:Of course if that's not enough for you Agricola Online has a full database of ever Agricola card ever made (including many fan cards). It includes a handy print out feature so you can play with them all at home not just on the site. All told the database has some 4,500 Agricola cards (or 0.18 Kilo-Dominions): EDIT: Woops this isn't the imp zone thread
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# ? Mar 12, 2015 06:53 |
Trip report: I bought both Letters From Whitechapel and Le Fantôme de l'Opéra and played both with the wife. Letters From Whitechapel is amazing. It could be a game in a single round, but having 4 nights of murders, one with 2 victims makes the entire endeavor so nuanced. In the first round, I was able to do a side zag that faked my wife out, and she was fixated on me being in the central-south location of the board for the rest of the game, when I was actually on the central west part of the map, to the point that the last 2 rounds of the game, I was able to just beeline to my hideout without her having any cops in position to discover my path. We're definitely playing again, but we'll see if we need to utilize any of the balancing options. The Phantom game was also a blast, but a massively different game. There's a little bit of mystery in who the Phantom really is, but most of the moves are made in trying to cut the number of suspects down to the minimum number, and mystery has little to do with it.
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# ? Mar 12, 2015 07:35 |
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So did anyone else throw funds into the kickstarter for the ghostbuster game? I'm hoping everything goes smooth and it does come by October
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# ? Mar 12, 2015 08:40 |
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Rutibex posted:(or 0.18 Kilo-Dominions):
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# ? Mar 12, 2015 10:53 |
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# ? May 10, 2024 05:47 |
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SnowDog posted:Lagoon: Land of Druids 2 players. I kickstarted this based on its art, and never played it until this weekend. I was disappointed in this; the game is so goddamn beautiful, and I really wanted to love it, but I couldn't. I lost, but I don't think that's why... I want to someday try it with three players. We took a look at the game after we finished it, because it was such a one-sided beating. We couldn't see an obvious spot where I could have come back, because of the choices we both made early in the game which didn't seem important at the time. I'm guessing I should have realized this early and took corrective action, but since it was our first time playing the game it was hard to see the pattern until it was obvious, and once it was obvious it was over. Kai Tave posted:Then, with a couple hours to go in the evening, I went in for that copy of Pandemic. Four players, all of which were brand new to the game, we pulled out a win on the easiest difficulty at the very last minute with one single player card remaining (i.e. we had nearly lost the game). Last-second wins are what make Pandemic, imo. On the Brink is a really good expansion (plus you get neat little petri dishes for the diseases), In the Lab is also fun but you need OTB for it. The third one just came out last week which doesn't require either expansion, but is apparently compatible with them (but I guess it makes some of the pieces redundant). I haven't had the chance to pick it up yet. QB'ing isn't really a problem with my group, we're all pretty diplomatic. Speaking of Pandemic products, they also have a Legacy game coming out toward the end of the year. I really like the concept of permanently altering my game as I play it, but if it's not resettable at the end due to adding stickers and destroying cards I'd feel sort of ripped off if I were never able to play from the start again. Also I don't always have the same people so it'd be difficult to pull off like 15 progressive games. It's probably not for me if it's anything like Risk Legacy. What are people's thoughts on those types of games?
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# ? Mar 12, 2015 12:24 |