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I hope his figure has a bear next to him.
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# ? Apr 13, 2015 18:20 |
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# ? May 14, 2024 04:48 |
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So, after playing a bunch more Keyflower again with various people, I actually think it's the most confrontational "eurogame" I've played. There is a tremendous amount of potential single player targeted strategic and tactical denial opportunities available in a multiplayer game. I'm convinced that when rahdo plays this with his wife they must avoid being nasty because the game certainly encourages it. I love the game, but I'm sort of conflicted about rahdo's reviews now because his own bias doesn't even seem internally consistent. He's discarded games with less directed denial on the basis of them having a -VP card or something pretty inoffensive. The only way that Keyflower is less nasty than those games is if you are intentionally avoiding the hate bidding potential that's all over the place in the game mechanics. There were some hate-bids yesterday in our games of keyflower that denied single players 20-30 vp, in games where the winner had 60-70 vp. Basically, if you follow his recommendations for non-conflicty games, you might occasionally stumble upon a game that actually is ripe with conflict but is possible to play carebear. Anyways, I think Keyflower is pretty interesting and doesn't really fit in the multi-player solitaire definition. It feels more like Kemet for me, where I know some poo poo is going to go down. I dub this genre of game "xenoplebe" because we need to maintain the tradition of having a ethnocentric and classist terminology in designer games
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# ? Apr 13, 2015 18:21 |
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Rahdo is full of *it. Don't bother with his opinions. One day perhaps someone will come along and replace him, just as he replaced others. I can't stand him personally.
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# ? Apr 13, 2015 18:45 |
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Yeah, Keyflower is nothing if not MASSIVELY confrontational. The simple act, in the previous game we played, of being the only person ever to get greens because there were a couple in the bag at the start and none of the green buildings came out, led to one guy absolutely romping the game and denying a bunch of people great buildings and ships.
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# ? Apr 13, 2015 18:50 |
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I finally picked up my own copy of Agricola because I need to have it at all times so I can farm at all times. I am considering sleeving the game because I am a crazy person but I am not sure I want to pay for 360ish sleeves. We'll see. I played another game of it last night and I only lost by three points (my 40 to his 43, third player not close) but I felt like I was absolutely devastated. He had the wood thief out turn one and every time I tried to get wood I was robbed of one of them and I just felt so cheated the whole game. Next time I'll crush this guy, though! Does anyone have any strong feelings about Tournay? I've been playing it on Boardgamearena and I can't quite tell how I feel about it. It seems great and I've only played it 2p but I also haven't seen all the cards and can't tell if I am having typical experiences or just online outliers or what. It's only like $30 from my local store and I feel that it has some pretty good depth and plays relatively quickly, at least 2p. I dunno, goons tell me how to waste my money. fozzy fosbourne posted:So, after playing a bunch more Keyflower again with various people, I actually think it's the most confrontational "eurogame" I've played. There is a tremendous amount of potential single player targeted strategic and tactical denial opportunities available in a multiplayer game. I'm convinced that when rahdo plays this with his wife they must avoid being nasty because the game certainly encourages it. Does Argent fall into the "eurogame" category for this? Would you compare those two or are they not really the same class?
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# ? Apr 13, 2015 18:56 |
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EvilChameleon posted:Does Argent fall into the "eurogame" category for this? Would you compare those two or are they not really the same class? Argent is the most Ameritash Eurogame ever made.
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# ? Apr 13, 2015 19:01 |
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Just purchased Wir Sind Das Volk. Game is very good I have to say. I can say a few words (apart from the ones that I've already said in my big convention wrap-up post) if people are interested.
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# ? Apr 13, 2015 19:01 |
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Madmarker posted:Argent is the most Ameritash Eurogame ever made. It's also amazing.
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# ? Apr 13, 2015 19:06 |
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Dirk the Average posted:It's also amazing. I won't disagree with you there.
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# ? Apr 13, 2015 19:10 |
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EvilChameleon posted:I finally picked up my own copy of Agricola because I need to have it at all times so I can farm at all times. I am considering sleeving the game because I am a crazy person but I am not sure I want to pay for 360ish sleeves. We'll see. I only sleeved Agricola partially, it just didn't seem necessary to do the whole thing. I went with the Major improvements, the round spaces, score cards, begging cards, etc. I left out the Minor Improvements and Professions because they are not used very often. You will almost never shuffle the cards (unlike say Dominion) and you won't even use the majority of them in any particular game. The cards aren't going to get a lot of wear. If I had 360 sleeves I could find a much better use for them. They would go along with 7 decks of playing cards and 40 pages of card print outs from http://play-agricola.com/Agricola/Cards/index.php to make even more cards to play with!
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# ? Apr 13, 2015 19:35 |
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Tekopo posted:Just purchased Wir Sind Das Volk. Game is very good I have to say. I can say a few words (apart from the ones that I've already said in my big convention wrap-up post) if people are interested. go for it, I've been eyeing this game.
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# ? Apr 13, 2015 19:35 |
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Alright, so, the premise of the game is that you are either the East or West German Government and are attempting to either hold out (as the East) or reunite the country under your leadership (as the west). The East wins at the end of the game if it hasn't collapsed so it is completely within the hands of the West to attack as much as possible in order to make the East collapse. The game isn't really a wargame but often feels like one. The main aim of the game is for each side to build up industry and infrastructure: building it up enough allows you to increase the living standards in a region (and this can be done by both west and east, although east will find it more difficult to hold up high living standards for reasons I will go into later). Living standards are the main way that the west can influence the east: they will usually be higher in the west and if bordering east/west regions have a discrepancy in living standards, unrest is created in the region with the lower living standard (this is a simplification of the actual mechanism, but is good enough for a quick review). You have to be careful, however, since there are also internal comparisons of living standards and regions will gain unrest if their living standards are too low compared to the rest of the country. East will always struggle to keep up living standards: they can get them easily enough but they lose them at the end of a turn if they don't have enough Western Currency: they gain Western Currency through the means of a track as well as direct comparison between their best factories compared to the worst factory in the west (yet again, a simplification). When the number of unrest equals 4, a riot marker is added to the region (or 2 riot markers when you have 8 unrest, 3 when you have 12 etc). If at the end of a decade, you have 4 riots within your country, your country collapses: this is more likely to happen in the east than the west, but there are a few weapons in the east's arsenal (more on this later). So how does the game actually play it? The game is very reminiscent of Card Driven Strategy game. The game is divided into 4 decades, each with a half-decade turn. Each decade has a separate deck with decade-appropriate event present within it. At the start of each decade, each player draws two cards from the deck, while 7 cards are shown face up (each decade deck has 20 cards: 2 cards each to the players, 7 cards for each half decade and 2 cards that aren't played to make each game different). The cards has a number of operations you can play it for and a red, yellow or mixed event. Red events can only be played by the East player, Yellow can only be played by the West and Mixed can be played for the event by both. You can decide to play a card with an event for the other player and just play it for operations, which is usually useful in order to prevent the (usually powerful) event from being played. The advantage of getting to pick mixed events is that you can decide to ignore one of the lines on the mixed event: potentially just playing the stuff advantageous to you. Cards from your hand can be played in lieu of playing one card from the market as well in a similar way. There is also a special card each decade that can only be played by the East and represents a powerful event (russian tanks rolling into east germany, the berlin wall being built (and yes, you can decide NOT to build the berlin wall and it is a valid strategy) etc). Turn order is either decided by a track or for the second half-decade, by the person that didn't pick the last card from the market. Overall I really like the game. It is very asymmetrical: the East German player will struggle to maintain an economy/living standards that matches the one in the west but they have more powerful means to remove unrest (socialists can come in to decrease unrest and prevent riots, or you can use police powers like the stasi to remove unrest at the cost of industry). On the other hand, the only way to place unrest in the west is usually through the use of events (since living standards comparisons favour the west, usually), but the west has fewer ways to remove them so they have to be very careful about removing unrest. As well as that, since the game starts right at the end of the war so unrest is high throughout the country, east OR west. I'm not sure about the balance so far (east is far easier to play than west), but the game has a good feel and it is nice to see such a variety of events present which helps to attach the game to its history: Berlin is also central to the game (much like it was central to the conflict). I would strongly suggest at least trying the game if you are interested in it.
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# ? Apr 13, 2015 20:10 |
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thespaceinvader posted:Yeah, Keyflower is nothing if not MASSIVELY confrontational. Why were there greens in the bag to start? That seems like it could, as in your experience, throw off the balance of the game if one person gets lucky and draws greens while no one else has access to them.
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# ? Apr 13, 2015 20:32 |
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It's apparently what the rules say to do at the end of the game, because going through the bag and weeding them out is too much of a faff or some poo poo.
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# ? Apr 13, 2015 20:34 |
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Owns, thanks. I bought a copy from Noble Knight Games that I might only ever play by myself e: EvilChameleon posted:Does Argent fall into the "eurogame" category for this? Would you compare those two or are they not really the same class? I haven't played it yet with more than 2 and non-learning bumble-dore mode. Seems like it might be fozzy fosbourne fucked around with this message at 20:49 on Apr 13, 2015 |
# ? Apr 13, 2015 20:40 |
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All these board game avatars are making this thread hard to follow.
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# ? Apr 13, 2015 20:52 |
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thespaceinvader posted:It's apparently what the rules say to do at the end of the game, because going through the bag and weeding them out is too much of a faff or some poo poo. Uh, you're definitely supposed to set greens aside from the bag at the start of each game, that's completely ridiculous otherwise.
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# ? Apr 13, 2015 21:12 |
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taser rates posted:Uh, you're definitely supposed to set greens aside from the bag at the start of each game, that's completely ridiculous otherwise. Yeah, I don't recall reading anything about keeping greens in the bag between games. There is however a rule that says that you discard greens back into the bag at the end of a season if they were used on a successful bid, and I managed to tavern or alehouse my way into one of those which seemed kind of absurd. We decided that it seems more fair to discard them to the table instead of the bag but I haven't fully thought about the ramifications e:some discussion https://www.boardgamegeek.com/thread/1019039/green-meeples-dont-go-bag/page/1 fozzy fosbourne fucked around with this message at 21:26 on Apr 13, 2015 |
# ? Apr 13, 2015 21:16 |
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taser rates posted:Uh, you're definitely supposed to set greens aside from the bag at the start of each game, that's completely ridiculous otherwise. Yeah, looking at the rules now I can't obviously spot the reference, and it was horribly unbalancing, so probably a bad example. The good example would be the scoring tiles, where if you track correctly it can be easy to set bidding on a very good tile for someone else, to a colour they don't have much if any of, at a very low cost to yourself.
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# ? Apr 13, 2015 21:47 |
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So Tales of the Arabian Nights came today and holy poo poo is the box bigger than i anticipated! Taking a quick look through the Tales book reveals that i made the right choice in buying this wonderful thing. The thread has mentioned a few times about house rules to make gameplay more bearable, what were those rules?
The Shame Boy fucked around with this message at 22:07 on Apr 13, 2015 |
# ? Apr 13, 2015 22:04 |
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HOOLY BOOLY posted:So Tales of the Arabian Nights came today and holy poo poo is the box bigger than i anticipated! Taking a quick look through the Tales book reveals that i made the right choice in buying this wonderful thing. The thread has mentioned a few times about house rules to make gameplay more bearable, what were those rules? The main one I recall is "ignore trait cards which say you can't end the game, because they're usually sheer chance to get rid of and that's just no fun."
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# ? Apr 13, 2015 22:11 |
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HOOLY BOOLY posted:So Tales of the Arabian Nights came today and holy poo poo is the box bigger than i anticipated! Taking a quick look through the Tales book reveals that i made the right choice in buying this wonderful thing. The thread has mentioned a few times about house rules to make gameplay more bearable, what were those rules? Usually you won't get through an entire day/midday/night cycle in one game, so you are missing out on 1/3 of the potential encounters. As a house rule I like to flip over the time maker at the end of every round instead of when you cycle the entire deck. Some people will tell you to nerf some condition cards, don't listen to them. Tough it out!
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# ? Apr 13, 2015 22:11 |
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Stuff like "If this condition says you can't win while you have it, ignore that clause." It'll be mostly obvious what is a bit lovely for overall enjoyment of the game.
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# ? Apr 13, 2015 22:12 |
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HOOLY BOOLY posted:So Tales of the Arabian Nights ... The thread has mentioned a few times about house rules to make gameplay more bearable, what were those rules? Being sex-changed shouldn't prevent victory. We divided the deck into three piles (morning/evening/night) as we never once went through the whole deck anyway so it was morning all game. edit: I see this was mostly covered. I'm pretty sure the other non-winning cards (such as Scorned) have built-in ways to remove it, but sex-changed was too random and also unflavourful/cruel. rchandra fucked around with this message at 22:14 on Apr 13, 2015 |
# ? Apr 13, 2015 22:12 |
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For Keyflower:quote:Then you just don't bid with the meeple and it won't be put in bag. The person with the tile that gives you a green meeple has a huge advantage already as if the other players want one they have to give you meeples ignored to get it to stop you from having a monopoly.
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# ? Apr 13, 2015 22:26 |
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I've said it before and I'll say it again, Keyflower is an adorable knife fight in a box. Presents this nice, friendly exterior, then someone puts three meeples on the tile you wanted to use and you want them dead. Argent just gives everyone a gun on the first turn and makes it clear you need to use it.
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# ? Apr 13, 2015 22:41 |
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fozzy fosbourne posted:Ewww, I'm having cranium pictionary outburst flashbacks here, someone talk me down. Drawing "ultimatum" seems bad If playing with a bunch of Magic players, I'd draw Nicol Bolas' planeswalker card and point at his third ability. On the other hand, I got "Silt" in a game on saturday and completely blanked on what kind of dirtlike substance it was, so I just shrugged and explained the convenient "Can't loving draw your prompt at all" rule while making guesses.
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# ? Apr 13, 2015 22:44 |
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Archenteron posted:On the other hand, I got "Silt" in a game on saturday and completely blanked on what kind of dirtlike substance it was, so I just shrugged and explained the convenient "Can't loving draw your prompt at all" rule while making guesses. Draw salt with eyes on it. Maybe someone will get it. I need to get this game so drat hard....
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# ? Apr 13, 2015 22:53 |
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In one of my games someone drew a rolling rock and I managed to guess moss correctly
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# ? Apr 13, 2015 23:01 |
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Madmarker posted:Argent is the most Ameritash Eurogame ever made. More so than Hyperborea or Eclipse? Those are both serious Eurotrash/Eurosceptic games.
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# ? Apr 13, 2015 23:06 |
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Tekopo posted:In one of my games someone drew a rolling rock and I managed to guess moss correctly Same here but they were actually drawing a shrub.
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# ? Apr 13, 2015 23:07 |
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HOOLY BOOLY posted:So Tales of the Arabian Nights came today and holy poo poo is the box bigger than i anticipated! Taking a quick look through the Tales book reveals that i made the right choice in buying this wonderful thing. The thread has mentioned a few times about house rules to make gameplay more bearable, what were those rules? Some goon posted this a whiles back and I bookmarked it - https://www.dropbox.com/s/ajvtcjbdg6wzdgt/House%20Rules.md?dl=0 Basically ignore the hidden goal split at the start, negative statuses easier to remove, day/night cycle based on quests instead of the deck. My group's main house rule is the day/night cycle progresses every round (i.e. all players have had a turn).
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# ? Apr 13, 2015 23:33 |
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I've been playing around with the Guilds expansion, and let me just say what an insane card Prince is. Even at 8, getting a good bonus effect is amazing.
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# ? Apr 13, 2015 23:34 |
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Chekans 3 16 posted:I made out like a bandit at the Tabletop Day event I went to, won Magnum Opus, Krosmaster Arena, and Pixel Tactics along with promos and a giftcard. Anyone played Magnum Opus? I had never really heard of it before I won it. Magnum Opus is an alchemy-themed deckbuilder focused around getting ingredients into your deck and doing synthesis. Money persists from turn to turn and is used to get new reagents or do synthesis you already know. There are the standard income-engine cards available. Inspiration is earned from failed rolls and can bump up rolls by 1 per. You're working with an eight-sided die and eight different reagents, done in mystical/physical pairs where one type is 1 money/1 diff to 4/4, and the other is 1/4 to 4/1. Roll the combined difficulty or over to make it happen. There's a 4x4 grid of syntheses seeded at random at the start of the game with three parts of the magnum opus and a selection of others - not all synths happen every game. Synths that aren't the magnum opus will give you multiple reagents or one-shot boosts to your deck. They can also give you enhanced income cards because you're turning lead into gold on the regular. There are also prizes for doing each synth if you're the first one there, usually some kind of lab equipment. Synthesis is done by playing cards to your lab and then using an action card to do the synth and kick things into the discards. Some equipment stays around but might need to be repaired if a synthesis fails. You can do a synthesis that's already been discovered by "buying ingredients" for your lab assistants - you still have to make the roll and get nothing if it fails, but you don't need to get the right cards out of your deck. The Magnum Opus is made of three reagents and you'll find out which three by doing the appropriate synth, which lets you draw a card from the three component decks. The ingredients are obtained as normal, and once you get them all onto your bench and make it, calculating difficulty as usual (and the difficulty can be from 7 to 9), you win the game. I played it and liked it, but that could be because I managed to win.
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# ? Apr 13, 2015 23:42 |
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Tekopo posted:In one of my games someone drew a rolling rock and I managed to guess moss correctly We had a player draw something with a mouth and a dollar bill. We all guessed cashew. It was actually fairy. Pictomania is great.
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# ? Apr 14, 2015 00:13 |
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Fenn the Fool! posted:We had a player draw something with a mouth and a dollar bill. We all guessed cashew. It was actually fairy. Explain.
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# ? Apr 14, 2015 00:28 |
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Jedit posted:Explain. Cashew sounds like a clever way of saying "cash-chew", but instead it was tooth fairy since she takes your teeth and bribes you with money to stay quiet
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# ? Apr 14, 2015 00:30 |
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Cash-chew, makes sense to me. I assume the person was trying to evoke "tooth fairy."
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# ? Apr 14, 2015 00:30 |
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I assume people were thinking cash-you.
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# ? Apr 14, 2015 00:32 |
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# ? May 14, 2024 04:48 |
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Finally got Space Alert on the table, ran through two training missions and a simulation. Holy poo poo guys. Also why is it that you kill a storm by shooting it?
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# ? Apr 14, 2015 01:26 |