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Tournay has been a big hit for my wife and I. We both agreed that building your district feels a lot like Suburbia but a little lighter. Neither of us have really built an engine yet either because we're not great at the game yet or because it plays so fast with two players. It's a mad scramble to lay down nine cards. Maybe engine building was overstated in the reviews. The artwork is lovely. It's a great pick up for $25.
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# ? May 27, 2015 01:43 |
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# ? May 14, 2024 15:22 |
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FingersMaloy posted:Tournay has been a big hit for my wife and I. We both agreed that building your district feels a lot like Suburbia but a little lighter. Neither of us have really built an engine yet either because we're not great at the game yet or because it plays so fast with two players. It's a mad scramble to lay down nine cards. Maybe engine building was overstated in the reviews. The artwork is lovely. It's a great pick up for $25. A better player would beat you by having a good engine vs. you just laying down 9 cards. It's like Race for the Galaxy in that regard. Just because you get to 12 cards first doesn't mean you win, and if you just poo poo a card or two every turn doesn't mean you'll win.
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# ? May 27, 2015 01:46 |
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Yeah, I guess we haven't figured out the finer points yet, but we're having a great time with it.
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# ? May 27, 2015 01:50 |
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FingersMaloy posted:Yeah, I guess we haven't figured out the finer points yet, but we're having a great time with it. I'm not trying to say "lol ur poo poo" just saying that there is more there than what you've found so far.
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# ? May 27, 2015 02:03 |
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Can anyone tell me about Tsuro? My wife and I keep seeing it at stores and whatnot, and she rather likes the cover because it's got "a pretty dragon on the front", but I don't know a drat thing about it, and she keeps bugging me to ask. So, here I am. Good, bad, mediocre, offensively awful, Munchkin, hit me with it.
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# ? May 27, 2015 02:07 |
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Trasson posted:Can anyone tell me about Tsuro? My wife and I keep seeing it at stores and whatnot, and she rather likes the cover because it's got "a pretty dragon on the front", but I don't know a drat thing about it, and she keeps bugging me to ask. It's really pretty but there isn't much to it. Tsuro of the Seas improves on it and makes you sailors that can be eaten by dragons instead of being dragons. It's not awful but it's super light and I don't know how many plays people really get out of it (it's not my sort of game so maybe someone else who likes this sort of thing could respond).
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# ? May 27, 2015 02:12 |
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"that's the one with the dragons that's like the one with the castle's and fields, right?" My wife, comparing Tsuro to Carcassonne. It's alright, a good gateway game or light game that can be played quickly. Tsuro of the Seas is a bit better.
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# ? May 27, 2015 02:14 |
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Tsuro would be an excellent minigame in a larger, better game.
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# ? May 27, 2015 02:35 |
Trasson posted:Can anyone tell me about Tsuro? My wife and I keep seeing it at stores and whatnot, and she rather likes the cover because it's got "a pretty dragon on the front", but I don't know a drat thing about it, and she keeps bugging me to ask. It is a super silly light game that is pretty overpriced for the experience. If it were like $10 or something yeah sure whatever, but for $25 I'd want something a bit more substantive, even something like Carcassonne.
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# ? May 27, 2015 02:35 |
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EvilChameleon posted:It's really pretty but there isn't much to it. Tsuro of the Seas improves on it and makes you sailors that can be eaten by dragons instead of being dragons. It's not awful but it's super light and I don't know how many plays people really get out of it (it's not my sort of game so maybe someone else who likes this sort of thing could respond). I'm on the other side of this. I feel that Tsuro is a quick, elegant little game that scales well and can be learned by the widest variety of people. Tsuro of the Seas is a dumb luckfest that needlessly complicates the original, better, concept.
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# ? May 27, 2015 02:46 |
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Big McHuge posted:I'm on the other side of this. I feel that Tsuro is a quick, elegant little game that scales well and can be learned by the widest variety of people. Tsuro of the Seas is a dumb luckfest that needlessly complicates the original, better, concept. Tsuro of the Seas might be good for children? Tsuro is too, though, and Tsuro of the Seas is not good for adults.
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# ? May 27, 2015 02:59 |
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Big McHuge posted:I'm on the other side of this. I feel that Tsuro is a quick, elegant little game that scales well and can be learned by the widest variety of people. Tsuro of the Seas is a dumb luckfest that needlessly complicates the original, better, concept. Can't you just play Tsuro of the Seas without all the extra crap, effectively making it the original?
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# ? May 27, 2015 03:12 |
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I would get Tsuro if it weren't so much money for what it is. I like it, it'd be a fine thing to pull out to kill just a little bit of time, but at that cost I'll just stick to Love Letter for my emergency quick game.
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# ? May 27, 2015 03:18 |
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fozzy fosbourne posted:Played Terra Mystica 3 more times this weekend, fun times. Nice to play a heavy euro that isn't another (strictly) worker placement and has asymmetrical sides. The interaction is limited but interesting. Although there is some real potential to stuff someone early on. Madeira, imo, has some DNA ties to Terra Mystica, although it's hard to break them down exactly. It's definitely an economic game with a bunch of interconnected systems and a map, as you ask. Your income *is* largely due to your action selection (which, imo, is also mainly true in TM) but, like in TM, you will have an assortment of bonuses to choose from each time you pass rather than opt to take further actions and those bonuses will provide you with additional opportunities/income and will also give you an opportunity to determine which victory conditions you'll be selecting to score for yourself next round. I think it's one of the finest games I've ever played and I learned it this year around the same time as Terra Mystica -- I doubt there's any relationship between the design teams that causes the two to be intertwined, but I know that both games fire the same cylinders in my brain. Highly recommend (as I love both).
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# ? May 27, 2015 04:01 |
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Metro is a much better implementation of what Tsuro is trying to do.
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# ? May 27, 2015 04:37 |
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Big McHuge posted:I'm on the other side of this. I feel that Tsuro is a quick, elegant little game that scales well and can be learned by the widest variety of people. Tsuro of the Seas is a dumb luckfest that needlessly complicates the original, better, concept. Yeah, I like Tsuro every so often and the dragons in Seas just suck all the fun out of it.
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# ? May 27, 2015 05:07 |
I love Galaxy Trucker, and the app is amazing. Some of the dialogue is hilarious. However, now that all my buddies have the app, no one wants to play the actual game. This makes me sad. Maybe I'll buy the other big expansion to entice them back to the table.
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# ? May 27, 2015 06:48 |
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ConfusedUs posted:However, now that all my buddies have the app, no one wants to play the actual game. This makes me sad. Maybe I'll buy the other big expansion to entice them back to the table. Boarders are really, really funny because of the way they can swiss-cheese your ship, so I recommend this a lot.
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# ? May 27, 2015 07:50 |
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I got Tsuro on a con for around 15 dollars (I bought it with Danish moon monies) because the box was damaged. It's a fun filler that plays up to 8 people, but it has very little depth. I'm glad I have it, but I would not recommend getting it for more than 15 dollars.
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# ? May 27, 2015 08:36 |
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Kemet to 10 points honestly feels like just a bit too much. Man that game was exhausting.
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# ? May 27, 2015 09:06 |
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Looking forward to some gaming tonight, going to crack out Homeland and see if it's a worthy replacement for BSG. We'll see how it goes. Getting a serious hankering for some more COIN action as well, only managed to break FiTL out once with other people, which is something that needs to be rectified soon.
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# ? May 27, 2015 16:05 |
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My parents agreed to learning San Juan tonight, I think they'll like it.
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# ? May 27, 2015 16:21 |
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I like Tsuro and I like that it has some cool maths behind it too (the tiles are all 35 possible tiles up to rotation but not reflection). It plays in about 10 minutes, if not less. It plays up to 8, so it's good if you have more people than Love Letter can play.
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# ? May 27, 2015 17:19 |
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Speaking of small and fast games, is the Coup expansion better for big groups or is it still good for say 2-4 players? It's become my go to pub/coffee shop game and people get into it quick, so I was curious about the add-on.
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# ? May 27, 2015 18:33 |
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Bottom Liner posted:Speaking of small and fast games, is the Coup expansion better for big groups or is it still good for say 2-4 players? It's become my go to pub/coffee shop game and people get into it quick, so I was curious about the add-on. The Coup expansion has three independent parts.
McNerd fucked around with this message at 19:20 on May 27, 2015 |
# ? May 27, 2015 19:13 |
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So I guess UDE made some further announcements on the VS system living card game re-release. https://www.boardgamegeek.com/article/19340768#19340768 quote:Welcome to the second part of Upper Deck’s Introduction to Vs. System 2PCG! Today we are going to be looking at some of the things that have changed in Vs. System 2PCG from the original Vs. System TCG. To describe those changes and to provide some insight into the design and development process, we’ve asked Vs. System 2PCG lead designer Danny Mandel to give you a brief walkthrough. Whether you’re a Vs. System veteran looking to return to the game, someone who always wanted to get into Vs. System but felt intimidated or excluded, or maybe even someone who’s never heard of Vs. System and wants to know more about it, this article should serve as a decent primer for how Vs. System 2PCG will play. The battles start soon, so get ready – Vs. System 2PCG launches this summer at Gen Con 2015! I've only played this via the pc and ds games, but I thought it was pretty great. There were some super broken cards but since I wasn't really playing in a competitive meta that didn't bother me.
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# ? May 27, 2015 19:51 |
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Mojo Jojo posted:Anybody have any 2-player recommendations? Beyond Twilight Struggle, which is out of print and sadly not lying around somewhere in the poorly laid out boardgame stacks of my unfriendly local game store.
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# ? May 27, 2015 20:22 |
James The 1st posted:Innovation is amazing with 2. Innovation is kinda crap with any. Why do you say it's amazing?
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# ? May 27, 2015 20:23 |
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silvergoose posted:Innovation is kinda crap with any. Why do you say it's amazing? There's a definite random element as it's a card game, but there is a lot more skill than at first glance. I will say that there's a pretty big learning curve as the strategy only becomes clear when one learns what most of the cards are. A big part to being able to play well is figuring out when to push your scoring advantage or start working on getting to the higher techs. You also need to watch how your icons compare to the other guys's icons and not fall behind. You are right though that Innovation is trash with more than two. Also don't bother with any of the expansions unless you've played the game a lot. James The 1st fucked around with this message at 20:44 on May 27, 2015 |
# ? May 27, 2015 20:41 |
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silvergoose posted:Innovation is kinda crap with any. Why do you say it's amazing? Innovation is definitely a polarizing game. At more than 2, there is literally no way to plan your turns. Don't try, and don't play it with more than 2. At 2, the game has a ton of strategic depth. I know, I know. The game seems totally random: the cards aren't really balanced, and it's technically a shared deck, so there's two strikes against it. I don't think there's actually a third strike, though. There are a number of different strategies for getting out of Age 1; a number of Age 1 and Age 2 cards can shut down Age 7 and later cards. It's the mid-game that gets wonky, but even then, the powerhouses of Coal and Canning are pretty easily shut down by Banking (and a couple other cards, but those are the big ones). There is a lot of deck memorization required, though. Like I said, definitely two strikes, and maybe a third if you don't like this style of design.
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# ? May 27, 2015 20:41 |
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Sherlock Holmes: Consulting Detective: Played some more of this on a trip - it's rare you get a game that's good to play in a car (including the driver) - so that's something. It continues to be a mix of fun mystery solving... and some frustratingly bad decisions and implementation. Colt Express: Just played one game so far, but it seems really good. It's very simple and plays fast, but there's room for a bit of strategy and a lot of shenanigans. You take turns programming your actions face up (the cards are player specific and are played into a shared deck that you then just flip over and resolve - it's quite elegant in practice) - but you don't program very far, and you have discretion during resolution (ie. you have to move, but you can choose which way to move or who to punch or whatever). Sometimes the round card also has tunnels, meaning you play your card that action face down, or bridges where you play two cards at once. Overall, it works out that you don't have to strain very hard thinking out where people are (often you won't know), but you still have a reasonable amount of agency. There's little player powers for each character that are appropriately thematic - and between that and the different round cards (some of which have little "events") I feel like there's enough variety to support a reasonable number of plays. The little train is great, as are the little cactuses and what not. The art is not great, but doesn't - I don't think - dip into Sentinels territory where it becomes a distraction. Not a terribly deep game - but I'll definitely play this a few times with my regular group, then get a few more plays out of it with my kids.
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# ? May 27, 2015 20:41 |
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I picked up one of Victory Point's new games, Frontier Stations. It's a pretty solid co-op. The general idea is that you and your other players are all running a network of frontier stations (naturally). On your turn, you roll a die for your energy and to activation station locations and threats. Station locations generate resources when they have a number come up, threats consume them. You can use the rolled energy to buy new locations, upgrade existing locations, or put it into removing threats from play. There's a balancing act between getting locations that will get you more stuff to work with later and risking losing stuff you don't have as much of to threats. If you ever can't spend a threat's consumed resource, everyone loses. There's a threat area in between each player that only those two players can spend resources on or against. A new threat is added to your left threat area at the end of each of your turns, so they add up quickly. Once you get halfway through the stack of 'early' threats, you start drawing 'late' threats and rolling 2d6, changing the probability of locations and threats. That 11-12 Politics threat card you drew on turn 1 and ignored is now much scarier. My group really enjoyed it. Play is pretty smooth and there's a lot of tough decisions to be made. I was a bit worried the dice were going to be too swingy, but they really exist to give threats and locations weight in your decisions based on how frequently the numbers will come up. That location that activates on a 1 or 2 is great early, but really unlikely to be used for more than stored resources by the end. Definitely worth checking out. I mean, we lost with like 5 threats left, but we still had a good time. Echophonic fucked around with this message at 21:10 on May 27, 2015 |
# ? May 27, 2015 21:07 |
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Big McHuge posted:I'm on the other side of this. I feel that Tsuro is a quick, elegant little game that scales well and can be learned by the widest variety of people. Tsuro of the Seas is a dumb luckfest that needlessly complicates the original, better, concept. I agree that Tsuro of the Seas is definitely mostly luck, but we've had a lot of fun with it partly due to two house rules. First, even if you're out you still get to move the dragons like you would have during your turn. Keeps people less bored while waiting for the round to end. Second, while a single boat crashing into a dragon will still be killed as per normal, if two boats would hit it, the dragon is killed instead. We called it 'friendship mode' and its more fun because you get people trying to group up together to kill the dragons instead of just trying to get as far away as possible, and sometimes they would even plan together to make it happen. Make for one of those 'cheer and high five' moments instead. I still would only get it on sale, but depending on the group there is fun to be had.
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# ? May 27, 2015 22:18 |
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Innovation plays like a version of Fluxx that was never playtested. Don't play it.
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# ? May 27, 2015 23:04 |
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Magnetic North posted:Innovation plays like a version of Fluxx that was never playtested. Don't play it. As soon as you explain to me how you can consistently win at Fluxx, I'll believe what you said here.
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# ? May 27, 2015 23:29 |
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OmegaGoo posted:As soon as you explain to me how you can consistently win at Fluxx, I'll believe what you said here. A strange game.
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# ? May 27, 2015 23:47 |
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OmegaGoo posted:Innovation is definitely a polarizing game. At more than 2, there is literally no way to plan your turns. Don't try, and don't play it with more than 2. It's boring as gently caress and if you don't know exactly what can come up in advance you cannot possibly beat or even pretend to compete with someone who does.
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# ? May 27, 2015 23:53 |
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I can actually win more consistently at Fluxx than at Innovation. Winning at Fluxx largely revolves around hand management and fishing for engine/disruption rules as is available to you. The deck is easier to learn because the cards are more clearly categorized than Innovation. On a sidenote, Innovation's 3rd strike is that the basic card economy is just loving terrible. Even Race, which I hate for its luck factor, lets me draw 5 cards with a single basic action. Unpowered searching is so weak and glacial that is utterly magnifies the luck element in Innovation. At least in Fluxx, an opponent who plays Draw 4 makes everybody Draw 4 for the most part instead of being given a straight advantage off the bat.
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# ? May 27, 2015 23:56 |
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Innovation has the same problem as Race for the Galaxy: in order to plan, you have to know the cards. However, there are vastly fewer cards in Innovation than Race for the Galaxy. What I'm saying is that Race for the Galaxy is garbage and that Innovation is less garbage. I wouldn't recommend either of them to a new player though. I actually like Innovation, but I happened to learn it before I knew how obnoxious the learning curve would be. I wouldn't put up with the same climb again. Corbeau fucked around with this message at 00:17 on May 28, 2015 |
# ? May 28, 2015 00:15 |
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# ? May 14, 2024 15:22 |
OmegaGoo posted:As soon as you explain to me how you can consistently win at Fluxx, I'll believe what you said here. I consistently win at Fluxx by not playing Fluxx. Innovation has some of the worst terminology I've ever seen in something that isn't a JRPG.
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# ? May 28, 2015 04:28 |