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gutterdaughter
Oct 21, 2010

keep yr head up, problem girl

Poison Mushroom posted:

That almost sounded interesting right up until that part.

I swear, I will have "roll to move is a lovely, lazy mechanic" carved into my headstone.

Septikon: Uranium Wars is an alright proof-of-concept that even roll-and-move can be an interesting mechanic.

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Bubble-T
Dec 26, 2004

You know, I've got a funny feeling I've seen this all before.
Forbidden Stars (Warhammer 40K game) rules are up. Looks both less interesting and less elegant (lol) than Chaos in the Old World, probably a pass for me.

edit: lol each combat plays out up to 3 times and only involves two players, that's going to be fun in 3+ games :geno:

Bubble-T fucked around with this message at 05:20 on Jun 4, 2015

EvilChameleon
Nov 20, 2003

In my infinite money,
the jimmies rustle softly.

Bubble-T posted:

Forbidden Stars (Warhammer 40K game) rules are up. Looks both less interesting and less elegant (lol) than Chaos in the Old World, probably a pass for me.

edit: lol each combat plays out up to 3 times and only involves two players, that's going to be fun in 3+ games :geno:

GW actually let them make a game with not-totally-garbage minis? I don't understand the FFG business model. They oversaturate their own markets.

Lottery of Babylon
Apr 25, 2012

STRAIGHT TROPIN'

*sees tragedy looper mentioned and begins mashing keyboard furiously* No, I hate anime the most!!

snuff
Jul 16, 2003

Tendales posted:

It's looks like Z-Man's french overlords are putting out feelers about de-animeing Tragedy Looper.



Where do I press B?

Fate Accomplice
Nov 30, 2006




Played two games tonight:

Colt Express Spiel nominee, 2nd play, first with 5, second with 6

Colt Express is a good game. it's fun, it's easy to learn and teach. There's not much to it. The choices you have aren't too complex and there really isn't too much planning you can do because you don't know the actions the other players have available, so the best you can do is make your best choice and hope it works out.

I've played it twice now and I plan on selling my copy to the first person who wants it. I'd play it again, but I'd rather play something else.

Aztlan A deceptively simple area control game. First time playing it, and it was great.

The map has 5 different land types as well as impassable water spaces.

Each player has a hand of cards 4-9. 4 is wild, each other is associated with one of the land types. each round (there are 5), each player places one of their cards face down. then you take turns placing one new dude anywhere you want (each round each player gets 8-(round number) dudes) on the board and optionally move any of your dudes to an adjacent space.

After all the moves are done, you resolve conflicts in spaces where there are multiple players' dudes. each player turns over their chosen card, and that card's value is the strength of each of their dudes for that round. whoever sums to the most power gets to decide whether to kill off all the other players' dudes. If they let them live, they get a bonus card that gives extra points at the end or other benefits.

then you score. for each contiguous region you control, you score 1 point for each space in the region, plus the square of the number of spaces in that region that match the card you played that turn.

It was intense. The decreasing number of actions each turn (7 down to 3 in the last round) is crazy limiting. after round 2 no one skips a move without thinking super hard about it.

I've owned it for 2 year and finally played it. Definitely keeping for a few more plays.

Lottery of Babylon
Apr 25, 2012

STRAIGHT TROPIN'

What's the plan for the retheme, announce that literally everyone who had enough interest in the game to buy it isn't allowed to buy the expansions? This market research stuff is the sort of thing you're meant to do before you release a game, not a year after the fact.

rchandra
Apr 30, 2013


Doesn't seem to have hurt Pandemic.

BonHair
Apr 28, 2007

I actually bought Pandemic twice because I couldn't get expansions for my first edition. Then I sold the first edition though.

Both TL artworks are terrible. I hate Anime in general, but I would rather the anime artwork than that godawful generic crap.

Bottom Liner
Feb 15, 2006


a specific vein of lasagna
I would definitely buy a version of Tragedy Looper with that new art style. It may be generic, but it's not offensive or off putting to anyone.

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


Bottom Liner posted:

I would definitely buy a version of Tragedy Looper with that new art style. It may be generic, but it's not offensive or off putting to anyone.
*brings out copy of anime tragedy looper*

"What is this?! Is this...anime?! Don't you know anime killed my wife?!"

People being offended at pretty generic anime art :psyduck:

Stumiester
Dec 3, 2004

"Music expresses that which cannot be said and on which it is impossible to be silent."
I have a copy of anime Tragedy Looper. If given the choice I would definitely get the non-anime one, but I wouldn't return my copy to get it.

I can see both sides - I personally dislike anime art and would usually avoid a game featuring it, but a) tragedy looper is a sufficiently "gamers game" (ugh) that anyone interested in playing it is unlikely to be put off by art style and b) its a pretty inoffensive version of the style.

The one problem I have with the art is to do with clarity - I think the paranoia and intrigue tokens are much too similar, and every time I've played there have been issues distinguishing them because both are mainly black with a pattern in a dark colour. You can see it in this bgg pic: https://boardgamegeek.com/image/2277550/tragedy-looper with pink being goodwill, black with purple hints being paranoia, and black with gold hints intrigue. In good light, while separated its ok, but piled on cards in a less bright environment... not good.

Also, I have moved the boy student thinking he was the girl at least once :sweatdrop:

Broken Loose
Dec 25, 2002

PROGRAM
A > - - -
LR > > - -
LL > - - -
What I don't understand about the hatred for Tragedy Looper's "anime" "theme" is that (A) they're okay with the exact same game with the exact same setting and the exact same characters and the exact same everything except with smaller eyes and (B) the game is made in goddamn Japan.

You're literally just xenophobes. That's it. Tragloop has no maids, no harems, no special attacks, no panty shots, no excess of belt buckles, no bouncing breasts, no anthopomorphic animals, no giant robots, no clones of hitler, and absolutely nothing that people find offensive about anime. The only thing the game has that sets idiots off is that it's a Japanese game and the art was drawn by a Japanese person in traditionally Japanese style. How goddamn transparent can you be?

Single Tight Female
Jan 17, 2008

Medium Style posted:

I played the tutorial scenarios for both Star Wars: Armada and Heroes of Normandie recently. Surprisingly I enjoyed Heroes more and I'm interested in playing again, while Armada not so much. Heroes seemed smooth while Armada seemed clumsy. There's hardly any discussion out there for Heroes though, and not much praise. It's rated relatively poorly on BGG. What's the critique? Is there a mess of problems waiting for me beyond the tutorial? Do I have bad taste in wargames?

Neat, looks like I might be one of the only people in here to have played a decent amount of HoN. Personally I love it, even though I don't get to bring it to the table often enough. A certain amount of the ratings can probably be attributed to the actual production of the game, delayed kickstarters, lots of errors in the base game and first run of expansions, etc. There were enough mistakes to justify releasing a punchboard just of fixed tiles, which says a lot. Similarly, the original rulebook/scenario book aren't great and have been updated with corrections and clarification segments.

The actual framework of the game is totally solid though. The scenarios have plenty of replayability, and it's really easy to make your own custom game with the stuff you're given. The base box has lots of content and the deck of cards each side gets adds another element of army building which is neat. One time I had two friends interested in a game so I just put down 4 random tiles, said "ok you have 300 points each, you spend them like this, we'll start playing in 30 minutes" and somehow the game not only worked, but was actually really close and exciting. Being able to just fudge a deathmatch like that and have it work fine speaks to the overall design I feel.

Broken Loose
Dec 25, 2002

PROGRAM
A > - - -
LR > > - -
LL > - - -

Bubble-T posted:

Forbidden Stars (Warhammer 40K game) rules are up. Looks both less interesting and less elegant (lol) than Chaos in the Old World, probably a pass for me.

edit: lol each combat plays out up to 3 times and only involves two players, that's going to be fun in 3+ games :geno:

poo poo, this looks better than it did before.

Frame of reference: I'm a pretty big fan of the StarCraft Board Game also by Fantasy Flight. It's very appropriate that they chose 40k for what would essentially be Starcraft 2.0.

Major differences from StarCraft:
  • Workers no longer exist. Minerals -- now "Materiels" (sic) are automatically generated, and Vespene Gas is no longer a thing. Instead of Gas, there are multiple "funny" resources that a planet can generate, called Assets. Assets range from Forge tokens (which you collect and can spend to build powerful units) to tokens that can be redeemed for combat or building bonuses.
  • The map changes shape constantly. The tiles are square instead of the weird planet space thing from SC, and there are barriers that block access to other tiles which shift at the end of each turn.
  • Combat cards no longer always give a flat numerical bonus if you match unit types. Instead, they have unique abilities that may resolve if you have any of many possible specified units on the card.
  • Combat uses dice to augment combat cards. Dice can provide Attack, Defense, or Aquila icons (which can be spent to power Combat Card special effects). You can gain these icons without dice, as well.
  • Victory is much more decisive. Think Risk Legacy. There are planets which give a VP if conquered, and you win if you get as many VP as there are players. Hopefully this means a shorter game.

This is very 2015 Fantasy Flight, which means I begrudgingly (despite a disdain for the company and a disgust overall for Warhammer) have to admit that the game looks pretty goddamn good for a space wargame thingy. It's Starcraft 2.0 in a good way. gently caress everything.

Archenteron
Nov 3, 2006

:marc:

signalnoise posted:

OK, someone give me quick rundowns of how Elysium, Argent, Shogun, and Evolution are played

5 round game. A public market of (3x players +1) random cards is flipped up at the start of each round, each card is ranked 1-3 in one of 5 suits (out of 8, chosen randomly each game). Each suit has its own general theme of powers. On your turn, you take a card (or next-turn-order/money/scoring-actions tile) if you have the matching colored column/s (You start each round with 4 different colored columns) shown on a card, then discard one column of your choice. Once everyone's taken 3 cards and a next-turn-tile, the round ends, people take scoring actions, the market is cleared and refreshed, the tiles go back, and everyone gets their columns.

Every card, besides its rank and suit, has a power: either once per round on your turn, once on acquirement, once per game on your turn, at round end, some goofy-rear end synergy thing (once per round but only if you have 2+ of the synergy type cards), or endgame scoring modifier. You use these powers to get more resources/screw over other people/get more vp/etc.

The main way to get points in the game is to move your cards from your tableau into the scoring zone, either building 1-2-3 straight flushes, or 1-1-1-1-1/2-2-2-2-2/3-3-3-3-3 sets from one of each suit. You can move X cards into the scoring zone each round where X depends on your end-of-round tile choice and/or other cards giving you powers. Card powers (except for game-end-scoring ones) only work when they're in your tableau, and they turn off when they're in scoring.

It's this strange not-quite-hybrid of 7 Wonders and Race for the Galaxy, but unlike both of them, has a completely functional 2 player game without needing all sorts of strange extra action and/or dummy player rules.

Tevery Best
Oct 11, 2013

Hewlo Furriend

Mister Sinewave posted:

Oui SVP, enfin

gently caress you, I hate you.

Content: I think alt-art Tragedy Looper is a good idea as an alternative, but not as the only option, and I doubt anyone will ever consider it sane from a business point of view to release two versions of the same game on the same market.

Tevery Best fucked around with this message at 10:06 on Jun 4, 2015

Bubble-T
Dec 26, 2004

You know, I've got a funny feeling I've seen this all before.

I've never played Starcraft so I guess if it's a better version of that it'll make people happy. One of those games that always comes up as being unfortunately out of print.

bobvonunheil
Mar 18, 2007

Board games and tea

Broken Loose posted:

This is very 2015 Fantasy Flight, which means I begrudgingly (despite a disdain for the company and a disgust overall for Warhammer) have to admit that the game looks pretty goddamn good for a space wargame thingy. It's Starcraft 2.0 in a good way. gently caress everything.

If it's 2015 FFG then we can probably expect it to ship with 4 manuals and have a gazillion mini-expansions that add one or two new units for each race or something.

FFG are really positioning themselves as Better-Than-GW and I'm not sure if I mind that.

Broken Loose
Dec 25, 2002

PROGRAM
A > - - -
LR > > - -
LL > - - -

bobvonunheil posted:

If it's 2015 FFG then we can probably expect it to ship with 4 manuals and have a gazillion mini-expansions that add one or two new units for each race or something.

FFG are really positioning themselves as Better-Than-GW and I'm not sure if I mind that.

The game could easily support new factions, and whatever. If FFG realized that people didn't like the length and lack of agency of its games from last decade, then I cannot fault them for trying to fix those things.

Now, as far as the theme goes, it's still poo poo. However, I will stick by my guns yet again and give this mechanically promising game a fair chance in the name of objectivity, no matter how terrible the theme is.

bobvonunheil
Mar 18, 2007

Board games and tea

Broken Loose posted:

The game could easily support new factions, and whatever. If FFG realized that people didn't like the length and lack of agency of its games from last decade, then I cannot fault them for trying to fix those things.

Now, as far as the theme goes, it's still poo poo. However, I will stick by my guns yet again and give this mechanically promising game a fair chance in the name of objectivity, no matter how terrible the theme is.

Is it just 'It's WH40K' you have a problem with theme-wise or is there something else?

WH40K seems pretty well suited to interplanetary space battles is all

Stelas
Sep 6, 2010

bobvonunheil posted:

WH40K seems pretty well suited to interplanetary space battles is all

R... really?

This is actually a 100% honest question. I'm not into Warhammer worth a drat but literally everything I've seen from it in the last decade from them has been landbased. There never seems to be much word of spaceships, it's all Ork Battlewagons and guys in twelve-foot armor.

Zveroboy
Apr 17, 2007

If you take those sheep again I will bury this fucking axe in your skull.

Stelas posted:

R... really?

This is actually a 100% honest question. I'm not into Warhammer worth a drat but literally everything I've seen from it in the last decade from them has been landbased. There never seems to be much word of spaceships, it's all Ork Battlewagons and guys in twelve-foot armor.

One of Games Workshops's so-called "specialist" games was Battlefleet Gothic which wasn't too disimilar from Star Wars: Armada in that you put together a fleet of ships (up to a certain points value) ranging from small monitors and destroyers up to massive capital ships. The ships are generally quite ungainly and require forward planning as to their movements to prevent then either crashing into an asteroid or so they can bring the correct firing arcs to bear. You would assign orders to each ship on each turn which required some thinking about what your opponent might do as well. If you thought your enemy was able to unleash a cripping broadside you can order "Brace for Impact!" which would help mitigate some of the damage for example.

Since Warhammer 40,000 is the main focus of GW though it's not surprising that the space combat side has been completely forgotten. It's a shame really, because Gothic was a good game and space combat in Warhammer 40K is pretty loving metal. The biggest capital ships can be dozen of kilometers long, Imperial ships might be stylised as massive cathedrals (worships the God-Emperor while you fight!) while ships belonging to Chaos might have no human crew and are entirely operated by a daemon that possesses the entire ship Event Horizon-style.

Zveroboy fucked around with this message at 12:49 on Jun 4, 2015

bobvonunheil
Mar 18, 2007

Board games and tea

Stelas posted:

R... really?

This is actually a 100% honest question. I'm not into Warhammer worth a drat but literally everything I've seen from it in the last decade from them has been landbased. There never seems to be much word of spaceships, it's all Ork Battlewagons and guys in twelve-foot armor.

Well, it has about the same level of focus on land-based combat as Starcraft, and that didn't stop Starcraft. There are plenty of references to space travel in the roleplaying games, computer games and codices, even if it doesn't always come out in the tabletop games.

Dr. Lunchables
Dec 27, 2012

IRL DEBUFFED KOBOLD



signalnoise posted:

OK, someone give me quick rundowns of how Elysium, Argent, Shogun, and Evolution are played

Shogun is an area control game with an interesting action selection mechanic. Each player board is separated into something like ten areas that range from "build a building" to "attack an adjacent area" to "be a dick to the peasants for food". If you control an area, you gain that area card, which you then place onto your player board to select that action. So if you have the Tokyo card and place it on the "attack A" area, your units in the Tokyo space can attack an adjacent area. The action resolution is determined each round by a deck of cards, with I think the first three being visible, and the next seven being face down. This means that everyone will do the same action at the same time, but only in areas they control. Because of the card selection, it also means you can't issue orders to the same area twice.

Battles are resolved in a big cube tower, which operates similarly to a dice tower, but with horizontal baffles that sometimes catch and trap the cubes in the tower. If more of your cubes fall out of the bottom than your enemy's, you win. There are also peasant cubes which are generated from stealing their rice. When you fight, each peasant cube negates an attacking cube.

Anyway it's a good game and the cube tower allows you to not take he battles too seriously, because sometimes the peasants come out of the tower and gently caress up your attack, even when you've done nothing to upset them.

(Forgive any misremembered rules, I'm not looking at the manual right now.)

silvergoose
Mar 18, 2006

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




It is really, really funny when you go into a huge battle with a large army vs a piddling force and WHAM two of their cubes come out, only one of yours comes out, and three peasants wreck everyone's poo poo. But then you know like six of your cubes are just sitting in there, waiting for you to send a lone warrior into battle and have him conquer a city with some spies that had snuck in beforehand, waiting, seething.

Jedit
Dec 10, 2011

Proudly supporting vanilla legends 1994-2014

Archenteron posted:

It's this strange not-quite-hybrid of 7 Wonders and Race for the Galaxy, but unlike both of them, has a completely functional 2 player game without needing all sorts of strange extra action and/or dummy player rules.

Simpler version: it's five suit rummy with special powers that only work before you score the card.

Dr. Lunchables
Dec 27, 2012

IRL DEBUFFED KOBOLD



silvergoose posted:

It is really, really funny when you go into a huge battle with a large army vs a piddling force and WHAM two of their cubes come out, only one of yours comes out, and three peasants wreck everyone's poo poo. But then you know like six of your cubes are just sitting in there, waiting for you to send a lone warrior into battle and have him conquer a city with some spies that had snuck in beforehand, waiting, seething.

Watching a huge numerical advantage get pissed away because of the tower is both amusing and appropriate. I like to imagine that a handful of samurai got lost and then just see a fight in the distance and run in swinging swords without looking at who's actually fighting

Some Numbers
Sep 28, 2006

"LET'S GET DOWN TO WORK!!"

Bottom Liner posted:

I would definitely buy a version of Tragedy Looper with that new art style. It may be generic, but it's not offensive or off putting to anyone.

Please enumerate what is offensive about the art style of Tragedy Looper. I am 100% serious, because I am baffled as to how it is offensive.

Dr. Lunchables
Dec 27, 2012

IRL DEBUFFED KOBOLD



Some Numbers posted:

Please enumerate what is offensive about the art style of Tragedy Looper. I am 100% serious, because I am baffled as to how it is offensive.

Devils advocate, but he only said the new version wasn't, not that the old version was. Honestly, I think the same sentiment could be expressed for the old art style.

Dre2Dee2
Dec 6, 2006

Just a striding through Kamen Rider...

Bubble-T posted:

Forbidden Stars (Warhammer 40K game) rules are up. Looks both less interesting and less elegant (lol) than Chaos in the Old World, probably a pass for me.

edit: lol each combat plays out up to 3 times and only involves two players, that's going to be fun in 3+ games :geno:

I havent played Starcraft, so I dont know if this is the same mechanic there, but my guess is battles were taking too long to play till one side is totally annihilated, so 3 turns was the compromise.

As long as they eventually add the Dark Eldar, I will gladly buy every expansion

Rutibex
Sep 9, 2001

by Fluffdaddy

Some Numbers posted:

Please enumerate what is offensive about the art style of Tragedy Looper. I am 100% serious, because I am baffled as to how it is offensive.

It's anime? Anime is it's own genre, so Tragedy Looper is a time travel as well as anime themed game. People would prefer a game that only has a time travel theme. That way you can break it out and be like "lets play this awesome time travel game!" and people won't get confused and be like "That's not time travel, that's an anime game!":confused:

snuff
Jul 16, 2003
Tom Vasel gets it. I don't know why it's so hard for goons to understand that normal (non japanese) people find anime offputting.

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


I think people want to know WHY people find it off-putting, in terms of the art that is currently present within Tragedy Looper, except for a knee-jerk reaction because there is other anime out there which IS offensive.

silvergoose
Mar 18, 2006

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




I mean, I find 1600s European portraits off-putting in museums cause they're boring as gently caress, but I don't translate that into finding 1600s European themed board game art off-putting. Maybe these people are just ignorant and dislike things without any good reason at all?

Madmarker
Jan 7, 2007

Tekopo posted:

I think people want to know WHY people find it off-putting, in terms of the art that is currently present within Tragedy Looper, except for a knee-jerk reaction because there is other anime out there which IS offensive.

Agreed, Tragedy Looper has well drawn, colorful art. I am amazed people are put off by it.

I find John Kovalic's art off putting. His art is bad, unlike the Tragedy Looper Artwork.

Lichtenstein
May 31, 2012

It'll make sense, eventually.
Anime: it's just fun!

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


Madmarker posted:

Agreed, Tragedy Looper has well drawn, colorful art. I am amazed people are put off by it.

I find John Kovalic's art off putting. His art is bad, unlike the Tragedy Looper Artwork.

Dr. Lunchables
Dec 27, 2012

IRL DEBUFFED KOBOLD



The best criticism I've read so far is about the functionality of the tokens and stuff. Different shaped counters could work as well as different art, and I hope that gets updated. I could give a poo poo about the character art though, the game would be well served with cards that just said "student" or "killer"

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Bubble-T
Dec 26, 2004

You know, I've got a funny feeling I've seen this all before.
I'm not completely averse to Japanese animation, I like Ghibli movies and remember Ghost in the Shell being ok (having not watched it in ~15 years..), tragedy looper's art still evokes too much goddamn childish waifu bullshit media and its fans for me to see it as anything better than a slight negative, sorry.

The alternate art is also terrible but it's terrible in a "I don't know anyone who likes or cares about this at all" way rather than a "I know a ton of man children who like this stuff" way.

edit: being better than kovalic is not much of an achievement.

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