Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
Some Numbers
Sep 28, 2006

"LET'S GET DOWN TO WORK!!"

Rocko Bonaparte posted:

As I understand it, when you take a warfare or colonize role, you pick one particular aspect of that role to do. So you can either make fighters/take over a planet for warfare, or tuck in colonize cards/take over a planet with colonize. You can't, say, use 3 warfare cards to make fighters and then use a 4th in that role to take over the planet. Where it gets goofy is the leader bonus. I was lead to believe that despite all the card crap, people could choose to follow you in that "subrole." So if you play the warfare role to attack a planet, other people could then follow and attack a planet if they had one. If the followers wanted to instead, say, produce fighters, then they had to dissent. Does this seem correct with current thinking? I ask because I know it is not written that way, but some discussions made me think this was correct.
Very wrong. The leader bonus is literally "if you lead this role, you can do this." If a player follows, they get the main part of the role. If they dissent, they draw a card.

quote:

I also got completely mixed up at the end on what happens with boosters from cards--particularly colonize boosters. If somebody had a card with a colonize boost on it, and a planet needing 3 colonies, then I presumed they only needed to use 2 colonize cards on the planet. The third could implicitly come from their extra, although they'd still need one more colonize card to actually settle the planet in the settle role. Or is that wrong? If so, what good are those colonize boosters? It's not like warfare boosters were you can just point at them when making more fighters and go to town.
That is correct, a Colonize symbol on a planet reduces that player's Colonize costs by 1.

Adbot
ADBOT LOVES YOU

CaptCommy
Aug 13, 2012

The fool doth think he is wise, but the wise man knows himself to be a goat.
Does anyone want a $10 off coupon to GMT Games? I got one from the TS kickstarter that I've got no use for, so first person to reply (that has PM's or leaves their email) gets it. Please only claim it if you plan to use it, obviously.

Edit: And it's claimed.

CaptCommy fucked around with this message at 05:11 on Jan 4, 2016

gutterdaughter
Oct 21, 2010

keep yr head up, problem girl

CaptCommy posted:

Does anyone want a $10 off coupon to GMT Games? I got one from the TS kickstarter that I've got no use for, so first person to reply (that has PM's or leaves their email) gets it. Please only claim it if you plan to use it, obviously.

Yooooooo.

EDIT: To make this less of a non-post, I've found the later Catan games (like Settlers of America, Merchants of Europe, and Catan: Explorers and Pirates) to be much better than base Catan, partly because they have mechanics to soften the bad dice--the gold mechanic in all three games, and the exploration rewards in E&P. You're always making some economic progress, and the dice distro/number control just accelerates your production, rather than gating it entirely. It's still a swingy chunk of bullshit, don't get me wrong, but it's at least a less frustrating swingy chunk of bullshit.

Explorers and Pirates is probably the best of the bunch, because the multiple victory paths actually incentivize you to use the trading mechanics, which were supposed to smooth the RNG imbalances in the first place. Oh, I'm getting shafted on resources for city building? Cool, how about I divest myself of all this brick to the actual successful city-builder, in exchange for some extra sheep to work on constructing boats to go harvest fish?

'Course, that means buying a $50 expansion to fix a $45 game, and at that point you could've just bought a game that worked right the first time.

gutterdaughter fucked around with this message at 05:30 on Jan 4, 2016

Bottom Liner
Feb 15, 2006


a specific vein of lasagna

Rocko Bonaparte posted:



Meanwhile, we also decided the rules for Carcassone: Hunters and Gatherers are a little goofy. The rules at mention scoring for, say, the fisherman is the player "who alone controls" the river gets points. It implies if you wind up with two fishermen on one river by connecting separate rivers that nobody scores, but we assumed from seeing some other Carcassone stuff that was wrong.



Ignoring all of your issues with Eminent Domain, which is pretty drat straightforward, how can you read the rules, decide they're goofy, then declare them wrong? Blocking is a huge part of Carcassone and that's exactly what that rule is talking about.

FISHMANPET
Mar 3, 2007

Sweet 'N Sour
Can't
Melt
Steel Beams

FISHMANPET posted:

How well do you guys think kids are able to grasp deck building games? I've got a sort of nephew who's 13 and I think really smart, but not really educated (it's complicated) who also likes trains. I've got the game Trains that says ages 12 and up but I'm wondering if you guys think he'll be able to grasp the concept or not.

Trip report, opened the box, started explaining, he's like "oh it's like Dominion." Now my mom and her boyfriend, on the other hand...

Eventually they got it, fun was had by all.

Some Numbers
Sep 28, 2006

"LET'S GET DOWN TO WORK!!"

quote:

Meanwhile, we also decided the rules for Carcassone: Hunters and Gatherers are a little goofy. The rules at mention scoring for, say, the fisherman is the player "who alone controls" the river gets points. It implies if you wind up with two fishermen on one river by connecting separate rivers that nobody scores, but we assumed from seeing some other Carcassone stuff that was wrong.

Wow, in my haste to correct you on EmDo, I completely missed this. Each river network can only have one fishing hut. Once someone drops a hut, no one else can place on that network.

I don't remember what happens if two networks end up getting connected, but yeah, it's probably that no one gets the points.

The General
Mar 4, 2007


Always played as most gets the points, or everybody tied gets them. Though that's for base carc, can't imagine any others being different.

Ralp
Aug 19, 2004

by Jeffrey of YOSPOS

Rocko Bonaparte posted:

We tried a 4-player game of Eminent Domain last night, with a lot of confusion. I had been playing according to my own perceived adjustments I read on BoardGameGeek, and nobody else had played before who could say otherwise. I spent most of the game trying to keep everything straight with everybody and blew my score horrifically. A noble sacrifice. I am also pretty sure I screwed up all the adjustments too.

As I understand it, when you take a warfare or colonize role, you pick one particular aspect of that role to do. So you can either make fighters/take over a planet for warfare, or tuck in colonize cards/take over a planet with colonize. You can't, say, use 3 warfare cards to make fighters and then use a 4th in that role to take over the planet. Where it gets goofy is the leader bonus. I was lead to believe that despite all the card crap, people could choose to follow you in that "subrole." So if you play the warfare role to attack a planet, other people could then follow and attack a planet if they had one. If the followers wanted to instead, say, produce fighters, then they had to dissent. Does this seem correct with current thinking? I ask because I know it is not written that way, but some discussions made me think this was correct.

I also got completely mixed up at the end on what happens with boosters from cards--particularly colonize boosters. If somebody had a card with a colonize boost on it, and a planet needing 3 colonies, then I presumed they only needed to use 2 colonize cards on the planet. The third could implicitly come from their extra, although they'd still need one more colonize card to actually settle the planet in the settle role. Or is that wrong? If so, what good are those colonize boosters? It's not like warfare boosters were you can just point at them when making more fighters and go to town.

Some more trivia: one of the players got the colony drop ship scenario, and we realized we completely hosed that up afterwards. He was taking a colonize card from the stack each turn. I probably would have one then because the game ended right when Rocko's death machine was spinning up. However, he was taking a colonize card per turn until they depleted.

The Colonize role is +1 colony per colonize icon. This means gain one Colonize card from the stacks, boost it with any number of cards from your hand with colonize icons, then tuck them all under any number of face-down planets. The Leader bonus is "may settle one planet instead". This means instead of doing that, gain one Colonize card from the stacks (don't tuck it anywhere), and flip over one face-down planet that already has the required number of colonies tucked under it. The cards that were tucked go into your discard pile, and during your cleanup phase so does the card you gained.

All the other players get to Follow (or Dissent) your Colonize role regardless of which of these you chose to do. If they do Follow, they can only do the "+1 colony per colonize icon" role and tuck colonize icons from their hands, obviously, because it's the Leader bonus that allows "may settle one planet instead". (There's a tech card that lets a player use the Leader bonus when Following, though)

Colonize icons present in your empire (either on face-up planet cards or on a few permanent techs) are described explicitly in the rules. They just permanently lower the number of tucked colonies required to settle planets. The Colony Ship tech card makes colonies work more like fighters: instead of tucking them under a planet, you can just tuck every colony icon under the Ship card itself, and later freely redeploy them to any planet that you are ready to settle. Plus, as a free action once per turn, you can tuck one card with a colony icon under the Colony Ship.

Ralp fucked around with this message at 06:55 on Jan 4, 2016

Rocko Bonaparte
Mar 12, 2002

Every day is Friday!
I'll respond to different topics in different posts. Carcassonne here:

Some Numbers posted:

Wow, in my haste to correct you on EmDo, I completely missed this. Each river network can only have one fishing hut. Once someone drops a hut, no one else can place on that network.

I don't remember what happens if two networks end up getting connected, but yeah, it's probably that no one gets the points.

The rivers got connected after the huts were placed. Same for the fisherman. At any case, I was talking about the fishermen, because it was pretty clear in the end-of-game table that everybody got the same points if they wound up on a single, unified river.

I finally have the manual here again. In the river section they have a section that is using just fishermen, not huts, so I assume the section is particular to fishermen. Huts are two pages away.

quote:

A player who alone occupies a completed river scores 1 point for each river tile, as well as 1 point for each fish in any lake terminating that river
Actually, looking at that, we might be goofing that too, since we gave points for every fish regardless of termination. I think that is incorrect because there are tiles that have two ways in and out that still have fish in them. What the hell good are those tiles then since they aren't terminating? Anyways, the "who alone occupies" is what got us wondering.

There's a separate section asking "What happens when multiple tribe members occupy one completed river or forest?" Apparently, the one with more members will score it, and they share otherwise. So I guess I just answered my own questions on that after finding that section again.

The end-of-game section mentions huts share points too.

Bottom Liner posted:

Ignoring all of your issues with Eminent Domain, which is pretty drat straightforward, how can you read the rules, decide they're goofy, then declare them wrong? Blocking is a huge part of Carcassone and that's exactly what that rule is talking about.
The first time we played it a long time ago, we were fresh and did it the way we saw it. We had seen some videos on other Carcassonne variants that implied the way we were doing it was the mechanic. I think rivers in this one are similar to roads in others, but this is the only one we've played here.

Rocko Bonaparte
Mar 12, 2002

Every day is Friday!
Regarding Eminent Domain: I asked some of this on BoardGameGeek, so I guess I'll see from there eventually. I can't find where I had read about having to do the exact same role, so must have been hogwash in retrospect.

Ralp posted:

Colonize icons present in your empire (either on face-up planet cards or on a few permanent techs) are described explicitly in the rules. They just permanently lower the number of tucked colonies required to settle planets. The Colony Ship tech card makes colonies work more like fighters: instead of tucking them under a planet, you can just tuck every colony icon under the Ship card itself, and later freely redeploy them to any planet that you are ready to settle. Plus, as a free action once per turn, you can tuck one card with a colony icon under the Colony Ship.
I found the summary from the game's author on BoardGameGeek tonight, which matches what you describe. However, I have to ask from seeing the card:

quote:

Colony Ship holds Colonies.
Once per turn: +1 Colony
When Settling you may redistribute
Colonies in your Empire
How can one expect somebody to even understand that? It's easy enough to say, "Well, the expansion rule book explains it," but that assumes when you first get the card that everybody at the table doesn't just see it, all think the same--albeit incorrect--thing, and just roll with it. In that case, nobody would bother to look at the book. If a lot of the game is like that, it's like game setup includes leaving a huge spot to keep the rule book so everything--even the things everybody thinks they understand--is what it actually is. I think I'm just ranting now.

I suppose it could be something like:

quote:

Free Action: +1 Colony to Colony Ship
When settling, you may distribute these colonies to your Empire

Bottom Liner
Feb 15, 2006


a specific vein of lasagna

Rocko Bonaparte posted:

I'll respond to different topics in different posts. Carcassonne here:


The rivers got connected after the huts were placed. Same for the fisherman. At any case, I was talking about the fishermen, because it was pretty clear in the end-of-game table that everybody got the same points if they wound up on a single, unified river.

I finally have the manual here again. In the river section they have a section that is using just fishermen, not huts, so I assume the section is particular to fishermen. Huts are two pages away.

Actually, looking at that, we might be goofing that too, since we gave points for every fish regardless of termination. I think that is incorrect because there are tiles that have two ways in and out that still have fish in them. What the hell good are those tiles then since they aren't terminating? Anyways, the "who alone occupies" is what got us wondering.

There's a separate section asking "What happens when multiple tribe members occupy one completed river or forest?" Apparently, the one with more members will score it, and they share otherwise. So I guess I just answered my own questions on that after finding that section again.

The end-of-game section mentions huts share points too.

The first time we played it a long time ago, we were fresh and did it the way we saw it. We had seen some videos on other Carcassonne variants that implied the way we were doing it was the mechanic. I think rivers in this one are similar to roads in others, but this is the only one we've played here.

Real talk: do you work for Tabletop?

Rocko Bonaparte
Mar 12, 2002

Every day is Friday!

Bottom Liner posted:

Real talk: do you work for Tabletop?

Ehh, nope. What? We watched some of those some time ago but it seemed like the more seasons there were, the more tattoos Wil got, the more he transformed into a dick. We mostly just pay attention to the upcoming Tabletop season list so we can tell if we should buy a game before the actual episode airs because everybody usually sells out afterwards.

For video, my wife likes to play a bunch of Rahdo, Game Night!, and some Dice Tower stuff as television background stuff though. In our experience, it gives just enough information to do something stupid trying to play these things. I think everybody's figuring that out. That being said, this past weekend was just particularly bad for it. We tried a bunch of stuff that was pretty new to all of us. I had only played Eminent Domain with my wife previously. We have played it repeatedly, but we have reached a point where we tend to both look at the same paragraph in a rule book and just assume the same thing anymore. So I had decided it was time to bring some other poor bastards in and make a mess :getin:.

When it came to Carcassonne, it looks like the one rule we actually broke was "starting an unpracticed game after midnight." The games end up taking twice as long and everybody collectively turns stupid. I remember ranting on here how terrible my first Cataan experience was. We did get smashed by the mechanics of the base game when we had played it, but the real issue was we tried to start it after midnight. Everybody else was all like "Hey gently caress hearing all the rules in details let's just wreck this thing," which we went on to do in slow, painful detail.

I don't think it will bring my any faith, but we did successfully play a game of Eldritch Horror a few months ago, but it was started before midnight, you see . . .

Rocko Bonaparte fucked around with this message at 09:36 on Jan 4, 2016

Ralp
Aug 19, 2004

by Jeffrey of YOSPOS

Rocko Bonaparte posted:

I can't find where I had read about having to do the exact same role, so must have been hogwash in retrospect.
You might be thinking of Produce/Trade. If I lead a Produce role, you can't Follow with Trade, even though they're on the same basic cards. (There is a tech that lets you do exactly that though.)

quote:

How can one expect somebody to even understand that?
Colony Ship is definitely the most easily misunderstood tech card, for what it's worth.

poronty
Oct 19, 2006
a hung Aryan
The best New Year's news ever: Pearl Games just announced that a reprint of Troyes is finally coming this year – although only the base game, the Ladies will follow suit "if the base game is well-received". Right, like it's going to be a flop or something, come the gently caress on PG.

Also, a Deus expansion is in the works, for whoever cares about that bland thing.

Bullbar
Apr 18, 2007

The Aristocrats!
I got Arctic Scavengers for Christmas and it's alright. My wife is getting depressed about the theme, especially when I suicide bombed her tribal family.

Jinkeez
Dec 31, 2008

Lichtenstein posted:

I'm truly enamored with the Galaxy Trucker android app (pirate boss escort mission is a bitch, though!). Any other pro board game adaptations the thread would recommend?

Pandemic is pretty slick, but might feel watered down without the available
On The Brink DLC. Star Realms is also not bad, but same deal - the DLC cuts down on the repetition. The only other one I really like is Zulus on the Ramparts, but now I can't seem to find it in the store (googling, it seems Victory Point opted to remove it at some point).

sector_corrector
Jan 18, 2012

by Nyc_Tattoo

foxxtrot posted:

Has anyone here played Catan with the deck that smooths out the probability of the dice rolling? Does that noticeably improve the game? This thing?

I tried to get the people who still like Catan into the deck to make the game more bearable, and they said 'I like the dice because it means you can come from behind with bad numbers'.

foxxtrot
Jan 4, 2004

Ambassador of
Awesomeness

silvergoose posted:

I literally mentioned it today in this thread. :v:

Yes, it does, though not enough to make it a good game.

:facepalm: This thread moves faster than my reading comprehension sometimes.

sector_corrector posted:

I tried to get the people who still like Catan into the deck to make the game more bearable, and they said 'I like the dice because it means you can come from behind with bad numbers'.

I bet they bitch incessantly when the dice aren't going their way too.

Part of what drives me nuts in Catan is simply people refusing to trade with me because I tend to win, unless I offer ridiculously one-sided deals, further dropping me into the doldrums when the dice aren't working out for me.

Zveroboy
Apr 17, 2007

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

foxxtrot posted:

Has anyone here played Catan with the deck that smooths out the probability of the dice rolling? Does that noticeably improve the game? This thing?

I took two decks of playing cards to build a dice deck for Catan (Jacks for 11 and Queens for 12, just numbers without the "Events" of the deck you linked) and the biggest difference I noticed after a few games with the deck was that there was absolutely no complaining at all about numbers coming up too often or too rarely. Obviously it evens out the probabilities, and one positive comment was that because 7 comes up the "right" number of times, it keeps the robber moving and can prevent people from hoarding resources.

On the flip side though, a constantly moving robber can make the game more confrontational and because a 7 comes up once every six turns it might drag the game out as people struggle to gather the resources to make big turns. Also, some people just like the dice and the randomness that comes with them. My mother for example likes the tactility of rolling the dice and that they can give runs of good or bad luck.

Rocko Bonaparte
Mar 12, 2002

Every day is Friday!
I absolutely loathed base Cataan due to the dice, and it kept me from unwrapping the Star Trek Cataan we had bought at a decent price. The Star Trek one has role cards, which I think is in at least a few of the other themed Cataans. It takes off a lot of the edge. You always have a role card regardless of what ever ill fortune you have. You can force a trade with one of them, outright take something with another, or substitute resources with a third.

Indolent Bastard
Oct 26, 2007

I WON THIS AMAZING AVATAR! I'M A WINNER! WOOOOO!
I have never played, nor will I ever play Cataan as it astounds people that I play many board games but somehow missed Cataan on my way into this hobby. Also, why would I want to play a game widely seen as good for its day, but its day has long passed?

That is my Cataan story.

Sloober
Apr 1, 2011

Rocko Bonaparte posted:

I absolutely loathed base Cataan due to the dice, and it kept me from unwrapping the Star Trek Cataan we had bought at a decent price. The Star Trek one has role cards, which I think is in at least a few of the other themed Cataans. It takes off a lot of the edge. You always have a role card regardless of what ever ill fortune you have. You can force a trade with one of them, outright take something with another, or substitute resources with a third.

The role cards make the experience more tolerable, and they created some for base catan. So if you absolutely must play it or w/e, buy them as a gift for whoever really likes catan.

Oldstench
Jun 29, 2007

Let's talk about where you're going.
The only Catan game worth playing is the Catan Card Game w/expansion. Tournament rules add a deckbuilding element which makes it even better. It's not great, but it's so much better than regular Catan. 2p only though.

e: 3rd printing of Food Chain Magnate starts shipping tomorrow. Huzzah!

CaptainRightful
Jan 11, 2005

Indolent Bastard posted:

I have never played, nor will I ever play Cataan as it astounds people that I play many board games but somehow missed Cataan on my way into this hobby. Also, why would I want to play a game widely seen as good for its day, but its day has long passed?

That is my Cataan story.


You aren't alone. I've been slowly getting a consistent game night going with some friends whose boardgame experiences are all over the map--from Resistance to Pandemic to Dominion to Game of Thrones--and none of them have ever played Catan.

ConfusedUs
Feb 24, 2004

Bees?
You want fucking bees?
Here you go!
ROLL INITIATIVE!!





Bullbar posted:

I got Arctic Scavengers for Christmas and it's alright. My wife is getting depressed about the theme, especially when I suicide bombed her tribal family.

I pretty much prefer Dominion in every possible way.

Indolent Bastard
Oct 26, 2007

I WON THIS AMAZING AVATAR! I'M A WINNER! WOOOOO!
Board with Life: Top 10 Games of 2015

10. Gold West
9. Ashes: Rise of the Phoenixborn
8. The Grizzled
7. Spyfall
6. Isle of Skye
5. Mysterium
4. Roll for the Galaxy
3. Codenames
2. Blood Rage
1. Orleans

Mayveena
Dec 27, 2006

People keep vandalizing my ID photo; I've lodged a complaint with HR
I ignore all top 2015 board game lists that do not include Food Chain Magnate :v:

The Eyes Have It
Feb 10, 2008

Third Eye Sees All
...snookums

Oldstench posted:

e: 3rd printing of Food Chain Magnate starts shipping tomorrow. Huzzah!

How do you know? I placed an order at Splottershop a while ago back in like December or something November and never heard or saw a peep beyond "your order is being processed".

Am I missing out on updates somewhere?

Dirk the Average
Feb 7, 2012

"This may have been a mistake."

Oldstench posted:

e: 3rd printing of Food Chain Magnate starts shipping tomorrow. Huzzah!

This is the best news I've heard all year!

djfooboo
Oct 16, 2004




Indolent Bastard posted:

Board with Life: Top 10 Games of 2015

Looking at top 10 of 2015 lists makes me realize I play a lot of older games I guess.

Oldstench
Jun 29, 2007

Let's talk about where you're going.

Mister Sinewave posted:

How do you know? I placed an order at Splottershop a while ago back in like December or something November and never heard or saw a peep beyond "your order is being processed".

Am I missing out on updates somewhere?

https://boardgamegeek.com/article/21373544

The Eyes Have It
Feb 10, 2008

Third Eye Sees All
...snookums
Thanks, I was worried for a moment maybe my order wasn't as confirmed as I thought or something.

jmzero
Jul 24, 2007

quote:

8. The Grizzled

Did these people didn't actually play "The Grizzled"? I mean, there's a lot to like about the game (great theme, some good ideas, novel art style) until you try playing it. It's one of the worst-designed games I've ever played.

Indolent Bastard
Oct 26, 2007

I WON THIS AMAZING AVATAR! I'M A WINNER! WOOOOO!

djfooboo posted:

Looking at top 10 of 2015 lists makes me realize I play a lot of older games I guess.

No shame in that.


I own Codenames and Spyfall and I might pick up The Grizzled. Everything else isn't to my taste or I already have a similar game. Food Chain Magnate just looks so boring that I never get hyped up for it, the art is bland, the theme is bland, nothing really intrigues me. I hope to play it at some point and be pleasantly surprised, but I will likely never pick it up myself.


jmzero posted:

Did these people didn't actually play "The Grizzled"? I mean, there's a lot to like about the game (great theme, some good ideas, novel art style) until you try playing it. It's one of the worst-designed games I've ever played.


This actually isn't a bad thing to hear. Our tastes are so divergent that an F rating from you tends to be a plus in my mind.

Rocko Bonaparte
Mar 12, 2002

Every day is Friday!

Sloober posted:

The role cards make the experience more tolerable, and they created some for base catan. So if you absolutely must play it or w/e, buy them as a gift for whoever really likes catan.

Are those Catan Scenarios: Helpers of Catan Expansion? There are two people I work with that have the original that I think would make use out of it, so I might give them a late Christmas present. One of them had brought Catan over the one time we had a horrible run.

jmzero
Jul 24, 2007

quote:

This actually isn't a bad thing to hear. Our tastes are so divergent that an F rating from you tends to be a plus in my mind.

For my part, I would actually like to hear "the other side" on Grizzled. For us, the whole group sort of gave up pretty early on; there was a lot of "Why did you buy this crap?". Once you're in that kind of thought pattern, it's hard to be objective. After the game, we sat around trying to construct situations where players would have had an interesting decision to make, or where it would have felt like the game mechanics functioned - and none of us could really see it. But maybe, again, we just got locked in a bad pattern.

This has happened to us a few times before - most clearly on Quarantine - where everyone hated early plays enough that what was probably just a "mediocre game with elements that don't suit us" came through as "holy crap this is the worst game ever".

Carteret
Nov 10, 2012


Any list about games in 2015 that doesn't include Pandemic: Legacy is a list not worth discussing. :colbert:

djfooboo
Oct 16, 2004




jmzero posted:

For my part, I would actually like to hear "the other side" on Grizzled.

The game can really eat you alive if you get the wrong hard knocks early. Also did you play without traps a few times? It is probably almost impossible for a new group of players to win with traps in play.

The game isn't super deep, but the strategy of when to go for broke or when to play safe, when you can't table talk is pretty enjoyable.

Indolent Bastard
Oct 26, 2007

I WON THIS AMAZING AVATAR! I'M A WINNER! WOOOOO!

jmzero posted:

For my part, I would actually like to hear "the other side" on Grizzled. For us, the whole group sort of gave up pretty early on; there was a lot of "Why did you buy this crap?". Once you're in that kind of thought pattern, it's hard to be objective. After the game, we sat around trying to construct situations where players would have had an interesting decision to make, or where it would have felt like the game mechanics functioned - and none of us could really see it. But maybe, again, we just got locked in a bad pattern.

This has happened to us a few times before - most clearly on Quarantine - where everyone hated early plays enough that what was probably just a "mediocre game with elements that don't suit us" came through as "holy crap this is the worst game ever".

I think the best game of a similar type might be Hanabi. The lack of communication is frustrating, but that is just part of the game. I completely understand your position, but I don't specifically agree that a game with little to no information is automatically bad. I play with a couple of (near literal) human calculators so any game that doesn't allow them to know the outcome by counting cards or otherwise crunching the numbers is a boon.

The way I look at it it is cheap enough and only lasts 30 minutes. Based on those factors I can risk the purchase even if it does fizzle in the end.

Any chance you want to off load your copy?

Adbot
ADBOT LOVES YOU

Meme Poker Party
Sep 1, 2006

by Azathoth
Anyone have thoughts on the game Samurai by FFG?

I saw it my FLGS shop and thought it was interesting, and did not realize at the time that it's actually a reprint (remake?) of a classic game. Am I correct in deducing that it has as much in common with old parlor games as it does modern board games? I was thinking it might be something my family would like.

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply