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Wafflecopper
Nov 27, 2004

I am a mouth, and I must scream

Jedit posted:

As it should be, comrade.

Ubik_Lives posted:

I'm in the anti-Socialism camp.

This poster is not your comrade

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Redundant
Sep 24, 2011

Even robots have feelings!

Cthulhu Dreams posted:

I'm happy for a PBEM style game on rr18xx.com if you can do a turn a day or so, that's my preferred style.
Good stuff, a few turns a day shouldn't be a problem.

Jedit
Dec 10, 2011

Proudly supporting vanilla legends 1994-2014

Wafflecopper posted:

This poster is not your comrade

Anyone who says they're against socialism because it didn't show up early enough is a candidate for re-education.

Chill la Chill
Jul 2, 2007

Don't lose your gay


Whoever was looking for stuff to play at Spiel, this is in there. After Tokyo metro and I/E, I take a good look at any of Jordan’s offerings.

https://www.boardgamegeek.com/boardgame/290099/tokyo-capsule-hotel

CommonShore
Jun 6, 2014

A true renaissance man


Rusty Kettle posted:

I'm going through the 'Pandemic list' with four other dudes. I tried playing Spirit Island with three of them once, and it went over very poorly because it was "too fiddly and complicated". I argue that it was the environment (a local brewery) and their moods at the time more than the game, as well as the fourth player dropping out early.

I think it is great and that they are wimps, but hopefully after 35 variants of Pandemic, they are more equiped for Spirit Island.

drat. I guess I need to add game weight to the list of things that I'm so bad at judging that I can't give recommendations to other people at all.

FulsomFrank
Sep 11, 2005

Hard on for love

Bottom Liner posted:

Only once, but it's a mediocre tableau builder with nice art and theme and some big RNG issues. Would never choose it over RftG. Also messaging you on Discord about the FCM dry erase stuff (what's your username there?)!


Cthulhu Dreams posted:

I've played it three times with two wins. It's not very good: the problem is that the mechanism of being able to play a critter for free if you have the corresponding building is so powerful that the game is fairly luck driven and 'plays itself.'

Do I have building / critter pairs? I guess I am trying to make those buildings then!

Edit: also the games comeback mechanism isn't nearly strong enough, if you're the person who runs out of actions first in season one you are just going to lose.

Edit: it does have like..three ridiculously powerful take that cards in the large deck though!

Thanks for this. My friend's wife played it somewhere and really liked it but your descriptions are making it sound like another example of a game skating by on lovely presentation when the mechanics are flawed/mediocre. Could you just ditch the building/critter combo buildings or are they intrinsically linked?

Aramoro
Jun 1, 2012




See a few folks talking about it but is Sidereal Confluence good? Is it good enough to pick up second hand or just hang on till the 2nd edition comes out?

golden bubble
Jun 3, 2011

yospos

Ubik_Lives posted:

I’m in the anti-Socialism camp. Socialism can exacerbate an end game issue that crops up from time to time. Flow of History has no forced game length; the game ends when the players drain the deck, but there’s no game enforced loss of cards. Given that you can buy cards that other people have bid on, when it gets to the end of the game, there’s little reason to bid on a card when you don’t have the most money (because someone else will snipe the card, and money isn't worth VPs so being sniped gets you nothing), so people get stuck in a harvest cycle.

This isn’t always an issue; cards that let you bypass the bid to get a card are pretty powerful here, if the players don’t see the end coming there will be investments out for people to buy at the end, and if someone has a lead in cash, they can just make the bid. However, socialism wipes out any cash lead, and so it can cause a pretty draggy end to the game under those conditions.

Socialism would work better earlier in the deck I feel. It’s also a little frustrating, because I feel you could fix the end game by having money worth something at the end, but then Socialism would be even more game changing.

This is the one real criticism for Flow of History. The last age can drag if everyone plays well, since there's no incentive to trade cards for money when the game is going to end after three or four more cards. Aside from that, it plays very well for such a short civ-like game and has some fun thematic cards. I'm thinking of trying a houserule that players can't harvest consecutively. Do you think that would break anything?

Mayveena
Dec 27, 2006

People keep vandalizing my ID photo; I've lodged a complaint with HR

Chill la Chill posted:

Whoever was looking for stuff to play at Spiel, this is in there. After Tokyo metro and I/E, I take a good look at any of Jordan’s offerings.

https://www.boardgamegeek.com/boardgame/290099/tokyo-capsule-hotel

Was that part of his KS? Or is this only available at Spiel? I got the market game from his KS, I'll add this in if it's available, otherwise this may be the game I want a friend to pick up for me.

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


I'll be demoing both Rome & Roll and (potentially) Defence of Procyon III at the PSC booth. I recommend the former for something quick and easy.

PrinnySquadron
Dec 8, 2009

I think it's part of the next set of Tokyo games, it wasn't part of the KS.

Fate Accomplice
Nov 30, 2006




Aramoro posted:

See a few folks talking about it but is Sidereal Confluence good? Is it good enough to pick up second hand or just hang on till the 2nd edition comes out?

It's the second best game I've played this year after the estates.

It's a constant playtime trading game with 9 different races that plays with 4-9 players. I've played it with 20+ people and every single one has wanted to play it again.

My only question about whether to upgrade is what art style the expansion will use.

Chill la Chill
Jul 2, 2007

Don't lose your gay


PrinnySquadron posted:

I think it's part of the next set of Tokyo games, it wasn't part of the KS.

Hopefully it comes with another set of wacky currency.

Selecta84
Jan 29, 2015

Tekopo posted:

I'll be demoing both Rome & Roll and (potentially) Defence of Procyon III at the PSC booth. I recommend the former for something quick and easy.

I'm looking for a more involved roll & write. Is Rome & Roll a good candidate? Might pay you a visit then for a demo game.

Rusty Kettle
Apr 10, 2005
Ultima! Ahmmm-bing!

CommonShore posted:

drat. I guess I need to add game weight to the list of things that I'm so bad at judging that I can't give recommendations to other people at all.

You and me both! The problem is that people who play a lot of board games forget how things that are second nature to us can be difficult for new players. I think all the cards, phases, keeping track of the order that colonists do things, etc all was too much. For most of us, this stuff is business as usual so no problem.

We just played Pandemic Rome, and it went over well. Next week is The Captain is Dead: Dangerous Planet. Having read the rules, I am concerned, but I've been surprised in the past...

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


Selecta84 posted:

I'm looking for a more involved roll & write. Is Rome & Roll a good candidate? Might pay you a visit then for a demo game.
It's a mixture of a roll and wreight and a euro. Main mechanism is dice-drafting, so trying to know what your opponents are likely to pick is important. You are all writing on the same map of Rome as well and there are two main interactions: either taking something before someone else does, or, more importantly, where you place buildings on the main map, since adjacency is important, either between your own buildings or your opponent's buildings. It's a more interactive design than the solitaire multiplayer R&W games like Welcome To.., Railway Ink etc.

Selecta84
Jan 29, 2015

Tekopo posted:

It's a mixture of a roll and wreight and a euro. Main mechanism is dice-drafting, so trying to know what your opponents are likely to pick is important. You are all writing on the same map of Rome as well and there are two main interactions: either taking something before someone else does, or, more importantly, where you place buildings on the main map, since adjacency is important, either between your own buildings or your opponent's buildings. It's a more interactive design than the solitaire multiplayer R&W games like Welcome To.., Railway Ink etc.

Sounds good. I will be there on Thursday and try to get a game in.

hito
Feb 13, 2012

Thank you, kids. By giving us this lift you're giving a lift to every law-abiding citizen in the world.

StashAugustine posted:

Ok so here are my uneducated ramblings on new TTA stuff, with the disclaimer that I'm not very good and am mostly looking to start discussion. Gonna just start with age A:
Ashoka- really strong but you have to play weird so idk how to evaluate
Confucius- Aristotle trading power for reliability and needing civil for mil actions, does need to be played immediately though
Cleopatra- pretty good, gives some reliable income and can do some neat tricks with accelerating wonders
Sun Tzu- haven't picked him yet, looks nice for draws but eh
Boudica- pretty much one of the best if you can lead, and the extra resources for units arent terrible since its a free warrior, but probably not great if you expect to be behind (ie someone picks Alex, Caesar, Sun)
Hippocrates: yellow tokens are really good but he takes a while to pay out and doesn't do anything until age 2, not sure if he's that great
Stonehenge: really strong. Library of Alexandria that pays half as much science over time, but pays it all up front (as early as turn 2) and provides a happy face instead of handsize
Acropolis: doesn't really do much for you immediately, will in a normal game save you like 3 on monarchy and 6 ish on age 3 gov't- so less than LoA and less flexible. Cheap though
Roman Roads: a pain to build, but provides a lot of nice bonuses over time. Kind of wants civil actions or masonry but idk whether you'd pick it blind
Colosseum: pretty solid, military actions are nice especially if you miss an age1 govt and the science discount is ok, plus happy face is useful early on

I think Ash is probably not that good, just because civil pinch is so real early game. He gets better if you have an Age I leader you don't need to swap to immediately, like Columbus, but since you won't know how early the Age I leaders are coming, it's hard to figure out when to play him beyond "it's Ash or nothing".

Also I'm a little down on Cleopatra. A big part of wonders is having a sink when you end up getting more rocks than you know what to do with, and trying to drip the wonders out over multiple turns for free resources kind of boils down to "In exchange for this slow wonder building, which increases corruption danger, you get a free rock, which increases corruption danger". Hard to use.

Sun Tzu is quite good imo. I think Hippocrates is good, but I notice that there are enough other things that give yellows in the xpac that mayyybe he's not SO good, like I was thinking at first.

Colosseum I'd go a little further than "pretty solid" and say "top tier". I think the timing of the third red is a huge part of early TTA, and getting it that early along with your happy face that is effectively a "free worker" gives you so many more options. And then you get random science discounts throughout the game as a bonus!

otherwise agree with the review though, Stonehenge slaps and you've exactly identified the problems with Acropolis (sucks) and Roman Roads (pinches civils at a time when they're most dear to you)

Bottom Liner
Feb 15, 2006


a specific vein of lasagna
Paper Tales is a great pure drafting game for up to 7 and currently on sale for $22. This has been a real hit this year for us and good at all player counts.

https://www.amazon.com/Stronghold-Games-6019SG-Paper-Tales/dp/B07BK7WLBS

Mighty Eris
Mar 24, 2005

Jolly good show, eh old man?

al-azad posted:

Yuck. Using Objectively the Greatest Area Majority Game of All Time(TM) El Grande as a template, the point differentials should be a fraction of each other e.g. if you have 1st/2nd/3rd then 2nd place is 2/3 of first and 3rd is 1/3 of first. Two second-places or three third places should get the same value as one first place.

El grande also has variable point values for regions, which promotes brinksmanship struggles for the higher value regions by having second place finishes being such lower value. With equal value regions, higher scoring for two seconds over one first seems like it would lead to more diffused placements and more emergent player struggles. It’s a different game, but one that’s valid - more logistics, less chicken.

Deathlove
Feb 20, 2003

Pillbug

Tekopo posted:

It's a mixture of a roll and wreight and a euro. Main mechanism is dice-drafting, so trying to know what your opponents are likely to pick is important. You are all writing on the same map of Rome as well and there are two main interactions: either taking something before someone else does, or, more importantly, where you place buildings on the main map, since adjacency is important, either between your own buildings or your opponent's buildings. It's a more interactive design than the solitaire multiplayer R&W games like Welcome To.., Railway Ink etc.

hmm, neat! sounds like it's going on ~the list~, thanks!

Shadow225
Jan 2, 2007




Bottom Liner posted:

Paper Tales is a great pure drafting game for up to 7 and currently on sale for $22. This has been a real hit this year for us and good at all player counts.

https://www.amazon.com/Stronghold-Games-6019SG-Paper-Tales/dp/B07BK7WLBS

Could you expound on what makes this better than Sushi Go (Party) or something like Greed?

Bottom Liner
Feb 15, 2006


a specific vein of lasagna
Don’t know Greed, but compared to Sushi Go it’s more complex but not convoluted like 7 Wonders can be to some. I’ll just quote my old post about it and why it’s good:

Bottom Liner posted:


It's super light on rules and the iconography is easy and clear. You draft units that go into your kingdom and each round you can build/upgrade buildings to add more bonuses and let you focus on a strategy (combat, econ, etc) and have a war with your adjacent opponents that's as simple as comparing your battle strength of 2-3 front units.

It does a couple of clever things though. First, the round structure is marked by #s for each phase and every card has an accompanying number + icon if it does something in that phase, so if you have a unit that gives an extra coin in the income phase its very clear and easy to remember to trigger. It might not sound like much, but in practice this is one of the best card games that does a great job of not letting you forget to do all of your stuff. The small tableau size adds to that too.

Secondly, a great draw is mitigated by the aging system, where every unit gets an aging token at the end of the round and will die at the end of the next round, so unless you use a power to mess with it every card only exists for two rounds. I was worried that it wouldn't have much impact in such a short game but it actually works great and makes the game dynamic as hell and makes sure that someone having a great first round won't just dominate all game.

The economy is also super tight, with many turns being a choice of playing one really strong unit and nothing else, or a handful of cheap ones while you hopefully build up to a bigger turn next round. The wars are also a great implementation of combat, the victor just gets 3 points for each adjacent opponent they beat and the loser gets nothing. Hate drafting is also baked in easily, you get to keep an extra unused card each round so you can hold on to a powerful card for yourself or one your opponent needs on top of normal drafting tactics.

Overall a really solid light game that I'm impressed by. Only played 2p and 3p so far but I'd definitely go up to 5 and think it'd stay under 45 minutes. I will say I'm glad I found it on sale because the MSRP is insane. The entire game fits in a single deck box minus the score tracker and some superfluous tokens and the card quality is only OK, not great. The art is deliciously charming though.

Bottom Liner fucked around with this message at 18:03 on Sep 26, 2019

Redundant
Sep 24, 2011

Even robots have feelings!

Rusty Kettle posted:

You and me both! The problem is that people who play a lot of board games forget how things that are second nature to us can be difficult for new players. I think all the cards, phases, keeping track of the order that colonists do things, etc all was too much. For most of us, this stuff is business as usual so no problem.
I think it's definitely this. If you have played a lot of game you can easily pick up most mechanics in commonly played games and then focus mainly on strategy. This lets you make plans over multiple turns and weigh the value of one thing or another. For newer players they are sometimes still battling with the mechanics which means they aren't really thinking through what their turns mean/do, they're more focused on making sure that the thing they want to do is even possible.

As an example, I had a game of Concordia recently where 4 players were comfortable and were making sensible moves but one was kind of struggling. They kept having plans scuppered by not being able to stand on an occupied road and at one point they said "Can I only move if I play that card? That sucks." This is also a pretty run of the mill player, not overly terrible or anything, but one card in what is a pretty simple game caused them all sorts of problems and reduced their ability to access the rest of the strategy.

The Eyes Have It
Feb 10, 2008

Third Eye Sees All
...snookums

Redundant posted:

I think it's definitely this. If you have played a lot of game you can easily pick up most mechanics in commonly played games and then focus mainly on strategy. This lets you make plans over multiple turns and weigh the value of one thing or another. For newer players they are sometimes still battling with the mechanics which means they aren't really thinking through what their turns mean/do, they're more focused on making sure that the thing they want to do is even possible.

Reminds me I always liked the conciseness of there being three phases to gaining proficiency and accessing higher play in a game:
  • What am I doing?
  • What is my opponent doing?
  • What does my opponent think I am doing?

In the beginning you're focused on the first. Once you have that down pat, you can pay some attention to the second and integrate it into your decisions. Once you have both the first and second down pat (and have some free brain cycles) you can start trying to grasp the third and integrate it into your play as well.

The Eyes Have It fucked around with this message at 19:11 on Sep 26, 2019

Shadow225
Jan 2, 2007




Bottom Liner posted:

Don’t know Greed, but compared to Sushi Go it’s more complex but not convoluted like 7 Wonders can be to some. I’ll just quote my old post about it and why it’s good:

Cool, thanks for the heads up!

Breadnought
Aug 25, 2009


Got my copy of Roads & Boats 20th Anniversary in.

Morpheus
Apr 18, 2008

My favourite little monsters

Breadnought posted:

Got my copy of Roads & Boats 20th Anniversary in.



That's is how you should present it to be people you'll be playing with.

And here's the game!
*Empties out hundreds of loose components onto the table*
Anyway there are some player tokens around here somewhere...

Bottom Liner
Feb 15, 2006


a specific vein of lasagna
im here for that kinda party

GrandpaPants
Feb 13, 2006


Free to roam the heavens in man's noble quest to investigate the weirdness of the universe!

Breadnought posted:

Got my copy of Roads & Boats 20th Anniversary in.



I think this triggered me about as much as seeing a box of Magic cards dropped down the stairs.

Memnaelar
Feb 21, 2013

WHO is the goodest girl?
My first thought on seeing that pic was that it was a Rutibex troll post about one of the games he builds.

Dr. Video Games 0069
Jan 1, 2006

nice dolphin, nigga
I played Flow of History last night and while I agree about the abruptness of the ending, the Communism card didn't really give us much trouble - once the poorest player laid a bid on it, the rest of us just invested most or all of our money, then cashed in after Socialism took effect. Scoring seems weird though - you kind of just get points for every card, with some cards being worth slightly more, and then wonders, which often were worth maybe slightly more than any other cards. Maybe there is some more disparity with experience?

al-azad
May 28, 2009



Dr. Video Games 0069 posted:

I played Flow of History last night and while I agree about the abruptness of the ending, the Communism card didn't really give us much trouble - once the poorest player laid a bid on it, the rest of us just invested most or all of our money, then cashed in after Socialism took effect. Scoring seems weird though - you kind of just get points for every card, with some cards being worth slightly more, and then wonders, which often were worth maybe slightly more than any other cards. Maybe there is some more disparity with experience?

You guys didn't give full points for non-harps did you? Every card will score some amount but generally speaking cards with a lot of harps have less impact on the game state while wonders are there to bolster endgame scoring so military cards that destroy wonders are exceptionally powerful.

Unlike a lot of similar games the scores will rarely lead to a blowout. Everyone will end up within a couple points of each other but the person who synergized with wonders the best will usually win but only ever by a couple points. I think the biggest gap I've seen between 1st and 2nd was like 8 points.

golden bubble
Jun 3, 2011

yospos

Sometimes people forget to get wonders in ages I-III, and then you see a blow-out in Flow of History. But if everyone realizes they need a few wonders to score well, the scores should be close.

I finally got a game of Days of Ire in 1vAll conflict mode. It's feels surpassingly different from the co-op mode. The high CP costs mean the soviet player can't put out as many events as the soviet AI, so the end game favors the revolutionaries even more. But a human player can focus all their attacks on a single revolutionary, so managing revolutionary HP becomes much more important.

Morpheus
Apr 18, 2008

My favourite little monsters

GrandpaPants posted:

I think this triggered me about as much as seeing a box of Magic cards dropped down the stairs.

In their latest episode of '10 minute power hour', the Game Grumps play MtG in a pool. Ever seen a floppy deck of Magic cards floating around a puddle that's ostensibly their play area? I don't like Magic, but seeing that got my heart rate going.

Rad Valtar
May 31, 2011

Someday coach Im going to throw for 6 TDs in the Super Bowl.

Sit your ass down Steve.
I traded away Barenpark a year ago and had been regretting it. I just got it again in a trade and wanted to know if anyone had any opinions of the expansion. Looks like it expands your park and adds a cool monorail scoring system.

StashAugustine
Mar 24, 2013

Do not trust in hope- it will betray you! Only faith and hatred sustain.


Cleo does pay out on urban buildings which is nice but also kinda finicky to use. Agree on Coliseum. I'll have to try out Sun Tzu more. Since people are actually reading these:

Age I- I haven't built many of these wonders since I tend not to get into them until late age 2.
Nostradamus: haven't picked him, seems like a slightly weaker Joan- event deck manipulation, bit of strength, culture. Gives a bit more culture and the strength is always on (albeit tops out at less), but no mil action and can't be used for offensive purposes (not even strongest player). And Joan wasn't super great to begin with.
Isabella: I actually haven't picked her yet but not because she's bad, just never quite came up. 1 rock and some blues aren't terrible in and of themselves, and if you've got a colonization engine running she's pretty good (and if Suez and/or Cook are in the game whooooo boy) but I feel there are usually better picks unless you've already got some combination of seeded colonies, mil actions, and colony bonuses.
Elanor: Generically OK. Military card draw is pretty decent (especially for being able to grab age 2 tactics faster), and she's got a decent drip of culture coming in, and the extra civil actions are gravy.
Gutenberg: Leo alternative. The extra civil action is really good and pays out a bit of culture, but less economic bonus. And Leo is pretty good to begin with.
Saladin: You like Hammurabi right? What if he didn't have a downside. There might be better leaders for a specific setup, but Saladin is never a bad pick. I guess the strength bonus could be occasionally useful if you grab more CAs than you need.
Zizka: I keep loving up using him, but if you get it right he's really good. Grabbing Knights and an inf/cav tactic can be really strong, and he gets a military action and some culture. Seems like a Genghis analogue but a little more reliable and also I think a little easier to transition out of.
Machu Picchu: Gives you an incredibly strong economy going into age II (3 irrigation + 4 iron is a pretty decent base of resources, and this lets you do it with only the base workers including the traditional turn 1 mine). I do worry there's a bit of opportunity cost going on here with grabbing Iron, Irrigation, and a wonder, but it definitely gives you a good effect.
Himeji Castle: Haven't managed to build this yet, but it's really good. Lets you be a real rear end in a top hat with lategame culture wars and makes you pretty hard to attack.
Forbidden City: Seems to slip under the radar a bunch. Civil action is good and it's got a pseudo-happiness effect, but I usually find myself with better things to do.
Silk Road: A huge pain in the rear end to build, but it provides a decent effect, It's basically Universitas with 50% less science but a good bonus. Probably worth looking at with Masonry, especially if you'll be counting on yellows in age 2 or 3

Megasabin
Sep 9, 2003

I get half!!
Forbidden City & Silk Road seem to be there to encourage players to pick up Masonry. They don't seem worth it at all without it, but Masonry is still a pretty bad card outside of the new shenanigans you can do with Shakespeare or Gaudi with basically free urban buildings.

Bottom Liner
Feb 15, 2006


a specific vein of lasagna
Hey, the digital Through the Ages expansion gives you access to the cards on all platforms if you play on mobile + steam. Pretty neat and generous of CGE.

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Ohthehugemanatee
Oct 18, 2005

Megasabin posted:

Forbidden City & Silk Road seem to be there to encourage players to pick up Masonry.

I'm pretty convinced Silk Road isn't meant to be built, simply started and allowed to expire in age 3.

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