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Snooze Cruise
Feb 16, 2013

hey look,
a post
I see, its spacestation 13

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fischtick
Jul 9, 2001

CORGO, THE DESTROYER

Fun Shoe

Kerro posted:

Then we played a couple of games of Regicide which is a very clever co-operative card game using just a standard deck of cards (though the official printed version has beautiful art which made it worth the purchase for me). Basically you have to defeat all the royal cards (4 Jacks, 4 Queens, 4 Kings) in that order by playing numbered cards from your hand to deal damage to them, or discarding numbered cards from your hand to block their attacks. What makes the game very clever and leads to some tough decisions is that each suit of cards has a special ability - spades block damage, clubs deal double damage, diamonds allow you to draw more cards (the only way to draw more cards, making them absolutely critical to play correctly), hearts shuffle cards back into the deck. There's a few special rules such as Aces being played alongside another card to give you the bonus of both suits and the ability to play pairs/triples of low value cards and get the benefit of every suit that make for some remarkably interesting card play out of just a basic deck. The rules for this are available for free online so for anyone who enjoys co-op games at all I highly recommend at least giving this a go. For me this rivals The Crew for a fun, easy-to-teach co-operative card game that can be played in a few minutes - the only thing lacking that perhaps could be added would be some kind of scenario system to create more variety from game to game in the way that The Crew has done.

The rules online say you can play doubles of any cards, but the rules that come with the deck say you can only double cards 5 or lower. I think there's still plenty of risk vs. reward with playing doubles of higher cards; I've super-killed Queens with a high damage combo, only to have my butt handed to me by a King of Diamonds the very next turn.

There's also a rule we didn't grok for a long time: spades remain active for the entire round. Like, if I play a 5 of Spades, a Jack does 5 points of damage to me. When my partner plays something with a 3 of Spades, the same Jack only deals 2 points of damage to her. It seems to be useful to block all damage on a Jack or Queen, then take turns dumping garbage on them (if you can draw up later).

Great game. We play it at least once a week, maybe more.

Kerro
Nov 3, 2002

Did you marry a man who married the sea? He looks right through you to the distant grey - calling, calling..
Oh, we played by the printed rules that you can only play multiples that sum to ten or less. I also missed that spades block attacks for both players (though I did get that they remain active for the whole round). That makes me slightly more concerned that the game could be too easy - we won our first play at two players even with that mistake, though we could have just got very lucky. It seems like it would be easy to add a scenario system like The Crew to introduce extra challenge and a few new rules (maybe some of the enemies could have shields of their own, could cause a random discard on death etc)

Cthulhu Dreams
Dec 11, 2010

If I pretend to be Cthulhu no one will know I'm a baseball robot.

Kerro posted:

Oh, we played by the printed rules that you can only play multiples that sum to ten or less. I also missed that spades block attacks for both players (though I did get that they remain active for the whole round). That makes me slightly more concerned that the game could be too easy - we won our first play at two players even with that mistake, though we could have just got very lucky. It seems like it would be easy to add a scenario system like The Crew to introduce extra challenge and a few new rules (maybe some of the enemies could have shields of their own, could cause a random discard on death etc)

We lose like 1/6 to random bullshit (did you get dealt no diamonds between both of you? Rip you) and win ~25% of the time at 2. It's pretty tough.

The big killer rule imho is that when you kill something it's your turn again. That hurts really badly.

Cthulhu Dreams fucked around with this message at 05:53 on May 17, 2021

million dollar mack
Aug 20, 2006
Larson ain't getting this cow.

FulsomFrank posted:

Mayveena, I've been trying to get a game of the original Civ on the table for a bit and am aiming for later this month or early June. I know you've got tons of experience about this stuff so I wanted to ask you about these changes as put by a guy on BGG who sounds like a veteran too:


Of these it's number 3 that I think is the most interesting because based on my reading the trading system seemed overly complicated compared to what Adv Civ did with it.

What are your thoughts?

EDIT: reading further in the thread you actually chime in! Hah, sorry. But curious if your thoughts have changed about these. I would personally not use the first two.

As someone who played a lot of Adv Civ I don't have a huge experience with Civ to lean on but based on what I know about it, it plays much more like a Euro. A very tight Euro with little room for error. #1 and #2 really seem to reduce the punishment a player may end up with and can push the game a bit faster, so I'd imagine they would probably be better for a group youre introducing this to. #3 is pretty obvious - it's the best mechanic in Adv Civ by far.

Kerro
Nov 3, 2002

Did you marry a man who married the sea? He looks right through you to the distant grey - calling, calling..

Cthulhu Dreams posted:

We lose like 1/6 to random bullshit (did you get dealt no diamonds between both of you? Rip you) and win ~25% of the time at 2. It's pretty tough.

The big killer rule imho is that when you kill something it's your turn again. That hurts really badly.

Yeah, having just played a card (or maybe more than one) to kill a king only to have to play again and soak twenty damage with all your previous spades discarded really hurts.

fischtick
Jul 9, 2001

CORGO, THE DESTROYER

Fun Shoe

Cthulhu Dreams posted:

We lose like 1/6 to random bullshit (did you get dealt no diamonds between both of you? Rip you) and win ~25% of the time at 2. It's pretty tough.

The big killer rule imho is that when you kill something it's your turn again. That hurts really badly.

That’s our average at 2-players as well. No diamonds is a rough one. So is blowing it all only to draw a Queen of Diamonds. You really do feel clever when you win.

I think it’d be fun to shuffle the castle deck, but multiple diamonds in a row could be a problem. I’m up for any other house rules you come up with!

Kerro
Nov 3, 2002

Did you marry a man who married the sea? He looks right through you to the distant grey - calling, calling..

fischtick posted:

That’s our average at 2-players as well. No diamonds is a rough one. So is blowing it all only to draw a Queen of Diamonds. You really do feel clever when you win.

I think it’d be fun to shuffle the castle deck, but multiple diamonds in a row could be a problem. I’m up for any other house rules you come up with!

I was giving this quite a bit of thought and came up with the following possible variant. I like the idea of the enemy suits giving them additional special powers and figured you could make it that little bit harder by leaning more into the thing that they already restrict, and giving you a reason to play the same suit (thematically thinking of it as them wanting to draw you into using the type of attack that they are strong against).

My idea would be that you pick one of the following modifiers to apply for the whole game until you beat the game against each modifier individually. Then play with the two red powers, then the two black powers, then all four together:


Hearts Ascendant - Unless you play a heart-suit card against a heart-suit enemy, discard 1/2/3 cards from the top of the tavern deck for a J/Q/K

Diamonds Ascendant - Unless you play a diamond-suit card against a diamond-suit enemy the players must put 1/1/2 tokens on top of the deck for a J/Q/K. The next time the players would draw cards, first discard 1 token instead for each card they would draw (so if there are 4 tokens and a player plays a 9 of diamonds, they discard 4 tokens and the players draw 5 cards)

Clubs Ascendant - Unless you play a club-suit card against a club-suit enemy, the enemy ignores 1/2/3 of that damage for a J/Q/K

Spades Ascendant - Unless you play a spade-suit card against a spade-suit enemy, that enemy deals an additional 1/2/3 damage when it attacks for a J/Q/K

I'd need to play around with these as I'm guessing some would prove much harder than others, but I think it could provide some interesting restrictions and strategic choices.

OneSizeFitsAll
Sep 13, 2010

Du bist mein Sofa

This was nicely done, clear explanation vid - thank you. Will also check out the other channels suggested above - obliged.

Jedit posted:

Amazon.de has one copy of the German edition for €30. It's language independent apart from two words on the action board, one of which is "or" and the other is "with".

Thanks for that. I'm kind of raring to go with the base game now, having watched the vid above and read the rulebook. There's a lot of initial info, but all the myriad of "stuff" thrown at you slots together in such a nice way.

PRADA SLUT posted:

I didn't find Trickerion terribly hard to learn. It's a MindClash game so it's got extra mini-expansions included that you can remove for the first game to just learn the "base". It's easier to learn than Anachrony, and that wasn't even too bad.

Yeah I'm just being dumb and conflating base Trickerion with all the the game plus various expansions due to having had to sort and work out what they all meant earlier. Will naturally be starting base version (though maybe "full" base, i.e, with Dark Alley).

quote:

Everdell is fine, but no expansion makes it more interactive than like.. A Feast For Oden. Interestingly, the base game of Everdell is probably the best experience, as the expansions just add a lot of disjointed extra mechanics but don't make the game better. The only benefits to the expansions are the extra "regular" cards to put in the deck and the asymmetrical start you get with the different animals.

Can you elaborate on that? It's not too uncommon in Everdell to be denied the worker space you want to use; in AFFO, especially base, my understanding is that due to the large amount of worker spaces this happens much less.

My wife got the Bellfaire expansion for Everdell as a pressie recently, but we haven't gotten around to it so no idea how we feel about it. Sure we will get to it but AFFO is calling to me right now.

jesus WEP
Oct 17, 2004


PRADA SLUT posted:

When my wife and I finish a "once-through" game like Gloomhaven or Etherfields, we put our character minis on the game shelf. Is there some sort of interesting backdrop / display / etc for them? I'm looking for something more thematic, not just like an acrylic riser or similar.
just buy some terrain in a similar scale and paint it up?

!Klams
Dec 25, 2005

Squid Squad

theroachman posted:

Some guy from work did that all the time when I brought Codenames to boardgames lunch. Even in the beginning of the game, when there are usually multiple options to link two words with straightforward clues, he goes like "door - 5" and you need the most ridiculous logic leaps in order to find everything. Even when he explained it afterwards it made zero sense. I dunno, I guess some people have difficulties with this kind of stuff. We switched to playing Wizard after that :doh:

I've never had a term for it, but, there seems to be a kind of emotional intelligence relating to these types of situations. Growing up people often referred to it as 'conscientiousness' which doesn't actually fit, but like the ability to know how other people are interpreting events. I find in my line of work (programming) I'll often VERY clearly not be the smartest person in the room, and yet I'll be literally the only person to see it's glaringly obvious that the reason one guy is getting frustrated is that he's misinterpreting what someone else is saying.

I mean, maybe not, but this feels really similar. Like this guy in his head is smart enough to link 5 disparate concepts, but somehow can't grasp that "other people won't think of that". I think actually the latter skill is way more important to codenames. I've seen people give clues about stuff, where the link was factually wrong (not this, but the equivalent of: saying "aquatic", and including a gopher) but where they got it anyway, because the clue giver knew they'd make the mistake.

girl dick energy
Sep 30, 2009

You think you have the wherewithal to figure out my puzzle vagina?

PRADA SLUT posted:

When my wife and I finish a "once-through" game like Gloomhaven or Etherfields, we put our character minis on the game shelf. Is there some sort of interesting backdrop / display / etc for them? I'm looking for something more thematic, not just like an acrylic riser or similar.
Search Amazon et al. with the phrase 'diorama backdrop' and you should be able to find something that suits your tastes.

OneSizeFitsAll
Sep 13, 2010

Du bist mein Sofa

OneSizeFitsAll posted:

Thanks for that. I'm kind of raring to go with the base game now, having watched the vid above and read the rulebook. There's a lot of initial info, but all the myriad of "stuff" thrown at you slots together in such a nice way.

And just as I say this, a shop I had ordered the Norwegians from finally rings me today after the best part of a year to say it's in. It was only polite to follow through and order it, so now that's arriving this week.

I was about to play a first solo game of the base version this week, having pretty much familiarised myself with the rules, and now I don't know whether to wait and implement the Norwegians as well from the outset! I know some in this thread characterise it as pretty essential, especially at 2p.

Does it make that much difference, if you are not so bothered by increasing your chances of getting in each other's way? Does it make the game much more complicated to learn, as a first timer?

Jedit
Dec 10, 2011

Proudly supporting vanilla legends 1994-2014

OneSizeFitsAll posted:

I was about to play a first solo game of the base version this week, having pretty much familiarised myself with the rules, and now I don't know whether to wait and implement the Norwegians as well from the outset! I know some in this thread characterise it as pretty essential, especially at 2p.

Does it make that much difference, if you are not so bothered by increasing your chances of getting in each other's way? Does it make the game much more complicated to learn, as a first timer?

Not at all. The only additional rules are that everyone starts with a specialist house that only they can build, and you can only play to the fifth column of the action board with your last one or two vikings. Everything else is just different shaped pieces, really.

OneSizeFitsAll
Sep 13, 2010

Du bist mein Sofa

Jedit posted:

Not at all. The only additional rules are that everyone starts with a specialist house that only they can build, and you can only play to the fifth column of the action board with your last one or two vikings. Everything else is just different shaped pieces, really.

Just been drilling down on everything it adds and I'm pretty sold on starting with it from the outset.

I'm guessing the answer to this is "no", but I don't suppose there are any how to videos which teach one to play the Norwegians-enhanced version of the game from scratch, for my wife's benefit?

I guess the best workaround if not is to get her to watch one for the base game but skip the part which explains the action spaces, then explain those plus the new additions to her myself, since I don't think any of the other additions actually replace old rules/mechanics?

OneSizeFitsAll fucked around with this message at 15:01 on May 17, 2021

Jedit
Dec 10, 2011

Proudly supporting vanilla legends 1994-2014

OneSizeFitsAll posted:

Just been drilling down on everything it adds and I'm pretty sold on starting with it from the outset.

I'm guessing the answer to this is "no", but I don't suppose there are any how to videos which teach one to play the Norwegians-enhanced version of the game from scratch, for my wife's benefit?

I guess the best workaround if not is to get her to watch one for the base game but skip the part which explains the action spaces, then explain those plus the new additions to her myself, since I don't think any of the other additions actually replace old rules/mechanics?

A base game video will be fine. Just explain that the actual spaces will be different but they all do similar things - it's not like she'll be planning her strategies without looking at the available options. Then how column 5 works is all the additional rules overhead.

PRADA SLUT
Mar 14, 2006

Inexperienced,
heartless,
but even so

OneSizeFitsAll posted:

Can you elaborate on that? It's not too uncommon in Everdell to be denied the worker space you want to use; in AFFO, especially base, my understanding is that due to the large amount of worker spaces this happens much less.

My wife got the Bellfaire expansion for Everdell as a pressie recently, but we haven't gotten around to it so no idea how we feel about it. Sure we will get to it but AFFO is calling to me right now.

That's just about the extent of the interactivity. Someone might take a worker space you wanted to, but it's a pretty minor 'interaction'. I suppose technically there are some buildings that anyone can use once built, but it's not really impactful either. I guess I don't consider "player interaction" as "someone might take an action space you wanted sometimes".

Bellfaire is probably the best expansion for Everdell, not because the added board spaces are any good, but because you get player powers which mixes up your gameplay, and little boards to put your resources on. The action board spaces just give another end-game points reward, and some goofy buy/sell system for extra resources which gets used like once in the early game and then never again.

The best way to play Everdell is to take the base game, and mix in all of the cards (main deck, forest spaces, end-game goals, etc) that don't rely on a specific expansion and play it as if it's a Base Game Plus. Even the Spirecrest rulebook says that mixing expansions doesn't play very well.

PRADA SLUT fucked around with this message at 17:08 on May 17, 2021

The Eyes Have It
Feb 10, 2008

Third Eye Sees All
...snookums

!Klams posted:

I've never had a term for it, but, there seems to be a kind of emotional intelligence relating to these types of situations. Growing up people often referred to it as 'conscientiousness' which doesn't actually fit, but like the ability to know how other people are interpreting events. I find in my line of work (programming) I'll often VERY clearly not be the smartest person in the room, and yet I'll be literally the only person to see it's glaringly obvious that the reason one guy is getting frustrated is that he's misinterpreting what someone else is saying.

This reminds me of something I experienced with Codenames that sounds very similar.

Pre pandemic, an acquaintance of mine beckoned me over to a Codenames game table. They wanted me to guess a clue. I agreed, a bit puzzled.

The clue giver, whom I did not recognize, tersely enunciated the clue MYTHICAL:1 and the options were OLYMPUS or ATLANTIS. He silently stared, I think trying to will the knowledge into me as I thought.

Add a short consideration I went with OLYMPUS because, hey, the seat of Greek mythology, right?

No!!! he said. It's ATLANTIS! Because Mount Olympus is a real mountain that actually exists, whereas ATLANTIS does not and is therefore entirely MYTHICAL!

Fair enough. It could have gone either way, Olympus just seemed a better fit.

But the impression I got was that I was not the first party to provide an outside opinion, not was I the first to come to the same conclusion. And as people lined up to guess OLYMPUS he just got more and more upset.

Fellis
Feb 14, 2012

Kid, don't threaten me. There are worse things than death, and uh, I can do all of them.
Part of being codemaster is giving clues that your team will understand. I’m an engineer and I gave a team of english/business people “geometry:3” to link plane, wave, round, with wave being the tricky one to connect i thought. I was proud when they had to sit and think through tipsy haze about sin waves being geometry/trig concepts and got it, which is really what the game is about


I mean I also gave “Branch Davidians”* to connect compound and strike that night, and I absolutely knew I was the only person in the room who knew what that reference was. They still figured it was a cult and got compound just by knowing me and weird poo poo i know. Sometimes you just gotta give clues for you and can’t get angry at your team for not following your dumb logic

*the other codemaster allowed it because “that’s a terrible loving clue whatever”

OneSizeFitsAll
Sep 13, 2010

Du bist mein Sofa

PRADA SLUT posted:

That's just about the extent of the interactivity. Someone might take a worker space you wanted to, but it's a pretty minor 'interaction'. I suppose technically there are some buildings that anyone can use once built, but it's not really impactful either. I guess I don't consider "player interaction" as "someone might take an action space you wanted sometimes".

Sure, I get that, and don't disagree. I just don't see any other way of comparing interactivity betwen the two games other than that, 'cause in both cases the extent seems to be denying things to other players, either through worker placement or, in AFFO's case, grabbing resources or exploration boards other players might need. Maybe that's what you meant by "No expansion makes Everdell more interactive than AFFO" - i.e. the latter offers those other areas too.

Personally, I don't mind "multiplayer solitataire" that much or consider it a particular flaw. Like, Lords of Waterdeep is in a way more interactive than either by virtue of its intrigue cards, but although I like the game I prefer Everdell.

quote:

Bellfaire is probably the best expansion for Everdell, not because the added board spaces are any good, but because you get player powers which mixes up your gameplay, and little boards to put your resources on. The action board spaces just give another end-game points reward, and some goofy buy/sell system for extra resources which gets used like once in the early game and then never again.

The best way to play Everdell is to take the base game, and mix in all of the cards (main deck, forest spaces, end-game goals, etc) that don't rely on a specific expansion and play it as if it's a Base Game Plus. Even the Spirecrest rulebook says that mixing expansions doesn't play very well.

Thanks - will bear that in mind.

OneSizeFitsAll fucked around with this message at 17:56 on May 17, 2021

Staltran
Jan 3, 2013

Fallen Rib

The Eyes Have It posted:

This reminds me of something I experienced with Codenames that sounds very similar.

Pre pandemic, an acquaintance of mine beckoned me over to a Codenames game table. They wanted me to guess a clue. I agreed, a bit puzzled.

The clue giver, whom I did not recognize, tersely enunciated the clue MYTHICAL:1 and the options were OLYMPUS or ATLANTIS. He silently stared, I think trying to will the knowledge into me as I thought.

Add a short consideration I went with OLYMPUS because, hey, the seat of Greek mythology, right?

No!!! he said. It's ATLANTIS! Because Mount Olympus is a real mountain that actually exists, whereas ATLANTIS does not and is therefore entirely MYTHICAL!

Fair enough. It could have gone either way, Olympus just seemed a better fit.

But the impression I got was that I was not the first party to provide an outside opinion, not was I the first to come to the same conclusion. And as people lined up to guess OLYMPUS he just got more and more upset.

Atlantis isn't even really mythical, is it? Fictional, sure, but isn't it from The Republic, i.e. not from a myth?

girl dick energy
Sep 30, 2009

You think you have the wherewithal to figure out my puzzle vagina?

Staltran posted:

Atlantis isn't even really mythical, is it? Fictional, sure, but isn't it from The Republic, i.e. not from a myth?
If you're going to be that pedantic during Codenames, you'd better make sure the people you're playing with will be, too.

A better code would've been Ocean. Or City. Or Aquaman.

Snooze Cruise
Feb 16, 2013

hey look,
a post

Staltran posted:

Atlantis isn't even really mythical, is it? Fictional, sure, but isn't it from The Republic, i.e. not from a myth?

And then you have people who still believe it was an actual city that can be found somewhere thanks to guests on Joe Rogan.

I woulda also pick Mount Olympus, like its "location in a lot of myths" vs "singular myth" of course people are going to lean to the former.

Snooze Cruise fucked around with this message at 18:23 on May 17, 2021

djfooboo
Oct 16, 2004




SdJ nominees and recommends just dropped!

https://boardgamegeek.com/blogpost/118142/all-together-now-spiel-des-jahres-nominations-2021

Thought? Prayers?

silvergoose
Mar 18, 2006

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




Why is Paleo on there? That's my only thought really, I haven't paid much attention to the SdJ since they stopped catering to my tastes.

Bottom Liner
Feb 15, 2006


a specific vein of lasagna
Probably the worst collection of games they've ever had? Sign of 2020 being a mediocre year I guess but also they've been trending this direction for a while.

Mayveena
Dec 27, 2006

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

silvergoose posted:

Why is Paleo on there? That's my only thought really, I haven't paid much attention to the SdJ since they stopped catering to my tastes.

It's just tone deaf. Let's just keep nominating the white people games.

Mayveena
Dec 27, 2006

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

Bottom Liner posted:

Probably the worst collection of games they've ever had? Sign of 2020 being a mediocre year I guess but also they've been trending this direction for a while.

I would agree with this as well. None of the games they've nominated I'd have any interest in whatsoever except maybe Lost Arnak. There's a lot of good solid classics that won or were nominated in previous years, but this year is a complete bust on their part.

silvergoose
Mar 18, 2006

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




Mayveena posted:

It's just tone deaf. Let's just keep nominating the white people games.

Yeah no kidding. Like, gameplay I've heard is mediocre to the say the least, but paying some attention to the backlash around all white cavemen might've served the nominators well???

Funzo
Dec 6, 2002



Didn't Fantasy Realms come out several years ago?

Jedit
Dec 10, 2011

Proudly supporting vanilla legends 1994-2014

Funzo posted:

Didn't Fantasy Realms come out several years ago?

Probably. But Point Salad is on the longlist and I know for a fact that came out in 2019 because I bought it at the last Spiel.

Truther Vandross
Jun 17, 2008

It's based on when they're available in German, I believe. So there may be old stuff that was first released there last year and new stuff that hasn't come out in German yet.

LifeLynx
Feb 27, 2001

Dang so this is like looking over his shoulder in real-time
Grimey Drawer
Regicide sounds like a fun time-filler that actually has some strategy.

I played Mage Knight solo for the first time last night after watching some of Ricky Royal's videos. My other favorite solo games are Spirit Island and Arkham Horror. I can definitely see why people compare this to Spirit Island, it's very similar in the way all the information is presented to you and you have to decide how to play the cards in your hand to make the best of a difficult situation. I was too tired to continue after hitting the first night, but I'd conquered a dungeon - taking three wounds in the process, but I had some healing from a glade and herbalists - and then wasted some time trying to beat a rampaging orc. I wish I had the space to leave this set up where I can play a full game over the course of a few nights, this seems perfect for that.

I never say this about games I've barely played, but this needs a design overhaul to convey information better. Why does each character have two symbols that represent it? Skill cards could probably be a bit bigger and have the text on them (maybe sliding under your character card 7 Wonders-style?). Different card frames could help with organization, not that they're terrible, but there's not much to differentiate the card types. Starter cards have a tiny symbol in the corner that advanced actions lack, artifacts have a darker background on the lower half, etc. Without knowing anything about it, I guessed that it was one of those OG board games and hadn't updated its style much since the 90's, but the first edition came out in 2011.

I'm excited to play more, the mechanics are solid and it scratches that roguelite itch but in tabletop form.

tokenbrownguy
Apr 1, 2010

Def have not felt I've actually come close to winning Regicide, as I think my SO and just aren't really especially good at those mathy decisions. Seems like the game also needs a rule for mulliganning or redrawing into Diamonds if you're running out, but maybe that just means we're not killing fast enough.

fischtick
Jul 9, 2001

CORGO, THE DESTROYER

Fun Shoe

tokenbrownguy posted:

Def have not felt I've actually come close to winning Regicide, as I think my SO and just aren't really especially good at those mathy decisions. Seems like the game also needs a rule for mulliganning or redrawing into Diamonds if you're running out, but maybe that just means we're not killing fast enough.

There are definitely times you don't *want* to kill, even when you can. Early on I'd be Regicide Tough Guy and dump most of my hand killing off a Q, only to find I don't have enough to tank the K underneath. It's a painful truth that sometimes you gotta just yield and take the hit, or low-ball with like a 4 of Spades when you could definitely hit for 10+.

We played today over lunch. I had 2 Aces, Jack of Hearts, Queen of Spades. The Queen I was fighting had 15 damage shielded, so it was only 5 points to kill. Next up was a King. If I played my Queen it'd be super-dead, but the King would come out and I didn't have enough to survive the yield. I played the Jack, and spent the Queen as damage. Then my wife killed off the rest of the Queen, and up popped the King of Diamonds and we were toast.

Maybe I should have played the Aces and dumped the Jack for damage. Doesn't matter now (though it will weigh heavily on my head until tomorrow).

Selecta84
Jan 29, 2015

So, Dune: Imperium is making it's way to Germany and it is already popping up on some "Best solo games of 2021" lists.

Has anyone played it and can chime in on that?

Kerro
Nov 3, 2002

Did you marry a man who married the sea? He looks right through you to the distant grey - calling, calling..

Selecta84 posted:

So, Dune: Imperium is making it's way to Germany and it is already popping up on some "Best solo games of 2021" lists.

Has anyone played it and can chime in on that?

I haven't played it solo but did play a 3-player game and unless the solo game is radically different (which I doubt given the style of game it is - it's not interactive route-building or anything) I imagine that would at least give a sense of it.

I thought it was good but not great. The deck-building aspect looks to present some reasonably interesting choices, and there's some cool combos you can aim for - though with it being market row you do run the risk of the card you need for synergy just not being there on your turn, particularly since some cards share multiple traits and so someone working on a different strategy could well end up purchasing it because it has a trait that combos for them as well as a different one that you need.

The worker placement portion felt fine, but I don't think that the combination of deck-building and worker-placement is necessarily a great fit. You're restricted to which action places you can play in by the symbols on the cards in your hand. Sometimes this led to interesting and meaningful choices - when you had a powerful card but it's also the only card with the symbol for an action space you really need to use that turn. That kind of tension felt good. At its worst though you might have turns where you just draw badly and simply don't get the symbol you need at all for a crucial action space which felt very frustrating, and introduced an element of luck that felt very out of place in a worker placement game.

The area control also felt a bit all-or-nothing. You could invest quite a lot of turns and actions into trying to get control of the 'conflict' space for the turn only to have someone cause a massive swing through a special card that you couldn't see coming. Because these combats only happen at most 9 times in the game, and reward 1 or 2 points (out of a maximum required of 10) this could create a big impact that you can't really predict or mitigate too much.

I did like the way the different faction tracks work - that you are kind of in a race to reach the top since that rewards a VP, but only the person in top position gets it and they can be overtaken and have that vp stolen unless they max out the track. I also enjoyed the actions that come up on the (can't remember the name of them so this might be wrong) 'intrigue' cards as some of these were quite powerful and fun to pull off, though they didn't necessarily feel balanced. It also seemed weird that there were two cards and only two cards that rewarded end game points that you might randomly draw out of a deck of about 30 cards.

All in all I'd happily play it again and likely have fun with it, but there are other games I'd probably rather play - Tyrants of the Underdark for hybrid deck-building/area control, and AFfO or something for pure worker placement.


I also got in a game of StationFall on TTS and I don't know if it will hold up to repeat plays (though I suspect it will for at least a few) but it was a hell of a lot of fun. It's incredibly daunting at first because of the sheer number of different icons and actions on the space station, plus all the different characters each of whom have different abilities and any of which can be activated on your turn, but actually after a turn or two it starts flowing pretty smoothly - we got through a 4 player game in about 2 hours including rules explanation (though we were playing the beginner setup so didn't have to worry too much about certain things like anyone trying to release Project X onboard). I can see why people enjoy the kind of emerging narrative it creates. In our game 3 of the characters fairly early on had taken off to different sections of the ship to pursue their objectives, leaving the medical bot free reign in the middle. Since the medical bot gets points for healing injured characters, it spent much of the middle section of the game luring the remaining crew members into the central hub and bribing them to bludgeon each other until it had a whole roomful of corpses it could patch up. I could also easily see that once players have the hang of things that the game could flow incredibly fast. I don't know about the 9+ players it suggests you could play with, I think that would definitely bog down way too much, but 5 or 6 seems like it could be doable.

Selecta84
Jan 29, 2015

Kerro posted:

Dune Stuff

Thanks.

The game was not really on my must have list but I was curious.

I think it will stay off the list.

!Klams
Dec 25, 2005

Squid Squad

Kerro posted:


I thought it was good but not great. The deck-building aspect looks to present some reasonably interesting choices, and there's some cool combos you can aim for - though with it being market row you do run the risk of the card you need for synergy just not being there on your turn, particularly since some cards share multiple traits and so someone working on a different strategy could well end up purchasing it because it has a trait that combos for them as well as a different one that you need.


I don't necessarily disagree with what you're saying, it's all true, though I do rather like Imperium for a multitude of reasons anyway. But this point I thought was an odd one to bring up, because it's something that I think Imperium specifically goes out of its way to do better than other market row games. I mean, sure, yes, with a random shop, there's a chance it wont present options you like. But in Dune, if there's a card you really want on the market row, you can actually sacrifice worker placement turns to jump straight in to the buying phase to nab the stuff you want. The fact that this is optional, and that you can do it on any turn means there's a push your luck element to it, since it's likely your opponent will take 'all' their worker placement turns, you only really 'need' to lose one to jump ahead, but what if they have the same idea?

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Truther Vandross
Jun 17, 2008

!Klams posted:

I don't necessarily disagree with what you're saying, it's all true, though I do rather like Imperium for a multitude of reasons anyway. But this point I thought was an odd one to bring up, because it's something that I think Imperium specifically goes out of its way to do better than other market row games. I mean, sure, yes, with a random shop, there's a chance it wont present options you like. But in Dune, if there's a card you really want on the market row, you can actually sacrifice worker placement turns to jump straight in to the buying phase to nab the stuff you want. The fact that this is optional, and that you can do it on any turn means there's a push your luck element to it, since it's likely your opponent will take 'all' their worker placement turns, you only really 'need' to lose one to jump ahead, but what if they have the same idea?

I agree with this. And it happened a few times in the game we played and ended up making a huge difference in the outcome.

I think the game shines at 3. Four players was mostly fine but there were a few rounds early on where the last player was essentially screwed out of options and was forced to play catch up from there. At three, you might not always have the best option for you left on the board but there's at least one option available that can further your game in some capacity. At four you can really get hosed by a bad draw.

In all, everyone I played with really enjoyed the game and things were fairly close throughout with different strategies in play.

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