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EBag posted:lol well, maybe I should say if you like auctions, 7 wonders and collecting all the sets then get VR. If you like GtR or Race and crazy card combos, get Mottainai. What didn't you like about it? It feels like a manufactured pop release titled "Chudyk's greatest hits". It does some cool stuff from each of his multi-use card games (less so Innovation, more so Glory to Rome) without the stuff that made each individual game feel interesting. Ended up really bland and soulless compared to GtR...
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# ? Sep 11, 2015 16:05 |
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# ? May 29, 2024 13:11 |
Indolent Bastard posted:Codenames works fine with 5. 1 spymaster 2 teams of 2. What?? Two spymasters and one of the teams has two couriers, the other one. Why would you have only one spymaster when you have at least 4 people? The teams don't have to be balanced.
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# ? Sep 11, 2015 16:06 |
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Scyther posted:6 players is a bit rough how about Coup or Resistance: Avalon? Also your link doesn't work, the period at the end got included in the url. Oh, we've played that a lot before (I own both). Also ONUW. Guys. Guys. I'm in trouble. I just found out about a site in Canada that ships for decent prices, and they have both Argent and Dungeon Petz in stock. Help. I still haven't even played the Dungeon Lords expansion (that I own) yet! Also, how likely is it to see a Dungeon Petz anniversary edition of some sort in the future?
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# ? Sep 11, 2015 16:11 |
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OmegaGoo posted:Codenames is similar, yet quite a bit better than Spyfall. Spyfall handles 5 players "cleaner" than Codenames does, though. You know that " " are already quotes right.
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# ? Sep 11, 2015 16:14 |
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silvergoose posted:What?? Two spymasters and one of the teams has two couriers, the other one. Why would you have only one spymaster when you have at least 4 people? The teams don't have to be balanced. Because having a team of one doesn't let that player have any discussion on what the hell the spymaster meant by "Water: 4" Worst case, they sit in silence, best case they talk through their process like a babbling maniac. Play any way you want, but I'd rather have teams with two or more players.
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# ? Sep 11, 2015 16:18 |
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Indolent Bastard posted:Codenames works fine with 5. 1 spymaster 2 teams of 2. That seems promising. I'll keep that in mind.
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# ? Sep 11, 2015 16:21 |
Indolent Bastard posted:Because having a team of one doesn't let that player have any discussion on what the hell the spymaster meant by "Water: 4" Worst case, they sit in silence, best case they talk through their process like a babbling maniac. 2v2 total is perfectly playable, though?
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# ? Sep 11, 2015 16:21 |
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Indolent Bastard posted:Because having a team of one doesn't let that player have any discussion on what the hell the spymaster meant by "Water: 4" Worst case, they sit in silence, best case they talk through their process like a babbling maniac. Yeah, but the game takes like 10 minutes to play, and you can rotate teams so that no one is on their own for more than a game. That's how I played it when there were 5 people.
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# ? Sep 11, 2015 16:21 |
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Andarel posted:It feels like a manufactured pop release titled "Chudyk's greatest hits". It does some cool stuff from each of his multi-use card games (less so Innovation, more so Glory to Rome) without the stuff that made each individual game feel interesting. Ended up really bland and soulless compared to GtR... I haven't played any of his other games so I can't really compare, the closest comparison for me is Race/Roll which I love. The faster playtime and multi-use cards are great, I would love to try GtR but I'm not paying $100 for the blackbox and gently caress the neon clip-art version. Might look at Innovation someday as well, I hear it's pretty good with 2.
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# ? Sep 11, 2015 16:22 |
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silvergoose posted:2v2 total is perfectly playable, though? It is, but I'll argue that more players is always better. 4 players (2 spymasters 2 spies) works, but I'd rather try for 6-8 players (2 spymasters 4-6 spies) every time. Just my preference. Morpheus posted:Yeah, but the game takes like 10 minutes to play, and you can rotate teams so that no one is on their own for more than a game. That's how I played it when there were 5 people. That works too. I'm not saying my method is required, it's just my preference. Indolent Bastard fucked around with this message at 17:10 on Sep 11, 2015 |
# ? Sep 11, 2015 16:27 |
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EBag posted:I haven't played any of his other games so I can't really compare, the closest comparison for me is Race/Roll which I love. The faster playtime and multi-use cards are great, I would love to try GtR but I'm not paying $100 for the blackbox and gently caress the neon clip-art version. Might look at Innovation someday as well, I hear it's pretty good with 2. If you're looking to play 2p Mottainai's probably better than GtR at that, GtR is really best with 4 and good at 3/5 (better at 3). Innovation's his best 2p game. Problem with Mottainai is that when he lifted the impulse system from Impulse it ended up making the game flow weird because you don't get the draw power from GtR or the ability to cut people out of actions like in Impulse (without kinda busted cards like prenerf Mask). Race/Roll are super good and I've played a ton of both - probably more than anyone I know - but Mottainai ended up way too bland for my tastes.
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# ? Sep 11, 2015 17:03 |
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OK, I followed the Goon Wisdom and got Valley of the Kings. Looking forward to this.
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# ? Sep 11, 2015 17:10 |
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You made the right choice. The entomb mechanic is the biggest improvement to the whole genre of deckbuilders since its inception.
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# ? Sep 11, 2015 17:13 |
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What is the entomb mechanic?
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# ? Sep 11, 2015 17:14 |
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Toshimo posted:What is the entomb mechanic? You can just straight up eliminate one card from your hand each turn. It goes into your 'tomb', and only cards in your tomb will score VP at the end.
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# ? Sep 11, 2015 17:17 |
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It recreates the tension of when to buy point cards in Dominion in a better/kind of opposite way. Each card can be played for its effect, or entombed to be removed from your deck and scored at the end of the game. It's a constant juggling of "do I keep this powerful card to keep using the effect or score it before it's too late?" Seriously, for $15 more people need to play Valley of the Kings.
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# ? Sep 11, 2015 17:54 |
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Someone mentioned the expansion is super good, is that Afterlife? That's billed as a standalone help
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# ? Sep 11, 2015 18:19 |
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Mister Sinewave posted:Someone mentioned the expansion is super good, is that Afterlife? That's billed as a standalone Haven't played it but it's standalone, yeah.
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# ? Sep 11, 2015 18:34 |
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You can mix them, but it's also standalone. The designer said they work best separately.
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# ? Sep 11, 2015 18:38 |
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Had a pretty good haul of games from a local salvation army this past month. Picked up both Mascarade (which I know is kinda balls) and Super Motherload, which I have no idea how the hell it found its way to a salvation army.
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# ? Sep 11, 2015 19:51 |
FFG apparently got L5R so expect some L5R themed games in the future? https://www.fantasyflightgames.com/en/news/2015/9/11/a-new-emperor-rises/
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# ? Sep 11, 2015 20:33 |
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GrandpaPants posted:FFG apparently got L5R so expect some L5R themed games in the future? https://www.fantasyflightgames.com/en/news/2015/9/11/a-new-emperor-rises/ I am gonna be super mega excited about this if they aren't bringing the AEG team over with it.
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# ? Sep 11, 2015 20:36 |
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Morpheus posted:
Don't want to put you off buying it, but with the success of the DL anniversary edition it's hard to see them resisting having a go with DP. When would the anniversary be, though? Next year?
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# ? Sep 11, 2015 21:07 |
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Beffer posted:Don't want to put you off buying it, but with the success of the DL anniversary edition it's hard to see them resisting having a go with DP. When would the anniversary be, though? Next year? That's the five-year anniversary, yes. I want the game, but I'd rather wait a bit than get the game + exp and see in a couple months some nice big box with both included + extra bits and special monsters and fancy tokens and poo poo. I MUST HAVE ALL THE FANCY poo poo. Literally poo poo that is fancy, like, little plastic poo tokens would be just dandy.
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# ? Sep 11, 2015 21:24 |
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GrandpaPants posted:FFG apparently got L5R so expect some L5R themed games in the future? https://www.fantasyflightgames.com/en/news/2015/9/11/a-new-emperor-rises/
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# ? Sep 11, 2015 21:24 |
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Bottom Liner posted:The new expansion/sequel to Valley of the Kings (Afterlife) is fantastic. What does it add to the game besides new sets to collect? I'm going to be getting this in the next couple weeks when I pick up that new X-Wing core set. I already know I;m going to get VotK:AL because I love the original and it's a big hit with pretty much anyone who plays it, I'm just curious.
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# ? Sep 11, 2015 21:49 |
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No new mechanics or anything, just new cards with new abilities. It's just a refined version.
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# ? Sep 11, 2015 21:51 |
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enigmahfc posted:What does it add to the game besides new sets to collect? I'm going to be getting this in the next couple weeks when I pick up that new X-Wing core set. I already know I;m going to get VotK:AL because I love the original and it's a big hit with pretty much anyone who plays it, I'm just curious. Based on this designer diary, it's just VotK 2.0. He wanted to have more cards that interact with other players, more cards that interact with the boneyard/trash pile and wanted to make ultra-thinned decks less powerful but still viable. The only issue with VotK:AL is that my wishlist isn't long enough to get free shipping from CSI, but Amazon won't have it available till the end of the month.
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# ? Sep 11, 2015 22:06 |
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GrandpaPants posted:FFG apparently got L5R so expect some L5R themed games in the future? https://www.fantasyflightgames.com/en/news/2015/9/11/a-new-emperor-rises/ Holy gently caress. I loved L5R, but left because of the nonsensical rotation policies and bad dev team. My body is so ready.
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# ? Sep 11, 2015 22:31 |
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I talked a bit earlier about a token-based (visual) system of helping to organize combat in Mage Knight. Some people seemed interested so here's a prototype in action. The combat is mocked up and involves only a couple greens and some units, just to show how things work. Here is what some prototype tokens look like. Conceptually it is mainly a system of visually marking "this-to-that". This helps because more complex combats wind up with different units using different abilities and combining (or not) to different enemies - resulting in invisible spaghetti wires tangling everything. The tokens are arrow-like and always used in at least pairs. On the rounded end they show "using what" and the arrow points to the target. On the other side (e.g. the target's) the arrow points to "what from" and the cup-like back of the arrow indicates what is affected. The arrows therefore normally point towards each other and are used in visually unique groups. That way it's easy to see what is being used against who and what part is taking the hit. (There are also some dead / wound tokens to help indicate whether that results in a wound or kill, but we'll get to that.) Just remember the arrows will work in pairs, pointing TO each other, marking "this to that". Let's have an example. (Just a heads up - this is a "demo" so the combat here isn't super complex, it's more to show off what this is and how it works.) Let's take four fresh units facing off against two green rampaging orc enemies. We will try to defeat the two enemies using only the units themselves. PHASE 1: Ranged/Siege Combat 1. Move unit token onto SCOUTS, use their ability SIEGE 1 against the right orc (toughness 5). Use two identical arrows to show this. This isn't enough to kill it though. 2. This leaves 4 toughness. Pay 1 green mana and use the unit token to activate SAVAGE MONKS for SIEGE 4. Use two identical arrows to connect this to the orc. 3. This combined SIEGE 5 kills the orc in question. Use an "X" to mark this orc as "done/dead". Closeups: Scouts SIEGE 1 ability used on the ORC Monks' SIEGE 4 ability (costs 1 green mana) used on the ORC A "dead" marker helps indicate that this enemy is "done/dead". This would help if we had other ranged/siege attacks to plan. But we're done now, so we clean up the tokens and just mark this enemy as "dead" as resolution for PHASE 1. Later after the fight we'll take fame equivalent to the value on the token but we keep it around for now (we might decide to re-do the combat a different way, too.) This ^ is how the board looks after the first phase. Two units used, and one orc down. PHASE 2: BLOCK PHASE (combined with PHASE 3: ASSIGN DAMAGE) The enemy attacks must now be blocked, or damage is assigned from unblocked enemies. This orc does two separate ATTACK 1's. 1. Neither attack will be blocked. 2. One ATTACK 1 will be to the SCOUTS. They will take a wound. (attack 1 on 2 armour = 1 wound.) A wound token is placed as a reminder of the end result of the "matching" of the unblocked ATTACK 1 to the Scouts. 3. The other ATTACK 1 will go to the GOLEMS. They will not take a wound due to their physical resistance (along with the attack being 1 against their armour 3). They do not use their activation token. PHASE 4: ATTACK We will use both the THUGS and the GOLEMS to attack the remaining ORC. 1. Activation token onto the THUGS to use "Attack 3" (the "reputation -1" side effect is not shown here) against the ORC 2. Activation token onto the GOLEMS to use "Attack 2" (it's a little obscured) on the ORC This total (ATTACK 5) against the ORC's toughness of 4 is enough to kill it, so drop an "X" token to mark this enemy as "done". If we had more enemies we could move on to them. The visual arrow markers would help us remember who used what where. But we're done now. Now cleanup. Result: - All 4 units activated - Scouts also wounded - Both enemies dead I decide I'm happy with this outcome so I can count up my fame from the defeated tokens, put a wound card onto the Scouts, and continue with the game. I'm curious to hear other people's comments on this. I'm super visual so I love it so far. It's still an early prototype though so there are still things to be tweaked and discovered.
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# ? Sep 11, 2015 22:52 |
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Without knowing anything about L5R, I'm pretty excited just because I've been really encouraged with FFG's success with taking an old CCG like Netrunner and refining it in a 2.0 version. These expandable card games really lend themselves to iterative design.
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# ? Sep 11, 2015 22:52 |
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Mister Sinewave posted:I talked a bit earlier about a token-based (visual) system of helping to organize combat in Mage Knight. Some people seemed interested so here's a prototype in action. This is really elegant and makes a lot of sense. I'm curious to see how it would pan out in a big city siege or against a large Volkare army or something though.
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# ? Sep 11, 2015 22:55 |
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Mister Sinewave posted:I talked a bit earlier about a token-based (visual) system of helping to organize combat in Mage Knight. Some people seemed interested so here's a prototype in action. I've been wondering about something like this for a while, but I think it'll get waaaay too complex to use effectively when you start talking about the kind of combats you get when facing down Volkare and taking on 5+ enemies at a time.
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# ? Sep 11, 2015 22:56 |
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I'm optimistic about how it'll hold up because the more complex fights are the ones where remembering who used what against which is such a pain to hold in my head. I used to use spare mana tokens to mark dead/taken care of enemies and specific used abilities and that helped but but that didn't quite cut it. The right token design I think might be the key to it.
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# ? Sep 11, 2015 22:59 |
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Any hivemind opinions about Rum and Bones?
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# ? Sep 11, 2015 23:14 |
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Overpriced gimmicky game without much substance. Watched a demo at Gencon and was wholly unimpressed.
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# ? Sep 11, 2015 23:48 |
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I saw them demo-ing Rum and Bones at Dragoncon and I agree that it looked pretty bad. Also it looks like one of those money-sink kind of games that forces you to keep buying miniatures, except not cool like Imperial Assault or Armada. My dream is for FFG to do an LCG version of 7th Sea, the best non-magic CCG that was around back in the day.
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# ? Sep 11, 2015 23:55 |
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Bottom Liner posted:Overpriced gimmicky game without much substance. Watched a demo at Gencon and was wholly unimpressed. So in other words it's a CoolMiniOrNot game.
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# ? Sep 11, 2015 23:55 |
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I dunno, I really like Arcadia Quest, but it's the only game from CMON I like at all.
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# ? Sep 12, 2015 00:17 |
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# ? May 29, 2024 13:11 |
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Scyther posted:So in other words it's a CoolMiniOrNot game. World of Smog is actually a decent game. There's some small balance issues with the special action cards - Storm Lord's Decree really needs errata to spend an Ether for its effect - but it's a tight and clever mechanical race game that can play in under an hour including teaching. Re: the AEG L5R team - what the hell have they done?
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# ? Sep 12, 2015 00:50 |