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I guess it makes sense in whatever non-English speaking country they released it in but I can't help but think something like Mist Walker or Path of Mist would've been a better name.
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# ? Jul 13, 2016 20:19 |
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# ? May 28, 2024 04:40 |
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al-azad posted:I guess it makes sense in whatever non-English speaking country they released it in but I can't help but think something like Mist Walker or Path of Mist would've been a better name. Agreed. Something like "From the Mist" / "Through the Mists" would make a lot more sense. Yeah, a name for a game is not a dealbreaker of course, but as something being marketed at a store it's a bad call to use a word with so much space connotations.
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# ? Jul 13, 2016 20:41 |
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Trynant posted:Nah, I'm completely in the boat for exploring outside the top games. I just don't expect too much of the thread to appreciate brutal economic games as much as a few of us do
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# ? Jul 13, 2016 20:46 |
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Trynant posted:Agreed. Something like "From the Mist" / "Through the Mists" would make a lot more sense. Yeah, a name for a game is not a dealbreaker of course, but as something being marketed at a store it's a bad call to use a word with so much space connotations. Through the Mists is a Good Name.
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# ? Jul 13, 2016 20:53 |
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Some Numbers posted:This whole argument seems a little disingenuous. I've been reading "Via Nebula" in this thread the last week and I assumed it was a space game. I concur, I finally searched for it last night after reading through the conversations and was disappointed to find fat anime characters instead of spase mans.
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# ? Jul 13, 2016 21:14 |
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Terra Mystica is what a friend named Via Nebula.
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# ? Jul 13, 2016 21:15 |
Some Numbers posted:Through the Mists is a Good Name. Through the Mists, a Story of Mistborn
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# ? Jul 13, 2016 21:16 |
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Please kickstart my new game Milky Way Space Ships, which is about optimally packing milk cartons into limited storage space and then finding an optimal delivery route by which to transport them.
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# ? Jul 13, 2016 21:20 |
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Deus Ex: the boardgame Oh you thought it was what? Lol no
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# ? Jul 13, 2016 21:38 |
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Mister Sinewave posted:Deus Ex: the boardgame It's a Christian propaganda video, isn't it?
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# ? Jul 13, 2016 22:21 |
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It's a dexterity game about lowering meeples onto a stage with a crane.
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# ? Jul 13, 2016 22:24 |
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Via Nebula more like Fog of Yore
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# ? Jul 13, 2016 22:31 |
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cenotaph posted:It's a dexterity game about lowering meeples onto a stage with a crane. This would own. Writing up my kickstarter pitch now.
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# ? Jul 13, 2016 23:35 |
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Hauki posted:This would own. Writing up my kickstarter pitch now. I'm pretty sure you could reskin Loopin' Louie and make the big bucks.
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# ? Jul 13, 2016 23:57 |
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Trynant posted:I'm pretty sure you could reskin Loopin' Louie and make the big bucks. Loopin' Chewie would be perfect if it supported 4 players like the original
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# ? Jul 14, 2016 00:46 |
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Mister Sinewave posted:Deus Ex: the boardgame On the last turn, deal a God card to determine the winner.
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# ? Jul 14, 2016 02:25 |
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canyoneer posted:Loopin' Chewie would be perfect if it supported 4 players like the original It's funny. This hasn't made the cut in the last few game nights I've been to for this very reason, despite the fact that I've never had a miss when I've introduced it to people.
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# ? Jul 14, 2016 04:41 |
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canyoneer posted:Loopin' Chewie would be perfect if it supported 4 players like the original Loopin' Louie already supports 4. Loopin' Chewie's justification for existing is supporting 3 players.
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# ? Jul 14, 2016 13:30 |
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Any thoughts on Isle of Skye? I really need a gateway game that I actually like playing. Could this fill that role?
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# ? Jul 14, 2016 13:32 |
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lordsummerisle posted:Any thoughts on Isle of Skye? It's one of my favourite light/mid games. Got around ~20 games in since I got it a few months ago. My regular gaming group primarily plays mid to heavy euros and this is now our most popular game when we need something that clocks in at around an hour or less. It plays with a nice flow - Draw 3 tiles, secretly set the price of 2 tiles (using as much of your available cash as you want) and 'axe' the 3rd one. Everyone reveals their prices when ready. Go around the table clockwise from first player, each player having the chance to buy 1 tile from other players, or pass. After every player has bought a tile or passed any unpurchased tiles you own you have to keep, and the price you set for them goes to the bank. Add them to your island. Score the round. The game scales well (played it with every player count from 3-5) and the time doesn't go up by much. The way the scoring criteria changes as the rounds progress makes timing matter, which I also like. Variability in the scoring setup means that there are no 'good' and 'bad' tiles in general, just better or worse for each specific game. There's a catchup mechanic in the game which I guess some people may not be a fan of, but in my opinion it's not that strong. Nique fucked around with this message at 14:00 on Jul 14, 2016 |
# ? Jul 14, 2016 13:45 |
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House Louse posted:On the last turn, deal a God card to determine the winner. Stop stealing mechanics from Talisman!!!
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# ? Jul 14, 2016 14:35 |
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Undead Hippo posted:Bankruptcy is triggered when after production you still do not have the money to pay for actions. If bankruptcy is triggered action discs are removed from controlled sectors and placed back on the track until the cost is sufficiently low to be paid for. Should the majority of your turn 1 actions be exploring, and then just try to reclaim as many disks as possible? Are there times where you actually want to leave your disks on a hex early on? You specifically mention money planets-- are they the only ones worth colonizing early game? How do you feel about going for sector III vs sector I tiles early game? The two previous people who gave advice seemed to say different things about going for sector I vs. III tiles early on. Also when doing a virtual fleet type of strategy, how do you deal with ancients? Do you just prioritize 1-2 early upgrades that are good at dealing with them, and then have like a 1-2 ship army that can fight them, but no more? Megasabin fucked around with this message at 15:38 on Jul 14, 2016 |
# ? Jul 14, 2016 15:23 |
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Megasabin posted:Should the majority of your turn 1 actions be exploring, and then just try to reclaim as many disks as possible? How do you feel about going for sector III vs sector I tiles early game? The two previous people who gave advice seemed to say different things about going for sector I vs. III tiles early on. On turn 1 there will be very little to do other than exploration. Some races can do weird technology plays (Like a Hydran might grab Robotics on T1, or an Eridani might do a lot of things), but for the most part you just want to spend Turn 1 grabbing Sector III tiles, and working out your backline. You can go for Sector 1 very early (but probably not on turn 1), but you are much more likely to have to fight to get it, and fight to keep it. Sector I vs. Sector III is a matter of how aggressive a game you want. Sector I is where a lot of combat will happen, it has better planets, but more frequent Ancients. Money planets are the only ones that will specifically figure into bankruptcy. All planets are worth colonizing. If you're short on colony ships or get a white planet and need to make a choice, then consider whether the technology or production will let you take a specific action next turn (e.g. Grab Robotics, Make a dreadnought) and if not then take money. quote:Also when doing a virtual fleet type of strategy, how do you deal with ancients? Do you just prioritize 1-2 early upgrades that are good at dealing with them, and then have like a 1-2 ship army that can fight them, but no more? Yep. 2 base cruisers with a +1 computers upgrade are very likely to kill an ancient without taking any casualties. Undead Hippo fucked around with this message at 15:48 on Jul 14, 2016 |
# ? Jul 14, 2016 15:45 |
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Undead Hippo posted:Money planets are the only ones that will specifically figure into bankruptcy. All planets are worth colonizing. What does this mean? I thought the idea of bankruptcy is that you pull your disk from undesirable hexes, meaning you wouldn't colonize them. Is every hex with a planet worth colonizing then, even if it just has 1 planet?
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# ? Jul 14, 2016 16:30 |
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Megasabin posted:What does this mean? I thought the idea of bankruptcy is that you pull your disk from undesirable hexes, meaning you wouldn't colonize them. Is every hex with a planet worth colonizing then, even if it just has 1 planet? It means that a hex without an orange planet is less valuable than a planet with one, so you're more likely to want to abandon a hex with just science planets. Unless you're Hydran.
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# ? Jul 14, 2016 16:48 |
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What are some good, lighter (closer to Love Letter than War of the Ring), but not truly filler 2p games I can get to bring to events where I might want to have board game + conversation with just 1 person?
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# ? Jul 14, 2016 18:07 |
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Patchwork is excellent. I also liked twilight squabble.
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# ? Jul 14, 2016 18:09 |
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7 Wonders Duel Patchwork Jaipur Carcassonne Agricola All Creatures Big & Small (different game from Agricola) The Duke Splendor Valley of the Kings
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# ? Jul 14, 2016 18:17 |
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3rding Patchwork. Taluva Hive
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# ? Jul 14, 2016 18:28 |
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Megasabin posted:What does this mean? I thought the idea of bankruptcy is that you pull your disk from undesirable hexes, meaning you wouldn't colonize them. Is every hex with a planet worth colonizing then, even if it just has 1 planet? You can only colonise three (or in one case four) planets in a turn without taking an Influence action. The main reason to influence hexes without economic worlds is so you can explore more hexes without moving fleets. I would disagree that you never research on turn 1, though. It is always worth researching Advanced Robotics if it's there, because it's cheap (5-6 research depending on race) and it gives you the influence disc straight back again.
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# ? Jul 14, 2016 18:37 |
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Battle Line - Extremely simple rules, but the pacing of the game is fantastic. You feel more and more tension as the game goes on, and unlike a lot of other euros, instead of "well, I guess that's it, let's count points and see who won", the victory condition is clear and so the ending is always a tense competition to see who can capture the last flag they need. Patchwork and Jaipur are fun too, but a lot more laid back. Hive (or preferably Hive Pocket) is great for being extremely portable, light, with a fast play time but still plenty of room for strategy. Mottainai has a pretty small foot print, and a ton of depth. It'll take 2 or 3 plays to even begin wrapping your head around it, but extremely worth it afterwards. minute fucked around with this message at 20:00 on Jul 14, 2016 |
# ? Jul 14, 2016 19:55 |
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Toshimo posted:What are some good, lighter (closer to Love Letter than War of the Ring), but not truly filler 2p games I can get to bring to events where I might want to have board game + conversation with just 1 person? 13 Days is 13 minute Twilight Struggle.
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# ? Jul 14, 2016 20:14 |
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I think my group is going to be busting open my new copy of Scythe tonight. For those of you who have played already, any tips or suggestions on teaching it? I'm going to be going over the Watch it Played video and the rules all day but can always use suggestions; I'm not the best game teacher usually.
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# ? Jul 14, 2016 20:22 |
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Definitely Battle Line and Hive, they're some of the only fast 2P games that have stayed in my collection over the years.
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# ? Jul 14, 2016 20:49 |
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Aerox posted:I think my group is going to be busting open my new copy of Scythe tonight. I Watched Rodney's video one time and that was pretty much enough for me to teach it without much issue. It's surprisingly not as complicated as it looks, in my eyes anyway. Here's the order I'd cover things based on my first time teaching/playing: > Tell people how to win (have the most $ at the end game) > Show people the primary ways they will earn money at the end of the game (Stars, Territories, and Resources relative to the Popularity track, +Structure bonuses which you can point to but circle back to later). > Tell people how the game ends (one player placing their 6th star on the achievement track) > Explain that all players have the same 8 action options to choose from on their turns, but are paired up differently in the 4 sections of the Player Boards (the one without the mechs). Explain that on your turn you choose 1 section, and perform either Top, Bottom, both in Top>Bottom order, or none of the actions. > Explain the Top Row: *Explain the Move action. This is the lengthiest single action to explain because a lot is tied to it. Explain specifics such as Encounter tokens, restrictions like moving over rivers/lakes (unless otherwise allowed by a power), explain combat rules, and how Power & Combat Cards are spent, etc. Explain how territory control works here (units or structures [advise will be explained later] grant you territory control, but a unit trumps structures). Explain the Factory in the middle of the board being worth 3 territories at the end of the game, and the way you can earn a Factory card as a new action. *Explain the Bolster action, now that they know how combat works and what Power is used for. *Explain the Produce action, and how resources are placed in territories, and spent from them as well. *Explain the Trade action, and how it is useful vs Produce, especially when starting, to get specific resources they may not have access to in their immediate area. > Explain the Bottom Row, advising that costs for these actions are asymmetrical across the Player boards: *Explain the Upgrade action. *Explain the Deploy action, and mention the asymmetry of the Faction board's Mech bonuses. *Explain the Build action, and what each Structure does for you. Good time to circle back to the Structure bonus tile used during end game scoring. *Explain the Enlist action. >Recap each of the 10 options for placing stars on the board, including an explanation of the 2 hidden Objective cards players start with. >Go around announcing each Faction's unique ability on the top-right of their Faction board. That should pretty much cover everything, and take ~30 minutes or so. From there just have the rules handy for reference as you go. We only had to look up a couple clarifying things following more-or-less the above structure to teach with. Merauder fucked around with this message at 21:02 on Jul 14, 2016 |
# ? Jul 14, 2016 20:56 |
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Aerox posted:I think my group is going to be busting open my new copy of Scythe tonight. I've only had the game for a week, but here are a few strategic tips I'd mention: Although getting 6 stars triggers the end game and stars are worth points, being the first to get to 6 does not guarantee you'll win. The popularity bonus can make a huge difference. Make sure you diversify. Holding lots of territory is as important for scoring as getting stars. Getting 1 or 2 mechs quickly is more important for mobility than for combat. Having more mechs in combat is no advantage unless you have at least as many combat cards. Try to plan your turns so you can take both the top and bottom actions. Just because you can afford both actions doesn't mean you should always take both, particularly toward the end of the game. You're allowed to take a bottom action just for the coins, even if you've already maxed out mechs, buildings, etc.
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# ? Jul 14, 2016 20:59 |
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Aerox posted:I think my group is going to be busting open my new copy of Scythe tonight. I don't usually like videos but the Watch it Played was good and concise. If your group is OK with it, give it a go. It walks you through setup, too. The player aid cards (2 for each player) have a decent quickstart for the first few turns on them, basic "so what should I do?" wise. Absolutely take the rule book's suggestion that part-way through the game, do a mock counting up of "final" score as the board stands so people can see how scoring works. (Stars are worth the most, but there are only max 6 -- territory is worth almost as much as stars and you can hold more than 6. Military might is useless for scoring.) Remember to ALWAYS do actions in the order shown, top to bottom. e.g. Pay the red cost of an action FIRST, then get the green benefits. You can take partial benefit of an action you've paid for. If anyone has well over 75 coins (or 100+) then you are almost certainly doing something wrong.
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# ? Jul 14, 2016 21:47 |
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Bottom Liner posted:7 Wonders Duel Which of these are the meatiest in your opinion?
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# ? Jul 14, 2016 23:17 |
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Probably Agricola, because it's a full worker placement and has lots of wooden bits to manage. Great game though, it's more of a Caverna-Agricola hybrid than Agricola lite. That's with one of the expansions though, the base game only has like 5 room tiles to expand your farm, whereas the expansions each add like 25-30.
Bottom Liner fucked around with this message at 23:27 on Jul 14, 2016 |
# ? Jul 14, 2016 23:24 |
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# ? May 28, 2024 04:40 |
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For shame there's no Biblios in that list.
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# ? Jul 15, 2016 00:12 |