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Since the OP is too modest to include it, I'd also like to get in on the ground floor by suggesting the No Fun Allowed blog as a good place to read all kinds of musings about the good and bad parts of game design. In particular, some of the early 2013 posts on some of the… ehm… less fortunate board game mainstays are a good place to start for the (inevitable) conversation of the difference between “good” and “fun”. Tippis fucked around with this message at 14:53 on Dec 13, 2014 |
# ¿ Dec 13, 2014 14:50 |
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# ¿ Apr 28, 2024 23:24 |
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Skutter posted:We should all take turns talking about our favorite parts of Munchkin. I like how the illustrations are very similar in style to first-edition La Vallée des Mammouths. Come to think of it, I wonder how LVdM would go over with a modern audience — that's a never-ending randomfest if there ever was one.
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# ¿ Dec 13, 2014 21:46 |
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PROTOSTORM!!! posted:Whats everyone thinking on the Memoir 44 expansions (really a question aimed at who owns them, or a handful of them). I'm definitely looking to expand later (for this 10 year old game) and was thinking of the best way to go about it. Right now I think the strongest openers after the base game scenarios are Terrain pack into the Equipment pack, then dole out any of the army specific packs as wanted (since a lot of them seem to ask for the terrain pack) 8-people Overlord is where it's all at. That only leaves the tiiiiiny issue that you essentially need two of everything and that the stars will never align in such a way as to bring the entire game to the (very large) table.
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# ¿ Dec 14, 2014 20:38 |
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If it weren't for the “short setup” part, I'd just say Mage Knight, like I always do.
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# ¿ Dec 19, 2014 20:38 |
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Fat Turkey posted:Is the Galaxy Trucker app any good for multiplayer, either single app or two devices? Does it work even if you've not played the physical version. Yes to all of the above, in my experience.
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# ¿ Dec 21, 2014 13:21 |
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Rutibex posted:8 Player Talisman That would certainly last until the new year. A bit unclear which new year, but that's just nitpicking.
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# ¿ Dec 31, 2014 20:55 |
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Big Ol Marsh Pussy posted:What are some good games with an auction mechanic? Archipelago. Of course, as always, it'll depend on what exactly you want out of the auctioning and how large a part you want it to be of the game. It's been snuck in in various incarnations into everything from
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# ¿ Jan 4, 2015 00:52 |
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jivjov posted:How well does the 7 Wonders box insert handle expansions? Having looked at the content lists on Leaders and Cities, it looks like it'll hold everything...but I haven't sleeved my cards yet, and I want to know if I need to be investigating other storage solutions. It fits. Just. The card slots in particular are a veeery tight fit for sleeved cards (area-wise, they are already deep enough). Really, the main problem is with the score pads, but if you've finished off a few of those, they'll fit reasonably well too.
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# ¿ Jan 5, 2015 00:12 |
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Quidnose posted:Wait when did SU&SD get bad? Everyone loved them two years ago. Somewhere around the time they became a weekly feature, with some vague fudge factor based on how many times in a row people heard them defend A Few Acres of Snow for the N:th time (N being the subjective threshold for “oh shut up and just accept that it's flawed already”).
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# ¿ Jan 13, 2015 10:47 |
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Countblanc posted:Man you people who have FLGS where you actually test board games are incredibly lucky, all mine just have board games packed in tightly against a wall for sale, and all the tables are used for MTG and Warhammer. Gotta keep the whales happy — that's the unfortunately reality of staying in business for many FLGS. The knife-edge they have to balance on is how to give those players the room and action they need without it (or them) taking over the entire store.
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# ¿ Jan 15, 2015 05:21 |
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Poison Mushroom posted:Just updated S'xsyde to version 1.01... because I did something really stupid. If it's any consolation, bell curves is something I see game designers forget often for no apparent reason. The worst case I've seen was in an RPG where everything was rolled with 2D10. In particular, hit locations were decided by 2D10 on a table going from toe to head with each limb having a die score spread that depended on the size of the limb… Note the choice of words there: die score spread. It did not take into account the probabilities of getting those scores. So somehow, you ended up having a 1:4 chance of hitting a person in the left arm, and roughly a 1:5 chance of hitting the torso.
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# ¿ Jan 21, 2015 12:07 |
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Hey, D20s are expensive and complicated compared to the trusty old D10. Somehow. (At least I think that's how the RPG in question ended up with its hit tables: copy-paste with slight alterations from a similar but D20-based system.)
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# ¿ Jan 21, 2015 12:48 |
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Robust Laser posted:
That's why you should get all the expansions: so you have a random chance of (maybe) drawing an end-game (if you remembered to enable them) that might not be quite as horrible.
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# ¿ Jan 21, 2015 15:08 |
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Tekopo posted:To make that house rule even better, I would suggest rolling the dice to determine the winner at the start of the game rather than at the end of it. While that would certainly be quicker, I'm not sure it really fits the theme of Talisman. I'd rather suggest that each player roll three of those D6 boxes (containing, what, 36 dice?) and whoever can be arsed to count their total score and show that theirs is the highest will be the winner. Also, a 108–648 spread of outcomes seems to be very in keeping with the “balance” of the rest of the game.
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# ¿ Jan 21, 2015 15:45 |
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Sloober posted:A lot of games get expansions that turn the insert into junk since the expansion components aren't usually planned around. Even Pandemic, which has bespoke slots for every added component in On The Brink and In The Lab, falls afoul of this. The one thing they haven't left room for? The lab playing board.
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# ¿ Jan 27, 2015 21:11 |
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Zombie #246 posted:*replaces with risk pieces There's being funny and pranky, and there's being an outright hideous person that needs to be locked up. You've crossed the line there, mister. I mean, god, man, at least use meeples or something.
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# ¿ Jan 28, 2015 17:04 |
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Rutibex posted:Those who enter the Timescape rarely leave....unchanged It is the best expansion to anything ever. bobvonunheil posted:I draw the Omnipotent Being. Oh hey, I rolled a 6! I will go to the Crown of Command please. See?
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# ¿ Jan 29, 2015 16:03 |
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These Loving Eyes posted:Regarding the lazy Cthulhu mythos cash-ins talk earlier, I find it kind of ironic that such an easily marketable piece of royalty free intellectual property has yet to be used in a mechanically interesting and sound game. For some reason, it seems that such a popular theme and good gameplay are mutually exclusive. On the other hand, when the resource material is pulpy horror that suffers from purple prose and occasional misogyny and racism, maybe the inane Yahtzee rethemes and other dice rollers are more than fitting: cheap, mostly unoriginal and intellectually unstimulating. Despite thinking that Lovecraft never really managed to achieve the kind of horror he set out to write, I have to admit that I would get excited if someone managed to create a cosmic horror board game that actually imbued the dread of the unknown with the mechanics. But since slapping Cthulhu on the box is enough to ensure decent sales, we will probably be stuck with lousy card games, dice rollers and especially miniature games that offer nothing if you look past the theme for all eternity. At least A Study in Emerald tried to be something more and I have heard Ancient Terrible Things to be one of those better Yahtzee games. There was a discussion a Board Game Thread edition (or two) ago about what could be done, mechanics-wise, to actually convey some of the things that actually exist in the book. Like you say, there's not much in the way of horror in the books, but there were some ideas about just creating mindfuckery to get across the idea of fundamentally not understanding the world, and how understanding it is actually a bad thing. Things like using deck building with insanity cards (kind of like how wounds work in Mage Knight) to let you uncover possible end-game conditions, or using tile-laying to create It's not particularly hard to come up with ideas for such a game, but why bother when the name itself sells?
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# ¿ Feb 8, 2015 21:37 |
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chemosh6969 posted:If you've actually played more than a few games, then it really isn't just that. It doesn't matter how you manage your resources and purchases (especially since those are random). If the dice don't like you, you lose, and there's no planning your way out of it. In addition, where most random games these days try to include some kind of mechanism that lets you mitigate the randomness, Elder Sign goes the opposite way and includes mechanisms that cancel out what few mitigation tactics that might exist. e: loving autocorrect Tippis fucked around with this message at 19:32 on Feb 17, 2015 |
# ¿ Feb 17, 2015 19:11 |
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chemosh6969 posted:Does the app hide extra dice rolls from me? I've only ever played the app version. In a sense, yes, at least the last time I used the app. It uses far more locked dice than the regular game, it doesn't handle secured dice properly, and it doesn't let you defeat the ancient one once they awaken. The former two cancel out two critical mitigation strategies, and the latter removes an entire round of yahtzee completely. So yes, the app is even worse than the board version, and the board version is pretty bad as it is. That said, as a random die rolling game with cards, it's still a decent enough time-waster. It has far better presentation and (semblance of) choice than your average solitaire app, for instance.
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# ¿ Feb 17, 2015 20:55 |
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Broken Loose posted:trip report: pictomania So what you're saying is, between "buy it now" and "buy it instantly", the correct answer is "buy it yesterday"?
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# ¿ Feb 22, 2015 13:01 |
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GrandpaPants posted:For some reason this kinda makes me like him/Argent more. Maybe just general props to go against the general circlejerkish nature of BGG while not sounding like an outright angry gamer stereotype. His use of the word “blame” to describe an increase in the size of the community plants him pretty firmly in that camp.
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# ¿ Feb 25, 2015 20:39 |
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Megaman's Jockstrap posted:Didn't they absolutely fail to say anything about how Archipelago presents colonialism? Or am I forgetting something? No, they just didn't dwell on the point. They explicitly said that the game glosses over the whole thing and includes some very… ehm… colourful representations, let's say, of historical views in its mechanics, but also said that this critique isn't something they wanted to get in the way of their game review. They also gave it some backhanded comments in one of their combo-reviews. I seem to recall they went into some deeper discussion on the topic in one of their podcasts (along with games such as Underground Railroad and Lewis & Clark).
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# ¿ Feb 26, 2015 00:13 |
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Aston posted:I think he might just not be very good at games. One doesn't preclude the other, unfortunately. Junta has to come from somewhere, you know… But that's an impressive assortment of “wrong” he's accumulated right there.
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# ¿ Feb 26, 2015 16:46 |
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Chomp8645 posted:Were you even reading? Back Final Attack
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# ¿ Feb 26, 2015 23:08 |
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Countblanc posted:Three is the ideal number for the game, I feel. It instructs you to have the person to the active player's left and right each do stuff (I think one is "read cards" and the other is "read the book" but I might be mistaken, it's been a while), which, hey! That's three people! I played with 6 once and it was the slowest poo poo and if your character ever got hosed over you just had to wait a long time before you got to pray you did something interesting. 3 is probably the most I'd ever try it with now. Pretty much, although there's some minor (situational) advantage to being 4 in that one person is always free to do something else than be involved in the storytelling. Even with 3, it can be a long game, and having that pause to make a quick dash for the fridge/wc/whatever can be helpful. At the same time, the pause won't be long enough to make people lose interest completely.
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# ¿ Feb 27, 2015 00:55 |
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Imagined posted:I picked up a used copy of Galaxy Truckers with both the expansions. We've never even played the base game before. Should we jump right in and learn the whole thing from the start, or separate out the base pieces and learn that first? Everything at once becomes hugely complicated very quickly. A lot of stuff is specifically there to make sure you can no longer do “safe” builds because there are simply too many different threats to cover them all. If you add that in before you've even gotten your head around what makes a safe build, it'll end in The whole game is very modular anyway, so taking it one step at a time is good idea. Aside from the whole component separation, you can scale up or down as you will to match exactly how many you want to cross the finish line in something more than a single, engine-less crew cabin. It's a bit of a faff, but will probably yield a more welcoming first (couple of) playthrough(s).
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# ¿ Mar 1, 2015 18:33 |
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fozzy fosbourne posted:So what are some good team vs team games? Obligatory Mage Knight. The TvT variant of Pandemic is quite interesting, and while it's not really a second team, as such, so is the bio-terrorist variant. Oh, and if you can fill all eight seats, there's always Memoir '44 Overlord.
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# ¿ Mar 13, 2015 16:28 |
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Mister Sinewave posted:Is this that sort of live-action concept X-COM with a "media" faction added in? I had no idea what you were talking about, and only sort of do after looking at the (I think) homepage for it that I found after a web search. http://www.shutupandsitdown.com/videos/v/susd-play-megagame/ <- start there, since it gives context to his description.
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# ¿ Mar 22, 2015 18:44 |
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Sloober posted:But how much does the box weigh? Thanks If you buy all the expansions and try to cram them into the box (requiring the aforementioned reboxing video)? About 700lbs or so.
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# ¿ Apr 4, 2015 21:08 |
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See? Only two orders of magnitude off.
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# ¿ Apr 4, 2015 21:24 |
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admanb posted:Summoner Wars as well. …and the context is that it's a case of “vaselification” — i.e. games being recommended for very vague and poorly formulated nostalgia or glitz (or just outright incorrect or uninformed) reasons, often in spite of being thoroughly outdated and poorly designed in comparison to modern implementations of the same idea. All the games they suggest are bad suggestions, especially in relation to what initially sparked the question, offered for no particularly coherent reason other than what amounts to a fundamentally useless “it's fun”.
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# ¿ Apr 6, 2015 19:33 |
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admanb posted:That's not vasel-anything, people have been coming up with any possible justification to recommend their favorite things forever -- just look at any fan forum. The fact that those games are actually related by the one criteria the OP asked for puts it one step ahead of that, regardless of what the goonsensus is on how good or bad those games are. But he didn't really ask for that criterion at all. Going by that picture, he liked Space Alert and something else, and wanted some other recommendations. None of the ones provided make any sense in that context. And yes, all of the reasoning behind the bad recommendations is indeed an example of vaselification.
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# ¿ Apr 6, 2015 21:04 |
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esquilax posted:It's not hard to find the thread. quote:I don't know why you guys are helldumping that particular thread, it's just a dude asking for sci-fi game recommendations and then getting them. Goons are weird It's not the thread — it's the reasoning behind the recommendations.
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# ¿ Apr 6, 2015 21:23 |
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Lichtenstein posted:Since all zombie games being poo poo is a given, what is the best skeleton game? DungeonQuest.
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# ¿ May 8, 2015 18:41 |
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Nothing says serious business like a Pelican case.
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# ¿ May 12, 2015 23:38 |
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Lottery of Babylon posted:I think if Vlaada had AP he wouldn't have made so many games with real-time components. Maybe it's part of his board game-based therapy.
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# ¿ May 16, 2015 14:28 |
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Impermanent posted:It's also important that you are willing to take a hit or two to kill something now instead of next turn. Taking one or two (or even three or four, for certain characters) isn't the end of the world. Basically any time you're on a magical glade and aren't using the free healing ability you're playing inefficiently. They can either a) take a wound (or three) and have their “useful” hand size reduced a short while until they can get cycle a healing card into the deck or move to a glade, which will happen soon enough, or b) keep saving a healing card (since one will inevitably be cycled into the deck and they want to keep it just in case) and/or a couple of extra movement cards so they can go to a glade and/or a good set of block cards so they don't get hit… which will reduce their hand size by the same amount or more. Getting healing as needed after the fact clogs up the hand far less than taking all the precautions required to avoid wounds.
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# ¿ May 20, 2015 19:35 |
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BonHair posted:Rumor has it that Junta is getting a reprint this summer. Does anyone know if the game actually holds up, or if I just have fond memories of playing it with ancient roleplayers? Fond memories only. These days, you get the same effect by playing anything from Resistance to Archipelago, depending on what level of complexity you can stand and what game elements you enjoyed.
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# ¿ May 24, 2015 16:58 |
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# ¿ Apr 28, 2024 23:24 |
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Gutter Owl posted:Rutibex-Talisman never actually ends, so he never has to put it away. So it's basically just regular Talisman?
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# ¿ May 29, 2015 13:21 |