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One with a better future might be goonsensus.com, which gives a rough overview on games and whatever with whatever goons generally think of it. (There'd likely also be a 'Rutibex' section for what people who dissent with the common opinion say.)
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# ¿ Jan 17, 2015 22:20 |
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# ¿ May 14, 2024 15:44 |
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Mister Sinewave posted:If you want to make Dominion but better, one way would be to figure out how to have the same good elements of the gameplay but, oh, without the constant shuffling and re-shuffling. So much shuffling is just a chore (a chore solved by computer versions, I suppose.)
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# ¿ Jan 18, 2015 03:59 |
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Stone Age was my own introduction to worker placement, so I've got a fondness for it. It's very streamlined, in that there are a few clear ways to get victory points (cultures, cards, huts), and a few clear ways to achieve those goals, (more tools, more meeples, more farms) while also giving you something to keep you on the back foot (feeding your dudes) to teach you not to overextend. There's no question of "what does this do" that can't be explained in a sentence or two.
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# ¿ Jan 20, 2015 02:52 |
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Let's put it this way: Despite their incredible love of thematic, lots-of-bits games regardless of mechanics, and incredibly blind spot for issues like luck-dependency, SU&SD still didn't recommend Xia. (They recommended Merchants & Marauders instead.) They basically talked about Xia with the same tone that they did Fortune and Glory. Edit: From what I'm seeing, though, it does look like the kind of game that could be drastically improved with some house rules/errata, and extra components, though. girl dick energy fucked around with this message at 22:38 on Jan 20, 2015 |
# ¿ Jan 20, 2015 22:30 |
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Tekopo posted:Actually this opens up quite an incredible level of meta-gaming to the entire game. I want this game now.
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# ¿ Jan 20, 2015 23:06 |
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So, funny story. I was clicking around looking at solo games on BGG (because that is what I do with my free time), and I stumbled upon Tower of the Dread Mage, a pen-and-paper micro-RPG, played with a pencil on graph paper. Its rather luck-based, as you might expect from a game that small, and doesn't have much tactical depth at all. Still. the retro design charmed me, and I gave it a couple plays. Out of curiosity, I decided to take a look at when it was first made, suspecting it'd be late-70s, early 80s. 2007. And my first thought was "I could do this better than that". Knowing that I wouldn't be able to do much with one page, either, I instead opted to double my design space. Two pages of rules, two pages of tables. Still played with a pencil, graph paper, and two six-sided dice. And twenty-four hours later, I have a first draft of this horrible, horrible game that's probably barely any better at all than the inspiration, and is in desperate need of playtesting, and getting torn to shreds by people with better game design sensibilities than I. Without further do, The Labyrinth of S'xsyde. Edit Version 1.02 is live! Major tweaks to chest and treasure tables, a small buff to armor rules, S'xsyde herself got a major nerf, and I fixed some formatting. Legacy Versions v1.01 v1.00 girl dick energy fucked around with this message at 05:43 on Apr 27, 2018 |
# ¿ Jan 21, 2015 04:32 |
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Just updated S'xsyde to version 1.01... because I did something really stupid. Specifically, I forgot to factor bell curves into how I laid out the treasure tables.
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# ¿ Jan 21, 2015 06:15 |
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Tippis posted: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… Waiting for some more input before I update to 1.02. Thinking I'll probably drop the difficulty of all chests by 1. May or may not also mess with the odds of chests spawning, and I'm definitely gonna work on the Escape Phase rules. Specifically, the amount of collapse for forcing through an already visited room. Right now, in the lower two difficulties, once you have a one room lead, you can just travel through only visited rooms and have a guaranteed, no-rolls escape. That's not quite how I imagined that phase going. I'm also vaguely considering making the lower floors more difficult on the way out, but I honestly kind of like the feeling of power you get when just cutting a swathe through monsters that gave you grief at the start. It adds a real sense of triumph to cap off a victory.
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# ¿ Jan 21, 2015 15:24 |
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Tippis posted: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 15:48 |
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Rexides posted:I have only read the rules, but from the looks of it I see no reason why combat needs more than one die roll to resolve and there aren't any decision points to be made between turns. Also, I can't see any reason you shouldn't use abilities and consumable items that affect combat as soon as they are available. Maybe I am missing some intricacies that only become apparent when you play it, but that's my initial feedback. Not to mention multi-turn combat (and being able to save your items) is important for Guardians to have the epic scale that they should.
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# ¿ Jan 21, 2015 17:22 |
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homullus posted:The board games in the series are fun, but I don't feel that they are very thematic for the individual topics (I don't have Drizzt, but I have the other two).
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# ¿ Jan 21, 2015 18:39 |
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The Labyrinth of S'xsyde, Version 1.02! I went ahead and changed the chest tables somewhat significantly, as well as a few other minor tweaks I'd been considering. girl dick energy fucked around with this message at 21:02 on Jan 21, 2015 |
# ¿ Jan 21, 2015 20:59 |
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Labyrinth of S'xsyde v1.03! With exciting new features like "intuitive table layout", "competent formatting" and "different opening image". I did a pretty massive overhaul of the Monster, Trap, and Obstacle tables so they're more consistent now, and simplified the HP-gaining rules. The game is a bit easier, but that's what the difficulty slider is for. I think this is going to be the last "main" update unless something major jumps out that needs fixing. (Thus, this is probably the last time you'll have to worry about me spamming the Board Game thread with messages about it.)
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# ¿ Jan 23, 2015 04:33 |
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Prairie Bus posted:Vlaada's games sacrifice mechanics for the sake of theme, and are probably the better for it.
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# ¿ Jan 23, 2015 08:10 |
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Prairie Bus posted:That's sorta what I mean- do the mechanics demand that a pet removed from the market add one meat to the stalls (or vegetable, or gold)? Mechanical robustness was sacrificed there - the game would be mechanically superior without that rule. These rules add mechanical fat to the game, but they make it better.
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# ¿ Jan 23, 2015 08:25 |
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Epic Spell War of the Battle Wizards with an episode of Superjail playing in the background.
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# ¿ Jan 23, 2015 18:21 |
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Bubble-T posted:apparently they get a bunch of rules wrong and are sort of houseruling others, who'd have thought
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# ¿ Jan 24, 2015 07:56 |
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I'm actually relatively willing to forgive the Few Acres of Snow thing, because it's a singular issue. It's kind of like their obsession with Cosmic Encounters. You know they're wrong, but we all have a fondness for the first game we played in a specific genre. Stone Age was my first worker placement game, and I've almost certainly got some nostalgia goggles on in regards to it.
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# ¿ Jan 24, 2015 15:23 |
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Just finished up the rough draft of a new game. Dragon, Griffon, Troll, a two player abstract strategy/deduction game inspired by what I felt where some flaws in Battleship's design. It could also seriously use some playtesting.
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# ¿ Jan 24, 2015 19:24 |
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malkav11 posted:This bit sounds better than Descent 2e, frankly. Not that it's particularly good design, but I'd sure as gently caress rather subtract a fixed defense value than subtract a randomly rolled one like Descent 2e makes you do. Not because it's "less cumbersome", but because it's less randomness involved in combat outcomes. As the Overlord I routinely completely whiffed defenses in a way that made combat pretty onesided.
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# ¿ Jan 25, 2015 06:38 |
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Robust Laser posted:I know the imps in Dungeon Petz will work good in a pinch as caltrops, but are there any board games with pieces as dangerous as that, or even more dangerous?
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# ¿ Jan 26, 2015 10:03 |
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I was dragged into the hobby by Arkham and Catan. I think I took well to Arkham because of all the time I've spent with tabletop RPGs, so it felt like familiar territory. Munchkin has never been super fun for me, but I had friends that enjoyed it. So, what can you do? (The first game I actually bought with my own money was Betrayal, though. )
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# ¿ Jan 26, 2015 16:19 |
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I've never seen a review so full of backhanded compliments that actually manages to make the reviewers look like they're insulting themselves instead of the game.
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# ¿ Jan 26, 2015 23:03 |
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This page is just the master of days-old news, isn't it?
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# ¿ Jan 26, 2015 23:11 |
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Gort posted:Yeah, definitely this. The game falls apart when played in any kind of long-term league or tournament since some teams have tons of good ways to advance their players and others get diddly. Gutter Owl posted:Okay, that's another potential issue with Blood Bowl: The factions are notably imbalanced. It's important to note that this is by design--several teams are "comedy options" that intentionally exacerbate the dice mechanics, and are meant to be taken as a form of handicapping for experienced players. girl dick energy fucked around with this message at 19:25 on Jan 28, 2015 |
# ¿ Jan 28, 2015 19:22 |
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Megaman's Jockstrap posted:The game fails at strategy. It fails at campaign play. It fails at making interesting decisions for your players. It's fine for a one-off game but please don't play league Blood Bowl.
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# ¿ Jan 28, 2015 20:17 |
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I'm kinda interested to try out Final Attack! solo play, but like half the fun seems to be the shouting between other people. What balances out not having to do most of that? Just the extra brainspace taken up by playing the whole game solo?
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# ¿ Jan 29, 2015 07:07 |
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bowmore posted:I didn't totally hate it
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# ¿ Jan 31, 2015 04:03 |
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Not only is the Oatmeal game nearing 5 million dollars, but a horrible dicefest board game is just running away with success, too. God, I'm getting bitter recently.
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# ¿ Jan 31, 2015 06:22 |
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Ravendas posted:You're mostly describing Xia as well, that other new fly-around-in-space game.
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# ¿ Jan 31, 2015 16:32 |
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Some Numbers posted:Kemet. I also think I remember hearing that Dungeon Lords is wicked fun with two, since he already has that. And Dungeon Petz is really great too.
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# ¿ Feb 2, 2015 18:17 |
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Big McHuge posted:Apparently doing something for free grants you the eternal gratitude of everyone and makes you free from criticism. Doubly so if you were the first person to do it.
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# ¿ Feb 2, 2015 19:01 |
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fozzy fosbourne posted:Is there any silver lining spin to exploding kittens? Is it possible that it brings any new people into the fold? My sunny disposition and awesome attitude makes we want to believe but I actually think "nope". Feels like the freemium of nerd games
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# ¿ Feb 2, 2015 22:09 |
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I just spent the last two days home sick, and hammering out a Pokemon hack for HeroQuest of all things, to get some online friends to dip their toes into other board games. This is my life, these are my choices.
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# ¿ Feb 4, 2015 23:56 |
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Rutibex posted:I like that you are more ashamed of the Heroquest than the Pokemon.
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# ¿ Feb 5, 2015 00:13 |
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Zylen posted:Now I'm a huge fan of Vlaada Chvatil, already owning Space Alert and Galaxy Trucker, so I'm pretty excited for the new arrivals. However I was wondering if there are any tips or things I need know before the boyfriend and I dive in - most likely with regards to Mage Knight? Oh, and definitely get a solo play in before you try to teach it to someone else.
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# ¿ Feb 5, 2015 16:39 |
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tarbrush posted:In fairness, his review picked that up. And given that the theme is bang on, either he's getting more discerning or the minigames are really awful.
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# ¿ Feb 7, 2015 17:54 |
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I guess the point I'm driving at is that I don't trust SU&SD to review beyond the scope of their own personal tastes any more.
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# ¿ Feb 7, 2015 19:46 |
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Rumda posted:Good look finding worthwhile reviews on anything if that's your sticking point.
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# ¿ Feb 7, 2015 20:07 |
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# ¿ May 14, 2024 15:44 |
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General consensus seems to be that bad randomness makes your choices irrelevant, but good randomness makes your choices different. See: The big acceptance of "randomness applied before your actions".
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# ¿ Feb 7, 2015 20:41 |