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PlaneGuy
Mar 28, 2001

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Yam Slacker
Holy poo poo how did I miss this: https://twitter.com/BoardGameGeek/status/542764042520391681/photo/1

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PlaneGuy
Mar 28, 2001

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andrew smash posted:

quoting myself but apparently you can now get the new old version of ogre (roughly the same as the 70s version, just hex chits and paper maps, none of the humongous kickstarter edition stuff) for like 2 bucks on amazon. I bought one.

Quoting Andrew quoting himself, because it's totally worth the 2.95 MSRP.

For the record this version is better since it has die-cut cardboard chits, while the 70's version is printed card you have to cut yourself.

PlaneGuy
Mar 28, 2001

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Mister Sinewave posted:

Can anyone suggest games that have Exploration as a significant part of the game?
This bring up a side question: what do you think counts as Exploration?

Expedition: Northwest Passage sounds interesting in some ways with an exploration mechanic, don't know much about it though.

Any other games that feature exploration heavily?

In Northwest Passage you hold a hand of tiles, so it doesn't have the immediate "ahah! oh poo poo it's" effect that stuff like carcassonne or eclipse has. That said, you watch the draw tableau very carefully looking for that tile you need and then play it adjacent to your boat (or sled). Gameplay-wise there's two ways play: race for the pacific or go exploring for points. Both are viable strategies, but exploring is more open to luck since people are more likely to piggyback off each other racing than exploring.

Also, being a dickface and using tiles to close up the current race's path is fun. I claim Bafflin' Island for the king because there's no where left to go.

PlaneGuy
Mar 28, 2001

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I saw Keyflower pop up a bunch lately, and it got me thinking about making an effortpost about my a recent acquisition: Richard Bresse's Keythedral or as I call it, Hatethedral or Painthedral or Dickthedral

Plot: the citizens of Keytown have built a cathedral, but it's standing room only so y'all gonna finish it. woo.

The game's split in two parts: set-up and actually playing.

Usually set-up isn't a "part" in a game: it's just part of the fact of life having to keeping the game in a box when you're not playing. Even in my first edition copy set-up is almost glossed over. In the second edition, the text for set-up is the same, but it is followed by a large box of text with lots of bold telling you how absolutely hosed you are if you don't pay attention in the set up phase. So yeah, you've already started playing.

Setup is, starting with the first player, taking turns:
  1. drawing a tile and adding it to the board. Tiles are placed orthogonally even though they're hexes oxes, creating little square gaps in the board
  2. dropping one of your numbered cottage counters into one of those little square gaps

It's actually rather clever. Now you have a cottage surrounded by up to 4 tiles that provide resources. It's important where you play your house because if it's near a house of the player to your right and the same number, you could have getting-poo poo-on problems later.

Actual gameplay is also pretty clever and simple. Starting with the first player, you go around activating cottages. Each cottage has a number 1 to 5 on it. So a player grabs the "1st" dobber and drops it on 3. Starting with that player, everyone activates their cottage #3, which is placing a worker on one of the tiles adjacent to that cottage. Only one worker per tile. cutenote: each and every worker token is unique; no two workers - even across players - have the same piece of art. It would all very polite and quaint if it weren't for the incredible amount of overlap between cottages. Sure, the first set of cottages go ok, but by the 5th set there some that can't activate because the tiles around them clogged with assholes. I mean look at this. You can't take two steps without running into some other rear end in a top hat who could've gone on the other side of their house and picked up that wood but NO they had to come on this side and take YOUR water and you DON'T GET poo poo and that wood tile will sit empty YOU COULD'VE GONE THERE INSTEAD GODDAMMIT. It gets worse once people start upgrading cottages to houses and TWO workers pop out.

Once all the houses activate, everyone gets a bunch of cubes and spends them. This is your standard "go around and take an action until everyone passes in a row" affair. You can buy chairs in the cathedral for points, upgrade the cottages, trade up for advanced cubes, etc. There are fences you can buy and play on the border of a house and tile, blocking any worker from that house from landing there because it's my water. There are gently caress you cards that do retarded poo poo like make all tiles of one type barren for a round or let you and you alone set the order of house activation this turn (but you have to buy them blind). You can also tear down a fence for 2 wine, which I assume is used as an accelerant.

All in all, it's a dirty dirty euro with cute art, just like Keyflower. I have the first edition, which has fewer points that only come from chairs. Second edition give more points for chairs and also give points for cubes but gently caress you and your sissy points for buying things. Build chairs, get points and if you bought too much gold too bad go cave your neighbour's head in with it to let out the frustration of having to sit in the nosebleed section. At church.

This goon recommends Keythedral if you can find it used or NOS somewhere. I got mine "used" from BGG for 50 shipped only to find while punched and bagged, the player shields had never been folded, so nice.

PlaneGuy fucked around with this message at 19:50 on Feb 18, 2015

PlaneGuy
Mar 28, 2001

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jmzero posted:

I spent too many brain cycles trying to figure out what this would look like (before clicking on the screenshot and seeing that they are octagons :goleft:).

hahahah i didn't even notice

PlaneGuy
Mar 28, 2001

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BGG the resource is an amazing source of board game information. BGG the people is horrible garbage.

PlaneGuy
Mar 28, 2001

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Yam Slacker

jmzero posted:

I didn't sell Trains because it's not pure enough or something. I sold it because nobody liked playing it. I wanted to like it, it just doesn't work very well.

I kind of agree with you, especially that the starter set up is "make dominion". Rising Sun adds a lot more board oriented cards so you can make a setup with fewer of the card-draw cards that turn it into "base set dominion".

Trains' greatest flaw was not being confident enough to ditch the basic dominion style. But that's a problem players can fix with the card setup.

PlaneGuy
Mar 28, 2001

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Broken Loose posted:

It's certainly superior to making something like Exploding Kittens and not understanding why people are telling me that it's a bad game.

is this a random dig at exploding kittens or did the designer have some sort of my-game-is-a-precious-unique-snowflake meltdown

cause i'll need a link if it's the latter

PlaneGuy
Mar 28, 2001

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fozzy fosbourne posted:

Ok, you're right, let's never talk about Sirlin in this thread again. Let's keep this thread jerk-free

E: let's talk about games again!






https://www.boardgamegeek.com/article/18679864#18679864

I'm pretty hyped for this although with some reservations due to Uchronia's reception (I never played it)

Uchronia was boring because none of the cards did special things so the tension of "do I score this or do I use this?" was completely missing. The shared pool of GtR also made you grab cards that didn't exactly fit your actions because you wanted their special power (another interesting decision).

Yeah uchronia had decisions, but they just weren't as interesting as gtr.

PlaneGuy
Mar 28, 2001

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jivjov posted:

So just for fun, I bought myself a complete Badger Deck. Now that I'm in possession of a 10-suited deck of cards, each running from 0 to 20, with an Ace and 10 other face cards...what wacky games can I recreate/simulate?

Pairs is a triangle deck up to 10 (so 1 one, 2 twos, 3 threes, 4 fours, 5 fives, etc to 10 tens)

Great Dalmuti is a triangle deck up to 12, but you need that other wacky deck to do that.

I dunno what you do otherwise, maybe some bizzare multi-suited No Thanks or 6Nimmt but you have to know the ranking of suits. 200-pickup?

PlaneGuy
Mar 28, 2001

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Mister Sinewave posted:

I finally played Tigris & Euphrates and wow, what a tightly-designed game. It's like playing watching civilization unfold at 10,000 feet and 10,000x speed.

The iPad version is decently done and it's fun to play against AIs.

If you like high-level strategy with the flexibility of being able to do just about anything (even trigger wars between two groups who are not your own) and not tons of fiddly rules, give it a look. I actually don't really like strategy games much (because I am not good at them) but I really appreciate the game, and that's what idiot-level AI opponents are for!

Knizia had the touch back in the day. Like he actually made great games.

I dunno what happened I think he slipped on some ice and knocked his head one winter and we get this for the rest of his career

edit for more ~Reiner~

PlaneGuy fucked around with this message at 00:34 on Mar 26, 2015

PlaneGuy
Mar 28, 2001

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Ayn Randi posted:

Keyflower is delightfully vicious for an innocuous looking euro. I only play it 2 player (a lot) but I love it to death, it's a quick turnaround with two even counting setup time. If you're very obviously building up to scoring a huge winter tile your plan better include a way to actually secure it in winter. If you don't for example monopolize greens/take first player in autumn and/or don't just save a bunch of guys to secure your bid you're gonna get it hatedrafted out from under you, and there is no sweeter feeling. Unless they have boat 4a, "The SS Motherfucker". Every time that loving boat.

Speaking of euros I picked up T+E on ios (and medici and ra since the bundle of all 3 was like a buck more than T+E) and I'm intrigued but overwhelmed. How do I not suck at this? The hint system in the app is counterproductive because ok obviously my planned move was dumb as hell but when there's no explanations I don't know why this particular move is much better. "You should place a black settlement at 14,2" or whatever is not super helpful for actually learning the strategy.

there's good post here about T&E strategy.

my main thoughts:
  • structure kingdoms so a single external conflict won't leave a leader hanging without support
  • an external fight with lots of tiles involved is going to generate a lot of points either way so be sure(ish)
  • individual battles within an external conflict are resolved immediately, so you can cut short a conflict by choosing the right order of conflict and fracturing the kingdom

PlaneGuy
Mar 28, 2001

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Broken Loose posted:

I refer to market row deckbuilders as "parade-style" every now and again, but the proper name is "lovely." It comes as no surprise that no deckbuilder I consider good has a market parade.

"what's the main mechanic of this deckbuilder?"
"it's a poo poo parade"

PlaneGuy
Mar 28, 2001

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Hackjack posted:

Are there other games that fit my needs that I may have overlooked in my consideration?

Pairs is fun, super-light, fits in a pocket and doesn't take too much room. Advantage: there is no winner, only an ultimate loser, who should naturally buy the next round.

PlaneGuy
Mar 28, 2001

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Rutibex posted:

XXXenophile is actually a mechanically excellent game, but the art/theme is.....off
Warning, Erotic art drawn by Phil Foglio :nms:
https://boardgamegeek.com/boardgame/1627/xxxenophile

I thought http://boardgamegeek.com/boardgame/1463/girl-genius-works was the non-porn version of that.

Though Girl Genius isn't much better....

PlaneGuy
Mar 28, 2001

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FISHMANPET posted:

Played Viticulture again last night, after we picked turn order for the first year, one of the players, whose played 2 or 3 times now but keeps asking "what should I do now?" decided there were two many choices and ragequit.

Still trying to get a finger on him as a player. I don't think he likes playing games, he just likes solving them and winning them.

If he liked solving it, he'd solve it himself and stop asking you guys. Sounds more like he wants to be hand-held through to victory.

PlaneGuy
Mar 28, 2001

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thespaceinvader posted:

Yeah, sounds like he just wants to win games, not play them.

Yeah, I hate your friend. You can tell him that. From me, a stranger on the internet.

I would respect him more if he actually tried to solve it and became the malevolent Viticulture grandmaster champion of the world who spent his days crushing new players with his undefeatable killer strats, but his unwillingness to figure out the strategy of a relatively easy-to-learn game then ragequit when no one will drag him to the finish line is a straight shot to the PlaneGuy poo poo-list.

I would also accept "I just don't get this game guys and don't enjoy it can we play something else" before the game started.

PlaneGuy
Mar 28, 2001

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al-azad posted:

I haven't played it so how does Mall/City of Horror represent the colony aspect of the game? If Dead of Winter's intent is to replicate the scenario in Day of the Dead where a group of survivors could legitimately survive if it wasn't because of fatalistic/sociopathic/selfish people with their own agendas destroying everything, how does Mall/City of Horror accomplish the same thing better?

In * of Horrors, each of your characters are worth points at the end of the game if they survive. Also, things to collect - like food and zombie vaccine - are worth points. And also, if you don't have a vaccine for each of your characters at the end of the game, they are treated by the army with a flamethrower. Players have to collect, horde, and trade to score well. BUT on top of that there are zombies that eat a character if they breakthrough the barriers. Which character? You have to vote on that. Another bargaining chip in the cornucopia of assholery. I can shoot a zombie and push them back if you give me some vaccine. I can vote for the old man instead of you if you get your buddy in the bank to vote to keep my wife alive. But then again, I never liked you and you're worth 4 points to your player, so gently caress you i'll sell this extra vaccine on the black market for more points when the army save me and hot gently caress drat this tin of beans tastes like 3 points bitch.

I don't agree you can just say "survive until the end!" without having points to compete. Then either you get: A) full on coop, which doesn't have any of the retarded drama of a zombie survivor flick, or B) you just turn it into a deathmatch because to win everyone else must DIE and that's less zombie-apocalypse and more Tina Turner's Thunderdome-apocalypse.

The points + just enough chrome to give you bargaining chips help convey the theme through how the game works intrinsically without resorting to kludges like "my secret objective" or "and one of us is a traitor". People can already make their own objectives and backstab each other without having a card tell them to do it - if you set up the game to nurture it. That's the most important rule of zombie fiction after all: given the opportunity, the zombies are not the greater monsters, we are.

PlaneGuy
Mar 28, 2001

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silvergoose posted:

As a note, that post is mostly about City, Mall doesn't give points for items and doesn't have a black market, it's a bit simpler. I've never played City, but I'm sure the extra complications don't hurt the game much given what I've heard/read.

That's true. The only thing you can bargain with in Mall is other votes and using a weapon card. And the location of next zombie spawn I guess. There's a bit less, but its so much more visceral: the ONLY way to win is get other people killed. City is one of the few times adding some themed chrome improved the game, imo.

PlaneGuy
Mar 28, 2001

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The local board game cafe got swag for a week-long Kniziathon in july:



~swooooooooooooooooon~

*not shown 5 games signed by the man hisself and a first place certificate covered in comic sans

PlaneGuy
Mar 28, 2001

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EvilChameleon posted:

I think the only Knizia game I've played is Modern Art. Are the others worth looking into? I know some of the others are well regarded, but I haven't heard them mentioned, do they feel old? Most of them look old / boring aesthetically and I could understand Once Great Games that are now just Pretty Decent Old Games.

edit: I liked Modern Art despite its lovely components

Some of my favourite Knizias - like T&E and Samurai - have been mentioned already. Listen to that advice, especially T&E.

En Garde is a fantastic two-player duel game. If you've played Flash Duel, felt like it seemed like an ameritrashed-up version of a more elegant, tense, and thinky game, En Garde is for you. If you're in Victoria BC, it's one of the games Reiner sent as one of the prizes.

We played a lot of Medici in our time. It's push your luck: both in grabbing random horseshit out of a bag and in a tense one-bid-only auction round for whatever you pulled of of the bag. There's some other stuff like majorities in goods, etc. but it's mostly an ends to making valuing lots interesting. It sounds similar to Ra - which it is - but the scoring is simplified. Also, you can bid whatever amount you want... out of your own points.

A great Knizia you'll never play is Stephenson's Rocket. Last printed in '99, it's got stocks and shares and trains and dicking people over in the rear end. It's especially confrontational as you get to build track on your turn, but another shareholder may interrupt you, give up shares, and decide which way the track-building goes instead of you. "gently caress you, we're going south." If you find it and enjoy the Knizia favourites (like T&E), make sure to play it. edit: almost forgot: the money is all in giant-assed old-school pound-notes it makes you feel like a millionaire.

Not Shakespeare, or even great Knizia, Ra: The Dice Game is a great non-auction version of Ra. You roll dice instead of pulling tiles and bidding on them. Very ~chill~ if that's what you're feeling.

PlaneGuy fucked around with this message at 20:10 on May 15, 2015

PlaneGuy
Mar 28, 2001

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I guess we're doing this

Edit: gently caress just pretend I didn't some how rotate it while resizing

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PlaneGuy fucked around with this message at 06:50 on May 30, 2015

PlaneGuy
Mar 28, 2001

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taser rates posted:

There appears to be poo poo going down between Wallace and the deluxe Brass kickstarter
http://www.treefroggames.com/

it's almost as if Eagle/Gryphon Games is a sketchy poo poo company, just like Eagle Games before it

PlaneGuy
Mar 28, 2001

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T-Bone posted:

Next game in the FFG Euro Classic line is Samurai:


https://www.fantasyflightgames.com/en/news/2015/6/26/samurai/

They did a really good job with T&E (the promos absolutely didn't do the components justice) so this should be cool.

That's fantastic! I love Samurai. Simple, elegant, short, but still thinky. Yeah it's kind of abstract, but that's ok sometimes, especially here where it matches the style of gameplay. It also has a jigsaw board that makes the game scale perfectly from 2 to 4 players. Everyone deserves a chance to try this game.

Everyone also deserves the absolutely loving beautiful polished plexiglass pieces for this game, so I will never forgive you FFG.

PlaneGuy
Mar 28, 2001

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TastyLemonDrops posted:

Fake Artist Goes to New York does Spyfall better.

Hell yes i totally ordered like 2 of them.

I've also had fun playing Linq in the past. Similar, but backwards, Linq has 2 cards with the same word on it and the rest of the players get a blank. There's 2 rounds where each player can say one single word. At the end of the 2 rounds, players write their guesses for who the players with word cards are. The two players who were dealt the word get points if they both find each other. Everyone else gets points if they identify the two linked players. So imagine the bizarre wordplay into getting your point to one other player but no one else.

The print version was fiddly since you have this deck of word cards where every two cards MUST stay together so god help you if you drop it or a "helpful" friend starts shuffling before you start playing. Luckily, a dry-erase variant that eliminates the deck was posted on the geek which adds a spymaster who writes the word and gets points with the spies. Fake Artist has all the materials to play that variant so :dance:.

PlaneGuy
Mar 28, 2001

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Blamestorm posted:

Terra Mystica is my "I feel like I am the only person in the universe who doesn't appreciate this" game. (I'm sure we all have at least one of these. Dominion for me is maybe number two but that's another can of worms.)

I feel like I should start a club, if only to prove that there are actually people like us who don't enjoy Terra Mystica.



True Story Time: I hadn't played TM yet even though it had been out for like almost a year (the second time, not the first way-too-small-printing time). Mostly I felt like it wouldn't appeal to me, but that was all unfounded gut feeling. So, one night at the Game cafe, I get a chance to sit down and play it. As we're setting up, the owner of the place, Bill, stops at our table as he's walking around doing running-a-cafe things:

Bill: "Hey, you're finally playing Terra Mystica!"
Me: "Yeah, I figured it was abo-"
Bill: :colbert: "You won't like it."
Me: "I dunno I should give it a fair sha-"
Bill: *shakes head* "You won't like it." *walks away*

He was right.

PlaneGuy
Mar 28, 2001

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PerniciousKnid posted:

Any good hidden-role games for ten year olds? My coworker played werewolf with his kids and their friends, and made a little girl cry by claiming her role (seer).

does Spooky Stairs count as a hidden role game?

PlaneGuy
Mar 28, 2001

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Prairie Bus posted:

What made you think I didn't understand this

At the table we all agreed to keep our categories somewhat vague because we didn't want to make it too easy for the fake artist to guess, which would ruin the game in the other direction. Maybe it just needs more people, I dunno.

making it vague is the artists' job! It's just like spyfall in that its up to the players to not yell things like "WHAT DO YOU THINK OF MY PIRATE SHIP?" it's the same game only you get a hilarious drawing to save afterwards

PlaneGuy
Mar 28, 2001

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Kai Tave posted:

I don't mind explaining stuff once or twice, I mind explaining it every time. I especially mind when I'm exceedingly careful to state that "you have two options" without any room for ambiguity, and also this is like the fifth game we've played where you've asked this every single time. What, do you think it's like ordering off a secret menu or something?

two options is too open-ended for interpretation. next time he asks try:

"All your pyramids MUST start at 1."
*wait for everyone to set their pyramids to 1*

"You may now reduce one of your pyramids to 0 to increase one to 2 ONCE."
*do this one player at a time around the table*

If he mentions that's different than last time say that's how it's supposed to be and you were trying to optimize it, but it hasn't worked out. Don't mention why it hasn't worked out, but glare at him so hard is great grandchildren will know he's stupid.

PlaneGuy
Mar 28, 2001

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Kai Tave posted:

It's not even that he's a totally poo poo and worthless player. Like, he understands how Kemet works for example, how victory points work and how to attack and defend and poo poo, he knows that stuff. Nonetheless, every time, "so can I put one of my pyramids at level 3?" I find it more frustrating than I probably should because I've taught Kemet to new players and groups now maybe a dozen times so I like to think I'm getting pretty good at it, so I don't understand what the hangup with this little bit is.

I don't think I'm going to give Hanabi another try though. The Kemet thing is annoying but past that it's fine, but Hanabi is a game where you're either all on the same page or poo poo just doesn't work.

It's I-know-how-games-work-and-they-work-like-this syndrome. There's no known cure and it can get worse over time.

I know games and you assign points to your stuff at the start of the game.
I know games and you move your piece on your turn.

It's pretty tame right now it sounds, but watch for signs of deterioration. Especially in more complex economic euros.

I know games and buying resources isn't an action.
I know games and I can rearrange these workers on my turn.
I know games and I can use all these cards I have whenever I want.
I know games and "whenever I want" includes the time as turns move to the next player when all anyone does is take points cubes and change. You know, when no one's paying attention to anyone.

edit: i forgot to mention what to do if it deteriorates: drop that player like an ugly baby. It's like you have a guy that constantly cheats at every game, but he's not doing it on purpose. You're lucky he's asking first right now.

PlaneGuy fucked around with this message at 01:02 on Jul 23, 2015

PlaneGuy
Mar 28, 2001

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Madmarker posted:

If you are teaching a new game, you pretty much should ALWAYS do that.


Run through a few scenarios with them. Treat game 1 as a teaching game and help them figure it out when they have problems. When going over what the roles are point out connections between roles and plots.

When teaching, I also like to point out how they lose the loop, which on the First Steps side is only 6 ways
1. Intrigue on the Brain's starting location
2. intrigue on the School
3. Key Person killed
4. Protagonists murdered by Killer
5. Friend Dies
6. Protagonists die in a Hospital Incident

The nice thing about this is it's a tour of the deduction map (almost) and they should be able to say "OK we lost so it's one of these 5 things. How do those happen?" and if they aren't able to go from there, you can literally say that phrase at them until they get it. If they still don't get it, tell them to remember to breathe.

PlaneGuy fucked around with this message at 19:19 on Jul 24, 2015

PlaneGuy
Mar 28, 2001

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I'm gonna offer the opinion that yeah, Princes did inspire a bunch of lovely games, but not because it was bad, but because of lovely cargo cult game design.

Not like it's particularly good.

PlaneGuy
Mar 28, 2001

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Ojetor posted:

I agree, every popular game spawns lovely imitators, just look at Dominion! However, this dude is saying Princes caused the "ruination of the Eurogame genre" and mentions Caylus and Agricola as examples of the now ruined genre.

That sure is an opínion.

It's Micheal Barnes, dude. He's like the King REOL of BGG.

PlaneGuy
Mar 28, 2001

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Jedit posted:

I disagree. Barnes happened to be on BGG at a time when the community there was much smaller and more of a hugbox, so he stood out more and got less tolerance. He wouldn't have been banned there today for doing the same thing. He's also not much more acerbic and/or hyperbolic than the typical goon in this thread when asked to describe Talisman.

That's fair. My only microbadge is the old "thumbs down" button for a reason. I should look at it more to remind myself why I put it there.

edit: I am also mad knizia stopped making good games, but I know its his own fault.

PlaneGuy fucked around with this message at 07:39 on Jul 28, 2015

PlaneGuy
Mar 28, 2001

g e r m a n
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Yam Slacker

signalnoise posted:

Someone wanna give me a quick rundown onnnnnn???

Tragedy Looper

I don't think anyone could do better than this guy for a tragedy looper rundown: http://boardgamegeek.com/thread/1233701/tragedy-looper-review-or-people-assume-games-are-s

PlaneGuy
Mar 28, 2001

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Yam Slacker

Lorini posted:

My (and silvergoose's) friend Joe Huber put together a collection of games that were common in the 45 "50 games I would keep" geeklists. The first 25 of these represent a solid start to a board gamer's collection--

https://boardgamegeek.com/geeklist/194067/50-keeper-project-collective-keepers-updated-729/page/1

Not as much for party gamers, thematic gamers, or wargamers but if you are just getting into the hobby, you could do a lot worse than those 25 games.

It's also far better than just buying the top 25 BGG rated games....there are some games in that list which would be pretty daunting for someone just starting out.

That is an amazingly solid list.

PlaneGuy
Mar 28, 2001

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Yam Slacker

Bubble-T posted:

You actually shouldn't be rolling too many dice in Ghost Stories, unless you'll immediately lose if you don't. Dice rolls are mostly to see how many tokens you need to burn. It's a game about managing Ghost placement and timing to waste as few actions as possible on actually attacking, so you can spend your actions on guaranteed rewards.

Robinson works the opposite way, you should generally roll dice unless you'll immediately lose if you fail an action because adventure cards are about as likely to be good as they are bad and doubling your potential actions is obviously good. So, you flip those cards and see if the game wants you to win. That's the main difference - random things in Ghost Stories vary from "bad" to "very bad" and you generally want to minimise your exposure to them, in Robinson they vary from "very bad" to "very good" and you're encouraged to expose yourself to them. It's a far less controlled player experience.


You can still get dice hosed in Ghost Stories and its quarterbackable obviously, I'd never begrudge someone disliking it for those reasons. Doesn't stop it being much better in that class than Crusoe.

I remember Ignacy posting a blog about how he actually got advice from his holiness Vlaada, who told him that was the exact problem with Robinson Crusoe and how to fix it and he blew off his advice after crying in his hotel room.

PlaneGuy
Mar 28, 2001

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Mojo Jojo posted:

Yes, but what would be a good game in a very small box then?

(You're right that Dominion is no TI3 or Cthulthu Wars, but it's still too large to take on trips)

Since it was brought up, Ogre pocket.

PlaneGuy
Mar 28, 2001

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Yam Slacker

homullus posted:

I like auctions in games in general for the interaction of the way different people value the same items, especially if the basis of their strategy is only partially visible to others. I am one of the people who likes Power Grid for this reason. Keyflower is already on my list. I liked the competition to maintain majority and the present sale/trade value in a merger vs. potential value of keeping the stock in the event the company rises again.

Airlines Europe is rather Acquire-like minus the random tiles draw. Instead, you pay money to play bits to a map to increase the airline's value. What you often do is try to keep your position in a company close to your chest (there are stocks you hold in your hand and don't count in your holdings until you play them). Then you can fool another player with a close position in the same company to do all the investment.. BUT make sure to play those stocks soon enough to actually reap the rewards of the improved company. Also an american design (Alan Moon).

fozzy fosbourne posted:

^^ I'm going to suggest Knizia games, he has a few games that seem to be directly inspired by Acquire, but they are pretty much all OOP of course
I would love a reprint of Stephenson's Rocket, Knizia's version of an 18xx. It's got stocks, trains farting about a map, companies getting merged into oblivion at another player's expense and your gain, and all within 90-120 minutes. My favourite part is of course discarding a stock to overrule another player's train move. "oh no no no, I have the weight to throw around here. we go WEST."

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PlaneGuy
Mar 28, 2001

g e r m a n
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Yam Slacker

For the record this game is actually pretty fun in its most basic state. There's 3 variants in the box:

1. Basic. The best. Flip a token, grab as many bits that match the colour or shape and move it into your bowl. Using your chopsticks of course. The person with the most qualifying bits in his bowl wins the token. Most tokens win. Quick, light, and actually entertaining.

2. Expert, which is Basic with wildcard "all of a shape" or "all of a colour" tokens which sounds great but the basic tokens are already "grab everything of the same shape OR colour" so i dunno what the wildcards add except the hilarious "All" token and a harder time for me explaining it to first-time gamers.

3. FINAL CHALLENGE which is the absolute worst. You set up a board of tokens and grab things and flip tokens until the board is clear. It's a timed event for one player. Why this if the ULTIMATE FINAL FORM OF CHOPSTICK BATTLE is a loving mystery and a grandiose waste of cardboard.

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