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Fallen Land: A Post-Apocalyptic Board Game
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- SuperflyPete
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My main concerns are how damn long it is. People are saying it's way more than 1 hour per player for a typical group.
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- SuperflyPete
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- Michael Barnes
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Michael Barnes wrote: There is virtually zero reason to play this game in a world where a great Fallout game exists.
I don't know, this looks to have a different feel. There's base building, you have a team of people, each player is sort of building a pocket of society.
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charlest wrote:
Michael Barnes wrote: There is virtually zero reason to play this game in a world where a great Fallout game exists.
I don't know, this looks to have a different feel. There's base building, you have a team of people, each player is sort of building a pocket of society.
That's why I would like to try Fallen Land at least once. There are plenty of board games that attempt to simulate a D&D-style dungeon crawl, but Fallen Land looks like an ambitious attempt to do a board game version of a post-apocalyptic rpg (like Gamma World) where players are trying to rebuild civilization instead of just looting the remains of a previous civilization. Much of the complexity probably comes in because each player is running a party of characters, and each character has their own gear and abilities.
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- SuperflyPete
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Basically each player has a board of their own, a base. It has limited slots but can be expanded. The board is hex based and has cities. The cities produce a good based on their surrounding terrain and you can control them as players a few ways: conquest, which gives it to you immediately at a cost of troops and ammo, but can’t trade and only produces one type of good, or through influence which takes 3 turns to develop, can be stymied by other players via their own efforts, but once achieved is impossible to take by others without a harder, more costly conquest and also allows trading a good with another city’s goods ( once/round ), will produce high quality conscripts (true believers), and that produces two goods.
It’s a fighty game at its core and the victory condition is to hold 5 of 12 cities at the end of a round.
The base has several types of building:
Mechanics: builds vehicles
Refinery: makes fuel
Machinist: makes guns
Barracks: creates troops
Storage: holds goods
(This one is key as there is a good limit without adequate storage)
Distillery: Makes fuel/booze
Medic: stops disease, stops units from dying from radiation once exposed
There’s 13 others as well. I have it all laid out on a notepad, Rules, etc but haven’t had time to develop the tiles, cities, cards.
It’s basically the post apoc game I’ve always wanted. I even have a sort of AI built for marauders which make everything more difficult.
There’s even some “mystery solving” and adventure in it where your heroes/leaders can hunt for answers as to the long lost reason the world ended (nobody remembers accurately) in the same kind of way that Android does it - there’s no set reason but lots of rumors and if you get enough clues in a set, that becomes the reason, which gives you a potent bonus (The Wormwood plot gives you access to Alloy, which in essence makes all units veterans. The Alien Invasion plot gives you access to laser weapons. The Bioweapon plot gives you immunity to disease. The nuclear holocaust plot gives you radiation suits and immunity to radiation. The global warming plot gives you access to recycling which allows you to take one good or unit and convert it to another good or goods, and removes renovation penalties)
Just need an illustrator and graphic artist to get it looking adequately apocalyptic. The time
Limit on the game forces it to be a 1-1.5 hour game max.
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- SuperflyPete
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- southernman
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SuperflyTNT wrote: Almost no-one wants to play a 5 hour game anymore. I almost can’t even see a reason to develop one at this point. This isn’t 1973.
Booo ! Calling me a no-one, I've got your number.
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Overview and Review
Solo Playthrough
www.youtube.com/playlist?list=PLZG56_AfS...to9Y4pa56YjP4i5D5C0F
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