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Discover: Lands Unknown (new FFG “unique” game)
Interesting. But if I understand the concept (I totally might not), it’s not really that novel. Let’s say you have a pool of 48 characters, 100 locations, 300 event cards, 200 item cards, etc. And each individual game box includes 8 characters, 20 locations, 50 events, 40 items. From that pool you can randomize thousands of copies with those components to get individual games that are not only unique from others, but have some decent variety and replayability within each copy.
So in other words, imagine they created all of the content for Arkham Horror (the board game) to begin with, then meted out random boxes, so every “base game” copy was now a little different. And anyone who has played AH enough knows that all of the main components more or less work with each other.
I’m not saying it’s as simple as that, but in essence, that seems to be the idea of how this is able to work.
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I think Discover's reception will tell us a lot about how and why we game--I have so many questions. Will multiple people in the same game group buy a copy of this game to compare / contrast? Will one person buy multiple copies to see what differences might exist? Will the game be strong enough for this sort of repetition to be desirable? Is the thrill of new discoveries more important than a tightly focused set of content?
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- hotseatgames
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charlest wrote: I'm excited to try this, but I'm disappointed that it looks heavily influenced by 7th Continent.
Expand on that? I remember you cooled eventually on it. Is it just that it's copied from it and you were looking for something new?
I agree this is a better use of the "unique box" thing than the CCG/LCG format. Also, this thing that FFG is doing is going to drive the completionist BGGers fucking CRAZY. My wife loves these types of games and has even started referring to new experiences in real life as "flipping over an exploration tile" so I'm almost certain we're in for this.
Also: always intrigued by Corey designs and this sounds like an interesting one. I wonder if a good strategy here might be to trade boxes between players to get a newish experience? I also *love* the initial art design that isn't so militaristic, man vs. evil wild.
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Gary Sax wrote:
charlest wrote: I'm excited to try this, but I'm disappointed that it looks heavily influenced by 7th Continent.
Expand on that? I remember you cooled eventually on it. Is it just that it's copied from it and you were looking for something new?
Yeah, it bothers me that it appears copied. I'd prefer an original idea coupled to the unique game concept. They came up with a possibly excellent idea but chained to something that's rehashed.
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Also. I can't believe I didn't scan an inch to the right to see the price. ugh.
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- ChristopherMD
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Stand-Alone Expansion*
*Base Game Not Required.
This sounds like they're selling stand-alone expansions from the get-go instead of a base game.
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- Michael Barnes
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“...so, the problem is, when one member of a group buys a board game, there is no real incentive for everyone else to buy it unless they are playing it with others outside the group, this undercutting more sales elsewhere. We need to figure out how to sell a board game to every member of a group.”
“Well, how about, like CCGs, we randomize the contents of every box...and create this half-truth promising a ‘unique experience’ with every purchase even though the gameplay is mostly the same despite the flavor text and maybe a couple of minor mechanics.Then the whole group wants their own copy that has different cards and so forth in it. Most gamers that are more excited about buying a new game than playing one anyway. Some of them go out and buy two, three, four copies of it to try to, as the kids say, catch ‘em all. We sell them the hope that they can have a copy of the game like no one else’s.”
“That is a brilliant idea, mysterious goat-headed intern that just showed up in the board room. Love that red suit, by the way.”
Talk about gimmicks...god forbid a solid design sells a game anymore.
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