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Cole Wehrle on the design of Pax: Mouse Guard, Root
Not sure Pax: Mouse Guard is accurate, as all the Pax games hang together off that central card market. This seems more like "Cry Havoc: Mouse Guard edition".
On the plus side, my copy of Wehrle's John Company arrived today, and didn't get lost in the shipping mixups that have plagued it's release. (also destined for Toad shelf, but a theme worth buying for me).
Mad Dog wrote: I clicked the link excited about some new Mouse Guard licensed game only to discover that cranberries is a dick.
THAT’S WHAT I WAS THINKING
The only MG board game is super blah. This one sounds good but it’s not MG.
Between this and Barnes’ tragic death, I just can’t trust thread titles here anymore.
"COIN: Mouse Guard" may be the most accurate. While Cole did Pax Pamir, his other games are not very Paxy at all.
(but holy shit the John Company game board looks like an Eklund rulebook that has horrifically come to life)
Taking its inspiration from Phil Eklund's seminal Lords games, John Company offers Greed Incorporated by way of Republic of Rome — and with only sixty cards and multiple scenarios, John Company is one of the most accessible SMG offerings to date.
Is baroque the right word for this? Or just "mind numbingly complex"? I'm really interested in the topic, and I think it might have been the focus of Wehrle's doctoral research.
The back side (can't find a picture online) is for another scenario of the game and is much much simpler.
I don't think it's terrible, just procedural. The rules are not excessively long, nor are there tons of exceptions. It might be difficult to figure out what the levers do at first, but it's probably manageable.
I'm still waffling a lot on Root itself. It ticks a lot of boxes for me. I might spend some time with the PnP rules and see if it sells me.
Looks like the preorder copies are the same as the Kickstarter ones, with no weird exclusives.
At heart Root is a highly asymmetrical conflict game, so playing, say, the cats will be a radically different experience from playing the vagabond.
Anyway, the game felt cutthroat, and there was lots of interaction. The graphical presentation is fantastic.