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Tabletop game reviews enjoyed lately thread
hotseatgames wrote: If that was enough, I'd already have bought it, as I know Justin Gary.
I mean to be fair I didn't buy it either, because he got a copy and is also the only person I know who would play it with me it's worth a try though, if the opportunity presents itself
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hotseatgames wrote: Charlie’s Ascension Tactics review had my finger hovering over the Buy button but I resisted. I don’t think I have the right opponent for it. I’d love to play that one.
I have a Kickstarter copy I'd be willing to sell. Unplayed. I opened it and poked around but I doubt this is my jam. I don't like scenario-based games at all. Shoot me an email if you're interested. Username at gmail.
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stormseeker75 wrote: Well then one more shouldn't be too much of a problem, right? .
Bulletproof logic
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I think this is Dan Thurot in his best mode, a review where he can work through the mechanisms, the play, and their meaning and suitability. Not just off on a tangent.
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This game looks like the sort of extremely stupid and obtuse shit I would enjoy.
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I liked charlest's new review of the Sidereal expansion. The beautiful shelf toad dilemma.
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It's kind of light on it's own but I'm excited to see where Dan takes us with this series.
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sornars wrote: spacebiff.com/2023/04/27/this-trick-taking-life-1/
It's kind of light on it's own but I'm excited to see where Dan takes us with this series.
So presumably the four games he chose to mention in his introduction are newer? I haven't heard of any of them.
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playerelimination.com/2023/05/02/the-hard-problem/
Because of the (past) existence of Fortress: Ameritrash, and because of the euro bias of BoardGameGeek, it is easy to observe that different players will enjoy different kinds of games, and different aspects within games. For example, I enjoy games with a lot of player interaction, but perhaps a socially awkward or neurodivergent player might prefer a game with minimal or non-existent interaction with the other players, especially if the complexity of the game left players mostly silent while they run numbers in their heads.
Certain player might possess skills that give them an advantage in specific types of games, like physical dexterity in flicking games, or social skills in games that feature negotiation. Other players might prefer games with a large element of chance, which tends to erase differences in aptitudes or skill levels.
Even so, it might be possible to analyze specific games, especially in comparison with similar games, in order to isolate specific aspects that make that game more enjoyable than most. One of my current favorite games, Marvel Champions, offers multiple points of attraction, such that different players seem to enjoy different things about the game. It's a cooperative game that also smoothly scales down to one player, so it works well both for solitary gamers and social gamers. The prebuilt decks are good enough for the basic level of play, but there is also an expert level of play that requires players to modify their decks for more efficiency and powerful card combos. Then there is the appealing Marvel license, carefully calibrated to win over fans of both the comics and the movies, with game mechanics that nicely translate the characters into the game. At the heart of the game is an efficiency puzzle that I suspect appeals to all MC players: the ongoing choice of which cards to play and which cards to discard to pay for the played cards.
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I've always considered Prospero Hall releases to be like popcorn - fun, insubstantial and not a replacement for a full meal. I'm not alone in that observation but placing their output in a wider cultural context around our collective desire for familiarity was a nice touch.
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