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What BOARD GAME(s) have you been playing?
We're also playing with all the expansions. Can't wait for cobblestones + rain to come up and cause chain reaction crashes.
One of my friends mentioned, at the end, that his metric of a fun game was how much yelling there was at the table. This passed.
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- Disgustipater
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- Dapper Deep One
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Sagrilarus wrote: This game has been the topic of debate in our group for years because my buddy Paul let someone win one time.
We’ve always played this way. The only issue is, that over time, people have become comfortable throwing the game at the slightest provocation, so you have to be super careful about how you deal with that last person. Actually, maybe it’s not an issue...
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- Disgustipater
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Question: Is there a trading market for these or is the cost of shipping not even worth it over just buying new ones? Now that they are packaging 3 together I’m sure it’s better for trading, but what about singles?
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I do see them sell individually pretty well in convention virtual flea markets. If you can remove the cost of shipping people will pay $8-ish for the newer ones.
I've never seen them traded but I'm sure it happens.
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- Disgustipater
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Anyway, how do the Exit games compare? I believe they contain actual puzzle items?
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Unlock! definitely shows improvement in the later designs and evolves much quicker. They do place a lot of emphasis on their theme and a game can stand just off a high quality implementation (like Insert Coin I mentioned a couple of posts ago, super easy, but very fun).
Exit was pretty stagnant in design for the first 10 and each generally succeeds or doesn't based on the quality of the puzzles. I believe the first 8 were all designed around the same time so that might be why there was little growth. The most recent Exit double box (The Catacombs of Horror) was a big step forward in design and did a much better job of implementing its theme compared to other entries in the series. Hopefully they continue in that vein. The Exit games are destructible one-use designs. You can theoretically reset them, but would need to print off a lot of components in some cases.
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charlest wrote: I've tended to sell them in sets of 3, based on the group they released in. So I got the first three right when they came out, played them, then sold those 3 together.
I do see them sell individually pretty well in convention virtual flea markets. If you can remove the cost of shipping people will pay $8-ish for the newer ones.
I've never seen them traded but I'm sure it happens.
I do exactly this. I try to sell them locally if possible, but in general they are easy to move.
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Minor spoiler:
Overall, this is definitely the best set with only the final scenario slipping up a bit.
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- Legomancer
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- Dave Lartigue
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- BillyBobThwarton
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Legomancer wrote: I'll be glad when this latest design trend pendulums back to "elegant" instead of "deep".
As my man Devin would say, from elegant to elephant
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- Jackwraith
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I think I agree with Gary on its merits. It's a good engine builder, but nothing spectacular. I do really like the random goals for each round, on top of the overall bonus goal, so you're really angling in different directions with each game and have something to work toward that isn't entirely dependent on what you draw like Race for the Galaxy. OTOH, since it's a card game, it is VERY draw dependent and even if you want to go in a certain direction or your hand indicates that that's the way you should go, the goals will occasionally countermand that. It's also more difficult to switch gears than other builders, since you have so few actions that diminish with every round. You can't spend a ton of time just drawing cards because you'll fall way behind in other crucial actions like eggs, food, and playing birds. I do like the dwindling actions approach and I love all the info on the cards (even if they do present a challenge to the new player in terms of info overload), but I'm left wondering if, in the attempt to enhance replayability, they made the game more difficult to play in any single setting? Dunno. I came in third of four when my longer-term plans didn't pan out. The only other newb at the table got an egg engine into gear early and dominated.
Then we played Bargain Quest; an intensely meta game for nerds. I... liked it? I think there are some cool ideas in it, but there are some distinct failings in the rulebook. If people are tied for hearts in display items AND cost, who picks first from the customers? For that matter, does the game stay with the same first player for the whole session? Because that seems massively advantageous when dealing with enemies like the Ogre, who does more damage every time he gets wounded, forcing later players into a defense-first strategy and basically shutting them out of the round for VPs if they can't. Considering the tiny margins of the game (we only made it through two of the three rounds before the store kicked us out and I won with 6 points), that's significant. I'd definitely try it again, though, since it moves pretty quickly for a drafting game. I will say that the high amount of tiny text on the cards makes it difficult for larger groups, since everything has to be passed around so people can see their options.
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I have a copy I need to open still but I'm certainly interested.
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