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What BOARD GAME(s) have you been playing?
- southernman
- Offline
- D10
- TOTALLY WiReD
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- southernman
- Offline
- D10
- TOTALLY WiReD
- Posts: 4217
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Gary Sax wrote: ...
Played a game of Arkham Horror, my wife's favorite game. We won in a battle against one of the easy GOOs (ice guy) by just gunning him down. We had a great time overall, as usual, despite the big investment of setup. Obviously, that end game being too easy is a problem they fixed later. One thing that I never get used to, though, is how I really do not like the rumors. I think it's actually the biggest problem with the design. You get no preparation for them and even though they put the pressure on they're just kind of unfun spendathons for the most part. I know it's been ages since anyone played here, but did anyone ever come to any good house rules on rumors? Part of me just feels like pitching all of them.
Cry, sulk, then say 'that's life' and prepare to die a glorious death.
They are even nastier in Eldritch Horror, they can basically end the game directly or from using so much resources to sort (so you don't finish instantly) that you have no chance of winning (or getting to flip the GOO card to try and win). AH is like EH with training wheels
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The story is a bit silly at first hand. You have to rescue some wolf cubs from a mine before the dragon comes and requires the heroes' attention. But before you can do that, you have to finish some missions like finding the secret letters, cleaning the wells, repairing the bridge or some such. They all require moving to specific spaces or searching the board's fog tokens for stuff, but the fact that you are looking for different tokens on different parts of the game make a huge difference. You also get to roll dice, and all four characters can be played as either female or male which is a nice touch.
It's not a gamer's game, but it's fun, has a good length, and scratches that adventure game itch which so few games for kids do.
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- Jackwraith
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- Ninja
- Maim! Kill! Burn!
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On the one hand, you could see it as a replayability mechanic, in that you were so close to beating Yog-Sothoth if not for that Rumor that completely wrecked your game-! But, then, one card draw also completely wrecked your game, so it's hard to see that as an interesting aspect to the design. As Southernman says, that is kind of in the HPL wheelhouse, where most of the tellers of his tales faced a far more grisly or demoralizing end than those who've somehow managed to defeat an alien space god with a shotgun and a crucifix (another color to Arkham Horror that never sat right with me; we usually just ended the game if the GOO awakened.) So, if you wanted to stick to canon, the fact that this overwhelming Rumor eventually ground you all down and you died horribly is just status quo. But it sticks out horribly when assessing the game's overall function, certainly. For that matter, so does camping out at the magick shoppe until you find an Elder Sign, but these are the difficulties of IP translation.
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- ChristopherMD
- Topic Author
- Away
- Road Warrior
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Also set up and played a few turns of Fields of Arle to learn the game. Was expecting an overload of options but I was not expecting it to be so sandbox-y, in a good way. Got too late last night so called it but will set up again sometime this week and play a whole game. I have a good feeling that I'm going to really like this game.
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- Sagrilarus
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- D20
- Pull the Goalie
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Shellhead wrote: I played several more games of Masters of the Night over the weekend, and feel ready to talk about it at length. However, it is a kickstarter game, so I'm not sure if it would be appropriate to do a big formal review of a game that is generally unavailable. And maybe even a dedicated thread would be too much since almost nobody would have much to say about it. So I am thinking of maybe just doing a long post in this thread. It is a game that deserves some attention, especially since there is an ongoing flood of mediocre games getting published.
I think the broader factors of the way this game was sold, delivered, and now is essentially unavailable via its MSRP in the traditional delivery channel promotes it to something deserving of an article. Whether someone should be chasing this in the aftermarket is a good reason to put your opinions into a "bigger" delivery package.
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- Michael Barnes
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- Mountebank
- HYPOCRITE
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I get what you are saying about Nusfjord but by the same token what I am really digging is how concise it is. Yeah, I’m not like high giving myself for building the Wet Storage or for hitting the 12 catch, but I think the tight time pressure and range of options, coupled with the potential for puzzle-y combos, makes it really well suited for low key solo. I played the mini campaign last night and went 31,
17, 33 (81 out of 100) and it was interesting to see different plans emerge out of each set of available buildings. I’ve not felt like there was ever an obvious play or must do...in that 33 point game I was heading for another disaster like the second game but I hit on a plan to reforest, leverage buildings and elders that impacted that, and then make the Forest Castle. I doubled my score in two rounds. So that was really neat to work out but I still failed!
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- Michael Barnes
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- Mountebank
- HYPOCRITE
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WOW. That is a really great game. It is definitely TM’s superior. It kind of takes that Knizia “want to do three things but you have two actions thing but makes it where you want to do three things, need to do six, should do two, and have to do one. It’s pretty complex, working out how to create score, and the Automa deck is pretty easy to run. It doesn’t really play against you, it just simulates the obstruction of other players.
For about a minute I was like “well that sucks these 14 alien species have no backstory or description”. Then I realized “I do not fucking care.” It is pretty cool that it is specially described as a PEACEFUL game of expansion and development. You don’t fight anyone or take anything away. Again, befitting a solo game.
Even though I love it, I hope that I never ever play it with someone else. It is absolutely not the kind of game I want to play in a group. Let alone teach Le deal with players who don’t get it.this is what I’m finding in these games...they excel solo, which supports that whole “multiplayer solitaire” assumption.
Next up: Underwater Cities, Paladins of the West Kingdom, and a return to Spirit Island.
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You playing base Spirit Island or do you have Branch and Claw?
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