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What BOARD GAME(s) have you been playing?
Kmann wrote:
Gary Sax wrote: I it's just drowning in a thousand dimensions of trackable open information that constantly updates. It's fucking exhausting.
It's called Imperial Struggle, Gary, not Imperial Take It Easy
The VASSAL implentation is excellent and automatically updates region control and trade goods counts. Gonna suck to go back to the physical implementation.
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mezike wrote: That’s the point where your shelves are croaking as well as creaking. I need to cull a few because they appear to be spawning again and the noise is keeping me up at nights.
Telltale Kickstart.
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- san il defanso
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That's not necessarily a statement of quality, but more a statement of personal preference. Those who really enjoy the diplomacy of the original will probably like the re-design, but it will never supplant the 1979 version. For my own part, the newer game has basically all the stuff I really love about the original game in a very concentrated dose.
What I like best is how dynamic the game is. While I wasn't extensively experienced in the original, my feel was always that the game boiled down to big chances for each player when you can make your move. When you make that move, you might succeed, but if you don't you are probably out of the game for a good couple hours until you recover from the loss. The new game is far more forgiving when a plan falls through. You don't need to spend ages hoarding spice again, creeping troops around the board, etc. Everyone feels basically in the game the whole time.
Playing with 3 players was pretty good! I liked 4 better, but I would certainly do it with this player count again. The thing I noticed most was that all three players need to be very active about stopping the other players when you don't have a full complement. In a four-player game the stable game state is for no one to win, and you have to make a push to get there. In a three-player game, the stable state is for a couple people to be very near a victory on any given turn.
The quicker pace of the game and focus on hidden information coming into play can make the game feel more chaotic than the original. I'm not sure that's necessarily the case, since the original game had a lot of the same qualities spread out over hours. But it did have that diplomacy aspect there to cushion some of the wildness, allowing yourself to still be in a position to win as an ally. The new version still feels more strategic than something like Cosmic Encounter, but it cushions the chaos through a faster pace and the market cards. I know which I prefer, but that's not how everyone else will feel.
It's just so much more playable. A game that sits on my shelf for years at a time isn't better in my book. I am pretty sure I am getting the new game for Christmas, and I see it getting lots of play at my table.
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- Michael Barnes
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- san il defanso
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The old Dune was a game for grognards. The new one is a game for everyone.
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- Disgustipater
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Michael Barnes wrote: I actually think that Dune ‘79 may be obsolete…
Message received, Michael. The extraction team is on the way, we'll get you out of this and apprehend the people that have you captive.
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- Sagrilarus
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- Erik Twice
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You know what Voltaire said: It's dangerous to be right when established gamers are wrong.san il defanso wrote: Games that require so much diplomacy simply are not where most players are these days.
Being serious, it is a problem. But if I stuck with the fans of Stephan Feld I wouldn't play a single game.
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- Sagrilarus
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Erik Twice wrote: I've played a dozen games of Dune in the last year alone and I pity all of you. When are we playing online? I wasn't kidding when I said we should.
You know what Voltaire said: It's dangerous to be right when established gamers are wrong.san il defanso wrote: Games that require so much diplomacy simply are not where most players are these days.
Being serious, it is a problem. But if I stuck with the fans of Stephan Feld I wouldn't play a single game.
There’s a poetic aspect to this post.
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The open info makes it a surprisingly easy teach compared to a multiplayer drafting game. I like the slow reveal of the cards and the sort of incalculable wrench of taking 3 cards out of each deck. Our particular game felt low on science. I love the original game, and found it best at lower player counts. Something like 3>4>2>>>5>7>6. My gut feeling after one game is that it’s good and at least worthy of some the high praise it got.
The only thing I think I don’t like is the itty bitty cards used.
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- san il defanso
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The draft is so much more interesting to me than the base game. I really like the tension of taking a card you really need, but knowing that you might reveal something your opponent really needs. That's a tension that I just never felt in the original. The other thing that makes a big difference is the automatic game ends, because those give just a touch more thematic depth to the game.
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RobertB wrote: I thought you could sneak in a Science win in multiplayer 7 Wonders if nobody wants it and nobody takes the cards for the team.
It has happened decently often in my 6-7 player games because no one really pays attention to others and there's two copies of most of the science cards.
I think they were mostly referring to Duel, where there is an Instant Win if you get enough different symbols in your city. Much like the military victory in Duel, it seems like something you threaten, but rarely achieve.
I say this after my whole one game of it, but that's my sense of it.
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