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- Jackwraith
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Then we taught them to play The Crew. Like everyone I've showed it to, they really enjoyed it, but we only got through about 10 missions before deciding to shift to something else.
We finished off the day with Tiny Epic Pirates. It's been a while since I've played this and I'm still not sure that I'm sold on it. Like Fate, once you get the hang of the rondel system, I think it moves along pretty well, but it's still quite fussy for the size of game that it actually is. It's extremely mechanical and, as with the criticism sometimes leveled against Merchants & Marauders, it's much easier to simply plunder for goods and sell them (i.e. be a merchant, of sorts) than it is to risk combat with merchants and other players. However, I'd like to try it with the Amdiak expansion to see if some of the additions in that bend it back toward the pirate angle a bit more.
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charlest wrote: Hopefully you get Wings for the Baron to the table soon, it's a great game.
So I’ve heard. A friend is lookin for a copy if anyone has one they are looking to unload.
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- Sagrilarus
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- Pull the Goalie
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Msample wrote:
charlest wrote: Hopefully you get Wings for the Baron to the table soon, it's a great game.
So I’ve heard. A friend is lookin for a copy if anyone has one they are looking to unload.
It's really two great games. I'll be curious to hear which you like better.
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It was especially weird because she's always been very amenable to learning and playing new games. We've played many different games with her over the years, so it wasn't just the prospect of having to learn new rules. I think she just might be too competitive to play a co-op!
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Imperium is best with two in my view, I’ve had a couple of decent 3p plays but they have always run long even though we have a tendency to play quick. We still play it fairly often at home and of late I’ve found myself drawn almost exclusively to the Arthurians; they are like a whole other game with quests, a destructive final battle lurking at the bottom of your nation deck, and a power play between Merlin and Morgana that gives you options on high-cost shortcuts. I could see those mechanisms working well as a stand-alone game, with shared lands and competing for quests.
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- Jackwraith
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That said, I still think the game suffers as a deckbuilder from an inability to dump starting cards from your hand without getting one of the few cards with Trash effects or going to the Bene Gesserit every round (that is, being the first to get there.) You end up not using a lot of the cool cards that you get off the market more than once or twice (this was pointed out by one of the new players, so I know it's not just me) and you can also be crippled in a late game turn by drawing a hand full of starting cards, which is exactly what happened to me. I had a number of cards with swords and draw effects to reach those swords, but didn't draw any of them and had a hand of Diplomacy and Dune, Desert Planet. I came in second with 9 points.
In that respect, I think the Rise of Ix expansion is well-targeted, as it seems like the new cards have a solid amount of Trash effects so you're able to clear the chaff much more easily. Similarly, the change to the top part of the board (the green and orange areas) will probably be an upgrade, as those are easily the least used areas once Swordmaster is taken and a seat on the High Council is achieved. I still like the game and, as I said, this was probably the most exciting session I've had yet, but I can see where some adjustment would be welcome.
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DUNE IMPERIUM - Its kind of incredible that after all these years designers fail to account for the importance of trashing cards . Esp in a game with a fixed turn length. My second game I honed in on acquiring BG cards to let me lean out my deck and I won going away . I've read the IX expansion will address this. That said like Jackwraith I enjoyed the games I've played and look forward to playing with Ix.
That's another thing IMPERIUM/CLASSICS+LEGENDS does well. Decks don't get too thick and there are multiple ways to either trash cards ( put in History, exile ) or temporarily take them out of circulation ( garrison ) .
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- Jackwraith
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Msample wrote: DUNE IMPERIUM - Its kind of incredible that after all these years designers fail to account for the importance of trashing cards .
The contrast with a game like Tyrants of the Underdark is very stark. I've had games of that where I was able to start promoting cards almost immediately and thin my deck down to the best elements rapidly. (The Drow half-deck is quite good for this.) Plus, the benefit of removing cards from your deck is that they'll be worth even more points (or points at all) in your inner circle and the tension is often whether it's worth promoting a card to max its points but lose it for the rest of the game. That's what makes Tyrants a better deckbuilder, IMO. But Dune Imperium is probably more interesting on the board, even though doing a comparison between worker placement (DI) and area control (Tyrants) is more difficult. The competition for spots on the Tyrants board is much slower, while on DI's board, it's ferocious in almost every round.
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A few more games of the base game and I'll have to dig into the expansion stuff, which looks really fun.
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