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Gaming In The Doghouse - June 2015

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20 Jun 2015 12:00 #204692 by ChristopherMD

My attempt at a new gaming blog that I will be making a serious effort to keep up with monthly. This month in the doghouse we played Imperial Assault, Lords of Waterdeep, and RoboRally.

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20 Jun 2015 21:41 #204693 by Gary Sax
Are you guys big descent people?

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20 Jun 2015 21:45 - 20 Jun 2015 21:46 #204694 by ChristopherMD

Gary Sax wrote: Are you guys big descent people?


None of us have played Descent. Two of us have played DOOM a lot though.
Last edit: 20 Jun 2015 21:46 by ChristopherMD.

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21 Jun 2015 07:08 #204698 by Sevej
The longest part of IA setup is the map pieces. There's like dozens of decks, and the first time organizing them and recognizing what they do is hell. But afterwards (in exception to map setup), it's a breeze to setup.
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21 Jun 2015 09:17 #204702 by VonTush
With IA this is the first time I've missed words on the backs of the decks describing what they are. But figuring out what's what came with time.

Great write up!
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21 Jun 2015 09:22 #204703 by southernman
I have taken a dislike to IA because of the 'rounds to win' timer, I don't like having to sprint around and leave 75% of the game just so you don't run out of time - just my preferences for having fun with a game and understand many people won't give a shit about it.
It's also a similar reason to why I am losing interest in Descent 2E (after only the Base game campaign and LotW mini campaign it is probably in the sell/trade pile), the need for the Heroes to explore every search token to get gold so they can buy weapons/armour to prevent them getting slaughtered as quickly often at the expense of even competing in the quest has sucked the fun out of it too.
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21 Jun 2015 09:44 #204707 by VonTush
Yeah, that timer does create some interesting and unexpected gameplay.

The more I think about the Descent system and its evolution, I'm starting to feel like the game is having more in common with older video game platformer games where you can't explore everything and there's a mad scramble against the clock ignoring enemies and things in order to just keep pressing forward towards the end goal.
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21 Jun 2015 10:11 #204708 by Gary Sax
^That's a great comparison, VonTush.

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21 Jun 2015 19:32 - 21 Jun 2015 19:33 #204723 by Hex Sinister
Is every scenario in Imperial Assault timed? What is the average number of turns?
Last edit: 21 Jun 2015 19:33 by Hex Sinister. Reason: clarity

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21 Jun 2015 21:09 #204728 by ChristopherMD
I like the round limit precisely because it keeps the game moving. From a story perspective it keeps things focused on the plot instead of just going through the motions of reaching every single crate and clearing every single room. Then there is the tension it adds making sure you have time to complete the mission. The video game analogy is good too because it also adds replay value to missions. Doing better on a mission is akin to beating your high score.

Plus it seems kind of stupid to have the rebels mission include killing every living thing on a base.
Admiral Ackbar: "Your mission is to access the control terminal and steal these blueprints."
Character: "Yes sir, we'll be in and out before they know it."
Admiral Ackbar: "No, take your time and fight the entire garrison even though I'm only sending a four man team."
Character: "WTF?"
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22 Jun 2015 02:48 #204733 by Hex Sinister
Descent 1 didn't have an actual physical timer per se. But it's still totally there in the sense that you have to keep up momentum or you're going to get swamped with forces. Same with Gears of War. I don't think a hard timer is a necessary evil, just a shortcut. I would like the mechanic more if there were things you could do to "buy more time", like in the movies. Gears actually does this with one (or two?) cards where you can catch your breath and skip enemy activations/spawns.

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23 Jun 2015 01:42 - 23 Jun 2015 01:44 #204808 by Mr. White
Great idea for a blog! Look forward to reading more.

I've considered picking up robo-rally for the family, but the releases seem a bit all over the place. Is that recent 'AH' edition 'good enough'?
Last edit: 23 Jun 2015 01:44 by Mr. White.
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23 Jun 2015 11:41 #204824 by engineer Al
Great blog. I'm looking forward to more.
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23 Jun 2015 12:20 #204828 by ChristopherMD

Mr. White wrote: Is that recent 'AH' edition 'good enough'?


Certainly is. The movement card deck is the same in every edition. I've never used the player mats but they probably help with learning.

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23 Jun 2015 13:13 #204830 by charlest
Great blog, good read. I played Imperial Assault 4 times after it came out so I could review it, but we haven't gotten back to it unfortunately. Hoping to at some point.
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