- Posts: 12746
- Thank you received: 8431
Bugs: Recent Topics Paging, Uploading Images & Preview (11 Dec 2020)
Recent Topics paging, uploading images and preview bugs require a patch which has not yet been released.
One Mechanic Review: Robinson Crusoe
Robinson Crusoe, its Event Deck, and Consequence
Please Log in or Create an account to join the conversation.
- Michael Barnes
- Offline
- Mountebank
- HYPOCRITE
- Posts: 16929
- Thank you received: 10375
Please Log in or Create an account to join the conversation.
I agree that this is the defining mechanism of Robinson Crusoe, even though the players spend most of the game conducting worker placement actions (shared worker placement is also quite unique, I think.) Most of the fun and drama enjoyed by the players come from those card decks, so they're what I think of when I think of RC.
Please Log in or Create an account to join the conversation.
One thing that I wonder about is how other games might have benefitted from the same mechanic. For example, imagine Dead of Winter using a Robinson Crusoe style "crisis stack" instead of a new crisis card that is drawn and resolved every round. Maybe certain crossroads cards would get placed into the crisis deck for a lingering effect. It would certainly be interesting, I think, and as Michael says above it would improve the game's narrative. But would it make Dead of Winter just a bit more gamey than it ought to be? Perhaps. Dead of Winter benefits from its simplicity and punchiness, and I would bet that the designers stripped away a lot of fluff over the course of the game's development.
Please Log in or Create an account to join the conversation.
Please Log in or Create an account to join the conversation.
Please Log in or Create an account to join the conversation.
- Michael Barnes
- Offline
- Mountebank
- HYPOCRITE
- Posts: 16929
- Thank you received: 10375
The consequences are just so well done. You get some extra wood, but later on you feel uneasy about the construction and lose morale. You can take the eggs out of the nest, but later an angry bird comes and rips the roof off your hut. Ignore the growling out in the woods by your camp and the next turn there's a tiger barreling through your palisades. But it's deeper than that. Do you invest time in making the Cure invention or discard it when you have to lose some items off the display? But then later, something happens and you might be wishing you had kept it. The game requires you, in a way that few do, to roll with the bad decisions because that's how it creates its specific storyline each game.
These event cards are really the #1 thing that other designers need to take away from this game. There's a lot of smart design in them beyond the creation of continuous cause/effect narrative- they way they key to scenario effects and create potential timed crisis situations works so well.
It's a damn, damn good game. I think that of the post-BGG, post-Hybridization "ultra complex Euro" era, it is likely one of the best and likely to be one of the most timeless designs.
Please Log in or Create an account to join the conversation.
Please Log in or Create an account to join the conversation.
- Posts: 739
- Thank you received: 189
Please Log in or Create an account to join the conversation.
iguanaDitty wrote: I think it being a coop is part of why I don't mind that it's worker placement. In the competitive worker placement games I've played it seems like half the game is jockeying for turn order, or looking ahead to when jockeying for turn order is important.
That makes sense. Normally worker placement games are primarily exercises in cockblocking, and I hate cockblocking so much that I stopped going to the bar scene with certain friends. In Robinson Crusoe, the worker placement serves an entirely different purpose, which is to prevent players from focusing too much on specific activities at the expense of others. I also like the worker placement in Sons of Anarchy, because there you get to punch the cockblockers.
Please Log in or Create an account to join the conversation.
- Posts: 12746
- Thank you received: 8431
I think the Cure which Barnes brings up is essentially the perfect single example of this whole thing in Robinson. It is an invention that had no obvious purpose save the dynamic purposes it is given in contingent events. Unlike a traditional card flipper, though, RC lets you know you may need the cure and gives you (potentially) TIME to get the cure. Is it worth it? You actually get to make choices to decide. Unlike, say, the AH Silver Twilight Lodge membership which you may get and a card will check whether you have it. But the mechanic never works because the game doesn't tell you "in the rest of this game you may need the silver twilight membership!"
Please Log in or Create an account to join the conversation.
- Posts: 12746
- Thank you received: 8431
Please Log in or Create an account to join the conversation.
Please Log in or Create an account to join the conversation.
- Posts: 12746
- Thank you received: 8431
Please Log in or Create an account to join the conversation.
- Cranberries
- Offline
- D10
- You can do this.
- Posts: 3138
- Thank you received: 2480
Please Log in or Create an account to join the conversation.