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Dark Venture Review - The Colour Out of Space
- Andi Lennon
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- D6
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- Do your thing
One of the greatest advantages that the tabletop gaming hobby has over other prevalent entertainment mediums such as cinema or videogames is that of scale. In a world reigned over and mercilessly throttled by design-by-committee thinking, focus group testing and lowest-common-denominator economy as ambition – the world of chit and card remains a place where the singular vision of wilful auteurs stubbornly continues to thrive.
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For that one kid or couple of cousins or something, this thing is stacks of hours of wild mind-bending times. I want to leave my copy at the library or something and spawn some psychedelic weirdo in the neighborhood.
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- hotseatgames
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- D12
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I was very tempted by the area control sequel mentioned above; I ultimately didn't pledge for it because of two reasons:
1. I knew it would barely get any play
2. I instead pledged for something else that was on KS at the same time... possibly Nemesis Lockdown? I can't even remember anymore. Time has no meaning.
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Shellhead wrote: But the single worst part of the game is the possibility of losing multiple, consecutive turns after losing a fight.
Just to expand on this point, because I think that it's crucial... there are only 12 turns in the game, and you normally get 3 actions per turn. If your character gets knocked unconscious (hit points reduced to zero), you get one chance to wake up on each subsequent turn, by rolling a 15+ on 3d6 + your Mind attribute. IIRC, it is not unusual to have a Mind attribute of around 4, so you have about a 50% chance of not waking up each turn. And a 25% chance of missing two turns in a row, which would be 1/6 of the game. And a 12.5% chance of missing three turns in a row.
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And i never want to play you in scrabble!
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That said, I have the next game backed and if it's a tad bit more multiplayer friendly, I wouldn't mind.
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- Andi Lennon
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jeb wrote: I want to leave my copy at the library or something and spawn some psychedelic weirdo in the neighborhood.
That sir, is the Lord's work. Soak the cards in blotter acid first for maximum efficacy.
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- Andi Lennon
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Shellhead wrote:
Shellhead wrote: But the single worst part of the game is the possibility of losing multiple, consecutive turns after losing a fight.
Just to expand on this point, because I think that it's crucial... there are only 12 turns in the game, and you normally get 3 actions per turn. If your character gets knocked unconscious (hit points reduced to zero), you get one chance to wake up on each subsequent turn, by rolling a 15+ on 3d6 + your Mind attribute. IIRC, it is not unusual to have a Mind attribute of around 4, so you have about a 50% chance of not waking up each turn. And a 25% chance of missing two turns in a row, which would be 1/6 of the game. And a 12.5% chance of missing three turns in a row.
Sounds like the mathematical elements won't be an issue for you hey

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- Andi Lennon
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jason10mm wrote: I don't have much to say about the game (other than it is about 30 years too late for me), but as a creative writing exercise i really want you to review opening the box, reading the manual, and the first use of some random appliance like the Instapot
And i never want to play you in scrabble!
I didn't think this was a particularly perspicacious piece. (How many points for that one on a double word score?)

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