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I'm Never Playing Arboretum Again
- DavidNorris
- Topic Author
- Offline
- D4
Ever thought about giving it all up?
Retiring early,...
As a reviewer, I make sure to play a game 3 or more times before a review. This depends on the game, as heavier games take a lot more plays before I'm comfortable enough to say I've seen all their nooks and crannies.
With Arboretum, I've played it once, and I'm never playing it again.
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- Matt Thrower
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- Shiny Balls
- Number Of Fence
The foils are the only reason I got the game. And I fully agree with your assessment, with an added dose of irritation at memory and sequential maths. So they're also the only reason I keep my copy.
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But in Lost Cities you can't actually hurt the other player, you can only decline to help them. You're not tearing down something they've built. This is significant and the primary reason why it works so well for more casual players.Ah_Pook wrote: I don't find it meaner than any other popular 2p card game... Your Lost Cities...
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You will call out the species one at a time, then only the player who reveals the highest numbered sum of cards of that species from their hand gets to score the points for the species.
Bolding is mine. Your examples are like:
When I played with my wife, and saw she had a 1-5 path of Tulip Poplar, with the 6 of Tulip Poplar in the discard pile, and I just drew the 8 of Tulip Poplar.
Is it "high card" or "sum"? Because that would have made your choice a lot easier, as 8 won't beat 1+2+3+4+5=15 by any measure.
But if it's "high card", then making runs but being scooped by a single "ace"-equivalent seems like a horrible way to score a game. I can't see any incentive to doing that. Might as well just collect 8s in your hand until the end.
I feel like I'm missing something.
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If Dave's mrs had a run of 1-5 in her hand of 7 cards, yeah, it would beat out Dave's 8, and she would get to score that suit - only, she then probably wouldn't have any of that suit on the table to actually score.
And I guess that's the bit that Dave has bounced off here - an arbitrary top deck can be held at little cost and just ruin someone else.
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Not Sure wrote: I'm a little confused. In your rules overview you said:
You will call out the species one at a time, then only the player who reveals the highest numbered sum of cards of that species from their hand gets to score the points for the species.
Bolding is mine. Your examples are like:When I played with my wife, and saw she had a 1-5 path of Tulip Poplar, with the 6 of Tulip Poplar in the discard pile, and I just drew the 8 of Tulip Poplar.
Is it "high card" or "sum"? Because that would have made your choice a lot easier, as 8 won't beat 1+2+3+4+5=15 by any measure.
But if it's "high card", then making runs but being scooped by a single "ace"-equivalent seems like a horrible way to score a game. I can't see any incentive to doing that. Might as well just collect 8s in your hand until the end.
I feel like I'm missing something.
I haven't played (I only read the article and this thread), but it looks like the highest sum in the hand wins the ability to score that type, which means, to avoid being beaten by an 8 from the opponent, one would want to have, say, a 4 and a 5 in hand. I feel like it would be possible to play around the opponent top-decking a card.
The example from the article (playing out a 1-6 of Cassias and keeping a 7 in hand) seems to be an example of poor play. If my plan can be disrupted by "opponent draws the 8", then my plan is pretty shaky.
I will have to look more into this game, as it seems like the kind of game I would like.
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Greg Aleknevicus wrote:
But in Lost Cities you can't actually hurt the other player, you can only decline to help them. You're not tearing down something they've built. This is significant and the primary reason why it works so well for more casual players.Ah_Pook wrote: I don't find it meaner than any other popular 2p card game... Your Lost Cities...
they have almost the exact same hand pressure of holding cards your opponent needs until you are forced to discard them in furtherance of your own goals. the hand pressure is exaggerated in Arboretum because you also want to hold cards to burn your opponents scoring opportunities, and the scoring and whatnot is more elaborate in Arboretum, but they give me an extremely similar vibe in play.
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If you hold a high card, you can nullify someone else's scoring, but you still score what you have of that type (usually 0). I get it now.
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- Sagrilarus
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- D20
- Pull the Goalie
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Even a random Nope is preferable to one where someone is sitting in wait, confident because of a high card or two that they can just switch off your scoring. A face down dummy hand as the blocking mechanism, or a random card draw for everyone at the end where people got to pull a couple of cards to add to their hand just for this phase could be effective at mitigating the incentive to play to block. My plays of this are limited, but it just seems too strong an option to me. And if you've got that guy in your group, this hands him a whole lot of F-You mojo to work with.
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