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- It Came From the Tabletop! Board Game Podcast - Root and the Legendary Series
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It Came From the Tabletop! Board Game Podcast - Root and the Legendary Series
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All the woodland creatures come out to hear Josh and Al talk about Root, the enormously popular game of cute animals and brutal warfare. Afterwards they play Legendary: Buffy the Vampire Slayer and run through their favorites from the Legendary deck-building series.
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Only legendary games I've played are Firefly and Predator. I was sure Firefly didn't use paste ups but some okish original art.
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- Sagrilarus
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- Pull the Goalie
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There's a comfort in listening to someone who doesn't have all the answers, who's still exploring. You're not mansplaining to me, you're letting me sit in on your conversation. The only problem is that when I interrupt you ignore me!
Only halfway through. Does it get better?
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- engineer Al
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Yes, Firefly used original art, but calling it "okish" is giving more credit than it deserves.DukeofChutney wrote: Only legendary games I've played are Firefly and Predator. I was sure Firefly didn't use paste ups but some okish original art.
Yes, of course it does. The second half features us making fun of Shellie for taking long turns in Legendary as well as a direct "thank you" to YOU for helping to spread the word about the podcast. Listen closely. . .Sagrilarus wrote: Only halfway through. Does it get better?
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- Space Ghost
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- fastkmeans
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Some thoughts:
-- asymmetry itself creates an INITIAL sense of depth because you can experience something new by just changing which faction you are playing
-- I feel like asymmetry creates more singular paths for each faction. While it might take sometime to plumb the depths of each faction, there aren't as many available options once you learn how they play.
Given the current rate of game production and the lack of desire to keep replaying the same game over and over, this may be ok.
However, I think a more interesting design actually uses symmetrical factions with several viable paths to victory. Then, different paths are context dependent and become more/less desired depending on the state of either the game, available actions, or even initial seeding of space dependent resources (e.g., access to different materials for production, etc.). I feel like this requires a greater degree of versatility among players and also opens the game up for more exploration of hybrid strategies both on offense and defense.
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- Jackwraith
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Space Ghost wrote: However, I think a more interesting design actually uses symmetrical factions with several viable paths to victory. Then, different paths are context dependent and become more/less desired depending on the state of either the game, available actions, or even initial seeding of space dependent resources (e.g., access to different materials for production, etc.). I feel like this requires a greater degree of versatility among players and also opens the game up for more exploration of hybrid strategies both on offense and defense.
is why I still think that Chaos in the Old World is the best game that FFG ever produced, based on mechanics, theme, and production.
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Gary Sax wrote: ^I think some people would say Chaos is the most straightjacketed of them all in almost all the respects Space Ghost talked about.
Then they probably don't know how to play outside the confines of what an initial glance reveals.
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Jackwraith wrote:
Gary Sax wrote: ^I think some people would say Chaos is the most straightjacketed of them all in almost all the respects Space Ghost talked about.
Then they probably don't know how to play outside the confines of what an initial glance reveals.
I don't think this is completely fair. For instance, Khorne cannot realistically win by VP in the base game.
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And the other parts I spoke of (theme, production) are part of what push it over the top. Anyone who's ever had an interest in GW's Old World would take a shine to this game just for those elements, in addition to the excellent production values that FFG normally had with their games.
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I'm also in the discovery phase with Root and enjoying it.
Space Ghost wrote: However, I think a more interesting design actually uses symmetrical factions with several viable paths to victory. Then, different paths are context dependent and become more/less desired depending on the state of either the game, available actions, or even initial seeding of space dependent resources (e.g., access to different materials for production, etc.). I feel like this requires a greater degree of versatility among players and also opens the game up for more exploration of hybrid strategies both on offense and defense.
Sounds like Settlers of Catan but with some kind of battles.
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Jexik wrote:
Space Ghost wrote: However, I think a more interesting design actually uses symmetrical factions with several viable paths to victory. Then, different paths are context dependent and become more/less desired depending on the state of either the game, available actions, or even initial seeding of space dependent resources (e.g., access to different materials for production, etc.). I feel like this requires a greater degree of versatility among players and also opens the game up for more exploration of hybrid strategies both on offense and defense.
Sounds like Settlers of Catan but with some kind of battles.
We call it Blood Rage.
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Yeah, with Legendary you have to pay attention to which heroes you choose during set-up, so you get groups that combo together and can create an effective deck. I find that in the Buffy version the way in which the heroes combo together is more obvious than in some of the other sets. Like, do not choose to include Tara unless you also choose Willow. Without Willow, Tara is pretty weak and boring.
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- engineer Al
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This is exactly what I was getting at in the podcast. Once everybody at the table has played every faction a couple of times, is there any "fun" left in the game. Personally, I'm currently still having fun learning the game but we'll see where we are with it in a few months.Space Ghost wrote: -- asymmetry itself creates an INITIAL sense of depth because you can experience something new by just changing which faction you are playing.
Try going with a team that obviously works, like a bunch of X-Men characters. Then choose a villain that they beat all the time, like Magneto. You will have fun!Jexik wrote: We tried the marvel one against Apocalypse another day with some random assortment of heroes and just got our butts kicked.
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After a certain point, it feels like my deck pretty well just plays itself. Maybe that wouldn’t be such a big deal if it were a quicker, tighter game, but the setup and breakdown are no small things and games can drag in that space between stomping every villain to appear in the city while still building fight to take on the mastermind.
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- It Came From the Tabletop! Board Game Podcast - Root and the Legendary Series