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Argent: The Neutrally Balanced Arrangement of Business
- san il defanso
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- ENDUT! HOCH HECH!
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Gary Sax wrote: Our games finally died, as many PBEM games do, but only after we finished 2-3 games. Which is a good run.
Yes, we were all waiting on someone to take a turn.
The rule book is actually not entirely dreadful, in a step away from the usual L99 style. Using the suggested board setups in the book is a good way to start.
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Gary Sax wrote: I play two player with 5 mages and 8 rooms otherwise exactly like a normal game when I play 2p, not their recommended rules. Your mileage may vary.
That's the designer's original intention, isn't it?
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Gary Sax wrote: yeah, I lost track of who was up and then like last week I was like "yeah, I killed this game, didn't I?"
Is it still Sax's turn, or did I jack it up? I'm game to run out the rest of the turns, even though all of us will be like "uh.... peek at the voters..."
I think we were mid-turn 4, so almost done.
I've said before I think the game should have an odd number of voters, so I really like the "remove Influence voter" tweak, especially for two.
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Then there's the vault cards, where two important gameplay symbols are just kind of stuck into the text box where they blend in with the other symbols. Strike them out with a border or something. The mana symbols are a different shape from the physical bits. All the euroglyphics are heavily shaded and stylized which I guess makes them look nice, but makes them harder to read at a glance.
I'm sure this thing will wind up being good, but man, from a graphic design standpoint, it's a nightmare.
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Chaz wrote: I'm sure this thing will wind up being good, but man, from a graphic design standpoint, it's a nightmare.
Despite reading good reviews for Argent, I have been repelled by pictures of gameplay.
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The IP return is immediate. So if you have stuff that picks mages back up or moves them around (banishing, moving spells, lots of other ways too) you can place them BACK on the board having already gained your benefit.
Another useful way to use it is if you've got mage # advantage. Your opponents may go speed play but you can safely still go for more mages as long as you see Guild 1 on the board. Late in the turn if you're a behind the 8 ball timewise you can simply drop any of your remaining mages into that guild room and still get benefits out of them, even if your opponent is torching you on speed. You can leverage your mage advantage to gain 2-3 IP that the speed opponent can't get which is a major advantage.
Similarly, if you're willing to take a marginal payout of 1 auto IP you can push all your opponents by dropping three mages and/or starting to pull belltower cards really early in the round. Especially if you can see your opponent has an elaborate plan that requires many mages to be dropped in just the right places or their turn is ruined.
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Some of them just don't have a lot of chances to get IP, and being able to grab 2-3 at a time is a big deal. Sometimes you're swimming in IP. Each game layout is going to be a bit different, and some rooms can be also-rans depending on it.
Grab the good stuff for the board you're on. One of the most enjoyable parts of the game to me is seeing what the resource mix is going to be.
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