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What BOARD GAME(s) have you been playing?
Gary Sax wrote: Also, re: Study in Emerald. I think it is the ultimate type of game that does not play well on first or second play because the endgame is SO subtle. I'm not sure why the BGG one-play-then-a-new-game crowd would ever be into this game at all---the 2nd edition actually surprises me quite a bit.
I'm glad I have the first edition.
Same here.
So, I'm still trying to wrap my head around being Known to the Authorities - If I understand it correctly, if there's a way for VPs to be scored, even if they don't help your side or be claimed by your side, you become known correct? For example, I am a Loyalist who hasn't scored VPs, I obtain an Agent that provides 2 VPs to the Restorationists, so even though I will never count those VPs I become Known correct?
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- Cranberries
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- D10
- Don't give up.
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I've never seen her get pissed about a board game, but it happened with this one. We're not care bear players so it's cool. But I think this was probably my last victory with Power Grid. The meta will certainly escalate beyond my capabilities from this point forward.
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- Black Barney
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- D20
- 10k Club
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Black Barney - divorced since 2014
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- Legomancer
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- D10
- Dave Lartigue
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I played the hell out of Magic in the early 90s and loved it. I still miss it, and every now and then fight temptation to get back into it. I grabbed this game on a whim after hearing that it was essentially "speed magic".
That it is, and my hat's off to these folks who figured out how to distill Magic down to its essence and make it all make sense without adding a lot of the timing and wonkiness that Magic has inherited. Well done.
Unfortunately, it seems that unless you do something like drafting hands or deck construction, and unless you know the cards pretty well, it's a game of just random things happening until someone wins. Playing as-is out of the box you don't have much control over your fate. And the reason I'm not playing Magic or Netrunner or such is because I really don't want to learn a bunch of cards and do deck construction and such. I have other games that give a similar feel right out of the box, most notably Omen: A Reign of War.
Nevertheless, I can't deny that there is some attraction here, and if I can find someone willing to go for multiple plays, it might be worth keeping around.
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The Cleric started off the first combat of the game by scoring a critical hit and smashing a goblin into nothing. The Fighter didn't want to get dirty right away so he threw some javelins until they ran out. Then he stepped down to strike down a goblin with his "good axe." They made one later encounter easier by using a Sleep spell, but then they had trouble with a particularly large group of enemies, and are now planning to leave their current dungeon and rest up, and possibly even head back to town, even though they haven't cleared the place out. I think they might get ambushed in the woods on the way back...
I like this set a lot so far. As someone who normally played a PC in the past (in 2e and 3e mostly), this is a welcome supplement. I've been reading through the adventure book so I can be ready for most of the things they can do, with the knowledge that I can't actually expect everything that they're gonna try to do. The one thing that seems tricky to me is that the encounter difficulty seems to ramp up more quickly than the characters will scale in power, but maybe I'm underestimating player ingenuity.
*It doesn't actually say 5th edition on the cover, but it is.
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When it started out, she and I went out to bars and shows and restaurants like most people, and we played a game of chess because she had told me that she and her brother and dad used to play a lot. She liked my sense of humor and we were overall pretty compatible. I tried out Hanabi with her on a lark. It wasn't,"hey that's kind of neat, let's do something else." Her response was to keep trying to get a higher score. From there I just keep trying new stuff and she likes most of it, from Tragedy Looper to Codenames. The only game that she really didn't care for was someone else's copy of Impulse. I haven't shown her some other games that I have a feeling she won't like, such as Race for the Galaxy- victory point maximizing games in general seem like non-starters, which is fine by me.
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I really fell in love with MoV (not at first sight, mind you, my wife stil refuses to play it in fear of epilepsy). I've figured that there are some kinds of solitary-like play that are right with me and this one seems to be the case. Maybe we should be more agressive in picking out what others might want or "trapping" each other with spaceports but so far everytime we set it up I look foward to some leisure time drifting in my space-yacht among the shiny-shiny stars.
I've also managed to score a copy of Mice and Mystics and it turned out to be pretty beat up one but in a charming way. Like some kid was toying with it a little bit too much. It has "love" written deep into every single scratch. So we're playing it with my progeny couple times a week. We're stuck at fourth chapter as every time the hourglass runs to the end much too quickly. I didn't think this one would have such a strong dungeon-crawly feel to it. The exploration and constant fights certainly scratch more of my itches that I've expected and the events brought forth by the story do induce a nice sense of variation. One of it greatest strenghts is how each mouse is such a strong individual. It certainly helps to create a feeling of connection and to immerse more deeply into the adventure. Much better game that I've expected so far.
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I think the Sadlers are my favorite game designers right now. They knock it outta the park with Descent 2nd Ed, and now WQTACG is doing what other dungeon crawlers can't. Even without a map WQTACG is doing great with forming the battle lines, differentiating the vanguards and the supports. WoW-like aggro mechanism is present, and it does feel like a swirling combat where you're trying to manage your opponents with what you have. While it still suffers from minor "whittling the heroes" syndrome, there's a pacing control here, as with each new room the tension is heightened once more. What's better though, you have control on the pacing. Do you want to progress with enemies on your tail, or can you afford to delay while killing the monsters? The dice are fantastic, and I absolutely love when they explode.
The only mechanism I don't like is the forced timer, but I do think that it's a necessity to prevent heroes from turtling. And in this one the designers use it as a narrative device, which is a plus.
Finally, it being a card game means that you need to remember more rules than usual as card games are worse than board games on the subject of structuring a game.
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- hotseatgames
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- D12
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1. TONS of opposition
2. Some poor ordnance choices on my part
3. That ordnance being removed due to my planes getting shot to hell
4. Guns being pretty ineffective
Even with good choices, the odds are severely stacked. Does anyone win this game?
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So as a rules refresher, the experience was a positive one. As a boost to self esteem it was quite brutal. I decided to be Mr. Man and play with only one avatar and no starting treasure. The map was a single tile. I spent a turn or two visiting the drunken mystic whose secret mountain still was reputed to produce magical elixirs and the I traveled to the city of Jug which also took great pride in making potions of superior quality.
With gates disappearing in the shadow realm, I thought I should go out into the wild and get some practical experience in the killing of things and the pillaging of their life force and material possessions. What I ended up getting was practical experience in running for my damn life as the creatures that were in those woods were way too powerful for the likes of me.
A shadow arrived from out of the portal so I figured I best get crackin', hike up my shorts, and try to kill something. The creature I encountered was a very strong slime creature which took great delight in rending me limb from limb. So..sorry world....looks like you're going to have to deal with the shadow yourselves.
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I love how powerful items and skills are in Shadows, particularly one shot items (eg potions) that get stockpiled in other games like it.
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- Cranberries
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- D10
- Don't give up.
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