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Synth_floyd
Member
(02-02-2008, 01:41 AM)
 
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#201

Originally Posted by borghe:
I disagree with your view on AH. I mean most traditional board games have a level of luck to them, and let's face the facts... 100% skill based games quickly grow boring for EVERYONE when players are no on equal levels. That being said, there is little in AH that an outright gives you the win or outright screws you randomly, at least consistently. Sure you might lose a turn here or there, or lose like the Deputy Wagon or Blessing at a inopportune time, but I really feel the design of the game is excellent in the way that you can really use skill, through character selection and actions, to stack the odds greatly in your favor.

Maybe my group was playing it wrong but we kept getting killed by monsters and eventually the big bad monster came out and killed most of our group immediately and then the rest shortly after. It's not that the game is hard why I didn't like it, it just felt like there were absolutely no strategic decisions at all. A portal opened up so your characters had to go in and fight the monsters and close them. You pick some cards, read what it says, roll some dice and you either win or your character gets killed. You can't really build your characters up or anything, unlike Talisman. Both Arkham Horror and Talisman are essentially all luck but at least Talisman has some more "meat" to it and is not a total dice-fest like AH.
rocksolidaudio
Member
(02-02-2008, 03:21 AM)
 
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#202

Originally Posted by Wired:
Used to play a fair bit of HeroQuest when I was younger, I really liked it though the non-modular board was a bit limiting. Stumbled across two of the expansions a while back so I picked them up, although it's unlikely I'll get to play them.


fuck yes! i picked up a nice set at a garage sale for $5 recently.
FnordChan
FnordChan
(02-02-2008, 03:51 PM)
 
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#203

Originally Posted by Synth_floyd:
Maybe my group was playing it wrong...

As someone who has played both a lot of Arkham Horror and a lot of Talisman, while I don't want to say you were playing it wrong, you were playing it wrong if you think that Talisman has less dice luck and more strategy. When I play Arkham with a group we spend a good amount of time discussing strategy: who fights what, who goes through what gate, at what point do we stop sealing gates and start beefing up for the final battle, how best to beef up, and so forth. I'm not saying it's perfect - sometimes you're left sitting around without anything desperately important to do - but there's always encounters to have that are enjoyable if you've embraced the RPG aspect of the game.

The part that may be throwing you is that Arkham Horror is designed so that you're going to get screwed occasionally; this is a Lovecraftian setting after all, with terrible things out to get you and the opportunity to lose sanity on a regular basis. You may have had the misfortune of starting off with a game where you just had god-awful luck all around. If you give the game another go, keep in mind that part of the joy of AH is in the exploration aspect, so as you learn how to beef up your characters, how best to tackle the monsters on the board, when to jump in a gate, and so on, you'll start to get a lot out of the game. Let us know if you give it another shot.

FnordChan
YakiSOBA
(02-02-2008, 04:17 PM)
#204

i just played 5 player risk last night (with the mission cards) ... just a question, how the hell does one capture and hold a continent that's NOT australia for gods sake (WITHOUT tremendous luck in where your starting territories are)

basically anyone (except australia) who ever captured a full continent never held it until their next turn... the moment someone got a continent, someone else nearby would roll in.. in games like this, how the hell do you hold one? save up cards, be VERY patient, and make your move when you have enough units?
Tr4nce
Member
(02-02-2008, 04:31 PM)
 
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#205

Originally Posted by YakiSOBA:
i just played 5 player risk last night (with the mission cards) ... just a question, how the hell does one capture and hold a continent that's NOT australia for gods sake (WITHOUT tremendous luck in where your starting territories are)

basically anyone (except australia) who ever captured a full continent never held it until their next turn... the moment someone got a continent, someone else nearby would roll in.. in games like this, how the hell do you hold one? save up cards, be VERY patient, and make your move when you have enough units?

Think tactical. Once you have a continent, only reinforce the front area's. That and try to have a card every turn.
DieH@rd
Member
(02-02-2008, 04:39 PM)
 
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#206

Overview video of the STARCRAFT boardgame.
http://youtube.com/watch?v=wGUL55WR69A

Nice.
Eric P
Member
(02-04-2008, 04:38 AM)
 
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#207

so our arkham horror bit was a bit of a frustrating mess

we had the rules, we had the print outs, we had the summaries and then we still couldn't find stuff without going online only to learn they had no purpose (activity tokens sprung immediately to mind)

then there was the bit where the three mythos cards we pulled in a row caused monster surges hosing us

then the rule ignorance made things all the more frustrating

but we played for like 4 hours and then i left because i have to get up early tomorrow and they're still playing

we're going to try to get together next weekend as well and try again since we have more experience.

there's a lot of minutia to the game
Kodiak
Not an asshole.
(02-04-2008, 04:44 AM)
 
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#208

Been playing a ton of Shadows Over Camelot, Settlers of Catan, and Monsters Across America, all three are gems.
FnordChan
FnordChan
(02-04-2008, 03:34 PM)
 
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#209

Originally Posted by Eric P:
so our arkham horror bit was a bit of a frustrating mess

Did you have a chance to play a solo game first? That really helps you get a handle on everything before jumping in with a group. I had the pleasure of being introduced to the game by a bunch of experienced players, but even then when I got my own copy and introduced it to some friends who hadn't played it we still spent a lot of time going "Wait, okay, hold on, let's flip through the rules some. Man, this book isn't very well designed."

That said, hopefully having given the game one go you've got a much better idea of how everything works and are willing to give it another shot. Let us know how it goes; hopefully those flowsheets are helping.

FnordChan, official NeoGAF Arkham Horror apologist
iapetus
Scary Euro Man
(02-04-2008, 03:37 PM)
 
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#210

Originally Posted by Eric P:
then there was the bit where the three mythos cards we pulled in a row caused monster surges hosing us

Monster surges aren't actually all that bad - unless you're playing with King in Yellow, of course. You can stand for the terror level to rise a reasonable amount, and the surges don't actually result in more monsters on the streets. And it actually slows down the doom track, which is nice.

If you want really bad luck, try getting a few rumors in play back to back. Those things can hurt.
JzeroT1437
(02-04-2008, 03:39 PM)
 
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#211

Read it as "Beardgame-Age".
AstroLad
Hail to the KING baby
(02-04-2008, 03:53 PM)
 
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#212

I'm definitely going to have to play solo Arkham Horror first before even thinking of trying to get my wife into it. That and I suspect she won't really get into the RPG elements very much, but trying to learn it together will definitely kill the game for the both of us I'm guessing. Will stick to Monsters Menace America and Robo Rally for the next few weeks.
SCHUEY F1
Member
(02-04-2008, 04:12 PM)
#213

Originally Posted by YakiSOBA:
i just played 5 player risk last night (with the mission cards) ... just a question, how the hell does one capture and hold a continent that's NOT australia for gods sake (WITHOUT tremendous luck in where your starting territories are)

basically anyone (except australia) who ever captured a full continent never held it until their next turn... the moment someone got a continent, someone else nearby would roll in.. in games like this, how the hell do you hold one? save up cards, be VERY patient, and make your move when you have enough units?

We used to put a neutral country within Australia, it makes it a bit more interesting I think.
Eric P
Member
(02-04-2008, 04:14 PM)
 
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#214

Originally Posted by FnordChan:
Did you have a chance to play a solo game first? That really helps you get a handle on everything before jumping in with a group. I had the pleasure of being introduced to the game by a bunch of experienced players, but even then when I got my own copy and introduced it to some friends who hadn't played it we still spent a lot of time going "Wait, okay, hold on, let's flip through the rules some. Man, this book isn't very well designed."

That said, hopefully having given the game one go you've got a much better idea of how everything works and are willing to give it another shot. Let us know how it goes; hopefully those flowsheets are helping.

FnordChan, official NeoGAF Arkham Horror apologist

i did. i played it for about two hours to get a good handle on things and people had the rules sumaries beforehand but we still ran into issues.

we're going to get together again this weekend and try it again.

the thing is that through it was frustrating, it was also a lot of fun and everyone realized that a lot of the frustration was due to unfamiliarity.
borghe
Loves the Greater Toronto Area
(02-04-2008, 04:19 PM)
 
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#215

ok, a couple of comments on the arkham posts here:

there is most definitely strategy involved. Right from the get go you need to plan what you're going to need depending on the GOO you (eventually) fight. Is it a GOO where you need an insane stat bonus, is it a GOO where you need trophies, what are its resistances/immunities, etc.

next, as far as playing the game, there is plenty you can do to improve your characters. The icons on the locations "supposedly" influence what kind of location it is and what kind of goodies it hands out. Go to a cash location for a decent chance at cash. Go to a green location if you want a good chance to avoid a gate from opening up on you. Of course locations with an inverse icon on it (white print black background) are guaranteed spots to grab something, and there is one for each of them item types on the board. Of course you'll need the appropriate fee, but money, spells, skills, allies, unique and common items... all can be purchased guaranteed for the right price.

much of the game until the End Battle is the same no matter what GOO you have. Sure some affect different monster types and whatnot, but yes, it's mostly the same and yes revolves a bit around luck. HOWEVER, and here's the important part... luck will only take you so far. Yes luck will keep you alive during the slumbering game, but it is ABSOLUTELY skill that will allow you to close gates in time to prevent the GOO from awakening or actually beat him when he does waken. If you lose the game, then it goes to show there is a lot more to it than luck.

Eric - Our first two games were pretty sloppy also. I think it's inevitable with a game that has as much going on as AH has. As others have said, playing a solo game first with 2-3 investigators helps. There is also an awesome turn/tip sheet on BGG (http://files.boardgamegeek.com/geekf...p?fileid=22286) that really helps making it through the turns until you know them like the back of your hand. We seem to do a better job with fewer people (2-3) handling multiple investigators. Soon I think we're on the verge of trying like a 5+ player game though.

monster surges are a minor annoyance at best. You always have the monster limit in tact (unless you hit terror level 10) so the worst case scenario is you raise the terror level a few times. We've found that really the only time monster surges hurt are with Yig so far, as he has two conditions on his own to cause the terror level to rise (killed cultist and lost in time and space). Between those two and a few monster surges, you can end up with a terror level of 7-6 in no time. :(
Eric P
Member
(02-04-2008, 04:27 PM)
 
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#216

we launched in with 6 people all learning the game at once

heh
iapetus
Scary Euro Man
(02-04-2008, 05:05 PM)
 
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#217

Originally Posted by borghe:
monster surges are a minor annoyance at best. You always have the monster limit in tact (unless you hit terror level 10) so the worst case scenario is you raise the terror level a few times.

The exception to this is if you're playing the King in Yellow with the herald in play. If you are, then each time the terror level rises then either the doom track also rises, or a blight card enters play - blight cards represent major figures around Arkham going insane and have bad effects on gameplay. Ma kills everyone in the boarding house (no more allies for you) and shuts up shop. The shopkeeper marks up all his stock by $3. Doyle Jeffries incites riots. Father Michael makes blessings virtually worthless (expire on a 1-5 role in the upkeep phase). And so on.

It makes the game very different, as it's even more important than normal to keep the monsters under control - though you still have to close and seal gates quickly to avoid surges.
dreadfulwater
aka morbidesque
(02-04-2008, 06:25 PM)
 
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#218

Originally Posted by iapetus:
It does suffer from the same problem as all fantasy RPG systems, though - magic-using classes suck at low levels (though you need one for healing) and become obscenely powerful at high levels. "I walk into the room. Half the monsters kill the other half, then I drop the survivors into the warp. Who wants the treasure?" It gradually changes from everyone else in the party having to wedge the mage into a corner and defend him with their lives to them having to beg him to leave them some monsters.


yeah, as the characters move up in levels, the game almost cries for a live GM to keep it balanced. but nobody wants to GM a Warhammer Quest game. thats the whole appeal.
dreadfulwater
aka morbidesque
(02-04-2008, 06:34 PM)
 
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#219

Originally Posted by Wired:
Used to play a fair bit of HeroQuest when I was younger, I really liked it though the non-modular board was a bit limiting. Stumbled across two of the expansions a while back so I picked them up, although it's unlikely I'll get to play them.


damn, is that barbarian quest pack in german? I was going to ask you to sell it to me. I have the Kellars Keep already. need it in english tho.
borghe
Loves the Greater Toronto Area
(02-04-2008, 06:38 PM)
 
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#220

Originally Posted by iapetus:
though you still have to close and seal gates quickly to avoid surges.
this is really one of the biggest things we've found, and I even posted such back a page or so. Closing gates asap is absolutely paramount to winning the game. And if you're playing with Dunwich (and soon Kingsport) this becomes even more difficult as there are physically more spaces (and more distance) to traverse. Our first game we were very nonchalant about closing up gates. On the plus side it caused the doom track to slow down to a crawl. But as a negative it forced monsters to CONSTANTLY spill out into the street, and eventually saw at least one or more stationary monsters squatting on many gate locations.

Anyway, for me personally, I've already ordered the Kingsport expansion and plan on grabbing both KiY and CotP soon. I wish this was more pick up and play like Settlers, but as it is we have setup and clean up down to about 10 minutes each. I even have the baggies labeled and ready to go. About the biggest problem is the 4 hours (at least) that we've needed each time between setup and clean up. :P
Wired
Member
(02-04-2008, 06:39 PM)
 
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#221

Originally Posted by Morbidesque:
damn, is that barbarian quest pack in german? I was going to ask you to sell it to me. I have the Kellars Keep already. need it in english tho.

Damn no, it's in the glorious language of the Kingdom of Sweden(tm)
XiaNaphryz
Member
(02-06-2008, 10:30 PM)
 
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#222

Originally Posted by borghe:
monster surges are a minor annoyance at best. You always have the monster limit in tact (unless you hit terror level 10) so the worst case scenario is you raise the terror level a few times. We've found that really the only time monster surges hurt are with Yig so far, as he has two conditions on his own to cause the terror level to rise (killed cultist and lost in time and space). Between those two and a few monster surges, you can end up with a terror level of 7-6 in no time. :(
Monster surges become more of an issue with a certain GOO in the Dunwich expansion - they cause a random location on the map to close for the rest of the game.

On a different note, Pandemic is a game I've been keeping my eye on for a while, and supposedly shipped out to retailers last week. It looks really interesting if you're into cooperative games.

Quote:
Pandemic is a cooperative game from Matt Leacock.

Four diseases have broken out in the world and it is up to a team of specialists in various fields to find cures for these diseases before mankind is wiped out.

Players must work together, playing to their characters' strengths and planning their strategy of eradication before the diseases overwhelm the world with ever-increasing outbreaks. For example, the Operation Specialist can build research stations, which are needed to find cures for the diseases. The Scientist needs only 4 cards of a particular disease to cure it instead of the normal 5.

But the diseases are outbreaking fast and time is running out: the team must try to stem the tide of infection in diseased areas while also towards cures. If disease spreads uncontrolled, the players all lose. If they find the cures, they win.

The board shows earth with some big population centres. On each turn a player can use four actions to travel, cure, discover and build. Cards are used for this but the deck also contains Epidemics...

A truly cooperative game where you all win or you all lose.
Rules posted here.








Last edited by XiaNaphryz : 02-06-2008 at 11:46 PM.
Eric P
Member
(02-06-2008, 10:32 PM)
 
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#223

that looks really interesting

thanks!
DevelopmentArrested
Junior Member
(02-06-2008, 10:38 PM)
 
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#224

LazyLoki
Member
(02-06-2008, 11:11 PM)
 
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#225

just played "warrior knights" for the first time. truly great, lots of interesting details. highly complex, but not too complicated once you get the hang of it.

http://www.fantasyflightgames.com/wa...hts_about.html
iapetus
Scary Euro Man
(02-06-2008, 11:16 PM)
 
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#226

Originally Posted by LazyLoki:
just played "warrior knights" for the first time. truly great, lots of interesting details. highly complex, but not too complicated once you get the hang of it.

http://www.fantasyflightgames.com/wa...hts_about.html

Good choice. I'm not a big fan of wargames, but this one's got some interesting features to it. There's a lot to be learned past the first game, though.
LazyLoki
Member
(02-06-2008, 11:18 PM)
 
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#227

definitely, i'm looking forward to our next game :)
Cyan
Purple Drazi
(02-06-2008, 11:23 PM)
 
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#228

Originally Posted by Kodiak:
Been playing a ton of Shadows Over Camelot...
I've heard a lot about this one. How good is it? How many players are ideal for it? I'm considering tracking down a copy, but I want to be sure it's worth it. :)
XiaNaphryz
Member
(02-06-2008, 11:31 PM)
 
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#229

Originally Posted by Eric P:
that looks really interesting

thanks!
Something to tide me over until the English version of Agricola ships!
kaiwing
Member
(02-07-2008, 02:13 AM)
My new addiction... #230

I recently got into board games again after going to the NY Comic-con (I am going this year). I used to have The Real Ghostbusters one which had a staircase that you had to climb while hoping that player dropped skulls didn't randomly knock your guy all the way down. So while doing a walk down the board game aisle at Toys R' Us I picked this up just to see if it was as good as the box showed. It was.

Betrayal at House on the Hill



Site
http://www.wizards.com/default.asp?x.../betrayalhouse

Online Demo
http://www.wizards.com/avalonhill/ho...o/hothdemo.asp

My friends and I were addicted to this game for months since anyone can become the traitor and there are 50 random scenarios with the house made up on the fly by the players as they explore it.

From there I needed more and got quite a few more recently:



Runebound and ALL the expansions, World of Warcraft and ALL the expansions, Descent and etc, Doom, Monsters menace America, and for parties Cranium 2007 edition never fails to entertain. Runebound is fantastic. Easily very fun although with six players be prepared to play 4+ hours for one game. Time flies since its good so it's not bad. Monsters Menace America would be the board game equivalent of the PS2 game War of the Monsters. Quick games (60 minutes) and pretty fun and a good game to introduce the newbies, although Cranium is the perfect game for that. Right now we're playing Doom which is VERY fun since one is the Invader and has to kill with the monsters the other marines. Hopefully next month I'll get to Descent.

Descent



Runebound



Doom



Twilight Imperium



World of Warcraft



Video Review

http://www.archive.org/details/bgws_042

And last but not least I got this in perfect complete condition for $1 at a garage sale:

XiaNaphryz
Member
(02-07-2008, 06:48 PM)
 
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#231

Thoughthammer is about to ship out my Pandemic order, awesome.
Eric P
Member
(02-07-2008, 06:51 PM)
 
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#232

my issue with doom and descent are that it's still pvp. i'd rather they were players vs the board coop
Chairman Yang
if he talks about books, you better damn well listen
(02-07-2008, 07:40 PM)
 
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#233

Originally Posted by JayDubya:
Oh, and my favorite boardgames are:

A Game of Thrones

Same here, and not just because I'm a fanatic about the books. The game is just amazingly well-designed. There's no dice-rolling; a simple, flavorful, and flexible rules set; a focus on dealmaking and diplomacy; and some self-balancing mechanisms.

I've only played the first expansion (Clash of Kings) once, but it seemed to really enhance the game and correct some of the original's minor flaws.

The second expansion (Storm of Swords) I know very little about. Has anyone here played it? How is it?
platypotamus
PLATYPOTAMUS is evolving!
PLATYPOTAMUS evolved into PLATYPOTAMOTATIMUS!
(02-07-2008, 08:26 PM)
 
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#234

Originally Posted by Eric P:
my issue with doom and descent are that it's still pvp. i'd rather they were players vs the board coop


I must be playing descent wrong? There's been no PvP... or are you counting the Overlord as a player?
Eric P
Member
(02-07-2008, 08:30 PM)
 
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#235

Originally Posted by platypotamus:
I must be playing descent wrong? There's been no PvP... or are you counting the Overlord as a player?

i was counting the overlord as a player
XiaNaphryz
Member
(02-07-2008, 09:15 PM)
 
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#236

Originally Posted by Chairman Yang:
The second expansion (Storm of Swords) I know very little about. Has anyone here played it? How is it?
No idea, I'd check BGG's forums for some reviews.
AstroLad
Hail to the KING baby
(06-16-2008, 05:33 PM)
 
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#237

Just ordered a nice new haul:

Last Night on Earth: The Zombie Game
Lost Cities (RGG 124)
Twilight Struggle Second Edition '07 (The Cold War 1945 to 1989)
1 x Ticket To Ride

Really looking forward to all of them.

Impressions from my last haul:

-Mr. Jack is absolutely an incredible two-player game. There are 8 characters on the board, one of whom is Jack in disguise. One player is "Jack" and tries to conceal his identity or escape while the other tries to uncover and catch him. It's incredibly simple and short so it's easy to play multiple rounds. There's an expansion as well that I'll be picking up.

-Monsters Menace America is just boring. Don't know how you could screw up a cool concept but the game consists of choosing a monster and having him stomp across the board basically to increase his HP or gain powers while you also control worthless military units that try to take marginal amounts of HP from the other monsters. After the arduous main game is done, you fight against the other monsters by rolling dice. That's the entire endgame. At least the game has some cutesy elements. I may try it with more players some day but I really hesitate to subject more people to it when I have so many better alternatives.

Finally, Robo Rally's casual gamer appeal continues to astound. Played with about four new sets of friends and they all absolutely loved it. Game needs to come out on XBLA or get an expansion (to the new version) ANYTHING.
SCHUEY F1
Member
(06-16-2008, 05:42 PM)
#238

Originally Posted by Chairman Yang:
Same here, and not just because I'm a fanatic about the books. The game is just amazingly well-designed. There's no dice-rolling; a simple, flavorful, and flexible rules set; a focus on dealmaking and diplomacy; and some self-balancing mechanisms.

I've only played the first expansion (Clash of Kings) once, but it seemed to really enhance the game and correct some of the original's minor flaws.

The second expansion (Storm of Swords) I know very little about. Has anyone here played it? How is it?

In the Fall they are releasing a Core set for the AGOT card game, which comes with 4 fixed decks, a board, tokens, and some game pieces. Good way to possible lure people to the card game.
Chairman Yang
if he talks about books, you better damn well listen
(06-16-2008, 06:34 PM)
 
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#239

Originally Posted by SCHUEY F1:
In the Fall they are releasing a Core set for the AGOT card game, which comes with 4 fixed decks, a board, tokens, and some game pieces. Good way to possible lure people to the card game.
Yeah, I heard about that, and will definitely look into it. Collectibility is the worst part of CCGs, so I'm glad I won't have to worry about it with this set.
Flynn
"I am so fired..."
(06-16-2008, 07:17 PM)
 
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#240

Who is psyched for Agricola?

Also, Knizia has yet another game coming out: Battle For Olympus

The last serious tabletop game I played was Descent -- we started a campaign, but I fear it's falling apart already (after four or five sessions). We has a rules argument over the game's line-of sight. Things got a little ugly.
chickensoup
Member
(06-16-2008, 07:33 PM)
 
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#241

Originally Posted by AstroLad:
Finally, Robo Rally's casual gamer appeal continues to astound. Played with about four new sets of friends and they all absolutely loved it. Game needs to come out on XBLA or get an expansion (to the new version) ANYTHING.
True, on all counts.
A couple of us started playing at work in our lunchtime a while ago, and we've now got most of the office hooked on it. When we were playing Settlers or TtR, the best we had was a couple of people showing mild interest when walking past, but never wanting to join in. Robo Rally really does have that Magic Ingredient 'X'.

And they desperately need to start reprinting those expansions. Someone sold some on ebay a few weeks ago: the cheapest was $50 (Grand Prix), the most expensive went for $130 (Crash And Burn). Now I like the game, but that is truly ridiculous for a couple of new boards.
AstroLad
Hail to the KING baby
(06-16-2008, 07:35 PM)
 
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#242

Originally Posted by chickensoup:
True, on all counts.
A couple of us started playing at work in our lunchtime a while ago, and we've now got most of the office hooked on it. When we were playing Settlers or TtR, the best we had was a couple of people showing mild interest when walking past, but never wanting to join in. Robo Rally really does have that Magic Ingredient 'X'.

And they desperately need to start reprinting those expansions. Someone sold some on ebay a few weeks ago: the cheapest was $50 (Grand Prix), the most expensive went for $130 (Crash And Burn). Now I like the game, but that is truly ridiculous for a couple of new boards.

I think the appeal of the game lies in the simplicity of the objectives and gameplay. "Race to the flags using these cards" is about as complicated as it gets so people can get into it really easily (vs., e.g., "collect x# of corn pieces and stone pieces to build y building which enables you to get z points if your opponent hasn't played a preemption card"). And yet the beauty of the game is all the chaos that results when you have four or more robots racing to the same flag, which is what seems to hook people. Most other games either the objectives are too abstract or removed or the mechanics are too complex.

I could be wrong but aren't many of the elements of the expansions integrated into the new WotC version? Thus at least rendering them incompatible even if the new version doesn't fully integrate the old expansions. (WotC version owner here).

Last edited by AstroLad : 06-16-2008 at 07:43 PM.
chickensoup
Member
(06-16-2008, 08:11 PM)
 
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#243

Originally Posted by AstroLad:
I could be wrong but aren't many of the elements of the expansions integrated into the new WotC version? Thus at least rendering them incompatible even if the new version doesn't fully integrate the old expansions. (WotC version owner here).
I've got the 2005 Avalon Hill / WoTC reprint myself. From what I understand, they did take some bits from one of the later expansion packs (Crash and Burn v2) and tweak the rules slightly, but there have been so many different boards, reprints, variants and versions it's hard to keep track.

The first round of expansions all added new board elements such as oil, spikes and ledges (there seems to be a good list here) that didn't survive the reprint. And the base game is so flexible that there's no reason why those expansions wouldn't still work. At worst, the boards in the old set might be a different size, but that's easy to fix up. But at $50 min, there's no way I can justify buying one even as an experiment.
AstroLad
Hail to the KING baby
(06-16-2008, 08:13 PM)
 
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#244

Originally Posted by chickensoup:
I've got the 2005 Avalon Hill / WoTC reprint myself. From what I understand, they did take some bits from one of the later expansion packs (Crash and Burn v2) and tweak the rules slightly, but there have been so many different boards, reprints, variants and versions it's hard to keep track.

The first round of expansions all added new board elements such as oil, spikes and ledges (there seems to be a good list here) that didn't survive the reprint. And the base game is so flexible that there's no reason why those expansions wouldn't still work. At worst, the boards in the old set might be a different size, but that's easy to fix up. But at $50 min, there's no way I can justify buying one even as an experiment.

At a minimum I would love to see a dedicated expansion for the new version but I know that, along with my hope for an XBLA version (seriously, is any board game better suited?) are pie-in-the-sky stuff.
AstroLad
Hail to the KING baby
(06-16-2008, 09:19 PM)
 
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#245

ps: also starting to get into 1960: the making of the president. want to get into the game before twilight struggle gets here as i doubt i'll have the time or inclination for both at the same time.
Flynn
"I am so fired..."
(06-16-2008, 09:32 PM)
 
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#246

Originally Posted by AstroLad:
ps: also starting to get into 1960: the making of the president. want to get into the game before twilight struggle gets here as i doubt i'll have the time or inclination for both at the same time.

I enjoyed 1960 quite a bit. I'll be interested to hear what you think of it.
AstroLad
Hail to the KING baby
(06-16-2008, 09:47 PM)
 
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#247

Originally Posted by Flynn:
I enjoyed 1960 quite a bit. I'll be interested to hear what you think of it.

just from the learn-the-game run-through we had i like the strategy/luck balance. it seems that people in BGG tend to criticize any game where luck is anything more than a marginal element, but for me i want the luck calibrated to where a new player with a full understanding of the rules has a modest chance of beating an experienced player. not looking for chess, more for poker where anyone can step in and have fun and yet there is depth worth learning beyond the superficial mechanics.

btw Risk Black Ops going on ebay for $300+ with 2 days of bidding to go. nice. http://cgi.ebay.com/ws/eBayISAPI.dll...me=W DVW&rd=1
Flynn
"I am so fired..."
(06-16-2008, 09:53 PM)
 
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#248

Originally Posted by AstroLad:
just from the learn-the-game run-through we had i like the strategy/luck balance. it seems that people in BGG tend to criticize any game where luck is anything more than a marginal element, but for me i want the luck calibrated to where a new player with a full understanding of the rules has a modest chance of beating an experienced player. not looking for chess, more for poker where anyone can step in and have fun and yet there is depth worth learning beyond the superficial mechanics.

btw Risk Black Ops going on ebay for $300+ with 2 days of bidding to go. nice. http://cgi.ebay.com/ws/eBayISAPI.dll...me=W DVW&rd=1

In our playthroughs the experienced player (Twilight Struggle vets) beat the newcomers every time. But the defeats weren't overwhelming.

It's mind-boggling to me that they're not putting out a gaming shop version of Risk Black Ops.
Evlar
aka The Sphinx
(06-16-2008, 09:58 PM)
#249

Originally Posted by Flynn:
Who is psyched for Agricola?

Also, Knizia has yet another game coming out: Battle For Olympus

The last serious tabletop game I played was Descent -- we started a campaign, but I fear it's falling apart already (after four or five sessions). We has a rules argument over the game's line-of sight. Things got a little ugly.
Just came in to ask whether anyone had their hands on Agricola. I'm very interested.

We've just been playing Settlers recently, with the Cities and Knights expansion. It makes for a long, rather complicated game but the expansion offers a lot more opportunities for interesting decision-making and chances to punish the players in the lead. We also use a shuffled card deck in lieu of dice rolls which flattens out the tendency of odd strings of rolls (five 9s in 15 rolls or whatever) screwing with the game balance and strategy.
AstroLad
Hail to the KING baby
(06-20-2008, 02:56 PM)
 
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#250

Games came in today--Lost Cities is quite fun. I can see why it wasn't that well received on XBLA put it's a great game for my wife and I to play over dinner (it's become a favorite along with Mr. Jack).

Going to try Last Night on Earth tonight as well as getting in our first full-fledged game of 1960 later. Twilight Struggle looks intense. Kind of funny that the board is basically laminated posterboard and the package in general was much smaller than I expected, but it's no less intimidating. Going to wrap my head around 1960 before diving into that one.

Seeing as how I like Lost Cities, think I'm going to pick up Battle Line too.

edit: i should add that lost cities is probably one of the dingiest games ever in terms of aesthetics. never mind that you could easily make your own copy of the game in all of five minutes, but the art is terrible throughout and there are only maybe ten different pieces total. thank goodness the gameplay is good because when i saw the package i thought yikes.

Last edited by AstroLad : 06-20-2008 at 03:43 PM.
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