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New Board Gaming |OT2| On Tables, Off Topic

Cool Stuff has Herbacious as todays daily deal... first time something on my wishlist showed as their daily, so I grabbed it ^_^

looks like an enjoyable game to solo or play with my daughter.
 
Thats why fans made their own expansions obviously :p

Fans do alot of things :p

Really lot of games don't need expansions, and often expansions just bloat a game and don't exactly make it a better experience. So many times a great game comes out, then get hyped for expansion content only to never really want to use said expansion stuff since it just often bloats the size of the game, adds extra play time, or unneeded complexity. There is some games that almost feel like they are made for it though or need it to fix problems with the core systems, but to me FS is a solid all around game by itself.
 
Hey Boardgame-GAF, got a question for ya. So I just heard about Rising Sun over this weekend, and the game looks awesome. Me and my friends really like Inis and it seems a little bit like a Japanese take on Inis, but maybe more combat focused? I've decided I'm definitely going to get this game, but it seems it's too late to do a Late Backer for the Kickstarter. I found out I can get the kickstarter exclusive version off The Game Steward, but it costs an extra $100. In your experiences with CMON games, am I missing out greatly if I don't get the kickstarter exclusive pieces? They look REALLY awesome, and it seems like it adds several monsters and a whole other clan to play with, which seems substantial, but I honestly haven't played a CMON game before and I don't know if those exclusives are worth the extra cash or not. Any advice?
 
I know this tends to be more for boardgames, but I just bought the Star Trek Adventures core book. It seems decent, and I'm looking forward to running the pre-made campaign to get a feel for the game as a whole.
 
Hey Boardgame-GAF, got a question for ya. So I just heard about Rising Sun over this weekend, and the game looks awesome. Me and my friends really like Inis and it seems a little bit like a Japanese take on Inis, but maybe more combat focused? I've decided I'm definitely going to get this game, but it seems it's too late to do a Late Backer for the Kickstarter. I found out I can get the kickstarter exclusive version off The Game Steward, but it costs an extra $100. In your experiences with CMON games, am I missing out greatly if I don't get the kickstarter exclusive pieces? They look REALLY awesome, and it seems like it adds several monsters and a whole other clan to play with, which seems substantial, but I honestly haven't played a CMON game before and I don't know if those exclusives are worth the extra cash or not. Any advice?

You and your friend might want to check out blood rage if rising sun interests you the two games have some similar mechanics from what I can tell. I'd honestly recommend you get blood rage and retail rising sun and save $20-40 over spending an extra $100 on the ks exclusives for rising sun. The biggest thing you're missing out on is more monster units which while this sounds like a bummer, if monsters work like they do in bloodrage you really don't need any more. The simplest way I can explain it is imagine if monopoly had ks exclusives that covered some of the properties with slightly different properties, and you switched out a few cards for the cards that match those new properties. You really don't need it unless you think Rising Sun is gonna become a game you play 3-4 every time you meet up for board games.
 

EYEL1NER

Member
The owner of the store I'm going to tomorrow for some X-Wing play is pretty disappointed with the Force Friday stuff being Destiny 2-player starter sets. I saw the term "bait and switch" used in a comment. So what they are doing is selling the starters for $10, $19.99, and a purchase of a starter set will earn you 25% off any FFG stuff in the store. "$10 off gets you 25% off" for the Force Friday Fail Flash Sale.

I may actually buy one now, just because it's cheaper. Odds are high that I was gonna purchase an X-Wing ship to pay for my entry into the OP event anyway, rather than the $5 fee. So buying a Destiny starter will get me 25% off ships or whatever else I may want that is a FFG product and take care of my OP fee.
 

joelseph

Member
Dice Forge = My shit. Played it twice last night and immediately bought it.

Just got Longsdale in Revolt in the mail! Package was a little beat up and the box took a beating but the cards are okay.
 

borghe

Loves the Greater Toronto Area
The owner of the store I'm going to tomorrow for some X-Wing play is pretty disappointed with the Force Friday stuff being Destiny 2-player starter sets. I saw the term "bait and switch" used in a comment. So what they are doing is selling the starters for $10, $19.99, and a purchase of a starter set will earn you 25% off any FFG stuff in the store. "$10 off gets you 25% off" for the Force Friday Fail Flash Sale.

I may actually buy one now, just because it's cheaper. Odds are high that I was gonna purchase an X-Wing ship to pay for my entry into the OP event anyway, rather than the $5 fee. So buying a Destiny starter will get me 25% off ships or whatever else I may want that is a FFG product and take care of my OP fee.
If you were at all interested in playing it, I would buy two especially if you can get both at that price. For $10 more than the retail price of one you get a full play set including elite dice for all the characters. These new sets are actually pretty good for people who are just getting into the game for the first time.
 

XShagrath

Member
Just got Longsdale in Revolt in the mail! Package was a little beat up and the box took a beating but the cards are okay.
Same here. I got home and the wife said I had a package from Germany. Totally forgot I even ordered it, so was pleasantly surprised. Like yours, my box was a little beat up and already open, but the cards are fine, and that's what counts.
 
You and your friend might want to check out blood rage if rising sun interests you the two games have some similar mechanics from what I can tell. I'd honestly recommend you get blood rage and retail rising sun and save $20-40 over spending an extra $100 on the ks exclusives for rising sun. The biggest thing you're missing out on is more monster units which while this sounds like a bummer, if monsters work like they do in bloodrage you really don't need any more. The simplest way I can explain it is imagine if monopoly had ks exclusives that covered some of the properties with slightly different properties, and you switched out a few cards for the cards that match those new properties. You really don't need it unless you think Rising Sun is gonna become a game you play 3-4 every time you meet up for board games.

Thanks for the advice, that's pretty much exactly what I needed to hear. I'll go ahead and pick it up retail. I've thought on buying Blood Rage for a lil bit now, but Rising Sun's theme appeals to me and my friends more (like, just barely though) and not sure I need 3 games like that (including Inis).
 

Chorazin

Member
Thanks for the advice, that's pretty much exactly what I needed to hear. I'll go ahead and pick it up retail. I've thought on buying Blood Rage for a lil bit now, but Rising Sun's theme appeals to me and my friends more (like, just barely though) and not sure I need 3 games like that (including Inis).

Blood Rage is just so good though! It's one of the few board games I'll never say no to. I cancelled my pledge for Rising Sun because while it looked cool the Diplomacy mechanics didn't really jive with that I want from that sort of game. Plus, you know, I have Blood Rage already.

Damn, if I hadn't already packed it for a move I'd be taking it to my game night this week.
 

jayTOH

Member
I also got Oh My Goods Longsdale today, in the open crappy tuckbox. Cards were sealed.

Mine came in the mail today, too, and yeah, what's up with this box :\ How did they expect people to store this? What's your setup going to be, Blizzard?: in their respective boxes or combined in a different container? If the latter, what'll you be using?
 

Blizzard

Banned
Mine came in the mail today, too, and yeah, what's up with this box :\ How did they expect people to store this? What's your setup going to be, Blizzard?: in their respective boxes or combined in a different container? If the latter, what'll you be using?
I'm almost certainly going to use another box, but I don't know other than that yet. It's also a pain because the different chapter cards have to be pulled individually instead of just shuffling everything in (which I did initially and then immediately regretted the mistake).
 
My son is home for the long weekend, we are playing Star Wars Rebellion with the Rise of the Empire expansion. I just blew up Endor where Death Star was being constructed. Not going to make the same mistake that the Emperor did, take out those little furballs.

We really enjoyed the new combat and I find it's better than random card drawn. You really make decision not for the current round of battle but for future round and even future battle on what tactic card to use. If you don't know, they did away with the entire tactic decks from the core game and replace them with set cards for both side that you can choose from at beginning of the round but once play the card go to discard pile until your hand is empty at that point you can pick the card back up. It's like Kemet combat. Your tactic number now just let you re-roll dice so the more tactic number you have to more chance you have at rerolling your combat dice. It works well and make combat smoother and challenging decision. I also like that they didn't just add tons of new cards and went with the modular and you pick which set of cards you want to use. So you either go with Rise mission cards or the core cards. This really help the game from being bloated with random cards and keep the theme intact.
 

Excelsior

Member
What are people's thoughts on Unstable Unicorns? Especially from a gameplay perspective. I'm on the fence on going in or not. The art is obviously adorable, but was wondering if people think the game itself actually seems fun.
 

Olorin

Member
What are people's thoughts on Unstable Unicorns? Especially from a gameplay perspective. I'm on the fence on going in or not. The art is obviously adorable, but was wondering if people think the game itself actually seems fun.

Looks like a pretty bad, completely random game. I'm sure it will be enjoyable to some people, but certainly not something I'd be interested in.
 

Lyng

Member
The Millennium Blades mini expansion with 2 new characters and 2 new sets is available for $12 USD. Unfortunately shipping is pricey so it's probably worth getting with something else. https://www.level99games.com/shop/millennium-blades-professionals

I also got Oh My Goods Longsdale today, in the open crappy tuckbox. Cards were sealed.

Some time this weekend I plan to post impressions from Great Western Trail and Oh My Goods Longsdale.

Cant wait for your longsdale impressions
 

Draxal

Member
Anybody try out massive darkness?

I got the kickstarter in and tbh, thinking of selling it right away. Just running out of space for bbox games.
 
Anybody try out massive darkness?

I got the kickstarter in and tbh, thinking of selling it right away. Just running out of space for bbox games.

I've played it twice now and really enjoyed it. For me, it's better than Zombicide and is very Diablo-esque with all the loot that drops. I mean, it's still a co-op dungeon crawler, but in the few times I've played, I think its one of the better ones. I still haven't played Sword & Sorcery, though.
 

fenners

Member
Awesome annual Memorial Gameday at friends' place. Three to four tables going at at any one time. Lots of familiar faces and some new ones. And good beer.

Played a good mix of small filler & bigger meaty games. The meat was with people familiar with the games, so zero teaching, which was awesome. Knocked out a three player game of Scythe in just a hair over 60 minutes, for example!, where the guy rushing ended up losing because of the popularity hit he took from attacking me to get three stars in one turn! Played it, Yokohama, a new small run auction game called Q.E - 16 semi-blind auctions & that's the game., Nmbr9 - cool abstract puzzley thing, Fuji Flush...

Finished the night off with my first time at Ethnos, one I've been wanting to play. Six players, straight split of noobs to experienced. We had a random card set involving a lot of "keep card"/"play an extra warband" powers which caused fewer cards to be returned to the common pool. And on the last two turns, the final dragon was the damn last card of the draw deck. But we had a ton of fun, I can see this getting regular play.
 

zulux21

Member
So spirit island is pretty great and the first game in a long time my game group played twice in the same day it hit the table the first time.
 

Blizzard

Banned
OK, here are my initial thoughts on Oh My Goods! Longsdale in Revolt. This is hard to review because it has 5 or so chapters, and each chapter has solo and multiplayer modes, and some chapters have multiple versions.

This review is only partial. I've played chapters 1-2 in both solo and multiplayer, for anyone wary of spoilers. I'll try to spoiler anything super specific. In particular, I played chapter 1 (multi and solo) and chapter 2 (3 times solo, 1 time multi but messed up a rule).


Overall:
It seems promising but has some frustrations. I reserve judgment.


Pros:
  • One neat new mechanic is auto-producing building(s). No chains and the good doesn't seem to accelerate anything, but it's nice if you get one early because you can get some reliable income.
  • Another new mechanic is buildings that enhance other buildings. I won't spoil the exact mechanic but it's a way to make things more reliable.
  • Event cards aren't pure RNG, at least in the chapters. You stack a deck where for example, 3 events happen in a random order, then 5 events in a random order, then a guaranteed final event.
  • Solo doesn't seem like an afterthought. At least one of the first two chapters was quite challenging, and the designer himself said so. It does involve RNG but some of the events seem intended to help mitigate that.
  • The chapters introduce new cards bit by bit, and the way they're introduced is neat: They typically show up in dedicated stacks that everyone can buy from, like assistants. You can pick whatever color you want from these stack so you can strategically plan for assistant matching. Once the chapter is done, the new cards are randomly shuffled in as usual for future chapters.
  • You can buy a building AND hire an assistant in the same turn now, which means you don't feel as restricted.
  • Some events let you free-run production chain(s) to encourage that mechanic. However, the extra final turn is gone, and everyone instead just gets the free-production-run mechanic for all buildings once the endgame triggers (see cons about the endgame for how this triggers).


Cons:
  • The tuckbox is really bad compared to the normal box. You're probably going to want a new box if you care about your cards unless you put them in carefully.
  • The quick setup and organization of the base game is severely hampered if you're playing any of the chapters (I'm not sure about the all-inclusive final version since I haven't tried it yet). Any given chapter has two different event deck setups for multiplayer or solo, and involves looking for small corner numbers to pull out say, #15, #18, and #19 to randomly shuffle into part of the stack. There's also a story card in addition to the setup card (and a different one for solo), and in the middle of a chapter you typically have to add some extra cards to the table.
  • It's even more involved if you ever mix chapters, like playing chapter 2 multiplayer with someone and then trying to personally play chapter 1 solo. You have to go through the entire shuffled deck of like 100+ cards and remove certain cards to go backwards. I recommend keeping multiplayer and solo in sync for this reason.
  • For the first two multiplayer chapters, RNG felt like a significant factor despite the luck mitigation cards. The chapters thus far are set up such that in multiplayer, you need to produce certain types of goods or you get a massive point penalty (in singleplayer you outright lose if you don't meet your quota). The problem is that even with repeated hand cycles, you might never get the valuable chain you need, while your opponent may easily get all 3. This ties into the next item, which is...
  • The number of turns is fixed, unlike the first game. Thus far this seems to be 9 multiplayer turns and 10 singleplayer turns. If you have bad luck, it can basically be impossible to meet a quota in this amount of time, even with event cards helping. It's not a huge negative but the weight of time pressure definitely is on you, since you can't significantly hope for bad luck to slow your opponent down so you can catch up, once they have a lead.
  • Character cards are a new mechanic. These are quite rare (only 4 in the entire game?) and if you draw them into your hand, a bonus happens. On one hand, one of these gives a small boost to everyone and a bigger boost to you. That seems reasonable. The second one I've seen, however, gives a huge boost to one player that nearly guarantees you can produce, and nothing whatsoever to anyone else. That seems stronger. This probably feels bad when it happens, but weirdly they hardly ever seem to come up. In 6+ games of multiplayer and solo, I've literally never seen anyone play the chapter 1 character card. It has been eaten by facedown goods decks or discarded by being drawn for the market display every single time. So thus far, these have been meh except for occasional solo use, but at least they haven't popped up often.
  • This isn't a big negative, but trying to fit setup and rules into little cards instead of a rulebook may mean that not everything may be spelled out as 100% clearly as could be desired. The rules are just a single page, other than the setup etc. cards. This did bite me on game 2, which I almost certainly would have won until I realized we included all 9 of a certain card subset in the middle of an event deck, instead of randomly picking 5 out of 9 and shuffling them in. We had to cancel that attempt near the end and we'll try it again later. The solo setup, on the same card, uses ALL of a certain subset so I might have misread in part because of that. I'm not blaming the game for my misreading, just saying the little setup card and the difference between multiplayer and solo setup might contribute slightly. :p




Regarding storage, I just have the cards in a generic plastic index card box right now, but that bends the original rules a little bit and isn't great. I wondered if it's possible to get a box the same size as the original but double the height so I could use the original lid, but that's probably hard to find. I imagine I'll just look for a good card box that can hold either sleeved or unsleeved cards.
 
So spirit island is pretty great and the first game in a long time my game group played twice in the same day it hit the table the first time.

Your group didn't find the game too fiddly with all the pieces you had to play out per round for explore/develop? Thats what killed our enthusiasm in our only play.
 
Continuing my mission to play escape room style games... because umm, I enjoy them, I tried deckscape test time.

If you have played a card based escape room before you'll know sort of what to expect. You read the card, you solve the puzzle and then you move onto the next. You then hit a puzzle that makes no sense, get frustrated or look it up on the internet because you are missing the thing that lets you do the thing.

Deckscape is a little different to unlock and exit because you can't really fail or get stuck. You have a puzzle/question, you talk about the answer and then announce it to the room? Correct? Move on. Wrong? Well move on anyway after going "oooohhhh I get it". Technically you lose points but nobody keeps score in these things so you just press on.

This style makes it much less frustrating then the cousin games, but also less rewarding. This lack of sense of achievement may also come down to the level of the puzzles. There are no real mind scratchers here, we got one card wrong in the entire game and it wasn't even a puzzle really, just a missed observation.

So is it good? Yeah sort of, but nothing memorable. It is too easy, the stakes too low and not even a splash of story in the last three cards can save it. But on the other hand it still "works" and you will get a fun hour out of it.

Buy only if you have very young kids (6-9) or non-gamers or experienced gamers who don't realise what they consider advanced is actually really basic, that you want to play with who need a lower challenge.

For those keeping score I feel the pecking order is still exit >> unlock > deckscape. None of them represent particularly great value but then people these days are dropping hundreds on ti4 that you can't even play once so they are probably still fine.
 

Neverfade

Member
I know it's been beaten to death and argued to no end before, but I wanted to reiterate how much I fucking hate FFG's two rule book setup. I've had Mansions of Madness 2E since it's release and just found out last night on a fluke rules confirmation that there's 3 or 4 actions an investigator can do that aren't even fucking listed with the other actions in the Learn to Play. Why?
 
My son is home for the long weekend, we are playing Star Wars Rebellion with the Rise of the Empire expansion. I just blew up Endor where Death Star was being constructed. Not going to make the same mistake that the Emperor did, take out those little furballs.

We really enjoyed the new combat and I find it's better than random card drawn. You really make decision not for the current round of battle but for future round and even future battle on what tactic card to use. If you don't know, they did away with the entire tactic decks from the core game and replace them with set cards for both side that you can choose from at beginning of the round but once play the card go to discard pile until your hand is empty at that point you can pick the card back up. It's like Kemet combat. Your tactic number now just let you re-roll dice so the more tactic number you have to more chance you have at rerolling your combat dice. It works well and make combat smoother and challenging decision. I also like that they didn't just add tons of new cards and went with the modular and you pick which set of cards you want to use. So you either go with Rise mission cards or the core cards. This really help the game from being bloated with random cards and keep the theme intact.

Would you recommend just jumping into the game with the expansion?
 
Finally got a chance to try hanabi, its a fun game but it's not really ideal with 2 players. You get trapped in a loop of give hint, person plays or discards, give another hint. Having one more hand to look at and give hints for would really help keep the gaming going.
 

zulux21

Member
Your group didn't find the game too fiddly with all the pieces you had to play out per round for explore/develop? Thats what killed our enthusiasm in our only play.

nah, it wasn't to bad once you figured out how that worked. the build/explore steps never took more than 30 seconds or so. it was merely a nice break in between our planning on what to do.

beyond that for plays 2 and 3 we had 4 players and a 5th person controlling the board, which also helped.

I mean I could get finding it to fiddly, but quite frankly I find games like eldrich horror, robinson crueso, mage knight way more fiddly.

spirit island has a great theme to me.
plays well (so far as long as we have taken our time to think out our moves, we won easily, but know full fell that if we didn't try hard we would have easily lost)
complicated enough that one person can't tell everyone what to do (which is nice because there are very few co op games out there that you can't have someone easily tell everyone what to do.)
and the pieces are well made.

at this point in time I don't think any other game I have played this year even comes close to the overall quality of spirit island for me. Easily my GOTY right now.
 
nah, it wasn't to bad once you figured out how that worked. the build/explore steps never took more than 30 seconds or so. it was merely a nice break in between our planning on what to do.

beyond that for plays 2 and 3 we had 4 players and a 5th person controlling the board, which also helped.

I mean I could get finding it to fiddly, but quite frankly I find games like eldrich horror, robinson crueso, mage knight way more fiddly.

spirit island has a great theme to me.
plays well (so far as long as we have taken our time to think out our moves, we won easily, but know full fell that if we didn't try hard we would have easily lost)
complicated enough that one person can't tell everyone what to do (which is nice because there are very few co op games out there that you can't have someone easily tell everyone what to do.)
and the pieces are well made.

at this point in time I don't think any other game I have played this year even comes close to the overall quality of spirit island for me. Easily my GOTY right now.

I can see why someone would love it, my problem is the game has a really uneven difficulty curve where the first 2-3 rounds feels like the game is impossible and you're about to get over run and it's frustrating since there is so little you can do. If you survive that wave then you have so many cards you end up just slowly steam rolling and the game loses it's challenge even in the later waves when dudes spawn/develop on multiple areas.

I know the game has additional scenarios and other ways to make the game harder, but as I don't own a copy and the guy who got it at dice tower con has never even bothered to bring it back I can only comment on my one play. I didn't rate it on BGG because I do want to give it a second chance since everything you said is why I can see it being a lot of fun. Myself personally I was frustrated since for 3 turns I only had 1 totem on the board and 1 card to play (due to a mixture of not understanding the mechanics and bad teamwork) until someone pulled one of the legendary spells that let them give me an extra totem on the board. The turn after I refreshed we won the game :|
 

zulux21

Member
I can see why someone would love it, my problem is the game has a really uneven difficulty curve where the first 2-3 rounds feels like the game is impossible and you're about to get over run and it's frustrating since there is so little you can do. If you survive that wave then you have so many cards you end up just slowly steam rolling and the game loses it's challenge even in the later waves when dudes spawn/develop on multiple areas.

I know the game has additional scenarios and other ways to make the game harder, but as I don't own a copy and the guy who got it at dice tower con has never even bothered to bring it back I can only comment on my one play. I didn't rate it on BGG because I do want to give it a second chance since everything you said is why I can see it being a lot of fun. Myself personally I was frustrated since for 3 turns I only had 1 totem on the board and 1 card to play (due to a mixture of not understanding the mechanics and bad teamwork) until someone pulled one of the legendary spells that let them give me an extra totem on the board. The turn after I refreshed we won the game :|

I have to fully agree that you did not understand the mechanics. All of the characters have very easy ways to add more presence (which I am assuming you mean by totems) And it's one of the most important things to do in order to gain more resources during the growth phase so that you can have mana to cast spells and play more cards.

Also if you beat the game in only 4 turns you likely missed something major. All of our games have taken until at least turn 6, usually around 8 or 9.

Did you make sure to adhere to your card play limits and spend your mana? Were you doing your thresholds for elements to cast innate powers correctly (aka only counting the elements on that cards you casted and not carrying over between rounds)
Did you do fear correctly, as you basically have to at least get through the first 3 fear cards before you can win. I mean it might be possible before that but I Can't imagine fully clearing people from the board as a real possibility.
did you explore and build correctly. When you explore all coastal areas that match the card get people as well as any area of that type that is next to a town or city. If you didn't do the town and city bit it was be way to easy. And when building did you make sure to add a town if there wasn't one, or a city if there were more towns than city as those ramp up areas quite quickly.

I don't disagree that it is harder early on and it gets easier, but every game I have played until we got to the turn we won there was still plenty of chance to not be able to win on that next turn.

by legendary spells I am assuming you are talking about a major spell? which I think only the advanced characters defaultly get one that would allow another player to place an extra presence. You should have been playing with the 4 basic characters we a preset deck of cards to get when you obtained more power cards. Spirit island has a lot going on and not starting off with the intro scenario is a huge mistake. It would make it far more likely you would make mistakes with the pieces and mechanics and result in a much harder time trying to grasp the game.

meanwhile if you build up as recommended you slowly continue to add mechanics which make understanding how to play the game far easier, and keeps it really interesting as the game strategy changes quite a bit depending on what mechanics you are using.

I mean not every game is for every person, but your description of the game feels like a vastly different game than I was playing.
 
I have to fully agree that you did not understand the mechanics. All of the characters have very easy ways to add more presence (which I am assuming you mean by totems) And it's one of the most important things to do in order to gain more resources during the growth phase so that you can have mana to cast spells and play more cards.

Also if you beat the game in only 4 turns you likely missed something major. All of our games have taken until at least turn 6, usually around 8 or 9.

Did you make sure to adhere to your card play limits and spend your mana? Were you doing your thresholds for elements to cast innate powers correctly (aka only counting the elements on that cards you casted and not carrying over between rounds)
Did you do fear correctly, as you basically have to at least get through the first 3 fear cards before you can win. I mean it might be possible before that but I Can't imagine fully clearing people from the board as a real possibility.
did you explore and build correctly. When you explore all coastal areas that match the card get people as well as any area of that type that is next to a town or city. If you didn't do the town and city bit it was be way to easy. And when building did you make sure to add a town if there wasn't one, or a city if there were more towns than city as those ramp up areas quite quickly.

I don't disagree that it is harder early on and it gets easier, but every game I have played until we got to the turn we won there was still plenty of chance to not be able to win on that next turn.

by legendary spells I am assuming you are talking about a major spell? which I think only the advanced characters defaultly get one that would allow another player to place an extra presence. You should have been playing with the 4 basic characters we a preset deck of cards to get when you obtained more power cards. Spirit island has a lot going on and not starting off with the intro scenario is a huge mistake. It would make it far more likely you would make mistakes with the pieces and mechanics and result in a much harder time trying to grasp the game.

meanwhile if you build up as recommended you slowly continue to add mechanics which make understanding how to play the game far easier, and keeps it really interesting as the game strategy changes quite a bit depending on what mechanics you are using.

I mean not every game is for every person, but your description of the game feels like a vastly different game than I was playing.

I guess our problem was our teacher who had played the game before left us to our own devices and played something else which lead to a lot of confusion especially with the daicons and how they worked. We didn't beat the game in 4 turns it took about as long as you explained. We just turn 2 has a blighted island since we weren't sure what we were doing and since I lost my presence to blight I spent a large chunk of the game with only 2 presence on the board and a character who's power required a sacred presence (two on top of each other) so I couldn't make use of my character abilities or be stuck in one location. We used the 4 basic characters as well so that wasn't an issue. We won with 3 fear cards taken where we knew on the last turn we'd trigger that next level of fear and would kill off all the things that would enable us to win once it was triggered.

The guy who "taught" us the game just shuffled all the basic and major cards into two big decks and so outside of our starting hand a lot of the basic/major spells we drew didn't do much to help our character abilities. My group also rejected the cards that suggested what powers to draw for your characters (not my call). We did do the explore and build phases correctly which is why the first few round felt brutal while later rounds for a lot easier since we started understanding the push/pull mechanics to ensure there weren't people in the areas about to be build/ravaged. I assume we did the intro scenario? The game was set up when I got there and they were looking for a 4th so I jumped in.
 

zulux21

Member
I guess our problem was our teacher who had played the game before left us to our own devices and played something else which lead to a lot of confusion especially with the daicons and how they worked. We didn't beat the game in 4 turns it took about as long as you explained. We just turn 2 has a blighted island since we weren't sure what we were doing and since I lost my presence to blight I spent a large chunk of the game with only 2 presence on the board and a character who's power required a sacred presence (two on top of each other) so I couldn't make use of my character abilities or be stuck in one location. We used the 4 basic characters as well so that wasn't an issue. We won with 3 fear cards taken where we knew on the last turn we'd trigger that next level of fear and would kill off all the things that would enable us to win once it was triggered.

The guy who "taught" us the game just shuffled all the basic and major cards into two big decks and so outside of our starting hand a lot of the basic/major spells we drew didn't do much to help our character abilities. My group also rejected the cards that suggested what powers to draw for your characters (not my call). We did do the explore and build phases correctly which is why the first few round felt brutal while later rounds for a lot easier since we started understanding the push/pull mechanics to ensure there weren't people in the areas about to be build/ravaged. I assume we did the intro scenario? The game was set up when I got there and they were looking for a 4th so I jumped in.

sounds like you mostly did the starting one, though the powers being predetermined is part of the intro stuff.

when you drew spells did you at least draw 4 and then choose one to keep, and when you got a major spell remove a spell from your hand or discard?

but yeah understanding the push and pull mechanics to avoid damage and them building up is important. As well as understanding when it is good to continue placing presence vs reclaiming your cards vs getting new cards ect (that varies character to character as every character has different growth mechanics) The earlier stuff is for sure harder, but the other mechanics make the later stuff tougher to deal with as well (we haven't personally touched those) as the scenarios allow certain things to build up way faster or blight to have a way harsher punishment ect.

I think with the better understanding of the mechanics you wouldn't find the start so hopeless feeling anymore, and with added extra stuff later rounds would still be more difficult. There is a lot you can alter with the game.

but again, all games aren't for everyone. Eclipse... Caverna... various others.... I would rather ram my head repeatedly against a wall until I passed out than play those games again and there are plenty of people who love those games.
 
sounds like you mostly did the starting one, though the powers being predetermined is part of the intro stuff.

when you drew spells did you at least draw 4 and then choose one to keep, and when you got a major spell remove a spell from your hand or discard?

but yeah understanding the push and pull mechanics to avoid damage and them building up is important. As well as understanding when it is good to continue placing presence vs reclaiming your cards vs getting new cards ect (that varies character to character as every character has different growth mechanics) The earlier stuff is for sure harder, but the other mechanics make the later stuff tougher to deal with as well (we haven't personally touched those) as the scenarios allow certain things to build up way faster or blight to have a way harsher punishment ect.

I think with the better understanding of the mechanics you wouldn't find the start so hopeless feeling anymore, and with added extra stuff later rounds would still be more difficult. There is a lot you can alter with the game.

but again, all games aren't for everyone. Eclipse... Caverna... various others.... I would rather ram my head repeatedly against a wall until I passed out than play those games again and there are plenty of people who love those games.

Well that's why I was frustrated and didn't rate the game wanting to play it again. Everything the game did is something I should've loved. I had the fire starting character for what it's worth.
 

Draxal

Member
I've played it twice now and really enjoyed it. For me, it's better than Zombicide and is very Diablo-esque with all the loot that drops. I mean, it's still a co-op dungeon crawler, but in the few times I've played, I think its one of the better ones. I still haven't played Sword & Sorcery, though.

Thanks, I've been watching the lets play videos and I've decided that it seems very light but in a good way.

Decided to keep it.
 

zulux21

Member
Well that's why I was frustrated and didn't rate the game wanting to play it again. Everything the game did is something I should've loved. I had the fire starting character for what it's worth.

I haven't played that one yet I played the earth and the water one.
the lightning one seems to be the easiest to play.
not really sure what the fire one does lol.
 
I haven't played that one yet I played the earth and the water one.
the lightning one seems to be the easiest to play.
not really sure what the fire one does lol.

Well what I can remember is the fire one needs to be sacred to do his character abilities, and for his 3 growth options none of them let him recover his hand and add presence to the board (not sure if growth options are character specific or not). My character was good at building fear and picking off small targets but he sucked at taking out big colonies.
 
Anyone have any impressions of Near and Far?

I like the look of it, but I've never played a 'story telling game' and wonder how that actually works and how well it works on the table.
 

zulux21

Member
Well what I can remember is the fire one needs to be sacred to do his character abilities, and for his 3 growth options none of them let him recover his hand and add presence to the board (not sure if growth options are character specific or not). My character was good at building fear and picking off small targets but he sucked at taking out big colonies.

most of the characters the reclaim the cards is the main thing of a turn and doesn't leave you much option to grow presence when doing it.

some have a reclaim a single card and place presence, others grow more in general. it depends greatly on the charters.

Anyone have any impressions of Near and Far?

I like the look of it, but I've never played a 'story telling game' and wonder how that actually works and how well it works on the table.

I can't remember if I played near and far or above and below. either way recall liking it but I can't remember why lol.
 

nicoga3000

Saint Nic
Super fantastic game night!

Rail Raiders Infinite (3p) - pretty cool game. I need another play of it to determine if I really love it or just like it. Game came down to the last roll, so that was pretty neat.

Sushi Go (4p) - simple, fun, quick. Wife enjoyed it, so A+.

Burger Up (4p) - super super good. Like, really great. Plays relatively quick, easy to understand and teach, hilariously fun theme. I would recommend this to anyone looking for a good lighter group game.
 
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