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My old boardgame posse is moving closer!
Just got Dungeon Twister to play with the wife.
Thinking of finally getting Settlers.
 
So for my birthday one of my friends got me Race for the Galaxy. Once I get used to the game I'll be able to go against you people online.

I skimming through the rules last night and I noticed that they have cards that have powers that don't do anything unless you have the expansion. Of course I could have read that wrong but if I'm right that sounds fishy to me.
 
Not really powers, just characteristics that become relevant later based on usually 6-cost devs. Like "Uplift" whatever. Becomes relevant when there is a 6-cost dev that gives you points for each Uplift, but the card is still perfectly functional and useful on its own.
 
Gathering Storm (first one) imo. You'd be pretty set with base+gathering storm. (Just base too, but Gathering Storm adds a good deal of fun new cards and combos).
 
From what I've just read Gathering Storm it seems is meant to be bought before Rebel VS Imperium anyways. Have you tried playing it solitaire?
 
aphoushole said:
From what I've just read Gathering Storm it seems is meant to be bought before Rebel VS Imperium anyways. Have you tried playing it solitaire?
Not really feeling RvI to be honest. It's a bit overkill. I've played 50+ games with Gathering Storm though and it's great. Don't play solitaire.
 
AstroLad said:
Not really feeling RvI to be honest. It's a bit overkill. I've played 50+ games with Gathering Storm though and it's great. Don't play solitaire.

I can see how a designer could get carried away in an expansion.

When you say, "Don't play solitaire," do you mean you haven't played it solitaire or are you saying it's not recommended? If the latter could you explain why?

It appears that it isn't so clear cut to say that GS is superior to RvI, as Nevershade demonstrated.
 
aphoushole said:
I can see how a designer could get carried away in an expansion.

When you say, "Don't play solitaire," do you mean you haven't played it solitaire or are you saying it's not recommended? If the latter could you explain why?
Oh no, I haven't played it myself. Haven't even learned it actually.
Interesting. I thought GS was an utter letdown.
After playing a bunch on Genie where you have the choice between base and GS, I absolutely could not imagine going back.
 
Fills out the original. Rather than trying to go nuts with "revolutionary" mechanics like the Massive Fail takeovers in RvI, GS takes a much more subtle approach with some interesting new cards like Damaged Alien Factory, Improved Logistics, Doomed World and several others. Fifth player and drafting variant are good. Goals are great when you're playing with 4-5 too. Original, while a good game in its own right, just fills incomplete now that I've logged so many plays with GS.
 
Fair enough. TO be honest I haven't played a ton of RftG lately. I just thought that there wasn't much to get excited over. The solo play doesn't exist to me, the goals I'm pretty ambivalent towards, and I was pretty disappointed in the...wait for it ...16 (17?) cards that come with it. Expanding to 5 players is probably the highlight for me, and 17 bucks for that was hard to chew.

My group seems to prefer Puerto Rico these days anyways. I certainly enjoy that one, but these guys are cuckoo for cocoa puffs over that shit. :lol
 
AstroLad said:
Fills out the original. Rather than trying to go nuts with "revolutionary" mechanics like the Massive Fail takeovers in RvI, GS takes a much more subtle approach with some interesting new cards like Damaged Alien Factory, Improved Logistics, Doomed World and several others. Fifth player and drafting variant are good. Goals are great when you're playing with 4-5 too. Original, while a good game in its own right, just fills incomplete now that I've logged so many plays with GS.
Pretty much agree. I don't always like to have goals on, but they definitely add something. And the new homeworlds are nice, even if Doomed World is pretty weak. Improved Logistics changes things a lot.
 
Doomed World can be pretty awesome if you luck into the right card early. Doomed World + Galactic Trendsetters (the 1 good for 2 VP consume planet) early can be pretty amazing.
 
platypotamus said:
Doomed World can be pretty awesome if you luck into the right card early. Doomed World + Galactic Trendsetters (the 1 good for 2 VP consume planet) early can be pretty amazing.
Or the Lost Species Ark World... good stuff!
 
Neverfade said:
I don't think you'll find much munchkin love around here....

I thought the first Munchkin game was fun, but I really disliked Munchkin Bites. It just felt like curses and traps with only a few monsters, so I never actually got to do much fighting.

Also, at first I searched for Race for the Galaxy in this thread, and then I realized that if someone doesn't specify at the beginning of their post, that it's a RftG post :lol

While I'm on the topic of RftG, does anyone else think that Consumer markets + Free Trade Association + a few novelty planets + 2x VP is a little overpowered? I haven't had many strategies that have worked out as well, except maybe Deficit Spending + Merchant World.
 
Cyan said:
Or the Lost Species Ark World... good stuff!
Taught me to learn to love early trading.

Also, at first I searched for Race for the Galaxy in this thread, and then I realized that if someone doesn't specify at the beginning of their post, that it's a RftG post
So true, so true.
 
ianp622 said:
While I'm on the topic of RftG, does anyone else think that Consumer markets + Free Trade Association + a few novelty planets + 2x VP is a little overpowered? I haven't had many strategies that have worked out as well, except maybe Deficit Spending + Merchant World.
The general rule people give for RftG is that if you think something's overpowered, you probably haven't played enough games yet. :P

Of course, I do think there are a few overpowered cards: I'd say Trade League and Terraforming Guild. Those are two cards that I will usually try to hold onto and play, though both are somewhat situational. Still, they can almost drive your strategy by themselves.

As for powerful combos, Improved Logistics + Replicant Robots, or IL + a powerful military are pretty sweet. Especially in 2-p advanced.
 
Yeah nothing is too overpowered generally since it just requires catching cards. If you catch enough cards, nearly any strategy can be unstoppable against someone with an average draw. I know eurogamers are having seizures at this prospect right about now, but luck is part of the fun of the game.
 
AstroLad said:
Yeah nothing is too overpowered generally since it just requires catching cards. If you catch enough cards, nearly any strategy can be unstoppable against someone with an average draw. I know eurogamers are having seizures at this prospect right about now, but luck is part of the fun of the game.

The problem is that a lot of people (the eurogamers you speak of included) think that luck and skill share an axis. They do not. They are independent variables that form their own Cartesian plane. There are games that require a lot of one, and very little of the other (Candyland on the luck side, Chess on the skill side), games that require neither (something like Tic Tac Toe), and some that require a lot of both (Poker, and many of the games we discuss in here regularly, including RftG).
 
So I played my first game of RftG and it certainly wasn't without its problems (one being my opponent probably should have been sleeping instead of playing.) The symbols posed a bit of a learning curve and it took us a little while to figure out the game flow.

One rule I forgot was to start the game with a start world in the tableau and I didn't start with a preset hand. How severe forgetting to start with a start world is I have no idea.

In the end I won by a vast margin, my opponent had 18 VP and I had at least 30 VP.

Something I really like is that the 6-cost development cards actually do something besides adding to your score at the endgame.
 
Yeah, six-cost developments can be a lot of fun. It's funny, I was actually considering playing without start worlds this weekend, but ultimately decided against it. Especially when you're starting out (and especially when you're playing base, where there are fewer options), it can really help you define your strategy. One of the first things people "get" about RftG is just letting their start world powers guide their play when the cards allow.

Preset hands aren't needed though--I think I only played with them once, if at all, and never again even when introducing new people to the game.

If you're playing 2p, I'd strongly suggest switching to the Advanced (2 phases each round) variant as soon as people are comfortable with the basics.

Symbols definitely seem to make the game more intimidating then it really is (though I like them).
 
Ah yes I was wondering about advanced 2 player, so I guess it makes it a lot more strategic?

The art is fantastic imo, I think it totally makes it more fun to play in some way. Hopefully the quality is the same for the expansions.

I was wondering what people's opinions were on windfall planets.

For the produce phase do all planets get a good? And for the Consume: Trade phase; you sell only once right?
 
Yes, once you play Advanced you won't want to go back.

-All production planets (solid color) get a good, if you produced you get to choose one of your windfall worlds to get a good too. If you did not produce, no windfall gets a good (unless you have an ability that allows certain windfalls to get a good on any production phase).

-If you picked trade, you get to pick one good to trade. The non-Trade player doesn't do anything during this phase. Then everyone must use their consume powers for the remaining goods.
 
Just got in Space Hulk preorder from GW. Box is smaller than most FFG big box games but it is heavier! This uses some really nice thick and glossy cardboard which is even slightly textured. Very nice quality product, at least getting something good for the price.
 
AstroLad said:
Yes, once you play Advanced you won't want to go back.

-All production planets (solid color) get a good, if you produced you get to choose one of your windfall worlds to get a good too. If you did not produce, no windfall gets a good (unless you have an ability that allows certain windfalls to get a good on any production phase).

Are the grey worlds production worlds? I don't think they are but I just want to make sure.

AstroLad said:
The non-Trade player doesn't do anything during this phase.

Looks like I screwed that up, I thought all players do the trade phase. That definitely changes things.

Thanks for the answers!
 
BattleMonkey said:
Just got in Space Hulk preorder from GW. Box is smaller than most FFG big box games but it is heavier! This uses some really nice thick and glossy cardboard which is even slightly textured. Very nice quality product, at least getting something good for the price.

I thought it came out Sept. 5? Good to know it lives up to expectations.
 
aphoushole said:
Are the grey worlds production worlds? I don't think they are but I just want to make sure.
Yes, grey worlds aren't production worlds or worlds of any color (which is relevant for certain settling discounts).
 
aphoushole said:
Are the grey worlds production worlds? I don't think they are but I just want to make sure.



Looks like I screwed that up, I thought all players do the trade phase. That definitely changes things.

Thanks for the answers!

Gray worlds aren't production worlds.

Just a clarification on AstroLad's comment about trade - other players do do something on the Trade - consume phase, that is, consume, but the only players that trade are the ones that picked that phase.
 
Trade precedes consume though, unlike 2xVP which happens concurrently with the forced consumes. Just mean that the players that picked trade all trade, after that everyone consumes (at 2xVP if they picked that, at 1xVP if they didn't).
 
So in the consume phase, do you get to chose which card power is used when you discard the good or do you have to use that world's consume power?
 
aphoushole said:
So in the consume phase, do you get to chose which card power is used when you discard the good or do you have to use that world's consume power?
You choose consume powers and goods to consume with each consume power, but you have to keep consuming until you're not able anymore. So let's say you have two goods--yellow and blue--one general consume (all colors) and one blue consume (blue only, as indicated on the card. Well you can either do yellow on general and blue on blue, or do blue on general and actually be left over with a yellow (since you can't consume the yellow on the blue-only power).
 
Yes, you also get to choose which good to trade. You don't need a "Trade" power though you can have a trade buff (e.g., +2 to all green trades). Otherwise you just trade with the phase card at those prices sans buff.
 
AstroLad said:
Yes, you also get to choose which good to trade. You don't need a "Trade" power though you can have a trade buff (e.g., +2 to all green trades). Otherwise you just trade with the phase card at those prices sans buff.

You need consume powers to get anything for the consume phase, right?

I was wondering what people's favourite strategies were.
 
Man, I've been getting repeatedly trounced on genie recently. I seem to go through streaks--I won about ten in a row, now I've lost about that many in a row.

Well, I've had one win in that streak, but it was against a guy who was asking me what a windfall world was and how trade worked, so... yeah.
 
aphoushole said:
No, the timing hasn't been right yet for me to get into something like that.

That's too bad. I myself was invited to an 18xx group recently so hopefully I'll be playing it regularly. You should totally get that copy of 1861 and trade or sell it to me though =)
 
Zalasta said:
That's too bad. I myself was invited to an 18xx group recently so hopefully I'll be playing it regularly. You should totally get that copy of 1861 and trade or sell it to me though =)

At least if I did get it I could sell it if it turned out to not be my thing.

I'll try a game against you AstroLad.
 
If you haven't started yet, you could make it 3-player. :)

Edit: Oops, I do have a tendency to just miss these, don't I?
 
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