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New Board Gaming |OT2| On Tables, Off Topic

Is just uses the league of legends ip?

It is their IP, the game is made by Riot Games. The game is made by a guy who work at Riot and is an avid board gamers. It's a card drafting scenario (campaign) cooperative game where you try to fulfill objectives. It is actually a very decent game and wish I got it to the table more before all my kids left home.
 
I personally haven't played them, but Rum & Bones and Guards of Atlantis seem pretty well reviewed. There was another one that was kickstarted that had some controversy because it blatantly ripped off art and mechanisms from some other games, but the name escapes me at the moment.

You're probably thinking of LOAD: League of Ancient Defenders. Version 1.0 of the rules had word-for-word excerpts from Rum & Bones, not to mention that it was basically the company Prodos, but renamed, that had the Aliens vs Predator kickstarter shit show. More details on BGG for those interested.
 

Z3M0G

Member
I'm looking into the Tiny Epic games... (Kingdoms / Galaxies / Defenders / Quest).

Kingdoms was the first I noticed in a store, but I noticed the others in my local store recently and am now curious to select one.

Seems Galaxies and Quest are the highest reviewed. Defenders has that new kickstarter mentioned above. I assume these games are all very successful.

Any opinions on which is simply the best and most fun? Each set offers something unique, from the sound of it. (PVP / PVE Hoard / PVE RPG ?)

I assume Kingdoms and Galaxies are similar with opposite themes (Fantasy / SciFi) ? Edit: I prefer Fantasy

Tom V didn't like Kingdoms (or did, depending which review you watch apparently), HATED Defenders, and LOVED Galaxies... so that's interesting...

Edit: I must say, the mechanics of Galaxies do seem more fun than Kingdoms...

I'm gonna check reviews of Defenders and Quest. Since 2nd edition of Defenders is coming, I should probably skip that for now.
 
I'm looking into the Tiny Epic games... (Kingdoms / Galaxies / Defenders / Quest).

Kingdoms was the first I noticed in a store, but I noticed the others in my local store recently and am now curious to select one.

Seems Galaxies and Quest are the highest reviewed. Defenders has that new kickstarter mentioned above. I assume these games are all very successful.

Any opinions on which is simply the best and most fun? Each set offers something unique, from the sound of it. (PVP / PVE Hoard / PVE RPG ?)

I assume Kingdoms and Galaxies are similar with opposite themes (Fantasy / SciFi) ? Edit: I prefer Fantasy

Tom V didn't like Kingdoms (or did, depending which review you watch apparently), HATED Defenders, and LOVED Galaxies... so that's interesting...

Edit: I must say, the mechanics of Galaxies do seem more fun than Kingdoms...

I'm gonna check reviews of Defenders and Quest. Since 2nd edition of Defenders is coming, I should probably skip that for now.

Galaxy is much more about gathering resources and upgrading/growing your empire by getting more ships and planets with unique abilities that score you points. Quest is more about attempting to be efficient with your moves to complete quests, fight goblins, learn spells, and clear dungeons.
 

Z3M0G

Member
Galaxy is much more about gathering resources and upgrading/growing your empire by getting more ships and planets with unique abilities that score you points. Quest is more about attempting to be efficient with your moves to complete quests, fight goblins, learn spells, and clear dungeons.

Yes, both look interesting and are not redundant to each other. I'll totally get both some day I think.

And I see Quest has the Meeple items that Defenders 2nd Edition has... nice!
 
Yes, both look interesting and are not redundant to each other. I'll totally get both some day I think.

And I see Quest has the Meeple items that Defenders 2nd Edition has... nice!

Its a neat idea just be careful since I've heard the meeple items can break easily. Also with quest don't bother with the item rack thing its one of the worst components I've ever seen.
 

Blizzard

Banned
I only have tiny epic Galaxies plus expansion, quest, and western. Western is probably the hardest to teach.

I will second the quest item rack opinion by the way. Sort of a cute idea, but a massively useless waste of space in practice.
 

Z3M0G

Member
Its a neat idea just be careful since I've heard the meeple items can break easily. Also with quest don't bother with the item rack thing its one of the worst components I've ever seen.

I only have tiny epic Galaxies plus expansion, quest, and western. Western is probably the hardest to teach.

I will second the quest item rack opinion by the way. Sort of a cute idea, but a massively useless waste of space in practice.

juog_tiny_quest_det3.jpg

Is it not in the box? It looks useful...
 

Blizzard

Banned
Is it not in the box? It looks useful...
It's included but takes up space in an already packed box. It's hard to put the cardboard sides together without forcing them, and you have to put it together and take it apart every single play session.

The plastic pieces are tiny and fragile, and the last thing you want to do is mess with them even more than necessary by trying to fit them into the rack. Plus the rack holes can either be so loose like with my set that the pieces just fall out if you touch the rack, or so tight that you have to force the pieces in.

Finally, it's a waste of time to put a bunch of tiny pieces on as part of setup when only some of them even get used in each game, and there is no functional difference compared to just laying the pieces out on the table.
 

Z3M0G

Member
It's included but takes up space in an already packed box. It's hard to put the cardboard sides together without forcing them, and you have to put it together and take it apart every single play session.

The plastic pieces are tiny and fragile, and the last thing you want to do is mess with them even more than necessary by trying to fit them into the rack. Plus the rack holes can either be so loose like with my set that the pieces just fall out if you touch the rack, or so tight that you have to force the pieces in.

Finally, it's a waste of time to put a bunch of tiny pieces on as part of setup when only some of them even get used in each game, and there is no functional difference compared to just laying the pieces out on the table.

Ok good info. Sadly makes the whole gimmick feel like a bad idea, IMO. It's purely cosmetic to start with.
 

Blizzard

Banned
Ok good info. Sadly makes the whole gimmick feel like a bad idea, IMO. It's purely cosmetic to start with.
To be fair I think the itemeeples are a clever idea that people enjoy. It's just the rack that I feel like was a kickstarter goal or something and should have been skipped. I haven't actually checked that however.
 
To be fair I think the itemeeples are a clever idea that people enjoy. It's just the rack that I feel like was a kickstarter goal or something and should have been skipped. I haven't actually checked that however.

One thing I like about the item meeples is that they help to make each of your adventurers feel unique by the end of the game in a clean way. Even in the context of the gameplay there is a fun balance of "well should I give these two offensive weapons to 1 meeple so he can do a much better job of killing while my second guy does something else, or do I spread them out so I can kill two enemies with a bit more risk". Yes it is a gimmick but it's a very well integrated gimmick (the item meeples not the rack) since so much of the game is focused on setting up your units during the day to push your luck at night.
 

Z3M0G

Member
You are describing the trick climbing genre. It's a style of trick taking games. I wanted to know how you thought it stood up to other trick taking games. =)
Alright played 5-player last night. I f'd up the scoring rules and one of us "won" after only 2 rounds. We were not following the phases strictly enough, he would have needed to win one more consecutive round to win the game. Then we bumped the target from 10 to 15 and it turned into a nearly 2 hour game. We quit after 5 rounds because i had to sleep for an 8am road trip.

I think everyone enjoyed it. But after so many of the cards had upgrades that altered their value, with powers etc, it became tricky to manage your hand. But its not really bad since you are always reacting and not really planning.

The skip action is crazy frequent, since you only need to match a play... one guy got skipped for an entire card pile (5-6 times in a row). It can be quite funny for the rest though lol

The theme and graphic side of the Card Crafting gimmic were lost on us. Nobody commented on the look of the cards with items equipped. No real time to do so honestly. The Card Crafting system may better serve something else where you spend more time glaring at your cards and have them displayed before you, showing stats that you constantly reference. For dice rolls, etc. Id like to see something like that next i think.

Also i had one sleve bust already since a few cards had 4 upgrade cards inserted. They are standard sleves that i doubt are designed to hold 5 cards. So many of them must be stretched out. The box came with about 20 extra.

I was a bit under stress playing so couldnt enjoy it fully. But i think i can get them to play again... with proper scoring next time!!!
 
I have been playing A Feast for Odin at the Meet Up I go to and I was surprise that once you get over initial shock of looking at all the actions you can take, the game actually was not hard to teach. The stumbling block always seem to be getting people to understand the income and the placement limitation. I think we might get it to the table even more often. Everyone seem to really enjoy it and we even rope in a newbie and he pick up the game real quick and came in 2nd.
 
Bought Not Alone on a whim today. Just got done with a very fucking tense first game playing as a single hunted against my SO as the creature.

I managed to escape with some clever tactics at the end but this was me for the last few rounds.
Guio1Tn.gif


Need to play it a few more times but for now I am thinking very highly of this game. Worst thing about the game is the weakly written/translated rulebook and card text. The card text could not be more mechanical and unthematic. "Place" is so much more awkward than just calling them locations among other things. Also the whole "assimilate" business makes it feel like they wanted to keep it PG. Thematically, what is even happening when the hunted "gives up"? Are they being assimilated and then the player is controlling another survivor? How does it even make thematic sense that the hunted can't visit some locations twice in a row?

Also the game is a bit expensive for what it is. 100 cards, a frail board, three poker chips, and some generic wooden bits.
 

Blizzard

Banned
I have been playing A Feast for Odin at the Meet Up I go to and I was surprise that once you get over initial shock of looking at all the actions you can take, the game actually was not hard to teach. The stumbling block always seem to be getting people to understand the income and the placement limitation. I think we might get it to the table even more often. Everyone seem to really enjoy it and we even rope in a newbie and he pick up the game real quick and came in 2nd.
I'm always happy to see new people experience A Feast for Odin. :D Yes, once you get past the basic mechanics (income blocking, surrounding all 8 spaces for bonus, no green adjacent) and the overwhelming board, it's a very nicely flowing game.



I played only 2 games tonight.


Salt Lands
We tried Salt Lands for the first time, which is basically Mad Max in a hex grid layout. We had 5 players and it took probably 3 hours. It wasn't as obnoxious as Firefly, but it did feel kind of similar with everyone moving around a big hex grid world and avoiding or attacking enemies.

We played on classic mode with easy difficulty and it was surpringly non-punishing compared to games like Robinson Crusoe which can grind players into a fine paste even with the easiest options. I'm not sure we played all the rules correctly since someone else was teaching the game and reading the rules basically for the first time, though. The basic idea is that everyone has a character with one unique starting card and one unique power. You have to get 6 rumor cards which move some goal markers around, and once the final rumor has been drawn the goal markers are known. At that point, as many people as possible can escape to win the game, but those players collectively need to have a bunch of cards in their hands that partially match the goal color.

Each turn you can move and take some other actions, like drawing more cards, getting an extra crew member, or attacking an enemy. You can move through enemies, and basic movement is affected by some wind direction and speed stuff that changes. At the end of almost every turn, one type of enemy unit activates to either move or attack.

What ended up happening was that 3 players didn't have much to do besides possibly collect some goal cards or move around (I had 4 as the healer and only ever got to use my unique starting card once). The other 2 took extremely long turns instead, killing 2-3 enemy units per turn while we sat around waiting. I think the final round of the game, those players were taking like 10 minutes combined to kill a bunch of units that were basically meaningless since we were going to win if we got around the table to my turn, and finally I just asked if we could move on to end the game since it was so late at night (we promptly won).

This basically happened because of the way the game snowballs. If you have even 1 permanent armor you become extremely difficult to damage since the enemy damage seemed to ramp up very slowly even in the final levels of enemy cards (we had just gotten to the level 5 cards when we won, but even level 6 cards mostly had a lot of spawns instead of doing punishing damage). If you have armor and you can damage enemies, you can take vehicles and have a much higher chance of drawing weapons I believe. Drawing weapons means you can kill more enemies etc. In my case I never drew a damage-enemy card besides my basic starter spear. That plus only getting to use the unique starter card once meant my powers were very limited and a fair bit of the game felt walled off for me.

I also felt the enemies were a little lacklustre. There are a lot of them, up to 30 simultaneously of 5 different types, but mostly all each did was beeline for a player on their supported terrain and then possibly do a hit of damage. I'd rather have the Gloomhaven approach of fewer enemies but more interesting mechanics instead of scouring the board for almost-identical-looking brown enemy pieces. Speaking of which, there were 3 different card backs that all look very similar which is a bit obnoxious for sorting.

Lastly the weather mechanic seemed to have little use. A sandstorm happened one round but didn't affect much, I had a weather change power which I used a few times, but overall it was just sort of there.




Tortuga 1667
We also played Tortuga 1667 which I was very excited about trying. It was hard to convince people to join in and I only got 4 plus a reluctant 5th player instead of a full 8-9.

One player was unfortunately the player in the group who makes it their goal to screw with whatever game is being played as much as possible, so they promptly drew a bunch of cards blindly instead of being strategic. This resulted in them getting 3 albatross cards which turns them into a walking bomb that maroons everyone on any ship they board, as well as losing all but one voting card. This in turn hurt their own teammates because they were essentially useless and couldn't do participate in normal ship activities.

Despite that, and despite another player also doing some blind draws instead of attempting to look at cards, the game was reasonably entertaining and lasted maybe an hour. There were some funny moments with people getting marooned, or players getting around the destroyed rowboat restriction. That's one thing I do want to change next game -- I want to play without the "destroy a rowboat" card, since even with 5 players the game becomes very claustrophobic in terms of what you can do once a rowboat is destroyed. Even without a rowboat being destroyed players can sit in rowboats to block anyone else from changing ships unless someone can snipe-maroon them.

I was the Dutch pirate and won by camping a rowboat, jumping onto a ship at the last minute, and shifting one piece of treasure to tie the game. That was neat.
 

betapeter

Neo Member
I need some decent suggestions for horror-themed board games. Lets put my budget at $40-50

Betrayal at House on the Hill is pretty popular. It's main mechanic is, well, betrayal.

Last Night on Earth does a great job of recreating an 80s zombie movie. One player needs to be a dm though.

A Touch of Evil is a co-op and invokes Sleepy Hollow, the old universal monster movies, that kind of thing.

As long as you can find them in print they should be within your budget

Edit: forgot this one.
Escape from the Aliens from Outer Space. A bit like Alien:Isolation, one player being the alien stalking the other players around a maze. Barely any components so it's mega cheap.

If your playing with people not too familiar with board games I'd go with Escape.
 

zulux21

Member
I need some decent suggestions for horror-themed board games. Lets put my budget at $40-50

If the idea of clue + groundhogs day + it being against a mastermind sounds interesting (and you don't mind anime)

perhaps look into tragedy looper?


It's a game with multiple cases to play through where one person is controlling the characters/areas with actions, trying to set it up so certain people are killed at certain times, or go crazy, or kill themselves ect. while the other players are also using actions to control the characters/areas but don't know much information about how to stop the events they are worried about.

when they fail though, time resets and they get to keep any knowledge they figured out in the run. You have a limited number of runs, and if you run out the evil side wins, otherwise the group players win.

given how hard it can be to run the evil side well (at least early on) it's hard to get a group together for it as it only plays 4 players, but when I do everyone usually has a blast.
 
Tried tragedy looperwith some randoms and had a blast..
Unfortunately my staple group dislikes investigation//guess games, so I passed on it..
While we are at it, Any similar games that can be played solo? Possibly natively or with a decent variant..
 

betapeter

Neo Member
Anyone going to get Betrayal at Baldurs Gate? I'm tempted but only if they've really polished the design. I really like the original but some of the mechanics are SO sloppy.
 

XShagrath

Member
Somebody talk me out of 7th continent. I'd only be doing the base game anyway.
I've had two sessions of the game so far. One was a big marathon session of about four hours where we ended up dying, and the other is in progress (using the save system) at about two hours or so and almost through our action deck for the first time.

It's a unique game, and the gameplay elements of it are very simple. We bust this out when we just want to go on an adventure and not have to think too much. It's very enjoyable to explore different parts of the continent and discover new things via hidden numbers and solving simple puzzles through our own skills, and not the character's.

I went all in on the first KS and haven't even finished the first curse yet. Do I think it's worth $80 + shipping for four curses? Probably. If I look at other games on my shelf that I've spent $40-50 on and have only played once (but would like to play more), then I definitely see myself getting my "money's worth" out of 7th Continent.

If you're a completionist though, I can see it being a little bit irksome to probably not have all the in-game content available to you. It's a huge risk to go in $200+ on something you're not sure you're going to enjoy. Although, I'm sure you could easily make your money back on it on the second-hand market.
 

nicoga3000

Saint Nic
OK - more 7th Continent questions.

I backed the $129 tier. So for $29 more, I get the other two expansions, right?

Anything else (card sleeves and such) are just gravy?
 
Anyone going to get Betrayal at Baldurs Gate? I'm tempted but only if they've really polished the design. I really like the original but some of the mechanics are SO sloppy.
It looks like a slap dash reskin honestly. It even uses the same terminology like "haunt" even though it doesn't really make sense. The major difference is how the haunt roll is determined but only slightly. It will still play almost exactly like the original, which is too bad.
 

XShagrath

Member
OK - more 7th Continent questions.

I backed the $129 tier. So for $29 more, I get the other two expansions, right?

Anything else (card sleeves and such) are just gravy?

There will be more add-on content before the end of the campaign too. There are several curses and other small expansions from the first campaign that they haven’t made available yet.
 
Two more games of Not Alone down and I am still really liking it. I won all three times: once as the creature and twice as the hunted. My partner expressed that playing as the creature is getting less satisfying with only the two of us. Definitely need to get more people and/or find a way to better balance the game for two. I think a problem with two players is the creatures chance of winning goes down considerably each time the hunted is able to successfully use the rover.
 

Llyranor

Member
Is Arkham Horror the Card Game portable? Want something to bring on a trip (and One Deck Dungeon's reprint/xpac scheduled for Sept has been pushed back to November so I won't have it until I'm back) 2p +/- coop and especially portable. I'll be bringing along Hanabi already, but Arkham seems well reviewed. Thoughts on the game 2p?
 
Is Arkham Horror the Card Game portable? Want something to bring on a trip (and One Deck Dungeon's reprint/xpac scheduled for Sept has been pushed back to November so I won't have it until I'm back) 2p +/- coop and especially portable. I'll be bringing along Hanabi already, but Arkham seems well reviewed. Thoughts on the game 2p?

Just the base game is reasonably portable, 250 cards and some tokens if you can find a good travel case for it. If you start buying a bunch of expansions it becomes less convenient to take with you.
 

Aaron

Member
Anyone going to get Betrayal at Baldurs Gate? I'm tempted but only if they've really polished the design. I really like the original but some of the mechanics are SO sloppy.
I'm getting it because my group likes the original and this is supposed to be a little tighter. Doesn't sound like it was really polished though.
 
Is Arkham Horror the Card Game portable? Want something to bring on a trip (and One Deck Dungeon's reprint/xpac scheduled for Sept has been pushed back to November so I won't have it until I'm back) 2p +/- coop and especially portable. I'll be bringing along Hanabi already, but Arkham seems well reviewed. Thoughts on the game 2p?
Game played great at 2 player and while the game is very portable if you just have core box you will need some space to play later scenarios where there are more locations.
 

EYEL1NER

Member
I went to a huge Gamer Garage Sale yesterday at a big store near me. The store takes dropoffs from people and sets it all out for sale with the money coming in being store credit for the sellers. I went a little bit early back in April when they held one and was behind like 75 people in line who all got some amazing stuff once doors opened, so I decided to get there an hour early yesterday. There was still a line of several dozen people but luckily a guy I know who was gonna follow me up there was fourth in line and called me over (he got there two hours early and still had three people ahead of him).

Last time I only got some 40K/Black Library books, which I was happy to get. I missed out on some cool stuff though, like the unopened Splendor playmat from the Asmoplay kit, or the Imperial Assault collection with core set and every then-released box or mini expansion that was under $100. This year I got the Descent 1E Road to Legend expansion, complete, for $10. I've seen that thing sell for up to $100 on BGG and eBay in the past and it isn't likely to get cheaper. I also picked up Hornet Leader for $20, which is OOP right now. So now I own the big 3 "Leader" games: Thunderbolt/Apache Leader, Phantom Leader Deluxe, and Hornet Leader (one day I'll play one of them). I got Hanabi for $5, which I already own but can't find in the garage and want to introduce it to my family. Lastly I grabbed the first book in the 40K Beast Arrises series and the five Gaunt's Ghosts novels that I don't have.
I put back an unopened copy of Space Cadets Dice Duels or whatever it's called for $10, Quartermaster General for $20, and I opted to not get a Baseball Highlights 2045 that came with two expansions for $30 since the Super Deluxe version hits $50 every now and then when in stock.

I made out pretty well this time, but I still saw some stuff being carried out that made me say "Damn, where was that sitting!" Like a super-cheap Feast for Odin and a copy of NMBR 9.


I'm worried about my gaming time now that The Flash is starting its new season. Game night used to be Wednesday but the host moved it to Tuesday because the LDS guys who come roll four-deep but can only make it on Tuesday. But I like to watch Flash with my wife and daughter on Tuesday nights. I could watch it on Wednesday on the CW app, I suppose, but then I'm pushing Arrow or Legends of Tomorrow back another night in favor of Flash. Gonna have to make some kind of tiny sacrifice, and it'll probably be Flash. If I cut out the game night, then my only regular gaming at all moves to the monthly X-Wing Open Play event that I attend.



I never brought up that Twilight Struggle game I played last week, my first game of it. I was reading the rulebook up to when I left for the game, even at at a small gettogether for my wife's friends where a husband stopped and said "What are you studying there, something for one of those certifications you are wanting to get to help you land a job?" I laughed and showed him the cover: "Nope, something for a game."

I arrived at the place I was going to play it at 8PM and we immediately dived into the rules to make sure we both understood everything. I had been reading stuff and watching vids, and I sent him the rule book and an article for newcomers from the Twillight Strategy blog, so that didn't take long at all. He wanted to be the Soviets and I didn't have a preference, so I wound up being the US. He took an early VP lead from me failing to do an military actions on multiple turns, no coups or anything. I took control of almost the entire Middle East, to include all battleground states, and scored that before moving into the midwar to gain a huge amount of VP. He locked down all of SE Asia and parts of regular Asia though, and eventually even took Japan and South Korea later in the war with enough influence to make it a hard struggle to get them back. He also coup'd and realigned a lot of Western and Eastern European countries that I controlled and quickly had me reacting and trying to keep France and Italy out of his hands so he couldn't win by scoring Europe and having control there.

In the Mid-WarI had a couple lucky scores and got down to the bottom portion of the score track for my side but it was all downhill from there. I started rolling horribly for anything I needed to roll for (I failed every Space Race attempt I made by rolling too high and only made progress there after drawing a card that let me advance three spaces if behind) and I rolled bad when defending against realignments. Most thing I attempted, coups or realignments, failed.

About the time we were entering the Late War, my opponent had a lot of influence in Africa and had started to make his presence known in the Americas. I finally reversed my fortunes with some Africa-only cards and took back a lot of Africa but it was 2 or 3AM when we finished round 8 and we both had things to do the next day: He had to get his kids up early for something and I had to drive down to Savannah early. So we called it quits. He had more VP though, and I asked him to go ahead and deal out the cards. He would have obtained two scoring cards that would have easily gotten him to 20 points for the win that turn anyway.

I had a lot of fun playing it, especially since I went in fairly blind and prevented myself from studying a bunch of strategy blogs or articles (I did download the huge Twilight Strategy ebook but I steered clear of it). I hope to play it again soon, but may switch gears a tiny bit and try to learn Labyrinth next. I don't think we made too many mistakes either, outside of when we placed countries during set-up before dealing out cards. The sentiment that it is an easy game to learn to play
seems correct; the deeper understanding of strategy seems a lot harder to grasp off-the-bat.

After set-up, getting ready to play:

SXoYMaH.jpg


Going into the Mid-War:

nl3HOG7.jpg


Going into the Late War, just about before we quit:

jIyVVVS.jpg

After the above turn 7, the Soviet player had gained enough VP to hit like 13 or 14, maybe even 15, during turn 8 and would have won it had we played a turn 9.
 
Is Arkham Horror the Card Game portable? Want something to bring on a trip (and One Deck Dungeon's reprint/xpac scheduled for Sept has been pushed back to November so I won't have it until I'm back) 2p +/- coop and especially portable. I'll be bringing along Hanabi already, but Arkham seems well reviewed. Thoughts on the game 2p?
was going to suggest one deck dungeon..
some mates at the circle are pushing for me to buy it as a quick game that i can play during travels :p
arkham...well it ain't exactly portable..
if you *REALLY* want, you can try elder sign maybe....
technically i think that onirim might fit your situation as well..
doubt instead aeon's end or gloom of kilforth will fit your needs..

also few things:
1) in my continual quest to have an all-around library of board game, I've found a game that some of my friends are divided on, robinson crusoe: adventure on the cursed island (2nd ed)..
unfortunately none of them has the game, and they played with a guy that used to bring it to the circle... some of them say it's a very good euro/american hybrid, others say it's a terrible luck based slog of a game..
gaf opinion?
2) is there a site that allows me to track my game (sort of like backloggery or stuff like that) to track not only games that i'm looking for, but also release date for upcoming board games?
3) i know i posted it a bit earlier, but I'm setting up my "buylist" for the month, and if i manage to get some input on this topic, i might put a new game in october and postpone something else to november (something like talisman... some friends are interested, my SO is intrigued, but i doubt i'd fancy it...)..
Tried tragedy looperwith some randoms and had a blast..
Unfortunately my staple group dislikes investigation//guess games, so I passed on it..
While we are at it, Any similar games that can be played solo? Possibly natively or with a decent variant..
4) seasons... how is it? to give you some context, i LOVE magic (I quit it when I moved and didn't look back as most of my friends in my early day in Milan were more into cocktails and clubbing than any "house" activity) and a guy at the circle hinted that i might like seasons... some opinions and a quick explanation of the game core?
 

Olorin

Member
some of them say it's a very good euro/american hybrid, others say it's a terrible luck based slog of a game..

It's both ;) The main mechanics and the theme of the game are totally solid, but some of the scenarios add some very harsh randomness. We gave up on one of the scenarios because there was a 50% chance that we would basically lose on the first turn.

2) is there a site that allows me to track my game (sort of like backloggery or stuff like that) to track not only games that i'm looking for, but also release date for upcoming board games?

boardgamegeek.com is what you're looking for. You can keep track of the games you own, your wishlist, your expansions. You can even track all your game time.

4) seasons... how is it? to give you some context, i LOVE magic (I quit it when I moved and didn't look back as most of my friends in my early day in Milan were more into cocktails and clubbing than any "house" activity) and a guy at the circle hinted that i might like seasons... some opinions and a quick explanation of the game core?

Seasons is a bit of a mix of everything, but a fun one. There's card drafting, dice rolling, action selection, engine building and a fluctuating magic "economy".
In short: Time passes during the game, which changes the seasons. Each season has its own set of dice with mana symbols and some other things on them. One player rolls the dice and then you each pick one in order. The mana is used to play the cards you drafted at the start of the game, which give you points and other effects. The mana can also be converted into points, but each season has different point values for the different types of mana.
 

EYEL1NER

Member
I wish I could try out Tragedy Looper. I was excited to buy it but I didn't realize how tough it would be to play it beforehand. I did know a couple who probably would have tried it but I haven't seen them since before Summer began; Tuesday night isn't good for them so they stopped coming to weekly game night when it moved from Wed to Tues. They are big Persona fans, which kinda made me think this might be a game that would catch their eye, and one of them is big on reading the rules thoroughly before he tries a game, so I would have expected that he would have shown up to play it and known how. From what I understand the game is a bear to learn and teach though, which makes it a hard game to show up to weekly game night and spring on people, especially when the host is one of the 'The explanation is taking too long, let's just jump into it and we'll figure it out as we go" types.
 
Is the 7th Contintent hype worth it?
I’m always wary of board game hype.

I am not sure what do you mean by worth it. Worth the asking price, worth the time investment, worth backing on KS? If you mean the asking price, it is not bad for game with tons of cards and nice usable insert that help you sort out the game. As for time investment, that depend if you like this type of game. It is essentially flip the card, take a challenge and try to solve puzzle with what you are given. As for backing on KS, there is going to be wait and delay the first game was delayed for quite sometimes but I am glad they did and not rush it out with poorly tested game and terrible rule book.

I played couple of times solo and it was interesting. The game does few thing you won't find in other games. It's a bit like playing story game like Sherlock but with all cards and pictures. It is fun but my gripe is that it's going to be repetitive after a few times because you are essentially going to go back and try to find optimal route to get to your objective.
 

zulux21

Member
I wish I could try out Tragedy Looper. I was excited to buy it but I didn't realize how tough it would be to play it beforehand. I did know a couple who probably would have tried it but I haven't seen them since before Summer began; Tuesday night isn't good for them so they stopped coming to weekly game night when it moved from Wed to Tues. They are big Persona fans, which kinda made me think this might be a game that would catch their eye, and one of them is big on reading the rules thoroughly before he tries a game, so I would have expected that he would have shown up to play it and known how. From what I understand the game is a bear to learn and teach though, which makes it a hard game to show up to weekly game night and spring on people, especially when the host is one of the 'The explanation is taking too long, let's just jump into it and we'll figure it out as we go" types.

I really didn't find it to hard to learn. the game slowly builds up all the rules so the first case only uses some of them.

takes like 5 minutes to teach someone the game, once you know what they need to know. everything is rather straight forward, the only hard thing for people to get is that murder and killer are two different things (if I am recalling the right terms)

the only person who needs to have a good grasp on the rules is the mastermind, as if you mess up as the mastermind it can result in a very quick game.
 

EYEL1NER

Member
I really didn't find it to hard to learn. the game slowly builds up all the rules so the first case only uses some of them.

takes like 5 minutes to teach someone the game, once you know what they need to know. everything is rather straight forward, the only hard thing for people to get is that murder and killer are two different things (if I am recalling the right terms)

the only person who needs to have a good grasp on the rules is the mastermind, as if you mess up as the mastermind it can result in a very quick game.
Thanks for the advice.
I figure I would have to be the mastermind if I'm introducing it and teaching it, so I expected to be the one who would need to know the most about the game no matter what. Five minutes to teach the basics doesn't sound daunting at all but I have read a number of reviews, impressions, and general comments about how the other non-masterminds can easily get lost and feel like they don't know what they are doing or understand, so I've been under the impression that there was a lot to learn/understand for them. I've read about some games where the experienced mastermind talks about how the other players never really figured anything and kind of floundered about until the game ended and then said they hated it.
I'll go find and save the rules in iBooks and then read them over the next few days though. I imagine there had to be at least one instructional vid on BGG too.


Sucks that a lot more people haven't tried it because the time travel stuff sounds so cool. I've seen so many people say "It sounds interesting but I hate anime."
 
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