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Boardgames - Chuckers, Floppers and Meeples
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I've heard good things about Descent, but I've never played it. It's a dungeon crawler - one person essentially DMs, controlling the layout and the monsters for a team of players working through the complex.
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Talisman is not good. It may be fun, at times, for a little while, but it's definitely not good.
Descent is fun though. Solid dungeon-crawling mechanics with a design that encourages the DM to try to win. Unfortunately, without the expansions it's pretty much impossible for the DM.
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Game Name: Critical Failure
Password: darkmagic
I'd be up for a game of Reef Encounter or Hacienda as well.
http://spielbyweb.com
Everyone said it was the first time they said they'd seen a Slaanesh victory, in more than a dozen games.
In our last game, Slaneesh won via dial advancement. Although to be fair, for some reason Nurgle decided that Khorne must lose no matter what and did everything he could to help Slaneesh.
Was Khorne just being too annoying with catch phrases? I've won as Khorne and as Tzeentch; I know Nurgle ran away with one game; I'm not sure if Slaanesh has won any of ours.
BLOOD FOR THE BLOOD GOD! SKULLS FOR THE SKULL THRONE!
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Maybe next year we can do our own boardgame Secret Santa. Reserve it only for people that frequent this thread? Or I guess really anyone that wants a boardgame.
I think he may soon fly over to Fantasy Flight offices and shoot up the place if we're not careful.
Since I already own a complete version of the game, I can now build SUPER HUGE missions. I'm excited and think that $50 is a pretty good deal for all the counters, tokens, and hallway pieces.
Now all I need is for the first Warhammer: Invasion Battle pack to come out and I'll be happy.
Each area you place your worker does something completely different, where in Stone Age they pretty much do the same thing in each area, just at a different roll of the dice. I saw the similarities and it just kind of helped the game click in my mind when playing. Other than that, nothing else is really the same.
Also, I didn't look at the game ahead of time, so the capital buildings were exciting when they would come out. You never know what you're going to get and it's pretty awesome.
Question, when it comes to capital buildings, are you allowed to buy multiple buildings per turn?
I see what you mean about Stone Age. It is a little more abstracted, but similar. I like Pillars too, more so even than Stone Age. I think AOE3 smokes em both though.
Stone Age does have that script as well, but you do get a lot more choices so it doesn't feel that scripted.
AOE is by far the best of them that I've played so far. Actions don't seem so scripted because you have to adjust based on the way everyone else is playing. I hope to play another game tonight.
Edit: This review suddenly steers me in the other direction, though.
http://www.boardgamegeek.com/thread/229075
This is from the guy who will cut someone if they ever propose we play Zombies!
"It's a light Ameritrash game with nice theme and a good laugh" seems to sum it up. If you're looking for something with Euro-level gameplay and a zombie theme, I don't think this is it.
Then again, you don't like Small World so you clearly have no taste.
(I kid! I kid!)
I also would say there's a bit more to Small World than that, but that ship has already sailed.
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Man what? I've played a few games (always with 4-5 people, granted) and usually get through at least 3 races in a game.
It is definetly a thinking kind of game if you play it right.
From the game I played last night, I have to say that Underworld Tritions are quite possibly the sleeper monster combo of a 2-player game. Trolls on a Mountain? Oh look it's next to the water and on an Underworld symbol. I will conquer that with 3 guys. I laugh at your Fortifications!
That said, I don't like that review. To search you have to stay inside a building, yes. If you are in an item-find scenario, there isn't much excuse to leave until you have to. But I would rather make up my own scenarios than play item-find scenarios, TBH. It comes with a ton of chits that make it easy to create clever game mechanics. The heroes usually want to avoid zombies, the zombies want to follow the heroes. But if the heroes get different speed-rolls, they can get split up if they dont choose to take a shorter trip. If the zombies all shuffle in one direction, they are easy to out flank.
It's a fun game for 2-6 players and the only time I can recall having a bad time is when I was a hero playing the escape in the jeep scenario and found the keys and the gas in a couple turns. Boooring.
Oh after looked at some comments on the review edit- There aren't a lot of major choices to be made in the game. I mean you can make little choices like "oh should I search or run" "should I heal or run" "Should I try to get across the map to meet up with them?" "Should I play my shuffle now or wait to get closer to the person with lower health?" but its not on the magnitude of say Agricola occupation and minor improvement selection.
I could see pronouncing it a-gri-cola rather than a-grick-o-la, but ag-ra-cola is pretty out there.
I think a-gri-cola is what he means by ag-ra-cola. But I can't see a-grick-o-la. That's an extra syllable for no reason. And the three syllable version sounds like the word for farming, as you've pointed out.
It's really not. It's just a difference of emphasis, a-GRI-ko-la vs. a-gri-KO-la. The former is the latin pronunciation.
But that's still four syllables? -cola doesn't become one syllable when you put the emphasis on "co" instead of "gri."
a-gri-CUL-ture becomes a-gri-CO-la.
You and your logics. Keep them out of my eyes.
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Have you tried drafting? I've only played one game of Agricola, but I hear that's common.
Yeah I've tried it once. It was okay - not sure if it was worth the added set-up time.