I hope Keyforge has no equivalence to Blue/Jace because fuck that shit.
There are no cards that you play on your opponents turn. Richard Garfield has said that he wanted it streamlined in case FFG wanted to add online support.
I hope Keyforge has no equivalence to Blue/Jace because fuck that shit.
There are no cards that you play on your opponents turn. Richard Garfield has said that he wanted it streamlined in case FFG wanted to add online support.
That seems odd. The mechanic is working out okay for MtG and Eternal in the technical sense. The only limitation by having Instants/Fast Spells in an online adaptation is that the time delay provided when the player decides to use one spoils whether or not a player has one in the first place.
3DS Friendcode 5413-1311-3767
0
Options
ArcticLancerBest served chilled.Registered Userregular
I hope Keyforge has no equivalence to Blue/Jace because fuck that shit.
There are no cards that you play on your opponents turn. Richard Garfield has said that he wanted it streamlined in case FFG wanted to add online support.
That seems odd. The mechanic is working out okay for MtG and Eternal in the technical sense. The only limitation by having Instants/Fast Spells in an online adaptation is that the time delay provided when the player decides to use one spoils whether or not a player has one in the first place.
From any standpoint, a game that features no "instant"-speed cards or reactions is much easier to program and maintain than a game that does.
I hope Keyforge has no equivalence to Blue/Jace because fuck that shit.
There are no cards that you play on your opponents turn. Richard Garfield has said that he wanted it streamlined in case FFG wanted to add online support.
Man, so aside from the silly distribution model it is also just going to be a boringly simplistic game?
While racing light mechs, your Urbanmech comes in second place, but only because it ran out of ammo.
I hope Keyforge has no equivalence to Blue/Jace because fuck that shit.
There are no cards that you play on your opponents turn. Richard Garfield has said that he wanted it streamlined in case FFG wanted to add online support.
Man, so aside from the silly distribution model it is also just going to be a boringly simplistic game?
Yeah if it doesn't sound appealing don't buy it. I will buy it, because it appeals to me.
I hope Keyforge has no equivalence to Blue/Jace because fuck that shit.
There are no cards that you play on your opponents turn. Richard Garfield has said that he wanted it streamlined in case FFG wanted to add online support.
That seems odd. The mechanic is working out okay for MtG and Eternal in the technical sense. The only limitation by having Instants/Fast Spells in an online adaptation is that the time delay provided when the player decides to use one spoils whether or not a player has one in the first place.
It works ok, but the number of times I have to click when I have an instant-speed reaction in hand and the opponent is resolving a summon with multiple targeted effects is crazy. On top of that, most of the enemy's-turn actions you take in Magic are things that a lot of people hate about Magic- counterspells in particular. I don't think it's a bad decision at all to limit a new game that you're planning a digital implementation of to actions on your turn only.
I hope Keyforge has no equivalence to Blue/Jace because fuck that shit.
There are no cards that you play on your opponents turn. Richard Garfield has said that he wanted it streamlined in case FFG wanted to add online support.
That seems odd. The mechanic is working out okay for MtG and Eternal in the technical sense. The only limitation by having Instants/Fast Spells in an online adaptation is that the time delay provided when the player decides to use one spoils whether or not a player has one in the first place.
It works ok, but the number of times I have to click when I have an instant-speed reaction in hand and the opponent is resolving a summon with multiple targeted effects is crazy. On top of that, most of the enemy's-turn actions you take in Magic are things that a lot of people hate about Magic- counterspells in particular. I don't think it's a bad decision at all to limit a new game that you're planning a digital implementation of to actions on your turn only.
That sounds like a horrible idea. Either design a physical game or a digital game. Trying to keep to the limitations of both just means you end up with the worst of both worlds.
While racing light mechs, your Urbanmech comes in second place, but only because it ran out of ammo.
+2
Options
Powerpuppiesdrinking coffee in themountain cabinRegistered Userregular
I hope Keyforge has no equivalence to Blue/Jace because fuck that shit.
There are no cards that you play on your opponents turn. Richard Garfield has said that he wanted it streamlined in case FFG wanted to add online support.
That seems odd. The mechanic is working out okay for MtG and Eternal in the technical sense. The only limitation by having Instants/Fast Spells in an online adaptation is that the time delay provided when the player decides to use one spoils whether or not a player has one in the first place.
It works ok, but the number of times I have to click when I have an instant-speed reaction in hand and the opponent is resolving a summon with multiple targeted effects is crazy. On top of that, most of the enemy's-turn actions you take in Magic are things that a lot of people hate about Magic- counterspells in particular. I don't think it's a bad decision at all to limit a new game that you're planning a digital implementation of to actions on your turn only.
That sounds like a horrible idea. Either design a physical game or a digital game. Trying to keep to the limitations of both just means you end up with the worst of both worlds.
Nonsense! Lots of games play fine physically and electronically
I hope Keyforge has no equivalence to Blue/Jace because fuck that shit.
There are no cards that you play on your opponents turn. Richard Garfield has said that he wanted it streamlined in case FFG wanted to add online support.
That seems odd. The mechanic is working out okay for MtG and Eternal in the technical sense. The only limitation by having Instants/Fast Spells in an online adaptation is that the time delay provided when the player decides to use one spoils whether or not a player has one in the first place.
It works ok, but the number of times I have to click when I have an instant-speed reaction in hand and the opponent is resolving a summon with multiple targeted effects is crazy. On top of that, most of the enemy's-turn actions you take in Magic are things that a lot of people hate about Magic- counterspells in particular. I don't think it's a bad decision at all to limit a new game that you're planning a digital implementation of to actions on your turn only.
That sounds like a horrible idea. Either design a physical game or a digital game. Trying to keep to the limitations of both just means you end up with the worst of both worlds.
Nonsense! Lots of games play fine physically and electronically
People taking forever to take turns and fling their instants when they're not exactly tournament-grade players says more about the unsporting conduct of the player rather than the game. It sucks but I'm willing to live with it for the more complex game. I just don't like Fuck Your Cards/Deck mechanics from MtG and Eternal.
Eternal goes the extra Jace mile with garbage cards like Rain of Frogs, and Hush that say "choose a card and delete it from your opponent's deck and discard pile". It also sets up an environment where cards like this are necessary. It has creeped its way into four out of five deck "colors".
Cantido on
3DS Friendcode 5413-1311-3767
0
Options
Powerpuppiesdrinking coffee in themountain cabinRegistered Userregular
I hope Keyforge has no equivalence to Blue/Jace because fuck that shit.
There are no cards that you play on your opponents turn. Richard Garfield has said that he wanted it streamlined in case FFG wanted to add online support.
That seems odd. The mechanic is working out okay for MtG and Eternal in the technical sense. The only limitation by having Instants/Fast Spells in an online adaptation is that the time delay provided when the player decides to use one spoils whether or not a player has one in the first place.
It works ok, but the number of times I have to click when I have an instant-speed reaction in hand and the opponent is resolving a summon with multiple targeted effects is crazy. On top of that, most of the enemy's-turn actions you take in Magic are things that a lot of people hate about Magic- counterspells in particular. I don't think it's a bad decision at all to limit a new game that you're planning a digital implementation of to actions on your turn only.
That sounds like a horrible idea. Either design a physical game or a digital game. Trying to keep to the limitations of both just means you end up with the worst of both worlds.
Nonsense! Lots of games play fine physically and electronically
People taking forever to take turns and fling their instants when they're not exactly tournament-grade players says more about the unsporting conduct of the player rather than the game. It sucks but I'm willing to live with it. I just don't like Fuck Your Deck mechanics from MtG and Eternal.
Yeah I'm fine with instants or no instants, I'm probably not interested in keyforge but I never get to play two player games anyway
0
Options
AuralynxDarkness is a perspectiveWatching the ego workRegistered Userregular
I hope Keyforge has no equivalence to Blue/Jace because fuck that shit.
There are no cards that you play on your opponents turn. Richard Garfield has said that he wanted it streamlined in case FFG wanted to add online support.
That seems odd. The mechanic is working out okay for MtG and Eternal in the technical sense. The only limitation by having Instants/Fast Spells in an online adaptation is that the time delay provided when the player decides to use one spoils whether or not a player has one in the first place.
It works ok, but the number of times I have to click when I have an instant-speed reaction in hand and the opponent is resolving a summon with multiple targeted effects is crazy. On top of that, most of the enemy's-turn actions you take in Magic are things that a lot of people hate about Magic- counterspells in particular. I don't think it's a bad decision at all to limit a new game that you're planning a digital implementation of to actions on your turn only.
That sounds like a horrible idea. Either design a physical game or a digital game. Trying to keep to the limitations of both just means you end up with the worst of both worlds.
Nonsense! Lots of games play fine physically and electronically
People taking forever to take turns and fling their instants when they're not exactly tournament-grade players says more about the unsporting conduct of the player rather than the game. It sucks but I'm willing to live with it. I just don't like Fuck Your Deck mechanics from MtG and Eternal.
Eternal goes the extra Jace mile with garbage cards like Rain of Frogs, and Hush that say "choose a card and delete it from your opponent's deck and discard pile". It also sets up an environment where cards like this are necessary.
I love how deep Eternal has gone into "What can we do if the cards are just data?" of game design, but boy do I hate some of the directions they've chosen to go with it.
"choose a card and delete it from your opponent's deck and discard pile".
That effect has existed in MTG in one form or another since 2005ish (for naming any card) or IIRC 2000ish (for "kill that card and everything in your deck with the same name").
"choose a card and delete it from your opponent's deck and discard pile".
That effect has existed in MTG in one form or another since 2005ish (for naming any card) or IIRC 2000ish (for "kill that card and everything in your deck with the same name").
Also they're extremely bad except for a couple very specific situations.
"choose a card and delete it from your opponent's deck and discard pile".
That effect has existed in MTG in one form or another since 2005ish (for naming any card) or IIRC 2000ish (for "kill that card and everything in your deck with the same name").
Also they're extremely bad except for a couple very specific situations.
Yeah, they're more prominent in Eternal and growing in share of stuff you'll see played last I checked, which is the issue. Not that it's a thing you can do.
+1
Options
ArcticLancerBest served chilled.Registered Userregular
I hope Keyforge has no equivalence to Blue/Jace because fuck that shit.
There are no cards that you play on your opponents turn. Richard Garfield has said that he wanted it streamlined in case FFG wanted to add online support.
That seems odd. The mechanic is working out okay for MtG and Eternal in the technical sense. The only limitation by having Instants/Fast Spells in an online adaptation is that the time delay provided when the player decides to use one spoils whether or not a player has one in the first place.
It works ok, but the number of times I have to click when I have an instant-speed reaction in hand and the opponent is resolving a summon with multiple targeted effects is crazy. On top of that, most of the enemy's-turn actions you take in Magic are things that a lot of people hate about Magic- counterspells in particular. I don't think it's a bad decision at all to limit a new game that you're planning a digital implementation of to actions on your turn only.
That sounds like a horrible idea. Either design a physical game or a digital game. Trying to keep to the limitations of both just means you end up with the worst of both worlds.
I think you're over-generalizing here. While I agree that designing for one or the other will probably yield a stronger game of that type, you don't naturally inherit every weakness of each medium. It also doesn't necessarily have a direct impact on every decision - indeed, I'm sure many parts of Keyforge would have gone ahead as-they-are whether it was exclusively physical or digital in execution. Limitations often influence creative breakthroughs as well (Like, frig, look at what Chaotic tried to be and tell me with a straight face it wasn't an interesting attempt).
Back in the world of euros, I played my first game of Vinhos, surrounded by people playing Warhammer and Armada. With the store newly starting a general board game night, my morale is back up with the gaming scene in Texas.
And the game left me refreshed and satisfied, unlike Power Grid two weeks ago, which utterly destroyed me. I'll sell it if anyone wants it...
In Vinhos I mistakenly fixated on maturing barrels for giant exports, when that's not how turning in barrels for points works. Too many spots got clogged up and I was left with things I couldn't export. I scrambled for other point sources, especially bonus tiles, and only lost by approximately ten points.
So it's COIN reprint time at GMT, and there is still a chance to snag some of the games at a discount.
I own Liberty or Death, but I was thinking of getting another COIN title. Liberty or Death is great but it also seems like one of the tougher COIN titles in many ways.
What would you say is the best COIN title for onboarding folks? That's been my main struggle. Cuba Libre with it's very small size seems possible. But sometimes small just means super cutthroat and unfogiving. I wonder if Andean Abyss being the first is also the simplest?
Thoughts?
0
Options
admanbunionize your workplaceSeattle, WARegistered Userregular
So it's COIN reprint time at GMT, and there is still a chance to snag some of the games at a discount.
I own Liberty or Death, but I was thinking of getting another COIN title. Liberty or Death is great but it also seems like one of the tougher COIN titles in many ways.
What would you say is the best COIN title for onboarding folks? That's been my main struggle. Cuba Libre with it's very small size seems possible. But sometimes small just means super cutthroat and unfogiving. I wonder if Andean Abyss being the first is also the simplest?
Thoughts?
It's a pretty boring answer but... I'm pretty sure it's Cuba Libre. Andean Abyss is a fine choice as well as it's also a true 1v1v1v1, as opposed to something like FitL or the aforementioned LoD which are fuzzier, but Cuba Libre is that but on a much smaller scale. Yeah it's cutthroat and unforgiving but that's honestly true of all COIN.
So it's COIN reprint time at GMT, and there is still a chance to snag some of the games at a discount.
I own Liberty or Death, but I was thinking of getting another COIN title. Liberty or Death is great but it also seems like one of the tougher COIN titles in many ways.
What would you say is the best COIN title for onboarding folks? That's been my main struggle. Cuba Libre with it's very small size seems possible. But sometimes small just means super cutthroat and unfogiving. I wonder if Andean Abyss being the first is also the simplest?
Thoughts?
I already agree with admanb on this, but last time we talked about COIN stuff I posted a link to a pretty elaborate Geeklist where people discussed them all, how beginner friendly or not each title was and other things. Cuba Libre will be the answer there too, but you might want to look it over regardless.
(The only other thing I remember was that FitL was still the most complex one)
Not only is this game gorgeous, it sounds like it gets rid of the original's Terra Mystica-l suffucation.
I had this in my hands yesterday but decided on the safer bet of Roll for the Galaxy. But wow considering what's in the Brass box, the price is aggressively reasonable. I'll probably pick it up at some point, but I don't know if I could find anyone willing to play it to be honest.
ArcticLancerBest served chilled.Registered Userregular
Oh yeah - Finally put my copy of Ethnos to the table last night.
4 players felt good; I imagine 5 players would be good and slightly more tense, but 6 might be a bit much forcing rounds to end sooner than anybody wants, and 2 or 3 is like ... why bother?
Considering how much of a lateral step it is from Ticket to Ride, it's a far more interesting and enjoyable game. The particulars of your set collection being tribes (critter type) or kingdoms (colour) combined with an actual hand cap (10 cards and you HAVE to play something) creates an interesting balance and choice of whether you care more about the ability of the cards you play or the location you play them to. Not to mention dumping your hand when you play cards creates further interesting scrambles, and making you not want to build TOO big a hand since you're just going to give everyone else more choices to pick from. Since you fight over shared spaces and a more restricted card pool there's a bit more enjoyable player consideration than in TTR too. It's really good!
I do think that the random board setup and deck creation are pretty big parts to the game working out, and - much like another game I've enjoyed a lot with similar "mash it up" deck creation (Elysium) - the game kinda begs for an expansion so you get a few more combinations to mess around with.
At any rate, good gateway game, but also unquestionably something there for people who are more seasoned to dig into. It's due for a reprint ... sometime ... so maybe keep any eye open for it if it sounds up your alley or you're looking for another game for a group that really, really loves Ticket to Ride. ;P
Not only is this game gorgeous, it sounds like it gets rid of the original's Terra Mystica-l suffucation.
Wow the price is right on this game. That's a ton of stuff for the money.
Exactly how hard is the game to teach and how complicated is it?
Is it worse to teach then Arkham Horror?
Not only is this game gorgeous, it sounds like it gets rid of the original's Terra Mystica-l suffucation.
Wow the price is right on this game. That's a ton of stuff for the money.
Exactly how hard is the game to teach and how complicated is it?
Is it worse to teach then Arkham Horror?
I only play the mobile app of the original and it kicks my ass. I assume its ghastly to teach.
Not only is this game gorgeous, it sounds like it gets rid of the original's Terra Mystica-l suffucation.
Wow the price is right on this game. That's a ton of stuff for the money.
Exactly how hard is the game to teach and how complicated is it?
Is it worse to teach then Arkham Horror?
I only play the mobile app of the original and it kicks my ass. I assume its ghastly to teach.
The rules themselves are not hard. It's tricky that there are a couple of little things to remember (Industry type cards can only be built next to or on spots you have existing transport or industry, while Location cards don't have that restriction, but you still have to trace needed coal supplies back to a port or city (but not with iron), unless it's your first industry placement then Industry type cards can build anywhere, or you can spend both actions and 2 cards to place anywhere).
What's very, very difficult is figuring out effective winning strategies. They are incredibly not obvious.
I remember really liking it. I picked it up pretty recently but haven't played it since. It's cute, but strictly 4p which is ... quite specific. I'm pretty sure SUSD have a review.
Posts
No shit...wonder if mine are actually on the way..
That seems odd. The mechanic is working out okay for MtG and Eternal in the technical sense. The only limitation by having Instants/Fast Spells in an online adaptation is that the time delay provided when the player decides to use one spoils whether or not a player has one in the first place.
From any standpoint, a game that features no "instant"-speed cards or reactions is much easier to program and maintain than a game that does.
Perhaps I can interest you in my meager selection of pins?
Man, so aside from the silly distribution model it is also just going to be a boringly simplistic game?
Yeah if it doesn't sound appealing don't buy it. I will buy it, because it appeals to me.
It works ok, but the number of times I have to click when I have an instant-speed reaction in hand and the opponent is resolving a summon with multiple targeted effects is crazy. On top of that, most of the enemy's-turn actions you take in Magic are things that a lot of people hate about Magic- counterspells in particular. I don't think it's a bad decision at all to limit a new game that you're planning a digital implementation of to actions on your turn only.
That sounds like a horrible idea. Either design a physical game or a digital game. Trying to keep to the limitations of both just means you end up with the worst of both worlds.
Nonsense! Lots of games play fine physically and electronically
People taking forever to take turns and fling their instants when they're not exactly tournament-grade players says more about the unsporting conduct of the player rather than the game. It sucks but I'm willing to live with it for the more complex game. I just don't like Fuck Your Cards/Deck mechanics from MtG and Eternal.
Eternal goes the extra Jace mile with garbage cards like Rain of Frogs, and Hush that say "choose a card and delete it from your opponent's deck and discard pile". It also sets up an environment where cards like this are necessary. It has creeped its way into four out of five deck "colors".
Yeah I'm fine with instants or no instants, I'm probably not interested in keyforge but I never get to play two player games anyway
I love how deep Eternal has gone into "What can we do if the cards are just data?" of game design, but boy do I hate some of the directions they've chosen to go with it.
That effect has existed in MTG in one form or another since 2005ish (for naming any card) or IIRC 2000ish (for "kill that card and everything in your deck with the same name").
Also they're extremely bad except for a couple very specific situations.
Yeah, they're more prominent in Eternal and growing in share of stuff you'll see played last I checked, which is the issue. Not that it's a thing you can do.
I think you're over-generalizing here. While I agree that designing for one or the other will probably yield a stronger game of that type, you don't naturally inherit every weakness of each medium. It also doesn't necessarily have a direct impact on every decision - indeed, I'm sure many parts of Keyforge would have gone ahead as-they-are whether it was exclusively physical or digital in execution. Limitations often influence creative breakthroughs as well (Like, frig, look at what Chaotic tried to be and tell me with a straight face it wasn't an interesting attempt).
Perhaps I can interest you in my meager selection of pins?
And the game left me refreshed and satisfied, unlike Power Grid two weeks ago, which utterly destroyed me. I'll sell it if anyone wants it...
In Vinhos I mistakenly fixated on maturing barrels for giant exports, when that's not how turning in barrels for points works. Too many spots got clogged up and I was left with things I couldn't export. I scrambled for other point sources, especially bonus tiles, and only lost by approximately ten points.
So it's COIN reprint time at GMT, and there is still a chance to snag some of the games at a discount.
I own Liberty or Death, but I was thinking of getting another COIN title. Liberty or Death is great but it also seems like one of the tougher COIN titles in many ways.
What would you say is the best COIN title for onboarding folks? That's been my main struggle. Cuba Libre with it's very small size seems possible. But sometimes small just means super cutthroat and unfogiving. I wonder if Andean Abyss being the first is also the simplest?
Thoughts?
It's a pretty boring answer but... I'm pretty sure it's Cuba Libre. Andean Abyss is a fine choice as well as it's also a true 1v1v1v1, as opposed to something like FitL or the aforementioned LoD which are fuzzier, but Cuba Libre is that but on a much smaller scale. Yeah it's cutthroat and unforgiving but that's honestly true of all COIN.
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
I made a game, it has penguins in it. It's pay what you like on Gumroad.
Currently Ebaying Nothing at all but I might do in the future.
Wow that is a deep cut. Nice!
I already agree with admanb on this, but last time we talked about COIN stuff I posted a link to a pretty elaborate Geeklist where people discussed them all, how beginner friendly or not each title was and other things. Cuba Libre will be the answer there too, but you might want to look it over regardless.
(The only other thing I remember was that FitL was still the most complex one)
Perhaps I can interest you in my meager selection of pins?
Not only is this game gorgeous, it sounds like it gets rid of the original's Terra Mystica-l suffucation.
I had this in my hands yesterday but decided on the safer bet of Roll for the Galaxy. But wow considering what's in the Brass box, the price is aggressively reasonable. I'll probably pick it up at some point, but I don't know if I could find anyone willing to play it to be honest.
4 players felt good; I imagine 5 players would be good and slightly more tense, but 6 might be a bit much forcing rounds to end sooner than anybody wants, and 2 or 3 is like ... why bother?
Considering how much of a lateral step it is from Ticket to Ride, it's a far more interesting and enjoyable game. The particulars of your set collection being tribes (critter type) or kingdoms (colour) combined with an actual hand cap (10 cards and you HAVE to play something) creates an interesting balance and choice of whether you care more about the ability of the cards you play or the location you play them to. Not to mention dumping your hand when you play cards creates further interesting scrambles, and making you not want to build TOO big a hand since you're just going to give everyone else more choices to pick from. Since you fight over shared spaces and a more restricted card pool there's a bit more enjoyable player consideration than in TTR too. It's really good!
I do think that the random board setup and deck creation are pretty big parts to the game working out, and - much like another game I've enjoyed a lot with similar "mash it up" deck creation (Elysium) - the game kinda begs for an expansion so you get a few more combinations to mess around with.
At any rate, good gateway game, but also unquestionably something there for people who are more seasoned to dig into. It's due for a reprint ... sometime ... so maybe keep any eye open for it if it sounds up your alley or you're looking for another game for a group that really, really loves Ticket to Ride. ;P
Perhaps I can interest you in my meager selection of pins?
I've played it and I wasn't as impressed as SU&SD- I agree that it's a slightly better version of Brass, that's just not enough to knock my socks off.
If you already loved Brass I'm sure this game is for you.
Don't think so, Atlas have it locked up tight.
I made a game, it has penguins in it. It's pay what you like on Gumroad.
Currently Ebaying Nothing at all but I might do in the future.
Thanks, I will here with obscure 90s RPG references all night.
I made a game, it has penguins in it. It's pay what you like on Gumroad.
Currently Ebaying Nothing at all but I might do in the future.
I haven't ever played original brass and Birmingham is a fantastic game and I love it. Played it 5 times in the first 3 weeks. So. Good.
Wow the price is right on this game. That's a ton of stuff for the money.
Exactly how hard is the game to teach and how complicated is it?
Is it worse to teach then Arkham Horror?
I only play the mobile app of the original and it kicks my ass. I assume its ghastly to teach.
The rules themselves are not hard. It's tricky that there are a couple of little things to remember (Industry type cards can only be built next to or on spots you have existing transport or industry, while Location cards don't have that restriction, but you still have to trace needed coal supplies back to a port or city (but not with iron), unless it's your first industry placement then Industry type cards can build anywhere, or you can spend both actions and 2 cards to place anywhere).
What's very, very difficult is figuring out effective winning strategies. They are incredibly not obvious.
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
I remember really liking it. I picked it up pretty recently but haven't played it since. It's cute, but strictly 4p which is ... quite specific. I'm pretty sure SUSD have a review.
So of course it’s out of print