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Reply: Star Wars: Outer Rim:: General:: Re: All 8 characters finally confirmed!

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by ca1701

jooice wrote:

Do we know what all the ships are?


(4) G9 Rigger / G-1A Starfighter
GX1 Short Hauler / "Valorous"
HWK-290 Freighter / "Moldy Crow"
Lancer-class Pursuit Craft / "Shadow Caster"
Heavy-Duty Lifter / "Ark Angel"
Aggressor-class Assault Fighter / "IG-200"
YV-666 Light Freighter / "Hound's Tooth"
Firespray-31 Patrol Craft / "Slave I"
Modified YT-1300 Light Freighter / "Millennium Falcon"

Reply: Citadels:: Variants:: Re: city of dreams (solitaire variant)

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by nerdygeekwithmakeup

I've the new edition of Citadels and I'm mostly a solo player, your variant seems really interesting. In this edition there are not the University and Lighthouse cards, how can I solve this problem? Should I simply try without these two or replace them with other two cards from the purple deck?
Thanks for sharing your variant!

Review: Res Arcana:: Res Arcana: A four-sided game review

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by hairyarsenal

For more of my reviews visit:

Four-sided reviews subscription thread

Review originally posted here:

https://goplaylisten.com/games/res-arcana-board-game-a-four-...

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Res Arcana is an engine-building board game (well, largely a card game) for two to four players that takes about an hour to play. The game was designed by Tom Lehmann, of Race for the Galaxy fame. My favourite game. No pressure then. It’s listed for ages 12+, but gamer kids as young as 10 should be OK with it.

In the box you’ll find 64 cards, 150 wooden tokens, 14 small cardboard boards and a few cardboard chits. It’s all beautifully laid out in an almost clever insert. Annoyingly, half the bits escape their moorings if you hold it on its side. But component quality is high, with shaped wooden pieces and good cardboard and card stock. And the pentagonal lidded tray for the wooden pieces is great, helping make setup a doddle. It’s just a shame the bog-standard fantasy theme does nothing to inspire. You’re all pretty poorly drawn mages using the elements to conjure powerful spells… I think that’s enough of that. But generic theme aside, it feels like good value for the £30-ish you’ll pay for it.



Teaching Res Arcana

At its core, Res Arcana is a standard engine building card game (use your turns to generate resources which you then use to buy better things). But it’s the twist that maketh the game. Teaching will be a doddle for anyone used to engine-builders. And its short enough a new gamer can muddle through and be ready for the rematch. Especially as the iconography largely makes sense and is pretty intuitive.

Anyone brought up on Race for the Galaxy, Terraforming Mars etc will be on familiar ground during setup. You’re dealt two mages and keep one. You’re also dealt eight ‘artefact’ cards, so you can see how they (hopefully) synergise while choosing your mage. So far so every game, right? But here’s the twist. Those are the only cards you get dealt all game. Put your chosen mage on the table face up and shuffle the eight artefacts into a draw deck. Draw three, and you’re ready to play.

Artefacts cost 0-9 resources to play into your tableau. The majority give you an income (resources), a way to get/exchange resources/cards, or both (as does your mage). When you look at your cards at the start of the game, you plan how you’re best going to score points. But of course, those pesky other players may be having the same ideas. There is a small amount of conflict in the game, but very much on the periphery.

The game usually ends on the round someone hits 10 points, giving Res Arcana nice drive and tension. Most points come from claimable goals: five ‘Places of Power’ and 10 ‘Monuments’. Places of Power cost around 10-15 standard resources, while all Monuments cost four gold (the rarest resource). Places are available from the start (and double-sided doe replayability). Two Monuments are dealt face up, or you can buy the top one of the draw pile as a lucky dip. Once a goal is claimed, its yours and yours only.

Monuments are worth 1-3 points each but are plentiful (those worth less also have an ability). Places of Power often start being worth less points but can be powered with resources to be worth a lot more. A tight engine paired with the right Place of Power can get you all your points from one source. While another player may get a few artefact points, a few Monuments and a Place of Power. Either strategy, or one in between, can work. The key is making the most of what you’re initially dealt.



The four sides

These are me, plus three fictitious players drawn from observing my friends and their respective quirks and play styles.

The writer: During Res Arcana, each player holds one of eight ‘magic items’ they trade for another at the end of each round. Think bonus tiles in Terra Mystica. These give you a way of accessing abilities your deck may not have, allowing a little more flexibility. For example, one lets you draw an extra card (you only get one card per turn, so you may not even see them all otherwise); while another allows you to turn basic resources into gold. Also, unwanted cards can be discarded for a few resources – opening up more interesting options.
The thinker: I thought I’d like this one, but in the end there was just too much luck and not enough flexibility. As strategy is front-loaded, a player with a better hand or lucky deal can beat you to your target Place of Power. This would be OK in a game with more options, but here there’s rarely enough variety to then pivot to a new plan. Even though the game has maybe just 4-6 turns, you can feel after two or three that your own challenge is over. Those constraints I thought I’d like can become frustrating, insurmountable obstacles.
The trasher: Dragon artefacts offer a little direct interaction. Once played into your tableau you can use them to attack, but they do nothing but take a few resources – and can be easily countered. Frankly, they feel tacked on. The real interaction and tension comes from scrapping over Places of Power. But there’s little you can do to stop a better engine than yours, due to the lack of interaction. And with lower player counts, you’re unlikely to be aiming for the same goals anyway. But despite this I enjoyed the game as a fast-playing tactical puzzle.
The dabbler: I didn’t really enjoy this one. It was OK, but the theme is unimaginatively tacked on – made worse by the average art (no cliche was left unflogged). I get it in a game with hundreds of cards, but this has less than 100 images. I’d rather have a card type art-free, so more could be spend making the important ones really pop. Beyond that, I didn’t feel there was enough payoff for the number of rules and symbols you have to fight through. This is a race puzzle for euro game fans, which is fine – it’s just not for me. A complicated Splendor, if you will – but I’m happy with the original.



Key observations

Where KeyForge is Magic: The Gathering with the deck-building ‘chore’ removed, Res Arcana moves half the cards from those personal decks and makes them contested instead. It’s a niche that needed filling and the game mechanics generally do it well. But due to the front-loaded strategy, some say the game gets ‘on rails’ about half way. Claiming a game this short ‘grinds’ seems harsh, but if you’re out of it by then (and you can be) it can get frustrating – even if only for 10 minutes. There’s no denying the lack of hidden information makes the game state easy to parse. Which will be seen as a bug by some and a feature by others.

Replayability is a concern. After a few games the randomness of the draw can be replaced with (included) drafting rules. And the flip-sides of the Places of Power step things up a bit too. But as someone who enjoys Res Arcana, I’m already resigned to the fact it’s a ‘once a month’ pick, rather than a regular. It’s a hard line to walk. Sure, you want players to quickly become familiar with cards to efficiently plan. But not at the expense of the game getting samey quickly. Something needed more variety. Splendor works well because the game is more in the race. Here, less so. An engine-builder needs more options to really sing.

Monuments and the gold strategy feel unbalanced. Only two of the 10 mages, one of eight magic items and less than 10 artefact cards let you get gold. Especially with four players, where you may be locked out of the Places of Power entirely, this may be your only way to get points. If it’s not open to you, you’re screwed. On the flip side, if you get a gold-friendly mage the monuments route will likely be free of competition – while you can still easily go for Places of Power too.

Conclusion: Res Arcana

I’ll draw a vague comparison between Lehmann’s Race versus Res and Rosenberg’s Agricola versus Caverna. Race and Caverna are for players who want to see where fate take them, building a tableau as the game develops. Res and Agricola instead front-load these decisions, putting much more emphasis on your initial decisions. I enjoy seeing a game evolve as I roll with the flow. So while I have a strong fondness for both Rosenberg games I only own Caverna. If I want to play one of them, either will do. I’ve found a place for both Res and Race on my shelves. While Res Arcana has a similar feel, it scratches a different itch. I can see myself reaching for one or the other in different moods. Res won’t hit the table as often as Race, and already feels as if it needs expansions. But all my friends have enjoyed it and I’m sure it will get enough plays to warrant it hanging around.

But I’m left with as many questions as answers. The number of cards you receive and the way you get them feels just right, as if really well tested. But the Monuments and Dragons especially feel half-baked. Artefact cards work well, but of the 40 in the box many are extremely similar: just the same card for each resource colour. Places of Power seem well balanced, but why always five? It’s too many with two and not enough with four. Its as if they simply ran out of time. But ultimately the good outweighs the bad and I look forward to seeing what they ‘fix in post’ via expansions.

Reply: Museum:: Rules:: Re: Clarifications about scoring

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by Szarak

According to the base game rules a collection of any kind must comprise of at least three cards. Based on that I would consider any experts to add to a collection above that number of cards, as otherwise a set of two cards would not be considered a collection to begin with. At least that is my understanding of the rules.

- K.

Thread: SiegeStorm: SiegeMode:: Rules:: Shapeshift question

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by usurper

How does shapeshift work. If the card is on the battlezone i can get it back in my hands by paying the shapeshift costs?

Reply: Tidal Blades: Heroes of the Reef:: General:: Re: Location Boards thickness?

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by krede60

I've only seen prototypes at conventions for this but I've seen other finished products from druid city games like Grimm forest and the quality of everything was excellent. I would imagine the final product for tidal blades would be on par.

Reply: Aeon's End:: General:: Re: Aeon's End vs Aeon's End: War Eternal

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by wpflug13

There isn't a bad starting spot. Each core box will give you a taste of the game and enough content for at least 20 plays before anything starts to feel stale. If you love the game, you'll want to pick up another core box anyway to up the replay value. If you just like it, any core box has enough content to keep you entertained for occasional plays. My thoughts on each box:

Reply: Endeavor: Age of Sail:: Reviews:: Re: Endeavor – a Relaxingly Tight Game


Reply: Everdell:: General:: Re: High scores?

Reply: Terraforming Mars: Colonies:: Variants:: Re: Trading costs 4 energy, remove animal and microbe cards

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by bakija

smallman wrote:

Peter, I am pretty sure you don't have decent players in your games. All of your situations are too rare to warrant having the card in the deck. NOONE has ever got 24 microbes on a card lol.


Yeah, that's right. The issue here is that no one is a good player, not that your view of the game is skewed and runs contrary to the views of the vast, vast majority of people who play this game. You got it.

Terraforming Mars isn't a Collectible Card Game, where putting Dust Seals in the deck is a terrible idea, as it prevents you from putting in another card that is vastly better, and that seems to be how you are looking at the game. The deck is designed to be used as a whole unit (the designers playtested this game a lot, and the game is played a lot in the wild, with the deck as provided). If you are concerned that, say, Gyropolis is too good (which, well, it isn't, but that isn't relevant to this point), *removing* Dust Seals from the deck makes Gyropolis even stronger. As you are more likely to draw it. And as such, see it in play in situations where it is really good. In reality (i.e. when playing the game as designed), Gyropolis? Once and a while, scores huge, 'cause someone who has a lot of Earth and Venus tags, and also energy to burn, gets it and plays it for +10 income or something. And then later on, plays Robotic Workforce on top and doubles it up. Yes. That can happen (but then, someone can also play a Prelude based Kelp Farm on gen1 also). But the vast majority of the time? Gyropolis gets picked up, played for a few bucks of bonus income, or just picked up and then discarded as it isn't worth playing, or never is even seen in a particular game. As that is how strong cards in the game tend to work. 'Cause that is how the game works. 'Cause that is how the deck is designed. When you don't remove 20% of it and then draw twice as many cards as the game is designed for.

The game is designed to work the way it works. And it works very well as it is designed. If you want to take out 60 cards, and then change the way the research phase works, and then change the way all the cards that exist to help instill balance through directly affecting other players work, and then change the way various other rules work, and then try and rebalance all the corps 'cause they are all weird, due to taking out all the 60 cards and changing the way various rules work? Go nuts. But the game doesn't *need* any of these changes, as, well, it is a very well designed, very well balanced game in the first place.

And yes. People have gotten 24 bacteria on a card. As there are a lot of other cards (when you don't arbitrarily remove them from the deck) that add microbes to things, and they can accumulate significantly. 'Cause the microbe cards? A well designed and interesting part of the game. That don't need to be arbitrarily removed.

Reply: Pax Emancipation:: Rules:: Re: Agency clarification

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by stepal

Thank you both for your replies.
That was my initial thought, too but once I've read those passages, I was wondering if I had been mistaken.

Reply: Azul:: Rules:: Re: 5 players?

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by Eldard

Coralouwho wrote:

. . . I've just discovered from another forum that it's possible my extra player board is a sign I received a counterfeit :arrrh: :surprise: so I'll be looking into that before pulling it out to play again.

Did you happen to buy it through Amazon.com?

Thread: Sagrada: 5 & 6 Player Expansion:: Rules:: Choosing own private objective squares

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by powap12

I would like to suggest a variation for the private objective that puts even more control in the player's hands. Instead of drawing a random private objective, you actually draw and fill in 6 boxes of your choice on a blank, dry erase 4 x 5 grid card. We added this to our games recently and it went over very well because nobody could figure out which boxes each player chose. We chose the boxes after we rolled the private dice and picked our grid card. Very interesting. The more you can control the other facets of the game with a large dice roll, the better! This game keeps getting greater.

Reply: Firefly: The Game:: General:: Re: Kalidasa or Blue Sun - which to get first

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by UpStarter


I got Blue Sun first, but that was before there was no other choice! :whistle:

Reply: Time of Crisis: The Roman Empire in Turmoil, 235-284 AD:: General:: Re: What's the downtime between players?

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by AdamBruderer

I just wanted to make sure the downtime isn't too bad. I played a game of Here I Stand and wasn't able to make my move for 90 minutes. Not interested in repeating something like that.

Terraforming Mars has too much downtime as well. Hopefully someone at my FLGS will play and I can witness firsthand how fast the game is.

Thread: CO₂: Second Chance:: Rules:: Energy Summits

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by JackAdams

Hi,

I played twice today and have a few questions.

1. After an energy summit do the scientists go back to your player board? Or do you have to move them from the summit area.

2. If the environmental goals for a summit are a size 3, a wind,a solar, a water.could you flip all 4 environmental goals from 1 summit of it had all of those things?

Thanks.

Reply: Endeavor: Age of Sail:: Rules:: Re: One place incorrect missed in "correction sheet" of Chinese manual.

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by Bald Terror

You are both correct, depending on which side of the game board is face up!

Reply: Escape Plan:: General:: Re: Packing the box

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by magictom1

I did mine slightly different but am happy with it. Includes the stretch goal pack as well as all the extra pieces (which are in the compartment below the city tiles). All cards sleeved (FFG reds).

Each player color ziploc includes both sets of cubes (wood and plastic), notoriety stars, wound cubes, asset tiles, meeple & discs, red cube and mission token, etc.

All cops are in the white bag (but I could stick them in a ziploc below the bag if I wanted to).

Sitting on top of the closed insert are the player screens, player aids, contact card board, scorepad, player boards, rulebook (including a 2nd printed copy of the rulebook) and some printed off how-to pages.

Box closes flush.







Reply: Res Arcana:: Reviews:: Re: Res Arcana: A four-sided game review

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by skydude953

Did you try the drafting variant it makes the game far better imo as you can mostly make your deck tuned to what you want. I found it makes the "roll with what you got" a little less luck based.

Reply: Blood Rage:: Variants:: Re: Alternate rules (including an easy dice combat system)

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by Evilie

Nice work. I have one question though. Who is the first player for age two and for age three? I suggest the player to the left of the last player that did not passed.
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