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Reply: Agricola:: Reviews:: Re: WORST WARGAME EVER!!

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by russ

Reinhard Sabel wrote:

Hallo Joseph,

the box art shows a wooden Farm House, a Woman and a Sheep - why did You expect a historical game about the Roman General Agricola???

Reinhard

12 years late to a joke which whooshed by you? :)

Thread: Everdell:: Rules:: Extra exta cards ,sorry if this is up allready

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by Wing82

So I understand them all but
The Scurrble Stadium the 4 cards
you draw I assume get discarded

And as a side note for the regular
game, if you get a farm, can you
count wife and husband, because
it counts one space if you get the
school?

Friday 27th March - Groovy Gravy Ruined My Plan

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by Ben Bateson

You'd think that 'working from home' all day would give me plenty of time to keep the blog up to date, wouldn't you?

At points, we had six players and one spectator on the Skype call this week, which made a mockery of my Gallery view and I had to relegate the least attractive video link to a thumbnail at the top. Tough call.

Good 6P games being in short supply online, we split into two threes for opening games. I entertained Daffers and Ian with yucata's Finca implementation, and when that finished we all piled over to boiteajeux to watch the finale of a thrilling Concordia hookup, played on Becky's favoured Britannia map. The closing throes saw us all willing Dave to take a move that - to us - looked like it would win, but he picked something else and Becky sneaked through for a 110-108-93 (Gerv in third) squeaker. Tony had also dropped by at about this time to distribute generally chaos and rudery.

Despite (or quite possibly because of) this, Daffers had to call it a night, so we all piled in together for a closing Las Vegas. It was an absolute thriller of a finish, too, with just $30,000 separating me in third from a victorious Dave.

Online gaming is going well, but the lack of choice of 'games we actually know' might get tiring as the weeks go by. I'm hoping to inspire folk into Tabletop Simulator which has got a much wider menu. Unfortunately it makes Tony's laptop melt - I don't think it was really designed to run on a Mac.

Reply: Legendary Encounters: An Alien Deck Building Game:: Rules:: Re: Adjusting Difficulty

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by markblasco

The game is hard, for sure. Some people love this, some people hate this. I have found, the best way to make cooperative deck building games easier, without substantially changing the feel, is to just give everyone a round at the start of the game to buy cards without advancing the hive deck. Still too hard? Do it twice. This doesn't change the pace of the game once you start, but allows everyone to be a bit stronger at the beginning. Adding more drone cards can also make things a bit easier, but I'd suggest adding all of them to the first stage of the deck. If you add them in spread out, the last stage might end up with all of them at the very end, which isn't that helpful.

The one tip I always give for this game in particular, is that coordinate is way more powerful than it seems. Giving someone else one or two purchase power doesn't sound like much, but that can be the difference between buying a really strong card on round 4, vs being able to buy that same card on round 8. Since you draw a card to replace it, it adds to the total cards your team can play that round. If you aren't coordinating regularly for the first half of the game, you might want to rethink your strategy.

New Video for Patchwork

Reply: Tawantinsuyu: The Inca Empire:: General:: Re: What a confusing name !

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by ra66it

WoodenKing wrote:

GalaGalaxia wrote:

Duncan wrote:

What a confusing name!


Tawantinsuyu is Quechua for "The Four Regions", the name the Inca called their empire (similar to how the United States of America received its name).

Although I have never personally played Inca Empire, I can assure you that the two games have nothing in common other than a thematic connection to the Inca empire, similar to how many games are set in Rome, Paris, or similar locations.

You mean how America received its name by Amerigo Vespucci?


Actually, the Americas weren't named after Amerigo Vespucci. We don't actually know exactly how the Americas got their name, but linguistically speaking you don't get shifts from 'go' to 'ca'. Although, it does make a nice story. However, I think he was referring to the 'United States of' part.

Reply: Everdell:: General:: Re: Font is very small? New card prints?

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by ParisPink

iomio wrote:

It was mentioned a lot.
When I play X game and I cannot fully see, I simply ask whoever is closer.


Or I just stop playing it. Ex Libris is one that comes to mind that after a few plays, not only did I not like it, I hated the font/trying to read the cards/tiles.

For Everdell, the font is small and there is always a lot of "what cards do you have??" when people get one to use someone else's production. Sure, play it enough you can memorize it, but this does not help for those you introduce to the game or who can't see across the table.

Reply: Oath: Chronicles of Empire and Exile:: News:: Re: Public Print and Play Kit B

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by Santiago

Meowayne wrote:

- the adviser limit of 3 was never fun, and felt needlessly restrictive. Likewise, 4 Focus to Search the World Deck after three Visions had been seen felt needlessly punishing.


I haven't played Kit B yet, but these rules factors were present in Kit A, which I played three times and liked. The three advisor limit serves to force hard choices about which abilities you can keep for yourself, requiring that anything else you want has to be played to the map, where others can steal it, and serves to give the table something worth fighting over even if no one cares about number of sites ruled. The increasingly-steep cost to draw from the world deck serves to make it unattractive and limit the number of cards in circulation to about twenty or so, and means that remembering where any relevant discards went and digging through the right discards is a key component of gameplay. I think that easing back on either limit would both reduce the interactivity of the game and increase the complexity of the board state by making you have to care about more abilities, both currently in play and potentially, in any given playthrough of the game.

Reply: Everdell:: Rules:: Re: Extra exta cards ,sorry if this is up allready

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by Venom Snake

Regarding your first query, page 1 of the Collector's Edition pamphlet:

"Scurrble Stadium: When you place a worker here, name a non-green card color and draw 4 cards from the deck. If any of them match the color you named, gain 3 point tokens. Either way, keep the cards you draw."

Reply: Oath: Chronicles of Empire and Exile:: News:: Re: Public Print and Play Kit B

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by Meowayne

Pax 2nd and Root are among my favorite and most played games, yes.

"Downtime" is, of course, literal downtime. "You always have to pay attention to what everyone is doing all the time" excuses almost all games with downtime. You are of course correct that ideally downtime is always spent paying attention to others and adjusting your plans as it happens. When playing a 6P game of Root I need to stay alert and flexible during other players turns. Nevertheless 6P Root is a game with extreme amounts of Downtime. Downtime in boardgames is time spent without control or agency.

And yes, this is an issue (more for some players, less for others) in Pax and Root as well. But in Oath it struck me as particularly severe, because most of the downtime is spent
1. waiting for a player to finish looking at 3-5 secret cards. (which can take surprisingly long in Oath, and which is not interesting to me because unlike Pax, I don't see the cards)
2. waiting for a player to finish scanning the entire board state. This is often an issue in card games where the game world is constructed by cards each with their own text.
That is time I have no control over and time that was often unlikely to change what plans I had already made.

What would you have liked included in the game that could have let you feel more affected/involved with other players turns, or/and do you have examples from other (perhaps similar) games that achieved it?

Very good question, something we discussed a lot after our games without coming up with a satisfying answer. I don't think there is a "fix" - That's just how Oath operates. My favorite games solve the problem by incorporating mechanics where players pay players for actions. Dune does it a lot - Resources and (more importantly) agency being transfered from one player to another player in their turn. Terra Mystica does it well. But those are of course very different games.

One reason you might have felt there wasn't interaction is that his games frequently center negotiation -- temporary alliances, convincing players to go after someone else, banter -- something that would be absent in a 2-player game. Certainly in the 4-player live streams the players are constantly chatting with one another.

We were very aware of that. This is exactly true for Pax and Root as well. Talking other players into taking actions against their own interest is what makes a good game of Root. I'm sure it is similar for Oath (although I do not yet see it as quite as successful in that as Root).

I also want to say that I enjoy 'multiplayer solitaire' games a lot and don't mind pouring over my own empire while others players pour over theirs. But Oath found me often just... waiting. I have a 3P/4P game planned and I'm curious what difference it makes.

Thread: Lords of Waterdeep:: General:: Lords of Waterdeep or Raiders of the North Sea with expansions?

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by Matteo Di Vito


Hello everyone 👋

I'm looking for a new game to entertain my partner and me during the COVID lockdown.

We have slightly different taste in games, her favourites are Bohnanza, Pandemic, Munchkin and Rummikub. I like Pandemic, Inis, Race for the Galaxy, Scythe.

We wanted a medium game that could work for both of us and tried some online. We really like Raiders of the North Sea and Lords of Waterdeep (With me leaning more towards LoW, while she prefers Raiders).

I've researched a bit and found that the expansions make those two games soooo much better (Skullport and Hall of Heroes, respectively).

Is there anyone that has played both extensively, at two players? We really value replayability and I am curious to see how these two hold up to repeated plays.

Considering I would like to order one with the expansion mentioned, which one would you recommend and why?

Thanks a lot everyone in advance! 😷

Reply: Clank! Legacy: Acquisitions Incorporated:: Rules:: Re: How do you select roles?

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by LordWeh

If I recall correctly, when they come out you pick in order of highest score last game, then descending. These cards are kept in your deck going forward... You can only switch role if the game offers you opportunity to switch later.

Reply: Sushi Go Party!:: Rules:: Re: What is the purpose of the menu tiles in the centre of the board?

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by duxis

They also remind the players how are the cards in game scored

Reply: Everdell:: Rules:: Re: Extra exta cards ,sorry if this is up allready

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by stanikubi

ad Scrubble stadium: The card says "...and DRAW 4 <cards>". That always mean the cards go into your hand (like Wanderer, Teacher etc.).
ad School: With School you score 1 pt for each common Critter (separately), i.e. 1 for Wife and 1 for Husband (regardless whether they share same space or not). The Farm has nothing to do with it.

Hope that helps. :)

Reply: Agricola:: Reviews:: Re: WORST WARGAME EVER!!

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by Jedit

russ wrote:

Reinhard Sabel wrote:

Hallo Joseph,

the box art shows a wooden Farm House, a Woman and a Sheep - why did You expect a historical game about the Roman General Agricola???

Reinhard

12 years late to a joke which whooshed by you? :)


It takes some people a while.

Reply: Everdell:: Rules:: Re: Extra exta cards ,sorry if this is up allready

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by iomio

1) you keep the cards up to your hand limit.

2) if you are asking if school would provide VP for Wife AND Husband even though they are sharing 1 slot the answer is yes.
You would get 1 VP for Wife and 1 VP for Husband.

You would also get 1 VP for each Scurrble Champion even though they share the same slot.

Reply: Lords of Waterdeep:: General:: Re: Lords of Waterdeep or Raiders of the North Sea with expansions?

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by SlebRittie

I know you didn't list it as one of your choices, but if you haven't looked at Arkham Horror 3rd ed you might find it interesting. It's often compared to Pandemic. On a similar note, I haven't played Raiders of the North Sea but my GF and I have fun with AH and Waterdeep.

Reply: Everdell:: General:: Re: Font is very small? New card prints?

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by iomio

No it does not help.
I keep newer player closer to the cards. I often announce new cards.
Everdell font did not bother me as much as that other game. I still liked it alright. I wish I remembered what it was.
Another issue was that there was a lot of written information.

Reply: Concordia Venus:: General:: Re: Should I have grabbed the base game?

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by Darador

mccrispy wrote:

I don't think that you can count different maps in Venus base as additional maps over and above those in Concordia!


Sure I can (and should) because Concordia Venus includes four maps while the old base game only comes with two. 4>2, so there are two additional maps in Venus: Ionium and Hellas. Additionally, Venus replaced the Italia map with the Cyprus map. This is remedied when buying the Baleares expansion: After buying the proper version of Baleares, you'll have both the Italia and Cyprus maps independently of whether you own the old base game or stand-alone Venus. You'll only have Ionium and Hellas if you buy Venus, so they are additional maps.
I'm pretty sure you already knew this as I know you are well-informed about Concordia, so I don't quite see the point of your objection.
EDIT: Maybe you objected to me saying "three more maps" (albeit followed by the remark about the missing Italia) instead of "two"? In that case, OK, it may be more exact to say that Venus comes with only two more maps in total than the old base game.

Reply: Everdell:: Rules:: Re: Extra exta cards ,sorry if this is up allready

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