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Pandemic Legacy S1

 

Well this was fun. Made you destroy things/adapt board pretty early on and has veered away from "A game of Pandemic" pretty quickly. Failed one month once and then aced the second.

Most annoyingly one of the "dossiers" of sealed stickers was printed upside down, so is unusable. That's going to make it very hard (impossible?) to play later on. We had to look up one rule as it wasn't behind the door it should be. 

 

(Jan and Feb spoilers)

Hermes 37, Ms Bland, Dr Candice Kane and Resus Ann tried first.


We got obliterated when the Black Cubes became CoDa. Some back luck and some poor choices saw the entire of western Asia chain outbreak ending our game. And adding so many stickers! Ms Bland got 2 scars! 

Knowing what would happen, and switching out Ms Bland for Captain Kling - we smashed through it, managing to eliminate the red disease...named Bursting Burgandy Boils.

 

For February Hermes' "Auntie No Go" [the quarantine specialist] turned up. They quickly got the Middle East locked down, and the rest pottered about keeping things under control. No diseases were eliminated, but we have 2 more research stations added to the board!

Have to wait for a replacement dossier before starting March


 

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I bought Critical Mass a few weeks ago and finally got round to playing it. I really, really like it. We’re going to try and play a few more games soon and I may post some more impressions afterwards.

 

If you like big stompy mechs, the theming is fantastic.

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Battle for Rokugan

 

Didn't really like this. It's Area Control with an RNG hand management

 

It's far far to RNG. From the viability of your secret objectives (some could be achieved during set up...and ok that would have to be defended...but others you can be locked out of pretty quick), which could be 33%-50% of someone's total to being at the mercy of which 5 tokens you draw (and which your opponents draw) is frustrating.

 

The "clans" are all slightly different, but not in any real way. Thematically it's very light as well (Unicorns can swap two tokens...for some reasons).

 

There's just not enough there for it's playtime. For a 45 minute thing it'd be ok - but for two hours...not a fan. There's far better games of it's type (and as I mentioned not even the theme to draw you in)

 

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Finally got back to the Dunwich Legacy in Arkham Horror. A trip to the Miskatonic Museum!

 

Spoiler

The tone was set pretty early on when the monster popped up in the museum hall on the turn after I got dynamite and 8 resources in my mitts. It was subsequently blasted to chunks, shot to ribbons with a Derringer, and the last time it stupidly stuck its head out of the void, took a flare gun to the face 

 

Proper monster movie stuff.

 

We kept the Necronomnomnomicon. D:

 

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Betrayal: Legacy

 

Huh.  Wasn't a huge fan of this. You are each playing a descendant of a family bloodline. So most games (set 20-30 years apart) are a different member (the last often having died :P) of that family, while some carry over (if you lived).

 

The guy who's game it is is playing with different people each time (sometimes some cross over, sometimes entirely new)

 

But...it's just Betrayal. I played Game 4 (out of 13) and I'd struggle to see what effect the legacy elements are. You'd added more "Omens" (Oh that's the haunted doll from week 3) and items can be "heirloomed" (Oh that's the Crumpet Family Crossbow! Members of the Crumpet family get an additional +1 beyond it's normal bonues). Some tiles have ghosts added to them (where people died) which can enhance card effects - but largely it's a game of Betrayal. Pandemic Legacy after 2 games we'd change diseases, the board, characters etc.

 

I don't think it helped we had a very boring "Betrayal" scenario as the base which ended with a bit of a whimper (other players said other scenarios had been stronger).

 

I enjoyed it because I enjoyed the people I played it with and the talk around the (so-so) game. But it felt like a more structured/defined game of betrayal (since you're not randomly picking one from an option of 20+) that didn't do much to deserve "legacy" idea.

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I think a legacy version of a game like that would benefit more from being app driven, something like the new Mansions of Madness but with the app handling the game state.

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I always find betrayal disappointing - fun buildup then a haunt that is sometimes fun but mostly either awful, unbalanced or just dull. 

 We play it once a year as it was the first game our group got to the table 2 years ago but it’s not something I’d suggest normally. Had hoped somehow the legacy version would maybe improve but it seems not. 

 

 

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Played Risk Legacy with Moose and Donk. It was our tenth game and Donk's sixth win.

 

The initial excitement of all the legacy stuff has kinda gone. I think that, because there's only ever three of us playing, events get triggered less than they perhaps could so they don't offer a massive amount of excitement. The missions feel largely redundant. Donk having so many wins (and therefore missiles) turned the last game into a minor rebellion against an incredible overpowered overlord who denied us continental bonuses a few times on the trot.

 

I've gone all the way from "this is awesome" to "hmmmm it is not" over our past few games, partly as a result of starting the largely superior Pandemic Legacy (superior in what it does with the Legacy stuff anyway).

 

There's definitely an element of sore losership here. I'm aware of that.

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Yeah I definitely think it should have ended at ten games. The wins=rockets hasn't been thought through.

 

Saying that it doesn't help that I missed a shitload of bonuses for conquering because I forget how the game works between plays.

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I think the missiles were only overpowered in that last game because I had a missile power that contributed to the all or nothing strategy I'd taken. If I'd not won that turn it was basically the point of no return, and at least one of you would have flooded the board with figures within another turn or two.

 

All that said, I was quite disappointed to find that we have basically discovered everything at this point with five games still to play. It feels like we've settled into our favourite starting locations and factions, and we've managed to gimp a couple of the factions so that they are largely never a good choice at this point. The only thing left to discover is tied to random event chance and given that we've very rarely chosen to upgrade the resource cards, it's unlikely we'd hit that any time soon.

 

The main issue is that we are not massive Risk fans - we were kinda relying on the excellent Legacy stuff to keep it fresh, because the first 6-7 games were all excellent and the moments where you unlock a thing are genuinely amazing. Now it's "just" Risk on a board that we modified, which in itself is still rad.

 

I feel kinda bad shitting on it at all as it's been a genuine delight to play for much of the time we've played it.

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I think the last 5 games could be interesting because basically Moose and I now have to form an alliance to stop you conquering the world. But that's going to be so uninteresting for you in some ways.

 

The nerfed factions are definitely an issue. 

 

I need to buy some rigged red dice I can use because you clearly have a long and storied history of taking on the Mafia in casinos. 

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I think Legacy only really improves games that are already good. If a game is already flawed it doesn't fix it and suddenly make it much better. That's probably the issue with Risk.

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I've been playing Quarriors with a few guys from work over lunch. Take six of the custom dice from your dice bag and roll them, use currency rolled to summon creatures/cast spells/buy a new die. When you run out of dice in your bag, on your turn return your used dice to the bag and carry on.

 

The idea of "Dominion with dice" is an interesting one, but after 4 games sadly I think this is a bit rubbish. Usually the best move is to buy the most expensive die you can, and there's nothing to really mitigate a bad roll. Combine this with each game being being quite short and it feels as though there's very few interesting decisions or player agency whatsoever. The presentation is also horrendous, favouring a mid-nineties sense of humour and a 10-page rule book filled with bad puns for what is really a very simple game.

Great-premise-but-ultimately-disappointing/10.

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18 minutes ago, Kauwiks said:

I've been playing Quarriors with a few guys from work over lunch. Take six of the custom dice from your dice bag and roll them, use currency rolled to summon creatures/cast spells/buy a new die. When you run out of dice in your bag, on your turn return your used dice to the bag and carry on.

 

The idea of "Dominion with dice" is an interesting one, but after 4 games sadly I think this is a bit rubbish. Usually the best move is to buy the most expensive die you can, and there's nothing to really mitigate a bad roll. Combine this with each game being being quite short and it feels as though there's very few interesting decisions or player agency whatsoever. The presentation is also horrendous, favouring a mid-nineties sense of humour and a 10-page rule book filled with bad puns for what is really a very simple game.

Great-premise-but-ultimately-disappointing/10.

 

 

Right, there's 2 house rules* which make it much better. 1) If you want to score a dice then you have to put it back in the pool in the middle. 2) you can buy 2 dice instead of one in phase 4. If they were in when you were playing then nothing will save the game for you. FWIW I really enjoy it, it's light and daft.


*my first edition didn't have these

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Cheers, I'll give that a try if I can get the gang to give it another play :)

 

@moosegrinder Under those house rules, do used spells/portals also get returned to the pool in the middle, or does that only apply to scorable dice (i.e. creatures)?

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@Kauwiks only to scorables. I can't remember exactly but we might have banned culling white/brown rice or ruled it so you have to sacrifice another dice to cull one of them, but I can't remember. It's been a while since we played.

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Reef

 

Really like it. It's easy to teach, deep possibilities, looks lovely on the table, over in half an hour, and relatively inexpensive to buy. Pretty much no negatives.

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