And I know you already mentioned it but I really liked Pandemic Legacy 1&2 - particularly 2.
Yeah Pandemic season 2 was amazing. Very excited for the 3rd season. I enjoyed Betrayal, but it was quite unbalanced as a game. Still very fun, but you can't expect good play to win it for you haha.
I see now that Clank actually has a legacy version that came out recently, that might be where I land since I do enjoy that game.
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In post 3629, chamber wrote:This isn't strictly a legacy game depending on how you define it (its also expensive) but I'm a huge fan or Arkham Horror LCG.
(There are 3-8 mission campaigns but nothing is permanently altered between campaigns).
I've heard good things. We do have one player who tends to need assistance with more complex games. When we played Gloomhaven, it was definitely alot of "you sure you want to do that?"
Is Arkham fairly complex?
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Just the base game isn't too complex, but as the card pool expanded the player cards got more complicated, and the newer campaigns are more complicated in general than the first 3.
In post 3632, VP Baltar wrote:
We do have one player who tends to need assistance with more complex games. When we played Gloomhaven, it was definitely alot of "you sure you want to do that?"
You might consider Clank! actually
It's essentially like the base game, but aspects of your deck get carried through and your board gets bigger as you explore
Not the heaviest of games and as its not co-op it isnt messing up to much for other players if someone is playing suboptimally
Also has legacy mechanics where decisions will impact what becomes available on your board/deck in future games
That's a pretty big rule to miss, but we've had games we played for years that we got minor rules wrong for. One instance would be keyflower, played it for years before realizing green meeples used to bid go back to the general meeple bag rather than the green stock.
Definitely the most egregious rules misunderstanding I've done is when I was being taught Android: Netrunner. We thought whenever you broke all subroutines on a piece of ICE, that you trashed it. Kind of horrifically gamebreaking. We figured it out after not too long though I think.
In post 3637, chamber wrote:That's a pretty big rule to miss, but we've had games we played for years that we got minor rules wrong for. One instance would be keyflower, played it for years before realizing green meeples used to bid go back to the general meeple bag rather than the green stock.
it took me about 4 or 5 scenarios of Gloomhaven to realize there was a default Attack 2/Move 2 option for all cards. I was just tossing Lost actions a lot of times because I didn't realize I could chose not to do them.
On the other hand, I played only my second game of Gloomhaven with other people yesterday (Brother and nephew). We were getting creamed in Scenario 2, but I managed to pull a win out of our ass by Immobilizing and Stunning the Bandit Commander for 4 straight rounds using the Mindthief, a Stamina pot and help from the Tinkerer. Then after the game I realized he can't be stunned or immobilized. Don't know what to tell my party about that.
When I was taught Burgle Bros, we'd always had 4 players. It took me years to find out you take out cards when building the guard decks if you have fewer players.
I've been Gloomhavening solo a lot recently
While it's fun and engaging, I think the way Personal Quests are implemented leaves a lot to be desired
Spoiler: minor spoilers
Since so many of them are 'kill X number of ys' and in a lot of cases, that monster type is far from plentiful, I find with some characters I'm making decisions based on 'is that more likely to spawn Forest Imps?'. And have even gotten to the point of checking all the scenarios for rewards to figure out which scenarios get unlcoked and chaining down three scenarios in each direction (narrator voice: there were no Forest Imps). It's gotten to the point where I'm essentially ignoring the legacy aspects of the story line because I'm tired of playing a certain class and want to unlock the next, but have no way of doing so. Maybe the forest imp one is a severe case (I've only found two scenarios with them, one I already completed and one that was locked), but have run into similar cases though not as annoying.
In this regard, the only retirement goal I've gotten that felt organic was the 'obtain 15 checks'. I know this is boring from a flavor aspect, but its the only time I didn't feel like I had to hunt around away from the actual lore with player motivations in a bad way. Better yet, it's essentially unavoidable unless you want to gimp your character. I wish (hope) there were more simple Quests like this (ie. spend X gold, drink X potions, enhance X cards, win X scenarios). They're great because you really feel the clock ticking down towards retirement. All of the kill x number of y ones can be annoying gamed to speed up or slow down progress at the expense of the legacy storyline
In post 3641, shaft.ed wrote:I've been Gloomhavening solo a lot recently
While it's fun and engaging, I think the way Personal Quests are implemented leaves a lot to be desired
Spoiler: minor spoilers
Since so many of them are 'kill X number of ys' and in a lot of cases, that monster type is far from plentiful, I find with some characters I'm making decisions based on 'is that more likely to spawn Forest Imps?'. And have even gotten to the point of checking all the scenarios for rewards to figure out which scenarios get unlcoked and chaining down three scenarios in each direction (narrator voice: there were no Forest Imps). It's gotten to the point where I'm essentially ignoring the legacy aspects of the story line because I'm tired of playing a certain class and want to unlock the next, but have no way of doing so. Maybe the forest imp one is a severe case (I've only found two scenarios with them, one I already completed and one that was locked), but have run into similar cases though not as annoying.
In this regard, the only retirement goal I've gotten that felt organic was the 'obtain 15 checks'. I know this is boring from a flavor aspect, but its the only time I didn't feel like I had to hunt around away from the actual lore with player motivations in a bad way. Better yet, it's essentially unavoidable unless you want to gimp your character. I wish (hope) there were more simple Quests like this (ie. spend X gold, drink X potions, enhance X cards, win X scenarios). They're great because you really feel the clock ticking down towards retirement. All of the kill x number of y ones can be annoying gamed to speed up or slow down progress at the expense of the legacy storyline
Getting a bad retirement goal is the worst!
It of course never fails that would happen to me when I would chose a character who seemed cool at first, but inevitably did not fit my playstyle. You can only throw out so many heals for your team as the tinkerer before you start getting jealous of that Brute broadsword swipe.
Does playing solo really limit the number of characters who are viable to play with? I have to imagine some of the support characters are kind of useless
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you can play the solo game with as many slots as you like
I'm playing with two, which I think is most common so that you can have interactions, but not needless complication
The only difference is when you retire a character and gain the extra perk for your next one, it is tracked per slot and not per player
Spoiler:
I started with Brute + Scoundrel, and they fed off eachother great. Retired the Brute for an Elementalist, which was horrible. Fortunately the Scoundrel soon retired into a Sunkeeper, which worked well. And after I got bored of the Elementalist is when I started running into the retirement problem. He had the side quests retirement plan, and I just didn't get enough of them, which got tedious. Retired the Elementalist into the Moon guy yesterday. Sunkeeper is the one cursed with Imps and no end in sight.
Another big problem with the retirement goals, is if you haven't played before you just have no idea what its going to take. Which is really cool at first, until you're like "do Forest Imps even exist?".
And yes, the Tinkerer very much feels misadvertised. The name screams some cool inventor type character. But aside from burn cards, you're mostly just doing support.
I think I could tell you more scenarios with forest imps if you want
I've read once I get to 4 prosperity the Town Records book will unlock a quest with Imps
I'm about 2 ticks from hitting that
so for now just focusing on having some fun with the new Moon character
I have to say, I am enjoying pumping the monster deck full of curses while simultaneously blessing the crap out of my decks. It's a fulfilling combo when it pays off