I think the most fun I've had with it was when I messed up how many cards were supposed to be in the deck and had twice as many of the highest level encounters as there should have been and everyone's ships got demolished to being tiny clumps of what used to be the center of their ships
I do have a soft spot for Galaxy Truckers, mostly because I manage to avoid the RNG asteroids most of the time.
It is another one of those games that I feel almost relies too much on RNG and not enough on actual strategy. Flipping tiles over is random, assembling them requires skill. And then... that's it. The cards are random and there's really no strategy involved in the cards. Still fun to watch your opponent's spaceships get blasted to smithereens.
Flipping tiles over is a game of fast thinking and reacting. Dunno how you can call that mostly luck, lol since its just one giant CF of trying to grab relevant pieces.
Still trying to get a feel for how I feel about it. I disliked that the actual play through after building your ship seems to be 90% negative things and no "rewards". Mostly. May have been an unlucky deck?
most negative things have a reward if you can beat it though? the only stuff i remember being just bad are the few little special round cards (lose a speed for every not-connected-thing and stuff like that) and then asteroid fields
also reck did we never play it where you can look at some of the cards while putting the ship together? the normal rules do have that for all but the last little pile of 3 or 4 cards as long as you're not doing the startup thing for newer players
In post 779, AngryPidgeon wrote:Flipping tiles over is a game of fast thinking and reacting. Dunno how you can call that mostly luck, lol since its just one giant CF of trying to grab relevant pieces.
Still trying to get a feel for how I feel about it. I disliked that the actual play through after building your ship seems to be 90% negative things and no "rewards". Mostly. May have been an unlucky deck?
Eh, what I meant is that it's mostly "luck based" on what you flip over. If you get something awful you don't need and the person beside you grabs a bomb ass storage compartment, that's luck, not skill. Sure there's skill in placing the pieces you get on your ship, but flipping over what you need is luck.
In post 779, AngryPidgeon wrote:Flipping tiles over is a game of fast thinking and reacting. Dunno how you can call that mostly luck, lol since its just one giant CF of trying to grab relevant pieces.
Still trying to get a feel for how I feel about it. I disliked that the actual play through after building your ship seems to be 90% negative things and no "rewards". Mostly. May have been an unlucky deck?
Eh, what I meant is that it's mostly "luck based" on what you flip over. If you get something awful you don't need and the person beside you grabs a bomb ass storage compartment, that's luck, not skill. Sure there's skill in placing the pieces you get on your ship, but flipping over what you need is luck.
mtg/heartstone/soulforge type. Key features being:
A hand of cards giving you options of what to play
Some cost for playing cards
A split between immediate effects and effects that develop your board position for later benefit.
More specifically I'd also likely include some sort of 'vanguard' system ala magics vangaurds/heartstone/and net runner.
I'm torn between heartstones 'everything happens on your turn' design feature, and magics you always need to be paying attention one. Heartstones method really simplifies magics priority and allows people playing it on the computer to more easily mulitask while playing the game, on the other hand simple isn't always a good thing and the reduced options for interactions really shows in heart stone.
In post 788, chamber wrote:mtg/heartstone/soulforge type. Key features being:
A hand of cards giving you options of what to play
Some cost for playing cards
A split between immediate effects and effects that develop your board position for later benefit.
More specifically I'd also likely include some sort of 'vanguard' system ala magics vangaurds/heartstone/and net runner.
I'm torn between heartstones 'everything happens on your turn' design feature, and magics you always need to be paying attention one. Heartstones method really simplifies magics priority and allows people playing it on the computer to more easily mulitask while playing the game, on the other hand simple isn't always a good thing and the reduced options for interactions really shows in heart stone.
Haven't played Magic in years. Never played the other two. That said, it kinda depends on your target audience. In general we find that making players pay attention for the entire game is helpful to the game (multitask is just a polite way of saying 'this isn't important to me').
Path of Exile is a good (ARPG) example of 'simple doesn't have to mean boring'. Mechanics are easy, details get complex and allow variety. Go is another. Given a choice we will pretty much always choose simpler mechanics to increase buyin and decrease training time, allowing people to get into the game quickly, even if they won't always have a good chance to win right away.
In post 762, Rosso Carne wrote:I also love Fury of Dracula for a great game. It's like the old Scotland Yard where everyone is hunting one hidden player, except with Dracula.
i looked into getting this but it's out of print/seems difficult to get unless you want to pay a bunch for it.
are you thinking of me when you're with somebody else?
Played what I think was called Ultimate Werewolf Inquisition the other night. Rather than being in a mafia game, it kind of has a smaller group of you (with one or two werewolf sympathisers) manipulating a game of mafia. I liked the attempt to do something different with the concept but I think I've played too much mafia to forgive some of the necessary thematic wonkiness (we won by making the last werewolf eat itself at night, so, y'know, don't think about it too much). Found it quite interesting though.
Also tried Suburbia and Inkognito, both of which were better. The latter in particular I really enjoyed - like a combo between deception games and Cluedo.