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expansions last weekend. Adding in a whole 4 dragons makes the game much more difficult, but at times I felt that the game was either easy or hard entirely via luck of the draw, like the expansion removed some of the skill needed in the base game. We're still trying to toy around with some house rules to nail down the difficulty right, games so far are either routs or impossible.
The start up was really slow and repetitive, but the mid and endgame was quite fun. We started with 5 players but one lost interest fast. Can definitely tell this isn't for people with short attention spans. The game has some cases where playing somewhat co-operative is wise. Certain scoring items force you to also grant a score to another player.
Game time is WAY too long, but once you get into it you lose track of time because of the level of fun. Penguin and I are trying to get a feel for how to house-rule to speed things up; even if it's just skipping the first two waves and randomizing the resulting rewards the team would have had.
Map being super modular means we can take time to really experiment, too.
In post 3029, Chickadee wrote:I definitely think that cooperative games suffer from the quarterback effect.
Some cooperative games that don't: Hanabi (people either love this or hate this), Mysterium (it can, but it's so abstract that sometimes that is helpful), Mechs Vs Minions (it's an investment though and there's a lot to it. I don't think this would be a good game for your situation, though in other regards I highly recommend it), Dungeon Fighter (cooperative dexterity game).
Castles of Mad King Ludwig is pretty fun every once in a while.
Meteor is like Hanabi; no talking, but has mechanics to build communications that allow it.
In post 3029, Chickadee wrote:I definitely think that cooperative games suffer from the quarterback effect.
Some cooperative games that don't: Hanabi (people either love this or hate this), Mysterium (it can, but it's so abstract that sometimes that is helpful), Mechs Vs Minions (it's an investment though and there's a lot to it. I don't think this would be a good game for your situation, though in other regards I highly recommend it), Dungeon Fighter (cooperative dexterity game).
Castles of Mad King Ludwig is pretty fun every once in a while.
Meteor is like Hanabi; no talking, but has mechanics to build communications that allow it.
I haven't played that. I'll look for it, since I happen to really like Hanabi.
Bandito is another Co-op game that you can't communicate about what you have. It's a quick little filler game. Very cute, very fun.
Finished our first play-thru of Pandemic Legacy season one. Late to the party but hot damn was that good; and we can't wait to go again.
Spoiler: End of May Spoiler
Our CODA was red... We're probably going to do a just-us play-thru with Black Coda for the additional challenge, Red felt rather easy to contain (Only 6 roadblocks).
2 lines into the update everyone at the table goes "Oh, it's a zombie virus."
We had a basically perfect run, we even almost got done without putting any 'verbleekten' (pale ones?) on the board, unfortunately we drew the one Coda city in the infection deck that we hadn't quarantined the turn before we were done.
Spoiler: April Spoilers
They are called "The Faded" in the English rulebook, so that sounds about right. Nasty little buggers, too.
For the moment they don't seem that bad, we haven't really had any outbreaks in Coda territory since we unlocked the quarantine specialist and they don't seem particularly more dangerous than normal Coda until you get outbreaks into non-coda cities, though there's always the joy of getting an epidemic hitting a city and then immediately drawing it.
Spoiler:
It really depends on what color of CODA you get. Players tend to find Red or Yellow CODA to be easy. Blue coda hard; and black coda nigh-impossible.