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Reply: Terra Mystica:: Variants:: Re: 10 new playtested fan-made factions

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by wallwaster

bokuteki wrote:

wallwaster wrote:

[BGCOLOR=#00FF00]GREEN - Musicians[/BGCOLOR]


Like this?


JamesWolfpacker wrote:

These are nice ideas and look like fun to play, but most of them are pretty overpowered.
+1.


Oh, yes that looks great! Thank you! There's just one problem. You're supposed to make all three steps down first and then make all three steps up. It's more flexible that way, but you also can't just do the same step up and down pair three times in a row which would make it to easy to just get a lot of power. One way to iconize that might just be to write -+3 with minues sign above the plus sign.


bokuteki wrote:


My ideas (Musicians);
Ability
In order to win, it is strong to repeat scoring actions in each round. So I think this passive ability of +1VP is overpowered a littele. As an alternative, pay something (1 coin?) for each activation or reduce incomes like Engineers/Volcano factions.
Stronghold
The power income should be 2 or less because it is easy to gain power via the SH ability.


My thinking (and the result of playtesting) with this faction was that this ability produces about as much VPs as the witch ability, but I guess pro players could make more with it, but paying a coin each time feels like a huge nerf. I also don't think their income should be reduced since they neither terraform nor build more cheap than usual. Maybe take away some starting power (5/7 instead of 7/5) and/or starting coins (that could even be somewhat thematic, meaning that these are poor travelling musicians)
4pw feels like too much and 2pw feels like too little income, so I tried out 3pw income SHs for some of the factions, but that's not something that I feel strongly about. Since you can use the SH ability to get lot of power anyway, one other way to nerf them might be to just take away the SH income. Or make the SH cost more maybe (and/or the SA?)

Reply: A Feast for Odin: The Norwegians:: Variants:: Re: Inventors diary: Thinning out occupation cards - Write your own proposition-list

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by NorthernPolarity

Some rebuttals to the arguments you've posted Gernial. Keep in mind this is from a solo mode perspective.

Gernial wrote:


1 A - Peddler 0vp +1
"Limited uses, and if you don't get it before first animal set or two, useless."
Also my thought. It was accaptable in basic game -> early money was rare and getting things cheaper early was helpful, but now you use spaces once to get a pair. Even if the other general problem of getting it fast enough might get solved, this card got worser with The Norwegians.


Agree.

Gernial wrote:


2 C - Patron 1vp -1
I do not see a reason to eleminate this card. Do you think it is to good now?


I do not like these types of occs in general, though this one is probably less bad than I gave it credit for, and is probably a 3.: you need to play this early to get the full benefit, and it restricts you into suboptimal actions that you don't necessarily want to take. So with this action, the good choices are what, emigration, animals, special sale? I could see realistically doing 2 emigration / 2 special sale / maybe 1 animal with this occ, but you need to play this early to get ~5-6 VPs on average. The issue with this is that early workers are worth a lot, and probably worth 5-6 by itself when spent on something that develops an island / animal, so it seems bad to work hard to get the same effect.


4 c - Hunter 0vp -1
A great card for specializing on hunting with a great negative aspect idea: pillaging more expensive. Forces you in a strategy with excluding another a bit (still possible). I wanted to create more cards of that type ;-)


You can think of -1 as saving a bow/spear or wood each time you hunt or whale, meaning that this is pretty close to say 1VP per activation. This requires 6-7 activations to be worth it, but you need to play it early, and it makes raiding/pillaging/thieving worse so you probably need even more activations to offset the benefits that this occupation could theoretically get you.


5 A - Chief 7vp -1
A great card. You should not count the stuff you need, because its is for the circumstances made, that you have to much of it, what can happen easily with getting much islands. And it helps to focus a stronger emigration-strategy too! We play it always in testgames, never saw somebody throwing it away for VP. With the 'harvest'-mini-expansion it will be even greater in case of much harvests. It is not a good idea to play it early, because VPs are no engine. And the growing costs are okay, because having to much stuff gets less and less worth until end, where you get no VPs for left stuff.


Card is terrible in solo mode especially, where you should not be in a situation where you have so much excess food and are unable to use it. The food is usually going to be worth more in a longhouse, so I consider it a play mistake if you use this card in solo. Makes sense for multiplayer though.



13 B - Archer 1vp +-0
Not a great card of less use without wild hunting II (1-3 player games), but it may get better usable with a new rule/divided stacks or so.


In a 1 player game the maximum value of this is 4 hunting games if you are willing to make the bad play of playing this on turn 1. Your reward for doing so (and spending a precious turn 1 action which is probably worth 5VP when used elsewhere) is 5VP in the best case, which again, is awful compared to throwing away the card for VP. I'm convinced that there is no situation in solo mode where you would ever play this card.


16 C - Captain 2vp -1
Okay, it is very specialized. But it offers to play a strategy mix of whaling and plundering with ore. Using 3 ore for whaling or plundering is not bad. The fourth ore gives you 2 hacksilver, so you have minimum 3 vp benefit and a chance for more.


The thing is that a minimum 3VP is terrible given the alternative is throw away the card for 3VP for no additional work. Not only that, but since ore is worth 1VP when put on an island, you can't just put the ore on your ships and then play this card, but you actually need to get use out of the ore by using your longships/whaling. The main thing for me is that ore has huge diminishing returns past the 3rd one: The 3rd ore on a longship is fine since each ore is effectively ~+1VP since it lets you get bigger gray tiles, but the extra ore in whaling boats is much more dubious, since extra ore does not give you additional stuff if you already have the resources to pay for the ship. It feels like too many things need to come together for this to be worth more than the discarding for 3VP, so it usually ends up being discarded.


28 B - Locksmith 1vp -1
Very specific, because you need for good use islands with space left for green tiles like oil. But usable especially when turning green tiles to blue with oversea trading. Maybe helpful also on an artisan shed.


How many chests do you need to make this worth it, and where are you getting these chests? Converting silver to oil is a very generous +1VP per conversion (since it can be hard to put oil in places whereas its very easy to put silver in places, and you sometimes wont even have the silver to convert), and given that the occ starts at -1VP, you probably need at least 6 chests to make this break even with the cost of playing the occ depending on what time in the game you play it, and when the only way to get chests is the mediocre Labrador (in solo mode), getting wool and using knarrs to upgrade it...? or the crafting action, none of these actions give you enough chests to give you enough chests to make this occ worthwhile. There are a lot of occs in the base game that follow the formula: "play me early and I will give you 1VP each time you do this relatively uncommon action that you are unlikely to do more than 3-4 times in a normal game" - these are generally very situational and underplayed, and this is a good example of that.

Reply: Pandemic Legacy: Season 1:: General:: Re: 2 player take 2 teams or 4

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by rmsgrey

Hypothetical example:

You have a character with the abilities "This character cannot treat or cure diseases. This character can take the unique plant a flower action." and an optional objective "Plant 3 flowers."

With 2 players, you probably want to avoid the character in order to be able to actually cure and treat diseases effectively, but with 4 players, getting an easy optional objective could well be worth it.

Reply: Gaia Project:: Variants:: Re: Master of Orion Pack (new full set fan factions)

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by SirGerrit

Hi Bobral,

First of all, great set of races. I have a lot of fun playing them. Before I give my comments let me say I play in the same group as Rob Shepherd and we played quite a few times now.

Most of the new races are really fun albeit some are quite situational (which isn't a bad thing in itself), especially if they get a starting tile. Also the Bulrathi (which Rob mentioned seemed kind of weak after our first play) really shines. It's probably the most succesful race (best win/loss ratio) I have seen played from any of the expansion races.

There is only one race that I really do not like and that is the Darlok (Rob won't agree with me on this). Their ability to just copy the best advanced tech in the game and being able to go up to the last spot on any of the technology tracks no matter what gives them so much advantage and freedom it feels unfair to play against.

[rant]Let me give you an example: at the setup of a game you see a good strategy, a nice technology track with advanced technology that will probably score you over 20-30 points and combine it with other goals in the game will probably carry you the game. You'll spend some time and resources to achieve this with a decent setup to close out the rest of the game. Well it doesn't matter when the Darlok is playing because they just copy your strategy when they see it works for you. Even worse, where you probably had to make some tough choices to achieve this the Darlok didn't and can just focus on anything else really. [/rant]

Because spotting that sweet strategy in any given setup and trying to execute it is what makes this game brilliant the Darlok just kill all the fun I get out of this game.

Anyway, keep up the good work. If you ever have some other great ideas for new races I'd like to try them out!

Reply: Noctiluca:: General:: Re: What a cool game!

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by shem84

You place your pawn on one of the outside shores. After that, you don't move it. You simply call out a number, and take all the dice of that number in one of the two possible directions (lines of connected tiles).

Reply: Ora et Labora:: General:: Re: Will Mayfair release this game? (any revisions?)

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by bktanner

I am also waiting on this reprint and would like to know :).

Reply: Le Havre: The Inland Port:: General:: Re: Any plans for an expansion?

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by majagua

Bump. Played last night after maybe a year or 2 without playing. It's sad that this being one of the best 2 player Uwe games never got the love like the others for a mini expansion that just adds more buildings. It does suffer from variability after a few plays.

Thread: Fairy Tale:: Rules:: Egg of Chaos is aptly named...

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by Daniel Mills

I know there is already a thread addressing this issue, but it still didn't clear up the Egg of Chaos for me. I am totally confused as to how scoring works with this card, and the rules do a poor job of explaining it in that they really don't explain it at all. It seems to me that Egg of Chaos scoring is inconsistent with how scoring is usually handled. For example, in the rules it shows two Mischievous Fairies paired up with the Egg. If the Egg counts as an additional M. Fairy card, then that brings the total to three M. Fairy cards. Normally, scoring would total these M. Fairy cards at three points apiece, for a total of nine points. But the rules state that when the two M. Fairies are linked up with the Egg (which counts as an additional M. Fairy), the score only adds up to six.

Can someone please explain in detail how they arrived at this score?

Thank you.

Thread: No Thanks!:: General:: New Box is Way Too Big

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by jefulks

Just got the new version of this game so I could have one in my collection... the new tokens are really nice and the larger cards are good for when you're playing at a large table. BUT – the box is mostly empty. I'm pretty sure I could fit 4 copies of the game into one box.

It's a massive amount of space to take up on my shelf for a filler game.

I wanted to make sure I posted something so that people would know before they buy the new version (especially if they already have an older version). I'm probably going to cut the box down to a more reasonable size.

Reply: Le Havre: The Inland Port:: General:: Re: Any plans for an expansion?

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by grant5

majagua wrote:

...this being one of the best 2 player Uwe games...

I like Inland Port, but I don't think this statement is even close to true. I think most Uwe fans agree that this is one of his weaker 2p games.

Plus it would be a travesty if he put time into developing an expansion for this when he hasn't done one for the full Le Havre (other than the small deck of special buildings), or for Ora et Labora.

Reply: Merchants & Marauders:: Variants:: flotilla in same sea

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by ppsacco

found a conundrum in your rules...you say in one place that a boat or flotilla must remain in the same sea as its ship, but you also say in another section that if you are launching boats and a boat is already in another sea, it is lost...

Can you sale a boat away from its ship?

I really don't see any benefit from using the flotilla/boat rules...other than gaining access to an illegal port I suppose....

Also, launching boats prior to naval combat: If a NPC had scouted me and it is going to fire immediately on the first round, there isn't any advantage I can see for launching boats as you will take the first shot without any response....

Comments please....

Reply: Le Havre: The Inland Port:: General:: Re: Any plans for an expansion?

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by majagua

grant5 wrote:

majagua wrote:

...this being one of the best 2 player Uwe games...

I like Inland Port, but I don't think this statement is even close to true. I think most Uwe fans agree that this is one of his weaker 2p games.

Plus it would be a travesty if he put time into developing an expansion for this when he hasn't done one for the full Le Havre (other than the small deck of special buildings), or for Ora et Labora.


...obviously when I referred to the game itself, I was specifically ranking it among his small 2p games, that except patchwork are based on their big brothers: agricola creatures big and small, cave vs cave, this one. So among those little games, I do like this one a lot, but don't play it too often. Besides, this is my opinion.

It is also not a mystery that this is one of his weakest games, it's still a decent lighter game. Neither it or the smaller versions of his big box games equal to Agricola or some of Uwe's finest. But that doesn't mean they can't be appreciated. They take way less time to set up and play.

Reply: Terra Mystica:: Variants:: Re: 10 new playtested fan-made factions

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by JamesWolfpacker

I spot checked some top level Snellman games and +1 vp per round scoring isn't actually that much. It is usually slightly less than the Witches getting 2 or 3 towns depending on the game.

For the SH, the power gained on the cult track is probably not as important as the ability to be able to meet a lot of cult bonuses.

Reply: History of the World:: General:: Re: Has anyone found (or designed) a "player aid" for this yet?


Reply: Gaia Project:: Rules:: Re: First time playing with Ivits

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by JamesWolfpacker

To make it really easy to track the Ivits power level of their Federation, simply use a satellite or 2 on the resource tracker.

Reply: Court of the Medici:: Rules:: Re: Optional Rules

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by TiGrr

Excluding Jesters, cards with the same rank have same number printed on them (Jesters have an X printed on them). There are two cards of each rank (except for the Duke = 15). The optional rule ensures that all of your starting cards in the inner court have a different number/X.

Thread: History of the World:: General:: Timeline Aid finally...

Reply: Le Havre: The Inland Port:: General:: Re: Any plans for an expansion?

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by grant5

majagua wrote:

grant5 wrote:

majagua wrote:

...this being one of the best 2 player Uwe games...

I like Inland Port, but I don't think this statement is even close to true. I think most Uwe fans agree that this is one of his weaker 2p games.

Plus it would be a travesty if he put time into developing an expansion for this when he hasn't done one for the full Le Havre (other than the small deck of special buildings), or for Ora et Labora.


...obviously when I referred to the game itself, I was specifically ranking it among his small 2p games, that except patchwork are based on their big brothers: agricola creatures big and small, cave vs cave, this one. So among those little games, I do like this one a lot, but don't play it too often. Besides, this is my opinion.

It is also not a mystery that this is one of his weakest games, it's still a decent lighter game. Neither it or the smaller versions of his big box games equal to Agricola or some of Uwe's finest. But that doesn't mean they can't be appreciated. They take way less time to set up and play.

Obviously true. My comment was not made in response to your opinion about the game, but in response to you wondering if that opinion was common enough and strong enough among gamers that Inland Port would warrant an expansion. That is, sadly, not the case.

Reply: Onirim (second edition):: Sessions:: Re: Onirim with 7 Expansions, Try #1

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