I have posted up the newest version of my game, Magic Maze Mayhem (formerly hedge maze hijinks), with the post PAX Prime 2014 changes. I am planning on sending the files to get a one off done in the next week or so.
Any feedback, comments, suggestions are welcome, and encouraged, so that I can make sure my prototype is functional. I am not too worried about formatting/graphic design too much at this time, as I think it would be better to worry about that stuff after play testing is finished and I am looking to publish.
Has anyone here played the card game Lifeboat before? I heard a review of it on Shut up and Sit Down and it sounded like it would be awesome for my group but i still have some reservations.
I don't recall any of your reviews well enough to say if I thought they were very good for YouTube or not, but I would suggest maybe some of the shorter ones? I recall some episodes where you blew through a few games in one episode, like the Core Worlds episode.
Also, consider making a video about how to win at Catan every time. Rile up the people who disagree that it boils down to a few simple strategies plus luck! You know you two are at your best when you crank the arrogance up to 11.
Went to game night last night. They kicked things off with a 6-player game of Red Dragon Inn. I knew the game looked like crap. It was confirmed to be crap. Just a bunch of screw-your-neighbor Munchkin play.
Second game of the night was a heavier euro, Legacy, which came out last year. This is a game I really wanted to like based on style and execution of theme, but I just can't recommend anyone play it. Legacy is a worker placement game that has you building out a large family tree (four generations long, to be exact) and scoring points based on all sorts of family relations (as new family members are married-in, they can trigger abilities dependent on the nationalities or professions of existing members).
Moreso than most worker placement games, you really don't give two shits about what your opponents are doing in Legacy. Most of the spaces are on your own personal board, and the ones on the public board are either useless or painfully obvious power spaces that are filled up as soon as they are open (no surprise blocking here).
There are two major decision points: "who should I marry into my family?" and "how many children should each couple have?" Figuring the answers out took a bit of mental gymnastics, and I enjoyed solving that puzzle, but it always felt like a puzzle, not an interesting decision. There was a clearly optimal path based on the cards available to me, and the secret end-game objective I was dealt. Once I figured out my path, the next few turns were always painfully obvious. The game also took way too damn long for what it was.
Legacy is an also-ran. It really tried, and it did a lot of neat things in the details, but it is not the total package.
Looking at Legacy on BGG, it's up in the 300s somewhere in rank, with people praising it as a great merger of Euro mechanics and thematic gameplay. I can agree it is most definitely not a dry theme game. I mean, fuck, the "birth complication" event cards force the player to choose between either having a miscarriage or losing the mother's life for the sake of the child. Games haven't been that serious since that game last year about freeing the slaves. I would have preferred if Legacy worried more about its gameplay and less about thematic nature.
Whatever game Pence wanted us to play at PAX but didn't that's like Agricola with dwarves sounds cool even though there is baby making, but it's not a focus of the game, but a means to possible victory.
It starts with The Man pushing all of these games about marriage and baby making. Then the next thing you know, you're gonna see game mechanics that are all like, BUY A HOUSE, or at least just move out and get a job. Geez.
It starts with The Man pushing all of these games about marriage and baby making. Then the next thing you know, you're gonna see game mechanics that are all like, BUY A HOUSE, or at least just move out and get a job. Geez.
Or perhaps these games are made because the makers know that board gamers don't have social lives and we experience these life events through board games.
Are there any games we're reviewed in the past that you guys think were particularly apt reviews?
Not a review, but you should do something with Getting Into German Board Gaming. That episode is why I played Carcassonne and Settlers, and I'm not convinced Beyond Candyland obsoletes it.
I like the ones where you review the game, but have also already solved it, and you explain how to win in the review too. I guess then there's little point to playing the game after that for many people, but I liked it because it kind of "finishes" a game for me, all in one listen.
Comments
Any feedback, comments, suggestions are welcome, and encouraged, so that I can make sure my prototype is functional. I am not too worried about formatting/graphic design too much at this time, as I think it would be better to worry about that stuff after play testing is finished and I am looking to publish.
Are there any games we're reviewed in the past that you guys think were particularly apt reviews?
Hanabi seems like a good starting point. Agricola if you want something longer.
Also, consider making a video about how to win at Catan every time. Rile up the people who disagree that it boils down to a few simple strategies plus luck! You know you two are at your best when you crank the arrogance up to 11.
Second game of the night was a heavier euro, Legacy, which came out last year. This is a game I really wanted to like based on style and execution of theme, but I just can't recommend anyone play it. Legacy is a worker placement game that has you building out a large family tree (four generations long, to be exact) and scoring points based on all sorts of family relations (as new family members are married-in, they can trigger abilities dependent on the nationalities or professions of existing members).
Moreso than most worker placement games, you really don't give two shits about what your opponents are doing in Legacy. Most of the spaces are on your own personal board, and the ones on the public board are either useless or painfully obvious power spaces that are filled up as soon as they are open (no surprise blocking here).
There are two major decision points: "who should I marry into my family?" and "how many children should each couple have?" Figuring the answers out took a bit of mental gymnastics, and I enjoyed solving that puzzle, but it always felt like a puzzle, not an interesting decision. There was a clearly optimal path based on the cards available to me, and the secret end-game objective I was dealt. Once I figured out my path, the next few turns were always painfully obvious. The game also took way too damn long for what it was.
Legacy is an also-ran. It really tried, and it did a lot of neat things in the details, but it is not the total package.
And Funny Friends: http://boardgamegeek.com/boardgame/16366/funny-friends