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Topicthirty-one tabletop games, ranked
SeabassDebeste
03/15/18 11:48:19 AM
#72:


Design - The biggest weakness of Scythe might also be its biggest strength: the awesomeness of its components. Scythe's artwork is a dark but rich look at northeastern Europe, with its special Encounter cards showing mechs looming in the distance of farms and foggy fields. The minis for your mechs are fantastic - each faction's mechs and workers are not only of different colors, but of different shapes, as well. Yet in the end, the game isn't about ramming these mechs into each other, and the cognitive dissonance of having these violent-looking minis in a game that's more about farming is just... strange.

Scythe can also feel extremely solitary at times. Objective Stars end the game and are worth even more points than territory, yet you get them through such innocuous means as holding three tundras at any point in time, simply producing a big workforce, or getting just temporarily to the maximum of the strength meter. Again, it feels like you're not constantly playing this gorgeous map, and that can lead to some frustrating cognitive dissonance. Once you accept it for what it is, though, the smoothness sets in, and that nice feeling of your engine puttering along kicks in. The biggest pressure on you from other players is generally not military, but rather time-based - if an opponent seems to be imminently reaching six stars, you need to focus on taking up lots of space at game's end, and that can lead to fights. And that's okay.

Future - Would definitely like to play Scythe again, though it's hard to compete with so many other games trying to make it to the table!

Bonus question - What games look like they should play differently from how they do?

Hint for #24 - it's easier if you announcing "HEADING" before stating your course
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yet all sailors of all sorts are more or less capricious and unreliable - they live in the varying outer weather, and they inhale its fickleness
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