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Topic | thirty-one tabletop games, ranked |
SeabassDebeste 03/20/18 11:54:53 AM #152: | * The temporary/permanent victory point system is great. When you control territories like Level 4 pyramids, you get a circular temporary VP chit. But when you win an offensive battle (and have remaining troops), or you control two temples at the end of the day, or when you've spent a bunch of prayer points and an action specifically for that purpose, you get a square permanent VP chit. Grabbing territory can be a useful way to end the game - but the game won't end until someone has built up a solid number of those permanent VPs. * As a bit of a downside - learning all the techs can result in a long period of reading. The game is nearly unplayable unless you either know all the techs or you have a print-out for each player (as I do, thanks BGG) with details on what each tech does, so you can decide whether or not to buy them (and so you know what your opponents have). Future - It's the biggest and prettiest game I own, so hopefully I'll manage to find time and audience for it. It has to compete with so much, though - I'm always looking to play new games! And sadly, it does take a long time to teach the rules, even though it plays so breezily, which means that repeated plays would probably be better. Bonus question - What is your favorite dudes-on-a-map game? Hint for #13 - a dice game that looks and sounds like a reimplementation, but is more of a 'sister game' --- 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 ... Copied to Clipboard! |
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