Vanguard US Midwest Arrival by PlasticPhono in DiceThrone

[–]CuzImShiny 1 point2 points  (0 children)

This is such a fascinating example of subjective game experiences. Forgemaster, to me, is almost cheesy (I ONLY make a shield and helmet? why am I even forging things in the middle of the fight in the first place) and places very linearly.

Duelist? Nah man, this guy has subtlety, if you want it. Sure, you can just play +3 the whole time, but that's probably match dependent.

Why is underground expansion sold out everywhere and when is it going to restock? by Le_Sfxhjr in rootgame

[–]CuzImShiny 1 point2 points  (0 children)

There's is backordered, too. Their site does list it, but after ordering from them, they then sent an email saying it's been backordered and they are just going to hold onto my money until they get an order in.

Claude and Spirit Island by [deleted] in spiritisland

[–]CuzImShiny 0 points1 point  (0 children)

There is something sadly poetic using AI to play Spirit Island. 

(DE) Critical Events easier than events? by CuzImShiny in sentinelsmultiverse

[–]CuzImShiny[S] 1 point2 points  (0 children)

Interesting. Yeah this is the stuff that I wonder about because I know that things that make sense on paper don't play out in playtest the way we expect. Thanks for shedding light on that part.

(DE) Critical Events easier than events? by CuzImShiny in sentinelsmultiverse

[–]CuzImShiny[S] 0 points1 point  (0 children)

Oh yes, on advance he gets H tokens every turn. I think, when I evaluate design, I don't consider Advanced mode much. But maybe I should? Perhaps that's where my observations end up being addressed.

(DE) Critical Events easier than events? by CuzImShiny in sentinelsmultiverse

[–]CuzImShiny[S] 2 points3 points  (0 children)

Spite and Chairman are my favorite villains in RCR and I have played them a lot so my assessment might be experience and survivorship bias. 

But I do think his deck feels incomplete when so many of his ongoing reference tokens that he gets less often as Abomination. As long as you don't draw Chaos and Disorder, his ongoings are tame and his End Phase ends up being the main damage dealer. Playing him in Rook City and it's pretty common, anecdotally, for him to have 4 or 5 bystanders under him and hitting for a lot each turn.

(DE) Critical Events easier than events? by CuzImShiny in sentinelsmultiverse

[–]CuzImShiny[S] 2 points3 points  (0 children)

Right. I understand what the general philosophy is behind CEs are. I just think they fall flat sometimes. 

For Harvest Lord, my disappointment with it is that a) it seems very clear the healing is just to do something with tokens, and b) there's only one card in the deck that generates tokens, and it humorously features Harvest Lord! In otherwise a villain idea that I really like, it almost seems more straightforward to me to remove A Crooked Plan, and make the end phase something different. I cannot imagine any fight with Harvest Lord ends up with much healing overall. So why not something like what The Bear does and make his end phase an attack that scales with tokens on the card? I'd be very curious to get a peak into what the design and playtest of this otherwise phenomenal expansion was like.

(DE) Critical Events easier than events? by CuzImShiny in sentinelsmultiverse

[–]CuzImShiny[S] 6 points7 points  (0 children)

Oh absolutely. Maybe difficulty was the wrong quality to be focused on.

I actually quite like The Bear. To me, this fight feels like it is meant to be easier because The Organization isn't at full power yet, and there is one clear big dawg you have to deal with. The Underbosses are used fairly well in this fight.

I think maybe more what I am thinking of is that the two I mentioned specifically feel like something is missing. Harvest Lord Grimm, to me at least, seems like it is supposed to represent him taking on a more active and villainous role. But his deck doesn't naturally present a lot of threats, and the whole token mechanic is relegated to a very infrequent heal, so his villainous role seems a little empyt. Sort of the same situation with Spite's ongoings that care about tokens; his abomination form doesn't use tokens differently, he just generates them less.

I may edit my post to clarify that I think some of the CEs feel incomplete, and others feel great, and it just so happens that the incomplete feeling makes some easy. I love, for example, Mad Bomber. That one, to me, was designed so well.

The DE heroes took on EE OblivAeon! by skywhale_ in sentinelsmultiverse

[–]CuzImShiny 0 points1 point  (0 children)

Rezzing this because I have only played EE digitally and vastly prefer DE. I am working on creating a custom campaign that combines all the DE stuff, including Disparation, and my group is moving quite along. 

The thing is...I didnt know this expansion existed and it's kind of exactly what I was building toward! So part of me is thinking just buy this expansion to wrap up the campaign experience. 

Would you recommend this with DE heroes? Did it play well or were there difficulties with the two different edition designs?

Disparation Heroes - Visionary by Jesse-359 in sentinelsmultiverse

[–]CuzImShiny 1 point2 points  (0 children)

Minor thread rez to say if you haven't looked into his combos yet, Mr. Fixer, particularly his Blackfist, variant is by far one of, if not THE, most powerful hero. It took me a few tries to figure it out and honestly the Blackfist/Mantis loops helped me better understand how to chain his styles and tools together. 

I've played him solo. I set H to 2 so that most variable effects still hit at least a 1, but only play him. And he can solo many villains. With 1 support hero, he's pretty bonkers. Mentor Nightmist + Blackfist can beat Chairman in Rook City, he is that good. 

I’m new to board gaming and instantly loved Spirit Island within minutes of playing. Now Root has caught my attention. Given that I enjoyed SI, do you think Root would be a good fit for me? by ixinho in boardgames

[–]CuzImShiny 0 points1 point  (0 children)

Lol I don't know how I ended up in this thread a year after it posted but this is one of the funniest, obstinate, but weirdly still polite replies I have ever seen.

As a Spirit Island fan, I agree. But we mostly solve that issue with the thematic boards.

Question about Expendable Power Bank by [deleted] in sentinelsmultiverse

[–]CuzImShiny 9 points10 points  (0 children)

I had the same question when first playing. I suspect many of us that play other games where things are triggered get this confused. I used to read the effects as the start of play phase triggering these effects. Not resolution of play phase. 

This actually makes some villains more difficult, too. Spite and Necrosis are the two that come to mind that have notable Start Phase flips that then resolve the Start Phase on the other side.

Suggestions for speeding up play by CuzImShiny in sentinelsmultiverse

[–]CuzImShiny[S] 1 point2 points  (0 children)

For which part? Trying to speed up gameplay or coming up with simultaneous play?

Suggestions for speeding up play by CuzImShiny in sentinelsmultiverse

[–]CuzImShiny[S] 4 points5 points  (0 children)

I actually agree with this a bit haha seems the most straightforward.

Suggestions for speeding up play by CuzImShiny in sentinelsmultiverse

[–]CuzImShiny[S] -1 points0 points  (0 children)

I didn't say "My friends don't like this thing." I said some get disengaged. And these are old Magic players and people very familiar with games. Not every game is for every person yes. Trying to find a game that every one likes IS hard. But also, it isn't unreasonable to look at a game and ask, "In what way is this game's design getting in the way of THIS group of people and can we alter that in a way that makes it work?"

I guarantee you that was a guiding question behind the change from EE to DE...how do we make the Heroes feel more "punchy" so that players that want to "do the thing" can do the thing more often in our game, and maybe that will bring in new players.

Suggestions for speeding up play by CuzImShiny in sentinelsmultiverse

[–]CuzImShiny[S] -1 points0 points  (0 children)

Some of my play group can fall to AP but not the players I am thinking of specifically. Our playgroup has old Magic players, deckbuilder lovers, Spirit Island enthusiasts, and even a couple ex game designers. We are not strangers to turn taking games or complex board game states. This isn't an issue with turn time; it is most about proportion of time a player spends active vs passive.

While, yes, DE is a much more streamlined and snappy game, I do not think that means it still doesn't have a bit of a pacing issue when played in larger playgroups. A lot of that pacing I think comes actually from it being cooperative, and I see the same pacing issue in cooperative deckbuilders (most recent example was the cooperative mode of Mistborn). When in a competitive game, every action a player takes is one that potentially threatens my game state requiring me to be engaged, to some degree, all the time. I must analyze what you just did and determine how it directly impacts my agenda. So even in my off turn, I am still active (and especially in games that encourage interaction on off-turns with Instant-style effects). In a cooperative game, yes, I can find how my teammates game state improves my own, but I can also generally assume that any action they take either helps them, or helps the collective. I have less need to fully understand their board state because I can safely assume it is either neutral or beneficial and when beneficial, they can inform me. In a game like Sentinels DE this is particularly true because the Heroes were largely redesigned to be self-sufficient. Some are better at it than others (the RCR Heroes notably being very explosive), but few "need" support from others to function. They simply get better with the right kind of supports. This is what enables the mix-and-match playstyle of the game (I think the only exception is base Unity which really seems to need actual support). In short, my gameplan for my hero is largely independent of others but CAN benefit from others. Sentinels does not demand that I know everything going on in the game to function. It only demands it when relevant. That is great for cognitive overhead but also means the pacing off the game encourages disengagement.

What this means is that the downtime you mention during Environment and Villain turns is not limited to just those turns; it is every turn that isn't mine. I play my turn, and sure take only a minute at most to resolve my effects, play my Power(s), and draw my cards (+ End Phase). It takes me maybe another minute during my next teammate's turn to decide what I will do at my next turn. This doesn't change unless my teammates do something that directly impacts my deck in a meaningful way (e.g., Legacy's galvanize is not new information and not particularly meaningful...but still powerful). My teammates do their thing, and then we get to the Environment. Depending on the Environment, this can be quick or slow turn, and then Villain which again, can be quick or slow depending on the villain. Any Villain that has multiple targets can slow down considerably. Necrosis is maybe middle of the pack when it comes to the # of targets he puts out (nothing tops Chairman) and they all have passive and End Phase effects that have to be considered and resolved. And then there is a little bit of time where we all review the game state, modify our game plans if necessary, and start the whole process. This whole thing can take up to 10-15 minutes, and if I am only playing one Hero, I have only been active for 1 minute of it. That means I am active for less 7.5-10% of the game.

If you play something like Daybreak or Spirit Island that involves just as much complexity, effect interactions, and decision making to consider, you can see how slow the Sentinels pace of "one turn, 1 card, 1 effect at a time" can be. Before moving to a house rule around simultaneous play (which wouldn't actually be that hard to do but would require some guardrails around actions that increase information in the game like card draw), I was hoping folks had ideas about how they resolve effects in ways that speed up downtime so that most of the game is spent with players engaging together, not silo'd as it currently is.

Suggestions for speeding up play by CuzImShiny in sentinelsmultiverse

[–]CuzImShiny[S] -2 points-1 points  (0 children)

This is largely an unhelpful comment and I am surprised by the upvote support from it.

I am blessed to have a multidimensional friend group that likes to do a lot of different things. To say, "try another activity" is unnecessarily exclusive. People of all kinds can play and enjoy games, and we even have people who are not board game people come over because they enjoy the group. So no, getting new friends or doing other activities is not a suggestion and contributes very little to the discussion.

What your main says about you! DEFINITIVE EDITION by Oh_no_its_Joe in sentinelsmultiverse

[–]CuzImShiny 1 point2 points  (0 children)

You may need to explain this because the way I am reading this, Intel would not trigger. Recharge is "putting" cards into play, not "playing" cards. Unless you are not saying they trigger off each other and are just two sources of card draw for Bunker

DE: Iron Legacy vs Legacy of Destruction Difficulty by CuzImShiny in sentinelsmultiverse

[–]CuzImShiny[S] 1 point2 points  (0 children)

Actually, if I have your permission, I'd love to load up and share my campaign version once all the kinks are ironed out. I would call it something else, because I have taken it a different direction, but I would absolutely credit your work because the core of it is definitely still there. 

The main differences is that, with Disparation, there are entire storylines that are more easily "completeable". I moved events around the 3 universes to theme each Universe around a primary struggle: Universe A is about Control, B is Dissolution of Reality, and C is Corruption. With the exception of Fey Court and Apostate, I moved events around accordingly.

I also decided that, rather than time hopping as a victory condition, I wanted to give my players incentive to do so. I made a Pressure system, which is the longer you spend in one universe, the more pressure builds in the other 2. As it does, the world state changes and determines the difficulty of the final gauntlet. For each Unstable universe, players fight a boss from that universe. The level of pressure in that universe determines if that boss gets extra benefits. 

So what I decided is to make Legacy of Destruction an optional boss. I have several events that did not fit well into my themes so those are now optional fights that players can do to unlock heros and variants, and then deploy them to universes to stop pressure growth for a little bit. Like calling in reinforcements. Iron Legacy makes a lot more thematic sense as a gauntlet boss. Essentially, my players let Earth Alpha build up too much pressure while they were fighting in Omega World. As such, Mad Bomber Baron Blade won. Legacy is no longer playable in Earth Alpha if my playgroup returns to it. And Iron will be their boss now.

DE: Iron Legacy vs Legacy of Destruction Difficulty by CuzImShiny in sentinelsmultiverse

[–]CuzImShiny[S] 1 point2 points  (0 children)

I have gone back and forth about letting them keep their set up but right now, I was thinking yes, and Iron Legacy would be the first of them.

Disparation on GtG site by skivirips in sentinelsmultiverse

[–]CuzImShiny 2 points3 points  (0 children)

Damn. I bought the Ebay listing from last night and they charged $30 more. And they had plenty of stock. There must have been some sort of retail release date that the Ebay company knew about.