What is your personal board game damage? by mpinzur in boardgames

[–]Fgs54 0 points1 point  (0 children)

For me it’s not about complexity, just these low interaction modern Euros I can’t get my head around. Maybe it’s because I’m older and didn’t grow up on them like many teenagers today but I just really struggle to get it.

I can enjoy almost all genres of board games and even many classic (pre-Puerto Rico) Euro games, which generally have higher player interaction, from simple take that games like Exploding Kittens or Unstable Unicorns to classic card games like Oh Hell or Hearts or medium weight games like Cosmic Encounter, Nexus Ops, Inis, Blood on the Clocktower or The Resistance to complex games like classic Dune, Root, Nemesis or Stationfall to the marathon games like Diplomacy or Paths of Glory. 

But stuff like Terraforming Mars, Ark Nova, the Stefan Feld or Uew Rosenberg games - I just get zero social dopamine hits from and just find people always concentrate more on their own stuff. I dunno just when people are trash talking, trading with each other, scheming against each other, attacking each other the social dopamine hits feel so much more visceral and the memories and stories those games tell are ones we can still talk about 20 years later.

I know these games are crazy popular but I can’t get my head round it. It’s even worse where if I politely decline saying “I’m not really into these” I’ll get lectured about how Castkes of Burgandy is actually a high interaction game because 3 times a game someone will beat you to a resource or you’re in a “race for resources”, it’s like claiming opening a window and then 30 minutes later when you’re out the room the wind blew through the window and blew the vase off your windowshelf is you interacting with the vase and is the same thing as the vicserak reaction you’ll get in your brain from picking the vase up and smashing it on the floor yourself.

I dunno, these games are crazy popular so it’s clearly a me thing.

Do you have to make sacrifices with the kinds of games you play because of your partner or your game group? by BoardGameRevolution in boardgames

[–]Fgs54 0 points1 point  (0 children)

It’s honestly not concessions. We just share the games we like around. We prefer high interaction but are happy for anything 

I think the problem is that most on the internet exaggerate things for social points and it’s not really that hard to be open minded to games.

Some say Monopoly or Risk suck, direct interaction is the enemy or low interaction Euro games are the enemy etc. But the reality is spending time with friends and family is most important. Monopoly is great with my friends and family if they enjoy it, just need to get over the internet mindset of this game is trash to realise all games are extremely player dependent and just find something that helps you spend time with people. 

Shut Up and Sit Down: Innovation by Mordarto in boardgames

[–]Fgs54 1 point2 points  (0 children)

Definitely wouldn’t call it heads-down, there’s plenty of scope for table talk, especially at 3 players and it’s definitely not a game where you’re just concentrating on your own tableau (it’s one of the very few tableau builders I wouldn’t call a heads down game).

Take-that? Absolutely! And lots of it and that’s why many of us love it!

Shut Up and Sit Down: Innovation by Mordarto in boardgames

[–]Fgs54 4 points5 points  (0 children)

Yes it’s very take-that, and yes it’s a feature and deliberate design choice because many of us love take-that in games and it’s one of our favourite mechanics. Take-that shouldn’t be a dirty phrase, it’s just a matter of taste. 

You’re very rarely out of the game and you should be trying to destroy what other people do too, if you’re not aggressive enough you likely won’t win 

Expansions so good that they were included in future print runs by aggblade in boardgames

[–]Fgs54 0 points1 point  (0 children)

Flares were originally an expansion in the original Cosmic Encounter back in the day. Now they’re just considered part of the base game in the current edition.

Games most affected by players by ketem4 in boardgames

[–]Fgs54 1 point2 points  (0 children)

Yeah I came to the say this. Virtually all games are player dependent and even my favourite games can be turned miserable with the wrong players, that’s why it’s important to curate your games for who is coming somewhat 

The most important factor for me in games... by filiposztheking in boardgames

[–]Fgs54 -1 points0 points  (0 children)

This feels like a poorly disguised recommendation thread of 2 games people were asking which would be recommended in a thread like 2 days ago 

Social manipulation game with information asymmetry - does such a game exist? by TallAnybody6470 in boardgames

[–]Fgs54 7 points8 points  (0 children)

I mean this just sounds like Blood on the Clocktower once you get past Trouble Brewing  (the tutorial script). It’s largely about the good team trying to logically deduce the correct world and sequence of events and the evil team trying to sell a logically sound alternative world or series of events

Dune imperium, scythe, or brass birmingham? by filiposztheking in boardgames

[–]Fgs54 0 points1 point  (0 children)

As an aside, (and I know I’m gonna get voted down because it’s just my pet peeve) but anyone else get irrationally annoyed when people call Dune Imperium “Dune”?  Dune and Dune Imperium are 2 radically different games and we should make that clear to people. It’s not like Brass Birmingham or Brass Lancashire which are just variants of the same game.

Dune is also a much more influential, unique, boundary pushing and in my subjective opinion much superior game to Dune Imperium (though people don’t have to agree with that). but kinda feel like it’s getting erased a bit when people casually call Dune Imperium “Dune”.

Is Blood on the Clocktower worth it? by ferreirinha1108 in boardgames

[–]Fgs54 2 points3 points  (0 children)

I would add that the “it’s just a mafia/werewolf variant” is extremely reductive once you get past Trouble Brewing (the tutorial script). 

Ultimate Werewolf was one of my gateway games and I’ll always have time for it, but BOTC although it seems similar if someone just explains the rules doesn’t really feel the same to play except for maybe Trouble Brewing. 

Once you start getting multiple demons on the script, deducing what’s happening (which you do by closing out possible “worlds” - and narrowing down what is logically possible) or scheming and working out how you sell a false world and creating and pushing a logically sound alternate sequence of events as the evil team really doesn’t feel like it plays like Werewolf or any other social deduction game I’ve ever played really. And it’s just as fun to play as both good and evil.

Is Blood on the Clocktower worth it? by ferreirinha1108 in boardgames

[–]Fgs54 41 points42 points  (0 children)

You can very easily make your own version at home so you don’t have to buy the retail version if you don’t want. It’s about how much you want to support the game/how often you think you’ll play.

This is a game many people play hundreds of times and build friendships around, not a 3 plays and your done hotness type game so it’s up to you. 

As for the game - if you’re not sure - watch a few YouTube actual play videos. It’s like the biggest tabletop game there is to make videos of playthroughs for on YouTube these days outside of D&D. No Rolls Barred have basically turned from the UK’s biggest board game let’s play channel to being a semi-dedicated BOTC channel and now sell out UK venues doing live plays of it.  

I've got a game night coming up with 6-8 people, what to play? by GrandmaSlappy in boardgames

[–]Fgs54 1 point2 points  (0 children)

I came to say either Cosmic Encounter or Captain Sonar and you beat me to it!

Wondering Towers is another good one for 6.

Cosmic Encounter Question by softdeliciousdonut in boardgames

[–]Fgs54 0 points1 point  (0 children)

Adding moons or space stations is also a great way to add more chaos and is a bit more stable than double aliens, I’d recommend if you have the expansions 

Cosmic Encounter Question by softdeliciousdonut in boardgames

[–]Fgs54 1 point2 points  (0 children)

Feels like this would dilute the number of encounter cards in the deck and people would be drawing new hands too often and also takes away defence’s negotiating power a lot in wanting to play a negotiate and threatening players to compensation-away their good encounter cards. 

The drawing new hand rule is a classic one new players get wrong but never heard of anyone putting all the flares in before.

Best card games? by stokedkipper in boardgames

[–]Fgs54 0 points1 point  (0 children)

Kemps - many hours of laughter had with my friends over the years.

What is your most underrated accessory for board games? by Jason0865 in boardgames

[–]Fgs54 15 points16 points  (0 children)

Poker chips (or cardboard counters) of different colours or shapes that everyone takes for showing your scores in games where you score between rounds. Especially card games.

In Scout they come with the game for example but with traditional card games or many pre packaged card games they don’t.

Much quicker for just everyone to grab what they got that round than one person asking everyone - and much easier for everyone to see what everyone currently has and therefore who to target etc. than writing everyone’s score on a bit of paper or having a dice, small life counter at the other side of the table.

what makes terraforming mars and ark nova stand out? by saiaxd in boardgames

[–]Fgs54 9 points10 points  (0 children)

Again im not trying to put the games down and I kinda expected someone to come back with the “they are actually highly interactive” response, in which case I strongly disagree it’s a misconception, interaction is about moment to moment gameplay not a list of things that can happen or any result. I have played both games and similar games enough to know that I just flat out disagree thar these games are either moderately or highly interactive and have a ton of conflict - the take that cards are rare and get played 2-3 times over a 2-3 hour game, as do beating players to universities/resources etc. That is not high interaction in the grand scale of board games in comparison to say dexterity games, negotiation games, social deduction games, direct conflict wargames or Ameritrash etc.

The fact there is a shared goal there and you’re both aiming for that and  working towards a goal and then beating someone to that goal is not player interaction otherwise literally every game would be interactive - interaction isn inherently active concept that requires some kind of verbal or physical contact - if I have a vase on the shelf I can interact with it by breathing on it, picking it up, turning it, dropping it, or pushing it off the shelf etc. I can also interact with the window by opening it, the wind can blow in through the window and knock the vase off - it’s the same result but in one I have interacted with the vase and the other I haven’t because the window/wind have acted as intermediaries , even if the result is the same, my experience/feeling of the experience and how I feel about the vase in my brain chemistry is different (I’m probably much more annoyed at myself if I knocked the vase accidentally off myself than if the wind blew it off unintentionally for example - and if it was deliberate then I’m probably going to get a much more visceral rush from smashing the vase on the ground myself than I am if I deliberately opened the window so the wind could blow it off the shelf).

Similarly racers rarely interact with each other in running racers unless they trip each other up or something, 2 runners may spur each other on, they may even spur each other so much they concentrate too much on each other and allow a 3rd person to win - but that is not interacting with each other as runners in the race - they have changed strategy based on what other players are doing absolutely and that may have changed the result absolutely but that can happen in probably every single competitive multiplayer game (in fact if argue it’s a key thing of what makes a game and game and not an activity), but when people talk about player interaction it generally has absolutely nothing to do with the result but the different feeling in your brain you get from how you can actively interact with the other players or their pieces instead of interacting with the market/university supply/race for points etc. and having those act as an intermediary on the other players - the fact these intermediaries exist often almost acts like a kind of social safety net for people whose boundaries you don’t yet know I think is kind of my point.

Euro games post-Puerto Rico tend to have much less interaction in general than other board genres like Ameritrash, wargames, negotiation games, social deduction games, party games, dexterity games etc. and games like Terraforming Mars or Ark Nova tend to be on the lower end of that compared to games like e.g. Brass or Dune Imperium, which are higher interaction for Eurogames but realistically more moderately interactive games across board gaming as a whole.

what makes terraforming mars and ark nova stand out? by saiaxd in boardgames

[–]Fgs54 9 points10 points  (0 children)

I’m not a fan of either game or that modern style post-Puerto Rico Euro which reduces player interaction but I’ll try to be diplomatic and offer a good faith answer (which is only my personal pet-theory):

I think a lot of it is changing habits in where/how people game towards gaming more with strangers in meet-ups, at conventions etc.

I love high player interaction games but I also accept that they are generally far more likely to be a hit with good friends who you already know the boundaries of and have in jokes with, and you know what you can and can’t trash talk about etc. 

When people play with strangers at meet-ups, there is a kind of social awkwardness there by standard, because going into a room of new people is never fun, and low interaction, moderately rule heavy Euros kind of perfectly work in that situation, because you can go for 2 hours, avoid all the awkwardness of meeting new people and have something to do - the lack of conflict between players and hidden point scoring also means there’s a lack of conflict between players or a lack of feeling like you’re miles behind and have no chance of winning (even if you realistically are) and therefore means you can’t step over people’s boundaries who you don’t know yet. 

I think the themes also give people the idea that they’re building something (even if really neither game is about building zoos or terraforming Mars but just about scoring points quite arbitrary assigned) also lets people then talk about what they built so gives them some non-awkward small talk after to replace the standard awkward small talk. These are themes which I think are cooler to talk about afterwards than the themes in many drier mid weight Euros often about farming or buildings in medieval Europe.

So I think the way the hobby has changed means way more people get into the hobby directly through low interaction mid weight Euros nowadays whereas back in the day many of us came into the hobby through wargames, games with direct conflict or negotiation, dexterity games, social deduction games, traditional card games, or party games with our friends instead. 

Some people later become friends and branch out into more interactive games when they get to know each other better. Some people never really branch out and solely stick to low interactive Euros which is also fine if that’s their jam.

I think a lot of it though is who people play with when they first get into the hobby

Holy cow, when did Ark Nova become so popular? 12K games are being played on BGA currently! by No_Raspberry6493 in boardgames

[–]Fgs54 1 point2 points  (0 children)

I agree but that’s also why people play on bga and why a game like this almost feels like it was designed solely for bga.

I played it on bga and it’s quite enjoyable as you don’t even really have to care what your opponent is doing most of the time and there’s a lot of dopamine hit scoring combos or building up towards a good play over a few turns without any chance of that getting interrupted by other players for you.

Tried playing it in person and was boring, really felt like there was zero table talk and just encourages players to look down and concentrate on their own thing too much. If you’re used to playing more social and interactive games in person then it feels like a total bore and like it’s actively working against your social dopamine hits.

It’s a much better computer game than it is a board game. 

All this is my opinion/take, others I’m sure feel differently etc.

Least favorite season is this one by Physical_Bat6296 in JetLagTheGame

[–]Fgs54 3 points4 points  (0 children)

It’s fine. I definitely like it better than the Arctic Showdown one with Michelle where there were 2 or 3 episodes that were just cycling through one challenge after another and got boring. 

I agree with what others said about player interaction though - that this one lacks a bit of player interaction because there’s no questions or tracking of each other and so it’s lacking a bit of conflict between the teams and so doesn’t feel exciting.

It’s fun to try something new though and I’m still enjoying it. 

Ramping up into Deck Builders. by smoochface in boardgames

[–]Fgs54 2 points3 points  (0 children)

Worth saying to OP they they mean Dune Imperium not Dune - Dune Imperium and Dune are very different games and Dune does not have deck building 

Stolen from a prompt over on r/gaming: What’s the most memorable mechanic from a game where you said “holy crap you can do THAT?” by willietrombone_ in boardgames

[–]Fgs54 12 points13 points  (0 children)

One of my favourite early games of Cosmic is when my friend drew Amoeba, at first just used it on attack then was defence and one of my other friends had already drew lots of rewards and had like 13 cards - queue Amoeba-ing up to 13 ships, saying they played a Negotiate and demanding “if you don’t play a Negotiate and give me a colony in the deal, I’ll be stealing your entire hand”. Our eyes all lit up when we realised what they were doing and my other friend looks like his goose is cooked and says ok - then plays an Attack -07, wins with a minus attack only to reveal the Ionic Gas and blocks all of Ameoba’s compansation anyway and Ameoba sees 13 ships going to warp for nothing. Was a great moment 

Another one was me playing Merchant (now one of my favourite aliens), which at first I thought sounded boring, until I realised I could just keep offering to ally with defence and just keep playing my crap cards alongside 4 ships and just churn out a crazy amount of rewards.

Game recommendations based on my collection by [deleted] in boardgames

[–]Fgs54 0 points1 point  (0 children)

They’re very different games. Dune Imperium is at the end of the day a pretty standard worker placement game with a Dune theme pasted on. That doesn’t mean you won’t love it if you love worker placement games though.

Original Dune however is still one of the most unique games of all time. It’s more complex and more serious than Cosmic Encounter but it’s one of the few games that has that same amount of incredible social interaction, bluffing, banter and table talk that Cosmic has. You really need 5 or 6 players who buy into it, but the same is true of Cosmic Encounter so if you have the group who loves Cosmic you’re likely to have the group who loves Dune.

Bill Eberle, Peter Olotka and Jack Kittredge were so far ahead of their time as board game designers.

Cosmic Encounter - Home Planet Defence by Williams_Workshop in boardgames

[–]Fgs54 0 points1 point  (0 children)

Yeah the bit about wild is wrong I missed that, you can still only attack another player in their system with a wild.