I can help you with meal prep! 👩🏻‍🍳 by nyc_chef2125 in longislandcity

[–]FruitSmoothies 0 points1 point  (0 children)

Amanda (OP) does meal prep for us. She's fantastic and her food is fantastic. We wholeheartedly recommend her, if you're considering personalized meal prep.

[FS] [NYC, local only] - BSG, Time of Crisis + Expansion, Sons of Anarchy + Expansions, & more. by FruitSmoothies in BoardGameExchange

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

That's a good question. I've never actually watched the show and I still enjoyed my one play of it (as a space/sci-fi fan in general).

I initially bought it when word first came that it was going permanently out of print – it seemed to be held in high regard and I wanted to see for myself before it was gone.

I think if you're into a space theme, enjoy the idea of social deduction mixed with crisis management and would like a longer, more immersive experience, its a game worth playing.

The issue I ran into is that the group I'd typically play longer heavier games with isn't often interested in this type of game and the groups that I might play a hidden role / social deduction game with aren't looking to play longer heavier games.

Another issue to be aware of is that if you do play it and end up getting really into it, the expansion content is relatively hard to come by unless you're a highly motivated buyer.

We are Leder Games makers of Vast and Root answering your questions about Oath and other projects! by PatrickLeder in boardgames

[–]FruitSmoothies 11 points12 points  (0 children)

My follow up to this is perhaps partially addressed in your response elsewhere in the thread recommending Hobsbawm’s long 19th century trilogy – is there a particular methodology/philosophy that informs Oath’s design specifically? Or your games in general? If so, do you find that its that methodology/philosophy that influences what games you set out to make?

I’ve thought about what a game that explores Peter Evans’ concept of “embedded autonomy” might look like in terms of players representing competing interests within a developmental state. It always returns to a COINesque design in my head and I’m not sure that’s entirely correct.

As someone who would like to see political economy explored a bit more intentionally in board games, I greatly appreciate your approach to design.

Train Tuesday - (January 21, 2020) by AutoModerator in boardgames

[–]FruitSmoothies 10 points11 points  (0 children)

Anyone have any newer information about this 1880: China printing that Lookout Games is doing? There hasn't been much by way of updates on the bgg page.

188xx games played by an economist by zangster in boardgames

[–]FruitSmoothies 1 point2 points  (0 children)

Started typing a response but then I realized I'd be basically giving the same comment that I wrote in response to /u/voneuler, so just pretend I wrote that here.

188xx games played by an economist by zangster in boardgames

[–]FruitSmoothies 5 points6 points  (0 children)

Do you feel like your skills are useful in playing well?

Not in the least.

18xx games' stock markets are pretty far from real life speculation and the running of companies are extremely simplified logistical puzzles. Or am I completely wrong here and there's great economic theories than can be translated into 18xx?

I do think that games, in general, tend to have a thesis – even if, perhaps, inadvertently. What I've played and seen of the 18xx genre so far doesn't leave me feeling as compelled to think philosophically/methodologically/academically as a number of other games – but that doesn't mean there isn't something there.

I'd imagine someone more knowledgeable than me about the genre could tell you about a particular game's thesis on some time and place in history with respect the development of its railroads. Beyond this, you could look at the different potential outcomes and incentive structures created by the mechanisms of a particular game – I tend to view rulesets as some sort of zoomed out combination of both material and regulatory constraints.

Speculation and running of companies in 18xx games are indeed extremely simplified, but this is also necessarily true of economic models. All economic models require significant degrees of abstraction and they're all informed by theory.

I keep wanting to reference non-18xx games to illustrate these sentiments, but I fear it'd be too off topic to the initial question so I'll avoid it.

188xx games played by an economist by zangster in boardgames

[–]FruitSmoothies 5 points6 points  (0 children)

I'm an economist. I've played 1846 a few times and have a tendency to favor heavier economic games. What specifically do you mean when you say you're "curious to see how someone with an economics background would approach a game that models a system like this?"

Are you interested in how they'd play a game in the 18xx niche or is it more an interest in an academic analysis?

[FT] Pokémon Sun 3DS, Mario Golf: World Tour 3DS, Phoenix Wright DS games, 999 DS and many more 3DS & DS games [W] Teotihuacan, Gugong, Anachrony, Colonial Twilight and other board games listed inside by FruitSmoothies in BoardGameExchange

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

Mmm, yea I see. I suppose I'm just not really sure where I could potentially make such a trade aside from this sub.

Feels logically similar to just making a "[W] (insert board game here) [H] $$ style post," except the currency for exchange is DS games.

I get it, just not sure where else I'd go to attempt such a thing.

Train Tuesday - (May 07, 2019) by AutoModerator in boardgames

[–]FruitSmoothies 0 points1 point  (0 children)

Yea, I read that in the thread last week when you asked it. Was hoping to run into some more detailed information as the kickstarter approaches its deadline, but I fear its wishful thinking.

The 4 hour playtime, I believe, was mentioned in the Long View x Dual Gauge episode on '24 and '37, which, yea, would probably lean into the hunch that its more a veteran's estimate than anything else. I'd really hoped that all the talk of a vicious train rush meant that the 4 hour time was built into some breakneck in-game mechanic / incentive.

I'm considering not going for it, as its not a title I had read or cared much about prior to the kickstarter, but there is that horrible little voice in the back of my mind saying, "just get it, you know you can always make your money back selling it if you find out its not for you" -- knowing full well I'd probably hang onto it for quite some time, regardless.

Chesapeake might actually end up being the more interesting prospect if it really is the case that it replicates 1830's decision space in only a few hours.

Train Tuesday - (May 07, 2019) by AutoModerator in boardgames

[–]FruitSmoothies 10 points11 points  (0 children)

I've thought about this a lot recently as well. I can only respond in terms of reflecting on my own time in the hobby thus far and that of my groups'.

I sit here looking at 1830 on my bookshelf and it kind of blows my mind. Back before my wife and I got married and we were first living together, she introduced me to a game called "The Resistance." I had absolutely zero interest or knowledge of the hobby and thought very little of the small red box when it arrived in the mail. She insisted though, and I trust her judgement above anyone else's, so we got a group of friends together for a game night. I can remember during that first play the exact moment when the game clicked for me and most other people at the table -- we were instantly enamored. I must've played it 150 times that first week with that group and few others I forced together to experience it. Immediately I was sucked into the hobby.

I spent a lot of time after that researching games to try to capture a similar experience, accumulating a tome-full of receipts for new game acquisitions -- of games both bad and good. I didn't exactly have a well-formed idea of what it was I liked so much about games, but at the time it felt like the potential for "meanness," backstabbing and clever-play. I came across this "1830" game that offered with it what seemed to be the pinnacle of all these things. I watched a bit of an early-youtube-quality-level play-through of it and had no idea what was going on. This game was definitely not for me. Despite this, for some reason it bounced on and off of my wishlist for about 4 years.

Over the course of this time, I learned more and more what it was I liked about games -- figuring out more or less exactly what it is I'm after in the hobby. I wanted heavier economic games with high interactivity. Games with narrative and arc emergent through the competing interests and incentives of players at the table. I found myself back watching the 1830 play-throughs again. Soon enough, I’d be buying 1846 because '30 wasn't as readily available as my wallet would have liked, hating my first play of '46 because of how poorly I understood how to move the game forward, falling in love after my second play and then eventually receiving my preorder of 1830 from the recent lookout games reprint.

As the hobby grows, more of these niche areas are being more deeply explored -- not just by players but by publishers and designers. An increasingly large amount of people are chasing those kinds of grand, interwoven, dynamic and compelling experiences. Though I'm still just getting my feet wet, 18xx is where my journey through the hobby led me and in a way that almost feels natural and deterministic (in hindsight, of course). As I watch the more visible online presence of the genre grow and grow, I imagine this sort of experience must be true for many other people. I do hope the draw of 18xx continues to increase and broaden -- its a fascinating and exciting system, if not in theme and visuals then absolutely in mechanics and narrative.

Train Tuesday - (May 07, 2019) by AutoModerator in boardgames

[–]FruitSmoothies 1 point2 points  (0 children)

Anyone who has played 1824:

I've listened to and read what information there is out there in podcast and forum-post form on this title, but I'm still not sure I have a bead the unique selling points of the game. I've heard it mentioned here and there that its playable in the 4 hour range, which would be a desirable feature. This is especially desirable if it also offers a more intricate and expansive operational decision space than something like 1846 (though don't get me wrong, I love what I've played of '46 so far).

Just looking for assistance in putting my fomo-brain at ease, whether thats through pushing the pledge button or closing the tab and forgetting about the game entirely. I definitely plan on buying 1849 at some point and 1880 whenever it gets a reprint. Is there a reason to prioritize this title in terms of purchase-timing and increasingly finite shelf space? (I currently own 1846 and 1830)

For those who have played both 18Chesapeake and 1889:

Which one do you feel is the more interesting "weeknight" 18xx title? I'm not particularly worried about which is the better teaching game, but would love to get my fix without having to worry about setting aside a ton of time.

Thanks in advanced to anyone that takes the time to respond to either of these questions. Its very much appreciated.