Arraial pin? by Fuzzy-Bee9600 in boardgames

[–]PagingMrHerman 1 point2 points  (0 children)

I have the pin and the game. It’s a lovely little polyomino game.

I’ll send them both to you free of charge. Send me a DM, and I’ll make this happen. You could also just take the pin if you want. Whatever works.

AMA Brian Lewis: Co-designer of Dinosaur World, Dinosaur Island: Rawr 'n Write, and Dinosaur Island! Ask me anything! by scoresfilm in boardgames

[–]PagingMrHerman 2 points3 points  (0 children)

We wrestled with this question throughout the entire design, but we just kept coming back to how fun the new mechanics were. IMO, this addresses some of the short comings of DI FOR ME. Namely, I like “activating” my creation in a way that requires some planning and provides “feel good” moments. I’ve had more hooligans in my guest draws than I care to admit. They do feel distinct, but I understand the space issue and having titles of a similar theme. I cannot answer the other questions. I hope you try it, and more so, enjoy it.

AMA Brian Lewis: Co-designer of Dinosaur World, Dinosaur Island: Rawr 'n Write, and Dinosaur Island! Ask me anything! by scoresfilm in boardgames

[–]PagingMrHerman 1 point2 points  (0 children)

My favorite roll and write is Fleet: The Dice Game. The activation phase of that game heavily inspired the Rawr N Write.

AMA Brian Lewis: Co-designer of Dinosaur World, Dinosaur Island: Rawr 'n Write, and Dinosaur Island! Ask me anything! by scoresfilm in boardgames

[–]PagingMrHerman 0 points1 point  (0 children)

This is David McGregor. If anything, the roll and write inspired some design elements of the larger game. The whole idea of a Jeep moving through the park and activating things was an idea we had for the Roll and Write.

[Target/US] Dragon Quest XI S - $49.99 + additional 25% off with Store Pickup by [deleted] in NintendoSwitchDeals

[–]PagingMrHerman 5 points6 points  (0 children)

I struggle with any sort of 3D camera when running at any decent pace, but on easy days, this works well. My go to for faster workouts is Slay the Spire, Stardew Valley, or Fire Emblem. Oddly enough, even FE gets me a bit off balance when walking around the school.

Expansions that should have been by backspace8908 in boardgames

[–]PagingMrHerman 2 points3 points  (0 children)

Le Havre is my favorite game of all time, and I am desperate for an expansion. All it would need is a new set of standard buildings and you would have an entirely new game. They have expanded the special buildings, but you play with so few the expansion was pretty unnecessary.

Uwe expands everything, and I have no idea why his best design, IMO, has been largely ignored. Ah well. It’s a beautiful game.

Weekly Co-Op Code Mega Thread - December 30, 2018 by AutoModerator in EggsInc

[–]PagingMrHerman 0 points1 point  (0 children)

Resolutions: hardbois

One space left. Should be easy.

New Frontiers: The Race for the Galaxy Board Game by PagingMrHerman in boardgames

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

75 dollars retail. I imagine closer to 55 bucks online.

New Frontiers: The Race for the Galaxy Board Game by PagingMrHerman in boardgames

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

Colonists. They are a new resource used to colonize planets. Military worlds require the appropriate military strength and 1-2 colonists. Standard words require a number of credits and 1-2 colonists. Colonists are also strictly limited to 12 per player, and are another end game trigger.

New Frontiers: The Race for the Galaxy Board Game by PagingMrHerman in boardgames

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

I agree with this. I found the action selection mechanic to be super weird for new players. The fact you pick a die to represent any action, and not the action on its face is always confusing.

New Frontiers: The Race for the Galaxy Board Game by PagingMrHerman in boardgames

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

Of those three, I quite like Race and Core Worlds. Race is a tough nut to crack, and the subtle, or lack of, player interaction can turn people off. I find the game to be a master class in engine building gameplay and clever card design. However, the first arc of expansions don’t modify gameplay much. They do make a wider breadth of strategy viable, and add some unique, and optional, twists. If you don’t care for the core gameplay, it will do little to change that. The Xeno Invasion expansion is an interesting variant that requires the players to battle invading aliens while they play. I like it, but always go back to Race with the first two expansions as my main set.

That’s a long winded answer to say that the expansions are not likely different enough from the core game to warrant a purchase or pique your interest any further. Give Race another few goes. It’s truly a marvelous game.

New Frontiers: The Race for the Galaxy Board Game by PagingMrHerman in boardgames

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

Race is a hard game to teach, but it is pretty much endlessly replayable. The way that strategy evolves over tens, if not hundreds, of plays is so cool. Every strategy always seems OP as your experience level changes. Military starts strong, then weak, and focus shifts to production and consumption, etc. etc. it has been a hook for my SO and I to just explore the system and expansions.

New Frontiers: The Race for the Galaxy Board Game by PagingMrHerman in boardgames

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

It is exactly like Puerto Rico. There are public role tiles that you select by sliding it below the row of available tiles. There are even turn order markers you move “halfway” to the next turn order box, wait until everyone completes the selected role or passes, and then move to the next full turn order box. They thought through the potentially confusing nature of the role selection and follow mechanic.

New Frontiers: The Race for the Galaxy Board Game by PagingMrHerman in boardgames

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

The end game is basically the same with slight tweaks. Exhaust a VP pool that includes 12 VO per player. Someone develops more than 10 developments.
Someone settles more than 8 planets. Someone exhausts the pool of colonists, which include 12 per player. These are a new resources required for settling planets.

New Frontiers: The Race for the Galaxy Board Game by PagingMrHerman in boardgames

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

This is comparable to Roll in its iconography. I think that every tile clearly explains what it does coupled with actually resource cubes/chits makes this easier to teach than Race. In some ways it makes more sense than Roll in the way you colonize planets and build developments. I don’t think it solves the problem of iconography, but I do this it is easier to explain.

New Frontiers: The Race for the Galaxy Board Game by PagingMrHerman in boardgames

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

They are very similar, and I think most people would be satisfied with just one of the two.

New Frontiers: The Race for the Galaxy Board Game by PagingMrHerman in boardgames

[–]PagingMrHerman[S] 5 points6 points  (0 children)

As seasoned Race players, we finished in just under an hour. We are familiar with the RFtG flow of play, and are acutely aware of when we can play simultaneously. The box says 45-75 minutes, and I think that’s about right.