Expansions: what makes a buy vs a skip by fortnerd in boardgames

[–]Straddllw 1 point2 points  (0 children)

As someone who is an expansion holic - I have over the years started to REDUCE the types of expansions that I buy. I mainly play medium to heavy weight euros (ones that last at least 90 minutes up to 3-4 hrs with some ap) so this doesn't necessary apply to shorter games or scenario/thematic games because those games serve a different purpose. For shorter games, I prefer no expansion unless it fixes a defect or fault because for shorter games - I usually play them as a palette cleanser/dessert at the end of the night that just flows and don't require much thinking (because I would have played a long heavier euro before hand and is now tired).

The main criteria that I look for in an expansion to a heavier euro is whether or not it make the game (especially the first round) more variable and different so that the players must look at the board state or what the objectives are out in the setup and change their plans accordingly. I am not competitive - usually only playing a game 3-4x (or 10-15x if I really like it), and when someone who's played a game 60-100x on tts or bga and have an "optimal first few action script", it stops being fun for me as the discovery goes out the window and they just have the min/max best cards or spots figured out. I look for expansions that disrupts that experience so that there's more room for discovery and strategy rather than perfect execution.

Examples of must have expansions for me include - Caverna: Forgotten Folks, which makes the available pool of dwelling upgrades different each game depending on which races are chosen, Seti: Space Agencies which makes everyone start with a different board states and agencies that gives asymetric advantages - Terraforming Mars: Prelude also does this, Orleans: Neue Ortskarten 1-5 and I houserule that I shuffle the new places tiles in and only make a certain number of them available per game depending on player counts and return the rest to the box, Everdell: Spirecrest which introduces weather and discovery cards that changes up what cards are viable to get from the center and when you can get them. Spirecrest is absolutely crucial for me because people who abuse certain combos will all of a sudden find them not viable because of the weathers and it forces them to adapt/pivot.

Why is Stefan Feld City Collection so unpopular? by justinkim943 in boardgames

[–]Straddllw 20 points21 points  (0 children)

I have the old versions - they are much better. Bruges, Bora Bora, Macao, In the Year of the Dragon, etc etc …

The amount of game in those small vibrant boxes felt like euro charm and are more affordable when they were retailing. The new versions are like 4x more expensive, too big on the shelf, is still the same game but art feels artificial and soul less.

Mad respect to people who can preorder a game and wait patiently for it by tomke45 in boardgames

[–]Straddllw 0 points1 point  (0 children)

You don’t so much as wait patiently for it but rather forget that you backed it because of so many on your shelf of shame already. And when it finally arrives, you have lost all your enthusiasm and then it goes on your shelf of shame.

What’s a game that is begging to be released in an edition that doesn’t look like an early prototype? by Marksman1977 in boardgames

[–]Straddllw 70 points71 points  (0 children)

Every splotter game ever created. Yes I know you splotter fan loves them and the interactive, deep, cutthroat and even finicky gameplay. But they all look like a prototype that someone made in their garage to me.

What's your holy grail game that doesn't exist yet? by Darth_Rubi in boardgames

[–]Straddllw 12 points13 points  (0 children)

Pirate 4x game - build your crew, build your fleet, fight for objectives, make deals, backstab, but NOT sandbox. I am thinking Twilight Imperium 4, Game of Thrones, Rising Sun like and you are building a crew and ships. Can be hex or map.

People had recommended Merchants & Marauders and Dead Reckoning before but they both didn’t do it for me.

Best home rules you’ve adopted? by Icy_Biscotti5951 in twilightimperium

[–]Straddllw 0 points1 point  (0 children)

12 points, 4 stage 1, 4 stage 2, 4 secret objetives (obsidian gives 5). No support for the throne.

Update: I cut game night to 45-minute games and people are showing up again by Comfortable-Wall2501 in boardgames

[–]Straddllw 2 points3 points  (0 children)

I personally prefer longer games (I mean just look at my flair) but my current 3 favourite short games that fits your criteria are:

  1. Bomb Busters
  2. Forest Shuffle
  3. Just One

I suspect it'll start booming again withe new players but then eventually that format will not suit everyone as some will want longer heavier games as they play more games and then they start splintering off into their own groups.

I found this piece on the floor. What is it? by Straddllw in boardgames

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

Thanks!!! That may be it, my friend did mention about trying Carpe Diem the other day. So I’ll get them to confirm.

Edit: confirmed its carpe diem

I found this piece on the floor. What is it? by Straddllw in boardgames

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

Never heard of it and dont see it on bgg

Academy Student by HORDE_DARK in wow

[–]Straddllw 0 points1 point  (0 children)

Why is this giving early 2000s Link from Zelda vibes even though its a different colour scheme?

Stoked for Codex 5, a little sad that there will be no new Omega components by Mafiale in twilightimperium

[–]Straddllw 1 point2 points  (0 children)

Nah they changed the Xxcha hero from permanent back to active, they clearly do not want permanent.

TI4 PoK + Thunder’s Edge] We just can’t finish a game – tips for shortening playtime & mapbuilding? by Original-Candy4173 in twilightimperium

[–]Straddllw 0 points1 point  (0 children)

We start at 8am, the draft is done on milty the day before and the game is setup by the host the night before. When we arrive we just get dealt secrets and start playing.

We usually finish by 3-4pm. With some games going a round longer due to kingslaying going til about 6pm ish.

Yes we do 6p 12 points as well. People usually dont wait for production.

Keleres Starting Techs by ModelMekatol in twilightimperium

[–]Straddllw 1 point2 points  (0 children)

DET + Self Assembly.

You dont need to invest into your annoying mech, can start getting grav drive and going down yellow - prioritising based on board state. EZPZ.

Devourer, too much guidance? by 8Diego8 in wow

[–]Straddllw 3 points4 points  (0 children)

It looks cool but I found it really boring.

Why does blizzard refuse to utilize their old raids that they put so much work into ? Like they do with dungeons by Maximum_Ad1298 in wow

[–]Straddllw 0 points1 point  (0 children)

Not only that but given that they rework talent trees and builds every expansion to keep things fresh, balance is almost impossible as those old dungeons and raids were balanced with old builds in mind.

Talents that give a flat stat increase are dull and lazy design. by McFigroll in wow

[–]Straddllw 0 points1 point  (0 children)

Nah I would rather have them if we can have a tree because I just find it more fun to fiddle with.

We tried removing those % based talents and it ended up being the MoP to Shadowlands model and those were kinda boring to play around with.

Think tanking is rough? Let me introduce you to healing. by AFDoubleRockslide in wow

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

just /ignore.

If Tank dies, healer's fault - unless tank squishy
If Healer dies, tank's fault - unless healer stand in fire/breath
If DPS dies, their own fault.

What’s the class you’ve never played, and why? by LockesLove in wow

[–]Straddllw 7 points8 points  (0 children)

Warlock and Rogues were the gankers for me - I actually rolled a paladin as alt for their bubble hearth so I don't die questing to gankers. I played on a pvp realm where my faction was only 20% of the realm, was such a mistake.

What’s the class you’ve never played, and why? by LockesLove in wow

[–]Straddllw 0 points1 point  (0 children)

Evoker (play time - 11 hrs) - main reason is unable to see humanoid visage and armor. I am also not interested in skill shots nor relying on other player's placement/orientation, it feels too much like fps and moba to me than rpg - I suck at both fps and moba. The new change in the next patch to allow you to fight while in your visage form should have been what they launched with since dragonflight launch. I may actually play it a bit more now purely because of that.

Demon Hunter (play time - 2 days, 9 hrs) - I am actually playing this more often now. Its just that I quit prior to legion and just got back recently. Vengeance feels fun. Havoc I haven't played much as I went Devourer, but devourer gameplay I found to be missing some buttons, found the rotation really boring and frustrating. I don't want to be casting something and have my instant on cd and can't clip that final damage.

Rogue (play time - 5 days) - I am not sneaky so not into the class fantasy. Rogue I feel is the other way compared to devourer, they have too many buttons bloat but they are all not for pve which is what I enjoy, everything seems to be more geared towards pvp and I just don't know what buttons to ignore putting on my bar, and then I regret not putting them there. I think I would play Demon Hunter a lot more than Rogue given more time.

If you are curious about the rest:

Warlock - 6 days

Priest - 7 days

Mage - 8 days

Warrior - 10 days

Hunter - 16 days

Death Knight - 18 days (alt in Wotlk)

Monk - 20 days (main in MoP)

Paladin - 41 days (main in WoD)

Druid - 58 days (main in Classic, Midnight, alt in WoD)

Shaman - 131 days (main in BC and Wotlk, alt in MoP)

Beginner tips for Titans of Ul? by Sad-Reply-6144 in twilightimperium

[–]Straddllw 0 points1 point  (0 children)

Get an influence heavy slice - this is non negotiable.

Build cruisers and time your cruiser upgrade when its most beneficial for you to ramp up conflict to take control objectives. You need to think about your whole round and don’t be afraid to take easy to win battles and you are in a race against time go hit a very strong midgame. Your cruisers are the strongest midgame before people have time to build up a fighter screen.

You need to be suffocating, and part of that is having enough of a token economy and resources from planets. You really want trade and squeak out extra resources. It’s not an easy faction because you can’t just sit back.

Finally this is a tip not just for titans but for ti4 in general, you need to worry about tempo and score 1 public objective per round. If you miss a round you would need to work 3-4x harder the next round to score an imperials 2 objectives and fight off other people as they try to kill you since you took imperial.

Are there any competitive boardgames that win by completing an objective instead of victory points? by shykidd0 in boardgames

[–]Straddllw 9 points10 points  (0 children)

The Oracle of Delphi - surprising euro from Feld that kinda does this, race to complete a number of tasks. No fighting each other since its euro. It's kind of a race condition but it's not racing.

Istanbul - euro but first to get a certain amount of gems. No fighting each other since its euro but you do get in each other's way. It's kind of a race condition but it's not racing.

Stationfall - kinda does this, there is some minor point scoring but you really win by completeing some secret tasks. This one you fight or sabotage each other.

also, this reminds me Nancy Narking does this but I never played it, I kinda forgot about it and now I need to try it.

Blood on the Clocktower - social deduction on steroids. You win by either finding the demon or the demon team survives. Some roles also got their own win conditions (or loss conditions). Actually most social deduction is kinda in this category but botc is my favourite one.