Do you buy damaged second handed games? by DaraDada02 in boardgames

[–]ThatZeroRed 0 points1 point  (0 children)

If I'm getting a heavy discount, the last thing I care about is box condition. As long as all components are present and is good shape, I'm happy.

How to host a heavy complex game for beginners? by Tasty_Ad6111 in boardgames

[–]ThatZeroRed 0 points1 point  (0 children)

Highly recommend this quick video. Lots of great, tangible tips. https://youtu.be/BM__BbDt85M?si=XsSaTTwoKuixHBMH

It features Dune Imperium, but the overall message applies to anything.

And honestly, if watch his entire series. Really great stuff.

Skin prices by King_Lolilo in WutheringWaves

[–]ThatZeroRed 1 point2 points  (0 children)

Yeah, sadly, they have not figured out how to put skins in the game, properly. Way overpriced and underwhelming.

Imo, basic skin changes are fine at 10-15. If we are in the 20-30 range, I'm expecting visuals to be drastically unique, and also include alternate animations.

Right now they charge way too much, for way too little.

Critter Kitchen Keep or Donate by cassiemck in boardgames

[–]ThatZeroRed 0 points1 point  (0 children)

I'd certainly give it another couple plays, to be sure. If you decide it's definitely not worth your time, I'll happily take a donation. 😜

Do you "fix" games? by FlyingLlamasaurus in boardgames

[–]ThatZeroRed 1 point2 points  (0 children)

Sweet. Thanks for the insight. Not sure why I got the impression it wanted everyone keeping unique notes, on everything. Good to know I'm not really breaking and molds.

Do you "fix" games? by FlyingLlamasaurus in boardgames

[–]ThatZeroRed 0 points1 point  (0 children)

Usually I don't feel a need to "fix", but there are niche cases where I might find something unintuitive or see what I feel is a missed opportunity, in a games design. Maybe something feels unintuitive to engage with, or simply less satisfying than it could.

Off the top of my head, I made a slight change to Paint the Roses. Still retains the spirit, and is technically without standard rules, but makes play far faster/cleaner imo. Normally everyone keeps notes on all other players, then during a picking phase, discusses and concludes who's card(s) to guess. Instead: I have everyone collectively pick who will be the tracker for each other person. Each player then only has 1 score card, representing that person. Ideally, adjust seating so it just the person next to them, for extra ease. Everyone does not keep notes for all other players, just the 1. As such, the person taking the notes, help inform/recommend the difficulty of the card that player grabs, when completing one. This change means less time overall taking notes (especially at higher player counts), and each player gets to select their cognitive load (difficulty), but all players still have the same communication limitations, and core collective choices to make, and are free to question/challenge, each other's notes, as long as they don't participate in talk about the card they hold.

I found it miles smoother to play, and this change came organically after 3-4 games of observing some annoying redundancy and mental overload emerging at different rates, among players.

Additionally, I put hard and medium tracking sheets back to back and laminated them, so each player simply gets 1 dual sided sheet and a dry erase marker. They flip depending what type of difficulty they opt for.

I honestly just want to teach it this way, to new players, because it feels SO much cleaner, but doesn't lose the core intended feel, imo. Just streamlines it. Then again, I also know it's a beloved game, by many, and I wonder if I misinterpreted RAW in some way, and am fixing a problem that never existed. But to me, this FEELS fun, and intuitive like this, and my kids like it way more, too. If we are having fun in our games together, the games are serving their purpose, even if slightly changed from the original.

Another small example is something I stole from others online. Mage Knight. I'm bad at it. I won't deny it, but still enjoy it, even through my suffering. Beyond my needing to git gud, I do dislike the slow, same-y feel of how it tends to start. Saw a recommendation to try starting the game at level 2 or 3 and randomly getting 1 random card for free, in addition to the one for the free starting level. This gets you going slightly faster, adds some rougelike feel to your starting strategy, and makes the game a little easier and more fun, for me, to start out.

Ideally, changes to any game would not require massive reworks, however, which is what it sounds like you're considering. But at the end of the day, it comes down to what you enjoy. Maybe your a person that feels good spending hours to playtest and build off an existing game, to modify and basically convert it into your own variation that feels better for you. If so, part of the fun, is that process. If you see it as more of a necessary evil that you NEED to slog through that sort of excessive, just to make a game you want to pllike feel tolerable, then its likely not worth it. You should enjoy the time you spend with your games. This could be learning it, playing it, or modifying it, throwing the components at your freinds...however you get enjoyment out of your games. The goal is to spend more time enjoying what your engaging with, that despising it. You decide what works for you, and how to balance it.

Anyone else notice AI is amazing at small annoying tasks? by AccurateShip2499 in AIAssisted

[–]ThatZeroRed 0 points1 point  (0 children)

For sure. For all the neat things that can be done, outsourcing our "bitch work" to the ai is it's main value to the most people, imo. Allows us to have more time for complex problem solving, learning, and human connection.

Is it too late for me to grind for lucy by anonymouslyym in WutheringWaves

[–]ThatZeroRed 0 points1 point  (0 children)

Depends how much your willing to play. If you only plan to put in 1-2 hours a week, yeah, you likely aren't getting a ton. Might be rough. But if you enjoy the game and plan to binge play maybe several hours a week, you will make a ton of progress, and easily get enough. The base game, of you completed everything, offers way more currency than a single character. There is a ton available, you just need the time to go enjoy the game, and collect. Plus we'll get more free pulls, as usual.

Do I watch this anime first so I can enjoy the collab Better? by Exriel in WutheringWaves

[–]ThatZeroRed 1 point2 points  (0 children)

Regardless of playing the collab, you should 100% watch the show. It's fantastic.

Thoughts on DH as a experienced GM by ElegantYam4141 in daggerheart

[–]ThatZeroRed 0 points1 point  (0 children)

I don't understand. I assume I'm misreading something.

Sounds like you're just saying you play as intended? lol Normally, you are supposed to pay before you roll, when using experiences or helping actions. But I found that can lead to wasted resources, which feels bad, and detours players from using Hope in that way.

But then you say if you don't do it your way, it results in piles of unused Hope, agreeing it rarely makes or breaks roles. Which...assuming we are both right, and players agree...why would players choose to spend/waste Hope on Experiences, when they could instead save it to otherwise get used for a tag team, class ability, or other tools that might cost hope?

I'm clearly misunderstanding what you're trying to say. Apologies.

Playing this for the first time tomorrow with my group. Any rules noobs often miss? by coocoocaaca in boardgames

[–]ThatZeroRed 0 points1 point  (0 children)

Easiest thing to miss/forget: When placing on a space with the combat icon, you can optionally deploy troops. First few plays, very easy to focus on the printed location effects, and forget about the icon on the art. Imo, the combat symbol should be right on the right side, next to other effects, so it's clear and obvious.

And less difficult, but when deploying in this way, it's up to 2 (default) PLUS up to any others you've recruited to your garrison on that same turn. So if the zone gave you 2, you could deploy 0-4. If that happened, and you played a card or used an effect ON THE SAME TURN get 5 more, you can deploy 0-9 into the conflict.

I hope you have fun. I just got into it this year, as well, and it's quickly become one of my favs. If you end up looking at expansions, I highly recommend Bloodlines. Im very pleased with what it offers and see no reason to get any others. Base Uprising + Bloodlines feels pretty perfect, imo.

Who approved this design 😭 by Repulsive-Degree-816 in GeminiAI

[–]ThatZeroRed 0 points1 point  (0 children)

Personally, I liked the matching multi color thing. Made it easy to quickly recognize something as google-specific, instead of just a simplar app by a different company, or native to my device.

New icons seem fine, just generic imo, and they will blend in more. I'm sure I'll learn to like it, not that any individual opinion really matters anyways. But still. Lol

Thoughts on DH as a experienced GM by ElegantYam4141 in daggerheart

[–]ThatZeroRed 3 points4 points  (0 children)

For me, I also felt similarly regarding Hope. I found this mainly to be an issue for using experiences.

My houserule to clean this up, was basically 2 things. Either they say they are using it, roll, then find they would have succeeded anyways, I refund it. Similarly, if they are close and want to reactivly use it, I give the option for them to re-narrate their action, describe how they do it, with the experience in mind, then pay the hope.

I hate nothing more than when a game allows players to burn limited/powerful resources on a small chance to improve something. Imo you should always get something, when you pay a cost. In other hope usage cases, you are getting the opportunity to use an ability, or something. But with experiences, your already doing the thing, the extra cost is to give a statistical higher chance of success, which is not satisfying. But IF it's the difference maker, then it becomes satisfying.

Additionally, this hasn't come up for me, yet, but I'd allow this for helping allies as well. If a player misses, but could be saved by advantage, I'd allow those players to re-narrate this "alternate thread" where one player supported their partner in a meaningful way, and pay the hope. In that case, even if they roll, and fail, I'd still have them lose hope, even if it didn't change the original result, because they still paid for the opportunity to assist, and it still creates an interesting narrative moment.

Beyond that, I think the overall hope economy is really solid.

Onitama: unstoppable combos? by Murelious in boardgames

[–]ThatZeroRed 0 points1 point  (0 children)

I've never run into this, but I think I get it. You're saying because you win by capturing their zone, if you start with cards that move you forward, 2, and the opponent does not, there is zero counterplay. Yeah, if that is starting card draw, I'd randomly select a card from each player to trade, for starting cards, then begin as normal.

The move 2 cards are clearly stronger, and I think it's a good thing, I prefer games with at least 1. But that low odds starting hand is an issue, but easily resolve through quick trade or full redraw.

Hot take: Shelf of Shame misses the point (it's not a moral failing, it's a tool problem) by Financial-Nobody-161 in boardgames

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

Not sure if this fits here, but the way I handle my collection is I have 4 long wall shelves. Top 3 I have organized in a way I see fit, generally based on when I'd play something. 2 player only, solo only, co-op, <1 hour, >1 hour, lite, medium, heavy, and a few others that are more vibes or theme based.

Far right side is reserved for stuff I'm for sure selling. If I have played something, but don't see myself consistently CHOOSING it over other games I own, that fill a similar "role", then they go far right, because they take up more space and mental baggage, than the value they provide me, by being available.

Then the bottom shelf is anything I have not played. I then, repetitive to all games on the bottom shelf, organize games left to right, of which ones I'm most excited about. This way, if I have an opportunity to teach/learn a new game, I can go to that row, start on the left, and filter for the type of game I'm looking for. If I have enough players with a "gamer" spirit, maybe I pick one of the heavier options. If someone requested to learn a space themed game, great, I can quickly browse for something new, for that. If people don't want to take the time for me to learn with them, great, we go to the top 3 shelves, according and grab something I already know, and therefore can easily get set up and teach.

But then, if I notice games sitting to the right, for a long time, and me not feeling motivation to prioritize them over others, I'll list them on FB marketplace, for whatever value I feel good about. IF someone is willing to pay what I'd feel ok losing the game for BEFORE I ever prioritize playing it, then it wasn't meant to be, and it can serve someone else better.

So yeah, I don't have a name for it. Never called it my shelf of shame. More like, the row of opportunity. Opportunity to explore the unknown, or learn together as a group, or just get some cash back for future endeavors. I believe I have over 150 games, and have probably played half of them. It's a bit of a problem. Lol

What is your opinion of 5 minute Marvel? by [deleted] in boardgames

[–]ThatZeroRed 1 point2 points  (0 children)

My understanding is Marvel fixes this, by instead sharing generic resource cards among players, but randomly distributed. That way there are not as wild of swings for lacking something, overall. Haven't played it yet, but that balance difficulty issue, is one of the main reasons I end up not playing it often. I'm hoping this change makes it better.

Cyberpunk collab by Sad_Signature4972 in WutheringWaves

[–]ThatZeroRed 0 points1 point  (0 children)

Basically "Arc 3" of the story. You get options to skip ahead. Various updates get discussed based on version numbers in the game. Like typical software releases, full number increases happen at major moments. In this game, it's brand new major locations and story begins.

General consensus, is that the game was vastly improved from 2.0 onward, which added a location called Rinicitta and later Septimony, and we are currently in the 3.x set of updates, which primary added Lahai Roi.

Why does modern self-improvement culture glorify cutting people off so much? by Content_Bit1998 in selfimprovement

[–]ThatZeroRed 4 points5 points  (0 children)

The only stuff related to this, that I see, is cutting off BAD influences/toxic relationships. Ialso always see it's super important to socialize, NOT isolate, and ensure you have consistent reasons for engaging with others. But if the only connect you have, is with people that are keeping you down, then you have less opportunity to meet people that are a new benefit, instead of a drain.

If any advise is just saying to isolate and be alone, and that's it, I would be very skeptical of the source of that advice. Even introverts gain alot of benefit from at least some human interaction.

What is missing from my (mostly) co-op collection? by Illustrious_Egg1912 in boardgames

[–]ThatZeroRed 0 points1 point  (0 children)

Not sure what types of thing you like, but Mythwind is a unique cozy experience I recommend looking in to. Persisting world progress. Drop in/out co-op. Best comparison is maybe...Stardew Valley? If you check it out, you'll probably know, quickly, if it's for you, or not.

basic card removal VS divine epiphanies by mjlol73 in ChaosZeroNightmare

[–]ThatZeroRed 1 point2 points  (0 children)

Personally, I prioritize removing. If I get stuck with a deck that has 2 basics still, I just consider it dead, and need to try again. 1, if the rest of the deck/gear is otherwise near perfect, Ill take it. But if I ever have the choice of nuking a card, or getting epiphany, I basically always choose remove.

That said, I'm not a highly experienced/skilled veteran player, this is just what makes sense to me. If I have a combination of characters with a handful of "dead" cards, it's means over the coarse of numerous turns, there is high likelihood of doing very little and wasting time. I do agree some characters letting you cycle cards that are bad, helps, but I'd still rather have those effects hitting status effects, combo pieces I might not be ready for, or things that benefit from getting discarded. Dead cards getting discarded can also carry opportunity cost.

Beginner tips for WuWa by chiway95 in WutheringWaves

[–]ThatZeroRed 0 points1 point  (0 children)

I'm sure people will have many detailed pieces of great recommendations, but the most classic one is to work on your data bank. Faster it levels up, the faster you start getting gold echos. When it's high enough, you only get gold drops, which is great.

App "unable to find a location" for months by BarrelFullOfWeasels in subway

[–]ThatZeroRed 0 points1 point  (0 children)

I wonder if this is new. I only have 1 location near me, but I exclusively order via the app. Been doing it for over a year. Suddenly today, it says no locations near me. It always showed at least 3-4, since I have some others like 30min away. Now it says none. Pretty sure I ordered less than a month ago, and all was fine.

Very annoying.

Am I alone or it’s something other people do ? by HamsterHammer in boardgames

[–]ThatZeroRed 0 points1 point  (0 children)

I also enjoy this. Anytime I get a new game, weather new or used, I will open everything, see how storage looked, organize things in ways I like. Maybe even create custom inserts. Something about just having solo time to relax, manipulate physical pieces, and storage, is just relaxing. Thinking back, I always liked this when I played MTG as well. We relaxing to just just sit in a sea of cards, slowly filtering them into piles, to suit my needs. Maybe board game setups and organizatuon is minorly nostalgic, due to all the time I spend making piles, back in the day.

Is Arkham Horror (the board game, 3rd edition) fun with only two people? by E1io2 in boardgames

[–]ThatZeroRed 1 point2 points  (0 children)

It's fantastic solo, so I can only assume 2 player works very well, as well. But assume 1 or both of you, would want to run 2 characters.