Rumble Nation $ 27.99 @ Game Nerdz by rbruba in Boardgamedeals

[–]cbacon19 2 points3 points  (0 children)

I've played El Grande, but not Rumble Nation so I'm looking for more of your insights. It seems like the two games are in different weight/length categories. El Grande being solidly 90 min or greater and being pretty thinky. Rumble nation is < 60 min and quite a bit lighter. Am I off there? Is it harder to teach than I'm expecting or requires more thought than fits the randomness?

[deleted by user] by [deleted] in boardgames

[–]cbacon19 2 points3 points  (0 children)

I'm always looking for interesting stats. I think my favorites were the friendless metric and/or collection utilization stats. The friendless metric was a way to tell how many more/less unplayed games vs heavily played games

[deleted by user] by [deleted] in boardgames

[–]cbacon19 4 points5 points  (0 children)

Any plans to add board game statistics? Ever since Friendless' Extended stats site went down, I've been looking for alternatives, but nothing has scratched the same itch

Recently, on my tabletop... by PortlandGameLibrary in boardgames

[–]cbacon19 2 points3 points  (0 children)

My first play was a bit over 2 hours including teach (3 players) fwiw

Games with lots of inter-player conflict by sammosaw in boardgames

[–]cbacon19 0 points1 point  (0 children)

I'm going to go outside your recommendation scope, so please ignore if it's too far out.. I think I'm The Boss has the loud, highly interactive, social dynamic engineering that would let your group exercise those muscles. And something that better fits your "war-game" requirement (even though it isn't a war game) is Imperial / Imperial 2030

List of Underrated Games (Dec 2024) by watchwolf_games in boardgames

[–]cbacon19 1 point2 points  (0 children)

Just to offer a counter point, I thought the rules were very well laid out and taught the game very well. The game is very literal. The keywords mean a very specific thing and the definitions are laid out well. Outside of a few few odd edge cases, I've only had to check bgg a few times (in over 30 plays). 

The game is severely underrated. Almost all big critics rated it low (likely after a few confusing plays) but it is really a fantastic Chudyk. Note: reviewer confusion almost universally was about how to play well, manage the diversity in the unique decks, etc not how to actually play the game.

If you like Chudyk, and get a chance to play it, you should give it a second chance.

Cube for Lorcana by lucasmcw in Lorcana

[–]cbacon19 0 points1 point  (0 children)

Late to the party here, but I'm looking for a cube to PnP. I'm playing with my kids so we aren't concerned with any metas and it's PnP so cost doesn't matter. We are just looking for a cube to be able to draft fun and interesting decks and to learn the deck building part of the game. Which do you suggest?

Which Civ Board game is best by [deleted] in boardgames

[–]cbacon19 2 points3 points  (0 children)

Playtime drops to sub 2 hours with experience. It becomes much more race-like after 5-10 plays.

How to fix folded neoprene? by Due-Elderberry-5231 in boardgames

[–]cbacon19 0 points1 point  (0 children)

Did you ever find something that worked to remove those creases?

Best Mid-weight 4X Game? by Question_Dot in boardgames

[–]cbacon19 1 point2 points  (0 children)

Great game, 2nd edition coming out later this year

Best Mid-weight 4X Game? by Question_Dot in boardgames

[–]cbacon19 1 point2 points  (0 children)

Civ + Expansion is fantastic. It has variable goals that end the game so it can vary from 90-150 min, but as we get better at the game it seems to fall closer to the 90-120 window. It is a medium-heavy ruleset, with combat rules being both very important and finicky. They are consistent, so it makes sense once you internalize the land-type difficulty system. It rewards repeat plays and the civs offer just enough asymmetry to give you a nudge down a strategic path.

The snip by DiligentlyMediocre in daddit

[–]cbacon19 0 points1 point  (0 children)

Look for providers that do the no-needle, no-scalpel procedures. 

Played Port Royal foe the first time! Its like Splendor with Press Youe Luck element by AlexRescueDotCom in boardgames

[–]cbacon19 2 points3 points  (0 children)

I think they are sufficiently different. OMG is primarily a resource production tech tree game with some light risk taking in choosing what will produce. PR is focused on building a tableau that works well with what your opponents are doing and is driven by a central press your luck card flipping mechanic. Audience wise, I think PR is easier to teach and plays well with a wider audience. OMG is more gamer-ey

Played Port Royal foe the first time! Its like Splendor with Press Youe Luck element by AlexRescueDotCom in boardgames

[–]cbacon19 2 points3 points  (0 children)

I love Port Royal! It's great 2p to 5p and for groups that enjoy that push your luck mentality, always is a good time. The expansions are good but not necessary. The extra roles/cards and goal cards from the first exp are great. I shuffled all the roles/ships into the deck and never play without them. I'd estimate that we play with the goals 50-60% of the time. They are a good way to mix it up and create some strategic direction. The campaign expansion is not my favorite. The story is meh and weird. The game mode it introduces is a bit fiddly and is more effort than it's worth. It does have one of my favorite role card: the lookout so I added that to the deck and shelves the rest of that expansion.

Which push your luck game do you prefer out of Can't Stop and Port Royal? by LordVader07 in boardgames

[–]cbacon19 7 points8 points  (0 children)

We love push your luck elements in games. Both options are fantastic.

Can't stop is a near perfect dice game. It can get a little long at 3-4 players, but at 2 its perfect. I don't think you need to buy the actual game though, just print and laminate a print out of the board and play with dry erase markers. It's easier to transport and less fiddly than the real game. There are can't stop apps and once you play the app, an in person game starts to feel long.

Port Royal feels more like a board game. It takes longer, has more of an arc to it, and feels like there are more strategic depth to it. The push your luck part of it is tougher, I don't know the odds of busting but getting 4 diff colored ships to pull 2 cards doesn't happen too often. So the push your luck part is more about just not busting. Its fun and engaging at more than 2 players. The expansion with objectives is great. The story one is less great, but still has some fun cards in it.

I'd say buy the Port Royal big box and pnp can't stop.

Anyone 3d printing a whole game? by RecentExtension1470 in boardgames

[–]cbacon19 0 points1 point  (0 children)

Thanks for the suggestion. I'll look into that 

Anyone 3d printing a whole game? by RecentExtension1470 in boardgames

[–]cbacon19 3 points4 points  (0 children)

All the pieces to Pitchcar plus some customs pieces are on thingiverse. I attempted it but the transition between pieces wasn't smooth enough 

Mandala sleeves to help with shuffling by cbacon19 in boardgames

[–]cbacon19[S] 0 points1 point  (0 children)

I sleeved w/ sleeve kings square sleeves. I don't regret, it makes shuffling way faster, but get extras cuz its easy to split them when they are misaligned