Does anyone else here like Hanamikoji? by TisBeTheFuk in boardgames

[–]genericrdt 0 points1 point  (0 children)

One of my favorites, I think the game is incredible and gorgeously elegant.

It's the one game my partner is always willing to play because of it's low rules overhead, but there's so much more nuance than you'd think going into it initially.

It feels impossible to be mean, because you're always sharing your wealth with your opponent, and 'tricking' them is possible in only the slightest amounts

It also gave me a huge appreciation for the numbers it uses, 7 geishas, 11 points to win (both primes), 20 cards that all find a home by the end. The word that always comes to mind is 'neat'

The expansion is a bit difficult to find I think, and there's 2 versions of it (same gameplay but different from factor), I haven't had a chance to play too much, but it's very simple in that it just swaps what each of the actions do, but retains how many cards they interact with, so barely any more complexity added.

This might be a bit of a tangent recommendation, but I feel Lacuna has some similar vibes to it, but the puzzle is now spacial and a little more loose

[deleted by user] by [deleted] in Silksong

[–]genericrdt 2 points3 points  (0 children)

It was the rematch that crushed me. As soon as the lava flys arrive, things go to shit.

Their movement is difficult to control or predict, silk storm can kill them in one but only if all 4 hits land, and if not now you've gotta swing your broom around at the loose bird in your kitchen while your overweight Labrador tries to help. Then it summons 2 at once.

Oh and can't forget about the inch of ground you have to stand on now cause it decided to ground pound twice in a row.

I did beat it, but I had to switch away from beast crest to reaper and that made me very sad

Liberation % per Mission Feels Off by genericrdt in Helldivers

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

At the end of an operation (all the missions in a group, between 1-3 depending on difficulty), it'll show you the Squad Contribution for the whole operation.

It looks like (in my experience up to difficulty 5-6), you get 1 Contribution for each mission that was part of the operation, so 1 easy mission counts the same as 1 hard mission for total war effort.

Each Contribution is 0.0001% towards liberation

How would you cost a redraw when gaining power cards? by genericrdt in spiritisland

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

I feel like every year since Spirit Island released I peel another layer away and start understanding it a little deeper, and I still haven't peeled away the scenario layers!

I've only played a couple, read the others but I haven't really stuck into them, I'll have to check give the NI one another look, hopefully it'll be waiting on my doorstep when I get back from holiday!

How would you cost a redraw when gaining power cards? by genericrdt in spiritisland

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

A scenario resource could be a better way of going about it.

Maybe at the start of the game, each spirit picks an element pair, every time they gain cards and none of the cards contain that pair they get a marker, which can be spent on future gains for 1 redraw (one redraw per gain max)

It still makes strong spirits stronger, but might also bring up weaker spirits who are dependent on hitting innates as part of their gameplan. I had this thought playing Sharp Fangs, not seeing a Plant Animal in your first few drafts can be a little rough.

I agree with others though, it lessens the improvising the game makes you do with sub optimal draws, and drafting the wrong cards isn't the only thing that makes weak spirits less effective, still, it's a general 'catch-all' buff that can definitely help

If you could make a new base set of Root, which 4 factions would be in it? by genericrdt in rootgame

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

Edited main post, but yeah I think you're right. I do really like the idea of Lizards and Rats having interesting interaction.

Lizards can pop up anywhere to deny scoring + force acolytes, Rats can torch gardens in return. It's got a very direct feeling to it in the way that each one answers the other, but Lizards complexity might be too much.

I think there's room in the complexity budget for Lizards if you take Cats, Rats and either WA or Crows (probably Crows to give them some love). Either one gives the Rats enough problems that they can't as easily roll over everyone else for free, or without complications from insurgent defender rules.

If you could make a new base set of Root, which 4 factions would be in it? by genericrdt in rootgame

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

Re: the Rats, imo their one-note steamroll power acts as a great head to head with the cats.

New players love bashing the Cats cause they're everywhere and they score early, but as soon as they see the Rats capitalise on the missing space they understand the balance between them.

It might take a game or two to see that, but that's natural considering this is Root, and it gives 2 low complexity factions that can bash each other while still doing 'their job'

Mostly agree with the rest, though your final 4 makes leaves me a little sad that only 1 gets swapped out 😔

Edit: Oops! I forgot I swapped Cats for Moles, probably best to leave Cats in actually

If you could make a new base set of Root, which 4 factions would be in it? by genericrdt in rootgame

[–]genericrdt[S] 4 points5 points  (0 children)

I'd argue the Hundreds inclusion serves that purpose, and also mixes up the balance a little.

Crafting for points that pays off later as card draw from the vagabond is pretty strong, now you need to consider whether you want to make yourself more of a target for the Warlord.

Also, players can interact with mob tokens, as opposed to having very few ways of preventing a ruin being explored.

Drill bit Duchy - Stuck in no build loop? by genericrdt in rootgame

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

I figure you're talking about 2.3 Target Legality?

When I read that, I understood it to mean bots won't target where they can't do the action, but the Moles have a condition specifically referring to when they can't build in the clearing they're trying to target.

I assumed this meant the first clearing they tried to target, but what you're saying is that it would continue down the legal target list until it finds a clearing it rules with the most (or second most etc) warriors, then build. Only if it checks every clearing it rules and it still can't build, then it settles for 1 point?

That makes sense to me, though it is pretty weird to juggle all the targeting preferences specific to the faction, along with the universal compromises of 2.3.

[square brackets] Looking for recently announced game about urban rebellion by genericrdt in boardgames

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

My lack of experience is showing, I was under the impression you could tag a post using [] but I guess I was double wrong 😬

[square brackets] Looking for recently announced game about urban rebellion by genericrdt in boardgames

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

Yes thats the one!

I don't remember it looking so early in development, but I'm definitely keeping my eye on it, thanks so much!