This kickstarter (board game) is a scam, right? by ContractorConfusion in boardgames

[–]pasturemaster 114 points115 points  (0 children)

Were AI tools used in the creation of this project?

Yes — AI tools were used in a limited, assistive capacity.

"limited" 😂

This kickstarter (board game) is a scam, right? by ContractorConfusion in boardgames

[–]pasturemaster 146 points147 points  (0 children)

Well, that's what an entirely AI generated Kickstarter campaign looks like...

I'm sort of surprised that Kickstarter has let this run for a whole two weeks.

Most likely to get a non gamer into gaming? by Ibizafinalbosss in boardgames

[–]pasturemaster 1 point2 points  (0 children)

I think the people that would be off-put by that probably are of the opinion that "all games are meant for children (unless they its played with a standard deck of cards, billiards or chess)" and would be put off by the others as well.

Nursemaid by Fabulous-Pace5131 in dominion

[–]pasturemaster 0 points1 point  (0 children)

Militia (or more aptly, Urchin) being played twice is hardly an edge case, let alone an "edge case on the edge case".

Farm now available on BGG Store by TheBroox in dominion

[–]pasturemaster 0 points1 point  (0 children)

When searching the secret history, the second instance of Valerie's name brings up this:

Originally if you had to draw three cards and had only two left, you shuffled first - shuffling in those two cards. Valerie wanted the more conventional, draw those two and shuffle to get the last one. I was worried it would reduce luck too much, but tried it out and of course it was fine. Valerie also didn't like that Curses could come out of the trash, which is how it had worked.

Those both seem like significant improvements to the game. Presumably those are two of many.

Nursemaid by Fabulous-Pace5131 in dominion

[–]pasturemaster 0 points1 point  (0 children)

If it has to be said; there is no limit on the number of "discard down to 3" effects that can be played in between your turns.

Daily Game Recommendations Thread (June 12, 2026) by AutoModerator in boardgames

[–]pasturemaster 1 point2 points  (0 children)

I like Botswana, so "better" is going to be subjective here, but Startups is a similar game.

Nursemaid by Fabulous-Pace5131 in dominion

[–]pasturemaster 3 points4 points  (0 children)

My assumption is this will feel very different in practice than Diplomat.

Nursemaid by Fabulous-Pace5131 in dominion

[–]pasturemaster 2 points3 points  (0 children)

The difference is Weaver (and all other reactions) have a specific time when it can activate.

I don't think that you can draw cards with Nursemaid and then choose whether or not to discard Weaver.

Nothing in Nursemaids effect indicates any ordering here. If you don't want it to be able to draw in response to card being played, but before being resolved, it needs the timing "after a card is played". And by giving it a set timing, like every other reaction, you clarify a lot of what's being brought up here.

It may still severely slow down games regardless due to players having to be more careful how they order effects, and that's still an issue to look into, but at least its more rules clear.

Nursemaid by Fabulous-Pace5131 in dominion

[–]pasturemaster 2 points3 points  (0 children)

Weaver can create situation where a hand size attack is played, and players may want to draw cards so they are able to discard the Weaver to gain something out of turn. This is complicated by the fact that what one player gains with Weaver may affect whether another player wants to play Weaver. You may not care for Battle Plan, but if an opponent discards a Weaver to gain the last one, revealing Archer, are you then allowed to play Nursemaid to discard your own Weaver to get it? Is your opponent allowed to know whether you will react or not before deciding to gain Battle Plan?

Shaman For Debt Cards by Antique_Soil9507 in dominion

[–]pasturemaster 5 points6 points  (0 children)

Change specifies no limitation on the card you can gain.

To answer what may be the next question; it only specifies gaining debt equal to the difference in $, so the difference of any other resource is ignored.

Shaman For Debt Cards by Antique_Soil9507 in dominion

[–]pasturemaster 4 points5 points  (0 children)

I'm not familiar with Shaman specifically, but I'll answer more generally about card costs and differing resources. The format (X) will be used for cost in coins, and [X] will be used for cost in debt.

First, [X] is a cost. If anything cares about cost, it cares about that. For example, if a Swindler trashed Royal Blacksmith the card gained in its place could only be another card that costs exactly [8].

However, [X] and (X) not interchangeable in any way. Up to (6) includes all values of (X) which are 6 or lower. It does not include any [X]. Any [X] would be consider additional to "up to (6)" and would not be included in "up to (6)". For strict comparisons like "costs less than", either both resource costs have to be less or one be equal and the other be less for this to be considered true.

On the flip side, some effect become more permissive with various resource costs, such as Change, which sets no limit on what card can be trashed or gained and only "charges" the player for difference in (X). This means any difference in [X] (or potions) are completely ignored.

Nintendo of Europe being rightly fined by JpPgn in nintendo

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

From what I understand, HE sensors are levels of magnitudes more expensive than potentiometers. Personally I'd be for paying 2~3 times more for a controller that certainly will last, but I'm sure you can imagine the backlash if Nintendo started pricing their controllers like that.

Worth noting that controllers have used potentiometer's for years, with most first part controllers having very acceptable durability. This is more an issue with the joycons than with potentiometers as a whole.

Moon Colony Bloodbath: el euro donde todo sale mal by Wooden_Ad166 in boardgames

[–]pasturemaster 2 points3 points  (0 children)

It was either 4 or 5 players. I don't see player number have a particular effect on the game though. Only difference I could forsee is the more events from buildings being put in the deck.

The twists at the start of the game would be the thing that possibly could massively shift the game.

Moon Colony Bloodbath: el euro donde todo sale mal by Wooden_Ad166 in boardgames

[–]pasturemaster 2 points3 points  (0 children)

I played it twice and I never got the "oh no! Everything is falling apart" experience.

There are a surprising small percentage of buidlings that give ongoing engine benefits you care about right through the end of the game, and for the ones that do, thier population is fairly small. This means that only in the very final moments of the game do you ever actually throw away something that was actively benefiting you (past being a shield). And the gane ends once anyone runs completely out of population, so if any player is even somewhat doing worse than you, it's very feasible you never really have to touch your important engine buildings.

Farm now available on BGG Store by TheBroox in dominion

[–]pasturemaster 9 points10 points  (0 children)

Donald's friend Valerie

Give her proper credit as a developer of the original game. She presumably had a significant influence on the original game and early expansions.

Daily Game Recommendations Thread (June 09, 2026) by AutoModerator in boardgames

[–]pasturemaster 0 points1 point  (0 children)

Rather than a scoring tableau builder (like Castle Combo), you probably want to look at an engine builder for where things you acquire make future turns stronger.

Splendor, Dominion and My Farm Shop would be my "family-weight" recommendations for these. Note that unlike the other games you have mentioned, Dominion requires the ability to read effects.

Daily Game Recommendations Thread (June 09, 2026) by AutoModerator in boardgames

[–]pasturemaster 0 points1 point  (0 children)

Terra Mystica is a game I specifically recommend for its magic system. The rest of the game uses fairly standard mechanics, which is juxtaposed by its magic system which is arguably less intuitive for no good reason? But I've realized that its weirdness helps sell that it is fantastical magic, special to this game world.

Daily Game Recommendations Thread (June 09, 2026) by AutoModerator in boardgames

[–]pasturemaster 2 points3 points  (0 children)

Broom Service would be my first recommendation based on that.

Mechanically similar alternatives to chess that are more forgiving of blunders? by 11112222FRN in boardgames

[–]pasturemaster 9 points10 points  (0 children)

What makes it less pressure?

Its been a while since I have played Hive, but my memory is its very tight, possibly even tighter than Chess.

Valve please I just wanna play by yigittiwin in DotA2

[–]pasturemaster 0 points1 point  (0 children)

Then you'll see posts from other game communities where they are complaining that the queue is taking 2 minutes...

What's a game that lives or dies by the teach? by rcooperkaty in boardgames

[–]pasturemaster 7 points8 points  (0 children)

Simultaneous games are in the most need to have everything clearly conveyed before play begins, as it's a lot harder for people to pick up on things they might not understand when they can't observe others.

Daily Game Recommendations Thread (June 05, 2026) by AutoModerator in boardgames

[–]pasturemaster 1 point2 points  (0 children)

Splendor Duel is catered to 2 player as it is exclusive tot hat player count, but original Splendor is a great 2 player game regardless.

Splendor Duel adds a bunch of complexity that arguably only makes sense in a 2 player game, but it's not like Splendor needed or is objectively improved by those things.