Actually, your negatives are completely in line with my criticisms and explain my disapointment with Runebound.
dtolman
4842
Yet no thumbs? :( :( :(
I kid. I kid.
My short version of the review:
6 (Subtract 5 points if you fall behind early. Subtract 2 points for every player over 4. Add 1 point if you have a TV to watch during the off-turns. Add 1 point if playing with 2-3 players).
I have yet to find an rpg-ish type game of this type I’m wholly satisfied. I’d rather play Buffy, LoTR, or BSG for a character driven RPGish game or Doom for a dice fest/tactical corridor game.
Yeah, I stopped trying to track down a copy of King of Tokyo until the reprint shows up. Seems like it’s for the best.
Now I can focus on finding Chicken Cha Cha Cha :)
I have that and Dancing Ducklings. Gulo Gulo is much, much better :)
Love Gulo Gulo!
Dancing Ducklings? Hm … off I go to check it out.
Has anyone checked out the expansion for Claustrophobia btw? I think LK is the resident fan. Hopefully he can chime in. I missed it while it was onsale @ CSI and it’s out of stock in many places.
peterb
4846
For my taste, Runebound sucks. The micro-mechanics are completely unfun, but then to make up for that each turn takes three fucking hours.
The best use I found for the game was to use the board as a D&D over-world map and then resolve combat with D&D rules.
You haven’t heard of Dancing Duckings because it’s actually called Duckling Dancin’ and I mangled the name. It’s just an expansion for Chicken Cha Cha Cha.
Three hours? To roll dice, move, and potentially resolve an encounter or buy something?
If you hate the design, that’s fine, but if you don’t play it with more than one more person turns crack right along.
This is the most correct thing I’ve ever read. Get the expansion pack too so the game can support variable number of players (you’re not really playing CitOW with 3 players). It also balances the spells and upgrades of each of the gods better. Even without the expansion, it’s my favorite board game I’ve played.
I really wish CitOW had a different theme. It’s just too icky for me to deal with.
JM1
4851
3-player CitOW is actually very good and worth trying out.
SlyFrog
4852
Well, I just broke out my copy of Star Trek: Fleet Captains to play. I had opened it before to make sure nothing was damaged (and luckily, nothing was).
But when counting the cards (which I didn’t do when I opened it - it seemed like all the major categories were there in the roughly correct number), sure enough, I’m missing Card 3 of the Combat Missions.
Which of course means I simply cannot play the game until WizKids sends me a replacement. Such a minor thing, but what a bummer. I was all set to play tonight.
Beat the Hill Troll mission yesterday with a friend I taught the game to. He used Aragorn’s deck and I went with Eowyn’s, and by the end of the game he had his 3 heros supported by 7 allies!
Daagar
4854
Just did the Hill Troll mission ourselves. Had two Hill Trolls out at the same time, which is just mean. Somehow survived that, got to the second part of the scenario and got some treachery card that dealt damage to every character. Twice in the same quest round. Pretty much wiped the board about 4 quest tokens away from clearing that section. And we thought we were so tough after getting past 2 hill trolls!
I haven’t looked over my extra cards too closely. Are there any that mitigate damage from treachery cards? Those things make me want to cry.
Grabbed a little game called Friday this weekedn by Power Grid (etc, etc) designer Friedmann Friese.
It’s unique: A single-player only deck-building game about trying to help Robinson Crusoe get the hell off your island.
And it works. There’s always an aspect to deck-builders (and CCGs) where you’re challenging yourself anyway: Can I make the best possible deck? I remember a friend testing Magic decks by just seeing how much damage he could dish out to a non-opponent in how many rounds. Well, this is kinda like that, but less kludgey, obviously.
The only problem I had is that some of the card effects that modify other cards turn into an incomprehensible mess when you’re drawing dozens of cards in one “hand” late in the game.
Also have my copy of Labyrinth: The War on Terror, 2001 - HUH? (as Tom calls it). I’ve only done a little follow-along with the sample play-throughs but it looks both intimidatingly exciting. Or is it excitingly intimidating?
There’s a print-and-play version of Friday in the files section at Boardgamegeek. Been meaning to check it out but I have way too much other stuff to play right now and more on the way.
z22
4858
Check to see if instead of missing a card you have two cards numbered 6 (or was it two #8s?). It’s a printing error. I can’t recall the deck it was in and need to go to sleep right now or I’d look it up on BGG. Sorry.
There are cards in the spirit deck that can cancel ‘when revealed’ cards and the Hero Eleanor can cancel them as well.
In case I or someone else hasn’t mentioned this already, ST:FC cards are prone to sticking together out of the box. Ensure this isn’t the case for you, as other BGG members claimed they ensured it wasn’t, but later found it was.
If you are missing one Combat Mission card, it won’t affect gameplay, as you’re not likely to use all of the Combat Mission cards in one play. Sure, the mission will be missing from that deck, but I doubt you’ll notice its absence.
He’s missing a Combat Mission card. I believe what you’re referring to is an issue with one of the Klingon Command decks.