Conversely, my first experience with High Frontier yesterday was really enjoyable, and I think this might be the first game I play solo (using multiple roles, totally in violation of the spirit of competition) because the combination of easy setup/takedown and such incredible depth of choice within fast-moving turns is intrinsically fascinating to me. I think a key variable in that experience was relying on this walkthroughas my first exposure to the rules. It’s by far one of the most effective descriptions of a game that I’ve seen, and the enthusiasm and clarity with which he approaches his subject is infectious. Right now I have one guaranteed victim for it, but I am hoping to recruit more for January. I also would disagree with the hardcore Ameritrashers raving about how it’s a rebellion against streamlining and elegance, as every now and then I have to stop and just reflect on how much I just accomplished (or failed to, catastrophically) on a single turn, and how quickly the less essential turns fly by. Building my little moon base with the halfassed solar rocket I flung up there ASAP while my rival built the perfect plan to Mars was exhilarating, especially when the full magnitude of the upgraded patent I was able to produce sank in (15 thrust! .5 step per burn!), and even so his later triumph in surviving the aerobrake but wisely budgeting fuel for the other stops was no less of a huge moment. I love this game, and it is going to tentatively rank at third behind Hulk and Citadels pending more games.
Naturally, it targets a small audience relative to my other aborted play (thanks to other people showing up, not because I wanted to stop) which was Dominant Species. My brain was still pudding after Friday (learning High Frontier and 2 plays of Merchant and Marauders) so I stumbled through the teaching with the other two despite having it all clear in my head when I’d gone over it again the night before. We did not do the modified 3x2 animals rules although I would love to try them later on. I concur with the whining in that a simple switch in vocabulary for Dominate vs Dominance would have been a good idea, but the game is fantastic as is. When Reldan upset my perfect plan with the glaciated people’s (well, arachnid’s) elbow in the first turn, I knew it was going to be interesting. Very good game, excellent production values, and apart with the pain in the ass initial sort of pieces the setup and takedown is again very reasonable.
Merchants and Marauders, however, is a much more problematic outcome in the 1.5 games I played yesterday. At the end of the first half game, we had 3 players, downtime was virtually nonexistent, and the two merchants and the pirate were neck-a-neck in glory points. The follow up game (everyone excited, SURE let’s start again with the fourth guy) was not so successful, and I think there was some residual moodiness on the part of the former pirate who seemed to feel personally targeted when the rules of naval attention span made him the focus of NPC hostility in the first game (despite massive profits from the victories he eked out). I don’t think as a group we were on task enough with keeping people from wandering off in between their turns, and the downtime really made the game seemed sluggish.
I am interested in the variants people are putting up that try out more of a rock paper scissors Ancient Trader scheme. The events felt like an endless succession of variations on a hurricane and new naval/pirate ships, and I kind of expected a little more. I did not feel like there was much proportionality between how long turns take for different players even absent analysis paralysis…port actions especially may necessitate some house rule where they must be the last move you make and you keep doing them while the next person goes.
The trading was solid and the naval combat/raiding very engaging for how streamlined it is. I get an irresistible pirates’ gold vibe from it, and I am still sold on the concept even if I would be more selective about whom I play it with or at least the moods of everyone before we start…