hepcat
1561
At least 3 players, in my opinion. Although the sweet spot for me is 4.
As for complexity, it’s about a medium weight game. I would stress before you play that the game itself is one of the opponents. That way they understand the semi-coop nature.
Go to boardgamegeek.com and grab the player aids before you start. In particular, they have a player aid for actions that’s invaluable.
MMDuran
1562
I have never noticed that aid in the files section and I’m about to teach two new players tonight. Thank you – that one is amazing.
Was thrilled to hear this was coming to the US glad to hear it it’s awesome.
geewhiz
1564
The artwork is more generic anime or in other words not like those games with all girls in maid outfits kind of thing. I would strongly suggest trying it once just for the experience. It is certainly different than anything I have ever played.
When you play you find yourself thinking what role is that character are they the “key person role” or are they the “ROLE” or are they the “ROLE” and you are not really focused on what they look like. ;)
Names have been changed to protect the innocent.
Gedd
1565
Uh oh, I just found out you can email CSI after you place an order and have them hold on to something until you accumulate enough to get free shipping. Bad news, wallet.
What makes four the sweet spot for you for Archipelago?
I find that it scales really well, but oddly enough, we’ve rarely played with fewer than four. I played a three-player game last night that was all sorts of comedies of errors. We accidentally dealt the betrayer into the objectives and the player who got it didn’t know we meant to exclude it, so he gamely played along, even though we had the benefactor trend card as our main objective. The benefactor trend card gives people points for contributing to crises and building churches, and it’s an almost guaranteed way to make sure the game doesn’t end due to a rebellion. What a terrible time to get the betrayer card!
But the bigger boner was me not remembering my objective card closely enough. I thought my victory point objective was ports and my endgame condition was churches. So when someone built the fifth church while I was ahead on ports, I announced the game was over and flipped my card. Oops! It turns out I had it backwards. My endgame objective was ports and my victory point objective was churches. And, as it turns out, the game was over, because our third player flipped her card to reveal she had the card with churches as an endgame condition. I am such an idiot. I, of course, lost big.
Also, I would reiterate to agapepilot the following conventional wisdom: DON’T PLAY WITH THE SEPARATIST AND PACIFIST UNTIL YOUR GROUP HAS PLAYED A WHOLE MESS OF GAMES!
-Tom
How was the analysis paralysis situation? My experience with Nations is that a lot of players take a superlong time to take their turns. Was that an issue for you and your family?
Absolutely true. It’s such an oddly simple game, isn’t it? Not at all simplistic, but certainly simple.
-Tom
hepcat
1568
Bidding for first player always seems more frenzied (and therefore fun), player interaction is at a comfortably hectic level (bribing for help during crises, bribing for harvest actions because there are more towns, etc.), and the game length feels just right, to paraphrase Goldilocks.
My new-found enthusiasm for Ascension has me wondering what other “deck-building” games are worth checking out? There seems to be quite a few out there.
Incidentally, the term “deck-builder” is kind of non-descriptive and a little misleading. I had no idea that “deck-building” referred to building the deck through gameplay. I assumed it just meant that the decks were built from all the cards in a single box.
hepcat
1570
Star Realms. If you like Ascension, you’ll love Star Realms.
The Legendary games are amazing deck-builder games imo. The new Alien themed one seems to combine aspects of it and some other fun games together.
So my current set of games that I need to play:
Krosmaster (now with season 2)
WH40K: Conquest
Doomtown (will be here when released)
High Command: War Machine
X-Wing
Shadowrun: Crossfire
Mice and Mystics
Marvel Legendary and Marvel Legendary Villains
Legendary: Encounters
omg, stop me, my wallet hurts
A lot of folks will come out and disagree with me, but I think this is an objective fact: There is still no deck-builder that’s half as mechanically rich as Dominion. I’ve waded through all these follow-on games in the genre for a game that understands the rich interactions and synergies of Dominion, but what most of them want to do is crank up the theme (all well and good in itself—Dominion is on the bland side) and, in the process, calcify the gameplay possibilities. Not saying some of them aren’t fine games, but if deck-builders are about making engines, Dominion lets you build Ferraris to those others games’ Edsels. A synergistic pair of cards here and there, or a benefit for getting as many cards as possible with X property, is not the same as what a good Dominion deck has going on inside it.
I don’t actually play a ton of Dominion anymore, but when I do it always amazes me from a game design perspective.
All that said, I liked Rune Age fairly well (can you still get that?), especially because it could be played co-op, competitive, or semi-coop. I recently got Valley of the Kings and it’s got some interesting things going on as well.
Core Worlds was not my thing and neither is Marvel Legendary, but Star Realms is sounding pretty good.
I’m liking Star Realms, but it feels a bit too fluffy to me, too simplified. But that’s mostly a good thing, and I can understand the appeal. I would, however, go in the other direction and recommend Core Worlds (with the expansion). It’s a much longer and more involved game, but it has a unique dynamic with the way the cards progress as you move in towards the Core Worlds and with the way the more important cards seem to matter all the more. It’s a bit of a slog to learn, unfortunately.
For lighter fare, we really like the goofy DC Comics Deck Builder Game. That’s actually what it’s called, by the way. DC Comics Deck Builder Game. Superfast, slick theming, simple. A lot like Star Realms, actually.
-Tom
I totally want to make fun of you for saying this, but I get what you’re getting at, because it’s one of the reasons I like Core Worlds.
-Tom
Well, game length varies by number of players, and I find that different objectives lead to different game lengths, almost regardless of the number of players. It’s kind of weird how we’ve had some games that felt interminable, all the more because you’re not privy to what endgame objectives are in play. Yet other games slam shut abruptly because of how the cards played out or the resources.
But good point about the turn order system with more players. That is a really fun system. I think the number of scoring cards that will ultimately flip is also a pretty significant factor. When there are fewer of them, as is the case with a three-player game, the range of scores will be much closer. I suspect this makes those occasional victory point cards even more important in games with fewer players. Lord help you if someone else builds a monument in a three-player game!
-Tom
[Pathfinder ACG]
Thanks Gedd for the link. That turn sequence breakdown is a great help. I played through Brigadoom with two characters and was able to find what I needed in that document much easier than the rule book. I’m sure I made mistakes anyway, but it all seemed to work well and felt challenging. Once I got the hang of things it actually moved along pretty quickly, and some of the checks were damn exciting. Its amazing how I managed to fail some checks that I’d thought would be fairly easy. Damned dice!
Star Realms is expansion-less right now, I expect (and will be sad if not) them to expand the depth quite a bit as they have expansions. I do agree that Dominion gets a lot of it right though, but I like how some other games are taking a Dominion like approach and applying direct combat to it. (Crossfire is one that comes to mind)
Tom_Mc
1578
If we’re talking about one of my favorite deck builders in Core Worlds. I want to bring up Arctic Scavengers. It has the fierce competition that Core Worlds has along with a layer of obfuscation that amps up that tension. When building an engine in Arctic scavengers it better be able to off road a bit because as the draw pile is depleted and you’ll be switching gears to get good cards.
Tom M
Chaplin
1579
I will chime in on Star Realms for the two player competitive deck builder of choice. I also agree with both Tom and Harkonis. The way I agree with both is that I expect Star Realms to age well from its basic form as it had a fairly impressive offering from its base $15 release that fits in your pocket.
For other types of deck builders your options are many depending on what you want. I personally was excited about, then not, then very much excited again after Gencon coverage concerning the Alien movie themed deck builder Legendary Encounters. It seems to grow the Legendary system (already up there on my preferred deck builders) in smart ways. It is also fully cooperative. And before Tom runs away, it also has equally supported modes of dead players taking over Aliens to kill off former allies or a very franchise thematic traitor mechanic.
Tom_Mc
1580
But we’ve got an Alien card game in Death Angel never mind that silly Warhammer 40k skin on it. Best part is Tom does appreciate solo games, which all these co ops fall into pretty well. Death Angel probably works best solitaire.
Tom M