Finally got around to playing the new Longsdale in Revolt story expansion for Oh My Goods over this weekend! Played four games total: the first two chapters in a two-player game, then the same two chapters in a solo game.
Not good with words so I'll use Blizzard's great review and just add my SPOILER-PRESENT comments to it since we played about the same amount:
OK, here are my initial thoughts on Oh My Goods! Longsdale in Revolt. This is hard to review because it has 5 or so chapters, and each chapter has solo and multiplayer modes, and some chapters have multiple versions.
This review is only partial. I've played chapters 1-2 in both solo and multiplayer, for anyone wary of spoilers. I'll try to spoiler anything super specific. In particular, I played chapter 1 (multi and solo) and chapter 2 (3 times solo, 1 time multi but messed up a rule).
Overall:
It seems promising but has some frustrations. I reserve judgment.
Pros:
- One neat new mechanic is auto-producing building(s). No chains and the good doesn't seem to accelerate anything, but it's nice if you get one early because you can get some reliable income.
I'm not quite sure how I feel about these cards yet, or at least the first one introduced which essentially gives you 2 gold every turn. The problem with this card (and other market buildings) is that is costs 8 gold, and in the early game, that's a
lot of gold to lose. It's pretty tough to recover from, especially in a more strictly timed game. It is a cool mechanic, though, and I'm hoping to make more use of it in later chapters!
- Another new mechanic is buildings that enhance other buildings. I won't spoil the exact mechanic but it's a way to make things more reliable.
- Event cards aren't pure RNG, at least in the chapters. You stack a deck where for example, 3 events happen in a random order, then 5 events in a random order, then a guaranteed final event.
- Solo doesn't seem like an afterthought. At least one of the first two chapters was quite challenging, and the designer himself said so. It does involve RNG but some of the events seem intended to help mitigate that.
Solo is definitely challenging! Easily won the first chapter then didn't quite make it in the second. I know exactly why I lost, though. I had the market building which lets you draw 3 cards in the first phase if your hand is 3 or lower, so I banked on taking advantage of that. Like I mentioned, market buildings (and probably that auto-producing buildling) in the early game (especially the first round) will probably set you up for failure--they don't produce goods, so you're stuck with your 1-gold-producing charburner and barely, if any, gold leftover. I couldn't recover in time after having wasted a good 3 rounds, and only used that market building twice in the game, but I didn't do so terribly IMO; only lost by 11 points.
- The chapters introduce new cards bit by bit, and the way they're introduced is neat: They typically show up in dedicated stacks that everyone can buy from, like assistants. You can pick whatever color you want from these stack so you can strategically plan for assistant matching. Once the chapter is done, the new cards are randomly shuffled in as usual for future chapters.
- You can buy a building AND hire an assistant in the same turn now, which means you don't feel as restricted.
- Some events let you free-run production chain(s) to encourage that mechanic. However, the extra final turn is gone, and everyone instead just gets the free-production-run mechanic for all buildings once the endgame triggers (see cons about the endgame for how this triggers).
Cons:
- The tuckbox is really bad compared to the normal box. You're probably going to want a new box if you care about your cards unless you put them in carefully.
- The quick setup and organization of the base game is severely hampered if you're playing any of the chapters (I'm not sure about the all-inclusive final version since I haven't tried it yet). Any given chapter has two different event deck setups for multiplayer or solo, and involves looking for small corner numbers to pull out say, #15, #18, and #19 to randomly shuffle into part of the stack. There's also a story card in addition to the setup card (and a different one for solo), and in the middle of a chapter you typically have to add some extra cards to the table.
- It's even more involved if you ever mix chapters, like playing chapter 2 multiplayer with someone and then trying to personally play chapter 1 solo. You have to go through the entire shuffled deck of like 100+ cards and remove certain cards to go backwards. I recommend keeping multiplayer and solo in sync for this reason.
Yep, setup is a drag when you're switching between chapters and player counts. I'm thinking about using a houserule where I'll just keeping the decks as is, then skipping/redrawing cards if they don't belong. This'll definitely mess up shuffles and card draws, but RNG is RNG so it wouldn't bother me.
- For the first two multiplayer chapters, RNG felt like a significant factor despite the luck mitigation cards. The chapters thus far are set up such that in multiplayer, you need to produce certain types of goods or you get a massive point penalty (in singleplayer you outright lose if you don't meet your quota). The problem is that even with repeated hand cycles, you might never get the valuable chain you need, while your opponent may easily get all 3. This ties into the next item, which is...
Can't add anything useful about multiplayer RNG since I've only played 2 games, but both of them were really close games. In the second chapter, especially, I got a sweet combo of buildings for chain producing, and my opponent didn't. She did, however, complete the side quest (yes, there are side quests!) and I couldn't focus on completing that, so that helped bring the game closer than it would have been, final score being 22-20.
- The number of turns is fixed, unlike the first game. Thus far this seems to be 9 multiplayer turns and 10 singleplayer turns. If you have bad luck, it can basically be impossible to meet a quota in this amount of time, even with event cards helping. It's not a huge negative but the weight of time pressure definitely is on you, since you can't significantly hope for bad luck to slow your opponent down so you can catch up, once they have a lead.
- Character cards are a new mechanic. These are quite rare (only 4 in the entire game?) and if you draw them into your hand, a bonus happens. On one hand, one of these gives a small boost to everyone and a bigger boost to you. That seems reasonable. The second one I've seen, however, gives a huge boost to one player that nearly guarantees you can produce, and nothing whatsoever to anyone else. That seems stronger. This probably feels bad when it happens, but weirdly they hardly ever seem to come up. In 6+ games of multiplayer and solo, I've literally never seen anyone play the chapter 1 character card. It has been eaten by facedown goods decks or discarded by being drawn for the market display every single time. So thus far, these have been meh except for occasional solo use, but at least they haven't popped up often.
Regarding character cards, I think the 2 we've seen so far are pretty balanced, but I favor the you-draw-3-everyone-else-draw-1 card. Having a bigger hand size means you have more options to (chain) produce, build, and redraw (potentially getting more character cards!) which is really good! The other card will give you a really good chance to produce 2 goods (or up to 4 if you have a couple assistants) which is definitely strong in the end game, but before that it's only pretty good.
As for drawing these cards, we've been more blessed by RNG and have seen them played at least twice every game! We tend not to stockpile goods on our buildings until the last couple of turns, so they always get cycled in the draw deck, which we go through really quickly since we also recycle our hands almost every turn lol
Conclusion: loving it so far and looking forward to the rest of the chapters and playing the all-inclusion mode!