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The New Board Game Thread (Newcomer Friendly)

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Kinda somewhere in between. Maybe room for 1... but 2... we're a little screwed there. It may speed up our "move to a bigger place" plan a bit, but we'll see.

I have a twin sister and my parents didn't know she existed until a week before we were born. My mom went into her final checkup and the doctor said...huh...there's another baby in there. So you can be glad that it didn't happen that way.
 

Suairyu

Banned
Goddamn Arkham Asylum. It takes you three hours before you figure out you've accidentally ignored a bunch of rules so far, even if you've played it before on many occasions.

Then you finish, sorta, and want to play it again while the rules are still fresh in your head but everyone is tired so fuck that.

A couple of weeks later, you'll play it again, and three hours later you'll realise you've been accidentally ignoring rules again.
 

SCHUEY F1

Unconfirmed Member
Goddamn Arkham Asylum. It takes you three hours before you figure out you've accidentally ignored a bunch of rules so far, even if you've played it before on many occasions.

Then you finish, sorta, and want to play it again while the rules are still fresh in your head but everyone is tired so fuck that.

A couple of weeks later, you'll play it again, and three hours later you'll realise you've been accidentally ignoring rules again.

I'm getting better and remembering the little things. Had my wife play a bit the other night. She was pretty tired so she looked bewildered. Tried again the other night and she was getting better at it and starting to enjoy it.

Quick question. If someone is in another world and the second player goes to that same location to say kill a monster on the gate, do they also get pulled through the gate? And if so when the first player finishes exploring the world and closes the gate does the second player get lost in time and space if they are still in the other world?
 

AstroLad

Hail to the KING baby
I'm getting better and remembering the little things. Had my wife play a bit the other night. She was pretty tired so she looked bewildered. Tried again the other night and she was getting better at it and starting to enjoy it.

Quick question. If someone is in another world and the second player goes to that same location to say kill a monster on the gate, do they also get pulled through the gate? And if so when the first player finishes exploring the world and closes the gate does the second player get lost in time and space if they are still in the other world?

-If you are on a gate during Arkham Encounters phase, you get sucked in no matter what.
-Second player will be LiTaS unless he has a gate to return to. Remember that you can go back to any gate that leads to the OW you're in, even if it wasn't the one you came through. Another option if you really don't want to be LiTaS is for the first person out to skip making a closing attempt so that their friend can come through. Pretty unlikely that would be your best move as it involves wasting time but who knows. As long as you don't leave the location your Explored marker stays there and you can still try to close for as long as you don't leave.

There are a few threads I posted earlier here or you can just search for, about common mistakes made while playing AH. I find by now I'm 95% good and remember most of them but they're great for brushing up (much more so than the actual rules). Still do get corner cases with certain items and the like but you can do a quick BGG search in those instances.
 

fenners

Member
I'm getting better and remembering the little things. Had my wife play a bit the other night. She was pretty tired so she looked bewildered. Tried again the other night and she was getting better at it and starting to enjoy it.

Quick question. If someone is in another world and the second player goes to that same location to say kill a monster on the gate, do they also get pulled through the gate? And if so when the first player finishes exploring the world and closes the gate does the second player get lost in time and space if they are still in the other world?

Yes. :)
 

Suairyu

Banned
I honestly don't think the way the AH manual is laid out helps. A lot of stuff is in turn phase order, as it should be, then other stuff just gets randomly thrown wherever. Not helpful at all. Stuff like the movement rules for flying monsters gets easily lost that way.
 
The longest running rule I got wrong was that a failed spell attempt meant the the 'hand' could not be used for a weapon.

Wait, so you CAN use the hand for a weapon if a spell fails, or you CAN'T?



I honestly don't think the way the AH manual is laid out helps. A lot of stuff is in turn phase order, as it should be, then other stuff just gets randomly thrown wherever. Not helpful at all. Stuff like the movement rules for flying monsters gets easily lost that way.

Agreed, the manual is terrible.
 

SCHUEY F1

Unconfirmed Member
I'm already thinking about what expansion I want to get next. It would be nice to have more location cards. I hear Dunwich and Miskatonic are good choices for big box expansions. How about the smaller ones?
 

Emerson

May contain jokes =>
I'm already thinking about what expansion I want to get next. It would be nice to have more location cards. I hear Dunwich and Miskatonic are good choices for big box expansions. How about the smaller ones?

Here's my opinion, and it's one a great many people will probably disagree with:

I'm not a huge fan of the big box expansions. I think the base game is complex enough as it is without adding a handful of additional boards and other mechanics on top of them. What I wanted was more location cards and some smaller, more subtle mechanics to layer on top of the base game. I feel the small box expansions fill this better.

But if you want a big box, get Dunwich. I believe Miskatonic is primarily an expansion for the other expansions.
 

Pepboy

Member
I've taken an interest in Objets Trouves http://boardgamegeek.com/boardgame/21022/objets-trouves

It's a party game where you make sculptures out of everyday objects, and people guess what you made from a handful of choices on a cards. It was released only in France and remade into a similar German game, (Was n' Das?)though apparently the versions have quite a few differences. What initially got me interested in this game were the components. The game actually comes with stuff like a toothbrush, a rock, and a rubber band. The game is unlikely to ever be released here and the components are everyday items(and some cards) so it seems like it would be a good game to make myself. Someone has also translated a number of the cards here: http://www.scribd.com/doc/13640892/Objets-Trouves-US-homebrew-cards

Thanks for the heads up! I doubt I'll purchase it, but it sounds intriguing.

Someone was selling an unpunched copy of Space Hulk: Death Angel at work today so I picked it up. :D Now to mire my way through FFG rules + FAQs + BGG.

Curious on your impressions, being a big fan of it myself. :)
 
Glory to Rome Black Box is in stock at CSI. Fuck Ed Carter and his whole goddamn crew. Ordered.
It's amazing how inept CGF is considering they have been in business for a few years already. Long missed shipping dates, quality issues with components, and now allowing to game stores sell product before the people who funded their project get their copies. I guess that's what you get by having an owner who is focused on other projects and hiring volunteers to run the day-to-day. I also like how they keep throwing Plato 3000 in our face saying they are doing good by giving us a free game.


Like I said before, I hate when people say this but, I will never do business with CGF again. Fuck that company.
 
Hey guys, recently got an urge to get a good board game after playing Settlers of Catan. While interesting, it felt rather simplistic ultimately, but I really, REALLY enjoyed the negotiation mechanics. I really love the games where you can set up those kinds of dynamic deals and trades (well, we did go off the record and make up our own trades, like saying "I'll let you move the robber for me if you give me this", etc.)

Generally I want a game that is:

-strategic, more so than luck
-Sociable/negotiation heavy
-I guess management? I like managing lots of things, thinking ahead, etc.
-Decent length, like 2 hours or so

Actually, I'd like a casual (but strategic) board game, and a more hardcore board game.

As good as Catan is, I feel like it was very simple, but I really liked what I read about the Cities and Knights expansion pack, so that could be the more casual game I choose.

As far as a more hardcore game, I like the idea of farming, collecting resources, etc., strategy, management, negotiation, and have found some great sounding games:

Shogun
(Age of) Steam
Dominant Species
Puerto Rico
A Game of Thrones
Agricola

Edit: Going to add two more:

Stone Age
Tigris and Euphrates

Are any of these very negotiation-heavy like Monopoly/Catan where you can make your own spontaneous deals/partnerships of that sort? I can't recall, but I read about one game where you make lots of bribes and stuff, maybe it was Puerto Rico, but then I also hear that Puerto Rico is a pretty quiet game.

I am so far leaning towards Agricola, though Shogun and Dominant Species sound like Runner ups.
How is Dominant Species in terms of negotiation? And is Puerto Rico really quiet? Any opinions on Shogun?

RISK is also another negotiation-heavy game, but Risk is also very luck based and sometimes way too long and tedious (also, I own it).

And please, no Ticket to Ride.

Also, sorry if this is a noob question, but do you need the base game to play SoC expansion packs, and can you play SoC's 5-6 player Cities and Knights expansion pack the original way (4 player Cities and Knights)?
Thank you :)
 

ultron87

Member
Don't pick Agricola if you want player interaction. It is really minimal.

The ultimate negotiation game is Diplomacy as it is Risk without dice or any randomness. I think Game of Thrones would similarly meet your needs.
 
Out of the games you listed A Game of Thrones has the most negotiation. It's a long game too, close to three hours if not more played with the full compliment of players. Have you taken a look at Cosmic Encounter? The main draw of the game is negotiation. Each player plays an alien race and each race has different powers. The object of the game is to occupy five of your opponents planets. The mechanics are simple but the meta game is what makes the game amazing. Since the rules allow of shared victories players will make deals and will be backstabbed.

I'll also pimp Lords of Vegas. In Lords of Vegas you purchase properties to grow your casino. Players can co-exist in casinos but there can be only one boss who gets to make all the descisions and gains the points for the casino. The good thing is players can pay to try and take over the casino during their turn. Players can make deals during their turn. Basically anything is up for grabs and played with the right group negotiation can be a big part of the game.
 

-tetsuo-

Unlimited Capacity
Hey guys, recently got an urge to get a good board game after playing Settlers of Catan. While interesting, it felt rather simplistic ultimately, but I really, REALLY enjoyed the negotiation mechanics. I really love the games where you can set up those kinds of dynamic deals and trades (well, we did go off the record and make up our own trades, like saying "I'll let you move the robber for me if you give me this", etc.)

Generally I want a game that is:

-strategic, more so than luck
-Sociable/negotiation heavy
-I guess management? I like managing lots of things, thinking ahead, etc.
-Decent length, like 2 hours or so

Actually, I'd like a casual (but strategic) board game, and a more hardcore board game.

As good as Catan is, I feel like it was very simple, but I really liked what I read about the Cities and Knights expansion pack, so that could be the more casual game I choose.

As far as a more hardcore game, I like the idea of farming, collecting resources, etc., strategy, management, negotiation, and have found some great sounding games:

Shogun
(Age of) Steam
Dominant Species
Puerto Rico
A Game of Thrones
Agricola

Edit: Going to add two more:

Stone Age
Tigris and Euphrates

Are any of these very negotiation-heavy like Monopoly/Catan where you can make your own spontaneous deals/partnerships of that sort? I can't recall, but I read about one game where you make lots of bribes and stuff, maybe it was Puerto Rico, but then I also hear that Puerto Rico is a pretty quiet game.

I am so far leaning towards Agricola, though Shogun and Dominant Species sound like Runner ups.
How is Dominant Species in terms of negotiation? And is Puerto Rico really quiet? Any opinions on Shogun?

RISK is also another negotiation-heavy game, but Risk is also very luck based and sometimes way too long and tedious (also, I own it).

And please, no Ticket to Ride.

Also, sorry if this is a noob question, but do you need the base game to play SoC expansion packs, and can you play SoC's 5-6 player Cities and Knights expansion pack the original way (4 player Cities and Knights)?
Thank you :)

Twilight Imperium is very negotiation heavy. The negotiations fit very well with the theme of the game, as well. It is a long game though, with lots of components and lots of rules.
 
Shogun
(Age of) Steam
Dominant Species
Puerto Rico
A Game of Thrones
Agricola


Edit: Going to add two more:

Stone Age
Tigris and Euphrates

I am so far leaning towards Agricola, though Shogun and Dominant Species sound like Runner ups.
How is Dominant Species in terms of negotiation? And is Puerto Rico really quiet? Any opinions on Shogun?

So... I've played all of the bolded, can't comment on the others. If you want negotiation and such, avoid Puerto Rico and Agricola. In theory, you could maybe do it a little bit, but I feel like (particularly in Puerto Rico) the optimal game is almost always going to be avoiding any sort of cooperation at all. The turns in Puerto Rico where I feel the happiest are the turns where I choose an action that benefits me a lot, and no one else at all (like trading when there's only one spot left in the trader house, so no one else gets anything).

I don't really see much negotiation being possible in Stone Age either. It also features dice (though used well!). So you probably want to avoid that one, at least based on the criteria you're looking for. It's still a fantastic game (as are Puerto Rico and Agricola, really).

The next tier up would be Steam and T&E. Neither of these are really designed for any sort of cooperation/negotiation/backstabbing, but I could kind of see them possibly entering into play... particularly T&E. I've never tried playing it that way though, and so I can't guarantee it would work.

The game you want, out of the bolded ones listed, is definitely Game of Thrones. It's basically IS a more strategic Risk, built upon temporary alliances of convenience and backstabbery when your ally gets too big for his britches.
 
Thanks, everybody! Really appreciate the feedback. GoT sounds like the game I want, but Settlers of Catan K&C (Do I need the base game for this?) and Agricola are also ones I want. Right now, I just want a negotiation game, so GoT sounds great. How is the luck factor compared to Risk?
 

ultron87

Member
You need the base game for Catan Cities and Knights.

The only real luck in Game of Thrones is that there are three decks of cards that get drawn from at the start of each turn that determine some stuff that happens during that turn. It is stuff like whether you get to create more troops or whether the amount of supply each player has gets adjusted, as well as some ongoing effects for that turn. These all effect everyone equally, but it is obviously possible to be in a position where you would gain a greater advantage depending on the card drawn.

From what I remember there really isn't any luck in the rest of the game, but there is a ton of hidden information between players since everyone picks their orders simultaneously before anything gets executed. This lets there be plenty of room for negotiations and backstabs.
 
You need the base game for Catan Cities and Knights.

The only real luck in Game of Thrones is that there are three decks of cards that get drawn from at the start of each turn that determine some stuff that happens during that turn. It is stuff like whether you get to create more troops or whether the amount of supply each player has gets adjusted, as well as some ongoing effects for that turn. These all effect everyone equally, but it is obviously possible to be in a position where you would gain a greater advantage depending on the card drawn.

From what I remember there really isn't any luck in the rest of the game, but there is a ton of hidden information between players since everyone picks their orders simultaneously before anything gets executed. This lets there be plenty of room for negotiations and backstabs.

Cool, love it. And while there may be little negotiation in games like Agricola, how is the mechanic like, exactly? I saw an overview of the game so I understand the rules, though Im unsure as to how the flow of play is like.
 
Thanks, everybody! Really appreciate the feedback. GoT sounds like the game I want, but Settlers of Catan K&C (Do I need the base game for this?) and Agricola are also ones I want. Right now, I just want a negotiation game, so GoT sounds great. How is the luck factor compared to Risk?
Catan Cities and Knights is an expansion to Catan so you will need Catan to play it. I prefer Cities and Knights to base Catan but know it makes the game more "complicated". The expansion adds barbarians, knights, city upgrades, metropolises, and other really nasty development cards. I find it makes Catan more of a gamer's game.

Game of Thrones has very little luck. Combat is diceless instead it uses the unit's strength (conveniently it's also the unit's cost) and cards that allow to add to the strength of the troops. The cards are a fixed hand of 8(?) and they will only be used once until the player plays their last card then the hand is replenished. The only real luck in the game (and what I consider to be it's biggest short coming) is the Westeros cards. The Westeros cards are basically event cards that will dictate what "rules" will be played for the round. My problem with these cards is there are a couple cards that are critical to planning that may or may not show up for a while, the cards are resupply and muster. The resupply allows you to have a bigger armies if you can support them of course and muster which allows you to purchase new troops (this was sort of fixed in the second edition with the addition of a special action).

Unlike Risk, the game also has a definite end, which is nice. You need to grab x amount of castles to win or the player with the most castles at the end of 10 turns is the winner.
 

ultron87

Member
The Westeros cards are basically event cards that will dictate what "rules" will be played for the round. My problem with these cards is there are a couple cards that are critical to planning that may or may not show up for a while, the cards are resupply and muster. The resupply allows you to have a bigger armies if you can support them of course and muster which allows you to purchase new troops (this was sort of fixed in the second edition with the addition of a special action).

I find that you can eliminate this problem by splitting the Muster/Supply/*other card I forget* deck into separate piles that each have one of each of the cards and then stacking them up in order after shuffling each pile. That way you'll always have a muster and supply round every three turns.
 
Thanks Joey :) I played SoC once but knew immediately that it was a bit shallow (though very enjoyable). I already want to jump into the more complicated expansion. Ive wanted steam for a long time but learned that it also has little interaction. I really like the theme of it, but I also love the idea of city/goods management.

So it seems GoT, Agricola, and SoC: C&K are the three I will get., but Im always discovering new games, so I suppose Im subbing to this thread. If any1 else has anything to add Im eager to hear it
 
I find that you can eliminate this problem by splitting the Muster/Supply/*other card I forget* deck into separate piles that each have one of each of the cards and then stacking them up in order after shuffling each pile. That way you'll always have a muster and supply round every three turns.
One of the expansions for the first edition had a decent work around as well. You basically deal the top three cards from each deck and create a queue for each deck. During each phase you resolve the top card in the queue and shift the other two cards up dealing a new one to the bottom. With this method you know whats coming up in the next three rounds and can plan accordingly. Either way the supply/muster problem is my biggest gripe with the game.

TimeEffect said:
Thanks Joey :) I played SoC once but knew immediately that it was a bit shallow (though very enjoyable). I already want to jump into the more complicated expansion. Ive wanted steam for a long time but learned that it also has little interaction. I really like the theme of it, but I also love the idea of city/goods management.

So it seems GoT, Agricola, and SoC: C&K are the three I will get., but Im always discovering new games, so I suppose Im subbing to this thread. If any1 else has anything to add Im eager to hear it
No problem, those are all good games. If you like city management, Sid Meier's Civilization by Fantasy Flight is also really good. If your familiar at all with the computer series you recognize some of the art and iconography used in the game.
 

Dartastic

Member
Hey guys, I'm starting to do some work for a company that is interested in making board games for mobile platforms. Are there any specific things that you, the board game audience want from iOS/Android board games? What is currently missing in this market currently? I plan on doing a lot more research, but feedback would be amazing that way I can really understand what you guys want from a mobile game that way we can head in a really positive direction. Thanks so much!
 

Smiley90

Stop shitting on my team. Start shitting on my finger.
Hey guys, I'm starting to do some work for a company that is interested in making board games for mobile platforms. Are there any specific things that you, the board game audience want from iOS/Android board games? What is currently missing in this market currently? I plan on doing a lot more research, but feedback would be amazing that way I can really understand what you guys want from a mobile game that way we can head in a really positive direction. Thanks so much!

There is an iOS boardgame thread specifically, we'd be very happy if you posted there :) we are quite a few really active posters and players. Best iOS boardgame ports to date were/are Carcassonne&Lost Cities by Coding Monkeys, Nightfall&Ascension&Summoner Wars by Playdek and Neuroshima Hex (dev escapes me). If you're looking for inspiration ;)

EDIT; nvm, just saw your post lol.
 

Suairyu

Banned
So anyway, that post I made about Arkham Horror being difficult to remember rules and shit manual etc.

Report

I had a board game day. My first (proper one) ever, really.

We started out with Fluxx, which one of the guests brought. We had five players and people seemed to enjoy it, but me not so much because the design of the game seems to make it impossible to win by skill. The entire game is one giant blue shell from Mario Kart; determined to screw over the player playing smartly. It seems to me that the optimal way to play is to have a two-turn strategy, max, because thinking any further ahead will just mean misery.

So a fun warmup game, maybe, but ultimately lacking in substance. I much prefer Chrononauts from Looney Labs, which has similar elements of "the game can completely change!" but with a core of consistency that lets you actually get good through practice and develop long-term strategies.

We then played Settlers of Catan, the fifth in our group leaving because she hates games that aren't completely random and skill-less. This was my first time playing Catan with the full four players and I don't ever want to play it three-player again. With three players, it's a functional strategic distraction but no-one will trade, or two players will gang up on another and trade. With four, trading is much more free and alliances will be made and unmade every single round.

It was for half the group their first introduction to euro/modern boardgames, their experiences being mostly centered around Cluedo, Monopoly and (gag) Frustration. They were all absolutely enthralled and picked up on basic strategies very quickly. We immediately dived into a second game after the first, this time randomising the board, but the board was randomised so poorly that the whole thing was weirdly balanced and ground to a halt around about 5 VPs each.

(Aside - is there a site that lists good board layouts for Catan? I love the "different every time!" aspect but there needs to be some element of design there to make the game fun)

We cut that short after forty slow-moving minutes then I bust out Arkham Horror. They actually physically recoiled in said horror as I spent ten minutes setting the damn thing up and those early turns were a goddamn pain, but about half an hour in we all settled into a good routine and didn't have to reference the rulebook every five seconds.

Of course, as previously noted I'd actually been ignoring a bunch of rules by accident thanks to the manual, but whatever. I honestly think somebody needs to build a "beginner mode" version of the game anyway. I was purposefully completely disregarding the terror track as a level of unneeded complexity for their intro game, and the other stuff I wasn't ignoring on purpose didn't break the game either.

I chose Yig as it made the game punchy and fast, and I knew there'd be no chance of us sealing enough gates to prevent the elder god rising anyway without our group inexperience. I was doing my utmost not to the that kind of semi-experienced player who just dominates and tells everyone what to do. I wanted my friends to make their own mistakes and learn from them. In a game with Arkham Horror's theme ("relentless shit is going down!"), frequent failure adds to the atmosphere.

Anyway, Yig arose and we killed him thanks to tommy guns and some lucky die rolls. We probably ignored some rule too without realising it that made it easier. Everyone loved it and was eager to play again, just not tonight i'm tired going to bed kthxbye.

They want to make this a regular thing. I'm so darn happy at that. They all expressed interest in the expansions to Catan, too, but I'll get a few more sessions under our belts first before going down that path. They also want to do some PnP roleplaying, so I ordered the Pathfinder beginner box. Not strictly a board game, sure, but the there's a lot of similarities there.

Meanwhile, I just saw the Shut Up And Sit Down review of Mage Knight and I'm salivating, but know I couldn't even contemplate of introducing them to a game of that complexity for a looong time. Well, I could to one of them, as they play strategy videogames and are used to complex systems, but the others are as green as they come.

In conclusion, this thread and RockPaperShotgun's Cardboard Children are actually what made me take the leap into this world. I thank you all for a wonderful night.

edit - Shit, just saw Looney Labs made Back To The Future and it's basically a modified Chrononauts. Insta-bought.
 
So anyway, that post I made about Arkham Horror being difficult to remember rules and shit manual etc.

...

In conclusion, this thread and RockPaperShotgun's Cardboard Children are actually what made me take the leap into this world. I thank you all for a wonderful night.

sounds awesome! I have had my eye on AH for awhile but have not made the jump yet.

I can't speak for the Arkham Horror one but this guy has awesome rule printouts for all kind of games, maybe this would help with the rules?

Headless Hollow Game Sheets

I have personaly used his rule printouts for Space Hulk: Death Angel, 7 wonders and Last Night On Earth.

All have been awesome and the little differences have really helped with understanding some rules.
 

Suairyu

Banned
sounds awesome! I have had my eye on AH for awhile but have not made the jump yet.

I can't speak for the Arkham Horror one but this guy has awesome rule printouts for all kind of games, maybe this would help with the rules?

Headless Hollow Game Sheets

I have personaly used his rule printouts for Space Hulk: Death Angel, 7 wonders and Last Night On Earth.

all have been awesome and the little differences have really helped with understanding some rules.
Oh you beautiful person. Looking at the Arkham pdf now, that'd help a lot. Thank you!

And look! The rules for flying monsters are right there in the Mythos phase, as they fucking should be, Fantasy Flight Games!!!

edit - Actually, I think that pdf could actually replace the manual wholesale with a slight addition, even for brand new players who never read the full manual. It has everything there. Only thing it lacks are some pictures of how to setup the board, what each item deck is and how to read the monster tokens. Otherwise, it's complete.

edit 2 - While the official manual for it is actually rather good, the Pandemic summary pdf is also totally rocking tits to my eyes right now. This just made my life so much better. HAIL PANDAS.
 
Oh you beautiful person. Looking at the Arkham pdf now, that'd help a lot. Thank you!

And look! The rules for flying monsters are right there in the Mythos phase, as they fucking should be, Fantasy Flight Games!!!

edit - Actually, I think that pdf could actually replace the manual wholesale, even for brand new players who never read the full manual. It has everything there. Only thing it lacks is a picture of how to setup the board and an explanation of what each item deck is. Otherwise, it's complete.

Awesome! glad I could help.

The guy even sizes the printouts correctly so they can be laminated or printed on card stock and fit in the box.
 
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