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Other Games / how to use deckbuilding mechanics with copying dominion: Roborally
« on: March 12, 2018, 11:32:38 am »
I'm a veteran of the original roborally, it's many expansions, and of the reboot.
If you haven't played, it is a fantastic game of pre-programming robots to run a race course full of traps and lasers and pitfalls...
You try to push and shoot the other racers while trying to avoid the same from them.
It is complicated, and has a barrier to entry due to requiring the players to be able to think 5 steps in advance, and be able to see in their mind what their robot is going to do after they've programmed it...and also anticipate the other player's robots in your planning!
One of the biggest changes from the original to the reboot was a very light deckbuilding theme. instead of all the players drawing program cards from the same deck, each player has their own deck of 20 cards, and these decks can be junked by your opponents, or improved by buying specialty cards. This was a huge improvement to the game, because:
1) the junking is roughly half as effective as in the base game, which is good because junking in the first game was VERY harsh, and increased the barrier to entry.
2) it opened design space for purchasing good cards to add to your deck
3) it ensured that everyone would get the best cards in their deck regularly, rather than possibly watching as other players got all the move 3s and you randomly got none.
The game is not a deckbuilder, but it's a phenomenal application of the technology.
How you guys feel the deckbuilding works in roborally, and also, what other game do you like that have a deckbuilding element without feeling like someone tried to copy or "fix" dominion?
If you haven't played, it is a fantastic game of pre-programming robots to run a race course full of traps and lasers and pitfalls...
You try to push and shoot the other racers while trying to avoid the same from them.
It is complicated, and has a barrier to entry due to requiring the players to be able to think 5 steps in advance, and be able to see in their mind what their robot is going to do after they've programmed it...and also anticipate the other player's robots in your planning!
One of the biggest changes from the original to the reboot was a very light deckbuilding theme. instead of all the players drawing program cards from the same deck, each player has their own deck of 20 cards, and these decks can be junked by your opponents, or improved by buying specialty cards. This was a huge improvement to the game, because:
1) the junking is roughly half as effective as in the base game, which is good because junking in the first game was VERY harsh, and increased the barrier to entry.
2) it opened design space for purchasing good cards to add to your deck
3) it ensured that everyone would get the best cards in their deck regularly, rather than possibly watching as other players got all the move 3s and you randomly got none.
The game is not a deckbuilder, but it's a phenomenal application of the technology.
How you guys feel the deckbuilding works in roborally, and also, what other game do you like that have a deckbuilding element without feeling like someone tried to copy or "fix" dominion?