Dominion Strategy Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Kuildeous

Filter to certain boards:

Pages: 1 ... 4 5 [6] 7 8 ... 235
126
General Discussion / Re: Random Stuff Part IV
« on: August 14, 2018, 02:50:21 pm »
Drop the owner part. How much did the store lose?

The markup is an important distinction, though lost revenue is a thing, but just like many textbook questions, this doesn't figure into the calculation.

My favorite is the woman who talked herself into stating that the store lost $270. Her being wrong was nothing special, but the magnitude in which she was wrong is pretty amazing.

127
General Discussion / Re: Random Stuff Part IV
« on: August 14, 2018, 01:12:29 pm »
Obviously, those people knew that

x*y = y/x^2 + xy + x.

I'm pretty sure I'm seeing some cleverness happening, but I fear it may be too inside of a joke for it to register with me.

x=2, y=4, Witherweaver is suggesting * from 2+2*4 is a relation, mapping (x,y) to y/x^2 + xy + x. So 2*4 = 4/2^2 + 2*4 + 2 = 11, and hence 2+2*4 = 13

Less of an inside joke and more just a subtle mathematical one. Well played Witherweaver.

Ah, I didn't realize he was justifying the answer as 13. Very nice indeed now that I am aware of that.

Recent Facebook hell now has me scrolling through answers for the question of how much money did a store owner lose if you stole a $100 bill from the register and then used that bill to buy $70 worth of merchandise. I'm more forgiving of this one because for some people, it can be tricky to follow along. At least it's not flat-out ignoring order of operations.

128
General Discussion / Re: Random Stuff Part IV
« on: August 14, 2018, 08:54:54 am »
Obviously, those people knew that

x*y = y/x^2 + xy + x.

I'm pretty sure I'm seeing some cleverness happening, but I fear it may be too inside of a joke for it to register with me.

129
General Discussion / Re: Random Stuff Part IV
« on: August 13, 2018, 09:43:14 am »
Argh! My one weakness: A stupid Facebook message with people answering a simple math problem by applying addition before multiplication. Why can't I quit you?

This time, it's a screen shot of a poll asking people to answer 2+2*4.Not only did a distressing majority answer that the correct answer is 16, but the correct answer isn't even listed in the poll. I'm suspecting a troll poll. Then there's a caption that wonders if it's scarier that so many people answered 13 as the correct answer. I can actually see that. It's the closest to the real answer, so these are likely all people trying to point to the correct answer. At least I really hope so.

130
General Discussion / Re: Random Stuff Part IV
« on: August 13, 2018, 09:43:08 am »
kuildeous r u married? @kuildeous

Yes.

131
General Discussion / Re: TV shows
« on: July 26, 2018, 03:35:50 pm »
I mean, he's a kid, and kids are dumb.

132
General Discussion / Re: TV shows
« on: July 26, 2018, 12:08:16 pm »
It does help to remember that Walter White is the villain of the story. Most everything he does is simply toxic. He has good intentions at first, but the series is really about him descending into a spiral of villainy where everyone is pretty much worse off for having known him. Even his "redeeming" action in the finale scars a couple of innocent people for pretty much life.

The show is predicated on dumb actions. Walter's smart, but he's unhinged. Everyone else is usually of average or lower intelligence, so their mistakes are understandable.

Gus and Mike really make the show stand out. They do great jobs and don't typically fall into the trap of doing dumb things (except maybe relying on Walter, who simply fucks everything to shit). I didn't like Saul at first because he seemed so one-dimensional, but he grew quite a bit (and has earned his own series).

It is hard to like the characters in the couple of seasons, and that's too bad. Skylar is portrayed as this vexing shrew who is screwing everything up even though in real life, she'd be completely in the right. Hank comes off as this swaggering tough guy, but he grows as a character as well.

Does Breaking Bad live up to the hype? The hype is so strong that probably no show can live up to it. But it's still a good show.

One thing that bugged me about it, though, was that some of the "foreshadowing" was actually misdirection. It's been a while, but I remember a foreshadowing that implied terrible things for Hank (badge in the aqueduct?), but it turned out he simply threw it in the water. And the plane explosion, while terrible, was an entirely different disaster than the pool foreshadowing scenes made it seem.[/spoierl]

133
Other Games / Re: Codenames etiquette
« on: July 02, 2018, 03:36:56 pm »
Nice segue.

Hmm, it occurs to me that I haven't updated the list of words since I created that randomizer. Is that still being used?

If it is, I really should see if I can get an updated list of words to add to the randomizer. Though I guess it doesn't technically have to be from the Codenames list.

134
Other Games / Re: Codenames etiquette
« on: July 02, 2018, 02:57:45 pm »
The discussion that prompted this was someone was asking if it was legal to say THINK, 4 as a clue to encourage the team to think back on the last 4 clues (or words or whatever he was trying to do; it was a really bad and awkward clue anyway). So very much an invalid clue since the spymaster was intending to convey a meaning not related directly to the words.

But how would the other team know? Say he was saying THNK, 2. Then I challenge it because he's not referring to the words. Only he is because he wanted to have the team guess GROUP and IDIOM. He has to explain that for me to be satisfied and now the game is at a weird state. Some of these clues might not get caught as invalid until later.

I'd much rather play the game where an invalid clue was an honest mistake than worry that the other guy is going to try to pull one over on me.

Sorry to invoke the name of the blasphemy, but Monopoly has a similar rule in that if you land on a space and owe rent, you don't have to pay rent if the next person rolls the dice. Seems awfully easy to screw another player over by snatching the dice and rolling them before that player notices. And how has modern gaming changed me? I feel like if I were to play Monopoly again, I would instantly hand over my rent money before the owner realized I landed there because that rule is awful anyway.

135
Other Games / Codenames etiquette
« on: July 02, 2018, 01:29:39 pm »
What is your stance on etiquette for Codenames?

I saw someone try to justify that it's okay to give invalid clues as long as the other team doesn't catch you. If they don't catch it, then it's a valid clue.

For example, let's say that someone uses the clue LOVE to try to get someone to say GLOVE. Not allowed by the rules, but the opposing team may not realize that's what's happening until later in the game. The spymaster gets away with it!

I feel that this is poor sportsman and is exploiting a rule that is intended for accidental invalid clues, such as saying SHOE for HORSESHOE.

Just making sure I'm not alone in my mini-outrage.

136
General Discussion / Re: Aging
« on: June 28, 2018, 11:27:26 am »
The aspect of aging that I'm the most worried about is hearing. Just a while ago, I was shocked to realize that my mom literally doesn't hear anything above 8 kHz and then I was further shocked to realize that it's normal for people of her age.

Yeah, getting to experience that myself. Mine may also be hereditary. My father was always hard-of-hearing, and his sister informed me recently that she's been in hearing aids, and her two kids are suffering hearing loss.

So between my father's hearing loss and my mother's macular degeneration, I'm looking at an interesting lottery coming up.

So far, so good. My macula has some drusens, but it's fine right now. I can't hear high pitched noises and I lose conversations in background noise, but I am still functional. Not looking forward to either of those changing since they generally don't change for the better.

137
General Discussion / Aging
« on: June 28, 2018, 09:48:01 am »
One side effect of aging that people don't tell you: You eventually get to a point where your boss is younger than you.

For the first time, I'm taking orders from someone younger than me. She's cool, and she obviously values my experience and respects me, so it's not an awkward situation. I imagine it can't be, and I think I can see why some older people that I've managed may have been troublesome.

But it's just a weird thought that up until now, I've always had a direct manager who is older. It's just one of those things where I've just kind of equated authority with age.

I've already seen this effect outside of work. There are plenty of policemen and doctors younger than me, but they are the authoritative experts in their fields, so I respect them (though some aren't worthy of that respect, I'm sure).

It's not something that I've dwelled on. Perhaps that's a good thing. It means I've accepted people based on their knowledge. It's just now that this has come to my attention.

It's not like this trend is going to stop. It's how aging works.

138
General Discussion / Re: TV shows
« on: June 26, 2018, 10:18:49 am »
Just finished Ep7 last night. Things are firming up a bit. I see what you are saying about the plot point being important. Also, excited for Ep8 I've heard much hubris about.

I had to look up which episode that is. Yeah, that episode is pretty awesome. Exploring the different characters is pretty neat. While I enjoyed the imagery of the Samurai World diversion, it didn't seem to stick well with me in terms of the overall plot. Though it was neat to see how it's the same story as Maeve's.

Definite Dollhouse feel, though one could argue that Dollhouse got inspiration from the original Westworld. But the movie didn't really go deeply into what happens when you rewrite consciousness.

139
General Discussion / Re: TV shows
« on: June 26, 2018, 09:49:29 am »
WHY ARE WE NOT DISCUSSING WESTWORLD?

The mind control thing is weak sauce. Some of the reveals are solid. The multiple story arcs is good but sometimes it feels like they have to hit every one every episode and it gets kinda add. The doubled characters was neat. I’m behind a few episodes. I don’t think any spoiler tags were needed.

I like the control aspect. It shows that they are still just robots executing code. And one of them has the means to override everything. Without giving anything away, I'll say that this plot point becomes very important later on.

So I watched the season finale last night. On a whim, I fast-forwarded through the credits. To my shock, there was an additional scene after the credits.

Makes me wonder if I missed anything  on the season 1 finale.

140
General Discussion / Re: Random Stuff Part IV
« on: June 21, 2018, 08:55:59 am »
I rue the fact that we don't say rue enough times.

I feel like that's not how 'rue' is meant to be used...

Yeah, well, and sauerkraut was not meant to be used as underwear insulation, yet here we are.

141
General Discussion / Re: Random Stuff Part IV
« on: June 20, 2018, 02:00:07 pm »
I had fun with a learning module we're developing. It is superhero-themed. Spent an hour laughing maniacally and uttering villain lines if the learner chooses the side of evil.

I kind of worry that the training might be off a bit as people may choose the wrong answer just to hear what the villains are saying. Certainly more fun that the hero speeches.

And hey, I got to say rue. I rue the fact that we don't say rue enough times.

142
Other Games / Re: The Mind
« on: June 20, 2018, 12:26:15 pm »
I wondered about an unspoken rule of counting. I feel like maybe that's kinda cheating, but how can you stop yourself without intentionally shooting yourself in the foot?

But it would assume that everyone else is counting too, and that can backfire. 

No idea if musicians would just naturally fall into that without any discussion ahead of time.

143
Other Games / The Mind
« on: June 20, 2018, 10:08:52 am »
I had read about The Mind, and it intrigued me. I finally got to play a few games at Origins. It doesn't feel like it'd be a game that would work, but it does. I wouldn't expect to get hours of enjoyment out of it at a time, but it's a fun time-killer.

The premise is that you have a deck of cards numbered 1 to 100. At level 1, each player is given a card. The players indicate they are ready by placing their hand on the table. That's the only communication. Now you have to play the cards in ascending order without talking to your teammates.

Some cards are easy to play. If you have a 1-9 in your hand, you should probably play that immediately so that nobody else plays a higher card. But if you have one of those moments where the lowest card in someone's hand is a 48, expect a grueling contest of wills as people try to figure out if they have the lowest card since nobody jumped in first. It reminds me of the logic puzzle of men wearing black and white hats, and the person in front can figure out what his hat color is if the men behind him don't immediately say anything.

Each subsequent level gives you more cards, which is perhaps a bit easier than level 1 because you're likely to see a better distribution of cards, but you still have to contend with the fact that four players at level 5 are trying to lay down 20 cards in numerical order.

There's another element that I haven't seen much of, but I believe that when you gain a "shuriken" after a level, you may spend that shuriken later to have everyone discard their lowest card. So if you reach that 48 scenario, then you may be able to ease things a bit.

It's a goofy game, and it's not exceptionally deep, but it can make you feel like it is.

144
General Discussion / Re: Random Stuff Part IV
« on: June 20, 2018, 08:42:42 am »
Maybe it took 9 years to finish the song?

Stretching here.

145
Other Games / Re: Kuildeous' wacky Geekway adventures
« on: May 29, 2018, 09:54:01 am »
I played a game several months ago which I'm pretty sure was called Prime Time that sounds extremely similar to what you described. I can't tell if it's actually the same game, or if it just has the same theme and there are a lot of very natural things to do with that theme. Was there some mechanic where something (I forget what) gets distributed to each player one at a time, but it starts distributing to some players sooner than others?

Sounds like you have your answer, but I'll answer your question that the Networks did not have something distributed to each player one at a time.

But it did have a mechanic where the first person who passes gets a big chunk of money (or viewers). Each person who passes afterwards gets a dwindling amount. That's the closest to what you described, and that isn't much of a match.

146
General Discussion / Re: STAR WARS
« on: May 29, 2018, 09:48:18 am »
I liked Solo. I also wasn't blown away by it, but it met my needs. Considering I didn't think the story of Han Solo needed to be made, it met more than my needs.

I feel like it accomplished much the same that Rogue One did. It maintained consistency with the original trilogy. It looked like it would work as a standalone movie. It made references to the rest of the franchise without too much fanfare, though I did notice the tone changed when first encountering the Millennium Falcon and when we see Maul.

The story about his name was amusing, if a little forced. It probably felt forced because we've had his name burned into our brains for 40 years, so it seemed unnecessary to have a story on his name, but I think it worked.

I know I missed some of the callbacks to the original trilogy, but there were some nods that geeks could enjoy. We now know when the hyperdrive computer became so divisive, though that requires knowledge of the Falcon's hyperdrive outside of the movies. They made the fix to the Kessel run parsec gaffe official. And Han shot first.

I expected this to be overhyped, but it was better than I expected. Now, the Boba Fett movie I expect to be overhyped, but hopefully they'll prove me wrong again.

147
General Discussion / Re: Random Stuff Part IV
« on: May 24, 2018, 11:26:09 pm »
Does anyone think it's odd that our mouths are used for so many functions? If you were going to design a person would you have separate facilities for eating, breathing, speaking, etc. Also I feel like we could end up just dropping verbal speech.
Fun fact: newborn babies can breathe through their noses while suckling using their mouths. We lose this ability at some point later.

I must test this.

A lot.

For science.

148
Other Games / Kuildeous' wacky Geekway adventures
« on: May 24, 2018, 09:56:00 am »
I spent the weekend at Geekway to the West and did some boardgaming. Their play-to-win library was pretty impressive, but I sadly did not win anything to take home. I did get to learn quite a bit from the 100+ games they were giving away.

BEEEES
I didn't much care for this, but I don't know if it's the real-time, dice-rolling mechanic or the teacher not really teaching us everything (such as the scoring rules). Each player has a stack of flowers with three die numbers. Everyone rolls dice and places them on the flowers to try to capture them. You can place on your flower or a neighbor's. Some flowers are simple where you need to roll a 2, 3, and 5, while some flowers may require a pair that be rolled together or even a dreaded triplet.

You have five dice, but if you lock some on flowers, you'll roll fewer. Each die goes from 1 to 5. About half the dice have smiling bees instead of sixes that count as wild cards. The other half have stingers. If you roll two stingers at once, you get to steal someone's flower, regardless of how many bees there are.

Each flower is a hex with a colorful flower on the back side. As you collect hexes, you place them adjacent to other hexes. You want to group colors together. You also gain +1 point each time you have a die on a flower that is claimed by someone else (majority wins). It's a cute game, and it may go over well with children. Or it might not, as I predict many fist fights as kids argue over who placed first.
 
Century: Spice Road
I already knew this one, but it's always fun to play again. You gather four resource types, and you use cards to transform or gain more resources. Most of the time, you'll be transforming. Some have called it a deck-builder, though I don't think it's accurate. You can add cards to your hand, but once you play cards, they sit in the discard pile until you use up your action to put all cards in your hand. There's no shuffling.

Some cards will straight-up upgrade cube types. Some will trade in lower cubes into higher cubes or vice versa. One may think that you always want to trade up, but you're trying to match the cost of victory point cards. Some of them use lower cubes. All trades are beneficial in the end. Even a downgrade gets you more cubes even if you are trading in a higher cube.

It's a fun resource-tracking game. You can't have more than 10 cubes at the end of a turn. 
 
Coldwater Crown
I would not have been interested in this based on the theme. You are fishermen. And you want to get victory points by collecting one each of the three small fish, having eight different fish, and meeting the current weight goal. The victory point system reminds me of Thurns and Taxis. Honestly, I feel the theme is weak as hell. You could paint just about any theme on this game.

But the mechanics are solid. You have seven possible actions. In a four-player game, three actions already have tokens on them. You do two actions: You place a token on any open space to activate that action and then you remove a different token to activate that action. It's neat in that each token has a 1 or a 2. If you place or remove a token with a 1, then you do a minor action. If you place or remove a 2, then you do a major action. Every time you pull a token, you flip it, so there is always a mess of 1s and 2s out there.

It's a fun game, though how you catch fish is kind of weird. You have crystals of different colors in four different zones in your tackle box. You do actions to remove specific colors. When you remove the last color from a zone, you catch one of four fish from the location corresponding to the crystal's color. Which fish you catch depends on which quadrant you clear out. There are tiles to help you choose different fish.

I'd have never chosen fishing as the theme.

Drop It
This was a gem. Each player has a handful of wooden shapes (rhombus, square, circle, right triangle) to drop into a flat, vertical display. You get points if your piece is not touching a piece of the same shape or color. On top of that, the floor and walls do not allow for certain shapes or colors to touch them. The higher you go, the more points you get. There are circles throughout the display that gets you more points. It's a tense game at times, especially when you're not sure where your circle is going to roll. Think Blockus meets Connect Four, but even that comparison fails utterly.

Ex Libris
This was far crunchier than I expected. You have 152 cards that can be arranged alphabetically and numerically like in a library. You will only place 12 to 16+ of them, but you can only place them adjacent to each other in a plateau of no higher than three rows. If you try to place one out of order, you must flip it over, and it doesn't count for scoring (except for bookshelf stability).

You can improve your chances by activating cards with your workers. It's very much like Lords of Waterdeep in that regard. Some cards let you move your bookshelf around. Quite a few offer books for sale or trade. Lots of ways to score. You get point if you have the most of one type of book (out of six types). You lose points for each book of the banned type. You get points for each of your secret goal type. You also get points based on the smallest number of one of the five types not banned. And you get points for having a good solid rectangle within your bookshelves.

It's pretty heavy, but I enjoyed it. You can read the titles of the 500+ books for added enjoyment.

Fog of Love
This is less of a game and more of a storytelling experience. You have to be in the mood for storytelling and light roleplaying. If you go in this looking for a game, you may be disappointed.

That being said, there are gaming elements. You play one of two people in a relationship (no polygamy love here). At first I thought it was biased toward heterosexual couples when I saw the pink and blue playing pieces, but then I realized that each color lets you play as male or female. Turns out I was guilty of being sexist. Well played, Fog of Love.

The game consists of playing cards that represent scenarios as innocent as how the other person answers flirty questions to how the other person responds to accusations of infidelity. The decisions you make will add positive or negative aspects to your character, such as kindness, honesty, and extroversion. You play to your destiny with the intent of meeting certain goals on your characteristics. There is even a relationship goal.

We did not finish the tutorial, but I will say that this game has the best tutorial I've seen. You can literally put the cards out there and immediately play and learn. The decks are prestacked with explanation cards.

Near and Far
I think the first mistake I made with this game was recognizing that it's a sequel to Above and Below and then assuming that it would play the same way. It is an entirely different game. The similarities between the two games are the use of a storybook and the artwork. From what I can tell, your turns alternate between putzing in town to gather some resources and recruit adventurers and outside exploring the map and building camps. The tricky part is that we had no idea when it was a good time to stop shopping and go exploring.

Wandering outside can be more taxing than you expect. When you leave town, you set your heart value equal to what your adventurers and gear give you. I had 10, and it caps at 13. To build a camp coats 3 hearts. If you wish to skip over a space without a camp, that costs 1 space apiece. We quickly found out that building a network of connected camps was required for exploring farther away from town. Otherwise, you find yourself limping at one space a turn (you can normally move 2 with pack birds adding 1 apiece).

Some map spaces have quest items associated with a letter. When you pursue the quest, another player reads from the story book. Your actions can determine what rewards you get. I question the replayability of this game since on the first map, there were set quest points. It wouldn't take long for players to memorize those outcomes. But there are multiple maps, and I suppose the idea here is that the same batch of players would go through all of the maps. There's also an arcade mode with a deck of cards that we didn't touch. I presume that is used to randomize the encounters.

I want to play this again now that I am no longer overwhelmed by the slew of rules. I imagine later maps would be less forgiving than the first one. There is a campaign mode where presumably you can build up a character between maps. I feel like this is the mode I would want to play. It may be the closest to a legacy game without stickers and ripping up cards.

The Networks
The theme is simply that you are running rival television networks, and you are buying shows to fill the 8 PM, 9PM, and 10 PM time slots. The mechanics are actually quite crunchy. Each show that you buy gains you a certain number of viewers depending on which season it is. Typically, the first two seasons are the meatiest and then taper off in the fourth season. So you need to buy popular shows and then replace them before they get too stale.

On top of that, you hire stars, who can boost ratings, and ads, which generate income to offset the expensive shows and let you invest more in your network. Each show tells you if it can have an ad and/or a star and whether or not such a thing is required. Some stars and ads do better under certain circumstances. For example, an ad may bring in more money when it's placed in the 8 PM slot, and an action star brings in more viewers when attached to an action show. There's a lot going on for a game with goofy artwork and mockery of popular TV shows.

The Oracle of Delphi
We didn't have time for a full game of this, but I have a rough idea of how it plays. You command a ship through twisting waterways while appeasing the gods and founding your cities. The map consists of sea and land hexes, nearly every single one is one of six colors (so not colorblind-friendly). There are six gods to appease, and each one has a color. There are six statues, six cities, and multiple resource cubes and monsters of six colors. You'll notice that six features a lot.

You roll three dice of six colors each. Which colors you roll determines your possible actions. A green die means you can move up to your speed to a green sea hex. Or you can pick up a green cube to deliver. Or drop that cube off at the green city. Or pick up the green statue. Or drop off that statue at a green holy site. Or you can explore the green mist-shrouded land. Or you can gain favor with the green god. Or fight a green monster. Don't want green? Spend a blessing token to bump it up on the color wheel to the next color.

You have 12 goals to accomplish. In the game we only partially played, I had to found three cities in specific spots, defeat two monsters of a particular color plus one of any color, deliver two statues of a particular color plus one of any color, and deliver two resources of a particular color plus one of any color. Each task gives you some sort of reward. Each round, a titan smashes through the land dealing damage on a die roll between 1 and 6. If you acquire enough shields, you can resist the damage. I'm not certain enough on how damage works to explain it here.

The god abilities are neat. You get a god's favor up to a point where you can heal all damage or move your ship anywhere or automatically slay a monster. The downside I see to this is that I feel like you need to start off kissing gods' asses. You start off at 0 influence. But after each player's turn, he rolls the dice, and all other players may increase a single god's favor matching one of the dice. This only increases for gods whose favor track is >0. If you ignore this, then you gain nothing from a bunch of free rolls. I figured this out quickly, but I could see other players realizing this too late.

I'll give this a try again later, but it's hard to judge this on the little I played.

Pulsar 2849
This was the crunchiest of the games I played this weekend. So much going on. You have a space map with a bunch of pulsars and planets to explore. You also build devices on the pulsars to generate victory points. You can patent technologies that give you advantages in the game. You can research networks that give you other benefits when completed. Everything except movement is set with a particular die number. Want to patent that particular tech? Roll and use a 3. Want to buy a die bump for the future? Roll and use a 1. Want to power the pulsar with the most advanced equipment? Roll and use a 6.

The dice mechanic is interesting. You roll 2n+1 dice and place them on a spectrum. Then you find the median value (you know a game's going to be crunchy when it tells you to find the median). The median value is neutral while all dice to the left can increase your initiative or engineering tracks (while performing less impressive actions) and all dice to the right can decrease your initiative or engineering tracks (while typically fueling more advanced actions). You can gain die bumps to cheat the system. There's also a bonus die that you can trigger with certain abilities, though you only get to use the bonus die once. The nice thing about this system is that turn order snakes back and forth. First player gets first pick of the first die, but the last player gets first pick of the second die, ensuring that the first player gets to pick the second die last.

There are many ways to score points, and you can go nuts trying to get them all. I imagine the best strategy would be to diversify but really play on your strengths. Patents are limited and locked according to game turn, so if you're not picking first on a turn when a valuable tech is unlocked, you may miss out. The game was overwhelming at first, but the rules become quite intuitive as you play on. Definitely a game where you don't feel you'll master it on the first go.

Queendomino
One of the great things about Kingdomino is its simplicity. That simplicity is removed from Queendomino. In Kingdomino, each player chooses a 2x1 tile to add to their kingdom that can be no larger than 5x5. Like dominos, you will try to match the ends to the corresponding terrain. Final scoring is simply counting the number of contiguous terrain spaces and multiplying each terrain count by the number of crowns on those tiles.

Queendomino adds a building site terrain. It also adds gold. You use gold to buy a building from the market. You can use knights to tax your kingdom to generate more coins. You can bribe the dragon to burn a building from the market. You can acquire more knights. You can gain towers which attracts the queen to get a discount on buildings and for additional scoring at the end.

The beauty of Kingdomino is that it is accessible to nongamers, and it can be played by gamers who don't feel like anything crunchy. Queendomino has neither of these going for it. And honestly if I want to go crunchy, I'd go with the Networks or Ex Libris.

Sagrada
Did this game live up to the hype? Yeah, I think it did. Similar to Roll Player, you roll a bunch of dice and place them on your 4x5 board. You cannot place a die adjacent to another one if they have the same color or the same value. This gets really tricky in the end game. Players pick in snake style. The first player gets first pick, but then he gets the last pick as well. You are given four boards to choose from, and you pick one to place your dice on. Some spaces are already predetermined to be a specific color or number. Be careful when placing adjacent to these spaces since you could accidentally lock yourself out.

Fortunately, there are three common tools you can use to move dice around. The first time a tool is used by anybody, it costs 1 favor. Then it costs 2 favors. The number of favors you start with depends on how complex the board is you kept. Boards with a lot of neutral spaces have fewer favors than boards with more predetermined spaces that you need to fill (and that other players may screw you out of). It's a simple game with some brain-teasing action. Hard not to like this one. Unfortunately, hostile toward colorblind people. This game's hype did not cause me any disappointment.

Sentient
This game can be overwhelming for new players, but once you understand the symbols and numbers, it's quite simple. You roll five dice and put them in a line with plenty of space in between (the player board provides this space and tells you where to place each color die). Then on your turn, you choose from one of four robots to place between two dice. Do this in order until everyone has four robots.

A robot does two things: It increases or decreases one or both of the adjacent dice, and it gives you points if those dice fit within its criteria. For example, military bots care about the sum or difference of the dice. A military bot might give you points if both dice add up to 9 or more or if the absolute difference of the two dice is exactly 2. On the other hand, a transport bot might give you points if the left die is larger than the right die. A service bot doesn't have a condition. It simply tells you that it's worth 7 minus the higher die. If you can position it in between two 1s, then you get maximum points.

The tricky part is that each card modifies one or both dice. When the card gives you points for both cards being even, then putting them between the 2 and 6 sounds reasonable until you realize that placing the card bumps that 6 to a 1. You'll need to account for the bump. If you don't want to bump, you have five assistants you can use to cover up the adjustment and stop it from happening. You play three rounds and accumulate victory points after each round when the bots are cleared and new ones come out.

On top of that, you're also vying for control of the different types of bots (military, industry, information, transport, and service). Above the four cards are five multipliers for the different types. When you take a card, you place an agent above the card in between two of the multipliers. You may send assistants to increase your presence there. At the end of each round, you determine which players wins the multiplier. These make bots of a certain type worth points to you at the end. They help, but they're not the key to victory. I thought I was hot shit with all four of the industry multipliers and my many industry bots. I came in last place. Other players were cashing in on instant points and diversifying their multipliers and robots. Each player starts with one multiplier of a random type.

This is a neat game, and I like the choices it forces on you as you take the cards. Some of my thrills was playing a card to fail in the hopes that I get one that helps. For example, I had a bot that gave points if the sum of the dice was odd. By placing it between these two particular dice, I changed the dice so the sum was even. I could've played an assistant to stop one of the changes, but I left it. I banked on gaining another card that would change that die so the sum was odd. And it paid off.

It's a short game once you get the hang of it, but it can suffer from analysis paralysis.

149
General Discussion / Re: Random Stuff Part IV
« on: May 23, 2018, 12:57:17 pm »
I posted on Facebook that a co-worker looks a lot like Moss from the IT Crowd. Now my status is filled with Moss GIFs, and I'm deliriously happy.

150
General Discussion / Re: TV shows
« on: May 14, 2018, 09:47:00 am »
Has anyone seen 'Happy!'? It's, like, amazing.

It was better than I expected. I raised my eyebrows at some of the outrageousness, but that's what the whole show was about, and so I settled back and accepted it.

The villains were neat in their own quirky way. My favorite, however, was the very basic mobster who took care of his family. He was sinister yet approachable (when he wasn't being sinister). Also, you could tell he was in over his head, and you got to see how that stress got to him.

I liked the idea of the imaginary friend that could be seen by certain others.

And while you imagined the worst in store for the kidnapped children, what really transpired was even weirder and worse.

Pages: 1 ... 4 5 [6] 7 8 ... 235

Page created in 0.093 seconds with 19 queries.