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foonisha.bsky.social
Just a board game and music composer hobbyist who likes ranting his honest opinions like an old man.
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Lastly, I really just enjoyed not wanting to roll volcano icons or my friend not wanting me to roll any or even just thinking I wasn't going roll volcanos but then rolled some making the eruption phase start earlier than I/friends anticipated was my favourite part <3
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The fun of thinking you got it all figured out only for someone to shift the board just a little bit turn by turn to thwart your plans but not be to overbearing in terms of thinking at the same time (due to the much-welcomed simplified area control rules) - chefs kiss <3
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Two of my favourite designers collab game did not disappoint. This game needs more buzz! At the very least, you have to implement this system in your future games because it solves so much of what a lot of AC games suffer from (predictable game states).
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If there are downsides is that I think I understand why this game might be overlooked because it goes against what I know ERIC is known for (big serious area control games). Also, there is no catch-up in this game, if your too behind, you'll lose. But the game is so quick it isn't a problem to me.
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Really enjoyed the constant dynamic area control due to the VOLCANO mechanic because you never know when and how scoring will happen. Rolling VOLCANO's and realising 'oh crap' was great. I would LOVE to see this mechanic be on more area control games. Also, the monsters are super cool and thematic.
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I also really appreciate that this game has gone away with the 'fiddly' IMO most area control games tend to have making this a treat to teach when I was playing this with my non-board gamer friends. Also, setup and teaching from the rulebook was an absolute breeze which I always appreciate.
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Lastly is the game a keeper for me? Most likely YES. I didn't like BLOODBORNE TBG from the same designer, so I was sceptical on this one but glad it delivered on its promise. Even if it's not a deep game, I could see this being played with my NEPHEWS and NIECES.
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If you want something a little deeper probably RISE OF MULLOCH is a better choice but much more complicated is based on the same system. Otherwise, UNMATCHED might be something worth checking out as it has a great co-op expansion as well.
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If you like NO LUCK based SKIRMISH games probably better to look elsewhere. Also, despite the different scenarios the decision loop largely feels the same, positioning doesn't feel that deep IMO. But great to have as a game to leave in your table and just chuck a game when you get home.
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What I'm not a big fan of is games where you make one wrong decision, and the game is more or so is less over (like food chain magnate). I like games that give a bit of leeway of making 4-5 mistakes but still have the tools to make a comeback if one thinks properly.
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King of Tokyo is a good example. Yes, someone can get eliminated early. But taking that mechanic off actually then creates a thematic disconnection and even breaks the spirit of the game (IE it's fun cheering to those tense moments).
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I think it depends upon context. I do think one shouldn't over-bake their game especially if it means losing the identity of what makes the game addictive. Without those feel bad moments, the feeling of a comeback doesn't feel as satisfying (which is where the dopamine is).
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I agree. One of my all-time favourite RPG's Chrono Trigger is an RPG that is only at most 20 hours or so. Of course it depends on the type of game, rouge-lite games to be tight, as discovery is what people love it for. Of course, whatever is trending is what is going to be recommended.
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No offense, but if you're going to give your opinion you have to be okay be corrected. So long as the correction comes from a good place, and it makes sense. You have to be the one to filter what you feel is good criticism you can't expect the other way around.
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My point of view is just that let's make it as easy as possible for players to get to your game and re-learn the game. If a developer doesn't care about that that's fine (because they know their target audience), I just think it shouldn't be underestimated.
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I think simplicity wasn't my implication. It was more so to make it as accessible which requires a lot of factors (a good rulebook and player aid goes a long way). I just think developers should at least be conscious of how a player learns your game, how they remember your game after.
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Complexity is a not bad thing btw, I think it's necessary and unavoidable, but the payout should be satisfying and fun. The price of high complexity creates a wall to non-board gamers. I want to enjoy your game without having to do homework every time just because I haven't played in a month.
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Hey fair enough. Different values. I'm coming from a perspective of having to teach games to a lot of non-board gamers. For me, I have played enough games where I felt 'does this rule need to be here?" or some thematic effect bogs a game down. It just isn't enjoyable for newcomers.
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I do think that accessibility in a sense of being immediate is impossible. Unfortunately, I would love a world where I can buy a game and immediately play it like a video game, but the medium itself makes it impossible. Maybe one day...
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Saying that, designers should always design from a perspective of being as simple as possible without compromising the core experience. Rules checkup and edge cases are always going suck the fun out of the experience. I teach games not because I like it, but out of necessity.
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Also, I'm happy the I got the INTERGRAL edition, but you honestly don't need it. Maybe if I took the NOSTALGIC googles, I would still give this game a 8/10 (maybe a 7.5 because of the ambiguity factors when learning the game). It's also FANTASTIC as a SOLO game.
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I guess this is post is technically a review. So I'll say this the nostalgic-ness of MGS1 is captured perfectly here. A few hiccups on the rulebook and learning the game but after that it is smooth sailing (for the most part). Even as non-fan if this intrigues you, give it a shot. 9/10
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I also think a lot of designers make the mistake of having lots of conditional abilities (ie if this happens this happens) but in reality is bogs the gameplay flow, adds troubleshooting (which means more homework) just for a 'thematic' connection. Then are surprised when non-board gamers zone off.
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When I first got into this hobby, I fell in love with it because it gave me the feeling of playing a long session of a video game in an hour. I feel like a lot of games these days have long setup time thinking it equals deep gameplay where I feel they could have gotten to the point faster.
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Saying that, I do think the game has MASSIVE replay value and I could imagine this being a life-style game for a lot of players especially for the price. However, based on the scenarios I've played, the gameplay loop largely feels the same.
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Despite being an interesting take on skirmish plus deckbuilding, I do feel the deckbuilding feels like a gimmick than innovative. I think it's because the game doesn't mesh the chess like thinking with skirmish games because your actions are limited based on the cards that you draw.
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Also, please developers, if something is meant for 1P just put 1P icon somewhere in the card to indicate it's for solo play. I hadn't played the game in a while and thought the solo champion cards were for normal play.
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Just wanted to say it is missing the expansions (personally I think the only necessary one is roads of fortune, but you could easily duplicate it if you really tried).
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Lastly, do you need this if you have the original? I would say NO, the production changes are killer but they're not necessary (more of a luxury). You could also implement the heroes and modes in this version to the normal version if you do some creative thinking.
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Love this has a MULTIPLAYER but unfortunately it still isn't suited as one. As a 3P, it has a problem of KINGMAKING where both games came down to me choosing who I wanted to let win. Still prefer NEW YORK for multiplayer. Happy though it's still here and they really tried 7/10.
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The CO-OP expansion was unfortunately a bit of a let down as it felt like a SOLO game. The production for the CO-OP is great, but I do think it's a bit overdone. I would love to try this out more SOLO and my feelings might change but a CO-OP game this is not. 6/10.
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May I ask why you feel like this?
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sorry, I meant if there was a second edition lol. I remember when this game came out early in my board game collection but decided to skip on it because it looked kind of complicated at that time.
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nice! I missed out on this game so I might actually give this a shot :)
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make it epic and fun please :) like the mindset of a kid adult haha
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If there's a downside, I'm not sure if this is super necessary if you enjoy vanilla LL as it is. With all the changes they made, it doesn't feel super different compared to LL Cthulhu for example. Like usual, still best as a 4-5 player game.
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That's 👌 something I need to remind myself
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Have you played Lorcana yet eric? What are your thoughts about it?
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This is what came out of my mind out of all the drama stirring lol