How long did it last? I am super interested, but find my schedule tends to be kinda kooky.
Grrrr.... this makes me want the game more. Do you feel the solo it worth it? I guess I can look past Neo-conservative BS.
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How long did it last? I am super interested, but find my schedule tends to be kinda kooky.
This is why I rely on Youtube so much. I can read manuals but I need to see it all in action to make the connections. Its pretty rare for me to just learn a game from reading anymore.
I just now noticed this cover.Blackhawk wrote:I know those would go over big on the Pulp Alley Facebook page.
I have to get my child into this one, I even have the expansion and have never played it. Do you play with the expansion or without?AWS260 wrote: ↑Sun May 09, 2021 12:26 am Tonight confirmed that Star Wars: Rebellion remains one of my favorite games of all time.
We had a fantastic time. Jan Dodonna found Yoda on Dagobah and became the galaxy's least likely padawan. General Rieekan was captured and turned to the dark side. And the rebels managed to move the rebel base right out from under the Death Star's nose to avoid defeat.
I have the expansion, just never played with it.
This has been on my Shelf of Shame since Christmas. No one in my house would be interested in a complex 2-3 hour Star Wars board game, and I can't really wrap my head around the solo mode (even though I've read through the rules about 8 times now).
Amen.paulbaxter wrote: ↑Mon May 10, 2021 9:33 pm I picked up the Cosmic Eons expansion for Cosmic Encounter recently and played it for the first time with my boys this weekend. It's the first expansion we've bought, and we all thought the set of aliens was a total riot. Even if you got one that doesn't especially win, they are a hoot. The game ended up with a winner hanging on the result of Klutz dropping ships and seeing where they landed.
I've been playing this on BGA. I'm enjoying trying to learn the balance of the game. I'm a long ways off and there definitely is a balance to struck between exploring, card management, and climbing the archeology tree.Then we broke out Ruins of Arnak.
I have to wonder if this is an actual limitation in the game, or if it's something that could be overcome with another strategy? In chess there are powerful moves that might seem insurmountable...until someone comes up with a countermove that can defeat it. i.e. is the game really broken? or is it just waiting for a player to find a better strategy?I was a little disappointed to find that even in a three player game if you don't pursue science (draw)/space tag (brute power) combo, you will generally lose to those who do.
In a two player game there is no better strategy. If you aren't taking grabbing science/space then the other guy is taking what you don't and building a machine you can't keep up with. The more players, the more competition there is for this "best" strategy, and the more room for hate drafting, the less effective it is. I think a four players it's viable to de emphasize science/space at least on turn 1 and even 2 to see if there is enough competition.hepcat wrote: ↑Mon May 24, 2021 3:42 pm I have to wonder if this is an actual limitation in the game, or if it's something that could be overcome with another strategy? In chess there are powerful moves that might seem insurmountable...until someone comes up with a countermove that can defeat it. i.e. is the game really broken? or is it just waiting for a player to find a better strategy?
I was turned off by this game when it was first announced, just because the theme seems so tired. But I've heard really good things about it since then, so maybe I should give it a try.LordMortis wrote: ↑Mon May 24, 2021 1:44 pmI've been playing this on BGA. I'm enjoying trying to learn the balance of the game. I'm a long ways off and there definitely is a balance to struck between exploring, card management, and climbing the archeology tree.Then we broke out Ruins of Arnak.
My only hurmph with it on BGA is that people think too long. But that's my hurmph with most games of BGA. The games aren't social so taking 2 -3 minutes to take simple turns will make me twitch. In person, people won't take that long, and you're social.AWS260 wrote: ↑Mon May 24, 2021 4:23 pmI was turned off by this game when it was first announced, just because the theme seems so tired. But I've heard really good things about it since then, so maybe I should give it a try.LordMortis wrote: ↑Mon May 24, 2021 1:44 pmI've been playing this on BGA. I'm enjoying trying to learn the balance of the game. I'm a long ways off and there definitely is a balance to struck between exploring, card management, and climbing the archeology tree.Then we broke out Ruins of Arnak.
I’m not convinced this is true. I’ve been looking around BGG, a place where you’re going to find a lot of power players who scrutinize every aspect of a game and aren’t afraid to shout it from the rooftops, and I don’t see any talk about this beyond some general strategies you can try.LordMortis wrote: ↑Mon May 24, 2021 4:21 pmIn a two player game there is no better strategy. If you aren't taking grabbing science/space then the other guy is taking what you don't and building a machine you can't keep up with. The more players, the more competition there is for this "best" strategy, and the more room for hate drafting, the less effective it is. I think a four players it's viable to de emphasize science/space at least on turn 1 and even 2 to see if there is enough competition.hepcat wrote: ↑Mon May 24, 2021 3:42 pm I have to wonder if this is an actual limitation in the game, or if it's something that could be overcome with another strategy? In chess there are powerful moves that might seem insurmountable...until someone comes up with a countermove that can defeat it. i.e. is the game really broken? or is it just waiting for a player to find a better strategy?
Ruins of Arnak caters to the BGG crowd with its mix of popular game mechanics. After playing, I described it as the girl at the bar wearing the short red skirt and heels leaning over the bar with the “come hither” look. Even if she’s not your type (or gender), the game has your attention.LordMortis wrote: ↑Mon May 24, 2021 1:44 pmI've been playing this on BGA. I'm enjoying trying to learn the balance of the game. I'm a long ways off and there definitely is a balance to struck between exploring, card management, and climbing the archeology tree.Then we broke out Ruins of Arnak.
We've played the game a lot and my group has played a lot more than I have. My preference is to explore different starts and I'm finding the results pretty consistent. Luck can overcome science draw to space tag pursuit. If you nerfed the tactic of the game by removing Jehovian victory points/and a few space tags or some of the high power science tags (which we have discussed) it would be overcome, otherwise it's overly relying on luck and band luck (in a two player game)hepcat wrote: ↑Mon May 24, 2021 6:31 pm I’m not convinced this is true. I’ve been looking around BGG, a place where you’re going to find a lot of power players who scrutinize every aspect of a game and aren’t afraid to shout it from the rooftops, and I don’t see any talk about this beyond some general strategies you can try.
All of the expansions! They are all good. Random starting board. Expansions do not dilute the science/space tag primary strategy though. The only thing that dilutes it is having more players at the table. The more people who assign value to the science/space tags as the primary game advancement the less valuable pursuing them is.Also, some expansions might give your group some new strategies. I like Colonies so far. I need to try the others someday soon.
Very much so, especially when you play on line and aren't concentrating on turns... or especially when I play on line and amn't concentrating on turns.
If you guys are doing regular TSS games, maybe it's time for me to buy it. I saw no point in TSS with no TSS community regularly playing.