How come /tg/ doesn't discuss boardgames?
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How come /tg/ doesn't discuss boardgames?
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Boardgames have a incredibly short lifespan, literally within a couple of weeks all interest is usually gone and nobody is playing it any more, this makes general discussion impossible.
I dunno.
We play Zombiecide quite often.
Have you ever searched the catalogue?
because they're gay
see
There's no lore for secondaries to argue over or constant updates to gossip about
>constant updates to gossip about
The trolls in /bgg b***hing and anons taking the bait about spirit island, root , wingspan, kemet, board game geek, scythe, various publishers and designers, says otherwise
What's wrong with Spirit Island, Kemet or Scythe?
Hang around and find out what the clowns say
Personally i think spirit island plays better as a video game. They put an automated version of it up on steam and its much more enjoyable to not have to do any of the maintenance. Cool game still
>What's wrong with Spirit Island
It's a shitty, sóy ridden game for shitty, sóy ridden gamers.
>a-at least the gameplay is good
"No!" The gameplay is dreadful; the game was terrible. As I played, I noticed that every time a minor power was played, the player did it for the symbols instead of an interesting effect.
I began marking on the back of an envelope every time a card was played for symbols only. I stopped only after I had marked the envelope several dozen times. I was incredulous. Reuss' mind is so governed by bland effects and thinly veiled set collection that he has no other style of gameplay. Later I read a lavish, loving review of Spirit Island by the same Kenneth Johnson. He wrote something to the effect of, "If these manchildren are playing Spirit Island at 31 or 32, then when they get older they will go on to play Phase 10." And he was quite right. He was not being ironic. When you play "Spirit Island" you are, in fact, trained to play Phase 10.
Sorry, bro. This is the D&D and 40k containment board.
>bored games
Answered yourself, op
Alright, I'll give my thoughts on House. The idea is very enjoyable and the game is for the most part functional for a few rounds. Unfortunately beyond that it becomes boring. Major issues include:
>An overwhelming number of the haunts share the same mechanics to the point where there's only a few unique ones while the rest are archetypes
>Haunt balance is a mess that's further compounded by issues due to random exploration phase duration and some players getting screwed over beforehand
>Most room events are just save or fail so you'll often have at least one player enter a downward spiral
>Random rooms only being single tiles usually results in boring layouts
>Combat/rolls are so volatile that most games will end with one side getting fricked by bad rolls rather than strategy
My group eventually tried to implement some self balancing at the start of a haunt to try and improve the evenness of games. It did help make it more fun though obviously not everyone would like such a solution.
Because 95% of users have never ever played a tabletop game and just come here to armchair lawyer about things they have never played. They don't play pen and paper why would they splurge for a full board game?
this 100%
You can easily tell by how many threads are just very very vague "what if" scenarios about hypothetical world settings, parties and characters.
Anyone who actually plays tgs has at least one group of real friends to talk about this and would only come here for specific info on a particular game (and provide such), not spend hours and hours wasting time speculating what female dwarves might look like in a homebrew setting for no particular system that will never see an actual table ever.
Thus, these people are incredibly far away from playing a physical board game.
>Anyone who actually plays tgs has at least one group of real friends to talk about this
Not necessarily true. I've been playing for 15 years but my group(s) suck ass at just sitting and shooting the shit with when it comes to general /tg/ topics or hypotheticals or discussions on systemics. Unless it concerns guns.
>Unless it concerns guns.
based
I had to ban gun talk at my old RPG group because it would intrude on game time.
Really, you think 95 percent of people haven't played a board game ever? You're fricking moronic, man.
Welcome to /tg/.
The name is misleading because over 90% of the people on this board do not play games. This place consists of people reading rules in pirated PDFs and b***hing about imaginary scenarios they are convinced must happen in every game.
Board games are unique in that you can straight up tell who has not played them very quickly by their comments, so pirate morons cannot post quasi-believable content about them meaning they are rarely discussed outside their general thread.
That said, I got close to 200 of them in just about every flavor. What are you looking to discuss?
I just want to talk about cool games like Dominant Species: Marine, Forbidden Desert, Betrayal, Wingspan, Palm Island, Villainous, random wargaming systems or campaigns like Angola. I just want random threads as if it were Ganker like "Tell me /tg/ what did I think about Alien: Fate of the Nostromo" or Unmatched w/e.
>I just want random threads as if it were Ganker like "Tell me /tg/ what did I think about Alien: Fate of the Nostromo" or Unmatched w/e.
Then make them.
We have had threads on root and twilight imperium stay up for days with dozens on posters.
Be the change you want to see in the world.
Because anons in the third world can't afford them lol
board games are way too simple compared to rpgs/wargaming. the rules are easy to optimize in your first 2 or 3 games and beyond "lol look how bad my dice were" there's nothing to really talk about. they also don't generate greentexts for redditors to screenshot and gays to narrate on youtube. the game in the OP is a notable exception though, great game.
I like Betrayal, the whole mechanic of building the layout of the house as you go is always a lot of fun
Also dead of winter is a lot of fun, we only played that a couple times and it was hard as hell
Spirit Island murdered dead of winter in my playgroup.
We found the traitor mechanic poorly implemented (traitor winning without even sabotaging or sabotaging with zero chance of recovery due to turn order) and so we switched to pure coop, which was pretty boring even on hard mode.
SI comes along and btfos our other coop games. Sold DoW soon after that.
>what if Battleship……… BUT RANDOM?
Half the fun is setting up your ships and getting assmad your opponent guessed them. Why would I give a shit you picked a random card?
Out of curiosity I looked up the rules for this and it legit sounds like fun.
>You still decide where your ships are in a grid of cards on the table, there's still the mind-game of where they are
>The different red peg cards are attack strength, and white peg cards to probe locations
>There are non-peg action cards you can play on your turn instead, like a shield that can grant a revealed ship ablative health
>When a ship has been found, but before it's destroyed, it has a passive ability (e.g., subs are only hurt by white pegs, 2 health PT boats can remove red peg cards from ships)
>>You still decide where your ships are in a grid of cards on the table, there's still the mind-game of where they are
Wait, no, just realized I misread it: you shuffle it, so you *don't* actually decide where they are. That's less fun, but it still doesn't sound terrible.