Board games anyone?

Of the Tabletop, and other, lesser varieties.

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Re: Board games anyone?

Postby Xanthir » Fri Oct 12, 2018 5:33 pm UTC

The "open-ended"ness of the Legacy play has no relation to Risk's "whatever, it's just upgrades" style. It's just that you have more visible objectives to aim for, and looser direction on what to do when.
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Re: Board games anyone?

Postby plytho » Mon Nov 12, 2018 2:46 pm UTC

We're still playing pandemic legacy season 2 and have been doing surprisingly well. My buddy made a spreadsheet to keep track of the infection deck and that's certainly helped. We also tend to do a lot of discussing about single actions or cubes and how they can be useful three turns later. We just finished november and so far we only lost once.

Spoilers for pandemic legacy season 2 up to the start of december (including a question for anyone who has finished the game)
Spoiler:
We had a particularly good month in september, I think when we managed to very quickly recon the pacific thanks to the right cards allowing us to put a recon upgrade on the player who could pick up player cards. This allowed us to recon everything with the single red card we had. October was great too, actually, as we managed to finish the game in 6 turns, swiftly moving the three starting hollow men into nearby havens.

The question we have is: what's up with rats? We have a sticker sheet with twenty rat stickers and we've only needed to use one due to a search. Other than that we're not aware of anything spreading rats. Have we been missing something?


Zohar wrote:Perhaps you should specify you're talking about season 2.
I totally missed this earlier. I'm sorry if I spoiled it for you. Edited now.
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Re: Board games anyone?

Postby rmsgrey » Tue Nov 13, 2018 12:55 pm UTC

plytho wrote:We're still playing pandemic legacy season 2 and have been doing surprisingly well. My buddy made a spreadsheet to keep track of the infection deck and that's certainly helped. We also tend to do a lot of discussing about single actions or cubes and how they can be useful three turns later. We just finished november and so far we only lost once.

Spoilers for pandemic legacy season 2 up to the start of december (including a question for anyone who has finished the game)
Spoiler:
We had a particularly good month in september, I think when we managed to very quickly recon the pacific thanks to the right cards allowing us to put a recon upgrade on the player who could pick up player cards. This allowed us to recon everything with the single red card we had. October was great too, actually, as we managed to finish the game in 6 turns, swiftly moving the three starting hollow men into nearby havens.

The question we have is: what's up with rats? We have a sticker sheet with twenty rat stickers and we've only needed to use one due to a search. Other than that we're not aware of anything spreading rats. Have we been missing something?


An answer to your question (similar spoilers):

Spoiler:
The rat infestation stickers are mostly there for something to do with forsaken cities - those where population has dropped to 0 - if you've managed to avoid that so far, there's no reason for you to know about the related rules for spreading them. You should still have the rules for what happens when you start your turn with a rat - either the western Asia recon or the Search you mentioned should have made sure you have those.

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Re: Board games anyone?

Postby plytho » Tue Nov 13, 2018 1:04 pm UTC

rmsgrey wrote:An answer to your question (similar spoilers):

Spoiler:
The rat infestation stickers are mostly there for something to do with forsaken cities - those where population has dropped to 0 - if you've managed to avoid that so far, there's no reason for you to know about the related rules for spreading them. You should still have the rules for what happens when you start your turn with a rat - either the western Asia recon or the Search you mentioned should have made sure you have those.

Still pandemic legacy season 2 spoilers up to start of december. Thanks for answering.
Spoiler:
Yes, we managed to avoid cities dropping to 0. Although we do have to keep convincing one friend who's desperately curious about what secrets doors A and 12 hold. We know what infested cities do. We were just worried about all those stickers being unused up to this point.
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Re: Board games anyone?

Postby pseudoidiot » Tue Nov 13, 2018 3:11 pm UTC

I bought Forbidden Sky when it came out a couple weeks ago. If you're a fan of Forbidden Island & Forbidden Desert, then you'll like this one as well.

It's a tile exploration game with the intent being to find the launch platform where a rocket is and then connect it to a circuit so it flies off. The best part? You build an actual circuit. A number of game components are metal. You basically end up connected one half of the platform to the other half through some number of other components. And when the rocket is on the platform it connects to either side. When the circuit completes the rocket lights up and makes noise. It's highly satisfying.
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Re: Board games anyone?

Postby SDK » Tue Nov 13, 2018 4:03 pm UTC

plytho wrote:We're still playing pandemic legacy season 2 and have been doing surprisingly well. My buddy made a spreadsheet to keep track of the infection deck and that's certainly helped. We also tend to do a lot of discussing about single actions or cubes and how they can be useful three turns later. We just finished november and so far we only lost once.

Wow, you're doing a lot better than we are. We ended Season 1 in the highest achievement bracket, but that's definitely not happening for Season 2. Just finished July, and I think we've lost 4 times? Whatever the number, it's too many!

(no real spoilers, just strategy discussion that you might want to avoid if you're a purist)
Spoiler:
Did your group settle on four characters that you play repeatedly? I feel like the best game end upgrades are the character abilities, meaning that we've kind of decked out a four-person team. We're just continually playing with the characters from the start, minus the Radio Operator (which makes me a bit sad, because I liked her ability).
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Re: Board games anyone?

Postby plytho » Tue Nov 13, 2018 5:55 pm UTC

SDK wrote:(no real spoilers, just strategy discussion that you might want to avoid if you're a purist)
Spoiler:
Did your group settle on four characters that you play repeatedly? I feel like the best game end upgrades are the character abilities, meaning that we've kind of decked out a four-person team. We're just continually playing with the characters from the start, minus the Radio Operator (which makes me a bit sad, because I liked her ability).

Strategy response (season 2)
Spoiler:
Yeah, sticking with the same characters was our strategy season 1 and it is now. After you've upgraded people the newcomers are just so expensive to bring on board. Especially when you know your team works well. The more they're upgraded the more true this becomes. This doesn't stop us having lengthy discussions about the value of every new character, though bit the conclusion is always the same. I like the radio operator too. I played her in the first game so I feel a little more connected to her than to the others :D
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Re: Board games anyone?

Postby SDK » Tue Nov 13, 2018 6:03 pm UTC

plytho wrote:I played her in the first game so I feel a little more connected to her than to the others :D

Me too! My name (in January) is the only one on the back of her card... :(

Did you choose to keep the same team as we did then?
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Re: Board games anyone?

Postby plytho » Tue Nov 13, 2018 6:40 pm UTC

SDK wrote:Did you choose to keep the same team as we did then?
No, we left out
Spoiler:
the farmer
at the start and kept the same team all game.
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Re: Board games anyone?

Postby SDK » Tue Nov 13, 2018 7:25 pm UTC

I kinda wish we had done the same,
Spoiler:
especially after Opal made the farmer a bit worse.
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Re: Board games anyone?

Postby mosc » Tue Nov 13, 2018 9:20 pm UTC

Anybody have a recommendation for me and my two 10 year olds? Trying to move past Monopoly and Settlers was way way too much for them.
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Re: Board games anyone?

Postby ConMan » Tue Nov 13, 2018 9:57 pm UTC

mosc wrote:Anybody have a recommendation for me and my two 10 year olds? Trying to move past Monopoly and Settlers was way way too much for them.

The Forbidden series, mentioned by pseudo, probably starting with Forbidden Island. It's co-operative (so you can help them), it has nice big colourful pieces, and it's got some good risk management strategy in it.

A simple deck builder could also work - either the Dominion base game or Harry Potter Hogwarts Battle. They might still be a bit on the tricky side, but I've heard of both of them working well at that age.
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Re: Board games anyone?

Postby Xanthir » Tue Nov 13, 2018 10:10 pm UTC

Sushi Go (especially the Party edition, *way* worth it) is one of my favorite games for people who aren't into advanced stuff but want to go past the kmart trash.
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Re: Board games anyone?

Postby pseudoidiot » Tue Nov 13, 2018 10:19 pm UTC

mosc wrote:Anybody have a recommendation for me and my two 10 year olds? Trying to move past Monopoly and Settlers was way way too much for them.
I actually asked a friend about this recently, because he plays a number of games with his 6/7 year old daughter. Here's what he says he plays with her:

Hoot Owl Hoot
Ice Cool
Pitchcar
Cube Quest
The Princess & the Goblin
Sequence Jr.
Loot
Rampage/Terror in Meeple City
The Magic Labyrinth

So those might be worth looking into.
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Re: Board games anyone?

Postby plytho » Tue Nov 13, 2018 10:24 pm UTC

dixit is a storytelling game that should work for 10 year olds. Although I'm not sure how well it works with three players.
Blokus is a nice abstract game where you'll might have the advantage but should still be fun.
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Re: Board games anyone?

Postby Zohar » Tue Nov 13, 2018 10:57 pm UTC

mosc wrote:Anybody have a recommendation for me and my two 10 year olds? Trying to move past Monopoly and Settlers was way way too much for them.

Carcassonne would work great - you can also just decide not to play with some rules to make it easier (no farmers)
Sushi Go was already mentioned.
Splendor is a bit abstract but the rules are very simple.
CamelUp is fun and has a lot of random chance - that helps balance people.
I can see Ticket to Ride working reasonably well, but it's fidgety and sensitive to strong vibrations. Maybe there's a kids' version?
If I think of more I'll let you know.
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Re: Board games anyone?

Postby ConMan » Tue Nov 13, 2018 11:58 pm UTC

Zohar wrote:
mosc wrote:Anybody have a recommendation for me and my two 10 year olds? Trying to move past Monopoly and Settlers was way way too much for them.

Carcassonne would work great - you can also just decide not to play with some rules to make it easier (no farmers)
Sushi Go was already mentioned.
Splendor is a bit abstract but the rules are very simple.
CamelUp is fun and has a lot of random chance - that helps balance people.
I can see Ticket to Ride working reasonably well, but it's fidgety and sensitive to strong vibrations. Maybe there's a kids' version?
If I think of more I'll let you know.

There is now "Ticket To Ride: First Journeys" which is designed for a younger audience, but I don't know how good it is. There's also "Catan Jr." which didn't look terrible.
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Re: Board games anyone?

Postby rmsgrey » Wed Nov 14, 2018 4:36 am UTC

SDK wrote:(no real spoilers, just strategy discussion that you might want to avoid if you're a purist)
Spoiler:
Did your group settle on four characters that you play repeatedly? I feel like the best game end upgrades are the character abilities, meaning that we've kind of decked out a four-person team. We're just continually playing with the characters from the start, minus the Radio Operator (which makes me a bit sad, because I liked her ability).

In response (mild spoilers up to around June/July; vague/general spoilers for late game):
Spoiler:
We started mixing things up a bit late game. After our one prologue game, we decided the Administrator was pretty pointless until we expanded the map a bit, and then we gave Coordinator to our Instructor and had well enough positioned supply centers that mobility pretty much stopped being an issue - particularly late game once we had radio towers set up as well, meaning someone at a Supply Center/Haven could give any city card to any other player with at most two actions - so never brought the Administrator back in. As it turned out, our Radio Operator was the only character played in every game (but the Prologue) - I forget when we finally got around to upgrading her, but I think it was after we'd done the 5 initial recons that she got turned into a recon specialist. Despite discussions about new characters possibly getting brought in, we ended up sticking with the same 4 characters through September before starting to switch in mission specialists - who, despite mostly not getting upgraded, had sufficiently useful jobs to be worth missing the services of our veterans with their upgrades focused around roles that were no longer as important.

A couple of character cards ended up never seeing play so the Administrator's wasn't quite the least-played character card. Before December we'd had 6 exposures and 2 scars, then in December we suffered our only lost character, in a calculated sacrifice to win the game.

The Radio Operator was a key part of our strategy throughout - the fundamental rule for her was to never end her turn holding supply cubes - if she had a use for them on her next turn, provided they hadn't been needed more urgently elsewhere, she could just get them back as a free action anyway. We also took full advantage of our Laborer-Architect to build the required Supply Centers cheaply.

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Re: Board games anyone?

Postby rmsgrey » Wed Nov 14, 2018 5:04 am UTC

mosc wrote:Anybody have a recommendation for me and my two 10 year olds? Trying to move past Monopoly and Settlers was way way too much for them.


I'll second Forbidden Island/Desert (and presumably Sky though I've no personal experience with that iteration)

Carcassonne is rather more child-friendly than Catan, farmers and all - having no trading, and player interaction limited to stealing cities and merging fields (okay, occasionally hijacking a road too) means there's much less to keep track of outside the game's explicit rules and pieces. And the basic mechanics are much simpler too.

I have reservations about games like Dixit (or Codewords which also wants more players) for kids in general - they rely on having a shared pool of references to draw from, though if you're in touch with what they watch on TV/YouTube and what they're doing in school and any other reading/gaming/whatever they get up to, that might not be a problem.

I've yet to find anyone who can't handle Tsuro (though not everyone loves it) - it plays in about 15 minutes, so attention span is not an issue, and enough rules can be taught to start playing in under 30 seconds - on your turn, choose a tile from your hand and place it in front of your piece to extend your path then you (and anyone else that tile affects) move to the new end of your path. If you're still on the board, draw a replacement tile ready for next turn. You lose when you leave the board, and win when there's no-one else left, or when all the tiles have been played. You start by choosing a coloured piece and placing it on one of the marks around the edge of the board, then being dealt a hand of tiles. There's some additional rules to deal with the tiles in a player's hand when they lose (they go to the bottom of the draw pile) and what happens when the tiles run low (the first player to miss their draw takes a special tile instead; as soon as new tiles are available, they get dealt out starting at the special tile until either everyone has a full hand again, or the tiles run out - in which case the special tile moves to the player who would have got the next tile, and will now get the next available tile), and I've deliberately not described the components nor given the hand size, but you now know the game well enough to teach it given the components.

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Re: Board games anyone?

Postby plytho » Wed Nov 14, 2018 10:03 am UTC

I second Tsuro. That's a game I usually bring along when I'm playing with boardgame newbies.

Evo is another game I think might work. It's about an island with different types of dinosaurs and the human tribes they've bonded with. Each player controls one of these tribes/dinosaur types. The game plays over a very large period of time so your dinosaurs evolve and there's also climate change. The climate change affects the regions where your dinosaurs can survive. Surviving dinosaurs become victory points. When it gets hotter you need to get your dinosaurs to higher, cooler regions. When it gets colder they need to move down again. You evolve your dinosaurs by winning gene tokens in an auction. These gene tokens can make your dinosaurs immune to cold or heat, make them stronger in combat and allow them to birth more babies. All of those make it easier for more dinosaurs to survive. There's some more complex 'special gene tokens' but you might want to leave those out at first. The most complex part of the game is probably the auction for the gene tokens as you're using your victory points to buy the tokens. The game still works and I think it's still fun if you leave that out and just randomly draw a token each turn. It becomes 'see how your dinosaurs evolve and try and get as many as possible to survive' instead of 'decide how your dinosaurs evolve and try and get as many as possible to survive'.

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Re: Board games anyone?

Postby plytho » Wed Nov 14, 2018 10:48 am UTC

rmsgrey wrote:
SDK wrote:(no real spoilers, just strategy discussion that you might want to avoid if you're a purist)
Spoiler:
Did your group settle on four characters that you play repeatedly? I feel like the best game end upgrades are the character abilities, meaning that we've kind of decked out a four-person team. We're just continually playing with the characters from the start, minus the Radio Operator (which makes me a bit sad, because I liked her ability).

In response (mild spoilers up to around June/July; vague/general spoilers for late game):
Spoiler:
We started mixing things up a bit late game. After our one prologue game, we decided the Administrator was pretty pointless until we expanded the map a bit, and then we gave Coordinator to our Instructor and had well enough positioned supply centers that mobility pretty much stopped being an issue - particularly late game once we had radio towers set up as well, meaning someone at a Supply Center/Haven could give any city card to any other player with at most two actions - so never brought the Administrator back in. As it turned out, our Radio Operator was the only character played in every game (but the Prologue) - I forget when we finally got around to upgrading her, but I think it was after we'd done the 5 initial recons that she got turned into a recon specialist. Despite discussions about new characters possibly getting brought in, we ended up sticking with the same 4 characters through September before starting to switch in mission specialists - who, despite mostly not getting upgraded, had sufficiently useful jobs to be worth missing the services of our veterans with their upgrades focused around roles that were no longer as important.

A couple of character cards ended up never seeing play so the Administrator's wasn't quite the least-played character card. Before December we'd had 6 exposures and 2 scars, then in December we suffered our only lost character, in a calculated sacrifice to win the game.

The Radio Operator was a key part of our strategy throughout - the fundamental rule for her was to never end her turn holding supply cubes - if she had a use for them on her next turn, provided they hadn't been needed more urgently elsewhere, she could just get them back as a free action anyway. We also took full advantage of our Laborer-Architect to build the required Supply Centers cheaply.


pandemic season 2 strategy and choices, vague late game spoilers
Spoiler:
I think we have 3 upgrades on each character now. We ended up with most characters having double specialties. Radio operator became our 'medic' with the remote cube drop upgrade. Usually someone else would produce cubes and the radio operator would gather them all and use what was needed to protect cities in her turn and redistribute the remaining cubes over the other three players. I think our administrator became the recon specialist, grabbing players to take the right cards from with the admin power. We don't use the admin power all that much but it's quite useful to pull someone out of a dangerous city. We also have a search specialist, but I'm not sure if it's our laborer or our instructor. The versatility of these combo-roles means we're giving up two roles if we pick a new specialist.
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Re: Board games anyone?

Postby SDK » Wed Nov 14, 2018 3:35 pm UTC

plytho wrote:
Spoiler:
The versatility of these combo-roles means we're giving up two roles if we pick a new specialist.

Spoiler:
Exactly! The administrator clearly got a whole lot worse once we got the airplanes up and running (allowing us to move between havens and supply centers), but we couldn't ditch him because he already had an extra move action every turn, along with... some ability to pass cards around. Can't remember the details on that one. Point being, his upgrades alone make him better than any of the other new characters.

Kind of disappointing, in a way. I wish there was some way to pass those upgrades around (spend a point to move an upgrade to a new card or something) so we could get some new roles into the mix.
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Re: Board games anyone?

Postby rmsgrey » Thu Nov 15, 2018 2:20 am UTC

plytho wrote:pandemic season 2 strategy and choices, vague late game spoilers
Spoiler:
I think we have 3 upgrades on each character now. We ended up with most characters having double specialties. Radio operator became our 'medic' with the remote cube drop upgrade. Usually someone else would produce cubes and the radio operator would gather them all and use what was needed to protect cities in her turn and redistribute the remaining cubes over the other three players. I think our administrator became the recon specialist, grabbing players to take the right cards from with the admin power. We don't use the admin power all that much but it's quite useful to pull someone out of a dangerous city. We also have a search specialist, but I'm not sure if it's our laborer or our instructor. The versatility of these combo-roles means we're giving up two roles if we pick a new specialist.


More similar spoilers
Spoiler:
Partly in response to lessons learned in Season One, we were very conservative with character upgrades early game, sticking with making characters better at their niche role rather than trying to build combo roles - so our Laborer got Architect game one as a clear boost to his role, and Farmer got the remote-cube upgrade and the neighbouring-city-cube upgrade (that combos with his basic ability), but we took our time branching out further - Instructor got Co-ordinator fairly early, and then got the search-from-discard as a way of feeding his card-sharing. Radio Operator getting Recon-based upgrades was, as I said, sometime after we'd finished the 5 initial recons.

Meanwhile, we took our Denver Supply Center out of danger with Well-Stocked upgrades, made structures permanent pretty rapidly, and invested at least some points in avoiding getting too many Forsaken cities.

Generally, we planned long-term and were willing to risk short-term losses to get a better long-term situation. For characters, we probably could have made better use of the upgrades if we'd had foreknowledge, but we focused on not locking ourselves into particular characters even when their primary roles weren't relevant.

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Re: Board games anyone?

Postby mosc » Mon Nov 19, 2018 8:21 pm UTC

I guess my end goal is to get my kids playing dungeons and dragons properly. I want to get them something more Heroscape like. Should I just get heroscape?

Apparently the D&D themed starter set is $300?!?!

Hmm, maybe it's worth it. Has somebody made a better heroscape game yet that kids can get their heads around?
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Re: Board games anyone?

Postby Zohar » Mon Nov 19, 2018 8:39 pm UTC

People seem to like Mice and Mystics as a role playing game for kids.
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Re: Board games anyone?

Postby plytho » Mon Nov 19, 2018 8:43 pm UTC

mosc wrote:Should I just get heroscape?
Or heroquest? (Note: this is a funny video and not actual advice.)
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Re: Board games anyone?

Postby Dauric » Mon Nov 19, 2018 9:12 pm UTC

For an intro to Roleplaying you might look at Tiny Dungeon(fantasy), Tiny Frontiers (science fiction) or Tiny Wastelands

They're not board-games but rules-(very)light RPGs.
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Re: Board games anyone?

Postby Xanthir » Mon Nov 19, 2018 9:32 pm UTC

mosc wrote:
I guess my end goal is to get my kids playing dungeons and dragons properly. I want to get them something more Heroscape like. Should I just get heroscape?

Apparently the D&D themed starter set is $300?!?!

Hmm, maybe it's worth it. Has somebody made a better heroscape game yet that kids can get their heads around?

How old are your kids? D&D can be done pretty early; 5e, in particular, made a strong effort to make the math easier and more uniform.

If they're on the younger side, RPGs like "No Thank You, Evil!" are great to engage with kids at their level.
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Re: Board games anyone?

Postby rmsgrey » Mon Nov 19, 2018 10:42 pm UTC

mosc wrote:I guess my end goal is to get my kids playing dungeons and dragons properly.


I always viewed D&D as more of a gateway RPG than an end in itself. It's a perfectly serviceable system, and has a broad general appeal, but there are a lot of systems that do what they do better than D&D does, and being acquainted with a wide range of systems generally makes you a better role-player (as player or as GM) and makes it easier to house rule intelligently to customise whatever system you're using to suit the group better.

Rather than board-gaming up to D&D, why not start with a rules-light RPG and work up that way? Something like FATE has a fairly simple set of rules - though that does increase the GM's workload a bit since they have to cover any gaps. On the other hand, the narrative-driven nature of FATE means the players take up a lot of the workload too - which may make it better or worse for teaching to kids.

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Re: Board games anyone?

Postby mosc » Wed Dec 12, 2018 5:01 pm UTC

i ended up with Castle Panic and Heroscape. They enjoy castle panic a lot. It's like a phone game for tower defense faithfully copied into a board game. I'm going to try and get them to do some heroscape, then maybe broach some actual roleplaying.
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Re: Board games anyone?

Postby Zohar » Wed Dec 12, 2018 5:33 pm UTC

I played a first game of Charterstone this week. It was fun. The first game was very limited in what we could do, but we still unlocked some new gameplay elements. I wonder how individual each person's charter is going to end up being.
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Re: Board games anyone?

Postby rmsgrey » Wed Dec 12, 2018 7:47 pm UTC

Zohar wrote:I played a first game of Charterstone this week. It was fun. The first game was very limited in what we could do, but we still unlocked some new gameplay elements. I wonder how individual each person's charter is going to end up being.


Each charter has its "native" tech tree - buildings that lead to crates that lead to buildings that lead to crates etc, with additional things being unlocked on the way, like spoilers, spoilers, redacted, and spoilers - so you might think that each charter will tend to end up following that well-trodden path, and, say, purple, will end up with the buildings focused on pumpkins and whatever elements are in the purple tech tree. It's not impossible for that to happen, but, because you're limited in what you can keep from one game to the next (after the first game, where you get to keep whatever you've got), there's a tendency for buildings and/or crates to end up in the general supply rather than staying with an individual player - and from there, they could go to any player.

In our game, my purple charter ended up with a fair chunk of red's tech tree in addition to a fair number of my native purples - and one or two buildings from other colours too.

Generally, you'd expect the campaign to end up with a fairly similar set of buildings on the board (later buildings tend to be more powerful and/or exciting, quite apart from the benefits of actually building things) but which charters they end up in is going to be pretty variable.


One warning for later in the campaign - you want to be playing somewhere that allows open flames since there's something that requires fire. If not, there's a workaround that you can look up when you get there.

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Re: Board games anyone?

Postby SDK » Wed Dec 12, 2018 11:15 pm UTC

rmsgrey wrote:One warning for later in the campaign - you want to be playing somewhere that allows open flames since there's something that requires fire. If not, there's a workaround that you can look up when you get there.

At first, I was like "Whoa man! Serious spoiler there, telling Zohar to advance his fire-based tech in this game. Shame on you!"

Then I realized you actually meant fire in real life. That... is pretty crazy.
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Re: Board games anyone?

Postby rmsgrey » Thu Dec 13, 2018 2:57 am UTC

SDK wrote:
rmsgrey wrote:One warning for later in the campaign - you want to be playing somewhere that allows open flames since there's something that requires fire. If not, there's a workaround that you can look up when you get there.

At first, I was like "Whoa man! Serious spoiler there, telling Zohar to advance his fire-based tech in this game. Shame on you!"

Then I realized you actually meant fire in real life. That... is pretty crazy.


It's not a lot of fire, but enough that we, playing in a church hall, couldn't do it (or, at least, decided not to risk it).


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