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Post by kore on May 18, 2013 16:07:19 GMT -8
I'll be there.
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Post by reiphil on May 18, 2013 16:08:17 GMT -8
plus david
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Post by David on May 18, 2013 18:58:22 GMT -8
I'll bring Legendary also (so we'll have plenty of cards), and possibly Lorraine.
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Post by David on May 18, 2013 19:07:55 GMT -8
Also, church ends at 12, so we won't be there until a bit later, like 12:30 or 1.
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gabe
Iron Golem
Posts: 174
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Post by gabe on May 18, 2013 22:30:50 GMT -8
Is it from 12-4 or possibly later? Just checking.
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Post by reiphil on May 19, 2013 11:03:42 GMT -8
12 - 4 or so i was told, i really don't care whichever, lol.
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Post by kore on May 20, 2013 10:39:57 GMT -8
Legendary was...AWESOME! Thanks for bringing it, I had lots of fun.
San Juan was also great, thanks Gabe.
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Post by frobones on May 20, 2013 12:43:53 GMT -8
The Dark City expansion introduces useful Bystanders. Also in the expansion: 17 New Heroes 6 New Villains Groups 5 New Masterminds 2 New Henchmen Groups 8 New Schemes 11 New Bystander Cards
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Post by reiphil on May 20, 2013 20:07:49 GMT -8
stephen - you should find rules someone made for 6+ players. That way we may have a more challenging or different experience. TBH, since the damage is spread much more in 6 player games, we overcome it pretty fast.
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Post by frobones on May 21, 2013 7:46:00 GMT -8
When you mean "the damage is spread", are you referring to the wounds?
I liked David's Idea of taking calculating the number of wound cards there should be for 6 players by taking the original set times 6/5.
Outside of wounds, the game is harder with more people because villains come out at the same rate regardless of the number of players; but more players mean each individual player has a less powerful deck.
It could be that we are seasoned Deck-building game players, and if that's the case there are several ways in the official rules for upping the difficulty.
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Post by reiphil on May 21, 2013 10:58:08 GMT -8
It's a bit of both. Yes we need to up the wounds, but still, because we are "rushing" the villain deck, wounds still drain more rapidly. And at the same time, it is difficult to react because potentially, a villain can escape on your turn, before you do anything (on round 1), which stalls the game more. I think the experience would be faster or more affable if there were playtested or some sort of rules for 6 players. For us it seemed that because it took so long to get back to your turn, heroes you wanted go missing, attacks you could've done are no longer valid, and perhaps you had your whole hand KOed because of the mulltitude of escaped villains. Honestly, because of whatever variances, gabe and I got really shafted in both games attempting to do things because the number of options we have in a round get varied and dwindle quickly since the number of options get removed quickly with more players in the game. here's a quick thread i found for improving playability with different number of players, haven't read through it all, but see what you think boardgamegeek.com/thread/892523/improving-scaling-with-the-number-of-players
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gabe
Iron Golem
Posts: 174
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Post by gabe on May 21, 2013 15:02:58 GMT -8
Ahem. While I did not score amazingly the first time we played, I did literally infinitely better the second time. So only shafted once.
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Post by frobones on May 21, 2013 15:26:18 GMT -8
There are some interesting ideas there... I'm think about some for next game night if our numbers allow playing it.
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Post by frobones on May 21, 2013 16:02:55 GMT -8
Just some more Game Theory on the subject of Legendary for a regular 5 player game. Let's take a look at an average first two hands: 4 Shield Agents and 2 Shield Troopers. At best, for the first player, it will take the 11th round to get something useful: - First Round (1st game turn): He will have 4 recruit and 2 damage. He will hopefully would be able to recruit something
- Second Round (6th game turn): Again, he will have 4 recruit and 2 damage. Assuming an actual villain was drawn from the villain deck each turn prior, it is inevitable for a villain to escape this turn (weakest villain is 3) as we are still working with our starting average hand. Player will recruit again with not enough damage to defeat anything
- Third Round (11th game turn): Now we are working with a deck that is not the starting hand, so we may be able to defeat something depending on the luck of the draw. However, as Player 1 is "leader of the pack", this signifies that this is the first round where something is able to be killed. So for every turn between the 6th and the 11th, a villain will have escaped. So worst case scenario: 6 villains escape before the heroes can do anything about it.
So in the case of an average draw of the starting hand, and actual villains appearing from the Villain Deck each turn, it appears that the first 2 rounds of the game are just dread and despair.
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Post by reiphil on May 21, 2013 19:42:58 GMT -8
some of the ideas though like "stacking the deck" to put in some of the henchmen at the top of the villain deck is pretty cool, imo.
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