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3M bookshelf games
Has anyone here played the other 3M games? Are they as good? I'm looking at Regatta, Speed Circuit, maybe the golf or baseball games. I know Acquire is hot shit, of course, but I'd rather not pay that much.
Are these games still nice, have they been surpassed by more recent racing/sports games? is one version vastly improved over another?
Thanks!
here's some links:
www.gamepile.com/items.php?id=2
www.boardgamegeek.com/wiki/page/3M_Sports_Games
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- Michael Barnes
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The other 3M "vinyl box/board" games are pretty cool as well...REGATTA is interesting, it's actually a pretty decent sailing simulation that I just totally can't play well. The golf one looks neat even though I hate golf.
SPEED CIRCUIT is in my opinion the other "must have" out of the line...it's one of the few race games that plays really quickly (hello, it's a RACE, not a tax form)and has a lot of action. No luck, so it's very deterministic but it's somehow still really dramatic and fun...just don't let people sit around counting spaces and optimizing moves. Seat of your pants, man!
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It's golf, so there's no player interaction, and there's not much strategy. Tactics are limited to club selection and deciding where to aim.
The game isn't a forgotten gem, but the grease pencil is kind of unusual and fun. It's worth a play or two, but WIN PLACE & SHOW it is not.
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I played Win Place & Show at a game night a couple of years ago and just loved the hell out of it. It played tight, there was hidden information and skill vs luck components--it was extremely rewarding. In addition it looked frigging sweet! It was the 3M version, not the Avalon Hill repackaged boxed version--which was also present and not nearly as sexy.
Has anyone here played the other 3M games? Are they as good? I'm looking at Regatta, Speed Circuit, maybe the golf or baseball games. I know Acquire is hot shit, of course, but I'd rather not pay that much.
Are these games still nice, have they been surpassed by more recent racing/sports games? is one version vastly improved over another?
Thanks!
Still have my THINKING MAN'S FOOTBALL. Basically, it's a vinyl map, a china marker, three six siders with penalty markers, and a slide ruler for different plays. Very dry, but playable game. WP&S is far better.
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Thanks for the comments on the Thinking Man's games. I think I'm going to go for Speed Circuit and Blue Line Hockey as my next couple of targets.
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- Notahandle
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My daughter loves horses---which is why we have these games. WP&S is really too much for her right now whereas Winner's Circle (Royal Turf) is more accessible.
Regarding limited variables: The choice of lanes, varied "speed" times, and passing spots all make it a far more interesting game (at least potentially--not sure how a 2 player game of this would go)
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You write that like someone that has read the rulebook, but never played. Unlike that Knizia chariot game where racing is all that matters, in WP&S you have an auction for the horse (or stable) that you own and run in the race, you have a betting round in which you try to work out which horses will win, place, and show (Daily Doubles too), and then you actually race the ponies. If you spend a lot for a horse, you have less to bet. If you auction up a horse that someone else wants, they have less to bet--and you can still bet their horse. All bets are secret until paid out at the end. Or yelled out towards the finish line when you tell that slow PoS to get moving.I never understood the appeal of WP&S. I looked at it and as far as I could tell it only had two variables, the Bonus movement roll and the type of jockey. It seemed extremely abstract.
In the race itself, the horses have varying Class and Speed ratings. Class is the sum of the running strength numbers, and speed is the sum of all but the final running strength. So, a horse with Class of 49 and Speed of 38 finishes very strongly. BUT: If the white die hits enough high numbers over the length of the race, then that last running strength number probably won't matter.
Jockeys have the option to pull up the horse up to three spaces short of their count to stay on a Passing square (only if you start a move on a passing square can you squeeze by a horse without changing lanes). This can -really- be important, because the horses race in the order determined by the die roll--you might just get FUCKED and perhaps only be able to move 2 spaces instead of 13. It's just murder when that happens. And, let's not forget that you can MAKE that happen to someone else by blocking up lanes in front of them.
Also, because you can bet AGAINST your own horse, there's an incentive to cheat and pull up when maybe you shouldn't, or perhaps take a crappy lane in the turns. There are rules to punish this, but they are subtle and risky for the person invoking them.
The game has a lot going on, and it's a GREAT 6-player experience. Anyone extra can still get in on the betting too, even if they don't get to race a horse.
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- Notahandle
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You describe WP&S really well, but it does make me think, once again, how important it is to play with the right group for any particular game because your comments are saying that essentially WP&S is Ameritrash. What makes so many people think that WP&S is the best horse racing game by far? Could it be that the secret ingredient is actually AT?
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Speed Circuit: This shit is fun. Flying around corners--they've done a nice job with the balance in this game.
Still looking for Blue Line Hockey.
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And, to whomever said there is only 1 Circus Maximus--that may be true; but there's also Circus Imperium , which is a laugh riot with a large group. Kinda CircusMax with a sense of humor.
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