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Study in Emerald Impressions?
Anyone care to revisit their impressions of the game for my benefit? Almost all the comments were single posts in the boardgames played thread. Does it hang together in the long run? Are people who enjoyed it still seeing it hit the table?
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- engineer Al
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- Mama mia!
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Like BSG or any of the other hidden team games, there are alot of opportunities to deceive and different players will make or break that aspect of it. There are some gamey mechanics which can be abused but in the end, there are alot of levers to toy around with and they all end up differently game to game and player to player.
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Incidentally, I just watched this game on a BGG run through and it is completely insane, like Archipelago. I love that.
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jgriff wrote: Like BSG or any of the other hidden team games, there are alot of opportunities to deceive and different players will make or break that aspect of it. There are some gamey mechanics which can be abused but in the end, there are alot of levers to toy around with and they all end up differently game to game and player to player.
In our games last night, the hidden teams didn't even really factor in too much... it became very obvious after a while who was who and we didn't really try too hard to obscure that. But we were talking afterwards about how there are probably some subtle ways to obscure your role, which could end up creating some fun situations, for example where you kill someone's agent because you're sure they're a Restorationist and intending to end the game, but then they're a Loyalist. So even without the factions really being much of a factor, it was still great to figure out what to do and how to win based on knowing who was who. I can see the game getting more in depth when you are more familiar with the game and are able to manipulate the roles better.
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It's the game I wanted Arkham Horror to be, where everything happening in the world feels insane, but here the story unfolds without relying on flavor text, which is how I become most immersed into a game.
The hidden roles really help make the game but they can often be figured out very quickly if players aren't subtle which can strip much of the tension as it switches from a points race to a points fight.
It's a game that can also end within a couple rounds much like a turn 3 alliance victory in Dune. Interesting but not much fun.
The mechanisms do feel somewhat thrown together and my god the size of that FAQ to clarify the rules, but you know what, it doesn't matter.
The game will be divisive but that highlights its brilliance to the believers.
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A Study in Emerald got a lot a play this year and will probably get it's fair share of play with our Wed. Night game group in the future because the game meets following. Plays in less than 2 hours, scales great from 3-5 players, once people have played it twice the rules sink in and most import the game plays out very differently each team because of the unique set up with the cards that come out and how the secrete identities play out.
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Eh, that's a bit over-the-top, I suppose, but does convey some of the feel and potential that the game has.
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- Sagrilarus
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I would have like a marker to indicate I was in a blimp. That would have improved the experience for me.
S.
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Sagrilarus wrote: I would have like a marker to indicate I was in a blimp. That would have improved the experience for me.
Clearly some role-playing is necessary. Puff your cheeks, hold your arms away from your body, and talk with a high squeaky voice.
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