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Tannhauser--game length and playstyle?
Is everyone finding he encounters to be exceptionally deadly? Our first game had more setup time than playtime. The second game, where people actually tried to be a little more tactical lasted a bit longer, but most character vs character conflict ended rather abruptly and violently. Are the charatcers expected to live through one round of being attacked by another? Are the number of instant kill or undefendable attacks for real?
I explained to one guy in my group that was complaining about tha casualty rate that a game of this nature where nobody ever got hurt wouldn't be much fun. But I'm wondering what others feel about the pacing and body count vs. playtime.
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What's next? Britannia can be "played" with 16 players! Just give each player a different nation! Return of the Heroes, now supporting up to 36 players! Just have a committee of 6 players making decisions for each hero!
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However In our final game (three) we used the player aids from the other boardgame site and it certainly made pack selection a lot quicker and easier.
Of course everyone having a rules summary in hand never hurts either.
I'm glad to hear at least that others are having a similar play experience. I don't have a real problem with the pacing per se, I was just afraid I was missing something vital. (Accidentally not halving wounds, or not giving extra saves or who knows what!) As "The Guy" in my group who owns most of the games and has to teach everything I all too often miss something important. I'm glad to hear it apears we're doing things close to correct.
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- Mr Skeletor
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I really, REALLY hate the language independent components though. Someone with a bit of photo shop skill should make little 'cards' with text that you put directly onto your character sheet.
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The hardest part of setting up Tannhauser for me was figuring out the rules for how and where to set up the crates, as the rules were not clear in this department.
I am hoping that the upcoming Russians set adds more depth and especially more scenarios.
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I will tell you have only played one game, but that one game was so disappointing that I don't know if I will ever be able to suck it up and play again.
The LOS system is outstanding, I just wish they hadn't used it with this game.
I can't believe I am saying this, but there is just too much variable player power with the packs, and all of the various shit you can have. I love variable player powers, and how it makes a game unique and enjoyable when you try playing as a different group, but this just was way too much for my taste.
The setup for our game was also longer than the actual game. Maybe the scenarios do fix the system, but something just didn't feel right the whole time I was playing the game.
Great theme, great art (except for the board, too dark to see some of the rooms), and a great LOS system, but with all of the problems it DOES have, makes me glad I didn't purchase this when it first came out.
LA
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Anything that would be particularly difficult about playing with a sixth grader?
Also, Mr. Skeletor, I noticed that you were disappointed but no details--not even a review on BGG (which surprised me).
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