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Never been so excited about a game
- El Cuajinais
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This game may be set to become the granddaddy of tactical minis games. If it sells well in a few years it may be regarded as "the game that started it all".
Of course this is just a first impression from reading the rules and scenario books. I haven't played the game so it is possible that the game may buckle under its own weight. (Though my tolerance for weight is lot higher than the Descent-hatin'-castle-ravenloft-lovin' FAT crowd).
So if you are FATie in bad standing, (one who likes meaty Ameritrash games almost exclusively), you owe it to yourself to download the rulebook, skim through it, and drool.
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It's a wait and see, though, for me. This just isn't my favorite type of game, I'd only buy it if the gameplay turns out to be really, really good.
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- hotseatgames
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That said, I am interested and I hope it ends up a good game.
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I am truly excited about this game: it is my kind of game. And I do believe it offers so much.
And it is not a difficult game. I taught someone to play the core game and the next three chapters in under 15 minutes.
If you take it tutorial style you will absorb most of the game on that first pass.
Yeah I can go on about it but I won't, especially since it's not available yet. But I urge you to read the rules and check it out.
Zev
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I'd seen this a while ago and thought it sounded interesting, but never went any further to investigate. Your enthusiasm was just what I needed to devour the whole backstory on their site. GREAT STUFF. THIS is the type of game that needs to be coming out, dripping with theme and hopefully fun to boot.
I now have a game I'm actually looking forward to buying when it comes out.
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- El Cuajinais
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So how are the pre-paint negotiations going? Count me in for one set. With so many miniatures games competing for attention, having the pre-paint option may wind up deciding the fate of this game.
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I cannot wait for this. really.
Steve"Thanks Zev!"Avery
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- Sagrilarus
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Yeah I can go on about it but I won't, especially since it's not available yet. But I urge you to read the rules and check it out.
Zev
A less subtle publisher would have included a link to the rules, like this -- earthreborn.ludically.com/downloads
S.
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After reading the rules and all it kinda reminds me of Jagged Alliance but then set in the future. Not many difficult rules but a lot of them (which is a good thing) means lot of possible choices and more strategic and thematic depth. (more options for narrative making it less than just another tactical miniatures game but adds a little adventure)
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- metalface13
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This talk of being like classic turn-based strategy games has me intrigued.
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- Mr Skeletor
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If the pre-paints happen I'm in.
Read half the backstory and it was fucking terrible tho.
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- El Cuajinais
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I wouldn't say it's how it plays but rather the wealth of things that you can do. I haven't played Incursion so excuse my ignorance but here are some things that I haven't seen in games of these type which immediately come to mind:I haven't gotten through the rulebook yet (haven't gotten past activating units yet). Anybody care to boil down how the game plays? What makes it different than other tactical mini games?
This talk of being like classic turn-based strategy games has me intrigued.
1. Have the most modular board of all the games of this type.
2. All walls and doors are breakable
3. You can capture enemy soldiers instead of killing them to gain a strategic advantage.
4. Characters stats include line of sight arcs, close combat arcs, searching ability, among many other things.
5. There is a lot of resolution in the possible close combat and firing facing of the models and how these affect your chances for success.
6. The equipment to be found is dependent on the type of room you are searching so that it makes thematic sense.
7. Interrupt your opponent's turn (or be the first to act in a round) by bidding/bluffing command points. This is pure genius, and I predict will become standard in all future tactical boardgames.
8. Have countless rooms with abilities that can be activated, some doors requiring keycards, most of which can be bypassed by turning off the power in the building, (or just destroying the equipment.)
9. Supposedly the scenario generating system is a thing to behold, but that remains to be seen when we start playing the game. Seeing the wealth of different abilities that can be triggered in the different room tiles, I don't doubt it one bit. I can see missions preventing missiles from launching, containing the virus, blowing up the generator - or cryochamber - or surveillance, getting the wiring plans to shut down the power, freeing a captured soldier, capturing a soldier, scrambling communications, etc, etc, etc. All these examples are really in the game, not just some flavor text to get from point A to point B.
Mr Skeletor wrote:
What! I thought it was great! Especially for a game of this type. I found the writing average but the story pretty neat.Havn't had a chance to read it in detail, but I certainly have both eyes on it. A nice meaty game in a world of rules optomising.
If the pre-paints happen I'm in.
Read half the backstory and it was fucking terrible tho.
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I agree it looks very exciting and like a more playable and fun version of tannhauser.
Actually the only thing I'm not sure is the interrupting blind bid mechanic. I don't know if it will fit, myself. But we shall see.
The only thing I was really worried about is multiplayer but I am excited that they are created 3-4 player tutorials as well.
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- Mr Skeletor
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What! I thought it was great! Especially for a game of this type. I found the writing average but the story pretty neat.
The half I read sounded like the biggest left-wing fantasy jerkoff ever.
Evil govenment poluters and only noble Greenpeace can save us? Fuck those Facist pricks.
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