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Re: What BOARD GAME(s) have you been playing?
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Green Lantern wrote: Does anyone have experience playing Mice and Mystics with more than 4 players? The rules cap the game at 4 players but the game includes 6 heroes and I'm curious as to how balance would be affected. Any thoughts? I figure the simplest thing would be to add 1 or 2 more minions to the encounters if things seem to be go too easy. Has anyone tried the game with more that 4 players or have any reasons as to why this might be a bad idea?
You could do it; I'm not sure how the balance would play out. We've played with one extra hero a few times and the extra hero did make it easier. We were able to do a lot more searching (and upgrading) since the hero-to-enemy ratio skewed more to the heroes' favor. Going from four to six means you essentially get two extra hero activations for free between enemy activations, and 50% more hero turns is a lot. If I were to try it I'd math out the number of minions based on how they compare to the number of heroes and increase them accordingly. For example if you place 3 roaches with 4 heroes I'd try placing 5 with 6 heroes. If you place 6 rats with 4 heroes I'd try placing 8 with 6 heroes. Etc. It would probably take some trial and error to get the scaling right. For the boss minions you can't really do this, so maybe when Captian Vurst comes out give him two rat henchmen or something thematic like that. I wouldn't think you'd have to change anything with how cheese is generated during battles.
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Tomorrow is wargame day, so I have a game of Successors scheduled and a full game of Memoir 44 Overlord - or the best party game to play at a con. Going to be a good weekend...
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played three games, with various sets of ships. last game was a IG88B&C vs 8 Tie Fighters. I figured the IGs would have no problem with the TIEs, but they managed to take out 88B with only the loss of three ships. Unfortunately, C didn't have an EPT that really helped offense (had outmaneuver) nor did it have Fire Control system. Advanced sensors worked really well, with a boost/evade prior to K-Turn, but the IG needed something to make up for poor rolling. so really it was 1 three attack vs 3 defense, vs 5 2 attacks vs 3 defense. so many missed shots, and 88C ends up dieing by running into an asteroid (barely!) rolling a crit and drawing a direct hit.
Firefly w/Blue Sun. the story where all the contact decks are depleted, and the game ends when 4 of 7 decks are are used up. I really enjoyed it, very fast and forced us to take risky jobs...simply because there weren't many jobs. He ended up making over 6k in bounties just churning supply planet cards, while I was able to make bank selling contraband to Patience (had the blue sun captain that makes more money for selling goods to contacts). probably 90 minute game for two players.
Sunday, after church some lighter games.
King of Tokyo - always fun. Wife won by killing three other players, using Urbavore and Poison Spit from Tokyo.
Smash Up - made a mistake in playing with 6 players.
Shadow Hunters - Machine Gun, Chainsaw, Handgun Valkyrie massacred three characters on the same turn to win it!
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Pompeii - this game is pretty cool, despite some Euro-nonsense movement rules. You get to burn other players' dudes in lava, so that's a plus. Very much like a Euro Survive!.
Escape from Zombie City - I never played the original Escape but Pete likes it pretty well. This one... based on 1 play I'd have to say I won't have a second play. No thanks.
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Finally gave Mage Knight an extended solo run. What a great puzzley epic game. My third game was ridiculous, I just steamrolled everything, wound up with 3 artifacts in my deck, and conquered the last city a full round before I needed to. It's a lot of fun figuring out the puzzle of each turn. Between deck building, skills, and new follower slots, character growth is really well handled. Most of all I think I really enjoy feeling fully engrossed in each turn.
After that my copy of Fallen arrived and I'm about to finish up my second solo game. I'm a sucker for anything choose-your-own related (I have quite a few gamebooks both in physical and digital form) so naturally I had to try this. And I'm still figuring out my reactions. Although it plays fine solo playing both sides, there aren't any surprises and I think that's a big loss. The way challenges and monsters work is pretty neat. The writing is OK...somewhat stock fantasy situations but it is fairly evocative. And the one end boss battle I've played is cool. It's not really pulling at me the way Claustrophobia or Mage Knight have though.
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Also, part of the fun from the Dungeon Lord's perspective is watching another human flail about in a story, trying to make the right choice and follow their path. Half throwing up roadblocks and half observing as you slowly drive by the car crash.
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wadenels wrote:
Green Lantern wrote: Does anyone have experience playing Mice and Mystics with more than 4 players?
You could do it; I'm not sure how the balance would play out. We've played with one extra hero a few times and the extra hero did make it easier. We were able to do a lot more searching (and upgrading) since the hero-to-enemy ratio skewed more to the heroes' favor. Going from four to six means you essentially get two extra hero activations for free between enemy activations, and 50% more hero turns is a lot. If I were to try it I'd math out the number of minions based on how they compare to the number of heroes and increase them accordingly. For example if you place 3 roaches with 4 heroes I'd try placing 5 with 6 heroes. If you place 6 rats with 4 heroes I'd try placing 8 with 6 heroes. Etc. It would probably take some trial and error to get the scaling right. For the boss minions you can't really do this, so maybe when Captian Vurst comes out give him two rat henchmen or something thematic like that. I wouldn't think you'd have to change anything with how cheese is generated during battles.
Played through Mice and Mystics chapter 1 and we made it by the skin of our teeth. Since it was our first session and everyone had to learn the rules I didn't modify the number of minions in the encounters and I'm glad I didn't because by the time we made it to the courtyard we only needed 1 more cheese token to run out of time and lose the game. I've since read over the FAQ and realized I screwed up and made the game more challenging by forcing our band of mice into an extra encounter. According to the FAQ you do NOT face another encounter when exploring any tiles you have previously explored. I bungled that when we left the kitchen and went back to the tunnels, an area we had already cleared of minions.
We had 5 mice heroes and it took us about 2.5 hours to set up, learn the rules, and wrap it all up. I think everyone had fun and are looking forward to chapter 2. I'm gonna take Wadenels suggestion and bump the number of minions up as needed, feeling out how things are going during the session rather than trying to complicate things. If we are steamrolling the enemies I'll start adding in some extra baddies as needed, and if we are getting slaughtered I will use the minion numbers as printed on the encounter cards.
To sum up, I don't think adding in a 5th mouse impacted the difficulty at all as we still had a tough go. The only drawback to the extra player might have been a little added down time for the other players. We'll see how it works out in chapter 2.
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What hit the table:
Welcome to the Dungeon (Iello)
This is hands down the best push-your luck game I have played so far.
I have always been a bit lukewarm on Inca's gold. I found it a bit repetitive and lacking depth.
This one adds that extra needed layer of bluff and psychology. It is a microgame, meaning it comes with a small deck, some cardboard mini tiles all packed inside a small box (a big plus for me, as I can carry it around easily), but there is alot of game in here for such a small amount of stuff, and the artwork is beautiful, regardless the fact I generally prefer realism over cartoony art like this. A must buy for anyone who likes tense games with some hidden information.
Mysterium (Portal)
Believe the hype. This is Dixit meets Cluedo meets alot of Polish weirdness.
The setting has you as part of an investiggator team visit a haunted house with one player controlling the spirit communicating with the other player through dreams.
If this description doesn't trigger your interest this game is not meant for you. It is an almost surreal experience, with alot of creativity needed from players to communicate with each other, and alot of group discussing. This makes it far more interactive than dixit.
The artwork nis truly wonderful and the theme really pulls this on another level. A game anyone should at least try ones,
One night werewolf (Bezier games)
After all the positive reports I wanted to try this variant of werewolf, especially since people assured me it played well with 4.
In all honesty, I was a bit underwhelmed. I felt it lacked the drama of regular werewolf, and I am pretty confident this game shines brighter with more than 4 players.
The role of the troublemaker and robber also made the game feel a bit more random, with less control of what is happening.
This is not a hughe problem for such a short game, but the fact you only have one night to manipulate the system, having a random element switch your role without any chance to counter this switch is a bit...well....weird and frustrating. Not a bad game by any stretch, and we had some good discussions while playing.
I liked the fact trying to convince/manipulate players is just as crucial here than in the vanilla version makes it a good alternative.
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