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Topicmy top 32 tabletop games
SeabassDebeste
03/18/20 11:18:46 AM
#195:


Grand Kirby posted...
Oh, I played Forbidden Desert for the first time last night on Tabletop Simulator.

We drew all the sun cards in the first two rounds, and because of struggling to get more water and a storm that loved to double back on itself each turn, piling up sand we were too busy to clear, it was basically waiting three hours for a game that was probably already over... I'd play it again though.

hmm, tabletop simulator must be a lot slower than IRL then? it really shouldn't take anywhere near that long. glad you liked it though!

PrinceKaro posted...
Great Western Trail is a trainwreck that tries to do too many things and ends up doing all of them poorly

this is an understandable POV that isn't incompatible with my experience with the game! it's not the best hand-/deckbuilder, or best rondel, or best whatever. and it's fiddly and a bit confusing to play at first.

Nelson_Mandela posted...

It sounds pretty awesome but I'd love for you two to have this debate before I purchase!

my pitch is it's always fun to me. there are just so many decisions you can make - how fast to travel, where to stop and take actions, what guys to hire, what cows to buy, what buildings to build and where, how to shape your hand, how much to prioritize the train track/certificates... it's a point salad (like castles of burgundy!) so you'll pretty much always be doing something constructive on your turn, but you have a wealth of options on how you want to set yourself up for future turns.

it's also relatively low on the "feels bad" turns (big for me). the worst feeling you can get is being unable to reach a stop where you can do something productive and being forced to take a single auxiliary action for your turn. that can only happen as the conscious effort of someone else (good), and you have ways to mitigate that (good): building more of your own buildings, increasing your walking ability to skip more useless buildings. the second-worst feeling is arriving in kansas city with a shit hand of cows. this is even easier to avoid (if you so choose) - there are myriad stops where you can tailor your hand, and auxiliary actions always give you that option; you can also ship to KC for money (which mitigates the awful feeling, especially early on).

in the end you have to figure out what it is you like about games. GWT has a broader decision space than COB, so you'd want to see if you've got the appetite to move into heavier games. like COB, it's not confrontational but not co-op either. i've got only three more practical choices for heavy-ish 2p games coming up. one of them i've never played 2p and might be dangerously cutthroat; the other is two or three tiers above GWT/COB in confrontation and game length; and the third is a co-op.
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