The Tao of Gaming

Required Rules Reading


Now that I've read the Dungeon Lords rules, I'm totally getting that. (When Z-Man releases it). I just realized, though, that I'm way behind on Vlaada's games ... I still haven't tried Space Alert or League of Six.

Joe Huber:
League of Six isn't his. Worth trying, regardless, but not his game.

Actually, while it's not my thing at all, so is Dungeon Lords...
10.18.2009 8:52pm
Joe Huber:
Aargh - also worth trying, that is.
10.18.2009 8:53pm
Daniel Corban (mail):
I feel Space Alert requires a dedicated group willing to play it repeatedly. I grew very weary of going through the early missions over and over with people who ended up only playing one session.

I see this game also has "training missions". I am honestly very tired of every single one of his games having separate rulebooks and/or multiple training missions.

On a side note, I just recently started playing my copy of League of Six, and it's a decent game.
10.18.2009 9:28pm
Chris Farrell (mail) (www):
Space Alert is tricky. You do need a dedicated group to get over the 3-4 game learning curve. Then you have to play it every so often to keep it fresh; it's kinda fiddly. Honest and easily-made mistakes (playing a left when you meant to play a right) completely destroy the game. And it breaks a lot of rules about tension; you have a lot of tension in the actually planning phase, but then the resolution phase - the only phase where anything really happens - is strangely anti-climactic.

If those sounds like serious problems, well, what can I say, I still like it, sort of. There aren't a lot of good coops, and a mission is short - but you really need to play 3 in a row or so to get a satisfying gaming experience. On the other hand, there isn't a ton of range in the package, especially given the raw rules complexity, which is significant for this class of games.

So as I say, I'm torn. I do like it, but recognize it's non-trivial problems, and it's been hard to put together a group that likes it enough to go through the learning and figure out the tricks to not making those infuriating minor mistakes and get to the point that it's reliably fun.
10.18.2009 11:39pm
Chris Farrell (mail) (www):
Just so as to mention it, I found League of Six to not be worth trying. But since Joe though it was, you might have already guessed that :)
10.18.2009 11:40pm
Joe Huber (mail):
But since Joe though it was, you might have already guessed that :)

Oh, I'm not _that_ far removed from your opinion, Chris - I didn't find the game worth keeping, and I agree with your comments on the game, save for finding it less tedious than you did.

I just think the clever bits make it worth playing once. They were enough to sucker me in on my first play; my second play was enough to convince me that it wasn't the type of game I'd be pulling out again.

So perhaps I should have said - it's worth playing someone else's copy.
10.19.2009 8:39am
JeffG (www):
I didn't like League of Six, but Dungeon Lords was great fun.
10.19.2009 10:30am
Jon Waddington (mail):
I'm mostly with Dan on this. I love the ideas in Space Alert, and Dungeon Lords looks great, too, but the complexity and (apparent) need for baby steps gives me pause. It's actually harder to parse these games as a whole because of the "training manual" approach taken, but I'd really rather just jump into the full thing.

Have to give the DL rules another read or three before deciding....
10.19.2009 10:48am
frunk:
I liked League of Six the first time I played it, after that my enjoyment went down precipitiously each time.

I like Space Alert, but it requires a fair number of conditions to get a good game (right number of players, right level of engagement, playing a few times in a row).
10.19.2009 12:17pm
JeffG (www):
I liked the first few turns of League of Six, but as the game went on, the game became all about jockeying into the key regions; costs were not a major issue. Maybe we had some rules wrong, but I thought it fell apart about 2/3 of the way through, because only one or two regions were of any value.

Dungeon Lord seems quite different from all his other games. There were a few cards in there that were confusing, but all in all, it worked. Even those who did poorly enjoyed the experience. I don't know how interesting a seriously competitive game of DL will be; I didn't get to see one.
10.19.2009 1:55pm
Larry Levy (mail):
I'm a big fan of Chvatil's, although Through the Ages is the only game of his that gets steady play. But he's one of the most original minds out there. Galaxy Trucker requires genuine skill to play well, but it's almost more fun when you're doing poorly; it's a very clever design. Space Alert is probably the only co-op that I'll suggest, as the forced (and frantic) discussions between the players while the clock ticks away really sets it apart from other games in the genre. Dungeonlords is also meatier than you'd expect from the subject matter, but my one play of the prototype was great fun (and quite hard). Even his latest, a strange foray into the world of party games called Bunny, Bunny, Moose, Moose, is intended for more serious gamers. It might be an uncomfortable mixture of goofiness and strategy, but I bet it turns out to be great fun.

League of Six, however, by Chvatil's fellow CGE designer Vladimir Suchy, did not fare well with my group. We tried it both with and without the expansion and felt it lacking either way. It's very processional and you don't feel you necessarily get rewarded for your good decisions or punished for your poor ones. Kind of boring and just not that good, IMO.

By the way, Graenaland, one of Chvatil's earlier designs, showed promise, but only with the advanced rules.
10.19.2009 3:04pm
Larry Levy (mail):
BTW, I just read the rules for Shipyard, the new Essen game by League of Six' Suchy, and that might be worth looking at. It's certainly more involved than LoS. The setup looks like it would take forever and (I say this for Huber's benefit) it might be the first game I've seen that has more stuff displayed at the start than Freight Train. But in spite of that, the rules kind of intrigued me.
10.19.2009 10:04pm
Joe Huber (mail):
Larry, Freight Train only has 25 cards + 12/player + 5 engines/player at the start; with a full complement of 5, that's 110 objects.

Last Train to Wensleydale can have as many as 108 goods plus 61 passengers/locals + 8 tokens/player...
10.20.2009 1:14pm
Larry Levy (mail):
Yeah, but there's only two types of goods and three types of passengers in Wensleydale. With luck, you can survey the board at the beginning and get a feel for what you want to do that game (I don't know if that's true or not, as I haven't had the chance to play the game yet). That would be comparable to the contemplation of the board at the start of the game in Age of Steam. And in both those games, all the cubes are in place at the beginning and no additions are ever made.

In Shipyard, though, there are 5 trains, 20 ship segments, 5 canals, and 24 employees to consider EACH TURN!!! The first three types of tiles are resupplied each turn. Plus, you have to look at the position of the markers on no fewer than three rondels. And, oh yeah, there's eight actions you have to choose from. Each of the actions is fairly simple, so maybe the game moves along once you get accustomed to it, but my first thought is, this might be the epi-tome of information overload/AP. We'll see.
10.20.2009 1:36pm
doubtofbuddha (mail):
It flew completely under my radar, but that might be because of my disinterest in his other games, and my growing dissatisfaction with Through the Ages. However, from what I have heard of it in the last day or so it sounds fascinating. I plane to puruse the rulebook when I get home and it may end up on my buy list.
10.20.2009 3:31pm
Alexfrog:
I love the rulebook :)
10.24.2009 4:52pm

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