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Red Otter (340 KP) rated 7 Wonders in Tabletop Games
Jun 7, 2019
7 Wonders is one of my go-to games for larger groups. Capable of handling up to 7 players, it's both strategic and a good casual game. As the game that brought drafting as the primary game mechanic into the forefront of tabletop gaming, it still remains on the top of the list. It does take a game for a new player to understand what they need to prioritize and need to keep an eye out of cards, but once they make it through a round, they'll be enjoying it in no time. Quick gameplay with lots of decision space allows for a fulfilling game that you can look back on and realize oh I should have done this!. There are issues with a lack of player interaction with people not next to you, but expansions do offer solutions to that.
EasterBunnyKiller (31 KP) rated The Resistance in Tabletop Games
Jul 31, 2019
Quick Gameplay (1 more)
Simple
Hit or Miss
I was introduced to this game by a friend, and completely forgot about it until it appeared on Wil Wheaton's Tabletop.
The first time I played it, it didn't leave much of an impression. Felt like a more lightweight version of Werewolf.
After watching the Tabletop episode, I gave it another chance and had a much better time. Like a lot of lightweight party-style games, The Resistance lives and dies on the specific people playing it. If you have even just one or two players that have a little bit of buy-in, or what to really get into the scheming and accusations, it can be immensely fun.
However, sometimes you end up with a group of players that eschew the seat-of-the-pants gameplay implied by the quickness and lightweightedness of the game, and by the third mission, the game has become less about being sneaky and playing against people, and turns into a kind of logic puzzle.
Have had some real fun games, have had a few dull ones. Definitely worth a play if you're looking for something light and fast while you're waiting for the one guy in your gaming group to make heads or tails of the rulebook of the big box game he just bought.
The first time I played it, it didn't leave much of an impression. Felt like a more lightweight version of Werewolf.
After watching the Tabletop episode, I gave it another chance and had a much better time. Like a lot of lightweight party-style games, The Resistance lives and dies on the specific people playing it. If you have even just one or two players that have a little bit of buy-in, or what to really get into the scheming and accusations, it can be immensely fun.
However, sometimes you end up with a group of players that eschew the seat-of-the-pants gameplay implied by the quickness and lightweightedness of the game, and by the third mission, the game has become less about being sneaky and playing against people, and turns into a kind of logic puzzle.
Have had some real fun games, have had a few dull ones. Definitely worth a play if you're looking for something light and fast while you're waiting for the one guy in your gaming group to make heads or tails of the rulebook of the big box game he just bought.
Dean Gregory (18 KP) rated Tsuro in Tabletop Games
Jun 2, 2019
Quick to play (3 more)
Simple to learn
Interesting concept
Charming
Very little scope for strategy (1 more)
Not much replay value
A Path Into Gaming
Tsuro is a game with a very simple concept: be the last player on the board. You do this by laying tiles which link to create winding paths around the board, which inevitably end up running off the board altogether. But be careful - colliding with another player results in a double elimination.
Because it boasts such trivial mechanics, it is very easy to pick up and play a few rounds quickly (some games can last under 10 minutes including setup), as well as being one that young children could enjoy. The player meeples have a good quality feel, and it can be satisfying watching the winding paths in the game board grow.
However, it very quickly becomes obvious just how simple this game is - winning is often less about trying to run your opponents off the board as it is trying to keep yourself in play for as long as possible, until you inevitably take yourself out of the game.
Tsuro, then, is an inviting game for introducing regular folk to the mad world of tabletop gaming, and is a solid option for beginning a proper games night with its simplicity and charm. I used it recently myself as a sweetner to help ease a new player into game night, and it worked a treat. It probably won't make regular appearances however.
I like it. Worth a look.
Because it boasts such trivial mechanics, it is very easy to pick up and play a few rounds quickly (some games can last under 10 minutes including setup), as well as being one that young children could enjoy. The player meeples have a good quality feel, and it can be satisfying watching the winding paths in the game board grow.
However, it very quickly becomes obvious just how simple this game is - winning is often less about trying to run your opponents off the board as it is trying to keep yourself in play for as long as possible, until you inevitably take yourself out of the game.
Tsuro, then, is an inviting game for introducing regular folk to the mad world of tabletop gaming, and is a solid option for beginning a proper games night with its simplicity and charm. I used it recently myself as a sweetner to help ease a new player into game night, and it worked a treat. It probably won't make regular appearances however.
I like it. Worth a look.
Red Otter (340 KP) rated Terraforming Mars in Tabletop Games
Jun 1, 2019
Terraforming Mars is one of the current hallmarks of today's tabletop gaming. It's based around building an engine to turn Mars into a livable land using cards. As a sci-fi lover, its theme is fantastic. Its art.... Is mostly stock pictures, which doesn't bother me too much, but could be a nitpick for other folks. It's component quality is okay, but the player boards, thanks to the squares that are your primary tokens/markers, can easily be bumped and ruin your board. I highly recommend getting 3rd party player boards that have recesses to solve this problem.
Every turn, every player draws cards and decides which ones they want to keep. Then use resources to either terraform mars or improve their engine using cards. The game length can be highly dependent on group. I've talked to people who have games last up to four hours as people focus solely on engines versus terraforming Mars actually. My personal meta has it around 1.5 hours (with expansions). The early game can be very slow and sometimes you just never draw the cards you need for your planned engines.
Still though, I love this game for its heavy emphasis on theme and on how good a powerful engine can be.
Every turn, every player draws cards and decides which ones they want to keep. Then use resources to either terraform mars or improve their engine using cards. The game length can be highly dependent on group. I've talked to people who have games last up to four hours as people focus solely on engines versus terraforming Mars actually. My personal meta has it around 1.5 hours (with expansions). The early game can be very slow and sometimes you just never draw the cards you need for your planned engines.
Still though, I love this game for its heavy emphasis on theme and on how good a powerful engine can be.