I told my wife I would do this as part of our clutter reduction program at home, plus, I'm going to use that money that I get to pay for the banjo I just bought.
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Do you choose unusual hobbies, or do they choose you?hentzau wrote: plus, I'm going to use that money that I get to pay for the banjo I just bought.
It's my fault. I had him watch Deliverance at my place recently and he was really taken with the idea of making men squeal like a piggie...El Guapo wrote:Do you choose unusual hobbies, or do they choose you?hentzau wrote: plus, I'm going to use that money that I get to pay for the banjo I just bought.
It does seem that I'm a weird hobby magnet. But, I gotta admit, I enjoy the uniqueness of them all.El Guapo wrote:Do you choose unusual hobbies, or do they choose you?hentzau wrote: plus, I'm going to use that money that I get to pay for the banjo I just bought.
Come on! Tell them about fencing in your backyard!hentzau wrote:It does seem that I'm a weird hobby magnet. But, I gotta admit, I enjoy the uniqueness of them all.
I realized I was this type of gamer when, during a game of Power Grid, other players started pulling out calculators on the last turn. That last turn takes 30 minutes with them because of all the math. I joked that they should use an Excel spreadsheet until I actually saw a guy doing just that.hepcat wrote:I'm very much a casual board gamer and don't really search for the min/max loopholes in any game, or base my opinions about the game in question on the number of luck based mechanics it incorporates.
For me it depends on the game and the mood. I love beer and pretzel gaming. I love intense strategic gaming. I like luck and lucklessness both. Screaming Chaos Marauders as you dive for a card that someone played can be fun and so can hours of setting up plans in a wargame. I'm not too fond games looking masked as heavy on the strategy where strange pieces of one off luck make or break the game or games of luck that do strange things for no real rhyme or reason. Like in Talisman where you are playing for two to three hours of running around the board and then you draw the card that says "you lose. Go get your shinebox."hepcat wrote:I'm very much a casual board gamer and don't really search for the min/max loopholes in any game, or base my opinions about the game in question on the number of luck based mechanics it incorporates. Most of the folks I game with seem to do so, however. While this may explain why I enjoy Summoners War on a different level than you obviously do, it would probably also go a long way towards explaining why I always lose.
They get one or two less units on the board during setup than most factions, but I find it odd that your friend frequently had no forces on the board.Jow wrote:Really? Huh. Maybe the guy I was playing with them just played them wrong, but he began just about every turn in the game with no forces on the board. If I saw one of the Smashers (4 hp, don't roll to hit) I'd basically pile everything I could on it to make sure it didn't survive a second turn. I'm not sure ranged is THE only way to deal with them either - Elven Warriors (with blaze step) allow some nice hit-and-run attacks, and you can use Dwarven Defenders to lock them down and give your spearmen the opportunity to range attack (or move right in and get a free 2 hits in).
Brandon wants me to try out the orcs the next time we play as he has consistently had trouble doing anything with them. i'll let you know how it goes.
that sounds like it'll work well, thanks for the suggestion :)Chaosraven wrote:For Neuroshima Hex, I suggest a small pile of six sided dice. Placing them on units for Initiative Modified by x,y, and z. (i have played this as freeforall from 2player up to 6player, and teams of 2,3 in 2,4, and 6player).
Friday sounds good to me.hepcat wrote:I'll be using the Innsmouth expansion and the item/spell/etc. cards from the small box expansions at Octocon. I'll also be adding in all the investigators since they're not expansion specific.
The Innsmouth expansion is my favorite because it's very light on rules additions/changes. It just adds a federal investigator track to keep the Innsmouth horrors from appearing. It also adds relationship cards which are very small additions to the investigator's back stories.
Should we plan on this for Friday night? If so, I'll see what time I can get into the hall so I can get it set up beforehand. That will cut about 30 to 45 minutes off the playtime.
My group refuses to play Arkham anymore. The guys I play with like to 'win' and even when they try to play nice together, we get our asses kicked everytime in this game.LordMortis wrote:Friday sounds good to me.hepcat wrote:I'll be using the Innsmouth expansion and the item/spell/etc. cards from the small box expansions at Octocon. I'll also be adding in all the investigators since they're not expansion specific.
The Innsmouth expansion is my favorite because it's very light on rules additions/changes. It just adds a federal investigator track to keep the Innsmouth horrors from appearing. It also adds relationship cards which are very small additions to the investigator's back stories.
Should we plan on this for Friday night? If so, I'll see what time I can get into the hall so I can get it set up beforehand. That will cut about 30 to 45 minutes off the playtime.
Last night we both came the closest we ever came to losing and though it got "easy" about 2/3 of way through, for the first 2/3 of the game it looked pretty hopeless. And we also had the easiest win we ever had. Six turns of nothing but luck, sealing closing the first and only four gates to open.
I really like the team work involved in the game.
RMC wrote:My group refuses to play Arkham anymore. The guys I play with like to 'win' and even when they try to play nice together, we get our asses kicked everytime in this game.LordMortis wrote:Friday sounds good to me.hepcat wrote:I'll be using the Innsmouth expansion and the item/spell/etc. cards from the small box expansions at Octocon. I'll also be adding in all the investigators since they're not expansion specific.
The Innsmouth expansion is my favorite because it's very light on rules additions/changes. It just adds a federal investigator track to keep the Innsmouth horrors from appearing. It also adds relationship cards which are very small additions to the investigator's back stories.
Should we plan on this for Friday night? If so, I'll see what time I can get into the hall so I can get it set up beforehand. That will cut about 30 to 45 minutes off the playtime.
Last night we both came the closest we ever came to losing and though it got "easy" about 2/3 of way through, for the first 2/3 of the game it looked pretty hopeless. And we also had the easiest win we ever had. Six turns of nothing but luck, sealing closing the first and only four gates to open.
I really like the team work involved in the game.
I wonder if we are playing something wrong? In order to close a portal you have to start at the entry square and fight your way one space at a time to the correct portal exit, and then do something to exit.
The last time we played. with a group of 6 of us. We drew a monster that just had a large attack and basically said, you died if you failed this save, I think it was death.
Then we ended up with a flyer, that kept attacking us and killing us. It seems next to impossible to save..Only a 5 or 6 saves, right? Or something like that.
<sigh> I love the background, but my group has banned the game from the table. They would have banned it from my house, but I own the silly thing.
hehehe...Maybe I should blow that part of the box up on a photocopier and pin it to the gaming room walls.hepcat wrote:well, it DOES bill itself as a "cooperative" game on the box, in the ads, on FFG's site...well...you get the idea.
That isn't going to work at all. Self sacrifice comes in to play in almost every game we play. And then there is the whole idea of denying yourself the strengths of your character to help the team. I had the private eye gangster guy last night. His perk is that clue tokens spent get two dice instead of one and his strength is stay in the streets and fight stuff. The result is that he doesn't really pursue clues and his perk goes to waste. If he pursues clues, all he is doing is slowing the people down who are closing the gates.RMC wrote:I guess I always hoped that maybe you could compete against one another, and maybe cooperate a little. But in AH, it is either all or nothing.
Descent is a good coopetition game, where you all work together and you're ultimately trying to beef yourself up. It's real coopetition but real coopetition games are hard to pull off, where everyone needs to pull together enough to keep the game from failing but there is only one winner.RMC wrote:hehehe...Maybe I should blow that part of the box up on a photocopier and pin it to the gaming room walls.hepcat wrote:well, it DOES bill itself as a "cooperative" game on the box, in the ads, on FFG's site...well...you get the idea.
Also, I have so many games now, that we tend to play what matches how many people we have. Lately we have been playing RuneWars, which I enjoy a lot and so do the guys, as they all manage to somehow kick my ass every time. Usually in the last turn or so.
<sigh> Maybe I should make one of them start buying the expensive games so I can beat them at it.
And I didn't mention Castle Ravenloft, even though that is my current obsession...hepcat wrote:D'OH! How could I forget BSG when listing coop games!?
Oh yeah...hepcat wrote:you ARE bringing that to Octocon, right?
They kept laughing at me yesterday when I read "You come across sleeping horror" or some such nonsense. Nice example to set for your boy, chaosraven.hepcat wrote:saw it and immediately started drooling. i am a lovecraft whore and will purchase this the moment it comes out.