Excellent. Now I know you're right handed; database updated.
But seriously, that's pretty interesting. You should run a KS.
Moderators: The Preacher, $iljanus, Zaxxon
Excellent. Now I know you're right handed; database updated.
Yeah, Mage Knight's learning curve is undeniably steep. Alas, you're absolutely correct about the game bursting at the seams with nonintuitive granular rules, and the included documentation does little to clarify the learning process. Perhaps the best place to start would be watching Ricky Royal's Mage Knight video walkthrough series. I'd suggest watching them through, then try a couple of solo games, and maybe watch the videos again to catch if you're doing anything wrong. And here's a card list for the Ultimate Edition that should help differentiate the cards of the base game from the expansions.Skinypupy wrote: ↑Sat Feb 15, 2020 2:21 pm Mage Knight has been taunting me from the shelf since I got it for Christmas. Pulled it out this morning to at least start figuring it out.
I’m 2 hours into sorting everything and reading the Walkthrough guide, and I think it has broken my brain. I’m starting to understand the basic structure (I think), but the endless wave of specific, granular rules feels damn near impossible to keep up with.
Part of the challenge comes from what they give you in the box. While I appreciate having all the xpacs as part of this package, they don’t do a good job of delineating what is base content and what is expansion stuff. For example, the Walkthrough guide says I’m supposed to have 28 advanced action cards. I’ve got 44. Am I supposed to mix them all together? Are there some I’m supposed to keep out? Does it matter?
I think this game will be cool, but figuring it out is...a lot.
Thanks for the card list.Anonymous Bosch wrote: ↑Sat Feb 15, 2020 3:22 pm Perhaps the best place to start would be watching Ricky Royal's Mage Knight video walkthrough series. I'd suggest watching them through, then try a couple of solo games, and maybe watch the videos again to catch if you're doing anything wrong. And here's a card list for the Ultimate Edition that should help differentiate the cards of the base game from the expansions.
I'd love a simpler/streamlined version, but actively dislike Star Trek.Personally, I much prefer Star Trek: Frontiers (AKA Trek Knight) over Mage Knight though, as it's a little more streamlined (e.g. no more day/night cycle, only 3 basic colours of mana/data crystals, being able to attack from an adjacent space, and taking wounds and defending in combat is much simpler and easier). The modern Star Trek theme seems more fitting and engaging than Mage Knight's prosaic fantasy too, which also eases the learning process a wee bit.
Yeah, that's unfortunate, as Star Trek: Frontiers might've otherwise been a better fit for you.Skinypupy wrote: ↑Sat Feb 15, 2020 4:35 pmI'd love a simpler/streamlined version, but actively dislike Star Trek.Anonymous Bosch wrote: ↑Sat Feb 15, 2020 3:22 pm Personally, I much prefer Star Trek: Frontiers (AKA Trek Knight) over Mage Knight though, as it's a little more streamlined (e.g. no more day/night cycle, only 3 basic colours of mana/data crystals, being able to attack from an adjacent space, and taking wounds and defending in combat is much simpler and easier). The modern Star Trek theme seems more fitting and engaging than Mage Knight's prosaic fantasy too, which also eases the learning process a wee bit.
Nicely done. That's no mean feat if you're relatively new to the hobby considering the Complexity Rating for Mage Knight scores in at 4.29/5 on BGG.Skinypupy wrote: ↑Sun Feb 16, 2020 7:57 pm Finally got it on the table and finished my first game of Mage Knight. Woo hoo!! Have to admit, it’s a damn good feeling when it finally clicks (especially after a few hours of manuals and walkthroughs).
Got through the initial mission, although I’m 99% sure I was missing a few things, especially in combat. Some of the mobs had icons that I couldn’t for the life of me find what they meant. I basically just played this first game with “base” enemies (disregarding their combat mods), which helped me get the feel of combat. Next time, I’ll start mixing in their resistances and other effects.
I know I’m relatively new to the hobby, but this game makes every other game I’ve ever played look as simple as Candy Land by comparison. The hardest part is figuring out to keep track of so much at once. Definitely a bit overwhelming, but I’m sure it’ll get easier with practice.
Gonna need a bigger table too.
I'm really interested in that one. Would love to hear your impressions once you've had a go at it.YellowKing wrote: ↑Mon Feb 17, 2020 5:11 pm Terry also picked up ATLANTIS RISING, which I'm very eager to try out. We're going to hit that one next after we finish the Cthulhu: DMD core content.
I saw the SUSD review for King's Dilemma this weekend and it looks very cool. A quick search didn't turn up any follow-up, have you played it? Thoughts?
Noted.
Yeah I would be looking to play with 5, but apparently not for a bit as the SUSD review caused a run on the game.
We've beaten the campaign and started FORGOTTEN CIRCLES, so we've unlocked every character and I've seen all of them played.paulbaxter wrote:I'm curious what other folks favorite characters have been so far.
I haven't played AoS, but I have played Railways of the World and really love it. It can be a hell of a brain burner. I've wanted to get some of their expansions, but it doesn't hit the table often enough to justify buying them. But it makes me want to play the game again. Thanks for the reminder.AWS260 wrote: ↑Mon Feb 24, 2020 11:07 am So, Age of Steam last night. It has without a doubt the most unforgiving economy I've ever seen in a game. Just brutal. I had a great time.
The gameplay is straightforward: you're spending money to building rail networks and increase your shipping capacity, and making money by shipping goods along your networks. But you start with nothing, and to generate capital you need to issue shares.
In addition, you bid for turn order, which is yet another money drain but can be crucial for your success.
To give an example of a typical first turn:
1. You issue two shares at five dollars each. +$10
2. You spend one dollar bidding for turn order. This puts you pretty low on the turn track, but at least you didn't spend much. -$1
3. You spend seven dollars building track between two cities. -$7
4. Because you're low in turn order, the best routes were taken, so you can only ship goods once this turn. +$1
5. Pay dividends on your outstanding shares, at one dollar each. -$2
6. Pay locomotive maintenance. -$1
Congratulations, you ended the turn with zero dollars! Guess you'll have to issue more shares next turn.
Eventually, you start make longer, more profitable deliveries, but it's a steep climb, with expenses climbing neck-and-neck with income. And the whole time, the other players are competing for the best routes, blocking your tracks with their own, and delivering the goods that you had been planning to ship.
At the seventh turn of our seven-turn game, my income finally outpaced expenses by $1. It felt like a triumph.