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Author Topic: Distant Colony - Boardgame - Game over!  (Read 39240 times)

evilcherry

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Re: Distant Colony - Boardgame - Round 2
« Reply #90 on: July 12, 2013, 01:34:15 pm »

Wow. I don't think I've had Toady come into one of my games, before. I think I missed whatever happened, but I'm sorry you had to step in, Toady.

Can we all please keep this civil? It's just a boardgame, after all, no reason to get upset about anything.
Oh forgot to tell you guys. I tend to be a wind-up merchant in Boardgames.

Hope people won't mind.

Mephansteras

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Re: Distant Colony - Boardgame - Round 2
« Reply #91 on: July 13, 2013, 11:42:08 am »

Still waiting on RulerOfNothing, evilcherry, and 10ebbor10 to give me their colonization decisions.
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10ebbor10

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Re: Distant Colony - Boardgame - Round 2
« Reply #92 on: July 13, 2013, 04:16:38 pm »

Sorry, but I'm afraid  I'll have to leave this one.
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RulerOfNothing

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Re: Distant Colony - Boardgame - Round 2
« Reply #93 on: July 13, 2013, 07:29:24 pm »

I'll take an Unskilled colonist.
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evilcherry

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Re: Distant Colony - Boardgame - Round 2
« Reply #94 on: July 13, 2013, 10:14:46 pm »

I take skilled just to screw people up.

Mephansteras

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Re: Distant Colony - Boardgame - Round 2
« Reply #95 on: July 14, 2013, 12:32:03 am »

Sorry, but I'm afraid  I'll have to leave this one.

Hrm.

I'm seriously considering just restarting this game, considering the number of people who've dropped out so early on.
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evilcherry

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Re: Distant Colony - Boardgame - Round 2
« Reply #96 on: July 14, 2013, 05:47:31 am »

Sorry, but I'm afraid  I'll have to leave this one.

Hrm.

I'm seriously considering just restarting this game, considering the number of people who've dropped out so early on.
Also a few things:

Make Survey path more interesting
consider a "power grid" style market
Limit # of buildings
Make Org less attractive

These are a few things that could be improved here.

RulerOfNothing

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Re: Distant Colony - Boardgame interest check
« Reply #97 on: July 14, 2013, 06:37:34 am »

Buildings also have a Size, generally 1 or 2. You have 15 total spaces in your Settlement available. One is already used by your Colony Center, leaving you 14 spaces to use during the game.
That looks like a limit to the number of buildings to me.
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Dariush

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Re: Distant Colony - Boardgame - Round 2
« Reply #98 on: July 14, 2013, 06:55:19 am »

Make Survey path more interesting
consider a "power grid" style market
Limit # of buildings
Make Org less attractive
This (minus the limit, since it already exists). Additionally, a couple more requests:
1) Buff build's on-play effect.
2) Nerf colonization's on-play effect.
3) Increase the building variety, especially I'd like to see some trade-related ones.
4) Make complexes look less like simply two buildings stacked together (lower the cost a bit or make them work like three buildings with a size of 2).
5) Make the game less linear overall (so there's some choice other than prison path and not-prison path).
6) Add some ways to play more phases or block phases other people play.
« Last Edit: July 14, 2013, 10:12:27 am by Dariush »
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evilcherry

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Re: Distant Colony - Boardgame interest check
« Reply #99 on: July 14, 2013, 10:03:40 am »

Buildings also have a Size, generally 1 or 2. You have 15 total spaces in your Settlement available. One is already used by your Colony Center, leaving you 14 spaces to use during the game.
That looks like a limit to the number of buildings to me.
I mean a puerto rico-like overall limit. Though I don't think introducing everything in one go is a good way to make boardgames.

Mephansteras

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Re: Distant Colony - Boardgame - Round 2
« Reply #100 on: July 14, 2013, 11:43:18 am »

Make Survey path more interesting
consider a "power grid" style market
Limit # of buildings
Make Org less attractive

1) Survey isn't supposed to be too interesting. It's a way to make a little extra money (and resources if you have Survey Station), but you're focus is supposed to be on building a settlement, not exploring the planet. It has its uses, though.
2) Not sure that would help too much, since you're building production chains. Power Grid works because everyone has to buy from the market.
3) You mean limit it so that there are only X number of farms or whatever? That might make sense for a few buildings, like resorts, but not so much for most things.
3) What do you mean? Organization helps if you have unstaffed buildings, but otherwise you get more from having a different phase. First player is useful sometimes, but that's situational.

1) Buff build's on-play effect.
2) Nerf colonization's on-play effect.
3) Increase the building variety, especially I'd like to see some trade-related ones.
4) Make complexes look less like simply two buildings stacked together (lower the cost a bit or make them work like three buildings with a size of 2).
5) Make the game less linear overall (so there's some choice other than prison path and not-prison path).
6) Add some ways to play more phases or block phases other people play.

1) Buff it? Build's effect is awesome. You get to staff a building immediately, which means it's both available for use during that Production Phase and you don't have to rely on an Organization happening to get the building staffed.
2) Why do you think it needs to be nerfed? It'd be difficult to pursue a lot of strategies if you can't rely on getting the right colonists. Also, you have to be careful about using it too much. Colonists that you have unemployed at the end of the game cost you points, so you don't want to get too many that you can't use.
3) Some more variety is planned eventually, but right now I'm focusing on the basics of the game before I muddy the waters too much.
4) Been pondering what to do with those, but haven't come up with a decision I'm happy with yet.
5) Prison/not-prison is actually pretty minor as choices go. You have a lot of ways to go - goods production, machine production, laboratories, resorts, terraformer. We played a game last night, a friend of mine and I both got criminals. He went prison, I ignored them. Our scores were very close at the end.
6) Neither of those really fits this style of game. The point is to predict what other people will do and outmaneuver them. Blocking them or circumventing their choices would make it a very different game.

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evilcherry

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Re: Distant Colony - Boardgame - Round 2
« Reply #101 on: July 14, 2013, 11:59:47 am »

Basically, if you anticipate someone else going Org, and someone would select the phase you really want, there is no reason not to go with Org. Giving someone a free Caylus Gatehouse is very, very strong.

Mephansteras

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Re: Distant Colony - Boardgame - Round 2
« Reply #102 on: July 14, 2013, 12:52:49 pm »

Basically, if you anticipate someone else going Org, and someone would select the phase you really want, there is no reason not to go with Org. Giving someone a free Caylus Gatehouse is very, very strong.

Not really. If you want first player, it's good. If not...why not just play whatever you wanted anyway? Org's main ability is, quite frankly, useless the majority of the time since you won't have any colonists you want to move around. Getting first player is handy, but generally only if you need something from the colonist pool or to buy something that you think other people are going to buy up before you. Otherwise...you'd be better off playing whatever phase you actually need.
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PyroDesu

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Re: Distant Colony - Boardgame - Round 2
« Reply #103 on: July 14, 2013, 02:42:02 pm »

One thing I would say, even though it's not entirely impartial of me, is that turn order should be randomized or otherwise changed (scrolling through, with the first becoming second and so on, with the last becoming first, perhaps) between turns, but not between phases. This way, Org is actually more useful since you can't just stick around in the pole position until someone else plays it. And, if multiple people play it, it means you can put them in order instead of discarding their Org special.
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Mephansteras

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Re: Distant Colony - Boardgame - Round 2
« Reply #104 on: July 14, 2013, 02:44:50 pm »

One thing I would say, even though it's not entirely impartial of me, is that turn order should be randomized or otherwise changed (scrolling through, with the first becoming second and so on, with the last becoming first, perhaps) between turns, but not between phases. This way, Org is actually more useful since you can't just stick around in the pole position until someone else plays it. And, if multiple people play it, it means you can put them in order instead of discarding their Org special.

That would work ok for a forum game, but not at all in a sit-down board game. You really have to just go clockwise from the first player to keep it straight at a table.
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