Has the lack of success been due to people taking one look at the number of tokens and saying “no thanks”?
I definitely haven’t dug deep but I have played a few games and I love it. I think it’s important to have people look at the tips for their faction before the game starts, or they’ll probably just crash and burn.
I have the original version and have played the reprint. In my opinion the redesign made the game a lot easier to parse, to the point where I’m seriously considering switching versions.
If you come to Handycon in October (Milton Keynes) I’d be happy to play it with you
I’ve heard of it and people I share taste with love it, but despite plenty of explanations, I really struggle to have an idea of what the game is and why it takes so long.
Wow, BGG has it listed as up to 4 hours, and the guys I know who have played it are saying to expect 3 hours plus with a teach. We’re going to be a big group though (8 I think)
I have a chance to sell my mostly not being played Everdell Big Box to close friends. they’ve had it on loan from me for a few weeks now. I like Everdell but the big box is a lot… and unlikely to be fully played at my table. they’ll buy the new German edition if they can’t have mine. I’m any case does anyone have a comparison with Farshore ? Pinging @simfers because you seem to have played Everdell the most here if my memory from Recent Games is correct. I’m considering that as a possible replacement…
Farshore is a good synthesis of the Everdell experience, I feel, while being different enough that we’re quite happy having both. The resources are a lot scarcer in Farshore, so the game plays differently. There are also less cards in general, so less combos to be had, but that’s hardly a fair comparison, LOL.
The main advantage over the base game plus expansions is size. It’s only a regular box, as opposed to a gigantic one or several regular ones. So it’s much less intimidating, too. If you’re not getting Big Box Everdell to the table, you might have better luck with its slimmer cousin.
Sidereal Confluence is great. I think you absolutely should play with timed trading though. I played once without, and it was interminably slow. The owner of that copy later told me they think they would do it with timed trading next time. I understand not wanting to rush people, but you need a hard limit there.
Also, can be easy with fewer players, but as you get more you need the more complex races.
I’ve played sidereal once with 4 without timed trading and it ran about 2.5 hrs including teach (and the teach really wasn’t that bad for people that are willing to read the cards).
I was surprised at the pace and relative simplicity and plan to get many more plays.
5-player game yesterday with 1 person who hadn’t played before. Add on maybe 30 mins for setup and explanation. We had a 10-minute timer for each trading phase.
I’m interested, but I’'m concerned that expansion content might cause deck dilution—i.e. it’s easier to get a clump of cards with or without a particular characteristic. Anyone tried the expansion who can comment on how the feel of the game changes?
The expansion is great. Not much to worry about with dilution, with perhaps the exception that it’s a little harder to get the right suits for the bonus abilities to trigger, but nothing that’s been too frustrating.
I like the expansion. the symbols are purple.b that’s enough for me😇 i never get the right cards anyway.
it’s supposed to make more strategies competitive including butterflies. i haven’t personally experienced success with butterflies. but the cards are there. i like the combo potential.
Arcs, anyone? I’m thinking I shouldn’t, simply because most games I buy don’t get played much, but there’s a second-hand all-in copy available locally-ish, and I’m wondering whether I should make an offer it. Particularly interested in @lalunaverde 's opinion, but all welcome.
Edit: kinda moot, it sold already, but still curious.
Copied this from the Last Played thread - I have never played with the campaign:
I think I’m done with it. It’s great and I had a great time. The game is fun from start to finish. But Cole have stuck with the VP based system. Runaway winner means that the game ends faster, but god, having runaway losers suck, which is a thing in most of his games.
The Leaders and Lores inclusion is always great. The powers are fun and bonkers. I do recommend to include them even on your first game.
Easily in my top New-to-Me this year, but it’s not gonna make it into my “playlist collection” of around 30 big games. Games within this genre, I would rather play Cthulhu Wars / Glorantha (surprise) or Dominant Species or even Inis. DS does take some time to play like Arcs. But DS decision space is more interesting, even when you add in the random event cards. Though, the random event cards make the game bonkers fun.
There are complaints about the lack of control. From his games and the four games I mentioned above, it is more tactical. But i never found the random cards to be an issue. The dice were definitely NOT an issue in terms of randomness.
Within the Werhle-verse, I would rather play this than Root. It’s more streamlined. Oath and John Company produces better storytelling, but Arcs is more gamey. I would also prefer Pax Pamir (1st edition and 2nd! Preferably 1st edition) and An Infamous Traffic over this. Arcs is easier to play than Pamir, but I find these two more “cerebral”.
I’m not playing the campaign. Not interested.
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I think I still stand by with these comments. Also, I have never played with fast players, so I might change my opinions once the AP-ness fizzles out.