Unfortunately
Mage Wars!
He didnāt even review in on SU&SD, but in an article he wrote somewhere else? But thatās definitely the game I was thinking of.
No idea how i got it and Wiz-War confused. Baffling, really.
Oh hey, thatās what I was thinking of when I wrote Summoner Wars, hah.
So many wars, so many mages.
Eurogamer: Mage Wars review | Eurogamer.net
A whole decade ago
I forgot how many he wrote outside of SUSD. I know Tzolkin was also written in Eurogamer, and it was what made me bought it.
Zoo Vadis and Gussy Gorillas by Nick Murray of Bitewing Games ā Kickstarter
I love Quo Vadis and Iām backing this one, which has a more approachable theme. And I am keen to see what kind of redesign Knizia have done with it ( but I swear, we have club members who will always prefer the dry Roman Senate theme over the cutesy animals!)
I know nothing about Quo Vadis, but always interested in Knizia games.
Yeah, Iām thinking about which level t go for. Fancy edition for Ā£Ā£Ā£ or non-fancy edition for Ā£Ā£
Pueblo late pledges are also open.- Pueblo by Mojito Studios - Gamefound
Looks like a very different game, anyone played the old version?
Iāve played the old version and it looks the same with this. Place a block. The chief moves and penalise everyone in their line-of-sight
I should be all over Zoo Vadis, itās a Knizia, it looks great. But negotiation games in my group just donāt work. We just donāt play like that.
Unfortunately Wiz-War is primarily a game about grabbing a treasure and running away. Any fun spellcasting is secondary and only for the purposes of expediting said looting or interfering with someone else so doing it. I think itās technically possible to win by finishing other players off but you wonāt.
Backed Zoo Vadis (fancy edition), I can see this going well with my more causal players. Skipped Pueblo
Lords of Vegas is back. $60 for base+up or $100 all in.
Still pricey I think, as that doesnāt include shipping.
A roll and write with game trays. I thought weād reached peak roll and write with sagrada legacy but this might pip it!
I just donāt understand why they want include 6 players as standard. The game has a 40 turn limit which is shared amongst the players. I simply would not want to play Lords of Vegas (a game which I really like) with 6 players. I wouldnāt be thrilled by 5, but 6? No chance,
To appease players. We all know 2-5p donāt actually play 5 players, but you can be rest assured for every BGG page of a 2-4p game there will be someone who says āI only play with 5 players, is there any way we can make this work?ā. Theyāll be told a resounding no by a dozen people. Then theyāll throw a strop and say theyāre going to do it anyway.
5+ player games are a lie!!!
I have the Railroad Ink coffin box (four colours of basic set, and all the add-ons). Thatās enough Railroad Ink for me basically forever.
Captain Sonar feels offendedā¦
Thatās different and you know it!
*my post relates specifically for the more traditional games that are obviously designed for 2-4p and typically excludes team based games and party games that truly were designed for playing at higher play counts.
My hottest take is:
2 player = fine to learn a game. Little more.
3 player = awkward and more than likely going to result in some sort of 2 Vs 1 dynamic.
4 player = BEAUTIFUL. PERFECT
5 player = Overly long and no one quite gets a full games worth of satisfaction
Iām really fed up with playing games at 2 player to find out if they actually work at that player count