As someone with 5 years of experience, I can confirm this is solid advice
I've been saying this for months! Glad someone finally posted it
Mesoamerican astronomy was as sophisticated as anything produced in the Old World at the same period. The Venus tables in the Dresden Codex track Venus' synodic cycle to within a day over centuries.
Following this thread for updates
Root at five players creates a genuinely different political dynamic than at three. The Vagabond changes alliances in real time.
The ending is ambiguous in a way that requires the film to have been set up the way it was.
Scythe's combination lock resolution for combat is simple to learn and creates exactly the right amount of tension.
Everdell's production values are so high that non-gamers stop and ask about it before they know it's a game.
Saving this for later
The Budget Your Trip website has user-reported cost averages by city that are more current than most guidebooks.
Root is the only game where I've seen a player win by deliberately losing early military conflicts. The Alliance taught me that.
The Brass Birmingham experience at two players is almost a different game due to the reduced blocking and different market pressure.
Spirit Island cooperative victory felt more earned than any competitive win I've had. Shared achievement is different.
The Ticket to Ride blocking issue is overrated as a criticism. Strategic route denial is a feature, not a bug.
Brass Birmingham at two players with the recommended variant is a different and slightly better game than at four.
The real tip is always in the comments
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As someone with 5 years of experience, I can confirm this is solid advice
I've been saying this for months! Glad someone finally posted it
Mesoamerican astronomy was as sophisticated as anything produced in the Old World at the same period. The Venus tables in the Dresden Codex track Venus' synodic cycle to within a day over centuries.
Following this thread for updates
Root at five players creates a genuinely different political dynamic than at three. The Vagabond changes alliances in real time.
The ending is ambiguous in a way that requires the film to have been set up the way it was.
Scythe's combination lock resolution for combat is simple to learn and creates exactly the right amount of tension.
Everdell's production values are so high that non-gamers stop and ask about it before they know it's a game.
Saving this for later
The Budget Your Trip website has user-reported cost averages by city that are more current than most guidebooks.
Root is the only game where I've seen a player win by deliberately losing early military conflicts. The Alliance taught me that.
The Brass Birmingham experience at two players is almost a different game due to the reduced blocking and different market pressure.
Spirit Island cooperative victory felt more earned than any competitive win I've had. Shared achievement is different.
The Ticket to Ride blocking issue is overrated as a criticism. Strategic route denial is a feature, not a bug.
Brass Birmingham at two players with the recommended variant is a different and slightly better game than at four.
The real tip is always in the comments