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Hot Heart

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Everything posted by Hot Heart

  1. Umm, yes! Joss Whedon is very fond of people talking. There are probably 11,000 words of dialogue in Serenity alone (the pilot or the film, doesn't matter).
  2. Hey, I cover nearly everything you need to know.
  3. Hmm, played a game of Firefly with four friends last night and that did take around 5 hours, even with mostly experienced players, most likely because we randomly picked out the toughest story card (Niska's Holiday). It didn't help that we couldn't start playing until 8pm, and then others needed to eat inbetween, which meant the guy who meant we started late got really tetchy when things weren't going his way and he fell far behind. After his final setback, he quit and we just ended the game there; though one player was 2-3 turns from victory, I think. It was partly his own fault because he wasn't quite prepared enough both for the first goal (which can keep killing 2 of your people if you fail the fight skill test even after passing the 3 Misbehaves beforehand) or in getting hold of a pilot and a mechanic so he could Crazy Ivan away from the Reavers, but it didn't help that the other players seized every opportunity to screw him over with the Reavers, and losing crew can really set you back. The only thing keeping him in it was a medic and a medbay, to roll (and then reroll) to save crew from death. Though he did get very unlucky with the Hands of Blue and Reaver Raid Misbehaves cropping up after reshuffles (first is based on Ariel, second is based on the first bit of Serenity; both unpassable without River), which cut short his attempts, along with some die rolls (the 1/6 chance of failure kind). Of course, there are other little factors in there. Since 5 players means people are snatching up crew and supplies left, right and centre, so certain things may become scarce or require a lot of travelling. I mean, I delayed from attempting the goal in order to really bolster my crew for that last skill test, and a few other niggles saw that take 4-5 turns longer than I would've liked, which put me a fair bit behind, too. Though after that first hurdle, my theory was that I'd be all set up to breeze through the rest. Which I was, but then...so were 3 other players, already. I would strongly recommend that you show newer players the Misbehave deck before playing so they get an idea of what sort of things can pop up (Keywords are key, not just skill points), give them an overview of what the different supply planets offer (on the side of the box, or get them to flick through the decks), and show them the tips on the back of the rulebook (or explain how a pilot and mechanic help against Reavers and Cry Babies work against the Alliance). Or I'll get my starter guide finished if some people would help with the 'newbie/complete beginner' feedback...
  4. Woah, that channel's awesome! Best version of Blurred Lines.
  5. ME AGAIN. My friends like to play some games after our badminton session, but one wasn't coming this week (he joins after the sports bit), which meant there was 4 of us. Not that I dislike the guy, but I'm more fond of the games that seem to have a maximum of 4 players (and I think Firefly would work better with 4, which is how it was originally released) as opposed to what we have to play to accomodate 5. Anyway, I usually pass on the invitation, but not this week. So I tried a couple more new (to me) games. Relic Expedition is a game that my friend kickstarted, so I think he also had some expansions but opted not to use them in case things got too complicated. It's a fun little game where you explore a jungle that is laid out as you move, via hexagonal tiles that you randomly lay in place everytime you reach a border piece, and the aim is to collect 4 relics either with the same symbol on them or the same background colour and then 'get to tha choppa' via extraction tiles marked with an H. Along the way, though, you'll need different equipment and items to traverse certain terrain and there are animals that can cause different detrimental effects. To combat these, you can use supplies you draw blindly from a bag or there will be items that also pop up (bananas stop monkeys stealing things from your backpack, a tranquiliser dart can stop a panther or a boar). However, you are limited to a maximum of 8 items in your backpack (though you're free to drop things at your current location if need be without using up an action), so you can see how things might get tricky when you start loading up with relics. A turn usually consists of rolling a die that governs how many actions you get, and is made up of (I think) four 3s, a 2 and a 4. So, obviously, most of the time you will get 3 actions and considering how close our game was, they can be quite critical (to use the helipad for teleporting between H tiles or when you have all the relics requires at least 3 actions, for example). When animals start appearing, then another die is rolled at the same time to determine what, if any, of those is moved. An animal is moved 1 or 2 tiles, but cannot go over quicksand (or a player can ditch them in the quicksand to get them off the board) The player whose turn it is, gets to start but then it goes round the board as to who gets to move any others (each only moving once per turn), so sometimes you'll have to try and clear them from your path rather than setting them on others. Things started a bit shaky as a couple of critical animal placements were missed in the early stages, but we soon got it in hand and everyone went their separate ways through the jungle. Some of the others got fortunate with finding the special areas (there's a cave, a mountain and a river, all of full of relics, that can only be accessed when the special starter tile gets placed and a player has the right gear) whereas I managed to build what can only be described as 'donkey kong country'. Fortunately, it earned this name through an abundance of monkeys and bananas so I got through. It could've been worse though. The owner of the game placed 3 new tiles in one turn, all of them panthers, and then panther came up on the die the next turn so the rest of us set them on him so that he had no chance of fending them off (it was hi-larious). A boar did get me early on, but no one was around to capitalise and I managed to continue on with only the loss of a turn setting me back. I had a bit of luck as I uncovered more matching relics and stayed well stocked up on the necessary supplies, even managing a cool vine-swing over quicksand. I was poised to win the game on my next turn when one of the other players spotted an H on the mountain section where he could see the relic he needed and so he was set up for victory. Unfortunately, a roll of 2 set me back the space I desperately needed and my friend got the victory right before I could. Overall, though, I enjoyed it. A fun little game to break out every now and then, and in terms of balance, I think 3 of us were pretty much even (until panther-time right towards the end that is). Then we played Black Gold, with I think only me not having played it before. To be honest, I was apprehensive about this. It looked like a sort of oil version of Power Grid (I guess 'resource management' is a genre?) which I am not too fond of. A few of the subtleties of the rules went over my head early on, but I think I really got the hang of it about halfway. To try and explain it, well...umm, there's a train track where you have a train along with a black, big oil company one that keeps moving forward every turn (game ends when it reaches the end). Early on, moving the train forward a space only requires 1 movement action, but further up you need 2 and then 3. The reason you want to keep moving forward is because to the right of that is all the terrain where you're driving a truck around and building oil derricks and you need your train further ahead or at least parallel in order to transport your oil ready for the auction phase. In some cases, you can always pay the leading player to transport it for you if they're far enough ahead when you aren't (a rookie mistake I made a couple of times). The truck stuff shares your movement actions, so you have to be wise about your driving around to find suitable places to drill for oil and getting your train to keep up. At the same time, there are different types of spots for oil and they can yield different numbers of 'oil spurts' (little plastic geyser things that represent the units and can all clip together in the top of your derricks). Most you can sneak a peek at when you're adjacent, these can be cheaper for 2/3/4 (I think) or the most expensive for 4/5/6 and then one inbetween is a gamble with either 2 or 5. The idea is to try and get set up with many because even though you only take 1 spurt from each derrick at the end of each turn, that means a lot less having to move around and paying to build them, and when they're dry they're gone (and there are bonuses for how many you have at game's end). With the oil you produce you then move over to different markets where the value for each fluctuates and you use 'sales licences' which are cards with a value of 1 or 2 to bid in order to win the ability to sell your oil there instead of everyone else. This where people can find that if they don't win and have more than 2 spurts in that market then they get sold for the base $1k each. What governs the number of moves and sales licences and other things you can get (bonus spurts, for example) are cards drawn at the start of each turn with varying attributes. One may give you 6 sales licences and 6 moves, another could give you 5 sales licences and 8 moves, or 2 and 14, it really can vary. They are all laid out and then the player whose turn it is, gets first pick, with it going round the board after that. (Before that they also would've rolled the die to determine which way the markets move). In terms of gameplay, it took a little while to click but I managed to put together some sort of seat-of-the-pants strategy which involved hoarding sales licences while allowing just enough moves to maintain 3 derricks simulatenously supplying oil each turn, weighing up who was going to try and win what auction and never putting more than 2 spurts into a market that I had no intention of winning (but ready for when things took an upswing). What was a real kick though, for a long time, is that whenever I peeked at a derrick spot or gambled on one, I always got the lowest value. Fortunately, there was a major upset for one player, who could've started getting a comfortable lead, as he got called on a bluff during an auction and couldn't foot the bill with his sales licences (meaning he lost a lot of oil and half of his sales licences) whereas I always played it very shrewdly. When it got to the last auction, when people were spending something like 15 sales licences to earn $21k, I netted a whopping $37.5k with 7 sales licences. And this clever on/off bidding strategy effectively won me the game by a few thousand dollars (I think I got $82.5k and the next closest, the owner of the game, was on $79k). Though, I will admit that I had some advice at certain points, but I think I did pretty well off my own tactics once I got my head round it. Overall, though, I can't say I particularly 'enjoyed' the actual playing. I mean, I think it is cleverly designed and the theme all fits, but like Power Grid, it can be pretty exhausting. It took a few hours to get through (admittedly, a lot was probably me weighing up everything as a first-timer, but there was plenty of the necessary 'mechanics process' each turn) and as much as I cleaned up at the auctions, they were a little too tense and serious for my liking. I mean, there's being a dick to other people when you get the opportunity handed to you, and would be a fool not to take it, but to be so calculating and devious...I feel wrong.
  6. https://www.liftlabsdesign.com/index.html#lifestyle
  7. Ha, yes, Sentinels of the Multiverse is a lot of fun...as long as you're au fait with the fussiness of the rules (destroy vs. discard, playing a card vs. putting it into play, order effects, etc.) Omnitron-X is a great hero once you get him all setup, though can be tricky against Omnitron because of the Nemesis bonus and 'x damage per turn, destroy all equipment' thing. The Block is a really fun, chaotic environment, too. I love when other characters start coming out and messing things up or causing calamitous chain reactions. Red Dragon Inn sounds interesting. Will have to look into that.
  8. Thanks. That's a really good point actually. Though, I think it can also go back to that theme/mechanics balance. I tend to remember the experience or 'feel' of a game over figuring out the mechanics and thinking, "Hey, that's smart." And then there's that time commitment. Some games you can setup and go very easily, I think a lot of the most popular ones work that way, whereas others require not just a mental investment but a...physical one. I think the main 'flaw' with Firefly is that it tries to do too much, which is what makes for a tricky to follow rulebook in the first place, and those slightly too long 'off-turns'. Of course, I really like all that it does, but if you then try and explain it to people, that's tricky. However, it looks like they've built a really strong foundation for other things so that the PvP elements can be worked in and whatever else they have planned. It's kinda cool to see what variants people are coming up with, too. And I think the rulebook tries to be a little too 'conversational' at times, so it isn't always clear. For one, people are still confused as to whether an Alliance Ident Card allows you to remain 'Solid' (have formed a good reputation) with the Alliance guy when you have a warrant, simply because the rulebook says you cannot become Solid with him while you have a warrant but nothing about already being Solid. Common sense to me says that no stiff-collar Alliance guy is going to think highly of you if you're an obvious outlaw, but people aren't convinced... You'd hope some things are instinctive, as great game rules are, but yeah... Of course, these guys also made items that allow you to 'reroll test results of 1', where a test result = base skill point score + die roll, which seemed silly because no one would bother attempting any test with no skill points to start with. Then they released an item that adds a skill point and carries that condition, so it became pretty clear they meant 'may reroll die results of 1'. Hence, why I'm trying to supplement the rulebook with a basic guide with examples and stuff.
  9. Oh, my god. This is fucking evil.
  10. Hmm, this doesn't seem to have shown up on the forum's feedburner thing, so if you did miss it, and because this is my thread now, here is my OFFICIAL review of Firefly: The Game. Credit to P4 for the series name.
  11. Hey, I think that's who we banished in Elder Sign. Nice job dropping the ball!
  12. I'm not. DM me, Mal, I have a plan...
  13. http://www.mayoclinic.org/clear-liquid-diet/art-20048505
  14. Ah, that was such a good episode of Never Mind the Buzzcocks. If you ever get a chance to see Adam & Joe, you must. Their crude Star Wars-themed or Toy versions of parodies were brilliant. Same goes for their pranks, long before other people were trying them, such as finding out just how hard it is to organise a piss-up in a brewery.
  15. She still looks pretty BUT NOT PRETTY DIRTY. IT'S NOT THE SAME.
  16. I've looked at a fair few co-op or competitive co-op games, but it seems like a waste buying most of them because I'd only potentially have one other person to play with; and those things ain't cheap. It's become clear that most of my friends have drastically different tastes to me, and certainly don't have the knack or desire to play co-op. They'll happily play stuff that is only appealing on a purely abstract mechanical level, while I tend to prefer something that feels like it successfully blends its theme with the mechanics or can just be good casual fun. Though, that's not to say I particularly enjoy Power Grid or Ticket to Ride... I guess I prefer 'AmeriTrash' to 'EuroGames'? I thought I'd really like something with a Lovecraftian theme but Elder Sign feels so divorced from it that it just isn't fun. You are literally just looking at dice probabilities and occasionally where to place a new row of 'dice roll requirements'; you are paranormal investigator/risk assessor. Nor does it ever feel particularly co-op and, since there's a countdown, you never get a chance to really do much of what the game shows you. There are so many bits and things for such a bland game. And I have no clue how Love Letter's cards relate to its theme; am I passing a letter around or something? I can appreciate the clever design, but it doesn't engage me or entertain me in a meaningful way. So I've looked at Flash Point or Police Precinct, Space Cadets or Space Alert, Conquest of Planet Earth, Ghost Stories, etc. but decided against them. Particularly when I test the water and get "It sounds dumb/looks rubs." I watched the latest TableTop and Tsuro of the Seas looked quite fun, but then for that one I get, "Regular Tsuro is terrible. I don't think of the seas has changed much." So fuck it, I'll stick to stuff that I can at least manageably play solo.
  17. Yep, that's me alright..
  18. HEY I UNDERSTOOD THIS. HI ETHAN HOW ARE YOU. WE ARE COMMUNICATING.
  19. But you could be internet famous for fifteen minutes! You just can't put a price on internet fame.
  20. Buzzfeed's Great English Dialect Quiz and NYT's Dialect Quiz Map for the US
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