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What's your theory for why all the talent is leaving Leder Games?

What’s your worst/best board game break up story?
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so did all you guys who said Regicide is meh only play solitaire?
I feel like it's pretty fun as a limited communication co-op
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hello, where's the pastebin and backlink and all that other crap
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>>97360831
lost them in the divorce
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previous: >>97319529
Pastebin: https://pastebin.com/h8Tz2ze8

Survey results: https://pastebin.com/YJPZ44rq

nigger: >>97360696
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>>97360696
>Why are people leaving Leder Games?

If I had to guess? Root sold like crazy compared to everything else to the point every other game was going to be ignored and/or neglected with minimal funding and brain power going to advancing older games and developing new titles so Leder can go all-in on Root. People wanted to do other stuff and got shut down, realized they would be stuck working on something they didn't care for and the company would be fucked as soon as the Root fad ran its course due to limited investment in anything else, so they are bailing early while they still have some business cred left to get shit done.
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>>97360696
>Worst game breakup
I thought Pandemic was pretty solid and then I realized that a couple of games I lost were 100% unwinnable given the deck and have had zero desire to ever touch it again.

Make no mistake, I love bullshit games (the kind of game where strategies are pointless and you are fate's bitch like Betrayal and DungeonQuest), however, when a game is decidedly NOT a bullshit game from a design philosophy and mechanics perspective but has a major bullshit element it can fuck off. Note that I don't consider dice based resolution mechanics as bullshit, it has to be some kind of element where "You Lose" is basically a determined outcome from something that was predetermined at a much earlier state and you are just fucking off waiting for the game to tell you that you wasted an hour for no fucking reason because the deck said "fuck you" a long time ago.
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>>97358155
>If theres so much combat and it sounds like you can build so many ships, is combat ever dramatic though, since you'll just replenish quickly?
I didn't mean to imply that it's just non-stop combat. Some people here refer to Eclipse as a euro for some reason. My understanding is that this is because it's mostly NOT combat, but exploring, managing your empire's resources, unlocking technologies and juicing up your ship designs.

What I meant is that everything about the game is in service of the combat though. The reason you're exploring, colonising, and unlocking technologies is primarily to make a fuck off fleet and genocide your neighbours.

Generally, my games tend to be mostly passive, with people keeping to themselves for more than half of the game and building up their fleets, followed by a couple of explosive turns at the end where massive fights start happening. However, the last couple were really something else, with the galactic core thing being taken and immediately contested by turn 3, skirmishes and backdoor shenanigans every turn.

>dramatic
It's almost always dramatic regardless of the phase of the game and it's precisely because ships are expensive. Early on it's because all you have are two weak-ass ships shooting waterguns at NPCs that you hope will eventually hit and you can expand, and later on it's because you spent 3 hours building up your armada and if your enemy punches through, everyone you know and love (represented by VPs) will burn with the help of hydrogen bombs.

>replenish quickly?
Over the course of a game, you will feasibly get enough resources to make one big fleet. You can replenish a couple of individual ships that you lost earlier, but if you go balls to the wall and lose an end-game fleet, your best hope is to hunker down behind starbases and hope that nobody finishes you off.

Fuck I want to play Eclipse so bad.
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>>97361001
Not that anon, but I think something that made the game a bit more passive for my group was the realization that the most powerful fleet is the potential one. Sure you need to blast some ancients to get to the juicy hexes and maybe 2e changed some things, but being able to build in hexes with enemies present meant keeping your resources high while aggressively exploring is a very good strategy for almost every faction because your ships can, for the cost of a few actions, instantly be where you want them to be. It is, of course, passive by design but still needs a coordinated effort to break. Naturally there are a lot of counters to that, lotsa fighters with neutron bombs, cloaking device and so on. But it made our games significantly less bloodthristy. Now, that sounds very gay and boring but I assure anons reading this it isn't. Just wanted to throw in my experience and learning curve from haha fuck you pew pew in space to calculated economic and military strikes. It's interesting.
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>>97360696
>What’s your worst/best board game break up story?
Worst game breakup was Gloomhaven because I love most of the game except that it's an absolutely massive unplayable timesink, at least in my situation.

Best game breakup was my ex whose behavior during the game and dragging drama both ways between game and real life proved very reliable warning signs. Thanks, forgotten boardgame!
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>>97361001
>Some people here refer to Eclipse as a euro for some reason.
because it's a game of maximizing your actions and action economy and resources. you don't upgrade ships until you have "using the upgraded ships for fighting" in your immediate plans, because if you just upgrade then you're wasting an action that you could've spent as a research, or explore, or even an extra point of control to get more materials/science to be even more efficient with your builds
not saying that that's bad, btw, i love optimizationmaxxing, but i just prefer to call a spade a spade and not an "enlongated tool that can be used for digging" because then some fool will compare a spade to a spoon.

>>97361056
To play the devil's advocate, a potential fleet is only a defence tool. To win you need to be aggressive, taking combats and stealing enemy land at least in the last round, so potential fleets don't help you win the game, they just defend a theoretical win you might not actually have. Also systems guarded by neutrals are usually better than unguarded ones, so not having an active fleet early means you're not taking those hexes as early (unless you play the one faction that ignores neutrals) and that means missing out on big money that could accelerate you beyond what your opponents have. It is an economics war game, and that's why being active can be good.
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>>97360696
It's just like one of my NTR doujins!
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>>97357848
If there's so much combat and you gain points even if you lose, is combat ever dramatic though, as it always is in TI?

It sounds like not much beyond combat. Is it similar to Kemet in that regard? Thats also constant warfare and upgrading your units. I know its deeper than that due to types of upgrades and so on, but still?

>>97357693
So would you say combat in TI is more tense and meaningful, while combat in Eclipse is smarter and more intricate?

What about exploration, is it fun in either game?

>>97357788
Mostly I'm just looking for interesting systems/customizability, and epic situations you'll talk about years later. The length of TI is a problem, but it seems like the more flavourful of the two games - 17 factions for example vs 6 in Eclipse (the expansions for eclipse are super expensive).
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>>97361001
>>97361316
My bad, I didnt see you replied, ignore that!

>>97361056
How would you compare it to TI:4, if you played that?

>>97361141
How exactly does explore work? Do you find planets to settle like in TI?

How many factions are actually in Eclipse? It seems like 6 alien factions, but you can also play as humans or something?
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>>97361141
>spade a spade
It's definitely optimisationmaxxing, but "euro" is not in my vernacular since I find the term a bit too fuzzy. Everything in Eclipse is so random that I have a hard time conceptualising it as a "euro", despite the management autism involved.

>>97361056
No clue what changed since 1E since I only started with 2E. There is definitely the aspect of potential defensive fleets, but in my games it's relatively rare and/or limited. Part of it is the fact that if you pass without building first, the reaction build is much less efficient so it will cost a fortune. Also, people tend to use up their resources proactively for both fleets and orbital spam, so there is seldom a lot of liquid resources floating around. If you have only one avenue of attack (no wormholes in the ass end of your base), it's usually safe to just build the ships for deterrence as well as the option to clear NPCs or attack someone else as needed rather than keep the resources pooled.

I did do this in my last game though, mounting a heroic defense against two pricks who decided to double penetrate me. So it's not a non-factor, but definitely somewhat rare in my games at least. We are dimwitted in general so YMMV.
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>>97361333
>How exactly does explore work? Do you find planets to settle like in TI?
I don't think TI4 even has exploration, unless an expansion added that.

In Eclipse, you start off with only your home base and the galactic center revealed. Everything else is revealed with explore actions and involves drawing+placing random hex tiles. There are 3 sectors:
1) 1 distance to galactic center. Highest risk of NPCs, best reawards on average.
2) 2 distance to galactic center. Medium risk, medium reward.
3) 3+ distance. Lowest risk, lowest reward.

When you explore a tile, if there are no NPCs, you get to expand there, colonise the planets (if any), and take a discovery tile. Otherwise you have to clear away NPC ships first before you can do the same. It's more costly, but NPC-protected systems ALWAYS have a discovery tile and USUALLY have better planets for colonisation.

It's great fun and kind of necessary to spice up the game, but it's the biggest source of variance in the game. Someone might draw absolute garbage systems one after another, while someone else gets a bunch of free real estate in turn 1. Likewise with discovery tiles, all of them are be useful to some degree, but some will propel you massively forward and some are situational at best.

So the games tend to have a couple of clear leaders just based on the initial explorations and there can be little counterplay to directly contest them for the majority of the game.
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>>97361333
>>97361540
cont.

>factions
7 in the base game: 6 aliums with one generic hoo-man faction on the flipside of each alium. I would say they all have a pretty good niche in their playstyle which is based in the core concepts of the game. These are good at expanding, these are good at research, these are good at fighting, these are good at building type of thing.

I have 4 expansion races, and kind of similar to Dune's expansions, they are interesting but trend in a more weird direction that doesn't flow quite as naturally from the core design or have as strong an identity. Unlike Dune at least, all factions are not inherently interlinked or balanced around each other being present, so it doesn't really matter as long as you like it. Just a small observation.
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*final ahem*
Last call for anon to participate in this years
/BGG/S TOP NINE

Use Pub Meeple's Top Nine generator and post your top nine games

https://www.pubmeeple.com/top-nine

Newbies and the forgetful can check out /bgg/s previous 'Top Nine' results in the OP survey results

Sometime after this thread dies, I will finish the "scientific analysis", post the compiled data, and we can compare to where the generals darlings lay a year ago.

VENERATE THE COUNT
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>>97360931
>new kitty for the collection
BUENO
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>>97361540
So its a little like building up your forces and upgrades before you go closer to the middle?

Is there any comeback mechanic if someone else is just luckier with their draws?

I believe theres no trading with other players or alliances or that sort of thing?

>>97361551
Ah, so everyone can play as humans, which have no special abilities if they wanted?
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>>97361796
>So its a little like building up your forces and upgrades before you go closer to the middle?
Kind of. Most systems in sector 1 have NPCs but you can get lucky and find an empty space to expand in which will have solid planets. Then in the galactic center there's an extremely lucrative system that's always protected by a stronger NPC. Generally it will take at least a couple of turns of building up and improving your ships before you can properly engage the NPCs without having a 50-50 chance of just losing your small starter ships, but some factions are better at early combat than others. I took the galactic center on turn 1 once as the Eridani, which start with loads of money and decent starting tech.

>comeback
None whatsoever. If you play particularly stupidly, you can be outright eliminated from the game. But generally, if you play smart, you can find opportunities to come back.

>trading or alliances
Nope, nothing of the sort. There's only a small resource incime bonus you can get by trading ambassadors with your neighbour, but that goes away once someone gets too big for their britches and attacks.

Like I said, everything in the game leads to combat.

>everyone can play as humans
Yes. They have no special ability as such, but humans have better fleet logistics so they are not entirely without advantages either.



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