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Little suprises edition

Last time on /bgg/: >>97360696

Pastebin: https://pastebin.com/h8Tz2ze8

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

TQ:
>What game did you expect to hate, but ended up really liking it?
>What game did you expect to love, but endet up hating it?
>>
Pic is me vs. the fat retarded chinaman/amerifat who implemented that shit fucking dogshit 72-step captcha
>>
How does bid increasing work in liars' dice?

You can either increase the face value or the quantity?
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>play 6-ish games of fotm (solo mode)
>absolutely annihilated by the AI
>realize I'm supposed to be rolling their action die at the END of their turns, instead of the start
>that one single bit of precog is enough to turn unwinnable random-bullshit-go clusterfucks into something actually playable
Fuck, man. Game design is such knife edge.
>>
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Played thiefdom tonight. It's a perfectly fine game by the Clans of Caledonia dude. Sneaking around, stealing and selling stuff trying not to get caught by the constables, it's pretty fun. Theme's cool, powers are great, scores are tight and it's pretty interactive.
Yet we all ended up finding it somewhat meh. For one there was the time, it took like 2 3/4 hours where we expected it to be sub 2, but that's not enough of a reason to be down on it. I thought about it a little and then I realized something I'd consider a critical design flaw
The game is much more fun if you play a more "from your gut" game and don't plan your turns out in the minutest detalils because mistakes make the game more interesting. At the same time, though, the game punishes mistakes somewhat harshly. So the game ends up in an unhappy middle ground where everyone analyzes a lot, but no thief ever gets caught. It's a somewhat unstatisfying affair; a big part of the game is the constant threat of the constables catching you, but in reality it plays more like a puzzle in how to inconvenience your opponents the most. It's a pity because the game is pretty well designed, but there are many games more fun to play if you are looking for the heads-down and puzzly experience. Thiefdom does want to be played a little quicker than would be safe, it wants to have a snappy gameflow. But when the penalty for making a mistake is high, players naturally put in energy to avoid a failstate, and thus you end up having an AP-prone longish game that lacks the statisfaction of a more heavy experience. I wonder what group this is for, some will surely love it.

It's a bit heartbreaking, actually. The game had so much going for it, but I think I'll sell it.
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>>97391626
Or both. But you have to raise at least one of them (or try to call a lie).
>>
Do Clank and Clank: Catacombs have identical decks of cards?
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>nothing for hours
>2 threads within 3 minutes of each other
Weird. Thanks other baker, I will remember your sacrifice and respectance of board culture
>>
>>97391697
no



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