![]() The overall winner is the person with the highest combines score across all games, and those sort of swings will probably mostly even out by the end of a campaign, but it can feel really unfair within a single game.īottom line: the game is flawed, but better than its online reputation would have you believe in my opinion. Then player B reads a different turtle and (also using a real example) finds a Golden statue and earns 4 extra points in a game that ends when someone hits 13. So he got nothing extra and just lost some goods. He gives the priest the linen and the priest just mocks him a he gets nothing. This means that player A could read a turtle and (to use a real example from our campaign) meet a mad priest who requests linen. The catch is there be like 10 different "turtle symbol" entries and you have to just pick one at random and there can be almost anything in a given entry. Exploring for instance is done by going to a spot rolling some dice and then if you succeed reading an entry from a book. ![]() The awarding of very points on a given turn can be VERY random. All their prep is lost and they have to start the next game basically from scratch. More than once, we had a game where someone spent a ton of time and resources putting the pieces in place to grab a milestone, and then someone else ended the game one turn before they could actually do it. They also tend to be difficult to do and require investing time and resources in those temporary upgrades to get ramped up enough to do one. Also, completing milestones is how you unlock things and they are worth significant points. Feels like every game has to start out with building your basics back up until you can actually do something. Then you also get one permanent ship upgrade but seperate from the purchased ones. At the end of every game all of that goes away except you may keep 1 advisor. You have two ships with multiple upgrade slots, a stack of hired advisors, and buildings to be built. Playing through the campaign there were two issues I saw come up consistently: I will say though that interesting reveal I mentioned is actually pretty cool and I enjoyed that part a lot, but it felt like there was a lot of slog to get there. We all but went full co-op at that point to get past that roadblock despite the fact that meant handing a game to a player essentially. There is one other sort of twist earlier but it's mostly just a big middle finger that practically brings the game to a halt and makes doing anything almost impossible until a certain highly difficult task can be dealt with. Almost everything before that is basically just adding additional mechanics that barely change things. The first REALLY interesting reveal is in the next to last box. The unlocks and story progression are, in my opinion, too slow. That's not inherently a problem, just know what you're in for. It's a pretty dry Euro experience for the most part. Because expectation was so high though people act like it was a 1.5. ![]() Then the game came out and it's like a 6 out of 10. After PL shot straight to #1 on BGG the expectations for Seafall were 11 out of 10. My opinion is that Seafall suffers MOST from being the followup to Pandemic Legacy. This is largely an irrelevant choice but it is written here because it will be very important to a few people and I’ll hear about it if I don’t.TL:DR I would say yes, for the $15-$20 price that Seafall can be found at sometimes, it's worth that to the right audience. If more than one card is dismissed at once, the player dismissing them chooses the order. If there is a tie in campaign glory, the player with the least prominent rank in this game chooses which title they want, then the next least prominent tile, etc (Should be "title")ĭismiss: Return a card to the bottom of its card deck. (Consider swapping "it'' for "them" or "him/her") If the advisor doesn’t have a name, you may name it. If an action would require more enmity tokens than you have available to spend. Blue has one permanent enmity sticker one green’s province from an earlier game. Now, for the first time ever Rob has built a world and game from scratch around the Legacy idea. Both were important and acclaimed games whose innovation and scope sent ripples through the board game community. It was preceded by Risk: Legacy and Pandemic: Legacy Season 1. Most of the other stuff has me under NDA. SeaFall is the third Legacy game designed by Rob Daviau. Pandemic Legacy Season 2 will bring more narrative back into the mix with lessons learned from Season 1. Risk Legacy has virtually no story but is really fun (and a streamlined version of Risk). (Should be "by"?)īlue is considering raiding green’s province. SeaFall has more a narrative approach, but the story is slightly flimsy. Yellow could have refused the token but can’t ‘sweeten the deal’ but asking for some gold in addition. While reading through, here are the typos I found: This looks amazing, you have my preorder!
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |