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About Lizalfos

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  • Birthday 07/17/1985

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    Thibodaux, Louisiana, United States
  1. Nothing calls to mind the intrigue of Westeros like penguins. Someone should do a cartoon version of the show but replace the White Walkers with a horde of penguins.
  2. Based on the card images, which show nothing but a picture and House color, it sounds like this is a super simple game that could be played with a poker deck. The fact that the theme is Westeros intrigue and the Targaryens are involved makes it seem a bit thoughtless, theme-wise. Dany should not be placed into court, yet that's what you do according to the post. It sounds like a neat, light card game. I am just scratching my head at the theme. Doesn't seem like something Thronesy at all.
  3. We finally played this today. Ultimately, three of us were quite interested, and another was a bit disappointed when things started to go downhill for him and he mailed it in for the rest of the game, but he said he'd be willing to try it again in the future now that he knows how things work. We played the On the Continent variant (no islands, ships, or bridges) to keep things simple for game one. I pretty much had the middle of the board at set-up which meant I had access to everyone for trade and always had options for attacks, but it also meant I was a big target. I felt a little bad about this since I had played the original and read the rules, but on turn one I took a production site from one player and on the next turn I cut off his trade route to one of the other players. He still had trade access to another player but for a turn or two he could do nothing but trade with that person. However, it paid off, and he got to build the only two boats for the game, one on one turn and one on the next. Boats are a huge deal because they can move 8 spaces with the same strength as a weapon / skywork. They're great for attacking and more importantly transportation. Meanwhile, on the other side of the board, one player quickly got one of each resource to build a skywork while another squandered the opportunity and made a weapon since I'd attacked him previously, hoping to draw them out and into the game (no one else was attacking -- that is just their predilection, they aren't really strategy gamers). The guy with the skywork had no military power to speak of while the other was all military, like me. The game pretty much ended when the boat guy overextended a boat after taking one of my gold sites. I took the boat and then was able to defend an area where I had materials for my skywork. With the skywork, the boat, some horses and weapons, the area was impenetrable for a long time to come and I had a monopoly on gold, which you need to build skyworks. So while another player had two skyworks, I had an easy time keeping him from his third when I built mine. There is one element of randomness, and it came up a few times, where an entire phase of a round (production, trade, or transportation) can get skipped based on a die roll. I don't know that they liked this since it means not doing something, and doing things is fun. However, I actually had the chance once to choose whether to have a phase or not, and I chose to skip it. This unpredictability may seem negative at first but it makes one round feel different from the previous since not producing, for instance, means you'll have to adapt your strategy on the fly. As noted, these guys weren't strategy gamers, so it's not really the best audience for trying this sort of game. I think it is still a very clever game that would be a lot of fun to replay with the right group. As it is, I want to try again with them to add in islands, ships, and bridges. I think that will help keep people from feeling defeated too early since islands are easier to defend, and if they have resources on them, I would think you'd always feel like you can at least do something and hope to get a ship by trade. I don't know how much any of this helped, so feel free to ask questions. I feel people should look into it and consider their gaming group before buying. It is a clever game from a clever group of people but doesn't necessarily appeal to the same kind of players as Cosmic / Rex do. No cards, no special powers (though variants for this could be a fun idea), almost no luck -- all features that set it apart from Eon's other games and not to be taken lightly. I really think the "best with 2P" thing is a mistake. No one in BGG's forums recommends it. I may try it some time, but the trade, diplomacy, and manipulation aspects are what I most enjoyed in Borderlands.
  4. We had more people than normal the past couple times I brought this out, so we ended up playing Rex instead to accommodate everyone. I am expecting our usual group of four Thursday though, so hopefully soon I will be reporting back.
  5. Lizalfos


    It may have been the recently-ish announced Cosmic expansion that Kevin was working on. Hopefully this gets done with or without him. I do love games where I can flood the board with creature minions. Maybe we'll hear something from Gen Con.
  6. I now have the game and hope to play it tonight or tomorrow, but just to get things going in advance, anyone play this yet? Care to weigh in?
  7. Um, sorry about this, but for some bizarre reason as I was looking at this thread, I saw the option to "Erase" on top of each post. Then I saw other admin-y stuff so I wanted to see what was going on and tried the least harmful one: Sticky. And for some reason it worked, at least on my side. Not sure if everyone else is seeing this stickied now. My momentary administration has ended though, so the mishap won't happen again. Thought maybe we had new controls to make things appear stickied for ourselves only, or to hide posts for ourselves only, etc. (Just realized how suspicious having Hacker as my avatar is… I swear I'm innocent!)
  8. Delays seem like a good explanation. It's also a remake of an old game. They may not feel the need to preview it heavily since we can look up the original for information. I would love to hear more about this latest edition, though.
  9. Two of us play in Thibodaux, LA, and might be able to drive to New Orleans some weekends. We play Invasion rarely, but other players and decks to compete with would certainly be incentive to change that.
  10. Lizalfos


    Tromdial said: Easily the most under-rated game ever. I've given up hope recently for an expansion and have instead opted for playing Gears of Wiz-War and Wiz-War Zombicide to spice my gaming nights with friends. How well this game mixes with other games is remarkable. Please explain! Hopefully it is just a matter of Kevin's leaving causing slowdown on development, as I am hoping this is the reason for no Cosmic expansion announcement yet.
  11. Attacking them repeatedly and letting them get to the hand limit are both good suggestions. If you are worried about a Lazax alliance, attack them before they ally, too. You know it is a possibility that they will ally, so be ready for it.
  12. I forget what it is called, but there is a section of this site where you can search for users who want to play a certain game. However, in an ideal world, I would play Rex everyday and nothing else, so it doesn't hurt putting out redundant information: Thibodaux, Louisiana. There is a game shop in Houma, a nearby city, where people will play this, in addition to some local friends. Send a friend request and/or PM if you'd like to play. I don't check the boards but once in a blue moon.
  13. I wish there were someone here who'd played the original two-players. I can only guess that it wouldn't be as fun and hate to steer someone away from it based on a guess and one real play experience with a different number of players. It would definitely be a different game than what is being advertised, if nothing else, as you'd obviously have far less incentive to trade and no one to ally with. It would definitely be more chess like, in that there would be nothing unpredictable in combat at all unless they've made changes here, and combat would be the main focus. On paper, it sounds less interesting to me. Some previews would be helpful.
  14. Not completely wrong. I would say it is more Diplomacy than Risk since combat is deterministic and alliance-based. But if the point is, "conquest game + Catan," yea, you've got it. I wouldn't have been surprised if this was an inspiration for Settlers, but a quick search doesn't reveal any connection.
  15. I have played it only once with the correct rules. One note I can certainly share: If someone tells you that you can't move/attack across rivers, slap them and make them read the rules again before continuing on or else your friends will hate the game and you. Please note that the slapping may seem unnecessary, but it totally isn't. With that out of the way, we played it again later with five of us (this required an expansion, but it looks like this game will have all aspects of the expansion other than the fifth player -- the boats, bridges, and islands). Basically each round has different phases, most of which you have to roll a die for (this is the only die roll in the game): 1-4 the phase happens like normal, 5 it is skipped, 6 you vote for it, with the current round's first player breaking ties. So, for example, you might have a round where resources aren't produced, or resources can't be traded, or what have you. So you always have to be prepared. The voting thing is neat mechanically but a bit odd thematically. The goal of the game is to win, and you do so by building two cities (the new version has new terms, but I will stick to the old ones so as not to confuse myself while the new edition is still partly a mystery)… or by conquering them. It is heavy in diplomacy and warfare both. Each game the map is randomly populated with resource generating sites that produce wood, iron, horses, gold, or coal. Unlike Settlers of Cataan, these resources don't go to a hand but stay on the board, so you have to protect them, and if you want to use them, they all need to be in the same territory. However, a site will not produce another of a good if one of it is already there, so you have to ship things around by foot, horse, riverboat, or ship. You can also trade with anyone sharing a border with you, in which case you can ignore the rules of shipment and place the goods wherever you like. This was another odd rule because it encouraged trading like goods simply for the ability to "teleport" them (i.e. I trade you one gold for one gold, neither of us gains resource advantage, but we then both get to place our new gold in any territory), and the rules even mention this, so it's not an oversight. It is mechanically interesting because it made trading more important, but thematically odd, like the voting on skipping production. Combat is a big part of the game, too. Each player will be able to make two successful attacks at most. If you fail an attack, you are welcome to keep trying elsewhere. There is no randomness, so the only way to unexpectedly fail an attack is if you don't get support from another player where you thought you would. To attack you declare a target you're adjacent to and just add up the strength in each territory plus any territories adjacent to the target if their owners choose to support one side or the other (they do not need to be invited to do so). You automatically ally with yourself, of course, if you have territories adjacent as well. One more thing about combat, is you don't build up troops in this game. If you own a territory, it means you have one guy there, and he has one strength. You can hire more guys to defend there. If you take a new territory, you place a new guy there immediately. To build up forces, you build a weapon, a horse, a boat, a ship, or a city, each of which has a strength value, and each of which is limited to one per territory. That was more rules than intended, but that is the gist of the game. I quite enjoyed the mechanics of it, though it is the kind of game that can lead to people getting upset since your chances of success are dependent both on your skill at the game and the social dynamic. If you are offering good deals and someone just doesn't like you, that person can ruin both his own chances and yours. Like Diplomacy or Settlers, you have to play with easy going people who aren't going to get emotional about a board game.
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