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jmddoc

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  1. Official multiplayer capability. Obviously this is related to the maps, entry points and number of available characters and factions. The Novgorod expansion allowed you to squeeze in an extra team (3rd player), but the idea of each person in a multiplayer game controlling one or two characters doesn't work. As per a previous reply to this thread, that may require additional characters. I don't think you could stretch it to more than 4 players, but something along the lines of the Epic gameplay for Commands and Colors games would work well with Tannhauser. Easier setup. They could have pre-printed equipment packs for a quick setup, or you could play the longer (vanilla) setup method as is. I find that one of the reasons the game doesn't hit my table more often is the time it takes to sift through tokens and chose startup equipment, especially if you haven't played for a while and have to figure out what some of the more obscure tokens do again. More FFG support, similar to that recieved by games like Arkham Horror or the LCG's. A Tannhauser league with regular scenarios (similar to the recent FFG-posted story mode contributions) and an overall annual/ biannual winner, to promote more awareness of the game. I think that the French already have Tannhauser competitions, a big factor in promoting continued interest in the game (and driving the push for regular expansions).
  2. If you check out the BGG Blue Moon forum, Christopher Dearlove (who is intimately involved in Blue Moon) makes it pretty clear that the promo's are not going to made available. They were all limited run.
  3. I think that the people decks fall roughly into the categories of hard-hitting power decks (ie big element powers for some of the character cards), finesse decks (lower power character cards but lots of ways of manipulating the fight in your favour with the support/booster/leadership cards), and a mixture of both. The first category is probably better to play as an introduction to Blue Moon, and includes peoples such as the Vulca and Terrah. The second is much harder to win with at first, but after many games become difficult to beat. These include the Flit, Buka, Khind. The third category of decks are good for a balanced game, eg Hoax, Mimix, Aqua. Playing like with like will give you a more even game, especially if pitting the intermediate category decks against each other. Having said that, it's got more to do with the player's skill and hand management than pure deck choice. The game has also been extensively play-tested and the preassembled decks put together to ensure that they are as balanced as possible. My preferences for interesting games are Pillar vs anyone (can get some insane combo's which anihilate opposition, or can get beaten really quickly), Vulca vs Terrah (big powers, Earth vs Fire, good even game), Khind vs Buka (both tricky, trying to build large values over consecutive rounds whilst limiting your opponent to less than 5 cards on the table).
  4. jmddoc

    A board game?

    The board game and the card game share the same mythology, but are two different types of games and therefore will appeal to different types of gamers. The board game is more of a euro - lots of planning, building, patience. Trying to achieve your objective as efficiently as possible. The card game is ameritrash in many ways - two decks fighting it out to see who comes out on top. Sure, there's a degree of resource management in terms of building your hand to ensure a killing end-game, but the enjoyment is more immediate, less 'detached' than in Blue Moon City. My preference is definitely toward the card game.
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