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  1. I would be surprised if this did not exist eventually, it's just too obvious a mechanic to explore. Furthermore, I don't see why it would be fiddly or unnecessary at all. Say you just drew the Auto-fail token. Maybe you'd play a card that locks it so it doesn't go back into the bag. How is that excessively fiddly? Or you play a card that lets you add a +2 token to the bag. How is that fiddly? I drop it in, I'm done. Now a mechanic that makes you search the bag for a specific token, that I can agree is a bit fiddly. But they can do a lot of other stuff too. My thoughts exactly. There can (and I'm sure will) be some interesting abilities that interact with the chaos tokens. And yes, one word: APP! This is the kind of thing an app is perfect for, so I'm pretty sure they'll have one, which is customizable for different difficulty levels. Problem might be, though, if there ends up being too many different chaos token abilities (as described above), then keeping the app on top of the possibilities might be tricky. Regardless, until there's an app, I'm with dboeren on using a large cup instead of the bag.
  2. Thanks for the report on the game. Makes a nice companion with the TC video. I really like the idea of the chaos token bag and the variability it can add to the game. I can see expansions including a few new token types, and character/card abilities that work with them in interesting ways. However, that being said, with the number of times you need to draw from the bag, I really hope that a Chaos Bag app is available very soon, either officially from FFG (which I'll gladly pay for), or via a crude version created by a fan/player.
  3. Use a d10 or d12 for the alien die. I definitely wouldn't do it for the Normal level. I really like the difficulty as it is for that. But I could see using a d10 on my first attempt at Hard or Expert, as sort of an inbetween Normal and Hard level. In any case, that seems like a simple way to make the game a little easier, for those who want that. I could also see that being an expansion tech kind of thing... Not sure what it would be called or represent, but to the effect that: "Place one satellite here. Use a d12 as the alien die for one task." Probably would need to be a "limit once per round" thing, otherwise would be too powerful.
  4. Check out this thread for some suggestions for setup and adjustments to make solo play more workable: http://www.boardgamegeek.com/thread/1315902/solo-game-setup-and-adjustments
  5. https://itunes.apple.com/us/app/xcom-tbg/id953520552?uo=4&mt=8&at=10lazE
  6. FFG tweeted this response... "Some of you've noticed that Amazon has listed #XCOM the board game as cancelled. It's not, and will come out in early 2015. Don't worry!"
  7. It does disconnect after a while. I'll +1 the OP. I *really* wish OCTGN would be able to save, and I might not have subscribed for a year if I realized you couldn't save, and will not likely renew if it still can't save when my subscription ends. The best alternative is Card Warden, if you have an iPad. Much clunkier to get going with, but it's a nice implementation and I do enjoy being able to play on an iPad. I roughly split my LOTR LCG play time between OCTGN and Card Warden. I'm hoping that FFG might be developing some kind of system like Card Warden, where you can play the game on a computer or tablet using sets of cards that you subscribe to. It wouldn't implement the game for you, so they don't need to program a zillion different card functions... but like OCTGN or Card Warden it is a platform to be able to play.
  8. Just played a full game demo at BGG.con and I loved it. Really fun and unique, and anyone complaining about the app should just stuff a sock in it. The app is a great integration into the overall game. In terms of complexity, there are several moving parts and it's probably right in between Pandemic and AH, though a bit closer to Pandemic. Nothing like either, though, in terms of gameplay.
  9. Good discussion in the podcast. I've started to listen to a couple of episodes, but I can never listen to the whole thing through because of the sound of Dan's voice. There is some crazy nasty sibilance there (sharp "S" sounds). I would recommend he either get a better microphone, or experiment with pointing his mouth away from the microphone's sweet spot. Recording off-axis (mic pointed at an angle away from the mouth) would probably help that a lot. But long-term, a better microphone that has a warmer sound would be ideal.
  10. These are great. Good use of the system in finding new abilities and not merely copying existing ones. I haven't read through everything... there are probably some nitpicks I might have with a few specific things. But overall, very nice!
  11. Good review, Julia. I agree, it's way too luck-based, and you didn't even mention the "oh well, too bad" cards like the one that makes you lose a mystery, or the one I got in my last game (which will probably be my LAST game) that removed all damage from all monsters on the board... after I had painstakingly warn down two epic monsters. Yuk. It's really just so watered down from everything I love about Arkham Horror, with few decisions that seem to matter. I suppose I wasn't the audience for this game, though, as I can still fully appreciate the brilliance and wonder of AH, bloat and all.
  12. Yes. Wonderfully so. Really? Having played it now, it's nothing like either of those games. Well, it's something like AH, of course, but very watered down, to the point of almost no meaningful decisions. But it's nothing at all like Pandemic.
  13. I've played three games now of EH, and it's going on the sale/trade block, largely because it lacks any meaningful decisions compared to Arkham. Not that AH was incredibly dense with decision-making... it's largely an experience game as well... but EH seems to have particularly stripped away a lot of those decision points. And now, you move a space or two, draw a card, roll dice and hope for 5's and 6's, with little or no means of affecting that. In AH, you have one hand on the wheel, at least. Here, you're taken for the ride. But although I felt that lack of depth pretty strongly in my first two games, I still had hopes that I would find a hook to make me want to keep it, so I played again today. In game three, there were two epic monsters in play, and over a few turns I had managed to whittle them down to only 1-2 damage left to kill them, losing an investigator in the process. And then, a mythos card was drawn that removed all damage from all monsters. What the-- That was very nearly a table flipping moment. And that was the last straw for me. I will now gladly continue to appreciate the sumptuous feast that is Arkham Horror, bloat and all, particularly after having played this one a few times. Your comparison to Chutes and Ladders is pretty harsh, but in another forum I did the same kind of thing with Candyland. Sure, I'm exaggerating for effect, but my point is that if you're just drawing a card and rolling whatever dice it tells you to roll and hoping to get the right roll on the dice, is it that different from Candyland? You can slap Lovecraftian details on anything you want... the giant frog is Cthulhu, landing on the licorice space is being "delayed," landing on an ice cream space is gaining a "clue," etc. Yes, Arkham Horror is a big mess of details, but to me, there is still enough *game* within the system that it makes the setting and trappings of the world that much more rich and engaging and worth playing.
  14. Indiana Jones is a near perfect fit. 1920's-30's, an archaeologist dealing with supernatural artifacts, etc. http://www.boardgamegeek.com/thread/594491/indiana-jones-campaign-all-materials-for-3-scenari
  15. Yeah, I agree it doesn't seem like Pandemic at all. In a way, I kind of wish it did, though, as this game seems more like an "experience" type of game and less where the choices and problem-solving really matter. Arkham Horror is very much experience oriented, but also has a good amount of decisions and problem-solving and risk/resource management. It's possible I'm wrong, and EH does have more important choices than it seems, but the look of it seems to be more of the nature where you run around doing things and see what happens and are amused by the various story elements. That can be very entertaining, mind you, and if so I'll enjoy it, regardless, but I'm hoping there's more of an actual "game" to it, as well. In Pandemic, you really need to work things out and make the most of every character and the way they interact together. There's a lot of very important decision-making and planning. I wasn't necessarily looking for that with EH, but it would be nice if it ends up leaning a bit in that direction. Doesn't seem so, but I could be wrong.
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