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haonthegreat

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About haonthegreat

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  1. The model behind Keyforge is about as perfect as you can get for couples who like to play games casually. My wife and I got into magic a while ago using their Duel Decks, but grew pretty disenchanted at the cost and blatant lack of balance. We don't have funds to buy singles and make our cool decks. Booster packs and prerelease\release events are fun, but they get pricey fast. And don't even get me started on how insane the LCG model is for a family with a budget. Keyforge seems to be a perfect fit for those of us in the middle class. $10 for a deck is a sweet, sweet spot. I can't see this taking off professionally or anything, but I think Keyforge might be tapping a pretty big market.
  2. Hey all! Thanks for the replies! After giving it some thought, I snagged a copy of the vanilla game for play with the lady... It was an absolute hit! The basic mechanics were simple enough for her to grasp without having to memorize a MtG style rulebook, and the abilities provided by the different cards were spelled out so well it gave depth without obtuse complexity. Just a stellar game to for some marital nerdy bliss! My own thoughts after a play session: - My wife played the overlord while I tackled 4 heroes solo, which was bass ackwards from what I anticipated. Having done it, I would absolutely recommend playing this way in a two-player game where one player is less experienced. - I 100% agree this game is designed for, and absolutely shines with, four heroes. There is never a dull moment, and someone is constantly attacking someone else. Thinking of how a two hero game would play, I imagine there is a lot more walking and other drudgery. - That said, learning to juggle four heroes at once is a challenge and a half! Not to brag, but I'm great at tactical games, yet there were more than a few times I was kicking myself for screwing something up. That's a rare occurrence in my book. This isn't a knock on the game by any means, but I guarantee my lovely lady would have struggled mightily. - In contrast, each monster in a group plays roughly the same, so there isn't the need to remember 8 different abilities (at a minimum) to reach a synergy. My wife, who is nowhere near as experienced as myself, found an easy flow with her monsters and the overlord cards. - On top of that, the overlord's objectives for the first few quests (we played the intro and "A Fat Goblin") are relatively simpler to complete with four heroes (the increased # of goblins make the "move/grab" objectives easier). At least for newer players, there seems to be a higher chance of Overlord victory in those quests, and thus a lower chance your spouse will rage quit and kick you to the couch for the night. - Bottom line, I recommend the experience player takes the heroes. - Last but not least, I love that this game makes even losing fun. I pulled off several spectacular moves that snatched victory away from my wife... for a turn. But just being able to pull that off had me grinning even as she crossed the finish line. That's a great sign. Again, thanks for the advice and happy gaming!
  3. Hey there, Currently, I don't have a game group. Instead, its just me and my wife kicking it together when the kids go to sleep. Does anyone have thoughts on how well Descent plays with 2 people? From other experience with FFG (TI, Game of Thrones, and Rex), some of their games are just unplayable without multiple peeps. Is this one of those? I will say the co-op mods seems awesome, but I hope they aren't the end-all-be-all for 2 player campaigns; it'd be nice to actually get my money's worth for the main game. Also, I'm curious as to how interesting the story is. My wife doesn't have the time to delve into the metagame, and she is less of a tactical gamer than myself, so I'm banking on the story for Descent being the hook that keeps her going over multiple play sessions. I appreciate the insights!
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