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      Upcoming Changes to the Fantasy Flight Games Forums   01/20/2017

      Hello Fantasy Flight Games forum community!   This week, we will be making some important changes to your Fantasy Flight Games community account and the way that you log into the Fantasy Flight Games community forums and web store.   We have been working hard to integrate with the rest of the Asmodee group, and we are happy to announce a unified way to access all the websites and apps made by Fantasy Flight Games, Days of Wonder, and Asmodee!   For most users, nothing will change: you will still log into the Fantasy Flight Games forums using your current login name and password. Only the login user interface will be new.   For a few users, your credentials might be slightly changed. For example, this could happen to users who have both a Fantasy Flight Games and Days of Wonder account, or in the case of conflicting login names across platforms. When these situations occur, special e-mails will be sent to those users with an easy explanation about those changes and what steps to take next. For any of you receiving those e-mails, please make sure to follow the instructions carefully.   Remember, official communications from Fantasy Flight Games or Asmodee.Net will never ask for your password.   What are the benefits for you as a player? Using a unified account to access all of our web services and apps makes your life simpler. Over time, you will see new features emerging, such as keeping all of your friends under a single account, finding friends easily in apps with online play, or developing your personal profile by adding to your board games collection. These are just some of the features that you will see during the next year, once this important technical step is complete.   Important note: The migration of the forums to our new system will take place on Tuesday, January 24th. The forums will be offline for about two hours during that time. Once the migration is complete, older forum posts may look strange for up to 24 hours as we rebuild them in our new system.   We can’t wait to connect our board game communities and build bridges between universes, game systems, players, events, groups, game clubs, and more! This is only the first step in bringing people and games closer together. For more information, read our FAQ at https://asmodee.helpshift.com/a/asmodee-net/.   Best regards,   The Fantasy Flight Games Team
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schmoo34

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I usually don't like boardgames inspired by video games, however, I do love post apocalyptic anything.  It will be interesting to see how this shapes up.

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Yea, it's a remake of an old game.  They did a great job with Cosmic Encounter and Rex, both remakes of games by the same design team, so this should be good.

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Adam said:

 

Yea, it's a remake of an old game.  They did a great job with Cosmic Encounter and Rex, both remakes of games by the same design team, so this should be good.

 

 

Adam, have you played the original one? Some notes you can share?

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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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Adam,

thanks for the detailed report on the game. Indeed, the game seems a lot of fun, involving different strategical aspects and with almost no dice to roll, but clearly, as you said, it seems like two players are not so fun as five. So I think I'll pass.

(plus, the game seems to be a little expensive for its contents. Seems like a modern trend, prices are more or less the same, but boxes are not so full with tokens and cards as they were in the past. But that's another story)

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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.

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