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Arcane Academy» Forums » General

Subject: What kind of game is this rss

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Thomas
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Debating picking it up based on the designer pedigree but is it just another gateway/family game?
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Alex Hedstrom
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LunarSoundDesign wrote:
Debating picking it up based on the designer pedigree but is it just another gateway/family game?


Hi! That's a good question!

Eric and Kevin set out to make a game that can be easily taught and played, but allows for a deeper level of strategy and replayability. Kind of similar to Seasons or Splendor. As they say, "easy to learn, but difficult to master." Check out The Dice Tower review video for a more impartial breakdown...

https://www.youtube.com/watch?v=W-EZfXVhcqk

Thanks!!
 
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Thomas
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AlexCH79 wrote:
LunarSoundDesign wrote:
Debating picking it up based on the designer pedigree but is it just another gateway/family game?


Hi! That's a good question!

Eric and Kevin set out to make a game that can be easily taught and played, but allows for a deeper level of strategy and replayability. Kind of similar to Seasons or Splendor. As they say, "easy to learn, but difficult to master." Check out The Dice Tower review video for a more impartial breakdown...

https://www.youtube.com/watch?v=W-EZfXVhcqk

Thanks!!


We hate spelndor but love seasons. I watched the video and still am unsure.
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Justin G
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Seasons and Splendor are very different games . . . in fact, I really can't think of a single similarity.
 
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Thomas
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jgunnz wrote:
Seasons and Splendor are very different games . . . in fact, I really can't think of a single similarities.


I agree.
 
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Kevin Wilson
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It is pitch black. You are likely to be eaten by a grue.
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It's a simple game to learn, but it features a lot of combo-building and engine-building. There's a good chunk of replayability and depth to it between the various spells and items in the game. Eric and I tried hard to give it that "Next time, I'll try..." feeling.

Kind of the key to the whole thing is that you're building your spell 'slate' as you go, adding action tiles to it. When you activate a tile on the slate, you exhaust the tile and perform the actions on the tile, then you perform any actions on directly adjacent, linked tiles that haven't been exhausted already.

So, you set up these action chains, trigger them to do a whole bunch of stuff at once, then spend resources to cast one-shot spells and/or build long-term items. Obviously, you're looking to set up useful synergies in the items you build and the spells you cast. Once someone completes 8 assignment cards, everyone gets 1 last turn, and that's the game.

Anyway, hope that's helpful.
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Thomas
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KevinW wrote:
It's a simple game to learn, but it features a lot of combo-building and engine-building. There's a good chunk of replayability and depth to it between the various spells and items in the game. Eric and I tried hard to give it that "Next time, I'll try..." feeling.

Kind of the key to the whole thing is that you're building your spell 'slate' as you go, adding action tiles to it. When you activate a tile on the slate, you exhaust the tile and perform the actions on the tile, then you perform any actions on directly adjacent, linked tiles that haven't been exhausted already.

So, you set up these action chains, trigger them to do a whole bunch of stuff at once, then spend resources to cast one-shot spells and/or build long-term items. Obviously, you're looking to set up useful synergies in the items you build and the spells you cast. Once someone completes 8 assignment cards, everyone gets 1 last turn, and that's the game.

Anyway, hope that's helpful.


In the end is it basically head to head combat or is there also focus on the tableau/scoring?
 
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Kevin Wilson
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The Nicholas Cage of games! Oh god, not the beeeeeesssss!
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It is pitch black. You are likely to be eaten by a grue.
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The goal is to have the most VP at the end, and while there's some player hate you can dish out, very little is targeted. Effects generally either help you or hurt everyone else, with few exceptions.
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Rabid Schnauzer
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It's a tableau / engine building game that feels "kinda sorta" similar to a bunch of other games - but combined in interesting ways to make all the familiar parts mesh into something that feels pretty fresh.

The ease of teaching and the focuses on tableau based engine-building and endgame scoring (as well as the 4-player limit) are indeed reminiscent of Splendor.

The building of action chains and strategic tension between doing stuff this turn vs resting to do a bigger action chain next turn feels a lot like many deckbuilders. The tension between pursuing your original strategy and keeping your opponent from getting a particular card or tile that just flipped into the center feels a lot like the trade-row decisions in Star Realms / Ascension.

The need to time your transition from resource acquisition to point-scoring appropriately and the strategic tension between completing assignments (building cards) which are immediately useful versus those which score higher in the endgame when you only have a limited number is a lot like San Juan and Race for the Galaxy.

The theme of people competing at magic is like Seasons, and M:tG and Wiz-War and a zillion others.
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