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Cry Havoc» Forums » General

Subject: Thums up for this design. rss

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vorname nachname
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This game is a really clever design.
Thumbs up for Grant.
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Grant Rodiek
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kackarschen wrote:
This game is a really clever design.
Thumbs up for Grant.


Thanks! Don't forget the two Michals! And Ignacy! And the test team!
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vorname nachname
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Thanks for all of you. Dziekuje!
Really really clever game where every move counts. I am looking for the German release.

Will these 8 promo terrain cards of the pre-order be included in the German edition?
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Chris Schenck
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HerrohGrant wrote:
kackarschen wrote:
This game is a really clever design.
Thumbs up for Grant.


Thanks! Don't forget the two Michals! And Ignacy! And the test team!

Yeah, the game wouldn't exist without all of them of course. But you're the main one providing service after the sale. That's what counts most to me, and to a lot of other gamers, I'm sure.
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Sebastian Zarzycki
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cbs42 wrote:

Yeah, the game wouldn't exist without all of them of course. But you're the main one providing service after the sale. That's what counts most to me, and to a lot of other gamers, I'm sure.



+100 and one red crystal to this.
 
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Grant Rodiek
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cbs42 wrote:
HerrohGrant wrote:
kackarschen wrote:
This game is a really clever design.
Thumbs up for Grant.


Thanks! Don't forget the two Michals! And Ignacy! And the test team!

Yeah, the game wouldn't exist without all of them of course. But you're the main one providing service after the sale. That's what counts most to me, and to a lot of other gamers, I'm sure.


I'm also the only native English speaker. It's a natural role for me to take on.
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Bryan K
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I've been thinking this for awhile actually, and wanting to post something about the design of the game. Each player race is so different, that the game truly shines as unique and stands out from the rest of the games I've played as of late. Variable Player powers are my FAVORITE thing to have in a game. But, this take it to a whole new level. Scythe and Eclipse are two area control games with special abilities. But, those abilities are nothing compared to the game changing abilities between the Trogs, Pilgrims, Machines, and Humans. They all play so differently, yet a battlefield has been created for them to share common ground and common goals. I think this one will have some long staying power and people will be loving on this game once they get their hands on it.
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Grant Rodiek
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ZombieDad2 wrote:
I've been thinking this for awhile actually, and wanting to post something about the design of the game. Each player race is so different, that the game truly shines as unique and stands out from the rest of the games I've played as of late. Variable Player powers are my FAVORITE thing to have in a game. But, this take it to a whole new level. Scythe and Eclipse are two area control games with special abilities. But, those abilities are nothing compared to the game changing abilities between the Trogs, Pilgrims, Machines, and Humans. They all play so differently, yet a battlefield has been created for them to share common ground and common goals. I think this one will have some long staying power and people will be loving on this game once they get their hands on it.


This is where Ignacy's contributions really shined. I sought to work with Portal because I knew they would make a better game than I could make alone.
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I played this game just once. Here are my feelings.

There is one thing of the game design which I am not sure if I like it or not.
It's the limitation of the 15 actions you have in the game, or even less.

Pros for the limited actions:

+ The game is fast.

+ Very strategic. It feels like that you have to have a plan in your head. I would even say, you have to think before the game even starts which moves to do, which cards to play and which buildings you play where, to optimize your few actions and don't get stuck, because you are lacking of that one extra action which gives you the victory.


Cons for the limited actions:

- I feel very limited in my actions. It doesn't give me that epic battle feeling. Kemet doesn't do that too, but in Kemet I feel like I have the freedom to develope how I want to. In Cry Havoc it seems like I have to have a certain plan in my mind how to play my faction optimal in one specific way. In Kemet it feels more like that I have to see the best way of playing while playing. Cry Havoc feels more like Chess or like Quantum. Maybe a strange comparison, but it gave me the feeling that I do little but very critical steps.

- One bad move can ruin the game. (Just a feeling)


Other pros and cons:

+ I guess the interesting part of this game is, to discover the optimal ways of playing the different factions.

- I am concerned that if you discovered the optimal strategies of each faction, that the games get boring, because everybody is following always the same strategies.

+ The absolutely genius invention of the battle board. So clever, so interesting decisions, tense, no luck. You get an Oscar.

- I am concerned that if a party puts a lot units on this battle board that this faction gets instoppable. (It didn't happen in my game and I don't know if it can get that far.)

- Although I had the feeling that battles doesn't happen as much as I would like. It's more a special ops fight than a world war.


These are just my first impressions about this game. It didn't give me that epic feeling of a big war, more of a clever skirmish(?) game.
But the design is really smart.
 
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Adam P
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kackarschen wrote:

+ The absolutely genius invention of the battle board. So clever, so interesting decisions, tense, no luck. You get an Oscar.

From someone who has never played this game, what is special about it in terms of board game design?
 
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adamredwoods wrote:
kackarschen wrote:

+ The absolutely genius invention of the battle board. So clever, so interesting decisions, tense, no luck. You get an Oscar.

From someone who has never played this game, what is special about it in terms of board game design?


What I mentioned above. The battle board, the asymmetric factions, the limited actions, the map design, short gameplay. Although I had the feeling that battles doesn't happen as much as I would like.
 
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Mad Halfling
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One of the first distinct and interesting things that jumps to mind is the combat mechanism:

In a very brief nutshell, there are 3 areas to which the attacker and defender commit troops, in the first 2 the majority wins:
- Control - who ends up in control of the region and gains victory points
- Capture - the winner (if any) capture an enemy unit and will gain points-over-time for it
- Attrition - each unit will kill an enemy unit and gain victory point(s) for them

This means that you can go into combat not necessarily to "win" in the traditional sense - i.e. gain control of the province - but to capture/kill your opponent. Alternatively, you can sacrifice troops gain cnotrol of the region.

There's lots more interesting stuff in there - have a look at various review vids.
 
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aaron belmer
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if you guys like Grant's designs, I met him at Geekway to the West convention and got a copy of his game Hocus.

It's a very clever card game that I take with me everywhere, highly recommended.
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Grant Rodiek
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zenmazster wrote:
if you guys like Grant's designs, I met him at Geekway to the West convention and got a copy of his game Hocus.

It's a very clever card game that I take with me everywhere, highly recommended.


I'm going to bear hug you.
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EXTRA AVOCADO! Sonderegger
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