The Hotness
Games|People|Company
Dominion: Dark Ages
Fantastiqa
Mage Knight: Board Game
Total War
Descent: Journeys in the Dark (Second Edition)
Eclipse
Mice and Mystics
Dungeon Fighter
Collapsible D: The Final Minutes of the Titanic
Lords of Waterdeep
Agricola: All Creatures Big and Small
Libertalia
Android: Netrunner
Virgin Queen
The Lord of the Rings: Nazgul
A Game of Thrones: The Board Game (Second Edition)
Dominion
Star Wars: X-Wing Miniatures Game
Infiltration
The Lord of the Rings: The Card Game
Among the Stars
Twilight Struggle
The Swarm
Agricola
1989: Dawn of Freedom
Goa
7 Wonders
Glory to Rome
Arkham Horror
Village
Ora et Labora
Battles of Westeros: House Baratheon Army Expansion
Through the Ages: A Story of Civilization
Thunder Road
Trajan
Zombicide
The Castles of Burgundy
7 Wonders: Cities
Ace of Spies
War of the Ring
Skyline
Space Alert
Sherlock Holmes Consulting Detective
City of Horror
Race for the Galaxy
Dungeon Command: Sting of Lolth
Twilight Imperium (third edition)
Kingdom Builder
Le Havre
Battlestar Galactica
Recommend
121 
 Thumb up
 Thumb up
49 Posts
1 , 2  Next »   | 

Alien Frontiers» Forums » Reviews

Subject: Why I Don't Date Cheerleaders: A Review of Alien Frontiers rss

Your Tags: Add tags
Popular Tags: [View All]
United States
Jeffersonville
Pennsylvania
Avatar
mbmbmbmbmb
Originally posted at menwithdice.com - used with permission.

When I was in high school, I became friends with a cute girl that I found absolutely riveting. We shared a class that had a lot of down time, so I had a lot of opportunities to talk to her and decided that I needed to ask this girl out. Finally, after a few months, I summoned the courage, expecting to get shot down – but, surprisingly, she seemed genuinely excited. I don’t know that I’ve ever been as stoked about a first date before – I remember thinking when I picked her up that she looked just stunning, and I thought it was going to be the best date ever – until, that is, I tried to talk to her. She just did not engage in any conversation. For the entire date, I just could not find a way to get her to talk, and the moments of awkward silence were just excruciating. Worst date ever.

So – Alien Frontiers. Everyone has been talking about this game, since last fall when the first 1000 copy print run sold out in what seemed like no time at all. Drake loved it; Barnes loved it; Pete loved it; Vasel loved it. It sounded too good to be true – worker placement with dice, interactivity, screwage, and a play time of less than an hour? Sign me up. After months of waiting, my preorder finally arrived a couple of weeks ago, just in time for CabinCon, and I feel like I’ve gotten enough plays under my belt now to form a credible opinion.

For a small publisher that’s just getting started and a game that was funded through Kickstarter, let’s be honest here – this game has impressive production value. The art is fantastic, retro-scifi stuff that looks like it was pulled off of the cover of a Heinlein novel. The game board gives a tip of the hat to those authors too, with territory names like Bradbury Plateau and Asimov Crater. The tokens are thick and the cards are substantive and should stand up well to repeated plays. And the box even has a divot cut into the side to make removing the board as easy as possible – these guys thought of everything.

So far, so good – this was shaping up to be a great first date. The rules are relatively straightforward – each player begins with three dice that represent the player’s ships. Each turn, a player rolls his or her dice to determine what options are available. Actions are taken by placing dice on the board, filling slots at the various stations. Most stations have a requirement of some kind, such as two of a kind or a total of eight or greater. Docking a die or dice at a station allows the player to take the action associated with that station, such as receiving fuel and ore, building additional ships, stealing resources or tech from an opponent, or landing a colony on the planet. It’s the last that is primary in the game – players are competing for VPs that are primarily achieved by landing colonies on the planet and controlling territories through having more colonies in the space than any opponent. A few VPs are available through Alien Tech cards, which can also be purchased through docking ships at the associated station. Alien Tech also allows a number of other interesting options, including adding or subtracting from a die roll, moving an opponent’s ship from a particular dock, or rearranging colonies on the planet, affecting control of territories. Besides providing VPs, control of territories also provides additional benefits such as discounts at the shipyard or control of the Relic Ship (an extra die associated with one of the territories on the planet).

Alien Tech is rather important to the overall development of the endgame. At the beginning, the choices that a player has can be fairly limited – if you’re rolling three dice, for example, you’re probably not making frequent use of the Colony Constructor, which requires three of a kind. You’re probably also getting locked out of certain docks that you’d like to otherwise use – if a player’s die is in a space, most often it stays there until the beginning of his or her next turn, preventing opponents from utilizing that dock. It doesn’t matter how many doubles you roll if your opponent is parked on the Shipyard – you’re not building any ships until the spaces clear. Alien Tech gives you some degree of control over your own destiny. Dice manipulation comprises a significant majority of Alien Tech cards, meaning that you’re somewhat less at the whim of fate and instead can control your own fate with somewhat better precision.

The game has a decent amount of interaction, although it’s not what I would consider a strong metagame. The Raider’s Outpost gives players the ability to steal resources or tech cards from an opponent, and some of the tech cards allow a player to move ships around from dock to dock or even send a ship back to the stock. Players can block opponents from using a particular dock by filling all of the spaces, and a player can take away or claim a territory bonus by competing for control of the territory. I’ve seen this described as “screwage” – I’m not really convinced that it rises to that level, especially when compared with games such as Omen with particularly nasty anti-player effects, but it’s certainly not multiplayer solitaire and has a meaningful level of interaction among players.

Overall, the game is a lot of fun. It’s light, plays in about an hour, and presents interesting decisions. It has a decent level of player interaction and rewards smart choices. I’d compare it favorably to Small World, not in terms of mechanics but in terms of weight and effect of significant decisions. It’s a light euro that does a lot of things well, including some things that a lot of euros don’t get right, such as decent player interaction and a degree of conflict, however limited.

So why the comparison to my worst first date ever? Here’s the problem I have with Alien Frontiers: the games I’ve played have been almost completely devoid of real tension. For some reason, I just haven’t been able to generate any chemistry with this game. I don’t think the game is scripted by any means – the randomness of the dice prevents that, and you have to take into account what your opponents are doing. But at the same time, I do think there’s an order of priority to the docks that make a number of turns feel obvious. If I roll three of a kind and I have the resources, for example, I’m almost always going for the Colony Constructor. If I get a straight, I’m absolutely going to give strong consideration to raiding. If I have a six and a pair of something, I’m looking very closely at Terraforming Station + Shipyard. The dice in this game feel constraining, for some reason – rather than introducing tension as the dice do in War of the Ring, I just feel like I’m min/maxing my rolls. And in that sense, I think Small World is the perfect comparison. I’ve just never felt a significant degree of tension in Small World, and in almost the same sense as Alien Frontiers, many of the decisions are, while not scripted, at least at a low enough level that they approach the obvious. That doesn’t mean that there are no meaningful decisions – you can absolutely screw up. But once you reach a rudimentary level of understanding, I’m not sure there’s a ton of depth here.

And maybe that’s ok. Maybe the moral of this story is that managing expectations is a good skill to have, whether in dating or in gaming. Not every date can be The One, and not every game can be War of the Ring or Twilight Imperium. Sometimes it’s fun to take things a bit less seriously and enjoy something for what it is – in this case, a well-crafted, lightweight game with decent player interaction, gorgeous production values, and a fun 45 minute experience that’s a good way to begin or close an evening of heavier fare. We can still hang out, Alien Frontiers, even if I’m not going to fall in love. It’s not you – it’s me.
  • Last edited Tue May 10, 2011 4:03 am (Total Number of Edits: 1)
  • Posted Tue May 10, 2011 2:41 am
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • QuickReply
    •  
    • QuickQuote
    •  
    • Reply
    •  
    • Quote
Geoffrey Ulman
United States
Herndon
Virginia
Avatar
mbmbmbmbmb

I can definitely see your point of view here. I enjoyed the game. I like games with clever dice mechanics. The game was very close, which made for a tense finish. There's some neat cleverness that you can do by combo-ing alien tech cards together.

But all that said, it's not a game that I feel any need to own or play all that often.
5 
 Thumb up
 tip
 Thumb up
Shane Brewer
United States
Blanding
Utah
Avatar
mbmbmbmbmb
For me the real interesting and strategic part of the game resides in the tech cards and the whatever you call 'em (repulser, positron, ???)
2 
 Thumb up
 tip
 Thumb up
Alex Martinez
United States
Irving
Texas
I think the game is deeper than you give it credit for, and wish you wouldn't equate it with being pretty and shallow just because you don't like it.

On the other hand, your review is well-written and up front, and I'm sure it will be helpful to others.
5 
 Thumb up
 tip
 Thumb up
Piotr Burzykowski
Poland
Warsaw
flag msg tools
publisher
Avatar
mbmbmbmbmb
ScottB wrote:
But at the same time, I do think there’s an order of priority to the docks that make a number of turns feel obvious. If I roll three of a kind and I have the resources, for example, I’m almost always going for the Colony Constructor. If I get a straight, I’m absolutely going to give strong consideration to raiding. If I have a six and a pair of something, I’m looking very closely at Terraforming Station + Shipyard. The dice in this game feel constraining, for some reason – rather than introducing tension as the dice do in War of the Ring, I just feel like I’m min/maxing my rolls. And in that sense, I think Small World is the perfect comparison. I’ve just never felt a significant degree of tension in Small World, and in almost the same sense as Alien Frontiers, many of the decisions are, while not scripted, at least at a low enough level that they approach the obvious. That doesn’t mean that there are no meaningful decisions – you can absolutely screw up. But once you reach a rudimentary level of understanding, I’m not sure there’s a ton of depth here.

Excellent review. There were no cheerleaders where I grew up, but I've had my share of uninspired dates with lovely girls.

You are correct regarding the obvious character of some dice rolls. However the challenge lies not in assigning natural pairs, triples or straights, but in figuring out what to do with bad rolls (advance your colonies and gather fuel) and how to manipulate the rolls to get the result you need (Alien Tech powered by the fuel you got in previous turns). This is the action track for bad "natural" rolls, which eventually will make bad rolls irrelevant and reduce the need for a huge fleet.
2 
 Thumb up
 tip
 Thumb up
United States
Jeffersonville
Pennsylvania
Avatar
mbmbmbmbmb
locworks wrote:
You are correct regarding the obvious character of some dice rolls. However the challenge lies not in assigning natural pairs, triples or straights, but in figuring out what to do with bad rolls (advance your colonies and gather fuel) and how to manipulate the rolls to get the result you need (Alien Tech powered by the fuel you got in previous turns). This is the action track for bad "natural" rolls, which eventually will make bad rolls irrelevant and reduce the need for a huge fleet.

No, I get that part - but you yourself have just outlined the decision tree in exactly the same way that I would have. There are certainly decisions -they just don't, for me, result in any real tension. It's still fun, and I'm still happy to play, but it's not going to ever be a 10 for me. It's a good appetizer, not a main course.
4 
 Thumb up
 tip
 Thumb up
United States
Jeffersonville
Pennsylvania
Avatar
mbmbmbmbmb
KingCroc wrote:
I think the game is deeper than you give it credit for, and wish you wouldn't equate it with being pretty and shallow just because you don't like it.

ScottB wrote:
Overall, the game is a lot of fun. It’s light, plays in about an hour, and presents interesting decisions. It has a decent level of player interaction and rewards smart choices.

ScottB wrote:
Sometimes it’s fun to take things a bit less seriously and enjoy something for what it is – in this case, a well-crafted, lightweight game with decent player interaction, gorgeous production values, and a fun 45 minute experience that’s a good way to begin or close an evening of heavier fare.

I'm not sure where you're getting the idea that I didn't like it. I was pretty clear about that, I thought. I like it - but I wanted to love it.
10 
 Thumb up
 tip
 Thumb up
Ben
United States
Washington
Dist of Columbia
Avatar
mbmbmbmbmb
Admittedly, I only gave Alien Frontiers two plays before deciding it was not for me and selling my copy, but I shared your experience: the game seemed to lack tension.

It is a good game in many respects (I even rated it a 5 - making it better than nearly half of the 100+ Euro games I've ever played). But each player's turn was a bit too long without much for the others to do, and when my turn would come around again, I didn't feel that the dice were particularly constraining. Good rolls lead to certain default decisions; bad rolls lead to different default decisions. I felt like I was along for the ride rather than steering the ship.

I enjoy agonizing decisions in my games. Alien Frontiers was colorful and fun, but not agonizing.

Great job on the review!
12 
 Thumb up
 tip
 Thumb up
Steve M
United States
Lubbock
Texas
flag msg tools
Avatar
mbmbmbmbmb
Nice review, Scott.
5 
 Thumb up
 tip
 Thumb up
United States
Jeffersonville
Pennsylvania
Avatar
mbmbmbmbmb
chally wrote:
But each player's turn was a bit too long without much for the others to do, and when my turn would come around again, I didn't feel that the dice were particularly constraining. Good rolls lead to certain default decisions; bad rolls lead to different default decisions. I felt like I was along for the ride rather than steering the ship.

I enjoy agonizing decisions in my games. Alien Frontiers was colorful and fun, but not agonizing.

Yep, you've nailed it exactly. Your description of default descriptions is what I meant by constraining - I didn't feel invested in the decision, as though the dice handed me a set of results and I would follow the flow chart. Not all the time, to be fair - towards the end of the game, I do think that the choices open up a bit when you need to begin to plan for how you're going to close out with the most advantageous colony position. But for probably two thirds of the game I feel like I'm sort of on autopilot.

I contrast this with War of the Ring, which uses dice in a way that feels constraining in a good way, in a limited resources kind of way where I never feel like I have enough actions to do what I want, and I have to choose between multiple options, many of which could move my strategy forward. That's the kind of tension that I enjoy.
6 
 Thumb up
 tip
 Thumb up
Van Willis
United States
Aurora
Colorado
flag msg tools
Avatar
mbmbmbmbmb
Great review Scott! I love your succinct style and concrete description of what works for you and what doesn't. Additionally, thanks for explaining the rules without me feeling like I'm reading a rulebook in review form.
3 
 Thumb up
 tip
 Thumb up
Andy Andersen
United States
Newark
Delaware
flag msg tools
Avatar
mbmbmbmbmb
Pretty cheerleaders would have nothing to do with me in high school, but I do love this game. We've only played it a couple of times, but I think it will keep getting better.
3 
 Thumb up
 tip
 Thumb up
Железный комиссар
United States
Madison
Wisconsin
flag msg tools
Avatar
mbmbmbmbmb
Loved this review.
9 
 Thumb up
 tip
 Thumb up
All Hail Knucklebeard!
Australia
Wodonga
Victoria
flag msg tools
BorderCon 101 - Bring the fun, bring a smile, grab a game from the pile. Place the Meeple, play a card, swing your sword and kill the guard! So make the trip, don't be docile, look for details on my profile!
Avatar
mbmbmbmbmb
Great review Scott...well written, nice analogies and I think I find myself agreeing with your point of view as well.

I enjoy the game well enough but I think the game also moves quite quickly from the mid to end game and you can see how those last 4-5 turns are going to play out unless someone gets a mega good or bad roll...also robbing the game of some tension.

But bugger the game. I'm curious about the date.

Why didn't she engage in conversation? Do you think she was nervous now that things were official? Did you overestimate her willingness and she had second thoughts before the date?
5 
 Thumb up
 tip
 Thumb up
tom moughan
United States
Rochester
New York
flag msg tools
ahh....I love the smell of a stack of sketchily placed animals in the morning!
Avatar
mbmbmbmbmb
You are right, but that seems to hold true for quite a few games out there..while you could do other things, some of the actions may seem obvious "best plays" depending on how things play out.

My most disappointing observation after a few plays was there can be a huge lockout issue on the actions in say, two player, that cannot be played against without getting the right tech cards. I know its also a matter of clever use of dice rolls, but it is troubling if you are that person, struggling to keep your head above water.

That said, I am still glad I own it and look forward to exploring it and expanding on it.
3 
 Thumb up
 tip
 Thumb up
W David MacKenzie
United States
Edmonds
Washington
designer
Avatar
mbmbmbmbmb
lengthtoavoid wrote:
...there can be a huge lockout issue on the actions in say, two player, that cannot be played against without getting the right tech cards.


I think a lot of people undervalue the "cycling" effect at the Alien Artifact. Every ship you dock there allows you to discard the three cards on display and lay out three new cards...plus that ship still counts toward you 8+ goal.

So...there are three cards on display but I don't like any of them. I dock a 3 at the Alien Artifact and cycle the cards. I still don't see the one I need. I dock a 5 and cycle the cards again. Ah, there's the one I want. My ships total 8 so I take the card.

I've used two ships and seen nine cards. Some cards are already in play, so I've just looked at about half of the deck. Odds are VERY good that I can find the one I need to clear a space at the Shipyard, or move a colony to a better territory, or reuse one of my ships, or whatever.
11 
 Thumb up
 tip
 Thumb up
  • Last edited Wed May 11, 2011 3:57 pm (Total Number of Edits: 1)
  • Posted Wed May 11, 2011 3:57 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • QuickReply
    •  
    • QuickQuote
    •  
    • Reply
    •  
    • Quote
tom moughan
United States
Rochester
New York
flag msg tools
ahh....I love the smell of a stack of sketchily placed animals in the morning!
Avatar
mbmbmbmbmb
CleverMojo wrote:
lengthtoavoid wrote:
...there can be a huge lockout issue on the actions in say, two player, that cannot be played against without getting the right tech cards.


I think a lot of people undervalue the "cycling" effect at the Alien Artifact. Every ship you dock there allows you to discard the three cards on display and lay out three new cards...plus that ship still counts toward you 8+ goal.

So...there are three cards on display but I don't like any of them. I dock a 3 at the Alien Artifact and cycle the cards. I still don't see the one I need. I dock a 5 and cycle the cards again. Ah, there's the one I want. My ships total 8 so I take the card.

I've used two ships and seen nine cards. Some cards are already in play, so I've just looked at about half of the deck. Odds are VERY good that I can find the one I need to clear a space at the Shipyard, or move a colony to a better territory, or reuse one of my ships, or whatever.


True, and I am aware of and do cycle frequently. However, lost rounds where your opponent is gaining more dice and locking you out of the shipyard from good rolls, though completely situational, can be a huge detriment.

Say you have the tech card and you could remove one of your opponent's die from the shipyard...you still can't use the action. Before you know it they have 6 dice and you have 3 and the clear one and that's about it. I just find this as an issue in the two player exclusively but I have not clocked enough plays to find other ways around it.

Not saying it's a game breaker - I do enjoy this game immensely. It just makes me more prone to play 3-4 if I can.
3 
 Thumb up
 tip
 Thumb up
United States
Jeffersonville
Pennsylvania
Avatar
mbmbmbmbmb
Neil Thomson wrote:
Why didn't she engage in conversation? Do you think she was nervous now that things were official? Did you overestimate her willingness and she had second thoughts before the date?

It's been close to 20 years and my memory may be more kind to me than is warranted, but I'd say that I learned the lesson on that date that while small talk might be a great way to flirt, it can't sustain conversation for three hours, and that at the end of the day shared interests matter more than laughing at all of my jokes.
6 
 Thumb up
 tip
 Thumb up
United States
Jeffersonville
Pennsylvania
Avatar
mbmbmbmbmb
CleverMojo wrote:
lengthtoavoid wrote:
...there can be a huge lockout issue on the actions in say, two player, that cannot be played against without getting the right tech cards.


I think a lot of people undervalue the "cycling" effect at the Alien Artifact. Every ship you dock there allows you to discard the three cards on display and lay out three new cards...plus that ship still counts toward you 8+ goal.

That's a good point, and a good tip. I don't know that it ups the tension in a way that I'd like but it's certainly something that I'll try more the next time I play to see if it opens up more choices in a meaningful way.
6 
 Thumb up
 tip
 Thumb up
Josiah Miller
United States
Arlington
Texas
Avatar
mbmbmbmbmb
ScottB wrote:
CleverMojo wrote:
lengthtoavoid wrote:
...there can be a huge lockout issue on the actions in say, two player, that cannot be played against without getting the right tech cards.


I think a lot of people undervalue the "cycling" effect at the Alien Artifact. Every ship you dock there allows you to discard the three cards on display and lay out three new cards...plus that ship still counts toward you 8+ goal.

That's a good point, and a good tip. I don't know that it ups the tension in a way that I'd like but it's certainly something that I'll try more the next time I play to see if it opens up more choices in a meaningful way.


I would definitely experiment with this. The discard abilities on the Alien Tech cards allow for direct manipulation on the planet. In many games, the rolls may push you into an obvious decision, but you have the added decisions of moving a colony off a region to eliminate majority, and other direct interactions that rival the Raiders Outpost. These discard abilities can often lead to direct manipulation of points and really create a smaller game happening on the planet. The dice get you there, but the cards really push players into a competition that I think is reasonably tense. Of course, yours and my opinion might differ on what makes a tense game.
2 
 Thumb up
 tip
 Thumb up
Randall Bart
United States
Granada Hills
California
designer
Red October
badge
Earth is one of my favorite planets
Avatar
mbmbmbmbmb
lengthtoavoid wrote:
Say you have the tech card and you could remove one of your opponent's die from the shipyard...you still can't use the action. Before you know it they have 6 dice and you have 3 and the clear one and that's about it. I just find this as an issue in the two player exclusively but I have not clocked enough plays to find other ways around it.

The Plasma Cannon can be used to remove multiple ships from a facility. Have you been playing this wrong?
6 
 Thumb up
 tip
 Thumb up
United States
Jeffersonville
Pennsylvania
Avatar
mbmbmbmbmb
brotherjo wrote:
I would definitely experiment with this. The discard abilities on the Alien Tech cards allow for direct manipulation on the planet. In many games, the rolls may push you into an obvious decision, but you have the added decisions of moving a colony off a region to eliminate majority, and other direct interactions that rival the Raiders Outpost. These discard abilities can often lead to direct manipulation of points and really create a smaller game happening on the planet. The dice get you there, but the cards really push players into a competition that I think is reasonably tense. Of course, yours and my opinion might differ on what makes a tense game.

We usually have a lot of tech out, so that isn't the issue. It becomes obvious fairly quickly that tech is essential to the game and we typically take advantage of it when possible. What we haven't done a lot of is cycle tech looking for a particular card - that was the part that I thought was interesting. I don't know if cycling would allow the discard effects to come into play more frequently - that's the open question for me. If so, it could create a moderate increase in the use of discard actions, which might up the tension level slightly. But the flip side is that you're burning a lot of dice to do that, so I'm not sure about the payoff. I'll need to try it before I can decide.
4 
 Thumb up
 tip
 Thumb up
tom moughan
United States
Rochester
New York
flag msg tools
ahh....I love the smell of a stack of sketchily placed animals in the morning!
Avatar
mbmbmbmbmb
Barticus88 wrote:

The Plasma Cannon can be used to remove multiple ships from a facility. Have you been playing this wrong?


surprise why yes, I have been apparently. *bangs head on table*

point rendered moot. thank you for the heads up, honestly. now, to re-read the tech cards and get back to another two player session.
3 
 Thumb up
 tip
 Thumb up
W David MacKenzie
United States
Edmonds
Washington
designer
Avatar
mbmbmbmbmb
Be nice, Seth. It won't be long before someone is saying how arrogant you were to try and meld cocktails and voodoo into a board game.



The world is big enough for everyone's opinions.
6 
 Thumb up
 tip
 Thumb up
United States
Jeffersonville
Pennsylvania
Avatar
mbmbmbmbmb
spiraldaddy wrote:
It's funny how everyone thinks that when they hear someone likes a game that they will to as if there were some magical game out there that appeals to everyone. A lot of people who dislike Alien Frontiers tend to like heavier sort of games or games with less screwage. It is what it is. It doesn't pretend to advertise that it is something that it is not. I think that for what the game advertises about itself it follows through with. Just because it is pretty looking doesn't mean its stupid as you are implying. You act as if you are superior to the cheerleader you dated and that you are superior to playing this sort of game, that you are more intelligent, interesting,whatever. Personally I think you are a bit arrogant.

Since you apparently have some disconnect in understanding the points that I was trying to make:
1. I liked the game. I said so several times. I'd think most folks would be quite pleased to get this kind of endorsement from a reviewer:

Quote:
Overall, the game is a lot of fun. It’s light, plays in about an hour, and presents interesting decisions. It has a decent level of player interaction and rewards smart choices. I’d compare it favorably to Small World, not in terms of mechanics but in terms of weight and effect of significant decisions. It’s a light euro that does a lot of things well, including some things that a lot of euros don’t get right, such as decent player interaction and a degree of conflict, however limited.

2. I didn't imply that either the game or the girl was stupid. I've known many intelligent cheerleaders, including the girl in question. Please find a quote that shows that I think I'm superior to anyone. That you feel the need to infer such reflects more on your biases than my review.
3. I'm not sure why you feel that I'd like games with "less screwage". I thought the game actually underdelivered on the screwage quotient. More screwage would definitely up my opinion on the tension in this game. Move a colony from here to there doesn't count as screwage in my book.
4. What would you say that the game "advertises about itself"? I frankly can't even begin to understand your point there.
5. I liked the game. I said so more than once. I said it more than once here, just to again make the point. I wanted to love it, and I didn't.
6. Maybe you should double check your ability to understand what a review is saying and what it isn't before launching into personal attacks. Because when you demonstrate that you didn't really understand the points that the reviewer was making, it might make you look a bit silly. But it's a fun demonstration of irony, if nothing else.
7 
 Thumb up
 tip
 Thumb up
1 , 2  Next »   | 
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.