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Earth Reborn» Forums » General

Subject: Is there anything to dislike in Earth Reborn? rss

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Johan Haglert
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Except the weird (butt-ugly) color choices and somewhat disturbing icons, the complaints about not seeing walls. Is there anything to dislike in Earth Reborn?

It's ok with a comment such as "the theme suck", but also if there's some other reason you don't play the game. Something which doesn't make it interesting to you?

It would be nice to hear something negative because I kinda have never heard anything and the only things I think of is longevity / how long until you get bored with the rooms and missions (maybe longer than I would had wanted? =P) and how ugly the cards and player sheets look.

But that may not be enough reason to not pick it up. Especially since it's two player.


I looked a little at the amazing review comparing it to a video game and the whatever action points to roll dice / increase dice rolls and that had me thinking about the very little I had read about the blood bowl rules and how this may be a nice way to introduce me (and others?) to that kind of system and actions and maybe is a better (or just different / alternative / dual?) way of getting into those two games / systems?
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  • Last edited Thu Feb 2, 2012 5:05 am (Total Number of Edits: 1)
  • Posted Thu Feb 2, 2012 5:03 am
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Robert Nicewander
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There is no negative major enough to not buy this game, it's simply that good.

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Nathan
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It's a 'long haul' game, in other words, you need to put a lot of time in to play through all ten of the 'learning scenarios' (or you can skip a few of them) before you can play the full game. If you don't play it regularly, you may forget some rules.

EDIT: Alternatively, you can try reading the full rules and jumping into the deep end, but this approach may scare some players off.

This all makes it difficult to introduce to friends who have never played it before. It's a great game for two regular opponents, or with friends who will commit to playing it regularly (eg: my wife and I), but not great for friends who like to try different games every time they play.
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  • Last edited Thu Feb 2, 2012 5:11 am (Total Number of Edits: 1)
  • Posted Thu Feb 2, 2012 5:10 am
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In most games, once you lose something, you usually have the chance to get it back. In strategy games you can rebuild your army (or at least try to) if your opponent destroys half of it. If you lose resources you can regain them somehow.

In ER, one lucky instant-kill dice roll of your opponent can ruin your game, because losing a character really hurts (especially for Norad).

We experienced this yesterday. We usually play 4-player-team-SAGS (someone here on the board posted great custom rules for this) and haven't played in a long time. A friend was playing Nick and Vasquez and Nick didn't live long enough to see the last half of the of the first round. It may have been bad luck or mistakes in her tactic, but her fun was spoiled for the rest of the evening.
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David Taylor
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It takes a long time to set up.
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Banjo John
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I see no nagatives sides, besides very small things, like the ones mentioned.

No matter what, do yourself a favor and buy this game. It really good, and boy was it a treat to unbox
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Bryce K. Nielsen
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There's not enough people buying the game? Finding other players who want to play the game?

Honestly, I still don't like the Command Points and the voting system. I understand it all, and even though I'd prefer a different system, I can't think of a better way to implement it. It's also one of the harder things to explain to new players.

-shnar
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Johan Haglert
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Amnese wrote:
It's a great game for two regular opponents, or with friends who will commit to playing it regularly (eg: my wife and I), but not great for friends who like to try different games every time they play.
And you still think it's fun playing it over and over again? See what works / if something work better? Or doing different things?
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Johan Haglert
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shnar wrote:
There's not enough people buying the game? Finding other players who want to play the game?

Honestly, I still don't like the Command Points and the voting system. I understand it all, and even though I'd prefer a different system, I can't think of a better way to implement it. It's also one of the harder things to explain to new players.

-shnar
You mean to leech from / play with? Probably. But I know no people. But I'm sure many at the university got more or less every game so it may not make much sense to get anything at all.

I don't know what games the club have.

The second was a dislike? In that case I don't get the issue with the first one. In that they don't know it?

Voting as in sneak in before someone else turn? Or something else?
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Nathan
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aliquis wrote:
Amnese wrote:
It's a great game for two regular opponents, or with friends who will commit to playing it regularly (eg: my wife and I), but not great for friends who like to try different games every time they play.
And you still think it's fun playing it over and over again? See what works / if something work better? Or doing different things?



Yeah, I think it has very high replay value.

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Jim Nunn
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Cervantez wrote:
In most games, once you lose something, you usually have the chance to get it back. In strategy games you can rebuild your army (or at least try to) if your opponent destroys half of it. If you lose resources you can regain them somehow.

In ER, one lucky instant-kill dice roll of your opponent can ruin your game, because losing a character really hurts (especially for Norad).

We experienced this yesterday. We usually play 4-player-team-SAGS (someone here on the board posted great custom rules for this) and haven't played in a long time. A friend was playing Nick and Vasquez and Nick didn't live long enough to see the last half of the of the first round. It may have been bad luck or mistakes in her tactic, but her fun was spoiled for the rest of the evening.


I wonder if there's a case in multiplayer scenarios (I haven't played any) for a house rule to revive dead comrades? I suppose so long as the victory condition does not depend on the death of that character or team.

I.e. a team member has to pick up the body and carry it to a medical room, spend CP for a technical check (much higher result needed than normal) and revives the character to their wounded side? Possibly modified by or requiring certain (new?) equipment. The character could now never again heal up to their unwounded side; at least that player has something to do.

Like I say, I have never played multiplayer ER but I can imagine the boredom ensuing from being immediately gutted by Jack Saw and having nothing to do for the next 3 hours.
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  • Last edited Thu Feb 2, 2012 10:15 am (Total Number of Edits: 1)
  • Posted Thu Feb 2, 2012 10:14 am
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Eric Foldenauer
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Set up time for the training scenarios is a pain. The search deck and the rules for searching could have been done much better. Those are my two biggest complaints.

Earth Reborn is a commmitment game as has been mentioned above. You need to have at least one other player dedicated to playing it. This is not a game you can casually break out for anyone who just happens to come over to play a game.
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stephen
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Its not an instant pick up and play game, I cant imagine getting out for a casual one off game with someone new and then play a game on anything like equal terms, there is a lot to learn.
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Russell Harley
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The game is at its best when you have at least one other person who can consistently play the game with you at least 10 times so you can slowly play your way to the 'full' game, S.A.G.S. Playing with new people every time can lead to missing out on the more awesome versions of the game. This is the biggest mark against E.R. that I can give to the game.

The only other close-to-real complaint I have is that somewhere around the 4th or 5th scenario, the playtime of the game will EXPLODE. It jumps from a 45 to 90 minute game to a three hour or more game with no scenarios to build up to the time difference.

Overall, if you have a friend or two or three that you consistently play with this game is a no-brainer imho. If you play with different people to the point where you'd have to introduce a game you play frequently, Earth Reborn falls from great to good.
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Andy
United States
Piney Flats
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This may be a quibble to some but the game board looks like it can get pretty big. Once you've got the board itself setup you need even more room around it for character cards, equipment cards, order tiles, your command shield and other misc objects. Probably a quibble like I said, but if you are searching for any potential negatives about the game...

That being said, scenario one is currently taking up half of my dining room table at the moment laugh
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Ian McCarthy
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shnar wrote:
There's not enough people buying the game? Finding other players who want to play the game?

Honestly, I still don't like the Command Points and the voting system. I understand it all, and even though I'd prefer a different system, I can't think of a better way to implement it. It's also one of the harder things to explain to new players.

-shnar


These are my big things, too. Also, the order tile/CP system is very constraining and just not flexible enough for my taste. Sometimes, it feels very stupid to have a character who tries and fails to do some simple thing, like turn something on, literally over and over. And then, on top of that, you're scrambling to find those high value Interact Order Tiles, which can be an exercise in frustration.

Also, at the end of many of the Rounds (which, in a huge blunder, are called Turns in this game), both players will just pay CP's to draw a bunch of order tiles. It just feels kind of dumb.

It's a game that you have to seriously invest to learn, then to not seriously invest to play, because otherwise those random failures are going to piss you off, a weird dichotomy overall, especially given the theme. You'd think that the game would be lighter, with Zombies and Mechs, and yet less Random with 44 pages of rules and 10 Tutorial Scenarios.

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Lacombe
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The interrupt / blind-bidding mechanism is incredibly awkward... it's probably the reason I haven't pulled out the game again after my first attempt at it.
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Bryce K. Nielsen
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NateStraight wrote:
The interrupt / blind-bidding mechanism is incredibly awkward... it's probably the reason I haven't pulled out the game again after my first attempt at it.

I don't think it's not playable, quite the contrary it can be rather fun, it's just... different. It's a different flavor of ice cream and I would have preferred strawberry over lime sherbet...

And I agree with Ian, I'd throw in the Order Tiles into that mix. I just prefer knowing all my options instead of hoping I get XYZ tile (which might be why I don't like card games too).

-shnar
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Johan Haglert
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Andrewar wrote:
This may be a quibble to some but the game board looks like it can get pretty big. Once you've got the board itself setup you need even more room around it for character cards, equipment cards, order tiles, your command shield and other misc objects. Probably a quibble like I said, but if you are searching for any potential negatives about the game...

That being said, scenario one is currently taking up half of my dining room table at the moment laugh
Well. I like the look of a 8000 SEK table which is like. Well. I don't know. 3.5 meters long?

It's HUGE but very pretty (rough wood but not oak finish but grey with dark grey / black grain.)

I don't got anyone to play with though.

Yeah. And the chairs are quite expensive to

Preferably I would then build my own ceiling light with a board or wooden frame where I mounted one lamp in each corner and then built a small screen for the outside of the corner so you don't get the light from the closest lamps in your eyes. Four lamps = No(?) shade and lots of light.
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  • Last edited Thu Feb 2, 2012 4:46 pm (Total Number of Edits: 1)
  • Posted Thu Feb 2, 2012 4:44 pm
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Johan Haglert
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KenToad wrote:
These are my big things, too. Also, the order tile/CP system is very constraining and just not flexible enough for my taste. Sometimes, it feels very stupid to have a character who tries and fails to do some simple thing, like turn something on, literally over and over. And then, on top of that, you're scrambling to find those high value Interact Order Tiles, which can be an exercise in frustration.

Also, at the end of many of the Rounds (which, in a huge blunder, are called Turns in this game), both players will just pay CP's to draw a bunch of order tiles. It just feels kind of dumb.

It's a game that you have to seriously invest to learn, then to not seriously invest to play, because otherwise those random failures are going to piss you off, a weird dichotomy overall, especially given the theme. You'd think that the game would be lighter, with Zombies and Mechs, and yet less Random with 44 pages of rules and 10 Tutorial Scenarios.

Do you know of anything similar but better in your opinion?

I haven't looked at gears of wars and the likes. i don't know how like they are. Neither Descent or Blood bowl (not totally comparable I assume but you move and at least in the later case try to add to your odds )
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  • Last edited Thu Feb 2, 2012 4:49 pm (Total Number of Edits: 1)
  • Posted Thu Feb 2, 2012 4:48 pm
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Johan Haglert
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Andrewar wrote:
That being said, scenario one is currently taking up half of my dining room table at the moment laugh
I feel like RFTG almost over flow my 140 cm kitchen table which is kinda weird (we play nice though with many cards out.)

Cyclades fill it up to. (god board straight out from the main game to help with vision for everyone.)
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Bryce K. Nielsen
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There really is nothing quite as detailed as Earth Reborn yet so incredibly simple to play. It's really very unique. Even though some of us don't like the Order Tiles and Interrupt/Bidding rules and wished for more straight-forward mechanics (it all just feels too gamey), *everything* else about the game is so incredibly awesome. The way Chris implemented rules like facing, how that affects LOS and Attacks, interactions with the board, die rolls, etc. It's so incredibly detailed and yet plays so easy and you rarely need to look up rules.

Other detailed games like this usually spend hours of time buried in rulebooks and FAQs (I'm looking at you Descent: Journeys in the Dark). Not to say these other games aren't fun to play, just ER has taking the complex and made it simple in such a brilliant, genius way that there is no other comparison out there.

-shnar
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suPUR DUEper
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shnar wrote:
There really is nothing quite as detailed as Earth Reborn yet so incredibly simple to play. It's really very unique.


This.

I am a wargamer from way back and remember how rules-heavy tactical, man to man skirmish games are (Sniper/Patrol, anyone?). Earth Reborn does an awesome job of streamlining most of that so you get 80% of the effect for about 20% of the cognitive load.
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  • Last edited Sun Feb 5, 2012 8:33 pm (Total Number of Edits: 1)
  • Posted Thu Feb 2, 2012 5:38 pm
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gary rembo
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HI,
Just got this for my birthday so can share my thoughts after a couple of games.
I had a printing error on the board but hopefully being sorted by the company seems a few people have had some issues with various components.

I have only played a couple of scenarios so far but from a starters standpoint I found it very easy to get into if you follow the scenarios as they are printed to learn the game. Tought my wife the rules and first scenario in 15 mins.
The icon system make the game very intuitive to learn.

Anyway you want bad points dont you?
As above check your copy to see all sheets are printed right {if you can before purchase}

The plastic base stickers on the bases seem to not be very sticky may peel quickly{would recommend a moisture absorbing gel pack in the box.}
again on the figures they are very nice sculps but they seem to be hard to remove from the stands so painting may be a problem

takes a while to set up but quicker if you all join in. Im also confident once we have played all the training scenarios we will make our own boards anyway so will get quicker.

you really need to know all the rules to get the most out of this game so some time needed. For example if you just play the first scenario it can appear broken {no reaction / Ranged weapons etc}. Luckily on finishing the first scenario we were hooked and just wanted to try the next scenario {with more rules}. Its very addictive.

action/health tokens can be a little fiddly. Someone recomended dice for tracking health.

Hope this helps a little

despite my minor production quibbles a love this game and am looking forward to many many hours of fun as no two game will be the same.


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gary rembo
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KenToad wrote:
[q="shnar"]There's not enough people buying the game? Finding other players who want to play the game?

Honestly, I still don't like the Command Points and the voting system. I understand it all, and even though I'd prefer a different system, I can't think of a better way to implement it. It's also one of the harder things to explain to new players.

-shnar


These are my big things, too. Also, the order tile/CP system is very constraining and just not flexible enough for my taste. Sometimes, it feels very stupid to have a character who tries and fails to do some simple thing, like turn something on, literally over and over. And then, on top of that, you're scrambling to find those high value Interact Order Tiles, which can be an exercise in frustration.

Also, at the end of many of the Rounds (which, in a huge blunder, are called Turns in this game), both players will just pay CP's to draw a bunch of order tiles. It just feels kind of dumb.

It's a game that you have to seriously invest to learn, then to not seriously invest to play, because otherwise those random failures are going to piss you off, a weird dichotomy overall, especially given the theme. You'd think that the game would be lighter, with Zombies and Mechs, and yet less Random with 44 pages of rules and 10 Tutorial Scenario

Sounds like you need to be spending points during your turn to pull orders from the discards.
That way you will have more powerfull orders during your turn and less chips at the end.

instead of imagining your character not being able to press a button imagine them looking through a manual to work out what they need to press or recalling how the machine works or something.

I think the order tile system is cool in that you have to balance activating characters with building a powerfull usefull hand of tiles.

Also you may not have any or many credits left to buy tiles at the end of your turn and you can swap them out if you wish to anyway.
We found our selves more often buying tiles out of the discards anyway so you can see what you get.
Its just sooo much fun passing then passing again then pulling out a 4 point hth for frank einstien and squashing a puny zombie with one hit when he thought you were spent. love it.
Everytime I play this im thinking up new strategies.

I think some people dont want to make the adjustment to planning need before you act in this game which is fair enough.

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