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Subject: better and better rss

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Skerasco Veraii
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Now played my 15th game of NATIONS and it was the best one yet.... playing with experienced players makes the game just go up another level, had a great game of twisting strategies and card chaining. Just a big well done to the designer this has all the depth a game could ask for! The fact that you dont know what will happen next really tests your ability to adapt your strategy aswell which is so crucial to a real gaming experience. WELL DONE, a masterpiece!!!! DONT DISAPPOINT ON THE EXPANSION
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Rustan Håkansson
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Thank you!
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Daniel Corban
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Yes, the game is much more satisfying with experienced players and the expert cards. It does seem to get more enjoyable the more if is played.
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Jono Naito
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I play with the same people regularly- 2-5 players, always a blast. Played at least 30 games thus far. It is a whole other world of possibility, it really is. Thank you for a great game!
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Stig Beite Løken
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My playgroup has well over 200 plays of TTA. We absolutely love Nations and have started playing it regularly. The game gets better and better. The fun really skyrocketed for my group when we played with all the cards and on the highest difficulty. Crazy stuff happens and not a single game is the same (although we understand that not everyone enjoys a high "chaos-factor", sometimes the card row reveals many buildings, sometimes just a few and extremely rarely none).

What would improve the game for us, is more Nations (civs). Please give us more!
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Paulo Santoro
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Vicar in a tutu wrote:
My playgroup has well over 200 plays of TTA. We absolutely love Nations and have started playing it regularly. The game gets better and better. The fun really skyrocketed for my group when we played with all the cards and on the highest difficulty. Crazy stuff happens and not a single game is the same (although we understand that not everyone enjoys a high "chaos-factor", sometimes the card row reveals many buildings, sometimes just a few and extremely rarely none).

What would improve the game for us, is more Nations (civs). Please give us more!


Stig, please try the refilling method that I describe here.
 
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Rafael Hannula
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PauloSantoro wrote:
Vicar in a tutu wrote:
My playgroup has well over 200 plays of TTA. We absolutely love Nations and have started playing it regularly. The game gets better and better. The fun really skyrocketed for my group when we played with all the cards and on the highest difficulty. Crazy stuff happens and not a single game is the same (although we understand that not everyone enjoys a high "chaos-factor", sometimes the card row reveals many buildings, sometimes just a few and extremely rarely none).

What would improve the game for us, is more Nations (civs). Please give us more!


Stig, please try the refilling method that I describe here.


You do realize that it isn't necessarily a bad thing that some card types/resources are scarce or extremely scarce. It just makes the game more interesting. Personally I see that the game just gets worse if the card row is manipulated. But that's just my opinion.
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Paulo Santoro
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rayffis wrote:
PauloSantoro wrote:
Vicar in a tutu wrote:
My playgroup has well over 200 plays of TTA. We absolutely love Nations and have started playing it regularly. The game gets better and better. The fun really skyrocketed for my group when we played with all the cards and on the highest difficulty. Crazy stuff happens and not a single game is the same (although we understand that not everyone enjoys a high "chaos-factor", sometimes the card row reveals many buildings, sometimes just a few and extremely rarely none).

What would improve the game for us, is more Nations (civs). Please give us more!


Stig, please try the refilling method that I describe here.


You do realize that it isn't necessarily a bad thing that some card types/resources are scarce or extremely scarce. It just makes the game more interesting. Personally I see that the game just gets worse if the card row is manipulated. But that's just my opinion.


Have you read all my post there? It's not a very hard manipulation. Sometimes no card is discarded, sometimes only one. Scarcity happens. It's only a little tweak, but with a very good impact.
 
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Rafael Hannula
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PauloSantoro wrote:
rayffis wrote:
PauloSantoro wrote:
Vicar in a tutu wrote:
My playgroup has well over 200 plays of TTA. We absolutely love Nations and have started playing it regularly. The game gets better and better. The fun really skyrocketed for my group when we played with all the cards and on the highest difficulty. Crazy stuff happens and not a single game is the same (although we understand that not everyone enjoys a high "chaos-factor", sometimes the card row reveals many buildings, sometimes just a few and extremely rarely none).

What would improve the game for us, is more Nations (civs). Please give us more!


Stig, please try the refilling method that I describe here.


You do realize that it isn't necessarily a bad thing that some card types/resources are scarce or extremely scarce. It just makes the game more interesting. Personally I see that the game just gets worse if the card row is manipulated. But that's just my opinion.


Have you read all my post there? It's not a very hard manipulation. Sometimes no card is discarded, sometimes only one. Scarcity happens. It's only a little tweak, but with a very good impact.


I did read it. And I also agree that it's not very hard manipulation (much better than other card row house rule suggestions I've read). I just don't think that it makes the game better. It diminishes the possibility of extremely harsh rounds. And usually those rounds have huge effect to the course of the game (which is interesting IMO).

Ultimately this is just a matter of preference. I'm a cutthroat player and I play with people who are cutthroat as well.
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Stig Beite Løken
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PauloSantoro wrote:
Vicar in a tutu wrote:
My playgroup has well over 200 plays of TTA. We absolutely love Nations and have started playing it regularly. The game gets better and better. The fun really skyrocketed for my group when we played with all the cards and on the highest difficulty. Crazy stuff happens and not a single game is the same (although we understand that not everyone enjoys a high "chaos-factor", sometimes the card row reveals many buildings, sometimes just a few and extremely rarely none).

What would improve the game for us, is more Nations (civs). Please give us more!


Stig, please try the refilling method that I describe here. :)

Your house rule looks cool. But we prefer the randomness and the weird gamestates that occur from playing with all the cards.
 
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Paulo Santoro
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I wouldn't be able to see the joy of "weird gamestates" like having only, say, 8 wars and 8 golden ages to choose from. It would be only a experience with no choices, a round to pass. This wouldn't make for a more "cutthroat" game, which I also like, but would make for a bad, poor experience game.

This is a design level issue. They tried to handle this with the "additional rules" where they suggest a way to play with "balanced progress card decks", but it's a hard thing to setup.

I challenge anyone to try my refilling method for some games to see if the game doesn't feel more pleasurable. It's not because of me, of course, please understand: It's because of the great job the designers did and you are spoiling by not playing at least with the suggested balancing!

My method only emulates the official suggestion in a very easier way to do and, at the same time, keep the things more mixed!
 
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Rustan Håkansson
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PauloSantoro wrote:

This is a design level issue. They tried to handle this with the "additional rules" where they suggest a way to play with "balanced progress card decks", but it's a hard thing to setup.


No, we did not "try" to handle the variation, it is an important feature of the game. The intended way to play is to use all cards. The game is designed to handle extreme variation, there are ways around shortages and lots of options that are hard to see at first. We break a bunch of conventions that gamers are used to though, and to make the learning process easier we split the decks to 3 packs.

There are players who do not like this type of variation though, and for those we added the variant in the rules. Thanks for expanding with your variant!
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You can't handle the truth?
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PauloSantoro wrote:
I wouldn't be able to see the joy of "weird gamestates" like having only, say, 8 wars and 8 golden ages to choose from. It would be only a experience with no choices, a round to pass. This wouldn't make for a more "cutthroat" game, which I also like, but would make for a bad, poor experience game.

This is a design level issue. They tried to handle this with the "additional rules" where they suggest a way to play with "balanced progress card decks", but it's a hard thing to setup.

I challenge anyone to try my refilling method for some games to see if the game doesn't feel more pleasurable. It's not because of me, of course, please understand: It's because of the great job the designers did and you are spoiling by not playing at least with the suggested balancing!

My method only emulates the official suggestion in a very easier way to do and, at the same time, keep the things more mixed!
I would never play with your method either.

What if that 6th blue card is a food card, and I really need food. What if all the good food cards are positioned that you will never see them with your refilling method.

I know it may be unlikely, but no more so than your 8 war and 8 golden age card set up.

I too, would rather play rules as written, with all the playtesting, than your rules, with your playtesting.

I wasn't even going to reply, but your insistence on the rest of us just not getting it, and that you know better, really put me off, and reading the other responses, I am not alone.
 
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Paulo Santoro
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crambaza wrote:
PauloSantoro wrote:
I wouldn't be able to see the joy of "weird gamestates" like having only, say, 8 wars and 8 golden ages to choose from. It would be only a experience with no choices, a round to pass. This wouldn't make for a more "cutthroat" game, which I also like, but would make for a bad, poor experience game.

This is a design level issue. They tried to handle this with the "additional rules" where they suggest a way to play with "balanced progress card decks", but it's a hard thing to setup.

I challenge anyone to try my refilling method for some games to see if the game doesn't feel more pleasurable. It's not because of me, of course, please understand: It's because of the great job the designers did and you are spoiling by not playing at least with the suggested balancing!

My method only emulates the official suggestion in a very easier way to do and, at the same time, keep the things more mixed!
I would never play with your method either.

What if that 6th blue card is a food card, and I really need food. What if all the good food cards are positioned that you will never see them with your refilling method.

I know it may be unlikely, but no more so than your 8 war and 8 golden age card set up.

I too, would rather play rules as written, with all the playtesting, than your rules, with your playtesting.

I wasn't even going to reply, but your insistence on the rest of us just not getting it, and that you know better, really put me off, and reading the other responses, I am not alone.


I can't see why that "put you off". I may be wrong, but I didn't behave with disrespect.
 
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You can't handle the truth?
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PauloSantoro wrote:
crambaza wrote:
PauloSantoro wrote:
I wouldn't be able to see the joy of "weird gamestates" like having only, say, 8 wars and 8 golden ages to choose from. It would be only a experience with no choices, a round to pass. This wouldn't make for a more "cutthroat" game, which I also like, but would make for a bad, poor experience game.

This is a design level issue. They tried to handle this with the "additional rules" where they suggest a way to play with "balanced progress card decks", but it's a hard thing to setup.

I challenge anyone to try my refilling method for some games to see if the game doesn't feel more pleasurable. It's not because of me, of course, please understand: It's because of the great job the designers did and you are spoiling by not playing at least with the suggested balancing!

My method only emulates the official suggestion in a very easier way to do and, at the same time, keep the things more mixed!
I would never play with your method either.

What if that 6th blue card is a food card, and I really need food. What if all the good food cards are positioned that you will never see them with your refilling method.

I know it may be unlikely, but no more so than your 8 war and 8 golden age card set up.

I too, would rather play rules as written, with all the playtesting, than your rules, with your playtesting.

I wasn't even going to reply, but your insistence on the rest of us just not getting it, and that you know better, really put me off, and reading the other responses, I am not alone.


I can't see why that "put you off". I may be wrong, but I didn't behave with disrespect.


Vicar in a tutu wrote: We like this game, it's chaotic and fun

PauloSantoro wrote: Try my way

rayffis wrote: We don't like to manipulate the card row

PauloSantoro wrote: Did you even read my post?!

rayffis wrote: I did read it. And I also agree that it's not very hard manipulation. I just don't think that it makes the game better

Vicar in a tutu wrote: Your house rule looks cool. But we prefer the randomness and the weird gamestates that occur from playing with all the cards.

PauloSantoro wrote: I wouldn't be able to see the joy of "weird gamestates"... This is a design level issue.

Maybe we just don't want to play your way.
 
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Paulo Santoro
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As I've said, I may be wrong but haven't been disrespectful. Now you may be needing a vacation.
 
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