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Subject: When an action feels right. rss

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Stewart Sinex
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I am looking for examples of when an action feels like the theme of the action in a game. Any ideas?
 
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James Arias
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In any game featuring combat with dice, the various forms of critical hits, follow-thru, exploding dice, etc. feel right. Creates statistically uncommon "BAM!" moments.

Many horror-oriented games use insanity or fear to debuff the player's actions, or as another form of "lives".

Tile-layers make sense in games whose theme includes exploration or "fog of war".
 
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B C Z
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3geargames wrote:
I am looking for examples of when an action feels like the theme of the action in a game. Any ideas?


Agricola: Planting/Havesting/Animals Reproducing

Stone Age: Gain a new Worker (2 meeples enter, 3 meeples leave)

Ca$h & Guns: Selecting your Target for the Round

 
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Paul Zagieboylo
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byronczimmer wrote:
Stone Age: Gain a new Worker (2 meeples enter, 3 meeples leave)


This one is pretty common, I think. Dungeon Lords has the same trick. (The Magic Room: send in two imps and a romantic dinner, and three imps come out! It's like magic! whistle)
 
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