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T.I.M.E Stories» Forums » General

Subject: Recommended practice games? rss

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Jon Mendenhall
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Hi, I bought this game to play with some friends, unfortunately the group I'm going to play with are only lite gamers (Ticket to ride, monopoly, etc.) Are there any games you'd recommend we play to get them used to some of the mechanics or should we just dive in?
 
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Dustin Crenshaw
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I say just dive right in. The actual rules of the game are pretty light.
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George
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I would just dive in, it's just reading of cards and die rolls. I would just make sure you understand the turn structure... check out the FAQ for some examples of what costs a time unit and what doesn't.
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Adam Hostetler
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JMendenhall wrote:
Hi, I bought this game to play with some friends, unfortunately the group I'm going to play with are only lite gamers (Ticket to ride, monopoly, etc.) Are there any games you'd recommend we play to get them used to some of the mechanics or should we just dive in?


As long as YOU know they rules, they'll be fine. I don't think learning any other games would benefit them much.
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Sean Herman
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Dustin is correct. If you know how movement (TU) and combat work and know what the lock symbol means you should be in very good shape. I would take them through a practice "combat" using the book examples (or maybe a card if you cover the top part up). We had no problems and I'm awful at rules.
 
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Jon Mendenhall
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Thanks everyone!
 
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Joshua R
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slydog75 wrote:
As long as YOU know they rules, they'll be fine. I don't think learning any other games would benefit them much.


Hey there - this comment speaks directly to a question I was going to ask: Can I play this with a few light gamers who aren't the type to dig into a rulebook?

I recently played Mysterium for the first time and really appreciated how the guy who brought it over could basically be "the GM" as the ghost and the other four of us didn't need to know anything other than "try to guess what I'm communicating to you with these cards" (a simplification, but you know what I mean).

I'm wondering if TS is the sort of thing I can just give a few general rules for and then basically act as GM while the other players just read things on the cards and talk about figuring out the puzzle.

Would others agree with Adam's comment, or should I reserve this for my "real" game group with all our rules lawyers? TY!

Edit: I guess I could add: what if there are only three of us? Will that diminish enjoyment? Should I really shoot to have 4?
 
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Stephen Cooper
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Have you played TIME Stories? There are several rules wrinkles that you may wish to read about in the Official FAQ.

Otherwise, as long as you know the rules, you should be able to lead new players easily through the game, not even general rules are necessary before hand.

Set up the Base and start them off reading those cards in turn, which will complete the set up. Then put the Base away and lay out the first room and explain how agents enter a room, how they interact with cards and to watch out for locks. You can explain tests, shields and dice when someone encounters a test. The rest is just paying attention to what they see and hear.

I've only ever played with a team of four, so have no opinion on the merits of three.
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Joshua R
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Scooperman wrote:
Have you played TIME Stories? There are several rules wrinkles that you may wish to read about in the Official FAQ.

Otherwise, as long as you know the rules, you should be able to lead new players easily through the game, not even general rules are necessary before hand.

Set up the Base and start them off reading those cards in turn, which will complete the set up. Then put the Base away and lay out the first room and explain how agents enter a room, how they interact with cards and to watch out for locks. You can explain tests, shields and dice when someone encounters a test. The rest is just paying attention to what they see and hear.

I've only ever played with a team of four, so have no opinion on the merits of three.

Cool, thanks - that's what I was hoping for.

I've not played it yet - just got it from my BGG Secret Santa and have been reading the rules trying to get a sense of it (looks like I got the updated version with clarifications in the rulebook).
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Stephen Cooper
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Welcome Agent Joshua to the T.I.M.E Agency, good luck out there.
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