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Subject: unattractive attractions rss

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Daniel Freeman
United States
St Louis
Missouri
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Visitors are attracted to your park based on the excitement level. However, none of the attractions affect your excitement level, so attractions actually don't do any attracting. Maybe they should be called something different like "distractions".

Also, the current BGG description states "So maybe buy a roller coaster or two to attract visitors to your park the good old-fashioned way?" This is clearly incorrect, so I suggest changing it to "But don't bother buying a roller coaster or two because nobody cares about that junk."
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Herman Turnip
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You might be right for now, but expansions are being worked on that may affect these attractions. This is a great game and I'm anxiously looking forward to what Pandasaurus has in store. In the meantime use those attractions for VPs or cash.
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Byron Brown
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Although I am pretty happy with the game and was glad to get it to the table on Saturday, I was also disappointed to see that the attractions do not have an attraction value. That, combined with the generic excitement/threat level of the dinosaurs in each of the three categories seemed out of sync with the games theme. I would have liked to have seen a dinosaur or two with threat level 3's or excitement level 4's for example.

The lesson I learned from my first play is that you must have food places to give places to put your visitors drawn by the dinosaurs and to help replenish your cash. I went heavy into trying to recruit specialists to get more workers, and then to upgrade my lab to have places to put them, and as a result, I was cash poor for the whole game and could never afford the special "attractions" to have destinations for the coming visitors.
 
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Brian Lewis
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PepsiFizz wrote:
Although I am pretty happy with the game and was glad to get it to the table on Saturday, I was also disappointed to see that the attractions do not have an attraction value. That, combined with the generic excitement/threat level of the dinosaurs in each of the three categories seemed out of sync with the games theme. I would have liked to have seen a dinosaur or two with threat level 3's or excitement level 4's for example.

The lesson I learned from my first play is that you must have food places to give places to put your visitors drawn by the dinosaurs and to help replenish your cash. I went heavy into trying to recruit specialists to get more workers, and then to upgrade my lab to have places to put them, and as a result, I was cash poor for the whole game and could never afford the special "attractions" to have destinations for the coming visitors.


You are taking money for every visitor coming to your park, yes? Money is tight in the game, but it shouldn't be *that* tight. Especially in later rounds, excitement of 15+ should be netting you $13-$15.
 
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Brandon Ferrer
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I say it's thematic. If I were going to a park that had real dinosaurs in it, the roller coaster would be the least exciting thing about the place.
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Jamie Specht
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joeyjoejoeshabadoo wrote:
I say it's thematic. If I were going to a park that had real dinosaurs in it, the roller coaster would be the least exciting thing about the place.

You're right but it isn't how it is advertised, at least on the BGG description. I don't know where that copy came from or if it is still used elsewhere but it is just not accurate.
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JonnyRotten
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joeyjoejoeshabadoo wrote:
I say it's thematic. If I were going to a park that had real dinosaurs in it, the roller coaster would be the least exciting thing about the place.


This. They are things for people to do in the park, but even the coolest attraction isn't as exciting as the most boring alive dinosaur. But once in the park people will still go and ride them, having fun, which is what vp pretty much is.

Also. Having them add excitement leads to people building dinoless parks in a game called dinosaur island. We wanted the focus to be in building dinos.

Though, one if the things we are working on for the expansion makes the layout of your park much more important
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Matt Smith
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Troy
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Something may have changed with the design since that copy was written. Regardless, Attractions give you places to put the "extra" visitors generated by your carnivores (each carnivore generates 2 more visitors but only 1 new visitor spot). Since VP's win the game, you want to be able to squeeze all possible VP's out of your visitors each round.

Also, the food Attractions provide flexibility to generate extra cash when needed.

Also, Attractions can tie into the End Game Objective cards.

Finally, who wouldn't want "Clever Grille" or "Jurassic Whirled" in their park?

So the Attractions are attractive, just for different reasons than the BGG description states.
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Heath Washburn
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jgilmour wrote:
Though, one if the things we are working on for the expansion makes the layout of your park much more important
Yesssssssss. Minor adjacency limitations/bonuses would be awesome.
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Duncan Idaho
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heathbarATL wrote:
jgilmour wrote:
Though, one if the things we are working on for the expansion makes the layout of your park much more important
Yesssssssss. Minor adjacency limitations/bonuses would be awesome.


Seconded. Put as much of this as possible in the game.
 
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Daniel Freeman
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This post was mostly a joke, but I was honestly confused the first time I played. I had gone into the game having only read the BGG description, so I thought that attractions would bring visitors to your park just like dinos do. I understand the role of attractions now as a place to put visitors, but the BGG description is incorrect and should be updated (maybe not to the cheeky suggestion I made though).
 
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Walt Williams
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1) Any theme park can have roller coasters. It is the dinosaurs that set it apart and draw people in. To me the lack of excitement level on attractions makes thematic sense.

2) Attractions allow you to bring more visitors into the park and score more victory points. They have a purpose in the game.

3) Not sure what the purpose of breeding dinosaurs would be if attractions added to you excitement level. You could just build attractions and not worry about raising you security level. Seems like a game breaker. (To quote Ian Malcolm: When the Pirates of the Caribbean break down, the pirates don't eat the tourists.
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Jeff Pearce
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mr_willi wrote:
(To quote Ian Malcolm: When the Pirates of the Caribbean break down, the pirates don't eat the tourists.
"Life, uh, finds a way".
 
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