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Subject: AuZtralia Review rss

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Shane McNeill
New Zealand
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Played a prototype of the game and here are my thoughts:

Here is what I liked:

- One of the strong aspects of the game is its ability to tell stories, and this game does that in spades. We found that almost every action had us making up little funny jokes about what was actually happening to our forces. Whether that be soldiers going insane in a temple or the impending doom of the approaching Cthulu (who happened to be our first level 3 token that we flipped!).

- The fact that the game is divided into almost two halves: the initial quiet phase and then the impending doom of the awakened old ones, which had us all thinking very carefully about our next actions. Using time as a resource I feel like is an under utilised mechanic in modern games (the only other game that comes to mind with this is Patchwork), but that I think it is an interesting concept and when used well, as in this game, it can be very effective.

- The multi use of the Old One cards for movement and combat. This felt very sleek and efficient in terms of minimising the use of components.

So as for my gripes, these are minor and only very few:
1. While initially learning the game I got a little confused by the rules around the placement of survey tokens and the following placement of resources on the board. This required clarification and once I got it it made sense, however I did struggle there for a moment and wondered if there was a way for this to be clearer in the rulebook.
2. When calculating our final scores we were confused about the initial numbers on the scoring track (0-8) because they are unlabelled. Again with some simple logic we figured it out but if there was a way to also have these numbered that would be ideal.
3. Could the iron tokens instead of being yellow be grey or silver? When I think of iron I imagine a dull grey metal colour. Currently they are also very close to the yellow players token colours.

Otherwise the game felt very solid at its core. I'm definitely convinced now to back it once it goes up on kickstarter and am keen to play it again sometime soon.
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Jack Francisco
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I also like time as a resource. I thought Village did it about as well as I've seen. This is one that had my attention from the start and I look forward to seeing more about it.
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Shane Larsen
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Wallace uses the time mechanism very well in a game of his I highly recommend:

Tinners' Trail

Thanks for this review. It's nice to see some early impressions.
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Jack Francisco
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Yup, like it there as well. Especially good to work the turn order.
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Amanda Milne
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Thanks for sharing your impressions.

We will address those niggles you found. We’re also working on making all the tokens and tiles feel more in tune with the 1930s look of the game as well as adding some more textures to the map.

All thoughts on improving the game are welcomed.
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James Rumble
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Thanks for doing this! Really looking forward to this game.
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David Espada
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nzmeerkat wrote:

All thoughts on improving the game are welcomed.


I'd like to see another cover art (I think prototype is awful one) and another box formar, more in line with Treefrog Wallace games. If you better the board textures and those little things I comment, it can be a wonderful piece of Wallace art. I don't understand why publishers use so big boxes with so bad typography in them.

Thank you for your good work.
 
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Thomas Aikens
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davinci wrote:
nzmeerkat wrote:

All thoughts on improving the game are welcomed.


I'd like to see another cover art (I think prototype is awful one) and another box formar, more in line with Treefrog Wallace games. If you better the board textures and those little things I comment, it can be a wonderful piece of Wallace art. I don't understand why publishers use so big boxes with so bad typography in them.

Thank you for your good work.
I would actually be pretty sad to see a change to the box. The artist did a great job and I think it's beautiful. Then again, I don't really get the appeal of most modern art, so I might be in the minority.
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Thomas Aikens
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Also, thanks for the early review! I cannot wait for this! ...although, I suppose I have to...
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Kolby Reddish
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mjrtom wrote:
davinci wrote:
nzmeerkat wrote:

All thoughts on improving the game are welcomed.


I'd like to see another cover art (I think prototype is awful one) and another box formar, more in line with Treefrog Wallace games. If you better the board textures and those little things I comment, it can be a wonderful piece of Wallace art. I don't understand why publishers use so big boxes with so bad typography in them.

Thank you for your good work.
I would actually be pretty sad to see a change to the box. The artist did a great job and I think it's beautiful. Then again, I don't really get the appeal of most modern art, so I might be in the minority.


No, I agree with you. The box art is very neat.
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David Espada
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OK, I agree. Keep the box art... and then change box format!
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Amanda Milne
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Just curious. What do you dislike about the format?
 
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Adelė
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I think both format and art are great.
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Kolby Reddish
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nzmeerkat wrote:
Just curious. What do you dislike about the format?


I would say stick with what you have, again.
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David Espada
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nzmeerkat wrote:
Just curious. What do you dislike about the format?


Smaller and prettier. Treefrog format is very good because it seems like books. Size is a growing problem in games, because our shelves are limited and collections expand like a blob monster. Elegance is good, and I think square boxes are a trend for inducing to think of bloated content, when in many cases box is half empty without sense. They spreads over table when preparing the game, like square rule books.

Ergonomics and looks in only one decision. So little and so important in my book

Thank you for asking.
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David Chapman
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Oh, alright - except for Codenames
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Square boxes usually mean the game has a board. Boards tend to be square, so boxes are made to fit them.
 
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David Espada
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Jedit wrote:
Square boxes usually mean the game has a board. Boards tend to be square, so boxes are made to fit them.


Twilight Struggle has a very big board. Look at the box format, please. In fact, all GMT BOARD games. Or all Treefrog BOARD games.

Greets.
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David Chapman
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Oh, alright - except for Codenames
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davinci wrote:
Jedit wrote:
Square boxes usually mean the game has a board. Boards tend to be square, so boxes are made to fit them.


Twilight Struggle has a very big board. Look at the box format, please. In fact, all GMT BOARD games. Or all Treefrog BOARD games.

Greets.


A Study in Emerald 2E is square.

But you're not arguing against me. Saying that if a box is square the game probably has a board isn't saying that games without square boxes don't have boards. It's just a point of fact that most folding boards have square panels for ease of manufacture. In fact, looking at my shelf right now I can see half a dozen games with non-square boxes and square panelled boards, but only one that has a square box and a board with panels that aren't square.
 
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Alan Singh
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This rather undermines the point of your initial blithe assertion.
 
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Peter Kelley
Australia
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nzmeerkat wrote:
Thanks for sharing your impressions.

We will address those niggles you found. We’re also working on making all the tokens and tiles feel more in tune with the 1930s look of the game as well as adding some more textures to the map.

All thoughts on improving the game are welcomed.


Just a really little niggle, the squares used to denote cubes were flat rather than shaded or 3d which jarred with the rest of the design.
 
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Thaddeus MacTaggart
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Box art is definitely great!!
 
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