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Subject: What are the modules and which do you prefer or think you'll like? rss

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Nicholas Johnson
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So one of the things that puts me off a little bit is that so much of this game seems modular. Games with this many optional rules in my experience tend to get really swingy about what is the best way to play and what drastically changes the game, especially with expansion modules. So my question is:
What are all the optional variants we know about?
What optional rules will you always play with?
What rules do you tend to put to the side as a maybe?
What do you never use or plan to never use?

I think one of the things I never plan to use is the blue print board. It doesn't seem particularly puzzley and it just seems to give you points for following a strict shopping list.
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Jacob Casper
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powermad wrote:
So one of the things that puts me off a little bit is that so much of this game seems modular. Games with this many optional rules in my experience tend to get really swingy about what is the best way to play and what drastically changes the game, especially with expansion modules. So my question is:
What are all the optional variants we know about?
What optional rules will you always play with?
What rules do you tend to put to the side as a maybe?
What do you never use or plan to never use?

I think one of the things I never plan to use is the blue print board. It doesn't seem particularly puzzley and it just seems to give you points for following a strict shopping list.


Are you talking about the expansion? The only modules in the game are the plot twists, if you could call them that.
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Nicholas Johnson
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UnlivedPhalanx wrote:

Are you talking about the expansion? The only modules in the game are the plot twists, if you could call them that.

I might've just been mislead. Maybe that is all in the expansion. Listening to a lot about this game I heard optional rules brought up a lot. If it's really only like 3 things this thread can die in peace pretty quickly.
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Tony Graham
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All the modules are fantastic and you can mix and match as you please. All are very well balanced and have very easy rules. The blueprints are actually very good to play with and create some tough decisions. Go for blueprint points with attraction or upgrades and specialist which may help you gain points via more dinos. There is alot of depth. It is much more than just following the print.

Also, the expansion boards are a nice little feature which give you even more options to gain points or mitigate losing points.

The executives also add a nice layer of depth as each does something different allowing for some great asymmetrical powers. I will always play with the executives once the expansion drops.

The water dinos are a no brainer to play with every time as well. each water dino is unique and offer different pros and cons.

These are all in the expansion. The base game has nothing modular. The expansion will add a lot of replay value.

(Yes, I have played all the modules except for the 5th player.)
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Jacob Casper
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JavaGammer wrote:
All the modules are fantastic and you can mix and match as you please. All are very well balanced and have very easy rules. The blueprints are actually very good to play with and create some tough decisions. Go for blueprint points with attraction or upgrades and specialist which may help you gain points via more dinos. There is alot of depth. It is much more than just following the print.

Also, the expansion boards are a nice little feature which give you even more options to gain points or mitigate losing points.

The executives also add a nice layer of depth as each does something different allowing for some great asymmetrical powers. I will always play with the executives once the expansion drops.

The water dinos are a no brainer to play with every time as well. each water dino is unique and offer different pros and cons.

These are all in the expansion. The base game has nothing modular. The expansion will add a lot of replay value.

(Yes, I have played all the modules except for the 5th player.)


None of these things are in Dinosaur Island. You are referring to the Totally Liquid expansion, which has its own forum.
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Tony Graham
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UnlivedPhalanx wrote:
JavaGammer wrote:
All the modules are fantastic and you can mix and match as you please. All are very well balanced and have very easy rules. The blueprints are actually very good to play with and create some tough decisions. Go for blueprint points with attraction or upgrades and specialist which may help you gain points via more dinos. There is alot of depth. It is much more than just following the print.

Also, the expansion boards are a nice little feature which give you even more options to gain points or mitigate losing points.

The executives also add a nice layer of depth as each does something different allowing for some great asymmetrical powers. I will always play with the executives once the expansion drops.

The water dinos are a no brainer to play with every time as well. each water dino is unique and offer different pros and cons.

These are all in the expansion. The base game has nothing modular. The expansion will add a lot of replay value.

(Yes, I have played all the modules except for the 5th player.)


None of these things are in Dinosaur Island. You are referring to the Totally Liquid expansion, which has its own forum.


I was addressing the OP. He was talking about modular and optional rules. Those are only in the expansion which I obviously stated. Thank you for your contribution to the OP questions.
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Marco Teti
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JavaGammer wrote:
All the modules are fantastic and you can mix and match as you please. All are very well balanced and have very easy rules. The blueprints are actually very good to play with and create some tough decisions. Go for blueprint points with attraction or upgrades and specialist which may help you gain points via more dinos. There is alot of depth. It is much more than just following the print.

Also, the expansion boards are a nice little feature which give you even more options to gain points or mitigate losing points.

The executives also add a nice layer of depth as each does something different allowing for some great asymmetrical powers. I will always play with the executives once the expansion drops.

The water dinos are a no brainer to play with every time as well. each water dino is unique and offer different pros and cons.

These are all in the expansion. The base game has nothing modular. The expansion will add a lot of replay value.

(Yes, I have played all the modules except for the 5th player.)


That's all cool and all but did the expansion address some of the other underlying problems that I've read about?
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Tony Graham
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SgtTenor wrote:
JavaGammer wrote:
All the modules are fantastic and you can mix and match as you please. All are very well balanced and have very easy rules. The blueprints are actually very good to play with and create some tough decisions. Go for blueprint points with attraction or upgrades and specialist which may help you gain points via more dinos. There is alot of depth. It is much more than just following the print.

Also, the expansion boards are a nice little feature which give you even more options to gain points or mitigate losing points.

The executives also add a nice layer of depth as each does something different allowing for some great asymmetrical powers. I will always play with the executives once the expansion drops.

The water dinos are a no brainer to play with every time as well. each water dino is unique and offer different pros and cons.

These are all in the expansion. The base game has nothing modular. The expansion will add a lot of replay value.

(Yes, I have played all the modules except for the 5th player.)


That's all cool and all but did the expansion address some of the other underlying problems that I've read about?


The OP wasn't addressing or asking about your issues. IDK what your issues are. I was just addressing the questions the OP asked.
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Marco Teti
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JavaGammer wrote:
SgtTenor wrote:
JavaGammer wrote:
All the modules are fantastic and you can mix and match as you please. All are very well balanced and have very easy rules. The blueprints are actually very good to play with and create some tough decisions. Go for blueprint points with attraction or upgrades and specialist which may help you gain points via more dinos. There is alot of depth. It is much more than just following the print.

Also, the expansion boards are a nice little feature which give you even more options to gain points or mitigate losing points.

The executives also add a nice layer of depth as each does something different allowing for some great asymmetrical powers. I will always play with the executives once the expansion drops.

The water dinos are a no brainer to play with every time as well. each water dino is unique and offer different pros and cons.

These are all in the expansion. The base game has nothing modular. The expansion will add a lot of replay value.

(Yes, I have played all the modules except for the 5th player.)


That's all cool and all but did the expansion address some of the other underlying problems that I've read about?


The OP wasn't addressing or asking about your issues. IDK what your issues are. I was just addressing the questions the OP asked.


I understood that. I don't have issues with the game. I've never played it. I was just reading that it had issues. Since you seemed to be in the know, I though you'd might share your opinion if it addresses some of the issues I've read about and if it addressed them.
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Tony Graham
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SgtTenor wrote:
JavaGammer wrote:
SgtTenor wrote:
JavaGammer wrote:
All the modules are fantastic and you can mix and match as you please. All are very well balanced and have very easy rules. The blueprints are actually very good to play with and create some tough decisions. Go for blueprint points with attraction or upgrades and specialist which may help you gain points via more dinos. There is alot of depth. It is much more than just following the print.

Also, the expansion boards are a nice little feature which give you even more options to gain points or mitigate losing points.

The executives also add a nice layer of depth as each does something different allowing for some great asymmetrical powers. I will always play with the executives once the expansion drops.

The water dinos are a no brainer to play with every time as well. each water dino is unique and offer different pros and cons.

These are all in the expansion. The base game has nothing modular. The expansion will add a lot of replay value.

(Yes, I have played all the modules except for the 5th player.)


That's all cool and all but did the expansion address some of the other underlying problems that I've read about?


The OP wasn't addressing or asking about your issues. IDK what your issues are. I was just addressing the questions the OP asked.


I understood that. I don't have issues with the game. I've never played it. I was just reading that it had issues. Since you seemed to be in the know, I though you'd might share your opinion if it addresses some of the issues I've read about and if it addressed them.


That is just it, I don't know what issues you are talking about. It is a great game that I have no issues with or know what issued to address. The expansions are modular but work great mixed and matched. The base game is smooth and easy to learn with good depth.
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Matt Smith
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The "issues" a few people have noted are:
- Each dino stack has the same stats other than DNA recipe
- The positional arrangement of your park doesn't matter
- Player order can impact your ability to "get what you need"

I haven't seen any of these "issues" affect my enjoyment of the base game. However, some people want the base game to be a more complex "gamer's" game, which the Totally Liquid expansion sound like it will address.
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Tony Graham
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mvettemagred wrote:
The "issues" a few people have noted are:
- Each dino stack has the same stats other than DNA recipe
- The positional arrangement of your park doesn't matter
- Player order can impact your ability to "get what you need"

I haven't seen any of these "issues" affect my enjoyment of the base game. However, some people want the base game to be a more complex "gamer's" game, which the Totally Liquid expansion sound like it will address.


Yes, the water Dinos are all unique, the blueprints reward you for setting up your park a certain way, Player order still can still impact what you need / want but no there are more choices. The executives add some asymmetrical powers so each player will have thier own unique ability. This will also help the turn order issue.
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