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Dinosaur Island: Totally Liquid» Forums » General

Subject: Petting Zoo a liability or boon? rss

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Paul Paella
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We played a 5 player game last night, using all TL modules, and we all felt investing in the Petting Zoo generated less VP than just ignoring it altogether and focusing on your Park attractions and dino exhibits.

The player with the Petting Zoo (not me!) did everything they could to optimally generate baby dinos ASAP, but in the end, having to spend 2 DNA and a worker for 1 baby dino didn't yield the VP they would have received by just using the workers to improve their park. This was due to multiple reasons:

- The baby dinos in the Petting Zoo are worth 0 VP at end game scoring. This is huge. Normal dinos generate a LOT of VP at end game!! A LOT! VP value x # of dinos! Baby dinos have a 0 VP value.

- This facility gets zero(?) VP benefit from Objectives and PR Cards VP, and significantly limits your ability to fill your blueprint. Using the effort needed to build 8 baby dinos on normal dinos and attractions will almost always net you VP from Objectives and PR Cards, and definitely a lot more VP from blueprints.

I understand what they were going for with baby dino. No threat and less DNA to create, but you still need to invest workers to get the DNA, especially Advanced DNA, and to build the dinos. You don't need to invest as much into security, but getting 1 VP per baby dino doesn't come close to rewards you get from making normal dinos (PR Cards, Objectives, Blueprints, endgame dino VP multipliers).

Anyone else play with the Petting Zoo? how did it go for that player.
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Mike Heil
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They add excitement and no threat. And a cheap place for extra visitors.
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Rich A
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I would assume you could invest in baby dinos instead of attractions to give you more excitement.
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Paul Paella
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Maybe my post wasn't clear enough? Getting excitement from baby dino creation doesn't seem as profitable as creating normal dinos, even without threat. That's the concern.
 
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Matt Smith
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It seems like the baby dinos are just a way to increase your income and VP without having to invest in security. Being able to spend your early money on attractions/upgrades/specialists instead of security seems like a nice trade off to me. You can still work toward your Blueprint dinos later, and the extra money you get from the babies will help fund the attractions you need for your Blueprint.

I don't know that I'd go crazy building baby dinos, but 2-3 early in the game seems like a worthy investment, especially if you can get another source of advanced DNA (like a specialist).
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Paul Paella
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Matt, that seems to be the way to go. Don't go overboard investing in baby dinos, unless you somehow filled out your entire Park board. Can that be done, even in a long game? We haven't come close yet.
 
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Bernie Brink
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Indeed, as others have pointed out, the thrust of the baby dinos facility is to open up a new strategy, and not necessarily to get you to a winning score. Not having gotten to play with the petting zoo myself, my thinking is that you want to optimize your setup there in the first couple rounds:

Phase 1) Accumulate as much basic DNA as possible
Phase 2) Absolutely buy the Dino Research II upgrade tile
Phase 3) Make the maximum 3 baby dinosaurs (limited by the number of times you can take the Dino Research action)

If you can maximize this and generate 6 baby dinos in the first two rounds, that sets you up to have strong, reliable income from the very beginning of the game - both money and points income - which is the foundation you use then to build up the rest of your park more quickly.

As someone else mentioned, the petting zoo is also a great way to start generating points early without having to invest in security, so that's also a boon.

I think that is the intent behind all of the facilities and executives. None of the facility modules are strong enough to win anyone the game, nor are they intended to be primary point generators - you still have to build the most impressive park to win. But the facilities each provide a new strategic angle that you can take to get to a winning position.
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Benjamin Tieman
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ivoryswings wrote:
Indeed, as others have pointed out, the thrust of the baby dinos facility is to open up a new strategy, and not necessarily to get you to a winning score. Not having gotten to play with the petting zoo myself, my thinking is that you want to optimize your setup there in the first couple rounds:

Phase 1) Accumulate as much basic DNA as possible
Phase 2) Absolutely buy the Dino Research II upgrade tile
Phase 3) Make the maximum 3 baby dinosaurs (limited by the number of times you can take the Dino Research action)

If you can maximize this and generate 6 baby dinos in the first two rounds, that sets you up to have strong, reliable income from the very beginning of the game - both money and points income - which is the foundation you use then to build up the rest of your park more quickly.

As someone else mentioned, the petting zoo is also a great way to start generating points early without having to invest in security, so that's also a boon.

I think that is the intent behind all of the facilities and executives. None of the facility modules are strong enough to win anyone the game, nor are they intended to be primary point generators - you still have to build the most impressive park to win. But the facilities each provide a new strategic angle that you can take to get to a winning position.


Well said.

Now somebody explain the water dinos to me so that they make sense...
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Matt Smith
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benjamininja wrote:
ivoryswings wrote:
Indeed, as others have pointed out, the thrust of the baby dinos facility is to open up a new strategy, and not necessarily to get you to a winning score. Not having gotten to play with the petting zoo myself, my thinking is that you want to optimize your setup there in the first couple rounds:

Phase 1) Accumulate as much basic DNA as possible
Phase 2) Absolutely buy the Dino Research II upgrade tile
Phase 3) Make the maximum 3 baby dinosaurs (limited by the number of times you can take the Dino Research action)

If you can maximize this and generate 6 baby dinos in the first two rounds, that sets you up to have strong, reliable income from the very beginning of the game - both money and points income - which is the foundation you use then to build up the rest of your park more quickly.

As someone else mentioned, the petting zoo is also a great way to start generating points early without having to invest in security, so that's also a boon.

I think that is the intent behind all of the facilities and executives. None of the facility modules are strong enough to win anyone the game, nor are they intended to be primary point generators - you still have to build the most impressive park to win. But the facilities each provide a new strategic angle that you can take to get to a winning position.


Well said.

Now somebody explain the water dinos to me so that they make sense...

I think they're the designers' reaction to all of the whining about the base game dinos being all the same stats per category. "You want variable stats? Here's some variable stats for ya!!!"
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