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Nerd Pride Radio The home of the Nerd Pride Radio podcast and other acts of nerdity. 2019-08-05T09:24:52-05:00 https://www.nerdprideradio.com/nerds/feed.php?f=27&t=2953 2019-08-05T09:24:52-05:00 2019-08-05T09:24:52-05:00 https://www.nerdprideradio.com/nerds/viewtopic.php?t=2953&p=51851#p51851 <![CDATA[Re: Jones Brood Playtest]]>
I also found the game very easy to grasp and a lot of fun to play.

Thoughts I had about ways the game could be improved/things we talked about during the game:

1. AP = Ambrosia Potions - you could have a cute little graphical symbol with a potion bottle and put however many of them are needed for the action on the card. You still have an easy acronym that parses to "Action Points" in the long run as well, but it has a bit more Godliness.

2. Not having been involved in the development process, I expect you've discussed this concept and decided against it, but I'm going to toss out this suggestion anyway. Have you considered having contested combat randomly determined? Let me explain further: If you did this, it would mean changing the attack rules to one of each type of attack per round instead of one defense per round. Here is my suggestion for how it would work:

1. The active god declares an attack (any attack).
2. The defending god chooses to defend or not to defend.
3. Regardless, the attack is resolved by computing die rolls as follows:
Attacker: AP * (AP + D6 - HexCost)
Defender: AP * (AP + D6 - HexCost)

if Attacker > Defender, Attacker wins.

In both cases the hex cost is for the hex of the defender. Since you are subtracting hex cost, if you are in favored terrain, it helps you and if you are in non-favored terrain, it hurts you. So attacking Poseidon in water gives him an advantage and attacking Hera in the mountains gives her an advantage.

Note that it is multiplied by the AP spent, so if the defender chooses not to defend, there is no need to roll... unless the attacker is in very bad terrain... which is an issue. If you are attacking, say, non-favored terrain with three sheep, it would make it possible to end up getting a negative value on the roll. So it could be that Hex Cost only comes into play if the attack is contested, since the original concept I had was that if the defender chose not to defend, no roll was needed...

This also suggests an option for forced fumbles: random determination of where it lands if it's a contested attack. If you had a spinner, or even used a six-sided die and assigned a number to each of the directions using one of the hexes on the map, you could say that a contested fumble results in the ball popping out in a random direction, re-roll/spin if it lands in an illegal spot like a pillar. This gives a random chance that the ball could come to the attacker. On a non-contested fumble, the rules would stay the same. The god chooses where the ball goes and can't take possession of it unless they have a card that says they can. Of course, if they have such a card, that lets them take possession on a contested fumble as well.

The cards that alter attack parameters could also give +1 to attack sometimes...

I realize that this probably overly complicates the rules, so it isn't the type of thing you'd want to add in, since you're trying to streamline... it was just a thought while showering...

Statistics: Posted by Zen — Mon Aug 05, 2019 9:24 am


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2019-08-04T04:52:50-05:00 2019-08-04T04:52:50-05:00 https://www.nerdprideradio.com/nerds/viewtopic.php?t=2953&p=51838#p51838 <![CDATA[Re: Jones Brood Playtest]]>
Perhaps it's many of the tweaks that you made over the past few days based on feedback at GenCon, but I thought it was a very strong game. I had a blast playing it. I'm sure it helped that I was playing with a group where everyone was excited about it. And it helped to be playing with the designers. But heck, it was my first time playing it (and Zen's as well, I believe), and it was easy enough for me to pick it up. Of course, I had watched a few partial games, so I wasn't starting completely cold.

There were a few small tweaks that could still stand to be made. That card that allowed me to force a fumble from two hexes away seemed pretty powerful. Perhaps it needs to be either limited in use or more expensive to use. If it's limited use, I wouldn't want it to be something you use once, somebody blocks it, and it's gone; so either you have to discard it on a successful use, or it's good until the end of the turn where it was activated. Or if you increase the cost to use it, the cost to counter it should also increase. If it costs 2 AP to use it, but it can be countered by 1 AP, that's not really a "gift" for your hero. But if it costs you 2 AP to use it, and it will cost the target 2 AP to defend against it, that evens it out a bit. If the target doesn't have enough AP to defend, they can't. If you have enough AP to use it twice, you can continue to do like you do now (I force fumble, they defend, I force fumble again and they cannot defend because they've used their one defense per turn). Those are some small tweaks that might help even it out a little bit. On the flip side of that, the card that Zen had, which said that nobody could defend against him but he couldn't defend against anyone either, that seemed like a nice balanced card (it gave a boon but had a cost).

I'd love to play again sometime with a different hero/god. I know you said Hera/Achilles was the most powerful, but it seemed to me that the rest of you were plenty powerful, so I didn't feel like I was playing anything special. I'd like to see it from the other perspective and see if that's really the case. I had plenty of cool stuff I could do, but you guys were doing just as much, and you seemed to be doing much more to affect the terrain than what I could do.

Overall, I had a blast! Thanks for letting me play! Can't wait to play it again sometime!

Statistics: Posted by Tahlvin — Sun Aug 04, 2019 4:52 am


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2019-07-30T05:04:04-05:00 2019-07-30T05:04:04-05:00 https://www.nerdprideradio.com/nerds/viewtopic.php?t=2953&p=51749#p51749 <![CDATA[Re: Jones Brood Playtest]]> Statistics: Posted by Kyle — Tue Jul 30, 2019 5:04 am


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2019-07-29T19:25:24-05:00 2019-07-29T19:25:24-05:00 https://www.nerdprideradio.com/nerds/viewtopic.php?t=2953&p=51741#p51741 <![CDATA[Re: Jones Brood Playtest]]> Statistics: Posted by FlameBlade — Mon Jul 29, 2019 7:25 pm


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2019-07-29T11:54:52-05:00 2019-07-29T11:54:52-05:00 https://www.nerdprideradio.com/nerds/viewtopic.php?t=2953&p=51725#p51725 <![CDATA[Re: It’s TUESDAY!]]> Statistics: Posted by Mike — Mon Jul 29, 2019 11:54 am


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2019-07-29T11:38:25-05:00 2019-07-29T11:38:25-05:00 https://www.nerdprideradio.com/nerds/viewtopic.php?t=2953&p=51724#p51724 <![CDATA[Re: It’s TUESDAY!]]> Statistics: Posted by Kyle — Mon Jul 29, 2019 11:38 am


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2019-07-29T11:35:40-05:00 2019-07-29T11:35:40-05:00 https://www.nerdprideradio.com/nerds/viewtopic.php?t=2953&p=51723#p51723 <![CDATA[Re: It’s TUESDAY!]]> Statistics: Posted by Mike — Mon Jul 29, 2019 11:35 am


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2019-07-29T11:32:25-05:00 2019-07-29T11:32:25-05:00 https://www.nerdprideradio.com/nerds/viewtopic.php?t=2953&p=51722#p51722 <![CDATA[Re: It’s TUESDAY!]]> Statistics: Posted by Mike — Mon Jul 29, 2019 11:32 am


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2019-07-29T11:15:09-05:00 2019-07-29T11:15:09-05:00 https://www.nerdprideradio.com/nerds/viewtopic.php?t=2953&p=51721#p51721 <![CDATA[Re: It’s TUESDAY!]]> Statistics: Posted by Mike — Mon Jul 29, 2019 11:15 am


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2019-07-29T10:44:34-05:00 2019-07-29T10:44:34-05:00 https://www.nerdprideradio.com/nerds/viewtopic.php?t=2953&p=51720#p51720 <![CDATA[Re: It’s TUESDAY!]]>


But on your recommendation, teamed some of us up together so we only had three heroes on the board (which I think is wise for a beginner game). Before I get into the details, let me tell you about the insane moment of the night. I had Heracles and had knocked out and then scrambled to pick of the godball towards one edge of the field. Then these two jackasses:



They use a god card to move a pillar of heaven adjacent to Heracles... and then... rotate Heracles two hexes counterclockwise around the pillar... and then... I was in their goal... with the godball.

First point.

Fucking epic, everyone lost their shit.

Needless to say, everyone really liked the game-- without exception. We all thought the rules were fairly intuitive (although see some of the notes below) and we all really like the game conceit of the hero board with the card overlays. We just think that's cool. More importantly, even though there are deep strategies that you develop in the game (it became apparent to all of us that a good strategy would be to place gifts without using them and then... BAM... use them all at once for power turns), but the basic strategy is something everyone can related to- get the ball in the goal. So even though we had a wide variety of personality types (drama kid, soccer kid, autism spectrum, etc.) everyone got into it and loved it.

Thoughts:

1- Quick start rules: I talked about this briefly before. Since I had played the partial game before and knew the basics, I was able to explain the hero board and basic turn orders to everyone pretty quickly and everyone understood them fairly well. However, when Gabe and I were muddling through the rules for the first time, they were pretty dense. And objectively looking at them, they're not. You need comprehensive rules that cover all sorts of situations and conflicts that can arise, and I get that. But when you get this hot-ass game in your hands and you pick your heroes (which is the first thing everyone does before they even crack the rule book) then you realize that it's going to be over half an hour of slowly pouring over the rules to muddle how everything works. It was a bit of a drag for us the first time. My suggestion is have a simplified "quick start" two pager that says, "Pick one of these three gods. Here's arrows pointing to the hero board with one sentence instructions. Turn order! Follow instructions on cards. Have fun!" Because once you actually start playing it and get into it- the rules are very intuitive and easy. And then after you play a first game, people can go back and look through the full rules and they'll all make sense to them because they'll have the context to put them in.

In this game we played however, none of that was an issue because I served as the quick start guide and ran everyone through it- so in five minutes we were playing the game. A couple of times we had to look up certain things, but it was no big deal and didn't hinder the game.

2- Terrain- the rules on terrain weren't terribly clear to us and there are a lot of rules on terrain in the book to look through. So when we had questions about how certain things with terrain worked (moving it and its effects on things) we scanned the rules and then just decided it would be quicker and easier to houserule it and look it up later for the next game.

3- Gifts- Everyone loves the hero boards and everyone loves laying down gifts on the hero board. We all thought, though, that with only twelve rounds to do stuff in, that's not a lot of time to lay stuff down and set up your hero-- especially when you have these powerful objects and miracles you can play. You only get to play 12 cards. We all wanted to have more interaction with our hero board (and other peoples) but it didn't make sense for the way the game was playing out. Now I understand that part of this is strategy, part of it is that it could just be our particular game, and part of it is limited by how long the game can be. But we all wanted more interaction with the hero board. I don't have a good suggestion for this. It's just a thought.

4- Wait times- The only real negative criticism someone made was, "There's a lot of waiting, and waiting is boring." So we talked bout that. We agreed that part of that is inherent to board games... you have to wait your turn. Part of that is also inherent in the chaotic nature of Godball itself- it's hard to set up a strategy when there's so much fuckery going on by the other players in the scrum. You can come up with brilliant plans, but by the time the turn gets back to you, it's all changed. We concluded that it was fine, and that as we get better at the game, we'll get better at more broadly strategizing to account for the fuckery as we experience it more.

5- Scoring vs. fucking people over- Just a comment. This game is built to have just as much fun fucking other players over as it is to score and win. We all loved that. We all enjoyed that almost... almost as much as the possibility of scoring.

Questions:

1- Goals- After intial setup, goal areas are fair game to fuck with, right? For example, if you have the power to move a pillar of heaven, is it okay to movie it into a person's goal, essentially cutting their scoring area by a third? I think that's okay (and hilarious). As an actual game example, the assholes that already scored played a god card that created a portal in front of them and then in their goal. The stepped into the portal, paid 4 AP and BOOM- 2 points. That's legit right?

2- Pillars on terrain- If a pillar moves on a piece of terrain, does the terrain stay or is it obliterated by the pillar? The answer wasn't really of any consequence to us, but we were curious because it happened in our game.

3- I've got some questions about what happens when terrain just appears vs. moves vs. moves with special stuff on a card AND how all those interact with the Dive function. But I want to go back and reread the terrain rules on that first.

Basically that's it. It's a fucking great game and we all loved it. We're going to play it again.

Statistics: Posted by Kyle — Mon Jul 29, 2019 10:44 am


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2019-07-26T21:02:18-05:00 2019-07-26T21:02:18-05:00 https://www.nerdprideradio.com/nerds/viewtopic.php?t=2953&p=51681#p51681 <![CDATA[Re: It’s TUESDAY!]]> Statistics: Posted by Eliahad — Fri Jul 26, 2019 9:02 pm


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2019-07-26T20:23:21-05:00 2019-07-26T20:23:21-05:00 https://www.nerdprideradio.com/nerds/viewtopic.php?t=2953&p=51680#p51680 <![CDATA[Re: It’s TUESDAY!]]>
5 or 6 gets a little bogged down. So if you get to a point where you decide to try that many at once, we're thinking of doing it with 2 Godballs. Just place both of them on Mt Olympus and see how it goes. We have not playtested that yet.

Statistics: Posted by Mike — Fri Jul 26, 2019 8:23 pm


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2019-07-26T20:15:40-05:00 2019-07-26T20:15:40-05:00 https://www.nerdprideradio.com/nerds/viewtopic.php?t=2953&p=51679#p51679 <![CDATA[Re: It’s TUESDAY!]]> Statistics: Posted by Eliahad — Fri Jul 26, 2019 8:15 pm


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2019-07-25T19:21:10-05:00 2019-07-25T19:21:10-05:00 https://www.nerdprideradio.com/nerds/viewtopic.php?t=2953&p=51662#p51662 <![CDATA[Re: It’s TUESDAY!]]> Statistics: Posted by Mike — Thu Jul 25, 2019 7:21 pm


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2019-07-25T15:26:20-05:00 2019-07-25T15:26:20-05:00 https://www.nerdprideradio.com/nerds/viewtopic.php?t=2953&p=51652#p51652 <![CDATA[Re: It’s TUESDAY!]]> Statistics: Posted by Kyle — Thu Jul 25, 2019 3:26 pm


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