Jamey discusses his favorite mechanisms in the dice-placement, goal completion game, Bora Bora. boardgamegeek.... Become a champion of this channel: stonemaier-gam...
I did like the end of round scoring tiles. It gives us short term goals to try to work with while also giving players medium term (is this a thing? medium term?) goals as well. That happens because some of them aren't possible to do round 1 for example, or there's a particular order you'd like to do them in; maybe there's an easy one that you've already completed so you don't have to waste actions on it, you can spend your die to work towards another one that turn; and if you're ever in a pinch, there's always that one to score to buy you time. Also, it's very satisfying to try and complete them all. On my first game of this I pulled it off and it was great! And surprisingly it got me the win but not by a big margin, which goes to show there are other ways in the game to score that are just as powerful. I think it offers many ways to score. The one thing I feel it doesn't want players to do is diversifying. I think specializing might be the stronger choice, which can be a challenge because it's a very point salad-y game.
Related to the buildings you mentioned - I love how you score more points for building early, but then obviously there is more risk of losing the end game scoring of those buildings. So there's a great timing to it all. I forget the term but I quite liked the jewellery as well and being able to see what you could purchase in future rounds.
The Artemis Project has a nice dice placement system with a similar low number/high number balancing. At the beginning of a round, for example, a set number of resources are placed into 2 areas (energy and metal). Say there's 8 metal. If I place a 6 on that space, I might get 6 metal, whereas if I place a 2, I'll only get 2. But, when lower numbers are placed, they are pushed earlier in the queue. So if I place my six, but then a 3 and 5 are placed, I've wasted my 6 - there will be no metal left when it's my turn to collect. (There is compensation for players who get nothing from a placement, but obviously it would have been better to use the 6 elsewhere.) Dice are placed 1 at a time around the table (you have 5 dice to place), so there's a lot of tactics in when you put which dice where. I've never played Bora Bora, but I've either liked or loved all of the Felds I have played (COB, Trajan, Jorvik, La Isla, and Notre Dame).
My favorite Feld. The male and female tiles are the best. Working out the best way to combo those always keep me coming back.
I did like the end of round scoring tiles. It gives us short term goals to try to work with while also giving players medium term (is this a thing? medium term?) goals as well.
That happens because some of them aren't possible to do round 1 for example, or there's a particular order you'd like to do them in; maybe there's an easy one that you've already completed so you don't have to waste actions on it, you can spend your die to work towards another one that turn; and if you're ever in a pinch, there's always that one to score to buy you time.
Also, it's very satisfying to try and complete them all. On my first game of this I pulled it off and it was great! And surprisingly it got me the win but not by a big margin, which goes to show there are other ways in the game to score that are just as powerful. I think it offers many ways to score.
The one thing I feel it doesn't want players to do is diversifying. I think specializing might be the stronger choice, which can be a challenge because it's a very point salad-y game.
Related to the buildings you mentioned - I love how you score more points for building early, but then obviously there is more risk of losing the end game scoring of those buildings. So there's a great timing to it all.
I forget the term but I quite liked the jewellery as well and being able to see what you could purchase in future rounds.
The Artemis Project has a nice dice placement system with a similar low number/high number balancing. At the beginning of a round, for example, a set number of resources are placed into 2 areas (energy and metal). Say there's 8 metal. If I place a 6 on that space, I might get 6 metal, whereas if I place a 2, I'll only get 2. But, when lower numbers are placed, they are pushed earlier in the queue. So if I place my six, but then a 3 and 5 are placed, I've wasted my 6 - there will be no metal left when it's my turn to collect. (There is compensation for players who get nothing from a placement, but obviously it would have been better to use the 6 elsewhere.) Dice are placed 1 at a time around the table (you have 5 dice to place), so there's a lot of tactics in when you put which dice where.
I've never played Bora Bora, but I've either liked or loved all of the Felds I have played (COB, Trajan, Jorvik, La Isla, and Notre Dame).
Thanks Steven! The Artemis Project sounds great.
@@jameystegmaier It's a game full of a lot of "good tension". You're on the edge of your seat when other players are making decisions.
I like that you are doing some older games…keep it up
Dice placement reminds me of Endangered.