Great review Mate, i am pretty sure the sand timer was only added in because people on the Kickstarter were worried about down time and didn't believe the designer when they said the combat rounds are less then three minutes on average, so they chucked the timer in to remove those fears. from everything i have heard so far though it seems 3 minutes is too long for the timer which backs up what the designer was initially saying...
Did you feel there was an issue with downtime between turns? Is there other player interactivity? Is there tension in your choices? How is the quality of the components? You mentioned you're a miniature player at heart, how are the minis?
Well crap, you right, I never mentioned what I thought about the minis! They are good, but unpainted they mostly all look the same except for a couple of the bosses. But, since they have those colored base attachments that's mostly all you are concerned about during the game (since they don't move around). Rest of the components are good quality, what you would expect. No issues with down time, its fun to watch others go through their combat, and also to make sure they don't mess up etc, but the rest of the phases dont have long turns at all, maybe 10-15 seconds at most. With regards to player interaction - the normal "draft this card/dice so someone else don't get it" but usually its indirect since you needed it and just happen to go before them anyway.. not much hate drafting. The biggest would be assaulting a board and taking out the boss that the other player(s) were going for, but you knew they were after them anyway. All in all, you are more focused on what you want to do and if it happens to affect others then cool. There is a tension in your choices, but most of it is a gamble since most of your choices that matter resolve around dice rolling. Drafting the bosses in the beginning can be tough (do you go after the big boss guy... or try to spend wilds later to draw them). Healing is a tough choice too, because do you heal a lot during the montage phase... or stay beat up and spend more time on getting more/better abilities and do more recon. If you heal too much thats all you end up doing. ....now you make me want to re film the ending thoughts haha!
Confused as hell around 13:00 lol 1. player enters from start zone... 2. boss card is revealed... 3. add henchman to board? or add henchman to board AFTER you've entered the boss room?
Lol, I forgot to change the name on the splash screen at 1:14 to say Mighty Boards instead of Greenbrier.... fail.
Great review Mate, i am pretty sure the sand timer was only added in because people on the Kickstarter were worried about down time and didn't believe the designer when they said the combat rounds are less then three minutes on average, so they chucked the timer in to remove those fears. from everything i have heard so far though it seems 3 minutes is too long for the timer which backs up what the designer was initially saying...
james sendy ah good to know! Yea 3 min is normal for us
Hi, great review! What kind of size / scale would you say the miniatures are?
Did you feel there was an issue with downtime between turns? Is there other player interactivity? Is there tension in your choices? How is the quality of the components? You mentioned you're a miniature player at heart, how are the minis?
Well crap, you right, I never mentioned what I thought about the minis! They are good, but unpainted they mostly all look the same except for a couple of the bosses. But, since they have those colored base attachments that's mostly all you are concerned about during the game (since they don't move around). Rest of the components are good quality, what you would expect.
No issues with down time, its fun to watch others go through their combat, and also to make sure they don't mess up etc, but the rest of the phases dont have long turns at all, maybe 10-15 seconds at most.
With regards to player interaction - the normal "draft this card/dice so someone else don't get it" but usually its indirect since you needed it and just happen to go before them anyway.. not much hate drafting. The biggest would be assaulting a board and taking out the boss that the other player(s) were going for, but you knew they were after them anyway. All in all, you are more focused on what you want to do and if it happens to affect others then cool.
There is a tension in your choices, but most of it is a gamble since most of your choices that matter resolve around dice rolling. Drafting the bosses in the beginning can be tough (do you go after the big boss guy... or try to spend wilds later to draw them). Healing is a tough choice too, because do you heal a lot during the montage phase... or stay beat up and spend more time on getting more/better abilities and do more recon. If you heal too much thats all you end up doing.
....now you make me want to re film the ending thoughts haha!
Confused as hell around 13:00 lol 1. player enters from start zone... 2. boss card is revealed... 3. add henchman to board? or add henchman to board AFTER you've entered the boss room?
Whats that game on the left of five tribes?
barrybadranath It looks like the text reads "Panic on Wall Street". Though I am not 100% sure.
Thanks!
Panic on Wall Street is correct