Played with my wife 2 games this weekend, and we really enjoyed it. While I do agree they do some great charts in the manual...it still could be better. There were a few 'abilities' that we had to look at and re-examine a few times and try and decipher what the designers inteneded....so while crystal clear in many cases, we both struggled with interpretsions in similar areas in others (long story short...we were stymied by a few abilities...what was legal and what was not). The party track was indeed thematic, and there is a point where you really don't want to score much more on the track due to negative impacts for sure. I think the 'mysticism' track was least thematic of the lot. Totally agree on the small fonts, but we really liked that this had a hard out after 8 rounds, and scoring is pretty straight forward. By mid-point though, you really need to slow down and check your synergy combos...there was a couple of instances that the one effect triggered another, which triggered another, which triggered another...moments like that are cool, but you need to talk it out at times to make sure you dotted all your I's and crossed all your T's. I'd give it an 8/10 myself.
Definitely think this has the best solo mode in the loaded roll and write series, and actually probably is 2nd favorite in the series overall behind fleet the dice game. I also really like where games have 1 decision that affects multiple different aspects of the game. This does it well because if I take a die I have to think about the icons on the card, the icons on the building, what number the die is in and if I want to be the one to choose the direction of the second line. I tend to prefer that to the combo wombo that three sisters and motor city really leaned into.
The dice you select in motor city matter too because you get the bonus on the space the dice is on, the action on the dice and then another bonus based on where you put the dice
@@thomascocks9136 sure it definitely matters, but any die can be placed on any spot (besides the blocked off one) for that 2nd action. In motor city I'm usually picking the die for the action mainly and the bonus is just a bonus. It feels like in French quarter I'm considering all the different affects before I pick the die.
How would you rank all the games in this series (Fleet Dice, Motor City, Three Sisters, French Quarter)?
I have not played Fleet Dice. But I would rank them
1. Motor City
2. Three Sisters
3. French Quarter
But 1 and 2 are VERY close.
@@thedicetower For me:
1. Fleet: The Dice Game
2. Three Sisters
3. Motor City
Haven't played French Quarter
Fleet is my favorite. Haven’t played French Quarter yet.
Fleet is so good!
Played with my wife 2 games this weekend, and we really enjoyed it. While I do agree they do some great charts in the manual...it still could be better. There were a few 'abilities' that we had to look at and re-examine a few times and try and decipher what the designers inteneded....so while crystal clear in many cases, we both struggled with interpretsions in similar areas in others (long story short...we were stymied by a few abilities...what was legal and what was not). The party track was indeed thematic, and there is a point where you really don't want to score much more on the track due to negative impacts for sure. I think the 'mysticism' track was least thematic of the lot. Totally agree on the small fonts, but we really liked that this had a hard out after 8 rounds, and scoring is pretty straight forward. By mid-point though, you really need to slow down and check your synergy combos...there was a couple of instances that the one effect triggered another, which triggered another, which triggered another...moments like that are cool, but you need to talk it out at times to make sure you dotted all your I's and crossed all your T's. I'd give it an 8/10 myself.
I had to play this a couple of times and it grew on me. I think the solo worked really well too.
Definitely think this has the best solo mode in the loaded roll and write series, and actually probably is 2nd favorite in the series overall behind fleet the dice game. I also really like where games have 1 decision that affects multiple different aspects of the game. This does it well because if I take a die I have to think about the icons on the card, the icons on the building, what number the die is in and if I want to be the one to choose the direction of the second line. I tend to prefer that to the combo wombo that three sisters and motor city really leaned into.
The dice you select in motor city matter too because you get the bonus on the space the dice is on, the action on the dice and then another bonus based on where you put the dice
@@thomascocks9136 sure it definitely matters, but any die can be placed on any spot (besides the blocked off one) for that 2nd action. In motor city I'm usually picking the die for the action mainly and the bonus is just a bonus. It feels like in French quarter I'm considering all the different affects before I pick the die.
Quality pun in this title.
It's pronounced duh-KAY-tur
At least they didn't include Tchoupitoulas Street 🤣