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Review: SeaFall:: Thoughts on Seafall After Finishing With 2-Players

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by blake33

Overall, we found Seafall to be a decent 2-player legacy game. As a game in general, tt has it's strength and weaknesses. Note that we bought it for $20 from Amazon - had I spend $50+ on it, we probably would have been disappointed.

One other point I will make is that we played this game using the "Speedfall" rules. My buddy had done this and recommended it. I agree that this game is going to be best using the "Speedfall" rules - it makes the games go a bit faster, and makes the campaign go a bit faster in general. It also makes things a bit more even.

Strengths as a game:

1.) Top-knotch components in every way
2.) Game is huge and imaginative
3.) Well written story
4.) Fun game of exploration and getting points
5.) We generally played without trying to hurt each other - my wife isn't into board games that involve a lot of conflict. As a result, we had a general peace treaty through the game and that worked fine.
6.) Generally, our games were competitive and stayed close to the end (there was no runaway victory).
7.) By the end, we didn't care as much about the winner/loser as we do in typical games we play. Instead, we cared more about unlocking everything and seeing the whole game - and I think that is part of the key to enjoying this game.

Weaknesses as a game:

1.) It's rules aren't always clear, and there are a lot of them. We found ourselves referring to the rulebook quite a bit.
2.) You can finish the game without unlocking all of the content, and that's what happened to us. This was a bit unsatisfying. We were left wondering what we'd missed by ending a bit early.
3.) The gameplay is fun, but it isn't really fun. There are definitely a lot of games out there that are much more fun to play.

Conclusion:

We have no regrets for having paid $20 to get this on Amazon (now I think it's up to $30) and experiencing it. We played it 12 times total and enjoyed ourselves. I would recommend this game to couples or groups of 3 that like heavier legacy games that involve exploration. I feel like with 4 or 5 players the game might start to get a bit long at times and drag on a bit. Some things will be better about playing with that many, but more things will be bad (in particular, the length of time between turns).

In total, I'd rate this game between 7 and 7.5. There were things in it that were really cool that I'd never seen in a board game before. The game will be memorable and it was fun while we were playing it. For the right couple or small group, I think this game is worth giving a shot. Note that I highly recommend using the Speedfall rules though from the start.

Reply: Betrayal Legacy:: General:: Re: Is it ok to change groups from play to play?

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by jutuomin

In my games I have never played with the same group more than 2 times. It works just as well as any other game would.

Reply: Pandemic Legacy: Season 0:: Rules:: Re: Question about post-april "Place Agents" step

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by Harwin

Thank you! - don't know why we don't have Rule B. I've just circled in the book to remind us that it is a rule we "know".

Reply: Betrayal Legacy:: Variants:: Re: [Spoiler Free] How to play Two Player Legacy with Five Families

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by Tatakais

CLEANED UP VERSION (SIMPLIFIED) :

Setup
Pick Two Families Each. These are your families for the entire campaign - the Fifth Family is not used.
Select one to be your Primary Branch and the other to be your Secondary Branch. This can not be changed later.

Playing
During Non-Haunt play. You control your families alternating turns between you and the other player.

During Haunt play. Haunt/Traitor hands over their Secondary Branch Family to the other player and for the purposes of the Haunt, the Primary Branch becomes the Haunt/Traitor, switching spaces if need be.

During Haunt play. Haunt/HIDDEN Traitor is chosen by the player to be either on their Primary Branch or Secondary Branch. They will only win if they fulfill the Traitor objective. They will need to make use of the other family to mask their actions to hide which Family has the Traitor role.
For the other player it will be down to them to discern which family is the traitor to go after.
A successful Traitor may lead the other player astray by inflicting damage on their own Family branch to send mixed signals.

Family items are NOT shared between Family Branches and at no point are items exchanged or swapped around unless prior to a haunt reveal in which case the positions of the family branch are switched as if it was the Primary Branch member who found the Haunt triggering item.

All in all this will give a feel of a 4 player game, you will have a sense of ownership over your Primary Family Branch as that Family never changes hands and the Secondary Family serves the purpose of being handed over in the event of a Traitor Haunt and is used to divert attention or draw attention as the player sees fit for the Hidden Traitor scenarios.

Reply: Betrayal at House on the Hill:: General:: Re: Base Game vs. Legacy

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by Windopaene

bassoon201 wrote:

Windopaene wrote:

I will never buy a Legacy game. If the game is good, I will want to play it for years.

The legacy concept offends me as a collector and a thrifter


I suppose you never go to a movie or do anything fun for the experience? If you look at the boardgame legacy as an experience you are paying for you will get a big bang for the hours of enjoyment.


I, perhaps wrongly in this case, assume that "Legacy game" means I will be opening sealed envelopes for new surprises, placing stickers on the board, etc. Perhaps this game is different from the "Legacy Games" I am familiar with. If not, nope, am not interested in one playthough and then tossing it out...

Reply: Betrayal at House on the Hill:: General:: Re: Base Game vs. Legacy

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by drmiller32

Windopaene wrote:

bassoon201 wrote:

Windopaene wrote:

I will never buy a Legacy game. If the game is good, I will want to play it for years.

The legacy concept offends me as a collector and a thrifter


I suppose you never go to a movie or do anything fun for the experience? If you look at the boardgame legacy as an experience you are paying for you will get a big bang for the hours of enjoyment.


I, perhaps wrongly in this case, assume that "Legacy game" means I will be opening sealed envelopes for new surprises, placing stickers on the board, etc. Perhaps this game is different from the "Legacy Games" I am familiar with. If not, nope, am not interested in one playthough and then tossing it out...

I would say Betrayal Legacy fits your understanding.

Thread: Unmatched Game System:: General:: Which board for first 2-player game?

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by JohnnyDollar

For first-timers, for a 2-player game, in addition to using some of the "easier to play" characters, would people recommend a tighter 2-player board or a more wide-open 4-player board, and why?

I have pretty much everything that's been released except for Marvel.

I was going to use a board without special features (doors, short-cuts, one-ways, etc), but wasn't sure whether to go with smaller or larger.

Thanks in advance!

Reply: Unmatched Game System:: General:: Re: Which board for first 2-player game?

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by Sanders

Bigfoot vs Robin Hood for 2-players new to the game. Doesnt have traps or doors to worry about.

Reply: Unmatched Game System:: General:: Re: Which board for first 2-player game?

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by lucioperca

I'd probably start with a larger board. Small boards can have a tendency to feel claustrophobic if there are a lot of sidekicks/tokens, and certain characters are more prone to being pinned on them. If you're playing pretty sidekick-light characters (e.g. Bruce Lee vs. Jekyll and Hyde), a small board might make more sense so it doesn't feel like there's a lot of wasted space.

New Image for Cthulhu: Death May Die

New Image for Cthulhu: Death May Die

New Image for Cthulhu: Death May Die

New Image for Cthulhu: Death May Die

Reply: SeaFall:: Reviews:: Re: Thoughts on Seafall After Finishing With 2-Players

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by vertdeterre

I'd like to know how you adapted the game for 2 players and where can the Speedfall rules you are talking about be found? thanks

Reply: Betrayal at House on the Hill:: General:: Re: Base Game vs. Legacy

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by dascott

Windopaene wrote:

If not, nope, am not interested in one playthough and then tossing it out...


Again, with Betrayal Legacy, you don’t toss it. It is fully playable once the campaign is done.

And even if it weren’t, I played Betrayal Legacy 13 times. That’s more plays than the vast majority of games I own! 😄

Either way, I can state without hesitation that it was one of the best gaming experiences I’ve ever had.

Thread: Unmatched: Battle of Legends, Volume One:: Rules:: After combat effects

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by New8geNerd

If both players have After Combat Effects who gets to do theirs first? When playing Invisible Man vs. Holmes & Watson this came up multiple times.

Reply: Unmatched: Battle of Legends, Volume One:: Rules:: Re: After combat effects

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by mic_al

Defender effect always precedes attacker at every stage of combat: Immediately (before), during, and after.

Reply: Unmatched: Battle of Legends, Volume One:: General:: Re: Battle of Legends Volume 2

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by Tonefetish12

I had wondered about that too because I was thinking it would be really cool to have a set with Eastern legends/tacticians like Sun Tzu vs Miyamoto Musashi or something like that. It would also be really cool to have a Chuck Noris solo to go with Bruce Lee. I'm sure Chuck Noris would be a bit difficult but had thought about what the previous two would require for approval.

Reply: Unmatched: Battle of Legends, Volume Two:: General:: Re: Guesses about Volume Two’s fighters?

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by Tonefetish12

Sun Wukong would be pretty neat and I'm sure it would be quite popular. While maybe not as recognizable, I was also thinking it would be really awesome to have a Lone Wolf and Cub appearence. There are so many neat things that could be done with the pair and lots of cool ideas for combat and defense that seem like they would fit the mechanics of the game well and fall thematically strong with the books.

Reply: Unmatched: Battle of Legends, Volume One:: Rules:: Re: After combat effects

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by itchywookie

For reference, page 12 of the Cobble & Fog rulebook, 2nd paragraph:

"If two effects would ever appear to resolve at the same time, the defender's effect resolves first."
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