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Mensajes - kalamidad21

#4126
el 6 de junio se anunció un acuerdo entre Hans im Glück y Z-Man para publicar su catálogo en inglés, quitándole ese privilegio que antes tenía Rio Grande.

http://www.boardgamegeek.com/blogpost/11018/hans-im-gluck-changes-publishing-partners-rio-is-o

Ahora Z-Man está pidiendo en facebook a los lectores que les indiquen qué juegos podrían publicar que no se hayan editado en inglés o estén descatalogados. Mucha gente parece que están pidiendo el Die Macher.


http://boardgamegeek.com/blogpost/11128/new-game-round-up-more-on-the-z-hansrio-split-iota
CitarOn its Facebook page, Z-Man Games has been soliciting readers to submit out-of-print or never-released-in-English titles from HiG that they'd like to see. Odd to see so many wishes for Die Macher given that the game was published in English...
#4127
Sondeos / Re: Nuestros juegos que trascenderan
11 de Junio de 2012, 21:15:05
pero no a los 340, eso serán palabras mayores.

el mundo ha sido bastante constante hasta 1940.
desde 1950 el mundo ha cambiado más que en los 2000 años anteriores.
también ha cambiado mucho más entre 1990-2010 que entre 1950-1990.
#4128
Sondeos / Re: Nuestros juegos que trascenderan
11 de Junio de 2012, 21:06:33
200 años no creo que trascienda ni el futbol
#4129
Caylus - 06/2012 / Re: Expansion del Caylus
11 de Junio de 2012, 18:34:47
Lo más que pondría sería un mercado ambulante...., es decir, una carta en cada turno que tuviese algún oficio, quizás más caro que los edificios de verdad, pero disponibles en cualquier turno.
#4130
Sondeos / Re: Nuestros juegos que trascenderan
11 de Junio de 2012, 15:40:50
Cita de: red_fcampos en 11 de Junio de 2012, 15:32:03
Lo que me lleva a la siguientes pregunta ¿cuales de nuestros actuales juegos sobreviviran el paso del tiempo y en 200 o 300 años mas se seguiran jugando?

Ninguno.


#4131
Me respondo.

El muy legítimo, pero se confirma que Wallace se está pasando al lado kniziano (oscuro) de los juegos. Sospecho que no volveremos a ver un Brass.
#4132
Una interesante introducción al juego de alguien que ha jugado al juego en playtest con el propio wallace.

Por cierto, el propio Wallace reconoce que

a) A Few acrees of snow está roto, y no tiene arreglo

b) Que para Dr. Who copia mecanicas de draft de 7 Wonders.

el resto aquí

http://boardgamegeek.com/blogpost/10893/kublacon-and-prototypes-part-2
CitarSince I am apparently incapable of brevity, this is Part 2 of my KublaCon writeup. Part one can be found here.

The next things I wanted to get down all involved Martin Wallace. I saw him around the convention a couple times but never even heard him speak until I went to his "What's new with Martin Wallace" talk.

I need to pause for a moment here to set my expectations because it's what was immediately and continually on my mind when interacting with him. If you're unfamiliar with Martin Wallace's games, click his name and take a look. Beyond immediately noticing he has seven games in the top 100, you may notice that most of his games are relatively heavy wargames or economic games. This was never a conscience thought but due to the nature of his games and him being British (don't judge me, I don't know) I expected a very serious, maybe even intense, individual. Basically I was imagining him as German. Back to the story.

I was running a few minutes late to the talk and hopped in an elevator to head upstairs and just before the doors close, into the elevator pops Martin. I do a small double take and check his badge to make sure I actually know what Martin Wallace looks like. He comments that lunch ran late and I sarcastically reply that I'm relived I'm not late to his talk. He responds that I'll have to walk in first so he can be fashionably late. My expectation of an exacting individual is already shattered.

His talk covered many topics and upcoming games but I will not go through it all in detail since I didn't take notes and I don't believe there was much that was unknown. I did find it particularly amusing that he started his description of Mythotopia as describing it as a cash-in game. Mythotopia (not the final name by the way, apparently it means some naughty things in some European languages) is a reimplementation of his system in A Few Acres of Snow. Mythotopia supports multiple players (four I believe) and has elements, namely randomized starting decks and locations, to prevent another Halifax Hammer. (Jesse Dean has a good summary of that here.) It also struck me how freely Martin admitted that A Few Acres of Snow is broken. He outright admits that the game is broken and it is impossible to fix because, as he explains, fixing it would require changing the initial state of the game or completely removing the actual way the British won the war. Both options would destroy the historical accuracy that the game was designed around.

The other upcoming games Martin mentioned were an unnamed Civil War game with some interesting mechanics, a game called P.I. (which is a combination of Clue and Mastermind) and of course Doctor Who: The Card Game. This immediately got the attention of my girlfriend, Candice, as she is a huge fan of the current series.

Later that day, after getting embarrassingly lost, Candice and I attended a playtest session with Martin. Once he set up a couple people with the Civil War, he sat us down with Doctor Who! There's not much information I've seen on this game yet (other than this thread) so I'll give a brief rundown of the game. Please excuse any mistakes as we only played once and it was now several days ago. We also played with a prototype deck and although the game was finalized, I may use different terms than the final graphics use. Feel free to ask for more info on anything though.

In the game, each of the three to fours players (note: I asked him about two player and he admitted it may work but it hadn't been playtested) play both as attackers and defenders. Each player starts with one location card in their play area and will (hopefully) gain more as the game progresses. These locations are all places and times from the series that fans will recognize, of course. The players will defend the locations in their area while attacking the locations in other players areas. Each location is worth a certain amount of points for the owner which is either the player whose area the card is in or, if an attack against it still exists at the end of the game, the owner of that attack.

The goal is fairly straight forward but the card play is a little more involved. At the start of your turn, you should have five cards. You can play as many as you like as long as you have three cards remaining. (Yes, I know that sounds like "play two cards" but be patient.) Once you are done, you pass three cards to the player on your right and draw two cards. Martin freely admits he took this drafting mechanic from 7 Wonders. This of course has the effect of forcing you to decide what cards you want to play just so your opponent doesn't get them. The other thing you can do instead of playing cards is banking them. (I forget what the actual game term is.) You have a limit of two cards banked but it effectively lets you have a shorter turn earlier so a better turn later. For example, on your first turn, you bank two cards then pass the other three. You've taken no actions. Next turn however, you have your two drawn cards, the three passed to you plus the two in your bank. If you don't want to bank anything this turn, you can play up to four cards this turn!

The cards generally fall into four categories: attackers, defenders, locations and support cards. Attackers and defenders are obviously played onto location cards and are used in a very simple blind combat mechanism that I won't go into detail on unless asked (basically which facedown stack has the higher total). Attackers are series enemies such as daleks or cybemen while the defenders are the doctor, Amy Pond, River Song and Rory. The simple resolution felt right for the game and actually has some interesting play with stacking rules and facedown bluffs.

Location cards are what they sounds like and are played to your play area as new locations. Support cards are special actions that might reveal an attacker, enlarge your bank or gain you some time points. (More on that in a second.) Martin is very proud of getting a Jammie Dodger card into the game that cancels any attack. He obviously a fan of the show was very excited when Candice and I got the reference. Yet another time when my expectation of him was very wrong.

Time points are rewards for certain actions in the game. Many locations give a time point or two when placing it and there are many support cards that grant them. The primary purpose of them is that five time points may be exchanged for a card draw. This is yet another way to get a larger turn than two cards.

While the theme is far from inseparable from the game, it's also far from pasted on. Many small touches, like Rory having a 'run away' ability or the Jammie Dodger, make it obvious the game was designed for Doctor Who. There's even a Pandorica card that immediately defeats the Doctor but is immediately defeated by Amy or Rory. For those curious, the vast majority of the cards are from the 11th Doctor. There are a handful of enemies that I didn't recognize but that was it. Martin is hoping the game is successful enough to warrant a 50th anniversary edition next year featuring classic Doctors and companions.

Let me wrap this up with explaining Martin's intent with licensed games as he described during his talk. First, only half-jokingly, he said he was tired of being poor and wanted to make some money off his games. Then he explained that his goal is to expand the gaming hobby. He wants to take geeky licenses, like Doctor Who or Discworld, and make decent games about them. Apparently the vast majority of licensed boardgames, besides being junk, are bought as gifts then played only once, if that. Martin instead wants to make a game that these fans will want to play over and over and potentially expand into 'mainstream' boardgames. And maybe some gamers will like the game too because it's not half-bad. I think this is a fantastic plan as everyone wins. We get a decent if not terribly deep game, the license fans get a great game by their standards, we introduce new players to our hobby, and Martin Wallace get paid.

And I honestly think he has succeeded. I know Candice wants this game already and I won't be embarrassed to have it in our collection. Plus, I'm sure it'll be a great game to suck some unsuspecting fans in with.

Sidenote: While at KublaCon, we sat in on a recording of the Garrett's Games and Geekiness podcast with Martin Wallace, Susan McKinley Ross, and Scott 'Aldie' Alden. Part 2 of that episode was just posted here. The podcast will definitely give you a good idea of Martin's sense of humor. Plus, you'll actually hear me towards the end ask a question on ripoffs vs inspiration.
#4133
Diez Juegos / Re: 10 juegos para la piscina
07 de Junio de 2012, 19:26:46
piscinero por excelencia...

coloretto
#4134
yo los adoro, ver como los rivales se matan pagando el doble de lo que vale en los primeros turnos y en los siguientes, cuando no hay liquidez, llevarme tesoros a mitad de precio... adorables...
#4135
Cita de: Randast (Pedro Soto) en 01 de Junio de 2012, 17:41:58
¿Acaso es tan malo "que huela a Knizia"?

Si deja de sacar juegos buenos, y sólo saca ****** con marca, si.
#4136
Cita de: NETes en 01 de Junio de 2012, 17:14:12
Por aquí empieza a oler a Knizia.

¿Tú también te has dao cuenta?
#4137
Autores / Re: Rompo una lanza a favor de Reiner Knizia
31 de Mayo de 2012, 23:36:29
Cita de: awi en 31 de Mayo de 2012, 22:45:02

A ver si nos vemos pronto.  :-*

Eso
#4138
Autores / Re: Rompo una lanza a favor de Reiner Knizia
31 de Mayo de 2012, 22:40:18
Todos los juegos, excepto Keltis, publicados antes de conocer yo los juegos de mesa. Y ya empiezo a ser veterano.

Fue bueno, muy bueno, pero está bastante acabado (lo siento, pero es que hace tiempo que no hace nada decente).
#4139
Autores / Re: Rompo una lanza a favor de Reiner Knizia
29 de Mayo de 2012, 00:29:22
Cita de: Expio en 29 de Mayo de 2012, 00:28:14
Yo he jugado esta mañana a mi primer Knizia.

Trataba de que un jugador introducia una moneda en una tragaperras, los simbolos giraban y salian extraños resultados como por ejemplo inundaciones, dioses, monumentos y civilizaciones.

El premio no se lo llevaba el jugador que introdujo la moneda en la tragaperras, sino que los asistentes pujaban para hacerse con el.

Cada cierto tiempo habia una redada policial, tambien llamada Ra, que obligaba a cerrar la timba.

Eso si, me he quedado con ganas de ver ese del Tigris, a ver si se le veia el tema por algún lado y que no fuese un egipcio subido en una palestra diciendo "¡Oigaaaaa, tengo dos piramides, una inundación y un pueblo del bajo imperio! ¡Vaaaamos que se me los llevan! ¡Y de regalo un calabacín!"

El calabacín era de Rosemberg, no de Knizia :d
#4140
Cita de: iñaky en 27 de Mayo de 2012, 11:35:14
Perdón pon el off topic pero, yo lo que hago, es borrar el historial.  ;D 8)

tu mujer ya está curada de espantos... cuando se acerca tu cumpleños suele mandarme un email para ver que te compra.