- From Boardgame News, a preview for the new Race for the Galaxy expansion. The most interesting things are cards for a sixth player and optional takeover rules.
- A post from Brenda Brathwaite about happiness and reward delivery. "The challenge in reward delivery is to keep people interested in the progression from intent to object and the formation of intent to clear agency."
- A post from Deirdra Kiai about what should go into a "game for girls" (hint: not "Let's go shopping!").
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Okay, the Race expansion looks droolworthy.
I was expecting to find the "take over planets" system repulsive, since I love building my little sandcastles and get unreasonably annoyed when other people kick them over. (If you don't know this about me, then good. I try not to let it out.)
*But*, in fact, the designers seem to have built something I want to try! There's a "PvP is opt-in" principle. And while your cards may impel you towards opting in -- that is, towards a strategy that opts you in -- that implies that you have good military, which means you can *win* the PvP element. So I might decide to stay peaceable in most games, but sometimes I might dive in and get all warlike on a whim. Which is pretty much the way I play Race anyhow; I stick to obvious strategies most of the time, but sometimes I jump on a risky path to see how it'll turn out.
So, basically, I think I'm going enjoy that.
As for the rest, they keep on making the strategy deeper and adding more cool card variations. I guess it's not deep bloggy analysis to say we're all in favor of that. :)