Patrick Brennan: Game Snapshots – May 2018
Without further ado, my new games this month include …

Elle Macpherson is a member of Patrick’s gaming group.

ALCHEMISTS
The historical knock on all deduction games is their fragility. Worst is if one player’s mistake hurts other people (a la Black Vienna), and this at least doesn’t do that. This takes fragility in another direction. Here you’re inferring opposites – it’s green positive so it can’t be any of the combinations containing a green negative, which you both mark on your sheet and place a matching chit on your player board. Now if the chit falls out of your player board and you can’t recall exactly where it was, hopefully you’ll be able to work it out backwards from your player sheet. But what if you’ve also made a mistake on your sheet somewhere because you’re tired? Not a lot of fun working all that out again, and realising you’re knocked out of the game and there’s little point continuing for the next 90 minutes. The other knock I had was what if you simply don’t get the cards to narrow down the last 50/50 aspect of a component. The game only goes 6 rounds so now you’re probably forced into some guesswork in the hunt for points. Do you trust what others have inferred, or have they been making some educated guesses as well? On such can the game depend, and I’m not really in the fun camp on that one. The game is LOOONG, and I was as much a culprit as anyone, checking and re-checking inferences, working out optimal things I wanted to test next based on what was available. Not only does that length increase the chances of frustration escalation (at mistakes and incomplete knowledge), but it doesn’t accordingly increase the level of satisfaction gleaned from correct inference-making to compensate, compared to games of half the length. I can appreciate the game – the thematic linking to academia is brilliant and the rules clever and fun – but there’s too much risk that I won’t enjoy any given playing, either through my own mistakes, or apologising for the game for other players who’ve made mistakes given its length, or through card and choice frustration. Further it requires all the players to really love the core mechanic – there’s too much risk that those I’m gaming with on any given night aren’t all in the love-it camp, so how often will it find play? Continue reading →
Patrick Brennan: Game Snapshots – May 2018
Patrick Brennan: Game Snapshots – May 2018
Without further ado, my new games this month include …
Elle Macpherson is a member of Patrick’s gaming group.
ALCHEMISTS
The historical knock on all deduction games is their fragility. Worst is if one player’s mistake hurts other people (a la Black Vienna), and this at least doesn’t do that. This takes fragility in another direction. Here you’re inferring opposites – it’s green positive so it can’t be any of the combinations containing a green negative, which you both mark on your sheet and place a matching chit on your player board. Now if the chit falls out of your player board and you can’t recall exactly where it was, hopefully you’ll be able to work it out backwards from your player sheet. But what if you’ve also made a mistake on your sheet somewhere because you’re tired? Not a lot of fun working all that out again, and realising you’re knocked out of the game and there’s little point continuing for the next 90 minutes. The other knock I had was what if you simply don’t get the cards to narrow down the last 50/50 aspect of a component. The game only goes 6 rounds so now you’re probably forced into some guesswork in the hunt for points. Do you trust what others have inferred, or have they been making some educated guesses as well? On such can the game depend, and I’m not really in the fun camp on that one. The game is LOOONG, and I was as much a culprit as anyone, checking and re-checking inferences, working out optimal things I wanted to test next based on what was available. Not only does that length increase the chances of frustration escalation (at mistakes and incomplete knowledge), but it doesn’t accordingly increase the level of satisfaction gleaned from correct inference-making to compensate, compared to games of half the length. I can appreciate the game – the thematic linking to academia is brilliant and the rules clever and fun – but there’s too much risk that I won’t enjoy any given playing, either through my own mistakes, or apologising for the game for other players who’ve made mistakes given its length, or through card and choice frustration. Further it requires all the players to really love the core mechanic – there’s too much risk that those I’m gaming with on any given night aren’t all in the love-it camp, so how often will it find play? Continue reading →
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