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Roll for the Galaxy
Something about me is that I like dice games. And a good, reasonably short dice game with some fun decisions, if it plays two, would get massive play in my house. Anyone care to chime in with their opinion? How long does the game play? How confrontational is it? This version holds a lot more attraction than the deck builder just on account of the dice; shit, quarriors still gets play in my house.
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I just got my own copy for my birthday this week, and the expansion (which I’ll wait a half dozen more plays before introducing.
I love the hidden phase selection. It plays fine with two, but t I have the most fun with 3 or 4.
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But I could be wrong (playing this like years ago, and that's only 2-3 times). But it was pleasant to play.
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Just picked up Nations Dice game. Very fast, and some mild confrontation in the form of drafting tiles. Plays in an hour.
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- SuperflyPete
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- Michael Barnes
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If you fall for it, you might get an Asohka from the boosters...
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Jump Drive, on the other hand, blew me away from the first play.
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- Legomancer
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- Dave Lartigue
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What I don't like is a dice game that is terrified of its own dice, so it gives you all these ways to manipulate them, essentially de-randomizing them. I don't want a dice game in which the strategy is to gradually remove the dice and do whatever you want. If you dislike randomness and don't want to play with dice, don't play a goddamn dice game. It drives me crazy the people who bitch that a dice game doesn't have enough ways to mitigate randomness.
Roll For The Galaxy I started out liking, but it was already very close to what I don't like, and the more I played, the less interesting I found it. I got the expansion, which just made my issues with it even worse, as they gave you even more ways to derandomize the dice. I played it a couple times, disliked it, and then sold the whole shebang.
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- Michael Barnes
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Man, I hated that game.
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- Legomancer
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- Dave Lartigue
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charlest wrote: I'm a huge fan of Race for the Galaxy (and now Jump Drive). I went into Roll bright eyed and optimistic. I gave it three plays spread over a period of time, and it never grabbed me. It feels unintuitive and very slow. It's never been snappy, even when playing with experienced players as everyone sits behind their screen calculating where they should place their dice.
Jump Drive, on the other hand, blew me away from the first play.
I was under the impression that Jump Drive was just a simplified version of RFTG meant to ease you into that game. I like RFTG and own it, so I didn't see much point in pursuing Jump Drive. Am I wrong, and it offers something different?
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I think RFTG is much more sophisticated and nuanced, but I actually prefer Jump Drive. Cards still cost other cards to play and there's no action selection thing at the beginning. Instead, everyone selects one planet, one development, or one of each from their hand to play for the turn. Then everyone discards cards to pay for them. If you only play one development and nothing else, it costs 1 less. If you play one planet and nothing else, you draw a card after paying for the planet.
Each card gives you income which is how many cards you draw at the end of the turn, and VP that you collect at the end of your turn. That's basically it. Some cards have special effects they list in text (no iconography issue), and there are many synergies such as each copy of Galactic Trendsettings amplifying other instances of that card in your tableau.
It's less strategic and you're more reliant on luck as it's a much shorter game, not allowing you to overcome poor draws like RFTG can. But, for a 15 minute engine builder it feels so damn good. You explode from nothing to drawing 10 cards and raking in 20-30 VP a round near end game. It's the engine builder with the fastest pace and simply nails those good feels with such a breezy commitment that I think it may be the best non-social filler ever designed.
It's much easier to teach, plays equally well with all player counts (unlike RFTG which I vastly prefer at 2 player using 2PA rules), and is so easy to get to the table.
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I hate Race for the Galaxy.
Let me tell you why. The thing I hate about Race for the Galaxy is that the minute I get the engine set up that I've been working towards all game, the game ends. Every single time. "Ah at last I can start doing cool shit!" Nope, game over. Enjoy your free case of blue balls. See you next time.
I find that insanely frustrating.
In Roll for the Galaxy, I am able to set something up and get at least a couple of turns of utilization out of it. Even if I lose, I'm not frustrated because I feel like I accomplished something. I get "engine satisfaction"
To address Gary's questions. It's not confrontational really. You are often trying to piggy back off others activations (role selection) ala Glory to Rome and the like so you do have to pay attention to what the other players are up to. It plays pretty fast. Not sure how well it plays with two, though others have chimed in on that score, as I've only played it with 3 or 4.
Also, it's pretty darn cheap for a board game.
I dig it.
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