First off I want to thank you guys for the review. Great job as always and definitely highlights the game's strengths. For a bit of a counter point ... Out of 17 new games I learned/tried at Gen Con this was the worst. The "take that" aspect devolved into ganging up, and it felt like the entire game was dependent on someone randomly drawing an overpowered action/tile combination as well as randomly rolling well. On top of that you could end up stuck in a dead end hallway while the player behind you just plows into you and you can't even turn around. IMO, overall it felt clunky, random, and just a lackluster table top experience in general.
Hi Happy Gamer. I'm sorry to hear you did not enjoy the game at Gen Con, but thank you for having taken the time to try it out. The game is designed to have a balance between when to play actions, and when not to. 1/3 of the actions are designed to make any player, regardless of their situation in the game, able to open up new opportunities for victory. This may make the first game seem more chaotic than normal, especially at higher player counts, as people learn when to play, and when not to play the actions they hold. All playtesters of No Escape have also reported that they have completely different play experience at different player counts. The 7-8 player count game often plays more as a beer and pretzel style of game, which has been included as a recommendation in the final version of the rules.
Thank you for your reply. My GC experience may have been partly due to the demo-er showing up 15-20min late due to being in a line to obtain promotional product for his personal game collection. I'm also wondering if it might be ideal to demo the game in its optimal player count ... Two games of 4 instead of one 8-player game. That many players when everyone is learning really hurt the flow of the game, which based on this video is a key part of the enjoyment. I always give a game two tries before making a final personal rating, but the first impression here was not good.
Thank you for your honest Feedback, this is something we did not know happened, and we will be following up on this. We actually had recommended to demo the game at 4-6 players for first-time players to give everyone the best chance to learn the game, and 2 copies were available. We'll make sure future game demo's (for any of our games) are done at the ideal player count for learning the game (and start on time).
Thanks again and no problem. I'd much rather provide constructive feedback, and appreciate your interest in the "why" ... The more design/production companies that thrive only makes this an even more incredible hobby than it already is.
Thank you for the clarification!
Wasnt there a game back in the day called Zombies, where you took turns placing tiles to escape zombies and make it to the helicopter?
Yes. There is Zombies and Martians. Both were pretty similar to one another.
How did they misspell "buried" on their final product 🤦♂️
First off I want to thank you guys for the review. Great job as always and definitely highlights the game's strengths.
For a bit of a counter point ... Out of 17 new games I learned/tried at Gen Con this was the worst. The "take that" aspect devolved into ganging up, and it felt like the entire game was dependent on someone randomly drawing an overpowered action/tile combination as well as randomly rolling well. On top of that you could end up stuck in a dead end hallway while the player behind you just plows into you and you can't even turn around.
IMO, overall it felt clunky, random, and just a lackluster table top experience in general.
Hi Happy Gamer. I'm sorry to hear you did not enjoy the game at Gen Con, but thank you for having taken the time to try it out.
The game is designed to have a balance between when to play actions, and when not to. 1/3 of the actions are designed to make any player, regardless of their situation in the game, able to open up new opportunities for victory. This may make the first game seem more chaotic than normal, especially at higher player counts, as people learn when to play, and when not to play the actions they hold. All playtesters of No Escape have also reported that they have completely different play experience at different player counts. The 7-8 player count game often plays more as a beer and pretzel style of game, which has been included as a recommendation in the final version of the rules.
Thank you for your reply. My GC experience may have been partly due to the demo-er showing up 15-20min late due to being in a line to obtain promotional product for his personal game collection. I'm also wondering if it might be ideal to demo the game in its optimal player count ... Two games of 4 instead of one 8-player game. That many players when everyone is learning really hurt the flow of the game, which based on this video is a key part of the enjoyment.
I always give a game two tries before making a final personal rating, but the first impression here was not good.
Thank you for your honest Feedback, this is something we did not know happened, and we will be following up on this. We actually had recommended to demo the game at 4-6 players for first-time players to give everyone the best chance to learn the game, and 2 copies were available. We'll make sure future game demo's (for any of our games) are done at the ideal player count for learning the game (and start on time).
Thanks again and no problem. I'd much rather provide constructive feedback, and appreciate your interest in the "why" ... The more design/production companies that thrive only makes this an even more incredible hobby than it already is.
How much cards you can have in your hands ? Do you need to have 3 tiles always or you can have more?