Here are my balancing thoughts. - Dragon player could easily give the marble a little shove to put even more oomph on it, regardless of marble size or re-weighting of the barricade pieces. There needs to be a starting point for the marble and rules to hold the marble from the front before letting go. - Smaller fireballs overall, both large and small. - Like others have said, barricades need changed. I don't think they need nooks, I think they need to be ramps- make one side slightly thicker than the other by a few millimeters, which will move the marble's trajectory. For balance, make them cheap but removed after they are rolled over. Please anything other than the useless flat bits they are now. - Remove the "dragon breaths" ability from all the cards and just have it go once at the end of 3 and the end of turn 5, for consistency. - Make a mechanic that spends glory. I know they are victory points, so perhaps make the traitor have to spend glory to use cards. This will incentivize players to not go traitor until much later in the game. - Losing a bastion is a huge blow to the players, they need a big thematic bonus when they lose a bastion. Overall the game idea is great, but definitely in pre-beta stage.
Agreed. I also offered some balancing thoughts. I think the concept is great but it needs a lot of work. Regarding the traitor. This is a very interesting game mechanic and should be worked on. I fully agree there needs to be a penalty for the dragon rider and spending glory to use cards seems like a great idea. I also think the dragon should be a lot weaker without the dragon rider. Mostly for pacing. One way or another the dragon needs to have reduced power in the early game. It's okay for a game to be hard, but it's unfair that heroes can only move 2 spaces and basically can't build anything in the first turn because they need resources first. But then comes along the dragon on it's very first turn just casually knocking over 2 barricades.... It would be a lot more fun if the dragon without a rider is weaker. Giving heroes the chance to gather resources, build, quest etc. It should get to a point in mid game where heroes and dragon are equally matched, and THEN have the possibility for one player to become the traitor. This way you'd get an end game with high stakes. Add to that your suggested glory point cost for dragon rider actions with an added mechanic whereby, for example, the rider could be kicked off of the dragon's back if they ever fall below a certain level of glory (because why should a dragon want a rider without any glory) and you'd go a long way towards a great game.
Just in case the devs actually check comments I’m copy and pasting some feedback from another thread since this one seems more appropriate for balancing suggestions. I’d argue the game encourages you to be selfish and play exactly as they did. The dragon rider mechanic should be reworked as a catch up mechanic for a player who does not have glory and might not be able to win the traditional way. The amount of rider cards should decrease with glory and the lowest glory player should have the option to betray the party OR get an instant infusion of glory (close half the distance between them and first place) only after 2 or 3 bastions are down. This could be themed as “the dragon’s choice” where you can become his rider or gain the glory of resisting temptation. I’d also consider having the back side of the player card be “the city or the people” where once a betrayal happens all the resources, runes, and equipment are transferred to the city and the city acts as a bonus “player” that can help gather resources and build but not fight the dragon. This can be themed as the city banding together in light of betrayal to support the remaining heroes. As currently written, the rules basically just encourages all player to rush to 15 glory and be the first to hop on the dragon. The only mechanical reason to be a team player in the beginning is the fear that someone might beat you to the dragon and you’ll be stuck on a sinking ship. I think the devs underestimate how appealing being the dragon rider is so the choice needs to be more difficult. Not to mention the betrayal basically give a buff to the dragon (getting a human controlled choice for actions vs random) while simultaneously nerfing the defenders by removing an entire players worth of actions each round. As others have stated it does also appear the physical balance of the marbles vs the barricades seem to be off. To fix that, I’d suggest the idea of having the dragon have two ramps a high and a low. The start of the game would shoot all balls off the low ramp for less momentum and the high ramp after say 2 or 3 of his hearts are destroyed. That also gives folks more replayability with a “hard mode” where he starts shooting off the high ramp to begin with.
@@Sgrand80 If it's trying to be a party game I feel like it has too much going on: resource gathering, artefacts, praying, coop and traitor mechanics, etc. The core mechanic of building a marble obstacle course is really great, it's just a bit much on top of that.
@@Sgrand80 yeah the party game version of this would just be build an obstacle course and the both sides shoot marbles at each other until they destroy the other village. This is clearly not a party game by the amount of rules/mechanics
While the traitor mechanic as written is a problem, as everyone else here has noted, the biggest problem in my eyes is that the game is framed as a coop game but at no point is it actually one. Since the game always has only one winner, there is no motivation to work together and joining the dragon is the clear best odds method of victory. I think scrapping the single winner and having the game be a team victory if the dragon is defeated alone would substantially reduce the incentive to turncoat.
Agreed! Also this incentivizes people to do team-friendly things like building (or, like, killing the dragon) rather than collecting glory points. The other option would be to re-weight things so the things that benefit the team are *also* the things that deliver the most glory points, so the only way to become traitor is to help the team a lot first, but that seems to ruin the narrative a bit in a way that ditching the solo-winner for the town entirely doesn’t.
This makes sense to me - that there needs to be a real coop option rather than an individual winner. Or if not that then there needs to be more constraint in the beginning so everyone working for themselves all with the idea of riding the dragon can't completely decimate things in the first round. Maybe something like others have mentioned no fireballs first round (or only on specific fixed rounds). Also maybe something where people can only ride the dragon at 20 or 25 points after the first time they build a building or barrier or something? Forces people who want to go for dragon riding to help as early as possible maybe?
Or maybe the more barricades that are gone the higher the glory points needed to ride the dragon. So if they are all up you can jump on at 15 but if one is down you have to have 20 etc. Makes it more likely people help early since not helping early probably just means you'll all lose to the dragon knocking down everything.
@@grlquartz the bigger issue is that there isn’t really any counterplay to someone clearly going for the dragon win condition. Everyone is motivated to rush towards the dragon and be the first to jump on its back and there is nothing you can do to interrupt other people doing that. This goes back to being framed as a coop game where your actions in theory are supposed to help everyone, but in practice, the incentives are to help nobody and just get as many points as you can quickly while dashing forwards.
How about this: if somebody turns traitor, the glory track turns into something that grants the others free artifacts at certain breakpoints and it becomes a 3v1 game? That way the glory track does actually matter for the other players.
I really like the idea of kickstarter campaigns sponsoring BGC episodes, but it has to be done well. You Know it is a great example of it being done well, they played the finished game as the campaign was going live and showed off the best side of it, and so sold people on the game and now it's smashing through its stretch goals. This game on the other hand is unfinished and clearly still in beta-testing which means that the game comes across as unbalanced and overly complex and so (judging by the comments) a lot of people who might have been sold on this game have been put off. Plus the campaign is not even live, so even if people did want to back it, they will have lost a lot of spontaneous pledges and some potential backers will have forgotten all about this video in 2 weeks time. I hope this doesn't put off people from sponsoring NRB to play their new games, but I also hope it is a lesson on how to do it and not to do it.
If Lawrie can’t get the rules summary down below ten minutes (even by doing the “we’ll explain it when it comes up” bit), that’s probably a sign that there are too many mechanics going on.
Totally agree. Over-engineered by far. The designers should have grading levels of complexity for the game so you can learn it at a lower complexity and then ramp it up as you know it more
Yeah I would have sworn there'd at least be a notch in each space so the barricades are slightly useful but as is it looks like trying to stop an asteroid with some satellites
@@Lucarioguild7 A nub alone could derail a marble. The board needs to be fairly flat and uniform. Maybe easiest would be to have the pieces being heavier. More options could be gotten with double sided game board in multiple parts, one side stickier than the other, for some more variability. Basically you could mix and match the parts and sides to change the "difficulty".
Like many others have said, the game is way too unbalanced. Here are 2 quick suggestions: 1. Get rid of the traitor mechanic. I know some people love being able to betray their team, but the dragon is already so strong, it does not need to be stronger by letting a person pick and choose which actions it will do on its turn. The requirements to becoming a traitor is also too easy. 2. Like many other have said, the materials for the obstacles/walls and the marbles do not match at all. Either use a lighter material for the fireball or make the obstacles/walls heavier and oddly shaped to help deflect the fireball. The 2 pieces of cardboard stuck together is not going to deflect a marble. The game has some potential, but I don't think the creators actually tested the game. There are too many little systems/mechanics: resources, quests, artifacts, dragon, runes, building, praying, traitor, victory points, 5 turn bonus glory, village damage marker (seems pointless in current game state). I understand this is supposed to be a hard game to win (by killing the dragon), but there is a difference between being hard and having no chance at all.
I'm sure they've tested the game, but I agree there are too many mechanics. There are so many distractions from the main point, which is to build anti-dragon pachinko, since the dragon can fire after every round, and there are only a few bastions - and it's not clear if those can be rebuilt or replaced by player effort without divine intervention. The idea "you lose if those things all get knocked down, the dragon can fire _multiple_ shots after every round of player actions" is not clear enough compared to "let's dick around with glory points and items and quests for a while and worry about the dragon later". And traitors are trendy and sexy and all, but the game really should just assign one player to play the dragon from the beginning, and that's it. Or nobody plays the dragon ever.
Being able to pick to become a traitor seems broken. They were already on the ropes early and it seems like a pretty tough coop. Jumping ship at. Will is just over the top.
At very least, the requirement should be set higher. 15 seemed like an easy target to reach, maybe it should be something like 30 minimum. Or it shouldn't even be possible, when 3 or more bastions are destroyed. To me, it seemed like everyone wanted to become the dragon rider, which just made them not attack the dragon.
I think they just didn't quite get the idea of the game until it was too late. They already lost half the base before they built a single obstacle, and they didn't identify that you want to stand in front of the dragon until near the end of the game.
@@AshlingScott I’d argue the game encourages you to be selfish and play exactly as they did. The dragon rider mechanic should be reworked as a catch up mechanic for a player who does not have glory and might not be able to win the traditional way. The amount of rider cards should decrease with glory and the lowest glory player should have the option to betray the party OR get an instant infusion of glory (close half the distance between them and first place) only after 2 or 3 bastions are down. As currently written, the rules basically just encourages all player to rush to 15 glory and be the first to hop on the dragon. The only mechanical reason to be a team player in the beginning is the fear that someone might beat you to the dragon and you’ll be stuck on a sinking ship.
@@kashtrey 100%. The game is intrinsically flawed by having both the win condition and the traitor condition be based on having high glory. Personally I dislike the concept of a single winner in a coop game on its face; just play a competitive game at that point... This game is an S tier concept with a D tier execution.
I think they should scrap the traitor mechanic. It isn't needed at all as the dragon is already strong and having a player manage it makes it even stronger. Not every game needs to have someone become a traitor.
I really wanted to love this game (even setup for notifications once kickstarter goes live before watching gameplay) but it is SO heavily weighted to dragon win, at least with this prototype, that it essentially is a race to get enough glory and jump teams to the dragon. It does not look fun to play in this state. Maybe with heavy house rulings to make it completely a co-op game with no traitor or glory mechanic so that everyone wins and loses together?
The game looks interesting, but I'd be thinking that there should maybe be some kind of start where the dragon is sleeping for X turns before it wakes and starts playing... Thinking that because the first moves by most players will be move and gather and look for quests they can complete, so it puts them at a huge disadvantage when the dragon can possibly get off a major attack early and, in this case, pretty much destroy half the village before the players can really even start to build defenses. The marbles might also be too heavy: the dragons breath should be powerful, but each one had pretty much no problem bowling over everything in its path, bouncing off the sides and knocking down more stuff. It just seems like the best move for a player is going to be to race to see who can be the traitor first because its hard to see the dragon ever losing.
This game was fun only because of the NRB team. The "barriers" did absolutely nothing. Turn order is always the same, so it guarantees the first player will be defecting to the dragon side. I don't see the appeal in the game, but that's just me...
@@matthew_thefallen I'm sorry but I cant see myself pulling this out and setting it up as a party game with some people who are not so much into TTG. To me party game would be something that can be ready in 5-10min and not take much space so we can talk, drink and socialize. Again, just me so take it or leave it
@@skyblazeeterno Yep for this to be a party game i would imagine a big tilted with a plastic see-throught wall where you could put in differently shaped inside to try to guide the ball where their hole resides like an elaborate plinko board.
I have some ideas to improve the show 1. Dom needs to be louder, angrier and have access to a time machine 2. Whenever Dom is not on screen all the other cast members should be asking, where is Dom?
Fair play for the makers of the game wanting to promote their kickstarter but this is clearly very rough and telling the audience that its not finalised yet doesn't necessarily help. As people cleverer than me have said - you only get one first impression.
Looks like a great game! Anyone else thought that when Dom and Sully are having their "tiff" at various points, that you could imagine the dragon was looking sheepish and slowly backstepping? 😂😂
the pieces that are supposed slow down stop and deflect the marble dont do anything. Both the small and large marble just blew through everything which means the dragon always wins with or without a rider
Love the NRB gang, but this game seems…bad? I’ve watched a couple of play throughs, and it doesn’t seem like anything you build deters the fireballs in the slightest. They just always seem to plow through everything, straight through the barricades and into the village. Maybe the finalized components will be a little weightier?
I got the same impression. I would hope the pieces have been physically tested, alongside the mechanics being playtested for balance. Instinctively I feel like the various barricades need more nooks and crannies in which to "catch" the fireballs, or possibly more angles to give strategy to where you deflect them.
Yeah, my first instinct would have been that if a ball hits a wall, its effects are nullified afterwards (even if we have to replace the stuff that got bulldozed over). It's not super convenient, and it's a bit less exciting, but still... Ofc an alternative is to give more hitpoints to the villager team: the ability to rebuild the village barricade, in particular.
They could be anchored to the game board and angled so they could actually deflect the fireball. There could even be a certain level of strategy involved in exactly what orientation you place them in so you could (potentially) protect certain areas.
Best solution would be magnets. Destroy them after being hit, and let the ball continue on its course, but give them some oompf. As it is, it doesn't seem like building walls and barricades is worth the action and resources.
Yeah this game needs to cook more in the lab. Great idea but playing it looks messy to say the least. All I can think of is this is not a coop game at all. This is a rush to become the dragon rider and watch as the others struggle and not have fun.
I think the actions on the dragon cards need to be flushed out more, 2nd turn the dragon got it already did over half the bastions. At that point the players hadnt even gotten a quest done because you have to give up your move to peek to make sure you can even do it without getting punished and get the resources. Mise well jump ship and be a traitor everytime if it only takes a few dragon turns to wipe out the entire area before you even got one hit in as it takes just like 4 turns or more to just make it to the dragon. Building is okay but its not gonna deter it much esp when you cant get your buildings back. Neat game but def gonna need some working on. Also not sure i agree with being punished by having the resources to attack again when already at the drag.
I really wanted to like this game, but I feel like the marbles are so big it makes it pointless to bother to try and protect the village at all. It ends up being a game of just getting to the dragon before it destroys everything and y'know that could be fun in a different game but this is all about getting resources to make yourself stronger and protect the town but the marbles are just too powerful! I think other people have mentioned it as well but there should also be something that changes the order of players' turns in every round because the person who goes first each time just too much of an advantage.
The players need more movement, so they could even reach the dragon, nobody managed to get close before they were losing badly, (and the traitor rightly seeing how the game was going switched sides) and the walls need to be heavier and/or the marbles lighter, because even the small fireballs alone were smashing through everything with almost no resistance.
@@Simonnicolls Well it was never supposed to be easy to slay a dragon. But you are totally right, there has optimisation to be done, but I really dig the concept. Maybe the dragon should pass the first round and marbles should destroy only the first 2 objects they are hitting. I'm sure somewhere in the concept there is a nice balance.
The game concept seems fun but damn i think this needs much much more play testing and balancing. Besides the obvious balance issues with how easy it is to get dragon rider, one ppayer always being last in turn order is also not fun in such a finite space of actions.. Anyway, always a blast watching the crew play!
Marbles seem way to heavy and the fact fact you have to be so careful with the dragon doesn't fill me with confidence that this game can be played a lot. Especially not being able to put marbles in the 3D dragon seemed odd...How much damage can they cause rolling out of it?!
I'm thinking it was only fragile because it was a one-of-a-kind prototype and Laurie didn't want it to have any potential nicks before its photoshoot. Hopefully the one that comes with the finished game would be durable. 🤔
@@brockmarie Yeah I think he may have been extra careful, but you would like to think a prototype could handle 8-9 marbles being rolled down it. The cardboard one looked fairly flimsy too
Holly and her excitement to be the dragon rider lol. I do have to agree with some saying this game seems to be very heavy sided for the dragon. it appears everything you place doesn't really stop the marbles from plowing thru into the barricade itself. The Pieces seems to be a bit light and slide too easily across the glossy gameboard. Also the walls leading the village may need to be removed or a slot like a gutter in bowling put to the sides to catch the marbles and give the players some help. It seems at a certain point that they didn't bother attacking the dragon due to the ease of it being able to just destroy barricades and were trying too just focus building. May even make riding the dragon a optional game play so there are more players to focus on taking it down and winning that way. This is a very fun concept just appears to not be tested too much with actual gameplay.
Love the Dragonheart reference at the beginning. If I was playing, it'd never be a traitor mechanic because of Dragonheart. I'm turn 1 joining the dragon.
a common question is, "could this meeting have been an email?" with games that need this much bookkeeping, "could this board game have been a computer game?" it would need a physics engine, and there already aren't enough board games in vr, so a vr version would work out nicely,
The walls on the board are a huge advantage for the dragon. Also I think you should have the option to where everybody but one person can join the dragon or no one can join the dragon until the dragons in the last heart.
Yeah, the walls make hitting the sides even easier. It's like they are in a big tunnel, and the only way out is the end of the map. The marble deflecting off the obstacles doesn't do much if it can't roll off the board and just be guided to the end. Joining the dragon, if the dragon is loosing, makes more sense contextually. I don't see why a dragon, with full health, would be so easily tamed.
So it's like "Hungry Hungry Hippos" playing "Skittle Ball" against people who would prefer to be playing Skyrim but their PC broke, so are making do with "Snakes and Ladders" crossed with "Monopoly", "Colditz" and "Battleships"... but with more complicated rules and the ability to keep their own scores... plus the Deus Ex Machina of being able to swap sides if they start losing... but all based on a false premise that Fafnir breathes fire.
@@broshmosh I think you have mistaken "can't" for "chose not to"... I also chose not to make a snide personal remark denigrating a fellow RUclipsr's comment, which is not to say I can't do that, I just chose not to... you obviously chose otherwise.
Like others have said, I think this game is a neat idea but it definitely needs some balancing work. I think the pieces are way too flimsy, buildings will never be able to stop the marbles. They either need to be built stronger or the marbles need to be much weaker by either lowering their weight or shrinking the velocity they shoot at. Overall, both of these should probably be implemented. The player who moves first should be determined by glory points. Whoever is losing should get to go first so they have a chance to move up before everyone else blocks them like what happened to Dom. The mechanics should probably also be shrunk down. You don't need quests, artifact cards, buildings, a traitor mechanic and whatever the lightning markers are in the same game. Laurie doesnt even pretend the game is simple, he openly admits his head is hurting trying to explain everything. It's too complex to convince a group of mates to play. Id personally remove the quests and the player wheel as they seem the least tied to the overall game mechanics. Finally, rebalance the traitor somehow. Maybe make it so they have to spend glory points to take certain actions or something. It's too easy for the first player to jump on the dragon when things are going rough, which in this build of the game they probably will be.
Fun looking game! Though it does look like advantage leans strongly in the dragon's favor. Dono if it was just the luck of this game or what not, still, looks fun! Also, Nemesis next week? Lets go!
Think the dragon being able to load up two fireballs and then fire them all on the same turn is a bit op. Maybe have them separated from the other actions with more cards that are only for those two moves.
The fact that becoming the traitor is allowed in a game state where Fafnir is untouched and the heroes are down to 2 bastions is completely unbalanced.
Lovecreaft-opoly! Another nemesis game! And all these announcements during a really cool build it up style game with traitor mechanics! NRB you spoil me!
I quite like the idea of this boardgame, adding a physicality to the gamespace reminiscent of a lot of the gimmicky "boardgames" of the 90s and 00s but being an actual game. The main issue is just the materials the game is made of, the defenses need to be more sturdy and the balls need to be lighter. There's too many potential solutions to list but I'm sure you'll figure it out, since you're a bunch of clever clogs :D
Seems everyone is in agreement that this is over-complicated and unbalanced. Defences: some have potential to deflect a marble or two, but none would stop it hitting the village (maybe a weighted v-shape to catch a fireball?) Quests: confusing tbh. Pay more to pay less to gain more? Why can't you just pay more to get more? Traitor: In the current balance it's been said that turning is a win. Why is peeking blind? Surely the team benefits more if it's just revealed to all? I like the suggestion of the lowest glory player having the choice to turn, which makes a lot of thematic sense. Then you don't want to block your allies moves/steal from them.
One question I have. If you're going to have an opening segment where you explain the rules and how the game works, why do you go through the explanation a second time after you introduce the other players? Seems very redundant to me.
I agree with most of the comments here that the dragon is too OP to make the game competitive, but you have to admit that some medieval village somewhere would have no chance against a dragon that big blasting fireballs at it! In that sense the game is very realistic! 😊
Game looks fun, but could probably use a bit more balancing. Maybe make it so you can't ride the dragon until it's been weakened? Maybe the final game pieces will be a bit better at repelling the fireballs? (Also, I'd make the ball sizes different colors so you can tell them apart). It's a prototype, so I'm sure they're still making adjustments.
just another comment talking about possible balance issues. Hard to really say off of one game but one potential fix that doesn't involve changing the pieces is adding in mechanics/cards/items that lock the dragon in place or make it cost more than one movement to move, if the dragon gets locked down or slowed it would get real fucking tough for it to hit a far barricade. Helll maybe tie it to the dragon rider if someone hops on the dragon is less mobile this would disincentive riding the dragon straight away, or at least in many scenarios, because needing two movement to move a single space when the dragon is on the opposite side of the board would be crippling. Thematically the way most dragons are killed in fiction is them getting locked to the ground so it fits nicely there as well. Of course these mechanics might already be in the game and just didn't come up this playthrough.
I would just join the dragon's team as soon as possible. Every game. I wouldn't even wait to see if it's winning. .....look, I just really love dragons, okay? 😅 *EDIT* And now that I'm done with the video, I see my choice is correct... as befriending a dragon *always* is 😁 Also, Holly's "I'm just a wyrm" joke was criminally underappreciated!
interesting.. but needs some big balancing o.o the barricades do nothing, the marbles needs to be changed they are to weighty or the barricades need to be bigger.
@@skyblazeeterno this type of game would do well with possible resin or plastic walls etc, like the old Hero Quest game using catapults and plastic balls haha =D
It was really nice to get to meet (most of) you at the games expo and watch Secret Stalin! Jon (sp?) was just as lovely in real life as he appears on screen.
Here are my balancing thoughts.
- Dragon player could easily give the marble a little shove to put even more oomph on it, regardless of marble size or re-weighting of the barricade pieces. There needs to be a starting point for the marble and rules to hold the marble from the front before letting go.
- Smaller fireballs overall, both large and small.
- Like others have said, barricades need changed. I don't think they need nooks, I think they need to be ramps- make one side slightly thicker than the other by a few millimeters, which will move the marble's trajectory. For balance, make them cheap but removed after they are rolled over. Please anything other than the useless flat bits they are now.
- Remove the "dragon breaths" ability from all the cards and just have it go once at the end of 3 and the end of turn 5, for consistency.
- Make a mechanic that spends glory. I know they are victory points, so perhaps make the traitor have to spend glory to use cards. This will incentivize players to not go traitor until much later in the game.
- Losing a bastion is a huge blow to the players, they need a big thematic bonus when they lose a bastion.
Overall the game idea is great, but definitely in pre-beta stage.
Agreed. I also offered some balancing thoughts. I think the concept is great but it needs a lot of work. Regarding the traitor. This is a very interesting game mechanic and should be worked on. I fully agree there needs to be a penalty for the dragon rider and spending glory to use cards seems like a great idea.
I also think the dragon should be a lot weaker without the dragon rider. Mostly for pacing.
One way or another the dragon needs to have reduced power in the early game. It's okay for a game to be hard, but it's unfair that heroes can only move 2 spaces and basically can't build anything in the first turn because they need resources first. But then comes along the dragon on it's very first turn just casually knocking over 2 barricades....
It would be a lot more fun if the dragon without a rider is weaker. Giving heroes the chance to gather resources, build, quest etc. It should get to a point in mid game where heroes and dragon are equally matched, and THEN have the possibility for one player to become the traitor. This way you'd get an end game with high stakes. Add to that your suggested glory point cost for dragon rider actions with an added mechanic whereby, for example, the rider could be kicked off of the dragon's back if they ever fall below a certain level of glory (because why should a dragon want a rider without any glory) and you'd go a long way towards a great game.
Just in case the devs actually check comments I’m copy and pasting some feedback from another thread since this one seems more appropriate for balancing suggestions.
I’d argue the game encourages you to be selfish and play exactly as they did. The dragon rider mechanic should be reworked as a catch up mechanic for a player who does not have glory and might not be able to win the traditional way. The amount of rider cards should decrease with glory and the lowest glory player should have the option to betray the party OR get an instant infusion of glory (close half the distance between them and first place) only after 2 or 3 bastions are down. This could be themed as “the dragon’s choice” where you can become his rider or gain the glory of resisting temptation. I’d also consider having the back side of the player card be “the city or the people” where once a betrayal happens all the resources, runes, and equipment are transferred to the city and the city acts as a bonus “player” that can help gather resources and build but not fight the dragon. This can be themed as the city banding together in light of betrayal to support the remaining heroes.
As currently written, the rules basically just encourages all player to rush to 15 glory and be the first to hop on the dragon. The only mechanical reason to be a team player in the beginning is the fear that someone might beat you to the dragon and you’ll be stuck on a sinking ship. I think the devs underestimate how appealing being the dragon rider is so the choice needs to be more difficult. Not to mention the betrayal basically give a buff to the dragon (getting a human controlled choice for actions vs random) while simultaneously nerfing the defenders by removing an entire players worth of actions each round.
As others have stated it does also appear the physical balance of the marbles vs the barricades seem to be off. To fix that, I’d suggest the idea of having the dragon have two ramps a high and a low. The start of the game would shoot all balls off the low ramp for less momentum and the high ramp after say 2 or 3 of his hearts are destroyed. That also gives folks more replayability with a “hard mode” where he starts shooting off the high ramp to begin with.
@@Sgrand80 If it's trying to be a party game I feel like it has too much going on: resource gathering, artefacts, praying, coop and traitor mechanics, etc. The core mechanic of building a marble obstacle course is really great, it's just a bit much on top of that.
@@Sgrand80 yeah the party game version of this would just be build an obstacle course and the both sides shoot marbles at each other until they destroy the other village. This is clearly not a party game by the amount of rules/mechanics
I don’t know that there are *not* rules about how you’re allowed to roll the marble.
27:00 "How many trolls have you swallowed in your sleep this year Dom?" "Not enough" 🤣
He shall continue to decimate the trolls of the world and only the piglets shall survive
I don't think he meant "decimate"
While the traitor mechanic as written is a problem, as everyone else here has noted, the biggest problem in my eyes is that the game is framed as a coop game but at no point is it actually one. Since the game always has only one winner, there is no motivation to work together and joining the dragon is the clear best odds method of victory. I think scrapping the single winner and having the game be a team victory if the dragon is defeated alone would substantially reduce the incentive to turncoat.
Agreed! Also this incentivizes people to do team-friendly things like building (or, like, killing the dragon) rather than collecting glory points. The other option would be to re-weight things so the things that benefit the team are *also* the things that deliver the most glory points, so the only way to become traitor is to help the team a lot first, but that seems to ruin the narrative a bit in a way that ditching the solo-winner for the town entirely doesn’t.
This makes sense to me - that there needs to be a real coop option rather than an individual winner. Or if not that then there needs to be more constraint in the beginning so everyone working for themselves all with the idea of riding the dragon can't completely decimate things in the first round. Maybe something like others have mentioned no fireballs first round (or only on specific fixed rounds). Also maybe something where people can only ride the dragon at 20 or 25 points after the first time they build a building or barrier or something? Forces people who want to go for dragon riding to help as early as possible maybe?
Or maybe the more barricades that are gone the higher the glory points needed to ride the dragon. So if they are all up you can jump on at 15 but if one is down you have to have 20 etc. Makes it more likely people help early since not helping early probably just means you'll all lose to the dragon knocking down everything.
@@grlquartz the bigger issue is that there isn’t really any counterplay to someone clearly going for the dragon win condition. Everyone is motivated to rush towards the dragon and be the first to jump on its back and there is nothing you can do to interrupt other people doing that. This goes back to being framed as a coop game where your actions in theory are supposed to help everyone, but in practice, the incentives are to help nobody and just get as many points as you can quickly while dashing forwards.
How about this: if somebody turns traitor, the glory track turns into something that grants the others free artifacts at certain breakpoints and it becomes a 3v1 game? That way the glory track does actually matter for the other players.
I really like the idea of kickstarter campaigns sponsoring BGC episodes, but it has to be done well. You Know it is a great example of it being done well, they played the finished game as the campaign was going live and showed off the best side of it, and so sold people on the game and now it's smashing through its stretch goals. This game on the other hand is unfinished and clearly still in beta-testing which means that the game comes across as unbalanced and overly complex and so (judging by the comments) a lot of people who might have been sold on this game have been put off. Plus the campaign is not even live, so even if people did want to back it, they will have lost a lot of spontaneous pledges and some potential backers will have forgotten all about this video in 2 weeks time.
I hope this doesn't put off people from sponsoring NRB to play their new games, but I also hope it is a lesson on how to do it and not to do it.
Huge +1 to everything you've said. It's just bad business thinking. Jon and Viv were super strategic with YKI.
If Lawrie can’t get the rules summary down below ten minutes (even by doing the “we’ll explain it when it comes up” bit), that’s probably a sign that there are too many mechanics going on.
Totally agree. Over-engineered by far. The designers should have grading levels of complexity for the game so you can learn it at a lower complexity and then ramp it up as you know it more
I think the pieces, buildings and heroes, either need to be heavier, or the board more grippy, or the dragon will always win.
Yeah I would have sworn there'd at least be a notch in each space so the barricades are slightly useful but as is it looks like trying to stop an asteroid with some satellites
@@Lucarioguild7 A nub alone could derail a marble. The board needs to be fairly flat and uniform.
Maybe easiest would be to have the pieces being heavier.
More options could be gotten with double sided game board in multiple parts, one side stickier than the other, for some more variability.
Basically you could mix and match the parts and sides to change the "difficulty".
it's always fun to do beta testing in front of an international audience.
Like many others have said, the game is way too unbalanced. Here are 2 quick suggestions:
1. Get rid of the traitor mechanic. I know some people love being able to betray their team, but the dragon is already so strong, it does not need to be stronger by letting a person pick and choose which actions it will do on its turn. The requirements to becoming a traitor is also too easy.
2. Like many other have said, the materials for the obstacles/walls and the marbles do not match at all. Either use a lighter material for the fireball or make the obstacles/walls heavier and oddly shaped to help deflect the fireball. The 2 pieces of cardboard stuck together is not going to deflect a marble.
The game has some potential, but I don't think the creators actually tested the game. There are too many little systems/mechanics: resources, quests, artifacts, dragon, runes, building, praying, traitor, victory points, 5 turn bonus glory, village damage marker (seems pointless in current game state). I understand this is supposed to be a hard game to win (by killing the dragon), but there is a difference between being hard and having no chance at all.
Especially since it seemed almost impossible for anyone to get through to even attempt to attack the dragon ONCE!
I'm sure they've tested the game, but I agree there are too many mechanics. There are so many distractions from the main point, which is to build anti-dragon pachinko, since the dragon can fire after every round, and there are only a few bastions - and it's not clear if those can be rebuilt or replaced by player effort without divine intervention. The idea "you lose if those things all get knocked down, the dragon can fire _multiple_ shots after every round of player actions" is not clear enough compared to "let's dick around with glory points and items and quests for a while and worry about the dragon later". And traitors are trendy and sexy and all, but the game really should just assign one player to play the dragon from the beginning, and that's it. Or nobody plays the dragon ever.
Being able to pick to become a traitor seems broken. They were already on the ropes early and it seems like a pretty tough coop. Jumping ship at. Will is just over the top.
At very least, the requirement should be set higher. 15 seemed like an easy target to reach, maybe it should be something like 30 minimum. Or it shouldn't even be possible, when 3 or more bastions are destroyed. To me, it seemed like everyone wanted to become the dragon rider, which just made them not attack the dragon.
I think they just didn't quite get the idea of the game until it was too late. They already lost half the base before they built a single obstacle, and they didn't identify that you want to stand in front of the dragon until near the end of the game.
@@AshlingScott I’d argue the game encourages you to be selfish and play exactly as they did. The dragon rider mechanic should be reworked as a catch up mechanic for a player who does not have glory and might not be able to win the traditional way. The amount of rider cards should decrease with glory and the lowest glory player should have the option to betray the party OR get an instant infusion of glory (close half the distance between them and first place) only after 2 or 3 bastions are down.
As currently written, the rules basically just encourages all player to rush to 15 glory and be the first to hop on the dragon. The only mechanical reason to be a team player in the beginning is the fear that someone might beat you to the dragon and you’ll be stuck on a sinking ship.
@@kashtrey 100%. The game is intrinsically flawed by having both the win condition and the traitor condition be based on having high glory. Personally I dislike the concept of a single winner in a coop game on its face; just play a competitive game at that point... This game is an S tier concept with a D tier execution.
I think they should scrap the traitor mechanic. It isn't needed at all as the dragon is already strong and having a player manage it makes it even stronger. Not every game needs to have someone become a traitor.
I really wanted to love this game (even setup for notifications once kickstarter goes live before watching gameplay) but it is SO heavily weighted to dragon win, at least with this prototype, that it essentially is a race to get enough glory and jump teams to the dragon. It does not look fun to play in this state. Maybe with heavy house rulings to make it completely a co-op game with no traitor or glory mechanic so that everyone wins and loses together?
1:06:50
Dom: “why didn’t you build a wall in the first go?”
Sullivan: “I BUILT *chicken noise* SO MANY WALLS”
When a wild Sullivan Beau Brown becomes sufficiently agitated, he turns into Hei-Hei from Moana.
The game looks interesting, but I'd be thinking that there should maybe be some kind of start where the dragon is sleeping for X turns before it wakes and starts playing...
Thinking that because the first moves by most players will be move and gather and look for quests they can complete, so it puts them at a huge disadvantage when the dragon can possibly get off a major attack early and, in this case, pretty much destroy half the village before the players can really even start to build defenses.
The marbles might also be too heavy: the dragons breath should be powerful, but each one had pretty much no problem bowling over everything in its path, bouncing off the sides and knocking down more stuff.
It just seems like the best move for a player is going to be to race to see who can be the traitor first because its hard to see the dragon ever losing.
This game was fun only because of the NRB team. The "barriers" did absolutely nothing. Turn order is always the same, so it guarantees the first player will be defecting to the dragon side. I don't see the appeal in the game, but that's just me...
That's why it's still in testing. I think this game has appeal, but not in its current state. The concept is very interesting and unique though.
It looks more of a party game to be fair...
@@matthew_thefallen I'm sorry but I cant see myself pulling this out and setting it up as a party game with some people who are not so much into TTG. To me party game would be something that can be ready in 5-10min and not take much space so we can talk, drink and socialize. Again, just me so take it or leave it
@@skyblazeeterno Yep for this to be a party game i would imagine a big tilted with a plastic see-throught wall where you could put in differently shaped inside to try to guide the ball where their hole resides like an elaborate plinko board.
I have some ideas to improve the show
1. Dom needs to be louder, angrier and have access to a time machine
2. Whenever Dom is not on screen all the other cast members should be asking, where is Dom?
I think they already do number 2... out of fear.
I think they already do number 1, see the Monopoly series.
Fair play for the makers of the game wanting to promote their kickstarter but this is clearly very rough and telling the audience that its not finalised yet doesn't necessarily help.
As people cleverer than me have said - you only get one first impression.
if Lovecraftopoly doesn’t include the apocalypse players I might have to single handedly cancel Dom Allen
Yesss we need a TAP/NRB crossover!
YESSSS THIS, please:)
as much as i'd like that i don't see a channel like this just dumping all it's regulars so Dom can bring his friends on
@@NovaStalkerthis is a very fair observation but let a girl dream ok
Try if you will worm! Our great leader Dom cannot be destroyed by the likes of you!
Looks like a great game!
Anyone else thought that when Dom and Sully are having their "tiff" at various points, that you could imagine the dragon was looking sheepish and slowly backstepping? 😂😂
the pieces that are supposed slow down stop and deflect the marble dont do anything.
Both the small and large marble just blew through everything which means the dragon always wins with or without a rider
Love the NRB gang, but this game seems…bad? I’ve watched a couple of play throughs, and it doesn’t seem like anything you build deters the fireballs in the slightest. They just always seem to plow through everything, straight through the barricades and into the village. Maybe the finalized components will be a little weightier?
I got the same impression. I would hope the pieces have been physically tested, alongside the mechanics being playtested for balance. Instinctively I feel like the various barricades need more nooks and crannies in which to "catch" the fireballs, or possibly more angles to give strategy to where you deflect them.
Yeah, my first instinct would have been that if a ball hits a wall, its effects are nullified afterwards (even if we have to replace the stuff that got bulldozed over). It's not super convenient, and it's a bit less exciting, but still... Ofc an alternative is to give more hitpoints to the villager team: the ability to rebuild the village barricade, in particular.
Maybe the smaller marbles need to be smaller so there is a bigger difference between the large and small.
They could be anchored to the game board and angled so they could actually deflect the fireball. There could even be a certain level of strategy involved in exactly what orientation you place them in so you could (potentially) protect certain areas.
Best solution would be magnets. Destroy them after being hit, and let the ball continue on its course, but give them some oompf. As it is, it doesn't seem like building walls and barricades is worth the action and resources.
Yeah this game needs to cook more in the lab. Great idea but playing it looks messy to say the least. All I can think of is this is not a coop game at all. This is a rush to become the dragon rider and watch as the others struggle and not have fun.
test ball rolling and weight/shape of pieces with a physics simulator, then implement & test irl. repeat until results are satisfactory.
Fafnir was a poision dragon, god damn it, he didn't even breath fire, hehehehe :P
I think the actions on the dragon cards need to be flushed out more, 2nd turn the dragon got it already did over half the bastions. At that point the players hadnt even gotten a quest done because you have to give up your move to peek to make sure you can even do it without getting punished and get the resources. Mise well jump ship and be a traitor everytime if it only takes a few dragon turns to wipe out the entire area before you even got one hit in as it takes just like 4 turns or more to just make it to the dragon. Building is okay but its not gonna deter it much esp when you cant get your buildings back. Neat game but def gonna need some working on. Also not sure i agree with being punished by having the resources to attack again when already at the drag.
I really wanted to like this game, but I feel like the marbles are so big it makes it pointless to bother to try and protect the village at all. It ends up being a game of just getting to the dragon before it destroys everything and y'know that could be fun in a different game but this is all about getting resources to make yourself stronger and protect the town but the marbles are just too powerful! I think other people have mentioned it as well but there should also be something that changes the order of players' turns in every round because the person who goes first each time just too much of an advantage.
Let’s gooooo!!!
Edit: ok I like the concept, but it seems very one-sided.
So true. Dunno if it was just bad luck but otherwise the game is basically a race: the first one who gets to the dragon almost certainly wins.
The players need more movement, so they could even reach the dragon, nobody managed to get close before they were losing badly, (and the traitor rightly seeing how the game was going switched sides) and the walls need to be heavier and/or the marbles lighter, because even the small fireballs alone were smashing through everything with almost no resistance.
@@Simonnicolls Well it was never supposed to be easy to slay a dragon. But you are totally right, there has optimisation to be done, but I really dig the concept. Maybe the dragon should pass the first round and marbles should destroy only the first 2 objects they are hitting. I'm sure somewhere in the concept there is a nice balance.
Dragonheart reference in the first minute has me locked in. Loooool
I literally came to the comments to shout out the Dragonheart reference. Nice to see I'm not the only 1 who got it 😅
The game concept seems fun but damn i think this needs much much more play testing and balancing. Besides the obvious balance issues with how easy it is to get dragon rider, one ppayer always being last in turn order is also not fun in such a finite space of actions.. Anyway, always a blast watching the crew play!
Marbles seem way to heavy and the fact fact you have to be so careful with the dragon doesn't fill me with confidence that this game can be played a lot. Especially not being able to put marbles in the 3D dragon seemed odd...How much damage can they cause rolling out of it?!
I'm thinking it was only fragile because it was a one-of-a-kind prototype and Laurie didn't want it to have any potential nicks before its photoshoot. Hopefully the one that comes with the finished game would be durable. 🤔
@@brockmarie Yeah I think he may have been extra careful, but you would like to think a prototype could handle 8-9 marbles being rolled down it. The cardboard one looked fairly flimsy too
Its everyones favourite time of the week - Board game Club! Get on Board!
Applause to Laurie for that intro!
Yeah people who manage to convey the rules to complicated games are my heroes
I finished this whole episode and I still don't know what praying does aside from move a token around a lil
20:45 The game starts
Holly and her excitement to be the dragon rider lol. I do have to agree with some saying this game seems to be very heavy sided for the dragon. it appears everything you place doesn't really stop the marbles from plowing thru into the barricade itself. The Pieces seems to be a bit light and slide too easily across the glossy gameboard. Also the walls leading the village may need to be removed or a slot like a gutter in bowling put to the sides to catch the marbles and give the players some help. It seems at a certain point that they didn't bother attacking the dragon due to the ease of it being able to just destroy barricades and were trying too just focus building. May even make riding the dragon a optional game play so there are more players to focus on taking it down and winning that way. This is a very fun concept just appears to not be tested too much with actual gameplay.
49:50 but the plans were in the basement in a rusty filing cabinet in a disused lavatory with the sign "Beware of the leopard".
Ohh boy, can't wait to see you guy's play Nemesis Retaliation :D
Sullivan looked so sad after the betrayal.
Love the Dragonheart reference at the beginning.
If I was playing, it'd never be a traitor mechanic because of Dragonheart. I'm turn 1 joining the dragon.
The last place I expect to hear a Pete Weber reference was NRB, but I am absolutely here for it.
the best deception mechanics are predictable within 3 turns and cannot be refuted against or stopped
Just in time for me to stop homework before I start!
1:14:39 "I'm more of a wyrm" hehe
I have a feeling that Laurie was holding himself back from saying the "Dread Dragon Droom". Now, that's a reference that not many would get!
Seems poorly balanced in a couple of ways
I really want to see these guys try to grok and play something like Sidereal Confluence. The chaos would be funny.
a common question is, "could this meeting have been an email?" with games that need this much bookkeeping, "could this board game have been a computer game?"
it would need a physics engine, and there already aren't enough board games in vr, so a vr version would work out nicely,
The walls on the board are a huge advantage for the dragon. Also I think you should have the option to where everybody but one person can join the dragon or no one can join the dragon until the dragons in the last heart.
Yeah, the walls make hitting the sides even easier. It's like they are in a big tunnel, and the only way out is the end of the map. The marble deflecting off the obstacles doesn't do much if it can't roll off the board and just be guided to the end.
Joining the dragon, if the dragon is loosing, makes more sense contextually. I don't see why a dragon, with full health, would be so easily tamed.
This seems like a brutal game to defeat the dragon. The marbles seem especially heavy. Seems like a fun game!
when the rules are almost as long as the game itself
@@marvinko6610 I could not have explained this better myself, nor have I laughed this hard in a while
So it's like "Hungry Hungry Hippos" playing "Skittle Ball" against people who would prefer to be playing Skyrim but their PC broke, so are making do with "Snakes and Ladders" crossed with "Monopoly", "Colditz" and "Battleships"... but with more complicated rules and the ability to keep their own scores... plus the Deus Ex Machina of being able to swap sides if they start losing... but all based on a false premise that Fafnir breathes fire.
So what you're saying is you can't apply an elegant reductive assessment to a game that has too much going on. Got it.
@@broshmosh I think you have mistaken "can't" for "chose not to"...
I also chose not to make a snide personal remark denigrating a fellow RUclipsr's comment, which is not to say I can't do that, I just chose not to... you obviously chose otherwise.
Holly as Brunhilde would have been a better fit. She's definitely the Valkyrie of this group.
Having the dragon roll a fire dice might actually be better for damage.
Sully looks tired, hope everyone's getting good sleep!
I saw the set up and went “ohhhh”
The teaser from Dom was worth a upvote.
Like others have said, I think this game is a neat idea but it definitely needs some balancing work.
I think the pieces are way too flimsy, buildings will never be able to stop the marbles. They either need to be built stronger or the marbles need to be much weaker by either lowering their weight or shrinking the velocity they shoot at. Overall, both of these should probably be implemented.
The player who moves first should be determined by glory points. Whoever is losing should get to go first so they have a chance to move up before everyone else blocks them like what happened to Dom.
The mechanics should probably also be shrunk down. You don't need quests, artifact cards, buildings, a traitor mechanic and whatever the lightning markers are in the same game. Laurie doesnt even pretend the game is simple, he openly admits his head is hurting trying to explain everything. It's too complex to convince a group of mates to play. Id personally remove the quests and the player wheel as they seem the least tied to the overall game mechanics.
Finally, rebalance the traitor somehow. Maybe make it so they have to spend glory points to take certain actions or something. It's too easy for the first player to jump on the dragon when things are going rough, which in this build of the game they probably will be.
would love to see the old flying frog game last night on earth
That top-down camera certainly adds something xD
If only i could get a good grip on what it is...
Turn order should changed after dragon-fire. Otherwise it's always left to the later players to do the blocking.
Idk if hollys dissertation was a joke or not if its not can we have a link? Ill also be quite jealousy of being able to do a dissertation on dragons
Fun looking game! Though it does look like advantage leans strongly in the dragon's favor. Dono if it was just the luck of this game or what not, still, looks fun! Also, Nemesis next week? Lets go!
Cooperative games should lean towards being very difficult. The traitor mechanic seems to make this game almost impossible though.
Think the dragon being able to load up two fireballs and then fire them all on the same turn is a bit op. Maybe have them separated from the other actions with more cards that are only for those two moves.
it could be cool to have barricades which are just like 10 small painted stones you can place down however youd like in a square
the N rune is named Urus
I feel like this game would benefit from a rotating starting player, mainly before someone flips to team dragon
SO excited for next week’s nemesis!
The fact that becoming the traitor is allowed in a game state where Fafnir is untouched and the heroes are down to 2 bastions is completely unbalanced.
Can't wait for the nemesis game! Please play the first 2 again sometime as well.
OMG, nemesis next week, can't wait!
I think a rematch should be played on full release of the game. It was very one sided and obvious who'll win as soon as Holly passed 20.
Been waiting all day for this!
WOOO ITS THE BEST TIME OF THE WEEK!!!! ITS BOARD GAME CLUB!!!!! ❤❤❤❤❤❤
Yes!! This!! ❤❤❤❤
Lovecreaft-opoly! Another nemesis game! And all these announcements during a really cool build it up style game with traitor mechanics! NRB you spoil me!
Ok but on a non serious note the fact that holly did her dissertation on dragons makes so much sense that no one questioned it
So very excited for next week. 1:26:34 Nemesis is back on the menu, boys!
Dragonheart reference 30 seconds in!? Hell yeah!
I quite like the idea of this boardgame, adding a physicality to the gamespace reminiscent of a lot of the gimmicky "boardgames" of the 90s and 00s but being an actual game. The main issue is just the materials the game is made of, the defenses need to be more sturdy and the balls need to be lighter. There's too many potential solutions to list but I'm sure you'll figure it out, since you're a bunch of clever clogs :D
Was that a dragonheart reference in the opening? I was practically jumpscared by that it was so unexpected
YES!!! I have been waiting for this!!!
Hope it is good!
Nemesis 👀
"The Oath of Audacity" would be an amazing autobiography title hmmmmmmmm
Seems everyone is in agreement that this is over-complicated and unbalanced.
Defences: some have potential to deflect a marble or two, but none would stop it hitting the village (maybe a weighted v-shape to catch a fireball?)
Quests: confusing tbh. Pay more to pay less to gain more? Why can't you just pay more to get more?
Traitor: In the current balance it's been said that turning is a win. Why is peeking blind? Surely the team benefits more if it's just revealed to all? I like the suggestion of the lowest glory player having the choice to turn, which makes a lot of thematic sense. Then you don't want to block your allies moves/steal from them.
Sullivan bringing back Jurgan Flops for a bit there
The man who Said that was bowling player Pete Weber
Hey NRB, what kind of camera are you using for the fireball cam? It's very cute.
Looks like an osmo pocket?
Seems like a perfectly balanced game.
1:08:01 Fuming!!!! Down with holly lol 🤣🤣
RAWR! Thank you guys for having Fafnir!
One question I have. If you're going to have an opening segment where you explain the rules and how the game works, why do you go through the explanation a second time after you introduce the other players? Seems very redundant to me.
I agree with most of the comments here that the dragon is too OP to make the game competitive, but you have to admit that some medieval village somewhere would have no chance against a dragon that big blasting fireballs at it! In that sense the game is very realistic! 😊
Game looks fun, but could probably use a bit more balancing. Maybe make it so you can't ride the dragon until it's been weakened? Maybe the final game pieces will be a bit better at repelling the fireballs? (Also, I'd make the ball sizes different colors so you can tell them apart). It's a prototype, so I'm sure they're still making adjustments.
just another comment talking about possible balance issues. Hard to really say off of one game but one potential fix that doesn't involve changing the pieces is adding in mechanics/cards/items that lock the dragon in place or make it cost more than one movement to move, if the dragon gets locked down or slowed it would get real fucking tough for it to hit a far barricade. Helll maybe tie it to the dragon rider if someone hops on the dragon is less mobile this would disincentive riding the dragon straight away, or at least in many scenarios, because needing two movement to move a single space when the dragon is on the opposite side of the board would be crippling. Thematically the way most dragons are killed in fiction is them getting locked to the ground so it fits nicely there as well. Of course these mechanics might already be in the game and just didn't come up this playthrough.
Please play some Nemesis again.
cool concept, bit of a rough game in practice. cast was funny as always though!
Hope you play the new Deluxe editions of Salem, Deadwood, Tortuga, Bristol and Hollywood!
I would just join the dragon's team as soon as possible. Every game. I wouldn't even wait to see if it's winning. .....look, I just really love dragons, okay? 😅
*EDIT* And now that I'm done with the video, I see my choice is correct... as befriending a dragon *always* is 😁 Also, Holly's "I'm just a wyrm" joke was criminally underappreciated!
interesting.. but needs some big balancing o.o the barricades do nothing, the marbles needs to be changed they are to weighty or the barricades need to be bigger.
@@skyblazeeterno this type of game would do well with possible resin or plastic walls etc, like the old Hero Quest game using catapults and plastic balls haha =D
But why is the farmer responsible for a fox in the first place?
Not me skipping 7 mins of the explanation to get to the part where he tells us how the marbles are used
It was really nice to get to meet (most of) you at the games expo and watch Secret Stalin!
Jon (sp?) was just as lovely in real life as he appears on screen.
Pretty cool game! I like the variety of play and different stages!
Cool idea. But there’s too many of them going on at the same time to make tight balanced gameplay.