Edward Bolme's page

10 posts. No reviews. No lists. No wishlists.


RSS


WotC no longer has any bearing on Dragon; the magazine is published by Paizo, which is a completely independent company.


And here I just moved out, and I'll miss all the fun. :(


Absolutely games you can win. These have to be more or less mass-market or family games. I mean, If I knew I were to be in a bomb shelter with my brother, I'd take World in Flames, but that's a hard-core wargamer's game.


If you could only keep five non-collectible games in your game library (and not be assured of playing other games, ever), which games would they be?

For me, alphabetically:
Acquire
Carcasonne
Cosmic Encounter
Modern Art
Scrabble


You know, the Decipher Star Wars engine was one that, for some reason, I was never able to grok. I've heard plenty of people talk about how cool it is, but it just seems wierd to me. So maybe a "Beneath the Hood" article to help guys like me understand how the engine works?


Aw, things always take a while to get going. Critical mass, and all that. Heck, it took me a week to start posting once I knew these boards existed, just because of my schedule.


This is a typical effect that one finds in minis and cards alike. Much of any given release does not see play.

The counterbalancing effect is that while something may be the best creature for its cost, it may have no inherent potential for synergy. A band built around synergy may use creatures that are, by themselves, less effective and efficient than others, but working together, they have an impact greater than their point total should indicate.

That and good tactics can defeat better models.


I must admit, the Star Wars miniatures intrigued me, as well(hint to my editor).

So we've mentioned Warhammer, Warmachine, and games by WotC. And, although it hasn't been mentioned, games by WoizKids get coverage, too.

What other minis games are there that are getting any play?


I'm curious what people are looking for: hints on how to survive and perhaps even prosper the first few times one plays a game, or rather strategies for the advanced players of games.

I can see a need for both; Certainly a basic survival deck-building guide would have helped me when launching into a new CCG. There's nothing worse than getting crushed out of the gate because your deck sucks. It paints the whole experience poorly.

But obviously, folks also want to win after they know how to play. So the question is, where do people think the balance lies?


"Air Raid" was the most ungodly amazing short I have ever read.