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Shellhead wrote: I enjoyed that article on takebacks. My original gaming group jokingly called a takeback "the retroactive phase." Like you, we eventually settled on a standard involving no new information gained. In addition, I am very lenient about takebacks if someone is playing for the first time and didn't fully understand a rule. It is always tempting to allow a takeback in a co-op game, but I try to resist the temptation because takebacks can really unbalance a co-op game.
"No new information gained," is an awesome way to look at that.
Charlest killing it with the no win situation consumers are in.
* it's technically out of my hands, but that is the current plan
I actually thought Redditors would mostly agree with the article as there's quite a bit of pushback against Kickstarter in that community. There's some strong words in opposition also on BGG but I'm refraining from engaging as it feels kind of wrong, almost like a designer stepping into a negative review to argue with a reviewer.
Really though, I wanted to start a discussion so it seems to have worked.
You presented the ideal expansion process, but it’s worth remembering that it was hardly the standard.
To me the core of the issue is that games on Kickstarter are not bought on their qualities as games. They cannot be, because nobody has actually played them. And when you won't get them until one or two years later after the time of purchase, well, it's unavoidable, is it?
I also think it's impossible not to have a bit backlash if you point this out. Nobody wants to think they were duped into paying 300€ for a bad game they'll never play, even if it's true.
Second review is of Uk'otoa, the first board game set in Critical Role's Exandria universe. I have a weird relationship with CR due to writing for Geek & Sundry for a few years, but this game intrigued me as it looked like it could be in that spiteful family weight category that Survive lives in. I love those types of games. I didn't love this one.