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Playtesters wanted for Project: Kaiju on TTS

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05 Mar 2021 13:22 #320125 by hotseatgames
I totally get it. If anything, and if the team game seems really strong, maybe each monster gains a special "team" power listed on the board. Let me know when you'd like to try a 4 player game, I'm down if I can make the time.

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05 Mar 2021 13:29 #320126 by Sagrilarus

Josh Look wrote: Oh, and another thing I love about the shared health team game idea...


Socialism.
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05 Mar 2021 14:41 #320131 by hotseatgames
I'm sorry to keep throwing ideas out, but this one just came to me:

for the team game, if both teammates have a target flanked, you get an extra die for an attack.

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09 Mar 2021 12:56 #320278 by engineer Al

hotseatgames wrote: I'm sorry to keep throwing ideas out, but this one just came to me:

for the team game, if both teammates have a target flanked, you get an extra die for an attack.


Ohhhhh...very interesting!
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09 Mar 2021 14:26 #320287 by Sagrilarus
Brings Facing into the conversation.

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09 Mar 2021 15:24 #320290 by hotseatgames
It doesn't have to, nor would I recommend it. Simply adjacency.

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09 Mar 2021 16:10 - 09 Mar 2021 16:11 #320293 by Josh Look
I think it kind of encourages ganging up on one monster, which we've been trying to avoid.

I was able to try a 4 player team game today with a new idea we'd bounced around and I dunno. I'm still not sold on it. It takes much longer to play (2 AND A HALF HOURS, and to be fair, that's not just TTS, the 4 player games were taking a long time in person, too) and the attack options became static.

I still want to try the health sharing/gifting thing Mark suggested when we played, but it needs to be tightened up without losing the satisfying stuff that comes later in the game. I'm thinking the teams should take turns together. It opens up some coordination conversation and kind of like what we were thinking with the "attack token" idea, you just change those to limit attack targets to prevent one monster being attacked 4 times. Maybe each team gets 2 monster attacks and 2 building attacks per round.

OR....maybe it's just a 2 player game.
Last edit: 09 Mar 2021 16:11 by Josh Look.

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10 Mar 2021 12:06 #320335 by Josh Look
Got another 4 player game in with some early risers this morning. I'm happy to report that it went VERY well.

We had the teams take their turns together. Lots of discussion about positioning, "I can push him into this space, then you can hit him with this," that sort of thing, which made me very happy. We also limited the teams to 2 attacks against monsters and 2 attacks against buildings. This really helped keep the pacing under control. We did have a couple moments where one monster would make 3 attacks in a round, but it made for an interesting situation where they were pretty exhausted the next.

Even the victory condition (which is the team with the most HP once one monster is KO'D) felt good. Everyone seemed way more focused on that than who they could hit. Again, I think that comes down to being able to control the pacing.
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10 Mar 2021 12:32 #320338 by Gary Sax
Sounds very Into the Breach, in a good way.
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10 Mar 2021 12:49 #320341 by Josh Look

Gary Sax wrote: Sounds very Into the Breach, in a good way.


There's a playable mech "good guy" that was very inspired by Into the Breach.

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10 Mar 2021 15:24 #320351 by MattFantastic
I had a blast when I played it pre-covid and I'm stoked to eventually see how much even better it's become since!
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11 Mar 2021 12:35 #320376 by engineer Al

MattFantastic wrote: I had a blast when I played it pre-covid and I'm stoked to eventually see how much even better it's become since!


Matt, I know you are pretty sick of playing on Tabletop Simulator, but I would love to get a game going with you in the near future. Your feedback the last time we played was INCREDIBLY valuable to us!
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