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I have a diverse group of personalities playing, and this game is seems to provoke quarrels. I think it would smooth things out a lot having basic info about what others are planning. It would help reduce table talk since we could make assumptions about the moves others are making. Anyway it's not a deal breaker. I will try to accept this the way it is.
Right, I will just add - all our players are pretty strong headed. No one is at risk of getting bossed, lol. It's more about weaving a path through all the ridiculous decisions every one else is making. ;)
Aka this is more like semi co op semi competitive, semi kick your fellow players to the groins game...
As neither of us is "bossing" the other about and as such do not have the "Aplha" gamer experience that scott_smart2000 mentions above, we are happy to chat initiative and plans and actually enjoy making a battle plan together! I can 100% understand why this is against the rules though and I would very much welcome the rules stating that we cannot do this is there was an "Aplha" domineering gamer situation and I would be glad the rules were there to prevent this.
Also - if you were playing solo which may be more likely in the digital than the physical game, then you would be aware of all of these things such as character plan an initiative as you are controlling all chars. As such we see the rule to be there mainly to prevent the "Alpha" gamer negative team experience mainly and not featured as a form of difficulty.
As such we feel it to be rather digressionary as to whether to lift/implement this rule and feel that the rule should be in place by default but that if all players are happy and do not feel controlled by others, that sharing this info is not bad play.
With all this in mind I think the way the game is doing it atm is correct and if you want to discuss initiative etc then this is best done in voice chat outside f the games systems!
Take care and have fun in Gloomhaven all!
I agree: this should at least be a "house rule" option. My friends and I spend (waste) a lot of time telling each other our initiative speeds as we plan each round. It should just be displayed as each player makes their picks.
https://online.flippingbook.com/view/598058/16/
In addition to what's been stated about not having a single person micromanage the entire turn, the uncertainty in the exact numerical values of your allies' actions adds another layer in the strategy of card selection that even though I didn't really understand it at first, after playing the board game and a bunch of digital, I now appreciate. e.g. if you want to plan actions with another player so that you go before/after them, there's now a decision you have to make about how fast you need to go, with the associated risk/reward --- if you really want to make sure, you play your fastest card, but maybe if it's less critical, you save it for later and play a slightly slower one, etc.
Edit: There's even wording about this from the rulebook as well.
Your quote says:
"Additionally, if they wish, a group of players may also play with fully open information by increasing the difficulty in the same way as for solo play. Playing with open information means that players can share the exact contents of their hands and discuss specific details about what they plan on doing."
This is exactly what my friends and I want. We literally look at each other's decks and talk about what cards we could play to work together.
Frankly, the "suggested" way to play sounds like a recipe for frustration, fights among players, and generally a sucky game that no one plays again after the first any only night. If people want a game of random chance, they may as well just play with shuffled character decks, draw 2 off the top, and play with whatever they get.
I like to find card synergies across our decks and leverage those synergies in interesting ways. I imagine a group who achieves the top skill level playing the 'proper' way would just know the game inside out from experience and have a really good read on what their friends will choose.
I know this game likes to sell itself as some kind of role playing game but it's really about what the players want, not the characters. Hiding players intentions behind a black curtain so we can imagine it was some rascally character is a hard sell for me.