Friday Night Gaming: RoboRally, Cutthroat Caverns
October 17, 2008
RoboRally
One would have thought that I would have played RoboRally by now, but one would be mistaken. I had no aversion to the game, but had no deep burning desire to seek it. Brian brought it over and we played a 2-board, 2-flag, 6-player game. Even though this was my first actual experience with the game, it pretty much played out exactly as I expected. Programing my robot was tricky, but not overly so. During the course of the game, I don't think I had a single D'oh! moment of mis-programming... except, of course, when I was interfered with by other robots.
As it turns out, by the time the game was won (by Brian with Robert and Ian close on his heels), I still had not managed to reach the first flag. But I still basically had fun doing my little programming thing, trying to do the best I could with the cards I had. However, the gaming experience was very frustrating. Not because other people were getting in my way, but because other players couldn't get their shit together. When two players have to reply the last 4 phases because they couldn't properly keep track of their movement, I think I would prefer to peel off my own eyelids.
Ultimately, I do think the game is too chaotic for it's hefty duration and can't imagine requesting it but I probably would not turn down a game if I thought it wouldn't take longer than two hours.
Cutthroat Caverns
Cutthroat Caverns was another exercise in frustration. The core concept is fine: a group of adventures attacking monsters, each trying to place the killing blow. I can imagine this as a small Knizia card game. Cutthroat Caverns takes pains to make each monster and character have different abilities and this is where they run into problems. In far too many places, the rules are terribly vague. If we had read the FAQ and a firm understanding of the rules*, I think the experience would have been better. As it was, Brian and Zach were ready to burn the game, buy a replacement, and burn it. So I don't see this one coming out again with this group. I wouldn't mind**, but I'd want to borrow the game, read all the rules, read the FAQ, read all the BGG forum discussions, etc. before tackling it again.
*: Rather than Merwin's typical skim of the rules as we were sorting the pieces.
**: And not just because I won.
RoboRally
One would have thought that I would have played RoboRally by now, but one would be mistaken. I had no aversion to the game, but had no deep burning desire to seek it. Brian brought it over and we played a 2-board, 2-flag, 6-player game. Even though this was my first actual experience with the game, it pretty much played out exactly as I expected. Programing my robot was tricky, but not overly so. During the course of the game, I don't think I had a single D'oh! moment of mis-programming... except, of course, when I was interfered with by other robots.
As it turns out, by the time the game was won (by Brian with Robert and Ian close on his heels), I still had not managed to reach the first flag. But I still basically had fun doing my little programming thing, trying to do the best I could with the cards I had. However, the gaming experience was very frustrating. Not because other people were getting in my way, but because other players couldn't get their shit together. When two players have to reply the last 4 phases because they couldn't properly keep track of their movement, I think I would prefer to peel off my own eyelids.
Ultimately, I do think the game is too chaotic for it's hefty duration and can't imagine requesting it but I probably would not turn down a game if I thought it wouldn't take longer than two hours.
Cutthroat Caverns
Cutthroat Caverns was another exercise in frustration. The core concept is fine: a group of adventures attacking monsters, each trying to place the killing blow. I can imagine this as a small Knizia card game. Cutthroat Caverns takes pains to make each monster and character have different abilities and this is where they run into problems. In far too many places, the rules are terribly vague. If we had read the FAQ and a firm understanding of the rules*, I think the experience would have been better. As it was, Brian and Zach were ready to burn the game, buy a replacement, and burn it. So I don't see this one coming out again with this group. I wouldn't mind**, but I'd want to borrow the game, read all the rules, read the FAQ, read all the BGG forum discussions, etc. before tackling it again.
*: Rather than Merwin's typical skim of the rules as we were sorting the pieces.
**: And not just because I won.
Labels: Other Games


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