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Okkay
gamer level 2
603 xp
603 xp
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Use my invite URL to register (this will give me kudos)
https://boardgaming.com/register/?invited_by=okkay
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Intermediate Grader
Grade 50 more reviews or tips by clicking "Yes" or "No" in response to the question "Was this helpful?"
Grade 50 more reviews or tips by clicking "Yes" or "No" in response to the question "Was this helpful?"
Freshman
Earn Professor XP to level up by completing Professor Quests!
Earn Professor XP to level up by completing Professor Quests!
Rated 25 Games
Rate 25 games you have played.
Rate 25 games you have played.
Amateur Reviewer
Review 3 games and receive a total of 40 positive review ratings.
Review 3 games and receive a total of 40 positive review ratings.
Player Stats
Critic (lvl 1)
285 xp
285 xp
Explorer (lvl 0)
50 xp
50 xp
Professor (lvl 1)
158 xp
158 xp
Reporter (lvl 0)
80 xp
80 xp
About Me
I tend to try to pick games that finish in under an hour, and are easy to teach, because I'm always trying to introduce new games to people, and new people to games.
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Nightfall
Like many people, I like Dominion but do wish that there was a bit more player interaction. I was excited to try Nightfall, but after playing it several times, I realized it just fell completely flat for me. While it fixes some issues with Dominion, in my opinion it introduces even more.
One of the core new mechanics that this game introduces is the color-chaining system, where the only way to play multiple cards on your own turn and on others’ turns is to chain the color of the card you want to play to one of the previous card’s chain colors. My main complaint (and the complaint of everyone I played with) is that this system felt more important than the card effects themselves. Rather than being able to formulate a strategy of card combos, the only important thing was to make sure the deck you built had good color synergy, so that you were able to put out cards on both your turn and others’ turns. We only cared about the card text as an afterthought.
In addition, the cards have “kickers”, which cause more powerful effects if you can chain them off a specific color. While this sounded like a fun mechanic, in practice all it did was add more complexity to the color system, but again, the actual ability of the kicker wasn’t as important as making sure that the colors match what fits your deck.
There are lots of other interesting mechanics that this game introduced, like the drafting of your own personal archive, and the negotiation/politicking when it comes to deciding who to attack. The catch-up mechanic of the wounds was also something I liked. I do see that there was a good game to be found here, but having to wrap my head around the seemingly arbitrary complexity of the color-chaining system completely overshadowed any fun I had doing everything else in the game.
If the color-chaining system had been simplified to something easier to understand and strategize around, I might have been able to recommend this game. And for those who have the time to really study all the cards and figure out the intricacies of the color system, I can see how people could really like it. But for me, with limited time and a desire to play a wide variety of games rather than just this one, the time I would need to invest in order to appreciate this game is more than I can spend.