Mekt-Hakkikt
Mpanty's bane
Hi!
Recently I replayed with some friends the Doom boardgame (though we didn't finish it) and I remembered having read here that at least cff and psych have played the game as well and I'd like to hear your opinions about the game (and everybody else's opinion who has played the game).
All in all, I like the game, we played it about five to six times. But I think it's not very well balanced. First, of course, there are the events that rely purely on chance: the cards drawn, either the marine cards or the invader cars. IMO, the Marine cards are not really all balanced. Especially the "Prepared" (? The one which allows a marine to cancel three invader cards) is not up to par with the other marine cards. Though I have to admit, we never drew it. When I played the invader, it took me more than five rounds to get a spawn card but I collected three times "Darkness". Ok, those random weaknesses are hard to avoid in such a game and you have to live (and play) with it.
What I found to be awkward is that, if you don't play with four marines, the types of enemies on the map depend soley on the colour the marine players choose to play. If they pick red and green, you get two mancubi, if they pick red and blue, you get a mancubus and a archvile (or other examples; can't recall if that's accurate).
But what I found to be the biggest weakness is that the scenarios get increasingly harder for the marines without compensating it (more wound/armour tokens or ammo on the map etc.). While that is normal for a video game, I think it's inadequate for a boardgame. Thus, the marines only won the first scenario but already the second and the third (even without that stupid time limit) proved to be too hard for the marines to win. We did change roles and played with two and three marines as well with no different outcome. I think the 2nd scenario could be won by the marines if we played it again now since we understand it a bit better now. But it'd be tough. Now, for the 3rd and the following scenarios: the marines need excellent die rolls to win those, IMO.
[Note that we didn't yet use the expanded rules about adjusting the difficulty level. We'll try them out next time]
If you have any thoughts to share about this, I'd be happy to read them.
Recently I replayed with some friends the Doom boardgame (though we didn't finish it) and I remembered having read here that at least cff and psych have played the game as well and I'd like to hear your opinions about the game (and everybody else's opinion who has played the game).
All in all, I like the game, we played it about five to six times. But I think it's not very well balanced. First, of course, there are the events that rely purely on chance: the cards drawn, either the marine cards or the invader cars. IMO, the Marine cards are not really all balanced. Especially the "Prepared" (? The one which allows a marine to cancel three invader cards) is not up to par with the other marine cards. Though I have to admit, we never drew it. When I played the invader, it took me more than five rounds to get a spawn card but I collected three times "Darkness". Ok, those random weaknesses are hard to avoid in such a game and you have to live (and play) with it.
What I found to be awkward is that, if you don't play with four marines, the types of enemies on the map depend soley on the colour the marine players choose to play. If they pick red and green, you get two mancubi, if they pick red and blue, you get a mancubus and a archvile (or other examples; can't recall if that's accurate).
But what I found to be the biggest weakness is that the scenarios get increasingly harder for the marines without compensating it (more wound/armour tokens or ammo on the map etc.). While that is normal for a video game, I think it's inadequate for a boardgame. Thus, the marines only won the first scenario but already the second and the third (even without that stupid time limit) proved to be too hard for the marines to win. We did change roles and played with two and three marines as well with no different outcome. I think the 2nd scenario could be won by the marines if we played it again now since we understand it a bit better now. But it'd be tough. Now, for the 3rd and the following scenarios: the marines need excellent die rolls to win those, IMO.
[Note that we didn't yet use the expanded rules about adjusting the difficulty level. We'll try them out next time]
If you have any thoughts to share about this, I'd be happy to read them.