A game lives or dies by its rulebook. No matter how complex the game or how thick the rulebook, successful games don’t just explain the rules, they make the rules clear. Leder Games creates great rulebooks for games such as: root and vast Thanks to the fact that both the basic setup, rules and instructions are included in the game as separate items. This indicates the level of care and playtesting that has gone into the game. It’s never been this easy in any other game. These games make things so opaque and confusing that it’s a pain to even put the game on the table, let alone play it. And even if you can decipher the setup and basic play, bickering and arguing over misread, unprinted, or vague instructions will bring these games to a halt. No matter how well-made, beautiful, or carefully crafted a game may seem, bad rules will always let you down.
Compilation: Main 1, Greater Than Games’ two-player card game is an example of this problem.
What’s inside the box?
If you think I’m feeling bitter compile: main 1That’s because I was really disappointed in this match. Visually this is nice This game was quickly gaining traction at Gen Con (among industry folks and con fans) as a great little game that looked great on the tabletop. I can confidently say that card games have limited space to effectively utilize visuals. Compilation: Main 1 is a game that does that perfectly. The cards are brightly colored and each card has a nice foil effect, giving it the ‘cyberspace’ spin the game is going for. The box is thick and cut to really stand out on its own. It’s like being able to create the perfect fly trap for a board game.
How about playing?
Before participating in the game, you need to go through the rules. The rules are written on a single folded sheet of glossy paper (not a good sign in my book). I think they wanted a “simple” game with minimal rules, but at the same time made the game very “smart”. It’s never great to see someone so intent on reinventing the wheel.
You play as two rogue AIs who seek to change the reality around them by editing “protocols”. Players start the game, draft them into a deck, and play them to the “line”. Basically, you use each card/protocol as code and create a line of code where each protocol is a physical or metaphysical concept. When you play a card into your line, you can also use that card’s abilities to your benefit, changing the playing field or getting more cards. The end goal is to have cards in one line have additional value. At least up to 10 and worth more than your opponent. Running this will “compile” the protocol and remove that line. Opponents can disrupt or move around their opponent’s lines with “control” actions. First, let’s accumulate three wins. Phew.
The verdict?
This can be a pretty fun and simple game that is over thought and designed. Inside and out, it mimics the logic of an AI computer, but it moves things around, makes small changes, and organizes everything into lines. However, it is very difficult to break through from a jump. Playing the game and reading the rules never did any good. written overview Even after getting that far, I’m still not 100% sure if I did it right.
Even if that makes sense, there can be too much and not enough going on at the same time, and the rulebook makes the assumption that you can just figure it out at the jump and deal with it yourself. . You can easily compare this to the game by Button Shy Games, a card-based game that exists to test the abilities of designers. It requires far fewer resources and allows you to create titles that are appealing and easy to learn. Compilation: Main 1 Someone who is trying to show off as such, but is not easily accessible. All in all, a disappointing game in a very beautiful package.
you can grab Compilation: Main 1 Available from the Greater Than Games Shop or FLGS for MSRP $19.99.
Image via Greater Than Games
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