On Tue, May 26, 2009 at 3:48 PM, David Artman <david.artman@xxxxxxxxx> wrote: > NOW: I am going to copy the comments in the emails (anonymously) to the wiki > pages and do IGDC Post-Comp Procedures. If you'd like to own up to your > comments, or expand upon them, just sign in to the wiki and go sign/expand > them! The designers, I am sure, will appreciate your input! I'm going to re-post my comments here because I didn't really write them to be standalone game-specific comments. Yes, these are on a 1-10 scale; I used the BGG absolute scale, and I just didn't like any of them more than a 5. Specific comments below. 3 High: 4 Apophis: 4 Diamond Mine: 3 Landing Zone: 5 Who Made The Team: 5 3 High and Apophis both work fine, but I just don't like cooperative games. Apophis was somewhat more interesting, game-wise, which might have been worth a half-point, but I also don't like realtime games so that bumped it back down to 4. I kind of expect Apophis to win the competition, because it's a pretty solid design, but it's just not my kind of game. Diamond Mine sounded promising, but fell totally flat with two players. There didn't seem to be any reason not to place the mines on the squares closest to your quadrant, nor any reason not to take both diamonds from each mine you visit even if they weren't your color. Which means it degenerated to pure luck, the winner being the one who happened to randomly placed more of their own color. I would have liked to play this with 4 players, but I didn't get a chance; I can see how it might be better, since every placement would be in someone's quadrant, and there would be more bumping other players during the movement, but I can also see how it might still be too random to be worthwhile. Sorry for not making more of an effort to find opponents. Landing Zone is a perfectly reasonable dexterity game. I'm not sure there's much accuracy to be had in flicking trees, but perhaps with more practice you could develop some skill. Again, not really my kind of game, but it's short and not totally trivial (unlike, say, Moonshot), so it gets a higher rating than the coop games. Who Made The Team has atrociously written rules, and I'm tempted to just give it a 1 based on that, since we did not actually manage to play the game due to rules questions. But I have since figured out what the rules were probably meant to be, and it seems like a perfectly reasonable (if somewhat convoluted) two-player abstract strategy game. I suspect there would be strong kingmaker issues with more than two players, though. The solitaire game is an interesting little puzzle; the best I can do is 6 points, but I haven't tried very hard. I suspect it's not a very deep puzzle, though, and probably easily solvable. Anyway, with a total rules rewrite, I could see this being a 6 or maybe even a 7, but as it is I'm being somewhat generous with a 5. --Doug Orleans dougorleans@xxxxxxxxx