Another Star Wars game comes to mind for me. Star Wars Outer Rim was really cool, but felt way longer than it needed to be for how simple of a game it was.
For me, the long game I wouldn't actually change, but which I find regrettably long for the sake of difficulty getting to table, is Arkham Horror (2nd ed.). I know it is shaggy and inelegant, but I love it.
Oh my, all the memories! It's great when you're hopelessly losing, and then run out of time, put it away just bring it out and finish losing the next day 😂
Full agree -- I love Scythe and adore Star Wars: Rebellion. Just a few things I'd tweak about the games. For Scythe, it's having an actual combat system instead of the combat being determined by card value + bid. That would make it longer, but it's just not satisfying to me fighting that way. For Rebellion, it's the wincon. The Empire's win con is perfect: Rebel base goes BOOOOOOM. For the Rebels, they just have to survive X turns and they shrink the timer on the Empire. Need to add something for the Rebels to accomplish in addition to surviving long enough: You must capture/kill Palpatine or Vader, or conquer Coruscant, or blow up a Death Star. Something to keep the game from becoming passive. Now, how to shorten the games? For Scythe, shortening it might be possible if all players started with an extra worker. Within the current rules, fastest I can figure out a win is with hyper military aggression as Saxony in a 3-player game to win by turn 20 or so. For Rebellion, adding cards that allow the Empire to force the Rebels' hand to engage in battle and it provides hints on the base location would certainly bring things to a head sooner. Or add a way the Empire to deny the base relocation cards.
@@MrN0b0dy85 It would look a lot more like Star Wars: Rebellion / Axis & Allies. Or even a simplified card combat system that runs three rounds and you play different cards each round to sway the result in your favor.
@@danielpayne1597 idk if you’re familiar with the game of thrones board game, but you play cards with modifiers and special powers, which could also be a possibility in your given proposed change?
@@MrN0b0dy85 Familiar with, but have never had the chance to play GoT as of yet. That is probably a more elegant way to do the card battle system that I described. I'm in favor of that over Scythe's "battle bid." I don't think the battle bid is a bad system, it's just not my favorite.
Why you play Azul and Café then? I don't get it. If a game just feels to long with 4 players, just play with fewer then? Wish they were shorter with 4 players.... Eh?
Another Star Wars game comes to mind for me. Star Wars Outer Rim was really cool, but felt way longer than it needed to be for how simple of a game it was.
Firefly is one of my favorites, but it is indeed a long haul game!
For me, the long game I wouldn't actually change, but which I find regrettably long for the sake of difficulty getting to table, is Arkham Horror (2nd ed.). I know it is shaggy and inelegant, but I love it.
Great pick. Joel, who does some top 10s with me, really loves Arkham. It is very long though.
Hi BGP: Do you have guidelines for submitting a game for a playthrough/review? :)
Axis and Allies™™ Mass maritime weekenders club: Days long!
Oh my, all the memories! It's great when you're hopelessly losing, and then run out of time, put it away just bring it out and finish losing the next day 😂
Full agree -- I love Scythe and adore Star Wars: Rebellion. Just a few things I'd tweak about the games. For Scythe, it's having an actual combat system instead of the combat being determined by card value + bid. That would make it longer, but it's just not satisfying to me fighting that way. For Rebellion, it's the wincon. The Empire's win con is perfect: Rebel base goes BOOOOOOM. For the Rebels, they just have to survive X turns and they shrink the timer on the Empire. Need to add something for the Rebels to accomplish in addition to surviving long enough: You must capture/kill Palpatine or Vader, or conquer Coruscant, or blow up a Death Star. Something to keep the game from becoming passive.
Now, how to shorten the games?
For Scythe, shortening it might be possible if all players started with an extra worker. Within the current rules, fastest I can figure out a win is with hyper military aggression as Saxony in a 3-player game to win by turn 20 or so.
For Rebellion, adding cards that allow the Empire to force the Rebels' hand to engage in battle and it provides hints on the base location would certainly bring things to a head sooner. Or add a way the Empire to deny the base relocation cards.
Can you elaborate on how you would change the combat system in scythe?
@@MrN0b0dy85 It would look a lot more like Star Wars: Rebellion / Axis & Allies. Or even a simplified card combat system that runs three rounds and you play different cards each round to sway the result in your favor.
@@danielpayne1597 idk if you’re familiar with the game of thrones board game, but you play cards with modifiers and special powers, which could also be a possibility in your given proposed change?
@@MrN0b0dy85 Familiar with, but have never had the chance to play GoT as of yet. That is probably a more elegant way to do the card battle system that I described. I'm in favor of that over Scythe's "battle bid." I don't think the battle bid is a bad system, it's just not my favorite.
Why you play Azul and Café then? I don't get it.
If a game just feels to long with 4 players, just play with fewer then? Wish they were shorter with 4 players.... Eh?
If it plays under 3h its not a epic game. All games a like its at 4players and more than 3h and under 4h30
I wish you had made this video a lot shorter...
🤣🤣🤣🤣 Didn't see that one coming!