It's great Zee is on this series more often! His tastes and opinions seem to really round out the group. You should add his Nothing Personal card likeness to the intro.
Rules clarification: the Money shown on the Museum cards represents a bonus payout for each delivery, not for each artifact in the delivery. Each artifact is just $1 at each museum.
Glad to hear you didn't think the downtime was horrible. I'm still waiting on my KS copy to arrive. Apparently my first one never made it to the post office for shipping. :( I should have the game next week at the latest, though. Looking forward to giving it a go.
Artifacts Inc feels like Keyflower but with dices instead of meeples. Worker/Dice placement must have! Beautiful artwork. I'll be buying it most certainly (as soon as coolstuff inc has it back in stock hehehe)
+Gabriel Ferreira, except without the cutthroat final round bidding that takes the game from a process my wife really enjoys to a game she never wanted to see again, and I traded away.
Played it both 2 and 3 and they both work great. But I think 3 is possibly the sweet spot for this one. It adds more suspense on the museum deliveries and it doesn't go too long. I suspect with 4, the game could possibly become too long for what is.
Ryan the designer released this variant through Bgg a couple of days ago. Looks like it'll lessen downtime and add a little player interaction. boardgamegeek.com/thread/1416176/official-variant-designer-beta-version
I'm worried about how heavily this game favors high dice rolls. Roll three sixes and you can do whatever you want; roll three ones and it looks like your only option is Canyon Expedition + Private Collectors + Guide Work, for a grand showing of $2. So many cards that say 4+ or 5+, but apparently none that say 3- or 2-, nor any that say Evens or Odds. I suppose $2 is still enough to buy many of the A cards, though, which would also slowly earn you victory points. Still, I think I might like this better if one of your starting cards took any one die to modify the value of two others (three if upgraded), or modify one die two values (three if upgraded). Sacrifice one action to improve your options for the others. I suppose I could always house-rule in something like that...hmm. All speculation on my part, by the way. I haven't played this yet.
I played it once and did feel like the dice rolls got a tad swingy at times, never enough to ruin the game, but I still think a better method could have been used, I think bag building with numbered meeples. It was a decent game, but not one I care to play again.
SAAAAAM! I really miss seeing Sam on the Dice Tower. By far, my favorite personality to this day.
It's great Zee is on this series more often! His tastes and opinions seem to really round out the group. You should add his Nothing Personal card likeness to the intro.
Bought this at Gencon and it is quite fun. Hope to get it to the table again soon!
Rules clarification: the Money shown on the Museum cards represents a bonus payout for each delivery, not for each artifact in the delivery. Each artifact is just $1 at each museum.
Glad to hear you didn't think the downtime was horrible. I'm still waiting on my KS copy to arrive. Apparently my first one never made it to the post office for shipping. :( I should have the game next week at the latest, though. Looking forward to giving it a go.
Nice review! After seeing this I guess I will pick it up soon, although i feel like it is very similar to machi koro.
Awesome review guys. I'm adding this to my collection for sure. Different ways to win in this one, I love that! :D
Another great review. Well done guys
So, the designer is a modern day renaissance game designer, then?
Ryan Laukat is the Lenny Kravitz of boardgaming, he does it all - and well!
Madbonna1 You mean he rips his pants in and flashes everyone in the middle of a concert?
Well did say 'does it all" haha ;) More meant the writing, playing all instruments in studio recording, producing etc but that works too :D
Cannot wait! Ryan is the man.
Artifacts Inc feels like Keyflower but with dices instead of meeples. Worker/Dice placement must have! Beautiful artwork. I'll be buying it most certainly (as soon as coolstuff inc has it back in stock hehehe)
+Gabriel Ferreira, except without the cutthroat final round bidding that takes the game from a process my wife really enjoys to a game she never wanted to see again, and I traded away.
point well taken ;)
Gabriel Ferreira my boys are unboxing Artifacts Inc. as I type this... :D
I demo'd this at GC, and the low interaction and downtime led me to not pick it up. The mechanics all worked well though. Good review, guys.
So it works best as a two-player?
Played it both 2 and 3 and they both work great. But I think 3 is possibly the sweet spot for this one. It adds more suspense on the museum deliveries and it doesn't go too long. I suspect with 4, the game could possibly become too long for what is.
Ryan the designer released this variant through Bgg a couple of days ago. Looks like it'll lessen downtime and add a little player interaction.
boardgamegeek.com/thread/1416176/official-variant-designer-beta-version
So another "hit" from Kickstarter? =P (this was a Dec 2014 KS project)
Anyone else sometime smudge their screen trying to pull a box through the internet?
isaacalien I go though a LOT of Windex.
"Like a gamers version of Machi Koro"
I'm worried about how heavily this game favors high dice rolls. Roll three sixes and you can do whatever you want; roll three ones and it looks like your only option is Canyon Expedition + Private Collectors + Guide Work, for a grand showing of $2. So many cards that say 4+ or 5+, but apparently none that say 3- or 2-, nor any that say Evens or Odds.
I suppose $2 is still enough to buy many of the A cards, though, which would also slowly earn you victory points. Still, I think I might like this better if one of your starting cards took any one die to modify the value of two others (three if upgraded), or modify one die two values (three if upgraded). Sacrifice one action to improve your options for the others. I suppose I could always house-rule in something like that...hmm.
All speculation on my part, by the way. I haven't played this yet.
I played it once and did feel like the dice rolls got a tad swingy at times, never enough to ruin the game, but I still think a better method could have been used, I think bag building with numbered meeples. It was a decent game, but not one I care to play again.
I tried this game with 2 player, good mechanics but at the end of the day , it's too long and boring.