Lol, j’avoue qu’avec les retours assez pessimistes concernant GQ, j’attendais le jeu pour l’été ^^… Tu donnes un léger espoir qu’il soit livré avant l’été. Je vais donc suivre avec attention tes infos. Merci à toi pour le message. Je croise les doigts pour nous et pour toi.
Ca serait le bonheur pour Avril
sathimon dit :kakawette dit :Top
Merci Sathimon !De rien,
si j'ai un peu de temps dans les semaines qui viennent, je ferai aussi les sous titres pour la vidéo :-)
Hola !
Des news pour l'intégration de tes sous-titres sur la vidéo?
https://www.youtube.com/watch?v=eyI1NPAIrb0
Bon j’ai peut être, je dis bien peut être, été pessimiste. J’ai reçu un second email m’indiquant que l’envoi était effectif, avec un nouveau numéro et l’indication du transporteur 'B2C Swiss Lynx", incconu au bataillon.
Si ca se trouve, la semaine prochaine c’est à la maison.
Youhou!!!
Bon bonne nouvelle les backers UK ont commencé à recevoir leur du. Du coup les trackings sont bien réels et ne sont pas des pré-envoi comme souvent. It’s coming.
Le tracking est enfin live…
Mon colis est en Allemagne, pris en charge par DPD. Donc ici mardi j’imagine avec le week end et le lundi de Paques.
J’imagine que ca doit arriver pareil pour les autres ?
Moi j’ai reçu un mail le 21 mais le tracking n’est pas trouvé.
cyberba dit :Moi j'ai reçu un mail le 21 mais le tracking n'est pas trouvé.
Le premier mail de GQ est inutile C'est un second mail reçu 3 jours plus tard qui contient le bon tracking pour moi
J’espère que le PG arrivera bientôt aussi
S’il y en a un qui change d’avis je suis preneur
faudra que je pense à le récupérer celui là
faut que je retrouve avec qui j’ai fait le pledge groupé (avec les goodies scythe et near & far :p)
Je n’ai encore rien reçu de mon côté. Aucun mail de Gamequest mais mon Dinosaur Island a fini par arriver 2 mois après tout le monde donc on verra bien.
aïe elle pique la review de Tom Vasel https://boardgamegeek.com/video/171998/feudum/feudum-review-tom-vasel
ça ne m’étonne qu’à moitié mais hâte d’essayer ma boite quand même
J’ai vu sur un topic de BGG sur les jeux découvet pendant le mois de mars, un américain disant qu’il donnait 5/10 au jeu (et pour tant il aurait aimé le voir plus haut) :
“Feudum - 5
The art direction on this one is pretty brilliant. Sadly, my score already takes that into account.
Feudum looks so appealing, you want nothing more than to love this game. The board is whimsical and skillfully drafted. The modeled figures are well designed and of a satisfying weight. The game itself feels like it wants to be a quirky and unique effort - like a classic Hamblen design - but instead feels utterly constrained by modern euro conventions which makes its many tiny rules quirks feel disconnected and tedious rather than immersive. The game runs way too long for what strategy it offers, which is impacted by random draws and the timing of multi-step actions that are easily undercut by other players, often unintentionally.
The game board is a map of locations connected variously by four modes of transportation, three of which you need to buy vessels to use. Each location is randomly seeded with 3 building types that can be improved in a rank progression of outpost → farm → town. Towns can be upgraded in-game to feudums, each of which are associated to one of six guilds of the player’s choosing. Players can put up to three pawns on the board, each of which are also associated to a guild of the player’s choosing. The game play generally consists of moving your pawns around the board, spreading influence and taking control of locations, attacking pawns and feudums, collecting resources and interacting with the six guilds in various ways. The actions are governed by identical player decks of 11 cards, 4 or 5 of which are selected every round to activate. You can get points throughout the game for succeeding in certain actions, there are also scorings at the end of each of five epochs and at the game’s end, both of which primarily reward influence tokens placed on locations and in guilds with additional end game scoring cards if you have them and are able to activate them.
What are the positives for this game in addition to the art design? The range of guild actions is where the game attempts to set itself apart. You have one card that enables you to trade with any guild, but in guilds where you have influence you can push or pull resources from or to your neighboring guilds, which drains or replenishes guild resources as well as giving you points for the action. These push and pull actions each have their own governance - some of which have little practical impact, but some of which can starve the game of a particular rare resource if the players who control them don’t make them happen (like with influence tokens or vessels). At high player counts, I think the game becomes necessarily interactive, which is good. However, interactions are generally negative (destroying feudums and pawns or stealing guild actions).
With so few pawns and feudums, these negative interactions make the game feel not like a war game so much as a euro with a lot of “take that”. At low player counts and with a set map size, it would be easier to avoid interacting, which would make the game feel more like a pure resource/point conversion game. So I suspect there will be strong preferences for high/low player counts depending on play style. I think what bothered us the most is that for a game of this length (~ 3 hours) and rules overhead we did not have enough direct strategic control. Possibly this would be mitigated with more experience. When I think about all of the things that frustrated us, I can also think of ways we could have gotten around those limitations. I think I enjoyed the game the most of anyone at the table, but I was the teacher of the game and had a solo play-through under my belt and I think that made a big difference.
But even with that, this game was still a disappointment to me for two main reasons. One, the myriad of quirky one-off rules situations means this game will forever be a tough teach. Lacerda games are complex, but there is a logical structure to his designs that prevent you from getting constantly blind-sided by special rules and exceptions. Also, and THIS is my fundamental problem, the game is not complex because of a deeply embedded set of interactions governed by a super-structure you need to internalize, the game is complex because of many small options that feel cobbled-together after many iterations and play-tests, but were never fully connected back into a fundamental structure. For instance, you can pay three influence to get a monster at the knights guild. Monsters act as another pawn that adds to your movement and your ability to fight, but they are not connected to ANYTHING else in the game. They are beautiful set pieces, but they never need make an appearance. Almost all of the small expansions in the Big Box are like this. Beautiful models and figures that feel utterly tacked-on. You WANT to play with these beautiful pieces, but they don’t really integrate seamlessly with the core design. In another example, instead of feeding your pawns you can get them drunk with wine, which keeps them fed longer but reduces their attack and defense because they are drunk. To make this happen, whenever you get a sulpher you can add it to a barrel to use later for wine drinking rather than putting it in your supply. Again, utterly unconnected to anything else happening in the game. The game is full of these little bits and pieces that either feel tacked on to solve a problem with the core design or to justify the marketing of a cool figure that feels like an afterthought.
Because Feudum relies heavily on so many standard eurogame tropes cobbled together, it actually hinders the game from feeling like the truly unique overall experience it wants to be. While it is different, this is not a Cave Evil or a Magic Realm level of originality - and I feel like it needs to be exactly that in order to justify the energy it requires to teach and play. There are just so many more fully realized games - which better marry mechanical and strategic complexity - that I can spend my 3 hours playing.”
Je vous mets le lien vers son item de la geeklist des nouveautés de Mars pour que vous puissiez voir les autres jeux qu’il a noté : https://boardgamegeek.com/geeklist/239614/item/6056238#item6056238
Vous pouvez jeter un oeil aux commentaires pour nuancer quelque peu ses propos
Bref résumé pour celles et ceux qui ne maîtrisent pas l’anglais à la perfection ?
oui c’est un peu ce que je crains depuis le début, à lire la règle on voit que c’est complexe, donc soit tout s’emboite bien en jouant soit c’est pénible, j’attends quand même de l’essayer
après c’est une seule partie
Harry Cover dit :oui c'est un peu ce que je crains depuis le début, à lire la règle on voit que c'est complexe, donc soit tout s'emboite bien en jouant soit c'est pénible, j'attends quand même de l'essayerSur le playthrough d'heavycardboard, les règles sont longues, mais ensuite les tours restent relativement fluides, ça m'a un peu rassuré. Parce que clairement les règles font peur; )
après c'est une seule partie
J’avoue que j’appréhende un peu.
J’ai hâte de le tester, mais effectivement la lecture de la règle fait penser à un jeu relativement lourd, et j’ai peur que par moment ce soit juste pour le plaisir de l’être. On verra.
En attendant ma boite se promène en Europe… D’Angleterre en Allemagne, puis en Hollande, puis retour en Allemagne vendredi… Wait & see.