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![[Post New]](/s/i/i.gif) 2013/11/21 15:02:44
Subject: Boss Monster has generated 450K in post Kickstarter sales! Did anyone get it?
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[DCM]
Dankhold Troggoth
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Did anyone get this game, apparently it is doing really, Really well at retail!
http://www.stonemaiergames.com/how-to-generate-450k-in-post-kickstarter-retail-sales-an-interview-with-the-creators-of-boss-monster/
I believe Manchu did, I'm kicking myself for not doing it because the kickstarter version had some extra cards. They've said this was a mistake and in the future KS exclusives would only be aesthetically different. But the retail release has apparently done over 450K in sales already!
I'm in the market for a KS-version, though, if anyone has one  (have cash or basically all the sets of Quarriors to trade, combined into one box  )
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![[Post New]](/s/i/i.gif) 2013/11/21 15:42:35
Subject: Boss Monster has generated 450K in post Kickstarter sales! Did anyone get it?
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Old Sourpuss
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I disliked that game... I played it at GenCon with Matt from OTL, Heath Foley (famed artist for Mantic and On the Lamb  ), and my buddy... It is a cool concept, looks awesome, but the game was a royal pain in the ass to play. It was confusing for me as a first time player, and we were quickly overwhelmed with adventurers trying to get to our treasure(s). I am going to say this, and Matt will mock me for this, I would rather play Epic Spell Wars of the Battle Wizards: Duel at Mt. Skullzfyre than play Boss Monster again...
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This message was edited 1 time. Last update was at 2013/11/21 15:44:29
DR:80+S++G+M+B+I+Pwmhd11#++D++A++++/sWD-R++++T(S)DM+

Ask me about Brushfire or Endless: Fantasy Tactics |
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![[Post New]](/s/i/i.gif) 2013/11/21 16:29:49
Subject: Boss Monster has generated 450K in post Kickstarter sales! Did anyone get it?
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[MOD]
Solahma
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RiTides wrote:I believe Manchu did, I'm kicking myself for not doing it because the kickstarter version had some extra cards.
Nah, I gave it a miss before the end. Couple of my friends stayed on it and I've seen it played (I made the right choice for me on this one, I think). The KS edition is selling for beaucoup bucks, however.
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![[Post New]](/s/i/i.gif) 2013/11/21 17:41:37
Subject: Boss Monster has generated 450K in post Kickstarter sales! Did anyone get it?
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[DCM]
Dankhold Troggoth
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I'm surprised you guys didn't like it! Well, that is good to know, will try to get a game of it in locally first before hunting down the KS version then
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![[Post New]](/s/i/i.gif) 2013/11/21 18:43:57
Subject: Boss Monster has generated 450K in post Kickstarter sales! Did anyone get it?
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[MOD]
Solahma
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I'm not much on card games so pay no attention to me on that score.
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![[Post New]](/s/i/i.gif) 2013/11/21 19:00:32
Subject: Boss Monster has generated 450K in post Kickstarter sales! Did anyone get it?
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Old Sourpuss
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RiTides wrote:I'm surprised you guys didn't like it! Well, that is good to know, will try to get a game of it in locally first before hunting down the KS version then 
The concept is cool, you're an end boss in a dungeon and you try to eat/kill adventurers. It has a retro vibe to it, that lends itself to nifty art, and set up is easy.
Play is where gak gets bogged down. So a hero reveals itself in town, and then each Boss Monster plays 1 room in their dungeon in an order from highest XP to lowest XP without revealing it, you can only have 5 rooms at a time and you have to build on top of regular rooms if you want bigger/better rooms. Then all of the players reveal their dungeon rooms, play any effects from the room, etc... While it's your turn to place a room you can then play spells (this got confusing because the room placement was a very quick thing and we were like, "oh crap I wanted to play this spell" which ended up fething everything up). Then you compare the number of treasure icons to the types of heroes in town and whoever has the most types of that treasure draws the hero to their dungeon. Then the same turn order as the room building phase, you start with the Boss Monster that has the most XP and go from there. So if you have a Boss worth 750XP and I have a Boss worth 950 XP, as long as I have more treasure of a certain type, you'll never see an adventurer of that type in your dungeon (as I'll go first and lure them), which is what happened to me, Matt had more of the Cleric types so I couldn't draw any Clerics to my dungeon and basically sat around every turn. So once you determine where each adventurer is going, you move them room by room through your dungeon. If they die before they get there, you collect their souls and hold on to their card (face up). If they make it to you alive, you take 1 wound and put hold on to that card (face down). We also had a problem where a player would get inundated with powerful adventurers that they couldn't handle, a strategy to the game when attempting to screw over other opponents so you can win, but when you pull 3 of them to your dungeon in a single turn (or they get redirected that way), you have just lost more than half your health in a single turn. The reason why we had players getting lots of adventurers? Tie breakers... When two dungeons have the same number of treasure icons, the heroes don't go, "let's go into a dungeon!" Instead, they just sit in town with their thumb up their arse waiting for the next turn.
So that's basically play. There are a few decks in the game, the room deck, boss deck (unused once you have your bosses), the hero deck, and the spell deck. The room and hero decks are used every turn, the spell deck I noticed was almost never used. You have a few spells to start out the game, and unless you're packing mage killer dungeon rooms, you're not getting very many spells, which is a shame because there are a lot of cards in that deck.
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DR:80+S++G+M+B+I+Pwmhd11#++D++A++++/sWD-R++++T(S)DM+

Ask me about Brushfire or Endless: Fantasy Tactics |
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![[Post New]](/s/i/i.gif) 0019/11/21 21:34:51
Subject: Boss Monster has generated 450K in post Kickstarter sales! Did anyone get it?
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Sniping Reverend Moira
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I backed it. I think it's great. :-)
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![[Post New]](/s/i/i.gif) 2013/11/21 21:41:40
Subject: Boss Monster has generated 450K in post Kickstarter sales! Did anyone get it?
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Old Sourpuss
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Well, you and I never agree on anything anyways
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DR:80+S++G+M+B+I+Pwmhd11#++D++A++++/sWD-R++++T(S)DM+

Ask me about Brushfire or Endless: Fantasy Tactics |
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![[Post New]](/s/i/i.gif) 2013/11/21 22:05:16
Subject: Boss Monster has generated 450K in post Kickstarter sales! Did anyone get it?
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[MOD]
Solahma
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Oh come on -- he does great book reviews!
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![[Post New]](/s/i/i.gif) 2013/11/21 23:00:58
Subject: Boss Monster has generated 450K in post Kickstarter sales! Did anyone get it?
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[DCM]
Dankhold Troggoth
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Can you expand on that, cincy? I just found out a local gamer has it so hopefully I'll get to try it out soon
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![[Post New]](/s/i/i.gif) 2013/11/22 00:53:06
Subject: Boss Monster has generated 450K in post Kickstarter sales! Did anyone get it?
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Old Sourpuss
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He does, and Cincy and I used to not really agree on stuff, or well I didn't agree with him. But that has since changed
To me, I may have had just a bad first experience with the game. There are probably a few house rules I would have implemented. Idk about you Cincy, but I would suggest not playing with 4 players... I think it leads to too many heroes at one time, which can overwhelm players.
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DR:80+S++G+M+B+I+Pwmhd11#++D++A++++/sWD-R++++T(S)DM+

Ask me about Brushfire or Endless: Fantasy Tactics |
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![[Post New]](/s/i/i.gif) 2013/11/22 13:32:43
Subject: Boss Monster has generated 450K in post Kickstarter sales! Did anyone get it?
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Longtime Dakkanaut
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Alfndrate wrote: RiTides wrote:I'm surprised you guys didn't like it! Well, that is good to know, will try to get a game of it in locally first before hunting down the KS version then 
The concept is cool, you're an end boss in a dungeon and you try to eat/kill adventurers. It has a retro vibe to it, that lends itself to nifty art, and set up is easy.
Play is where gak gets bogged down. So a hero reveals itself in town, and then each Boss Monster plays 1 room in their dungeon in an order from highest XP to lowest XP without revealing it, you can only have 5 rooms at a time and you have to build on top of regular rooms if you want bigger/better rooms. Then all of the players reveal their dungeon rooms, play any effects from the room, etc... While it's your turn to place a room you can then play spells (this got confusing because the room placement was a very quick thing and we were like, "oh crap I wanted to play this spell" which ended up fething everything up). Then you compare the number of treasure icons to the types of heroes in town and whoever has the most types of that treasure draws the hero to their dungeon. Then the same turn order as the room building phase, you start with the Boss Monster that has the most XP and go from there. So if you have a Boss worth 750XP and I have a Boss worth 950 XP, as long as I have more treasure of a certain type, you'll never see an adventurer of that type in your dungeon (as I'll go first and lure them), which is what happened to me, Matt had more of the Cleric types so I couldn't draw any Clerics to my dungeon and basically sat around every turn. So once you determine where each adventurer is going, you move them room by room through your dungeon. If they die before they get there, you collect their souls and hold on to their card (face up). If they make it to you alive, you take 1 wound and put hold on to that card (face down). We also had a problem where a player would get inundated with powerful adventurers that they couldn't handle, a strategy to the game when attempting to screw over other opponents so you can win, but when you pull 3 of them to your dungeon in a single turn (or they get redirected that way), you have just lost more than half your health in a single turn. The reason why we had players getting lots of adventurers? Tie breakers... When two dungeons have the same number of treasure icons, the heroes don't go, "let's go into a dungeon!" Instead, they just sit in town with their thumb up their arse waiting for the next turn.
So that's basically play. There are a few decks in the game, the room deck, boss deck (unused once you have your bosses), the hero deck, and the spell deck. The room and hero decks are used every turn, the spell deck I noticed was almost never used. You have a few spells to start out the game, and unless you're packing mage killer dungeon rooms, you're not getting very many spells, which is a shame because there are a lot of cards in that deck.
I have it, and most of the reasons Alf doesn't like it are reasons why I like it.
It's not a super competitve game with the tightest set of rules ever created. It is however thematic and fun.
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