• HobbitFoot @thelemmy.club
    link
    fedilink
    English
    arrow-up
    7
    ·
    6 hours ago

    For board games, not having a firm way to end the game. A lot of Steve Jackson games have this problem where the mechanics of the game mean a lot of people will prevent people from winning the game , which usually lengthens the game as people have more power to keep others from winning than winning themselves.

    • Ageroth@reddthat.com
      link
      fedilink
      arrow-up
      5
      ·
      4 hours ago

      I knew I recognized that name, this was always the issue with playing Munchkin. So much time spent building up levels and gear just to get to lvl 9, fight some monster for the win, have the entire rest of the table throw everything they have at you to stop you from winning, just for the next person in turn to fight a potted plant for the win because everyone played all their cards to keep you from winning.

      I don’t know what the solution is, the rest of the table loses no matter if you win or the next person, so they pretty much have to spend all available resources to stop whoever is near winning first, but that just sets up the next person to win with almost no resistance.
      At a certain point all strategies go out the window and the only option is for the whole table to send everything stopping one person, which isn’t really fun for anyone.

      • scutiger@lemmy.world
        link
        fedilink
        arrow-up
        1
        ·
        2 hours ago

        Munchkin isn’t meant to be played like that. Everyone always wants to add to the pile of cards to prevent you from winning. If you play a card that says you defeated the monster, it ends there. There’s no last-in-first-out queue for cards to resolve in like MTG. A card’s effect happens immediately.