The Crafty Podcast – Episode 9: New Years Irresolutions

The Crafty Podcast Episode 09 is now online! Our sincerest apologies for the delay but we’ll be back very soon with a new episode!

Also available on iTunes & Stitcher! Be sure to rate and subscribe so you don’t miss an episode!

episode-9

 

We’re back with our first podcast of 2017! We have a very mech-heavy podcast as we discuss two of the biggest games of 2016! First up, we check out the madness that is Mechs vs. Minions from Riot Games, and then chat about Scythe (now that Emmet has played it) from Stonemaier Games. We finish out the podcast with our awards for some of our favourite games that we played in 2016!

Interested in the games we mentioned in our news? Check our Kingdom Death: Monster 1.5 here, and Tales from the Yawning Portal here.

Do you have a favourite designer who’s games you always purchase? Drop us a line in the comments, on Facebook, or on Twitter!

Beers this month from Third Circle Brewing and DOT Brew.

Intro and outro music courtesy of Kevin McLeod of incompetech.com/wordpress/

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3 thoughts on “The Crafty Podcast – Episode 9: New Years Irresolutions

  1. Tiago Soares says:

    Hi guys!

    For a start i have to confess I’m a huge fan of Scythe so my comment will definitely be biased! 🙂

    I don’t agree with some of the points you guys highlighted, specially the combat.
    I think the combat mechanic is very solid, like the rest of the game, and the combat cards give you that amount of uncertainty that a combat needs. What’s the point of having the most powerful faction if a dice roll can ruin your strategy? This is not Risk… I don’t think that’s what Sycthe’s about.

    BTW, yes, there was a guy that played a 5 IA faction game. He posted the photos and details in a thread in BGG.

    Like

    • Emmet Byrne says:

      Hi Tiago,

      I’m with you on the dice roll being a bad way to resolve combat but I still found it somewhat lacking. We had points where people knew exactly how much a person could commit and could just out bid them (max card power 5, + whatever power they had) and it made combat redundant. I agree that generally the most powerful faction should win combat but it was a little too stale for me.

      It was my first time playing though so I absolutely want to play it again. The combat being too predictable and lacking depth is one of the negatives I keep hearing about it though. I’ll definitely be picking a less mech-focused strategy next time!

      – Emmet

      Like

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