Checked the article just to see if campaign for north africa was listed. It was. 10/10
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The problem with Betrayal at House on a Hill is the editing of the rules. Some haunts reference a rule that isn't explained anywhere else and the players are left to guess what it's supposed to be. There have been a few times where we ended up in a draw because something in the haunt was broken. If they had edited the haunt sections of the rule books and made sure that all rules were referenced in the main rulebook, the game would go more smoothly.
If everyone is familiar with the game, Twilight Imperium can fit in the time frame. However, I'd they aren't, that can be 16 hours from the time you start figuring out the rules. Even longer if you read the rules, rather than watch a video (nine of which I've seen are comorehensive).
My group has been hijacked by someone who, against my advice, bought Gloomhaven and now we're required to play it whenever we get together. I have no problem with Gloomhaven but the other 3 are relative newbies to the modern board game scene so every time we play I have to explain the same things and setup takes a year and each game lasts all night.
Please let's just do Cosmic Encounter again or any of these new games I've bought and are still in the wrapping! Then you can get out of my house before 1 am next time!
You should bring it up to the group, maybe others feel the same way? There's plenty of days to play both gloomhaven and other games
I have, they all love it for some bizarre reason. It sounds like I'm complaining, and I am, but only a bit. Playing a game you only half enjoy with friends is still better than not doing it at all.
So the wargaming style games takes the longest time.
It is honestly such a hard task to make complex, easy to follow mechanics and still somehow explain it to players in short amount of time. Another takeaway from this is that when player led decisions/interactions aren't easy to account for in the time estimates.
I think that another thing that is common in some games is some stalemate situations where some equilibrium with no winners is achieved and it just drags on.
I'm surprised Zombicide (first edition, though I'd be surprised if it didn't also apply to 2e) isn't in this list. The tutorial mission has an estimated play time of (IIRC) 30 minutes. In reality, I find that it's approximately one hour per newbie, or half that per player who knows all of the rules. Plus 30 minutes of setup time.
I only played A Feast for Odin extensively but I disagree on that one: our playtimes are much closer to the 90-120 minutes on the box than the 3-5 hours claimed by the article. I don't think that we ever had a game go over 3 hours. Once everybody is comfortable with the basics and at least one player knows the rules well enough to quickly clear up any details the game flows very smoothly for us. The number of meeples is not a problem at all, the article neglects to mention that most worker placement spaces require multiple meeples so the 5-12 you get per turn are gone after a few actions.
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