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嘿,欢迎来到棋盘游戏
Hey there. Welcome to board game
热门话题。
hot takes.
我叫蒂姆。
My name is Tim.
这位是克里斯。
And this is Chris.
这是亚当。
This is Adam.
今晚我们要讨论刚玩完的游戏《宇宙青蛙》。开场前没什么要讨论的,所以我们直接进入《宇宙青蛙》的游戏介绍。
And tonight, we're gonna be talking about the game we just finished playing, cosmic frog. And we don't have anything to discuss before the game, so we're gonna jump right into the description of cosmic frog.
来吧克里斯。哦,《宇宙青蛙》。你知道吗,我本来想把它改成原子狗主题的,就像汪汪汪,耶咿耶咿耶,汪汪,耶咿耶。但估计不行。所以我还是直接开始游戏介绍吧。
Hit it, Chris. Oh, Cosmic Frog. You know, I wanna, like, turn it into atomic dog, you know, bow wow wow, yippee ye yippee yay, bow wow, yippee yay. But you can't, I guess. So I'll just get into the game description.
在《宇宙青蛙》中,2至6名玩家扮演两英里高、永生不死、刀枪不入的青蛙
In Cosmic Frog, two to six players are two mile tall, immortal, invulnerable frogs
它们
who
肩负着一项使命。它们被派往漂浮在太空中的行星碎片上,通过吞噬地形来采集资源。没错。朋友们,你可能活上一千年也再听不到这样的句子了。《宇宙青蛙》的游戏版图分为三个主要区域。
are on a mission. They've been sent to a planet shard floating in space to harvest terrain by eating it. Yep. You could live for a thousand years and not hear that sentence again, my friends. Cosmic Frog plays out on a board with three main areas.
最大且最重要的是行星碎片区。它由大量六边形板块组成,有些堆叠至三层高度,分别代表行星基底、低地与高地,所有地形分为四种类型。环绕行星的是以太空间(即太空)。更外围则是作为炼狱般存在的异界,战败的青蛙会在太空战斗失利后被放逐至此。这一切都相当合乎逻辑,对吧?
The largest and most important is the planet shard. This is made up of a large group of hextiles, some that are piled up to a height of three levels, representing the base of the planet, the lowlands, and the highlands, all representing one of four types of land. Surrounding the planet is the aether, aka space. And beyond that are the outer realms which serve as a kind of purgatory where unsuccessful frogs go after losing a space combat. All perfectly logical, right?
与多数游戏不同,这里的回合顺序完全随机,由抽牌决定。每回合中,玩家可执行多种行动,这些行动主要取决于所处位置。在行星上,青蛙能通过将地形板块直接塞进喉咙来采集资源。在太空中,它们可将喉咙里的地形板块转移至宝库。这很关键,因为宝库中地形板块的特定排列组合是游戏的主要计分机制。
Well, unlike most games, turn order is random here, and it's based on cards drawn from a deck. During each turn, players can take a variety of actions that depend largely on their location. On the planet itself, the frogs can harvest terrain tiles by literally stuffing them down their gullets. In space, they can move terrain tiles from their gullets to their vault. This is important because having the right patterns and sets of terrain tiles in the vault is the primary scoring mechanism in this game.
在这两个区域,青蛙都能像现实中那样发动战斗,互相抢夺对方喉咙里的地形板块。如果这还不够疯狂,还有那些从天而降的...其实我也不清楚是什么的碎片,它们会不时坠落并摧毁部分行星。在贪食青蛙与坠落碎片的双重作用下,所有地形板块终将被消耗殆尽。届时玩家将根据宝库中的板块计算得分,分数最高者获胜。《宇宙青蛙》由珍娜·费利设计,狡诈黄鼠狼游戏公司出版。
In both locations, frogs can engage in combat and steal terrain tiles from each other's gullets, just like in real life. And if all that wasn't crazy enough, there are also splinters of, well, actually, I don't know. Splinters of something that occasionally fall and destroy parts of the planet. Between the Gobbling Frogs and the Falling Splinters, eventually all the land tiles will be gone, and when that happens, players will tally their scores based on the land tiles in their vaults, and the player with the most points will be the winner. Cosmic Frog was designed by Jenna Felley and is published by Devious Weasel Games.
感谢介绍,克里斯。这是我们第一次玩《宇宙青蛙》。虽然今晚是在桌游模拟器上体验的,但感觉从我们开始做节目起,亚当就一直在念叨:我们必须试试《宇宙青蛙》,我们一定要玩《宇宙青蛙》。
Thanks for the description, Chris. So this is the first time that we've all played Cosmic Frog. We played on tabletop simulator tonight, but this is a game that I feel like we've been talking about forever. And, like, almost since we started making the show, Adam's been saying, we gotta try Cosmic Frog. We gotta try Cosmic Frog.
最后我们决定,这周要玩什么游戏呢?亚当说该玩《宇宙青蛙》了。我立刻表示赞同。在深入游戏机制之前,有件事让我很惊讶。
So finally, we were like, what are we gonna play this week? And Adam's like, it's time for Cosmic Frog. I was like, yes. Let's do it. Here's what surprised me before we get into the the into the gameplay mechanisms.
这款游戏2020年才发行,但感觉它存在很久了。时间感真是奇妙,有时膨胀有时收缩,而这次居然同时出现了两种感觉。
This game came out in 2020. I feel like the game has been around forever. So I don't know. It's it's weird how sometimes time expands, sometimes it contracts. And in this weird case, it both expanded and contracted.
就像游戏里的宇宙青蛙一样让人摸不着头脑。现在我们来解析《宇宙青蛙》的玩法机制。今晚我要先介绍最令人兴奋的设计——随机回合顺序,这个机制简直绝妙。我们今晚玩的是三人局,每位玩家会把自己的颜色牌混入牌堆。
And just like Cosmic Frogs, I don't know what's going on here. But let's get into the gameplay and mechanisms of Cosmic Frog. Now I'm gonna start off tonight with the thing that I think is the most exciting about this game and the and the thing that I think that almost any area control game could benefit from, and that is the random turn order. I thought this was such a cool mechanism. The the fact that every player shuffles a bunch of cards into the deck that represent their particular player color in a three player game, which is what we play tonight.
每人有六张牌在牌堆里,你永远不知道下个回合轮到谁。这种设定让游戏充满刺激——是该保守防御牺牲当前回合优势?但如果下回合又轮到自己,之前的防御就白费了,还不如主动出击。这感觉就像玩六副牌的21点,
Everybody has six cards in the deck. And so you don't know whose turn is gonna come up next. And so that makes it so much more exciting about, like, either do I set myself up for defense and maybe take a little less optimal turn? But if I draw myself the next turn, if I'm the next player that gets to play, then all of a sudden, I wasted that defense turn and could have been going after something more aggressive. So it's very cool and very exciting, and you can kinda it's almost like playing a six stack blackjack shoe.
看到很多小牌出现后,总觉得该加倍下注了。不过就像我在21点桌上的经历,今晚这种策略大多落空了。这种区域控制玩法非常新颖——顺便说个插曲,这段后期得保留:
It's like, yeah, I've seen a ton of twos in there. There's gotta be a lot of tons left. Now's the time to double down and bet big. And and just like every time I've tried to do that in blackjack, it mostly missed for me tonight. It was a very cool way to play an area control game where I I gotta call out the fact, by the way, we we're gonna have to keep this in the edit.
克里斯的布谷鸟钟最近总在响,看来以后每期节目都要有布谷鸟钟当背景音了。
That's Chris's cuckoo clock has been going off lately. So I think every episode indefinitely now, we're gonna have a cuckoo clock in the background.
我还没训练好它,要在有人说疯话时恰到好处地报时。
I I haven't trained it yet to chime in at just the right times when somebody says something really cuckoo.
没错,我超爱《宇宙青蛙》里的回合顺序选择机制。这是游戏中最酷的部分,也是我最喜欢的部分。
Yeah. I love the turn order selection in Cosmic Frog. That was very cool part of this game. My favorite part of it.
我对这个游戏的回合顺序选择确实有复杂感受。有时觉得很有趣,有时又很烦人,所以不确定这是有趣的转折还是游戏中另一个令人不快的随机性添加。有次我连续获得两个回合,感觉特别兴奋。
I definitely have feelings about the turn order selection in this game. I just don't know exactly what they are because it was fun sometimes, and it was really annoying sometimes. And so I'm not sure if this is an amusing twist or if this is kind of another unpleasant addition of randomness in the game. There were times when it I got two turns in a row when I felt like, wow. That was really exciting.
我能做些很酷的操作。但记得第二回合时,蒂姆等了四五个回合才轮到。这种无法预测的随机性是否过度了?因为天啊——
I got to do some cool stuff. And then there I think in the second round, it must have been four or five turns before Tim even got to play. And so I I just don't know. I mean, is that does that add too much randomness to the game when you can't plan? Because Heck no.
游戏本身已经充满随机性——大量机制依赖骰子判定。不仅战斗结果靠运气,现在连回合顺序也这样?
You're you're already No. It's You're already adding so much randomness because so much of this game is dictated by dice rolls. And then not only are your combat results gonna be based on luck, but your turn order?
亚当,快来支持我。这机制超棒对吧?简直太神奇了。
Adam, back me up here. Yeah. This is awesome. Right? Like, you this is this is amazing.
这个回合顺序牌组设计绝了!就像你说的蒂姆,你能推算牌组——比如我在第三轮就发现接下来8个回合里我能行动5次,因为牌堆后半段都是我的。
This this deck for turn order is fantastic. It's like you said, Tim, you're reading the deck. You got the, am I coming up with five out of the next eight turns? That's what's happened to me in round three. I knew I was you know, the deck was heavy at the end.
随着回合推进,你更能预测牌组里谁的剩余行动机会多。这就像《花砖物语》——你知道袋子里剩什么砖块,在这里你知道牌组剩什么卡牌,游戏过程中就能思考不同的策略谜题。
So as the round goes on, you can predict more who's gonna have more turns left in the deck. So Mhmm. This is great. This is exactly like Azul. You know what's left in the bag in Azul and you know what cards are left in the deck here in Cosmic Frog so you can kind of work around a different puzzle to think about while you're playing this game.
所以没错,这增加了一个因素,就是,哦,我马上要迎来一连串的回合。那我该怎么处理这些东西?你看,我有机会,这些家伙在互相攻击,而我可以在非回合时低调行事,看着他们用那些诱人的地形板块在喉咙或宝库里互相厮杀,而我只需在这块碎片边缘跳来跳去,收集些森林和海洋什么的,悠闲得很。我觉得回合转换的牌堆设计很巧妙,是游戏过程中需要考虑的新要素。非常酷。
So yeah, it adds that factor of, oh, I'm gonna get, like, you know, a bunch of turns here coming up. So what am I gonna do with all these things? You know, I had the chance to, you know, these guys were just attacking each other, and I could lay low while it wasn't my turn, watch these guys beat each other up with all those juicy terrain tiles in their gullets or vaults or whatever, while I'm just gonna hop along over here in this side of the shard and pick up some forest and some oceans or whatever and and chill out. So I thought the turnover, the deck for the turnover was a neat different something a new factor you had to consider while you're playing this game. Very cool.
好吧,各位首次听到这个观点——宇宙青蛙就像阿兹特克瓷砖。
Well, you heard it here first, folks. Cosmic frog is just like Azul.
每个游戏都这样吗?
It's in every game?
真的吗?是啊...但我还没被完全说服。我不完全确定这说法不对,但...我也不确定。至少对我来说,这事还没定论。
Really? Yeah. I'm just not quite as convinced as you guys. I'm I'm not entirely convinced that that's wrong, but I I I don't know. I'm still jury's out on that one for me at least.
我提到过喉咙和宝库。当你的青蛙在地形上跳跃时,会吞食不同类型的森林、海洋或沼泽。我记得有四种地形,每种都有高海拔和低海拔,用厚薄不同的六边形板块表示。你把它们储存在喉咙里,最多能存四个。
Well, I mentioned the gullet in the vault. So as your frog is hopping along on the terrain, you're gobbling up these different types of forest or ocean or swamp. You had, I think it was four distinct types of terrain. Each had a high elevation and a low elevation represented by fat tiles and skinny tiles in the shape of hexagons. And you're putting these in your gullet, and you can store four of them in your gullet.
随着你不断跳跃,吃得越饱,单次行动能跳的距离就越短。这是个反比关系——吃一块跳三格,吃两块跳两格,以此类推。我觉得这个机制很有趣。然后你需要把喉咙里的东西吐到宝库里储存这些地形板块。
And as you're hopping along, the more full you get, the less distance you can hop for one action. So it's an inverse. So you eat one, you can jump three, you eat two, you can jump two, and so on and so forth. So I thought that was an interesting little mechanism. And then you want to disgorge your gullet onto your vault where you're stashing all these different terrain tiles.
所以我认为喉咙暂存后吐到宝库的机制,以及它如何影响游戏计分,是个有趣的谜题。这真的好玩吗?我想蒂姆对此有话要说。
So I thought the the gullet holding and then later on disgorging and putting them into your vault and how that worked out with the in game scoring. I thought that was an interesting puzzle. Was it all that fun? I think Tim has something to say about that.
我认为这款游戏在逐步升级方面做得很好。最初,攻击一个食道空空的玩家毫无意义。但当他们的食道开始填满时,突然之间那个人就成了更大的目标。无论你在游戏中的哪个阶段,都会形成这种'我必须行动,但风险也越来越大'的紧张感。这种设计很有趣——当你为更有价值的行动做准备时,风险也随之增加。
Well, what I will say is that I think the game does a nice job of escalating. At first, there's no value of attacking somebody that has nothing in their gullet. But once their gullet starts to fill, all of a sudden, there's a bigger target growing on that person. And then wherever you are in the game, there's this buildup of, like, I've gotta do stuff, but then I'm getting riskier. And so it's an interesting tension, I thought, and that, like, as you do more actions to set yourself up for more more valuable things, it made it riskier.
同样,亚当显然利用了我和克里斯互相争斗的机会,他不断收集这些领地并吞入腹中,存入宝库。但这使他成为我们更明显的目标——我们会说'嘿,我们在以太空间,把亚当打到外环去'之类的,然后试图从他的宝库偷取资源。所以无论游戏进展到哪个阶段,只要你表现出色,哪怕只是短期优势,都会成为众矢之的。
Likewise, Adam was clearly taking advantage of us of me and Chris fighting each other, and he was going and collecting all these lands and disgorging them into his belly and, you know, into his vault. But that made him more of a target for us to be say to say, like, hey. We're in the ether. Let's punch Adam into the outer rim or whatever it's called and and then try to steal them from his vault. So, like, no matter where you were in the game, you always had a little bit of a target if you were doing well, even if it was in the short term or the long term.
尽管玩家采取的行动本身可能比较平淡,但至少这种'你表现越好就越可能被人针对'的机制创造了一些紧张感。
I think for what was otherwise fairly uninteresting actions you were taking, it at least created some tension in the fact that the better you were doing, the more likely somebody was gonna come after you for
没错。游戏提供了多种途径让你可以攻击他人。虽然我们没深入探讨,但规则说明中提到过:这些小六边形板块可能存在于三个不同位置——可能放在版图上供人获取,进入你的食道后就留在那里。
Yeah. And the game created a lot of opportunities for you to go after somebody because and in different ways too. Because one thing we didn't really get into deeply, but I talked about a little bit in the rules description, was that there are three different places where the little hexes can sit. They can sit out on the board where you can go get them. Once you take them into your gullet, then they live in your gullet.
我认为'必须按相同顺序存取食道板块'这个机制是另一个需要应对的巧妙谜题。而一旦板块进入宝库,获取难度就更大——但无论板块在哪个位置,你都能抢夺其他玩家的资源。比如陆地攻击只能夺取对方食道里的板块,但就算进了宝库,你仍可通过太空战获取。
And I thought that mechanism where you have to put them into and take them out of your gullet in the same order was kind of another tricky puzzle you had to deal with. But then once you got them into your vault, then they were a little bit more difficult to access. But you could still get those hexes from another player regardless of where they were. So if you tack somebody on land, then if you wanna combat, you got to take hexes out of their gullet. Now even once they got them into the vault, you could still get them, but you had to attack them in space.
具体机制是:你需要在以太空间发动攻击。获胜时不是直接获取板块,而是将对手推进所谓的'外维度'。外维度有六层结构——普通战斗中骰值差决定夺取板块数量,而这里骰值差决定对手坠入外维度的深度。
And the way that worked is you had to attack them in the ether. And if you won, instead of getting tiles at that point, you would push them into what are called the outer dimensions. And the outer dimensions, it's a little hard to explain, but there's this six layers of outer dimension. And in the other combats, the difference between the winning and the losing die told you how many of the tiles you've got to take. In this, it's how deep you go into the outer dimensions is based on the difference between the two numbers, the high numb winning number and the low losing number.
当对手身处外维度时,你就能攻击并夺取其宝库资源。这其实也是个策略考验——需要先把人逼进以太空间,再打入外维度,最后在外维度发动攻击。我在这方面表现很差:虽然两次把亚当打进外维度,但他只掉到第一层很快脱身,我实际上毫无斩获。
And then once somebody's in outer dimensions, then you can attack them and you can take stuff out of their vault. So there was a little bit of a puzzle there too. I mean, you had to get somebody out into the ether, then you had to get them into the outer dimensions, then you had to attack them in the outer dimensions, which is one thing that I did not do very effectively there. I think I attacked Adam twice and got him into the outer dimensions, but he only went one layer in, which means he got out pretty easily. And I didn't actually get anything really out of those combats.
我认为这里有些策略你可以运用,而我运用得不太好,但这形成了一个有趣的战略谜题。在这种情况下,我称之为战略谜题而非战术谜题。
So I think there's some strategy there that you could apply that I didn't apply very well, but it made for an interesting strategic puzzle. I say a strategic puzzle instead of a tactical puzzle in this case.
战略中夹杂着大量随机性,取决于你能否解开这个谜题。让我们这么说吧,确实如此。
Strategic with a lot of randomness as to whether you could resolve the puzzle. Let's Yeah. Let's put it that way because Yeah.
合理
Fair
确实。无论你如何安排亚当或自己,几乎所有成功与否都取决于骰子的结果。相信我深有体会,因为游戏初期我连续六次行动都是攻击这些家伙试图夺取物品,却总是掷出不利的点数。
enough. No matter where how you set Adam up or how you set yourself up, the almost everything that's gonna be successful here is a die roll as far as whether it's gonna resolve or not. And believe me, I know this because my first, like, half dozen actions of the game was attacking these guys and trying to take their stuff and always getting the short end of the die roll.
我们讨论了很多关于攻击的内容。其实很大程度是在管理风险,正如蒂姆之前提到的。为此你需要管理这些‘精力值’(他们称之为oomph),这是你可用的行动点数。每人初始有6点,首回合第一个动作免费。若想消耗额外精力值,可执行第二个动作,但之后会逐渐耗尽这些点数,而这些点数正是用于防御或强化攻击的关键。
Well, we're talking a lot about attack. A lot of this is managing the risk, which Tim mentioned earlier. And to do that, you sort of are managing these oomph, they're called oomph, and that's your action points that you have available to you. Everybody starts at six, and you get your first action on your turn for free. And then if you wanna spend additional oomph to oomph, you can take a second action, but then you start losing that oomph and you need that oomph to to defend yourself or to boost your attacks.
当有人攻击你时,他们可以消耗额外行动点数强化攻击,而作为防守方你也可以消耗额外点数提升防御,从而影响这些骰子判定——你们一直在讨论的随机掷骰。其实没那么随机...好吧,确实挺随机的。
So when somebody attacks you, they can spend extra action points to boost their attack and then you can as a defender spend extra action points to boost your defense, know, help out with these these die rolls, these random die rolls you guys keep talking about. They're not that random. I mean, yeah, you very nice. It's random.
它们相当随机。就像大多数骰子机制一样。
They're pretty random. Like most die rolls.
就像大多数骰子掷出的结果相当随机,但如果你保留一些行动点数(即所谓的'干劲'),就能稍微缓解这种情况。那么你打算冒多大风险获取地形板块,又准备保留多少干劲用于自卫,以及将这些地形板块稍微安全地转移到你的宝库中。我认为这在《宇宙青蛙》中很好地平衡了干劲的管理。
Like most die rolls are pretty random, but you can mitigate a little bit if you save yourself some of those action points, aka oomph. So how much are you gonna risk getting the terrain tiles versus how much oomph are you gonna save back to defend yourself and, you know, get these things to a little bit of these terrain tiles to a little bit safer position into your vault. I thought that was a nice balance of, managing your oomph here in, Cosmic Frog.
好的。在这篇评测的开头,我提到了回合顺序机制——这是我最喜欢的机制。我们谈到的其他内容我都不太在意。第二个让我感到兴奋的是那些卡片,基本上就是那些...你们怎么称呼它们来着?掷骰卡?
Okay. So at the start of this review, I talked about the turn order, which was my favorite mechanism. The rest of the stuff we've talked about, I don't care about. The second thing that I thought was really exciting about this was the cards, the basically, the the what do you call them? The roll cards?
能力卡。
The The ability cards.
对,就是卡片。这个设计很酷,因为它让每个玩家都带有些许不对称性,而且不是一点点,而是相当显著的区别。
Cards. Yeah. Yeah. So so this was cool because this made every player a little bit asymmetric, but it wasn't just a little bit. It was, like, pretty drastically.
每局游戏开始时,每位玩家会随机获得一张掷骰卡或能力卡。先不说稍后会提到的制作工艺,这些能力卡的美术设计是我在游戏中最喜欢的部分。这些卡片提供各种独特效果,但最棒的有两点:第一是游戏开始时它们处于隐藏状态,玩家可以自行选择何时揭露能力。这么做的原因是这些能力可能影响战斗结果。
And so at the start of every game, everyone's dealt a random roll card or ability card. And first of all, we'll get to the production in a minute, but the artwork on these ability cards, one of my favorite things in the game. But the ability cards gave you a variety of unique effects, but there was a couple things that was really cool here. Number one was that they're hidden at the start of the game, and the players got to choose when they wanted to reveal their ability. And the reason they might do that is because the abilities could have an impact on combat.
它们可能影响你攻击宝库的时机,也可能影响你在回合中可以执行的效果。大多数人选择在第一回合就揭露能力卡——就是游戏开始时随机获得的那张——因为它能增强某些行动的效果。而我选择在首次攻击时揭露,因为这给我的攻击带来了额外加成。但所有卡片都附带各种不同的触发效果。
It could have an impact on when you're going to attack a vault. It could have an impact on effects you could do during the the course of a turn. Most of the people decided to reveal them in the first round of the game, you know, the the random ability card you got at the start because it gave you a little, you know, increase on your effects on some of the actions you could take. I chose to reveal my the first time I attacked somebody because it gave me a little extra benefit on my attack. But all of them have a variety of different effects that trigger with them.
有时提供额外的干劲使用方式,有时能让你掷出更好的骰子。比如通常战斗掷骰时——无论是在陆地还是攻击宝库——你总是掷白色骰子(数值0-5)。但每张卡片上都有三种不同符号,如果某个行动对应黄色符号,你就能使用更好的骰子(数值1-6)。
Sometimes additional ways to spend your oomph, sometimes give you better dice rolls. So, like, normally, when you roll a dice for a combat, whether it's on land or in the or for doing a vault attack, you always roll white dice. That's a number zero through five. But each of these cards has those three different symbols represented. And then if it's a yellow symbol for one of those three actions, you're gonna get a better dice, which would be a one through six.
如果卡牌上有红色标记,你会得到一个更强大的骰子,数值范围是2到7。这种设计很酷,它在几个方面呈现出微妙的不对称性,既易于理解又让游戏过程充满刺激。在游戏过程中,你可能会有几次失去这张卡牌。当你离开外层维度时,必须重新随机抽取新卡牌。当行动牌堆里出现这些特殊事件卡时,玩家就有机会更换自己的卡牌。
Or if it's got a red symbol, you're gonna get an even better dice, which is a two through seven. So it was cool that slight asymmetry in a few different ways that were very understandable but exciting the way that the game played out. And then over the course of the game, there may be a few times when you're gonna lose that card. When you leave the outer dimensions, you've gotta get you've gotta get a new random card. When one of these, special event cards come up in the action deck, then that's gonna give the people a chance to change their cards.
这些行动卡不仅非常酷炫独特,还会在游戏进程中不断变化。我认为这也是本作设计非常精妙的部分。
So, you know, these action cards were very cool and unique, but also a little shifting throughout the course of the game. And I thought that was a really neat part of this one as well.
确实很酷。我上周末刚玩了《荣耀罗马》,这让我联想到《荣耀罗马》里建筑物对游戏的影响。玩过的人都知道,那些建筑物会以各种方式打破游戏平衡。这里的技能卡也是同样效果。
Yeah. That was cool. I just played Glory to Rome this last weekend, and that actually reminded me a little bit of how the buildings affect the game in Glory to Rome. So for those who have played it, they're these, like, really game breaking buildings that you build, and almost all of them break the game in one way or another. And the same thing here with, the ability cards.
比如我有张卡直到游戏结束都没机会使用,它允许我从相邻区域抽取六边形板块而无需亲自到达,还能任意调整我食道中的物品顺序——这能力极其有用,但配套的骰子很弱,所以优劣参半。而蒂姆的卡配有红色以太战斗骰,最高能掷出7点。
Like, I had one that I never got a chance to use because I got it right before the game ended, but it let me draw hex tiles from adjacent locations instead of having to be on them. And it let me take things into or out of my gullet in any order I wanted to, which was an incredibly useful power, but it also had weak dice. So that kinda had some ups and downs. On the other hand, Tim had a card which was I don't remember what was on. It was a pretty good card, but it gave you a red die for your ether combat, which goes all the way up to seven.
这优势太大了!如果你只有白色骰子几乎不可能对抗。所以你会本能地避开与蒂姆在以太领域冲突,要么去别处行动,要么先强化自己——比如获取更高骰值或使用双骰压制规则。必须针对这种特性制定策略。
I mean, that was huge, and it would be very difficult to challenge that if you only had a white die. So you automatically kind of knew that if you were gonna try to get take on Tim, you probably didn't wanna do it in the You probably had to go do something, you know, something elsewhere or you had to really boost yourself in order to be able to, you know, get higher die rolls or do the two dice, which is the overpowering. So you had to plan around that kind of, individuality.
顺便说下,即便用那个骰子我也从没赢过以太战斗...骰运如此吧。话说这种骰子战斗让我想起某款游戏——亚当你虽然讨厌那个机制,但我觉得你这次接受度更高了。
Just FYI, I still never won a combat in the ether even with my Is that right? Dice. So just, you know, that's how dice goes sometimes. I feel like you know what this this dice combat reminded me of? And, Adam, you which you hated, but I feel like you liked it more here.
就是《远古帷幕居所》的机制:你可以投更多骰子,但最终只看最高点数。这次战斗系统也是类似感觉——就算有优势也可能翻车。我个人觉得两者很像。可能因为我输了90%的战斗所以有点耿耿于怀。
Dwellings of Elder Veil, where you can have more dice to roll, and then it's really just whoever rolls the highest dice. And that's kind of how this felt. It's like you can have potentially an advantage, but it doesn't you'd still can totally lose the combat here. So similar in my opinion. And I'm just a little salty, I think, because I lost, like, 90% of the combats that I got into this game.
我的整个游戏目标就是参与战斗,结果几乎全输了。
It was, like, my whole my whole goal of the game was to get into combats, and I lost almost all of them.
说清楚点,我觉得你输了前半场所有战斗,但后半场全赢了,因为大多是对战我而且你赢了多数。所以我们俩算是各赢了半场。
Just to be clear, I think you lost, like, the first half of the game, you lost all the combats and then you won all the combats in the second half because most of them were against me and you won most of those. So I think we both got like half of the game's worth of wins.
我只记得所有败绩。说真的,我根本不记得赢过。
I remember all the losses. Let me just say that. Don't I remember the wins.
只要有战斗骰子,蒂姆总能找到理由抱怨——不管玩什么游戏。但我觉得这里的战斗骰子比《Everdale居所》有趣多了,因为你有能量点可以平衡,还能通过增压或超载来强化骰子——要么给最高骰子加值,要么重掷辅助骰。理论上你可以狂掷六颗骰子,结果最高点数是3(就像《Everdale居所》那样),而对手直接掷出6点秒杀你。
If there's dice for combat, Tim is gonna find a way to complain about them no matter what game it is. So I thought that yeah. I thought the dice for combat here was a lot more interesting than they were in dwellings for Everdale just because of that balance that you have with your oomph, your action points, and how you can boost or overpower, which is, you know, add extra value to your top rolling dice or roll a second dice to to help you out. So you can go crazy. You can roll like six dice and then, you know, have the top one be a three and that's all you get, like dwellings of Everdale and the other guy just rolls a six and he wins.
但你仍有反制手段。最多只能掷两颗骰子——两颗,注意是两颗。所以我觉得本作的战斗机制相当精巧,这可是游戏核心部分。
You could still do some things to counter. At most, you could roll two dice. So that was two die, two dice, two dice. So I thought the combat here was pretty was pretty neat. And that's a big part of the game.
我们刚提到过,关键在于选择进攻时机和区域优势。何时何地开战是重要策略。对了,游戏计时机制也很有意思。
We've been touching on it, but is when to attack and what advantage you're gonna have in the area that you're gonna attack in. So managing when to do combat and where to do it was a big part of the game. What else did I wanna mention here? Let's talk about the game timer. It was relatively interesting.
当所有地形板块被拿完时游戏结束——不确定是否立即终止。今晚我们遇到的是...我忘了叫什么...那些主晶碎片,就是采集区的主干道特殊板块
So if all the terrain tiles were gone as you're collecting them, that would end the game. I don't know if that was instant or not. The one we ran into tonight were these kind of I forget what they're called. These special pieces of the main shard, the main lane, the area where you're gathering
比如裂缝之类的
Like fractures or something
没错。如果你发现足够多的这类裂缝,游戏会立刻结束。我不确定具体数量,可能是八处左右。游戏会因我的某项能力立即结束——我可以消耗能量抽取一块贫瘠地形板块,查看它是否含有裂缝。
like that. Yeah. So if you discover enough of these fractures, the game ends instantly. I don't know if it's like eight or something like that. The game ends instantly in one of my abilities, what I could spend an oomph to grab a one of these terrain tiles, the barren ones, and see if it was fractured or not.
我在最后一回合使用了这个能力,结果直接触发了游戏结束。当时我知道自己处于优势。在某些情况下,你可以推动游戏进程。所以我觉得这个游戏计时机制还算合理。
So I did that on my final turn ended up being in that end of the game. I knew I was in a good position. You could kinda hustle the game along in some instances. So the game timer here, I thought was okay.
是啊。在这种类型的游戏里确实挺有意思的。当游戏可能突然结束时很刺激。因为你必须时刻保持警惕。
Yeah. I mean, it's, you know, it's interesting in a game like this. It's it's exciting when a game can end immediately. Yeah. Because you have to you you have to be aware at all times.
但当你正准备执行大动作时突然结束也很痛苦。《战镰》就有这种机制。我倒不介意,因为玩多了就会提前防备。当有人拿到四颗星时,你就知道游戏随时可能结束,可能再没机会行动了。
But also when you're, like, almost set up for kind of a big action, then it also is painful. Scythe has this effect. And I don't mind it because once you played Scythe enough, you kind of know to be ready for it. You know that when somebody has four of their stars, that the the opportunity to end the game immediately, it's it's sitting there. So you you know, like, you don't have you may not have another chance.
《宇宙青蛙》也是这样。当棋盘上出现四处裂缝时,游戏会在第六处触发时结束。如果最后阶段又触发两处,可能就轮不到你了。所以我完全接受这个机制,说实话游戏结束时我已经做好准备了。
Same thing here in Cosmic Frog. When four of these, like, fractures was out on the board, the game would end at six. So it might not get back around to you if two more got triggered by the end of the game. So I was totally okay with it and honestly ready for the game to end by the time it did. So I was, like, fine at that point.
不过这个设计确实挺有意思的。游戏时长有点随机性——我们以前讨论过这个问题。说实话我不太喜欢随机计时机制,我更喜欢能预估大概结束时间的游戏。
But, you know, it was interesting enough. It it's it's it's a little bit of a random game time. We we've talked about this in the past. I don't love, like, random game timers, to be honest. I I kind of would prefer to know approximately when a game's gonna add.
比如,我更喜欢《血怒》的结束方式。嗯。就是在第三轮结束时,基本上大家都耗尽了力量,或者所有土地都被摧毁了。所以,棋盘上什么时候结束非常清楚。你知道,随机游戏计时器意味着有时游戏会拖得有点长,因为事情没有在你预期的时候发生。
Like, I kinda prefer how Blood Rage ends. Mhmm. That, like, it's at the end of the third round, and it's after everybody's spent all their power basically, or all the lands are destroyed. So, like, it's very clear on the board when things are gonna end. You know, random game timers means sometimes a game can run a little bit long because things aren't happening when you expect them to.
有时它们结束得太快,因为随机事件发生的顺序不对。所以,你知道,还行吧,但不是我最喜欢的。
Sometimes they run too quickly because the random stuff happens in the wrong order. So, you know, it's okay, but not not my favorite.
我要回应一下,因为这并不那么随机。你可以在棋盘上看到一个倒计时,当你只剩一个的时候。
We I'm gonna respond to that because it's not that random. You see a countdown right there on the board when when you're one away.
实际上有,大概36个这些,不管叫什么,那些荒地板块。荒地板块。大概有36个。所以,可能还有两个,也许还要15个动作才会翻出下两个,也可能只要两个动作。游戏可能结束和实际结束之间的时间跨度相当大。
Literally there's, like, 36 of these, like, whatever they're called, the the kind of the the sand The barren tiles. Barren tiles. There's, like, 36 of them. So it's like, yeah, there could be two more, and it might be, like, 15 more actions before the next two turnover, or it could be two more actions. That's pretty that's a pretty widespread between when the game could end and when it does end.
概率。该死的简单概率。
Probabilities. Damn simple probabilities.
而且蒂姆多次抱怨过随机结束和玩家主导的结束。这是两者的结合。所以我并不意外你对这个不满意,蒂姆,因为它是随机的,你不知道那些小东西,那些基岩还是荒地板块,什么时候底部会出现裂缝。同时,就像这局游戏里发生的,玩家可以通过攻击那些小荒地板块来触发,亚当就是这么做的,打掉了一个板块,而那个板块正好是游戏结束的关键。所以是的。
Well and Tim has complained many times about random end games and player dictated end games. And this is a combination of the both. So I'm I'm not surprised that you were unsatisfied with that, Tim, because it's random in the sense that you don't know when, those little whatever the bedrock, the barren pieces are gonna have the fractures in the bottom of them. And at the same time, as happened in this game, a player can trigger that by attacking those little barren pieces, and which is what Adam did and and knocked out a piece, and and that was the one that had the game ender on it. So yeah.
不。
No.
他没有攻击男爵棋子。他攻击了一名玩家,那名玩家被推到了男爵棋子上。
He didn't attack the baron piece. He attacked a player, and the player got pushed onto a baron piece.
不。不。不。不。不。
No. No. No. No. No.
我的能力
My ability
或者某个大型攻击或碎片打击可以命中,然后消灭一堆男爵棋子。就像,做
Or one of the big or one of the shard strikes can hit and then take out a bunch of baron pieces. Like, do
你不行。亚当有允许他这么做的能力。
you No. Adam had an ability to let him do it.
哦。对。我的能力是能额外消耗能量来移除我的青蛙所在的格子。所以我就是这么做的。我当时想,你知道吗?
Oh. Yeah. My ability was it I could spend an extra oomph to remove that tile that my frog was on. So that's what I did. I was like, you know what?
我觉得我要赢了。我要检查这个格子,看看它,然后砰的一声。就是这样。所以它就在那里触发了游戏。
I'm I think I'm gonna win. I'm gonna check this tile, check it out, and boom. That was it. So it triggered the game in right there.
是啊,不知怎么的我完全没注意到这点。对,所以可能这就是为什么感觉如此
Yeah. Somehow I totally missed that. Yeah. That that's why maybe that's why it felt like it was so
宽泛。不过并非完全随机,因为亚当确实达成了他设定的目标。他——他就是要结束这一切,而他做到了。
so broad. Except not entirely random because Adam accomplished exactly what he set out to accomplish. He he to end it and he did.
没错,而这正是我想要的
Yeah. And then that's what I wanted
干得好,亚当。我为你感到骄傲。非常非常棒。好了,我们谈谈这个主题吧。
to Good Good job, Adam. I'm proud of you. So so good. Alright. Well, let's talk about the the theme.
不。不。不。不。不。
No. No. No. No. No.
还有呢,还有一点。我们还没真正讨论过金库内的地形计分。这是你需要解决的另一个谜题。
There's more. There's more. A little bit more. We haven't talked really about the the terrain scoring inside of the vault. So that was another puzzle you had to work out.
你在游戏中获得所有分数的方式就是检查金库,如果你有排列成行的同类型地形,就能得分。这种计分时被计算并移除的方式,我觉得相当有趣,与游戏中其他攻击、战斗、随机掷骰等内容完全不同,是另一种数学空间谜题。你需要将同类型地形排成直线,相同地形在同一行越多,得分就越高。所以你必须以特定方式组织金库才能赢得游戏。
That's how you got all the points in this game was you check the vault and if you had lines of terrain that lined up, you get points for that. And in the way that was, you know, counted out and removed as you're scoring, I thought that was fairly interesting, a whole different sort of mathematical spatial puzzle than the rest of the game, which was attack, attack, attack, fight, fight, fight, random dice rolls, this and that. You had this very sort of organized, structured, you know, you wanted terrain of the same type in lines. The more of the same terrain you had in the same lines, the more points you would get. So you had to organize your vault in a specific way to win the game.
嗯,这确实存在一种有趣的张力,因为在游戏过程中,如果你能按照特定顺序将三种特定类型的板块叠放在一起,就能获得恢复能量的奖励。我想我们大多数人——至少我和克里斯在游戏大部分时间里都是这么做的。而亚当则专注于终局计分,也就是排列板块。但整个过程中都存在着明显的抉择张力,所以,是的,相当有趣。
Well, there is well, there was an interesting tension with that too, because during the course of the game, if you manage to stack three particular types of tiles on top of each other in a certain order, then they would get you bonuses to get your oomph back. And I think that's what most of us well, at least that's what me and Chris did most of the game. And then Adam was doing the end game scoring thing, which was lining up the tiles. But there's there's a clear tension in the choice to be made throughout that. And so, yes, interesting enough.
但是,我的意思是,终局真的那么有趣吗?比如,你真的觉得游戏结束时的计分环节令人兴奋吗?还是说...
But, I mean, was the endgame actually really interesting? Like, did you actually feel like the scoring at the end of the game was exciting? Or like
我猜对你来说不是这样,蒂姆。对你来说不是。
I guess not for you, Tim. Not for you.
令人惊讶的是,结局其实相当明显,因为游戏过程中没有计分。所以到了最后,我们可以瞥一眼彼此的棋盘,亚当的金库里铺满了板块,而我和克里斯只有几叠。然后就很明显了,亚当赢了。毫无悬念。
Surprising because it was pretty clear when we got to the end because there's no scoring that happens during the game. And so at the end of the game, we kinda, like, could glance at each other's boards, and Adam has tiles laid all over his vault, and me and Chris have a few stacks on there. And it's like, okay. Adam won this. No no doubt about it.
可能如果我们都更擅长这个游戏,那么计分时可能会更...是的,更紧张一些。
Probably if we all got better at the game, then it might be a little bit more Yeah. Tense in a scoring position.
在我们进入制作环节前,我还想提一点:我认为整体规则相当轻量。容易理解,容易上手。至于在正确时机做正确的事,那确实需要更多时间去掌握。但规则和行动本身都很简单。
One other thing I wanna mention before we go into production here is I thought the overall rule set was fairly light. It was easy to grasp, easy to get into. Now as far as, you know, doing the right thing at the right time, that was a little more difficult to understand. But Yeah. The rules and the actions were all fairly simple.
所以我对此很欣赏。
So I appreciate that.
是的,虽然有一些边缘规则,但我觉得规则手册做得很好,用清晰的图表把它们列出来了。比如进入战斗时会发生什么?这里是操作顺序,这里是具体流程。
Yeah. With a couple like edge rules, but I think that rule book did a very good job of like laying those out in nice little charts. Like what happens when you go to combat? Here's the order of operations. Here's what happens.
当你把某人击退到某个格子上会发生什么?根据落点不同,这里是操作顺序,这里是具体结果。所以我认为规则手册在解释这些方面做得非常好,我完全同意这一点。
What happens when you knock back somebody on a tile? Here's the order of operations depending on where they land. Here's what happens. So I think the rule book did a very good job of spelling that out. I I would agree with that.
我不确定下次玩的时候还能记住这些规则,但至少手册里有快速参考图表,这很不错。
I'm not sure that I would remember some of these rules the next time I played, but at least there's quick reference charts for them, which which is good.
不过我得说,等等,那个虹吸机制是怎么回事?那是个特别奇怪的边缘规则,感觉像是有人设计游戏到最后时突然说'嘿,你应该再加个机制',但又不能改动组件或主要规则。于是虹吸机制就出现了——当你在两块薄瓷砖之间夹一块厚瓷砖时,每回合能恢复一点能量。
Although I gotta say, wait. What's up with the siphon thing? Like, that that was the one weird edge rule that I'm like, I it was almost like someone got to the end of this game, you know, designing this game and somebody said, oh, you know what? You should add one more thing in there, but you can't but but you can't you can't change any components and you can't really change any major rules. And so the the siphon was when you stacked two thin tiles with a thick tile between them, then every round you got an oomph back.
这个设定让我觉得完全莫名其妙,根本不明白它的来由。所以总体而言我同意你的观点亚当,这套规则确实很简洁,但这条规则让我感觉...
And it just felt so completely random to me that I just I didn't get where that came from. So, yeah, overall, I would agree, Adam, that it was a pretty streamlined rule set. But that one just kinda struck me as
确实。
Yes.
很怪。
Weird.
这太滑稽了。
It's goofy.
嗯,这就是游戏内收益与终局收益之间的张力所在,但确实有点笨拙。说实话,我不确定规则书是否解释得很清楚,因为我看了规则视频又读了规则书,当时还是没弄明白。所以Chris提得很好。好了,我们直接进入这个游戏最令人兴奋也最奇怪的部分——老实说,就是《宇宙青蛙》的主题和制作。
Well, that's where the the tension between doing something for in game benefit versus end game benefit came out of, but it was it was a little clunky Yeah. In understanding how that all and I'm I'm not sure the rule book spelled that out very well, to be to be frank, because I watched the rules video and then read the rule book, and still it wasn't clear to me at that point. So good good call out, Chris. Alright. Let's jump into what's most exciting about this game and and most weird, to be frank, is the theme and production of Cosmic Frog.
我想从制作角度谈谈这两方面。有些部分非常出色,有些则一般。而从主题制作来看,有些很棒,有些则非常怪异。我这么说算是剧透预警,想先听听你们对这两方面的看法。
And I wanna talk about both from a production perspective. There's very good and mediocre. And then from a theme production, there's very good and very weird. So does I'm setting that up as a spoiler. I want you guys to share your thoughts on on either of those first.
你其实没剧透多少,因为你刚说的那些我完全没听懂。谢谢啊,可能是我自己的问题。说到制作...其实先从主题开始吧,这个主题简直荒诞到极点。
Well, you didn't spoil much because you just said a bunch of things that I I don't think I understood at all. So Thanks. Maybe that's just me. In terms of the production well, actually, let me start with the theme. This theme is so completely bizarre.
就像一场高烧时的梦境。我到现在都不知道该怎么解释。规则书里确实有背景故事说明,但我没全看完,可能应该读完的。
I mean, it's it's like a fever dream. I I I don't I still don't know how to explain it. And I and there is an explanation in the rule book that gives you kind of like the backstory here. I didn't read all of that. I probably should have.
估计会很有意思,但设定实在太离奇了——这些两英里高的青蛙要吃掉一颗行星来为'古老者'做事,我猜不是克苏鲁那类'伟大古老者',或者也许是?总之是个极其独特的故事。顺便说个趣闻,我在BGG上读到出版商描述战斗机制时说:'既然你们都是不朽且无敌的,没有青蛙会受伤或死亡,只会被惹恼和不便'。
It probably would have been very entertaining, but it's an absolutely bizarre situation with these, like, two mile tall frogs trying to eat a planet to do something for the the old ones, which are, I guess, not the great old ones like the Thulu and his buddies, but or maybe it is. I'm not sure. But it's an incredibly unique story. In fact, just a little flavor text here, and I was reading the description on BGG, comes from the publisher. It says, in terms of the combats, as you are all immortal and invulnerable, no frog is ever wounded or killed, just irritated and inconvenienced.
这种诡异的幽默感贯穿始终。蒂姆你说得对,这游戏最出彩的就是关于这些青蛙的荒诞故事——它们在行星上蹦跶着啃食地壳。说真的,我都不知道该怎么理解,简直怪异到极致。
I mean, that just shows the kind of weird sense of humor that goes in this, which to me, I thought, you know, Tim, you said it. That was the highlight of this game. It was that this bizarre story that was being told about these frogs, you know, clomping around on this part of a planet trying to eat chunks of it. I mean, I I did I don't know what to make of that. That was just absolutely bizarre.
就制作而言,它完全契合了这款游戏的主题。相当精美。我是说,这种艺术风格,看起来就像六十年代那些迷幻音乐会海报卡片,我正努力寻找合适的词汇来描述这些青蛙在卡片上的形象,以及你看到的所有带有青蛙元素的物品。这很超现实,绝对的超现实,看起来令人无比愉悦。
In terms of the production, it lived up to the theme of this game. It's quite beautiful. I mean, this art, it looks like this really psychedelic, almost sixties concert poster cards with these really I'm I'm trying to search for the right word about how to describe how these frogs look on these cards and in the various all the different things you're looking at that had the frogs on them. It's surreal. It is absolutely surreal and absolutely delightful to look at.
比如,就想翻看这副卡片,欣赏所有不同的画面,因为它真的很独特——以一种绝妙的方式。这里还有一些精美的小模型,展示着某种怪诞的怪兽青蛙。总的来说,在制作和主题方面,我认为这款游戏是我很长时间以来玩过的最独特、最有趣,同时也是最美观的游戏之一。
Like, wanna just flip through this deck of cards and see all the different pictures because it's it's really gnarly. I mean, in a in a terrific way. And it's got some really nice miniatures here that show some kind of grotesque monster frogs on them. Overall, production and theme, I think this game is one of the most unique, interesting, and at the same time, beautiful games that I played in, in quite some time.
主题和制作,毫无疑问,对我来说美极了。我们这里主要关注的是能力卡。那些艺术简直不可思议,某些卡片上的艺术风格甚至更偏向迷幻,你知道,一切都是青蛙,而不是人类。
Theme and production, hands down, beautiful for me. The the ability cards are the ones we're focusing on here. Just incredible art. Like, little bit like, art on some of those cards, but even more out there in Psyche, you know, everything's frogs. It's not people.
这些青蛙以优美的姿态做着非常狡诈而神秘的事情。所以对我来说,主题制作的艺术既迷人又美丽。
It's these frogs in beautiful positions up to something very devious and mysterious. So for me, the theme production art is charming and beautiful.
好的。很酷。这个主题是我在游戏中听过最怪异的,既棒极了又难以理解,我不知道它从何而来。所以我有点矛盾心理,一方面觉得它很酷很独特。
Okay. Cool. So theme, the weirdest theme I've ever heard of in a game, which is both awesome and also hard to comprehend, and I don't know where it came from. And so I'm, like, kind of, like, of two minds of it. Like, yes, so cool and unique.
另一方面,我读了整整一页的主题背景故事,却依然不明白我们为什么要做这些事。所以这里有好有坏。制作方面,这是我见过最酷、最令人兴奋的卡片艺术,那些两英里高的青蛙。每张卡片都有独特精美的插图,与景观互动,吞噬不同的地形,漫步在星球上。
And also, I still I read the whole page of a backstory of the theme, and I have no idea why we're doing what we're doing. So so good and bad there. Production. Some of the coolest artwork I've ever seen and most exciting artwork on these cards of these two mile high frogs. Each card unique, beautiful illustration, interacting with the landscape, eating the eating the different terrain types, walking over planets.
太棒了。然后游戏板是由一堆带有抽象地形类型的六边形组成的。所以在这方面也是两种感受,卡片艺术太棒了,我爱它,真的很爱。
Amazing. And then the board is a bunch of hexes with kind of abstracts terrain types on it. So so, two minds there as well and that the the card art, fantastic. I loved it. I loved it.
游戏的其余部分感觉相当无聊,有点像棋盘游戏,你知道的,没什么特别的事情发生。所以,对我来说就是这样。主题和制作上都有好有坏,但整体非常非常好。而且,你知道,能有这么出色的表现真是太棒了。
The rest of the game felt fairly boring, kind of a chessboard, you know, with not much going on. So that that's, you know, hey. That's for me. Good and bad on both the theme and production, but very, very good. And, you know, and that's that's awesome that there was very, very good.
说实话,我们玩这个游戏的原因,我确信是因为它的主题太奇怪了,我们都在某个地方听说过。我们都觉得,必须试试这个游戏。所以它确实有这个吸引力。好了,伙计们,最后总结一下。
Truly, the reason we played this game, I'm confident, was because this theme is so weird that we'd all heard about it somewhere or another. And we're all like, we gotta try that game. So it it definitely had that going for it. Alright. Final thoughts, guys.
你会要求再玩一次这个游戏吗?因为通常我得先开始,其实大多数时候这挺好的,因为我可以开启话题。但今天我要先开始。
Would you request to play the game again? Because I have to start, which I actually you know, it's kinda nice most of the time because I kinda start off the conversation. I don't start these. And so I get to follow-up. I get to kinda finish the conversation or at least sit in the middle somewhere, but today I'm gonna start.
所以我要先说,我觉得这个游戏有一些非常酷的地方。我已经提到了我喜欢它的部分,但我不认为我会主动要求再玩,因为这是一种区域控制的战斗类游戏。我觉得有更好的选择,更刺激的,互动起来更有趣的游戏,在整个游戏过程中能做出更有趣的决策。
And so I'm gonna start by saying that I think this is there's some really cool things about it. I've mentioned the things that I like about the game, but I don't think I would request to play the game again only because this is an area control combat type of style game. And I just think there's better ones. There's more exciting ones. There's ones that that are more fun to interact with and to play where there's more interesting decisions throughout the course of the game.
不过这并不是一个糟糕的游戏,我很乐意再玩一次。我很乐意在桌上玩它。我觉得它有一些很酷的元素。就像我提到的,我喜欢回合顺序的选择,喜欢那些能给你独特优势的卡牌能力。
This was not a bad game, though, and I'd be happy to play it again. I'd be happy to play it on the table. I think it's, you know, it's got some cool stuff going on. Like I mentioned, I love the I love the turn order choices. I love the card abilities that can give you some unique little frog legs up.
但是,从游戏玩法来看,它并不是特别出彩。所以我可能会选择玩埃里克·兰格的三部曲中的其他作品,或者选择卡美特群岛之类的游戏,而不是这个。但它非常独特,这很棒。偶尔玩些独特的东西很酷。
But, you know, but it it wasn't, like, super spectacular from a gameplay perspective. So I think I'd probably choose to play most of Eric Lange's trilogy or or choose the Kammet Cyclades in ish games over this again. But it's very unique, and so that's that's great. It's cool to to play things that are unique once in while.
嗯,我绝对是推动玩这个游戏的人之一。事实上,我想一两年前我就把它列在了今年想玩的游戏清单上。但现在玩过后,我不会主动要求再玩。和你一样,蒂姆,如果有人邀请,我会再玩。它不像赖纳·克努森的游戏那样。
Well, I was definitely one of the ones pushing for this game. And in fact, I think it was a year or two ago that I had it on my games I wanna play this year list. But having done it now, I would not ask to play this one again. And like you, Tim, I would play it again if if somebody asked. It's not like a Reiner Knutson game or anything.
但我发现,首先,我之前提到过,我对纯粹的掷骰子和纯战斗的区域控制游戏越来越不感兴趣了。我以前比现在更喜欢这类游戏。而这款游戏就是个纯粹的掷骰子游戏——比如你掷出五点,我掷出六点,反之亦然,然后战斗就结束了,后续所有事件都基于这个结果展开。
But what I found was that well, for one, I I've mentioned this before, but I'm becoming less interested in straight dice chuckers and area control games that are just all combat all the time. Like, I used to be much more into that than I am now. And this one is so much of a straight dice chucker. It's like, you know, you roll a five, I roll a six or or vice versa, whatever. And then that's the combat, and then a whole bunch of stuff happens based on that.
即便是那些稍微复杂些、需要思考的机制——比如如何在食道板块上放置地形板块,再如何将食道里的东西转移到宝库——我也觉得这些决策过程并不有趣。实在没什么意思。另一个让我有点恼火的是,行动资源太过紧张,玩起来很不痛快。比如你花一个行动点移动后,并不能立即占领脚下的板块。
And then even the things that were a little bit more complex and thinky, like how you place the the tiles in your gullet and then how you place the stuff from your gullet into the vault. And, like, I just didn't find those decisions to be entertaining. It just it just wasn't that fun. And the other thing that kinda left me a little irritated with this is that the action economy felt too tight to be pleasurable to me. For example, you get one action to move, and then it's not like you get to land on a tile and then take that tile.
你要么消耗精力值再行动(这会使你容易受攻击),要么就得等到下回合。于是你只能缓慢推进,一边收集地形板块一边提防袭击。整体节奏对我来说太慢了。这反而加重了游戏的运气成分,因为你还要考虑自己会是下一个行动者,还是得等两三轮后才轮到你——所有这些都让我感到有点压抑。
Then you either have to deplete yourself by spending your oomph and potentially leaving yourself open to attack by taking another action and taking that, or you have to defer to the next turn. And then you're kind of slowly plotting along trying to get the terrain tiles and hoping nobody attacks you. And so it just didn't move quickly enough for me in terms of the things you were able to do. It and that felt like it added more to the the luck based aspect of it because you're also weighing those things against whether you think you're gonna be the next one taking a turn or whether it's gonna be two or three down the road. So that that all felt like a bit of a beat down to me.
所以我并不喜欢这个设计。
So I did not love that.
好吧,我对《宇宙青蛙》的评价比你们稍高些,但也没高多少。准确来说,如果要在它和大多数德式游戏之间选择,我可能会选这个。我喜欢那种精力值平衡机制。而且我确实受益于几次幸运的骰子——早期几场战斗中我本该输掉,对手本可以趁早重创我并抢走资源。
Well, I think I'm a little more positive than you guys on Cosmic Frog, but not too much. Let me refine that a little bit. If if it was a choice between this or most euro games, I'd probably take this one over that. I enjoy that balance of oomph. And I was the benefactor for sure of a couple lucky dice roll a couple early combats where I probably should have lost him should have been able to mess me up early in the game and take some of my stuff.
克里斯其实也有机会彻底打乱我的节奏,从宝库里抢东西,但我侥幸只受了轻微损失。这确实帮了大忙。不过总体而言,就像你说的,如果要在它和其他区域控制游戏(比如《蒂姆·埃尼斯》或《血怒》)之间选择,我多半会选后者。所以我不太会主动要求重开,但要是有人组局,我也愿意再玩——毕竟还算有趣。
I think Chris too had a, an opportunity to really mess me up and take some things out of my vault, but I got a little lucky and escaped with minimal damage. So that helped out. But overall, yeah, there's if if it's between this and many other area control games, like you were saying, Tim Ennis or Blood Rage, or I would take the other area control games more often than not. So I wouldn't request to play it again. And then in some cases, if somebody had this one ready to go, jump in and play because it was a fun enough time.
我反复强调过——现在再说一次——我很喜欢那种资源管理:像克里斯说的那样判断何时消耗精力值追加行动,或是保留用于防御,这个机制非常关键。不过最后的宝库拼图感觉和游戏整体风格有些脱节,那更像是个精致空间解谜环节。
I liked I said it a bunch. Will say it again. I like that management between, you know, when to spend your oomph for that extra action like you were talking about Chris or when to hold back and use it for defense purposes, because I thought that was pretty key. The puzzle at the end with the vault, it felt a little out of place for the rest of the game that was going on. It was kind of a more refined spatial puzzle.
我该如何整理这些东西并从中获取最多分数?游戏的其他战斗元素并不太符合我的喜好。总的来说,《宇宙青蛙》玩得还行,但不是我特别想再玩的游戏,尤其是参加任何桌游聚会时。
How am I gonna organize these things and get the most points out of them? Didn't really match to me with the the fighty fighty aspect of the the rest of the game. So overall, decent time for me with Cosmic Frog, but not one I'm gonna be looking for, especially when I go to any sort of board game beat ups.
好的,关于《宇宙青蛙》的讨论就到这里。接下来我们要聊聊最近在玩的几款游戏。欢迎大家回来。我桌上摆着的这款游戏两年前就在我的愿望清单上,而且可能是清单里唯一一个我之前没玩过的。
Alright. Well, will wrap up our discussion on Cosmic Frog. We're gonna talk about some games that we've had on our table right after this. Welcome back, everybody. So I have had a game on my table that was on my top wanna playlist two years ago, and I think it's the only game on the list that I had not played previously.
这款游戏叫《生物舒适区》,由Roberta Taylor设计,KTBG(儿童桌游公司)出版。这是个轻度工人放置游戏,主题是拟人化动物们通过多年努力收集物资,为过个舒适的冬天做准备。不知为何,这设定让我觉得特别有魅力。
And this is a game called Creature Comforts. Creature Comforts was designed by Roberta Taylor and published by KTBG or Kids Table Board Games. This is a little worker placement game about anthropomorphic animals trying to collect all the stuff they need over the years so that they can have a cozy winter and settle in. And I don't know. Something about it just sounded charming to me.
其实我对它了解不多。但我妈妈最近问起——顺便说这周是我生日。本来周一要和这帮家伙录播客玩游戏的,结果推迟了,说实话这是我过的最糟的生日之一。
I didn't know much about it. But my mom asked me recently. So my it was my birthday this week, by the way. Monday, was supposed to be playing a game with these guys and and recording a podcast. It got put off, so I didn't get to it was one of the worst birthdays ever I had, to be honest.
唉,真是。
Oh, man.
太惨了。
That's so sad.
我们凤凰城这边遇上季风,前院最大的树倒了——那曾是我房产里最爱的部分——就这么毁了。生日当天我花了几千美元清理前院的树,简直'开心'极了。不过说正题,几周前我妈问我...
I I we had a monsoon here in Phoenix knocked off the biggest tree in my front yard. My one of my favorite parts about my property just took it down. And so I spent a couple thousand dollars removing a tree from my front yard on my birthday. That was super fun. But, anyway, bottom line is a few weeks ago, my mom asked me.
她说,蒂姆,你的生日快到了。你想买什么游戏?我刚好看到这款游戏在打折。所以我说,嘿,这个在打折。
She's like, Tim, it's your birthday's coming up. What game do you wanna get? And I happened to see that this came up on sale. So I said, hey. This is on sale.
帮我买下来吧。然后她就给我寄来了。听着,我提前拆开了礼物,因为它直接寄到我家,而且我有几次和朋友聚会的机会,我觉得他们会喜欢这个游戏,包括我爸妈。所以到目前为止,我已经玩了七次这个游戏,这说明了很多,因为自从拿到后玩了七次,你可以看出我觉得这是个相当有趣的游戏。
Pick it up for me. And, she sent it to me. And listen. I busted my gift open early because it was shipped to my house, and I had a few opportunities to get together with friends that I thought would like this, including my mom and dad. And, so I've gotten, like, seven plays of this game in at this point over the last few weeks, which says a lot because I think the fact that I've played it seven times since I got it, you can tell that I I think it's a pretty fun game.
但《生物舒适》是一款带有几个独特机制的工人放置游戏。有一个中央版图,大家同时放置工人,所以不会互相阻挡。你只需一次性放置所有工人。
But Creature Comforts is a worker placement game with a couple unique twists. There's a central board. Everybody places their workers, but you place them all simultaneously. So you don't block other players. You just go and place all your workers.
但每回合会有一个玩家成为起始玩家,被称为'早鸟',他们得到的标记是条小虫子。用虫子代表早鸟,这足以显示游戏的可爱之处。我们都把工人放在这些位置,但有点赌运气成分,因为放置后要掷骰子。共有四个公共骰子,每个玩家还有两个个人骰子(或叫家庭骰子),所以总共有六个骰子。
But every turn, there's one player that's gonna be the first player of the of the game, and they're called the early bird, and the token they get is a little worm. They're gonna get a worm to represent the earlier or the early bird, and that just goes goes to show you how charming this game is. But we've all placed our workers on these spots, but it's a little push your luck because after everybody places their workers, then there are dice that get rolled. So there are four community dice, and every player has their two personal dice or family dice, I think they're called. So you're gonna have a pool of six dice.
每个工人放置位都有某种骰子条件才能激活,或者根据放置的骰子产生不同效果。问题是你在放置工人时不知道会掷出什么骰子,可能会把工人放在需要三点数的位置(这些都是六面骰)。如果你没掷出三点数,就无法执行该行动。不过有补偿机制,无法执行行动时会获得奖励。
Each of the worker placement spaces has some kind of dice condition in order to activate it, or depending on the dice you place there, it may do something different. So the thing is is that you're placing your workers, you don't know what dice you're gonna get, and there's a possibility that you're gonna place a worker on a space that needs, let's say, a three pip dice rolled. These are all d sixes. And then you you don't roll any three three pip d sixes, which means that you don't get to take that action. Well, there's a mitigation for that, awards you get if you can't take your action.
但归根结底是在赌运气。有些行动需要多个骰子满足特定条件,比如可能需要三个相同点数的骰子,或连续点数如1-2-3。这是个巧妙的小谜题,放置骰子时要权衡风险。另一个增加互动性的设计是:虽然同时放置工人,但先手玩家可以优先选择某些市场。
But bottom line is you're pushing your luck a little bit. Some of the actions require multiple dice and some conditions. Like, it might say, in order to take this action that gives you a lot of resources, you're gonna have to have three dice that all have the same, pip value on them, or you have to have a sequence of dice like one, two, three. So it's a it's kind of a clever little puzzle that when you're placing your dice, you have to push your luck, decide if if it's worth it for the risk that you're taking. And then one more thing which creates the most interaction in the game is that even though you all place your workers simultaneously, whoever is first is gonna get the first choice of some of these markets.
游戏中有舒适度市场。游戏目标是通过建造舒适物品来得分取胜。你可以尝试制作被子、摇椅或桌游。顺便说个可爱的小细节:游戏里至少出现了三款桌游。
So there's, like, comfort markets. Again, the goal of the game is to build comfort so you're gonna settle into for the winner. Where you're gonna get the most of your points is building comfort. So you could be trying to build, like, a quilt or a a rocking chair or a board game. By the way, charming little tip here, there's at least three board games in the game.
其中一款是《Everdell》,一款是《展翅翱翔》,还有一款由KTPG出版的《Facilis》。哦,在游戏过程中看到这些游戏出现真是令人兴奋。但还有像袜子和溜冰鞋这样的物品。为什么你要从工人放置的卡牌行中获取这些舒适物品呢?
One of them is Everdell, one of them is Wingspan, and one of them published by KTPG is Facilis. Oh. So very exciting to see those games pop up as we're playing the game. But there's also things like socks and skates. Now why are you building these comforts that you're gonna get from these card rows from your worker placement?
大多数卡牌直接印有固定分数,但很多卡牌在建造类似物品时会提供额外收益。比如溜冰鞋能得4分,但如果同时拥有袜子,还能额外获得2分。这设计非常迷人,各种小组合之间充满了主题性。
Most of them just have a straight point printed on them, but a lot of them have a benefit for building something similar. So if you have skates, you get four points. But if you also get socks, you're gonna get a bonus two points. It is very charming. There's a lot of theme between the little combos that things are putting together.
除了可以建造的舒适物品外,另一个卡牌市场是这些小发明。这些发明类似引擎构建或终局计分奖励,总是有六张展示在版图旁边。当你放置工人时,相邻骰子的点数决定了你可以选择哪些发明——放1点就只能选第一个,放5点就能选前五个。
The other card market aside from the comforts you can build and that you're gonna kinda be pushing your luck to see whether you can get there are these little inventions. And these inventions are kind of engine building things or endgame scoring bonuses, and there's always six laid out on the side of the board. When you place your worker there, depending on what dice pip you place next to it, tells you which of those you have available to you. So if you only put a one next to it, you only have access to the first one. If you put a five next to you, you have access to the first five.
所以你的某些选择会带来优势,但可能要和其他玩家竞争。看到桌上其他玩家拥有获取你心仪发明的资源时,是否值得冒险去那个区域?虽然存在少量玩家互动,但大部分时候还是各自为战。
So, you know, what some of the choices you're making are gonna benefit there, but you might be racing somebody. You might see your other players around the table have the resources to get the one you wanna get to. Do I bother going to that space and pushing my luck for the tile that someone else might beat me to? So there is a little bit of player interaction there, but that's about the majority of it. There's not a lot.
这本质上是个单人解谜游戏。好玩吗?绝对有趣!最让我着迷的是所有工人放置区域每轮都会轮换。
This is a pretty solitaire game. Okay. Is the game fun? It is absolutely fun. It's so charming that my favorite part about it is that all these worker placement spaces rotate over the course of every round.
基础游戏进行6轮,也可以玩8轮模式。版图顶部有四个行动区域(山谷卡),其中两张是森林卡,两张是草地卡。每轮会出现两张新卡,每卡提供两个行动空间——典型的工人放置区域,执行行动可获得资源,但需满足骰子条件。
And if the game does the basic game plays at six rounds, you can play eight round game as well. But there's four action spaces at the top of the board that are these valley cards. Two are, I think they're forest cards and two are, like, meadow cards. And every round, there's gonna be two new cards that come up with two spaces each. So typical worker placement spaces, if you take the action there, you get some resources, but you got the dice conditions for them.
河边区域每轮会轮换触发所需的骰子点数。每轮都有访客来到旅馆,会改变当轮某些规则,同时根据你掷出的骰子点数提供特殊奖励。当然还有其他区域可以触发这些市场。总之每轮都是个有趣的解谜游戏,我甚至和休闲玩家父母一起玩过。
There's a river space that you can place a worker around, and then that's gonna rotate which dice pip trigger it every round. There's a a visitor that visits the inn every round of the game, and that visitor changes some condition of the game during that round, but also gives you some unique benefits depending on what dice pips you roll. And then there's other spaces, of course, that let you trick trigger these markets. So bottom line is it's a fun puzzle every round. I've now played this with my parents who are casual gamers.
我和另外三位玩家一起玩过这款游戏。当时我在密歇根州安娜堡拜访朋友,随身带了这款游戏。他们爱不释手,第二天就下单购买了,现在他们自己也拥有了这款游戏。他们一直要求再玩。我还和妻子两人玩过,这游戏真的很独特。
I played it with three other gamers. I was in Ann Arbor, Michigan visiting some friends, and I brought this with me. And they loved it so much, they ordered it the next day, and and they now own it. They they kept asking for it. I played this two player with my wife, and this is so unique.
前几天我和她玩过,大约两小时后她就说:'嘿,要不要再玩一次《生物舒适区》?'哇,这反应太强烈了,我懂的。
I played it with her the other day, and then about two hours later, she's like, hey. Do wanna play creature comforts comforts again? So Woah. That for the That's huge. I know.
对吧?所以我生活中的休闲玩家们都超爱这款游戏。不过我还没和那些硬核桌游爱好者朋友玩过,我觉得对他们来说应该也能算中等热门。原因如下:第一,正如我所说,玩家互动非常有限。
Right? So for so for the casual gamers in my in my life, they are loving this game. I have not played this with any of my, you know, heavier board game hobbyist friends yet, and I think it would be a moderate hit for them. And here's why. Number one, pretty minimal interaction, as I mentioned.
第二,回合间等待时间较长。虽然我们同时放置工人标记,但之后每位玩家要依次激活六个骰子并执行所有行动。一个玩家的回合可能要五分钟,所以轮到你行动可能要等十五分钟。这种情况确实会拖慢游戏节奏。
Number two, long downtime between turns. After we all place our workers simultaneous, each player then activates the six dice they're going to and takes all the actions on a turn. So one player's turn might take five minutes or so. So it can be, like, fifteen minutes before you get to take the actions on your turn. And, you know, that just can can slow things down a little bit.
第三,这游戏存在一个致命缺陷——对硬核玩家而言。
And number three, there's one one one critical flaw in this game. For a for a serious gamer
就一个?
Just one?
就一个。但这个缺陷是相对于我而言的。所以提前说明这点,看你们是否还感兴趣。毕竟这确实是款非常有趣的游戏。
Just one. Just one. But the the the flaw is for me. So just to set you up if this would be interesting to you. Because, again, it it is a very fun game.
当我妻子要求再玩一局时,我绝对会答应。我玩得很开心。唯一缺陷是你在建造这些舒适设施——这其实是你收集资源的主要目的。但现实是你可以等到游戏最后一轮再建造它们。
And when my wife asks to play it again, yes, absolutely. I'm having a good time with it. The one flaw is that you are building these comforts. That's mainly why you're collecting resources. But the reality is you don't have to build those until the final round of the game.
比如,你可以保留任意数量的这些卡牌在手牌中。我发现休闲玩家们总莫名紧张,觉得必须立即建造手牌中的设施(其实游戏中还能获得更多卡牌)。而我每次获胜的策略(目前七战全胜)是:前期专注获取最多资源的行动,最后两轮才开始考虑是否有足够资源完成所需的舒适设施订单。这是唯一策略吗?
Like, you can hold as many of these cards as you want to in your in your hand. And so what I found my casual friends doing was really feeling tension that they had to build the cards that were in their hand, and then you can collect more cards over the course of the game. But what I found, the way that I've won every single one of the games that I played at this, I've been seven games that I've won, is I just took the actions that were the most likely to get me the most resources. And then in the last two rounds of the game, I started to worry about whether I had the resources to fill the particular orders that I needed to create the comforts I needed. Is that the only thing in this strategy?
不,完全不是。但这样确实让我占优,因为我理解这游戏本无紧迫感。若想改进这点(尤其对硬核玩家),可以设置手牌上限(比如最多三张),或规定每轮未建造的卡牌必须弃掉——类似《阿瓦隆》那种迫使玩家更积极建造的机制。
No. Not at all. But I think it gave me a leg up because, you know, like, I had a comprehension that there was no tension. So all this game needed to do to fix that for me or for, like, a more serious gamer would be to say, like, you can have a max of three cards in your hand, or or you you discard any cards you don't build on you know, after the round. Some something that made you kind of forced to build them more more aggressively, like Avadel does.
《阿瓦隆》就有手牌限制,逼你必须开始建造,否则会失去选择权。总之这是个小缺点。这游戏在休闲玩家中很受欢迎,我个人也玩得开心。
Avadel has a max hand size, so it's like you've gotta start building stuff. Otherwise, you don't have more options available to. Anyway, minor minor negative. This has been a huge hit with casual gamers. I'm having fun with it.
我认为这款游戏会长期留在我的收藏中——适合特定群体。作为工人放置游戏它设计得巧妙有趣,只是缺乏些紧迫感。你们觉得呢?《生物舒适园》听起来有意思吗?
I think this game is gonna stick around in my collection for the right groups. I think it's a pretty interesting and clever worker placement game if a little bit lacking intention. What do you guys think? Does that sound interesting to you at all? Creature comforts.
听起来很有趣!这种可爱主题的轻度游戏正合我意。虽然不算最新(2022年发行),但近几年确实涌现了一批超萌游戏——比如《丰收物语》就让我联想到它。
I think it sounds like a lot of fun. I think a nice light game with this kind of adorable theme on it. It seems like it's actually the one of the I guess not the latest because it's 2022 when this came out. But in the last couple of years, there's been this kind of stream of games that has been coming out that are incredibly cutesy. Like, harvest reminds me a little bit of this one.
还有《火焰工艺》、那个关于狗狗公园的游戏...我超爱这类主题!只要玩法有趣,可爱画风绝对是加分项。这款看起来很好玩,我很乐意尝试。不过我能想象亚当听到这问题时脸上那抹玩味的笑容。
You know, Flamecraft. There's one about a dog park, you know, which and I and I love those kind of games. I love games with cutesy themes on them as long as they're interesting as well. And this one looks like it would be fun, so I'd I'd be happy to give this one a try. I can almost sense the the cynical smirk on Adam's face as he he evaluates that same question.
那么,亚当,你对这件事怎么看怎么看怎么看?
So, Adam, what do you what do you what do you think about that?
嗯,我我有个问题想问蒂姆。除了游戏积分外,建造舒适设施还有其他奖励吗?它会增强你的引擎吗,还是仅仅获得积分?
Well, I I have a question for Tim. Is there any bonus for building the comforts other than, like, in game points? Does it add to your engine or anything, or you just get points
关于这个,有两种类型的卡牌。舒适设施实际上只是终局积分,但你需要尝试组合它们,对吧?不同的舒适设施会根据其他卡牌获得不同积分。有趣的是,你想要建造的是发明类卡牌,它们能帮助构建你的引擎,这些卡牌确实有游戏内的好处,促使你更早建造它们。
for the There's the two types of cards. The comforts are really just end game points, but but you do, try to combo them. Right? So there there are different comforts that will get different points for other cards. Interestingly, the cards that you wanna build are the inventions, which are kind of help build your engine, and those ones do have in game benefits that kinda motivates you to build them earlier.
其中一些确实有终局积分,但大多数终局积分实际上是由其他玩家的卡牌触发的。例如,我可能建造一张卡牌,给我两点积分,外加其他玩家每建造一个服装舒适设施就加一分,这很酷。这很酷是因为增加了更多互动性。但问题是,我的对手没有动机在游戏结束前建造他们的卡牌,所以我无法知道我是在投资会有回报的东西,还是在碰运气。当我和休闲朋友玩时,他们都急着建造卡牌,所以我能看到他们在建造什么。
Some of them do have end game points, but most of the end game points actually trigger off the other player's cards. So for example, I might build a card that gives me two points plus a point for every clothing comfort that other people have built, which which is cool. It's cool because that adds some more interaction. The problem with that with that is that my opponents have no motivation to build their cards before the end of the game, so I have no idea whether I'm investing in something that will pay off or I'm just taking a random chance at it. Now when I play with my casual friends, they're all rushing to build their cards so I can see what they're building.
但是,嗯。当我和我妻子玩时,她说,我不知道该买什么,因为你什么都没建造。我说,我为什么要建造任何东西?对吧?所以,早期建造东西有明显的风险,虽然对游戏来说更有趣,但策略性更低。
But Mhmm. When I played with my wife, she's like, I don't know what I should buy because you haven't built anything. I was like, why would I build anything? Right? So, like, there's a clear risk in building things earlier, which would be more fun for the game, but then it's the less strategic.
再次强调,我不认为,你知道,KTPG制作的是家庭桌游,我认为他们制作的非常好的家庭桌游。他们制作的桌游有趣,我会和家人一起玩,每次都玩得很开心。但我不认为他们为那些寻求策略紧张感和在桌上超越其他玩家的爱好者制作游戏。所以舒适卡牌没有引擎构建功能。
Again, I don't think you know, KTPG makes family board games, and I think they make very good family board games. I think they make interesting family board games that I would play with my family and have a good time every time. But I don't think they make games for hobbyists that are looking for strategic tension and and and legs up on the other players around the table. So no engine building with the comfort card.
我会稍微克制一下我对这款游戏的全面负面评价。它看起来确实很迷人,很可爱。每张卡牌上都有拟人化的动物对你微笑,做着可爱的小动作。但这绝对不是那种能让我兴奋的游戏。
I'm gonna hold back a little bit on my full negativity that I wanna go with this one. The it does look charming. It does look cute. So you've got your anthropomorphic animals smiling at you on every card and doing little cute things. This is absolutely not the kind of game that gets me excited at all.
是的。但对于合适的受众,我能理解你的意思,蒂姆,对于休闲玩家来说,这确实是个相当不错的消遣,画面看起来非常愉悦可爱。但这款游戏没有任何一点能让我兴奋起来。如果你想尝试带它来玩,我会试试看效果如何。但我总觉得缺乏紧张感,缺少玩家互动,而且——哦糟糕,克里斯会怎么捣乱我这边精心设计的系统呢?
Yeah. But for the right audience, I can see what you're saying, Tim, the the casual gamer, it probably is a darn good time and it's it is just very pleasant and cutesy to look at. Zero things about this one get me excited. If you wanted to bring this and try it, I'd it a shot and see how it goes. But I I feel like the lack of tension, the lack of, you know, any kind of player interaction and, oh, shoot, what's Chris gonna do to mess with my whole system that I have going over here?
这能行吗?这完全不是我要找的游戏类型。这是《生物指南针》。
Is it gonna work? It's just this is not what I'm gonna be be looking for at all. It's creature compass.
完全同意。关键是,我其实认为你会比预期中更享受这款游戏,因为它的经济系统——资源经济及其每轮变化的机制是个相当有趣的解谜环节。不过我赞同你的观点,它确实不会让人在激动时刻从桌边跳起来。坦白说,我玩了七八次,这是个相当不错的游戏。
Totally. And and here's the thing. I actually think you'd enjoy this a lot more than you I actually think you'd enjoy this a lot more than you think you will because the because the economy, the the like, the resource economy and how it shifts every round is a pretty fun puzzle, but I agree. It's not gonna create stand up around the table at exciting moments. So to be frank, I played it seven or eight times, and it's a perfectly fine game.
就像《梦幻工厂》一样。我妻子很喜欢,所以我很乐意随时陪玩,因为它是个扎实的游戏。但我从不会主动邀朋友玩,因为有太多更让我兴奋的游戏。我觉得《生物会议》就属于桌游爱好圈里那个细分领域——对某些人很完美,但对硬核玩家来说不算特别出彩。
It's like Fantastic Factories. My wife loves it, so I'm happy to play it anytime because it's a solid game, but it's not a game that I ever asked to play with my friends because there's so many other games that get me more excited, and I think Creature Conference is gonna fall in that that little segment of the of the hobby board game space. Perfect for some people, not super special for for hobbyists, in my opinion.
好吧。
Okay.
没错。上周我桌上堆了很多游戏,因为刚过去的周末我在俄勒冈海岸和本地桌游小组的朋友们度过了长周末。我们四天里玩了一款又一款游戏,尝试了很多新东西。我总发现有趣的是,经过这样的周末后哪些游戏会让我念念不忘——这次我沉迷于许多初次体验的游戏。而让我印象深刻、甚至当场就下单购买的是《你杀死我的那一刻》,由彼得·C·海沃德设计,熊猫山游戏出版。
Right. Well, I had a lot of games on my table this last week because this last weekend, I spent a long weekend on the Oregon Coast with a group of friends here on my local game group. And we spent four days playing games and games and games and more games, and I tried a lot of new stuff. And one of the things that I always find interesting is what sticks with me after a weekend like that because I was into playing a lot of things that I hadn't played before. And this time, the game that stuck with me and that I, in fact, I bought a copy of while I was still there or I ordered it at least was that time you killed me, which was designed by Peter C.
这款时间旅行主题的游戏在三个微型棋盘上进行,非常抽象:分别代表未来、现在和过去。玩家用抽象棋子代表自己的时空旅人。背景故事是每个玩家都自称时间旅行发明者,试图独占荣耀,因此要在历史长河中彻底消灭竞争对手。
Hayward and published by Pandasaurus Games. This is a game about time travel that takes place on three very small chess like boards, so it's very abstract. One is the future, one is the present, one is the past. And on each of those, the players have their little abstract tokens that are their pawns. And the story behind this is that each is a supposed inventor of time travel that is trying to take all the glory for themselves and so are trying to kill off their rivals in history completely.
所以他们试图将玩家从时间线上抹去。实现这一目标的方式相当简单——你要么把一名玩家踢出棋盘,要么让另一名玩家撞上不可移动的物体,这样就能消灭他们。但关键在于,你不仅要在时间线的一个部分消灭他们,还要在三个部分中的两个部分完成清除。这意味着每回合你都要在三条时间线之一移动自己的玩家,然后将行动焦点切换到另一条时间线进行下一回合。
So they're trying to erase them from the timeline. And the way you do this is by some pretty simple mechanisms. You you knock a player off the board or knock another player into an immovable object, and that kills them. But the trick is that you have to eliminate them not just from one part of the timeline, but two of the three parts of the timeline. And so that means each turn you're gonna be moving one of your players in one of those three timelines and then changing your focus area where you're gonna take your next turn to a different timeline.
你不能只停留在一条时间线里操作。必须提前规划:这边会发生什么?那边又会怎样?游戏还附带多个不同模块,你可以按任意顺序启用它们,但从简单版本过渡到复杂版本时会出现意想不到的变化。
You can't stay in one timeline and just work there. So you have to plan ahead, like, what's gonna be happening here? What's gonna be happening there? And then there's a a number of different modules that come with this game as well. And you can pop them out in any order you want to, but there's kind of an unexpected transition from the more con less complex to the more complex versions.
我先说说最简单的第一个版本,它很有代表性。这个版本里有树木和种子。如果你在过去种下种子,那么现在那个位置会出现灌木,未来则会长成大树。如果你在现在种树,未来会出现灌木但不会长成大树。所以需要制定策略:在过去采取某些行动,让未来某处出现树木,这样就能在未来或现在的回合用它来消灭别人。
And I'll just talk about the less complex version, the first one, because I think it's a good illustration. In that one, you have trees and you have a number of seeds. And if you plant a seed in the past, then that means you're gonna have a bush in that location in the present, and you're gonna have a tree in the future. Or if you plant a tree in the present, then you're gonna have a bush in the future, but you don't end up getting a tree. So you try to strategize those actions that you can take in the past that might put a tree, say, in a place where you can use it in a future turn to kill somebody in the future or the present.
还有个模块加入了雕像,你需要推动雕像移动。如果在未来移动雕像,不会影响它过去的位置;但在过去移动雕像,就会改变它未来的位置。这就像一场猫鼠游戏。虽然是抽象游戏,但主题性很强——棋盘元素在过去、现在和未来的互动方式构成了游戏主题。
There's another, module that puts in statues and you end up pushing statues around so that if you move a statue in the future, then it doesn't necessarily affect where that statue is in the past. But you move that statue in the past, and it does affect where it is in the future. So it it's a real interesting cat and mouse for one. It is an abstract game, but it does have a lot of interesting theme to it. And in this case, the theme has to do with how the different elements on the board interact in the past, present, and future.
这点就足够吸引我了。而且这是款快节奏游戏,15-30分钟就能玩完,仅限两人对战。它正好满足我的需求:能和家人快速轻松地玩,规则也不复杂——这游戏的规则确实非常简洁。我完全被它迷住了。
And that was enough to really pull me in on this one. Plus, it's a quick game. It's a fifteen to thirty minute game, and it's two players only. So it fills an interesting niche in in my world, which is likely games that I can play with my family nice and quick and easily without having a lot of rules overhead because this game has very little rules overhead. And I am just, fascinated by it.
目前我只玩过几局,大概三次吧。我已经订购了一盒。感觉它要么会很快失去魅力让我厌倦,要么会成为我长期的心头好——毕竟它开局快、上手易,几乎能和任何人玩。让我们拭目以待。不过现在,我完全沉迷于'你杀死我的那个时刻'。
So I haven't played more than a few games yet. I've only played I think I think I played it three times, and I've got a copy of it coming. And this feels like one of those ones that it's gonna run out of charm really quickly, and I'm gonna get tired of it, or I'm gonna keep loving this game for a while because it's a quick easy game to get to the table, and you can play it with almost anyone. So we'll see which one it is. But for right now, I am absolutely crushing on that time you killed me.
是啊克里斯,这游戏看起来太有意思了。你说它在桌游竞技场上有对吧?希望你能多玩几局。我想听听你觉得它能否经得起时间考验。希望里面还有大量新元素等待发掘,比如能获得新见解、发现新招式,或者观察到随着时间推移演变出的不同玩法模式。
Yeah. Chris, this one looks fascinating to me. I think you said it's on board game arena, so I hope you get some plays there. I'd like your comment about will it survive the test of time. And I hope there is a bunch of new things to discover there, you know, some insights that you gain or some new moves that you already you witnessed some different patterns that might evolve over time.
希望这次能伴随一些策略和战术上的变化。这个看起来挺有意思的。那次你可是把我干掉了。
So hopefully, some changing strategy and tactics that go along with this one. This one looks interesting to me. That time, you killed me.
目前为止,我还没发现任何双人抽象棋类游戏能比国际象棋更有趣。比如这种地图部队部署或位置移动类型的游戏,我玩过不少,但都不尽如人意。不过你提到的那次对决确实构思巧妙。我和Chris在桌游平台上玩过一局,当时对规则一知半解,体验不算愉快,但我不想因此给它差评。
So far, I have not found any two player abstracts. Like, I I don't know what we'd call this, like, a troops on a map type of game or, you know, locational movement type of game that is more interesting than chess, and I've played quite a few of them. That said, the that time you kill me has a very clever concept. Now I played this once with Chris on board game arena. I had a vague understanding of the rules, and I still didn't have very fun with it, but I'm not gonna rate it that way.
说实话,我觉得这游戏比两年前备受追捧的Boop酷多了——我完全不喜欢那款游戏。Onitama算是双人象棋类游戏中不错的备选方案。我想多玩几次这个游戏,试试其他扩展模块,里面应该有些巧妙的设计。这类推拉式双人对弈游戏,除非你疏忽大意,否则往往就是来回拉锯战。
I will say, I think it's way cooler than boop, which got way too much attention two years ago because I don't like that game at all. I I think Onitama is a solid runner-up for a two player version, you know, of chess of a similar thing. But I I'd like to play this a little bit more and and play around with some of the other modules that it has. I think there's gotta be some clever ideas there. It just feels like these two player push and pull games where it's like, unless you just miss something, it's just like back and forth.
但最终总有一方会犯明显错误。说实话国际象棋也是如此。一方失误后,除非对手也犯错,否则胜负基本就定了。目前这类游戏还没让我特别兴奋。不过Chris,我很乐意再和你多玩几次,看看能否培养出兴趣。
But one player's eventually gonna miss an obvious miss make a mistake. Chess is the same way, to be honest. But, you know, one one player is gonna make an obvious mistake, and then the other player kind of has the game from there unless they make an obvious mistake. So so far, haven't found a ton of fun of these. We'll be happy to play it a little bit more with you, Chris, and see if this one catches on for me.
好的。我桌上摆着《蚂蚁行军》。和往常一样,我做了准备——实际上写了两页纸的感想,所以请容我...
Okay. On my table has been March of the Ants. Like I always do, I got prepped for this one. I actually wrote some thoughts down on on two pieces of paper, so bear with
...慢慢道来。这就是你的风格啊Adam,凡事都要准备。真不敢相信你每次录节目都这么充分。
me here. It's like your MO, Adam, prepping for things. I can't believe how often you're so prepared for the show.
没错,简直疯狂。我和Chris在第217期聊过《蚂蚁行军:进化版》,那期节目促使我在Kickstarter上支持了它。最近刚收到货,我和Sarah原本打算三人开局...
Yeah. It's crazy. So Chris and I talked about March of the Ants evolved edition back on episode two seventeen, and that play convinced me to back it on Kickstarter. It recently arrived and Sarah and I and I decided to play. Originally, it was just gonna be three handed.
通常我的游戏小组只有我一个人。但萨拉被吸引得跃跃欲试,我很高兴她加入了。于是我们玩的时候我一人分饰两角,感受三人游戏的体验。下面简单介绍一下。
That's my normal game group is just me. But Sarah was intrigued enough to jump in. I'm glad she did. So we played with me playing two handed to get the feel of how a three player game might go. So here's a little overview.
在《蚂蚁行军》中,2-5名玩家扮演不断进化的蚂蚁群落,在草甸上争夺生态位。有几种实现方式:最明显的是控制大隧道——棋盘中央四格区域(规则书多次强调这不是六边形)。草甸或大隧道不算六边形,这对其他卡牌很重要。每轮结束时(史诗模式五轮),控制该区域的玩家将获得前三名奖励,这让我有点联想到《沙丘:帝国》。
In March of the Ants, two to five players play as a colony of ever evolving ants vying to find their niche in the meadow, and you can do this in a few different ways. Initially, the most obvious way is by controlling the great Tunnel. That's a central four hex size piece of the game board, which is not actually a hex that's stated in the rulebook many times. The meadow or the Great Tunnel is not a hex, and that's important for a bunch of other cards and everything. But controlling this region at the end of each of four rounds or five rounds in epic mode grants rewards for first, second, and third places, which is kinda reminding me of, Dune Imperium a little bit.
这些奖励会影响后续六边形区域的战斗(按数字顺序结算,类似《日蚀》)。战斗规则很简单:争议区域的蚂蚁数量+进化头部节数+打出手牌的点数,总和最高者胜出,但各方都会有伤亡。对吧?
These rewards may influence the combat if there's any in subsequent hexes, which resolve in numerical order kinda like Eclipse. Combat is fairly straightforward. Add the number of your ants in the contested region, plus the number of evolved head segments of your ant, plus pips on your card that you elect to play from your hand. Highest total is a winner, but everyone suffers casualties. Right?
毕竟是蚂蚁嘛,蚂蚁总在打仗。总会有大批蚂蚁阵亡。现在说说卡牌和手牌管理——这可能是游戏的核心。共有三类卡牌:
They're ants. Ants always go to combat. There's gonna be a bunch of ants that die. Well, let's talk about the cards and the hand management, which is maybe the star of this game. There are three types of cards.
绿色的是蚂蚁进化卡,放置在你的玩家版图上提供持续能力。头部通常用于战斗;胸部(蚂蚁中段)强化标准行动(稍后详述);腹部(蚂蚁尾部)影响收获阶段。
There's green ones. Those are the ant evolution card, which are played to your player board and grant an ongoing power. Heads of the ant usually apply to battle. Thoraxes, the middle part of the ant typically boost standard actions, which I'll talk about next. And abdomens, the butts of the ants usually apply to the harvest phase.
接着说红色事件卡——单次使用但效果强力,通常允许执行标准行动,但需额外支付幼虫或蚂蚁作为代价。虽然贵但物超所值。还有蓝色卡牌:
I'll talk about that too. So the red event cards, one of the other type of cards, are single use, they're powerful, and typically allow you to take one of the standard actions. And you have to pay a little extra cost of larvae, larvae, larvae, or ants. So some combination of larvae and ants, you're gonna have to pay for these event cards, but they're fantastic. Then there's the blue cards.
这类是群落目标卡,主要用于回合结束计分,使用时附带弱化版标准行动。所以既能获得终局分数又能执行部分行动。我知道你好奇标准行动——五个中有三个是探索,即翻开并放置新六边形。
These are colony goal cards, and they're primarily for end of round scoring, but they typically come with a weaker than standard action when you play those. So you get some scoring at the end of the rounds and some portion of an action when you play those. I know you're curious. So here are the five standard actions. Three of which are explore, that's where you flip and place a new hex.
你可以进行觅食行动,即从蚂蚁牌堆抽取三张牌,将它们加入手牌,然后从这堆牌中弃掉一张。还可以行军,即在版图上任意组合移动六个幼虫或蚂蚁。这三个行动各需消耗一个食物。另外两个行动是出牌(我已提过),需支付蚂蚁和幼虫的组合资源;或是休息,这标志着工蚁阶段即将结束。
You can forage, that's where you draw three cards from the ant deck, and you get to add those to your hand and from that whole stash of cards, you discard one back. And you can March, That's move six larvae to the board or ants around the board in any combination. Each of those three action costs a food. The other two actions are to play a card, which I already talked about, and you have to pay some combination of ants and larvae for that. Or you can rest, which signals the beginning of the end of the worker phase.
没错,游戏分阶段进行。我马上会讲那两个阶段。一旦选择休息行动,玩家只能再次选择休息行动,移除一个休息标记并获得小奖励。当所有休息标记用完时(三人游戏有四个休息标记),工蚁阶段结束。
That's right. There's phases. I'll talk about those two in a second. Once rested, once you take the rest action, a player can only take the rest action again, removing one of the rest tiles, which grants a small little bonus. Once the rest tiles are all gone, so in a three player game, there's four rest tiles.
工蚁阶段结束后,每轮四个阶段中的第二阶段——兵蚁阶段开始。此时解决战斗(我已说明)。第三阶段是蚁后阶段,玩家根据版图上蚂蚁控制的据点收集资源(通常是食物、幼虫或分数)。随后是休眠阶段,玩家因占据与主隧道相邻的内六边形得分,并完成族群目标得分。
The worker phase ends and the second of the four phases per round begins. That's the soldier phase. This is now when the battles are resolved, which I already talked about. Phase three is the queen phase where players gather resources based on what sites their ants control out on the board, typically food, larva, or points. After that's a slumber phase where players score for trolling inner hexes, those that border the Great Tunnel, and score for meeting their colony goals.
你同时只能激活两个目标。重复四到五轮后游戏结束。以上就是游戏概览。现在我要说说这游戏有多棒——每个决策都令人血脉贲张,至少对我而言如此。
You can only have two of those active at any time. And you repeat the process four or five more times, and that's the whole game. Now, that's a that's a little overview of the game. Now, I'm gonna talk about how awesome this game was. Every decision you're making in this game is incredibly thrilling, at least to me it was.
卡牌玩法影响深远且多功能:每张牌有1-4点战力值可用于战斗,你可能要保留4点牌用于作战而非触发蚂蚁/族群奖励或事件。蚂蚁进化系统(在个人版图上组装蚂蚁)充满乐趣——完整拼出头胸腹三部分能获得3分奖励。
The card play was consequential, and all the cards are multi use. Each one has a pip value associated with it, which is one through four, which can be used for combat. So you might want to save your four pip cards for combat instead of being played like on the ant or a colony bonus or for that event. The evolving the ants, so the the ants that you're playing on your player boards themselves was a delight. It completing an entire ant body, so the head, the thorax, and the abdomen, get you a little three point bonus for doing that.
再详细说说战斗系统:简单快速。伤亡计算初看复杂但很快能掌握。败方1:1伤亡,胜方2:1。比如4对3对3的战斗中,4蚁玩家获胜后,
Let me talk about the combat a little bit more. It's simple and quick. The casualty computation was a little confusing at first, but came together quickly. So it's a one to one for losers and a two to one for the winner. And so we say you had a four versus three versus three type of battle and the four ant player wins.
胜方从败方中选择4只蚂蚁死亡,己方则有3只阵亡(具体算法你自己算)。胜方永远不会失去最后一只蚂蚁。游戏中还有NPC蜈蚣,其强度随游戏推进增加,击败奖励丰厚。虽然可以通过计算确保战胜蜈蚣,但仍有风险存在。
So then the winner picks four ants to die amongst the losers, and three of the winners ants will die. I'll let you figure out the math on that. And the winner of the combat can never lose their last ant. There's also NPC centipedes, and their strength increases as the game goes on, but sort of the rewards for beating the centipedes. And you can almost ensure mathematical victory against these centipedes, but there's a risk.
他们的操作是抽取蚂蚁牌堆顶部的牌,将牌面点数加到自身力量值上。但如果抽到1点牌,就必须再抽一张。若又抽到1点牌,则继续累加并抽牌——理论上可能连续抽到五张1点牌。所以你永远无法确定能否击败这些蜈蚣。
What they do, they draw the top card of the ant deck and add that pip value to their strength. But if they draw a one pip value, they draw another card. And if that's another one pip value, so that adds to their strength and they keep drawing cards. So they could get five one pip cards in a row. So you never are quite sure if you're gonna defeat one of these centipedes.
这款游戏让我体验到与《沙丘:帝国》相似的紧张感,每个得分点和每张牌的使用都需要精心谋划才能成就蚂蚁霸业。即使战败也可能获得优势,类似《血怒》中的洛基策略。除休息行动外,你的每个行动都会给相邻玩家带来小增益,这个机制很棒。所有人全程参与,你会期待队友的行动能帮你调兵遣将增强战力。
This game gave me the same type of feel and tension as Dune Imperium where every point and every card played has to be thought out if you wanna achieve ant greatness. There are ways to lose combat and still gain an an advantage, kinda like the Loki strategy in Blood Rage. And all of the actions that you're taking except for the rest action, you give a small bonus to your neighbors, which is neat. So everyone's staying involved. You're like, oh, I hope that Chris takes this action that'll let me march this guy over here and boost my strength in that hex.
每建造一段蚂蚁身体都能获得额外加成(不限于卡牌本身效果)。扩展模块很丰富,类似《群岛》中雇佣掠食者的设定——你可以雇佣瓢虫、蜈蚣王或螳螂。只要回合开始时支付费用,就能驱使它们移动作战或获取特殊加成。不过我们没玩这个模块,用的是特殊战术卡。
Each segment of the ant that's built gives you a small bonus, in addition to the one that's on the card itself. There's a whole bunch of expansion modules that is kind of you can do like the thing in Cyclades, where you can hire these predators, a ladybug or the the king centipede or a praying mantis. And as long as you can pay for them at the beginning of the round, you get to use them to move around and battle other ants and stuff in combat or whatever bonus they're gonna give you. We didn't play with that one though. We played with these special tactic cards.
这些战术卡分为事件战术/进化战术/群体增益战术三类。战斗中使用时不仅能获得点数,还能立即触发卡面效果:可转化为群体增益或触发事件。它们非常强力且趣味十足。
So these are just like normal cards except they say event tactic or evolution tactic or colony bonus tactic. You could play these in the combat, you get the pip value from them and they immediately you get to play them for whatever else is on there. So you can add them to your colony bonus do the event on them. So that's fun. Those are incredibly powerful.
标准蚂蚁牌的背面还设计了不对称能力——又见《日蚀》式设定。每种蚂蚁都有独特超能力(每回合限用一次),但使用时所有玩家都能触发更强的反击行动。
Those are cool. We also played with one of the standard ants, but on the backside of all these, so it kinda like eclipse again, there's the asymmetric ant. And each asymmetric ant has this unique superpower that you can take once per round. And when you take that though, everybody at the table gets a chance to do the the reaction action on it. And that's usually a little bit bigger than the standard reaction that you might get to take for the regular actions.
总之这款游戏内容极其丰富,毫无疑问是我2025年最佳游戏候选,碾压近年大多数作品。它可能就是Tim梦寐以求的区域控制游戏。至于配件质量——精美简约又环保。
All in all, there is tons to explore here. It's an amazing easily my top game of 2025 so far better than most games that I've played in the last few years. I think this might be the area control game of Tim's dreams. I didn't say much about production. It's beautiful and modest and eco friendly.
整套游戏几乎零塑料,仅有的几小袋号称可降解(实际效果存疑)。包装甚至没用收缩膜,而是像圣诞礼物般装在牛皮纸袋里送来。
There's basically no plastic in the whole game. There's a few of those little compostable little plastic baggy things. I don't I don't know how compostable they actually are, but there's only just a few of those. The rest of it even it didn't come shrink wrapped. It came in like a brown bag look like a Christmas present when it arrived.
于是我打开了它,也尽力保持了原样。它还有个不错的小收尾。总之,《蚂蚁行军进化版》由提姆·艾斯纳设计,他还创作过《仙境战争》和《潮汐之刃》,另一位设计师是瑞恩·斯威舍。精美的艺术设计再次由莉娜·卡塞特和瑞恩·斯威舍共同完成。
So I opened that up. I tried to preserve that too. It has a nice little finish on that too. Anyway, March that's March of the Ants Evolved Edition designed by Tim Eisner, who also did Wonderlands War and Tidal Blades, and Ryan Swisher was another designer. The beautiful art again is by Lina Cassette and Ryan Swisher also did the art.
它由怪诞城游戏公司出版。大家对《蚂蚁行军》这个版本有什么看法?
And it's published by Weird City Games. What do guys think about March of the Ants, called edition?
好吧,亚当,你把期望值设得太高了。但现实是这样的,对吧?你们之前评测过这款游戏。
Okay. You have set very high expectations, Adam. And here's the here's the reality. Right? So you guys reviewed this.
大约一年前,我们在节目里做过专题评测,当时我不在场。那是我唯二缺席的期数之一。后来我听了那期节目,听起来棒极了。我等不及要玩这个游戏了。现在你又开始大力推荐。
We did a feature review on the on the episode on the show about a year ago, and I wasn't there. It was one of the two episodes I've ever missed. And I listened to that episode, and it sounds awesome. I cannot wait to play this game. Now you're talking up again.
亚当,这最好是我玩过最棒的游戏之一,否则我会非常失望。我既期待又担忧:首先,原版游戏在BoardGameGeek上评分7.1,历史排名2404位——还行,但不算特别高。为什么?也许是美术问题。
This better be one of the best games I ever play, Adam, or I'm gonna be really disappointed. Here's my concern and my excitement. Number one, this game is sitting on BoardGameGeek, the original version of this, 7.1, sitting at number twenty four zero four of all time, which is okay, but that's not a super high rating or super exciting. Why? Maybe it's the artwork.
或许他们做了一些改进。但归根结底,我相信你们的判断。一般来说,我信任你们的观点。不过让我兴奋的是...
Maybe they've revised a little bit. But bottom line is I do trust you guys. You generally, like, I I trust your your perspectives. Here's why I'm excited though. Yeah.
而且我会更加信任它。提姆·艾斯纳设计了《仙境战争》,那是我玩过最酷最有趣的游戏之一。所以这次的美术看起来确实很棒,制作也很有趣。
And and I'm gonna trust it even more. Tim Eisner designed Wonderlands War. One of the designers of Wonderlands War, and that's one of the coolest and most fun games I've ever played. So the the the artwork does look fantastic. The production looks fun.
我一直在看你发布的照片。稍后我会谈到另一位听众对这款游戏的好评。所以我非常期待,这目前是我最想在下次BGHT聚会上玩的第一期待游戏。真的很期待。
I've been seeing the pictures you've been posting. I'll actually be talking in in a little bit here about another listener who also had a positive review on this. So I am very excited. This is right now my number one most excited game to play when we get together at our next BGHT Con. So, looking forward to it.
除了希望它真如你所说的那么好外,我无话可说了。
Can't say anything else other than I hope it's as good as you're you're letting on.
亚当,距离我们上次玩这游戏已经太久了,我都不记得具体感受了。听你描述确实唤回了一些记忆。实际上不仅是一年前,几乎是整整一年前——我们评测这游戏的节目是在2024年10月7日发布的,大约一年差一周前。我只记得玩得特别开心,觉得以自然为主题、蚂蚁生态为核心的4X游戏设计得无比巧妙。
You know, it's been so long now since we played this game, Adam, that I don't remember the specific feelings. I mean, hearing you describe it actually brought some of that back. And and in fact, not only was it about a year ago, it was almost exactly a year ago. The episode where we reviewed this came out on 10/07/2024, so about a year minus a week ago, plus a week ago. And I just remember having so much fun with this game, and I just think it's incredibly clever having a four x game based on, you know, nature and based on these ants doing their thing.
太有趣了。当然,有蒂姆·艾斯纳的招牌——我们在营地聚会时重新认识到《仙境战争》是无法超越的。所以我很期待重温这款游戏,找回当初的快乐。这游戏看起来太棒了,玩起来乐趣十足,我想再次体验那种感觉。
It's so much fun. Of course, the pedigree with Tim Eisner, I mean, you can't beat Wonderlands War as we relearned when we had our Camp Con. So I'm excited to get back to this one and remind myself of why I enjoyed it so much the first time. This this game just looks amazing, and it's a lot of fun to play. So I wanna experience that again.
希望一切顺利。我本来很期待重玩,但实际玩的时候发现有很多复杂细节和微妙之处——可能是我忘了或第一次玩时没注意到的。我很少对任何游戏这么高期待,所以这次确实把它捧高了。
I hope it works out. I was excited to get back to it, but then playing it, it there's all these intricacies and nuances that, you know, maybe I forgot about or I didn't realize were there the first time we played. So I've hyped it up, which I don't usually do about any games ever, so
我希望
I hope
你们玩得开心。
you guys enjoy it.
这百分百不是真的。《冰封前线》会烂掉的。亚当,你对不少游戏都过度吹捧了。
That is a 100% not true. Frozen Frontier as it will rot. You Adam, you you hype up a decent amount of games.
我从不吹捧游戏。好吧。
Never hype up games. Okay.
好的。酷。那么这期节目就到这里结束吧,不过今晚我有个听众要特别感谢。想快速感谢一位给我们留下超好评语的听众。他们说因为不是苹果播客用户,所以没法在那里留言,但给我发了一条温馨的留言。
Alright. Cool. Well, that will, wrap up this episode, except I do have a listener shout out tonight. Wanna give out a a a quick shout out to one of our listeners who left us a super nice review. Now they said they were not an Apple Podcast, so they couldn't leave us a review there, but they sent me a nice note.
我想感谢他们说这些好话,也想让大家听听。这是来自carson77的留言,他们在蓝天上给我发消息。这是他们的评价:'不只是五星,我要给满天星。我是个桌游瘾君子,而这三个人就是让我上瘾的罪魁祸首。'
And and I wanna I wanna, you know, thank them for for saying these nice words and also let you guys hear them. So this was from c Carson seventy seven, and they dropped me a note on Blue Sky. And here's the review they left. They said, not just five stars, all the stars. I'm a poor junkie, and these three are the ones who got me addicted.
当新冠疫情席卷全球时,我开始了一份户外独自工作的新职业。加上家里几位亲人接连去世,后续的打击让我非常痛苦,那时我急需生活中的正能量。结果《桌游热评》出现了。这三个朋友成了我每周音频娱乐的固定内容,无法形容他们在我需要轻松聆听时给予了多少陪伴。当时我刚入坑桌游,也非常需要关于感兴趣游戏的非广告性质评测。
Whenever COVID hit the world, I started a new job that was outside and by myself for most of the time. This coupled with several deaths in the family, and the fallout that followed was very hard on me, and I needed some positivity in my life. Lo and behold, the board game hot takes. These three friends became a regular staple in my weekly audio entertainment, and I can't begin to say how much they've been there for me when I needed some easy listening. I was also just getting into the hobby, and I really valued some nonadvertising reviews on the games I was interested in.
我还特别欣赏这几个家伙之间的兄弟情。播客内容干净但不刻意消毒,始终保持尊重。不过也有坏处:在近十年坚持不参与众筹后,因为克里斯和亚当(主要是亚当),我最终支持了《广告进行曲豪华版》。
I also really appreciate the camaraderie of these guys. The podcast is clean, but not needlessly sanitized and always respectful. Unfortunately, there's some bad stuff as well. After close to ten years of avoiding crowdfunding as a rule, because of Chris and Adam, mostly Adam, I ended up backing March of the ads deluxe. Yeah.
但这不能怪我。蒂姆当时没在场用'众筹有多糟糕'来阻止我。蒂姆,你怎么能这样?我还有太多想说的话,但不想显得像个怪人。已经太迟了吗?
But it's not my fault. Tim wasn't there to stop me by saying how bad a decision Kickstarter is. Tim, how could you? There is so much more that I could and wanna say, but I don't wanna come across as a weirdo. Too late?
说正经的,我真的很高兴这档节目存在并且如此精彩。希望他们能继续保持一贯的乐观态度、欢乐友情和正能量。也请代我们感谢你们的家人愿意把你们分享给我们。所以谢谢你,卡森77号。太棒了。
All kidding aside, I'm really happy that this show exists and is so fantastic. I hope that they will continue for many years with the same happy outlook, jovial friendship, and good vibes that is their staple. Also, please thank your families for sharing yourselves with us. So thank you, c Carson seventy seven. That's awesome.
这周他们刚给我发了个后续消息,因为他们收到了豪华版广告周边。好吧。他们说,我要对之前的评论做个修改——今晚我玩了《蚂蚁行军》,太棒了。所以蒂姆,我原谅你没在Kickstarter上说服我买精装版了。
Now they just sent me a little follow-up this week because they received their copy of merch of the ads Deluxe. Okay. And they said, I have an edit on my review for you all. I played March of the Ants tonight, and it's great. So, Tim, I forgive you for not being there to convince me to hardback it on Kickstarter.
不错。我们
Nice. We
运气好。
got lucky.
好吧。我们总算猜对了一次。目前运气不错。
Alright. We got one right. Lucky so far.
是啊。我们猜对了一个人。就一个人。我们总算有次猜对了一个人。这就对了。
Yeah. We got one right. One One one person. We got one right for one person. There we go.
好的。非常感谢你这么说。如果其他听众也喜欢这个节目,请在你收听的平台(比如苹果播客)给我们评分留言。感谢大家的参与,我们下周见。
Alright. Well, thank you so much for saying that. And if anyone else enjoys the show, please rate and review us on Apple Podcasts wherever you listen to the show. And thanks for joining us. Until next week.
大家保重。
Take care, everybody.
各位晚安,再见。
Good night all. Bye bye.
哦,布谷鸟钟。在那儿呢。
Oh, the cuckoo clock. There it is.
好的。再来点音乐,一点氛围音乐。
Alright. And a little and a little bit of music. A little bit of mood music.
还没到一小时。它是每半小时报时一次,还是每小时报时一次?因为感觉这是第二次了
It hasn't been an hour. Does it go off every half hour, or does it go off every hour? Because I feel like that's the second time during this
每半小时报时一次。
Throws off every half hour.
好的,就这样。
Okay. There we go.
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