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View Full Version : HELP! Is this game broken, or is my group doing something wrong?



DrVenkman
03-18-2016, 11:20 AM
I am a HUGE Ghostbusters fan, so naturally I HAD to back this game on KickStarter. My group was all really excited to play it. When it finally came, it hit our table.... and the group did not enjoy it. I liked it, but had some complaints. We tried it one more time after that..... and my group HATED it.

The problem.... there were several members who basically spent the entire time literally getting to do NOTHING because they would get slimed so much that they had no actions left... would spend their entire next turn removing one slime..... then during that turn they'd get slimed again and therefore have to repeat the whole process on the next turn. Hell, we even got so sick of it we had to house rule that wasting your whole turn would remove ALL slime, not just one. ....Even that didn't help. Within the next turn, or at least the next few turns, they'd be fully slimed again.

I love Ghostbusters and wanted to love this game, so I started looking around the Internet, such as on Board Game Geek sure that others had the same complaints and had come up with suggested ways to fix the problem. I was baffled to see that NOBODY was complaining about the same thing.

Some of the folks on the BGG forums suggested that maybe my group's strategy was bad. I must admit, we did spend more time with a "divide and conquer" strategy than we probably should have. We probably should have kept together, at least in pairs, so one buster could remove slime from the other. Still, with how often we were getting slimed, I fail to see how that would make enough of a difference. We also played a couple of the one-shot scenarios that came with the KickStarter (the Slimer one and the Stay Puft one) because we wanted to try that before we got into the multiple game campaigns. So, I don't know, maybe those were too hard for beginners.

As it is, I won't get to test the theory of playing more strategically anyway. Though I would love to give it another try, this game will never see the table again because my group will just flat out refuse to play it.

:-(

Still, did anybody have a similar experience and/or have suggestions for what we could do to have a more enjoyable experience? Based on the otherwise positive feedback I seem to be seeing for this game, it MUST be that we did something wrong.

pjvedder
03-18-2016, 12:13 PM
So I think you kinda nailed it on the head with a couple things you mentioned, at least in my experience.

First, it's not very beneficial to divide and conquer. It may require one full wasted turn for a ghostbuster to remove 1 slime from himself, ghostbusters can remove 1 slime from an adjacent ghostbuster with just 1 action. If done correctly and smartly, this can be really beneficial, and help break the constant slime cycle. There is also a ghostbuster that has special abilities revolving around removing slime (i think it's Stanz, but don't quote me on that), so having him on your team could also be a benefit.

If fighting a large boss or a troublesome ghost, it's always good to attack as a team, surrounding it and keeping it's focus bouncing around from ghostbuster to ghostbuster so that it doesn't gang up on just one.

Secondly, while I haven't played a lot of different scenarios myself yet, I think your starting choice may have been like diving into the deep end a bit. After playing the first few scenarios in Campaign #1 (Slimer), I decided to introduce a few new friends to the game by playing the Slimer One-off scenario. It was a LOT tougher than I was thinking it would be, and we didn't last too long. If you ever get to play again, I'd definitely suggest trying some of the easier campaigns first. While I'm sure you want to jump right in and fight some cool bosses, you need to fine-tune your skills and stragedy a bit, including picking which ghostbusters's abilities work best for your play style (and maybe even the scenario).

I won't deny that the slime can be a pain, and I do think it saps some of the fun out of the game if you're not careful, but starting out with some easy scenarios could be the trick.

Hopefully this helps a bit, and I hope you get to play it again.

Meankeb
03-18-2016, 02:33 PM
We too have experienced this, both in adult group play and my kids. I can't remember how many times I've said out loud, "I really want to do this, but I can't because of the slime". I really like the recommendation of spending a whole turn should remove all slime, not just get you one action back.

Crazy1van
03-18-2016, 04:55 PM
Attacking Ghost at maximum range is a new player's best friend. Most Ghosts don't have a When Hit or When Missed ability that gives them 3 spaces of movement, so forget about gaining XP by being close to the Ghosts or whatever reason you have to try for hand to hand combat; take advantage of that line of sight.

And as others have said, don't separate more than necessary. Working together you can eliminate foes that require more than two streams without giving the Event Die a chance to ruin all your work by moving the ghosts out of your line of sight.

Werechicken
03-21-2016, 11:35 AM
I would comment, but what everyone already said what I would have.

Have other busters remove your slime. Always.

Krusticlese
03-22-2016, 12:01 PM
Yep. It's a co-op game in the truest sense of the word. You need to be adjacent to help out your teammates. Divide and conquer is the worst strategy for this game.

pjvedder
03-22-2016, 12:22 PM
Also, I think it's important to note that while this game is designed for 4-5 players, if you are afraid you'll never play again because your friends won't agree to play it with you, you can definitely play this as a 1-player game. You would just need to control the movement and actions for all 4 Ghostbusters. Not as fun, I'm sure, but at least you'd be able to still play it, and maybe even test some strategies so you can go back to your friends with (and hopefully convince them one more time).

ItchyAaron
03-23-2016, 04:58 AM
Also, I think it's important to note that while this game is designed for 4-5 players, if you are afraid you'll never play again because your friends won't agree to play it with you, you can definitely play this as a 1-player game. You would just need to control the movement and actions for all 4 Ghostbusters. Not as fun, I'm sure, but at least you'd be able to still play it, and maybe even test some strategies so you can go back to your friends with (and hopefully convince them one more time).

I beg to differ. The game is a lot of fun played alone or with a friend. Almost all my games have been with a single partner (the majority) or alone. I played once with 4 people and the game got more challenging because coordinating strategy was more difficult. Part of the problem was likely that 2 of the 4 players were under 10, but I have REALLY enjoyed the game as a 2 player game.

Werechicken
03-23-2016, 05:42 AM
I often play with 2 players and we handle at least 2 characters each, sometimes more.

pjvedder
03-23-2016, 01:01 PM
I beg to differ. ..clipped...

Fair enough. Admittedly, I've never actually played single player, but a few times with 2, 3, and 4 people, and the most fun i've had so far involved the higher number of players. I don't think it really spoke for the game not being fun as a single (or 2-) player game , but just that I enjoyed the camaraderie that came with trying to troubleshoot and solve the scenarios we played.

As you pointed out, I think it really depends on the people are playing with that make or break the experience, but the game itself is well designed enough so that any number of people can really play and enjoy it.

But having said all that, since I can't get a group together as often as I'd like (having kids will do that), I will probably be playing a bit more solo so I can get through the campaigns (and thus justify a purchase of GBII :cool:)

ItchyAaron
03-24-2016, 04:22 AM
But having said all that, since I can't get a group together as often as I'd like (having kids will do that), I will probably be playing a bit more solo so I can get through the campaigns (and thus justify a purchase of GBII :cool:)

I think there's more agreement in our thinking than my post indicates. I simply wanted to register that I have had a lot of fun playing the game with one or two players. Also, I totally get the fun of the camaraderie of playing with larger groups. I have a TON of fun playing my current favorite RPG with a group of friends.

It is hard to get a group together to play a game when you have kids. My strategy is: Teach the kids to play! Then you have a ready made group in your house. :D My oldest child has reached the age when he can play a game like this. In another few years, my other kids will be of an age to play. My dream then is to clear the dinner table and bring up a board game for family time! :diamond::cool::diamond:

pjvedder
03-24-2016, 05:31 AM
It is hard to get a group together to play a game when you have kids. My strategy is: Teach the kids to play! Then you have a ready made group in your house. :D My oldest child has reached the age when he can play a game like this. In another few years, my other kids will be of an age to play. My dream then is to clear the dinner table and bring up a board game for family time! :diamond::cool::diamond:

Oh yeah, definitely my plan, though I have a little bit longer to go. My oldest is only 2. My wife's not really into these types of games, so I'm banking on the kids to help me out here :D

ItchyAaron
03-24-2016, 08:03 AM
I've got the advantage over you there. When we were in college, my wife (then gf) and I played Zombies!!! quite a bit. Recently we got a copy of Zombicide: Black Plague and have been enjoying playing that on Friday nights when the kids go to sleep early. We have been wanting to run a session of Ghostbusters, but life keeps happening and delaying the game. :p

twolfe
03-29-2016, 11:39 AM
I am a HUGE Ghostbusters fan, so naturally I HAD to back this game on KickStarter. My group was all really excited to play it. When it finally came, it hit our table.... and the group did not enjoy it. I liked it, but had some complaints. We tried it one more time after that..... and my group HATED it.

The problem.... there were several members who basically spent the entire time literally getting to do NOTHING because they would get slimed so much that they had no actions left... would spend their entire next turn removing one slime..... then during that turn they'd get slimed again and therefore have to repeat the whole process on the next turn. Hell, we even got so sick of it we had to house rule that wasting your whole turn would remove ALL slime, not just one. ....Even that didn't help. Within the next turn, or at least the next few turns, they'd be fully slimed again.

I love Ghostbusters and wanted to love this game, so I started looking around the Internet, such as on Board Game Geek sure that others had the same complaints and had come up with suggested ways to fix the problem. I was baffled to see that NOBODY was complaining about the same thing.

Some of the folks on the BGG forums suggested that maybe my group's strategy was bad. I must admit, we did spend more time with a "divide and conquer" strategy than we probably should have. We probably should have kept together, at least in pairs, so one buster could remove slime from the other. Still, with how often we were getting slimed, I fail to see how that would make enough of a difference. We also played a couple of the one-shot scenarios that came with the KickStarter (the Slimer one and the Stay Puft one) because we wanted to try that before we got into the multiple game campaigns. So, I don't know, maybe those were too hard for beginners.

As it is, I won't get to test the theory of playing more strategically anyway. Though I would love to give it another try, this game will never see the table again because my group will just flat out refuse to play it.

:-(

Still, did anybody have a similar experience and/or have suggestions for what we could do to have a more enjoyable experience? Based on the otherwise positive feedback I seem to be seeing for this game, it MUST be that we did something wrong.

One tip would be to have characters focus on their level one perk. This will help determine how each player should play. Also, divide and choncor is not always the best solution, and staying shoulder to shoulder can get you in touble.

GuyB
04-13-2016, 02:10 PM
I tried playing the "Stay Puft Stays Put" scenario, and unless I'm doing something totally wrong I found it un-winnable.

I upgraded quite a bit, closed all the gates and removed the ghosts from the scenario. So just four busters at Level 3 and above, and Stay Puft left on the map. I'd find that I'd hit Stay Puft, he'd then claim my space as a reaction thus sliming me and pushing me back a space, as usual. However, if I remember correctly at the end of every busters turn Stay Puft moves one space toward the nearest Ghostbusters, which will always be the one who just hit him, so your guy is always going to get slimed twice when he hits Stay Puft in this scenario. On top of that Stay Puft will automatically move two spaces away from everyone else every time you hit him, meaning he's moving out of LOS almost consistently, and if you move all the ghostbusters around him to ensure he doesn't move out of LOS they're all ending up slimed, stomped on and moved out of the way at the end of every turn, meaning everyone is slimed all the time, spending their turns unslming each other only for Stay Puft to re-slime the nearest Ghostbusters and then one Misroll sends him spiraling into a random direction breaking LOS for one or two of the busters again.

I must have spent about half an hour doing this useless back and forth of hitting him, slimed twice (or even three times if I hit him twice) Stay Puft moves out of LOS of the other three busters, I move one into LOS, hit him, he moves two steps from the first buster AND slimes the second buster twice, Misfire, he moves out of everyone's LOS and, etc, etc until eventually I just gave up and put the game away.

I do enjoy the game once I've gotten my mind around some scenarios, but I swear I must be reading some of them wrong. In one game I'm sure I remember getting Stay Puft stuck in a corner because hitting him meant him taking my space, but Ray was stuck in a map edge corner with a ghost on one side of him meaning he couldn't legally move anywhere in order for Stay Puft to 'push' him and claim his space.

The_Xavious
04-15-2016, 12:21 AM
Stay Puft seems incredibly difficult, I couldn't figure out how you're supposed to do it. Spawn of Cthulhu are similarly difficult for similar reasons: requires three streams to trap, remove one stream per turn and move it towards nearest ghostbuster, only Class 2 so can appear in large numbers.

The scenario where you had to push the terror dogs into an open gate seemed practiclly impossible as well, we had 8 people working on it for the duration of both Ghostbusters movies without ever getting any closer to beating it.

I'm sort of thinking some of the stretch goals probably didn't get as much playtesting as they needed.

GuyB
04-22-2016, 08:03 AM
I'm playing the Terror Dogs one now, it's literally a game of "one step forward, two steps back" and that's only if you're lucky enough to manage a hit, I can't imagine there's any winnable strategy for this scenario. It would require some great strategy even if you could guarentee a hit on every Terror Dog combat roll.

What frustrates me is that, when this game works, it can be fantastic, even when you lose, but in scenarios like this it's just a broken tedium where the most enjoyable part of the game is in just setting it up to look at.

The_Xavious
04-22-2016, 09:01 AM
Ugh, yeah. I'm thinking maybe you want to open up all of the gates so that you can try to herd them into the central area, but past that I have no idea. With 8 or 9 people we split up into two groups to try and handle each one at the same time, but at no point did we ever get closer to winning. It was infuriating. Left a bad first impression for a bunch of new players.

ItchyAaron
04-25-2016, 03:51 AM
For new players, I recommend running Slimer Sticks Around. I THINK that's the name of the campaign. It's one of the ones that comes with the base game and ends with Slimer running in a circle as your "game timer." It's not impossible, but it's challenging. Playing through the first three scenarios helps everyone get a good feel for how the game is supposed to work. Then you have that memory of how fun it is to get you through those more challenging moments.

I mostly play with a friend of mine and we have found some scenarios challenging enough to lose them. We regroup, talk out strategy and usually win on the second attempt. We have not played the Cathulu or Stay Puft missions yet. The Boogaloo scenario challenged us, as did the Sandman scenario.