本集简介
双语字幕
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嘿,你好。
Hey there.
欢迎来到桌游热点讨论。
Welcome to board game hot takes.
我叫蒂姆。
My name is Tim.
这位是
And this
克里斯。
is Chris.
这是亚当。
This is Adam.
今天我们要聊聊刚玩完的那款游戏。
And today, we're gonna be talking about the game we just finished playing.
《极速之旅:速度求生》。
Joyride colon survival of the fastest.
但在那之前
But before
在进入《极速狂飙:适者生存》之前,我有些投票结果要和大家分享。
we get into Joyride survival of the fastest, I've got some poll results to cover with you all.
Tim,我能在投票问题前插一句,讲个关于语法警察的小故事吗?
Tim, can I jump in before the poll question and tell a little story about the grammar police?
说吧。
Go for it.
上周...不对,上上周,我就知道这事会被指出来。
Last last week, I knew this was gonna get called out.
我当时提到了'teach'这个词的动词化用法
I talked about the verbification of the word teach.
结果当晚我就反应过来:我其实是想说名词化。
And then immediately that night I was like, I meant nounification.
我该在后期制作时加一句:嘿,语法警察们,别来找我麻烦。
I should do something in post and say, Hey, grammar police, don't come after me.
但我没那么做。
But I didn't do that.
我太懒了。
I was too lazy.
果然,今天节目一发布,Rollin' With Reggie的Reggie就把我拦下逮捕了,立刻指出我的错误说:Adam,你其实想说的是名词化。
And of course, as soon as the episode releases today, Reggie from Rollin' With Reggie pulls me over and arrests me, immediately calls me out and he says, Adam, you meant nounification.
你这个白痴,不是动词化。
You moron, not verbification.
'teach'本来就是个动词,蠢货。
To teach is already a verb, dummy.
我只能说:是啊。
I was like, yeah.
没错。
Yeah.
你说得对。
You're right.
而且它也是个名词。
And it's also a noun.
比如,嘿,老师。
Like, hey, teach.
总之,对不住大家了。
Anyway, sorry about that, everybody.
希望语法警察这次能给我个警告就放我一马。
The grammar police, hopefully, they let me off with a warning.
案子还在审理中,看后续发展吧,再次道歉。
It's the case is still pending, so we'll see how it goes, but apologies.
我只能说谢谢你,雷吉。
All I can say is thank you, Reggie.
谢谢你帮我们保持诚实。
Thank you for keeping us honest.
谢谢你让这家伙重回正轨。
Thank you for getting this guy back in line.
做播客这件事是这样的。
Here's the thing about doing a podcast.
特别好笑的是,我经常说完话之后,其实根本不知道自己说了什么,因为回头听录音时才发现,我刚才说的完全是胡言乱语。
It's so funny because when I say stuff, oftentimes, I must not know what I'm saying because when I go back and listen, I realize that I said that I what I just said was absolute nonsense.
就像我连句子都没组织通顺,但不知怎么的,我们居然录下来了,剪辑了,还发布出去了。
Like, I didn't even string a sentence sentence together, and yet somehow we recorded it, edited, and it still got released.
但是,当亚当说那句话的时候,我、我、我特别记得他说了那句话,而且很想纠正他。
But, when when Adam said that, I I I, like, specifically remember him saying it and wanting to correct him.
但后来他又说了些别的,然后我的大脑就转到中文了。
But then he said some other stuff, and then my mind went in other directions.
我经常这样,我的大脑就自动切换到中文模式。
And I talked about other stuff, and I completely forgot to correct that.
这种情况经常发生。
And that happens all the time.
录制播客,我觉得这是最奇怪也最难的格式塔。
Recording a podcast, I think is like the one of the weirdest and and hardest formats to make like a a review or to to kinda give your thoughts on something because if if it's a written review, right, that's like, listen.
如果有人写评论,那他们简直拥有世界上最轻松的工作。
If somebody's writing reviews, they're they've got the easiest job in the world.
他们基本上可以,呃,直接照着念。
They they, like, basically can they could read it.
他们可以编辑修改。
They can edit it.
阅读文字评论时,他们总会显得更聪明。
They're always gonna sound smarter if you're reading a written review.
播客可能是最难录制的形式了。
Podcasts, the trickiest format to possibly record it.
呃,也许视频更难搞。
Well, maybe maybe video is tougher.
我也不知道。
I don't know.
不过视频都是按剧本来的。
Except video is so scripted.
我觉得...播客显然是我们能做的最难的艺术形式。
I feel like I I I think podcasts clearly the most difficult art form that we could be doing.
不仅仅是因为我们笨。
It's not just that we are dumb.
是播客让我们
It's podcast makes us
听起来很蠢。
sound dumb.
没错。
That's right.
就是这么回事。
That's what it is.
但自从我们讨论播客机制以来,我学到最重要的一点是:无论你说了什么,不管你把词语拼凑得多么荒谬可笑,
But one thing I've learned since we're talking about the mechanics of podcasting is the number one rule of podcasting is anything you say, it does not matter what ridiculous jumble of word salad you string together.
只要你说得足够坚定,有时再带点若有所思的语气,那么你说什么其实都无所谓。
If you say it with conviction and sometimes with a a slightly thoughtful tone to it, then you can say anything and it doesn't matter.
这有点像戴着安全帽、拿着写字板走进任何地方。
It's sort of like walking into any place with a hard hat and a clipboard.
你可以去任何地方。
You can go anywhere.
克里斯这么说只是因为他完全不在我们的社交媒体上。
Chris the Chris is only saying that because he is not on our social medias at all.
他从不处理我收到的关于他说的那些蠢话的邮件。
He doesn't field any of the emails I get about all the dumb stuff that he says.
所以克里斯,尽管你说话听起来很棒,人们还是会因为你的错误来找我算账。
So, Chris, even though you sound great saying everything, people still call me out on all your mistakes.
事情不是这样的。
It it just doesn't work that way.
他们不知道。
They don't know.
他们不是认真的。
They're not serious.
好的。
Alright.
那么,让我们直接进入我今天提出的投票问题:在过去十二个月里,你参加了多少场桌游展会?
Well, let's jump into the poll question I asked today, which was how many board game conventions did you attend in the last twelve months?
我,你知道的,听着。
And I you know, listen.
我通常会解释为什么问这些问题。
I usually explain why I ask these questions.
是什么启发了我?
What what inspired me?
说实话,只是因为看到大家都在发帖说这周末要去BGG展会。
And to be honest, it's just the fact that I'm seeing everybody posting about going to BGG Con this coming weekend.
大家这周末都要去PAX U展会,我也想去。
Everyone going to PAX U this weekend, and I wanna be there.
所以我只是希望能从你们那里得到一些好的回答。
So I'm I'm just hoping that I get some good answers from you guys.
这个问题确实是针对你们的。
I this question is really aimed at you.
我想听到你们对桌游大会充满期待,并且怀念参加的心情。
I wanna hear that you guys are excited and, and and missing going to board game conventions.
以下是我给出的选项,稍后就能听到你们的回答。
But here are the options I gave, and then I'll get to hear your answers.
第一个选项是'零次,不感兴趣',在我们的Patreon上获得了4%的票数。
The first option was zero, not my thing, that got 4% on our Patreon.
'零次,没去过但想去'这个选项在Patreon上获得了40%的票数。
Zero, haven't been but want to, got 40% on Patreon.
看来很多人虽然去年没能参加,但都想去体验。
So a lot of people wanna go even though if they haven't been able to in the last year.
'一到两次,有机会就会参加'获得了44%的票数。
One to two, I attend them when I can, got 44.
'三到五次,这是我最喜欢的度过长周末方式'获得了11%的票数。
Three to five, it's my favorite way to spend a long weekend, got 11%.
超过五场,这基本上成了我的工作,占2%的投票。
And more than five, it's basically my job now, got 2%.
你们是怎么回答这个问题的?
How did you guys answer this?
过去十二个月里,你们参加了多少场桌游展会?
How many board game conventions did you attend in the last twelve months?
哦,天哪。
Oh, man.
我现在参加桌游展会的次数比以前多多了。
I I've been going to a lot more board game conventions now.
其实我只去过一场。
I I have actually been to one.
这比我之前从没去过的情况好多了,就是BGG展会,我们在之前的节目里聊过,那次真的非常有趣。
So that was way more than the zero that I've been to before, and that was BGG Con, which we talked about on a earlier episode, and it was a lot of fun.
当时我对参加更多展会持保留态度,因为我们自己的游戏周末有独特的意义,我特别不愿意做任何可能破坏现有氛围的事情。
At the time, I was a little bit skeptical about going to a lot more of them because there's something very special about our game weekends, and I really hate to do anything that messes with the formula that we've got.
我们上周在邮件问答环节刚聊过,我们对桌游周末活动有多满意,而去展会的感觉完全不同。
We were just talking last week on our mailbag episode about how happy we are with our board game weekends, and it's different when you go to a con.
话虽如此,我不记得是否在节目中提到过,其实我今年退休了。
Having said that, I don't remember if I mentioned this on the show or not, but I actually retired this year.
我觉得既然退休了,身上的压力就小了很多,你知道,那些必须完成的事情。
And I feel like now that I'm retired, I have a lot less pressure on me for, you know, things I have to do.
所以如果有机会的话,我可能有更多时间去参加桌游展会。
And so I may have more time to go to board game conventions if the opportunity presents itself.
因此,我认为即便在此之前,我也很乐意再参加一次,只要确保不会过多侵占我们的游戏周末时间。
So, I think even before that, I would have been happy to go to another one just making sure that we don't, you know, intrude too much upon our game weekends.
但现在我觉得自己有了更大的灵活性,所以我很愿意这么做。
But I think now I have even more flexibility, so I I would love to do that.
嗯,我也选了1-2次,BGG展会刚过去一年多,所以勉强算在期限内。
Well, I also said one to two, and and BGG Con was just over a year ago, so it just slipped in.
自那以后我就再没参加过其他展会了。
I haven't been to another one since.
我其实有点后悔今年秋天没报名参加什么活动,尽管你们对这么快再参加一个展会还不太热衷。
I I kinda regret not signing up for something this this fall even though you guys weren't excited about doing another convention quite yet.
我刚报名了BGG春季展。
I did just sign up for BGG Spring.
春天我会和史蒂夫一起去,所以那是另外一回事。
I'm going with Steve in the spring, so that's that's a separate thing.
但实际情况是,我可能还想再参加几个展会。
But the reality is is like, I would like to go to a a couple more probably.
而且我想分散开来参加。
And I'd like to spread out.
我想试试埃森展。
I'd like to try Essent.
我想试试Gen Con。
I'd like to try Gen Con.
我想试试PACSU。
I'd like to try PACSU.
你知道,我确实想参加一些大型展会,也许每年参加几个,但我觉得现在时机还不成熟。
I'd you know, like, I I will wanna hit some of these big conventions and maybe do a few year, but I'm not sure the time's right quite yet.
我和妻子日程非常繁忙,生活节奏很紧凑。
My wife and I have a very busy schedule, a very busy life.
我们有个14岁的女儿。
We have a 14 year old daughter.
所以我每年已经要抽出两次时间,两个周末和你们一起参加本地展会。
And so I'm already getting away two times a year, two weekends with you guys just doing our local cons.
可能还会参加一个其他活动,这已经占用了很多假期和家庭时间。
I'm doing maybe one other thing, and that's just a lot of, like, vacation time and kind of family time to get away.
所以我觉得目前人生阶段不适合再增加更多活动了。
So I don't think that I'm quite at the right point in my life to be doing much more than that.
我想一年参加一个展会大概就是我能安排的全部了。
I think maybe one convention a year is about all I'm gonna fit in.
再过四年,我女儿就上大学了。
Four more years, my daughter's in college.
我觉得到时候情况可能会有所改善。
I think that that's this could pick up a little bit.
那你呢,亚当?
But how about you, Adam?
自从BGG大会后,你还参加过什么游戏展会吗?对这些活动有什么看法?
Any game convention since BGG Con, and and what's your thought on them?
自从BGG大会后就没真正参加过游戏展会了。
No real game convention since since BGG Con.
我觉得这些活动可能很有趣,但和你一样,我家里也有孩子要照顾。
And I think they could be fun, but like you, I've got, like, all the kids here.
我有三个孩子,他们都还在上小学。
I got three kids, and they're all in elementary school.
所以每次我出门,都意味着要和他们告别。
So when I go away, I'm saying goodbye to them.
因此我更愿意把时间节省下来陪家人。
So I like to save that time.
我确实喜欢有假期可以出去放松。
I do like having vacation time and getting away.
所以我会把时间省下来,用于我们周末聚会,或者像我和莎拉每年都会尝试抽出一周时间去些异国风情的地方。
So I could save that time for, you know, our weekends that we meet up or if Sarah and I, we like to try to get away for, like, a week, a year, somewhere exotic.
然后我们还会尽量安排一次家庭度假。
And then, yeah, and then we try to do a family vacation.
所以我的假期时间都被占满了。
So my vacation time is all taken up.
没有太多可以支配的时间。
I don't have much to spend.
等孩子们长大些更独立了,不再那么依赖父母,我也没那么大压力时,我很想去参加欧洲那边的一些展会,应该会很有趣。
When the kids get older and they're more independent and don't care about mom and dad and I feel like a little less stressed and they're more independent, then I think I would love to go to some of these cons over in Europe would be fun.
爱尔兰的艾尔会展我觉得挺不错。
The Eyre Con in Ireland looks neat to me.
还有什么呢?
What else?
你知道,美国本土的那些展会,我参不参加都行,但这些目的地性质的,可能规模小一点的,我觉得会很有趣。
You know, the ones in The States, I'd take it or leave it, but, you know, these destination ones, maybe the little smaller ones, think would be fun.
住在一些步行可达会场的小巧可爱的爱彼迎民宿里。
Stay in some little cute Airbnb walkable to the place.
我觉得这听起来正合我意。
I think that sounds like my kinda jam.
如果能参加其中一些,我会非常乐意。
If we could get to some of those, I would love to.
我喜欢这个提议。
I like the sound of that.
好吧。
Okay.
那么,看来你对近期再去参加另一个展会并没有特别热衷的样子
Well, so not quite the enthusiastic reception of going to another, con, coming up anytime soon from you
伙计们。
guys.
确实。
True.
但克里斯在暗示了。
But Chris is hinting at it.
所以克里斯, 也许明年春天可以加入我和史蒂夫参加BGG春季展。
So maybe Chris, join join Steve and I for BGG spring next year.
你应该还有票可以买。
You should maybe there's still tickets available.
我们想办法解决。
Let's figure it out.
无论如何,我希望明年,也许是秋天,我真的很想去费城参加PAXU。
In any case, I hope next year, maybe next fall, I am try I I really wanna try PAXU out in Philadelphia.
我确实喜欢,像Gen Con和Essen这样的大型展会,主要是商家卖游戏。
I I do like so, like, some of these big cons like Gen Con and Essen are all about vendors selling games.
那似乎就是整个氛围的核心。
That's that seems to be what the vibe is all about.
我更感兴趣的其实是和大家聚在一起玩游戏,但这也让人难以抉择——比如,我们明明可以直接租个地方整个周末聚在一起玩游戏,为什么还要租这些昂贵的酒店房间、买门票参加活动呢?
I I'm more interested in just getting together with people and playing games, but it's also a hard choice to say, like, why are we renting these expensive hotel rooms and paying for tickets to get to the event when we could literally just get together and play games all weekend and just rent a place.
这种方式其实效果很好。
And that that works well.
但我确实喜欢那种氛围。
But I do like the energy of it.
我喜欢见到听众们。
I like getting to see listeners.
我喜欢和这些年在这个爱好中结识的朋友们相聚。
I like, you know, meeting up with friends that I've met in the hobby over time.
所以我也说不清。
So I don't know.
这其中有种很棒的平衡。
There's there's a there's like a nice mix.
我觉得我们明年应该去参加PAX Unplugged。
I think we should I think we should do packs unplugged next year.
咱们就朝这个目标努力吧,各位。
Let's shoot for that, you guys.
无论是我们的秋季展会,还是额外举办的。
Whether it's our our fall con or, just an additional.
我会试着说服大家参与的。
I'm I'm gonna try to talk you guys into it.
看看能不能成吧——亚当听起来不太有信心啊。
We'll see if we can make it Here's what's here's what some of our Adam Adam not sounding too confident there.
来看看我们一些听众的回复。
Here's what some of our listeners answered on this.
Ryan S说:我以前每年固定参加1-3场,但后来有了小孩。
So Ryan s said, I would regularly go to one to three a year, but then I had small kids.
现在除非至少带一个孩子去,但那样就完全没意思了。
Now the only way I could go is if I take at least one with me and that would ruin all the fun.
顺便说下,我要读几条关于大家为何不参展的回复——不过也有很多人列出了他们去年参加的所有展会。
And, oh, by the way, I'm gonna read a couple of answers here that are all about why people may not go to cons, but there were a ton of people that answered with all the cons that they're they made it in the last year.
听起来很有趣。
Sounds like a lot of fun.
查看我们的Patreon、Discord以及Blue Sky,你会发现很多人分享了他们最喜欢的展会是什么、为什么去参加等等线索。
Check out our Patreon and our Discord as well as Blue Sky, and you'll see that a lot of people were given hints on what some of their favorite cons were, why they traveled to them, and stuff like that.
但这些只是我收到的一些比较有趣的回答。
But these were just a couple of the more interesting answers I got.
Hinokoto说,一个都没去过。
Hinokoto said, none.
我只去过东海岸的PAX Unplugged,而且讨厌坐飞机。
I've only ever been to PAX Unplugged, I mean, on the East Coast and hate flying.
我发现我真的很喜欢去PAX连续玩三到四天的游戏。
I found I really like going to PAX to play games nonstop for three to four days.
我几乎不购物。
I shop very little.
酒店费用太贵了。
The hotel costs too much.
连续四天打游戏值得花费一千美元吗?
Is playing games for four days straight worth a thousand dollars in expenses?
对我来说并不值得。
I don't think so to me.
这就是为什么我对本地漫展提不起兴趣的唯一原因。
And that for me, that's the one reason why I don't I don't get excited about like the local con.
亚利桑那州本地就有几个漫展活动。
There's a couple local cons here in in, Arizona that happened.
每年都会发生这样的情况:我有几个经常一起玩游戏的本地的朋友。
And what happens every year is I've got like a few local friends that I play games with regularly.
他们会说,'嘿,蒂姆,我们去参加这个漫展吧。'
And they're like, hey, Tim, let's go to this con.
等我到了现场注册后,我就想,我花了30美元就为了和原本就在一起玩游戏的同一群朋友坐下来打游戏。
And I get there and I register and I'm like, I just paid $30 to sit down and play games with the same friends that I was already playing with.
所以你知道,这对我来说没那么有趣,但去别的地方参加大型活动,见到很多其他人,那才更让人兴奋一点。
So I you know, that that isn't as fun to me, but the idea of going someplace else, a big event, seeing lots of other people, that's a little bit more exciting.
然后超级酷。
And then super cool.
马格努斯·梅克说,我们有一些本地展会,仅此而已。
Magnus Maker said, we have some local cons and that's about it.
大型活动的费用确实可能飙升,尤其是把差旅和住宿算进去的话。
Prices can really skyrocket with the big guys, especially if you factor in travel and lodging.
是啊,很贵。
Yeah, it's expensive.
我觉得很多人把这当作他们的度假活动,对吧?
It's like, I think a lot of people treat this as their vacation, right?
就像是他们的旅行盛事。
It's like their travel event.
如果你家人也喜欢,而且你有时间和预算去做,那确实很棒。
And if your family's into it and and you've got the time and the budget to do it, that's cool.
所以这确实需要一定的开销,这是肯定的。
So it but it is there's some cost to it for sure.
好的。
Alright.
那么,说完这些,让我们来聊聊今晚刚玩完的游戏吧。
Well, with all that said, let's jump into a description of the game we just finished playing tonight.
《欢乐竞速:适者生存》。
Joyride, Survival of the Fastest.
赛道。
Track.
但不同于《极速前进》或《热力追踪》这类传统竞速游戏,这可不是什么绅士运动。
But unlike other racing favorites like, say, Downforce and Heat Pedal to the Metal, this is no gentleman's sporting event.
想象更暴力、更疯狂的《疯狂麦克斯》式撞车大赛。
Think more violent, more Mad Max Demolition Derby.
还记得《赛车总动员3》里那场泥地竞速戏吗?
Remember that mud racing scene from Cars three?
对,就是那种感觉,现在你有点概念了吧。
Okay, yeah, now you're starting to get the picture.
《Joyride》的目标是成为第一个冲过终点线的玩家。
The goal of Joyride is to be the first player to cross the finish line.
很简单,对吧?
Simple enough, right?
并非如此。
Not quite.
你在赛道上的行进不仅会被地雷和油渍等障碍物打断,还会遇到无法移动的垃圾堆,最糟糕的是,那些巴不得把你撞向导弹墙的对手们。
Your progress around the playing field will be interrupted not only by obstacles like land mines and oil slicks, but also by immovable piles of junk and, worst of all, opponents who'd like nothing better than to send you careening into a wall missile.
游戏在一块由六边形组成的大型地图上进行,这些六边形可以调整以构成各种不同的赛道布局,增加了可重玩性。
The game is played on a large map made up of hexes that can be modified to make up various different track formations, adding to replayability.
赛道上会有多个航点指示行进方向及起点和终点的位置,接下来你只需驾驶赛车在各种障碍中比对手更快,并成为第一个完成规定圈数的玩家。
There'll be a number of waypoints that will indicate the direction of travel and where the start and finish lines are located, and from there it's just matter of steering your car through the various obstacles faster than your opponents and being the first player to finish the required number of laps.
为此,玩家们将使用一系列骰子来决定直线移动的格数,为了避开那些死亡陷阱,玩家每回合还能进行一次转向操作。
To get this done, players will use a series of dice that determine how many spaces they'll move in a straight line, and in order to get around those death traps, players will also be able to steer once per turn.
相信我,这通常感觉远远不够。
Believe me, that often does not feel like enough.
玩家还可以通过换挡来增减骰子数量,从而战略性地规划下一步行动。
Players can also shift gears which adds or removes dice from play so players can strategically plan for their next moves.
玩家还会在棋盘上遇到导弹、地雷等战利品。
Players will also encounter loot around the board like missiles, land mines, etc.
这些道具可以用来延缓对手的进度,但同时对手也会如法炮施,经常导致一辆或多辆赛车受损。
That they can use to slow the rolls of their rivals, but at the same time the opponents will be doing the same thing, often resulting in damage to one or more cars.
最终,完成最后一圈的玩家将冲过终点线结束比赛,成为获胜者。
Eventually, one player will cross the finish line after the last lap and the game ends, and that player will be the winner.
《极速求生》由邓肯·马洛伊和彼得·沃德设计,叛逆者桌游公司出版发行。
Survival of the Fastest was designed by Duncan Malloy and Peter Ward and is published by Rebellion Unplugged.
该游戏出版商目前正在GameFound平台为衍生独立游戏《全速前进》进行众筹,但活动将在本期节目播出当天结束。
Now this game's publisher also has a GameFound campaign currently underway for a related standalone game called Full Throttle, but it ends on the day this episode is released.
如果今晚我们讨论的内容让你感兴趣,请立即参与支持,或查看是否有延迟认捐的机会。
So if what we're talking about here tonight interests you, jump on that really quick or check out opportunities for late pledges.
好的。
Alright.
谢谢你的描述,克里斯。
Thanks for the description, Chris.
我们今晚玩了这个游戏。
And we played tonight.
这是我们三个人第一次玩。
It was our first play for all three of us.
我们在基础地图'Joyride'上玩的,但同时也启用了每个角色的高级能力。
We played on the basic map with, Joyride, but we also played with the advanced abilities for each of the the characters.
我们进行了一些不对称玩法,并且第一次是在桌游模拟器上体验的。
We had a little bit of asymmetry going on, and, we played on tabletop simulator night for our first play.
让我们深入了解一下《Joyride Survival of the Fastest》的游戏机制吧。
Let's jump into the gameplay and mechanisms of Joyride Survival of the Fastest.
我认为这个游戏最明显的起点在于车辆的移动方式。
Well, I think the obvious place to start with this game is in the way that you move your car.
起初会有点复杂,实际上我们看完教学视频后都有点困惑这个机制是如何运作的。
It's a little bit complicated at first, and in fact, I think all of us kinda said when we watched, instructional video, we were a little bit confused about how this worked.
但就像很多游戏一样,一旦你玩了一两轮,就会觉得它其实合理多了。
But like in a lot of games, once you play a round or two, it actually makes a lot more sense.
首先你要从后视镜上取下所有骰子,后视镜就是你玩家板上存放可用骰子的地方。
So you start by taking any dice that you have on your rearview mirror, which is the place on your player board where you store any dice that you have available for use.
然后你可以锁定其中的一个或多个骰子。
And then you can lock one or more of those dice.
假设这是你第一次行动,那里有两颗骰子,你可以选择锁定其中一颗或两颗。
So let's just say the first time you you take a turn, you have two dice there and you get to lock one or two of them.
你拿起那些骰子,无论它们显示什么点数,将它们放入锁定区域,然后移动相应数量的格子。
You take those dice, whatever they were whatever number they were rolled at, and you place them in the lock section, and then you move that number of spaces.
你还可以选择是否转向,每回合有一次转向机会,看起来很多,但实际上由于赛道有8字形等复杂设计,需要频繁转向。
And you also get a chance to turn if you want to, and you can turn one time during a turn, which seems like a lot, but it really is not because a lot of turning needs to happen to get around these figure eights and other things that configure the track.
完成第一次移动和可能的转向后,你需要决定是否换挡,换挡将决定你可用骰子的数量。
Once you're done with that first move and potentially turning, then you decide whether or not you want to change gears and then the gear change determines how many dice you have available to you.
假设你有两个骰子并锁定了一个,这意味着你处于二档。
So let's say you had the two dice and you locked one, that means you're in second gear.
然后如果你换到三档,你会再获得一个骰子。
And then if you move to third gear, you get another die.
掷出所有未使用的骰子,你可以用它们继续移动。
You roll any dice that you haven't already used, and then you can use those to move further.
如果第一次没有转向,第二次可以转向。
If you didn't turn the first time, you can turn the second time.
所以你必须非常小心地调整转向时机,确保到达目标位置,因为你绝对不想撞墙。
So you really have to be careful about how you adjust your your turns to make sure you're getting where you need to be because you really don't want to hit a wall.
有时你可能想撞其他车,但绝对不想撞墙。
Sometimes you do wanna hit another car, but you really don't wanna hit a wall.
但你必须确保在撞上会导致严重事故的障碍物前,有足够的移动空间和转向机会。
But you have to make sure that you have the right number of spaces and the opportunity to turn before you run into something that's gonna cause you a serious accident.
克里斯,你基本上已经描述完游戏的全部玩法和机制了。
Well, Chris, you pretty much just described all of the gameplay and mechanisms of the game.
我们接下来谈谈美术和制作吧。
Let's move on to the art in production.
不。
No.
我开玩笑的。
I'm kidding.
不过也没那么夸张。
Not not too much, though.
这是个相当简单的游戏。
This is a pretty simple game.
虽然实际运用这些机制比听起来要难,但游戏内容也就这么多了。
It it there's not a lot more to it than that even though the the actual way to utilize those mechanisms is harder than it sounds like it's gonna be.
还有个挺酷的设计——我们刚才玩的是基础地图布局——但这款游戏的棋盘是双面的。
One other kind of cool thing about this, and we just we did play with the basic map setup, but kind of the neat thing about this, this is a double sided board that comes with this game.
地图的布置方式就是重新排列这些代表障碍物的硬纸板组件。
And the way the maps are set up is just like rearranging these kind of components, these cardboard pieces that represent obstacles.
还有这些小标记代表你必须通过的每个检查点才能绕完整张地图。
And then there are these little chits that represent each of the checkpoints you have to get through to get around a map.
在我们的游戏中,我们最初是从棋盘顶端的起点开始的。
So in our case, we first started at a start place at the top of the board.
我们必须通过这个小区域才能通过第一个检查点。
We had to get through this little section to pass the first checkpoint.
你可以选择挤过这个狭窄区域抄近路,或者绕一大圈走。
And that you could either squeeze through this narrow area to take a little bit of a shortcut, or you could go around a bigger section.
然后你需要穿过棋盘中央通过第二个检查点。
And then you come up through the middle of the board to pass through the two checkpoint.
接着你必须折返向下,抵达第三个检查点后再绕回来。
And then you have to go back down, hit the three checkpoint and come back around.
这迫使我们不得不进行比实际需要更多的移动操作。
So it kind of forced us to have to do more movement than you really, than is easy to do it.
所以难度相当大。
So it's pretty difficult.
但有个巧妙的设计是:每次通过检查点时,你就能获得一个物品,可以放入赛车两个储物位中的一个,这些物品都能派上用场。
But one of the neat things is every time you pass one of these checkpoints, that's when you get an item, which is something that goes into one of the two storage spots on your car, and they give you something you can use.
可能是氮气加速,能让你在一回合内获得爆发性移动力。
It can be nitro that helps you get a boost of, movement for a turn.
也可能是导弹或空袭,可以用来炸毁其他车辆。
It can be missiles or air strikes that you can use to try to blow up other vehicles.
还可以是地雷或油渍,可以撒在身后。
It can be mines or oil slicks you can drop behind you.
所以,几乎每隔一回合就能获得道具,这还挺有趣的。
So, know, kind of fun that you were regularly almost every other turner.
你不断通过这些检查点,获得可用的小道具,并想办法利用它们,或是给对手制造麻烦。
So you're kind of hitting one of these little checkpoints, getting a little item that you could use, and, and and getting to try to find ways to take advantage of it, exploit it, mess up with your mess with your opponents.
是的,我觉得这个设计相当巧妙。
So, yeah, I mean, that that was pretty neat.
我们只玩了一张地图。
We we only played the one map.
我很想看看其他地图有何不同,但至少从地图布局的角度看,这个机制让它具有很大的灵活性。
I'd be interested to see how other maps felt different, but at least it was kinda neat that, the mechanisms allowed it to be very, flexible from a map layout perspective.
你们提到了几件有趣的事情。
So you guys mentioned a couple interesting things.
我想聊聊关于转向和回合结构的问题,你知道的,是玩家回合,不是车辆转向。
I wanna talk about the the turning and sort of the structure of a turn, you know, a player turn, not a car turn.
共有五个阶段,其中还有个换挡机制,让你可以在该回合获得更多骰子进行投掷。
There's there's five phases, and there's a shift mechanism in there as well, and that lets you take more dice for your roll that turn.
这很有趣,因为如果你保持在二档,就能获得额外的小能力来稍微多操控一下车辆。
So it was interesting because if you stayed in second gear, you had a little bonus ability to maneuver your car a little more.
所以如果你开得慢一点,就能获得第二次转向机会,这在某些时候非常关键。
So if you're going a little slower, you got to get that second turn in there, which was sometimes crucial.
我感觉这游戏有一半时间我都在做微小的转向调整,而克里斯却不知怎么地就在大家前面飙得飞快。
And I felt like, man, half of this game, I was just doing little turn adjustments while somehow Chris was burning rubber hauling butt in front of everybody.
所以掌握转向时机和何时能进入直道有点棘手。
So it was a little tricky mastering the timing of the turn and when you could hit the straightaway.
我想这需要一点点赛车般的思维吧。
So a little bit a little bit of that race like thinking, I guess.
所以这是个不错的小主题关联。
So that was a nice little thematic tie in.
想象一下那种油门踩到底的感觉,结合换挡机制,以及它在你加速时可能带来的利弊——因为你可能会撞上墙壁并受到一些损伤。
Sort of think of like deep pedal to the metal with that shift mechanism and sort of the advantages and disadvantages it might give you when you're coming up because you could smash into a wall and take some damage there.
如果速度过快,你可能会撞上其他玩家,或是滑入油渍,还有我们布置在赛道上的各种道具。
If you're going too fast, you could smash another players, you could smash into oil slicks, all these different items that we're dropping out there.
说到地图设置,蒂姆,我觉得你也可以自己设计地图。
And talking about the map setup, Tim, I think what you could also build your own map too.
规则书里包含了大约10到20种不同的地图场景供你尝试。
So the book includes, I don't, 10 to 20 upwards of 20 different map scenarios that are included in the rule book that you can try out.
而且它还允许你自行构建地图。
And then it lets you you can build your own map too.
注意,你需要从这里开始,并调整这些检查点的位置。
Know, you have to start over here and shift these checkpoints and these checkpoints.
所以你可以设计一条以直道为主的赛道,或是弯道密集的路线,规则书里还提供了一些小技巧指导。
So you could have a very straightaway one if you wanna do that or a a turn intensive one, and it gives you some little tips for how to do that in the rule book.
挺有意思的。
Pretty interesting.
我们还没讨论过损伤机制。
We haven't talked about damage yet.
这也是游戏的一部分。
That's another thing in this.
所以如果你撞墙、被导弹击中,或者压到其他玩家车上掉下的地雷,你的车就会受损,你会得到这些小闪电标记,基本上会占用你面板上的一个位置——可能是存放道具的位置,也可能是存放未来锁定骰子的位置,这些骰子本可以帮助你在回合中移动。
So if you crash to a wall, somebody shoots you with a missile, or you end up driving over one of these landmines that somebody dropped out of their car, your car would take damage and you'd get these little lightning bolts and you'd basically block out a spot on your board for either a place to hold the item, a place to hold one of your future locked dice, which helped you move on a turn.
但我不确定这种损伤的实际影响有多大。
But I don't know how consequential that damage was.
克里斯当时领先,所以我们都在集火他。
Chris was in first, so we were gunning him.
我相信他承受的伤害应该比我们任何人都多。
He'd have taken the most damage out of any of us, I believe.
那些损伤有什么实际影响吗,克里斯?
Any effect of that damage, Chris?
这对你影响太大了吗?
Was that messing with you too much?
是啊。
Yeah.
我其实正想稍微抱怨一下同样的问题,我是说,那些伤害感觉对我几乎没什么影响。
I was actually gonna complain a little bit about the same thing was, I mean, the damage felt like it had very little impact on me.
所以你用导弹打中了我。
So you shot me with a missile.
在现实生活中,你知道,如果被导弹击中那可能会是非常糟糕的一天。
And in real life, you know, that would probably be a really bad day if you got shot with a missile.
在这里,你只需要降一个档位,然后拿一个伤害标记。
Here, you had to downshift one gear, and you took a damage token.
现在这个伤害标记只是为了,你知道,更清楚地表示那意味着什么。
Now the damage token is just to be, you know, a little bit more clear about what that means.
你的面板上有很多位置。
There are a bunch of spots on your board.
有些区域,你知道的,有不同的换挡区。
There are spots that have, you know, different gear shift areas.
有些地方可以存放物品。
There's places where you can store things.
有些地方是用来放置锁定骰子的。
There's places where you put your locked dice.
很多这样的区域周围都有白色虚线边框,每个带白虚线边框的地方都可能受损。
A lot of those have these little white dotted lines around them, and each one that has a white dotted line is a place that can be damaged.
所以如果你拿到一个损坏标记,就必须放在其中一个区域,仅意味着该功能对你不再可用。
So if you take a damaged token, you have to put it in one of those, and all it means is that thing is not available to you anymore.
比如其中一些区域,像第五档位,我整局游戏可能只用过一次。
And some of them, I think just for example, the fifth gear, I think I used it once in the entire game.
所以你可以把标记放那里,可能对你影响不大,或者少用一个锁定骰子。
And so you could put one there and probably not have it affect you very much or one locked die.
就是说,你现在只能用三个而不是四个了。
I mean, you can use three instead of four now.
所以被导弹击中对我来说感觉无关紧要。
So it felt very inconsequential to me being hit by a missile.
在这场游戏过程中,我发现自己不断回想起我们玩过的其他机制有些类似的游戏。
And I and one of the things that happened in the course of this game is I found myself constantly thinking back to other games we played that have somewhat similar mechanisms.
就这次而言,特别是关于伤害机制,让我想到了——你们大概能猜出我在想什么。
And in this case, particularly with regard to damage, it made me think of, you know, you guys can probably guess what I'm thinking of here.
雷霆之路:复仇。
Thunder Road Vendetta.
对。
Yeah.
没错。
Yeah.
雷霆之路:复仇。
Thunder Road Vendetta.
而在《雷霆之路:复仇》中,当你撞上别人或射击别人时,各种疯狂的事情都会发生。
And in Thunder Road Vendetta, all kinds of wacky things happened when you ran into somebody or you shot somebody or whatever.
而在《Joyride》中,情况似乎并非如此。
And in in Joyride, that just didn't really seem to be the case.
影响相当轻微。
It was pretty minimal.
事实上,到最后,我几乎不在乎你是否击中我,因为唯一会发生的就是受到一点伤害,而我并不太担心这个。
And in fact, by the end of it, I almost didn't care if you shot me because all I was gonna happen all that was gonna happen was I was gonna take a damage, and I wasn't that worried about it.
是啊。
Yeah.
不。
No.
完全同意。
Totally.
我得稍微宽容些,因为我们玩的是基础地图,而且有可能...
I I I have to give it a little leeway because we did play the basic map, and it's possible.
我知道在高级地图布局中还有其他获取武器的方式,也许那些地图更难导航,所以受到伤害的几率可能会稍高一些。
And I know there's other ways to pick up weapons in some of the advanced map layouts, and and maybe the maybe it's you know, they're they're harder to navigate, so maybe damage is a little bit more likely.
所以,没错,伤害对我们来说影响确实微乎其微。
So, yes, absolutely, damage seemed to have very minimal impact on us.
当然,你肯定不想受伤。
Obviously, you didn't wanna be damaged.
你也不想失去换挡功能,或者在不情愿的情况下改变档位位置。
You didn't wanna use lose the gear shift if you, or the gear location if you didn't want to.
所以你确实在尽量避免这些情况。
So you didn't you were trying to avoid these things.
我在想如果是四人游戏会不会让场面更混乱、影响更显著些。
I also wonder if a four player game would have made this a little bit more chaotic and a little bit more impactful.
但现实情况就是,确实如此。
But the reality is is, like, yeah, absolutely.
这感觉更像是一场纯粹竞速,而不太像马里奥赛车那种情境——后者才是我真正期待的体验。
This felt more like a race and less like a less like a Mario Kart situation, which was what I was really kind of hoping for here.
是啊。
Yeah.
展开剩余字幕(还有 480 条)
蒂姆,你提到了马里奥赛车的特性。
Tim, you mentioned the the Mario Kart nature.
我也希望如此。
I was hoping for that too.
你知道,我原本期待有香蕉皮、加速道具和能锁定第一名的追踪导弹。
I you know, with the bananas and the boosts and a missile heat seeking missile that would get the guy in first place.
我原本希望能看到更多这类恶搞元素,但在《Joyride: Survival of the Fastest》里这些并没有很好地体现出来。
I was hoping for more of that kind of shenanigans, and it didn't really manifest that well here in Joyride, Survival of the Fastest.
所以
So
但你知道,我在游戏结束时问了些问题,因为地图确实可以变化。
But, you know, I I was asking a little bit about at the end of the game because, yes, the map can be variable.
你可以自行布局。
You can lay it out.
但让我有点失望的是,能拾取的物品只有我们游戏中出现的这五种,虽然这些还算可以。
But I was a little disappointed to learn that the only five items that you could pick up are the five that we played out within our game, which were okay.
但其实完全可以轻松增加物品功能的多样性,让每次游戏都有些变化。
But it could have been it could have been so easy to add some more variety to what those items could have done and make it so that it's a little bit variable every time.
是的,虽然有四个角色,每个角色都有四套升级能力,带来一定不对称性,但据我所知,除非有我未读到的变体,否则无法自定义、进化或尝试不同能力组合。
Yes, there were four characters and they all had four upgraded ability sets so that you had a little bit asymmetry, but no way to kind of customize that or evolve that or or play with different sets of them as far as I as far as I know, unless there's some variance I I didn't read about.
所以感觉这款游戏的可玩性变化不大。
So it just felt like the variability of of how this game is gonna play out.
我认为仅靠地图布局的改变不足以带来足够的新鲜感,无法让每次游戏都感到独特和兴奋。
I don't think just the map layout is gonna change that a whole lot, not enough to make it really feel unique and and kind of exciting every time you play it.
所以这就像...你知道的,就是种感觉。
So that was that was just like a you know, that was a feeling about it.
它...它确实缺乏那种刺激感和多样性。
It it it didn't it just didn't feel like it had the the excitement and variety.
而且,听着...
And, I listen.
显然我们不得不将这款游戏与《雷霆之路:复仇》相比较。
Obviously, we had to compare this to Thunder Road Vendetta.
还有另一款差不多同期推出的赛车游戏,可能是同一年,游戏中可能发生的变化非常丰富。
There's another racing game that came out about the same time, maybe the same year, and that has so much variety in what can happen in the game.
而这款游戏,你知道,虽然它有一些关于在地图上导航的有趣机制,但并没有带来我期待的那种超级有趣且充满惊喜的游戏体验。
And this just didn't you know, it has some interesting mechanisms about trying to navigate around the map, but but it just didn't kind of lead to those super fun and and surprising experiences during the course of the game that I was kinda hoping for.
不。
No.
我完全同意你们的观点,但我要指出的是,在BGG上这款游戏至少有10种不同的变体和扩展之类的。
I don't disagree at all with what you guys were saying, but I will note that there appears to be no less than, say, 10 or so different variants and, expansions and such on b BGG
好吧。
Okay.
你可以为这款游戏获取这些扩展。
That you can get with this game.
不过我不清楚这些扩展具体增加了什么内容。
Now I don't know what those add.
我知道其中一些扩展增加了不同的地图。
I know some of them add different maps.
可能其中一些扩展包添加了不同的道具,就像你刚才提到的那些,蒂姆。
Probably some of them add different items like what you were just talking about, Tim.
但我明白你的意思。
But I get your point.
想想像《雷霆之路:仇杀》这样的游戏,里面感觉有上千种不同的东西可以在路上发现。
And thinking about something like Thunder Road Vendetta, I mean, in that game, you know, there's a thousand different, it feels like, you know, things that you can find on the road.
甚至还有沙虫。
I mean, there's even a a sandworm.
信不信由你,里面确实有沙虫,就像《沙丘》里会出现的那种。
Believe it or not, there's actually a sandworm as one might find in Dune.
和《机器人竞技场》里的设定类似。
Similar to Robot Quest Arena.
你说的是哪个《沙丘》,克里斯?
Which Dune are you talking about, Chris?
我指的是《沙丘》原著小说系列。
I just mean Dune, the the book series.
好的。
Okay.
就是《沙丘》里的沙虫。
The the Dune sandworm.
或者像《机器人任务竞技场》那样,有一堆小型扩展包,里面有大约十几种不同类型的物品,你可以放在棋盘上作为障碍或增益效果。
Or Robot Quest Arena where there's a bunch of little expansions where there were, I don't know, dozen different types of things that you might place on the board that were obstacles or benefits of one type or another.
不过,我觉得在这里似乎有点受限。
So but, I mean, it did seem like that was a little bit limited here.
就我们玩的那一局来说,我觉得对我们影响不大。
For our one game of it, it didn't affect us a great deal, I don't think.
但你知道,如果重复玩的话,可能会有点扫兴。
But, you know, I could see how unrepeated plays that would be a little bit of a bummer.
不过那些道具还挺酷的。
But the things were also kinda cool.
你可以往别人那儿扔个地雷,然后他们就撞上去了。
You could drop a landmine on somebody and they run into it.
亚当用导弹射中了我,那还挺刺激的。
Adam shot me with the missile and that was kind of exciting.
而且,你可以更策略性地使用空袭,这是一种让你在棋盘上标记一个点,该点将在回合结束时被轰炸的元素。
And, you know, you could be a little more strategic and use, an air strike, which is this element that lets you place a spot on the board that's gonna be bombed by the end of the round.
你在回合开始时放置标记,回合结束时它会爆炸,对爆炸范围内的所有人造成伤害。
You start you place at the beginning of the round, and at the end of the round, it explodes, doing damage to anybody who's within blast range of it.
所以游戏里有些挺酷的机制,但感觉它们的影响力远不如我期望的那么大。
So there were some pretty neat things going on in there, but it did not feel like they were nearly as impactful as I would have liked them to be.
好吧。
Alright.
那么,我们直接进入《Joyride: survival of the fastest》的主题和制作部分吧。
Well, let's jump into the into the theme and production of Joyride survival of the fastest.
关于主题和制作,我先从主题开始说。
So the theme in production I'll start with the theme.
这个主题非常棒。
The theme is great.
我喜欢这类游戏。
I like games like this.
这款游戏带有《疯狂的麦克斯》的感觉。
This one has that Mad Max feel to it.
它让我联想到从《雷霆之路:仇杀》到《辐射之地》的所有作品——虽然我知道后者不是赛车游戏,但有着同样那种《疯狂的麦克斯》式反乌托邦未来的艺术风格。
It puts me in mind of everything from Thunder Road Vendetta to Radlands, which I know is not a car racing game, but has some of that same, you know, kind of art in the Mad Max dystopian future.
我觉得这些都很有趣。
I think all of that was a lot of fun.
我真的很喜欢这款游戏的美术风格。
I really like the art in this game.
游戏棋盘本身色彩丰富,上面有许多有趣的棋子。
The board itself is quite colorful, has a lot of interesting pieces on it.
还有玩家面板,每个角色都有自己的小位置,说明书里还有关于他们的简短介绍,这些都挺有趣的。
There's also the player boards where each character has their own little spot, and, you know, there's a little blurb about them in the instruction manual, so that's all kind of fun.
总的来说,我认为这款游戏在美术和制作方面做得不错,但遗憾的是,我觉得它没有《雷霆之路:仇杀》做得那么好。
Overall, I think that this game does a nice job with the art in production, but unfortunately, it doesn't do as good a job, I think, as Thunder Road Vendetta.
《雷霆之路:复仇》比这款游戏注入了更多角色个性。
Thunder Road Vendetta brought more character to the game than this one does.
尽管视觉上仍令人愉悦,但这款游戏给我的感觉略显枯燥。
This one feels a little drier to me even though it is also still a very pleasant game to look at.
我确实很享受这一点。
I did enjoy that.
我想指出一个有趣的设计——那些你驾驶的粗犷大车。
One thing that I wanted to point out that I I found interesting was these big chunky cars that you drive around.
这些是占据两个六边形格子的厚重木质部件。
These are big wooden pieces, and they're two hexes long.
游戏的一个核心机制是:每次移动时,车尾总会滑入新位置。
So one of the ideas of this is every time you're moving, the back end of your car always moves into the space.
而车头则始终覆盖两个六边形格子。
The front end of your car was, and it covers two hexes.
这就形成了关键策略点——车尾和车头是不同的受击区域,你必须将这个因素纳入移动决策中。
So you're that's one of the strategic things you're always thinking about is, you know, the back of your car is a different target, say, than the front of your car, and you have to factor that in and how you're doing your moves.
而且这些厚重的大块组件,你知道,拿在手里非常舒服,作为你的车辆使用,我觉得其实相当有趣。
And having these big chunky, you know, very pleasant to hold, pieces that you're using as your vehicle, I think is actually quite fun.
我确实看了那个扩展包。
Now I did look at the, the expansion.
我不确定这是否与原版游戏一起发布,但在那个名为'全速前进'的扩展里,还有获得这些造型奇特的大型微缩模型和一些外观古怪的车辆选项。
I don't know if this is out with the original game, but in the expansion, the full throttle, there's also an option of getting these big interesting minis and some wacky looking vehicles.
所以,如果你喜欢微缩模型的话,那可能也是件有趣的事。
So, that might also be something fun if you're if you're into the into the minis.
我认为这款游戏的美术制作非常精美,整体效果很好。
I I think the production is beautiful on this game, and it all works.
就像,克里斯刚才说的那种奇怪设计,那些两格六边形的木质汽车部件,我最初看到时也觉得挺古怪。
Like, the the weird like, Chris was just talking about the cars being these two hex, wooden pieces felt odd to me at first when I first saw it.
其实我去年在BGG展会上看到过这个游戏板,摆在桌上时它们就是些扁平的木片。
So I actually saw this plate at BGG Con last year and seeing it on the table, they're just kind of flat wooden pieces.
所以它们不像我预期的那样有立体感,毕竟其他我能想到的赛车游戏都会用些视觉效果更好的组件。
And so they don't feel as, like, three d as I was expecting for a card game, which every other card game that I can think of does use something that's a little bit more visually appealing.
但总的来说,这是个相当精妙的设计选择。
But all in, it's kind of a a neat production choice.
一旦习惯使用它们后,我完全不觉得困扰,而且这确实让它们所属的六边形区域一目了然。
It doesn't bother me once I get used to playing with them, and it definitely makes it very clear which hexes they belong in.
所以,你知道,这是个很酷的选择,我对整个制作都很满意。
So, you know, it it was a cool choice, and I'm all fine with the production.
这个主题相当巧妙。
The theme is is pretty neat.
当看到桌上的游戏时,最让我兴奋的一点是——它让我想起了任天堂娱乐系统上我最爱的电子游戏之一,叫《RC Pro Am》。
And one of the things that I got excited about when when seeing the game on the table is that one of my favorite video games of all time was on the old Nintendo Entertainment System, and it was a game called RC Pro Am.
它基本上就是这样的赛道,大多是椭圆形的。
And it was literally tracks like this, mostly oval tracks.
你绕着赛道开这些小型遥控车,它们会像真正的遥控车那样弹跳。
You're going around the board and you've got these little radio controlled cars and they kind of bounce around like RC cars.
所以当你经过颠簸处时,懂吧?
So you go over a bump, know, right?
它们没有真实车辆那样的重量感。
They don't have the weight that a real vehicle does.
所以物理效果上会有种弹跳的感觉。
So it kind of had the physics of bouncing around.
这个游戏也有点那种感觉,看起来也很像。
And this felt like that a little bit, and it looks like that.
而且在RC Pro Am里,你可以捡导弹射击前面的其他车辆。
And and also that in NRC per m, you could pick up missiles and shoot the other cars in front of you.
但这很难做到。
But it was hard.
那些不是制导导弹。
It wasn't like guided missiles.
不像马里奥赛车里的蓝色龟壳。
It wasn't like the blue turtle in in Mario Kart.
你必须精确瞄准,找到合适位置才能击中他们。
It's like you literally had to be aiming at them and get right in the right position and shoot them.
击中它们总是很有趣。
It's always fun when you hit them.
所以这一切让我以为这就是我在游戏中将要体验到的内容。
And so this all kind of made me think that that's what I was gonna experience in the game.
当然,RC Pro M的最终进化形态是马里奥赛车系列,这后来成为了我有史以来最喜爱的电子游戏系列。
Of course, the evolution on RC Pro M ended up being the Mario Kart series, which then were my favorite video game series of all times.
我的意思是,我就是爱这些东西。
I mean, I just love these things.
但遗憾的是,从主题角度来看,该有的元素都有了。
But sadly, you know, from a theme perspective, like, it's all there.
它们确实存在,但游戏机制并没有带来我所期待的、或那些电子游戏曾经带来的那种刺激、乐趣和活力,也不像我们今晚多次提到的《雷霆之路:仇杀》那样。
It exists, but but the mechanisms don't make it feel as exciting or fun or dynamic as I was hoping or as those video games used to do or as we've talked about several times tonight as Thunder Road Vendetta did.
有趣的是,《雷霆之路:仇杀》在主题上从未让我感到特别兴奋,因为它没有赛道。
Now Thunder Road Vendetta interestingly never got me quite as excited from a theme perspective because it didn't have a track.
它其实算不上真正的竞速游戏。
It didn't have a race, really.
我是说,某种程度上确实如此,因为你想要到达赛道终点,但它只是一条直线。
I mean, it does kind of because you wanna get to the end of a track, but it's a straight line.
所以在导航和移动过程中缺少了一些东西。
So there's something missing in the navigation, in the the moving around.
而且很明显,Joyride试图给你那种体验。
And and and clearly, Joyride tried to give you that experience.
你必须做出一些艰难的选择,比如如何转弯和绕过障碍物,这是Thunder Road Vendetta不太需要你做的事情。
You have to make some tough choices about moving around corners and navigating through obstacles, which is something that Thunder Road Vendetta doesn't quite require you to do.
但最终,我只是没有获得像以前用NES手柄玩RC Pro M时的那种兴奋和快乐。
But, ultimately, I just I didn't get quite the the excitement, the joy as I used to getting playing RC Param with my little with my little, NES controller.
所以,你知道,这是一个不错的结合。
So, you know, it it was it was a nice mix.
主题和制作方面,你没什么可抱怨的。
The theme in production, like, you can't complain about it.
如果你追求那个主题,那很酷。
And if you're going for that theme, it's cool.
不过,我会在最终感想中再详细谈谈这一点。
But, I'll talk a little bit more about this in my final thoughts.
嗯,提姆,我有几点看法。
Well, a couple of things, Tim.
如果我们要讨论NES游戏,我必须提到米奇·汤普森的越野锦标赛,那款游戏同样令人惊叹。
If we're talking about NES games, I gotta bring up Mickey Thompson's off road championship, which was incredible too.
它也是一款街机游戏,赛道设计非常相似,充满了漂移和泥土路。
It's also an arcade game where you're racing around very similar, a lot of drifting and dirt roads.
你可以获得小型氮气加速和其他强化道具。
You get little nitros and boosts and stuff.
在《马里奥赛车》的警察来抓你之前,你刚才说的是蓝龟壳?
And before the Mario Kart police come and get you, you said Blue Turtle?
难道不是红龟壳会自动追踪前面的玩家吗?
Isn't the Red Turtle the one that will heat seek the guy in front of you?
不是。
No.
所以红色乌龟会追踪锁定你前面的那个家伙。
So so the Red Turtle will heat seek the guy in front of you.
蓝色乌龟则会一直追踪锁定那个
The Blue Turtle will always heat seek the guy that's in
第一名的人。
first place.
所以你是对的。
So you're right.
红色乌龟正是我原本想指的那个,但蓝色乌龟其实效果一样。
The red the red turtle is exactly what I was what I was intending there, but blue turtle does the same thing.
别让警察盯上我。
Keep the police off my back.
没错。
Yeah.
其实呢,亚当。
Get your Well, actually, Adam.
好的。
Alright.
就主题而言,我认为它在应用赛车机制方面做得相当不错。
As far as theme, I thought it did a pretty good job actually applying racing mechanisms.
你有换挡功能,我觉得很有用,虽然我从未挂到五档。
You had the shift, which I thought was useful, although I never got to fifth gear.
克里斯说你或许挂到过一次,所以我不清楚五档到底是什么情况。
Chris said you maybe did once, so I don't know what fifth gear was all about.
也许在直线更多的赛道上才能用到吧。
Maybe on a track that had more straights or something.
另外,我喜欢你可以保持在二档谨慎驾驶,这样还能额外获得一些左右转向的机会。
And then, yeah, I like how you could stay in second gear and you drive cautiously and get that extra little chance to turn here and there.
如果你降到一档,还有倒车选项可以用。
And then you had the reverse option as well if you're down in first gear.
所以带点碰碰车的感觉,你知道的——这游戏会是什么体验呢?
So a little bit of like a demolition derby type of feel, which I you know, what's this game gonna feel like?
是碰碰车还是马里奥赛车?
Demolition derby or Mario Kart?
介于两者之间,但两边都没完全靠上。
It was somewhere in between and didn't quite land on either one.
转弯确实。
The turning yeah.
你可以在这里转弯,但很无聊。
You could turn in here, but it was boring.
你得在操控和转向之间做选择。
You had to, like, decide between maneuvering and turning.
比如我想开快车又想转弯。
Like, I wanted to go fast and turn.
感觉在这游戏里做不到这点。
I feel like I couldn't do that in this game.
所以整体来说主题应用得还不错。
So that's how the theme was applied pretty well overall.
我可能有点消极,但我觉得这款游戏的主题设计得相当巧妙。
I'm being a little bit negative, but I thought the theme was pretty neat in this game.
只是具体的实现方式有点让人犹豫。
Just the way it was applied was iffy.
然后说到美术风格,简直活力四射。
Then the art, thought, is incredibly vibrant.
Tim,你提到在BGG展会上见过这个。
Tim, you talked about seeing this one in BGG Con.
我记得桃子汉堡妹在她的...嗯...
I remember peachy hamburger had this in her little Mhmm.
半挂卡车里塞满了桌游,她一路拖着走。
Semi truck full of board games that she was toting along with her.
看起来超酷的。
And it looked so cool.
我当时就想:哇,这玩意儿是什么啊?
I was like, woah, what is that thing?
看起来真漂亮。
That looks beautiful.
正所谓不要以貌取人,但这确实是有史以来最棒的游戏。
Just it's, you know, judge a book by a cover, and this is the best game that ever was.
这里的美术设计很棒,而且我觉得玩家面板也很有趣。
So the art here was great, and I thought the player boards were fun too.
它们设计得很好,一旦掌握要领就非常容易理解。
They were nice and so easy to understand once you got the hang of it.
简单的用户体验,规则容易上手也容易应用。
It's simple user experience and, easy to put the rules easy to apply the rules.
这点很不错。
So that was nice.
既然你刚提到桃子汉堡,我忘了在节目开始时说,桃子汉堡Emily是我们本月选出的月度桌游赢家,她选择了全新带扩展的《欢迎来到》。
Since you just mentioned peachy hamburger, I forgot to say at the top of the show, the peachy hamburger, Emily, was our chosen board game winner of the month this month, and she selected a brand new copy of welcome to with the expansion.
恭喜你,Emily。
Congratulations, Emily.
顺便给我们Patreon打个小小广告。
And little plug for our Patreon there.
如果你想赢取免费游戏,就来支持我们吧。
If you wanna win some free games, come support us.
其实我需要纠正一下,这要回到我们今晚为何选择这款游戏。
So I I actually need to make a correction because this all goes back to how this game got selected tonight.
是我选的这款游戏,原因是我几年前把它列入了'明年想玩'清单。
I was the one who picked this game, and it was based on the fact that a couple years ago, I had this on my wanna play in the next year list.
其中一个理由是我们与peachy hamburger见面时看到它,看起来超级有趣。
And one of the reasons for that was seeing it when we, when we met with peachy hamburger, and it looked like a super fun game.
我稍微讨论过它,其中一条评论是关于转向机制如何运作的。
And I talked a little bit about it, and one of the comments that I made was about how the turning works.
我当时说骰子越大,能做的转向动作就越多。
And I said something about the the bigger your dice, the the more turning you can do.
这其实完全不是事实。
That's actually not true at all.
所以我想在这里做个规则修正,尽管这是好几期之前、几年前的事了。
So I just wanted to make a a rules correction there even though this is, you know, multiple episodes back a couple years back.
我确定没人真的会为了这次节目去重听那期内容。
And I'm sure that nobody actually went back and listened to that episode again in preparation for this.
但我确实听了,结果发现我犯了错误——实际上在这游戏中转向时,每次只能转一个空间,这让游戏变得相当有挑战性。
I I did though, and it's all that I made that mistake that in reality, when you're turning in this game, you can only make one turn at a time, one space at a time, and that actually makes it quite challenging.
所以只是想正式澄清一下这点。
So just wanna be clear on the record for that.
而且,克里斯,这是你2025年想玩的游戏清单上的。
And, Chris, this was your on your 2025 wanna playlist.
所以你提到这个还不到一年。
So it was just under a year ago that you mentioned.
不是几年前的事,而是更近的。
Was not a couple years back, but it's more recent than that.
感觉已经是很久以前的事了。
Feels so long ago.
嗯,这款游戏确实是在2024年发布的。
Well, the game did come out in 2024.
是啊。
So Yeah.
就是这样。
There you go.
好吧。
Alright.
那么,我们来谈谈最终感想吧,你会要求再玩一次这款游戏吗?
Well, let's talk about our final thoughts and would you request to play this game again?
呃,这是我选的游戏,你可能会以为答案是肯定的,但我想答案大概是否定的。
Well, this was my pick, you'd think the answer would be yes, but I think the answer is probably no.
现在让我稍微解释一下。
Now let me caveat that a little bit.
因为抽象地说,如果这款游戏是独立存在的,我想我会的。
Because in the abstract, if this game was in a vacuum, I think I would.
这个主题非常有趣。
The theme is a lot of fun.
我喜欢这种破坏德比、疯狂麦克斯式的玩法,向对手发射导弹,所有这些营造了一个非常有趣的游戏环境。
I like this kind of demolition derby, Mad Max, shooting missiles at your opponents, and all of that creates a really fun environment.
但这款游戏并非存在于真空中。
But this game doesn't exist in a vacuum.
它存在于一个充满其他游戏的世界里。
It exists in a world full of other games.
我认为最终给我的感觉是,它并没有真正成为一个非常扎实的赛车游戏,因为操作太笨拙了。
And I think what ended up happening for me was this feeling that it doesn't really come across as a really solid racing game because it was too clunky.
我觉得像转弯这样的细微操作,《热力追踪:金属狂飙》处理得要好得多。
I felt like the the minor moves of turning around a corner were handled a lot better by heat pedal to the metal.
我认为那种发射导弹试图炸毁对手的滑稽乐趣,《雷霆之路:复仇》表现得更有趣。
I thought that the idea of goofy fun where you're shooting missiles and trying to blow up your opponents was handled a lot more interestingly by Thunder Road Vendetta.
所以如果那两款游戏不存在,我可能会对这款游戏热情得多。
So if those two games didn't exist, I probably feel a lot more enthusiastic about this one.
但就目前而言,我更喜欢《Heat Pedal to the Metal》和《Thunder Road Vendetta》胜过
But as it stands, I enjoy both heat pedal to the metal and Thunder Road Vendetta more than
我
I
确实喜欢《Joyride》。
enjoyed Joyride.
这是个不错的游戏。
So it's a good game.
别误会,但它没能给我带来另外两款游戏那样的刺激感。
Don't get me wrong, but it just didn't give me the same thrills that those other two games did.
我认为那两款游戏各自在某些方面都做得更好,所以我宁愿选择它们而非这款游戏。
I think that those both did pieces of this better, and so I would rather have those two games than this game.
另外一点——这可能只是因为我惊人的战术优势——但你们在这款游戏里真的毫无胜算。
The other thing, and this may just be because of my amazing tactical dominance, but there was really never any chance that you guys are gonna beat me on this one.
我觉得它已经稳了。
I think it's in.
我来了,我们开始吧。
I'm I'm Here we go.
我们开始吧。
Here we go.
我是说,我并不是说这次胜利对我来说有什么重大星号标注(指需要特别说明)。
I mean, I I'm not saying that I major asterisk win on this one for me.
虽然过程中有些混乱和意外,但我的确觉得一旦取得领先,要保持领先并不困难。
There was things that got screwed up and whatnot, but it did really feel to me like once you got out in the lead, it was not that hard to stay in the lead.
也许我错了。
And maybe I'm wrong.
我很好奇你们对此的看法,但我真的觉得一旦领先,保持优势几乎不费吹灰之力。
I mean, I'm curious to hear what you guys think about that, but I really did feel like it was pretty effortless once I got into the lead to stay there.
而你们俩在后面就像两个活宝一样胡闹。
And you guys were both, you know, kind of goofing around and being knuckleheads back there behind me.
嗯,是啊,有意思的是,那其实是我在第一圈时的顾虑之一。
Well, yeah, yeah, interestingly, that was actually one of my concerns when we were in the first lap.
我一开始就处于一个奇怪的情况,主要是因为前几个转弯时,我还在摸索移动机制。
I started out I I started out in a weird situation, mainly mainly because the first couple turns, I was still trying to figure out how the movement worked.
所以我做了些愚蠢的操作,结果落后了。
And so I made some dumb moves and got behind.
在比赛的第一圈里,我落后了不少。
And I was a good way behind for the first lap of the game.
当我越过起跑线时,进入第二圈时已经落后你们相当一段距离。
And I I crossed the the starting line that, you know, quite a bit behind you guys going into the second lap.
但我还是成功大幅超过了亚当。
And yet I managed to pass Adam pretty significantly.
克里斯,在倒数第二个弯道时,我只落后你两个身位。
And, Chris, in the second to last turn of the game, I was two spaces behind you.
所以严格来说,如果你最后一轮掷出几个1点,而我掷出几个3点,比赛可能会非常非常胶着。
So quite literally, if you had rolled a couple ones on that last turn and I'd rolled a couple threes, it might have been a very, very tight race.
所以我其实感到惊讶——而且是惊喜——因为确实感觉大家都有机会稍微追近一些。
So I I I think I was actually surprised and and pleasantly surprised that it did feel like people had an opportunity to catch up a little bit.
好的。
Okay.
但话说回来,克里斯,你所说的其他观点我都完全同意。
But all that all that to be said, otherwise, everything you said, Chris, I totally agree with.
游戏并非孤立存在,我认为有些更有趣的游戏也能实现类似效果。
The game doesn't exist in a vacuum, and I think there are just some more fun games that do similar things.
归根结底,我觉得我不会主动要求再玩这个游戏。
Ultimately, I don't think I'd request to play this again.
我想我会忘记我们玩过这个,几个月后也会忘记这个游戏的玩法,它会从我的记忆中消失。
I think I'll forget that we played this, and I think I will forget how this game works in a few months, and it will leave my memory.
但我玩的时候确实很开心。
But I did have a good time playing it.
这不是个糟糕的游戏。
It's not a bad game.
如果你恰好喜欢这种竞速加上一点干扰邻座玩家的玩法的话。
If this particular kind of, like, racing plus a little bit of messing with your with your, neighbors sounds fun to you.
这游戏不算差。
It's not bad.
游戏机制运行得相当不错。
The mechanisms work pretty well.
而且,是的,我的意思是,它还算可以。
And, yeah, I mean, it was alright.
如果有人真的很想玩,我也会乐意奉陪,但我不会主动提议玩这个。
If somebody really wanted to play, it'd be happy too, but I I wouldn't ask for it.
如果非要在这款游戏和《雷霆之路:复仇》之间选择,我每次都会选《雷霆之路》,纯粹因为游戏过程中可能发生的各种变数。
I I definitely if I if it was between this and Thunder Road Vendetta and there's a clear comparison between the two, I will pick Thunder Road every time just because of the variety of what could happen in the game.
不过,你听我说。
But, know, listen.
这款游戏开发设计和出版的时候,差不多和《雷霆之路:复仇》是同一时期。
When this was being developed and designed and published, it was about the same time as Thunder Road Vendetta.
所以他们当时没有那个(比较的参照)。
So they didn't have that.
有人选择了一个方向,他们走了这条路。
Somebody went one direction, they went this direction.
我认为当时存在选择,而在这场竞争中有一个赢家。
I think there was a choice there and there was a winner in that contest.
就像每当有一部大片上映时,总会碰巧在同一年开发出几乎相同主题的另一部大片。
Just like how somehow there's like, whenever there's a big blockbuster movie, there always happens to be the same almost exact same theme blockbuster movie that gets developed the same year.
这部大片将会被时间遗忘。
The this blockbuster movie is the one that is gonna be forgotten by time.
这款游戏就是Beta制大尺寸磁带录像系统(指被淘汰的技术)。
This game is the Betamax.
虽然我很想持不同意见,但我完全同意你们的看法。
Well, I, as much as I wanna have a dissenting opinion, I'm right there with you guys.
我不认为我会要求再玩这款游戏。
I don't think I would request I wouldn't request to play this one again.
如果游戏已经准备好,他们需要第三或第四位玩家,我会加入并享受游戏时光。
If it was set up and they needed a third or fourth player, I'd join and have a fun time with it.
但说到另外两款游戏,你知道克里斯提到的《热力狂飙》赛车游戏,每次我都会毫不犹豫地选择它而非这款。
But the my other two games that, you know, Chris bringing up the heat pedal to the metal for a racing game, I'm gonna wanna pick that one every time over this one.
而如果我想玩一款打斗破坏类游戏,比起《雷霆之路:复仇》,我觉得《机器人竞技场》能带给我更多乐趣。
And then if I wanna play a bash them up, smash them up instead of Thunder Road Vendetta, I think Robot Quest Arena does does it a lot more fun than me.
克里斯,你之前提到过这点。
Chris, you mentioned that earlier.
我认为这是个非常贴切的比较。
I thought that was a very good comparison.
这样更有趣。
It's more fun.
里面还加入了小型卡组构建机制,相当精巧。
You got the little deck building in there, which is pretty neat.
《机器人竞技场》在这方面做得很好,你依然可以推挤对手、拾取道具、时不时获得分数。
Robot Quest Arena does that really nice, and you're still pushing people, picking up items, getting points here and there.
你可以尽情击打、猛砸、推搡对手,还能在网格地图上自由移动。
And you get that bash them up, smash them, push people around, and and move around on a grid.
那个是方形网格,而这个是六边形网格。
That one's just a a square grid as opposed to a hex grid here.
所以正如你所说,蒂姆,这并不是个糟糕的游戏,但在《雷霆快车:极速求生》这类游戏中,我更喜欢其他几款。
So not a bad game like you were saying, Tim, but there's others that I prefer for thunder for joy ride, Survival of the Fastest.
在我们结束对《极速求生》的讨论前,我觉得如果不至少提及围绕这款游戏的争议,我们就失职了。
Before we wrap up our discussion of Joyride, Survival of the Fastest, I feel like we wouldn't be doing our jobs if we didn't at least touch on the controversy around this game.
等等。
Wait.
克里斯,这是份工作吗?
This is a job, Chris?
剧透警告。
Spoiler alert.
我不会对此采取强硬立场,但我确实有些话想说,尤其因为这是我选择的游戏。
I'm not gonna take a strong stance on it, but I do have something I wanna say about it, especially because this was my my game pick.
所以在这款游戏发布时或之前曾有过争议。
So there is or there was a controversy back when this game came out.
让我简单介绍一下这场争议的基本事实。
So let me just give the very basic facts of the controversy.
几年前,Rebellion Unplugged(《Joyride's Survival of the Fastest》的出版商)与Corinne Van Morsal(2008年发行的游戏《Powerboats》的设计师)之间就重新出版并换皮这款游戏进行过一些讨论。
A couple years ago, there was some discussions between Rebellion Unplugged, which is the publisher of Joyride's survival of the fastest, and Corinne Van Morsal, who was the designer of a game called Powerboats, which was published back in 2008, apparently around republishing this game and reskinning it.
这些谈判最终破裂了。
Those conversations broke down.
之后Rebellion Unplugged推出了《Joyride Survival of the Fastest》。
And then after that, rebellion unplugged came out with joyride survival of the fastest.
简而言之,这场讨论中双方都有人支持。
Short and sweet, there were people on both sides of this discussion.
有人认为这完全是对《Powerboats》的剽窃,也有人认为并非如此。
Some saying this is a pure rip off of the game powerboats and some saying this is not a rip off.
我是这样看待这个问题的:
Here's how I looked at it.
当我审视这款游戏时,我思考了几个决定是否要评测游戏时需要考虑的因素。
When I was looking at this game, I was thinking to myself, you know, there's a couple different factors that I would consider in whether or not I wanna review a game.
首要考虑的是,这是否是我想玩的游戏?
The primary one being, is this a game I wanna play?
而这款游戏正是我想玩的。
And this is a game that I wanted to play.
如果存在明显有人做错事或行为不当的情况,我会坦然表示不想讨论这款游戏,因为相关人员的行为让我感到不满。
If there was a situation where somebody was clearly in the wrong and did something inappropriate, then I would feel comfortable saying, I don't wanna talk about this game because the the people who were involved in it did something that I was unhappy with.
就本案而言,情况比较复杂,因为据我所知,桌游机制在法律上是无法获得版权保护的。
And in this case, it's a complicated situation because board game mechanisms, as far as I'm aware, cannot legally be copyrighted.
这并不意味着行为就是正确的,但市面上有很多游戏都是在借鉴或采用其他游戏的机制后加以创新。
Now that doesn't necessarily make it right, but there's lots of games out there that build off of or take mechanisms from other games and do other things with them.
理论上讲,你可以把每一款在《领土》之后问世的牌库构筑游戏都称为对《领土》的抄袭。
So theoretically, you could have every deck building game that ever came after dominion, you could call a rip off of dominion.
所以这类游戏其实非常多。
So there's lots of games that do that.
而我们桌游玩家通常不会对每一款这样的游戏都严加审查。
And generally, as board game players, we don't scrutinize every single one of those.
这并不是说它就不是。
Now that's not to say that it wasn't also.
我不知道。
I don't know.
对我来说,这很大程度上与当事人在做这件事时的意图有关。
And a lot of this to me has to do with what was the intent in the person's mind when they were doing it.
坦率地说,这完全不是我能够判断的事情。
And frankly, that is just not something that in any way that I can tell.
我无法指着这款游戏说其中有什么明显错误的行为,所以我把它留在待玩队列中。
I can't point to this game and say that there was anything done that was clearly wrong to me, and so I left this one in the queue as a game I wanted to play.
我觉得这个有点棘手。
I think this one's a little tough.
对吧?
Right?
那么,如果你是一个桌游设计师,受到别人游戏的启发,但你想在此基础上发展并制作自己的游戏,你会怎么做?
So what do you do if you're a board game designer inspired by somebody else's game, but you wanna build on that and, you know, make your own game out of it?
所以你可以选择去问他们,告诉他们,嘿。
So can either go ask them and tell them and say, hey.
你知道的,我想这么做。
You know, I like to do this.
然后他们说,不行。
And then they say, no.
我不希望你这么做。
I don't want you to do that.
然后你还是做了,现在你就成了坏人。
And then you do it anyway, and now you're the bad guy.
但如果你不征求他们意见就直接做了这个游戏呢?
But what if you just made the game without asking them?
就像你说的,使用别人的机制确实没有法律追索权。
Like you said, there's really no legal recourse on using somebody else's mechanisms.
所以这让你陷入了一个两难的境地。
So it it puts you in a hard spot.
我认为你应该这样做,如果没有法律追索权,至少应该在规则手册的某个地方予以承认。
I the way I think you should do it, you know, if there's no legal recourse, the standard should be at least acknowledged somewhere in the rule book.
嘿。
Hey.
这主要基于这款游戏的这些机制。
This is based largely on these mechanisms from this game.
向设计师致敬。
Shout out to the designer.
至少承认一下,你知道,灵感和想法的来源。
And and least acknowledge, you know, where the idea, inspiration was coming from.
我想你甚至不必这么做,如果你不想的话,但这确实是个奇怪的情况。
I guess you don't even have to do that if you don't want to, but it's it's a it's a weird situation.
如果你是设计师,想大量借用别人的机制,你会怎么做?
What do you do if you're designer and you wanna use borrow heavily from somebody else's mechanism?
你是先征求他们的意见,还是直接这么做?
You ask them or you just do it?
虽然我经常这么做,但我不太愿意对不太了解的事情发表意见。
I although I do it all the time, I hate to speak up about something I don't know a whole lot about.
是的,我理解。
Yeah, understand.
话虽这么说,设计师和出版商的做法感觉有点不光彩,因为很明显他们曾与拥有某种机制的人会面,合作破裂后,他们就用那套机制做了个游戏。
That said, I mean, it feels a little shady what the designer and publisher did here because there's it's pretty clear they met with somebody that had a mechanism set, things fell apart, and then they went and created a game out of that mechanism set.
这不像他们只是受到别人设计的启发。
It wasn't like they were just inspired by somebody else's, you know, design.
我是说,我不确定。
I mean, it I don't know.
你知道,我们没有确凿证据,但感觉有点不光彩。
You know, like, we don't have the facts, but feels a little bit shady.
听你解释完这些后,克里斯,以后我对这家出版商可能会持保留态度。
It's something that I will probably be a little bit hesitant when thinking about this publisher in the future after you explained all that, Chris.
我刚查了《动力艇》的规则,发现两者间存在非常明显的相似之处。
And I and I just looked up the rules for powerboats and saw how there is some very clear similarities between it.
不过确实。
But yeah.
所以和往常一样,我们很擅长讨论那些实际上得不出任何真正结论的话题。
So as usual, we're great at talking about stuff where we don't actually draw any real conclusions.
好吧。
Alright.
那么今晚关于《Joyride survival of the fastest》我们就聊到这里。
Well, that that's all we'll, talk about with Joyride survival of the fastest tonight.
接下来我们将讨论最近在我们桌上出现的其他几款游戏。
We'll talk about a few other games that have been in our table right after this.
欢迎回来。
Welcome back.
你们这周都在玩什么游戏?
What have you guys been playing this week?
我还在回味十月份桌游周末时玩过的那些游戏。
So I am still drawing off of the games that I played at my board game weekend back in October.
当时我们玩了好多精彩的游戏,说实话,光是那些有趣的游戏就够我回味好几个月了。
There were so many good games, and, I've I mean, I could draw off of that for months after all the fun stuff we've played.
今晚我要聊的这款游戏,蒂姆,我觉得你会特别喜欢的。
The one I'm gonna talk about tonight is a game I think, Tim, that you in particular would really enjoy.
这款游戏是2021年由Game Brewer出版、Andreas Stedding设计的《Stroganov》。
It's Stroganov published in 2021, by Game Brewer and designed by Andreas Stedding.
这是个经典德式桌游。
This was a classic Euro.
要知道,这是个相当复杂的游戏。
You know, this is a complicated game.
实际上,对于我当时一起玩的团队来说,这算是个相对重度的游戏,不过团队里有一小部分人确实喜欢这类重度策略游戏。
It's actually, it was a relatively heavy game for the group that I was playing with, but there is a small subset of that group that likes to play the heavy games.
所以我们几个人一起尝试了这个游戏,玩得非常非常尽兴。
And so a couple of us jumped in on this one and had a really, really good time.
这个游戏的核心概念,用最简单的话来说,就是有一系列从东到西、从左到右分布的地点卡牌,全部代表着俄罗斯境内的区域——从左侧人口稠密地区一直延伸到右侧西伯利亚最深处。
The idea behind this one at a very, very high level is that there is a set of location cards stretching out from the east to the west, from the left to the right, all representing areas within Russia heading from the more, heavily populated areas in the left all the way out to deepest Siberia at the right.
在这一年里,你将沿着这条路线不断向更远的西伯利亚冒险,获得越来越丰厚的奖励和得分机会,虽然我记不清太多细节,但你会一直向东深入西伯利亚,直到年底被召回。
And over the course of the year, you're going to venture farther and farther out along this track towards Siberia, getting better and better awards, getting better and better point scoring opportunities, a whole bunch of things that I, again, I don't remember a great deal of detail on, but you're gonna keep moving farther and farther to the east into Siberia until you have to get recalled back at the end of the year.
因为冬天来临,你知道的,你不能在寒冬时节还逗留在西伯利亚,那里实在太冷了。
Because winter comes and, you know, you can't just be hanging out in Siberia in the winter because it's so doggone cold.
你必须回家。
You gotta go home.
你得裹上那些毛皮,舒舒服服地窝着,在壁炉边喝点伏特加,放松身心。
You gotta throw on those those furs and, and get cozy, drink a little bit of vodka by the fireplace, and chill.
但这就是游戏的核心——你要不断向更远处冒险。
But that's what you're doing in this game is you're trying to go venture farther and farther out.
而最大的奖励就是捕猎毛皮。
And the big prize here is fur trapping.
在每个地点,你不仅能发现各种计分机制,还能造访村庄等等。
So in each of these locations, you're gonna be able to find not only all these different mechanisms and, places that you can score points and and visit villages and whatnot.
但这一切都要通过获取不同兽皮来实现。
But you're trying to do all this through the procurement of different animal skins.
这其中又包含许多不同的变体,有各种机制利用不同动物的毛皮来实现不同目的。
And that is, again, a lot of different variations on that, and there's a lot of different mechanisms that use different animal furs to accomplish different things.
但要知道,在古老的俄罗斯,毛皮可是件大事。
But, you know, this being old Russia, furs are a big thing.
因为天气寒冷,你必须保暖,而你要获取最好的毛皮,它们往往来自东部边疆。
Because it's cold, you gotta stay warm, and you're trying to get the best ones, and the best ones tend to be out there on the Eastern fringes.
那里才能猎到熊。
That's where you can get your bears.
如果你能一路走到最东边,说不定真能获得西伯利亚虎——那种大白虎的毛皮。
And if you make it all the way out to the end, you might actually get that Siberian tiger, the big white tiger fur.
关于机制的具体细节,我恐怕没法深入描述太多。
So I'm gonna fall down on the job here as far as describing the mechanisms in any great depth.
但我要说的是,这款游戏非常有趣。
But what I will say is this game is a lot of fun.
我们玩得特别开心。
We had a really good time with it.
而且,它的重量并不算特别重。
And, at a weight of it's not super heavy.
在BGG上它的权重是3.31,但玩起来有种厚重扎实的欧式策略游戏感。
It's a 3.31 on BGG, but it has a feel of a deep solid euro game.
所以蒂姆,我觉得你会喜欢这款游戏。
That's why I think, Tim, that you would like this one.
它有些很酷的主题元素。
It has some cool thematics.
游戏设定在一个...这里不涉及对俄罗斯现状的政治观点。
It's set in a world, you know, no no political opinions here about, the current state of things with Russia.
我们不讨论那些,但能看到一款背景设定在文化地理区域都与众不同的游戏,和常见的欧洲桌游很不一样。
Not getting into that, but, you know, seeing something that is in a a slightly different, you know, cultural and geographic region than a lot of the European board games that we see.
实际上我觉得这款游戏相当有趣,玩起来很过瘾。
I actually thought this one was quite entertaining, a lot of fun.
我很乐意再玩一次。
I would happily play this one again.
你知道吗,每次我听到或读到关于十六世纪俄罗斯东部的故事时,我就特别感激现在能过上这么安逸的生活。
You know, every time I hear or read a story about, like, sixteenth century in Eastern Russia, I just I'm just so thankful for living in the nice, easy life that I have right now.
抛之脑后。
Throwing it off.
是啊。
Yeah.
这确实是个有趣的游戏。
This is this is an interesting game.
我记得它刚推出时,听起来就挺吸引我的。
I remember when it first came out, and, it did sound interesting to me.
克里斯,你刚才对它的评价也很有意思。
And what you said about it, Chris, sounded interesting.
听你说玩得这么开心,让我更想试试这个游戏了。
The fact that you really found it fun gets me even more excited to play it.
我真的很想尝试这个游戏。
I I wanna try this game.
每次听说这个游戏后,过两天我就完全把它忘得一干二净。
Every time after I have heard about it, then I completely forget about it, like, two days later.
所以你知道,我得赶紧把这游戏摆上桌面,真正尝试一下。
So, you know, I gotta I gotta get this one on the table, actually give it a shot.
我感觉我有个本地朋友可能有这个游戏。
I I feel like a local friend of mine might have this.
最近好像有人跟我提起过这个。
That somebody's been talking to me about this recently.
所以我确实希望能尽快试试这个游戏,尤其是现在知道克里斯喜欢它。
So I do hope to, to give this one a shot soon, especially now that I know Chris likes it.
克里斯在大多数时候对优质欧式游戏有着相当不错的鉴赏力。
Chris is a pretty he's got a pretty good sensibility for solid euros most of the time.
哇哦。
Woah.
高度赞扬啊。
High praise.
天啊。
Man.
这评价可高了。
That's big praise.
所以,是的,我完全不知道。
So, yeah, I had no idea.
嗯,我知道我听说过这个游戏。
Well, I knew I've heard of the game.
安德烈亚斯·斯特丁,他还设计了《汉萨》、《图坦卡蒙》和《古贡》。
Andreas Steading, he also did Hansa, Tutanica, and Gugon.
但我完全不知道《斯特罗加诺夫》是什么或曾经是什么,简而言之,如果你不了解,肯定有很多人比我更懂它。
But I had no idea what Stroganov is or was, and it's so briefly, if you didn't know, I'm sure there's lot of people who know more to me about it.
它与这段东扩时期有关,所以游戏让你向东扩张然后向北进入西伯利亚的设计就很合理。
It was associated with this phase of expansion east, so that makes sense that the game has you kind of expand east and then north into Siberia.
而且这个家族当年也非常显赫。
And then it was also a very successful family back in the day.
所以可能像美国的费尔柴尔德家族之类的,与之类似的情况。
So maybe like the Fairchilds or something in The United States, something similar to that.
总之,有趣的描述,克里斯。
Anyway, fun description, Chris.
听说你玩得很开心,这很有意思。
Interesting to hear that you had fun with that.
这正是我所期待的。
That's what I was looking for.
你玩得开心吗?
Did you have fun with it?
游戏好玩吗?
Was it good?
我是说,玩家之间有多少互动?
I mean, how much interaction was there?
具体是什么元素让它变得有趣?
What kind what made what what was fun about it?
非常有趣,互动性很强,出乎意料的是,比如你可以购买地产。
Lots of fun, lots of interactions, surprisingly, because one of the things that you can do, for example, is you can buy properties.
它们并不完全是传统意义上的地产。
They're not exactly properties.
这个...我之前提到过,它几乎就像一条由地点板块组成的河流。
This there's a I was talking about the it's almost like a river of tiles, location tiles.
你可以购买地点板块,这样你就能从该板块获得收益,但同时也能让其他人更容易向东前往西伯利亚。
You can buy location tiles, which means you get some benefit from that tile, but you also make it easier for other people to travel east to Siberia if you do that.
所以你要不断权衡自己的行动会对其他人的行为产生什么影响。
So you're constantly factoring in what your what your actions are gonna do with regard to what other people are doing.
因此游戏中有大量的互动元素。
And so there's there's a lot of interaction there.
我认为这比一般的欧式桌游互动性更强。
I'd say more so than the average euro game.
另外我忘记提到的是,艺术家Massey Janik为这款游戏创作的插画简直惊艳绝伦。
The other thing that I forgot to mention is that the art in this by artist Massey Janik is absolutely amazing.
如果你在BGG上看这个游戏,光是盒子和游戏里的美术设计,我的意思是,真的非常精美。
You can just if you're looking at it on BGG, you know, the just the box cover and the art in this game, I mean, it is it is gorgeous.
有些游戏,不管游戏性如何,光是看着就是一种享受。
There's some games that, you know, most regardless of the game are just an absolute joy to look at.
我想到一个完美的例子,《长城》,在我看来是史上最美的文字游戏之一,虽然游戏性不是最扎实的。
The perfect example that I think about, Great Wall, which is one of the most beautiful word games ever published as far as I'm concerned, didn't have the most solid gameplay.
这款游戏不仅视觉效果惊艳,游戏性也非常扎实有趣。
This one is amazingly pretty to look at It also had really solid, pleasant gameplay.
是啊。
Yeah.
它摆在桌上看起来超酷的。
It's got a cool cool table presence to it.
我正在看一些图片。
Just looking at some pictures here.
真酷。
Cool.
克里斯,我得去了解一下那款游戏。
Gonna have to check that one out, Chris.
谢谢你今天再次提醒我们关注它。
Thanks for bringing it back to our attention here today.
好的。
Alright.
最近我桌上摆的游戏是Stonemaier Games出品的一款作品,由杰米·斯特格迈尔设计,皮特·威辛格共同参与设计。
The game I've had on my table recently, and I've had a few plays over the last few weeks, is a game by Stonemaier Games, and this was designed by Jamie Stegmeier and co designed by Pete Wissinger.
皮特算是我们的小小竞争对手。
Now Pete is a little bit of a competitor of ours.
他是Decision Space播客的联合主持人之一。
He's one of the cohosts of the Decision Space podcast.
恭喜皮特能与杰米合作推出这款游戏,并通过Stonemaier Games发行。
So congrats, Pete, on getting this game published with, with Jamie and out with, Stonemaier Games.
《起源故事》是一款吃墩类游戏。
Origin Story is a trick taking game.
这是它的核心本质。
That's the core root of it.
这就是它的基础,我前几天刚又教了一遍这个游戏。
It is the the the basics of it, and I I just taught this game again a couple days ago.
基本规则就是必须跟牌的吃墩游戏。
The basics of it is it's a normal must follow trick taking game.
就像你能想象到的最简单版本。
It's like the the most the simplest version that you can imagine.
有四种花色,牌面数字从1到13。
There are four suits, cards number one through 13.
大家轮流出牌。
You take turns.
由先手玩家决定首引花色,其他人都必须跟牌,除非无法跟牌时才可以出其他花色。
Whoever leads a trick leads with one suit, and everyone else has to follow that unless they can't, in which case they can play a different card.
但首引花色中数字最大的牌将赢得这墩,通常能得一分。
But the highest number in the lead suit will end up taking that trick, which is generally worth a point.
虽然存在一些变体,但这就是通常的跟牌机制运作方式。
There's some some variations on that, but that's kind of how trick taking works in general.
如果有人无法跟出领出花色,而打出了王牌花色(在这里是爱心花色),那么无论他们出什么牌点都会赢得这墩牌。
If somebody though can't follow the lead suit and then follows with the Trump suit, in this case, it's the love suit, then they will win the trick no matter what number they played.
这就是必须跟牌类游戏的基本运作原理。
So that's kind of how must follow trick taking works.
很多游戏都采用这种机制。
A lot of games use this mechanism.
不过《起源故事》这个游戏有很多独特的设计亮点。
Origin story has a lot of kinda neat stuff going on though.
首先,它的主题设定是你们各自扮演独立的超级英雄,游戏本质上是在讲述你们的起源故事。
First of all, the theme of it is that you are all individual superheroes, and the game is basically telling your origin story.
它会讲述那些促使你成为现在这个超级英雄的关键事件,这些内容会在五轮游戏中逐步展开。
It's telling you, you know, what were the things that kind of led you to become the superhero you are, And that develops over the course of five rounds.
从制作角度来说,让我先从这里开始介绍,因为这是开箱后最先看到的部分。
Production wise, let me start there because that's the first thing you see in the box.
每个人都会拿到这张小小的玩家垫板,垫板是折叠起来的。
Everybody gets handed this little player mat and the player mat is folded up.
这个盒子大概有——让我想想——大约4英寸乘7英寸左右的大小。
This box is maybe like, let me say it's like four inches by seven inches or something like that.
所以玩家垫板大约是4英寸乘7英寸,但展开后,每张垫板正面都有独特的角色图案。
And so the player mat is maybe four inches by seven inches, but then it unfolds in the on the the front of every player mat is some unique character.
盒子里共有五种不同的角色。
There's five different ones in the box.
当你展开它时,看起来就像一本漫画书,我想这两页上总共分布着六个漫画分镜。
But you unfold it, and it looks like a comic book with, like, with, like, I think there's six comic book panels spread across these two pages.
真的非常精美。
So really beautiful.
这些插画是由Clementine Camperdue创作的,她也为《Worm Span》绘制过插画。
Now the artwork is done by Clementine Camperdue, who also did the artwork for Worm Span.
所以采用的是这种水彩风格的插画。
So it's this watercolor style of artwork.
于是你立刻就能看到眼前展开的这幅精美画面。
And so you've just got this beautiful spread in front of you right away.
在左上角有一个面板,显示你非对称的初始能力。
Now, in the top left is a panel that shows you what your asymmetric starting power is.
这些能力基本上能让你以某种方式参与出牌游戏。
And these powers are basically gonna allow you to interact with the trick taking in some way.
它们是非对称的,但并非截然不同。
And they're asymmetric, but they're not drastically unique.
初始能力影响不大,但你可能想在游戏过程中加以利用。
That starting power isn't isn't hugely impactful, but it might be something you wanna utilize over the course of the game.
但游戏真正精彩有趣之处在于:当所有人开始回合并分发到八张能力卡(基本上就是用来玩出牌游戏的卡牌)后,你会抽取三张故事卡,然后保留其中一张。
But where the game gets really exciting and fun is that after everyone starts their turn and they're dealt out eight of these, the the power cards, which are basically the the cards that you're gonna be playing your trick taking with, you're going to draw three story cards, and then you're gonna keep one of them.
这有点像在构建一个引擎机制。
And this is a little bit of an engine building thing going on.
然后你把保留的卡牌放到漫画书的第二个面板上。
So then you take that card that you've kept and you put it down on the second panel in the comic book.
在接下来的游戏中,你将可以使用这个能力。
And for the rest of the game, you have access to that power.
它可能是一种能力,但也可能是一套超级套装。
Now it could be a power, but it could also be a it could be a super suit.
可能是反派角色,比如宿敌之类的。
It could be a villain, like an arch nemesis.
但基本上,它讲述的是塑造你成为超级英雄的一部分特质,同时赋予你一项可以激活的小能力。
But, basically, it's telling one part of what makes you the superhero you are, but it gives you a little bit of a power you get to activate.
正如我提到的,这款游戏共进行五轮。
And this game's played over five rounds, as I mentioned.
所以在第一到第四轮中,你会获得另一个能力。
So the first through fourth rounds, you're gonna get another power.
因此,除了初始能力外,你最终将获得四种独特能力,总共五种能力。
So you're gonna end up with four unique powers aside from your starting one, five total powers.
在游戏过程中,你会获得这些看起来像对话泡泡的小标记来触发这些能力。
The way you trigger these over the course of the game is that you're gonna get these little, these little tokens that look like speech bubbles.
每轮开始时,在看完手牌后,你要决定这回合要利用哪些能力。
And at the beginning of every round, after you've seen what cards in your hand, you're gonna decide which powers you wanna take advantage of that turn.
游戏第一轮时,你将拥有两个这样的气泡标记,而你抽到并添加到桌面的能力可能需要消耗两个气泡。
So in the first round of the game, you're gonna have two of these speech bubbles, and maybe the power that you drew that you've added to your tableau is gonna require two speech bubbles.
所以这是你唯一能使用的选择。
So that's the only thing that you can use.
我真希望我能记住这些小标记叫什么名字。
I wish I could remember what the name of these little tokens are called.
它们不是气泡标记。
They're they're not speech bubbles.
应该是叫行动点之类的吧。
They're, I don't know, initiative or something like that.
举个例子,如果你在第一轮添加的能力只需消耗一个气泡标记,那你还可以在初始能力上放置一个。
But if you for example, if the power that you added in that first round is only cost you one of those little speech bubbles, then you could also put one on your starting power.
这样你就能激活两种不同的能力了。
So you might have two different powers you can activate.
这样挺有意思的,对吧?
So that's kind of fun, right?
这些小技能会产生不同的效果。
Like, these little powers are gonna do different things.
比如,它可能会在你赢得一轮时触发。
Like, for example, it might trigger whenever you win a trick.
我朋友前几天玩的时候有个技能是这样的:当他赢得一轮但并非首攻时,能获得额外1分,但必须把首攻权让给别人。
And so one of the one of the powers, my friend had when we played the other night was when they win a trick, they can, if they did not lead the the trick, then they get a bonus point, but then they have to give the lead to somebody else.
通常来说,赢得一轮的人会保留首攻权。
Normally, you would keep the lead if you won the trick.
所以他们能获得小小的额外分数。
So they got a little bonus point.
但技能种类其实非常丰富。
But there's all kinds of powers.
有些技能会在你达成特定条件时,给予额外的胜利分数。
There are powers that might give you extra victory points for meeting certain conditions in that round.
有些能力可以让你在轮到自己出牌时,选择弃掉一张牌,然后从牌堆中再抽一张。
There are powers that might let you say, when it's your turn to play a card, discard a card, and then draw another card from the deck.
总之有各种方式可以触发效果,来干扰你试图赢得回合的手牌。
So all kinds of things that you can trigger to try to mess with your hand that you're trying to win tricks with.
不过在获得这个能力之后、开始进行本回合的吃墩之前,你还需要选择这回合要当英雄还是反派。
The other thing that happens though after you get this power and before you start doing the trick taking in the round is that you get to choose whether you're gonna be a hero or villain for that round.
你有一个小小的分数追踪器,其实就是两个转盘。
And you've got this little score tracker, and it's just it's like two dials.
你知道的,刚开始时两边都是零。
You know, it's it's zero and zero at the start.
当你获得分数时,就转动其中一个转盘。
As you gain points, you move one of the dials.
比如一、二、三、四这样递增。
So it's one, two, three, four, etcetera.
在分数追踪器的另一侧是反派方的计分区域。
On the other side of the of the score tracker is the villain side.
所以如果你决定——所有人都会同时亮明身份。
So if you decide and everyone's gonna reveal at the same time.
如果你决定成为英雄,每赢一墩就能获得一分。
If you decide you're gonna be the hero, you get a point for every trick you take that round.
相当典型的规则。
Pretty typical.
但如果你决定成为反派,零墩获胜能得四分,但只要赢任何墩数就得不到其他分数。
But if you decide you're gonna be the villain, you get four points if you win zero tricks, but you don't get any other points if you either win any tricks at all.
赢得牌局并不会获得任何分数。
You don't get any points for winning tricks.
这有点像,比如,我手上有手烂牌。
So it's a little bit of a, like, I've got a terrible hand of cards.
我觉得这把可以放弃。
I think I can throw this one.
这有点像,你知道的,类似于红心游戏中‘射月’的反向操作。
It kinda, like, you know, the opposite of shooting the moon in in, like, hearts, for example.
你会想,我我我相当确定我能不赢任何一墩牌。
You're like, I I I'm pretty sure I can get away with not winning any tricks.
但一旦你宣布自己是反派,其他玩家当然知道你想避免赢墩,他们可能会在某些时候逼你吃墩。
But once you've announced yourself as a villain, of course, the other players know that you don't wanna win any tricks, they might try to force you to take a trick at certain times.
所以这就变成了一个相当巧妙的小游戏。
So it becomes a pretty clever little little game.
前几天晚上我们四人玩的时候,我和妻子丹妮尔连续几轮都选择了当反派。
I was playing the other night, four players, and me and my wife Danielle both became the villain for a couple turns.
所以我们俩都在努力不赢任何墩。
So both of us were trying not to win any tricks.
另外两个玩家则试图赢墩,我们互相推诿的博弈过程很有趣。
The other two players were trying to win tricks, and it was an interesting puzzle with us trying to push them off to other people.
不过这个游戏最大的创新点在于:你积累的非对称能力,以及每轮开始时选择要赢墩还是避墩的策略。
So that's kind of the the biggest twist though on the on the trick taking is that you you're gonna have some asymmetric powers you build up, and then you're gonna choose at the beginning of the round whether you wanna try to win tricks or not win them.
在游戏的第三轮,会触发一个特殊事件。
In the in the third round of the game, there is gonna be a an event that happens.
那一轮游戏规则会有所改变。
And for that round, there's gonna be a a rule change for the game.
所以那还挺有趣的。
And so that was pretty fun.
我现在已经玩了三次了。
I've I've played three times now.
游戏里有一套大约30张的事件卡,目前我只见过其中的三张。
There's this a deck of about 30 event cards or something like that, and I've only seen three of them.
每张事件卡都让那一轮游戏变得非常独特,给我们设定了不同的目标和需要应对的特殊条件。
And each of them really made that round of the game feel very unique, gave us different goals, different conditions to play around.
这设计相当酷。
So that was kinda cool.
到了第五轮时,游戏开始时每人会分到两张面朝下的超级英雄卡,卡背可以作为玩家辅助提示。
And then when you get to the fifth round, instead of drawing another power, you at the beginning of the game, everyone's dealt two superheroes, which are faced down, and the backs of them are kinda your player aids.
但在第五轮开始时,你需要翻开其中一张超级英雄卡,这会给你一个重要的得分条件——可能是你一直在努力达成的目标,或者为游戏的最终回合做重要铺垫。
But in the fifth round, at the start of the fifth round, you reveal one of those two superheroes, and that will give you some kind of big scoring condition that you've been working towards or maybe, really set you up for a big final round in the game.
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