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大家好,欢迎收听《闭嘴坐下》播客第290期,这是一档关于桌游、桌游以及热爱桌游的人们的播客。
Hello, everybody, and welcome to the very two hundred and ninetieth episode of the Shut Up and Sit Down podcast, a podcast about board games, board games, and the people who love board games.
和往常一样,我身边坐着马特。
I'm joined as ever by Matt.
你好。
Hello.
今天我们将会向你们介绍一到三款桌游。
And we're gonna tell you about one, two, maybe three board game.
如果你够幸运的话,谁知道呢?
If you're lucky, who knows?
谁知道这个精彩的大礼包里会有什么呢?
Who knows what's gonna be contained in this exciting grab bag.
我们自己现在也不知道。
We don't even know yet.
没错。
No.
我们确实知道一点点,我们知道一点。
We do we know a little We know a little bit.
我没有多余的寒暄了,马特。
I got no preamble banter, Matt.
好的。
Okay.
没关系。
That's okay.
别担心
Don't Don't worry about
别担心。
worry about it.
今天早上我做了什么?
What have I done this morning?
你知道的,我写了一些文字。
You know, I've I've written some words.
你写
You write
有些人 earlier 在砍一棵树。
some Some people were cutting down a tree earlier.
是的。
Yeah.
你知道,他们只砍了树的几根树枝,然后就让剩下的部分在那里闲着。
You know, they only did, like, a couple of branches of the tree, and they left the rest of it just chilling.
一切都热闹起来了。
It's all been popping off.
这段时间真精彩。
It's been an exciting time.
是吗?
Is it?
真的吗?
Has it?
是的。
Yeah.
不。
No.
这就是听众想听的吗?
Is this what the listeners wanna hear?
我知道。
I know.
我正在喝一种芦荟饮料,
I'm drinking an aloe vera drink that
我的天啊。
I My goodness.
我买的。
That I bought.
我们怎么变成这样了?
What's happened to us?
里面有一些杂质。
It's got bits in it.
嗯,我不确定。
Well, don't know.
你看我们变成了什么样。
You see what's happened to us.
我怎么变成这样了?
What's happened to me?
我的意思是,我已经四十好几了。
I I mean, I've been I've been 40 for a while now.
欢迎加入俱乐部,伙计。
Welcome to the club, buddy.
哦,不。
Oh, no.
你四十了?
You're 40?
你很好?不。
You're well, no.
不。
No.
但很快你也会的,然后你的生活就只剩下延长线和灰暗。
But soon you will be, and then your life will just be extension cables and grayness.
嗯。
Mhmm.
它是
It's
好的。
fine.
你会在混乱中找到自己的乐趣。
You you find your own fun in in the chaos.
说到这个,桌游。
And speaking of which, board games.
真是个爱好啊。
What a hobby.
汤姆。
Tom.
汤姆。
Tom.
汤姆。
Tom.
汤姆。
Tom.
嗨。
Hi.
你刚才告诉我,你玩过一个叫《 ember leaf 》的游戏。
You told me a little while ago that you played a game called Ember Leaf.
我确实玩过一个
I did play a
一个小游戏。
little game.
我现在想听你讲讲这个游戏。
I would like you to tell me now about it.
这可不是一个小游戏。
It's not a a little game.
这是一个大游戏。
It's a big game.
我只是说‘小’,就是那种,你知道的。
I was just saying little in the, like, you know.
而且你知道,就是像像。
And you know, like Like
一个没有意义的词。
a meaningless word.
不是一 个
Not a The
它是一个大游戏而不是小游戏这一事实,可能就是我对它感到困扰的地方。
fact that it's a big game and not a little game might be my problem with it.
哦。
Oh.
是的。
Yeah.
我们稍后会再回到这个问题。
We're gonna come back to that in just a little bit.
《Emberleaf》是由弗兰克·韦斯特设计的游戏,你可能因他设计的《猫岛》《赛向木筏》等游戏而认识他。
Emberleaf is a game designed by Frank West, who you might know for such games as Isle of Cats, Race to the Raft.
但这次他有一位联合设计师,詹姆斯·汤布林,他也负责部分美术工作。
But he's joined by a co designer this time around, James Tomblin, who also does some of the art.
弗兰克也参与了部分美术设计,整个游戏的联合设计可谓无处不在。
And Frank does some of the art, is co designed down to the wazoo.
天哪。
Gosh.
深入骨髓,高入云霄。
Down to the wazoo, up in the wazoo.
这取决于你相对于‘屁股’的位置。
It depends where you are in relation to the wazoo.
‘屁股’的地理位置取决于
It's wazoo The geographical position of
‘屁股’的位置取决于说话的内容。
the wazoo is dependent on the statement.
这是一款奇怪的游戏。
This is a strange game.
这是一款所谓的‘卡牌舞蹈’游戏,马特。
It is a quote, unquote card dancing game, Matt.
在你面前的桌子上,你会看到——在脑海中想象一下,嗯。
In front of you on the table, you're gonna have, picture it in your mind's eye Mhmm.
一块巨大的棋盘。
A giant board.
这个棋盘上有许多六边形的位置,哇哦。
That board has got lots of spaces for hexagons Woah.
你要在那个棋盘上放置。
You're gonna place on that board.
我从未想象过这样的东西。
I've never imagined anything like this.
这太荒谬了。
This is this is absurd.
天哪。
Oh my goodness.
这是一个
It's a
全新的想法。
whole new idea.
此外,这个棋盘上还会有一些小人偶,像可爱的、厚实的印刷动物小人偶,它们会在棋盘上四处游走,建立那些小格子,并在棋盘上建造小镇。
There's also on this board, you're gonna have little meeples, like cute chunky screen printed animal meeples that are gonna wander around this board, establishing those little tiles, putting little towns on the board.
但每个玩家面前,你都有自己的个人玩家版图。
But then in front of each player, you have your own personal player board.
天哪。
Oh my god.
想象一下。
Imagine that.
什么?
What?
它有六个卡牌的位置。
That has space for like six cards.
顶部一排三个,底部一排三个。
Sort of a row of three at the top and a row of three at the bottom.
所以现在它们都只是空位。
So they're just empty spaces right now.
对。
Right.
游戏核心行动的机制是:在你的回合,你要从手牌中打出一张牌,放到这个网格上。
And the way that the core action of the game works is on your turn, you're gonna play a card from your hand onto this grid.
你可以把牌放在你那张2x3网格的任意位置。
You can put it anywhere you want on your little two by three grid.
后面你会获得更多的可用格子。
There's more spaces you'll get access to later on.
你可以把牌放在任何你想放的位置,然后触发这张牌上的能力,比如获得三块石头、获得一块木材、从商店获取一张牌,或者类似的效果。
You're gonna pop it down anywhere that you want, and then you're gonna trigger the abilities on that card, which might be get three rock or get one wood or, obtain a card from the shop or something like that.
对吧?
Right?
你会从这些牌上获得各种不同的能力。
You're gonna get these different abilities on the cards.
但问题是,几乎所有这些行动都只能使用一次。
Now, the thing is is that almost all of these actions are just one time.
你触发一次,然后就得到相应的效果。
You just trigger it and you get something.
是的。
Mhmm.
所以在这个游戏的早期回合,感觉有点枯燥。
And so your early turns in this game feel kind of, like, dull.
它们显得有点单调,因为你只是出一张牌,然后获得一样东西。
They sort of feel a little flavorless, cause you're just playing a card and getting one thing.
怎么回事?
What gives?
好吧,我之所以这么认为,是因为在你的回合中,除了出牌,你还可以滑动你所有的牌。
Well, the secret source of m belief is that the other thing you can do in your turn is instead of playing a card, you can slide all of your cards.
所以你会把整个网格向左移动一格,而许多牌上都有一个小箭头,写着:‘当你滑动我时,我会触发一个小效果。’
So you'll slide your whole grid one space to the left, and many of these cards will have a little arrow on them that says, when you slide me, I do a little thing.
哦。
Oh.
所以思路是,你先设置一些基础动作来获取基础资源,然后通过滑动它们,把这些资源转化成更高级的东西。
So the idea is you're setting up these sort of like basic actions to get you basic resources, and then you're sliding them along to turn those resources into fancy things.
或者你甚至是在引发连锁反应:滑动一张卡会给你一块石头,然后另一张卡让你用石头建造东西。
Or even you're setting off little chain reactions where sliding one card gets you a rock, and then another card lets you build the thing out of rocks.
接着另一张卡会激活你建造的东西,如此类推。
And then another card means that you activate the thing that you built, and yada yada yada.
这些例子都不太好。
These examples are bad.
当你滑动卡片时,你是同时滑动所有卡片吗?
When you're sliding cards, are you, like, sliding all the cards at once?
它们是叠在其他卡片上面滑动,还是每张卡片都在自己的位置上整体移动一格?
Are they sliding on top of the other cards or were all sliding along their position in one space?
它们都会整体移动一格。
They're all sliding one space.
明白了。
Okay.
就像一波浪潮一样。
Like a like a wave.
嗯,六张牌是个不错的数量,因为我觉得——当然,这算是手大的优势了——但我觉得我的手足够大,可以轻松地一次滑动六张牌。
Well, six cards is a good number for that because I feel like and I mean, again, this is big hand privilege, but I feel like my hand my hands are big enough to comfortably slide six cards at the same time.
每张牌用一根手指吗?
One finger on each card?
就用我的拳头。
Well, just my fist.
就像我的手,直接像一只大青蛙一样拍下去。
Like, my hand, like, just sort of splattering it like a big frog.
直接一推就过去了。
Just smoosh along.
是的。
Yeah.
问题是,我得扫你的兴了,因为游戏本身建议你一张一张地滑动牌。
The thing is is that I'm gonna spoil your your fun here because the game actually recommends that slide your cards one at a time.
哦,不是的。
Oh, that no.
这确实让
That does make And
我同意,因为你必须做一些事情。
I agree because Because you have to do things.
你必须做一些事情,如果你一次性全部滑动,手册里明确说,这样做很有诱惑力,因为实在太爽了。
You have to do things and if you just slide them all at once it literally says in the manual, there's a temptation to do this because it's hella satisfying.
嗯。
Mhmm.
但你不会想这么做,因为你必须逐张滑动这些卡牌,因为每一张都会触发一个效果,可能还会引发另一个效果,等等等等。
But you're not gonna have you're not gonna wanna do it because you have to slide these cards individually because each one of them is gonna trigger an effect, which might trigger another effect and yada yada yada.
这种设计非常现代的欧式风格,完全是组合、组合、组合、组合、组合。
It is super modern euro design in that it is combo combo combo combo combo.
一切都在于让这些巨大的、令人兴奋的数字上涨。
It's all about making these big exciting numbers go up.
但是,汤姆,是吗?
But, Tom Yes?
你说这些卡只有六个位置可以放。
You said there's only six spaces for these cards to be in.
对。
Correct.
当它们移到边缘外时会发生什么?
What happens when they go off the edge?
嗯,什么都不会发生。
Well, nothing.
除非它们有特殊能力,说明当它们从板子末端掉下去时,有些卡会有触发效果。
Unless they have a special power that says when they drop off, when they fall off the end of their board, then they'll have some of them will have powers that trigger if you do that.
这个游戏早期就会出现一个非常有趣的现象:你得确保你的棋盘上某些位置是空的,这样你才能把那些滑出后立即兑现的卡牌玩出来,就是立刻。
And there's something that's really interesting that kind of happens quite early on in this game, which is that you want to make sure that certain slots of your board are free because you wanna make sure you can play those slide off and immediately cash them in cards, like, immediately.
你希望它们在最左边的插槽里。
You want them in those leftmost sockets.
对。
Right.
但其他一些卡牌,每次滑下去都会触发效果,你得确保它们能逐渐滑到板子上。
But then other cards that, like, get something every time you slide down, you wanna make sure that they slide down the board gradually.
是的。
Yes.
这样它们最终就会到达那些插槽里。
So that eventually, they will be in those sockets.
你面临一个非常奇特的谜题:不能随意获取任何资源。
And you have this very strange puzzle of, like, not being able to just take any resource you want.
必须通过打出特定卡牌来获取资源,这意味着你不想浪费回合,只是盲目地推进和滑动而没有目的。
Having to specifically play a card for it means that you don't wanna waste turns where you're just crunching things down, sliding without purpose.
你要确保自己始终能获得最大的收益。
You wanna make sure that you're always getting as juice as you can.
这些卡牌有没有其他方式能从那个小牌阵中移除?
Are there ways to get these cards off of the little, like, slightly tableau in any other way?
没有。
No.
没有。
No.
好的。
Okay.
只能把它们滑下去。
Just gotta slide them.
所以,实际上,这只是一个问题:我希望这些东西在棋盘上停留多久?
So really, it's just a case of going, well, how long do I want these things to be on the board for?
是的。
Yeah.
我该如何操控这一点?
And how can I manipulate that?
这有点像编程。
It's it's a kind of programming thing.
你是在逐步添加链条中的步骤,确保你的机器能够持续顺畅运行。
Like, you're sort of adding in these sort of, like, steps in a chain and trying to make sure that your machine can continually run smoothly.
我的意思是,老实说,有人终于围绕这首歌做了一个引擎构建器,这真的很令人兴奋。
I mean, honestly, I think it's exciting that somebody's finally made an engine builder around the the song.
床上有三个人,小的那个说翻身。
There were three in the bed and the little one said roll over.
是的。
Yeah.
我相信漫画里就是这么说的。
That's I believe that's what the manga says.
对吧?
Right?
我敢肯定,这绝对是唯一的灵感来源。
I'm sure that's the only inspiration here.
关于这一点,你知道,我一直在谈论这个卡片舞蹈系统。
The thing about this is that you have you know, I've been talking about this this card dancing dancing system.
但你面前有一个很大的六边形地图。
But there is a big hexagon map on front of you.
我从一开始就想起来了。
I remember that from the start.
是的。
Yes.
契诃夫的六边形。
Chekhov's hexagons.
契诃夫的大六边形。
Chekhov's large hexagons.
本质上,这个棋盘就像一个拼图机制,你收集的资源——岩石、石头、蜂蜜等等——都用来在主棋盘上铺设板块。
Essentially, this board acts as a kind of tile placement situation where the resources that you're gathering, the rocks, the stones, and the honey and whatever, you're using those to build tiles out onto the main board.
我只是在想想。
Just I'm just thinking.
我跟你说,我不想用岩石和蜂蜜来建造太多东西。
I tell you, don't wanna be building much out of rocks and honey.
我跟你说清楚了。
I'll tell you that.
这明显是糟糕的工程设计。
That's a bad that's bad engineering right there.
我觉得这些资源像是萝卜或者芜菁。
I think the resources are like radishes or like turnips.
好的。
Alright.
我觉得是芜菁。
Turnips, I think.
芜菁、石头、木头和蜂蜜。
Turnips, rocks, wood and honey.
这四样东西是那些小生物建造家园的材料。
Those are the four things that little tiny critters make their houses out of.
我的意思是,说得通。
I mean, fair enough.
说得通。
Fair enough.
我不会住进,也不会买这样一栋房子。
I wouldn't live I wouldn't buy a house like that.
我不会买一栋用蜂蜜建的房子。
I wouldn't buy a house made of honey.
不会。
Nope.
但你是在主版图上像铺瓷砖一样建造这些小空间。
But you're building out these little spaces like tiles onto the main board.
你获取这些资源的目的就是如此,因为每个区域并不是纯粹的区域控制,而是你在这些不同区域放置瓷砖,你在一个区域内放置的东西越多,就能获得越多分数。
That's what you're kinda getting these resources to do because there's a kind of not area control, but like essentially in each of these different areas on the board, you're placing tiles and the more things you put into an individual area, the more points you score for it.
你还会在这些房子里放置一些小林地生物,把这些小生物放进去能给你带来一些小奖励,帮助你进一步优化策略。
And you're also putting little woodland creatures to live in these houses and putting those little creatures gives you little bonuses that will help you refine your strategy even more.
然后,这些不同的地方被称为空地。
And then there are lots of these different they're called clearings.
有很多这样的地方可以放置这些瓷砖,你必须用你的大块状棋子——也就是你的位置标记——在这些地方之间移动。
There are lots of these different spaces to put these tiles in and you have to move between them using your sort of big chunky, I am here piece.
嗯嗯。
Mhmm.
但途中会有一些强盗挡路,你需要用剑击打他们。
But along the way, there are these bandits that get in your way and you need to smack them with swords.
所以,这就是游戏的两个部分。
And so those are the kind of two halves of the game.
一方面是建设这些漂亮的小城镇。
There's the building out, nice little towns side of the game.
嗯嗯。
Mhmm.
另一方面是用剑击打这些旗帜,并收集大量的旗帜,因为它们能带来分数。
And there's the smacking these banners with swords and accruing big sets of those because they're worth points.
明白了。
Okay.
我喜欢,你也是用卡牌行动来完成击打这些目标的吗?
And I like And are you doing the smacking things using the card actions as well?
当然。
Absolutely.
好的。
Okay.
所以所有东西都是靠卡牌吗?
So everything is the cards?
所有东西都是靠卡牌。
Everything's the cards.
好的。
Okay.
卡牌。
Cards.
卡牌就是他们的货币。
Cards are their money.
嗯。
Mhmm.
是的。
Yeah.
所有东西都在这些卡上。
It's all on it's all of the cards.
你会为这种你正在构建的牌组购买新的卡牌。
And you will be buying new cards for that sort of deck that you're building.
这其实不是一个牌组。
It's not really a deck.
这只是一个大手牌。
It's just a big hand.
你会从这个市场购买新的卡牌,这些卡牌会在某些方面改变你的策略。
You're buying new cards from this market that will kind of pivot your strategy in certain ways.
好的。
Okay.
比如,我曾经遇到一个人,只要我牌桌上任何一张卡上有小剑图标,他就让我发动一次强力攻击。
So like, I had a guy that meant for every little sword icon on any card on my board, he would let me do a big attack.
所以他每次被我移动时,都会让我发动一次攻击。
And so and he'd let me do that every time I slid him around.
所以每回合我都会不惜一切代价在棋盘上凑齐剑形标记,然后从上到下移动他,一路击倒所有东西。
So every single turn, was trying to get swords on the board no matter what, and then I was trying to slide him from top to bottom, whacking everything along the way.
明白了。
Got him.
这就是那个循环。
That's the that's the loop.
我非常喜欢《Embelief》的很多方面。
And and I like a lot about Embelief.
我觉得这个卡牌系统非常出色,特别适合组合搭配。
Like, I think this card system is really sharp and it's very, like, combo tastic.
嗯。
Mhmm.
你一上手就会立刻构思出各种小策略。
You know, immediately you're cooking up these little schemes.
看着自己的机制运转起来,真的很有成就感。
There's something really satisfying about watching your engine run.
但是但是
But but
嗯。
Mhmm.
你大概能感觉到它要来了。
You can probably feel it coming.
这过程有很多碰撞,而且特别漫长。
It's a lot of crunch and it's really long.
对。
Right.
我一直以为只有我会这样,觉得我们只是在玩特别长的局,后来我去看了Board Game Geek,才发现原来大家都有同样的困扰——玩Amber League的时间实在太长了。
Like this is something that I thought it was just me and that we were just playing really long games of this and then I looked on Board Game Geek and apparently it's a universal concern that people are spending too long playing Amber League.
我见过这种说法。
I have seen that.
是的。
Yeah.
我原本以为新闻只是在制造恐慌,但我确实听到了很多关于这个问题的抱怨,尤其是在年轻人中。
I thought the news was just fear mongering, but I have heard a lot of complaints about this in the Kids these days.
国家新闻。
The national news.
他们花太长时间让水獭沿着墙壁滑行。
They're spending too long sliding an otter down the walls.
他们被水獭搞得昏头转向,不停地滑动各种动物来击败虚构的亡命之徒。
They're getting zonked out on otters, sliding animals around so they can defeat fictional banditos.
我认为这可能只是因为——也许这不过是好事过头了。
And I think that this is like this is maybe just the case of, well, maybe it's just too much of a good thing.
这个游戏的满足感真的非常高。
Like, the satisfaction of this game is is really high.
它非常有趣且富有层次感,那种他们呈现给你的谜题让人上瘾。
Like, it's really sort of like fun and and crunchy, this puzzle that they present you with.
但如果你觉得这些游戏环节太长了,那一定到了某个时候,你会觉得该结束了。
But for you to feel like it the sessions are very long, there must be a point where you feel like it's time to wrap it up now.
是的。
Yes.
否则,你就根本注意不到。
Because otherwise, you just don't notice.
对吧?
Right?
是的。
Yeah.
我觉得这种情况是,你希望先让引擎启动,然后让它运行一小会儿。
I I feel like this is the kind of thing where you wanna get your engine off the ground, then you wanna see it run for, like, a little bit of time
是的。
Yeah.
然后你就希望游戏结束了。
And then you want the game to end.
但由于这个游戏获取新卡的方式,你常常会提前集中投入。
And instead, because of the way that you get new cards in this game, you often front load it.
你通常会在游戏初期就拿到引擎的所有关键部件。
You'll often get all the kind of pieces of your engine very early on in the game.
嗯。
Mhmm.
然后你就让这个引擎持续运转相当长一段时间。
And then you just kind of run it for quite a while.
嗯。
Mhmm.
我发现自己希望这一部分能再短一点。
And I found myself feeling like I wish that that part of it was just a little shorter.
对。
Right.
它让你快速启动,然后你就能享受那美妙的‘嗡嗡’运转状态。
It got you up and running and then you got to enjoy that sweet spot of brrrr.
所有这些情况都在发生,然后游戏就结束了。
All these points are happening and then it was over.
这一点在我玩过的游戏中尤其明显。
And that was especially exacerbated in the games that I've played of it.
所以我会说,我玩这个游戏的四次中,有三次
So I'll I'll say that most of the times, three out of the four times I've played this game
是的。
Yep.
我们都提前结束了,因为有人得回家了,对吧。
We've ended it early because people have had to go home Right.
或者因为我们只是觉得,你知道吗?
Or because we've just been like, you know what?
我们已经看够了。
We've seen enough
这里。
here.
是的。
Yeah.
你不能真的把客人锁在你家里。
You're not really allowed to lock guests in your house.
是的。
Yeah.
只是为了让他们玩完一款桌游。
Just to make them finish a board game.
他们说
And they say
这是不被认可的。
It's frowned upon.
而加剧这个问题的是,我玩了四次,每次都是向一个新的群体介绍这个游戏
And you know what exacerbates this is the fact that because I've played it four times and I introduce it to a new group each time
嗯哼。
Mhmm.
我第四次玩这个游戏时,简直把所有人都碾压了。
The fourth time I played this, I was just monstering everybody.
有一种情况是,当你玩一个超长的连招游戏时,轮到你了,你却要做一大堆事情。
And there's something about, like, having a really long combo tastic game where you're sat there on your turn and you're doing all of this stuff.
你像算盘一样疯狂地拨弄着,是的。
You're going crazy abacus style Yes.
让一个大拼图完美地拼合在一起。
Making a big puzzle click into place beautifully.
而别人却说:我有两个蜂蜜。
And someone else is like, I got two honey.
我要移动这个东西,然后我就能得到一块木头。
I'm gonna move this thing and I'm gonna get a single wood.
没错。
Yep.
这其实并不是游戏本身的问题,对吧?
It's and I that's not a real problem with the game, question mark.
我不知道。
I don't know.
我不知道。
I don't know.
我的意思是,我总是说,你知道的,每款游戏在你输的时候也应该是有趣的。
I mean, I I I think that the thing I always say is, like, you know, every game should be fun when you're losing.
是的。
Yeah.
比如,如果你找不到一种方式,只是自己做点小事也能享受其中,那它就
Like and I think if you can't find a way to have fun just doing a little thing on your own, then it's
我想,即使在这款游戏中尽力而为,努力操控你的引擎,也依然很有趣。
Which I guess is still fun to do your best in this game to, like, try and pilot your engine as best you can.
但我认为
But I guess
这就像,我赢了并不会阻止别人
it's like it's not the sense that if me winning doesn't prevent someone else from
不做。
doing No.
但我想,如果你得轮流来,你知道,这样也没问题。
But I guess if you if you're having to take turns to take turns, like, you're to, you know it's fine.
我发现,当一个游戏里有时你轮到的回合特别精彩,而其他人却没有时,这总有点问题。
I I find it's always not it's always slightly a problem when you have a game where sometimes you have a turn that's just popping off and other people don't.
嗯。
Mhmm.
但只要每个人都有自己的高光时刻,那就没问题。
That's but that's, like, fine as long as everyone gets their moment.
对吧?
Right?
或者大多数人至少有一次轮到属于自己的时刻,那时候一切都在你身上发生。
Or, like, most people get a turn where it's like, oh, this is where everything's happening for me.
这是我的疯狂
This is my crazy
如果你玩的游戏里,有一个人总是频频爆发,而其他人却完全没机会,那么本质上你就变成了一场游戏,其他人感觉他们只玩了半截桌游。
If you have a game where, like, one person is constantly popping off and other people are just not, then you basically end up having a game where instead of playing a board game, like, other people feel like they're playing a fraction of a board game.
是的。
Yes.
你知道,你可能只玩了游戏的一半,而其他三个玩家可能只玩了15%。
You know, like, you're playing half of the game, and the other three players are, like, playing, like, 15%.
对。
Yeah.
到了这个地步,玩桌游的社会默契就变成了:我能看手机吗?
At that point, you know, the the social contract to play a board game is like, can I look at my phone?
你玩你的,我能不能看手机?
Am I allowed to look at my phone while you're doing your dick
二十五分钟。
in twenty five minutes.
好。
Yeah.
某种程度上,这不就是我们在做的事吗?
In a way, that's like, what are we doing here?
你知道的吧?
You know?
所以我觉得这确实挺奇怪的。
So I I think that's that's like it's it's a weird one.
我觉得这不完全是游戏的问题,但与此同时,这到底是什么呢?
I think it's not entirely a fault with the game, but at the same time, it's like, what is it?
这确实是个问题。
It's a it's a problem.
这并不理想。
It's it's not ideal.
我不希望这听起来像是我真的很不喜欢EmboDiff,因为我觉得它的核心玩法其实非常有趣。
I think I I don't want that to make it sound like I really don't like EmboDiff because I think that the the core of it, I think I find really enjoyable.
我觉得那种滑动新卡牌、获取奖励的机制,执行得非常好。
I think that mechanic of sliding new cards around, picking up bonuses, I think it's executed really, really.
我有一些无聊的问题。
I have I have some boring questions.
你可以问你的无聊问题。
You can have your boring questions.
所以你有六个槽位,可以沿着它们滑动东西。
So so you have these six slots that you're sliding things along.
所以一开始打出的牌会持续参与五到六次滑动。
So a card played at the beginning will be in play for like, you know, five, six slides.
是的。
Yeah.
然后是三次滑动,因为情况是这样的:好吧。
And then Well, three slides because it's like Okay.
这正是我想弄清楚的。
That's what I was trying to work out.
独立的。
Independent.
展开剩余字幕(还有 480 条)
好的。
Okay.
哦,原来这就是我想弄清楚的。
Oh, that's what I was trying to work out.
这是无聊问题第一个。
That's question number boring question number one.
关于游戏的第二个无聊问题是,当卡片滑出后,会回到你的手牌中吗?
Boring question number two about the game is when they slide off, do they go back into your hand?
是的。
Yes.
啊。
Ah.
好的。
Okay.
好的。
Okay.
好的。
Okay.
所以你实际上是在慢慢构建一个小型的,呃,牌组
So you really are kind of building up, like, a small, like, deck of
他们称之为你的同伴牌组。
They call it your fellowship.
好的。
Okay.
但我觉得,当然,我可能错了。
But I think and, you know, I could be wrong.
这个播客的评论区里的人可能已经要喊出来了。
People in the in the comments of this podcast might be crying out.
但我相信,从根本上说,你只有四次机会可以把新牌加入到那个牌堆里。
But I believe that at base, there's only sort of four opportunities you get to add a new card into that stack.
对。
Right.
好的。
Okay.
你还记得我说过,当你把这些板块铺设到主版图上时,可以安置一些小动物吗?
And you know how I said when you build out these tiles onto the the main board, you can house little animals.
嗯。
Mhmm.
这就是你获得新卡牌的方式。
That's how you get new cards.
但只有每种动物的第一只被安置时,你才能获得新卡牌,而你总是可以选择这么做。
But it's the first animal of each kind that you house, which you always have the option to do.
你总是可以挑选任意一种动物。
You always have you can pick whichever animal you want.
嗯。
Mhmm.
所以你前四次放置板块,就可能对应获得你的前四张新卡牌。
So your first four tile placements could be your first four new cards.
那可能就是牌堆。
That could be the deck.
那就是你的游戏结束了。
And that's your that's your game done.
这种情况可能会很快发生。
And that can happen pretty quickly.
是的。
Yeah.
嗯,这并不意味着你的游戏结束了,但你的策略从那时起就基本定型了。
Well, it's it's not your game done, but it's your strategy somewhat set in stone from
从那个点开始就无法改变了。
that point forward.
好坏参半吧。
For better or worse.
而且你知道,有时候选择暂时不行动,等市场情况更理想时再获取卡牌,也是有好处的。
And and and, you know, there are benefits to saying, I'm gonna hold off for now and I'm gonna use my card acquisition later when the market's looking pretty juicy.
但市场的循环速度相当慢。
But the market's quite slow to cycle.
我不知道。
I don't know.
我觉得它有一点点不完美,我几乎想要那种被压紧浓缩后的效果,是的。
There's, like, a little edge of it that I think is a little imperfect and I almost want it just I want the crunched up condensed Yeah.
是的。
Yeah.
这很有趣,因为当我以为这些卡牌可能会滑落并永远消失时,它让我想起了我们之前聊过的一款叫《野生冒险》的游戏,那也是一款类似 tableau 式的卡牌构筑游戏。
It's interesting because I thought, when when I thought the cards might be sliding off and disappearing for good, it kind of reminded me a little bit of a game we talked about a little while called a wild adventure, which was equally kind of like a tableau engine building thing.
而且它
And it
是一款温馨小动物游戏。
was a cozy critter game.
温馨的小动物。
Cozy cozy critters.
嗯。
Mhmm.
但我喜欢这一点:在那个游戏中,卡牌机制意味着你会将强大的角色和装备投入战场,但随后你会使用它们,然后它们就会离开。
But that I I enjoyed the fact that in that one, the the nature of the card play meant that you would be putting these powerful characters into play and powerful equipment, but then you would be using them and they would leave.
是的。
Yes.
我喜欢这种感觉,我原本以为它们之间会有一些重叠,但如果这些卡牌会回到你手中,那就不是那种你构建一个引擎然后引擎慢慢消失的情况,而更像是一个不断完善循环的过程。
And I enjoyed the fact that it kind of had this this sense of like, I thought there might be some overlap there, but if they're coming back into your hand, then it's less of a kind of like you have this engine you build and then the engine slowly disappears and more of a like a cycle of like perfecting this loop.
是的。
Yeah.
当然。
Absolutely.
就像我之前提到的,在上一局游戏中,我完全投入了剑牌,从第二轮开始就让这个引擎运转起来,之后几乎没什么额外的操作能让它变得更好了。
Like, I think that once in the last game I played, I went full in on swords as I mentioned earlier and I had that engine up and running from like round two And there wasn't much extra I could do to make it run better Got almost.
除了清空一些空位,给我更多空间来打出这些卡牌。
Other than clear out the spots that gave me a little bit more runway for playing these cards out.
所以我喜欢Embellief。
So I like Embelief.
我觉得它很不错。
I think it's nice.
玩它的时候我度过了非常愉快的时光。
I had a very pleasant time playing it.
我觉得我不会保留它。
I don't think I'm gonna keep it around.
那真是。
That's
公平。
fair.
我觉得在玩家数量较少的时候,我也会推荐它。
I think I'd probably recommend it at the lower end of the player count as well.
我觉得它最多支持五人游玩。
I think it goes up to like five players.
是的。
Yeah.
而且我觉得你会坐着玩这个游戏差不多三
And I feel like you're gonna be sat playing that game for like three
我觉得你也挺认真对待玩游戏的。
I feel like you take playing games pretty seriously as well.
你不会像那样,你知道的,在别人聊天时随便打闹。
Like you're not you're not like, you know, slapping people when they're they're having a chat.
但与此同时,我们玩大多数游戏时,都能相处得很好。
But at the same time, you know, most of we're having games, we we get on with games.
是的。
Yeah.
我们玩得高效。
We play efficient.
我们玩一款游戏。
We play a game.
对吧?
Right?
我们不会磨磨蹭蹭的。
We're not gonna be dibbling and dabbling.
而我觉得,当我玩一些像这样温馨舒适的游戏时,通常我会想,咱们放松一下吧。
Whereas I feel like often if I'm playing something like this that is cozy and nice, like, that's often the environment where I think, you know, let's chill.
咱们泡杯茶吧。
Let's, you know, get on a cup of tea.
慢慢来。
Let's take our time.
如果游戏时间很长,这种情况就会让游戏节奏拖得更久。
And that's when if games are very long, then it can sort of stretch out.
是的。
Yeah.
它可能会变得拖沓,有点不像在玩游戏了。
It it can sprawl out in a way that's a little ungamely.
我觉得,如果你打算玩的话,两到三个人可能是最合适的。
I I think that it's probably the sweet spot is two or three for this one if you're gonna go for it.
如果你想享受一个温馨的时光。
If you want a cozy time.
如果你想玩一个组合引擎构建型游戏。
If you want a combo y engine builder.
也许如果你不像我这么容易上头,只是坐在那儿看着这个引擎,心想:我要把它榨干。
Maybe if you're not as AP prone as I am, just sat there looking at this engine being like, I'm gonna juice this
对。
Right.
把小黄鼠狼的优势发挥到极致。
Weasel for all it's worth.
你需要一个氛围警报器。
You need the vibes alarm.
是的。
Yeah.
你只需要按下
You need to just hit
时钟,说一声‘氛围’,然后就必须立即做点什么。
the clock and say vibes and then you immediately have to do something.
接下来,我们要聊聊《Roth》。
Next up, we're gonna talk about Roth.
这是一款由曼尼·特伦布莱设计并绘制插画,由Chip Theory Games发行的区域控制游戏。
This is an area control game designed by Manny Tremblay with art by Manny Tremblay, published by Chip Theory Games.
马特,你之前做过这个游戏的评测。
And Matt, you did a review of this one a while ago.
一小段时间前。
A little while ago.
很久以前。
A while ago.
我们在视频里说过,会在播客里某一期讨论这个游戏。
We did say in the video that we would talk about it on the podcast at some point.
我们在这儿。
Here we are.
我们在这儿。
Here we are.
我们是言而有信的人。
We are men's of our words.
正如承诺的那样,我们在播客中讨论这款游戏。
Talking about a game on a podcast as promised.
是的。
Yes.
正如我们的四位先父所承诺的那样。
As was promised by our four fathers.
如果你还没看过视频,那马特会告诉你这款游戏是什么以及如何玩。
If you have not seen the video, then Matt is gonna tell you about what this game is and what you do in it.
是的。
Yes.
我是。
I am.
干得好,汤姆。
Well done, Tom.
谢谢你如此简洁地解释了这个概念。
Thank you for so succinctly explaining the concept.
这个游戏的基本玩法是:你面前有一张小地图,你要把一些小角色放在地图上,然后移动它们,试图控制各个区域。
What we what what this game does is basically you have a little map in front of you, and you're putting little characters onto a map, and you're moving them around to try and take control of areas.
你希望在各个地方占据多数控制权,并且可以通过攻击来移除其他玩家的棋子。
You wanna have majority control of things, and there are ways that you can be removing other people's pieces by attacking them.
但游戏中所有的行动都是通过掷骰子来决定的。
But all of the action in the game is dice drafted actions.
你手中有一把骰子,上面分布着不同的行动选项。
So you have a handful of these dice which have a distribution of different actions on.
你可以执行四种不同的行动,其中两种比较稀有,只出现在骰子的一个面上。
There are four different actions you can do, two of which are rarer, being on just one side of the die.
是的
Yeah.
另外两种动作更常见,出现在骰子的两个面上。
And the other two are more common, being on two sides of the dice.
但你们会掷骰子,然后轮流选择这些骰子。
But you are rolling them and then taking it in turns to pick out these dice.
在那之后,你们会获得公开的信息。
And then after you've done that, you will have this open information.
你们可以看到每个人能做什么,而且大家都轮流行动了一次。
You can see what people can do, and you've all taken in turns to do a thing.
当所有骰子都使用完毕后,你们已经完成了移动部队、在地图上增派部队、攻击他人,或获取更多资源以使用特殊能力——因为有不同的派系。
After all the dice have been played and you've done your your moving troops, reinforcing more troops on the map, attacking people, or getting some more resources to use special powers because there are different factions.
游戏中有五个不同的派系。
There are five different factions in the game.
这是一款色彩极其鲜艳的霓虹风格游戏,棋子 brightly colored pieces。
It's a astoundingly colorful neon thing, brightly colored pieces.
实际上,拍摄时几乎成了个问题,因为用普通光线拍摄时,颜色看起来太亮了。
It's actually it was almost a problem to film in the fact that, like, filming it normally under normal light, the colors looked just too bright.
是的。
Yeah.
我真不知道该怎么办。
And I didn't really know what to do.
我第一次几乎想到要反向调色,试着从素材中去掉一些色彩。
I I I almost thought for the first time of, like, reverse grading it and trying to, like, remove some of the color from the footage.
让它变得暗淡些。
Make it duller.
但后来我想,这其实不太对,我不确定。
But then I was like, well, that's not really I I don't know.
它的霓虹效果非常惊艳,而且特别有趣。
It was it's it's astoundingly neon in a way that's very fun.
是的。
Yeah.
但基本上,是的,你会进行多轮游戏。
But, basically, yeah, you play through rounds.
在每轮结束时,当所有人都完成行动后,你会查看谁控制了更多区域从而得分,以及谁因为其他一些小条件获得了额外分数。
And at the end of the round, when everyone has done their actions, you just look to see who gets points for being in control of areas, and then who gets bonus points for other little criterias to do it.
比如你完全掌控了一个区域?
Like, you completely dominating an area?
你是否在区域内拥有特殊单位,拥有它们会给你更多分数,等等。
Do you have special units in the area that get you more points for having them there, etcetera.
当有人达到30分时,游戏结束。
And the game ends when someone has 30 points.
经典。
Classic.
像Root那样的风格。
Root style.
绝对经典。
Absolutely classic.
而且,你知道的,这款游戏有霓虹幻想的风格。
And, you know, in terms of it, got neon fantasy.
你有霓虹矮人。
You got neon dwarves.
你有霓虹兽人。
You got neon orcs.
你有霓虹精灵。
You got neon elves.
我不觉得这款游戏是奇幻题材。
I don't think this game is fantasy.
它自称是奇幻,但这种霓虹色调在现实世界里太夸张了,汤姆。
Like, it says it's fantasy, but it's too neon to be colors like that in the real world, Tom.
不过在奇幻世界里倒是可以。
Not in the fantasy world, though.
奇幻世界应该是绿色和棕色的。
Fantasy is like green and brown.
也许不是。
Maybe not.
我觉得,对于一个大约一个月前才刚看完一部《指环王》电影的人来说,
I think I think think I think for somebody who's only just watched the one of the Lord of the Rings films recently about a month ago
听好了。
Listen.
我觉得你现在正迅速成为一位奇幻题材专家。
I I think you're very rapidly becoming an expert on fantasy now.
这《指环王》已经直接让你
This has gone this Lord of Rings has gone straight to
头脑发热了。
your head.
是的。
Yeah.
《指环王》?我跟你说吧。
Lord of Rings me tell you.
没有粉红色,但也许应该用。
Didn't have any hot pink, but maybe it should.
也许本来就应该用。
Maybe it should've done.
我其实正在看《指环王》第二部,续集,还有《指环王》
I'm actually watching Lord of the Rings two, the sequel, and Lord of the
第三部,你要去电影院吗?
Rings three You're going to the cinema.
在电影院看第一部。
One in the cinema.
哦。
Oh.
我其实做了一件相当不明智的事,因为我正在看这两部的加长版。
And I'm actually doing something quite ill advised because I'm watching the extended versions of both.
不会吧。
No.
不。
No.
不。
No.
我觉得这样应该没问题。
I think I think it'd be fine.
我们已经讨论过这个了。
We talked about this.
我同意。
I'm in
你要在那里待上七个半小时。
there for, like, seven and a half hours.
伙计,你就算在那儿待七个半小时,也是在做别的事。
Buddy, you'd just be in here for seven and a half hours doing something else.
这确实没错。
That's very true.
看《幸存者》或者玩电子游戏。
Watching survivor or playing video games.
但这些活动至少有一定的多样性。
But there's at least there's a variety in those activities.
当然。
Sure.
你这纯粹就是矮人。
You This is just dwarves.
当然。
Sure.
你在家里时,不需要往瓶子里撒尿。
When you're at home, you don't have to piss into a bottle.
但你知道的,除此之外,完全一样。
But, you know, apart from that, it's exactly the same.
而且,老兄,会有大量的多样性。
Also, mate, there'll be tons of variety.
这不只是矮人。
It's not just dwarves.
还有很多呢。
There's loads.
这些电影里发生的事情太多了,老兄。
So much stuff happens in these films, man.
你得期待的东西,我都懒得说了。
You've got I don't even wanna say what you've got to look forward to.
是的。
Yeah.
我不知道我有什么。
Don't know what I've got.
你有一些令人兴奋的角色。
You've got some exciting characters.
角色。
Characters.
当人们听说我要看《指环王》时,经常提到的一点是,你还没看过德内梭尔。
What I've heard a lot about when people have been, like, hyped to hear me watch Lord of the Rings, they go, oh, you're you've not seen Denethor yet.
还没。
Nope.
他们一直谈论德内梭尔,我真的不知道怎么回事。
They just keep talking about Denethor and I I'm I'm I don't know.
我听说过番茄。
I've heard about tomatoes.
对。
Right.
我听说的就是这个。
That's what I've heard about.
说实话,是关于番茄的。
Honestly in Tomatoes.
现在出问题了,但我都记不清达娜是谁了。
Trouble now, but I I can't even remember who Dana
索尔是。
Thor is.
所以如果我再看一遍这部电影,我肯定会想,哦,是的。
So I I I'm sure if watch the film again, I'd like, oh, yeah.
是的。
Yeah.
是的。
Yeah.
是的。
Yeah.
是的。
Yeah.
你一定会玩得很开心。
You're you're gonna have a great time.
但没错,我觉得那种霓虹糖果般的幻想才是我想说的。
But, yeah, I I I think that neon candy fantasy is is what I'd say.
我认为,为了我们自身的安全,他们有时会给幻想世界加上一点色彩减弱器或饱和度中和器,防止我们沉迷过度。
I think that I think that maybe for our own safety, they'd sometimes, put a little, a color dampener saturation nullifier on fantasy to stop us from getting too much.
但我也能举出一些非常霓虹风格的幻想例子。
But also, I can give you examples of very neony fantasies.
是的。
Yeah.
《阿莫洛王国》是我最爱的十款游戏中的第七名。
Kingdoms of Kingdoms of Amolor, one of my favorite seven out of 10 video games of all time.
这确实是一款纯粹的七分游戏。
That is a pure seven out 10.
这款游戏用了许多鲜艳明亮的色彩。
That had some really good bright colors in it.
这显然是一个带有正面评价的七分,而不是负面评价的七分。
That's very much a seven out of 10 in brackets positive rather than a seven out of 10 in brackets negative.
我认为根本不存在什么负面的七分。
I don't think there's any such thing as a negative seven out of 10.
一个负七分就是六分。
A negative seven out of 10 is a six out of 10.
我曾经为杂志工作过。
I used to work for magazines.
相信我。
Trust me.
这完全是胡说八道,但同时也完全正确。
It's it's absolute nonsense, but also it's completely true.
是的。
Yeah.
《魔兽世界》也是。
Guild Wars as well.
总之,你是可以使用色彩的。
Anyway, you're you're allowed colors.
你是可以使用色彩的。
You're allowed colors.
这算是一个旁支话题,意思是我們決定允許使用顏色。
That's a sideways sidebar to say we decided that it's okay to have colors.
雖然我明白你的意思。
Although I I do get what you mean.
是的。
Yeah.
我想我的意思是,你想要的是泥土感。
I guess what I mean is that like You want mud.
感覺像一款奇幻遊戲。
Feel like a fantasy game.
我同意,是的。
I will agree Yeah.
這種主題設定並非必要。
That the theming in this is not necessary.
是的。
Yeah.
我喜欢这个艺术风格。
I like the art.
我喜欢这些颜色,但感觉不到任何真实的空间感,没有。
I like the colors, but it doesn't feel like there's any sense of real, like, place No.
或者任何事物。
Or things.
是的。
Yeah.
这相当抽象。
It's quite abstract.
它
It
是的。
is.
不过,你确实能感受到这些动作的氛围。
Although, you do get the the feeling of the actions.
对我来说,这就像玩《幽暗地城》时一样,那些技能名称能让你在脑海中浮现出你正在做什么的具体画面。
To me, it's almost like a bit like in the same way that when you're playing Gloomhaven, the the names of the moves give you a physical image of, like, what you're doing.
是的。
Yeah.
你就会觉得,没错。
You're being like, yeah.
我正在做这件事。
I'm doing this.
是的。
Yeah.
这里就像是,你知道的,你往整个地图上射箭,摧毁一切。
Where this has, like, you know, you're you're firing arrows across the whole map and destroying everything.
你感染了某个人,他们死了,然后你这边有一个人复活了。
You're, like, you're infecting someone and they die and then one of your people come back.
它在某种程度上唤起了其他事物的感觉,使其在机制上具有表现力,即使从主题或其他方面来看并非如此。
It's it's evocative of other things in a way that makes it mechanically evocative even if in terms of theme or anything like that.
它并不是真的想做到那样。
It's not really trying to do that and that.
不。
No.
不。
No.
我同意。
I agree.
我不认为它旨在成为一款非常富有主题性的游戏,但它在需要的地方已经足够有主题感了。
I don't think it's shooting to necessarily be like a super thematic game, but it's like thematic enough in the spaces where it needs to be.
是的。
Yeah.
我喜欢这款游戏的原因是,它确实满足了那种渴望——想看到色彩鲜艳的元素在地图上移动、互相摧毁的感觉。
And the reason that I like this game is because it really does tickle that itch of having that sort of game where you want to see brightly colorful things being moved around a map of and destroying each other Mhmm.
然后获胜。
And then winning.
有人会说,那个人是个问题。
And having someone going, that person's a problem.
我们应该去攻击他们。
We should go and attack them.
你应该和我们一起攻击他们,或者
You should hit them with us or
这正是人们想玩的关键类型游戏之一,尤其是对于那些不常玩游戏的人。
Which is like one of the key sorts of games that people want to play, especially if people don't play games that often.
他们会说,我喜欢桌游。
Well, they go, I like board games.
嗯。
Mhmm.
他们想玩要么是自己熟悉的游戏,要么是看起来有点像这样的游戏。
They want to play either something they know or they wanna play something that looks a bit like this.
他们想要一种源自《风险》那片混沌泥潭中的游戏。
They they they wanna have something that's kind of spawned from the murky pit of Risk.
就是,你知道的,他们想要某种东西,
Like, you know, they want something that,
比如,没法玩《风险》,但他们以为自己想玩。我本来差点把这句话写进剧本里,但后来我跑题了,干脆删掉了整个部分,因为我觉得这根本行不通。
like, can't get play risk, but they think they want to play I almost had this as a line in the script, but then I ended up going on a a digression and cutting the whole thing because I was like, this is just no.
但人们以为自己想玩《风险》。
But people think they want to play risk.
对。
Right.
但人们喜欢的是《风险》这个概念,而不是它的实际玩法
But people like the idea of Risk rather than the reality of
《风险》。
Risk.
对吧?
Right?
所以人们经常说:‘我们能玩点类似这样的游戏吗?’
And so often people will go, oh, can we play something like this?
我意识到,真正能做到这一点的游戏其实没多少。
And I realized there aren't actually that many games that that do that.
正因为如此,我特别喜欢它。
For that reason, I really enjoyed it.
我很享受把它当作一种轻松的周六下午活动,一边吃着薯片和蘸酱,一边和别人玩、互相竞争。
And I really enjoyed it as a a kind of, like, very kind of chill Saturday afternoon chips and dips playing a game, fighting each other sort of thing.
我和朋友们玩的时候,这个游戏反响非常好。
And it it it went down really well with groups that I played it with.
规则简单易教,上手很快,而且我真的玩得很开心。
It was easy to teach, easy to get going, and, yeah, I had a lot of fun with it.
我很喜欢这个游戏。
I enjoyed it.
我确实发现,在游戏边缘存在一些模糊地带,比如有时候你能通过观察游戏状态并巧妙操控,彻底击垮对手,而别人却根本不知道你在做什么。
I definitely found that there was some, like, fuzziness around the edge in terms of, like, sometimes having games where you could really demolish people if you looked at the state of the game and manipulated it effectively without people knowing what you were doing.
从那以后,看到我们在评论区收到的反馈,也挺有意思的。
And then it's been interesting furthering on from that to see some of the reactions to the review that we've had in comments and stuff.
而且,人们真的会说,我知道有些人批评说:‘我真的很惊讶你喜欢这个游戏,因为我们觉得这游戏严重不平衡。’
And, like, people actually, like, you know, I can see one of the the criticisms that people have is people saying, oh, I'm really surprised you like this because we found the game really unbalanced.
我已经看到很多人说过这一点。
And that's something that I've seen a bunch of people saying.
这其实是我尽量不在评测游戏时去看别人怎么说的一个有趣副作用,因为那样会污染我的判断。
This is an interesting side effect of the fact that I I try not to look at what anyone is saying about games when I'm reviewing them because it will taint my brain.
嗯。
Mhmm.
这会让我怀疑自己,甚至改变自己的看法。
And it will make me second guess myself or change my own opinion
当然。
Sure.
这种做法对评论者来说并不健康,尤其是当你去网上看人们的看法时,他们的观点往往已经受到了其他评论者的影响,等等。
In a way that is just not healthy for critics to do, especially when usually if you go and read what people think online, often their opinions are already being formed by other critics who have told them things, etcetera.
是的。
Yeah.
你根本不知道那是别人的真实想法,还是二手观点。
Rather than just you you never know if it's someone's, like, real their opinion or a secondhand opinion.
如果不小心,你最终可能会陷入观点的泥潭。
If you're not careful, you can end up with opinion sludge.
是的。
Yeah.
尤其是桌游,有一种非常特定的现象:人们在Kickstarter上支持某些项目,并希望它们能非常出色。
And with board games especially, there's a there's a real, like, specific phenomena of people backing things on Kickstarter and willing them to be excellent.
完全正确。
A 100%.
于是你就会看到一些评论,人们热情洋溢地赞美,还明确提到自己买了哪些产品。
So you get these reviews that are, like, people really glowing and they mention exactly what products they have acquired Exactly.
并附上这些评论。
Alongside this review.
所以我喜欢保持距离,只相信自己的直觉。
So I I like to try and keep a distance and just stick with my own gut.
然后,在事情完成并发布出去之后,我会去听听别人的想法,有时会觉得挺有意思的。
And then afterwards, after the deed is done and it's out in the wild, I will then listen to what other people think and and find that interesting sometimes.
有时候我会发现自己和大家的看法非常一致。
And sometimes I find myself very much aligning with what everyone thinks.
嗯。
Mhmm.
但有时候我并不这么认为。
Other times I don't.
比如我记得我最早的一篇评测是关于《Takanoko》的,我觉得那款游戏挺烂的。
Like, I remember one of my first reviews was Takanoko, and I thought that game kinda sucked.
我现在还是觉得那款游戏挺烂的。
I still think that game's kinda sucked.
还行吧。
It's alright.
但大家都很喜欢它。
People loved it.
还行吧。
It's alright.
当我突然出现时,他们很生气。
And they were mad when I came out of nowhere.
我心想,这个备受喜爱的东西其实并不好。
I was like, this beloved thing is not good.
马特,这游戏有个可爱的熊猫和竹子。
Matt, it's got a cute panda and bamboo.
我根本不知道它备受喜爱。
I didn't even know it was beloved.
另一方面,警官。
And on the other hand Officer.
比如《Frosthaven》,我发布那篇评测时感到非常焦虑,因为我完全不知道大家的反响如何。
Like, Frosthaven, I'm I was felt very anxious about putting that review up because I had no idea really what the reception had been.
嗯。
Mhmm.
嗯。
Mhmm.
看到其他人对它也持冷淡态度,我松了一口气,是的。
And it was a relief to see that other people had been a bit lukewarm with it as well Yeah.
因为我就准备好要在网上被狠狠批评了。
Because I was kind of ready to get my ass kicked on the Internet for that.
尤其是因为《Frosthaven》,我觉得它的目标受众都是特别烧脑的《Gloomhaven》玩家。
Especially because for Frosthaven, I feel like the audience that's catering towards is real big brain gloomhaveners.
是的。
Yeah.
就我个人而言,我不觉得——我是说,我仅代表我自己,也许你也一样,我不确定。
And personally, I don't think I mean, I'm speaking for myself and maybe you, I don't know.
但我不觉得自己是那种烧脑型的《Gloomhaven》玩家。
But I don't consider myself a big brain gloomhavener.
我是个靠感觉玩《Gloomhaven》的玩家。
I'm a vibes gloomhavener.
我两者都有一点,但,是的,我不确定。
I'm a bit of both, but but, yeah, I I I don't know.
我对此感到很焦虑。
I I I had I had anxiousness about that.
有时候,我们会发现我们的观众和我们志同道合。
And, you know, occasionally, we find that our audience aligns with us.
有时候,却并不是这样。
Occasionally, it doesn't.
嗯。
Mhmm.
但我想聊聊这个,因为Roth是个很有趣的作品,但我真的很喜欢它。
But I want to talk about this because of the fact that Roth was an interesting one, but I really enjoyed it.
我回去后玩了很多遍。
I went away and I played it a whole bunch of times.
是的。
Yeah.
但你确实和我一起玩过一次,汤姆。
But you don't you played it once with me, Tom.
我只玩过一次。
I've had it once.
我不喜欢。
Didn't like it.
不。
No.
这正是那种情况,本来会很棒,我想人们会说:‘为什么汤姆在评测里没说明他为什么不喜欢呢?’
And that is it's one of those things where it would have been great, and I think people will be like, well, why didn't Tom come in the review and say why he didn't like it?
但事实上,我觉得我会和你有同样的感受。
But it's a tricky position of the fact that I think I would feel the same as you.
我不会想在只玩过一次游戏后,就作为双人评测的一部分参与进来。
I wouldn't wanna be a part of a review as a two header having just played a game once.
是的。
Yeah.
尤其是因为我们玩的那一次特别不稳定。
And especially because that one play of it that we played was so wonky.
没错。
Yes.
那次游戏体验实在太糟糕了,某种程度上让我彻底对它失去了兴趣。
It was an incredibly, like, rough play of that game that kind of I think it sort of soured me on it for good in a way.
这倒也合理。
Well, that's fair.
因为我觉得,在那场游戏中,马特迅速变得极其强大,只用了四回合就赢了。
Because I think that, like, we essentially, there was a a situation that we had in that game where Matt got incredibly powerful, incredibly quickly, and won the game in like four turns.
是的。
Yeah.
差不多就是这样。
Something like that.
我觉得我主要的问题是,就像网上有人说的,感觉游戏不平衡。
And I think the main problem that I had with it was it felt like, as people have said online, it felt unbalanced.
对。
Right.
感觉你所使用的技能被过度强化了,以至于我和另一个玩家根本无法阻止你赢得比赛。
It felt like the powers that you were deploying were sufficiently juiced that there was nothing that me or the other person playing the game could really do to possibly stop you from getting that win.
后来,我也去网上查了一下。
And later on, it was kind of like I've I've also looked online.
我看到有人说有两件事。
I've seen people have said that there were two things.
第一件事是,你所玩的派系似乎被设计得必须以不同的方式运作。
Thing number one, the the faction you were playing was apparently eroded to to have to work differently.
对。
Right.
而且之后规则也进行了修改。
And and the rules have been changed after that.
但同时,我所玩的这个派系通常被认为是非常弱且不平衡的。
But also the faction that I was playing is kind of routinely understood to be really underpowered and underbalanced.
我发现,在网上查看Roth这款游戏时,Board Game Geek上有大量帖子,人们都在自行修改规则。
And I found it really fascinating that looking at Roth online, like, there's tons of threads on Board Game Geek of people house ruling this game.
我觉得这是因为人们真的很想喜欢它。
And I think that's people really want to like it.
有意思。
Interesting.
人们真的很想爱上它。
People really wanna love it.
但他们也觉得某些能力太过强势了。
But they also find that some of the abilities are just a little too over tuned.
我认为让我对它失去兴趣的主要原因,就是第一次玩的时候感觉太荒谬了。
And I think that that was the main thing that put me off of it, is that first play of it just felt like, I don't know, just too silly in a way.
我明白。
I hear you.
而且我
And I
我不介意玩一些滑稽的游戏。
don't mind silly games.
比如,我真的很喜欢《宇宙碰撞》之类的游戏。
Like, I really like Cosmic Encounter or whatever.
没错。
Exactly.
但我觉得这款游戏并不属于那个类型。
But I don't think that this game is fitting in that niche.
它仍然试图保持一种尖锐、竞争性强且有实质性的感觉。
It's still trying to be, like, kind of toothy and competitive and and have some real grip to it.
但我感觉在这款游戏里,我做的任何事情几乎都毫无意义,因为从第一回合开始,就出现了力量的爆发,你瞬间就占据了所有重要的得分位置。
But I felt like anything I could have done in that game was almost completely void because from turn one, just there was this explosion of power and suddenly you had all of the great scoring positions.
我觉得我们当时确实遇到了一个不幸的、被诅咒的组合。
I think we had, yeah, we had the an unfortunate, like A cursed combo.
一个被诅咒的组合,一团混乱。当时我们使用的一个规则现在已经被修正了,因为那条规则在手册上或卡片上写得不对。
A cursed combo conflagration of of obviously, one of the rules that we were using at the time was now being changed in errata because it it was not right in the manual or, you know, it wasn't right on the card.
但另一方面,我玩了很多次,而且我们的棋盘布局很有趣。
But also the fact that, like, I played it a bunch and we had an interesting board setup.
所以,我很快就利用了这个优势,游戏立刻就结束了。
So, like, we and then basically, I just, like, I took advantage of it very quickly, and the game was just over immediately.
这几乎是那种情况,我觉得这确实是个棘手的问题,因为是的。
It was almost and it was one of those things where, like, I think, like, the it's it's a tricky one in the fact that, like, yes.
你 understandably 因此对它失去了兴趣,不想再玩了。
Like, you understandably then soured from it and didn't wanna play it again.
这很合理。
Fair enough.
我肯定有很多人会有类似的反应,嗯。
And lots of people, I'm sure, would have similar reactions Mhmm.
如果他们坐下来玩一款他们以为会是激烈、有策略性的游戏,是的。
If they were sitting down to play something that they thought would be a a toothy, like Yeah.
战术类游戏。
Tactical game.
所以这非常合理,这也是我为什么想在播客里讨论这个问题,因为这类情况中,让某人站在一个相对固定的位置上发表观点时,如果他们自己都不确定这些想法是否完全成立,那就不太公平。
And so it's, like, super valid, and that's why I wanted to talk about this on the podcast because it's of those things where, like, it's not fair to have someone in
在评测中,感觉像是
in a review, it feels like a
稍微更固定了一些,而有人却站在高台上说‘这是我的看法’,但其实他们自己也觉得这些观点并不完全确凿。
little bit more fixed in stone and to have someone stand up on a pedestal and say, these are my thoughts as part of that when they don't feel like they're a 100% are, like, concrete on it.
不。
No.
而且这还是我们几个月前玩过的一个游戏。
And from it was, like, a game we played, like, months ago as well.
是的。
Yeah.
而且我尤其不太有信心在评测中称它为不平衡。
And I especially didn't feel necessarily that confident in calling it unbalanced Right.
因为我只玩过一次。
In a review when I've only played it once.
百分之百。
A 100%.
如果我也有同样的感受,我就不想做这件事了。
And I I I if I felt the same, I wouldn't wanna do this thing.
但这确实非常有趣。
But it is it is really interesting, actually.
是的。
Yeah.
因为我觉得,确实存在一些修正,而且看到人们讨论平衡性时的各种观点,我觉得特别有意思。
Because I think that, like, there's definitely you know, there there are errata for it, and I found it really interesting looking at the the the spread of people talking about balance.
而且人们的看法混合在一起,有些人说:我简直不敢相信。
And it was an interesting mix of some people being like, I can't believe this.
这太不平衡了。
This is so unbalanced.
嗯。
Mhmm.
还有其他人说,我们非常喜欢这个游戏。
And other people being like, we love this game.
我们已经玩过无数次了。
We've played it, like, countless times.
这对我来说非常有趣。
And it's it's very interesting to me.
而且我确实同意,有些能力确实非常强大。
And the fact that, like, I do agree that, like, some of the powers, like, are very powerful.
是的。
Yes.
这可能确实不平衡。
And it may be unbalanced.
但我觉得有趣的是,我从未真正把它当作一种严肃的战术游戏来对待。
But I find it interesting in the fact that, like, I really didn't ever approach it as, like, a serious, like, tactical, like.
当然。
Sure.
我总是把它看作一种不太一样的东西,你其实并没有在掷骰子。
I always I was always approaching it as something a bit more, like, you're not actually rolling dice.
你不是在玩《风险》。
You're not playing Risk.
你也不是在掷骰子、进攻之类的。
You're not, like, rolling dice and attacking and stuff.
但我确实觉得,这和《宇宙碰撞》类似,都是在地图上移动角色,必须应对他们过于强大的情况等等。
But I did feel it was that much more, like, we're moving people around a map and we gotta get them because they're too powerful, etcetera, in the same vein as, like, Cosmic Encounter.
对。
Right.
而且我觉得那种
And I think the sort
基于骰子的核心机制确实很好地引导你进入这种心态,因为我真的很喜欢这个游戏的一点,就是它强调这是一场战术性的博弈,而不是战略性的。
of the dice based core of it does do a good job of trying to push you towards that mindset in the sense that one thing I really like about the game is that focus on it being a tactical proposition rather than a strategic one.
是的。
Yeah.
当然,拥有各种能力本身也涉及一些策略。
There is obviously some strategy to the fact that you'll have powers.
我该在游戏的哪个阶段触发这些能力?
When am I gonna trigger them across the course of the game?
我该如何积累自己的实力?
How am I gonna build up my strength?
但由于每回合由这些骰子决定,我认为这确实是一个非常好的方式,正如你在评测中提到的,能让人始终停留在战术层面,同时也能消除一些负面感受。
But the fact that the turn by turn is determined by these dice, I think, is a really great way of, as you pointed out in the review, keeping people in that tactical tactical space, space, but but also also taking taking out out some some of of the the the bad vibes
是的。
Yeah.
这种机制确保了你必须掷骰子,从而促使所有人立即采取进攻,这消除了区域控制类游戏中常见的那种潜在的负面氛围——当玩家开始结盟时,游戏往往会变得更政治化或更外交化。
Of making sure that you're rolling these dice and it encourages immediate aggression from everyone, which takes out some of that, like, nastiness that can brew under the surface of area control games when people start making these alliances and things sort of, you know, become more political or diplomatic.
这里不一样,从第一回合开始,你就得和邻居开战。
This is just, no, you're gonna fight your neighbors from turn one.
没错。
Yep.
是的。
Yeah.
如果有人领先,你就去攻击他。
And if someone's in the lead, you go and fight them.
你上去给他重重一击。
You go and give them a big whack.
我觉得,这种抽象化确实很有帮助。
It's like, that's where the abstraction, I think, really helps.
对。
Right.
这种感觉就像是,很自然地,我当然要打你。
Is that it feels like this kind of abstract, like, well, course, I'm gonna hit you.
你领先了。
You're in the lead.
而领先的人也会觉得,这很公平。
And the person's in the lead goes, fair enough.
是的。
Yeah.
而且我也觉得,有些游戏确实很有趣,比如《Cosmic》这款游戏,里面有这么多不同的外星人,还有这么多可选择的卡牌。
And I also feel like there's just that matter of, like it's interesting how with certain games, like Cosmic example, you have so many different aliens in that and so many different things that you can draft as options.
但如果你像我们这样玩,选两张然后只留一张,嗯。
But it's almost like, you know, if you play the way we did, if you take two and choose one Mhmm.
如果你选了一个明显很烂的,嗯。
It's like if you chose one that was, like, clearly horrible Mhmm.
那你基本上就是主动把自己送上去被欺负了。
Like, you you basically were, like, signing yourself up to be getting bullied.
所以有趣的是,我觉得确实存在这么一种情况,我不会去争论这个游戏是否平衡。
And so it's funny how, you know, it's like, I think there is that, you know, I'm not gonna argue, like, whether or not this game is balanced.
说实话,我玩过很多次了,但我真的不太擅长看出这些平衡性问题。
I honestly, like, I've played it a bunch, and I'm not good at, like, seeing that stuff.
当然。
Sure.
是的。
Yeah.
我不知道。
And I don't know.
我的直觉让我觉得,它在社交层面上已经足够平衡了。
And my gut makes me feel like it is probably socially balanced enough Mhmm.
有些能力确实非常强大,但在大多数游戏中,如果你一开始就这么做,你的行为会非常明显,其他人很可能会立刻联合起来对付你。
That, like, there are powers that are very strong, but in most games, if you did that early on, it'd be so visible what you've done that everyone would probably gang up on you immediately.
是的。
Yeah.
而当他们说某个派系比其他派系弱时,这对我来说很有趣,因为你几乎会陷入类似《暮光帝国》那样的情况。
And having this thing where they say, well, this faction is weaker than the other factions, it kind of for me, it's an interesting one because you kind of almost get into the same territory of something like Twilight Imperium.
对吧?
Right?
当然。
Sure.
比如有些派系,人们会觉得这个派系挺差的。
Where, like, you you do have factions where people are like, this one's kinda sucks.
但当你选择这个派系时,你反而可能赢,因为别人不会针对你,因为你不是那个问题派系。
But then it's like, you play that one, and you might win because people aren't gonna bully you because you're not the problem one.
你是
You're
一个meta上较弱的派系。
a meta weak one.
是的。
Yeah.
因为你就是那个问题所在。
Because you're like, you know, you you are the the issue.
但同样地,当我们讨论那些在真空中做的评价,偶尔会遇到瓶颈的时候。
But then, again, by the same merit, like, in talking about reviews that we do in a vacuum and then occasionally hit a wall with.
比如《星际帝国》第四部的第一个扩展包。
Like, the the first Twilight Imperium four expansion.
我真的很期待去体验一下。
I'm really excited to check out on you.
我听说关于它的一些评价很不错。
I've heard some good things about it.
嗯哼。
Mhmm.
我想再去看看它。
I wanna go look at it again.
但就社区对这个扩展的看法以及我们(尤其是我)对它的感受而言。
But, like, in terms of how the community felt about that expansion and how we felt about it, well, how I felt about it.
我玩过那一版,而且那个主意是我提的。
I played that bunch and I was the one that did the thing.
嗯哼。
Mhmm.
我完全不认同,大家对此都很不满,到现在还是不满。
I I did not align at all, and people were really annoyed about that and still are annoyed about that.
因为从他们的角度来看,他们觉得核心游戏非常不平衡。
Because from their perspective, they were like, the core game is really unbalanced.
是的。
Yeah.
这个修复了所有平衡问题。
This fixes all of the balance problems.
但对我来说,问题是这样的:我根本没注意到核心游戏不平衡,因为我们玩的时候都特别随意、放松,对吧?
But for me, it was that thing where I'm like, I didn't notice that the core game is unbalanced because we're all we were already playing it on such a kind of in such a fast and loose vibes y way Right.
大家根本不会去想:‘什么是战术?什么才是最优解?’
Of people not being like, well, what's the tactical what's the optimal thing here?
人们只是随便攻击别人,然后说:‘他们赢了。’
People just swinging at people and going, well, they're winning.
干掉他们。
Kill them.
当然,这并不是我玩每款游戏的方式。
And, you know, obviously, that's not how I play every game.
但有些类型的游戏,我非常乐意稍微放松一下,让大脑稍微休息一下,是的。
But there are certain types of games where I am, like, more than happy to slow like, slightly disengage my brain Yeah.
然后就是,干掉他们。
And be like, get them.
看到玩家们如何将这些设计得比较宽松、对平衡性要求不那么严格的游戏,随着时间推移逐渐强行赋予它们平衡性,这真的很有意思。
It it is really interesting seeing how communities of players will take these games that are designed in this way of kind of being a little loose and and less kind of strict on balance, and then kind of force balance onto them over time.
比如《暮光帝国》就是一个很好的例子。
Like Twilight Imperium, great example.
这款游戏从一开始就有种随性自在的氛围,但围绕它却形成了一群不断要求它变得越来越竞技化的玩家群体。
Game that I think has kind of been vibes y from the beginning, but there's been this community around it that's demanded it become more and more and more competitive.
是的。
Yeah.
Root这款游戏也发生了完全相同的情况。
And much the same thing happened to Root as well.
它被设计成一个沙盒式游戏,拥有这些并非完全精准平衡的能力。
Like, it's designed as this sort of sandbox that has these powers that aren't necessarily perfectly tuned.
这更多是关于玩家之间的关系
It's more about how player relationships
因为Root根本不是一款设计成要反复玩的游戏。
because it's not I mean, Root wasn't a game designed to be played, like, over and over and over again.
对吧?
Right?
没错。
Right.
但它确实被反复玩了。
But it has been.
我知道。
I know.
是的。
Yeah.
是的。
Yeah.
是的。
Yeah.
百分之百。
A 100%.
所以现在它变成了一款游戏,围绕它建立了一套非常精简的竞技规则体系,因为社区希望获得一种敏锐且平衡的体验。
And so now it's, like, a game that has this very, very sort of streamlined competitive rule set that's been built up around it because the community wants to have this, like, sharp and balanced experience.
我想,我对Root的问题甚至不完全是针对这单一的一次游玩。
I guess my my problem with Roth isn't even necessarily outside of this one play.
我想,让我不想再回去的更大原因是,我玩过一些游戏,虽然感觉不平衡,或者早期就被碾压,但我依然想回来,因为我觉得这些系统非常有趣。
I guess that my my bigger thing that made me not wanna go back to it is that I've had games that have felt unbalanced or I've been stomped early on, but I've wanted to come back for more because I found the systems really interesting.
是的。
Yes.
是的。
Yes.
而且我
And I
对我来说,我发现区域控制类游戏中有各种不同类型的游戏,它们都属于区域控制,但……
think for me at least, I found that in the area control space, there are all these different kinds of games that are kind of their area control but.
是的。
Yes.
对我来说,我认为‘但’这个部分通常才是让游戏真正有趣的地方,嗯。
And for me at least, I think the but is normally what makes things really interesting Mhmm.
这就是为什么我会选择玩它,而不是像《El Grande》这样的游戏。
And the reason why I would play it over like El Grande.
对吧?
Right?
在我看来,《El Grande》可以说是区域控制类游戏的完美典范。
To me at least, El Grande is kind of area control perfected.
它就是那种简单基础的玩法——去这里,占领这片区域,做战术考量,获取分数。
It is the the simple basic, you know, go here, claim this territory, do tactical considerations, get points.
即使你迭代成百上千次,也很难再比它更好了。
It's that you're not gonna get much better than it, even if you iterate hundreds and hundreds of times.
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