How well does it play async / turn-based?

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lolycakes
Posts: 4
Joined: 01 April 2021, 12:49

How well does it play async / turn-based?

Post by lolycakes »

For those that have tried it out turn-based, how well does this game flow well for asynchronous play?

Are there are lot of interactions that require input from other players between turns?

Looking to change things up. We're a group of 3 that typically gets through an async game of Ark Nova in a day (30ish turns each)
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Suoivax
Posts: 345
Joined: 13 April 2022, 00:27

Re: How well does it play async / turn-based?

Post by Suoivax »

In Darwins, there are no actions by a player if its not their turn. Unless I'm seriously misplaying something.

So as far as gameflow goes, its similar to Ark Nova, except the "breaks" would jsut be end of round triggers.
twsansbury
Posts: 13
Joined: 19 August 2021, 04:14

Re: How well does it play async / turn-based?

Post by twsansbury »

The game plays great in turn based.

Compared to Ark Nova, Darwin's Journey's board is information dense and can feel a bit noisy. The developers have done an outstanding job with the UX to help with this:
  • take some time to familiarize yourself with the custom game history and its use of iconography. It is quite amazing how easy it becomes to read turns with multiple actions being chained together
  • the museum tile's displays if the specimen has been delivered, but can also which players have discovered the specimen (Settings > Show museum cubes)
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lolycakes
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Joined: 01 April 2021, 12:49

Re: How well does it play async / turn-based?

Post by lolycakes »

Thanks for the responses! I think we're going to end up giving it a try.
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Monkeyunit
Posts: 135
Joined: 11 September 2012, 10:30

Re: How well does it play async / turn-based?

Post by Monkeyunit »

Works great turn based.

The only thing that can hold up a game is between rounds if a player has an objective they have achieved but don't want to at the time.
The game will ask after every stamp trigger if they want to activate it.
There are gameplay reasons why somebody would want to wait and do so at a certain point.
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frotes
Posts: 40
Joined: 09 October 2014, 16:19

Re: How well does it play async / turn-based?

Post by frotes »

great turn based
The only thing that can hold up a game is between rounds if a player has an objective they have achieved but don't want to at the time.
The game will ask after every stamp trigger if they want to activate it.
There are gameplay reasons why somebody would want to wait and do so at a certain point.
this is the only thing that can interrupt the game, like you said during stamp trigger

i added a suggestion to allow user to toggle if they plan to skip scoring objective until it isn't toggled on, that could help
see report here https://boardgamearena.com/bug?id=184442
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