tbhp wrote: ↑20 July 2026, 22:37
cigma wrote: ↑20 July 2026, 05:00
I think this hasn't so much to do with Premum. If "nobody wants to play it", that's mainly because - nobody wants to play it!
It's a self reinforcing circle though. If a game is not well known, and among the people who have looked it up only a small number can actually launch a table, then everyone will struggle to find any table and the game will never catch up.
I was curious why I didn't like Coal Baron back then, so I played through the tutorial. I can confirm that the tutorial is well done—so that's not the reason for the general lack of interest. Along the way, I tweaked the translation a bit
I’ve come to the same conclusion as before: I find the game tedious and boring. Why?
- At first glance, it looks like an economic simulation with engine building. In reality, though, it’s a “pick up, transport, and deliver” type of game.
- The first, second and third round are played exactly the same, there is no development.
- The availability of resources and goals involves a fairly high element of luck.
- There’s also little interaction between players: you don’t block action spaces with your workers (you simply have to use more workers to perform the same action, but you have plenty of them), nor is there, for example, bidding for the most sought-after resources and goals.
- There isn’t much you can do to improve your score, in terms of clever play, besides "use your workers as efficiently as possible" and "try to pick and fulfill goals for majorities".
- The high luck factor is also evident in the Elo ratings of the top players. For Coal Baron, these are 524, 445, and 417 (each of them has played more than 150 games, so they should be considered experienced players). Compare this to Can’t Stop, a clear “push your luck” game: 571, 465, and 451.
- According to BGA, the game lasts an average of 55 minutes, which is quite long for a game of this type.
I'll say it again (with better reasoning this time): If this game isn't played very often, it's mainly because of the game itself. That's a shame, because the designers, Kramer and Kiesling, have otherwise created many great games—both individually and together!