Kaiser wrote:What pretty much killed the interest in Tribbles for me was the addition of several powers that made a quick, fun game just that bit too slow/complex to be enjoyable, but mostly it was a Tribbles player rules lawyering the will to live right out of me in a casual online tribbles game. These days i simply decide not to play if people like that are in the player pool.
My one experience with a Troubles pile was also rather sad, so if i see that, i decide to find something more appealing to do, like staring into the middle distance for a while.
I can't totally +1 this, but I definitely can +.5-.75 it.
I play Tribbles with my kids. It's low stress and fun, and no matter who wins we all tend to get a decent number of points on the board so nobody feels too beat up.
I will continue to do this as long as they remain interested.
They hate the Trouble pile. Too much thinking and tracking required for what's supposed to be a low stress game. We've used it once and while it's still assembled and sleeved, I'd be surprised if it sees much play.
From personal experience, I've observed a strong inverse relationship between the level of the event and the level of fun had at the event. The fact that it's 2019 and I still vividly remember Tribbles Worlds 2014 as the super sour note that ended an otherwise really fun Gencon weekend says something.
Unlike 1e and 2e, I don't think Tribbles was meant to be a cutthroat power gamer type game, but that's what it's become and it doesn't feel right.
Finally, the fact that Tribbles has become a "Jackpot" game means a lot of fun decks just aren't competitive. For example, working diligently to get a 100k Bonus every round doesn't mean squat when the Battle/Fizzbin player goes out once for 1.2M in one round. Combine that with the silliness that is Masaka + 1 Go + 10 Ante and it just gets absurd.
Is this fixable? Maybe, but we may need OTF Tribbles to do it.