I would go during event nights! Unless these are different in your area they should be a great opportunity to game with strangers.
Kempeth
Arielle - not bad. Most of the songs were still great. Eric's standalone was incredibly weaksauce though. Triton's casting and makeup was fucking S Teir. I thought making all the daughters different races somewhat based on the seven seas was a clever handwave for the diversity injection. I also liked how Eric was no longer just a pretty face but he and Arielle shared a common curiosity and passion for exploration. I mean it's still a pretty shaky story but it's also definitely an upgrade.
Been playing for 2 years and still know practically nothing about the lore but also found it pretty enjoyable.
Fortunately I have a very loyal gaming group and the local toy library does regular game nichts as well. So I'm well covered what gaming is concerned. Just not with boardgaming cafes.
Unfortunately not. Until just now I wasn't aware of any in my country but it turns out there are in some now but the closest is 1.5h away.
You could absolutely write a law that prohibits operating, advertising, selling, or having their point of embarkation inside country X for diving tours on non-certified vessels. Or something along these lines. I'm sure a lawyer could come up with something better.
- Bohnanza is a good recommendation. It's very easy to learn and doesn't fall into the usual brackets of shedding or trick taking.
- Scout is my favorite combo shedding game (ie. you're shedding multiple cards at once). The way you're always either drawing or shedding keeps the play much more dynamic than in Daihinmin or the Great Dalmuti
- Frantic from GameFactory isn't widely available but in the EU you can probably get it. UNO on steroids. More exciting special cards and you can play them against any player, not just the one following you.
- Tichu a team based trick taking game that has a lot of fans around here. I personally have never really taken to it. It's fine but I don't get the rabid fandom some have for it.
- The Crew is ridiculously difficult with 5 and cumbersome with 2. Would only recommend it in between. But there it is a very clever game.
Two spirits are more prone to have blind spots in their abilities. Three is kinda the sweet spot as you're still close enough to everyone to cover for each other but also have a very nice spread of abilities. But juggling multiple spirits isn't easy.
You've likely already googled tipps and tricks. Just keep at it and you'll get the hang of it.
We play up to five players and it's entirely fine at that count. Then again maybe our opinion that a highly rewarding game like Spirit Island doesn't have to be over in 90 minutes may be an outlier.
One of the morst important factor in Spirit Island is that everyone MUST be able to play without handholding. And once you're beyond the 3 player mark there's no more room (nor necessity) to discuss island-wide tactics. Some quick words on strategy are alright but the turn to turn tactics are best dealt with when every player figures out what they could do or contribute to and the negotiates bilaterally.
I also disagree with the upkeep being an issue. It doesn't take a whole lot of games to get familiar with the VERY easy formula. Seriously, out of everything in Spirit Island the invader turns are probably the easiest. Everyone can just do their own island board and you're done in a jiffy.
One nice thing about the expansions is that most additions are completely optional. You can play with them if you like or ignore them.
It's definitely a game that's a bit tricky to get new players into. The rules are a bad teaching tool and you absolutely should play with MAX 3 players at the easiest setup imaginable when onboarding newbies. Because you ARE gonna have to handhold them.
Thank you for the context. This is exactly the reason I voted to exit nuclear here in Switzerland back in 2017. I'd have been happy to keep nuclear (it's not ideal but trading a problem that needs solving in a decade for one that needs solving in a century is an improvemnt) but I felt it was used as a crutch to kick the sustainability issue down the road. And it sure looks like I was right.
They dragged their feet some more in 2018-19 but 2020 was the first year where the previous record from 2015 of 340MW of additional capacity was surpassed and since then each year we're building a good chunk more than the year before. We still got a huge ways to go but it feels good no longer being the back end of the train.
But as soon as the new climate law was voted in the regressives in the country started crying for more nuclear again...