To whit: "Grunfh." http://www.cardhunter.com/2012/07/the-sounds-of-card-hunter I like it. I will be back to say more later. Edit: I am back. It is delightful to have a game with such inspired zoological contributions as war pigs, war monkeys, and war trees. I'm guessing that these combinations are (monkey) 2 - B, (pig) 4 - I, and (tree) 5 - H. My own theory on sound is that these are the noises you WANT to happen when you're playing a board game. That axe makes a chopping noise, darnit! And those slimes burble! And SOMEbody has to say "brains!" but that last one is usually handled by the players, so that's alright.
I saw a Sir Knight post and immediately went to check for a new blog before even opening the thread. The conditioning is already taking affect!
I . . . I think I know what's happening. Sometimes I . . . I try to . . . help out in communities. (Sob.)
Is it some sort of stealth mission? Are you hoping to take the final Card Hunter release by surprise in order to, e.g., garrotte it before it has a chance to react?
It'll never see me coming! I may not leave the sound on long after first trying the game out, but I do really appreciate that they've bothered to put sound in.
It depends on how good the sound is. A full artistic experience, where all the components work together, is one thing. Boring stuff sorta tacked on at the last minute . . . is another. Then there's the question of whether the music and sound (though we haven't actually heard anything about "music" yet) stands by itself. I've got a few games where I bothered to acquire the soundtrack because the music is good. Odium, for one, somehow never gets annoying no matter how long you let the music play. Recettear, however, is painful from the get-go.