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Re: What BOARD GAME(s) have you been playing?
- Jackwraith
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I wasn't really interested in using the Great Flood scenario because I didn't want to close off 1/3 of the map for an intro game to someone who's a very experienced DoaM player. So, we played the 2-player setup for Old Kingdom. He took Anubis and I played Horus. I immediately started playing from my multiplayer perspective which was the wrong way to go in so many instances. Maximizing actions is still quite key but you don't have to worry about 2 or three other people and their own play rhythms. You just have to focus on the other player and the timing of their events. I only snapped out of my usual approach about halfway through the game and by then it was too late. He had two of my guys sitting on his board and a significant follower advantage that made any attempts to clear space with Plague a non-starter. Plus, with Old Kingdom not having any pyramids, trying to cover so much space just one dude at a time (no Pyramid Attunement without a lot of effort) with the game playing that much faster because the action tracks are so much shorter, I dead ended myself and he won the Devotion track handily with me just having entered the blue zone. The Guardians were a random draw of Sekhmet (kinda meh unless you can actually win fights), Bes (not helpful at all on a map with no pyramids), and the Scorpion (again, monument-light starting situation.) I tried my usual frustrating prevention with Horus, but I couldn't stop the purple tide and lost at the fourth conflict.
So we set up a 2-player Middle Kingdom game, with him taking Sobek and me with Set. Now, Set is one of my favorites, largely because he's so annoying and everyone has to literally play around him. The Guardians were Wadjet (super useful in two player, where he would often be the lone figure in a fight), Pharaoh Mummy (always good), and Bennu (who never got taken.) We also used Petsuchos, which he kept basically throughout the game, as I got an early lead by outflanking him with Set that I never relinquished. You have to be careful about where you move, especially when Set is in the delta area and has access to so many central spaces, even with Sobek drowning some of them. Wadjet was also a bad draw for Sobek, since he could be in so many regions at once, which usually meant that Wadjet's power was being activated on the regular, which means more Devotion. And also having to figure out how to position the advantage of Petsuchos and not have him stolen by me was something of a headache for him. I got a significant monument advantage and, like the previous game, won at the fourth conflict with him having just cleared into the blue zone.
I didn't want to overwhelm him with Pharaoh, but that's definitely happening the next time we play.
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- Jackwraith
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I taught them to play The Crew. It had been well over a year since the last time I played, but it's not that difficult to get the hang of it again. The gamer picked it up right away and the other person was a little slower on the uptake, which was a perfect example of the difference between "gamer games" and non-. It's a thing that I think a lot of us forget, at times. We made it up to mission 14, which is pretty good for first-timers and then decided to switch to something else.
The gamer person had brought Escape from Iron Gate, as he's a big fan of puzzles, riddles, and the whole Escape series. You're all playing prisoners trying to find a way out of jail and to do so you have to gather Common and Rare items as rewards for either solving puzzles or getting the other players to properly guess something you either act out or draw. First one to collect the right combos of items to get through all four rooms escapes prison and wins. I'm not a huge puzzle gamer, but it was fine and as the night wore on and people were getting punchier, the acting routines and so forth got funnier, so it was a good time.
Then we pulled out Knizia's LLAMA. It's not one of his best designs, but it's hilariously fun while drunk and/or wobbly because people have been awake too long. You're supposed to play to 40 points (the loser) but with three people, there's more room to be the last person standing and dump your whole hand, such that what might've been a crushing defeat with 5 or 6 becomes more of a path out of that trouble. One player had 22 points and then won four successive rounds and cleaned up his whole space. The other two of us were down to 1 and 3 points, respectively, so we were clearly going to be playing much longer if we wanted to end the game by the rules, so we put it down. Still a great time.
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Cannot recommend that game enough to people here who like ameritrash. The balance is a little bit off, ah pook has talked about this, but otherwise it's so so good if that's your thing. The fighting and the dice rolling is top without being too complex. It's perfect high stakes AT, the special powers, the powerful units, the wild mercenaries, the weird lore, the enemy legion and horde special powers are like A+++ tier ameritrash. Uprising is a game that knows that toys should be strong and fun and you should feel like you're up against a wall, even if it's a VP scoring game.
It's just designed better than most of that old ameritrash.
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- Jackwraith
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Then we pulled out a hoary, old favorite in Firefly. I hadn't played in ages and the two of them had never played before, so it was an arduous relearn/teach for a bit, but they got the hang of it pretty quickly. We had Marco, Zoe, and I went traditional with both Mal and Serenity. Marco decided to stay straight-laced, at first, and stuck to legal jobs while I went full-on criminal and did almost nothing but illegal ones; grabbing jobs from Niska as soon as it was feasible. The reward of those is what convinced Marco to be more opportunistic, shall we say. Zoe never really got started, having underestimated the difficulty of the Misbehavior deck and stalling on her first few turns. They also both kind of ignored the power of the ability to move the Alliance and Reaver ships until I introduced them to it, by dropping the Alliance cruiser right on top of Marco one space before he was going to make a big delivery of contraband and, one turn later, a couple fugitives. After that, they started moving both ships aggressively toward me whenever the opportunity presented. However, I was swimming in cash by then and, with a couple crew members and my Shiny Tie, managed to get through the goals and win the game. It took over three hours, which kind of surprised both of them, but I told them it CAN get better as they get more experienced. They were both interested in playing again. I'm still using my 2013 copy, for which I have everything but Kalidasa, so if anyone has the latter for trade or sale (at something less than $100), I'm interested.
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- hotseatgames
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The Chytrids are not intended to be used with the Mars surface map, as it makes them easier to deal with. I figured this would be offset by the Mars surface map being overall more difficult, and it didn't matter anyway, because the challenge level was plenty high.
One player ran afoul of the Queen. They had no weapons, so they ran away, which was the smartest thing they could have done. It's usually easy to escape from the queen since they have less attack cards (I think) but wouldn't you know it, a queen attack card was drawn, and this card is straight up bullshit, because it hits you based on how strong the Queen is at that point. The Queen happened to be at full strength, and he went from one light wound to DEAD based on the flip of that card. There was nothing he could have done, and it was only round 2. The game went on for 6 more rounds!
One player survived, we thought, until I verified a rule question on BGG after the fact, and we found out he really died as well due to the Contingency plan, even though he was safe in the Bunker. I know it was only one play, but I don't think the Mars surface or the Chytrids are going to be hitting the table again.
After that we played Fast & The Furious. We took another run at mission 2, which is stealing cargo out of a semi-truck. There are two ways to win this mission:
1. Get 2 cargo in each player vehicle, and all player vehicles have to drive to the far edge of the board
2. Take over the semi truck with the final Stunt in the game. Once the final stunt comes out, you have 4 rounds maximum to achieve this, or you lose.
Now that I have played this mission twice, I believe victory condition 1 is functionally impossible. There are many ways that enemies can get on top of your car, and there are many cards that will remove cargo from your car if you have an enemy on your car. This results in a push / pull that frankly doesn't feel great, and I just don't see how anyone could actually manage to keep their cargo long enough to get off the board.
That leaves taking over the semi, which demands pretty exacting timing, but is far more doable since the game itself can't undo your progress with it. And on the very last turn, we did just that, winning the scenario. For $20, you can do a lot worse than Fast & the Furious.
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- Jackwraith
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Msample wrote: We played the Chytrids once; they reminded me a bit of the Protomolecule from the EXPANSE in that they are more passive spreaders than active attackers. But if you let them spread too much….thats bad.
This totally sounds like a side plot from a Rick and Morty episode.
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