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Re: What BOARD GAME(s) have you been playing?
- Jackwraith
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Been wanting to try Torchlit, but not sure if anyone in the local groups has a copy.
I would visit a Middle-Earth brewpub. Probably regularly if the beer was good.
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1. Pre-generated characters, especially if they come with some background text that includes some information about the player character, the other player characters, and the setting.
2. A quick start to the adventure. In medias res is the best way to get things going quickly, but an irresistible hook is also good.
3. A clear objective for the player characters. Rescue the princess. Protect the caravan. Steal the artifact. Survive. Just one or two objectives, so the players can stay focused.
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The first one was
The last game of the evening was Neuroshima Hex. I played Outpost and he played Hegemony. Since I had more experience with the game, I told him of optimal plays in certain areas and again he ended up beating me by 1 point. His HQ had 12, I had 11. He really liked it as well.
He also told me to stop buying games when I told him, "2 down, 26 (unplayed) to go!"
Then I told him I bought the Nemesis: Retaliation game with all the bells and whistles. I then followed up with, "At least I didn't buy G.I. Joe The Deckbuilding game!"
He gave me this face.

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This game has been in my house for almost two years, unplayed so I happily accepted the invitation.
The dude organizing it is really friendly, but a bit of a completionist if that is a word, so we play with all expansions, painted minis, a neoprene map instead of the board and laser cut wooden trays, the whole shebang. Three other men in their forties are present and we set off.
These people play a lot of board games, but seem to have all started in the last ten years or so and are unaware that good games have existed before. I am surprised they like Western Legends, but do they? Or are they just going through the motions because the internet says one has to like it?
They are very busy optimizing their turns and squeezing out points and when I try to lighten up the mood with a couple of bad western-themed jokes and trash talk nobody even smiles. This is serious business.
I start to think only me and maybe the host are here to have fun and this is not fun at all. I can't help but wonder if I would want to hang out with these people without the game, the answer is of course no. Either they are very boring or they are in some kind of tournament mode.
The game lasts just over five hours and I love it as much as I'd thought I might. Still, that was too long.
I will keep looking for a nice table that better suits my idea of a nice evening. And my personality, looks like.
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- hotseatgames
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- Jackwraith
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Re: Western Legends. I am also a completionist and have everything for it; I just took the plunge into mini painting about a month ago (after resisting that aspect of the hobby for decades) and started painting the buildings last night. It's a fun game but absolutely not a game for hardcore competitive people. Ride your horse around the map and shank people with whisky bottles, don't waste time calculating the odds of successfully panning for gold. Those people sound pretty miserable. I only play it once a year at my annual eponymous housecon, but within about five minutes everyone at the table is speaking in a drawl and calling everyone else a durn galoot.
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- Jackwraith
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- I was all setup to have the Engineer bust into the magnetic containment unit to grab the core when inexplicably everyone decided they want to take the Engineer across the station. Switched to have the Counselor do it, which did make me lose a few rounds, but I did arm the core to explode at the beginning of minute 2 (1-2 rounds before natural destruction).
- The Exile player did their job to pick up Kompromat (character-specific incriminating evidence), but failed to secure an escape plan for themselves and other characters they needed to score.
- We had the Legal robot in play, which meant two of the escape pods were locked until someone had the NDA from the bot. Alas, the Legal bot was launched on a broken escape pod and was Annihilated, making escape on the other two pods literally impossible.
- My Engineer revealed and made sure the other remaining pod was damaged.
- The Engineer also used the station claw to take out the Daredevil in outer space who was attempting to get the Rocket Pack from the Troubleshooter and escape with the artifact. Instead, the Daredevil player instead decided to escape the Troubleshooter to spite me from getting the artifact (the right move).
- So now it's dawning on people that the only pod they could escape on (well, there was one on the other side of the map and needed a downed character to launch, but there was no time) needed to be repaired. Well, two characters in the game could do this: The Engineer (me), who wasn't inclined to, and the Troubleshooter, who had just escaped back to Earth. No one else got off alive. I was really hoping to save the Billionaire's Dog for some extra points, but it was not meant to be.
- Security bot decided to finally start murdering people, but too little too late, and he missed the part where he needed weapons to plant on their bodies to get points for most of them. The player who was the Stranger was busy trying to keep his characters revived to get more points.
- Though I played only a little defense, the anti-matter core blew up the station on schedule and ended the game. I ended up tying with 2 other players for the win, The Stranger, which surprised me, and The Cyborg, who was aligned with my agendas and helped me along (he launched the Legal bot, for instance). The tie breaker of least cubes in the betrayal box went to me.
So this game is a rules bear, but we agreed to a rolling teach and it went just OK. You need to print out good handouts and give them to everyone that's new, that was a life-saver. I actually printed out new ones afterwards that cover the characters. You can't get too bent out of shape over this game or you may have a bad time. It started off really slow, not much interesting happening, but the last 4 rounds or so were fantastic, at least for some of us.
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- Jackwraith
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I was the DNVP and they start fairly slowly, but the snowball of their progression is undeniable (many of the actual DNVP would go on to become Nazis) and I was closing in on an overthrow in round 4 that would've been tough to stop. Unfortunately, our collective first play was marred by my poor interpretation of a significant rule, which would've changed the play of everyone at the table (including both me and the KPD, who could've tried for an earlier win in round 2.) But everyone was thrilled with it and talked eagerly about playing again, so I know it won't take another year to get a game in.
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It's an interesting one, a bit of a hard recommend because of its up-front complexity on cards. On the plus side, they really went a lot of the way toward solving the multiplayer solitaire accusation with the area control over planets between the players. There are a lot of points at stake and it's hard to imagine anyone ignoring it. I also think the delta in game quality between solo and 2p is much bigger in Captain's Chair than it is for Imperium.
Your choice between the games is pretty simple. If you like sorting through three hard choices per card and figuring out how to play your hand at the serious expense of a lot of shit to figure out, Captain's Chair is your game. If you like to make the deck go brrr, trimming it as much as possible and doing the classic deckbuilder thing with simpler individual card plays, Imperium is the way to go. I like them both, I think I might like Imperium a little bit better but I'm willing to buy into both.
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1. Nemesis. Legally distinct sci fi horror! "In a vacuum, no one can hear you yell loudly in terror!" I was the soldier, HiveGod was the scientist, Kuhrusty was the scout, and Adam was the pilot. Kuhrusty got us all to agree to stick together to minimize noise, which we promptly didn't do. We roamed around the ship, checking engines, checking nav, and swearing our undying loyalty to each other. Aliens started appearing and things got bad; I could take them out but couldn't find reloads, and every time I hit the showers to clean myself of slime (Kuhrusty helped with a handy Space Loofah) I would immediately get re-slimed within a turn or two. HiveGod got repeatedly inflicted with serious wounds until he got one too many. Adam was running around with a larvae squirming inside of him but then we drew the event that caused it to burst out of him, killing him. The escape pods opened right as I finally found a reload, so I stepped into the pod access room, unloaded on full auto into the lurking alien, then attempted to slip into a pod without being heard. I rolled the one result on the noise die that I needed and hit LAUNCH on the pod as Kuhrusty was running into the room, screaming for me to wait and pounding on the pod bay doors. Unfortunately I had turned up the volume on my in-helmet personal entertainment system and was stretching luxuriously in the built-for-two pod that only had one occupant (me) inside. Kuhrusty turned around and ran for the cryosleep chamber, throwing a decoy to make an alien run for another room and jumping in on the last turn before the engines fired. We escaped, but had to see if we were dead from infection. I had five contamination cards, none of which were actual infection. Kuhrusty had a larvae and had to shuffle all his cards together and draw four -- if any of them were contamination, he was dead. None of them were. Final step to determine the winner, among the two survivors: Check hidden objectives. He revealed his objective: Survive and have at least one other person survive. Success. I revealed mine. Player 2 (Kuhrusty) must not survive. Fail. Kuhrusty won. BROKEN.
2. Schadenfreude. Trick taking screwage where you want to be second place. I sprinted out to an early lead, then Kuhrusty got all the points and landed on 40. One more and he busts and ends the game, with the winner being the highest score that didn't bust. Kuhrusty starts playing cagey, not getting any points, with HiveGod and I jockeying for more (but not too much more) points, Adam bringing up the rear. On the last trick, Kuhrusty played a 9, chortling as he knew someone would undercut him and take the trick, then Adam dropped the one 10 (in the whole deck of 50 cards) on him. Kuhrusty took 17 points in the last trick, ending the game. HiveGod edged me out and didn't bust, winning and laughing madly as Kuhrusty sobbed in bitter humiliation.
3. Cat in the Box. Continuing the trick taking theme. Kuhrusty jumped out to an early lead but on the last hand I managed to connect seven tokens and make my bid, winning gloriously in this, the ultimate test of skill, strategy, and gaming acumen.
Grabbed dinner and relocated to a FLGS. Adam had a prior commitment so it was three from here on out.
4. Camp Grizzly. The legendary OOP grail game, 2nd edition supposedly Kickstarting soon and maybe even delivering someday, 145% tariff notwithstanding. I was C.J. the athlete, Kuhrusty was Jody the loner, and HiveGod was Sherry the nature guide. We meandered around, had a lot of trouble getting anything together, and Otis gradually grew stronger and faster as we kept finding random bodies around the camp. We died ignominiously in about 45 minutes.
5. Don't Skip Leg Day. Or as I like to call it, "Sushi Bro," because that's basically what it is. Two rounds of drafting cards, collecting sets of exercises. But if, at the end of the game, you have the fewest leg day cards, you're out. Unfortunately leg day cards are worth zero points bro, because it's all about getting swole guns. 3 (of 7) cards each round are played face down, so you can never be sure of how many leg day cards everyone else has. HiveGod and I tied on fewest leg day cards, and then he lost on the tiebreak (fewest protein shakes). Kuhrusty had SO MANY leg day cards so I won by ten points.
6. For the Queen. Storytelling card game about escorting your queen to an important meeting and revealing elements of your past along the way. A very fun self-contained experience with evocative prompts and the ability to call back to other elements previously introduced. Playing with Kuhrusty and HiveGod, what would ostensibly be a fun fairy-tale story went about as one might expect: cannibalism, breeding humans for meat, and repeatedly asking the queen to please stop taking her face off and grinning at us with her naked skull.
7. Torchlit. Finished the night with this weirdo trick-taker. You don't really win tricks; rather the "winner" advances deeper into the dungeon and the "loser" seeds the dungeon with treasure from defeated monsters. Eventually you want to stop going deeper because you're already at the level with the most treasure. I can't wrap my head around this for whatever reason, and dithered around in last the whole game. HiveGod and Kuhrusty battled fiercely until the latter won by ONE POINT.
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- Jackwraith
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Jackwraith wrote: The ending of that Nemesis game was epic, even if it was a series of tiebreakers and both people survived. Wish I'd had a better teacher on my one play of that. Teacher got several rules wrong and it was generally a gameplay disaster.
Yeah, it's a great game but the rules are kind of a mess. There's a nice simple core, but then there's all this stuff that gets layered on and doesn't quite follow the logic of the other subsystems in the game, so it's hard to keep track of stuff and remember how things work. But, every game produces such a great story that I'm willing to put up with it.
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