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Re: What BOARD GAME(s) have you been playing?
- Jackwraith
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- Ninja
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- Jackwraith
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- Ninja
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Then we played Mori for the first time. It's another kind of odd trick-taker in that the high cards are actually worth negative points at the end of the hand, so you can win them, but the real object is to win early and then take as many dice as possible so that you can save the small cards in your hands and a) not give them to other people because b) they're worth actual points. In the first two rounds, I had a grip on the game and scored 11 and 12 to my opponents' range of -2 to 4. But in the third round, I had a hand full of high cards, so all I could do was try to minimize the damage and ended up with -4, putting the scores at 9, 13, 15 and 19 (me) entering the last round. But in that one I was able to follow my earlier pattern, preserving three cards (a 2, and 2 1s) in my hand that gave me the edge in the final score, 28-25-15-9. It's a bit of a brain-burner early on, but if you recognize that the idea is to win early and then dump dice and Rot cards into later hands (especially if people don't quite understand the game are trying to score late) so you can preserve your best scoring cards, you'll do well.
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- Jackwraith
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- Ninja
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The Duchy player spent a lot of time being fascinated by the cards he could craft and not enough time getting extra actions with ministers to be the offensive force that he could've been. Meanwhile, Alistair as the Cats made good use of Field Hospitals for all of the times I had to battle him in order to delve and had a steady crowd of orange surrounding the Tower, gaining a point a turn, plus whatever he could build for. In the end, the Tinker won (tell me you're surprised) with two last minute quests, just beating the cats who'd made it to 28. The Duchy was a few points back and didn't even make it to 15, since couldn't keep enough cards in the Retinue to make any progress in terms of reclaiming. Next time I play Keepers, it's Winter map, for sure.
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- SETI, 3p, some of the expansion content. Fun and crunchy Euro. It's true that most of the interaction is "Muahaha! I got the thing you wanted first!" but I find the rest of the game compelling enough that I don't mind the inherent efficiency engine puzzle. I came in 2nd. I am bad at this game.
- QE, 4p. Always a fun time. Came in 2nd again. The total of all my bids was less than the loser's single highest bid, so I had way more room to bid aggressively.
- Unfathomable, 5p plus expansion. I had a great time the first time I played this; this time I added the expansion content and liked it a little less. Also the first time I had someone else teaching, this time it was on me and I probably should have taken more time to familiarize myself with the game. Nostalgic feels (not in a good way) of classic FFG as I spent so much time trying to find things in rulebooks for weird edge cases.
- No Loose Ends, 3p. This is becoming one of my favorite trick takers. There's a great mix of public information as people lay down the cards they want to cover -- well, Billy laid down a red 3, so he probably has a high red card, or a 3 of trump... I won; clearly balanced and a finely honed test of strategic acumen.
- Combos, 3p. I won. This is a fun filler and has a nice mix of screwage and push your luck.
- Bottle Imp, 3p. This is the new version that allegedly supports up to 6, but I have a hard time imagining playing this with other than 3. (It might be fine but for medium-short games that support 6p, there's a lot out there.). I won again. It seems very hard to win if someone passes you the 1. At one point, the guy with the 1 decided that the best thing he could do is to remove as many points from the economy, so at least the other two players don't get too far ahead. And then hope that next round he doesn't get the 1, and can catch up.
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- Jackwraith
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- Ninja
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- Maim! Kill! Burn!
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- Jackwraith
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- Ninja
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- Maim! Kill! Burn!
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- Jackwraith
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- Offline
- Ninja
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- Maim! Kill! Burn!
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- Jackwraith
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- Ninja
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- Maim! Kill! Burn!
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- Jackwraith
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- Ninja
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- Maim! Kill! Burn!
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Also played Gravwell second edition which has you trying to escape a gravity well where the movement cards pull you toward the closest thing putting off gravity (other ships and floating space debris). It's also chaos where you'll end up moving in the wrong direction with the twist that there are also some repulsor cards where you push yourself AWAY from the nearest item putting off gravity.
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Played a recently-acquired, used copy of Grind House. It was a fun experience, but will be saving it for Halloween gaming. Two plays.
Played Pick & Packers by oink games a couple of times. Lots of fun, if you like the team dexterity aspect. Two plays.
The hit of the afternoon/evening was Zoo Vadis! I had picked up a used deluxe version recently and wow! Oldest son, wife, and I are educators, youngest son and partner are civil engineers, cousin is a graphic designer. We had a blast and the boys will most likely be getting copies for their respective friend groups. I was the Armadillos and came in third. Looking forward to more plays of this one and the production is gorgeous!
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CTHULU DARK PROVIDENCE ( x2 ) . As a fan of STUDY IN EMERALD ( first edition, not the lobotomized 2nd edition ) I was curious to see how this would stack up. And while the rules have some nips and tucks in places that make it a bit smoother ( ( no double agents, Known the Authorities is gone, replaced by once you're above 5 VP you're fair game) . They've introduced a new Dissident alignment - basically you can score points for both opening and closing gates, but don't get the end game 3 VP for not being revealed ( which is also new; this makes it a bit harder for good guys to deliberately go insane to trigger game end ) . I am not sure how some of those changes would work if ported back to 1st edition.
But man, did they utterly botch the presentation on this one. Exhibit one, the character counters in the old game were 1" square, easy to read, and had the investigator/character name on them. You placed a colored wooden disc on the counter to show ownership. Now ? No name, smaller counter, and a color coded cardboard sled to tilt the counter on. What the actual fuck ?? Here's a picture.
boardgamegeek.com/image/9434039/cthulhu-dark-providence
So when you start playing, you get your starting deck then have to sift through all the character counters and match the character portrait. Same goes for new characters you recruit from cities when they come into play. So stupid. Just put the names on the counters .
The icons on the cards and map are smaller and harder to read than the old game. Not to mention being much more sterile than the more evocative original. To boot, the movement connection lines are drawn from the box where the card decks sit, not from the box below this where the actual characters move from. But this isn't done consistently - some cities that appear to not be adjacent are IF you look at both the city box and the deck box. FFS .
Between this and the dragged out fulfilment of the Desert War Arrakis expansion, CMON can go fuck themselves AFAIC. Save your money.
OK, venting over. Other games played:
ANGOLA. Duh . Me and Bruce vs Rob and Bryan's commies. A game that went 8 turns that was close til we took Luanda and the Commies folded. This was nice to see after what seemed to be a longish string of Commie victories. They even got the dreaded Russian rocket launchers ( 5 dice ) but they didn't do much damage.
ATLANTIC STORM
LORD OF THE RINGS DUEL FOR MIDDLE EARTH ( x 2 ) . Taught this to Rob and he liked it. I played it again yesterday with the new expansion , which adds some neat twists with minimal rules overhead.
SPACE BASE ( x2 )
DECATHLON. I came in 4th out of about 10 people, my best showing in my third or fourth time playing.
DUNE IMPERIUM w/RISE OF IX. I've played this a lot on the iPad solitaire; I cruised to a somewhat comfortable win; only won by 1 VP but was ahead by 2 or more most of the game .
TERRAFORMING MARS w/Prelude expansion. Like D:I, a lot of iPad plays got me into a rhythm. Despite it being a 5 player game, I scored 2 Awards and 2 Milestones, good for 20 points which put me ahead of the rest, although not by much. I was Ecoline, who I normally avoid, but my opening hand had one of the big plant-killing asteroids, and the first turn I saw two more, so I felt safe.
WILDERNESS WAR. I was the British and at one point was down 8 VP to the French. However I got Wolfe into play; got Louisbourg and then landed and forced Quebec to Surrender. To boot, on the field battle before the siege, Montcalm died. This all happened in Early 1759; by late season I had a 2 VP lead as the lack of Indians finally caught up to the French - he never got a single Raid VP.
TERRAFORMING MARS DICE GAME. Meh - I prefer the original or especially the card game. This is just...meh.
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- Jackwraith
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- Ninja
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- Maim! Kill! Burn!
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Original game, shorter game (Jump Drive), dice game, and full blown board game (New Frontiers).
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