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Re: What BOARD GAME(s) have you been playing?
- WadeMonnig
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I really don't like Roll for the Galaxy but I'll have a review of Jump Drive next week.charlest wrote: Race for the Galaxy has it beat.
Original game, shorter game (Jump Drive), dice game, and full blown board game (New Frontiers).
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- Jackwraith
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- WadeMonnig
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- WadeMonnig
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Actually, I this was my first as Cheshire in WW, but I tried ALOT with him in Madcala.Jackwraith wrote: Nice! I see that you're determined to play with the Cat, who may be the weakest of the characters, so that's cool. But also cool to see Alice with the dominant victory, plus forging to the end of three(!) tracks. Sounds like a great game and one that I haven't played in a while. Thought I had plans for a friend to show up for a few hours of Unmatched and N. Hex (between us replacing the kitchen ceiling...) but he got the days mixed up (thought we'd agreed on Sunday, instead of Saturday) so I've just been sitting around here producing more words for the site. Lame.
Just wanted to play as everyone in the game. Not a fan of himin either games Ironically.
And more words is good
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Because it was just the three of us, and because I agreed with Lamp Guy's critique of my variant (play until a pre-set time, then count the money), we played an official scenario involving a rum runner's race.
Goal One: Get solid with Ammon Duul and Lord Harrow, plus complete a smuggling job that begins or ends in Alliance space.
Goal Two: Pass a Social-12 check at Hera, Murphy, with a +3 if you have Fake ID. Then load some contraband.
Goal Three: Deliver contraband to New Kasmir, Kalidasa, after doing a 3-card crime job and passing a Fight-10 check.
The game went well. Because of the focusing effect of the three goals, we ignored certain elements, like capers, piracy, and bounties, even though one player had a bounty target worth $2500 in his crew. Because money wasn't the goal, I ran with a smaller crew and did more legal jobs. Both our winner and our last-place player maxed out their crew sizes and had an easier time with the crime jobs. (At one point, I failed a one-card crime job three times in a row.)
Late in the game, a travel card triggered a random Cortex Alert which turned out to be a disaster for everybody: all botched crime jobs would disgruntle the entire crew. Even I didn't want to lose my carefully-curated crew of 3, so we all alternated between crime job botches and buying rounds of drinks to un-disgruntle (gruntle?) our crews. One particular Misbehave card wiped out our front-runner's crew because it caused additional disgruntlement in addition to the botch. Then she won on the next turn with an exploding 6 on the Fight check. Although money wasn't relevant to the victory conditions, I ended the game with just $200.00, and the guy in third place had the most money.
The original reason why I was using my variant in the past was because I wanted long games of Firefly and all the official scenarios max out at 3 hours of estimated play time. In reality, unless you play Firefly a lot, you can double those estimated play times on the scenarios. Our scenario was identified as 2 to 3 hours of play, but we played for over 5 hours.
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Jackwraith wrote: Yeah, I always found that those suggested play times were as inaccurate as 90% of what's on the market these days. We almost never finished a Firefly game in less than three hours unless someone got a really good streak of luck with jobs.
Good point, it's most games that underestimate play times. I liked Rock Hard 1977 enough that I hung out in the BGG forum for it for a while. But when I called out the wildly optimistic play time of 45-90 minutes, a bunch of lying cultists jumped me. Apparently the only correct way to play a board game is really quickly and with laser focus and zero chit chat at the table. Fuck that, I play games with my friends to have fun, not to rush through every game so we can squeeze in one more game.
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Then we switched to a couple of Perplext's mini games. First we tried Bus, which is a route builder where you're trying to pick up passengers at the bus stops and deliver them to their destinations, but they slow you down so you can only move so many spaces for the passenger cards that score the most. In the end, both Alistair and I had 5 cards completed (which triggers the endgame) and my wife was one move away from having her 5th. I won 17-13-9. Then we tried Gem, which is an auction game where you do a bidding round on each card of each pile of gems (6 with 2 or 3 players, 5 with 4) and then do a reinvestment phase where the "spent" gems that you just won can be made available to buy other gems in future auctions. When you're done, you score points for each gem on your cards and get bonuses for sharing a gem majority with other players or more for simply having the most. Alistair won that one, 22-19-9. Going to start writing a series on this series of games (there's 24 of them) when I've had some more time with them.
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- WadeMonnig
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Jackwraith wrote: My regular Monday night happened with my friend, Alistair, and my wife. We started with a game of Wroth, since it's a quick player for a DoaM. I took the Guild while they took the Ooglan and the Venna, respectively,. I took Daggers for Hire as my feat, which lets me add a third guy to any Maneuver actions. The Ooglan took Parasitic Influence, which lets them use their Parasite ability in the target region or an adjacent one. And the Venna took the feat the name of which I can't remember but which lets them dump all their Cauldrons out on the board at once, .
Raise the Dead is the Venna Action. It also lets you place two from your Discard to any area with a Cauldron. Generally, I usually hold off on using that until I have a batch of dead troops to take advantage of second part but it sounds like the dice pulls didn't really allow much of that. It can be a huge point swinger when it works.
How long do you think the game took? We were doing three player games in about 45 mins once we learned the system.
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- WadeMonnig
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Shellhead wrote: I played Firefly the Game again on Saturday.
Not sure if you are a fan of Blake's 7 (or if I have mentioned this before) but I had the ships from this thread https://boardgamegeek.com/thread/1507308/blakes-7-in-the-versehttps://boardgamegeek.com/thread/1507308/blakes-7-in-the-verse printed up along with the cards. In the current 3D printer culture, it would be even easier. We enjoyed it because it gave us a chance for more players to get that "Main Character" Energy.
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WadeMonnig wrote: Raise the Dead is the Venna Action. It also lets you place two from your Discard to any area with a Cauldron. Generally, I usually hold off on using that until I have a batch of dead troops to take advantage of second part but it sounds like the dice pulls didn't really allow much of that. It can be a huge point swinger when it works.
How long do you think the game took? We were doing three player games in about 45 mins once we learned the system.
Yeah, she said that she'd have preferred to do it with some basic dudes to also distribute, but it also seemed like a good way to have all of the Cauldrons out early with her first Exodus so that when fights did start happening, she could just regenerate at the beginning of every round, which isn't a bad thought. I think the one mistake she made was that she didn't Exodus far enough. She only went to 3 regions, probably not recognizing that in the early stages of the game even one basic dude can either control AND dominate (I did just this for the first three rounds in region 4) or stop someone else from doing either or both. It probably took about an hour-and-a-half, all told.
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WadeMonnig wrote:
Shellhead wrote: I played Firefly the Game again on Saturday.
Not sure if you are a fan of Blake's 7 (or if I have mentioned this before) but I had the ships from this thread https://boardgamegeek.com/thread/1507308/blakes-7-in-the-versehttps://boardgamegeek.com/thread/1507308/blakes-7-in-the-verse printed up along with the cards. In the current 3D printer culture, it would be even easier. We enjoyed it because it gave us a chance for more players to get that "Main Character" Energy.
I've only heard of Blake's 7, but it's funny that you should mention 3D printing and Firefly, because that was an actual topic during Saturday's game. The angry Obnoxious Guy (not the angry Lamp Guy) from New Year's Day broke his ship, and I have failed multiple attempts to repair it since then. It broke right at point of connection for one of the drive pods. I have tried various types of superglues and epoxies, and they are all fantastic adhesives but won't get the two firefly pieces to stick to each other. Yes, I have sanded the point of contact, and I have washed both pieces. And now there are little bits of vinyl gloves stuck to both pieces, because the superglues successfully glued my gloves to the ship.
So I am pondering three options:
1. Spend at least $200.00 to get a 3D printer. It would be an incredibly expensive solution to replace just this one ship, but maybe I could use it for other things. Then again, I have survived several decades on this planet without a 3D printer, so it feels like an expensive solution in search of some problems.
2. Buy a Firefly ship from one of the several obsolete ship expansions for the original edition of the game. The best deal that I saw on BGG was $25.00 for the Artful Dodger single-ship expansion.
3. There are apparently some two-part epoxies that might work to glue this ship back together. And apparently superglue mixed with baking soda is also a powerful and fast-acting adhesive. I will probably try this first and then maybe go for the Artful Dodger if the gluing doesn't work out.
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