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What BOARD GAME(s) have you been playing?
- hotseatgames
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- D12
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$160.
You get two warbands and their cards (these will cost $50 each separately), the other scenario cards and bits, two sets of neutral monsters (not sure on price but somewhere around $20-40 I'd imagine separately), the rulebook ($40 separately), and a huge swathe of post-apocalyptic terrain that's excellent. The terrain would likely go for around $100 if sold separately.
Basically they're giving you the terrain for free which makes it a good (GW) value. Due to the value here, I fully expect this to be a limited run starter box like Kill Team. Six months from now you won't be able to get it and will have to just buy a rulebook and warband separately.
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- Michael Barnes
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I think it’s actually $170. Which is horrifying. But here we are.
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Flamme Rouge x2. Quickly becoming my new-to-me GOTY. The criticisms of the opacity of the decisions are valid, and there's a lot of variance, but it feels like a bike race. My favorite racing game (which is not a genre I especially like) and on top of that, I don't even care much for bike racing as a sport. We played twice and I lost twice. I started doing a semi-solo grand tour using the companion app. ("Semi-solo" because my 4yo is playing.)
The Mind x2. We got to level 6 in the first game and level 8 in the second. There were some crazy and thrilling plays -- at the end of level 2, I held the 99, other guy held the 100, I successfully deduced it and it felt like magic. The game was nominated for a Diana Jones Award, which is causing no end of gnashing of teeth by the usual suspects over at the BGG news blog.
Hellapagos x1. Not great as a 3p but still clever enough. I don't think I successfully stressed that it's a brutal game. At the end of the 4th round I was leader, murdered everyone else, and sailed alone back to civilization.
Sid Meier's Civilization: New Dawn x0.8. We called it early because it was getting late and they had a drive back home. It was okay but has a lot of weird exceptions and fiddly rules. I really like the central engine of the game with the focus row and how actions get more powerful the more you delay taking them. But then it takes that slick, streamlined core and bolts a bunch of random stuff on it. Really needs a second edition.
We also smoked cigars and drank too much scotch so it was pretty perfect.
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- hotseatgames
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So I got this for the spawn. I think it's a little abstract for her. She keeps wanting to move the trains around, and doesn't really understand the concept of claiming a route.
I haven't played TTR in years but this has pretty much everything. There's no "draw tickets and choose some" -- you get two random tickets and when you complete one you get another random one. But other than that, it's TTR. The routes are a little shorter.
Fine for kids, but (sadly?) not much different than regular TTR. It's still simple and themeless. Eventually she'll be old enough for Railways of the World.
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- Michael Barnes
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This is an advance copy, I think they are Kickstartering it. It’s a good one. Full review soon.
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dysjunct wrote: A buddy is moving across the country, so he and another friend did a game day on Saturday.
Flamme Rouge x2. Quickly becoming my new-to-me GOTY. The criticisms of the opacity of the decisions are valid, and there's a lot of variance, but it feels like a bike race. My favorite racing game (which is not a genre I especially like) and on top of that, I don't even care much for bike racing as a sport. We played twice and I lost twice. I started doing a semi-solo grand tour using the companion app. ("Semi-solo" because my 4yo is playing.)
The Mind x2. We got to level 6 in the first game and level 8 in the second. There were some crazy and thrilling plays -- at the end of level 2, I held the 99, other guy held the 100, I successfully deduced it and it felt like magic. The game was nominated for a Diana Jones Award, which is causing no end of gnashing of teeth by the usual suspects over at the BGG news blog.
Hellapagos x1. Not great as a 3p but still clever enough. I don't think I successfully stressed that it's a brutal game. At the end of the 4th round I was leader, murdered everyone else, and sailed alone back to civilization.
Sid Meier's Civilization: New Dawn x0.8. We called it early because it was getting late and they had a drive back home. It was okay but has a lot of weird exceptions and fiddly rules. I really like the central engine of the game with the focus row and how actions get more powerful the more you delay taking them. But then it takes that slick, streamlined core and bolts a bunch of random stuff on it. Really needs a second edition.
We also smoked cigars and drank too much scotch so it was pretty perfect.
Forgot one! Colt Express x1. Including the Stagecoach expansion (but we just used the horses). I ran away with it. It's pretty fun but I am undecided if playing the game was more fun than assembling the little train cars.
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It's definitely more fun than trying to get the treasure tokens into the train carts with big, meaty man hands.dysjunct wrote:
dysjunct wrote: A buddy is moving across the country, so he and another friend did a game day on Saturday.
Flamme Rouge x2. Quickly becoming my new-to-me GOTY. The criticisms of the opacity of the decisions are valid, and there's a lot of variance, but it feels like a bike race. My favorite racing game (which is not a genre I especially like) and on top of that, I don't even care much for bike racing as a sport. We played twice and I lost twice. I started doing a semi-solo grand tour using the companion app. ("Semi-solo" because my 4yo is playing.)
The Mind x2. We got to level 6 in the first game and level 8 in the second. There were some crazy and thrilling plays -- at the end of level 2, I held the 99, other guy held the 100, I successfully deduced it and it felt like magic. The game was nominated for a Diana Jones Award, which is causing no end of gnashing of teeth by the usual suspects over at the BGG news blog.
Hellapagos x1. Not great as a 3p but still clever enough. I don't think I successfully stressed that it's a brutal game. At the end of the 4th round I was leader, murdered everyone else, and sailed alone back to civilization.
Sid Meier's Civilization: New Dawn x0.8. We called it early because it was getting late and they had a drive back home. It was okay but has a lot of weird exceptions and fiddly rules. I really like the central engine of the game with the focus row and how actions get more powerful the more you delay taking them. But then it takes that slick, streamlined core and bolts a bunch of random stuff on it. Really needs a second edition.
We also smoked cigars and drank too much scotch so it was pretty perfect.
Forgot one! Colt Express x1. Including the Stagecoach expansion (but we just used the horses). I ran away with it. It's pretty fun but I am undecided if playing the game was more fun than assembling the little train cars.
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The previous weekend I got a lot of games in when a friend was visiting from out of town. 3x Villainous, 3x Mountains of Madness, 1x Table Battles, 1x The Mind, and 1x Escape Tales: The Awakening. All pretty fun. My wife and I finished up one go through of Escape Tales and ended up with a negative ending. I'm not sure how many endings are in the game, but we will probably play through at least once more (we still had 10 puzzles unseen). The game overall is fairly good, but the theme is a bit disjointed at times as it is not as loose of a structure as Unlock! or Exit so missing parts or doing them slightly out of expected order creates odd gaps in the narrative.
Finally, I got two face-to-face plays of Red Winter in with my miniatures gaming opponent. It was his first experience with hex-and-counter wargames and he absolutely loved it (he immediately decided that we will try out my ASLSK stuff after looking around online). We played the tutorial scenario so he could get a feel for game flow and then played scenario 10, The Battle for Hirvasvaara. He defeated me 4-1 after my units could do absolutely nothing no matter how favorable I set up my attacks. I managed to inflict a single step loss in combat over the course of the game. His indirect fire units also were incredibly effective as his first barrage managed to land three 18s, which inflict a loss in addition to suppressing my units. I've given him the ASLSK 1 rulebook and hopefully we get it to the table this weekend.
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AZUL and NOCTALUCA are very similar. I know that they don’t rank highly on the depth charts but they are a good fit for us. I probably like AZUL better because the scoring feels less contrived.
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- hotseatgames
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The key mechanic here is dice allocation. Roll 4 dice and use them to perform various actions on your turn. If you allocate to attack, you then roll separate custom attack dice. These can cause damage, but if you roll a T-800 head, it will trigger a defense action in whatever enemy you are attacking. It all works very well and is easy to understand.
You run around the map, uncovering random objectives that trigger small bits of story text when you reveal them. It's cool and can cause surprises.
Charlie is a fan, and I can see why. I will likely seek out the expansion in the future, which adds a scenario generator and components for a 5th player.
So... a couple of mentions regarding the components. The map tiles and tokens are great. They are nice and sturdy, with good artwork. The miniatures... they are passable. The bases are oddly thin. Still, they do the job. The dice are nice, but small. Larger ones would have been appreciated. And finally, the only real grievance, the cards. They are ridiculously thin. I don't know how many stretch goals this KS got, but the first one should have been a card quality upgrade.
Check this game out if you want a simple, fun cooperative action game. Plenty of dice to roll and terminators to... terminate.
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How many characters are you playing solo? I like to run 2.
Wait until you get to mission 3. That's when shit hits the fan.
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