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What BOARD GAME(s) have you been playing?
- hotseatgames
- Away
- D12
DarthJoJo wrote: My first game of SEAL Team Flix after buying it two years back. Got pinned on one corner for way too many turns because every tango spawned at the end of the adjoining hallway. I was trying a sneaky build with a suppressor on my sub-machine gun, but the pile of bodies probably should have tipped someone off that I was right there. Did find the hard drive on a single health. On to Mombasa.
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- hotseatgames
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- D12
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I played twice today with my girlfriend. She was new to it, and I had played a couple of times at PAX Unplugged in 2019. The game is pretty easy to learn and only takes 30 minutes tops for a game. You program 3 actions per round. Each action is either a move or a fire action. Kill your opponent to score a point, or end the round on a victory point token.
This game shares that exciting bit with Theseus where you not only have to think about your own turn, but what your opponent will do. You want to fire on the other robot, but where will that robot be?
It plays up to 4, but I have only tried with 2 so far. I expect, much like Theseus, going beyond 2 makes the decision space impossible to deal with. Still, this game is only $20 right now on Amazon. Well worth it.
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- southernman
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- D10
- TOTALLY WiReD
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- hotseatgames
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- D12
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- Thank you received: 6270
1. no campaign, instead you gain XP and spend it on your character to purchase "Augs".
2. There are 4 difficulty levels, and any mission can be played at any difficulty.
3. It includes some brief tutorial missions, a small set of handcrafted missions, and a mission generator, which makes up the bulk of the gameplay.
4. It has more side boards than STF did, and only 2 of the boards from STF are returning.
5. The "boards" are neoprene mats this time. This results in a few major changes:
- larger (12 x 24)
- you have to assemble them every time, but this is revamped to be as painless as possible
- doors are no longer fixed, and to some degree, neither are walls
6. STF sometimes got called a dungeon crawler. I didn't care for that because it doesn't fit my key rule, the existence of loot. Phantom Division has loot. You can get one-of-a-kind weapons that are pretty cool.
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- Andi Lennon
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- D6
- Do your thing
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- Andi Lennon
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- D6
- Do your thing
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The giant stack of optional buy stuff seems completely superfluous, to my eyes. More campaigns and more monsters, I mean fine but there are plenty already.
I should also clarify that the D&D adventure system is my personal favorite dungeon crawl boardgame, so that can give you some insight into my tastes for this kind of thing. Low rules overhead, high running around tiles and punching monsters and getting loot etc. The deeper you get into the rules weeds with these games the more you lose me.
I'm going to livestream a full bloodborne campaign later this week, if you want some actual eyes on the nitty gritty, also.
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Concordia Venus - we had 3 games of this so far, 1 with 3 players the others two. Man its good on a turn by turn puzzle basis. Rushing stone and farm settlements does seem like quite a strong strategy but Im enjoying thinking through a counter.
London 2nd ed - I continue to play this, probably played nearly 10 times in the past few months now. This might be a game where there is a best strategy and its all tactics around that to pull it off. I've got it down to running 5 card stacks at the start then shrinking down to 3 using persistent cards later.
Innovation - reacquired this in a trade. Should never have let it go in the first place. As a 2 player game it is pretty tight and suitable nasty. I was 2 tech levels behind and had scored no dominations to my opponents 5. Looked done but i had 20 science and drew the auto science win card.
Basically im playing thinky games where you need to take your time to get into the strategy and work through the depths of the game. I'm not sure where i've put my FAT card though.
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DukeofChutney wrote: Basically im playing thinky games where you need to take your time to get into the strategy and work through the depths of the game. I'm not sure where i've put my FAT card though.
My current personal identity of the site forums is talking to people who like to play games more than once so....
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DukeofChutney wrote: Been playing a lot of games with my house mate to pass the dark evenings;
Concordia Venus - we had 3 games of this so far, 1 with 3 players the others two. Man its good on a turn by turn puzzle basis. Rushing stone and farm settlements does seem like quite a strong strategy but Im enjoying thinking through a counter.
London 2nd ed - I continue to play this, probably played nearly 10 times in the past few months now. This might be a game where there is a best strategy and its all tactics around that to pull it off. I've got it down to running 5 card stacks at the start then shrinking down to 3 using persistent cards later.
Innovation - reacquired this in a trade. Should never have let it go in the first place. As a 2 player game it is pretty tight and suitable nasty. I was 2 tech levels behind and had scored no dominations to my opponents 5. Looked done but i had 20 science and drew the auto science win card.
Basically im playing thinky games where you need to take your time to get into the strategy and work through the depths of the game. I'm not sure where i've put my FAT card though.
INNOVATION has this clever way of someone usually building a seemingly unbeatable engine that runs out of steam long enough for the other player(s) to somehow get back in the game.
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It was my first time playing Chainsaw Warrior, a solo game from 1987 designed by the same guy that designed Fury of Dracula. It somehow makes Dungeonquest look like the pinnacle of crunchy tactical gameplay. It is super simple and super dumb, and I absolutely loved it. It comes with a black and white comic book for the setup/lore, the art is incredible 2000ad/old 40k nonsense, and the whole thing is just savagely unfair and brutal. It's very much Escape From New York the boardgame, with zombies and mutants also. You have 60 minutes to get in and kill the big bad (named The Darkness), if you fail to find and kill him in that time he destroys the world. This is accomplished by flipping through a deck of room cards, fighting an endless stream of zombies and other enemies, getting pummeled by traps, and generally having a bad time. The Darkness is somewhere in the second half of the deck. My game was going alright until I found a secret passageway card about a third of the way into the second deck. Context: there's a rule that if you discard The Darkness card for any reason that isn't encountering him then he escapes. You have to reshuffle the second deck and go through it again to find him again. The secret passageway let's you roll two dice and skip up to that many cards. I rolled an 11, and pushed my luck hard. As it turns out, The Darkness was card #11 that I discarded, and that was all she wrote. Didn't find him again before my 60 minutes ran out.
After that I played 3 games of Dungeonquest. 2p, 3p, then 4p. I know I've ramble about Dungeonquest before, so I won't belabor the point beyond some stats.
1 hour 15 minutes for all 3 games, including resetting the game in between
9 adventurers
4 deaths to bottomless pit
1 death to giant spider
1 death to sunset
1 death to sneak attack (mountain troll)
1 death to champion of chaos
1 glorious escape with 2hp and 7900gp
You can find the videos here and here , if you want to see them in action for yourself
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- Posts: 1728
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Hex map that you play tokens on surrounding cities and linking them to get points. Familiar ground but having never played Samurai and not linking through the desert this feels very fresh to me. Based on one game I like it a lot but I'll have to see how it develops as regards depth.
I also played hip drafting and tableu building game Villagers. It has cute art, and is paper thin on substance, skip this.
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