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What BOARD GAME(s) have you been playing?
We played two games of Pax Pamir 2nd edition and a game of Pax Renaissance. What masterpieces, I'm not sure there are boxes with more to explore in them at that size and price in gaming. Two player in these games is just an absolute street fight; they lose the interesting table balancing and knowing how hard to press until you've done enough angle but playing the games 2p with so many avenues in which to hold other players down makes for a very intense experience. And, if you're losing, they make for some painful losses you might want to resign from. Both our games came down to two things: money and spies. Not Sure has always maintained that keeping a lot of money on hand is basically the prerequisite to winning in Pax Pamir and I think I'm coming around to that view. It doesn't mean you're going to win, but you cannot win if your opponent can keep you away from the river of cards and just hold you down via taxation. I lost the first game because I surged ahead on first domination but didn't fall back after those points and rebuild my position and finances, I tried to push for the win. It was brutal. Second game I was more mindful of the money and made sure I kept 3-4 coins on hand at all times if possible, even being willing to lose a little board position to do so. I ended up just drowning him in spies, murdering his spies and once in awhile his cards continuously because I had one of those spy regenerating cards. Overall, I do not like those spy regenerating cards in Pamir, I think they're too overpowered. I don't think there's a thing which should enter the board in Pamir and just automatically be a 5 alarm emergency that you must use all your resources to defeat in most situations; Pamir cards just don't feel like they should work that way.
Then we played Renaissance... it is still my favorite Pax game even with the nightmare rules scrawl straight from Eklund's dark inner thoughts. And not even his horrid liner notes, push that aside, but his rules are just so bad he shouldn't be allowed near a rulebook. A developer should be left to write every piece, every word, of the rules themselves. For me what sets Renaissance apart is the income system. Pamir is a great game, but I don't find its general economic structure very creative---the taxing cards and shelters provide some neat money flow but that's about it. Compare to the way that the trade fair system is the vital beating heart of Renaissance. It sets the tempo of that game, organically altering the value of different regions while still being completely integrated with the mechanics. Chef's kiss.
My spouse and our guest also played Merchant of Venus, which after the intial skeptical period every Online Gamer has with it melted an ice cold roll and move grinch heart, as usual. What a game it is, the economic system just looks like almost nothing mechanically for the most part but the way it has supply and demand through simple bag pulls, the roll and move along with the nodes create risky opportunities and safe options for routes, and it even a sense of letting your money work for you by investing excess capital in factories and spaceports in mid to late game... it's very good.
Its biggest drawback, constant accounting (esp with space station commissions) was significantly mitigated by me pulling out the poker chips. I bought some of the iron clay kickstarter chips on a whim while they were absolutely blowing them of retail stores for cheap last year and I must say it greatly eased our transactions and improved the game.
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- Sagrilarus
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- D20
- Pull the Goalie
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Granted, I did not play the full four personality complement, but in my opinion using all four would have made things worse, as the time dial gets advanced after every player completes their turn, and there's only 3 time phases instead of 4. As hard as the game is, I'd see this getting more play at my game days as opposed to LOTR, primarily because a lot of mechanics were stripped away, making it more playable and faster (e.g. I can't get get AH to the table nowadays as ES scratches the same itch, and boils it down to a somewhat quicker game).
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- Cranberries
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- D10
- Don't give up.
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I am the blue cube.
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- Jackwraith
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- Ninja
- Maim! Kill! Burn!
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She asked to play again after the win, so it wasn’t just to try to get a win. We basically just stopped when it was time to put the kid to bed, so I think this game’s a winner around here.
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Jexik wrote: 6 more games of 7 Wonders: Duel today. I won most of the games, but my gf did manage to pull off a military victory. Got in a situation where even if I discarded the available military cards, she could use her Mausoleum wonder to fish through the discards. Checkmate.
She asked to play again after the win, so it wasn’t just to try to get a win. We basically just stopped when it was time to put the kid to bed, so I think this game’s a winner around here.
The iPad implementation is awesome, you can bang out a game in like 5 minutes.
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- Dive-Dive-Dive!
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- D4
- 12 per hex!
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First off was a learning game of The Expanse (base game only). I'd picked it and the expansion up in a trade 6 or 9 months ago, and we were glad to finally see it on the table. It's a CDG through and through, and very tactical, even with the card drafting queue allowing for a little forward planning. We spent most of the game with the active player triggering the card Events rather than choosing the Action Points. We all thought the Events were usually strong enough -- and the fact that often all the other factions could use each Event -- that they outweighed the small benefit in numbers of actions in the AP. I wanted to see a little more tension in deciding whether to choose Events or AP, or maybe a mechanism to bury an Event that would benefit another player at some cost to the active player. We enjoyed the modest differences among the factions, and we all clearly took advantage those differences. As a learning game, we kept a pretty slow pace, unfortunately, but we all enjoyed it. In the end the scores were close, with MCRN winning on a tie-breaker.
I'd wanted to follow that with a learning game of Wings for the Baron, another trade find, but were slow enough through The Expanse that instead we chose Ark. The competing restrictions for loading animals into cabins on the ark create a good amount of player interaction, in a euro sort of way, and they make the game into a competitive logic puzzle. It's been a favorite of mine over the years.
We ended the evening with a quick game of Ingenious, an old favorite. On Thanksgiving we'd had a first-ever play of High Society. Such fantastic and painful torture it is trying to make the least-bad decision with each auction. I loved it, and my MIL and I had a great time torpedoing each other's chance at winning. Knizia does so much with so few rules.
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