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What BOARD GAME(s) have you been playing?
Uno Ultimate Marvel is an unholy marriage of Uno and Marvel Champions that somehow actually works. You've got the basic Uno goal of trying to empty your hand by playing cards that match either color or suit of the top card in the discard pile. But some of your cards have an exclamation point icon, which forces you to draw a card from a villain deck containing various enemies and other negative effects. Each player plays a unique hero deck, with modest number of thematic wild cards that represent your hero's powers with various game effects. Your hero deck also comes with a number of villain cards that get mixed into the communal villain deck at the start of the game.
Is it fun? Yes, in a light beer and pretzels way, with a little take-that and a bit of strategy. I played with two of the official demo runners plus an intelligent little girl who had played before. My Black Panther deck was good at healing, which effectively means moving cards from my discard pile to the bottom of my deck. That's better than it sounds because a player can lose if they run out of cards in their draw pile. It took me a couple of turns to get the hang of it, and I won the game after about 45 minutes. With experienced players, this is probably a 20 minute game.
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- Jackwraith
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Then we tried Dreadball again and I have to say that the shine came off a bit with this game. It was the Skittersneak Stealers (Veermyn aka Skaven) versus the Greenmoon Smackers (Orcs & Goblins.) It was the frequent match of speed (them) vs brawn (us) and, as is almost universally the case in games like this, speed is vastly superior. I got a couple huge hits early on that basically reduced his bench to one model, as the ones I removed would be out of the game for 5 and 4 turns in a game that only allows for 7 per team. But then I wasn't left with a whole lot that was worthwhile. He lined up some great hits on my Guards that either knocked them down or injured them for a turn and kept sprinting past me to score, with very little that my slower Guards and Jacks could do about it. Meanwhile, two of the three chances that I had to score were failures and once he got to 5 points, I had to score. It's a zero-sum system (If he has three points and I score two, he goes down to one) so if I didn't reduce his margin, he'd win by a landslide victory (7+)... which is what happened, anyway, because I couldn't stop him. In our first couple games, I had gotten the impression that Jacks (the middle guys between Guards and Strikers) just really weren't that useful; more master-of-none than their namesakes-of-all-trades, which is I believe their designed intent. Guards have +1 on strength tests, so they're good for clearing space. Strikers have +1 on skill tests, so they're good at anything involving the ball (picking up, scoring(!), passing, catching) while Jacks have +1 on speed tests which is useful for one ability in the game, which is Dashing to move one extra space. If you fail, you faceplant. The Smackers are entirely Guards and Jacks. With his team already moving at least one space farther than me in all circumstances (2 if Sprinting), I was never able to keep up, so the opportunity to land some huge hits didn't matter if he still had three Strikers in play who could almost literally run rings around me.
So, yeah. I've gone from liking it to questioning whether it's worth playing anyone except the high speed teams, as we got the same results last time, with the Tree Sharks beating the Draconis in both games, one time with each of us playing them and the difference is the same there (Move 6, compared to Move 5.) That's disappointing. It's still a very small sample size and it is a dice-driven game, so there's definitely some luck involved. But there's no luck in a situation that left me with little to do in more than half of my turns other than try to chase him because he was going to win the game if I didn't.
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- hotseatgames
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hotseatgames wrote: I played Warpgate during development with the designer, Artyom. He also designed Guards of Atlantis (and part II), which is a great game.
When the game owner was proposing we play Warpgate, he said that it was by the designer of Guards of Atlantis. I didn’t remember Guards of Atlantis at all, but everyone told me I had played it and enjoyed it. I think I may have to start a new column called “Games that I Actually Remember Playing, Everything Else is Forgettable.”
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The game is played on a 3x3 grid of locations, and you use cards to attack, defend, move, activate special abilities and so on. Knights have a shared deck, and so do demons, and in addition each character has special ability like summoning minions, draining life, attacking diagonally, etc.
The game has three different game modes; coop, campaign, and versus. I've only tried the two first (obviously), and supposedly the versus is the best. But solo and campaign play is pretty good (the core gamaplay loop is the same in both, but campaign has a choose you own adventure framework). In that version you play as the knights and demon actions are controlled by a deck of cards with simple commands. In my first game the spatial element seemed non existent, but that has changed later on, and I think it depends a lot on what cards are drawn. The game is not difficult and therefore not as intent as eg Ghost Stories which is shares a tiny bit of DNA with, but I've been having fun slaying demons.
One major caveat, though, is that the rules are very under explained. A lot of the special powers - especially in coop/campaign - are hard to grasp, and their specific wording don't jive well with the cards that activate enemies. And it's a damn shame since the game shouldn't be hard to learn.
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- Virabhadra
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Our first nice day in a while, I did some priming:
In addition to working on the GW official terrain, I picked up a bundle of Monster Scenery because I wanted to mix up our boards with natural terrain. It works nicely.
I like the foam rocks that people make and I'm sure it's inexpensive, but I don't feel like faffing around with one of the hot wire things. It took me months of practice to stop gouging myself with an X-Acto, I don't want to end up looking like a line cook.
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- Virabhadra
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I'm thoroughly impressed with their durability. It's a heavier vinyl-like plastic that reminds me more of Heroscape trees than Heroscape hex tiles. I was looking for a better description of the material and it turns out MB reviewed the set here:
therewillbe.games/blogs-by-staff/6845-mo...ster-terrain-preview
I agree with him on all counts. Absolutely happy to have it alongside the grimier, bespoke Age of Sigmar stuff.
The hills in particular are designed with enough space to fit miniatures comfortably at varying levels, which I can't say about most pet store pieces.
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- hotseatgames
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The thing that strikes me the most is how wildly different the quests have been. Further, the choices you make in between them can come back around in surprising ways. There is a lot of creativity on display.
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- Sagrilarus
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This time I really didn't see the magic. Everyone loves it, seems pretty ordinary to me.
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- Virabhadra
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Escaping that our chosen path took us twords the pursuer. We chose to engage it instead of spending days and doom to get by it. So fight it we did.
We managed “victory” here too. It only cost us three pieces of gear. But we did our six wounds and left. It went ok. This time we were able to clear our dread card. We put a lot of effort into clearing it. We now press on. We soon have a Heckaton fight. Our first at level 2.
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- Jackwraith
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Then we tried a first game of Tiny Epic Vikings, which just rolled in the door yesterday. At two players, there is an AI player of sorts who really just slows down occupation of a few of the islands and is a stand-in for the draft that opens each era (round.) I had an awful draft for the last era and she beat me by a single rune, as she had all doubles for her Favor cards and I picked up my last as a single. There's a lot of thinking involved and it's one of the stranger combinations of card drafting and area control I've ever encountered because the long-term thinking for rune types and respective god Fury levels is quite involved. I really like it and can see the depth in it, despite the overall lack of chrome.
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Then we followed up with AHOY! where I once again finished last. I was the bluefinn squadron, and while none of us managed to stop the smuggler, only one point separated him from the mollusc union on second place. It was a very fun game with lots of cool moments, and it definitely had a very Root-like vibe, but with a less steep learning curve and shorter playtime. I'm eager to see if it also has legs and how it plays with four players, but so far I'm liking it a lot.
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