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What BOARD GAME(s) have you been playing?
- Disgustipater
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- D8
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- Dapper Deep One
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The cards are it's biggest strength/weakness.
I just completed two games. In one, it's like the deck was stacked in my favor. I felt bad for my opponents because I ended the game so early and with such a high score. It was a blowout.
The second game, I started a week earlier, and neither one of us could get any traction. There was a period where we took actions for the X tokens, just to get our draw actions to a place where we could do 5 power draws. Apparently, neither of us got anything good, becHae we did the exact same thing AGAIN.
Ark Nova needs half the cards. Then it would be perfect.
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I have a fix in mind, but I don't own a copy any more so I don't have the motivation to work on it.
Essentially, there are 250 cards in the base set deck. Go through the deck and separate it into five pseudo-balanced/thematic decks. Give them all a color or symbol so you can keep them straight.
At the beginning of the game, pick 3. Boom.
Works for expansion too. Pick 3. Play the game.
Sag even came up with the idea of single deck expansions, like a San Diego Zoo, or a Christmas pack.
Alas, my million dollar idea with die here, on the TWBG forums.
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- Jackwraith
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- Ninja
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- Maim! Kill! Burn!
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Then we tried Atiwa, because I had never played before. It's an Uwe Rosenberg creation and has his particular style all over it. It's a worker placement game about the discovery in Ghana that the local populace could make more money with logging generated by cultivating the fruit bats to spread new growth than they could with gold mining. Gold is still an important resource in the game for building larger settlements that earn more points at the end and for shoring up certain resources needed to keep your engine running, like goats to feed your families. But it's even more important to get your families trained in the bat cultivation system, so that you can keep as large a group of bats as possible and take advantage of bat actions (dropping new trees) after placing each of your three workers. Trained families also don't generate pollution, which gives you more freedom to place all of our resources, including bats. I liked it in a general sense but I'm not really a Rosenberg fan (I don't care for Agricola or Le Havre or many of his more lauded efforts.) I enjoyed this one as much for the environmental theme as for the gameplay. I wonder, though, if it would be really that different with more than two players, since it felt so tightly designed that there was enough tension with two in terms of choices and opportunity cost. In the end, Brad had managed to get a family-gold machine rolling that let him buy two of the largest settlements, where I could only manage the next-smallest type. I knew that would be the margin, even with my significant edge in bats, and I lost 97-93.
We finished with another run through our Hero Realms campaign. The story asked if we wanted to follow the imp or the brigand and I chose the imp because it sounded more interesting... forgetting that every time we faced an imp in our first encounter, it made us discard cards. So now we were facing a boss who did that and several more imps in his deck who did the same. That was kind of aggravating. I stuck to mostly red cards in the market and managed to keep champions in front of me for most of the game so that I took very little damage, but I also was generally only able to knock off the minions in front of me or the elite ones in the boss' area, while Brad unleashed multiple turns of combo damage from his collection of knives and actions. He probably inflicted 80% of the damage needed to down the boss, which kinda left me feeling like a fifth wheel, but I guess I was cleaning up the other stuff, so there's that. We've picked up two treasures each, but mine seem kind of reliant on not having half my hand discarded every turn, so we'll see how they work against the next boss.
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Shockingly, this game was initially published in 1982 by Parker Brothers. I won't spoil the episode too much, but it is still a very fun and cutthroat game, and can totally hold its own to today's gaming standards.
We also played my 15th logged, face-to-face play of Wings for the Baron. We played the Standard (Fighter Only) version of the game, based on our experience from the last time we played (Our May 22nd episode). WOW. That was a crazy game. I think we played more Event cards last night than the combined previous 14 games. It was a RIOT. The Standard Game is solidifying itself as my favorite way to play (You were right, Sag), although I'll never turn either version down. It is still solidly in my top 3 games.
I was able to lead Albatros to victory by building a very strong fighter in the middle to middle-late stage of the game. I probably could have rode the last half dozen turns by Build/Banking and raking in the Deutsche Marks and coasting to the win, but Sag and Chris put on the pressure and I had to make at least one more set of improvements to my plane to maintain my contract flow. End the end, I had a monoplane that was only missing one technology, Metal Construction. I could have attempted to push through the Tech deck to find it, but it would have been a huge sacrifice. In the end, I chose the Actual Victory over the perceived victory of a fully-kitted Fighter plane.
I am so excited that GMT is picking this one back up.
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- Virabhadra
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- D6
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- Too Many Projects
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Des reminded me that games other than Warhammer exist and we played through Spire's End: Hildegard again. Not only was our our path totally different this time around, but the fact that we landed on ending #20 - NOT a victory, mind you - has me hyped to explore it again. The breadcrumb connections to the story of the original Spire's End are awfully tantalizing...
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I was a little leery of a solo mode for a a competitive card game, but my collection wasn’t getting played otherwise. Turns out it takes a load off not needing to worry about the meta and just being able to play the cards you want. The bot isn’t as clean as Skytear Horde, but what is?
Now I’m looking with a little more interest at the Star Wars CCG solo project Warlords and Insurgents.
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Jackwraith wrote: Then we tried Atiwa, because I had never played before. It's an Uwe Rosenberg creation and has his particular style all over it. It's a worker placement game about the discovery in Ghana that the local populace could make more money with logging generated by cultivating the fruit bats to spread new growth than they could with gold mining. Gold is still an important resource in the game for building larger settlements that earn more points at the end and for shoring up certain resources needed to keep your engine running, like goats to feed your families. But it's even more important to get your families trained in the bat cultivation system, so that you can keep as large a group of bats as possible and take advantage of bat actions (dropping new trees) after placing each of your three workers. Trained families also don't generate pollution, which gives you more freedom to place all of our resources, including bats. I liked it in a general sense but I'm not really a Rosenberg fan (I don't care for Agricola or Le Havre or many of his more lauded efforts.) I enjoyed this one as much for the environmental theme as for the gameplay. I wonder, though, if it would be really that different with more than two players, since it felt so tightly designed that there was enough tension with two in terms of choices and opportunity cost. In the end, Brad had managed to get a family-gold machine rolling that let him buy two of the largest settlements, where I could only manage the next-smallest type. I knew that would be the margin, even with my significant edge in bats, and I lost 97-93.
i traded away my copy of this after 5ish plays, but i was pretty done with it after 3. it just felt like a solved puzzle, and every subsequent game felt more like that. you do the exact same things in the exact same way every game, and it didnt feel like there were enough/interesting enough tactical decisions to be made while you were doing them. everyone i played it with ended up in the mid90s except one guy who completely didnt grok it who scored like 70. the last game i played everyone tied (except the 70pt guy), even. there were margins to be gained but it was like maybe gaining 5 pts with perfect optimal play, which didnt feel like it was worth exploring.
edit: the way the economy works on the player board is neat and fun, but the game around that needed significantly more interest imo. you do it a couple times and get how it works and then thats it.
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- Jackwraith
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- Ninja
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- Maim! Kill! Burn!
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yknow, imo

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- hotseatgames
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- D12
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You get a decent amount of player agency, even though the core mechanic is chaos. I think my meager group will really love this game. Of the two teams I was controlling, one was down to a single vehicle, and the other hadn't lost anyone. That team actually ended the game by crossing the finish line.
Also, the production value is fantastic. The graphic design is great, everything is very thoughtfully produced.
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