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What BOARD GAME(s) have you been playing?
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- SuperflyPete
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- Salty AF
- SMH
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- Erik Twice
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- D8
- Needs explosions
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I really enjoyed it. It's a serious brainburner, of the good kind and there's something very interesting about: It's a very open-ended game, with many paths to victory and strategies and tricks but also a game that imposes some pretty hefty limitations on the player. I really like this, too many games make the mistake of watering down the play experience by giving out options.
I hadn't played Brass before and people at the club thought I would like it. So yeah, they were not wrong.
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- SuperflyPete
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- Salty AF
- SMH
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Josh Look wrote: Hey, so War Chest is really, really good. There’s a whole lot of tension packed into a short playtime, so many tough decisions with so few rules. The bag building brings that addictive tick you get from a deckbuilder that really makes the whole thing more fun than it is stressful. The production is simple but excellent. I think this is one of the best games of the year.
I can’t help but look at it and see Dirge (Small Box Games)
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She doesn't have a problem beating me up in Azul, though. Evidently I suck at it.
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- Erik Twice
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- D8
- Needs explosions
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I really thought I was out of my game of Brass by turn 3 and ended up winning by like 40 points. So yeah D:RobertB wrote: Maybe she was letting me win because she couldn't stand to hear me cry anymore.
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- san il defanso
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- D10
- ENDUT! HOCH HECH!
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My first game had a lot of big battles, and the clashes were generally pretty back and forth. The battles in this game were far more surgical. Most of them ended up being skirmishes over castles and resource locations, but the scale rarely extended beyond four blocks on a single side. This was partially inexperience (I was teaching the game to someone with little wargame experience), but there was this sense of feeling out what needed to be done. At one point my opponent, who was playing as Tokugawa, brought Tokugawa himself into a battle. That battle turned into a prolonged siege, and having exposed where his leader was, I made a beeline with a contingent of troops from my capital. My own leader was in that stack of blocks as well, because any ability to play leaders without cards in a battle was necessary. I came against Tokugawa, with card support that all came together at the right time, and I was able to win in turn three.
I realized the necessity of keeping your troops on the move. There's no real reason to "hold territory" when that territory is your reinforcement points. Even if you don't have the support, you need to put blocks where they can be useful. You eventually will have support, and anyway it obfuscates where your position of actual strength is. The board design does such a great job at creating little choke points, many of them away from the major cities and roads.
I don't want to keep harping too long on a seven-year-old game, but I just can't get over this one. I am so impressed by this design at every level. It is exactly the wargame I have always wanted to play.
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- Colorcrayons
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- D8
- Wiz-Warrior
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I regret ever selling it.
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- BillyBobThwarton
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- D4
- Fish on
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Followed that with cockroach poker. 64 card deck, 8 cards each of 8 different types of critter. Deck is distributed among 2 to 6 players (ours was 3 player). During your turn you put a card face down and pass to someone declaring what it is. They have to decide if you are truthful. If they are right, you are penalized by having that card placed face up in from of you...if not, they get it. Alternatively they can look and then pass to someone who hasn’t gotten it and declare what it is. If you have 4 matching face up critters, you are out. Basic rules with lots of laughter. It’s definitely going into the family gathering rotation.
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Killing a leader for the win tends to hit Tokugawa more often from my experience. His path to the capital allows for fewer stack shuffles due to the linear highways and fewer friendly troops on route to typical battlegrounds. If located, he tends to stick out for more turns.
One of the greatest designs of the last decade imo, perfectly blending wargaming with Euro streamlining. I guess some might get bored of the same map each game, but it always seems to play out in a unique way. My favorite matches tend to have heavy action in the Date section of the board - the card cycling seems to lend to an explosive battle along the highway in this case after the eastern skirmishes resolve.
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- Jackwraith
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- Ninja
- Maim! Kill! Burn!
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