Recent Boardgames (Your Last Played Game Volume 2)

Well this is a pleasant surprise!

The idea was I’d chip away at a learning game while my daughter plays in her little cage, but so far that hasn’t happened (big surprise). Still, we’ve got a heatwave this weekend, so this is a heck of a revelation. Cool beers, breeze and all dem bones.

[EDIT] I completed my first run already. :grimacing:

Ran up against a golem on the second (scripted) encounter and basically tanked my dice pool immediately against its power. I thought I was trapped right out of the gates (mostly an expectation running a single gearloc like this), but I wish I wasn’t so hasty in resetting; I forgot the town archers would have chipped the thing out (well before I succumbed)! Pitfalls of hitting a wall that early, I suppose. Half a second more thought (I racked my brain to ensure it wasn’t a rules miss) would have reminded me of the encounter perk.

Oh well, off to start anew!!

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Gloomhaven: Jaws of the Lion , finally we reached the last mission! And it was a fairly comfortable win for us. The last boss seemed impossible, but we just threw everything at him. Would have been over even sooner, but one of my big attacks wiffed.

Kitchen Rush , first play. Basically a worker placement set in a restaurant. But each of your workers is an hourglass, which has to run out before you can move it to another place. You’ll accept patrons into the restaurant, take their orders, fill the orders with food from the storage rooms, maybe add some spice from the greenhouse, and then cook for the required amount of time. The first scenario (of eight) is pretty easy, each of you has to fulfil two orders within the time limit. The board is made up of eight interlocked, double sided tiles. You start on the A side, and then, as new rooms and actions are enabled, you turn the tiles to their B side. Scenario two introduces spices, and scenario three has dirty dishes that must be cleaned before use. All pretty easy, we didn’t have any major problems, there’s enough action spaces for everyone it seems. Good fun, if a little easy. I expect things to get harder as we go.

Mysterium Park X 2, first play. This is a streamlined version of Mysterium, set in a circus. I love Mysterium, but the setup is a bit of a pain. Park makes it all a lot simpler. There’s a nine by nine grid which you fill with people cards, and then (once everyone has identified people) location cards. No object cards from the full game. There are three rounds – identify the person, then the location, and then work out (hopefully) the final solution. You have six turns to complete rounds one and two. And everyone has to complete them, you can’t move ahead the way you could in Mysterium. The ghost chooses a plot card for each round, which shows the grid and each player colour, thus identifying each players card. The ghost has a deck of vision cards that they choose to give each player, hopefully guiding them to the correct card on the grid. The ghost needs to examine the grid cards in close detail, which could aid the other players. We ended up taking a picture (while the other players looked away). We played 3p, so only two pictures were required. It’s the same deal as the full game, the job of being the ghost is a thankless task. You can’t find the perfect card, so you just have to choose the best from your hand and hope it’s enough. We failed, but it was such a quick game that we tried again, and also failed. Listening to the players talking and discussing clues can be a bit annoying (in a good way!), as they look at the wrong details or misinterpret the card (“my clue card is blue, so he must mean this card”). Good fun, and we probably finished a game in the time it would have taken to setup the original.

Gorus Maximus , first play. This is a fairly straighforward trick taking game. Each of your cards are gladiators, with a rank (value) and a school (suit). As is standard in trick taking games, there is an initial suit lead (the first card played), plus a trump suit, which can change even within the same trick. You have to follow suit, except you can play a card of the same value as the one just played, which changes the trump suit. There’s a card with the suits on it, and you can move a clip around so you don’t have to remember what it is. Each card can have a crowd favour value (which can be negative). After a round in which you play ten cards, you then total your crowd favours, and the highest gets a crowd support token. Win three support tokens, and you win the game. It was fun, it’s pretty quick playing. You can get a bit screwed over. The eight card has a crowd favour of negative four, so obviously you tried to dump those on the winner of a trick. I ended up with three of them in one round, which pretty much torpedoed my chances. Still – enjoyed it, and the artwork is cartoonishly violent, which I loved.

Hats , first play. A simple enough game (or so we thought…). You are competing to see who has the best hats (obviously). You get a hand of nine cards, which show some pretty spiffy hats, with values from one through six, in seven different colours. The board shows spaces marked from one to six, which is then filled with random cards. On your turn you have two possible actions. You can exchange a card from your hand with one on the board – but it has to be either the same colour, or a higher number. The exchanged card is played in front of you. Your second option is to play any card face down, which will give you one point at the end of the game. Obviously you’d like to do a bit better than one point. The game ends when you are down to your last card – this is your favourite hat. Scoring is done for the cards you’ve played, and then for your favourite hat. Each card in your tableau is worth whatever position it is on the board – from one through six. if it’s not on the board – no points. So, if red ended up in position four, and you have three red cards, you’ll score twelve. Also, if any colour has more than one position, only the lowest one counts. Your favourite hat scores a total of the card values of that colour, minus the value of the favourite itself. So, if your favourite was a red six, and you had red cards two and three, your total is five, minus the six, so negative one (not so good). There’s also a very realistic cookie token, which goes to the player with the most different coloured cards in their tableau, and it’s worth five points at the end of the game. Didn’t help me, I held onto it all game and still lost by eight points (winner picked up a cool fifteen points in one colour). For a fairly simple game, it took us a little while to get our heads around it (might not have been a good choice to play late in the day). Looking forward to more plays.

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It’s very pretty, ummmmm…what game is it?

I love doing it, though, especially with people who don’t know me. (In full-size Mysterium, which I still enjoy.)

I do wonder whether as ghost I might just set up the answer cards with pawns next to them, photograph them, and then shuffle with the dummies, as an alternative to using the screen…

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Just finished a first game of Lost Ruins of Arnak on BGA with my partner.
It was pretty quick and I would definitely play again, though with the shortish actions I would prefer live over turn-based. I have already asked some friends to also try it out, it might be a game they would buy :wink:

My partner did not enjoy the TM-style action-stringing which I knew was very likely to happen. Especially in the last two rounds when you really need to hang on to your momentum he passed a couple of actions before me and that is frustrating. This being a first game we had very little idea how to go about gaining enough resources to do what we wanted and just 5 rounds puts a lot of pressure on make optimal choices from a very wide range of options (with 2 players worker spots weren’t really tight ever). I went for a card drawing strategy which only worked out while my deck was small enough to get through most of it in one turn. Is it just us or is it really hard to both explore AND research? We barely got to the level where we upgraded both our assistants and discovered 1 level 2 site each. That was it. Game ended 61/52 for me.

I now see the comparison to TM but what connects Arnak and Terra Mystica is the element of the latter that led to my partner refusing to play it any more.

I think the more rigid turn structure of Dune Imperium suits both of us more and the 10 rounds give us more time to find our strategy. Add to that the way more thematic game play and the way the decision space unfolds in a narrower band of choices that seem to matter more individually and Dune is the better choice for us. Nevertheless, I want to repeat that I think Arnak is a really good game and I had fun playing it and hope to get to play again. It’s easy enough to teach and decently quick to play. (Except for round 5 when optimization becomes a necessity bordering on AP)

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Thank you for writing that. I’d seen this in my FLGS but knew nothing about it, and hadn’t been inspired to follow up; but that explanation sounded really great, so I ended up just grabbing it the next time I was there. The game comes as a regular “deck of cards” box, but has somewhat confusingly been printed here in two different box styles, which makes it seem like they might vary in some way; but I understand the cards and art is identical in both – it’s purely down to which box art you prefer.

The custom deck is very nice, with every single card having a unique character illustration, and good card quality (BGG forum says “black core german casino quality linen”), but you can absolutely play this with any standard 52-card-plus-2-jokers deck of cards (or of course, conversely, use the custom deck to play any other standard deck card game). New Zealanders will also get a kick out of the #5 character of each suit : ) (The designers and artist are all Kiwis).

My sole complaint about the production is that the text in the little playing-card-sized manual/booklet is really small and yet the blank margins on each page are relatively large… so even without increasing the page count, they could have increased the text size and made things easier for us folks with poor eyesight. There’s not too much to learn at least, and you can print out a larger set of rules if you need to, so it’s only a temporary issue if it affects you; but I do still think they dropped the ball in this one area. A single extra sheet in the booklet (increasing the page count from 10 to 14), or any other format allowing significantly bigger text, would have been much appreciated.

I played the game solo several times today, and have really enjoyed it. I lost my first two games (I didn’t even reach the kings the first time, which made it seem very daunting), but I’ve managed three wins since then; albeit only at the lowest success-level each time (using both jokers – I really thought I was going to get away with one joker in my last game, but found I had two kings left to face when I’d thought I had only one : )

Assuming you have a standard deck of cards at hand, I thoroughly recommend trying this game; I think it’s a really neat design which constantly presents you with little dilemmas and tricky decisions.

They’ve even managed to make all of the suits thematic. Hearts represent injured heroes being healed so that they will be available to hire again later; Diamonds represent payment for hiring heroes from the tavern to join the fight; Clubs represent extra damage; and Spades could look a bit like a shield if you squint right…? The card art reflects this as well – every Spade character is depicted with shields or extra armour; Club characters have clubs or other bludgeoning weapons; Heart characters are holding healing potions; and Diamond characters are… er… wielding fire?! (Maybe “appear to be wealthy” didn’t look as good. Or perhaps it was fire all along, and instead of hiring heroes it’s actually a torches (and pitchforks) approach to recruiting from the tavern.)

“The player who has most recently committed regicide goes first” is also the funniest start-player rule I’ve seen in ages : )

From the looks of things, its Kickstarter campaign is still a good resource, but it only provides the rules for 2-4 players. The changes for solo play are that you have a hand limit of 8 cards, and jokers are used completely differently: instead of nullifying the suit of an enemy (there is no way to do that when playing solo), they are simply a two-time resource which you can use before attacking or taking damage, which causes you to discard your hand and draw a new hand of eight cards. You don’t actually need joker cards as such – just to keep count of whether you did this action 0, 1, or 2 times (for gold, silver, or bronze victory respectively, if you win).

Edit:

Official description of solo rules differences to the regular game

Set up the game as per usual but place the two Jesters to the side. You play with a single hand limited to 8 cards. Play as normal, playing each turn one after the other. However a Jester can be flipped to activate the following power: “Discard your hand and refill to 8 cards - this does not count as drawing for the purpose of enemy diamond immunity.” Since you have two Jesters this can be done twice per game. Flipping the Jesters in this way does not cancel immunity. You are allowed to use the Jester power a) at the start of step 1 before you play a card or b) at the start of step 4 before you have to take damage. Winning the game after using both Jesters achieves you a Bronze Victory. Winning after flipping only 1 Jester is called a Silver Victory and winning the game while having both Jesters untouched grants you the ever-elusive Gold Victory!

Slightly spoilerish explanation of how solo and multiplayer modes compare

In 4 players each player has 5 card max and takes a hit at the end of their turn, like every player does. However each individual player has to receive every fourth hit. In solo, you are bumped up from 5 to 8 cards, but you have to take every hit every turn! What you may be missing if you haven’t had a chance to play it yet is that seeing all 8 cards and knowing that you’ll go again next is a HUGE advantage that you don’t have in 4 player. If 4 player was open-handed full co-op you would win every time. It’s the informational asymmetry that makes difficult to play the perfect cards. In solo you have all the information at your literal fingertips so it’s way easier to play really efficiently with lots of exact kills.

Both collapsed comments are from Solo rules | Regicide on BGG.

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WIZARD!

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Too Many Bones, and I have to say, I think it’s ugly as sin. Beautiful in some ways, but I find the artwork mildly horrifying, although it’s not precisely correct to say I hate it.

I just packed up my little outdoor game after dying on my first (and only—reached him by the final round) attempt at the scenario’s Tyrant, Drellen. This was a bad matchup for me, as the encounter was rife with enough poison to overcome my once-per-round heal innate ability, and the boss himself was immune to my toxins (a good portion of my damage output). I was able to clear his minions, which meant he was now open to being damaged, but I just did not have enough bones, let alone too many, to overcome that chip damage. The game ended with Drellen vulnerable, but at full health. Sadly I never got to complete his special encounter, which presumably would have helped out.

It’s outrageous how much I’m in love with this game. I have spent a not-inconsiderable amount of time and money on grand adventure games, and every last one of them has fallen flat for one reason or another, to the point where I had basically given up on them. I guess I should have been playing this for the last 4 years.

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Rallyman for ISGOYTRA:


I suspect that “classic” Rallyman competition will end once new Dirt comes out and scratches the same itch, but I’ll keep it running as long as significant numbers of people are prepared to participate…

A recent realisation (probably obvious to many of you): the two big things I enjoy about boardgames are the socialising and the physical bits. With no physical bits (e.g. online) I want to be more chatty; with no socialising (e.g. a solo game) I want to play it with proper components rather than on the computer.

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I know where I can get a copy and at some point I’m gonna do it. Such an unusual little production I’d almost want it just for the curiosity, but we both know there’s a firecracker of a game in there.

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This mirrors my sentiments in some ways. I have a friend who’s mainly on games for the story and experience. Almost everything he bought round to play I didn’t enjoy which was leading me to conclude I don’t like those games. Too Many Bones stopped me thinking that, it just made me realise I have no interest in Fantasy Flight games and I want a narrative game to have game play to it. As a consequence I have spent soooo much money on TMB

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Played a Knizia called Callisto. it has very strong similarities with Blokus. If you have played the latter, you’ll feel at home with the former. But I think I very much prefer Blokus. Will probably just give it to charity.

Played some lesser known Z-Man Deluxe Card Games™.

Black Spy - Hearts but with a twist. It’s good. It’s pulling you between winning black cards (giving positive pts) and avoiding on taking non-black 7’s (giving negative pts). I don’t want to keep it though.

Sky Tango - boring.

Chimera - a climbing game like Tichu, Haggis, etc, and it’s pretty good. Much more interesting than I thought. Not sure if I prefer this or Haggis as my 3 player “trad card game”.

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I am a sucker for every Hearts variant AND film noir themes!

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This morning, my wife and I played a game of Arboretum, which we have not played in a while. She won, 26 - 22, as I did not manage to shut her out of scoring any of her paths, but she stopped my cherry blossoms from scoring.

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Aw, I like Sky Tango. It’s a small, attractive card game, and the gameplay is simple but slightly unusual and decidedly interactive. It definitely fills a niche for me.

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Played a few games yesterday afternoon.

  • a very close game of Inis two of us took a pretender tokens on the same turn, but a sneaky play of a hidden deed broke the tie.

  • Roam with the crystals expansion. I’m usually fairly good at spatial puzzles, but for some reason I’m consistently terrible at this one. :laughing: The art is delightful though.

  • Second play of New York Zoo. I think this one might be a dud… Both times we’ve played I’ve found myself wishing we played Bärenpark instead.

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Played Exit: The Game + Puzzle - The Deserted Lighthouse.

I should enjoy these but I don’t. Having played two without puzzles and this one with I feel like I’m done. I feel that the problems always come across to me as a ‘look how clever we are’ rather than being challenging.

That said this was my least favourite by a long way. The puzzles felt like roadblocks with an occasional clever use of the puzzle pieces themselves. The decoder wheel was much better in terms of how the games lets you know you have the right answer though.

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I might have missed something. I found that the only reason to play cards on your opponents row is to play your eclipse card. I think I have too many filler games that are either thinky and/or interactive.

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You’ll definitely play eclipse cards to your opponent’s rows to break sequences; but as you can only add number cards (1-29) to the start or end in an ascending sequence, you’re often playing to your opponent’s rows to drop a significantly smaller/larger number at the start/end of their row, making it unlikely or impossible for them to continue that particular sequence (e.g. placing a 25 after an 8 only leaves 4 cards which could be added at that end).

I think I have too many filler games that are either thinky and/or interactive.

Sure; and it definitely is a filler-type. If you have games in a similar niche then it’s probably not worth considering unless the aesthetics particularly tickle you (or you think they’d tickle the person you’re likely to be playing it with : )

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I managed my first Silver victory in solo Regicide today!

(Previous post about the game also edited a few times since I first posted it.)

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