Recent Boardgames (Your Last Played Game Volume 2)

Had three games last night at Monday Night Games in Napier. Started with a euro, La Stanza, that we were all 4 learning as we went. Interesting game once we grocked it, but in a way, its length seems to be a virtue and a curse at the same time. If on the one hand I think it ends too quick to get kind of going, I think it is not too bad that it doesn’t go on and on. Would give it another go now that I know what I am doing. The problem is that I think nobody got enamored enough with it to make it back to the table any soon.
Finished at a semi-decent third with 30 points. Not too bad considering the first few turns I was just finding my bearings, I guess…

Then to Space Explorers. Out of the three games I played yesterday, this one I liked the most. Very similar to Splendor, with really poor artwork, but I enjoyed the mechanic of it. Managed a second position with barely over 30 points, 4 behind the winner. Not too shabby for a first play.

And finally, to That’s Pretty Clever. Mixed feelings here. I had some anticipation, as I had heard a lot about this roll and write, but I was tired after a very windy night of interrupted sleep, and by this time my brain cells were not fully there. Lost bad, and I admit I still probably don’t fully get the rules. But willing to give it another try in better circumstances. If anything, the fact that first and second player were on a tight 208-209 points score at the end made up for all my misery :slight_smile:

So not too bad, three new games learned, none won but enjoyed myself learning them.

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Had my first experience of BGA last night. A couple of games of Race for the Galaxy with @Whistle_Pig

It’s a tricky game to teach, especially not in person and I think it’s a tricky game to learn as there is a lot of iconography. BGA also doesn’t have an ‘undo’ feature on this game. However, especially online it flies along, I think we got our second game done in 20ish minutes.

It’s a tableau builder, with simultaneous secret action selection. Everyone does whichever actions are selected, but if you pick the action you get a benefit for doing so. The cards are also multi use; being the worlds, your currency and your goods. It might be due to me teaching the game but I think it’s very hard to win as a new player. It seems to be a game where you need to play 4 times to understand the mechanics and another 10 times to think about how strategies begin to come together.

Also over the weekend we got a Zoom game of Carcassone, which is a nice chilled experience and another game of Villainous. I love the theme, and love the production. It’s a clever game, but as @Snobbydolphin mentioned, it can go on. Most characters’ win conditions happen at the start of their turn, so you have to set up to win, but you are at risk of being walloped by other players until it comes back round to you. I don’t know how much you can do as a player to mitigate that either which I think is going to get frustrating.

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I have played games! Woo!

I managed to get three (TTS) games of Aristeia in… although two of them were “teaching” games, it was still nice to put digital-figures on the digital-table and roll some digital-dice. And I’ve learned a few things about the game myself (which isn’t surprising, since I had only played 4 or 5 games up to this point).

It’s a neat little arena/MOBA-style game. I likes it. And I am really looking forward to exploring the massive roster of Aristos.

Other than that, a buddy got a copy of Curious Cargo that he wasn’t impressed with and so gave it to me. Looking forward to giving that a stab… oh! And my partner and I played Lovelace and Babbage. It was… interesting. I think I can see the appeal, although I think the artwork and theme is stronger than the game. She liked it, though, and that’s more important, so I am looking forward to giving it another try.

A good week for games for me. AND a buddy recommended playing a few games of Defiance on TTS and that would be great.

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I haven’t played many games (I’m waiting…), but I do think Aristeia is criminally underrated. It has just the right amount of dice throwing and tactics without being a burden.

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I like the game itself better than Splendor, the artwork and the cheap materials though really make it less fun to play.

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Yeh, as much as I love RftG, I wouldn’t even try to teach it to someone over BGA.

This is a really nice, clear video that explains everything perfectly:

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@Captbnut did a pretty good job. I think I had a vague idea of what I was doing by the end of the second game!

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I think I am still on the first 4 times phase, but I must be extra thick, as it has been already 5… I think that until I don’t get a few games in a row, I will not truly get it.

I can see there is more depth than Splendor, but I can see a bit of a bigger “luck” component in Space Explorers as well, at least after one play. The couple that owned the game were thrashed by two players that were on their first ever game, we went over 30 points, they just barely reached the teens. And yes, it definitely could do with a reprint, I thought it was a game from the late 90s… and it is 3 years old tops? We were laughing about how each suit of cards had the same picture but just zoomed in or panned out depending on the points it was worth :smiley:

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I took to Race for the Galaxy like a fish takes to water, and I think at the gaming party where I played it (never have gotten around to getting my own copy, though I love the game) I had like a 70% win rate.

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I can’t find a good picture of the cards from Exodus: Paris Nouveau, but this will do:


Basically there are up to three figures used at five distances, whether or not there are flames, whether or not there’s a searchlight… I think they have something like six pieces of art with which to make the 60-odd cards.

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Finished my first solo two-handed session of Dice Throne Adventures earlier tonight. For those who aren’t familiar, Dice Throne itself is a game where you play a fantasy adventurer of some description, competing with the other adventurers for the Mad King’s Throne in combat to the death. This combat is achieved primarily by rolling dice and matching them against abilities on your character board, which can do a variety of things but primarily inflict damage and status effects. You also have a deck of cards - some of which do instant effects (most generic for everyone, affecting die rolls somehow), and some of which permanently upgrade abilities on your character board. The statuses, the abilities, the dice, the upgrades and some instant cards, are all unique to your character. (Or occasionally, mostly unique, for some of the statuses.)

Dice Throne Adventures turns it into a cooperative dungeon crawl campaign. Each player picks one of the previous seasons’ characters (there are sixteen in all, sold in season sets of 8 or packs of 2) and they begin operating almost entirely the same way they do in the original dueling gameplay. The campaign alternates randomized Portal Crawl scenarios, and boss fights. The portal crawls are the really new bit. You get a random scenario card for that scenario, and lay out a series of facedown tiles of various levels, then put certain specified goodies on them. The goal is to gather three portal shards, and summon forth the boss minion from the portal tile. Defeating it wins that scenario. In the meantime, each turn you must either move to a new tile and explore it, receiving any rewards and (often harmful) effects associated with it and usually encountering a minion to battle, move into a tile with an ongoing minion fight, or continue a minion fight you are already engaged in. Importantly, your hand, CP for buying cards with, statuses both positive and negative (unless they expire on their own), current health total, and ability upgrades all persist between turns and indeed fights, right up until the end of the scenario.

Minion fights are, on your end, one turn at a time of regular Dice Throne - you have your standard upkeep, get to play cards, do your offensive roll against the minion, can play cards again, and wrap up. Minions are considered players for any relevant effect, and while they rarely use CP (and never upgrade mid-fight), they do have some in case you have effects that care. Minions are simpler than full characters, though, usually consisting of one offensive ability, one defensive ability, health and CP values, a reward for killing them, a goal they roll towards when you roll for their offensive roll, and maybe a passive ability. I found that for the most part, they went down in a turn or two, but because you start with less health than a regular Dice Throne duel and it lasts between fights, you really want to eliminate them as quickly as possible, ideally before they can inflict damage. (Having built in healing is also strong.) I haven’t fought one yet, but I believe bosses have a bit more going on and it’s closer to a standard duel, except against an AI.

So what about loot, you say? There’s a couple forms: healing salves - you start with some and they heal the character that has them for a scenario-based amount, usable at the start of a turn, the start of a fight, or I believe one other time I forget (I didn’t use it, turn or fight was plenty for me), or can revive another player’s dead character to 1 HP. (No healing salve and someone goes down? Scenario over, you lose.). Gold: it totals up over the scenario on a counter and every player gets that much to spend in a shop at the end. Treasure chests: there’s a table each player rolls a d20 on whenever you get a chest, which is better the higher rarity the treasure chest. This can range from damage buff statuses to CP to healing to gold to unidentified loot cards of different rarities. (You can then identify and gain them properly at the shop, for a modest fee, or buy known cards from a scenario-based random draw per character, potentially selling unidentified items for 5 gold a pop.). And what form do loot cards take? Why, you add them to your deck, of course. Some of them upgrade dice modification cards you already have (replacing them). Some of them do something new. And some of them are gear cards you can pay CP to equip (two slots worth) during scenarios if you’ve drawn them. Any of them might have more powerful loot cards that replace them in higher rarities.

In conclusion: I lost, literally on the finish line. My Paladin was actually over starting HP and had a one time death save (Blessing of Divinity), plus a Crit, Retribution, and a couple damage bonus status effects from treasures. He was fighting a Corrupt Rogue boss minion who had been very sneaky but not managed to land a hit so far. Sadly, while my Ninja fought hard and took down a bunch of minions along the way, she burned not only her two salves for healing, but three of the Paladin’s bringing her back from defeat (you can’t trade salves unless a card specifies, unfortunately), and her final encounter had been with a Vicious Viper that stuck her with ongoing poison that would drop her again every upkeep. So, she killed the Viper and before she could join the Rogue fight, dropped unconscious from the poison. Scenario loss. It was a lucrative loss, though. 55 gold each, and while the Paladin got two Common loots and an Epic during the scenario, the Rogue got an Common, a Rare and an Epic. They both identified the lot (the Paladin got two pretty nice gear pieces, the Rogue just instant cards) and bought a couple extra cards from the shop - the Paladin a rare mule (for trading CP and salves) and a healing potion (for healing the Ninja, but himself in a pinch), the Ninja a couple die modifier card upgrades that made them cheaper. And next time I get to start with five salves instead.

Is it good? So far, fuck yes. Quick, fun bursts of action, nail-biting tension as those HP dwindle, and the siren song of phat lewts. Is it balanced? I dunno. Obviously, a game with this much dicing and this many cards is going to be subject to chance, so some swinginess is inevitable. I do feel like characters with good access to high direct damage, damage prevention tools, or self-healing have an advantage in the bite-sized fight context of the portal crawl, so the Paladin was doing quite well and the Ninja was having real trouble. But there are other factors - e.g. most minions have too much health to regularly kill them before they act, so the character that’s first into a fight is going to get hit more than the character that’s second. Unfortunately the turn order meant I frequently had to lead with the Ninja - remember, exploration is mandatory, as is joining battles if you would have to move through that space to go to an exploration. Secondly, I just wasn’t rolling very well for her, and annoyingly well for the minions. And thirdly, the Ninja is the first time professional printing of a previously print-and-play only character and could just suck in comparison. Anyway. S’neat.

Then played a fairly short introductory game of Maximum Apocalypse with two of my three regulars (the fourth tried it with me last week), doing the first proper scenario of saving the Scientist. It was a bit anticlimactic. We had some trouble fighting the initial monsters as my Surgeon didn’t draw any weapons all game and the Gunslinger took the other ability where she gets a damage buff for the rest of the round instead of the guaranteed gun and then…didn’t draw a gun, while drawing the toughest zombie in the deck (the Stalker). Fortunately the Mechanic had her Blowtorch and torched the other two starting zombies for us. But after getting over that hump, we hit a red supply point (the Hospital) and then our objective (the Police Station) in the first two tiles. Took some wrangling to down the Zombie Horde and the couple more spawns we got before there was a chance to rescue the scientist, but then the Gunslinger rode back to the van on her horse (with some fuel) and the Mechanic and I drained the red deck of fuel and skedaddled as well. Boom. Short and surgical. Everyone had fun though, and we’re probably playing it again on Thursday. (Maximum Apocalypse was on a TTS mod, by the way. It may still be in the workshop.)

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A couple of solo games of Helter Skelter tonight, playing Sláine against the Dark Judges, with a loss and a win respectively. The game I won was the first time I’ve played Sláine and actually resisted the urge to just try to clobber all of the Dark Judges! At one point, having already obtained one fragment, I had a particularly odd hand comprising the maximum seven cards with five of them interrupts. Ridiculous. (Useful for grabbing fragments, however, as those cards are valid for every character – I ended up burning all five in order to move and get one.)

I’m enjoying the opportunities for sacrifice plays in this game. At one point Warp Sláine (who can deal out tremendous damage, but isn’t much concerned with his own wellbeing) was in mêlée with two Dark Judges, and he was down to three health. Judge Fear was there, which meant that moving Sláine out was going to be expensive; but Ukko was on an adjacent space, and on two health. The Dark Judges always go for the nearest opponent, and the weakest if there are multiple choices; so instead of moving Sláine out, I moved Ukko in, therefore shielding Sláine from the forthcoming attacks. Ukko didn’t survive that, but Warp Sláine did, and was able to respond with an absolute monster turn which killed both of the Dark Judges, giving me the victory. Suitably vengeful, I felt!

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Couple of games yesterday, as I had the day off to take my daughter to doctors with her broken toe. We had a a game of Arboretum that ended being tighter than I expected. I ran out of turns to do all I wanted, as usual, but I managed to win by the skin of my teeth 31-30 against my 8 yo daughter, that took it very well, considering how frustrating can be to lose by such a tight margin.

Then in the evening we had a go at Game of Life with my two daughters. My 4 year old won, she was lucky enough to buy two houses and win a couple of lotteries. This girl has potential :stuck_out_tongue_winking_eye: :stuck_out_tongue_winking_eye:

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Evening of games with some friends last night:

Boomerang: Australia, this one is a nice little light thing, drafting with a slew of scoring criteria on each card. Apparently you’re meant to completely cycle through the deck between rounds rather than reshuffling each round as we did. Not sure which is better, but will try it the other way next time and see how they compare. The obvious downside of the way we played is that some locations just may not come out (as indeed occured).

Love Letter

Quacks of Quedlinburg, my wife dominated this one, and on her first ever game of it too! Lucky draws with some sound combos put the rest of us behind for most of the game. One of us almost caught her (not me) but in the end her lead was too great.

Arboretum, first ever game of this with 4. It’s wild and still full of agonizing moments. Our winner managed a huge chain of maples (with only a 1 in hand! I was stuck with the 8 but it was very clear he had the one and I could do nothing about it :frowning:) and a fairly solid second chain for the win.

Super Big Boggle

Bananagrams

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Continued with our trip down Rosenberg lane tonight with A Feast for Odin. I was housemaster extraordinaire, with sheds and houses coming out of my rear end and tons of produce and animal goods to stuff them with. I actually broke 200 on positive points, but as you can see my home board was viciously neglected and that brought me down to a still rather good 2P score of 142. (Oh and also oil. So much oil…)

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Also had a game of Concordia with our RPG group this week - terrific fun! (Second game of it this month actually, which is sadly a bit rare for me for ‘full-length’ games at least)

I had a bit of a weak start but made up the ground by the mid game by expanding away from the half of the board the others ended up fighting over. In the end, I nabbed a few more cards than the others, and particularly grabbing a few colonist cards and pumping out some colonists gave me a solid win.

It’s nice to start developing strategies after a few repeat plays of a game - normally I’m too caught up with helping other players understand the game and making sure they’re having a good time to really do that. It’s nice to just be able to play something we all know and work out strategies and clever plays. Though I do still love playing a variety of games, so I think my collection is safe. But if I only had Concordia? I’d probably be okay with that too.

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I went heavy into whaling my last game of Odin - we almost ran out of oil at one point thanks to having a few occupations that gave me even more oil! It was nuts, lots of fun though.

Yeah we seem to focus too much on the home board and not end up nabbing islands - probably also not ideal really. Balance is probably the key, though I seem to always forget that by the time repeat plays happen!.

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A few games need reporting here. Yesterday I had two games with my daughter, Arboretum and Welcome To. I did better controlling three tree species this time, so I won more convincingly.

Then on Welcome To we had a poor score, 73-69. We needed plenty of fencing for our projects, and that made the scores suffer. I hardly achieved any groups of three, having populated many but finished none when she ran out of options to write down new houses by the third time.

This evening the girls went to bed early, so I treated myself to a solo game of Tiny Epic Dinosaurs. What a treat in such a small box. The meeples are adorable, I think this will be a hit with the girls. I managed to fend the bot till the final score, levelling on contracts, but the final round saw the bot end up with a nearly full board of dinos that gave the edge to the bot big time.

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[pillbox queues up Soul Asylum’s “Run Away Train”]

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