Recent Boardgames (Your Last Played Game Volume 2)

Played some Maglev Metro for the first time. I’m not convinced I’m going to have fun with it. Some of the randomness feels really frustrating but mostly it feels like the game is just constantly putting boring brakes on all the time. Theres occasional moments of anxiety but more out of impatience to get some dull task done rather than tension because someone who might do you in.

It’s a shame because the production is super premium but the game itself is meh. (After 1.5 games at two player). Also I find the rule book kind of terrible.

3 Likes

I’ve been hovering over MagLev for a while and that review has put it firmly on the ‘play first’ list.

4 Likes

Maglev didn’t last long in my collection, but not because it was a bad game. The rulebook is definitely a bit rough around the edges, which didn’t help.

Primarily, however, it felt like an incredibly fragile game. It appears to be the popular opinion (at least on BGG) that it’s a game with little player interaction, but I think that’s insane. The economy of the passenger/robot bag flirts with Splotter-levels of craftiness/ruthlessness, and I can easily see unprepared players tanking their own strategies or even the game outright.

Anyway, I think it’s a game that shows huge potential as a highly competitive 4P experience, but I also think it carved out a weird little gameplay loop that will alienate far more people than it charms. This is a quintessential try-before-you-buy game.

[EDIT] To note the formal reason for getting rid of the game was that the 2P experience is zero-sum and not ideal.

4 Likes

That and it it cannot be bought for under £40 which, for me, seems to be a mental price point between a good price and expensive

1 Like

First indoor board game session with others for what seems like forever.

Started with Istanbul. I hadn’t played this one before but had obviously heard a lot about it. I really enjoyed the flow of the game. Enough options to keep things interesting. I could see this one being a hit with the girlfriend with the easy set up, straight forward gameplay but with enough options. I was happy to come in second on this one, though I thought I had the game won.

Castles of Burgundy next and another big name game I’d never played. When the game was explained I didn’t really understand the appeal. When the two hosts to a big early lead it lost even more of the appeal. But once things started to click I saw and the points came rolling in I could saw more of the interesting decisions. More going on here than initially meets the eye. A distant second place, but I’ll take it.

Cracked open Air, Land and Sea next. Need to play this more, I think once we know the cards better this one is going to be a big head.

A disastrous game as Jack with Letters of Whitechapel where I was cornered on the second night. The group all really liked it though and it added some nice drama to the games.

Last was Concordia, another big name I had never played. Tried to keep things simple initially by focusing on tools and getting two things built in as many provinces as possible. Managed to squeak out a victory somehow. A very enjoyable game.

More important than any of the individual games was just being able to play again. A little bit of normality again.

11 Likes


Played a 3 handed teaching-myself game of Mission: Red Planet (bgg) and now really want to play a multiplayer. Why 3 handed? Because 2 player rules introduce 2 dummy players so I would have been playing four handed…

The game lasts 10 rounds plus 3 production rounds that produce resources (1, 2 and finally 3 resources) which are the major source of VP (the other are mission cards).

The board is different regions of Mars that produce the resources and players populate ships from the launcher with their astronauts that fly to these regions as soon as they are filled up. Whoever has the most astronauts in a region gets the resources produced there.

Each player has astronauts and a deck of 9 character cards that each have different abilities but mostly put astronauts on ships.

The core loop goes like this:

  • everyone plays a character card at the same time
  • then the current first player does a countdown from 9 to 1 and whoever played a character with the current number reveals and resolves the effect.
  • full ships launch immediately to their printed on destination (can be replaced by the character “1” who is a captain and can decide to fly elsewhere)
  • once the countdown is over, launched ships land in their target regions
  • new ships are placed in the launcher and whoever resolved their card last gets the starting player

Do this for 10 rounds.

Except for the box, the materials are quite nice, especially the solid little astronauts. I love the idea of the countdown giving 2 sets of priorities (if multiple people play the same character it resolves in clockwise order starting from first player) and also the slow reveal of the cards with the player acting early not knowing what happens later.

I think when teaching the game it is helpful to go through all 9 character cards and make sure everyone understands what they do because there are some take-that cards in there that replace astronauts with your own or just kill them (they go to the “Lost in Space” memorial), or destroy whole ships.

Can’t wait how this plays out with actual multiplayer. It plays up to 6 and the map really is not very large.

12 Likes

Cthulhu: Death May Die , we replayed the episode we had “lost” so badly last week. My fault for that, misread a card. This time we played properly, but progress was slow, Hastur came out and we weren’t close to disrupting the ritual. But we did lose in a different way – running out of time. We were lucky not to lose earlier, had two characters on their last health. Got some good rolls and they survived, but it made no difference in the end. This is one of the hardest episodes apparently (episode five). Still, it was entertaining, and the loss was no real surprise.

Walking in Burano , first play. A fairly quick filler game. You have a market of four (for 3p) cards, consisting of ground level, middle, and rooftop tiles, with three different colours possible. You are trying to finish a house by playing all three types, and choosing a card that gives you points depending on the tiles in that house. So a card might give you three points for every cat in your stack, for example. When you pick cards from the market, you take from one to three cards in a column. If you pick less than three cards, you get a coin for each you didn’t take (so, taking one gives you two coins, taking two is one coin). Placing a card in your tableau costs you one for the first card, and two more for each subsequent card. So, playing two cards costs you three, three cards will cost you five. You can get a bit screwed by the market not having colours that you need. I thought it was quite good, and very easy to play.

Whale Riders , first play. A new game by the master, Reiner Knizia. Its pretty straighforward, I think I can give the rules in a couple of sentences. You move your whale up the coast and back, while collecting tiles and fulfilling contracts. That’s the game – move through each port on the track, then move back to the starting port. On your turn there are five possible actions – move, take a tile (there are four slots for tiles, costing zero, one, two or three), take a coin, discard contract cards, and fulfil any number of contract cards from your hand. You get two actions. Tiles move up (to cheaper slots) and new ones come in at the end of your turn. It’s very, very easy to play. But still, there’s a bit to think about. Everything is about the pearls. There are pearl tiles to take, and completing contracts give you pearl points and money. Once you’re back at the start, you can buy the special pearl cards. Once they are gone, it’s the end of the game. You can’t block anyone, and you can’t deny them tiles (except by accident), because contract cards are secret. It’s a lot of fun, and sadly its the last Knizia title that Grail Games are going to make.

Whale Riders: The Card Game , first play. Much much simpler than the board game version. You have a hand of goods cards. You play one card, then draw. Each goods type has a value, like kelp might be four. Once four kelp cards are played, everyone who played it gets to score them, and any other goods out on the table are discarded. I guess you could call it push your luck? A higher value card is less likely to score. But there’s no way to predict what cards people might have. Usually people (if they could) played a card that had already been played. There’s really not much to the game, I would always choose to play the proper board game.

Regicide , continues to be the most fun you can have with a standard deck of cards. We got up to the first King, which wasn’t a bad effort, it’s about the best we’ve done.

MicroMacro: Crime City continues to entertain. I’ll be genuinely sorry when we finish the cases. The expansion will be a day one buy for me. A worthy SdJ nominee, and I reckon has a good chance to take it (although it’s the only nominee I’ve played).

Project: ELITE , always frantic dice rolling fun. We thought we had chance, but plugged away at the objectives (game mode was Demolition), and all we had to do in the last round was bolt for home. Made it with thirty seconds to spare. My special ability (an extra movement) came in pretty handy there. I had a crazy game, had two dice locked out from damage (most of which was from the aliens pushing me around). Searched and found medkits – twice and used them. It’s pretty hard to commit four dice to an objective when you only have two dice left. We had to pause a couple of times as some wild dice rolls went off the table (Man down!). Its a bit of a fiddly game as aliens are added to the board, but it is damn good fun.

10 Likes

This pretty much matches my thoughts. For something light and short with low rules overhead it does a good job of being a filler and providing a pleasant time with the game. I mainly bought it as Burano is my favourite game so I amused me to have more games set in the Venetian lagoon.

3 Likes

Pandemic again tonight. I put a lot* of effort into eradicating the red disease entirely, but luck was not on my side, as I was continually and frustratingly a single action short of being able to achieve it. With time getting away on me I abandoned that endeavour and we were able to smash out cures for black and yellow in consecutive turns before losing to an absolute barrage of blue outbreak chain reactions – bumping us from Two Outbreaks to Game Over in the course of a single 4-card infection phase, courtesy of an epidemic in the middle of some previously unconnected danger zones, and us immediately drawing those same locations from the re-shuffled deck.

I played the Dispatcher who can use their own actions to move other player’s pawns, and can also send any pawn to the location of any other pawn for a single action. This role is surely more powerful the more players you have; but was still useful with two, especially for easing information exchanges.

(*) I.e. too much.

3 Likes

We played the second game of May in our on-going Pandemic Season 2 campaign. And with some effort we won. We thought it would be easy but it seems like we miscalculated with our vaccination campaign removing a few too many city cards from the infection deck because now the percentage of the zombie cards nearly brought us down.

Our win was definitely of the kind: if we cannot make by this character’s next turn, we lose. So most of our characters stood on green cubed cities at the end (as far as we are aware you’re only in danger if you start your turn there but there were not going to be any more turns… so…

We’ve definitely upped our efforts at vaccinating the player deck to get back down to 7 epidemics.

My partner also realized that one of the flavor text cards held the coordinates for the other laboratories so now we know where we need to go next game to get Jade.

1 Like

I had the opposite problem. I almost completely forgot about the vaccination action and maybe removed 8-12 cards only :tired_face:

I found myself writing lots of notes on the board to remind myself where important things may be. Helps remember these things in future games, and it’s a fun little thing to do anyway

1 Like

A few more games this weekend:

  • Near and Far. Third game in the campaign.
  • Santorini
  • The Palace of Mad King Ludwig
  • Age of Steam (St. Lucia map)

12 Likes

Fleet Dice! Whereby I thwarted my partner by tiebreaker in a tempestuous race! We scored a whopping 104 each, with me barely avoiding the dreaded shared victory thanks to my 42 fish to her 41.

We played with the captain and trophy cards for the first time, and I don’t think I’ll play a multiplayer game without them in the future. The trophy cards in particular add a nice layer of spice to the competition.

5 Likes

Oh, I failed to report, played Splendor three times with my daughter on Saturday, once midday, and two more in the evening. I won all three, and I think it was a result of me being thwarted the last few times I have played with my better half and also losing on the Monday night, I was very switched on. On the third game I held back a bit, but still got nobles before her, so still won 16-12.

4 Likes

Tried out our new copy of Splendor Marvel, which was an interesting take on the original. Pretty much the only change is in the victory conditions. Instead of just needing 15 points, you need 16, and at least one bonus for each color, AND one green token, which you can only have one of and you get by buying a level 3 card. So it forces some diversity in the cards you purchase, and forces you to buy a level 3 card (though you probably would anyway if you can afford it).

Also, the Nobles equivalent is Locations in this game, and there is only one per player, not number of players + 1. Instead, there is always the Avengers Assemble tile, which is worth 3 points. Some of the cards you get have Avengers symbols on them. If you get 3, you get to take the tile. After that, whoever has the most symbols gets to take the tile, and this can even prevent someone from winning the game if losing it brings them below 16 before the end of the round.

I managed to win the game against my wife, but it was close, and if she had not started the game, she could potentially have taken the Assemble token from me and then it really would have been anybody’s game

5 Likes

Followed up with a solo game of The Bloody Inn this evening. Did pretty good with a score of 150 at the end. Would have been better if the wealth track did not max out the end of game bonuses, but them’s the rules. Need to try this multiplayer again sometime. It has been years since the first and only game of it with my wife and friends.

4 Likes

Apparently based loosely on an actual historical event:

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I have finally taught my partner Rallyman GT and now we’re playing on BGA :slight_smile: We made a few mistakes in our first two trials and now we’re racing the Hockenheim Ring in our GT-5s (someone loves the green turbo die)–turn-based. Thanks again @RogerBW for teaching me.

8 Likes

Lost another round of Pandemic Legacy Season 2.

Our map in early June after uncovering all 4 or 5 initially visible discovery spots. Beware Spoilers!

Once again we lost by a single turn because we wanted to discover a lost part of the map instead of winning. Yellow was the hardest so far. We keep spending our end pf game resources to save cities… and we missed our vaccination target by a single card because of the loss so we still play with 7 epidemics.

Oscillating between losing and winning however makes it so we keep getting event cards :slight_smile: We like event cards.

1 Like

Had to drop my usual D&D mini-campaign from the curriculum this year due to limited in-class time, so I added a 200-person game of A Quiet Year for this last week of school.

Each of 6 classes has six groups in it, and each group acts as a player for the 90 minutes of each class session. We’ve got armed armadillos, cavemen riding dinosaurs on meth, and a tower in a bottomless pit on the map currently, but Winter is only three cards away.

One more reason to be glad that I teach Language Arts instead of Math.

8 Likes