Recent Boardgames (Your Last Played Game Volume 2)

Our regular Friday group was much reduced this week, so we played a few 3-player games instead of the usual 8-10 player Codenames or Telestrations.

Beyond the Sun: still really enjoying this on BGA, and this time managed not to completely back myself into a resource-poor corner.

Abyss: a game who’s artwork is of a style that would make me not even bother to pick it up in my FLGS, but turned out to be pretty enjoyable (see also: Blood Rage).

Can’t Stop: there’s nothing to this but dice rolling and swearing, but it’s fun all the same :grin:

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Played my first game of Oath with some friends, in the first in-person game night I have hosted in over a year. We messed up a lot of rules. I spent the next day thinking about the game. I liked it, the others did too, but we’ll need a few more plays.

Also played Street Fighter: The Miniatures Game the same night. It was fine. Enjoyable enough, I wouldn’t have backed it, but my buddy did mostly just for the minis, which are very nice. But I’d play it again.

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Just finished up a 3 player game of Beyond the Sun on TTS. My second game, one player’s third, and the other’s first. We actually made his first two or three moves because it was taking his computer a long time to update. So, he gets to blame his loss on us :slight_smile:

Very close game, scores were 52-51-49, in order of most plays to least plays. I was only able to colonize one planet the whole game, which did not help, as one planet at the end would have given me a 3 point increase over the last move I did instead, but the one available terraforming space was occupied. Oh well, I at least did a lot better than my first game.

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My partner organized an online social event with games for the European timezones of his team (he also has the US and China… for a nice round-the-clock workday)

He made a power point version of Railroad Ink for the purpose:

Apparently, the feedback was that everyone asked where they could buy the game :smiley:
He rolled the dice and sent photos of the results over chat… BGA is not an option for a business meeting–Powerpoint and MS Teams is.

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Cthulhu: Death May Die , yet another go at episode 5 from the base game (“Accursed Tides”). We’ve had two unsuccessful goes at this episode, but still, we bravely gave it another try. Things seemed to go a bit better – we had all the people to where they should be (on the ship). But still, our Elder One (Yog-Sothoth) got onto the board before we had disrupted the ritual (so, we couldn’t damage him). We needed to perform a special action in a particular location to interrupt the ritual, and of course that location was wayyyyy across the map. Luckily, the other players had extra movement, and stealth as well, so that was their job. The Elder One ended up on my space, which wasn’t ideal, since I had the Marksmen skill, which gave me bonus dice against enemies in an adjacent space. But without stealth, I couldn’t get away. We lost one player, but disrupted the ritual, so it was game on. I managed to destroy two stages of Yog, before going too insane. I could deal with either losing sanity, or losing health, but couldn’t deal with both. And Yog buggered off, leaving me with four cultists and a monster, and Yogs mate Wilbur, so that was the end for me. But then our last player, low on health, managed to finish off Yog, and we won! This game usually has an exciting finish, one way or another.

Karten Kniffel , first play. This is basically Yahtzee with cards. My mate added it to get free shipping on Amazon. It was fine as a quick filler. Did spend a lot of time discarding towards the end, and redrawing, trying to get the right cards. It was interesting that you could draw an extra card, but having cards over your basic five would give you penalty points in the scoring.

Razzia! , first play. This is the card version of Ra, so I figured I would like it. The theme is a bit odd. According to BGG, you’re in the mafia, bidding for stolen goods. My copy seems to be in Italian, and has a weird Egyptian look to the artwork. The rules and cards are still the same. The major difference between this and the actual Ra is that there are no disaster cards. My only major complaint is the components, the various bidding checks are so hard to read, even if its your tile and you have it right in front of you. Reading it from across the table? No chance. You have to be able to easily see what people have left for bidding. I’m not sure how to overcome this, but I cant play it in this form.

Cubitos , not my favourite game, but my mate (who owns it) seems to like it, so I’m happy to play.

Bandido , a cooperative game we were determined to play until we won. Previous games have felt like we were almost within sight of a win, but it’s just never happened. Today we did it in about three turns. Just got the right tiles to do it. Woooo.

Regicide , got up to the first King.

Durian , a quick Oink game of taking orders and calling the manager

9 Likes

We played a 2 player of Dune Imperium. The bot has to join in to make it competitive but it’s not difficult to handle at all after a few initial rules checks. there is an app to handle the bot but i prefer using the cards once i know how it works.

I won 10 to 9 points. My partner could have won but we both made a few mistakes in the final round. he was frustrated for long stretches of the game because he felt he was not even competing. in the end it was closer than he expected.

he says it’s a good game but turns have a lot of micro management. in any given agent turn you have to remember card effects, worker bonuses, character abilities. to decide which card to play you have to consider a lot of options and yet we both had a case where our cards left us no choice at all. He said he’ll play again which is not always the case after such a frustrating first experience. he saw that he made mistakes in his deck building though… so I have hopes for this game.

for myself I enjoyed playing not solo :grinning_face_with_smiling_eyes: I also have a lot to learn about strategy. I really like the cards and find the thematic integration very appealing. I played Paul Atreides again and won because of holding all four alliance markers.

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My Kickstarted copy of Nemesis arrived yesterday, complete with a couple of expansions.


I have a final pathology exam coming up and am very short of time, so naturally I couldn’t really actually play it, but I didn’t see the harm in seeing if both expansions would fit in the main box.

They do.
And then… well, I’m a fully subscribed member to the Sunk Cost Society (I keep meaning to quit my subscription, but I’ve been a member for ten years and I don’t want the money to have been wasted) and… well, I figured that I’d already spent an hour doing that, so I might as well spend a bit more time just seeing how the game looks set up.

And then… well, it was set up now. The true waste of time would have been putting it away again, wouldn’t it?

There’s a solo variant, but I decided to play the full game because I wanted to get a feel of how the hidden agendas worked, and try to roleplay them. I picked the Solider, Mechanic and Captain after the draft - partially because the Captain can look at other people’s agenda’s at points, making the roleplaying easier. As it turns out, everyone wanted the same thing, to get back to Earth. The only quirk was that the Mechanic, being admirably OCD, wouldn’t rest until he had explored every room on the Nemesis.

It was a quirk that would doom the entire crew.

Things started off smoothly enough - the crew set about checking the engines and making sure the ship was pointed in the right direction, although it soon became clear the Mechanic was splitting off from the rest of the group on his one-man exploratory mission.


When the mysterious and terrifying xenomorphs started to appear, they were rapidly dispatched by the well-armed crew.

With the engines repaired, the distress signal sent and the ship definitely heading to Earth, all that remained was for the crew to return to the Hibernatorium to sleep out the rest of the trip. Except… except that the Mechanic couldn’t resist his urge to just check every room was safe and clear.


(Spoiler: they weren’t).
Terrifed upon meeting the biggest, scariest creature he’d ever seen in his life, the Mechanic scurried into the maintenance tunnels, finally emerging into another unexplored chamber - the Intruder’s Nest, complete with (due to a -very- unlucky bag draw)…

The Queen, who imediately took the top slot in the Mechanic’s ‘Biggest Scariest Creatures I have Ever Seen’ mental competition.

Meanwhile, as the weary Soldier and Captain finally battled their way back to the Hibernatorium, a problem occurred. The Hibernatorium had caught fire a few turns ago. The Captain and Solider were not great at putting out fires, and were a long way from Fire Control. The Mechanic, who -was- good at putting out fires, had abandoned his fire-fighting duties and was currently otherwise engaged demonstrating the finer points of internal human anatomy to the Intruder Queen. However, after checking the rulebook a few times, I couldn’t see that the room actually being on fire stopped the characters getting in to the sleep pods (that would require a malfunction). I’m not sure I’d feel too comfortable popping into cryso suspension with the smell of burning electrics, but maybe I’m overly safety-fixated. Regardless, this was the problem:

The now very-seriously wounded Mechanic scrambled into the final unexplored room, sealing the door behind him, whereupon a dormant turret activated, shot and killed him.

The lights flickered on the ship as the tortured electrics started to relent to the inferno’s onslaught. The injured, exhausted and dispirited remaining crew heard movement all around them.

It was probably merciful at this point that a final Event card intensified the fire, finally rupturing the hull of the ageing Nemesis.

I play games for stories more than anything else. Nemesis is very, very good at telling stories. I’m really looking forward to playing this with friends in person.

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I think this applies:

“1) Every time a Character ends their turn (each turn!) in a Room with a Fire marker, this Character suffers 1 Light Wound.”

(from the unofficial combined rulebook on BGG.)

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It’s not clear if that applies once they’ve entered the sleep pod and can no longer be damaged as they aren’t in the game any more… and there’s nothing about the room being on fire that stops them entering - there’s a clear distinction between fire and malfunctions. Once in the pod, you’re out of the game and can’t be attacked or damaged - you’re also not experiencing rounds, so there’s no ticker for when damage applies to you. Thematically it probably should affect hibernation… mechanically it’s not clear - or rather, mechanically, the crew should be able to do it. I might ask on BGG.

Regardless, the question became moot as a later event card caused malfunctions in every burning room.

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I actually really love that image.

1: “Hey, the rooms on fire”
2: “The Cryo pods are still good though?”
1: “Yup”
2: “In we go.”

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‘I mean, the cryo pods can’t burn, can they? They’re freezing!’
‘Sounds good to me, doc!’

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On the subject of crispy cryo pods in Nemesis (see above), it looks like my reading of the rules was correct (or at least with the majority), according to BGG: https://boardgamegeek.com/thread/2128066/fire-hibernatorium

TLDR:

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I think it’s a reasonable approach. The downside is exactly the one that you encountered, which is that if you don’t put out the fire the ship might eventually get too damaged to maintain structural integrity, and you’re hibernating so there’s nothing you can do about it. :stuck_out_tongue:

3 Likes

You got Schrödinger’s victory. I love it when a game has a quantum end state.

[EDIT] I got a chance for a quick two-handed game of Nanga Parbat, in preparation for a teach (hopefully) later today. This is a nifty little thing, I’m eager to see how the versus play develops after the first few games.

8 Likes

Played Neuland which is a straight forward resource conversion without the fiddly wooden bits/chits of your typical game of this type.

It is the usual A > B > C > D > VP formula. But there are a few things that makes this a much better game than the usual fare:

  1. It has a communal worker placement board that expands via player actions. They decide where the buildings go, and the distance between the buildings in a supply chain affects everyone.

  2. Your resources are in the action spaces and if they are not used this turn and the next, they are gone.

So if youre planning to build one of the special buildings that scores VP, you need a chain that is not blocked by anyone (good luck with that) and so you have to expand the board with more actions, which other people can also use.

In a way, it feels so strongly similar to Roads & Boats and Le Havre, except Neuland doesnt take too long and the board is much tighter.

I think I would prefer this game over Roads and Boats. Im gonna play more of it.

6 Likes

Last night we got our first game of The Rival Networks under our belts, and I think I have finally, and unexpectedly, found the right replacement for Lost Cities (played to death) after Air, Land & Sea fell flat with my partner. I don’t know an awful lot about the original game for comparison, but I can definitely say there’s a big emphasis on the Rivals element here, because at its core it’s an elaborate spin on an 18-card microgame. I knew this would be pared down from its multiplayer counterpart, but I was pleasantly surprised by this after after a bit of a letdown with how big the game is when laid out.

Anyway, my partner was pretty sweet on the cardplay, so there’s high hopes for a good rivalry here. I’ve heard rumblings that the narrow options with respect to the shows and stars, etc. mean that the theme falls flat quickly, but quite frankly we played this flatly as an abstract card game and had a blast. If the artwork makes us chuckle once in a while when we happen to notice it, well, great!

3 Likes

Had an outside boardgame afternoon… finally got Flourish to the table in a true multiplayer with 4… with the person I was thinking of when buying the game… gardening is one of his hobbies. The game was quite enjoyable and relaxed and the bidrectional card drafting is fun. It does become more strategic with more players because you really want to look at your neighbors gardens to see where you can get points off of them. Also it’s a pretty quick game and easy to teach. Bonus points because everyone thought it is really pretty.

After that we played 5 or 6 rounds of Scapegoat which I hadn’t played at all before today. We had a lot of running to the police but half the time it wasn’t the Scapegoat who went. We had one successful frame attempt and 1 failed one: I was the Scapegoat and one person was sure they were it and so they didn’t have a card in my color, also I had “cleverly” hidden one of my cards in the stash.

My favorite moments was in the first game, when one player took the Spy action to see my hand and started laughing and we both knew neither of us was the Scapegoat :smiley: But the Scapegoat caught wind of the whole thing later on and ran to the police.

Both games were definitely a success and it is SO nice to be playing with people around a table…

PS: Flourish is not a good outside game. We had to use the eggs from Wingspan to weigh down the cards when a bit of wind came up.

edit: I want to add that I see some relationship or inspiration from Village Green to Flourish. Both have a 3 by 3 tableau of a garden with various scoring conditions. With the Follies module, Flourish has some adjacency effects as well. While there are a lot of differences both have a certain puzzly aspect to them. Now that I have played both, I would think I don’t need both of them and I prefer Flourish which also has the more interesting solo mode. The scoring is a bit more intricate on Flourish while the placement of cards is less frustrating…

6 Likes

Had a couple of games of Holi out in the garden today. It’s definitely the most vertical game that we own:

The 3D spatial puzzle gave me a bit of a headache, but it was fun to “throw” paint at each other for 20 minutes :slight_smile:

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Got the teach-and-play done for Nanga Parbat this afternoon in what proves to be one crunchy little half hour. I’m really quite smitten with this one, and it’s another hit with my partner, so hooray for the recent small box acquisitions!

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Just back from Monday Night Games. We had a game of Isle of Cats, second time I played it. I am grateful I doubled my first time score, and I did not end up last as I expected.

It is funny when you set up the game for 4, then somebody asks if they can join after you took a while setting up, then they sit next to you, hardly pass you anything decent on the drafts, and tend to take every cat you were after. Add that to a couple of lessons that I got ruined at the last round (start first on the very last round, and with 15 boots still get second), and I am glad I made it to 50. The top 3 ended on the 70-90 bracket. The person that joined last, obviously won :slight_smile:

It can be a very frustrating game. At least we were making fun about it. I think on the last two rounds everyone had a cat taken away that they were after at least once. Never mind.

Then we ended the night we my usual Werewords chums. 5 short games to end the night on a high. Particularly when our quirkiest player was Mayor, and not a Werewolf, and still misguided us no end with wrong answers. We could only laugh. I was a Werewolf on that round, I knew the magic word and still was making me doubt. So my job was done.

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