Recent Boardgames (Your Last Played Game Volume 2)

I want to add a couple of notes to my Imperium Classics post:

  • those of you who listen to SVWAG know this: not all tribes in the game actually become empires :wink: Vikings always remain barbarians and Arthurians go questing while Atlanteans just sink below the see as an empire never being barbarians…
  • there are errata with one major fix to the solo mode which looks to make a huge difference: Unrest cards are not handled under the ā€žOtherā€œ line but returned to the unrest stack when they turn up.
  • I am looking into making a playermat with action counters and resource counters to fix the fiddly parts of the game :wink:
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With the errata change above I thought I might try the bot again. So on to another round of Imperium Classics/Legends. This time I chose the Atlanteans from the Legends box for me and the Macedonians from Classics for the bot. The Atlanteans start as an Empire that has to strive to stay above water… I didnā€˜t quite grok the strategy until it was a little late in the game and I could not stop the bot from wiping the sea floor with my sinking lands. 114 to my 89. I felt I did well but not well enough. I think I have to play on easy mode a few times.

Also I noticed that if you want to play a @pillbox in this game you need both boxes. Because the left card is in Legends and the right one in Classics:

I am also disappointed that they tried to avoid the obvious reference by naming the left card ā€žRoad Buildingā€œ …

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I haven’t seen the artwork before. I like it!

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The artwork is all by The Mico. Some people dislike it I feel here it is a bit toned down in comparison to West Kingdom.

These are some cards from the Celts decks….
I like them quite a bit. Itā€˜s a pretty game on your table and quite evocative. I should have taken a picture of my final Atlantean layout…. It looked classy. Like I imagine Atlantis looking just before it sinks beneath the sea.

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Played two rounds of Paperback with my wife while the kids were out. Might be a Quiddler-killer, but we need more plays to be sure.

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I thought it looked a bit like The Mico. Usually I’m not that keen on his style either, but I really enjoy the colors in this game. This might move the game from ā€œlooks interesting, but so do many other gamesā€ to ā€œbuy it, maybe?!ā€.

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Played Orleans last night with my wife. Nice to see the game still works with just two players. She creamed me, managing to get 5 Citizen tiles to my 2, and reached the end of the development track, which I just did not quite manage to do. Tied at 5 Guildhalls each, she easily took the lead. While I was slightly ahead on money, it was not enough to offset that, and she had managed to find a couple of silks while moving, in addition to wine and cheese, while I only had a couple of wines and a bunch of cheese.

Final scores were 133 - 108. Really liking this game.

7 Likes

Orleans is a top top game. I got caught up in newness fever and bought altplano. Altiplano is good but not as good as Orleans in my view. I can’t really explain why other than perhaps piling up the pieces at the start is worse and the randomness is less maybe. I don’t know some spark is missing.

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Playing a couple of things recently.

One we’ve been having a great time with is Bresk!. It looks like a word game roll and write but while you do both of those things (and there’s a special alphabet dice) there’s more player choice your standard roll and write. In fact I’d say the game is close to something like the variant of tiny towns where mostly players switch between choosing what they want and there’s the occasional random draw.

You basically alternate calling out letters filling out a grid to make a crossword with the couple of hitches being you need to occasionally call out ā€œblanksā€ because words need to be bookended by blanks or the edge of the board or they don’t count. (Eg if you had ā€œpizzawā€ that wouldn’t count because while pizza is there it gets ruined by the W,you need an explicit blank at the end of the word for it to count).

One of my favourite things is how different strategy creeps into your selections.

Perhaps the parts I don’t like is how random and swingy the game can be - sometimes the choice to use a letter is taken from you for a long time and that can really mess things up when your opponent has a lot of choice based on the dice they roll. I’d recommend it if you see it.

The other game I’ve been playing is ā€œcantaloopā€

A point and click adventure game but in book format. Technically everything works surprisingly welland there’s some decent joke. But the very act of handling the books and cards is unwieldy and terrible. If you played monkey island but when you looked at an item you had to move your mouse with one hand to click the object and then move a second mouse to actually see the object you can see the thing would get tedious. The materials are Are not very nice. Avoid.

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I feel the opposite. I love Altiplano while Orleans is just ā€œpretty goodā€.

The difference for me is how lax Altiplano feels compared to the more frantic feeling of Orleans. I’m absolutely in agreement with Matt that Altiplano is just comfy

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It could easily be that. All I know is that I have an Orleans shaped regret on my shelf filled with an less satisfying altiplano.

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My wife and I actually went out to dinner last night. To help fill the time between ordering and food arriving, we brought Batman Love Letter and we made an agreement that the winner would get to pick the game for our next game night.

We only got through a few hands before food arrived, but she was winning 4-1 until I managed to guess correctly with Batman, making it 4-3.

We just finished the game today in two hands, both by me with Batman, getting the 4 points I needed for the win. So I get to pick the next game! Muahahaha!

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Had a solo game last night with my new Spirit Island copy. Playing the lightning spirit, and following the rules as best as I could (luckily having played the app on the phone suggested by @yashima did help) with the beginners set up (no nationality on the invaders and no blight card) I did manage to win by chance on the second fear level condition (no settlements).

I managed to screw up with invaders settlements early on, so on a couple of occasions I left them with only one town. The lightning power of using slow cards as fast did help too. Combining a couple of really convenient minor powers that were energy cheap, I could keep them at bay.

It was great to feel the puzzle the games presents, and even being ahead of the game tackling areas where I could avoid the invaders to get to build, I managed to avoid plenty of building and ravaging that way.

I think next time I will set it up a notch. But it was great as a first game experience.

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Ha, made another convert :slight_smile: Glad you are enjoying the game. I should really get a few games in. And everyone makes rules mistakes…

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We have my husband’s children with us this weekend (ages 11 and 13). We managed to drag them away from their screens for long enough yesterday to play a game of Holi and Kingdomino, both of which seemed to go down fairly well.

Our regular gaming buddy has bravely agreed to join us this afternoon, so I’ll need to work out what we can play with 5 players for the first time in approximately forever :astonished:

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Jetpack Joyride - pretty fun real time game. Some wonky stuff going on, but not major to sully the fun.

History of the World - excellent trashy fun. I prefer the design here compare to Small World/Vinci. You’re on a world map with regions that score similarly to Twilight Struggle. Presence: you need one army in there; Dominance: have at least 2 and more than anyone else; and Supremacy: have at least 3 armies and no one else in there. The scoring here made it more enjoyable to me, because you have regions like the Middle East and North Africa scoring big on the early epochs and then changes in value as we go through history. Compare to Small World/Vinci where every province is a pt. There’s not much nuance on board positioning that it got me tired of playing it in the end.

You draft a civilisation which starts in their corresponding historical spot with fixed number of armies and a special ability. And off you go.

Combat isn’t deterministic like in Small World/Vinci, but the dice rolling combat is still fun. Dice :clap: rolling :clap: combat :clap: is :clap: fun :clap:

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I’ve just been playing more Flesh and Blood. It still feels weird paying a boardgame budget on a single game, but I haven’t gamed this regularly in a long time. 3 solid sessions a week and having a great time.

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I’m pausing here to take the kid out for a cruise, but I’ve completed the handheld tutorial section of the introductory solo mission in Cloudspire and holy crap is this an experience. I’ll be starting wave 2 (of 3) later this afternoon, hopefully to completion, but I’m excited to get back as I’m going to have some sweet sweet cash to spend on fortress upgrades and spires.

Unbelievably cool game, I’m going to end up plunging deep.

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Day two of games with the kids (after the youngest had given up on teaching his dad to play Fortnite):

Wingspan with all the expansions: a very close game, with the winner decided by a tie break. I also learned an excellent new bird fact, which was that colonies of Double Crested Cormorants can be so dense that their guano kills nearby trees…

Deep Sea Adventure: still an excellent little push your luck game. I won, although not through any particular skill!

Quacks of Quedlinberg: in a reversal of fortune, all the adults failed miserably and the children wiped the floor with us.

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Biggun. Get ready.

My partner and I started a game of Atlantis Rising last night and polished it off this afternoon. It was a learning game for her, and a first full play for me. Right off the bat, the included 2P variant is outstanding and I don’t see a huge reason to rush toward multi-handing any time soon. It’s dead easy to implement, gives a taste of all the powers in the game, and seems to be scaled just beautifully. Also the piece for the hologram is really awesome and it’s fun to have it on the table.

Anyway, we played with the beginner’s suggested setup and managed to succeed. We will certainly make subsequent attempts using at least the standard setup and difficulty settings, but the game wasn’t short on chills and spills; it was only by the (end of) the second to last turn that we were mostly certain we had it in the bag, and our island was in pretty rough shape. Thankfully we had done a good job protecting the gold peninsula (our only missing resource for the final component builds) and we were able to just throw handfuls of Atlanteans into the mines for one final big push.

We opened the portal with three of six peninsulas down to their final tiles, two with only two (but each protected with barriers), and a mostly untouched gold coast thanks to our big final push (spared no expense!). We figure another round would have pretty much sunk us (yuk!) since we completely blew our wad on the final push, but it was more than adequate to get the job done.

Breezy gameplay, huge tension and escalation, fun choices usually requiring risks taken, big groans when it all goes wrong… I’m not sure I’m prepared to pile on the heaps of praise the game has received, but it was a whole bunch of fun. Definitely into the keeper pile.

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Later on this afternoon I was able to complete my game of Cloudspire, in a decisive 3-star victory (reminder this was the tutorial scenario). Hilariously I had to praise the Spires Attack phase, as I had ended my final turn such that my key hero—with one HP!—was in range of the last minion’s fire. Thankfully the bloody thing was on its last HP as well, and since it was just on the edge of my only spire’s range, I was able to knock it out before it had a chance to fire. This would have lost me the game entirely so I had to laugh through a little sweat.

Total playtime ran about four hours with lots of interruptions. Not bad for the complexity here, and it feels like things will run a lot quicker next time provided I stick to the same faction, which is the plan. My nose was stuck in two manuals and four reference sheets pretty much the entire time though, so I’m not even going to pretend it wasn’t a slog. I wouldn’t call it any heavier than Too Many Bones, however. It has a similar structure whereby the underlying mechanisms running the show are reasonably simple to understand and internalize, but then you pile on an encyclopaedic list of special abilities and powers, game shaking events, deeply asymmetric factions, and the swathes of edge cases all of it presents… I mean it’s all a bit masochistic but I’ll be damned if it isn’t just an incredible time.

So far, this is really hitting all the same buttons I got with Too Many Bones while addressing all of my personal criticisms of the solo experience. I’m gobsmacked. I can’t get back to this soon enough.

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