Mostly games online:
Yeah TGZ and Kreuz are very fun. Still my fave Splotter. But this is like ranking your different fave ice cream flavour. The difference is minute in the end when I compare TGZ, Indonesia, FCM with 99.9% of games I have played.
Finally played Ankh. It is very weird. It is strangely strategic - completely unexpected - but I am not sure how the game operates with its strategic avenues - this will manifest upon repeated plays. The dynamic regions is interesting. You can carve new regions at some points of the game.
There are bits that I donāt like. What I am most certain of is the action selection - you choose one or two actions. If you choose a 2nd action, it has to be beneath your 1st action. And when you reached the last space, you can claim a neutral monument. However, in order to do this, a player upstream must push the action just before the end for you to claim it. I donāt think I liked that left-right binding. Plus, when you consider how enemy monuments cannot be taken if there are still neutral monuments around, the effect of the left-right binding increases.
I remain nonplussed about the merging, except that I think that itās a bold decision from Eric Lang. Sometimes, when you try something risky, it backfires - e.g. Tapestryās unequal turns. Yeah, Ankh is a very bold and interesting design!
1862: Railway Mania in the Eastern Counties - I am getting a bit meh with this as I play it more. Maybe because either I play with newbies trying to internalise the game like I do. I donāt know. Who knows? But one thing is that the train rush isnāt quick enough for my taste. Even on āshort modeā that has fewer trains in the deck.
What is a train rush - when you buy trains from the open deck, you buy first from the top, consisting of low tech trains and people collectively buy their way through the deck to reach the high tech ones at the bottom. But some of the trains will ārustā the old trains. Buying a 4 Train will force all players to discard all 2 Trains immediately. 6 Trains will force discard 3ās. And so on.
In 1862, if youāre screwed with your failing company, you can simply sell ALL shares and abandon the company to Receivership. You wonāt be left holding the bags, so to speak. So thereās little tension in regards to the rush. And then I joined a 6 player game of 1862. It was fine at first, but then the train rush was significantly faster, to the point that I have considered buying āguaranteesā (a guarantee to run a train at least once regardless) and also end up slashing my shares down to half to flush in money to the company. Which I have never done before.
Very interesting. Iāll try to play it more online with 5 or 6 players.
1817 - I still get my behind handed to me. I still go bankrupt. I need a complete rethink on how I play because I always donāt end up on the late game with a company that is still powering ahead.