Recent Boardgames (Your Last Played Game Volume 2)

So my plan for tonight was to introduce Rallyman… 5 people sounded like a good number. But then dinner took too long. Getting ice cream from the local shop took another bit of time. One friend was suffering from a head-ache which in turn led to some instant physio therapy provided by another… and so it got late and I decided to propose we try Lama Dice just so I would get to play a game.

It fulfilled all the requirements that were needed: quick to explain, not too much thinking needed and somewhat quick to play :slight_smile: With my friends being nerds suffering from needing to math out probabilities… we played a few rounds until someone broke through -40 points (my partner made it to -58 by busting on the last roll).

Turns out this „luck-based“ game has a few more strategic decisions than the 2 player we previously tried suggested. Everyone enjoyed themselves and then we had to call it a night. But I got to play one of my new games.

Introducing a bigger game when someone really wasn‘t up to it… I‘d rather not. I do know though that at least one friend is quite keen to try it.

Sadly, my order of Die Knuffies was delayed. It would have been perfect, one friend even asked if I had it… it is arriving tomorrow. Next time…

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More games with my partner and the folks tonight, starting with Decrypto. I haven’t played the game since long before I downsized my XL edition to a normal copy and I was starting to wonder if perhaps my love for the game was mostly nostalgia by this point.

Nope. Still magnificent. Still an unfortunately awkward teach/first game. This was a first time for everyone else at the table, and while my mom and partner loved it immediately, it was torture for my dad. This is really too bad not only because I think we’d have been raring for a big session into the night, but because he was a clutch player for my mom (couples teams)! At any rate, the game came down to the true tiebreaker, and my partner and I squeaked out the win with 4 correct guesses (one soft with corrupt for corruption) to their 3.

We capped things off with another monstrous round of The Fuzzies where my dad took out the tower after more than 30 minutes of play, saving two of us from ending things with our ridiculous elephant arms. My dad (who, for purposes of this anecdote I feel it appropriate to say is disabled) cleared a one-eyed scissorhanded cherry-on-top triple-threat safely twice, while my mom safely cleared a triple penalty of her own. Late in the game our “sculpture” took on a pretty uncanny likeness of a bust of Marge Simpson, which was as funny as it was precarious.

They leave in a couple of days and it’s gonna suck.

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Played in a Flesh & Blood nationals qualifier yesterday. It was easily the best card game tournament I’ve ever played.

Stupidly long report below.

Summary

I was playing Prism, who can hit hard with heralds (but if the opponent blocks with a high attack card, they pop), or I can set up a plateau of auras that all hit for 1 attack (but delicate to do for various reasons).

1st game - Vs Dash (sets up an item tableau to ramp up into crazy super turns). This was against a player who came 2nd at a previous qualifier. The game was TIGHT. I came in aggro early on to build up a large health delta. Then Dash started ramping up with loads of items on the board that was easily outpacing me in the mid game. About two thirds of the way in I pulled a Library, which lets me pull an extra card in hand per turn if I pay for resources with yellow cards. Usually far too late into the game to make a difference, but I had nothing to lose, so played it. Decided to not focus on blocking, but always get 2 yellow into pitch for the library power. Then I started clawing back. FaB has a card cycling thing like Aeons End, but only cards you use to pay for other cards go the bottom of your deck. After a few Library turns I suddenly realised I was seeing the cards I used earlier in the game. Checking my discard pile I knew the rest of my deck was rich in cards that: let me draw more cards, put shield auras onto the board, and a card that I could play that meant if the enemy attacked me, she would lose 1 health for each shield they popped. I got 6 or 7 shields on the board, and tried my best to defend them. Any time I could draw more cards I went for it. It was 2 or 3 more turns before I pulled the card that hurt the enemy when they pop shields. Dash attacked, I played the card. Nothing they could do to stop it.

Such a tense game, with both players controlling tempo at different parts of the game. One of the best FaB games I’ve played, and the opponent agreed. A+

Second round - Vs Katsu (ninja who has cards that combo into other cards, and allow card draw and tutoring if the combo goes long). Against the 4th top player in the country. We had chatted a bit before so it was a really pleasant game. I came in heavy early again (14 damage first turn!), and built up a crazy delta. Something like 22-9. Or something. Then the opponent got defensive and nothing was coming through. The life difference was so big, I thought I’d let the opponent hit me to save all my cards. Big mistake. They hit me so hard. I got them down to about 4 health, but they got me to about 12. From there it was a slow and inevitable drain. In retrospect I could’ve maybe ground it out by only hitting once every turn, or even once every 2 turns, but it felt like I was slowing down the inevitable. Close loss. Chatted with my opponent after the game, he said the deck was great and he was shocked it was my first tournament. So second highlight of the day!

Third round - Chane (he ramps up to massive hands of cards, but hurts himself in the process). Bad game. I side decked poorly (looking back, I don’t know why I did it, think I was just panicking at the short set up time). I drew so badly. It was over before it had begun. Live by the aggro, die by the aggro! Big loss.

Fourth Round - Viserai (he builds up huge numbers of runechants). Against Viserai I took the tank approach - build up a HUGE number of shields that I can use to attack, and can set up to hurt the opponent when they attack me. Viserai was building up runechants with his cards and not even trying to attack me, so it became a race of building up tokens! He eventually came in with a 21 runechant + attack damage turn (we only get 40 health so that’s huge!). By that point I had built up about 14 shields (I had only brought 9 shield cards to the event so started to use tokens). I put out the card that makes the shields hurt opponents when they pop. Ended up hurting Viserai far more than Prism. Job done at that point. Ramped up my auras and walked the win home.

Afterwards the opponent said they didn’t know they could destroy the buff auras… which made me feel TERRIBLE. But they didn’t say anything at the start, and they were doing everything you’d expect an opponent to do against auras (even putting out items that were the big counters to my play early on in preparation). I ended up coming out tilted that I had given someone a bad time. The way I played I don’t think it would have made a huge difference - I purposefully didn’t play the buff that hurt the opponent until he attacked so he wouldn’t have a choice but to get fall into the trap. But I think the end game would have gone on a bit longer. Talked it through with some other players and they all said it wasn’t on me. :grimacing:

5th game - PRISM MIRROR!!! Never played a mirror before. Made a few jokes while setting up, but the opponent was having NONE of it. So I settled down to a serious game. I had heard the mirror is often a big slog of hitting hard and seeing who holds the most high attack cards in their deck for popping those herald attacks. In my 60 card deck, I had 6 cards that could pop heralds. They all came out at the right time. Think I used all 6 by the end! Usually popping 1 is a big bump in the road, 2 is going to make a win an uphill battle,. 3 is going to be an auto lose. Instead of hitting hard and risking getting popped, I took the chip damage approach of shields that gave a few damage and protected me next turn. Then I pulled the god hand I had been waiting for - Phantasmify which buffs an attack +5 for cheap, and a Herald to Erudition, which can be popped but can only be defended by 1 card from hand. If it hits I draw two more cards. Used my single use armour ability that takes away the feature that allows for my attacks to be popped. So it was coming in for 10 damage, he could only defend with 1 card (which is usually 2 or 3 defence), and couldn’t pop it, and I could draw cards and come in with a second attack after. That built up a big difference. Then I carried on popping his attacks and putting out shields. Came in with a last big attack, but think the opponent only had cards that couldn’t block in their hand. They used every ability they had to get some defence, but it wasn’t enough. Confident win! Fun game, and nowhere near as boring as I had heard it can be. I think I used a lot of the weaknesses of the hero against my opponent and focussed on the ways around them in my play. Was a lot more intelligent play than the slogfest I had heard about.

Final game - BOLTYN!!! (Comes in with huge combos that can heal himself while repeating hitting with his sword). The worst match up in the meta for me. He’s strong against all my strengths AND weaknesses, and nothing I can build will get around him. So it’s just luck of the draw. Another game that was over within a few rounds. Was already on the ropes, then the big combo came out. Wish I had any other match up to have a fun last game, but it is what it is…

Finished 31 out of 64. One of my friends got to the top 4 to get a nationals invitation, which is AMAZING since he was the only one who isn’t playing enough events to get into Nationals on XP. Most of the rest of us are already in the ‘catchment zone’ for an XP invite so hopefully almost the whole local crew will be here.

Got some lovely bling. A whole playset of herald of protection promos that were given to content creators to give as prizes. Dan Tripp was giving them out to opponents he played against. I wasn’t paired against him, so cheekily challenged him to a game at the end of the tournament. He was too tired and guessed it was about the promos, so gave me 3 cards, then later gave me the full playset when he found out I was playing Prism. The cold foil Merciful Retribution was a prize for getting in the top 32 (31! Edged it in!). We also got 2 first edition packs as prizes. I pulled a rainbow foil Herald of Triumph, and a lovely guy who I hadn’t even spoken to or played against came up to me and said “you play Prism don’t you?” and gifted me a Humility rainbow foil. So ended up with 12 cool cards for my hero! Dead chuffed.

Great day all round. So nice to meet people I have been chatting with online for 9 months. Even though I hadn’t been to a big in person tournament or played lots of games online, a lot of people recognised me from discord (which is a weeeeiiird feeling). And for a TCG, the crowd were surprisingly kind, friendly, supportive and sociable. Everyone was open about their lists towards the end of the day and chatting about what did and didn’t work. Players I had faced earlier in the day regularly caught up with how we were both doing. The complete opposite of the Netrunner tournaments I had tried in the past. Great time and definitely going back

I was lucky to face 6 different hero’s, chatted to some people who faced the same hero for 4 or 5 rounds!

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Played on the Scythe app with the Invaders from Afar expansion. Very good! Adding new content without radically changing the app.

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I mean, you did get new cards, so basically the post had been in the right thread, sort of. :wink:
I’ve never heard of Flesh& Blood. Is that because I’m so old or is this a rather new phenomenon, or both?

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Nah, it’s pretty new. It started in NZ in 2019, and then planned international release in 2020… It came to the UK Christmas 2020, but distribution has been patchy due to covid and general new business issues. They’re starting to get on their feet now, and play has definitely grown a lot since lockdown lifted. We’ve gone from 6 people playing locally to 20 since July. I’ve been played online here and there since the UK release but only really got into the community since everything opened up again.

The premise is that it’s a one on one physical fight in card form. So instead of ramping up to huge combos, you start off your strongest and get ground down to a weaker state as you use up your armour and more powerful attacks etc.

The card use is really interesting and kinda boardgame-y. You have a 4 card hand, which is used for everything. You ‘pitch’ cards to pay for other cards, you attack with the cards, and you defend with your cards. So 4 cards don’t go a long way, though you can save one card for next turn. If you defend, you are inhibiting your next attack. It ends up in a tempo like a fist fight, with you deciding when you want to push the tempo forward or when it’s best to block the attack that maybe stops the opponent doing a cool thing and take a step back next turn.

Cycling the deck like Aeons End is also very cool. Any card you use to pay for a card goes to the bottom of your deck at the end of the turn. Allows you to have early game cards and late game cards if you’re clever about it. Difficult to pull off, but when you do, you feel like a god! And if you both come round on your decks, maybe your opponent has only pitched with their weaker attacks and so they’re now winding down with nothing to push through damage?

It is a TCG (money sink!) so don’t know how long I will play it for, but it’s a lot more restrained than other TCGs. It’s just nice to play a game multiple times a week without having to explain the rules. While we haven’t been able to do anything, the game has became part of my ‘social budget’. And now I’ve stopped buying other games its become my boardgame budget :sweat_smile:

I’ve been fortunate that I do have enough decent stuff to cash out and probably make a profit if I were to leave, but I’ll ride the wave for now. Something nice about being with a game from the ground floor and seeing everyone grow at the same pace.

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Don’t Talk To Strangers, first play. Yet another in the series of games using the art of Steven Rhodes. Last week it was Let’s Dig for Treasure. All of the games have been pretty light, but also pretty easy to get into and play. It’s nothing deep, but what the hell, games can be just stupid fun and nothing else. The board is a map with various scoring spaces, as well as spaces for aliens. If you draw an alien, you place it wherever you want, hopefully somewhere that will inconveniance your opponents. You get a bunch of schoolkids to start, and generally you only have one at a time to worry about. Your kids start in the school bus. You move them around by playing a movement card. And that’s about it. There are some areas with spaces for multiple kids, and some just with one. You just hope you draw decent movement cards, and it’s game over when all the alien spaces are filled. Which didn’t take too long in our game. Barely got into it, and its game over man.

Nemesis, our first four player game of this. And we’re playing in sem-coop mode, not fully cooperative. I was the Pilot. My objective cards were research two alien weaknesses, or ship must reach Earth/be the only survivor. In the second round, we had an adult alien come out. Once an alien appears for the first time, you have to select which objective card to use. I chose the ship reaches Earth/be the only survivor card, figure it would give me two chances at success.

Then I picked up a larva, but I stay cool, calm, and collected. I get a contamination card too. I want to use my Rest card to get rid of it, but if I’m infected, I would die (because of the larva).

I head for the engines, because I’m chasing the “ship gets to Earth” objective. I’m at engine 1, but I can only check, not change the engines (didn’t have the right card). The engine is damaged. I keep quiet about the information, figure no-one is going to believe me anyway. Another player gets to Engine 2, and has to tell us if he changes the engine status. He can’t remember whether or not it was changed, and would we believe him anyway? I figure while I’m down there, I’ll check the engine myself. I do, and it’s damaged as well. So, I’ve got some work to do here.

Another player gets a larva, and heads to the shower room to remove it. Unfortunately, he’s wrong, the shower room removes slime, not larva. Apparently the room required is the Surgery, which we haven’t found yet. But we only have a few rooms left to explore, so it can’t be too far away. I get another contamination card from a larva.

Managed to check the cockpit with a card, and it shows we are heading to Mars. So thats not good. To sum up: two engines damaged, and we’re going to Mars. Well, actually we’re going to explode from the engines first. My objective is looking harder to accomplish.

The, we draw the event card “Eclosion”, which means anyone with a larva is now dead. So that’s me gone. So I become the intruder player. I can’t win anymore, but if I can kill everyone it will feel like a win for me. Haven’t had an intruder player before. I draw three cards from the Intruder Player deck, but I only get one action each turn. I can either move, attack, or do the special action on the card I choose. I’m wondering whether or not I should tell about the engines and the course, but end up not doing so.

So, as the Intruder player, I try and attack on of the other players, but they dont draw the right card and the attack fails. Next turn I attack another player, who had two serious wounds already. She dies…Next time, I play the special action from one of my cards, which is to draw three Event cards and play one. The event card I choose adds another malfunction token to a room, which takes the ship up to eight. Just one more and the ship explodes. On the turn after my next turn, I get the same Intruder card, so I again draw three Event cards. The one I choose is “Damaging Fire”, which puts a malfunction marker to any rooms on fire. We have one such room, can’t play the malfunction token, and the ship goes KABOOM! I’m not sure what I think of the Intruder player, to be honest. I get the idea, making the game end faster so the player killed isn’t hanging around for ever.

Heist:One Team, One Mission, haven’t played this with four either. Certainly makes it a bit more challenging. And the dog was going a bit crazy with the alarm noises, so that was an added distraction. We beat the game at level four (there are five normal levels, and a hidden sixth level). It’s a pretty simple game really. There are an assortment of objects, like a laptop, goggles, explosives etc. Each player chooses which character to play (according to the side of the Heist box). The game will say various instructions, like pass the goggles to the Money Man, or use the laptop. When it says to use the object, the player who has that object has to press their button. And, that’s about it. Great for a quick filler, no real decisions to make, just follow the instructions. When you succeed, the top of the box flies off and all the loot (gold bars) fly out. Ok, it’s pretty pointless, but it feels like a reward.

Cascadia, another great play. We’re really enjoying this. And of course we had to play John Denver as we played. We had a new player, so we used the starting set of “A” cards again. Scores were…not quite as close as last game. The winner had 106, she got almost all the bonuses for having the highest regions, and didn’t score badly for the animals, including a very nice 25 pointer for salmon - it was the single biggest value for anyone. Scores ended up 106/87/72/70.

Moon Adventure, first play. This game looks a lot like one of Oinks earlier games, Deep Sea Adventure - probably my favourite Oink game. But it’s fully cooperative. The players have to gather supply crates that have been scattered across the Moons surface. Naturally, you need oxygen to survive. If you start a turn without any oxygen, you die, and the game is over. On your turn, you select an oxygen card, which gives you either two or three dice to roll. The dice only have the values one, two or three. Your roll is the number of action points you get. Your actions are movement, place an OGS (Oxygen Generation System), develop a route (place a cube that allows that space to be skipped, making it faster to get around), share oxygen with another player, gather supplies, and abandon supplies.

As in Deep Sea Adventure, the best tiles are the ones further away. The tiles here come in three type, three, four, and five. The number refers to the number of good tiles that exists. So, among the “three” tiles, only three are good, and the others are bad (they don’t count).

The OGS tiles are essential. Since you die (and everyone loses) if you have no oxygen card to use at the start of your turn, you’ll want to land on the OGS tiles, and then you get to draw oxygen cards. But, if you draw a magnetic storm instead, the OGS is damaged and can no longer be used. You only have limited space for oxygen and supplies.

This is the special edition, so you get ten character cards to choose from. I chose the character who gets extra action points if I roll the same number, so of course I never managed to do that. Another player could put down an OGS for a single action point, instead of three, so she became the master of oxygen.

The game is over when all players get back to the ship. Then, you turn over your supplies and see how many successful files you have. At 3p, we needed seven to win, and we got eight. High fives all round! This was a pretty fun game, looking forward to more plays.

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That is a VERY high score for this game! I’m usually only hitting 80s in the solo mode!

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This sounds really interesting, but TCG without the high chance to find local players are unfortunately no-go for me.

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Played another round of Wir sind das Volk on Boardgamecore(*) with @Benkyo this morning, losing as East Germany after the first 2 decades due to general unrest of my populace. This proves I can lose with both sides in this game :slight_smile:

In the game, players play through the history of post-WWII Germany up to reunification or rather until 1 side collapses ending the game early. The manual says it is balanced in such a way not for ultimate historical accuracy but rather that both sides have a chance at winning.

The cards you get to play represent historical events that are grouped by the 4 decades you get to play (in theory 4 decades) and those are real historical events like the Spiegel Affäre oder Luftbrücke Berlin or founding of the Stasi, Russian Panzers or Joining the Nato. Players construct factories, battle citizen unrest and improve Lebensstandard to defend against attacks from the other side of the board. To do this each turn a player can play either one of their 2 hand cards or 1 card from the public display. Choices are hard: do you play a card for the bonuses you gain from it or to keep it out of your opponent‘s hands? Do you build a factory in one state or remove unrest in another?

For me the interest in this game is mostly historical. I have only lived through the last of those decades and as it is quite recent history, wasn‘t taught yet when I was in school. It is reminiscent—to me at least—of Twilight Struggle mechanics-wise.

We followed up with a quick round of Tash Kalar on BGA :slight_smile: In which I at least managed to finish 2 tasks so as not to lose with 0 points. Conclusion: bombs are bad.

(*) Sadly, the async games reset on us twice! The solution proved to be to play quickly.

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I do like the extreme asymmetry - it’s far more pronounced than TS, which seems appropriate. You are doing a lot of the same things, but the West outproduces the East, who can suppress the resulting unrest through socialist support, police powers, and the like. The East’s primary win condition is to make it to the end of the game without losing!

I suspect the choice of cards from a shared pool makes it more similar to Imperial Struggle than TS, but I’ve yet to play that.

(And thanks for games! Those two games, along with a game of Innovation I played later, are literally the most fun I’ve had with boardgames… all year?)

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The concept makes me think of the old Highlander CCG. You started with 15 cards in hand (your Ability) and the rest of your deck was your Endurance. Your Ability acted as your hit points, so as you took damage you would keep fewer cards in hand. If your Endurance ran out, you would lose 5 from your Ability, then reshuffle your discard and keep playing. You could make Exertions to make or defend against Power Blows (draw 5 from your Endurance and play an appropriate card, discarding the rest), but this allowed your opponent to play their next attack face down. And, being Highlander, there were attacks that would instantly behead your opponent.

It was a pretty decent game, I played a bit in high school. But the whole “starting out your strongest and getting weaker over time” design to the game feels similar.

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Just checked the addition, should have been 104, which is still pretty good. She scored 41 from her habitats, twice as much as either of the next two players. She won our first game too, at 3p, with a score of 94, so it looks like she has sussed this game out pretty well.

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Definitely sounds quite similar.

Each hero starts with 4 equipments (head, chest, arms, legs) and a 2H weapon or two 1H weapons on their board. So that is almost like having further cards permanently in your hand. The equipment’s give one off or recurring abilities (some generic, some specific for your class).

Generally: Head is deck manipulation. Chest is gaining resources. Arms are boosting attack. Legs are gaining action points.

So there is a winding down of the game as both heroes use up their armour (and you can rest a little easier if you don’t hurt your opponent but force them to use their armour to block). That sounds like it has a lot of similarities to having a larger hand that slowly diminshes.

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We played October for our Pandemic Legacy 2 campaign. We lost Denver tonight. I wish I could figure out a way to drive the game to a „controlled“ loss so we could spend some extra points propping up those small cities or gaining a few more abilities or maybe just to get a few event cards… we keep scraping by just so… and now with the last 2 months coming up, it‘s going to get worse than ever. Of course we built infra structure like maniacs throughout the game which is helpful… we have 6 permanent Versorgungszentrum, 3 permanent radio towers and 1 bunker … but unlike Season 1 that does not lead to auto-fulfilled goals because it says „NEW“ on the card.

In any case we shouldn‘t have been surprised that (major spoiler ahead at least for me it would have been:) we are the zombies from Season 1. My partner apparently wasn‘t surprised. I was too busy winning.

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Played For the King (and me) with the children today.

I think it’s better than Biblios, because of the second place score. Of course playing against opponents that can easily see why paying 7 gold for a 3 gold card is a bad idea would make my win better.

Followed with Forbidden Island and hard. The two gryphon spaces sunk, losing is the game. Still prefer it to Pandemic.

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We got in a play of Patchwork today. My wife has been suffering from really extreme back pain this weekend, but felt sitting at the table for a bit might help. Obviously not on her A game with pain and pain meds, but she did okay, getting the 7x7 bonus token. Was not enough to get the win though, as with 6 uncovered squares, she was only left with the bonus points, while my 5 uncovered squares still left me with 18.

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The last week, me and the gf have played lots of Letters From Whitechapel and Hanamikoji. We’ve got the set up and play time on Whitechapel down pretty low compared to most guidelines I’ve seen online, and it’s just so unlike anything else we’ve got. Seriously tense gameplay, and a greater sense of victory when you win (especially as Jack) than most games we play.

Finally today the Taverns of Tiefenthal expansion arrived. Played with the first two modules which add wine cards (which help fulfill guests) and the guesthouse section which adds other bonuses. There’s a few other cards added to increase variety. It didn’t add anything too complex but helped to mitigated some of the issues the game has with unlucky rolls. The other two modules look like they’ll shake the game up a little more, so we’ll hopefully try them out soon.

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With all you people enjoying dexterity games so much, why do I not see more (or any?) mentions of Menara here? Yes, yes it is „boring” coop… but that also means it is fun solo… until I caused the collapse :smiley:

I also have a picture of my partner looking quite skeptical at a stack of Tribbles… I mean Knuffies. But I will refrain from posting…

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I had it in my sights, but never had the chance to put it on the table

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