Recent Boardgames (Your Last Played Game Volume 2)

Played Oath:Chronicles of Empire and Exile yesterday. And what a beast it is. There’s a few different ways to win, depending on your role in the game. The Chancellor starts as the ruler, but the other players (as Exiles) are trying to win in their own ways. There’s a full one round walkthrough of a four player game in the manual, which is excellent, more games should do it. You just follow the setup in the book, and sets of cards and location tiles are added in a particular order. The walkthrough covers all the major actions possible, and also explains why a player would take those actions.

It seems like the game shouldn’t take long. There are only eight rounds, and the game could finish in five. And on each player turn, you may only have four or five actions. Every major actions cost supply points, so you’re limited by that.

The major actions are Search (get new cards to play), Muster (add warbands of your colour), Trade (get one of the two currencies, either favour or secrets), Recover (take a relic at your site), Campaign (fight!), and Travel (uhh, you travel around). Most of the actions are pretty straightforward. The tricky one is Campaign, because you can attack a number of things belonging to another player. You can target sites that are at, relics they own, and their actual pawn and favour. Combat is dice based, and can easily end with both players losing warbands.

There are multiple ways to win. Each game has a different goal. The first game uses The Oathkeeper of Supremacy, which means you win if you rule the most sites. The Chancellor starts with the Oathkeeper title. But if another player rules more sites, they take the Oathkeeper title. If an Exile player starts their turn with the Oathkeeper title, they flip it and now they are The Usurper. If they start a turn as The Usurper, then they win.

Exile players can also win by drawing vision cards from the deck, each with it’s own win condition.

As well as Exiles, a player can become a Citizen, which is an ally to the Chancellor, but they can win on their own condition.

It’s a pretty absorbing game. I tried to explain the main actions, then we went thru the playthrough, and then played a couple of rounds ourselves. We didn’t finish the game, so much to think about. But we’re keen to get back into it next week, and I think it will run smoothly.

Master Word first play, pretty simple word game. One player shows the card with it’s hint (like food, or animal), and then the other players write hints. But the seeker can only tell the others how many of their clues are correct, not which clue. Interesting enough for a quick game.

Fantasy Realms , first play, cool little card game, which I hadn’t heard of before it was nominated for the Kennerspiel Des Jahres. And if I saw it in a shop, I’d probably just pass it by. The generic title doesn’t help, and it’s a small, unassuming box. And inside is only 53 cards. The gameplay couldn’t be any easier. Pick up a card from either the discard pile or the deck, add it to your hand, then discard a card. You’re trying to get points, obviously. A card has a numeric value, and may also have a bonus or penalty section. And you’re trying to make combos. A card might be worth 30 points, but only if you can pair it with another specific card (or card suit). A card might have a penalty and give negative points, but another card might “blank” that penalty. There’s more to think about than you think. Do you hang onto a card that is only worth points with another card, which you keep drawing blind to find. Maybe as soon as you discard it, another player will swoop on it. Discards are all face up, and played separately on the table, so you can take any card. The game ends when there are ten cards in the discard. Which doesn’t take long at all. More fun than we thought initially, we played two games in a row. Nice little filler.

Switch & Signal , we resisted the urge to make it easier, we’ve only played it twice (and lost both times). And it looked like things were going the same way again. There were only five driving instruction cards remaining, and when that runs out, it’s game over. And we still needed to get two yellow goods to the port city. We had our fastest trains (black) on the job. And we won! With only one card left. Good effort I thought, I had almost given up.

Cascadia , finished up with this, an easy game to play. Although one player had forgotten that you could use a nature token to wipe any number of wildlife tokens. I don’t think we’ve ever done it. We are still using the basic A cards for scoring, since we know them pretty well. And the scores could not have been much closer, 89/88/88. I was the winner, so I was happy about that.

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If it’s your thing, there’s a Star Trek: The Next Generation retheme coming out.

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Tried out our new copy of Railroad Ink tonight, which was nice, as it is so rare to get a new game to the table on the same day I purchased it.

Pretty fun. Being the first play, we did not really have much in the way of strategy, and I missed the part where you can mirror the dice results (which only matters for the stations with a bend, but it was important), and also forgot about the longest highway and railway bonuses until halfway through the game, which may have disadvantaged my wife a bit.

Scores were close, 45 - 41, me. Really only won because of an 18 point long highway, which was more luck than intent, as like I said, I had forgotten about it.

Hope this can be something we can break out for a quick play in the evening.

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Perudo, Liars Dice, etc etc

Seasons - playing with newbies so it was slow. But they have played other card tableaus before so combo making in your card tableau is not a foreign concept. And combo making in Seasons is still pretty fun and engaging.

Ghost Blitz

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Played some Ohanami with my wife yesterday arvo and we both enjoyed it a lot (so much so that we played 4 games back to back!). Quite tense decision making where you’re trying to draft and play cards in runs. And you want to play cards that are close in number to other cards so you have space for future cards, but the cards are of different suits that all score differently and so you’re tempted to skip numbers for extra points now, knowing that it might come back to bite you later. Despite the tension it’s not particularly mean and we found that it was only occasionally that we ended up with cards we couldn’t play. Super close scores too. I do wish the cards had a linen finish and that the scoring pad was slightly thicker – but it was also cheap and comes in a tiny box so I can forgive that.

Later in the evening I broke out Everdell to give it a solo run and it was great fun. The aesthetics are great and it strikes an interesting balance between planning for the future but also having to be ready to react to new cards and new opportunities as they come up. There’s a bit of luck there as the deck is quite large so you can’t count on particular cards coming out in a given game (though I suspect this would be less of an issue with more players). The only place I really felt it was with the special ‘events’ (really end-game objectives) that call for a particular pair of cards that may or may not actually turn up – not ideal. The worker placement for resources is fairly basic but it’s a card game at heart and trying to combo cards and balance building up resource production, special powers and end-game scoring cards is terrific fun. The biggest complaint I had was the cardboard Evertree being a bit flimsy – I wouldn’t want to be putting it together and taking it apart after each game to get it back in the box, so I’m leaving it constructed on a shelf with my weird sized game boxes. The solo was decent too, and has a few different difficulty levels to compete against. I am going to be sad not to get it to the table with other humans for awhile though, given our hard Covid lockdown atm :frowning: But I suspect it will get a few more solo plays in the meantime.

Viticulture: Tuscany, solo game of this one today. I lost on normal, though not by heaps (the influence map is where the AI did me in). Some thoughts: I really like the new board, the new spaces are all quite cool and fit in pretty seamlessly. The structures are cool but I struggled to do much with them in this particular game, only getting some minor bonuses in the late game. The new workers I completely ignored – I had the two that let you take an action forward one season and back one season and while those might be useful, they didn’t excite me enough to invest in them. All-in-all, it’s a pretty solid expansion and will be my preferred way to play Viticulture, though it’s definitely more evolution than revolution.

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Played our first game of Clank! In Space. I lost. A lot of points (he refused to count) to my 0 because I never made it back. I think I would have enjoyed the game if not for something that wasn’t really the games fault: a debate about how lucky I always am in games. (Spoiler: I wasn‘t really lucky this time. Neither in those two turns nor throughout the rest of the game. I didn‘t play well either.)

Clank! Definitely has a fair share of randomness that may translate to luck for a player:

  • luck of the draw
  • luck of how the card row refills
  • luck in the attacks

But that is what one builds one’s deck around. There are mitigation cards that remove clank cubes. There is healing. There is card drawing and card trashing (now even trashing cards from the market, yay). That is how deckbuilders roll or rather draw… especially those with random markets and maps.

The deck building felt a bit more difficult in Space Clank! But first game and all. I can only compare it to the Clank! Legacy game. I‘ve never played the basic fantasy version. The legacy game map seems to have a lot of spots that do something. Be it card trashing or card drawing… that map feels more like a sandbox. But this was the first-time-map for space and no expansion added in (I already have Cyberstation) and we don‘t know the cards yet, and factions were new (I like them even though I built my deck badly and didn‘t really get to use mine to any advantage). I really like the idea of the two part code to get into the vault. That‘s really quite cleverly done.

Edit: I also played a second game of Under Falling Skies last night and it was smoother than my first game. Less AP but also I made it to the final science spot on my last turn before the mother ship would have eaten me. Still not sure if this is a game for me. Will definitely try the campaign though.

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As I have an exam tomorrow I met a friend to play games to avoid brewing in it. So 3 games of Spirit Island ensued. First Shifting Memory of Ages and Volcano Looming High beat up on Scotland level 5. 2 turns before the invader deck rang out Volcano cast a big volcano spell with the secondary effect mashing up almost all remaining invaders in a single hit. Volcano was really fun to play. Didn’t take too long to get going and had some interesting balancing to do. Helped somewhat in this game by getting given elements to use from my buddy.

After smashing out on level 5 Scotland got upgraded to 6 for the next game to take on Grinning Trickster Stirs up Trouble and Lure of the Deep Wilderness 4 invaders cards in and the blight had all gone :scream:. We felt there was maybe a touch of bad luck with the relentless drawing of Sand and Wetlands and the start and I thought I could improve with Trickster so we just went again. We did better! We lost all the blight on the 8th invader card. So we lost twice as well :sunglasses: I think we struggled with 2 slow spirits and I still struggled with Trickster. Plus the step up to Scotland 6 from 5 is a skew in strategy. It’s the only level that hits the inland rather than the coast so the management of the escalation is noticeably tougher. I think I need to learn more about Scotland 6 and Grinning Trickster separately before bringing them together again. It would be disappointing to beat a level 6 on the first attempt. :crossed_fingers: Scotland takes less than the months England 6 took to beat.

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Played Equinox and The Game. My edition of “The Game” is the more colourful Pandasaurus edition, which is aesthetically more pleasing.

Our Equinox game was fun, even with just 3 players. Gambling on which creatures will remain in the end ends up being tense. Short term alliances emerges as people share bids on creatures. The previous edition of this was Colossal Arena by FFG, and it’s still the same tense game, but FFG got English text on the cards rather than the symbology of Equinox. And Equinox comes in a still compact but larger box. The larger box and the annoying symbology of Equinox is still okay to me considering what the game offers.

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+10 points for playing Equinox on the equinox!

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Uuuhhh… yeah. That was… that was… totally intentional. 100% planned. Not a big coincidence at all. Oh no.

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I played a first game of Neon Gods with my partner last night, which unfortunately resulted in a bit of a blowout—never ideal for a friendly learning game. Basically we stood toe to toe on the area control front, but she was never able to get any cashflow going, so in the end our close game went out the window during final scoring. Making matters worse, we suffered a brutal shuffle and didn’t see any cards with build icons until the end of the game. That aside, I think she enjoyed it enough to at least give it another shot. It has deckbuilding with fast cycling and multi-use cards, which is usually a good thing with us.

I happened to enjoy it a whole lot. I’ve seen complaints that the game was streamlined to a fault and I can definitely see that, but on first impressions I can’t fault it. I taught off-the-cuff and comprehensively in under ten minutes, we were playing quickly with almost no questions throughout, and the decision space has this great tension between what you’d like to do and what you can actually get away with. Even at two the pissing contest was on almost immediately, and it really felt like we were always scrabbling to gain an advantage.

I hashed out a deal with my FLGS because nobody bought this one and it was languishing on their shelf. I had been curious about it for a while, took a shot, and am happy for doing so!

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My buddy is heading back to his job flying over “hazardous overseas locales” soon, so we’ve been playing a few games in the meantime. Our Sekigahara contests have continued, but we’ve also played Ancient Civilizations of the Inner Sea with its simple (and often hilarious) “Take THAT!” card play, some Twilight Struggle, some Spheres of Influence, and a few turns of a learning game of DUNE’s advanced rules with each of us controlling three factions apiece (that was a bit of a brain burner, but also very interesting).

Next time we aren’t actually going to play a game, I think. He made the mistake of agreeing to help me sticker my War Room pieces which have been moldering in their boxes ever since my mom had her accident a few days after I received the game. It will have been two years ago next month, and I think that’s been long enough. :smirk:

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It’s been two evenings of stamping out screen time for the little ones, so two nights ago my 5 y.o. daughter smashed me at Game of Life (by like 1.5M), and yesterday Twister came into play, and I did fare quite well, winning a few goes even. I don’t even feel any pain today and all! Followed by some Hide and Seek, Charades, etc…

Gosh, I cannot wait to unpack my games properly. And Delta level 2 to go away…

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Just finished a game of sagani. This game looks like a jolly puzzle game but in truth felt extremely brutal. If you mess up at the beginning you end up in this ridiculous death spiral. It’s really very very funny for this to happen.

Basically you start off with some coins and you use them to place tiles. If you place the tiles badly those coins are dead and you need to accrue debt to just play. But can get worse and worse. Obviously I played badly but I don’t think I’ve ever gone into such a nasty space before in a game.

My partner trounced me 75pts to 10.

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That sounds like a lovely game :slight_smile: Harmless on the outside…

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Played Brass: Birmingham. It’s still Brass, it’s still excellent. Came second on a 117-137-138 split

Followed with f#)cking Assam Marrakech. Delightfully daft roll and move area control game. Came second on 29-49-56.

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Cheater alert! Posting a one-round report for Hard City; the baby woke up early and cut my mayhem short. But what a round!

First, I feel like we need to start with setup, because when you’re laughing before your first turns, you’re into something good. For this (and the next) episode, after the villain setup is complete, the cops are instructed to spawn in by placing their police cruiser from anywhere around the edge of the board, and driving it in a straight line up to six spaces, being stopped by obstacles or tokens. Notably, NOT being stopped by mutants. You better believe I swooped in with my cardboard cruiser making mouth noises and sending two mutants flying.

After my first two officers’ turns I had concerns. This was all too easy! I had two civilians corralled with the rescue helicopter just waiting for a ladder, had picked off a few mutants that were too close for comfort, and had no real threats to speak of, aside from a couple of civilians precariously close to a stunned mutant.

Then round 3 hit. My helicopter was rerouted to the farthest corner of the board, all of my officers had taken a hit, two civilians had been killed, with another surrounded by mutants. A huge glut had just spawned in at the edge of the board, placing an officer in real danger. I did what any reasonable hero would do and activated a cutscene: I kicked a flaming barrel into the horde (and the other officer), taking out one, but stunning the rest, with my partner only taking a minor wound.

I’ll be moving into the next round in decent shape, but my goodness I am not resting on my laurels here. All of my cops will be starting the round with one less action point (persistent until each one is clawed back manually), and at the very least we’ll have four new mutants entering the field next turn. Thankfully, there’s no risk of FUBAR (big bad) any time soon, but I can’t be sure what’s around the corner, either. And I’m saying this with absolutely no points on the board, to the evil doctor’s 3(/7).

Unbelievable fun. 5 scenarios, each hugely variable and immensely replayable… it’s already wiped the sting of ditching Conan last year.

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Had a gaming sessions with @EnterTheWyvern where I introduced Paris Connection - an old Cube Rail from Queen Games. Large dumb box, but pretty good “party game Cube Rail” inside. Will be adding games into this box to remove the dead air.

We played Octo Dice which is a roll and write version of Aquasphere from what I heard. Interesting to see a PURE roll and write with an engine building attached to it.

And then there’s 1876: Trinidad which really distils the 18xx experience into a really short game. This game works as a way to showcase the concepts of 18xx, rather than a replacement of, say, 1830. It shows the the tough track laying, the choice of which company to invest in, the brutal train rush, and shenanigans in general in such a short time. Highly interesting.

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Had the pleasure of being taught Paris Connection last night by @lalunaverde. I won so it’s a great game.

Next up keep the theme of playing surprisingly fast train games we tabled 1876 Trinidad and an hour after sorting the content we’d packed up. As a micro 18xx based on 1830 it’ll always be short, vicious and most likely to end in bankruptcy. First play was fun, has a vicious little taste of all the xx elements and it remains to be seen if it had legs. Looking forward to trying the 35 variant.

Lastly we played OctoDice. I’m still yet to play a better roll & write. It has a little euro bonus tree and plenty of dice based bull**%t to be annoying. Plus a soupçon of interaction with copying others dice rolls occasionally. Well done octopods.

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Well this is awkward. I didn’t get the notification I wasn’t responding to the latest post. Same session alternate report simultaneous. Wild

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