Recent Boardgames (Your Last Played Game Volume 2)

I finished my game of Hard City over nap time this afternoon and it did not let up. My officers were able to continue to make good use of the cutscenes that came up; critically, they used two in a row that really kept them alive: first, they were in the right position to “intercept” Doctor Zero’s special attack which kept diverting my rescue chopper. Then, they were able to rescue three civilians in one go, for a cool VP each.

Things got incredibly dicey at the end, and I was routinely dealing with 19/20 mutants on the board, painfully aware that the Doctor gains a VP if ever I need to spawn from an empty pool. We were tied 5-5 (game ends at 7) when a free VP for the bad guys hit the resolution queue… and then another. My bed was made.

I was able to rescue one more survivor, but with no chance at another point from that method, my only hope was to SHOOT. THEM. UP. My rescuing officer took a lucky pot shot with his last action, leaving it up to my next (and last) cop to rack up three more for the final VP. She got it on her last shot (a single hit, but on a stunned mutant) and we took the win.

For giggles I finished out the turn by drawing the AutoDoc card that would have sealed my fate. A big Capital “U” and the final piece in “F-_-U-B-A-R”, which would have spawned the big bad, and then of course seen the Doc’s 7th VP bump up. Whew. Skin of teeth stuff.

Just incredible how much fun this session was. I took a risk on the strength of Kwapinski’s co-credit on the box and I sure haven’t been let down. Marek Raczynski is immediately on my designers to watch list.

4 Likes

Our friends invited us over to play a game of Dune: Imperium, which I was expecting not to be a huge fan of because I generally don’t like deckbuilding games. Well guess what! You don’t have to do a lot of deckbuilding in this game if you don’t want to. I was mostly focused on the worker placement aspect, and only really interacted with the deckbuilding when at the end of my turn I would have to choose a card, and I decided to go with Bene Gesserit cards, which were fine. I don’t think I had a particularly strong deck, BUT I did have the Fremen Camp card which was a good way of getting many dudes into the conflicts, and I was lucky enough to draw a lot of helpful Intrigue cards. The game went to the very last round, where I used a big combat intrigue card to win the last fight, giving me 2 influence, which gave me a point on two separate faction tracks and won the game.

So it was fun. It felt like there was a lot of luck involved, but I would happily play it again (and probably still ignore the deckbuilding part and just focus my efforts elsewhere).

8 Likes

Got some solo time this morning, so I two-handed a game of Cry Havoc to learn the ropes, using the Pilgrims and Humans. For a first game under these conditions it ran like hot butter. There was very little need to consult the rulebook (except in a few instances where I simply needed a reminder), and the gameplay is direct enough that I felt like I could really come to grips with the two factions rather than fiddle with them.

In the end the human side won by 5 points thanks to a huge and grisly win over the pilgrim’s second most lucrative space on the final round. On its own they still would have fallen short of victory, but they also took a cheap land grab from a small Trog resistance which put them over the top.

This one has massive overlap with Neon Gods, which I also just picked up (both on sale). That really wasn’t expected given the much heavier combat focus in Cry Havoc, and Neon Gods’ ultra-streamlined approach. They both played in about the same time, though, and the added complexity and character of Cry Havoc is appreciated against the shiny abstract that is Neon Gods. Anyway, one of these will be on the chopping block sooner than expected and I know who I’d be betting on at this point. We’ll see.

4 Likes

While our more rambunctious child was napping, my wife and I played a game of Railroad Ink, followed by Azul.

Still getting used to the strategy for Railroad Ink, like knowing when to use the special spaces, or whether or not to focus on one side at a time or spread out a bit. In any case, I got really lucky in the last round, able to use every die to connect another exit to my network without adding more errors, for a total of 9 exits. I won by just 5 points, 53 - 48.

Azul went the other way, with my wife winning 68 - 55. I took a -6 point his early on and never felt like I was able to recover.

6 Likes

Went to our local game group meetup for the first time in ages, only for a few hours because of my husband’s appendix surgery on Monday rather than the usual 12-hour all day affair. It was requested that people only come if fully vaccinated, though that was on the honor system, and my husband and I are fully vaccinated with no one else in our household so felt OK going.

We played 7 Wonders with the Leaders and Cities expansions with 4 experienced players and 1 newbie. My husband won on a money tie breaker with one of the other experienced players.

I taught a group of 4 how to play Great Western Trail while my husband was setting up our own next game and teaching it to the one new player then we played Lost Ruins of Arnak with three experienced players and the one newbie. I came in a close second to my husband’s first. He almost always wins at everything.

We saw others playing Root, Clank, and a couple different train games. I’m sure I missed other things while we were busy in our games.

6 Likes

Played Burgle Bros 2: The Casino Capers , our second game of it overall. Not my copy…I only have the first game. And a good game is a quick game, right? We lasted three or four turns, one player got six heat (you get heat from being in the same room as a guard, and various other effects). I don’t think we had the game setup properly, since we found the safe on the first floor, should have been second floor. Anyway, it didn’t make a lot of difference. From memory, our first game also ended up with a very quick defeat. There’s not much room to move around, and you can easily get a guard destination that crosses your path.

The Crew: Mission Deep Sea , first play. The sequel to The Crew: The Quest for Planet Nine, which we really enjoy. We haven’t actually finished the first game, I think we’re up to mission 42, so not far to go. Players of the first game will be at home, here, not a lot of changes besides the theme. And, to be honest, I never really felt the theme in the first game. Still, it’s a great game. The biggest change with Deep Sea is the way task cards are selected. Planet Nine would just tell you how many to use. In Deep Sea, there is a number on the back of each card, one for each of the player counts (3p, 4p, 5p). When you setup a mission, for example, mission four, you draw task cards until you reach the value four (for your player count). And you have to reach the number exactly. So, if I drew a three and then a two, I would skip the two and keep drawing until I found a one. And tasks are a bit different too. The old task cards just duplicated the main deck cards, so you had 36 main cards, and 36 task cards. So taking a task just meant “win that card”. In Deep Sea, the tasks have winning conditions, like “I will win the pink eight and the blue five”, or 'I will win none of the first three tricks". We played the first two missions, pretty easy of course. Good fun.

First “proper” game of Oath: Chronicles of Empire and Exile . We setup the game from the walkthrough, but then just played our own turns. Went ok. One of the Exiles had a few secrets, and grabbed the Banner of The Darkest Secret, then played the Vision of Devotion, which would give her the win at the start of her next turn. Obviously, that makes her a target, so the Chancellor targets her banner, and succeeds. I collected three relics, and played the Vision of Sanctuary (have the most banners and relics).The chancellor attacks me, and wins one of my relics. On my next turn, I consider attacking back, but decided it was a lost cause. At the end of turn six, the Chancellor rolls a six, and wins the game. Not sure how this game is being received. I like it ok, not in love with it. But maybe that’s just because I bought it. Another player says she doesn’t want to play again, says she doesn’t know what she is doing (same player who would have won from her Vision). It’s an odd game, and takes a few games to get your head around. We did save the game state, ready for the next game. Basically the winner gets to keep sites they rule, and we remove six cards from the deck and add new ones. The new cards added are whatever suit the winner had the most of.

Fantasy Realms X 2. Really enjoying this, so many combinations you are trying to figure out.

Galaxy Trucker X 2. I used to have a copy of this, but sold it, not entirely sure why. Anyway, the new edition came out, not sure of the changes (if any). We played two games, so I think people were enjoying it. We just used the learning board and the learning set of cards. I thought I was looking good for the first game, picked up a few goods cubes (including a red, the most valuable). But the goods tiles were destroyed, and I had nothing. Second game, I ended up with lots of batteries on my ship, not so many guns or engines. It’s easy (well, it’s easy if you’re dumb like me) to stuff up your ship building and just have no options for adding new tiles. I ended up with negative two from the second game, winner had 19. Chaotic, but fun.

Photograph , aka Wind the Film, first play. A tableau building game, where you take cards from a central market and then play them. This is another card game where you can’t rearrange your hand. Every time you take cards, they go at the front of your hand. Then you get to move one card further up in your hand, and finally, play cards from the back of your hand. Cards are valued from one thru twelve. You can have ascending or descending runs, but each card has to be within three of the previous card. So, one and then four is fine, but one and five is not. Fun game.

3 Likes

Games day yesterday. I taught everyone Viticulture. We played the base game, which seems pretty simple so next time we’ll probably add in the Tuscany expansion. I was having a tough time fulfilling contracts because I kept drawing the wrong kind of vines :frowning: The winner got most of their points from bonus actions and cards, rather than wine-making. From one play it feels like a game where you have to make the most of your draw, rather than stick to a particular strategy.

We also played a couple of games of Ninja Camp, completing that 10% of our friend’s 10x10 challenge, followed by Aqua Sphere. Aqua Sphere is a very Stephan Feld game. Just look at this glorious point salad:

7 Likes

Played Nidavellir with my wife tonight. Made a mistake in the first round and shuffled the 5 player cards in when we started playing, so just ran with it, so got higher scores than we otherwise would have. Played the second round correctly though. I managed to get Uline the Seer, which feels like it breaks the game a bit in 2 player.

My wife was tired, moreso than I realized, so was not playing her best, and if I had picked up on it, a simpler game would have been a better option. As it was, I got four of the five king bonuses. The most ridiculous bit of the game to me was my 99 points from miners (orange), best I have ever done with them. Final scores were 431 - 297.

A few more games under our belt, and it may be time to break out Thingvellir.

6 Likes

Ha! I’m heading over to his place to start stickering (and possibly play a few learning turns) and discovered that the only thing I have large enough to transport it is my suitcase. This thing is ginormous (I have the two box expanded edition). :laughing:

9 Likes

Episode 2: Hard times in Hard City, with Doctor Zero winning 7-1 by the end of the first turn in round 3. :grimacing:

This was a perfect storm of catastrophic dice rolling and the shuffle from hell. By the end of round one, FUBAR’s appearance was already a very real threat, and I had drawn enough episode specials to have emptied my mutant pool, which dogged me for the rest of the game.

By the end of round one, Hammer had attempted to seal off a manhole (spawn point) and failed, and Miranda went full-Rambo against the horde, and managed to miss almost everything. Jenny snuck in a quick heal but was constantly hounded by a mutant or two, chipping away at her action pool, and Donathan just acted as a magnet, getting swarmed by 5+ mutants at pretty much all times. On his turn he was able to activate a cutscene and stun 6 mutants at once, but then immediately drew the card to revive all stunned mutants on the board. 🤦

By the end of round two everyone was desperately surrounded, my gunner Miranda couldn’t shoot, I was down 6-0, three from scenario VP, three from being unable to spawn mutants. I’d have packed up here if it wasn’t so obvious what was coming.

End of turn one in round 3, and it’s time to resolve a 4 card battle queue. Oh Jenny, poor Jenny. Knocked out from full health in one fell swoop with damage to spare, netting the 7th and final VP for the Doctor. Oh! and this, with me forgetting I had special mutants to put on the field and strike from afar, too!

Ouch! But so much fun. We’ll see if I can catch some better luck next time, as I plan to replay it (you can play a linked campaign with a few basic win/loss carryover details but I’m just doing one-shots here).

[EDIT] I’ll call it now, if this thing keeps up it’ll end up being my GOTY (2020 I guess).

6 Likes

But all set up, it is hands-down the most impressive looking game that I own. :sunglasses:



15 Likes

Another no-NZ map :slight_smile:

And that chin on Portugal is definitely Hapsburg…

6 Likes

That is quite the board!

2 Likes

Played my first game of Troyes tonight.

2 player game. My partner tolerated my poor teach skills (including calling the money favour repeatedly thanks to oath) and completely trounced me with a score of 37 to 26.

It’s a VERY good game with a sort of classic feel to it. Loved the balancing of the dice and the dice modifiers and the way the currencies of money, dice and influence have a really neat interplay.

It’s got some great replayability with the different cards. The thought of more cards is the only attraction I have to the ladies expansion at the moment.

The only two complaints I have is the art is great but I found I wasn’t even taking it in as the game got underway. It added nothing to the narrative of the cards function but I’m hoping as I focus less on getting the rules right this will change. I was also slightly annoyed that the rules used he as the gender of the player, I would hope that in the ladies of Troyes this is inverted.

7 Likes

There actually is a little portion of NZ on the map, but the unit stack covers it up. :grin:

4 Likes

And no Tassie either

This time even Sidney gets the chop :slight_smile:

Aha. That’s an unexpected projection : )

7 Likes

Played Troyes again tonight still got trounced but only by 8 points this time. I am struggling to find an effective strategy in this game but damn it is fun.

4 Likes

The companion app for Mind MGMT finally released and I played a couple of solo games back-to-back this morning (with high likelihood of a third). Logging two losses so far, and in the first game in particular I got duped by a nasty red herring that had me focusing in on the right clues… on the complete opposite of the board.

For the second game I was hot on the recruiter’s tail, and had their movement pretty well mapped, but a fountain in the path (allows diagonal movement into/out of) introduced an element of doubt. I think I could have won this if I was bold and used my final two agents to make a capture action on the two most likely spaces, but it was still too foggy to be sure they weren’t on a third space. Instead, I spent a turn to get a little more information and then made a single capture attempt on what I thought was the most likely location of the two, and guessed wrong.

Both losses were by recruitment at 12:00.


I’m thrilled the app finally released. My partner is reasonably keen to play this more, but it’s a serious brain melter and the competitive environment isn’t ideal for her to practice in. This probably wouldn’t be an issue if she had teammates but as a 1v1 duel it adds a little unwanted pressure when she wants to develop skill. So far the app only allows for the training mission (the basic ruleset) to be played, but I’m hopeful it will eventually see the full rules implemented—ideally including the SHIFT system content.

As it stands it’s a very welcome training tool for the main game (which itself is a training tool for the SHIFT enhancements), and it’s very much appreciated. My partner and I will attempt a round or two soon in co-op to get our feet wet.

3 Likes