Recent Boardgames (Your Last Played Game Volume 2)

Okay, despite my doom and gloom in the 10x10 thread, I was able to get a game to the table tonight. I replayed the first scenario of Gloomhaven: Jaws of the Lion, this time using the Demolitionist and the Voidwarden. At this point, I think I am going to try to solo the campaign, to see how I like the game. If I do, I will happily play a different class through another play (I am not stickering, just keeping a campaign log) with other people.

Oh, and I won the scenario, quite easily. But I think that is to be expected with the first one here.

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Glad you enjoyed it. It’s interesting to hear from a non Star Wars fan because I think thematically it’s superb and I always felt the theme may be doing a lot of heavy lifting.

It’s a bit fiddly for my taste, but I’ll never sell it.

The expansion actually makes combat less fiddly, I’d recommend it.

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My Kickstarter of everything new for Cartographers Heroes (actually the Collector’s Edition) finally arrived so my husband and I tried one of the new maps. Cartographers is one of my favorite roll and writes (or flip and fills in this case) so more variety is welcome. We played the Undercity map which divides the map you are filling in into two: above ground and below ground with special rules for filing it in. We also added in heroes to help with the new monsters that are a little tougher than the original monsters. It was definitely a step up all around from the original Cartographers, but not too much. As usual, my husband won, but not by much. He ended on 96 and I had 88.

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After weeks of dusting, organizing and lighting my X-Wing Miniatures collection, I decided to actually play. I broke out version the Alpha Solo rules from FFG, and they weren’t too gnarly to deal with. Some cards with the decision charts on them would streamline things, but it was all together pretty smooth sailing. Hera Syndulla and her Phoenix Cell made pretty short work of a squadron of TIEs with a couple TIE advanced as backup. Definitely have to up the threat level for the automated ships, but the system works.

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Since it’s DĆ­a de Muertos, I decided to finally learn the rules for Die of the Dead.

It’s a lot simpler than it looks! But still fun, and very thematic. Going to try the solo variant too.

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Just finished reading the rules for Tzolk’in. That board looks intimidating as hell, but it doesn’t seem so bad complexity-wise, just lots of moving parts (no pun intended, of course :face_with_hand_over_mouth:) to keep track of. Don’t feel confident enough for a teach yet, I want to try a two-fisted game first, but it’s coming. Oh, it’s coming. Looks VERY interesting.

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I was the same with tzolkin. Although once I learnt it I decided I couldn’t explain it.

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We learned it while playing our first game on BGA. The implementation seems reasonably good and supports learning while playing enough so we enjoyed ourselves.

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That game really did turn out lovely. Beautiful paper components.

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Just gave Tzolk’in a couple of shots with my wife. Very very thinky game, a lot to keep track of, but we really enjoyed it. Very happy with it. Surprisingly fast, too, you run out of time pretty quickly!

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Aaaaand now that we’ve corrected a few rules misinterpretations, she’s already started trouncing me, because of course she has. :rofl:

Still love it, of course. One thing that caught me off guard was how quick the set-up is. I expected it to be much more involved, but it’s just a couple of minutes.

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I completed a 2-handed solo game of The Loop this afternoon, a learning game with the least complexity I could set up. Man this is a mean bastard and I got throttled almost completely but I’ll be damned if I didn’t have a good time with it. I had some initial concerns with game length around the 45 minute mark, but it didn’t take long to recognize it’ll never run longer than 90, and surely usually a bit less. Things got way too hot to handle eventually, and the holes in my rookie deckbuilding started to reveal themselves as I was awash in unusable action cubes.

There’s tons of content in the box in terms of game modes and variability, to say nothing of the gobs of luck present in every major gameplay element. I’m just hoping this stays fun rather than frustrating as my partner and I work at it.

I also had an online game of Yokohama, where a couple of early interface and user errors had an enormous impact on my game, and a hot start with a clear goal just burned out from about round 5. This really exemplified all I wanted to avoid with online board games. From the poor readability and interface, to the ability to make weird errors that would be impossible at the table, I feel somewhat vindicated for being such an open Luddite about the whole concept.

Anyway, at the very least BGA isn’t nearly as awful to wrangle as TTS and I’d be a little more inclined to use it for lighter stuff in the future. It’s a bit torturous but it’s still games with friends after all.

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Sorry for the double, got a little verbose again and felt weird tacking on as an edit. More The Loop:

I got in half of another game this morning, and polished it off while my daughter slept this afternoon.

This is what losing the game by a single turn looks like. I was so close to doing it on my final turn, but no matter how I sequenced things I’d have been out of position to collect the last era goal, or a cube short of completing it. There was no question I’d win on the next turn, but my bag-o-duplicants was empty, I had just moved into Dr. Faux’s final loop, and even with a fairly clear board in terms of cubes, I was about to chuck a handful of them into the randomizer. One single green cube is all I needed to win, but the centre channel shot out the bulk of what I threw in, and that was that. Pick your poison with respect to how I lost since it was the 4th vortex and the 2nd to need to be placed on a vortex; I guess Dr. Faux wanted to rub it in. :stuck_out_tongue_winking_eye:

Ooh I’m loving this game. I feel like I played a lot better compared to my first attempt, so it’s nice to see that reflected in the results… but I’ll admit I’m also a little relieved I didn’t win. This isn’t a game that’s known for being easy but popping a V on a second attempt would be a bit discouraging.

I’ve also used more of the (reasonably small) deck now and can see some of the potential with construction. It’s one of these games with a fairly mundane set of actions, so it can be hard to glean from the cards themselves where the excitement lies. Once it all comes together with the rondel and the tower and the bags, though, watch out. There’s an infuriating little nut to crack on every single turn and that feels just fantastic. There’s also a considerable number of cross-deck cards that interact with other players so I’m especially excited to play this with my partner now.

As a final point, I think there’s a bit of an argument for The Loop as an option for those who enjoy the mechanics of programming games, but hate the typical gameplay of setting your turn in motion and watching it all crash and burn. Functionally this is your typical Pandemic loop (although the mayhem is front-loaded here, a notable difference), so at the very least a good turn has a satisfaction guarantee… however fleeting. Primarily however, there’s something about the focus on sequence of play under light restrictions that scratches a programming itch for me. When you get a good hand for your turn your options can get really wide, and working out exactly where and when to play a card, reposition and especially LOOP, can have cascading effects that will truly melt your brain.

[EDIT] Been playing a rule wrong and making things WAY harder for myself!

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It was 5-player Root yesterday with cats, lizards, beavers, crows, and a possum vagabond. I need to make some physical marker to remind people to guess the crow’s plots at the end of their turn, because it’s really easy to forget and let the crows run away with it.

The crows did win, but it was mostly due to a dramatic use of a favour of the foxes card, which got them a lot of points for removing tokens from all the fox clearings, and stopped me from fulfilling the dominance win condition on the next turn.

We followed up with a couple of rounds of The Crew 2, which is the first cooperative games that I’ve ever heard my husband describe as fun :open_mouth:

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Some games with a friend this evening:

Ohanami, won this one but it was close. Such a nice chill card game.

Summoner Wars, played the Savannah Elves this one - they’re really cool! Managing your ā€˜boost economy’ is another fascinating layer to the game. I was playing super aggressive, which I think works well for the SE. My opponent had the Polar Dwarves and yikes - they can really pen you into a corner if they try! If our game had gone a few more rounds I would’ve been in trouble!

Orc, this one’s a go to for filling 15 minute gaps with two. For such a little game it’s rather good, definitely one of the highlights of the series for me.

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Been ages since I’ve gotten to play anything due to a stacked semester and buying a house (yay! - also, oh my god I’m so tired…), but I’ve finally gotten several things to the table over the past couple of weeks. Mostly lighter stuff.

Cat Lady - My step daughter loves this game, and it’s a quick breezy set-collection, and I also have a soft spot for punny cat names (Levar Purrton, anyone?). She throttles us every time, massively, but it’s a good time around the table together.

Downforce - Played several games with the danger circuit and wild ride expansions. I’ve come out on top most of these, but mainly because my partner and my stepdaughter both go heavy on the bidding. They’re starting to come around now, and it’s starting to get sufficiently mean as they’re figuring out how to optimize the powers and positioning. It’s quickly become a favorite.

Lords of Vegas - It’s Lords of Vegas. Chaos and trash talk all around. Gambling abounds. A good time had by all, and lots of mob boss talk makes it particularly enjoyable. Going to toss in the Up expansion next time around, but we have to buy a real dining room table first.

Mandala - Finally got around to playing this for the first time. Absolutely in love. I agree with all of the reviewers who have struggled to really convey how dynamic it is. My partner was initially unsure, but it clicked with her and then I got sufficiently stomped and she wanted to play more but the teen wanted to play more Downforce. We’ll be coming back to this often, I think. What a quick and tense experience!

Village Green - A Saturday morning solo favorite over coffee. I love that I can get several games in and get my brain going. I still think this is a great little puzzle that is much more enjoyable as an individual experience. I love games that punish you for your hubris, and this certainly does.

Herbaceous Sprouts - Another solo game I like to let myself relax with. Put plants and flowers in a game and I will more than likely feel a deep need to own/play it. It’s not complex. It’s not crunchy. But it’s quick and offers some satisfying moments to combo tools/dice.

Floriferous - Just got my kickstarter pledge yesterday. Played a couple solo games. The art is just lovely (flowers again…). I like breezy set-collection games, and you can squeeze a game out in 15 minutes. I’ve wanted to get into some crunchy stuff, but after the stress of preparing for conferences, proposing dissertation, buying a house, and working in mental health, getting into some bucolic relaxing stuff has been pretty good for me. This is going to be played a lot over the next few weeks, I think.

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I am kicking myself for not grabbing summoner wars from my FLGS a few months back every time I see someone post about it.

Furnace by Ivan Lashin. I like the auction. If you win, you get the card. If you lose, you get to use the top ability of the card X amount of times, based on X amount of your losing bids. The losing bids bit is what made Furnace a bit more smarter than I initially thought. However, my initial impression that it is a soulless cube conversion game is absolutely right. Aside from the bidding, it is incredibly solitaire.

Rise of Empires by Martin Wallace. We played with 5 and it was fun, but too long. It was rather abstract, unlike HIstory of the World, but it was the AB-AB-AB system is what made Rise of Empires so interesting. There are 3 Eras and each era is divided into an A Round and a B Round. You have this worker placement-esque bit where you put your disc on an action row. If you take the territory action, you put one of your disc on the rightmost free slot of that action. And when B Round kicks in, when you take an action, you have to take that respective token you placed on A Round, and pay resources based on the number of tokens to the left of the token.

But it is too long and has Martin Wallace’s typical convoluted rule set.

War of Whisperers - fun game of shared incentives and secret allegiances but I’m still having some beef with the game on how the allegiance works.

Murder of Crows - a Knizia game about trying to spell M U R D E R on your tableau. It’s really meh with its take-thats and simplistic gameplay, but I’m charmed by the theme and the fact that if you read your finished tableau, it tells you a story on how a murder took place. Its theme reminds me heavily of Gloom.

Citadels (latest remake) - played without any of the characters from the OG set - they are a mixture from the two expansions. It was good. I really don’t like OG Citadels because of the Assassin and the Warlord. It drags the game on and on and on. Assassin was replaced by the Witch, which allows you to name a character, as usual, but you’ll take your turn instead. Sure. The victim gets a ā€œskip a turnā€, but they can still get 2 coins or 2 cards. But this fixes the Assassin’s biggest issues: the Assassin player will ā€œtakes the hit for the teamā€.

The Warlord was replaced by the Marshal. The Marshall will now steal a card, rather than destroying it. But they still have to pay the victim full cost. Again, fixes my issues with the Warlord. No value was lost, it merely changed hands. And the Marshal player doesn’t ā€œtake a hit of the teamā€.

The Crew 2

Played The Bottle Imp, Terra Mystica, and Heul Doch Mau Mau with @EnterTheWyvern

Bottle Imp was a fun risk-taking trick taking game, where the price of the bottle imp starts at 19. You win a trick by having the highest card as usual, if everyone is above the Bottle Imp’s price. However, if a player went lower than 19, they buy the bottle at that price (e.g. 13) and becomes the new price. But the trade off is that they will win the trick, regardless of how high everyone else are.

The kicker here is that the possessor of the bottle will score nothing and will receive penalty point instead. You score according to the coins in the cards. The high cards got more coins in them, so you might be tempted on buying the bottle if you see a lot of high cards in a trick. Just make sure you wont be holding it at the end of the round.

Terra Mystica is still an absolute banger of a Euro. Played as the Witches.

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I managed to squeak in a third round of The Loop ahead of the teach. I didn’t expect to make another solo attempt, but I had been playing a rule wrong that was very much to my detriment. Happily this adjustment didn’t seem to mess with the challenge much since I lost after a pretty good go at it. If I’m lucky I’ll get it taught and played tonjght!

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Its a Knizia? Maybe I’m looking at the wrong game on bgg?