Recent Boardgames (Your Last Played Game Volume 2)

Trickerion , our first complete game. Went fairly smoothly, most of us were in the learning games last week, and the other player had watched a video online. It’s not that difficult to play, just worker placement. Place a worker, take actions. But of course there’s a bit to think about. I quite like the idea of it, placement of your workers can be tense, as it should be. You can be tempted to use a lower value worker, hoping you’ll get a good action space. But of course you don’t know what other players are going to choose. I don’t think we’ll get many plays of this, its pretty long, and one player really didn’t like it.

IKI , first play. I had really been looking forward to this one. It looks great. There are twelve months, over four seasons, and then a special round. Each season has its own cards that can be bought. When you take a card, you can place it in one of the four groups each of which has four slots for cards (people and buildings). After each season, you score for your cards in each of the four areas. You want cards of the same type, and that is multiplied by the number of cards you own. At certain points, a fire will start in one of the four areas, starting with the outer slot and continuing down the row until either it’s put out, or it reaches the innermost card. There is a track for each players fire fighting ability, and this also determines player order.

Really didn’t like the fire mechanism, it’s pretty random. You can try and become better at fire fighting, but you may never need it. The whole game really fell flat for us. It took forever, its a bit fiddly – each season has its own deck of cards, and fish/pipe/tobacco tokens. Barely any buildings were constructed, they are really expensive (but I guess thats by design). Overall, sigh, probably won’t play again.

Are You Dumber Than a Box of Rocks , and we very nearly lost, both of us on three points, but then we pulled out the win. I picked this game up cheap, so I’m happy with that. Some of the questions are just so obscure.

The Key: Sabotage at Lucky Llama Land X 3. Had a great first game, every card was useful, was first to the solution with a score of 18. Second game, not so great.

Fantasy Realms X 2. Drew the Gem of Order in the first game, and a few low cards, so I pursued that strategy. Just needed a 6! I had 4,5,7,8,9, needed the 6 to join them together. And what gets discarded on the last turn that ended the game? Yup – a 6. Cost me 100 points, doh.

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I taught myself Hawaii today by way of a 2-handed game, and had a pretty easy go of it. There is a lot to take in at first with the glut of tiles and sandbox-y feel, but the rules (largely placement based) get right out of the way and let you focus on scoring. And it’s all about scoring. There’s some minor tactical play by virtue of the costs and availability of the action spaces and tiles, but for the most part you need a good long game to perform.

Case in point: My yellow player had a good fruit (wild) income and cheap movement, allowing them to hit the islands for huge points all throughout the game; they even had their 50 point token several rounds ahead of Red. But by game end, Red came racing up to beat Yellow by a whopping 18 points thanks to a full roster of Kahunas and some huge points from hula dancers. Yellow landed big points on boats but the rest of the village was set up for efficiency, not scoring, and it cost them.

This is without a doubt the Euroiest game in my collection, but there’s a pleasing freedom to the resource and tile laying puzzle that I quite enjoyed, and a relaxed feel to the proceedings. Much nicer than I expected, I may introduce my partner to it this evening.

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Mandala was an interesting 2 player game. Very old-school. The emerging value of each suit of cards is interesting and different for both players. Do you want to play on the mountain or field? If so, which suit do you want to play? Which suit of cards do you want to pick up when a mandala is formed? Picking one will determine the value of that suit for you.

Very interesting game.

Navegador - it’s been a long time since I played this Mac Gerdts game. Strategy is completely dependent on what everyone else is doing. I saw 2 players buying up gold colonies so I decided to build some gold factories to anticipate the crashing gold price and it did. “Processed” all the glut of gold , which did raise the gold price, but that’s how it is. Another race I’ve won was the race to the spice colonies, as 1 player kept processing all the spices. I went all in on factories as players continues with their “buy all the colonies” trend.

Still a great game. Strategy based on synergising with other players mixed with the action efficiency of a modern Euro. Execution of this market mechanism was done much better than Clans of Caledonia which felt more rigid, and was used as an outlet due to how arbitrary the contracts can be throughout the game.

Theme is icky, but it’s so dry, compare to, say, Mombasa. Dividing Africa amongst yourselves is a big bleh.

I’m not sure if I can keep this though as it’s not a top game for me like Container or Imperial. Still need to contemplate if I can remove something else.

Taverns of Tiefenthal - I don’t know why the insistence on playing the basic setup. It felt rather lacklustre as I have played with all the modules before and I’m not used to the restrained number of options that the basic setup got.

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Played Lords of Vegas on Monday with my wife. Really high scoring game, which makes me wonder if I had the Game Over card in the bottom fifth of the deck, rather than the bottom fourth. We decided not to use the Up expansion this time around.

Final score was 81 - 73, with me taking the win, probably thanks to a very early cutthroat takeover of one of her casinos, just before it paid out. These are the two spaces right before the Instant Win. She did a great job in coming back, though. We likely would have tied if I had not sprawled the B block casino we had in order to get it on the Strip, which had a card for it come up immediately after doing so.

We actually gambled a bit, which we do not do very often, and all but one time the house lost! I think we often avoid gambling, choosing to wait one more turn to guarantee we get the bit of money we need instead of risking losing some and needing even more, but this time I guess we just didn’t worry about it. Made things more fun.

4 Likes

I taught myself the rules for The Great Zimbabwe just now. I hesitate to say “I taught myself how to play the game” because I can see that there is a lot more to the game than just a plain race for points. I played 2 handed and—as is right—my left hand won but there wasn’t much blocking involved for example because try as I might I am unable to play two full-fledged strategies at the same time.


Somewhere in the middle of the game.


Final standing. Green won because they had the less expensive specialist, god and craftsmen overall and thus the lower victory condition which they were able to overshoot by 2 more points than yellow :slight_smile:

This whole thing took maybe 10-12 turns. I didn’t count.
It’s not a lot of rules and those I found pretty intuitive once I had understood a few basic concepts. But there is certainly more to it than rules and I am curious how it plays multiplayer.

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Has anyone else opened this today?

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Yep, completed day one!

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also did the first puzzle. The hardest thing was fitting the code slider together. (once I’d spotted the trick)

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I really wanted it but it never became readily available in the US that I was able to find.

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Yep. Looked at my FLGS to see if they had it, but I don’t think they ever got it in. Not even available on Amazon.

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Games night this week (of which none of the games were picked by me this week!), we played:

Cartographers, first game of this in person, and it was lots of fun. Super tight scores, but where both of us pursued slightly different strategies by favouring different scoring criteria. We had a shortage of monsters and they didn’t worry us massively. We played with the skills which, typically, I only see how to cleverly use after the round is over :frowning:

Skull, a couple of rounds of this. And I won one of them! I hardly ever win bluffing games. Still not sure I like it more than Perudo, but it’s a very distilled, ‘pure’ bluffing experience, which is why it’s stuck around in my collection.

Takenoko, played this one with a full 4 players, two of us were in close contention from early on, but I pulled ahead in the late game. Love how simple to teach and play this game is, but there is still some meat there for players who want a contest.

Splendor, this was new to half the table, but was great fun. I don’t often play with four, but I appreciated how the extra players mean you have to focus your engine, cause you can’t be good at everything.

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Played Root. Went with the base factions with me as Woodland Alliance. Cats player was new to the game. Birds were flying (literally) and were one turn from winning. We ganged up, forced turmoil but they were still very strong. My wife (playing Vagabond for the first time) reached for the rulebook. Two turns and 20 points later she’d won!

Really enjoyed the play this time even though I was typically rubbish.

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We just played our first game of Brass: Birmingham. This was an absolute nightmare of a teach from my perspective. I felt I was barely coherent and kept jumping from bit to bit. Must’ve done a good job after all, since I lost by 11 points, LOL.

Loved the game. Not unattainingly complex after all, but just so big and open, and rich. Full of decisions and bits to keep track of. Wow.

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We played our first game of Wingspan. I kind of like it. It’s very smooth.

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Had a day at home, so finally sat down with Storm Above the Reich. As is typical with GMT Games, production values are excellent, but the mass of tables, charts and manuals can be a wee bit intimidating at first impression. And also as usual, once you play a few rounds, the well laid out manuals and player aids make the mechanics fully understandable, and you wonder what you were nervous about.

Anyway, much fun had with the basic starting mission, which led to a small campaign kicking off, and getting three missions completed.

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1862: Railway Mania in the Eastern Counties I lost count of series of plays - I was talking nonsense last time. Well, kind of. It does lacking in sharp fangs like the other 18xx titles, but it was such a good game that feels more like a Euro than an 18xx. No sucker-punches or anything. It’s the player that accumulate the most money. But strategy is too be had in boatloads. You can decide on how to capitalise your company in two ways. There are 3 types of trains that behave differently. And it is one of the few 18xx that allows for a big jump on the stock market track.

Beyond the Sun 3x - Econ clique wants to play more BTS and I got my comeback after losing badly 2 twice on our first session. Won 3 times in a row. KING OF THE GALAXY, BAY-BEEEE! :sunglasses: :sunglasses: :sunglasses:

I thought it was strongly tactical, it is leaning there, but there’s good strategy to be had. We play quickly this time too. I’m keeping BTS indefinitely That’s for sure. Not sure how many plays I will get, but that’s the fun of it! I had Concordia for a long while before I sold it off.

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Two days with my daughter sick involved some board games (as we avoid her having screen time so she does not pull a sicky).

I taught her Architects of the Western Kingdom, and she got it straight away, having played Raiders of the North Sea helped her understand the game engine. So good she had it that she gave me a run for my money. I barely won the game 53 to 52, and only after I realised that having built the University and having no debt gave me 2 more points, initially we thought she had won it.

Next day she wanted another game early in. We played again, and looked like she was getting away on the scorecards with ther buildings, but I mahnaged to catch up and win 53-51. Such a great game.

Then she wanted to play Mapominoes, because she wants to learn about European geography. We played two games, and I got tired of it after that. And I don’t think she learned that much geography either.

And finally, we had a game of Forbidden Island after lunch. I was a bit rusty, and we lost a few opportunities to get treasures due to the cards dealt to us coming really well mixed, so we had to discard some cards that we had no treasures for yet way too often at the beginning of the game, and we eventually ran out of time, unable to salvage Fool’s landing we lost due to having no way to escape from the island.

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Behold, a man who makes no concessions when it comes to games : )

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I taught my partner Hawaii last night and I’m glad she’s open to another play because I absolutely slaughtered her. I did my best to stress that she’d really want to focus on end game points, but failed to drive home that qualifying for points didn’t mean earning any, and she sadly fizzled out during the final tally. A few actions taken differently would have made a world of difference, and thankfully it’s not the kind of game that needs more than one play to start forming strategies. I suspect I’ll have a rough time next game.

[EDIT] We played two rounds of 7 Wonders Architects this afternoon, completing our first informal best of 5 (3 rounds played prior), and my partner came out on top 3-2. Our last game caught both of us by surprise when I only lost by two points. My partner had rushed into finishing her Wonder thinking she had it in the bag, but widened her eyes a little when I revealed my score. I think she’ll probably crunch the board state a little harder next time. Heheh.

This is probably going to end up being my surprise hit of the year. Quick, fun and incredibly interactive.

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Played a few short games online yesterday: sushi go, Nidavellir, and L.A.M.A.
Nothing too brain-burning but that’s about all I can cope with on a Friday night :laughing:

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