Flamecraft, first play, KS game. A very cute game about very cute dragons. The board is a street with shops. On your turn, you visit a shop, and you can either gather or enchant there. Gathering gains you resources at that shop (and from any dragons that may be there). You can also add your dragon to the shop when you gather. You can fire up a dragon, which means using itâs special ability. There are six colours of dragon, each with itâs own ability. Finally, you can do the ability of the shop if there is one. To enchant, you pick one of the available enchanting cards, paying the required resources. You can also fire up all the dragons at that shop. Itâs a pretty easy game to pick up. Felt like a bit of a point salad, most actions get your points. And it was a close game as well.
Kick-Ass: The Board Game, first play. This is a co-operative game, based on the comics of the same name. You have nine rounds to complete three events, and the final boss. Each round has an event phase, and then a day phase, which has three turns. In each turn, you spawn more minions, and then the players get to act. Thereâs an incoming track, which determines how many minions come out. The minion cards have three locations, and you place a minion in each one. Each location on the board has spaces for minions, if all the spaces are full, they overflow into an adjacent area. Eventually minions will reach City Hall, and if thatâs full â itâs game over.
We started with the âeasiestâ boss, Red Mist. Each day a new event comes out, and the other events move a space to the right⌠If an event moves off the board, the bad guys win that mission, and something bad happens to the heroes. Each location has a special ability you can access by moving there, and a bonus if you clear out all the bad guys from there. This was hard â damn hard. You start with nothing but your characters equipment, so Kick-Ass has his sticks. Equipment can give you red (attack) and blue (defense) dice. No-one had any blue dice, so everytime we had a fight, the bad guys would do damage to us. And damage is calculated first, unlike a lot of other games where you can kill bad guys and then they canât attack back.
You also have four tracks, happiness, strength, social media, and health. If you lose too much happiness, you turn over one of your hardship cards, which will disadvantage you in some way. My character lost happiness whenever he had a fight, I guess itâs not much fun. We actually called the game a couple of hours in, it wasnât going well, we would have lost for sure. We cleared the first event, but the others were tough. We had a mini-boss come out, that wasnât going to end well. Overall â fun, but a bit tough. I donât mind a hard co-op game, they shouldnât be too easy, but this seemed a bit much.
Four Humours, not sure if Iâve really warmed to this yet. Itâs a bit of fun I guess.
Break the Code, had a terrible game of this, figured out almost nothing.
Photograph, aka Wind The Film. Great little filler game. You have a 16 cards laid out, four by four grid. The outside cards are face up. You can take one, two, or three cards from a row. They have to go at the front of your hand. This is another of those games where you canât change the order of your cards. You do get to move one card forward in your hand, but thatâs it. Then you have to play cards from the back of your hand, the same number as the cards you added. What youâre trying to do is make sequences of the same colour, in either ascending or descending order. But you can only place a card if itâs within three of the previous card. So if you had a value one card, you could add to the sequence with a four, but not a five. At the end of the game you score for the number of cards in each colour. I find it a bit tricky, donât think Iâve ever won. The winner had a score of 57, next player was 20, and finally me on a pathetic 7 points.