Recent Boardgames (Your Last Played Game Volume 2)


First game. Just scraped a win on the final retirement with 23 points after some tense last-minute negotiation to prevent the 6-share chairman getting enough for dividends. Everyone said it was more enjoyable than their previous games, in large part because of how hard I pushed negotiation to the fore, despite it taking at an hour or two longer.

Let’s see…

I had a brief stint as a chairman, in which I slowly clinked £1 coins into my own presidency while soliciting bids for alternative investment. Got blackmailed into losing that position shortly after, as another player commented “the reign of terror is over”.

One player started as prime minister, amassed a solid voting block of shipyards, kept the prime minister role the whole game, and never got a company share. He leveraged the law choices nicely, and if the fine line between too many dividends and company failure had gone the other way, he probably would have won.

One player got the “shares for £1” card, and went all-in, seeing how the company was faring well, and was only pipped to the win by my final retirement, the fact that two of us used most of the money he assigned us as Chairman to deploy and loot India instead of making more profitable trades, and a promise card he had traded away at a low ebb that later forced him to give another player his London season reward - a 3 VP spouse. I can only imagine the kind of deal being struck there! “Well, even if I do successfully woo Lord Highgate when I retire to a larger mansion than you, I’ll let you have him, darling, if you spot me the money to buy a Company share now”.

Just great fun, and so different to anything I have played before (and miles beyond the solo experience).

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Is there any comparison to Pax Pamir 2e, apart from the designer?

And what was the game length?

Great you enjoyed it, I’m hoping to play this week

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No, totally different games, other than perhaps some graphic design and production choices (and, I suppose, a common thread of manipulating “greater powers” for personal gain? But obviously radically different there too).

I think we took about 4 hours, including teaching one new player.

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Really like Factory Funner, not played the solo let though.

Played Tank Duel yesterday, really fun daft mechanics in a GMT historical accuracy wrapper. Only thing I didn’t like was when VPs were part of the asymmetry. We had weaker tanks but scored more VP when we destroyed the opponents- not as fun as just being as powerful, but then I rarely care about VP.

Also played Through The Ages. Me and a friend were introducing a enw player to it. As always the new player was winning age 2, before falling behind massively in age 3.I took a bunch of their resourecs age 3, ot something I’d normally do to a new player- but I had a chance of beating the other player who is unbeaten (spoilers: I didn’t).

Finally Blood of the Northmen. Just too complex for me. Each tile can only be placed according to carcassone rules, but each tile gives you 6 different actions, in a partcular order, plus bonus village tiles etc etc. Just too much going on to really plan.

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Played a couple of games with the always delightful @mistercrayon this afternoon.

Started off with Glenmore 2: Chronicles. I believe we played the base set and it was a really good and interesting experience. Lots of crunchy decisions with bonuses firing off and a real push and pull of the value of each play. He won by a point with my wife in third and we all got there in pretty different ways. Would like to play this some more.

Finished off with some more Ginkgopolis, where my wife trounced us. It really does seem to give more with each play. It was the first time for @mistercrayon and I think there is a moment with about a third of the game to go where everyone I’ve played it with has a “ah, so this is why this is important” lightbulb come on. Different again with 3 players and including teach, set up and tear down we were done in 75 minutes.

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Had two plays of basic Everdell on Sunday evening, with the family on the first one, and then a solo to give it a try.

I did quite poorly on both, with the team 6 year old plus mum taking the first one with a very commendable 42 against my daughter 28 and my poor 24 points. I did the mistake of focusing on getting extra points from the special events, and I was out of a card for two of them in the end, which cost me dearly. The winners focused on getting Critters on their city, and stole away most of the berry sites available, so me and my eldest daughter had to focus on something else, which fell short in the end.

I had a go at the solo game after putting the children to sleep (as I had the game laid out on the table already) and even though I did a couple of mistakes (forgot to rotate the King’s workers on one of the seasons) I enjoyed it enough. Not enough to set up by myself, but enough to not rushing to pack up the game if it happens in the evening and I can have a go after putting the girls to bed.

I lost to the pesky Rat king 28-30, by the way. I used to be good at this game, I swear…

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My wife and I played three games of Everdell (base game, although we’ve added the events and forest spots from the first three expansions). I won the first one 62-60 before losing the next two 64-57 and 57-54. We both made some very bad plays today, don’t really know why…

@COMaestro , appreciate the overview of Spirecrest. We have yet to try it. We really enjoyed Pearlbrook and Bellfaire, but my wife’s really more up to playing the base game for now (which is fine by me, the base game is REALLY strong). Looking forward to a similar write-up for Newleaf and the other one (Mirkwood?), if you’re up to it, since we don’t have those (not available in French, at least not here).

Still utterly loving this game.

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So it does share some DNA with Chudyk’s other games then =)

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The two of us played Lords of Vegas tonight, using the Up expansion, which has become the default way of playing. I burst out to an early lead, but a takeover of one of my casinos let my wife catch up and then pass me. I thought I was out of the running as she moved ahead, but then I managed to have the money to raise my 3 tile casino, sprawl it over, and then connect it to a 1 tile raised casino that was on the strip, making it a size 10, which then came out the next turn!

I won the game, 54 - 49. Beyond the aforementioned casino sprawl, I was also lucky in getting a number of strip locations on blocks my wife controlled, so I just didn’t build them, effectively locking her out of the strip, which also prevented her from scoring the end game card. Really close game.

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Saturday’s games:

Small World of Warcraft: I hadn’t played Small World for years, and it’s better than I remembered, even though the WoW theming is meaningless to me. At one point I managed to get 10 points in a single conquest by having my angry werewolves eat a whole bunch of orcs. Satisfying, but probably less effective in the long run than spreading out over the map.

Yamatai: mostly I learned that the game is loosely based on a real place and time period, rather than “generic feudal Japan”.

Carpe Diem: we made a mess of this one by forgetting that tiles have to be removed in a three-player game, so sadly my victory was disallowed :frowning:

Eight Minute Empire: Legends: I’m not that keen on Eight Minute Empire, but it’s quick and both my husband and our friend really like it so I’m happy to play. Unfortunately we played with an expansion this time that added a lot of faff and made the game take 45 minutes :grimacing: We agreed not to do that again…

Sushi Go Party!: I would have won if it hadn’t been for that pesky tofu shakes fist

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I was so jazzed from JoCo I forgot to mention:

Impulse: a teaching/relearning game of this was pretty one-sided, as I cleaned my opponent off the board. A second game went longer, as we both struggled with a painful card drought and explored inefficiently and desperately. In the end, I managed to get a lethal set of cruiser building and command actions together, and that gave me the edge to scrape in enough prestige. I am way more impressed with this than I was many years ago when I first played, and can perhaps see this joining the other Chudyk classics in regular rotation.

Mottainai: a teaching game ended with a hilarious turn-around as my opponent stole most of my works and ran away with the game after drawing a flood of smith/metal/aggressive works and I made the fatal mistake of assuming he wouldn’t have drawn a 5th one into his 5-card hand.

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Been a while since I’ve posted anything, and a bit late to give a detailed recap of board game holiday to Wales from the summer. A quick summary instead - a house far too big for just two people, with lots of rooms with massive tables. GWT, Orleans, Castles of Burgundy and Honey Buzz remained set up throughout the house so we can play them without set up. And there was still a room to play smaller games with less set up time too. A criminal use of the space, but it was wonderful. I miss having a GWT room…

More recently, I received Canvas and Unmatched: T Rex Vs Dr Sattler. We’ve played canvas twice and it has been a very chilled experience. It feels like the least competitive, yet still competitive board game I’ve ever played. We’ve enjoyed the way the game scores, but once a winner has been decided it’s been really nice just laughing and enjoying the pictures created. With a baby arriving soon, I think it’s going to be a perfect game alongside Cascadia to break out in those spare few minutes.

With Unmatched we are yet to play as Sattler. My girlfriend is keen to replay as characters quite a lot so she’s confident with them, whereas as soon as a new box arrives I want to dig in straight away. So far we’ve played T-Rex Vs Invisible Man and T-Rex Vs Medusa. Both were incredibly close fights. Invisible Man gave Rex the run around for quite a while, but after a few cards caused the fog tokens to all end up on the other side of the board Rex managed to take down his remaining health. Rex won, but she only had 3 life left. Against Medusa, it was even closer. Her ability to move 3 spaces and block with the harpies caused Rex a lot of problems, forcing me to wipe them off the board. By which point Rex had lost half her health while Medusa was still sitting pretty having not been touched at all. I managed to score some big hits with Rex, but boosting her movement had left me with barely any deck left. This led me to the point of having only one card left in hand - a 3 damage, which would then damage both me and Medusa for 3 after combat. Medusa blocked for 3, but with only 3 health left ended up on zero. I ended on 1.

I’m biased as I love Jurassic Park. This set might be absolute junk, but we both loved it. It’s rare matches aren’t close, but these were exceptionally close. I’m tempted to say Rex is one of the most thematic characters they’ve produced. Capable of moving at a decent pace but it will exhaust her, dishes out big powerful but uncontrolled hits which lead her to hurt herself. And no feint, so can be ‘outsmarted’. I’m looking forward to playing as Sattler to see how she combats the raw power of the T Rex.

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Some 2p gaming Saturday

Cleopatra and the Society of Architects, first play. We got off to rocky start when we realised the game was for 3-5 players. But we checked BGG, and there was an official 2p variant, so we had a go at that. It’s a fairly simple game, all you is build Cleopatras palace. On your turn, you either build a piece of the palace, or take cards. Each piece requires certain resources, like stone and wood, and of course Artisans. There are some special use cards, which allow you to do things like taking a card from the discard pile, or take five cards from the deck and choose which one to keep. Some cards are tainted, which means you take corruption tokens and put them in your pyramid. Tainted resources give you two of the resource instead of one.

Corruption, obviously, is bad. In a none-2p games, whoever has the most corruption is out of the game. In 2p, the player with the most corruption subtracts the number of corruptions the other player has, and then pays, based on their remaining corruption.

It’s an ok game. Looks nice, as a lot of Days of Wonder game do. The main problem seems to be that you can be blindly drawing to get the cards you need. And if you go over your hand size, it costs you corruption. There didn’t seem to be many decisions to make. Basically, can I build something? And if not, take some cards and hope you get some useful ones.

Daimyo: Rebirth of the Empire, first play. Just looking at the main board and player boards is a bit overwhelming – there’s a mess of icons to learn. Basically you have a number of islands (depending on player count), and you’re trying to get victory points by having the most influence from placing governors and buildings on the spaces. You can also place buildings to give you resources, which you’ll need to recruit and build. And you can collect relics, trying to get four pieces of a single colour. There are red, green and blue dice, which activate the same coloured areas on your player board. And you have a deck of cards as well, starting with just three, but you can buy more at the end of the round. Cards are activated when the total of your played dice match the number of the card. It was a bit confusing at first, but it did get easier as we played.

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Tried out Northern Pacific with the lunchtime crew today. 4 players, one loved it and one didn’t like it. Not sure on the other one…

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Since I consolidated all of V-Sabotage, it seemed a shame not to play at all. So I just set up the 2 player Hotel de Luxe level and used the Scout with the Thompson and the Officer with the silenced Sten. Went perfectly. Enemies moved north to start, so the Officer simply shot the lone enemy in the hallway and reserved an action. The Scout moved into the room with the objective and successfully stayed hidden. Next turn, Officer cleared the newly moved enemy from the same hallway and headed back for the start tunnel. The scout primed the TNT picked up in the objective room and headed towards the tunnel entrance as well. A couple of turns later, the objective blew up and the commandos were safely in the tunnel.

I then set up the Streets level, which is for 1 player. I chose the Scout again, but the one that can go through windows (though I ended up not needing it). Up the tunnel, crowbar to remove the lock to the north and then reserved an action. Next turn, used 2 AP to silently move north to the objective, again managing to stay hidden from the guard. 1 AP to complete the objective, 1 AP to enter the room to the west with a covered trap door. Was out the next turn without engaging a single enemy troop.

I like that even with a box loaded with components, I can get the game set up in 5 minutes or so and play it in under 30 minutes. The size of the tiles is the only thing that matters when setting up the level, so you can just grab any of them and go.

I will probably start up the Ghost campaign next, and try out the Lone Wolf mode.

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This evening at Local Games Club:

Dulce, took a bit of getting into the swing of it, but a good time was had. Reminder for anyone teaching it including future Roger: one café at a time!
King of Tokyo, haven’t played this since I started logging games. Very crude (especially the way 3 is as likely as 1 or 2) but good fun if it doesn’t drag on, and it didn’t.
Red7, just a couple of rounds to close the evening. I drew the red 7 both times and still lost both times.

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Nova Luna

Brazil Imperial - very derivative of Scythe, but this one already fixed one of my main issues when I played this with 3 players. The map scales because it is modular. The map is still a bit loose where Era 1 is a bit inconsequential (there are 3 Eras), but I can live with that. The flow is great, and your moves are much heftier, this again avoids the boring downtime I always get with Scythe.

I’m keen on playing this more. I’m not expecting depth here for a 1 hour to 1.5 hour 4x-Euro game. It’s a nice game and the table had good fun with it.

18USA - an expansion to 1817 which I showered with praises on the previous post. The goal that the designers have in mind here is to shorten 1817’s really really long duration. It starts with a staggered rusting of 3 layers of trains: 2 trains, then 2+, and then the 3’s. What follows are just a couple of 3+ trains until we hit the 4’s. This makes the 2 trains almost useless depending on players’ opening moves because they all rust by the time the 4 train is purchased.

Taking/repaying loans will move you 2 times on the stock market, which makes withholding a nice option. You move back 1 time by withholding, then you repay your 3 loans moving you forward by six times! The more I think about it, the more I’m convinced that buying into an indebt company is a good play. Especially if it’s someone else’s

Shorting isn’t such a death blow on this expansion. Shorting will indeed tank your company’s value, but since companies jump so far, up to 4 times, that shorting is something you have to think about and becomes a short-term measure. e.g. you short a company, and then next round you buy shares. You definitely don’t want to be holding short shares when the company is doing payouts.

As a first game, I don’t want to look too closely on this game. I was operating under 1817 assumptions and play style that any sort of commentary is almost useless. I might end up liking this game. IDK

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Ok, so first things first… @RogerBW really should stop introducing me to excellent games that I then feel compelled to go out and buy! It’s almost like he works in/with the industry or something :astonished:

With that out of the way, today we played our first two games of Xia: Legends of a Drift System which arrived yesterday. Taking a leaf from Roger’s book we threw in Embers of a Forsaken Star and Missions and Powers and got on with it.

Two, three-player games wherein two of us had played once before and the third was completely new to the game. All-in-all things went remarkably well with the first “intro” game taking a little over two hours and the second game, which was to a slightly higher points goal and with the NPCs added back in, taking around three and a half hours.

Plenty of fun - the second game saw - amongst other thing - two of the three ships destroyed on turn one; an Event turning pretty much the entire map board Lawful whilst we were all outlaws; the Enforcer getting a comet to the face… between turn down time isn’t down time if you’re laughing.

Most of the time we were doing missions and trades for FP and no-one went down an all-out combat route but I really think I should try that next time we play. A solid trade route with the opportunity to drive FP through emptying your hold and cashing in for more FP seems hard to compete with but I guess that’s why they made blasters.

Flexibility and a willingness to throw away plans that are no longer viable seem to be key - watching the map turn lawful in the second game completely changed my approach and whilst I didn’t win I came close and had a great time doing so.

Definitely a game we’ll be returning to often and definitely the last new game I let Roger expose me to for a little while :wink:

Some shots from the day:


“Let’s leave out NPCs for the first game to keep things simpler…” so we get Cinder Beard, the Outlaw NPC on steroids!


End of turn one… two lost ships… this is why they can’t have pretty things.


That’s it - all the sectors got played in game two.


I too, it seems, need more token holders.

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I played two solo games of The Search for Planet X, because I haven’t played it since the forum game, and I wanted something easy to get set up.

First game was on Standard mode, and I managed to win against the bot by just two points, 31 - 29, and that because found Planet X first (though it still got 10 points for it, being 5 sectors behind me), and I had found both Gas Clouds. It got all the Asteroids, and we split Comets and Dwarf Planets.

Second game, I tried out the Experienced mode for the first time. I was given initial clues that sectors 2 and 3 did not have Gas Clouds, so I started with Researching Gas Clouds to find that they were all in a band of 5 sectors, so I started Surveying for them and found both in a band of about 8 after a couple of turns. Meanwhile, the bot had Surveyed for Asteroids and by the second indicator for proposing theories, it was ready to go, when I had no idea on anything.

With more Research and Surveys, plus the Planet X Conferences, I was able to determine the location of both Gas Clouds, a Comet, and had Targeted a Dwarf Planet. Meanwhile, I had used some of my theory guesses on putting Asteroids on sectors the bot had put theories on, which did pay off for 6 points at the end.

It was not enough, however, as the bot found Planet X just before I was going to put in my theories for the Gas Clouds, which I ended up doing as my last turn. Due to a logic error, I had discounted a sector as possibly being Planet X, but the bot makes no mistakes so found it, and it’s surroundings. Bot beat me 25 - 23. Close game, and I’m not sure how I could have done much better in this instance.

Fun game, glad I own it, would like to play it with others someday.

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Tonight, it was more Everdell, this time trying out the Newleaf expansion. I think this is the most “more of the same” expansion out of all the ones we have played, while still having some new stuff. The new side board has a train station, which essentially extends the Meadow by three cards (though it is the Station, and distinct from the Meadow for card effects). Additionally, if you play a card from there, you get a little bonus, indicated by the token on the train next to it, which is then discarded and a new one drawn. These tokens have things like a point token, two twigs, a wild resource, etc.

There are two new spaces to place your workers. The Knoll lets you discard three cards from the Meadow and/or Station, replenish, then draw three cards from there. The other space works with the big change to the game, Visitors. There are two face up stacks of Visitor cards. When you put a worker on the space, you discard the top card from one stack, then choose one of the two now showing Visitors to place next to your city.

At the end of the game, the Visitor will give you some bonus points (seems to go from 4 - 7 after a brief look through) if you meet the requirements on the card. For instance, one gave 5 points if you had two workers on Journey spaces. Another gave 5 points if you had 10 point tokens at the end of the game. I saw ones that required you to have no more than 2 production cards in your city, one that needed 9 constructions, etc. Just a wide variety of things.

There are also two more basic events, one you can claim by having 3 purple cards in your city, and the other by having 15 cards in your city. Other small, optional expansions that can be used are the train tickets amd the reservation tokens. Train tickets let you use an action to move one of your workers to a new location. After using it, you flip it. You can then use it one more time (but only after you have entered Summer) to move your worker and it is discarded. Each player is given one ticket at the beginning of the game. Each player also gets a Reservation token. As an action, you can reserve a card from the Station or Meadow by putting your token on it and moving it next to your city. It is not cou ted as part of your city nor part of your hand. Your can then build it for -1 resource. The token is spent until you Prepare for Season, after which it can be used again.

But the reason I say this expansion felt the most like “more of the same” is because they added a crap ton of cards to the deck! Like 50% more cards (which means my shuffling sucked)! However, all the cards felt fresh and new, but also fit really well, as if they always could have been there. One more tweak with these new cards, though, is with the occupation token. They don’t use the basic ones. Instead, each player gets three gold occupation tokens which work for the new cards. Instead of a 1-to-1 match between construction and critter, these constructions allow things like freely build any production critter, or any common, or any unique, etc. in return for using the gold token. Similarly, the critters have the ability to be played at any common, or any paw print construction, etc. It gives you a lot more options to freely play something, with the knowledge you can only do it three times.

And the cards are great. There is a road that does not count towards your city limit, but adds one to the limit. There is a Bank that gets a point token when played and during production which extends you hand limit by one for each token on it, cards that let you give a card from your hand to an opponent in return for drawing a card and getting a resource or a point token. Just lots of neat stuff!

Unfortunately, due to interruptions from our children, it took about 2.5 hours to play, and we needed a flashlight at times because one insisted the lights be out at all times. Once all was said and done, my wife won, 89 - 83. If I could have found a Husband card, we would have tied because I had a Wife and a School which would have added a total of 6 points. Not sure what the tie breaker is, if there even is one. We got through about 1/3 of the deck, I think, and never saw a Husband at all. I looked through the remaining deck afterward and all 4 were in the bottom third of the deck. Ah well.

I think this has been the best expansion so far. While I do like the Destination cards in Spirecrest, the seasonal weather penalties bring it down a notch, while Newleaf just adds more fun and interesting things.

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