Recent Boardgames (Your Last Played Game Volume 2)

Friday Night Games in Hastings got cancelled, so I went to the same friend’s house I went to play last week and we started the ISS Vanguard campaign (my copy) with him and his wife. We played the tutorial game, which with the resetting (I had played the tutorial once when I received the game, and I thought I had reset the game, but I missed a few things) took the best part of 2 and half hours. We really enjoyed it, and although it may seem complex, once you get the dice rolling mechanics, you get the gist very quickly.

Notes to self, though: playing it solo, I did enjoy the music on the app. Between three people, it gets tiring very quick.
Second, note to creators, if you have a place on manual or app to indicate how to reset the game, make it clearer, don’t put some stuff on the app, and some on the rulebook. Or on two different places in the rulebook (I cannot remember what it was, but it led to confusion). Put it all together.
Third: I think I didn’t need to order the minis, but… God do they look good.

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One of the problems I’ve observed about Tetrarchia in comparison to most Pandemicy games is that there’s no strict timer on the game. Those other games often have multiple timers in play (card decks, numbers of outbreaks) besides token supply, and furthermore are balanced such that the timers will likely make for a tense finish regardless of the result; whereas Tetrarchia has only the token supply (with the game ending if too much of the empire is in revolt) and so it’s possible to be “treading water” indefinitely, with the situation neither improving nor worsening sufficiently for an actual outcome.

(There’s a second failure condition if the barbarians enter Rome, but that’s a different category of end-game condition.)

So anyhow, I just finished my longest ever game of this, clocking in at (I think… I didn’t take note of the exact start time) around 2.5 hours. It was Tetrarchia at both its best and its worst… It was epic; but also a grind. (The difficulty settings were my usual 4-1-2-2 config, in case anyone wonders.)

The dice were not my friends for the first hour. Due to the rampant barbarian activity and constant uprisings I’d secured maybe 2/6 borders in that time, and I couldn’t seem to catch a break. If I had only one existing revolt in a region, you can bet that’s the location I’d be rolling to trigger another uprising. If I needed the barbarians to cross difficult terrain to attack me, you can bet they wouldn’t (usually meaning I needed to leave multiple forces in place rather than attend to problems elsewhere). It was a slog, and while I was managing to win the battles at strategic locations, I was slowly losing the war for control.

Things got very bad, and for the next hour continuously I figured I was “about to lose”. I managed to clear and secure another border, but huge portions of the empire were now in revolt, and I was just barely keeping my head above water, only managing to suppress sufficient of the existing revolts to provide the tokens I needed in order to place the new revolts which were continually cropping up, while still managing to manoeuvre and coordinate against the barbarians when necessary. I think I had a maximum of 3-4 tokens in supply at any point for that whole duration, whilst almost always having 2-3 barbarian armies on the move, and with numerous opportunities for an unfortunate uprising to require me to place more tokens than I had available. These were some very slow turns (but I’m playing solo, so it’s ok :‍) as I planned multiple moves ahead to ensure everyone would be where they needed to be to support one another at the right time, while still suppressing as many revolts as possible.

And then, finally, the dice seemed to turn in my favour. The barbarians gave me some respite; the uprisings ceased for a while; and I began to claw back some territory. The situation was still pretty dire, but for the first time since the start of the game I felt like I had some momentum. In fairness a lot of rolls had been going my way even during the, er, diciest periods of the game; but I really needed something significant to happen in order to turn it around.

That turning point came as two barbarian armies were moving west along the African coast with a third coming out of Asia in the east. Blue and yellow were preparing for the latter, while red was positioned in Africa as a support role. Red was too weak to attack the incoming armies itself, but I still needed its support as I did not have enough actions to cut the barbarian supply lines. Ultimately I needed this battle to take place against green (who had garrisons to the north to bolster its strength) and with the support of red from the west – which I could only gain by moving green into Sicilia. However Sicilia was in revolt, and green didn’t have enough actions left after travelling there to fully suppress that; all I could do was reduce the revolt to “unrest”, and leave the outcome in the lap of the gods. What the gods were pondering here was (1) a 50/50 call as to whether the unrest sprang back to revolt (which would immediately send green into retreat); (2) a second 50/50 call as to whether the barbarians would actually attack; and (3) on that 25% chance of the battle even taking place, I still needed a favourable roll of the battle dice in order to win. I won! Yellow and red acted next, with red repositioning itself for the second army, and then came my strongest turn in the whole game: blue began its actions by defeating the barbarians in the north (with support from yellow) and then immediately sailed to Africa, landing at the rear of the remaining barbarian army and cutting its entire supply line! The severely-weakened barbarians attacked red (who had the flanking blue emperor in support) and were defeated.

Reducing the three armies to zero in a handful of turns like that finally gave me the breathing room that I needed to make some real inroads into the revolts, and regain some control before any further armies could make an appearance.

There was another heavy swing against me yet to come, which again saw my supply of tokens in a perilous state, but it proved to be the final storm to be weathered. In the preceding calm I’d secured a 4th border; the odds shifted in my favour; the dice refrained from the cruel outcomes they had plagued me with early in the game; and the barbarians kept away from the unsecured borders for long enough that I started to see light at the end of the tunnel.

I still had a lot of clean-up to do, but my emperors were able to make relatively quick work of that once the distractions had reduced to a minimum, and I was able to shut down most new cases of unrest and revolt before they became bigger problems.

It was certainly a rollercoaster, but it’s also just not a game that you want to last that amount of time. If that duration was commonplace, it would be awful. It was a memorable game (and would have made for a pretty good timelapse video), but I hope I don’t play its like again anytime soon.

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@mistercrayon , my wife and I were introduced to Cuba Libre this afternoon.

I really enjoyed it, the game was so well balanced between the factions - the other three met their win conditions at the final check and I was a point short. 4.5 hours was a bit long, but we began to play faster once we’d got a better handle on what we were doing. The theme was really cool and I’d like to go back to this soon.

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I would like to give it a try sometime. It looks like it might be Fire in the Lake with less chrome. That game just had a bit too much complexity, which dragged up the play time and made it a bit too difficult for most players to parse. Of course, I thought that was just what I wanted: a war I was more interested in, and all the bells and whistles, but in practice I found it very unsatisfying.

The simpler map of Cuba Libre is intriguing. Hard to imagine how all those troops intermingle with only one axis of movement.

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We found the movement quite tricky. There are event cards in the deck which allows factions to place guerillas or bases outside of the usual conventions. You can also move from multiple areas which helps. My wife turned the North West into a version of Vegas with casinos everywhere; getting up there to do something about it felt really difficult.

The deck isn’t separated like the Twilight Struggle deck; I got a card late on that I think would have been game changing if it had been there in the first couple of turns.

I’ve not played a GMT COIN game before so I found the action selection and sequencing really unusual and an excellent puzzle. It seemed very hard to make a big play, more about subtle nudges.

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Haha yeah thanks @Captbnut for having me over again. And thanks to their friend who taught us in a tight time!

I feel like the game was extremely surprising. I saw there was a six hour run through on YouTube and all the flow charts on Bgg put the fear of god in me! Actually it’s a lot more straight forward than the surrounding literature implies. What also felt nice was there was a relatively gentle breeziness and compared to games which have a huge mathiness, here it felt like the game was to be played on the board on the here and now and you could slightly roll with your feelings and instincts without being overly trapped (perhaps because we were all noobs).

One thing that didn’t come up (which i think thinking about it might have been for the better) is that there was a suggested negotiation aspect. I can’t fathom really how this would have worked and kept the game kind of in the friendly atmosphere we played in. It seems to me, perhaps, for any sort of co-ordination to work you’d need to bake a backstab into your plan or have a three v one situation to nullify one guy. I’m not sure where the gaps are for a mutually beneficial expansion with such a tightness of geography. Obviously the end should be winner takes all but I kind of liked it being friendly to in conjunction with the wildness of the events.

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Today at Stabcon, long games. Mostly.

(Yeah, I’m blue. Don’t mind me, just single-handedly keeping the basement from exploding. Who is this guy, an eBay home business selling fireworks?)

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After yesterday’s epic game, and with the weather having turned such that I’m no longer gravitating towards a breeze-resistant game for outdoor play, I think I’m going to put Tetrarchia away for a while. It’s been my go-to in recent days and I’ve played it a lot, but that 2.5 hour game was really a bit much. I don’t regret it as a one-off event – it’s really quite a good memory – but I’d much rather put that sort of time into something else than run the risk of a repeat (at least for now!).

I can’t wholeheartedly recommend Tetrarchia; and the requirement for coordination of play is such that I’d only recommend it for solo play unless all of your group is happy with group discussion and potential “alpha player” decisions to dictate each player’s turn at times.

It’s a game which didn’t wow me at first, but then grew on me over several plays. A lot of the gameplay seemed frankly dull at first (on which note I recommend never playing it on the lowest/introductory difficulty!), but as my understanding of the game grew, all of the initially-tedious “attending to revolts and unrest” gained a weightier status in my mind, and became more engaging. (I think that Pandemic’s lovely system of randomly-seeded hotspots which you know will flare up over and over again also makes the cube-management much more interesting than it is here, where pure dice-based randomness determines so much. At the cost of set-up fiddliness and time, I think the Pandemic systems produce better narratives.)

It also took me quite a while to find a difficulty setting that I liked, and for a long time I was dubious that the wealth of options represented “player choice” quite so much as “this game isn’t well balanced”. I’ve ended up feeling it’s both of those things… the luck factor is so fundamental and strong here that “balance” is a pipedream, and the options do give you some interesting variations to play with, but it takes time to understand them (and again, I don’t recommend using the very easiest settings in even an introductory game – that first game was so boring… if it wasn’t a game I’d purchased, I never would have played it again).

It’s still a game which is wildly swingy though, and the total activity over the course of a given game can range anywhere from “tumbleweeds” to “unending warfare”. Its strength is also its weakness in this regard – you never know what the dice will bring you, and while this keeps most games interesting, both of the extremes of the scale are pretty undesirable.

It’s definitely staying in my collection; but as a game I’ll only ever play solo, it’s not booting anything else out either.

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We tried out Bitoku for the first time today. The teach went pretty well, and the game is straight-forward enough that we were able to really work out a strategy and come up with a plan mid-game. Maryse had a ton of buildings, due to having a few Iwakura rocks that gave her VPs for them, while I mostly went with the Bitoku cards to gain my points. Both strategies wound up being worthwhile, since the game ended in a 99-99 draw!

We both had a lot of fun. The game is deep and has a ton of interesting decisions. So many things that can score, so many different pathways…

But… Oh boy, that board is something else. We’d both found Beyond the Sun to be lacking visually. Very clear, but drab. Bitoku took the opposite approach. It is LAVISH… and that’s its problem. There’s so much colour, so many visual elements, that the actual game elements are hard to parse at first. Especially since the iconography, while perfectly clear once you learn it, is very small.

You get used to it, but at first glance, it looks like a unicorn threw up on the board. It’s definitely overwhelming visually (I’d hate to be a colour-blind person attempting to play this), but it’s not a terrifyingly complex game, about on par with, say, Great Western Trail.

So: Very good game, will absolutely play again, we had a blast. Probably not top-5 material, but it’s in the conversation for the top-10 for us. I would recommend it, but not as an intro to the heavier side of gaming. There’s a lot of moving parts and the visual’s a big shock and could scare away someone who’s more of a newbie. I mean… Look at this:


It’s quite funny that the first two games we’ve tried out so far this year have a visual style we find lacking, but for completely different (really opposite) reasons. :sweat_smile:

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Had a couple games of Kingdomino today. I won the first by 15, and she won the second by 17, so pretty big margins in both games.

We were supposed to go to the play space at our FLGS and play a bit there today, but our babysitter got sick, so we had to cancel that plan.

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Labyrinth, a pretty old game that we bring out every now and then. Pretty simple to play – you move tiles to create paths to lead you to your object, find all your objects and you win. Bit hard to plan, because other people are moving tiles around on their turn, possibly stuffing you up. I took ages just to get my first object, and it didn’t get much better after that.

Turing Machine, we played one game on Easy (which I failed – had a choice of two numbers and chose the wrong one). Then we bumped it up to Medium, and we all won on the same turn. It’s a great puzzle, but the player interaction is limited to waiting for another player to finish with the verification card you want.

The Adventures of Robin Hood, and onto the second episode. Went on a lot longer than we expected, as we asked the various people about our quest, only for them to answer with “no idea”. Eventually we found the right person. And then we spent a decent amount of time checking BGG for a rule we didn’t understand. Was still fun, it’s a clever game.

Akropolis, such a good game. If there is anything to criticise, it’s that it’s over so quickly. Scores were higher than the first game. First game was 94/88/76, this game was 127/101/74. The winner only had two scoring types, but one was worth 96 (for yellow). Maybe we should have tried to stop him getting so many yellow.

Pirate Tricks, first play. A trick taking game, but you have to bid on half your cards. And there are different scoring cards for the tricks you win.

COGZ, hadn’t played this for a while. It’s an Australian game, iirc. It’s very abstract. You have a grid of tiles, each one with two curved paths in four colours. You replace a tile in the grid with one of your own, then score for each link of the same colour. But you have to balance your points for each colour, because your score at the end is the lowest of your scoring tokens. Another pretty quick game.

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Some games over the last week or so:

Roll Through the Ages:TBA, a nice little opener for an afternoon of gaming.

Verdant, nice to get this to the table again - I do rather like it. It sits somewhere Calico and Cascadia in my estimation at the moment (so between ‘I rather enjoy this’ to ‘this is fantastic!’) If it trends anywhere I suspect it’ll move up. Lots of interesting decisions but never feels too heavy or overly complex. Tried out the goals this time, they are interesting on the whole, though the set we had didn’t lead to any massive strategic implications. And the presentation is excellent.

Lowlands, got this one before Christmas so was super happy to get it to the table finally. It’s fun. The push and pull of the dike building vs sheep rearing is super interesting. We had one player with a solid lead on the dike but his contributions were too good, and he ended up scoring 0 for the dike, which probably cost him the game. The buildings are a bit weird, or at least the ones that came up in this game were. Not many we saw let you store extra sheep, which made the farm management a bit tough. Though the features seem really cool, those I liked a lot. Looking forward to getting it to the table again soon.

Samurai, this was requested by one of the group who hadn’t played it but liked the aesthetic and the theme (I did warn him the theme wasn’t super strong, but he still enjoyed it). I ended up winning, to my surprise - I had about the same number of each type of piece so figured I wouldn’t make it through the initial scoring - instead turns out I had a majority in two of the types so we didn’t even hit a tie-breaker! I maintain I will never play this game with a chosen starting hand - it’s just so much less interesting than a random selection.

Archaeology, played this to wrap up after dinner. It was a crazily one sided game - one person almost ran out of room for their tableau of scored sets by the end! It was nuts. But great fun regardless.

MicroMacro: Crime City, one of my buddies found this on sale and after our single case at a local con, obviously enjoyed it enough to pick it up. We did the first half dozen or so cases in one sitting. It’s such an original game - really feels like nothing else out there. In it I had a knack for finding bodies apparently - also, I know it’s in the name, but gosh is there a lot of crime happening in this city! The tone is a bit all over the place though. Sometimes its goofy, sometimes it’s quite grim. But regardless, I’m gonna be hoping he brings it back for a follow up session with some of the more complex cases. It does kind of run into the issue that you can reasonably finish it. It’s not super expensive I suppose but the fact that we got through the first third of the game in one session is a bit of a hard sell to pick up the others. Though I guess you could sell it on of course.

Silver and Gold, a two player game of this and the first time I’ve seen the palm trees determine a winner! My opponent managed all four scorings of 4+ and despite me doing slightly better on island completion and trophies, he claimed the win. I checked afterwards and we saw almost all of the palm tree islands in our game. Crazy.

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I love Micromacro, but my group doesn’t share my enthusiasm

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Regular Saturday games yesterday:

Potion Explosion: much closer than usual. I’ve played loads on BGA so I usually thrash everyone else. It was a nice change!

Turncoats: recently arrived at our friend’s house from Kickstarter. It’s reminiscent of War of Whispers but with only three factions and you aren’t so tied to a particular allegiance. There was a lot in it that I found really interesting:

  • you start with a hand of 8 stones in the three colours which you use to take actions on the board (move, recruit, and fight)
  • you win by having the most stones of the dominant faction in your hand at the end of the game, so you don’t want to place too many on the board
  • the only way to not lose a stone on your turn is to negotiate, which means drawing a new stone from the bag and returning one. However, if everyone negotiates consecutively the game ends.
  • ties for control are determined by the number of times that the factions involved have fought or moved.

One of our games was almost entirely determined by tie breaks! It was very quick so we played three games. I might actually prefer this to War of Whispers…

Two of us played Sprawlopolis with the beaches expansion while my husband was cooking dinner

Finished up with Inkling, which is a game about trying to make words out of the wrong letters:

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Bought Paint the Roses with some money received at Christmas, so me and my girlfriend got our first 4 plays in yesterday. Initially a straightforward looking co-op deduction game where you place a tile to give a clue about the card you have in your hand. Your card tells you the sort of matches you are trying to make (pink to pink, or club or to spade for example). You would be forgiven for thinking most of this game is simply guessing most of the time, but part way through the first game it became clear that it’s not just the tile you picked and where you placed it that matters, but the tiles you didn’t pick and where you didn’t place.

We lost narrowly in the first 3 games, which I think is fairly standard for losing. From what I’ve gathered you’re always close, but wins are quite elusive. On the fourth game we were three tiles away from victory. My girlfriend, who had a ‘hard whim’ card in her hand (meaning it could be match for colour to colour , shape to shape or colour to shape) placed a tile and gave me no matches. Initially I thought that was game done. With no more ‘pass’ tokens left, and the Queen on our tail this would be it done. But then I looked at the tiles on offer - no pinks and no diamonds, but everything else was on offer, and everything else could be matched. So it had to be one of these! A little more deduction, and probably more time than it ought to have taken, what had seemed like an impossible situation left me with just one likely option. And it was right. Needless to say the other remaining tiles were easily placed and we had our first win. It’s earlier in the year, but for sense of achievement, tension and excitement in a board game, this moment will be hard to top this year.

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Glad you enjoyed it. Game of 2022 for me

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It’s superb, I agree. Did you get the deluxe with the extra modules? I think I will have to pick them up at some point.

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Perfect timing as the new re-implementation of Tales of the Arabian Nights was announced

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Yes, I mentioned that to the other players. We have all played the Greg Stafford classic King Arthur’s Knights

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I went to my parents in Texas over Christmas/New Year. While there, I played a lot of old small box card games. The most common was Skip-bo. I won quite a lot, something I put down to our usual sitting order putting me after my 10-year-old niece who isn’t as good at blocking as the adult players are.

While I was gone, the Artisans of Splendent Vale Kickstarter pledge arrived at my house. My husband and I have been playing it a lot since I got back. This is a very narrative heavy campaign/legacy game. I almost hesitate to call it a game. It’s more a shared narrative experience. You’re mostly reading out of story books together, occasionally making choices as to what to do next (what passage to read next like a choose your own adventure book) and looking at maps with hidden numbers trying to find all the clues. Then sometimes you encounter enemies or have to run after or away from something and you put Meeples on maps in a different book for a little fight or chase game (a sort of baby Gloomhaven or D&D type encounter). I mostly hesitate to call it a game because none of the choices matter. It’s impossible to fail a fight/chase as far as I can tell. Every set of choices in the reading books ultimately end up in the same place. There might be slight variations in the details, but the decisions made by the players really don’t mean anything so narrative experience just seems to fit better to me than game. That said, my husband and I are enjoying the narrative experience so far and are still thinking about the choices our characters would make, even when we know it doesn’t really matter.

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