Recent Boardgames (Your Last Played Game Volume 2)

As someone who also has no investment in the Dune universe, I think Dune: Imperium is a great solo game. It’s reasonably thematic as worker placement games go, but the theme is less “Dune” than it is “political machinations and proxy wars”; you could easily retheme it around Game of Thrones, prequel Star Wars, or a dozen other settings and achieve a similar effect. The gameplay itself is a deft mix of worker placement and deckbuilding, with a tight economy and really interesting timing considerations. The solo mode doesn’t necessarily replicate a human opponent (the AI doesn’t have any of the restrictions you do, and frequently makes bad decisions about when to send in troops), but it does replicate the interaction points of a human opponent, which is more important in my opinion.

It might not be for you if you prefer your games to have engine- or tableau-building, since you don’t ramp up that much from round 1 to round 10, but it’s a fantastic game with a reasonably quick play time and plenty of depth.

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Amsterdam, first play. This is the new Queen Games reimplementation of the Stefan Feld classic Macao. Never played the original, so I have nothing to compare it to. You are influential merchants in merchant, getting points by trading various commodities. There are 12 rounds, and each round has four phases. You start by revealing cards from the three decks (craftsmen, buildings, and districts. Each player must take a card, and these go beneath your player board, before being activated (by spending their cost in resources) and moving them above your board where you can then use them. The six dice are rolled, representing the resources. You use two dice, and everyone can use the same dice if they want. Then you place the number of resource cubes onto your roundel. For example, if you took a pink five die, you would place five pink cubes in the five area. Then you rotate your roundel and receive the cubes that are on the exit arrow. Any other cubes (like those five cubes you just took) just move up. So, yes you can take a lot of resources, but you’ll be waiting a while to actually get them. You have to plan carefully, especially since you need to use all your cubes in one turn (but you can keep one resource for the next round, this was added for Amsterdam apparently).

On your turn, you can activate cards, use cards, take a commodity tile from the various coloured districts, load commodities onto your barge, move your barge along, and deliver commodities. Each warehouse in the harbour takes specific goods for victory points. You can also pick up and drop off dock workers for points and money.

Let’s talk penalty tokens. You have five card slots below your board. If you need to place a sixth card, you take a penalty token. So you really want to take cards you know you can activate. Also, any cards left under your board at the end of the game makes you take penalty tokens. At the end of the game, one penalty token is negative three points, the second token is negative five, and then anything else is negative seven points. So they mount up fast. I found myself taking cards not because I wanted their ability, but because I could activate them.

Play was relatively smooth, there’s a lot of icons. Apparently you could pay extra for cards with text instead of icons. I’m ok with icons, much more readable from a distance. But we did spend a bit of time looking up cards – each one is explained in the rules.

Tiletum, first play. More roundels! There’s a lot to think about with this, and a bit of planning involved. It’s a dice placement game. And the dice represent resources. But the higher the dice value, the less actions you get to take. Actions are move your architect, move your merchant, take a character tile (to fill the houses on your player board), fulfil contracts for points, and move up on the king track.

Architects can build pillars on cities, which allow you to help construct the cathedrals on that city. Merchants build houses. You start with a couple of houses and pillars in your supply, to unlock more you need to fill your rooms with people (for houses), and fulfil orders (unlocks pillars). At the end of each round (there are four rounds) you have a fair at a city, which gives you points for various goals (eg points for each house on the board). The first city is always Tiletum, but the others are randomly chosen. And to participate in the scoring of a fair you either need a house there, or your merchant needs to be on that city.

As youfill up your player board, you can bonuses from completing a column of rooms. Like being able to move your architect or merchant to any city (useful for scoring the fairs), putting a house or pillar anywhere, getting resources, or just points. On completing a column, you can also get to place one of your actions tiles on the roundel, which gives you extra actions).

There are only 12 turns in the game (four rounds, and you take three dice each round), but you’ll be chaining actions together. It did get a little confusing. But good fun, looking forward to more games of it.

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Lilliput - unknown Knizia for a tenner from eBay. Push your luck game.

Top Gun - Hah! SVWAG is somewhat right. It is better than I thought. The game is a disjointed one consisting of two mini games: the dogfighting mini game and the volleyball mini game. Bad news: only one half is interesting. Guess which one…

Scout

6 Nimmt

Ethnos

Strasbourg - alright. Easily one of my best games of this year. The auction is tense and fun. I do have a problem: the pts swing for achieving your secret objectives are very nice that you will orientate your whole game towards these objectives. These objectives you select at the start of your game. So, a lot of decisions are decided by Round 0, which is fine. But then, it’s hard to deduce what everyone is doing due to their secret objectives and there’s not much you can do about it. It becomes a game of setting up your course and hope that you don’t clash with anybody.

Pax Trashumanity - played twice to understand the game. I only forgot the purpose of the public companies, but other than that, the teaching wasn’t awful. On the 2nd game, each of us went for each “sphere” (there are four of them: 1st World, Developing World, Cloud, Space). I decided to be the darling of the 1st World and solve their problems. The developing world languished as a result and made major actions there very expensive. Cloud and Space opened up and a lot of new ideas coming in. A lot of new ideas were commercialised rapidly, many have uuhhh… underlying problems that our innovators have ignored. Because why should they? (Spoilers: they should have).

The game was coming to its conclusion and we forgot that the Tipping Point cards will nuke a sphere. Someone beat me to the punch by discarding the 1st World Tipping Point card, and all those underlying problems that new technology have caused, exploded in the 1st World, which wiped out all of my points.

EDIT: it was indeed a rather concerning outcome as we received multiple bouts of recessions. The Developing World languished and fell behind. The 1st World regressed. While Cloud and Space thrived. Earth became poorer. But outside of Earch is fine.

Okay. I really like how streamlined this is. Much more than Pax Renaissance and less than Pax Pamir 2, which is confirming my priors that Matt Eklund is the “gameplay” designer between the two Eklunds (and also the okay one between them). It is immersive, but you have to make more effort to integrate the cards into the imagination. So thematic immersion is less than Pax Renaissance.

In addition, it is also the most stable market from all the Pax titles I have played, meaning there’s enough strategic planning involve for players to make good moves, rather than mostly tactically reacting to the card deck. Strangely lacking in tableau building. Instead, players communally reduces the cost of operations for everyone.

It’s only a couple of plays, but I feel like the opening decision of which sphere you want to score secretly on is too big that if multiple people chose the same, then it’s a significant nudge for them to, say, combine efforts in Space, which then snowballs into cheaper research and commercialisation. But that doesn’t seem to be janky so far. The cards being drawn on the Space sphere could be of any sort.

Pilgrim - glad to play this more. Alas, I am getting less joy out of Euros. Still an interesting game with its shared mancala. Due to this, timing is significant. As I play more Food Chain Magnate with the club, even something like Pilgrim loses appeal. I would still put my top-of-the-line Euros above it though: Agra and such.

Sea Salt & Paper - the art is fantastic. Typical push-your-luck, but the folded-paper art on each card is so cute that it pushes it into decent territory

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Sounds like my experience :smiley: . I haven’t got beyond Act I for now. I may start over, all the small mistakes I made need to be addressed. (I tend to learn games while playing and this leads to overlooking details that I only figure out when edge cases come up). I am excited to have another go and play this with less rulebook intervention.

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As was said on the Dice Tower Top 100 and I agree: you do not need to be a fan of the franchise to enjoy this. I think it is a fantastic solo experience and I recommend getting the first expansion quickly (I also hear the 2nd one is equally good but it isn’t available here–yet).

I agree that this is less about deck building but there is an element of deck building here. And there are a lot of different strategies to pursue. Great game. Great if you love Dune but also great if you have never heard of Dune before.

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Just had a first play of Evergreen during a short work break.

Comparing to other games I have recently learned or attempted to learn… this was trivial.
But the game is not trivial by any means. I have no complaints:

  • nice materials
  • good rulebook (there is indeed a small player aid on the back that the lack of which I had planned to complain about until I found it after the game)
  • plays 1-4
  • easy to learn
  • quick turns
  • puzzly, I like puzzly
  • interaction… exists via the draft and possibly nixing someone else’s points
  • for some reason I am reminded of Kingdom Builder (not in a way though that @lalunaverde would appreciate, this has nothing to do with being interactive more with the biome restrictions and the actions)

It’s a nice game. 7.5/10 with potential to rise to an 8. Not a 9 probably. Depends on replays.
Note: I have never played Photosynthesis.

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I’ve not played with Rise of Ix. I’ve found it hard to really zero in on a specific strategy with the deck building piece (I could also be very bad at the game). Do you feel like Ix offers more opportunity to stick to a strategy consistently? I’ve heard the “you really need to get this expansion now” sentiment echoed so many places, so I think I probably need to get on that finally.

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Time to report on some games from the weekend. We had Waitangi day off on Monday, so there was plenty of time off to enjoy.

Friday night I had an ISS Vanguard session, where we revisited the last planet we had been to, and this time we did much better. The only issue was that I gathered a third injury on a very likely to not succeed dig for life specimens, and that cost my character his life when back on the main vessel infirmary (rolled two “heavy bleeding” results on the injury dice). So that put a bit of a damper on a successful mission, as it is the first ever of our crew members to die. But at least we are going places, gathering new discoveries and moving forward to better equipment.

We then have a very busy couple of days with a visit to the Viking Festival in Norsewood (about an hour South of where I live) and Sunday we were doing some childcare for our friends (they needed time off to finish their essays for their studies) which involved some Twister (I swear, the older I get the more I despise the game, but the kids love to scramble about on it); on Monday I had a couple of games of Mouse Trap with the little one, an a much missed session of D&D with my ex-Phandelver group (we had not met since November due to holidays), where we played the first of the Candlekeep Mysteries, where I had a go with a new character, a Dragonborn Sorcerer, and we passed it with flying colours, even though we were all level 1 characters.

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Some things I was reading yesterday suggested that Dune Imperium is far more tactical than strategic, so maybe “sticking to a strategy” isn’t really the intention. Being able to react and pivot may be more important. I also got the impression that the “deck building” is hugely less important than the “worker placement”, and so you possibly don’t want to be too focused on your deck. (All notwithstanding that I barely know anything about the game at all!)

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We just got our asses kicked by Crew 2: New Crew. We beat one mission right off the bat and thought, “Ah, this will be smooth sailing.” Then we hit the first 10-point task mission and just tanked. There were not one but two instances of both the “I will win more tricks than the captain” and “I will win more tricks than anyone else/anyone else combined” tasks coming out, which meant each person had to get a very specific amount of tricks (besides fulfilling the demands of the other tasks!). Ten tries, ten fails. By far our worst performance in Crew 2, possibly in the first as well (I haven’t checked the old logbook).

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Speaking of asses getting kicked, mine was thoroughly handed to me by my wife in Lost Cities, which she won 150 - 32. Just was not my game this evening.

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I agree with @Phil that it is possibly more tactical than strategic. So that may be a reason. Plus the deck building is a smaller aspect of the game than it may seem. What I really like is that a small deck is very powerful here if you can get rid of enough cards (I love deck destruction even more than deck building).

What the expansion does:

  • adds cards which was deemed a necessity by a lot of people (me included, the selection was a bit too small)
  • probably adds characters but since I haven’t explored that aspect a lot I don’t remember
  • replaced a bunch of action spots that remained unused in a large number of games (including mine) at the top of the board replacing them with some rather attractive new ones. This is relating to the spice trade actions I think they are called.
  • adds technology tiles that allow players to purchase unique powers --which is cool but in your case could cause additional choice overload
  • adds dreadnaughts which change the way the skirmishes work in a major way as these return to you after a fight and are worth 3 (I think) points in combat. Quite powerful but also a complete additional strategy to pursue (and which the bots will pursue and whoop you off the battlefield with, meh :stuck_out_tongue: )

I think that is most of it.
It is a complex game, that I get better at when I play a few times in a row, but when I haven’t played, I just lose.

I really like this and will definitely get the next expansion. I am still waffling on the minis but probably not because it means a bigger box… I should built an insert though at some point.

I do recommend the expansion but if you are still struggling with the choices in the basegame maybe stick with that, because the choices just become more.

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Last night at Local Game Group:

  • Forbidden Desert, it does what it does I suppose but it really only works with one planner and the rest executers, and then it’s only fun if you’re the planner.
  • Just One, always good fun.
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I played the first 2 games of Turing Machine last night–over too quick to be worth the effort of getting the cards from the stacks (I really dislike that “mechanism” and sold Awkward Guests because of it). I expect however that when we get to more difficult ones the setup vs game will change.

Played 2 more games during lunchbreak with my partner. He won the first (there is a bit of luck involved in the easier ones) and I won the second because he had not quite grokked that a test that checks if one number is larger than the other two has to be satisfied by the final code and there is no option on that card where this is not the case.

I really like this as a deduction process and I really hope the difficulty ramps up considerably.
I get why everyone is saying this is a solo-puzzle. I admit I tried a little harder to get the puzzles done with fewer questions asked when my partner was in the game though. Also having a 2nd person helping with setup and teardown makes it less of a chore. So yay for my Handlanger :wink:

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Is that the ‘D&D does Harry Potter’ ones?

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Not really, the Library is just a library, not a Magic school, and I believe from what I have read that it is a series of adventures that only have the library as a connection, a bit like Tales of the Yawning Portal.

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The recent D&D book about a magic school is Strixhaven. It’s an M:TG world.

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I just got finished my first play (a true solo) of The Siege of Runedar, Knizia’s new co-op. It runs a touch long, but my god I was having fun straight through to the (bitter, probably inevitable) end. Man when the levy breaks…

I started a learning game two-handed until I got to first shuffles, but reset using a single dwarf to keep things simpler (if surely harder). The game is definitely manageable two-handed thanks to a limited deck size (12) and no hand carry-over or off-turn play, but I wanted to see what a lone wolf run looked like. As it stands, I’ll be sticking to true solo play for a while but it’s nice to know I can explore more specialist builds on my own in future, in case my partner doesn’t like it; Going it alone definitely forces a jack-of-all-trades approach.

I’ve seen a lot of heat thrown at the dice (and the luck factor in general) but I feel like they’re just about perfect. It’s a blunt hammer approach (more dice is always better and they’re tuned such that you better have more!), but my god it makes things exciting. The sharp focus of the game means that you can (and must!) still strategize, but there is a haziness to the outcome of a given draw or roll that must always be accounted for.

I’ve enjoyed a lot of games from Knizia (Lost Cities by far the most and best), but “fun” has never been the first adjective to come to mind among those I’ve played. He’s known for his mathematical designs, but he’s hidden it well here. If I can lend any comment to the game-by-the-numbers end: to me it feels like he dialed in a jackpot system. My game was full of hysterical misfires and stand-up successes, but it all balanced out and I actually made a pretty darn good run at a first game victory.

I think my partner is going to really like this one, which is great, because I think I’m definitely going to appreciate the help. Feels like an easy recommendation for fans of Ghost Stories.

[EDIT] That last point compelled a P.S.: Wow did Oltrée let me down (currently on the chopping block).

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Thats the badger

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Tangentially, if that’s a subject of interest for people, this is a thing I know exists:

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