Recent Boardgames (Your Last Played Game Volume 2)

So I finished the Voidfall tutorial last night.

As previously mentioned, I took me hours to sort and hours to set up. And then hours to read the rules for just the basics.

This game has a rulebook, a scenario book, a glossary book (much needed), a 4-page iconography cheat-sheet and 5 page component-sorting/insert instructions. So far I think the accompanying library does an adequate job for a box of this size. (I chose the big box with the plastic ships because I wanted the insert more than the plastic ships but they do add nicely to the table presence)

I have not previously played a big 4x boardgame (my partner already complains his favorite X–ploration–is not present enough, even though he has only watched me do a couple of turns and observed the game on the table). I have played 4x computer games though. Civlization, Master of Orion and Stellaris (a bit, never finished a game) being the major ones that come to my mind. Maybe Slipways.

Voidfall feels like that. But for all the overhead at the beginning, it seems to be a pretty compact version or maybe it’s just the tutorial that makes it feel this way (in that case it is an extremely well designed introductory game).

What drew me to Voidfall over Eclipse or TI4 was that it offers a cooperative mode and despite my misgivings with some of David Turzcis solo-modes, having a 4x solomode designed by him within a game of his own seemed tempting. And also that Ian O’Toole cover.

So… how does it play?
(I have yet to learn the coop rules)

  • Choose a scenario that tells you how the board is set up what houses are available, which events will happen. I have not looked closer at scenarios. And an app in the making that will likely streamline that part and possibly provide more content.
  • 3 eras with multiple rounds each.
  • In competitive after 3 eras the player with the most influence wins.
  • Each era has 3 phases: setup, turns and teardown. The 2 book-keeping phases are pretty quick. Setup refreshes some stuff and gives you an event that tells you how this era plays and gives you a couple of scoring conditions. Teardown has the Void attack, you pay upkeep for your “stuff” and you get to score some influence depending on events and your personal agendas.
  • 1-4 players play in turns with I think a parallel “planning” phase at the start of each turn.

So a turn…

  • During planning you select one of your 8(?) focus cards. There are some standard cards and some houses get some variants. Events sometimes make you discard certain focus cards so not all actions are available in each era which feels like a cool choice directing the flow of the “story” of each scenario. F.e. in the tutorial the first era was focused on building up your existing sectors and getting some resources.
  • During planning you can also select one of your unplayed agenda cards that matches the focus you choose (4 types of agendas each matching 2 focus cards)
  • On your turn you play the card(s) you selected.
    • A focus card provides 3 different actions, 2 of which you play (unless you expend a trade token for all 3).
    • Many actions have costs you pay. Everyone has a nice resource board with lots of little turning wheels: 2 for each resource, one that tells you how much production you have, one for your current stockpile of food, energy, Materials, credits and knowledge (I like this component, seems a good choice). Sometimes you also pay costs with ships.
    • some typical actions include:
      • research a tech or advanced tech (limited choices based on scenario and houses present),
      • producing resources,
      • moving or creating ships,
      • removing void tokens from your populations or your board (void influence mostly blocks stuff from being used or population from being increased)
      • increasing population (population is a multiplier for local guilds in a sector, see next point)
      • building guilds (for resource production)
      • advance 1 of your 3 civ tracks for various rewards (and advanced tech slots),
      • obtain agenda cards for more scoring opportunities and bonus actions,
      • obtain trade tokens for bonus actions or upkeep savings
      • build shipyards or defensive installations
      • invade new sectors. Combat is non-random. Mostly more is better. There is obviously some helpful tech around.
    • Agenda cards seem to have fixed actions per type and give you typical scoring opportunities. You can only have 4 of them in play and only 1 of each type. You get a starting agenda that fits with your house.
    • there is a minor bit of book-keeping at the end of your turn–there are some upper limits to certain stuff you can have.
  • Each era event tells you how many turns should be played. In the tutorial era 1 had 3 turns, era 2 had 4 and era 3 had 5. So it is likely not all focus cards get played and I had to make some interesting choices especially in era 3 to figure out the maximum influence I could extract. You need to have a strategy for the whole era and then again for each turn. It felt interesting even in the tutorial mode.

And that’s more or less the competitive mode. At least from the pure proceedings stand-point. How this comes together with multiplayer: I hope to find out. But I am more likely to be playing the cooperative or solo-version.

As for teaching: I think there need to me multiple copies of the iconography thing and possibly the glossary (which is really good and quite complete!). I think the teach can be done much faster than the actual learning. Which is why I tried to write this up here. A lot of the complications come from nobody at the table knowing certain basic concepts. Setup is a complex part but one that can be done before the teach. Once stuff is on the table, complexity is a bit reduced.

11 Likes

Said loving God keeps wanting us to love one another and therefore I think forces us to other peoples’ houses to play Feast for Odin. It’s the only sense I can make of it.

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I’ve been kicking the tires on 51st State. It’s good. So much looser and wonkier than Res Arcana or Furnace, which I’d say are closest… which is both to its benefit and detriment.

Scattered thoughts:
For one thing, this has killed any remaining desire to get It’s a Wonderful World. As @lalunaverde said, that game has a fascinating first round with the scrap or build question, but then gets more and more rote as the game progresses. 51st State, with the Build/Deal/Raze choice for each card, does it a bit better but most importantly maintains the pressure round to round.

I like the sprawl and the gear stripping of this engine, the way you lose all your resources each round and so never seem to have the right points-processor for your goods or the right goods for your points-processor. It’s that much more satisfying when you finally get the pieces cranking.

Shame about cards like Punks, Negotiator, School, etc. Especially Punks, which are perpetually on the table. It ensures this will never get to my own table.

But solo is … good? Base solo is satisfying. The simple bot is so bad you’re guaranteed to win but it does what it needs to, grabbing cards and disrupting your engine. The Borgo bot is better but classically Portal, shakey and volatile. It’s really no fun when card draw makes Borgo raze four of your buildings in a single round, which should be impossible. I’m going to houserule around that, because the alternative is just me cheating. Also the Winter addendum, Borgo getting an extra worker, seems to be a holdover from Winter 1e rules when the game was stretched to 6 rounds. It makes no sense in the current ruleset. Portal, what are we going to do with you.

The box has a very Level99 feel with a dozen ways to play, not all of which are good, and most of which you’ll never get to. It’s sloppy and sprawling and still goes down smooth. I played several more rounds than I planned just because it goes down smooth. I guess it’s that trashy friend whose life is half falling apart, and you’d never leave your kids with them, but you can’t wait to hang out because at the same time something about them is just so right.

7 Likes

Coral - this is a short abstract old-school game. Very similar to Climbers. Needs more plays

Pax Porfiriana - okay. It’s solid that it doesn’t really work at 2 players, but 3 players is fine for as long as you use qwertymartin’s “Diaz Senility” variant. Diaz has a strength of 3 on the first Topple, then 2, then 2, and then 1. Very enjoyable game and it is much lighter than any Pax titles I’ve played, along the lines of Pax Viking. Except Pax Viking is a bit meh. Very keen to play this repeatedly.

I remember not liking this before when I last talked about it. But back then, I just want to play more Pax Pamir and Pax Renaissance. Now? I feel a better appreciation with this title.

Harvest - great fun. I can now see what’s up with this game! It’s dumb and random, but the shared incentives made it so funny for everyone on the table.

Cross Clues - maybe this is the Cult of the New speaking, but yeah, I am preferring this over a number of these type of games

13 Words - New word game in town like Cross Clues, but still not as compelling. Hmmm… maybe it’s not the Cult of the New that got me.

Nigoichi - yes. Another word association game. Great fun. This is my fave word game from this session.

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What is the issue with those cards? I haven’t played in a while.

1 Like

Got in a quick-ish game of Everdell with Bellfaire and Newleaf yesterday before I went off to jiu-jitsu. As always, an absolute blast. I was quite proud of a particular fairly long chain of cards I managed to play that got me an event (I don’t know the title in English, something about wart treatment) that left me with fewer cards in my city and 6 extra points (along with 2 berries). I got really lucky with combos all game, actually, drawing a farm, a greenhouse, a husband and a wife turn 1. Wound up winning 110-95. A rare win!

7 Likes

Punks is a row of decomposing heads on pikes. Negotiator is a man with a machete/giant hunting knife poised to decapitate a man sitting before him. School’s got children on it but you can raze it for quick workers or send a worker there to get a worker (not sure about the economy of that move, but that’s what the card does…)

Just the places the game sinks its teeth into the violent theme most aggressively. I tuck those cards when I’m playing solo in case my wife or kids walk by.

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I’m in the club! I’m in the club! 45 points for the first attempt. I could have linked up that trail on the bottom left with the loop on the right to break 50. I had the cards. Just wasn’t allowed to play them due to game end :angry:

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Tried out my new copy of God of War: the card game last night. I used the solo mode rules, which has you play as Kratos, with Atreus and Mimir as support characters, each with two special abilities you can use once, as needed, though you can refresh them when you use your Rage ability.

It’s pretty good!

It’s a deckbuilding game, where each character has their own deck. Cards consist of melee attack, ranged attack, defend, special, and black cards which are just numbers. There is an upgrade deck which will be used to improve the character decks.

There are six quests and four final bosses. You randomly select three quests and arrange them in an inverted pyramid, and then randomly place three of the bosses above those. You start with the bottom quest.

A quest consists of eight scene cards that are arranged in a 4x2 pattern to form an image. Each card may have an enemy on it, or a component to interact with, or just be blank. Each character has a standee which is put at the bottom of one of the columns. Each column has two slots for characters, a front and a back. Players draw 7 cards from their deck to form a hand.

Players take turns performing a Hero activation and then a Scene activation. During the Hero activation, you can move your character once, either swapping their placement in their current column or moving to a different one. You can also play Action cards from your hand. Special cards are just played as-is for their effect, which appears to mostly be healing.

Melee and Ranged attacks need a number to have any effect. Some have a number on them, but most will need to have a black number card played with them to work. You can play all the number cards you want to increase the attack strength, and you can also play more than one attack per turn. Melee can only hit the front scene cards in the character’s column, while Ranged can hit front or back. After playing your cards, you roll a die for the enemy’s defense, which can be 0, 1, 2, or 5 (and despite only being on one side of the d6, 5 came up a lot). You also gain a point of Rage for each attack you make.

If you do damage equal or greater that the enemy’s health, they are defeated. If there is no icon on that scene cards, you just place a token on the enemy to mark it is defeated. However, some have you flip that scene cards to the other side. This can give a reward, like healing or Rage, or some ongoing effect.

Each character has their own Rage ability. Kratos, for instance, will add +3 to his next attack and heal 3 damage.
After the Hero activation is the Scene activation. The player draws a card from the upgrade deck. Each card has a rune mark, denoting which (if any) scene cards activate. An enemy with a matching rune will attack, sometimes there is an effect that damages all characters, or a card can flip over, respawning an enemy. Players can defend against attacks using their Defense cards paired with number cards.

Once all players have gone through both phases, there is a final Scene activation. Then each player discards any remaining cards in their hand, and then can take one of the upgrade cards that was drawn during the Scene activations and place it on top of their deck. Alternately, they can discard a card permanently from their discard pile.

Everyone draws back to 7 cards in hand, shuffling their discard pile if needed, and start another round. Play continues until all the characters are Knocked Down (reduced to 0 health), or complete the quest. The quest I played last night involved defeating two particular enemies in the scene, but I assume there are other objectives for different quests.

In the full game, the players then pick one of the next quests and turn over the one they don’t choose to get a Hindrance they will experience for that quest. After completing that quest, they pick a final boss, flip the other two over for two Hindrances, and if they beat the boss, they win.

There are things that can increase your hand size, and also status effects that can clog up your hand. Some enemies have armor that has to be destroyed in one big hit before they can be damaged.

Overall, I thought it was a pretty clever design. I completed the one quest, but it was getting late. I think if players know what they are doing, it should only be 20-30 mins per quest/boss. Only downside is once you know the quest, it loses some of the surprises and sense of discovery as you flip the cards over, but they are still repayable.

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I’ve been slowly working through a solo campaign of Sleeping Gods, which I’ve been thoroughly enjoying at my slow speed (about 1-2 plays per month) but I now approaching the end. Things have gone pretty well and I wonder if I’ll finish the story on thi first try? I don’t mind if I do, I’ve been lucky so far and I’m still interested to see where it goes. It’s stopped me even opening Frosthaven so far, which is quite an achievement!

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Games in the pub on Wednesday:

Cat in the Box: I’ve watched a couple of rules videos now and I think this finally makes sense! I was considering trading it away after the last play because the game didn’t seem to work at all, but I think it might just be that the rulebook is terrible :person_shrugging:

Imaginarium: a very whimsically-themed engine builder that involves building weird machines. We played with 5 and it was far too slow, but I’d play again with 3.

Just One: Apparently “trousers” is not a helpful clue for “mouth”…

Fluxx: it’s still Fluxx

The last two games I only played because my husband was involved in an extremely long game of The Great Wall. He almost backed it on Kickstarter, almost bought it at UKGE, and really enjoyed playing it on Wednesday… I probably need to clear some space in the kallax

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What were you guys doing wrong?

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I think we were playing so that you could only decide to not follow suit if the leading colour was still covered by a token on your board. E.g., if the suit was blue and you played a green once that was fine, but the next time someone lead with blue you couldn’t play anything because you had no token on blue to remove.

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Yeah that is a big deal lol

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Cleaner trails! For the first round or two I did a better job of building two trails with each placement. Later rounds were entirely plugging holes.

Now that I broke 50 the game says I have to use goals and they look AWFUL OMg THiNK OF THE CHILDREN we’re going to do this.

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Race to the Raft, save the kitties! Still fairly easy, this was the first “real” scenario (ie not tutorial or practice). We probably talk more than we should – we’re so used to talking, even in competitive games.

Don’t Go in There, first play. This is a new kickstarter (not mine). It’s fairly light, but good fun. You have a number of rooms, each with three cards on them. You place your meeples in one of the four positions in the room. Higher gives you first crack at the cards, lower for more protection from ghosts. When a room is full, you add all the ghosts on the cards and roll that many dice (using the box, which turns into a cool dice tower) and any ghost faces are counted and that’s how many ghosts you get. Generally, ghosts are bad. You want to have the least curses, which come from cards and also from your ghosts at the end of the game. Pretty easy to learn and quick to play. i quite enjoyed this, would like to play again.

Aliens: Bug Hunt, another bash at this. And this time we won, very easily, didn’t lose a single character. We rolled pretty well and kept the aliens under control. I had Frost, whose ability is that one alien less spawns in his area, which was pretty handy.

Tiwanaku. Another starting scenario, using a five by five grid (the full game is 45 squares). Still getting used to the game. I managed to stuff up the setup, you should have 25 tiles, and we realised a few turns in that we had a few more. Which affects the logical decisions you make, unfortunately. I think what I did wrong was taking some tiles from the main supply, rather than from the tiles allocated by the scenario. And checking it would have meant pulling the wheel apart, so we just lived with it. Still a fairly close game in the end. It takes a little while before you can really start using deduction to figure things about. The wheel is still so cool, I just wish you didn’t have to pull it apart each game.

Timeline, hadn’t played this in a while. Very easy to play. Each card has a date on the other side. You choose a card, and place it between two other cards on the table. If the date is between them, all good, otherwise you take another card. Winner is the first person to play all of their cards successfully. Each game has a theme, we had Historical Events, and Science and Discoveries.

The Lost Code, another deduction game. I was keen to get this played because we set it up incorrectly in our previous games. My fault. We missed that you always remove one of each colour, so you never know for sure which numbers are on the table. I had a terrible game. Out of nine rounds, I got one round correct. In every other round I guessed too high. which was still good information, I could cross out high values for some colours. But you don’t score points with incorrect guesses. I stuffed up my deductions, failed to note a number when I replaced it. Knowing what it used to be helps you out with earlier deductions. I actually scored ok at the end guessing my numbers, but obviously still lost because I barely moved on the score track. Still a great game.

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Nigoichi sounds great, and extremely easy to homebrew from a deck of cards and codenames.

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I finally finished my campaign of Sleeping Gods, which has been set up on my solo table since May. Overall I thoroughly enjoyed it - the story was solid and consistently engaging, accessible in bite size chunks, and the mechanics stayed interesting until the end (unlike 7th Continent, where I rapidly got tired of the ‘oh I need to go get something to eat again now’ cycle). Recommended.

Now I need to decide what to set up next in my table. I haven’t cracked open Frosthaven yet! But maybe that’s a clue that I should finish Gloomhaven first.

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Man, today was NOT my day, games-wise. Lost badly twice at Renature, then another twice, at least as badly, at Patchwork (I was in the negatives both times). Then had a narrow defeat (28-23) at Ark Nova (this one stings, I was SO close).

Dang!

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Tigris and Euphrates

Innovation - it was a random non-team 4 player game, but it was still great fun. Despite having less control, just experiencing the roller-coaster ride that is Innovation is enough. We even risked triggering a nuclear war too.

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