Recent Boardgames (Your Last Played Game Volume 2)

A lovely surprise trip to the local board gaming cafe (Twist) last night where we tried a few games I haven’t played before (all 2 player):

Deep Sea Adventure: Now I understand @RogerBW 's mantra - ‘don’t be greedy’. Still ignored it, of course. Probably not at its best as a 2-player but still fun.

Meeple Circus: Lots of fun but bloody hard. Picture taken in the few milliseconds I had something standing up to photograph.

Bananagrams: I really thought this would be about anagrams. Also I can’t spell ‘fellated’ under pressure.

10 Likes

Perhaps gestures would help?

2 Likes

Hmm, maybe. I’ll suck it and see.

1 Like

More Mechs vs Minions today with @lalunaverde and satisfyingly we had 2 missions failed first time and won on a second with some working out how to do better. Absolute hoot this game. Only thing I’d have liked to see is some different cards in the modules for more variety as it progresses. Still, great fun regardless and the variety in missions is more interesting than the unlocks. Woop woop!

7 Likes

Photo dump of my weekend gaming. Pics I remembered to take.

Highlights

  • Getting locked out of the star exhibit twice in Zoo Vadis

  • Winning on a tiebreak in Dune: Uprising

  • Bankrupting. Apkayer in 1876: Trinidad and losing to the player I bankrupted

  • A player needing a four on one dice in MLEM and making it

The low point was 1862 dying on its feet.

10 Likes

How’s 18Mex??

Brass: Birmingham - Yeah. I still don’t see how this one is better. If anything, the extra new industries silos the players more. Played with Pottery strategy and had the Lvl 3 Pottery at Canal Era, which scored me 22 pts! (11 in Canal and 11 in Railway). Easily one of the best bang-for-your-buck buildings in Canal Era.

Old London Bridge - Old German style AF game that Leo Colovini co-designed. Very keen on this but didn’t want to pay the absurd price from Queen Games. Alas, I don’t think I can fit this in my slowly shrinking collection.

Loot x2 - We had such a good time with this that we played it again.

Whale Riders - very fun quick fire Knizia. Glad to play this again

Mechs vs Minions - 2 scenarios and they were fun as always. Again, I should have trusted 2018 me when he rated this very highly back then. Also, I hope Wyvern didn’t noticed my hangover.

8 Likes

Just played my first ever game of Ticket to Ride (the Rails and Sails version). It was a lot of fun, definitely see why it’s so popular.

It was my first time ever and Maryse hadn’t played in over 20 years, so I had to learn and teach it, so my curse kicked in: I lost 251-304. :rofl:

5 Likes

Picked back up the Ticket to Ride Legacy my husband and I had started in late November then put aside in early December. Tonight was game 9 of 12 for the campaign. I’m enjoying it more than he is. I suspect this is because he usually wins everything we play, something like 75-90% of the time, whereas I’ve won 6 of our 9 of this so far.

Even with me enjoying it more, I don’t think either of us are enjoying this one as much as some other legacy games we’ve played. The story here is far too light. It’s more like every game adds a new sub game to play and in any given play you pick which sub games to interact with. Eventually some retire so it doesn’t get too crowded and overwhelming, but there’s no real rhyme or reason to any of it. I love legacy games and this is all the excitement of constantly opening something new but it’s just too random without that stronger plot to bring it all together.

7 Likes

Fairly straightforward.

Lost on not having decent shares.

The main gimmick merger didn’t happen, so was perfect for the first time player at the table.

1 Like

The merger felt like a sideshow tbh. The interesting decision with the national seems to be the choice of the player if they want to bid for a normal private company or bid for a minor company. The choices between the two has mindfk consequences

3 Likes

How was Deal with the Devil?

2 Likes

Well the failure to remember how many scenarios we played is something of a give away. That and chuntering away to yourself like a drunk were clues.

I would agree with this. I would add in the map
Is quite a boon to 18Mex. The interplay here is a little more open than 1830 I think and isn’t so straight forward for early and late game choices.

Glorious. Properly simulates being a s**t of an ‘investor’ in 19th century rail roads.

5 Likes

Yeah, the map is an arse with costs everywhere. I got tanked on owning the directors share of teh national minor and missed the merger and a chance to half a comlany from the another player.

3 Likes

Yesterday we made our monthly trek to see old friends that used to live locally but had to move in order to afford a house (the Southern Ontario housing market is insane).

I brought… well, I brought Catacombs with the Red Box expansion, 5-Minute Dungeon, Via Magica, No Thanks, Biblios, Startups, Scout, Regicide, Space Alert with the expansion, Search for Planet X, Taco Cat Goat Cheese Pizza, Crossing, Diamant, Lost Ruins of Arnak with both expansions, and Forgotten Waters.

We played Scout (which I won for the first time ever!), and Forgotten Waters.

This was my second time playing FW, and last time we stopped at the halfway point. This time we were having such fun that we got all the way through the Edge of the Ocean scenario. Two of us got Good endings, the other three all got Bad endings… my only complaint about the game, really, is that the change in the character endings from “Bad” (three Constellation Events) and “Good” (four Constellation Events) is dramatic. Like, it goes from “Worst Ending Ever” to “Pretty good, comfortable, nice ending.”

There should be another tier, is what I’m saying. The “Bad” endings should be for 2 or less, there should be a new “Okay” ending for 3, and then the “Good” ending and “Best” ending should remain.

Anyway. I managed a “Good” ending through burying a bunch of treasure due to a Trusty Shovel I found. Lots of laugh-out-loud moments.

“Let us come aboard!” the crew of the sinking ship cried, but we ignored them.
“We’ve got booze!” they shouted.
“Welcome aboard!” we shouted back.

Also the entire storyline with L’il Gertie was amazing. I don’t think we finished it, but the three times it came up we were all laughing.

9 Likes

I’ve played Forgotten Waters solo and 2p, and I can definitely recommend house-ruling the endings.

The mechanic of “use up the same materials you need to keep the ship going when you give yourself points” led to a very early end as everyone selfishly grabbed the resources and we promptly sank at the next tiny bit of hull damage when we had nothing left to repair it with. I think this leads to your choices being “everyone is cutthroat pvp trying to get a good ending for themselves” or “house rule it to be a bit easier so that you play it as ACTUALLY co-op”.

2 Likes

Some people would read that and say, “That’s why I don’t want to play 18xx games” or “that’s why I don’t play 18xx games any more”

But other people will look at it, me included, and say, “That’s exactly why I want to play 18xx games!”

4 Likes

Second time I’ve played it. If it wasn’t for the really clever trading mechanic it would be boring and Just Another Soulless Euro. I’m not sure why it needs screens on top of player shields.

I have no idea how to do well but it’s an experience.

3 Likes

Had some games over the weekend.

Friends were over on Saturday and we played Vampire the Masquerade: Vendetta, which I always enjoy, even if I am getting stomped. I was the Gangrel, one friend was the Tremere, the other the Nosferatu, and my wife the Ventrue. Everyone had some good plays, but the Tremere ultimately won with 26 points, my wife had 24, shockingly I was in third with 18, and the Nosferatu brought up the rear with 17.

We followed that up with a quick game of Kingdomino, using the variants for bonus points if your grid is complete and points if your castle is on the center square. I won this one with 64, the Tremere player had 57, my wife 51, and our fourth player was in last again with 47.

They left and later my wife and I played Lost Cities which I won.

The next day we played Star Wars the Deckbuilding Game, which I won as the Rebels, getting some heavy hitting cards and managing to remove four of my starting cards, giving me a rather slim deck with lots of damage. Took out her second base in one go after she only got to use it once, which helped immensely.

We followed that up with another game of Lost Cities, which I again won thanks to a good first round, getting the 20 points bonus for having 8 cards in my blue expedition.

Wrapped up with two plays of a new game, Kiri-ai: the duel, which I really enjoyed. I had broken this out a few days ago just to show my wife how it worked, but we didn’t really play then.

The game is just 16 cards and represents a duel between two samurai. One card is the battlefield, consisting of a line with five diamonds on it. Two cards are a samurai for each player, and they start at opposite ends of the battlefield. Those cards have two stances depicted on them, Heaven (high) and Earth (low), and whichever side is on the battlefield is the stance you are in. Both start in Heaven stance. The card is also two sided, as if you take a damage, you flip the card to the other side, and if you get damaged again, you lose.

Each player has five identical cards representing movement, stance change, or attacks. The remaining three cards are special attacks, each player gets one and the third is secretly set aside.

Every round, both players will choose two cards from their hand to play, placing them face down on the table. Both then reveal their first card and resolve them. Movement happens first, and then attacks. Possible moves are stance change, one step forward, two steps forward, or one step back. The samurai cannot pass each other, so at most can end up on the same space. Each player has the same three attacks, one that hits two spaces ahead of you and requires Heaven stance, one that hits one space in front of you that requires Earth stance, and one that hits the space you are in and can be in either stance.

The three special attacks are a counterattack, that will hit your opponent instead if they successfully hit you, one that hits both your space and the one in front of it and requires Earth stance, but changes you to Heaven stance afterward, and then one that hits two and three spaces ahead of you, requiring Heaven stance and switches you to Earth stance.

If both players play an attack card that would hit the opponent, their swords clash and no one takes damage. If a player is hit, they flip their samurai card to the damaged side, and if it’s their second hit, they lose.

After cards are resolved, players take the first card back into their hand and the second card is set aside. Going forward, players will take their first card and also the card that was set aside the previous turn back into their hands at the end of the round. Special attack cards are removed from the game once used, so that will not go back to hand or be set aside. Then the next round begins.

My wife’s dyslexia was kind of kicking in here, as she had to repeatedly ask which card came back to her hand and which was set aside, but otherwise it went really well, I thought. I won the first game, but she was still coming to grips with the iconography. She ended up winning the second game, partly because I was still doing the same. :). But she outplayed me fair and square. It was fun, and there’s a lot of yomi involved.

8 Likes

I enjoyed Deal with the Devil, but not for the length of time it took. There’s an hours worth of fun in 2.5 hours of playing

4 Likes

I’m posting just to report a single particularly satisfying play phase in my last game of Cribbage :).

As it transpired, their hand had been 5,6,7,8, and mine was 6,7,8,8. It was my crib, so they led, and my points flowed in thusly:

8
7 (2 for me)
6 (3 for them)
8 (3 for me, and 1 for last)

7
8 (2 for me)
5
6 (4 for me, and 1 for last)

The turn up was a 10, so they scored 11 (3+8) for the round, and I scored 25 (13+12), +4 in the crib.

I may never get a perfect hand worth 29 on its own, but any time I’m getting that many points all up for a hand, I’m pretty happy! The other scores aren’t remarkable, but a margin of 10 in the play phase is not common. Would that every hand went so well.

8 Likes