Recent Boardgames (Your Last Played Game Volume 2)

A few games of:

  • Tetrarchia
  • Calico
  • Mists Over Carcassonne

I played “The Great Persian War” scenario in Tetrarchia, and misinterpreted the rebel army rules, which led to me playing an odd game in which those two armies roamed the board in the usual way, yet I wasn’t allowed to attack them without first controlling the sea in their home region (and they begin with a strong advantage there) – but (in the absence of rules to the contrary) I could defend if they attacked me, and defeat them that way. I’d thought this all seemed very strange, and now I know why – they’re supposed to stay put at home and never attack! It turned out to be a nice challenging game, though, so I’m happy with my blunder :).

Calico scores weren’t great. A lot of the time I just focus on trying to maximise the three central tiles at the expense of everything else – but when I achieve that, I’m always happy : )

I won a refresher game of MOC at level 3 and then just got stomped repeatedly at level 4. The luck of the draw can be rough.



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Next up, Pollen.

The first thing to hit you is how pretty this game is. My prettiest game? Yeah, yeah I think so. I’m not a flower guy. And Beth Sobel is nice but has never bowled me over before. But this, this thing on my table is incredible. Every flower, every leaf, and then it all spreads out like a garden.

Pollen is, of course, Samurai the Card Game which is, of course, Samurai. Beat for beat, it plays quite similarly. The primary differences being a) no special tiles (ships, swaps, etc), every city/pollinator is contested by four cards while Samurai has 2-6 depending on the map, and c) the prizes to be fought over are introduced to the game one turn at a time. So you don’t know at first where the tokens will land, and if the triple token with all three pollinators will even hit the board. That last one is the biggest change.

But the consistency and symmetry of four cards : one pollinator token and no double turns or switcheroos also give the game a purity and let you focus on the thing itself with no tricksy gotcha effects.

Is Samurai better? Yes. Is Pollen prettier? Yes. Is Samurai in print? No. So there you go.

I have to note it’s low score on BGG, and the low complexity score. Without getting too philosophical about games and mattresses, being designed to sell rather than to be used night after night, Pollen (and Samurai) take some time to really take ahold of. It’s laughable to consider this the same weight as First Rat (per BGG), which we were playing before. Minutes would often go by as we considered the options and consequences for each of our 15 cards. It’s dense. When you discover the complexity, you also discover the brilliance.

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Where’s the 1846 post? :persevere:

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Yes, @lalunaverde, there’s another game I’ve been meaning to write about. Habitats!

Holy.
Cow.
From my perspective, it’s got it going on.

First off, this is another AllPlay title. I keep raving about AllPlay as I am in love with their operations. As a former logistics manager… their timelines, prices, shipping, just…

Yes, every game seems to be on time, on a more aggressive schedule than any other kickstarter. Lower cost BEFORE subsidized, $4 shipping. Higher quality punchboard. Succinct but clear rules. High end art (see Pollen).

They also have a penchant for digging up overlooked gems and begging the public to take another look. And so Habitats. Which Uwe Rosenberg also dug up; Nova Luna is apparently a “lift and simplify” job of Habitats to the point where he put Habitats’s designer on his cover next to his own name.

Habitats itself lives in two parts. Part the first: Tableau. Here we have Chomp, Cascadia, Trailblazers, (Nova Luna, obvs), where you are trying to place tiles in a mindbending configuration to score points. Here each tile has an animal, requiring it to be next to specific other habitat tiles - while itself being a habitat tile that other tiles want to be next to. Mental dialog while playing is something like, “Oh. OH. Oh. Oooooh. OH NO. Ugggggggg. Oh. OH. aHA!” Simple enough that you always have the levers in front of you, complex enough that you can’t help but fail a few, miss something, circle back, etc.

Part the second: THE MARKET. This is where it really shines. The tile market is shared. You have a jeep, and you can always grab the tile in front, to the left, or to the right of you. Then you drive into that tile’s space and leave a new tile behind you (game term: pooping), where you can’t easily get to it. So you can plan ahead, you can chain a few tiles. Or maybe there’s a tile you NEED on the far side of tiles you don’t need. Maybe someone else wants that tile and it’s a race. Maybe they don’t want it but it is in their way so they are going to drive over it and tuck it into some third rate habitat at the edge of their park. The market takes Cascadia or Trailblazers and a) let’s you plan, while also b) adding a layer of sometimes vicious player interaction.

Bottom line, I was really impressed. Habitats has it going on. A little harder than Cascadia, a little easier than Trailblazers, and more cleverly designed than either.

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We larped candyland last night.

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Played Marvel Champions to try out Cyclops and Phoenix. I just got “The Hood” villain, which I’d heard good things about.

Lots of nice touches - MC is all about theme, and one of the cards is for when you have a specific pair of heroes who are linked in the comics. It gives you a special ability that only works with them, based on how they work together. C+P’s was great.

I got super unlucky and triggered the “Dark Phoenix” adversary early, which gives you a new possible lose condition that doesn’t go away, as our beloved Jean Grey potentially eats the world.

Cyclops can do a ton of damage if it all comes together, and the new Psionic powers for Jean (and a few other of the newer heroes) are awesome. Unfortunately, The Hood is completely, completely broken and had a turn which went from “0” to “you lose” without me being able to take an action. I like the modular sets that come with it, but if your deck includes “deal more encounter cards” and many of those can say “do it again”, that’s nuts.

Will definitely try the pairing against a conventional villain next time.

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A buddy went all-in on the KS of Dune War for Arrakis, and I got to play it last night!

First off, for those who don’t know, this is basically a streamlined, faster version of LOTR War of the Ring, but more complicated/epic than Battle of Five Armies. None of the politics of WotR, but variable victory conditions (sorta), only 2 “real” factions instead of multiple armies, and no way to gain additional dice for either side.

Here is the table just setup.

I played the Atreides, my buddy Terry played the Harkonen. This was his 3rd game, and it took about an hour to learn the rules, and then we were off to the races. He destroyed one of my Sietches by rushing from the pole station, so I sent young Paul there and destroyed it. Harkonen 3, Atreides 1-for-each at the end of turn 1.

Sadly, the worms didn’t destroy enough of the harvesters, so the spice continued to flow.

Turn two saw me lose another 2 Sietches in what was becoming obviously an unstoppable Harkonen advance. Turns out, the Atreides? They kinda suck at fighting. I managed to defend 1 sietch at any point during the game: every other time the Harkonen showed up, they leveraged overwhelming firepower. Sardakaur are really, really good, and since Terry got the Emperor early they were also plentiful. I managed to get two of my Special Forces out on turn 1, but didn’t realize how rare they are (there are a total of 7 Fedyakin the Atreides have access to. Total. Ever. Shaddam IV makes 4 Sardakaur a turn). And they were stuck at the north pole all game.

Anyway, the fall of House Atreides was basically a foregone conclusion at that point. I got Matron Mother Jessica by killing Jessica, but the game was over the next turn.

I had a lot of fun getting bullied around the board, but I made the same mistake I always make with WotR: this isn’t a wargame for the Atreides. I can’t expect to win by fighting. You really have to focus on scoring those objectives first and foremost: you are going to lose every fight you get into. Every time. So don’t bother. Instead, deploy troops to slow the Harkonen down if you have nothing else to do, but otherwise everything goes into completing objectives every turn (I scored only 2 over the 4 turns of the game).

I launched 1 Surprise Attack: 2 Naib, 2 Elites, and a Regular against 3 Elites, a Leader, and 2 Sardakaur. I lost both Elites and the Regular and inflicted exactly 0 damage.

I mean, okay, a bit of bad luck, but fighting against the Sardakaur is a losing proposition unless you have really good leaders and/or.your own Special Forces, and as we established, they’re really rare.

Still! Fun. Looking forward to our next game. Is it better than WotR? No. But it is twice as quick, and I think there is depth in there. Looking forward to finding out!

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It is hard to pin down where it began. Quite likely in a rocking chair in a dark room, a warm baby asleep but restless on my chest, and a thumb grown weary of instagram and repetitive word games.

A readout on 18xx you are under no obligation to read.

This begged the question, which of the board games on my tablet could work on a cell phone? Which in turn led to Steam again, which resurfaced the question of what is the deal with Martin Wallace and all these games called Steam are they the same or not? Age of Steam, it turns out, came first and was a first attempt at bringing 18xx to the masses, with some of the trappings of train games packaged into a thorny Euro casing.

It may also have begun when the hideous Wabash Cannonball was reprinted, making the less hideous and nearly playable Chicago Express affordable again. That raised an age-old question, do I want this?

In any case, I was reading about trains. 18xx, the trainy destination for whatever “grognard” would be for trains instead of war, was always mentioned as a reference point. This led to backroom conversations with the Initiates and a hunt for train-shaped rabbits down the proverbial hole.

18xx, surprisingly, has well defined consensus on where to start, apart from the fact that it isn’t as monolithic as it looks from the outside. First, some chap named Francis Tresham made 1829, about the economics of building a train network. Then someone else made 1830, about the worst imaginable business practices and generally being a dick during the industrial revolution. Tresham declared the latter awful.

Now we have 1829 and all its children, generally called the “Run Good Companies” branch of the family. And 1830 and it’s unkempt brood, called the “Stock Market Shenanigans” branch. If you want to try out the latter, you play 18Chesapeake, which isn’t a game so much as a tutorial that plays out according to script. You don’t buy this one, you only play it once. If you want a starter you can play, you play 1889 Shikoku.

On the 1829 branch of the family, it’s 1846: Race for the Midwest. By Tom Lehmann, who would later make Race for the Galaxy. I guess it’s a thing for him. Though, from his picture, I doubt he’s been in many races. Likely lose to Gigli.

I’ve played both now and it is fascinating to see how the games differ in flavor despite the common ruleset. 1889 Shikoku is markedly destructive in its emphasis while 1846 feels constructive.

It plays out like this: In Shikoku, it’s hard to start a company. Once you do, that company gets an immediate nest egg which is, for all intents and purposes, nearly all the money it will ever have. It is your job to embezzle as much of that money as you can while spending just enough to build a bridge from which you can leap to another, healthier company. If you play your cards right, you may be able to dump the rotting corpse of your company on another greedy bastard who was trying to siphon off your profits. If your opponents are too canny, you leave it around, on life support, barely nosing above bankruptcy for the remainder of the game while you run your new shiny company for profit.

It’s fascinating. A bit like parkour, especially to watch the more experienced players set the balance of just how much to invest and how much to embezzle, when to jump, and of course trying to hustle the game to the point where someone else is left on a rusted train with no routes. For my part, the game was less about winning and more about avoiding bankruptcy, trying to anticipate the next era flying at me and figuring out where I’d find money to buy modern trains.

Now 1846 is very Lehmann. Every game of 18xx has privates, which are just “variable player powers attached to modest income.” And also one of the many ways to embezzle. Lehmann’s privates are a cut above 1889, each one whispering a bit of theorycrafting as you trace the board. Each game offers different setup, as well, with corporations rotating in or out of availability.

But let’s get to the juice oozing from this steak. Starting a company here is easy. Just a few bucks and you’re ready to run. A nice, little, baby company. Poor. Maybe buy a locomotive. Lay a track. Hopefully there’s another city nearby, because now you’re out of cash. But run that locomotive, and the cash flows back to both you (the player) and you (the company). Now we’re cooking with gas! And get this, the only way for other players to stop this from happening is to give you money. They have to buy your company’s shares, replacing your drizzle of income with a windfall. So you have to, have to buy them, but it’s painful to give your opponent their next locomotive in order to disrupt their long term prospects.

This is 1846’s constructivity. Things start small and grow. The game here is about managing that growth, protecting it from vultures, being a parasite on everyone else’s growth. Some companies stumble and live on the mezzanine, but there are no empty husks with empty coffers here.

Now, Shikoku has some huge turning points - when one player is leaping from the end of their crumbling bridge and everyone is scrambling for position in the next chapter of the game. In between there’s a lot of meandering and mulling. With 1846, every stock round (when the money is changing hands) was fraught. Do I fund my company now? Do I wait until the stock price goes up, so I can fund it more? Will someone else jump in if I do that? Will they take my company (sorry, @Pillbox, I had the cash) if I wait? Do I invest in someone else? Will that help them more than me? Should I give my company my money, dropping my score, or withhold dividends…also dropping my score…

The money flow was dynamic and each in and out came with serrated fishhooks. The game was still mean, with some companies changing hands, a lot of blocking on the board. But it wasn’t a deathmatch. It was a scramble to the top of a greased flagpole where your opponents made the best footholds.

I will say this, Shikoku feels more other. I haven’t played any other game like that. 1846 feels like a Euro. I mean that well. It’s a good, complex, interactive, balanced, sharp-edged Euro. But you’ve got your company to build, your score to monitor, and your opponents to block and evade as you do so. Shikoku’s otherness is a point in its favor.

However, 1846 felt like the 10/10 game. No laurels are awarded after 1 play, but I can certainly see this entering the top 10 or top 5.

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We played another round of Star Wars the Deckbuilding Game yesterday, which I won as the Rebels, though I didn’t think I was going to. She got Vader and wiped out my second base with him, I just managed to get a few hard hitting cards that came up at key moments.

A bit later, I tried out Choose Your Own Adventure: House of Danger, which I received for Christmas '22, and it’s just been sitting there and I decided it was finally time to give it a whirl. The game is broken up into five chapters, and I only played the first one. There are story cards and clue cards, as well as a board with two tracks, psychic and danger. Danger is what is used to resolve a challenge. You roll a d6 and have to meet or beat the number on the danger track. It starts and cannot drop below 3. Not sure yet what the psychic track is for, other than I guess getting it higher makes the game easier somehow? The story cards are like turning to a particular page in a CYOA book, while clues can be things you keep and use to assist with challenges and such.

So, like most CYOA books, it’s really easy to stumble into a literal dead end for the character, and the game is no exception. I died twice, once to a choice that did not surprise me at all, but given the situation, I just had to make the choice I did. But I got through the chapter, gaining one item, though raising the danger track by about half and reducing the psychic track all the way to the start. Dying is not good for that, apparently.

I’ll get through the rest of it before too long, and probably pass it on to my friends to try out.

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I’m a bit torn. I was really floored by the dynamic interaction created in our 1846 game. But at the same time, I feel like '46 did a number of things, but it didn’t do any of them amazingly well. But maybe that’s exactly what it is: an interesting juxtaposition of these 18xx ideas – not revolutionary in any way but a curated tour that creates dynamic situations.

I’ve determined that I love Minor[1] companies in the broader 1835-lineage of 18xx games, but I found the minors in 1846 to be perfunctory. They are early-game engines (double-meaning!) that you draft to generate revenue to build out the map and incentivize early-revenue on the board (something I totally missed in the first round and it may have cost me the game! Who am I kidding, I would have lost regardless, but I did miss out on OR1-revenue by not realizing the value of my minor).

But in other games, Minors are way more interesting; many games feature them “growing up” where they re-capitalize as a major or merge into a major company; in '46, they were basically just fancy privates (ask me more about fancy privates if you like).

Additionally, I felt like the game’s dynamism locked up in the latter half. The early game was exciting and dramatic, but by the time russet tiles broke, it was basically over.

I can see why Eric Brosius and his crew have played 1846 over 200 times, but also how they can play a complete in-person game in under an hour.

“euro-style 18xx” is a weird thing to say, and also confusing, because there is Poseidon, and City of the Big Shoulders that also get called this, but 1846 is different; it’s 18xx-euro rather than euro-18xx (or maybe vice-versa? Who can say?)


  1. basic companies with a single share ↩︎

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This is my criticism with this game (and also most run-good-companies, including 1817). They are pretty front loaded, unlike 1830-style.

But at least 1846 can indeed finish very quickly.

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It’s a family forum!

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More Cthulhu Wars! This time I was Sleeper @lalunaverde was Tcho Tcho and the others were Crawling Chaos and Bubastis and we played on the Yuggoth map. This game was won for me by the map. All the other players got greedy and started building gates around the watchers pyramid for the one extra power per turn. This went wrong for them when the Watcher turned up and killed almost all their things. I meanwhile created a buffer around myself and the Watcher so I wasn’t eligible for attack with empty space. I also used the Laboratory to create brain cylinders out of my cultists and resummon cultists for extra power. Also I used lethargy heavily to wait until everyone else was out of energy and then gobble up cultists and monsters while stealing gates unopposed. Lethargy is a sleeper power where if I have my great old one out I have access to a 0 cost action that does nothing to delay doing stuff until later. This was made better by copying Crawling Chaos’ ability to double move. Last turns I had 6 then 5 gates and did rituals of annihilation. Also the turn I killed Nyralhotep twice was excellent.

We followed up with a 3 player game of **Res Arcana with all expansions. Took ages with teach and slow play from the 2 of us who were new. Still was really good. Tom Lehmann sure has some design chops. Also helped by the production values being top notch.

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The musician?? (I only know of two people with that surname, and the other is his wife.)

I assume it’s a different one; but if not, that’s an unexpected overlap in my interests :).

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We played Great Western Trail Argentina last night.

Kate won (obviously), I loved it and can’t wait to play it more.

It was a reaaallllllly long evening though. Taught 2 people completely new to GWT, plus we had to take a mid game break.

Set up, tear down, teach and break included it took 4 hours! I think next time it will easily be 2.5 (30 minutes of which is the set up and put away).

I think it’s a bit closer to Rails to the North than the base OG. Grain is included as an additional currency which requires more pre planning.

After 2 plays I have it just behind GWT as my favourite euro. I attempted to ignore grain last night (not a great idea). Once I get that part of the game grokked I can easily see this being my #1 game.

Also - in the age of £150+ big boxes and crowdfunders, this was £37. Bargain

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I get that. To be fair, Shikoku was also “decided” before the game ended. Based on what I’ve seen, it’s hard to imagine an 18xx that is NOT decided at or just before the transition to the final era. But I don’t know how other titles handle this and what leeway is left once companies reach their final state.

In our game it was a toss-up between LLV and myself until we hit phases 3/4 (which came very close) and he won due to the Priority Deal. I could also have afforded B&O (the last available company) and if I’d gotten it I would have pulled away instead.

18xx.games exacerbates this as cash, liquidity, total value, and company revenue are all calculated and emblazoned on the game state. I imagine at a table that the game might be “decided” at the final transition but the score would still be obscured due to the difficulty of calculation, so that it might feel close until the calculators come out.

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Also - in the age of £150+ big boxes and crowdfunders, this was £37. Bargain

I’ve come to really appreciate solid euros at this price point.

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I disagree. I would have bought into B&O regardless who owns it. If you did open it, our share difference will be 2 (unless @pillbox joins in). My NYC was already poised to have 2 permanents. It was the rusting that open it up for NYC to get the 5 and 6 trains.

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I know someone who says 18India doesn’t have this. It’s my main complaint about 18XX, once you’re into the diesels you might as well just call it and run the ORs.

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I think that’s a very common thought and a lot of groups run the last set on paper using math(s).

But it’s group dependent and people should feel comfortable saying, “I think we can run it on paper from here” or, the other way, “Not yet, there’s something I want to try” – because it’s important to develop an ability to see how the games will play out.

In some 18xx YouTube videos, I’ve seen some players to easily accept the “run it on paper” when there was something they could have done to change the numbers before running it out… maybe they have that experience and they read the tea leaves differently and knew it wouldn’t make a difference… or maybe they were railroaded (HA!) into running it out despite not being “done” with the game.

This subject comes up fairly often on 18xx discussion fora and there are vocal proponents for both sides as well as a few extra directions.

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