Recent Boardgames (Your Last Played Game Volume 2)

Today I went to London (Ontario) to visit my buddy Nick and his wife Heather, who are expecting their third kid in the next week or two (so this will be the last visit for at least a few months).

We started by playing a modified Battletech Aces campaign, using the Battle of Tukayyid Chaos Campaign supplement.

A Long Rambling Explanation of How It Works

So the Battletech Chaos Campaign system uses what it calls “Warchest Points” (WP) to track an abstraction of materiel, money, and supplies for a given campaign. In the case of Tukayyid, there are 2 major considerations:

  1. The size of the Clan force you will be playing against in each scenario (a Star of 5 mechs, 2 Stars, or 3 Stars), and
  2. How many missions you want to play against each Clan for the overarching campaign itself. Historically there were 7 Clans involved: Wolf, Jade Falcon, Nova Cat, Steel Viper, Ghost Bear, Diamond Shark, and Smoke Jaguar.

I decided to play at a Star-level (5 Clan mechs) per scenario, and to aim for 4-5 missions per Clan. That gives a total of 1,000 Warchest Points to Nick and I as the Com Guard, and 1,000 WP for the Clan we are currently fighting.
For each Clan, you build a Campaign Force using the system’s Force Generation rules. The most interesting part about this is that you pay for a class and ability of mech (so, for example, an Elite Clan Light might cost 9 points, and a Veteran Com Guard Light might cost 5), but then you roll on a random list of mechs for that class to determine the specific mech you actually get.
Nick wanted to play against Jade Falcon, so I built the Jade Falcon Campaign force:one each of a Gargoyle, Stone Rhino, Timberwolf, Mad Dog, Summoner, Marauder C, Stormcrow, Ice Ferret, Adder, Kit Fox, Hunchback IIC, and Arctic Cheetah.
I then generated our Campaign Force for Com Guard: one each of a Atlas, Cyclops, Banshee, Thug, Awesome, King Crab, Black Knight, Lancelot, Marauder, Rifleman, Warhammer, Sentinel, Blackjack, Crab, Phoenix Hawk, and Mercury.
Then you roll on a scenario for the given campaign theatre, and that will allow you to take a percentage of the Campaign Force into the battle.
Afterwards, the objectives you accomplish earn you Warchest points, and because Battletech can’t do anything without making it ten times more complicated than necessary, you multiply the Warchest points by either 5 for the Clans or 10 for the Com Guard to convert those into Supply Points, spends those to repair and rearm your mechs, and then convert the remaining Supply Points back into Warchest points for the next round.
Each mission costs a minimum number of Warchest Points for each side: whichever side runs out of WP first loses the campaign.
Oh, each side has a faction advantage: the Clan mechs are piloted by 1 level better pilots by default (their line-troops are Skill 3, whereas the Guard is Skill 4), and Com Guard get 12 points of Battlefield Support… Artillery, minefields, bombing runs, etc… to represent their dug-in defenses.

The scenario was a Jade Falcon attempt to destroy the Com Guard fortified HQ in a blitzkrieg strike: victory would push the Com Guard back to the river, but if we could hold the Falcons here for a few rounds then we could push them off Tukayyid for an even more impressive victory than the Com Guard managed in the lore.

The Green Turkeys brought their Timberwolf, Adder, Ice Ferret, Arctic Cheetah, and Hunchback IIC. Nick took command of an Atlas, Panther, and a Crab, while I took a Cyclops, Rifleman, and a Lancelot. For Battlefield Support, I took 2 Medium Minefields placed near the middle of the table, and two Heavy aerospace bombing runs.

The scenario required the Verdant Geese to Scan 4 buildings in the middle of the table to determine which was our HQ, and then destroy it (the HQ is a fortified building with 40 health, so it could take a considerable pounding… the heaviest mechs on the table could do 5-6 points of damage at most, so that’s multiple rounds of ignoring everything else and just pouring firepower into our HQ, but the Clans can be surprisingly hard-hitting). We had to destroy the Clan commander: we decided we would randomly determine which mech pilot was the commander after the game was over, rolling 1d6 to determine which mech was piloted (and giving 5 and 6 to the Timberwolf, making it twice as likely to be the commander’s mech because it was the biggest and most dangerous thing on the table by a fair margin).

Last wrinkle: the Lime Pigeons could only deploy half their mechs at the start of the mission, and the rest would randomly show up on a later turn from one of the table edges. In the regular rules, the way it works is the Clan player rolls 1d6+1 and has their reinforcements show up then: because we were using an AI for the Clan, we just rolled 1d6 on Turn 2, and on a 6 they showed up that turn. On Turn 3, they showed up on a 5 or 6. On turn 4 they showed up on a 4-6, etc, etc.

So, with all that settled, we began! The Timberwolf, Hunchback, and Arctic Cheetah deployed immediately, with the Adder and Ice Ferret held in reserve. We put the Cyclops and Atlas as close to the Timberwolf as we could, hoping to leverage our numerical superiority before the Clan could bring overwhelming firepower to bear.

Turn 1 saw basically all six of our mechs focus fire on the Timberwolf, not killing it, but inflicting heavy damage. The minefields hit the Hunchback IIC and Cheetah, and the Hunchback started scanning a building and confirmed it was not our HQ.

Turn 2 and the Timberwolf hammered the Atlas and we blasted off the last of its armour. The Cheetah flanked my Rifleman but managed to miss, and my Lancelot got into a prime spot behind the Hunchback and managed to take it down.

Turn 3 and the Clan reinforcements arrived, but not in time to save the Timberwolf or Cheetah, both of which were sandpapered off the table. In return the Adder and Timberwolf vapourized my Lancelot and the Ice Ferret landed a very solid hit on the Atlas, putting some internal damage into it.

Turn 4 and the Adder went down, and the Ice Ferret took just enough damage to go into retreat. The speedy little Clan mech escaped.

The scenario awarded us 100 WP for defeating more than 50% of the enemy. Nick rolled to see which of the Clan mechs was the commander… and of course, it was the Ferret! Curses! As a result we got a marginal victory.

In the aftermath, we checked to see if there was anything we could salvage: the Cheetah was in good enough shape that we could scrap it for supplies, but that was it.

At the end of the mission, once repairs and training for both sides were tallied, the Olive Ostriches are at 749WP (and down 4 mechs), and the Com Guard are at 850WP (and down a Lancelot). We’re calling it a win!

After all of that, we chatted about the next scenario (Pursuit, where the Clanners are trying to rush across the board and we need to chase them), and then I set up a game of Beyond the Sun.

Neat little game. I don’t think I’ve ever won, and this time was no exception! But it continues to be a fun little efficiency engine, and I kinda like the peaceful-ish way that colonizing the stars works. Overall, still a fan of the game!

5 Likes

Had a nice winning streak of games today. Started with Lost Cities, which had me come from behind to win in the third round.

This was followed by Ethnos, using Centaurs, Giants, Orcs, Wingfolk, and Halflings. I had a decent lead after the first age, which only expanded thanks to two bands of six Halflings in the second age. Won 140 - 111.

Finished up with Lords of Vegas, where we were very even for most of the game. Then my wife jumped ahead when Pioneer casinos kept coming out. Got lucky when a late Vega which I had just upgraded to a size 12 hit, followed the game over card, giving me the win 81 - 73.

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Er…

I appear to have won Daybreak in round 2.
Unless I’ve played something very wrong, but I don’t think I have.

I stumbled straight away across a devastating combo where I could discard a card to create clean energy and remove dirty energy, then chain that to a global project card which added two clean energy, and chain that to a local card which removed dirty energy when I added two clean energy. And all of them were unlimited use.
So I removed so much dirty energy that I never increased the temperature, even in round 1, and then I just did it all again in round two, achieved drawdown and survived the crisis cards!

I can’t see all that ever happening again tbh, but at least I now have some understanding of how winning might work.

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congrats. this has happened to me twice as far as i remember. lucky for the game it’s a rare combo so the game doesn’t break completely so it’s still fun if it happens occasionally :innocent::blush: i think round 1 would be impossible. but I have yet to prove that.

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I played 2 more games in my new Oath campaign today. For the first game the Chancellor had held onto their power.

Game 1:

  • Players: Chancellor Black (every hand has a fixed color even though Chancellor always plays royal purple), Exile White, Exile Blue
  • Oath of Supremacy (Sites ruled)
  • Winner: Chancellor Black as Oathkeeper after round 8
  • Winning Suit: Arcane
  • New Building: Festival District (Discord)

Game 2:

  • Players: Chancellor Black, Citizen White, Exile Blue
  • Oath of Devotion (Darkest Secret)
  • Winner: Exile Blue as Usurper by default after round 8
  • Winning Suit: Arcane
  • New Building: Hall Debate (Hearth)

This one went back and forth. White once again caused more chaos than anything else. Their attempt to support the Chancellor was almost non-existent because they wanted to renounce their citizenship for most of the game. But they had amassed too many secrets to be able to afford that. Overall it was a battle of secrets. Everyone had plenty of those and no favor. Blue then revealed the Vision of Conquest and proceeded to take over the Cradle sites. In a last ditch effort to not lose, both Chancellor Black and White together managed to vanquish Blue‘s armies and send them back to the Hinterlands… but in the 7th year (turn), Blue managed to use the sheer number of secrets they had obtained with the help of their 3 Arcane advisors to wrest the Darkest Secret out of the Chancellor‘s hands—they had had to end their turn in a bad location that had non-matching Denizens. Then Blue traveled to the last remaining undiscovered site in the Hinterlands where no Denizens were known to roam… and made it impossible for both Chancellor and Citizen White to get there and take back the secret so despite losing their Vision, Blue held on to power and won.

(I think if I was playing more than 3 handed things would get far messier, 3 is a very low number of players for Oath it feels like)

Game 3:

  • Players: Chancellor Blue, Exile Black, Exile White
  • Oath of the People (People‘s Favor)
  • Winner: Exile Black with the Vision of Faith (Darkest Secret) on round 3
  • Winning Suit: Order
  • New Building: none (no sites ruled)

This was the shortest game of Oath I have ever played. All started well for the Chancellor who had sworn to protect the People. They had the Hall of Debate to ensure no violent takeover could threaten them. They had Angry Mobs to further ensure nobody could get close and storytellers to keep the Dark Secret out of anybody‘s hands. Except… Exile Black the former Chancellor swore off the Arcane arts this game (luck of the draw) and instead focussed on Order. Even Order has some secrets and so on turn 3 they sat in the Hinterlands traded once more in their orderly stronghold, retrieved the Darkest Secret when all others had focussed on Favor as the ruling currency of the game… and then Black got extremely lucky retrieving the Vision of Faith from the World Deck. As their final deed for the round they revealed the Vision.

The Chancellor did everything in their power to convince Exile White to support them but even with their combined might and the availability of the Conspiracy they could not get the Darkest Secret away from Black. The restrictions of the Darkest Secret are that there needs to be an advisor of a non-matching suit at the player‘s site and smartly Black had never revealed their 3rd advisor having only 2 Order advisors and one matching Denizen at the site. The Conspiracy requires the conspirator to have 2 matching advisors and that is indeed very difficult to pull off on a whim. There was a Tribunal location where the other 2 players might have made some kind of deal to pool their secrets but there weren‘t enough supplies to do that and have someone somehow throw a mismatching advisor onto Black‘s site.

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Seems I missed a week, lots of games over the last fortnight:

Food Chain Island, x10

Sprawlopolis, x2 - tried out the beaches expansion - it’s good. Solid expansion. I’m keen to try out the others!

Acropolis, bit of a hidden gem with this one - one of best simple tile-laying games I’ve played. The vertical element adds some interesting depth, despite it’s short playtime!

Hegemony, what a beast this one is! Really interesting asymmetric economic euro. I played as the working class, and walked away with the win (though not by heaps). Folks didn’t do much union busting so I raked in quite a few points that way. It was fun - super long though, maybe the longest I’ve played! Everyone was really engaged throughout and you’re almost always keeping a close eye on what your opponents are doing. Didn’t snap a pic, but it’s not really a looker - and I wasn’t sure I’d like it but I really did.

Cascadia x2, got to try out the expansion for one of these plays - it’s decent. Does add some interesting stuff, but not a must have, for me. Maybe I’ll pick it up on sale…

Scout x2, great filler here, taught it to some new folks and everyone really enjoyed it. Such a solid little card game. But definitely at its best with 4 players.

51st State, picked up the ultimate edition of this (with kickstarter extras - it was a steal!) so ran through a solo game. It now has variants and a whole different solo mode that works differently. Yet to try that one. But a great game, looking to get it to the table this week if I can.

Silver and Gold, can’t wait to get Pyramids! I’m pretty sure I’ll keep both though.

Dragon Keepers, this was a bit of a suprise - some interesting stuff going on and doesn’t feel much like anything else I’ve played. Not sure I’ll pick it up but I certainly wouldn’t turn down another game of it!

Harmonies, won our game of this this time around. A great game and one I’m definitely on the lookout for!

Nova Roma, this was decent - that playtime on the box is very optimistic for a full 4 player game. It went late but I enjoyed it. Seems a bit like a simpler Trajan (I haven’t tried that one though, so that might not hold up). The action selection that drives it is interesting, even if most of the actions are very straightforward.

The Loop, thrilled to try this one - its lots of wacky fun. Having your own deck cuts down on the whole alpha gamer thing (though I’m lucky with my gaming buds, so we don’t normally get that too much anyway). Would love to play it again.

Skulls of Sedlec x3, my wife has been stuck in bed for the last few weeks - she’s now added hip issues to her back issues :frowning: But she was finally well enough to sit for the length of each of these games! Which is some real progress. One of my favourite 2 player quick cardgames. The expansions are a must though!

8 Likes

I’ve been reading up on the rules for Arcs and got into the Leaders and Lores part. Read these cards, and omg, they are THE spice of the game. No wonder basic Arcs feels so rather underwhelming. Imagine eating your dinner without any spice. I really not playing Arcs no more without the Leaders and Lores and I’m super keen on trying them out.

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I’ll still be surprised, but a bit less surprised now - I won at the fourth attempt! Well chuffed.
What with that and my (a bit lucky, but a lot enjoyable) Daybreak triumph, I’m on quite the roll!

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The more I think of TI4 in retrospect, the more I think I will enjoy the game if it’s around 4 hours instead. I used to know a TI4 player in the club who plays fast and plays very well (and his games are indeed shorter) and would probably enjoy the game if played with him

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Oh yeah, my first game head Leaders and Lore and I’m glad it did. I like having a little bit of asymmetry between players it really helps things.

I could see that. I’ve always been torn on finding ways to speed up TI. Because for me the diplomacy and negotiation is the spice, and I worry finding ways to streamline that would make it lose something.

But at the same time, the time commitment is a real barrier AND I think there’s a tendency for some to try to squeeze out every last ounce of value from a negotiation that just makes everything drag. So I do tend to prefer deals that are “offer, counteroffer, accept/decline” to speed things up.

I also think in future versions the Agenda phase could be changed to be something that doesn’t take so long for usually very little change/benefit. I like the phase in theory, but in practice it’s usually just a time sink.

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The tabletalk were the best part of the game and like to have more of that and less faff elsewhere. And I’m not sure Eclipse is the one I’m looking for. I’d rather play Root if I want some action-efficiency Euro game with heavy combat.

I found that so much of early game is just plodding nonsense that can be cut out. In Tigris & Euphrates, wars and revolts happen very early. In Cthulhu Wars and Glorantha, battles happen as early as Round 1, but, more often than not, starts on Round 2. Kemet, which I soured on, has combat on Round 1!

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I haven’t played Eclipse but to me it just seemed like it was mostly TI with all the parts I liked best stripped out. Though I’d be more than happy to give the second edition a try.

I don’t mind the the early game, though maybe incentivizing people to make riskier plays to introduce some early tensions would be good.

I find the later rounds take way more time and I think the big issue is that most of the time stalling is your best play. So everyone just tries to stall as long as possible and it really starts to drag. Especailly if you’re the one person that doesn’t have any stalls.

So I think changing the agenda phase and either removing stalling entirely or vastly reducing the amount of stalls in the game (they’d have to change Yssaril, but they probably should anyway) would help.

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Twilight Imperium 4th managed to speed the game up a great deal already… I can get a reasonable 6 player game done in 3-4 hours, and a 4 player game finished in under 2.

Of course, the spectacular Prophecy of Kings pumps that number back up to an hour to an hour and a half per player (6 players = 6-9 hours), which is tragic, because I love it but you can’t pick-and-choose elements to use. It’s all or nothin’.

Eclipse is good, but the sacrifice of Diplomacy, Trade, and Politics doesn’t make the game play faster because the tech if fiddlier and taxation is way harder. Even the 8 turn limit doesn’t speed the game up since TI4 rarely makes it past Turn 8 anyway. As a result, Eclipse is good for what it is, but I wouldn’t say “better” in any way. Just different.

IMO, obviously, and YMMV.

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Yesterday I went back to my old board game club in Bedford. Mostly light games this time, but since I have a game of Weimar: the fight for democracy planned on Saturday I think I can cope!

We played:

  • Scout, with the absolute jammiest player. I’ve never seen so many 5 and 6 card runs.
  • Codenames, in which we all failed to communicate effectively.
  • Parade, which is still great and infuriating.
  • Village Green, in which it turned out that a park made entirely of lawn is the best park
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did the park have a robot lawn mower?

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This post was fact checked by Real French Absolute Monarchs

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Seventh game of Legacy of Yu, and it was an absolute cracker.
I had no chance of winning, it had all gone horribly wrong. Then an amazing run of combos postponed defeat, and incredibly I was soon in with a real chance! In the final round I threw everything at it and right at the end I thought I was going to snatch a remarkable victory.
I was wrong.
But a game that can have swings and excitement like that is doing something very right.
Losing 5-2 in my campaign now. But it was so nearly 4-3!

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Mottainai - the GOAT

Fort - playing this game after Mottainai was bad. Because this game is shit.

Cascadero -potentially a Tier S Knizia

Arcs - give me more plays. Also, I need to discount this play because one of the players was incredibly slow af that the game dragged for more than 3 hours

Luz - played it again without being tired and wow this is genius.

Pioneer Rails - sigh. Another flip and write. Take me out of my misery. Me from 6 years ago who was thrilled about Ganz Schon Clever that he printed out some sheets and laminated them because they weren’t available in the UK at that time was so different.

Kingdom Builder Big Box 2nd edition - awesome

Forest Shuffle - I don’t mind playing this game because of the cute theme, but man, I’m starting to have some beef with this game. If you and the player on your right went for the same combo, you’re screwed. Why is this a thing!?!? God.

Luz - played it again the 2nd time and it’s still genius.

So Clover

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Sounds like an idea for a mini expansion :grin:

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it’s fine when played less competitively at low player counts. but the more players you add and the more they know what they want the more it turns from cozy forest walk into vicious tree stabbing

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