Recent Boardgames (Your Last Played Game Volume 2)

We played Roll Player this afternoon for the first time since the Fiends & Familiars expansion hit Kickstarter a long, long time ago. We played with everything including Fiends & Familiars and I am happy to report that it is, by and large, better for its inclusion.

Monsters and Minions felt essential in that it provided an entirely new way to spend your action in the market phase via the hunt. This provided some relief from bum draws at the market, but more importantly offered layer upon layer of additional interest with respect to how you choose to spec and outfit your hero, and how you chase your victory points.

Fiends and Familiars feels like a lesser offering in a way, but no less essential. The bulk of the material just fleshes out the game with more of just about everything, but the titular Fiends and Familiars, and a sneaky new ā€œCall to Adventureā€ card really shake things up. In a nutshell:

  1. Familiars offer a seventh stat row to fill out, with up to 5 points for hitting its range and colour requirements. Nice! But they also add a seventh attribute action (familiar action) that is unique to the player using it. Finally, a little added asymmetry beyond the scoring goals!

  2. Fiends come in the form of a little deck of gremlins that hang out on the 3rd initiative card (in a 2P game) and can really make a player think twice about taking those juicy high-value dice. If a player collects a fiend, they receive various passive (and persistent!) blights until they can otherwise be removed, and the little buggers stack! These guys are a monkey wrench in best laid plans and are an outstanding new addition to the game.

  3. Call to Adventure is a single card that really shakes up the game. It feels like it was created to simultaneously tighten up the decision space, speed up the early game, and to account and tune for the new expansion. Basically this card gets seeded into the market deck at a specific point, and until drawn, players select two dice at a time from the initiative phase (but may still only take a single attribute action). Once the card has appeared, players go back to rolling and selecting a single die per turn. It can’t be overstated how great this little addition is.

I have one minor gripe so far, and it’s that the game doesn’t feel aggressive enough with regard to the level 1 minions and market cards eliminated pre-game. Both of us went at the minion deck pretty hard and never reached the level 2 creeps, which meant my partner was able to mop up all the adventure tokens late game without a fuss. This trivialized my early hustle to get that hidden info and plan ahead. Acknowledging that playing fighty-swordy meant we spent less time in the market, we still barely tapped into the level 2 gear by game end. I’ll be monitoring this over the next few plays to see if maybe we should cut even more out, but it was just one game, after all.

All in all, Roll Player feels complete with this expansion, and its never been lacking in terms of overall content, so if this was Keith Matejka closing the door on the game, he’s ended it in one hell of a fine state… and with enough content to literally never play the same game twice.

[EDIT] I forgot the split-colour dice! They’re great and compliment the colourless dice added in M&M beautifully.

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Yes you can. That’s actually the main goal of animals, is to get a renewable source of big green tiles (along with some products along the way). They can be used like any other red tile, such as feasting on them or putting them in a house (only applicable for pigs from the expansion, the rest don’t fit).

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thank you so much for this. Roll Player is currently on my ā€œtrialā€ pile because the base game alone just didn’t feel like there was enough there. have you played Sagrada by chance and can compare?

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I have played Sagrada quite a bit and Roll Player 4-5 times (though only once with M&M). RP definitely feels like the more complex game: Sagrada’s optimisation puzzle is

  • no adjacent same colour
  • no adjacent same number
  • match colour/number on the card
  • use high-value own-colour dice (private objective)
  • whatever the public objectives are
  • when to use tools

while Roll Player has

  • target value in row for Class
  • colour/position match for Backstory
  • alignment management
  • market, including armour collection
  • when to use placement powers and trait cards
  • (with expansions) fighting monsters

and while there may not be more actual things to do there they’re more different from each other than Sagrada. Genre fantasy puts me off, as does RP’s base game conceit of creating a character that you don’t then get to play, but both games achieve the important goal for me of having lots of significant decisions to make.

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Also Sagrada is very pretty.

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Played more Command & Colours: Napoleonics and this time with the Austrians facing the French at at the Battle of Wertingen. The Austrian infantry got 5 blocks rather than 4, and their square formations doesn’t decrease the player’s hand unlike other armies. And, hello, the French were mostly cavalry.

No surprise that the Austrians used squares to fend off my heavy cavalry under Beaumont and Kline charging at the Austrians’ centre and left flank, respectively. Supported by the artillery, the French damaged the enemy position and retiring their lone artillery, practically taking it out of action, but paid the cost of heavy French casualties. I only sent one light cavalry on the left, which manage to tie up the larger force under Hohenzollern-Hechingen.

The Austrians counterattacked with the Cuirassier, but Kline’s heavy cav fend them off. Kline was killed during the melee, giving the Austrian player a victory banner. Lasalle’s light cav was sent left to reinforced the weakened light cav, who were eventually wiped out.

Without any support for the Austrian squares, Oudinot’s grenadiers went in for the kill. Swooping in on the enemy’s far left - volley fire and then melee. Baillet’s request for reinforcements were denied. Auffenberg sounded the retreat.

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Can you play it online then?

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Ah nope. I only used the image as a reference

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Ah. Bugger. Would love to play it online. I play Memoir 44 on their app quite a bit.

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Er, wut? I mean, the image looks like a Vassal module, which is a way to play online, and sure enough:

http://www.vassalengine.org/wiki/Module:Commands_%26_Colors:_Napoleonics

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Having now downloaded Vassal, does anyone want a game?

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Looks like Roger took good care of you, which is good because sadly I’ve still not had a chance to try Sagrada (and it’s a Canadian design)! I actually never noted there’s an app from Dire Wolf, so I just bought that.

Here’s a point worth mentioning: I can go grab Sagrada and its expansion for about $65 tax-in off the shelf of a brick and mortar game shop (or $10 from the app store as I just learned). Base game of Roll Player starts about $10 more than that. It took about $200USD to get RP into this ā€œcompleteā€ state (granted that includes a big box, comprehensive wooden storage solution and promos). If they end up being comparable then Sagrada wins out on cost alone.

That said, it’s the sheer wealth of options that provide the really satisfying crunch in RP, so I’ll be surprised if Sagrada ends up offering that.

[EDIT] First game of Sagrada in the bag and it is lovely, very happy I grabbed the app. These games punch in a different weight class though. On a quick impression I’d call it an apples to applesauce comparison. Both are dice drafting games with an optimization puzzle, but where Sagrada offers a tight 20 minute challenge, Roll Player presents you with 90min. to 2h. of open-ended optimisation. It’s hard for me to say this with authority after only a single game, but I could happily own both in my collection without worrying about overlap.

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In a multiplayer setting, I’d opt for Sagrada every single time. Roll Player just twists my brain into unrecognizable shapes, leaving me frozen with AP whenever I play. Sagrada is a much more social, casual experience where the game mechanisms remain interesting but do not threaten to overheat my brain (leaving spare capacity for, say, casual conversation).

So Roll Player ended up on my ā€œsell/trade/giveā€ pile; I opted to try it solo before actually letting it go and the solo game definitely saved it. Which gives me the very real problem of waffling on the expansions and whether they are justified for a solo-only experience (in a collection with a wealth of soloable games)

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While I’ll state unequivocally that the game is better with M&M (and per above, I think so with F&F as well), I’d say you made the right choice letting it go. It’s a brutal game for AP and my partner suffers from it greatly. For a puzzly solitaire experience I’d opt for a different game every time.

I do want to mention, however, that I disagree the game is intrinsically better alone. The drafting and initiative system add a little wild variability to the proceedings, and The Hunt introduced in M&M, plus the Fiends from the new one make for consistently tough decisions when drafting your dice. Choosing bad dice to get the jump on your opponent can be one of the more critical decision points in the game and it will usually happen a lot.

That’s not to say RP isn’t inherently a MP-solitaire game (because hoo boy it is), but I do think the interaction that exists is a pretty key part of the experience.

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Had a game of Fox In The Forest Duet.

It worked better than I expected - with two people who know trick-taking games we still only won on the last three cards. The art is great and the game is ruthless, especially as it’s actually difficult to only move one space. The cards which make it easiest to win/lose a hand (the highest and lowest cards) are the ones with 3 movement points, so if you’re one away from the end of the path you have to take a chance on a middle card instead. And if you’re out of middle cards, you’re stuck leaping back and forth trying not to go too far.

About 5 hands in out of the first 11, my girlfriend looked at her hand, looked at the one I’d put down, looked back at her hand and said ā€œā€¦Aaaarghā€. Which is all I needed to know: A+ game, excellent, will play again. Would also like to check out the original Fox In The Forest now.

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If you’re both fans of trick taking I really recommend the original Fox in the Forest, its scoring method (you want to win tricks for points but if you win too many you get nothing and your opponent gets the max score) really elevates the tactics involved in trick taking. It’s simple and very clever.

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Nippon It’s good, maybe very good. Not sure I’m wild about it though so it might get sold. I’ve enjoyed both plays, but it’s maybe not enough to stand out above other games I have nostalgia for or whatever.

Nexus Infernum not bad. Quite swingy but not without it’s charms. Massively preferred Eschaton by the same team.

Gloomhaven: Jaws of the Lion. First 3 scenarios. I’m burnt out on GH but this was fine. Hasn’t excited me but I’m not the target for this. I enjoyed it enough that I think it’s as good probably. The design improvements on the character card and so on are great. I don’t like the book as much. I like seeing the whole scenario in advance for feeling heavy on the planning front.

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So managed a couple of games this afternoon:
Air, land and sea: enjoy the game but want to get a few more games under my belt so I can start remembering all the card combos available.
unmatched: got two games in one Dracula vs Muldoon and the other the invisible man vs Dr Jekyll. It’s an odd game that has periods of posturing then lots of action. Kind of reminds me of footsie in fighting computer games. Still, I’m liking the new sets I got.

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Received my copy of Splendor at the beginning of this week, and we’ve been playing it several times this week. First game was an introductory one to my daughter, with plenty of quarterbacking from me (so much that she swept up 16-9).
Then we had a game of three were my partner also joined us. I won that one by one point (being nice and quarterbacking a little bit).
Two more games of two with my better half had us winning one each, and last night we went to a friend house, where I was annihilated by my daughter and partner: our guest scored the 15th point that activated the last round, while I was still 9, my daughter scored a 16 and my better half scored a noble and a 2 on the last round that left her at 17. I was last to pick, so I only managed a sad 12. I can see on a game of 4, being last to pick can be a bit of a pain.
It was too late to start a game of Pandemic, and the Frozen 2 movie we had put on the tv for the little ones was about to finish, so we called it a night.

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Caught up with a friend (online) today. We started with a game of Scythe which I won by the virtue of my friend mis-clicking, I think it would have been much closer if it had finished a round earlier but the digital implementation is pretty unforgiving with ā€œtake-backsiesā€. We then moved on to Patchwork from the same Asmodee bundle. (I won that too.)

We finished off with a few games of Santorini on Board Game Arena having seen the SUSD folks stream it recently. It’s a really nice implementation. We had one game with Artemis and Minotaur that took 30 minutes to finish! Think we ended 2-2 so we’ll naturally have to catch up again for a rematch.

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