Recent Boardgames (Your Last Played Game Volume 2)

Played (finally!) Azul Summer Pavilion.

Surprisingly long teach. The first game was a narrow win for my girlfriend by about 5 points, but by game two we had the rules down. I went for “all the 1s, 2s and 3s” as a strategy on the two-player (it’s hard to get above that with only five factory areas out for 2p) and got lucky enough to make it, so won by a mile (64 points to 47 or something).

She was immediately enamored of the clacky tiles and tactile bag drawing, which was an aspect of the game I’d expected to be rewarding. Also lots of satisfying analysis paralysis moments, but that’s where the game is, and at least one fists raised to the heavens NOOOO as your opponent takes the tiles you wanted. Fab.

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Got in my first game of watergate tonight. Didn’t love it as much as I thought I would.

The length is good, the rules relatively simple. But it felt like there was an imbalance in play, that Nixon seemed that bit stronger. I don’t know if my opponent was struggling to grok the game or me as Nixon maintaining initiative throughout gave me an extremely powerful advantage.

I held back from a victory a couple of times to give the sense of a more balanced game (having done the teach, I felt I was at a bit of an advantage) but still at the end I felt like I needed to finish it rather than continue to the next. Going to try a few more times to see if it stays or goes.

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Played three games each of Time Barons and Hive tonight with a work mate.

I got thoroughly destroyed in all three games of Time Barons, and then won all three games of Hive. No prizes for guessing which of the two games I have my head around : )

I think the funniest Time Barons outcome was the first (and shortest) game, where I had pinned all of my hopes on outclassing my opponent with technology, and I barely managed to construct an orbital death ray before being pinged to death by my opponent’s catapult : )

(I think I’ve played Hive far more recently than he had played either game, so I feel he did better than me on balance.)

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My friend phoned me last night for an impromptu chat, so we got in three games of Santorini while did.

The deadlock is finally broken and I am victorious!

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Played the first 2 cases of Sherlock Holmes Consulting Detective: The Baker Street Irregulars and we were both pretty disappointed. The prose, dialogue and mysteries are fine, but the new structure is a real bummer. Rather than just get a passage to read wherever you go that’s relevant, now you sometimes have to check that you’ve got a particular piece of intel before you get anything.

The idea that you could go to a location and get different results based on what you already know sounds cool, but that mostly doesn’t happen. Mostly you just run into roadblocks in the story which make the game choppier and more frustrating.

On two occasions we concluded that particular characters were suspicious and felt we should get info on them at a particular location, only to be told “You don’t have intel X? You get nothing”. Then later we went to other locations which confirmed our suspicions quite explicitly, and then were given intel X. So it’s a system that punishes you for making the kind of deductions that were fun in the original. Boo.

Also, one of the occasional criticisms of original SHCD is that you’re sometimes guessing what the writer thinks is a logical solution to the mystery. We didn’t find that to be too much of a problem (with a few exceptions), but now you’re also guessing what the writer thinks is a logical sequence to investigate the mystery. It’s like playing a bad adventure game. Double boo.

I get the feeling this system exists mainly to make the writing a lot easier. In the original, the writers would have had to scatter the game with clues and anticipate where/when they might investigate certain locations. Then they’d have to write the passages so that they wouldn’t reference intel the players might not have. That’s the sort of thing that takes an awful lot of thought and playtesting. This system cuts that challenge out, but made the game significantly less enjoyable to play in the process.

Hopefully the magic returns, but when the problems are with the system not the specifics of the writing, we’re not hopeful. :frowning:

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Managed game two of watergate. Went better, this time we swapped sides and I got a win in for the press. I feel like it’s pretty balanced. Although I’m not sure how much luck is need for the press to beat Nixon if he just decided to only focus on the momentum token each round.

My wife was slightly more impressed than last night but this may be a struggle to make it to the table. Could end up as a quick turnaround to the sell pile.

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Just finished another solo playthrough of Nusfjord this morning, again with the Herring Deck. The game went like this:

Turn 1:

  1. Deforest
  2. Build a Building: Joinery
  3. Build a Building: Fish Stand

Turn 2:

  1. Issue a Share
  2. Copy Action > Build a Building: Portal
  3. Take an Elder: Sailor > Serve Fish (3 Plates)

Turn 3:

  1. Build a Building: Theater
  2. Build a Building: Boathouse
  3. Take 1 Gold

Turn 4:

  1. Take an Elder: Constructor > Build Cutter
  2. Deforest
  3. Buy All Shares

Turn 5:

  1. Copy an Action: Deforest
  2. Build a Building: Shipping Office
  3. Transfer Reserve

Turn 6:

  1. Use Elder: Constructor > Build Schooner
  2. Use Elder: Sailor > Serve Fish (4 Plates)
  3. Build a Ship: Schooner

Turn 7:

  1. Take an Elder: Harbourmaster > Exchange Cutter for Schooner
  2. Build a Building: Parish House
  3. Build a Building: Town Hall

This left me with eight buildings, a fleet of the catboat, one sloop and three schooners, three Elders, all five issued shares and 34 Victory Points, beating my previous high score by 2. Chuffed! Start and endgame pics included in case any of you experts can spot something I missed for an even higher score. I was tempted by a couple of the C Buildings but didn’t have the resources to go for them; getting the Theater early though was a lovely pick-up.

Starting Buildings Available

Endgame Buildings Bought

Endgame A & B Buildings Remaining

Endgame C Buildings and Elders Remaining

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Games with my wife this evening:

Super Big Boggle, as usual was quite tight, a few tough low-scoring grids though!

Bananagrams, this one went very much in my direction after a slow, vowel filled start. Was still relatively close at the end though.

Point Salad, 1 to 2 on this one - my wife did a very good job sabotaging my scoring cards in our 2nd and 3rd games. This is turning out to be a new fav for her, though she says she wishes the game would go just a little longer. I quite like that you can play 3 games on one run through the deck with 2 players though.

Go Cuckoo, I won this one! That’s probably the first time that’s happened. Despite many attempts at making the nest unstable, it all seemed to work out - by the end we had a crazy (for us) number of eggs in the nest, over 8 for sure!

Nut, She was a bit rusty on this one (though she still beat me in our first game by a point). I was very proud of my effort in our second game - managed to group a bunch of wilds together early and then build off of them for some big points.

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I played Lord of the Rings: Journeys in Middle-Earth scenarios 3 and 4 (edit: and 5) on normal difficulty.

Without spoilers, these were much, much easier than scenarios 1 and 2. I’d had the impression this game was almost impossible (2 is ridiculous), but I’m more relaxed about normal difficulty now.

4 in particular shows just what a game and app together can do to create entirely different locations from the same square board. Really atmospheric and fun, and huge potential for storytelling.

I’ve been hesitant about JiME up to now, having tried 1, 2 and 3 with different parties. The first expansion is £80 (!) and I’m going to play as much of the base game as possible before deciding whether to sink that much money.

Just played my first complete solo of Moonrakers. First 2 player fizzled last weekend due to a bad teach on my part but my partner is keen to try again. Overall it seems like an interesting puzzly deckbuilder so far. The challenge is the deal making that you need to complete the contracts and two player uses he same simulated mercenary that the solo variant uses. The solo is fun: get as much prestige (aka VP) as you can in 10 rounds. Use the mercenary to fill out the needed symbols on the contracts by paying him with the rewards from the contract which seems quite thematic.

What do you do each turn? Complete a contract by playing cards that satisfy the symbols required by the contract (suits are: engines, thrusters, shields, crew and weapons) and take in the reward (prestige, money and cards or ship parts). Then spend money hire crew or buy ship parts. Ship parts give you more engines thrusters, shields or weapons for the deck beside some kind of rulebreaking effect, crew is crew and usually also has a special effect.

The unique element is how you play cards. Each turn you draw 5 cards but you have only one action to play a single card. So you first want to play engines that give you 2 more actions. Then you may need more cards, so you play thrusters to draw 2 more cards, now you need another engine … so you slowly build up a tree of your cards this turn to play the symbols needed for the contract.

Other players can ally with you adding their symbols to yours to complete a contract but then you will have to to share the rewards and how you do that will be decided before you play the cards.

In two player the presence of the mercenary introduces a conundrum. You will always want to try to do a contract with the mercenary rather than the other player. But if you do try to take the other player along to a bigger contract you seem desperate and then they raise their price on you. I am not sure if this dynamic is going to work out. With 3 or more players this vanishes as real players will be bidding against each other and less against your desperation.

The game ends when one player reaches 10 prestige. (Contracts give between 0 and 3 prestige, objectives aka private contracts give 1 and hazard present during missions reduces prestige.)

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Played Ticket to Ride: Europe with the Big Cities last night. App based with my mum and sister. Placed one station, lost to my sister by 4 points (or one station).

Really enjoy this variant at low player counts.

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Ah, but if you had not played the station, would you still have completed the tickets you did?

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When I played it I could have probably still made it but not in the final situation.

A rare second game today, this time it was a solo play of Doctor Who: Time of the Daleks after receiving the new Third and Thirteenth (and Eight) Doctors expansion this week. A nice longish run with this too, starting with the newest Thirteenth Doctor and Graham, adding Ryan and Yaz fairly quickly before failing the fourth dilemma against the Confession Dial and discarding Yaz. Got back on track though and after the sixth dilemma was completed I decide to regenerate, this time into the Third Doctor. Got Jo Grant, Benton and the Brigadier quickly and got lucky with the Time Anomolies too which didn’t take away dice or force major changes. All other dilemmas were successfully completed though, although all but the last were very closely passed, with the Doctor reaching Gallifrey while the Dalek ship ended four spaces behind.

It’s an enjoyable story telling experience for me as a solo game - probably a lot from my nostalgia and memories as a fan of old and new Who - but I’m not sure it would be as much fun with other players as the semi co-operative gameplay doesn’t seem that it will provide much of a challenge.

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I think it suffers a bit from its setting; thematically it ought to be fully cooperative, but if you play it that way it’s far too easy. But if you actually compete, and particularly if you say “everybody loses together is better than me coming last”, it doesn’t feel much like Doctor Who.

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Agreed Roger, which is why I said that while it works great for one player I don’t see it working for more, or maybe two at best. I only play with one Doctor as well, and if things look too tricky in that I might need to call for help, I will draw a random one and give them their starting companion and 2 sonic charges to assist for that one dilemma. In reality, once you have two or three companions though you should have enough dice and rerolls or face changes to cope with the majority of dilemmas.

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Finally got around to finishing my solo playthrough of Adventure Games: The Dungeon. A decent little timewaster. Not super challenging, and while in theory it might have some replay value, it looks to me like most of the beats would be the same and since I already got the highest score category…nah.

The traditional PC point and click strategy of poking things until I’ve found all the loot and then seeing what I can do with it served me quite well…mostly. My biggest complaint about the game is simply that there are a bunch of interaction points in the various rooms that do nothing except hurt you. It would be one thing if they were all trap options to punish brute forcing solutions (there are in fact a few of these, where you can find clues that will tell you what will be bad choices), or punishing you for being greedy (giving you chances to quit while you’re ahead, also a few of these). But a bunch are just “oh, you did this thing that looked perfectly innocuous? Congrats, take 2 damage.” Which really doesn’t do much except discourage being thorough…except you need to be to be successful. So, it punishes you for playing correctly. Bleh.

Played the another case of Sherlock Holmes Consulting Detective: The Baker Street Irregulars. Fairly underwhelmed by the experience again :frowning: . I thought it was better than the last 2, because we mainly followed the same path as the writer intended, so roadblocks were fewer than in the first two cases. My partner remained unimpressed by the new structure, and so we both walked away feeling a bit listless. This despite scoring 130. In the previous boxes we usually felt like we wanted to play another case right away if we had the time, but now I think we’re going to put this back on the shelf for a few months before we consider revisiting it.

(No spoilers) During the case, we found ourselves with a choice between two leads (let’s call them A and B) at the very end and picked the right one (A). However, we looked to see what would have happened with lead B out of curiosity post-game, and we would have been furious. Both leads were game-winning, but in order for lead B to be game-winning, you needed possess an explicit piece of intel which we didn’t have - because we didn’t need it. We had made that deduction already - that’s why we considered that lead! And what’s worse is that if you visit lead B first, the game stops you from going back to lead A. Again, the game is punishing you for doing the bit that’s fun about original SHCD).

We then played 8 back-to-back games of Men at Work to cleanse the palette. She won 7-1, and a good time was had.

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Gloomhaven: Jaws of the Lion, the continuing adventures

Pax Pamir, first play. This was from Kickstarter, and of course I bought the metal coins…It’s a tableau builder, set in Afghanistan in the nineteenth century. Each player can be loyal to one of three factions: English, Afghan, and Russia. You choose your faction at the start, and this determines which colour armies you’ll place. You can change your loyalty, but you’ll have to lose any cards or tokens from your previous faction. Not a big deal at the start of the game.

This is a tableau builder, with a market of 12 cards always available. The two core actions always available to you are to buy a card, and play a card. If you play a card of a region that another player controls, you’ll have to pay that player. You can only take two actions, but if you have card based abilities on a card that is of the favoured suit (some cards change this), then you get those as free bonus actions.

Each card has special abilities that trigger when the card is played. These are placing armies or roads, taking money from the bank (which will have to be repaid if the card is discarded), placing one of your pieces onto another card, or placing one of your pieces into a region (which can give you control of that region).

Actions you can do from cards are: collect tax (either from another player or money from the market), build armies/roads, purchase a gift (this increases your influence), move armies/spies, betray (discards a card where you have a spy, could be an opponents), and battle (which is either at a location on the board, or between spies on a card).
Doesn’t seem so complicated, but there are a few things you have to keep in mind. Like checking for the ruler of a region when you play a card (and obviously the ruler can change). When you tax, you can take it from another player if they have at least one card for a region that you control. But if the player has orange cards, they protect against being taxed.

We didn’t realise it at first, but its only a certain suit of card that lets you add one of your discs to a region. To rule a region, you have to have at least disc. Armies are easy to add, but they don’t allow you to rule. Our game seemed to be short on the correct cards for this (the purple political cards). There are 100 court cards, and you’ll use 48 in a 3p game. The deck is constructed from court cards, with event cards arranged throughout (not completely randomised, you add them to 6 piles of cards, shuffle each pile, then put the deck together. Events come out in the market, and usually have 2 conditions, one for being purchases, and one for being discarded. Event cards are automatically discarded during cleanup once they reach the first slot of the market.

There are four special events in every game, these are the dominance checks. You count up all the blocks, and if any faction has four or more than the other factions (uncombined), then the dominance check succeeds, and whoever has the most influence for that faction (on cards, gifts, and prizes) gets victory points. No points if your faction wasn’t dominant. if the dominance check fails, then whoever has the most of their discs out gets victory points (but less than you could get from a successful dominance test). The game is over when the fourth dominance event goes off. Also, if (after a dominance check), a player is more than four victory points ahead, they win instantly.

London, first play. Another tableau builder (I do quite like them). A bit simpler than Pax Pamir. And a lot less expensive too, it’s available on Amazon for about $21. You have four actions available to you. Develop your city (by adding a card to your tableau), buy land (buy one of the three borough cards available, which give ongoing abilities), Run your city, or take 3 cards into your hand.

As you develop your cards, you can have as many stacks of cards as you like. When you run your city, each of the top faceup cards are activated, giving points, or money, or other things. So, why not have a huge number of stacks and have all of the cards activate each time? Poverty. Whoever has the least amount of poverty at the end of the game loses all of their tokens, and each other player removes that many. Anything left over will cost you VP. Everytime you run your city, you’ll collect poverty – one for each stack of cards, one for each loan you’ve taken out, and one for each card left in your hand.

Its a cool little puzzle as you try and avoid poverty, and obviously get enough money to buy land.

Skull King, a lot of fun, we should play this more.

Sunday:

Pax Pamir, a new group, so we misplayed a few things again, doh. My fault. In contrast to the first game, there were heaps of political cards, so quite the tussle for regions. Then we all had the same faction, which was a bit weird. I actually started with a different faction, but thought it might be hard to fight against 2 people. So the dominance checks were successful, so it was just down to the influence.

Modern Art, the Reiner Knizia classic. I still prefer Ra, but this is still very good.

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I’m green with envy! My copy is still on a boat.

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