Golden “Week” games convention turned unexpectedly epic, as people I bumped into from Vietnam, Singapore, Iran, and Thailand enthusiastically requested to play some of my heaviest games, and not one of them tuned out or felt overwhelmed by those games. I just wish they were all local, instead of passing through…
Mottainai x2, while waiting to start…
Stationfall, 4-player game. I took on the role of the revenge-seeking Cyborg, only to find that the bludgeoning spree of my co-conspirators, Astrochimp and Station Chief, was being undermined by Medical patching everyone up. When Medical was taken down, Station Chief betrayed me and started helping everyone get to escape pods. As a last-ditch attempt, I had Stranger throw a firebomb into the aft airlocks, but with helmets, nanogel, and a concerted effort by the other three players, Daredevil, Stowaway, and Counselor got to a pod activated in the last minute. 2 in 3 chance of the station burning up before they launched, but the 1 in 3 chance came through and they all escaped. Stowaway scraped the win, just ahead of Daredevil and Station Chief, by successfully selling the scoop to the news agencies, revealing to the world everything that went down on the station.
Roads & Boat, 4-player game. The Rowing map, with two uneasy alliances forming on either end of the map as we competed to mine the central island. I established early claims by putting down walls everywhere and used the extra space to snowball into a lead. We called the game just as I made my first stock, and a sea invasion to demolish my walls and disrupt my operations was underway.
I mentioned Food Chain Magnate as we were packing up the game, and as a result that got requested for the next day. We all went for ramen dinner to refuel.
Food Chain Magnate, 4-player game. Two players went wide (recruiting), two went tall (training). One of the trainers started the earliest radio advertising blitz I’ve ever seen, and successfully combined that flood of demand with a luxuries manager to pick up some sales of overpriced burgers, but it was the player who got the first two burger cooks who most benefited from the demand, and rode those sales to an early win. The art being praised for looking “like Fallout” made me chuckle.
Innovation Ultimate, 4-player team game. Didn’t play that drastically different from the previous edition this time, but the winning team did pick up the Monument achievement via the new requirement for the win.
Pax Pamir, 5-player game. Started because the woman from Iran who was “new to boardgames” expressed an interest in the Persian-styled font on the box, and was impressed by the look of the game. Her partner laughed at her choice to dive into the deep end, so I was more than a little nervous, but all the players turned out to be rules sponges with sharp backstabbing minds, so we all had a great time betraying each other. She even pulled off a last-minute win as the British alliance collapsed and the new Russian coalition failed to achieve dominance.
Innovation Ultimate, 3-player game. Really felt the changes this time, with some tweaked cards effects playing out very differently, and the Age 1 and 2 achievements getting junked early. Went all the way to Age 10, where chained dogmas lead to a Bioengineering win condition. Federico declared it his new favourite game, and a must-buy.