Your Last Played Game Volume 3

Today with @lalunaverde and one other I got to try Mage Knight for the first time. We only played the walk through scenario but the game is already super interesting. I think with the rules there’s plenty of chrome but it’s not a difficult game but there’s a lot to know and remember. Really excited to try again.

Next we played Fresh Fish. I had to take the baby at the start of the game and should have got a rules recap. So a poor decision on the first auction and a wobble early on put me in a bad spot. Clawed my way to second and only 3 points off the winner after that though so really quite chuffed with that. Also my little boys really enjoyed playing with the plastic coins so we all had a good time.

After that we got some fish and chips, which were excellent, and dived in to Spirit Island. Keeper of the Forbidden Wilds, Ocean’s Hungry Grasp and Eyes Watch from the Trees saw off Sweden level 3 with a fear victory. Same turn we would have finished off all the cities I think. Keeper is rude. I chose that spirit to try and keep the game quick and true to form it crushed. Ocean’s is always entertaining and Eyes suffered from Keeper killing off Dahan but chucked out plenty of valuable defence.

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Paraphrasing our friend re Fresh Fish: “how come I really get into this game?”. Because we are train gamers. The reason why I bought this game in the first place is because train gamers love this game.

Trendy x2

Gloria Picktoria - Airlines: Europe the card game

Dominion - more Dominion!!!

Turn the Tide

Spirit Island

Fresh Fish

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Won as the sheriff in the semi-final for the A Gest of Robin Hood. Had 5 Order after scoring for the second Ballad, ending the game there.

Seeing how these games have been going, it does seem that Robin is a lot harder to play and win with. Though my opponent made a really stupid mistake at one point, freeing Robin from prison to put him alone adjacent to Nottingham, meaning I then was able to do a single Patrol to move into the space, and since I played a lower initiative space, I got to go first in the next turn and Capture him, getting what felt like a free point of Order.

On to the final! Well, once the last quarter-final game finishes, allowing the last semi-final game to begin. Once all that is done, on to the final!

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Mysterium has had a solid work-out over the past few weeks, which makes me really happy!

We’d only played it once while I was on that holiday with the others but, as I’d needed to come home earlier than everyone else, I’d left the games up there, and they played it twice more on their own before they came back, and then we got in another couple of games of it before my sister headed home, and tonight we managed one last game before our other overseas visitor departed. Not everyone wanted to take a turn as the ghost, but 4 of the 7 players tried their hand at it at some point.

I can only reiterate how well this game worked for us in a group with mixed language skills. It must be one of the most inclusive games in my collection – you can explain the non-ghost role to anyone in about a minute; it’s co-operative without lending itself to quarter-backing (ultimately each player has to interpret their own clues, and the insights of the other players are just additional data to consider); it invites everyone to collaborate and lend their interpretations of the clues; and the core elements which make the game fun (IMO) are present in even its simplest mode of play.

Definitely the MVP of my games collection for this particular time period.


Tangentially, I heartily advocate for the “knock once for yes, twice for no” approach to the ghost telling the players whether they are right or wrong – and ensuring there’s always a delay between the first and second knock. It just adds a lovely element of tension to every answer, with the players asking themselves every time “has enough time elapsed without a second knock?”

The manual suggests it that way around. I’ve seen that some BGG folks prefer to invert it so that two knocks means yes, and I’ve never tried it that way, but it doesn’t sound like an improvement. The waiting for a second knock is exactly the same either way, but I’d rather that you spend as long as possible thinking you might be right, even when you’re wrong.

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Solo, I’ve gotten in some Hispania recently. Playing on the ‘hard’ settings I’d been losing persistently for several games in succession (mostly running out of time) and so, after reflecting on that for a bit, I switched up my tactics for the last game and came away with a win (although it remains to be seen whether my new approach will continue to pay dividends :). Difficulty settings aside, I’ve not played with any of the official variants yet, but I’m sure I’ll get to those before long.

The number of denarii you play with definitely seems like the most significant factor. Over 11 rounds, multiplied by 3 generals, each denarii in the difficulty settings represents up to 33 actions for the game – and you can do a lot in 33 actions.

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For the second time ever, I managed to get Red Alert on the table, and played 3 back-to-back games!

For those unaware, Red Alert is the sci-fi version of the Command and Colo(u)rs system by Richard Borg. Memoir '44 is the best known, but he has also done fantasy (Battlelore) and scifi, as well as a huge swathe of various historical periods.

The rules are very simple on the surface: ships come in 3 flavours, Fighters (green circles), Strike craft (blue triangles), and Capital ships (purple squares). The dice have 1 of each result, plus a wild, a Star, and a “Red Alert” result so when you attack, the “hits” are the results that are a wild or are the thing you are shooting at. Each turn you play a card that tells you what you can activate (“3 units on the Left Wing” or “All Strike Craft in your fleet”), you move everything, and then you attack with whatever you activated. “Red Alert” results on the dice force your target to retreat, and if they can’t they take casualties (plus it reduces your attack pool of dice by 1).

So far, so C&C. The Red Alert changes are pretty big, though:

  1. There is now a currency. “Stars” are earned at the end of your turn (2 of them, or 1 and a Combat Card, we’ll get back to that), and you can spend them to do all sorts of things: remove a Red Alert result, increase the speed of a unit by 1, “Battle Back” (allowing you to attack a unit that just attacked you if any of them survived), “Follow Up” with a Destroyer unit (move into a space vacated by a retreating or eliminated enemy and then attack again), or activate a huge number of Combat Cards.
  2. Combat Cards! These are all special abilities that cost Stars (usually between 1-4) to play, but give you various bonuses: perhaps a discount on repairing a Red Alert or doing a Follow Up, or letting you roll more dice for attack, or perhaps cancelling an opponent’s attack. Lots of variety, but all fuelled by this very limited resources.

The Stars are earned when you roll Star results on a die when attacking, so you are constantly launching attacks to get the money you need to use these neat and powerful effects. Clever.

So here’s my complaint: a lot of the cards are walls of text. Like, a LOT of text. And the ship models are beautiful but simply too big: a “Heavy Squadron” of Destroyers, Cruisers, or Battleships are 4 models, and 4 Battleships just doesn’t fit in the already huge hexes (we ended up using 3 Battleships and a Fighter to demarcate the additional HP, because the models are literally just the number of hits required to eliminate a unit most of the time). The game also gains a tonne of additional mileage from the expansion content, specifically Dreadnaughts (shorter range than Battleships, but they hit harder until they are damaged) and Carriers (they can move OR they can launch 3 little Carrier Fighters that hit for 2 dice each… since a Destroyer unit hits for 3 dice at close range, and your extremely valuable Flagship hits with 5 at point-blank, the Carrier’s ability to reach out and hit with 6 dice at 4 hex is incredibly powerful). The rest of the expansion content is neat.

So, three games of it! First was a tutorial to learn the ropes (Mike won by taking out my Flagship), but we skipped the second tutorial game to play the Cardinal’s Belt scenario (simple one where you gain VP for eliminating enemy ships, as usual, but also through controlling an entire Wing with no enemy ships in that section of the map), and then the first mission with a planet. I won both of the later missions.

It was good! But, man, it is fiddly compared to the other C&Cs I’ve played (Memoir, Rome, and Battlelore). The addition of the Star economy is neat, but the tradeoff is that in order to make “fragile” ships more fragile there is a whole “Shields and Maneouver” mechanic that is inelegant and constantly requires checking a chart to see if your hits count as hits (basically bigger ships ignore “wild” hit results from smaller ships, except fighters which ignore 1 “wild” result from a Capital Ship). Not crazy about that, but since the other C&Cs have 2 results for the “fragile” units (Infantry usually), and that 2nd results was replaced with the Star… yeah. It’s too bad. No clean way to solve that… I would’ve used Shield Tokens for bigger ships so they just have more health, but whadda-I-know.

I’m looking forward to trying it again in a few weeks.

Anyway, after that,we played 2 missions of Mass Effect with 4 players, and it went pretty well. Shepard, Tali, Wrex, and Garrus, and we did the entry mission and then Wrex’s Loyalty mission. Good fun, nice, clean co-op that definitely doesn’t deserve the hate it gets. I’m mostly upset because it makes it incredibly unlikely it will get an expansion or two, and it deserves it. Solid game design.

And then after THAT we played 2 rounds of Regicide, which we lost on the 2nd Queen. I don’t know how to win that game.

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Played a few games of Corps of discovery a notional co-operative game but my goodness theres a lot to juggle (rules wise and powers wise) for a large table game.

It’s got this sudoku type core but with an adventure theme so none of the information is purely discernible but just sort of 60 percent discernable. Of course the remedy for this is … player powers and items! So even though it appears to be more of a logic deduction game on appearance it’s actually less that and more a of “let’s see if we can do a win” like pandemic.

It feels hard to me. I think the puzzle is more on the resource efficiency, power management but there is also a fair bit of luck at play. you know that luck is in play because it’s possible to see how wildly different a set of outcomes could have beenif things were in a different order. (Eg a reward of a stick is way more useful if the next challenge needs a stick, or if monsters came out at good pace you might have won!)

Anyway I quite liked it. It’s probably a bit of a pain to set up but I really like the bits of the game. My partner did not like it but we have an unsteady time with co-ops generally.

I don’t think it’s really a good co-op game as the turn structure and the way to play becomes too much of a head spin with item use and takes away attention from solving the already difficult challenges and immediate problems and layers in a logistical puzzle on top.

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Finished a 2p game of corps of discovery tonight, our second full Fauna game. We won this time but not by much. We only had 1 water left so had two shots to kill the minotaur. The skills, destiny and gear cards essentially saved our posteriors.

The phrasing on some of the cards can be a bit obtuse at times and I totally agree that luck is a factor (beyond the obvious picks there is also luck in the challenge cards that too much of a given resource can kill you) and that it’s a solo game you can play together. All that being said we still both quite enjoyed it.

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Huh. I have been chosen as a Game Guru for A Gest of Robin Hood on BGA. Didn’t even know that was a thing.

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I went to FLGS on Friday and came back with games. One of them was Bomb Busters which FLGS tried very hard to sell me last year because the owner was convinced it was great and ordered a ton of copies. But I resisted and then when I heard good things somewhere else … it was sold out… everywhere. Now there is a new print-run and I managed to convince my partner to play the first four of the 8 introductory scenarios.

It is a cooperative deduction game. With 2 players you simulate being four. Everyone gets a hand full of numbered blue cables. Each hand is sorted. At 2 you simply get 2 hands that are each sorted. Then every player is allowed to give 1 clue: this tile is number X. (First game goes 1 to 6–four each—and then slowly up until you get to 12, there are also yellow cables and a red cable after the first scenario)

Taking turns players have to cut cables to defuse the bomb.

  1. Never cut the red cable!
  2. Duo Cut: Point to a cable in someone else‘s hand and say I want to cut this cable which is a 2. If they are right they get to cut that 2 and one of their own 2s (they are not allowed to say which of their cables they would cut until they point to a right one and they must have a tile of the same number as tiles need to be cut in numbered pairs). If they are wrong the explodo-meter goes down by one and a clue is placed in front of the cable they tried to cut declaring the correct number.
  3. Solo Cut: A player may cut all remaining cables of a number if they hold all of them (so either 2 or 4)

Cut cables are placed in front of the hand to remind players of the orders the tiles were in so after a while you can take more guesses and deduce all numbers. I think it is probably most fun at 4 or 5 when tiles get distributed between different players.

Also every player gets a single double cut meaning once per game they are allowed to point to 2 cables and say either one of these is a 2.

There are item cards to use when the corresponding number has been cut at least once and six boxes with scenarios to play after you managed beginners course of 8.

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Yep, you can write a tutorial now

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More Crokinole with my partner, which led to laughing, Vader style NOOOOO, fake toddler crying, and more laughing. All within a few turns. This is what I want from a game.

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Played the final in the A Gest of Robin Hood tournament and was beaten rather soundly. My only Sheriff loss in the whole thing. I did get through all three Ballads, but the Robin player won with 7 Justice. I was barely holding on for what felt like the whole game.

Still, getting second place out of 32 is a pretty nice feeling.

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This mention made me realise something – which was that the copy of this game I’d ordered more than a year ago had never arrived, despite my having ordered it with Trailblazers which did arrive. They’d both been pre-orders at the time and I remembered that they both ended up being very delayed, but by my recollection they were being held together until everything was in stock, so I was confused to realise I had one and not the other. I figure I hadn’t thought about Vaalbara at all for about a year.

Yesterday I thought about writing to the store to chase it up, but I didn’t get around to it.

Today a package arrived containing Vaalbara and Trailblazers!

I now have two copies of Trailblazers.

I’ve come to the conclusion that at some point I thought I’d cancelled the pre-orders, and re-ordered Trailblazers as a drive-by purchase when I bought a copy of El Grande, and that Vaalbara must have been unavailable for this store for the entire time, until a matter of days ago…

I guess I’ll just on-sell the new copy at the next Wellycon!

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I had it on order for 6 months or so, almost gave up on it. When I got the shipping notice I had to lookup the game to remind myself what it was.

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Played another game of Star Trek Ascendancy with 4 players. We played last week and it went well… as the Federation I kind of stalled out around 3 Ascendancy as the Klingons and the Ferengi were both within striking distance of victory. The Ferengi, in particular, had enough Production to purchase their final Ascendancy, so the Klingons made a last ditch assault on Ferenginar, capturing it. I, who had an alliance with the Ferengi but was in the worst position on the board (few ships, low tech, good worlds but resource strapped), attacked the invading fleet around Fereginar but barely dented it, and the Klingons took the win.

Last night went very well! As the Klingons I stalled out around 3 Ascendancy as both the Andorians and the Ferengi were within striking distance of victory. The Ferengi actually had enough production to purchase their 5th point, so the Andorians launched a last-minute assault on Ferenginar and managed to capture it! I, who had an alliance with the Ferengi, attacked the Andorian fleet around Ferenginar but barely put a dent in it, and the Andorians took the win.

The Ferengi were not played by the same person (Justin on game 1, who was playing for the first time, and Ben on game 2, who was playing for the first time), but the Klingons in Game 1 and the Andorians in Game 2 were the same guy. For the second game I added the “easy” Borg to the universe but they never showed up: we found a Transwarp Conduit but the Andorians were too worried about the Borg to risk them arriving (in their defence, the Andorians had great Shield Tech but only moderate Weapon Tech, and the Borgs don’t care about shields).

Still a fun game, still glad I tried it, but woof. I did really badly two games in a row. I think the trick is not to spend any Production on Turn 1 so you can build 2 Production Nodes (if you get very lucky) on Turn 2. That will be my default plan moving forward.

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Local pub boardgame meetup, played Shobu (the host of the meetup loved it), Lovecraft Letter, and a lot of Crokinole.

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After listening to this podcast

I decided to check out some of the games mentioned.

I got typeset, signal and thing thing

Typeset is a words making game. Where you draw tiles and construct words as the letters show up in sequence. Your flexibility is provided by being able to insert any vowels you wish at your convenience and some joker letters if you meet some criteria. Very clever I think. There’s a push your luck aspect where you can close out a game whenever you want but you might have been able to extend words. (Eg you close out a round with BRAND which could easily have become the far more valuable Brandy or branded… but you cannot close out around unless you also accept to take letters in groups of five)

Signal is a game a bit like one of those games where a player does X and a master player responds… a bit like Zendo or First contact. And then the idea is provide an input X that the master can respond with some desired end state. It’s also very clever. I think the spice this adds to the trad zendo-like is the master character while having to follow their rules (and implicitly conveying the rules) is also trying to puzzle out how to achieve this end goal state. It’s not an entirely passive role. To put it another way: I think even if someone knows the rules it’s not easy to put the correct input X and guarantee the end goal. This game has a limited time because each set of rules is its own puzzle really.

Lastly we tried thing thing which is this cool card word association game that has no real meat in 2 player. The rules of this one are - you play two cards (with words) and justify this with a link (I put shark and cactus down as they have sharp pointy things) everyone else on the table can then try to put any card with sharp pointy things. If they can then I (the link chooser) have to draw a card. (Of course losing all cards is the aim here). So you have this kind of neat tension - the looser the link the more hits you will receive. Neat but needs more people in play to work.

Overall an ace trio out of a trio.

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Caverna + Forgotten Folk - good fun. I might prefer this over Odin. The factions are nice to play. They still do the usual strategic blinkering that these asymmetric factions do on other games, but the different building setup on the public shop is interesting

So Clover

Finspan - Definitely another “My First Euro Game” title. Problem with these kinds of games is that it’s rather easy to figure out your points-per-turn rate that if you have dozens of Euros that you prefer playing, I don’t see what this one adds. The fish theme is nice though. We also ate fish & chips. I had a Haddock for dinner and a Haddock card on my tableau

Fives (aka the Green Fivura) - nice to play this again. I think it’s a very good trick taking game that you can play without buying this. I don’t think it’s my fave though. It seems we have this meta of trick avoidance most of the time. Skull Queen was a recent one that I really like

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Reminds me of Handsome.

Wordsy / Prolix may be somewhat similar as well (I’ve not played that one).

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