The Mandalorian: Adventures, we got a fair way thru the mission, just needed to escape, but then we lost.
Dorfromantik: The Board Game, not a terrible score, but not that great either. Missed out on the Golden Heart by a single point, that was disappointing.
3 Chapters, first play. This game reminds me of Fantasy Realms, which we used to play a lot (should have another go at it). You start by drafting one card at a time, until you have 8 cards. Then you play each card, like a trick taker – but there are no suits, highest number wins. Apart from winning a trick (which gives you a star), you can also gain hearts and gems. It’s all about the points – stars give you two points, hearts are worth one point, and each pair of gems is worth a point as well. Cards earn hearts and gems from conditions on the other cards played in the trick. After the trick taking phase, you take all your cards and score them again. Again, you earn stars, hearts, and gems according to the conditions of each card. Many cards pair up with one particular other card, or give you stuff for matching icons. Have to say, it didn’t really excite me. It’s quick I suppose, but Fantasy Realms is so much better.
Xylotar, first play. The theme is that you are a polar bear trying to play a new musical instrument, which is a combination of a xylophone and a synthesizer. This is part trick taker, part deduction game. Each colour of card has it’s own range of values, and this is on the back of the cards. So red cards are from zero to ten, orange is zero to nine, right down to pink cards, which are from zero to three. And all you’ve got to go on is the back of the card. Each player gets 12 cards, and they organise them by value. Then they pass this hand of cards onto the player on their left, and they arrange their cards face down, so they can only see the back of the cards. So you only know the colour and their relative order. Trick taking is standard, you must follow if you can, but every time you play a card you learn a bit more about your hand. After playing a card to the trick, you can bid – you do this by taking two adjacent cards from your hand and choosing one to be your bid. Each trick you win is worth a point, and if you get your bid you get another five points. It was a bit tricky (I did badly) but good fun, nice twist on trick taking. Takes a bit of room, forget playing this on a small table - each player needs enough room for 12 cards in a line.
VIVO, first play. Another trick taker! This time you’re a teacher at a music school that trains puppies. On each turn you have a song card, which is either a solo, duet, or trio card (at 4p you would also have a quartet). The card specifies the number of suits that will be allowed in the trick. So solo means everyone has to play the same suit, and trio would mean everyone has to play a different suit. If you can’t play a valid card, you can’t score for that trick. Whoever wins the trick takes their card face down, this will be worth two points. But the lowest card scores for it’s rank, so if it’s an eight, you get eight points for that. Good fun!