Your Last Played Game Volume 3

The full Tabletop Scotland list will be on my blog in a day or two, but highlights:

  • Sea Salt & Paper, which I have been playing wrong all this time (7 points is MAY declare not MUST declare). Now with the Extra Pepper expansion, which gives you a different special rule per round, and then it goes to the highest scoring player (if it’s a penalty rule) or lowest (if it’s a bonus) as one that just affects them until they’re no longer in first/last place. I wouldn’t teach the game with this, but I expect to use it most of the time.
  • Small Islands, one of those “competitive but not directly confrontational” games, though you can still do stuff to mess other people up.
  • Imperium [foo], always always enjoyable.
  • Compile Main 1, I am sloooowly getting the hang of this.
  • Turing Machine, haven’t played for a while but it all came back quickly.
  • Steampunk Rally, and the realisation (with Small Islands) that I am becoming the guy for “everyone else has forgotten this game but I still enjoy it”.
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Endeavor: Deep Sea (4p)

1 experienced player teaching 3 newbies. The game was my request (after chatting to the owner last time, as I was keen to try it). It was a long game, but we were forewarned about that, and I understand that it’s noticeably quicker once you’re familiar with it; but somewhere between 30-45 minutes per player seems about par for the course (plus the teach).

Our newbie scores ended up clustered together, something like 56, 58, 60, and our experienced player ended up with 80-something, which all seemed very reasonable to me.

There’s a heap of content and variety – the chances of drawing the same set of map tiles for two games is small, and ditto for the deck of journal cards. A lot of effort has gone into the thematic integration, but for all that I did find it a bit abstract. YMMV I guess (and mine; first game and all).

I enjoyed it, but I’m not entirely sure what I think about it other than that it’s a lovely production, and I don’t quite have a handle on how to play it well :). I would very happily play again, though (and the other newcomers said the same).

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Last Light (7p)

Well this was neat! 4X space game with 7 players in around 3 hours (and maybe half of that if you know what you’re doing, by the looks of BGG… :).

Table presence is ridiculous… none of those planets need to be three-dimensional models, but they are and it sure looks pretty! Set-up is a minor faff (the different planet types each go in particular places according to the set-up map being used, with all those little half-circle tokens on the bases allocated), but not too bad.

And those circular parts of the board? That’s because the planets are in motion! At the end of each turn the large ring rotates 45° (carrying the inner ring with it), and the inner ring rotates a further 90° for a total of 135°). The players all start on those smaller discs amongst the “distant planets” (which don’t move), but once ships are sent into the inner circle, they’re going to be interacting with players on the other side of the board.

Planets have bonuses for the first player to discover them (so there’s an initial rush to move around the system), and persistent resources to mine if you build an extractor there (which other players may destroy).

Ships come in three sizes, and of course there are technologies to research and build to upgrade your ships, or to obtain other benefits (some permanent, others single-use).

It plays as quickly as it does at a high player-count because the majority of action types can be done simultaneously by everyone who chose that action. Only the move-and-attack action is in a strict player order.

And that space in the very centre? You just flat-out get points for every ship of yours in that space at the end of a round. (So cue the carnage, as players try their luck at that.) On which note, every player has a unique ability (you choose between two at the start), and I recall one of them being that you always go last, regardless of player order, for the move-and-attack action :).

Everyone has the same set of action cards which they can play once per turn, but everyone rapidly gets out of sync with one another. Playing your “refresh” card lets you get your other cards back so you can play them again. You can’t get your “refresh” card back until the round ends, though, which happens once all players have played their refresh card. And when the round ends, it’s only your refresh card that you take back – so if you refreshed early and re-played one or more cards before the round ended, you don’t get those other cards back (until the next time you refresh). However various bonuses and abilities can enable you to take a card back, meaning that some players might get more turns in a given round than others, de-synchronising things even further.

So many interesting things going on here… I thoroughly enjoyed it.

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Fromage, a quick playing game (because its simultaneous play)

Dorfromantik Sakura, and we beat our last score, always good

Turing Machine, hadn’t played for a while, and managed to screw up one of the most basic problems. It’s a bit fiddly, but still fun. Each problem has it’s own 3 digit code you have to find. basically, you make a guess, and then choose one of the criteria cards (which show a condition, like one digit being larger than another), and verification cards, which you place behind your number cards. You’ll either be shown a tick for a success or a cross for failing. From this you have to deduce the three digit code.

Traders of Osaka, another one we hadn’t played for a while. The cards are either used as money, or represent cargo on ships. You buy cards from the market, which forces the ships to move, and if they get to Edo you get to score the cards for that colour ship. If one ship makes it to Edo, and the other ships are one or two spaces away, those other ships are sunk and you lose all the cards you had for that colour. Scores couldnt be much closer, 17 points to 16 and 15.

Park Life, a quick trick taker to finish up with

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Ponzi Scheme x2 - so good we played it twice. This is the first time playing the newer edition than the older TMG edition. Very compact without the components feeling too small.

Downforce - we played with the variant, which felt like a redesign, and it’s way better as a result.

Terraforming Mars + Venus Next + Colonies + Prelude 1 & 2 - played as the Luna corporation (appropriate) which gives me a card for every card with an Earth tag played. I’ve combo it with a Prelude card that gives me discounts on cards with Earth or Venus tags. This made me focus on a Venus strat, allowing me to grab the first milestone by accumulating floaters. The 2nd was taken by someone else and so I rushed to grab 3 cities to claim the 3rd milestone. I also funded the only two awards in the game: most Venus tag cards award and highest money production award.

The milestones and awards allowed me to claim victory with 3 VPs. Way too close for my liking. Perhaps I was too focused on accumulating more money income and should have swung earlier on terraforming.

Nature + Jurassic exp + Flight exp - yep. This is the reimplementation of Evolution and I still like it a lot! I will be keeping this for now and play it some more. The modules are really fun and I do insist on having them. Rulebook said to have only 2 modules but screw that I want to try as many as possible in the same game.

Hot Streak - amazing game as usual.

Karawane x2 - old school game only released in German I believe. Blind bidding fun iwth simple rules and quick gameplay. Hard to dislike. A couple of people joined us so we suggested we play it again

Liar’s Dice - we played with Playte rules of quick elimination

Codenames: Dixit x2 - yep. Codenames with Dixit cards. Our group have enjoyed this. One of us cleverly pointed out that clues regarding colours are not allowed coz it’s boooorriiiiing. We had a great time and so we played again.

Codenames - this time with the word cards

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We had our yearly get together with friends and kids on a Hütte in the Black Forest. 10 kids and 17 adults.

Obviously games were played. Games I didn’t participate in:

  • Just One
  • Memory Games
  • Set (which I hate with a passion but is well-loved by the pattern matching monsters)
  • Skat
  • Some kids games I mave have missed

Games I participated in:

  • Krakel Orakel–quite a few rounds. It was kinda nice to hear every round how my drawing was “obvious”
  • Bomb Busters–6 rounds with a full complement of 5. It went very well until the rest of the group returned from their hike and the noise level made it almost impossible to play. Add a setup error and round 6 was a bust.
  • Flip 7–2 rounds both won by the same player… we started with 5 players but after a while people came in and we told them they could join the round because one player with a massive amount of bad luck was still at 0 points.
  • Landmarks–6 rounds, so much harder than it looks even on easy.
  • Hana-Bi–2 rounds. I haven’t played in years and didn’t catch a lot of the subtext… we did all right despite that.

This included the 3 SdJ nominees of this year: Bomb Busters, Krakel Orakel and Flip 7. 3 people besides me participated in all the games and they all voted for Bomb Busters 1st place (it did win the SdJ), Flip 7 for 2nd place and Krakel Orakel despite being fun as even more simplistic than Flip 7.

Flip 7 produced the craziest moments and most laughter and it is perfect for a late night tired closing game.
Bomb Busters has the most game and it was thoroughly enjoyed around the table by people who play more and those who play less often.

We had all brought lots more games as choices… but just not enough time. I don’t think any of the participating families arrived without games.

Good times were had. I didn’t know we had 3 guitar players among the group and lots of people who love to sing. It was an all evening double guitar+ choir concert both evenings. Some people know all the lyrics to many popular songs as well… it’s crazy.

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Well, the Everdell Duo campaign is officially over on Normal difficulty. We finished with a score of 1,368 points (silver medal), having needed to re-do only a single chapter (chapter 2).

This is one of the better co-op games we’ve ever played, as it really requires planning things out together as opposed to just having one player call all the shots, and some chapters were really bloody hard, demanding some serious planning.

Though we both prefer the base game (by which I mean Base + Bellfaire + Newleaf) for a competitive experience, this is a super fun game.

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Our first game with nearby friends last night was Sea Salt & Paper with the new “More Pepper” expansion. (Also my new rulebook, for which I extracted the icons from the printed rule sheets, turns out to work much better than the old one, hurrah.) A somewhat chaotic game but I don’t think the Pepper rule changes were to blame. (I.e. I did very badly.)

Then Quiddler, in which with hand sizes progressing from three to ten letter cards you’re trying to assemble them all into a set of words. I’m usually quite poor at anagram games but perhaps I was in the right mood, or perhaps being able to rearrange the physical cards made it easier. I’m not sure we ever got round the table more than once before someone could get all their letters out, though. I feel that there might be design tweaks which would make this much more satisfying.

Finally Escape: The Curse of the Temple, which I don’t believe I’ve ever played sober before. Good fun and we very nearly made it out.

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A War of Whispers (4p)

In which three of us ended up wanting the same thing, and yet somehow all failed to stop the fourth player from getting what they wanted and winning the game.

It’s a game where there seem to be so many possibilities at the beginning, and which devolves into fighting for the best scraps of what’s left over, and regretting all your choices…

I did terribly, but would gladly play again and attempt to apply what my bad decisions taught me :).

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Crime Hotel - Japanese trick taking game where you figure out which room the murder took place.

Calimala - good fun, but finding the close scoring suspicious…

Kingdom Builder: Empire Edition x2 - great game!!

Can’t Stop - it’s a Sid Sackson classic!

Vaalbara - new 20 min something filler game. Mindless and dull. Seems to be of interest for Euro gamers (kinda like Faraway - absolutely dull but Euro gamers love it.)

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re A War of Whispers: any comments on the new expansion?

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I bought Vaalbara and I’m very disappointed with it.

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Search for Planet X - Lots of “educated guesses” meant a treacherous field for anyone treating theories as fact. I did more unfounded theorizing than normal and was not lucky enough to get great effect from it.

Scout - Convinced my friend to scout the final card of my 3-card set to end the final round very early, since the other two players had massive hands at the time and were in first and second. He did, sent their scores down the drain, and I ended up second to him by one point. A very fun play!

KnitWit - Always a good time. Are lunch ladies common? Is a hoverboard flat? Is Sardines played inside or outside?

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This was my first time pulling out Space Hulk in… gosh, years and years at least. BeforeTimes certainly.

Mike took the reins of the innumerable Tyranid swarm, and I took the steady hand and limitless Storm Bolters of the Ultramarine’s First Company (Yes, yes, they’re supposed to be Blood Angels, but when I bought the game in 2009 I was very anti-Blood Angel and I still hate the Dark Angel’s unique colour scheme for their Terminators, so Ultramarines it was).

We played two scenarios: the first which I won (you have to get the Heavy Flamer to a specific room and fire it, which I did, albeit barely), and the second which I lost (you have to park a Terminator within 6 squares of a slew of spawn points, and my Sergeant, armed with a +2 to his die roll AND a reroll died to the first Genestealer that ran up to him, and it was all downhill from there… the last Space Marine standing was the Assault Cannon, who racked up 8 kills over 10 shots before his cannon jammed. He punched the first Genestealer to death, but the second one got him).

Still a neat game. Great components (although the sandtimer has officially stopped working), and most of the sculpts are good although the Genestealers are too big and pointy for the size of the map (and that’s tough to fix, because the map is already huge). Third scenario was too big to tackle on the same night (two squads of Terminators, including special “carrying the C.A.T.” rules), so we played a quick game of Fox in the Forest Duet (which we won in the 2nd round), and the first scenario of Flick 'Em Up Dead of Winter which was neat but all the stickers on the backpacks are falling off.

Next time it’s just Mike and me I think we’re going to try Sekigahara, which I love, and Claustrophobia, which I remember liking almost as much as Space Hulk.

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Space Alert, it’s been too long since we played this. We were just playing the first test mission, and failing (which I didn’t even think was possible). To those who have never played this, it’s a cooperative game where you program your moves (7 in the tutorial). You’ll play cards onto your own board, which have a movement on one side and an action on the other. So you play either side face up, depending on what you want to do. Actions can be A, B, or C. A is firing the gun for the area of the ship you on, B manages the energy (needed to fire the guns), and C does a range of different things, like moving the mouse on the ship so the screensaver doesn’t kick in.

Enemies come towards you from three different tracks, one for each area of the ship (red, white, blue). Successfully destroying an enemy replies on you using a weapon system that covers that track, making sure the ship is in range, and having enough energy to load the gun. Obviously, you need to all work together to get things done. Oh yeah, and it’s all in real time. It comes with a CD, but you can also download the tracks required, because who has a CD drive anymore (I used to have a usb drive, no idea what happened to it).

After you’ve made all your moves, you then have to resolve each action (along with enemies). We used to do this manually, but I found a cool website that runs it all. You just have to enter each players board and away you go. Shows what’s happening, with some cool animation as enemies are destroyed (which didn’t happen a lot). We played the tutorial three times, on the third attempt we at least survived, so we took that as a win. Was good to get it on the table, it’s such a cool game . I actually sold my copy and rebought it.

Turing Machine, another go of this, since we played just the easy levels last week. Figured we were ready for a bit of a challenge. And we certainly got it. I failed on the first one, but then won the next one (was very lucky, I had it narrowed down to 4 possibles, and I guessed right). We had one verifier that no one understood properly, need to look that one up to get it right.

Beacon Patrol, a quick and easy cooperative game. You play tiles, and get points for completely surrounding tiles. You get the most for lighthouses, then buoys, and then anything else. It seems simple, but we had to trade tiles a lot to keep things going. Our final score was the second highest, so that was a good feeling (while still giving us something to strive for).

Come Sail Away, always fun.

Soda Jerk, first play. A simple game, but we enjoyed it. Cards range from 1 to 3. On your turn you can add a card to a column. There are five columns, one for each colour of card. If you play a card of the proper colour you improve its value, otherwise it counts against that colour. So if you had a red four and an orange one played in the red column, any red cards in your hand are with four minus one, or three. Cards are always played face down, but on your turn instead of adding a card, you can turn over a previously played face down card. It’s pretty light, but good fun.

Park Life Hedgehog, great filler.

Park Life People, a bit trickier than Hedgehog. You have wild cards, and cards that have variable values that either count for other cards of that type, or other cards of that type in your neighbours tableau. Bit more to think about.

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It’s hard for me to say too much, as this was my first game of AWOW of any variety.

What I did find disarming was how troops already on the map frequently couldn’t move anywhere at all. I guess you have to just bear that in mind when you place them, but I found it very surprising that, in the absence of any adjacent enemy, they were typically just stuck there; and looking at the original game I have the impression that there weren’t many ways around that.

The expansion board has two new sets of things going on, and they both allow actions at a distance, which immediately seems very powerful. One is a new faction whose home regions are not adjacent to any other region, but who can invade any region marked with their tokens (which their actions also allow you to move around). The other is a set of Guilds, each with a rather powerful effect (some of which escalate from round to round if the same player has remained there). One of those allows the addition of Ports to regions (two ports the first time, and one port thereafter), and every port is considered adjacent to every other port.

Those abilities to act against regions you might otherwise have no way of reaching seemed very strong to me.

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Inspired by my “Play your solos you don’t play regularly” Challenge, I played 2 solo games of Hallertau which I had not played since shortly after acquiring it in 2020ish.

It’s nice. Not quite as cozy as Nusfjord. But still nice. I am not sure with the amount of Rosenbergs I have nice is cutting it. For cozy, I’d recommend Nusfjord over this. There is no spatial puzzle here. There is not even magical multiplication of sheep. They actually die of old age if you don’t take good care of them … I tend to butcher some sheep before they die.

I really like the 3 stage worker placement mechanism. If you are really desperate for some action, spending 3 cubes is wasteful but … it’s better than not being able to do something at all.

I guess I should play Black Forest next for Southern German comparison.

As the photo hints I still haven’t managed to put my nice game cover prints on the wall…

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Quite a lot of gaming this weekend, once again forgot to take pictures!

Started with Hellapagos which is becoming a solid casual game when you have more than 8 players (at 8 or less I’ve got other games I prefer)
It’s a very light semi-coop where if you lean into the theme you mostly spend your time shouting at people for not contributing to the team while trying to quietly play selfishly yourself. Very light but quite thematic and although it has player elimination seems like that tends to happen towards the end rather than anywhere near the start or middle.

After that combined 2 copies of Typeset, a roll & write word game. You draw scrabble-style tiles that everyone has to make words out of on 6 different rows, with a push your luck mechanism that can lead to lots of minus points if you screw up. Really fun and friendly game. If you like word games it’s a heavy recommendation.

Then the next day played Pax Pamir 2e with 2 veteran and 2 new players, which meant teaching it again. I’m getting better at the teach but it’s such a mechanically dense game where each part affects multiple others, which makes it tricky to explain anything in isolation. But starting with some core concepts and building out seemed to work ok. Excellent game as usual, very backstabby and thematic.

Finally played the tutorial cases for Here Lies, from the same publisher as Typset. Really cool experimental feeling cooperative deduction game, where the players need to solve a murder together by asking the lead investigator for clues in various obtuse ways - drawing, miming, erasing letters etc, all on little whiteboard-pen-friendly cards that you lay out around a mat with a skeleton on. It has a rule that “if the investigators say all of the key words in one go then they win immediately”, not just at the end when you present your deduction, which is a really clever addition. If you’ve got the right idea about everything then the game stops and you’ve all won! Stops things from being too meandering while you second guess yourselves for the rest of the game.

I’d recommend all 4 games for completely different reasons and different circumstances. It was a good weekend!

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You people are a terrible, terrible influence.

Arrived this morning and didn’t cost a packet. The front cover is sun-faded (perhaps I should refer to it as “sun-kissed,” sounds gentler) but everything else is present and in great condition.

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Not sure whether there are any board game stores that have discount “sun-kissed covers” sections but I’ve seen some that should!
Works quite well for that cover, looks a little spookier

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