Your Last Played Game Volume 3

Had some friends over and played:

Trio which was light and fun.

Hot Streak! I was a little worried it wouldn’t live up to what everyone has been saying but of course it did and everyone had a great time. I decided to offload dealing and handling duties so got to enjoy being a spectator in the races.

Karnak, a Jasper Beatrix game with components similar to Signal, but they’re used competitively instead. You build little “structures” for Pharaoh that will gain you points but only at the end of the game, and until they get locked in other players can simply add to or remove pieces from your hard work. Really interesting and the communal board means you feel like you’ve made something together. It often feels semi cooperative as someone will add to your work then lock it in so both your points are safe. Cool stuff and very Jasper Beatrix. Still waiting for them to get proper UK distribution…

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Neighbourly games on Monday might was several old reliables, starting with Sea Salt & Paper. I will obviously blame card luck for my terrible showing here.

Then on to Project L in which I jumped for points just a round too late, but I did pull off some lovely combinations even so.

Finally FUSE which we didn’t quite beat this time, but there were only two cards left. (There’s that state a player can get into in which they can only take very specific dice, and that’s bad for everybody. This time it wasn’t my doing.)

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Played a number of usual suspects for Christmas. Crushed in games of Star Wars the Deck building game and Lost Cities, and got crushed in return in Lords of Vegas, and merely lost in Lords of Waterdeep.

This morning, I tried a solo round of my new game, The Hobbit: There and Back Again. Being a Knizia, you never know what exactly you are going to get, but usually something really easy to play but with some potentially brain-burning decisions. And that would be correct in this instance.

This game is a roll and write, going through 8 scenarios from The Hobbit. The first scenario is getting the Dwarves to Bag End and feeding them. The board for this scenario consists of a grid with Thorin and Gandalf in opposing upper corners, the other dwarves scattered around, and then Bag End at the bottom center.

There are five dice you roll, most having paths similar to Railroad Ink, but two having a combination of Hats, Swords, and Bread. The first player rolls all the dice and then drafts one, drawing the selected path going from any dwarf (or Thorin or Gandalf) or any already drawn path and trying to connect to Bag End, or checking off a Hat or Bread spot, or collecting a Sword token. There’s also Burgle actions, each of which can only be used once, which lets you use a die for a Hat, Sword, or Bread. Hats are used for some bonuses during play, like extra bread or swords, or certain paths.

Players go around, drafting dice until none are left. Since this plays up to 4 players, this means the first player will always get at least 2 dice, but since the first player moves between rounds, each player will have this advantage. In a solo game, you break the dice up into two groups of two and one single, then get three total dice, one from each group.

You get points for each character you connect to Bag End, and the game ends once someone connects all the Dwarves (not counting Thorin) to Bag End (or after 8 rounds in solo mode). You also get points if you already have bread as each guest arrives, otherwise you cross out those points. Thorin and Gandalf require two bread each for their bonus points. You also get points for having swords. There’s also a bonus 2 glory points to the first person to connect Thorin as well as the first person to connect Gandalf. Highest score wins.

Solo is tough, as it feels like there is no possibility of connecting all the Dwarves to Bag End in just 8 rounds, but if you don’t concern yourself with feeding them all, it is likely possible. Especially as the bonus points go 1,2,3,4,1,2,etc. so if you concentrate on getting bread for the third, fourth, sixth, etc. guests, you can still score well.

I got 52 out of a possible 112, so I definitely have room for improvement.

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Had the traditional Boxing Day Boardgames today. (This started because some of my friends have family obligations about now, and some don’t, and the ones who don’t can feel a bit left out.)

We started off with V-Commandos (I know they had to rename it, but that’s what’s printed on my copy), and Operation Freyja (the one where you try to make Goering look good so that he doesn’t get replaced by someone competent). I didn’t want to dominate the group, so I took Death Cheater, and rather than stay in a side room of the church as I’ve done before we ended up in the main body. Eventually we ran out of silent shots and saved actions, and the enemy got in.

But we went on with the next step anyway, Forest Road and Hotel de Luxe. The hotel crew did all right, with Death Cheater using his ability to withstand a hail of enemy fire, but the road team didn’t manage as well.

It’s really been too long since I’ve played this. I still love it Even if it is basically Flash Point with Nazis instead of fire.

On to Whitehall Mystery as the detectives. The first round went by very fast, and I was feeling edgy; but a solid placement by another player let us home in on a likely next spot, and we turned out to be correct.

Finally, Tavarua, first time I’ve played with my own copy. Again it took a bit of time to load the rules back into my mind, and I fear my teaching of it wasn’t all it might be, but things came together fairly quickly anyway. I have an unreasonable fondness for this game (unreasonable because I have no knowledge of or interest in surfing), I suspect because it fits into that bracket of games that are competitive but not about conflict (racing games work similarly).

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Yesterday we tried out Maryse’ Christmas gift to me, The Smurfs Hidden Village, a coop deck-building game by Antoine Bauza and some few others.

It was really lovely, some interesting dilemmas (the Smurfs you start with are, at best, not advantageous, at worst outright harmful), but overall not difficult.We won comfortably at the second-highest difficulty level in our second game. So not challenging, but if you’re looking for something to raise the game level of a newer, younger gamer, this might be the ticket. And it’s fun! It is! Just not hard.

What really carries this game is the theme and how it translates to the game. It absolutely NAILS the Smurfs universe, the art is great, the humour is right there, it’s light-hearted, it’s wonderful.

It’s just smurfing adorable.

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Spent Christmas with my partner’s family and they told me to bring games. Ended up just trying out my new copy of Rebel Princess. Started with 4 players, but one dropped out after a few rounds as she was tired.

I’m not a big trick-taking fan (it’s similar to deck building, where I’m fine with it as a mechanism, but don’t want it to be the whole game), but this strikes me in a similar way to Cat in the Box. The trick-taking part is super simple (no big list of what card beats what like Skull King) and it’s the other stuff going on that makes it interesting.

Managed to just squeak out a win by one point.

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Played Horrified, standard game with three monsters. And things went fairly well, we defeated all three with cards to spare. We did make one mistake, one player (not me) was doing their special action as a free action. Still counting it as a win.

Dorfromantik: Sakura, still a few things to unlock, but we had our highest score, so that was good. And no mid-game panic attacks from having too many task tiles remaining (Always Be Closing is our warcry).

Orleans, I really cannot work this game out, I have never won, or even been close. I thought I was doing ok (moving around, putting down trading stations. I knew I wasn’t winning, the winner was decided about half way thru, we knew we weren’t catching him. Eventual scores were 148, 124, 57 – yup, I was 57. The winner had more than my score just in coins.

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Played some games.

First on 24th the game we “gave” to the niece (almost 6) and nephew (4.5) … well the parents bought it and we’re paying for it. Dodo.

This is a realtime dice rolling memory game with a fun gimmick. It is pretty good and works well for kids. Except it’s also like giving them an energy drink just before bed-time. They were so hyped by the game…


The “egg” is slowly rolling down the rock and you have to find symbols matching a die roll to find materials to build the bridges that lead to the boat that will “save” the egg.

On the 25th, they visited our place and at some point got tired of their other toys and I first played Cockroach Salad with them. Niece already knew the game, nephew’s brain was a bit overwhelmed, I could see him thinking so hard–it was really cute and quite impressive. He was really good at recognizing when he was allowed to just name the card he held. But he kept forgetting the veggies that he was not holding at the moment.

These kids never sit still but they seriously finished the game with me. I let niece look at the cards forever and helped nephew along remembering the green and white veggies…

After that we played 2 rounds of “Hey that’s my fish” … I neglected to count my own points. Kids went 29 to 32 and then the other way round on the second game. They did really well in my opinion just doing their moves and trying their best. Neither of them was a sore loser which is quite the achievement at that age I feel.

And they spent and hour sitting still my partner remarked this as unusual :slight_smile:
And I didn’t have to have adult conversations. Win-Win!

With every visit I might have more games on offer. Finally. I’ve been waiting for them to be old enough to play games with because when they aren’t playing games with me … let’s put it that way: we don’t have kids, our house isn’t kid friendly or safe at all.

On the 26th, I taught myself Deckers and … lost.

This is quite difficult as a solo I think. But I don’t feel up to teaching anyone.

Since then I’ve been wrangling technology. I was hoping to play a game everyday of my Christmas vacation but I don’t think that’s working out the way things are going.

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Had our gaming friends over for a Christmas exchange (and birthday, as one of them was born on the 24th), and got a few games in.

My wife did not feel up to learning a new game, so sat out while I taught our friends and their daughter how to play Hot Streak.

It went down really well, all agreed it was cute and funny. First race, Gobbler was leading but got eliminated by getting a fall down card while he was right in front of the finish line. Mum had an amazing third race, finishing while the other racers had merely moved one space from the start. Hurley, who I had bet on, did the same thing Gobbler did first round and would have been in second but fell down right after the reshuffle when anything else would have gotten him over the line.

It was ludicrous. It was stupid. It was great! Even better since I won with $69. Dad and daughter tied at $64 and mom brought up the rear with $37.

My wife came back for Lords of Vegas, which our friends’ daughter sat out. Had a crazy game, ending in a three way tie at 26 points, which I barely squeezed out a win on the money tiebreaker, but even last place was just one space back on the score track. Closest game ever!

My wife was worn out at that point and we would have wrapped up, but we had promised the daughter we would play Sushi Go, so we did. She had a lousy second round, only getting 1 point, and just 6 points in the third round, so she came in last with 25, but still had fun. Her dad won the game with 46, her mom had 43, and I had 42.

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Tried out my newly gifted copy of DC Super Heroes United: Batman Hush.

This is my first experience with the United game system, assuming it’s the same as the Marvel ones, anyway. The actual mechanics of the game are pretty simple: pick a villain, pick some heroes, shuffle up their decks, place six locations and set the villain and heroes up at opposite locations. The locations have thee to four slots for civilians or thugs, and a starting amount of either. The recommended first play is to use the Superman (controlled) villain, so I did, and decided to two hand with Batman and Catwoman. This particular scenario also has a Poison Ivy token.

Villain starts, and this one has a designated starting card, and it’s kind of BS, because it moves Superman three spaces, so to the Heroes space, and then does his BAM effect, which attacks for 2 damage, meaning one hero is losing two of their starting hand of three cards right off the bat (no pun intended). The effect also moves the Poison Ivy token one space clockwise. The villain cards (for Superman, anyway, as that’s all I have ever seen) typically move the villain, do damage to a hero at that space, then place thugs or civilians at his and neighboring locations. If they fill up there’s an overflow penalty (moving Poison Ivy’s token)

Play then goes to the heroes. You draw a card and then play a card. Their cards have one or two icons on the bottom, for movement, attack, or special (or wild). There is sometimes an effect that can be performed as well. Move let’s the hero move to an adjacent location. Attack can eliminate a thug or (eventually) damage the villain. The special will rescue a civilian or place a token at a location. Once three have been placed, it removes the threat there, moving Poison Ivy back a space.

One neat aspect of the game is the cards all get laid out in a line. The heroes get the icons of the card they play plus the icons on the previously played hero card, meaning you can set the next player up for a more effective turn.

After three hero cards have been played, the villain plays their next card. And then repeat.

There are three missions that the heroes can work at, and they need to accomplish two to have any chance at winning. Remove 4 threat, defeat 9 thugs, and rescue 9 civilians. Once one is complete, the villain is now “Under Pressure” and acts after every two hero cards. Also some of their cards get more effects, plus for Superman, he starts hitting for 3 damage.

After the second mission is complete, you can actually start damaging the villain. If you complete the third mission, all players get to draw a card.

In a two player game, Superman has 7 health. However, you lose the game if a player completely runs out of cards in hand and deck, or if Poison Ivy gets back to her starting location. I played twice and lost both times due to this aspect. As she moves with every BAM effect, which appears to happen on each villain card, or if there is an overflow at a location, and will also move if she is present or adjacent to a location where a hero is KO’d, it doesn’t take her long to get around the board, even with the ability to move her back a space by removing the threat from a location.

So, a simple game to play, but does appear to be a bit tricky to play well. Might try a different hero combination next time.

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IT BEGINS!

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Well now.

Here is “Alien Nation”, a game entirely made of plywood, which you are expected to assemble and they include some sandpaper and wood glue.

And no, some of the slots are not quite big enough to fit the boards together. And yes, the plastic pegs for the scoreboard are far, far too big to be able to move up and down the grooves.

Anyway, spin literal dowling rods down the ramp and get them in some of the holes at the end (to flip a rocket over) but not the others (lose points). The ramp actually works well but the rest of it is 1 star, stop manufacturing this, what the heck.

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IT ENDS!




Heckuva game… 11am - 8pm (with a break for lunch and a short break for freshly baked apple pie). 4 new races (Crimson Rebellion, Deepthought, Last Bastion, and Ral-little-lizards) plus the Federation of Sol and the Barony of Letnev.

Second turn the Lizards decided to pick a fight with the Barony and, as a result of that one mostly but not entirely petty decision, took himself and the Barony player out of the game (he used his miniature PDS to wipe out a few Barony ships and take two planets, the next turn the Barony obliterated that fleet in retaliation and retook their worlds, so the next turn the Lizards captured the Barony homeworlds, so the turn after that the Barony recaptured their homeworld and the Wormhole Nexus, so the next turn… etc… etc… etc…). They finished in last and 2nd last.

The rest of us had a pretty tight game, leveraging the Deepthought’s generous Tech assistance and the two Entropic Rifts (for me, the Last Bastion, and the Crimson Rebellion) to gain Faction techs really fast. Oh, and Thunder’s Edge showed up on Turn 2 near the Lizards and was basically ignored for the rest of the game, and Turn 1(!!) the Fracture showed up.

The Crimson ran around scooping up Frontier tokens, I blundered my way into Mecatol to capture it from the Fedration of Sol (who initially captured it and then held it for one Imperial Strat point). Game ended on Turn 6 after the Federation was able to move into the Lizard’s home system (see “Pointless War Between Green and Black” listed above) and despite the Crimson launching a last-minute offensive to extend the game, the Federation was able to hold on and score their last two points.

I am very satisfied by my 2nd place finish, honestly, far better than I expected (especially since turns 2 and 3 were a slog for me). The Bastion are fine, the additional resources for their Space Docks are great, but I forgot to use their “When You Land Enough Troops You Unexhaust Newly Conquered Planets” ability all game, which is critical because their starting resources are poop (their homeworld is a 0 - 0!)

Anyway, victory to Sol, well earned, but gosh they’re a strong Faction. Ben, who was playing them, did very well, but he described them as “The Federation, as a faction, is very strong, has no downsides, and if you follow the clearly marked roadsigns towards how they should win, they will.” It wasn’t quite that simple, but he did very well and I’m happy to have played the game.

I think I am going to try and get a dozen plays of TI4 in 2026, but I’m going to stick to 4 player games, I think? Maybe 1 or 2 games with six, but as much as I love TI4 (and I do!), the opportunity cost of the number of other games we coulda played…

Ah well. Epic game regardless.

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Played Chinatown for the first time in a while today. Just me, my wife, and her brother.

Went really well for me. For the first time ever, I had a round where I actually wanted every location card I was dealt. Had a complete size 3 business in round 2, and a 4 size one in round 3 and again in round 4. Was able to get a full size 5 and another size 3 by the end of the game, and then a few 1’s just to get a bit of extra cash.

My wife made a mistake which may have cost her the game, trading me two Dim Sum tiles when she had already placed two of them. If I had noticed it, I would have pointed it out when she offered, but I was busy with our kids and missed the detail. Worked for me in the end, though, as that ended up being my size 5 business.

Meanwhile, her brother managed to complete two size 6 businesses by the end of the game. Too late, though, as I ended up with the win with $1.43m to his $1.23m, with my wife barely trailing at $1.22m. Good game!

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The villain is Superman ?!

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I somehow managed to play more games.
On the 27th I managed a round of One Piece Nakama which is turning into a cozy little favorite.
On the 28th I actually played a round of Spirit Island with two of my favorite spirits. Lots of little mistakes were made. Opponent: Level 1 England, Scenario: Despicable Thieves

Keeper of the Forbidden Wilds and Thunderspeaker.
I have so rarely found the time for this game this year. A sign of having been very busy with little bandwidth for anything but work. But it’s still my favorite of them all.

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The game is based on the Hush story arc. Poison Ivy manages to mind control Superman, so yeah, he’s an antagonist for part of the story.

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Christmas present!
They claim it’s the best in the evolution line of games, and I think they might be right.

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Yes. I was wary at first when they said they want to make it “less mean”, but the changes are good. The Carnivore card being separate is important. Full compensation (which is not the case with Evolution) is good too. Only having one new species every round is interesting change, I have no idea what the implications are.

I wish I can play it more.

EDIT: what sucks is that the expansions are a must. The base looks so barebones

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Yes, I think I like all the changes.

I wondered whether it might feel insufficient without expansions, but (for us at least) it didn’t.* It’s a lightish game, but still a very satisfying one.

And I reckon it certainly wouldn’t if we opted for the couple of extra rounds variant version.

*Of course I still want expansions… but this is a me problem, not a game problem.

Now, will we ever play Evolution Climate again, now we have this? I suspect not. Especially as there’s a Climate module on the way.

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