Your Last Played Game Volume 3

That’s a heckuva read…

I am running a small Battletech tournament as part of a larger charity event (“Battle for Breath,” money raised goes to Cystic Fibrosis research). Battletech notoriously has no official, accepted tournament format.

The tournament player package I wrote has 22 pages. PAGES. And already I have people asking “The rules say X very clearly, but I want to do Y, which is specifically noted as against the rules. Can I do Y anyway?”

I have already had to edit the rules twice for clarity. And I have included the following in the package:

“Cluster Ammo will be C5 instead of C1. Yes, I am aware this isn’t, actually, a specific rule from any rulebook. No, I don’t care. We don’t have all day.”

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Played Butterfly Garden, which is a pleasing Tsuro-type which is either relaxed points building, or (with the black butterflies variant) vicious knife-fighting to ward off the threats or target your opponents with the negative points.

Then played Metro (I won, but it’s far too easy to force your opponents into earning minimum points and there’s nothing they can do about it)

And finally the new game in town Spokes, which was really good fun, and lovely table presence.

All with 4 players which seemed like a good size for each.

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Moon Colony Bloodbath, another enjoyable game of murderous robots and events.

Perfect Alibi, deduction game set on a cruise ship. On your turn you ask another player a question about either locations or times, and they’ll respond with a number. You also have various roles which change up the rules a bit (changing the info that occurs between players).

Spokes, another game of this. And another crushing defeat by the same player, I guess we should git gud.

Karuba, haven’t played this for ages (2018 apparently). It’s a fun game where you place tiles onto your board, trying to create paths for explorers to connect with their temples. And obviously you want to be the first to do (for maximum points). Each turn a new tile is drawn, and each player places it how they wish. Or you can discard a tiles to move your adventurers along the paths. Good fun.

So Clover!, one of our favourite word games. My 30 Rock reference was wasted, no one got it.

9 Lives, an excellent trick taking game. You have to predict how many trick you’ll win.

Skull Queen, another good trick taker.

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My knee-jerk response to seeing Spokes and its dense arrangement of little wooden pieces was “that looks annoying to set up”, and I didn’t spend any more time looking at it. So I’m curious to hear thoughts about how much of a pain the set-up is in practice. I can see it’s a double-layered board, so I’m sure they slot into place without much difficulty; but even so… that’s more than 100 pieces to lay out, and I feel like I’d always opt for something that can get underway with less faff. How are you finding that side of it?

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It’s annoying but only slightly. It doesn’t take too long and a couple of people can do it in a couple of minutes.

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Yeah, it’s not too bad to setup

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As I learned on Thursday, the idea with the main board is that you SMOOSH all the pieces so that they randomly fall into the holes. After the initial wave of your hand over the board the final bit of getting them to fit neatly is really quick.

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The other night I played three solo games of The Hobbit: There and Back Again. All were for the second scenario, which is the scene with the trolls.

The goal is to get to Rivendell. I failed to do so by one space the first two games, but managed to do so on the third. First two games I scored 40 points, and managed 44 in the third. Out of a maximum total of 145.

To be fair, I think it is impossible to score that much in the solo mode. You only have 8 rounds to play, so you have to focus on moving to Rivendell to have any hope of reaching it, meaning you can’t spend time collecting swords or bread, moving to surround each troll to defeat them, or to move through the white crystal spaces.

That said, you still need to collect swords, because you can’t move through the spaces around the trolls without them. You need at least 4, and that assumes you’ll take the penalty for moving over a hazard space.

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There’s a board game convention this weekend at a university not too far away, and my wife and I were able to go for about 5 hours yesterday.

We introduced Lords of Vegas to somebody, the game resulting in a three-way tie at 66 points that my wife won in the tie-breaker. I had just spent all my money and only had one (very large) casino, so had the lowest money total.

That person left, and I knew my wife wanted to play Lords of Waterdeep, so I started setting it up and put out the cone indicating we were looking for players and another person came up and joined us. I won this game with 184, with my wife at 169 and our guest at 162, so overall a pretty close game.

Then got to teach Thunder Road: Vendetta to both of them and try it out for the first time. It went over really well, easy to play, to understand the goal, luck and risk-taking, and a layer of silliness that just works. We had a ridiculous slam chain early on that took five or six rolls to resolve and did much to showcase the style of game this was going to be.

My wife lost two of her cars pretty early, leaving her with her medium sized one. The other two of us lost one due to getting slammed off the course. I eventually lost my small car while slamming the other remaining small car, rolling horribly and crashing into a wall, leaving me with just my large vehicle.

Soon I was out of the game as a helicopter took out my last car. My wife was so far ahead that she quickly finished the game. Good fun!

We left after that, as we hadn’t stopped for lunch and we’re feeling hungry and said we’d be home around the kids’ dinnertime.

In the evening, we played a game of Star Wars the Deck building game and also the Clone Wars version, both of which I won pretty handily as the bad guys.

A nice day of gaming, and managed to get one unplayed game to the table for my 2026 challenge.

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Vinhos: Special Vintage 2016 - mid weight Euro about making wine. Good fun!

HOT STREEEEAAAAAK!!!

Cabo

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This weekend’s game session was a solo two-hander of Horrified, the original Universal Monsters version. I randomly drew the Courier and Mayor to confront the Creature from the Black Lagoon, the Invisible Man and the Wolfman, wanting a reasonable challenge but using none of the more complicated monsters. Things started a bit manically with the monsters swarming around the heroes and struggling to fend them off while some nasty Frenzy monster cards scared a few villagers in their early demise, but focusing on defeating the Wolfman first proved the best option, as he was the most dangerous foe, and some luck from the item drops. Things were much calmer once he was gone, then I targeted the Invisble Man and finally distracted the Creature for long enough to get the boat down the path and defeat him. A fun relative simple thematic game, and might get the Greek Monsters version out later in the year.

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Another game of Spokes. Just 3p, and I wanted to do 2-bike teams, but someone else needed it quick.

We spent a moment adjusting the starting setup this time to make sure there were no starting clusters of the same color, and I think that was a good move.

It was good on a first play, better on the second. We were doing a bit more of looking at each others’ wheels to see who could or could not follow us if we planted a big breakaway, and doing more intentional disruption of the big pathways. It’s good stuff.

And then Arcs

Started out salty, as the owner had not punched/sorted/unwrapped everything, so an already long game had a bit of a prelude. Secondly, someone had dropped out and the owner had swapped a new player in day-of, so we further delayed with a long teach… (we’ve all got kids, the etiquette is to learn the game before hand so we can spend our very limited time actually playing). And as a result, we only played through three rounds.

But Arcs…

I wasn’t crazy about it. But it’s also got some hooks in me still this morning. I think my relationship is complicated?

It reminded me heavily of Pax Pamir 2. Three touchpoints I can articulate:

Action constraints - as with all the Pax games, you kind of know what you want to do but you are very limited in which actions you can actually take at any time. Yes, I realize I’m low on ships or that city is undefended and I’m going to get raided, but my ability to actually respond is up in the air. Thus, gameplay resolves into two things - one is opportunism. Not what can’t I do, but what can I do, and can I (by taking that initiative) force people to focus away from my vulnerabilities? And second, a real understanding of the cards (hands here, market in PP2) and board state to try to drive the game toward the actions you’ll be able to take three turns from now, and avoid from the first any cul-de-sac where you need unavailable actions.

It was a big learning curve in PP2, that second. Pax Renaissance was the same and wasn’t worth it to me. I’m not strongly pro or con, it’s just a thing.

Porous board state - Partially because there are so many actions and so many constraints on when you can do them, and partially just by design, you are always vulnerable. You can take my cards, blow up my ships, block my lanes, capture my people. Everything is up for grabs and anything you build is just one or two opponent decisions away from being knocked over. As with the actions, this makes things highly tactical and opportunistic, as any long-term strategy will get butchered (if it’s working). Balance comes from opponents, and if you are not a threat then you can go about your business. This is a bit of a mindset thing, like Innovation, that nothing is mine. Don’t lean too heavily on any one thing as it can be taken away in a moment.

Tug of war scoring - Things aren’t inherently worth points, and the things that DO score for you are all up for grabs. PP2 it’s always the two things, either most tribes or most influence with the strongest faction. But you and your opponents can shift the paradigm any time, and can swing who is in the lead pretty easily there as well. This felt the same with the Ambitions. Declare too early and everyone piles on. Declare too late and the points dry up or are completely gone. What scores is its own tug of war, and then actually scoring it is a second tug of war. Again, tactics tactics tactics as everything is so fluid, you just want to surge at the right moment to get your nose above water for a turn or three, grab those points, and then get dragged back down.

Sometimes I find these games frustrating. A bit like water polo, where you’re trying to play a game with balls and goals, but in reality your time and energy is spent on this wrestling match. It isn’t what you were sold when you sat down to play. I used to think I was a tactical player but I do find these games where long term strategy is a lie to be frustrating. Lastly, a general rule for me is that if a game is chaotic and hard to control, shorter is better. This is what killed Tapestry. So comparing PP2 at 1hr and Arcs at 3hrs, I’d definitely veer to PP2.

All that said, much of chapter 1 and 2 I was thinking “maybe I need to swap PP2 for this one.” I’ve been thinking about it all night. I read a review that went through the good and the bad and resonated with both angles, especially the reviewer talking about his friend who always left disoriented and unhappy but also asking when they’d play again.

We ended after chapter 3 and I had a decent lead, maybe 20 to 15, 14, 10? I do want to play again. I also don’t want to spend a precious real-game slot on it. I guess it’s just complicated.

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Pamir is way more interesting than Arcs because of the alliances that organically builds up and tore down (rinse and repeat).

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I keep seeing Orapa Mine on BGA for some reason.

Tried a few solos.

What a fantastic, 2-3 minute logic puzzle.

No, I don’t think I’d buy this. Not sure I’d play multiplayer (Cryptid and Planet X exist, after all). But for a solo online activity, this is… it’s crack.

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Last night with nearby friends was mostly Flash Point, hotel map, Generalist, Hazmat and FPO. I think three isn’t quite enough, though I’ve seen it work; the fire gradually grew in spite of everything we could do.

(I think this is my most blinged game.)

Then Green Team WIns, which gave me school flashbacks: you have to guess the majority option, and I was simply unable to do so.

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Me too - I hate it when the majority is simply wrong

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Just did a solo run of Alien: Fate of the Nostromo using Ripley and Parker. The three objectives were to take an incinerator to the Nest, take a Grapple Gun to the Galley, and assemble all crew in the Workshop.

Started out trying to get scrap to assemble the needed items and managed to get ambushed by the Alien a couple of times pretty quickly, which dropped my morale pretty significantly. But I was able to assemble the items and over the next few turns make my way to the needed locations, sometimes using the Alien encounter necessity of moving my character three spaces to help.

Was then able to get both to the Workshop to reveal the final objective, which was to self destruct the ship. Needed all crew to reach the Airlock space within 4 rounds, each having a coolant canister and a scrap. Luckily, Parker could generate 1 scrap a turn for 1 action.

So, of course, one turn before I could get both characters there, an Encounter card lets the Alien reach the Docking Bay, where both crew were, forcing them to flee. Since the rules state they had to flee three spaces, I felt it was against the spirit of the rules to let them both move just two spaces to the Airlock, so moved to the Medbay instead, where a Concealment token was. Revealed that and the Alien showed up again, bringing Morale down to the last space before losing. Luckily, it let me move the crew back to the Docking Bay.

Two turns later, both crew were in the airlock with coolant canisters and a scrap. Victory!

2026 Challenge is on track!

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Played Kanagawa 4-player and Caper 2-player.

Kanagawa is very complex to teach, and then suddenly much simpler in play. Really gorgeous though.

Caper is very crunchy by the final rounds. Might try Caper Europe, it’s generally reviewed as the better one.

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Cosmic Encounter - crazy fun as usual

Innovation - I own two copies: Innovation 4e base game which is similar to the older 3e. Then, the Ultimate edition. I use both because sometimes I don’t want the add-ons and want to carry a lighter load. Good fun

Pax Renaissance - 4 players teaching 2 newbies. I was playing in the backseat as usual and minding the 2 newbies (1 first timer, 1 played it before). Both wanted to play more. There’s a mini crowd that wants to play this. If I only choose one game from this family, I’ll pick Ren. With Pamir and Transhumanity coming close. They showed interested on other ones like Pamir, but at this point, I want to focus on one game for now since all 3 are heavy both rules and gameplay.

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Played Spirit Island with 4 players which is probably too many players! Had fun, even though we didn’t realise fear was added when towns/cities are removed which made it significantly harder and we lost pretty badly.

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