Your Last Played Game Volume 3

Eons ago when Concordia was one of my favorite multiplayer games but I was squarely in my “solo is my only outlet to express my boardgaming hobby” phase, I lamented missing out. Once Contrarius was announced, I immediately doubted how much it could replace the experience.

After playing against Contrarius, I have concluded that it does not… and yet… it’s a very intriguing solo option. One to which I certainly need to return.

I feel some amount of sorrow that I may be done collecting Concordia content now that Awaken Realms has announced their deluxe edition.

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Brass: Lancashire - nice to play this occassionally. I still don’t think that this nor Birmingham stands up to repeated plays. Meaning the problem with Brass is fundamental.

I had fun though.

Splendor + The Silk Road + The Sun Never Sets - 2 expansions, 4 modules in total. People were sceptic at first but end up liking it, because they find base Splendor to be rather “basic” (their words)

Cities - from Silk Road. It changes the end game condition. Instead you have 3 cities with different victory conditions. You can go for one of them. If a player have done it, the game ends after that round. If there’s multiple, then player with most points.

Trade Post - SIlk Road module. They are engine components. Gain enough cards of this type and you gain this specific trade post, which gives you a permanent bonus

Strongholds - Sun Never Sets module. When you buy a card (from the shop or from your reserve) you can either put a stronghold on a card or remvoe an opponent’s from a card. If a stronghold is on a card, only that player can reserve or buy that card. If they have all 3 strongholds on that card, they can buy it as a free action (still have to pay the gem cost) on top of their normal action

The Orient - Sun Never Sets module. 3 decks just like the base decks and you put 2 cards face up. You buy them just like the base cards. They offer different bonus. This works with Strongholds because Strongholds will choke up your choices on the base deck and it can become uninteresting doing obvious moves if the choices are TOO tight.

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I’ve played the first seven chapters now. I’m still winning quite easily, but I’m now enjoying the way different characters add little wrinkles that you have to think about just a little bit to work out how to win.
Still not in the least difficult, but it’s becoming a very enjoyable almost meditative exercise. Even though there are no actual similarities between the games, I’m now getting the same feeling from this that I get from A Gentle Rain. Or perhaps it’s a bit like doing an easy sudoku - you know it’s not going to be at all hard, but it’s still there to be done and you can enjoy both the gentle mental exercise and the pleasure of completing it.

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I understand this, but I get over the sorrow by looking at my shelf and remembering that I already have two big boxes jam packed with Concordia content, plus the little Solitaria box, and any more stuff just wouldn’t fit!

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I played more games. My streak since Christmas is on-going at 81 days (my rules for logging are very lax. It’s not like I want to give myself a very hard challenge here, app plays, bga plays … everything counts)

I have now played enough Small Fjords to push my H-index to 23 (I am actually at 24 plays) and realized how incredibly addictive hexagonal architectures are… (I went to several talks on those at the conference I went to this week–alas not boardgame architectures but software)

The other thing I played was “Low Bandwidth Spirit Island”. The parameters are as follows:

  • 1 Spirit
  • Low complexity
  • No Adversary
  • Includes events and all tokens

I played through all 5 spirits from Horizons of Spirit Island. It took me between 4 and 5 rounds and around 20-30 minutes (minus setup) to play through each game. After having played 5 games, I feel I am ready again to return to tougher spirits.

This “mode” has about the same complexity as Cascadia with the expansion I would estimate. I love Casadia but I love Spirit Island more. And playing on higher difficulty levels is currently not an option and so I am deliberately playing on easy mode.

My solo-challenge for this year is “hard” so I preselected 10 games and I put Spirit Island on there knowing that for the last couple of years I played it only on very few occasions. I wanted to get back to it and this is how I am doing it.

It is making me happy to be playing this game more often. I feel more ready now to tackle other spirits or maybe go back to 2 spirit setups or try single spirits against an adversary. But I don’t have to.

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Lol, I’ve had a two-spirit game vs. high-level England set up on the table since last weekend and I just don’t have the mental bandwidth to tackle it. All those cities right from the start is just so intimidating.

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Posting that forced me into action. Two stony guys vs. England, and the stony guys triumphed due to a timely event. Was interesting to see Vital Strength dominate his half of the board early while Stony Defiance got flooded early, only to have their situations reversed later on. Both took and replaced major powers, searching for something fitting and failing to find anything, but making the most of what came up: Fire storm → Accelerated rot, and Tsunami → Lightning.

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Airecon day 1:

Dune: 6 players with all the base game factions. A lot of battling and being Voiced by the Bene Gesserit. We ended up with 3 fairly stable alliances through the whole game: Atreides—Spacing Guild, Bene Gesserit—Harkonnen, Fremen—Emperor (me). The somewhat unlikely Fremen—Imperial alliance won the day at round 6.

Ethnos: 2nd edition. It’s… fine?

Then we moved on to smaller games: Courtisans, Schadenfreude, The Boss, Flip 7 with a vengeance, and Hot Streak.

I lost so much money on that stupid fish!

Then a couple of games of Kabuto Sumo with Sakura Slam and Total Mayhem.


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That is an interesting combination of spirits. Did you get good synergies? I might try that one once I have played my next setup: Many Minds Move as One.

In my small games with easy spirits I picked up exactly 1 major power in 5 games and I would have won in that round regardless :sweat_smile:

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Sakura Slam and and Total Mayhem certainly sound like fun people to play board games with.

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It was an entirely random selection, but I was pleased with the theme. They kind of work at odds with each other: VSotE defends and gathers Dahan, preventing blight, while SUD wants to get damaged and retaliate, ignoring blight.

But regardless, I seem to play both boards almost independently for the most part, occasionally crossing over when it seems efficient.

VSotE did well before the Dahan got hammered, and SUD struggled at first but ramped up better - somehow keeping the Dahan largely intact too.

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Last night was our monthly* game of Earthborne Rangers, which was good. Interesting.

The evening started with us spending about thirty minutes trying to rebalance one of the characters… they were playing a Spirit Talker and they just didn’t like the synergies the character was attempting to leverage in the game. Which is interesting, especially since character growth in the game seems to be very slow. We’re only on Day 5, though, so who knows? By the end of the night we managed to figure out how to play to a large extent, and most things were clicking in the way they were “supposed” to work.

It’s satisfying in a way, but in a different way, I still don’t quite get the insane love for the game. It’s fine? It’s fine. The narrative elements work pretty well, but… I dunno… I’m not ZOMG over it? Maybe my expectations are just too high. I dunno. But everyone else is enjoying it, and I’m not dislike it, so one we go.

Then we played a really quick game of Cats Knocking Things Off Ledges, which is a simple, adorable, and solid dexterity game. It’s good! It probably only has a few dozen plays in it before it gets old, but for the low price point, I’m happy we picked it up.

Lastly, two solo games of Battletech against a pair of mechs in the 4,000BV range. Managed to win both, but despite pushing the Aces system into Classic (where it doesn’t really work, but it almost does), there was a lot of surprisingly close moments. Highlight of the two games was the enemy Cyclops 10Z moving too close to my Axman, allowing me to jump behind it and place the Axman’s Hatchet firmly in the rear left torso of the Cyclops… where it managed to get a critical hit, and that hit an AC20 ammo bin. Kaboom! Soiasil Machistadog! An explosion of taste!

Sorry. Cyberpunk 2077 reference. Anyway.

Today I’m writing up battle reports in the style of gladiatorial sports announcers for the two solo games. Because “days off” are something that happen for people who have money.

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Many Minds took me 7 turns and two attempts at getting a good major power only to win by abusing their own power that allowed me to generate enough fear for the final card by discarding half of the beasts in a land for two fear each. As all those many beast minds had moved as one into that land… a lot of fear was generated :wink: Very thematic victory. (Still Spirit Island)

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@Phil asked for a die roll:

What actually happened here, @RogerBW ? I’m guessing that the square bracket markdown link syntax clashed with the die roller, but I can’t figure out specifically what the input was which resulted in this output, or why.

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The plot thickens! :slight_smile:

Edit: I’m guessing it’s the “Genesys/Star Wars RPG dice” support?

Edit 2: Nope, it’s the Memoir '44 battle dice support.

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Yes, “open square bracket battle” triggers the die roller. If you switch to the WYSIWYG editor when you’re entering open square brackets, this won’t happen.

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We tried out my new acquisition of Hot Streak yesterday and it was a hit - although my daughter ended up on £0 so wasn’t too happy! Made a couple of mistakes (kept forgetting to burn the first 3 cards) but overall people enjoyed it and can see it being played a lot at big family gatherings.

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At Airecon…

Games started with Compile: Main 2, first time I’ve had a chance to play with this set. Diversity has a very interesting tweak that lets it be flipped without triggering a formal compile action… I suspect the best way to play this is knowing all the cards, and against someone else who also knows all the cards.

On to Project L, always good fun.

And Sentinels of the Multiverse: Definitive Edition with Disparation: Chrono-Ranger, Omnitron-X and KNYFE against Miss Information in Silver Gulch. Tricky, but we made it.

Skull Queen next, still an interesting tweak on trick taking. I still don’t play trick-taking games well but this is one of the ones that has helped me to understand them better.

Then Imperium: Horizons, Polynesians vs Martians. This was probably a bit over-complicated for us at this time of night, and we didn’t finish, but we were each convinced we were losing.

By request, I had brought along Firefly: The Game. I took a “Goody Two Shoes” crew, none Wanted, mostly Moral, and just beat out Wright’s “Human Resources” crew to be King of All Londinium. This took about five hours in the end, as Firefly tends to

Tavarua. There are sone fiddly timing concerns here and I think it’s worth having a timekeeper to make sure everyone’s in the same phase of the game at the same time, especially at six players as we were.

On to Sea Salt & Paper while other people got lunch.

In the morning, out to the dealers’ room in case of anything interesting. I’m still not sure why the big game vendors bother, really, but some of the smaller ones were interesting.

No photos for the new Flip 7: With a Vengeance. I feel edgy about this: if I didn’t already have Flip 7, I’d buy it. I’m not at all sure there’s any virtue in having both; any time I’d play one the other would be an acceptable substitute. But then again it was fun… and one player lost by half a point, having a score divider played against him and ending up with 199½… and half rounds down.

On to Spokes, in which you’re trying to lay trails of the same coloured rods to make a route round the racetrack. But the next player may be able to use the trail you’ve just laid… which is how I ended up taking the final lap in one move, Automobiles style. Good fun!

More racing, of a sort, with Steampunk Rally Fusion: Atomic Edition. I ended up with a remarkable lack of movement generators for much of the game, except when I suddenly had several at once and could zoom ahead.

Faraway but I don’t think any of us had trouble with it. I asked the friend who was out in the trade hall to pick up a copy for me, even before the game had ended.

Next was Sentinels of the Multiverse: Definitive Edition, Nightmist, Ra, and Darkstryfe/Painstake. versus Necrosis in Silver Gulch. This was a long and tough one: Ra went down quickly and the rest of us were struggling. Nightmist fell taking out a whole bunch of Ongoing effects, and Cosmic kept Darkstryfe/Painstake pumped up while they dealt damage. Hard work and I was expecting us to lose, but we just barely made it in the end.

On to Nokosu Dice with four, in which I carefully warned people about the Confusing Rule and this mostly worked.

Out by the loos, there was a wooden dexterity game: your job is to move the ring round the maze, by pulling the strings, without letting the ball fall through any of the holes.

Next game was Decrypto, in which I had my usual problem of being either too obscure or too simple, and not knowing which. But in the end we outlasted the other team.

Getting late, but there was still time for Letter Jam, and three of us got bonus letters.

Last game of the evening was Project L.

Several of the people I’d been playing with had to leave for the Sunday, but I got in a game of Xenon Profiteer.

Then, Kluster, particularly fiddly on the slippery neoprene mat.

Five-player Tenby, in which I almost had a great idea: get one long street that qualifies for everything. Sadly, I’d failed to realise that I needed to complete the street to do this, so I missed out on quite a lot of points. Never mind!

Finally for the show, Rossio, a mostly abstract tile-laying game with a pleasing interaction of mechanics. I did badly, as I almost always do in this style of game, but still had a great time.

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Quick game of Harmonies, where through some very strong card synergies and some luck getting river tokens I scored my highest so far. I think it will stand for a long time for me, felt like everything was going right. It’s a satisfying game and I have my head around it enough to have a go at the special one-off animals. Looking forward to the expansion as well now that this is definitely in the regular rotation. A few more animal cards would do fine, not sure if they’re planning something more ambitious.

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Aire Con and beyond…..

That’s Not a Hat

Still awesome, my memory is shot though

Pitch Car

Our massive track got a lot of attention on Friday night. We’ve not played since we got our dog and I can’t see it being played for another good while so we’ve sold this now.

Puerto Banana

Much better with 5 than 3 or 4.

El Grande

There aren’t much better games than this. I adore everything about it.

Rococo

First play for all of us. Possibly my greatest ever performance in a euro! Just kept buying more cards. I love the theme, would happily play again.

Magical Athlete

First race was a dud. The next 3 were excellent. Good, shouty fun but still not as good as…..

Hot Streak

So good it gets accidental italics!

Ponzi Scheme

It’s clever, but not sure I love it. I feel like it will develop a meta, but needs repeated plays with the same group.

Santiago

One of my favourite discoveries of last year. It’s right up there for 5 players who want elbows.

Ransom Notes

Utterly hilarious.

Fast Sloths

See Santiago, but discovered in 2024

Hues and Cues

I like it from a work perspective

Mino Dice

Has survived the trick taking cull due to sheer idiocy.

Botswana

The Korean edition is beautiful. A nice, light filler

That Escalated Quickly

I like the concept, I don’t like the prompts

Spirit Island

It’s brilliant. Finally can play it without repeated reference to the rules. Love it

Dewan

So far the game of 2026. Like Ticket to Ride on steroids. The production is insanely good.

Rolling Heights

I forgot this, which says a lot. I really enjoyed the first 30 minutes but lordy did this outstay it’s welcome. Too long to be decided by playing Pass the Pigs with meeples.

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