Your Last Played Game Volume 3

Yesterday we went to Maryse’s sister’s place for dinner and brought over The Smurfs Hidden Village, a very cool family-weight coop game. We played it with our nieces Clara (6) and Léa (11). Clara enjoyed the game (she needed help with the reading, ut that’s fine) but mostly liked the idea of playing with the Smurfs.

Léa, on the other hand, was ENGAGED. She was considering options, formulating strategies, making suggestions (good ones, too!), just really enjoying the gameplay.

I think we got us a gamer!

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There is an expansion announced? :fire: :fire::fire:

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Harmonies: Pulse | Board Game | BoardGameGeek

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I think there might be 2! Harmonies: Pulse is coming soon and I believe is going to be some additional animal cards but the publisher suggests there’s more to come:
https://boardgamegeek.com/thread/3665477/article/47329944#47329944

Pulse is the next addition to Harmonies.
No second edition, it’s not on the schedule.
More news will come later this year for Harmonies.

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6 player Colt Express. Many punches into midair, random moving about and the sheriff running around like a demented chicken.

One okay unfortunately got stuck on the roof in the middle of a firefight between two players and kept trying to go down into the carriage but the sheriff had been moved there. Took 6 (or maybe 5?) bullets in one turn!

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Ark Nova: what an incredible table hog this game is! I have actually been avoiding playing this for a while because whenever I see people playing it at conventions they seem to be there for about 4 hours, but we finished it in 2. There were a couple of games of Brass going on at the same time, and we finished before both of them.

The game itself was very reminiscent of Terraforming Mars with the interplay between cards and tagging system. I did like that you have to discard down to three cards at the end of each round, which reduces the temptation to hoard expensive cards.

Overall I’d be happy to play it again, but wouldn’t buy it because I already have TM (and too small a table…)

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This weekend’s game night consisted of a solo run at Blitzkrieg! - the Paolo Mori version, not the 1965 Avalon Hill wargame which I have good memories of playing my father’s copy when I was a child.

The Axis forces began with an advantage in Western and Eastern Europe and the Pacific Ocean and a sizable strong navy, but the Allies planned to pursue a strategy of regular bombing to reduce the Axis reserves. The first campaign win came for the Allies in the Pacific but was closely followed by trading campaign wins in Eastern Europe. The conflict spread but the Allies were able to take victory in the second Pacific campaign, and closed out that theatre with a powerful army task force courtesy of some fortunate research, all leading to a comfortable victory point buffer for the Allies of 17 to 6. Another successful bombing run in South East Asia reduced the Axis reserve to two forces, but their industrial production increased and soon they had two elite forces of their own ready to deploy. The Allies had to sacrifice an African/Middle Eastern campaign to take control of Western Europe, and forced a victory with the propaganda of their army forces in South East Asia. The final score: Allies 25 v Axis 11.

A fun fairly quick game although the bot rules are slightly longwinded and I even overruled/ignored a couple of the bot tactic chits towards the end of the game when their strategic choices would have given me a clear victory. I am sure this will be a tougher game against a human opponent, but a good and enjoyable puzzle as a solo title.

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I’ve never played Mori’s Blitzkrieg! (either solo or 2p), but I enjoy his other “X in 20 minutes” title Caesar! (at both player counts).

(edit: This has made me re-watch Blitzkrieg! & Caesar! Reviews - The Tabletop Turbo Team).

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Brass: Birmingham - someone got the bug and constantly asking for it and eventually bought Birmingham from someone. Brass is now in the current rotation recently in the club.

Liar’s Dice - we played with Playte edition with their rules of losing dice according to the difference of their error. A faster and more exhilarating game

Kemet 1.5 - Make combos and kill your enemies. Good game! Still prefer Cthulhu Wars but this is fun to play again. Alas, the biggest problem with CW is how heavy the game is. I have to bring a luggage every time.

Dune: Imperium - Uprising + Bloodlines - played with the Sadaukar module and the tech module. I didn’t do much with techs, but the Sadaukar are fun.

I went hard on building up my deck, but didn’t do enough on culling. But the build up was substantial enough that I bought 3 “Spice Must Flow” cards.

My problem with deckbuilders though is that I would rather play Dominion and Trains

Unfathomable - finally get to play it and it was okay. It was fun to play but it takes long and not enough agency for the good players. I didn’t watch BSG so I didn’t care for the theme of its predecessor. The Cthulhu Mythos theme is nice but I would rather play Eldritch Horror or Arkham Horror the Card Game, or play Call of Cthulhu RPG

Eternal Decks - Travel Games bought a boatload of stock of this game and UK board gamers rejoiced. I don’t need one. I played it before. It was as nice and beautiful as I first placed it. But I don’t need it. I Co-ops tend not to stick to me in my smallish collection

Bristol 1350 - cough cough cough. I’m fine. I’m not sick

Maria - Amazing game! This is in my top “new to me” of this year. This, Bootleggers, and History of the World (Avalon Hill edition). I played as Austria this time. Both France and Prussia beaten me badly. France player in particular focused on me and neglected the northern front, which allowed the Pragmatic Army to walk in and win without firing a shot. Whoops.

A Study in Emerald - Second Edition - playing this and Few Acres of Snow confirms that Martin Wallace knows fuck-all about designing deck builders. What a shitshow.

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  • Dorfromantik Sakura: I didn’t reset after the campaign and I am just enjoying playing the full game. In the last week I played 5 times. I keep it on the table and just reset to immediately start playing when I feel like it. There is enough space to play other small games in between.
  • Small Fjords continues to be a regular. I have now managed maximum score a total of 2 times in 30 games. It’s getting more routine and is less addictive now that I have obtained maximum score. But I am sure it will stick as a regular in my solo-tile laying adventures.
  • Friday: Hot Streak: 2 games with another family who had not yet played. Classic Picture below. A few collisions may have happened. Dangle did very badly on the first race but somehow 3 of us decided to up his game for the following races and the other 4 players did not realize until it was too late.
  • Saturday: Easter game day of 6 players with our gamer friends.
    • Just One: plays well on the couch. Really need a new set of markers that is stored inside the box I keep forgetting to bring the extras I keep at home for various games. But Just One is the most common one I take other places
    • Letter Jam: I had sold my copy ages ago. I was so glad our friends still have it and it was very satisfying to play as I was able to give 2 clues that allowed all other players to solve their respective letters. Lots of playing Hardback and solving crossword puzzles and wordles payed off. Happy to play again but it really needs six players.
    • Kalimambo: I had not realized that I gave my copy to them when I was sick of this game after overplaying it. It is very OOP and extremely unlikely to come back because it’s just a silly “race” game nobody cares about. I am so very glad it still exists somewhere I can play because we played 3 rounds and it’s (almost?) as much fun as Hot Streak and just as shouty and filled with a good dose of Schadenfreude. One could probably make a homebrew copy by printing the board and using another game for cards It needs cards from 0-11 up to 8 sets (one per player), a meeple for each player, a figure for Kali and one for Mambo and 5 or 6 poop tokens. Very simple materials, simple rules, lots of fun. Just don’t think to hard about strategy. There are a few tactical moves but there’s a lot of luck and random. Needs at least 6 players IMO.
    • The Gang: we’re so good at ganging now with this crew, we should really play the actual game. More players is more fun though. 4 players is way too easy: we played with the “kids” when the parents prepped dinner.
    • Ito: a few rounds of this. I think I prefer Top Ten. It is far sillier and sorting from 1-10 is better than 1-100 I think. But Ito is probably better in a setting where you don’t know the other players well. Top Ten has a few prompts that may just land wrong in the wrong group.
    • Hitster: standard edition is just not for me and my partner. Also I have a bad memory for fact-based things like who wrote that song and what is the title (unless it is the refrain)


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Today we played Speakeasy which is a typically complicated Lacerda worker placement game. It’s not conceptually complex, but there are a lot of interlocking mechanisms and choices each turn. I was just about getting the hang of it by the end of the game!

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Finally busted out Unmatched Adventures: Teenage Mutant Ninja Turtles! The three of us were going to give it a go, but my wife got mentally tired and did not feel up for something new, but her brother was still game, so the two of us played.

I was Raphael (with Casey Jones) and he was Michelangelo (with April O’Neal) and we fought against Shredder as he attempted to take over New York, assisted by Bebop & Rocksteady and Baxter Stockman.

The way this scenario worked is there at five boroughs in New York and at any time one is Under Threat. Between some of the spaces are spots for Foot Soldiers and at the end of each round, Shredder gains 1 Threat plus 1 for every borough with a Foot Soldier. There’s anywhere from four to six such spaces in each borough. The way to remove these is when you Maneuver, you can choose one of your fighters to remove any Foot tokens they move through.

If the Threat track reaches the end, the marker moves back to the beginning and the Under Threat borough is now Fallen. The Foot tokens get flipped to their entrenched side and can no longer be removed. Additionally, if you move over them you now take 1 damage.

If four boroughs fall, the good guys lose.

Things started out pretty rough. I lost Casey after gambling that B&R would not hit him for 5 damage, and at first thought it payed off, but the During Combat effect added +2 if they were in the same Zone as Shredder, and they were. April fell to Baxter Stockman soon after.

We ignored Shredder and his 21 health until we took out the two minions, at which point one borough had fallen and it was getting tricky to keep near Shredder and try to keep the number of Foot tokens down. There is another activation card in the initiative deck for him which just adds 1 token per player to his borough (and if the borough is full, overflow is placed in a different one).

We managed to whittle him down, while he did the same to us. He also took over two more boroughs and we had tokens in all five, meaning he would gain 6 Threat at the end of each round, meaning we only had two rounds left to win .

He has some nasty cards that give him a +1 per Foot token in his borough, so he nailed Mikey for 9 damage at one point, but Mikey got the last laugh as he made a final attack for 3 and Shredder drew his 0 defense card, winning us the game.

This was a really close match, and we just got really lucky, as there are cards that move him to different boroughs, so he easily could have zipped away from us, leaving us trying to catch him to even be able to attack, or gotten the ridiculous +1 per token effect.

Good fun, and hope to play it again before too much time passes.

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Other games today, and part of why my wife was mentally tired were
Ethnos which she won.
Two games of Kingdomino which she won.
Three games of Ticket to Ride: London, where she won the first and I won the other two.
Star Wars the Deck building Game which I won as the Rebels, then another with the Clone Wars edition, which I also won as the Separatists. To be fair on that one, none of her good cards came out except some capital ships.

Add in cooking Easter lunch, taking our older kiddo out to meet a llama (which we got to pet and hug!), and the usual craziness of our household, it’s no wonder she was exhausted.

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Full Sunday of gaming starting with YINSH. Very cool abstract similar to Othello/Reversi, but with some neat extras - mainly that you will drop a piece on your current location on your next turn when you move. Could see this getting endless replays.

Finally got to try my 10th anniversary box of Colt Express, and it was great. Three players, with two who hadn’t played before and it delivered all the “unexpected punch / Marshal means you’re not where you thought you’d be” hidden tunnel moves chaos you’d want.

Finally, after nearly 20 years, I got to play Jamaica. It’s great! (This is a surprise to no-one, it’s been selling constantly since 2007 and got a new edition in 2021 or so). We played the old edition which has the better rules for penalties if you can’t pay the fee for your space (in my opinion).

Then a three player of Forest Shuffle: Dartmoor. Phew, that’s both a long game and a table hog, but my Bats/Dragonflies strategy paid off and I won by about 6 points.

Played the very interesting abstract game Diatoms. Based on Victorians making patterns of silica-algae under a microscope for fun and art, because Victorians, this needs you to plan ahead to make symmetry happen on lines but variation around rings. Very pretty, but the winner will be the one who keeps the whole scoring system in their head and is ruthless about aiming for it.

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Yesterday I cracked out my new KS copy of Inis, which is quite pretty (I’m not crazy about the sleeves, but they’re fine), and we tried it with all the Seasons expansions but none of the Nemed ones (yet).

I ended up losing the game when I placed a Sanctuary in a territory that I shared with an opponent: silly of me to lose track of that, but it’s been a while since I played and, honestly, it was a pretty close fight up until then. Dang good little game.

After that we played a quick game of Old King’s Crown, which I think I like more than ARCS? I think so. The strategies feel less obscure and uncontrollable, at least, and the decisions way more meaningful, but I’ve only played ARCS a few times, so maybe I’m not giving it a fair shake yet. Although my game with Benkyo online hasn’t made me feel better about it… I’ll still give it a few more tries. I wonder how much of my hesitation to say it might be bad (or at the very least bad for me) is sunk-cost-fallacy? Hmmm. Anyway, I’m still undecided.

Lastly, we played The Search for Planet X, which I managed to find Planet X first but lost by 1 point (my 27 to Mike’s 28). My first time playing the Expert mode, and over the course of two turns I went from “I have absolutely no idea where anything is” to “I have figured out everything except Sector 3 and 4” (thankfully, Planet X was in Sector 13).

A good day of games.

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The Great Zimbabwe

Schadenfreude - someone screws up. Everyone laughs at their misfortune. The End.

The Voyages of Marco Polo - played it again after so many years. This seems rather simplistic after returning to this. The game is mostly about determining what combos can you see on the board at the start of the game and then immediately exploit such combo in such a short duration of just 5 rounds. Indeed, the Speedy Bois played it for over an hour.

This is rather mid, but definitely would prefer playing this over most Euros

Prussian Rails/German Railways - Chicago Express is still the best but that 4 player game we had was amazing

Modern Art

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Still playing On The Underground on Yucata. Still happy.

As mentioned elsewhere, did another runthrough of Key Market 2e and decided to move it on. I has this tickle of a game I’d love if I just played it enough, but I already love similar games and I’m trying to take to heart the advice of don’t keep playing games you don’t like to make yourself like them - you already have games you like.

Sushi Go Party and drafting is one of those mechanisms I’ve never really liked. But to play games these days you have to draft. I’m getting more in tune with it. And really enjoyed this tense round. In the end I lost by 3 points as I was not able to finish my ice cream dessert. Eating too much Uramaki.

Nippon: Zaibatsu - Wow. Really good. It gave me strong La Granja vibes - a tough to build engine that has you sweating all game, all pointed at an area control scoring in the middle. Nippon is more focused on the area control compared to La Granja, and has a less complex production engine. I felt more “in competition” with the other player as we drove the game timer, squabbled over the worker colors, and tried to stay ahead in the region scoring. La Granja’s interaction is “just enough.”

My memories of Nippon 1e are a bit fuzzy. I played a LOOONG async on BGA and had forgotten the scoring rules halfway through. So I’m not entirely clear on what is original and what is new to 2e, but I think they did a decent job bolting Nu Euro onto Old Grouchy Euro to make this game. I think the new version has much more focus on scoring your Zaibatsu (company) which is based on… you guessed it… moving your markers down score tracks… and unlocking multipliers for the tracks.

Officially my least favorite mechanism ever.

But here the track scoring is incidental - actually increasing your income or tech level, or finally affording another train to plop on the board is the real journey, and the fact that taking a train off your board also counts as a score track? It’s fine. It’s secondary.

I guess you would say the tracks are engine first, incidental scoring. Rather than something like Planet Unknown or Movers & Shakers where the tracks exist for no other purpose than to give you another thing to do.

I’d rate La Granja higher. But I’m quite happy that I have Nippon as well.

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Oh yeah, thoughts on Jump Drive. I rate it above Roll. For me it’s the solo that really elevates it. Fast, crunchy, high stakes. And after doing dozens of solo cycles, I think the core loop grabs me where I’d also play with others.

It does seem to be a love or hate game, though. And it’s a weird space of duration and complication.

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Mysterium

Dungeon Mayhem - party game wiht bash the leader that actually works unlike Munchkin and Unstable Unicorns. You keep hitting each other and the winner is the last one standing after 10 to 20 mins. Very snappy and everyone seems to had a good time

Blue Lagoon

Trendy - Japanese edition - which kawaii trend will emerge? Who knows. Not mine, because these bastards don’t want to help my trends which will score me points.

Dicke Daemonen

Space Base + Shy Pluto - the Shy Pluto dice are cute and add something during your off-turns when it was someone else’s rolling the dice. On a 4 player, it’s a no brainer that you should grab these dice.

Bombastic - 2 player game from Bitewing Games

Sankore - another Lopiano and it has the same core ideas as Merv. So it’s a good fun Euro.

Hanbok Runway - make hanbok of different styles. So make the styles that will make you win more area-control. Super cute production and art. But there’s no game here lol

El Grande

Hansa Teutonica - I won by completing the East-West connection. Which is funny because the teacher said that no one does that bit

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Played a game of Frosthaven last night, followed by two games of Cryptid.

Frosthaven was fine. I think I have to set up the game before people show, because we really need to start doing multiple missions per session, or we will never finish.

Cryptid was fun, but I messed up the first game by asking about a place that I knew couldn’t be the solution, forgetting my clue. And then we lost the second game because the iconography on Bear and Cougar is obviously backwards.

Still, satisfying in its own way. Neat game! And an interesting shift from Search for Planet X, which is more pure logic. Still, neat to try.

Oh, and then half a game of Cats Knocking Things Off Ledges before we realized we were all too tired for a dexterity game. Still good fun.

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