Your Last Played Game Volume 3

Container - of course I took the opportunity to play Container! We also played with all the expansion modules.

  • Player loans - I’ll include this every play. Very interesting. I was the loan shark on the table and earned good amount of money just from interests alone.
  • Trucking companies - meh. A lot of rules for not so much return from one play so far
  • Gold containers - different from the original expansion. This time they work as wilds where you assign all of them to a colour. It’s okay. I’ll include it every time too, I guess.

Anyway, amazing game! Though, one player found the game very opaque. And that is understandable.

Point Salad

Things in Rings

Lords of Vegas - 3 players is loose. But the players had fun which is great.

Imperial 2030 - 3 players. I like it at 3 players. Not bad!

Trailblazers

HOOOOT STREEEEAAAAK - it was someone else’s copy and they opened it for the first time

Medina - good fun! I’d like to play this more to see if this stays in the collection.

Heck Meck

High Society

Propolis - new game from AEG. And it’s a cute game similar to Splendour but it has worker placement attached to it as a mechanism to gather resources. Same league as Harmonies in that it is a game that I can show to anyone.

Sanibel - a new game from the designer of this unknown game called Wingspan. It reminds me of Whale Riders but it’s a drafting game with Glen More turn order mechanism. Good fun, but I was less impressed with it compare to Propolis. The art is amazing. It’s lovely. The gameplay was a bit disappointing for me. Not sure if I want to own it and have it in my “games I’ll bring as a games night host” list

Age of Innovation - damn. Top tier modern Euro.

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Only just got my weekend game in late yesterday evening after a very manic and stressful week - which is all fine now but I may go into elsewhere. Sunday evening at about 10:30pm saw two quick solo games of Star Realms: Frontiers against the Automatons challenge on intermediate difficulty. It’s been a while since I played original Star Realms and hadn’t played this version before so was pleasantly surprised by the new faction ships and artwork, even if many of them may have only been renamed. I managed to win both times but it was close each time, and will lead me to try the other solo challenges before too long.

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A weekend of Twilight Imperium 4th Ed with Prophecy of Kings and Thunder’s Edge.

A relatively short game… started at 11, broke for lunch at 1, finished at 4:45 with a dominant victory for the Naalu.

Factions were me as Naaz-Rohka, Justin as Nomad, Ben as Deepwrought, and Mike as the eventually victorious Naalu. The Galactic Event was Total War (every ship you destroy earns you its Resource cost worth of “points”, and every 10 points can be converted to a VP as an action)

I failed to score on Turn 1, which historically has been a kiss of death for me… I have to score on every turn to be anywhere close to in the running). The game ended on Turn 4, with the Naalu have scored Mecatol Rex twice,gained the Custodians, gained 2 points through Total War, 2 Secret Objectives, and 4 of the 5 Publics. He also had another secret objective in reserve in case somebody captured his homeworld (which I attempted, and came CLOSE, but his 2 Infantry out-rolled my two infantry).

Satisfying. I am really enjoying TI4POKTE with 4 players. I might try a 6 player again at some point, but for now? 4 players feels good.

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  • Cribbage with my Dad :). He was a bit rusty, so I’m hoping he’ll be keen for a rematch sometime soon!
  • Azul (4p) with family. Azul is good. I am not good at Azul.
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Last night with local friends:

Sundae Split which is dressed up as a nice friendly game about ice cream but is multi-player cut-choose with hidden information. Very thinky.

Pandemic: Fall of Rome and it turns out I’m less burned out on Pandemic now than I was at the end of Legacy 1, so that’s good. A bit of a rough thematic conversion but different enough to be interesting.

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This is my favourite version of Pandemic.

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I’ve actually been playing a lot - so I may need to sum it up at some point. Right now, though I’m here to say that I’m wrapping up my first game of Age of Innovation and…

Dang.

They really are all different. I couldn’t even hazard which one is my favorite, let alone which one is best.

AoI in many ways takes the best of Gaia Project and Terra Mystica… but in other ways it ends up a bit generic and soulless. A case could be made that it’s the peak, another case could be made that it’s the Birmingham to TM’s Lancashire. More mechanics, more flexibility, less pain.

Another case could be made that TM is the happy medium, with Gaia Project going all-in on factions and personality and AoI going full generic with a dozen bolt-on tiles that make your “faction” more of a “hodge podge of extra income” - TM being the one where Factions have a bit of personality but not enough to hijack your strategy.

I think I would love to live in a world where I could own - and play - Terra Nova, Terra Mystica, Gaia Project, and Age of Innovation, as the table and my own mood shifts. I don’t, practically speaking you have to commit.

I’m pretty happy with Terra Nova + Clans of Caledonia + Gaia Project. If I had to pull a trigger right now I think I’d get TM+Fire & Ice over AoI, but realistically speaking I’ve got what I’ve got and I’ll just enjoy it rather than optimizing, since I don’t even know what optimal is in this case.

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Bought Rebirth. Played twice, once at two and once at four.

It’s way fiddlier than I anticipated with some little rules that caught me out. I have now (provisionally) sold it. I’d play it but not suggest it. I need to get Samurai, I can’t get on board with Hanami

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As someone showed me, the new Mexican edition of Samurai is top shelf. But hard to get. I’ve got friends there, but I imagine that’s a rarer connection when you’re British…

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I’ve found a shopping service and asked if they can procure one. I expect the total cost to be similar to a second hand copy.

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I’ve had some more table time again - maybe this is the new world? It’s nice to play cardboard rather than mouse clicks. A bit of both from the last week:

Flamme Rouge: As my esteem for Heat increases, and Flamme Rouge holds steady, I may be about 50/50 on these two now. The uphill rules are always a bit fiddly to teach.

Irish Gauge: I think this may be a 10/10 game? The more I play, the more engaging it is. Chicago Express didn’t land for me the same way. But I still suspect that ChiEx has more wrinkles, and if I ever outgrow Irish Gauge I’ll be happy to jump into it’s arms.

Azure: This one’s been divisive. Space-Biff wrote an excellent review, concluding it’s the only Mythos game he doesn’t like. Meeple Mountain gave it nearly 5/5 but disliked Moytura. Who knows. I’d rate it as good not great, but also unique and consistent. I don’t have anything else like it, with the spatial engine building on a shared map.

I think the biggest flaw is that the first two acts are more interesting than the last act - often early decisions set the end game in motion and you just have to play it out. But the first two acts are strong, and the gifted stone expansion pushes the interesting bits later into the game.

While I agree largely with Space-Biff’s assessment, I seem to keep coming back and keep having good sessions.

Splendor Duel: I play so much of this online. Nice to play on the table. Actually see what the opponent is taking and such. Have a little stare-down as you both dare each other to refill the board. This is still really good stuff.

Formosa Tea: The rules seem so simple. Take leaves, make tea, sell tea. Round-by-round bonuses and a very simple tech track. The teach always seems to spiral, though. And woof the gameplay - The fact that everything is interconnected - both mechanically and PvP - means you have to think about everything very thoroughly. And the whole puzzle of “how am I going to make this tea” which requires you to place workers in the fields, and then also to anticipate the involuntary teamaster advancement at round-end which can bolster you or utterly destroy you…

I really like this game. It plays a bit heavier than I expect it to (or remember it playing).

Sail: Just some learning hands of this cooperative trick taker. It’s hard and the general model of punishing you no matter what you do tends toward the co-op style I like least. Still, I’d like to spend more time with this one and see how it works under the hood.

Panda Spin: So good at 2. So good at 2. Do I sell Haggis yet?

Rainbow: Rainbow is one of AllPlay’s tiny box games. $9, roughly Oink sized box. And it’s something of a platypus.

At first blush, it’s a hybrid of trick-taking and climbing/shedding. Once around using Big 2 style sets, highest set takes the pot.

On play, though, I realized it’s actually an auction game - using Big 2 vocabulary.

The way it works is each player plays one set - either Rows (same number) or Runs (sequential numbers) - with any singles working either way (a Row of 1 or Run of 1). You have to follow the type of hand but you don’t have to beat previous plays. After everyone has played, the highest set gets the best points, then second gets second, etc. Once the points are divvyed, all the cards played go to the middle of the table to become the prizes for the next round.

So, in essence, you are bidding on the pot in the middle using Big 2 sets.

Add in that you want to go first to determine if the current round is Rows or Runs, but you want to go last so that you can surgically gain the most efficient prize from the table. And you want to consider what points you are making available for the next go around so that you’re appropriately doling out rewards. Add to that that people will “go out” at different times - going out first means you miss out on several rounds of play, while going out too late means you won’t get to play your full hand - and you’ve got a surprisingly lot to think about.

I loved it. It’s simple but tight, with enough puzzle crunch to keep everyone thinking and enough theater and chaos to foster a great social event.

Strong.

The deck is 1-6, ten copies of each. You could likely play with two decks of cards and just 8 of each number.

Istanbul: This game doesn’t play well between different skill levels. I usually hold back to keep things competitive, but this time went full-bore because someone was trying to get home.

I love the neutral worker variant in the app. I own Mocha/Letters and want to table them. I can’t seem to get past intro games though.

This one has a great niche, though, as it’s a real Euro (engine, resource collection, and all that) with an arc of play that still fits into a small timeslot. Along with First Rat, Harvest, New Bedford…there’s not much that can do that.

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For what it’s worth, I use: “If any part of your move would be in a red-bordered square, you have a speed limit of 5 for that move.”

(And then demonstrate it using a move that would move onto the hill on space 6+, thus showing off the “would be” part.)

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“Speed limit” is a good, grounding phrase.

No matter how I explain the rest, the fact that every other feature is determined by where you start your move, but hills trigger just by touching them (and dominate any other rules impacting your turn) trips people up.

And the no slipstreaming bits going both ways.

It’s really counterintuitive that if you start on the uphill and pass over the downhill its still an “uphill turn.”

I’ve also revised the rules a bit - RAW state that if you have traveled 5 or more you have to stop before the hill. I let people stop on the first space of the hill - again, it’s more intuitive and therefore they are less likely to come back saying I never told them. But I’m sure the hills are actually designed to have you stop a space before hand.

“Speed limit” - going to hold onto that.

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I think this is one reason why I have come to prefer Heat over Flamme Rouge. Both are great games, but it seems there’s always one person who can’t quite grasp the hill rules. Though to be fair, I have not yet had the opportunity to teach Heat to anyone, so maybe the corners will end up being just as confusing, but I don’t think they will be. Add in the boards for Heat, which makes setup a breeze compared to assembling the track, it’s just an easier sell at first.

Of course, once you start adding in the garage module (which you really need to do to make the game interesting), setup becomes more fiddly, but still I think Heat wins out.

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I might even prefer it to grand old Tichu. But we’ll see

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Dumpling game that I forgot its name. It’s basically an Exploding Kittens type game but actually entertaining. Singaporean designer and publisher.

Princes of Florence - classic classic game. Not the best auction game, but man, it’s fun. I like this old edition compare to the makeover. The beige of the older edition is more charming.

Azul: Master Chocolatiers

Eldritch Horror - oh what fun!! We picked Azathoth because he’s straightforward, but we got smashed on the first mission (out of 3). Great fun.

I was an investigator starting in Bogota, Colombia. As part of the “network” I took a ship to Argentina where a gate was reported to have opened with menacing monsters coming out of it. I bought some kits. Blown up all these monsters with dynamite. Alas, my loan shark creditors caught up with me and I was sent to jail.

Stuck in Buenos Aires, I was fed with nothing except with water out of a rusty pipe, for that is all I could find. This sent me delirious and sick. It was so bad I astral planed out into a mystical place only known to the Great Old Ones. When I snapped out of it, I found myself within the bazaars of Istanbul.

We tried to close more gates but the situation keep getting worse. We called it there as the game was unsalvageable at that point.

the new Tales of the Arabian Nights: 40th Anniversary - after losing the narrative game above, we continued with another narrative game. The 40th Anniversary edition is a significant improvement over the original! We played 4 players and the pacing was good. Tons of thrills and laugh. I started on a quest to be a merchant and sell my wares to faraway lands. I went to China (not ensorcelled this time) to finish my quest and there I met a beautiful Enchantress. Enthralled by her beauty, I grovelled like a simp and was told I was “absolutely embarrassing” but told: at least, I was cute. Not that different to IRL LLV, it seems.

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Heresy! Heresy!

Panda Spin is allowed to play at 2, 3, and 5.

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I have this from years back and I like it a lot. I did read that the chance of losing is very high, especially on some of the bosses.

Playing Leo Anderson the expedition leader and collecting allies every turn until your stats are huge is great fun :slight_smile:

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Container!

Also played Veggie Match, which is a reprint of Harvest (I think a few people here are keen on the original). Very mean but in a fun way :grin:

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We played with the off-shore bank and it’s okay. I can see myself adding it with ppl who dont understand Container and might just add it unless I play with good players.

Also, we played Container before @Captbnut got his copy :smiling_face_with_sunglasses::smiling_face_with_sunglasses:

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