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Re: What BOARD GAME(s) have you been playing?
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- hotseatgames
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It was fine. Good enough we'll give it a try to see how it goes. My friend is a big kickstarter and he wants to get it played. We have just finished all 3 Imperial Assault campaigns from the FFG app so trying something else for a change. IA was such a great time. I highly recommend it.
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- hotseatgames
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Some component comments: The cards are very nice. Good stock, glossy. The minis are a mystery... why did they choose to make people assemble them from sprues? Most of them are not so complex to require such a move. At any rate, they are fine, but nowhere near the quality you would expect when faced with sprues.
The boards themselves are nice.
The game's chief mechanic is managing a deck of cards that acts like the team's resources. Time, ammo, etc. You peel cards off this deck to attack, or sometimes game effects make you take cards from the deck. Certain actions can restore cards, and you will need it. Many times we found ourselves forced to Rest just so we could have enough cards to use the flamethrower or the smart gun. Speaking of which... based on one mission, NEVER play without a flamethrower. That weapon kicks much xeno ass.
We rescued Newt pretty handily, but the extraction process is where things go wrong in mission 1. One of the xeno spawn points is right by the exit, and we were constantly delayed in order to clear out aliens. Eventually we got everyone out safely. My opinion after one game is that this is a fine game, it will not change the world, but I'm happy to play it again.
Next we did a 2 player game of Worms: The board game, which I got from Kickstarter. This game is a lot of fun, I have yet to play with more than 2. It is absolutely a "more the merrier" game. It plays up to 6. My friend won after I threw a cluster bomb that killed literally every worm on the board other than one, which was his. Good stuff.
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- Jackwraith
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hotseatgames wrote: Speaking of which... based on one mission, NEVER play without a flamethrower. That weapon kicks much xeno ass.
Memories of Space Hulk...
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- Sagrilarus
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- Pull the Goalie
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Just a great guy. Super easy-going and patiently answered my several hundred questions about designing the game that you have deep inside you trying to get out.
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Sagrilarus wrote: Sat down with Dave Townsend, the designer of Wings For The Baron, and played a game. This was second publish, the Victory Point Games edition, but he had a copy of the original edition, and that was cool to look at too.
Just a great guy. Super easy-going and patiently answered my several hundred questions about designing the game that you have deep inside you trying to get out.
Sag buried the lead here, but we did a recording for the show with Dave. I expect it to drop in January as an early episode in Season 3.
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It's not a tactically deep game. A single lucky roll can swing a round fast, but that's not the point. It's not a game of careful positioning and hours of list building. It's a game of smashing. The rules get you there as fast as possible.
Before today I would say there were three perfect games, games that achieve every one of their goals. Necromolds might earn a place among them. The unity of aesthetics and rules and physical presentation in achieving the feeling of playing on the carpet with your action figures can't be topped.
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Firefly has a bad reputation for being too long, but it's definitely pleasant as a solitaire game without time pressure. Aside from vanilla delivery jobs, each of the four actions (Buy, Fly, Work, Deal) offers a mixture of both choice and chance. For example, if you are Buying, you get to look at all the cards in the discard pile for that location, and pick up to three of them to consider. If you picked less than three, you get to draw one or more cards from that deck to consider. Of the three cards that you consider, you can buy up to two of them. So you choose what to consider from the discard pile and what to buy, and the cards you draw are left to chance.
The challenge of playing with four or more players will be to minimize downtime. So I am going to play this solitaire game slowly and look up every relevant rule as I go, until I have all the rules down. Then I am going to make cheatsheet cards for each of the four actions, one set each for up to ten players. Third, I am going to put all the contact and supply decks at a separate card table, and encourage people to look at the discard piles that interest them whenever it isn't their turn, in order to speed up all Buy and Deal actions.
And finally, I have three dinosaur tokens, so we can break up a big game into two or three separate turn rotations that are all using the same board state. For example, if we have six players, A, B, and C can take turns using one dinosaur token, while D, E and F can take turns using a different dinosaur token. But all six players will competing in the same game, so B might buy a sniper rifle from a discard pile that D had his eye on. And F might attempt a piracy job against C's ship.
On a previous solitaire play with this set, I noticed that the new Councilor captain has a special ability that is somewhat broken. She can borrow an item from any discard pile for a turn, then put it back in the discard pile. The only way to prevent her from exploiting an expensive, high-quality item repeatedly is to buy the item. Might be good to restrict her ability to only supply points within a certain radius of her ship.
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- hotseatgames
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Finished the evening off with a new (to me) filler game called Knarr. You do set collection for half an hour and there is always options and possibilities to advance. Basically it's just a race for victory points with colours and symbols, but it there is a lot of decisions and action and it's really quick. The art is nice to look at, lots of viking ships and norse people, that helps even when there is no connection between the theme and the game. Definitely want to play that one again. If you are into card games, maybe check it out.
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My Firefly event is three weeks from now. So far, I have three definite players (counting myself) and five maybes. That is going to be a dramatically different experience depending on whether I have 3 or 8 players. We are going to play for six hours (minus teaching time for new players), so an 8-player game might only allow players about 6 turns each if we just played by the rules. If we split the game into two groups of four players each sharing a turn token but all using the same board, people might get 12 turns, which is not as terrible. Maybe if we are lucky, it will only be a 5-player game.
My two definite players are an old friend that I lost touch with after high school, and his girlfriend. They both are very light on modern board game experience, but the girlfriend is a Firefly fan. So far, the longest game that they have played with me has only run about 2.5 hours. Hope they handle a six-hour game well. They are both doctors, so I am confident that they can handle the rules. The maybes include one big fan of the board game and four people who have played once or twice.
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Anyway, we started playing Townhouse Tussle. Think 20-30s cartoonish heroes with long noodlely arms and legs or even Cuphead vibes. Anyway it's a boss battler where you go around the board cooperatively and battle. You can interact with the terrain, and level up. I enjoy the story arc it tells and the bosses so far have been unique. This will probably take us through February as we play once a week.
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- Jackwraith
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Then we played a game of Magical Athlete. The second race was the longest one I've ever run, as it was the Siren, Centaur (me), Pirate, and Demon. By default, everyone was rolling -1 because of the Demon, I was kicking everyone back as the Centaur, the Siren would also drag everyone back (and occasionally forward), and the Pirate would grab anyone who actually managed to separate themselves from the group. It was this awkward gaggle staggering toward the finish line, but the Pirate and I did finally manage to win. In the end, I snuck into second place on the last race with the Druid and came away as the overall winner, 9-8-8-7.
On Sunday with a different group, we started with a 3-player round of the DC deckbuilder, Villain version, while we waited for others to arrive. I played Black Manta vs Bizarro and Black Adam. Manta's ability to put bought cards at the bottom of your deck, rather than discard pile, came in really handy, as I knew that I'd be able to use new cards much sooner and with some knowledge of when they'd be arriving. I ended up creating a really good cycle of destroying cards (much easier than in the regular hero version) and also snagged four(!) locations that gave me bonuses for playing heroes, villains, and equipment, as well as being able to destroy Punches in my deck for VPs. I won handily, 76-52-39.
Then our latecomers showed up, so we played a 5-player Cthulhu Wars. Two of them had only played once before, so we stuck with the standard map. I let them choose whatever factions they wanted, though, and we ended up with the most passive/non-combat collection of factions ever: Opener vs Bubastis vs Demon Sultan vs Ancients vs Tcho-Tcho (me.) I played Leng Tribe to try to get some combat going but, other than Opener and some brief flurries by the Cats to get position on the board, not a lot of fighting happened. The board was almost literally covered in plastic. I had a slight lead four rounds in, at 19, since people were more willing to pay me Doom than lose any themselves. Finally, I did the evil thing with Fulmination, diving in on Opener in the Arctic, with two Protos and a 9-strength Ubbo-Sathla. Four casualties later, including Ubbo, I'd drawn six Doom in Elder signs to go with the 5 I had already to take the win at precisely 30 points.
Then we tried a round of Cthulhu: Death May Die, since the hosts owned a copy that they hadn't cracked open yet. We played Episode 1 with Hastur and had The Kid, Rasputin, Fatima, Ian, and Adam. We made pretty short work of disrupting the Ritual, getting Hastur out by the time he'd made 3 steps on the track and then largely demolishing him over a few attacks, but also almost running out of Yellow Sign tokens, which were going to wreck two of us if we hadn't finished him off.
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