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Re: What BOARD GAME(s) have you been playing?
- Jackwraith
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Then we played Bausack, which I'd also never played before. It's a collection of geometric shapes in the box, with the white ones being easier (blocks, columns, a fair number of square edges and flat sides) and the brown ones being more difficult (rounded faces, spindles, etc.) There are multiple rulesets and we played one where each player starts with five gems and someone starts by picking a piece from the box for people to accept or pass on along with one of their gems. If you run out of gems, you're knocked out. If you accept a piece, you get it and whatever gems come with it but then you have to place it on your starting block so that your sculpture doesn't fall over. If it does, you're out. John was knocked out early and Worm followed soon after. I easily had the most elaborate sculpture but I couldn't accept any more pieces. At one point, I had the most gems, too, but then Nick managed to squeeze one more piece on that had come with three gems and he passed me in number. Joe was knocked out and I couldn't pass as many times as Nick could, so he took the game. It's kinda cool. Makes a good party game, since it plays up to six and plays quickly so people can swap in and out easily.
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Lessons were learned, new strategy discarded, and it's better with more players.
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- hotseatgames
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Would never be my first choice, that's for sure. It also took 2 hours, which was not unexpected. Now I'm interested how they are going to do the duel version. Granted, I failed spectacularly to do anything I wanted and this was more for Q to play his new kickstarter again before he plays/teaches a five player game tonight.hotseatgames wrote: Yikes! I think that would be the last time I played 2 player.
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- Jackwraith
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- Jackwraith
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Also, the huge box for Horizons has allowed me to pack all three of them- cards and tokens -into the Horizons box. I had to pull out their fancy frames, but the frames in Classics and Legends don't work especially well with sleeved cards (and, given the amount of shuffling, all mine are sleeved) in that they were bending the corners of the sleeves, which made shuffling more difficult sometimes. I have each civ and each card category for the three games bagged separately and alphabetically, so if I want to use the Mauryans and Atlanteans with the Legends Civ, Horizons Unciv, and Legends Regions, I can just pick each one out and put them on the table as easily as if they still were in those fancy frames.
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- Jackwraith
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The key to the whole progression was Frodo ending up with two Friendship cards early on and taking the ship from the Grey Havens down to Dol Amroth. Wiping out all of that traveling and searching that normally happens by taking the path through Moria or through Rohan was incredibly helpful, even if it did stymie us a bit because of the problem of losing Hope with Gollum walking into friendly troop spaces. In fact, we got caught by a Skies Darken once and ended up reducing our Hope to 2 early on to make that move with Frodo, but it turned out to be worth the risk, even though Frodo and Gollum were frozen in place for a couple rounds because Frodo couldn't take the risk of moving without Gollum and they couldn't move anywhere useful in Gondor because there were so many friendly troops around. It was tense, but finally getting a victory makes me at least interested in trying again with someone finally playing Galadriel, since she's the only character that hasn't been used so far.
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The tiebreaker was two older characters, me on Hamlet and Brad on Buffy the Vampire Slayer. We both had a sidekick (Xander for him, Rosencrantz and Guildenstern for me) and we were playing on the disco map that has two hallways kind of sectioned off and a catwalk above a dance floor so it's a weird one. I switched back and forth frequently between To Be (draw two cards when you Maneuver) and Not To Be (gain +2 strength to all attacks, but begin the turn by doing 2 damage to one of your fighters.) It was a slugfest, with both of us diving in and dealing out serious damage, which resulted in Xander's death in my second turn. In the end, Buffy was down to 3 health and Hamlet was down to 1. R&G had sacrificed themselves to enable us Not To Be and I got in one more attack that knocked off Buffy. If she had had enough defense, the After Combat effect of the card she played would've killed me. Then we switched to the co-op version of the game, Tales to Amaze, and Brad took Willow and her sidekick Tara (also from Buffy) and I took the Wyrd Sisters from Macbeth, as I'd never played them co-op before. It was us against The Mothman, The Ant Queen, and The Jersey Devil and... we got krushed. We took out the Devil and the Queen, at the cost of one of my Sisters (Howley), but I was down to 1 card in my deck and three in hand, all defense, and he was down to 2 and 2 and The Mothman still had 17 life, so we called it. Not quite sure how we both burned through our decks so fast, even with the Devil in play (he frequently makes you discard for being in his zone at the end of the round.)
Finally, we played one game of Neuroshima Hex, where he took Uranopolis and I tried the Sand Runners again. I got a huge advantage, drawing a Secateur (2 ranged attacks) and a Chieftain module (extra attack) in my first 3 tile turn and then following that with two turns drawing Sandstorms (Battle tokens) plus an Officer II (+1 ranged strength) in the first one. That was a quick 10 damage to Uranopolis HQ. Then he set up a circuit with the Drill (ranged attack on 3, 2, and 1) plus a Power Generator (+1 ranged strength) AND a Gauss Generator (ranged becomes Gauss attacks) and started burning my HQ through its armor for 3 every time we had a battle. Sand Runners don't have enough high Initiative units to really respond and he got a Transport in there that allowed him to keep rotating his Infernos to keep it covered. So over the course of the game, I managed to do another 5 damage to him and he did 13(!) to me, in true Uranopolis fashion. At the end, my HQ was set up to get burned down, but I'd managed to draw both my Caravan modules to move my HQ from horrible fields of fire to only awful ones a couple times and then my last draw was a Push Back to move one of his Infernos out of a key spot and that meant the Final Battle didn't change our situation and I won by 2 points after leading by 10. Still one of the greatest games ever.
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- hotseatgames
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- Jackwraith
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- Jackwraith
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Right away, I appreciated the deckbuilding aspect to it. I'm a little less keen on the combat system which seems awfully blunt, but I understand that if it were more vicious, games would get one-sided quite quickly. In scenario 1, La Raye, I moved down to multiple VP spaces and secured a couple, but my opponent made effort to Conceal me quite often and I managed to not draw enough Scouts with my Fog of Wars (or vice-versa) and my deck was pretty clogged, which allowed him to progress across the board and eventually secure the 2 points that he needed (since the Germans start with 3.) Then we moved on to Montmartin-en-Graignes and I just got abused. I got close to the east side objective and on top of the west side one, but in both cases he had units in place and we weren't playing with the revised rule yet (after this is when we looked it up) and he just shredded me with machine guns. First squad B's Riflemen were gone and shortly thereafter Squad A's departed for the hereafter. I was kind of demoralized after that one, but then we looked up the mild changes they made to the rules with the Reinforcements box and moved on to Raid Across the Canal, which is much more dynamic. I had better draws and managed to secure both 2 point spaces (far east and far west) and had also spent serious effort on Reconning with my Scouts to get the Fogs out of my deck. I spent the last three turns having four dudes in each hand and, thus, getting plenty of actions and the initiative. I finally secured the 3 point canal spot that he had been sitting in along with one of my Scouts for a few turns and hadn't drawn the Riflemen B that he needed to control it, so I strolled in with a Riflemen A and took the game.
I like the system and I'm even more attracted to the idea of North Africa (vehicles) and Battle of Britain, especially because the latter's systems (that I've seen on YouTube) remind me of the old Dawn Patrol WWI wargame, where direction of your plane determined which way you could fire. We'll see where it goes from here.
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