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Re: What BOARD GAME(s) have you been playing?
- Jackwraith
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- Maim! Kill! Burn!
Then I talked my wife and our son/stepson into a game of three-player Unmatched while we were waiting for dinner to finish cooking. I originally thought it was just going to be me and our son, but my wife sat down ready to play something (a rare instance) and he pointed out that "it says 2-4 players." Internally, I was like: "Yeah, it does, but..." Unmatched is a 2-player. More than that just makes it kind of drag for a lot of people. I'm fine with those longer battles, but both of them were of the opinion that the maps needed something more or there should've been some scenario objectives... like Funkoverse (!) Anyway, we played all Legends, vol. 3 characters, with me on Loki and the two of them on Chupacabra and Pandora. It was a tight game, as Pandora was down to 2, Chupacabra down to 3, and I was down to 3 at one point, before Pandora had to play a couple of my Tricks to save herself and got me back to 9. But she gakked herself on the box (drew the 2-feather and then a 1-feather right away) and then I played the scheme that put Chupacabra right next to me and hit him with an attack that gets +3 for every Trick in the opponent's hand. My wife had been holding on to them to try to frustrate me and that was the end. It's not quite Funkoverse, but still a great game in its own right.
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- Sagrilarus
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They’re following the standard pattern of battles, each with about 300 titles associated with them. So Midway should be coming then Iwo Jima or Okinawa, but not both. East Front too.
The system could translate to any era. Move this to Seven Years War or American Independence and I’d be all over it.
My buddy Stephen and I did a podcast ep on this and I liked Normandy a lot. He understood the deck building, I understood the terrain, and the result was that I would steal wins from his perfectly honed deck. We gave it a great review.
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- Sagrilarus
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Need to buy a couple of P-decks and get these guys broken in. Just a great game.
The other thing we’ve been doing is playing all the Gloomhaven clones, one game after another where you cooperatively walk around and kill things. We’re on about our fifth title, all in huge boxes, and they’re all more or less the same,. We’re currently on Valheim, which is pretty damn blah. Might have been good if it had been our first. I don’t have the heart to tell the guy that’s spent the better part of a thousand dollars that he’s bought the same game over and over. I’m looking forward to this era coming to an end.
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- Jackwraith
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Sagrilarus wrote: My buddy Stephen and I did a podcast ep on this and I liked Normandy a lot. He understood the deck building, I understood the terrain, and the result was that I would steal wins from his perfectly honed deck. We gave it a great review.
So... a 7?
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- Sagrilarus
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I think the most interesting part of it is that it's a deck builder that is super uninterested in traditional deck cycling/tempo that Dominion and everything downstream of it is super interested in.
I don't know that I need to go get a copy for myself for solo or anything but I don't think I'd ever turn a game down or turn a cheap copy down.
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- hotseatgames
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Last night we played Hot Streak for the first time, 3 players. This game is a blast, and I already like it more than Ready, Set, Bet. They are different enough that I can see owning both, and I do. Watching these idiot mascots bumble around the field is a lot of fun, and I can see it getting much better with more players.
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- Jackwraith
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- WadeMonnig
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More Hot Streak because every time my kids have a friend over, they beg to have me show this off. I had a huge payoff after my typical slagging of Hurley and him getting DQed in the first race. No one touched a bet for him in the second race, and I was last in the snake draft so I took TWO risky Hurley tickets and he blazed to first place like his weiner was on fire and his bun was catching.
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- Jackwraith
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Other than that, it's still a pretty smooth game, the same way A Study in Emerald 2nd Ed. was but that, of course, was drained of a lot of thematic elements in order to fix the mechanical issues of first edition. So maybe this made it to a happy medium? The presentation is really nice, except for the horrible player markers. Since all Investigators can be assassinated and potentially turned into revenants, there's a revenant side to each marker (both Main agents (players) and Recruited agents.) So, instead of putting them in clips so they could stand up to move around the board, everyone is resting in these sleds so that you can see the appropriate face of the marker. But the sleds are unwieldy and really need to be glued together to keep them from coming apart during play. They also necessitate a really awful insert in the box to keep them from either falling apart or being crushed by other components in the box. It's just an incredibly poor design choice that could have been solved with less cardboard by simply printing two markers for each agent: a human and a revenant. This is to not even mention the fact that the ability to make revenants is based on a single card in the 24-card stack of Mythos cards of which you will see 6 or so in the average game.
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- hotseatgames
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All of the people I met were friendly, and I don't regret going, but they are a very euro-focused crowd. Here's what I played / was subjected to:
Planet Unknown - this is a Euro polyomino affair in which each player tries to fill out a tech track by placing tiles on their own personal planet. No interaction whatsoever. SNOOZE
Mojo - a light card game in which you try to shed as many points as possible. I think I have played either this or something very like this before. I did horribly.
Trio - A set collection card game that actually has some meat on the bones because you have to remember who has what and where you saw certain cards in a face down communal pile. We played this twice, and I enjoyed it quite a lot. The high point of the day.
Harvest - This is a goddamn farming Euro and I'd rather slam my dick in a drawer than play it again. We played 4 players, the guy who won was REALLY trying, and I came in second by 2 points without trying at all.
I'll go back, but maybe I'll bring something so I can try to convert some of these people to the dark side.
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- hotseatgames
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Jackwraith wrote: I have played Cthulhu: Dark Providence and,,, Bottom line, this is a game that needs four or five players. I mean, it was a first-time play but the way the allegiance system works, there are only four possibilities for three people and if one of the main roles is left out, which it was in our case, the game can seem kind of slanted. We ended up with both Dissidents and an Investigator (me), which meant that we weren't really threatened by everything the Cultist(s) would normally be doing. So, we had sealed gates all over the map, courtesy me and the Dissident Investigator, which also led to a not-particularly-overwhelming feeling of the "Cthulhu" theme. It could have been any kind of theme, other than seeing De Vermis Mysteris show up in the Mythos cards. Otherwise, our cards were quite mundane (J. Edgar Hoover, Nikola Tesla, etc.) and we didn't even see a GOO until Dagon appeared right near the end. Mostly it was Influence contests over cities and grabbing agents who didn't really have a lot of theme attached to them, either. But, again, I think part of that was the card mix and part of it was the fact that we just didn't have enough people working at cross-purposes, even subtly. I'm playing again with the Tuesday group which means there should be five, so we'll see how different it is.
Other than that, it's still a pretty smooth game, the same way A Study in Emerald 2nd Ed. was but that, of course, was drained of a lot of thematic elements in order to fix the mechanical issues of first edition. So maybe this made it to a happy medium? The presentation is really nice, except for the horrible player markers. Since all Investigators can be assassinated and potentially turned into revenants, there's a revenant side to each marker (both Main agents (players) and Recruited agents.) So, instead of putting them in clips so they could stand up to move around the board, everyone is resting in these sleds so that you can see the appropriate face of the marker. But the sleds are unwieldy and really need to be glued together to keep them from coming apart during play. They also necessitate a really awful insert in the box to keep them from either falling apart or being crushed by other components in the box. It's just an incredibly poor design choice that could have been solved with less cardboard by simply printing two markers for each agent: a human and a revenant. This is to not even mention the fact that the ability to make revenants is based on a single card in the 24-card stack of Mythos cards of which you will see 6 or so in the average game.
A STUDY IN EMERALD was the same - it needed 4 or 5. I haven't played Dark Providence yet, will probably play it at a small gathering in Marh but nothing I've read suggests it supersedes ASiE.
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