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Re: What BOARD GAME(s) have you been playing?
- Jackwraith
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Meanwhile, my 2-player partner came over tonight to continue our quest into Undaunted: Normandy. We both came to the conclusion that the scenarios where they introduce new units are clearly slanted toward those units in order to demonstrate their power and get people eager to play them. In the same way that I got rekt by the German machine gunners in scenario 2, when we played scenario 4, Behind Enemy Lines, I almost singlehandedly won the game with my Snipers who were the title unit (e.g. behind enemy lines.) Obviously, they couldn't win it alone, since I still had to have my Scouts scouting and my Riflemen controlling those scouted tiles, but the Snipers were devastating. I won that one fairly handily, even though the Americans have to control at least two of the river tiles with absolutely no cover. We moved on to Scenario 5, Crossing the Vire (no, not a phonetic spelling of German-accented 'wire', but the Vire-et-Tante river), which introduces the Platoon Guide for the Americans and the Mortar for the Germans. In one of the longest, narrowest maps in the game, the Americans have to control 2 of the 4 river tiles with, again, absolutely no cover and with a German mortar unit in range. But the restraining element on the Mortar is that it has to target first and then attack (like finding range with a mortar in actual combat.) I managed to race down and take control of one of the tiles I needed and then after losing a number of cards (the German objective is to Pin the Americans (i.e. eliminate both Riflemen tokens from the board)), finally got the perfect draw to move my Riflemen B twice and take control of the second one. Then we decided to venture into scenario 6, Desperate Withdrawal, where the Americans start within one tile of the dug-in Germans and have to run for it across four rows of tiles. I had nothing but Scouts and Riflemen, while the Germans had Riflemen, Scouts, Machine Gunners, Mortars, and Snipers. Thankfully, only their Riflemen started on the board, as they had to Pin me again. I got some good draws and after losing my Riflemen B token, got Riflemen A in position to take control of the lone tile on the far edge of the board to fulfill my win condition.
My opponent is fond of Bolstering (adding more units to his deck) and I think there's a place for that. In scenario 5, my opening draw was a Scout, Platoon Sergeant, and Squad Leader, so I could dump a ton of good cards into my deck before even drawing Fog of Wars and my first couple hands were great, which gave me the edge. But there's a limit to Bolstering's usefulness and finding that boundary is important because you end up diluting your deck's efficiency by having a lot of good tokens in play, but taking too long to draw the cards needed to make them effective or useful at all. In scenario 6, despite dumping a ton of Fogs into my deck, I kept my deck as small as possible, so that even though I was drawing Fogs regularly, I was also drawing the same cards over and over, which let me sprint across the board and take the win. One great choice I kept having to make was in terms of keeping initiative. I kept wanting to Recon with my Scouts to get the Fog of War out of my hand and, thus, out of the game, but my other cards were usually Riflemen or Squad Leaders that could Inspire my Riflemen to move again, which meant that I kept playing my high initiative Scouts (6) to keep the initiative and get across the board before my opponent's Snipers and Machine Gunners could really be brought to bear. As it was, I still lost my Riflemen B token from the board, which meant that I would've had to start that travel across the board all over, except that I kept being able to move squad A because I kept my deck thin. It's a great decision to make. I'm really enjoying this game.
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- Jackwraith
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There's a LOT going on. Much more than in either version of ASiE. It's probably going to take another play or two to really get a grasp of it. I'm still pretty lukewarm at the moment. I don't dislike it, but it's not something I'd rush to pull off the shelf again right now.
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- WadeMonnig
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- Jackwraith
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- WadeMonnig
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I'm not falling for that, I would be forever known as Player #4, The lamp guy.Jackwraith wrote: . I'd recommend bright light on the table, too, as they used pastel colors for the player pieces, which are mostly hidden behind agent tokens, so it's not always easy to see who's where at a glance.
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- Jackwraith
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I could go into details, but it was a pretty normal play of Camp Grizzly, except that we did pretty well and soon came up with the item set for one of the escape paths. I was playing Saffron the hippie girl, and was one point away from death, but everybody else was at full hit points because they found a first aid kit and used it immediately because one of them was slowly bleeding to death.
We made our escape (I am deliberately omitting a few details to avoid completely spoiling the surprise), and the finale had us find and use a time machine. It turned out to be one of the most amazing thematic moments in my entire experience as a board gamer. Here is what happened when we used the time machine, in terms of game mechanics:
1. The Cabin (events) deck is put back in the game box.
2. The discard pile for the Cabin deck is flipped over, to become the new Cabin deck.
3. All Counselors (player characters), living or dead, are returned to their starting locations according to the scenario setup.
4. Otis is returned to his starting location according to the scenario setup.
5. A non-Body Count token (we used a spare lock token) is placed on the Body Count track in place of the Body Count token. We had a body count of 5, so the lock token went on the 5.
6. The Body Count token is placed on 0 on the Body Count track.
7. Play resumes.
If the Body Count tracker ever reached or passed that lock token, or if the Cabin deck ever ran out of cards, we would trigger a time travel paradox. We didn't look at that part of the card because we wanted to be surprised when (if) it happened.
It was interesting to replay the Cabin deck in the same order that we did originally. It was different the second time around because we still had the items that we had previously acquired, so they weren't in the Cabin deck anymore. We ran for the same exit, since we still still had all three of the items required for that exit. We were in such a hurry to escape that we left my aunt's husband's character behind. Then we drew a new finale and won a victory that even saved the character that we left behind.
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- Jackwraith
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Then we moved on to Streets of Tessy-Sur-Vire, which again gives access to every card in the game and with a German mortar position in the south. It also brings in hill tiles, which are cover 3 if attacking uphill, but only cover 1 if shooting from another hill. I spent way too much effort on clearing out the Mortars when I should have been moving west into the danger zone like I had in previous missions. I think I let myself get distracted by trying to eliminate his immediate threats, rather than just going for it and seeing if he could take me down. In this one, in the converse of the previous scenario, the Germans have much easier access to the scoring tiles from their starting position and my opponent used his first few Riflemen cards to just sit in places and then take control of them on subsequent turns. He got to 5 of the 7 he needed and then it was about fighting over the central 2-spot and I couldn't push back hard enough to keep him from doing it. My other disadvantage was beginning crammed way up in the northeast corner, but it's something I could have addressed by moving more, rather than attacking the mortar position so much. So, the Krauts finally won one. Only four more missions to go in the base game and then we might move on to North Africa.
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- Jackwraith
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That latter situation was me. I didn't get to draw an Epic Tale card for the entire game. One player stayed Brenn for the whole game, as we couldn't dislodge him from the capital territory and, in the process, almost handed the game to him once or twice (be Chieftain over six opposing clans.) There wasn't a ton of Clashing among this group, as people were playing the edges and trying out the new toys. In the end, my friend, Kevin, snuck in a "be in 6 territories" condition and waited until his last action to grab the Pretender token. At that point, no one had enough cards left to do anything about it. The new player played one of the new Epic Tale cards that let him shuffle the Action discard and then deal out cards equal to the number of players, whereupon everyone would pick one of them... but none of them were Clash-enablers, despite all of them being in that discard pile. So, that was it. Only took about two hours and two other people, including me, were closing in on a winning condition, as well. I could have done the kingmaking thing by handing it to the Brenn by putting more of my guys back into that capital territory and the Brenn tiebreaker would have won it for him, but I decided to let Kevin walk away with it.
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- WadeMonnig
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- Jackwraith
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- WadeMonnig
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- Jackwraith
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- WadeMonnig
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RNG put me in last the first round (the only round you want to be first) and Q took my favorite tile (Crusade) because I crushed with it last game. I took White pyramid (2) and Red to start and Black as my third.
I picked up Mummy as my first monster and Scorpion as my second. Using the 1.5 rules, so we were playing to 9 VP.
I had 8 and was holding two temples at the end of round 4 or 5, so I became the big bad. Q went for my temples while Adam went for my Home City. I had to use my moves early, so while I got two Perma VP from battles, I lost both temples and my battle for my level 4 pyramids only ended up with me defeating Adam but him retreating to my other level 4 Pyramid. I lacked the Prayer Points to summon anyone to my pyramids, Q "noped" my DI card that would have allowed me to put out two troops, and he ended up with three temples and the perma VP from holding two temples. So I ended up stuck at 8 while he surged to 10. Q said it was a classic example of A fighting B and C profits. but It was more like A fights B AND C and C profits lol
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- WadeMonnig
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Everyone was really close all game but Jabberwock got his claws out and his tweaked powers might be a bit overturned. To be fair, jabberwock pulled two quest tickets with "Have 4 of the same Ally tokens on the forge track" and, according to the rules, forge tokens are Ally's so...
Jabberwock won 99-85-81 after I screwed up and didn't remove unicorn as a supporter at the end of round 2 so I could replace him and move him around into each battle with the cheshire cats smile power.
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