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PostPosted: Thu Dec 04, 2014 9:20 am 
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So, I have found the time (and gotten the OK from Oonagh) to get out to a weekly meetup at the local gamestore for boardgaming. I don't usually have the ability to get friends together on any sort of regular basis so my need for some boargaming has gone mostly unfulfilled.

What I have found interesting is how much fun it has been. I have Munchkin and Star Munchkin, but they had fallen out of my favor because they became TOO competitive and vindictive. Playing Munchkin last week with this group was like a breath of fresh air. It became less about the absolute drive to win, but more about the fun and who could make the most "screw you over" moves.

The only downside so far is that is introducing me to games I haven't played but immediately fall in love with thus necessitating my need to purchase them posthaste.

This week, I played Compounded (loved it and now I have to get it) and Hex Hex XL (Owned). I finally got to play a game I have been following for quite a while since its Kickstarter campaign. Money was an issue at the time so I didn't get to back it. "Xia: Legends of a Drift System" is, as I would describe it, Star Citizen condensed into a board game. My session of play can be best described with my session report on Boardgamegeek and I will copy it below. Happily, I will be receiving this as a Christmas gift from Oonagh (Read: I bought it and handing it to her to wrap and put under the Xmas tree)

I'll probably update as I get more weeks of gaming under my belt. I'm no blogger, but I guess I'd like to try.

Spoiler:
So I got my first chance to play last night at a local meetup. I missed out on the kickstarter because money was an issue at the time and I am sorry I did. This game is everything I wanted Battleship: Galaxies to be, but wasn't.

So, the three I was playing with already had a game or two under their belts and I had a strong enough understanding of the rules that I didn't need much to get up to speed.

I was last to choose my ship and ended up with the Numerator. Looking at the rulebook do decide how I wanted to ply my trade, I went with the Worker idea. I outfitted with 2nd tier engines and 1st tier shields and planned on looking to missions to gain my fame.

Getting the hang of everything was a challenge, I felt I was being left way behind as the first three players flitted about the map and nabbing free FPs on the exploration tokens. My plan was not working out as my die rolls kept killing me with their suckage. I do believe that my afterburners flamed out more times than they actually worked, so my movement was slow and laborious.

As they made their way to planets with ease, I found myself having to crash through a planetary shield so I can land on a planet to see what this "Business phase" was all about. Having burned out my engines getting there and using my shields as I flew willy-nilly through asteroid fields, I was happy to recharge my energy.

As I sat on the planet, the target of my Thieving mission was kind enough to land directly adjacent to me. On my next turn, I was able to make a quite successful roll to place 4000 credits on my mission. Now I had to fly it across the galaxy once again to claim the reward.

So with no one armed for battle, I was not really afraid of the fact that I was stuck with a bounty and started slowly making my way for my reward.

My opponents seemed to fare better as they were more able to gain credits and FPs. I was stuck in last place with FPs for the entirety of the game...except for one critical momemt, but we'll get to that.

So making it to my destination I was able to claim my reward, but not yet have enough to upgrade my ship. I could have sold my engines or my shields to make the difference, but with movement at a premium (Damn you crappy dice rolls) and my penchant for flying though hazards instead of around them, this would have been a disastrous move. So instead, I stocked my cargo hold with some Cyber cubes, and planned a mission to smuggle goods at the Smugglers Den (Hey, I was already an outlaw and I had to face down an attack from that lousy Enforcer)

I believe at this point, everyone but me was upgraded to Tier Two ships and there were now two titles out for the claiming. Title one was for destroying a ship that was a higher tier than your own and Title two was for destroying a ship with a ramming attack. Pfft, not likely, I thought...but, we'll get to that.

So at the smugglers den, I crap out on another roll and my mission fails miserably. I sadly make my way to Dorain V to sell my meager cargo for a few credits. I make it to the planet but have to wait till next turn to get to the sell spot to complete my business.

As I am waiting, who should show up at the planet with me, but my earlier thieving target. In some sort of cosmic coincidence, he now has the same mission and now has targetted me for thievery. His roll was a good one and his mission was now worth the same 4000 credits as mine was. No harm, no foul as this didn't damage me physically, only my pride was harmed. He did arrive in his shiny new Tier II Mach Horror ship, complete with Sentry guns that have the nerve to fire upon others when it isn't even his turn.

Hmmm, his ship is quite damaged as well. What did he get himself into?

So as my turn starts, he decides out of the goodness of his heart to fire upon me with his sentry gun. His roll wasn't fantastic and I was able to soak it with my shields. It was getting late and we would likely have to pick up soon anyway. We had a laugh and he apologized profusely.

I was still bring up the rear as far as fame points go, so I had little hope that I was going to accomplish much before our game ended and would have to be satisfied with last or third place. So using 2 impulse movement to use the Sell spot (my opponent was sitting on it), I sold off my cargo which gave me enough to now consider a purchase of a shiny new Tier II ship of my own, but I was also directly adjacent to Mr. Sentry guns. Armed with no blasters or missiles, a fully available engine, only 2 damage to my ship and nothing else to lose really, I went for a ramming attack to hopefully go out with a bang.

He had no shields and was already seriously damaged. My first attack was a small roll and hurt us both just a bit. I had 7 damage left to take on my ship and he had only 6. In a turn of my crappy dice luck, I rolled a six. I did enough to finish my opponent and left myself with only one damage before I would die.

I netted 2 FPs for the tier II ship kill and pointed out that the "Heroic" title card was claimed for doing what I just did and I took 2 more for it. I took another look at the "Viking" title card and realized it was also mine for destroying a ship with a ramming attack.

They also realized that with enough credits to upgrade my ship, my sudden FP surge has put me in the lead and decided that it was now time to clean up and declare me the winner.

So from lowly worker looking for missions about the galaxy, to an outlaw cosorting with smugglers to a suicidal maniac who hoped to leave a name for himself by taking down one of the big boys on his way out, I ended up as the Heroic Viking pilot of the Numerator and my name will live on in legend...

...well until next week, at least.

I have to get this game.

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PostPosted: Mon Jan 26, 2015 4:03 am 
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Star wars imperial assault is a very fun board game. Essentially it's up to four players versus one, and rules are in place to continue the campaign when you next meet up. A bit expensive, but we had a blast.

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PostPosted: Tue Jan 27, 2015 12:00 am 
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Over the weekend, I finally got some games played that I have had a bear of a time getting to the table with my local group. Having a birthday to celebrate has its perks.

Space Cadets is amazing and actually pretty accessible. Super-nerdy, though. It's a co-operative Star Trek bridge with puzzle/dexterity minigames, and it all just clicks gloriously.

Five Tribes might well threaten to completely upend my top 5 Eurogames list. It's worker-placement meets Mancala on steroids, all set in an Arabian theme that only Days of Wonder could make so lovely.

And Colt Express is a fantastic approachable action-programming game in which players play old West train robbers trying to snatch up the most loot. With an actual train made out of slotted together cardboard cutouts!

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PostPosted: Thu Jan 29, 2015 11:40 am 
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XCOM: TBG

Go get it. It's amazing. Came yesterday, plans for last night fell through, so my step-brother and I played it. We'd both played the demo at GenCon, but ran through the tutorial just in case there were any rules changes or we forgot or overlooked something since then.

The tutorial did a good job of stepping through each role's duties and the phases of the turns. I got a bit more insight into the interactions of the roles, and what makes the Chief Science and Central Officer's roles interesting (which I'd kind of overlooked in the noisy, highly directed, and two-turn setting of the demo), and they hold up well, alleviating a mild concern I'd had that they might be simple or boring.

Things started well, but then we lost our Heavy Weapons Specialist on the first mission, and had to hunker down and wait for reinforcements... Which turned into the loss of the whole squad on the next turn, and we lost a lot of interceptors, and... well, let's just say that I, for one, welcome our new alien overlords.

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PostPosted: Fri Feb 06, 2015 8:09 am 
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Kaffis:

Can you specify what makes the game great in your opinion?

This looks like it may be right in my wheelhouse (I Love co-op and realtime), but there is something that I can't put my finger on that is making me hesitate on this. Maybe it is the required app, maybe it is some of the lukewarm reviews on BGG. I'm not sure. I even downloaded the app onto my iPad and 'played through' a tutorial. I like the push your luck aspect with the dice and the uncertainty that they present, even the harshness that is just XCOM (Ooops, everyone died). This game looks to embody what i enjoy, but I think it is the app that is holding me off. Does it genuinely add to the game, or does it feel 'forced in'

How about the roles? Do they feel unique? How does this play with less than four?

I have the means to pick this up with Oonagh's approval, but I just don't know if it will hold it's lustre for me.

Should I consider Space Alert instead? I recently picked up Damage Report and really enjoyed playing that (Think FTL in boardgame form) and that is what I am hoping for from XCOM.

Thanks

EDIT - Can you throw in how Space Cadets compares to this as well. Looks kinda fun, too.

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PostPosted: Fri Feb 06, 2015 12:40 pm 
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...and even though I still want to hear Kaffis' opinion on what makes these games great, I have pulled the trigger and bought Space Cadets.

Looks like a good time.

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PostPosted: Fri Feb 06, 2015 2:10 pm 
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Well, I can certainly try.

So, X-COM: The Board Game, Space Alert!, and Space Cadets -- these are all co-op games involving real-time elements mixed with untimed resolution and bookkeeping. All three are games I have enjoyed immensely, and rate highly as cooperative tabletop gaming experiences. So let's dive into what I like about each, and how they differ in how they delight me.

First off, let's preface this with a disclaimer to provide some context: while I love cooperative gaming, I'm competitive enough that I crave co-op games that are (or at least, can be) brutally hard. If we're winning consistently, we're not challenging ourselves enough. There's nothing like working together to achieve victory, but it's sweetest when that working together is really more like desperately clawing your way to snatch victory from the jaws of looming disaster. Better to barely win once out of 3 or 4 games than to easily win more than you lose.

Okay, so.

X-COM: TBG tackles the subject matter from a high level. When you bring up X-COM to a video gamer, their reaction is most likely to be to remember the game as one of tactical squad combat, of carefully fanning your squad out to cover ground and find the enemy before they find you. This isn't that. X-COM: TBG evokes the strategic game of X-COM video games, the part where you stare at the globe in your command center, waiting for the next threat to appear, managing your resources to try to get that new tech in your soldiers' hands to give them a fighting chance to not die against the escalating alien threat.

X-COM: TBG places 1-4 players in the shoes of 4 high level officers in the X-COM organization's command structure: the Squad Leader, the Commander, the Chief Scientist, and the Central Officer. Each of these officers has organizational resources they must shepherd, marshal, and ration to combat the alien menace. Each turn consists of a timed phase and an untimed resolution phase. In the timed portion of the round, each player will be making a number of decisions under pressure about how to use the limited resources under their control. There's rarely ever enough to do everything that needs to be done, so it's very much a game of prioritization and compromise.

The Chief Scientist chooses what research projects to pursue and allocates scientists to projects to turn them into usable technology that players can utilize to enhance or otherwise facilitate their own task resolution.

The Commander keeps an eye on the budget, chooses where to deploy interceptors to counter UFOs invading each continents' airspace, and is responsible for crisis management via the crisis deck.

The Squad Leader chooses the composition of the forces dispatched to execute missions and defend the X-COM base from ground assault.

Finally, the Central Officer interfaces with the app and is in charge of deploying X-COM's satellites to counter the aliens' presence in orbit.

The real beauty of the game is in how these roles interact with each other. The Chief Scientist has all kinds of awesome tech at his fingertips, and needs to prioritize what's most critical to research. Everybody else depends on him to get the tools they need to carry out their duties competently. Everybody else will be bargaining with the Commander to get funded; every resource you commit costs money. "Give me 5 billion dollars this turn so I can get Joe those plasma rifles and carapace armor, and I can scrape by with 2 billion next turn." The Commander also has the delightful (to my viciously dark sense of humor) task of, several times a turn, drawing two cards off the crisis deck and choosing *which* disaster the team can best afford to deal with. There are never good choices here, whatever you choose, your team will groan when it comes time to reveal exactly what you've inflicted upon them, and you'll protest that at least it doesn't mean you're going to lose a third of your soldiers... The Squad Leader is trying to solve puzzles relating to how few soldiers he can afford to send on a mission, while still adequately covering the spread of task types (represented by 4 icons, each soldier specializes in one and can do another) and not skimping so much on manpower that he fails a task and gets soldiers killed. Meanwhile, the Central Officer has a huge array of tech that will eventually come under his jurisdiction that he can use to help everybody else... a limited number of times per turn. Is it worth saving those interceptors and eliminating that UFO over South America, or will using that Satellite Uplink now mean that the soldiers defending the base will die and let the alien assault damage the base?

The success of X-COM: TBG really lies in those interactions, which it does very well. The decisions must be made under pressure; typically, you'll only have 10-20 seconds to make any one decision, so you have in-depth strategy debates over any one of them as they come up.

Ultimately, it does come down to the push-your-luck dice rolls in the resolution phase, but there are so many tools to tweak the probabilities, give yourself mulligans on critical failures, and so on that it doesn't feel like the outcome of the game is out of your control. It's very much in your control, but you're not in control of the situation, if you get my meaning.


Moving on to Space Alert!, though... Space Alert! is a very different game. X-COM: TBG is exciting and tense, but Space Alert! is outright stressful and adrenaline pumping. A few of the players in my gaming group have outright refused to play it after the first or second game because of that.

In Space Alert!, you play the barely competent crew of a terribly inefficiently designed spaceship. You're trying to survive insanely dangerous space for the 10 minutes it takes replot your course between legs of a hyperspace journey. You're dealt cards before the game begins in three stacks. Each stack corresponds to 3 stages of the 10 minutes, and the cards each have two actions you can program your crewman to do in the 12 turns that comprise the resolution of those 10 minutes.

So, during the timed planning phase, you and your fellow players listen to a 10-minute soundtrack that will periodically prompt you to draw cards that will inform you of what threats have come to your attention and are trying to destroy you. These range from alien raiders, to asteroids, to rebellions staged by your robot defense squad.

The ship is laid out in 6 sections. Each section has 3 different stations; a weapon (labelled A), a power or shield station (labelled B), and then a third option (C) that's different for each section. Each card has a movement arrow on one half, and an action (A, B, or C) on the other. You try to cooperate with the other players in order to scurry around the ship, shifting power to replenish shields, firing weapons, recharging the capacitors that power the weapons, and so on. Timing is important, though -- firing a weapon before you've replenished the power it draws on will have no effect, and so forth. So it becomes challenging trying to coordinate timing, keep track of what your friends are doing -- "I thought there was power for the shields!" "Well, there was until I shot the weapon that's hooked up to the same power reservoir. Oops."

Once the 10 minutes are up, you step through each turn, each action, one at a time to track the resolution of what actually happened. And almost inevitably, it will diverge from what you thought was happening, because there's simply not enough time to reliably communicate what everybody's doing and it's easy to mix up timing dependencies. How badly it diverges from what you thought you were doing will determine whether the ship survives long enough to warp back out of there, or whether you explode or get slaughtered by a boarding assault of xeno-fauna.

Space Alert! is great because it's the only board game that gets my blood racing and my adrenaline pumping. It's about panic and chaos, and trying to coordinate with each other under a huge time pressure, with new dangers and stresses being thrown at you in real time that need to be revealed and then planned for. Then, time's up, and you get to watch your hastily-constructed plan of attack fall apart in hilarious failure and confusion.


Finally, Space Cadets both draws elements from the other two, and yet is completely different. Like X-COM: TBG, Space Cadets assigns unique roles to each player. Like Space Alert!, players are crew aboard a ship. Space Cadets sees players given a mission, and they need to complete it and jump out of the sector before they die.

What sets Space Cadets apart from the other games is that each player's role aboard the ship is represented by different mini-games, several of which are games of physical dexterity in some form or another, others of which are more like puzzles.

The amount of stuff each player can do depends on how much energy they've been assigned by the previous turn's performance of the Engineer. The Engineer plays a tile laying game in which he tries to match symbols along the edges that correspond to each station.

There are 9 different mini-games or something, so I won't go into them all, but I'll touch on some of the more clever and elegant ones to give a sense of the variety.

The Sensor Operator has to get locks on enemies (and valuable crystals to be tractored in) by picking out tetris-shaped cardboard pieces from a fabric bag by touch. The Jump Drive is engaged by an advanced game of Yahtzee -- 5-of-a-kind will engage the drive and allow a successful end of the mission. Power to the jump drive throughout the mission can be used to "buy" cards that let you manipulate the rolls in various ways to make that an achievable task. These cards do things like allow you to add 1 to two dice, or change a single die that rolled an even face to an odd face.

The catch? Every job has to be completed in 30 seconds.

Space Cadets puts the success of the mission in everybody's hands, as everybody needs to do their part competently to contribute. The mini-games are, for the most part, lovely little things that gain context and import based on how your success is crucial to the objective. It's not quite as stressful, especially because it's broken up much more than either of the other two -- 30 seconds racing, then a break, then 30 seconds of pressure again, and so on. I don't get the same sense of crisis management from Space Cadets, though, because generally, you know exactly what's demanded of you, and the unexpected surprise only comes in when somebody else failed a task, making your efforts useless or misdirected. It's challenging only because every turn counts (there's a Nemesis ship hunting you that shows up a few turns in and gets stronger as the game goes on) and you need everybody to be on top of their (mini)game to have an efficient turn.


Anyways... each game does a good job of creating a fast pace in its own way. Space Alert! is by far the most stressful, followed by X-COM: TBG, and Space Cadets is downright relaxing in comparison.

I like X-COM: TBG because of the way it fosters interaction and dependency between the different roles, and demands you make (frequently terrible) snap-decisions under pressure and with limited information. Space Alert! is frantic and panicy, plays quickly (30-40 minutes, all-told), and gives you the awesome opportunity to just watch the train wreck in slow motion after it's all said and done. Space Cadets gives you the Star Trek experience in board game form, and is more overtly farcical in its presentation (though Space Alert! is up there, too, considering it's the same universe as Galaxy Trucker).


As far as the app goes for X-COM: TBG, I can't criticize its inclusion or necessity at all. It could probably be replicated by some complex card system, but you'd likely lose some of the mystery and obfuscation of the "systems" involved in the game's AI, then, and it would be a really brutal task to try to manage such a non-electronic system under a time pressure. The app provides a handy adaptive timing mechanism (since you can accrue extra time by completing other tasks ahead of schedule), a hands-off AI that resists overt solving and prediction, and the ability to scramble the ordering of the turn (Oh, I forgot to mention that! Basically, if your Central Officer's satellites don't do their job well enough, UFOs in orbit at the end of the turn "disrupt communications," forcing you to complete tasks out of order in the next turn -- you'll have to do things like deploy interceptors before you detect where UFOs will appear, or assign a bunch of resources before you know what your budget for the turn is, and so on), all of which would be Herculean tasks, both to design and to manage in-play, without it. It indisputably adds to the game, and helps the game achieve a very X-COM feel, and it's incredibly obvious that the game was designed around the capabilities it provides.

The roles in X-COM: TBG (and in Space Cadet, for that matter) are all unique. I was a little concerned at GenCon when we demoed X-COM: TBG that the Central Officer and Chief Scientist might feel shallow in comparison to the other two, but having played a full game, it became obvious how much control and influence they have over the game through the tech cards. Some of the Space Cadets roles are more fun for me than others, but I think that's more a matter of personal taste than anything (with the exception of the Damage Control Officer, whose job is pretty lackluster -- but that's okay, because Space Cadets assigns 2-3 roles to everybody even with 6 players).

Each game plays pretty well throughout its player count. X-COM: TBG will have one or more players double-up on roles and adjust the amount of time you have to perform your tasks with fewer than 4 players. It roughly doubles the amount of time everything gets when playing solo. Space Alert! adds additional events if you play with the full 5, and fewer than 4 is achieved by drawing extra cards and sharing control of 1-2 crewmen between the remaining players. This is.. a little bit more confusing, and thus more challenging. Space Cadets breaks one of the simultaneous 30-second action phases into 2 steps with less than 5 (since there are 5 stations that work simultaneously normally) to play just fine with 3 or 4.

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"... Mirrorshades prevent the forces of normalcy from realizing that one is crazed and possibly dangerous. They are the symbol of the sun-staring visionary, the biker, the rocker, the policeman, and similar outlaws." - Bruce Sterling, preface to Mirrorshades


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PostPosted: Fri Feb 06, 2015 2:13 pm 
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Foamy wrote:
...and even though I still want to hear Kaffis' opinion on what makes these games great, I have pulled the trigger and bought Space Cadets.

Looks like a good time.

Sorry, took a while to type that wall of text. ;)

Space Cadets is pretty special. Of the 3, it's probably the most accessible to people who don't consider themselves board gamers. It's not quite a party game in that sense, because the actual objectives you're trying to achieve as a group and some of the roles (like helm) are still pretty game-y, but it's pretty easy to sell somebody on several of the mini-games as the ticket to entry for a night of social shenanigans.

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"... Mirrorshades prevent the forces of normalcy from realizing that one is crazed and possibly dangerous. They are the symbol of the sun-staring visionary, the biker, the rocker, the policeman, and similar outlaws." - Bruce Sterling, preface to Mirrorshades


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PostPosted: Fri Feb 06, 2015 2:39 pm 
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No problem. Thanks for the wall of text. It almost made me cancel the order for Space Cadets so I can order XCOM.

I like the heart pumping, I enjoy the snap decisions. I also like social shenanigans. So, I am pretty sure I will enjoy either XCOM or Cadets, both for their unique gameplay and I will lament not having the other.

I picked up Damage Report and that was a shenanigan filled session with a lot of shouting for help with the hyperdrive or getting someone over to fix the life support while our robot kept complaining about the lousy meat-bags he was stuck with. Seems to me that Space Cadets will be much the same as this and I will enjoy it just the same.

Your input is appreciated.

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PostPosted: Fri Feb 06, 2015 9:57 pm 
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I signed up for an XCOM session in march. looking forward to it.

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PostPosted: Sun Feb 08, 2015 7:57 pm 
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Friend picked up XCOM and I played it Saturday night. It was every bit as fun as I had hoped. We played just the two of us and it wax a bit overwhelming trying to manage two roles each.

I can't wait to try it with 4 players to get a better feel of what it is like to be able to concentrate on one role only. I want to be the Central Officer, I thoroughly enjoyed managing communications and the satellite network.

Can't wait for next tine on this one and I can't wait for my copy of Space Cadets to arrive.

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PostPosted: Mon Feb 09, 2015 3:46 pm 
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I can't beat my son at Star Realms. Although I think I am starting to get better. I think.


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PostPosted: Mon Feb 09, 2015 6:01 pm 
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Lonedar wrote:
I can't beat my son at Star Realms. Although I think I am starting to get better. I think.

Don't get *too* hung up on one- or two-faction deck strategies -- snagging a good high-value or undercosted card from a faction that won't get much support is okay now and then.

Red (I can never remember their name) will help you thin your deck; do it aggressively if you buy into this faction. Thin decks cycle your most powerful cards more quickly, and that's huge in Star Realms.

Imperial cards tend to have a lot of draw; that's kind of the opposite approach to the same problem that thinning tackles: instead of getting mediocre/starting cards out of your deck, you simply draw past them. I tend to look at Imperial Corvettes (I think? -- the cheapish ones with Draw 1 Card) as freebies that insert elegantly into any color deck. So long as you're always prompting a draw, the card won't be polluting synergies your deck has without them.

Blob cards feel like they require more synergy than other factions to play at their best. Achieve this by buying lots of them, and by using the abilities to scrap cards in the center row to remove non-green cards (and preferably cards attractive to your opponent's strategy) so you have another shot at a green card to buy. Also snag up those blob rings as cheap bases to either soak up damage or fuel green synergy from turn to turn.

Federation cards are a tricky play, particularly mono-color. They really promote a longer game with their abundant authority and skew towards purchasing power. Cutters and Freighters are huge coups to land, as are some of the 1-cost blue cards.

Cards I consider huge bargains: Mech Worlds, Missile Mechs, Recycling Centers (recycling is almost as good as scrapping or draw), either of the low-cost blue bases, Cutters, Corvettes, Blob Traders, Blob Destroyers.

Anyways, I'm not an amazing Star Realms player, but hopefully that's some good advice.

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PostPosted: Tue Feb 10, 2015 2:44 pm 
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I was building a mostly red deck last time out and realized too late that it was good enough to win, and should have started scrapping explorers (I had culled all but one of the scouts by then). The lesson learned was to get over "needing" to be in position to buy the next great shiny from the trade row.


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PostPosted: Tue Feb 10, 2015 3:29 pm 
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Lonedar wrote:
I was building a mostly red deck last time out and realized too late that it was good enough to win, and should have started scrapping explorers (I had culled all but one of the scouts by then). The lesson learned was to get over "needing" to be in position to buy the next great shiny from the trade row.

Oh, yeah. That was a weird disconnect for me, too.

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"... Mirrorshades prevent the forces of normalcy from realizing that one is crazed and possibly dangerous. They are the symbol of the sun-staring visionary, the biker, the rocker, the policeman, and similar outlaws." - Bruce Sterling, preface to Mirrorshades


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PostPosted: Fri Oct 16, 2015 10:45 am 
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Guys! Guys.

I forgot to mention that the Scythe kickstarter is live. Scythe is the new game from Stonemaier Games (whom Foamy has heard of because they made the fantastic worker placement game Euphoria: Build a Better Dystopia) and I got to playtest it at GenCon last summer.

Scythe is two things, first and foremost. It is gorgeous, and it is a 4x game set in an alternate interbellum Europe. The powers of this setting turned the innovations of industrialization towards creating great walking oil-driven engines of war, but the pastoral agricultural economy hasn't quite caught up yet.

As such, it features (and was, in fact, originally inspired by) the art of a Polish painter named Jakob Rozalski that started as a series of fantastic pieces in which he contrasts period agrarian scenes with lumbering mechanical sentinels looming with a quiet menace in the background, standing sentinel over a daily life that is thoroughly unimpressed with the new features of their landscape.

The game, though. The game is immensely fun. It's a static map board (with hexes! gleeeee!), around which are situated the seats of 5 pseudo-historical empires that draw vaguely from northern and eastern European cultures. At the center is The Factory, the abandoned manufacturing center that supplied each of these powers with their mechs during the war, but then was dismantled and abandoned in the armistice that followed.

Each player has a player mat on which they track and manage the actions of their empire. This is made up of two parts: a top half that is faction-specific (including the faction's hero character and their special abilities, as well as the 4 mechs and their tech upgrades, the distribution of which are specific to the faction), and a bottom half made up of one of a randomly selected (but similarly asymmetric) board that pairs up with the top half.

Together, these outline the four (I think? It might be five) actions you can select from each turn. Each action has two parts, one on the top half and an optional one on the bottom that may be paid for or skipped, and the random pairing of halves changes which bottom actions line up with which top half actions from game to game. This variety was really neat, and I like the way it doubles down on the asymmetry to make each game present a new feel and different strategic options.

In any event, the actions allow you to do things like build one of your 4 mechs, recruit workers, move your mechs and/or character around the map, build up your military might, produce resources on tiles at which your workers are present, build buildings, and upgrade your actions to make them more efficient. It's a game about building an engine, which is a wheelhouse Jamey Stegmaier is very comfortable with. Ultimately, you're working to score points by accomplishing different things: each player has a secret objective (that might be something like "build one of each type of building," "possess 9 of the same resource at the end of your turn," "defeat an opponent by at least 8 combat power" and so on, depending on whether some of them have changed since August), reach milestones in your engine-building, and so on. All the while, your hero character is able to roam the land, pick some fights, and grab encounters from certain spaces on the board that will offer you certain narrative beats that present you choices with fitting rewards.

And these encounters are where the game really gives Jakob Rozalski's art the room to shine. A game like Dead of Winter, another recent game hailed for its narrative innovation, might present you with a textual interlude that sets a scene and presents you with that choice. Scythe doesn't; it lets Jakob speak with one of his pictures that are worth, by my estimation, dozens of thousands of words apiece, and then, unobtrusively at the bottom, presents you with your character's three options to react to the scene.

So, yes. I was entirely enamored of this game when I played it in August, and now I'm incredibly excited that I get to have a copy for myself. Stonemaier games is very experienced as a Kickstarter-driven self-publisher, and Jamey has become known for open-sourcing his thoughts, lessons learned, and reflections on running successful Kickstarters and dealing with board game manufacturing houses. This is the third Kickstarter of theirs I've backed, and the other two have run on-schedule or delivered early.

In fact, the last one Between Two Cities arrived last week, and I hope to get a chance to play it tonight or tomorrow, too. But I'll be thinking about Scythe while I do it. :)

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"... Mirrorshades prevent the forces of normalcy from realizing that one is crazed and possibly dangerous. They are the symbol of the sun-staring visionary, the biker, the rocker, the policeman, and similar outlaws." - Bruce Sterling, preface to Mirrorshades


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PostPosted: Mon Dec 28, 2015 2:04 pm 
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I've been playing a few new things over the past month or two. A couple new arrivals, along with finally getting a chance to get some things I've had for a little bit to the table. I'm going to make separate posts per game, since I've got a few to talk about, and I'll probably ramble about at least a couple of them.

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"... Mirrorshades prevent the forces of normalcy from realizing that one is crazed and possibly dangerous. They are the symbol of the sun-staring visionary, the biker, the rocker, the policeman, and similar outlaws." - Bruce Sterling, preface to Mirrorshades


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PostPosted: Mon Dec 28, 2015 2:05 pm 
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So I've had a copy of Risk: Legacy for forEVER, and have never yet broken it out of the box. I can readily identify which friends would appreciate the hell out of it, but getting their schedules to align just once would be a Herculean feat, let alone getting enough sessions in to actually do the campaign justice. And the legacy format is one that you really want to have that same group see through to the end, rather than have people drop in and out based on who you're able to wrangle that week. Anyways, for anyone who hasn't heard of the legacy format, Risk: Legacy takes classic Risk and adds mechanics that make the game evolve and change over the course of successive plays. It essentially comes with a bunch of rules-and-map altering stickers, calls for you to write on the board to denote certain things, destroy game components, and so on, all at proscribed times triggered by specific types of event (having not actually played, I can only make up some things to give an idea based on how it's been communicated to me -- say the first time two defending pieces stand their ground for four successive attacks against an opposing force, you put a sticker on the board in the territory they defended that gives an extra defense die because of a naturally defensible land formation or something... I don't know). In this way, you're constantly unlocking new evolutions to the way the game plays that call back to events you remember happening, and so on. And most of these new mechanics are things you have no idea exist until you're called to open up the little sealed packet that says "DO NOT OPEN UNTIL X HAPPENS"...

Well, I still haven't played Risk: Legacy. But, as of two weeks ago, a couple friends and I have started playing the second board game to get the legacy treatment from Rob Daviau -- Pandemic Legacy. Yes, that's right. It's the same Pandemic cooperative gamers all know and towards which most probably have some degree of affection -- only now, those epidemics and outbreaks have lasting effects the specter of which will linger and loom half a dozen games later. Pandemic Legacy follows the normal titular Pandemic over the course of a year, with each month getting one or two plays (depending on whether you win the first) before your fate for the month is sealed and the rules change on you again. Spoilers in Legacy games are a huge faux pas, but let me just say that the first time my friend Beka was reading one of the twists' instructions and it said "destroy the old card and replace it with..." and I just ripped it in half -- the thrill was really wild, and she heard it and looked up, mouth agape, then darted her eyes around as if to check to see whether anybody else had caught us intentionally defacing a board game... It's truly magical. When Risk: Legacy first came out, I balked initially, and had to work myself up to purchasing it, cynically snarking about how it was a brilliant corporate plot to transform an industry centered around durable, reusable entertainment products into one of disposable $60 purchases... I no longer care, because even if there's a nugget of truth to that, it doesn't matter -- as a game mechanic, it works.

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"Aaaah! Emotions are weird!" - Amdee
"... Mirrorshades prevent the forces of normalcy from realizing that one is crazed and possibly dangerous. They are the symbol of the sun-staring visionary, the biker, the rocker, the policeman, and similar outlaws." - Bruce Sterling, preface to Mirrorshades


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PostPosted: Mon Dec 28, 2015 2:29 pm 
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One Night: Ultimate Werewolf is surprisingly fun. Especially with the different scenario combinations. It's a game about deduction and lying and each play is extremely fast (10 minutes or less). Difficult to fully explain but I'll try.

It's a card based game and everyone is randomly dealt a card as to who they are and what team they are on. It's essentially werewolves vs villagers. Villagers win if they kill at least one werewolf, werewolves win if no werewolves die. Some cards make winning conditions even more complicated, but that's the gist.

Play happens during a "night" where all players close their eyes. Different roles "wake up" and perform specific actions at differing times during the night. In the morning, people need to deduce who is who and eventually all most make a simultaneous vote as to who is to die. If nobody gets more than 1 vote, nobody dies. I strongly recommend using the free mobile app to be the "announcer" which makes it far easier.

Here's a group playing it, for some better understanding. Though it looks like they are using the app, they are not using the default 5 minute timer before voting must begin.

There are some very interesting card combinations which makes deduction crazier. I also have an expansion that throws even more monkeys into the wrenches. I am interested in getting the vampire expansion as well, which adds a third team into the mix.

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Last edited by Numbuk on Mon Dec 28, 2015 2:36 pm, edited 1 time in total.

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PostPosted: Mon Dec 28, 2015 2:32 pm 
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Next up on my new loves list: The Big Book of Madness

This is a charming cooperative deckbuilder that lulls you into a false sense of security with its delightful Iello house art style, and then smacks the entire group in the face with its brutal streak. I'm four plays in on the easy difficulty setup, and still haven't won. (To be fair, that's teaching three different groups, and the first three plays were before I noticed I was overlooking part of a rule)

The premise of the game is that a group of 2-5 students at a boarding school for mages are sure that their professors are hoarding all the best magic and deliberately keeping it from them. So they sneak into the library at night in search of more powerful spellbooks. Instead, they find (and foolishly open) a book that acts as a prison for dozens of terrifying monsters! Now, they must use the basic magic they've been taught, along with the spells they can pick up from around the library, to defeat the curses unleashed by the monsters and seal them back in the book.

The entire aesthetic of the game is fun. It's got a cartoonish art style that reminds one of the best of Harry Potter fan art, a nice sense of humor, clean iconography and design... and the centerpiece of the board is the stack of oversized cards that make up the titular book. Each round, you turn the next page by flipping the top card into the discard pile next to it, and it all just smacks of that book.

Each player has a deck of the four classic elements, which get used to power actions and spells. Most of the deck you start with are value 1 cards for each element type, but as the game progresses, you can add 2- and 3-value cards in, thin out unwanted cards, and generally engage in deck-building and shaping shenanigans. The titular madness is represented by dead cards that will clutter up your deck and build in your hand, threatening to drive you mad (and out of the game) by filling up that hand entirely. Spells allow you to manipulate your hand and deck, throw cards into a common support pool to be utilized by others, and so on. Finally, a set of standard actions allow you to destroy curses, inefficiently stave off madness, and so on.

The real meat of the game comes into the interactions between the support pool, spells, and timing of players' spot in the 5-turn rounds that each monster must be defeated (or let loose!). One of the basic spells everybody starts with is Telepathy, which permits the active player to give another player one or more actions out of turn. This quickly becomes a crucial part of the teamwork required to manage the resources everybody is trying to contribute towards destroying the curses. If you clear a monster's curses, you get a reward for defeating the monster; otherwise, bad stuff (usually involving becoming more mad) happens as it escapes your clutches.

The turn structure and available actions are pretty quick to teach and pick up, but the interactions between these options, and the sense of balance between the different goals you're trying to juggle and prioritize are deep enough that, as I said, I'm still working out how best to play. That speaks highly of a co-op, to me. There is potential for alpha-player problems if your group is prone to them, especially if you house-rule to play open hands. However, as a fully-co-op experience, playing open-handed doesn't break anything, which makes it a good option for solo play.

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"Aaaah! Emotions are weird!" - Amdee
"... Mirrorshades prevent the forces of normalcy from realizing that one is crazed and possibly dangerous. They are the symbol of the sun-staring visionary, the biker, the rocker, the policeman, and similar outlaws." - Bruce Sterling, preface to Mirrorshades


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PostPosted: Tue Dec 29, 2015 3:27 pm 
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Where was I?

Oh, right. Blood Rage.

Eric Lang (of Chaos in the Old World, Kaosball, and Arcadia Quest) brought an old game of his called Midgard to Kickstarter for a serious overhaul and makeover. It builds on the area control elements he started with, and takes lessons learned from his successive projects as well as ones he likely borrowed from other games he admired to mash together drafting, area control, and Kemet/Cosmic Encounter-style combat resolution.

What comes out of the mix keeps and builds upon the Viking theme of Midgard and really follows through in a lovely fashion. A friend of mine really summed up the great match between mechanics and theme best when he observed that Ragnarok is a perfect thing to hang this game around, because it's not about trying to stop the end of the world, or conquer the world, or anything like that -- the world is ending, and nothing matters when it does except who's earned the most glory in the process. And you earn glory in all the best Viking ways: winning battles, dying, taking up quests, and honoring the gods.

The game takes place on a board that depicts different regions pulled from Norse lore. There's Muspelheim, and Jotunheim, and so on, and it's all laid out in a wheel that surrounds Yggdrasil. Each player controls a clan of vikings, represented by a player mat and a collection of 10 miniatures (this is a CoolMiniOrNot Kickstarter, after all). There's also two additional player aid cards, one tracks the game's progression through three ages, the other is Valhalla where units go temporarily (this is Ragnarok, after all) when they're killed.

Each of the three ages is played as a round of the game. The age starts with a drafting phase in which players draft the upgrades, quests, and battle cards they'll use. All the familiar drafting strategies come into play here, trying to be careful what combinations of cards you let pass to the next player while looking for combinations you can leverage to your own advantage. The draft is from whence all the asymmetry in strategy and abilities will derive, which is actually pretty satisfying. After everybody's drafted six cards, play moves on to the action phase, in which players take turns taking one action at a time. Actions essentially consist of deploying a single unit, playing an upgrade to your clan sheet (upgrading either some of your units or giving your clan as a whole special abilities and points bonus incentives), moving your units around the board, committing yourself to a secret (to the rest of the table) quest from your hand, or pillaging a region of the board in which you have units representing you.

All of the above (except quests and pillaging) require the expenditure of some amount of the game's action currency, rage. You have a finite amount of rage available for your use each age, though the amount you start subsequent ages with (along with the number of units you're permitted to have on the board at a time and the amount of glory you earn per victorious battle during contested pillaging attempts) can be increased by successfully pillaging regions with the appropriate rewards.

Each age has its own deck of drafting cards, which provides a great sense of escalation of stakes and power, and keeps the game exciting as strong plays in the second and third ages can form the foundation of a come-from-behind victory after getting shut down or making a misstep in the first age.

Our 4-player playtime was about 2.5 hours with rules explanation, and we immediately wanted to play again. Both games saw some very different strategies meet with success, and while the drafting portion will define the strategy you strive for, there are enough wrenches and kinks to be thrown into the mix to make the rest of the round matter, too. More than once, I caught myself either about to make or having made an error that cost me dearly, and more than once, I was able to see an unexpected opportunity and seize it. The drafting decks are around 35 cards per age, with a few duplicates. Drafting 6 from a set of 8 means there are few enough cards that it's not quite overwhelming for gamers with some other games under their belt, and there's a touch in the naming of the cards that I really appreciate -- most of them involve Norse deities in their card names, and these are like Cliff's Notes for basic strategy -- nabbing several Loki cards will outline a basic "intentionally lose battles to score points and disrupt your opponents" strategy, for instance, even if you walk into the draft not knowing what all is out there. While there are deeper interactions to be had and explored by mixing and dabbling with different gods, this provides new players a very nice means to get into the mix without having drafted blindly to the possibilities.

In short, play this game.

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"Aaaah! Emotions are weird!" - Amdee
"... Mirrorshades prevent the forces of normalcy from realizing that one is crazed and possibly dangerous. They are the symbol of the sun-staring visionary, the biker, the rocker, the policeman, and similar outlaws." - Bruce Sterling, preface to Mirrorshades


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PostPosted: Fri Jan 29, 2016 3:42 pm 
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I've been playing around with a new game (that I've been meaning to learn FOREVER) on online board game simulator site boardgamearena.com, playing against a couple other forumites from a board game forum I frequent.

The game is Tash-Kalar, and it's Vlaada Chvatil's take on abstract head-to-head pieces-on-a-grid. It's really quite unique, and as I'm midway through my first two (simultaneously played) games, I can already see it's got really fascinating depth and variety.

It feels more like Go-meets-modern than it does a take on Chess or Checkers. Your turns frequently consist of simply placing pieces on the board, and most of the time they don't move around a lot. The meat of the game comes in with the cards -- you have in your hand, at any given time, 5 cards with patterns of pieces shown on them, that you can play to place a(n often more powerful) piece in a *specific* spot on the board relative to the pattern of your other pieces, and then activate a special effect, as well. Thematically, these are the magical illusory beings you're summoning in a mage duel.

Points are scored differently based on the two game modes -- one simply rewards destroying your opponent's pieces (through effective card play), in the other, you score points when you successfully accomplish goals like "an enemy piece is surrounded by 7 of your own pieces" or "your pieces stretch in an unbroken chain from one edge of the board to the opposite edge." The latter mode, called the "high form" is intensely strategic and rewards a lot of flexible thinking and planning. The former mode is a bit more straightforward, but supports 3 and 4 players, as well as 2.

There's asymmetry built into the game, too, if you want it. The actual board game comes with 4 decks, two of which are identical, representing different schools of magic. An additional 2 or 3 decks are available as expansions. So you can use the identical decks for a symmetrical mirror match, or you can play asymmetrically, with decks that favor different playstyles and strategies.

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"Aaaah! Emotions are weird!" - Amdee
"... Mirrorshades prevent the forces of normalcy from realizing that one is crazed and possibly dangerous. They are the symbol of the sun-staring visionary, the biker, the rocker, the policeman, and similar outlaws." - Bruce Sterling, preface to Mirrorshades


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