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    0 0

    by lostphd

    davypi wrote:

    These posts actually walk you through the exact steps. You can set the game up and run it yourself. The only problem with some of them is that they don't explain how the building stacks were created on setup. The first link in particular is the best, IMHO, because the strategy doesn't require a specific setup of buildings.

    https://www.boardgamegeek.com/thread/586718/400-points-solo-...

    https://www.boardgamegeek.com/thread/731802/solo-game-556-po...

    https://www.boardgamegeek.com/thread/494657/489-points-solo-...

    https://www.boardgamegeek.com/thread/494312/450-point-solo-g...

    Edit: The trick is that you need to be taking loans. They are not as penalizing in Le Havre as they are in most other euro games. The actions you are using to pick up food, you can often make more points/money with other actions. The one dollar loss incurred by the loan is relatively trivial.


    Another good thread is

    https://www.boardgamegeek.com/thread/358694/some-solo-game-t...

    That was what I used to get my play above 300. Still have not managed 400.

    0 0

    by clickhand

    I scored 315 today. I didn't pick up food and I always tried to buy 2 buildings at once. I'll read through those threads that were linked and see what other principles I can glean...

    0 0

    by Travis Hill

    Mano a Mano: Co-op or Competitive

    In Episode 6, the Low Player Count crew is finally all back together. They discuss their recent acquisitions, pose a question to the LPC listeners, and discuss cooperative or competitive play in solo and two player games.

    Times:
    1:38 - Recent Acquisitions
    3:00 - Shawn gets into wargaming
    7:45 - Travis bought stuff too
    9:40 - Travis doesn’t understand technology
    10:30 - Donny loses self-control
    12:00 - Donny cheats at PACG
    15:15 - Elysium variants
    19:34 - LPC poses a question to you
    23:40 - #SylvionKdJ2015
    26:00 - 1 Player Guild Awards
    27:45 - Co-operative or Competitive?
    37:20 - Gaming with a Spouse
    40:20 - Hashing it out, again…
    44:44 - Donny puts his foot in his mouth
    47:00 - Does this game exist?
    49:00 - Donny puts his foot in his mouth again
    51:45 - Shawn starts to thank people again…
    52:49 - End Bits

    Check us out
    Twitter | Online | Email | BGG Guild | RSS Feed | iTunes | Stitcher

    0 0

    by teroks



    I bought few card boxes (for small cards).

    All except few food tokens fit into these boxes and those are the right size into resource places.

    0 0

    by meepleraptor

    how big are these boxes? I don't suppose you have Amazon links to them

    0 0

    by teroks

    Here are those small boxes.

    There are larger available too: http://www.boardgameextras.co.uk/item.php?id=1066#.VYLJbUYat...

    0 0

    by kendahlj

    meepleraptor wrote:

    How long is a 3 player short game? The rules say the 2 player short game is 45 minutes, and the 3 player short game is 120 minutes, which seems like a very big jump!


    Don't think this is accurate, esp once you know the game. We played the long version last night and it took us 125 minutes (3 player).

    0 0
  • 06/20/15--20:24: New to Me: December 2011
  • by Hobbes

    Eclipse :star::star::star::star::halfstar:

    (image credit: rashktah [who really should have straightned that tile...])

    I pre-ordered Eclipse as a birthday present to myself back in October and then waited patiently for the better part of two months for it to arrive. As I waited, the hotness grew and the game sold out in preorder at the US online stores, sharpening my expectations. It arrived shortly before the holidays and I got it to the table on 12/28 (just in time to top my new game list this month).

    For an empire building game, this is a clean and elegant design. The game plays briskly, with very little down time as the players take it in turn to perform a single, bite-sized action (Explore a hex; Move ships 1-3 times; Build 1-2 ships or structures; Research 1 tech advance; Upgrade your ship designs by adding 1-2 components; add or move 1-2 Influence disks).

    You keep going around taking actions until everyone passes. Then you fight any battles that resulted from movement, generate income from your planets, and pay upkeep costs. That's it. Do that nine times and you're done.

    As you might have heard already, the graphic design (especially on the player mats, but also on the various tiles), really facilitates learning and playing the game. The action selection and colonization mechanisms practically automates the bookkeeping on income and end of turn upkeep costs (as you remove disks or cubes to perform actions or colonize planets, you expose numbers that show your new income or upkeep cost). This makes set up kind of a pain, but really speeds game play. Very smart!

    Last, but definitely not least, the game is really fun to play. The exploration system includes rewards and hazards that are a kick to discover, without skewing game balance (at least in our plays so far). Travel is only possible through hex sides that have warp gates, creating an interesting bit of control over the game's map as it develops. (In my first game, one neighbor was building up his fleet, so I explored and erected a wall of non-navigable space between us. He could still get to me, but had to go the long way around.) Ship design was interesting and fun (I staved off an invasion by using the "update" action to gun up my defending space stations, after the invader had already committed. Yoink!). I got into someone's backfield and bombed a couple of his systems. Then he built dreadnaughts and kicked my butt back into my own territory and now I was fighting to keep him out. Lots of action and a real sense of narrative.

    Great design work; and a blast to play. Brilliant.


    ------------------------------------
    Le Havre :star::star::star::star::halfstar:

    (image credit: mcfer)

    Finally dusted off my copy of Le Havre and gave it a try. So far I've only played a few two-player games with my wife, but we've really enjoyed it. There's a nice sense of progress as you build your infrastructure and manage your resources, always with the need to feed your people hanging over you, spoiling your grand plans. The special building cards add a lot of flavor and variety, especially when they introduce new production conduits or VP generating markets. We also like the player interaction (it's satisfying to make an opponent pay you to use your building, and also fun when you can block them out of a location that they need).

    The graphic design is charming, but a bit cluttered.

    If it weren't for Eclipse muscling in, this would easily have been the best new game for us this month.

    ------------------------------------

    Mordred :star::star::halfstar::nostar::nostar:

    (image credit: duartec)

    I've been on a bit of a Martin Wallace kick recently, and so was happy to get a chance to try Mordred. It's a very simple game, with a pretty significant luck component, and so won't be to everyone's liking. I enjoyed it well enough, but wasn't blown away. The physical production was excellent, with one of the nicer maps for a Wallace game.

    I'm glad to have played it but will probably trade it now.

    ------------------------------------

    Tempus :star::star::halfstar::nostar::nostar:

    (image credit: fillipos)

    Another Wallace game that underwhelmed me. A good clean design, with interesting decisions to be made and nice components. But I was playing with some serious AP-players and the game went on far too long. I might try it again with more capricious players, to see if it's worth keeping. Or I might not.

    ------------------------------------

    0 0

    by clickhand



    here's a storage container that works well too. we bought them at Target.
    http://www.target.com/p/up-up-mini-oval-food-storage-contain...

    Dimensions: 3.0 " H x 7.0 " W x 2.38 " D

    0 0

    by oivind22

    It seems that after Agricola, Uwe Rosenberg has made games which are a lot more open and does not put the same amount of pressure on you to feed. The pressure can be nice, but the fact that you are punished for not doing everything is something I don't like. I like being able to specialize more. It seems Rosenberg games has become more open, because they say this about Le Havre, Caverna, Ora et Labora and Fields of Arle. I like it. So Le Havre is a good game which is quite different from Agricola, and worth owning for someone who wants a more open game than Agricola. I suppose the same is true for Fields of Arle, but I haven't played it yet. It is supposed to be very good for solo play, though.

    0 0

    by Milena Guberinic

    First, I'd like to thank everyone for their well wishes last week. I am feeling much better this week! Happiness!

    July 1st was Canada's 148th birthday (yay! no work!) and it was Jackie's 1st birthday (yay! happy puppy day!) so we got to play lots of games this week!

    Random Thoughts on Randomness


    Since my vestibular disorder randomly attacked me last week, I've been thinking about randomness and why I don't enjoy it in games. With my vestibular disorder, I know that if I do stupid things like travel (I know it's not dumb to travel, but for me, it really is because I'm sure to suffer for an extended period of time) or drink too much coffee, or eat too much salt, I will pay dearly for it. However, sometimes, it can attack seemingly out of the blue and can make my life hell. And that's when I truly suffer because that is completely out of my control. It just makes me feel helpless and hopeless. I never know how long these attacks will last (the first time it ever happened, I couldn't walk around properly for over 4 months), adding yet another random factor to my life.

    Ultimately, I think I don't enjoy a lot of randomness in my games because my life has some extra random factors. And those random factors just make me miserable. One of the reasons I enjoy playing games is that they provide rules and systems within which I can function to reliably achieve certain end results. When too many dice rolls and card draws and tile pulls combine, the end result leaves me a bit too dizzy. I like the control that strategic games provide me when I cannot get that control over my life. That sounds a little weird. I'm not a control freak, I promise! :P

    What's New?


    Dead Men Tell No Tales
    AWESOME! That's all you need to know. :P



    Just kidding :). Dead Men Tell No Tales was a game that BoardGameBliss generously provided to me for review and I thank them with all my heart because it is one of the most pure unadulterated fun games I have experienced. Seriously. Just pure fun.

    Dead Men Tell No Tales is a co-operative game in which players are pirates attempting to loot a cursed, burning ship called Skelit's Revenge before it blows to smithereens or is overrun by skully deckhands.

    Each player takes on the role of a pirate, like Lydia Lamore or Crimson Flynn, and each pirate has a special ability (6 actions instead of 5 for Lydia and the ability to lower fire levels in adjacent rooms for Crimson, for example). Each player gets a pirate card, a board with a dial representing his strength and fatigue level (fatigue constrains a player's ability to move into or through rooms with particular fire levels), and an item.



    On each turn, a player must
    1. Search the ship - In this phase, a player reveals a tile representing a room on the burning ship and attaches it to the already explored parts of the ship. Each tile has a fire level represented by a yellow or red die. Once a player has placed this die on the room, he draws a token representing what can be found in the room. There are guards who guard treasure and can be fought to obtain it, there are skeletons who you can fight for their cutlasses or regenerative grog, and there are trapdoors, which are like little portals of doom that spew forth skully deckhands.
    2. Take actions - In this phase, a player spends his 5 action tokens (or 6 in the case of Lydia). For one token, a player may:
    a) Walk - move to an adjacent room and take fatigue (1 fatigue for the difference in the fire level between the room he left and the room he is entering)
    b) Run - move two rooms, adding fatigue for each room he passed and adding 2 to that total
    c) Fight fire - reduce the fire level of the room he occupies by 1
    d) Kill a skully deckhand - remove 1 deckhand in the room he occupies or an adjacent room
    e) Pick up a token (cutlass, which permanently increases his strength, treasure, which he will have to get off the ship before it burns down to win the game, or grog, which regenerates him, reducing his fatigue by 4)
    f) Rest - reduce fatigue by 2
    g) Increase battle strength - move strength marker up by 1
    h) Swap item card with a different available one
    Any remaining action tokens may be passed to the next player.
    3. Suffer the wrath of the burning ship - At this point, a player must reveal the top card from the deck of wrath to reveal where fire levels rise and whether deckhands spawn or swarm, whether skeletons move, and whether explosions take place. This may trigger further explosions. When the fire level of a room rises to level 6 that room explodes and is no longer passable and also causes the fire level of all adjacent rooms with doors leading to it to rise by 1. When the fire level of certain rooms with powder kegs in them rises to a certain level (this may be quite low...like 3), the powder kegs explode and increase the fire level in an adjacent room.

    Fighting skeletons and guards does not cost any action points and must be done as soon as a player finds himself in the same room as one of these buggers. I say "finds himself" because it is quite possible that one of these will move into the room a player is occupying outside his turn and the player will have to deal with the repercussions. It is therefore usually advisable to have some strength on reserve.

    Battles involve rolling a die and comparing battle strength with the guard or skeleton. If a player's battle strength on the die + board (which must be spent if added to the die result) is greater than or equal to that of a guard or skeleton, he wins and flips the token over to reveal the loot the skeleton or guard was protecting. If a player's battle strength is lower, he suffers fatigue equal to the difference and may either make another attempt to fight or retreat in the case of a guard or must roll a die to see what happens in the case of a skeleton crew (1 or 2 - crew retreats; 3 or 4 - you retreat; 5 - battle again; 6 - choose).

    The whole point of this game is to get the treasure guarded by the guards off the burning ship. This involves looting. Once a player picks up a treasure token (and he may only carry one at a time), he may only take 3 actions. These are to walk, rest, or swap item cards. Players win the game if they manage to get a certain number of treasure tokens off the ship depending on the difficulty level they have selected AND they all manage to get off the ship. Players lose the game if the explosion marker reaches the end of the explosion track, if there are too many deckhands on the ship, if a room tile cannot be added to the ship, if too much treasure is destroyed, if a player dies after all necessary treasure has been taken off the ship, and if a pirate dies with no other character cards available to replace him (normally, if a pirate dies during the course of the game, he just gets regenerated as someone else).



    If you read my first sentence, you are already aware of my feelings about this game. It is AWESOME! Peter and I generally do not like playing co-operative games. I do enjoy Legends of Andor, but Peter does not. We both like the co-operative Volkaire scenarios in Mage Knight, but not enough to really play them EVER. We've tried some other co-ops that just didn't work. However, we both REALLY LOVED Dead Men Tell No Tales.

    We started off with a few rules hiccups that made for a very dull game. Specifically, we forgot that we had to draw tokens for each room we explored on the ship, so we had literally nothing to do. But we restarted the game after a few turns and immediately started having a blast. The first time we played, we played on easy level, which only requires that players get 4 treasure off the ship. And we won! We were so happy! The second time we played, we decided to kick it up a notch and went for 5 treasures. We died when our ship exploded in a flaming ball of fire. Why has this game succeeded for us where other co-ops have failed? I think the reason for its success is three-fold.

    First, we love the theme. Peter does not care for fantasy, so Andor is not very exciting for him. We both love the pirate theme and have been looking for a pirate game forever! We loved playing the One Piece soundtrack while we played this pirate game surrounded by my crew of fuzzy pirates (I have a bunch of stuffed toys Peter calls my fuzzy pirates...I even have a pirate eye patch for one). And the game really feels very thematic. The game's mechanisms are seamlessly integrated into the theme and setting and everything just flows together beautifully to create an engaging and fun experience.

    Second, the game is quick and intuitive and presents players with choices that are interesting and feel worthwhile. We never felt like we were doomed from the get-go, as we have in some other co-ops (sometimes, Andor makes Peter feel this way and he just hates playing through it if the setup looks like it just made the game impossible for us to win). We always felt like we had a chance. Ultimately, the game is challenging, but not too difficult. AND it comes with ways to ratchet up the difficulty when it becomes to easy, adding some crazy pirate captain who is out for blood.

    Third, the game is just plain FUN! FUN! FUN! FUN! And did I mention it's FUN!? Because it is. This game is not one of those games that puts players through a meat grinder and leaves them feeling like their brains are pots of goo melting on the asphalt under the burning sun of an Australian heat wave. Nope. This game makes players feel like they are able pirates aboard a burning ship. And if they are smart enough, they'll get their treasure and they will get off. It is incredibly immersive and satisfying.

    I just wish I'd backed this on Kickstarter and had that special promo card.... :(


    Our second attempt was an epic failure :(


    The Majority: Complete Edition
    The Majority Complete Edition is yet another game I got as a review copy from BoardGameBliss. They have a bunch of Japanese and import games and this was one of those that they thought I might enjoy. The Majority 2 is one of the two games that comes in the "Complete Edition" box. The Majority can be played by 3-4 players, while The Majority 2 is a 2-player-only game.

    The Majority 2 is essentially a mish-mashed set collection-drafting game with a bit of "take that" and a very interesting drafting mechanism. In the game, players have a "reserve" pile and a single hand of cards that is passed between them. On each turn, a player gets to:

    a) refresh his "money,"
    b) he may swap his hand for his reserve,
    c) he may draw a number of cards depending on the number of cards his opponent has scored (this also allows his opponent to draw one card and put it in his "reserve"),
    d) he may play a card for free, forfeiting its special effect,
    e) he may play cards by paying for them and executing their special effects,
    f) and then he must pass his hand to his opponent.

    When a player plays a card, he gets to place it in one of 3 columns. When he has 5 cards in a given column, that column scores. If he has at least 3 members of a single faction in the column being scored (Angels, Demons, Dragons, Reapers, etc.), he gets to pick one to be a faction representative and puts this member in the score pile and he gets one coin if he had 3/4 members of the same faction in the column and 2 if he had 5 or more. If he does not have at least 3 members of one faction, all the cards in that column get discarded.

    The game ends when one player has scored 5 individuals and then players tally up their scores as the sum of all the star values on their scored cards and the coins that they have accumulated throughout the game.


    Angels and Demons


    What makes The Majority unique and interesting (aside from the brilliant artwork!) is the thought involved in determining when to swap your hand with your reserve and when to draw cards. Drawing cards adds a card to your opponent's reserve, but swapping your reserve with your hand may also give your opponent access to cards you may not want him to have. This is a very interesting and tense process.

    Despite the super-cute artwork, The Majority 2 is not a cutesy game. It can be quite mean. Some of the “take-that” cards can cause your opponent to discard scored cards or to eliminate cards of certain colors on the board. However, those cards are not super easy to play (they require that players have certain configurations of scored faction members, such as 2 dragons or demons or whatever). The game also doesn't take very long to play, so when these cards get played, it doesn't feel too bad. Ultimately, after one play, I find the Majority 2 to be an interesting and quite enjoyable card game that I am happy to have tried. I also look forward to playing it a few more times before giving my final review, but I'm quite certain it will be a positive one.



    Traders of Osaka
    Traders of Osaka is yet another Japanese game. It is a remake of Traders of Carthage, which was relatively well regarded but was out of print for a while. I'm glad it got a re-theme and art re-work because it looks fabulous in its current incarnation. The components are also of very nice quality, with plasticized cards and a very thick, smooth, vibrant board. I like the smooth board :p.

    Traders of Osaka is essentially a set collection game. Players start the game with cards that add up to at least 8 money (Alhambra-style) and the player who drew the lowest sum goes first. On his turn, a player may:

    a) take a card from the “market,” which is the face-up display of 5 cards that are available to players at the current point in time (the "farm" is a face-up display of 3 cards (along with 2 extra cards drawn from the face-down deck) that will be moved down into the market once the market has been completely depleted). That card becomes money in his hand and can be used to buy goods from the market or discarded when the black wave hits if it has “protective spirit” symbols to protect cards in his display.
    b) buy the market (a player must buy ALL the goods except those reserved by other players available in the market at the current point in time). Cards in the market depict goods of certain colors. Each time a good in the market is bought, ships of the corresponding color move from Osaka to Edo (Tokyo). If one card of a particular color is bought, the ship of that color moves 1 space. If two or more are bought, the ship moves 2 spaces. Once a ship reaches Edo, a payday happens and all ships in spaces depicting the black wave sink and move backwards to the last non-black-wave space. This means that all players with goods of those colors lose them unless they discard cards depicting protective spirits to protect those goods.
    c) reserve a card in the market or farm to take in the future.

    When a payday happens, all players with goods of the same color as the ship that reached Edo sell their goods. The formula for this sale is quite convoluted. Basically:
    number of VP (good cards) kept = number of cards in the color set being scored x (the value of the highest card in the set + number of tokens of that color) rounded UP to the nearest 5 or 10 and divided by 5. The kept cards become VP, with each card worth 1 VP regardless of its face-up value. Each time a color set is scored, a player also gets a goods token of that color. Once one player collects 8 goods tokens, the game ends and VP are scored.



    Peter and I decided it would be a good idea to learn this game at 1am one day. Neither of us was sleepy, so we thought we could learn a "light" game. Traders of Osaka is a "light-ish" game, but it is by no means "light.” There is a lot going on here. Players must pay attention to the positions of the ships as well as the sets being collected by their opponent(s) and the cards that are available. Figuring out when it is beneficial enough to essentially "waste" a turn reserving a card is another demand the game puts on players. I really enjoyed the combination of the spatial element with set collection and Peter did too. We did find it a little long, but that could have been contributed to by the mind-bending stupidity of learning a game at 1am. Either way, I hope to try this one again soon! Bonus points for Osaka because it's one of my favorite cities in Japan!


    Cards


    Prêt-à-Porter
    The last game we learned this week was Pret-a-Porter. I won't provide a detailed overview because it's a little complex and I'm all out of writing energy. I also can't say too much about how I feel about the game because I'm not sure how I feel about it. It's interesting enough, but it just took SO LONG! It took 2+ hours for a 2 player game and that's just unacceptable to me. Maybe play time will go down with repeated plays, but at this point, I'm not sure when we will play again because I don't want to sit through another 2+ hours of this. If it was the best game ever, I might be willing to forgive a long play time, but it's not, so I'm unforgiving :P.






    What's Not-So-New but Still Exciting?


    Elysium
    We took Poseidon and Ares out this week and played with Apollo, Zeus, Athena, Hephaestus, and Hades. It was a crazy game of filling our Elysiums with all kinds of stuff. I thought I would win for sure because I had essentially ALL the family legends completed, but Peter took the win because he made way more in-game points. Oh well. This is still one of my favorite games EVER and I really don’t care whether I win or lose.

    There has been so much discussion about Elysium as a 2-player game and opinions are divided. The number of proposed 2-player variants is staggering for a game that just came out and I see no need for them. Others clearly disagree. Most of the discussion is centered around less of the deck being used in a 2-player game. I think that Elysium is a great 2-player game as written and the fewer number of cards in the 2-player game work just fine for the following reasons:
    1) Fewer cards being drawn from the deck make it necessary for players to respond to the situation at hand. They cannot just sit around and wait for a card they need to finish a legend to come out, but must make the most of what is currently available and what they can see will be available in the future in the Oracle. I don't see this as that different from a game with more players (though I have not played with more, so this is pure theory) because there is still no guarantee that a player will be able to get a card he needs to finish a particular family even if that card comes out, as other players may take it before he gets a chance to do so.
    2) Fewer cards being drawn from the deck in a 2-player game actually increases the replayability and variability of the game. It means that the situations with which players are faced game-to-game can be quite different, negating certain strategies even with the same families in play. For example, I love the Hades card that allows me to transfer an extra card during each transfer phase and I love all the Hades cards that give me extra transfers. However, sometimes these don't become available. Or they become available and I take them and then foolishly transfer them into my Elysium to get that number legend bonus and then they never become available again.

    Ultimately, it works wonderfully and both Peter and I love it with just the 2 of us. Feel free to tell me I'm wrong.



    Small City
    We continue to love Small City! Every night, when we ask each other what we feel like playing, we look at Small City. We both want to play it all the time, but we are restraining ourselves because playing the same game every night might kill it too quickly.

    This week, we tried the advanced game! The advanced game adds some special roles and only 2xn (where n is the number of players) roles come out each round. So there are only 6 roles each round. This means that one cannot rely on having a certain role available to him next round. The advanced game also adds the option of drawing an extra promise card instead of paying votes or money to move up the city council track.

    In this game, I took on the 18-point >$17 goal. I got some big factories and commercial spaces going in preparation and built many parks to counteract the pollution thus generated. I also managed to build a 4-space residence for lots of points by climbing to the top of the building city council track. I never realized the power of that particular track before! And I won with over 60 points!

    Bruges + Bruges: The City on the Zwin

    After a heavily brain-bending game of Small City, we decided to play a heavily brain-bending game of Bruges! It turned out to be a really tough game for me because NONE of the people I drew the entire game were end-game scorers AND none of the people were playing nicely with each other. Mid/late game, I managed to get a nice synergy between the Notary and Preacher. I got lucky when a boat that allowed me to move up the reputation track came out to take full advantage of the Preacher. I was able to get rid of a bunch of nasty markers of death, make some points, AND complete my canals. In the end, I ended up with 83 points, to Peter's 73. I was sure I would lose, but this little combination of dudes really helped...along with the fact that I managed to maintain sole majority in all respects (reputation, people, and canals) and finish both my canals :).





    Suburbia + Suburbia Inc
    I always build phallic suburbs! Always! I don’t know what’s wrong with me. :shake:

    I nearly broke 150 in this game. In fact, I was literally at 150. I got a great economy going at the beginning of the game, while Peter struggled on that front. My northern industrial wasteland was not only a great boon to my economy, but also to my population when the purification and recycling plants came out. I think my people must have been living at work because I didn't have much in the way of housing for them. But they did have an orchard to soak up the industrial chemicals and a sports complex to entertain them. With the orchard next to all that industry, I don’t want to know what was in the food those people were eating. Anyway, I managed to score 2 of the end goals because Peter had to take some lakes to generate money and having no lakes was one of the goals and I had the most industry. Good times! I love the stories I make up about my suburbs people every time I play this game. They always end up being weirdos.



    Eminent Domain + Eminent Domain: Escalation
    This week, I got the “Overseer” scenario. With 3 survey cards in my starting deck, I knew I had to go for my usual “Wealth of Knowledge” tech ASAP. I took everything other than colonize, research, and survey out of my deck and proceeded to just raid the tech stacks with my research powers and colonize the heck out of the planets with all my advanced colonize and double times and other stuff. It was so much fun! Again, I love the combination of "Adaptability" and “Wealth of Knowledge.” With those two, both Research and Survey cards become wilds (to a certain extent). EmDo is officially on my top 10 games list.



    Mage Knight Board Game + Mage Knight Board Game: Krang Character Expansion
    This week, we played Uber Epic Mage Knight! What's that, you might ask? Mines + Secret Tombs/Dungeons + 1 level-4 City in 2 days and 2 nights! Yeah! It actually wasn't bad at all. We managed to take nearly everything down and accumulated lots of loot in the process! I am starting to think that Goldyx is a lot more powerful than I initially thought. Having lots of crystals available to you whenever you need them can really make a difference. Peter was Krang again because he is completely determined to beat me with him before he moves on. :P He lost because he took on way too many wounds again, but it was a relatively close game.


    My recruits




    Le Havre + Le Havre: Le Grand Hameau

    On Canada Day, we decided to play Le Havre. It takes a while and I don't love it, so we don't usually play this one at night. I really regretted playing it during the day too. It’s not that I don’t like this game, but sometimes, it just really, really hurts. The feeding demands are way worse than Agricola and once you get behind, it can be really hard to catch up. Peter kept denying me wood and I was unable to build any wooden ships, so I just had to keep wasting all my turns running my stupid fish engine. I also couldn't get any iron ships because the cokery only became available very late in the game (I just couldn't dig it out due to lack of wood). It was a painful experience and I just wanted to cry...But my sister’s handiwork made me smile regardless. She's the best.








    ZhanGuo
    Peter loves ZhanGuo! The conversion has succeeded! This time, I went for trying to finish both all of the top and all of the bottom goals. And I succeeded! And I won the game! And Peter still loved it! YAY!

    I built a really strong point tableau early in the game and then just kept taking advantage of the benefits. I was sure that Peter would win because he got the board that gave him an extra worker every time he took workers, but I built a stronger tableau. He made the mistake of building palaces early and before he could benefit from them properly in terms of points, so he lost out on a lot of points that way. He wanted to beat me to one of the end-game palace goals, but I don't think it was worth it.

    In previous games, we both nearly completely ignored the bonuses that come up at the end of each round for the player with the most markers of a certain color. We would hoard them until very late or until the end. This time, I actually took the bonuses more frequently and because I kept building up my tableau, I kept getting more of the markers. I think these bonuses were key to my accomplishing all the goals. :) Fun! I want to play more! And now that Peter loves ZhanGuo too, I’m sure we will play more regularly!





    Caverna: The Cave Farmers
    Yay! Caverna week! Steph has been playing so much Caverna and Fields that it made me want to bust it out! And I was so happy I did! I made 70 points, which is not a great score, but I felt like I had a strong cavern. I got 3 dwarves and a nice little point combo for their dwellings. :) And I didn't even lose any points for missing animals or uncovered spaces!

    Abyss
    After a very happy game of Caverna, we decided to play Abyss. It was a very sad game. I think I don't play this game enough and just forget what I should be doing every time I do because I just keep losing and not having any fun in the process. Peter somehow managed to get a bajillion cards in his hand at the beginning of the game AND the lord that helps you recruit other lords by reducing the price of doing so by 2 and he just kept doing mean stuff to me with the stupid red lords. I hate those guys! Seriously, I really, really dislike the red lords. They are just so randomly mean. There doesn't seem to be a really good way to get around them either. If you happen to have the right cards in your hand when they come out, you might be able to recruit them yourself to avoid having bad things happen to you, but if you don't and someone else does, you're just SOL. To be fair, I did misread the power on one of the lords. The lord's power says something to the effect of "Your opponent puts one of his active lords sideways and that lord only counts for IP." I read it as "Your opponent puts on of his active lords sideways and that lord only counts for 1 point." And I had the location that provides 2x the number of points of your weakest lord, which, had Peter recruited that nasty lord, would have rendered my location worth 2 points instead of 10. My misreading was quite a substantial mistake (it was late! ( > . <)) and it led to my literally throwing the card across the room in fury when Peter was about to take it. I know. I'm like a child. I am a child. Either way, we took him out. I also grew frustrated with the council cards being face down. Who cares which one of us can better remember what was in the different piles? So we turned them face up. I think I was just having one of those days...

    Peter ended up winning by 2 points, which is not exactly a runaway win, but the whole game just felt so brutal to me. A this point in time, I don't want to play this game ever again, but at the same time, I know I misread the card and it's not the game's fault I stink at it. I'm sure I'll revisit it again...and possibly just repeat this whole process of mistaking and misunderstanding because I don't play the game frequently enough. Ugh. It's just so pretty. I must play more. And only when I'm not in one of my weirdo moods...





    Patchistory
    We played Patch! Yay! Peter knows I love the civ games and and we hadn't played one this week, so he happily agreed to play Patch. I won! Yay!

    I went for a balanced approach of votes, dudes (with the Eiffel Tower), wars (with a great victory in age 3!), and just a straight-up steady supply of culture. I had the "wastelands" prosperity goal at the beginning of the game, so I was already interested in wastelands when Homer came out. He really helped get my food up quickly. Plus, I had way more purple books than Peter throughout the entire game.



    Bora Bora + Bora Bora: Orange God Tiles
    This week, we learned that this game can be incredibly brutal. We knew that already, but this week, we learned the true extent of that brutality.

    The goals that were available to me kept taking me away from what I wanted to accomplish or needed to accomplish in order to give myself more flexibility (i.e. get more God cards) and I kept rolling the WORST possible numbers. It was just brutal. And I lost. But I did learn that I should not blindly try to accomplish all my goals. They might not be worth it. The 6 bonus points at the end can be obtained in other ways that might lead to more points in the process.


    I accomplished nothing :(


    Race for the Galaxy
    We decided to play Race when we had only a bit of time for a game on Saturday. I initially suggested Roll, but then both Peter and I agreed we liked Race more, so we played Race. I got a bunch of 6-cost developments throughout the game and was able to pick and choose the ones that worked best for me. Peter, on the other hand, got pretty unlucky and only managed to dig one out of the deck, so he had to work with that. :( I ended up winning...by a lot.

    I like Race for its compactness and the amount of game in that small package. It was the only game we took with us to Korea and we played quite a few happy games of it in our hotel room at the end of each day. It's a great travel game. :P



    Roll for the Galaxy
    We played Roll for the Galaxy this week as well as Race because I wanted to compare them. And I'm definitely sure I enjoy Race more. But I don't think I really love either. Race is a bit more strategic and consequently interesting to me, but it still isn't a game I love. There are better games out there at the moment. Roll is ok, but it has a bit more randomness involved than I like. Between the dice and the tile draws, it just drives me a little wacky when I'm not in the mood for randomness. Also, Peter is getting a little tired of digging through tiles and cards for 6-cost developments. He feels that both Roll and Race always turn into a game of "who can get more 6-cost developments." I think they've both been kicked out of his top 10.




    Soft puppy, warm puppy, little ball of fur...


    Subdivision
    Peter got 101! Yay! Now we are both officially "planners" and can bask in the glory of planner-dom! I just don't know how we could possibly do any better...I made a measly 91 :(. I hope my planner status has not been revoked...





    Concordia + Concordia: Britannia & Germania
    We hadn't played Concordia in a while, so I suggested it and Peter agreed to play. He said that he likes this game and would play it any time, so my conversion is working :). He didn’t really like this game at first, but repeated playing has made him appreciate it more. It’s very quick with only 2 players and the Britannia map is super fun. I ended up winning by Senator-ing way more cards than Peter managed to do throughout the game.






    Fresh Cardboard


    1. Eminent Domain: Microcosm - More goodness in the EmDo universe? Yes please! Bonus points for play time of 15 minutes!
    2. The Game: Spiel... so lange du kannst! - Another game to review! Thank you to BoardGameBliss for stocking this Spiel des Jahres nominee!:) I'm not sure how much we will end up enjoying this as it is an abstract co-op in the vein of Hanabi (which I really don't like), but I'm willing to keep an open mind.
    3. The Majority: Complete Edition - See above
    4. Pandemic - So...I didn't have this game. And after the wild success of Dead Men Tell No Tales, I decided I had no choice but to cave and get it. I really don't like thinking about crazy viruses taking over the world, so I stayed away from Pandemic like it, itself, was the plague, but no more. It's also easy enough to introduce to non-gamers should the opportunity arise...which it will next week! They'll have an option between burning pirate ships and plagues.


    Birthday girl and birthday girl's mommy :)

    0 0

    by pigasos15

    I cannot figure.Do i put the starting stuff (offer) over and over again when the round ends or only at the beginning of the game?

    How the hell can you find so much money to buy all these buildings?Maybe Im doing sth wrong as I ended up with 50 vps! hahaha (solo game)

    0 0

    by pigasos15

    omg how funny!
    I thought build and buy was the same thing so every time I gave the money pluse the resources to take the building in front of me! silly me! :shake:

    but what about the starting resources after all??

    0 0

    by klbush

    Starting resources only at the start of the game, but each turn the resources from the latest move (ship space) are added to the offer spaces. Buildings are much easier to build than to buy. Resources in a solo game are plentiful, especially if you use the market and some other resource producing buildings occasionally.

    0 0

    by Clatch

    New File: Le Havre 1.26 Widescreen Update for Board Game: Le Havre

    0 0

    by kendahlj

    We missed this rule and have been playing 1 franc per loan since we got the game. Probably a half dozen or more plays this way. I'm anxious to try it with the correct rule. I imagine it will change the game immensely. I actually like it the way we played it. Makes feeding your family an important aspect of the game not to be ignored...

    0 0

    by kendahlj

    rahdo wrote:

    Wow. I clearly misread the rules, and my wife and I have been playing 2p for the last half year (probably around 9 games in total) in the way that seems "logical" to us... where you have to pay 1 franc interest for each and every loan you've got out. So we generally never go over 2 or 3 loans, and pay them off as quickly as we can.

    I suppose we should try the "proper rules", but this "1 franc to cover all loans" sounds crazy overpowered to us, considering we're used to playing something that is a bit more "like real life", and we like the challenge level where it's a big risk to take loans. Under what circumstances would you NOT just ignore food and take loan after loan after loan with this system. That just feels insanely overpowered, to the point where if you're not swimming in loans, you're playing the game "wrong"

    We generally score in the low to mid 200's btw. The game we just finished this evening ended 259 to 247.

    Will have to give some thought as to whether we'll start playing "correctly", but I worry it will so weaken the core challenge of the game to largely ignore food, and blithely carry 10 or 12 loans at a time that we'll lose a lot of our love for the game... :soblue:


    This sentiment is exactly the same as mine... The challenge of the game is to make money while keeping your family fed. I worry it will lose some luster with the 1 Franc only rule...

    Rahdo, do you play with the correct rule or your house rule?

    0 0

    by kendahlj

    rahdo wrote:

    What's your definition of "going crazy with loans" in a 2 player game? 5 loans? 10?

    Reading through the strategy forum here for the first time, it seems a common feeling that coal/coke shipping is king of the hill... no wonder, since with lots of loans, you don't need to worry about food.

    In our games, cattle/leather is equally viable, because you're making all important food along the way. With lots of loans, how can food ever be as important?


    Yes! Agree!

    0 0

    by grant5

    kendahlj wrote:


    This sentiment is exactly the same as mine... The challenge of the game is to make money while keeping your family fed.

    Well, that's Agricola. Uwe is obviously no stranger to designing games where you feel the pain of neglecting to feed your family. But he intentionally designed LeHavre differently, and you must realize there is a reason for that. I'd hope you'd at least give the game a few plays with the correct rules before deciding your house rule is better.

    0 0

    by kendahlj

    grant5 wrote:

    kendahlj wrote:


    This sentiment is exactly the same as mine... The challenge of the game is to make money while keeping your family fed.

    Well, that's Agricola. Uwe is obviously no stranger to designing games where you feel the pain of neglecting to feed your family. But he intentionally designed LeHavre differently, and you must realize there is a reason for that. I'd hope you'd at least give the game a few plays with the correct rules before deciding your house rule is better.


    I definitely will try it the right way. I'm just saying Le Havre is my all time favorite game and we got that rule wrong so I already know I like it with a wrong rule. Maybe I'll like it even more the right way, although I doubt it.

    It's also interesting that the designer felt the need to introduce a tweak to the original rule. He must have realized something was at least a lightly off...

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