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What BOARD GAME(s) have you been playing?
Couple of months ago, I played all of the scenarios in the starter set and one complete game, with bigger teams.
Initially, I liked it a lot, but my enthusiasm started to wane after the big game, because it took us like 3,5 hours to get through it. Also, it kind of started to remind me of Earth Reborn in terms of disparity between actual mechanics and what they're supposed to represent. In Earth Reborn, I was more concerned with my bits&chits than the miniatures and their positioning. In Malifaux, I spent a lot more time playing cards than moving my guys and making pew-pew sounds.
Nevertheless, I'm going to give it another shot with the same opponent and the same teams.
Does anyone here has any experience with it? Should it take that much time or we're dumb?
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- hotseatgames
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hotseatgames wrote: I looked at Malifaux. Then I saw there were no dice. The end.
Obviously, you are not a golfer.
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I won as Romulans by maximizing blocking and advanced cloaking. The turn Klingons and I got to 5 Ascendancy the Klingons had gone first and were holding 5 systems, I had 4. Two fleets advanced warped into Klingon worlds and razed them, and a web of blocking ships prevented the Feds from interfering with my victory. The map was way different than the first time we played, we actually got all the system on the table. 3 of my initial warp lanes went to phenomena and I struggled all game to hold more than 2 research nodes. I think the Fed player, who was the rookie, was a bit less focused due to never playing and kinda learning the mechanics as they played. He had a ridiculous amount of research and had he played before instead of going all projects we would've had formidable Fed warships to deal with.
Can't wait till try the Feds now, it'll prolly never happen cause we go random and I want to try them out.
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Imperial Assault - we played a raid on a spice den scenario, the rebels won largely due to my incompetence.
San Juan - picked this up in a trade, its great, definitely prefer it to Race, possibly to Glory to Rome. It's a really satisfying game to play and much better than the boardgame that inspired it. I tried to build a coffee empire and came in second.
The Networks - this is a satirical light euro game about running a TV network like HBO, you spend money each round to buy shows, hire stars and place adverts. It has comical art and cynical names for its shows etc. I really dug this game , mostly because of the humour but the euro underneath is pretty solid and not very complex. I mostly hosted bad comedies on my sports channel and came in last.
Codex - This is a David Sirlin game. I generally dislike Mr Sirlins games because he seems to spend his time trying to prove hes better than other game designers by redoing their games 'fixing' them. However, despite codex being Sirlins attempt to one up magic, it's excellent mostly because it is magic. You have the buy cards when you want em mechanic from mage wars to deck build on the fly, and then you have a few new things. You can upgrade your tech allowing you to buy higher tech cards, you have three sub factions within each faction and you have to focus on one, you have heros and buildings and generally quite a few options for each turn on top of your usual magic fare. I'm told its quite similar to magic EDH. Unlike most of the FFG attempts at CCGs/LCGs Sirlin has retained magics resource ramp and so the tempo and build up of the game. Mostly what made the game good was the factions, one game was won by a rampaging land octopus, and one faction has a fantasy traffic cop and a tax collector for units.
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Salem lasts four turns, and each turn you get to pick which jailed townsfolk are actually witches, using the clues that each player gives out during the turn. Wrong guesses penalize you, and the player with the fewest penalty points wins the game. However, the early turns are based on little more than guesswork. By the third turn you should be pretty close to solving the game's puzzle, and by the last turn you will have solved it. The problem is that if your early guesses are wrong, you'll lose, and AFAICT there is no way to avoid guessing on the early turns. The winner guessed pretty close at the start, and got two penalty points. Last place guessed poorly, and got twelve points. I don't mind (too much, anyway) games that punish you for stupid moves at the start. This game punishes you for wrong guesses at the start, and you can't recover from it. I'd play it again, because I like Sudoku in small doses, and my friend likes the game a lot. But I wouldn't ask to play it.
Afterwards we played three games of Unspeakable Words. It's a press-your-luck word game, with a Cthulhu theme, that plays pretty fast. I'd buy a copy, if the thought of buying a $50 filler game didn't freak me out,
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RobertB wrote: Afterwards we played three games of Unspeakable Words. It's a press-your-luck word game, with a Cthulhu theme, that plays pretty fast. I'd buy a copy, if the thought of buying a $50 filler game didn't freak me out,
I have a copy of the original edition sans figures that I'd let go for cheap if you really want a copy.
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I have a copy of the original edition sans figures that I'd let go for cheap if you really want a copy.
The friend who owns the game has a couple of extra copies as well, and I could cadge one off of him. But I appreciate the offer!
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The game packs a lot of narrative, a few nasty surprises (yes, some of them even work if you know they're coming) and I've had two very tight endings with the entire game being down to one roll of the dice ... or rather, one draw from the chaos bag. I have yet to see how much impact deck building during the campaign will have, but with a deck of only 30-something cards, I guess that even adding a few cards can make quite a difference.
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- southernman
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Next up was our first play of Plaid Hat's City of Remants that I got in a recent BGG math trade, it's a DoaM semi deckbuilder board game with all four gangs (decks) having a different theme and it surprised as as it had a lot in it, we all liked it and it plays well for three so should see more table time.
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I also taught Welcome to the Dungeon to three new players, and they all enjoyed it despite their initial trepidation. Even the owner of Grifters thought it was the better game.
Related reflections on my gaming life: (spoilered to let you avoid my ramblings)
What I've finally realized that is the sun has set (for me) on this particular game group, which I've attended regularly (weekly, monthly, or quarterly, depending on the year) for the past 10 years. The people are great socially - friendly, great senses of humor, patient, and other worthwhile adjectives - but my tastes have diverged to the point where we don't share common gaming interests anymore.
As a side note, most of the group regularly attends the Gathering of Friends (never been myself), and many are even older than me. Given the latter point, it's a wonder that most are still alive.
Highlights of the group, with names changed to protect the innocent.
Mr. B: Refuses to play co-ops, complicated games, games longer than 90 minutes (some exceptions), games with too much reading (i.e., all deck-builders), and most new games (some exceptions). Loves party games.
Mr. E: Won't play games with dice, a significant luck element, or direct conflict (e.g., Tigris and Euphrates, Evolution). Always brings the same three games: Ticket to Ride, Thurn and Taxis, and something that I'm forgetting because I never want to play it.
Mr. J: On principle, won't play any game that I've brought (knowing that I like "bad" games), but is occasionally surprised when I talk him into a game and he likes it.
Mr. N: Will play anything as long as it's meaty, especially on the Euro side of things.
Mr. and Mrs. S: The mister likes Euro hotness, but will play almost any Euro that doesn't have auctions. (Me? I love auctions.) The missus: Ditto, but tolerates auctions.
Ms. X: Likes all of the lighter stuff that I enjoy (Elder Sign, thematic deck-builders, Qwixx, etc.), but she tends to take off early and leave me stranded with The Others.
Mr. C: Pretty diverse tastes, but gravitates towards Euros if suggested.
Mr. L: Strangely brings a combination of hot Euros and hot AT games, but always the AT games that I have no interest in playing.
The one game that I can always play with this group: Codenames. The other: Railroad Tycoon.
Anyway, I'll stay on the group's mailing list, and if I can pre-arrange a game I'll definitely attend. And I'll keep seeing the group members at local cons, which I look forward to every year. But the days of me showing up blindly to meetings are probably gone. No big deal, I guess, since I have another (larger) group that meets weekly, and frankly I'm happier staying at home and gaming with the wife and kids. They mostly like the same games that I do, which probably isn't a coincidence.
Note: This begins my weekly series of "first world problems" postings to F:AT.
Anyway, my family and I will be starting the new Mummy's Mask pathfinder campaign on Wednesday, when the family returns home for Thanksgiving. Score.
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- Cranberries
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So the siren casts a giant tsunami AOE in the zone, which I thought was nuts. I put up my shield but it fails and I'm pushed back into the next zone into more urchin beds for extra damage. That's 4 dice from spell, 3 more from urchins. Same with my poor knight but he gets lucky and is left with 1hp. In a tragic but hilarious turn, the Siren is also carried away into our zone. It's not finished yet because the spell chains across the board until it hits the end. So with more shit rolls I'm washed back another zone and take more damage, along with the Siren. The knight doesn't get pushed back this time. Repeat. We both get hurled through the waves to the next area and not only does the water beat me but I'm smashed into the wall for another 3 dice damage. Now I have fucking 3 hp left!
Next round and she has inish... BUT she's stunned by my archer of light. She quick-casts a blast on me but if she rolls a 6- she fizzles. It's a 9! Ocean spray gushes at me but I still have that trusty shield. A roll of 7+ will save me and I get it! Holy shit. I proceed to spam heals on myself while the knight and archer put wounds in her. Fuming, she teleports back a square and then runs to the safety of her shallow waters. I advance forward blasting her with light while the archer attacks twice (12 dice!) for the victory. It was a dope battle.
In retrospect, destroying the boots (which would have made me immune to the tsunami) was alright. That fucking shield ended up saving me at the last, though.
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