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  • .e 5:39 pm on May 12, 2016 Permalink | Reply
    Tags: feelies   

    Kingdom Con Loot 

    No game purchases at Kingdom Con this year, but we did get a nice bag for carrying stuff, and these mini adventurers for Lords Of Waterdeep

    Aren't they adorable?

    Aren’t they adorable?

    Actually makes it feel like you hire guys instead of shuffling cubes around.

  • .e 5:39 am on March 24, 2016 Permalink  

    BuzzFeed-style board game meme list 

    Made a stack of buzzfeedy board game memes.


    When you’re sneaking up on a science victory in 7 Wonders and no one noticed


    When they try to connect their big meeple to your farm in Carcassonne


    When you roll 3s even after going to two dice in Machi Koro


    When every single one of your units is webbed in Neuroshima Hex


    When in Tragedy Looper you enter last loop and don’t even have a theory


    When someone publishes a paper in Alchemists and you know it’s wrong


    When you start 1830 and first action they buy SV


    When you solve TIME Stories on first playthrough


    When in Game of Thrones you play Lannisters and the Greyjoys attack both you and the Starks turn 1


    When he goes for the Scholar’s Mate against you


    When you get a third Monster Surge in a row in Arkham Horror


    When you’re trying to explain Mottainai


    When in Takenoko their quest are the same as yours but worth more points


    When you’re one point short of winning a seven hour TI3 game and the guy with 3 points suddenly has decision paralysis


    When you banish someone out of Dead Of Winter and next turn the supply is sabotaged again


    When literally anything happens in Robinson Crusoe


    When they first turn gambit into a MegaHauler in Star Realms


    When no one crashed the market for your goods in Planet Steam


    When in in an 18XX the bank runs out of 5Ts before you can buy one


    When you’re given a 0-clue in Codenames for the first time


    When you’re not the Fake Artist but you don’t know what the object you’re drawing looks like


    When in Sheriff of Nottingham they’re about to open the saddlebags before you have a chance to try to bribe them


    When you take down a wyrm with two clones in Nexus Ops


    When they successfully coup a 4-stability country in Twilight Struggle


    When someone uses a Guard to guess you have the Princess on first turn in Love Letter


    When everyone but you forgot to keep a pudding in Sushi Go


    When someone offers to trade their wool near end of game in Catan


    When you get at least half of these

  • .e 9:35 pm on March 20, 2016 Permalink
    Tags: ,   

    Euphoria: Build a Better Dystopia review 

    We picked this guy up from our anniversary purchases. I’m quite fond of it.

    Euphoria. Legitimately beautiful board.

    Early play in Euphoria. Legitimately beautiful board.

    Euphoria is a dice placement eurogame with a great theme and a bunch of interesting twists. You play a middle manager in a world crushing dystopian society and you’re just trying to get your job done. To do so you use your worker dice, and the larger the dice score, the better the dice works in some jobs, but if they get too smart then they will make a break for it and run away from the dystopia. Then you gotta go spend resources to birth new ones from the tanks.

    The game also includes 4 factions. All buildings have allegiance to one of them, and every time you use that building it gives that faction a bit more strength. Players have employee cards, active employees give let you use those buildings more efficiently.

    Your goal is to put down all your stars onto the board. Doing so requires building markets and trading ancient artifacts (from before the dystopia) in those markets. Getting those requires trading with the Icarites (the sky faction), or digging tunnels to allow some factions to steal from the other factions.

    The final tier of dynamics are the aforementioned markets. They’re set up so that not all players can contribute to their building, and once they’re build everyone who didn’t help has a new game rule placed against them until they donate some artifacts.

    You should start to get a feel that this game includes lots of things happening at once, and I can vouch that that’s in a good way. First you want to ride the balance of most use you can get out of your workers without losing them cause they got too smart. Second, you want to advance the factions you have employees with so that they get more efficient. Third, you want to make sure to be early to contribute to market building so that you don’t get locked out of game benefits, again for maximum efficiency.

    There’s also a nice natural narrative to the game, sort of nice in a euro. The game goes through distinct phases of first general start and dice generation, then a digging/building phase, and then a maximum speed race for artifact generation and placement. This helps prevent the sensation of sameness that occurs with some euro games.

    Euphoria, top down

    Euphoria, top down

    I genuinely like this game. Great theme, great art, great tokens, and most importantly genuinely interesting gameplay. My only quibble is that the box and board feel just a bit light and it makes me a bit worried whenever I move it, but it’s a really really minor concern and in no way makes pulls me away from recommending this game fully.

  • .e 4:30 am on March 20, 2016 Permalink
    Tags: , deal making   

    Game of Thrones, the Board Game, review 

    A classic, for good reason. It’s the area control game that gave backstabbing a good name. Often imitated, never duplicated.

    Game of Thrones, I own the blade and the Raven. Good signs.

    Game of Thrones, I own the blade, the Raven, and have ships over the east coast. Good signs.

    Ameri-gaming done right: start by taking an interesting property, put a slim game on top of it, then make sure that the game ‘feels’ like the property. And that’s the secret of it’s success: GoT:tBG feels right. The backstabbing (sometimes proper invasion, more often in the form of denying support that was promised) is woven integrally into the game. The combat is deterministic which makes the backstabs sting even more as you went through and counted all the math and you have had enough if not for those awful Tyrrels.

    The game’s victory condition is holding enough castles. The temporary nature of this means the game is a constant dynamic rotation of who everyone else is ganging up on. The dream is to be 3 castles behind as everyone else fights each other, then to leap across the map on a chain of boats and grabbing 3 in one turn.

    Ah, the boats.

    Top down GoT

    Top down GoT, my boats on right won me the game

    The boats allow armies to teleport across the map. They prevent the game from becoming a slow bottleneck of fighting over choke points and allow for grand master moves like distributing 3 armies across 3 different landing zones. Don’t underestimate them or you’ll find yourself with foreigners at your shores sieging your muster spots.

    The game’s narrative is driven by power tokens. Instead of using a region militarily, it can be harvested for that abstract currency. That’s then used to help fight against the periodic Wildling attacks and to bid on the 3 tracks which functionally represent turn order, military power, and flexibility with orders respectively. Winning the top tracks gives added benefits: the Throne breaks ties in the other appointments and decides how some event cards play out, the Valarian Steel gives +1 to a combat, and the Raven swaps two orders in response to them displaying, letting the owner respond to someone doing something unexpected.

    End of game. Baratheon rode from King's Landing to outside Winterfell

    End of game. Baratheon rode from King’s Landing to outside Winterfell

    It’s a great game with a caveat: it’s kinda off-balance at 4 and 5 players. Highly recommended at 3 and 6 players though.

    Really, my only ‘complaint’ of any sort is that the characters don’t look enough like their TV show versions that I’ve gotten used to. Makes since the game predates it by quite a bit, and to be honest the hand painted art is much nicer than any film stills could be.

  • .e 4:30 am on March 19, 2016 Permalink
    Tags: , ,   

    Bioshock Infinite: The Siege of Columbia review 

    Tomo picked this up on one of those online sales so I finally got to play what I passed on to get Evolution instead.

    Bioshock Infinite: The Siege Of Columbia

    Bioshock Infinite: The Siege Of Columbia

    This is pretty much the quintessence of a Ameri-game. Miniatures for area control. Combat with custom dice. Completely theme based. Simple rules that involve a lot of weight up front. If you like the genre, you’ll like this.

    For those unfamiliar, the board game is based on a video game of same name. In it you try and rescue a girl from a floating city while factions fight for domination. In the board game you represent one of two of those factions, while similarly to Lord Of The Ice Garden, the protagonist of the original story wanders about the map causing massive destruction.

    The game was introduced to me as “basically Nexus Ops with a Bioshock skin”, and that’s a very good starting point to understanding it. The game is won by placing your 10th victory point, and they’re placed by either succeeding in a VP objective, or by holding an area of the board. The first are yours forever, the second only until you lose the area.

    The main driver of the game are cards. They are dealt to players each turn and represent the units available to the faction. They can be spent to gain money (allowing purchases of units, buildings, and upgrades), to give bonuses and special effects in combat à la Game of Thrones, or to win votes to pass new laws that change the rules slightly each turn.

    On top of that there’s the aforementioned protagonists. They run around the board willy nilly, sometimes knocking out entire districts, sometimes killing all units, sometimes helping whoever they share the sector with.

    Top down view of Bioshock Infinite

    Top down view of Bioshock Infinite

    If the game sounds kind of random, it rather is. There’s the combat dice, the card draws, Booker’s movement, Elizabeth’s effects, the laws you vote for, and the victory point conditions. None of these do you have any real control over. On top of that, 1 card in either deck is game-changingly powerful: the Songbird / Airship ones. They add a giant amount of points to the fight, on top of letting the unit teleport in and bring its die with it. It means that you basically get a free win each time you draw it. I used that to win the game but taking over a needed final point, despite my opponents best efforts all game to prevent that.

    I mean, it’s not a bad game. The theme is done well and it looks great. But it definitely feels a bit like everything they could think of from every FFG game they liked was picked up and throwing into a pot. Check it out if you’re a hardcore Bioshock fan, but you’re probably not and you’re probably ok sitting this one out.

    The minis are ok

    The minis are ok, the cardboard buildings are nicer


  • .e 8:39 pm on February 28, 2016 Permalink  


    Managed to get my first win in a Twilight Imperium (3rd ed) game. Won as the Xxcha by concentrating on technology and managing to hold Mecatol Rex for a good 4 turns.

    I was the green faction

    I was the green faction

  • .e 6:19 pm on February 27, 2016 Permalink

    Pax Porfiriana (solo) mini-review 

    This one took a while to hit table despite my best efforts since the rules are a bit long, so I finally did the optional solo variant by myself.


    Pax Porfiriana, solo, in progress. Diaz on right.

    I realize this really is a very mini review even by my standards but I just want to say how fantastic the game really is. It’s a card builder-style game with lots of details and intricacies that all come together to provide a consistent whole (vs feeling like distractions). I say card builder-style game cause unlike with most builders your cards tend to get killed quite often. You’re perpetually building, fixing, defending, and rebuilding, while also destroying everyone else’s cards.

    This on top of a very interesting and original theme, researched with a satisfying amount of detail. While playing you learn a little bit not only about the history of the time, but also about how difficult it must have been to live at the time.

    And yes, this is an Ecklund game. The manual comes with an extended political/economic treatise by the author of slightly sophomoric quality, and the cards are intimidating at first with symbols all over the cards, some upside down, some back to front. They become very second nature very quickly though, thankfully.

    The solo game isn’t perfect as the bot player, Diaz, doesn’t require money and as so never builds an engine that you can attack. This makes a few of the cards not particularly useful to the player other than as self-attacks to build Outrage and liberate slaves (building Revolt points).

    My only modification to the solo game rules is to change the way Diaz picks his cards away from the d6/d6 method cause there’s too much money to be made in speculating on the 16s. I have a D16 from Dungeon Crawl Classic so maybe give that a shot. Something like 1-5 buys from column 1, 6-9 from 2, 10-11 from 3, 12-13 from 4, 14-15 from 5, and 16 from 6. We’ll see.

    Incidentally, I (barely) won with a Revolution victory.


    Viva La Revolution

    So yes, this was a mini-review. Proper review after we get a multi-person game of this going.

  • .e 9:53 pm on February 24, 2016 Permalink
    Tags: ,   

    Dice City, review 

    David brought Dice City to game night so I got to check it out.

    Dice City player board. The dice land on intersection of number and color

    Dice City player board. The dice land on intersection of number and color

    The game is the exact middle ground of Machi Koro and Imperial Settlers. It takes the dice from Machi Koro and combines it with the resource management of Imperial Settlers.

    You start with a large board in front of you filled with useful but unexciting builds. You roll all your dice and place them in their correct spot (where the color of dice and number rolled meet), and then activate that building. Sometimes you get a resource, sometimes you get an attack point, sometimes a weird power up goes off. You then use those resources and attacks to get new cards and VPs, perhaps attacking and disabling your opponent’s buildings.

    That’s pretty much the entirety of the game mechanically, actually. Get resources, spend resources, hope that the numbers you need roll. This isn’t a criticism, simple mechanics for card building combined with interesting cards is all you need. So let’s talk about the cards.

    Full setup of Dice City

    Full setup of Dice City

    The cards are definitely more Machi Koro than Imperial Settlers. There’s more of simple combos such as “Activate every harvest card in your row”, and very little of the more complex meta-cards of Imperial Settlers, which makes sense as those complicated Settlers engines require colossal hand draw and complete control of what plays when, which is quite literally impossible to set up in Dice City.

    I think Dice City never quite jelled for me because I already played and got familiar with the games at the two extremes of it’s gameplay. It’s a perfectly good game in it’s own right, but for light card building and dice rolling I’d prefer Machi Koro, while for deep card building Imperial Settlers is much more stimulating. I’d recommend this if you have neither of the two above but are interested in the genre, or if you feel that Machi is too light while IS is too heavy, but me personally I feel like the two games on either side are better experiences overall.

  • .e 9:52 pm on February 21, 2016 Permalink  

    Valentine’s day 

    Forgot to post our Valentine’s Day photo this year.

    Happy 2016

    Happy 2016

  • .e 9:51 pm on February 21, 2016 Permalink
    Tags: ,   

    Xenon Profiteer, review 

    Grabbed it on sale from Eagle Griffin cause we like clever deck builders here. This one is even more clever, to the point it plays more like a card builder (like Mottainai) than a proper Deck Builder.

    Xenon at work

    Xenon at work

    The premise of the game is you want to ‘isolate’ xenon in your hand by removing all other cards, then use it gain victory points. This is done primarily by a once a turn ‘distilling’ step where you remove from your deck all the cards of the most common gas in your hand (so all nitrogens if you have nitrogen, all oxygens if you have no nitrogen, etc). The catch of the game is that to get xenon cards into your deck you also must take a nitrogen, oxygen, and krypton, then you spend all your effort on removing those cards.

    The non-gas cards are divided into 3 types: power ups, pipelines that increase your hand size, and contracts that convert xenon to points. Power ups can be used like in a deck builder (once per shuffle), or can be installed at a cost to go off every round. This means that it’s possible to play and win this deck-builder without ever buying a card to your deck. You would still need to take air in, but that’s done as a separate action from buying.

    So the one half of the game is the above, a multiplayer solitaire to get the most points possible out of the objects you buy, about when to switch to ‘overtime production’ which allows you to distill twice, at the cost of not getting any new cards, and when to buy what. The player to player interaction comes through the process of bidding.

    Xenon Profiteer to go

    Xenon Profiteer to go, at Tea N More

    Bidding is placing your player token on a card available for purchase. It lowers the price of the card for you buy 1 (including going into negatives, meaning the card can pay you to purchase it), but perhaps more importantly it means that whoever buys that card will also have to pay you on top of the normal price.

    This leads to the primary interaction with other players: trying to block their purchases and convert what they need into a slowdown for them and acceleration for you.

    A playthrough is about I’d say 20m per player, and has a similarity to Mottainai in that the two main strategies are either to go slow and get as many points as possible, or to go as fast as you can in order to get the game to end quickly before the slower decks manage to ramp up their engines. In our experience this can go either way.

    It’s a great game for us, not very heavy but interesting in a puzzle solve-y way, while still including a bit of player interaction without making it too aggressive. Recommended if those things sound appealing to you. The unique play style and theme also helps. Wish it was just a hair quicker cause it’s just barely too long for work lunches with our usual 3-4 people.

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