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  • .e 5:03 am on July 28, 2015 Permalink | Reply
    Tags:   

    The Hatchery 

    Final playlists of my Neuroshima Hex fan army, The Hatchery. New mechanics, new powers, lots of complex combos, giant angry mutant sparrows.

    The Hatchery

    The Hatchery

    Averages 50% against the standard armies as I play them, so hopefully this will work out.

     
  • .e 4:56 am on July 26, 2015 Permalink | Reply
    Tags: card powers, dungeon   

    IDW Playtest 

    IDW playtest of Awesome Kingdoms, over at Villainous Lair.

    Awesome Kingdoms

    Awesome Kingdoms

    Like a Munchkin in 20 minutes. Not super deep, but has a strict time limit and is a simple fun game. Good lunchtime game.

     
  • .e 4:49 am on July 22, 2015 Permalink | Reply
    Tags: card placement,   

    Worst turn ever in an Imperial Settlers game 

    Was playing Egypt against Romans and Barbarians and had a great turn 1 and 2. So turn 3, they decided to let me know what they think about that.

    5 ruins :(

    5 ruins :(

    I started the turn with 1 ruin, ended with 5. Yeah, didn’t get back from that.

     
  • .e 4:22 am on July 19, 2015 Permalink | Reply
    Tags: , deckbuilding   

    Imperial Settlers / The Agents 

    Quick game of Imperial Settlers. It’s officially passed 51st State / New Era as my top game now.

    I can now see that the faction mechanic goes a long ways to making the game interesting, it adds much more difference in between play styles compared to the old ones which were pretty equivalent by turn 3.

    The clean up of the “3 points maximum per card rule”, the clean up of the weird “blue forces / red forces / white forces” arrows, less confusing iconography, all those make the game much more playable too.

    Imperial Settlers

    Imperial Settlers. I need more Features.

    We also tried one of Joe’s Kickstarter games: The Agents.

    The Agents, wide shot

    The Agents, wide shot

    The Agents, a single faction

    The Agents, a single faction

    Really confusing little thing, with a lot of high tension indecision: every agent card you play gives points and powers, but you have to give one to your opponent as you play it.

    Lots of complex combos are possible, though the scoring is a bit difficult. It’s surprisingly difficult of a game on multiple levels.

     
  • .e 4:10 am on July 16, 2015 Permalink | Reply
    Tags: puzzle,   

    Neuroshima Hex Mini Puzzle 

    A mini puzzle from an over-lunch game of Neuroshima Hex. Yellow is at 15, Green 11. This is the last turn so there will be a final battle after. Can Yellow tie, or win?

    A Neuroshima Hex puzzle: last turn, can yellow tie or win?

    A Neuroshima Hex puzzle: last turn, can yellow tie or win?

    Pretty sure tie is simple, but there is no way to win.

     
  • .e 10:58 pm on July 5, 2015 Permalink | Reply
    Tags: 4e, 4x, epic, space, war   

    Twilight Imperium 

    After quite a few misadventures, my christmas present TI3 finally hit table, 5 players.

    Full ruleset:

    • Flagships
    • Politics II
    • Trade II
    • Imperial II (+ Age of Empires or whatever)
    • SE Objective Cards shuffled in
    • Preliminary Objectives
    • Factional Research
    • Mechanized Ground Troops (no one built a single one)
    • Wormhole Nexus

    Obligatory progress photos.

    TI3, Turn 1

    TI3, Turn 1

    TI3, Turn 2

    TI3, Turn 2

    TI3, Turn 3

    TI3, Turn 3

    TI3, Turn 5

    TI3, Turn 5

    TI3, Turn 6

    TI3, Turn 6

    Forgot to take photo turn 4.

    The Jol-Nar player (purple) managed to politics himself into a sweet situation of no one attacking him, and being Jol-Nar, leveraged that into a unstoppable technical advantage. The fact that everyone else got stuck fighting each other meant that he squeaked to a win Turn 6.

    There’s an asterisk or two on the game as we didn’t play the rules right 100%, in particular we allowed ships to be built in a dock on the same turn that docks are built, but we did pretty close all considered.

    Total play time, including rule-teaching: 8 hours 12 minutes.

     
  • .e 10:33 pm on July 3, 2015 Permalink
    Tags: , unit combat   

    Neuroshima Hex 

    Finally got to test run the Mephisto army, against New York.

    Mephisto v New York

    Mephisto v New York

    I ‘get’ Mephisto, much more than I ‘got’ Dancer, but it’s a very hard army to use, and very reliant on good draw order. Similar in concept to a cross between Neo-Jungle and Dancer, except without the rampant power growth of the former, and the very high mobility of the latter.

     
  • .e 8:47 pm on July 3, 2015 Permalink
    Tags: cthulhu, , horror   

    Arkham Horror, Lurker at the Threshold 

    Steve’s for Arkham Horror. Not much to say other than no matter how many playthroughs I do of it, keeping track of the rules never seems to get any easier.

    2015-07-03 16.32.24

    Arkham Horror, Lurker at the Threshold expansion

    Visible in screenshot, some of Steve’s extras like the blessing dice, tentacle gate holders, and fancy elder signs for seals.

    I grabbed the phone app with the hopes that it would help us keep track of monster limits and gates, but no such luck: all it does is show you a picture of the game map, sorta keep track of inventory and encounter draws, and act as a dice roller (that doesn’t even count successes for you). Super weak.

     
  • .e 4:50 am on June 30, 2015 Permalink  

    Imperial Settlers 

    Did Portal’s Imperial Settlers again, and managed to hit 60 points as Romans. The secret was a giant amount of Feature cards with points for building same color, and using the Roman 3-building-colors cards to trigger all of them. 

    Very rewarding game. Very clearly simpler rules than 51st State, but I do miss the incredibly complex combos of the original. 

     
  • .e 9:05 pm on June 26, 2015 Permalink
    Tags: bidding, drupal   

    Drupal Card Game 

    We got new bookshelves at home and while reärranging books found the Drupal card game. I got it as booth swag at a conference and thought it was a branded deck of cards when it was actually a full blind-bidding game 

    Drupal Card Game, near start

    Good if simple game, and also hands down the best booth freebie I ever got.  The idea is to try and complete the modules on the board by blind bidding cards on them, and use then use the completed ones to score cards you kept in your hand. 

    Runs in about 30 mins so good for lunch play, specially since we run like 6 Drupal sites at work atm. 

     
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