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M Loebach
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Hey it's a new record at 32!!
It is great to see so much support for the gaming hobby.

Also great to see so many noobs!
(Oh yes, welcome back Martin)

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

I played the luckiest game of RTFG I have probably ever played.
(All cards the same colour, exactly the right 6 cards, never played explore because every one else did -- 4 green windfall worlds AND the correct 6 card -- like I said lucky)

We also played 6 games of 7 wonders.
Everybody won one.

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

There was a prototype --- love to hear about it.
There was a Mage knight -- love to hear about it.

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

See you in 14.
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Marquis Cote
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Yay! Congrats on the new record (32 Players).

Wow - you guys played lots'a 7 Wonders! We just added a 7 Wonders tournament at Game Summit, it's run and sponsored by Îlot 307 Inc., prize includes the game + expansions + the 7 Wonders' Catan Island.
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Chuck Paradis
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To celebrate Robbie Burns Day (ok, well we only noticed that AFTER we started playing) we had a 5-person go at Glen Moor. Then played a couple of 6 and 7-player games of Resistance.

All in all a good night, with plenty of players around! I hope we didn't crowd out any Legionnaires!
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Lang Bedang
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Eric, Mike, Steve and Langley (me) started off with Revolution!. Eric got an early lead and kept it throughout. Looked like we all enjoyed it enough to play again.

We then broke into a game of Tichu (Mike & Steve vs Eric and Langley). Well balanced match and a few "grands" were called. Eric (with Langley) took that one as well. Cards were in rough (sticky) shape, so we might have to chip in and get Steve a new deck .

Finally, we broke out Dice Town with Dice Town Extension and were joined by Emil and Darrel (?). Yes - Eric made it a hat trick. Some of us thought it dragged on a little so we forced an end game (expansions to blame?). Worth giving the base version another try.
Risk Legacy was postponed but plenty of time to forumlate new stragegies to get our names on the world leader board (muahahahaha).
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Sir Halden of FTL
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I arrived late and watched some of the Mage Knight game which looks very interesting but complex.

Played a round of Tichu which was the first time I have played it not on the iPad.
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Shawn Hyam
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I was one of the noobs, couldn't stay very long but I had a lot of fun learning to play 7 Wonders. Definitely plan on coming back for more!

Would love to get a member card -- how do I do that again?
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Chuck Paradis
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shawnhyam wrote:
I was one of the noobs, couldn't stay very long but I had a lot of fun learning to play 7 Wonders. Definitely plan on coming back for more!

Would love to get a member card -- how do I do that again?


The next time you're in, you can always mention it to Zoz when he's coming around and collecting the dues.
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Fedor Ilitchev
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It was my first time at one of these and I spent the whole of it playing Mage Knight. As I was leaving, somebody told me to post what I thought about that game here.

In short, I was glad that I played the game, I wouldn't mind playing it again, but I am happy that I didn't buy it.

Here is what I didn't like about it:

- The down-time with four was pretty ridiculous, yes, it was learning game, and yes, this probably goes down with more plays... but still.

- The learning curve was steep. I was glad that somebody else was teaching the game because I would not want that job... so many little details - yes, most of them could be learned when they arose, but I couldn't help frequently asking myself, "what is this or that little detail adding to the game experience... would the game still be good without it?" I'm sure the rules aren't that complex once you get them but you need to be a hard-core gamer to go through the effort and most of my friends don't fit into this category.

- The theme. Actually, to answer one of my questions above, my impression was that many of the complex rules where there to further develop the theme. Indeed, insofar as the thematicness of a game is measured by the beautiful components and rules that directly represent thematic situations, the game is extremely thematic. For me, though, the theme didn't really work on another level - I like my heroes to be defined by some larger concern or struggle, but the heroes in this game are just seeking power. I don't find that thematically interesting. I think I would have enjoyed this kind of system much more had it been applied to a co-op or an accordingly balanced full-out confrontational game.

- This game is multiplayer solitaire with indirect confrontation of the annoying kind. Essentially, you interact with other players only by stealing things from underneath of their noses. My impression is that the game works kind of like this: a lot of your play is determined by circumstances created by other players... however, these players are generally playing to first and foremost further their own self-interest and not to hinder that of others... in most situations, hindering the interests of others is just inconvenient and would pull both the hinderer and the hindered behind everyone else. Thus, when someone effects someone else its because they happened to be in a position where it was possible for them to do this. In other words, the hindered person just got unlucky in a big way, which is't cool in this sort of game.

So, those are my impressions of Mage Knight after a 3+ hour mini-learning game. It probably all sounds rather harsh but I'm just trying to look at it objectively. In fact, I didn't dislike the game and will probably like it more with more plays. However, I would be very surprised if my rating of this game would ever go higher than a 7.
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Geoff Whyte
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Wow, I was too focused on Mage Knight no notice we broke the 30 goal! I guess it helped that I brought a noob as well. My impressions on Mage Knight are as follows: AWESOME! FUN! VERY PRETTY! a lil' bit slow at first, but I'm feeling that after this 1st run it's only gonna be getting better as it reminds me of a game my friends and I created back in grade school with Lego but with MUCH better rules and well not made outta lego... Also thank you to whomever came up with gift idea for the bartender, she was so thankful I felt kinda ashamed I didn't know about it before she thanked each one of us personally! That was super kind of you guys. Well next time I am gonna trug along Star Trek Fleet Captains if anyone is interested (it also plays a lil' slow at first as well, but again I think that can be overcome). All and all a great time was had by me, much better than last week when some one stole my wallet from the gym... yes still biter. Cheers!
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Christopher
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Another game played was Ticket to Ride: Nordic Countries.

I had played the game only once a long time ago. Emil and Darryl had played other versions of the game in the past.

We took less than 10 minutes to go over the rules. With only three players (it only works with two or three), gameplay was fast. The hardest part was locating the cities on the map. All three players seemed to focus on different strategies.

Emil won, but in the aftermath we noticed that a couple of rules were misplayed, which requires that the win be asterisked.

The same players also tried PAX. I didn't get into the groove of this one and came a distant third. cry

I'm still hoping to find someone who knows, or is willing to try, the two-player game Commands & Colors: Ancients.
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Shawn Hyam
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war_hero wrote:

I'm still hoping to find someone who knows, or is willing to try, the two-player game Commands & Colors: Ancients.


I definitely want to try out this game!
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M Loebach
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shawnhyam wrote:
war_hero wrote:

I'm still hoping to find someone who knows, or is willing to try, the two-player game Commands & Colors: Ancients.


I definitely want to try out this game!


As someone who has played this at the Legion ...
Start early and be in a well lit area!

goo
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David Vanden Heuvel
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Quote:
and be well lit.

How does drinking a lot before hand help?
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Don d00n
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Project 32 has been completed! Huzzah!

We started with Yves prototype, Valkyire (I have no idea what the working title actually is). It was a quick fun card game involving matching symbols and adding numbers to defeat the enemies of Asgard(!!!!!). You play as a team and are limited by no direct communication ("I'm gonna play x card on y") as well as rules to forming playable hands. At the end of the game, the team gets a score. I liked it but the only thing missing was a chart to assign a rank to the score. I want to know if I'm Tyr or some random troll in terms of battle-worthiness!

Then we played a rousing game of Wizard where we got to teach Trev and Cris both the game of Wizard and the idea of trick-taking. (Trev was not a fan of the word trick, I blame it on cultural differences!) The gaming gods rewarded Trev's devotion to mastering the French language with a win in Wizard. Note, he also stole my patented Wizard strategy (take what you want to bid, subtract one and bid that instead).

We then finished the night with a three-player game of Puerto Rico. Pete took the win as the eternal struggle between shipping and building is lob-sided when the game runs long (Harbour-mania!!!). But I was able to produce 5 different types of goods to get mad money from my Factory, which was a first for me!

I also squeezed in one round of Resistance while playing Puerto Rico. Luckily, I was a Resistance member so I did not have to rely on any trickery and deception. Though once again, I failed to deduce that Cris was the spy. I know, Chuck: assuming she is the spy from the get-go is a valid strategy which appears to usually work!!!!!
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Eric Ruhland
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Anthillor wrote:
Well next time I am gonna trug along Star Trek Fleet Captains if anyone is interested (it also plays a lil' slow at first as well, but again I think that can be overcome).

I would very much like to play Star Trek Fleet Captains.
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Sir Halden of FTL
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Eirikr wrote:
Anthillor wrote:
Well next time I am gonna trug along Star Trek Fleet Captains if anyone is interested (it also plays a lil' slow at first as well, but again I think that can be overcome).

I would very much like to play Star Trek Fleet Captains.



seconded.
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Trevor K
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Hey all, woo new record I'm definitely going to start coming out more often.

As many people have mentioned, I was the one who brought Mage Knight and I spent the entire evening teaching the game to 4 brand new players. Even though I wasn't playing, I actually had a good time (my goal is to introduce lots of players to the game so that we don't have to go through the learning tutorial everytime ). The game was fun overall, and many monasteries and villages were pillaged and destroyed throughout the game (much to the dismay of the local populace).

In any case, the game does have quite a few rules, I'll completely agree with that. The first game in particular can be overwhelming, even though I tried to simplify things as much as possible by taking out one or two things. I think in the future as well I won't teach 4 player games. As a solo game its fantastic, two player its awesome, three player is a little slow but still fun, but 4 players just has too much downtime.

I think all the players enjoyed themselves, but there really was too much waiting between turns as people figured out their turns. We didn't even get a chance to start smashing any dragons.

Just to address some of Fedor's comments:

acrah wrote:

- The down-time with four was pretty ridiculous, yes, it was learning game, and yes, this probably goes down with more plays... but still.


Agreed on all counts. And yes, the game time goes down with more plays. I can get a full (6-round) game done in about 75 mins, and a two-player game with experienced people done in 2 hours. Intro with 4 new people (even though all were experienced board gamers) just didn't work out though.

acrah wrote:
- The learning curve was steep. I was glad that somebody else was teaching the game because I would not want that job... so many little details - yes, most of them could be learned when they arose, but I couldn't help frequently asking myself, "what is this or that little detail adding to the game experience... would the game still be good without it?" I'm sure the rules aren't that complex once you get them but you need to be a hard-core gamer to go through the effort and most of my friends don't fit into this category.


I like teaching The rules do simplify (and they actually make 'logical' sense from a fantasty perspective) after a game or two, but the depth of the game is pretty impressive.

acrah wrote:
- The theme. Actually, to answer one of my questions above, my impression was that many of the complex rules where there to further develop the theme. Indeed, insofar as the thematicness of a game is measured by the beautiful components and rules that directly represent thematic situations, the game is extremely thematic. For me, though, the theme didn't really work on another level - I like my heroes to be defined by some larger concern or struggle, but the heroes in this game are just seeking power. I don't find that thematically interesting. I think I would have enjoyed this kind of system much more had it been applied to a co-op or an accordingly balanced full-out confrontational game.


A fair criticism. I enjoy the openendedness. The game comes with ~10 different scenarios packaged, some of which are co-op, some are actively PvP etc. It's a game that gives you a real sense of accomplishment when you beat down a tough monster, but you do have to illustrate that in your head a bit.

acrah wrote:
- This game is multiplayer solitaire with indirect confrontation of the annoying kind. Essentially, you interact with other players only by stealing things from underneath of their noses. My impression is that the game works kind of like this: a lot of your play is determined by circumstances created by other players... however, these players are generally playing to first and foremost further their own self-interest and not to hinder that of others... in most situations, hindering the interests of others is just inconvenient and would pull both the hinderer and the hindered behind everyone else. Thus, when someone effects someone else its because they happened to be in a position where it was possible for them to do this. In other words, the hindered person just got unlucky in a big way, which is't cool in this sort of game.


The unfortunate aspect of the intro scenario is that you miss out of a bunch of the interaction options that become more apparent in the full game. Turn order changes, so you can directly compete to go first/last for better options, and in every other scenario (other than the basic one), a certain amount of PvP is introduced. You can directly attack/steal items/armies from other players, rampage over that fine Keep that your opponent just spent two turns conquering and such. Positioning is a big part of the game, but I was trying to simplify things for the first play last night as much as possible.

acrah wrote:
So, those are my impressions of Mage Knight after a 3+ hour mini-learning game. It probably all sounds rather harsh but I'm just trying to look at it objectively. In fact, I didn't dislike the game and will probably like it more with more plays. However, I would be very surprised if my rating of this game would ever go higher than a 7.


Thanks for playing If you'd like to try it again at some point (with a smaller crowd) just shoot me a message. It's one of those games that becomes exponentially better the more you play. I'm still seeing completely new combinations and surprises after more than 20 plays. That being said, it's not for everyone. And I'm going to stop gushing about MK now.
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BoardGameGeek » Forums » Game Groups » Canada » Ontario
Re: OGG -- NEW RECORD!!! -- 7 Wonders, Tichu, Mage Knight -- Wrap up for Jan 25 2012
Halden wrote:
Eirikr wrote:
Anthillor wrote:
Well next time I am gonna trug along Star Trek Fleet Captains if anyone is interested (it also plays a lil' slow at first as well, but again I think that can be overcome).

I would very much like to play Star Trek Fleet Captains.



seconded.

thirded
 
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