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My wife and I love to play games together. Join us for the journey!

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Most Loathed Games

sean johnson
United States
Edinburgh
Indiana
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It is common for people to make top ten, top fifty, or even top 100 games. However, it is a bit less common for people to take the opposite approach and list the bottom games. When it comes to defining and understanding our preferences, I think knowing what we dislike is just as important as knowing what we like.

Yesterday my wife put together her list, and I wanted to do the same. This is not a list of the worst games I have ever played (though if I made that list, I think two of these games would be there as well). Rather these are the games that I dislike the most. These are games that if the option was play one of these or just not play a game, I would opt for not play a game.

I know many of these games have their fans, and that is great for them. The people who like these games can play them to their heart's content. For me I find the experience of playing these games to be absolutely dreadful and I loathe playing them. The list is in descending order for dramatic effect.

10. Kamakura
This is the only crossover I have with my wife's list. In all truth, I just do not think this game is very good. I say that from a very informed opinion. This game has 71 recorded plays total, and I am 21 of them. There were a couple of teenagers in youth group who liked this game because "it is a mindless activity" (direct quote). That kind of sums up the game for me as well, and I have played it enough that I loathe the idea of playing it again.

9. One Night Revolution

I dislike this game a lot for two reasons. First, I do not find it very fun at all. I have played it a decent number of times and every single time it has fallen completely flat. I have had a similar experience with multiple groups where nearly everyone found it to be clunky, non intuitive, and a goose egg for fun. The second reason I dislike the game is because it was such a disappointment. I was really looking forward to this game and excited about the potential. I gave this game try after try hoping it was just me, but each play was like letting more sad air out of an excitement balloon.

8. Zombie Fluxx
I picked zombie fluxx because this is the version I used to have, but this is a stand in for all versions of Fluxx. I do not remember who I was chatting with, but they put my feelings of Fluxx perfectly: "Everyone likes Fluxx, until they play that game of Fluxx." I have played that game, the one that drags on for 45 minutes to an hour. The one where it seems the cards are possessed and they are actively working against the players to prevent a winner from happening. I liked Fluxx at one point. I played that game, and now I truly never want to play it again.

7. Yamslam
There is kind of a whole genre of Yahtzee spin-offs that are themeless dice rolling games. I do not really like any of them, and really that whole subset of games could be on this list. I specifically picked this one though because without modifying the rules it can drag on forever. I do not find these kind of games fun anyway, but when it devolves to passing the dice back and forth trying to roll one specific combination it hits a new nadir in enjoyment.

6. Arkham Horror

I tried playing this game on multiple occasions because I wanted to like it. I like very thematic games, and I especially like the pulp horror theme of this game. I love A Touch of Evil: The Supernatural Game, and people often say that A Touch of Evil is a lite version of those games (those people are very wrong by the way). I do not like this game for a couple of reasons. First, the theme seems to always fall out. Every time I played this game, the theme disappears by the two hour mark. People stop reading the location cards out loud, and just start saying I have to roll this number. It stops becoming an adventure as the thematic veneer rubs off and exposes the co-op puzzler underneath.

The second reason I dislike this game is that losing is not fun. This is a long game, and losing after three plus hours is a very real possibility. What is most frustrating about these losses is how random they are. One bad card draw and two bad dice rolls can be all it takes to swing the pendulum to total doom. It is like this game is communicating that all of our hopes, dreams, and choices are just the thinnest of illusions. That really our lives are controlled by the cruel and uncaring hand of fate. Concepts like winning are merely fantasies we delude ourselves with to try and escape the inevitable truth that we are all destined to a terrible failure, which we must face alone because no one truly cares. Ok, so maybe as a Cthulhu game it is thematic on a meta-level.

5. SET
My brain is simply not wired in the right way to play this game. I think I could play a Polish game that is heavily language dependent, and have the same chance of even being competitive as I do at this game. I picked Polish, because it seems like Poland has a lot of good games and I have no idea how to speak it.

4. Phase 10
When I was in high school I went with a friend to a family gathering. He was the youngest in his family by a lot, so he wanted someone there that he could hang out with. We ended up playing Phase 10 with a couple of his adult cousins. I had never played the game before, but it quickly became the single most frustrating gaming experience I have ever had. They played the game that you did not advance to the next phase until you completed the phase you were on. I spent over an hour on Phase 3. At the two hour mark, someone finally reached Phase 10. That is when I found out this family also played back down to phase 1. I never made it to phase 10 and after three hours of playing, I was sure that I never wanted to play this dreadful game again.

3. Ghost Stories

Long time readers of the blog will know that neither of us are big fans of co-op games. I think on some aspect, I just do not get that whole genre of games. That is most clear with this game. We bought Ghost Stories back in 2009 when were just getting into gaming, we mostly bought it off of the box cover alone. I honestly do not understand how people can find this game fun. In podcasts, videos, and comments it is often mentioned how brutally hard this game is. What puzzles me is that this is always mentioned as a positve aspect! I just do not get it. Losing to a game, repeatedly just because you needed one more blasted green dot, is not fun. It is like banging your head against the wall with slightly less pain.

2. 10 Days in...
I really do not care for this whole series of games at all. I find playing them extremely boring and tedious. It does not help that my luck is also disproportionately terrible at these games. I have recorded 23 plays between the various games in the series, and just about everyone goes like this: I have a jumbled mess of junk. Three turns later someone else wins. They only needed to switch out three tiles to be done, and their first three draws were exactly what they needed.

That may be a touch of an exaggeration (though it was not when my wife seriously won on her second turn), but the way that blind luck determines how completely uneven this game is at set up really bothers me and drives me to not want to play.

1. Dungeon Fighter

I suppose that it is not very surprising that my most despised and hated game is a cooperative game. I do not like this game for previously mentioned reasons why I do not like co-op games. Specifically losing to a game over and over again is not fun. This game is the worst though, because it requires a very specific and completely undeveloped skill set to even stand a chance. This game requires players to roll dice in asinine ways. It is supposed to be funny, but I found it to be an exercise in futility and frustration. To me this game is like a hypothetical challenge where I have to bench press 400 lbs, which I clearly can not do. Everyone gets to have a laugh at my expense, I feel like a complete failure, and we still lose the stupid game. At this point I have played and rated 993 items on BGG, and I dislike this game the most of all.
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Wed Nov 11, 2015 5:01 am
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Secret Santa Wishlist

sean johnson
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Indiana
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This will be our sixth year to participate in a board game secret Santa. I was actually not planning on taking part in the BGG exchange this year, because the past two years have been a little frustrating. However, my wife really wanted to participate so we are signed up again this year.

This list is really for whoever our Secret Santa is. This is our current wishlist of games. We tried to only pick out games that are available. The list is in order with one being our most desired, and I tried to give a few reasons why this is a game we want.

1. 504

This is easily our most anticipated and desired game. We are both intrigued by the concept of combining different mechanics to make new games. My wife is a bit skeptical with guarded optimism, but I find the whole idea to be utterly fascinating and this is a game I really want to delve into. We do realize this game is outside of the set price range, so we do realize it might be bit unfeasible.

2. Baseball Highlights: 2045
My wife grew up as a baseball fan. We have played several baseball games, but we have not found that captures her enjoyment of the sport without getting lost in statistics. We also really like card gamed that do unique things, it really seems this might be the game we have been looking for. I saw that several online retailers are out of stock, but it looks like it is available from the company directly.

3. A Study in Emerald (second edition)

I have been able to play the first edition of a Study in Emerald twice this year and I absolutely LOVED the game. It is really one of the highlight games of the year for me. For that reason alone, the second edition is on my wishlist so I have the opportunity to play it more.

4. Pandemic Legacy: Season 1
Long time readers of our blog know that we generally are not big on co-op games. However, we both have interest in this game because of the legacy concept. I like that losing in this game can have consequences, and we are interested in seeing how the game evolves over plays.

5. King's Forge
I played this game earlier this year and I liked it quite a bit. One of the things I thought about is how much my wife will enjoy it. This is a dice allocation game, and those are fun because they combine the joy of rolling dice with the decisions of a euro game.

6. Treasure Hunter

We both like card drafting games, and Richard Garfield is a strong designer. Those two elements combined make this game seem like a safe bet. The biggest thing that gives me pause is that the game is listed as being between two and six players. At that high of a player count variance, it has been our experience that the two player game sometimes suffers.

7. Don't Turn Your Back
We both really like Zeppelin Attack!. We both think that it is a very unique and good take on the deck building genre. This is another deck building game by the same designer, but in this game deck building is more a mechanic and less the total point. This game is a bit off the beaten path popularity wise, but it looks like a good pick for us.

8. Knock Down Barns
Probably like a lot of people I had never heard about this game until listening to the Secret Cabal podcast. This is a very small press game (hand made by one guy and sold on his website), but it looks like it could be a great family game. I see this being a game that we get a lot of fun out of playing with our kids.

9. Isle of Skye: From Chieftain to King

My wife has a bit of a crush on Scotland. We have visited there and we spent a good deal of time on the Isle of Skye. For the title alone this is a game my wife wants. She also played it at Gen Con and thought it was fun.

10. Automobiles
This is the weakest selection on the list as I can not give much of a reason why we want it. We like Trains and have everything out for that game. My wife also has Planes on her main Christmas list, so getting this game will complete the set.

One of the things I have been guilty of in the past is not providing some ideas of smaller games, in case the game selected does not reach the price threshold. So here are a couple of "stocking stuffer" ideas if they are needed.

First, both of my kids are really loving Batman right now. I recently saw that Rory's Story Cubes: Batman is a thing. That would probably be a good thing for us.

Second, my wife and I are huge into Dice Masters, but because of release fatigue we are sitting Marvel Dice Masters: The Amazing Spider-Man out. However, we are not opposed to opening a few packs!

That is our wishlist. Thank you in advance Secret Santa!
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Sat Nov 7, 2015 7:23 pm
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Expanding on Expansions: Roll for the Galaxy Ambition

sean johnson
United States
Edinburgh
Indiana
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Roll for the Galaxy has been a big hit for us this year. We figured an expansion was inevitable, but given how long it took for the base game to come out and for how slow the Race for the Galaxy expansions are at coming out we figured it would be awhile. We were surprised to see how quickly this expansion came out. It was more or less an auto-purchase for us. The question is was it a good one?

What this Expansion Adds
This expansion adds three and a half major things. The single biggest thing it adds is the black die. This is a new starting die that everyone will begin with. This die has a couple of double faces so that it can count as a couple of different action types. It also has some faces with a "$". The dollar sign means if the die is used for what is on the face it goes back into the cup and not the citizenry. Finally, for the purposes of trading the black die counts as a wild and matches every color type.

This expansion also adds a lot of new start world and especially a lot of the double tile starting tiles. The half major thing is orange dice, a new die type that is a bit like a cross between the new black die and the faces of the purple die (it is consume/produce heavy). The expansion also has some extras of the original dice so that it is ensured that players will never run out of a color of die.

The final thing this expansion adds is a new optional module in the form of goals. These work a bit different than the goals in Race for the Galaxy. The first person to complete a goal will get the listed number of tokens. These tokens can be assigned as a wild die or if not spent they are worth one point at the end.

Worth Getting the Expansion?
My Answer: Yes
My Thoughts: I do think this expansion is worth getting. In fact, it might even be vital as adding the expansion greatly increases and improves the Roll for the Galaxy experience. However, my recommendation is a little begrudging because this feels less like an expansion and more like a patch. It seems that this expansion took some of the weaker points of the base game and shored them up. The black die goes a long way in speeding the early game up and help keep dice in players cups. The black die being wild also means that it is much easier to produce and ship viably. The extra starting tiles go a long way to addressing variability concerns. This expansion makes the game stronger, but I also feel like elements of it (especially the black dice) should have been in the game from the beginning.

Her Answer: Whatever
Her Thoughts: This expansion does make the game better, but I am not sure if it is worth the cost for what it adds. For me it is hard to justify the price for what is added. When the retail price of the base game and the expansion are added together it makes Race for the Galaxy a $100 game, and I am not sure there is enough here to justify that price point.

Final Thoughts
In the end we are left feeling kind of mixed. We do feel the expansion improves the game, but we both are bit dissatisfied with the perceived value. I fully realize that is very, very subjective. However, I think we both arrived with feeling mixed about the expansion because of our thoughts about the added value of Ambition.
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Wed Nov 4, 2015 3:44 am
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Mottainai (One Couple's Review)

sean johnson
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When this game was described as the "spiritual successor" to Glory to Rome it got our attention. In the Spring of this year, a friend at our game group had a print and play copy and I took part in an attempted three player game. We abandoned it half way through because it was miserable and was not working at all. I felt like we must have been doing something wrong, and I wanted to give it another chance. To ensure we got it right, my wife and I did a "learn to play" event at Gen Con this year. We did have someone teach us the game. We left not hating it, but we were not really sure if we liked it. We wanted to give the game another go so that we could come to a final conclusion. So is this game a guaranteed sale or will it covered by something else?

Game Overview
In this game players are monks who are crafting all kind of materials and earning points for their works and sales.

In this game every card has multiple functions. It can be a role, a building material, a work, or a sold material. On a player's turn the first thing they will do is discard their previous role card to the floor (a common card area), and then they will select a new role card for the turn. Players will then do the action associated with the role card of every other player before doing their own. If a player does not want or can not do the associated action they can "pray" which lets them draw a card.

These actions can allow players to build works using cards in their hands, build works using cards from their craft area, move cards from the floor to their craft area, hire helpers form the floor to get extra actions in the future, move materials from the craft area to the store, or draw new cards. The actions that allow for building works require support cards (think building material). These materials must be in hand or in the craft area, but one of the unique things is they are not spent. They just need to be present.

Work cards that are built all have a special ability that do something that either bend the rules or are outside of the normal rules. These works can be built on either side ("wing") of the player bird. The works cover the helpers or the materials in the store. Covered helpers give a double effect. Covered store items become worth points. The only way a store item can be worth point is if there are corresponding works covering them.

The game will end immediately when the deck runs out or a player builds their fifth work in one of their wings. Players get points for completed works, covered store items, and they can potentially get bonus points for cards in hands if they have corresponding majorities in a particular type of store item. The player with the most points wins. This is a hard game to get a grasp of without seeing it played, so if this has piqued your curiosity you might want to seek a video out.

Our Thoughts
As a reminder we rate games on our own 5 point scale. When our scores are added together, it is where we as a couple theoretically rate the game on the BGG 10 point scale.

My Rating: 2.5 (do not care for)
My Thoughts: I feel like I should like this game. It checks a lot of the right boxes for me, but I just find the play experience to be dull. Too often things in this game begin to grind as cards in the center dry up or the ideal action just is not available. It can be too easy to feel like the wheels are spinning and things just are not going anywhere. This game feels like work devoid of the satisfaction of a job well done. It is not exciting and for me is not terribly engaging. The Blah card art and spartan graphic design do not help matters. I can tell that this game will have its fans, but I am certainly not one of them.

Her Rating: 2.5 (do not care for)
Her Thoughts: I do not know what it is, but I struggled with this game. I felt like a lot of the rules, especially the rules about covering, were very counter intuitive and it was hard to keep straight. I feel like it is very hard to get a good sense of what I am supposed to do in this game. Mechanically it does evoke the same feel as Glory to Rome, but I think I will always prefer to play that game.

Verdict
Combined Rating: 5
It is a bit surprising, but this game is a complete miss for us. We both had similar feelings about it. I think for us, this is strike three for Carl Chudyk games. While we like Glory to Rome I was very "mey" on Innovation and hated Impulse. My wife also did not care for Red7. In the future, any game he makes will have to be a try before buy game for us.
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Tue Nov 3, 2015 4:04 am
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Terra Prime (One Couple's Reviews)

sean johnson
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Edinburgh
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In 2010 I won this game in the Indy Con game give away. We played it shortly after, but it was not a good play. We tried to squeeze the game in during a nap time when our son was like three months old. The nap went too short and he was cranky. We tried to muscle through the game, but it was a mistake. It was a less than optimal play experience, and my wife declared she never wanted to play the game again. We traded it shortly after that. Jump to 2015 and I am looking through the Gen Con math trade. This game really stuck out to me. I did not think it was bad five years ago, and from what I remembered this really seemed like the type of game my wife would like. It is primarily a pick up and deliver game with some exploration elements. Since our one single play of the game was in a less than optimal experience, I thought it might be worth another try. So was a second pick up all it took to like this game or is it going to be delivered back to the trade pile?

Game Overview
In this game players are setting out from a space station to explore and colonize space. The game will end when players either use up all of the demand tiles of a certain color or go through all o the reward tiles.

Players begin with a ship that allows them three actions and there are a lot of actions that players can do. Instead of going through each and every action, I think it would be best to describe the feel of the game. The game begins with the players having to go forth and explore. As they do, planets will be found and players can colonize planets or even asteroids. Colonizing is one of the primary ways players get points in this game. The further away the colony is the more points it yields. Colonizing also gives the player a reward tile which can be a small bonus.

Planets will produce resources that can be picked up by the player and delivered back to the station for money. Completing demand tiles will also give a player bonus points. Money is then used to upgrade the ship. Many upgrades can only be purchased at certain types of colonies. These upgrades can give players more actions, more shields, more weapons, or more cargo space. It is also possible to get tech upgrades which are limited and are rule bending in someway.

As players explore they will encounter hazards. This includes asteroids that have to be dodged and enemy space ships which are hostile. When a player gets hit they lose shield energy. If they are out of energy they loose upgraded modules, and if they are out of those they lose points. Enemy ships can be destroyed for points or pacified by giving them goods. In either event a reward tile is taken, which can speed up the game's end.

At the end of the game collected money is converted to points at 1 VP for every 10 points. Players add up their points and the player with the most points wins.

Our Thoughts
As a reminder we rate games on our own 5 point scale. When our scores are added together, it is where we as a couple theoretically rate the game on the BGG 10 point scale.

My Rating: 3.5 (it's OK)
My Thoughts: This game has a nice arc to it, and it is fun to explore and upgrade over the course of the game. Three actions is never enough to accomplish anything on a turn though. This means every plan takes multiple turns to execute. That is fine, but because of that I think this game might be frustrating and really drag out at long player counts. Combat in this game is brutal and the cost is high. Being prepared for exploring is important, but sometimes not even that is enough. For two players this offers a slightly quicker but somewhat similar(ish) experience to something like Merchant of Venus

Her Rating: 3.5 (it's OK)
Her Thoughts: I enjoy a good pick up and deliver game, so I thought this was a fun little game. I do have love/hate feelings about how competitive it is. Often it seems that we were both going to collect similar resources and getting beat to it was frustrating but it also really added to the excitement of the game.

Verdict
Combined Rating: 7
It turns out that giving this game a second chance was a good call. I am curious how much replayability this will have over the long haul, but we should get several plays in before we reach that point.
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Mon Nov 2, 2015 2:47 pm
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End of the Month Recap

sean johnson
United States
Edinburgh
Indiana
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After a lower play count month in September we were back up for this month. Plays were bolstered by getting a new game, and playing some games that were part of a "work" event for several Sundays (an advantage of doing youth ministry I suppose).

Game Play Statistics
Number of Recorded Plays: 72
Most Played Game: Mysterium (7 plays)
Best New to Me Game: Zombie 15'

New Games to Play
New Games Reviewed in October: 5
New Game Reviews in Progress: 1
Highest Rated Game this Month: Mysterium and Fortune and Glory: The Cliffhanger Game(combined Rating of 8)
New Games Left Unplayed: 8

State of the Collection
New Games Added: 2
Games Removed: 2
Total Number of Games: 195

I ended up participating in the wargame generosity chain again (and it got me Conflict of Heroes: Awakening the Bear! – Russia 1941-42!). We also gave away one game this past month.

10x10 Challenge
Dice MastersCompleted!
Star Realms Completed!
Race for the Galaxy Completed!
Memoir '44 Completed!
Federation Commander Completed!
My First Carcassonne Completed!
Ticket to Ride Completed!
King of Tokyo Completed!
TrainsCompleted!
Among the Stars Completed!

With two full months to spare, we are done with the 10x10 Challenge! We enjoyed doing it, and it was great to intentionally play games we like more. We are ready to do it again next year, and we have already begun talking about what to include.
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Mon Nov 2, 2015 2:32 am
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Eminent Domain: Microcosm (One Couples Reviews)

sean johnson
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Edinburgh
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This was a game that we wanted to check out at Gen Con. However, the guy we talked to at the Tasty Minstrel booth actively did not want us to check it out. The game was not on one of the demo tables, but they did have an open copy for people to look through. We said that we were interested in the game and we curious about how to play. He essentially said that he did not know, there was no one there at that time that could help us, but it is only $10 so we should just buy it. Given that sales pitch it was an automatic pass. It was still a game that we were interested in though. How could we not be? This is a two player only card game where the cards have multiple functions, and it is set in space. However, we were both kind of "meh" on Eminent Domain, finding the game not to be fun when compared to similar offerings. So how does Microcosm fare?

Game Overview
In this game players will be drafting cards which give the players both actions and scoring opportunities. On a turn, a player will do two things. First they will draw a card. There are three face up cards in the center, or a player can take one form the top of the deck. Each card provides both an action and a condition for scoring points.

Next a player will play a card for it's action or take cards back into the hand from their discard pile. There are a couple of special action cards, but there are a few primary actions. Research cards allow a player to get technology cards. Tech cards mostly provide a permanent icon that can be helpful for other actions. Colonize cards allow a player to settle one of the colony worlds. In order to do this though, the player must be able to reveal colonize icons on cards to equal the planet's colonization amount. Higher level colonies require a prerequisite number of colonies, but they score points. Warfare cards allow players to conquer words and add them to their spoils pile, which can be worth points at the end of the game. It is also possible to use warfare on colonies belonging to the other player.

The game is played until every card has been claimed, and then players go through the cards they collected and score the conditions listed. Some cards give points for number of techs, spoils, or colonies. Others give points for collecting certain symbols. At the end of the game, the player with the most points wins.

Our Thoughts
As a reminder we rate games on our own 5 point scale. When our scores are added together, it is where we as a couple theoretically rate the game on the BGG 10 point scale.

My Rating: 2.5 (do not care for)
My Thoughts: I can not really articulate the reason very well, but I did not really like this game. Everything worked well mechanically, but that was about it. It worked, but it was not fun. It was not exciting. The game is short, but unlike most quick playing games it was completely devoid of the let's play again feeling. It feels like they tried to make a souless euro as a micro game. The problem is those kind of themeless and dry euro games can get by just on the strength and depth of their mechanics. With just 10 minutes and a few cards, there is enough time or space to capture that depth.

Her Rating: 2.5 (do not care for)
Her Thoughts: I did not particularly like this game. I felt very whatever about the game while playing it. I also do not feel like this game has much replayability. After playing it a few times, and trying a few different strategies I do not feel like this game has much to offer and it has no excitement to bring me back to retry things.

Verdict
Combined Rating: 5
I am kind of done with the whole micro game fad. The only ones that I like are ones with some sort of hidden role element. I have tried several now that try to deliver a full game experience in a micro scale and they all flat like this one did.
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Wed Oct 28, 2015 9:29 pm
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Mysterium (One Couple's Review)

sean johnson
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I played this game (or rather it's Polish predecessor) in December of 2014, when a friend was able to bring back a copy from BGG.Con. At the time this was the big "it" game. Immediately upon playing the game I loved it, and I told my wife that it was an absolute "must buy" for me. We then began the long wait. I did not even mess with trying to get the limited copies at Gen Con, knowing that the retail release would someday come. Once it came out I am glad that I did not wait long to get it. Coolstuffinc.com had it in stock on October 14th. I placed my order on the 20th, and by the 21st it was out of stock! I was a little hesitant about playing this game with my wife, because a lot about this game does not match up with the kind of games she likes. So does the game haunt her thoughts too or does she just think it is ghastly?

Game Overview
This part will be a bit odd, because we played the game with the Polish rules not the English rules. In a two player game this does not make a huge difference, I read the rules for the Clairvoyance track and did not care for it. The game I played and loved was Mysterium, so those are the rules we will probably always play with.

In this game one player is a ghost and the other players are paranormal investigators. The goal is for all of the players to successfully discover who the killer was. To figure this out the investigators will have to identify a weapon used, a location, and a culprit.

At the beginning of the game each player has one of these items secretly assigned to figure out. Placed out in front of all the players are multiple potential choices for each category. Players must first get the item before moving up to the location and then finally the culprit.

Each round the ghost player will attempt to communicate to the players through dreams, and this is simulated through some cards with truly unusual art on it. The ghost must give each player one card but can give more. The ghost is not allowed to communicate in any other way. Based on the cards give the players must try to deduce what relevant item, location, or culprit is matched up with them. When a player gets it correct they advance to the next stage. If they are incorrect they keep dream cards in front of them and try again the next round. The game last a total of seven rounds.

If all players are able to complete their whole dream before the 7th round, then they get to attempt to figure out the true killer from the culprits that were part of their dreams. The ghosts will give out common clue cards for everyone, and the players try to guess who the killer is. If they get it correct by the end of the 7th turn everyone wins. If they do not, then everyone loses.

Our Thoughts
As a reminder we rate games on our own 5 point scale. When our scores are added together, it is where we as a couple theoretically rate the game on the BGG 10 point scale.

My Rating: 4 (like it)
My Thoughts: I tend to not like co-op games (maybe a bit of an understatement), but I greatly enjoy this game. This lacks a lot of the things I dislike about co-op games. I love the exercise of trying to see things the way that someone else sees them. I find it fascinating to try and interpret how someone else interprets a picture. I think this game is significantly easier with two players, but I was also surprised how well it worked.

Her Rating: 4 (like it)
Her Thoughts: Upon seeing this game set up I was very skeptical, when I found out it was cooperative I was prepared to hate it. However, I was pleasantly surprised. This game is fun, but more than that it is entertaining. I greatly enjoy the experience of playing this game.

Verdict
Combined Rating: 8
I was very pleasantly surprised to discover my wife also enjoys this game. It is worth mentioning, that in our plays of this game we have laughed more than playing any other game. On more than one occasion we would get a dream right, only to discover that our thought processes could not have been more different for why we thought the dream card pointed toward the correct card. My wife is right, playing this game is an extremely enjoyable experience. I think it is one we will be returning to a decent amount.
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Tue Oct 27, 2015 4:14 am
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Tweet, Tweet

sean johnson
United States
Edinburgh
Indiana
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Technically, I have been on twitter since 2012. For about six months I used it regularly, but it did not really take for me. The main reason is that twitter was a bit of a mess for me. I saw potential for it to be a great way to be better connected to content creators and game publishers, but everything was too cluttered. So I more or less abandoned twitter.

However, I recently followed the lead of a friend who had a similar experience with twitter and decided to refocus the social media site just to gaming. That is more or less what I am doing. I plan on using twitter just for games and other things that I love (like Star Wars).

If twitter is your thing you can find me @seanxor
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Tue Oct 20, 2015 5:39 pm
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The Purge: Humans!!!

sean johnson
United States
Edinburgh
Indiana
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We have too many games. There are some games that sit on the shelf unplayed for a while, sometimes years. We plan on playing every game we have not played for two years or more, and that one play will determine if the game stays or if it gets purged to make room for something else.

This was one of the games we got early on as we plunged into gaming together. We were already familiar with Zombies!!! and we got this as part of a multi-game trade. We played it a decent amount at first before it got buried under newer, shinier games. The last time this game got played was all the way back on Halloween of 2012. Now that we dusted it off and played it again do we view the game as a zombie classic or is it more like a bargain bin B-movie.

Brief Game Overview
In this game players take the role of zombies and they try to get points by either infecting or eating humans.

Each turn players begin by drawing a tile and adding it to the board. Each tile will have a set number of humans on it, as well as the possibility of do over tokens. When used these allow a player to roll a die again.

Next a player will move zombies. They have a movement that they have to divide among all the zombies the have on the board. Everyone starts with one but that number grows. If a player makes it to a space with a human, they can attempt to capture. This is done by rolling and getting a set number. If successful, other players can play weapon cards to have the human fight back. If this succeeds the human escapes, an the zombie takes a wound. If failed the human is captures and infection cards are drawn. If an escape is drawn, the human still escapes. Otherwise the cards will tell the player if the human is eaten or infected.

If eaten it is a locked in point. If infected the player gets to add a new zombie in place o the human. This is still a point, but it is possible to lose zombies on the board. Players have several cards that can be played for various effects to help themselves or hamper opponents. Once someone gets to their point threshold they win.

What We Previously Thought
We both recognized that this game has a huge luck factor due to all of the dice rolls. My wife liked this, and I thought it was not a deal breaker. I appreciated the thematic flip of playing the zombies, and we both liked the progression in this game where we could watch the city and our hordes expand.

Verdict
My Verdict: Keep
My Rationale: Even though this game has some issues (badly written rulebook, ambiguity about cards effects, blatant balance issues), it is fun to play. More than anything this game is worth keeping because it is unique. Nearly all games have players fighting zombies, not being the zombies. The final reason for keeping it is because we have an annual zombie day tradition (we just celebrated zombie day 7). It is good for us to have a small selection of zombie games on hand, so every year is not the same thing.

Her Verdict: Go Either Way
Her Rationale: This game is decent, but it is not great. I am fine with getting rid of it, but I also do not mind having it. The box is not very big, and we do need a few zombie themed games on hand, so I am not opposed to keeping it.

Final Judgement
Keep


This is a game we will be holding onto for the time being. However, the desire to have a handful of zombie themed games on hand is the driving force behind this game. If three to four zombie days from now, it has not made it back out then it will be time for this game to go.
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Mon Oct 19, 2015 2:56 am
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