GCL Swedish Meatball Division: Breaking the Silence
Andrew
United States
San Francisco
California
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Welcome to this week's discussion list for the Swedish Meatballs, a division of BGG's GameChat League. Only members are to add items (please add your weekly games played), but civil comments from non-members are welcome.

Rotation:
tonksey ← up next (if available)
darrinwilliams
baditude
rarevos
qwertymartin
lacxox
bnordeng
Bolger
natestraight
patrick carroll
ellephai
johnbandettini
osirus
dubbelnisse
cymric
ldsdbomber
fateswanderer

Jesse Dean recently issued a call to action for a higher quality of games criticism. According to Jesse, the community rewards enthusiastic first impressions, doesn't play the same game enough to acquire a deeper understanding, blindly trusts popular designers, and is reluctant to go beyond subjective enjoyment when assessing a game.

This week's GameChat League endeavours to dig a little bit deeper by touching on Jesse's four points.
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1. Board Game: About Nothing [Average Rating:0.00 Unranked]
Andrew
United States
San Francisco
California
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One of my pet peeves is the non-review: it describes the components (often with many large, glossy photos), painstakingly enumerates the rules, and then finishes off with a single-paragraph conclusion that alleges that the game is fun and has some depth on fairly speculative evidence. Until after release, their utility is understandable; after that these non-reviews are just an exercise in rewriting the rulebook.

By contrast are the reviews (positive or negative) that convey analysis, opinion, and perspective. What are some of your favourite game reviews in terms of critical content?
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2. Board Game: First Impressions [Average Rating:3.67 Unranked]
Andrew
United States
San Francisco
California
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My last GCL contribution discussed how your opinions on games changed over time, but perhaps the true factor is experience. I enjoy games that reveal more of themselves over repeat plays, and feel that some commitment is needed to appreciate all they have to offer - after all, depth in a game is meaningless if you never play it twice.

What is a game you've played many times, and can offer a veteran's perspective on (either critical or strategic)?
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3. Board Game: You Must Be an Idiot! [Average Rating:5.87 Overall Rank:5817]
Andrew
United States
San Francisco
California
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Negative reviews invariably draw the most discussion, some of which gets very heated (and derailed) - arguably Jesse's "Critical Silence" post incited a plethora of comments due to his criticism of A Few Acres of Snow. Sometimes the negative review is flawed (likely if the reviewer thinks that he's solved the game after one play), other times it is the defence that makes no sense.

What's an interesting, controversial (not "Puerto Rico is better than Agricola", or "I don't like the Cult of the New") boardgaming opinion that you could persuade us of?
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4. Board Game: Bucket of Fun [Average Rating:0.00 Unranked]
Andrew
United States
San Francisco
California
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I'm always suspicious on the reliance on "fun" in a review: fun is a subjective, situational, and group-dependent thing, a result rather than something you can pack into the box. The "oh, but it's fun" defence has shown up many times in counters to analytical reviews, and it's really neither here nor there - I have friends who have fun playing both Monopoly and Risk.

What is a game that you had fun with but are nevertheless critical of?
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5. Board Game: Coloretto [Average Rating:6.98 Overall Rank:375]
Andrew
United States
San Francisco
California
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A bit of a strange week for me, as you can see from my Coloretto headline.

I tried out a new game group with a few games running simultaneously, and found myself in the "light" subgroup. Coloretto had a fantastic engagement-to-length ratio. The Downfall of Pompeii was a so-so game improved by the group - our scores bunched up suspiciously despite quite different playstyles, and the game was a tiny bit too long. Saboteur was a lame experience due to there only being one saboteur out of six players in all three rounds; the sequel is much better due to additional tensions between the various groups.

The big game of the week was 6p Rex: Final Days of an Empire, the Dune retheme. I played the Catholic Nuns Space Turtles and was militarily very aggressive, which is a bit weird, but my alliance partner was being utterly wiped out by the game owner. I found the swings of luck rather frustrating (I had multiple large armies removed by event cards and the "Sol Bombardment") and the game dragged past my favoured duration. We called it after 2.5 hours (still better than my 5 hour game of Dune), when I was starting up the diplomacy to "just let my team win so we can stop playing".

I also finished the month-long PBF game of Container, finishing 2nd, way behind 1st place. I suspect that (once again?) warehouses sold too cheaply and island lots were bought too dearly, though the prices rose higher than I've seen before. In this game, I paid a attention to timing and used that to earn slightly higher margins.
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6. Board Game: Triumvirate [Average Rating:6.80 Overall Rank:1404]
Martin G
United Kingdom
Bristol
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An interesting week, with games almost every day and in some unusual contexts.

Monday: Boardgames and Beyond in Hackney
Paul and I have volunteered to run a new monthly games night at an arts cinema in East London, following on from a similar successful event in South London. This was the inaugural event and though it was well-attended, most people were already LoB regulars. We're focusing on gateways, dexterity and party games and it was great to see a young kid come along with his dad and enjoy himself.

Hamsterrolle to start, though I was sorry to miss out on Ocean Limbo on the other table.

A couple of games of Quoridor with one of the cinema staff, who turned out to be a whiz at it. He then requested to be taught...

Catan, which was good fun and a narrow win for me. He and his friend liked it so much they decided to play again instead of seeing a film, while I jumped ship for...

a brutal game of Incan Gold with a statistically improbable number of hazards. One player managed to score zero.

Eruption looks lovely but the game play didn't really impress me. No particularly interesting mechanics and some very heavy-handed catch-up mechanisms.

And what else to finish with but 6 Nimmt?

Wednesday: London Educational Games meet-up
I spotted this interesting-looking event and a couple of other LoBsters were going too.

James Wallis spoke entertainingly about designing Once Upon a Time: The Storytelling Card Game and its unexpected emergence as a classroom tool.

Brett J. Gilbert talked about his personal approach to board game design, and revealed in the process that many of the educational gamers present weren't familiar with modern board games. Of course I gave LoB a plug!

Finally, Andrew Sage told us about how his card game Symbotica came about and then gave us a chance to try it.

Thursday: at home
A few hands of Tichu with good friends.

Friday: John Lewis department store, Oxford St
I've been recruited to do some board game demos in high-street stores. This was the first one, and we were showing off Ingenious to Easter shoppers. We had a couple of boards set up and tried to get people playing for themselves. Quite a few people checked it out, but we only made a couple of sales. The biggest enthusiasts were some of the staff, who kept coming back for more!

Saturday: on the train to my granny's
Sarah and I tried out my new acquisition Triumvirate. I had high hopes for this as Sarah's a card gamer at heart and this one's designed for 2p. I wasn't disappointed - we had a really good time with it and played again on the way home. In some ways you could call it König von Siam: the Card Game - it has similarly indirect play and questions of when to commit and when to stay flexible.

Sunday: at the pub
At the pub with friends we happened upon a small games group. We didn't manage to actually play anything with them, but it was good to see!

Dobble is a speed pattern-matching game with a clever deck of circular cards. I think it's great fun but Sarah found it a bit stressful.

My other new game, Frank's Zoo, is a delightfully-themed climbing game based on a food chain. Not as strategic as Tichu or Haggis for sure but more interesting than The Great Dalmuti.

Two games of Perudo, then Let's Take a Hike, which isn't amazing but still keeps me amused with its charming artwork.

Another couple of hands of 6 Nimmt finished off an excellent week.



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7. Board Game: Hunting Party [Average Rating:6.24 Overall Rank:3203]

Lacombe
Louisiana
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Suddenly a shot rang out! A door slammed. The maid screamed. Suddenly a pirate ship appeared on the horizon! While millions of people were starving, the king lived in luxury. Meanwhile, on a small farm in Kansas, a boy was growing up.
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Still managing to get in a couple of plays while baby sleeps and I'm home [last day I'm taking off is today, meh].

We played Race For The Galaxy on Wednesday during a nap, all prestige and takeover power cards taken out of the deck and playing to 15 cards / chips instead of 12. Worked reasonably well. I still fail to see what the prestige or takeover mechanisms add to the game, especially in 2-player. I'm becoming more and more convinced this game isn't designed to be played 2-player, even though that's apparently how it's preferred. 3-player and 4-player seem the clear balance sweetspots, in terms of getting enough competition and having enough collusive partners to help you with phase-heavy strategies like goods-consumption.

It seems to be nearly impossible to pull off a win producing and consuming in 2-player if the other player just isn't involved. You need the occasional random in-flux of another player choosing produce because it suits their strategy. I guess this is what the 2-player "advanced" rules are supposed to address. I think this game has more subtle flaws than it ought to, precisely because the subtle interactions are so good with 3 or 4.

Also played Galaxy Trucker [with expansion components / bonus cards] and Hunting Party on Sunday with my brother-in-law.

Hunting Party is a rather bizarre little game. Think Munchkin meets Cluedo meets Medici with a hint of Glory To Rome maybe? The goal is to assemble the eponymous "hunting party" to locate, track, and defeat the "Shadow" terrorizing the land. You do this by piecing together bands of RPG style characters who each have 2 skills out of 3 categories, with 1 of 4 possible abilities within each category. Thematically, one is the location [4 possible] of the Shadow [so the Druid knows how to search the Darkwoods, for instance, as one of his skills], one is the seeking / tracking skill [4 possible] required to find him, and the last is the kind of weapon [4 possible] needed to defeat him.

You figure out what exact combination the Shadow has in each particular game through a deduction mechanism reminiscent of Cluedo; you propose ["accuse"] a particular hunting party from your band of merry men, and anyone who can "thwart" ["disprove"] your proposition shows you a card from their hand that effectively says "No, that's not where the Shadow is / how you find the Shadow / how you kill the Shadow". First to put together a party that can find and kill the Shadow gets a huge bounty of gold and ends the game, but doesn't necessarily win as it's gold rather than defeating the Shadow that is the victory condition and there are a number of other ways to earn gold.

The deduction part is extremely simple and is not the heart of the game, despite thematic importance. Rather, what really drives the game are the unique powers available to every hunter in the game [in addition to the 2 skills each has] and the bidding mechanism for hiring new hunters into your party. The hunter powers are relatively well chosen and have a very wide range of effects, despite there being only 36 different hunters in the game. The powers interact together in sometimes unexpectedly powerful ways, and many different combinations and strategies are possible, I'm sure, once you know what's in the deck. The combo play in general reminds me of Glory To Rome in that a small number of very powerful effects combine in all sorts of ways to create even bigger effects.

Unlike games like Munchkin, however, where you can just luck into an uber-combo, you have to work to piece it together here by bidding against other players for any hunter you want to add to your party. This is easily the most interesting part of the game, and it's actually a really clever and very thematic auction system. You essentially bid against future earnings rather than with current assets. You have 8 "shares" available to bid with; what these represent is how much of the bounty for successful quests [there are small sidequests in addition to the main "defeat the Shadow" quest] you're willing to give up in order to have a particular hunter in your party to help you complete the quest. Thematically, it represents the "piece of the pie" [the "shares" are even shaped like pie wedges] that you promise to the mercenary hunters you hire in return for their help in tracking down the Shadow.

How it works is that you flip over a hunter from one of a number of different hiring pools [you have some information on the back of the cards telling you what fighting skills, at least, they're likely to possess] and then engage in a once-around auction for the right to hire that hunter. The player willing to give up the largest "share" of the bounty from future quests [who bids the most "share" pieces] gets the hunter and places an appropriate number of "shares" on top of the card. Whenever you complete a quest in the future and earn a gold bounty, the amount you actually receive is a fraction of the whole based on how many "shares" you kept for yourself [instead of promising to the hunters you hired]. It's some rather awkward math, with each "share" representing 1/8 of the bounty, but it works; multiply the total bounty by X/8 where X is the number of unassigned "shares" you still possess, and that's how much you as the player receive [remember, gold is how you win]. The remaining gold [which you never see] is thematically distributed to your hired hands according to their promised "shares".

The trick is to get a great hunting party assembled with as few "shares" [as low a bid at auction] as possible distributed to them. There are a number of cool tricks built into the game to help with this. First, your hunters die if you take them on a quest and fail; this is sometimes desirable, as it's the easiest way to get rid of someone who has outlived their usefulness, so that you can reclaim their share of the bounty. Second, you can pay your hunters off to "disband" them from your party; it costs a gold coin for each share on the hunter's card in order to disband them [note: death of a hunter doesn't cost you any coins]. Third, there are a number of character powers that play around with the number of shares required to bid on hunters or allow you to remove or add shares after you [or someone else] has already obtained a hunter. This all amounts to a rather clever, and tight, economic management system which is extraordinarly thematic to boot. Well done.


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8. Board Game: Olympos [Average Rating:7.07 Overall Rank:561]
Henrik Lantz
Sweden
Uppsala
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Two new titles played this week, which is really good week for me.

First was Olympos, I game I wasn't that interested in trying, but when a friend got a copy I was of course game. Turns out this civ game doesn't feel like a civ game at all. Feels much more like an abstract. The placing of markers on the map felt just like that, like placing markers on a map. It didn't give me a feeling of an expanding empire at all. It was just a way of getting the resources I needed to get the civ tiles I wanted, which in turn was just a way of getting points. I still enjoyed the game, and would certainly be up for another game, but it can in no way be compared with other civ games like Sid Meier's Civilization: The Board Game.

I have also had two sessions of Last Will, a game I have wanted to try for quite some time. First time we were three players, but I also got in a game with the mrs. 3 players was definitely better than 2, and I would really like to try the game with 4 or 5. After some confusion about the icons the game played really well. In the two player game I would have wanted more competition, but apart from that I enjoyed the rather tactical game play, where you have to do the best with what you've got and just hope the other players don't take the cards you want. Beautiful game, and it plays quickly, so I am sure we will play this more.
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9. Board Game: Space Hulk: Death Angel – The Card Game [Average Rating:6.98 Overall Rank:421]
p55carroll
United States
Minnesota
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"Desire makes everything blossom; possession makes everything wither and fade." (Marcel Proust)
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I played several solitaire games of SH/DA last week, until I finally won my first game ever.

I have mixed feelings about this game, but on the whole it works for me. It's compact, with a reasonably small footprint. After finishing one game, it's pretty quick and easy to reset it and have another go. It's quite challenging (until that last game, I wondered if it was even possible to ever win). It's also very dicey--which is both good and bad (bad because often all your thinking is in vain; good because you can chalk many of your losses up to bad luck).

There's enough theme to engage the imagination, but the game is still abstract and playable. Overall, a fairly satisfying experience.

I don't think SH/DA will ever be my favorite game, but I'll give it a thumbs-up and play it again someday.
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10. Board Game: Lord of the Rings [Average Rating:6.82 Overall Rank:501]
Brad N
United States
Madison
Wisconsin
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.N/A. Lord of the Rings - Marie
_.8_. Acquire - Bill, Shane, Joe, Jed
I7.5I Forbidden Island - Dane
I7.5I Click Clack Lumberjack - Marie (x3)
I7.5I Round-Up - Dane (x2)
_.7_. Can't Stop - Marie
_.7_. Incan Gold - Bill, Shane, Joe, Jed
_.6_. Worm Up! - Marie, Ivory, Dane
I5.5I Junior Labyrinth - Dane

I was on vacation most of the week... a trip to Okalahoma City while the kids were on Spring Break. It was nice.

Before we left for vacation, I hosted a game night where we played a 5 player game of Acquire. It was a great game and mighty close between three of us. I finished second by about $1,000. We also played Incan Gold which just plain works well with 5 or more people (even works with 4, I think).

Marie and I recently watched all three Lord of the Rings movies. We saw them when they came out, but not since. She loved them when they were first released... more than me. This time around, we both enjoyed the movies again but she not as much as me. I picked up this game in a trade, thinking that it'd be fun for the two of us. On vacation, our first play was off to a slow start but picked up fast and we both really enjoyed it. We played it easy with Sauron all the way over to start and still lost at Mordor. It will certainly be played again and I snagged the expansions in my trade too (even though I wasn't really looking to). I suspect those expansions may get played at some point as well.

Dane and I played Forbidden Island again and it was mighty close. Here is the session report on our play: My 3 year old and I get all the treasures (my 3,500th play)
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11. Board Game: The Castles of Burgundy [Average Rating:8.08 Overall Rank:9]
Maarten D. de Jong
Netherlands
Zaandam
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My sessions of Diner Jouant are winding down, hailing the end to a large influx of new games to have been played. The Alphabet Challenge continues, slowly, but in good spirits.

The Castles of Burgundy — Played with 3. The game went by a lot more quickly than it did when I played with 4, and I still enjoyed myself, albeit a bit less than before. The newcomer was a tad sceptical, too: he wanted to know how you could play well in this game... And that is indeed a valid question to pose, I think. Playing well here seems to be a process which is difficult to put to words because points, point opportunities, and denying these to other players is a very tactical business. I'm not saying these are easy, but I'm not under the impression that you 'notice' your fellow players a lot here. Shipyard does this better.

Blox — A boring, and unless I miss my guess somewhat dysfunctional too, abstract game. Although lovely to look at, the game to me seems silly because you need a coloured card twice in order to move a block in and out of your possession. You are, however, very dependent on a closed card draw to make this work; and although there are several opportunities to obtain new cards it feels too much like the cards are playing me instead of the other way around. Hope this game stays in the box for a long time to come.

Dragon's Gold — A DJ-game, played without the spell cards. The hand of Faidutti is clearly visible. It becomes nigh impossible to track who is aiming for what, resulting in uncontrollable player chaos due to all the bluffing, reverse psychology, screwed-up bidding, and what-not; and if you are able to track things, the game has to be dysfunctionally boring. I'm not really sure where the fun in this title is supposed to be hiding; of course there is some hilarity as expensive stones are stolen and retaken, but that's not really a pattern to sustain me for the time it takes to play a large number of hands. I might be tempted to replay this game by taking out the negotiation element, and replacing it with, as the rulebook suggests, a you divide-I choose element. But I'm not sure of the effect of the length of the game.

Coney Island — A DJ-game. An interesting game this time because we used up all the ground tiles. This proved an insidious tactic to slow down quick overbuilders; I'm going to explore the possibilities of this strategy in future games. I like how Coney Island, despite its feeling of utter simplicity and lack of any seriousness, still manages to surprise me in how the game plays out by focussing on a different aspect.

In the Year of the Dragon — A DJ-game. The last Feld on my list. A curious game of trying to score points in the face of continued setbacks. It's a bit of a masochistical game in that respect, but still a well-crafted one. Did I find it interesting? No, not all that much, although I immediately add that playing well is another matter. The events will affect all players equally, but the actions allowing people to prepare for them are not distributed equally. The winner will therefore be the player who made best use of his seemingly non-beneficial actions, which is a bit of a strange way to play a game. Other titles do something like it too, but give you as player much more time to work out the kinks in your plan. IJdD feels rather rushed in this respect, and with players continuously blocking each other that's not something I immediately value. It's not a bad game from Feld, but I think I'd rather play his later games instead.

Glen More — A frustrating experience for me as I felt that the problem of stopping another player was always offloaded onto me. Meaning that a choice often consisted of me grabbing a tile to the front in order to block someone, or to pick up a useless tile just so I'd stay in the back and not give the others too much free reign. My partner pointed out that she didn't pay attention to other players and just focused on activating her own tiles as often as possible: I think I need to mimic that attitude... Although it is obviously not a strategy which can work for everyone.
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12. Board Game: Guess Who? [Average Rating:4.76 Overall Rank:11142]
Johannes cum Grano Salis
United States
Finger Lakes
New York
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"It's not hard to design a game that works, the real challenge is making one that people want to play again and again."--Martin Wallace
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Guess Who? x3 (nephews)
German Whist x2 (one vs. wife, one vs. friend)
Hey, That's My Fish! x2 (nephews)
Incan Gold x2 (nephews)
No Thanks! x2 (my family)
10 Days in the USA x1 (nephews)
Botswana x1 (nephews)
For Sale x1 (my family)
Kingdom Builder x1 (nephews)
Lost Cities x1 (wife)
Rummy x1 (friend)


Easter meant my family visited for the first half of the weekend, and then we visited my in-laws for the second half (hooray for Equal Family Holiday Time).

Played 2 games of 5p No Thanks! and a 6p For Sale with my family. Then had a marathon day on Easter, largely against my nephews, though other people joined in now and again (and I sat out games of Uno).

I don't know who said that Guess Who should take 20 minutes, but that baseline must have been set against someone who had no idea how to ask a question in the language of their opponent. I played my three games inside of 5 minutes and had enough time left over to reheat my tea. It's a pretty forgettable memory game (see what I did there?), and I'm glad I don't own it.

4p Kingdom Builder against my nephews (7 and 10), plus a lawyer. The nephews are ordinarily good opponents, though this game they had a bad case of the Sillies and decided they were going to pursue some meta-game of "invading each other's cities," which made no sense and they couldn't be deterred. Consequently, they each got destroyed. When they saw how badly they finished, they got their serious faces on and we played some other games. But that was the longest, most awful and drawn-out gaming experience I've had in a long time. We had all shared some good games of KB prior to that, and I'll admit I'm disappointed that it was such a waste of time.

I introduced them to Incan Gold, which they loved, though it doesn't really work well with three. They also like Botswana a lot, which I'll play. Hey That's My Fish is a terrific game regardless of player count or player age. It's an intuitive, versatile game and one I will always agree to play.

Closed out the weekend by bringing a deck of cards over to a friend's house for a few mercifully quiet hands of German Whist and a few of Rummy.
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13. Board Game: Lords of Waterdeep [Average Rating:7.82 Overall Rank:28]
Laszlo Molnar
Hungary
Budapest
Hungary
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We knew we are going to play Lords of Waterdeep at half past 7 in the gaming club on Wednesday so we played some fillers from 6 - Timeline: Inventions 7-player with one wrong rule (we placed the wrongly guessed cards in the timeline as well, making the game very hard) and then Dixit Jinx which still works okay even though it's no Dixit.

Then we played Lords of Waterdeep. The basic mechanism of this game is just another simplified Caylus-like resource conversion worker placement Euro; nothing special. Then some American style fun is added: theme, graphic design, flavor texts; "characters" = secret aims; Intrigue = some "take that" effect and screw your opponent randomness and/or leader bashing. They still don't make the game great fun, but it's fun enough. It's actually strange to see it's so much a resource conversion euro that it even uses cubes for characters like Wizards, Thiefs, Warriors and Priests while it has the Dungeons & Dragons logo in the corner of the board. So after the great experience of Eclipse, the good experience of Lords of Waterdeep is another one where an otherwise boring Euro concept is spiced up with enough randomness to make it fun (well, it's still far from a great game but it's more enjoyable than it has any right to be).


In the rest of the week, not much playing - we played The Little Orchard one evening with my son and in another evening we played Orchard with my son and my stepson.


Now I'm curiously preparing for tomorrow evening - I organize a gaming night at my company and it seems there will be 10-12 workers who want to take part in it. I still haven't decided which games to take with myself though; there will be women from the HR department and I thought maybe they would enjoy King me! and Dixit but also some players who have already played Tikal and Dominion so they probably expect some more meat.
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14. Board Game: Bazaar [Average Rating:6.50 Overall Rank:1372]
Darrin Williams
United States
Allen
Texas
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I got to game a good deal over the Easter weekend.

Toledo - This was the second play for everyone at the table. I was really sucking wind, so I decided to end the game early. I was one turn from victory, when they figure out what I was doing and foiled my plans. Good game.

Eminent Domain - Played this again. Our group is just getting to the point where we specialize like we should. This was my first time to go Military, and I kinda liked it.

Tikal - After a refresher on this last week, I brought it out for my home game group. It didn't go over that well. It's an OK game, but it just wasn't right for this group.

Bazaar - Finally got this to the table. This is a game that I like on paper, but it just wasn't that fun on the table. I'll probably give it another chance, because I like the mechanic, but I think I prefer other games ( Drum Roll, Quintessential: The Fifth Element ) with the same mechanic.

Power Grid: The First Sparks - I played this with the "Cannibal Variant" which allows you to eat your people for 2 food. Unfortunately, nobody got stuck, so we just ended up playing it straight. Good game.

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15. Board Game: Outpost [Average Rating:6.88 Overall Rank:1046]
Seth Brown
United States
North Adams
Massachusetts
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OMG I FINALLY PLAYED OUTPOST!

This past weekend was PAX East, a gaming convention mostly about video games, although I spent most of my time in the tabletop gaming room. Attending alone was a huge mistake, as convincing strangers to join me for a pick-up game was much harder than I'd hoped, but my one great success was Outpost.

I'd been wanting to try this forever, especially since the reprint. And I can totally see how Zavandor is spawned from it, and can appreciate the game... but after one play, it's off my "must-get" list. I think I really like most of the changes Zavandor made, and the "purity" of outpost's auctions may be precisely what I like less about the game; I tend to prefer my auction games as adulterated as possible.

I also played 8 hours of Innovation, which I was demoing. It's a pretty cool game.

And 4 rounds of Quarriors, which is sort of fun but ultimately too luck-based.
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16. Board Game: Ebbe & Flut [Average Rating:6.44 Overall Rank:2390]
Paul Lister
United Kingdom
London
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Another quiet week. Being back in the meatball fold has meant being persuaded to try some new games that otherwise I would never have played- ebbe & Flut is neat two player game, with players programming cards to cascade across a five by five grid to land in a small area and score points and along the way cover opponents cards. It's quite abstract so I have been surprised at his much I have enjoyed it. Played three times

Also one game of Ab in die tonne and Bausack

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17. Board Game: Crappy Birthday [Average Rating:5.71 Overall Rank:6019]
John Bandettini
United Kingdom
London
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One way or another I seemed to be playing Crappy Birthday all week.

It's not really that great a game, but it plays inm around 10 minutes and it is the sort of game anyone can play.

3rd April at London on Board

Crappy Birthday
Detroit-Cleveland Grand Prix
Louis XIV

4th April at Isleworth Board Gamers

Crappy Birthday
Steam

6th April at a friends

Lords of Waterdeep
7 Wonders x2 with Leaders
Walnut Grove x2
Yin Yang
Crappy Birthday
Time's Up!
For Sale








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18. Board Game: The Scepter of Zavandor [Average Rating:7.07 Overall Rank:532]
Lori
United States
Durham
North Carolina
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Flash Point: Fire Rescue x 2 (once in the high-rise office building and once in the regular house)
Dominion
Hand and Foot
Hex Hex XL x 2 (tried the Vexed expansion for the first time and liked it)
Fluxx
10 Days in Africa x 2 (once alone and once as 20d with Europe)Rheinländer
TransAmerica with Vexation
The Scepter of Zavandor



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