Secret Santa 2014,
Thank you Santa for the great games!!!!
I finally created a guild for the Gaming group I have been hosting since 2012: Redward's gaming meet up in Carrollton Texas
My wife and I almost a decade ago before we got hitched:
Playing Doodle Dice
before we new about good games and had our daughters:
With my ladies at the Parthenon in Nashville TN: Avatar
: Gene Hackman in his best roll ever
, the old blind man in Young Frankenstein.
: Love letter, No ThanksLight Medium
: The Resistance, 7 Wonders, DominionMedium
: Innovation, Hansa Teutonica, Medium Heavy
: Dungeon Lords, Caverna, Terra MysticaHeavy
: Mage Knight, Through the Ages
Rating system I am using:
One of the best games I have every played. I have/will own it and obsess over it for a long period of time.
'Twas a 10. Although, I play it much less I still respect it.
This is a great game. I have/will own it and obsess over it briefly.
'Twas an 8. Although, I play it much less I still respect it.
This game is fine and good.
I either find this game to be very meh (flawed but not overly painful) or I hate it but respect it as a fairly well made game.
This is a bad game but I can imagine why others may appreciate it.
I abhor this game and it is an abomination to me. It is poorly made crap. I don't understand why people would want to play this (other than perhaps nostalgia).
-I am probably going to avoid rating expansions other than occasionally giving a poor rating. They are often over rated and I haven't been able to determine a good rating system for them.
What would my perfect Board Game look like?It would...
...Be requested by my friends
...Play well as a 2 player and a multiplayer game
...Have meaningful strategic & tactical decisions
...Have multiple paths to victory
...Have excellent/innovative mechanics
...Have high replayability
...Have a variable set up
...Not have direct conflict if it's a Euro
...Not have targeted attacks if it's multiplayer
...Have some theme & high quality art & components
...Have a theme that's Postapocalyptic, Dark-Fantasy, or non-traditional
...Not have a grain growing cube pushing theme
...Have a quick set up
...Play in less than 2 hours
...Be easy to teach/learn
...Not be a co-op or use a cardboard AI to create challenge
...Have high quality expansions available
...Not have player elimination
...Use a new mechanic or a new mechanical recipe
...Cost less than $60
...Not require analysis of other player(s) strategies
...Allow me to easily observe why I won/lost
...Fill a niche that is different than other games I already own or do a better job at filling a duplicate niche
"...Have intuitive connection between theme and gameplay." ~sgosaric~list inspired by
I am BGG's official honey trap
What would a perfect board game review look like?
Something like the following:
: It would also be helpful if the reviewer's User Profile had a statement indicating what games, mechanics, game features they tend to love &/or despise to make their biases clear.
What would a perfect rulebook look like?
Be concise but contain an index if it is 10+ pages
Let the theme help explain why the game works the way it does
Have clear examples for every tricky concept
Have a clearly marked strategy tips section toward the back
Include a very brief summary of how the game will play out towards the front of the rulebook
Include a picture of how the game will look when set up and how it may look at various points during the game
Include a cheat sheet for each player (should include order of play and a symbol chart at the very least). This should be set up to generally work as a sufficient reminder for people who have played before but have forgotten the rules.
Have all important rules and caveats in bold or highlighted in an easily recommended way (not hidden in the middle of a paragraph) [idea stolen from Jasonbartfast]
Include a list of easily missed rules and/or a FAQ
Include a link to a YouTube video in which the designer explains the game in a concise and clear manner
Include a link to a wiki/FAQ for any errata that may be needed over time (makes it easy for new players to immediately find any changed rules). The wiki/FAQ would be moderated by the designer
Be available via PDF at the publisher's website and on the BGG
Thoughts on how to improve one's overall strategy
-Discuss games after they are over to see what people thought they did well and did poorly and why they made the choices they made.
-Ask yourself the following questions in regards to any game you are playing or are about to play
1. If I were to describe this game in the most concise manor possible to a new player how would I describe it and what priorities would I emphasize? Example: "The goal of Power Grid
is to have the most power stations that are powered at the end of the game (end game occurs once someone has built their XXth power station). This is done by properly managing each of your resources to maximize profits at any given moment of the game, creating momentum by having the right ratio of Power Station Cards, Power Stations on the board, $, and fuel, and by blocking your opponents from doing this when it is cost effective to do so." By creating a concise breakdown of the game you are able to properly set your priorities and figure out what details of the game play are most important to consider.
2. How do I gain momentum in the game?
3. How do I best set myself up for success in early choices so that I have what I need to make meaningful choices in the late game?
4. What should my short term and mid term goals be to reach my long term goal of winning the game overall?
5. What are the most important resources to gain early/mid/late game?
6. What is the best ratio of "resources" at any given moment of the game?
7. How do I slow down my opponents?
8. How do I respond to the specific strategies preferred by my current opponents?
9. What are some flashy/distracting strategies which are more attractive than useful? (Dominion's village idiot may be an example - it looks good at first glance but does nothing)
10. If I am denied an important resource to my primary strategy how will I attempt to overcome that? What resources will I go for instead? Can I block my opponent so that they will not gain the advantage while I am in a weaker position?
11. If the game has targeting, which opponent should I target and why?
12. How do I limit how much I depend on luck?
13. When do I try a riskier luck based strategy to make up for unexpected losses in my primary strategy? What would that look like?
-Finally, play games that teach different lessons. Examples
: how to "trash" resources in an effective way, when to "go green" and allow your "deck" to become cluttered with VP's, how to prioritize resources (cards to gain), how to adapt to the specific variable set up that is presented in the current game
: Importance of initial placement of "settlements." Kingdom Builder
and Power Grid
teach similar lessons
3. Power Grid
: how to do your math to ensure that you have the resources you need to reach the goals you have for that turn.
: How to manage turn order to your benefit. Also taught by Power Grid
5. San Juan, RftG,
and Puerto Rico
: how to block your opponent by making choices which limit what they can do. This is also taught in very different ways by Power Grid, TTR, Dungeon Lords,
and Dragon Valley
6. Mage Knight
and Dungeon Lords
: How to make the best decision when your resources only allow sub par decisions. I am guessing that all Vlaada Chvátil's
games teach this.
7. Zombie Dice
and Horse Fever
: When to push your luck. This is a simple lesson that many games probably teach.
8. Power Grid
and The Princes of Florence
: how to bid up your opponent on a resource they need more than you without holding the bag.
9. 7 Wonders
: Paying attention to your opponents strategy during a fast paced game. Recently Played:
plays&imagesonly=1&imagepos=left&inline=1&showplaydate=1&wishlistrank=1&domains%5B%5D=boardgame&imagewidget=1[/img]Some Games I Own:Wish List:
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