I've been looking at trying Gaslands: Refuelled for 4 or 5 years. Well, Refuelled is an update from last fall, but looking at Gaslands in general.
With the changes in my gaming this year, how often I game, how much new vs/old/tried and true I'm doing, the therapeutic value of games with some kind of toy-like experience to them, like Funkoverse Strategy Game, I checked on this game again, and the Kindle version of the rules was on sale for $1.99, being usually between $11 and 20 somewhere.
I am going through figuring out and processing some repressed childhood trauma, and play is a language that really works well for me, and I've been discovering through some play therapy just how useful and therapeutic it can be. I am playing much more new to me than usual; I generally play variety anyway, but learning something new is, or feels, more distracting to me from intense stuff, than when I think about an old favorite. I have been challenging that thought/perception, though, by pulling out a few favorites lately.
Still, I am trying not to judge my pull to new new new, because I'm trying to go with how I feel a lot lately, in helping myself through this difficult, intense stuff.
Gaslands Refuelled is quite fun, at least as far as I got, anyway (more on that near the end). I didn't play with the several Wonder Woman cars I've picked up in the last couple years with Gaslands in mind; I went with a couple of Disney cars I picked up, because I felt so connected to younger me when I picked up and drove them; healing experiences for young me are quite important, so again, I went with what I felt, which doesn't come naturally to me as an overthinker.
I also chose a pair of VW-ish Beetle cars, because the learning scenario has two teams, each with one car and one buggy. Though these Punchbuggies were larger than the Disney cars, I used them as the more lightweight Buggy for each team, because it would have been a clash in my mind to counteract that and go opposite of the natural fit for those. My daughter game me these Punchbuggies out of herr small collection of special ones she'd saved from her childhood; she seems more connected to the ones she kept, so I dont feel badly.
I printed and cut out the templates, and a couple of dashboards for each team. I printed out the quick reference, but I'm going to have to make my own (see near the end for more discussion).
I thought about what to use from around the house to represent the start, finish, and obstacles on the track, and I decided my beading supplies, which I've stored away as I need to sort through and move on 2/3 of it, would have things to use. I've made a selection of things, some not used in this game, to keep in a drawer with the cars, for buildding hedges, fences, rocks, and things in future.
Here's the starting lineup of Team Jumbo/Dumbo against Team Gepetto/Pinocchio (Punchbuggies are playing the parent in this scenario).
The starting line is a netting seed bead bracelet I made when I was new to beading. I chose silver lined seed beads for the picots on the outside edges of the netting; the silver lining inside tarnishes; eventually I'll remake the bracelet, as it feels and looks awesome on, but I'll need a magnifier first as my eyes aren't what they used to be . . .
An almost racer's eye view of the course. Oh, I need to say that each vehicle is armed with a forward mounted machine gun (which no one was ever in range of, I don't think) and two handguns, as each vehicle had two crew, a handgun for each. The handguns have a 360 degree firing arc; the FMMG has only forward. You get 2d6 per machine gun.
This is a destructible obstacle as far as the game goes; it's a flower hedge that I was going to have each half need to be destroyed to remove it entirely; if one half got pasted, I'd just fold the thing in half. The bracelet I used has been in a bag to be repaired as the beading thread broke after some wear; you might see the thread poking up.
Another destructible object; there's a rosebush on the course! What's a Disney race without flowers and birds?
A sterling silver finish line! Handmade for me by my husband of tiny sterling silver jump rings, in the euro 4-in-1 chainmail pattern. A few years later, I developed a nickel allergy, and this bracelet is not nickel free. It serves as a fancy finish line, though!
The other obstacles are trees, a cow statue, and a big purple crystal rock. These are represented by jars of colored beading thread, a black and white stone pendant, and a small container of primitive amethyst sticks, which not long into the game I started using to count who had gone, and for which gear phase. One stick meant they'd gone for gear one, two meant they'd gone for gear two, etc. I will likely use these or an equivalent in future games.
Raring to go, Team Elephant won the roll for Pole Position, and started first.
Dumbo goes a straight medium length, choosing to use the shift for being a trivial maneuver to shift upwards (I forgot to add a hazard token to each car's dashboard when doing that, but catch it soon enough in the game I can figure out who has what (partly from looking at the photos of the moves they made/templates used)).
This is important because the last thing on a turn is checking to see if you wiped out, which you do if you have 6 or more hazard tokens; ANY vehicle with 6 or more wipes out, if they meet that condition, during the wipeout phase of any vehicle's turn. (Collisions and things can have you gaining hazard tokens even when you aren't taking your turn in the race.)
Gepetto takes a curve to Dumbo's left, and . . .
shoots at Dumbo! Walt is turning over in his grave. However, Karma can be quite fitting . . . stay tuned!
Gepetto shoots both handguns; the template is shown to check range with. You get 1d6 for each handgun, and Dumbo gets to try to evade with one die per gear level, and is currently in second gear. A 4 or higher hits, a 6 critical hits for 2 damage. You need a 6 to evade a hit. Gepetto here makes a total of 3 hits, with one normal and 2 for the critical hit; Dumbo evades none of them.
Damage is marked on the dashboard.
Jumbo goes; I didn't take pictures of everything, even though it feels like it! Everyone ends in 2nd gear after their 1st move off the starting line, and the resulting hazard token for each shift up will be corrected later.
Pinocchio did a low speed hairpin turn to the right, and then fires both handguns at jumbo, making one normal hit. Jumbo fails to evade.
Dumbo, then Gepetto, then Jumbo go, each shifting gear up to 3 (hazard token for each them corrected later), from using a trivial maneuver off their template for the move they made. You get a free shift icon, as if you'd rolled the shift dice (which rolling gives you shifts at the equivalent of 4-6 on a d6, slide, spin (one of those is at 3, on at 2, I forget), and 1 is take a hazard token. You also take a hazard token if you can't eliminate doing a slide or spin. Sometimes it may be advantageous to slide or spin, though! Shift lets you shift up or down and take a hazard, get rid of one hazard token, or eliminate a spin or slide result you rolled.)
Pinoccho made a hairpin turn; he was not able to get a trivial maneuver shift.
One question I have is, can you use trivial maneuver shift icons to, instead of shifting, get rid of a hazard token? Because the times I did roll the shift/hazard dice, I never got enough to deal with the hazard results, let alone remove hazard tokens I already had.
Gepetto's feeling a little down . . . .
Here we have another slide that is a close shave for Dumbo's mother! She almost slid into a tree!
Pinocchio comus up on the right rear-ish of Dumbo, and fires off a pair of handguns. He doesn't hit, but perhaps he was distracted by the fantastical aerobatic maneuvers he must've made to get three 6's to unquestionably evade every possible combo of hit except for two crits.
Dumbo attempts a move, rolling some shift dice, and ends up backwards and with 6 or more hazards, and so wipes out, moving forward into the flower hedge obstacle (which would have that half destroyed, now) . . . Between the move, figuring out how I wanted to use the dice results I got, and so doing the move & roll, spin, wipeout, and collision (which at this point I was looking up a ton about wiping out and collisions and destructible objects and the damage you do to it and it does to you), I felt my brain just going . . .. I'm done, had enough, it's a therapy day and you've gone as far as your brain had legs for.
I fought the feeling for a minute or two but, in the same vein of trying to recognize what I'm feeling more, and go with it when appropriate, I did just that soon enough.
Plus, printing and cutting the stuff took time/energy, as did finding, sorting through, and selecting materials for use in the course. I had several hours of fun, though! (I'm not the speediest person).
There were a couople times during the game that i looked at the Quick reference sheet I'd downloaded and printed, and thought (after checking the kindle version manual) that with just a couple more words and a number, they could have improved the usefulness of the reference.
I don't remember what these were but I'll be making an improved reference for myself, possibly a double-sided sheet with collision, weapons, attack and smash attack stuff, on the back.
There are also other advanced rules, but I'm not ready for those yet. I do appreciate that the collision and final position/final interrupted position sections, and things like that, have multiple examples and explanation, as with the numbers of situations you could potentially get into, that could be really helpful.
The moment when I felt this game had me, as I was reading the rules, was The Carnage Rule, which is something like, if there's an unclear situation, make the choice that causes the most carnage. That suits me to a T.
I feel like ethe rules were laid out decently to fairly good, for much of the basic game stuff. I do feel like there's a couple things that you will ending going back and forth a lot; flipping back and forth, in physical copy parlance. I used the search function to help with finding some things, but I think the player aid I'm going to make, will help me more. I also might make an index for the book (note to self, go into the kindle book and see if it has one), because of the, for one or two things, you have to look in multiple places..
I feel like they did a decent job of putting much of what should go together, togetther, in a fairly logical order of learning. I've seen much worse! I just need to improve things a little bit, for my needs.
Probably way more than anyone wanted to know about my playthrough, except that it does hit or touch on many of the gameplay basics with this partial game, gives a sense of it.
Some things show better visually, in some ways, like the movement templates. I probably ought to mention the things here that you need to know. There's trivial maneuvers that give you a shift, and hazardous ones that give you a hazard token. It depends which move template you are doing, in which gear. At some gears, some moves aren't available, Of the ones that are for a particular gear, some will be safe than others in that gear. Some will give you the shift opportunity.
I also really like, but was occasionally chagrined by, the Use the first move template you touch. It helps prevent AP, and trying things out, but then you try to visualize it without touching them, so I tried to keep that to a minute or less before just picking one, to keep in the spirit. Playing solo, though, you can take as long as you like, if you want.
I love the toy aspect, I love the DIY use what you've got aspect to making a course. I don't have intentions of ever modding or painting cars and stuff, but I could use variouos crafty skills I have in various media, like beads, weaving, knitting, etc, to make stuff. I'll probably mostly keep it to what I have in the drawer of beading stuff I put together, like some wooden barrel beads my dad made me that I still have some of, some cheap (way too cheap for me to want to wear it, not sure why I bought it) chains that might make good fencing/course guides/barbed wire stand ins, and other things.
Anyway, I intend on playing more, though I am not sure if I'll get to making an improved player aid soon or not.
I need a better description and title . . . .
Archive for New to Solo gaming
08 May 2020
- [+] Dice rolls
Earthquake Shenanigans, Acquisitions, Improving Approach to Gaming with Health Issues, Creating a Solo Game Selector/Utility Book
08 Apr 2020
The recent earthquake didn't knock anything over, not even the boardgames. It did come close to sending some Star Wars vehicles on an unexpected journey:
Groot was safe in his social distancing pot (obviously not 12 foot diameter, but we don't have a pot that big, nor room for it):
I set up a game after, to help detect aftershocks, though I debated whether the clatter of pieces might be too jarring:
The aftershocks were much fewer and far between (after the first two days) than they'd estimated, so it didn't stay up for more than a day or so. It didn't go up until the next day, and didn't do much of anything, despite the plethora of 2.0 too 3.ish shocks that day.
It's funny how engaging the scientific observation part of your brain, helps to reduce anxiety about the aftershocks, because it's hard for both anxiety and curiosity to co-exist. They did, but the curiosity significantly reduced the anxiety, so I'm tickled I could use gaming in a way to help with that.
Happy Birthday to me, feeling like a Ferengi (acquisitions), some things I've been playing
Between the rest of my Christmas money, and my birthday in February, and a bit of trading, acquisitions were more than they've ever been in a several month period. Probably more than any half year, and definitely more than most years (a couple years ago I had alot, for me, going in and out)
My husband got me the DC101 two pack Funkoverse expansion for Valentine's Day, as I'd recently gotten the 4-pack DC set for a steal of $10. I later got with Christmas and Birthday money, Harry Potter both Funkoverse sets, and Kool Aid Man. Bandido, and the expansion to Fallout (not WWF).
Fallout, birthday present, played with my husband and not likely to be solo'd as we love playing it together.
I traded for a batch of mosty PnP's. I'm kinda spacing out trying them, as it's nice to have new without having to spend to get it, and I've been trying so much new to me this year, I'd like to play more tried and true in there as well.
The Oceans pnp I got in that batch, while it will probably be quite some time before I try the actual Oceans game, I am in love/joy with the art, and have pulled some themed or matching sets of cards, ten sets, 4 of each, or 4 that fits a theme like jellyfish, or tentacles. I use these to play Daniel Solis' Year of the Dragon, that was designed for when the system/deck Book of Dragons was published.
I love playing that with a vareity of decks, especially as the original cards are tarot sized and take up more space, which is an issue when out and about (pre-pandemic), and I like the variety of having options. Oceans is near or at the top of the list for this game, for me, though. LOVE it.
The sets of 4 identical cards, and some sets of 4 different but categorized cards, to make up the 10 different sets of four I need. Teeth, tentacles, jellyfish/bioluminescent, are several of the four differeent cards, sets.
Other games played recently include:
New to me:
Deadball, Ada Lovelace: Consulting Mathematician, Batman: The Animated Series Dice Game, Groves
Tried and true:
Fields of Green, various Fluxx'es, Castles of Caladale, Das Labyrinth des Pharoa
Gaming more frequently; changing my approach, health issues and gaming
I have been working on playing more games; rather, of having an attitude that it's easier than I think to get up and play something, and that I can take small steps and small decisions to make this happen.
When you live with a variety of health issues that can really make the inertia of continuing to just sit/lay down and continue what you are doing, generally be, or feel, rather, much easier, less stressfull, less painful than other things, thats often what you do.
But, I've working on changing the attitude about it. Which has been leading to good success in playing more, and some good efforts on organizing things in a way to make playing easier, or even choosing what to play, easier.
It doesn't take a huge amount of effort to make this change, but it does take trying to apply an attitude more consistently, and a bit of targeted self-talk to help push through the fatigue, fog, pain, and inertia of not getting up and doing much that comes along with these health issues, or often does.
Sometimes for a week or two when I'm on the edge of a migraine, or other issues that interfere, then no, but generally, I'm finding I can do more than I thought I could, I just need to make it as easy as possible, in my push to play more games.
With that push, though, a problem that had beeen increasingly on my mind since oh maybe August or so, and increasing with time and acquisition, especially the explosion of new lately, is the following, which deserves it's own marked out section in this long blog post.
Making a physical solo games selector book, to help with remembering what I have to play, and for which moods/brain fog levels they are suited for
Cardstock and leftover plastic from plastic binder dividers I cut up and disc-bound punched for my planner.
I'd been finding that I was having an increasingly difficult time remembering everything I have available to play solo, and then choosing from it. Apparently I've surpassed some threshold of having more than I can easily remember without aid. I remember most, but it feels like I'm scrabbling to pull it all togeether, and that's not the most pleasant feeling, so I'd decided I would get around to making a physical solo games selector aid for myself.
There are multiple sizes of sheets, usually more than one per "page", to accomodate my need to update/add/move info and things around to suit my needs. I include a variety of differently sized "pages" at the front, with my games listed undere various categories, that I tried to put categories on each "strip page" that sort of went together in some way.
After all the Christmas and Birthday money and other acquisitions, it's really come to a head. I put it together in the days following the reecent 5.7 earthquake in Salt Lake City; though losing power was a mild concern at that time and for a week or so after, it wasn't why I made the book.
The rest of the book is sorted by the heaviest fibromyalgia brain fog level I feel a game is suited for. You see that on the left, a list of ones for that brain fog level. The first three strips making a "page" are on the right, starting with the lowest BGG weight game in the fog category, and going up from there. Most games are this 1/3 of a "page" size, but there's several I made bigger, like Deadball and Funkoverse, for reasons.
Some of the strips for the games have a variety of spots to put specific information; I stopped after awhile putting that, since it was too many games to do that (I can do it over time as I play them) and I may want to change what information I'm putting. I will list these things farther on.
This is a usable, complete (for now, mostly) proof of concept as far as what it is, the size, and stuff. That's why it's only cardstock covers and not laminate.
I needed something relatively simple, but also with enough to it that it suited my particular needs; that it would have some other utility in it besides solo game selecting, like perhaps logging gameplays, so I can put them in BGG later, logging game trades/incoming/outgoing, especially outstanding Kickstarters, a dry/wet eraseable scoresheet, and maybe a few other things. The plastic you see on the cover, and 6 or 7 pieces of various sizes between each fog level section, will serve to record this stuff with a wet erase marker.
A closeup of a "page" of three game strips. Though I stopped putting every spot of info on all the strips, I kept the most thought through stuff, the most frequently referenced info, along the top of the page strip. Things like My rating, BGG rating, 1pg People's Choice last year/overall, players, play time, BGG weight, where it's physically (or digitally, in a few cases) stored, and Brain Fog Level. Game name on next line.
It might sound ambitious, but I've been thinking about it for awhile. When my mind whirls and whirls with anxiety, I'll often set it to work on something productive/creative like this instead, and it works nicely to do that. It means I think some things through to an exacting level of detail sometimes, though.
Tools/materials/other info about my Solo Selector book
The discs are Happy Planner discs you can find for that brand at various craft stores. The punch I used is a heavy duty, $80 Levenger Circa one that will punch through multiple pages, chipboard (to a point, extra thick ones might be an issue) and I've used it on some plastic, transparency stuff, and laminate. I'd prefer to not test it on the thicker laminates (not sure what thickness of laminate I've punched for my planner).
These are used for disc-bound planners; the punch creates a mushroom shaped hole in the paper. You can pull pages and things out and rearrange as needed. Some disc-bound brands/systems are compatible with some other ones, some are not, or are compatible with the other ones that don't play well with other types either.
I cut the disc bound punched white paper, into strips exactly in half between disc-bound punch spots, by centering adjacent mushroom punchhouts on lines that were an inch apart, straddling the cut line which was halfway between them. Some trimmers don't have measuring lines that close to the cut line, though.
I also used a We R Memory Keeprs heavy duty corner chomper. Each of these does two sizes of corner rounding, but one of the two for sale gets worse reviews. I have the better one, I wish the other was good too . . .. anyway, I use it to round the corners on everything, including the plastic used in this book. Sometimes I need to clean it up a little, but I'm still perfecting my punching technique. And the type of plastic that I need to clean up, is different than the laminate I've used.
Cardstock was from a big pad of scrapbooking, thick linen finished nice rebound to ot cardstock, teal front, purple back, so I don't mistake which side is front.
On the front, in silver gel pen (because when I'm using the clear plastic for scoring a game, I don't want text on the cover competing visually with what I'm writing on the plastic) I've written: Sara's Solo Game Selector, "Shall. We. Play. A. Game? - WOPR, Wargames"
The other info currently on some of the page strips, besides what I listed under the last photo, are:
RBL (rulebook learn)
RBR (rulebook refresh)
FP (Physical fiddliness)
FM (Mental fiddliness)
Vis (visual aesthetics)
OS (Other sensory)
PA (player aid(s)
Type of solo (self-explanatory) further info, if needed, like variant author, variant rating, will go on the back of the strip - I might change this and put the rating for how solo plays, next to the type of solo)
TS (I've forgotten what this one means, I need to go back to my notes from making the book)
Thm /I (Theme score, and Implementation of it score)
Relax/Tense/Puz (With my TMJ, I've been becoming increasingly aware that a few board games increase my physical tension; these things are partially an attempt to become more aware of how I feel, and give me an idea of what games might be better avoided when my TMJ is acting up) How reelaxing/How tense/How puzzley the game is
UIXVis Dis (User interface experience issues, visual discrimination; this one will go on the back of the strip, only for the few games that have any issues here)
I just thought of another option to add. How involved is scoring, is there a scoring pad?
Because I've been meaning to come up with a way to assess what is important to me in games, to define the issues, and measure or score the things that would be useful to me to do so, and figure out a selectionof these things that would give me an overall picture of why and what I like about the game, and how much or how little it fits some of those things.
I don't have to track everything, but this is a stab at starting to define the ins and outs of what works for me in a game, what doesn't, and why. To various degrees. I think some of the things I'm coring, like physical and mental fiddliness, rulebook issues, and other things, are partly why some games that are weightier than you'd think would work at a certain brain fog level, work. It's because they run smoother in those areas than other games, even some lighter games, do . . . We'll see over time how this turns out.
Anyway, I've gone on too much. If there's anything else you'd like to know, just ask. Oh, yes, I do feel I need to add a list of my topj x number of games to the front, that's been feeling like it needs to be in there. A legend for the abbreviations in-book would be good, too.
- [+] Dice rolls
Jumbo Family Solitaire, Cities A Bit Awry, Board Meeting: Whose is Bigger? Celtic Dice and Modular Portable (Card) Game storage
18 Jan 2016
Edit: Apparently I'm playing something wrong in Cities, so my explanation, and scoring, needs to be redone. Sorry about that.
So, Something another blogger posted got me thinking about board sizes. Specifically, really big ones. So I decided to pull out our largest ones, a few weeks back, and compare them. I threw in Pandemic and The Game of Life, one atop the other, for a point of reference, since many gamers know these boards, though I knew they weren't in the same league as the big boys. I also threw in King of Tokyo, as the smallest I have.
I debated whether to go for prettier arrangements, or just trying to show the comparisons. It was hard enough to do the latter, so artsy can come later. I had to stand up on an ottoman to get some of these shots.
Also included are Firefly: The Game, Ticket to Ride: Nordic Countries, Legendary: A Marvel Deck Building Game, Legendary: A Marvel Deck Building Game – Villains, The Powerpuff Girls: Saving the World Before Bedtime, Clue Master Detective. The tables here are 33" square, and 2'x 4'.
TTR: Nordic was the largest. Powerpuff, seen below, barely edged out Firefly base game board, by about an eighth of an inch in one or two directions. Once you add Blue Sun Or Kalidasa expansions to Firely, though, that puppy will kick butt of everything else here. Add both? Oh, mama.
2nd place Powerpuff, which is no powerpuff . . . Clue: Master Detective, is more massive than it feels here. It is larger than the Legendary board and Legendary: Villains mat, and larger than Pandemic and Life.
Solitaire is one of the classic Components: Traditional Playing Cards. But it isn't in the database, the card game. There is an abstract game by that name in the database.
I am not sure why this is.
So, we pulled out our jumbo deck of Mickey Mouse cards, and I was fiddling with them, and I thought, 'Hey, maybe I should try Solitaire with these.'
That's a Tivo remote and quarter for scale; the table is 2 feet across, 4 feet long. It's just laid flat on the floor.
So I dealt out the Solitaire setup and started playing. I asked my husband if he wanted to join me. He sat the other side of the cards, acting as my Vanna White. There was a little pointing out of things if he thought I wasn't seeing something. Backseat driving, but in the front. We did this in good humour, since this was a two-person experience with one person in the Vanna role.
The fun of tossing a giant card at my husband was pretty good, but much of the time I'd lean forward and gently give it a short toss onto the right stack; he'd fix it up if it got too messy. Everything about playing Solitaire with jumbo cards made it funner, for us, except shuffling was an issue. I instituted some pile shuffling for part of it, since jumbo cards like this aren't going to shuffle as easily as regular cards.
After I played twice, and got stuck both times, we switched places, and he played twice. Also getting stuck both times.
We switched once more, and had a successful game,with my daughter coming out of teenage hibernation land, acquiescing to be taught Solitaire, and getting into it with us.
This is the most fun I've had playing Solitaire!
Cities is a game that I've packed up one set of the tiles, and a copy of the rules, to put in my Fun-Sense kit I have.
This kit includes fun and sensory things, many of which would be good to use when anxious, depressed (if you could summon up the motivation), or otherwise in need of some relaxation, distraction, or something, with aspects to it that may delight or soothe, relax or some other thing, that the items in my kit are curated to function for. Having sensory issues, sensory objects will help reorient me, and soothe or relax me, just by getting me to focus on that sensation.
So, Cities, a packed up portable solo kit of it, fits perfectly in my Fun-Sense kit, because besides being colorful, it's meditative to play, and absorbing. My anxieties are eased, as I've lost myself in the game. It doesn't solve my problems by any means, but it's a great redirect.
I played 4-5 games of it, and my first, is the best I've probably ever done!. Most of the yellow Attractions did not come out until late, so my board was great for setting up some pretty big scoring Terraces with alot of huge/long water/park views. It was wicked!
Score=93ish, counting that high I might be off. Never scored out of the sixties before.
My next couple of games were fun as well. I played two, in my lap on a Star Wars: Life box, put it away, then got it back out and played a couple more. I know the Life box makes for a more cluttered picture.
Score=seventy-something (blog form needed resubmitted after I'd typed in this score and added up next; too frustrated to add it up again at the moment lol)
You can do one of 3 things after placing a tile:
Place a meeple on the most recently played tile
Jump a meeple to the most recently played tile
Walk a meeple to an adjacent AREA, this includes diagonally. (I just realized I've been playing this walk to an adjacent TILE; oops! Big difference.
Most of the meeples in my Epic game above weren't walked. Only one was, the low end of points, optimizing that, so my score wouldn't change much. Still chagrined, though.
Score= Eighty-something (see above)
By grouping, below, that includes a "grouping" of just 1. Orthagonal only, not diagonal adjoining.
Playing on hardest level, you score a meeple on yellow Attractions, 1 for each yellow Attraction in the grouping, and 1 for any orange/red Terrace directly adjoining any of these Attraction spaces in the grouping.
In green Parks, it's the same but with 1 for each blue Water directly adjoining any of the green Park spaces, and scoring 1 for each green Park in your green Park grouping.
For a meeple in an orange/red Terrace grouping, you score 1 for each Terrace in the grouping, but then 1 for any water or park you can see from any Terrace in the grouping, seeing through water and parks, to water and parks beyond them. Each spot only scores once per meeple, ie, if you have a three deep Terrace looking out on a three deep water park water, you don't score the water park water times three. You just score for the edge terraces that look outward. As far as I understand it.
I really enjoy the game, and the different decisions you make. The puzzley nature of how best to place the pieces, and the nature and types of those decisions changes early game to end game. It's so yummy!
Of course, since I've been playing a major rule wrong, that's going to affect things, but walking is something I usually do much less of than the other two things, and that was when I was playing it too powerfully. Situationally, Some games just need more walking, depending on the draw of the tiles.
I find myself about 60% through the game, starting to check where my meeples are at, with new scoring opportunities. It can be overdone.
I really enjoy this game, and would give it 4 out of 5 Dolphins. Because I love Dolphins. I'm afraid of sounding like another blogger, but if I want to rate how I like something, I'd use a scale of dolphins. I didn't set out to mini-review Cities, it just ended up there.
I might make a Geeklist of Laptop playable solo games, I don't know, sometimes I go nuts with the Geeklists. But I spend alot of time in a chair with my feet up. Pain escalates, eventually, the longer they are down. Depending on factors. Though I should get up and move more, that's good for arthritis, to a point. But lap-playable games wouldn't be useless. 15 years from now, might be more essential. My prognosis "Increasing pain, decreasing function, and more parts WILL go."
But, for now I can tolerate the discomfort during a 3 hour Firefly game, at home anyway where I can do more to mitigate things. I'm not hopeless yet.
Eye of Sa(Ra)
I've had my eye on Knot Dice for awhile now. This is perfect for my Fun-Sense kit. I love mazy, twisty, labyrinthine things, and the Celtic knot patterns you form with these dice fit that bill. There are solo puzzles and games you can play with these, and multiplayer. They look really nice, from the pictures. These are at the tip-top of my wishlist.
They'd be fun to just noodle around with, making paths and patterns. I'd eventually like two sets of 18, for 36, but I can start with one. Until this came along, I had a couple of Celtic knot games full size I'd been eyeing, but the amount of space they'd take up, for something more about me, than my husband's tastes, had me hesitant. This is much more compact, and he enjoys Tsuro well enough, so it's a pretty sure thing.
Another thing, that I think is brilliant, is the Card Caddy, currently on Kickstarter. See link to news article on BGG, below, which has link to Kickstarter there.
It's the Double Decker version, that holds two standard decks, securely snaps closed, and unfolds to form a Draw/Discard tray. He previously successfully funded the single deck version.
There are stretch goals for a Triple Deck version, a snap-on bin for tokens, bits, dice, etcm, snap-on scorepad, snap-on larger bin for poker chips (useful for other things too), and connectors to connect your deck boxes together.
Beyond your card games like Star Realms, Fluxx, or card games with bits, which are all great uses, think bigger. Think about using it as a modular system to help organize games, especially ones with alot of cards and bits, like Firefly. Ships in the poker bin, tokens in that or the other bin . . .snap things together in whatever configuration you need. With Firefly, you still have the big Story cards, ship boards, rules, and boards, but people have to deal with those separately from all these other things as is.
If that doesn't seem like the right game for it, how about many of the Adventure card games out there now, the campaign style, your character levels up over time, rpg-ish ones?
Anyway, I hope he succeeds. He says he'll try to produce things they don't unlock this t, in future Kickstarters. I do think for his own sake, and to hit goals, he might need to price things upwards a smidge. But that's just me. Too late now.
This would be good for portable gaming kits, especially if you use something I'll be bringing up in the next Eye, The Badger Deck, or other decks that can do alot,, that you can use to try alot of games, and take them with you in more portable, versatile form out on the road.
I'm not affiliated. Not even backing, currently, with husband out of work. I hope I'm allowed to blog about a Kickstarter I'm interested in.
BGG news post that mentions Card Caddy
Coming next time: Firefly, P.I, and Piffing!
- [+] Dice rolls