$30.00
$20.00
$15.00
$5.00

Meepleonboard

When I am not putting notes on paper I like to play. Here are my scribblings.

Archive for Nick

1 , 2 , 3 , 4 , 5  Next »  [13]

Recommend
8 
 Thumb up
 tip
 Hide

15th January 2017: Flick 'Em Up, Jambo, Codenames

meepleonboard
United Kingdom
Somerset/London
flag msg tools
mbmbmbmbmb
It was a busy week for this time in the year, so it took until Saturday for us to manage to get anything to the table, but we at least managed to make up a little for lost time.

Saturday


On Saturday afternoon I thought that we would start with something new and relatively light, so set out the first scenario in Flick 'em Up!, which we had played three times before. In none of our previous games had I managed to see off any of KT's shooters, so I was determined to do better this time. I took the lawmen while KT took the bandits. Our first game was slow to start, a result of trying to remember all the rules of cases when something gets moved or knocked by accident, but eventually picked up momentum as I forged ahead. KT managed to cause a little bit of damage to my guys, but the law prevailed and I won 3-1. We set up again and played a rematch, but this time KT had her eye in and was much more brutal in going after my wounded lawmen. I tried my best to see off the bad guys, but lost this time by the same margin 3-1. We set up for a decider as another bunch of bad guys strode into town. This third encounter was much closer all the way, and towards the end we were 2-2, both of us with some severely wounded characters on board. It was set up for a tense finish – my guy fluffed his shot while KT's kept his nerve, and I went down 3-2 to lose the series at the last. I must admit that we found this slightly less madcap fun than the last time we played it – maybe it's better at the end of a relaxed evening.

Later on I set up Jambo, which I had traded for a long time ago but never quite got to the table. I had wondered if this might fill the gap which both Jaipur and Targi briefly held, and it seemed that KT was in the mood to try something new. It took only a few minutes to get into the flow of the game, and our piles of gold were pretty even throughout. I played many of my cards early on and then realised that I had left myself without much way of getting new ones into my hand, while KT, more cautious, was pulling slowly ahead. At one point she asked me why I discarded rather than built small market stalls, so the next time I drew one I built it, paying the full 6-gold cost for it, then adding goods. Unfortunately for me, KT had craftily set me up for a fall, and used one of her cards to swipe my new goods from under my nose. Not to worry, though, as I surged ahead to 61 points, leaving her needing to gather 20 odd points in her final turn to win. Regular readers of my gaming posts will probably have guessed by now that she did exactly that, selling six different goods for 18 gold, and then using Utility cards to deal out even more pain. In the end she won 66-61, and gleefully pointed out that the 6 gold I had spent on the small market stall (at her suggestion, remember) had cost me the game. When will I learn?

We enjoyed Jambo a bit, I would say, but we both felt a little bored at stages and felt that there was too much drawing and hoping going on. A good game, but surpassed by more recent offerings, I think, and even though I know there is more to find in the game, we both agreed that it should go to the trade pile. Maybe something else will be our trading-desert-wares game, or maybe we will just go without.

To round off the evening we played two games of cooperative Codenames. In the first game we could have scored higher than the 4 we attained had I not insisted on picking enemy agents, which lowered our score. In our second game we could have closed out for a score of 5 (Leia, 4 – Dress, Star, Spy, Whip), but KT couldn't quite grasp onto the “whip” (Jabba used it, but it was a bit of a leap). However, she got it when I gave Walnut, 1, for a score of 4.

Lastly, my review of A Feast For Odin is now available here.

Happy gaming!
Twitter Facebook
1 Comment
Mon Jan 16, 2017 8:07 am
Post Rolls
  • [+] Dice rolls
Recommend
10 
 Thumb up
 tip
 Hide

8th January 2017: Tavarua, Seasons, Flash Point: Fire Rescue, Duel at Mt. Skullzfyre & Roll Through The Ages.

meepleonboard
United Kingdom
Somerset/London
flag msg tools
mbmbmbmbmb
Looking back it was clearly a better week of gaming than it felt. KT and I are really keen to get as much cardboard to the table as possible this year, but there are times when the day has been tough, the work hours long, but I think I am getting better at choosing the right game for the right occasion, and it looks as if that is going to help us over the course of the year. Anyway, here is what we played this week - well, we had to pass the time while BGG was down :-) :

Monday

On Monday lunchtime I played a solo game of Tavarua, which I am playing in prior to writing a review. This is a fun surfing game with some interesting mechanisms, and it reminds me a bit of K2 in that you need to plan for a range of possible scenarios and manage your hand accordingly. The colours are bright and the gameplay is really fun, but I do need to play this is a bit more before I come to a final conclusion about it. For now, though, it all looks pretty positive.

I misplayed a couple of rules early on in the game, which made life slightly easier for me, and tried a solo "beat your own high score" game. On my first run through I scored 9.0 on the shortboard and 11.0 on the onboard for a total of 20.0. The maximum score is 40.0 and I played the game again later in the week, as you'll read.

In the evening we decided to throw Seasons: Enchanted Kingdom and Seasons: Path of Destiny, which I had received for Christmas, into our Seasons box and see what came out the other side. For our first game we decided to add everything - variant starting rules, individual powers, new cards, the lot, and it was a tough and stressful game as we tried to work out the way everything melded together. We drew the variant that only allows players to play a single power card from hand each turn, which certainly caused us a few problems. I ran out to win this game 157-141, using a strategy that focused on magic items only, and gaining bonus points for them at the end of the game.

After a couple of hours to let our brains cool down we went back to it, this time playing only with the new cards in order to get a better feel of what was in the deck rather than throw in new rules and player powers as well, and this time it all felt a little more smooth. I had the Wondrous Chest in play early on, combining it with a couple of other cards to make sure that I leapt ahead on the crystals track from the very beginning of the game. KT, though, was building up her suimmoning power from the very start and putting down high-scoring cards, so that in the end she outdragged me to win easily 167-129.

By the time we moved on to the third game we were getting a little tired, but scores had to be settled. Again I went for a strategy strongly focused on magic items, and manipulated the card powers enough to score quite a few handy points on the crystal track. KT, though, had me covered, and slapped me with a negative point familiar right at the end of the game, losing me points not just for the card, but also because I lost my magic-items-only bonus. Had she not done that the score would have been closer, but I still would not have won - 156-116 was the final score.

I'm still not sure about the extra powers and variant rules in the game, but the cards certainly add some extra bang so I think we'll be playing with them on their own for now until we get used to what they offer. Better still, everything fits into the base box.


Tuesday

After all the confrontational stuff on Monday I chose Flash Point: Fire Rescue as our game of choice for Tuesday afternoon, running the Recruit level advanced game. We are still playing around with the various roles available here, and are a long way from working out which is best in which scenario, so here we plumped for the Veteran and Rescue Dog. It later transpired that this was not a great choice, even though I felt that the flexibility of the Veteran's extra AP was pretty useful. Unfortunately the Rescue Dog found itself trapped for long periods of the game, unable to chop down walls or open doors of course, though it wagged its tail with enthusiasm, so all those lovely saved AP tended to go unspent from turn to turn. We had saved three victims in fairly quick succession, but a disastrous double hazmat explosion made things tricky in half of the house, and it eventually collapsed with only those three victims saved.


Wednesday

A friend of ours bought a copy of Epic Spell Wars of the Battle Wizards: Duel at Mt. Skullzfyre whilst at ComicCon last year, but has had nobody to play it with since then, so it has remained in shrink. He's been desperate to get it out and played, so while KT was working on Wednesday evening I helped him punch out the cardboard (including the totally surplus to requirements Mt. Skullzfyre itself) and we settled down to a couple of matches.

I can take or leave the artwork and the oh-so-funny (if you're about twelve, maybe) names on the cards, but we actually had quite a decent time playing this. It is light enough, but with some decisions to be make, and I have to say that we had a lot of fun. I closed out the first match 2-0 without too much trouble, but I do have much more experience in this kind of thing than my opponent, but our second game was closer. We were 1-1 at the end of the second round and went to the final phases of the third with me on 3 points and him on 10. My combination of cards worked beautifully, though, and he first rolled a four to take his points down to 6. My second card was a replica of the first, though, so as long as he did not roll a 6 he would be safe and would probably destroy me on his go. He rolled...a 6! It was an unlikely victory, but worth it for the laughs afterwards. Not the very greatest of games, but a great experience and a chance for my friend to get his game played, and that is a plus for me. One thing, though - why is this game called "Duel" when it is clearly designed to work best with four or more players?


Thursday

I had wanted Roll Through the Ages: The Bronze Age to get more plays in 2017 than the four it garnered in 2016, so it hit the table early in the year, which, handily, was also a good excuse for getting out my lovely new dice tray. We played this games five times on the trot, and while I was not impressed with it during the first game, wondering if perhaps we had outgrown it, by the time we were onto game three I was back into the experience. I had a 2-1 lead in the series after three games, and the fourth was a brutal encounter (13-11 to KT, a low-scoring round with many disasters) to bring the series level at 2-2. In the final game KT did what she so often does, stretching her legs and powering home to the victory, outscoring me by a massive 33-8 to win the series 3-2.

Later on in the evening, and as the game was still on the table, we played a couple of rounds of Roll Through the Ages: The Late Bronze Age, which lengthens the game and adds some more details, such as Smithing and Shipping. It is hard to tell whether we were just tired by this point, or whether the expansion (which is free, by the way) takes the game beyond its sweet spot, but neither of us was particularly enthused by it first time through. Of course, it could simply be that we are trying to find new synergies between the various developments and need to splash around a bit more, so we shall see how this goes, but it did not feel like some kind of revelation. KT won the close first encounter 32-30, while I romped away to destroy her in the final game of the evening, 53-26.


Saturday

We went back to Flash Point: Fire Rescue on Saturday afternoon as KT was too tired to play something competitive, but still wanted to play something. Again we went for the full-on Recruit level, but we got off to the worst possible start - KT's first roll to advance the fire caused an explosion that in turn made a Hazmat explode. Worse still, the initial roll was on a hot spot, meaning that we then had to advance the fire another time. Right from the start it was clear that this was going to be a really tough game, but we had no idea just how tough it was going to be. In the end the building collapsed and we had rescued - wait for it - one (yes, that's ONE) victim. Grief!

Our last two plays of Flash Point: Fire Rescue had been pretty depressing, which was a shame as we really enjoy the game, but maybe we had just been diving in too early with too many complicated new concepts. Hmm, that sounds familiar (Seasons anyone?). We set up again for a second game, this time taking the advice in the instruction booklet to introduce the ideas for the full game only gradually, so Family level it was, but only with Hazmats and roles. This was much more fun, not just because it was a whole lot easier, but also because we felt we were actually learning how to play the game better rather than just flail around, and I think we took on board a couple of important concepts in how to play the game well. This game still had elements of challenge, but it was clear from fairly early on that we were likely to win, and we managed to get out seven victims without too much trouble, learning also about the value of different roles on the way. It is still a great game that we enjoy, far more enjoyable that way of course, and I hope that it will hit the table many more times this year.


Sunday

I had suggested playing Tavarua with KT on Saturday, but she was too tired to take on a new game, so on Sunday evening, away from home, I set up another solo play to get to grips with the game a little more as I continue to put together my review. I have to say that I enjoyed my second play of this game a lot - it plays quickly and is fun, and I think I grasped a couple of important concepts this time, even though I did not really have time to apply them. There is a real sense of being up against a time limit as the wave deck runs out, meaning that you can go for fewer big waves or more smaller ones, a really lovely balance. I am coming to the conclusion that any gamer surfers (or surfer gamers) should definitely have this in their collection, and that many other people should give this a go. It is a solid and tidy design, and I think it might just stay in my collection after I've reviewed it. That will depend on two things - firstly, KT's reaction to it when she gets to play it; secondly, how worthwhile the career solo mode is. I played the "high score" mode, gaining 7.0 on the shortboard (which I'm finding tricky to play) and 13.0 on the longboard for a total of 20.0, so the same as my previous play.


Meeple on board(s)!


Well, this was a good week for gaming. Next week looks busier, but I'm hoping to keep a decent rate of play as I get better at picking the right game for the occasion. Oh, and our neighbours got round to playing our copy of Catan on Friday night, texting us a photo of the final game board - I think it's fair to say that they have been lured into the hobby, especially as they are the happy and grateful recipients of some of our pre-loved cardboard, and we're trying to organise our next gaming night with them.

In other news, my review of Potion Explosion is now available here, and I'm hoping to have my reviews for Tavarua and A Feast for Odin up on the site soon.

Happy gaming!
Twitter Facebook
0 Comments
Mon Jan 9, 2017 10:34 am
Post Rolls
  • [+] Dice rolls
Recommend
7 
 Thumb up
 tip
 Hide

Advent Calendar Day 20 - Lost Cities

meepleonboard
United Kingdom
Somerset/London
flag msg tools
mbmbmbmbmb
As one of the many members of this site who enjoys curating their collection almost as much as playing it, I have sorted my games into a ranking based on their plays, but weighting recent plays a little more. Only games with 5+ plays are admitted. In the run to Christmas I thought I'd blog a game a day, running down the top 25 in reverse order. Happy to have you along!


#6
Lost Cities


Score: 34.5
Status: No longer owned


Well, Lost Cities had a good run, only finding its way out of our collection this summer, after being a part of it since 2011, but only six plays in the past two years were a bad omen, and we eventually found that we had moved away from it in terms of our gaming desires, and especially that new arrival Babel did everything that we now wanted from Knizia's venerable design.

It maintains its place on this list based on its strong performance at the start of its time in our collection, when we went in at the deep end and games such as this were not only easy to get to the table, but also had plenty of wiggle room in a collection that was still trying to find its identity. The last time we played it this year we kind of shrugged our shoulders at each other, as we did with San Juan and agreed that it was time for it to make space for something else. As with some other games of ours, we donated it to our neighbours who are right at the start of their gaming journey, so hopefully it will perform good service for them, as it did with us.

I doubt very much that we shall look back on it and miss it significantly, but it remains a good game, excellent for those new to the hobby, and we got close to 70 plays out of it, which represents great value for money.
Twitter Facebook
0 Comments
Tue Dec 20, 2016 6:05 am
Post Rolls
  • [+] Dice rolls
Recommend
7 
 Thumb up
 tip
 Hide

Advent Calendar Day 19 - Star Realms

meepleonboard
United Kingdom
Somerset/London
flag msg tools
mbmbmbmbmb
As one of the many members of this site who enjoys curating their collection almost as much as playing it, I have sorted my games into a ranking based on their plays, but weighting recent plays a little more. Only games with 5+ plays are admitted. In the run to Christmas I thought I'd blog a game a day, running down the top 25 in reverse order. Happy to have you along!


#7
Star Realms


Score: 31.2
Status: Owned


Star Realms is certainly near the top of the tree for us when it comes to pulling out something quick, portable and fun to play, especially when we are in the mood for something a little bit on the confrontational side. It forces players to take shots against each other until one's influence (score) is reduced to zero or less, but there are also ways in which you can defend yourself, as your enemy has to come through your bases before they get to you.

The four different factions in the base game all have strongly different characteristics and focus on aspects of game play that means that they all have their own peculiar strengths and weaknesses, and keeping your focus on any single one of them can allow for devastating attacks, but also leave you open to vulnerabilities elsewhere.

The base game is decent fun on its own, but we have added Star Realms: Crisis – Fleets & Fortresses and Star Realms: Crisis – Bases & Battleships to it, both of which flesh out the experience without changing it significantly. We have also played with Star Realms: Crisis – Heroes and Star Realms: Crisis – Events but found that they changed things in the game without necessarily improving matters, so we now play without them. If I do have some criticism of the game, it is that it can often begin with paper cuts and then suddenly hinge on a single massive smackdown, and I sometimes feel (but may well be mistaken) that the Blob faction is too powerful.

Star Realms has done pretty well in our collection so far, gaining a consistent number of plays over the past three years, and I see no reason for that to change significantly in 2017.
Twitter Facebook
1 Comment
Mon Dec 19, 2016 6:05 am
Post Rolls
  • [+] Dice rolls
Recommend
5 
 Thumb up
 tip
 Hide

Advent Calendar Day 18 - Catan

meepleonboard
United Kingdom
Somerset/London
flag msg tools
mbmbmbmbmb
As one of the many members of this site who enjoys curating their collection almost as much as playing it, I have sorted my games into a ranking based on their plays, but weighting recent plays a little more. Only games with 5+ plays are admitted. In the run to Christmas I thought I'd blog a game a day, running down the top 25 in reverse order. Happy to have you along!


#8
Catan


Score: 29.5
Status: Owned


Catan (or "The Settlers Of Catan" as we still know it) has been a stalwart of our collection from day two, as it was the first game that KT and I bought after my induction of her into the realm of Carcassonne. It was only once we had unpacked it from the box that we realised that this was not a game for two but, in our innocence, we had simply not bothered to check. It was from that point, looking for a worthwhile two-player variant, that my serious relationship with BGG began, having been a flirtation for some years before.

Apart from a single game this year, we have only ever played it with two, and have found what we think is a pretty workable variant. It approximates the trading of the game with more players, in a rough fashion, but otherwise works pretty well, but playing it through with four emphasised just what we had been missing, both the good (the interaction, the tightness of the board) and the bad (the game length, the wheezing towards the required number of VPs).

With three expansion boxes in our collection as well as Die Siedler von Catan: Das Buch zum Spielen it is hard to see us running out of curiosity with this, even if it is game we tend to come back to for comfort than one we explore out of burning desire. Having said that, it has maintained its quota of plays for many years and I do not see that changing in 2017.
Twitter Facebook
2 Comments
Sun Dec 18, 2016 6:05 am
Post Rolls
  • [+] Dice rolls
Recommend
4 
 Thumb up
 tip
 Hide

Advent Calendar Day 17 - Hanabi

meepleonboard
United Kingdom
Somerset/London
flag msg tools
mbmbmbmbmb
As one of the many members of this site who enjoys curating their collection almost as much as playing it, I have sorted my games into a ranking based on their plays, but weighting recent plays a little more. Only games with 5+ plays are admitted. In the run to Christmas I thought I'd blog a game a day, running down the top 25 in reverse order. Happy to have you along!


#9
Hanabi


Score: 29.0
Status: Owned


Hanabi is a new game to our collection in 2016, and one that has immediately taken its place in the top ten of the Advent calendar by virtue of its many plays. We have come so, so close to winning as a couple (24 out of 25) and also had hysterical four-player games with our neighbours after a couple of glasses of wine, and Hanabi is one of those easy to teach but hellishly difficult to master games that lures people in and offers them a great experience, and all that with a minimal number of components and rules as well.

It is one of those designs that I really, really admire, and wish I could emulate, but I shall, I think, remain forever a player and reviewer rather than designer, and let the geniuses do their stuff. It sounds as easy as can be – lay out each of five colours in order from one to five – but the twist is that only the other players can see your cards and are limited in the clues they can give. It would be easy enough, I am sure, were it not for the fact that our concentration always seems to lapse at the critical point as we forget where we stashed that special card and make a mess of the whole game.

For a low, low price the game offers a generous amount of entertainment, and there is even a sixth, wild suit in the box for those who manage to get 25 out of 25 and fancy an even trickier challenge. We came so close with that 24, so close that we are convinced that one day we will be able to make it to 25...and beyond, and this also looks likely to maintain its place in our top 10.
Twitter Facebook
0 Comments
Sat Dec 17, 2016 6:15 am
Post Rolls
  • [+] Dice rolls
Recommend
5 
 Thumb up
 tip
 Hide

Advent Calendar Day 16 - Puzzle Strike

meepleonboard
United Kingdom
Somerset/London
flag msg tools
mbmbmbmbmb
As one of the many members of this site who enjoys curating their collection almost as much as playing it, I have sorted my games into a ranking based on their plays, but weighting recent plays a little more. Only games with 5+ plays are admitted. In the run to Christmas I thought I'd blog a game a day, running down the top 25 in reverse order. Happy to have you along!


#10
Puzzle Strike (Third Edition)


Score: 23.9
Status: Owned


Ah, now we're into the top ten and the first of the really big hitters in our collection. Puzzle Strike is definitely a game I would like to play much, much more, and not just because we have barely touched the Puzzle Strike Shadows box which we also own. I bought both boxes, damaged, a few years ago, because I was as sure as sure could be that KT would really take to this game, and I was right. A chip builder with different characters who all have a different style and feel, this began life as the kind of game we would dig out for a quick best-of-three, but has since developed into something much more meaty.

There are several great touches to this game that mean you always have to be careful about what your opponent may be up to, but also balance your own thinking. The more you build up to a massive combo, the trickier your game becomes, and an in-game “timer” means that you must ante every round, more as the round progresses. Towards the end it can actually feel like jostling for position in order to get your finishing move done, delicious stuff.

The minus points are that it is on the fiddly side to set up and play, and keeping track of things can be a bit much at times, but those are cheap trade-offs for a great game, and one that I eventually expect to garner well over a hundred plays. It sits firmly in the category of “want to play more” and maybe we should up our, ahem, Strike rate for 2017. Likely to remain in or very near the top 10.
Twitter Facebook
0 Comments
Fri Dec 16, 2016 5:54 pm
Post Rolls
  • [+] Dice rolls
Recommend
5 
 Thumb up
 tip
 Hide

Advent Calendar Day 15 - Backpacker

meepleonboard
United Kingdom
Somerset/London
flag msg tools
mbmbmbmbmb
As one of the many members of this site who enjoys curating their collection almost as much as playing it, I have sorted my games into a ranking based on their plays, but weighting recent plays a little more. Only games with 5+ plays are admitted. In the run to Christmas I thought I'd blog a game a day, running down the top 25 in reverse order. Happy to have you along!


#11
Backpacker


Score: 23.3
Status: Owned


This was by some margin our most played game in our first half year of logging plays, but since then it has fallen off dramatically with only a single play in 2016. Let's admit straight away that this is neither the greatest nor the deepest game, but we found it in a bar on a holiday and played it many times, and it then entered our collection on the back of that experience. Since then it has clung on for sentimental reasons, but even KT is now tiring of it, so I expect it to leave the collection in 2017 and for neither of us to miss it.

In a lean collection where the emphasis is on great games (I hope) this has survived until now pretty much on a wing and a prayer, and we have occasionally had some good experiences with it, but it is definitely a multiplayer rather than a two-player experience, and there is a whole raft of games I would rather play before this. Over 50 plays keep it high on this list, though it will probably sink considerably by this time next year.
Twitter Facebook
0 Comments
Thu Dec 15, 2016 6:05 am
Post Rolls
  • [+] Dice rolls
Recommend
10 
 Thumb up
 tip
 Hide

Advent Calendar Day 14 - Forbidden Island

meepleonboard
United Kingdom
Somerset/London
flag msg tools
mbmbmbmbmb
As one of the many members of this site who enjoys curating their collection almost as much as playing it, I have sorted my games into a ranking based on their plays, but weighting recent plays a little more. Only games with 5+ plays are admitted. In the run to Christmas I thought I'd blog a game a day, running down the top 25 in reverse order. Happy to have you along!


#12
Forbidden Island


Score: 22.6
Status: No longer owned


Forbidden Island had a good run in our collection, entering it in 2012 and leaving it only this year, but as our gaming tastes evolved we just felt that this entry-level coop was too light and unengaging for us, even if it continued to go over well with friends and especially with their children. Over the last twelve months it has become a solitaire diversion for me when away for a few days, and I worked my way though some of the different starting layouts, but eventually I found that it no longer grabbed my attention as much as some newer and deeper games.

We always found that this became substantially more difficult when played with more players. We donated it to our neighbours to help seed their nascent collection, but before we did so we played it with them on Novice level, but our defeat was so comprehensive that they have probably not dare touch it since.

For us, though, it is Pandemic and the new pretender Flash Point: Fire Rescue that hit the spot in a much more comprehensive manner, and we haven't missed Forbidden Island at all. Still, 34 plays over the years represents a decent return on investment, and those plays don't count some that have taken place in other people's houses. As an entry level coop, and particularly for gaming with children, this still takes some beating in all respects.
Twitter Facebook
1 Comment
Wed Dec 14, 2016 4:04 pm
Post Rolls
  • [+] Dice rolls
Recommend
12 
 Thumb up
 tip
 Hide

Advent Calendar Day 13 - Carcassonne

meepleonboard
United Kingdom
Somerset/London
flag msg tools
mbmbmbmbmb
As one of the many members of this site who enjoys curating their collection almost as much as playing it, I have sorted my games into a ranking based on their plays, but weighting recent plays a little more. Only games with 5+ plays are admitted. In the run to Christmas I thought I'd blog a game a day, running down the top 25 in reverse order. Happy to have you along!


#13
Carcassonne


Score: 21.6
Status: Owned


Ah, Carcassonne. Others may be newer, shinier, prettier, possibly even better, but this is still the game that I come back to time and time again, and the one that started it all for me, for KT and for many others who are drawn into our gaming orbit. I explain it simply as “draw a tile, place a tile, maybe place a meeple”, and then watch as people get sucked in by the idea of a boardgame without a board, and gradually realise that there is more to it than simply throwing meeples down and hoping for the best.

We have the first two expansions for the game (no more, thank you) and find the flexibility of Carc to be one of its strongest points. Play it with somebody who is totally new to this kind of thing and you can go vanilla without the farmers, but hanker after something more meaty and you can throw in traders, builders, inns and cathedrals and keep an eye out for an opponent who is trying to steal your fields and pennanted cities. As a three or four player game it comes down to balance and degrees of help, but in two it can be deliciously cutthroat.

Carc has been underplayed in our collection in 2016, by accident rather than design, but has always had at least five plays in every previous year, and maybe we'll have time to make sure that statistic continues before 2017 rolls in. It would take something special for trusty old Carc to break back into our top ten next year, but stranger things have happened, and I would not be in the least surprised to see it maintain its position.
Twitter Facebook
0 Comments
Tue Dec 13, 2016 6:05 am
Post Rolls
  • [+] Dice rolls

1 , 2 , 3 , 4 , 5  Next »  [13]

Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.