Why We're Here in the First Place: Werewolf Gamers (October 2013)
Greg Wilson
United Kingdom
Bristol
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This is a geeklist for BGG Werewolf players to talk about games other than Werewolf.

Post what you played during the month of October 2013.

Post your ratings and/or any thoughts on the games played, or discuss any general board game topics.
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1. Board Game: High Society [Average Rating:6.93 Overall Rank:681]
Greg Wilson
United Kingdom
Bristol
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Tuesday 1/10/13:

Quick game of High Society with A and the sproglet before the gamers turned up. Unsurprisingly, the sproglet used up nearly all of his money. A had spent a fair bit, and also taken the half-your-score card while mine was doubled. I was just starting to gather points when the last multiplier came out, ending the game with most of the point cards still in the deck. Sproglet had 22 but was knocked out due to the least money, and A beat me 6 to 2.

J was back for the boardgame group after weeks away with work, and wanted to try out Lords of Waterdeep: Scoundrels of Skullport. Four players, Skullport expansion. I kept my corruption low, and didn't get many Intrigue cards but they were useful ones. I got a nice set of Piety quests late on, where each one gave me stuff I needed for the next, and also had the big Skullduggery quest from the start. Left it too late to start gathering rogues, and had to spend the last couple of turns grabbing all of them I could. Could have been blocked, but people were more concerned with completing their last few quests and burning away their corruption, so I got away with it. J grabbed corruption like candy early on, got up to fourteen tokens, and got rid of all of it by the end of the game. I just pipped him into first, 148-142-134-107. A was in third, also playing low corruption,and K came in last as the Xanathar. Corruption killed him; by the end of the game a ton had been dumped off the board but he was left with plenty.

We had a bit of time left, so we broke out 7 Wonders for the first time in a while. All expansions in. I was Babylon and went pure science, just had the three grey resources and grabbed science any time I could. Some yellows for cash so I could buy resources from my neighbours and late VPs. Got my wonder built in the first age thanks to the architect leader, and my other two were science. Everyone was concentrated on different things, so I got away with it and landed sixty-four points from science in the end, plus another nine from the VPs-for-greens leader. Unsurprisingly that got me the win, 94-84-74-60. J was in second with Rhodes (military and heavy resouces), then A with Halikarnassos (all the blue) and K at the back with Manniken.
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2. Board Game: Tsuro [Average Rating:6.68 Overall Rank:837]
Phelan
Portugal
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Haven't had any boardgaming sessions lately, so logging this.

Sunday:
Played 3 games of Tsuro with a 7 year old boy from the extended family. Won 1, and we both went out at the same time on the other two. I know the rules have a tiebreaker for that, but wasn't really worried.
I'm a bit tired of the game, personally, and wouldn't play it in a more boardgamey meet, for instance, but it's still a great gateway game, as it's pretty simple to play, pretty, and allows for a great number of players.

Then I helped the boy and a girl(5 years old) play Hive(Mosquito and Ladybug included), with the kid playing alone, just me checking rules, and me telling the girl what moves were available, and alerting her to instant losing moves.
Boy won both games, although the girl picked some interesting moves on her own too.

Then they played Quixo, the boy on his own, me telling the girl what her available moves were after she picked the piece to move. Boy won 2 over girl's 1.

We then started a game of Sushi Go! with the chopsticks and wasabi removed, to simplify things, but we had to end it before the end of the round.

Then I tried playing Lost Cities with the boy, helping him along, even making some suboptimal moves to guide him, but I don't think he got it.

So, more of a boardgame teaching session/pastime than actual playing.

Edit:forgot to note the day.
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3. Board Game: 7 Wonders: Leaders [Average Rating:7.83 Unranked] [Average Rating:7.83 Unranked]
The Original Thumb #50
United States
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I played my second game of 7 Wonders with the Leaders Expansion (which I purchased when I bought the game way back in the day).

I don't think I'll ever play without it again.

Usually I like to go with Science and some sort of yellow-card-to-help-me-out strategy. This time I went with blues (I had a nice Leader synergy there) and a dash of Military. I ended up with around a 17-19 point win in a 3p game.

The game isn't complex but I enjoy it. I suspect that if I play it enough, a lot of subtle strategies will start to emerge.
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4. Board Game: Fairy Tale [Average Rating:6.75 Overall Rank:829]
Greg Wilson
United Kingdom
Bristol
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Wednesday 2/10/13:

Quick game of Fairy Tale with the sproglet. He grabbed a bunch of the cards that stack with themselves, whereas I had a pile of the dragon-rider types. Close win for me, 43-38.
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5. Board Game: Eight-Minute Empire [Average Rating:6.61 Overall Rank:1054]
Greg Wilson
United Kingdom
Bristol
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Thursday 3/10/13:

Managed to get a game of Eight-Minute Empire in at lunch time. I got a nice combo at the start, sea move and then city with matching symbols, but I overspent and couldn't get the cards I needed at the end of the game; couldn't get the big army moves or the right symbols. Ended up with a pile of armies stuck in one spot, but I got control of two continents after I got kicked off one. Final score was 11-11-9-9, and I lost the tiebreak to R since he had one coin to my zero.

...and I just now realised that I forgot about the auction for first-player and just did it randomly. Whoops.
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6. Board Game: Small World Underground [Average Rating:7.30 Overall Rank:329] [Average Rating:7.30 Unranked]
Greg Wilson
United Kingdom
Bristol
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Friday 4/10/13:

Three-player Small World Underground with K and the sproglet. With the divided board and a bunch of powerful locations on one half, this turned into a proper let's-you-and-him-fight. K scored a bunch of points in the first half of the game while I was fighting the sproglet, and then I caught up in the second while the two of them slugged it out. My Martyr Mummies didn't do well fighting the sproglet's Flames, but my Vanishing Shrooms worked well, scoring decently and then clearing the board for my Vampire Ogres to move in and grab half the board. We were all convinced K had won, but in the end I pipped her 94-90-59.
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7. Board Game: Small World: Royal Bonus [Average Rating:7.57 Unranked] [Average Rating:7.57 Unranked]
Greg Wilson
United Kingdom
Bristol
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Saturday 5/10/13:

Four-player game trying out Small World: Royal Bonus for the first time. Got the chance to try out a few new races and powers. The other three went for slow-build races with R taking Spirit Trolls, the sproglet grabbing Heroic Shrubmen and K going for Berserker Igors. She actually ended up keeping them for the whole game, since the slow trickle of reinforcements kept them viable for a long time, but she had awful dice luck throughout. I went for a straight point grab with the Aquatic Amazons, spreading out thinly and scoring two points per space for half the game. Sproglet took Fireball Humans and continued scoring decently from his immune Shrubmen, but the Humans never really got started, partly thanks to R's Flying Halflings and partly due to being hemmed in by his own declined race.

R switched to Mounted Skeletons right at the end, having forgotten about the Spirit power and left the decline too late. Sproglet's third race was Behemoth Orcs, which again didn't really have the time to do much damage before the game ended. The vanishing Shrubmen meant that my Merchant Giants could finally expand into empty space, however, and again spreading thin and scoring double got me a lot of coins. In the final accounting I was way ahead, 108-85-78-77, but to everyone's surprise the sproglet came in second, ahead of two grown-ups.

Quick round of Fairy Tale with A and the sproglet. A was still learning the cards and didn't do too well. The sproglet did brilliantly, however, including five Mischievous Fairies even though I stole one. Final score was 51-51-42, meaning I hate-drafted a card from a seven-year-old and still tied because I didn't hate-draft enough. Good showing from him today.
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8. Board Game: Dominion [Average Rating:7.65 Overall Rank:76] [Average Rating:7.65 Unranked]
Greg Wilson
United Kingdom
Bristol
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Sunday 6/10/13:

Fairy Tale again, this time with K and the sproglet. I got the Castle-Sage-Tale combo early on, but in the wrong order. For the rest of the game I didn't find another Sage, so I needed a Dark Angel instead. K took two of them and the sproglet buried the third. Still, I did well enough with locations and a couple of good Tales, including a lucky Sword King. The sproglet scored the Cave-Silver-Tale combo and (again) a pile of Mischevious Fairies, and K went for Bard-Elf sets and a lot of Shadows. Very close game ended in a tie between me and K, and the sproglet right behind us. 41-41-39.

Dominion with the sproglet came down really close, which was humbling given the amount of Androminion I've played. I opened Chapel/Laboratory, and got a lucky draw straight after which let me trash three Estates in one hand, then leapfrong Silver and go straight to Gold. Got up to three Gold, started buying Provinces or more Laboratories. He went for Silver/Feast, then turned the Feast into a Witch and picked up a Bureacrat, slowing me down while he built up Silver and Gold. We went one-for-one on the first couple of Provinces, but I started pulling ahead once my draw was firing. However, he still had his Estates and later some Duchies, I couldn't get rid of the Curses he dumped on me fast enough. 5-2 on Provinces and I should have started collecting Duchies, but when achievement-chasing on Androminion I got into the habit of not bothering much with the lesser VP cards, and I didn't think he'd be able to grab the last Province. He did. I ended with five Provinces and two Curses for 28, he had three Provinces, two Duchies and three Estates for 27. Oof.

Quick game of Star Wars: Battle of Hoth against the sproglet before dinner. I sat back and let him come to me, picking off his units slowly, but realised his last unit (Luke and his Rebel friends) was going to get to my base before my Stormtroopers got to his. Thankfully Luke had to go through Vader to get there and the force was not with him in that fight.
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9. Board Game: Pathfinder Adventure Card Game: Rise of the Runelords – Base Set [Average Rating:7.28 Overall Rank:330]
Dr. Urza, PhD of Dungeon Crawl
United States
Washington
Dist of Columbia
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Just got this last night, and ran three characters through the first scenario. (the Barbarian, Druid, and Rogue) Or rather, I tried to. The attempt was a complete failure -- while I found the villian early via Detect Magic, I repeatedly ran into encounters I couldn't deal with. Amiri had to basically opt out halfway through, as she was critically wounded and Lini didn't have a Cure spell handy.

Though it wasn't a complete waste, as I did find some useful stuff: A sabertooth tiger pet for the Druid, and a light crossbow for the Rogue. I also didn't recognize the significance of some of the special abilities. Next time ought to go much smoother.

I really like this game. It plays well solo or in a group (HUGE for me) and the mechanics really evoke the theme without even needing to explicitly connect the dots. For example: Anyone can cast a spell card just by playing them (but non-spellcasters will have to acquire or be given them, as their decks don't start with any) -- but if you don't have the Arcane or Divine skill as appropriate, you have to Banish (trash) it afterward. In effect, it's like a scroll. If you do have the skill, you make a skill check to recharge it (put it on the bottom of your deck) or discard it if you fail. So "easy" spells are easy to recharge and use again later, but "hard" spells are pretty much once-per-scenario unless you heal them (discards shuffled back into the deck), or can pass that difficult check.
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10. Board Game: Bridge [Average Rating:7.47 Overall Rank:557]
Dr. Urza, PhD of Dungeon Crawl
United States
Washington
Dist of Columbia
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Oct. 3, 2013

Thursday night Unit Game. Disappointing session: 47%, no MPs. A few too many mistakes by both of us really killed us. A bunch of tops and only one zero, but lots of 20-30% boards.
 
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11. Board Game: Ascension: Rise of Vigil [Average Rating:7.22 Overall Rank:1096] [Average Rating:7.22 Unranked]
Greg Wilson
United Kingdom
Bristol
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Tuesday 8/10/13:

Quick game of Fairy Tale with A and the sproglet before gamers arrived. I scored a bunch of Tales for the win. A probably would have taken it but she got blocked by the sproglet. She had two face-down six-point locations from the start of the game, and he took a Dark Angel to stop her from having it. 47-41-35.

Four-player Ascension: Rise of Vigil was up first. I did pretty well after a slow start, getting a couple of very strong cards, but only got through them a couple of times before the game ended. A couple of banish cards came up but never reached me. It was pretty clear A was going to win since she was having five-energy or ten-energy turns, but I actually came very close, thanks largely to a late turn where I managed to double-copy the hero that gave VPs for buying heroes. Final score 78-76-69-60.

Four-player 7 Wonders to finish up the evening, with a bunch of the new Wonders in play. I messed up my resources; didn't take enough, but didn't get enough money or tade cards to make up for it either so I was constantly short of cash. This cost me a huge swing at the end when I didn't have the cash for a five-shield card that would have scored me eleven points and taken six off J, who had a huge set of science. That would have put me in second instead of flat last, but it turned out A had quietly beaten all of us. She had Mannekin and a load of resources, and had middling scores across the board and a huge pile of cash that had been moving her way the whole game. 75-71-60-59.
 
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12. Board Game: Ghooost! [Average Rating:5.68 Overall Rank:7808]
Joe Reil
United States
Barre
Vermont
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OK, finally had a game night, so I can add something.

This is a light filler game we ran a session of while waiting for the last person to show up.
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13. Board Game: 1775: Rebellion [Average Rating:7.73 Overall Rank:286]
Joe Reil
United States
Barre
Vermont
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And then we did two of these. This is a light wargame using basically the same system (with some tweaks) as the previous 1812: Invasion of Canada.

The first session was the introductory scenario and the rebels handily won their independence. Second session we did a full game and the British made their final push, causing the game to end but couldn't quite seal the deal, ending the game in a tie (aka, mutual loss).
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14. Board Game: Pokémon Trading Card Game [Average Rating:6.18 Overall Rank:2550] [Average Rating:6.18 Unranked]
Greg Wilson
United Kingdom
Bristol
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Saturday 12/10/13:

Three rounds of the Pokémon Trading Card Game with the sproglet. Three wins, but some of them were really close. In one I could have self-destructed my Magnemite to take out his only 'mon for the win, but it would have simultaneously knocked out my third 'mon and triggered a sudden-death round.

Three-player game of Dominion. I went for a tiny Chapel deck with an Adventurer picked up later to grab my trasures. Unfortunately, haivng a few high-value treasures left me very vulnerable to Thieves from A and the sproglet. I ended up with two Moats (mistake) and had to buy extra Silver or Gold a couple of times to replace losses or protect against future attacks. Got the lion's share of the Provinces and won 42-33-29, with the sproglet taking the last one and ending in second.
 
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15. Board Game: Ticket to Ride [Average Rating:7.45 Overall Rank:139] [Average Rating:7.45 Unranked]
Greg Wilson
United Kingdom
Bristol
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Sunday 13/10/13:

iPad game of Ticket to Ride with A. Close game. I spent too long building up my hand for my coast-to-coast 20-point ticket and had a useful route on the east coast swiped, so I had to detour. Then I didn't notice that she'd taken a one-train route on the west coast and placed down a six-train route that ended up basically pointless. Managed to make my route eventually, but too late and with too many trains spent to go for any more. A was obviously trying to connect together two pieces of track, so I blocked it. Turned out she'd already done her tickets, but it did stop her taking the longest route bonus, and the game was close enough for that to make the difference. I won 116-108.

Dominion with the sproglet. For a change he wasn't loading himself down with attacks and terminal actions, he largely went for money with a few actions. He's worked out that towards the end of the game it's sometimes better to grab Duchies as well. Final score 30-21.
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16. Board Game: Forbidden Island [Average Rating:6.82 Overall Rank:636]
Greg Wilson
United Kingdom
Bristol
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Monday 14/10/13:

Quick game of Forbidden Island with the sproglet before bed turned pretty epic. We were on normal instead of novice, and an early Waters Rise card knocked the centre out of the island. We lost a couple of the key locations early, and ran around desperately shoring up the rest. We ended up having to throw away treasures we needed because of space issues, and got cut off from half the island so we had to use helicopter lifts and sandbags to do important stuff. In the end we got all four treasures and got to Fool's Landing, but didn't have a helicopter to grab the win. Then the game drew five cards and there were only three locations left, so Fool's Landing sunk with us on it. We lose.
 
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17. Board Game: Gloom [Average Rating:6.36 Overall Rank:1545] [Average Rating:6.36 Unranked]
Tim Rudisill
United States
Winston-Salem
North Carolina
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I've been excited to play this game since seeing it featured on TableTop. After our weekly D&D session, I finally got the chance.

All four families were in play, and I would love to say who was playing what, but to be honest, I don't even remember which family I was playing. I had the family with the man being nothing but a brain in a jar. We had some fun times with this. The two things that I specifically remember happening were my brain being carried by my gravedigger, but being dropped into a well, killing him. Or so we thought! After someone else falls into the same well and dies, we discover that my brain is still alive! Unfortunately, his daughter goes to pick him up, the jar shatters, acid spills all over her, and she dies trying to rescue him. At the same time, he falls back into the well and dies. A double-whammy death.

Later, one of the other families had someone who couldn't swim decide to go to the swamp to play. WTF? Yeah, not surprisingly, he drowned in the swamp. Along comes my teddy bear to try and rescue him. Sadly, teddy bears with only one arm can't swim very well, and he ended up sinking to the bottom of the swamp. Later, a member of a third family decided to end his life at the swamp. He jumped off the cliff, hit the water better than an Olympian diver, and suddenly felt dozens of pokes. Curious, he decides to stop drowning himself and raises his head out of the water ... to see a dozen little ducklings, all cute and quacking at him. He loved it so much that he couldn't kill himself any more!

I ended up "winning" with a -90. The circus family finished with 0. haha.
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18. Board Game: Firefly: The Game [Average Rating:7.40 Overall Rank:292]
Sean Tompkins
United States
San Antonio
Texas
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10/14/2013

I got to gaming group on Monday, quickly scanned the shelves, and spotted Firefly... Even if this was a bad game, it was an auto-buy. I was planning on picking it up, reviewing the rules, and playing it next week, but as I broke the shrink a group gathered around. We started setting up and went with a four player learning game.

First thing to say - this game is beautiful. The cash alone is amazing - it looks real - like it's actually currency from some exotic place. There's a lot of visual elements with tie-ins to the show - I'd say it's equivalent of BSG in the visuals department.

Second - It captures the theme of the show very well. You've got "alliance space" where things are dense and plentiful, with easy transport and your crew doesn't die - but the Alliance patrols it with an overbearing fist. Even if you're following all the law, the patrol will still stop you cold in your tracks for an inspection - one player had two turns in a row where his entire turn was to move two spaces (instead of a potential 12 spaces) because he kept drawing the "get searched" type cards. So you're sitting on one side of the universe with a cargo hold of illicit goods, and need to get to the other corner. Do you spend four turns skirting around the edges of space, using up fuel and resources, and dodging Reavers? Or do you try a risky dash across Alliance space and take the chance of losing all of your cargo?

Third - each game you play you start with a "story" card that defines what the goals are for the game. The one we used had a set of three jobs that had to be done in order, and they were all BIG. So to even start working on those you had to build up your crew, gather supplies, and raise money. You're trying to do this as quickly as possible, because everyone is racing to get this main story goal done. Each game there's a different goal, so even though you've played through the different delivery missions, your main focus changes each time. There are eight story cards that come with the game, and obviously this is ripe for expansion work, plus I'm sure with the fan following Firefly has there will be fan-made story cards.

Fourth - When you try to complete jobs, you've got to get past some challenges -- We need a diversion!! You've got two choices... use charm skill (send in a companion, talk your way out, etc) and if it goes bad you get a warrant and fail your attempt. SEcond choice - Big Gorram Explosion. Is that not awesome? In addition, there are different sorts of jobs - some are "immoral", and if you complete those your "moral" crew will be disgruntled. Twice disgruntled crew quit. Some cards cause disgruntled crew to rebel or you've got to appease them with cash.

OK - so it was pretty awesome. Here's the bad side -- it took a LONG time. Part of that was that it was a learning game, but there's not much to do when it's not your turn. It would help a lot of people were big into the theme, and were quoting lines, etc during the game -- it would be much more "RPG as a board game" that way. But if people are just board gaming it, it can drag - and if people have AP, then it can be near intolerable. I think this is a bit like BSG as well - when your turn is easy choices and 20 seconds long, and then you sit waiting for 10 minutes until something happens again, it might not be a great experience.

Next, there are a TON of components. There are five different "shops" where you can get gear, upgrades, and crew - each of those is a deck of cards with it's own discard pile. Then there are five "bosses" where you can get jobs - each it's own deck and discard. Then there are fuel and parts tokens, disgruntled tokens, goal and warrant tokens, the bank of cash, two movement risk decks, another mission risk deck, and each players' ship tableaus - in a four player game we used up the entirety of a 6'x3' banquet table. That's good - lots of chrome. That's bad - hard to reach, hard to manage, hard to see. Plus it took ten minutes to set up and about as long to pack up.

All in all, worth it. I've never played Runebound, but several people commented that it was very similar, but with a Firefly theme. I think the negatives of the game can be managed, and the positives make it worth it.
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19. Board Game: Ticket to Ride [Average Rating:7.45 Overall Rank:139] [Average Rating:7.45 Unranked]
Greg Wilson
United Kingdom
Bristol
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Tuesday 15/10/13:

A has gotten herself somewhat hooked on Ticket to Ride on iPad due to insomnia. We had a quick game, and this time we were mostly out of each other's way. I linked together three shortish tickets at the start, then got lucky with a draw and got a ticket I'd already completed and another that was easily reached. However, I then spent too long trying to grab long routes rather than just finishing the game, and she got the longest route thanks to building a loop in the track. I just won, 120-111.
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20. Board Game: Dominion [Average Rating:7.65 Overall Rank:76] [Average Rating:7.65 Unranked]
Greg Wilson
United Kingdom
Bristol
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Wednesday 16/10/13:

Let the sproglet do some proper deckbuilding with the Pokémon Trading Card Game. Predictably, he ended up with a deck too big because he wanted all the Pokémon and all the Pokéballs, and since he was building Dark/Metal we didn't have enough energy cards to compensate. I made a simple Fire/Lightning big-attack deck and we had a test game. He threw up roadblock 'mons, but he didn't have enough energy to get any proper damage going and I quickly tore through his HP.

Game of Dominion with K and the sproglet, and he actually won. Clearly all that playing two-player against dumb AIs hasn't prepped me that well for real play. Festivals helped him, since it meant he had enough actions to play his attack and moneymaking cards. I had a Chapel deck, but got distracted and picked up too many other cards, and either started buying Duchies too early or too late, not sure. Also had some bad luck, drawing seven cash over and over. But well done to the sproglet, he took the win fair and square 36-34-28.
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21. Board Game: Bohnanza [Average Rating:7.05 Overall Rank:395]
Greg Wilson
United Kingdom
Bristol
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Thursday 17/10/13:

Quick game of Bohnanza with K and the sproglet while waiting for dessert to cool. Sproglet was quite tired by this point, and kept trying to trade outside the turn order. We all had pretty awful luck with the card draw, constantly having to tear up fields because of one awkward bean. K in particular drew the useless sixth Garden Bean after five had been cashed in, twice. Game ended in a tie with the sproglet trailing, 28-28-22.
 
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22. Board Game: Pandemic [Average Rating:7.64 Overall Rank:75]
Joe Reil
United States
Barre
Vermont
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Game night last night.

We did one round of this. 4-players. 7 epidemics. Do the math. shake
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23. Board Game: Frag [Average Rating:5.69 Overall Rank:7401]
Joe Reil
United States
Barre
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And one round of this. Good blasty fun.
 
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24. Board Game: The Castles of Burgundy [Average Rating:8.13 Overall Rank:13]
Tim Rudisill
United States
Winston-Salem
North Carolina
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After our weekly D&D session, we pulled this baby out. It's currently my favorite game, but a lot of that is because I've only played it two times previously, with this making the third.

I'd like to say some awesome story about what all happened, but, frankly, it's hard to make this game into an epic story. I had board #6, picked up both mines in the first round, picked up the last mine in the second round, and coasted to an easy victory with a huge financial advantage. It helped that I was incredibly efficient, only needing to trade a dice for workers once. I managed to finish both sections that were size 6, so the other players were basically playing for second.

After Castles, we did a game of Shadows Over Camelot. My wife had arrived back from work, so we had 4 players for this game. For those who have never played - this is one of my favorite games of all time. We had played it fairly recently and that game was fresh on our minds. We normally play it without a traitor, but last game we decided to try out the traitor for the first time. Something weird happened to me in that game - I was drawing damn near all the special white cards. I drew a lot of suspicion for it. "Tim, go out and do a damn quest, you traitor!" But I couldn't. How can you do a quest when you don't have any fight cards? It was crazy.

I mention that last game because, I'll be damned, it happened again. At one point, I'm the only person not on a quest. I'm desperately trying to get Fight cards to go out on a quest. I really, really want to. It's boring to just draw cards and draw cards. I'm sitting at 10 cards with 6 of them being special cards. One of them is a bloody Messenger. I don't have anything to ship to the others, though. Not a single grail card or anything. Not that I'd actually WANT to - I was the traitor.

Yes, I, Sir HorribleAbility, was envious of everyone else. Free Move guy, Draw 3 instead of 2 guy, and Discard 1 white card to draw a new one guy were all "good". Not I. No, I had the ability to do crap. And I better damn well like it.

I didn't like it. I hated it. That hate stewed within me. I looked at the others and I was envious of their abilities. They had magical powers that far out-trumped mine. I was the magician performing at a kid's party while my 3 best friends were Copperfield, Blaine, and Angel. It was too much. It turned me evil. I was the traitor.

I would love to say that I played this truly amazing Traitor game. I didn't. I played it EXACTLY like I would if I were not a traitor. Some traitor, eh? But I was a smart traitor. I looked at the board and saw weakness. It looked hopeless ... for them. Most of the way through the game, we have 2 white swords and no black swords. But three quests are 1 card away from failing. I happen to be on one of them. I play my special white card to tell the future. I draw the top 5 black cards and look at them. Success! My mission to get Lancelot's Armor is about to fail, the Black Knight is about to run rampant, and the Pict's are about to join in on the war against Camelot. And there's not a damn thing that anyone can do about it. Perhaps just as good? The last two cards are Despair and Desolation - to actively work against the Grail quest which 2 of my fellow knights are working on. Oh yes, I'm as happy as a tornado in a trailer park.

I warn my comrades. "I sense that we are about to face some unavoidable catastrophes. I've delayed the absolute worst of them, but they are going to happen, so let's go ahead and get this over." Boom - Despair, failed Black Knight, failed Picts, failed Lancelot's Armor, Desolation. In that order. Suddenly we've got black swords a plenty, our catapult situation is dire, and I'm just giggling like a school girl. Since I was the one questing for Lancelot's Armor, I'm forced back to Camelot when it fails. The last knight is working against the Saxons, so I jump over there right as she completes it. Some interesting cards pop up: a couple of Fight cards, a Grail card, and a Messenger.

My wife says, "I can take the Messenger and Grail card and send a little bit extra with it. Not much, though." While I don't have a Grail card, I do have a "Call For Help", so, really, I should be the one to get the Messenger and Grail card ... if I wasn't a traitorous asshole. Eh, whatever. "While I can't offer the traditional help, I do have something else that will be, overall, better than what you can offer. I should grab it." She acquiesces and I take those two, while she grabs the Fight cards.

However, something interesting happened. Merlins started coming out and when my turn came around again, the Grail was only one card away from being successfully won. And it's my turn. And I have 3 life and a grail card. The traitor swooping in to steal the Holy Grail? Oh yes - oh hell yes. And I do.

I take the Holy Grail and put it in my pocket. Those fools - they allowed Lancelot's Armor to be destroyed, Excalibur is so very, very close to falling away, never to return (one more card needed to lose it), and now the Traitor has the Holy Grail. As they would say back in King Arthur's days: "They are most truly fucked."

After the success of their Heroism-aided Holy Grail "victory", we decided to rally to the Dragon Quest. We all ran over there and quickly verily beat down the dragon. The dragon looks up at us and goes, "Why doest thou hate me so? All I wanted to do was eat all of Camelot in peace." As my wife lifts up her sword to strike the last blow, a decisive 5-5-5 4-4-4 3-3-3 to 0 dragon cards victory, which will put the last white swords on the table necessary to win, I jump in front of her.

"Nay!" I shout. "We should not slay this fine beast!" I parry her attack, running my sword through her. I then mount the dragon and ride off to Camelot, imploring the dragon to breathe fire everywhere, burning down the castle and all the other knights with it. After all, I had survived to the end without discovery, so two of those white swords flipped to evil, giving evil the victory.

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25. Board Game: Arkham Horror [Average Rating:7.29 Overall Rank:266] [Average Rating:7.29 Unranked]
Joe Reil
United States
Barre
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Did a round of this on Saturday. I forget the enemy that we played against, (it was the one that makes monsters tougher) and we won by sealing 6 gates.
 
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