GCL Mafia 144: MOAR NUMBERS
Philip Newman
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Welcome to GCL Mafia Division's weekly list! If you stumbled onto this list by accident (or on purpose!) and want to know more about the GameChat League concept, please see the GCL Mafia wiki page. If you would like to be notified each week when a new list is posted, Subscribe Here.

Our current roster in order of preparation (next week's poster in bold):

Dolus
ecargo
McJarvis
badweasel
mith
mattbcha1
eapeas
Butterfly0038
cferejohn
touchstonethefool
fdubois

The first few items are intended to foster discussion. This week's theme: "How We Rate Things"

Please add an item to represent your gaming life for the week of October 14 - October 20, 2013. List any games played along with any other information that you deem appropriate. Also, feel free to give life updates, fun facts, or any other super exciting and utterly interesting thoughts you may have.
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1. Board Game: Rate it! [Average Rating:5.97 Unranked]
Philip Newman
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This list was inspired in part by Le Tour de Geek. What I'm curious about are the following questions:

1. What factors do you feel are important in how you rate a game?
2. What factors actually correlate with how you rate a game?

The next few items will give a prompt for rating games based on some standard, but first you need a list of games. Choose however many games seems reasonable, but try for variety (in terms of your BGG rating, genre/mechanics, etc.) - a dozen or so is a good number of games (though, feel free to do more or less if you want). Then, for this item, list the games you've chosen, along with the number of times you've played each (estimated if you don't log them) and average playtime for each.

(Also, if you have an answer to question 1 above which is not included, feel free to add it to the list! I tried to keep the number of items reasonable, don't want this to feel like too much work!)
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2. Board Game: We Didn't Playtest This Pasted-On Theme at All! [Average Rating:5.65 Overall Rank:13765]
Philip Newman
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Rate the games on your list based on the quality and integration of the theme. (Whatever scale you want to use, but I'll be using 0-10.)

In gaming as a whole, how important is this factor in your enjoyment of a game? (0 = Completely unimportant; 1 = Of little importance; 2 = Of some importance; 3 = Quite important; 4 = Dealbreaker.)
 
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3. Board Game: Modern Art [Average Rating:7.37 Overall Rank:215]
Philip Newman
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Plano
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Rate the games on your list based on the quality of the art and components.

In gaming as a whole, how important is this factor in your enjoyment of a game? (0 = Completely unimportant; 1 = Of little importance; 2 = Of some importance; 3 = Quite important; 4 = Dealbreaker.)
 
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4. Board Game: Interaction [Average Rating:5.14 Unranked]
Philip Newman
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Rate the games on your list based on the amount of player interaction.

In gaming as a whole, how important is this factor in your enjoyment of a game? (0 = Completely unimportant; 1 = Of little importance; 2 = Of some importance; 3 = Quite important; 4 = Dealbreaker.)
 
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5. Board Game: Heavy Metal Heroes [Average Rating:0.00 Unranked]
Philip Newman
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Plano
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Rate the games on your list based on their weight. (Not their physical weight. Though if you want to do that too...)

In gaming as a whole, how important is this factor in your enjoyment of a game? (0 = Completely unimportant; 1 = Of little importance; 2 = Of some importance; 3 = Quite important; 4 = Dealbreaker.)
 
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6. Board Game: Secrets of the Deep [Average Rating:5.93 Overall Rank:11124]
Philip Newman
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Rate the games on your list based on their depth.

In gaming as a whole, how important is this factor in your enjoyment of a game? (0 = Completely unimportant; 1 = Of little importance; 2 = Of some importance; 3 = Quite important; 4 = Dealbreaker.)
 
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7. Board Game: Mechanic Mac [Average Rating:4.00 Unranked]
Philip Newman
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Plano
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This item has multiple parts...

What is the most important mechanic in each game on your list? (Give up to two, if necessary.) How would you rate each game in terms the implementation of the mechanic(s) (relative to other games with the same or similar mechanics)?

For each mechanic given as an answer to the first question, rate the mechanic itself.

In gaming as a whole, how important are these factors in your enjoyment of a game? (0 = Completely unimportant; 1 = Of little importance; 2 = Of some importance; 3 = Quite important; 4 = Dealbreaker.)
 
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8. Board Game: Scene It? Movie [Average Rating:5.53 Overall Rank:14937] [Average Rating:5.53 Unranked]
Philip Newman
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Since almost no one submitted nominations for a movie tournament... :sadface:

Which is your favorite movie of all-time?
Which is your favorite movie seen for the first time in the past year?
Which movie you haven't seen are you most interested in? (Coming out by the end of the year, if not already out.)
 
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9. Board Game: The Bottle Imp [Average Rating:6.76 Overall Rank:1155]
Jimmy Okolica
United States
Washington Township
Ohio
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d10-1d10-0 1x Sorry! Sliders
d10-9 1x Twilight Struggle
d10-8 2x Northern Pacific
d10-8 2x Erie Railroad
d10-8 1x American Rails
d10-8 1x The Bottle Imp
d10-8 1x Divinare
d10-8 1x Zooloretto
d10-7 1x 1849: The Game of Sicilian Railways
d10-6 Galaxy Trucker
d10-6 Urbania

A good week of gaming. I was off for Columbus Day and got in a game of Twilight Struggle in addition to my weekly 18XX. It was Jonathan's first play and the learning curve showed. I got lucky with a couple of timely draws of scoring cards but my knowledge of what cards might be coming helped too. Definitely a game that needs to be played between players of roughly comparable familiarity.

1849 is a painful game. It has been almost a year since the last time I played it and I remember why. It's just a game that leaves you frustrated the whole time. Vellani has a gift for designing games where it's the game not the player who makes you feel inadequate. Definitely one I want to keep around for my masochistic moments despite the fact that it is only infrequently played.

I have been wanting to play American Rails for a long time and I was happy to finally get the opportunity. It has a lot of the Chicago Express feel. However, the lack of the "rush for Chicago" strategy made the game more interesting to me. It still has the opportunity to affect the game timing. It still has the emergent alliance aspect. It actually has a more interesting action and turn order mechanic where each player will get exactly 3 actions before a dividend and your choice of action this round determines your turn order for next round (i.e., the better actions put you further back in turn order for the next action selection). I really liked it and the fact that I have this in clamshell means I'm more likely to bring it to gamedays than either Chicago Express or Germany Railways (despite the fact that I probably like Germany Railways more). My only quibble with AR is that it felt like it took a little longer than CE. However, that may only have been because it was everyone's first play. (and it still finished in about 90 minutes).

Bottle Imp was my most pleasant surprise of the week. Reading the rules, it sounded like a relatively innocuous trick taker and I only bought it because (a) it was cheap and (b) several people had recommended it. However, it is a tough game! We played 5 hands and I never quite figured out what I was supposed to do. It was a 3-player game and one player won handily (with approximately 190 to 90 to 80). It is definitely one I want to explore more and get Amanda to try.

My two least favorite games this week were Galaxy Trucker and Urbania. Both felt like solid games and I've got nothing negative to say about either; however, neither were games I would seek out to play in the future.

Lastly, I finally got back to playing games with my kids. We played a game of Sorry, Sliders! Thursday night and a game of Zooloretto on Saturday. Both games went over well, but I'm getting to the point where I hope I can introduce them into another great game come Christmas time. Opinions welcome.
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10. Board Game: Poseidon [Average Rating:7.04 Overall Rank:1493]
Mc Jarvis
United States
Arlington
Virginia
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Poseidon 1

This week seems to have gone by with very little gaming--- just the one play of Poseidon. It was with C as a 2 player game.

The first time we played Poseidon, I aggressively rushed the trains. Since she was new to the system, this bankrupted her and I won by several thousand dollars. In the next few games I tried a similar strategy, and she held her own, even beating me one time.

This time I decided to do my step-by-step analysis approach, where I mentally keep track of income from company-round to company-round and project expected returns for each player two or three rounds in the future. Whenever the delta in cashflow and equity was in my favor, I did nothing to rush the trains. This resulted in nearly 3/4ths of the game going by with each of us owning 1 company with 1 two train. When I asked her about this later, she implied she was going to let me buy all the 2 trains while she snaked a company out a long ways and developed a high-value route. If I had rushed the trains like I normally do, this strategy would have likely crushed me.

The result was that we entered phase 2 right after the penultimate stock round and never entered phase 3. She had me worried when her company took off a turn before I expected it to (I forgot she had Poseidon as a god, so rusting her 2 train didn't tank her income like I thought it would)--- I had been making ~$50 more than her a turn, and suddenly she was making ~$100 more than I was. I quickly made a course correction and soon was making roughly ~$40 more than her for the rest of the game.

The end score was practically algebraic. There are 10 revenue-producing company rounds in the game, and I won by about $500. I'm not sure if she fully groked how I won---- she was genuinely surprised at my lead in the end. She also didn't enjoy the game as much when the trains didn't fly by--- there's a certain excitement to not knowing if you'll wipe out on the tidal wave. I'm not sure what to move on to from this. I suspect she's simply not interested in keeping track of all the deltas in her head the way I do in order to win, yet I'm confident I'll win every time if she doesn't recognize when she needs to rush the trains to erode my position. (Unless, of course, I mindlessly rush trains-- then she'll win when she takes long positions like she did this time.)

Part Two

So, I haven't been playing boardgames. What have I been doing? Dragon Age: Origins! I've put off playing this because I didn't like Neverwinter Night's style of party control, and thus assumed Bioware was at it again with this. Instead I find what is more akin to an upgraded KotR system, which I find agreeable. I worry that mages are a little too important to the combat system(the one wizard I have seems to get 99% of kills) and that big-area damage spells are too powerful for sniping in dungeons(you can cast them through walls) and that cone spells are too powerful(you can cast them through locked/unopenable doors), which gives the play a decidedly cheesy feel. Sure, I could fight straight up, but micromanaging the party in this system is kind of a pain. Ground spaces which they can't stand on aren't clearly marked, and there is no path blocking to speak of, so positional play is impossible at close range--- the only way to make use of a mage is to use him before enemies can close.

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11. Board Game: Inca Empire [Average Rating:7.06 Overall Rank:1239]
Grace P.
United States
Turlock
California
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Airships 1
Dominion: Dark Ages 1
Dominion: Hinterlands 1
Dominion: Intrigue 1
Dominion: Prosperity 1
Dominion: Seaside 1
Inca Empire 1

A rather unimpressive week of gaming. Those Dominion plays were all in one game, which I heartily stomped the crap out of Matt. We did get to play with a card new-to-us, which was the pretty awesome Altar. (Also, I'd like to take this opportunity to bitch about the nuisance that is logging Dominion plays. Games like that really should be a singular entry with a checkbox of which sets were included.)

It had been over a year and a half since I had played Inca Empire, which is a game I enjoy quite a bit and had been trying to get to the table again. Unfortunately, it took a bit long with three new players (and myself trying to remember the rules), so it was the only thing played at game night.
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12. Board Game: Agricola: Farmers of the Moor [Average Rating:8.10 Unranked] [Average Rating:8.10 Unranked]
Matthew C
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I only got two games in again this week (seems to be what I'm averaging now). These two were on completely opposite sides of the spectrum:

Agricola: Farmers of the Moor
Ticket to Ride

Thursday when I showed up at the game store, I was asked if I wanted to play Agricola again this week. Three of the four of us playing this week were also in last week's game.

According to BGG this is the third time I've actually played Agricola (I recorded one in which I (badly) coached my sister to a decisive loss). It was also my first win!

I chose to develop a strategy involving not-expanding. Farmers of the Moor has actions you can take which do not use up workers; I used these to convert the forests on my board into fields. This mean that I could get a strong wheat-engine going early on. Since I also had to heat my house, I decided my actions were better spent on building pastures and husbandry than expanding and renovating. In fact, my very last action of the game was to Family Growth Without Room to 3 workers.

However, what helped me the most was being dealt the Village Fool occupation. Rather than playing minor improvements or other occupations, I sacrificed them to this card for what amounted to +9VP at the end. Also, having no cap on VP from horses was also fantastic for me, since I had 6 or 7 by the end.



Ticket to Ride was what I received in the recent math trade for my copy of In a Pickle and Ingenious Challenges. My wife was particularly excited about this because sometimes it's nice to have a completely brainless and uncompetitive game to play before bed. I managed to eke out a win 115 to 107 this time. Both of our scores were deflated a bit because we failed to complete all of our tickets... In two player TtR...
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13. Board Game: Locke & Key: The Game [Average Rating:6.34 Overall Rank:4494]
Philip Newman
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Plano
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Weekly Plays:

Ginkgopolis - 3 (BAJ, 1 with Travis, Robin, and Fabrice)
Alhambra - 1 (BAJ)
Brass: Lancashire - 1 (OOTH)
The Castles of Burgundy - 1 (BAJ)
Cities - 1 (BAJ)
DVONN - 1 (BAJ)
GIPF - 1 (BAJ)
Hanabi - 1
Innovation: Figures in the Sand - 1
Lords of Waterdeep - 1
Middle-Earth Quest - 1
The Pillars of the Earth - 1
Through the Ages: A Story of Civilization - 1 (BGO with Travis and Mike)
TZAAR - 1 (BAJ)
Via Appia - 1
YINSH - 1 (BAJ)

What's this? Philip actually played physical copies of games??

Middle-earth Quest

My lone game Friday evening at DGM. This was one I had been curious about (purely because of the theme). Overall verdict - fun adventuring, nice combat mechanism, two glaring weaknesses.

Summary: One player controls the forces of Sauron, while the other players control heroes. Each side has a secret objective, and the "clock" is a set of agenda counters - the good guys have one marker which basically moves at a fixed rate (with a couple potential exceptions), while Sauron has three markers. The game reaches the "finale" when any marker makes it to the end of the track (or Sauron's markers all make it to some point in the middle) - at this point, either one side wins (by making it to the end of the track and satisfying their hidden objective while the other side fails on one of those things). Otherwise, there is a final battle to determine the winner (with some advantage given to whichever side did better on the track).

The finale is the biggest problem with the game - it's sort of like a penalty shootout or something, only it seems really likely to happen (maybe it's less likely with more experienced players). Basically, all the heroes heal fully and draw a fresh hand, decide which of them is going to fight, and then that hero has a single combat against the Ringwraiths. In our game, I drew a stupidly good hand and while it helped that the Ringwraiths were weaker due to our winning the track, I would have defeated them regardless. It just seems to me that more focus should have been placed on the plots and objectives, rather than what is effectively a tiebreaker.

The good: Running around the map doing quests is fun, and the hand management is good for this - you can use cards to move, but they are also your combat cards so if you move too much you may leave yourself open to monsters attacking you. The heroes have quests to complete for benefits, while Sauron places plots which advance the markers on the track - the heroes have to accumulate favor (through quests, encountering other characters, etc.) and then explore the location of the plot, allowing them to spend favor removing the plot - this is the main source of tension in the game.

When combat takes place, Sauron draws some number of cards (based on the enemy), and each side plays cards simultaneously. There are ranged and melee attacks, which each have attack and defense and interact in other ways. Each card also has a strength associated, and you are limited in how many cards you can play based on the hero's or enemy's strength.

The main issue I had with the combat was not the combat itself, but how damage and healing works. Cards you play go to a spent pool, while damage taken moves cards to a damage pool. You can rest at the start of your turn to recycle the spent pool, but you have to be in a haven to also heal (shuffling both pools back into the deck). However, if you are defeated in combat (rather than just failing to kill the enemy), you also get to shuffle all your cards back up, which leads to situations where you can get trapped by an enemy which isn't strong enough to finish you off. This happened to me the last couple turns of the game... which led to a huge continuity issue when my hero was the one that was suddenly able to dominate the Ringwraiths.

Anyway. As a thematic experience, it was good. The play just didn't mesh well with the outcome.

Innovation

Hadn't played this in a while, and got in a two player with Paul, using both expansions. Interesting game... My board state was terrible, but I was able to use Shivaji (Age 5 leader) to stall for a while - he lets you claim an achievement (if eligible) first if your opponent tries to achieve one. He finally was able to blow up my score pile, and I came up one short on the achievements. (I think I was down to about 6 cards in play at the end of the game, heh. Getting a leader when you share a dogma makes this sort of tech disparity not so big a deal.)

Hanabi

Got this in while waiting for someone to arrive to teach us the next game. Jason hadn't played it before, so glad he got to try it out. We scored 19... a couple of risky plays that didn't work out, and a really bad distribution of the cards early (hardly any multi-card clues available).

The Pillars of the Earth

We played this with 6, using the expansion, which made for a tighter game. I thought this was pretty neat. Basically, you're drafting resources and craftsmen to convert those resources to points (there are other ways to get points, and the winner took advantage of these better than the rest of us I think, but the big points are from the resources, so if he hadn't also been doing great there...). The first part is just a straight draft basically - everyone has a limited supply of workers to use taking resource cards, with leftovers crusading or getting money. Then, everyone has guys in bag which get drawn - the early ones can be placed immediately at a cost, or wait and place them after all are drawn from the bag. This was a nice mechanism (though I felt like I had terrible luck with it).

At times, I felt like the game could have used another layer or something... but it's well put together, and I think knowing what cards are potentially available would help a lot.

Lords of Waterdeep

This is the first game of LoW where I felt like I played really badly and things did not go my way. I had trouble getting the quest types I wanted (nothing good in the initial quests, the same player got the "everyone gets a quest" intrigue card, and so I picked fourth there both times, and the two players immediately before me were competing with me, one on each type). Anyway, it was fun, I just didn't do well. (Actually, not doing well raised my estimation of the game slightly; the past couple times I played just kinda felt like it was too easy to decide what to do. Quest luck was a part of it though, which is the thing I dislike about this one - the winner had 8 matching quests to my 3, and that was most of the difference between her in first and me in last.)

Via Appia

Played this with the Eggers, as a light last game before heading home. Cute mechanic, with the stone pushing (you get discs of varying sizes, and then can add them to a little platform and push them with a bar, which may make some fall off the end, getting you stones to build the road with). Apparently I am terrible at pushing stones. Otherwise, pretty light but not without strategy.

Virtual Flea Market So Far!

Bought

Duel of Ages Set 1: Worldspanner ($10)
Lord of the Rings ($10)
Phoenicia ($10)
Puzzle Strike ($15)
Scotland Yard + Snorta! ($20)
Neuland ($10)
Quarto ($15)
2 de Mayo ($17)

Sold

1955: The War of Espionage + Highland Clans + Leonardo da Vinci ($20)
Acquire ($16)
Munchkin Fu ($10)
Suburbia ($25)
Forbidden Island ($10)
Cities ($7)

Still to Sell

Terra Prime - BGG.con freebie, have never had much interest in trying it.
JAB: Realtime Boxing - BGG.con freebie, slightly more interest but not enough to keep.
Masons - won't be sad if this doesn't sell, it's not a bad game, just haven't played it in a while.
Forceball - BGG.con freebie, no interest.
The BoardGameGeek Game - it feels like this should be in my collection, but not interested in actually playing it.
Shogun: Tenno's Court x2 - BGG.con freebies for a game I've never played.
The Lord of the Rings: The Card Game – A Journey to Rhosgobel - an extra copy was included when I bought an extra core set last year.
Jet Set: Investor & Business Expansion - BGG.con freebie?

I also won Locke & Key in the raffle the other night; I've heard of (but not read) the source material, didn't know there was a game based on it. Need to read about it and decide if it's worth keeping - anyone played it?
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14. Board Game: Discworld: Ankh-Morpork [Average Rating:7.21 Overall Rank:423]
Beau Bailey
United States
Missoula
Montana
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Seriously, I'm a weasel.
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No games.

I finished up Inherent Vice, which was excellent. It was not as good as The Crying of Lot 49. I am eager to see what Paul Thomas Anderson does with it for his adaptation. The tone seems a little different than the rest of his work. I had a lot less reading time this past week as family and friends were visiting the mini-human for a few days.

I am now working on Jingo by Terry Pratchett. About 2/3s of the way through, it seems like it will be a stonger entry in the series. The Vimes based ones are usually topnotch though, so I should not be surprised.

After this, probably move onto some Philip K Dick or (finally) Gormenghast.
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15. Board Game: Offerings [Average Rating:6.42 Overall Rank:4724]
James Keith
United States
Oakland
California
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"Watch, but do not govern; stop war, but do not wage it; protect, but do not control; and first, survive!" - Cordwainer Smith
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Old Games

Skull x1
Offerings x1
Little Devils x1

Nothing new this past week, my thesis continues to eat me alive
 
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16. Board Game: Through the Ages: A Story of Civilization [Average Rating:7.99 Overall Rank:35]
Travis Dean
United States
Escondido
CA
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7x Ginkgopolis (BAJ)
3x Through the Ages: A Story of Civilization (BGO)
2x Myrmes (BAJ)
The Castles of Burgundy (BAJ)
Mice and Mystics
*Spartacus: A Game of Blood & Treachery w/*The Serpents and the Wolf Expansion Set

*new to me

This was mostly an online week for me, until a sporatic game day on Friday in which we played one long 6-hour game of Spartacus. More on that later.

Ginkgopolis, I'm really enjoying, and finally have a concept of how to play and strategy. I've been doing very well for myself, IMO.

TtA I'm enjoying myself. Don't expect me to take any turns this week guys, sorry. I'm currently in four games, finished 3 last week. I'm playing a lot of back to back 2-player games with one guy in our local game group. He's learning some tricks, but I think it might be better if he played somebody else of lower skill than me to not suffer from me as much. I think he is enjoying the game and its complexity, though.

Mice and Mystics was getting back into my solo campaign. Finished the third chapter. I was doing very well and getting great rolls. I was on the first page up until the last tile, and leveled up 3 or 4 times and gained all 3 of 3 pieces of information. I'm looking forward to the fourth chapter where I get to use all 6 mice.


Now for Spartacus, the one new game I played, and one game I played this week in person with anybody else. First of all, I never again want to play with 6 players. 3-4 I'll probably be willing to do, but not more. Too much downtime. There were some aspects of the game I really liked, and some I really hated. Basically, you're collecting slaves, guards, and gladiators; going through intrigue phases of playing intrigue cards; bidding on cards in the market phase, and then having gladatorial combats. You win the game by ending a phase with 12 influence. You can have max 12 influence, so if your turn is over when you reach 12 influence, somebody else can drop you and since your turn is over, you're screwed until another phase. You gain influence via Intrigue cards, house special abilities, hosting gladatorial combats, and winning combats.

The house abilities I hated. I won the game pretty handily (even after losing 3 influence in a row by being ganged up on) thanks to my ability. Basically, 4 of the houses can gain influence through their house ability, but the other two (expansion I assume) can't. The four abilities for gaining influence are either sac 3 slaves, 3 guards, 3 gladiators, or 1 of each for 1 influence, depending on the house. Mine was sacing 3 slaves, which meant I collected more slaves, giving me more income, and I had 3 free influence at the end of the game by sacrificing them. The massive influence gain from these abilities were absurd and overshadowed the purpose of the gladatorial combats. This was also somewhere Jennifer got screwed over, because she didn't have any of these abilities, never won host, and was never, save once, selected for gladatorial combat. She also drew an intrigue card that would let her gain an influence, at the cost of 2 gold per player (to the players, so 10 gold... a ridiculous and unnecessary scaling mechanic...). So she got the short end of the stick, which didn't help with the experience at all.

The intrigue cards/phase were my least favorite aspect of the game. They were too swingy. A couple of houses had massive abilities to gain/cycle through more intrigue cards than other players. They arbitrarily give you or lose other players influence. Turn order is critical (host is first, then go clockwise. And last is best). Guards can protect you from intrigue cards played against you, and guards are so common, it's rarely in your interest to play intrigue cards against players when you can benefit from them instead by other means. Overall, they just seemed a terrible mechanic.

The market phase was very exciting. I enjoyed the bidding system and the dynamics of it.

The gladatorial phase was also fun, but has issues. First, it's the host who gets to invite people to participate. So Jennifer, who had by far the best combatants (thanks to her monopoly over items), only got to participate once because nobody ever invited her. This meant she could not possibly gain influence by winning, because she's not participating. Sure, bidding on the Host is technically a big aspect of the game here, but in a 6-player game, this can be a tall order. Even though only 2 players participate, everybody is involved and excited for the battle, because you bet on who wins, as well as whether the lose is additionally injured or decapitated. So making everybody feel engaged was definitely a good part of the game. The combat itself was also conceptually fun. However, optimal strategy seems fairly obvious. If you get a fast enough character, basically faster than your opponent to where you can rely on winning initiative every round, you can implement a hit and run technique (assuming the rules were taught to us correctly) in such a way that you'll never get hit, but the combat will be slow moving since you'll need to position yourself well. So I can see utilizing this strategy turning a fun aspect into the game into a terribly boring exercise...
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17. Board Game: Seeland [Average Rating:6.94 Overall Rank:1225]
Fabrice Dubois
France
La Garenne Colombes
Hauts de Seine
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 9  Spyrium x1 (BGA)
 8  Seeland x1
 7  Famiglia x1
 6  Ticket to Ride:Europe x1

Near future
- Android: Netrunner
- Eclipse
- Chaos in the Old World
- Assyria and/or Amyitis and/or Spyrium
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