Solitaire Games on Your Table - November 2013
Mikolaj Laczynski
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Warsaw
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Welcome to the Solitaire Games on Your Table Geeklist for November 2013!

If this is your first visit to one of these geeklists make sure you subscribe to the Solitaire Games on Your Table Monthly Geeklist SUBSCRIPTION THREAD.

With the days getting shorter and less incentive to stay outside there should be even more opportunities for playing games at home. And writing about them here.

The 16th of this month is the deadline of the 2013 Solitaire Print and Play Contest. I wanted the theme of this geeklist to support this contest in some way. So here it is. This month's theme is:

Print and Play games

I would like to encourage everyone to craft at least one Print and Play game and post a photo here.

There will be rewards

d10-1 100 to a random picture picture of a PnP game crafted and played this month and posted on this list: one game crafted is one contest entry

d10-2 50 + any tipped to this Geeklist will go to the crowd favorite: the most thumbed post containing a picture of a PnP game crafted and played this month

d10-3 I will also give to individual entries.

I won't be doing any checking whether the game has been crafted this month. I am counting on the posters' honesty.

I will try to craft some games myself, but because I am running this geeklist I will not be eligible for the prizes

A Word of Warning:
Since fractaloon had the initial idea for this kind of geeklists they have become on one side an invaluable resource for solitaire gamers, but on the other side - a wallet cleaning vacuum ;-)
Under the influence of these geeklists:
-some contributors (for example me) have bought solitaire games they didn't plan on buying.
-some contributors (for example me) have bought expansions for solitaire games they don't even have yet, because they happened to show up at a shop they visit.
-some contributors (for example me) spend more time reading and updating this list than actually playing.

So browse at your own responsibility.

Credits

I wanted to give a shout out to the kind people running the previous geeklists:
Albert, Ryan (twice!), Mo, Tracy, Jack,

Watch out for the next geeklists:
December 2013 run by Mo
January 2014 run by Chris
February 2014 run by Tracy
March 2014 run by Jack
April 2014 run by Ryan
May 2014 run by Albert - the circle will be complete.
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26. Board Game: Endless Nightmare [Average Rating:6.62 Unranked]
Alexandra Logan
Australia
Bardon
Queensland
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This is the game from the 2013 Solitaire Print and Play Contest I have chosen to play.

I even went to the trouble to buy fresh ink for my printer so I could print it in beautiful colour!

Looking forward to laminating the sheets and sitting down to the rules over a cup of tea.

Here's the end of my first game:



I didn't get very far! But I enjoyed it. This is exactly what I'm looking for from a solo PnP. Something easy to make that I can play at my desk.

I used different coloured glass beads as the markers.
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27. Board Game: We Must Tell the Emperor [Average Rating:7.39 Overall Rank:3310]
Ron A
United States
California
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First off, just want to say THANKS! for creating this list, it's going to get me playing more and spending less time on here.

For those that know the game, well, I lost. For a brief instant the Imperial Forces managed to knock the British Empire completely out of the war--although they DID come crawling back into battle some months (cards) later. Enemy boots never came near the Home Islands, it was a complete and utter collapse of resources that did in the Greater East Asia Co-Prosperity Sphere. Marauding US submarines ensured that once resources were lost they were not to be regained.

At least I made it through about half the Late War deck.
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28. Board Game: Onirim [Average Rating:6.70 Overall Rank:1028]
Justin
United States
Plano
Texas
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Just picked this up a few days ago so as not to buy merely a single D10 from my FLGS, but also because I've been interested in it.

First play, definitely made a couple small mistakes. Second round, I think I got it all right and just managed to sneak out a win. Game seems a bit easy, but I'm betting the expansions will make it quite a bit more interesting.

Edit: Just tried out the first expansion. Beat it somewhat handily the first round, but then couldn't even get the first door on the second (I gave up after burning a good half of the deck... I guess I'm a quitter).

In general, I'm liking this game more with each play. I think I may even like it better than Friday, but that might be due to playing mainly at night when Friday is a bit too mathy.
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29. Board Game: Gears of War: The Board Game [Average Rating:7.47 Overall Rank:392]
Justin
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Plano
Texas
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Night 1: And to wrap up the first night of November, I made my first attempt at Belly of the Beast and how beastly it was.

I got all the way to the endgame AI deck barrage, but a bleeding out Dom several tiles away meant Marcus was trying to fend off the Locust with only one heal step per 4 AI cards minimum.

Doomed.

Those Lambent wretches are nasty. Exploding on death AND they get 2 defense dice? Ouch.

I've been wanting to run the whole game with just Fenix and Dom, but this scenario may push me to 3. Keeping those wretches out of your space is a must.
---
Night 2: My 'fall back' night has been an utter disappointment. First, I pass out on the couch until after midnight, thus practically losing my extra hour of fun (I'm a night owl, so this is one of my favorite nights of the year). Then, I go to finish my second attempt at Belly of the Beast and the following happens:

Turn summary: Fenix and Dom have found the keycode and are hoofing to level 3. Both are wounded, but the Locust are quite under control as you can see:


AI Activation: I draw my AI card and proceed to watch the following happen




If I had ever forgotten how brutal this game can be, I was just slapped hard with a reminder. Dom valiantly attempted to boomshot the lot of them before they closed for the kill, but he only took out the Theron Guard.

The AI Activation included the following:

For those who might have trouble reading those, that'd be Swarm, followed by Horde, followed by a quick Move/Attack, thus setting off that fatal chain of events.

Sidenote: I realized after getting halfway through the tear down process that Dom could have chucked a grenade into that bunch. I'm going to chalk that oversight up to panic at the enemy advance. Oops.
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30. Board Game: Field Commander: Rommel [Average Rating:6.97 Overall Rank:1898]
Chris
United States
Tucson
Arizona
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Graaaargh. Every time I feel like I'm close to making headway in the France 1940 scenario, I either get dice-stabbed or I cock up the follow-through turn.

Tonight, I got dice-stabbed. Despite the fact that I actually managed to take Paris and Cambrai, in 3 - count 'em, THREE - battles I rolled a 6, then ANOTHER 6 on my Tactics roll. Seriously, double 6s on three separate battle rolls.

(Side Note: For those unfamiliar with this game, basically with tanks a 5 or below hits. Tactics rolls give me a reroll on a die. So I essentially rolled 6 misses on what should have been 3 automatic hits.)

(Additional Side Note: Yes, it's simple. No, it never seems to work out.)

So yet again I ended up losing France 1940, which I AM DETERMINED TO WIN before I even try the other two scenarios. Ah, well, maybe next time.

(Son Of Additional Side Note: Balls.)
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31. Board Game: B-17: Queen of the Skies [Average Rating:7.02 Overall Rank:1320]
Chris
United States
Tucson
Arizona
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Fresh from my embarassing defeat at the hands of the Allies in Field Commander: Rommel, I thought I'd pick up my B-17 campaign from October. 7 missions in, let's bang out another 7, right?

WRONG.

Mission 8: A milk run over Antwerp to drop a load on an industrial district. Amazingly, despite poor fighter cover in zones 2 and 3 (thanks a pantload, RAF) I suffered no hits.

Once I got over the target though, I took Medium Flak. I rolled for locations. Bomb Bay, 4 (!) Tail hits, and the Starboard Wing.

Dreading the inevitable tail shearing, I rolled for the Bomb Bay shell hit first.

*rolls*

"3"

*looks up result*

"Bombs".

Oh, dear.

*rolls for a flak hit on the bombs*

"5"

"bombs detonate - B-17 destroyed, crew KIA "

I am freaking DEVASTATED. My Engineer - Vic - has become an ace in the top turret, and through no fault of his own - poor bastard didn't even see it coming, none of them did - he's now Belgian fertilizer.

I refuse to continue the campaign. Seriously, I'm down. It just seems so... futile. Damn this war.

/salutes the "Holly Would"

But! Allies! We'll get Fritz yet, but we're gonna have to call up the reserves! It turns out the 8th Air Force just flew in another shiny new B-17, callsign "Georgia Peach". Hmmm. That pilot looks like he might just have the right stuff - we'll see. It's not like we have any other choice...

To be continued...
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32. Board Game: Ambush! [Average Rating:7.41 Overall Rank:754]
Chris
United States
Tucson
Arizona
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Continuing my theme tonight of "Getting My Butt Kicked In WWII", I revisited the Airborne squad I've been shepherding through my latest playthrough of Ambush!.

I'm currently on mission 7 - "Bait For The Trap" - and I outfitted my squad with a Bazooka, a Medium MG (I almost never splurge for the MMG, because of the high weapon cost, but I'm trying some new tactics this playthrough) and a bunch of crappy semi-automatic rifles.

With two new recruits - one of them a lieutenant assigned to our company by virtue of his +2 weapon skill, the other a run of the mill recruit with an astonishing Driving skill of 8 - to replace two of our squad favorites lost in the last mission (Pleasure Boating To The West Wall, perhaps the best mission in the base game), we locked and loaded.

Didn't actually get to play the mission, but I'm ready to go for some time in the next couple of days.

(Side Note: I really hate this mission. Not looking forward to the tanks.)
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33. Board Game: Ottoman Sunset [Average Rating:7.36 Overall Rank:1950] [Average Rating:7.36 Unranked]
Chris Valk
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Took this out for a spin this afternoon. Played twice, lost twice. The first game ended after the Turkish National Will plummeted and the second after Yudenich marched into Constantinople. Made it two-thirds through the deck each time. Good fun.

I'm looking forward to seeing what the upcoming "Hapsburg Eclipse" will add to this game.

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34. Board Game: Nuklear Winter '68 [Average Rating:7.44 Overall Rank:3720]
Ryan
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2 November 2013
Played Scenario 2 Rangers Lead the Way solitaire.

Objective: NATO forces need to control the three objective hexes at the Geseke power plant by turn 8. Command needs the power station repaired and in NATO hands to help control some dysentery outbreaks and radiation poisoning. Reliable power generation would also help the NATO advance into the Zone.

Result: Black Hand Decisive Victory. Black Hand holds all 3 Geseke Victory hexes on turn 5 when NATO units withdrew.

Description: NATO units cautiously advanced up the western edge of the board toward Provenholz. The Russian Vympel sniper team managed to eliminate one platoon of Zealots who were crossing some open ground south west of Geseke. Other Zealot platoons in Provenholz and Geseke were busy mining and fortifying the ground around those cities. The NATO units weathered a few long distance attacks from a Meagrim as well as indirect fire from a hidden Blighter mobile artillery unit. A platoon of dismounted Rangers armed with M60 machine guns made a fire attack on a Zealot platoon in Provenholz with support from the M60A1 tank unit and the CO. They eliminated the Zealots with an accurate attack but were shortly thereafter attacked once again by indirect fire from the distant Blighter. This time the Blighter's biological agent missiles scored a devastating hit on the CO and his M60A1 tank unit. They died gruesome, painful deaths within the confines of their tanks. The Rangers in the same woods hex were fortunately located upwind of the M60A1 tanks and were spared the same fate. The NATO forces began an immediate withdrawal as they had effectively no chance of success against the greater numbers of well dug in Black Hand forces.

3 November 2013
Played Scenario 3 Lifeline solitaire.

Objective: NATO forces are repairing the electric lines around Geseke. The 58th Motor Rifle has been assigned to defend the engineers and the improvements being completed. This electrical line will help extend the NATO advance to the south. The Drittes Reich is determined to disrupt the operation and eliminate any progress NATO has made. To do this, the Reich units will need to hold at least 2 of the 3 objective hexes by turn 8.

Description: NATO has to defend three hexes at some distance from one another. The NATO CO, in charge of the 58th Motor Rifle Brigade comprised of Soviet and American units, positions himself in Ochsenholz-Hofe, which lies in the center of the fairly strong defensive positions his troops occupy from the Holterberg hill to the north, to his urban position in the center, to the Steinhausen complex to the south. A few infantry and APC platoons occupy Provenholz and Geseke in the rear to the west and northwest. The NATO CO will need to keep central to his units as they are flung to the far reaches of his effective command radius.

This is something that the Drittes Reich forces are hoping to exploit. They are advancing west in two formations, the 1st/130th Panzer Lehr and the 2nd/130th Panzer Lehr. Each formation will hopefully act in concert with the other to pull the NATO flanks further apart and to then pummel them when they are out of contact with the NATO CO.

The first few turns are not decisive. The Drittes Reich columns advance to the west. They sustain fairly constant AP attacks from Soviet T-62s and American Rangers and Soviet Spetznaz armed with American M72 LAW anti-tank rockets. A couple armored platoons are reduced and then destroyed by this fire, but the Drittes Reich formations continue their advance and manage to obliterate the American M109 Paladin self propelled artillery unit located adjacent to the NATO CO in Ochsenholz-Hofe with indirect artillery fire from the 1/130 Hummel artillery unit. In the north the 2/130 hunkered down in some woods. The E-100 tank platoon supported by a platoon of Fallshirmjager troops is exchanging fire with a couple of T-62s on the hill to their west. Neither faction is able to knock the opposing forces out after a few turns. To the south, the 1/130 sees an opportunity as the NATO right looks disorganized and unable to bring any opfire to bear. The CO directs his troops to advance to cover in the woods surrounding Brenken and from there they gamble that they can cross the open space between Brenken and Steinhausen. Unfortunately for the Drittes Reich, this is were things rapidly go wrong.

The 58th happens to activate next. Reorganized, they find themselves with a couple clear fields of fire from Ochenholz-Hofe and Steinhausen to the exposed Drittes Reich units of the 1/130. At nearly the same time, three Black Hand Zealot platoons emerge as if from nowhere out of ponds across the battlefield. Concurrently, unknown problems seem to plague the Drittes Reich formations. American Rangers and M113 APCs in Geseke quickly cut down one Zealot platoon emerging just east of Geseke. The 1/130 seems bogged down and confused as armor piercing rounds pour in from two different directions. The 2/130 up north is now caught battling a Zealot platoon in addition to exchanging fire with the T-62 platoons on the ridge. The Zealots close fast and attack an Sdkfz 250 APC platoon loaded with Fallshirmjager troops in a wooded copse. Their fire is deadly accurate, and the APC platoon is shattered; flaming men pour forth from burning vehicles. NATO fire on the 1/130 does not seem to have destroyed any vehicles for several minutes, yet the 1/130 does not move. Perhaps some vehicles have been immobilized and the comms have been knocked out. Whatever the reason, NATO units keep pouring fire on the 1/130 without facing any counter fire. All of a sudden, multiple Zealot platoons emerge as if one across the battlefield and attack a number of NATO units on roads and in urban areas. The 58th is easily able to resist these attacks from their defensive positions. A few minutes after those attacks are repulsed, armor piercing rounds from the NATO right flank find their marks against the 1/130 through the thick German armor and armored vehicles begin brewing up.

The CO of the 1/130 is dead. Around him King Tigers, E-100 tanks, and Puma recon armored cars flame and smoke. The Hummel self-propelled artillery unit, having fallen behind due to its slow speed and previous indirect fire missions realized that all is lost and begins withdrawing toward the east. It engages over several activations with a Zealot platoon and eventually obliterates the shadowy forms with a devastating high explosive barrage. To the north the 2/130 has been attempting to retreat to the east since the Zealots destroyed the APC and infantry platoons. The withering fire from NATO and the zone freaks has reduced their cohesion and comms. The remaining E-100, Sdkfz 250s, and Fallshirmjagers make a short move east to another copse of trees. The 58th Motor Rifle all but abandons their defensive positions and advances on the remaining Drittes Reich troops. Very quickly overwhelming fire pours in on the 2/130 in their dense stand of trees. Only a few remain to be taken prisoner.

Result: NATO Crushing Victory. NATO holds all 3 objective hexes against the advance of the two Drittes Reich formations.

Analysis
Things were actually looking decent for the Drittes Reich for the first few turns. They were in position to do harm to NATO. Once the Black Hand entered and their activation chits joined the cup, the Drittes Reich seemed on the losing draw of each turn. They usually only activated once per turn which caused them to freeze up at just the wrong moment. They sustained many attacks from NATO and actually persisted against fairly poor NATO rolls for a couple turns. But it wasn't to last; NATOs die rolls improved and the Reich units just couldn't get enough activation draws. It really could have gone either way. NATO could have found itself in the same position as the Reich had their markers not been drawn. If I was playing the campaign game, this would have been an absolutely crushing victory for NATO, as basically two complete formations from the Reich were wiped out. Oh well. Fun game and it told a very entertaining story.

14 November 2013
Played scenario 4, Omega. The Black Hand won, even though the Reich scored more VP. See the comment below or head to my session report.

Results of the previous battle.
All my plays of NW68.
Official Session Report - Not too different from what is here, just a thread where I am attempting to chronicle the story created by all 15 scenarios.
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35. Board Game: B-17: Queen of the Skies [Average Rating:7.02 Overall Rank:1320]
Christopher Ebert
United States
North Fort Myers
Florida
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Yup! Another B-17 Post!! (Is this going to be this month's Pathfinder with more people getting it? laugh)

• Mission 148 for the PBF Tour 6. 3rd Mission for B-17G The Squirrel's Nut. Bombs dropped off target with 0% accuracy. One plane shot down and no damage to the B-17. Very uneventful mission, but after some that I've had, I welcome this.
   Click here to see the full AAR for details.

• Mission 149 for the PBF Tour 6. 4th Mission for B-17G The Squirrel's Nut. Bombs dropped on target with 40% accuracy. Very crazy mission with many many waves of fighters. I'm amazed I survived it.
   Click here to see the full AAR for details.

• Mission 150 for the PBF Tour 6. 5th Mission for B-17G The Squirrel's Nut. Bombs dropped on target with 40% accuracy. Practically a milk run mission as I was rarely engaged by fighters, and the ones I did come across, never hit my plane.
This also marks my 50th play of this game. And it still hasn't gotten stale.
   Click here to see the full AAR for details.


Edit: 11-10: Added Mission 149
11-13: Added Mission 150


B-17 - Spreadsheet Tracker
B-17 - Solitaire Tracker Geeklist Item
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36. Board Game: Duel in the Dark [Average Rating:6.64 Overall Rank:1891]
Kyle
United States
Up Nort' Der
Wisconsin
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DV: Anakin Skywalker was weak. I destroyed him.                 AT: Then I will avenge his death.             DV: Revenge is not the Jedi way.         AT: I am no Jedi.
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Solo Play - The last time I'd played this was back in March, so it was long overdue.
(Play Log Link)

--------------

August 1943
On the dark summer night of a new moon, cloud cover was heavy over the English Channel but the skies beyond were clear, so the British Lancaster squadron was given the all-clear to take off from a field Northwest of London for their nightly raid.

They headed across the channel with their Mosquito escort, and ran into heavy resistance immediately; the Luftwaffe was ready and waiting for them with a pair of Me-110G squadrons that met the bombers as soon as they left the English coast. The bomber turned due East to avoid them, but ran right into another pair of fighter squadrons and a wall of flak, radar, and searchlights that inflicted heavy damage. They continued Southeast under constant (but reduced) fighter attacks, until reaching their intended target. The skies were clear over Frankfurt and the city took heavy damage (18 +4 markers), but the outlook for the rest of the mission wasn't good as they still had to travel back to England, which meant passing back through the defensive wall and facing the same fighter squadrons, now freshly-refueled and ready for more. It managed to evade most of the fighters on the return flight with only NJG 2 giving chase all the way to the channel, but the damage had been done. Despite pounding Frankfurt, the Luftwaffe's night fighters and ground defenses had delivered a devastating blow to the British bomber squadron, and ended the night with a decisive 23-point victory.


Bomber's Route:
(8)->16->24->25->33->34(Frankfurt)->26->25->24->(16)

NJG 2 was the most successful fighter squadron with 4 intercepts, compared to 2 each for the other three. NJG 4 was able to track the bombers all the way to Frankfurt thanks to its larger fuel capacity, but soon after had to stop to refuel and fell too far behind to continue the chase.
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37. Board Game: Friday [Average Rating:7.19 Overall Rank:338]
Matt
United States
Central Coast
California
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Played three games of Friday this evening. In the first, I got through the first pirate with 2 life remaining, and on the second pirate was able to round up 32 of the required 50 points before running out of life. So close!

Game two was a disaster. The "radical thinning" approach got off to a slow start, with a lot of 0s and -1s in winning battles. Ugh. Then I couldn't get rid of an aging card, and didn't even make it halfway through yellow. Blech.

In game three everything clicked. I got rid of a ton of -1s and 0s in the first three battles, taking my life down to about 3, I think. The yellow phase breezed by, and there were very few red encounters, and all were low numbers.

I hit the pirates and had two interesting ones: pirate 1 was the +1 to all face up fighting cards, with a high required damage, and I got some nice cardgen and "doubles" to take him out with about 15 cards. Pirate #2 was the one that only uses half of your face up cards. I ran through my cards, reshuffled my discards, and hit my cardgen again! This time I used all the tricks, including sorting for even more cardgen, copying, destroying an aging card, and, of course, a few key "double"s saved the day. I won with 7 life remaining.

Wohoo! By the third game I was really getting a sense not only for "good" versus "bad" cards, but finer discrimination like "this card will only be good through the yellow phase" or "I'll need two of these to counter the aging cards I get after the thinning", or "I'll REALLY need this for the pirates."

Now that I've won, and seen how different the pirates play out compared to the island, I am going to revise my ranking of this game upwards; it is a great little puzzler!

On to level 2...

Edit: 10 Nov 2013
Played three more games this afternoon and evening. Lost at level 2 (died in the yellow phase, right as I was starting to recover), then won at level 2 and then again at level 3! I think I have my basic strategy sorted out, and I can even account for the different types of pirates, to a limited extent, so I think the rest of my plays are going to be at level 4.

I can see how two less life will make things very tricky; my wins always scrape the bottom of the life barrel (maybe 1 or two left, if I'm lucky) towards the end of the green phase, and then I come rushing back up for air desperately trying to get as much life as possible in yellow before hitting a (hopefully) short red phase.

I really love how you have to balance all of the mechanics along the way, and prune carefully so that you don't end up with too much deadwood in your stack when you go up against the pirates.

Edit: 12 Nov 2013
Played (and lost) three games at level 4 last night, and boy was I right. Those extra two life are incredibly valuable. In each game I had to carry an aging card into the yellow phase, and then add another one soon after. By that point it is very hard to pay to remove cards from your deck, (because losing a yellow battle is expensive, and makes the red phase even harder), and so I felt a very strong tension between winning "+1 life" cards and winning "destroy x1" cards. I don't think I got the balance quite right...

Game three was the best; at the beginning I saw an incredible amount of thinning in the first three cards. (I got "Cannibals" early, and this always helps.) I even boosted my life quite a bit before yellow, but I just could not get rid of the aging cards, and they eventually did me in.

I really love the balance in this game, and it is still getting better for me with each play.

Edit: 15 Nov 2013
Three more games tonight at level four; two relatively close games (red phase) and a victory! I ended up with 91 points after two relatively easy pirates (9/22 + only half your cards count, and then 8/30). I'm very happy with that one.

I want to get a couple of victories at level four before I try level five; the shift from three to four was noticeable, and I'm not sure if I got lucky on game three tonight, or if everything has started to click. I will definitely keep playing this game, probably as a filler between the bigger games.

This will probably be my last update on this game this month (LotR is calling me!).
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38. Board Game: Sentinels of the Multiverse [Average Rating:7.27 Overall Rank:313] [Average Rating:7.27 Unranked]
Kurt Over
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Philadelphia
Pennsylvania
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Recently acquired coop game that I have been soloing to learn the system and get familiar with the wide variety of heroes and villains that can be used. (At this point due to buying some expansions I have 14 heroes, 10 villains, and 8 different environment decks - lots of options.)

Not too hard to run 3-4 heroes vs a villain and environment. Just have to keep the cats from disrupting games mid-session.
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39. Board Game: B-17: Queen of the Skies [Average Rating:7.02 Overall Rank:1320]
Shaun Austin
Australia
Townsville
Queensland
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I haven't actually received the physical copy of this yet, but the person who sold it to me also sent a heap of pdfs by email, including a scan of the rules, so I decided to spend my spare time building a quick copy of the game until the real one arrives. It is just thin card and scans, but it allowed me to play the game and get hooked on the stories it generates.
My first game had a few mistakes with the rules and I also tried out bits of the rules that didn't apply. So I will begin with my second game and official start to the campaign.

Mission #1
B-17 Sky Angel
Bombadier - Lieutenant Sean Jones
Navigator - Lieutenant Algernon "Algy" Cooke
Pilot - Captain Bertie Austin
Copilot - Lieutenant Timothy Clark
Engineer - Master Sergeant Richard "Rick" Douglas
Radio Operator - Sergeant Mark Lowe
Ball Turret - Sergeant Dudley Hanson
Port Waist Gunner - Sergeant Joshua Sulley
Starboard Waist Gunner - Sergeant Ronald James
Tail Gunner - Sergeant Bernard "Ernie" Smythe


We had to Bomb an Airfield at St Omer, just across the channel in France.

Fighter cover kept us safe from enemy fighters on the way there and good weather over the target should make it an easy run.
However on our approach we encountered heavy flak. A shell hit the tail and took out the guns and left Ernie thanking God for his narrow escape.
Unfortunately as we neared the Airfield another shell hit the Port Fuel tank and set it alight. None of the crew hesitated in getting out of there, as we saw the flames spread across the wing.
Who cares about the target when you are about to be char-grilled.
All crew successfully bailed out and landed near St Omer but we were all captured by the enemy over the next few hours.
Not exactly how we expected to end the day.


A very short and disappointing first Mission. I was tempted to start the campaign again, but decided to continue and see where it leads.

Mission #2
B-17 Kansas Beauty

Bombadier - Lieutenant Wiliam "Bill" Smith
Navigator - Lieutenant Danny Brown
Pilot - Captain William Alison
Copilot - Lieutenant Rod McKay
Engineer - Master Sergeant James Howe
Radio Operator - Sergeant John Ball
Ball Turret - Sergeant Tod Chase
Port Waist Gunner - Sergeant Robert Boyde
Starboard Waist Gunner - Sergeant Fred Chandler
Tail Gunner - Sergeant Kyle Dean


For our first mission, with this crew, we were allocated a Bombing run on the Airfield at Meaulte.

We are really happy with our fighter escort who swept all enemy fighters from the sky.
Good weather over the target did allow some Light Flak to deal some superficial damage but we were on target and achieved a 30% hit rate.
Our fighter escort continued to keep the enemy away, on the return flight.
With No serious damage we landed safely and felt thrilled completing our first mission.

This was quite a short game and very unexciting.

Mission #3
B-17 Kansas Beauty
Same Crew.

Our second mission is to bomb the Airfield at Abbieville.
The fighter escort hit some intense opposition across the channel and our machine guns finally saw some action.

First, an Me109 hit the Pilot Compartment from 12:00 High damaging the controls before breaking off to harrass another plane in the formation.
Another Me109 at 10:30 Level did some superficial damage before Tod, our Ball Gunner shot it down. A confirmed kill.
Another Me 109 did some superficial damage to the Radio Compartment, giving John quite a fright, before it left.


With good weather over the Airfield and no flak, we were on target and achieved a 30% Hit rate.

On the return leg, an Me110 from 1:30 low did some superficial damage and Robert suffered a minor shrapnel wound from a FW190 that snuck in at 3:00 low.
Despite seeing a bit more action, we landed safely and Robert was certified healthy for the next mission.

This session was more like what I was expecting.

The game provides a real narrative, so I can understand why people like it. I agree it is more a simulation than a game, although I can also see where the decisions you make have an effect on the outcome. It's just not everything is controlled by your decisions (The heavy flak in my first Mission is a fine example).

So yes, I will be playing more of this, unless someone adds another "must have" or "must play" game to this geeklist!
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40. Board Game: Arkham Horror [Average Rating:7.29 Overall Rank:271] [Average Rating:7.29 Unranked]
Dave Shull
United States
San Francisco
California
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It was an Arkham Horror weekend.

Had a rare weekend home and broke this out-still one of my favorite games to solo.

As I was setting up my 7 year old daughter (who loves scary movies with monsters) asked to help. I let her pick the investigator, she chose Jenny Barnes, and I played with Bob Jenkins & Mike McGlen. I like Bob and always have him as one of my characters, Mike I chose because I wanted to play with a character that I had not played with for a while. I let my daughter roll the dice and move her character marker on the board.



In the end we squeaked out a win against Azathoth. She rolled the dice to seal the last gate and was so excited that she spend the entire weekend asking if we could play again.

The next game was much different. She chose Kate Winthrop, and I used Bob & Dexter Drake. Ugly game...spend 5 rounds trying to get rid of a curse on Dexter. Ithaqua wins.

Last, same characters with Azathoth again...lost that one as well.

This is one of those games where winning is nice, but the experience of being totally immersed in the game is worth every curse and bad dice roll.

Even better this weekend was spending time with my daughter laughing at moving gargoyles, buckling ceiling beams, and bats...hundreds of them!

Edited for spelling

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41. Board Game: Catan Dice Game [Average Rating:5.69 Overall Rank:5783]
Kuhns, party of four!
United States
Muncy
Pennsylvania
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...the grey rain-curtain turned all to silver glass and was rolled back, and he beheld white shores and beyond them a far green country under a swift sunrise.
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Last month when I posted this I got a PR of 90...this month however, a PW (I guess?) of 35!
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42. Board Game: Colony 9 [Average Rating:6.69 Unranked]
Mo
United States
Downingtown
Pennsylvania
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I’m actually in the middle of game #10 of the 2013 Solitaire Print and Play Contest, but while I’m waiting for some clarification of rules, I went ahead and played game #11: Colony 9 (maybe I should have planned that better, huh?). This is a very quick and interesting dice allocation game where the player must get a space colony up and running properly before the arrival of the first convoy from Earth.

There are three 3x3 grids (two static, one modular) which the player will use to resolve Events, take Actions, and allocate Resources. Certain buildings must be ready and functional by certain times during the construction process. If the player fails to achieve any of these during the three Condition resolution events, then the Colony is unfit for human life and the game immediately ends. If you reach the final Condition resolution successfully, any additional resources in other buildings (ones not required for sustaining life or used for defense) will provide VPs.

To resolve Events, the player rolls three dice; the first shows which column to use, the second the row, and the third which event within that grid box to resolve. To take Actions and allocate Resources, the player, again, rolls three dice, using any two of them to choose an Action (column and row) and the third to allocate Resource(s) or a Robot to the chosen column or row.

This is one of those games where crafting is rather quick and easy, and you can just sit down with the game, read the rules, and play your first session all at once. That’s how I played my first game, losing during the second Condition event, but I felt confident that I had learned the rules and understood some basic strategy. My second game was a success, exceeding the minimum VP requirement of 90 with a score of 120 (see pic of endgame below). There are four different “Missions” to choose from (the modular board uses a different set of tiles for each) and four levels of difficulty within each one. I played the Civil Colony mission on Easy level.

Overall, I really enjoyed this one. The designer has made good use of the three grids and allowing the player to make decisions with the dice rolls to offer a good level of strategy and fun in a reasonably quick game (about 15 minutes). I actually like the simple, black & white iconography as it reminds me of old ‘50s sci-fi movies. The rules are easy to grasp. And there is plenty of challenge to explore with the different missions, multiple difficulty levels, and modular board. I look forward to some more time with this nice little dice game.

Mo

Obligatory, crappy iPhone pic:





EDIT 11/03/2013: Sorry, there are four missions, not three. Updated above.
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43. Board Game: Field Commander: Napoleon [Average Rating:7.71 Overall Rank:1343]
Moe45673
Canada
Toronto
Ontario
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As promised, I set it up.

Will give quick sum-up of my undoubtedly brutal defeat when I actually play it. If I didn't have this damned work to do, I'd start it now! Seeing it setup reminds me how freaking good this game is.

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44. Board Game: Race for the Galaxy: The Gathering Storm [Average Rating:8.08 Unranked] [Average Rating:8.08 Unranked]
Ryan
United States
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I played four games today. I've been sticking with Old Earth and playing against Doomed World each time. I'm hoping some consistency helps me develop some better strategy. I also upped the difficulty to hard.

I ended up losing all four games. The first is basically a freebee to the robot, as it had been a while since my last plays and I was rusty on strategy.

By game two I developed a strategy and ran with it for the remaining three plays. I tried to focus on spamming cheap planets and developments. My priority though was planets, with an emphasis on the consume action for any developments of planets I bought. My strategy was that I should try and hold the robot to explore actions so that's pretty much all I called for the first 80% of each game. I'd piggyback off his develop and settle as often as possible. Then once I had enough planets in my tableau to make a VP killing in one swoop, I'd call a produce action one turn and follow it up with a x2 consume action and possibly another produce action. I hoped that I would limit his durned 9 VP developments and smash him suddenly with an impressive x2 consume.

Well, it didn't work. Though I got fairly close a couple of times. I think I'll keep working on this and see if I can tighten up my play and take advantage of any poor performances on the robot's part.

Update 5 November 2013

Played 4 more games as Old Earth vs. Doomed World on Hard difficulty. Got smoked each time. I think I'm playing fairly well. But those Robot AI die rolls, and the randomness of the deck draws seem to sink me every time. On to a different Robot start world now. I'm 0 for 12 against the Doomed World.

My plays of RftG:TGS
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45. Board Game: Pathfinder Adventure Card Game: Rise of the Runelords – Base Set [Average Rating:7.27 Overall Rank:332]
Justin
United States
Plano
Texas
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Took a break from this one for a couple weeks, but after FC:N went south, I thought I'd break out something a little lighter.

I'm running Ezren and Amiri through Perils and attempted to complete the Black Fang scenario tonight. Emphasis on attempted.

Things were rolling along smoothly at first and then bam... Ezren gets smacked hard by a plague zombie. Lost everything, but thankfully he didn't die. After that, I just couldn't get things right for him and time ran out with Black Fang having JUST been shuffled back into the last location deck.

Bad gaming night for me. Tomorrow night, I take care of business.

Edit: Just breezed through Black Fang tonight. I'm ready to finish up and get on with the Skinsaw Murders.

Edit: Ezren and Amiri are now caught up to Harsk. 2 more scenarios in burnt offerings. Got a nice longsword +1 for Amiri tonight.

11/20/13: Burnt Offerings Completed

Just finished working through the last 2 scenarios. Approach to Thistletop almost did me in as the villain (blanking on who it was right now) absolutely tore my whole team to shreds with his pre-encounter attack. Amiri in particular had 2 cards in hand and none in her deck after that attack.

It worked out though and the Thistletop Delve went quite smoothly by comparison. I head into the Skinsaw Murders with a very well armed team.

This game just keeps getting better.
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46. Board Game: Mr. Madison's War: The Incredible War of 1812 [Average Rating:7.52 Overall Rank:3231]
Stephen Slotten
United States
Saint Charles
Missouri
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This month I'll be learning Mr. Madison's War. When I don't have an opponent I like to play these games solitaire to get a feel for the strategy and the rules. I just play each side to the best of my ability.
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47. Board Game: Ottoman Sunset [Average Rating:7.36 Overall Rank:1950] [Average Rating:7.36 Unranked]
David Ainsworth
United Kingdom
Manchester
Lancashire
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Had another game of this. I dunno guys, I like it and I had fun playing it again but I won once again. Out of 3 games, I've won 2 (I lost my first game). Compared to Zulus on the Ramparts, which I played two more games of and got my butt whupped, the tension just isn't here. I've learned something about World War I and the fall of the Ottoman Empire from all of this which, to me, is worth the price of admittance, but I don't know how many more plays this has got in it. Maybe when the sister game comes out (something about Hapsburg? My WWI knowledge is limited to the trench stuff, the politics is new to me) and I can play them side by side.
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48. Board Game: Zulus on the Ramparts! [Average Rating:7.37 Overall Rank:1564]
David Ainsworth
United Kingdom
Manchester
Lancashire
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Played another couple of games of this and didn't reach nightfall on either attempt. For these two games I threw in all the cards and all the optional rules. Brutal.

And &#%!ing awesome.
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49. Board Game: Mice and Mystics [Average Rating:7.37 Overall Rank:250] [Average Rating:7.37 Unranked]
David Ainsworth
United Kingdom
Manchester
Lancashire
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Ah, Mice and Mystics.

I bought this last year and played maybe the first two scenarios with the missus before getting kind of bored with it. Tonight I broke it out and replayed the first scenario, for two reasons:

1) I am expecting a baby in March and I want to play this with it as a sort of gateway experience, so want to make sure I have it down pat by then (not March, just... when it's old enough).

2) Both Myth and Shadows of Brimstone: City of the Ancients are due to arrive in my porch next year and are both looking amazing, so I'm wanting to play my dungeon crawlers now as I don't think they'll get much of a look in (except for Pathfinder Adventure Card Game: Rise of the Runelords – Base Set of course).

Yeah, so I'm planning on continuing this (I'm an expansoholic so Glorm will be mine). I don't expect much - the narrative is nice and, y'know, Mice! But the combat is dull, random, uninspiring, and I'll be honest with you all right here - I'm probably going to ignore the cheese/end the game mechanic because it's not fun flat-out losing because of arbitrary dice rolling.

Edit: 13th November 2013

Played this again today and, well, what a waste of time. I think I'm done with this now until I can play it with my incoming child(ren?). I just gave up halfway through, utterly bored. Shame really.
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50. Board Game: Pathfinder Adventure Card Game: Rise of the Runelords – Adventure Deck 2: The Skinsaw Murders [Average Rating:7.64 Unranked] [Average Rating:7.64 Unranked]
Tracy Baker
United States
Omaha
Nebraska
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This arrived today, so it's time for more Pathfinder ACG. I kind of like this system, where I can play through an adventure, shelve it in favor of other things, and then play it again each month when a new adventure appears.
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