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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51. Board Game: Legions of Darkness [Average Rating:6.88 Overall Rank:5156]
Chad Mestdagh
Canada
Edmonton
Alberta
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It was my general feeling the first time I played this game that it might be a little too easy. Played again tonight for the first time in a long time. Of course, I did play the easier scenario, but I did get the same sense this time as well.

The enemies just don't seem to attack enough. And the big baddies are pretty easy to defeat and don't actually promote your death. Instead they just wound some of your men at arms. This does seem to limit some of your actions. But abusing the heal spells seems to repel this drawback.

I think I will play this for most of the week. I need to win some more. This game will feed my ego some.


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52. Board Game: Field Commander: Napoleon [Average Rating:7.71 Overall Rank:1342]
Justin
United States
Plano
Texas
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Set this up again tonight and vowed to see 1798 through to completion win or lose.

The Battle of Cairo (not sure if this had a historical name... need to read more books) started off pretty well at first. Landed a couple of big early hits and felt like I had the battle well in hand.

Then the dice rolls just went to hell. I've been using the Raid insight to try to build up early supply points (not sure if that's a sound strategy, but given you can't buy troops after October, it seems like a wise choice). Only having 1 battle plan might be what's doing me in. The enemy just kept chipping away little by little and left me having to withdraw my forces in a retreat.

A random retreat... and of course, the dice wouldn't send me to Alexandria. Apparently, a dust storm forced us further East. Okay, no big deal. I'll just move them back to Cairo next turn and take it back over.

Nope... the enemy rolled a 12 for movement which sent them right on in to Alexandria... where I had just the garrison waiting for them. And a wounded garrison at that thanks to my earlier fog of war roll.

So my last fateful battle came down to this:


Winnable? Maybe. They did have a wounded unit after all. But alas, my garrison fell. Defeat condition met.
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53. Board Game: Dark Darker Darkest [Average Rating:6.39 Overall Rank:3318]
reaching out from the in-between spaces...
United States
Baldwin
New York
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Played solo with 4 survivors.

This game does TWO things really well. The co-op mechanics really make you think on terms of the group and not the individual. Second is that the euro mechanics really fit into the zombie mansion theme.

We were at the beginning of the Darkness Tracker on 4. This *should* mean we have three turns until the end of the game (three turns than the Tracker moves to 5 which is the final turn).

I split the group into two. One group was heading for the still locked Lab to meet up with the Nemesis for the final showdown.

The second group (a lone survivor), had the right card combination to unlock a door which would allow me to open the lab door. The good news? The lock happened to be on one side of a corner room (corner rooms are the only rooms with a computer terminal that allows you to take your locked door codes and put them on the security panel that will than allow you to open the lab door, you got all that?).

The bad news? There were 2 zombie tokens on the other side of that door. And when that door gets unlocked, they are coming in.

The lone survivor knew it was a one way trip. He waved goodbye to his companions and told them head for the lab. He entered the corner room through a side door and ended his turn (he has only three actions and needs all of them to unlock the door, his movement into the room ate one up and 2 actions isn't enough).

The next turn, he used 1 action to unlock the door. I flip the zombie tokens, a 5 and a 6. 11 Zombies. I use my remaining 2 action points to use the terminal, setting in the final security code into the security panel. The lab door is now unlocked. 11 zombies swarm into the room.

Meanwhile, a fire in another part of the house has just destroyed a room. Uh, oh. That automatically means we must move the Darkness Track one spot over...to number five. It's the final turn.

One of my survivors, Bruce, uses his ability to take action points from the other survivors. Great, he has enough to enter the lab. We just have one problem. There's a a zombie token between us.

It gets flipped. 4 zombies. That's easy. One of the survivors moves to clear a path. Two down. Bruce goes to take the other two down and than move into a lab. His a crack shot with that pistol.

Except not this time. Try again. Nope. By the time I have cleared a path and use the remaining action points, I am two moves away from entering the lab, which would start the final battle.

So close...
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54. Board Game: Field Commander: Napoleon [Average Rating:7.71 Overall Rank:1342]
chris leko
United States
Brooksville
Florida
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Seeing the other posts about this game made me want to break it out again!

Like normal, I randomly selected a map, then randomly selected a campaign on that map.

Got 1814.

After I set it up, I thought to myself, "Man, this is going to be rough. They outnumber me, and I can't buy back destroyed armies!"

Well, the dice god blessed me today. It seemed every time I used grapeshot for my recruit cannons, I rolled a 1, blowing up a calvary unit and half of an infantry unit. The enemy tended to miss me, and I rarely missed. Nappy's 3 battle plans were quite helpful. I also found the wonders of shocking with cavalry.

I have a ton of fun with this game, though I feel the rulebook isn't up to the standards of the other DVG games (Dan-Verssen Games games?) I've played. It can be annoying to look for any info quickly, but there's not a ton to remember. I also found a one-sheet "flatten the learning curve" file here on the geek that I printed out today. Makes a wonderful player aid and answers the majority of my questions.

For a light-weight wargame that has a sometimes devious AI (though it is also sometimes very stupid), I really like it. It also came with a ton of mounted maps and chits. I haven't even played each scenario once!

I might or might not get this back to the table this month. Silent War will be coming in soon. And I need to get High Frontier back to the table again. I played a quick game yesterday where I took a ship on a quick jaunt to some small asteroids and back, in preparation for my PBF game (I'm going to be boosting some stuff up this turn!).
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55. Board Game: Schwarm! [Average Rating:6.07 Unranked]
Dave Shull
United States
San Francisco
California
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Very fun little game I keep in the three ring binder with B-17 QOTS, makes a great companion game. You fly the Luftwaffe trying to bring down a B-17 with BF 109s and FW 190s.

It also has an ingenious inertia position check that you must roll for that does a good job of simulating attacking a moving target. Almost took the bomber down, but ran out of tactical points.

Either this game is hard or my tactics stink...I think it is the latter.
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56. Board Game: Rallyman [Average Rating:7.24 Overall Rank:808]
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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Along with DitD (earlier on this list) I've starting making my way back through some soloable games that I haven't played in a couple months, and this was the next one up.
--------------------------------------------------------
Play Log Link

The plan this time was to finish off the "Arcade" style races from previous plays, and board C was the only one left.

Route: C1-C2 -> C5-C4 -> C8-C3 -> C9-C0 -> C7-C6

Blue had the best overall time from the previous runs so it took the lead out of the gate, and never gave it up despite spinning out at one point. All of the other cars ended up having similar troubles with at least one loss of control each, and both White and Red lost a tire along the way. White suffered the most damage during the run, and naturally came in with the lowest time.

Blue's leading time in this run plus good podium finishes in the previous two gave it the best overall time by more than a minute.

Track times and the fine details are in my play log.

Next time I play this I'll go back to doing the normal multi-board racing, but I'll mix things up a bit by using a combination of snow and asphalt stages.
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57. Board Game: Frontline: D-Day [Average Rating:6.68 Overall Rank:3864]
chris leko
United States
Brooksville
Florida
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Here's one I don't think I've seen on the list so far.

I'm going to a conference tomorrow and was trying to decide which games I should bring with me to play at night. I generally drag along a card game or two. Then I remembered this one takes up a surprisingly large amount of space so I just played it tonight.

This was my second game of it, and I really need to play it more often. The dirty cheating AI is tough to beat, and seems like it can always react in the worst possible way, but the game really embodies what I like about card games: the variability. Depending on the draw I have to be offensive or defensive.

I was playing the first historical mission, as the British. I love that I can play as either side and the card AI will work. I got about half way through the game before the wife showed up and made me pack up (she needed the dining room table for the baby and some Bridal Shower crap she's working on with a friend). I was doing somewhat well, had eliminated a few of the Germans and was keeping my bleeding out to a minimum.

This one sort of feels like a Fields of Fire light. A bit less fiddly (though not by much), and a bit more abstracted, but I still enjoy it. When I get more time I might bust FoF back out again. Though I might also try it on VASSAL, I've heard good things about the mods (I think Joel did it, and his mods tend to be very good).
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58. Board Game: Onirim [Average Rating:6.70 Overall Rank:1028]
Flabbergasted Rhino
Japan
Osaka
Kansai
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My success rate is quite high with this one now only having lost 2 or 3 out of 20 plays (though a few of those were down to the last few cards). I love playing this on the train though I do pick up some looks from all the shuffling. Definitely helped pass the time on the ride to Osaka and back for the JIGG Kansai Game Day.

I considered throwing in an expansion for my play this morning but was just too brain dead as my wife drank most of my coffee this morning on the drive to work. So I embraced my half zombie and slugged through just the base game for a tidy victory. Next time when my eyes are clear enough to read the rule sheet I'll put an expansion in.
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59. Board Game: Friday [Average Rating:7.20 Overall Rank:339]
Flabbergasted Rhino
Japan
Osaka
Kansai
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With the Onirim win I felt my mind coming together enough to have a go at Friday. Everything was going fairly smooth though I suspected I had a few too many aging cards lurking in my deck when I went to face the pirates. I had drawn the 30life and 40life pirates and managed to dispatch the first handily even eliminating two of my remaining aging cards in the process. One pirate down I dove into the next feeling pretty good about a victory and then drew Very Tired (Stop) as my third free card of ten. It killed me. I had a reasonable amount of life but nowhere near enough to allow me to draw enough cards to make it to 40. It's tough getting old.
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60. Board Game: The Harbinger Project [Average Rating:6.45 Unranked]
Flabbergasted Rhino
Japan
Osaka
Kansai
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Finally found the time to get a play of this in and I'm glad I did. It's mean. Not sure what I've done to cause my enemies to hate me so but they were unrelenting. My critical structures were just fodder. No matter how many guys I sent to protect them I always rolled higher. Grueling. Seven. Seven defenders should be plenty! Nope, rolled an 8. They smashed my Capital City to bits. Not even enough left to recycle much less loot.

Now that I have the ruleset down I'll need to print a few more sheets and jump back into it.


Edit: I managed another go yesterday and was moving along quite well managing my critical structures, killing off some enemy troops and even getting in a fair bit of enciphering. Then, suddenly, the enemy troops were at my capitol and I realised I had not deployed a single recruited unit to defend it! In shock I was certain of defeat but valiantly pushed on and to my wonder found that I had enciphered enough of my own code to just barely win the day! Or so I thought. Sadly, I had misread the "you may not apply it to other enemy unit types" as you may apply it and scratched off a few more tanks than I had the right to. I stand at 0 for 2 but have printed out a few more sheets in the hope to win today.

Edit 2: Closest yet! I realized I had a few things wrong and after correcting my misconceptions of the encipher column and realizing I could take a deploy action I fired off my defenses and lost on my last two rolls (one encipher column and one fighter) as the two combined failed to kill off the last 5 artillery I had against me and sadly left me facing 3 (all the paratroopers were dead).

Edit 3: Up to five plays now. The last two as wins, the fifth play solidly so. Sadly I am not so certain that that has been determined as much by my skill as the rolls. Certainly I made the choices to allocate acquired resources and when to press my luck but I felt that the info/resources acquired from a few good roles outweighed the benefit of my choices. I enjoy the game and it plays anywhere with my dice roller app (huge plus!) but I feel I would like a bit more control of the random element.
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61. Board Game: Firefly: The Game [Average Rating:7.39 Overall Rank:294]
Justin
United States
Plano
Texas
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Set this up to solo for the 2nd time. 1st time, I just did the "Get solid with everyone" solo mission. Frankly, using the pre-bought crew and timer with this game just kills the theme for me, so I decided to skip the other to solo scenarios and came up with my own.

I played the "Respectable Persons of Business" story card. The goal is to earn 12,000 credits and then declare last round. Whoever has the most credits after paying off any incomplete jobs wins. Converting this to solo is as simple as looking at your remaining balance as a high score. All the resource management is still there, but best of all, you get to build your crew, which for me, is most of the fun of this game.

A couple solo house rules I created:
1. For moving the Alliance Cruiser and Reaver Cutter, you simply roll the die: Odd moves the ship toward you, even moves it away. The ships are still pretty benign until their reshuffle cards are drawn, but there was one time when moving the Reaver this way actually screwed me later as they were orbiting around the planet I needed to complete my mission.

2. Once you activate a mission, you must burn fuel (if available). After all, the mission giver wants the job done ASAP. This obviously eliminates the whole "I'll just mosey everywhere" strategy. I'm considering the idea that you must have at least one fuel cell to be able to move (similar to ammo tokens in Gears).

Pretty simple stuff, but it worked out pretty well. It wasn't a tense game, but this story wasn't about tension. A different story or additional house solo rules may take care of that. Someone smarter and more creative than me I'm sure will have some more solo scenarios whipped up for this in no time.
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62. Board Game: Navajo Wars [Average Rating:7.96 Overall Rank:1304]
Nicolas Morlino
United States
Mars
Pennsylvania
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The best solitaire game IMHO.

This will be on my table until Christmas at least!

Can be procedural at times, but all required procedures are strongly aligned with the pervasive theme.

Also, a very heavy game, but in a good way. However, don't expect to be able to just sit down and play the game. You will have to go through the very good tutorials at least once before reading the rules. (I went throught it twice to make sure I understood everything).

It will take you at least one to two hours to go through the tutorial the first time (because of the rules reading required). Probably, less than 1 hour the second time.

Also this is the kind of game that will need to "stay" on your table for a long time to allow the rules to sink in and explore all the scenarios fully.

The AI is highly innovative, actually probably ground-breaking IMHO. If you want to play something unique, you need to give this a try!

Rules are well written, but do not forget to refer to the official errata. Player aids are also available from the Geek Page to speed up game play. I actually wrote some of these. They are basically a comprehensive condensed version of some of the rules to speed up the game.

Designer is incredibly helpful and knowledgeable about the subject matter. He has so far answered all questions in the rules forum on the geek.

Board is also highly innovative in itself but also a work of art.
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63. Board Game: Micropul [Average Rating:6.78 Overall Rank:2387]
Brian Sturk
United States
Hudson
New Hampshire
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Played a couple of games of this w/ my homemade set (original b&w on card stock). Fun little puzzle game and at times a bit brain-burny. I love the little bit of pushing your luck with not taking tiles from your stack as they are worth points @ the end of the game.

Good free solo game, and highly portable.
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64. Board Game: Swing States 2012 [Average Rating:6.98 Overall Rank:6756]
Ryan King
United States
Stockbridge
Georgia
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So I moved RAF over a foot and set this up because the foot print on this game is only 2 sheet of paper and a card deck. Not played a full game yet, still struggling with the rules. The rules are not bad, it is just one of these rare games that doesn't have any BGG files to help me play cry It is crazy how crippling my hobby would be with out those files...I want to send a big thanks to everyone that has every created such a document!

Game is looking great, though (minus a few soot-stained counter fronts). So far, it seems like 1960 on steroids. I will post again once I get a full game in, but I think this is right up my alley.
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65. Board Game: Pathfinder Adventure Card Game: Rise of the Runelords – Base Set [Average Rating:7.27 Overall Rank:332]
Flabbergasted Rhino
Japan
Osaka
Kansai
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Just got my book depository notice that Pathfinder Adventure Card Game: Rise of the Runelords – Adventure Deck 2: The Skinsaw Murders is on it's way so I thought I'd better finally write down the adventures of our intrepid heroes that took place way back on the first.

Valeros, Merisiel and Seoni set off into the brambles to clear out some goblins but the big bad was an evasive critter and they didn't manage to find him on their first foray. After a trip to town to resupply (Valeros needn't to look for some old allies) they set off again and managed to put down each of the goblins, henchmen and villains still plaguing Sandpoint and it's surrounds.

On to the big big bad where Valeros just deflected a mortal wound through the use of his enchanted spear (all praise the re-roll it allows!) and brought down the big big bad with time to spare but graciously passing the artefact attained on to Seoni. (As can be seen I can't remember the names of any of the villains and can't look as I am sitting at work.)




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66. Board Game: Robinson Crusoe: Adventures on the Cursed Island [Average Rating:7.91 Overall Rank:41]
Jason Ritz
United States
Kelseyville
CA
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Robinson Family Scenario

Whelp... lost again (used only Explorer, Friday, and the Dog).
This was my first time playing through this one, and it stacks up pretty similarly with the rest of them. Winning at this game using strictly the solitaire rules is immensely difficult. By turn 6 I wasn't producing enough wood AND food to stop the weather die from killing me off in the middle of the night.

After some 20 solitaire plays of this game, there simply isn't enough workers to place to get the proper amount of resources needed to handle crummy die rolls (rolled two winter clouds in a row tonight) and/or dealing with a book icon (tonight's cut production resources in half rounded down).

Maybe another play is warranted.
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67. Board Game: Hornet Leader: Carrier Air Operations [Average Rating:7.90 Overall Rank:1291] [Average Rating:7.90 Unranked]
Michael Knapp
United States
Fredericksburg
Virginia
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Still slowly working my way through my first game of this. Its not a rules issue (I have them down fairly well) its a time issue and the fact that my new game room / closet is to close to the family room. I find it hard to concentrate with the TV on (which it usually is when the wife and kids are up). I have been trying to game for an hour or so after everyone goes to bed but I am often to tired myself to accomplish much. Sigh.cry

Edit 11/22/2013 managed to play a bit last night have now completed 4 turns of a 9 turn Iran 2014 long campaign. Started out strong 5 VP for first 2 missions had one plane shot down but pilot was recovered under fire, stress (other than the pilot who was shot down) was not bad at this point. Next 2 mission did not go as well. A 3 plane mission to take out an electronics factory ended up with one plane shot down (pilot recovered under fire) and another plane damaged both before a single damage point was scored on the target! Net VP for that mission -1!. next a 4 plane raid on a heavy industry target resulted in no losses but the target survived by one damage point (need 10 hits scored 9). So starting turn 5 of 9 I have 5 VP and several pilots with some serious stress issues. Things are looking bleak.

So a question the heavy industry target was an "improvement" target (All targets +1 damage) Rule book states you do not remove improvement targets until they are destroyed so does this remain a valid target for my next mission? Does it have its full damage strength of 10 or only the 1 damage point which remains from my failed attack noted above? I was leaning towards simply removing it as I felt In real life the damage would be severe and in my mind curtail any operations for the forseable future (thus negating the improvement). Since I did not "destroy" her I will take no VP even if I remove the target card from play. Opinions? and thanks for listening!
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68. Board Game: Space Infantry [Average Rating:6.94 Overall Rank:3601]
Michael Knapp
United States
Fredericksburg
Virginia
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Currently reading the rules and watching some videos on this its in the "to play" que but will be pushed off because.....(see below entry).
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69. Board Game: Dawn of the Zeds (Second edition) [Average Rating:7.89 Overall Rank:1411]
Michael Knapp
United States
Fredericksburg
Virginia
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This arrived today and based on the comments here and some videos I have watched I am chomping at the bit to play her!
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70. Board Game: Navajo Wars [Average Rating:7.96 Overall Rank:1304]
Jack Bennett
United States
Rougemont
North Carolina
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I grabbed this for 50% off from GMT from their Fall sale. It's a beautiful game, and I'm glad to own it!

I'm currently working on a game for work, and I'm writing a "tutorial" sort of book for it (since it'll be played by non-gamers), so I was very interested in what the tutorial was like for this game. So I decided to do that first without having read the rulebook (which I normally would never do).

The tutorial was OK, but it ends up being mainly just one long example of the rules. If I sit down with someone and teach them a game, I give them a sense of what they're doing rules-wise, but I also tell them WHY they are doing it, and how they win. Sure, I could have gone and just read that, but I wanted to try out this tutorial thing.

You get to the end before they tell you to go read the victory section. So until then you don't even know what your ultimate goal is. And even if you did, I don't get any information as to why we would make any decision that we make.

"Let's do a planning this time!" Ok...why? Give me the big picture, here, and how it relates to how I win.

What I needed was something like: "To win this tutorial you need to end the game with military higher than morale. There are a couple ways to increase military (list 'em). There are a few ways the enemy increases morale (list 'em, too). So do the first things, and avoid the second things. When a victory check happens, you'll want to be spread out into high VP areas, and you'll want to have no outposts on the map."

In fact, I could still use that even after this play!

After that I watched a bunch of episodes of Flashpoint and clipped all the counters so they're nice and rounded and awesome.

Today (just now!) I finished my first game of the easiest scenario. It was....odd.

Like the tutorial, the rules do a fine job of telling you how to do stuff, but the book shows you close-ups of lots of little gears and leaves it totally up to you to figure out how they all work together into some actual working machine. I can follow procedural instructions all day, but without knowing WHY I'm doing anything, it's hard to plan.

Looking at the victory conditions, it seems I will win if I can keep my Military above their Morale. Basically. HOW do I do this? No idea... During victory checks (during the game I will see 2 of them) I need to have people in as many high-VP territories as I can. And I need to keep their outposts down so they don't gain morale. Other than that I don't have a great idea how to influence these things, but let's jump in!

I started off by drawing a two Ceremony cards and keeping them. The second one triggered an effect for me to lose a trade good, but I didn't have any yet so nothing happened. They'd both count as 5's if I needed them. I then proceeded to totally forget I could play these cards until RIGHT before I'd draw another one so that all the Enemy Way stuff'd kick in.

I did a couple raids during my fist chance to take actions and between those two raids I pulled all 3 red cubes. Awesome. So there goes NM and now everyone wants to Raid me back. I did get some horses, however.

I planted some corn, a few places got droughted. I raided some sheep. Then the enemy raid happened, strength of 7 plus 2 from my ferocity. I was totally out of APs so all I could do was evade. The first family they came up on avoided out of the way. Then they switched gears and went after another family. This one was not so lucky (DAMN forgetting about my 5 Ceremony card!). They killed the child token. I rolled a 6 and they gained a morale. They didn't reach any other families. After the raid they gained another morale (for me having a caught family), but they didn't place any outposts, so that was good.

Then the revolt happened. This bought me a little time, as I didn't draw many red cubes for a while. The victory check hurt, though. I went to zero military and lost 4 culture. Then reset to 3 military and 3 enemy morale. I also went down to just a man and an elder in the time box.

I did some planning, tried to gain some APs so I could react better during the 9 Raid that was coming up after the Revolt was over. I was also trying to get some more families into the game so I could have more VPs. And wanting to get more elders in the box so I could increase my culture and then use the elders to decrease culture/increase military (is this the main way of increasing military? I couldn't find anything else other than increasing ferocity when military < 5). During these plannings I'd used some elders (and Ceremony cards) to get my military so it was one higher than morale.

I had 9 APs, a good number of family tokens ready to come into the game. And a sheep and 2 corn to help feed them all. I drew a Ceremony and it put 2 traders on the map and gave me a 3 to use. Then I drew another Ceremony (forgot the effects). Then, with 7 cards left in the deck, I drew the last Victory Check card. Awesome.

This sucker puts out 2 missions. I was at 10 VPs, so no gain of military points. My military went to 4 and their morale to 3. Then they gain 2 morale for the 2 outposts. So it's 5 to 4 = Minor Defeat.

Overall this was an OK way to just see some of the stuff in an actual game. I did get some unlucky draws. I never did a Passage of Time the whole game (but was JUST about to!). And only took actions a couple times. I had trade goods, but they got Enemy Way'd away before I could use them. Never made another family (although was set up to do so). I planted corn but never harvested it (or needed it!). I did a couple raids on NM, got horses (which I didn't really use since I didn't really move that much) and sheep (which I never needed to use). Don't think there were any other actions I took, everything else was planning.

I'm still not totally sure how to use all the pieces you're given. I know my goal, and I know the rules, but it's not yet clicking into place how to influence the former with the latter. Part of the fun will be figuring that out!

Overall, a unique and interesting game that I can't wait to delve into further.
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71. Board Game: Everything vs. Everything [Average Rating:7.45 Unranked]
Mo
United States
Downingtown
Pennsylvania
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I got in another game from the 2013 Solitaire Print and Play Contest. I don't know if the designer would agree or not, but I liken this to a mix between BattleCON: War of Indines and Sentinels of the Multiverse but with tons of familiar icons from all over pop culture. You take a group of six characters, like Spiderman, Darth Vader, Han Solo, etc., into battle with other characters controlled by the mysterious Director. Over ten turns you go one on one to see who is still standing in end. There are tons of cards, abilities, and combos to be had. Here are the highlights from my first game:

I began with Professor Charles Xavier, Darth Vader, the Alien Queen, Master Chief, and Dr. Octopus with the Witch King of Angmar waiting on the sidelines. The Director had Glados, Dracula, and R2-D2 in the arena ready for battle. On turn 1, The Director threw Spiderman into the mix and activated both Glados and R2. Glados is pretty annoying with his flipping of all HP in the arena. It really messes with things…in a fun way.

Turns 2 and 3 just had some basic back and forth as I built up some Energy and got a feel for the gameplay. Turn 4 turned potentially disastrous as Glados, for the third time, flipped all HP right before Spiderman made his attack against Vader. It was no contest with such a low HP value from Glados’ ability. The first casualty of the match. Unfortunately, it was one of mine.

The Director brought out his Web ability on Turn 5 slowing down my team for the rest of the game. Turn 6 saw a couple more casualties pile up. First, The Director sent Spiderman out again, with a 10 strength power boost, to do some damage, this time taking Master Chief out of play permanently. My team finally got some revenge, though, when Professor X, with the help of several Boost tokens, took out the annoying Glados.

Alice (in Wonderland) joined The Director’s team on Turn 7 but wasn’t a player this match. Meanwhile R2 made two attacks this turn, defeating the mighty Alien Queen. I was down to only two fighters, Professor X and Doc Occ. We needed to make some progress as time was running out. After freeing himself from The Director’s Web, he went after his arch nemesis, Spiderman, knocking him down and out of the match. No more worries about Spidey now.

The Director added his final player to the arena, Arthus Menethil, on Turn 8. Only one more big move was made the rest of the match, on Turn 9. Professor X applied 10 damage to Dracula before the game came to a quiet close on Turn 10 and final scores were tallied. The Director had 20 HP remaining. My team, with the help from the Witch King still sitting on the bench, had me at 29 HP. A 9-point advantage to Team Mo!

It's a super fun game and very cool concept. One potential "problem" though...it really is more of a two-player game with a solo variant than a straight up solo game. I think the solo rules could use some tweaking, but if you like combat games and either don't mind some fiddly solo rules or you have a friend (what are those?!) to play against, I recommend you give this one a try.


Everything vs Everything, First Game Setup, Solo



Everything vs Everything, Doc Occ takes out Spidey
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72. Board Game: Pandemic [Average Rating:7.64 Overall Rank:75] [Average Rating:7.64 Unranked]
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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I played this for the first time tonight. I played the intro game with the Medic and the Scientist and cured the last disease with no more cards left to draw! I only had 1 outbreak. This game is fun. I need to try with more characters (and perhaps even more humans) and the standard game too.
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73. Board Game: Andean Abyss [Average Rating:7.58 Overall Rank:813]
Justin
United States
Plano
Texas
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Whew... FINALLY finished the tutorial for this one (only took 4 separate sittings... been a little busy).

Picked this up in trade last week and I'm already glad I did as the game I traded off was a slight disappointment for me (and it's "sequel" is coming that I think I might like better).

Obviously, I can't say much having just done the tutorial, but man am I excited to dig into this one. I know squat about the theme, but I look forward to picking up bits of info as I work along (haven't even looked up what AUC and FARC stand for yet).

I have a parentheses in every section of that post... except this one. Will update this entry after my first dabbling in the solo rules.

EDIT: My plan was to launch into the solo tutorial immediately after the regular one, but my head started spinning looking back and forth between book/chart/rules/board. I'm just going to start a solo game and figure it out as I go, which is probably not a wise decision.

EDIT 11/14: Tried to get this one going solo tonight. It went okay, but work is so mentally taxing right now that this game is more of a strain than fun. I'm going to break this one out over the holidays when I'm off work and clear-headed. Until then, going to stick with more simple things.

Note that I'm not saying I don't like the game (though I've barely played it). I'm totally digging the IDEA of it and can't wait to really dig in soon.

EDIT 11/26: I wanted to give this another go tonight before family comes in town and I'm not able to play it for a few days.

DEFINITELY felt more comfortable with this on the second go around with the NPF charts. I dare say I was even having some fun even though the FARC seems to be getting a bit out of control:



I didn't do any sweeps or assaults in the first round so I'm planning to get that rolling next. I still have a ways to go before I'll feel confident with the systems, but progress is progress.
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74. Board Game: Thunderbolt Apache Leader [Average Rating:8.08 Overall Rank:803] [Average Rating:8.08 Unranked]
Moe45673
Canada
Toronto
Ontario
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After countless failures due to trying out the Surge scenario, I finally decided to try something else. Show of Force! Two day scenario and you don't lose by not destroying 2 battalions on your first day (in fact, you actually get +1VP for each one you destroy on that day).

Of course, I destroy my first battalion (3S), a not too bad one with 4 AAA sites and not much else (SCUDs, SPAs, etc). Also, Pirate (Skilled) is at 7 stress and unfit to fly anymore. Eep.

This game reminds me of this old dogfight PC game I used to play back in 1990. It's so good, there's a reason people sing about this one from the hilltops.

Currently setting up Day 1, Mission 2. Using green poker chips to keep track of XP and black ones for VP. Game already using enough real estate, can't use electronic log until I get an iPad


Two choppers, going in against Battalion 9A. Good luck!


Extra pilot cards for levelling up later. Use them to store XP tokens


Poor Pirate



Handy plano box with Weapon/enemy/etc chits



One of my choppers after the scourges of war. Luckily, the other two went unscathed, thanks to a few yellow hits that happened say A-10 on the top. My F-16 put an ECM pod to good use.

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75. Board Game: Space Empires: 4X [Average Rating:7.64 Overall Rank:449] [Average Rating:7.64 Unranked]
Christopher Ebert
United States
North Fort Myers
Florida
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Ok... so... this scenario stayed on my table much longer than it should have. I started doing a Large/Easy scenario last month, and it was also going to be my first session report. Being that I don't remember details easily, I started to keep a record of what happened in the game that I could turn into a session report. After the first few turns, I had to call it a night. I kept going into the game room and seeing it there, but the idea of the logging part daunted me and kept me away. Not to mention Battlefield 4 came out Oct 29, so that kept me distracted too.

Thank you Mo for the advice. He suggested I just skip the session report for now till I'm more familiar with the game. Good idea! Plus, dust was starting to collect on the game. I took turns here and there and did other things but finally sat down to finish the game. I lost. cry Second Doomsday Machine got my home planet while the third was closing in. After some though, gonna try some things different next time. I've also decided to slowly introduce advanced rules. For my next game, none. Then one at a time till I get the hang of it. Less to think about may help some. zombie

I also took note of the DM strengths between Small and Large... I'm going to stick with Small Maps until I start to "get it". One of these days, I might get around to playing an Alien Scenario. I need to soon though, as I know I'll be getting the expansion for Christmas. (Well, technically I already have it, but I can't open it till Christmas)


Date
Nov. 10
Game
#1
Scenario
Doomsday Machine - Large / Easy
Adv. Rules
Pipelines
Outcome
Loss





Space Empires 4x - Game Tracker Spreadsheet
Space Empires 4x - Solitaire Tracker Geeklist Item
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