What did you play at Lobster Trap 16?
Ron Lacer
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November 14th-17th, 2013 - 150 gamers were invited to gather in Woburn Massachusetts for 4 days of gaming, gaming, and more gaming.

I really enjoyed writing a similar geeklist last year, so decided to do it again. Feel free to add any games you played and what you thought of them...


I plan to add commentary later
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1. Board Game: Airlines Europe [Average Rating:7.35 Overall Rank:296]
Ron Lacer
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My buddy Blake an I arrived a little after 9 am and headed right in to start some gaming. We started off by joining Mark, Mary and Lynda for this game. I had played Union Pacific once before so after a quick teach, was ready to go. Or so I thought. I did a poor job of gaining 2nd place in stocks that others were developing and spent most of my time developing a couple that I then lost majorities on. A pathetic last place finishing, but I enjoyed the game. Would play it again, but won't be looking to acquire a copy.
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2. Board Game: Pueblo [Average Rating:6.89 Overall Rank:1008]
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Next up, I ran into my friend Scot and suggested we play this Kramer/Kiesling designed game, which I had brought. I was pretty sure it was something Scot would like and he did. Blake joined us as well as a guy named David that I don't think I had gamed with before. Pueblo is a fairly simple game with an interesting spacial component. I had only played it once before, as a 2 player game, and have to say it is much better with the full complement of players. I should have brought a lazy susan though as you need to be able to see the pueblo from all sides to properly figure out where to place your pieces. We all enjoyed it and I am quite happy to have found it at a thrift store.
 
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3. Board Game: Bios: Megafauna [Average Rating:6.98 Overall Rank:1782] [Average Rating:6.98 Unranked]
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One of the few planned games that actually happened this week was Bios:Megafauna. My girlfriend and I have recently become addicted to it and have played more than 20 times since our first which was just over a month ago.

I had promised Justin that I would teach it to him. Blake joined in as he had played it with Cass and I a few weeks ago and was quite intrigued as well. Scott Pizio was passing by so we got him to join as well. Justin and Scott both found it a frustrating experience, as it can certainly be. Sometimes it feels like you have nothing worthy to do, and sometimes just when you have something worth doing, the game kicks you in the head and the board changes so much that your plans are dashed. There is indeed a lot of chaos in this game and learning how to mitigate the danger is half the fun. Definitely not for everyone, and it certainly rewards multiple plays, so one play at a con might not be the best way to experience it.
 
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4. Board Game: Colonialism [Average Rating:6.80 Overall Rank:3443]
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After B:M, Blake and I went over to Adam Smiles area of the games to check out the new crop of Essen titles. Man there were a LOT to chose from . Based solely on the title and the stark artwork, we decided to give this one a try. I had not heard anything about it before, so this was truly a spur of the moment choice.

We grabbed Scot Crispin and also invited Don Dodge (another new opponent for me) to join in and headed out to find a table in the hallway. The place was filling up fast and we did not find a comfortable spot, but had made do with a couple small tables put together. Luckily the staff started bringing out more tables at this point so we moved over there.

I read the rules, paraphrasing for the others. Luckily it was not too complex and we were soon playing. Basically it is a game of competing for influence in several colonial regions by playing cards from identical decks. The goal being to remove native influence so that the colonial powers can strip out the local resources. There are 3 kinds of resources and the winner will be the player with the most sets of 1 of each resource (with a trade of any 3 for any 1 at the end). Each turn has 7 phases: 2 action phases followed by a colonization phase, then 2 more action phases followed by another colonization phases, and then a phase where you set up for the next turn. There are 3 turns.

An action phase mostly involves each player getting to play 3 cards into individual regions, one at a time per player, clockwise. Cards are either action cards or policy cards. Action cards take place immediately while policy cards stay in the region until the colonization phase. The first policy card you place in any one region is placed face down, while any later are placed face up. However, to play a card in a region, you must have a presence in a water area bordering it (and the ship you use for the action becomes exhausted). So, one of the other things you can do is to move your ships around. Oddly there is no naval combat option.

At the end of an action phase, all ships are refreshed. So after two of these action phases you do the colonization phase. The regions are dealt with one at a time, in an order that was predetermined randomly at the start of the previous first action phase. First, any policy cards are revealed and dealt with simultaneously. Mostly these cards either increase your influence (based on several factors - neighboring ships, resources in the region, nearby influence, etc) or decrease influence (sometimes native, sometimes an opponent's, sometimes everyone's).

After all cards have been activated, you count up how many influence tokens are in the region. You then compare that to the maximum amount of influence the region can have (4 to 12 iirc). If there is less than the max, you are done and move on to the next region. Otherwise, you remove tokens until the limit is reached. How this is done is you take one token from each player (and the natives) until the limit is reached. You start with the faction with the least influence and proceed with the next least, etc until all factions present have lost one token, recycling thusly until the limit is reached. Note that with ties, each tied faction loses a token. After this has been done, if there are no native influence tokens left, the colonial powers take turns taking all the cubes of one color that are present in the region (with most influnece having first choice, etc). If there are 3 colors and only two players left, the most influential will get two colors. If only one player is left, they take them all.

After a colonization phase is completed, regions with no native influence will get more added and all regions will get more resources.

So, the trick in this game is to manage your card plays and outmaneuver your opponents in the regions that will get you the variety of resources you need to produce the most sets. There is some tough choices to make and quite exciting to watch the influence piles getting smaller and smaller until a region is done, hoping the natives will have been eliminated. Otherwise, all that hard work for nothing!

We all agreed it was quite a good game. I lost by one measly resource (tie breaker being most resources) to Don. I will be keeping an eye out for this one. I hope it will get more buzz in the community as I think it was a lot of fun.
 
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5. Board Game: Volldampf [Average Rating:6.86 Overall Rank:2204]
Ron Lacer
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After a short break, I came back to the hall and ran into Scot and my friend Nate, as well as Mark and Lynda. I brought over this game and was able to convince them to give it a try. It is a fairly obscure game by Martin Wallace, basically the immediate predecessor to Age of Steam. It was only ever published once, in German. I had received it in a math trade and only once got it to the table before.

It is similar to AoS (and Railroad Tycoon) in that you are building tracks and moving cubes to cities that demand that color of cube. It has some interesting differences - each round a number of cards are flipped over with 3 cities on them and each receives a random cube. Track laying cards are then flipped into sets equal to the number of players. The players bid on turn order to select from these groups. The cards allow you to build a track of the color shown (colors denoting regions) for the cost shown on the track on the board. After the players are done building track, they take turns moving a cube up to 6 links. You can use any tracks already built, with the owner of each track getting +1 to their income. So, obviously it is important to have tracks that you can use well while also having tracks that others will use on their turn. One side note, if you chose not to move a cube (or can't) you get an action card. These cards give you perks like +1 link for cube movement, sabotage another player so they have to move a different cube, etc. These cards can be quite powerful at the right moment and there is a neat catchup mechanism in that at the end of a round the player(s) in last place get an action card.

The game went over quite well, especially with Mark. He is an avid train gamer and said he will be looking to get a copy of the game for himself now. The end game was tense and I managed the win in part due to the use of a pair of action cards, one to sabotage Mark (who came in 2nd) and another to move an extra link for a nice 7 link move, 6 of which were on my own tracks.

I really like this game and will try to get it played more.

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6. Board Game: Macao [Average Rating:7.44 Overall Rank:243]
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Finishing off the night with a favorite is always a good idea . Lynda had played before, but Mark and Yossi were new to it and happy to learn. Yossi really took to it and with some great card combos walked away with a decisive win.
 
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7. Board Game: Sail to India [Average Rating:6.80 Overall Rank:1114]
Ron Lacer
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First game for Thursday was this tiny game with a lot of game play in it. Brian Mayer offered to teach and I have noticed there has been quite a bit of buzz surrounding Japon Brand recently so was happy to give it a try. Joined by Blake and another friend, Steph.

The subtle manipulation of your small supply of cubes was a bit confusing at first but we were all able to get going pretty quickly. I went mostly with exploring, getting the Mapping technology and building a series of forward bases. Steph glommed off my efforts by building bases wherever I didn't and grabbing the tech that gave veeps for them. Blake went heavily into building churches which give good veeps on their own while Brian went with a more trade based effort, getting control of the resource producing spots. Steph ended up with a commanding lead with me and Brian tied for 2nd and Blake not far behind.

Quite intriguing and a lot more depth than you would expect from such a small package. I'll be looking to try more of these little games from Japon Brand.
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8. Board Game: Perry Rhodan: The Cosmic League [Average Rating:6.79 Overall Rank:1319]
Ron Lacer
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Blake and I then decided to break out this 2 player that he had brought along. We both have played before so it was a relaxing one. I leaped out to an early lead with a couple passengers an extra container and some nice loads for easy deliveries. He was just starting a bit of a comeback when I hit 70 points and it was over.
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9. Board Game: Seasons [Average Rating:7.45 Overall Rank:160]
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At this point the rooms were in full swing and most people were already gaming. A couple guys we didn't know, David and Kevin, were looking for people to join them for this game. I've kind of enjoyed it before and Blake had been wanting to try it so we sat down to join them. I was happy to see that we would be using the expansion as I had not tried it before.

I jumped out to a huge lead in the first year but in the 2nd David had developed an amazing leaching engine and we all started funneling points his way. Kevin was soon leaching off us as well and it was all I could do to come in 3rd place.

My previous impression of this game being one that I enjoyed until the last 20% was confirmed. It seems to start getting a little too convoluted for me at that point and I start getting a bit annoyed with it. Oh well, there are plenty of other games to play.
 
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10. Board Game: Roads & Boats [Average Rating:7.74 Overall Rank:271]
Ron Lacer
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This was my 2nd planned game of the event. I've only managed a few plays before and really want to get to know it better. I really enjoy the logistics but still haven't quite managed to focus my efforts toward making those high point conversions at the end. We had one very experienced player to teach it and two total newbies, Jeremy and Brian, so we played on a lopsided map designed for such a combination. Maybe it was a bit too lopsided though as the new players ended up with 128 (Jeremy) and 149 (Brian) points while me and Steffan managed a measly 94 (him) and 70 (me).

I decided to play rather aggressively, which I hadn't really done much of before. With my rafts I stole a goose from Brian, pushing him to build walls all over the place, and threatened Steffan's geese. This forced Steffan to withdraw his geese, throwing his plans into disarray. He forgot that he had not done his planned research and built an oil rig, using the fuel to build a bomb (oh yeah, we were playing with part of the expansion) so that he could blow up his raft factory to reuse the tile. By the time we realized his error, he had spent so much time in the process that he had wasted about 5 or 6 turns. After that he ended up sending a donkey to steal the output from my mines, throwing my plans into disarray.

Despite ending up in a distant last place, I had a lot of fun and hope to see this game hit the table again soon.
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11. Board Game: Can't Stop [Average Rating:6.84 Overall Rank:621]
Ron Lacer
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After Roads and Boats I needed a break and wanted to play something light. I spotted Jim Cote and his girlfriend Mary Ann setting up this classic push your luck game and asked to join them. They were happy to let me and I proceeded to decisively win the game. It was of course really quick and who can stop after just one?, so we decided to play again. This one was much closer with Mary Ann pulling off the victory. Poor Jim never managed to claim a column in either game. The dice were not with him that day.
 
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12. Board Game: Hamburgum [Average Rating:7.07 Overall Rank:688]
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I then went looking for something a little more meaty to play and was able to convince my friend Mike Gregory to try out this classic Mac Gerdts game. We also got Hubert Chao to join us, which might have been a mistake whistle

I taught the game and apparently did a great job of it as Hubert managed to totally smoke me and take a massive victory by building a huge number of production buildings while I was foolishly concentrating on building churches. I learned an important Hamburgum lesson that day. Get your production going first. Worry about the churches later. Well, obvious in retrospect, but what can I say?

Both guys seemed to enjoy it, so at least I have made two new fans for a great older game that seems to not get played much any more.
 
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13. Board Game: Trains [Average Rating:7.22 Overall Rank:367] [Average Rating:7.22 Unranked]
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I had missed out on this 2nd wave (3rd?) deck builder last year when it was all over Lobster Trap. And surprisingly none of my friends have picked it up since then. So I was hoping to give it a spin this year and this was my chance. Nate saw me with the box and asked me to wait for him to finish up his game as he was keen to give it a try too. Also playing was Steve Bass and Steven Oliver.

It was a very interesting experience. I do like deck builders but the way this game used that concept as just a part of a larger board game was refreshing. Balancing your deck builds with your on-board actions adds a nice level of tension to the decision making process. I put a little too much effort into my deck and not enough to board presence and almost took last place.

Very fun and I hope someone in one of my groups gets it so I don't have to.
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14. Board Game: New Haven [Average Rating:6.52 Overall Rank:3451]
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And to finish off the 2nd day we tried this new game, designed by a couple of our fellow Lobster Trappers. I had seen the live demo broadcast from Essen and was pretty sure it was something I would enjoy.

I liked the spacial aspects of placing the production tiles on the board to make the resources generate. I liked the fact you can leach off other players resources but if you use too much they may get the benefit of drawing more building tiles. I liked having to decide where to place my buildings in my village as you need to keep like colored adjacencies. And I really liked the tough choices as to whether to place them on the board just to get them on or whether to try to keep them for placement on their proper spots so as to try to double their value.

Quite a good game and I might end up picking up a copy at some point.
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15. Board Game: Bruges [Average Rating:7.47 Overall Rank:195]
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I was fighting a cold all weekend which totally s*cks since I rarely catch colds. But I was determined to game as much as possible. I had a heck of a time getting to sleep Friday night so ended up sleeping through my planned game of Vanuatu. When I did finally make it down to the gaming area I wanted a light game that I new well, and this fit the bill. I suggested it to Mike and we then snagged Joey, who has played it several times as well. It was new to Mike, but is an easy game to teach, so it didn't take long to get going.

Joey and I have been concerned with the apparent powerfulness of the canal strategy and he decided to give it a go to see if it would work for him. Sure enough he won, but it was close. It's a shame really. That strategy strikes me as rather dull and easy but it is so strong against a strategy based on the rather difficult task of working the people cards, that it feels imbalanced.

I'm just about ready to give up on this game. I enjoyed it at first but subsequent plays have made less favorable impressions.
 
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16. Board Game: Agricola: All Creatures Big and Small [Average Rating:7.46 Overall Rank:175]
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After finishing up with Bruges, Joey headed off for lunch (iirc) and it seemed like everyone else was already playing a game, so Mike and I decided to play this 2 player game which we both already knew. I went heavily into breeding, starting with the horse in the first two rounds and then lots of sheep and then some pigs. Mike concentrated on buildings and with the points he gained from them and breeding the animals I left for him, managed to beat me by 5 points. I have a tendency to not pay enough attention to the buildings and now that my gf has the more buildings expansion I am really going to have to rethink my strategy.
 
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17. Board Game: Concordia [Average Rating:8.07 Overall Rank:23]
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After that, it was time for lunch. Nate, Blake and Blake's son-in-law Andrew (a first time LT attendee) headed out to a Chinese restaurant in Stoneham that I knew was nearby and had a good buffet lunch. Turns out the buffet is weekdays only but we shared a few appetizers and had some rice plates and we were all pretty stuffed.

Getting back to the con, we decided to try out learning another new game and it was quickly decided to be this one. I am a fan of Mac Gerdts designs and had been really hoping to try this one out. Andrew was concerned about trying to learn a game that none of knew but he agreed to try it anyway. The rules turned out to be pretty easy to grasp, so we soon were in the thick of it.

At first I was quite surprised that it did not have a rondel mechanism as Gerdts designs usually do. Instead, each player starts with a hand of action cards, taking turns playing one of them and taking the appropriate action. The 2-sided map (one side is Europe and the other is Italy) has a bunch of cities, divided into regions, connected by sea routes and/or land routes and each city produces a resource as randomly determined at the start of the game. Each region primarily produces whichever is the most valuable resource produced by one of its cities.

Each player starts with 2 colonist tokens in Rome, one land based, one sea. These are the same tokens as used in other Gerdts games, like Antike. The object is to move your colonists to spaces between cities, build houses in cities while collecting resources and using them to acquire more cards for your deck. Each player starts with an identical deck and one of the basic actions allows you to buy one or two more from a display. Each card has its own cost in resources to buy, plus you have to pay extra based on how far to the left it is in the display. After you acquire new cards, all the cards shift left to fill the open spaces and new cards come into the display. One way the game ends is if the last card is bought.

Other actions include: moving colonists - your movement points = the number of colonists you have on the board and you can use those points in any manner among your units, followed by building houses in any cities you are then adjacent to, costing one food and one tools each iirc (another game ending condition is if a player has played all his houses onto the board); trading resources - gain 3 coins and then buy and/or sell up to 2 types of goods (with each good having values ranging from 3 for bricks to 7 for cloth); gather resources - either by exhausting a region which gives you one unit of its primary resource plus one of each resource produced by the cities in the region per house in that city, or by gathering coins from all the exhausted regions, which resets them to being unexhausted; adding more colonists to the board; copying an action card on the top of another player's discard pile; or taking back your discard pile into your hand, gaining 1 coin for every card more than 3 that you are taking back (with a bonus of being able to buy a colonist to place in Rome).

So, there you are, trading/gathering/using resources and building your colonies around the map. But how do you score veeps? Well, each card is dedicated to one of 7 Gods. The type of card determines which God it is dedicated to. At the end of the game, you score points for each card you have in your deck, based on its God. One God gives you pts for being in different regions, one gives you pts for having colonists on the board, another gives pts for having houses in cities that produce anything beside bricks (the cheapest resource) while another gives pts for each type of resource your houses can produce. There are some others but I can't quite remember them right now.

So anyway, the game starts with an effort to expand and develop a network while you gradually increase your deck. Then it turns into a scramble to grab the cards that will give you the best veeps as the end nears. It was really a lot of fun and I would have to say it was my favorite new game of the con and I plan to get a copy for myself at some point.

It seems that I started to concentrate on gathering the best cards for scoring points in my position a bit earlier than the other players and it rewarded me with the victory. I am expecting the game will be very different as players get more experienced with the scoring.
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18. Board Game: Age of Steam Expansion: Vermont, New Hampshire & Central New England [Average Rating:7.64 Unranked] [Average Rating:7.64 Unranked]
Ron Lacer
United States
Cobalt
Connecticut
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Now this was an event! This expansion comes with a 2-sided map, with Vermont on one side and New Hampshire on the other. Both have some very interesting rules tweaks. Then if you have two copies, you lay them next to each other and play the Central New England variant, which is what we did. The rules tweaks for that are especially interesting: all deliveries must be made across state lines (ie a cube must start in one state and end in another) unless you take the roll of 'smuggler' for the turn. Also, every odd numbered round the cost of each track increases by one while each delivery gets one extra income. And cube production and set up is different - every city starts with 4 cubes which means every cube in the game starts on the board. The production action is then changed so that the player chosing it draws 2 cubes from the bag (if any have been previously delivered) and places them in any city on the map. These changes really made for a different game than your typical Age of Steam.

It plays up to 8 players but we were only able to get 5 to the table. Considering the cross-state rules it was thought that with 8 players it was likely at least one would be bankrupted early in the game.

As it was, I spotted a good set of cubes along the southern edge of the map and was pretty much able to exploit them without much competition. Sadly, the cost of track laying was so high (Vermont is ALL mountains and rivers) that I had 11 shares by the end of the game and those minuses knocked me out of contention for the win. If I had started on the NH side instead of the VT one, I might have managed to win. Unfortunately the short deliveries were all on the expensive side and I was just barely able to avoid bankrupting myself in the first two turns.

I ended up just barely in 4th place, which is pretty good as I was the least experienced AoS player at the table and I usually do pretty poorly. If I could play this more frequently than like once every year or two I might actually get good at it.
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19. Board Game: Florenza: The Card Game [Average Rating:6.92 Overall Rank:2494]
Ron Lacer
United States
Cobalt
Connecticut
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I took a short break to relax my brain after Age of Steam. When I was ready to game again I ran into Mike again and as there seemed to be just the two of us available for a game we went over to Adam Smiles' games and kind of randomly picked this one out. We had never heard of Florenza but from the description it sounded like a good possibility.

Turns out the set up is rather fiddly. There are a bunch of different kinds of cards set up in a display: money; 6 kinds of resources; buildings that do things like get you a particular resource, sell a particular resource, or convert a resource; artists of 3 types: painters, architects and sculptors; start player for the next round; and monuments that you can build for veeps. There are also cards in your hand which are divided into 3 preset groups. The first set is used in the first round (of 5), then the 2nd set are shuffled in on the 2nd round, then the 3rd in the 3rd round. In the 4th round the discards are shuffled into the deck and in the final round just the remaining cards are used. The hand cards are added to your tableau and do things like produce resources at the start of a round, get you extra actions, get you extra card draws, get you extra income, or get you veeps (basically easier to build and for less veeps than the monuments).

Players take turns taking one action each 4 times in a round. There are 4 additional actions possible each round if you have the appropriate cards in your tableau, so getting those 4 cards played seams important. An action can be to use one of the buildings, build a monument or add a card to your tableau (which usually requires discarding resources and maybe hiring an artist). Building monuments requires discarding resources (the more valuable the monument the more resources) and hiring an artists. Artists have a cost to hire them and a range of veeps they can supply on their upside face. Once you hire them you flip them to see how many veeps it is actually worth. After all the actions are performed, you get your income (200 coins, a wood and a stone plus one more chosen by the start player [the same for each player]) then you refresh the buildings (each can be used just once per round), replace the unused artists with a fresh selection, and remove all but the two most valuable monuments and refill their display.

Definitely a little on the fiddly side but I found it to be a rather enjoyable game with some interesting decisions. I would like to try it with more than 2 (it goes to 4) and would be happy to pick up a copy. It seems just different enough to be a worthy addition to my collection. Also, I want to check out the board game version now too.

Oh and as to who won? Mike beat me by 1 point. He had nothing worth doing on his last turn but take the start player action. If he had not the start player would have been mine the next round and start player gets a veep. shake
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20. Board Game: Alhambra: Big Box [Average Rating:7.54 Unranked] [Average Rating:7.54 Unranked]
Ron Lacer
United States
Cobalt
Connecticut
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Got in one last game on Saturday, this old favorite, with Lynda Shea and John Flood. We included 3 of the expansion modules, determined randomly: The Diamonds, which I have played before, and 2 new-to-me, The City Gates and The Street Trader. The Diamonds is basically a small batch of currency cards that works like a wild currency for buying tiles but it can't be combined with other currencies. The City Gates is a mechanism to open a hole up in a double wall section so that you can expand your alhambra beyond it. This didn't have much effect in our game. Lynda could have used it but the cards that allow you to do so were snapped up by me an John when they came out. The Street Trader is pretty interesting, each player has a round market tile that they place next to their fountain with 3 different colored meeples (the available colors match the colors of the 6 building types). If you place a tile onto the location where the market was, you move the market to another location. If there was a meeple on it the same color of the tile placed you leave the meeple on the tile and chose another from the supply. At the end of the game you score points for different colored meeple (1 pt for 1, 3 pts for 2 different colors, 6 for 3, etc up to 21 for all 6). I managed to get the full set of meeples out but is was not nearly enough to get me the win. It seems Lynda plays quite a bit of Alhambra (including at WBC) and she took first place. It was fun though, to play face to face since I mostly play it on line at boiteajeux.com, without any expansions.

The final two scorings came very close together, I'm not sure why. But there were only a few tiles left in the bag after the 2nd scoring. Not nearly enough time to make a change in the majorities.
 
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21. Board Game: Bora Bora [Average Rating:7.58 Overall Rank:154]
Einmal ist keinmal
United States
Andover
Massachusetts
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A 4-player with:
Nate W.
Wolfgang
Bob M.

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22. Board Game: Amun-Re [Average Rating:7.35 Overall Rank:260]
Einmal ist keinmal
United States
Andover
Massachusetts
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A five player game with:
Mike G
Jim C
David J
Mark C

I can see why most people prefer this game with the full complement of five players, and while it was great, I think four players is the sweet spot for me. With five, the game lasted just a bit longer than was enjoyable, and with four, it should be perfect.
 
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23. Board Game: Maria [Average Rating:7.97 Overall Rank:253]
Einmal ist keinmal
United States
Andover
Massachusetts
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Played this with Len and Mike. It was a learning game for those two, and Len won with the French. This one turned out to be one of the longest games of Maria I have played. Because the game was so close, it went to the 11th turn (of 12 max).

A timely Austrian-French (temporary) peace treaty negotiation prevented an early Prussia win on the Bohemian map. Meanwhile, there was a lot of bloodshed on the Flanders map as the Austrian general and at least one French general were killed, and another French general was called away to campaign in Italy. Several supply trains were eliminated as well. There was definitely some bold maneuvering going on!
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24. Board Game: Bora Bora [Average Rating:7.58 Overall Rank:154]
Einmal ist keinmal
United States
Andover
Massachusetts
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Yet again, this time with:
Wolfgang
Yossi
Arun

Yossi and Arun were first timers who both scored higher than Wolfgang and I, who had both played before.
shake
 
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25. Board Game: Hansa Teutonica [Average Rating:7.63 Overall Rank:108]
Einmal ist keinmal
United States
Andover
Massachusetts
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A 4-player game using the expansion bonus cards:
Cory
Mike (of Baconboardgamer fame)
Wolfgang
 
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