Solitaire Games on your Table - December 2013
chris leko
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Welcome to the Solitaire Games on Your Table Geeklist for December 2013

If you're curious as to what the community has been playing in previous months and want to subscribe to our notification thread, check out Solitaire Games on Your Table Monthly Geeklist SUBSCRIPTION THREAD.

For this month's giveaway I was attempting to come up with something appropriately holiday themed, but I couldn't think of anything really original!

So. For this month, I'll be giving away GG to anyone who writes about a game they received for a holiday gift (any ol' holiday around this time, be it Christmas, Secret Santa, or Hanukkah). If you know who gave it to you, please give them a shoutout and tell them how much you appreciate it (they don't have to be a BGG member).

To keep those who missed the Secret Santa (like myself), or don't get games as holiday presents, I'll also be running a GG giveaway from those people who write a mini review for their games. I've seen a lot of great thoughts about why the games we play are great, but I think it'd be great if we put some structure to it. So, feel free to use your own format, or use the following:
d10-1Overview of the game
d10-2Overview of the rules
d10-3Things you don't like
d10-4Things you really like
d10-5Summary + Score (use whatever scoring system you would like to use).

I have a bit of GG thanks to the generosity of Mo, and any and all GG that is donated to this thread will go as prizes for this month's GG giveaways (if I'm running them or not).


I'm repeating this word of warning from previous lists.

A Word of Warning:

Since
Albert Hernandez
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The show on solitaire boardgaming.
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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 have bought solitaire games they didn't plan on buying.
+some contributors 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 spend more time reading and updating this list than actually playing.whistle

So browse at your own responsibility.

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*Special Note*

If you feel like you'd like to run a GG Giveaway in this list, please do! Mo's RFTG giveaway last month was a big success considering it started at the end of the month. Anything like that would be welcome.
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26. Board Game: Runicards [Average Rating:6.73 Overall Rank:9191]
Rodrigo Matos
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Playing it a lot in the last two months. A brazilian Dungeon Crawler with cards.




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27. Board Game: Moonshot the Game [Average Rating:6.08 Overall Rank:12360]
Kyle Mann
United States
Fontana
California
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This is a rad little game. I love the theme, and though the mechanics are pretty disjointed from that, there's enough historical information and pics on the cards to make it really interesting for space race geeks. There are subtle tactical elements to the solo play--I don't know if they were intentional, but it's becoming my short solo game of choice right now.

Also on the docket:

Star Trek: Expeditions
DungeonQuest (third edition)
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28. Board Game: Onirim [Average Rating:6.70 Overall Rank:1041]
patrick somers
United States
wyandotte
Michigan
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Got a coffee table finally so I've been playing this a bit. Have really improved my shuffling skills.
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29. Board Game: Navajo Wars [Average Rating:7.96 Overall Rank:1339]
Jared Wilson
Canada
Port Perry
Ontario
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I've got Navajo Wars on my table right now, and after having played about six games, I thought it's time to put some of my experiences down.

I'll list my games played, what happened, what cards I chose, and where I went wrong; Here's my game count so far:

- 3 games of Rise of the People (the Introductory Scenario), while I figured out the rules. I watched all of Joel's tutorials, and asked a bunch of questions here on the geek while playing (Thanks to everyone who helped me out!). These were essentially learning games.

- I then played 2 more games of Rise of the People "for real."
1) The first game, I chose Wisdom of the Ancient Ones Level 1 as my starting Cultural card. I like this card to start off with because during a Planning action, it allows you to use an Elder action to automatically increase your Military by 1 point, by decreasing your Culture by 1 point. And with your Elders starting the game having a very low chance to succeed, increasing your Military is no small thing (you need a high Military for when a Victory check comes around).
This game ended in a Minor Victory, because I consistently focused on raiding New Mexico, and attacking any Outposts that came into play. This was more of a lucky win than good planning on my part.

- My second game of Rise of the People "for real," didn't work out quite so well. This time, I chose Cunning Level 1 as my starting card. I thought the ability to negate a big Enemy raid sounded good, but in reality it didn't work out right. I was trying to go for Cunning and then follow up with Masters of the Mesa (so I could eventually get the Masters of the Mesa Level 2 card, which adds more Harassment counters to the game), but of course, that was one of the three skills I drew to take out of the game. So the Cunning Level 1 never panned out for me.
This game ended in a Minor Defeat. The enemy kept me off balance the whole game, and I kept waiting for their Big Raid to show up (to the detriment of everything else), but it never did.

- The last game I played was the scenario The Lords of the Earth. Again I chose Wisdom of the Ancient Ones as my starting Cultural card, then followed that up with Religion Level 1, and Horsemanship Level 1 and 2. I made a mistake buying the Religion card. I thought you could increase your Culture by +1 every Planning Action, but it's actually every Passage of Time action. A very big difference. I went back to my ealier strategy of trying to raid New Mexico, attack any Outposts, and consistently do Planning actions (hopefully to bring in more Families).

This game ended in a Minor Defeat, as I couldn't get any momentum. As soon as I started to get some people in the Passage of Time box, a Victory check would come along, decrease my Military, and wipe out half (rounded up!) of my people in the PoT box. So as a consequence I couldn't get more families on the board, which leads to even bigger differences in VP scoring, which led to the Enemy expanding their Outposts, my Military going down...a very slippery slope.

On the upside, I learned that I need to do more Passage of Time actions, even if I don't have a Man, Woman, and Child for those families. Sometimes you just have to get them on the board.

The other thing I learned is that Trade Goods and Horsemanship Culture cards are pretty valuable. I wrote both off at first; the Trade Goods because I wanted my people to be Warriors and not Traders (look where that got me! Ha ha), and second because I didn't think Horsemanship was that valuable. I mean, you get to use the mp cost in brackets as soon as you take Horses from the New Mexicans and put them in a family, but the extra mp's? Nah, don't need 'em. How wrong I was. They are very valuable, and allow you to raid Outposts and New Mexico from farther away (and being farther away is a good thing in this game).

So, after 3 very valuable learning games under my belt, I can say that I really, really like this game. It definitely gives you that Just-one-more-turn feeling when you're playing it, to the Just-one-more-game feeling when it's over. And it's very easy to set up a new game once you've finished, and I think that a bonus. As soon as I finished all three of my games, I set it back up in a couple of minutes for the next game.

I have 2 favorite things I like about the game.
#1 How an Enemy Raid is carried out. It just feels very thematic; There is the real sense that you're trying to Harass, Evade, and if that doesn't work, Ambush or Negotiate with the Spaniards.
#2 The Culture cards; With 8 different sets of cards to choose from, you can play with all sorts of different tactics. In fact, next game I'm going to choose either Warrior Society or Weaving as my starting Culture card, just to try something a little bit different.

I'd be interested in hearing about what other Culture cards people arare starting with, and how they felt about them.

This was a little long winded, so sorry about that. This game is very exciting though!
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30. Board Game: Vietnam Solitaire Special Edition [Average Rating:7.27 Overall Rank:7190]
Matt Hiske
United States
Kentwood
Michigan
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Heading out of town for a few weeks for work and this will be the only one I take along.
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31. Board Game: The Agents [Average Rating:6.35 Overall Rank:2582]
chris leko
United States
Brooksville
Florida
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I had forgotten to check to mail for a few days and when I went to look I found a small white package. I thought to myself, I'm not really expecting anything, and definitely not anything that'd have to go through customs!

When I opened it I was both pleasantly surprised and a tad disappointed. My copy of The Agents had come in (that I had kickstarted), but slightly crushed. Seeing many people complain about customs on these lists, I chalked it up to customs packaging (though I read similar complaints elsewhere). I'm going to have to rebox it anyway as I didn't spring for the fancy box that holds all the KS stuff, so it doesn't bother me.

I knew I wasn't going to be able to convince my wife to play. I explained it to her and her response was "is this a game you can play by yourself?" I said no, but thought about it. Being new to the game, I figured I'd have to think stuff out anyway, and seeing as how my memory is terrible, I figure I'd give it a shot solitaire.

I didn't do anything fancy, just played a 2 player game to the best of my ability for both sides. It's a bit like playing chess against yourself, where you might know a player's reaction to any play you might make. But it was surprisingly fun.

The "double edged" card mechanic is pretty cool. It really made me think about placement and orientation, which "powers" I had on the board, and their interaction if I were to flip any and give them to my opponent (err.. myself). I read people complaining about how overpowered the missions were, but I must have been playing it wrong, as I didn't spend all my time or points getting missions.

Something I initially think is pretty cool is that you use your victory points to buy cards and missions. You don't automatically get to draw, but have to spend your "Intelligence Points" (read: victory points) to buy new agents or get access to more missions. I'm pretty excited about seeing this in a multiplayer game. It sort of reminded me of how points cards in Dominion are required to win the game, but when you draw them into your hand, they're dead cards. I'll give this another few run throughs solitaire before I subject anyone to it, but as of now, I'm pretty happy with my 30 bucks spent. On the plus side, it plays pretty quickly and requires a lot of thought, but I can see it leading to some AP due to the large amount of choices in the game.
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Shane Woyak
United States
Stevens Point
Wisconsin
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Just released from Legion Wargames LLC and on my table tonight playing the first scenario through. Although the rules could use a bit of clarification, the game plays smooth and the component quality is very nice! Highly recommend.
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33. Board Game: The Lord of the Rings: The Card Game [Average Rating:7.64 Overall Rank:112] [Average Rating:7.64 Unranked]
Shaun Austin
Australia
Townsville
Queensland
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Third attempt with the default Leadership deck and again a failure. I seem to complete the early quests but fail when I get into the third quest card.
Feeling a bit dejected at three failures of the "Easy" scenario, I decided to try something different.

Using the default Spirit deck I started another game.
The cards just seem to work really well together. So much so, that I actually stopped the game and checked BGG to make sure that I was playing correctly.

This was a quick win that has encouraged me to keep this on the table.

I have ordered The Lord of the Rings: The Card Game – The Hunt for Gollum and The Lord of the Rings: The Card Game – The Dead Marshes, so I should have a good variety of cards to construct decks and plenty of scenarios to try over the holiday break.

Yes, I have started my journey down the rabbit hole ...
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34. Board Game: Pocket Battles: Celts vs. Romans [Average Rating:6.44 Overall Rank:2520] [Average Rating:6.44 Unranked]
Scott Key
United States
Knoxville
Tennessee
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I'm also learning this game. I've had it since it was released but just now am playing it. Fun, quick, reminds me of the Dixie: American Civil War Card Game system a bit, but I like the use of counters instead of cards (less table space). Also has some interesting mechanics. Art is super-cool. Played well Solitaire.

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35. Board Game: Sun of York [Average Rating:6.43 Overall Rank:6773] [Average Rating:6.43 Unranked]
Scott Key
United States
Knoxville
Tennessee
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...and this one too. This is actually based on the Dixie: American Civil War Card Gamesystem but does what I wish Columbia would do w/ Dixie: Puts it all in one box and gives you a million scenarios.

I've started a campaign, though with something like 18 scenarios I doubt I'll ever finish it.

Solitaires better than Dixie because of the increased restrictions on card play and the fact that you really have to cycle through the deck to play well, thus your hand is usually depleted from phase to phase.
For me playtime is a little longer than preferred but on my third game I had it down to just over an hour.

Well worth having.
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36. Board Game: The Phantom League [Average Rating:6.47 Overall Rank:4900]
Kyle
United States
Up Nort' Der
Wisconsin
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Play Log Link

4-Player Solo
Random Captain & Ship Draws


Starting Improvements:
-JJ got the Free Trader, so I gave him the Food Producer to put that nice cargo hold to work.
-Mac-X started with Slave Pens to make some use of his own ability, and on the second turn of the game he picked up the massively powerful Pulsar Plasma Gun for half price from a shady merchant.
-Lucky took a Small Fuel Tank to help extend his exploration missions
-Alysha got the HyperWarp II (in addition to her free Auto-Cannon).

Each headed off on their own paths, hauling various cargo for profit and looking to put together some missions. Lucky went straight to hyperspace to look for new systems and ran into some Carnivorous Insectoids, but managed to invent a new maneuver and escaped with minimal damage (he lost the fuel tank, but it was cheap and easily replaced). Alysha picked up some slaves and delivered them to complete a mission while still in the gray so she wasn't locked into a recognition path that she didn't want.


Mac-X was the first to draw blood when he caught JJ out in the open. JJ managed to scratch Mac's hull (and score some recognition for it), but that was almost immediately negated as Mac unloaded with everything he had and completely obliterated JJ's ship. Being the first in the game to be defeated meant JJ lived to see another day, but Mac had literally shot his way into a commanding lead.

Mac took the fuel he salvaged from JJ's ship and traded it for some narcotics that he smuggled into Eccentric IV for a mission. Meanwhile, Alysha made a delivery of her own to the starving people of Occultus (and "arrested" a Cult of Blood leader for a nice bounty), while Lucky encountered an alien Altar of Harmony that provided his ship with some handy Repair Drones.

JJ was trying to get back on his feet again and explored a new system, but was still well behind the others and made the poor decision to attempt a smuggling mission. He got busted by the Alliance, lost his goods, and didn't have enough money left over to pay the fines. Although he was still alive, it was game over for him.

Lucky started saving money to buy a Containment Bay that he could use to capture some strange evil thing that had come through a wormhole near 7th Heaven, while Alysha took a long trip to pick up some drugs to deliver to New Hebron. Mac-X was spending time transporting slaves to Qudru for huge payouts when a Pirate Nest popped up there; unfortunately for the first pirate he encountered, their little Smuggler Tug didn't stand a chance against his warship and survived only long enough to take one completely ineffective shot. That set him up for a final Renegade Run to Central.

He arrived in the middle of a Presidential visit, but rather than give up his goods to inspectors he attacked the Alliance Patroller when it approached. It managed to get a few shots off that dented Mac's hull, but Mac retaliated with a far more powerful blast of weapons that tore the Alliance ship apart, and earned him the eighth point of recognition he needed to win. The other two were still at six each, but were within a couple turns of reaching seven.
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37. Board Game: Hero of Weehawken [Average Rating:7.57 Overall Rank:4165]
David Shull
United States
San Diego
CA
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This one never leaves my travel bag, I play this when I don't feel like setting up a TAL campaign or AH. Quick, fun game that is not even close to being Gold Banner (and probably never will be). Totally immersive and gives you the exact feeling of what Thomas Jefferson felt like having to make decisions without all of the facts.

Waited too long to look for Burr, as I was hoping to get more conspiracy cards to make a decision. Before I knew it the expedition was launched and Detach Western US was successful.
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38. Board Game: Magic: The Gathering [Average Rating:7.48 Overall Rank:150] [Average Rating:7.48 Unranked]
David Shull
United States
San Diego
CA
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Typically I can't stand Magic. But Face the Hydra looked fun. The big draw for me was: I can play it solo with one deck, cheap price, and I can be done with it instead of spending the rest of my life buying cards.

Bought a Red and Black starter deck (so I can play coop with my son), and played about 4 solo games Saturday night. It is a lot of fun, and totally brutal. I am sure someone with a custom deck could make short work of the Hydra, but I am more than happy with struggling with a starter deck.
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39. Board Game: Relic [Average Rating:6.84 Overall Rank:1268]
David Ainsworth
United Kingdom
Manchester
Lancashire
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Played Eldritch Horror tonight with the missus after I got home. We played against Yog-Sothoth and, after a promising start in which Mark Harrigan doused the Dunwich Horror in kerosene and sent it back to poppa, things just went downhill. Jacqueline Fine spent an awful lot of time in Buenos Aires with a broken leg that just wouldn't heal and though she single handedly dealt with both rumours that cropped up (Stars Align and Worlds Collide, I think they were) it was ultimately her fault that we lost. See, she accepted a Dark Pact and it was a very bad one that, once it came back to bite her, saw her devoured. That single extra Doom was enough to put the last Gate on Yoggy (he awoke as we finished the third mystery).

Anyway, this is about solitaire games. After Eldritch Horror she went to bed and I was going to play it solo, but I thought... nah, I think I'll savour it. So I stood staring at my shelf for a while and after messing about with the miniatures in Mansions of Madness: Call of the Wild (which has never been played) and eyeing up Mage Knight I saw Relic.

Relic just hasn't been played much. I don't think it needs to really - I think it's better as a few and far between experience. As it happens I've been reading the Gaunt's Ghosts books which, for those who don't know, is a series set in the 40k universe and follows the exploits of a regiment of Imperial Guardsmen from the fallen planet Tanith (by fallen I mean Chaos took it from them), who are commanded by a Colonel-Commissar called Ibram Gaunt. So far - and bear in mind I'm only on the fourth book - it's been absolutely fantastic. I like 40k, I haven't played it since I was a kid but I mean I like the IP. I love the Imperial Guard. But even without that, I genuinely think I'd enjoy these books - they're like a sci-fi Band of Brothers.

So, with that in mind, I thought why not. Get Relic out, give it a play.

I chose three random characters - the Callidus Assassin, the Ultramarine Captain, the Sanctioned Psyker - and off I went. The Psyker got a good head start, and then there was some back and forth. Everyone did some fighting and many dice were rolled. Then the Psyker headed to the middle and everyone else followed. I rolled some dice for a bit as the three fought over a Space Hulk that had just come back out of the warp and after a lot of rolling the Assassin was still left standing. She won. Yay!

It took four hours.

I don't know, I enjoyed it despite the fact that... nothing really happened? Don't get me wrong, it's not a good solo game by any stretch. Talisman - and by extension Relic, despite the fact that it's leagues ahead of its inspiration - is not a good solo design, with most of the enjoyment I've had out of it coming from the social interactions as you play it. I knew that even before I tried it solo tonight. But that said, I could totally see myself, every once in a blue mean, busting this one out and mindlessly murdering my way across the sector.
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40. Board Game: Suburbia [Average Rating:7.56 Overall Rank:108]
Justin
United States
Plano
Texas
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Trying to decide what to break out tonight.

I have Navajo Wars and Space Infantry new, but since I just got comfortable with Andean Abyss, I might want to play something I'm more familiar with.

Mage Knight? Been awhile...
Pathfinder? Want to break from this one a bit longer...
FC: Napoleon? Another wargame...

Hmmmmm... I'll update this entry with my choice later tonight. Wife may be going to bed early. Feel free to tell me what to play if you care to.


ACTUAL POST: Just finished up my first play of Suburbia solo and loved it. I played the solo contractor rather than facing the bot and scored a 65 which put me at... some tier above "junior contractor" that I can't remember right now. I'll have to double check that.

I need to clear up a few rules like building past the sides of my borough board, adjusting for the red line in the middle of the tile placement phase, etc.

Really liked it. Will definitely be playing this one again before too long. A nice diversion between heavier things, though it seems like the strategy behind this one may be deeper than what's on the surface. I found myself really having to consider the cost/benefit of placing tiles. The balance between needing population to score points, but not letting it grow too fast is pretty tense.

12-5-13: I'm thinking I'll try to do a round of this one any time I sit down to play this month and record my scores to see if I get better

Scores for the month:
12-2: 65
12-5: 43 (ouch... had trouble getting the economy going)
12-6: 79
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41. Board Game: Space Hulk: Death Angel – The Card Game [Average Rating:6.99 Overall Rank:570]
Russ Rivet
United States
Pine City
Minnesota
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After getting the mission pack and space marine pack from Secret Santa, This came to the table, I always have a good time with space hulk, The added Expansions and the base are great. Check It out Solo's great.
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42. Board Game: The Lord of the Rings: The Card Game [Average Rating:7.64 Overall Rank:112] [Average Rating:7.64 Unranked]
Ryan
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Played Journey Down the Anduin twice two handed with a Spirit/Tactics deck and a Leadership/Lore deck.

The first game all Heroes were killed by turn 4. I was able to snare the Troll the turn after it engaged. However, I was swarmed by enemies and couldn't get enough cheap allies out to help with the battle.

The second game lasted until turn 7. I managed to kill the troll, but I was swarmed by enemies and locations I couldn't overcome. Eowyn and Eleanor were killed and then both hands went to 50 threat. Most memorable moment was sending out a Daughter of the Nimrodel to valiantly sacrifice herself to the troll because I had no other way of stopping the attack or using a more appropriate defender to protect the heroes.

I've had two Gandalf cards in each deck. Since my Lore/Leadership is such a resource generating machine I will move one of the Gandalf cards from my other deck to this deck. Tactics/Spirit doesn't generate the resources that Leadership/Lore does, and with a few high cost allies in that deck already, I think my Gandalf cards would be better suited for the Leadership deck.

Fun game even though I was creamed on both games in the first stage. Looking forward to playing more. Each time I play I see new card interactions that I wasn't aware of before. It's fun to realize that I'm discovering new ways to succeed (even though I was defeated) as I play.
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Matthew Jones
United States
Forest Grove
Oregon
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I just finished my first game of this. Scenario one, basic game. I really like it.
thumbsup thumbsup Here's why.

So none of you on the SGOYT club know me very well, or you'd know that I LOVE B-17's Got the opportunity to fly in one last year (will post pics sometime) and just loved it. One of the 5 or 6 high points of my life. That being said, I HATE B-17: Queen of the Skies. Ok maybe that's too strong a word. It does create strong narratives, which I enjoy. But it is One Big Exercise in Dice Rolling and Chart Looking. What's all that to do with Picket Duty?

Picket Duty is what B-17 should have been. At it's heart its really just B-17 on steroids. You command a Fletcher Class destroyer on station around Okinawa, protecting the rest of the fleet from Japanese Kamikaze attacks. Japanese planes will, during the course of the game approach your ship from various bearings at high, medium, or low altitudes. It's your job to properly assign your limited 20mm, 40mm, and 5" turrets to repel these attacking planes.

You do roll the dice and check the chart and see if you can stop the planes. If you do stop them, no harm. If you don't, then they make it through your flak screen to damage your vessel. This is all through die rolls and charts. So far no different from Picket Duty.

Once the damage happens, the game takes a dramatic turn from B-17: Queen of the Skies. It turns into a worker placement game, where you are dividing up the limited resources of your Damage Control Parties and your officers to stabilize the damage done by the attacking planes.

What I like. #1. The same strong sense of narrative of B-17: Queen of the Skies. You do worry whether or not your ship is going to be hit and sunk. #2. The idea of damage control. I know that B-17: Queen of the Skies has damage control, but with ten crew members it wasn't complex enough to hold my interest. A Fletcher class destroyer is the perfect size vessel, bigger ships (BB's and CV's, even CA's) would be a tedious chore of commanding damage control. Picket Duty has more options than B-17: Queen of the Skies, but not enough to overwhelm.

What I would change. #1. (please keep in mind this is my first time with Picket Duty) The Rulebook is sometimes hard to find rules in. The one that sticks in my mind was trying to figure out under what circumstances Damage Control Parties would be killed. Is that rule under Kamikaze inflicted damage, or under Damage Control Parties? It took me a little while. That's a personal opinion and I'm sure others will disagree with me. Definitely not a game stopper for me!

As I played through, there were also some slightly ambiguous spots where I could have chosen one of two ways to play the rule. For instance, I couldn't find whether or not all shots targeting one plane are resolved in one die roll each or just one fell swoop die roll. I chose one roll for each target.

What the rules could use, in my opinion, is a firm flow-chart delineating what to do next and how to do it. There didn't seem to be enough exceptions to the rules to create problems with such a flowchart. The Charts Section of the charts booklet is well set up to do speed the process of play along and you can flow from one to the next.

All in all, this is a great game. I look forward to many more hours sailing the waters off Okinawa trying to save my destroyers. I have to give it at least a 4/5 at first blush. And I'm sure that, as I get into the even more complex Advanced Game, that number will definitely stay the same and likely go up. Mr. Dixon has done an excellent job with this one.

On a side note, only slightly related, I have to give Randy Lein of Legion WarGames props for running a very efficient business. I had some issues (ENTIRELY self-inflicted) with getting Picket Duty ordered. At one point late Saturday I had to email Randy. I had an email reply waiting for me Sunday morning, a shipping notice by about 4pm that Sunday, and the game was in my hands on Wednesday. Very courteous, professional, and has earned a repeat customer with such good games.

Edit for spelling
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44. Board Game: B-17: Queen of the Skies [Average Rating:7.02 Overall Rank:1334]
Phil Davies
United Kingdom
Shrewsbury
Shropshire
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For those of you that weren't here last month and just to serve as a reminder to those of you that were, I'm playing a campaign of B-17 QoTS. Although the game is very random what with being heavily dice and table driven it is great at building a narrative. With this in mind I set out to write up each session report in the style of a letter home from waist gunner Peter Weismann to his Mom.

I gotta say it has taken a lot longer than I first anticipated! I expected this to be a one month and done thing but what with having to take detailed notes every mission and then writing the report (and trying to keep some form of continuity going!) it takes a fair bit of time but as it seems somebody enjoys them (at least I keep getting thumbs ) I'll keep writing them for a bit longer at least.

Anyway, to save from repeating last months letters here is a link to the collected session reports so far Petey's letters home as well as an introduction to the crew of the Wailin Jennie . Hopefully this'll allow anyone who wants to get up to speed so far (or remind you of how things have gone) to do so. Please don't expect great historical accuracy or anything like Shakespeare though blush

This month rather than posting a new letter here each time I'm just going to update this entry with a link to the session report when it 'goes live' hopefully saving any spoilers for anyone that wants to read the whole thing from the start and also save from this entry becoming enormous!

Flight Eight - Meaulte (for the third time)


*update - 8/12*

New letter home Flight Nine- Rouen.


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45. Board Game: Snowdonia [Average Rating:7.43 Overall Rank:402]
chris leko
United States
Brooksville
Florida
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Got this in the CSI Cyber Monday deal. Had it in my cart for a few days and was trying to decide. Something about it reminded me of Castaways, so I wasn't sure. But seeing as I got it and the expansion for what would have been CSI's already low price for just the base game I decided to pull the trigger.

Set up and played tonight after the wife went to bed. I quite enjoyed it. There's just enough randomness to keep it interesting as a solitaire game, but not enough to make it totally random (e.g., your choices don't really matter).

I probably will play it a time or two again before Picket Line and The Hunters come in, so I can get a better feeling for the game. I'll update this post with my updated thoughts as I play it again.

First game
My first game, I scored a 148 with Train 1. I'm not sure if this is a good score or a terrible score. Getting the +2 excavations seemed to help my bad weather draws (lots of blues), and I made my way up most of the mountain. I'm sure there's a ton of points I've left on the board, but that's what plays 2-? are for. I'm hoping I get a decent number of plays. It did feel a bit "light" as far as Euros go (It's not the burner that Agricola can be), but it could be because I'm not seeing complex interactions between the action spaces. Then again, it could just be a lighter game.

Second play
Did not do as well this time as I did my first game. Ended up with a 123 with Train 1. I think I was cursed with good weather this game! Every time I drew an even cube, the game was excavating 4 cubes, or building 2 tracks. I ended up only getting 2-3 tracks laid, but I tried my best to build stuff up on the stations, but I couldn't get enough done it seemed. This time around I really enjoyed the event cubes and I think they add a ton to the game. It forces you to not horde resources, and actually do something with them. It also forces you to take risks when you're about to build on a station card. I don't think I've figured a strategy out to this game yet, but I know one has to exist. There's not enough that's random that the game is based on luck! I'm starting to see some of the overarching ideas to the game, and I still don't think it's near as complex as any of the games in the harvest trilogy. But I think there's beauty in it's simple elegance. My opinion of this game is definitely increasing. I've only played one engine on one side of the station cards, but already I am wishing I could get a copy of some of the other expansion decks (already got the one that's readily available).

Third play

145. Again using train 1. Was worried that my performance had been getting so bad that I made massive mistakes the first game! Nice to know that I can score only 35 points away from where the designer said a "good" player should get. Working my way up there! I got pretty lucky with the event cubes (in a way), there were times when I was hoping it would lay some tracks for me, but I kept not drawing those white cubes. Think it worked out for the best in the end. A part of me thinks the game needs more workers for each player, but I think that would take away from everything that is fun about the game (the tense action selection).
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46. Board Game: Onirim [Average Rating:6.70 Overall Rank:1041]
Ryan Mayes
United States
Gilbert
Arizona
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Since this month is holiday themed, I thought I would start off with a present my in-laws gave me last Christmas, Onirim. Tonight was my first time playing Onirim. Not sure why it has been sitting, unplayed, on my shelf for almost a year, but isn't that how it goes?

I played five (and a half) games tonight. My first impressions are that this is a fun little game. It gave me some hard choices and it was interesting to see what happened to the cards as I continuously shuffled them. In my fourth game, I had 6 nightmare cards bunched in the final 12 or 13 cards. It was pretty rough. Although, I think that situation fits the theme.

Like so: I'd been trying to find my way out of the labyrinth all night. It was pretty quiet, almost too quiet. I hoped that meant I was almost free. But then I turned a corner and a nightmare was waiting for me. I spun around to run and there was another. And another. They're everywhere!

Game 1 - Loss Only managed six doors.

Game 2 - Win! I didn't count how many cards I had left this time.

Game 3 - I realized about 1/3 of the way through I had been playing wrong. I looked down at my labyrinth and realized I was playing cards of the same symbol next to each other if their colors were different. Oops. So I scrapped this game and began again. I also have to assume that I made this mistake in my first two games.

Game 3 (revisited) - Win! I won with 9 cards left in the deck.

Game 4 - Loss I only placed seven doors this game.

Game 5 - Win! 14 cards left in the deck.

I plan on writing a mini review for Onirim but first I need to spend some more time with the game. I am also looking forward to the expansions that came with it.

Edit #1 - 12/14/13

Game 6 - Win! 8 cards left in the deck.

Game 7 - Win! 6 cards left in the deck.

Game 8 - Loss I tried a new strategy and got completely smoked.

Game 9 - Loss I tried the same strategy and lost even worse.

Next up: Let's see what the expansions bring to the game.

Edit #2 - 12/15/13

Game 10 - Loss I played with the first expansion: The Book of Steps Lost and Found. I can really see how the expansions can take it to a whole new level. I wonder if it would be smarter to think of Onirim as having a basic game and an advanced game, rather than a game with expansions.

Edit #3 - 12/19/13

Game 11 - Loss I played again with The Book of Steps Lost and Found. I found 6 of the doors.

Game 12 - Loss Once again with The Book of Steps Lost and Found. This game I only got 4 doors. Man, is this version tough. In the basic version, It's pretty easy to win, even if you have mismanaged your hand. Not with The Book of Steps Lost and Found expansion. I mismanaged my hand in all three games and boy did I suffer. There was no way I could have won. When I got to the last five cards of this game, I had four doors sitting in it. I knew then that I lost the game a long time ago.

Also, I made sure to tell my in-laws today that I enjoy the game and I thanked them for the gift from last Christmas.

Edit #4 - 12/23/13

Game 13 - Loss This game I played with the Towers expansion. This is a tough version too. Man, it's hard to decide whenever I should work on creating a set of 4 towers or on finding the doors.

Game 14 - Loss The Towers again, and another loss.

Game 15 - Loss Another shot at the Towers before I call it a night. Man, this game is tough lately. Whatever feelings I had of "too easy" are gone now that I've started in on the expansions.

Next up: Dark Premonitions and Happy Dreams and my mini review.

Edit #5 - 12/31/13


Game 16 - Loss This time I played with Dark Premonitions and Happy Dreams. This is a fun expansion and I really like the negative achievements. I lost though.

Game 17 - WIN! WIN! WIN! Finally a win! After 9 losses in a row, this felt really good. I played again with Dark Premonitions and Happy Dreams and everything fell into place. Man, I killed this one. I won the game with 25 cards left!

Game 18 - Loss I played with all three expansions. Now, that's an interesting game. I didn't mind the loss because I mostly wanted to see what happened with everything jammed in the game.

Game 19 - Loss I played the two-player basic game as two-handed solitaire. I have to say, I didn't care for the two-player game much. This is a far better game solitaire.

I know Chris asked for a mini review, but I wrote a full one. You can read it here: Ryan Reviews Onirim with Pictures
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47. Board Game: Replay Baseball [Average Rating:7.98 Overall Rank:5351]
Ed R
United States
Huntington
MA
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If you may have noticed some of my other months entries You can see I am a huge fan of sports simulation games.

For baseball my game of choice had always been APBA. Recently I stumbled onto the Replay Sports website and decided to give their game a try. Mainly I bought it to participate in the co-op's they do on their forums. Basically what that entails is a bunch of people playing games in a season schedule. Currently the co-op is playing games in the 1957 season, which is Replays latest classic season release.

So far I have played 6 games in the co-op. Mostly played in November but the last couple since the first of the month.

It is alot of fun "watching" Ted Williams knock a go ahead 2 run shot out of the park. Or Willie Mays steal a hit with his quick feet and slick glove in the outfield.

Ill add a review of the game in the comments later, but for now let me say I am really enjoying this game. Is till love APBA, but since I have purchased Replay I have not gotten it to the table.
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48. Board Game: Flash Point: Fire Rescue [Average Rating:7.23 Overall Rank:287]
Thomas Blackwell
United States
Middletown
Delaware
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My kickstarter bundle arrived today for Flash Point: Fire Rescue – Extreme Danger along with the other expansions, so I thought I'd break it out this evening. I needed a refresher so I stuck to the original board (harder side).

First game was a bit of a debacle. Played with 3 firefighters and totally forgot the rules for flare ups. Instead of rolling for a new flareup any time my 1st roll landed on a flare up, I rolled anytime fire broke out on a flare up. Very quickly I was rolling 4-5 explosions a turn. The only thing that let me lose by building collapse was most of the early POIs were blank.

Second game I figured out the rules again. Played with 3 firefighters + the rescue dog. Things went much better this time. I was able to keep the fires down by working as a team (amazing, I know). First game I tried to divide and conquer but this time I kept the crew together. Breezed through the building saving 8 and losing 2. There was a moment I actually squeed when the rescue dog was carrying out a puppy.

Looking forward to trying out the expansion maps and 2 story buildings.
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