Solitaire Games on your Table - December 2013
chris leko
United States
Brooksville
Florida
flag msg tools
badge
What's so great about it?
Avatar
mbmbmbmbmb
Recommend
124 
 Thumb up
20.07
 tip
 Hide
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
United States
Greenville
SC
flag msg tools
The show on solitaire boardgaming.
badge
Avatar
mbmbmbmbmb
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.

Upcoming Hosts
January 2014
Chris
United States
Tucson
Arizona
flag msg tools
badge
Avatar
mbmbmbmbmb

February 2014
Tracy Baker
United States
Omaha
Nebraska
flag msg tools
badge
Avatar
mbmbmbmbmb

March 2014
Jack Bennett
United States
Rougemont
North Carolina
flag msg tools
designer
badge
Play. Always.
Avatar
mbmbmbmbmb

April 2014
Ryan
United States
flag msg tools
1 Player hardcore
badge
Lone Warrior
Avatar
mbmbmbmbmb

May 2014
Albert Hernandez
United States
Greenville
SC
flag msg tools
The show on solitaire boardgaming.
badge
Avatar
mbmbmbmbmb

June 2014
chris leko
United States
Brooksville
Florida
flag msg tools
badge
What's so great about it?
Avatar
mbmbmbmbmb



*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.
Your Tags: Add tags
Popular Tags: [View All]
  • [+] Dice rolls
[1]  Prev «  3 , 4 , 5 , 6 , 7  Next »  [10] | 
chris leko
United States
Brooksville
Florida
flag msg tools
badge
What's so great about it?
Avatar
mbmbmbmbmb
I'm going to add another item on this one.

Played scenario 2 today because I wanted to see more combat, and I was hoping to see the damage crews in overtime trying to keep my ship up. I definitely saw more planes this time, but it still wasn't a ton. The morning attack saw 9 planes, after noon 8, and due to the reduction in numbers at night 5 (should have been 10). I did draw and ignore the "attack ends" chit during the afternoon attack, as I wanted to see how bad it could get.

This scenario uses slightly different attack rules resulting in more places per phase.

Weather stayed calm all three phases. When I rolled up my crew, my captain had a +2 rating, my XO a +1, and my Repair Chief a -1. Everyone else was 0, so my crew wasn't anything to write home about. I got ready to hold on by the skin of my teeth.

Phase 1 (morning).

Rolled 9 planes. They were divided into two waves of 5 and 4. During the first wave I shot down 4, and one was only slightly damaged. It rammed into my ship yielding very minor damage to one of my 40mm gun tubs. During the repair phase after the first wave it was repaired by my crew. gthe second wave saw one plane getting shot down, 2 just missed me, and the last one hit dealing a point of hull damage. Finally, this seems more difficult!

Phase 2 (afternoon).

Rolled 8 planes for this one. Was hoping to see more damage to my ship. Two waves of 4 planes each. Wave 1 saw one shot down. Two slightly damaged planes missed me, and one plane hit, knocking out my water lines. This wave also had 2 special attacks. I was lucky and shot one of them down with my air support. The second just plain missed me. Wave 2 saw 2 planes shot down, 1 damaged plan missed me, and there was 1 near miss that ended up dealing no damage at all. Well this was still lot of misses....

Phase 3 (night).

Rolled 10 planes, reduced by 50% due to night attack, so 2 waves of 3 and 2. I shot all 3 down in wave 1, and completely obliterated both planes in wave 2.

Ended the day with two boxes down in hull, my waterlines out (hadn't rolled to repair them) and no damage done to the rest of my ship.


thoughts

I'm not going to call this a review quite yet, as I haven't played enough to get a good sense of what's going on. And what I have played has been limited in scope (e.g., I haven't really had a chance to play with all components of this system). I still content that the rulebook is bad, and it's sort of standing in the way of my enjoyment. Were the rulebook clearer my plays might be going a bit quicker. As it is, I feel a sense of frustration due to trying to find answers, and the amount of time it takes to resolve each attack. There's a lot of complexity to this, and I'm not sure it needs to be in the game. With simulations like this, the simpler the statistics behind the game (e.g., the more elegant their model), the quicker the game plays, and the faster the story develops. I played 3 phases of 2 waves each, and it took me at least an hour and a half to play. One day seems to be taking a bit too long. Granted, that day had a lot of action, but the individual components seem to take a while. Deciding who I am going to shoot is fun, but rolling on three tables that have a column for each different height is a bit fiddly. I like that the accuracy of the guns is modeled at each height level, but maybe I'm just not used to using the tables yet.

Also, the way damage is resolved is a bit unclear. I ended up rolling on the random damage table a lot, and getting no damage.

I'm also not sure how well the charts take into account the bell curve for rolling 2d6. It seems that the stuff that takes place in the "average" range favors the player (e.g., little to no damage, fewer planes, easier areas to hit), and not the Japanese. I need to think about this more.

I keep thinking about the game, so that's a good thing. I hope my frustration goes away soon, and I can enjoy the game for what it is (I might have to shelve it until the new rules come out). But right now it feels fiddly and frustrating to play. There seems to be a good game in there, but I just don't see it yet. I don't get enough of an opportunity to play with the damage teams, and there seems to be a critical mass of planes that switches the defensive fire phase from "fish in a barrel" to "actually having to think about where my shots are doing". It seems that with 3 planes or fewer I can output so much firepower each wave at so few targets that I'm destined to destroy them. The fire resolution tables favors 7s to hit (average on 2d6), so if I can shoot at least 3 guns at a plan, it will be destroyed on average dice. With 2 plans, I can tend to shoot at least 3-5 guns at each.
17 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
102. Board Game: Battle For Souls [Average Rating:7.13 Overall Rank:2433]
Albert Hernandez
United States
Greenville
SC
flag msg tools
The show on solitaire boardgaming.
badge
Avatar
mbmbmbmbmb
I got my KS copy last week or so. I played the solo rules 3 times. The solo game is okay and great for learning to play, but lacks some of the more interesting dynamics of the multi-player game. On a plus side, it looks great and plays quickly.

You are basically managing your hand and playing poker-style sets to add influence to humans and either save their souls or buy useful Holy Relics, Intercession, or Victory Points.

The multi-player game adds a touch of deck-building (but just a touch), direct conflict, and touch choices to make about when to reap souls.

The box is, by far, the most solid game box I have ever seen. I also realy like the design and artwork.

I found the text a bit small and hard to read, but once I figured out what was going on, it wasn't much of an issue.

3 plays in maybe 45 minutes was nice. The short play-time is a plus.

All in all, I'm still on the fence about how I feel on this game.
15 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
103. Board Game: Replay Basketball [Average Rating:8.13 Overall Rank:9583]
Ed R
United States
Huntington
MA
flag msg tools
badge
Avatar
mbmbmbmbmb
As I told you all in my other item in this list, I have gotten into the replay sports games. Basketball was the first one I purchased from them. I had been looking for a good basketball game. As a kid my parents had bought me statis-pro I believe and I really enjoyed it. This game is very similar to that. I purchased the FAC deck option which is the way the statis-pro game was played.

With the purchase of the game components I also ordered the 1985-86 season. Im a huge Boston sports fan. 1985-86 is still my favorite Celtics team. DJ, Ainge, Bird, McHale, Parish, And Walton. This team was awesome. 40-1 Home record which I believe is still the best ever. My plan is to replay the Celtics season and see if I can replicate it. So far I have them at 3-0 (actual record after 3 games was 2-1). Bird is averaging 29 pointe and Parish is killing the boards averaging almost 20 rebounds a game.
16 
 Thumb up
5.00
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
104. Board Game: Nations [Average Rating:7.67 Overall Rank:110]
Phil Davies
United Kingdom
Shrewsbury
Shropshire
flag msg tools
Chin chin!
badge
Avatar
mbmbmbmbmb
A quiet afternoon and I finally got this one on the table and thought I'd put down some quick thoughts.

I really enjoy civilisation games and will always be happy to give them a go. I have played Through the Ages: A Story of Civilization a few times (indeed I owned it at one point) but I always felt it lacked...something. I still struggle to put my finger on what it was but to me it felt a little soulless and it wasn't often that I would be fortunate enough to sit down with 3 others and invest the time needed to play the game. Seeing the pre Essen buzz on this one I did a bit of reading up on it and read the numerous [thread=11958966]designer diaries[/thread]. The main thing that stood out was it's solo-ability.

Enough background waffle-

Very much like Through The Ages there are a selection of cards to chose from these are presented in a series of columns and rows and placed randomly. The cards come from one of four decks (one for each age) and represent military units available, buildings, territory, Wonders and leaders amongst other things. Military units and buildings need to be used by a players population (basically paying a cost and then placing a meeple on it) having the card is just having the opportunity to build/ use that technology.

The game does a good job at abstracting certain things and concepts, rather than numerous different materials and workers these are just represented singly throughout all ages by stone, economy and trade becomes coins, food is the eponymous wheat, culture is represented by books and societal happiness/ stability is shown as scales. This means that there can be a small disconnect with some of the cards- why does Elizabeth I give me 2 stone? But looking at the card from a slightly abstract point of view it can be argued that Elizabeth's expansionary aims are represented by the civilisation having more capability to build.

There is no tech tree but cards become more powerful as the game goes on (and need more stone/resources to be used). Exploration is simulated by territory cards. These can only be acquired if a civilisation has a minimum level of military power (simulating 're-education' of the natives and a show of force needed). Some of the abstraction seems a little odd. Battles are a single card which give the player a one time benefit in resources based on the highest value of a single military unit. The ongoing nature of extended hostilities are illustrated with war cards which set a military value that needs to be beaten by the end of turn or resources/ stability is lost.

The opposition in the solo game is offered in the form of a shadow player. Each turn a tile is flipped which gives you the opposition value for things such as military value and increase in culture/books as well as how much food you will need at the end of a turn. When the shadow player has it's turn a d6 is rolled and the corresponding row of cards removed limiting your future options. A roll of 5 or 6 means the shadow player usually adjusts one of it's existing values.

As with all games with cards I think this one will become easier with more plays as I had very little idea what would be turning up in later ages also clear was the need to balance resources. I went down the usual civ route of trying to grow as much food as possible to feed my nation, however it soon became clear that I'd also need stone to build and coins to buy cards with. I can imagine with more players it would be easy to feel frustrated in these early games as mistakes are made and players understanding varies and unlike most other civ games there is no clear way of attacking other civilisations. However with only myself playing I didn't get that feeling of frustration I could develop at a pace that I wanted to. Certainly Rome's military was still v much stuck in the dark ages with chariots and camel riders but I didn't feel the need to become involved in an arms race. Indeed given the amount of cards available per age and the fact that not all of them will come out means that it may not even be possible to drastically upgrade military capabilities in some games as these cards may not even come out.

Replayability seems to be very high. There are 6 different civilizations to play with a generic 'a' side and a civ specific 'b' side. A scalable difficulty and variety of cards means that games should be quite different. Even the shadow player offers some variety with only 2 tiles out of 6 played each age.

So, what for me is one of the important aspects of a game, how was the narrative? Did I feel like I was at the head of a civilisation? I going to have to say- to early to say at this stage. For some reason I found the rules a little difficult to get into (I don't think it was the fault of the rules, they are for the best part quite clear- just a couple of things that I needed clarification on, I think a bad nights sleep and dogs needing feeding lead to my befuddled-ness.) this in turn stood in the way of me truly getting into the game. However by the end of the game things were becoming clearer and I hope that next game I can see a bit of a story developing within my game.

So in conclusion I think I'm quite pleased with the game, certainly looks to offer a challenge (I scored 21 VPs at the end of play. Placing this on the scale offered at the back of the Rulebook this puts me closer to Dan Quayle at 10 VPs that Trajan at 70 VPs so plenty of room for improvement). I can see playtime being quite quick once I learn things a bit, probably just over an hour the real test will be whether I want to set it up for an immediate replay as I do with quicker games like Friday and Race for the Galaxy.

*Edit- Blimey! Just seen the Wall O' Text that my quick thoughts became! Sorry!*
20 
 Thumb up
1.00
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
105. Board Game: Rallyman [Average Rating:7.24 Overall Rank:821]
Kyle
United States
Up Nort' Der
Wisconsin
flag msg tools
designer
VAST:                The Crystal Caverns The Fearsome Foes The Mysterious Manor
badge
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.
Avatar
mbmbmbmbmb
I've got a pile of new Secret Santa games to get played, but before digging into those I wanted to get in at least one more run of RallyMan, using some routes that were posted way back on the first page of this month's list.


Just a single car this time, but at some point later on I'll try to run a few more.

SS1: V7-V8/J6-J5/V9-V6/L3-L2

Stage 1 was a fairly straightforward asphalt run, so I ran it wide open with time attacks the whole way. I blew one tire just before the jump but it only slowed things down slightly, and I used the spare between rounds to patch things back up.

SS1 Card String: 5-2-5-5-2-4-5
Time: 2:20-0:37 = 1:43
----------------

SS2: L17-L14/J16-J15

Stage 2 was all snow, so a set of snow tires was an obvious choice. With the right tires I could run this one wide open just like the first stage, and made it through clean with no mishaps. I always like to close out a stage in 5th gear, but with this layout ending in a lower gear was unavoidable.

SS2 Card String: 5-3-5-2-3
Time: 2:00-0:26 = 1:34

SS1+SS2: 3:17
---------------

SS3: V9-V6/C0-C9/J10-J19/V7-V8

Stage 3 was a mixed course that was mostly asphalt but had a snowy section in the middle that included a nasty hairpin, so I stuck with the snow tires in the hopes that the added traction in the slowest part would make up for losing a little speed through the rest. That proved to be a good choice almost immediately when a tire blew out on the way through a shortcut. On asphalt tires that would have meant the loss of a die, but it changed nothing for for snows (at least on the asphalt sections). It did slow things down slightly in the snow section, but with the extra grip still there I was able to time attack all the way through again just like the previous two stages.

SS3 Card String: 5-5-5-3-1-2-4-5
Time: 3:00-0:32 = 2:28
------------

Overall: 5:45

17 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
106. Board Game: Duel in the Dark [Average Rating:6.64 Overall Rank:1930]
Justin
United States
Plano
Texas
flag msg tools
badge
Hey, you're touching my face...
Avatar
mbmbmbmbmb
I only wanted to play a few games this month, but dadgum if I don't enjoy the learning process. Oh well.

This one came today after I won it in auction. I read that the solo game was mediocre, but I think my buddy and I will enjoy it.

I just worked my way through the rules and did a basic solo run. I don't really know what to think. I enjoyed what I was doing, but I don't know if that was actually liking the game or just the shiny newness.

I'll have to look around for some solo variants as it would seem pretty easy to make one for this beyond simply randomizing the direction cards. As of yet, I don't have any true solo air combat games so this can whet my appetite a little bit while I wait for a Thunderbolt reprint.

EDIT: Just ran through it again using the basic solo rules. It was actually a lot more interesting. The weather patterns and flight path of the bomber really forced me to manage my takeoffs and landings. I've already added the simple rule of "you have to be able to land at the end of the game" which prevented me from just ganging up on the bomber's landing site. I lost because of this by 5 points.

This might end up being a fun light-medium diversion. It's basically a lighter Astra Titanus using the basic rules. I read a couple variants that incorporate the advanced rules so we'll see how those play.

Not regretting the purchase, even though I just saw that Amazon has it listed for less than I paid with shipping. I could have sworn I checked on that before making the bid. Thankfully, it's not a huge difference.
19 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
107. Board Game: Clash of Cultures [Average Rating:7.64 Overall Rank:251]
Deathworks
msg tools
Avatar
mbmbmbmbmb
Hello!

Well, I did a very quick play using my solo variant (maybe it could be called "Age of Discovery"?):

Quote:
* Setup is the 4-player setup, but only one starting region is used, the others are not even placed on the table (so, the only region that is known is your own starting region). Random tile selection.

* Game play is as by the core rule, the player playing a single civilization.

* At the end of the game, subtract X VP from your VP total for each region that has not been explored (I currently use X=3, but I don't know whether that is too harsh or too simple, so X may change).

* The game is lost if your VP total is 0 or less.


Wishing to finish it in a single go, I have not recorded all the details of what happened.

However, I focused on exploration. And on the first region I uncovered, there were barbarians (^_^;;

So, I turned my settler into a city next to them, got the first military advancement, built a fortress in the new city and grew some muscle (3 land units) before hitting the barbarians real hard. Having started in the SW corner of the map, I had my army move further north while creating a settler to explore further east. Originally, I had thought about creating a port as soon as I got a sea space (which was also on the second tile), but because I had already built the fortress, that city could not be expanded further. So, it had to be the settler.

Eventually, my army came across another barbarian settlement which I conquered to raise my number of cities. At the same time, my settler discovered another core area with two sea spaces and I founded a port city. Quickly, I built a ship and used it to speedily explore the surrounding tiles while the settlers moved to the southern rim which was the other main unexplored area (the remaining north basically bordered on the water).

During the last turn, I uncovered the last regions and bought some more advances in order to fulfill two more objective cards.

In the end, all regions were uncovered and I scored 25.5 VP.

It was quite fun, even though the civilization development and wonder construction took a back seat.

Considering the relative ease of getting VP, I think I will do less exploring next time, sacrificing a few VP. Instead, I hope to build a wonder and expand my cities and so on sufficiently to still stay in the positive.

Yours,
Deathworks
21 
 Thumb up
0.25
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
108. Board Game: Star Trek: Expeditions [Average Rating:6.51 Overall Rank:2213]
chris leko
United States
Brooksville
Florida
flag msg tools
badge
What's so great about it?
Avatar
mbmbmbmbmb
I haven't played this one in about a year, so I figured it was time to break it out again. It plays pretty quick, so I got a game in during my daughter's nap today.

Played with Kirk, McCoy, Uhura, and Scotty. It went pretty well, but I played it on the easy level. I ended up with a score of 44. I got lucky with dice rolls here and there, but was able to accomplish all the missions on the board, mostly in time. I imagine it will be a bit more difficult on medium and hard, though I hear people complained that the game was too easy.

I'm not really all that sure why this one got so much vitriol when it was released. It's a Knizia design, so I wasn't expecting super thematic fluffy design. I also was expecting it to be pretty 'mathy'. And that's what it was. I also don't understand the complaint about it not being replayable. So what if you play the same mission over and over again? When you play Agricola you use the same cards over and over again, and it doesn't make it less replayable!

For a solitaire game set in the Star Trek universe, I enjoy it. I view it like Pandemic with a clock instead of outbreaks. There's not much "story" in the game, but that's ok.

The real test for me is if I have fun while playing it, and I do. This game is light enough that it doesn't take me forever to play due to AP, and just fluffy enough for me to get the theme (which is there, just not "dripping" with it... but I tend to dislike overly thematic games anyway).
15 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
109. Board Game: Red White & Blue Racin' Stock Car Action Game [Average Rating:8.55 Overall Rank:5483]
Jack Bennett
United States
Rougemont
North Carolina
flag msg tools
designer
badge
Play. Always.
Avatar
mbmbmbmbmb
Decided my first play of this all the way through should be the Daytona 500. I actually got to go to the Daytona 500 this year (no, I was not hit by the car that went through the fence the night before, yes, I was sitting right near to it and saw it happen). So I wanted to see if I could recreate any of the fun we'd had!

The rules are interesting. The game is very simple, easy to grasp. But there are some oddities for me. There are some definite ambiguities and places where you're left to just make up how you want things to happen. Which struck me as odd.

You can read my full writeup here.

Denny Hamlin won the pole and held the lead for quite a while. Jimmie Johnson, Dale Earnhardt, Jr., and Tony Stewart also led laps. But in the end it's only the last lap that matters, and Tony led that one.

One surprising thing was Scott Riggs. He hasn't been racing in a while, but he's included in the deck of sample cards that come with the game. He's from just down the road from me, so we also used to root for him when we saw him. We'll, he got lucky and got pulled for a positive TV event which put him in the top 20 to start. Every time I got to him to dodge a wreck or push up, I rolled amazingly well. He eventually worked his way up to 2nd place and even threatened the lead once, but never got it. He fell back later in the race, but still finished very strong. It was fun to see that that sort of thing can happen, if the dice gods align.

Let's use Chris' format for a little review:

1) Overview of the Game
RWB Racin' (you know...some of us NASCAR fans do actually pronounce the "g" on the end of our gerunds) is a simulation game of stock car racing. "Game" might be a strong word; there is little to no choice while playing. But that is by design. You don't have a dog in the fight necessarily (you might root for your favorite drivers), but instead you are simply rolling dice and simulating a few hundred miles of racing.

2) Overview of the Rules
You roll dice. Sometimes people switch places. There's the nutshell. You use a simple algorithm to get your starting lineup in place, where better drivers tend to end up higher, but can be pretty much last, and worse drivers do have a shot at starting high. You'll take 1 turn for every 10 miles in the race. Each turn you roll 3 dice which tell you what sort of thing is going to happen, and where it will happen. You resolve the movement of cars, challenges and duels, problems and trouble. Every 10 laps starting with the 7th you'll have a Pit Turn where you roll to see how people do in the pits.

The dice mechanics are simple. And although you do often roll a lot (especially when the whole bottom half of the field gets a shot at moving up) the dice can be read very fast and it moves quickly. Drivers have a few different statistics measuring how well they are at gaining ground, holding ground, escaping wrecks, pitting, qualifying, and how good their pit crews are.

3) Things You Don't Like
The rulebook. It's a simple game, and the rule book still found ways to be ambiguous and not give all the information required.

I found it odd the way that gaining position worked. The field is separated into 4 groups: the Leader, 2nd-7th, 8th-19th, everyone else. There are 43 cars in a race, which means that more than half of the field is in the bottom group. When a chance for them to gain ground comes up, they might have a chance of switching places with someone in the middle group.

So it's odd. First, they can't gain spots and stay in the bottom group. You can't go for 40th to 22nd. You have to move up to the middle. Secondly, you SWITCH. So if the guy in 43rd wins a challenge against the guy in 8th, not only did one guy just gain lots of ground, but the other guy necessarily has to LOSE that much ground. It's not like the 8th place guy drops to 9th. He goes to 43rd. Yes, it's a simulation of 10 miles, but that still felt odd to me.

Going backwards is the same thing. If you get caught up in something you don't lose 3 spots or even 20 spots. You're either OUT or LAST. It sort of works a little because LOTS of people just get dumped to last place and so the first few people who get last will work their way back up and so many other drivers get put behind them. It's a sacrifice for simulation, I know, but the way people move around doesn't feel realistic to me, even if the final results actually do look pretty good.

There's a little too much choice for me in some things. I know how odd that sounds. But this game is really just rolling to simulate things. I don't have "My Car who I'm Trying to Win With." So when the rules say "These two drivers get to challenge whomever they want in the same group, but they may decide not to" I'm left a bit stumped. Who should decide if they challenge? Based on what? In what order? Who do they challenge? "At your discretion" doesn't mean anything to me if there's no reason to choose one or the other.

I don't understand the TV stuff. During Race Week you roll to see what sort of things happen on TV for certain drivers. I do like some of this (which I'll list below). But some is just strange. For one, TV stuff determines your starting position! And it happens before "Fast Drivers." So what this means is that if you have a "Sponsor Event in Race City" you'll get the pole position over drivers who had fast qualifying times. Makes no sense to me. TV doesn't make you faster.

Also, the events that can happen to you during race week could be way more interesting and better written. Two of my drivers had a "Positive Fan Interaction" during the week. That's the more boring description ever. But it got one of the drivers the pole!

Yellow Flags are interesting, too. I know it's an overall simulation, so they have to find a way to give a race-level feeling of those, but it's strange. I had two Yellow Flags during my 500 mile race, but plenty of wrecks and spin outs that would have caused actual yellow flags. When you DO get a yellow flag result, all it means is that the next turn you do nothing. For 10 miles. Some of the simulation aspects of the game are great, but the yellow flag thing rubbed me wrong.

Last, the pits are interesting. You don't really get a sense of Pit Strategy at all in the game, which to me is fun to see. Drivers can get a "fast pit" and come out ahead. But everyone always pits on the same turn. When you're watching a race, green flag pitting is about the most confusing thing that can happen, so it makes sense to me that they'd really simplify it down. It's just a part of racing that I enjoy, and it's handled by just rolling dice and moving people around randomly.


4) Things you Really Like
I had a lot more fun "watching" the race than I thought I would. There was some great drama. Seeing Scott Riggs do so well was great, and every time I rolled a 7 or less for him to dodge out of the way of a wreck I cheered. There was a last minute lead change on an amazing roll, and a wreck on the final lap that took people out of good position. It was actually quite fun overall.

The game plays fast. The hardest part about any NASCAR game is the fact that you have 43 damn people to keep track of. This game does very well of making that easy. You get to watch the top 19 move around and duke it out on the board. It's all done with a simple dice roll for each challenge. You roll 3 dice, one tells if the challenger succeeded, one tells you who the defender is, the third tells you if the defender failed. You need both to happen for a change to occur, so you can usually roll the dice and see very quickly that nothing will change. It moves very fast after the first few turns.

The TV stuff can be fun. I like the idea that there's a whole race week. That some drivers are focused on because they've had events during the week. The Feuding/Fuming system seems a bit childish to me because I actually like the racing part of racing, not any of the drama. But I do like the idea of giving the drivers some week to week personality. If I were doing a whole season with this system it would be fun to watch feuds form and see what happens on the track.

5) Summary + Score
This is a simulation game about stock car racing. You probably know from that sentence alone whether you'd like it or not. It does what it's trying to do without much in the way of problems. The rules are little hazy at times, but you'll figure it out or just do it the way you think it should be done. It's a solo game where you really are watching a race, not controlling your own car.

For those who think they would enjoy this type of game I give it a "Buy it on Sale/Receive it as a gift."

19 
 Thumb up
2.00
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
110. Board Game: Freedom: The Underground Railroad [Average Rating:7.60 Overall Rank:347]
Adam
United States
Tempe
Arizona
flag msg tools
AaAaAaAaAaAaA! Oh no! You shanked my Jenga ship!
badge
"We are plain quiet folk and have no use for adventures. Nasty disturbing uncomfortable things! Make you late for dinner! I can't think what anybody sees in them."
Avatar
mbmbmbmbmb
I just had my first play of this today. It was every bit as deliciously tense as I expected. I squeeked out a win, but had so much in the way of good luck that I suspect I'll be losing this about 90% of the time in my future plays.
19 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
111. Board Game: Race for the Galaxy: The Gathering Storm [Average Rating:8.09 Unranked] [Average Rating:8.09 Unranked]
Christopher Ebert
United States
North Fort Myers
Florida
flag msg tools
Solo Gamers are NOT lonely!
badge
Together We Game Alone (1 Player Guild)
Avatar
mbmbmbmbmb
Got this out today for Mo's Mini Giveaway (Dec).

Game : Date
#1 : 12/12
Exp used
TGS
Difficulty
Easy
Player
Chris(5)
Robot(2)
Tableau
15
17
XP
0
2
6-? Tech
17
6
Final Score
32
25



Game #1: I was lucky on first draw to get Galactic Imperium! So my strategy was to go after rebel worlds, but I did keep military worlds too just in case. Eventually, I also got Imperium Lords 6-dev as well and was able to get it in play on the last turn. Luckily for me, the robot kept trying to develop and had no funds and got a bunch of low cost cards. I lucked out.





Race for the Galaxy - Game Tracker Spreadsheet
RftG: The Gathering Storm - Solitaire Tracker Geeklist Item
19 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
Thomas Blackwell
United States
Middletown
Delaware
flag msg tools
badge
Avatar
mbmbmbmbmb
Started a Flash Point campaign using the excellent Ladder 11 rules written by
Charlie Theel
United States
St. Louis
Missouri
flag msg tools
designer
badge
Avatar
mbmbmbmbmb


So far the Odessa Fire Company has 3 members and a dog.
Francis 'Mack' MacKenzie - Driver/Operator
Bob Roberts - Generalist
Josephine Toliver - Rescue Specialist
Soloman - Rescue Dog

I am using the Mission cards found in this file to determine my map.
Ladder 11 Rescue Mission Cards Beta 1.1 I will add the Extreme Danger and Dangerous Waters maps once I am a bit more comfortable with the rules.


1st Mission
Recruit Level
Base Game Board 1
Cook House Mission (Start with 1 extra Hazmat) (So basically I got upped to Veteran Level)
Even with the extra Hazmat this went well. All 10 Victims rescued. Jo got caught in a blast that slowed her down (from a hazmat), but still able to save everyone. One scary moment at the end. I had saved all the victims but Bob was still in the house. He was working his way out when it collapsed. Thankfully he passed his Search and Rescue roll and survived.
Firefighter XP
+10 XP 1 for each victim saved
+1 XP Mission Success
+1 XP 10 Victims saved bonus

Firehouse XP +2 (Flawless)
+13 XP for all Firefighters, +2 XP for the Firehouse

2nd Mission
Recruit Level
Urban Structures Duplex Apartment
Bad Weather (Fire can't spread outside, moving outside costs 2 AP)
Again things went rather smoothly. Mack and Soloman kept one apartment clear while Bob and Jo took care of the other. Evenutally cut a hole between them to speed up movement. Had a scarry moment where a flare up caused an explosion which caused a hazmat to explode which blocked in Soloman. The next roll caused an explosion that injured both Soloman and Bob. Soloman lost the victim he was dragging as well. Ended up with everyone getting out of the building safe but losing the 1 victim.

Firefighter XP
+9 1 for each victim saved
+2 Mission Success
+1 9 Victims saved bonus.

I'm enjoying the campaign rules. They add some variation between missions and make me care about the individual firefighters. I think I am doing very well so I need to move up to the Veteran difficulty. I also need spend some of this XP before next session.
19 
 Thumb up
1.00
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
113. Board Game: Snowdonia [Average Rating:7.43 Overall Rank:404]
Brian Sturk
United States
Hudson
New Hampshire
flag msg tools
Avatar
mbmbmbmbmb
So, the geek was down last night, what else to do? whistle

Break out the copy of Snowdonia I just got from Kickstarter!

So after setting up (whew) and going over the rules, I started in earnest with No 2 Train Enid (chosen randomly). I'm not sure about the multiplayer game, but I fell behind the event system building everything quite quickly and really never recovered. I also managed to lose my train due to the maintenance event. Towards the mid-end there were only 3 white cubes in that bag, and they came out every turn to fill the last 3 spots.

Even though it proved a bit difficult for a first play, I REALLY enjoyed it. I ended up with 60 points. I'm sure I botched a few things too, but I want to play this again soon which should go a lot smoother. Very nice design and a good solo game.
18 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
Andy Cowen
United States
Union Springs
New York
flag msg tools
badge
Avatar
mbmbmbmbmb
December, so Red Winter seemed a good choice. This is one of the finest wargames that I've played. A tactical infantry game that doesn't get bogged down in rules. The game has a nice narrative flow, both sides get to attack and defend. The playbook and historical notes are worth the price of the game alone and the map is great. I'm hopeful that the second in the series incorporates tank platoons smoothly, then my quest to find a game worthy to replace PanzerBlitz will be complete.

Playing the campaign game. December 8th did not go well for the Finns. They lost three companies and one machine gun(the designer notes state that will careful play The Finns shouldn't lose any units the first day). I definitely tried to hold the Kivisalmi Bridge too long, Pajari barely extracted himself. Besides, taking the Bridge the Soviets also captured the Hotel, and the Finnish night raid was an epic fail, they actually lost a step. The only good news for the Finns is that the Soviets also lost 3 companies, a Finn unit managed to cut the main road, cutting Soviet supply and the Soviets lose the morale bonus. December 9th to follow…
18 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
115. Board Game: Sentinels of the Multiverse [Average Rating:7.27 Overall Rank:316] [Average Rating:7.27 Unranked]
Albert Hernandez
United States
Greenville
SC
flag msg tools
The show on solitaire boardgaming.
badge
Avatar
mbmbmbmbmb
I played 2 games last night. I struggled keeping track of what cards each character has. It is workable solo, but very slow going. I imagine it gets better eventually.

What is a good number of characters to play with, again?

I am not much of a superhero fan, but the theme is so well realized in this game. It really is quite good. I hope I can get better at soloing it.
16 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
116. Board Game: BattleCON: Devastation of Indines [Average Rating:8.00 Overall Rank:263] [Average Rating:8.00 Unranked]
Kyle Currie
United States
Oakland
California
flag msg tools
badge
Dignity. Always dignity!
Avatar
mbmbmbmbmb
I've got this set up on my table right now, and in the midst of my first run-through of the 1-character solo dungeon in BattleQuest Mode!

For those not familiar, this game is primarily a multiplayer dueling game, but as part of the KS campaign we unlocked an alternate mode (with it's own rulebook and everything!) that turns the game into a solo/co-op dungeon mode! There are 3 solo dungeons (for 1, 2 and 3 character teams respectively) and 3 co-op modes (I will probably give these a whirl solo as well!)

I've been stoked to get this game for a while and I'm really looking forward to getting my friends into this too. But for now, it's time to see what Karin and Jaeger can do against the floors of monsters!

EDIT: The Playthrough!

I really enjoyed my first romp through the first solo dungeon. I had decided to play as Karin, who uses her brother (in wolf form) to pressure opponents and set up positioning traps. At the start, I had 100 gold to spend on gear to load up Karin. I ended up spending it on armor (to increase her health to 30), 2 items I could ante for various effects, and a 1-time use potion I could ante for power.

Each floor of a dungeon works as a pre-set duel of sorts with multiple enemes, with starting positions of monsters set, and each monster having a basic AI table that shows their possible moves. You draw a card out of a small deck (numbered 1-6) and deal one to each monster, which determines which attack they'll perform that beat.

This being the first dungeon, the monsters weren't too complicated, but did increase in difficulty and complexity the further in I got. There were a couple branching paths (i.e. "If you clear this room in 10 beats or less, you may take path A or B; otherwise, you may only take A"), and rooms also had special effects. At the end was the boss, a dead Baroness with a much more sophisticated (and deadly) set of actions.

This plays out more like a puzzle than a traditional multiplayer duel, because it comes down to "What attacks can each monster make? What is the probability that such and such attack may come up? What is the best move to make to clear the room/keep from taking damage/etc?" Not to say it becomes a number crunch, not at all! Just that you can very strategically plan things out.

As far as my playthrough went, I was doing very well (only 5 life loss out of 30, in the room right before the boss) when one of the more sophisticated monsters (a werewolf himself) started wrecking me. I admit, I played sub-optimally (I tried to clear the room quickly when I should have bided my time) and because of it I lost over 10 HP, which knocked me down to a mere 12 for the boss fight, who started with 22 HP.

The Baroness killed me in 2 turns. Her room is special, in that there are red and yellow tiles, and you can only hit her if you stand on a tile matching the color she's on. She ended up advancing to an opposite color than I was on at the start of a beat, which caused my attack to miss entirely. I wasn't able to recover before she royally stomped me. And I'd been doing so well!

Final Thoughts
While the mode has a different feel to it than a duel with another person (as should be expected), I really enjoyed it. Over the course of the several dungeon floors, I became very familiar and comfortable with Karin and learned how to play her. I was surprised at the difficulty, fully expecting a win my first playthrough, which is great! I hadn't wanted an easy victory anyway, haha. I think as far as implementing a solo/co-op mode into a game that was really meant to be played against human opponents, it turned out great! Now I'm stuck thinking about how I could have better loaded her out in the beginning, how to clear the early floors more efficiently, and how to better prep for the end boss. And that was ONE dungeon (of 3 solo and 3 co-op; the 3 co-op dungeons seem like they'd be fiddly to control multiple characters, but probably no more than say, Darkest Night is) with ONE character out of 30, not counting promo characters.

I'm not sure if I should recommend Devastation for it's solo/co-op mode on its own (though I'll have a better opinion once I've tried all the dungeons at least once), but that's because it's such a small part of everything in the box! Recommending Devastation just for its solo/co-op mode is like recommending someone only ever eat chocolate ice cream when you're standing in the middle of a Ben & Jerry's: there's just so many other things to try, you shouldn't let yourself get stuck on one flavor! There is SO much here, and it will take me a LONG time to explore it all. However, I will say in the interest of full disclosure that the inclusion of a solo mode is what convinced me to Kickstart this game. Plus, building your own dungeons and crafting your own monsters to take on would be a snap! I'm looking forward to some user created content for this awesome game mode!
20 
 Thumb up
2.25
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
Mo
United States
Downingtown
Pennsylvania
flag msg tools
badge
Solitary Man
Avatar
mbmbmbmbmb
This game series caught my attention earlier this month. With its small box, friendly price point, low-complexity rules, and nice components (tiles and artwork), I thought I'd give it a chance. I've never played a tabletop miniatures game before, and so this seemed like a nice, introductory set of games to see what it is like. Currently, there are three pairs of armies available:



So, to familiarize myself with the game and the various armies, I've decided to set up a single elimination tournament of 50-point armies and just have them slug it out, quick and nasty. Through a blind draw, I've set up three rounds of play to determine who will be the first Champion of Pocket Battles. I will post the results (hopefully with pics, if BGG ever gets back to normal) as comments to this geeklist item.

Here's how the bracket came out:



Round 1


d10-1 Elves vs Romans


Elves WIN


d10-2 Orcs vs Persians


Orcs WIN



Bye: Macedonians and Celts




Semi-Finals


d10-1 Macedonians vs Elves


Macedonians WIN


d10-2 Celts vs Orcs


Orcs WIN




Finals


Macedonians vs Orcs




Champion


Orcs




EDIT 20-Dec-2013: The image uploads are working again, so I am finally ready to post some updates. Round 1 is complete. See posts below for AARs and above for the current state of the tournament.



EDIT 20-Dec-2013: Semi-Finals updated above and below.



EDIT 21-Dec-2013: Championship Game updated above and below.
30 
 Thumb up
0.60
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
118. Board Game: Kings of Air and Steam [Average Rating:6.93 Overall Rank:1553]
Kyle
United States
Up Nort' Der
Wisconsin
flag msg tools
designer
VAST:                The Crystal Caverns The Fearsome Foes The Mysterious Manor
badge
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.
Avatar
mbmbmbmbmb
Here's a brand new game for the SGOYT lists (according to the spreadsheet), and one that will definitely be making return appearances!
---------------------------------

After my first play of this a few months back the game instantly shot to the very top of my wishlist, and I was eager to play it again. Thanks to my GQ (No-So) Secret Santa, that's now an option any time I want. Woohoo!

(Play Log Link)

The way this game plays it doesn't really lend itself to a detailed narrative, but that's just the Euro-ish nature of the game coming through.

I never did use Aurelia's "Transmogrify" ability (or the 7 Speed card), but Sebastian's "Gamble" ability came into play three or four times and was successful on each which did increase those overall payouts slightly. It wasn't enough to make up for him getting slightly out of position in the final round which gave him several moves in a row without the option to load ship anything, which was enough for Aurelia to win out overall.


Score Breakdown:

The DaVinci - Aurelia Bayley
Airship: 15
Trains: 30
Depots: 40
Cash: 66
Total: 151


Kings Over Aces - Sebastian King
Airship: 0
Trains: 30
Depots: 40
Cash: 73
Total: 143


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

As a bonus, here's a mini review:

Quote:
d10-1 Overview of the game

Kings of Air and Steam is a beautifully-produced pick up & deliver game with a Steampunk-style theme. It was originally a Kickstarter game and had the usual set of stretch goals and such, but unlike far too many others they didn't make any part of it "exclusive" to the backers. Everything that was unlocked there is included in the retail version, so no one that discovers the game later on has to feel like theirs is incomplete or a lesser edition in any way, and there's no need to pay ridiculous prices just get a fancier edition. Anyways, I digress.

The game plays out over five round with four "turns" in each, where players move their airships around the board picking up goods and delivering them to train depots, which can then ship the goods to the various cities on the board (the backstory of the game explains that airships aren't allowed in cities, so that's why trains are needed to make the final deliveries).

Each player has a unique airship (cargo and movement options vary from one to the next), and each airship comes with a double-sided character card that gives the players a unique ability they can use during the game.

The board is a fully modular setup that can accommodate anywhere from two to seven players depending on how many tiles are used and how they're configured. The rules suggest specific tiles to use for number of players, although you could probably use any combination you wanted as long as you made sure there was at least one production center and one city of each color.

Quote:
d10-2 Overview of the rules

In each round players pre-program their movements for all four upcoming turns using their own deck of cards, and then in each turn players reveal their next movement card and resolve them in order of priority (very similar to RoboRally). At the end of an airship's move it can load or unload goods that are available on the space it moved to, and then the player gets to take a single action. Actions include shipping goods, building new depots, upgrading their airship or rail system, or simply collecting funds from the bank.

Market prices for goods are determined semi-randomly by tiles that are drawn at the start of each round. By the end of the game they'll equalize (unless you use an included uncertainty variant), but where they'll be in each round will be different every time.

The end goal is all about having the most points, which comes from the combined value of your airship, trains, depots, and your cash on hand. Airship and train upgrades only score points when upgraded to higher levels, and upgrades cost progressively more, so it's not always best to max things out; it can be better to just get it high enough to get things down and focus on making money/points in other ways - so you've got lots of options.

Quote:
d10-3 Things you don't like

Honestly, I'm having a hard time coming up with anything substantial.

This is a Euro at heart so there's very little uncertainty in the game (no dice or random card draws to muck up plans) so there could be some potential for min/max playing and AP, but no more than with any other Euro-style game.

There's a little bit of cutthroat/backstab type action because you can sometimes cut ahead of other players to grab goods that they want, but there's enough freedom in the movement system (even with the pre-programming) that it's not going to set anyone back too much. I don't consider this sort of competition a negative at all, but that sort of thing can be off-putting to some people so it was worth a mention.

The airship tokens are also slightly oversized for the board so you can't fit more than one into a space, but that's pretty minor and I doubt it would come up very often even in larger game. Usually if someone else moves to a space where you wanted to go you're not going to have any reason to go there yourself anymore, with the exception of "The Godfather" airship which has a movement card that lets it steal from another airship in the same space.

Quote:
d10-4 Things you really like

Where to begin? This game does so very many things right.

It puts together a whole bunch of the game mechanisms that I enjoy most in games: variable player abilities, modular boards, unique movement (pre-programmed in this case), even pick up & deliver.

The artwork is gorgeous and the component quality is top-notch. If you didn't know this was published by TMG you might think it had come from Days of Wonder (and I mean that in the most complimentary way possible).

Gameplay is quick, and with the pre-programmed movement system there's minimal downtime between turns. I've only tried this two player (and solo) so far, but the box lists 1-2 hours as the play time. Even with the full seven-player setup I can't imagine this running much beyond that.

Quote:
d10-5 Summary + Score (use whatever scoring system you would like to use).

Overall this is just a fantastic game, and I wish there had been some way to have had a copy of this years ago.

I need to play several more times to lock in a "final" rating, but tentatively this is already a 9 (using the BGG ratings system) and I think it's much more likely to go up than down.
17 
 Thumb up
2.00
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
119. Board Game: The Hunters: German U-Boats at War, 1939-43 [Average Rating:7.71 Overall Rank:1096] [Average Rating:7.71 Unranked]
Stig Morten
Norway
Kvernaland
flag msg tools
Thunder Alley: Crew Chief Expansion - Coming soon to Kickstarter!
badge
Evil lurks here!
Avatar
mbmbmbmbmb
October 1940: KptLt Breiland the fourth, Type VIIC U-Boat (U-379)

Assignment:


Bay of Biscay transit outbound:


Outbound transit:


1st Atlantic box:


2nd Atlantic box:


3rd Atlantic box:


4th Atlantic box:


Homebound transit:


Bay of Biscay transit homebound:





In port:
26 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
120. Board Game: A Week In Hell: The Battle of Hue [Average Rating:7.05 Overall Rank:5463]
Aaron Bedard
United States
Somerville
Massachusetts
flag msg tools
badge
Avatar
mbmbmbmbmb
Just worked through

J Y
United States
Peoria
Arizona
flag msg tools
badge
Avatar
mbmbmbmbmb


video series on this.

Now it's time to set her up and start clearing some zones..

Cue, The Animals - We Gotta Get Outta This Place
15 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
121. Board Game: Thunderbolt Apache Leader [Average Rating:8.08 Overall Rank:818] [Average Rating:8.08 Unranked]
Moe45673
Canada
Toronto
Ontario
flag msg tools
Avatar
mbmbmbmb
Finally set it up based off the log I saved from last month. Unfortunately, I entered Judge twice in the log, replacing another pilot.... But looking back on last months, I see it was Hammer!

http://boardgamegeek.com/geeklist/164593/item/2917401#item29...

Looking forward to seeing what finally happened on day 2
23 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
122. Board Game: Clash of Cultures [Average Rating:7.64 Overall Rank:251]
Deathworks
msg tools
Avatar
mbmbmbmbmb
Hello!

I have hastened through another test run for my solo rules. This time, 2 regions remained unexplored and I only had 14 city pieces, out of the required 15, adding for a malus of 9VP. I still had 21 VP at the end of the game.

Although I am getting better at the basic rules, I again forgot to uncover that wonder upon getting engineering (I was too fixated on roads (^_^;; ).

The map at the end was interesting as there were a few land-bound lakes. Next to one of them, I had my biggest city which was happy to have all improvements. Surrounded by 3 forests, 1 mountain, and 1 sea and 1 fertile area, it had become my main producer. I had come across two barbarian settlements which I conquered with the two army units I had built, turning a potential thread into a bonus.

I think I like the current balance, although I can see how people may want to get a greater challenge out of this. However, I think the odds of drawing an event card should be doubled as there were very few, and thus very little hampering/influencing by them.

All in all, it was fun, although I am still wondering about how to fit all the various things into a good time/story line in future reports.

Yours,
Deathworks
15 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
123. Board Game: Sentinels of the Multiverse [Average Rating:7.27 Overall Rank:316] [Average Rating:7.27 Unranked]
Kurt Over
United States
Philadelphia
Pennsylvania
flag msg tools
Avatar
mbmbmbmbmb
Another SotM entry since I've been doing multiple solitaire plays during November and December (at least 30). Will toss in a mini-review as well.

Not a lot of notes on individual games though I am making entries for a game result database on the Greater Than Games forum. Yesterday did feature a 20-round see-saw battle with Citizen Dawn & RISE vs Bunker, Legacy, and Omnitron-X. This led to my earlier comment since I had to kill Citizen Truth four times during the game.

Minireview - Sentinels of the Multiverse (SotM)

d10-1 Overview of the game
A cooperative comic book superheroes game using a fictional background and characters created by the game's creators; e.g. this is *not* Marvel or DC. For solitaire play the player will be running 3-4 heroes by themselves.

The game is based on using individual fixed card decks for each hero, villain, and also the environment where the encounter is taking place. These decks are asymmetrical in nature as the powers, effects, and card distributions vary from hero to hero and villain to villain. Therefore, the preferred play style and tactics of a speedster like Tachyon who wants to play and discard cards quickly to set up more powerful attacks will differ from an equipment-using character like Wraith.

The base game comes with 10 heroes, 4 villains, and 4 environments. There are currently three expansions (2 heroes, 4 villains, 2 environments each) and also 2 heroes, 2 villains, and 2 environments available individually. Due to a recent reprint all the expansion materials are currently avaialable. There is also a larger fourth expansion being released in early 2014. A lot of potential combinations to work with.

d10-2 Overview of the rules
Each deck contains a fixed number of cards and also 1-2 "character" cards. Cards have a title, illustration, tags, text, and also some flavor text. The tags describe the type of card; one-shot (discarded after use), equipment or ongoing (remain in play), etc. The text describes the effect the card has; immediate, at start of turn, at end of turn, etc. The cards can have considerable synergy effects with other cards and effects in play. Each hero has 40 cards; each villain 25 cards; and each environment 15 cards.

The character card for a hero has their artwork picture like a comic book cover, a number indicating their starting hit points (HP), and a default power (explained below). The back of a hero character card is a set of incapacitation powers. If they run out of HP the card is flipped and this is their remaining ability to aid the other heroes.

Villain character cards describe their game set-up and what actions they take in a turn in addition to their standard deck draw per turn. All villains have a capability to flip to their other side under certain conditions. The flip side often has different abilities or powers being used.

Basic order of play is fairly straightforward as the game is played in rounds with each deck getting a turn in every round. If cards in play indicate Start or turn or End of turn actions these take place before or after the standard play.
1. Villain turn - play the top card of the villain deck

2. Hero turn (repeat in order for each hero)
a. Play a card
b. Use a power
c. Draw a card

3. Environment turn - play the top card of the environment deck

A typical game is more complex than this sounds. As cards come into play a particular turn can get complex and messy as one needs to track multiple start of turn effects, mid-turn draws adding cards that add additional text to track, and then remembering to do the end of turn effects in order of play.

The game ends when the villain is reduced to 0 HP, the heroes are all incapacitated, or a specific game-ending condition occurs as defined on a card in play.

d10-3 Things you don't like
Tracking piled up effects coming from multiple areas can get confusing; e.g. remembering to account for damage bonuses coming from a hero, other heroes, and the enviroment all at once.

You also need to keep track of hero, villain, and other target HP accurately with the totals on hand all the time. Many villain and environment attacks specifically target damage at a hero based on whether they have the highest or lowest current HP.

Personally I do not find either of these massive drawbacks. It's simply data tracking you have to do as part of the game housekeeping. The current version of the base game supplies cardboard markers to help with this.

d10-4 Things you really like
The base game provides for a lot of potential scenarios. The variability of deck drawing adds to replayability as well since the hero or villain will not quite play out the same way. And there is a feeling of satisfaction when the heroes pull off a victory by making use of hero cooperation, using a "neutral" environment effect to their favor, or simply getting to unleash that massive killer blow at the last second.

And there is plenty of variety among the decks. Different heroes play differently and are more vulnerable or more effective against different villains. The environments vary as well in terms of background flavor and effects. Megalopolis has plummeting monorails and interfering papparazzi. Insula Primalis has velociraptor packs and an erupting volcano.

The artwork, interactions, and general game feel supports the comic book superhero genre. The flavor text adds to this and sometimes is really amusing.

d10-5 Summary + Score
I would rate the game around 8.5 (scale of 1-10). A single scenario is quick to play, but doesn't engross you beyond that. However, that does not prevent one from designing or finding on-line one of the "campaigns" that string battles together into a larger narrative.

You also have to pay attention to the text and understand how it will apply. This will hurt the game for those needing translations or those who cannot handle text-heavy games with lots of cards.
16 
 Thumb up
5.26
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
124. Board Game: Carnival Zombie [Average Rating:7.19 Overall Rank:1870]
Rich Dodgin
Scotland
Edinburgh
Midlothian
flag msg tools
badge
Avatar
mbmbmbmbmb

So, after my Easy Level win playing the escape by boat ending scenario, I decided to have a go at the Easy Level escape across Freedom Bridge end game scenario.

Things went really smoothly for the team as we made our way through Venice, defeating the infected with no real issues. However, things changed considerably when they attempted to cross the Freedom Bridge. With infected in front and behind the team, it was incredibly hard to make any progress and in the end only 1 character made it across before the end of the Dawn hour and the Leviathan awoke! This ending scenario is going to take some serious practice to defeat! shake

Still really enjoying the game cool If you can pick up a copy I'd recommend it!
12 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
125. Board Game: History Maker Baseball [Average Rating:8.38 Overall Rank:3708]
Clay McConnell
United States
Sarasota
Florida
flag msg tools
Avatar
mbmbmbmbmb
Played two games of this sports sim this weekend between the 2013 Phillies and Braves. Both games were Braves victories, but both were completely different. The first game was the most high scoring game I have played after twenty five plays. 21-4. Freddie Freeman was 3-6 with two bombs and 6 RBIs. Conversely, the second game was a 2-1 win which lasted 12 nail-biting innings.

This game is an absolute must for any baseball/sports sim fan!
19 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
[1]  Prev «  3 , 4 , 5 , 6 , 7  Next »  [10] | 
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
[1]  Prev «  3 , 4 , 5 , 6 , 7  Next »  [10] | 
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.