Solitaire Games on Your Table - June 2014
Steve N
United Kingdom
Macclesfield
Cheshire
flag msg tools
badge
Avatar
mbmbmbmbmb
Recommend
180 
 Thumb up
71.75
 tip
 Hide
cool Welcome one and all! Happy June! cool

Veterans of the SGoYT geeklists will know what to expect. If this is your first visit then well done for finding the brightest corner of the 'geek - prepare to be amazed at the sheer scale of solitaire gaming. Feel free to post comments on any/all of the items (and don't hesitate to add your own). We love talking about our games and it's great to generate some discussion.

Please do consider a visit to the 1 Player guild which is the hub of the solitaire gaming community, and don't hesitate to join - it's a nice thing to do.

If you'd like to be notified of future SGoYT geeklists then be sure to subscribe to the Solitaire Games on Your Table Monthly Geeklist SUBSCRIPTION THREAD. You wouldn't want to miss out now would you?

Forthcoming lists will be hosted by:

July 2014 Woelf
August 2014 petegs
September 2014 Malaiser
October 2014 dr.wheatie
November 2014 garyrbrooks
December 2014 Ryanmobile
January 2015 bikefreak

Thanks to Ryan for the chance to host this month!

Geekgold Giveaway

One of the many great things about the SGoYT geeklists is reading about such a diverse assortment of games. I'm sure I'm not alone in confessing that many are entirely new to me.

To be eligible for this month's geekgold giveaway (entirely optional) please append your posts with three full stars (summarising what is so great about your game) and one empty star (highlighting a possible flaw, or why it might not be for everyone). If you wish to focus your comments on a specific scenario, a specific variant or any other detail (rather than the game at large) then please don't hesitate to do so.

I hope it will be fun.
We might be able to learn a bit more about each other's games.
We might be tempted to look at games that we would otherwise have passed on.
I could end up buying every game that is mentioned.

At the end of the month I will use a random number generator to randomly select an item from the geeklist. If the entry features the stars (as outlined above) then I will award that user 100 geekgold. If not, I will randomly select a new entry until we have a winner.

Have a good month everyone!

Your Tags: Add tags
Popular Tags: Solo [+] [View All]
  • [+] Dice rolls
[1]  Prev «  3 , 4 , 5 , 6 , 7  Next »  [15] | 
101. Board Game: Field Commander: Rommel [Average Rating:6.97 Overall Rank:1927]
Andy Cowen
United States
Union Springs
New York
flag msg tools
badge
Avatar
mbmbmbmbmb
Played the Ghost Panzer scenario twice. The first try, I moved south towards Paris and then got bogged down in a WW1 situation. The second game I won(with a lame score) by hitting Brussels and then hitting Cambrai. I know am playing the North Africa scenario.
24 
 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: Flash Point: Fire Rescue [Average Rating:7.23 Overall Rank:287]
Flabbergasted Rhino
Japan
Osaka
Kansai
flag msg tools
badge
Get Schwifty
Avatar
mbmbmbmbmb
I had left this out after completing the May Challenge and decided to have another go at the Veteran level. Only my second go at this solo and I managed to remove all Hazmats, save nine out of ten victims, and get both Firefighters back out of the house with 12 cubes left. I did however lose the Dog and two False Alarms to the fire (lucked out on those two!).

I played with the Rescue Specialist and the Generalist. I really liked the Rescue Specialist from the Challenge and she proved herself again by diving in and dragging folks out. The Generalist saved a few as well, put out some of the dangerous hotspots and grabbed most of the Hazmats. I lucked out in that all the Hazmats were close to the doors and so were the initial three victims. First time I was able to use the Ambulance to give one of my peeps a free ride along. For some reason I find that to be a really cool mechanic. I suppose I could have played a few rounds and put the house out but we just let her burn once everyone was clear.

Really loving this game and looking forward to the next challenge.
27 
 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: Flash Point: Fire Rescue [Average Rating:7.23 Overall Rank:287]
Brian Homan
United States
O'Fallon
Missouri
flag msg tools
designer
badge
Avatar
mbmbmbmbmb
I have been enjoying this one again as of late. I play Veteran level with 3 firefighters, so eight starting hot spots plus six more added during game play.

Have never won at this level, but came closest yesterday with six people saved and no house collapse. And yes, I do play where you have to drag the victims to the ambulance. That alone tends to make me lose by a turn or two. Still fun trying, though.
24 
 Thumb up
0.01
 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: Flash Point: Fire Rescue [Average Rating:7.23 Overall Rank:287]
Flabbergasted Rhino
Japan
Osaka
Kansai
flag msg tools
badge
Get Schwifty
Avatar
mbmbmbmbmb
Ok, more Flash Point. I've left it out as I have been too lazy to go in the other room and get little baggies for all the bits (it's been out since I punched it). This means it continues to beckon me from the corner.

Tonight was a close one. The POI's kept popping up in the most fire ridden places and I lost three Victims and a False Alarm as well as two Hazmats in no time. Fire was everywhere and the outlook was poor as at that point I'd only saved two people with 2 more waiting for ambulance pickup. That's when I swapped the Generalist for the Driver/Operator. He blasted the house with a torrent of water and after he'd finished a circle of the building he dove in and helped the Rescue Specialist check on the last 2 POI's. His heroics were thwarted however as he drew a False Alarm. The Specialist grabbed up the last Vic and they made for the door. Seven victims were saved (Including the cat and the dog this time), two Hazmats were retrieved and there were six cubes left. Wondering if I should give Heroic a try?
21 
 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}}
105. Board Game: Flash Point: Fire Rescue [Average Rating:7.23 Overall Rank:287]
Kuhns, party of four!
United States
Muncy
Pennsylvania
flag msg tools
badge
...the grey rain-curtain turned all to silver glass and was rolled back, and he beheld white shores and beyond them a far green country under a swift sunrise.
Avatar
mbmbmbmbmb
I hadn't played this yet/read the rules much and we (my 4 year old and I) were in the game cabinet to get out 'bidden Island when he saw the firemen and said "what's that?!" Which was, of course, the reaction I wanted him to have, though I'm not sure I was quite ready to learn how to play with him peppering me with questions.
Still, we got started on the family set up, and had 2 explosions in the bedroom to start off the game! As soon as I said, "Ben there's an explosion!" he said, "daddy I want to sit next to you." So, I guess I'll have to tone it down even more than I thought. I was already planning on taking Mo's advice that none of the POIs really dies. Also, I just made sure we rescued the 3 starting POIs (one turned out to be a false alarm) and considered it a win. The house was engulfed by then, so we just let it burn and then went outside into the real world.
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}}
106. Board Game: Flash Point: Fire Rescue [Average Rating:7.23 Overall Rank:287]
Miah
United States
New Haven
Connecticut
flag msg tools
badge
Avatar
mbmbmbmbmb
The Heir Apparent is away watching pirate movies at her friend's house. Her Majesty and our other daughter are going to the park on some kind of mother-daughter excursion. The scene is set for an hour or two of apocalyptic gaming. I put on Siouxsie and the Banshees' "Nocturne", a fiery album that goes wonderfully with Flash Point, and set up the Hoarders challenge from March, which I found explosively difficult back in March.

I roll out with the Captain, CAFS, the Imaging Tech and Hazel, the Rescue Specialist who is my favorite character and the only one whose name has stuck. It's hard going from the beginning. Explosions come at a steady rate from the very first turn. We keep turning up hazmats in this crazy house. The dog dies on a flashover, casting a pall over the rescue operation. Everyone knows it's bad to lose the dog. Even a cat person like Maya knows this!

We battle on. The Imaging Tech runs to the truck and sends in the Hazmat Tech. It's a losing fight. The house is groaning, the fire is seething from room to room like an angry dragon. We lose another victim. We've removed three hazmats, lost one in a fireball.

The D/O replaces the Hazmat dude and turns on the cannon. Both dice are out of his quadrant, and when flipped they turn into a perfect hit, sevrring a long line of fire that is just waiting for its chance to become an explosion and shock wave that will bury us in our own funeral pyre. For a moment after his shot, it looks like we might be able to beat this thing.

Then the fire advances, and a different fire snake erupts. The flames wash over a POI, which turns out to be the cat.

At this point I had to get up and take a break. I knew the game was about to be over, but I had to stop. Losing the dog was bad enough, but to lose both animals was a crushing blow. It was our third victim lost in the fire. I went off and had a cigarette. Yes, I know.

I came back and played Hazel's turn. She rides the ambulance all around the building and dashes in the front door to find - another hazmat. Racing to the door with the propane tank, she hears the sound of another explosion behind her, ripping through the north end of the house.

The house roars like a dying tyrannosaur, crushing three of our city's finest and four civilian victims. They shall be missed.



This was the scene after the last damage cube was placed.

******

This game slaughtered me. And it was far and away the most exciting game of Flash Point that I've had. It was beautiful. I loved watching the fire snake through the house. I knew fairly shortly that I couldn't beat it, but had a magnificent time fighting to the end.

Flash Point just rocks. It's pure action and creates a narrative that feels a lot like the climax of one of those firefighting movies everybody likes.

The Hoarders scenario is intense and challenging. All if the challenges are great, and I'm thrilled to see that lately there are monthly challenges in a bunch of different games. It's a great way to unite a community of hermit gamers. But Hoarders, specifically, is a really fun scenario and a terror to beat.

"Nocturne" is a great album to accompany Flash Point. I felt the music really worked together with the way my fire was behaving, and Siouxsie's voice just sounds like the screaming spirit of a burning house. I mean that with all the love in the world for this talented lady. She was one of the stars on the soundtrack of my troubled youth.

There is no empty star. This game is awesome.

*******

My wife came back halfway through my game. She saw the printout of the Hoarders challenge. "What is this? You're posting about your games now?" She has watched me get sucked into the hobby, and she's been very good about it. She buys me games, and doesn't protest when I buy new ones. She even drives the whole family out to the FLGS, a good forty minutes away.

But she does not get it. She does not grok gaming. Especially not solo gaming.

I told her yes, I do post about my games. I told her about the guild.

"You are SUCH a geek," she said.

"Yup," I said with a nod and a smile.

Then I told her about the challenges and how they add to the game and bring the community together in friendly competition.

"You are SUCH a geek."

I said, "hey, I WON that challenge."

"You are S U C H a G E E K!"

She does not grok.
32 
 Thumb up
0.51
 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: Flash Point: Fire Rescue [Average Rating:7.23 Overall Rank:287]
Miah
United States
New Haven
Connecticut
flag msg tools
badge
Avatar
mbmbmbmbmb
Snuck in a game of Flash Point on Sunday, playing the "Waiting for Backup" challenge from last month. It was a fun session that ended in victory with eight victims rescued, but I think the challenge breaks the game balance a little bit by allowing you to add firefighters after the game starts.

FP:FR scales its difficulty to the number of characters by having you set up extra hot spots and hazmats to suit. If you set up a two-character game and then add characters later on, you're going to have an easier time. I don't know how much it unbalances things exactly, but it does make a difference. I played this game with three characters after the first four rounds, and it definitely seemed easier than usual.

Fixing this would be simple (says the guy who has yet to design a scenario himself) if you add hot spots and/or hazmats on the round when your backup arrives. I might try it that way if I can manage another game of Flash Point before another challenge gets posted or my copy of Sentinels arrives.
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}}
108. Board Game: Flash Point: Fire Rescue – Dangerous Waters [Average Rating:7.64 Unranked] [Average Rating:7.64 Unranked]
Stig Morten
Norway
Kvernaland
flag msg tools
Thunder Alley: Crew Chief Expansion - Coming soon to Kickstarter!
badge
Evil lurks here!
Avatar
mbmbmbmbmb
Took the Rescue, CAFS and Fire Captain to the sub and tried to put out fires and Rescue victims.
The initial setup gave me two damage cubes on the engine, so this became a race to extingush those fires around the Engine.

A flashover which ignited a Hazmat gave me the final and fourth damage cube on the Engine and defeat.
3 victims were in sickbay and 2 had been lost.
29 
 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: Freedom: The Underground Railroad [Average Rating:7.60 Overall Rank:347]
Moe45673
Canada
Toronto
Ontario
flag msg tools
Avatar
mbmbmbmb
Amazing Session



Very start of the game. I decide that instead of going for my usual "CLEAR OUT THE PLANTATIONS" strategy, I will try something more balanced. Using the conductor tokens, I move 4 slaves, some of them twice. I also went for a strategy of buying support tokens as soon as possible.

With the preacher's ability of -$1 for the abolitionist row, I used it to GREAT effect during the game including (for my first time in a solitaire session of this game) buying cards that give me money (since they were free for me).

This is right at the beginning of the action phase in round 3. First support token was just bought.



I had used the preacher's special action to discard a horrible red card that has you move one slave less when playing single movement conductor tokens. However, the preacher now gives me TWO dollars each action phase. Very helpful.

A round later, I hesitantly (since i like the 2nd age abolitionist cards). jumped into the third age. I bought the second support token using a card that allowed me to buy a token for a $2 discount.



And on it went. Bottlenecks formed, as they are wont to do, but I found that using the "move twice" conductor tokens would allow me to backtrack a slave by moving it backwards one space and forward into a new path, clearing the traffic jam a bit and allowing for new movement.

There was a card in the $1 spot (free for me) that allows me to buy a token for $5 discount. I had spent almost all my money on two third age abolitionist tokens, so needed to use them well, especially around New York, to get me a lot of money to buy that third support token. So I did.



Unfortunately, I only have 2 slaves in Canada, a 5-slave card coming in, and only 4 slaves allowed to be lost.... plus a red card had just come up adding one slave to each market card revealed (so 6 slaves coming in next round). And I only had 6 dollars. I had to use my last turns wisely.



Victory was mine, with 24 points!

I am happy to report that despite winning the game, I am no less driven to play it again. I feel that the puzzle within is still heavily appealing.

What I've learned from this session: Those who say you need a role that has you moving extra slaves are WRONG. I used the preacher to his benefits, giving me extra money. I bought support tokens early and those Age 3 abolitionist cards are freaking powerful and awesome. Yes, there is a finance-focused path to victory and the game is that much more diverse. As you can see, by game end there are still unused fundraising tokens.... I was able to ignore them and instead purchase conductor and support tokens. By missing out most of the 2nd age (only 3 cards drawn), I also missed out on FOUR RED CARDS buried in that deck, a subtle but significant advantage.

This game is even more brilliant than I had originally thought.

*edit* I even hold a somewhat tentative opinion that the challenging side of the 1p game is doable (as opposed to earlier when I thought it was impossible). Definitely room for improvement in how I play this so I'd look forward to tackling that once my maneuvering improves.
32 
 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}}
110. Board Game: Freedom: The Underground Railroad [Average Rating:7.60 Overall Rank:347]
John Hedges
United Kingdom
Penrith
Cumbria, UNITED KINGDOM
flag msg tools
Avatar
mbmbmb
So it's been a while since I've had the energy and motivation for solo play. Work has been really stressful since Easter and I just haven't felt up to playing solo. I've managed to squeeze in a fair few multiplayer games, but it's easier to make the effort when others are involved (oddly I get like that with eating too - I love cooking for my children and partner, but if I'm home alone I often just can't be bothered!).

So, anyway, last night I broke out Freedom for the first time. Wow, what an experience. Most of the way through I thought I had the game in the bag (I was supper lucky with card draws and saw very few opposition cards) and it was only the very last turn I realised I couldn't win. Being my first go I hadn't realised the mistakes I was making by filling up the south with slaves, meaning I couldn't make enough space to get more out of the plantations at the end.

I had helped enough slaves to freedom in Canada, bought all the support tokens, but couldn't survive that last slave market phase.

If it hadn't been so late and I wasn't so tired I would have set-up and started again.
25 
 Thumb up
0.01
 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: Friday [Average Rating:7.19 Overall Rank:346]
The One
United Kingdom
Bristol
flag msg tools
Avatar
mb
I've just found this GL (and associated Guild) on the same day I bought this wonderful little game. It must be serendipity, right?

Really quick to set up and play. Previously my 'go to' solo games were Space Hulk: Death Angel – The Card Game and Mage Knight Board Game, both of which I still love but I never felt I could get in a quick game of either over my morning coffee before heading off to work.
I'll admit, I never realised that this was a deckbuilder when I bought it. Second admission; I've only recently been introduced to deckbuilders when a friend brought Dominion to games night. I really enjoyed Dominion and this scratches the solo itch perfectly.
I got a second hand copy that is in mint condition for £10 at my FLGS. Ive played/lost at it 4 times this afternoon, and it feels like the bargin of the decade considering how much gameplay there seems to be in that little box.

I'd heard it was good and I was planning on picking it up at the UK Gaming Expo tomorrow. I guess I'll have to find something else to spend my Expo cash on now?..
44 
 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}}
112. Board Game: Friday [Average Rating:7.19 Overall Rank:346]
Andrew Hauge
United States
Columbus
Ohio
flag msg tools
designer
Avatar
mbmbmbmbmb
Wow, what a run. I tried a "quick blaze" through, picking up all but one of the aging cards in the end. I hung on with a few life counters through to the very last Hazard, and then I was undone.

I faced off against the Wild Animals hazard (11/7/4) and drew (1) 1x below the pile, (4), highest card = 0 and (2) 1x exchange. I used the exchange to discard the highest card = 0, replacing it with a (1). I was still short by 3, with 1 life point remaining. So I used below the pile to toss the (1) at the bottom. And I got life -2. BOO. I spent my last life point and the next card was (0) phase -1, so I passed, yay!

But then I lost 2 life from the aging card.

Yeah, narrow squeeze.

Defeat Score (Level 2): -10

Ouch.

Challenging game that demands optimization...and it feels very roguelike
Deckbuilding with a cool twist: you acquire cards by defeating hazards, and you cull cards from your deck by losing against hazards.
There's a lot of elegant interactions in the game through components. For instance, the deck of hazards you have to continually fight against goes by faster each time you face it, because you're gaining cards from it.
Setup involves a lot of card-sorting, and all the cards have the same back out of gameplay necessity. So...it's a bit of a pain to set up, which gets a little wearying when you play multiple times.
21 
 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}}
113. Board Game: Friday [Average Rating:7.19 Overall Rank:346]
Boomerang Phenomenon
United Kingdom
Gateshead
Tyne and Wear
flag msg tools
badge
That tickles...
Avatar
mbmbmbmbmb
I couldn't walk past it in my FLGS any longer so I pulled the trigger and bought this earlier this week. The low price also helped.

For a long time this wasn't of interest (the theme, etc) but my new found love of deck building meant I wanted to give it a proper go.

I've only played a handful of games on Level 1 but so far I think it's really good.

In terms of quick games it's up there with Onirim and Zulus on the Ramparts! for me so far, although I've played both of them a lot and they still draw me back.

I'm definitely keeping this for a while.

- quick set up and play time
- really good abilities on cards which can create amazing power combos
- the rules are straight forward and by the second game I was only checking the rulebook for the odd card ability
- for me the theme isn't appealing and even with the different levels and different pirates there isn't much variety

31 
 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}}
114. Board Game: Friday [Average Rating:7.19 Overall Rank:346]
Marc Maier
United States
Darien
Connecticut
flag msg tools
badge
Avatar
mbmbmbmbmb
Level 3: Defeat

Pirates:
9/35
9/22 (1/2 fighting cards count)

Score: 29
Fighting card total: 47
Remaining Life Points: 0 (0 x 5)
Defeated Pirates: 0 (0 x 30)
Unbeaten Hazards: -18 (6 x -3)
Aging Cards: 0 (0 x 5)

End Life per phase:
Green: 6
Yellow: 4
Red: 3

My first attempt at level 3 went better than I expected, and for most of the game, I thought I was on track to win. I had a very good green phase, culling cards aggressively without hurting the life count too much. I picked up some good fighting cards and most importantly a couple of destroys. These helped immensely in getting rid of aging cards the minute they came out, with one exception. In one turn during the yellow phase, I reshuffled and drew the two aging cards in the deck at the time along with the two destroys. They were gone, and I had the rest of my deck yet to draw, making the yellow phase a bit less tense than usual.

I had a bit of bad luck during the red phase, but still had almost all the positive fighting cards in my deck when I hit the pirates. I chose the 9/35 to face first, but then my luck ran out. I drew a lot of 0 fighting cards, albeit ones with decent powers. But I was too low on life points to be able to keep drawing. I ended up with a fighting total of 34 and zero life remaining to draw another card. I even exchanged a one to try to draw something higher, but only replaced it with another 1.

I don't think I'd have survived the second pirate even had I eked out the victory against the first. But overall, I didn't find level 3 to be that much more difficult than level 2. The extra aging card doesn't seem to make that much difference, and indeed, in this particular case, it seemed to help my cause. At the time of my defeat, I had yet to draw any of the final three aging cards -- the addition of the "very stupid" card had the effect of delaying their arrival.
28 
 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: Friday [Average Rating:7.19 Overall Rank:346]
d b
United States
De Forest
Wisconsin
flag msg tools
The road is full of flat squirrels, who couldn't make up their mind.
badge
I taught my dog to play Mage Knight... good dog.
Avatar
mbmbmbmbmb
Played this one 3! times in a row. Primarily because I lost the first two games in the first round. I play on level 5. I recently found a rule I was getting wrong (pick on of two cards to challenge; I was just pulling one and fighting it) Now that I am playing it correctly I'm not winning as much. I keep trying to thin down my deck too quickly is what I suspect. That and maybe crummy card draws.

Still plenty of fun. It was nice to lose a little to keep the challenge there.

Third game I did way better... I lost in the second round.

Three losses in a row. Next time I'll win... maybe.

Compact table space. I play on a serving tray.
Fun theme and cards fit with the theme.
Simple game play but tons of fun. Light and quick.
Cheap. Great game for what it is.
Three losses in a row.
25 
 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: Galactic Strike Force [Average Rating:5.77 Overall Rank:8092]
Phil Davies
United Kingdom
Shrewsbury
Shropshire
flag msg tools
Chin chin!
badge
Avatar
mbmbmbmbmb
Firstly, I'm sorry. Really, really sorry. I am fully aware of what this session report is going to do to a few of you. You have been warned.

Right then, still with me? Good on ya! After playing Sentinels of the Multiverse quite a bit recently I've really grown to love the game. Having seen that the Greater Than team were releasing a new game I knew I was going to have to buy a copy. I've only played the game once, however I can already see that this game is going to be a favourite. Wonderfully full of story and plenty of tough decisions, admittedly it is fiddly, possibly more so than Sentinels, but really no more than some wargames I play.


The Bareg Threllian Syndicate are looking to muscle in. It is up to the Vigilance and the Conclave of Niphon to stop them!

In the Oothagos Expanse the Threllian are looking to tighten their grip by taking over a base. The Vigilance and Conclave set to stopping this from happening. Stopping at stations in the system, the Conclave buys Premium Armaments and an EMP Sentry whilst the Vigilance buys a set of Rush-Thrusters.

In preparation of the impending combat the Conclave upgraded it's hull with two sets of regenerative tissue upgrading an improves it's shields. The Vigilance installs a Linked Cargo Container also upgrading it's shields.

First shots fired!

Following the hostilities, a Demolecular Wave streams from a neighbouring system, stripping the regenerative hulls and cargo container

Following the engagement, The Syndicate hires an assassin to take out the Strike Force. One of the ships needs to convince the bounty hunter that their quarry is dead. To that end the Conclave of Niphon heads for the Lyccidfelth Belt, the last known location of the assassin. Upon entering the system, the Conclave negotiates for Premium Armaments and Electroluminium Plating whilst an enemy Blocker slides into attack positions.

The Conclave of Niphon enters the Lyccidfelth Belt

Whilst the Conclave attacks an enemy blocker, the Vigilance continues it's own assault against the enemy


BOOOOM!

Following the destruction of the enemy ship the immediate threat to the allied base is removed. The Conclave of Niphon plays dead and the bounty hunter, surmising it's target already dealt with, leaves.

In the Oothagos Expanse a Syndicate bomber enters the system. The Strike Force, seeing a way to further undermine the Syndicate's grip, looks to win the Race for the Stars, a rigged Bareg race. Accordingly the Conclave returns to the Expanse. A Command Ship also enters the system.

The shape of a Bareg command ship oversees the race

The Strike Force takes a pounding

The Conclave buys another EMP sentry, whilst the Vigilance takes the opportunity to buy an Ordinance Replicator in order to bolster it's own attacks and using expidited delivery the Replicator is immediately available. Taking advantage of this speedy arrival, the Replicator is installed whilst the Conclave installs an EMP sentry.

Despite heavy damage, the Vigilance wins the race!



But Saeunn's Forge is overrun!



Having extorted some blueprints, the Bareg Syndicate begin building the omnious sounding Phantom, both Strike Force Ships stay in system seeking to repay the damage they received. In anticipation of the upcoming hostilities the Vigilance installs some new superstructure and a Concealed Rocket Bay, the Conclave installs the Premium Armaments and also boosts the shields of the Vigilance. Things aren't looking good though.

The Vigilance, things don't look good

The Conclave of Niphon, better but not great

The shields offered by the Conclave are just enough to shelter the Vigilance and both ships limp through combat to survive another day. The Phantom is not only built, but is also combat refitted and a Zyrian Tug enters the Oothagos Expanse.

The Syndicate's grip intensifies as Enforcer's lock down a station in the Expanse, The heavily damaged Vigilance is faced with fighting the Tug and then retreating to the neighbouring Lyccidfelth Belt, but letting the Expanse become overrun. Either that or saving the Expanse but becoming destroyed at the same point...

Epilogue.
Following the desertion of The Vigilance, the Syndicate run amok. All three systems are overrun.
37 
 Thumb up
0.55
 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}}
117. Board Game: Galactic Strike Force [Average Rating:5.77 Overall Rank:8092]
Cr Flames
Canada
flag msg tools
mbmbmbmbmb
I played this solo with two Strike Force ships.

I really liked the game play, even though it was a bit tedious in making sure I had completed all the actions.

Play through #1. Brutal. devil All three sectors were over run in no time. I also had trouble keeping track of ensuring I did all the required actions.

Play through #2. Better. I still lost, but my play was much more organized and it lasted much longer. I was starting to get into a rhythm and found the play quite exciting.

Overall: I enjoyed the two solo plays and will be getting this back to the table soon. I think once I get the hang of the actions and ensuring I did them all, it will be one of my favourite games. I like Sentinals of the Multiverse and thus I like this game too. (Similar play, but I like space themes, much better.)

If you don't mind fiddly games this is a good solo game.
21 
 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}}
118. Board Game: Galactic Strike Force [Average Rating:5.77 Overall Rank:8092]
chris leko
United States
Brooksville
Florida
flag msg tools
badge
What's so great about it?
Avatar
mbmbmbmbmb
So I played my first game of this. I got it off the geek store for 40 bucks (KS edition with the minis, and the expansion; so I figure that's a pretty good deal). After having to sleeve it due to a few cards that got damaged during shipping (WHY OH WHY don't people just put cards into sandwich baggies before shipping?) I thought I'd give it a shot.

Armed with the knowledge that the rulebook isn't great, and the game is a bit fiddly, I thought I was ready.

Turns out I wasn't, but that's mostly due to my daughter waking up and wanting lunch. So I only got a few turns in.

I did note that after reading the rules and sitting down to play that I have NO IDEA what I'm actually doing. I'm sure this will clear up after a few more turns, but I have no idea how to accomplish my goals.

Plus there's a lot of interactions in the cards (which I think is a good thing) that adds a lot of complexity to the situation.

I did play against the recommended baddie, but it seems that if I every go to the sector with the first mission (starting mission card) as a two player game, the sailship thingy is going to come out on turn 1, no matter what I do. So I basically have to let him overrun that sector and get to it after I beef my ship up? Not sure.

I'm optimistic about the game, though. There's some decent complexity in the tactical situation due to the interaction of the bases, enemies that are out, and who I'm fighting (and who I'm fighting them with), on top of the quest cards. But, that means there's a lot of reading each turn. I think it plays well solo, so far.

I also think the mechanics are mostly pretty cool. And because this game plays like nothing else I really have, I think it'll stay in my collection.
20 
 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}}
119. Board Game: Galactic Strike Force [Average Rating:5.77 Overall Rank:8092]
Stu Garside
United Kingdom
Andover
flag msg tools
Avatar
mbmbmbmbmb
Played my first couple of games of this over the weekend and a lot of my thoughts and experiences echo
chris leko
United States
Brooksville
Florida
flag msg tools
badge
What's so great about it?
Avatar
mbmbmbmbmb
as eloquently described above.

My first game I played whilst watching the World Cup on Friday evening, this was a terrible idea. In the course of a couple of hours, I played maybe 3 or 4 turns due to being distracted and constantly referring to the rules and I quickly found that my table really wasn't big enough as well. The game soon spiralled out of control and with all three sectors at their fleet limit, I called it. I played that game with 3 ships (chosen at random) and I think that perhaps that might be manageable solo once you've got the rules down, it was too much for a first game.

So I regrouped on Saturday night, did a little reading and picked just two ships based on recommendations from the forums. I also read the FAQ that is available in the forums too (it's less of a FAQ and more of a rewrite of the rules and on the whole it's much better, although it does still have one or two mistakes in it). I also made sure the TV was off and set up on the floor rather than the table. This game went much better, rather than spreading myself too thin, I concentrated on one sector at a time, not worrying about letting one of the sectors overrunning early in the game. My focus was trying to maintain control and not letting the game build up to critical mass. Through some neat combos, I was able to keep the opposition ships from overrunning more than one sector. In my over-enthusiasm I did make a bad decision at one stage and the Flagship came out slightly sooner than I was ready. However, despite things getting a little hairy, with a little luck and careful use of abilities I was able to clear out the final sector and concentrate on taking out the Flagship - once I was at the point of being able to engage the Flagship victory was pretty much inevitable.

So chalk up a win, right? Er, no. Turns out that although I'd started the game performing the rules for assigning damage correctly, somewhere in the middle I'd gone a bit wonky (probably confusing myself with some card abilities that assign damage directly) and had forgotten to allow the shields to soak some of the damage (damage = weapons value - shield value and is applied by removing from the shield value first and then the weapons value) and I was just applying the weapons value as straight damage. I think I only did a couple of times and when I realised I'd somehow started getting it wrong, I corrected myself. It probably didn't mess things up too much but still...

Overall, I'm pretty happy with the game - I knew it was hard and fiddly coming in but I really should reinforce that it is hard and it is fiddly. However, it's quite satisfying and absorbing, I've enjoyed my couple of evenings with it. I totally agree with Chris that it is most definitely not a deckbuilder, most of the cards you buy you'll only play once and then they're gone from your deck (one way or another). There are elements of Sentinels in there and Chris' Mage Knight comparison is a good one, in that the focus of the game is building yourself up ready for a final confrontation. There are also elements of Gears of War in there too, in so far as the game is attempting to wrestle control from you and place you in increasingly desperate situations.
21 
 Thumb up
0.01
 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: Galactic Strike Force [Average Rating:5.77 Overall Rank:8092]
David Ainsworth
United Kingdom
Manchester
Lancashire
flag msg tools
badge
Avatar
mbmbmbmbmb
After buying up all of Sentinels and loving it I also picked up a copy of this game (along with the mini expansion), thinking it would be like Sentinels in Space. It kind of is, in a way, though the rules are clearly an evolution and it adds a deck building aspect to the game as well as specific locations to fight in (which kind of replace environments from SotM).

I've been playing with two ships, drawn randomly, against an enemy of my choosing. So far I had no problems crushing the Technovore and the Syndicate, but have been destroyed three times by the Borg guys (I forget their name).

I have to say I'm not yet hooked on this. At this point I'd still much rather play Sentinels. I think there's a mixture of reasons for this, foremost possibly the fact that games don't seem to last very many rounds. 3-4 seems to be it. I'm not sure why that bothers me. I think perhaps next time I'll try to play with 3 ships, to see if that changes my mind.

Very nicely themed, everything makes sense
Lots of replayabilty out of the box
Gorgeous components
Even fiddlier than Sentinels!
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}}
121. Board Game: Galaxy Defenders [Average Rating:7.46 Overall Rank:990]
Random Fleming
United States
Indianapolis
Indiana
flag msg tools
badge
Avatar
mbmbmbmbmb
Wow! What a game!

I was on a business meeting and while other coworkers were in the hotel rooms cramming to get their negotiation preparations ready, I, for once, was prepared well in advance.

Before I left home, I saw this unwrapped game on my shelf and thought I would bring it along while I waited. So, it's my first solo game on a business trip AND my first solo game in an hotel room.

This game actually moves pretty quickly once you get the hang of the Agent vs. Alien movement systems. I finished my first solo campaign mission in under an hour.

The movement for the Aliens is more sporadic (e.g. teleport points, large area movement) than the Agents' movement (e.g. hexes). It makes it fun to play the Alien AI and strategize how the Agents will move to defeat the aliens and complete the mission objectives.

The stress of the last few rounds is great (if you like that type of game stress!) When the Aliens/Signals appear around the board, it makes round-by-round strategy challenging. But even more challenging is when Aliens/Signals keep coming through Event cards AND there's only one teleport point left. It provides a sense of urgency of "shut that thing down now before more baddies come out!" and "Do I waste this Alien or do I complete the mission?"

Level-up, new skills and improved/alien weapons? What more can you want?! Reminded me a little of a more fun version of The Mutant Chronicles.

The rules are easy to understand but still a little tricky even after a game play. While lightning bolts, gun jams and lost ammunition results became second nature after a while, I still am unsure of what ENGAGED means.

The pace of the game is fast but causes me to forget some rules at times. "Did I perform a Close Encounter card after Agent X attacked?" "Do the portals cease to function after or during my ACTION phase?" "Do I get an alien token for killing that alien or did I get one already?" "Was I supposed to roll for my GD-Wings for that kill?" After a while, it becomes easier but the first two rounds were a little chaotic for me.

Table space can be quickly overrun with a game of Galaxy Defenders. With the reserve tokens, player "sheets", alien cards, event cards, close encounter cards, miniatures, and signal tokens, there was barely enough room for two boards to fit on the table. When I tried the second scenario, three boards, I had to move from the table to the bed.

Overall a very satisfying experience. I highly recommend trying a game.
29 
 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: Galaxy Defenders [Average Rating:7.46 Overall Rank:990]
Byron Campbell
United States
Santa Clarita
California
flag msg tools
badge
Avatar
mbmbmbmbmb
Happy June!

I am currently locked into the earliest of birds for the Moon Pledge for this game's expansion Kickstarter, so I'm playing through the base game campaign, both to gear up for the expansions and to try to convince myself I don't need to spend the money. I don't think I'm having much luck with the latter.

I am trying to do this campaign the "real" way, with minimal house rules, after having a lot of fun playing standalone missions. Here are my campaign rules:

1) House rule: all tactics are chosen randomly (you can redraw if the tactic would be useless, such as +1 ammo for Mercury), but they do not require an Action to use. You still have to use them during your turn unless they are a Reaction ability.

2) House rule: instead of rolling for rank-up, all agents automatically gain a rank when you resolve the mission's Special Event or when you accomplish the mission, whichever happens first. If an agent dies in battle, they start the next mission with their rank at the start of the (previous) mission instead of starting from scratch. If an agent begins a mission at a lower rank than is listed for a standalone mission, that agent may roll for GD-wings as usual until they hit that rank.

3) Campaign structure: I am mixing the bonus missions from the GD website into the campaign, and using them to unlock the Kickstarter agents. Until then, I am starting with just Agent Chromium (marine), and unlocking one additional agent of my choice each mission until I unlock all 5 core set agents.

Here's my progress so far:

Survival Program 1: As designed, I used all 5 agents (core set only). In my mind, this was basic training prior to getting out on the battlefield. I was planning to give myself a bonus for accomplishing the mission, but I slaughtered the aliens so easily that I didn't think a bonus was fair. I'm not sure if it was because I had all 5 agents in play with multiple devices, improved and alien weapons, or because the survival mission is just a pushover in general, but it was almost boringly easy.

Campaign Mission 1: Played this last night, going true solo with Agent Chromium. I wisely figured out that I shouldn't bother killing aliens; I just didn't have enough time, with only 10 turns to act. Instead, I should manipulate their AI movement behavior to free up space around the teleport points so I could go in and sabotage them, then attempt to survive until backup arrived. It was a good choice--I was able to partially accomplish the mission (2 TPs destroyed) and survive, and even dashed out to the blue armory token to get an improved weapon (Hulk's steel glove), though I didn't kill enough aliens to unlock any more weapons. Chromiums basic tactic gives him +1 defense die in a pinch. As my reward for completing the mission, I chose to unlock Titanium to accompany me on Mission 2.

EDIT: Just saw the geekgold giveaway. I'm going to apply it to the true solo GD, since this was my first time playing it with only one agent.

It was very quick with just one character--I reckon I was finished in about a half hour. Normally, this mission takes 60-90 minutes for me with 3 agents.

With far fewer total alien activations before the mission ends at the start of Round 11, I didn't have to worry as hard about dying mid-mission. I did make good use of the medkit I brought along, and wish I had had room in my pack for some extra ammo as well, though some late-game events gave me a boost there.

I was impressed by how well the difficulty scaled for a single agent in terms of how often new aliens were teleported in. Considering it took several turns' effort to kill a single alien, it was nice that they weren't replenished too rapidly.

With a single agent, I did feel like the mission was over TOO quickly. 10 turns is not that much time, when it often takes 2-3 turns to kill a single alien. I accomplished my goals by manipulating the AI, but I wish I'd had more time to unlock improved weapons. If there had been more melee enemies or I'd been somebody other than Chromium, who essentially gets to attack twice per round, I don't know if I'd even have been able to access the teleport points in time.

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}}
123. Board Game: Galaxy Defenders [Average Rating:7.46 Overall Rank:990]
Erik Racer
United States
Urbandale
Iowa
flag msg tools
Specialized Extracurricular Execution Squad
badge
We are living our lives... Abound with so much information... Come on, let go of the remote,
Avatar
mbmbmbmbmb
I fielded three agents to take on the first mission which tasks you with destroying the alien teleporters (designated "shield", "hit", "bolt" and "alien"). Opting to keep the agents together, I headed to teleporter “shield” and quickly disable it and encounter minimal alien resistance.


At the end of the second round, three signals are generated and then all signals move up to three spaces towards the agents. All of the signals are revealed and all are aliens. It's a party. After much agonizing I elect to use Agent Mercury's satellite strike as I have three aliens in a single area. Granted, they are all green (the weakest aliens), but I can't resist such a prime target and think it unlikely I'll get so many together in a single area again. I wound the two xeno-betas and kill the spine critter. Mercury then moves in on one of the remaining xeno-betas and dispatches him with her sword.

Agent Chromium gets pummeled and is down to four hit points. On his activation he uses his med kit to heal three, then expends an ammo to area attack two blue xenos.

The missions continues on with the agents getting beaten down pretty severely with only a few hit points left each. We've only closed two teleporters (shield and alien) when the mission special event card is drawn causing the xeno-alpha to arrive. After the alpha fires, he moves forward one area and draws two other adjacent xenos into his area. Chromium uses his reaction ability and expends an ammo token to area attack the space. He kills a xeno-beta, further wounding a spine critter and dropping the alpha-xeno's shields.

Mercury, who had retreated around a hill out of sight, swings back out, uses her newly acquired basic tactic to move an additional hex, and closes teleporter “hit”. Three teleporters down. Only “bolt” remains and Mercury should be able to get to it next turn. However, she's most wounded and her stealth ability doesn't protect her from the Spine Critter.

At this point all I know is that I really want to keep Chromium and Mercury alive as they've both leveled up each acquired an improved weapons so I may elect to sacrifice my biotech if things get dicey.

I have to reshuffle the Close Encounter deck and end up immediately reactivate the alpha-xeno. The alpha fires off two shots at Chromium who manages to only take another two points of damage. Agent Chromium activates last this round and expends yet another ammo token for an area attack. He takes out the spine critter and does three points of damage to the alpha. Booyah! Despite my desire to keep Chromium alive, I advance him towards the alpha so that the alpha will only take one shot the next time it activates due to Chromium's proximity … which the alpha does since it gets activated. The alpha then backs up one area, and is now right beside teleporter “bolt”. Argh, this means Mercury can't disable the teleporter as she'd engage the xeno as soon as she moved adjacent to the teleporter.

The event forces Chromium and the Biotech to discard an ammo token, leaving Chromium without any and unable to use his most powerful weapon.

The Biotech moves up and heals Chromium for three points. However, all aliens activate next round and Chromium is now bleeding out. His movement is reduced to one hex. He moves back and manages to survive.

The Biotech revives him next round and advances on the xenos to draw their fire which he survives. I see an opportunity to disable the last teleporter so move Mercury up. She sets the final teleporter on fire but gets KO'd by the alpha, leaving her bleeding out.

My hubris eventually catches up to me. Mercury is killed and two rounds later the Biotech is killed. My goal is to keep Chromium out of harm's way until the strategy phase of the 11th round. Which I manage to do.

So, while I lost two agents, I successfully completed the mission and Chromium gained one rank and an improved assault rifle. The question is, do I continue with mission three or start over?

I'm sure I made an error here or there, but, overall, my impressions after my first play are favorable. Despite the high cost of admission, I've backed the current KS for the expansions. The Moon pledge, while pricey, does offer a pretty good deal. And, I could use the minis with some of the Two Hour Wargames (THW Game Design)'s rulesets to extend their value (see that, justification in action.
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}}
124. Board Game: Galaxy Defenders [Average Rating:7.46 Overall Rank:990]
Erik Racer
United States
Urbandale
Iowa
flag msg tools
Specialized Extracurricular Execution Squad
badge
We are living our lives... Abound with so much information... Come on, let go of the remote,
Avatar
mbmbmbmbmb
Took my victory from mission one into mission two to start my campaign. From here on out, I'll continue the campaign out to it's conclusion regardless of an individual mission outcome. If you weren't aware, the missions you play through change based on mission success as well as some events within each mission. While the branching is limited, it's still a nice feature.

I've brought all five agents into play knowing I'll need them later. Wow. After getting pasted pretty bad in the first mission, the tank character is pretty awesome. He can really shrug off the hits.

It started out looking like the mission would be a cakewalk. Very early on I had already rescued three scientists and there were only two aliens on the board. Shortly thereafter, we're surrounded by signals that resolve mostly to aliens and we're immediately knee deep in it.

At one point the marine was engaged with two aliens and had only one hit point remaining. The infiltrator rushed in to take out one of the aliens with her twin blades and the hulk teleported in with a device and engaged the other. The marine evaded (disengaged) and retreated.

It was a great "nail biter". Managed to pull everyone out alive. Mission Accomplished. While it has some similar mechanisms to Dungeons & Dragons: Castle Ravenloft Board Game, it is far more satisfying. I might have to break CR out soon just for comparison purposes.

The occasional bad roll could be discouraging, like getting eight hits on a xeno and all of them being blocked. Also, if I had lost my marine with all his improvements I'm sure my response wouldn't have been as happy. On the upside, controlling five agents wasn't an issue at all. Some later map configurations could make table space a challenge though.

Regardless, I'm very much enjoying this game.
21 
 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: Galaxy Defenders [Average Rating:7.46 Overall Rank:990]
Byron Campbell
United States
Santa Clarita
California
flag msg tools
badge
Avatar
mbmbmbmbmb
Continuing my campaign from earlier in the month...

At the end of the last post, I'd just finished Campaign Mission 1 with Chromium, the Marine, solo. Mission 1 is all about destroying teleport points that the aliens are using to enter the desert near Area 51. I ended this mission with the Partially Accomplished status, which meant I stopped the aliens, for now, but still needed to run to Area 51 to assist the scientists there. I chose Titanium, the Hulk, as my ally for the next mission.

Campaign Mission 2: The goal of this mission is to rescue the Area 51 scientists from the invading aliens. The problem is, the scientists and the aliens look identical on your radar--you need to get identify them visually. Once identified, the scientists are easy targets for the aliens (only 2 health points and the highest priority target), so you have to act fast to save them. After playing this mission, I realized that (unthematically) the best strategy is probably to stay in cover at the starting point and let the signals come to you, because there's no way for the aliens to harm the scientists until the get revealed.

Mission status: Failed. Chromium was knocked out, meaning he reverts to his stats at the start of the mission. Titanium survived (since the mission ended as soon as Chromium was killed), so he kept his Silver ranking, the "reroll ammo, jam or alien" tactic, and the Martial Artist skill, as well as the metal glove weapon from Mission 1. I choose Iridium as my next agent.



Campaign Mission 4: I was able to rescue a few scientists, but not able to save the alien technology they had been studying, so they sent me after some new tech. This mission was fun, and the first time I've gotten to play it (I usually go to Mission 3). The goal here is to kill Xeno-Betas and Xeno-Alphas, then scavenge the technology from their corpses before they are teleported off the battlefield. Essentially, you have 1 round to grab it before they disappear.

Mission status: It was close, but I Accomplished it after special event c teleported me a new toy for Chromium (plasma rifle), who also earned his alien knowledge skill at the same time. After a devastating defense roll early on, Titanium spent at least half of the mission bleeding out, and the other two agents had to share their medikits with him, but he proved his resilience. All agents survived, with Titanium at gold rank (new tactic: swap 2 blue attack dice for red); chromium at silver; and iridium at silver with heal 1 and eagle eye.



Special Mission X1: While the eggheads are studying the alien tech, the Agents are called to investigate a crashed alien ship somewhere in the rainforest. This is the Aliens vs. Predator mission, basically. The Xeno-Morphs and Xeno-Hunters have a special rule that they will treat each other like enemies, but I was never able to take advantage of this--the Agents start smack dab in the middle of them, so they always ran into me before they noticed each other. However, I was able to kill all Xeno-Hunters before the end of the mission, which counts as Partially Accomplished.

Mission Status: Partially Accomplished. Thorium (the new guy) died in combat. Titanium got to Palladium rank, turning to his elite agent side; Iridium got to Gold and gained the +2 ammo advanced tactic and GD shield; Chromium got to Gold and gained +2 hit dice advanced tactic and Eagle II.



Campaign Mission 5: There is an urgent message: GD Headquarters is under attack! This is a survival mission, essentially. I played the shorter Smart version on the official website, and it was still LONG. It is also one of a couple of missions that requires you use all 5 characters.

This mission introduces some of the hardest aliens in the game. The Xeno-Greys are already on the map at the start of the mission, in the alien spaceship. They have a really unique AI: instead of moving and attacking, they stay put and act like spawn points, teleporting more aliens in. With them alive, it was an endless onslaught of xenos. However, they're also hard to kill--they redirect damage to them and have all sorts of other nasty tricks.

My basic strategy was to spend the first few round trying to search for items (no success there, unfortunately). I then had Mercury hop on Sally, the stationary gun, and tried to wait out the invasion, but it became apparent that the Xeno-Greys needed to die...every alien I killed, the xeno grey teleported it right back onto the battlefield! So I started pushing my way toward the spaceship, and had just been there for 1 or 2 rounds when a special event moved the teleporters and the Greys into the desert! At this point, it seemed the best option was to clear out the spaceship, grab the alien armory token and try to stay out of trouble. It was actually good luck that I had made it to the spaceship, because the really tough enemies (Nexus and Xeno-Beast) never even found me up there.

Mission Status: Thorium and Iridium died. Titanium ended the mission with Platinum rank and the Charge skill. Chromium ended with palladium rank (elite agent side), and Mercury ended with Gold rank and the upgrade 1 die basic tactic, the +2 def dice adv tactic, and the Die Hard skill. New weapons researched: curved blades, raptor ii and lasergun.


(mission setup)


(the first wave)


(Iridium's death)

Special Mission X2: This is a really thematic and fun special mission using the Xeno-Hunter agent. Basically, the other Agents try to distract the enemies so that the Xeno-Hunter can make it to various waypoints on the map before the next special event resolves. If he is too slow, he gets ambushed by Xeno-Morphs. If Xeno-Hunter ever dies, the mission is over--and the other agents aren't allowed to heal him! I've tried this one twice and failed both times; I still need to decide whether I'm going to replay it again or go on to the next mission in the core campaign.

And hey! It's the last 48 hours to pledge for the Galaxy Defenders Season 2 Kickstarter! This game is pretty great already, but Season 2 looks AMAZING.

UPDATE 6/16
Campaign Mission 6: Played the "Smart" version from the website. The goal of this mission is to identify the alien spy who leaked the location of the secret base to the enemy. It's got a really unique concept, but I had barely gotten the mission set up when it was already over. Burned through many event cards due to revealing signals, but Xeno-Alpha died in the third actual round, the first battle phase after it was revealed. That was mostly due to Chromium using his Guard ability when the Xeno-Alpha was revealed next to him, then still having his combat ability, giving it 4 wounds before it could act once. Thorium finished it off in the next round.

Mission Status: Accomplished. Iridium gained Palladium rank (elite side), Chromium gained Platinum (Grenadier skill), and Thorium gained Bronze rank (+1 hit dice tactic).

Campaign Mission 8: The goal of this mission is to capture one of the alien commanders, the Xeno-Grey. First, you have to get through the Nexus guarding the entrance to the spaceship, an incredibly tough mobile defense unit. I actually destroyed the Nexus alright using a mix of EMP grenades and a Plasma Rifle, but it left Chromium inches from death. I managed to heal him up while storming the alien ship, but my Agents got separated and, after a few tactical skirmishes, both he and Mercury died. At that point, the mission got a lot tougher (most of the signal-teleporting cards are at the bottom of the event deck), and I realized that it was now a mission to at least have Thorium survive until the end so that he wouldn't lose his ranks.

Mission Status: Failed. Chromium and Mercury died, while Thorium ranked up to Gold, gaining the "reroll 2 defense dice" tactic and the GD-209 skill. I also researched 2 improved weapons, the Barrel Shotgun and the Exacto.

Campaign Mission 9: Another particularly fun mission. The Xeno-Beast is on a rampage in a nearby city, and it's up to us to take him down. I got fairly lucky with this mission--an event early on makes the Beast temporarily invulnerable to anything you can throw at it. However, by that point, I had already gotten the monster Enraged, which meant he was slowly bleeding out every round. He ended up dying due to that before I could make him vulnerable to regular damage again.

Mission Status: Accomplished. One new improved weapon, the Vulcan. Agent Iridium gained Platinum rank (new skill: Alien Knowledge), while Thorium ranked up to Palladium and got his Elite Agent upgrade.

Campaign Mission 10: This mission actually felt fairly easy--not a bad thing, necessarily! However, it also felt as though the difficulty had a lot to do with how you played the AI--when the enemy "moves away," do you have them move toward Hackbar? Questions like that. In any case, I rescued Hackbar and had him hide in the lab rooms with Mercury, who was defending the exits using the Lasergun and her temporary alien knowledge. When the Xeno-Grey appeared, I was able to keep in his grill enough that he kept moving back on his activations, never spawning bodyguards. I also used an EMP grenade to take out his shields, so he wasn't too hard to kill, actually. A satellite strike on the blue nexus missed because the Xeno-alpha moved him out of the way, but by then, the mission was almost over anyway.

Mission Status: Accomplished. Now everybody is at Platinum rank with nearly all the improved weapons researched and 3 alien weapons (got the Plasma Sword this mission, plus some less exciting improved weapons)...just in time for Judgment Day!
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}}
[1]  Prev «  3 , 4 , 5 , 6 , 7  Next »  [15] | 
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 »  [15] | 
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.