GCL Swedish Meatballs Division #205 - It's Good for Kids, What about You?
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Welcome to this week's discussion list for the Swedish Meatballs, a division of BGG's GameChat League. Only members are to add items (add your weekly games played), but civil comments from non-members are welcome.

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Nowadays - and especially in April and May - I spend more time playing kids' games than gamer's games. While I miss the depth of gamer's games when playing these, I can see that the kids love them and also how much more innovation there is in children's games than in Euros for example. So now we look at some of the mechanisms and tools often found in kids' games but rarely in our games. Why? Can you find them in Euros? Can you imagine having them in Euros?
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1. Board Game: Chutes and Ladders [Average Rating:2.79 Overall Rank:15802]
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Pure luck games

And I mean pure luck games. It's not even easy to find one that is really pure luck - most games that gamers call pure luck either have some basic strategies/tactics or are somewhat skill-based (memory, dexterity or even psychology for example). But there are real pure luck games (and most of them have age: 3+ or maybe 4+ recommendation printed on them). Why are they so much fun for kids, and why can't we gamers find any fun in them? How is it possible that many non-gamer adults can still enjoy games like these?
Do you play any pure luck or almost pure luck games?
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2. Board Game: Viva Topo! [Average Rating:6.87 Overall Rank:1655]
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Let's have a look at some mechanisms found in children's games and less likely to be found in 'serious' games.

Roll / Spin and move


I believe this mechanism could be almost as often used in games as cards or simple dice. It's a randomizer after all, and the rest of the game decides what is randomized (the whole game or only e.g. the occurence of events on an event track, moving to possible action spaces etc.). Still, I can't recall playing many games for grown-ups using this mechanism - Jamaica and Colosseum come to mind. Do you know any better examples? Or can you imagine the mechanism being used in a 'serious' game?
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3. Board Game: Memory [Average Rating:4.73 Overall Rank:15763]
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Memory

A memory element can often be found in kids' games and it is really used in varous and innovative ways. What about our games? Are these always called hidden trackable information in our games? And as memory is just a skill as any other, why is memory element often treated as something really bad in games for grown-ups?
...Do you play any games that have a strong memory element without changing the rules? Do you think some games benefit from the memory element?
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4. Board Game: Jungle Speed [Average Rating:6.55 Overall Rank:1084]
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Reaction games

Something is drawn/rolled and you must be the fastest to take action (find the right combination etc.). Yes we do play a few of these (like Set! or Dobble/Spot it!) but most of the time these are 6+ games that can be still enjoyed by adults. What about more complex games for older players? Are there games like this? If no, can you imagine a strategy/tactical game using this mechanism?
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5. Board Game: Frog Game [Average Rating:4.68 Overall Rank:14328]
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Dexterity

Dexterity elements can have various forms, it has a wide array of possibilities. I don't even want to go into detail (maybe one of Maarten's future lists is going to talk about these later), but what about using them in our games, as one of the mechanisms besides other elements (like, I know there are Chess-like abstracts using dexterity, or Safranito etc.)? Do you know some fun ones? Can you suggest trying some of these?
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6. Board Game: Der kleine Sprechdachs [Average Rating:5.31 Unranked]
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Storytelling

Kids let their imagination run wild. Older players who are still good storytellers probably play RPGs. Storytelling is fun but it has the problem that it cannot be measured objectively. Any solutions? Do you know some good games for grown-ups that do use storytelling as one of its mechanisms?
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7. Board Game: Cockroach Poker [Average Rating:6.54 Overall Rank:1179]
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Bluffing

Bluffing is used in kids' games but not in games for the smallest ones. They simply have everything written on their faces so it just does not work before about age 6. However it can be found in many age: 6+ games and it's good fun for them. The question remains: what about 'more grown-up games'?
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8. Board Game: Monopoly [Average Rating:4.39 Overall Rank:15795]
Laszlo Molnar
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And some further ideas that are not mechanisms, more like... tools often used in kids' games.

Chance cards

In games like Monopoly and many others (e.g. many roll-and-movers) chance cards provide variety and randomization. I think these remain actively used in games for grown-ups in the form of event cards. Do you know any games that use it in a way that you like? I think they can be used in a rather controlled way so that they provide variety and randomization but still not make games (a lot) more luck-dependent, see some Knizias for example.
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9. Board Game: Im großen Zauberwald [Average Rating:5.47 Unranked]
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3D boards

3D boards are fun and once again they make designers' creativity run wild in case of kids' games (see, for example, the images for this game entry). What about games for adults?
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10. Board Game: Whoowasit? [Average Rating:6.83 Overall Rank:2243]
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Electronic devices

Yes, there are more and more games that use smartphones (I don't really like this trend as nothing guarantees the apps are going to work in ten years, unlike the cardboard components.
Games with electronic devices have a somewhat longer lifetime as you only need compatible batteries for them to work. These can be electronic timers or, like in case of a few Ravensburger Knizias including this Kinderspiel des Jahres-winning one, more or less intelligent devices (that are sadly now being replaced by smartapps in new editions like King Arthur or Stadt im Himmel). Any good possibilities/experience/thoughts?
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11. Board Game: Nacht der Magier [Average Rating:6.67 Overall Rank:1918]
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Playing in the dark

In some games one player is blindfolded but it's even more exciting to play in the dark, maybe using glow in the dark pieces. Could it be used in a strategy game in any way?
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12. Board Game: RattleSnake [Average Rating:5.89 Overall Rank:4149]
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Magnets

The magic of magnets is used creatively in many kids' games. In Linus, der kleine Magier and Maskenball der Käfer seemingly identical pieces are differentiated by hidden magnets. In Magician's Kitchen and The The Magic Labyrinth they are used to reveal hidden obstacles; in The Enchanted Tower hidden keys. In Pyramid of Pengqueen they are used on a two-sided board. In RattleSnake they provide a dexterity element.

Have you seen creative uses of magnets in games for grown-ups? I can't recall any. Could they be used creatively?
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13. Board Game: Cheating Moth [Average Rating:6.49 Overall Rank:1927]
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Other gimmicks
And there are various other ideas that you can find in kids' games. Just to list a few:

Zoowaboo - guessing what fits in a frame and filling the frame creatively
Die verzauberten Rumpelriesen - looking for stuff with a stick under leaves
Razzo Raketo - hide and seek
Wolkenbilder, Creationary - creating images out of shapes
Mogel Motte - cheating
Monte Rolla - gravity in a roll and move
Mare Polare, Burg der 1000 Spiegel - mirror
Pop-up Pirate! and The Enchanted Tower - insert keys in a device to find the one good hole (so something jumps out in the middle)

Do you know others? Do you think any of these could work fine in a game for grown-ups?
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14. Board Game: Tzolk'in: The Mayan Calendar [Average Rating:7.93 Overall Rank:37]
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Vice versa:
Are there any gimmicks or mechanism ideas in our games that you think could be fun and used in kids' games as well?
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15. Board Game: Roll for the Galaxy [Average Rating:7.77 Overall Rank:60]
Laszlo Molnar
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Ironically, it might have been the only week this month when I played anything else than kids' games so I tried to play and learn a lot (in two consecutive weekday evenings).

Tuesday:

 6.7   Orcs Orcs Orcs
This is a competitive tower defense game that reminds many of Castle Panic, a cooperative tower defense game that I have not played so I can't comment on their similarities or differences. It's not a bad game. But...
It seems every now and then professional publishing houses go completely wrong with the functional design/look of their games. Just as Ravensburger had Orongo, now Queen Games goes even worse with Orcs Orcs Orcs. The game uses four colors for making difference between different stuff, and that's red, yellow, green and blue. Players have these four colors. Cards have these four colors. The 6 types of orcs have 3 of these colors. Too bad these have nothing to do with each other - why could they not find 7 more colors to avoid confusion?
And then there are the icons and small images on player aids and tokens - they are confusing, inconsistent and indiscernible. Too bad, because otherwise the game would be harmless and okay fun.
 7.1   Mangrovia
Matrix-like majority Euro with a family-friendly look and an interesting action selection mechanism with some further ideas for a variety of scoring possibilities. It is not groundbreaking but well-assembled and not too long; an almost family-friendly Euro I would never say no to.
 8   Five Tribes
After two quite good results I was somehow very unfocused during this game. I got stuff that needed djinns to shine but when I wanted to get further white meeple I found one player had already collected most of them. We played 4-player and once again it lasted less than an hour; I had my lowest score ever (barely reaching 100 points).

Wednesday:


 6.8   Okiya
One short play for warming up. I won, but I started thinking maybe when more experienced games play, probably lots of plays end in tie. Well, until then it's fun.
 7.7   Roll for the Galaxy x2
Okay, so I played Race for the Galaxy long, long time ago and back then I did not like the experience (especially compared to San Juan) so ever since I did not feel like giving it another try. But as I like dice games I wanted to give this one a try.
And... I liked it! I'm not even sure about all the details of the original rules, but I did like some of the differences I noticed. First, the dice part - I think it's clever, allowing quite a bit of freedom but still randomizing your actual 'hand' you can do things with. I also liked that seemingly the tiles had fewer different actions than the cards did, and what these tiles offered were clearly written on the tiles so I did not have to refer to the rulebook all the time. Also I think it was a wise thing to change the order of the actions (first produce, then ship) as otherwise this game would have lasted longer than necessary.
So, all in all, I liked this one, I had two completely different plays of it with completely different strategies (of course partly dictated by the dice and tiles) and I'd like to play it more. I like this one and probably because of the dice I like it more than I liked San Juan. (I guess I'd even buy it if it were released in Hungarian, although the price is very high.)
 8.3   7 Wonders
 7.5   7 Wonders: Leaders
 8   7 Wonders: Cities
I played 7 wonders quite a bit when it was released and I like it quite a bit. I even bought the first expansion a few years ago and it was left untouched, so I did not buy the second expansion when it was released. So this was the time I could give them a try and they are fine. They are fine, even though not really necessary - they mostly provide further variety to the game. And I think Cities is the better one, as in case of Leaders you have to choose your cards before the game while you choose your Cities cards during game. I think the latter has more interesting actions as well. (I came ended up second while the experienced Eurogamer owner of the game who had more than 100 plays of it was third).

edit: Sunday, at home with my wife:


 7.4   Targi A 2-player, special (spatial) worker placement with 3-3 workers and tableau building in the same box size as Agricola: All Creatures Big and Small, it's another good one (that I wanted to try for long). The spatial aspect of the worker placement is really special with extra actions/goods taken for the markers that are automatically placed in the intersections of the rows and colums defined by your workers placed. I was a bit hoping for an even greater experience, but I can say I like it after one play. And my wife likes it too, even though first she found it to be another game that is way more complex than what she likes. In the end she won, partly because she has greater spatial skills than I do.


Playing with the kids:


 7.5   My First Carcassonne An age: 4+ game my son still opens rather often.
 6.5   Coloretto Amazonas The Coloretto game that I would probably never play with adults but it's fine with kids.
 8   Whoowasit? Now we won by 5 o'clock.
 6.4   Fast Lane One very fast play in about 3 minutes.
 7.5   The Enchanted Tower x3 Half a year ago the bottom of the princess figure was broken so the game could not be played anymore. I contacted Drei Magier for a replacement piece and after my second mail they sent it to me, with a ne, enforced bottom design. Noe we played it three times.
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16. Board Game: Arboretum [Average Rating:7.35 Overall Rank:354]
Martin G
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Bristol
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Tuesday: games night at Joe's

I'd been hearing lots of geekbuddy buzz about Arboretum (including the word 'Knizian' being thrown around) so I was pleased Joe had picked it up. It's good! Imagine Lost Cities but with the expeditions interlocking with each other on a 2-dimensional grid rather than confined to their own lines. It's also mean. You only score the paths you've built in your grid if you have the most of that suit left in your hand at the end of the game. The decision of what to discard each turn is exquisitely tough.

And then a real Knizia: Wildlife Safari (aka Loco aka Thor aka Quandary aka Flinke Pinke aka Botswana). I've played this a few times before and I always end up feeling like there's not quite enough to it, but it is an impressive example of Knizia creating something from almost nothing.

As I said on last week's list, RattleSnake has extremely cool magnets, but that's not quite enough to make it much fun for me.

Basari: Das Kartenspiel really does make the other versions redundant for me.

And Take it Easy! continues to be more enjoyable than I ever imagined a true multiplayer solitaire could be.
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17. Board Game: Election [Average Rating:6.84 Overall Rank:6319]
Paul Lister
United Kingdom
London
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I think modern elections make a great theme for games. And if i could commission a game it would be about the UK election - maybe a 2 player CDG between the 2 biggest parties abstracted into card play? Or even better a multiplayer game with asymmetric goals (because of our first past the post system the winning condition for the Greens might be to get 2 seats in parliament, for Labour it would 326 or a coalition...).

So wishing for this game instead I purchased Election X from ebay - some geek buddies said it was not terrible. And as a curio from another age (1972) it was interesting to play. Area majority, with moving your 'leader' around the 10 regions to gain votes from different voter types. Each party has a limited number of voters and they are all a different mix (e.g Labour had lots of Industrial Workers, but few professionals and the North East had lots of Industrial Workers, but few retired voters.... etc etc).

What dates (and spoils) the game for a modern audience are the take that cards that everyone has lots of and just take bits off the board making for a tedious tit for tat. If the game could be reupholstered with a new card deck it would improve the experience.

Much more enjoyable is the much maligned Election USA by Martin Wallace. Its an area control bidding game with 2 currencies and a debt to El Grande. I played this 3 times last week.

Other plays - 2 x QuarterMaster General. One enjoyable because of the good natured arguements between the allies and the other because the Axis pulled of an amazing victory from being 15 points and one capital in turn 8 down to winning by 30 on run 19.

Other plays

Mexica
Beasty Bar
Polterfass
Donburiko
Navegador
Red7
Hanabi
7th Hero
TTR 10th Anniversary Edition
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18. Board Game: Skull [Average Rating:7.14 Overall Rank:429]
George Leach
United Kingdom
Godalming
Surrey
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 8   Blokus Duo
 8   Twixt
 4   Morelli
 9   Mini Shogi
 9   Connect6
 6   Concordia
 9   Catchup x3
 8   Amazons
 8   Skull x4
 9   Slither
 9   Hanabi x2
 6   Lines of Action
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19. Board Game: The Palaces of Carrara [Average Rating:7.24 Overall Rank:556]
chearns
Canada
Montréal
Québec
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As always, games are ordered in most fun to least. However, I will say that being in exam mode means I don't get out of the house much, so all but one of my plays were online with strangers.

The Palaces of Carrara, with seven plays this week, has hit its ten game threshold which moves it into my permanent collection (and is no longer eligible to be played with strangers online). My blind spot in this game is long games. I think I won all of my short games, but I also misjudged some cards that called for a long game and got blown out.

My one home game was Ricochet Robots. Had a good time playing against my father.

Four games each of 6 nimmt! and Can't Stop.
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20. Board Game: Sentinels of the Multiverse [Average Rating:7.30 Overall Rank:277] [Average Rating:7.30 Unranked]
Seth Brown
United States
North Adams
Massachusetts
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SATURDAY:

Dutch Blitz remains a popular filler at my Saturday group.

Sentinels of the Multiverse remains popular in spite of my misgivings. But I've told them I'm willing to play it until I've tried each character once.

Fairy Tale has been played enough that we play with the expansion now, which really adds a lot to the game, since most cards in it only score conditionally. Also, I generally love when games include an expansion in the base game.


SUNDAY:

Phoenicia was brought by me, in hopes of softening up this group to learn Zavandor. It was new to everyone but me, and took longer than I expected. Should probably get it to the table there again before moving up to Zavandor.

Letters from Whitechapel was new to me. I did not like it at all, since it struck me as more guessing/bluffing than deduction, and any possible deduction required too much memory for me to parse. Hoping not to play it again.

Airships returned, and I continue to find the game oddly enjoyable -- odd because generally I hate games that boil down to "I always roll higher dice, so I win", but Airships somehow makes it fun.

MONDAY:

Mage Knight with Debbie. Having recently traded for my own copy, I need to return the copy we were borrowing. Meanwhilst, I still find this game engrossing.
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21. Board Game: Power Grid: France/Italy [Average Rating:7.94 Unranked] [Average Rating:7.94 Unranked]
Brad N
United States
Madison
Wisconsin
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_9_ Power Grid (Italy) - 4 Players
_9_ Ra - 4 Players
_9_ Pandemic - 2 Players
_8_ Ticket to Ride: Europe - 3 Players
_8_ Dominion - 3 Players; 2 Players
_7_ Agricola: All Creatures Big and Small - 4 Players
_7_ Egizia - 3 Players
_7_ Port Royal - 3 Players
_6_ Pairs - 3 Players
_6_ Pickomino - 3 Players

With the kids...
_7_ Rory's Story Cubes: Clues - 3 Players (x3); 2 Players
_7_ Loopin' Louie - 4 Players (x3)
_7_ Hey, That's My Fish! - 2 Players
_7_ Cardline: Animals - 3 Players; 2 Players


(1) Power Grid: Italy - The only map I own which I hadn't played yet. Coal and oil were definitely less available in Italy. It was a good round.

(2) Rory's Story Cubes: Clues - We always have fun with this game and picked up the Clues dice. A few extra dice are nice. I played this with one of my daughters and my niece and almost couldn't get them to stop so they could eat dinner. I also bought a nice, used copy and gave it to another family member at the same party. It's a good, creative exercise for families... though, not really a "game."

(3) Loopin' Louie - I shouldn't be, but I'm still a bit surprised at how much attention this game garners from EVERYONE. Once again, at a family party, we had several single digit year old kids with people in their 30s, 40s, 60s and 70s all playing this game together with much cheering and yelling. It's good for a party!
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22. Board Game: Roll for the Galaxy [Average Rating:7.77 Overall Rank:60]
EXTRA AVOCADO! Sonderegger
United States
Folsom
CA
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Well.
Roll for the Galaxy 2p x1, 5p ww x3, 4p x1
Roll for the galaxy, you saucy minx. Megan likes it more than race, but it has, admittedly simultaneously revamped her interest in race. However, the bits she and I both love:

1. You roll a bunch of die. This is a bonus. Also, for those of you that care, they are a priori dice. We might make felt liners though, because there is a whole lotta CHUKACHUKACHUKACHUKACHUKA goin' on.

2. The start tiles/worlds are genius. No more getting screwed right out of the gate just because you don't happen to pull a magical synergy- this game has them, ready to go. It's wonderfully implemented, and lets you get to the meat right away. Other euros, take note.

3. Megan and I have dubbed this not role selection, but anti-worker placement. That is, instead of hoping that an action selection will remain available to you or denying other people the same action selections, in this game, you're hoping that someone chooses an action, allowing you to benefit. Indeed, while certainly present in race, and especially present in the 2p advanced version, because of build stacks, and the way the dice work, this mechanic is polished and thrust more immediately into the forefront in roll. In race, you start doing that after you get a handle on card synergies and iconography, in roll, halfway through the first game. I feel like it gets more interactive, faster. And that's a good thing.

Played it with so many people, even with mother in law on mother's day... per her request! And we both scored in the 40's (My galaxy-spanning blue 99c stores gave me a slight edge, 45-43). What a hit.

Patchwork 2p ww x1
Awesome. Megan went cheap and big space, I went super buttons. I ended up losing, but we both had pretty huge scores, over the 20's. It was interesting, and I can't wait to do it again. It's such a quick game full of neat decisions. The only thing that makes me slightly angry is that you can clearly calculate points-per-tile, regarding covered spaces and buttons scored over time, which makes it a curious sort of game. It feels like it sort of negates the spatial aspect somewhat. I don't know how I feel about that.



Battle Line 2p ww x1
In the fastest game in history, Megan took the left three flags, despite me having two 10,9,8 flushes. What a wonderful game.

Coconuts 4p x1
I love coconuts, I don't know what to say about it. Megan's a little over it, but flinging poos is always fun. Why no ww? Well who do you think took the pictures?



Sticheln 3p ww x1
I don't like it with 3p. There's not as much uncertainty. With 4, there's a general sense of tension and foreboding, with three, it's far easier to unintentionally card count.

Snake Oil 5p ww x1
It wasn't bad, had incredible amounts of fun. Megan was not a fan of the game, but the experience was fun. That is to say, if she played it with the group that we played it with, she would play it again gladly, but otherwise would choose to play something else. And yes. Play has now reached semantic satiation.

Witch's Brew 5p ww x1
Ok. I take back anything I ever said about the first round being random. This game has levels upon levels, despite being so accessible and light. Unfortunately, I think Megan and I are now on a higher level, skill wise, that makes our victory against new players almost inevitable. I enjoy skill based games more than anything, but we use it as a gateway so often, it's weird that we've become sharks at it, somewhat.

Ghost Stories (with black secret) 2p ww x1, 5p ww x1

I really like it. It adds a bunch of different types of tension to the basic game, and really kicks up the choices, removing a lot of, what were previously, obvious moves. It's still a game of diminishing options, but it's pretty great. The crowd we played with didn't seem that into it, at one point a fellow pulled out a phone and was on it, a death knell- however, it has regenerated our interest in 2p ghost stories. Also Megan dressed up for the occasion, making a wonderful Wu-Feng.



Hat Trick 5p ww x1
With 5p it turns into "who's going for the odd suit". I'm glad I got to try it... I didn't like it that much at all.

Nottingham 5p ww x1

I've said it before, I'll say it again. When Uwe makes a small box game, I sit up and pay attention. Now this is a great little set collection game. It's really well done, and full of interesting choices. It may disguise itself as a simple take-that, but it's got a lot more meat on its bones than you might suppose- and a memory component that I quite enjoy.

Hanging Gardens 4p ww x1
Now this is a game about spatial reasoning and the tension inherent. i don't know if I enjoy the turn order mechanism, as it can really suck to go last, but other than that, it's rather finely tuned. Would definitely play again, and my little brain is wondering if there isn't a way to rebalance the whole turn order thing.

Ebbes 3p ww x1
Turns out Megan likes the basic game rather than the advanced. Well that's just fine. As long as I get to play it at all, I'll enjoy it. I wish she liked the advanced drafting, but any port in a storm, eh?

Blue Moon City 3p ww x1
Thematically wonderful- rebuilding a city you blew up in the first game- it still remains a joy to play every time. I managed to take a win off of Megan because, whilst she was fully crystal'd with 4 Obelisk offerings on the board, she didn't have a movement card, and so by proximity, I took it one turn ahead of her.
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23. Board Game: Shogi [Average Rating:7.31 Overall Rank:1082]
David P
Canada
Vancouver
BC
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 7   Shogi x2
 7   Claustrophobia x2
 8   Blue Moon x5

Just the one evening of gaming with Marc to report this week. It was Friday, I was tired, and it probably showed in my disposition last Friday. It's been a tough few weeks at work. To wit, I'm posting this after a 16 hour day because it might be the most free time I have until this Friday night.

Marc and I played a couple matches of Shogi. He won both. I had not played the full game before, but I liked it a lot. It's easily my favourite in the Chess family of games. The ability to bring back pieces makes the game a lot more dynamic than its siblings. I'm looking forward to playing again.

We also played a couple games of Claustrophobia. I was the good guys both times. We split those games.

After that, we played a few matches of Blue Moon. I lost the majority of those too. I was Vulca to Marc's Mimix in the first series of matches. It was close. Then I played as Mimix to Marc's Pillar. He just dominated those matches. Though I was well behind by this time, in the last game I just couldn't catch a break on the draw.
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24. Board Game: Dominion: Adventures [Average Rating:8.21 Unranked] [Average Rating:8.21 Unranked]
Lori
United States
Durham
North Carolina
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P.I. with the Monday group. This is only the second time I've played this with 5 people, the first being when it was still in prototype form. I think I like it better with 4.

Dominion: Adventures x16. I had a couple friends over last weekend for an Adventure-a-thon. We played through the recommended sets, though we only got as far as Prosperity, and have made another date to continue this project.

This was my first time playing with the Traveller cards. This is the new card type where you start with one low-priced card and then can exchange it for a different card when you've played it, and gradually trade up through a series of five cards. Of course this takes a while, so you want to start early. As I also realized too late, you might want to buy multiple Pages, because not all of them will survive. When you do get to Champion, though, this final card in the Page series is a Duration card, and once put into play it protects against all attacks and gives unlimited actions.

This sort of thing changes the game in an interesting way. Normally you'd be looking at the initial Kingdom cards at the start and thinking about things like What attack cards are there in this setup, if any? What defense cards? Is it worth buying these attacks? Should I try to defend against them? How will it affect play, and my decisions, if others go for these attacks? Are there Villages or something else that gives extra actions? How many of the cards are terminal actions? Which ones am I interested in having, and how many terminal actions do I dare buy?

But usually the situation is stable. The players may affect each other--like if an opponent buys a Witch, you might want one too so that you don't end up with the whole Curse stack--but the game environment won't change beyond those ten options that everyone has. Now, though, it may. The value of a terminal action changes dramatically when every action gives you a further action. And the value of an attack changes dramatically when some of your opponents are immune to all attack.

Now you have to sort of plan for two game states: the starting state, and the different game it will be once the Champions take the field. And if you're going to buy Attacks and use them for a while, that probably makes you more interested in what trashing capabilities are present.
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25. Board Game: Nothing Personal [Average Rating:7.14 Overall Rank:802]
Justus
United States
Las Vegas
Nevada
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more of nothing...its looking to be a very dry month...though I do want to try The Game since it got an SDJ nominee, but I can't envision how it can hold a candle to Hanabi.
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