GCL Amoeba 221 - Fresh Fish...:)
Garry Rice
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Perkasie
Pennsylvania
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GameChat League - Amoeba Division 221

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Welcome to this week's Amoeba discussion list. If you have found us through a subscription and are wondering where you are, see the links above. Non-trolling comments from non-members are welcome and encouraged, but please leave adding items to the members.

Larry (larryjrice)
Jeroen Doumen (jmdsplotter)
Eric Brosius (Eric Brosius)
Jevon (cadavaca)
Joshua(Joshuaaaaaa)
Mikko (msaari)
Doug Faust (phrim)
Toms (painkiller)
Carlos (sprocket314)
Garry (garry_rice)

I assume being gamers all that we all enjoy coming home and discovering that a new game (or games) has arrived...so what comes next?
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1. Board Game: Fresh Fish [Average Rating:6.90 Overall Rank:2610]
Garry Rice
United States
Perkasie
Pennsylvania
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You've just walked in the door and the first thing you spy is a box from the online order you placed a week or two...or maybe even months ago! Do you (a) Go on about your normal routine and when everything has slowed down for the evening, open the box in a leisurely manner just appreciating the new game smell and admiring the parts, etc... Or do you (b), immediately stop everything and tear into the box(es) and start punching away Or (c) something in between...
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2. Board Game: Quick Count [Average Rating:5.50 Unranked]
Garry Rice
United States
Perkasie
Pennsylvania
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Once you have opened the game, what is the first thing you do? Do you inventory the contents? Or do you start punching away like a fiend? Or do you start sorting parts and putting them into baggies or plastic containers? Start reading through the rules? Or do you just take a deep breath and inhale the new game smell?
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3. Board Game: Container [Average Rating:7.12 Overall Rank:585]
Garry Rice
United States
Perkasie
Pennsylvania
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Do you keep the insert? Or just chuck it since they're rarely useful anyway...
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4. Board Game: Baggit [Average Rating:6.62 Unranked]
Garry Rice
United States
Perkasie
Pennsylvania
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How do you organize the chits, meeples, tiles, etc? Do you just throw everything in a big bag (or just back into the box) and make setup longer (but cleanup really easy!)? Do you separate each player's set of pieces and/or starting components into separate baggies? Do you use baggies or do you prefer plastic containers? Do you label the baggies?
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5. Board Game: Cover Up [Average Rating:6.02 Overall Rank:9601]
Garry Rice
United States
Perkasie
Pennsylvania
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Do you sleeve any cards? If so, how do you decide which cards to sleeve and which to leave un-sleeved - or do you just sleeve everything?
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6. Board Game: Storage Wars: The Game [Average Rating:5.95 Overall Rank:9148]
Garry Rice
United States
Perkasie
Pennsylvania
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Sigh...you've finished punching/organizing/looking at your game and it's time to put it away for now. Does it go on the shelf in a vertical or a horizontal orientation?
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7. Board Game: The Manhattan Project: Chain Reaction [Average Rating:6.61 Overall Rank:1830]
Garry Rice
United States
Perkasie
Pennsylvania
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NEW TO ME:
 N/A   The Manhattan Project: Chain Reaction x2
 7   Penny Press

REPEAT PLAYS:
 8   Kingdom Builder
 8   Roll for the Galaxy

Printed out the prototype for The Manhattan Project: Chain Reaction a couple of weeks ago and finally had a chance to try it out with my game group. It really does a solid job of condensing the feel of the boardgame into a rather quick 30 minute card game. The feeling of a race is ever present, and I always enjoy card games that allow cards to be used in multiple ways. It does have cards that allow for take that aspects to the game as well, and they can be painful, but it's generally in the interest of a player to use those cards to draw additional cards instead of forcing another player to discard cards. Our group enjoyed it that most of them immediately wanted to play it again, and at least one of them would have liked to have played it a third time...

Penny Press was a game I found that I enjoyed more than I expected to, and wouldn't hesitate to play again, although I don't need to own it. It combines aspects of area majority, worker placement, set collection, and a bit of a spatial aspect in laying out your newspaper. It to is a race game as the game ends once someone has published for the third time, and I'm not convinced you can win without having at least 3 decent papers published (players get one last chance to play a worker (or to go to press immediately) after a player publishes their third paper and then they have to publish as well). Timing is very interesting in this one, and I think you need to focus on 2 categories of articles so you can try to get the end game bonus, which is substantial. I doubt you can win without winning at least one bonus and possibly two.

It was also fun to get in repeat plays of the other two games...it's been a long time since I played Kingdom Builder and it was fun to give it another go (just the base game). I also enjoyed being able to give Roll another play...I really enjoy it. Eked out a victory on the tiebreaker in this one.
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8. Board Game: The Voyages of Marco Polo [Average Rating:7.97 Overall Rank:40]
Larry Rice
United States
Irvine
California
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New to Me:]

d10-8 The Voyages of Marco Polo x3
d10-7 Star Wars: Armada
d10-4 Good Cop Bad Cop

Return Visits:

d10-7 Battle Line x3
d10-7 Attika
d10-7 Dead of Winter: A Crossroads Game
d10-0 Race for the Galaxy
d10-6 Rolling Japan

Musings:

One of my gaming friends asked me if I was going to get The Voyages of Marco Polo a while back and I was rather non-committal in my reply (this was after he had purchased Elysium and other games from a game store overseas). However, the hoopla coming out from the Gathering about this one made me curious along with the fact that I really enjoy games where actions are dependent upon dice. This one isn't very innovative but it is quite fun, challenging, and plays in a reasonable time frame for a game that requires a fair bit of wresting through long term plans versus short term gain, etc. Money can be hard to come by and using the same space as someone else has to be carefully considered as one considers the long term effects of not having money available early the next round, etc. The characters feel like game breakers...and one is always thinking everyone else's character is super broken (they are but generally are equally broken... ). Played well with 2 and 4 thus far.

One of my good friends left the area last week so we played a couple of his favorite games. I smoked him in Battle Line but he finally had the satisfaction of defeating me in Race for the Galaxy.

Good Cop Bad Cop is just another social role deduction game. I had fun but that was based on the group of people. I was the bad guy and kept everyone on their toes since I figured I might as well grab a gun and start shooting. Kept people confused a bit since I killed two of my own gang members but I just told them they were getting uppity and needed to be removed. Us bad guys won.

Attika was fun to revisit after a long time away. A friend had a copy and suggested the game. I got all my pieces built well before everyone else.

Star Wars: Armada is interesting but I'd say it isn't worth your while unless you plan to dive into the whole shebang. The base set barely has game (only one real scenario). Can't decide if I want to go into this one or not.
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9. Board Game: India Rails [Average Rating:7.05 Overall Rank:2238] [Average Rating:7.05 Unranked]
Doug Faust
United States
Malverne
New York
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I'm at John Kerr's "Beach Week" gaming retreat in North Carolina this week. I'll recap the first weekend here and the rest of it in next week's post.

_8_ The Capitals - This was with me, Anni, Jeff, and Tucker. Jeff had played before, I had played a partial game, and Anni and Tucker were new. We used the prosperity tiles variant in this game--mine seemed to steer me to the yellow industrial tiles, so I focused on that. In short order I found a combo that gave me both a population and an employment with one activation, so I focused on pushing up the employment track. I pretty much ignored culture--I didn't have my car for the entire game--and I didn't sweat getting money, just not worrying about turn order and taking the point penalty when necessary. Pushing the employment track pushed me into positive points way before any of the others though, and I was able to make some pretty good hay with the properity tiles as well. I have to admit I misplayed to my advantage a couple of times because I didn't understand how activation worked at first. I was well ahead when we counted up the points.

_9_ Navegador - This was with me, Anni, Jeff, Tucker, and Ben; everyone had played before. I went last, which is my favorite position. After grabbing a worker on my first turn, I used Henry to swoop in a grab two sugar colonies. Through some good luck, I continued to maneuver myself into taking two colonies at a time twice more with my initial two ships. I got myself into the Church business too, saving up workers and taking the first church. All in all, I put myself in a pretty good position. Anni was also doing colonies, Ben was doing a mixed strategy but did a really good job of taking priviledges, Jeff was trying to get by without colonies or factories, and Tucker really had the majority of the factories to himself. Money wasn't an issue for me, but everyone was really dependent on Tucker to reset the prices. My foray into churches only got me so far, as I could only get three before they ran out. I found myself really needing priviledges at the end of phase 2, so I ended up crossing the phase 3 line myself just so I could get more. The game didn't last too much longer after that though, as the buildings ran out in a hurry. Ben ended up with more priviledges than anyone, and won pretty handily because of it. I finished in second, but I was quite a bit behind Ben, and Tucker and Anni were only two points behind me.

_8_ Bruxelles 1893 - Same group here, only Anni and I had played before. I basically spent the entire first turn taking moustache cards--I was able to get the guy who gives me a worker back, the guy who increases my ability to use moustache cards, and the guy who increases my architect track. I thought this was a really good plan--unfortunately, everyone was a lot more aggressive on building buildings than I thought they'd be. Tucker and Anni really did a good job taking all of the building spots that I thought would be good for me, with Tucker really benefitting for the points-for-buildings bonus action. I was still able to get buildings out, but they weren't in the good spots, and I had to rely on a lot of white cubes just to keep pace. Ben, on the other hand, was doing something completely different--he focused his buildings on the art spaces, and got a whole bunch of points whenever someone took the "sell art" action. He also managed to bump his shield all the way up to 4, and was just raking up the in-game points. I quickly found myself in last place, and I had to keep feeding points to Tucker to get my buildings built. I did manage to get 5 buildings out, and had my multiplier at 10, so I scored okay in the end. However, Ben had built up a seemingly insurmountable lead, though Tucker managed to give him a run for his money by maxing out his buildings. Ben managed to hold on for the lead, though.

_8_ Silverton - This was with me, Anni, Jeff, and Rick; we had all played before. We decided to play the "short game" to $6,000, but this was a little ridiculous. I picked up the Elizabethtown gold mine on my first turn, and then proceeded to roll 11 or 12 on it on every single turn until I connected it in round 5. When I finally did get it connected, I was able to sell 15 gold at once. It did deplete the very next turn, but luckily for me, I had picked up the Georgetown gold mine which picked up the slack, getting the maximum gold on all of its rolls too. I think I ended the game in round 6, accumulating over $8,000. Jeff actually had some decent money too with just over $5,000, but everyone else was left in the dust.

_7_ La Isla - Same group here, everyone had played before. My starting animal was frogs, but I simply couldn't find any cards to boost the value of frogs early on. All of the other animals got early bumps, and I think because frogs were so far behind, no one else was really interested in frogs. I did get a few more frogs myself hoping that the value would go up later, but that didn't really pan out. On the other hand, I did really well with the in-game scoring, mostly through a variety of special card actions, staying neck-and-neck with Rick for the entire game. When we did the final scoring, I did manage to get a full set, but my collection of animals were worth the least by a fair amount. Rick won pretty easily.

_6_ Stephenson's Rocket (new!) - This was with me, Anni, Jeff, and Tucker; only Tucker had played before. I spent the early parts of the game picking up goods chips, and putting down stations, trying to get the railroads to connect to them, but mostly being foiled by other players when I didn't really want to spend too many shares to get my way. As the game went on, Anni and I managed to jointly control a pretty big line with two stations apiece, and milked that for some points. Tucker joined his line with his two stations on it, so for a short while, we were all sharing. However, soon after another station with an additional station of mine and Anni's merged into the line. Meanwhile, Tucker and Jeff were doing a good job squeezing money out of some train lines in the north. Eventually the game ended, and though I'm still not sure I had a very good grasp of what was going on, I ended up beating Tucker by a small margin.

_7_ India Rails - Same group here. I really hated my initial draw--I only had one mid-sized delivery that I could realistically complete, and doing that didn't really help me with the deliveries on any of my other cards. So, I did the unorthodox thing and used my first planning turn to flush cards. The resultant card draw wasn't amazing, but I thought it was at least workable. Meanwhile, Anni, Jeff, and Tucker all used their initial planning turns to draw from Delhi to Calcutta, meaning the Ganges river valley got super crowded right away. Anyway, the game proceeded, and no one really jumped out ahead. Toward the later stages of the game, disasters started happening that hit everyone but Anni pretty hard. It was really pretty funny--after making a delivery to Chittagong, I ended up with two cards that were pretty much dead, and one that was doable but I wasn't sure was worth it, so I flushed. Disaster struck, and the Ganges flooded out, right as my train was sitting in the middle of the delta. When the waters stopped, I found myself on a little piece of track one length long. Wow. On the next turn, I couldn't move because I was stuck on my little one-length track, and I couldn't build because the card was still in effect. On the next turn, I still couldn't move, but I was finally allowed to re-build my track. It wasn't until the third turn afterward that I could actually move my train. I did manage some pretty nice deliveries with that new set of cards, but that still put me a little short of the goal when Anni ended it for the win.
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10. Board Game: Istanbul [Average Rating:7.63 Overall Rank:91]
Mikko Saari
Finland
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1 x _9_Kingdom Builder
1 x _8_Istanbul (new!)
1 x _8_Coconuts
1 x _8_Ribbit
1 x _8_Patchwork
1 x _7_Union Pacific
1 x _7_Ghost Blitz
3 x _7_The Enchanted Tower
1 x _7_Saint Malo
1 x _7_Colt Express
4 x _7_Blueprints
1 x _7_Notre Dame (new!)
1 x _7_Pandemic (new!)
1 x _6_Co-Mix (new!)
1 x _4_Origo (new!)

No game night last week, but last weekend was Ropecon, the biggest con in Finland. It's usually in July, but this year was an exception: the conference center it's held in (since 1998) goes under renovations in the summer, and this was the last Ropecon held there. Next year, there's a new location.

It was quite the trip. I went with my son, meaning to pick up my brother and his girlfriend. Well, that was the plan. My car, however, broke down... Well, in the end it turned out fine: we were towed to Hämeenlinna where my brother lives, they picked us up and we got to Ropecon only two hours late.

The games were good. The highlight of the weekend was Istanbul, no doubt about it. I'm most likely buying a copy, it's that good. Well worth the Kennerspiel des Jahres.

Another highlight was Notre Dame, even though I gave it just a 7. Likely 8, and another game I'd actually like to own. I'm kicking myself a bit for not playing this earlier. Many of my friends rate this as a 10 or 9, and I can see why.

I had never tried Pandemic (I've played Forbidden Island and Forbidden Desert; don't really care for them). For certain reasons, I got a copy, so I had to try it. It looked so good: we were already rejoicing that on the next round, we'll cure all the diseases. Then I checked the player deck: it only had three cards, when we would've needed four. Oh bugger.

Co-Mix is quite good for what it does, but what it does isn't really my cup of tea. You get 12 double-sided cards with comic book panels, then have to create a story of six or nine panels out of them. The title of the story is the same for all players. There's a time limit, and a rather clever scoring where you get more points for agreeing with other players than by telling a good story. The scoring is quite clever, and at least somewhat fixes the problems these kinds of games often have.

Origo was pretty awful: ugly and too complicated for such a simple game. I was surprised that it's a Kramer game, but then again, Parker isn't such a great publishing house, so I suppose the development is to blame.

Union Pacific was a fun blast from the past. I traded it in the math trade, because I thought my son might like it. He did. If only the graphic design wasn't so atrocious.

Oh, and the absolute highlight of the weekend?

Ropecon wrote:
The Golden Dragon is an achievement award presented by Ropecon to an accomplished individual or professional body. The award is given annually for dedication, significant achievements and long-term work in the field of roleplaying games. The receiver of the award is chosen from people working in subjects pertaining to the scene, journalists, game publishers and other movers and shakers.


I got the Golden Dragon this year! The description above only talks about roleplaying games, but it's also about other forms of (non-video) gaming; couple of years ago the award was given to the founders of Lautapelit.fi, for example.

I got the award for running the Lautapeliopas.fi board game web site for the past 15 years and for translating lots of board games in Finnish. This was really quite something, totally unexpected but – I have to say – rather thoroughly deserved.
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11. Board Game: UnNatural Selection [Average Rating:5.26 Overall Rank:13710]
Jeroen Doumen
Netherlands
Eindhoven
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22x _7.50_ The Lord of the Rings: The Card Game
2x _5.75_ Cards Against Humanity
1x _7.75_ Glass Road
1x _7.00_ 18EZ
1x _7.00_ Flash Point: Fire Rescue
1x _6.50_ Alien Frontiers
1x _6.25_ Blue Cross, White Ensign
1x _6.00_ Zooloretto
1x _5.75_ UnNatural Selection
1x _5.75_ Vampire Rader
1x _5.50_ Metallum
1x _5.25_ Stuff and Nonsense
1x _5.00_ Space Crusade
1x _5.00_ Insecta
1x _5.00_ Axis & Allies
1x _5.00_ Money!
1x _5.00_ Captain Park's Imaginary Polar Expedition
1x _5.00_ Asalto

We had a long weekend, so quite a few games were played.


Quite some of those were solo - I finished the Ring-maker cycle of The Lord of the Rings. It's somewhat strange, as the story told here isn't part of the Tolkien books.
I also finished some of the Nightmare modes. Don't think I like the Nightmare decks much - while the challenge is nice (and scenarios need multiple tries), I enjoy new scenarios and new stories more than revisiting them again later.

I failed miserably at saving passengers from a burning plane in Flash Point: Fire Rescue. Though the plane plan was neat .

It seems like I get too engrossed in this whole Cult-of-the-new thing (or in my case, cult-of-the-unlogged-plays). I'd already forgotten how much I'd liked Glass Road! Good thing it got to the table again .

UnNatural Selection was quite fun as party game. B. snatched it from the Gathering prize table when it had been abandoned in her second "ladies round" pick, and it turns out to be quite a fun party game! I don't think we cared much for the score, going much more for the fun combinations. We played with the variant cards ("Who would win *this*?") - a pity there are only a few of those included.

I hadn't noticed the English rules for Vampire Rader being posted on the publisher's website, but luckily someone pointed me to them. The game is quite fun, if somewhat abstract. Find and shoot the invisible vampire before it kills all of the humans!

Stuff and Nonsense is indeed a nicer, more streamlined version of Captain Park's Imaginary Polar Expedition. While I initially thought it'd be more of a sequel, it's really a revamp of the original. And the premise of the game is still great - stay out of sight for enough months, and then come back claiming to have been on a polar expedition with some doodads bought at the local London gift shops.
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12. Board Game: Trick of the Rails [Average Rating:6.73 Overall Rank:2223]
Eric Brosius
United States
Needham Heights
Massachusetts
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My favorite 18xx game for six players is two games of 1846 with three players each.
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I got quite a bit of gaming in this week, including three games of 1846: The Race for the Midwest. But I'm not even using that game as my headline game for this week's Amoeba list!

 8   Trick of the Rails -- Mike Anastasia invited people over to his house for 18xx gaming on Saturday. I hadn't been there before. Five people accepted the invitation, but only four people showed up. While we were verifying that the fifth person was in fact not going to show up, we played one hand of this track-taking card game.

Many people have commented on the fact that Trick of the Rails is best with 3 players and gets more chaotic with more. I had conceived of the idea of playing a 4-player game in teams of 2. Many card games feature teams of 2, presumably for good reasons. And it worked fine. Playing in teams not only created less chaos, but also made us wonder how to communicate with our partners by our card plays (a bit of a trick given that there are presumably no discarding conventions for Trick of the Rails in the know universe!)

I enthusiastically recommend this as a partnership game.

 10   1846 -- We had discussed options for 18xx game depending on number of players, but with 4 people on hand we had plenty of options. We decided to play 1846: The Race for the Midwest, a game I will never turn down. In the first game, I had Priority Deal and was thus last to draft privates. After the first SR, we had:

Eric: C&WI, Big 4, 3 IC @ $80
Peter: MS, Mail, Tunnel, 3 GT @ $40
Mike: Steam, MC, 4 B&O @ $80
Sam: Big 4, 5 NYC @ $60

Peter didn't really want to draft $280 worth of privates, but the rest of us took early blanks and he couldn't avoid it at the end.

I teleported using the C&WI power in OR 1 and got an early E/W run (building track together with Peter's GT.) I did quite a bit of half-capping and managed two permanent trains and rode them to victory.

 10   1846 -- After stopping for some food, we discussed playing 18EU with the expansion, 1889: History of Shikoku Railways or another game of 1846: The Race for the Midwest. And I did not need my arm twisted (that's what a rating of  10  means, after all!) This time I was third in the initial order, but didn't fancy any of my options, so took a blank the first time around. The second time I selected Meat Packing, leaving me with $340 for SR 1. I was ready to play differently, so I decided to start two corporations in SR 1, and we wound up with:

Sam: C&WI, O&I, 5 NYC @ $60
Peter: Big 4, Tunnel, 3 B&O @ $80
Eric: Meat Packing, 2 IC @ $70, 3 Erie @ $50, 1 GT @ $50
Mike: MC, Mail @ $70, 3 GT @ $50

It was a crazy start, but I was aiming at moving the trains reasonably quickly and letting the Erie leech off the building other companies were doing. But I strained my finances too much and had to do too much half-capping, and Sam simply played a solid game, which was much better than what I was doing, to win, even though the game was reasonably close.

 N/A   1914: Serbien Muss Sterbien -- I received my copy of this P500 game from GMT Games a few weeks ago. It's a manageable-sized game from the family that includes the monster games 1914: Twilight in the East and 1914: Offensive à outrance. I had played just a little of the introductory scenario of the latter, but I have hopes that this will be more accessible as a start. I set the new game up on Sunday afternoon and played through the start of the introductory scenario, referring frequently to the rule book as I went. It's interesting; I had the 1914 series games on the same shelf as some 18xx, and a few months ago Joe Huber remarked on the fact that I had all the game with years in their titles together!

 9   Wyatt Earp x2 -- Later in the day my wife asked to play some games together. We just got an order from GameSurplus with the brand new Eagle/Griffon version of Wyatt Earp included. I often like the original edition of a game more than the newer edition, but this has a big advantage: the cards are normal sized cards rather than the "hobbit cards" that came in the original alea edition. It's a fine 2-player game, and we each won one. In the first game I was ahead 21-14 after 2 hands, but Claire outscored me 13-4 on the last hand to win. In the second game I was ahead 24-19 after 2 hands and outscored her 17-8 on the last hand to win. This is one of my favorite card games.

 8   Roll for the Galaxy x4 -- Next we moved on to this recent favorite and played four games in a row (enough to use all the starting tiles except for one pair.) We're enjoying this, and the random white die doesn't seem to bother us.

 8   Through the Desert -- On Monday night I arrived to gaming late and found a game of Through the Desert just starting up. It's an old favorite of mine, one I had only played 7 times in the past 10 years. There were 3 of us, which is a fine number (along with 2.) Steph hadn't played before, but took to it right away (I mean, camels in sherbet colors!) As we neared the end, Bill saw that he could end the game before I enclosed a medium sized area if he just played a pair of grape colored camels, and he did so. However, I just managed to squeak out a win anyway, 86-84-82.

 4   A Fake Artist Goes to New York -- The group plays a ton of new games by Japanese designers. This is a cooperative game with a hidden traitor, and a drawing game. I often enjoy drawing games, but I really don't like cooperative games with hidden traitors, and I disliked this for that reason.

 10   1846 -- For our closer, we needed a shortish game, and we chose this. I have absolutely no problem playing it 3 times in 3 days! Once again I was Priority Deal player. For my first choice I decided to take the MS again, and for my second choice, looking at only the Mail Contract, I decided to take a blank, not wanting to overextend myself. But the Mail Contract came around again, and I had to decide whether to let someone get it for a discount or pay the full price. I paid, and we wound up with the following holdings after SR 1:

Eric: MS, Mail, 2 IC @ $90
Joe: Big 4, LSL, 5 B&O @ $50
Geoff: C&WI, Steam, 5 GT @ $60
Len: MC, Meat, 5 PA @ $60

I knew I was in trouble at this point, as I was down by 3 on share count! If I knew everyone else was going to start so low, perhaps I would have floated at $60. But that's the disadvantage the Priority Deal player faces.

The entire area between Chicago and Detroit was a mess. I built west from Detroit and Geoff extended my line. Len teleported into Fort Wayne, but had to build straight west. The IC couldn't build up north, so it connected Cairo to St. Louis and bought a 2T and a 4T. The MS connected Chicago and the IC bought it in. Now I realized that I had to token Chicago or Len could ruin my position by taking the spot. So I bought the Mail Contract in for only $30, allowing the IC to run for $23 a share. I should have waited to buy in the Mail Contract until after I ran, putting another $42 into my pocket and allowing me to buy two IC shares instead of one in SR 2. I built a hugely profitable IC, but I didn't own enough shares (especially, I didn't own enough IC shares) soon enough, and Joe won a fairly comfortable victory. This was a very interesting game.
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13. Board Game: Kemet [Average Rating:7.76 Overall Rank:77]
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1 x Kemet
1 x Coloretto

World hockey championship play offs was the most important entertainment part last week, and it took almost all of the possible boardgame time. We managed to fit in only one interesting and close game of Kemet, and one Coloretto between 3rd place battle and hockey final. Now the championship is over, let's see, how it will affect boardgaming.
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