What Couples Have Been Playing - November 2016
Ryan Olden
Wales
Cardiff
Cardiff
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A Couple of Gamers Welcomes You To

What Couples Have Been Playing
November 2016

It's Time for NewGameBer






Hello everyone and welcome to the monthly "What Couples Have Been Playing" Geeklist.

This is very much a geeklist for couples by couples, We can't wait to see what you have been playing. Feel free to post geeklist items, comments on other peoples items and mingle with the community in the comments below.


What you need to do

1/ Play a game as a couple within the month of November.
2/ Post a geeklist entry after you've played.
3/ Let us know how it played.
4/ Provide feedback for others (and give them a thumb).


Previous Geeklists

What Couples Have Been Playing - August 2016

What Couples Have Been Playing - September 2016

What Couples Have Been Playing - October 2016




Resources for Couples

A Couple of Gamers Guild



Couples of the Geek

Newbie Couples Games

[geeklist=170487]Cooperative Games For Couples[/geeklist]

What Couples Have Been Playing Monthly Geeklist SUBSCRIPTION THREAD

A massive thank you to
Kevin L. Kitchens
United States
Gainesville
Georgia
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for creating our very own aggregator, please check it out here


Tasks and Challenges


Essen has come and gone but for those of us who couldn't attend it means the next month or so will see a deluge of the years big hitters releasing at our FLGS. Let us know which games you are looking forward to picking up and when the acquisition disorder kicks in how they played with two.


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1. Board Game: Grand Austria Hotel [Average Rating:7.79 Overall Rank:104]
Jonas Vanschooren
Belgium
Beringen
Limburg
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Played our second game of this the first day of this month.
It only solidified our first impressions.
We love this game. Dice drafting meets area control gives a great combo.
It's that perfect mix we love, between short term planning and long term goals. It's also fantastic with 2.
Very cool game, very much recommend it thumbsupthumbsup

Looking forward to playing this some more but another new game, that was very hot at Essen, will be taking up lots of time this month. More on that in my next entry later today, gone play another game of it first. Tip: Mead
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2. Board Game: Cottage Garden [Average Rating:7.05 Overall Rank:637]
EGG Head
United States
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My partner's new favorite along with Honshū. While both are multiplayer they work nicely with just 2 players as well. Ymmv
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3. Board Game: Race for the Galaxy [Average Rating:7.77 Overall Rank:50]
Stephen Miller
United Kingdom
Newport
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First time playing this with my husband, and the first time I've played it since moving here. Since he's played Roll for the Galaxy a fair few times, it was easier to teach than it might have been - for some reason the iconography kind of clicks with me whereas for a lot of people it doesn't so I'd been hesitant to get this to the table with him prior to playing Roll a fair few times.

I won 35-27, which is quite close considering he hasn't played it before and I have, albeit some years ago. Additionally, he seemed to get the icons quite well, and said he enjoyed it after the game. We didn't play with the advanced two player variant, and played with the suggested starting hands for first plays. Next time, we'll be playing with random starting hands.

I'd definitely recommend this for two, even without playing the advanced two player variant (although the game should go much quicker with that variant since each player picks two phases to activate per turn)
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4. Board Game: 7 Wonders Duel: Pantheon [Average Rating:8.11 Unranked] [Average Rating:8.11 Unranked]
Stephen Miller
United Kingdom
Newport
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I won, on an automatic science victory, with him having a slight edge in engine and points towards the start of the Third Age. The picking which God and where to put them in Age 1 didn't feel as heady as the first time we played with this expansion, I'm unsure if that's because of the combination of Gods I had to choose between and when I chose them relative to how full the Pantheon was, or if it was due to being more familiar with the mechanic now, so I'm more comfortable just blanket recommending the expansion than I was last time I played it.

Lets talk inserts for a second, though - I love the 7 Wonders: Duel insert, a place for everything and everything has it's place, no baggies required. And the expansion, Pantheon, is the same... Except... Because of this you have to choose between increasing the storage of the game by 50% (A small box, at least), or removing the insert of the original (The Pantheon box is a little too thin to fit the base game's military/science track in), alas, if it wasn't I'd probably have consigned the original 7 Wonders Duel box to the loft reducing the storage space.
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5. Board Game: A Feast for Odin [Average Rating:8.20 Overall Rank:30]
Jonas Vanschooren
Belgium
Beringen
Limburg
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This is our latest addition, was very high on my gf's wishlist, she's a big Uwe Rosenberg fan.
What a game this is, such a cool deep puzzle. It really is an big epic very sandboxy game.
It has a massive table presence. Here we are ready for our first game.


Now the game itself. It's a workerplacement game with a ton of possible actions, al grouped together in groups that do simular things (the rows). There are 4 columns, first column takes 1 worker, second 2, 3th takes 3 workers and let's you draw an occupation card (think Agricola), 4th takes 4 workers and let's you play an occupation card.
Overall this gives a very cool puzzle to solve every turn, what actions do I want, will I take the big 4 worker action that gives me more stuff, or will I just do the 2 worker action that gives me less but allows me to save workers.


The tiles you get from the workerplacement spots you use to fill up your player board in a Patchwork kind of way. You can get extra boards to fill up. Doing so you get more income every round, you get free tiles every round and you fill up -1 spots.
Here a shot of my gf board early in our first game.


The occupation cards I mentioned earlier give you a certain direction to go. Some give 1 time effect, other abilities that you can activate, some stuff that is a permanent effect.
These do give some direction and make the game a bit less sandboxy the for instance Fields of Arle.

I can only say so far we love this game, it's a though puzzle to solve but it's so fulfilling filling the boards, getting those crazy shapes lined up.
We played it twice so far and my gf won both games. Both of us did alot better our second game then our first but we still got alot of learning to do to really rack in the points.

We love this and it's certainly on the way of becoming on of our favorite games. thumbsupthumbsupthumbsup
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6. Board Game: Ticket to Ride Map Collection: Volume 5 – United Kingdom & Pennsylvania [Average Rating:8.07 Unranked] [Average Rating:8.07 Unranked]
Greg Darcy
Australia
Blue Mountains
New South Wales
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United Kingdom hit the table last night.

She had won UNTIL I scored my Double Heading that I picked up on my second to last turn. She had forgotten about that technology and failed to pick it up despite having far more tickets completed. And having lots of Locomotives at the end.

For those unfamiliar with this expansion, Double Heading allows you to score 2 points for every ticket you have completed in addition to the points on the ticket. It is expensive at a cost of 4 locomotives. But you don't need to pick it up until near the end of the game. The two other bonus technologies need to be picked up near the beginning to get maximum benefit from them.
arrrh 128
kiss 119
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7. Board Game: Dragonheart [Average Rating:6.59 Overall Rank:1319]
Garrett X
United Kingdom
London
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the date - 2 November

the game - Play one or more cards with the same motif – Treasure Chests, Petrified Dragon, Fire Dragon, Huntresses, Dwarfs etc. then refill your hand to five cards. If you have the Great Dragon in your possession, your hand limit is 6 cards. The cards are always played onto the part of the game board that has the same motif. By laying out cards, a player collects point cards that are already present as each set of cards gets activated for collection by a specific set of cards. Collect the most points to win the game! I collected the Great Dragon early on in the game and never lost control over it so had a better choice of options. Winner kiss 53 v 41

the good - light, fun, easy to learn, smooth and quick to play, simple rules, 2 player only and so it naturally plays great with 2, lovely fantasy artwork, some hand management involved but nothing agonising so it's good when you want to turn off your brain for a bit, some tension involved in wanting to play a card to a certain spot but yet not wanting to give your opponent a chance to nab cards.

the bad & the ugly - out of print so it's quite rare to find a decent copy available, not a lot there in terms of depth, only one major strategy that I can see, you're basically at the mercy of the card draw and there is only limited recycling of your hand of cards because of not wanting to put out too many cards to help your opponent, plays a bit too much on auto-pilot for me so gameplay is fast and generally mindless. With so many excellent 2 player only and multiplayer games that play well with 2 in my collection I am struggling to find any place that this would really fit. It's in the “nice to have, but not essential” category.

recommended for 2? thumbsup (it was designed for the designer's daughter so playing with kids, or kids playing together, is highly recommended)
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8. Board Game: Dragon Farkle [Average Rating:6.28 Overall Rank:5056]
Garrett X
United Kingdom
London
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the date - 2 November

the game - Dice rolling! With a Dragon! Roll different combinations of dice in order to recruit soldiers to help you defeat a dragon that has been terrorizing the area. If you can't recruit enough of them yourself (or you want to hamper them), brawl with other players to force their soldiers over to your side. Once you have an army of 5000+ enter the Dragon's Lair for the Final Battle. Defeat the dragon to be the winner and don't let all your soldiers get eaten! I started off as Scratch and Sniff The Flighty Squirrel of Doom who allowed me to swap companions if I rolled one of a specific set of dice. On my first roll (with the help of my Potion of Telekinesis which allowed me to turn 1 die to the side of my choice) I scored a straight and swapped him for Darla The Goth Princess who rolls a die once during her turn and either nothing happens, or soldiers join your army from the opponents army or get killed off. Feels quite 'take that' in a 2 player game but would be better in a multiplayer game so you can trim back the runaway leader(s) and give yourself time to catch up. cool was Eyleron The Dapper Elf who rolls during his turn and depending on the result soldiers leave his army, join from the stockpile or join from the opponent's army. He had the Divine Shield which would've saved 1000 soldiers from being eaten by the dragon but didn't remember until he only had 600 to save shake. Game felt as one sided as the last time because he is not that great at dice rolling . Winner and dragonkiller kiss

the good - plays well with 2, a decent length game (not too long/short), rules were short, clear and with examples, components are good in general...incredibly sturdy box, good quality cardboard components (dragon, wounds and soldiers), decisions are simple enough so that you can even play with kids - what dice do I set aside? Do I want to roll again to increase my army? What are the odds of getting more?, battling the dragon is exciting!

the bad & the ugly - can be a bit unbalanced for players who don't get great dice rolls because you need good dice rolls in specific combinations to be able to compete effectively, cards and player mats are a bit thin but can be solved by sleeving or laminating respectively, artwork a bit dull and drab for my tastes, spelling errors on a couple of the cards . An entertaining fantasy themed press your luck filler, and one that I can break out occasionally, but I don't know that it can de-throne my favourites Outlaw or Alles Käse! in the “dice-rolling press-your-luck filler” category which are also both more forgiving on bad dice rollers.

recommended for 2? thumbsup
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9. Board Game: Terraforming Mars [Average Rating:8.38 Overall Rank:5]
Cookie Monster
Belgium
De Pinte
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I'm so glad I have added this game to my collection, because it is fantastic! It has some engine building, hand management, resource management, tile placement,... You start out with nothing and gradually see the surface of Mars getting terraformed. You have to constantly watch your income of money and resources, keep an eye on what the opponent is doing. I initially thought the board would be too big for 2 players, but it was fine. It will undoubtably be more crowded with 4 players, but even with two you can get in eachothers way when building cities close to eachother; you don't want to build greeneries for your cities if they touch an opponent's city, because that will give them extra points as well. So mid to late game, it's beginning to feel like a puzzle.

I love how you can pick different strategies with the cards. We played the 'easy' game for new players, I'm sure the 'expert' mode with corporations, added cards and drafting the cards will add an extra dimension to the game. Can't wait to play again! In our first game, I focussed on money production and energy/heat, while my BF went all in with steel and titanium and also heat. The awards and milestones are a great addition of extra goals, chosen by the players. Very clever game, streamlined rules set.

first game ended 100 points (him) to 93 points (me). I like it when scores are close enough, it shows a balanced game. He triggered the end game (raising the temperature for the final 6° in 1 round), because he had a (correct) hunch that if it didn't end then and there, I would have won.

There is a lot to like in this game, but I am a bit dissapointed with the components and graphic design. The player boards are printed on thick paper instead of thick cardboard, there is only 1 type of cube (in 1 - 5 - 10 denominations) that is used for everything: money, steel, titanium, animals, etc, and those cubes are not superduper quality. They have a shiny finish, and it tends to chip off easily. The smallest ones aren't all that handy to pick up from your board (or maybe I'm just too clumsy). It would have been nicer to have different tokens for each resource. It doesn't change gameplay, which is great, but it would make the game even more attractive to the eye. You use plastic transparent cubes in your player color to indicate your income of each resource on your player board. I just wish they had used the system that Scythe has with its player boards: thick cardboard with dents to put your cubes in. That way, if you are a clumsy player like me, you can bump your player board without risking to have your pieces sliding all over the place.
The images on the cards are basically pictures taken from the internet, or productions (drawings, photographs) from members of the designer's family. They are beautiful and they work, but there are just so many different styles: you have photographs, drawings, computer generated images, etc. It would have been great if they had a more common/uniform design. Like they have in Magic the Gathering: there are many artists providing images for the cards, but it are all paintings (so no mixing of paintings and photographs for instance), and they all "feel" like Magic the Gathering.
The box insert is rather flimsy, I have seen the copy of my gaming club with the insert all damaged from transporting the game and the bags of materials just floating around.
All these little things kept me thinking "Man, if only this game had been on Kickstarter, I'm sure they would have had some great stretch goals to "fix" those components and graphics stuff and make this game even greater." I know I would have backed this instantly :-)

But really, those small things are nothing more than that: small things. They shouldn't stop you from trying or enjoying this game, because it truly is a fantastic game.

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10. Board Game: Port Royal [Average Rating:7.17 Overall Rank:407] [Average Rating:7.17 Unranked]
Daniel Halladay
United States
Florida
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We played this one with the co-op expansion. We wanted to play something light as I had been very sick recently and my energy levels have been low. This is a very light game but is quite fun. The co-op version works well and makes the gane more playable at two in my opinion. Some of the cards make less sense in the co-op version of the game (higher point versions of the same card) but we had fun. Both of our games went down to the wire. We won the first one and lost the second game. I could see the competitive version being fun with more than two players, but we enjoyed the co-op quite a bit.
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11. Board Game: Lost Cities [Average Rating:7.15 Overall Rank:292]
Girts Perkons
United Kingdom
Bournemouth
Dorset
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My partner's favorite "quick" game. This gets played very often.
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12. Board Game: JellyBeanstalk [Average Rating:7.18 Unranked]
Garrett X
United Kingdom
London
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the date - 3 November

the game - Winner of the Most Innovative Mechanic category of this years' 1 Page PnP contest, this is a card and dice dexterity game where you are trying to grow a beanstalk and collect the jellybeans of your chosen flavour by making sure they are facing towards you. On your turn you roll a die (which represents Jack climbing the beanstalk) and do the associated action. 1 - Remove the top cube and card from the Beanstalk without touching the cube. Place the card at the bottom of the draw pile and the cube back in the cube pile. 2 - Either rotate the top card 90 degrees either way or move Jack onto the next highest leaf value on the card he is currently on (if he is currently on a ‘6’ then move him onto the centre leaf). 3 to 6 - Draw a card. Place the card on the topmost cube of the Beanstalk and place another cube on top to secure the card. This cube now represents Jack climbing up the growing Beanstalk. Jack must be placed on the leaf matching the die score you rolled and must cover the whole leaf. So we played this back in October and failed because I thought my dice were too small/light. However, I still loved the idea of it so I hunted down some 'castle' cubes at spielmateriel.de to see if those would work better but I got them in several different colours (rather than just green) so that I could use them in other PnP games if need be. Looks like that will have to be the case because we still didn't get higher than 3 on the tower and we basically scrapped the game soblue

the good - simple, easy to learn, rules are clear and beautifully done graphically, modes for co-op and solo play, lovely artwork, fun idea.

the bad & the ugly - Not currently available because it has been picked up for publishing, seems to be a bit zero sum with 2 players because usually the bean you are collecting is directly opposite to the one your opponent is collecting so you can't really get ahead that much, and might be kingmaker with more. Special Powers might help with that (The Golden Jelly Bean doubles the amount of Jelly Beans on every card below it for the player it faces. The Bean Bugs eat any Jelly Beans on the next card down for the players they face (those Jelly Beans do not count towards the final score) but our games didn't last long enough to bring either of those into effect. It's a dexterity game so either you're good at it or you're not. I'm not really sure if you can 'learn' to be better at something like that.

recommended for 2? We never got past 3 high really so I can't give it a fair evaluation yet. It's a delicate balance between cube weight and card weight and I expect this will be better in a published and standardised version.
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13. Board Game: Autumn [Average Rating:6.52 Unranked]
Garrett X
United Kingdom
London
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the date - 3 November

the game - A 1-3 player 18 card microgame from the 2015 contest where each player takes turns placing a card on other previously played cards. Each card shows four groups of leaves and, in order to play it, you should place it overlapping other cards in play, covering only one or two groups. The goal is to be the player with the largest area of connected leaves at the end of the game. We played 3 rounds with me taking the first 2 and cool taking the last. Winner kiss 54 v 40. I also have the second of the series from this years' contest to be played next month. Winter is coming...

the good - simple, beautiful and minimalist in both artwork and rules, very quick to play so you can do multiple rounds which would help to mitigate poor card draws (either best of 3 or total scores), plays great with 2 as a fun, easy, relaxing filler with some genuine thinking on where to place cards due to the area control aspect and fighting for majority. Feels like Carcassonne with the draw 1, place 1 tile (card) placement but I find Carcassonne a bit boring and limited (probably because I played it long after gateway games and didn't find it novel or interesting) and this one genuinely matters how you place your leaves immediately, trying to cut off large scoring areas of your opponent etc. whereas in Carcassonne you don't have anything to shoot for from the get go.

the bad & the ugly - Print and Play only, can be cutthroat devil

recommended for 2? thumbsup
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14. Board Game: Villages of Valeria [Average Rating:7.15 Overall Rank:907]
Garrett X
United Kingdom
London
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the date - 3 November

the game - A village-building card game set in the world of Valeria. Establish resources, construct buildings, and attract adventurers to your Village to be crowned the next capital city. Each player takes a turn taking one action and all other players may follow the action but with fewer rewards. The game ends when a player has built or recruited 14 buildings/adventurers (in the 2 player game). Have been enjoying this one since I've made it and when we first played it my husband said, “Wow! What a fun game!!” He went heavy into resource building using buildings to get him free resources, while I went into it developing resources and narrowing my focus on which adventurers I wanted to attract because I had my eye on the Knight and the Merchant. I built every single unique Soldier building I could get my hands on and then tried to diversify. By the end of the game he was practically building buildings for free only having to use 1 magic or 1 wood or food here and there and I was able to utilise the follow action effectively getting myself extra turns quite regularly. He never seemed to be able to follow on my turn. At the end I scored the Knight [1VP per Soldier building] and the Merchant [1VP per resource in your Castle] and he had the Butcher [1VP per Worker building] and the Monk [1VP per Holy building]. We each had a Tavern [1VP per adventurer] as well. I finished the game with 14 cards built (Buildings+Adventurers) and also had 8 gold coins to his 3. Winner kiss 49 v 35

the good - absolutely gorgeous artwork, love that there are so few components with just cards, a first player marker and 30 coins, love the fact that Daily Magic Games releases their games as PnP, game plays smoothly and quickly, the rules were clear from the get go and we only needed the Special Powers table for reference, the drafting works great with 2, possibly deeper gameplay available with the forming of the various pools but we are not at that level yet because we still discard cards a bit willy nilly although we are getting more strategic about that, multiuse cards that you can use either for resources or as buildings, has been likened to Puerto Rico which is good because I was never interested in the look or theme of that, and I'm unlikely to ever go for a copy seeing that I haven't had a lot of luck with re-visiting older games and the games people think of as 'gateway' games and that I skipped over on my way into 'the hobby'. Love the tough decisions about whether to use a card for resources/buildings, which adventuers to recruit based on the cards that come out, what bonuses to strive for etc. SO much to think about, yet SO much fun!!!

the bad & the ugly - Feels a bit limited because the adventurer cards are so few (10 in the PnP version vs 16 in the Standard version which I think is still too few), hoping they do an expansion (including more adventurers!) at the PnP level again like with Valeria Card Kingdoms. Will join Kickstarter and back that for sure! Missed the first one Really wish I could buy the PnP from them directly though.

recommended for 2? thumbsup
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15. Board Game: Imperial Settlers [Average Rating:7.52 Overall Rank:128]
Steven Perry
United States
West Des Moines
Iowa
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Just traded for this game and have been trying it out. Between this and 7 Wonders Duel, are hitting the tables the most recently for us.


Need to get better at Razing with Barbarians; otherwise wife will get her engine built every time and beat me

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16. Board Game: Imperial Settlers [Average Rating:7.52 Overall Rank:128]
Steven Perry
United States
West Des Moines
Iowa
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Just traded for this game and have been trying it out. Between this and 7 Wonders Duel, are hitting the tables the most recently for us.


Need to get better at Razing with Barbarians; otherwise wife will get her engine built every time and beat me

Solid game for 2 players
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17. Board Game: Race for the Galaxy [Average Rating:7.77 Overall Rank:50]
Stephen Miller
United Kingdom
Newport
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I won 36-28, which again considering I've played a few more times than he has seems reasonably close, this time ending the game via a consumption based strategy. Very quick playing game once the icons start to get down, even without the advanced two player variant, and one that is very enjoyable for two. We may not play the advanced variant next time we play (though it's a possibility), but I feel that coming soon.
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18. Board Game: Haspelknecht [Average Rating:7.37 Overall Rank:930]
Bob D
United States
Michigan
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This one is unlikely to blow anyone away but it is a solid, engaging, and surprisingly tight game that doesn't feel artificially punishing.

thumbsup Scales well including 2
thumbsup Good quality components
thumbsup Thematically integrated gameplay
thumbsup Subtle but deep decision space for a 45-75 minute game

thumbsdown No big "wow" factor or sense of major escalation
thumbsdown Potentially dry theme not engaging to some

Overall, this is a nice, medium weight euro. It is unlikely to amaze but fits in perfectly with other relatively quick playing medium weight euros like Russian Railroads, The Voyages of Marco Polo, or Grand Austria Hotel.
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19. Board Game: Mechs vs. Minions [Average Rating:8.22 Overall Rank:24]
Bob D
United States
Michigan
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I can name exactly two co-op games my wife and I have actively and consistently enjoyed: Pandemic Legacy: Season 1 and this.

thumbsup Great, and sometimes more challenging, with 2
thumbsup Almost comically excellent production -- incredible detail and care went into EVERYTHING
thumbsup Fantastic insert
thumbsup Entertaining and fun gameplay with little luck
thumbsup Engaging "campaign" or "legacy" format -- it's not really either but still grabs your attention and creates some excitement in much the same way

thumbsupthumbsdown Gigantic box that will not fit on "gamer-certified" IKEA shelves

thumbsdown Rulebook has some vagaries that are mostly, but not completely, explained by online FAQs

I have very little negative to say about this game. It's a heavily thematic and extravagantly produced blending of light strategy and programming with a good sense of humor and fun. I'm not really the target audience for a game like this and I'm still thrilled with it.
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20. Board Game: A Feast for Odin [Average Rating:8.20 Overall Rank:30]
Jonas Vanschooren
Belgium
Beringen
Limburg
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So we have now played this 4 times together (and I played it once solo), and for the first time since getting it we put it back in the box and cleared the table to play something else.
So this seemed like a good time to give some more thought on it.

So what do we think of it so far. Total awesomeness.
Tons of different strategies still to explore, very cool occupation cards to help guide you. Very very fun puzzle to solve every game.
There are a bunch of options, but even with 2 you will get in each other's way.
So far no strategy seems over or underpowered.
Love how your boards can look so different from game to game.

My gf is the big winner so far, won our first 3 games, I only won the last one.

It's a big hit and a big contender for my favorite Uwe game thumbsupthumbsupthumbsup

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21. Board Game: Hyperborea [Average Rating:7.29 Overall Rank:521]
Cookie Monster
Belgium
De Pinte
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This is a game I bought really cheap at one of the Heidelberger stands in Essen last month. It had only been on my radar because Mina (
Milena Guberinic
Canada
Toronto
Ontario
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) gave a raving review of this, because before having read her review, I was convinced this was not a game that would work with 2 players.

Played this beast for the first time yesterday. It is a bagbuilder from before Orléans made that a great mechanism. At first this game didn't appeal to me because it has dudes on a map and looked waaay too complicated. But I got a chance to get this explained by a friend and that's just an offer I can't refuse :-)

After my first play I can say:
thumbsup not at all so complicated as it seems. You basically have a choice out of a number of actions. To perform those actions you have cubes at your disposal, in different colors. Each color represents a certain field/specialty (for instance: green is for exploration, red for fighting, etc.) You start with 1 cube of each color and choose 3 extra in any color combination you want (so from the start you can stear your destiny a little bit). The cubes go in the bag, each turn you draw 3 and use those to fit the actions in your player board you want to do that turn (or save up for later turns if you don't get the right colors). With those actions you can move around the modular board (tiles get flipped to the play side when you get to a tile bordering it), exploring those tiles for the hidden treasures, develop your knowledge in certain fields (colors) so you get extra cubes of that color, develop your civilization by adding cards to your tableau that represents buildings or technologies you can later use, or you can fight the ghosts on the map, or other players' minis in order to claim a tile.
thumbsup the game is easily modified to your tastes: do you want a long or a short game (by deciding if you end the game when one, two or three end conditions are met)? Do you want it clean and simple or do you want to spice things up (by giving each player a different sort of starting tile, and/or by using their race specific abilities)? For my first game, we used the medium length (2 victory conditions) and kept it simple: no difference in starting tiles and no racial abilities. It went well, but I'm eager to explore the other options, I'm sure they will add more depth to the game.
thumbsup you get a lot of components for your buck, adding huge variety and replayability: there are a lot of different tiles, and only a certain number of those are used each game, adding a lot of replayability. Each time you set up the board, you will set up a different landscape with different challenges and different treasures.
The game also comes with a huge number of cards. Those represent buildings and technologies. You can buy them with an action, adding them to your tableau and later on use there abilities (if you have the right cubes).
thumbsup (for me) Despite the fact that you are moving around minis on the board and want to control the most/best tiles by the end of the game, this is not a battle game. No need to roll dice or use cards to determine the outcome of battles. If you decide to attack a (non playing character) ghost or another player's mini, and you meet the conditions to be able to attack that ghost or mini, you win the enuing battle. The only way you can defend yourself from an attack, is to build a fortress (one of the available actions) on one of the hexes where you have one of your dudes. But that fortress only lasts one round, so you have to plan that carefully.
thumbsupthumbsdown interaction with the other player(s) seems necessary, but it isn't mean. And I like it that way. Some tiles have very powerful abilities (like giving you extra victory points), so it is somewhat to be expected that those will be fought over. But you have 10 minis at your disposal, so you can expect to lose a few. And only the first one is lost to the opponent, the second and next ones the same opponent defeats, are returned to your stash.
thumbsupthumbsdown It is a game that starts out rather slow, it takes some time to get your cube engine going. Or this could just be a thing of my first game, not quite grasping how everything interlocked from the start. For me, the game ended too soon, I would have loved to keep going just a few more rounds. Luckily, I know now that I can easily adjust game length next time by playing until three victory conditions are met :-)

Recommened?
Yes, with some reservation... I haven't wrapped my head around this one after just one play. I feel like I have just scratched the surface. I must admit, on the first few turns, I had a "meh... nothing special... I don't think I like this game" feeling. It wasn't until the end game that my engine got going and I managed to put all the pieces together. I think it is a good game, albeit with a weird mix of bagbuilding and area control and "civ development" (with the cards) and engine building and some fighting. The bag building is a big part of the game, but this didn't give me the instant "I love you and I want to have your children" feeling that Orléans gave me at first play.
But I really want to try this again.
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22. Board Game: La Granja [Average Rating:7.74 Overall Rank:114]
Jonas Vanschooren
Belgium
Beringen
Limburg
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It was time to bring out a very cool medium euro.
We love this very cool take on the farming theme.
It has a very nice multi card use system, where every card can be used for 4 different things.
Love how the player board has slots for the different uses of the cards.
And this game has a very cool dice draft mixed in.

Al this makes a very cool medium euro that gives a great puzzle every turn.
Works great with 2, and plays in about 90 min for us (but we are kinda slow players).
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23. Board Game: The Colonists [Average Rating:7.83 Overall Rank:331]
Annemarie Post
Netherlands
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Ever since returning from SPIEL Essen, we've been hooked on two games: A Feast for Odin and this one. Feast for Odin is a work-night game for us, but Colonists is a weekend-day one. The game has 4 era's and that will take over 4 hours, but so far we've only played 2 era's in a row. Tonight, we played era 2 and 3. It was our first time playing era 3 and there was a lot of new stuff to learn. It took us 3 hours.

The Colonist is a great 2-player game for my boyfriend and me. It's the largest game in our collection (not in size, Feast for Odin is bigger). We didn't have a game that lasts all afternoon before this one.
thumbsupthumbsupThe new things in Colonists I like a lot are the worker movement mechanism, and the way in which storage is very limited. You can't just hoard resources and then look at what you want to build. In that way, it feels a lot like Agricola, though it is a very different game.
thumbsupThe great thing is that it doesn't always lasts an entire afternoon, since it's very flexible. You can just play 1 or 2 era's instead of the entire game.
thumbsupthumbsdownThough the game has not much direct interaction, there are some moments in which you can benefit from your opponent or in which your opponent can cost you more resources.
thumbsdownThe only point that is annoying for me, is the size of the components. Because there are a lot of components, they are quite small. That makes it difficult to handle during the game.
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24. Board Game: FUSE [Average Rating:7.16 Overall Rank:545]
Garrett X
United Kingdom
London
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Guy Fawkes Day yesterday, and in the absence of Flash Point: Fire Rescue ....

the date - 6 November

the game - Players must work together in ten minutes to defuse all of the bombs placed in the houses of Parliament on their ship by intruders. Each bomb is represented by a card which needs a certain combination of dice in order to defuse it. A player will draw a number of dice equal to the number of players (4 in a 2 player game) out of a bag and roll them. Players must then decide who will get which dice, but each player must take one and only one (2 in a 2 player game). We had no hope of winning this one because my husband is always so slow. He'll roll, look at the dice, and then say, “Hmmmm...what do you need babe?” Then I'll say, “You can't use anything?” and he'll say, “No, they're all useless!” and invariably I'll find a combination that works and he'll say, “Oh. I missed that.” shake That does take up an awful lot of time though...As he said at the end of the game, “I am just not built for speed.” He says he likes the game, and that he thinks it's fun to play, but shaky hands betray him! Losers soblue

the good - love the concept, the graphic design, the companion app, the fact that it's fast – done in 10 mins! Clear rules which include different levels of achievement, ways to score to measure your improvement, great components in a small box and a draw bag that can be used for travel. Highly addictive speed puzzle.

the bad & the ugly - difficult to do as a co-op unless you play with mind readers, I prefer it as a solo game because communication eats up your time, slow thinkers can get you blown up! Not for the nervous or easily stressed. Cards are all quite linear – would've liked more variety in the shapes.

recommended for 2? thumbsup (but I personally prefer it solo)
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25. Board Game: Seasons [Average Rating:7.45 Overall Rank:161]
Garrett X
United Kingdom
London
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the date - 6 November

+ Seasons: Enchanted Kingdom (sort of...the first half the deck of cards only)

the game - A card drafting, dice drafting game where you each build decks to battle your opponent with the aim of getting the most points by game end. You earn crystals throughout the game by dice roll, card effects and transmuting your energy tokens, and you add the total to any end of game card effects that give points, plus the victory points on the cards for the final score. I had a great initial draft where I managed to snag 1 Wondrous Chest from my hand and 1 from his, then I took both Thieving Fairies from his hand because I saw there was a Kairn the Destroyer out so if you want to activate it, then pay for it devil I also had the Horn of Plenty out from season 1 and managed to keep myself flush with plants to get 5 crystals every turn except 2. I managed to rack up quite a lot of points with those combinations and the only 2 cards I ended up drawing in the game were also good – Yang's Forgotten Vase in season 1 and the Runic Cube of Eolis in season 3. Winner kiss 237 v 131

the good - brilliant artwork, clear rulebook, smooth gameplay, high quality components, extremely high level of replayability – there are tons of cards of which you only have access to a few each game, the way the dice turn out also affect how each game plays out – some games you only end up with a few cards in play, some games you have loads of cards, some games you have lack of summoning gauge, you never know what energy you'll get etc., card drafting, dice drafting, hand management, and multiple decisions to be made every turn keep it interesting every game – what cards do I assign to years 1, 2 and 3? what die do I choose? how far do I want the season tracker to move ahead? what cards do I play? and at what time? etc. The card combinations can be phenomenal and every time I play I discover new combinations, you can use different strategies every game depending on what's in play. After an incredible number of plays I find it best with 2, 3 player is not bad and I like it for some variety and to balance out the attack cards but 4 is unbearable for me. It just takes way too long and to be honest the extra players don't really add much.

the bad & the ugly - some cards are just straight up better than others, some cards are mostly beneficial at specific times in the game so you can feel disadvantaged or like a turn is wasted if you draw one of those late game. e.g. Hourglass of Time gives you an energy token every change of season so you want to have that as close to the beginning of the game as possible. Pretty close to useless if you draw it in the last round of the last season. Cards can usually be only earned by dice roll and they are the heart of the game, so if you have no cards that let you draw more cards and an opponent that takes the die with the card (especially if they reroll it to deny you having it) then you are screwed. The double effect of the cards can be extremely punishing with the attack cards, not recommended for people averse to 'take that' play. Game maintenance – score track, summoning gauge, remembering all the different benefits you get from your cards either when you play a card or at the end of the round or change of season – can be fiddly so it's not unusual to hear, “Oh I forgot such and so when it was end of round/change of season, can I do it now?” New players to the game are at a disadvantage with knowing how to combo cards. At the end of nearly every game my husband says, “I see the cards that you see, but then I think they are useless so I take 'better' cards. You take them and play them and basically make magic out of what I thought was crap!”

recommended for 2? thumbsup
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