I couldn't think of any clever title for my geeklist, so here is my "WHY IT GETS TO STAY" geeklist
Choon Keat Kung
Malaysia
Kuala Lumpur
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I have always enjoyed reading people's geeklist on bgg. Discovering how someone might share a mutual love for a board game even though we do not know each other and are often thousands of miles apart is a really rather interesting matter.

So here I am, creating a geeklist of the games that I personally own, hoping to share my love of these board games and to tell the community just how much and why I love them. laugh

I currently own 26 unique games and I am only about 6 years into the hobby! cool I do try to keep my collection "small" and manageable rather than having plenty of games that I do not get to play. I try not to have too many overlaps of theme or core mechanics as I feel that sometimes games of similar theme or mechanic might fire one or another, leaving the obsolete ones gathering dust in its sad little corner. Nevertheless, this is often easier said than done.

I have previously sold off my copy of Thunderstone Advance: Towers of Ruin and I am planning to let go of my Arkham Horror.

Currently I have pledged for:
1. Nemesis
2. The World of SMOG: Rise of Moloch

I plan to gradually add on to this list as I journey along the road of discovering more awesome board games in the coming years. Therefore, do subscribe to this list if you do not mind, discover why these games earn a spot in my collection and why I love them so much. Comments, discussions, and suggestions are always welcomed! arrrhninjasaurongoo

*The list follows no particular order or format and the format will change according to my mood on that day.
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1. Board Game: Core Worlds [Average Rating:7.23 Overall Rank:511]
Choon Keat Kung
Malaysia
Kuala Lumpur
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Played: 19 times

Expansion own:
Core Worlds: Revolution

One word to describe this game: TIGHT

Core Worlds is a reeaaaally tight sci-fi tableau building and resource management game with a hint of deck-building.

You will only have a very limited amount of energy and action points to spend during each round but there are always sooooo many things you can do. So many interesting units to draft, planets to conquer, units to deploy, but with only 5 action points (4 in the first 2 rounds and 6 at the last 2 rounds) to spend each round, every decision you make does make a huge difference and could potentially impact you subsequent rounds.

Balancing the decision between drafting units, conquering units, and deploying units while making sure you target unit/planet isn't conquered or drafted by opponents makes the game feel very tight. This is truly a game where every decision you make matters.

The game takes a lot of planning but also tests your ability to change your strategy and adapt to the present situation on the fly. This is because the game features plenty of unique cards. Only certain cards have duplicate copies but most of them are unique and only have one copy and you will only see a handful of cards during each round. Therefore, you are never sure whether the cards/type of cards that you are looking for will appear throughout the game or not. Many a time I have planned to go for core worlds that gives me bonus for having more capital ships but they ended up not appearing in the game and therefore, I have to resort to other core worlds that could benefit me more.

Tidbit: I loved this game so much that I kept asking my gf to play with me when we first got the game. 10+ games later (over a short period of time), she is absolutely burnt out and refuse to play with me for quite some time

Adding in Revolution expansion:
Revolution adds more variety of cards into each sector as well as more advancements types. It also introduces unique hero tactics deck for each hero, giving each hero a more distinct flavor rather than only the hero special ability.
I personally do not often play with hero tactics as I would sometimes play with players who are not familiar with the game and there are times where I feel the tactics deck (a separate deck in conjunction to your usual deck) makes the game slightly bloated. This is by no means a bad expansion, just that I do not often add in everything that comes in the Revolution expansion.

The artwork for Core Worlds is absolutely gorgeous and top-notch and this is coming from a guy who is usually not very interested in sci-fi theme. (Sci-fi horror for sure, but purely sci-fi... hmm.....)

Tidbit: My gf and friend manage to score 3 core worlds at the end game, so I aspired to achieve that in my next game. When I finally managed to nab 3 core worlds, my friend went ahead and conquered 4 core worlds..... angryangryangryangryangryangryangryangry

Why it gets to stay:
I have always been looking for a sci-fi game for my collection and I really love this game's gorgeous artwork for planets and units.
As a bonus, the game also features plenty of unique cards with only a small amount of cards have duplicates (sans player starting decks). I really love it when a game offers a lot of unique card and artwork. It is always fun for me to discover new cards and spending a moment to marvel at the new gorgeous art. Overall all, a really gorgeous game that has a solid gameplay with high replayability. A definite keeper for me.

What spot does it fill in my collection:
Sci-fi game with artwork that I actually like. Tableau building game.

P.S. I will make sure I get my hands on Core Worlds: Galactic Orders before it goes OOP or something.
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2. Board Game: Space Hulk: Death Angel – The Card Game [Average Rating:6.99 Overall Rank:527]
Choon Keat Kung
Malaysia
Kuala Lumpur
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Played: 42 times

Expansions own:
Space Hulk: Death Angel – The Card Game – Mission Pack 1
Space Hulk: Death Angel – The Card Game: Tyranid Enemy Pack

One word to describe this game: Exhilarating

This game is tough. Shit bricks tough. cry
I actually did not enjoy my earlier plays of this game as I felt like everything was out of my control. Some days it just felt like the dice are against you and you keep rolling 0 or 1 while defending and there are no skulls while you are attacking. 11 Nevertheless, I persevered and finally had my first victory on my 12th game.

I gave it some thoughts afterwards, realizing even though you cannot really control your dice roll, you can help your team of space marines to make the best choices or put them in relatively advantageous situations.

You can try gunning down every tyranid or genestealer that you meet but that would often do more harm than good. Placing your space marines in relative advantageous position and carefully utilizing your action cards will be more beneficial instead and could increase your team's chance of survival ever so slightly.


Tidbit: I got the base game shortly after FFG and GW's deal got discontinued. I managed to quickly nab a copy of the mission pack at my FLGS for the MSRP price but I ended up paying double for the tyranid expansion. I love this game so much that I don't mind shelving out a little extra for the expansion even though it is just a small pack of cards.


Death Angel is a small card game that represents a scenario of epic proportion. A game where you venture deep into the Space Hulk in order to achieve your mission while surviving the hordes of enemies assailing you from all sides. The sacrifices of your brothers in arm and how you struggle to complete your mission with your last remaining space marine(s) always evoke the exhilarating feeling that you get while watching Aliens.

As a side note, I prefer playing this solo than with other players. Being able to decide the actions of your different space marine teams and coordinating their actions with one another by myself makes the game runs smoother IMO. Don't get me wrong, I have tried several games with other player counts and they are definitely still enjoyable, it is just that playing solo is my preferred mode for this particular game.

Mission Pack and Tyranid Enemy Pack:
Both the expansion packs greatly increases the replayability and variability of locations/missions/enemies that you will encounter. The Tyranid pack is especially fun and challenging. It introduces Tyranid enemies of various types that function as normal units or units with special abilities. These Tyranid units all spawn from the genestealer deck, thus their introduction to the game is more than aesthetic purpose. This pack also provides level 4 locations that are actually boss fights, pitting your space marines against bosses such as Mawloc. The boss fights are really fun and each features a different victory condition, adding some wrinkles to your game of Death Angel.


Why it gets to stay:
It is a simple game that I can just sit down and enjoy on a lazy afternoon/night/morning/whatever time it was. It is quick to set up and tear down and provide a very enjoyable experience. Another keeper for me.

What spot does it fill in my collection:
Fast-paced and intense solo game
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3. Board Game: Tides of Madness [Average Rating:7.01 Overall Rank:965]
Choon Keat Kung
Malaysia
Kuala Lumpur
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Played: 8 times

One word to describe this game: MADNESS!

I have been into Cthulhu Mythos and Lovecraft's stories even before I discovered the world of modern board gaming googoogoo. However, for the life of me, I cannot remember when and how I discovered Lovecraft's writing shake(Lovecraft is not really a well known name in my circle of friends, so it is not likely I heard it from friends). Regardless, I will save my talk about Cthulhu Mythos and Lovecraft for another entry. ninja

P.S. I drew my own Chibi mafia Cthulhu Avatar that you can see here. Cute, no?

Here we go!
Tides of Madness is a quick and straightforward game of 2-player drafting that lasts about 15 minutes. A pretty quick filler that is good for warming up for an intense board gaming session or when you are waiting for your other gaming buddies to arrive.

The thing that initially attracted me to this game was the really gorgeous artwork. The depiction of Cthulhu, Nyarly, Shubby, and the rest of the gang is rather unique and the artwork for locations are really beautiful. However, do not let the awesome artwork fool you as the game does provide enough depth for such a simple filler.

I have never played Tides of Time before although I understand it is essentially the same game without the madness mechanic. The introduction of madness in this game really creates a tight balance to the game whereby you will need to pick cards that will help you to score points but at the same time, to manage your madness level as having a total of 9 madness token at the end of the round will force you to lose your game immediately.

Many a times I have been greedy and wanting to score more points but often ended up going cray cray and loses when we tally up the madness score. Such a simple addition to the game but it forces you to really think carefully about which card to pick. However, there are some incentives in getting more madness tokens than your opponent by the end of the round: The player with the most madness tokens gets to choose whether to gain 4 extra points or discard 1 madness token.

I have honestly not play this often enough to be able to memorize all the cards but even then, I am always planning on leaving more madness cards for my opponent to make them go insane or for them to thread even more lightly in future round. It is also really fun when you know what card your opponent might be going for and then denying them the card that they really wanted. For a game that plays so quickly, Tides of Madness really provides a lot of depth and tension!

Why it gets to stay:
For its price point, I will keep this game for the artwork alone even if the game turns out to be sucky. However, underneath the pretty exterior, there is a really solid and fun gameplay. A definite keeper for me. googoogoo

What spot does it fill in my collection:
Filler (I only plan to keep a total of less than 5 fillers in my collection).
 
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