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Ferrio said:
I have to be careful when I go to the local comic shop. They recently go this in

http://www.boardgamenews.com/index....pth_game_preview_catan_3d_collectors_edition/

and.... I've though about it.... but luckily I'm not a huge Catan fan ($300 bucks also)

catan_10th_anniversary_large.jpg
It also includes cities and knights....drool. I'm not spending $300 for a version of Catan but it is pretty sweet looking.
 
actually, speaking of Catan. What do you guys do to keep the pieces from warping and popping out?

I have a real issue with my copy of it. Everything kind of fits together, but bends a bit at the edges and is a bit off. I guess it's pretty unavoidable given the malleable nature of the board.
 
AstroLad said:
I've heard that 3D one is kind of annoying to play. The basic one is so chintzy though.

I would imagine setting roads would be a bitch and a half. Plus you have to worry about breaking things.
 
Does anyone have experience with Revolution! by steve jackson, reviews seem pretty positive. I'll probably be playing with 3 people most of the time, i've been told that is the ideal number?

I've played dungeon lords a few time and liked the aspect of "blind bidding" for different resources, so i thought this might be a nice sideways step.
 
Wife and I played with Inns and Cathedrals for the first time tonight. (As I mentioned we just bought it).

I had an EPIC steal from her. She got PISSED. It was a gigantic city and she had her big +2 meeple on it - very confident she was safe. I managed to start cities around it and get 4 followers connected to it, via a cathedral. The city ended up being wort 45 points when it was scored :lol It was like 12 tiles big + cathedreal +pennants.

I think I scored like 180 pts that game.
 
I introduced the wife to Carcassonne last night. She really does well with the tile laying games. We also played Infinite City and she won. IC is very cool, a tile layer with direct PvP. Nice components and pretty quick to play. Seems a bit limited in types of tiles, but the metagame of connecting the dots is pretty fun.

I've only played C&C:Ancients, but from what I read, it has the most "advanced" version of the C&C system. Stuff like battleback, more variation between units, etc. Plus I think the core mechanic of only playing what it on a card thematically works the best in the ancients setting there leaders had to literally drive their forces around and initiative was lacking in subordinates. I have a hard time seeing WW2 forces sitting around while one wing fights even if the Krauts are dead ahead. Then again, add in the difficulty and WW2 especially becomes a mess of "shades of gray" units. Battle Lore and Memoir'44 have very nice looking components, but then again, for me, the blocks of C&C:A replicate the battle diagrams of ancient fights that I grew up seeing in books.

FFG is going out of their way to distance Battles of Westeros from BattleLore. Not sure if that is just PR due to the reaction or what. Seems odd they would put a BattleLore label on BoW if they weren't VERY similar, and from the description, they do sound like close cousins. I just hope FFG doesn't throw in 200 little counters to up the fiddly factor, sometimes I think they have a minimum part count they just have to meet.
 
jason10mm said:
I introduced the wife to Carcassonne last night. She really does well with the tile laying games. We also played Infinite City and she won. IC is very cool, a tile layer with direct PvP. Nice components and pretty quick to play. Seems a bit limited in types of tiles, but the metagame of connecting the dots is pretty fun.

I've only played C&C:Ancients, but from what I read, it has the most "advanced" version of the C&C system. Stuff like battleback, more variation between units, etc. Plus I think the core mechanic of only playing what it on a card thematically works the best in the ancients setting there leaders had to literally drive their forces around and initiative was lacking in subordinates. I have a hard time seeing WW2 forces sitting around while one wing fights even if the Krauts are dead ahead. Then again, add in the difficulty and WW2 especially becomes a mess of "shades of gray" units. Battle Lore and Memoir'44 have very nice looking components, but then again, for me, the blocks of C&C:A replicate the battle diagrams of ancient fights that I grew up seeing in books.

FFG is going out of their way to distance Battles of Westeros from BattleLore. Not sure if that is just PR due to the reaction or what. Seems odd they would put a BattleLore label on BoW if they weren't VERY similar, and from the description, they do sound like close cousins. I just hope FFG doesn't throw in 200 little counters to up the fiddly factor, sometimes I think they have a minimum part count they just have to meet.

Well Battlelore and Memoir were pretty generous on the figure counts even before FFG took over Battlelore from Days of Wonder
 
Got Louis XIV today from the local boardgame store. They had the german Alea version and I'm starting to get a real big collectors-itch in wanting to have the complete Big, Medium and Small Box Alea series.

It's going to be a bitch trying to lay my hands on proper (Alea, Ravensburger or Rio Grande Games) copies of Chinatown, Taj Mahal, Prince of Florence, Adel Verpflichtet and Traders of Genoa however but it'll be wort it.

We are going into our first play in a bit after just having going over the rules and printing out some player aids and translations.

To put the mood in we booted our Marie Antoinette DVD and now we can't wait to battle for privileges at the court of Versaille! She is a mayor period-drama-geek so this fits right in her alley :)
 
So, I finally got around to playing Dominion tonight.

LOVE IT.

It's the exact kind of game my friends and I enjoy.. super simple rules, very little set up time, short sessions, but a ton of strategy to it. It took some nudging to get my friends to play a card only game... I think they automatically associated it with Magic or Pokemon (I did too, TBH), but once we got into it they really liked it.

We all figured out the first game that going for the victory points early is a massive fail.. then we all learned waiting to late was a massive fail too. I won the first two games with the creative use of action cards.. but learned the 3rd game too many was also a massive fail.

We were half playing this, half watching college basketball tonight.. basketball took a huge backseat.

I like the variety of action cards. We switched those up a good deal to keep it fresh and fun. We preferred throwing in cards that let you fuck with one another since it made the game more social. The first game we played didn't have much interaction.

How are the expansions to this? I don't see us getting tired of it anytime soon, but at the same time part of me wants MORE action cards already :lol

I can already see this game replacing Catan or Carcassonne as our standard go to game when people come over and everyone is bored.

Should be getting my big order in from Cool Stuff games in Friday (or possibly Monday/Tuesday). Looking forward to trying some of those out.
 
BattleMonkey said:
Well Battlelore and Memoir were pretty generous on the figure counts even before FFG took over Battlelore from Days of Wonder

I wound up going with Memoir 44 (despite thinking the army men look silly) because of the number of plastic bits in Battlelore. Plus, all the pieces being the same color looked pretty bland. I saw some video reviews that made set up look like something of a bitch having to put the little flag in the guys.

C&C:Ancients is also nearly 20 dollars more online for what seems to be a worse build quality than the other two.. and despite me thinking the theme of Ancients is really fucking cool, my friends are more likely to get into a WW2 game. That and my dad LOVES anything WW2 related (COD and MOH is how I got him to play video games), so I know he will be all over this.

That and the reviews said it was the most straightforward of the 3 with the shortest play time.. which means my friends are more likely to jump on repeat plays.
 
Norante said:
Noob question -- is Agricola available in Wnglish, and is it enjoyable with only 2 players?

Yes and yes. But, I enjoy playing Puerto Rico with the two player variant also, so maybe I'm misguided.

I think it plays better with three or four, but I've had a good time in all my two player games.
 
Neverfade said:
Yes, and Agricola isn't enjoyable with any amount of players.

BRING IT!

Consider it brought.

Agricola belongs in that top ten for sure. 2 player is awesome.


EDIT: @Stooge

The expansions for Dominion are both excellent. The designer's done a good job at focusing the expansions on a theme. Intrigue is focused on interaction a bit more. The theme of Seaside is "on your next turn". I recommend both.
 
platypotamus said:
Consider it brought.

Agricola belongs in that top ten for sure. 2 player is awesome.
I agree, but 2 player feels a little constricted if you're playing the "Family" (no minor/occupation cards) rules, due to the limited wood.
 
Yeah, I haven't done family with 2, but I can imagine that being trouble. My wife and I often fight over the reed and/or wood, even with some help from occupations/improvements.
 
So, I'm kind of looking for my next spate of games to buy sometime in May most likely (I Just bought like 8 new games, I think these should keep me set for a bit).. I think I may get some expansions to a few of the games I already own and just a couple of new ones.

What is the general consensus on Brass and Mr. Jack?

I already have a shitload of resource management/building board games, and it looks like Brass might be more of the same, but I've always been a sucker for building games and it sounds like a lot of fun.

Agricola is the other one I'm sort of looking at, but it seems a bit to similar to Puerto Rico.

Mr. Jack looks like light fair, but like I said.. the vast majority of the games I've bought to this point seem to be resource management, so I'm looking for something with a different mechanic.

I don't want to buy a whole hell of a lot more games to be completely honest so I'm hoping to round out my collection a bit more than what I already have. I watched some youtube videos from the Dice Tower guy and do not want any of the rooms in my house to look like that :(

Also, I am having a game night this weekend. Looking forward to a lot more dominion, Ticket to Ride and Pandemic this weekend. Kind of wish the new games would have come in before it because I really want to play Robo Rally with a large group.
 
StoOgE said:
Agricola is the other one I'm sort of looking at, but it seems a bit to similar to Puerto Rico.

It's not, though it is more complicated and a bit of a hassle to set up. So many wooden pieces.
 
platypotamus said:
Consider it brought.

Agricola belongs in that top ten for sure. 2 player is awesome.



I'm unconvinced!

Tedious min/maxing at its worst! I can go all day!

I don't want to buy a whole hell of a lot more games to be completely honest so I'm hoping to round out my collection a bit more than what I already have. I watched some youtube videos from the Dice Tower guy and do not want any of the rooms in my house to look like that :(

Get out, traitor! :)
 
My plan is to not have a room that looks like that. I didn't say I actually have the power to stop :lol

I was looking at Memoir 44 expansions today.. then I realized I don't even have the base game yet and there is no possible way I need expansions to keep the game "fresh" seeing as how I've played a grand total of one game of it. :lol

Hell, I've already decided on the Dominion expansions and we've only played that one a few times.
 
StoOgE said:
My plan is to not have a room that looks like that. I didn't say I actually have the power to stop :lol

I was looking at Memoir 44 expansions today.. then I realized I don't even have the base game yet and there is no possible way I need expansions to keep the game "fresh" seeing as how I've played a grand total of one game of it. :lol

Hell, I've already decided on the Dominion expansions and we've only played that one a few times.

You've made the wisest choice. Seaside is going to curl your doodle-root.
 
StoOgE said:
My plan is to not have a room that looks like that. I didn't say I actually have the power to stop :lol

I was looking at Memoir 44 expansions today.. then I realized I don't even have the base game yet and there is no possible way I need expansions to keep the game "fresh" seeing as how I've played a grand total of one game of it. :lol

Hell, I've already decided on the Dominion expansions and we've only played that one a few times.

The expansions to Memoir are not that important, the only one I would say that is not a bad addition is the air power expansion as it adds new rules and such to the core game for more detailed air support. The rest are simply to play other factions and theaters of war, with some unique rules for those specific area.
 
Played a 2 player game of Pandemic last night.

The game scales surprisingly well. It's obviously more fun trying to get 4 people to work together against the disease.. but it works well. You have two less people to hop around the map putting out fires, but you draw less infection cards and it takes longer to draw the epidemic card. The game seems to play about the same difficulty wise, but it feels a lot less hectic with 2 players.

We only played with 4 epidemic cards which was a mistake since it makes the game pretty easy, but we were worried having 2 players would make the game too simple. In a way it certainly does, because starting out with 4 cards in your hand makes it easier to put out a disease early. I drew the scientist job description and erradicated two diseases in the first 5 turns. My friend drew the medic which meant he went globe hopping putting out any outbreaks and I stayed camped out on Atlanta to discover cures as much as possible.. only really leaving to put out potential outbreaks near me or to meet my friend in San Fran to get a yellow card from him.

I do have one question about game mechanics. When you have an outbreak and one of the cities near it is a different color, what do you do? We put a single yellow block on a black city which makes the most logical sense in the games theme, but it seems that the impact of that is minimal since I'll never draw another yellow block for that city. I guess the only negative is that it was one less yellow block in our pile?

Anyway, I like the game and haven't run into the problem of a single player dominating the strategy. We implemented a house rule that you can't give unsolicitied advice to a player on their turn, they have to ask for your input. We still wind up working together, but it means that the person whose turn it is controls the action and no one can dictate what they should do. I could theoretically see a problem where someone is just directing everyone else, so we decided to preemt that with this rule.

Any opinions on the expansion for this one?
 
StoOgE said:
We implemented a house rule that you can't give unsolicitied advice to a player on their turn, they have to ask for your input.
Oh man, I'd never be able to follow that rule. I constantly give unsolicited advice, even when it might help an opponent win. I have no idea why I do this... but I can't stop.
 
StoOgE said:
I do have one question about game mechanics. When you have an outbreak and one of the cities near it is a different color, what do you do? We put a single yellow block on a black city which makes the most logical sense in the games theme, but it seems that the impact of that is minimal since I'll never draw another yellow block for that city. I guess the only negative is that it was one less yellow block in our pile?
That's how you should play it. The problem with having a different colored cube in a different colored city than it should be (Yellow cube in black city) is that it takes two actions to clear the city. One action to clean any black cubes and one action to clean any yellow ones. One thing to remember is that different colored cubes do not count towards the outbreak limit.
Any opinions on the expansion for this one?
I personally love it. There are a ton of new roles most help and some are kind of lame. (Epidemiologist is the worst one) They also fix the Operations Expert role so he's not so useless. They also added a bunch of really helpful special event cards which are nice to have in a pinch. The added mutation strain, virulent strain, and another epidemic card all are there to make the game more challenging. We usually play with at least a mutation or the virulent strain. We tried with both and it is just too difficult.

Finally, the bioterrorist role. The Bioterrorist variant adds a level of competition to the game. It's basically one player and the board versus the other players. The BT variant plays a lot like Scotland Yard, where the BT is hidden and only "seen" leaving places. We haven't played with that variant yet so I can't really comment on how good it is.

Actually one last thing, the new components are also a good thing about the expansion. The shrunk the pawns down so they actually fit on the board and they give you petrie dishes to hold all the cubes, pawns, houses, and other bits. It's a nice touch that adds to the theme of the game.

I would pick it up. It's cheap and adds a lot to the game.
 
StoOgE said:
Any opinions on the expansion for this one?
Another vote of support here. The new roles are pretty diverse, so they can inject a lot of freshness into the normal gameplay. Same with the new special events -- they're pretty different from the originals, and the sheer number of them means you'll be dealing with different combinations often.

Mutation and virulent strain can amp up the difficulty quite a bit. They can be kind of inconsistent with the amount of difficulty they add, but they're a nice option if your group finds the base game too easy.

Personally, I didn't like the bioterrorist rules as well as the pure co-op game, but I'm more of a co-op guy in general. In our first match, the bioterrorist completely dominated the game, and in the second he barely had any effect, so it felt a little more luck-based than the normal game. We were all new to the expansion, though, so it might get better as your group develops better strategy for that character.

Overall, though, I'd highly recommend it. The sheer variety alone makes it worthwhile if you play a lot of Pandemic.
 
I like that house rule. Communication-limiting rules can really improve the gameplay in a lot of co-op games even though I don't play with them too often. I actually think that rule is better than Pandemic's kind of patronizing "you can talk about your cards but you can't show them" rule.
 
Finally pulling together a proper boardgame day tomorrow. Emboldened by Fnord's recommendation of Arkham Horror as a gateway game I'm going to introduce several new people to the wonderful world of modern boardgames by letting Cthulhu eat their faces. I've played the game through several times with two investigators (solo) and four investigators (with one other player), but we may end up with as many as 7 or 8 tomorrow. I'm a little worried about downtime with that many.

After Arkham, assuming there's any will left, I'll offer up a selection of lighter stuff... Ticket to Ride, Catan, or Small World.
 
Evlar said:
Finally pulling together a proper boardgame day tomorrow. Emboldened by Fnord's recommendation of Arkham Horror as a gateway game I'm going to introduce several new people to the wonderful world of modern boardgames by letting Cthulhu eat their faces. I've played the game through several times with two investigators (solo) and four investigators (with one other player), but we may end up with as many as 7 or 8 tomorrow. I'm a little worried about downtime with that many.

After Arkham, assuming there's any will left, I'll offer up a selection of lighter stuff... Ticket to Ride, Catan, or Small World.
Geez, good luck. :lol

I used AH as my "transition" game - the bridge from the gateway stuff towards the more gamer stuff.
 
Evlar said:
I've played the game through several times with two investigators (solo) and four investigators (with one other player), but we may end up with as many as 7 or 8 tomorrow. I'm a little worried about downtime with that many.

Woo boy. With 7 or 8 experienced players the game moves quickly enough that it's not a problem, but if you've mostly got new players it could become a slog. If you do wind up with more than 6 players I'd work hard at helping keep the game moving along at as fast a clip as possible. I'm not saying you should be frantically rushing everyone, mind you, but it'll be easy for folks to get distracted and you should do your best to help everyone stay focused. Good luck!

FnordChan
 
XiaNaphryz said:
Geez, good luck. :lol

I used AH as my "transition" game - the bridge from the gateway stuff towards the more gamer stuff.
This is my D&D group, so I think they've got a strong enough grasp on how game systems work in general to survive Arkham Horror. In fact, I think I would have a harder time holding their interest if I started on something like Ticket to Ride. They're primed for bloody fights and long quests, and the co-op is a natural fit.
FnordChan said:
Woo boy. With 7 or 8 experienced players the game moves quickly enough that it's not a problem, but if you've mostly got new players it could become a slog. If you do wind up with more than 6 players I'd work hard at helping keep the game moving along at as fast a clip as possible. I'm not saying you should be frantically rushing everyone, mind you, but it'll be easy for folks to get distracted and you should do your best to help everyone stay focused. Good luck!

FnordChan
I think making the game move to endgame as fast as possible is a good idea. That means pre-selecting a GOO with a short fuse. We're playing base set, so that means... Yig or Ithaqua I suppose.
 
AstroLad said:
I like that house rule. Communication-limiting rules can really improve the gameplay in a lot of co-op games even though I don't play with them too often. I actually think that rule is better than Pandemic's kind of patronizing "you can talk about your cards but you can't show them" rule.
That rule is such bullshit. Is there anybody who actually plays with hidden cards? It is so much more productive to play face up.
Evlar said:
I think making the game move to endgame as fast as possible is a good idea. That means pre-selecting a GOO with a short fuse. We're playing base set, so that means... Yig or Ithaqua I suppose.
Also make sure you run all the fiddly parts, mainly the Mythos phase.
 
joeyjoejoeshabadoo said:
That rule is such bullshit. Is there anybody who actually plays with hidden cards? It is so much more productive to play face up.
Also make sure you run all the fiddly parts, mainly the Mythos phase.

Yeah, but I kind of like the rule because it sort of prevents one bully player from basically playing the game solo while everybody else watches.
 
Flynn said:
Yeah, but I kind of like the rule because it sort of prevents one bully player from basically playing the game solo while everybody else watches.
Likewise. If you have certain personalty types in a game, you could easily end up with someone figuring out the group's strategy for them.

joeyjoejoeshabadoo said:
Also make sure you run all the fiddly parts, mainly the Mythos phase.
Yes, when playing AH it's best to have a knowledgeable player be the DM guy who handles all of that stuff. Do let each player read out their own encounter cards though.
 
My only real co-op experience is with Descent. Often times, there were four of us playing (plus the Overlord--DM-ish figure). Usually, it was a three way discussion about strategy and moves for the turn, with the last person usually just going with what the group decided. I guess the Co-op bully would be the reverse of that last person, but I can't picture it really happening with the groups I've played with.
 
This has been a busy week for new games for me. Well, two weeks actually since I played Puerto Rico for the first time the week before, which I believe I already posted about.

Robo Rally

One of my friends had me get this for him during my last CSI order. We played this three times and it is absolutely fantastic. I love the chaotic nature of the game. Thanks for AstroLad and everyone else who has been talking up the game.

There were five us playing so it almost always assured that someone was near you to possibly mess up your programming path. It also doesn't help that we are all a bunch of jackasses and will go out of our way to try and shove someone off the board or into a pit, even if it is going to slow us down from getting to the next checkpoint. Only bad thing is we messed up a rule about what happens when a conveyor belt moves you onto a turn screw, but we consistent about it so it didn't favor any one player.

Axis & Allies Pacific: 1940 Edition

I never played the original Pacific version, so I am not entirely sure how they compare, but I played a ton of Revised going back to high school and Anniversary Edition since its release. Before getting into the game, I have to say I am sort of disappointing with how sloppy the release of this game was by Avalon Hill. It really looks like they were rushing to get this out before the holidays. They had to post a 7 page FAQ and errata correcting the printing errors in the game. This includes two mistakes on the setup instructions, plus they fucked up and printed the wrong combat board (although apparently they will at least replace that).

The parts (or lack there of) feel sort of cheap for how expensive the game is. They no longer include money. Instead they expect you to keep track of it all on paper. The IPC tracking board is smaller then in the past, as is the combat board (and as I said earlier, it is misprinted anyway). You also don't have as many dice or gray/red chips for tracking multiple units on a single territory as in the past, although I suppose that is a smaller complaint. It is just sort of disappointing compared to with what you get from a Fantasy Flight game for a similar price.

I enjoy some of the new mechanics they added to the game. Everyone starts at peace except for Japan/China. It allows them to try and model the expansion of the US economy from wartime to peace time, even if it seems a bit abrupt. By that I mean the US starts with a small amount of IPCs per turn, but once they enter the war it increases by 40 per turn. It also gives a few options to the Japanese player, since he can choose to just focus on China for a few turns or go ahead an plan an early attack against the US or the UK.

They also added some new structures to the game, including naval bases and airbases. The naval bases give an extra movement point to ships leaving from that territory for the turn. It is also what is now required to repair damaged battleships and carriers, as opposed to them magically fixing themselves. The airbases also add movement to planes, plus give an ability called scramble which allows your ground based planes to assist in sea battles. They also finally added convoy disruption and kamikaze attacks for Japan.

The game itself is fun. There were three of us playing; myself as Japan, one of my friends as the US, and the other as China, the UK, and ANZAC (Australia and New Zealand). I chose to focus on China at the beginning, knowing the UK wouldn't attack me first since it wouldn't bring the US in the war. I was getting lucky rolls all day long, and took a majority of China while barely losing anything. This allowed me to focus on building up my navy and invasion fleets. So on the 3rd turn, I went ahead and attacked the US and UK before they would join the war anyway. This allowed me to grab the Philippines and the most of southeast Asia. Then due to a stupid mistake by the US player, I was able to wipe out several of his ships at Iwo Jima with kamikaze attacks, while using my fleet to annihilate the rest of his at Hawaii. I conquered it a turn later and they conceded, since I was just one major city away from victory and they had no way to stop me from grabbing Sydney.

Dominion

After we finished A&A, the three of us played a quick game of Dominion. I am not honestly a fan of the supply cards the instructions suggest for your first game. With the exception of the militia card, it seemed like there was very little interaction between players. I can definitely see what the attraction most people have to the game and I did enjoy it, but next time we are going to use different supply cards more tailored to how we play games.
 
Played some Okko this week, was pretty neat. Kind of a skirmish type of miniature game type of set up, though it comes with everything to play and you don't need figures (unless you want to pay extra to add them in for visual flair). The system is very customizable, simple, and has lots of strategic elements. Rackham Entertainment is supposedly going to use the system for an upcoming Cadawollan set skirmish game.

Also played the Warhammer Invasion LCG. Have gotten away from all CCG's but the idea of LCG's is pretty neat and much much cheaper. This is a fun and simple game, with lots of great art taken from GW archives.
 
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