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AstroLad said:
Dominion is pretty fly. I've found that playing with a random set of cards is a very bad idea though. What are your favorite sets? I think I still like the first one the best.

So far, all I've played with are those recommended sets on the back of the directions. I really liked the "big money" one, and the one with gardens.

We're doing something to make it a bit less random. I can't remember exactly what we settled on, but I know it involves the winner of the last round picking some of the cards for the next. Either we went with "all other players pick 1/2, and previous winner picks the rest" or we went with "random draw half, previous winner picks the rest".

I could certainly see full random sets being trouble though. One of the recommended sets had the chapel without the witch, and I never figured out any way to get any real use out of it.


Also: FINE damn it, I'll pick up Culdcept Saga at the next opportunity :lol

(really, will be at both best buy and the mall today, so I'll check BB and then if they're out, the pawn shopsgamestops)
 
sweet when you pick it up we will definitely play

there is also hot bitches in culdcept which is way more than i can say for that 1920s game you are playing
sakuya.jpg
 
AstroLad said:
sweet when you pick it up we will definitely play

there is also hot bitches in culdcept which is way more than i can say for that 1920s game you are playing
sakuya.jpg

:lol :lol :lol

(I literally loled and it made me snort, hah)
 
Battlestar Galactica showed this morning, and we got 6 together to play it.

All of us first timers....slowed it down a lot haha.

About 4.5 hours later though, we finished, and we all had an incredible amount of fun. Highly recommended.


LNOE next.
 
AstroLad said:
Going to drop a quick recommendation to my fellow board-gaming dorks in here just because it saddens me that this amazing game got so little attention: CULDCEPT SAGA.

Culdcept Saga did nothing for me. I tried the demo and it felt like a rethemed Monopoly. The CCG aspect wasn't all that great either mainly because the cards themselves were very simplistic. All in all it was disappointing considering how highly regarded the original was.
 
Zalasta said:
Culdcept Saga did nothing for me. I tried the demo and it felt like a rethemed Monopoly. The CCG aspect wasn't all that great either mainly because the cards themselves were very simplistic. All in all it was disappointing considering how highly regarded the original was.
well i largely disagree obviously but dsfdf. the "rethemed monopoly" point in particular is unfairly reductivist considering, among other things, the diversity of card mechanics (and cards) involved. maybe you just didn't give it a proper chance, not that i would encourage you otherwise at this point
 
Cyan said:
Man, that's a bummer. It's a great game. In their defense, it's actually kind of hard to explain the rules... but sucks they wouldn't let you just read them.

I actually just found the game dull and uninteresting. Plus, playing with much more experienced players meant that the game moved far too fast. When I play that sort of thing I like to take things slowly, even as my skill and familiarity increases.

I eventually just sat a round out and read the rules and it was a lot better, but still... I don't get the obsession with it.

Neverfade said:
Battlestar Galactica showed this morning, and we got 6 together to play it.

Now that's something I can't imagine. While it would be nice to actually have six friends total I'm lucky if I can find one other person willing to play most games let alone regularly enough to learn the rules to a more complex game or able to actually get these theoretical people together often enough to play. I haven't even been able to get two other people together to play Rock Band with my girlfriend and I.

The biggest problem with any game for me is getting someone actually willing and able to play it. I'd love to get in more Arkham Horror, but even with the people who do play it they complain that it takes too long.
 
It's not really a game you can just read the instructions and make a judgment based on that. You really need to have at least several real playthroughs and and the chance to see all the cards and various important combinations of cards. Most people I've played with admittedly didn't "get" the game until about their tenth playthrough.

once again dsfdf
 
AstroLad said:
It's not really a game you can just read the instructions and make a judgment based on that. You really need to have at least several real playthroughs and and the chance to see all the cards and various important combinations of cards. Most people I've played with admittedly didn't "get" the game until about their tenth playthrough.

once again dsfdf

Eh, I probably played about six games or so. I think I "got" it, but I just didn't ever really enjoy it.
 
Since I am far too upset to continue, I will just crib from BGG, as is my wont.

Without further ado, things that are awesome about Race for the Galaxy:

1. This game teaches you to reject grasping. What I mean is, this is exactly the sort of game that a Buddhist could really get behind. It teaches you, nay, forces you to set aside the need to play every card in your hand. You must empty yourself of this desire in order to play...at all. Depending on your strategy, a very large percentage of your hand cards are going to simply be thrown away to pay for the much smaller percentage of cards that get played to your tableau.

In order to be truly successful, you must prioritize your hand cards in such a way that you will almost always find yourself in the position of throwing away one or more cards that would have been nice to play, in order to add one more, much more important card to your tableau.

I have emptied my entire hand to pay for one big development. And I'm sure everyone else has, too.

2. The game oozes theme. It wouldn't work as a game without this theme. Firstly, each of the actions feels exactly like what the action is describing. Explore actions feel like exploring. Settle and Develop are very much what they say they are. Consuming and Producing are, again, those things that keep the wheels of commerce turning. The theme is so well-integrated into the mechanics that in one game Brent, who was a strong military power (with very few consume powers), found that he couldn't unload his novelty goods. Another player said, "Well, the market will only absorb so many cheeseburgers."

This makes perfect sense in the context of a player's tableau.

3. One word: mythos. Another way in which the theme comes out has to do with the cards themselves. Tom Lehmann excercised a very light touch when it came to introducing a mythos into the game. There is one, but you don't know all the details. He could have gone and named all the planets. However, calling them "Black Market World," "Tourist World," and "Mining World" frees you up. It doesn't give you the mental block of a poorly designed scheme of alien names like "Zylar V" or "Tanrakachatakan Prime." Instead, making the names of the worlds non-specific gives us the opportunity to imagine any name we like. Rather, we can imagine that the world has a name, but we needn't know what it is. It's irrelevant, because it feels more important to know what sort of world it is, rather than what it's called.

And another thing, I don't know who the Uplift are, or what they are supposed to be, if even if they are a "they," but I am intrigued beyond all belief.

4. The art on the cards is magnificent and adds flavor of a magnitude that I wasn't expecting. The New Galactic Order (6-cost development that adds military and points for military) is the perfect example of this. The image is of a despot. He wears a long purple robe, has a mechanical arm, and sits in a throne in a magnificent chamber. This card tells a story. The crowded beach on the Tourist World is another fine example. It really doesn't look like a pleasant place, but it's totally believable (it reminds me of the horror of Waikiki) and, again, tells a story. Cards that work together tell further stories.

For instance, the Alien Rosetta Stone World gives you the strategic advantage of being able to lay down "Alien" worlds more easily, but it also allows you, in adding those worlds to your tableau, to tell the story of a civilization discovering the roots of an ancient galactic civilization, a civilization far more advanced, mysterious, and powerful than we can possibly imagine and yet, for whatever reason, has completely disappeared. All we have left are the artifacts.

What I mean is, there is opportunity here, if played well, to engage in a certain degree of story telling. Nearly every game I've played thus far (which is only a few, to be fair) has had this quality. It truly remarkable that my opponent tonight was actually torn between playing cards that would score him more points or cards that would continue to tell this story that he was working on. In a sense, it's a very realistic conundrum. Many cultures go through this sort of identity crisis.

Also a review that nicely captures my point about the game improving as you continue playing:
Learning how to play
Rating: 7/10
RTFG is a game that takes several plays to learn. Many have been turned off by the initial curve where players learn the game. Due to the use of many icons, it can take several games to be comfortable with the majority of the cards. Many have criticized the use of icons in place of words - which some have suggested would make the first few games more appealing.

In this author's opinion, the cost of the icons is far outweighed by their benefit. It is true that the first couple of games can be difficult. This has turned off at least one player in my group. But for those with a modicum of patience, the third game appears to be the sweet spot. At this point, the icons cease to be a source of frustration and begin to become a thing of marvel. I can glance at a card and instantly know what it does! Moreover, as games take less than an hour each, the learning process is not long compared with other games.

Some strategy emerges - play speed increases
Rating: 8.5/10
If your first 3-4 games seem like an exercise in becoming comfortable with the rules, the next 5-10 are all about developing basic strategies. At this point, the learning curve becomes a lot of fun. Finding cards that work well with one another (and there are hundreds of two card combos, and thousands of 3+) can be very exciting. This phase is marked by players absorbed in their own strategy, and not well focused on the other players. This is where the accusations of multi-player solitaire originate.

Another characteristic of this phase is that play speed drastically increases. Without constantly needing to reference the icon guides, duration drops to 20-40 minutes a game.

Learning the group dynamic
Rating: 9.5/10
After 10-15 games, players are very comfortable playing their cards. This is the jumping point where skill begins to emerge. Players will now spend as much time focusing on their opponent's plays as their own. Learning what your opponent is trying to do, and therefore, which roles he/she is likely to play, is critical to becoming a better player. Learning to leach (see the strategy threads) is vital to success here.

Bluffing, game theory, and the meta-game
Rating: 10/10
So, you've played many different strategies in your 30-50 games. You have learned to predict what your opponent is going to do. Your opponent can guess what you will do. Well, what is your opponent likely to do, knowing that you will do what he thinks you will do - and how can you best take advantage of this?

Here is an example of this line of thought:
My opponent has been playing a military strategy, and is therefore likely to settle. I can therefore expect to settle and have a windfall world in my hand. So, despite not having any goods yet to trade, I will choose trade hoping that he will choose settle, so I can get the upper hand.

After a little while, it evolves to this:
I am going military which means my opponent expects me to settle. He might trade. I can develop forcing him to waste his trade move, and then hope that he settles next turn so I can play my milirary world for free.

This can become a metagame:
The last few times we played, I did not settle when my opponent was expecting it, and he was burned accordingly. He will no longer rely on me to settle when I should, and therefore it is now safe to do so once again.
 
I got to play Race for the Galaxy this past weekend and I'd have to say that I think it's really awesome. It seems like it's Puerto Rico with some randomness thrown in for good measure, and I love me some Puerto Rico! I've only played 4 times so far but I've enjoyed each one, even when I lost. I really like games where you have to figure out a good strategy depending on the cards you draw, and the way that RftG is set up, I've usually been able to find good cards to use no matter what strategy I end up going with.

I also got to play Russian Rails, and it just makes me sad that not everyone in our group loves the crayon train games as much as I do... It made me go back and start playing Railroad Tycoon 3 again, though! I don't know what it is about train games, but I seem to like all of the ones I try. ^^
 
AstroLad said:
Going to drop a quick recommendation to my fellow board-gaming dorks in here just because it saddens me that this amazing game got so little attention: CULDCEPT SAGA.

I'm going to crib from community site Culdcept Central's beginner's guide:

http://www.culdceptcentral.com/inde...csguidesbeginner&option=com_content&Itemid=16

As shown in the full guide above, the game has an amazing amount of depth. imo it's much better than the other board-game video games because it is designed to take advantage of the format despite feeling very much like a board game.

The board graphics and cutscenes are pretty mundae, but the card art is amazing.

Not only that, but the game has an unrivaled amount of customizability for online play. You can play with blind decks (random assortment of cards), themed decks, adjust all the standard settings, and even make your own rules. Best of all it's about $20 new pretty much everywhere.

Culdcept is a great game. I need to play it more often. It really does have a great amount of customization. There are still a ton of cards I haven't got yet. The graphics may be average, but they do the trick.
 
SCHUEY F1 said:
Culdcept is a great game. I need to play it more often. It really does have a great amount of customization. There are still a ton of cards I haven't got yet. The graphics may be average, but they do the trick.
Yep, what's lacking in the graphics is more than made up for in the card art imo. Feel free to hit me up on XBLA if you ever want a sealed-deck match (AstroTheLad).
 
finally got to play muchkin quest a few weeks ago. overall it was decent. it's hard to separate that game from regular munchkin including the changes in who can assist, when items can be played, etc. Still overall it wasn't too complicated, had enough variety (actually more than the default munchkin deck) to keep things fun, and was enjoyable. my only complain was that some of the rules just seemed arbitrary. the whole concept of monster targeting seems unnecessary and just a way to give players cards randomly. Also while I like the concept of the boss monster at the end the fact that two players can team up on it and both win just seems... well, un-munchkinly so to speak.

I did order three new games from last month's previews. Agricola is FINALLY getting a US release, at $70 :O Still, with all the hype that game has continually gotten I ordered it. Also ordered Small World by Days of Wonder. Sounds like a civilization light game with humor thrown in. looked interesting. And finally Pirate's Cove. Ever since WizKids' Pirates line I have been looking (obviously not very hard) for a good pirate RPG-lite/BG-deep game. This looks like a perfect answer to that.

If anyone has comments on either Small World or Pirate's Cove I'd be interested in hearing them. As for Agricola... well, we'll just have to see. Will be interesting to see what all the fuss has been about.
 
Interesting thread. Maybe you guys should make a little top-5 for the different board game-genres. I'm interested in trying out new games, but don't have the time to read through all these reviews. ;-)
 
perryfarrell said:
Interesting thread. Maybe you guys should make a little top-5 for the different board game-genres. I'm interested in trying out new games, but don't have the time to read through all these reviews. ;-)

Check out boardgamegeeks.com - games are all rated and searchable by genre/setting/whatever.
 
Yes, boardgamegeek is AMAZING. I particularly recommend searching through their geeklists, identifying games you might be interested in there, then checking out their uber-detailed reviews. GAF is also pretty good for recommendations in my experience.
 
AstroLad said:
Wait, Agricola's been out in the US for a while now. You can get it for $53 bucks here: http://www.coolstuffinc.com/main_bo...ard games&fp=Acc-Agricola#Agricola Board Game
ahh... well, it was just offered for the first time (not an "offered again") last month in comic shops' previews.. weird. anyway, I ordered it with our store order. Hopefully it being already out means I'll get it within the next few weeks instead of April.

oh, sorry for no links.. here's Small World. Here's Pirate's Cove

edit - alright, I got it.. it's a reprint. First edition is "sold out". So yeah, they're targeting a Apr/May release for the reprint.
 
AstroLad said:
Yep, what's lacking in the graphics is more than made up for in the card art imo. Feel free to hit me up on XBLA if you ever want a sealed-deck match (AstroTheLad).

I did end up picking it up btw. Have played a bit into the single player campaign. The AI seems less cheaterly than in the old PS2 version, but also seems pretty damn stupid sometimes. I just added you via the website (I'm bonbu on XBL).


borghe said:
If anyone has comments on either Small World or Pirate's Cove I'd be interested in hearing them. As for Agricola... well, we'll just have to see. Will be interesting to see what all the fuss has been about

I own Pirate's Cove, but I've only played it once. It was ages ago. I don't really remember it very well, but the fact that it hasn't gotten another play means I probably didn't like it much? I seem to recall it being a bit too much of direct player aggression for my tastes, I prefer a bit more subtlety.

As far as Agricola goes, I just played my first non-2-player game last night, and it was such a blast (2nd place is the first loser, grr). I actually enjoy it so much that this weekend I'm planning on playing the solitaire rules while the wife is at work, haha.
 
platypotamus said:
I did end up picking it up btw. Have played a bit into the single player campaign. The AI seems less cheaterly than in the old PS2 version, but also seems pretty damn stupid sometimes. I just added you via the website (I'm bonbu on XBL).
Nice, it's on then at some point. AI is interesting. It does make boneheaded plays occasionally, but I've also seen it devise some pretty interesting tactics.
 
AstroLad said:
Going to drop a quick recommendation to my fellow board-gaming dorks in here just because it saddens me that this amazing game got so little attention: CULDCEPT SAGA.
Have they fixed Culdcept Saga Online play yet? I love the game, but it kept disconnecting me.
 
Neverfade said:
LNOE next.
I was underwhelmed with LNoE.

Great theme, great visually, but the gameplay just didn't grab me. I'd rather Descent for my hack-n-slash gameplay, and Mall of Horrors for my Zombie theme.
 
Yes. LNoE is awesome on theme and on getting theme across through gameplay, but I just don't think the gameplay itself really holds up that well over time. It's hardly broken or bad or anything, but not in my Top 10.
 
I'm considering making Pandemic my next purchase. Does anyone want to comment on how it plays for two to three people looking for co-op play with less set-up time than AH? Astrolad?

I'm also considering BattleLore, and I would appreciate any feedback on whether it's a good gateway for people new to (board) wargames.
 
Evlar said:
I'm considering making Pandemic my next purchase. Does anyone want to comment on how it plays for two to three people looking for co-op play with less set-up time than AH? Astrolad?

I'm also considering BattleLore, and I would appreciate any feedback on whether it's a good gateway for people new to (board) wargames.
Pandemic is excellent and scales well to any player size. It can be really difficult to finish on normal or hard, our group has a very poor win rate. But we enjoy the challenge all the same.

I'm looking into picking up Red November next for more coop goodness (supports up to 8 players, and the only coop game I really have for that size is Arkham Horror).
 
Evlar said:
I'm considering making Pandemic my next purchase. Does anyone want to comment on how it plays for two to three people looking for co-op play with less set-up time than AH? Astrolad?

I'm also considering BattleLore, and I would appreciate any feedback on whether it's a good gateway for people new to (board) wargames.
The set-up time and learning time for Pandemic is minimal (10 minutes to learn, 10 to set up). It is the complete opposite of AH. I'm sure you can find a BGG review that goes into obscene detail on this, but Pandemic is almost like a cooperative math problem. Your margin for error on Normal and Hard modes (whatever they're called) is really razor-thin, so it provides a good challenge.
 
Evlar said:
I'm considering making Pandemic my next purchase. Does anyone want to comment on how it plays for two to three people looking for co-op play with less set-up time than AH? Astrolad?

I'm also considering BattleLore, and I would appreciate any feedback on whether it's a good gateway for people new to (board) wargames.
The ex-Gamerscore Blog team played Pandemic last night. We had 3 players - 2 of them new.

Games took about an hour each, and we lost. Setup is very simple, and the game moves quickly.

The only downside is that the game, being co-op, COULD be a case where one or two vocal members "run" everyone else's turn. We didn't have that issue last night, but I've seen it before.
 
CPaladino said:
The ex-Gamerscore Blog team played Pandemic last night. We had 3 players - 2 of them new.

Games took about an hour each, and we lost. Setup is very simple, and the game moves quickly.

The only downside is that the game, being co-op, COULD be a case where one or two vocal members "run" everyone else's turn. We didn't have that issue last night, but I've seen it before.
Yep, our game regulars try to make sure no one person dominates the gameplay. Don't have players tell people what they should do or have people directly show cards they have (i.e. open hands the whole time), make people talk things through and come up with options/choices that the team can discuss and form a plan around.
 
My favorite small group (3-4) player games:
  • Shadows Over Camelot - admittedly better with 4-6 players, but works with 3 ok, and 4 fine
  • Pandemic - awesome, quick, and co-op
  • Citadels - Small box, and scales for 3-9 players making it great to bring w/ you
  • Descent - Hack-n-slash dungeon game

I really want to pickup Nexus Ops.
 
So I've spent like 4 hours playing Agricola solitaire this weekend (wife working + sick = board game solitaire?). I've never tried solo mode of any board games before (not even sure if any of the ones I own besides Agricola support it, honestly).

This particular one works really well. Basically the only rules changes are a couple of small numbers changes (less wood, more food required to feed family). Beyond that, you've got targeted score goals, and you can play in a series--you carry over one job per round, + some amount of food if your score is good enough. I'm on my second series (the first one I lost on round 3), and I just completed round 3. I needed 59 points, and ended up with 61. This means that going into round 4, I'll have 1 food for free (you usually start with 0), and get to start with three jobs:

-3 free fences if I pay for at least 1, whenever I build fences.
-Can bake bread during harvest without using an action
-Whenever I take 1 veggie, I get 2 grain for free (!)

Those last two work well together, as once I have a cooking hearth, the "take one veggie" square really can mean "take 6 food + 1 grain", which feeds my family and lets me plant a field to boot.

Anyway, Agricola owners, I recommend you give it a shot. I think it (potentially) may make me do a bit better next time I play in a group too.
 
Evlar said:
I'm considering making Pandemic my next purchase. Does anyone want to comment on how it plays for two to three people looking for co-op play with less set-up time than AH? Astrolad?

I'm also considering BattleLore, and I would appreciate any feedback on whether it's a good gateway for people new to (board) wargames.

Not sure about gateway, as I'm more into tabletop wargames than board wargames (well, 40K, basically), but I think BattleLore is fantastic. The double-play aspect (I play as the french, you as the english, we then carry the score over and swap sides so you're the french) means that the games can take a while, and set up time is not quick (though I don't find it that bad)

I love the command set up (board is divided into three, middle and 2 flanks, and you play a card which normally allows you to act with 1, 2 or 3 units from one of these sections, but nothing from the rest of the board).

Unfortunately, I don't have a regular gaming partner to play this with, so I haven't experienced the full 'make up your own court' aspect, and things like the wizard/priest cards, so I can't really comment on these, but I think it's a great game
 
i think memoir 44 is a bit better of a "gateway" game just b/c battlelore can pretty daunting in size and scope (though a great game). i was taught memoir 44 in like 10 minutes. both are pretty games too, which is always important for a gateway game
 
spikydavid - if you haven't had a chance, Arkham Horror is also a blast as solo play. One player operating two or more investigators really is not bad and because the game is completely co-op there is never any rule weirdness. Highly recommended.

platypotamus - stinks to here about you not remembering (liking?) Pirate's Cove. I just really wanted a good pirate game and couldn't find much out there.

Was reading up more on Small World and apparently much of the rules are based around Vinci, just updated and refined. Looks like a great first leap into civ board games.
 
CPaladino said:
My favorite small group (3-4) player games:
  • Shadows Over Camelot - admittedly better with 4-6 players, but works with 3 ok, and 4 fine
  • Pandemic - awesome, quick, and co-op
  • Citadels - Small box, and scales for 3-9 players making it great to bring w/ you
  • Descent - Hack-n-slash dungeon game

I really want to pickup Nexus Ops.

I've seen you around on BGG.

Ghost Stories would probably fit very well in that list. Better than SOC or Pandemic in terms of co-op games IMO.
 
Zalasta said:
Ghost Stories would probably fit very well in that list. Better than SOC or Pandemic in terms of co-op games IMO.
yeah i heard ghost stories is pretty brutally tough. i have it but have only flipped through the manual.
 
I am finally getting a chance to play one of my christmas presents this weekend, Arkham Horror. I think I get the basic drift of the rules, and I printed out every goddamned player aid I could find. I hope I have a good time. I have been looking for a change from Descent and Runebound.

I wanted to set up a solo round, just so i could get familiar with the mechanics, but I didnt want to spoil the game for my friend and I. I like to be surprised by the cards.
 
dreadfulwater said:
I am finally getting a chance to play one of my christmas presents this weekend, Arkham Horror. I think I get the basic drift of the rules, and I printed out every goddamned player aid I could find. I hope I have a good time. I have been looking for a change from Descent and Runebound.
I still haven't really played it and I've had my copy since Christmas. Everyone who might like to learn the game has been too busy for a 3+ hour session. I ought to just play it solitaire to learn the rules.
 
I learned it solo. Makes it MUCH easier. It really isn't that hard of a game to teach compared to learning it by yourself once you've done a playthrough. Just be sure to play with two characters.
 
AstroLad said:
I learned it solo. Makes it MUCH easier. It really isn't that hard of a game to teach compared to learning it by yourself once you've done a playthrough. Just be sure to play with two characters.


my friend and I are playing this weekend. would you recommend we control one character a piece or 2? I heard 4 investigators total is the sweet spot.
 
dreadfulwater said:
my friend and I are playing this weekend. would you recommend we control one character a piece or 2? I heard 4 investigators total is the sweet spot.
Yeah, that seems to be the common wisdom. tbh if you're just playing sans expansions i think 2 is totally fine, done it several times. Plus I really do prefer just controlling a single character. 2-5 investigators is fine really. 1 is just dreadful and dull and 6 or more is just way too easy and long.
 
Me and my brother played my copy of Arkham Horror for the first time the other weekend, and got our asses kicked. We ended up with Hastur which is never a good start as it bumps up the gate-closing requirement to 8 clue tokens! We then proceeded to close no gates at all, get the terror level to 6, at which point Hastur awakened due to the doom track and kicked the shit out of us :lol

Bought my girlfriend Last Night On Earth for her birthday and spent this weekend learning and playing that, it's good fun and the games are kept quite short so it's good to play for a short burst. Quite hard to win playing as the heroes though! You roll two dice to fight zombies, and only actually kill them on a double, if you beat them with one dice you just 'fend them off'. Great fun though.
 
Don't know if it was mentioned, but THE best board game of the forever is "A Game of Thrones". If you play with proper people, the games's 10 turns can go for 10 hours plus, and it will be hilarious :)

Also, everybody should play "Bohnanza". It's not a board game, more of a card game, but still. One of the best ever.

Also, Carcassone and Citadel are pretty good.
 
malsumis said:
Don't know if it was mentioned, but THE best board game of the forever is "A Game of Thrones". If you play with proper people, the games's 10 turns can go for 10 hours plus, and it will be hilarious :)

Also, everybody should play "Bohnanza". It's not a board game, more of a card game, but still. One of the best ever.

Also, Carcassone and Citadel are pretty good.

The TCG is quite good if you're into the theme. It's especially good now that you can buy it in the non-collectible format.

Just played a couple more rounds of Race For the Galaxy. I didn't fully absorb the game the first couple of times I played it. Was half drunk and not really focused on the game.

This go-round we played with the new expansion and I was really able to lock in on what the game is about. It's a bit like Agricola in the way that the cards constantly change the tree you're building -- the whole Puerto Rico thing, but with variety.

I like it and want to play more.
 
dreadfulwater said:
my friend and I are playing this weekend. would you recommend we control one character a piece or 2? I heard 4 investigators total is the sweet spot.

When playing two-player we always go for two characters each, normally with some sort of draw-five-characters-keep-two policy.
 
I am encouraged by the number of fans Arkham has. I will be playing with a buddy tonight after Chinese(food). Fantasy Flight makes great boardgames. I have several of their Titles. I wish they would re-do Warhammer quest. even though I have a mint copy of the original, FFG giving that old game a fresh coat of paint would be awesome.
 
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