• Hey Guest. Check out your NeoGAF Wrapped 2025 results here!

Boardgame-Age

Status
Not open for further replies.
Qaz Kwaz said:
Hey, fellow Twin Cities'er! Where do you shop? I like to support The Source, but Games By James usually has what I'm looking for.

I was a die-hard Source customer. Used to go every Thursday night to play A Game of Thrones. Sadly, I've moved to California.

Have you heard about the FFG event center that's opening up?
 
GDJustin said:
Are there any other top-notch 2P games that scale decently to 3-4?


The next most played 2P game for my wife and I (that also allows more) would be Agricola. It's WAYYYYYYYYYYY more confusing/hardcore than the three you've mentioned so far though. Not to say I don't recommend it, as I do, but you may want to save it for a couple more games down the line.

Race for the Galaxy works really well as a 2P game (you MUST use the advance rules though, otherwise it's not as good. Advanced rules is also a misnomer, it doesn't really complicate things at all). It expands well for more too (up to 6 with all expansions, I believe?)

We've played Stone Age 2P a bit lately as well. I like it better with 4, but it was still pretty good with just the two of us.


If you care less about the expanding to 3-4P, I recommend (again?) Catan Card Game (soooooooo good + expansions for even more good), and Twilight Struggle is awesome (it'll likely be a tough sell for the wife, based on my attempts with my own, though she loves it now).


I'm very much planning on playing my 3 in-transit board games both 2P and more (Through the Ages, Thunderstone, Vasco Da Gama), so I'll report on those in coming weeks.
 
GDJustin said:
Are there any other top-notch 2P games that scale decently to 3-4?
My girlfriend and I are in love with Small World. The game comes with a different board depending on how many people are playing. We've played a bunch of two player games and a five player game and they both felt roughly the same.
 
Played my first game of Endeavor tonight. Played with 4.

Reaaaaaaaaaalllly enjoyed it. Pretty darn simple, pretty fast paced, and nice and short. Gateway potential, but perhaps a a bit more complex. Gateway from the gateways to other stuff perhaps.

First time playing for all four players, score ended up 60-59 (me)-56-56. Our guesses as to who won just before the game ended were all different (I was convinced I had been destroyed, one person thought that the winner had been destroyed, the winner thought that one of the tied-for-lasts had it, and the other of them thought they were going to win for sure).

Definitely looking forward to playing again.
 
Had a massive gaming weekend.

6 player game of Power Grid. Like the first time, we locked up every town before someone could get to 14 cities, then we had to cycle through all the remainig power plants to get the Step 3 card to pop up. By then we had several cycles of collection so everyone was flush with $$$. Massive buying spree for the 20 pt cities, but I squeaked out with 18 cities :)

2 games of Stone Age. GREAT game, gotta pwork those end game VP multipliers though. The girls always went for huts and points during the game, and we would always pop out with food, tool, or culture multipliers for the win.

Puerto Rico. Lots of fun I like the role picking, adds a nice layer of strategy. For such a nebulous game to describe, I really liked it. I feel like I have just nicked the surface of strategy for that game.

The classic Fortress America. Yep, the US is still that games bitch in a 2 player game :P

Pandemic. Good co-op game, probably the fastest game we played. A little tame without the cutthroat PvP, but still fun.

Merchants of Venus. Old game, but pretty fun. Odd to have stacks of cardboard chits again after all these years of plastic minis and wood counters.

My brother-in-law bought a copy of Axis and Allies:Pacific 1940 from Tower Games in Atlanta. HUGE f'in board, and when he mates it with the 1940 Europe one coing out soon, the board is gonna be like 5 feet by 3 feet! We'll need an entire weekend just to play that one!

I picked up Race for the Galaxy. Once I can figure out their icon system, it should be fun.
 
I just placed an order for Tobago after reading Neverfade's comments and reading the rulebook on BGG. It looks like it may fit well with us and looks like a fun game. I also ordered The Adventurers which I was super hyped on when it was previewed a few months back but I sort of forgot about it until today.

Besides being sicker than a dog this weekend I was still able to play a couple games of Pandemic. We finally beat a game with the mutation rule in effect but we used 4 epidemic cards this time so, while it wasn't a cake walk, it was probablly still easier that adding that fifth or sixth card in the mix.
 
Played pandemic yesterday with the on the brink expansion for the first time. The new roles/ special event cards add a lot to the game. I also think the new rule of adding two special event cards per player changes the base game for the better. It makes you unaware of what special event cards you'll draw, and it changes the deck size depending on how many people are playing.

As for the other scenarios included in the box, we only tried the Virulent strain, which was pretty meh in my opinion.
 
In other news, my order arrived today. So tempted to open the boxes and read me some instructions, but I think I'll wait. Hopefully get to play something this weekend.
 
I played a proper game of Arkham Horror solo with two characters.

Sweet Jesus. I didn't finish cause it's getting late. The box saying 1-8 players is bullshit. I mean, I guess I could rock 4 investigators if I wanted my head to explode, but no thanks. It seemed almost impossible with two, why the option for 1 is even there is beyond me. Two people isn't enough to gather clues AND control monsters. At some point, it just becomes a damn terror track land speed record.

So many questions though. This game is like Rule Exceptions: The Boardgame!

In good news, motherfucking Runewars has shipped!! Maximum boner mode engage.
 
Two is pretty brutal. Two solo should only be done for learning purposes. Game is great with 3-4 though. And yes I read the BGG Rules forum for days for AH.
 
Neverfade said:
Sweet Jesus. I didn't finish cause it's getting late. The box saying 1-8 players is bullshit. I mean, I guess I could rock 4 investigators if I wanted my head to explode, but no thanks. It seemed almost impossible with two, why the option for 1 is even there is beyond me. Two people isn't enough to gather clues AND control monsters. At some point, it just becomes a damn terror track land speed record.
It's possible, you just really need to know the game system, get lucky in getting certain item pulls, etc. I'm sure if you look around the BGG forums you'll find suggestions on how to tackle the game with that many characters, but it's not easy.
 
Yeah a good starting point is learning which gates open more often so that you can prioritize those for sealing.

I consider that cheating though!
 
From game one, I'd say the fucking witch house!

I had to have at least 4 surges on that one alone.

I was also playing wrong and not putting a doom marker on the track when an encounter opened a gate.

Yeah, I'd have gotten my ass tore up.

Is there an item limit?
And the closing/sealing portion of the gates is done at the end of movement as investigators come out right? The explored markers mean I can....close the gate in a later turn? This I'm kind of unclear on. Why would I not choose to close the gate as I leave? I clearly know when I'm coming out and can focus my stats accordingly.
 
Though a bit late, I wanted to let everyone here know that CoolStuffInc is donating their net profit from today's orders to CARE for Haiti relief. This was definitely enough to nudge me into picking up Twilight Struggle, Chaos in the Old World, and all the character expansions for World of Warcraft: The Adventure Game.
 
Lan_97 said:
Though a bit late, I wanted to let everyone here know that CoolStuffInc is donating their net profit from today's orders to CARE for Haiti relief. This was definitely enough to nudge me into picking up Twilight Struggle, Chaos in the Old World, and all the character expansions for World of Warcraft: The Adventure Game.

But I just made a big orderrrrrrrrr
 
This past weekend, I had a board game shindig with my friends.

We played:

- The Adventurers
- Descent
- Arabian Nights

I had a blast, as all of my friends like to hilariously embellish encounters in games like Descent and Arabian Nights, but one guy there thought the whole thing was lame, and it kind of sucked the fun out of the room.

My friend who owns the board games loves to inject some RP into the game, so every time we attack in Descent, we have to think of a new inventive description for how we attack. By the end of the game, we ended with a lot of balls being chopped off, and being blinded by arterial spray. :lol

I love having friends that enjoy board games.

Neverfade said:
From game one, I'd say the fucking witch house!

I had to have at least 4 surges on that one alone.

I was also playing wrong and not putting a doom marker on the track when an encounter opened a gate.

Yeah, I'd have gotten my ass tore up.

Is there an item limit?
And the closing/sealing portion of the gates is done at the end of movement as investigators come out right? The explored markers mean I can....close the gate in a later turn? This I'm kind of unclear on. Why would I not choose to close the gate as I leave? I clearly know when I'm coming out and can focus my stats accordingly.

I tend to play 6-7 player games of Arkham Horror, but it ends up taking forever. Usually we play all day, seal most of the gates, and then Azathoth wakes up and we all die. :|
 
bengraven said:
I hate you all for having friends who play these. I have never found a single friend interested.

There's an infinite amount of themes in games, it just takes finding the right one to hook them. Boom, you're in.
 
The tricky part is finding people committed enough to hang out and spend the time on the beefier games. My crowd here gets too distracted with beer, socializing and Blackberries.

I'm literally flying back to Minnesota in March to play more board games with my crew there because I know I can get a good three days straight of serious play.
 
:lol
Flynn said:
The tricky part is finding people committed enough to hang out and spend the time on the beefier games. My crowd here gets too distracted with beer, socializing and Blackberries.

I'm literally flying back to Minnesota in March to play more board games with my crew there because I know I can get a good three days straight of serious play.

I'll fly back home to MN in a few months and we'll play. :lol
 
Flynn said:
The tricky part is finding people committed enough to hang out and spend the time on the beefier games.
You just need to find the right "level-up branch" option. Once you figure out the game play mechanic styles people like as well as themes, it shouldn't be TOO much of an issue.

This past Saturday we went through Citadels, Power Grid, and Agricola. Hard to believe that our group had started a couple years back with mainly poker nights. A few games of Bang, Winner's Circle, and Ticket to Ride was enough to get people interested in tackling the first "big one" of Arkham Horror when it was first released. It was full throttle from there!
 
bengraven said:
I hate you all for having friends who play these. I have never found a single friend interested.

Try starting with a poker night. I've found that poker is a great trojan horse to fool people into playing stuff like this.

Do you have any friends who play(ed) any collectible card games like Magic or anything? There's a couple options that are great gateways from those to this type of gaming.

Alternatively, you could take the strategy-video-game to board game approach... there are a number of games that are somewhat Civ-ish.

Then there's the "party" board game route. Start with something low threat, like a cranium, scattegories, taboo, or something. Transition from there to something like a Werewolf, and from there to a Bang!

You could also try the licensed board game approach. Some of these are awful, but Game of Thrones is supposed to be good, BSG as well....

Oooh, and the pen and paper to board game conversion is decently easy too.

You've got to have some friends/family that could be susceptible to one of these moves, yes?


EDIT: I hadn't seen that XiaNaphryz basically hit what I was trying to say, but more succinctly. Also succinctly has a lot of "c"s in it. Also, There seems to be a malicious ad popping up in this thread, trying to hijack my browser?
 
Probably mostly repeating the good advice already expressed but:

I just find in general casuals are a lot cooler with board gaming than almost any other type of gaming. It's like the Wii if those Wii games that casuals love had any depth. Stuff with a nice appealing theme and simple rules like Ticket to Ride, San Juan, etc. goes over great in my experience. From there it's fairly easy to graduate to games like RoboRally and upwards in terms of complexity and dorkiness of theme. Just a matter of finding the right theme and complexity to suit the people and number of people you have. Actually sometimes I find picking game almost as fun as playing but I guess it helps that I have a pretty big library to choose from.
 
Played Carcassonne, Bohnanza, Modern Art (twice) and Dominion yesterday.

I had never played Modern Art before, but that game is great. It's all auctions, but there is a lot of strategy and a very cool mechanic used to determine the value of the paintings. Even with the strategy, it sort of has a party game feel, since you're bidding with everyone and also trying to persuade people to sell certain paintings to give more value to yours.

I'm drey1082 at BGG if anyone wants to see what I've been playing recently.
 
With my friends it is just a matter of makin these "new weird" games familiar to them by comparing them to mass market games. Even if it's not true I've gotten people to play Catan by saying it's like a mideval Monopoly. Sure the only thing in comon between the two are the little houses but by the time they figure that out they are already invested in the game. Just find a hook that works with your friends and use it.
 
I just got Game of Thrones in the mail today. I'm very excited to play it, but 2 members of my usual board game group are out of town so we'll have to wait.

I played a 2-player game of Agricola today and it was the first time that I'd played with the occupation and minor improvement cards. I must say that I'm simply not impressed at all. My opponent got really awesome cards that worked quite well together and I got a hand of mostly crap along with some cards that let me build fences really efficiently. It very quickly became apparent that I had pretty much no shot at winning. So that was a bummer.

I dunno if I really want to play with those cards next time, as they add a huge element of luck to what was previously a very strategy based game. I'll have to give em at least one more shot though.
 
ultron87 said:
I just got Game of Thrones in the mail today. I'm very excited to play it, but 2 members of my usual board game group are out of town so we'll have to wait.

I played a 2-player game of Agricola today and it was the first time that I'd played with the occupation and minor improvement cards. I must say that I'm simply not impressed at all. My opponent got really awesome cards that worked quite well together and I got a hand of mostly crap along with some cards that let me build fences really efficiently. It very quickly became apparent that I had pretty much no shot at winning. So that was a bummer.

I dunno if I really want to play with those cards next time, as they add a huge element of luck to what was previously a very strategy based game. I'll have to give em at least one more shot though.

I find the cards extremely rewarding and game changing precisely because they introduce a certain randomness. Otherwise you're just refining your approach to building the same food machine (that's a solvable problem).

The cards require you to react, adapt and be creative. If you want look into options that give you more choice over the cards you play with.
 
ultron87 said:
I played a 2-player game of Agricola today and it was the first time that I'd played with the occupation and minor improvement cards. I must say that I'm simply not impressed at all. My opponent got really awesome cards that worked quite well together and I got a hand of mostly crap along with some cards that let me build fences really efficiently. It very quickly became apparent that I had pretty much no shot at winning. So that was a bummer.

I dunno if I really want to play with those cards next time, as they add a huge element of luck to what was previously a very strategy based game. I'll have to give em at least one more shot though.

When you do, use one of the alternate rules for the cards. I personally like the deal-10-of-each-then-discard-3-of-each approach, but the draft works too. It still gives the randomness of having cards, but you get a little more of a chance to create a helpful card synergy.
 
Runewars arrived, and it is epic! Too bad I'm at work all day today, and I doubt I'll get to play a real game tomorrow, but you can bet your ass I'll be engrossed in studying it for a bitchin' first game.
 
Neverfade said:
Runewars arrived, and it is epic! Too bad I'm at work all day today, and I doubt I'll get to play a real game tomorrow, but you can bet your ass I'll be engrossed in studying it for a bitchin' first game.
I'll likely pick that one up, but my wife's going to nuts trying to figure out a compact, sensible storage solution for all the bits with that one. It's a bit of an obsession with her and organizing game pieces. :lol
 
XiaNaphryz said:
I'll likely pick that one up, but my wife's going to nuts trying to figure out a compact, sensible storage solution for all the bits with that one. It's a bit of an obsession with her and organizing game pieces. :lol

Unless you plan on scrapping the box, forget compact. Its one of their "coffin" sized deals. However, by flipping the insert over, the box is PLENTY spacious for the tasty bits. More impressions late tonight when I get home.
 
Neverfade said:
Unless you plan on scrapping the box, forget compact. Its one of their "coffin" sized deals. However, by flipping the insert over, the box is PLENTY spacious for the tasty bits. More impressions late tonight when I get home.
By compact I mean "bits are in separate organized containers but it still all fits in the box." Most inserts are sacrificed in the process.
 
I just punched out 5 sprues of some of the most fantastic components I've ever seen. Every square inch of those things was used and there are a ton of bits, all with superb art. The figures are smaller than I anticipated and the hexes way bigger. The only complaint I have so far, is that the developments, which are little notched chits that look like they'd fit onto your Strongholds almost like a puzzle piece, don't snap in, as the 'female' part of the puzzle is too big. Minor annoyance though I guess. The cards are the FFG standard linen finished, which is excellent. The tactics cards look like they're going to add a ton of interesting twists to the game. The player boards are clear and have both awesome artwork, and a personal favorite: DIALS!

After putting everything back in the box, there's a ton of room left over.
 
XiaNaphryz said:
By compact I mean "bits are in separate organized containers but it still all fits in the box." Most inserts are sacrificed in the process.

My friend and his wife used like... a tupperware sewing kit thing for the various bits and pieces of Descent (not counting the actual miniatures). It works rather nicely.
 
I finally got a chance to try out the Famrers of the Moor expansion for Agricola this weekend. My game group had been eyeing it nervously for the past couple of weeks, as we weren't entirely sure that we wanted to add even more difficulty to the game of Farming and Pain. Eventually, four of us decided to face up to the challenge, if only for the chance to play around with the horse meeples.

Farmers of the Moor adds a lot to Agricola and has several suggestions for how to use the expansion, ranging from modified versions of the family game to just shoving everything in and playing the full game. We opted for the latter, had fun punching out counters and trying to find space for everything on the table, and jumped right in. Here's a brief overview of the new additions:

First off, your farmland now contains squares filled with woods and peat bogs that need to be cleared before they can be used. You draw a card to determine the arrangement of these tiles, though it's always five wood and three peat. These spaces are considered to be used for purposes of figuring out your final score, so you don't necessarily have to clear all of them. by the end of the game.

However, you'll probably want to get them out of your way by virtue of the new action card mechanic. There are several cards included that allow you to turn peat into fuel tokens and to turn wood spaces into either two wood or into a plowed field. You take these cards as non-token actions during the regular turn - if the card is available, you can just pick it as your action without having to use one of your farmers. The trade off is that play continues from there and you have to wait until it comes around to you again before you can place a player token. So, you'll have to decide which is more important: clearing that pesky woods space in the middle of your field or grabbing that pile of wood that's been building up for the past two turns before the person next to you gets it first. If someone grabs the card you needed and you absolutely must have it, for two food you can also choose to take that card. Once two people have taken an action during a round, it's flipped over and won't be available until the next round. Finally, you can only choose these non-token actions while you still have a regular farmer action left to take.

As mentioned, you'll be taking these actions to clear space on your farm and to gain fuel. The fuel mechanic requires you to have one fuel unit (either a wood token or a fuel token) for each room of your house. Clay and stone houses are more efficient and there are improvements you can get that will reduce the amount of fuel you need. If you don't have enough fuel, your farmers have to spend an action in the infirmary before they're able to work again.

The cards have other actions available as well, such as a black market that allows you to spend fuel units to have the chance to play minor or major improvements without having to spend a farmer token to do so, or to gain horses. Horses (included as cute meeples rather than plain cubes) are very straightforward: at the end of the game each horse is worth one point, with no limit on the number of points you can have from horses. Yes, that is as powerful as you think it is.

In order to put all this new stuff to use there are a slew of new minor improvements included, as well as 14 new major improvements. Most of the major improvements are placed underneath the ones already included in the game, so you aren't able to get to them until the standard improvements are purchased. To be honest, we were so overwhelmed by the other new mechanics that most of the players didn't really get around to exploiting the new major improvements. That said, the player who did take advantage of them won the game, so I suppose I'll be looking at them a lot more closely in my next game.

And there you have it. Once we got the hang of the new mechanics, we were able to get up to speed very quickly. That said, the expansion does make the game go slower, as folks are taking up turn time choosing (and agonizing over whether or not to choose) the non-token card actions. When it was over (yours truly coming in third, though with a fairly respectable score), we were all reasonably pleased with the expansion, but perhaps a bit dubious as to how much it really added to the game. Sure, there are plenty of new mechanics and cards to liven things up for the hardcore Agricola player who's gotten tired of the base set, but I was mostly reminded of the Cities and Knights expansion for Settlers of Catan: the main thing I felt that Farmers of the Moor really added to the game was about an hour. Having more mechanics to play with was interesting, but I'm not sure I prefer it over plain old Agricola, especially considering the extra time it took us to play. I'll report back after I've had another go at it. Even if I'm not sure that I really want to do battle with the fuel mechanic on top of everything else Agricola already throws at you, it may be that I just can't resist the urge to fill my pastures with horse meeples.

FnordChan
 
Easy storage for FFG is simply buy a bunch of tiny zip lock bags from a hobby shop. Just put all tokens, pieces, etc in individual bags to keep it all separate while not taking up lot of room in the box.
 
BattleMonkey said:
Easy storage for FFG is simply buy a bunch of tiny zip lock bags from a hobby shop. Just put all tokens, pieces, etc in individual bags to keep it all separate while not taking up lot of room in the box.
I'd rather the gobs of cash I give them go towards some awesome Days-of-Wonder-esque insert development.
 
Thanks for the re-cap, FnordChan. I tend to feel the same way about most game expansions -- they add busy work but don't usually improve the game (the second expansion to RFTG and new cards for Dominion excluded).
 
Flynn said:
Thanks for the re-cap, FnordChan. I tend to feel the same way about most game expansions -- they add busy work but don't usually improve the game (the second expansion to RFTG and new cards for Dominion excluded).
What did the second expansion to RFTG add? I was so underwhelmed witht the first that I never even looked into RvI.
 
I actually thought the first was great (if subtle, I guess, but I can't imagine playing RftG without it) and the second added unnecessary clutter.

Having deja vu here though.
 
A few of my personal favs:

Shark%20Attack%20G114.gif

xmengame1.jpg

o_037-5.jpg
 
BattleMonkey said:
Easy storage for FFG is simply buy a bunch of tiny zip lock bags from a hobby shop. Just put all tokens, pieces, etc in individual bags to keep it all separate while not taking up lot of room in the box.
Nope, my wife hates the plastic bag approach (except for cards), so that won't help with my situation. :lol

We just went to The Container Store for the first time this past weekend, and my wife already has some plans going in her head for how to re-pack some of our games with all the various little containers we saw.

Mayor Haggar said:
A few of my personal favs:
Get that casual shovelware crap outta the thread! This is for hardcore discussion.

/elitistmode

;)
 
Status
Not open for further replies.
Top Bottom