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CurtC's Gathering Report
Curt Carpenter
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Recommend
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I just returning from my first Gathering experience. Here are the games I played for the first time. Grouped by:
1) Brand new releases (18)
2) Fairly new (3)
3) Somewhat to very old (6)

I'll use the following rating system, deliberately not to be confused with the geek's ratings (with # of plays in parentheses):
= average (which is to say relative to the games I've played, so don't equate that with a 5 on the geek)
+ above average
- below average
And additionally, confidence in final opinion based on first impression:
? low
! high

See comments for a couple more that didn't fit on the list. :-(
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Posted Fri Apr 21, 2006 4:43 pm
1. Board Game: Blue Moon City [Average Rating:7.24 Overall Rank:136]
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Curt Carpenter
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+! (4)
The question everyone had was whether you had to know (or were rewarded for knowing) the card game, and the answer is absolutely not. It plays in under an hour easily, and has great player interaction, in the sense that winning requires cooperation.
2. Board Game: Thurn and Taxis [Average Rating:7.24 Overall Rank:119]
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Curt Carpenter
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This was in constant rotation basically every day, and with multiple copies. When I played my last game late in the week, the game was already beginning to feel worn. Most people I talked to seemed to really like this. The # of plays bears this out as well. But as for me, it just didn't seem that special. Repeated plays have a lot of sameness to them. Had I not already pre-ordered it, I would pass on it.
Luca Iennaco
Italy
Torino
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I usually do not mind scarce interaction, but this game is almost a solitaire.
Besides, I find it shallow (very few decisions, often obvious) and very repetitive... a disappointment.
:(
3. Board Game: Celtica [Average Rating:5.49 Overall Rank:4754]
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Curt Carpenter
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I enjoyed it more than I expected. It's sort of like a Top Secret Spies group think going on, with all players controlling all the guys moving down the board. The game is about timing, and using other players' moves to try to deduce what cards they still have in their hard (what controls the movement). I don't need to own it, but I had fun playing it and would gladly play again.
4. Board Game: Cleopatra and the Society of Architects [Average Rating:6.89 Overall Rank:298]
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Curt Carpenter
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This was also in constant rotation, but with only a single copy there. Given the elaborate display, it was pretty much always set up. I liked this a lot more than Shadows, which is saying very little, as I didn't care for that. There's a real game in here. My main point of disinterest, however, is the lack of significance in what you build. Imagine Settlers where you get resources of different types, and you spend them to build things, except that all you get for building something is points. You don't build this to get that, that to get this, etc. Nor does building anything affect the resources you get. This bits, of course, are very showy. There's an Amun-Re-type sacrifice in there, but instead of coming up regularly, it only comes up based on dice, and one of my games it didn't come up at all, which was a bit deflating. I hope this is successful at reaching the target market, but it's another that I don't need to own.
5. Board Game: Rum & Pirates [Average Rating:6.48 Overall Rank:830]
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Curt Carpenter
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I only played this once, but I really liked this. I seem to be in the minority on this one. I really liked the tension of doing "more stuff" verses being faced with running out of pirates for the battle on the ship, and having to head to the ship earlier rather than later, which is a tie-losing situation for the battle for the sleeping quarters. I really like the battle. Yes, it's a dice fest. But unlike such things as Pirate's Cove, it's simple and straight forward, and does a really nice job of not deviating too far from expectations going into it. And everyone has full control over their pirate strength and position going into that battle. I must be missing something since I seem to be the only one who enjoyed it (although I did see it getting played quite a lot), but I will be picking this one up.
Randy Cox
United States
Clemson
South Carolina
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It was cute, but it was a dicefest. And I think that it would get old really fast.
Curt Carpenter
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Dicefest? Most turns don't involve dice. Only drinking at the pub (not that common) and the end-of-round brawl for sleeping quarters. And given that there's 1st/2nd/3rd scoring for bunks, and you get to decide how many of your pirates you reserve for that brawl, I wouldn't label this a dicefest at all. Granted, it's hard to argue against the claims some have made that this doesn't belong in the Alea big box line. So if you're expecting PR or PoF, you're not going to find that here.
Randy Cox
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Clemson
South Carolina
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The game I played had several multi-tavern dice-offs, one of which had the final two people (I was one) roll the same number three or four times in succession.

We had tremendously long bunk-brawl dice-offs, including one where I had 6 pirates on the ship, someone else had 1, and another had 4. That can take awhile.

And you seem to have forgotten about the dicefest accompanying all the scorpion-topped treasure chests.

And then there's the fights against big (4-6) and small (1-3) bands of thugs. That's another dice roll. I'm probably forgetting others, too.

It's a ton of dice rolling for little more than deciding who's considered "unlucky."
Curt Carpenter
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You're right. I had forgotten about the scorpions.

Thugs & taverns weren't that common in my game, and thugs are only a single roll (and again in my game usually only attempted when a forgone conclusion).

Anyway, I guess I need to concede that there's a lot of dice rolling in the game. But I'd pick this any day over, say, Pirate's Cove. I guess for me it's just one of thos egames that is fun, regardless of whether it's a fair measure of strategy.

ralf gutzeit
Canada
toronto
ontario
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A dicefest with ugly graphics. No thanks.
i watch for judgment anxiously
United States
Hillsboro
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Responding to Randy's comments, is there perhaps another example of the infamous "Gathering effect"? :what:

"The game I played had several multi-tavern dice-offs, one of which had the final two people (I was one) roll the same number three or four times in succession."

For taverns, the latter players have to *beat* the earlier players. It sounds like you were playing it wrong.

"We had tremendously long bunk-brawl dice-offs, including one where I had 6 pirates on the ship, someone else had 1, and another had 4. That can take awhile."

This example has at most 9 dice-offs. Here, the latter players own the tie-breaker. If you weren't accounting for the tie-breaker here as well, then, yes, it would take a really long time.

In both cases, the presence of rum can extend the battle, but usually in an amusing way.

"And then there's the fights against big (4-6) and small (1-3) bands of thugs."

These don't use die rolls.

In any case, I strongly advise that, when you play, each player gets his own die and dice cup.
6. Board Game: Nottingham [Average Rating:6.33 Overall Rank:1030]
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Curt Carpenter
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=? (1)
Somewhat interesting little card game. Basically trying to collect sets and then convert them for points. Problem is that every card available for pickup has some crazy action which effectively results in switching cards (1 each) somehow with someone else. So there's a bit of chaos. My suspicion is that this would trend toward a -.
7. Board Game: Diabolo [Average Rating:5.55 Overall Rank:4477]
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Curt Carpenter
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Certainly not as bad as Coloretto Amazonas, but I'm starting to get sick of the attempts by Schacht to rip off his own Coloretto. In Diabolo, you still have cards that are worth positive points, and cards that are worth negative points, but it's based on color, for everyone. On your turn you play above or below the line on a given color (each line is one color), and after the 5th card on a color is played, you see whether the sum (cards have values now) is greater above or below the line. Above means those cards are now good for everyone, below means they're bad. But not just the cards they have in their hand when the color locks, but colors they get later in the hand as well. And now you draw and keep your own cards, so you can randomly draw cards that are worth big positive, or big negative points, automatically and unchangeably. Blech. Here's my first stab at a fix: when a color is locked, you drop any cards you have in that color and they will count. And future cards you draw in that color are thrown out and replaced with a new draw.
8. Board Game: Tsuro [Average Rating:6.46 Overall Rank:726]
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Curt Carpenter
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I feel a bit saturated in the "make a twisty route and deal with others doing the same" games like Metro, Streetcar, etc (and yet another new one--see Aqua Romano below), but I like this because it's stripped down to the essence, plays with up to 8, and is reasonably quick. With no branching and two paths leading in and out of every side of every square, it can be a bit of a strain on the eyes to follow a path without using your finger, but they have nice rock-like pieces to mark where everyone is, so you don't have to follow from their entrance. Great non-card/non-dice/non-dexterity filler.
Nathan Beeler
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I played this twice (one of the few that wasn't my own prototype), and it worked great both times. The second time was right before a tournament, so we decided to play "no thinking". Though they didn't need to, two of the people left in the middle of the game to go stand where people were milling for the tourney. So and we played their cards randomly for them, and still had a great time.
9. Board Game: Ticket to Ride: Märklin Edition [Average Rating:7.47 Overall Rank:77]
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Curt Carpenter
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My first and only play was in the tournament (more on tournaments in my follow-up post, if I ever get that out). Everyone else at the table had played multiple times before, and were able and willing to play *much* faster than I was. I was struggling just to find my cities on the map and try to sketch out a possible route. Despite hearing the rule that the bonus 10 points goes not to the player with the longest train, but rather to the player who completes the most routes, I realized halfway through the game that I was still playing as if I were going for the longest train. Oops. The passenger thing, as mentioned before, really does apply a bit of pressure to get routes earlier, which is nice. You can still play as before, but you can easily score in the 30 point range just from spending a couple turns on shuttling off passengers instead of taking cards or building routes. It feels different enough that I look forward to playing this more. Oddly, this uses the exact same mechanic as Thurn & Taxis for having numerous stacks of VP tokens which are sequenced so that the first player to get one scores n, then next n minus 1, etc. Hmmm... Anyway, I like TTR:M better in this regard, because a player can claim more than one token in a given stack.
10. Board Game: John Silver [Average Rating:6.17 Overall Rank:2346]
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Curt Carpenter
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Ok card game. Not bad really. Has an interesting notion where there are two kinds of points: coins that are points you get to keep, and apples which are points that you have to hand to your left neighbor at the end of the hand. So you obviously want to try to give the apples to the neighbor to your right, while taking the gold for yourself. At the same time, there are cannon holes which reduce your total points by 8/4 points, depending on who has the 1st/2nd most holes, respectively. Given that I lost almost everything I played at the Gathering but won this by a huge margin, I really have to wonder about how much strategy there is. :-) But I would probably play this over, say, Nottingham.

Oops. I would have taken a picture if I realized there weren't any. Sorry.
11. Board Game: To Court the King [Average Rating:6.48 Overall Rank:687]
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Curt Carpenter
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Another Gathering hit that I thought was just ok. It's essentially Pickomino on steroids. Instead of trying to simply get available numbers (Pickomino), you try to get available cards. Cards have prereqs like "all odd", "sum to 30+", "full house", etc. The cards also bestow special abilities that can be used in addition to the standard rerolls. Some abilities let you modify the rolls in some way, some actually give you more dice (many with specific come-out values). Personally, I find Pickomino already stretching the limits for downtime between turns of a dice rolling game. This easily triples it, but with admittedly more interesting turns. But given that the abilities are indicated by such small icons, you really can't follow along with what someone else is doing without being intimately familiar with all the characters at a glance. And not following along makes the downtime that much more non-interesting. May be best as a two-player.
Nathan Beeler
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Seattle
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I liked to say that it's Yahtzee with cheating.
Jim Carvin
United States
Hamburg
Pennsylvania
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"Pickomino on Steroids" or "Yahtzee with cheating"? I can't waiting for my first opportunity to pass on playing this game!
12. Board Game: Aquädukt [Average Rating:6.51 Overall Rank:747]
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Curt Carpenter
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Another that I seemed to like more than others. This is clearly inspired by Santiago, as there are springs (plural), with water flowing in up to two directions per spring, with player tiles trying to get watered. Sound familiar? Well, the gameplay is completely different. You have a bunch of houses of value 1-4, and you're just trying to see who can get the most on by the end of the game. The board is divided into sections, and when a section fills up, any houses not getting water will pop off back to their players. Kinda like the drying after every round in Santiago. The two hitches are: 1) You have to choose whether you want to add house or add water (new source or extend existing water) on your turn, and 2) You have to roll a die to see which section you can build a house in. You get three per turn so it evens out a bit. This is nothing revolutionary, but I had fun, and would probably pick it up if available domestically cheap.
13. Board Game: Aqua Romana [Average Rating:6.47 Overall Rank:884]
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Curt Carpenter
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The other "aqua" game, and another "make your route as long as possible" game. This time you have three routes going at a time. The unique thing about this game is that there are builders on the outside of the board, each builder representing a specific tile type. To extend a route, you must pick from a builder that currently is standing on the outside of the board in the existing square's row or column. Then you take a tile corresponding that builder, build it, and rotate the builder. So there's a bit of look-ahead to see what builders will be available, and considering that all players are utilizing the same builders, so the builder you're planning on using might get used by someone else, thus rotating him and making him unavailable to you anymore. I'm not really sure why this one didn't do much for me. From reading my own notes, it sounds ok even to me, but I guess that's the problem--it was just ok.
14. Board Game: California [Average Rating:6.41 Overall Rank:898]
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Curt Carpenter
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This is 0 for 2 for Schacht at the Gathering for me. Despite the fact that I won. Maybe it's the theme. I just didn't really care about putting carpet and accessories in my house, and trying to get 3 red or green or blue before someone else.
15. Board Game: Augsburg 1520 [Average Rating:6.61 Overall Rank:724]
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Curt Carpenter
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This was right up there with Thurn & Taxis for playtime. There were multiple copies in seemingly constant rotation. And even more so than T&T, this didn't do anything for me. I just feel like with modern boardgames, we should be past the point of mechanics like: "buy X; if there is no more available from the bank, choose any player who has one and take theirs". This is arbitrary targeted screwage. It's a flimsy catch the leader mechanic. I *really* don't like that. A more minor issue is that I don't care for the bidding system. I can go into detail if anyone's curious (but I'm just trying to finish here). Couple other minor issues as well. Once again, though, it's probably just me, as others were really enjoying this. I'll probably need to play this again to firm-up my impression.
16. Board Game: Mission: Red Planet [Average Rating:6.91 Overall Rank:328]
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Curt Carpenter
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Same "choose whom to screw" mechanic as Augsburg. This one I'm quite sure I don't like. But maybe I'm just extra sensitive to this, because, again, most other players at my table seemed to enjoy this. This essentially an area majority game, with the addition of an extra staging area for the units before they get where they're going. But things like arbitrarily choosing which space ships (the staging areas) blow up, and changing their destination, really suck the fun of it for me. Did I mention other people seemed to like it?
17. Board Game: Masons [Average Rating:6.68 Overall Rank:530]
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Curt Carpenter
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Nice solid output from Colovini. I would be happy to own this. Yes, it is a pure abstract. But it works nicely as a 4 player. Secret goals and numerous scoring opportunities make for a lively dynamic game.
18. Board Game: Nacht der Magier [Average Rating:6.83 Overall Rank:633]
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Curt Carpenter
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+! (2) (last in the brand new list)
Very simple dexterity game. One of those where you wonder why no one has done this before. Supposedly it glows in the dark, but I wasn't able to try it that way. Most dexterity use one of: gravity, kinetics, coordination, accuracy, etc. Not this one. Nothing falls, nothing is in motion. Nothing balances. You just push around a bunch of discs on a circular disc using your "pusher" (all sorts of notions came to mind while playing, but since no one else was going there, I wasn't going to be the one). The goal is simply to push one of your three labeled discs into the hole in the center that is just big enough to allow the player discs to fit in, but nothing else. On each turn, you can use your pusher to push as much as want, starting from a single point, and without lifting your pusher once you've touched the surface. Your turn is over as soon as any disc falls off. Obviously the board gets less crowded as the game goes on. Some discs are tall and look like trees, which is purely for aesthetics, but it works. The game looks beautiful.
19. Board Game: Freya's Folly [Average Rating:6.82 Overall Rank:1148]
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Curt Carpenter
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+? (1) (first in the somewhat new list)
This was a fun little mining game. Send your dwarves down a mine shaft, bump elbows with others dwarves jockeying for position to pick up gems, select jewelry "recipes", complete them with the gems you get, acquire enhanced abilities to make your dwarves better, etc. What's not to like? Apparently a lot. One notable gaming person called the thief ability "broken". Others at the table didn't care for the game. I enjoyed it, despite coming in last.
20. Board Game: Ubongo [Average Rating:6.98 Overall Rank:286]
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Curt Carpenter
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I was glad I had a chance to try this before tracking it down. I had heard good things, but I guess I wasn't reading carefully enough, because just trying to make differently-shaped pieces fit into larger shapes repeatedly just isn't that interesting to me.
21. Board Game: Mesopotamia [Average Rating:6.63 Overall Rank:677]
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Curt Carpenter
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Sorta new, but I hadn't played it. I didn't realize how badly I screwed up the strategy until it was too late for me to come back, but I didn't really feel like trying again to see if I could improve. Tolerable.
22. Board Game: Himalaya [Average Rating:7.09 Overall Rank:275]
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Curt Carpenter
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+? (1) (first of the older games)
I was surprised by how much I liked this. I've always liked the idea of RoboRally more than actually playing it, mainly due to the tedium of executing the programs, and making sure that we don't screw anything up. Himalaya also has programming (8 stages I think), but with dirt simple options for each stage. Either move down one of three paths, indicated by color (all spaces have three routes of three different colors leading out of them), either pickup or spend goods there, or do nothing. Programming is much quicker, and for my tastes, just more fun. You can still screw up your program, either by oversight, or by someone else beating you to do something somewhere where you wanted do it, but when your plans go awry, rather than being dead, you're just a little screwed up. The scoring system is a bit wacky. First you eliminate last place with one system, then eliminate next to last with another system, then from the remaining players judge 1st by yet another system. Some people have accused it of a susceptibility of king-maker problems, and I guess I can see some logic in the arguments, but it wasn't an issue in my game. I'd like to play some more and see if that's really a common issue.
23. Board Game: Was Sticht? [Average Rating:7.09 Overall Rank:591]
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Curt Carpenter
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Wizard on steroids. This was one of the few games I brought that I actually played. This rocks. Why didn't I ever play this earlier???
Jonathan Takagi
United States
San Marcos
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Did you get to play it with Karl-Heinz Schmiel? I saw some pictures of him at the GoF, seems like that would have been a pretty cool experience.
Curt Carpenter
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No, but I did see him, and talked with him (and finally picked up his Atilla in the swap-meet). Relative to most gamer personalities there, he's incredibly subdued. There were a lot of Germans there, and he seemed more comfortable among them, or other notables, meaning not me. :laugh:

Speaking of which, I wanted to settle a long-running argument about Die Macher rules ( http://www.boardgamegeek.com/thread/20178/page/1), so I asked him, and he answered. But in hindsight, I'm not sure that (due to the language barrier) he clearly understood the question, and me his answer. So I won't say what he said. :cool:
24. Board Game: Loopin' Louie [Average Rating:7.02 Overall Rank:259]
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Curt Carpenter
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I had never played this. This, of course, is not even a board or card game, but simple one of the coolest battery-powered multiplayer toys around. The hunt begins.
NVF
United States
San Pedro
California
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Haha! I feel exactly the same way. Heading out to the thrift stores today, Curt. I'll let you know if I find an extra copy.
Nathan Beeler
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Seattle
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An extra copy? Holy crap, you people must live in gamer-poor towns. The best thing I've ever found at a thriftstore was an a-maze-ing labyrinth that was missing tiles. If I ever came upon a loopin' louie in one (let alone a copy with all the chickens that actually worked) I think I would crap my pants.
Jonathan Takagi
United States
San Marcos
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This is actually in print and easy to get in Germany, if you're ever placing an overseas order.
Randy Schmucker
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Indianapolis
Indiana
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Well... I found my copy in a thrift store and it was only missing one chicken! :D To say I was thrilled would be an understatement. :laugh:
Hunter Shelburne
United States
San Marcos/Hempstead
Texas
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Am I missing something? Has loopin looie suddenly become a hard to get classic or something? I stillh ave my old copy sitting by Trouble and Scrabble, and my friend has his, along with a lot of his older games. its a really fun game, but is it really that hard to find?
25. Board Game: Tycoon [Average Rating:6.93 Overall Rank:612]
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Curt Carpenter
United States
Redmond
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I came down fairly early Wednesday morning, and there was nothing going on (more on time issues later), so I busted out Tycoon to learn, which I recently acquired and brought. I found a few folks who also had never played, and we gave it a spin. If you don't know what you're doing the first round, the economy can be absolutely brutal. We had a couple players who were taking out loans to cover loans. It was amazing to see, however, how they were able to work with other players to make a dramatic turnaround. I really like these sort of competitive/cooperative games. Really glad I was able to pick this up.
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Curt Carpenter
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26. +! Crokinole (2). It's interesting to me how some of these games achieve cult status, but it is indeed pretty fun, despite the fact that I can't play to save my life.
Curt Carpenter
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27. +! McMulti (1). This was also one of the first picks off the prize table, but we played a copy that someone brought. Luckily we found someone who had played and could teach it to us, and even played with us, which really helped. McMulti is, of course, highly collectible (used copies currently listed for $160 to a ridiculous $850). Sometimes I wonder if some of these collectible games are actually any good. Well, I really liked this. A number of people walked by and stopped for a while, they too having never actually seen the game before. Friedemann stopped and commented on how much he liked the game. Not too surprising as one can see some similarity with the resource market in Power Grid. There's a bit of luck with the dice, especially in getting going if you're trying to strike raw oil, but it didn't bother me too much, despite getting screwed by it (16 wells--50% of entire space--no hits for like 5 turns). I'd love to someday find a cheap copy of this. I know, dream on.
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Hey, Curt! Nice to recognize someone new here!

I had the same idea as you, and had been updating my Gathering geeklist ( http://www.boardgamegeek.com/geeklist.php3?action=view&listi...) every few nights. My opinions are often opposite to yours, but we also agreed on a few things (Tycoon, McMulti, for example). Anyway, here are a couple other GLs from this year's GoF:

RickT: http://www.boardgamegeek.com/geeklist.php3?action=view&listi...
AdamS: http://www.boardgamegeek.com/geeklist.php3?action=view&listi...
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Oops! Adam's list is from last year :blush:
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