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...the holy #1 fails to colonize game night...

Alexandre Correia
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Lagos
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Day 921. July 10, 2019. Lagos...

Since I've been running solo arcade plays of Gloomhaven these last few days, I decided to try this loose random dungeon variant at Até à Lua's game night. With the rules and modus operandi of the AI fresh on my mind, I also felt confident enough to be able to teach it and pilot the monsters in a speedy manner. Thus keeping the game pace as fast as possible. It is, after all, a time-limited game every time you start playing Gloomhaven. Your life force closely tied to the cards/actions at your disposal. There's no slouching in Gloomhaven after you've cleared a room. It's Go! Go! Go! Non-stop all the way through!

Packing only the necessary stuff for a vanilla game, everything fitted inside a box, no bigger than Pandemic! As I've come to learn, small boxes, travel to gamenight more frequently than standard Ticket To Ride square bloats. And have a better chance to see the light of day. That's why the likes of Root, Caledonia, and K2 see the inside of the backpack far more often than all the others.


Nuno was taken aback at my suggestion for a Gloomhaven re-visit as I sat at the table. He wasn't expecting the 21 lbs game to show itself in these parts ever again!


Do you separate your small tokens while playing?

We prepared everything for a two-player game. And after a brief discussion, decided to try the open information variant, that runs the same as the solo variant. You up the level of the monsters and traps, but keep the rewards (gold and XP) the same. My last solo sessions outcomes were of the oh-so-close near victories, where this game excels. So I felt confident that with two heads mulling over the tactical puzzle, the Brute and the Mindthief would prevail!

Well... the first room, the Altar, went ok. You are after all still fresh with a full complement of cards at your disposal. And even if some of the mind control from the Mindthief resulted in blank and puzzled undead faces, and some of the pushing and prodding didn't end with monsters coughing over noxious green traps, we still felt convinced that we were doing ok. We even allowed ourselves a long rest each! Undisturbed by a Living Corpse slowly walking back and forth in the Altar room, confused by the shifting focus between the little Mindthief and his summoned Rat Swarm!

The second room, however... well. Things spiraled out of control pretty quickly when the Brute opened the door to that one and was stunned by what laid ahead! The narrowest of corridors, jam-packed with undead creatures! All between the heroes and the treasure chest, that would inflict two wounds in each of them, if we ever managed to open it! A life saver for a hero duo who had realized too late, that their healing aptitudes were scarce! So killing those monsters as fast as we could become an even more pressing point!


Two unlikely heroes suffer a likely premature demise.

We pressed that point all right... but the only thing we got in return was the icy pointy fingernails of a Living Corpse, driving them through our chests, soon after we entered! Game over on the second room.

I liked the experience. Not so sure that Nuno did though. I think he expected more story out of this game. But unless you're campaigning in Gloomhaven, there's no story in which to dip your imagination in arcade mode.


While we were dying to the undead foes, Nuno U. had arrived. After a 5-minute teardown of Gloomhaven, we rounded up the evening with a relaxing dice drafting Santa Maria between the three of us.


A bunch of wood and cardboard tokens and a few dice totally simulate the entire colonization of the Americas!

Nuno U. was a little lost about which strategy to pursue and his endgame points showed, despite him being the only one to completely fill his game board. The real race was between Nuno and me, and while he went all in for the ships, I went all in for the religious track with all the extras it grants as you progress. More dice and more freebies via the missionary tokens.

It was a good game to end the game night. And after a tepid initial impression on the game, the more I play it, the more I feel that I've cracked it and glimpsed its depths. Cracking games is a good feeling.

See you tomorrow.


One year ago: ...a different war...


Photo & Image credits: ZombieBoard

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Wed Jul 17, 2019 9:00 pm
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...the deadly woods outside the chapel...

Alexandre Correia
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Lagos
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Day 920. July 9, 2019. Lagos...

I went back to Gloomhaven today. Yesterday's friends, the Brute and Tinkerer, still on a quest to rid the world from undead beings. This time, they were dispatched by the local village elders to "clean" a small chapel with an unholy Altar. Supposedly the cause of the recent sightings of the undead in the chapel's cemetery, crawling out of their graves.

The chapel "cleaning" went well. Midway through the battle with the undead, the Tinkerer offered a Reinvigoration Elixir to the Brute and it was as if the big fellow had just woke up! Fresh and lively, reset and with a full complement of actions cards at his disposal again!

But problems soon started as they exited the chapel and entered the path leading to the village. On the crossroads between the chapel and cemetery, they were lured to a promising treasure chest. It should have helped them kill many of the unholy monsters, but instead, it was a trap that made them waste more than just valuable time! Tinkerer was caught in a tight spot and perished, taking with him a Living Spirit in the process.


The Brute's last stand.

The Brute, already suffering from prolonged exhaustion, rushed along the crossroads and into a wide open clearing in the woods, riddled with yet more undead! I guess he's as stubborn as he is strong, and hope of victory is always the last thing to go through his simple mind. He retreated to a defendable spot and tried to hold on the best he could and as long as he could against the beasts.

Seeing yet another holy treasure chest on the far side of the clearing, he chanced a run for it! But was cut off by a slumbering Living Corpse, that knocked him senseless and immobilized him with its immense dead weight! The rest of the undead ganged up on the Brute and he soon joined their vile ranks.


I'm enjoying immensely this late re-discovering of Gloomhaven. But I'm also testing the 30 minutes per player that's written on the side of the box. Yeah right! Despite taking minimal forays in the rulebook, and having every component at hand and ready, it still took me almost two hours to play the game. It's not AP. I'm not lingering or having problems controlling two characters at the same time. It's just the way the game is! Setup between rooms also takes a while, and I'm not even changing monster cards!


The Altar into the Rotting Crossroads and Clearing.

Love the game though! Those Monster AI decks are wicked good, full of personality that only helps in bringing more color and flavor to this fantasy tactical combat simulation game! But this whole Level 1 setup with me facing Level 2 Monsters seems to be above my skill level right now. I'm scaling back to Level 0 the next time I solo through arcade Gloomhaven.

Thank you for reading.


One year ago: ...planet of the tardigrades...


Photo & Image credits: ZombieBoard
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Tue Jul 16, 2019 9:00 pm
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...that gloomy feeling...

Alexandre Correia
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Lagos
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Day 919. July 8, 2019. Lagos...

Getting back into Gloomhaven after 15 months of absence is an affair as light as the 21 lbs box of the #1 ranked game on BGG right now. Even if you're just playing it on arcade mode.

I'd set the first room last Friday, but due to an unpredictable weekend, it remained untouched (save for Alice's inquisitive little fingers!) until today. I carried the rulebook wherever I went, for a quick glance and the occasional muffled commentary "Yeah, yeah... I remember that". And for the most part, everything was still as I remembered it and it still made sense. Even the general feeling that I needed a near college degree to be certain that I was moving the monsters the right way, according to the latest FAQ, cheat sheets, how to videos and top Google posts on the subject!


College degree A.I. functioning!

I re-did my due diligence when time permitted over the weekend and today, I sat at the table, feeling totally unprepared, but more than used to by now, to play a game as if for the first time. Conscious that I would spend as much time flipping the rules as I would throwing Ink Bombs with the Tinkerer and Shield Bashed with the Brute.


Still don't know much about this land.

Luckily, that first room - actually an outdoor Trail - leading to the Rotting Library wasn't so hard to navigate by the rules. Space was tight, monsters and heroes were close enough to smell each other's BO, and focus and priority checks were easy to discern. Easy to play but not easy to overcome!

By the time the Tinkerer opened the door to the Libray, the Brute's already thin deck felt waaay to thin to make it through the second dungeon tile, let alone a final third! The future seemed so bleak that I actually decided to throw down the towel, mark this session as an exploratory and rules reference experience and start all over again.

And I would do it, as soon as I'd played one more round...

Only one more...

It's the last one, I promise...

I'm not gonna survive the Library anyway, so let's see if I can at least open the door to the third room...

Almost there. One more round then...

I did it! Great! Then I read the major penalty for the Cave tile and had to sit and watch my dying Tinkerer suffer a blast of icy wind, straight on his face, knocking six teeth out, and stunning him for two rounds!

I'm dead... The Brute is down to five cards, and there's still a room full of Living Bones, Living Corpses and Living Spirits to go through. So, again... I'm dead. Right?

Well... almost. The Brute's final dying action was to attract as many of the undead towards the corner where he'd resolved to make his last stand. Nicking each with two wounds upon opening a booby-trapped treasure chest! That gave time for the Tinkerer to regain his senses. Enter the cave and find the best possible location for him to use the Flamethrower and maybe even force a few of them through a trap of noxious green vapor.

The plan worked. His Toxic Bolt re-killed the last Living Corpse. One of the Living Bones triggered the noxious trap to reach him and was stunned in the process. And the little guy finally found the best possible position from which to lit the icy Cave with a deadly Flamethrower! As long as Lady Luck blessed this final act with some good attack modifier cards.


The Rotting Trail into the Library's Cave.

She didn't. But it was so close! Oh so very close!

So irritatingly close as in now I need to play it again and now I remember why this game is on #1 and why I've owned a 21-pound box filled with unplayed gaming goodness and why it's not going anywhere!


One year ago: ... 3 x 3 = +1 ...


Photo & Image credits: ZombieBoard
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Mon Jul 15, 2019 9:00 pm
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...fantasy adventure isn't finished yet...

Alexandre Correia
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Day 918. July 7, 2019. Lagos...

Don't try this at home geek traders...

The latest local MT, the first Iberian MT for that matter, didn't have the attendance that EU MTs have, let alone the mammoth crowds of UK MTs. To make matters worse, it ran at the same time than a Spanish MT, diluting the number of participants that could have otherwise made it bigger. Still, a few interesting items made it to the Iberian MT's shopfront. Like old versions of Container and Eclipse, or newer printings of Troyes and Calimala. But the main bulk were subpar titles, all just moderately interesting to my current cravings, at best. Save for Container! I want that!

Yet, when you have a bundle of promos that no one touches, and a used box of Finished! up for sale for several months, one starts to consider even the most outrageous trades, making those subpar titles to go up in value.

For those two entries (the promo bundle and Finished!) I was willing to trade anything for them! And since there weren't that many titles on offer anyway, I added 99% of the entries to the Want List, linking them for any of my two offers! I did not go through a meticulous due diligence process for each, taking only enough time to make sure I wasn't trading promos for promos.

A blind trade if there ever was one!

When the results came up last week, I wasn't that surprised to find out that my only trade, had been with one of those wild gambles! Finished for... Talisman (Revised 4th Edition)!


More nostalgic adventuring coming!

What surprised me, positively, was Talisman. I had just "won" a classic fantasy board game! And when I say classic, a mean HeroQuest iconic level classic! Where were you Talisman when I was preteen?

A simple roll & move game, that exudes theme, its gateway friendly, has amazing miniatures and art. And by the look of it, should be a good game to break out in a few years with Alice. Heck, even sooner at game night, for a beer and pretzels three-hour session of high fantasy adventure! We've been trying for so long to organize RPG sessions at the shop, maybe Talisman could help in that matter.

I'm stretching things a bit too much, I know, without ever having played the game in the first place. Setting myself up for a scenario of high expectations followed by a hard crash and reality check. But this trade might just be at the same level as the Islebound for a signed copy of Ginkgopolis two years ago, or the Lewis & Clark that no one but myself cared, for an Agricola that everyone loved, a few months after.

I really hope so, because Talisman is promising to be a box full of good old childhood adventuring fun.


One year ago: ...heavenly zombie traders...


Photo & Image credits: talismanisland
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Sun Jul 14, 2019 9:00 pm
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...travelling in gaming canon land...

Alexandre Correia
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Day 917. July 6, 2019. Lagos...

One of the latest Sporadically Board's episodes put me into some serious sightseeing for digital games in the geekland. A host mentioned his near-extreme emotional response to a digital game finalé (Brothers: A Tale of Two Sons) and someone added Journey as an also similarly emotional and thought-provoking game.

I'd already encountered Journey, digging for games like Below. But this time another recommendation popped up, Limbo. A Danish Indie production described as an "observe and contemplate" puzzle game, set in a forest canvas, gorgeously painted in black and white tones.


Noir Limbo.

Because BoardGameGeek's sibling, VideoGameGeek is not as populated with info as it's cardboard counterpart, it's easier to scour the limited info available for each game. Most of the times only barely upvoted geeklists. But there was one geeklist that kept persisting in many of the titles I was discovering, and it was not just barely upvoted.



Published in 2015 by Aldie himself, and taken from Mike's speech at Pax 2015, also available on Youtube. This list was a veritable treasure trove of gaming goodness to be explored if you've only immersed (or re-immersed!) yourself in the hobby after 2015, as I have. Populated with so many classic names from all over the gaming realms. RPG's, Video Games and, of course, Board Games.

Here's the new stuff that stood out for me:

Zork I: The Great Underground Empire. One of the oldest text adventure games from the early '80s and a classic in the fantasy genre. The source of such iconic starting paragraphs as:

You are standing in an open field west of a white house, with a boarded front door.
There is a small mailbox here.


Or Depression Quest. Still in the text-driven gaming but way more recent (2013), and purposely designed to make you feel, well.... depressed!


All you need is a good story to game.

Ico. A game that seems like the culmination of what Prince of Persia and Tomb Raider were trying to achieve back in the day. An intense platform game from a third person perspective, seeking to create a strong emotional response from the players.

The Fool's Errand. A Meta-Puzzle game structured as a five-part storybook, with many chapters each. Chapters that only become available as the player solves the puzzles. But since the story isn't told in a linear fashion, and you can actually navigate through the various chapters in a literal fool's errand, the whole thing becomes one of the greatest puzzle game of all time.


Pixels and adventuring for good nostalgia vibe!

Ascension: Deckbuilding Game. A game that for some obscure reason I kept mistaking with Aeon's End or as being part of the Aeon's End franchise. Not so. Ascension is a competitive game while the latter is a cooperative. What signals it as a Must Try to me, is that it comes from the minds of former Magic: The Gathering Pro Tour players. And if former Magic Pro's are inspired to design a card game after mastering THE dueling wizard's card game, then Ascension deserves a slot on my radar.


I'm not missing you again.


And then there were the games that I'd already encountered while traveling in the geekland in the past. Or have cemented themselves in my happiest gaming memories. And when an important persona in the gaming industry tags them as "Games You Absolutely Must Know How To Play", it goes a long way to confirm your own opinion about them, as a Canon Game.

Mouse Guard RPG, The Secret of Monkey Island, Carcassonne, Lemmings, Civilization, FarmVille, Halo: Combat Evolved, Talisman, Pit, Tokaido, Lords of Waterdeep, Risk Legacy and, of course, Magic: The Gathering.

There were more titles. Not just in the entries, but also in the comments beneath each entry, where people talked about other similar games.

What's your canon game from Mike's list?


A glimpse into gaming canon?


It wasn't just video game browsing last week, however. Man vs Meeples First Look on the upcoming Sleeping Gods just about sold me the game after 10 minutes of watching the video!


Travel far and beyond in your wildest euro dreams.

And while Spielworxx's release for this year, Auf Der Walz, sounds right up my alley as well, it will be a harder box to find. With an even shorter print run than usual for Spielworxx's games - 500 copies instead of 1000! - and such a high price tag... 100$!??

I was sold on the setting of the game and the "emotional" response it promises to offer. A game where the journey is what matters, not the destination, as in Tokaido. A simulation of the traditional journeyman years, when young apprentices spent years on the road, working for food, lodge, and little money, with the sole purpose of honing their craft. A sort of primordial Gap Year in the medieval period. Maybe the next LeiriaCon will have a copy in their gaming library.

Thank you constant reader... for accompanying me on a daily journey through this vast and wonderful gaming world.


One year ago: ...I teach board games...


Photo & Image credits: celiborn, joakim589, cafeine, oskari, The Maverick, W Eric Martin, BigWoo, Mymil, bryces, Hortler, wrkeech, chrisbaer, talismanisland, Duane Abrames, RodneyThompson, ScottB, EndersGame, ropearoni4, Uli Blennemann
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Sat Jul 13, 2019 9:00 pm
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...inmates from the cabinet...

Alexandre Correia
Portugal
Lagos
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Day 916. July 5, 2019. Lagos...

When she described the game she wanted to play, I couldn't figure it out which one she meant. Alice kept telling me about a rabbit running between meadows, hopping from Sun to Sun. No idea. It was only when she pointed at the floor cabinet that it dawned on me what the game was. My Very First Games: Animal upon Animal.

We use that small cabinet to store the empty expansions boxes. I feel bad throwing them away and I still hope to someday find a good use for them. But among those, we also keep Alice's older games, the ones that she's outgrown. One of those is Animal upon Animal's bigger box. It has been out of sight for several months, but apparently, she didn't forget it.

So we took the old gaming friend for a spin, playing two of the three proposed variants in the rules. Neither turned up to be the cooperative version, that she was describing in the first place. Once she remembered that we wouldn't be scoring sun tokens with the rabbit variant, she quickly dismissed that setup.


Free animals.

Instead, we played the competitive games.

And because she's no two year old anymore, this time I deliberately tried to make things difficult when it was her turn to stack the biggest chunky animals Haba as ever made! Like putting the chickens upside down or tenuously perching the slippery pig over an unstable reversed dog!

It worked in the first game, and she ended up dropping some of the animals, but in the second game, the spell turned against me. I stacked a reversed chicken, thinking that she wouldn't be able to put a pig over it, only to witness a few trembling seconds later, the pink hog smiling on top of the animal tower!

My follow-up sheep wasn't so lucky and the whole thing came tumbling down, animals screeching and squealing as they fell, signaling game over for me!


It was fun. Funnier than I was expecting for such an old imprisoned game. But there is another game imprisoned in that cabinet. Not because it as outgrown Alice, but because the box is too big, and 21 pounds is too much weight for the gaming shelf to hold safely ... Gloomhaven!

"Might as well take it out since I'm moving those boxes around anyway," I thought. "Maybe now it's a good time to try it solo and refresh the rules while I'm at it. And if my better half sees the standees and colorful rooms long enough on the table, she might be interested to give it a try. It worked with Terraforming Mars."

The thing is, unboxing Gloomhaven and getting it ready to play, is as far from Terraforming Mars as planet Earth is from the red planet!


There's the #1 board game somewhere in all those baggies!

Luckily, Alice is always eager to help me setup games.

The game does have a random dungeon generator system, via the use of dungeon and monster cards. In it, you're supposed to draw a dungeon card followed by a monster card to setup your first room and then repeat this for the other two rooms. Each room progressively more dangerous than the previous, with the goal being, to kill all the monsters in all the rooms.

This sounds like the perfect way to teach, play and experiment with the Gloomhaven system in a casual way. Without the motherload weight of the campaign requiring hundreds and hundreds of hours of commitment. To make it even more simply, I'm drawing three rooms and keeping the same monster card for all three. A little more thematic consistency, and more importantly, less burden component-wise.

After one hour - one freaking hour! - sorting everything out and putting everything superfluous back in the box, I was left with a streamlined sight.


Training Trail is ready.

This doesn't look so bad, right?

Now if only I could remember how that cryptic Monster A.I. was supposed to work...


One year ago: ...summer in Aljezur...


Photo & Image credits: ZombieBoard
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Fri Jul 12, 2019 9:00 pm
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...soldiers of gaming...

Alexandre Correia
Portugal
Lagos
Algarve
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Day 915. July 4, 2019. Lagos...

Today's group would be older than yesterdays, ranging between 11 and 15 years old, and supposedly more mature. So not only did we hope for more "grow up" games, but also a quieter afternoon. When arrived at the facilities, however, fifteen minutes ahead of schedule, the lady in charge of Aljezur's Summer activities, warned us that this was the toughest group of all!

Gulp!


Battlefield.

When they arrived, we could see some challenging individuals, sure. Some we knew from last year and as expected, if they were left unchecked, they disrupted the rest of the kids. The main problem though wasn't the predictable pre-teen raw energy bursting out of them. But the subdued and negative driven motivation that their monitors - all local ladies past 50 - infected the kids with.

If yesterday's monitors actively joined the gaming groups, inciting them to play in a semi-focused way, today was the exact opposite! Without any help from the people who were supposedly in charge of the kids, we had to resort to what we came here to do in the first place. Hoping that game's alone were enough to keep the pre-teens focus for three hours.

Tiago managed the Forbidden Island table, keeping four to five kids engaged in escaping the sinking island, while I kept five at the time, traveling all over Portugal in I Love Portugal. Because both games fall in the realm of longer than 30 minutes to play, especially I Love Portugal, between the two of us, we managed half the group. The remaining kids rotated between the self-explanatory Katamino and Ubongo: Duel, and the various lighter games like Virus, Rhino Hero, Pit, Jungle Speed, and Happy Salmon. Nuno also tried to keep some engaged with Dream Home, with various degrees if success.


Soldiers.

Rhino Hero didn't last long today. Most already knew it from last year or have since played it several times, at home or local book fairs. Pit continues to reign supreme, as long as you tell them to take turns trading. Instead of going into all-out mayhem akin to what we see on the stock market's floor that the game's trying to mimic!

Happy Salmon, however, the new party game this year, is setting itself to take Pit's crown as the kids favorite game! They adore it and will play non-stop with the silent variant for several consecutive rounds. Ten to fifteen minutes of mute fun, before seeking time out with the polyominoes to rest, and then heading back to the salmon battle! What a game! Had we brought ten copies of Happy Salmon, we would have held a tournament!


As for I Love Portugal, it was good to see their first contact with a deck-builder, without even knowing that they were playing a deck-builder! The only way I could teach them that part, was to actually go through the first two rounds of the game since they had no idea what they were supposed to do until they were forced to shuffle their deck for the first time. A lightbulb came on in each and everyone's face as they realized how their card/euros came back to their hands after being spent!


Peace and Love.

A few were able to immediately see the game for what it is, and start collecting photos and colored sets from the various regions. Others more or less roamed aimlessly at the will of each hand drawn. Nonetheless, both approaches managed to stay competitive in the score track to everyone's enjoyment. But in the end, the set collectors took the prize home. They didn't dwell in their victories or defeats. They were happy to play games regardless of the outcome and as soon as one was over, it was forgotten and a next prey would be hunted in nearby tables!

To show them good times with board games is all we can hope with these sort of activities really. Luckily our job is made easier by the very nature of games, as vessels of fun.

See you tomorrow.


One year ago: ...how to camouflage a capital...


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Thu Jul 11, 2019 9:00 pm
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...missionary birds...

Alexandre Correia
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Day 914. July 3, 2019. Lagos...

Today was the first day of our missionary expedition to Aljezur, to try and convert the young natives to our holy hobby. ...or at the very least showed them what having fun with board games is all about!

Instead of an extensive account of what when on, I've chosen to give you a unique and privileged bird's eye view perspective of what happened. Ok?


Spot It fast kids!


Now you see it. Blitz! Now you don't.


The worlds' Happiest Salmon.


Time out with Katamino.


Confused children in the Panic Lab.


The Pit to end all games.


Tribe of the Jungle Speed.


You Get Bit! No! You Get Bit!


Super Rhino hero role model.


Those Chairs aren't supposed to do that!

Don't know if we were successful or not in spreading our hobby's sanctified word to this group of tribal children imbued with infinite energy. But I think they had fun with what we brought, for the better part of this afternoon.

Tomorrow, we'll move even deeper into the unknown jungle, to attempt contact with another, older, tribal village: the preteens!


One year ago: ...return of the elderly acrobats...


Photo & Image credits: ZombieBoard

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Wed Jul 10, 2019 9:00 pm
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...old galaxy and new stories...

Alexandre Correia
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Day 913. July 2, 2019. Lagos...

After taking my most cherished bike customer to kindergarten this morning, I grabbed a coffee before heading home and took the opportunity to score a play of Sprawlopolis.


Bitter coffee with twelve points.

I'm still in the 1-2-X realm and still battling with the 1-2-11 setup! This was the third time I tried it and it was not a charm as they say about third times. Even if I didn't focus that much on the #11 scoring card to get the most points, choosing instead the basic block majority venue, I couldn't reach the target 14. I know I'm getting better (I hope!) because the number of roads is down to an all-time minimum of 7 and for the first time, I'm scoring positives from the #2 card, Bloom Boom!

I need to practice more on the basic block scores I guess. Tricky setup.


Mid-morning, games knocked at the door, via the delivery man. Finally - finally! - I've found a second-hand base game to support the first three expansions to Race for the Galaxy!


I have a galaxy!


To boldly go were many have gone before.

Everything is accounted for and I've even added the alternate starting worlds for completionist's sake. The only thing missing is the retrofit cards, from the second edition. But since those were taken from the BGG Market due to inconsistencies with the back of the cards, I'm glad I didn't pick them up sooner. All is well.

What surprised me, while I accounted for the various components and arranged things for the photos above, is the staggering number of archaic icons and non-friendly nomenclature of Race for the Galaxy. I know this is a masterpiece and I know about the steep (to put it mildly!) learning curve. But I can't stop and wonder, that had this game been released today, would stand against the iconic graphics designed perfections of present card combo tableaux builders?

I'm guessing not. What do you think?


And after picking up the bike-customer again, we hit the cool floor to play some games. Monster-Falle was the first, and after fifteen plays, I'm starting to feel bored with it. At least at the two-player count. Alice's is undoubtedly getting better at moving the sliders, but I'm afraid that by the time she's at my level, the game will have outgrown her and out-bored me. The challenge I go for these days when capturing monsters is trying to go through the entire set of six rooms with six different monsters before the timer runs out!


Bored trap and the new storyteller.

To end games before dinner time we picked her first contact with the hobby and one that still holds her interest. Rory's Story Cubes. The only difference today (a big difference!) was that for the first time, it was she who told the story while I threw the dice one by one! She managed to string a coherent story picture with the first four dice, before adding random words triggered by the remaining five, with no clear connection between them. Four dice made into a story! I call it a success.

I really need to start playing RPG with her.


One year ago: ...Cathy's hole in the ground...


Photo & Image credits: ZombieBoard
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...eco-turbulence in victory's library...

Alexandre Correia
Portugal
Lagos
Algarve
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Day 912. July 1, 2019. Lagos...

Finally, we're starting to see eco-approaches to the manufacturing and production of boardgames, in my opinion, the silent elephant in our gaming room.

We live in an age that's increasingly aware and concerned with our actions' impact on the fragile balance between Man and Nature, and our hobby isn't by any stretch of the imagination, an eco-friendly hobby! From cards to cardboard, to wood and plastic. From manufacturing wastage in Asia to the shipping of games overseas, to packaging material made of even more cardboard, more plastic requiring even more fuel consumption! From the moment you buy a game to the moment you receive a game - any game! - you're willingly participating in the destruction of our planet.

Welcome, to the Board Game Earth's Wasteland!


Pretty wasteland.

Turbulences is not a 100% sustainable product, as it is written on the Kickstarter project page. There's nothing sustainable about shipping a product through petroleum-based transportation, which only gets worse the further away the customer is from the French city of Corrèze. To offset this, Thomas Planete, the game's designer/manufacturer, would have to bike/walk all over Europe delivering his self-made board game himself!

But... Turbulences has the right mindset with which to approach the elephant. If I hadn't find out about the game too late, I would have backed it on the spot, Thirteen geeklist be damned! It's projects like these that should explode on Kickstarter's charts and become viral all over the media channels. The more successful they are, the better the chances that the big corporations notice that there's money to be made in eco-minded games. Eco-marketing works. And as long as the marketers do what they promise, then a future of minimal impact gaming and eased eco-conscious gamers is possible.


Not to mention the toy factor in the components.

Thomas is even designing another game (with boats?) that will use the same or most, of Turbulences's components, to squeeze more gaming juice out of your single non-sustainable buying decision.

I was late to back the full game. But a nifty wooden plane should arrive in time for Christmas.


As new game designers and company are born, so old most leave, just like the game of life I suppose. I woke up on the geekland today to the news of a Victory Point Games ist kaput?

Now.. that this would happen, after Alan's announcement that he was selling the company to Table Tycoon is not as big a surprise as it seems. I'm definitely not a business savvy person, but if a product doesn't make enough money to offset lesser products and keep the company afloat, then that product must go for the sake of the company, yes?


I'm not sure I can trust this cowboy anymore.

But it saddens me to such an iconic board game company should die this way. And with it, the hopes for more Dawn of the Zeds material. The many wasted, and still unreleased, expansions for Nemo's War. Or the now homeless Renegade, that will have to struggle a bit more to continue with it's scheduled plans for more content.


Now that I've finally sent an overdue Agricola, Master of Britain PnP project to France (sorry, forgot to take a picture!), I can resume my non-eco friendly Paper of Shame project.


Bibliogamo! Twelve PnP's to go!



One year ago: ...legacy of the century old dark pit of mars...


Photo & Image credits: ZombieBoard
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Mon Jul 8, 2019 9:00 pm
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