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Bubble-T
Dec 26, 2004

You know, I've got a funny feeling I've seen this all before.

Lorini posted:

What I like a lot about Five Tribes is how the game state changes. Early in the game you want to go first, and then later in the game you want to go last. I can't think of any other game that does that.

Kemet has this dynamic as well.

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Elyv
Jun 14, 2013



Jedit posted:

Depending on how you play Kemet can do the same. I usually run with the plan of upgrading to White 4 and buying Priest of Amon or Priest of Ra on turn 1
Either I've been playing Kemet wrong or this isn't actually possible. You start with 5 prayer points and a level 2 white and pray twice for 9 prayer, upgrade the white pyramid twice for 7, leaving you with two prayer, which isn't enough to buy a level 4 tile.

Poopy Palpy
Jun 10, 2000

Im da fwiggin Poopy Palpy XD

Elyv posted:

Either I've been playing Kemet wrong or this isn't actually possible. You start with 5 prayer points and a level 2 white and pray twice for 9 prayer, upgrade the white pyramid twice for 7, leaving you with two prayer, which isn't enough to buy a level 4 tile.

You get $2 (for a total of 7) and a second DI card during the night phase before the first round.

rchandra
Apr 30, 2013


I had a friends' game night Friday and Tabletop Day Saturday, surprisingly getting to play mostly games I knew:

K2
This game is mechanically very simple. You have two climbers each on a fixed map of a few routes up the mountain K2, and a random deck of weather forecasts (each card has 3 turns worth). You also have a deck of cards to move or rest your climbers, which you will cycle through 3 times. The goal is to get each climber as high as possible without dying; very often the players will be in each others' or their own way. I got one climber to summit and make it back to a very safe elevation, and the second to almost summit - just barely could have summitted on the last turn if I had card-counted or predicted opponent's deck (I was worried about being trapped the previous turn). Doing this took basically every movement in the deck being used efficiently, so there was no way to get the second one down (but that doesn't matter in-game as long as e doesn't die). This was a winning score, the only other player to summit had his climbers die.

Fibbage
A party / trivia game but played using computers / phones to enter answers. My first time trying it, allowing all players to secretly and simultaneously give answers is good but fiddling with phones is not. Each player needs to give a wrong answer, then guess which is correct from the list of answers. I think it's from a steam bundle with You Don't Know Jack?

Puerto Rico
Also my first time trying this classic. Phase selection is like Race for the Galaxy but turn-based. It was a lot of fun and I didn't feel hopelessly crushed by the player who had played before. I feel like I'd prefer it with a little more randomness in the setup; though playing the next day with I was surprised to see how different the game felt due to the different plantations that came up.

Concept
Describing a word, name, or phrase with only pawns, cubes, and a board of images. This was great fun, the easy clues are really for children I think but the medium and hard ones can be interesting. The highlight was describing "In the kingdom of the blind, the one-eyed man is king". I suspect an expanded deck of concepts would become essential if you play a lot.

Dead of Winter
An enjoyable romp through a frozen apocalypse as always. At the very beginning of the game one of the players seemed a little extra selfish, so I accused him of being a betrayer. He complained a bit and then helped a lot more, with a few places where I was then convinced we had no betrayer (as things could have been easily ruined). Sadly the crossroads / crisis cards were not very cooperative and we were just barely hanging on. On the penultimate round a very dangerous crisis was there, we tried but failed to overcompensate for a possible betrayer (not enough proper cards - giving +2 cards would give a morale with no betrayer, or cancel his negative contribution if there was one). This led to 12 extra zombies placed at the colony, 4 deaths followed and all players lost. Cancelling that one would have probably led to 2 of 3 non-betrayers winning.

Magic
The venue had some participation prizes for multiplayer Commander/EDH.

Dominion
Just one three-player game as the venue was closing, only base/Seaside present and a pretty dull board (no draw and only one $5 card):
Lighthouse, Village, Fishing Village (maybe?), Smugglers, Feast, Militia, Cutpurse, Salvagers, Navigator, Outpost
I was pretty sure the best strategy was Cutpurse/Silver opening and play Big Money with a few Cutpurse/Militia, possibly taking some Lighthouse over Silver if others are also taking the attacks. But that seemed super dull so I tried to make Salvagers/Smugglers work, Smuggle anything and just keep feeding it to Salvagers. Outpost worked too as you can Smuggle on an Outpost turn. Worked surprisingly well but not quite good enough, Salvagers led to a strong endgame but the money player had a few quick Provinces so scores were 40-37 with the third player way behind (he was an unfocused Village/Salvagers thing that didn't seem to lead anywhere). Would have considered re-doing the setup but time was short.and we didn't see the problems until after getting everything out. If you had this board would you play it out, re-draw entirely, or just make a quick fix (Wharf for Navigator comes to mind but that feels like crushing a sow bug with a hammer)?

Cards Against Humanity
So after we eat one of my friends was super excited/insistent about playing this... we played for far too long (probably around 70-80 clues for 7 players). I hope that at least burns it out of him for a little while and I can counter-suggest Say Anything instead. Rutibex have you actually tried Concept with these cards? I had the same idea (trying to describe the CAH cards in Concept) but I'm suspecting there's no real way to do it a lot of the time. Also I don't own Concept and wouldn't want to do this in a public place.

Prairie Bus
Sep 22, 2006




Lorini posted:

Anyone play Brew Crafters and can share some thoughts on it? I'm thinking about getting it.

I've played it once. It's a decent game, nice components, nice theme. The play itself is close to Agricola, with a little less tension over paying your workers. On the whole, I don't think it's as tight either, but I've only played it once.

Jedit
Dec 10, 2011

Proudly supporting vanilla legends 1994-2014

Poopy Palpy posted:

You get $2 (for a total of 7) and a second DI card during the night phase before the first round.

Yes. It's a common mistake, probably because people logically assume Day comes before Night in the turn phase order.

Jabor
Jul 16, 2010

#1 Loser at SpaceChem

Jedit posted:

Yes. It's a common mistake, probably because people logically assume Day comes before Night in the turn phase order.

Also because starting with 5 and then gaining two before you have any way to influence the amount you gain seems kind of pointless, because the rulebook could just have told you to start with 7 instead.

Jedit
Dec 10, 2011

Proudly supporting vanilla legends 1994-2014

Jabor posted:

Also because starting with 5 and then gaining two before you have any way to influence the amount you gain seems kind of pointless, because the rulebook could just have told you to start with 7 instead.

Mmm. It might have been more elegant to have you start with 7PP and two cards and run Day then Night. The reason they didn't is probably because people were also assuming temples produce PPs during the Night and hence the Sanctuary provides its VP at Night (another very common mistake), meaning you can't win with its VP on the turn you get it.

Bubble-T
Dec 26, 2004

You know, I've got a funny feeling I've seen this all before.
Night phase has no decisions, it's good to start with that because then when you get to the day phase people are aware of what will happen next night phase instead of having to ask "So I'll get what after this phase is ended?", and the power tiles that activate during the night will make more sense.

Fat Samurai
Feb 16, 2011

To go quickly is foolish. To go slowly is prudent. Not to go; that is wisdom.
I think that the purpose of putting the Night Phase first is that declaring a winner is the last step of the turn, which is more elegant than stopping halfway though. And that way the "preparation phase" happens first.

However, the rules would be clearer by starting at 7PP and 2 DI cards and skipping the first preparation phase. Other games do that and it's not such a big problem.

Apropos of nothing: Does anyone have more information about the new MK expansion besides the box and the component list?

Fat Samurai fucked around with this message at 10:27 on Apr 13, 2015

Zveroboy
Apr 17, 2007

If you take those sheep again I will bury this fucking axe in your skull.
I had three friends over for Tabletop Day so our weekend's gaming went like this.

On Friday we played Pandemic: Contagion, Port Royal, Pandemic and Concordia.

There's not really much to say about Pandemic, but Port Royal continues to prove itself as a really neat little card game. I love how being able to buy a card on any player's turn keeps everyone involved all the time, and there's a great sense of tension as players reveal cards and make that agonising decision to keep going to find the card they want while risking going bust.

Concordia was a lot of fun, I had a pretty slow start and my opponents expanded across the board a lot quicker than I did. That said, I managed to pick up some momentum in the mid-game and eventually brought home a win with a comfortable margin. Having five Saturnus card scoring at 10 points each was what lept me ahead, while my opponents had bought the specialist Minerva cards and got too focused on biulding in those particular types of cities, neglecting the other scoring categories.

On the other hand, I haven't yet reached a concensus about Pandemic: Contagion. It seems like the thing to do is simply spend the early game advancing your disease's incubation and infection rate then go wild infecting cities and scoring points. If you decide to plod along only able to draw one or two cards a turn it's easy to get stuck in a sort of trap, where of your two actions per turn you always have to spend one of them drawing cards just to be able to do anything else. It reminds me in some way of Agricola, where people who plod along with two workers for the entire game might gain an earlier lead over someone who spends time expanding their home and having offspring, but in the end the player with the larger family will alway get a higher score.

Saturday being the main day we kicked off with some Port Royal and Pandemic: Contagion again, then during the day got through Agricola, Pandemic, Kemet, Flash Point: Fire Rescue and finally Tales of the Arabian NIghts.

Agricola was a absolute blast, I love this game. With two new players we only used the Basic deck, but even so it was very enjoyable with 4. Luckily I started with the Carpenter occupation and was able to expand my house to four rooms and get new family members in them quite quickly. Despite never taking Start Player I was able to get everything I needed to round off my farm while renovating the house and even getting a few bonus Improvements along the way. A solid win with 42 points.

For Pandemic we decided to try the Team Mode from the In The Lab expansion. Not knowing how difficult it would be, we started off with a simple 5-epidemic game. It was hilariously easy and on some turns there were so few disease cubes on the board it was trivial to eradicate the diseases once we had cures. My team won this first game, and we decided to play again using the purple Mutation disease and an extra Epidemic. Again, the experience was almost trivially easy but this time the other team won as they were able to cure and eradicate the first disease on one turn, getting them a lot of bonus points that my team couldn't quite overcome. The manual itself does say the Team Mode is easier than a regular game, and we all got dealt quite powerful roles (Medic, Scientist and Dispatcher got used in both games) so if I play this again I think it'll have to be with the Lab expansion or using Virulent Strain epidemics.

Kemet hit the table for it's first proper play since I bought it and we all found it a lot of fun. The focus on aggression and starting (and winning) fights was good and we had a very close game. I chose the power tiles that gave me extra combat strength in all battles, extra strength when defending and Prescience, so I could see my enemies battle card before choosing my own. My friend who had taken Initiative and a selection of other Red power tiles was quite a dangerous force in the late game, but on the final turn I was able to bully him out of a temple. This gave me 9 points at the end of the Day Phase, edging out my friends who finished with 8, 8 and 5 points each. I feel that Kemet is a game that only gets better with repeated play, as people learn what the power tiles do and how they can interact. Really looking forward to playing it again.

Tales of the Arabian Nights was so much fun. Despite it's hilarious randomness it was a nice change from the more mechanical games played earlier and we played for a good 3 hours or so. All of us at the table had some experience with playing roleplaying games, so the game was a blast with everyone putting on voices (even some occasional acting) when reading from the Book of Tales.

The next day after breakfast I introduced them all to 7 Wonders. It was a lot of fun to play this again as I haven't played it for months. It was understood quickly and for our third game we added in the Leaders which everyone agreed really added to the game's depth. My science-heavy strategy in the final game was only just edged out by my friend using a more colour-balanced approach with a focus on military.

Tales was everyone's favourite game of the weekend, mainly for it's theme, as it got us all laughing and really was just fun. Agricola and 7 Wonders were the "mechanical" favourites, while Kemet was the game everyone wanted to play again next time.

Zveroboy fucked around with this message at 15:18 on Apr 13, 2015

Jedit
Dec 10, 2011

Proudly supporting vanilla legends 1994-2014

Fat Samurai posted:

I think that the purpose of putting the Night Phase first is that declaring a winner is the last step of the turn, which is more elegant than stopping halfway though.

Also because it's possible to gain a point at Night, so you can't just move the victory check to the Night phase.

Damn Dirty Ape
Jan 23, 2015

I love you Dr. Zaius



Zveroboy posted:

Tales was everyone's favourite game of the weekend, mainly for it's theme, as it got us all laughing and really was just fun. Agricola and 7 Wonders were the "mechanical" favourites, while Kemet was the game everyone wanted to play again next time.

Kemet has been on my 'I should probably buy this list' for a long time now.

Durendal
Jan 25, 2008

Who made you God to say
"I'll take your sheep from you?"



Went to my FLGS's 24 hour Table Top Day, and stayed for about 20 of them.

I started the day off with a brutal game of Argent where every one was chucking nukes and locks around. Managed to pull off a win thanks to a Tech spell that let me reuse a 3 research vault card. The worker placement train rolled on to Viticulture+Tuscany which was a nice relaxing changeover pace. We then played Pictomania where I had to to draw Green :saddowns:. Walnut Grove was next--It's a nice, short game with elements from Agricola and Carcassonne.

Speaking of Agricola, we played a four player game where I managed to draft both Axe and Chamberlain :hellyeah:. Played my first game of Cosmic Encounter as well, and well, it was fun with my friends, but I don't see the overwhelming appeal that certain game reviewers do.

It gets a little hazy from there thanks to lack of sleep, but I know I also got to play Alhambra (we kept chanting "free turn" which was hilarious to our sleep deprived minds), Dues, Cubist, Castles of Mad King Ludwig, Notre Dame, and For Sale!


I also got the Dixit promos, so all in all, it was a good day.

Zveroboy
Apr 17, 2007

If you take those sheep again I will bury this fucking axe in your skull.

Durendal posted:

Speaking of Agricola, we played a four player game where I managed to draft both Axe and Chamberlain :hellyeah:.

My friend on my left got the Axe in our game of Agricola this weekend. After the second time I took animals from the center and turned them into food (which is exactly what he wanted to do) he showed me the Axe card, leaned over and said "Next time you deprive me of animals I'm going to use this to chop down the door to your farmhouse and bury it in your famer's skull."

Board Game Thread 2015: I take the "Murder your farmer" action

Madmarker
Jan 7, 2007

Some friends have a big boardgame party once every 3 months, we're talking catered food, with baby sitters for people who bring kids, and on the real big one they'll rent out rooms for people to stay in at a local hotel for people who come long distances to get there. So this wasn't really a tabletop day thing, it had already been planned, but it fell on table top day, which was a neat little coincidence.

So the first thing I jumped in was a game of Dominion, fun quick light fare to get started. We ended up randomly getting a board with no attacks and no terminal actions which was interesting, however a Big money+Laboratory Deck ended up taking it. Other people at the giant table we played on were playing Archipelago.

Next we had some food and while eating I taught and played Splendor with a group, of 1 other experienced player and 2 newbies. One of the newbies ended up taking it as the other experienced player and I kept cannibalizing each other's cards and gems near the end to keep each other from winning. So one of the newbies was able to get a win because of that, which was fun. During this the Archipelago game was still going on.

Third I jumped into a 5 player game of Terra Mystica, which I had yet to play, along with two other new players and two experienced players. The races on the table were Nightlings (experienced player), Swarmlings(experienced player), Dwarves(newbie), Halflings(newbie) and Witches(me). I really enjoyed the game, the asymetrical resource management aspect was a lot of fun and I can definitely see a good bit of depth in the play. That being said I definitely feel like the races are not balanced at all, some just feel more powerful, especially the halflings and Nightlings. That being said the witches were quite powerful as well with their house dropping ability, and I would certainly play it again. We played this outside on the porch, while one group played Pictomania and another group played Shadows over Camelot

The last game I jumped into was Roll for the Galaxy. Roll for the galaxy is incredibly fun, and I have to say I enjoy it slightly more than I enjoy either San Juan or Race for the Galaxy. I ended up getting the blue space pilgrimage planet as my starting world, and a 3 cost blue planet that came with a die on it. I heavily settled into a blue producing/shipping empire and was able to get the win by depleting the victory point pool. We decided to play another round, I don't remember my starting world, but I ended up getting a yellow die in my citizenry which made it fun. However that game ended rather quickly when one player was able to stack all their dice on explore one round, and then on the next round stack them all on develop, allowing him to build 3 developments and end the game that round. While I was playing this, there was another group I saw playing Village.

We also borrowed a copy of La Citta from the hosts and played that yesterday. La Citta is a very fun middle-weight Euro with one of the clearest, most concise and helpful rulebooks I have ever read. The game is a resource management area control game where you are trying to expand your city and gather citizens (who require food at the end of each game round called a year or they die) and increase the prestige of your city by constructing buildings that gain one of 3 different bonues, education, health or culture sets of 3(one of each type) gain you victory points at the end of the game, in addition to each citizen being a victory point. There are 2 stand out mechanics to the game, the first being citizen relocation. At the end of each game round 4 cards are flipped up called "the voice of the people." Each voice of the people card will be one of three different types white(culture), blue(health) or black (education). If a neighboring city has more of the desired metric that city will steal a citizen from their home city. So it provides an in game way to steal victory points from payers which is fun. The next neat mechanic is how actions are taken. Every player has 3 "action cards" that let them do the base actions of the game as well as access to a communal pool of 7 cards called "political actions" Political actions are immediately refresh upon being taken and are slightly more powerful or unique than the normal action cards but generally have a resource cost to use. Each turn a player will choose to play either one of their action cards or a political action. Their are 5 turns in a round.

I really enjoyed the game, but I ended up with a board-spanning behemoth of a city I dubbed "Megaopolis" that won me the game, so Ill have to play it again to see if I actually enjoyed it, or if it is the victory talking.

Madmarker fucked around with this message at 14:52 on Apr 13, 2015

OmegaGoo
Nov 25, 2011

Mediocrity: the standard of survival!

Durendal posted:

We then played Pictomania where I had to to draw Green :saddowns:.

:allears:

Ok, now I want this game.

StashAugustine
Mar 24, 2013

Do not trust in hope- it will betray you! Only faith and hatred sustain.

Durendal posted:

We then played Pictomania where I had to to draw Green :saddowns:.

Rutibex
Sep 9, 2001

by Fluffdaddy

Durendal posted:

We then played Pictomania where I had to to draw Green :saddowns:

That one's easy, you have two good choices:

fozzy fosbourne
Apr 21, 2010

I played Roll for the Galaxy 6 times and Keyflower 3 times (twice with both expansions). I like games with variable setup I guess.

Indolent Bastard
Oct 26, 2007

I WON THIS AMAZING AVATAR! I'M A WINNER! WOOOOO!

OmegaGoo posted:

:allears:

Ok, now I want this game.

My first thought



Then keep shading him, slowly and meticulously. It ain't easy drawing green.

Texibus
May 18, 2008
How is Dues? i have no idea what it is or how it plays but I've head a lot about it recently.

DontMockMySmock
Aug 9, 2008

I got this title for the dumbest fucking possible take on sea shanties. Specifically, I derailed the meme thread because sailors in the 18th century weren't woke enough for me, and you shouldn't sing sea shanties. In fact, don't have any fun ever.
"Green" seems almost easy; on Saturday I had to draw "ultimatum."

fozzy fosbourne
Apr 21, 2010

Ewww, I'm having cranium pictionary outburst flashbacks here, someone talk me down. Drawing "ultimatum" seems bad

Dr. Lunchables
Dec 27, 2012

IRL DEBUFFED KOBOLD



An oval with a golf flag. There, I drew a green.

Deathlove
Feb 20, 2003

Pillbug
Bunch of no-pressure-feelin' not-playin'-Pictomania peeps throwing up not-in-the-moment suggestions. Shameful.

Indolent Bastard
Oct 26, 2007

I WON THIS AMAZING AVATAR! I'M A WINNER! WOOOOO!

Deathlove posted:

Bunch of no-pressure-feelin' not-playin'-Pictomania peeps throwing up not-in-the-moment suggestions. Shameful.

Even with no pressure I have nothing for ultimatum.

homullus
Mar 27, 2009

Indolent Bastard posted:

Even with no pressure I have nothing for ultimatum.

I'd go with somebody holding a stick, drawing a line in the sand, facing somebody else.

Deathlove
Feb 20, 2003

Pillbug

Indolent Bastard posted:

Even with no pressure I have nothing for ultimatum.

If there isn't Ultimate floating around in that round, I'd draw the Ultimate Warrior mask. Anyone that doesn't get it is kicked out of my house.

Indolent Bastard
Oct 26, 2007

I WON THIS AMAZING AVATAR! I'M A WINNER! WOOOOO!

Deathlove posted:

If there isn't Ultimate floating around in that round, I'd draw the Ultimate Warrior mask. Anyone that doesn't get it is kicked out of my house.

Look at Mr. No-pressure with his Ultimate Warrior not-in-the-moment suggestion.


jk :glomp:

nimby
Nov 4, 2009

The pinnacle of cloud computing.



Just draw Jason Bourne.

Indolent Bastard
Oct 26, 2007

I WON THIS AMAZING AVATAR! I'M A WINNER! WOOOOO!

nimby posted:

Just draw Jason Bourne.

Identity? Is it Identity? The word is Identity isn't it?

Fat Samurai
Feb 16, 2011

To go quickly is foolish. To go slowly is prudent. Not to go; that is wisdom.

nimby posted:

Just draw Jason Bourne.
With stick figures.

Deathlove
Feb 20, 2003

Pillbug

Indolent Bastard posted:

Look at Mr. No-pressure with his Ultimate Warrior not-in-the-moment suggestion.


jk :glomp:

I am always in the moment of the Ultimate Warrior. :colbert:

fozzy fosbourne
Apr 21, 2010

If I get a card that says "ultimatum" on it that I have to draw, I'm going to draw the middle finger

gutterdaughter
Oct 21, 2010

keep yr head up, problem girl

Fat Samurai posted:

Apropos of nothing: Does anyone have more information about the new MK expansion besides the box and the component list?

We've seen one of Braevalar's unique actions.


Not certain if this replaces a March or Tranquility in his deck. If this replaces March, Braevalar's going to be the most durable character in the early game, and will likely be able to yolo monster dens and monasteries from the word "go." If it replaces Tranquility...that would be batshit insane. An eighth basic move action would give him a huge lead in the early positional race.

Either way, early access to both flavors of element-block is going to give Braevalar a lot of game against purple enemies. I expect a lot of spell-centric builds as he rips through early mage towers.

gutterdaughter fucked around with this message at 17:57 on Apr 13, 2015

Some Numbers
Sep 28, 2006

"LET'S GET DOWN TO WORK!!"

Indolent Bastard posted:

Even with no pressure I have nothing for ultimatum.

UUBBBRR

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


No letters.

admanb
Jun 18, 2014

Gutter Owl posted:

We've seen one of Braevalar's unique actions.


Not certain if this replaces a March or Tranquility in his deck. If this replaces March, Braevalar's going to be the most durable character in the early game, and will likely be able to yolo monster dens and monasteries from the word "go." If it replaces Tranquility...that would be batshit insane. An eighth basic move action would give him a huge lead in the early positional race.

Either way, early access to both flavors of element-block is going to give Braevalar a lot of game against purple enemies. I expect a lot of spell-centric builds as he rips through early mage towers.

It almost certainly replaces March as it loses card draw from Tranquility and none of the other unique cards have ever lost a capability.

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Fat Samurai
Feb 16, 2011

To go quickly is foolish. To go slowly is prudent. Not to go; that is wisdom.

Gutter Owl posted:

We've seen one of Braevalar's unique actions.


Not certain if this replaces a March or Tranquility in his deck. If this replaces March, Braevalar's going to be the most durable character in the early game, and will likely be able to yolo monster dens and monasteries from the word "go." If it replaces Tranquility...that would be batshit insane. An eighth basic move action would give him a huge lead in the early positional race.

Either way, early access to both flavors of element-block is going to give Braevalar a lot of game against purple enemies. I expect a lot of spell-centric builds as he rips through early mage towers.

Thanks.

It loses the draw ability from Tranquility, and every other character card is a straight upgrade compared to the basic one, so I'm guessing March.

EDIT: refreshing! :argh:

Fat Samurai fucked around with this message at 18:15 on Apr 13, 2015

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