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rydiafan
Mar 17, 2009


Azran posted:

Out of curiosity, are there any games out there that have managed to nail the maneuver aspect of regimented combat in historical wargames without resorting to rulers and inch-measuring? I know there's stuff like C&C Ancients, but I'd appreciate if it were just a little bit less abstract (rules for flanks and stuff).

How far back into history are you looking at going? The Eagle and the Lion is great Napoleonic stuff, with flanking and formations and whatnot.

https://boardgamegeek.com/boardgame/22420/battles-napoleon-eagle-and-lion

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lummawks
Apr 28, 2010
Oh as a bonus, one of the nice people I played board games with this saturday contacted me on facebook today to invite me to their weekly board game night. Been looking for a new group since my current group plays very infrequently, so looks like I might have a new board game group :3:

Azran
Sep 3, 2012

And what should one do to be remembered?
Preferably ancient-medieval, up to maybe Renaissance. I never caught the Napoleonic bug :v: That said, The Eagle and the Lion looks really interesting.

Gilgameshback
May 18, 2010

Azran posted:

Preferably ancient-medieval, up to maybe Renaissance. I never caught the Napoleonic bug :v: That said, The Eagle and the Lion looks really interesting.

https://boardgamegeek.com/boardgame/11057/great-battles-alexander-deluxe-edition

Great Battles of Alexander, a traditional hex and counter wargame, has all the flanking, facing and maneuver you could possibly want. GMT has similar offerings from almost any historical period - ancient Rome, the War of the Roses, Seven Years War, etc. It is much more of a wargame than a board game.

Skypie
Sep 28, 2008
Well I got to bust out 1st and Goal this past weekend and honestly had a huge blast with it. A couple people were at the table just watching us play and one said, "I don't know why but I'm just as riveted by this as I am real football."

Also got to play some Codenames and another round of Dark Moon that took loving forever because 2 people wouldn't shut up and pay attention resulting in them asking "what's going on again" every time they had to make a decision.

Overall a good night though. Plus, the game table topper my fiancee got me for my birthday turned out awesome.

Vivian Darkbloom
Jul 14, 2004


I've gotten through the Wir Sind Das Volk! rules and a couple video tutorials, think I have a grasp on it mechanically. Here's something I don't really get -- what do the socialist cubes represent, and why do they automatically go into protest spaces?

djfooboo
Oct 16, 2004




So what was the big game or announcement at Origins? I saw Charterstone's rulebook released.

Papes
Apr 13, 2010

There's always something at the bottom of the bag.

djfooboo posted:

So what was the big game or announcement at Origins? I saw Charterstone's rulebook released.

The only games I have any interest in were Lisboa and lignum.

Archenteron
Nov 3, 2006

:marc:
The tabletop game/rpg/inspiration to FTL Battlestations has an updated version coming out at gencon with a few prerelease copies being sold at Origins

PRADA SLUT
Mar 14, 2006

Inexperienced,
heartless,
but even so
Recommend a game I can play with six people, all medium board game people, with the following caveats:

No Codenames, Monikers, Resistance, Secret Hitler, or other overly party-esque games.
Should be playable in two hours or so.
No turbo-euros.
Reasonably easy to learn.
Teams are fine, but not necessary.

Right now I just have 7 Wonders that fits this description.

Bonus if it's something that people can all play 'together'. I was thinking something like Diamant but I can't find it.

Selecta84
Jan 29, 2015

PRADA SLUT posted:

Recommend a game I can play with six people, all medium board game people, with the following caveats:

No Codenames, Monikers, Resistance, Secret Hitler, or other overly party-esque games.
Should be playable in two hours or so.
No turbo-euros.
Reasonably easy to learn.
Teams are fine, but not necessary.

Right now I just have 7 Wonders that fits this description.

Bonus if it's something that people can all play 'together'. I was thinking something like Diamant but I can't find it.

Keyflower?

Or maybe letters from whitechapel

Selecta84 fucked around with this message at 16:57 on Jun 20, 2017

Jedit
Dec 10, 2011

Proudly supporting vanilla legends 1994-2014

What's a "turbo Euro" when it's at home?

Crackbone
May 23, 2003

Vlaada is my co-pilot.

djfooboo posted:

So what was the big game or announcement at Origins? I saw Charterstone's rulebook released.

I don't think there was really, most of that hype train is reserved for Gencon.

They did have demo copies of Codenames Duet, it's as good as everyone's saying.

al-azad
May 28, 2009



djfooboo posted:

So what was the big game or announcement at Origins? I saw Charterstone's rulebook released.

Near and Far, Islebound, Lisboa, and Century: Spice Road where the ones I saw heavily played and demoed.

Archenteron posted:

The tabletop game/rpg/inspiration to FTL Battlestations has an updated version coming out at gencon with a few prerelease copies being sold at Origins

I bought a copy. Kind of interested in trying it as I like FTL and this probably inspired that game pretty heavily. Although if I end up liking it I'll probably sell it because the print-and-play nature of the original looks infinitely expandable while this has chunky minis and mounted boards.

Same thing goes for Battletech, I really want to get into that but the starter box and Total Warfare are long out of print and Catalyst is pushing Alpha Strike hard but I don't want to deal with rulers and poo poo ever. So I'm just going to buy an old edition and print out a bunch of paper maps and cardboard tokens.

al-azad fucked around with this message at 17:03 on Jun 20, 2017

deadwing
Mar 5, 2007

PRADA SLUT posted:

Recommend a game I can play with six people, all medium board game people, with the following caveats:

No Codenames, Monikers, Resistance, Secret Hitler, or other overly party-esque games.
Should be playable in two hours or so.
No turbo-euros.
Reasonably easy to learn.
Teams are fine, but not necessary.

Right now I just have 7 Wonders that fits this description.

Bonus if it's something that people can all play 'together'. I was thinking something like Diamant but I can't find it.

Libertalia, Colt Express, Letters from Whitechapel, Steampunk Rally. If I've misunderstood your definition of "turbo Euro", throw Keyflower and Viticulture in there.

deadwing fucked around with this message at 17:09 on Jun 20, 2017

Some Numbers
Sep 28, 2006

"LET'S GET DOWN TO WORK!!"
Scoville or Euphoria?

Does Lords of Waterdeep go up to six?

Shadow225
Jan 2, 2007




Does anyone have some words about Adrenaline and Salt Lands?

I want to know some general opinions, but complexity and average game time for both would be rad as well.

Gilgameshback
May 18, 2010

Shadow225 posted:

Does anyone have some words about Adrenaline and Salt Lands?

I want to know some general opinions, but complexity and average game time for both would be rad as well.

Salt Lands is like a thinner, faster playing Mage Knight. I think it has some balance problems but I haven't played it enough to know. It's OK, nice production, fast moving, clear rules, but not tremendously exciting.

Dr. Lunchables
Dec 27, 2012

IRL DEBUFFED KOBOLD



PRADA SLUT posted:

Recommend a game I can play with six people, all medium board game people, with the following caveats:

No Codenames, Monikers, Resistance, Secret Hitler, or other overly party-esque games.
Should be playable in two hours or so.
No turbo-euros.
Reasonably easy to learn.
Teams are fine, but not necessary.

Right now I just have 7 Wonders that fits this description.

Bonus if it's something that people can all play 'together'. I was thinking something like Diamant but I can't find it.

Play Thunder Alley. It even plays 2-7!

Bombadilillo
Feb 28, 2009

The dock really fucks a case or nerfing it.

PRADA SLUT posted:

Recommend a game I can play with six people, all medium board game people, with the following caveats:

No Codenames, Monikers, Resistance, Secret Hitler, or other overly party-esque games.
Should be playable in two hours or so.
No turbo-euros.
Reasonably easy to learn.
Teams are fine, but not necessary.

Right now I just have 7 Wonders that fits this description.

Bonus if it's something that people can all play 'together'. I was thinking something like Diamant but I can't find it.

Mysterium

Sloober
Apr 1, 2011

Some Numbers posted:

Scoville or Euphoria?

Does Lords of Waterdeep go up to six?

5.

Those are tough requirements. I would offhand consider mysterium or deception but those may be too 'party-esque' since that sounds like it eliminated social games as a whole.

Bombadilillo
Feb 28, 2009

The dock really fucks a case or nerfing it.

Sloober posted:

5.

Those are tough requirements. I would offhand consider mysterium or deception but those may be too 'party-esque' since that sounds like it eliminated social games as a whole.

I guess it depends on why they don't want 'party' games. But I wouldn't consider Mysterium a party game.

Shadow225
Jan 2, 2007




Gilgameshback posted:

Salt Lands is like a thinner, faster playing Mage Knight. I think it has some balance problems but I haven't played it enough to know. It's OK, nice production, fast moving, clear rules, but not tremendously exciting.

As someone who would play Mage Knight if not for its fiddliness, would you mind expounding a bit?

Sloober
Apr 1, 2011

Bombadilillo posted:

I guess it depends on why they don't want 'party' games. But I wouldn't consider Mysterium a party game.

6 people that don't want to talk to each other?

I mean you could do mysterium w/o talking

silvergoose
Mar 18, 2006

IT IS SAID THE TEARS OF THE BWEENIX CAN HEAL ALL WOUNDS




Sloober posted:

6 people that don't want to talk to each other?

I mean you could do mysterium w/o talking

Frankly it's better with less table talk. Ghost should be OoooOoOOOing, though.

Kashuno
Oct 9, 2012

Where the hell is my SWORD?
Grimey Drawer
Hearing a lot about Century: Spice Road, lately. I'm excited, anyone get a chance to try it?

Bombadilillo
Feb 28, 2009

The dock really fucks a case or nerfing it.

silvergoose posted:

Frankly it's better with less table talk. Ghost should be OoooOoOOOing, though.

Lots of smiling and shrugging. Even though you are dying inside because they said "ha this looks like a Sherlock Holmes hat, hmmm maybe the clue is this little dumb thing in the background it HAS to be" but you were trying to get them to the magnifying glass and Sherlock was exactly what you wanted them to think.

Sloober
Apr 1, 2011

silvergoose posted:

Frankly it's better with less table talk. Ghost should be OoooOoOOOing, though.

OooOOooooing goes without saying, friend

Gzuz-Kriced
Sep 27, 2000
Master of Spoo
I'd second Colt Express. A fun game, easy to understand, and should play very quickly.

I'd also second Steampunk Rally as long as you can make sure people keep their turns short.

Keyflower is probably my favorite game but good loving luck playing that with 6 players in under 2 hours, especially if you have to teach it too.

Gilgameshback
May 18, 2010

Shadow225 posted:

As someone who would play Mage Knight if not for its fiddliness, would you mind expounding a bit?

Like Mage Knight it's focused on exploring a modular map, fighting enemies, limited deckbuilding, and pulling off interesting card combinations. It has way fewer subsystems than Mage Knight: there's no day/night cycle, no magic colors, no card offers, no rules for city attacks, no multiple kinds of ruins, etc. So it's MUCH easier to learn and manage in play, but it's not quite as rich and deep.

It has two kinds of movement: vehicle and sailing, both of which are straightforward and interesting (sailing depends on wind speed and direction, vehicle uses gasoline). In neither case do you have the Mage Knight problem where new players use up all their resources walking across a hex. There's an interesting system where your choice of vehicle influences how many cards you can hold and how many crew members or attachments you can keep with you. Certain kinds of terrain block some vehicles (heavy trucks can't cross deep sand, for instance), so the choices here have lots of ramifications.

Salt Lands has constantly spawning and moving enemies, so there is a real sense of time pressure, probably more so than in Mage Knight. The rules are short and clear, and it plays MUCH faster than Mage Knight. I still didn't like it as well - there's something about the progression in Mage Knight that is just amazingly satisfying, and you don't quite get that in Salt Lands. Then again, that's not what Salt Lands is going for - it's supposed to be about survivors fleeing a huge Mad Max horde of post-apocalyptic cannibals, so it wouldn't really fit the theme if you could build your character into an invulnerable powerhouse.

GrandpaPants
Feb 13, 2006


Free to roam the heavens in man's noble quest to investigate the weirdness of the universe!

Shadow225 posted:

Does anyone have some words about Adrenaline and Salt Lands?

I thought Adrenaline was really loving boring for a game called Adrenaline and is meant to simulate fast-paced arena shooters. I don't mind the novelty of making it essentially an area control game (with damage on players being the area to control), but I thought that most of the weapons were dull, there are a lot of turns where you don't do anything besides "reload" (i.e., pick up ammo), and the maps are really, really boring.

I can see the game improving with expansions, especially expansions that add a more dynamic map, but the game felt dull.

LongDarkNight
Oct 25, 2010

It's like watching the collapse of Western civilization in fast forward.
Oven Wrangler

Kashuno posted:

Hearing a lot about Century: Spice Road, lately. I'm excited, anyone get a chance to try it?

It's good. Plays like Splendor but actually has interesting choices in what you buy and how you manipulate resources.

Papes
Apr 13, 2010

There's always something at the bottom of the bag.

GrandpaPants posted:

I thought Adrenaline was really loving boring for a game called Adrenaline and is meant to simulate fast-paced arena shooters. I don't mind the novelty of making it essentially an area control game (with damage on players being the area to control), but I thought that most of the weapons were dull, there are a lot of turns where you don't do anything besides "reload" (i.e., pick up ammo), and the maps are really, really boring.

I can see the game improving with expansions, especially expansions that add a more dynamic map, but the game felt dull.

Same. I played it once and would be fine never playing it again. The decision space is pretty narrow and it feels nothing like actually playing a FPS.

Kashuno
Oct 9, 2012

Where the hell is my SWORD?
Grimey Drawer

Shadow225 posted:

Does anyone have some words about Adrenaline and Salt Lands?

I want to know some general opinions, but complexity and average game time for both would be rad as well.

I tried Adrenaline while doing some fps game research for a game I'm working on and Adrenaline didn't scratch my itch for a hectic, fast paced, shooter game. I think there is a lot of space to explore in terms of area control with a more fps feel. It's an okay area control game, but boring as a game trying to mimic a shooter

al-azad
May 28, 2009



Kashuno posted:

Hearing a lot about Century: Spice Road, lately. I'm excited, anyone get a chance to try it?

In my mind it's "better Splendor" which carries all the baggage you'd expect. It's a simple, bright, and colorful engine builder that builds off Concordia's core mechanic where you're trying to efficiently exchange goods by playing cards before wasting a turn to pull them back in your hand. You can't reserve cards and buying cards further in the row requires the expenditure of resources so the pacing is lightning fast. But at the end of the day there's still zero interaction and we literally played the whole game from start to finish in absolute silence which is how all my Splendor games go. I would gift this to casual friends but never desire to play it.

A more interesting Arabian themed card game I played was called Merchants of Araby by Daily Magic Games who might've been the most interesting publisher I've never heard of. Araby wears its Magic the Gathering influences on its sleeve, even cribbing the "tap" symbol which the designer hurriedly assured me the patent expired two years ago when I made fun of it. It's also a market row tableau builder but here you're spending resources go on caravan runs. Each player will draw a new caravan on their turn which is a 3x3 board keyed to one of the resources and pays out in ascending order from top to bottom. If a row or column fills before your next turn, the caravan is sent out but a bandit will attack one of the numbered spaces (higher payouts are more likely to be attacked).

Interestingly the card backs show you where bandits will attack, and you always know which bandit will appear. Furthermore you can negotiate with your opponents who can add their caravans to your pilgrimage out of turn order. And since you lose your caravan card if it's incomplete at the start of your turn, there's a heavy negotiation mechanic where you're trying to convince people to commit to your caravan while manipulating the deck to have bandits attack your opponents. We played a short demo, maybe two rounds, and he said there are only 4 rounds total making it a pretty negotiation heavy game in 30-45 minutes.

I doubt I'll play that one either due to my allergic reaction to anything related to Magic, but the concept behind it was so refreshing that I have to recommend it. This company's main line is something called Valeria which includes a "better" Ascension style tableau builder and a somewhat lighter/faster take on Eminent Domain called Villages of Valeria that my friend (who has a developer credit in Race for what it's worth) bought after taking two turns.

Elysium
Aug 21, 2003
It is by will alone I set my mind in motion.

deadwing posted:

Libertalia.

This one.

T-Bone
Sep 14, 2004

jakes did this?

Sloober posted:

5.

Those are tough requirements. I would offhand consider mysterium or deception but those may be too 'party-esque' since that sounds like it eliminated social games as a whole.

It's 6 with the expansion.

Captain Sonar is still good with 6 (obviously better with 8, but good with 6).

Steampunk Rally and Colt Express are good suggestions. Camel Up is pretty solid. I don't know what the hell a turbo euro is but Medici is a great auction game with 6. I'm not the hugest fan of Chicago Express at 6 (prefer it at 5) but it's a fantastic game. I really like Evolution Climate but I've yet to play with more than 4. It might be hard to keep track of information when you start getting into the 5-6 range.

Bohnanza is loving rad as always.

PerniciousKnid
Sep 13, 2006

Archenteron posted:

The tabletop game/rpg/inspiration to FTL Battlestations has an updated version coming out at gencon with a few prerelease copies being sold at Origins

I think I read in an interview that the FTL guy had never heard of Battlestations.

girl dick energy
Sep 30, 2009

You think you have the wherewithal to figure out my puzzle vagina?

PRADA SLUT posted:

Recommend a game I can play with six people, all medium board game people, with the following caveats:

No Codenames, Monikers, Resistance, Secret Hitler, or other overly party-esque games.
Should be playable in two hours or so.
No turbo-euros.
Reasonably easy to learn.
Teams are fine, but not necessary.

Right now I just have 7 Wonders that fits this description.

Bonus if it's something that people can all play 'together'. I was thinking something like Diamant but I can't find it.
Gonna third Letters From Whitechapel. "One of us is Jack the Ripper and the rest of us are criminals trying to catch him" is a nice hook once you get them past their possible knee-jerk about it being a party game. (It's not. It's a proper board game with clues and hidden movement and trying to chase down where Jack is going.)

The only advice I'd give is to let Jack have one of the advanced abilities from the start (I think false clues is one?), since 5v1 it's pretty hard to win for Jack without a way to make up for the collective difference in thinkpower.

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al-azad
May 28, 2009



PerniciousKnid posted:

I think I read in an interview that the FTL guy had never heard of Battlestations.

I'll give the benefit of doubt but FTL is so Battlestations-like that it could have been subconscious through another game or something.

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