Jump to content

What are you playing?


jonnyalpha
 Share

Recommended Posts

Arkham LCG: Path to Carcosa

 

Echoes of the Past and Unspeakable Oath

 

Continuing our journey into "whatever the hell is going on". Two nice scenarios that again give (slight, but meaningful) twists on mechanics.

 

The first is not so much clue hunt, but a clue race - as enemies start hoovering them up at the same time. The layout of the setting (3 rooms on 3 floors, central column connected, a few others later connected by secret passage ways) worked well. 

 

The second is a bit more frantic "explore and escape". We got very very lucky - this one felt like it could be REALLY punishing if you made inadvertently bad choices, or were unlucky.(Our seeker deciphered reality and got something daft like 8 clues https://arkhamdb.com/card/02303)

 

We've now got a tooled up Guardian (Me as Mark. Useless for anything other than hitting or being hit. Did nothing in any scenario but work out efficient ways to run and kill. Machete, Beat Cop, Guard Dog and Smoking Pie :D), Seeker (Minh - who's a clue gobbling machine. Has no tools to do anything else) and Mystic (Jim) who's flitting between both roles as needed it works really well.

4 scenarios out of 8 in and we've got 24xp. That's bonkers :D

 

Link to comment
Share on other sites

We're on the last 4 missions of Gloomhaven now to clear the story - but holidays and stuff are in the road.  Tomorrow, myself and a couple of guys will be playing one of the new Mansions of Madness scenarios.  Really looking forward to trying that.

 

DnD has almost consumed my groups every thought to the point that it looks as though our regular tuesday board game sessions will turn into dnd sessions.

 

looking forward to UKGE and spending ALL the money

Link to comment
Share on other sites

On 15/05/2018 at 23:39, scottcr said:

Ooft. That was brutal. We thought we were doing ok and then it escalated quite significantly.  And we died.

 

We ended up playing that on Wednesday - wasn't so bad :P 

 

We 4 playered it. Lily Chen with +2 damage is bonkers. Otherwises it was a standard move/search. Far more puzzles - but we were talking to the people a lot of getting a steady stream of clues. One of the women punched us though!



On our last turn the woman and 3 cultist spawned about the place - but we had 1 person by the door waiting for us finish looking for more evidence.

 

Best/nicest outcome of any Arkham family game I've played!

Link to comment
Share on other sites

yeah

 

we played it again last night

 



escaped, but we didn't have enough evidence.  The priestess didn't appear in the hallway this time - and I'm wondeirng if that was because we didn't have enough evidence (we had 5 pieces, which turned out to not be enough).  We had two woman captives that we caught in the library indulging in a hot tryst - seriously!! We also discovered that the captives are pretty good at solving the puzzles which allowed us to focus our turns elsewhere.


 

In 3 plays through, the map has been identical - which is a wee bit of a shame, as I like it when the maps are a bit more unpredictable.  The very first core box scenario is almost unrecognisable now if you have all the expansions.  Well worth going back to it.

Link to comment
Share on other sites

A tryst! We had nothing like that - just some amusing interactions (I flirted with one of the chaps and suggested putting the door sign to occupied...he friendzoned me hard but then gave me a bloody chalice!)



 

We had a few pieces of evidence - some from interacting, some from talking to people.


We used the others to help with the wall (4) and then one to do one of the 3 aspects locking the basement. Otherwise they were just for talking.

 

I think the priestess is just you took too long to escape (or made too much noise from wall/fire/trapped cultist

Link to comment
Share on other sites

Finally played Twilight Imperium (4th edition) yesterday... I loved it so much I think I prefer it to Forbidden Stars. I did terribly at it though, starting well early but hovering around the centre too long when I should have ousted the occupying player who got victory much quicker than I expected. Other players couldn't help because I was in the way!

 

Shame I won't play it again for a while, I wanted to dive back in for another game straight away. It was far more straightforward and took less time than I was expecting.

Link to comment
Share on other sites

Death Angel - nahbthe rulebook is awful. There’s a few good rules reference sheets on boardgame geek thankfully. 

 

 Best of all the game rules are actually pretty straightforward once you “get” it. It’s proper nails though :)

Link to comment
Share on other sites

18 hours ago, scottcr said:

Played Gloom of Kilforth tonight... it’s quite a table hog and the rule book is hard work, but it’s still a really good solo game 

 

Good - got that lined up for the second printing.

 

I've been playing Dragonfire quite a bit - it's a deck building game apparently using the same mechanics as an earlier game, Shadowrun Crossfire, but set in a D&D setting.  I've worked through the campaign and various supplementary adventures issued to date with a basic group of fighter, cleric, rogue and mage but will definitely play again using some of the new classes which come with the supplements. I enjoyed the story, but boy is the degree of randomness (aka luck I suppose)  HUGE in this (maybe it is for all deck builders, I'm not really experienced in this game type).  You can't really rate each adventure for difficulty because of the variation in experience from run to run.  It all depends on the allocation of enemy encounters each scene, on the order of cards in the  "dragon fire deck" which is the mechanism for driving the game forward and making it more difficult as time goes by, and on the new cards available to purchase in the market at any time. Each encounter has a series of levels of "health" which need to be erroded by the right type of damage, usually in a strict order top to bottom.  Each player may assist others on their turn.  Some encounters have surprise effects such as summons and get tougher as you damage them.  Some encounters are locations which split the party.  The nice thing about the game is that experience gained can be used to tailor your characters in pleasing ways e.g to specialise in a fighting style or as a conjuror, to make the cleric go classic undead, to create the rogue to a thief etc.  The downside is that earning small amounts of XP for starting but not completing adventures will gradually make those adventures more difficult as you level up.  The few paltry magic items you earn for completing adventures tend to get consumed or zapped via "dispel magic", so it's tough going at times because you have little to carry forward into new games, but correspondingly satisfying when things go well.  I think there will be one more adventure added before an expansion comes along which brings higher level encounters into play.

 

I've also peeped at City of Kings but that hasn't yet grabbed me.  It's a very strange hybrid of a game and will take a bit of adjusting to I think in the way targets are selected by enemies purely on maximum HP which seems to encourage strict specialisation - lovely design though.

 

Now I'm looking at The Rise of Queensdale which looks something like a MittelEuropa version of Charterstone.  It's all in German which is interesting to put it mildly.  Some of the vocab is great though - so off to würfle meine Würfel.  

 

 

 

Link to comment
Share on other sites

Weird. Played a game of space hulk and won it super easily. I wonder what I was doing wrong.

 

I managed to clear a fair few genestealers by activating a door several times right before I pulled a They're everywhere card and ended up in a toxin pumping station so cleared out all the blips pretty quickly by activating the control panel on successive turns. I only lost one Terminator during the whole game but the very next turn he was rescued so actually all it did was shift the formation in my favour.

 

The claw guy can take out three genestealers right? And they don't have to be in the same swarm right? I just read through the rules and online FAQs etc and can't find any obvious mistakes I was making. Must have just got lucky.

Link to comment
Share on other sites

I ran through the intro scenario of Star Trek Frontiers again (solo) and while the theme doesn’t work, once I got far enough in the game for the abstractions to take over I actually had quite a bit of fun building up my crew and abilities and challenging mages strange new worlds. Sisko has an “Intimidate” ability that grants you a large amount of euphemistic “Diplomacy” to talk down aliens without a fight, but which earns you renegade points. 

 

I guess what I’m saying is buy Mage Knight which by all accounts is just this game under its original theme.

 

D43C17F4-D6C6-4A39-8DCD-B413F253555D.thumb.jpeg.e923fb247222319912324e652a433532.jpeg

10964768-8A83-4C69-AFEA-10AC6A1BDDDF.thumb.jpeg.fbfede811a1c7fcb1947bd091602bd2c.jpeg

 

Link to comment
Share on other sites

Arkham Path to Carcosa: A Phantom of Truth and The Pallid Mask

Minh, Jim and Mark head to Europe to track down info on the King in Yellow...and did well! (Although we're looking a bit haggered)

Two more good scenarios that stretch the mechanics in interesting ways and challenge your preconceptions of how the game will play. (Mechanic spoilers. but nothing you wouldn't work out in minutes of playing)

PoT was hell for Mark. There was nothing to kill! A "survive long enough" style encounter I can't think they've done before. Basically Evade is king (and we have little) and clue hunting helped (but was limited rather than being the focus) - a nice twist on the "find clues, kill monsters" that most scenarios are built on. The entire thing working only on Doom changed the game from a race to end, to holding on long enough to survive.



TPM again was different due to it's Catacombs mechanic. Not sure I liked it (Mark, again, being dependent on others to give clues to let him move), but it was a twist on a familar premise. We did draw the big bad that and Mark got the chance to FINALLY unlock his shotgun twice to do a massive 13 damage with combo cards 8-)

15 XP from them though! No idea what to spend it on, and only 2 scenarios left...

Link to comment
Share on other sites

I’ve played 4 games of The Rise of Queensdale now and it’s rather good.  It has something of the feel of Charterstone to it but with some significant differences and, in my opinion, rather more character.  The premise is simple - the Queen is sick and requires a new castle to be built for her recovery.  2-4 players compete to win the King’s favour in this long term project.  I think something like 20-25 games are envisaged in total but each game is short (relative to other legacy games such as Gloomhaven, Seafall and even Charterstone) - probably 60 - 90 minutes for a group, with very little set up time required.  It also doesn't hog space.

 

I don't think there are any real spoilers in this - no details of unlocks etc - just spoilered it for length.

Spoiler

Each player selects a colour and associated character, which can be male or female (and which caters for at least a little variation in skin tone if not the full spectrum of human ethnicity). Every player has one quarter of the playing board to work with.  In a nice extra, each character also has a short background narrative which helps you to role play to some extent if you are so minded (e.g a money obsessed trader who decides to hire underlings to do all the heavy lifting for him, an artist who is extremely vain etc etc).  At the start of the game there are 12  herb ("Kräutte")  covered open fields in each quarter to be discovered with one’s scout if you have the relevant “herb hut” (flip the tile to reveal the benefit), but these will gradually decline in significance as more building takes place.

 

Gameplay is crisp and consists of placing one’s 5 dice to either gather resources or perform actions, principally building structures (which only you may access unlike Charterstone) or raising the happiness of your population which scores you points or causes your productive buildings to produce - all pretty standard stuff.  There are various minions to hire with different roles.

 

The twist in this comes with the player target for each game - the idea of the epoch.  Epochs are equivalent to phases of civilisation etc - as you progress society develops, buildings become more complex, and new gameplay elements are introduced.  At the start, each player has the target of reaching epoch 2 - 10 VPs are required for this.  Those who achieve this will play the second game with a higher target - 16 VPs, but others will not.  This means that the slower players have an excellent chance of catching up with others.  This is exactly what has happened with my game - Max the lazy proto-capitalist has overtaken the others despite playing with Epoch 1 target for 3 games.  There is another mechanism introduced later which helps any single player falling off the pace to recover.  

 

Anyone reaching their target is rewarded by constructing a portion of their castle and replaces (upgrades) their Epoch target card within their character mat.  All other players are rewarded by receiving seals which are used to upgrade their dice (this is where you can introduce a little role-playing) - again this helps level things up a little.   

 

There are 9 epochs in total (I’ve just reached 3).  A new epoch introduces new ongoing gameplay features for all players: alternatively a story card is used to introduce some new element for a single game.  Other gameplay elements can also cause minor variation in play, which is all agreeable stuff. 

 

There is also a single fortune -telling herb tile which introduces a little snippet of information (of things to come) which is designed to be hidden from other players. Other than this small element, it seems to be a great game for SP.

 

And the mini-suction pump (“Pömpel”) used to lift hexes when you are building over them will no doubt find other uses here (just like the Charterstone Emporium has for Gloomhaven).  It's a nice solid Ravensburger production all round.


And here's a couple of photos of the position after game 2 (unnaturally positioned), wherein green failed to reach her target (the cube)  but yellow and blue reached theirs, leaving only red remaining at Epoch 1 target for the third game.

 

2018-05-29_15_49_49.jpg

2018-05-29_15_51_26.jpg

Link to comment
Share on other sites

Star Trek Frontiers again, the main solo campaign this time. I hate to sound super negative, but it feels like one of those indie JRPGs where you power level your way to beating the end boss in 30 minutes, but spread over four to six hours. By the end game I was just thoroughly bored with it.

 

The central mechanic of playing cards and your current hand deciding your available actions is great fun and would be very good in isolation, it’s just everything around it that’s tedious. There are so many mechanics that contribute almost nothing to justify the time spent tracking them, such as Reputation and movement types, and the board becomes less and less populated with interesting activities as time goes on so it turns in to an anonymous grind. 

 

If they either made this this a true card based RPG system with proper free-form design and a narrative to justify the granularity, or a deck building game with less bookkeeping and map examining, I think it would have been much better. Right now it feels like some neither fish nor fowl creature where the weaknesses of each genre hide the strengths of the other. 

Link to comment
Share on other sites

9 hours ago, jonnyalpha said:

Where did you get Queensdale from? I really, really want it.

 

I purchased it from Hugendubel.de for about 64 e inc postage when it popped up on that price comparison website about 3 weeks ago now.  

 

It's a really lovely game.  The only thing I didn't mention before is that, unlike other legacy games I have experienced, there is no provision in this for players leaving or joining in the campaign.  Play for 2 or 3P, in the main, simply uses fewer buildings, and action spaces (there's also a nifty little tunnel to take players into the vacant Vierteil in 3P).   It's not as if you are sharing the same board.

 

I'm even enjoying the translation which gives you a rawer feel to story type events, which will no doubt be smoothed over in English (happy to share or compare notes if anyone else is doing this). 

 

So far, no complaints here about the pace of new gameplay elements....

Link to comment
Share on other sites

Saw an absolute mint condition Cosmic Encounters for 25 quid at the BnB at UKGE and snapped it up. Had never played it before so we played it that evening in the Hilton...

 

what a game. The massive stack of aliens with unique powers and the combos that can occur as a result make it a real brain melter at times... we had one guy who could reverse the numbers on a score, so a total of 9 became a 90... but another guy who could decide that lowest score wins... 

 

7 pints down and I was really struggling with that... needless to say, I lost.

Link to comment
Share on other sites

14 minutes ago, scottcr said:

Saw an absolute mint condition Cosmic Encounters for 25 quid at the BnB at UKGE and snapped it up. Had never played it before so we played it that evening in the Hilton...

 

what a game. The massive stack of aliens with unique powers and the combos that can occur as a result make it a real brain melter at times... we had one guy who could reverse the numbers on a score, so a total of 9 became a 90... but another guy who could decide that lowest score wins... 

 

7 pints down and I was really struggling with that... needless to say, I lost.

 

We played that from the Library at the Hilton on Friday night. Not sure it worked with 3 players (made allies tricky) but reminded me why I liked the game so much.

 

 

Link to comment
Share on other sites

I discovered there’s a Spaceteam card game recently and it is an excellent team co-op/shouting game, even with three people. The cards are a bit weird though. They’re this matte finish plastic that’s a bit sturdier than the printing, so you get some ink transfer/wear after just a few games, and when they bend a bit they seem to be creased for good. But they’re spillproof and foodproof, which is good in a party game.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Use of this website is subject to our Privacy Policy, Terms of Use, and Guidelines.