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Talae

What Board Game Did You Just Play and How Did You Like It?

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I went to game night last night and was able to sneak in a game of "The Captain is Dead".  You are aboard a space ship and bad things are happening.  For one, the captain is dead, as you may have guessed.  Also alien ships are attacking, weird anomalies are popping up, ship systems are going offline and alien invaders are teleporting onto your ship.  Its a fun co-operative game where you need to get the engine fixed before the ship gets overrun with invaders or the shields drop below 0%.  You use cards and actions to activate (or fix) various stations around the ship.  Each character has a number of actions, skill discounts and a special ability.  For example, my neighbor was the Hologram.  He couldn't get injured, wasn't affected by aliens, and had an extra action, however if the teleporter or the CPU was down, he was stuck in the CPU Core and couldn't move. 

 

And we (barely) won!  You really need to use everyone's abilities as best as you can and keep most of the ship functional.  

 

I do enjoy playing this game, it is light, silly fun and I debate about picking it up every time I see it.  It can handle a large number of people, which is helpful. 

 

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We played a 5 player game of Kemet on Saturday.  It is a fun "dudes on a map" game that promotes attacking which helps keep the game moving.  You can purchase upgrades for your side including giant monsters that make your army more powerful. Highly recommended, and I'm not just saying that because I won.  Probably not anyway. 

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Kaiju Throwdown -

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Bast overseeing her troops - 

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Got the opportunity to try two new games (for me):

 

  • The Resistance - Avalon : simple who's the good/bad guy game where you play either a knight of Camelot (including Merlin) or minion of Mordred (including the assassin). Bad guys know who their allies are, good guys have to figure it out, but Melrin (a good guy) knows who the bad guys are, but they don't know who he is. Each turn, the king (current starting player, pass around each round) chooses a team of knights from the players (including themselves), other players vote "YAY/NAY". If "nay" wins, next player becomes king, forms a team, new vote. If "yay" wins, then each team player passes a card with "succeed" or"fail" for the current quest. Good guys want to succeed, bad guys want failure. A single failure is enough to fail the quest. After a quest succeeds/fails, new king forms a new team for the next quest, but now the players are getting clues from last turn's votes and quest results. After 5 turns, the side with the most succeeded/failed quests wins. If the good guys win, the bad guy assassin can try to assassinate Merlin by pointing who he thinks it is, or else it's a failure. The game Secret Hitler is mechanically similar to this game.
  • Dead of Winter: Cooperative zombie survival game in the frozen north. Each player has two random characters with different abilities. The team has a number of turns to complete a common goal, and each player has a secret goal. You need to have enough food, medicine, tools, weapons, fuel, to progress as each turn there is a new challenge that consumes your resources. Exploring requires going outside and risking frostbite, injury, or getting bitten (i.e. killed) by a zombie. Exploring different buildings grants you a card (items, new characters). If it sucks, you can make some noise, which gives you more choice, but can attract zombies. If at the end of your turn you stay int he building, it attracts zombies, though you ca build barriers to delay them. If you stay in the bunker, no zombies, but you exhaust your food supplies. If you die, lose too much food, waste too many resources (cards played), or whatever, the whole team loses morale. If after a number of turns, you don't complete the common mission, or the morale drops to zero, or you fail your personal mission, you lose. Though not a particularly quick game, it was relatively simple. Would play again for different scenarios.
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Well, someone asked for it so here it is...

 

We finally got around to playing some Batman this weekend after our Pathfinder game fell apart.  One of the players had a surprise family visit, which left us with enough people to play Batman: Gotham City chronicles.  We got two missions in 5 hours, including setup and rules, so I figure each game takes about 2 hours give or take.  

 

Mission 1 - Bane vs Batman, Catwoman and The Red Hood.  It was STRONGLY SUGGESTED that the heroes pick the characters I painted.  There were five bombs on the board.  I had to prime at least two of them, and they had to disarm at least 4 of them by the end of round 7.  The villains needed 3 successes to arm a bomb, but only some characters could do it and they all had horrible dice.  The heroes needed 6 successes to disarm a bomb, which was barely doable for Batman (though he never did actually disarm a bomb) and Red Hood could only do it with a large energy expenditure, and even then it was iffy.  By default, Catwoman was on bomb duty.   

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The player playing Catwoman was feeling a bit overwhelmed as I seemed to be targeting her, but she couldn't take out mooks so there was always one punching her or shooting her.  She was an easy target.

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Red Hood unloaded on Bane, who was guarding a bomb he took FOREVER to arm.  However that was not enough.  The bomb was apparently as resistant to disarming as it was to arming.  Catwoman swooped in and scored a lot of blank dice.  Batman ran in from across the map for a last ditch attempt and failed.  Gotham was blown up.  

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Mission 2 - The Death of the Penguin.  Dr Death and Penguin team up to get steamrolled by Year 100 Batman (aka Vampire Batman), Batwoman and Batgirl.  

 

The heroes actually had a lot to do in this mission.  They had to open a safe, get infected with a virus, cure the virus and kill Dr Death.  Sadly they did all of the above in short order.  I could blame the dice, but I misplayed Penguin and left him out in the open.  I think I could have done better if I gathered my minions in one place and made it difficult to do actions in certain areas (the more enemies in an area, the harder it is to pick locks, etc...).  The heroes also teamed up better so they were able to support each other more than in the previous mission.

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However I did net a few heroes.  That was fun.  

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The real core to this game is cube/energy/action management.  Hurting heroes takes away their cubes and makes them rest more often.  Forcing the villain to activate out of turn or use the defense or move actions drains their pool quickly.  Teaming up is important to that because there are a few abilities that trigger on allies and things are more difficult for the enemy the more of you there are.  

 

Lots of fun!  I'd love to play the heroes at some point.  I'm not sure I'd want to do two missions in a row again because it was exhausting, but it may get easier once we are more familiar with the rules.  

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I got to playtest Mystic Vale this weekend. A fun deckbuilder. Lots of options for strategy and not all obvious, for me anyway. Liked it enough that I took advantage of the 20% off coupon that they gave me and brought it home. I think my regular game group will really like it. 

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My KS copy of Shadowrun Sprawl Ops finally arrived last weekend so my son and I got in a quick game.

 

Below is the board after set up. All players start out with an identical team of 3 runners: a Street Samurai, a Decker, and a Face. You can see my starting team - Collateral Damage - at the bottom of the pic. (The artwork and names on the starter cards are different, but their stats are all the same.) There are a total of 5 Roles in the game, each of which correlate to a color and die: Street Sam/black, Decker/green, Face/red, Mage/blue, and Rigger/purple. (These will be familiar to anyone who's played Shadowrun Crossfire!) Most cards in the game provide you with dice to use for your dice pool. Your starting runners give you 2 black, 2 green, and 1 red die.

 

The goal of the game is to complete the Final Mission (the larger card on the bottom right of the board). But your starting team isn't strong enough to do that so first you've got to buy Gear for your runners, Upgrade them with cyberware, and hire better runners - which means completing small missions in order to pay for all of it. So the game moves in rounds consisting of 2 phases: the Place Runners phase (worker-placement) and the Run Missions phase (dice-rolling).

 

The large boxes on the map are Locations where you send your runners during the worker-placement phase. For example sending one of your runners to the Crime Mall at the top of the board allows you to buy one of the two Gear cards above the board, provided that you can afford it. Sending a runner to the Mr. Johnson location allows you to take one of the (blue) Mission cards next to it. Completing a mission gives you money - with varying levels of risk/reward. There are also locations that give you a bonus during your next mission, Jobs that you can run (1-runner mini-missions with a small payout). You can even rent out some of your Runners to another player for a turn.

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During the Mission phase you build a dice pool based on your team. Each mission has 2-4 stages that you must complete in order by rolling a specific # of successes on the dice (like 4 black successes, or 2 blue and 2 green). The game's dice can be seen above on the left side of the pic - they're d6 with three blank sides, 2 Successes (the role's icon), and 1 Injury (the Shadowrun skull).  The pic below shows my team towards the end of the game. Counting all of the dice icons at the bottom of the cards shows that my dice pool was 7 black dice, 4 green, 1 red, and 5 blue. And Baron Samedi has a Commlink Upgrade that gives him 1 extra die of any color he already has, so I used that to gain one more green die b/c you get a bonus when you have 5 of a color.

 

You roll your dice pool and then use your successes to either meet the current stage's requirements or cancel Injuries. Un-cancelled Injuries have to be assigned to your runners. If a runner takes 1 injury you can't use their dice for the rest of the Mission. If they take a second Injury they are killed (discarded) and you'll have to hire a replacement. You can use DocWagon contracts to prevent death tho! You get 3 rolls to complete a stage - if you fail to complete a stage the mission ends. You don't suffer any penalties, but you also don't get paid. This can be especially painful if one or two of your runners gets injured during a failed mission b/c they have to spend a round healing, during which they have limits on which locations they can visit.

 

I ended up winning our game in round 5, but my son was right behind me. I had a really bad roll late during my Final Mission that could have cost me the game, but I had been sitting on a Loot card that gave me 1 free success which I used to cancel what would have been a game-changing wound for me. That got me over the hump and complete the mission to win.

 

pic4781150.jpg (1200Ã900)

Edited by Chrome
Fixing broken images
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Images aren't showing, but it sounds pretty interesting to say the least. 

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Didn't find out about this thread until today ::P: but finally played GH a few months ago. It's hand-management / puzzle gameplay is a welcome change from the usual dice-chucking dungeoncrawls. 

 

I have some Rampage game tiles, and, since it uses the OpenLock game system, it has freestanding walls which can bling up the 2D GH tiles.

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Just got back from visiting one of my nephews.  He's 7 so I brought a few games to play with him just in case.  We played Vegas the Dice Game, and I'll have to recommend that AGAIN since he liked it enough to ask to play it again.  That is such a good game. 

 

We also played Clue with his parents and grandmother.  Everyone had a good time and when I asked him what his favorite part of the trip was, he said "Playing Clue with everybody".  That's a win.  PS, Mrs. Peacock did it.

 

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5 minutes ago, Unit04 said:

PS, Mrs. Peacock did it.

 

Gah! Put that in Spoiler tags, would you! Now I'll never be able to play Clue again!

 

(Purple text...)

Edited by Sanael
Phone won't do purple text for some reason...
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Had a board game getaway weekend and played a ton:

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27 plays in four days of 20 games. 17 of those were new games to me.

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My friend got her copy of Jixia Academy, which is just a pretty boy reskin of Hanamikoji.  You "battle" for the influential figures of 7 schools of wisdom.  First to get 4 figures or 11 points wins.  I prefer Hanamikoji for two reasons.  One, the cards are more distinctive.  I frequently mix up the two 3 cards in particular.  Two, the marker to tell you which side has the most influence stinks.  Before it was a simple round piece of cardboard but now, its thin and long, like an ancient Chinese coin.  While the thought is cool, the usability of it is not.

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And last night I played Spirit Island for the first time.  You are spirits on an island trying to keep invaders off the island and prevent them from blighting the land.  It was a lot of fun.  I would love to play again.

 

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On 5/29/2019 at 2:22 PM, WhiteWulfe said:

Images aren't showing, but it sounds pretty interesting to say the least. 

 

I think they're fixed now. Must have been some weird thing between Google Chrome and Google Photos b/c they looked just fine for me until I had to use Firefox for a while at work. Then I just saw that reference string I'm guessing everyone else saw. I changed my post to use copies that I'd uploaded to my BGG gallery instead.

 

I've played this a few more times since and am still enjoying it, although I'm finding that you have to treat all of the runners and gear, etc as fluff and focus more on what dice you're building in order to win. The game plays faster than it seems like it should at first glance and if you get too sucked in on building your team up someone else will jump in and win the game first.

 

There's also a co-op mode that I haven't tried yet. Maybe we'll give it a shot tonight.

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At Origins I tried Century Golem Edition, Roll Player, Clank! In Space! And Root. All were fun, but boy was Root confusing.

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Played a few games recently, but none as enjoyed by the kids as Stuffed Fables. 

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Here are bunch of pics:

Dixit

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Codenames - Disney

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Hey, That's My Fish! 

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Deep Sea Adventure 

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Trouble - Cars version 

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Sushi Go Party:

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