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Happy Monday! Here are two community challenges for everyone!
1. Trick Shot
- What to do: Record video(s) of yourself landing trick shot(s) using board game components! Here's a video for inspiration: https://youtu.be/8BZXQMz90o4. Send your video(s) to firstname.lastname@example.org and we'll compile all submissions into one video
- You will gain 1 entry per trick shot to win a $60 gift card from a store of your choice. No limit to number of entries
- Deadline: Wednesday, September 30, 2020 at 11:59 PM PST. We'll randomnly select 1 winner on the following day
- Note: Depending on how difficult the shot is, it'll take a long time. One of my shots took 2.5 hours and all other ones took about 30 min on average
2. Rating Games
- Let's spend some time this week to leave our ratings on all of the games we haven't reviewed yet! You can review your overall impressions and score by clicking on the "Leave a Review" button. You can also rate the learning and strategy complexities for the game
- There are no prizes associated with this challenge, except that we'll have milestones created so that when you reach a certain number of ratings, you'll be awarded a badge to show off on your profile :)
- After going through this process, feel free to share about your experience in a forum post. Were there any games you ended up rating much higher or lower than expected? Has your feelings toward a game cooled off after a while?
I hope you enjoy the challenges!
Part of the community challenge is rating your board games on BGA. I've been going through and slowly rating my collection and was suprised at a few of the ratings my favorites have. #Karuba in particular stood out to me as we have it rated as a 64 on BGA and I think I would give it an 80 on fun factor alone. Even on BGG, it has a GeekRating of 6.924 out of 10.
What about everyone else? Are there any games you feel BGA or BGG has rated too low? Why do you think they're rated so low?
Last night I got in a 3P game of #Root for the first time in a while. It was basically a teaching game (one guy had played it once a long time ago).
The faction break down was Marquise, Duchy, and Riverfolk (my faction).
Now that I'm so familiar with the game, teaching is a breeze.
The biggest challenge in the game was that because we play a lot of Imperial Assault and I'm the Empire there was a natural distrust of me and a strong feeling (at first) that they had to work against me. This also hurt me as the Riverfolk faction as people didn't buy enough of my goods (at first).
Once we got into the game though it moved steadily along with each faction playing leap frog on their turn with the VP tracker. One thing that was hard for my game is neither the Duchy or the Marquise would go after each other (which had consequences as we got toward the end of the game). They also had trouble making temporary alliances with me because of other gaming experience (although I do think it'll be different on future plays).
We got to a point where the Marquise saw they had a chance to win with a Fox dominance card and went for it (this was because there weren't enough battles early on in the game). This was the first time I've played with a dominance card in play and I did not really love it. Although, it did create a good story for after the game (which unfortunately we ran out of time to finish, but I think the Marquise would have one in another 2 - 3 rounds on dominance).
I didn't love Dominance because it made stopping the Marquie the only goal in the game. While it created an alliance between me and the Duchy, it also meant we couldn't use any of our turns to score any points so we were basically stuck. This had another major negative impact on my Riverfolk gameplay because I had to take a lot of actions that caused me to spend funds instead of commiting them, which meant I couldn't keep my coffers full of money to spend on my next turn. So basically it turned into, spend to put warriors on the board, commit to move, commit to battle, repeat next turn.
I think in the future I'd consider only using Dominance cards in 4+P games, but we will see. I also didn't think of looking at the map from a Dominance standpoint so maybe I'll just make sure we work against potential Dominance even before it gets played.
Can't wait to get it out again.
This would be especially helpful for "news" related posts. In updating my post about the upcoming #Dune: Imperium game, I found myself wishing I could have a comment or two "pinned" to the top, so that updates didn't get lost in newer comments from people discussing what they were reading. And now that I've added another update in the form of a new comment, it'd be especially nice to have that pinned now that the initial attention on the post has died down. Even if OP had the ability to pin a max of one comment, I think that would be quite useful. Maybe admins/mods could pin more.
Does Brass: Birmingham actually live up to its #3 spot on BGG? Is it a great game for two players? Here are my first impressions after a session against @trentellingsen.
Perfect - Keep in mind that this is the Deluxe Edition, which features thicker cardboard, the Iron Clay poker chips, and a couple of other upgrades. And at least at first glance, it's absolutely well done. In particular, the art direction and overall design is fantastic. The cover is one of the best I've seen and the color choices and the way they contrasted the background illustration vs. the player pieces show great design sensibilities. Roxley has been absolutely killing it in their marketing and presentation of their games and they're one of the publishers out there who are definitely on my "watch list". And in case you didn't know, Mr. Cuddington (a husband-wife creative duo) is the mastermind behind the artwork for this game plus many other amazing looking games out there (e.g. #Santorini, #The Grimm Forest)
Surprisingly easy to follow - It's definitely on the heavier end, but it also doesn't have as much rules overhead or little exceptions to memorize like other games in the same "weight". Trent taught me the rules and while I got 80-90% of the rules down after several turns, I often found myself tripping over 1-2 rules mostly because I'm the type of person who likes to learn and teach games with as much thematic reasoning behind them, so not having a full knowledge of that made it harder. I'll be reading through the rulebook myself at some point!
Simple but deep - Very different game, but it bears some resemblance to #Clans of Caledonia. You have 5-6 unique types of actions available in every turn, and it's up to you to make the most efficient string of actions as you build up your network. For Clans, you're building a network of workers, cows, sheep, wheat field, distillery, etc, and then you have Brass' cold steel industrial network of canals and railroads and factories. The charm behind these two games is that its simplicity leads to great variations in strategy and tactical play.
From blank stare till it "clicks" - Because I was completely new to the game, I stared at the board with its intricate network of different locations and I had no idea where to start. This is different from games like #Concordia where all players start from one central location and start branching outward. I think It really helps limit analysis paralysis from new players when you have a starting point that makes you feel grounded. Of course, it doesn't mean that this is better, but it was an interesting thought. Once I completed my first couple of turns, it was easier to see where my options lie and I slowly built up my strategy one step at a time while learning the flow. And once we got to the end of the first era and went through midgame scoring, it "clicked" and I was all set.
Plays very well at two players with great amount of tension - There's a tug-of-war kind of feeling all throughout the gameplay, and there are a number of factors to this:
- There are two tracks that show each player's progression: (1) victory point track with midgame scoring and endgame scoring, and (2) income track that shows how much money a player will make at the end of a round. Players constantly progress further on the income track with each round (or sometimes go down if you take out a loan). Having this live update of each other's progress leads to lots of "eyeing" on one another and making you feel like you really need to keep up or "one up" the other person.
- Order of play is determined by who spent the least amount of money in the previous round. This adds another layer of tactical play where you're trying to efficiently use up your money vs. sometimes not too much so that you can ensure taking two turns in a row to make one big move.
- Network building game with quickly limiting options and competition around hotspots with great point potential. There are also plenty of opportunities to take advantage of your opponent's established routes and resources to advance your own.
Surprisingly very puzzly and not as thematic - As mentioned earlier, I went into this game not having read the rules myself. And by the second era, I knew how to make decisions that will net me lots of points/income, but I didn't fully understand why certain mechanics worked the way it did from a thematic point of view. That would've helped me appreciate the game much more.
It's a game that leaves an impression and stays in your head for a while - I went into this with about a year of hearing/reading how great it is. That's a lot of expectation to live up to. Throughout the entire session, I couldn't help but keep evaluating whether this lives up to its #3 rank, especially because I was missing a little bit of that thematic connection that would've tied everything together. And to be honest, I had my doubts and still wonder where it should place (but that same question goes for SO many games on BGG's list). But I did realize that ever since we played, this game's been on my mind and it's one that I'd like to play more of. In fact, writing out my first impressions is making me want to play again. And..... I think I can now see where Trent was coming from when he told me that this game is like bacon to him. It's not a fancy dinner kind of game that fills me with absolute excitement, but it's darn good and I find myself wanting more of it.
Is it the right game for me and my wife? - I'm honestly not sure. We only game together maybe once a month or less these days and there are a number of games I'd love to get in more plays of (e.g. #Clank! Legacy: Acquisitions Incorporated). I like the amount of player interaction in this game but with the longer gameplay length, it directly competes with games such as #Clans of Caledonia and #Concordia that deliver on satisfying puzzly experience under 1.5 hours and with less setup time. Perhaps with repeat plays, it could get to that point?
I'm so glad this game wasn't a let down and that Trent introduced it to me. I completely see the appeal and how wonderfully simple and deep it is. And if you're interested in acquiring this game, you can either get the regular edition on our game page or find the Deluxe Edition for $80 on Roxley's website! Iron Clays add SO much to the overall experience.
Here are all of our recent giveaways! You can find them on our giveaways page but I wanted to give a reminder in case you might have forgotten that page exists:
Machina Arcana (ends Oct 6)
Return to Planet Apocalypse (ends Oct 4)
Starship V Sleipnir (ends Oct 2)
It's a Wonderful World (ends Oct 1)
Good luck! :)
HeroQuest returns to the tabletop gaming world after 31 years. Is this reboot a must-have for fans of the original or would it be best to save your money for something else? Here's a quick rundown of the available information.
Originally published by Milton Bradley in 1989, HeroQuest is a classic tabletop game that bridged the gap between traditional fantasy role-playing games (such as Dungeons & Dragons) and board games. One player takes on the role of game master while others play as one of four fantasy world character archetypes venturing the dungeon (Barbarian, Dwarf, Elf, or Wizard).
After release, HeroQuest's success spawned a series of expansions and a sequel called Advanced HeroQuest in 1991. The game has since served as a source of inspiration for many dungeon crawlers that shaped games of today such as Star Wars: Imperial Assault and Gloomhaven. If you want to hear more about HeroQuest, just listen to him:
Since going out of print, HeroQuest could only be fetched for a high price of $300-500 in the secondhand market. Well, looks like there's finally a "better" option.
Hasbro has launched a crowdfunding campaign on its own platform called HasLab, with a goal of raising $1,000,000 for their HeroQuest reboot. It's an "all-or-nothing" format similar to Kickstarter and features two tiers:
1. Heroic Tier at $99.99
- Core HeroQuest Game System (featuring 71 highly detailed character and furniture miniatures)
- 4 Bonus hero miniatures
- 1 Exclusive miniature
2. Mythic Tier at $149.99
- Includes Heroic Tier offers
- 2 Expansions
- 2 More exclusive miniatures
- All unlocked stretch goals
- Warlock Hero by Shauna Nakasone at $1.2M
- 6 Extra combat dice at $1.4M
- 2 Extra skeletons at $1.6M
- 2 Extra goblins at $1.8M
- Quest Book by Stephen Baker (designer of HeroQuest) at $2.0M
- Deadline: November 6, 2020 at 11:59 PM EST
- No shipping outside of U.S. and Canada
- Shipping to U.S.: $30
- Shipping to Canada (excluding Quebec): $135 (some customers have reported that Hasbro has responded this could be an error. Let's hope it is)
My First Impressions as an "Outsider"
I'm not the target demographic. I have zero experience with HeroQuest so the most important nostalgia factor is nonexistent.
With that said, this looks like fun times for those who've played the original. It's a modern rendition that takes very little risks and Hasbro knows how to tug on the heartstrings of now adults with lots of disposable income. And that's okay, but...
1. I have a feeling that the artstyle could be hit or miss with the target demographic. It's a "safe" style that's trying to appeal to a wider audience. But fans of the original may prefer the classic look with more realism.
2. $135 shipping for Canada?! Apparently this could be an error on their website, but no answers yet. And $1,000,000 all-or-nothing funding goal and limited to U.S. and Canada? I'm glad fans are getting what they want, but it's almost amazing to see that Hasbro isn't masking their motivations at all.
I should stop before my cynicism leaks out any further. So, what do you think about this campaign? Are you interested in getting this new version of HeroQuest? Or are there games with more modern designs that you'd rather get?
I was thinking about how funny it would be to describe our favorite games in the worst way possible and having other people try to guess what games we're talking about based on those horrible descriptions! For example, Castles of Burgundy topped my list of top 25. To describe this game in the worst way possible, I could say "a game about placing hexagonal tiles to score victory points." Of course, I suppose this could describe any number of dry euros lol
So let me guess your favorite games...How could you describe your favorite game while making it sound way worse than it actually is?
As I'm sure we all know, the community challenge is to do some trick shots with board game components. I was just curious if anyone had some fun ideas they wanted to share. I'm on vacation this week so I have so much time on my hands. I already sent some videos to @philryuh, but I promise I won't steal your ideas (maybe lol). The first one I sent was used a Gizmos marble in a pretty simple Rube Goldberg style set up of other games into the plastic dispenser.
What's everyone else doing?
I've been working most of this week on improving the look and feel of the game pages and it's now live! Take a look and let me know what you think of the changes!
I also improved the page loading experience and added in a game mentions feed as well!
A wild, silly party game that's great for a wide range of players.
After all of the time we spend researching and acquiring games, and then getting friends together for a game night, shouldn't that experience be the best it can be?
Wyrmwood Gaming just launched their 14th Kickstarter campaign, for a Modular Gaming Table. It's a solid wood table that comes in a variety of sizes, and you can increase or decrease the size of the table with upgrade kits as your needs change.
Start out with the base pieces in the wood that you want (they are the end pieces with the logo, seen above), and you can change the height, length, felt, and accessories at any time.
Build your table exactly how you want it with the interactive customization tool. Any accessories you don't get today will make great birthday and holiday gift suggestions later!
Check out the campaign before it ends on October 9, 2020. Go to the Kickstarter!
About the Modular Gaming Table
The Modular Gaming Table from Wyrmwood Gaming is made in America from solid wood. It is striking not only in its design, but its craftsmanship and attention to detail.
Look how the topper mirrors the angled corner of the base. Even the storage box for the leaves has dovetail joints.
It comes in several sizes and heights, from coffee table to dining table for 8 to 10 people.
The Lilliput is 24" x 44", and starts at $300 for Maple.
The Gaming Coffee Table is 44" x 48", and starts at $400 for Maple.
Put taller legs on it, and it becomes the Small Gaming Table that seats four. It starts at $500 for Maple.
The Medium Gaming Table is 44" x 72" and seats six. It starts at $650 for Maple.
The Large Gaming Table is 44" x 96" and seats eight to ten. It starts at $800 for Maple.
Remember that the tables can be made smaller as well as larger, so if you move into a smaller place or become empty nesters, your table can adjust to fit your needs.
The important thing is to decide on your favorite wood. The tables are available in Maple, Espresso Maple, Cherry, Black Walnut, Padauk, Wenge, and Purpleheart.
Since we can't always be gaming, toppers are available to give the tables a solid surface.
The toppers have a tongue-and-groove design with rubber in the groove side to provide spill resistance. The corners of the end pieces match the corners of the table base, and the available storage box provides a safe place to keep the leaves while you're gaming.
The Modular Gaming Table has a magnetic rail that goes around the inside and outside of the table. Once in place, accessories can slide along the rail to be exactly where you want them.
Let's take a look at what's available.
When I think of a gaming table, I think of cup holders.
There are two sizes; one for general use, and a smaller one for bottles and stemware.
The metal insert is dishwasher safe.
There are two shapes of component organizers. The new modular option is curved to fit on the left or right of other rail accessories.
Here it is next to the drink holder. Everything fits together nicely.
If you play a lot of games with hands of cards, take a look at the Card Shelf. It has two component wells, and a curved cut to hold cards that is angled back perfectly. Not only that, but it swivels!
Here's another look at it, without cards.
Especially if you're considering a coffee table, you might find the Power Pack useful. It charges your phone while keeping it handy. A charging station is also a nice thing to offer your guests when they need it.
Do you often keep score, or take notes? Imaging sitting down to a writing surface like this.
The Player Desk has a leather surface and places for components and writing instruments.
If your table is going to see a lot of RPGs and you want to get on the DM's good side, take a look at the Game Deck. It can slide to one end to be a place for the DM screen and other supplies, or it can go to the middle of the table to divide the table into two playing areas.
The Game Deck has the same magnetic rail to hold accessories.
And if you use maps or other digital assets in your games, an Inset Screen is available that can hang on your wall when you're done.
If you like grid / hex maps, and acrylic sheets to cover your maps, Wyrmwood offers those as well (they really did think of everything). Wargamers, imagine having those sheets over your paper maps.
It's a bit hard to see the clear acrylic in the image because it's, well, clear, but the videos on the campaign page show it off nicely.
The felt play surface is available in five colors. Charcoal (center) is the default color.
All you'll need to provide is a hand drill. All other parts and bits are provided. But if assembling furniture isn't your thing, White Glove Delivery is available.
More on Kickstarter
Accessories are $10 off during the campaign, and that can be a significant savings.
The Kickstarter page has several videos that give you a closer look at all of the features and options. Be sure to check out the campaign before it ends on October 9, 2020.
Some info has surfaced on the Dire Wolf website, along with some images!
Looks like there is a chance to ask some questions of the developers in this thread on BGG as well (no questions as of the time of this post): https://boardgamegeek.com/thread/2505822/dune-imperium-first-look
I think my two favorite ways to enjoy board game content is the Shut Up & Sit Down podcast. Matt and Quinns are both great writers and I think that quality shines through the podcast medium more than videos. I think Take Your Chits is my favorite YouTube channel in the space since I'm not really the type to watch How to Play videos or long form reviews. His skits and rants are just great entertainment as a board gamer in general.
Which board game do you think will win game of the year for 2020? Also, what do you think should be the criteria for winning such an award?
Here are some games published in 2020. This is only a small subset of the entire catalog for this year and some of these haven't even seen retail release just yet:
- #On Mars
- #Gloomhaven: Jaws of the Lion
- #Sleeping Gods
- #Sorcerer City
- #Santa Monica
- #Undaunted: North Africa
- #Tekhenu: Obelisk of the Sun
- #Eclipse: Second Dawn for the Galaxy
- #Forgotten Waters
- #Viscounts of the West Kingdom
- #Project: ELITE
- #Tidal Blades: Heroes of the Reef
- #Raiders of Scythia
- #Pan Am
Based on past results, Game of the Year candidates are typically popular games that garnered lots of attention. They're typically in the midweight range in terms of complexity as well.
Personally, I would narrow it down to these games. Not all of them are my favorites, but they seem like likely candidates based on the overall reception among content creators:
- #On Mars - I think this is highly unlikely because it's too heavy, but Lacerda games often get listed among the candidates
- #Gloomhaven: Jaws of the Lion - A successful casual adaptation of the #1 game that sold out immediately after its Target exclusive release. If anything, it's got to be one of the most influential games of 2020
- #Fort - Not my favorite, but I think it'll likely get mentioned as one of the top 5 games of the year
- #Forgotten Waters - This one got so much attention as well and has seen great reception in the media world. It also seems to have originality, and that's always a plus to be considered as a game of the year
- I would've gone for one from Garphill Games here, but I'm not sure how likely it is considering that #Raiders of Scythia is too close to #Raiders of the North Sea (which has performed well in 2019) and #Viscounts of the West Kingdom hasn't seen retail release just yet
What do you think?
So I just started playing #Terra Mystica in a slow way (i.e. we each take our turn separately and just get an email when it is our go) on board game arena.
Unfortunately, I haven't played before so while I have read through and understand the rules, no one has been able to explain what my priorities should be: I am playing darklings and any advice would be appreciated!
The amazon listings linked on this page are $100?? I was checking here before I put my copy up for sale for like $10. Is there something I'm missing?
We review the city building game High Rise from Formal Ferret Games.
I recently realized I joined BGG about a year ago, so I decided there's no better time to rank all the games I've logged plays for since then. I used pubmeeple.com and got a...rather interesting top 10, so I expanded it to a top 25! Lol. If anyones interested in my list, I added the link to BGG.
#CloudAge is the latest title from designer Alexander Pfister that will be published by Capstone Games! Why is this a big deal?
1. Excellent track record - Pfister is renowned for creating some of the best mid to heavy weight eurogames out there such as #Mombasa, #Great Western Trail, and #Maracaibo. It's also published by Capstone Games, a publisher that has been on the radar among all eurogamers due to coming out with a series of hits with top notch production value.
2. Non-controverial theme - Pfister's otherwise highly rated games have been marred by their choice of theme, namely around colonionialism. CloudAge will feature a sci-fi theme that will help the designer tell his usual stories without grounding itself in a subject that will immediately put off some gamers.
Here's the theme of the game:
"Fifteen years ago, the anarchic collective “Cloud” sabotaged countless oil production sites around the world in a coordinated attack. The resulting environmental catastrophe had disastrous effects on the entire planet. Now, years later, you travel above the dried-out landscape in your airships, searching for a better life. You visit cities, send out drones to collect resources, and battle Cloud militia."
3. An innovative mechanism? - Sure, the promise of an "innovative mechanism" is common among publishers, but it still sounds exciting! According to the publisher, "An innovative sleeving mechanism makes a new, more immersive, form of resource gathering possible. Players try to predict which cloud-covered terrain will contain the desired amount of resources, or where additional actions are possible. Resources allow players to develop useful upgrades for their airships, or attract new crew members." This game will also feature engine-building, deck-building, resource management, and a campaign system.
So... What does this mean?
If you're someone like me who has yet to play a game by Pfister and has been pondering the age old question of Great Western Trail vs. Maracaibo, looks like this will throw in another option that will complicate your decision-making! To be honest, the theme alone is making me lean heavily towards #CloudAge.
Here's another game added to the Azul roster from Next Move Games! It's apparently a retheme of their previous game #5211 designed by Tsuyoshi Hashiguchi and will be coming this summer 2020. Based on the limited info available, it seems like there won't be any significant mechanical changes so check out the game page for #5211 if you'd like to get a better idea of the gameplay.
You can see the official announcement from Next Move Games here on their facebook page.
Today's recap is It's a wonderful world, the card drafting/engine building game about building a future (Dis/U)topia. This game blends two mechanics i really enjoy and has a short play time, check it out
[Root: The Riverfolk Expansion, Root, Root: The Underworld Expansion]
[The Wyrmwood Modular Gaming Table: Coffee & Dining Models]
[UBOOT: The Board Game]
[Viscounts of the West Kingdom]
[5211, 5211: Azul Special Edition]
$43,559 / $554
A highly detailed 28-mm-scale 3d-printable spaceship, crew miniatures and print planning tools for your home 3D printer
Ends in 10 daysSee Kickstarter