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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!
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?
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!
We review the city building game High Rise from Formal Ferret Games.
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?
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.
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.
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?
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
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
This was a fun read :)
Analogies are great because you can say so much in just a few words and explain something in a relatable way. Well.... @trentellingsen has been having fun with that and I thought we might as well have an entire thread about it :)
Trent's most recent analogies:
Tell me yours and explain why! (And Trent, please explain yourself for others lol)
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.
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?
Most of a full playthrough, in 4k 60fps. We had a rules goof and played an extra round but this should give you a solid idea how the game plays in real time!
Working on a full review as well hopefully available in a week or so.
Before I begin, I was sent a prototype copy of the game, and will receive a production copy should it fund in exchange for an honest preview. This is not a paid preview. If you would rather watch a video of this preview check it out below. You can learn more here.
I am a sucker for fast moving 2-player games. I also think magnets are really cool, and I will always check out a game that talks about light and shadow…oooo creepy! So it was a pretty safe bet that I was going to be interested in Quin when I heard about it.
Quin is an interesting game to me, because it is definitely different than anything I have on my shelf. The difference is not that is uses magnets (I have Coloma after all), or because it deals with light and shadow (I have plenty of adventure games after all…though this one kind of is literally about light and shadow, not metaphorically). The difference is that I have never played a game with more variety of rules for each individual type of playing piece you have.
In Quin every single playing piece has its own paragraph of rules. This tells you how many spaces it can move, what special capturing, and movement rules it might have, and so on. The point behind all of it is, all of these pieces will allow you to get your “light” into the Iris, at the center of the board. Every other piece in the game will be assisting you in this quest.
Each turn you will get to move one of your pieces, of course moving your pieces will potentially give your opponent clues as to what type of piece you have, you see the base version of the game is set up where you cannot see the types of pawns your opponent has.
It is simple enough, whoever captures their opponents light first, or gets their light to the center of the board first will be the winner.
So what do I think?
The production on this game promises to be fantastic. The board is very attractive, and the magnetic board is certainly cool. There is something very cool about being able to, in theory, mount the game on the wall, and have a game that you can play vertically. (I will note that in the prototype the magnets were not quite strong enough to do this, but it was just a prototype)
I also really appreciate that the fine folks at Arch & Gravity, are clearly attempting to create a culture around this game. Everything about the strategy guide, and rules seem to be creating its own culture. I think this is pretty cool.
Finally, I always appreciate a game where the way each piece operates is unique and distinct.
This is a game with a significant learning curve. There is a real level of skill required to be successful at this game. I cannot imagine someone who has never played before beating a veteran of the game very often, if ever.
I found this game exceedingly hard to grasp. As I mentioned above they have striven to create a culture, and feeling behind the game. As such the rules are set out on a single card, which is all well and good, but you have to go into the strategy guide to understand how things actually work. This is where I had an issue.
You see the strategy guide is filled with ideas about quantum physics, and thoughts on the game, in addition each playing piece has 2-4 pages of explanation of how it works, and examples. On the one hand this is a good thing, but I found myself getting frustrated as I tried to figure out how the pieces worked, and I was constantly flipping through the strategy guide and cross referencing with the how to play card.
All the info you need is there, I just had a very hard time finding it in anything resembling rapidity.
Bringing it all together
Quin is an interesting game with a metric butt-ton of strategy. The designers clearly have a community that they envision playing the game, and everything about it. The production promises to be gorgeous, something that you could hang on your wall if you wanted. This is a game that you are going to get crushed if there is a imbalance in your experience levels. The game has a ton to offer, but I found it incredibly challenging to learn, and I can not swear that I fully understand it now.
Quantum physics is not about words
* Fascinating level of variety in how the pieces work
* Cool production in the prototype, which is very promising for the final version
* Attractive board, when combined with the magnetic components I could absolutely see hanging it on a wall and always having a game going, like with a chess board
* Designers have a very clear vision of what they want this game to be
* Extremely hard to learn, I struggled immensely, and am not confident I got it all right
#Boufbowl is $39.99 as the CardHaus Daily Deal, save 50%. The ten miniatures included in the game are compatible with other Krosmaster games such as Krosmaster Arena.
Also at CardHaus, #Ulm is $23.70, save 40%.
Kingdom Builder is ~$25 at Amazon, save 59%.
Puerto Rico with two expansions is ~$33 at Amazon, save 40%.
D&D Acrylic Condition Rings are ~$16 at Amazon, save 30%.
Hi! Here’s the latest in my videos recapping our games of Aeon’s End Legacy. This one is a bit longer than usual, but... that's because... (spoilers) ...we had to play this one twice! 🙀
In this one: Fresh Prince of Bel-Air! ✚ Shamalamadingdong!
VIDEO TIMING -- 0:00 Start 0:17 Some context 0:55 Flavor Text 2:00 The Nemesis 7:13 Our Supply 10:10 Nemesis’ Cards 14:48 We Lost The 1st Game! 17:23 This is Where I Rap 19:50 Our 2nd Game Supply 23:32 My Aeon’s End Advice 24:50 Nemesis’ Cards (more) 26:07 How It Ended 28:02 End Game Upgrades 35:48 Final Words
132 pages, print version. This is the fourth issue of Sports Sim Magazine, a new periodical that will discuss new and existing sports simulation games. https://www.lulu.com/spotlight/MWNPublications
For sports fans who have played or still play games such as those created by the Strat-O-Matic game company, there has always been a draw to replaying your favorite teams, players, and seasons.
In this issue, Bruce Kish writes about the creation of Classic Golf and Jim Trunzo places the boxers from the Rocky film franchise into Title Bout II.
Also included are articles on Random versus Realistic, the Lament of the Face-to-Face Gamer, Baseball Gaming With the 2020 Season, SOM's Power Ratings, Resurrecting Be A Manager Baseball, the Creation of Breakaway Football, Classic College Basketball, the 50/50 Conundrum, a Deep Dive Into Second Season Football, a Review of History Maker Golf, a Review of Regular Season Basketball, SOM's Extra Player Sets from 1969-1980, Card Creation for Time Travel Baseball, Replaying the 2020 Sports Seasons, Tributes to Tom Seaver & Lou Brock, a Review of Friday Night Legends Football, and a Review of the Olympic Gymnastics game from Roberto Chiavini.
Also included are an interview with George Gerney of ASG Games and Harvey Couch's homebrewed Elite 8 from the 2011-2012 College Basketball Season.
[Root: The Riverfolk Expansion, Root, Root: The Underworld Expansion]
[It's a Wonderful World]
[UBOOT: The Board Game]
[Viscounts of the West Kingdom]
[In the Year of the Dragon: 10th Anniversary]
[Railroad Ink: Blazing Red]
[Boufbowl, Puerto Rico (with two expansions), Ulm, Kingdom Builder]
[Aeon's End 2nd Edition: Legacy Reset Pack, Aeon's End: Legacy]
$451,080 / $50,000
Two new expansions for the renowned Planet Apocalypse boardgame PLUS a sourcebook to bring the Apocalypse to your D&D 5e campaign
Ends in 12 daysSee Kickstarter