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The Quacks of Quedlinburg board game
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Clank! A Deck-Building Adventure board game
Robinson Crusoe: Adventures on the Cursed Island board game
Forbidden Desert board game
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Rank: 74
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Codenames: Duet board game
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Rank: 104
Trending: 494
No Thanks! board game
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Rank: 127
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Codenames: Pictures board game
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Rank: 132
Trending: 1243
Biblios board game
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Rank: 135
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The Grizzled board game
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Rank: 144
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Escape: The Curse of the Temple board game
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If I were to look at the game "objectively," I'd give it somewhere between 8 to 9/10. It's a fun, solid game that I'd be down to play when someone wants to. And the only reason why I don't rate it any higher is that I prefer games with more feeling of progression because they're more memorable and play out so differently with each game (e.g. #Clank! A Deck-Building Adventure, or games I haven't played like #The Quest for El Dorado)

So, while I'm over myself in terms of the game that I had wished for, I know that Fort isn't the typical game I would have gone out of my way to buy if I'm looking for a game to play with my wife (who also shares similar preferences.) If playing with more than 2p was a regular thing for me, than yes, I'd definitely get Fort. It's a wonderfully interactive deck-builder and I love games that really constrain or expand your moves based on the possibilities of what other players might do.

Hope that answers your question!

I love this list and agree with the vast majority if not all of it.  I am not a huge fan of games based on luck and so #Candy Land Game, #Yahtzee, or even #Dice Throne do not peak my interest much or my interest (say as in Dice Throne) is tempered somewhat.  

Games with luck that allow you to push your luck #Diamant, #The Quacks of Quedlinburg, or such I am a little more ok with but they still aren't my favorite games.  Those a more of a controlled adjustment strategy #Orléans or #Dice Forge I enjoy a bit more.

Other games such as the luck involved in drawing cards in #Gloomhaven or #Robinson Crusoe: Adventures on the Cursed Island that mimic the randomness of battle or wildlife are great and in both those cases the random nature impacts everyone (seeing as they are co-op games).  Even the luck of a drawn encounter card in #Scythe is mitigated by the balance across all encounter cards.

There are several games where I have felt that luck was not necessary and house ruled something to remove it. #Everdell: Spirecrest allows you to draw three cards from a seasonal deck at the end of each season and place them randomly at the bottom of the board with the first being free, the second costing a little more, and the third costing the most.  This seems arbitrary to me and so the last play we drew five, pick one, and place the others on the bottom of the deck.  In #Maracaibo is makes more sense to reveal all the privilege buildings at the beginning because there are 8, you randomly draw 4, and there's already enough luck with card draw throughout the game that revealing one each decade seems unnecessary. 

Two other games I've found luck workarounds are #Wingspan and #The Isle of Cats.  In Wingspan we draft cards at the beginning of the game with each player starting with 7 cards, drafting until necessary and discarding down to 5 (at least) by drafts end.  This gives everyone a fair shot at a solid opening hand and not ending up with 5 birds that don't play well in the first couple turns.  In Isle of Cats I divide the cards into green cards (baskets), purple, brown, and yellow cards, and blue card (lessons) stacks and each round we start the draft with each player getting three green, and choosing two or three from each of the other stacks.  THEN we draft.  This eliminates a whole round with NO extra baskets (unless you draft them away...in that case your loss).  

Great topic/mechanic choice!

I love this list and agree with the vast majority if not all of it.  I am not a huge fan of games based on luck and so #Candy Land Game, #Yahtzee, or even #Dice Throne do not peak my interest much or my interest (say as in Dice Throne) is tempered somewhat.  

Games with luck that allow you to push your luck #Diamant, #The Quacks of Quedlinburg, or such I am a little more ok with but they still aren't my favorite games.  Those a more of a controlled adjustment strategy #Orléans or #Dice Forge I enjoy a bit more.

Other games such as the luck involved in drawing cards in #Gloomhaven or #Robinson Crusoe: Adventures on the Cursed Island that mimic the randomness of battle or wildlife are great and in both those cases the random nature impacts everyone (seeing as they are co-op games).  Even the luck of a drawn encounter card in #Scythe is mitigated by the balance across all encounter cards.

There are several games where I have felt that luck was not necessary and house ruled something to remove it. #Everdell: Spirecrest allows you to draw three cards from a seasonal deck at the end of each season and place them randomly at the bottom of the board with the first being free, the second costing a little more, and the third costing the most.  This seems arbitrary to me and so the last play we drew five, pick one, and place the others on the bottom of the deck.  In #Maracaibo is makes more sense to reveal all the privilege buildings at the beginning because there are 8, you randomly draw 4, and there's already enough luck with card draw throughout the game that revealing one each decade seems unnecessary. 

Two other games I've found luck workarounds are #Wingspan and #The Isle of Cats.  In Wingspan we draft cards at the beginning of the game with each player starting with 7 cards, drafting until necessary and discarding down to 5 (at least) by drafts end.  This gives everyone a fair shot at a solid opening hand and not ending up with 5 birds that don't play well in the first couple turns.  In Isle of Cats I divide the cards into green cards (baskets), purple, brown, and yellow cards, and blue card (lessons) stacks and each round we start the draft with each player getting three green, and choosing two or three from each of the other stacks.  THEN we draft.  This eliminates a whole round with NO extra baskets (unless you draft them away...in that case your loss).  

Great topic/mechanic choice!

I love to upgrade my games when possible. One great example are the BGG plastic chits that replace the cardboard pieces in #The Quacks of Quedlinburg. The game is almost unplayable in my opinion without them. 

I generally rules out upgrades save for the last one here:

Everdell has some great resources (I have the collector's edition which could make a difference) and nice meeples in general.  One of the reasons my family loves this game is for the parts and pieces.

 

#Tapestry has a nice array of components from the common income buildings to the special buildings obtained from cards and racing up the tracts.

#Robinson Crusoe: Adventures on the Cursed Island has several great components and while they could be better it came out in 2012 toward the front end of better parts in a boardgame being as big a deal.

 

#Architects of the West Kingdom is my cheat because the parts are upgraded but they are fantastic...

all of the Architect parts have some heft to them :)

#The Quacks of Quedlinburg is a great game for simultaneous turns and you get to enjoy the reactions of everyone at the table who are going "nooo I busted!" or "ok ok ok I got this.. hiyahhh!"

This is such a good idea for a list! I've got 3 types of games on my self.

Games I can play with my wife 1v1 (usually less attacking mechanics)

Games I can play with my wife only in a group setting

Games I only play with others (usually has direct compeition interaction or is boring in her view)

There's so many games out there though that I can get a good experience playing with her and with others which is great.

I don't have a lot. #Clank! A Deck-Building Adventure and #Clank!: The Mummy's Curse, #Bargain Quest, #Proving Grounds, #Book of Dragons, and #Tsuro of the Seas (although I'm not sure if these daikaiju count as dragons...). In all of these games, the dragons aren't super huge; at least, itt doesn't feel like they are. Book of Dragons I got mainly for the cards haha

For whatever reason I've only played#Clank! A Deck-Building Adventure once. I really need to get that one played more. 

I pretty always impulse buy if I find a game in a charity shop, if I don't know the game I will usually google it and if it has an average rating above a 6.5/10 and the theme/mechanics appeal I will usually take it, I always figure that if I get one game out of it, even if it is laughably bad then it is worth the £2-£5 I pay for it.

Winners from Charity shops have been: #King of Tokyo (great gateway game), #Gloom, #War on Terror (hilariously satirical, a better version of risk), #Once Upon a Time: The Storytelling Card Game (just a wonderful group activity)

Games that I have only played once or twice and then passed on: #Smash Up (liked it but realised it just wouldn't get played much), #Game of Thrones: The Card Game (again, it wasn't bad, but wasn't looking to get into a CCG) #Munchkin (similar story, not good enough to see regular play, knew a friend of mine would enjoy it a lot more)

I have occaisionally been suckered in on a great deal on Ebay, I am now much more discerning but when I first had disposable income, I was picking up any interesting looking games if I felt I was getting a good deal. I buy most of my games second hand, but the following are games I didin't search for and just came across.

Winners: #The Grizzled (so good and bought for like £2, a small co-op which I haven't found many of), #Choson (set collection with a bunch of take that, quick but wonderfully tactical, aslo bought it for £1.20 so can't complain), #Supervillain: This Galaxy Is Mine! (stayed on my shelf of shame for a long time, one I will write about this week)

Losers: #The Staufer Dynasty (I really need to give this another chance, but it was just a little dry first time around)

I think I go through phases of a particular theme/mechanic really appealing. However, Asymmetry is a massive pull for me, and any kind of deck/engine building being incorporated, or just generally upgrading your faciont/character, this doesn't have to be the core mechanic, but I like to growth in a game.

Still looking to pick up#The Quacks of Quedlinburg. $60 would make that happen immediately.

Ha, interesting concept:

R - #Raiders of the North Sea (I secretly prefer #Architects of the West Kingdom but I don't have an A in my name) I really enjoy this take on worker placement, as it means you can usually do one of the things you want to do, but rarely both so you have to keep your plan flexible. 

N - #Nemesis (Adding in my middle initial so I can talk about this game) Love the theming and narrative that this game has always created when I've played it. I sadly don't own it as I don't have all the money but am always delighted when it hits the table at my club.

T - #The Grizzled (I actually struggled with 'T' surprisingly) I do really like this game though, it is full of tricky decisions and 'the unknown'. The themeing is wonderfully refreshing and well implemented.

The trends I see in games I like:

  • Theme intergrated with mechanics: Nemesis and The Grizzled I think both do this really well.
  • Games where negotiation and conversation are baked in and vital for the game (nemesis does this, but my favourites are things like #Archipelago and #Dead of Winter: A Crossroads Game or #No Honor Among Thieves)
  • A puzzle to crack, whether that be efficiency or engine building. While this often doesn't go hand in hand with my other preferences, there is a definite part of my brain that loves to test itself in this way.
  • Games that produce stories, all the better if the game itself doesn't force a story on you but enables the actions of the players to create one.

I can get them to play #Ticket to Ride: Europe, #Century: Spice Road#Pandemic, #Sushi Go Party! and #Harry Potter: Hogwarts Battle and #6 Nimmt! fairly easily.  My wife also likes #Splendor #Azul and #Alhambra. I'm always up for a game, my wife occasionally, and my son not so much. I'm hoping to get more game play with #Cartographers: A Roll Player Tale, #Istanbul: The Dice Game, and #The Quacks of Quedlinburg.

Both happened. I got to about 27 plays and then, like I said in the video you mention, that I just found other games like #Tiny Towns and #The Quacks of Quedlinburg that fit the same criteria of game I'm looking for when I would have previously picked #Azul. They have a similar amount of weight, teaching time, player counts, and I just started to look forward to those more than Azul.

I almost picked up #The Quacks of Quedlinburg the other day, but went with #Flamme Rouge instead, actually for very similar reasons that I didn't own a racing game of any kind.

How have you found Quacks?

Very different, for example the last game I bought was #The Quacks of Quedlinburg. It just made more sense at the time since I'd be primarily playing with my partner and it offered more of a fun factor vs the more involved strategy of scythe.

This  past week we played #No Thanks!  Our favorite and most played card games in our collection.  It's simple to learn and involves a bit of push your luck and an interesting timing mechanism on when to take a card you really don't want but the benefit of tokens is just too good not to.

#Unlock! Heroic Adventures We played the arcade one.  It was good.  I like the app and there are moments in this escape style game that are unique to it because of the app.  Overall we like the unlock series quite a bit.  Looking forward to the Star Wars themed one coming out soon.

#Obscurio This is a cool #Dixit#Mysterium style game  where one player uses fantastical pictures to help the other players find their way out of a locked magical library.  We played the 3 player game and so did not have a traitor.  We still had fun with it and won 2 time out of 3 with the third being on hard mode.  The game would absolutely be better with more players and the traitor though. Maybe even with just more players.

Finally we played #Azul with the new crystal mosaic overlay and boards.  The tile pieces fit on the overlay very nicely but I have to say the scoring cube is a little too big and doesn't sit correctly, also the overlay doesn't attach to the player board at all so it slides around a bit, which can be a little annoying.  The new player boards are really what makes this shine.  There is one new board x 4 with 2 different sides, one which has the 5 colored tiled printed once each but with a 2x scoring indicator.  It was fun trying to maximize that double scoring (I got an 18 for scoring 9 points and then doubling - having a full column and all but the last tile in that row). The second side has just 5 color tiles printed on the board but it ups the scoring for columns and rows I believe.  Overall a fun game and the new boards breathe some new life in to it.

Did a 3 player game of #Black Orchestra (for the first time at more than 2). Real nice, though we lost the first plot attempt. Doesn't change a whole lot from the 2 player game though.

Also played a few games of #The Quacks of Quedlinburg.

I really enjoy them. In fact, I'm working on my own right now. (Well, it's been a few months, but I am working on it.) I like the choices that I can add to my deck and make it mine.

#Clank! A Deck-Building Adventure is my favorite, and I'm sure Legacy will top that once I get it played. I also really like #Legendary: A Marvel Deck Building Game and Star Realms.

I think a "good" deckbuilder needs to provide something different, and give lots of options for how to build your deck. Clank! offers movement and combat, and a growing threat as the game progresses, for example. I think Dominion is a really good game, but I also think it has been improved on with many other deckbuilders. Still, I won't hesitate to play Dominion if asked.

Looking for trade for #Paydirt and #Sierra West and interested in attaining #Raiders of Scythia, #Paperback, #The Quacks of Quedlinburg, & #Near and Far.  I have #The 7th Continent with three expansions (smaller ones) that I'd swap for #Maracaibo, #DinoGenics, or a combination of above options.