Board 8 > thirty-one tabletop games, ranked

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Tom Bombadil
03/17/18 9:59:53 PM
#101:


that is a really long time to pause in innovation
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SeabassDebeste
03/18/18 10:23:50 PM
#102:


tried out libertalia tonight. brutal in how take-that it is.
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skullbone
03/18/18 11:15:19 PM
#103:


I played this game at a friend's house last week.

https://mixtapemassacre.com/

The horror references were fun but it wasn't super enjoyable. Anyone played it?
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SeabassDebeste
03/19/18 9:05:19 AM
#104:


haven't heard of that one personally
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The Mana Sword
03/19/18 9:23:08 AM
#105:


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SeabassDebeste
03/19/18 10:22:42 AM
#106:


20. Celestia
https://boardgamegeek.com/boardgame/175117/celestia

Genre/mechanics: Press-your-luck, dice-rolling, hand management, take-that
Rules complexity: 4/10
Game length: 20-30 minutes
Player count: 3-6
Experience: 10+ games with 4-6
First played: 2016

A group of explorers sail through the land of Celestia in their airship. Each player on the ship takes turns being the captain and rolling the (increasingly difficult) dice to see what travails await. If the captain can discard cards from hand to defeat the obstacles on the dice, the ship will advance. If not, the ship crashes and restarts with everyone in it. But before the captain discards cards, players can choose either to stay in the ship (and either advance or crash) or to get out (and grab victory points associated with that location). The further the ship has gone, the higher value it is to leave the ship.

Design - There's no question that the absolute best part of Celestia is the airship itself. It is constructed out of cardboard, stands alone, contains space for all six players' pawns, and has a motherfucking propellor. It physically moves forward as you roll for each obstacle, which is fucking fantastic. The second best part of Celestia is the in-or-out phase - it's a binary decision, but when it's trivial it's awesome to have a whole circle of people shout "In!" "In!" "In!" consecutively. When you leave the ship, you physically move your pawn out of the ship and onto your little player character circle. (This is almost trivial, but the fact that you have that little landing pod is excellent - )

The decision whether to stay or not isn't entirely trivial ("Do I think the captain has the cards needed?") - if you're sitting to the left of the captain, then a successful run makes you the next captain, and the captain cannot bail. Then there are also special power cards which may reward you for pressing your luck (a jetpack that lets you collect rewards even from a crashing ship; a spyglass which lets you bypass obstacles) or for bailing early and screwing with others (a moor that prevents the ship from advancing; a nasty surprise that forces blank dice to be rerolled). There's just enough meat on this game's bones.

Enjoyment - The first few times I played Celestia, we got a few rules wrong. Notably, we thought you made the call whether to stay in before the captain rolled their dice. Was just as fun playing that way, if slightly more luck-driven.

Celestia also has a "Little Bit of Help" expansion, in which certain cards are designated Helping Hands, and passengers play these to help the captain if the captain cannot pass the obstacle alone. In general, I've found that this version is worse. Celestia is incredibly quick-paced both to teach and to play, and when I think about my best experiences with it - rapid in/out decisions, rolling the dice, laughing when people crash on only needing to discard one bird card - it seems like the perfect filler game.

But the Helping Hands expansion slows it a little. And there can be times where the game feels a little dispiriting - the smart play can sometimes be to get off, but it just feels really bad to watch the ship advance (however improbably) without you. There's also some luck in the early stages as to which card you draw when you disembark from the ship. So for a game that seems painless, there can actually be some pretty bad feels on occasion.

Play fast enough, and none of this is an issue, of course.

Future - Hell yeah. I was looking for a social-ish game to wrap up the night at the game store last night - was considering Anomia - and then I saw Celestia. Had a blast teaching and playing. So definitely yes.

Bonus question - What is your favorite push-your-luck game? What about your favorite game where you have to depend on another player?

Hint for #19 - I just want peace and quiet and everyone glaring daggers at me when I look like I might have forgot
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BakusaiTenketsu
03/19/18 10:49:58 AM
#107:


SeabassDebeste posted...
What about your favorite game where you have to depend on another player?

Pandemic
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banananor
03/19/18 11:44:48 AM
#108:


i know dice-rolling games (catan, dice forge) are beloved by some, but i've never actually tried one

are they good? my serious group denounces them as too random/frustrating/luck-based, while my casual and roleplaying groups don't have any opinions on them
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SeabassDebeste
03/19/18 11:59:02 AM
#109:


That's an interesting philosophical question. The most obvious (and therefore, possibly uninteresting) answer is, it depends more on the game than on the general dice-rolling mechanic. Celestia is drastically different from Catan in that you get chances to react to the dice (and can make decisions that avoid putting you at the dice's mercy). Then you have games like Roll for the Galaxy, where you might havep references, but each die face will be useful in some capacity - and at worst case, you can always say fuck it and assign different values to your dice at a price. But even Catan's roll-a-die, maybe-get-something - where you can potentially benefit from even when it's not your turn - is superior to something like Clue, where if you roll a 1 you just don't get a turn.
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SeabassDebeste
03/19/18 12:41:09 PM
#110:


19. Hanabi
https://boardgamegeek.com/boardgame/98778/hanabi

Genre/mechanics: Cooperative, restricted communication, clue-giving, memory, hand management
Rules complexity: 3/10
Game length: 20-30 minutes
Player count: 2-5
Experience: 15+ plays with 3-6
First played: 2015

In Hanabi, you and your fellow players cooperate to build the best possible fireworks. Concretely, this means playing your numbered cards from 1 to 5 in each of five different colors. The twist: you can't see your own cards. It costs an action/token to give a hint to another player about the cards they hold, and you can only clue someone on everything of an attribute (number or color). The game ends shortly after the deck runs out.

Enjoyment - My first play of Hanabi was rough. New-ish to board games still, it was nice to be introduced to a game that not only was cooperative but also involved no cube-pushing and passive-aggressive resource denial. Except... well, that didn't mean there was no passive-aggressive interaction. Lots of bitter "Dude, what the fuck!" comments when people forgot the cards they were clued on, combined with eye-rolls and staredowns. Pain.

I stayed away from Hanabi for about two years after that until I saw it for $5 at Target in a slightly-larger-than-index-card box. Picked it up and I've played it a dozen times since. When you don't take it too seriously, it's just way more fun. (This is applicable to most strategy games, I find - though interestingly, there are some party games which are better when you do take them at least somewhat seriously.) Playing with a "no one is going to rake you across the coals for screwing up" attitude lets people relax, occasionally play better, and get more games in (so you can fix those mistakes from last time!) It's excellent as a game to play with non-gamers.

Design - Hanabi is clean and simple and it offers some really cool decisions and moments. It's astounding how satisfying it can be to make seemingly trivial moves because of how tight the memory system is. Playing cards (where you can blow a fuse) is often actually less stressful than discarding a card, or giving a hint that you don't know the other player will get. When a friend blind-discards and guesses right, it's awesome. When your hint that these cards are green is read correctly that they're to be discarded and not played, that's awesome. It's a great trust-building exercise.

Hanabi is supposed to be a silent game with poker faces for the most part, but playing in person, it never quite goes that way. It's cheating, but with no enemies, it tends to be amusing when people can't keep straight faces.

Future - I haven't played Hanabi a ton in recent months, if only because of opportunity cost. I'm always up for a game, but suggesting Hanabi as an opener tends to set a weird tone. It's excellent as an in-between/later game, though.

Bonus question - How much conversation do you like at a table? How competitive are you when it comes to cooperative games?

Hint for #18 - the rules don't say you have to be, but the silence in this game is almost memetic
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banananor
03/19/18 1:59:17 PM
#111:


SeabassDebeste posted...
snip

good response- and beyond the basic fact that there are good and bad ones. people do seem to say good things about "randomized input"- rolls that you can react to- more than "randomized output"- rolls that influence outcomes after all decisions are made
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banananor
03/19/18 2:04:48 PM
#112:


SeabassDebeste posted...
Bonus question - How much conversation do you like at a table? How competitive are you when it comes to cooperative games?

i love focused conversation, but with time limits and without complaining. specific people or combinations of people can make gaming unpleasant, and it's sort of a game above the game to cultivate the right group.

it's a fine line to tread between skillful lying/manipulating and browbeating in a way that makes the game less fun, and some people can't do it

and when i'm playing a fully cooperative game, the only real goal is for us all to have fun, no competitiveness necessary. that being said, i love uncooperative games the most
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SeabassDebeste
03/19/18 2:39:15 PM
#113:


18. Splendor
https://boardgamegeek.com/boardgame/148228/splendor

Genre/mechanics: Engine-building, tableau-building, resource management, set collection
Rules complexity: 3/10
Game length: 20-40 minutes
Player count: 2-4
Experience: 20+ games with 2-4 players
First played: 2015

In Splendor, you collect differently colored gems (either three or two at a time) and then use those to purchase a card from a tiered marketplace. The cards provide victory points and a future discount of one gem of the tile's color on future card purchases. The game ends at 15 victory points.

Enjoyment - Like so many of the games on this list, I first played Splendor early and it was a slog. I couldn't believe how much fire I'd feel in my belly as I stared at the board and my opponents' stacks of chips, hoping they wouldn't take/reserve the one card I really badly needed.

And that experience wasn't entirely atypical. Reddit calls Splendor one of the quietest games ever - you wind up staring at the board and thinking a lot to figure out what the optimal move is, and on opponents' turns you mainly try to be quiet so they don't pick up on your plan. These aren't exactly cutthroat moves, either. They're, 'I'm going to buy the card that fits the resources I have.' But the game is so streamlined that the quietness can happen.

I wound up playing Splendor again about a year later with my entire group more experienced and slightly different blood in the mix. It was delightfully airy and quick, and we trash-talked each other throughout it, and wow it was better. When it came onto the used meetup marketplace in German, I deliberated hard and finally snapped it up. Since then, I've played it dozens of times and it is the go-to lightweight strategy game for me. I've never had an epic game of Splendor, but it's accessible and mentally satisfying. It also helps to have gotten a bit better at viewing the game through its decision space and be able to come up with natural contingency plans as opposed to be devastated when a card I need is snatched up.

Design - The strategy to Splendor is fairly simple. You can choose to focus on building an engine and getting free points via Nobles or cheap points via other cards, or you can choose to focus on a few of the high-point-value cards, since the game is short.

Splendor has a particular rhythm to it, which you start to feel with experience. The marketplace consists of four cards in each tier at all times, giving you plenty of choices but not an overwhelming amount. You can usually purchase a level-one card after two turns of collecting gems, but if someone takes it, odds are that your gems might not be able to purchase anything. You may want to collect sets of certain colors of cards to achieve the Noble goals, but there's absolutely zero guarantee that those cards will surface, or that you'll find high-valued cards to purchase. Then there's the buyer's dilemma, where sometimes buying a card will reveal an identical card - except that it's cheaper or more expensive. All these idiosyncracies are basically to say, it's surprising when you find something you'd clearly call luck in such an otherwise luckless game.

Okay, but real talk - the biggest allure to Splendor is its beautiful, weighty chips. Had to make sure to get the German version because of it, as Asmodee North America's version now is watered down. I played recently with the shitty American chips and it just felt really bad in comparison. The original chips are heavy and handling them is the absolute greatest. They're nearly as essential to the Splendor experience as the airship is to Celestia.

Future - I own it, and it is my easiest-to-teach strategy game, and it can play in half an hour, and it doesn't depend on novelty. It'll get played again.

Bonus question - Do you have any games that you really enjoy despite never giving you an incredible high while playing it?

Hint for #17 - a game that's nearly unplayable out of the box without the official app
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trdl23
03/19/18 2:45:10 PM
#114:


Splendor is fantastic, but my friends and I never play it in silence. Mainly due to profanity and sometimes a little bit of politicking to convince someone not to let the leader get a card that will get a noble.
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The Mana Sword
03/19/18 2:46:06 PM
#115:


Splendor gets a thumbs up from me. It's a great introductory game, even if I don't necessary want to play it all the time given the lack of depth.
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Tom Bombadil
03/19/18 2:46:30 PM
#116:


SeabassDebeste posted...
Do you have any games that you really enjoy despite never giving you an incredible high while playing it?


I'm trying to think of the reverse- a game that DOES give me a "high" A lot of my faves are just kinda consistently fun but rarely lend themselves to super memorable or exciting individual moments. I like thinky games too much :P
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SeabassDebeste
03/19/18 2:59:34 PM
#117:


banananor posted...
good response- and beyond the basic fact that there are good and bad ones. people do seem to say good things about "randomized input"- rolls that you can react to- more than "randomized output"- rolls that influence outcomes after all decisions are made

This is a good point, and I think that a natural comparison (that I don't often see made) is to compare dice to cards. Hating on dice is extremely common, but it's very rare that you'll hear someone say "I don't like games where you draw cards." Now it is common for people to compare about cards being swingy within particular games, which again just points to the input/output thing, or the ability to mitigate the randomness, or the feeling that what you did was all for nought.

Do you use dice in role-playing? I'm surprised your role-playing friends don't have an opinion...

trdl23 posted...
Splendor is fantastic, but my friends and I never play it in silence. Mainly due to profanity and sometimes a little bit of politicking to convince someone not to let the leader get a card that will get a noble.

Yeah, now that I've gotten more comfortable with Splendor, I'm a big fan of trash-talking or mock-complaining. In general, I also think it's also just good gaming etiquette to narrate your moves (though not necessarily your thought process). A quick "I'm taking gems" lets people know you're conscious and avoids a possibly creepy type of silence.

The Mana Sword posted...
Splendor gets a thumbs up from me. It's a great introductory game, even if I don't necessary want to play it all the time given the lack of depth.

I feel like it's a good game always to have the option to play, even if you don't always wanna play it!

Tom Bombadil posted...
SeabassDebeste posted...
Do you have any games that you really enjoy despite never giving you an incredible high while playing it?


I'm trying to think of the reverse- a game that DOES give me a "high" A lot of my faves are just kinda consistently fun but rarely lend themselves to super memorable or exciting individual moments. I like thinky games too much :P

this post made me sad :(
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Gatarix
03/19/18 3:16:12 PM
#118:


SeabassDebeste posted...
How competitive are you when it comes to cooperative games?

I like my cooperative games to be pretty chill. it's part of the fun to goof off and sometimes do sub-optimal things because of roleplaying, or the flavor being perfect, or whatever

also why I prefer cooperative games to competitive (except for super-light stuff like love letter)
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Tom Bombadil
03/19/18 3:36:25 PM
#119:


SeabassDebeste posted...
this post made me sad :(


well if it makes you feel better I can pretty frequently get a spike off of Baseball Highlights 2049 or whatever that name is! But there are still games I like better and building a super cool Dominion engine just doesn't lend itself well to OH GOD YES moments :P
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SeabassDebeste
03/19/18 3:46:29 PM
#120:


quick tier recap before jumping ahead!

Nein!
80. Secret Hitler
79. Mascarade
78. Sheriff of Nottingham
77. Good Cop, Bad Cop
76. Dead of Winter
75. Word on the Street
74. One Night Ultimate Werewolf

Punch Missed
73. Boss Monster
72. Colt Express
71. God's Gambit
70. Sushi Go
69. Qwirkle
68. Cosmic Encounter
67. Ticket to Ride

Banzai!
66. Settlers of Catan
65. Machi Koro
64. Zombicide
63. King of Tokyo
62. Guillotine
61. Turn the Tide
60. Coup
59. Roll for the Galaxy
58. San Juan
57. Ca$h 'n Guns

Feeling Bold
56. The Bloody Inn
55. World's Fair 1893
54. The Grizzled
53. Two Rooms and a Boom
52. 7 Wonders
51. Tokaido (also Lost Cities: The Board Game)
50. Takenoko
49. Karuba
48. Acquire
47. Welcome to the Dungeon

THREE! THREE! THREE!
46. Ra
45. Pit
44. Love Letter
43. Dixit
42. D-Day Dice
41. Small World
40. Mysterium
39. 6 nimmt!
38. No Thanks!

Well Fed
37. Agricola
36. Ghost Blitz
35. BANG: The Dice Game
34. Power Grid
33. Tzolk'in
32. Seasons
31. Anomia
30. Wits and Wagers
29. Century Spice Road
28. Isle of Skye

I'm In!
27. Glory to Rome
26. Five Tribes
25. Scythe
24. Captain Sonar
23. Jungle Speed
22. For Sale
21. Specter Ops
20. Celestia
19. Hanabi
18. Splendor
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banananor
03/19/18 4:02:52 PM
#121:


SeabassDebeste posted...
Do you use dice in role-playing? I'm surprised your role-playing friends don't have an opinion...

oh, my d&d friends are board game neophytes, they've just never tried a competitive game that relied on rolls

what i mean to say is that they've complained about risk and monopoly and think they don't like board games because of that
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SeabassDebeste
03/19/18 4:48:56 PM
#122:


17. Werewords
https://boardgamegeek.com/boardgame/219215/werewords

Genre/mechanics: Hidden roles, semi-cooperative, deduction, clue-guessing, social deduction
Rules complexity: 2/10
Game length: 5 minutes
Player count: 4-10
Experience: 12+ games over 4-5 sessions with 5-9 players
First played: 2017

Werewords is Twenty Questions with a twist. A Mayor picks a secret word from the phone app. Then a Seer opens their eyes and finds out what the word is. The Werewolf(s) then opens their eyes and sees the word - and their goal is to prevent the players from figuring out the word. There is a finite number of yes/no questions that the players as a whole can ask the host, and a four-minute time limit. If the players guess the word, the Werewolf can try to identify the Seer for the win. If they fail to guess the word, the players can try to guess the Werewolf for the win.

Enjoyment - Full disclosure - I like Twenty Questions. The process of asking yes/no questions is just so damn satisfying as you close in on something like a skating rink or a Superman. One of my big laments about Gen Con 2017 was that I didn't really get to hang out at the AirBnB we rented - and thus I missed out on playing a ton of Werewords. On the dozen-hour drive back, the four of us in the car played about four straight hours of vanilla twenty questions using the app for words. I also enjoy hidden role games. It took a few months before I managed to play Werewords with a sizable crowd (since this group of four usually meets as a group of four), but once I did, it met every damn one of my expectations.

Design - So all my love toward guessing games and hidden role games stated, I think Werewords is fucking brilliant. It's fun being the Werewolf and hoping to mislead people. It's fun being the Seer and wondering how much you should steer the crowd and how much you need to back off to throw off the Werewolf (who's hunting you). It can be fantastically funny to watch a crowd race to victory in a minute, or for the crowd to flounder about haplessly for the entire duration because a question was answered too ambiguously. (The Los Angeles Kings - is it a city? Yes. Is it a person? Yes. "Oh, fuck.") Props to the app which is perfect, too.

Future - I think I need to buy Werewords. It's so incredibly more fun than One Night Ultimate Werewolf in my experience, and it's so accessible... also Target has buy-one-get-one-half-off on board games right now and I can save $10...

Bonus question - What is your favorite parlor game with some dressed up mechanics? If nothing comes to mind, what's your favorite "classic" game?

Hint for #16 - if you like the Twilight movies you'll love this game's aesthetic; if you don't like the Twilight movies you'll hopefully love the game
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BakusaiTenketsu
03/19/18 4:51:00 PM
#123:


SeabassDebeste posted...
what's your favorite "classic" game?

Backgammon
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SeabassDebeste
03/19/18 5:04:31 PM
#124:


backgammon is really nice. fast, lean, with a huge luck component, but you can play it multiple times in a row.

my first play was miserable because i didn't understand hits (thought they were kamikazes and sent the 'hitting' piece back as well.) took like 90 minutes.
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SeabassDebeste
03/19/18 5:05:34 PM
#125:


16. Blood Bound
https://boardgamegeek.com/boardgame/130877/blood-bound

Genre/mechanics: Hidden roles, team vs team, player combat, special powers, social deduction
Rules complexity: 5/10
Game length: 15-20 minutes
Player count: 6-12
Experience: 40+ games with 6-13 players
First played: 2015

In Blood Bound, you are secretly assigned a role on one of two equally sized teams, with a rank that determines your special abilities. At the beginning of the game, you will see the alignment (but not role) of one of your neighbors. From there, the active player becomes the one who holds the Dagger. Your action when you have the dagger is either to pass it to another player, or to stab another player. Being stabbed means taking a damage token - either a question mark or a team color token (as specified by your role), or taking your rank token. The game ends when a player is killed - if the killing team successfully killed the highest-ranked Leader of the opposing team, they win. Otherwise, they lose.

Design - BB is excellent, Twilight-y card art and all. You can play several games in a session, and each one will be different as you're assigned a different role (there are nine) and get different combinations of teammates (pretty much endless) and gain allegiance info on different players (depending on if you swap seats). The random first stab/pass can drastically change the course of the game, as the Dagger tends to find the same players many times.

Lots of discussion is encouraged, as once you identify your teammates, you need to figure out who is the opposing leader. This can engage people even when they don't hold the dagger, which is awesome. You can bluff (either by being loud or quiet) to try to pretend to be on the other team and cause friendly fire among your opponents. The proof will be in the pudding when you finally have to take your role, which you must do in order to activate your special ability or to intervene on another player's behalf.

Prop-wise, the Dagger is a piece of cardboard actually shaped like a particularly savage assassination weapon. Very satisfying to toss at someone either point-first to stab them or handle-first to be polite and hand it over.

By far the biggest barrier of entry of this game: learning the card abilities. There are nine, and it's very hard to say "We'll teach them as they come up," as each ability you can only use once - so you're going to want to have some idea of what it'll do before declaring it and revealing your role. Going through each ability can add ten minutes to the teach-time, which means that when BB hits the table, you want to play it at least two or three times to get your explanation time's worth.

Enjoyment - I played BB on the very first day I was really introduced to "hobby games," and it was probably the best experience of the day. Hidden roles, constant action, trying to figure out your opponents' roles, and a freaking great dagger. Played it probably three or four times in a row. It was the first game my friend (who got into hobby gaming along with me) got, and we've played it dozens of times since. Aside from odd-numbered games and the early-on games with way too many players, BB's been a near-constant winner. It's high-variance since some roles can be more powerful and the random stabbing at the beginning can tilt a lot toward one team, but you pretty much always play it more than once, so you can always walk away either sated or extra-salty about getting revenge next session.

Future - I wound up getting BB myself last year. It's not going anywhere in the rotation, as long as we can continue to muster 6- or 8-person groups. That said, it doesn't always get quite as enthusiastic a draw, and I'm a lot less likely these days to introduce it to new people unless I'm convinced they'll be good gaming partners. I've played it a lot.

Bonus question - What games do you want to play more than once per session? Why?

Hint for #15 - one of the favorite games of a very vocal poster in this topic
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BakusaiTenketsu
03/19/18 5:06:54 PM
#126:


Yeah, my folks taught me to play Backgammon, Chess, and Othello when I was about 5 years old. I fell out of chess after High School, started learning to play Spades, Hearts, and Pinochle, but still play Backgammon from time to time.
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SeabassDebeste
03/19/18 5:27:47 PM
#127:


spades was my shit back in the day. went from yu-gi-oh! to asshole to spades. now whenever i see four of that group of friends it's spades. hard to get the band back together now though. :(
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skullbone
03/19/18 5:36:22 PM
#128:


Werewords sounds like a lot of fun! I kinda feel like I could just use the pieces from my Werewolf game along with the app. Are the tokens so essential that the mayor couldn't just say yes or no? I know that the mayor might be giving away extra information by the way he says a word but what do you think?
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Great_Paul
03/19/18 5:37:13 PM
#129:


skullbone posted...
Werewords sounds like a lot of fun! I kinda feel like I could just use the pieces from my Werewolf game along with the app. Are the tokens so essential that the mayor couldn't just say yes or no? I know that the mayor might be giving away extra information by the way he says a word but what do you think?


The tokens are meant to limit the questions, but you could use something instead of them
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banananor
03/19/18 5:41:26 PM
#130:


almost forgot about asshole. perfect for group vacations- those were some really fun times
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SeabassDebeste
03/19/18 5:41:42 PM
#131:


yeah, as long as you have counter for how many questions you've answered y/n and how many you've answered 'maybe' and perhaps a specific token for the 'you're so close,' you should be fine. it's a game far more driven by the app than by the components!
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Tom Bombadil
03/19/18 5:54:10 PM
#132:


SeabassDebeste posted...
one of the favorite games of a very vocal poster in this topic


I have a sneaking suspicion it's
http://wiki.dominionstrategy.com/images/8/8e/Mine.jpg
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SeabassDebeste
03/19/18 6:10:54 PM
#133:


banananor posted...
almost forgot about asshole. perfect for group vacations- those were some really fun times

this reminds me we also played what we called "chinese BS" - a version of the classic game BS, but where each player must play the same number that the initial player played, where the person who successfully calls BS gets to lead next with any number they choose (or the person unsuccessfully BS'd gets to lead again), and where if you assemble four of a kind you can just throw them out

incredibly fun, now i want to play it again
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th3l3fty
03/19/18 6:14:38 PM
#134:


I used to really like Hanabi, but some people I know kinda ruined it for me by basically creating a system to consistently get high scores
they have personal rules for how to handle literally every situation and it just... destroyed all the fun for me

Splendor is great - I really like how different it is at 2/3/4 players
I got to play one game with one part of the expansion, and I liked it enough to want to try another one
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Tom Bombadil
03/19/18 6:32:24 PM
#135:


Hanabi is an interesting concept but I'm not good enough at it to get a lot out of it.
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SeabassDebeste
03/19/18 6:49:29 PM
#136:


th3l3fty posted...
I used to really like Hanabi, but some people I know kinda ruined it for me by basically creating a system to consistently get high scores
they have personal rules for how to handle literally every situation and it just... destroyed all the fun for me

Splendor is great - I really like how different it is at 2/3/4 players
I got to play one game with one part of the expansion, and I liked it enough to want to try another one

Co-op games are funny like that. They do depend on your group dynamic. For Hanabi, we've generally kept out-of-game strategy discussion to a few sentences/guidelines about playing cards when it's obvious we want you to play it, or general "trust your teammates!" comments. But no explicitly programmed rules. Other co-op games can have quarterbacking problems and may need to be monitored for that.

And yeah. At 4-player, you can kind of do multiplayer solitaire and be extreme in getting 7 gems of one color to avoid engine-building - or you can fade and build this ginormous engine. At 3-player, the gem count is at its the tightest, so you just gotta make do with whatever you can. And at 2-player, it can get pretty cutthroat if you try to slow your opponent! Reserving is a good strategy in all cases for the gold chips and the cards... if you can afford the tempo hit.

I haven't played any of the expansions yet.

Tom Bombadil posted...
Hanabi is an interesting concept but I'm not good enough at it to get a lot out of it.

I don't think you need to be particularly good at it to enjoy it! I'm pretty happy with 20 (depending on player count) and I still enjoy it a lot!
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Simoun
03/19/18 9:05:40 PM
#137:


Hanabi is kind of irritating to teach to first timers because of the way the game is, but I like it nontheless
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SeabassDebeste
03/20/18 8:59:27 AM
#138:


15. Dominion
https://boardgamegeek.com/boardgame/36218/dominion

Genre/mechanics: Deck-building, card game
Rules complexity: 3/10
Game length: 20-40 minutes
Player count: 2-4
Experience: 2-3 games in person, 50+ games online (2-4 players/vs the PC)
First played: 2014

Dominion invented the deck-building genre. On your turn, you draw five cards from your personal deck, which may be worth victory points, be able to be discarded for money, or be useful as an Action that can give you extra gold/cards/actions. Money is spent to buy more cards. Then you discard your entire hand and draw five new cards, shuffling your discard pile to form a new deck when you run dry.

Design - Okay, so Dominion was the first deck-builder, and as far as I can tell, I haven't played a better one yet. And part of it is because most of the tweaks they make to the formula are measurably worse.

Part of this is because Dominion is something of a eurogame at heart. There's randomness, but over the course of a dozen or two dozen times through your deck, you're not going to have shit sequencing every time. At some point you blame your strategy rather than the cards. But you can only be so confident in your strategy because you're able to execute it. Dominion has a static marketplace in the place of other deckbuilders' Splendor-esque ones.

Degenerate combos are often the goal of card games and engine-builders. Given that Dominion lets you cull and smoothen your deck as it goes, it's certainly no exception to this. However, it has an obstacle that you do need to play around - the action economy. Unless you play a card that explicitly allows you extra actions, you only get to play one action card in Dominion. This means you have to balance getting action cards against getting extra actions - or in some cases, simply forgoing the opportunity to get action cards. That means tougher decisions than the Ameritrash-y "always take the best available card" "strategy" in other games, and it's the reason why Dominion is by far the deepest, strategy-wise - any strategy you come up with has to be proven to be better than "Big Money" (which says that unless you know you're building something good, purchasing the best currency card available is probably your best course of action).
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SeabassDebeste
03/20/18 8:59:30 AM
#139:


Another one of my favorite parts of Dominion (which also makes it more strategic) - the fact that victory point cards count against you. It's so fucking brilliant. Yeah, you could buy an Estate every turn (and just one! - you only have one Buy per turn just like you only have one Action!)... but soon your deck will be fat as fuck and you'll be drawing so many Estates instead of gold that you can't even afford to buy more Estates! And then your opponents will hum along to victory with the Provinces.

The game often ends with a race to get the largest share of Provinces at the end of the game. And this is it. It's like entering a tournament after you've built your Magic: The Gathering deck or something. It's where you prove your engine works, and that you built it fast enough. And if the game is closely contested - it is thrilling.

Enjoyment - I first learned Dominion online, pre-dating board games as a hobby. The computer was surprisingly competent at showing me solid basic strategies, but it's mechanically satisfying for all the right reasons, and it took care of all of the accounting that you need to do in person. Getting to a competent enough point to beat the computer regularly was really fun. But the expansions weren't free, so I'd only get to play them against my friend, who'd kick my ass every time as I was only used to playing with Smithys and the like.

The free online game support for Dominion dropped a lot after a year or so, but I played the hell out of the game while I could, including against the friend who got us into 'the hobby' later. I've only played the physical game about twice - once with four players with the base game only, and once with one expansion.

There are two instances where I felt like I did something insanely cool. The first is when I aped the PC's strategy and got a victory by purchasing the Garden VP cards instead of the usual Provinces race. It actually worked to beat other people, and I felt like a fucking genius even though I only learned it by getting my ass kicked against a computer. The other was when one time I discovered this card that (pretty much unassisted) let me shuffle my deck or draw it all or something. It felt kind of broken, and I forget what it is, but it was satisfying.

Future - It's hard to disentangle my high ranking of Dominion with the fact it was one of the only hobby games I played for a year. The last time I played it, in person, it was just a game. A nice one, but just a game that required a lot of reading. I'm interested in recapturing the magic and won't say no to a (4-person or smaller) game with interesting expansions, but I can't really imagine myself learning the cards well enough to get good anymore. Which means this is at least partially a legacy ranking.

Bonus question - What is your favorite game from the deck-building genre? What is your opinion of the genre?

Hint for #14 - where smashing face never feels personal
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Tom Bombadil
03/20/18 9:02:04 AM
#140:


SeabassDebeste posted...
What is your opinion of the genre?


borderline unhealthy obsession
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The Mana Sword
03/20/18 9:03:23 AM
#141:


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Peace___Frog
03/20/18 9:33:29 AM
#142:


SeabassDebeste posted...
Target has buy-one-get-one-half-off on board games right now

Oh my
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trdl23
03/20/18 9:49:17 AM
#143:


Dominion started the genre, and it has a ton of respect from me because of that. However, it feels too same-y after a couple games since rushing provinces and action card is almost always correct, barring setups with a ridiculous number of attack cards. Even then, you want Action cards so you can actually use your Moats. And screw the Curse cards.

Ascension has more RNG with its center row and dual resource system, but I find it much more fun to play because strategies are more dynamic, and counterplay more explicitly exists. Sometimes you can rush down the Honor pool by punching everything in sight with Void. Sometimes you assemble a wave-motion Mechana cannon that is worth a million points on its own. Sometimes you go Lifebound-heavy and get to use both resources simultaneously. All of these are legitimate roads to victory, and the race to scrap for pieces of your own engine or to deny an enemy a piece of theirs is way more thrilling to me.
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SeabassDebeste
03/20/18 10:40:49 AM
#144:


i haven't played enough ascension to disagree with you. it's a tremendously popular game so obviously it must do some stuff right. my sole play was that it didn't feel as silky smooth as dominion - almost every action you take benefits you, and the right call felt like "spend all your resources and take the best cards available, they'll all benefit you." the alternate strategies are neat, but i found it annoying that you couldn't plan on getting multiple pieces because of the way the center row works.
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The Mana Sword
03/20/18 10:49:57 AM
#145:


Ascension is hot trash. Split resource deck building games are absolutely miserable and lead to a ton a feelbad turns.

Dominion is fine, even though Im not in love, and I think the Cryptozoic ones are alright but a lot of the cards are poorly balanced.
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trdl23
03/20/18 10:51:25 AM
#146:


I can definitely understand that appeal. There are some times in Ascension when you have 2 runes left over but dont buy the Heavy Infantry because your deck has no interest in punching.

On the other hand of the center row, I do like how it makes you adapt your strategy on the fly and even make you change it completely if another player is cutting you off. That appeals to the MtG drafter in me.
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trdl23
03/20/18 10:52:21 AM
#147:


The Mana Sword posted...
Ascension is hot trash.

no u
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Tom Bombadil
03/20/18 11:36:55 AM
#148:


SeabassDebeste posted...
the alternate strategies are neat, but i found it annoying that you couldn't plan on getting multiple pieces because of the way the center row works.


they are probably my top two games but this is the main reason I'd take Dominion > Ascension. There's a bit more room in Dominion to come up with a strategy and execute it, while Ascension leans a bit more towards "take the best cards that show up," especially if you don't have many expansions that encourage a bit more focus on synergy.

(also Big Money + X is almost always a GOOD strategy but I don't think it's the BEST strategy as often as people think....but then again I am a Johnny so I will do my dangedest to make that engine work whether or not it's a good idea.)
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SeabassDebeste
03/20/18 11:43:08 AM
#149:


Tom Bombadil posted...

they are probably my top two games but this is the main reason I'd take Dominion > Ascension. There's a bit more room in Dominion to come up with a strategy and execute it, while Ascension leans a bit more towards "take the best cards that show up," especially if you don't have many expansions that encourage a bit more focus on synergy.

(also Big Money + X is almost always a GOOD strategy but I don't think it's the BEST strategy as often as people think....but then again I am a Johnny so I will do my dangedest to make that engine work whether or not it's a good idea.)

I only played with the Ascension base set, so it's definitely possible that further play + with the right expansion(s) would change my mind.

From what I understand (not being particularly good at Dominion), you always need to invest in currency. But Big Money is rarely the optimal strategy - it's the baseline strategy you need to beat.
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Tom Bombadil
03/20/18 11:50:14 AM
#150:


The Ascension expansions are pretty cool and I feel like they add a lot to the game. (then again it gets kinda chaotic when you have ALL of them) They do kinda shake up the "take the best card" strategy a bit, although a lot of the time it still seems to be "take the card that's your race" instead.

I think maybe my dream game would find a way to combine the interactivity of Dominion's card design with the cycling mechanic of Ascension. which may be why I force Black Market into a lot of my Dominion boards and decks
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