Board 8 > thirty-one tabletop games, ranked

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SeabassDebeste
03/20/18 11:54:48 AM
#151:


14. Kemet
https://boardgamegeek.com/boardgame/127023/kemet

Genre/mechanics: Area control, dudes on a map, player combat, expandable player powers, action selection
Rules complexity: 7/10
Game length: 90-150 minutes
Player count: 2-5
Experience: 4-5 games with 2, 4 players
First played: 2017

Kemet is an area control game set in Europe. You vie for victory points by controlling temples and pyramids, purchasing them, or (most commonly) winning offensive battles. Your action selection - marshalling troops, marching, gaining currency, increasing your pyramid levels, or purchasing technology to buff yourself - is done using a personal player mat, like a solo worker placement. You can only win by having the threshold number of VP at the end of the day, not during the day.

Enjoyment - I was at a game store for a different tournament, and they awarded me $50 in store credit. Unable to find another game worthy, I bought Kemet. I immediately played it a few times, let it lie for a while, and recently managed to bring it back to the table. Perhaps weirdly for a game like this, I don't have a lot of crazy war stories.

Design - There's so much I like about Kemet, and a lot of it starts with its simplicity. The rules wind up taking quite a while to explain, but they all make sense. So just hold tight while I run through a long list of the cool design features...

* The tiered action selection system is very clever - you can turtle for a round, but you'll still need to spend an action either moving troops or marshalling them. Similarly, you need to plan your marches - you're only getting two, tops.

* With its action selection system and its "tableau-building" to increase your powers, Kemet has some eurogame-esque qualities. But you don't need to push There's only one currency spent on troops, raising pyramids, or buying tech, and that's the prayer points (which night phases give you automatically, and which you can spend an action to recharge).

* A big part of what makes Kemet so enjoyable is its tech tree. There are forty-eight different tech tiles you can purchase using the prayer points - four per tier in each color - but you can only get them if your pyramid tree. White makes you more efficient with prayer points; Red makes you a more dangerous attacker; and Blue increases your troop capacity to make you a stouter defender. Also - you can get animals to join your troops, and their minis are fucking fantastic.

* Each player starts the game with six combat cards, which provide battle strength but also both deal and prevent casualties. You spend one per battle and burn one, so you cycle through them after three battles. It's a neat hand management mini-game, and it's entirely luck-independent (aside the appropriately named "Divine Intervention" cards).

* Speaking of which, the game is designed to encourage attacking, and impersonally, too. For your move action, you're not bound to where your troops are - you can pay two prayer points to teleport your troop into any territory with an obelisk symbol, including any temple. Controlling temples is worth victory points, so battles can happen there a lot. Meanwhile, while you can gain control of an opponent's pyramid, it's harder to access (without special tech) and easier for them to expel you from there (because they only need to marshal their troops back).

* Which gets kind of to the core of the matter - for a combat game where you can kill opponents' troops, Kemet is not particularly punishing. Attacking people is by far the best way to get VP, so you don't really take it personally if someone comes after you (even if there's politicking). Meanwhile, falling to last place in VPs at the end of a day at the very least allows you to dictate turn order - and playing last can be a really big advantage.
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SeabassDebeste
03/20/18 11:54:53 AM
#152:


* The temporary/permanent victory point system is great. When you control territories like Level 4 pyramids, you get a circular temporary VP chit. But when you win an offensive battle (and have remaining troops), or you control two temples at the end of the day, or when you've spent a bunch of prayer points and an action specifically for that purpose, you get a square permanent VP chit. Grabbing territory can be a useful way to end the game - but the game won't end until someone has built up a solid number of those permanent VPs.

* As a bit of a downside - learning all the techs can result in a long period of reading. The game is nearly unplayable unless you either know all the techs or you have a print-out for each player (as I do, thanks BGG) with details on what each tech does, so you can decide whether or not to buy them (and so you know what your opponents have).

Future - It's the biggest and prettiest game I own, so hopefully I'll manage to find time and audience for it. It has to compete with so much, though - I'm always looking to play new games! And sadly, it does take a long time to teach the rules, even though it plays so breezily, which means that repeated plays would probably be better.

Bonus question - What is your favorite dudes-on-a-map game?

Hint for #13 - a dice game that looks and sounds like a reimplementation, but is more of a 'sister game'
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trdl23
03/20/18 11:57:32 AM
#153:


Yeah, the base game of Ascension has not aged well, though its expansion makes it a lot better.

Storm of Souls is probably the best version as long as you avoid its expansion like the plague. Good balance, better synergy, and Trophy Monsters make the punch route a lot more appealing than the original game, where it was only good if nobody else was doing it. Its like the big box Dominion expansions in that its balanced around itself and its own mechanics. Ive found its not good to mix Ascension big boxes with each other since it dilutes central mechanics to each. The promo cards fit in almost everywhere though!
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SeabassDebeste
03/20/18 11:59:36 AM
#154:


on that note (open question), what's your favorite dominion expansion(s)? do you like to mix and match those?
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trdl23
03/20/18 12:03:45 PM
#155:


SeabassDebeste posted...
on that note (open question), what's your favorite dominion expansion(s)? do you like to mix and match those?

I honestly dont play much Dominion anymore since I graduated college, but I think my favorite was Seaside? Cant remember why. Might have just been the most exposure because its been ages since I played the base or first big box versions.

I still dont like mix and match there either, especially due to attack/defend card mixes.
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Tom Bombadil
03/20/18 12:55:21 PM
#156:


I'm game for mix and match in Dominion (Ascension too, actually) because I don't think many of the mechanics really NEED to show up in particular concentrations. Hmm...let's rank the expansions for fun.

Prosperity (Lots of my fave cards, and Colonies make games FEEL better because bigger numbers and more time for flashy engines to gel and go off)
Nocturne (Really interesting [but slightly random] mechanics, and some cool game-changers. Also, recency bias.)
Adventures (Several interesting mechanics)
Guilds (Some cool exclusive mechanics)
Hinterlands (Lots of niche cards that can do cool tricks)
Seaside (I like Durations as a mechanic, but a lot of kinda eh cards)
Dark Ages (Yay for trashing. And just plain weird.)
Adventures (Landmarks are a shake-up the game needs if you've been playing forever, but the kingdom cards are kinda eh)
Cornucopia (Focus on variety fits my playstyle)
Alchemy (Cool cards but potions are awkward, so this suffers the worst from playing multiple sets)
Base (2nd > 1st) (Nothin' wrong with vanilla)
Intrigue (2nd > 1st) (Too many sloggy cards)
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Johnbobb
03/20/18 1:27:58 PM
#157:


SeabassDebeste posted...
Hint for #13 - a dice game that looks and sounds like a reimplementation, but is more of a 'sister game'

Dungeon Dice Monsters
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My Immortal
03/20/18 1:40:43 PM
#158:


Werewords sounds like it would be a huge hit in my gaming group and I'm really excited to try it.
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Gatarix
03/20/18 1:51:40 PM
#159:


SeabassDebeste posted...
Hint for #13 - a dice game that looks and sounds like a reimplementation, but is more of a 'sister game'

eldritch horror
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Great_Paul
03/20/18 2:11:50 PM
#160:


We played Werewords last weekend and twice I got the Mayor/Werewolf combo. The first time I was able to throw them off enough to have another person blamed, but the second time I guess they realised to watch for it and they caught me.
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Naye745
03/20/18 2:29:40 PM
#161:


so i love dominion but honestly i think i hate pretty much every other deckbuilder i've ever played

it's like they tried to be dominion but removed all the things that make it good

the center card row is generally garbage. multiple currencies don't really work. (even most dominion fans hate potions, which are reasonably well implemented) some games just aren't even pretending to be something different, but are still worse in terms of balance or design.

the best deckbuilding-based games are ones where the deck-building/cycling mechanic (such as in, say, rococo, great western trail or, more abstractly, concordia) is really the only thing taken from dominion, and latched onto a much more complex and involved game.
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SeabassDebeste
03/20/18 2:47:06 PM
#162:


seems people are more focused on #15 and #13 than #14

i guess people just don't want to kemet to a game that long
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SeabassDebeste
03/20/18 2:48:32 PM
#163:


13. Discoveries: Lewis and Clark
https://boardgamegeek.com/boardgame/171669/discoveries

Genre/mechanics: Dice-rolling, dice assignment, tableau-building, set collection
Rules complexity: 7/10
Game length: 40-60 minutes
Player count: 2-4
Experience: 6 games with 3-4 players over 3 sessions
First played: 2015

Discoveries has you adventuring in the American West and attempting to be the best explorer, measured by (what else?) victory points. The key mechanic to getting points is by completing route cards, which feature mountains and rivers. Your tableau contains the actions you need to take to clear these obstacles. You have a certain number of dice in your pool, showing custom faces such as American Indians, journal symbols, boots, or hooves, and on each turn, you either take new dice (and roll them) or you assign some number of one type of die to an action spot on your tableau. You can expand your tableau by recruiting help from Indian tribes.

Design - Discoveries is beautiful. The art on all the cards is pretty. The art on the common area where your used dice are discarded (and can subsequently be recruited for an action) is pretty. But most importantly of all, your dice are fucking awesome. They're wooden dice, rounded at the corners, and each player has a different color. This color of dice is important because your used dice can be picked up by other players, and you can also get bonus grey dice by recruiting Indian tribes. When you roll a big number of multi-color dice is looks spectacular (and feels spectacular to the touch). But then other players can recall their colored dice from you.

Beyond looking good, Discoveries offers opportunities to feel good, too. Setting yourself up to complete a route is fairly painstaking. Each "clear an obstacle" card requires at least two placements - boots and/or hooves, which stay on the board, and the journal symbol, which is placed last and lets you advance. If one journal action (for, say, a river) is not sufficient to complete a route (which may go river-then-mountain), then you need to complete both the mountain and the river at the same time - so you'd need to set up a dice spot for a river, then a dice spot for a mountain, then place two journal dice to bypass that card.

As you acquire Indian cards, your ability to traverse terrain more efficiently should improve, which is satisfying. Since it requires multiple steps to complete any difficult card, it's always satisfying. But even more satisfying is setting up the "super-move" - there is a marketplace of three route cards at any given time, and when you complete a route you take a new one from the marketplace. However, if you're ambitious enough, you can lay out your board such that when you complete your own route, you also place enough dice to complete one of the routes shown on the marketplace. If you do that, you complete the extra route and get an extra turn. For there to be such a splashy move in such a cut-and-dry eurogame... the high is pretty great!

While it's think-y and action economy is tight, Discoveries's pace is excellent because each turn you're either picking up dice or, more commonly, placing just one type of dice. Given that any given route completion will take more than one type of die, many placements are trivially quick, so even with four players, you rarely have to wait more than 1-2 minutes for your turn to come by - super-routes excepted, of course.
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SeabassDebeste
03/20/18 2:48:35 PM
#164:


Enjoyment - There's a fair amount of recency bias (and group bias) for Discoveries. I first played it back in the day at a meetup with an excellent teacher and a likable crowd. Subsequent plays, in the last six months, have all been with my core group, and we all play fast and friendly and are perfectly suited to a 'nice' eurogame. Discoveries got played three times in a row one sitting and twice in a row the next - not a lot of euros as substantial as this one can boast that type of playtime and satisfaction.

Future - As obviously hinted above, I'm looking forward to next time we play Discoveries. It's not immensely fulfilling or anything, but it's a visual and tactile delight, and it's a great blend of engine-building and big moves and a bit of push-your-luck due to some set collection elements.

Bonus question - What games have your favorite dice? What games do you think you're biased toward because of recency and the people you played it with?

Hint for #12 - despite its name, it's based on the original IP, not the vastly more popular adaptation of that IP
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Tom Bombadil
03/20/18 2:57:30 PM
#165:


SeabassDebeste posted...
What games do you think you're biased toward because of recency and the people you played it with?


Near and Far is already top ten for me probably after two games in one day
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Girugamesh
03/20/18 3:01:39 PM
#166:


#12 is maybe Game of Thrones
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The Mana Sword
03/20/18 3:01:44 PM
#167:


Near and Far is good? Ive been eyeing it for a while because I like Above and Below quite a bit, but didnt know anyone who had played it to get a recommendation from.
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SeabassDebeste
03/20/18 3:02:20 PM
#168:


Johnbobb posted...
Dungeon Dice Monsters

wait is this a real thing?? ... no, i don't think i could do it... argh.

My Immortal posted...
Werewords sounds like it would be a huge hit in my gaming group and I'm really excited to try it.

it is spectacular. just get the app and see if you like it - and if you do, buy the real deal!

Great_Paul posted...
We played Werewords last weekend and twice I got the Mayor/Werewolf combo. The first time I was able to throw them off enough to have another person blamed, but the second time I guess they realised to watch for it and they caught me.

my groups were averse to the werewolf/mayor combo so we haven't done it yet.

Gatarix posted...
eldritch horror

alas, both this and its predecessor are still on my hitlist!

Naye745 posted...
so i love dominion but honestly i think i hate pretty much every other deckbuilder i've ever played

it's like they tried to be dominion but removed all the things that make it good

the center card row is generally garbage. multiple currencies don't really work. (even most dominion fans hate potions, which are reasonably well implemented) some games just aren't even pretending to be something different, but are still worse in terms of balance or design.

the best deckbuilding-based games are ones where the deck-building/cycling mechanic (such as in, say, rococo, great western trail or, more abstractly, concordia) is really the only thing taken from dominion, and latched onto a much more complex and involved game.

seabassdebeste likes this

except for the rococo part! - though my one play was ages ago, it probably merits another shot at some point...
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Great_Paul
03/20/18 3:10:54 PM
#169:


The Mana Sword posted...
Near and Far is good? Ive been eyeing it for a while because I like Above and Below quite a bit, but didnt know anyone who had played it to get a recommendation from.


I liked A&B, but N&F is so much better.
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Naye745
03/20/18 3:12:22 PM
#170:


yeah i dont love rococo (it's pretty good but area control is not my first love)
however, its use of deckbuilding/trashing/cycling is clever and incorporates new and old mechanics into a greater whole
not just "exactly the same as dominion, but the provinces are slightly different"
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Peace___Frog
03/20/18 3:17:02 PM
#171:


I love dominion, but the friends i played with don't play much anymore. Other friends prefer star realms, so that's the main deck builder I've played lately.

It's ok, but i don't care much for the health mechanic or the speed of the game. Most of my victories feel unfulfilling because it's such a short game, and a lot of my losses feel like my opponent lucked out with color combos and got 30+ damage in a single turn to suddenly end the game.
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trdl23
03/20/18 3:22:54 PM
#172:


Id like to try Kemet. Sounds like a competitive combat game that wont frustrate me.
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Great_Paul
03/20/18 3:23:33 PM
#173:


Girugamesh posted...
#12 is maybe Game of Thrones


That was my guess too
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Tom Bombadil
03/20/18 3:34:07 PM
#174:


The Mana Sword posted...
Near and Far is good? Ive been eyeing it for a while because I like Above and Below quite a bit, but didnt know anyone who had played it to get a recommendation from.


I really liked it after two games, but disclaimers:
-I haven't played A&B to compare
-Recency bias
-it took quite some time, and I could maybe see it getting old before finishing a full 11-map Campaign Mode...but there are shorter modes!
EDIT: I was, in fact, misunderstanding something
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Eerieka
03/20/18 3:41:48 PM
#175:


SeabassDebeste posted...
Kemet is an area control game set in Europe.

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SeabassDebeste
03/20/18 3:44:08 PM
#176:


lmao god damn it
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th3l3fty
03/20/18 4:07:54 PM
#177:


I've played both Kemet and Lewis & Clark once, and those were both a long time ago

I know I enjoyed Kemet, but I don't think I cared much for L&C - can't really say for sure though

Dominion is good, but I think basically every other deckbuilder out there has surpassed it
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SeabassDebeste
03/20/18 4:12:31 PM
#178:


is it possible you played the card version of lewis and clark? that one is about twice as long and i didn't enjoy it nearly as much.

the other deckbuilders i've touched are a homebrew game, the DC deckbuilding game, and arctic scavengers. of these, DC was kinda satisfying to play but seemed a little shallow, while arctic scavengers seemed interesting but not quite as tight as dominion.
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redrocket_pub
03/20/18 4:14:20 PM
#179:


SeabassDebeste posted...
Hint for #12 - despite its name, it's based on the original IP, not the vastly more popular adaptation of that IP


Someone made a board game based on this show????

https://www.youtube.com/watch?v=P4-Io8xMHL4" data-time="

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SeabassDebeste
03/20/18 4:30:50 PM
#180:


12. A Game of Thrones: The Board Game (2nd Edition)
https://boardgamegeek.com/boardgame/103343/game-thrones-board-game-second-edition

Genre/mechanics: Area control, dudes on a map, bidding, hand management, player combat, order placement
Rules complexity: 9/10
Game length: 180-360 minutes
Player count: 3-6
Experience: 5 games with 3-6 players
First played: 2015

Minor Game of Thrones/A Song of Ice and Fire spoilers may follow

A Game of Thrones: The Board Game, based on the A Song of Ice and Fire book series, pits six Great Houses of Westeros against one another in an effort to control either seven castles or the most at the end of ten seasons. Each round, there is a simultaneous planning phase in which you place order tokens - marching, supporting, defending, raiding, marshalling - on each of your troops. The tokens are turned simultaneously face-up and resolved in player order. At the end of the round, Westeros Event Cards are flipped - which may cause players to Muster, or bid for Influence (which affects turn order and combat strength and special powers), or cause Wildlings to assail the kingdom.

Design - There are two things you should know about AGOT: The Board Game's design. The first is that it is magnificently thematic. The map of Westeros is absolutely gorgeous, and it's divided into areas you know and love - Winterfell, King's Landing, Riverrun, The Eyrie, Castle Black - along with more obscure ones like Cracklaw Point and Prince's Pass. Getting to the top of an influence track can give you a cool cardboard cutout - the Iron Throne will make you the arbiter of tiebreakers in the future; the Valyrian Steel Blade can be used to boost your combat strength once per round; and the Messenger Raven can give you intel from beyond the Wall, or allow you the ability to change your plans before anyone else reacts. Knights are better than footmen, naval superiority lets you travel faster, and Siege Engines are good for attacking castles but useless for defending. Supply-line adjustments and marshalling opportunities are unpredictable and messy with the Westeros event card deck, and one game may be crawling with massive armies while another game has each player hanging desperately onto a few troops. The very language of the Westeros decks is great - "Crow Killers," "Mustering," "A Clash of Kings," "Web of Lies," and the like - very immersive and cool-sounding.

Battle is done by selecting a card from your hand, which represents a character belonging to that house - and they have thematic abilities like House Martell's propensity for retreating without losing, or Stannis Baratheon's propensity for attacking without political support, or the Queen of Thorns's ability to mess with an opponent's schemes outside of battle. All six houses - Lannister, Baratheon, Stark, Martell, Tyrell, Greyjoy - are fairly represented. You may find yourself in familiar thematic situations - the Tyrells and Martells feuding over the Prince's Pass, or Ironborn invading Winterfell and burning down the fleet at Lannisport. No one house will be able to hold six castles over multiple turns thanks to supply limits and the few tokens you get to place, so temporary alliances are critical - just like in the series.

And the flip side of that thematicness is: this game is almost stupidly fiddly and weird. Tons of elements are thematic, but don't integrate seamlessly into the game, or cause some issues gameplay-wise. For example, learning exactly how ports work and how the 'ship in the port' power token rule works is fiddly and strange. The in-game instructions on how to handle fewer-than-six-player games are pretty poor (though with smarter house-ruling in blocking off areas, this can definitely be mitigated). The Wildlings are a neat, thematic element, but they have nearly nothing to do with the rest of the game and generally feel random. The entire Westeros phase can feel a bit arbitrary, in truth.
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SeabassDebeste
03/20/18 4:31:00 PM
#181:


AGOT:TBG is also incredibly punishing. Lose a battle, lose your troops, lose your castle - these can all happen and they can severely fuck you over, depending on what cards/troops/influence you have left and what Westeros cards are turned up. The power of a navy is almost ridiculously important if you want to expand, meaning the Lannisters, boxed in by the Greyjoys, are in a really rough spot. The cards that let you kill opposing troops only work if you win, so some cards can really just be straight garb (sorry, Melisandre/House Baratheon in general). Despite that the house cards' printed strength is the same for each house, the power level of the cards definitely varies.

So to sum up, the game is thematic and will make you feel like an actual lord in the ASOIAF world. Which means, life will be extremely messy and occasionally pretty damn unfair.

Enjoyment - So why is such a massively flawed, messy game so high up?

AGOT: The Board Game was my breakthrough heavy game. It might be the first game I played that regularly takes over an hour to play that I actually enjoyed. It's the first game I heavily researched before my first play. Because of that, it occupies the softest of soft spots in my heart. That game took nine hours from the beginning of teaching (even after the Youtube video I watched) to the end. It spanned two meals, several breaks, and some extremely salty comments. (The girl playing Baratheon backstabbed me - the Lannisters - for zero gain in Round 10 because I went to the bathroom. As a result I had to punish her instead of the pain-in-the-ass Greyjoys for my final move.) But after finishing it, I was officially in "the group," and that was worth a lot to me. I also managed not to have my feelings hurt personally, which might be surprising, considering I'm very prone to holding grudges and being petty, despite my best efforts.

It's also one of the great thematic games for me, in terms of world. ASOIAF might be the only IP that catches my attention at the moment simply because of how rich and interesting the lore is. (Six different factions here! Each with a full complement of great cahracters!) I had never read ASOIAF or watched GOT before playing the board game, even though I'd always intended to, but the board game (along with some other fantastic social media occurrences during this time - shout-out to Paul Pierce) finally pushed me over the edge.

But real talk - it's pretty damn fun to play, despite all its fiddliness. In my fourth game, I was the Lannisters and Greyjoy ran me over early on. I was annoyed and never got into the game, but it was still fun watching the others duke it out. There's just something awesome about feeling like you're playing something epic as you hide your pieces behind the screen. The complexity of it obscures strategies a bit and makes it so that what you find most important - i.e. the worst-case scenario of what someone is going to do to you - is rarely what's on your opponent's mind, because they've got other opponents to worry about, and they're worrying about their worst-case scenarios. Blind-bidding is an inherently fun mechanic to me, so the games where the "A Clash of Kings" cards turn up a lot are fun to me.

The game has a 4-player expansion called A Feast for Crows that I enjoyed playing once. It's more objective-based than territory-based and it's considerably shorter.

Future - I don't know who will compose the six players I next play AGOT with - I'm part of a meetup group that I've played three games with, but they were with five, five, and three due to flakiness - but I'm hopeful. There's also the Dance of Dragons expansion, but that would require six experienced players along with the base game. So it might be a pipe dream, but I'd love to see that on the table someday.

Bonus question - What is your favorite game based on an IP you love? What is your opinion on IPs?

Hint for #11 - even if you don't like dexterity games you must understand it's a peel
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Girugamesh
03/20/18 5:49:39 PM
#182:


Yeah, theres so much going on in Game of Thrones, and not necessarily in a good way.

Ive played it two or three times and I have to admit its not really grabbed me in a way that I would want to go back to it.
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th3l3fty
03/20/18 6:21:11 PM
#183:


Feast for Crows is great stuff

last time I played I acted like I was totally doomed while spending the entire game building a boat chain to get a 4 point objective
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I have a third degree burn in flame-o-nomics -Sir Chris
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SeabassDebeste
03/20/18 6:58:19 PM
#184:


Girugamesh posted...
Yeah, theres so much going on in Game of Thrones, and not necessarily in a good way.

Ive played it two or three times and I have to admit its not really grabbed me in a way that I would want to go back to it.

how did those games go? i feel you on the game not clicking, but i assume they were memorable?

th3l3fty posted...
Feast for Crows is great stuff

last time I played I acted like I was totally doomed while spending the entire game building a boat chain to get a 4 point objective

i've only played it once, since the person with the game moved away. but i think it would be something that could hit the table way more than the base game.
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The Mana Sword
03/20/18 7:14:19 PM
#185:


Ive only played GoT once, but I had a good time with it. Perhaps with repeated plays the flaws would show themselves better, but I dont recall having any major critiques.
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Tom Bombadil
03/20/18 7:26:36 PM
#186:


SeabassDebeste posted...
What is your favorite game based on an IP you love? What is your opinion on IPs?


I'm cool with IPs but don't have much experience with them beyond
-Marvel Legendary (fun game but I'm not a huuuuge comics guy)
-some reskins of like risk and monopoly and stuff
-this thing, which I have yet to work up the guts to learn: https://boardgamegeek.com/boardgame/2228/war-ring
-oh and I played lords of waterdeep once and liked it
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SeabassDebeste
03/20/18 10:11:54 PM
#187:


do you like CCG types tom? there's a less intimidating solo/cooperative LOTR card game.

The Mana Sword posted...
Ive only played GoT once, but I had a good time with it. Perhaps with repeated plays the flaws would show themselves better, but I dont recall having any major critiques.

it's more unintuitive rules and/or tacked on elements than than outright flaws, i guess. glad you liked it though!
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Simoun
03/20/18 10:46:00 PM
#188:


Fuck yes, I love me some Kemet. Especially in a three way dance and it's all just attack attack attack, and the way you can just beam in units like the protoss.

Anyways, is the expansion worth it?
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Great_Paul
03/20/18 11:20:45 PM
#189:


Simoun posted...
Fuck yes, I love me some Kemet. Especially in a three way dance and it's all just attack attack attack, and the way you can just beam in units like the protoss.

Anyways, is the expansion worth it?


Id like to know too. I got it after one play but havent tried it yet because every game since has had at least 1 new player.
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It's kinda coincidental how like in most games pigs are evil.
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Tom Bombadil
03/20/18 11:55:56 PM
#190:


SeabassDebeste posted...
do you like CCG types tom? there's a less intimidating solo/cooperative LOTR card game.


!!

also I suppose CCGs open up my answers to that question! Let's go Pokemon TCG, then
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SeabassDebeste
03/21/18 6:44:24 AM
#191:


Simoun posted...
Fuck yes, I love me some Kemet. Especially in a three way dance and it's all just attack attack attack, and the way you can just beam in units like the protoss.

Anyways, is the expansion worth it?

i want to play an odd-numbered game! only 2 and 4 so far, by circumstance/chance. teleportation is definitely awesome.

i've never played an expansion, alas, but reddit and bgg seem to love the kemet expansions, from what i remember.
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Girugamesh
03/21/18 6:55:04 AM
#192:


SeabassDebeste posted...
Girugamesh posted...
Yeah, theres so much going on in Game of Thrones, and not necessarily in a good way.

Ive played it two or three times and I have to admit its not really grabbed me in a way that I would want to go back to it.

how did those games go? i feel you on the game not clicking, but i assume they were memorable?

Maybe our mistake was playing without Feast for Crows.

The first one was memorable because of a big betrayal at the end which swung the whole game. One time someone dominated the game by investing in ships and basically being able to send their armies anywhere.

Edit: Favourite game based on IP is probably Marvel Legendary.
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MajinZidane
03/21/18 7:47:21 AM
#193:


re: Ascension

I'm a fan of the Cryptozoic-made deck building games, like DC deckbulding, LotR deckbuilding and some others. They're ascension-like game that only use one resource and are pretty fun.

I really like the "impossible modes" where the difficulty is turned up several notches, but all players are working together cooperatively and you all win or all lose. Fun times!
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SeabassDebeste
03/21/18 9:25:53 AM
#194:


Girugamesh posted...
Maybe our mistake was playing without Feast for Crows.

The first one was memorable because of a big betrayal at the end which swung the whole game. One time someone dominated the game by investing in ships and basically being able to send their armies anywhere.

Both those experiences sound right. Former would've been one of the epic experiences that made it for me. Latter is not great to me - the importance of ships is immense, and the first person to get a big navy can just maintain that navy by putting support tokens on each fleet, letting them support each other massively.

The AFFC expansion makes it a different game. Still a solid one, but a different one. If you want the same mechanics for different goals, AFFC is cool. But if you want a faster game with the same goals, I believe the Dance with Dragons expansion is the way to go. Never played it though. :(

Edit: Favourite game based on IP is probably Marvel Legendary.


MajinZidane posted...
re: Ascension

I'm a fan of the Cryptozoic-made deck building games, like DC deckbulding, LotR deckbuilding and some others. They're ascension-like game that only use one resource and are pretty fun.

I really like the "impossible modes" where the difficulty is turned up several notches, but all players are working together cooperatively and you all win or all lose. Fun times!

Never played Marvel Legendary, but I did play DC Deckbuilding once and it was... very straightforward-feeling. Nothing objectionable exactly, other than being a little long, but it felt very "buy the best card available." I think playing cooperatively could definitely make it more enjoyable.

These two are definitely examples of IPs that would make the game a bit worse to me, though. I like it, but not enough to branch into non-source-material for it.
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Naye745
03/21/18 9:29:13 AM
#195:


dc deckbuilder was like a garbage dominion clone tbqh

i just struggled to deal with all the ways it tried to be different while still being almost entirely the same and just sucked a lot more
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SeabassDebeste
03/21/18 9:40:05 AM
#196:


i wish you'd stop holding back and tell us how you really feel, naye
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SeabassDebeste
03/21/18 11:10:49 AM
#197:


11. Bananagrams
https://boardgamegeek.com/boardgame/27225/bananagrams

Genre/mechanics: Word game, dexterity, racing
Rules complexity: 1/10
Game length: 5-15 minutes
Player count: 2-6
Experience: 50+ games with 1-8 players
First played: 2015

Bananagrams is a real-time game played with Scrabble-esque tiles. Each player is dealt a number of letter tiles and must form a connected, crossword-ish array using all of their letters. At that point, they announce "Peel" and everyone takes one or more face-down tiles from the center. The game is played until there are not enough face-down tiles left to peel, and then the first person done at that point is the winner.

Design - Bananagrams combines some of my favorite things about games - words, simultaneous play, and speed. Plus, it comes in a freaking banana pouch, the tiles rattle around very nicely, it has a punny name, and you get to say "Peel," "Dump," and of course, if you're the winner, "Bananas!" It's a delight.

Enjoyment - The very first game I played, getting into the hobby, was Bananagrams. (The games I played that day: Bananagrams, Seven Wonders, Blood Bound, Battlestar Galactica.) Many game nights, before my patience and intuition for eurogames developed, the three to five rounds of Bananagrams would actually be the highlight, enjoyment-wise. And that has happened many times - Bananagrams rarely hits the table only for one game (unless it's a solo speed run, which I most definitely have also done.)

One favorite Bananagrams memory, and an example of my pettiness - I'm still salty over the one time we were on a group vacation and decided to play a Bananagrams tournament, one-on-one. I was paired against the person who owned the game and had organized the trip. We're down to the final letters, and both kind of trying to figure out how to do this thing. Then her friend, observing, points out how she could do her puzzle, and she wins. I figure mine out a second later. My opponent goes on to win the tournament.

I mean, I'm over it, but I'm kinda not.

Future - I don't often feel compelled to play Bananagrams since I have it, and since it's surprisingly punishing to get run over if it's not your thing. You can have a slew of letters you haven't integrated, and then have no clue what to do with them. But I've also gone through Bananagrams withdrawal. I've only played my copy ten times or so - everyone in my group owns it - but this writeup has reminded me to start taking it around with me more.

Bonus question - Can you trace your hobby to a specific day? Do you remember that day? Is it the same as the first time you played a game, or do you think it's different when you 'go into games'?

Hint for #10 - a bloodsuckingly good dinner party
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The Mana Sword
03/21/18 11:30:34 AM
#198:


I've never actually played Bananagrams.
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Tom Bombadil
03/21/18 11:43:18 AM
#199:


man I was gonna say bananagrams but I didn't think it counted as a dexterity game. I liked it the one time I played, though! My extensive Scrabble background served me well.

SeabassDebeste posted...
Can you trace your hobby to a specific day? Do you remember that day? Is it the same as the first time you played a game, or do you think it's different when you 'go into games'?


Hm, I could answer that a few different ways:
-I was always into tabletop games, although growing up I was only really exposed to the classic ones
-I started getting into....hobby games, they seem to be called?...when I was introduced to Catan in high school
-When I got to college, I kinda started my whole floor in on Catan and other games, and really enjoyed that.
-But probably the day I really became A Tabletop Gamer was the day I was told that you could play Dominion online for free.
-I seem to be kicking it up another level the last couple of months, now that I have more opportunities to actually play games with people.
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banananor
03/21/18 11:55:41 AM
#200:


i've mentioned bananagrams in this topic before, it's awesome

you can set your own pace and competitiveness, it has good rubber banding mechanics so you never feel too terrible, it stretches my brain (i'm unpracticed/bad at scrabble types), and the whole experience is excellently tactile

not sure if there was a "moment" when i became a tabletop gamer. there were always just different games and different people to play them with. i think my dad ran a d&d adventure for the family called "Night of the Vampire" (complete with ridiculous audio cd) when i was young and that 100% sealed my fate
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