Over the last week I’ve played another 7 games, bringing November’s count up to 12. That’s pretty decent, compared to recent months.
Thursday at Meeplemart I managed to play 5 games:
The Impossible Machine, a light little filler where you play out cards (parts of a machine) into a row on the table (the machine). Little symbols on each side of the card tell you what card it can come after, as the symbols have to match. Some cards have two symbols on the right side, allowing for the machine to branch off to a new path. Generally you will be playing cards (of your colour) into the machine, so that when the machine gets activated (certain cards do this), the parts activate and disappear, starting from the left. You get points for having a card activated. Three rounds (machine activations) and the game is over. Add the points, voila. Of course there is more to the game, like a few special cards and the such, but this is the basic premise of the game.
It’s a nice filler, for sure. The machine parts are often kooky, like a boot kicking a record player, or a sleeping cat that gets suddenly awoken and jumps to set off another part, etc. But the images are purely thematic, and all that ‘really’ matters are the symbols. If you play like that. I enjoy the theme of games, and I was often explaining how the machine worked. I think that’s a fun, although underused aspect of the game, depending on who you’re playing with. I’m sure playing with kids would be fun, and I just might pick it up for that purpose. I guess that means I would play it again! It’s simple and quick enough.
Eminent Domain again, and I think the more I play it the more I appreciate it. It’s moving up in the ranking of deck-building games for me, even though originally I didn’t think it would be very replayable. I’m starting to see how players can come to choosing their overall strategy, often decided early on by a) what planet you start with, and b) what other players are doing. This game I went full-on with Colonize, but I think I might try military next time. Although, it’ll also depend on my starting planet and which techs it allows. I’m sure this will hit the table again soon, and I’ll be happy to join in.
Fortune and Glory, I finally got to table! I’ve had it for 2 months already, and only now got to play it. And with 8 players, to boot! I was only expecting maybe 4 players, but 7 others managed to be interested when we were setting up. 8 is a lot of players, and there was definitely some serious downtime when it came to going on adventures. I’m going to go through the optional rules and variants to see how to mitigate this a bit more next time. It also didn’t help that it was the first play for everyone. But being a Flying Frog game, it wasn’t hard to pick up, and thematically it is top-notch. The price point is high on this one, but it’s worth it for all of the awesome bits you get. I’m not going to say much more here, as I’ll be writing a review on it soon. I also have a piece of fiction I started writing for it a month ago, but it got so long that I haven’t had the time or the energy to complete it. Might have to scrap it and start again. Anyway, I’m going to push to get this (and other Flying Frog games) back on the table soon.
King of Tokyo hit the table again, with I think a full complement of players. After a handful of plays, this game is still awesomesauce. It’s light, it’s fun, it’s got big monsters. Good times.
Munchkin ended the night. I had never played it, and have been trying to get people to play it for a while. Ken finally brought out his copy. Well, I can see why this is not the game for a lot of gamers. It’s pretty chaotic, and seems a little unpolished (even after all these years). But it works! It wasn’t the best gaming experience, but I’m not going to poo-poo this game like some people do. I am only partially into the theme, though, so if I got to play Star Munckin or Munckin Booty or something, I’d probably enjoy it more. But it’s a classic, and still pretty popular.
Skip a few days to this Tuesday, again at Meeplemart:
The Walking Dead: The Board Game, the one based on the comics, not the show. Now, although I died THREE times, and wasn’t able to do much successfully, I liked this game. As you walk around you leave a trail of zombies (hidden, random amount on each hex), so if you cross over that path you have to sneak past or fight zombies. Otherwise, you’re collecting followers (minor characters), gear, and resources (food, ammo, gas) that will help you succeed at encounters. Eventually you’ll get to certain locations and if you succeed at an encounter there, you ‘score’. Do this three times, at different locations, with increasing difficulty (i.e. requirements of resources, or the like), and you win. I think there’s also a co-op mode, but we didn’t hear about that one.
DUST Tactics, I finally got to try! I’m going to have to say, the game is a little lackluster. Well, I only played the second (still introductory) scenario, so I can’t really speak to the later scenarios. I’ll have to try one of those, as maybe they’ll change my mind. I LOVE, love, LOVE the minis. I cannot say enough about them. Pre-primed is great i fyou want to go ahead an shlap some paint on them. They are very much like AT-43 minis, but I love the alternate WWII theme. I really do. The tanks are like delicate models, and look fantastic. And I do like the simple mechanics/chart for shooting. In fact, I had nothing bad to say about the stats of the guys in general. But I think it’s the gridded movement that does (or doesn’t do) it for me. DUST Warfare is coming out, and that might make the gameplay better. I’m telling you, even just un-gridding the game and using similar stats would be fine with me. I like a lot about the game, from the minis to the dice, but there’s just something not there for me. Again, I should try more scenarios, before really judging the game.
Anyway, tomorrow is another TABS night at Meeplemart, and Saturday is TABSCon, for some nearly-all-day gaming! wOOt! I will hopefully have a lot more plays to write about by Sunday.