The Board Game Thread

Fed up talking videogames? Why?

Do you play board games?

Hells yeah! I'm a board game geek!
36
41%
I don't but would like to get into them...
30
34%
You mean, like Snakes & Ladders? :shifty:
17
20%
No way! They're for nerds!
4
5%
 
Total votes: 87
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Yoshimi
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PostRe: The Board Game Thread
by Yoshimi » Thu Mar 02, 2017 9:40 am

Hexx wrote:Arkham LCG - anyone playing?

Had a game last night on an expansion with chums and I'll really tempted to get for solo play now


Yeah, I'm playing it. Awesome game. I have everything so far, including 2 cores and both POD packs. Got the hardback book on it's way to me too, which looks sweet.

I've been playing through the Dunwich saga as Zoey, with 3 friends. We've been doing pretty well so far. Also playing the odd game myself "two-handed" as Zoey and Rex.
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Hexx
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PostRe: The Board Game Thread
by Hexx » Thu Mar 02, 2017 9:44 am

Yeah I can't see us wanting campaign it (I think they have friends outside of board game group they're doing it with) so I'd be soloing.

Still tempted though
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smurphy
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PostRe: The Board Game Thread
by smurphy » Thu Mar 02, 2017 8:34 pm

Me and the girlfriend played a kind of tutorial run a few nights ago and are starting for real tonight. It's really cool. Much less mechanical than I was expecting, feels more like an RPG/adventure game.

I really hate FFGs whole model where every game practically requires you to buy expansions, but they are damn good games.
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Tafdolphin
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PostRe: The Board Game Thread
by Tafdolphin » Thu Mar 02, 2017 9:28 pm

I still find Arkham LCG to be confusing as strawberry float in some of its wording but it's damn fun to play. Solo is a bit of a grind though, way more fun with a couple of mates.
Goat wrote:Guy probably decided not to show up because he heard Taffy was a Cow-exploding fantasist mentalist.

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smurphy
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PostRe: The Board Game Thread
by smurphy » Fri Mar 03, 2017 1:56 am

We got clobbered. But we survived. :D
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Tafdolphin
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PostRe: The Board Game Thread
by Tafdolphin » Wed Mar 08, 2017 11:07 pm

I'm going through the Arkham Horror expansion campign Dunwich Legacy with a mate at the mo. I'm Zoey, he's Rex so he's the brains, I'm the muscle. Played through the Curse of the Rougarou scenario tonight which was probably the hardest we've experienced but still, we just about managed to pull it off thanks to a last minute mythos draw that actually went in our favour. It was incredibly tense though. Long story short, I'm now a werewolf. So that's apparently a thing that can happen. This means I get both a new weakness and skill, the former being an insatiable bloodlust meaning, when drawn, I take 1 horror every time I don't do any damage in a round. The fun bit is the skill itself: it's a 0 cost fast card that resets all my base values: Intellect and Willpower to 2, Strength and Agility to 5. So, good in a pinch.

My favourite scenario is still "The House Always Wins" just because the theming of the mechanics was done so well, but I hear that the standalone Carnevale scenario has the highest reviews so far. Can't wait to get stuck into that one!
Goat wrote:Guy probably decided not to show up because he heard Taffy was a Cow-exploding fantasist mentalist.

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jiggles
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PostRe: The Board Game Thread
by jiggles » Thu Mar 09, 2017 11:06 am

I still have to open my expansion packs. I subscribed to a "season pass" for all the Dunwich Legacy stuff, and I have the first extra pack already, but I assume the second is due any day now, so I'm in danger of falling way behind.
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Hexx
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PostRe: The Board Game Thread
by Hexx » Sun Mar 12, 2017 1:20 am

Arkham Horrow LCG

Played solo as Roland

First scenario wasn't going great - On the run from ghouls, and Roland needs 1 more clue to escape. He's not great at clues and there's only an area that's hard to get clues left. He runs in and decides a conspiracy must be going on so now he needs to get 4 clues.

Managed to get out and burn the place down.

Running around town to find cultists was very hard solo - managed to get 4 though with creative movement and dynamite.

Utterly stomped in scenario 3 - drew a test 5 encounter card, auto failed. 1 sanity damage per fail.

Ouch
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Hexx
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PostRe: The Board Game Thread
by Hexx » Thu Mar 16, 2017 5:09 pm

Ordered Corellian Campaign for Armada.

Not sure I have someone to play with (normal Armada chum is comparatively far away)

But someone in game group is wavering and maybe with this I can guilt him :P
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Tragic Magic
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PostRe: The Board Game Thread
by Tragic Magic » Fri Mar 17, 2017 4:07 pm

Watson and Holmes is the newest addition to my collection. I was hoping to play it tonight for the first time but it's not looking likely at the minute.
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FatDaz
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PostRe: The Board Game Thread
by FatDaz » Fri Mar 17, 2017 8:28 pm

Keep playing Roll for the Galaxy and the expansion at the moment. It's practically all I play and absolutely love it!
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Hexx
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PostRe: The Board Game Thread
by Hexx » Sat Mar 18, 2017 10:31 pm

Dunwich Legacy

So many cards. Need a better storage solution.

Ashcan Pete feels much better for solo play (Duke :wub:) - much more varied tool sets.

The 2 intro scenario scenarios are really interesting. Mechanically quite different from the bulk of the core set. Much less use of fighting/clues. The use of 'aloof' enemies let's them do much more interesting interactions. (Moving around the casino was great)

Still hard even on easy. I was using the suggested Pete deck and I barely got the 'good ending' - with extreme luck.

Just have to wait for the next pack to arrive
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Hexx
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PostRe: The Board Game Thread
by Hexx » Mon Mar 20, 2017 11:07 am

Star Wars Rebellion

Still absolutely love this. 4-5 hour game with chappie from local group.

We both went "oh" on seeing the starting locations - he was very very spread making the base options very limited other than adjacent to his systems, but also neither of us had particularly strong planets for building.

Completely different from other games I've played - much less building/combat and far more guerrilla warfare.

I was sabotaging every turn (normally in subjugated systems so harder to clear) and basically constantly doing staged retreats (I nearly ran out of Rebel Loyalty Markers!) as he conquered my planets - but also left units in his spaces that weren't sabotaged so he couldn't building/deploy there.

I think between us it was one of the "smallest" games in turns of units. I never controlled planets that long for builds, and he either subjucated (so low build amount) or was blocked from build/deploying.

Never really fought him for loyalty of a planet once he contested, or tried to un-subjugate unless absolutely necessary.

He unknowingly ended up next to my base on turn 5 (with a Death Star, and moving towards base) so I decided to move it - the same turn he used abilities to narrow down the base and then started to move towards it (he unluckily did this in the Death Star system so he couldn't move to attack the base he'd just found...thank god)

But I was also able to plant a false lead (take 4 of his probe cards and put on top or bottom of deck without showing Imperial player were) before moving (look at top 8, pick a new base, shuffle and put other on bottom of deck) - so as I could have put the 4 cards on the top he had no idea if I could be in any system he didn't have (or had seen) a card for, or have to re-investigate some systems he'd previously discounted.

Between that - mucking up his supply routes (mainly where he could deploy units - at one point 5 of his systems where either sabotaged or blocked by units) I was able to put up a good "wall" around new base making it hard to get sufficient resources - while making some other areas possible decoys. Also destroying either space or ground units in remaining systems so he had great difficulty moving troops. Also left me with the opposite type of unit in the system to further block his build/deploy options.

Also the first time I've really used "Rapid Mobilisation" to move units BACK to the Rebel base (and then Hidden Fleet/Uprising/Plan Assault etc to move from there)

He did a great job of spreading units though (started leaving single units on non-populousness systems just in case and to try and limit options if I redeployed) and made great use of projects to keep build units flowing as best he could (first time I've seen Super Star Destroyer)

Then Han got Captured. Then Leia got captured rescuing Han. Then Luke got captured defending Leia from turning to the Darkside...all in a system next to the rebel base system (there were about 8 leaders in the system that round as we piled in)

Then attacked his system FROM the Rebel base (Obi Wan lead the assault to rescue Luke) destroying the small Garrison meaning Luke was saved - No captured leaders at the end of round completing my last objective to win.

One of the most thematic endings I've seen. (Although someone blowing up my Death Star was also good)
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FatDaz
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PostRe: The Board Game Thread
by FatDaz » Mon Mar 20, 2017 11:22 am

Every game I've played Rebels have won. Seems well balanced but maybe it's harder for empire after all
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Hexx
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PostRe: The Board Game Thread
by Hexx » Mon Mar 20, 2017 11:31 am

I've think it's about 50:50 in my group of players (the chap who lost yesterday won his last game against another chum by Death Staring the base :P)

Every game I've played have been about close - 1 or 2 turns either way

I lost as Rebels
I won as Rebels
I lost as Empire
I lost as Empire
I won as Rebels
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FatDaz
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PostRe: The Board Game Thread
by FatDaz » Mon Mar 20, 2017 1:10 pm

Yeah every game I've had has been to the wire but always seems to fall for the rebels!
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Hexx
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PostRe: The Board Game Thread
by Hexx » Mon Mar 20, 2017 1:24 pm

FatDaz wrote:Yeah every game I've had has been to the wire but always seems to fall for the rebels!


General tips

First thought every turn should be "how to I achieve/progress an objective this turn"

Sabotage lot (every turn if possible, certainly on build phases, Subjucted system are a pain to fix...if you do it in a loyal system they can use the starting mission to clear and get a project)

This helps control where the Empire can deploy - use your units as well (you don't have to control both theaters e.g. a single x-wing over a mass of ground units will count, or a single trooper under a fleet of Star Destroyers) to further this. If they're unit light countering this can be a real pain. You have lots of "spawn 3 units" type cards, or deploy. They have little. They have to waste units/moves trying to break/overcome this. It's also galling "I'm not wasting a move to kill one trooper....although he is blocking 2 builds..."

Build Alliance (Every-turn if possible...don't necessarily worry about the unit bonus...)

Keep in mind the build turns - position yourself to get most out/hinder Imps most on those turns.

Target your plan of hinderence - the ratio of ground/space units can be key. If you can make it so they make lots more of one than the other it really unbalances them (Keep thing transports and Star Destroyers out of play especially) particularly when trying to get their units to break your blockades or invade your planets.

Infiltrate a lot (helps choose.target your objectives and get the the 2 and 3 cards quicker)

Do missions in areas you know the Imperials will want to move out of - they either oppose and hold up their movements, or let you run unopposed.


Remind me where you live? We should play :D
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FatDaz
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PostRe: The Board Game Thread
by FatDaz » Mon Mar 20, 2017 1:48 pm

You misunderstood, rebels always win. It's empire who struggle! I'm in Worcester.
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Hexx
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PostRe: The Board Game Thread
by Hexx » Mon Mar 20, 2017 1:50 pm

Gloucester!
We should totally play
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jiggles
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PostRe: The Board Game Thread
by jiggles » Mon Mar 20, 2017 10:47 pm

Hexx wrote:Dunwich Legacy

So many cards. Need a better storage solution.

Ashcan Pete feels much better for solo play (Duke :wub:) - much more varied tool sets.

The 2 intro scenario scenarios are really interesting. Mechanically quite different from the bulk of the core set. Much less use of fighting/clues. The use of 'aloof' enemies let's them do much more interesting interactions. (Moving around the casino was great)

Still hard even on easy. I was using the suggested Pete deck and I barely got the 'good ending' - with extreme luck.

Just have to wait for the next pack to arrive


I pulled out the set to make a start on it today, but stopped when I realised what a faff it was going to be adding the new card packs and reorganising in a way that would let me conveniently deckbuild.

So it's gone back in its box once again, and I've ordered this: http://oplaser.co.uk/shop/arkham-horror ... mited.html

There's a larger one that holds twice as many cards for the exact same price, but I want a more compact solution. This should carry me through another two cycles at least.

I also spent 4 or 5 hours last night going through the first case of Sherlock Holmes Consulting Detective and it was an absolute joy. While I had the list of suspects narrowed down to 3 quickly enough, and had the actual culprit as my prime suspect early on, much of my time scurrying about London was spent gathering more conclusive evidence to erase all doubt and tie up all the loose ends. Having only one shot EVER to get it right certainly brings in a new kind of pressure, and even though I was very sure of my convictions, turning that page to see Holmes himself reveal all was nerve-wracking. When he finally confirmed my deductions, I was over the moon.

The game is very well-written, and thanks to some ruthlessly efficient prose, often reveals a surprising amount of character depth in a few short paragraphs. With the gaps you're tasked to fill in with your own investigation, a rich narrative is built up in your head, and by the end, you have a complete story with fleshed-out characters that you could pass on someone else. Amazing game.
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