Thursday, May 22, 2014

Let's start with wargame(s). I managed to pick up Panzer General: Allied Assault for cheap from last year Essen fair and now I had finally time/place/motivation to try it out. Solo, to get the rules straight. Rules are quite short actually (when compared to other wargames, I'd say it's semi-light by complexity) but the contents were... oh my god. Don't get me wrong, when you first read the rules it all makes sense and you get quite good overview about the game flow... but when you start playing you need also all the details (you can't find). I played this game actually twice, with different scenarios and both times I had to search BGG for answers to my (quite trivial) questions. Appears there is updated rulebook somewhere... but didn't bother to search it. But about the gameplay: it's quite good. Simple but good. You move and/or (depends of unit) fire - that's all. Solo AI is a bit clumsy but I don't see it meant to be played solo, it's 2p with hidden units etc. And of course you have plenty of action cards that add replayability.

Era of Inventions - solid eurogame. This time we played it with 5 players so the situation on board was going to be pretty tight. I decided to try out something new - to use only 4 out of 6 areas available, so I did not buy any factories and also didn't run my factory. Most of the times my actions were just collecting one free development cog from passing in market exchange. And to my surprise - it turned out to be a winning strategy :) When I had enough cogs available, developed the plane, collected material, built the plane (without bonus points), let others build the plane and that's how it went. I won by only 1 point but still - good game, especially as it was played in a bit unusual way.

18GA - after good start a bit slowdown during midgame (bad company selection) and then again rise. Unfortunately (or should I say luckily?) game was left unifinished, as 2 (out of 5) players had to leave suddenly, force majeure.

I don't know why but I had always thought so far that Lords of Waterdeep is some dry eurogame... man I was wrong. Excellent game, especially with good company. Definitely would like to try this one more.

Age of Industry showed that I haven't played it for too long... now when I finally had a chance to try it, I had actually no clue about what I should be doing. I just stared at my cards and hummed. It may be also related to the amount of beers I had already consumed (it was played at friend's birthday party)... not. Good game, though.

With Tikal, on the other hand, those beers seemed to help me instead :) I managed to get quite good amount of trinkets/jewelry/artifacts/younameit early into the game and this gave a good boost during each scoring.

Gave Agricola another try - but it's still boring as hell. It's like doing accounting or so. Or I still don't get it.

Sumeria is another game that was left unplayed since last year Essen so I was happy to bring it on table. It's quite abstract set collection with very simple rules - you put one of your traders on board or you move one of your traders or you take one of your traders off board. That's it. Every turn three areas get scored with majority bonuses - and that's the game. Simple - but I like it.

And finally Trains. After quite a long break it was refreshing to give it a new try. Not that I had played it a lot earlier (just once or twice). This time most of the points came from the board, so the one who was playing for cards (me, i.e.) was left third in 4-player game. Still it was fun to play.

And now, off to UK.

Tuesday, May 6, 2014

I don't consider myself being in Cryptozoic's target group, so I was a bit sceptical when we started playing The Walking Dead Card Game. I was correct this time - it's not much fun to play - but luckily the "alternative" rules included were much-much better than "standard". With those there were actually some meaningful choices available.

I have also avoided (i.e. not looking for playing) Escape: The Curse of the Temple, as I don't find time-triggered actions interesting enough... but man, I was wrong. Escape is really fun to play, especially with good crowd and the time-counting really creates pleasant tension.

Going, Going, GONE! has received lots of hype (and being Nicholson's Twitter follower may have increased it as well) so I was really eager to try this out. And again, it was fun to play. I was hoping it to be more strategical but it appeared to be more party-game - so for me Tulipmania is still best from Scott. Also, always when I play something new, I try to evaluate the underlying mechanics, and it was really refreshing to see that with some simple additions ordinary set collection can be quite fun to play.

As I promised to myself, while writing previous blog post, I managed to play again one Cuba Libre. In Estonian review is available here, I won't translate all the text but just say that it was truly quality time. Another win to Syndicate, as well.

Age of Gods is, in my opinion, best with 5-6 players. This time we played it with 3 players and it was still enjoyable but not the mayhem it would've been with 6.

Kings of Air and Steam is like Roborally with pick-up-and-deliver mechanics integrated into it. In a good way. During first half of the game I had absolutely no clue about what I should be doing (except, well, delivering goods) but during second half it was already really splendid. We played it with maximum number of players (7 I think it was) but I'm not sure if this is the best number to play with... from that one play I'd say that 3-4 would be best. Or 4-5 perhaps.

And finally, some Lost Legends - or "drafting game done right" as I call it. We played it twice and both times second dungeon was the toughest. In first play we also forgot the rule that you deal the monsters before drafting, so everybody had a little surprise when entering the dungeon... but during second play we included this rule as well and a good game got even better. Woohoo.

Next stop - UK Games EXPO.