it's difficult with four players—enemies seem to mob a couple players. also, the shadow phase takes a lot of time to resolve when the board is full.

#lordoftherings #boardgame

en route to 3rd place

we’ve played trickerion a few times now, the last time with the dark alley rules. it’s a good game, balancing strategic planning with enough direct player conflict to be interesting. most information is public knowledge, and, aside from a few dice rolls, there isn’t much left purely to chance.

to win you need to carefully optimize your possible plays every round, and if there’s a weakness, it’s the number of possibilities and the time it takes to carefully weigh them, especially when playing with the dark alley. consider playing with a turn timer.

#trickerion #boardgame

the haunt begins

i want to love betrayal but i don’t. the rules require a lot of interpretation and it’s just impossible to play as a board game noob.

#betrayalatthehouseonthehill #boardgame

february end of game

we finished the last objective for february on the very last move of the game. hanoi looks like a train wreck. 

#pandemic #season0 #boardgame

game night

I finally took the plunge.

#gloomhaven #boardgame

I've been thinking about the impact of starting player order on winning strategy games. It seems like the kind of thing you'd want to design out of a game (or otherwise counterbalance). I came across an article that modeled the dice and card game Machi Koro and then used a DNN to play 10,000 games. In the process the author found that there was a significant bias in favor of the first two players (vs. the last two players).

probably of winning vs. turn order

I'm going to see if I can replicate the results using

#boardgame #neuralnetwork