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#boardgame 12 hashtags
i've been following hashtags for a while now. i turn off shares (boosts) and replies so they don't appear in my timeline (there's too much sharing going on out there), but then follow a handful of hashtags (like #woodworking and #crystallang and #boardgame) to see more of what i like!
Yesterday was family game night. We played CV, which we purchased after playing it at the local board game meetup.
I found it easy to learn and fun, but reviews were mixed. I like the tableau building mechanic, but everyone thought the dice rolls add too much chance into the gameplay. The idea behind bad luck and misfortune is to add a little risk when you press your luck and re-roll the dice. It might have just been the night, but we ended up rolling misfortune (three dice showing bad luck) on the first roll multiple times—the cost of a card really sets you back. The player with the worst luck in this regard took social assistance twice, and still lost the game!
everyone is off today so we’re boardgaming…
forgotten waters is an app-driven, co-op game with an entertaining storyline. in the first scenario, our goal is to sail past/off the edge of the world (entertaining, right). players have their own individual goals as well, and to win they much achieve those goals. so it’s possible for the team to win but individual players to lose, which adds a competitive dynamic to the gameplay.
brian boru is a combination of card drafting and trick taking. to win you need to claim cities, defend against vikings, build monasteries and make political marriages. even with five players play is brisk. after one playthough my advice is to not be the player with the weakest defense against the vikings—it cost me a card every round to free the captured city.
yessss!
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.
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.
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.
we finished the last objective for february on the very last move of the game. hanoi looks like a train wreck.