Well it had to happen eventually. I've started a podcast with my good pal Jeremy. I've always thought it would be fun to podcast, but never really wanted to do it for board games, because I felt like if I did I'd constantly have to be playing new games and never would get a chance to really focus on a older games. Enter Android: Netrunner. It is a Living Card Game (fancy words Fantasy Flight Games made up) which means it is constantly getting small expansions that change the dynamics of the game. So I'm able to play one game over and over again, but have it always be different. A perfect subject for a podcast!
I help organize a league of Netrunner every other Monday night. Jeremy and I play this usually at least once ever other week as well once the kids go to bed. We talk about it a lot, the strategies, the cards, fun things that happened in a given game. So we decided to record our talks on purpose and have a good time with it. We started with a free account on podbean.com, but that didn't last long, as we quickly ran out of bandwith (which is awesome!) and so paid to bump up to the next level.
I built a really simple website for us, Jeremy is working on designing a logo, and now we're calling ourselves local media personalities. We record in my bedroom, which is the quietest place in the house as it is the furthest spot from the furnace. Of course we got to wait until the kids are in bed, nobody is walking around, and not to sit on a squeeky chair. Currently we're recording just into the iPad microphone, using BossJock an app I downloaded, but I'd like to pick up an inexpensive microphone to improve our quality.
There are several good Netrunner podcasts out there like Corp Draw or SanSan South, so we're trying to do something that is different than they do. We want people that enjoy the game to listen and here about a real group of players who discuss what they are actually playing and seeing in their local meta rather than focus on reviews of all the latest cards or news about the game.
Well, that is the next step I've taken into this hobby called gaming. If you're a Netrunner player or just curious give a listen. I've installed a digital listen counter in the back of my hand, like a real hacker would do, so I can always know how many of you care.
Here is the latest episode if you are interested: http://indynetrunners.podbean.com/e/episode-3-over-achieving/
In this blog you will thoughts about God and how He impacts our lives, reviews & musings on all kinds of board games, and finally just random things I think might be interesting to write about.
Showing posts with label Board Games. Show all posts
Showing posts with label Board Games. Show all posts
Tuesday, February 10, 2015
Tuesday, December 30, 2014
The Best Games of 2014
Every year I keep track of the "New to Me" games for the year and then make the Top 10 List of the year. So here is that list. I think this might be my favorite blog to write each year. I played 71 new to me games this year, so all these games I'm going to list are good games and it is usually tough to narrow it down to just 10. I actually rate all of these games 8/10, so the difference between number 1 and number 10 is really small. Honorable mentions include: Copy Cat, King of New York, Caverna, Gonzaga, Nothing Personal, Rampage, Snow Tails, Five Tribes, BraveRats, and Voluspa. Thanks to everyone who has played games with me all year!
10. Diamonds
I like trick taking games. Diamonds is exactly that. What is so great about it though is that every hand is a good hand. It is all just how you play it. Each time you win a trick, you get a special action, however you get a special action each time you throw off too. So throw off or win the trick, but be sure to protect your diamonds. This has been really successful game with family and friends (even my mom liked it and she isn't a huge fan of the games I bring). I'd love to do a trick taking game day and pull this out with The Bottle Imp, Tichu, Haggis, Clubs, and Euchre.
9. The Castles of Mad King Ludwig
This is was a tough call for me to put on the list. I only played it once, in the dealer hall at GenCon, where it was loud and tight, but I liked it a lot. Players are building castles for the king. Simple boring theme. I love the free form building of the castles, the I cut you choose of the master builder, and the room combinations that can occur. It seemed different enough from Suburbia that I think if I'd played this more it would be higher on my list, but with just the one play will remain at number 9.
8. 1775: Rebellion
An American Revolution game for 2 or 4 players. The board is amazingly awesome in this game. There are four groups of armies that have unique dice. The theme oozed out of the game. My one experience with the game actually was a poor one due to another player, but depsite that the game really really shined. This is one I've picked up several times to buy, but just haven't yet, but it is on my wish list for a future purchase.
7. Felix, Cat in the Sack
This one really surprised me. It is an auction game where you start bidding on a small amount of information and as more people drop out more information becomes available. It can be pretty punishing, but it is really fun. It also brought about the only time this year in gaming that I was laughing so hard tears were rolling down my face.
6. Arctic Scavengers
A math trade acquisition I've been very happy with. The year is 2097 and a new ice age has destroyed 99% of the worlds population. You are scavenging the left overs, building your deck in order to add members to your tribe, fight against other tribes, and win the game. This is a unique deckbuilder, that when played with the expansions included in the box, really gives you a different feel than say Dominion or Ascension. The theme is really cool as well. The instert in the box though is possible the worst one ever.
5. The Battle of Five Armies
The prequel to my favorite game of all time, very difficult for it not to make this list. It is tough to know where this will actually end up though, since it is very similar in thought to War of the Ring. However, I'm looking forward to many more plays of this one. The very unique damage mechanism really makes the game shine. All the various player powers, fast moving units, in general I'm very happy with this game and glad it is in my collection. It seems more wide open than War of the Ring, though that also makes it less large scale, just like the Hobbit.
4. One Night Ultimate Werewolf
I've always loved Werewolf (or Mafia as I've always called it), but I've realized there are some problems with player elimination and sitting around while a 20 person game concludes. One Night fixes that! You get enough information to make logical arguments and excuses, you vote to lynch someone, then you find out who one. Really fun and really quick. I'll still play Mafia on long bus rides, but this is a great filler game in the vein of the Resistance.
3. Heroes Wanted
Players are crazy super heroes trying to get a spot on a second rate Justice League or Avengers type team. I really enjoy this game for its tactical card play, the fun combos of heroes and villians and the light hearted theme. As you play, you try to make the best move for that turn, but set yourself up for future turns to take advantage of where the villian will be or maybe give a cheap shot to another hero. The scenarios are great as well. Who doesn't like preventing bootleg DVD production? I do not like the quirks in the game, but simply don't play with them.
2. Sheriff of Nottingham
As soon as I read the description of this game I knew I'd like it. I bought it and I did really like it. Basically it is a bluffing game where you try to convince the sheriff not to look in your bag of goods and thus make the most money. It makes for some really fun situations where you try to read your opponents or bait your opponents. A great game for all kinds of people.
1. A Study in Emerald
This game is expensive. It was nearly $100 with shipping when it was Kickstarted and so I didn't back it. Now people on Amazon are trying to sell it for $260. However, a friend of mine owns it and I was able to play it twice this year and loved it! The board is beautiful, the game play isn't just like any other game ever. The deckbuilding is a large part of the game, but in no ways all of the game. I love how when you attempt to collect a card you have to have the most influence on it at the start of your turn, which means you always have to wait a full turn to collect a card for your deck. Players are on teams (randomly determined and secret) either fighting to destroy monsters (think HP Lovecraft) that have ruled the world for hundreds of years or fighting to keep those monsters in power. The best part of the game is the winning conditions. There is only one winner, however if a player that is on your team finishes in last place, then your whole team loses, and so you cannot win. That adds some great tension to the game. I know this one isn't for everyone, but for me it hit all the right spots.
Dust Award: The worst game of the year for me goes to CV. I really wanted to like this game. I love the life theme, after all I'm in human resources and think CVs or resumes is a good thing, since they essentially are my job. This game was horrible though. Somehow they figured out how to shove 20 minutes of fun into 2 hours. They made a role and move game without dice. This game was just not good at all and to make it worst I had such high hopes for it. Blah!
10. Diamonds
I like trick taking games. Diamonds is exactly that. What is so great about it though is that every hand is a good hand. It is all just how you play it. Each time you win a trick, you get a special action, however you get a special action each time you throw off too. So throw off or win the trick, but be sure to protect your diamonds. This has been really successful game with family and friends (even my mom liked it and she isn't a huge fan of the games I bring). I'd love to do a trick taking game day and pull this out with The Bottle Imp, Tichu, Haggis, Clubs, and Euchre.
9. The Castles of Mad King Ludwig
This is was a tough call for me to put on the list. I only played it once, in the dealer hall at GenCon, where it was loud and tight, but I liked it a lot. Players are building castles for the king. Simple boring theme. I love the free form building of the castles, the I cut you choose of the master builder, and the room combinations that can occur. It seemed different enough from Suburbia that I think if I'd played this more it would be higher on my list, but with just the one play will remain at number 9.
8. 1775: Rebellion
An American Revolution game for 2 or 4 players. The board is amazingly awesome in this game. There are four groups of armies that have unique dice. The theme oozed out of the game. My one experience with the game actually was a poor one due to another player, but depsite that the game really really shined. This is one I've picked up several times to buy, but just haven't yet, but it is on my wish list for a future purchase.
7. Felix, Cat in the Sack
This one really surprised me. It is an auction game where you start bidding on a small amount of information and as more people drop out more information becomes available. It can be pretty punishing, but it is really fun. It also brought about the only time this year in gaming that I was laughing so hard tears were rolling down my face.
6. Arctic Scavengers
A math trade acquisition I've been very happy with. The year is 2097 and a new ice age has destroyed 99% of the worlds population. You are scavenging the left overs, building your deck in order to add members to your tribe, fight against other tribes, and win the game. This is a unique deckbuilder, that when played with the expansions included in the box, really gives you a different feel than say Dominion or Ascension. The theme is really cool as well. The instert in the box though is possible the worst one ever.
5. The Battle of Five Armies
The prequel to my favorite game of all time, very difficult for it not to make this list. It is tough to know where this will actually end up though, since it is very similar in thought to War of the Ring. However, I'm looking forward to many more plays of this one. The very unique damage mechanism really makes the game shine. All the various player powers, fast moving units, in general I'm very happy with this game and glad it is in my collection. It seems more wide open than War of the Ring, though that also makes it less large scale, just like the Hobbit.
4. One Night Ultimate Werewolf
I've always loved Werewolf (or Mafia as I've always called it), but I've realized there are some problems with player elimination and sitting around while a 20 person game concludes. One Night fixes that! You get enough information to make logical arguments and excuses, you vote to lynch someone, then you find out who one. Really fun and really quick. I'll still play Mafia on long bus rides, but this is a great filler game in the vein of the Resistance.
3. Heroes Wanted
Players are crazy super heroes trying to get a spot on a second rate Justice League or Avengers type team. I really enjoy this game for its tactical card play, the fun combos of heroes and villians and the light hearted theme. As you play, you try to make the best move for that turn, but set yourself up for future turns to take advantage of where the villian will be or maybe give a cheap shot to another hero. The scenarios are great as well. Who doesn't like preventing bootleg DVD production? I do not like the quirks in the game, but simply don't play with them.
2. Sheriff of Nottingham
As soon as I read the description of this game I knew I'd like it. I bought it and I did really like it. Basically it is a bluffing game where you try to convince the sheriff not to look in your bag of goods and thus make the most money. It makes for some really fun situations where you try to read your opponents or bait your opponents. A great game for all kinds of people.
1. A Study in Emerald
This game is expensive. It was nearly $100 with shipping when it was Kickstarted and so I didn't back it. Now people on Amazon are trying to sell it for $260. However, a friend of mine owns it and I was able to play it twice this year and loved it! The board is beautiful, the game play isn't just like any other game ever. The deckbuilding is a large part of the game, but in no ways all of the game. I love how when you attempt to collect a card you have to have the most influence on it at the start of your turn, which means you always have to wait a full turn to collect a card for your deck. Players are on teams (randomly determined and secret) either fighting to destroy monsters (think HP Lovecraft) that have ruled the world for hundreds of years or fighting to keep those monsters in power. The best part of the game is the winning conditions. There is only one winner, however if a player that is on your team finishes in last place, then your whole team loses, and so you cannot win. That adds some great tension to the game. I know this one isn't for everyone, but for me it hit all the right spots.
Sunday, December 28, 2014
Every 100 Games Series - The Legend of Landlock
My 5,700th game played was one with my oldest daughter who is 5 years old. We pulled out The Legend of Landlock, a game that was given to us by a friend whose kids had out grown it. So read on to see how this game stacks up from my point of view and from a kids point of view.
Game Play
This is said to be a 2-4 player game, but it really is just a two player tile laying game where players are creating a grid. On the tiles are roads and rivers. One player is playing as water and one player as land, trying to make long routs, form islands, and generally manipulate their land type on the map. After the whole grid is complete, players score points based upon how long and many their particular terrain type is and a winner is declared. The game we played took about 15 minutes to play.
Components
The components are there. The game was originally made in 1988 and you can tell a bit. The art is unassuming, the tiles while they work aren't exactly the thick quality you'd find in Carcassonne or Forbidden Island. However, there isn't anything wrong with them either. There are not any other components in the game.
Strategy & Tactics
There is actually quite a bit of strategy and tactics in this game. More than I expected. Drawing a single tile a turn though can limit how much you plan, but not any more than other tile laying games. This is a very abstract game of push and shove, setting up what you need to happen and preventing your opponent from doing exactly what they want.
Overall
I was pleasantly surprised by this game. I think it is a game that for the most part the best player will win everytime and feels more like a classic game of Othello or Checkers rather than a small kids game as it is packaged. However, kids can enjoy the game, all the tiles match up and so make for easy placement. My daughter enjoyed our play of it, but has yet to ask for it again. So I guess this one was a solid game for me, just not one that has been overwhelming us. There are other kids games that we prefer and also other abstract games that we prefer.
Recommendations
Carcassonne Players - This isn't as fun as Carc. It is a bit shorter and only two player. It is much more simpler though, so perhaps a good gateway for a kid into Carcassonne.
Non-Parents - If you don't have any kids, I don't think I'd get this game. There are many better abstract 2 player games out there to enjoy before this one.
Kids Who Love Theme - This is also a non-recommendation for me. For instance Candyland, as horrible as it is, is much more thematic of a game. The Evening in the Stable another simple roll and move type game is much more thematic. If you kid isn't playing to play a game, but is instead playing to enjoy a story, then Landlock isn't the game for him or her.
*Every 100 Games Series - Back in March of 2006 I began tracking each session of the various board and card games I play. I soon got the idea to write a review on every 100th game I played, one because I like writing reviews, and two because it is interesting to see what game I review next. You can find a list of all of them here: Every 100 Games Series Reviews. All images are from BGG and if you follow their URL you can find them there.
Game Play
This is said to be a 2-4 player game, but it really is just a two player tile laying game where players are creating a grid. On the tiles are roads and rivers. One player is playing as water and one player as land, trying to make long routs, form islands, and generally manipulate their land type on the map. After the whole grid is complete, players score points based upon how long and many their particular terrain type is and a winner is declared. The game we played took about 15 minutes to play.
Components
The components are there. The game was originally made in 1988 and you can tell a bit. The art is unassuming, the tiles while they work aren't exactly the thick quality you'd find in Carcassonne or Forbidden Island. However, there isn't anything wrong with them either. There are not any other components in the game.
Strategy & Tactics
There is actually quite a bit of strategy and tactics in this game. More than I expected. Drawing a single tile a turn though can limit how much you plan, but not any more than other tile laying games. This is a very abstract game of push and shove, setting up what you need to happen and preventing your opponent from doing exactly what they want.
Overall
I was pleasantly surprised by this game. I think it is a game that for the most part the best player will win everytime and feels more like a classic game of Othello or Checkers rather than a small kids game as it is packaged. However, kids can enjoy the game, all the tiles match up and so make for easy placement. My daughter enjoyed our play of it, but has yet to ask for it again. So I guess this one was a solid game for me, just not one that has been overwhelming us. There are other kids games that we prefer and also other abstract games that we prefer.
Recommendations
Carcassonne Players - This isn't as fun as Carc. It is a bit shorter and only two player. It is much more simpler though, so perhaps a good gateway for a kid into Carcassonne.
Non-Parents - If you don't have any kids, I don't think I'd get this game. There are many better abstract 2 player games out there to enjoy before this one.
Kids Who Love Theme - This is also a non-recommendation for me. For instance Candyland, as horrible as it is, is much more thematic of a game. The Evening in the Stable another simple roll and move type game is much more thematic. If you kid isn't playing to play a game, but is instead playing to enjoy a story, then Landlock isn't the game for him or her.
*Every 100 Games Series - Back in March of 2006 I began tracking each session of the various board and card games I play. I soon got the idea to write a review on every 100th game I played, one because I like writing reviews, and two because it is interesting to see what game I review next. You can find a list of all of them here: Every 100 Games Series Reviews. All images are from BGG and if you follow their URL you can find them there.
Wednesday, December 24, 2014
Every 100 Games Series - Felix: The Cat in the Sack
Felix: The Cat in the Sack was my 5,600th game played. I got it in a math trade earlier this year and have played it at least 10 times since then many times with my family. This is what I think about this small card game.
Game Play
Felix is a simple auction game that can be quite punishing. Players place down cats, dogs, and rabbits to bid "mice" on. The trick is that at the beginning of the auction only one of these animals (and their corresponding point value) are face up. As players drop from the auction they get paid money by the bank, with more money being paid the longer you stay in, with the last player then paying the bank their final bid for the whole lot. Some of the animals are worth positive points, others are negative, and others discard the positive and negative point ones. The person who has the most points from auctions they've won plus leftover money wins the game after 8 rounds!
Components
There aren't a whole lot of components to this game. 45 tarot sized cards with different colored backs and 9 unique pieces of art on the front of cute and cuddly cats, dogs, and a pink rabbit. Then for the mice (money) they give you green and black plastic discs which are horrible. I always use my poker chips if not travelling with the game. Then finally a chunky wooden sack to indicate who is the first player each round. There really isn't a whole lot to the game when it comes to components, but the cards are nice and big and the art is really cute and light as it should be.
Strategy & Tactics
This game rewards bluffing and knowing your opponents willingness to bid high. You've got to be extremely careful not to get stuck and bid all your money in an early round, thus forcing you to drop out of the auction. Realizing when to play your big positive and negative cards, especially when you are further down in the auction and so can lead players on, is key to the game.
Overall
I really like this game. It is right up there with other filler level games that have some fun mechanics that make them extra special. I've been able to play it with my 8 year old niece and it has been a hit at family gatherings and also has gone over well with gamers. I've laughed until I've cried playing this game on those occasions where someone has just been absolutely screwed by overbidding and getting a slew of negative cards (I've been on the receiving end of that too). Felix will be in my collection for a long time for sure!
Recommendations
Filler Lovers - Get this game. If you are a fan of High Society, No Thanks, For Sale, Money, and other such fillers then you'll love this game.
Auction Haters - Move on. This is an auction game and one that might make you hate auctions even more, since you are bidding most of the time on blind information.
Grinches - If you can't laugh at your plight, then you won't like this one. However, if you enjoy laughing at your plight, realizing it'll be over in 20 minutes, then this one will be for you. Sometimes you just get burned in this game and sometimes you don't. It is light fun, so feel free to laugh it off.
Cat Lovers - Just for the art, you should get this game and stare lovingly at the cuddle critters.
*Every 100 Games Series - Back in March of 2006 I began tracking each session of the various board and card games I play. I soon got the idea to write a review on every 100th game I played, one because I like writing reviews, and two because it is interesting to see what game I review next. You can find a list of all of them here: Every 100 Games Series Reviews. All images are from BGG and if you follow their URL you can find them there.
Game Play
Felix is a simple auction game that can be quite punishing. Players place down cats, dogs, and rabbits to bid "mice" on. The trick is that at the beginning of the auction only one of these animals (and their corresponding point value) are face up. As players drop from the auction they get paid money by the bank, with more money being paid the longer you stay in, with the last player then paying the bank their final bid for the whole lot. Some of the animals are worth positive points, others are negative, and others discard the positive and negative point ones. The person who has the most points from auctions they've won plus leftover money wins the game after 8 rounds!
Components
There aren't a whole lot of components to this game. 45 tarot sized cards with different colored backs and 9 unique pieces of art on the front of cute and cuddly cats, dogs, and a pink rabbit. Then for the mice (money) they give you green and black plastic discs which are horrible. I always use my poker chips if not travelling with the game. Then finally a chunky wooden sack to indicate who is the first player each round. There really isn't a whole lot to the game when it comes to components, but the cards are nice and big and the art is really cute and light as it should be.
Strategy & Tactics
This game rewards bluffing and knowing your opponents willingness to bid high. You've got to be extremely careful not to get stuck and bid all your money in an early round, thus forcing you to drop out of the auction. Realizing when to play your big positive and negative cards, especially when you are further down in the auction and so can lead players on, is key to the game.
Overall
I really like this game. It is right up there with other filler level games that have some fun mechanics that make them extra special. I've been able to play it with my 8 year old niece and it has been a hit at family gatherings and also has gone over well with gamers. I've laughed until I've cried playing this game on those occasions where someone has just been absolutely screwed by overbidding and getting a slew of negative cards (I've been on the receiving end of that too). Felix will be in my collection for a long time for sure!
Recommendations
Filler Lovers - Get this game. If you are a fan of High Society, No Thanks, For Sale, Money, and other such fillers then you'll love this game.
Auction Haters - Move on. This is an auction game and one that might make you hate auctions even more, since you are bidding most of the time on blind information.
Grinches - If you can't laugh at your plight, then you won't like this one. However, if you enjoy laughing at your plight, realizing it'll be over in 20 minutes, then this one will be for you. Sometimes you just get burned in this game and sometimes you don't. It is light fun, so feel free to laugh it off.
Cat Lovers - Just for the art, you should get this game and stare lovingly at the cuddle critters.
*Every 100 Games Series - Back in March of 2006 I began tracking each session of the various board and card games I play. I soon got the idea to write a review on every 100th game I played, one because I like writing reviews, and two because it is interesting to see what game I review next. You can find a list of all of them here: Every 100 Games Series Reviews. All images are from BGG and if you follow their URL you can find them there.
Monday, December 15, 2014
10 Years of the 13th Tribe!
You ever started something and then kept going at it and
before you know what happened a lot of time had passed by without you realizing it? You know like
have a kid, read a book, get engrossed in a game of Civilization 2, or just let Netflix auto-play a TV
series? I’ve done all those, but in January I’ll also have hosted our board game group, the 13th Tribe, for 10
years! This means I want to tell you about it. (Even though I already have before)
![]() |
Yeah, we even allowed Monopoly (2005) and still would if enough people wanted to play it. |
My senior year of college I moved into an apartment with
a fellow named Ed O’Connor. We discovered that we both liked Axis & Allies a lot, so I
purchased it on eBay, and we began playing it and a few other games on occasion with our neighbor Derrick Sindt, before
long we decided to start meeting on a regular basis and officially form a group which we called
the 13th Tribe in reference to the 12 Tribes of Israel since we were all attending the same Christian
college. We met twice a month, first at our apartment, then once Krista and I got married at our
apartment, then we began meeting at Smokey Row coffee house.Then in January of 2007 Krista and I moved to Indiana and
started a second branch in our Carmel apartment. The Iowa branch of the group eventually died
out as more and more people graduated and/or moved away from Oskaloosa, but our Indiana group
has thrived! We have over 80 people on our monthly invitation list, play for 10 hours every month,
and generally have a great time with each other.
![]() |
Some of the regulars in 2007. |
Now for some crazy numbers over the past 10 years to show
you I’m a real geek. We’ve always handed out a Gamer of the Year award at the end of each year and
we keep track of what games we play and post on boardgamegeek.com to discuss them. In the past 10
years, at least 211 people that have played at least one game at a 13th Tribe game day. Between us we’ve
played 375 unique games a total of 1526 times (and that is just since 2007 when I started keeping track). That is a lot of games with a lot of friends!
![]() |
Derrick, Renee, and Erik who started buying their own games while we were in Iowa. |
Hosting the 13th Tribe has been very rewarding. We (Krista
and I) have been able to make friends with people from all walks of life that we wouldn’t have ever
come into contact with otherwise. Using the group as an excuse, Krista and I have been able to become
better friends with folks that we otherwise might have just been passing acquaintances and instead we
have dinner with and do other activities with outside gaming. We’ve been able to hang out with my
dad and my two youngest sisters more because of the group. My kids have come to enjoy game day
and they don’t even play games with us, but they know it is a fun day when some of their friends
come over too! Hopefully, we’ve made a positive impact in the lives of the gamers we interact
with, because ultimately this is a life thing and not a game thing.
Many of the folks met online and now are great fiends. |
So to wrap this up, I want to thank all the people that
have made this a great 10 years. We’ve had
weekend long events, helped with IndyCon, see each other
at GenCon, and have been entertained for
many hours. Even though the group is about board games,
by that definition it is about people, since the point of board games is to sit face to face with others
and enjoy your time together. I hope you all have had a great time and look forward to another 10 years of
gaming with such a great group!
We have 2nd generation gamers now! |
P.S. If you are reading this and would like to join us,
we occasionally have someone move or drop out, so we can always put you on the list or you can check out
our website.
Saturday, November 8, 2014
Indy Netrunner League
I recently finished running my first Netrunner league and
thought I’d share about the experience. This is essentially a session report
that covers 12 weeks. We have a pretty solid group of players here in
Indianapolis playing at Game Time on the Northeast Side. We’ve had 3 leagues
previously, before I volunteered to run the latest one. Personally, I had a
great time playing in it. These LCGs are best when playing in a group of people
who also take them seriously enough to build decks and when that group is big
enough you don’t have to play the same 2 people over and over. Our league
achieved this!
The Organization
Place & Time
We try to be consistent in our playing. That is the first
and most important thing. So we play every other Monday night from 5pm – until the
store kicks us out around 10 or 11. That is right, I said 10 or 11. Game Time,
the store we play in, allows us to stay that late. With a variety of players,
many of whom have families, having the 6 hour flexibility very important. It makes
it more worth it for someone to drive a decent distance to know they can play
for 5 hours.
Cost & Prizes
Your first visit to the league is free. We want new
players and are always willing to teach folks. If you decide you like it after
that, then it is a $10 charge for the whole league. This last league we gave
out 3 season kits, 3 data packs, and a core set. The top players on the achievement
side split 1 game night kit, the top players on the competitive split two of
them, and then we had a couple random prizes for htose who didn’t finish in the
top in either of those divisions. Also, there is always bragging rights.
Achievements & Competitive
Divisions
We broke the league down into two different divisions,
which players could attempt to win one, the other, or both. Our achievements
division had 30+ achievements possible as both corp and runner. The idea behind
them was to make them a side game, essentially not doing what you would
normally do and thus jeopardizing your victory by attempting the achievement. The
Competitive Division was just that. Whoever won the most games over the league
won the division. You can only play another player in 3 matches (Corp &
Runner) throughout the league. Get the most wins, get the victory. I created
some simple sheets for players to keep track of who they played for the
evening, the results, and any achievements that occurred.
The Results
You can see the Excel Sheet for our League here: https://www.dropbox.com/s/5yz9k4zdjn0qhti/Netrunner%20League.xlsx?dl=0.
Overall, I think the league went pretty well. We had 19
people participate over the course of it. This league lasted 6 nights (which is
12 weeks). We had two guys charge at the achievements really hard, one of which
got all of them by week 4 I believe. I’m not sure our eventual Competitive
Division winner ever played different IDs than Noise/PE. Since people we
keeping track of their wins/losses, I asked them to write down their ID as
well, which led to some interesting stats. It seemed each week we always had at
least 10 people show up, rarely fell below 8 people playing at once, but rarely
got over 14 people playing at once either. Everyone seems to be very accommodating
and until the last night itdoesn’t feel nearly as competitive as regular
tourneys. In general Netrunner tourneys aren’t overly cutthroat in my
experience anyways, so I think it has fit well. A shout out to Karl for
dominating the achievements division and to Travis for getting the win in the
competitive division!
Going Forward
First off, scoring for the competitive division can be
wonky. With the league only meeting 6 weeks, even if you only miss one or two of
those weeks, you won’t have a shot to win. Though not across the board, in
general, the more games you play the better chance you have at winning the
league. I’m considering doing an ELO rating for next league or a winning
percentage with a minimum number of games/weeks played. The ELO sounds the best
to me, but at the same time, would be much more work on my end. I wish FFG had
a tourney/league system!
Second, the achievements are a tough thing. I really
liked having each ID as an achievement, that led for a lot of variety while
people were attempting achievements, but then many people just stopped trying
to get achievements at all. It is a lot of work building 6 new decks a week. I
think I played Quetzal 6 times during the league other than that I didn’t play
the same deck twice. So perhaps a weekly achievement model will work, just so
long as it is planned out.
Third, the length of the league. Meeting 6 times seemed
long, because we only meet every other week. Going to weekly I think would
dilute our player pull too much, so I’m considering dropping it to 5 weeks,
which is 10 weeks in real life. This would bring about faster conclusions and
then we can have a tournament that last week, perhaps seeded based on the
league.
So there you go, our latest league and how it went. I’d
love to hear suggestions or comments from others out there that have played in
a league, run a league, our would like to play/run in a league.
Friday, August 29, 2014
Every 100 Games Series - Heroes Wanted
In the past week or so I've attempted to stop littering, bust bootleg DVDs, and keep all the crazies in the asylum of Zeta City. One of those plays of Heroes Wanted was my 5,500th game played and so my 55th review in this series of reviews.
Game Play
In Heroes Wanted players take on their alter-ego roles of such as Captain Rocket or DJ Volcano and attempt to gain the most fame in four different scenarios. The hero that gets the most fame then gets to join the Zeta City Super Hero Team (think Avengers, just more awkward). Players do this by first choosing their hero, which has top half and a bottom half, and will be unique every game. Then a villain is chosen in a similar way to the heroes, so it'll be unique all the time and you'll end up with villains like Baron Von Skunk or Big Bad Beast terrorizing Zeta City. Then you choose your scenario, set it up, and play the game.
Each hero gets 7 cards, with one they can get later on, and each turn they either play a card or rest. If they rest, then they get to pick up all the cards they have played in the previous turns (think Mission Red Planet). Those cards allow the heroes to move around, attack the villain, henchmen, or underlings, maybe even attack other heroes and use your super power to reach the goals of the scenario. Once all heroes have taken their turn the villain attacks, heroes take damage or prevent it by playing more of their cards, and the next round begins.
Components
The action card backs are upside down, but I probably wouldn't have noticed if I didn't know that going in. Other than that this game looks fantastic. The art is perfect for bringing out the light and crazy super hero theme. The cards are excellent quality and I really like the board design that explains the scenario in a newspaper format, but at the same time is useful for actually playing the game. The henchmen and underlings are all unique wood shaped pieces. If I had a complaint at all it would be the extremely small threat marker (I replaced mine with a black wooden train). I also like that they fit a ton of stuff (it weighs a lot) in a box smaller than the normal "Ticket to Ride" sized box one usually expects with this level of game.
There can be strategy in this game, because for the most part the villain moves in a pre-determined format, but overall I think it is more of a tactical game. Assess the board, make your move, knock out a henchman, damage the hero, whatever you can do and try to set yourself up for the next turn. There are headlines in the game (essentially goals) in which not only do you get more points than your opponent if you complete them first, but it also gives you another bonus off your hero card. Timing when you get these headlines and thus the extra bonuses can be extremely important and strategic part of the game.
Overall
I'm really loving this game so far. I've yet to play with the quirks, which are basically funny roles the heroes must play, turning the game into an even lighter fare. I want to play with these sometime soon, but have yet to do so. As for the rest of the game, it is my favorite super hero game that I've played. I like the tactical play of it and love that I'm a different and odd hero fighting a different and odd villain. I'm also impressed with going the scenario route, instead of a the same city map over and over, it makes the game even more unique. Heroes Wanted is a game that I'm glad I wanted enough to kickstart and now own.
Recommendations
Super Spouse Gamers - This is one to pull out if your spouse is a super gamer. The best part about it is that you can avoid the player vs player attacking that in the game and just play it as a more competitive co-op.
Comic Book Fans - Personally I think this is the best super hero game available right now. I'm not into co-ops like Sentinels of the Multiverse. Legendary is a good game, but not really one that jumps out with the theme, then there is DC Deckbuilder which is a joke as far as the super hero theme goes.
Villain of Strategery - I can see serious strategy gamers being a bit turned off by this one. One of the types of heroes roles dice for their super power, the quirks could really bother such a person (which is one reason I haven't used them quite yet), and the PVP can throw wrenches in your plans.
*Every 100 Games Series - Back in March of 2006 I began tracking each session of the various board and card games I play. I soon got the idea to write a review on every 100th game I played, one because I like writing reviews, and two because it is interesting to see what game I review next. You can find a list of all of them here: Every 100 Games Series Reviews. All images are from BGG and if you follow their URL you can find them there.
*Every 100 Games Series - Back in March of 2006 I began tracking each session of the various board and card games I play. I soon got the idea to write a review on every 100th game I played, one because I like writing reviews, and two because it is interesting to see what game I review next. You can find a list of all of them here: Every 100 Games Series Reviews. All images are from BGG and if you follow their URL you can find them there.
Wednesday, August 27, 2014
Every 100 Games - Saint Petersburg
My 5,400th play was Saint Petersburg, which is a game that I've played several times over the past 6 or 7 years. I recently was given a copy as a gift (thanks Aristides!) and so played one of the "Best of Three" series my wife and I play on occasion. Here is the review of this older game that is coming back into print soon.
Game Play
Players are trying to score victory points by hiring workers, building buildings, and recruiting aristocrats to their side. I make it sound really cool, but basically it is a Euro game where you are managing your money to get cards to get money and points each turn. There are four phases each turn in which workers, buildings, and aristocrats all activate on their appropriate phase giving you their money or points. The fourth phase has upgrade cards, which upgrade the three types of cards, but that phase doesn't activate their abilities. Once a single type of card runs out, the game ends at the end of the turn, and the person with the most points wins. The end game scoring is the aristocrats, which the more unique ones you have, the more points you get.
Components
The box art and the card art is very Renaissance Russia. However, the board is really plain and pretty much not needed. This is a card game. The score track doesn't leave a lot of room for multiple pieces on the same space. Mostly this is a really plain game that if made today, probably would have a bit more flare.
Strategy & Tactics
You have to get some workers early to have a chance. The rule book even says get two workers on your first two rounds, so as not to fall behind. Then as you are purchasing workers and buildings you have to try and make the right tactical choices each round, depending on what you think your opponents might do, in order to save the most money and get even further in the game. Setting yourself up to get unique aristocrats by making sure you get a chance to buy one each round is important as well.
Overall
This game really falls short for me. I've tried it and tried it, but it just doesn't do it. You can make a single mistake in the first 3 turns and be out of the game. It snowballs so much that the single mistake is a huge disparity at the end. What makes it worse, in my opinion, is that sometimes you can get behind in this snowball game from no decision of your own. Rather just pure luck. If the start player gets a chance for a couple really cheap workers and you have to pay extra money for yours you are in trouble. It is even worse if they get an observatory on their first turn, thus getting another worker, and 50% more income than you going into the next turn. This game is just not one for me, though I'll keep it in my collection for those that do really like it in my group.
Recommendations
Dour-Faced Old Men - This is the game for you. You'll look especially dour playing this one.
New to the Hobby Gamers - New gamers to the hobby tend to try and go back and play the classics. Overall, I think many people would say this one is a classic, but I will suggest there are many other classic games to try instead of this one.
History Hipsters - Nope, this isn't for you either. It is too old, it is popular, and really it doesn't teach you a whole lot of history.
*Every 100 Games Series - Back in March of 2006 I began tracking each session of the various board and card games I play. I soon got the idea to write a review on every 100th game I played, one because I like writing reviews, and two because it is interesting to see what game I review next. You can find a list of all of them here: Every 100 Games Series Reviews. All images are from BGG and if you follow their URL you can find them there.
Game Play
Players are trying to score victory points by hiring workers, building buildings, and recruiting aristocrats to their side. I make it sound really cool, but basically it is a Euro game where you are managing your money to get cards to get money and points each turn. There are four phases each turn in which workers, buildings, and aristocrats all activate on their appropriate phase giving you their money or points. The fourth phase has upgrade cards, which upgrade the three types of cards, but that phase doesn't activate their abilities. Once a single type of card runs out, the game ends at the end of the turn, and the person with the most points wins. The end game scoring is the aristocrats, which the more unique ones you have, the more points you get.
Components
The box art and the card art is very Renaissance Russia. However, the board is really plain and pretty much not needed. This is a card game. The score track doesn't leave a lot of room for multiple pieces on the same space. Mostly this is a really plain game that if made today, probably would have a bit more flare.
Strategy & Tactics
You have to get some workers early to have a chance. The rule book even says get two workers on your first two rounds, so as not to fall behind. Then as you are purchasing workers and buildings you have to try and make the right tactical choices each round, depending on what you think your opponents might do, in order to save the most money and get even further in the game. Setting yourself up to get unique aristocrats by making sure you get a chance to buy one each round is important as well.
Overall
This game really falls short for me. I've tried it and tried it, but it just doesn't do it. You can make a single mistake in the first 3 turns and be out of the game. It snowballs so much that the single mistake is a huge disparity at the end. What makes it worse, in my opinion, is that sometimes you can get behind in this snowball game from no decision of your own. Rather just pure luck. If the start player gets a chance for a couple really cheap workers and you have to pay extra money for yours you are in trouble. It is even worse if they get an observatory on their first turn, thus getting another worker, and 50% more income than you going into the next turn. This game is just not one for me, though I'll keep it in my collection for those that do really like it in my group.
Recommendations
Dour-Faced Old Men - This is the game for you. You'll look especially dour playing this one.
New to the Hobby Gamers - New gamers to the hobby tend to try and go back and play the classics. Overall, I think many people would say this one is a classic, but I will suggest there are many other classic games to try instead of this one.
History Hipsters - Nope, this isn't for you either. It is too old, it is popular, and really it doesn't teach you a whole lot of history.
*Every 100 Games Series - Back in March of 2006 I began tracking each session of the various board and card games I play. I soon got the idea to write a review on every 100th game I played, one because I like writing reviews, and two because it is interesting to see what game I review next. You can find a list of all of them here: Every 100 Games Series Reviews. All images are from BGG and if you follow their URL you can find them there.
Tuesday, July 22, 2014
Every 100 Games Series - 7 Wonders
I'm finally caught up with my reviews! My 5,300th game played was 7 Wonders on a Sunday afternoon with my buddy Ryan from Minnesota and my wonderful wife. I was surprised, I had not reviewed this game yet since it currently is my 4th most played game ever with 83 plays. So here is the review of a game that I've played many times, so you know that I know it in and out.
Game Play
In 7 Wonders 2-7 players, are controlling ancient civilizations building up their science, military, commerce, and industry, not to mention their specific ancient wonder like the Pyramids or the Colossus! It is a drafting game, simply meaning you get a group of cards, choose one, then pass the rest to your neighbor. It is all done simultaneously, so nobody has their own turn.This is done over three ages and the the scores are added up for the winner. You have to balance getting resources, in order to build better buildings in the future, with money to buy resources from your neighbors, with just working on your wonder to right your name in history! Usually games take about 30 minutes, with any number of players.
Components
The art in this game is what drew me in. I think it is absolutely great. It shows temples, market places, fortresses, and all the other ancient world buildings you would expect to see in glorious and detail color drawings. There are a ton of large Tarot sized cards, 7 wonder boards showing the wonders of the ancient world, and tokes for money and military points. The iconography makes sense for the most part, though it can be a bit overwhelming for a new player.
Strategy & Tactics
Without expansions, the game can be very much a tactical experience. You do need to take into account what you'd like to do in the future and what your opponents are doing in order to at least consider taking a card that they want. However, the more of a specific type of card you get, the more likely you will get more of that type of card, since some cards allow you to build the next age's card for free. The game does seemed balanced, but like any other game, if you allow your opponent to do something unfettered, then you will probably lose.
Overall
I love 7 Wonders. Without a doubt one of the greatest games of all time in my opinion. I remember playing it for the first time at GenCon on a prototype version and immediately trying to purchase it from them there, even though none were for sale. What really makes it shine is that 7 players can play it, it is a deep filler game, and it only takes 30 minutes to play even with that many players. They are going to do 7 expansions for it (at least that is what I've heard) so there will be plenty of variability if you want it. Though I've only bought the Leaders expansion and am happy with just it.
Recommendations
Family Gamers - Surprisingly to me, this is not a great family game, unless your family are gamers. I've played it a few times with my family and icon confusion ensued. It became more of a stressful game than a fun game at that point.
Civ Games Fans - I think this is a try before you buy. In my mind most people looking for a civ game want a deeper game than this, but if you are looking for a civ themed game, then for sure pick this up, because the art really gives it that feel.
People Who Don't Like Confrontation - This game is perfect for you. There is some military in it, but you don't get to choose who you fight and it isn't that personal. So let your war mongering husband (which often is me) build that huge military. He can't wipe you out anyways.
*Every 100 Games Series - Back in March of 2006 I began tracking each session of the various board and card games I play. I soon got the idea to write a review on every 100th game I played, one because I like writing reviews, and two because it is interesting to see what game I review next. You can find a list of all of them here: Every 100 Games Series Reviews. All images are from BGG and if you follow their URL you can find them there.
Game Play
In 7 Wonders 2-7 players, are controlling ancient civilizations building up their science, military, commerce, and industry, not to mention their specific ancient wonder like the Pyramids or the Colossus! It is a drafting game, simply meaning you get a group of cards, choose one, then pass the rest to your neighbor. It is all done simultaneously, so nobody has their own turn.This is done over three ages and the the scores are added up for the winner. You have to balance getting resources, in order to build better buildings in the future, with money to buy resources from your neighbors, with just working on your wonder to right your name in history! Usually games take about 30 minutes, with any number of players.
Components
The art in this game is what drew me in. I think it is absolutely great. It shows temples, market places, fortresses, and all the other ancient world buildings you would expect to see in glorious and detail color drawings. There are a ton of large Tarot sized cards, 7 wonder boards showing the wonders of the ancient world, and tokes for money and military points. The iconography makes sense for the most part, though it can be a bit overwhelming for a new player.
Strategy & Tactics
Without expansions, the game can be very much a tactical experience. You do need to take into account what you'd like to do in the future and what your opponents are doing in order to at least consider taking a card that they want. However, the more of a specific type of card you get, the more likely you will get more of that type of card, since some cards allow you to build the next age's card for free. The game does seemed balanced, but like any other game, if you allow your opponent to do something unfettered, then you will probably lose.
Overall
I love 7 Wonders. Without a doubt one of the greatest games of all time in my opinion. I remember playing it for the first time at GenCon on a prototype version and immediately trying to purchase it from them there, even though none were for sale. What really makes it shine is that 7 players can play it, it is a deep filler game, and it only takes 30 minutes to play even with that many players. They are going to do 7 expansions for it (at least that is what I've heard) so there will be plenty of variability if you want it. Though I've only bought the Leaders expansion and am happy with just it.
Recommendations
Family Gamers - Surprisingly to me, this is not a great family game, unless your family are gamers. I've played it a few times with my family and icon confusion ensued. It became more of a stressful game than a fun game at that point.
Civ Games Fans - I think this is a try before you buy. In my mind most people looking for a civ game want a deeper game than this, but if you are looking for a civ themed game, then for sure pick this up, because the art really gives it that feel.
People Who Don't Like Confrontation - This game is perfect for you. There is some military in it, but you don't get to choose who you fight and it isn't that personal. So let your war mongering husband (which often is me) build that huge military. He can't wipe you out anyways.
*Every 100 Games Series - Back in March of 2006 I began tracking each session of the various board and card games I play. I soon got the idea to write a review on every 100th game I played, one because I like writing reviews, and two because it is interesting to see what game I review next. You can find a list of all of them here: Every 100 Games Series Reviews. All images are from BGG and if you follow their URL you can find them there.
Monday, July 7, 2014
Every 100 Games Series - One Night Ultimate Werewolf
During Geekway to the West, I played this game 12 different times. One of those times was my 5,200th played game. One Night Ultimate Werewolf was the go to filler for me during that convention, since so many people already know the basic premise of the game and we could get it going quickly.
Game Play
Well, if you've ever played Werewolf/Mafia, then you know the basic premise of this game. There are hidden roles such as werewolves, seer, villagers, masons, town drunk, and other roles that are dealt out to all the players secretly. There are also three roles that are put in the center that nobody knows about. Then everyone closes their eyes, werewolves open their eyes to see who the other werewolves are, other roles do various things such as switch with another player, look at other player roles, open their eyes to see who is on their team, etc. Once all the special abilities have been taken, the game begins. Basically everyone talks and vote simultaneously for the person they think is a werewolf. Whoever gets the most votes is lynched and the game is over. If a werewolf dies the villager team wins. If a villager dies, the werewolf team wins. That is it. Usually takes about 10-15 minutes and doesn't even need a moderator like the regular version of Werewolf!
Components
There isn't a whole lot to this game. Just some rules and role cards with cute art on them. They are more like tiles than cards, which if it is anything like my copy of Avalon, will see a lot of wear. Perhaps regular sized cards that could be sleeved would've been better. However, the game only costs like $12, so just buy another copy if it gets too worn out.
Strategy & Tactics
You got to be a good liar or be able to read other people. The same things that apply in regular Werewolf apply in this game. You try to catch people in a lie, try to see where they slipped up in telling their story. Perhaps it is you who takes a chance and says you are the Seer, hoping against hopes that the Seer is one of the 3 cards in the middle and nobody else can refute you. The game is all about the slow con or the fast one.
Overall
I loved this game for several reasons. It is very fast. It doesn't require a moderator, which though fun, can be a big downside in regular Werewolf. There are enough variety in the roles to give each game a different and fun feel. There is no player elimination, which can be a huge downside in regular Werewolf. To wrap it up, this game is absolutely great and for the price, I don't think you can go wrong, unless you absolutely hate hidden role games.
Recommendations
Resistance Owners - This is me. So this recommendation is to me as well as others. Buy the game. Sometimes people get tired of playing the same lying, hidden role game out there. This one gives you options.
Regular Werewolf/Mafia Players - I'd say get this as well. It might not be the same as Werewolf, but if you only have 8 players, I think this is a better choice. Even if you have 10 players, I still think it is a better choice, simply because of player elimination. I'm not sure I'll ever play a regular version of Werewolf again.
Honest Abe Gamers - Don't bother. Still lots of lying in this one. So if you don't like doing that or just are really poor at it, then you might skip this one. Sometimes it is a good thing to be a good liar or maybe it is a good thing that you are a bad liar?
*Every 100 Games Series - Back in March of 2006 I began tracking each session of the various board and card games I play. I soon got the idea to write a review on every 100th game I played, one because I like writing reviews, and two because it is interesting to see what game I review next. You can find a list of all of them here: Every 100 Games Series Reviews. All images are from BGG and if you follow their URL you can find them there.
Game Play
Well, if you've ever played Werewolf/Mafia, then you know the basic premise of this game. There are hidden roles such as werewolves, seer, villagers, masons, town drunk, and other roles that are dealt out to all the players secretly. There are also three roles that are put in the center that nobody knows about. Then everyone closes their eyes, werewolves open their eyes to see who the other werewolves are, other roles do various things such as switch with another player, look at other player roles, open their eyes to see who is on their team, etc. Once all the special abilities have been taken, the game begins. Basically everyone talks and vote simultaneously for the person they think is a werewolf. Whoever gets the most votes is lynched and the game is over. If a werewolf dies the villager team wins. If a villager dies, the werewolf team wins. That is it. Usually takes about 10-15 minutes and doesn't even need a moderator like the regular version of Werewolf!
Components
There isn't a whole lot to this game. Just some rules and role cards with cute art on them. They are more like tiles than cards, which if it is anything like my copy of Avalon, will see a lot of wear. Perhaps regular sized cards that could be sleeved would've been better. However, the game only costs like $12, so just buy another copy if it gets too worn out.
Strategy & Tactics
You got to be a good liar or be able to read other people. The same things that apply in regular Werewolf apply in this game. You try to catch people in a lie, try to see where they slipped up in telling their story. Perhaps it is you who takes a chance and says you are the Seer, hoping against hopes that the Seer is one of the 3 cards in the middle and nobody else can refute you. The game is all about the slow con or the fast one.
Overall
I loved this game for several reasons. It is very fast. It doesn't require a moderator, which though fun, can be a big downside in regular Werewolf. There are enough variety in the roles to give each game a different and fun feel. There is no player elimination, which can be a huge downside in regular Werewolf. To wrap it up, this game is absolutely great and for the price, I don't think you can go wrong, unless you absolutely hate hidden role games.
Recommendations
Resistance Owners - This is me. So this recommendation is to me as well as others. Buy the game. Sometimes people get tired of playing the same lying, hidden role game out there. This one gives you options.
Regular Werewolf/Mafia Players - I'd say get this as well. It might not be the same as Werewolf, but if you only have 8 players, I think this is a better choice. Even if you have 10 players, I still think it is a better choice, simply because of player elimination. I'm not sure I'll ever play a regular version of Werewolf again.
Honest Abe Gamers - Don't bother. Still lots of lying in this one. So if you don't like doing that or just are really poor at it, then you might skip this one. Sometimes it is a good thing to be a good liar or maybe it is a good thing that you are a bad liar?
*Every 100 Games Series - Back in March of 2006 I began tracking each session of the various board and card games I play. I soon got the idea to write a review on every 100th game I played, one because I like writing reviews, and two because it is interesting to see what game I review next. You can find a list of all of them here: Every 100 Games Series Reviews. All images are from BGG and if you follow their URL you can find them there.
Friday, July 4, 2014
Every 100 Games Series - Arctic Scavengers
Back in March, I made the best math trade of my math trade career and got several games I enjoy quite a bit. One of those games, which also happens to be my 5,100th game played, is Arctic Scavengers. A deck-building game, where players are placed in 2097 during the next ice age and where over 90% of the population has died off leaving everyone else to scavenge for survival!
Game Play
Arctic Scavengers is a deck-building game, where players spend food or meds to purchase from pre-set piles of items and tribe members. They then use these various items such as rifles, toolkits, spears, with their new tribe members like the thugs or scouts to fight over other important tribe members or items in the contested deck. Then when you play with the expansions that are included in the game, you can also build buildings to store cards, have a leader that gives you a special ability only, and several other tweaks to the game. The game ends when that last contested card is taken, which happens each round by comparing the fighting ability of the tribe members, and then players count up their population points which are on tribe members. The person with the most points gets the win.
Components
This has the worst box insert ever. A game like this, with lots of cards, needs a good insert, but though there are spaces for all the cards, the box insert with the extra boards makes it so the box won't shut and sticks up maybe an inch. So I cut as much off the bottom of the insert as possible, however that still didn't work. Right now I have the cards in baggies. I'm going to make my own insert. As for the rest of the game, a few card board pieces, but mostly cards. The art is sort of dark, matching the theme, but I like it. Quality of the cards is nice as well.
Strategy & Tactics
There seems to be a lot of strategy this game. You can try and win by getting a lot of strength to fight for the contested cards at the end of the round, which can result in a lot of points, but are more random. You can just work on getting the big point scoring options on the board or try and win the three different majorities in buildings, tools, and meds if you are using the expansion. You always have the option of trashing cards, so that makes for a lot of great decisions as well.
Overall
I really like this game. I've yet to play it with 2 players, but with 3, 4, or 5 players I enjoy it a lot. Currently for 2014, it is my favorite new-to-me game. It fits a great spot in my collection and is the next step in deck--building for those not-so new players out there. The theme is really carried out I feel in the game, simply by having that contested deck that players fight over. When you do that, it really becomes important to read the starting player's bluff to know if you should fight over that card. Digging in the junkyard, which I haven't even mentioned above, is also very thematic as you can get junk literally and nothing else. This is a game that will continue to remain in my collection for a long time.
Recommendations
Dominion & Ascension Owners - Get this game if you can find it. It fits that different spot between the two. Dominion has all its cards out at the beginning, Ascension is random every round, this is right in-between with lots of player interaction for a card game.
Thematic Fans - I think you can pick this one up. It isn't the 3 hour slug fest you are used to getting in on, but it is still a 45 minute slug fest with some good theme.
New Gamers - I don't think this is for new gamers. You'll probably want to start with Dominion or Ascension in the deck-building category first. Then if you either don't like those or have played those out, then you can go to this one for more complicated game play or another twist to see if you like it.
*Every 100 Games Series - Back in March of 2006 I began tracking each session of the various board and card games I play. I soon got the idea to write a review on every 100th game I played, one because I like writing reviews, and two because it is interesting to see what game I review next. You can find a list of all of them here: Every 100 Games Series Reviews. All images are from BGG and if you follow their URL you can find them there.
Game Play
Arctic Scavengers is a deck-building game, where players spend food or meds to purchase from pre-set piles of items and tribe members. They then use these various items such as rifles, toolkits, spears, with their new tribe members like the thugs or scouts to fight over other important tribe members or items in the contested deck. Then when you play with the expansions that are included in the game, you can also build buildings to store cards, have a leader that gives you a special ability only, and several other tweaks to the game. The game ends when that last contested card is taken, which happens each round by comparing the fighting ability of the tribe members, and then players count up their population points which are on tribe members. The person with the most points gets the win.
Components
This has the worst box insert ever. A game like this, with lots of cards, needs a good insert, but though there are spaces for all the cards, the box insert with the extra boards makes it so the box won't shut and sticks up maybe an inch. So I cut as much off the bottom of the insert as possible, however that still didn't work. Right now I have the cards in baggies. I'm going to make my own insert. As for the rest of the game, a few card board pieces, but mostly cards. The art is sort of dark, matching the theme, but I like it. Quality of the cards is nice as well.
Strategy & Tactics
There seems to be a lot of strategy this game. You can try and win by getting a lot of strength to fight for the contested cards at the end of the round, which can result in a lot of points, but are more random. You can just work on getting the big point scoring options on the board or try and win the three different majorities in buildings, tools, and meds if you are using the expansion. You always have the option of trashing cards, so that makes for a lot of great decisions as well.
Overall
I really like this game. I've yet to play it with 2 players, but with 3, 4, or 5 players I enjoy it a lot. Currently for 2014, it is my favorite new-to-me game. It fits a great spot in my collection and is the next step in deck--building for those not-so new players out there. The theme is really carried out I feel in the game, simply by having that contested deck that players fight over. When you do that, it really becomes important to read the starting player's bluff to know if you should fight over that card. Digging in the junkyard, which I haven't even mentioned above, is also very thematic as you can get junk literally and nothing else. This is a game that will continue to remain in my collection for a long time.
Recommendations
Dominion & Ascension Owners - Get this game if you can find it. It fits that different spot between the two. Dominion has all its cards out at the beginning, Ascension is random every round, this is right in-between with lots of player interaction for a card game.
Thematic Fans - I think you can pick this one up. It isn't the 3 hour slug fest you are used to getting in on, but it is still a 45 minute slug fest with some good theme.
New Gamers - I don't think this is for new gamers. You'll probably want to start with Dominion or Ascension in the deck-building category first. Then if you either don't like those or have played those out, then you can go to this one for more complicated game play or another twist to see if you like it.
*Every 100 Games Series - Back in March of 2006 I began tracking each session of the various board and card games I play. I soon got the idea to write a review on every 100th game I played, one because I like writing reviews, and two because it is interesting to see what game I review next. You can find a list of all of them here: Every 100 Games Series Reviews. All images are from BGG and if you follow their URL you can find them there.
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