Plays this weekend:
Gloomhaven, onward and upward! We won, but I had a bad moment when I had a big attack, was invisible, target was poisoned (and wounded), played a card with extra attack for being invisible, and another card that doubled my attack value, only to draw the damn curse card. If we had lost, I would have been really pissed.
Boomerang, an Australian made roll and write. Except you don’t roll anything. Instead, you’ve got card drafting. Each card has a value, and a location (in Australia, obviously). It may also have an animal, a pastime, and a collection type. The game gets its name because the first card you choose is your “throw” card, and the last card you get is your “catch” card. The catch card needs to be equal to or higher than the throw card to get the points (the value on the throw card). You draft a hand of 7 cards, and then count up your icons. You get points for pairs of the same animal, green collection types just add up, as do your blue pastimes. The location is marked off on your sheet, and if you get all locations in a state, you get bonus points. Its all pretty light, but good fun. Would be a great present for any overseas friend.
A Study in Emerald, first play, a bit of an odd game. Based on a short story by Neil Gaiman, the Old Ones from Lovecraft are rulers of the world. There are 2 factions, the loyalists, who are ok with their monstrous rulers, and the Restorationists, who are trying to overthrow the leaders. No one knows what anyone else is, but it seems like as soon as you take points for one side or another, people will figure it out. You and your agents move around cities, taking cards, and killing off other agents or Old Ones. Its a pretty short game, so you’re doing well if you make use of a card from your decks more than once or twice. The game was…interesting, although we all (3p) ended up being on the same side. Maybe there would have been more interaction if we had a mix.
Mysterium, an old favourite! Even tho we only had 3p, not ideal, we pushed on, and it was good fun. Although I missed that there are special rules for 2/3 player games. Which probably made the end a bit anticlimactic (only 2 options for the psychics).
The Quacks of Quedlinburg, a very very close game. Though I had just won (by a point), but another player had 4 rubes, which are worth 2 points at the end, so she just pipped me. Not sure if I’ve won this game. I see the expansion is out, at least in the UK.
Ganz Schon Clever, we all did pretty well (over 200), winning score (not mine) was 254, second was 253 (also not me).
Qwingo X 2, ok its basic, but still good fun
Coimbra, first play, and a bit rough. We had one player who had played before (once), but we mostly just went thru the rulebook. Did I mention the icons? This game has a bumload of icons. The cards have icons, the castle pieces have icons, the map tiles have icons. I can’t remember another game where there was so much looking up the icons in the book. And that includes Gloomhaven. The game has the usual pointless theme, you’re the head of one of the major houses in the city of Coimbra (as you always are). Its a dice drafting game, so on your turn you pick a die and place it on one of the four city spaces. Dice are always arranged in order, the castle area is from low to high, and the other city areas (upper, middle, lower) are from high down to low.
Once everyone has placed a dice, you retrieve them from each location, from left to right. When you remove a die, you get a castle pieces (if its the castle area), or a card (any other location). Cards are paid for by either coins or guards, which are tracked on your player board. The cost is the value of the die used. So, if you really desperately want a certain card, you can place a 6 (well, if one of the dice are a 6), but you’ll be paying 6 for it. Cards are in 4 colours, each corresponding to a track on the main board. The further up a track you get, the better the reward (and the more end game points).
Now you have the income phase, where you select each of your dice you used that turn, and take the reward from its coloured track. Tracks gives you coin, guards, VP, and movement. Movement allows you to move your piece on the main board, visiting monasteries which also give you abilities, or resources.
Its a lot to take in, and the icons are a major pain. That said, I did like the game, and would like to try it again.
A Study in Emerald, another go of this, but with a different group of players. I knew it now, so easy to teach. Its not a difficult game to learn. We had a mix of factions this time at least. Game still seems to lack any tension. We all went to different cities, picked up cards, until one player bump up the scoring track to the end (one of the end game triggers).