+1 for neighbors-as-boardgame-opponents!
Yeah I agree. Cryptid is one of those games where you can all sit there with pen and paper systematically crossing options out, but it kills the game (literally making it a box ticking exercise). It’s much more fun working it all out mentally, juggling all the options in your head (if you find that kind of thing fun).
It’s very much a Marmite game. It’s one single mechanism, and that’s it. If you hate (or are no good at) logic puzzles, this really isn’t the game for you. But I love logic puzzles, and it’s great to see a game that didn’t have to beef of the logic with other faff, like Alchemists does. I still like Alchemists, but sometimes you don’t want all that extra fat around the edges.
Cryptid is to Alchemists what Quacks is to Orleans/Altiplano I guess!
YES! Most the hassle is in the transport. Neighbors are the next best thing to a captive audience!
The trick is to not hassle them so much that they move away. Anything below that threshold is totally fine though.
If you like pure logic puzzle games, I highly recommend trying Sleuth. That is a pure deduction game of the highest caliber.
Sleuth looks quite similar to the upcoming game Awkward Guests. Logic deduction with each i player holding cards with partial information? Very excited for that one.
Hi all! first time posting, but wanted to share a different first. Hosted my first game night with a group of new tabletop gamers. We kept it relatively light and conversational - played Rhino Hero, Junk Art, A Fake Artist Goes to New York, Mysterium, and Tsuro.
Mysterium was the biggest hit of the evening, setting the scene for the whole group to engage with the setting.
What’re your thoughts on Herbalism? I’ve not played any deduction games apart from that and would be interested for some context on it if you have any?
Lately I’ve been uncommonly lucky to play more games from my collection:
Last night I played a couple more hands of MtG with my step daughter using her starter decks. It’s possible that I maaaaay have pulled my punches so to speak in order to let the game last longer & for her to get to play more cards.
Played the first two rounds of Samurai Spirit, but ran out of time for the last wave of bandits. My thoughts, in no particular order:
- It’s a fun group balancing act.
- It’s more think-y than it is pace-y, which isn’t bad, but feels off for the theme of a dramatic fight.
- For having so much less material than a lot of co-op games out there, it’s impressive that it can create that Pandemic feeling of having way too many things to worry about and not enough time.
- You’d have to play incredibly fast to hit that 30 minute time estimate, unless that is accounting for an early demise on a harder difficulty setting, or having far less than the 6 players we had.
My son and I played a few games of Catacombs Conquest and it was a blast! Quick little dexterity skirmish game!
Now I’m thinking of grabbing Catacombs and Castles for when we have a bit more time. Apparently, one of the modes is basically a boss fight similar to the finale of the full game. I swear, I keep adding more dexterity games to my wishlist!
We started played a match of Ashes, but had to call it as we did not have time to finish before dinner. I really like the game, but some matches can easily take 45-60 minutes. At least for us, until we learn the decks better.
I’ve been playing Grimslingers this week. For my money, it’s fantastic. Wonderful world building and real sense of scale from a box that’s 1/8th of the size of most campaign games.
As a side note, the more I play solo games, the more I appreciate quick set up and tear down times. Spending 20 minutes setting up a game with a bunch of friends feels fine. Not so much when you’re doing it alone.
Played Brass: Birmingham last night. The more I play, the more I understand the game. I manage to specialise on cotton factories and iron factories. Such a satisfying moment when I manage to flip the last level iron factory with 6 iron ingots in it.
Although, the more I play it, the more I’m loving the elegance of Euro games along its category like Terra Mystica and Feast for Odin. This game just makes me exhausted on retelling the rules of the game to my friends.
I totally agree. I love how everything in Brass is connected, and it’s all so simple once you understand the rules. It’s a complicated game to learn from scratch, but now I feel I could easily not play for a year and pick it up again no problem.
Last game I played I went too heavy on the coal, I had an early boost but then I had a bunch of coal just sitting there til almost the end of the game while everyone shot ahead. Frustrating!
Alas, coal mines are money makers. They only give you 1-4 pts. Specialising on beer or iron though would be better.
I would love to see anyone specialising on boxes. The longer track is very daunting.
The plan was to gain a massive money boost in the first half (and first few turns of second half), then reap the benefits for the early second half. But I put probably 2 too many for demand, huge waste of money & actions that came to fruition too late.
Boxes and clays are too difficult to plan for from what I’ve seen - very opportunistic. Clay hardly comes into play at 2/3 player in my games. Focusing on the main buildings is too profitable to bother with pure point scoring. I’ve found my worst games were when I tried to get routes AND buildings out alone to chase clay/boxes. Dragged me down so much, and creates a massive open goal for others to take advantage (everyone leaves me for 90% of the effort, and then take the last 10% before I can finish it off). So getting the clay into play when no one else is bothered is martyrdom!
I played the Labyrinth game included in The Lady and the Tiger with my wife, which was a delightful abstract movement puzzle. Basically, you’re trying to move your tokens across a board of cards to a fixed exit point, and apart from the start and end cards, the labyrinth is a shifting grid of cards that have both a color (red or blue) and a character (lady or tiger). There are two “switch cards” that are red / blue and lady / tiger, with tokens that show which options you have for switching cards.
So on your turn, you move a token, then switch two cards in the same row or column that have a common feature with an available switch card token (such as swapping two lady cards) and then you adjust the switch accordingly (move the lady / tiger token from lady to tiger because you swapped lady cards). Tokens move with the cards, so it’s a fast way to jet across the maze.
I’m not usually an abstract gamer (Splendor and Arboretum are the exceptions), but the beautiful art drew me in and the gameplay had a great depth of strategy. A good move places your tokens on cards that have nothing in common with the current switch token placement (such as tokens on a red lady card when the switches only allow blue or tigers to swap), so that your opponent can’t set you back, and a bad move means your opponent can undo your last turn (and perhaps get ahead in the process), while setting the switch tokens in such a way that you can’t re-do said move. I enjoyed it quite a bit, and look forward to seeing how the other four games in the box play out.
Nice! Big fan of Jellybean, and I admit to have bought some of the games just because the art is amazing. Labyrinth is my favorite in that box.
It’s just a nice set of cards, and you could reasonably play most traditional card games if you sort things out a little, and fits well in a big pocket or a backpack.
It’s hard to beat the art of someone who worked for Disney in the past… I let the Jabberwocky Kickstarter go because I rarely, if ever, buy without trying first, but the rules are out and I’m pretty sure I could test each and every game with Lost Cities and some glass beads in appropriate colors (which I have). First though, I gotta see about the other games in Lady and the Tiger.
Speaking of which, I tried Hoard (as in treasure, not zombies), included in The Lady and the Tiger during lunch, and it was OK. It’s the one solo game in the box, and your moves (rearranging gems on a grid of four cards, pair and removing “trash” gems, or collecting specific colors of gems off matching cards) are limited by (and sometimes just dictated by) cards you’re revealing from the deck. It was not particularly hard, and the difficulty can be ratcheted up by removing cards from your deck unseen (to spoil counting cards and shorten each of your three rounds to win), but honestly, I didn’t feel like I made many choices. Like traditional solitaire, this game may be more reliant on luck than your decisions.
I will have to try a higher difficulty and see if it tests more than my ability to count cards.
I’m a fan of solo games (which apply to most co-op games if we’re being honest with ourselves).
There is a lot of “marrow” in that box, a lot of worthwhile gameage going on. It’s hit/miss depending on your preferences, but that’s part of it’s appeal: you can always choose another rule set if the current one isn’t really doing it. The rule mechanics they came up with for all the games are great, you get a whole lot in a bitty box. It’s one of the things I have been most satisfied with for a game that takes a small cubic area.
That being said, shout out to Scuttle! and Dracula’s Feast, Jellybean!
Played another game of Hellapagos. Our trio alliance backfired when the guy we try to vote out pulled out a gun and shot me.
Then we played Yellow & Yangtze. It was the first time for me. I still don’t have strong opinions to this. I do feel like it’s tamer than Tigers & Pots. It doesn’t have the intense high-stakes war that comes with T&E. But it’s not snowball-y because of the changes. Even with a strong kingdom, going to war is still uncertain and damaging for you. So wars are no longer the main points generator of Y&Y. It’s the pagodas, but players are still incentivise to go to war or revolt for the control of pagodas.
I find Y&Y easier to explain and more thematic. bureaucrats gives you political power to help with revolts and soldiers gives you military power to help with wars.