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  1. I know it's difficult to talk about, without spoiling things, but I'm currently half way through the Rise Of Fenris campaign for Scythe. So far the tweaks to each game goal, and the rewards/perks have been really fun, and the narrative - whilst not amazing - has at least been engaging enough to remind us why the changes have happened from game to game. Overall rather good fun, and I'm feeling rather attached to my tricked out Saxony faction that I'm playing as.
  2. It's early days, but the backstory was fun, and the "win conditions" for game two have been modified by game one, so we're looking forward to that. I'll not spoil anything here.
  3. I've just begun The Rise Of Fenris campaign for Scythe. Quite exciting to have seven more games booked, and staying with the one faction (aside of any tweaks the game throws at us). The single use "perks" look a fun addition, and the vote for how the world changes at the end of the first game didn't go as I'd hoped.
  4. From the BGG bargains Europe forum, I jumped on Hit Z Road for £9 from Amazon. I'm a sucker for Martin Wallace's games.
  5. I wonder if this'll be any good. I'd happily let my "tabletop gaming" subscription lapse, if I had a better alternative.
  6. It's interesting that this is getting such love. Hard to see it, to me. Perhaps I'd have to play it. (I certainly don't like Brawl, if anyone remembered that game, and maybe that's souring me). But maybe it's me. I bought "Normandy Undaunted" recently on the strength of reviews. Found it ... Okay. But games just outstayed their welcome, when trying to wear down the opponent's deck, and then replenishing. Might sell it on, if it doesn't click soon.
  7. Brewster's Millions. (They Richard Pryor version) 2.5/5 I don't think it's held up especially well, and the ending is rather anticlimactic really. (And if I want scheming finance men, I'll stick with Trading Places.)
  8. I really enjoyed/enjoy my time with 7th Continent. There's definitely a moment when it clicks that this isn't just the choose-own-adventure game it looks like, but rather is a very tight card optimization game, where deck management about to avoid starving is the key. Really good.
  9. I definitely wouldn't recommend Coup with just two. My charity shop visit the other day got me Railroad Revolution. Not sure when I'll get it to the table though, with the pile of shame I have!
  10. ... well that went well bleakly. It turns out This War Of Mine is as depressing as people say. My rag-tag assortment of civilians caught up in a war were made up of Boris, Cveta and Bruno - and they ultimately fell to misery (upped and left the party), wounds (killed by the military, whilst out scavenging for food) and suicide (brought on by extreme hunger). The gameplay, exploring the shelter, and doing out for raids is a painful set of 'there's never enough actions available to do what I want', and this is exacerbated with your character's actions being simultaneous so rewards from one can't be used to pay for the others. (Though there are up to three actions per day, this is often reduced to just one or two, thanks to the the fatigue/illness/wounds and misery states reducing the number of actions available). The 'book of scripts' is passably written, and I think the designers making a thing in the rules of a player reads it to themselves and paraphrases is a cop-out interesting way of getting around whether it should be writen as "I approached the house and I saw..." vs "We approached the house and we saw...". The narrative elements are generally bleak, with some moral choice available for your actions in places (without the obviously predictable 'good path will give you morale boost, bad path will reward you financially' that I'd anticipated). One moment (I won't spoil, but it wasn't the death of a character) of quite matter-of-fact writing did connect with me, and made me ... not well-up exactly ... but in that direction. So kudos on a game for making me feel that. I can really see how the game is going to be difficult to win. I only survived part way into 'chapter two', of a three act game. As a solo endeavour I thought it worked pretty well - not sure how I'd like to share the not-very-fun narrative with other people. Thinking of the people I game with there's one who I definitely wouldn't play it with, as I can't imagine him taking it seriously. I'll definitely give it another go, when I'm in the mood for something a bit downbeat, and brutal (emotionally and gameplay wise). Perhaps the take-away is that in a scenario like this, there are no winners.
  11. I'm setting off on a solo "This war of mine". Wish me luck!
  12. I've been playing 13 Days: The Cuban Missile Crisis, (which was less than £15 in various online offers last week). This cold war themed, card management and influence/area-control game is played out on a map representing the different politically significant battlegrounds across the ... hang on, I'm describing Twilight Struggle aren't I? Well, yes - I very nearly am. This is ever so derivative of T.S., but plays out in a much smaller timeframe. There's just about enough difference to make it its own game. There are a lot of difficult choices with how to play cards. Very similarly to T.S. the cards can be played for influence on the map, or for their Events (belonging to the USA, USSR or either (U.N.)), but if played for the influence, and the card belongs to the opponent's side, they have the option of also triggering the event. (This mechanism is entirely borrowed from Twilight Struggle). Anyway, despite its obvious parentage this is a good game in its own right, and is similarly engaging to T.S. - albeit with a shorter play time, and no dice rolls. It's never going to have the same level of depth and strategy that T.S. has (or have so many words written about how-to-play and online strategy guides), but equally the decisions made are meaningful, and there is a strong bluffing element along with card play strategy there. I'd definitely recommend it, perhaps as a gateway to Twilight Struggle, or something similar but less hard work (insofar as it doesn't last as long).
  13. Introduced my 10 year old nephew to XWing Miniatures (1.0) this week. Was fun to see that he 'got' it quite easily, despite the 14+ on the box. Or first game we didn't play Target Lock rules (replacing it with barrel rolls instead). Anyway his Luke in an X wing, with R2D2 and a Y-Wing beat my Tie Fighter and my Tie Advanced carrying Darth Vader. Very pleased to pick up a bundle of 1.0 stuff on eBay. £15 got me a starter set, plus tie advanced, tie interceptor, slave one, millennium falcon, Ywing etc. I think that'll be his birthday, and Xmas presents sorted!
  14. I love Snowdonia. It's so good. The deluxe master edition turned up here yesterday. I need to audit the components etc, but I'll be almost sorry to see my original edition go it's been such a good friend. I can't warrant keeping it though. Or the now duplicated expansions I bought for it. Addendum: I do wonder if there's actually a worker placement game that I like more than Snowdonia. Hmm. Also: Tony Boydell, designer, is very funny and was really lovely when I chatted to him at length at ukgames expo a few years ago. I asked him about how he came to have made Igor the Stream Engine game (which struck me as an odd licensed game) and he told me all about it coming out of approaching the Ivor rights holder in order to do a limited run Ivor promo card for Snowdonia. And led to meeting with Peter Firmin (who originally drew Ivor), and him doing lots of new art for the Ivor game. Much to Tony's star-stuck amazement.
  15. That should be alright then. As long as your players aren't obsessed on how to "win". Make it about reflecting back afterwards and laughing about the crazy things that happened on your adventures.
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