Every Night Is Game Night: Paris Connection

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I’m playing a board game every day this month and blogging about it (I did a similar challenge last year)Feel free to join me during my Every Night Is Game Night: My Daily Play & Blog Challenge. And tweet me with what you’re playing these days!


Paris Connection is an underrated train game of route building and stock ownership that is a perfect blend of gateway game simplicity with the substance of a designer game. I’d call it a filler-plus game; one that is easy to learn and quick to play yet offers interesting decisions throughout a session.

Players are trying to collect the most valuable stocks in Paris Connection, with points scored on the number of stocks you own in each color of train. Each player receives a number of trains randomly behind their screen to start the game. On their turn, a player can perform one of two actions:

  1. Trade one train from behind their shield for one or two trains of another color (these are immediately placed behind their shield).
  2. Take one to five trains from the supply and lay them down on the board (a map of France).

That’s it. Simple enough for non-gamers, but it’s this dual use of trains that makes the game stand out. The trains are used to manipulate the stock price as they are moved into cities to score various points or onto empty spaces to keep the stock price at bay. Of course, as trains are laid out on the board, they can no longer be placed behind your shield for ownership.

Tonight I played a three-player game and won a close match. All three of us were driving the yellow and purple stocks up, then when I moved black, the next player also jumped onto black and sent it around onto a bunch of empty spaces. On my next turn I traded my last black for two purple trains, which I had guessed would be the next to jump in value. It did, then another player and I soon got to using the blue trains to race to Marseilles to end the game (the game ends when a train reaches this city or if five of the six colored train supplies are depleted).

Queen Games has frequent sales on Amazon and I scored this last year for $15 and it’s gone even lower since then. The components are top-notch, as they usually are with Queen Games, and it’s an excellent value for a solid game.

Every Night Is Game Night: Dead Man’s Draw

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I’m playing a board game every day this month and blogging about it (I did a similar challenge last year)Feel free to join me during my Every Night Is Game Night: My Daily Play & Blog Challenge. And tweet me with what you’re playing these days!


Tonight was another fine night of gaming with my Wednesday group, as I played Unlock!, Stone Age, Indigo, and my most recent purchase, Dead Man’s Draw.

A push-your-luck and set-collection game, Dead Man’s Draw is a fun filler for 2-4 players. The standard game consists of a deck of cards divided into 10 “suits” such as a sword, cannon, treasure chest, and other pirate-y items. Each card is numbered from 4-7 and contain a special ability that is triggered when it is revealed.

On their turn a player will reveal the first card, perform its ability, then decide whether or not to push their luck by drawing another card. If the card is the same suit (for example, a cannon has already been played and another cannon is drawn), then they bust and all cards are moved to the discard pile and their turn is over. Otherwise, the player may continue drawing cards until they decide to bank them, which will be how they score points.

The game ends when all of the cards have been drawn. Players tally up only the highest number of each suit then have in front of them; thus, if I had two cannons worth 7 and 5, I would only score the 7 (along any other suits I’d collected). Highest total wins.

I first played Dead Man’s Draw two weekends ago at Kingdom-Con with my buddy Rick. It’s my type of filler: easy to learn with some interesting decisions throughout the game. The push-your-luck mechanism is fun and should appeal to non-gamers and there are additional rules for some added depth, such as variable player powers and variant scoring.

Every Night Is Game Night: Red 7

 

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I’m playing a board game every day this month and blogging about it (I did a similar challenge last year)Feel free to join me during my Every Night Is Game Night: My Daily Play & Blog Challenge. And tweet me with what you’re playing these days!


As I’ve written before, I volunteer at a local high school every week, leading a board games club. Today we had a full house, with eight of our regulars playing games, along with a few more who dropped in. I taught one group Indigo, which they enjoyed, while the other group played Qwixx Deluxe. When things started winding down I played a few games of Red 7 with the remaining students.

Red 7 is a surprising little card game by Carl Chudyk, whose credits include Mottainai, Innovation, and the legendary Glory to Rome. In Red 7 players must be winning the game at the end of their turn or they are eliminated. On their turn a player must choose one of three actions:

  1. Play a card to their palette (in front of them)
  2. Discard a card to change the rules of the game
  3. Both 1 and 2

Like other Chudyk games, cards have multiple uses. For Red 7, when a player plays a card to their palette, they are using the number and color on the card. The game begins with the rule of highest card wins, so whoever has the highest card showing is winning. Any ties are broken by using the hierarchy of colors (red is the highest).

Each card has a rule change on it, so a player can discard it to change the rules of the game. For example, the game can be changed to most cards below 4 or most even-numbered cards.

If a player cannot play a card (or cards) without meeting a winning condition, then they’re out. Last player standing wins.

Red 7 is one of my favorite filler games. It’s simple enough for newbies to pick up quickly, but with enough interesting decisions in each game to maintain more seasoned gamers’ interest. The advanced rules allow for additional actions as well as a scoring option, so you can tailor the game to your group’s experience/interest level. For only about $10, it’s a real gem and should be in every gamer’s collection.

Every Night Is Game Night: Star Realms

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I’m playing a board game every day this month and blogging about it (I did a similar challenge last year)Feel free to join me during my Every Night Is Game Night: My Daily Play & Blog Challenge. And tweet me with what you’re playing these days!


Star Realms is one of my favorite deck builders for so many reasons: it’s fast, it’s compact, it’s cheap, and, best of all, it has the kind of player interaction that other deck builders lack.

Players start with the same basic deck of spaceships: 8 Scouts (worth 1 money each) and 2 Vipers (worth 1 combat strength each). A row of five cards for purchase are laid out and any time one is bought, another card from the deck replaces it. Each player starts with 50 Authority (hit points) and any combat dealt out by a player will be assessed to their opponent.

What I love about Star Realms is how fast the action ramps up. The four factions in the game offer various abilities and bonuses when played in combinations. Better spaceships can be bought and outposts and bases can be used for additional protections from an opponent’s attack. It’s fun figuring out how each faction behaves: Blobs bring the most fire power while the Trade Federation can heal those precious Authority points.

Tonight I played one of the solo scenarios from the Colony Wars expansion: Pirates of the Dark Star. Solo play is like a normal two-player game, but for the dummy player, you’ll trash one card and draw one card. There are set actions for each of the four factions and whichever faction is drawn will determine the action. For example, draw a Blob faction and you’re hit with damage equal to three times that card’s cost.

The solo scenario seems easy, but that damage piles up quickly. Even with the standard starting Authority of 75 vs the dummy player’s 25, it’s easy to lose and any wins are usually close. Tonight I got the better of those pirates, winning by 18, but it could’ve easily gone the other way.

 

Every Night Is Game Night: Tiny Epic Galaxies

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I’m playing a board game every day this month and blogging about it (I did a similar challenge last year)Feel free to join me during my Every Night Is Game Night: My Daily Play & Blog Challenge. And tweet me with what you’re playing these days!


(My wife and I had a full day of travel and family fun yesterday so I didn’t play a game and blog about it. I’ll post one extra time this month to make up for it.)

It’s nearly 4pm on Sunday and I’m just getting productive. I’ve got some work to finish today, but I just played a quick solo game of Tiny Epic Galaxies. It’s no secret that I’m a Scott Almes fan: I own and have enjoyed Tiny Epic Kingdoms, Harbour, and I backed Tiny Epic Galaxies: Beyond the Black and Tiny Epic Quest on Kickstarter.

Tiny Epic Galaxies is a dice rolling and area control game that is an absolute blast. Each player is trying to improve their empire while also colonizing planets. During their turn, players roll the dice and land their ships on other planets (to perform a special action), orbiting planets (in hopes of colonizing them via an economic or diplomacy track), gaining resources, or upgrading their empires. Players perform these actions via their dice rolls.

If they roll what they need, then they perform their actions, but if not, there are several ways to mitigate unlucky dice rolls. They get one free re-roll of any of their dice. They may also use two dice to convert one into any action they choose. Finally, players may spend one energy to re-roll any remaining dice.

Victory points are scored as players upgrade their empire and each colonized planet is worth points. First player to 21 triggers the game end. Players also have secret mission cards that gain extra points if the conditions are met.

What really makes the game fun is the follow action. During the active player’s turn, all other players may follow the active player’s action buy paying one culture. This is one of my favorite mechanisms because it limits the amount of downtime for everybody. If I had a few bad rolls on my turn, then I can get the actions I needed on someone else’s turn, as long as I saved up some culture.

I love the solo game: it manages to capture the feel of the real game and has various difficulty levels that range from beginner to epic. I’ve beaten the epic level only a few times and each win felt well-earned.

 

Shelf of Shame: Guildhall

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This is my continuing series on clearing games off my Shelf of Shame (games I own that I’ve never played). 


I’d heard that Guildhall had excellent card play in spite of its bland artwork. After I scored a copy of it and its expansion Job Faire, they went unplayed as other games grabbed my attention. Then my buddy Daryl demo-ed the Guildhall: Fantasy re-theme and it inspired me to get my copy off my Shelf of Shame.

Guildhall is a card game of set collection with a bit of “take that” that’s easy to play once you figure out the iconography, which is the biggest obstacle to learning the game. Some of the icons are not intuitive and I find myself referring to the rulebook more than I like to.

Each card represents a worker (Historian, Dancer, Assassin, Farmer, etc.) and has a special ability. Players are trying to reach 20 victory points first by playing cards for their special abilities before moving them into their guildhall. Each worker from each profession is moved into a guildhall as players try to collect a set of five different colors. These are converted into victory point cards, which sometimes have additional abilities.

Like other card games, it’s interesting to see how to use the cards’ abilities in different combinations. Since each player is limited to two actions per turns and a few other restrictions, you’re constantly trying to maximize your turn to get as many workers into your guildhall while preventing your opponent from doing the same.

There are “take that” cards that allow you to discard single or whole sets of cards from your opponent’s guildhall and this certainly won’t appeal to those who don’t like to see their hard work destroyed thanks to a lucky draw from their opponent.

AEG did the right thing with The Guildhall: Fantasy re-theme; not only does it look better, but the icons are a bit easier to understand (or maybe I’m used to them after a few more plays?).

Overall, I liked, but didn’t love Guildhall. I’ll play the Job Faire expansion and see if it’s enough for me to keep the game, but probably not.

I’ve now played 9 of the 49 games on my Shelf of Shame!

Shelf of Shame 2017

  1. Agricola
  2. Amerigo
  3. Cheaty Mages!
  4. Chrononauts
  5. Cypher
  6. Dice City: By Royal Decree
  7. Dice City: Crossroads
  8. Doomtown: Reloaded
  9. Dungeon Fighter
  10. Eminent Domain: Microcosm
  11. Epic Card Game
  12. Formula D
  13. Get Bit! Sharkspansion
  14. Guildhall
  15. Guildhall: Job Faire
  16. Hanafuda
  17. Harbour
  18. Imperial Settlers
  19. Lost Legacy: Flying Garden
  20. Machi Koro: Harbor
  21. Marvel Dice Masters: Age of Ultron
  22. Mottainai
  23. Munchkin Legends: Guest Artist Edition
  24. Munchkin Zombies Deluxe
  25. NBA Interactive Card Game
  26. Ophidian 2350
  27. Pack of Heroes
  28. Pandemic: On The Brink
  29. Pathfinder Adventure Card Game: Rise of the Runelords Base Set + Expansions
  30. Pingo Pingo
  31. Portobello Market
  32. Quiddler Mini Round
  33. Rampage
  34. Sail to India
  35. Sans Allies
  36. Santorini: Golden Fleece
  37. Seventh Hero (Doomtown edition)
  38. Space Base Mutiny
  39. Steam Torpedo: First Contact
  40. Suburbia
  41. Sun Tzu
  42. Tiny Epic Kingdoms
  43. Travel Blog
  44. Valley of the Kings: Last Rites
  45. Viceroy
  46. Vikings on Board
  47. Viticulture Essential Edition
  48. Wok Star
  49. Yahtzee: The Walking Dead Collector’s Edition

Every Night Is Game Night: Stone Age

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I’m playing a board game every day this month and blogging about it (I did a similar challenge last year)Feel free to join me during my Every Night Is Game Night: My Daily Play & Blog Challenge. And tweet me with what you’re playing these days!


Last weekend at Kingdom-Con I scored a copy of Stone Age in a trade with my friend Rick. He’s a lifelong gamer and ever since I dove into the hobby I’ve been able to hang out with him more, thanks to our shared love of board gaming. It’s fun chatting with him and learning about games.

I actually first played Stone Age with another gaming buddy also named Rick at his birthday gaming get-together. Even though I lost badly in my first attempt I knew it was my type of game: the game flowed quickly and intuitively, with not much downtime between turns, and there were multiple paths to victory.

Stone Age is a classic (are games nearly 10 years old considered classics?) worker placement game. Players are trying to grow their tribes and acquire victory points by advancing their technology, gathering artifacts, and building up their little corners of the world. The meeples represent members of a player’s tribe and on each turn they’re sent out to one of the spaces on the board.

The workers/meeples can be used to improve a player’s tools (basically, extra pips for future dice rolls), add workers (everybody starts with five and if they visit the hut, aka The Love Shack, they’ll add a meeple to their tribe), or improve their farming (used to feed your tribe). They can also go to the various areas to gather resources, including wood, brick, stone, gold, and food. The final two options are cards that are bought with resources which yield immediate and end-game benefits and/or points, and tiles (buildings) that give victory points.

Players take turns placing one or more meeples on the board, cards, and/or tiles, depending on how many open spaces are available. After everyone has placed their meeples, they take them back and perform the action; for example, if I placed one of my workers on the tools space, then I’d take my worker and a tool chit, which allows me to add a pip to future dice rolls (only allowed once per turn). Then, my opponents would take one of their actions before I take my second. This continues until all of our workers have taken their actions and have been returned to our player board.

Some people have complained about the dice in this game, but I think it fits in thematically: not every expedition for food or resources will yield something. Players receive one die per worker in an area for resources. For example, if I put two workers in the wood area, then I would roll two dice. If I rolled a lucky 12, then I would divide that by the resource’s number (wood is 3) and take that many resources. In this example, my 12 would produce 4 wood. Each resource has a different number based on its scarcity; wood is the easiest to produce while gold is the toughest.

At the end of each round players must feed their tribes. One food per meeple is required; however, if you’ve been building up your farm, then you won’t have to use as much food to feed your tribe. However, if you do run out of food, then you can use any one resource to feed them (no, your people aren’t eating wood; you’ve used that wood to trade for something more edible). If you don’t have enough food or resources, then they’ll starve this round and cause you to lose 10 points.

There’s more to Stone Age than this, but that’s the basic gist of the game. The civilization cards are a clever addition to Stone Age: they bring the set collection mechanism to the game as players try to collect the most different icons for an increasing end-game bonus. There are also cards that give bonuses based on the number of meeples, farms, and buildings each player ends the game with.

Today I broke in my copy of Stone Age with my friend Daryl. It was his first time playing it and he enjoyed it as much as I do. It scales down nicely with two, but I think it’s best with three or four. It’s currently out of print, but the rumors are that Z-Man Games will be bringing it back soon. I hope so: being a caveman or cavewoman has never been so much fun.

 

 

Every Night Is Game Night: Loopin’ Chewie

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I’m playing a board game every day this month and blogging about it (I did a similar challenge last year)Feel free to join me during my Every Night Is Game Night: My Daily Play & Blog Challenge. And tweet me with what you’re playing these days!


I haven’t been able to game with my Thursday night gaming group lately so it was nice being back tonight. I got to play games with a few of my regular buddies as well as some of the newer regulars whom I’ve only met or played with once. From backgammon to Clank! Sunken Treasures, it was a fun evening of old and new games.

Of course, I had to bust out Loopin’ Chewie in honor of Star Wars Day. I scored two copies last year and found a guy on BGG that sold a 3D-printed extension that allows six budding Jedis (or Siths) to play at once. Just like every other time I’ve played this, it’s hard not to start cracking up as Chewie flies around in the Millennium Falcon trying to knock down your stormtroopers. It may be a silly kids game, but I’ve never heard one adult complain while playing it.

May the 4th be with you!

Every Night Is Game Night: Rolling America

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I’m playing a board game every day this month and blogging about it (I did a similar challenge last year)Feel free to join me during my Every Night Is Game Night: My Daily Play & Blog Challenge. And tweet me with what you’re playing these days!


Tonight was my weekly game night and four of us had just started a game when I had to leave due to a family emergency. Thankfully, everything worked out and a few hours later I was back at home so I decided to play a solo game of Rolling America. I wrote about this roll-and-write game for Geek & Sundry recently:

Everybody receives a multi-colored map of the United States, then seven different colored dice are placed in a bag then drawn and rolled one at a time. For each die rolled, all players must write that number in the corresponding colored region of their map. After six of the seven dice are used, the dice are put back in the bag and the next player starts a new round. 

Placing the numbers is where the tension lies in Rolling America since numbers cannot be more than 1 above or below an adjacent number. So, if a player rolls a yellow 3, they must write it in a yellow state and it must be next to a 2, 3, or 4. If there are no available spots, then the player marks an X in that state. After 8 rounds, players tally their Xs and the lowest amount of Xs wins the game.

Each player also receives three special powers that allow them to protect a number (thus allowing it to be adjacent to a non-conforming number), duplicate a number, and use a number in a different region.

I’m not much of a sodoku fan, but I like figuring out the right spot to place the numbers in Rolling America. It’s fun with multiple players and makes for a nice, mellow solitaire affair: it was the perfect respite from the earlier events of the day.

Every Night Is Game Night: Pandemic

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I’m playing a board game and blogging about it every day this month (I did a similar challenge last year).

Feel free to join me during my Every Night Is Game Night: My Daily Play & Blog Challenge. And tweet me with what you’re playing these days!


Pandemic

Every Tuesday afternoon for the past six months I’ve volunteered at a local high school as the facilitator of a board games club called Tabletop Tuesday. I bring games for the students to play for an hour and it’s been a lot of fun. There are five regulars and another seven that rotate in and out, depending on their class schedules (it’s an independent studies program, so their free time depends on whether or not they’ve finished their work for the day).

It’s been a privilege to share my passion for board gaming. The students are all sharp young people and it’s cool seeing them dive into some of my favorite games the way I did when I first started playing. Outside of Magic the Gathering (which a few of them play), none of them had played any other games outside of Monopoly, Sorry!, and Life.

It’d been a few months since we played Pandemic, the classic cooperative game of fending off diseases around the world. The club really took to the game when they first played it and I even let one of the students borrow it for a week.

Today I brought back the game for them, but with a little surprise: it was a brand new copy that I donated to the school, thanks to my winning a contest on RGBtv, a youtube channel covering analog and digital games. My wife and I have donated a few games in the past and recently Grant Rodiek sent me a copy of Hocus for the group.

The students were excited to have Pandemic in their small-yet-growing games library. They lost the game today, but it’s nice to know that they have the game so they can work on their disease-fighting skills whenever they want.

As long as they get their work done first, of course.

Epilogue

After watching the students play Pandemic, I went home and dug up my copy for a solo game. I played the Operations Expert and the Dispatcher on Heroic mode. After an early Epidemic, I was able to cure Red and Black when an ill-timed Epidemic card (aren’t they always?) caused a string of Outbreaks that led to my demise.

Pandemic will always have a space in my library. Although I prefer Pandemic: The Cure (the faster dice version), the base game is still a solid co-op game, especially for new gamers. The alpha gamer/quarterback problem won’t ever go away, but as long as players are respectful of each other, then it’s easily resolved.

By the way, here’s the list of games the club has played so far:

  1. Dominion
  2. King of Tokyo
  3. Get Bit!
  4. Splendor
  5. Pandemic
  6. For Sale
  7. Splendor
  8. Lanterns: The Harvest Festival
  9. Takenoko
  10. Sushi Go!
  11. Love Letter
  12. Paris Connection
  13. Qwixx Deluxe
  14. Nexus Ops
  15. Settlers of Catan
  16. Carcassonne
  17. Imhotep
  18. Smash Up
  19. Magic The Gathering
  20. Qwirkle
  21. Rolling America
  22. Red 7
  23. Onitama
  24. Karuba
  25. Patchwork
  26. Hocus
  27. Wits & Wagers: Party
  28. Ascension