Recent Gaming
The past month has been good to me. Lots of gaming, and in particular, lots of unplayed games hitting the table. There's something visceral about handling the bits, watching your opponents take their moves, and looking into their helpless eyes as you crush them. Or not.
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Jambo: Another "long filler" like Kahuna. This one is losing a little ground in my ratings. Every goods card is valuable, so you try to use them all to buy or sell. Each player seems to have their own ideas about useful people, animals, and utilities. But overall, the games are starting to feel the same. It is fun, but not top tier.
Ra: This one never gets old. As auction games go, Ra has the most interesting, yet simple, mechanism. It's not as open-ended as, say, Modern Art, so your decisions are really focused: draw a tile or invoke Ra. The new edition is very nice.
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Coloretto: Filler all the way. We only bring this out when the lowest common denominator is a non-gamer, or when our brains are tired. I find the 2p variant just as satisfying--if not more--than a multi-player game.
Geschenkt: Another true filler. Played this at two different sessions recently. Both times, everyone wanted to play again. There's too much luck to take the game seriously, but it's fun for the 10 minutes it takes to play.
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Cartagena: A long-ish filler. It would be in my style to prefer the Tortuga variant (all players' hands face up, and the next 12 cards visible), but I do not. Using the cards you have and not knowing what others have or what's coming up is more fun. Every time I play face-to-face and move one of my pirates onto the boat, I can't help but think of the sound that plays in BSW.
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San Juan: Another long filler. The almost non-existent setup time over its big brother Puerto Rico is reason enough to play this one. I had only played this a few time on BSW, so it is almost a new game for me. So far, my Guild Hall strategy is unstoppable. Muahaha!
Caylus: Our very first 2p game took 3 hours. This included frequent stops to check the rules, and short discussions about why various tactics were good/bad. Although this game is considered to be fairly heavy as Euros go (3.72 weight), I like to treat is as medium. The randomness of the initial setup is too minor to overshadow the AP-laden Puerto Rico aspects of this game. I play Caylus without calculating out anything more than having the right cubes to pay for the actions I am taking this turn. If it ever came down to playing a "perfect" game, I would lose interest.
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Tongiaki: Chaos is fun? In this case, yes. Sometimes the chain reactions that are possible are very difficult to calculate out. I've had turns with 8 or more sailings. The tiles are unknown, the game end is unknown. Yet somehow it works for me, and it's a pretty game. I recommend this game for 2p using the Native Tribes variant.
ASL Starter Kit 1: I have now passed on my scant ASL knowledge to another new player. We played scenario 1, Retaking Vierville. I played the Axis. My northern reinforcements we broken during the first turn, so I decided that I needed to bring all of my southern reinforcements directly into the center of town. This allowed the Allies a free walk across open ground for all their reinforcements from the east--a huge flaw on my part. Turns 3 and 4 saw me fighting against overwhelming odds just to hold my pitiful ground. On turn 5, I had no Victory Condition building occupied. I had only one chance. I Prep Fired using my southern stack against the northern building. Not a great roll, but enough to break one of the 4-4-7's defending it. I had 3 other good order units to use. The first had to move through open ground to get there. I took my first step. 21 FP opened up on me, FFNAM, FFMO, 9-2 leader--a 20-4 shot, 1KIA. Two units left now, both are 2 buildings away from my target building. I assault move the first one into the adjacent building. 7 FP, point blank--a 12 even shot. Broken, and 6 residual. My best option with my final unit was to move it through the same building, since the other open ground hex would subject me to terrible DRM. I assault move them. 6 residual FP even. Broken! Game over. The Allies don't even need to take their final turn. Despite some incredibly unfortunate die rolls, I consider my loss to be a tactical failure. Everything bad that happened to me was a direct result of bad choices made in turns 1 and 2. I can't wait for the reprint!
[Kahuna image by mgoddard]
[PUNCT image by minordemon]
[Ys image by GeoMan]
[Samurai image by Aldie]
[Mexica image by garyjames]
5 Comments:
Kahuna is a funny game. Every second time it rocks and every second time it falls completely flat. I haven't been able to figure it out at all, if I like it or not.
Glad you liked my Kahuna image. It came out a little darker then I would have liked but still works well.
Cooool!
I simply cannot believe that you like Tongiaki that much. Almost enough to get me to de-Geekbuddy you :p
Haha! Just put me in your "LikesTongi" subgroup. :)
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