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Topics - Decar

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16
News and Events / Essen Spiel '18 25th Oct - 28th Oct
« on: July 12, 2018, 01:53:18 AM »
The hotel is booked!

Mrs_Decar and I are coming to Essen :D (But we travel back on Sunday, so will miss the last day)

Who else is coming?  Would we like to organise a meetup one evening to play games?
Carcassonne Forum usually meet one afternoon too!

17
News and Events / Coffee, Cake and the future!
« on: July 04, 2018, 09:00:04 AM »
We have just completed a 2 hour meeting with Moritz Brunnhofer, where he explained his directional intent for Hans im Glück.

[Kettlefish has lent me her laptop to share this with you as quickly as possible - The german keyboard has a ü key which I am enjoying!  However the spelling is not enabled and the z and y keys are swapped!]

Hans im Glück is in the process of reviewing how their games reach the masses.  As you sawon Monday it was announced the German distributor has changed from Schimidt Spiele to Asmodee as of 2019.

Moritz explained this was by no means an easy decision to make.  It has taken him a very long time to decide.

Moritz understands that games are more than just cardboard - they are about good experiences.  He sees events as a key part Hans im Glück moving foward.  This allows their games to be enjoyable and engaging experiences.  It is important for them to work down the distribution chain to reach FLGS, rather than simply trying to cash in on the E-Commerce culture, which Hans Im Glück consider to be a dangerous spiral of lower and lower prices.

On a related note, yesterday Mortiz explained that he would rather pay more to make sure workers in factories are given reasonable pay for their work.  He considers this his responsibility for the greater good.  The alternative is to use ´slave labour´ from other countries who could produce items which cost a lot less.

But anyway, back on topic.  Moritz was grateful for the work carried out by Carcassonne Central and Carcassonne Forum as a mechanism that has promoted the game for so long.  He will be making sure we will be engaging more closely in the future.  Moritz has asked me to collect your ideas.  What would you like to see?  He understands that events are the key to producing memorial gaming experiences which focus on friends and families engaging with each other. 

He is considering collating a pack that can be shared with local game stores to promote the game.  This could be running small contests, or fun ways to play carcassonne to introduce more players to Hans Im Glück games.

Mentioned during the Meeting:

Using Carcassonne packaging to direct people to a central website eg: CarcassonneEvents.com and from there branch out to othersites, such as our own for more information.  Perhaps a note in the rules, or the box to direct them to our forums.

Can Carcassonne Central Tournaments be a way of accessing the World Tournament.  On this note we must remember that elite Carcassonne is important, but we need to focus on encouraging new players into this wonderful world.


This is a very brief post, but I hope you get the idea.  I for one was very happy to see Hans Im Glück engage with the community.  I felt they have been extremely open about their latest decisions.  I did not obviously take notes during the meeting, so a lot of small things I have not covered, but Hans im Glück understands there is a fundamental need for humans to meet each other, in the pub or the cafe or wherever, and they feel Hans im glück can enhance these human experiences.


So,

If you were hosting an event, what would the event be?  What would you need?

... HAVE TO GO NOW IT´S DINNER TIME!!!

18
Online Games and Competitions / The Great Escape
« on: June 26, 2018, 08:42:11 AM »
It's been a very long time since I suggested a tournament,  but I was having a chat with TheSteveAllen yesterday over on Slack and struck upon an idea.

What if one player was trying to score as many points as possible, while another player was trying to deny them points?

Rather than both players scoring and denying points, you'd each have one focus.

I thought it would lead to some interesting opportunities for trapping and escaping, so hence the name:

The Great Escape!

As I said above, the tournament would be played as 1v1, where one player is attempting to score points (the fugitive), while the other is attempting to reduce their total score (the trapper), either by trapping or claiming features before their opponent can.

After the game the fugitive's score would be recorded.

If there are several people interested then groups can be created.  In a group each player would be the fugitive against all the other players.  The winner of the group would be the player with the highest average fugitive score.

In terms of format, players would play 2 games, one as the fugitive, the other as the trapper.

If you'd be interested in taking part in such a tournament, let me know below!

19
News and Events / Carcassonne - Safari
« on: April 23, 2018, 06:52:25 AM »
I think most people know about the new Carcassonne Spin-Off from the Around the World Series is continuing this year with a Safari theme.

But we've not started a post about it yet!

Steph Hodge provided some information on her BGG blog: All the Meeples of the Rainbow

She was at 'Gathering of Friends' this weekend

Here's the excerpt:

Quote
Next I got to try another one coming out but it is in early prototype forms. It is a new Carcassonne game called Safari! New to me!

In this game you will find a lot of familiar things to the Carc you know and love. There is a new way to score though. You will be looking for different types of animals in a given region. There are added jeeps that will give additional incentive and points for placing where they are. What changes are the cloister type buildings give you tokens and the tokens are used to form groups of different animals on the board in desert areas.

This part was clever and interesting. i was confused on it for most of the game so I lost horribly, but it was of course very good and I love Carc games in general. I found it to be unlike any other Carc game I played. Still doesn't hold my top most interested to play Carc though, but I would happily play anytime and look forward to seeing the final result!

Edit: The really confusing this is why they decided to name a spin-off after one of our members :D

20
News and Events / UKGE 2018
« on: April 19, 2018, 03:24:09 AM »
We already have a post about the UK Championships being hosted at the UKGE, but wanted a separate post for this.

It's 43 days until the UK Games Expo, a few of us are meeting up on Friday 1st June.  So let us know if you're coming!  We should be around on the Saturday too  :(y)

21
News and Events / Happy Easter Carcassonne Central 2018
« on: April 01, 2018, 05:05:42 AM »
Just wanted to take a moment to wish everyone here on Carcassonne Central a happy Easter break.
If you're not Christian, I still hope you're making the most of the weekend with your family, playing boardgames and other fun activities.

We used to have a little tradition around here and thought some of you would like to take part:

Meeple Art

I just looked outside and happened to spy the season's first bumble bee, so that's what inspired me, Spring is on the horizon:



Happy holidays everyone - I hope you consider making your own creations this year!

22
Other Games / Hilarious "Hex" Puns
« on: February 26, 2018, 01:16:55 PM »
I hexpect to hear good things about this one Squiffything  ;D

23
Anything Else / An Afternoon at Basically Wooden
« on: February 10, 2018, 11:55:00 AM »
We took a trip to see Andrew and Sue at Basically Wooden this afternoon.

It's the first time I'd been up to see them, I hadn't realised how close they were (about 50-minutes). I had a big order to pick up so thought it would be a way of saving a few quid on postage.

We got the grand-tour, looking at their fine machinery,  varnishing suite, early prototypes and immense stores.

I took a few photos too:

To begin with we got up close and personal with their machinery:


We got to see just how fast and accurately their lasers could work, etching a prototype design for some shop-window product boxes.

Then I took some sneaky shots of some recently completed inserts:


In the main workshop Andrew showed me the Big Box of Catan he had recently finished.  The trays slot on top of each other and can be easily lifted out:


I'm glad I'm not a Catan player!

This is the Carcassonne work station, they had been asked to produce a Mega Carcassonne box, which I assumed would hold all the spin-offs too.  It will contained ~24 tile trays and 6 trays for tokens, which are the same size as the Big Box.  It was pretty incredible to see - The Carcassonne Chest I suppose!


We headed up to the Varnishing room, which houses a lot of the projects nearing completion:

You can see some Firefly and Arkham box sets, as well as Carcassonne and their infamous Bee Boxes!

Andrew also had a set of children's toys, I forget where they were originally from - but were charming:


Ticket To Ride Boxes are very popular too!



Here's a great view of the entire workshop:


We marvelled at their Dragon, he's called George  ;D


We took a look at some of Andrew's early prototypes, locked away in 'the back room' - some of these things are likely to be making a reappearance at some point, so I didn't snap any pictures!

Then we took a look at some bits and bobs in the main shop:

I particularly liked these card-holders, they come in two sizes, my wife thought they'd make a great travel-craft-project box:


Here's another card box:


If you've been following Basically Wooden you'll know they have a range of magnetic token/card trays.  One of their newest pieces is a double-sided card-stack.  I thought it would be great for any 2-player deck-building games, or function as a discard:

All the magnetic components slot together too.

I love these deck boxes too:


So it was time to come home, here's a photo of all the things we collected:



A Bee Box and small Bits Box:


The Dominion Box, the original reason for going  ;D
The larger card box, (travel craft box), and bee-hexagon.


You'll also spot the original prototype Carcassonne-travel box.  Andrew has a couple more of these, which he considered seconds, due to some faults in the wood or cutting process.  Let me know if you're after one  :(y)
The Bee Dice Tower,  I really like my BW dice tower, and couldn't say no to this design.  There have been some improvements to the standing mechanism too:


A 7 Wonders Box Insert, the other reason I was originally going for:


Basically Wooden have been making several Gloomhaven boxes, one of their ongoing problems is they have a lot of off-cuts they don't want to waste, so we found a home for some, but we're looking for novel ideas for them.  The hexagons are Catan sized and the meeple, well they're just meeple  :(y)



All in all a great little trip - we're very glad Andrew and Sue could accomodate us on our visit.  I'm looking forward to seeing them again soon and their future projects  :(y) :(y)


Now...to start sleeving Dominion cards

24
News and Events / Watch It Played - Carcassonne
« on: February 01, 2018, 10:14:42 AM »


Courtesy of Rodney Smith

25
Quizzes, Puzzles and Challenges / What's wrong with GQ11 tiles?
« on: January 18, 2018, 09:23:23 AM »
A time ago, I told I got my hands on Carcassonne Halb so Wild 2. But after nothing heard about it and two months later I sent them a message they didn't had Halb so Wild 2 anymore. But they were just holding on my order...... :'(..... So I only got Halb so Wild 1 wich isn't here yet  :'( :'( :'(

But I found a cheap alternative who was eager to sell it to me and today I received it :D :D

Also I got my hands on The Games Quarterly Expansion so I decided a little puzzle. Something is wrong with it.... who can find my stupid fault as first?  :red-meeple:

your FFFF tile is facing the wrong way?

26
Other Games / Do you dream of boardgames?
« on: January 03, 2018, 01:51:50 AM »
Another great discussion topic:

Do you dream of boardgames?
Do you play boardgames in your dreams?
What happens when you do?
What do you think it all means?
Do you dream at all?

I'm in work at the moment, but had an interesting dream over New Years 2017 which I'll share later  :(y)

27
Other Games / Shadespire
« on: January 01, 2018, 03:06:02 PM »
It's a brand new year, and disappointed not to reach 200 merits before 2018.   :'(
But I was well under my projected post count, so I have no one to blame but myself  :D
So I thought,I would spend a bit of time writing about the game I got for Christmas:

Shadespire  :o :o :o

It's apt to talk about this now, given our recent thread on using miniatures in gaming and also our conversations about tension, because this game has both.  I have to say before I get started, I've definitely not played enough to give the game justice.  But I've got a pretty good feel for how everything works, so it's about time I give a write-up a go!

Shadespire looks like a lot of things, it's produced by Games Workshop and themed in the Warhammer (Age of Sigmar) Universe, which only helps to muddy the water.  It's got miniatures that look like they're all partaking in a wargame; but underneath these thin-veneers sits a traditional-boardgame, a tactical area-control game, with deck-building and activations at its core!  And that all means, it's got to be worth a little bit of attention.

Theme
But before I get into that, let's cover the theme.  All that those unfamiliar with warhammer need to know is: it's a fantasy world where humans, dwarfs, orcs, elfs and a myriad of other characters have lots of wars.  It's essentially a hobby for them, there's not much else to do other than start fights with your neighbouring nations.  Apparently, they've been at it so long, they can't even remember why they started.  Personally, I think it all started when someone spilt a pint at the local tavern one evening and then a band of dunken dwarfs took sides without really seeing what happen.  The next think you know is it's all Chaos.  Thankfully, Shadespire is set in a tangential story arc to this universe.  Shadespire used to be a very big city where the local bigwigs devised a way of cheating death.  It just so happens the god of death wasn't very happy about that, so decided to punish them with evil pixie-magic.  Insert years of mystical nonsense and now bands of adventurers go looking for trouble/gold, however they also can't die because they're trapped there...so they fight a lot...as there's not much else left to do.

For those that like lore, there are lashings of it the rulebook, and it's all cleverly interlinked into the Warhammer narrative.  It conjures a sense of mystery and ancient grimdark(wrong franchise) magic.  One thing that GW takes seriously is their lore.  In December, GW released 3 short audio-dramas set in Shadespire to provide an even more enriching experience.  I'm a sucker for lore, I enjoy reading what I can, it gives context and explains why characters are doing what they're doing.  As you can probably tell, I don't take it seriously either.


"The Line Will Hold" (Wrong Franchise again)

Mechanical Overview
But let's put that all aside and discuss the game!

Each player selects a warband, this is your party of adventurers and they've all got names too.  In the base game there are two warbands, two more warbands have been released as addon packs.  Currently the choices are the Steelheart's Champions (Big Knights) and Garrek's Reavers (Death Metal fanboys).  The two other expansions are: Ironskull Boyz (Green Orcs) and the the Sepulchral Guard (Skellingtons). Each of the warbands work differently to each other, and that's partly because each of the miniatures represents a corresponding character.  You're given a character card telling you about them.  Each character has some statistics for moving, attacking and defending which you need to be familiar with to make them work together effectively.  Some warbands are good at holding their ground, others are good at maneuverability.  What's interesting is that these skills play off one another and how what might work well against one warband may be very ineffective against another.



Shadespire comes with 2 double-sided game boards.  One player will select a board and side, and the second player will take the other board and decide where to connect it to the other board.  Without going into details:  The placements of the boards are very important tactically as this will affect how your fighters engage one another.
In a two player game, 5 objectives are randomised and players take it in turns to place them on the board.  Once they're revealed you take it in turns placing your fighters down, giving you an opportunity to respond to your opponent's decisions.

Let's talk about turn structure.  The game is broken down into only 3 Rounds.  Each round only 4 activations.  Which means the whole game is done after 12 activations (or 24 in total for 2 players).  Activations might be move a fighter, attack a fighter, charge (move and attack), or draw/discard a ploy/objective card.  After each activation there's a round of card play called the Power Step.  That's it.  That's the game in a nutshell.  I admire this scheduling, as everyone know where they are, and there's no chances to go on longer or draw out the game.

But the cards are the beating heart of this game.  Before you even lay the boards down each player has handpicked at least 20 power cards and 12 objective cards which make up the deck.  Objective cards are your mechanisms for scoring victory points.  It might simply be: hold an numbered objective at the end of a round to score a point.  Or might be more advanced like:  Charge with at least three fighters this round to score 3.  The Power cards come in three flavours:  Ploys, reactions and upgrades.  These give you a tactical advantages during play, which I'll describe in a moment.  You hand is only 3 Objectives and 5 Power cards, so it's important to pick objectives you think you could achieve and select ploys which can make them happen in a number of ways.
Some Objectives are completed at the end of the round, others are completed immediately (like wiping out an opponent).  When an objective is met, you take a victory point and you draw a new objective card.  Power cards on the other hand are only drawn up in between rounds, unless you wish to send an activation to get another.


These objective cards give your warband some clear direction, while the power cards give you a means of going about it!

Once you complete an activation, your opponent can play a reaction card they have.  As a simple example:  one might give them a chance to attack outside of their activation.  Then you're able to play a ploy or upgrade card.  A ploy card might allow you to switch characters or execute defensive operations.  Upgrades allow you to buff your characters by giving them extra wounds or by giving them extra weaponry.  Upgrades don't come cheap though, you must spend your earned victory points to enable them.  Thankfully, those points aren't lost, you still score them at the end of the game.  But it's a way of introducing and spending experience earned through the game.   Once you've played a card, your opponent can, then you can again and backwards and forwards until you both pass.  Once that happens you're on to the next activation, watching the timer tick towards the end of the round.


Obryn has taken a lot of wounds, but has been given an upgrade.  We're in the 2nd activation shown by the counters on the right.

Combat is performed with dice rolls.  Fighters have to pick an attack, most of them have 1 (some have 2, but more can be got with upgrade cards).  The attack will tell you how many attack-dice you roll and which symbol you're looking for (usually hammers or swords) to successfully attack.  To defend, most characters roll a single dice, and they need to find their blocking symbol (usually dodge or shields) to prevent the attack.  The dice also have the possibility of a critical-hit/defence which nullifies lower successes.  It's also possible to assist attack and defence with other fighters in the vicinity.

It's best explained with this example.  I was quite disappointed with this dice roll as it essentially cost me the game.

My Big Knight has charged the Green dude with 2 axes.  I get to roll two dice, and hit on hammers.
As you can see, I rolled 1 hammer on the white attack dice.
My wife only needed a shield to block, but managed to roll a critical-defence with the black die.
(If I had an assist, I would have had 2 successes, my wife could only block with a Critical-Defense).
My attack failed, if it hadn't I would have inflicted 3 wounds resulting in the the enemy leader going Out of Action and removed from the game.
If you noticed, I had an objective card which scored: when charging to take a fighter out of action and also another objective point for taking out the enemy leader.  As a result I've left my fighter in range of a good clobbering.

Once all the activations are completed, you tally up the Victory Points and declare yourself the winner (even if you had the least victory points).

My Feelings
Phew! - Quite a lot to talk about there, in terms of mechanics:  Board layout, Deck-building, area-control, combat, character management.  Did I say the whole thing only takes about 45 minutes?  I find this game seriously packs a punch.  All of these elements are quick, but there are tactical implications of every action.  Player interaction is high and constant.  Even down to positioning the board, or determining if you should play a ploy card now, or in a minute.

Unlike Dominion the deck doesn't change during the game.  You've prepared the deck before the match;  thankfully the game comes with some pre-built decks to educate you slowly.  Some cards can only be used by specific warbands, while common cards are duplicated in the base set, so there's no problem fighting over who gets what.  Once all the warbands are released, there will be something neat 450 cards to build decks from.  That alone provides opportunities for different types of play.  The warband specific cards provide asymmetry between the bands too and guarantee that none of them play the same.

My wife loved the deck-building!  She enjoyed reading all of the cards, and considering how they would work with one another.  In the game photographed she decided to ignore any objectives that require holding positions and instead went on a warpath.   I had a feeling she would do this, so selected some cards to bolster my defense.  I also positioned my units further back on the board meaning it would take her longer to move her units into a dangerous position.

I can see the comat not being for everyone, but there are ways of mitigating the dice rolls; however at the end of the day it does all come down to a bit of luck at the right time.  I quite like that though, I'm comfortable letting the D6 decide.  During the game photographed I was happy to trap one of the Orcs between all three of my Stormcasts.  That was enough to inflict some serious damage.  I was only able to establish such a position by using a Power card that allowed me to switch positions with an adjacent fighter.  I found in this game, it was absolutely necessary to carefully consider where I was leaving my fighters, being able to shift them a hex or making sure they had support from attacks was essential.

Given that your objectives are hidden until they're scored, it can be really fun trying to work out what your opponent is trying to do to win points.  If you make a bee-line for an objective, you'll give the game away, or was it merely a distraction and all they really wanted to do was make sure you've not encroach on their territory.

The tension mounts between every activation, during the game it feels like both players are winding up mechanical-toys waiting to see who will release first.  This is because of the way fighters must support each other to be successful.  It's far too easy to perform a charge and cause a bit of damage.  But you'll find that you were left behind and now your fighter can no longer move or perform other actions this entire round.

The game also supports 3 and 4 players (with and extra base-game) and also includes a hold-the-fort game variant.  Neither of these things I've tried, but I look forward to having a go!  I suspect in the future more boards will be available, with enough cards to support it.

Another thing to note is how well Games Workshop are supporting the game.  They are already running tournaments, and they're also publishing articles making recommendations on the deck-building philosophies, giving players ideas for techniques to try with each warband.  They've even gone as far as explaining opening moves based on board placement.

As a kid, I never played warhammer or it's grimdark counterpart.  I did enjoy a lot of their smaller 'specialist' games (Necromunda-mainly) and they've always presented themselves as a money pit.  So I was mostly sceptical when stepping into Shadespire, however all I've seen thus far is a very tightly developed experience.  Certainly the core-box works on it's own and you could argue that the additional warbands have cards in them.  But for a casual player, the cards are known and I've got a good idea how many there are going to be.  There are some accessories that are in no way beneficial (dice and sleeves).  I think somewhere in the evil-corporate office someone thought it would make a good introduction to the franchise; I think that's undeniable, there's a leaflet in the box saying now buy this box with 50 miniatures in it you need to glue together and paint before going to war.  But if anything that's been thought about after producing the game, as a branding exercise, and I think thus far, they've been sensible to split shadespire into its own franchise.

Generally, I think a lot of traditional boardgame designers should be looking at what GW have done here.  Their means of releasing content and the support they're providing the game.

Components
The components are topnotch.  The boards and tokens are high quality.  The cards a standard size which makes them easy to sleeve and though they're not low-quality the shuffling will wear them down.  I sleeved mine with 'Dragon Shields' which makes they nice to shuffle  :(y)

The miniatures took about 25-30minutes to put together.  All that was required was a pair of clippers.  No-Glue.  Games Workshop have produced a line of miniatures that don't need glue.  Each model has 3-4 pieces which are on a sprue and need to be clipped, other than that, they just slot together, it's really simple; and they're solid.  The miniatures are really detailed too.  Each warband is colour coded too so it's easy to tell them apart.  The character cards also have little pictures on them to make it clear.


We like Angharad Brightshield, she's great at using her shield and does reliable damage (Plus she's obviously Welsh).

The artwork is amazing too, each power card has its own graphic on them too:


The rulebook is very thorough and the publishers have produced an FAQ/Errata to fix anything which was unclear or ambiguous.  It's very straightforward though, and usually the examples in the rulebook assist.  Also Rodney Smith Did a Watch It Played Series, so you can see for yourself.

Overall

I didn't expect this to go on for so long!  We're both enjoying Shadespire as it's offering a solid boardgaming experience with the opportunity to play a deeply tactical game quickly.  There are currently 4 warbands, and it looks like another 4 are on the way shortly.  There's a lot to explore and a lot of decks to consider building.  It's relatively cheap (even for Games Workshop), so I'd recommend it for anyone looking for high interaction, who is happy with dice-rolling and enjoys trying to second guess what your opponent is trying to do.

28
The Marketplace / Decar's Clean Out
« on: December 30, 2017, 01:14:58 PM »
I'm clearing out some space, in the vain hope I can see my tabletop again.
Thought I'd give first refusal to anyone where, before bunging them on BGG.
There are Four sets of items:
Stuff just looking for a home, 
Stuff I'd like to recoup some losses for,
Stuff that's more expensive given it's uniqueness.
Stuff that's gone

Just Looking for a Home:

CMON 2016 Promo Pack (minus: Arcadia Quest and B*Sieged) - Zombicide, Zombicide: Black Plague, Xenoshyft


Other Promos:



(Rokoko Gone to yimhj)
(Viva Java to franks)

Santa's Renegades - minus Lanterns, Clank! and FUSE:

(Lotus Promo Gone to Squiffy)

Make me an Offer:

Loony Quest + expansion and promo



Orange Phantoms - I have a feeling I already promised these to someone, so if I did please let me know, ASAP!

(Probably: Amorpheus & ny1050220)

Darkrock Adventure + Expansion 1 - Rahdo did a great review of this game, but it's also unlikely to hit the table:


13 Days - This is said to be like Twilight Struggle, but a lot shorter.  A mechanically sound game, but the theme is unlikely to get it to our table:


Escape - The Curse of the Temple + Promos - I upgraded to a Big Box


Pretty Unique One Offs

These last items are pretty special, and I'd only consider passing them on someone who would make the best use of them.
They are the moulds used for the Ice Meeple Sets.  There are lots, but I'm not sure exactly what. I feel they could be used as a mould for more meeple, possibly psychedelic, if only a talented crafter knew how:




Stuff that's going/gone

Artifacts Inc - sold to Chooselife - I really liked the Engine Building mechanics of this game, it's a great precursor to Above & Below's mechanics.  My wife wasn't so keen, so unlikely to get a play:



Original Printing of Gipf - sold on bgg



Crisis  (and promo somewhere) - sold on bgg - I actually backed this my accident and it's unlikely to get much love here given the time required to play:


SpielDoch + Tiles: (Gone to Amorpheus)

Cundco Bag: - I literally have enough of these to never require paying 5p for a bag at tesco again (Gone to Amorpheus & ny1050220)

Carcassonne - Minus some meeple:  - Gone to Dan's friend

Carcassonne The Tower - Minus some tiles and the Tower pieces  :o

(Gone to Amorpheus & Rosco)
Carcassonne: Winter Edition - Likewise missing some tiles:
  (Gone to Halfling)

(Promos Gone to Dan)

Isle of Skye Promo:
(Gone to Franks)

Kingdom Builder - Big Box + Marshlands + Queenie 3.  Thanks to Queen Games inability to run a kickstarter, I was given an entirely new Big Box (with errors) instead of the latest 4th expansion.  Leaving me with this:


(Offers from SquiffyThing + Rosco)

These are one of the unique sets of prototype meeple, they're all anatomically sound, and transparent!
I do have a minimum price is set though:

Offer with Big Boss's friend

Hexagony - very basic tile laying game - won in a charity auction:

Gone to Sinscerly

29
Other Games / Are you an opener?
« on: December 30, 2017, 01:39:05 AM »
It's a pretty simple question (and one Dan needs help answering)

You've just acquired a new game or expansion, even though you might not get chance to play it for several days;  do you open it?

Do you take the cellophane off and sniff the cardboard (maybe that's just me)?
Or do you wait leaving the wrapper on to keep it nice for as long as possible?

If you do open it up, do you also prepare the game ready for the first game, by punching the chits or sleeving cards?

30
Other Games / What do you look for in a game?
« on: December 28, 2017, 07:46:27 AM »
I thought it might be an interesting topic to look at the top 5 things you look for in a game:

Here's my top 5, at least at the moment:

1. Play time (generally no more than an hour)
2. Intuitive mechanics
3. Depth of Mechanics - ie: can the core mechanic handle expansions or adaptations?
4. Does it work well at 2-player, how does it support more players?
5. Manageable/Mitigating Uncertainty (random events, dice rolls, landscape-discovery)

What are your Top 5 things that draw you into a game and make you stick to them?

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