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New Board Gaming |OT2| On Tables, Off Topic

Ohnonono

Member
We finally played the first real quest in the Warhammer Quest Adventure Card Game. I think we are learning the mechanics, though it is a huge pain that the information is so scattered between the two manuals.

We got crushed on the first quest using dwarf + archer, unfortunately. We made it to the last location but even my 26 HP dwarf with +2 HP from armor died before the archer, and that was before the last peril stage. We only had 2/10 exploration, and we were pretty sure a nearly-dead archer could not solo 4+ enemies for 8 exploration so we just immediately accepted defeat. I have some questions to make sure I am playing correctly:

  1. Even if the whole party is defeated (I guess you don't really "die"), everyone keeps their equipped (e.g. armor) and depleted (e.g. holy symbol accessory) gear, correct? So the depleted item comes back, and you can keep your armor into the next quest after failing the first?(yes)
  2. Nemesis effects activate even when the nemesis is in their layer (unspawned), correct?(yes)
  3. I kept scouring the rules but could not find this anywhere. Is there any special rule for nemesis spawning? In particular, when the nemesis spawns from the lair, do they instantly engage the party leader (in the peril phase, before the leader token switches)? This seems kind of excessive because, say you already have 3 enemies engaged and are the leader. You take 2 (unblockable) wounds for the attempted engage when he spawns, then 2 (unblockable) wounds from him activating his inflict, then 2 (unblockable) wounds from his failed Prey ability that tries to engage you again, correct? So 6 damage from a single spawn.(You are playing this correct, yes its brutal.)
  4. The nemesis does not activate until they leave their lair (spawn), correct?(Yes? The nemesis effect can happen if you roll the symbol even if they are in the lair but they don't prey, attack, ect. if they are in the lair.)
  5. ALL enemies outside the nemesis lair are supposed to activate every round (after both players activate twice in 2-player mode), correct? Even if they are facedown in the shadows, they still have to activate?(yes.)
  6. Is there any limit to simultaneous shadow enemies? This was incredibly rough in our game because we had 5+ enemies in the shadows, and 1-3 engaged on each of us, and things that would hinder ditching enemies when changing locations (one location made us take enemies with us, some enemies followed us, and one location kept reducing progress which made it slower). (There is no limit, that location can be real rough.)
Lastly, with 2 players, is it even worth trying the second quest if we failed the first? I'm assuming it will be even harder since we didn't get the legendary gear and bad effects will probably happen.(Yes it is worth it, you still get to upgrade abilities and stuff. That said if it was your first time I may run quest 1 one more time knowing the rules and stuff better. You might still lose though, it is certainly never easy.)

Here are my answers to the best of my knowledge.
 

Blizzard

Banned
Here are my answers to the best of my knowledge.
Thanks. I guess the strategy is to make sure the party leader has a space open before peril stage...which is tough since enemies activate before then.

I think we may try the second quest anyway because the gear we ended up with is pretty lucky (+2 HP armor with a boost to rest, and the one-time 5 HP healing item). I figure we will each take an extra gear slot and an upgraded ability.

You can only upgrade ONE ability per settlement phase, correct? The rules make it sound that way.
 

Ohnonono

Member
Thanks. I guess the strategy is to make sure the party leader has a space open before peril stage...which is tough since enemies activate before then.

I think we may try the second quest anyway because the gear we ended up with is pretty lucky (+2 HP armor with a boost to rest, and the one-time 5 HP healing item). I figure we will each take an extra gear slot and an upgraded ability.

You can only upgrade ONE ability per settlement phase, correct? The rules make it sound that way.

Yup just one.
 
So ran out of space in my small shelf setup of my game room, so I'm redoing it. My current progress. A smaller 4th shelf still to go up and not all my games are pictured either, but the 4th shelf will do it.

24227031506_7863b5c06e_c.jpg
 
Damn I ordered Warhammer Quest on January 3rd and it said it would be here today. Just now it got bumped to Wednesday.

what the hell Amazon.
 

SCHUEY F1

Unconfirmed Member
So ran out of space in my small shelf setup of my game room, so I'm redoing it. My current progress. A smaller 4th shelf still to go up and not all my games are pictured either, but the 4th shelf will do it.

24227031506_7863b5c06e_c.jpg

Omg

Also I can't bring myself to stack games sideways
 
Finally got a chance to play some of Ghostbusters (I was in on the kickstarter and got the Mass Hysteria edition) with some friends.

We were only able to play through 3 of 4 scenarios of the 1st campaign (various baby duties cropped up at times), but we really enjoyed it. Its easy to learn and some nice tactics are there. We'll see after we've played some more, but initial reactions are very favorable.
 

EYEL1NER

Member
So ran out of space in my small shelf setup of my game room, so I'm redoing it. My current progress. A smaller 4th shelf still to go up and not all my games are pictured either, but the 4th shelf will do it.

24227031506_7863b5c06e_c.jpg
I've seen a lot of collection pictures on BGG but not many that make me think "This is someone that I would want to game with." Why? Shelves and shelves of Euros or old bookcase war games. I can say that about you though because those are rows and rows of Ameritrash, baby. Very nice collection.
 

Mr E.

Member
So ran out of space in my small shelf setup of my game room, so I'm redoing it. My current progress. A smaller 4th shelf still to go up and not all my games are pictured either, but the 4th shelf will do it.

24227031506_7863b5c06e_c.jpg
Nice collection of games. I'm sure there is some organisation that you understand and can find a title at a moments notice lol.

I stack horizontal too. Unless everything is baggied (most are) my components would be all over the place vertically. Two negatives that I can think of when laying horizontal.

1 Box lids may sag after awhile with weight on top.
2 lifting out other stuff to get to games at the bottom.

Your collection is deserving of the IKEA expedite.

Edit. Actually those shelves are super wide being able to accommodate standard box sizes next to each other along with other stuff and of course the coffin box games. Nice.
 

AstroLad

Hail to the KING baby
I totally want to build shelves downstairs in our pinball room. Right now my games are taking up a whole closet, but also a couple other places too for overflow. Would love to have them in one centralized place. The only hesitation I have really is I don't really like the look of exposed games, so I might need to build sliding panels too on the shelves. Having 300+ games (with expansions) is tough. :p You're welcome CSI! (I wish they kept tracking how much you spent after you reached the top level, because I reached that years ago.)
 

Mr E.

Member
I totally want to build shelves downstairs in our pinball room. Right now my games are taking up a whole closet, but also a couple other places too for overflow. Would love to have them in one centralized place. The only hesitation I have really is I don't really like the look of exposed games, so I might need to build sliding panels too on the shelves. Having 300+ games (with expansions) is tough. :p You're welcome CSI! (I wish they kept tracking how much you spent after you reached the top level, because I reached that years ago.)
Pinball room.............wow.

I'm aiming for a proper gaming table. Geeknson. Not as expensive as Geekchic but still a pretty penny. Waiting list is 3 months. I'm due a nice windfall and as soon as it arrives (next month hopefully) I'm slapping down an order with all the bells and whistles (well lights actually). Hardest part was getting the wife onboard. When she saw it as a table with the leaves on top she backed me all the way. I'm using a foldable table at the moment and it's fine but a bit of a pain if I want to leave a game set up and such.

I swear this hobby is more expensive than PC gaming. Well at least we already have VR with our games eh lads.
 

AstroLad

Hail to the KING baby
Pinball room.............wow.

I'm aiming for a proper gaming table. Geeknson. Not as expensive as Geekchic but still a pretty penny. Waiting list is 3 months. I'm due a nice windfall and as soon as it arrives (next month hopefully) I'm slapping down an order with all the bells and whistles (well lights actually). Hardest part was getting the wife onboard. When she saw it as a table with the leaves on top she backed me all the way. I'm using a foldable table at the moment and it's fine but a bit of a pain if I want to leave a game set up and such.

I swear this hobby is more expensive than PC gaming. Well at least we already have VR with our games eh lads.

To be clear, by pinball room I mean our extra room downstairs that has our one pinball machine (Metallica) and treadmill -- not like an arcade (though it is very nice!). :p

The cool thing about board gaming that I think is fairly unique to the hobby is that it's pretty much completely up to you how much to spend. Not being Cult of the New has the least downside in boardgaming vs. other hobbies I'd say. Legitimately you could play only games from 10+ years ago and still have enough quality gaming for the rest of your life.

But yeah...Cult of the New is very addictive. ;D The one thing I've gotten smart about is not getting in on 90m+ or 3.5+ weight games no matter how supposedly great they are because that really is just money down the drain (well until the inevitable resale, where you can get most of your money back but it's a timesuck to turn over games like that).
 
We finally played the first real quest in the Warhammer Quest Adventure Card Game. I think we are learning the mechanics, though it is a huge pain that the information is so scattered between the two manuals.

We got crushed on the first quest using dwarf + archer, unfortunately. We made it to the last location but even my 26 HP dwarf with +2 HP from armor died before the archer, and that was before the last peril stage. We only had 2/10 exploration, and we were pretty sure a nearly-dead archer could not solo 4+ enemies for 8 exploration so we just immediately accepted defeat. I have some questions to make sure I am playing correctly:

  1. Even if the whole party is defeated (I guess you don't really "die"), everyone keeps their equipped (e.g. armor) and depleted (e.g. holy symbol accessory) gear, correct? So the depleted item comes back, and you can keep your armor into the next quest after failing the first?
  2. Nemesis effects activate even when the nemesis is in their layer (unspawned), correct?
  3. I kept scouring the rules but could not find this anywhere. Is there any special rule for nemesis spawning? In particular, when the nemesis spawns from the lair, do they instantly engage the party leader (in the peril phase, before the leader token switches)? This seems kind of excessive because, say you already have 3 enemies engaged and are the leader. You take 2 (unblockable) wounds for the attempted engage when he spawns, then 2 (unblockable) wounds from him activating his inflict, then 2 (unblockable) wounds from his failed Prey ability that tries to engage you again, correct? So 6 damage from a single spawn.
  4. The nemesis does not activate until they leave their lair (spawn), correct?
  5. ALL enemies outside the nemesis lair are supposed to activate every round (after both players activate twice in 2-player mode), correct? Even if they are facedown in the shadows, they still have to activate?
  6. Is there any limit to simultaneous shadow enemies? This was incredibly rough in our game because we had 5+ enemies in the shadows, and 1-3 engaged on each of us, and things that would hinder ditching enemies when changing locations (one location made us take enemies with us, some enemies followed us, and one location kept reducing progress which made it slower).
Lastly, with 2 players, is it even worth trying the second quest if we failed the first? I'm assuming it will be even harder since we didn't get the legendary gear and bad effects will probably happen.
If you are playing the first mission, the first time Grump "spawns" he simply engages with the party leader, he does not "activate", meaning he does not deal damage right away.

The next time in the peril phase that he either spawns or regains his health, he "activates then readies" so he deals his damage and then is ready for the next turn.

The third time I believe it says he activates twice so he will deal his damage twice at the peril phase.

I tried this mission solo (with 2 heroes) a few times and failed each time. We played a 3-player game with the appropriate player cards and rules and did the mission fairly easily. It seems like the difficulty doesn't scale properly or we got extremely lucky. You definitely can't rush the locations though, we tried to have a nearly clear board before we attempted to move.
 
Welp, we had our first loss during April for Pandemic Legacy.
Only had a few cities become Faded but had too many outbreaks. A few cities are rioting now. T_T No characters scarred at this point. I worry if I have misunderstood when that happens. Wasted a level 1 panic sticker by applying it to the wrong city. I realized that I made the previous month easier because I forgot that the cure 3 diseases object was mandatory. Oof.
 
Welp, we had our first loss during April for Pandemic Legacy.
Only had a few cities become Faded but had too many outbreaks. A few cities are rioting now. T_T No characters scarred at this point. I worry if I have misunderstood when that happens. Wasted a level 1 panic sticker by applying it to the wrong city. I realized that I made the previous month easier because I forgot that the cure 3 diseases object was mandatory. Oof.

My board is pretty similar right now.
Characters only get scarred when the city they're in outbreaks or if they end a turn with a city with Faded in it. I'm also at May and so far it's been pretty easy to avoid scars, one of my characters had one because we had bad luck and drew the bottom-of-the-deck card right after an epidemic so it had an outbreak.

Especially with the quarantine specialist and tokens it's been pretty easy to prevent outbreaks too, we do have I think three cities at level 2 and one at 3 but that's about it.
 

Blizzard

Banned
The third time I believe it says he activates twice so he will deal his damage twice at the peril phase.

I tried this mission solo (with 2 heroes) a few times and failed each time. We played a 3-player game with the appropriate player cards and rules and did the mission fairly easily. It seems like the difficulty doesn't scale properly or we got extremely lucky. You definitely can't rush the locations though, we tried to have a nearly clear board before we attempted to move.
There are definitely changes for 2-players, but even with 2 turns each it does seem really difficult to come close to winning. About the "activates twice" thing, does that mean it replaces Gromph's normal activation? Or does he activate THREE times if he's already engaged with someone?

More Warhammer Quest questions, this time after trying quest 2:

  1. The rules say you can give someone gear during the settlement phase. What if two players are maxed out at 1 gear each -- can they do a 1-for-1 trade? Or does one player have to throw away one of the items to have room?
  2. I feel like I talked to a friend about a different, similar game (Pathfinder?) who said they eventually figured out you were just supposed to explore and not focus on enemies, and the game wasn't enjoyable once they figured it out. Is there something similar? Not rushing explore seems even more likely to murder everyone.
  3. When you travel, all engaged enemies stay engaged, correct? Even with us trying to clear out enemies this time, that resulted in say, 9 enemies on location 4 in quest 2.
  4. When you go from one quest to another, do you reshuffle ALL locations/enemies/gear back in? In particular, out of the 12 or so level 1 locations, we shuffled and drew 3...and AT LEAST 2 of them were the same locations we had in quest 1, in the same order. And they were the same obnoxious ones (river that forces you to take all shadow enemies with you, auto-exploring, and a 6-explore location that decrements explore by 1 every turn). I wondered if those locations were supposed to be gone for the entire campaign once we used them.
  5. For the river location, if you fully explore it yourself before the auto-explore fills up, are you still forced to take all shadow enemies with you? In other words, you're forced to travel before you can choose to?
  6. Is it possible the archer + dwarf are a bad combo? The dwarf seems focused on engaging and attempting to tank enemies. However, with only 2 players this means he takes a ton of damage from attempted (and failed) engages. He has no way to make enemies retreat, and only one way to exhaust an enemy that I can remember. Once again, even with +2 HP, rest-boosting armor, my dwarf died before the archer, on the final location (1/8 explored, 9 or so enemies alive). In addition, the dwarf's aid action is really bad, and you have to use it because it's also the refresh action.

I may get to play at least one more time before we give up on the difficulty, but one of the most frustrating things for me is that it isn't a game where you can say "Oh, maybe some lucky rolls will save us, might as well play to the end and go down swinging", or "maybe I can avoid some damage". There's so much guaranteed damage and so many enemies that you can literally reach a point 2-4 rounds from the end of the game where you realize you cannot possibly win, and it is a waste of time to keep trying.

For example, two players 10-11 HP or less, quest 2: Every single round, the peril activates, giving 4 unblockable wounds. As far as I can tell, no one can ever heal by ANY mechanic (item, gear, rest, etc.) once that peril level is reached. So you have to absorb 6 enemies activating, plus any leftover enemies from the previous location, plus 4 guaranteed wounds, with no healing whatsoever, long enough to kill 6+ enemies and get 8 exploration with 2 characters.

Once again, I took 6 damage from a single thing this game (3 attack dice, no shields), and this was BEFORE the enemy phase where they all activate.

And one last note, if rushing explore is the wrong answer, how do you survive the peril? Quest 2 has the shortest peril track of all quests, and every stage is a peril. AND, the peril starts on space 2. In two quests thus far, we have never found anything (dungeon, ability, gear, quest) that reduces peril. In quest 1, if you try to take it slow, Gromph heals to full health AND takes 2-3 turns AND spawns an enemy every single round. In quest 2, if you try to take it slow, you can never heal while the party tanks 4 guaranteed damage every round. Neither of those things is sustainable as far as I can tell, and surviving would require some sort of incredible luck I guess?
 
There are definitely changes for 2-players, but even with 2 turns each it does seem really difficult to come close to winning. About the "activates twice" thing, does that mean it replaces Gromph's normal activation? Or does he activate THREE times if he's already engaged with someone?
Yeah if he is engaged he would attack during his enemy turn, then ready at the end, then during the peril phase he would activate (attack), then ready, then activate (attack), then ready again. So he would activate 3 times in that scenario. Yes it can get ridiculous.

I honestly haven't played enough to answer too many questions but I can help a bit.
More Warhammer Quest questions, this time after trying quest 2:

  1. I feel like I talked to a friend about a different, similar game (Pathfinder?) who said they eventually figured out you were just supposed to explore and not focus on enemies, and the game wasn't enjoyable once they figured it out. Is there something similar? Not rushing explore seems even more likely to murder everyone.
    I feel like this would be a bad idea. I have not played Pathfinder but if you rush, you would take far too much damage to stay alive, especially considering if someone has 3 enemies on them already, they would immediately take damage when a new one spawns on them. Like I said, we had an easy time taking care of most enemies while the location was explored a bit, then when we were ready we would just need 1 or 2 progress to move on. This also of course depends on which location effect it has.
  2. When you travel, all engaged enemies stay engaged, correct? Even with us trying to clear out enemies this time, that resulted in say, 9 enemies on location 4 in quest 2.
    Yes all engaged enemies will stay engaged. It's only the enemies in the shadows that will be discarded when you change locations (except for certain cards like bats which say they stay in play even when you travel)
  3. For the river location, if you fully explore it yourself before the auto-explore fills up, are you still forced to take all shadow enemies with you? In other words, you're forced to travel before you can choose to?
    Yes the enemies will follow you either way and you have to move on
  4. Is it possible the archer + dwarf are a bad combo? The dwarf seems focused on engaging and attempting to tank enemies. However, with only 2 players this means he takes a ton of damage from attempted (and failed) engages. He has no way to make enemies retreat, and only one way to exhaust an enemy that I can remember. Once again, even with +2 HP, rest-boosting armor, my dwarf died before the archer, on the final location (1/8 explored, 9 or so enemies alive). In addition, the dwarf's aid action is really bad, and you have to use it because it's also the refresh action.
    I felt like the archer was the worst of the characters when I played. Warrior Priest + Bright Wizard did really well for me. Warrior Priest might be the best of them
 

Blizzard

Banned
I've heard Warrior Priest is the strongest and Brightwizard is the toughest for 2-player. Maybe we can try Warrior Priest + Wayfinder next.

One big tip I've picked up is to focus Grump / Gromph (I forget the quest 1 nemesis name) instead of ignoring him. He heals so it's demoralizing to try to kill him through his resilience with only 2-3 attacks per round, but I guess if we ever manage to do it once, we get some progress.

*edit* I missed something huge on quest 2...I was not decreasing peril by 2 when the warpstone was discarded!
 

Dryk

Member
Scars only become worrying when you have more of them. Any character that gets to 2 scars has a small chance to just up and die during an epidemic and there won't be a damn thing you can do about it.
 

Phinor

Member
I've heard Warrior Priest is the strongest and Brightwizard is the toughest for 2-player. Maybe we can try Warrior Priest + Wayfinder next.

My first (solo) campaign I ran with warrior priest + wayfinder and most of the time I felt in control (+a lot of luck). Basically wayfinder spent (nearly) half her time aiding the warrior priest and that seemed to work very well. Won every round except the finale which started fine but towards the end I had couple of very bad rounds that resulted into a quick loss.

Haven't had time lately to go for a second solo campaign but I'm going to try with the other two classes.
 
Nice collection of games. I'm sure there is some organisation that you understand and can find a title at a moments notice lol.

I stack horizontal too. Unless everything is baggied (most are) my components would be all over the place vertically. Two negatives that I can think of when laying horizontal.

1 Box lids may sag after awhile with weight on top.
2 lifting out other stuff to get to games at the bottom.

Your collection is deserving of the IKEA expedite.

Edit. Actually those shelves are super wide being able to accommodate standard box sizes next to each other along with other stuff and of course the coffin box games. Nice.

Yea right now it was me basically playing tetris with boxes to get this all to fit. One thing did attempt was trying to keep the heavier boxed games on bottom with lighter stuff on top of them. Some of those boxes are games with a ton of expansions mixed in so they can be deceptively heavy. Yea IKEA was to the rescue here.

I've seen a lot of collection pictures on BGG but not many that make me think "This is someone that I would want to game with." Why? Shelves and shelves of Euros or old bookcase war games. I can say that about you though because those are rows and rows of Ameritrash, baby. Very nice collection.

Hah, theres a sprinkling of euros throughout, lot of the classics and greats, but yea I welcome the ameritrash
 
I've heard Warrior Priest is the strongest and Brightwizard is the toughest for 2-player. Maybe we can try Warrior Priest + Wayfinder next.

One big tip I've picked up is to focus Grump / Gromph (I forget the quest 1 nemesis name) instead of ignoring him. He heals so it's demoralizing to try to kill him through his resilience with only 2-3 attacks per round, but I guess if we ever manage to do it once, we get some progress.

*edit* I missed something huge on quest 2...I was not decreasing peril by 2 when the warpstone was discarded!

Odious Grump I think is the orc name. I am playing with the warrior dwarf and I am not liking him very much compare to the Warrior Priest.

So on my last location on first quest, the dwarf had three enemies engage with him, the peril track move to where Grump spawn. I am not sure if I did the following sequence correctly if you guys can walk me through this; so he spawn on the dwarf (first player), but since dwarf was at max engagement, Grump hit him for 2 and move to shadow area. Now Grump get activation (per peril track), I would think he would activate on first player (which again is the dwarf) he inflicted two more wounds on the dwarf and then engaged the character with the most wounds (which was the dwarf) since dwarf was still at max engagement he took two more wounds and Grump exhaust and move to shadow and then readied. So is my sequence correct? It was a rough end of turn because the dwarf went from 18 wounds to now at 24 wounds.

In hindsight, I should have left Grump alone instead of chase him off and let him respawn on player one. He would be heal to full but he would just stay engage with first player and taking 2 wounds when he do 2nd activation instead of taking 6 wounds.
 

Blizzard

Banned
Odious Grump I think is the orc name. I am playing with the warrior dwarf and I am not liking him very much compare to the Warrior Priest.

So on my last location on first quest, the dwarf had three enemies engage with him, the peril track move to where Grump spawn. I am not sure if I did the following sequence correctly if you guys can walk me through this; so he spawn on the dwarf (first player), but since dwarf was at max engagement, Grump hit him for 2 and move to shadow area. Now Grump get activation (per peril track), I would think he would activate on first player (which again is the dwarf) he inflicted two more wounds on the dwarf and then engaged the character with the most wounds (which was the dwarf) since dwarf was still at max engagement he took two more wounds and Grump exhaust and move to shadow and then readied. So is my sequence correct? It was a rough end of turn because the dwarf went from 18 wounds to now at 24 wounds.

In hindsight, I should have left Grump alone instead of chase him off and let him respawn on player one. He would be heal to full but he would just stay engage with first player and taking 2 wounds when he do 2nd activation instead of taking 6 wounds.
I had the same thing -- taking 6 wounds from Grump in a single activation. I think we're supposed to make sure the party leader will have a free engage spot (even after the enemy activation phase) so Grump can engage them.

One thing to note is that the party leader token only changes at the END of the peril phase (I think). So the existing party leader will take the engage, and then the other player becomes the leader.

Reading the boardgamegeek forums, strategy advice suggests attacking Grump INSTEAD of leaving him alone, because each time he is defeated, 4 progress gets added to the location. Then maybe near the end with high peril, rush the last bit of exploration.
 
I had the same thing -- taking 6 wounds from Grump in a single activation. I think we're supposed to make sure the party leader will have a free engage spot (even after the enemy activation phase) so Grump can engage them.

One thing to note is that the party leader token only changes at the END of the peril phase (I think). So the existing party leader will take the engage, and then the other player becomes the leader.

Reading the boardgamegeek forums, strategy advice suggests attacking Grump INSTEAD of leaving him alone, because each time he is defeated, 4 progress gets added to the location. Then maybe near the end with high peril, rush the last bit of exploration.
I think it is always a balance between survival and objective which make the game very interesting and engaging unlike Pathfinder. My mistake was to push on to next location and have bunch of enemies spawn on the first player. I should have risk the peril track moving up and thin out all the enemies before moving to new location. I actually like that you can do the math and know you could not win and just do exploration to get gear and then high tail out of the dungeon in shame (but with hopefully better gears)
 

Taborcarn

Member
I bought the Lords of Waterdeep iOS app the other day and I've been playing a ton of it. I'm discovering this really is my kind of game. I can't wait to play the physical version with live opponents now.
 
I bought the Lords of Waterdeep iOS app the other day and I've been playing a ton of it. I'm discovering this really is my kind of game. I can't wait to play the physical version with live opponents now.
I don't get some of the hate for Lords of Waterdeep. It's a good gateway to worker placement game. I like to play on the iOS since it doesn't get to the table very often.
 

Spyware

Member
So as I said, I aim to try out a new game every week and during this week I've been playing a bunch of haunts in Betrayal at House on the Hill.
It's... not as fun as I hoped it would be. We were three players and I actually think I'd like it more with only me and the SO. I happened to be the traitor three out of four games (left of the haunt revealer twice and my character was the specific one once) and it was a bunch of boring downtime when my SO and brother had to both read the rules and talk about their strategy in secret. The fourth haunt was one that didn't start with a traitor so no strategy talk there.
I do like the idea behind the game and my SO likes it a whole bunch. It's fun not to know what will happen and who will have what goal and we did play one amazing haunt (with dolls) that made me wanna play more. I'm gonna try out that two player variant I found on BGG where we both start with two explorers and whoever becomes the traitor give the non-traitor character to the other person. Should be less downtime and we also have more to do. I also think I have to treat this game like a story that just happens to unfold and not a game that you win or lose. It's way to unbalanced for that.
 
So as I said, I aim to try out a new game every week and during this week I've been playing a bunch of haunts in Betrayal at House on the Hill.
It's... not as fun as I hoped it would be. We were three players and I actually think I'd like it more with only me and the SO. I happened to be the traitor three out of four games (left of the haunt revealer twice and my character was the specific one once) and it was a bunch of boring downtime when my SO and brother had to both read the rules and talk about their strategy in secret. The fourth haunt was one that didn't start with a traitor so no strategy talk there.
I do like the idea behind the game and my SO likes it a whole bunch. It's fun not to know what will happen and who will have what goal and we did play one amazing haunt (with dolls) that made me wanna play more. I'm gonna try out that two player variant I found on BGG where we both start with two explorers and whoever becomes the traitor give the non-traitor character to the other person. Should be less downtime and we also have more to do. I also think I have to treat this game like a story that just happens to unfold and not a game that you win or lose. It's way to unbalanced for that.

I have played it a couple of times and must admit that I am yet to see what all the fuss is about. I'll play it if my group wants to but there are so many games I would choose ahead of it.

However, today I played two new games and really enjoyed myself: the Sheriff of Nottingham and Epic Spell Wars of the Battle Wizards: Duel at Mt. Skullzfyre. The former may be a re-implementation of Contraband which I have played a few times before and enjoyed but what a lovely job they did of it. All being well we shall have another play of it on Wednesday :D. The latter game surprised me. The group member who brought it tends to the quirky in his game tastes so they can either be a hit or a miss with me. This one I thought I would dislike on initial impressions as the artwork was not to my personal taste but I was very pleasantly surprised once we got to playing it. Lots of troll potential in that game *evil grin*. I will be much more keen to play it the next time he brings it.
 
I've been cleaning my various hobby areas. It pains me to throw out board game boxes, but that's just what I'm doing. I'm combining expansions into larger their larger boxes to make more room. I've consolidated around a dozen games already. It's a slow process because I constantly have to stop and look upon virtually every game's content and reminisce.
 
Played a game of Last Night on Earth last night. As expected, it was a little rough since the rules feel a bit messy, but it seems to have potential. We also started with the suggested basic game scenario, Die Zombie Die, but I think the Truck scenario might have been a better choice:

Personally, I'm not a big fan of the art, but so many people seem to like it, I thought it's be worth checking out.

Anyway, any thoughts, house rules, or must have expansions? I'm probably going to avoid Timber Peak simply because it's stand alone and I was given the base game as a gift and figure I should stick with it.

If there are any new scenarios you would recommend, I'd be interested to hear 'em too.
 
I've been cleaning my various hobby areas. It pains me to throw out board game boxes, but that's just what I'm doing. I'm combining expansions into larger their larger boxes to make more room. I've consolidated around a dozen games already. It's a slow process because I constantly have to stop and look upon virtually every game's content and reminisce.

I would need twice the space in the house just for expansions. I try to consolidate it all into one box, course it often doesn't always fit for some games.
 

emag

Member
Played a game of Last Night on Earth last night. As expected, it was a little rough since the rules feel a bit messy, but it seems to have potential. We also started with the suggested basic game scenario, Die Zombie Die, but I think the Truck scenario might have been a better choice:

Personally, I'm not a big fan of the art, but so many people seem to like it, I thought it's be worth checking out.

Anyway, any thoughts, house rules, or must have expansions? I'm probably going to avoid Timber Peak simply because it's stand alone and I was given the base game as a gift and figure I should stick with it.

If there are any new scenarios you would recommend, I'd be interested to hear 'em too.

It's been a few years since I last played LNOE, but as I recall the truck scenario can get a little frustrating as it requires digging through the search deck (or not, depending on the shuffle). Once the human players comprehend how zombies move, there's a lot of room for abuse there as well. Still, a fun game until players learn how to break it. I'm not sure how useful any house rules would be, but several of the print & play scenarios are pretty good.
 

AstroLad

Hail to the KING baby
I would need twice the space in the house just for expansions. I try to consolidate it all into one box, course it often doesn't always fit for some games.
Same. Agreed that it feels weird throwing out boxes, but totally necessary for larger collections.
 

Dryk

Member
I got a copy of Rex for my birthday yesterday and I can't bring myself to throw the insert out even though there's no room for it because it looks really nice.
 

nicoga3000

Saint Nic
I keep all boxes juuuuust in case I decide to sell or trade a game later. I am considering storing the boxes in a moving box in the garage to save space, though.
 

Blizzard

Banned
Sad news: I ordered the same product number from Mayday Games that I used to sleeve 2 sets of Dominion cards (most sleeves turned out fine)...but the new sleeves are significantly wider and longer than the old sleeves.

So now I get to either resleeve about 600 cards in my first two Dominion sets, or just deal with potential screwed-up shuffling with the Prosperity expansion. I normally do overhand shuffling, so this is actually rather bad since the long sleeves will get picked up by my fingers more than the short sleeves. I guess I will try to use the cutting-and-interleaving shuffle method more often.



On a brighter note, I had some initial concerns about 7 Wonders Duel regarding strategy and card/wonder choice. It may still be biased depending on who goes first, but it seems pretty balanced. Thus far we are 3-2 (she has won a coin toss and gone first every single game):

  • Points victory (me)
  • Military victory (her)
  • Points victory (her)
  • Science victory (me, using science progress token, but I was completely dead if I hadn't finished science)
  • Points victory (me, by 7 points, but I was one card away from losing due to military -- we both made single-card mistakes that balanced out)
 

XShagrath

Member
Sad news: I ordered the same product number from Mayday Games that I used to sleeve 2 sets of Dominion cards (most sleeves turned out fine)...but the new sleeves are significantly wider and longer than the old sleeves.
Mayday are notoriously bad with their quality control with their sleeves. They'll send you replacements if you email them, if I remember correctly.

A friend got some (for Dominion and other games), since he didn't want to spend as much as the game for FFG sleeves. He now has like three times as many sleeves, since he had to keep emailing Mayday and getting new ones so that everything would be the same size. He's got a giant bubble mailer bag of probably at least 1000 sleeves that are all of slightly off sizes.
 
So over the Christmas New Year holidays many board games were played but I have to say the stand out winner for me, which surprised me a lot, was Bananagrams.
There is just something satisfying in yelling, "TAKE ONE!" in the ear of your opponent as they slip further and further behind.

Actually I find that this is a common trend for me. I tend to adore games where you spend the majority of the time yelling at the other players. The Resistance, Coup, One Night Ultimate Werewolf, and now Bananagrams.
 

nicoga3000

Saint Nic
I just stick to my Ultra Pro sleeves. I kept toying with other options, but decided to stick with what I know and love. As a result, I have spent too much money on sleeves for all my games, but it's worth it. I have heard about some companies having mediocre QA/QC and having sleeves that were too wide, too long, too short, etc.

Can you return the sleeves you bought and at least get money back for that set?
 

AstroLad

Hail to the KING baby
I just stick to my Ultra Pro sleeves. I kept toying with other options, but decided to stick with what I know and love. As a result, I have spent too much money on sleeves for all my games, but it's worth it. I have heard about some companies having mediocre QA/QC and having sleeves that were too wide, too long, too short, etc.

Can you return the sleeves you bought and at least get money back for that set?

fwiw I like the new Dragon Shield matte sleeves because they don't have that unnecessary little hologram that always bothered me. Quality is top-notch too like always with Dragon Shield.
 
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