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Topicmy top 32 tabletop games
cyko
07/29/20 11:57:13 AM
#313:




22. Castles of Mad King Ludwig
Played this once and it seems like an awesome light/middleweight euro. Only question is if it is

Yes. Yes it is an awesome light/middleweight euro. There's a handful of great tile placing games where you place tiles to build you own little city or castle or whatever. The mechanic of bidding for tiles is fun, but what I think sets Castles of MKL apart are the designs of the castles and how the different individual named rooms form a unique (and sometimes absurd) castle for everyone. Everyone I have played with (including myself) gets a big kick out of explaining their castle design at the end of the game pointing out why you have a bowling alley down the hall from your private kitchen, which is around the corner from your personal torture chamber. It makes for a fun experience.

25. New Frontiers
  • Know nothing about it other than it's some recent hotness, so in the "like to try" column.


As I mentioned under Puerto Rico, New Frontiers is basically a refined version of Puerto Rico with the symbology and space theme of Race/ Roll For the Galaxy. I think I might actually like it a bit more than Pueto Rico because of how it's streamlined, but I have only played it three times (which is actually really good for me considering I have only had it for about a year!). There are enough minor differences where it's not just a rethemed version of Puerto Rico, but I think I need to play it a few more times to see which I prefer.

For example in New Frontiers, you can adjust the player order with one of the 7 actions, which I prefer to the player order always staying the same in PR. But in PR, I think I prefer loading up your goods on the trade ships that each player shares instead of producing and consuming on your own board in NF. But then again, in NF, I really like how everyone selects a different starting board with a different special ability.... and NF is very color-blind friendly!! So, yeah, they are very similar, but I am still a little torn on which one I prefer.

27. Agricola: All Creatures Big & Small
29. 7 Wonders Duel
  • I have actually played 7WD! I don't know that it can merit a spot in my shelf unless I'm sure I can get it to the table many more times. Watergate is my only 2P game aside from Codenames Duet at the moment. With ACB&S, is it different enough from the base game to be worth a buy? I don't own Agricola and might consider getting it, but it seems a little heavy to be playing 2P. Is ACB&S faster to set up, easier to get played, and just as good at 2P?


I am surprised you don't have more 2P games, especially during this pandemic. A:ACB&S is absolutely different enough from Agricola worth a purchase - IF - you play 2P games frequently. It is easier to setup, easier to teach and shorter to play than standard Agricola. And if you track down the ACB&S Big Box, it's a better 2P game than Agricola. The expansion buildings add a lot of variety and a lot of replayability. As you can see, I personally love Agricola, but ACB&S does a really nice job of capturing the same feeling in a shorter time frame. It's great in quick bursts.

I also really enjoy 7 Wonders Duel, but I think I like ACB&S just a little bit more because it's easier to teach and seems to appeal more to casual gamers. I do like that 7 Wonders Duel has three different victory conditions. It helps keep the game from getting stale when you constantly need to watch all three categories. There's more to it than simply being another victory point game. I have nothing against victory point games, but with so many great games out there, having something unique that works well really helps a game stand out, which is what 7WD's multiple victory conditions do for me.

30. Shadows Over Camelot
  • Avalon was my first favorite game, and doing research, it seemed like SOC was a logical next step. It never really wound up happening, and most of what I read about its design seems a bit... clunky? Help!


My friends and I played this one a LOT when we first got into board gaming. It was a game we picked up soon after Puerto Rico. The design is a bit clunky, but it was the first time we had ever heard of a co-operative board game. AND it played 7 players, which was great since we had a fairly large gaming group. After each player's turn where they try to help one of the multiple quests that is going on, you reveal a card from the deck of really bad stuff to progress evil, which does something bad to one of the quests or all of the players. To this day, in any co-op game, whenever the AI or the game takes a turn, we still refer to it as the progression of evil. It was already a tough game, but then the game makes one of the players a traitor who is secretly working against everyone else to tank the game.

The concepts of a co-op game and figuring out the traitor were very novel to us, which I think is what added to the fun of the game. Especially when everyone starts accusing every other player of being the traitor -

Player 1 - You drew a card?! That seems like something a traitor would do!!

Player 2 - You're accusing ME of being the traitor?! That sounds like traitor talk to me!

Player 3 - You idiots! You're both probably traitors!

Player 1 & Player 2 - HE'S THE TRAITOR!

By today's standards, it's probably not that great. After you get the hang of it, it becomes easy to see the optimum moves, which opens up the game to have major alpha gamer potential. In turn, that makes it harder to be the traitor when it's obvious what your next move should be if you're one of the good knights and you don't want to do it. The traitor also becomes more powerful if he just blatantly does harmful things right from the start, which can be a fun way for the traitor to play, but does kind of go against the spirit of the game. We also had to make some house rules about making formal accusations - otherwise we had a couple of players who mathed it out and proved that it was more beneficial to spend the first turns of the game accusing other players of being the traitor so that you could weed him out before he got to do much damage which also went against the spirit of the game.

I don't typically like social deduction games, but I think I make an exception for this one because of the nostalgia from how much I've played it over the years. Plus, it is much more structured than most social deduction games. When everyone gets into the spirit of the game, it can still be a lot of fun. The people playing the game will make a big difference in your experience here. It might be worth trying at some point if you love the idea of a co-op game with a hidden traitor. Otherwise, I have never played it, but I hear Battlestar Galactica takes everything Shadows Over Camelot did and makes it better.

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