Board 8 > eighty tabletop games, ranked

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SeabassDebeste
03/01/18 1:57:15 PM
#382:


50. Takenoko

Genre/mechanics: Dice-rolling, area control, tile-laying
Rules complexity: 3/10
Game length: 25-40 minutes
Player count: 2-4
Experience: 2-3 plays with 2 players
First played: 2015

In Takenoko, you play as some unnamed member of the Japanese Emperor's court, trying to win his favor by developing his garden, growing bamboo, and feeding his panda. Your actions available to you on your turn are given by rolling dice, which can allow you to expand the garden with tiles, move the gardener, irrigate tiles, get objectives, or move the panda.

Experience - I have a soft spot for Takenoko in my heart because it's one of the first board games I learned all on my own, with no one to teach me. A friend lent it to me because of the panda and I learned it and played it at home, outside of my groups. Only ever sat down to play it twice, and it was over two years ago, but it was definitely the right game at the right time.

Design - Takenoko is triumphantly beautiful. The tiles you lay to form the board are super-attractive, and laying the irrigation routes makes it pop visually. The bamboo shoots look fucking great on the board, and of course then there's the panda piece. Takenoko also has some of the most readable dice symbols of any game. Everything about this game is fun and adorable as a result of the components and theming.

As for the game itself? Well, it's a lightweight game that I played two years ago, with two players. I remember feeling that drawing the right objective cards was immensely important, and being a little skeptical that both players can benefit when you accomplish a layout or gardener objective (made by laying tiles in a certain arrangement, or growing a certain amount of bamboo). The panda, who can outright hurt a gardener objective, seemed like the best. But I didn't delve deep enough for the strategy to be that important.

Future - I don't own this game and it's ahrd to suggest a four-player game when the couple who owns it I play with in a bigger group. It seems like it might fit a solid niche for me - a more thematic, pretty game with fewer players that's not a co-op - but I'd love to get it to the table again. Because pandas.

Bonus question - What is your favorite board game animal, and why is it a panda?

Hint for #49 - One of the only board games here that legit feels almost entirely solo.
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Great_Paul
03/01/18 1:58:51 PM
#383:


SeabassDebeste posted...
What is your favorite board game animal, and why is it a panda?


Cyber Bunny!
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Simoun
03/01/18 1:59:46 PM
#384:


Hmmm relaxing game...

I guess the closest would be Onirim haha, but that would be kind of cheating since you just play it alone. I'll have to go with Birdie Fight:

https://boardgamegeek.com/boardgame/212765/songbirds

Only found out they changed it to Songbirds when I was trying to link it. Guess the first name is kind of offensive for english speakers.

Anyways, Birdie Fight is basically the poor man's Arboretum. If I had Arboretum, I would pick that game instead but I don't and they won't reprint it so sigh...Birdie Fight.

It's a card placing game; you take turns lining up 4-colored birds on a grid and each color per row and column tallies to a score. The catch is, you only score with whatever bird remains in your hand at the end of the game. So do you sacrifice your high scoring bird to try and dominate the grid, or do you leave it in your hand so that no one else can cash in on it?

It takes about 10 minutes and the theme is very calm haha.
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The Mana Sword
03/01/18 2:00:00 PM
#385:


Takenoko was alright. Played it for the first time a few weeks ago. I didn't immediately fall in love with it, but it's something I'd definitely like to give another few plays to sort out how I feel about it.
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SeabassDebeste
03/01/18 10:26:50 PM
#386:


pandabump
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SeabassDebeste
03/02/18 11:00:44 AM
#387:


Simoun posted...
Anyways, Birdie Fight is basically the poor man's Arboretum. If I had Arboretum, I would pick that game instead but I don't and they won't reprint it so sigh...Birdie Fight.

man, arboretum is like the opposite of relaxing. that game is incredibly stressful! in fact i am not super-interested in playing again, in part due to how brutal it is.
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Naye745
03/02/18 11:19:54 AM
#388:


takenoko is fine. i have never been super excited by it but it's cute and my friend likes pandas so it gets played lol

(roll for the galaxy at least 40 spots too low)
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SeabassDebeste
03/02/18 11:29:16 AM
#389:


49. Karuba
https://boardgamegeek.com/boardgame/183251/karuba

Genre/mechanics: Tile-laying, simultaneous action, racing
Rules complexity: 2/10
Game length: 20 minutes
Player count: 2-4
Experience: 5+ plays over 2 sessions with 2-4 players
First played: 2016

In Karuba, each player tries to make their way through a jungle, represented by a grid, by laying path tiles, to race and reach the temples. The cool twist is that each player has their own board, and the order of the tiles, while randomized, is the same for each player.

Design - Karuba is minimally designed, and that is fantastic. One player reads out the randomized tile, everyone else picks up their own copy of that tile, and you lay it down, and then you state whether you've accomplished a task (picked up some gold along the way, or reached a temple). It plays simultaneously, and there's zero negative interaction - though you might consider that a negative. You can complain about luck, but everyone is working with the same information and tiles. Really good example of input randomness.

Experience - I played a ferocious amount of Karuba over two days at Gen Con 2016. It was my go-to low-player count game at the house. I didn't always win, but every game was fun, and since it's so not-mean, you can always look at the winner's incredibly efficiently laid out board and admire/compliment them. I might be a little concerned that speed/efficiency dominates all other strategies - there doesn't seem to be a whole lot to be gained by neglecting a temple for points - but it's not like racing isn't satisfying, and those trinkets can be a reasonable tiebreaker.

Future - Would definitely play again, though it takes a surprising amount of effort to find all of the path tiles.

Bonus question - What is the minimum amount of player interaction you need in a multiplayer game? Have you been surprised how much you enjoyed/disliked the amount of player interaction in a game?

Hint for #48 - Greed is good.
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Naye745
03/02/18 11:45:49 AM
#390:


karuba is good but not great. it's pretty quick, fills a puzzle-y niche, and is easy to learn

49 seems just about right then
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SeabassDebeste
03/02/18 11:57:38 AM
#391:


Coming from my board gaming experience, I think minimizing pain as a loser is a pretty good goal for a game to strive for - Karuba has almost none!

and yeah, takenoko would probably be a lot lower without the panda, who's awesome

Naye745 posted...
(roll for the galaxy at least 40 spots too low)

:(
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Great_Paul
03/02/18 12:18:14 PM
#392:


Anyone backing/considering backing Batman: Gotham City Chronicles on Kickstarter? It looks really cool but way out of my price range.
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SeabassDebeste
03/02/18 1:02:08 PM
#393:


48. Acquire
https://boardgamegeek.com/boardgame/5/acquire

Genre/mechanics: Tile-laying, set collection, area control, economic
Rules complexity: 5/10
Game length: 60-90 minutes
Player count: 2-6
Experience: 3 plays with 4-5 players
First played: 2016

In Acquire, you build hotel chains - by laying tiles on a grid - and purchasing shares in them. As more tiles are laid and hotels expand, the shares become more valuable, and when a tile is laid that connects two hotels, the bigger hotel entirely acquires the smaller, and shareholders in the acquired hotel are paid bonuses and can cash out. In the end, the richest player - in cash and the stocks' value - is the winner.

Design - I admire the hell out of Acquire. Every game decision feels tightly woven together. The decisions are easy at the beginning as you just found hotel chains pell-mell and buy as many shares as you can. Here's an example of its coolness: you can only buy shares in a hotel after you lay a tile to expand it. But you need someone else to lay another tile in order for it for your stock to increase in value! The moment that you buy stock, all you do is drain your own liquidity. It really feels like investment in a concrete sense.

The acquiring process is incredibly fun. You count the size of each hotel to determine which hotel acquires and which gets bought out, then determine the largest and second-largest shareholders in each. Those players get cash bonuses, and then everyone has the option of cashing out at the small-chain market price - or holding on to that stock for when that hotel chain gets re-founded. Generally, being on either end of the acquisition is fun - getting those cash bonuses just feels really good, it feels good to transact money. If you're an owner of the bigger hotel, that's fine, too - because your stock increases drastically in value, even if your liquidity is all tied up.

There's luck in Acquire in the tiles that you draw, and you can get painted into unenviable positions where every tile that you place benefits others. It has an interesting endgame scenario in which the decisions become uninteresting and the mergers rarer, but at that point, everyone's actions speed up because the decisions drop in value. Nice arc to the game.

Because of its age and its theming, you'd be right to assume that Acquire's components are a bit outdated. The aesthetic doesn't abide by the new age's stylish fantasy look - it's rather grim and industrial. The worst is handling paper money, very frequently, for the course of 90 minutes. However... I must admit that it feels very good to count your money at the end of the game, once you've cashed in all your stock.

As one more note, I think it's only fair to compare Acquire to Monopoly. There's no competition - Acquire hits the property acquisition and economic aspects of Monopoly, with high indirect interaction.

Experience - I've played Acquire three times and never won. The biggest negative play experience to me I've noticed is that late-game decisions can be uninteresting if there's one monster hotel that one player dominated early. On the plus side, that player will have low liquidity, meaning their turns are actually shorter. That's a really nice feature when in so many games, the player in the lead gets to make more decisions and takes up more time.

Future - It's clearly a game with immense strategy and randomness, so I'd be interested in playing more. However, odds are against my ever playing Acquire enough to become good at it, so that's a bit of a downer.

Bonus question - What's your favorite game from before 1970? What's your favorite game that's blatantly about money (and not some sort of way to convert resources into money)?

Hint for #47 - A game of chicken for the adventurous type.
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SeabassDebeste
03/02/18 1:03:57 PM
#394:


Great_Paul posted...
Anyone backing/considering backing Batman: Gotham City Chronicles on Kickstarter? It looks really cool but way out of my price range.

the batman theme is a bit of a turnoff for me. i prefer either IPs that i'm heavily invested in, or ones that i hardly know at all. batman falls into the 'generic' category where i know it but am not ready to have paraphranelia that says 'i'm a fan'!

if the game were a guaranteed 10/10 then maybe, but kickstarter is the opposite of a sure thing
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Simoun
03/02/18 1:07:33 PM
#395:


SeabassDebeste posted...
Simoun posted...
Anyways, Birdie Fight is basically the poor man's Arboretum. If I had Arboretum, I would pick that game instead but I don't and they won't reprint it so sigh...Birdie Fight.

man, arboretum is like the opposite of relaxing. that game is incredibly stressful! in fact i am not super-interested in playing again, in part due to how brutal it is.


Hahahahah! I guess you're right. I almost forgot how cutthroat that card game can be. I thought you meant relaxing as in theme ahehehe
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Emeraldegg
03/02/18 1:50:57 PM
#396:


SeabassDebeste posted...
Bonus question - What's your favorite game that's blatantly about money (and not some sort of way to convert resources into money)?


A version of Monopoly my friends and I dubbed "Mafia Monopoly" in which you can exchange favors and such, like if someone lands on your property, you can let them get away with not paying you in exchange for the same thing if you land on one of their properties, as well as virtually any other condition you can think of.
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SeabassDebeste
03/02/18 2:59:10 PM
#397:


47. Welcome to the Dungeon
https://boardgamegeek.com/boardgame/150312/welcome-dungeon

Genre/mechanics: Press-your-luck, bidding
Rules complexity: 2/10
Game length: 25-35 minutes
Player count: 2-4
Experience: 3 plays with 3-4 players
First played: 2016

Welcome to the Dungeon! You're one of a bunch of well-equipped [princesses/ ninjas/ barbarians/ paladins/ wizards] boasting at a bar that you could wreck some dungeon. But everyone's got an ego, so you start playing a game of one-upping. On your turn, you either drop out of the bidding or commit to another round and draw a card from the monster deck. At that point, you decide whether you're going to one-up by adding that monster to the dungeon by stripping away a piece of equipment from the hero.

At some point, once everyone else has dropped, a player does go through the dungeon with the remaining equipment and all the monsters inside. Two successful journeys into the dungeon wins the game; two unsuccessful journey eliminates you.

Design - An awesome mini-game. The principle behind the game is universally understandable - "Anything you can do I can do better" - and when you draw a card from the monster deck, you get some information on either what's in the dungeon (should you add it), or what's not in it (though you can take equipment away). Is your goal to make sure the person who goes in dies, or to be the one to adventure in successfully?

For example, you might find the Dragon - the most fearsome beast, which can kill most adventuers in a single hit - in your hand, but the hero still has the Vorpal Sword, which allows him to slay the Dragon (but is otherwise not very useful). Do you add the Dragon into the deck and then bide your time and drop if the Vorpal Sword falls out? Do you take away the Vorpal Sword and hope others chicken out of the threat of a dragon? Or do you take away some other equipment and mislead opponents into thinking the Vorpal Sword is still useful?

It's a simple decision point, but immensely fun - and resolving the dungeon is extremely quick. Two successful trips is just about the right game length...

Experience - The problem with the game, of course, is that there's player elimination... and there's absolutely nothing to stop you from it. A determined idiot - and I'm not gonna say it's me, but I'm also not saying it's not me - can be out of the game in literally the first two betting rounds. In a four-player game, there can be up to eight further rounds after this. It feels bad, man. You can only mitigate this with caution, but playing cautiously takes some fun out of it, you dig?

Other than that first time, I've loved it.

Future - Hell yeah.

Bonus question - What's your favorite type of equipment in a game?

Hint for #46 - Yu-Gi-Oh!'s Winged Dragon
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Tom Bombadil
03/02/18 6:29:22 PM
#398:


SeabassDebeste posted...
minimum amount of player interaction you need


I understand all these words but not in this order
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Simoun
03/02/18 10:02:01 PM
#399:


SeabassDebeste posted...
Bonus question - What's your favorite type of equipment in a game?


Oh haha, I thought the question was what your favorite equipment was. I was going to link Lightning Gun
http://www.arkhamhorrorwiki.com/Lightning_Gun

For its cheap cost and epic Ghostbusters art. (I always shout "Let's show this prehistoric bitch how we do things downtown." whenever I play this card.)

I also love the Healing Stone
http://www.arkhamhorrorwiki.com/Healing_Stone

Because it heals you. And boobs.

But seriously, the kind of equipment I love is the most pragmatic kind: Passive. I wanna stack things together and don't wanna think too much. Unless eqs are the point of the game, I don't usually like collecting the more situational ones.
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Tom Bombadil
03/04/18 6:48:13 AM
#400:


Hello
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SeabassDebeste
03/05/18 9:08:58 AM
#401:


thanks! back in the saddle today

that completes another tier, so here we go

Tom Bombadil posted...
SeabassDebeste posted...
minimum amount of player interaction you need


I understand all these words but not in this order

karuba may be a good fit!
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Naye745
03/05/18 11:53:52 AM
#402:


karuba and player interaction are like two opposite concepts

it's still a cool game though
i'll take my games as multiplayer solitaire anyday tbqh
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SeabassDebeste
03/06/18 10:34:33 AM
#403:


recap time!

Maybe I'll Pass
80. Secret Hitler
79. Mascarade
78. Sheriff of Nottingham
77. Good Cop, Bad Cop
76. Dead of Winter
75. Word on the Street
74. One Night Ultimate Werewolf

I'll Participate
73. Boss Monster
72. Colt Express
71. God's Gambit
70. Sushi Go
69. Qwirkle
68. Cosmic Encounter
67. Ticket to Ride

Enjoyable Non-centerpieces, Part 1
66. Settlers of Catan
65. Machi Koro
64. Zombicide
63. King of Tokyo
62. Guillotine
61. Turn the Tide
60. Coup
59. Roll for the Galaxy
58. San Juan
57. Ca$h 'n Guns

Enjoyable Non-centerpieces, Part 2
56. The Bloody Inn
55. World's Fair 1893
54. The Grizzled
53. Two Rooms and a Boom
52. 7 Wonders
51. Tokaido (also Lost Cities: The Board Game)
50. Takenoko
49. Karuba
48. Acquire
47. Welcome to the Dungeon

enjoyable non-centerpieces part 3 continues soon!
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ZeeksFire
03/06/18 11:57:38 AM
#404:


Probably my favorite variant of the secret hitler-werewolf-mafia genre was Shadow hunters, which combined partial luck, with knowledge searching and proper guessing. Everyone was unknown to the other players at the start, (shadows, hunters or neutral) and as you grabbed items, and got oracle cards (which you gave to a random person to read secretly to deal with the action on the card, to slowly find out your targets) and then attack people (or not) in your designated target area.

You could reveal at any time, and when revealed, you had a power, either once per game, or otherwise dependent on your character, and each one had different life totals. As it went on, eventually people revealed, but you always had to be careful, because everyone, including every single neutral player had a victory condition, and more than once, a game ended really early when the victory condition of a neutral read "Die first" happened.

The combination between deduction, strategy and luck made it fun for me.
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SeabassDebeste
03/06/18 12:21:23 PM
#405:


46. Ra
https://boardgamegeek.com/boardgame/12/ra

Genre/mechanics: Bidding, set collection, push-your-luck
Rules complexity: 4/10
Game length: 40-60 minutes
Player count: 2-5
Experience: 2 games with 4-5 players
First played: 2017

Ra is a set collection game that centers around auctions. The game is played over the course of three ages, during which you use three numbered bidding tiles to bid for tablet tiles to add to your civilization. On your turn you can either draw a tablet tile to add to the bidding or declare Ra, in which case each player gets once chance to submit bidding tile.

Design - Ra is one of the older games on this list, released in 1999. Among board gaming, it's got a fairly standard theme in the 'building an ancient civilization by cards that have arbitrary victory point scoring conditions,' but ain't nothing wrong with that - you gotta compete for those tablets in the categories that are most meaningful both in the short-term (per-round scoring on the Nile, or art pieces) and long-term (the Wonders).

I enjoy the three-bidding-tiles format, which puts a cap on a round's length. And then there's that press-your-luck format, where after a certain number of special Ra tiles are drawn, the set of bidding tiles is cleared, or the round might automatically end. So even if you outlast everyone by hoarding your bidding tiles, you might not get free reign to pick whatever you want.

Enjoyment - Generally, I like bidding games. They're fast and highly interactive and while the things you can bid on are randomly ordered, it doesn't feel like luck what your opponents choose to do. Ra is pretty pure at this, and declaring Ra just feels really good when you can mess with someone else's flow. (There's also a nice little Ra statuette that you can grab if you wanna be demonstrative, too.)

Future - We're getting into a tier now where each game has a good place. At its player count and timeframe, Ra is a very solid option.

Bonus question - What mechanic is a sure way to get you interested in a game? What game is the purest example of this mechanic?

Hint for #45 - A game so old, it was referenced in a show from 20 years ago... which was set 15 years in the past even then.
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SeabassDebeste
03/06/18 12:24:22 PM
#406:


ZeeksFire posted...
Probably my favorite variant of the secret hitler-werewolf-mafia genre was Shadow hunters, which combined partial luck, with knowledge searching and proper guessing. Everyone was unknown to the other players at the start, (shadows, hunters or neutral) and as you grabbed items, and got oracle cards (which you gave to a random person to read secretly to deal with the action on the card, to slowly find out your targets) and then attack people (or not) in your designated target area.

You could reveal at any time, and when revealed, you had a power, either once per game, or otherwise dependent on your character, and each one had different life totals. As it went on, eventually people revealed, but you always had to be careful, because everyone, including every single neutral player had a victory condition, and more than once, a game ended really early when the victory condition of a neutral read "Die first" happened.

The combination between deduction, strategy and luck made it fun for me.

When I started out, I really was interested in Shadow Hunters! Unfortunately, no one in my playgroup had it, and I didn't get into the group that was playing it at the only meetup where I saw it played. I'm going to look into it again - you've re-kindled my interest. If the box is of a manageable size and the price is right, I might get it. Thanks!
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Naye745
03/06/18 12:58:20 PM
#407:


ra is so goddamn good

like for a game with such a small amount of decision making, it packs so much punch into all those little decisions

and yeah, i'm biased because i win at it a lot. but it's really a skill-intensive game, which is surprising given its push-your-luck nature

it's knizia's masterpiece, from a designer who has a lot of games that people would call masterpieces
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Simoun
03/06/18 1:09:27 PM
#408:


oh yes I love Ra. Best Knizia game ever. I love teaching this game its so simple yet so very deceptive.
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SeabassDebeste
03/06/18 1:14:08 PM
#409:


taking a quick look at knizia's oeuvre, it looks like lost cities and ra are the only two that charted, though people speak very highly of a lot of them, obviously

though beyond the games i've actually played from the good doctor, i'm a huge fan of his quote, that i consider to be the defining attitude toward approaching and having fun in a board game - "Winning is not important. It's the goal of winning that's important."
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SeabassDebeste
03/06/18 1:43:53 PM
#410:


45. Pit
https://boardgamegeek.com/boardgame/140/pit

Genre/mechanics: Trading, real-time, set collection
Rules complexity: 1/10
Game length: 5 minutes per round - but a game can last 10 rounds
Player count: 4-8
Experience: 10+ rounds with 4-8 players
First played: 2015

Pit (which was featured on Freaks and Geeks) alleges to simulate a stock trading pit, where you're dealt a hand of nine cards, each of which depicts a type of good. Your goal is to trade sets of your cards face-down, in real time, with other players, until you assemble a set of all nine identical cards. If you're first, you win the round.

Enjoyment - I've liked playing Pit a lot. Back before my friend left NY, she hosted pretty sizable game nights, and because we didn't often break into small groups, we'd see a lot of the same games. Pit is one of those. A round is utter, contentious madness for those few minutes, as people can get heated. The dialogue mainly consists of frantic cries of "ONE-ONE-ONE-ONE-ONE," slightly more spaced out but just-as-urgent "TWO, TWO, TWO" and of course the rarely heard but intense "THREE! THREE! THREE!" There's always an arc to the game, as people start out trading singles to see what sticks in their hand and gradually move up to pairs and (in the case of the luckiest/best traders) triples before closing it out - while at the endgame, the most hapless traders are, of course, still begging for singles.

One nice thing about Pit is its ability to function as a true party game - you can invite people who don't play games (like the host's husband), and they can do really well. It really ups the enjoyment when you can get everyone involved. Oh, and I've never played a full 'game' with scoring to the top. To me, the arc of the game develops within a round, and once the novelty wears off for the moment, that's that.

Design - It's super-straightforward. No game mechanics, just basically unchaining the players and letting them go at it. Respect the simplicity. I personally haven't had the desire to go to whatever point total, but I suppose a dedicated group could do it. (Would anyone be dedicated enough to do that with Pit?)

Future - No one in the group owns Pit anymore, but I do still attend game nights with this number of players regularly. It kinda makes me sad to think of playing the game with a different group, though, and to have to be the one bringing the game - I'd almost rather play it with a non-gamer party crowd. (It also unfortunately may be a bad pick for a public spot for the meetups.)

Bonus question - What game gets you the loudest?

Hint for #44 - It's been rethemed a lot.
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Tom Bombadil
03/06/18 2:20:09 PM
#411:


SeabassDebeste posted...
It's been rethemed a lot


why is monopoly this high

EDIT: my actual guess is Risk
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Peace___Frog
03/06/18 2:24:46 PM
#412:


Ra is quite good
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Great_Paul
03/06/18 3:19:38 PM
#413:


Love Letter maybe?
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Bear Bro
It's kinda coincidental how like in most games pigs are evil.
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SeabassDebeste
03/06/18 4:09:27 PM
#414:


44. Love Letter
https://boardgamegeek.com/boardgame/129622/love-letter

Genre/mechanics: Deduction, card game, take that
Rules complexity: 1/10
Game length: 1-3 minutes per round
Player count: 3-4
Experience: 10+ rounds over 4+ sessions
First played: 2015

Love Letter is played with a deck of sixteen cards. Each player has a hand of one card. On your turn, you draw a card - so now you have two - and then play one. The played card may have an effect that gives you an opportunity KO another player, or gain information about their card. In case of no last man standing when the deck is exhausted, the player with the highest card remaining is the victor of the round.

Design - The components of Love Letter are fantastic - that little pouch you use to hold the cards is a beautiful red velvet, and the whimsical old-time-y art is nice. When you win a round, you're given a little red cube, and it's fucking adorable. The game itself is also pretty neat, with its playtime offering a modicum of depth and deduction to splash in with the high-variance, minute-long, card-drawing game. But I'm focused heavily on the components, because that beauty is part of what separates it from a game like Uno.

There are of course also varieties of Love Letter with other themes, Batman being among the most popular, though I've never really played them.

Enjoyment - I first played Love Letter at a time when I was new-ish to tabletop games and was both weary and wary of arduous, arcane eurogames. Along came Love Letter, a spritz of lemon when everything was gruel. We played it in one group as another finished up something difficult and impenetrable, and man, it was awesome. I've since played it a few times, and one of its strengths is that it's relatively fun even when you don't like the people you play with much. It demands very little of your opponents.

Future - Honestly, I'm not super interested in getting LL to the table, if only because it has odd-ish requirements, and that's part of the reason I don't have it. It doesn't play particularly well at two, and it doesn't go over four. At this filler-y weight, you'd hope it would fit either two people (good on a date/traveling as a couple) or at a large number (good for a party). Instead, it plays at 3 or 4, which is... well, it's a count best for board gamers. I'm not opposed to it at all and quite enjoy the game, but for me, I'm not sure its niche commonly needs to be filled.

Bonus question - What do you consider to be the best qualities of a filler game?

Hint for #43 - Trippy images and stories.
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yet all sailors of all sorts are more or less capricious and unreliable - they live in the varying outer weather, and they inhale its fickleness
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trdl23
03/06/18 4:24:37 PM
#415:


Next one is some form of DixIt.
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th3l3fty
03/06/18 4:26:27 PM
#416:


Love Letter is a fantastic wind-down game, especially if you decide to stop taking it seriously
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The Mana Sword
03/06/18 4:31:02 PM
#417:


there is no game more serious than love letter
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Great_Paul
03/06/18 4:58:19 PM
#418:


Mysterium
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Bear Bro
It's kinda coincidental how like in most games pigs are evil.
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SeabassDebeste
03/06/18 5:00:26 PM
#419:


The Mana Sword posted...
there is no game more serious than love letter

i ban ppl who smile during love letter from the table
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SeabassDebeste
03/06/18 5:56:22 PM
#420:


43. Dixit
https://boardgamegeek.com/boardgame/39856/dixit

Genre/mechanics: Creative, judging submissions, art-driven
Rules complexity: 1/10
Game length: 20-30 minutes (2-3 minutes per round)
Player count: 3-6
Experience: 5+ games (50+ hands) with 5-6 players
First played: 2015

In Dixit, you are either the storyteller or one of many guessers. The storyteller secretly picks a card with a fantastic illustration on it, and gives a verbal clue for the card. Then each player secretly selects a card from their hand and submits it. The cards are shuffled along with the storyteller's, and all are revealed. Each guesser then simultaneously guesses which card was the storyteller's. The storyteller's goal is to have some-but-not-all people pick theirs; each guesser wants to guess correctly while misleading other guessers into picking theirs.

Enjoyment - Dixit was another early game I played. It's never exactly a raging high to play it, and there is a fair amount of crowd dependency, but that crowd dependency is more based on chemistry than on playstyle. Being a technically sound gamer or having experience is not the key in Dixit; rather, it's more important that you play with people who laugh together and share the sense of humor. I personally have found this game really fun the play with people that I've gamed with together a lot - and with whom I can therefore use clues like "us, while board gaming" to describe a picture of a bunch of disinterested folk (or a brimstone-y hell area). No surprise there. It's less fun with people whose sense of humor doesn't jive with mine.

Design - What I like about Dixit's cleverness is that it works as a game. The gameplay has a lot in common with the like of Cards Against Humanity or Apples to Apples - one player is the 'main' player; the others are submitting entries. However, the "judging" process is so much better in Dixit that you can actually try to accomplish a goal beyond pretending to laugh at the midgets fucking card, or being vaguely disappointed that your friends thought a low-level joke was funnier than your submission. Essentially, I love that the scoring system incentivizes you to play to the best of your ability - i.e., the guessers should try to guess correctly; the guessers should submit their most fitting cards always; the storyteller should always try to tell an ambiguous-but-catchable story.

(There of course can theoretically be a problem with blatant inside jokes where two people carry one another, but I've never found that to be the case in my games.)

Beyond its neat concept, much of what makes Dixit work is in its execution. The card images are all wonderous and pretty. The edges are blurred, lending it a dreamlike quality. They're strange and paradoxical, letting you be a little figurative if you want to, and the stories they tell can be confusing. Oh, and your game pieces used to keep score (in a game where you could just use pen and paper to tally the score) - rabbits, man. How adorable is that?

Future - I have one group with whom I might enjoy a game of Dixit every month or two, but no one in it owns the game. It's a little too group-dependent for me to get on my own, I think.

Bonus question - What's your favorite "look at the pretty pictures" game?

Hint for #42 - Dive for cover, but stick together.
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Epyo
03/06/18 8:16:21 PM
#421:


Ra is my #2
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SeabassDebeste
03/06/18 9:54:10 PM
#422:


more ra love than i expected - maybe i'll ask my friend to bring it more!
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Simoun
03/06/18 11:10:06 PM
#423:


I find the qualities of a filler game are something easily explained in 5 minutes, plays fast, and most importantly infinitely replayable. It's this reason that my favorite filler is 2 games. The first is Lost Legacy, which has dethroned Love Letter for us.

Lost Legacy adds an extra depth of special to the Love Letter formula. It is also draw 1 play 1 but it adds 2 things: a ruins deck where a card may go to and stay unknown (order is important) and an Investigation phase by the end which gives each player a chance to guess where the LL (this game's princess) is. BUT, the order of investigation starts from the lowest numbered card which is always the riskiest to play.

If you're looking for a Love Letter that plays over 4 Seabass, no problem with this game as combining any two Lost Legacy decks can go up to 6 players. Yeah, thats right: decks. For you see Lost Legacy comes in many flavors each with its own mechanical theme (card scrying, elimination, math draws, etc) so say if you want a cutthroat game with player reading you combine The Starship and The Vorpal Sword. If you want a math game with graveyard searching you combine the Sacred Grail and the Staff of Dragons. Even in those counts a 32 deck game is still very short at 6p.

And the 2nd filler I love? It is also our loudest game: Deep Sea Adventure. This very deceptive japanese microgame is at its core about greed. See, you're all on a quest for undersea loot, but everyone shares the same oxygen tank. So its not only push your luck, but a cutthroat game of chance as well. All it takes is one desparate guy in the back row to pick up treasure and consume oxygen for the rest of the pack to follow suit and drown. Very cerebral, and very loud. Lots of YOU GREEDY BASTARD tossed arpund here and there. The game shines brightest after about 50 plays when the metagame has gotten to a pt where nobody drowns but everyone is vocally unnerved by each other's greed.
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Epyo
03/07/18 12:14:40 AM
#424:


Lost Legacy: Vorpal Sword is friggin' awesome. That's the one that focuses on gathering information and executing based on what you know. The other Lost Legacies, I am not a fan of. But that one is slightly better than Love Letter in my book. Love Letter is also awesome though, of course.
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Simoun
03/07/18 1:28:45 AM
#425:


Yes I agree Vorpal Sword is the best. Whenever someone uses the sword the wielder would shout THERE CAN ONLY BE ONE
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Naye745
03/07/18 1:33:19 AM
#426:


love letter is fine, but it's a little too much randomness for my taste. a game like welcome to the dungeon is a standout filler for me, it packs a lot of juice and tension into its few decisions. a good filler should be reasonably quick (hi there munchkin) and still feel like your choices matter. (i think coup is pretty great on this front too, though some of the balance issues there, and the endgame, are problems)
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SeabassDebeste
03/07/18 8:58:30 AM
#427:


I played a print-and-play of DSA. It's really nice.

Lost Legacy sounds cool. It's an official spinoff?

Naye745 posted...
love letter is fine, but it's a little too much randomness for my taste. a game like welcome to the dungeon is a standout filler for me, it packs a lot of juice and tension into its few decisions. a good filler should be reasonably quick (hi there munchkin) and still feel like your choices matter. (i think coup is pretty great on this front too, though some of the balance issues there, and the endgame, are problems)

WTTD is almost perfect, but the player elimination stings!
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SeabassDebeste
03/07/18 9:37:06 AM
#428:


42. D-Day Dice
https://boardgamegeek.com/boardgame/101785/d-day-dice

Genre/mechanics: Cooperative, dice-rolling, attrition, simultaneous action
Rules complexity: 6/10
Game length: 10-30 minutes, depending on scenario
Player count: 1-4
Experience: 6-10 scenarios over 2 sessions, with 4 players
First played: 2016

In D-Day dice, you and the rest of the players form a squad attempting to fight your way across a hazardous map to a bunker. At the beginning of a turn, everyone rolls/re-rolls the dice and may trade a few with other players. The dice may allow you to gain troops (behave like health), tools (bonus equipment cards), and courage (which you must spend to advance from encampment to encampment). The dice you roll are red, white, and blue, and if you get a set that matches across all three colors, you get a special RWB bonus.

Design - Everything about this game feels like it was designed to be nice. The trading makes it infinitely easier to complete those RWB bonuses; you get your resources before absorbing damage; you get three turns to huddle up as a team; you're allowed to share your resources for no penalty at all; there's no disadvantage to acquiring the neat recruits that let you do cool stuff. That said, it doesn't feel like a particularly tight game, and it's not the most beautiful aesthetic. It's a fun dice-chucker.

Enjoyment - It should probably be noted that I've only played D-Day Dice with one group of friends, and that's my core group. But it's always been fun rolling those dice, cashing in on those bonuses, and moving forward as a team. In fairness, we probably need to push our way toward the final stages of the campaign before it we start getting more losses, but in a cooperative game, it certainly doesn't suck to win.

Replay - I'm not particularly jazzed about replaying old scenarios, but I'd like to finish the campaign, or at least get to the difficult levels that require more luck to win.

Bonus question - How difficult do you like your cooperative games? Are there mechanics that you like more in cooperative games than in competitive games?

Hint for #41 - When you run into people unexpectedly...
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Tom Bombadil
03/07/18 9:45:56 AM
#429:


I would like to win a coop game about 70% of the time I think. Hard enough that we COULD lose and feel challenged, but easy enough that it won't just be a beatdown
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SeabassDebeste
03/07/18 9:57:57 AM
#430:


so, that last writeup had me thinking cooperative, and it made me realize i totally missed this game, since i forgot to log my second play of it:

54.5 Ghost Stories
https://boardgamegeek.com/boardgame/37046/ghost-stories

Genre/mechanics: Cooperative, area control
Rules complexity: 6/10
Game length: 60-75 minutes
Player count: 1-4
Experience: 2 games with 4 players
First played: 2016

The skinny of Ghost Stories - you and your fellow players try to defend a village from monsters. They invade the 3x3 grid from each of four sides. You play through a monster deck and, if you survive, take on a boss.

I like a lot of the design decisions in Ghost Stories, and the length of it feels kind of epic, but it's surprisingly not that satisfying to kill monsters. Maybe I expect more spectacular results when the game seems this thematic, but it felt like grinding (and rolling dice) rather than slaughtering, like Zombicide. That said, it's clearly better thought out than Zombicide from a design perspective.

I'd be eager to see if my impression of Ghost Stories is just due to inexperience/sucking - I've never played it more than once with a given group.
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trdl23
03/07/18 10:50:24 AM
#431:


SeabassDebeste posted...
How difficult do you like your cooperative games?

Well, Arkham Horror is my jam...
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