Thursday Nights

These are my reports of the games we play and our views of the weaknesses and strengths of the games. I will be blunt, truthful and not always kind (except about my D&D Campaign!)

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27th - 7 Wonders

September 2012Posted by Sir Keith Sun, September 30, 2012 17:12:24

All seven off us this week so we played a game of 7 Wonders. As Malcolm and Gareth are still learning the foibles of thed game, we started with the basic. Then we added Leaders for more games. Sir Nick has also now got the cities expansion, that adds black cards and mean that the hand lmit bacomes 8.... However we have yet to play a game with them in as there was limited time to play.

In the games we played, i won two and Sir Nick the other. The last one was the money lock in where i had the leader and the guild that both gave me 1 victory point for three coins on my card at the end of the game!

Back to cities and there are two new wonders (Petra and Byzantium). These work around the two new main rules.... Peace and Debt!

Peace - you sit outside of combat so now you have to look at how players away from you are doing and not just your immediate neighbours.

Debt - Now you can take money off everyone else in the game by playing debt. These are -gold tokens so can really hurt players and mean another change to your tactics. The only way to combat is to keep your money up so this will affect what you buy and how you spend your money.

I think these will add some much freshness to the game and i wil bring you a report once we have played it!!

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23rd - We're Back

September 2012Posted by Sir Keith Sun, September 23, 2012 16:45:14

OK - first of an apology. I have been on holiday and then inundated with work so there has been a hiatus in my online reports and reviews. As commented - I am a sad excuse of a blogger :(

Next - Games have been a bit interrupted but we have played several games that I have never entered before - Citadels, Wits and Wagers, Descent 2.0 and Thunderstone advance. I will report on each of these in their sections but how do they play??? A short report on each.....

Citadels - Fantasy Flight, Card Game for 2-7 Players, ages 10+, playing time around 20-60 minutes.

Seven player games can be a bit short on the ground. Good 7 player games even rarer. We played this with all seven in attendance. We used the core roles and play time was a lot longer than previously experienced. The most interesting part of the game was that going first and last had real benefit. Going first and you could work out which role was missing. Going last and you got to pick up the spare role to choose between the two. That way only you knew what role was actually out of the game. This made choosing the thief or assassin a breeze as you know you would get a result! The game was very cut-throat and there was plenty of banter along the way. Eventually I was able to pull away with no weak structures and a bit of luck at the end got a good victory...

Wits and Wagers – North Star Games, Party Game, 2-7 Players, Ages 10+

So after an intense game of citadels!! A little game of gambling on your general knowledge. Of course this is a game that either I do well or it is disastrous and every choice is well off the mark. Those who don’t know this game, it is about best guessing dates or totals and then betting on either your or your opponents answers, with various odds…. As I did well in the previous game of Citadels meant this was truly awful. I got one answer correct the whole game while Nick and Steve got a huge lead. In the end Nick won with another excellent decision while the rest gambled away all their chips…….

Thunderstone Advance – AEG, Card Game, 1-5 Players, ages 12

Sir Animal and I played this at UK game expo this year. It truly is an excellent update of the original game with some fantastic changes and tweaks to the system. I was able to go down into the dungeon on my first turn and defeat a monster – unheard of in the original game! However others had a slow start (as did I after that) and several monsters did seem way too powerful to fight and that cost a lot. However once the game got going the cards were well balanced and linked well together. The end of the game with the big boss seemed a little under whelming and even killing that did not guarantee overall victory in the game. This was really good in my view as it meant that you had to compete throughout the game rather than wait and hope for a last boss kill!

Descent 2.0 - Fantasy Flight, Board Game, 2-5 Players ages 14+, playing time around 2 hours.

Descent was always a favourite and the game we played this Thursday. As it is a maximum of five players there is limited chance to get it to the table which is a shame as it is really is an excellent upgrade to the original game. The game flowed a lot quicker, with less tokens and clutter but still good results. I was the mage and chose the role of the necromancer. With a skeleton minion, I was able to get involved from the start and did not have to cower while the big armoured monkeys went about their business! In the end we played two of the scenarios and noted our advancement as it became clear that we wanted to see how the characters evolved. There was still some ambiguity to the rules but I am sure BGG will clear these up.

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