Reporting back after several games of Jaws.
If you like hidden deduction games, want something fast, and easy enough for non-gamers or kids to play, take a look.

The game can run a little long depending on how well people play, but so far games have lasted between 60-75 minutes

Is it the best of it’s genre? No.
Does it out stay it’s welcome? No
Is it fun because it’s Jaws? Yes.

Normally it wouldn’t be a game I would buy or keep, but it has just enough to make it interesting and short enough that I will get it to the table at least a few more times.

Also, Stone Age doesn’t have any analogue to equipping your Vikings and sending them off on expeditions to fight battles against monsters. I can see not liking Midgard because you prefer something else in your worker placement, but I can’t understand dismissing it as “Viking Stone Age”.

I quite like Champions of Midgard and I don’t even like worker placement games!

-Tom, worker placement hater

Don’t like worker placement (I knew that), that’s your first problem lol.

Granted I only played one game with all the expansions, and you absolutely need all those expansions. I thought Midgard was more interesting than Stone Age and less streamlined (perhaps because I played with all the expansions), but it just felt very similar to that game or Lords of Waterdeep. I love a good viking game and there are so many good ones, but champions is a set collection game that just fell flat for me. It’s not a bad game I just was bored and the down time while not long felt long.

Yedo is another game in that group which is very similar to Waterdeep, but for big boys. It’s brutal and mean. If you plan poorly or don’t go for the right spot it can totally cripple your game and the other players can really interfere with your plans.

Like I said I’m interested to see what they do with Reavers.

Tried The Shipwreck Arcana at the 4th of July gathering today. Pretty cool little deduction game with great art. The basic idea is each turn you draw up to 2 numbers (“fates”) between 1 and 7 from a bag of 21 tiles, 3 of each, keep one secret, and play the other face up onto one of four “arcana” cards in the middle or, if there’s nowhere else, The Hours (a permanent card that is also the score tracker) according to the rules on those cards. This gives the other players information about what the fate you’ve kept hidden could be. If they feel like they know enough to guess that fate they may do so, and if they’re right, everyone collectively scores a point. If you get to 7 points, you win. However, if they are wrong, a Doom marker is advanced one, and if that hits 7, you lose. Either way, a guess causes you to discard that reserved fate and all gathered information about your hand stops being relevant.

This would be a tad dry if that were the only mechanic, but there’s another important one to contend with: each arcana card has between one and four moons on it. Each fate token also has between one and three pips (“hours”) on it, and if fates with hours equal or greater than the number of moons on the arcana card are on it at the end of a turn, it “fades”. This adds 2 Doom to the tracker unless a successful guess was made that turn, removes the card from the play row (to be replaced by the next arcana card in the deck), and makes it available for use as a one shot power - for example, the active player might be able to discard it to remove a fate token from an arcana card that is lower than their hidden fate (which both pushes back the clock and tells attentive players that your fate is higher than that number), or the other players might be able to discard it after the active player has played a fate token to ask if their hidden token is one of three specified numbers. That kinda thing.

It’s really quite elegant in a small package.

Plowed through about 2/3 of a run of HEXplore It Vol 2: Forests of Adrimon sans most of the expansion content today. I did let players choose traits from the trait deck and pick races from expansion content, but didn’t add the extra monsters, events, artifacts, etc. We also didn’t use the very powerful expansion Roles (character classes, basically), which I think are mostly meant for solo play.

It took a long time to play. We didn’t use any of the speed up rules and the group decided to up the difficulty right away, making fights take longer by default. It also took a long time to get six people all paying varying amounts of attention to understand the game. This is a pretty board game AND RPG savvy group, but there are a lot of moving parts to learn here!

Still, after a fitful start, we got into a really good groove and totally lost track of time, starting dinner very late. We kept going after that, building up a large along of power. I eventually had to head out to get back home at a reasonable hour, and the other guys said they were gonna try up muddle on without me. If they do, they should be about to forge the artifacts we spent most of the night collecting, then go face the final boss before she gets too strong.

Having six players definitely made the game itself easier; we could have bumped up the difficulty pretty easily to feel true risk more often. But it was a lot of cats to herd, too. There is so much going on, and so many interconnected little bits of math, that I’m sure we didn’t play a single error free round all night, heh.

We did have a blast though. I’m looking for to playing another run with a smaller group and the speed up rules applied.

I’d write more, but my allergy meds wore off near the end there and my eyes are going nuts still from the host’s cat.

A copy of the new Z-Man version of History of the World recently became available at my local online retailer, and I quickly picked it up. I then went on BGG to see what people think of the new version, and man, there is so much negativity there! Has anyone played this game lately? Is it really as “dated” as people say?

I’ve played it. I think it’s a little overproduced if anything; was that catapult really necessary? I really enjoyed the game I played. My experience previous to the Zman version was the app on iOS, which I also liked until bugs wrecked some games. The Zman version has fewer epochs which I’m frankly quite ok with. I think it’s a fine game and think it’s all the better having shaved off a few hours. I didn’t read the complaints there so maybe there is something I’m missing.

So @tomchick - Where are you on Shadows of Brimstone these days? Best game ever? Thinking of getting into it but you seemed kinda mixed on the podcast.

My 12 year old daughter and I got to try the latest food themed additions to my collection today.

Ramen Fury

This one gets points for the clever packaging. A crinkly noodles bag containing a cardboard noodle block that holds the cards and components.

The game is as light as it looks. It’s a set collection game where you are trying to fill and eat 3 bowls of noodles. To score, a bowl should contain a flavour (recipe) and ingredients that score for that flavour. It’s a bit like sushi go where you draw cards rather than draft them.

It also allows you to mess with your opponent’s bowls in various ways.

My daughter enjoyed it and it might be a nice tiny game to bring on trips. But that’s about all there is too day about this one.

Cupcake Empire

This one looks delicious. Full of cupcake bases and frostings, customers dressed like their favourite cupcakes and cupcake stand and bakery meeples.

It’s also a much crunchier and thinky engine building game that plays in less than an hour.

Don’t be deceived by the colourful looks. This game expects you to plan and execute a path to victory (70+ points scored) quickly, or your opponent will.

Every turn, you select a column which already has the worker dice that allow you carry out a specific action (get more ingredients, build a sales outlet, sell to customers, acquire more components for your engine).

Those actions will likely allow you to move up a point or 2 on a red (sales) or blue (production) track. The twist being that at the end of your turn, you will only score as many points as the lowest of those 2 tracks.

So you want to build a balanced engine.

After you scored, you reroll the dice in the column you just used and must place them in a column with the matching number on each die.

This creates an interesting tension where you want to let a column build up to get better actions (the lower down, the more powerful the action) but that ties up your dice.

There are also special actions you can take to get bonuses or move your dice around. So you are not at the mercy of a bad roll if you build up your engine cleverly.

This one was a very pleasant surprise. The blue and red tracks keep going up every turn and, half a dozen turns in, you are racing down the game score track.

Every turn felt very consequential and you had to think it through.

I’m also quite proud to say that my daughter managed to spot some combos I had missed and played so well she beat me by 2 points.

Even though I managed a very valiant 25 points awesome final turn that had her worried.

Great game. Great components. Doesn’t overstay its welcome and lots to think about.

We’ll play a lot more of that one I think.

So, further, and more cohesive, HEXplore It: Forests of Adrimon thoughts. My friends wound up beating the game a few hours after I left, which put the total active playtime at around 8 hours. Lol. Significantly longer than the 1-3 hours the box suggests. But we did a bunch of things wrong and had right at the cap of players, so tons of added chaos and confusion. But that said, I do think it’s a game best played by a lot of people who are down to learn the extensive rules before getting started.

So, for those who didn’t read @tomchick’s delightful review of the original HEXplore It volume, Valley of the Dead King, it’s basically a boardgame-ified RPG campaign using the classic “hexcrawl” style – bop around a large, initially incomplete world map with your party of adventurers, discovering quests and baddies 'neath the stairs of every hex you cross, till you power up enough to Go Do The Thing.

In this case, the heroes are assembled from a Race, Role (class), and – optionally, if you sprung for the Expansion – Trait. The races determine minor stat bonuses, give a small power, and set your daily food usage; the roles set your baseline stats and give you a handful of more potent powers; and the trait gives an unusual extra power that slowly gets stronger if you can manage to get its weird conditional into play.

Stats basically fall into 3 categories: your Abilities (Attack, Defend, and 2 powers), Skills (Explore, Navigate, and Survival), and Vitals (Health and Energy), each of which can be slowly increased by stealing gear upgrades in town (more on that in a sec), buying them outright at a Workshop you can eventually build, or picking up random Power Ups from completing quests and defeating monsters/bosses.

You bop around an increasingly randomly generated hex tile map (reaching the edge of the map plops down a new random tile), rolling your movement skills each turn to see if you find gold, food, and your way in general. The map is littered with endless little interactive widgets: bosses, “Mindwiped” cities (which can only be raided via daring die-rolls), a floating ethereal druid grove where you can only spend three separate currencies harvested from nature itself, and more, many of them randomly added by the “Destination” deck (similar to VotDK’s Quests), where Fragments of great legendary artifacts are stashed, locked behind these various skill challenges and fights. Each turn, you also potentially face a randomly drawn/chosen Circumstance – anything from picking up an ally or useful item to facing a fight or deadly challenge – if you elected not to Move Carefully, which severely cuts into your speed.

And you need that speed. Eventually, you’ll need to build up enough power and a large enough stash of artifacts and bought/stolen gear to face down againt the evil Magi herself, Adrimon, at her acropolis covering one of the map’s towns. And you’d better hurry, cuz, her own power is growing each turn, generating nasty baddies that camp out on the holy sites where artifacts can be forged from collected Fragments, sending out lieutenants to stalk the lands, slowly gaining control of some helpful entities, and even eventually mindwiping heroes (if her power grows higher than one of your Skills, you crit fail every roll with it. If she overwhelms all three, you’re effectively dead). If her power gets strong enough, she’ll just teleport to wherever you are and kick your ass herself, dammit.

As you might guess based on the number of paragraphs it took me to summarize, there’s a lot of shit going on here, and it’s all interlocked. Even simple rules (increase the Fate Tracker by 1, marking a hex-side on the battle mat, each turn; when you hit six, increase the overall Fate Cycle – and Adrimon’s power – by 1) are quickly complicated (some Fragments and Power Ups increase the Tracker, too. Oh, so can bad failures while raiding mindwiped cities. That item you picked up also increases it on a trigger of some sort; don’t forget that. Oh, and once the Cycle hits 5, don’t forget to immediately do this effect, and start rolling each turn for this other effect. And when it hits 10. . . ).

So for six dudes, some distracted by the trials of cooking delicious food for the rest, only one of whom had ever even heard of the game before, it was a lot to take in. Each character seems deceptively simple till you see all the interlocking math and calculations, as raising one power increases the duration of another, which then goes on to enable a secondary effect on a third power, which, when used, also lets you use the first one simultaneously for free so long as both their ranks are high enough. . .

That said, I really did love the constantly scribbled note-taking absurdity of it. By the night’s end, hands were stained black with dry erase ink (don’t worry, most game components are dry-erasable!) and the entire living room was a chaotic maze of trackers, rules placards, character sheets, collected items, and the enormous, winding serpentine insanity of our hand-crafted version of the game map.

Realizing now we played a few rules wrong (which I count as a win given the dozens that we got right), I also see that our challenge was noticeably diminished and several eminent threats were held at bay much too long. By rolling in some expansion content (the extra classes and races and traits) but not others (the extra bosses, extra tricks for the villain, etc.), I also made things too easy. And, as Tom noted, the sheer adaptive firepower of a 6-man team is really more than most of the threats you’ll face can handle once the players get their feet under them and aren’t scrabbling around Mindwiped cities every turn in a desperate search for food and enough Skill Upgrades to avoid being Mindwiped themselves.

But man, if I could get a 4-man team to play this (optional fifth if we want someone to play the Fury of Dracula-esque “control the villain” optional mode from the expansion), with all rules followed and all content added? I think this might be on our rotation for a long, long time.

At least, that’s what I’m guessing it means when the host just went to the website and ordered the 4-pack of both volumes and their respective expansions at 3AM when our first match wrapped up for good.

Interesting, might take a look at this for our 4 person group once we finish Dragonholt & Gloomhaven - thanks!

Be sure to let them know that the Kickstarter for Volume III: The Sands of Shurax is looming on the very near horizon. :p

Oh, we’re both going in on that one…

And I’m really hoping the devs are selling extra hex dice for that one. The games only come with one apiece which is crazy town.

Extra dice was an add-on in the last Kickstarter so you should be right next time.

Finally got around to Res Arcana this weekend. It may be the honeymoon period but I was mightily impressed. I used to play Race for the Galaxy with my mother and step-father when they were visiting in town, but after my step-father’s stroke he’s found RftG a bit much. I had my step-father team up with my 12 year old and they were both doing well. The limited number of moving parts per match is helpful.

Can’t wait to get it to the table again, and as of now, the expansion is an automatic buy for me.

Uninterested. They want brains after all.

Just kidding! Just kidding! <3

I’ve just played one two-player game so far, but I liked it as well! It really focuses on the engine-building side of the genre, eschewing tons and tons of card variation. It’s interesting how Tom Lehmann’s work has been a series of reformulating Race in various ways. Res Arcana (the name can’t be a coincidence) feels like a much more unique variant, and not just because of the theming.

Played a 2-player game of The Colonists the other day. It’s a super-heavyweight Euro that came out a year or two ago. I’m not really sure how to describe the mechanics, other than ‘engine builder’- it isn’t a tile-layer, or worker-placement, tableau-builder, etc., but it kind of contains all of those mechanics. One nice thing about it is that the game length is somewhat modular- it is played across 1-4 Eras, and you can play a short game of just one or two, or a longer game of 3 or 4. There are even rules for simulating the earlier Eras, so you can just play an Era 3-4 game if you want. We’ve done that a few times and it works well. There are even rules for saving the game state between Eras, so you can resume it later, but I haven’t tried them.

But, since we both had the day totally free, my friend Jon and I decided to play the full 4-Era game. We both knew the game reasonably well, but haven’t played it in a year or so. We also know that we play well together- neither of us is particularly prone to analysis paralysis, and we’re pretty evenly matched in a lot of games. Still, it took us upwards of 6 hours. The final score was 322-326 (I lost), which is just north of a 1% point differential. I outscored him a little by nearly every metric (it is kind of a point-salad game, too) but he built a VP-generating building at the end of Era 2 or beginning of Era 3 (I can’t remember which) that got him 5 VPs/turn. If he’d built it one turn later… that was the margin of victory. I’m pretty ok with that, actually.

New games this week:













Sherlock Holmes Unlock?

Hell yes.