mmm, I dunno about that. I’m a fan of Glen More myself, but I have a really hard time selling it to others. It’s less interaction, it’s a theme that’s very similar to other popular games, and it’s much quirkier. It’s great value though. Worth a try.

If the person meant not 7 wonders, but 7 wonders in theme rather than mechanics, then something like Tigris & Euphrates might be good.

Oh come on Amazon…LOTR LCG: A Journey To Rhosgobel Adventure Pack dropped to $4.50

I guess it’s not so bad because all the other adventure packs returned to their original prices.

Excellent. Look forward to reading this!

I love T&E, but… man, I certainly wouldn’t inflict it upon someone whom my only datapoint about is that they happen to like 7 Wonders. I’d think that ‘Go’ would be a much better predictor of whether someone will enjoy Tigris & Euphrates.

The 7 Wonders Leaders expansion just dropped to $15 on Amazon.

I am loving this discount madness…

That’s a great deal at 50% off.

Also, Talisman: The Dragon Expansion on Amazon has dropped further to $11.99 (70% off!). Does anyone play Talisman (4th Edition)?

Is the leaders expansion a “this should have been part of the game from the beginning and everyone needs it” expansion, or is it a “this spices up the game and you should pick it up once interest starts flagging” expansion?

I’ve heard the former, but I haven’t even played the base game yet so I’m not sure. All I know is everyone I’ve talked to who has played with the expansion says it makes the game much better so I finally picked it up.

Leaders is a great expansion, but I think the core 7 Wonders without it is just as good and it does add a bit of complexity. So I think it’s in the “spices up the game” category but still a nice thing to have.

I just got an invite to www.deniath.com, a deals site that has geek stuff including board games. The current sale is Tasty Minstrel stuff (Jab for $8, Train of Thought for $8, and Homesteaders for $20). I threw Jab and Train of Thought into my cart and shipping was $9, so $25 for two games that cost $25 total at CSI. These are not the great deals I was hoping for.

They do have a mystery gift card for $3 that will be worth anywhere from $5 to $100 (randomly) in January, so I got one of those. Plus those two games because I am weak and can’t justify putting together a big enough order elsewhere to hit the free shipping threshold.

If anyone wants an invite PM me with your email address (disclaimer: the give you a $10 credit when someone you invite completes their first order).

We play it. It has a giant board and a lot of random factors, making playing something of a crapshoot. The expansions, as I understand it, consist of a new sub-board accessed via a space on the original board plus a few new classes, spells, items, etc.

I’ve avoided getting the expansions because they make a big game even bigger. It’ll prolong the Talisman experience, which is fun for a bit but wears down after everyone’s got a ton of gear, hit points, etc and is just jockeying to get in the middle.

Thanks for the feedback! Is it a good beer and pretzels game where the fun is more important than actually winning? And how long does a typical game last? My girlfriend really enjoys FFG’s DungeonQuest, mainly because she loves seeing me rip out what little hair I have left after my character dies or is sealed in the dungeon (yet again), while her character saunters out of the dungeon with sacks of loot.

Based on what I’ve read regarding the expansions, like Arkham Horror’s expansions, the larger boxed ones add an additional board and components (cards, characters, etc.), while the smaller boxed ones add just additional components. Is that right?

I played Talisman once, and it was fun, but I have no desire to play it again. It’s definitely a “don’t be sober for this” game.

Another vote for Blood Bowl Team Manager. I went into it with some trepidation, as I like actual Blood Bowl quite a bit but this game shares little but the theme and some artwork.

Even got my mother to play twice!

First stab at Eclipse today, with Reldan’s copy and a training 2p game and then a more complete (but still aborted) 3p.

My first impression is to really want to highlight the excellent job they did with the parts of the game. You take one look at the first page of the manual, another at the main board, and you can sort everything quickly and efficiently. The transitive property of how symbols connect to one another is immediately apparent, and just about the only thing I could hit it on is the choice of fonts, size, and dark on dark coloring on a good chunk of the player aids (which I will blow up and photocopy because one copy of each on a tiny card is silly).

The way chance is handled is really quite interesting, and I think the emphasis that people who haven’t played it yet are placing on the victory point (reputation) draw might be a bit premature. There are enough chance events that are significant to mitigate that one outcome’s significance, namely the combat and the hex draw, and you can improve your chances quite a bit by targeting big battles if it’s a place you’ve drawn soft points on. You can avoid it altogether and go for more builder oriented strategies that are “sure things” by making a big grab to stash resources and mass produce what you need. And so on. I think the VP draw gets overemphasized in discussion because it is, as Reldan observed, the one that is felt at the very end, but in the aggregate I would be surprised if the game required a house rule scaling down of the 1-4 range it currently offers.

I love the technology in this game. Unlike many other game with techs or tech variants that I’ve played, the tech is valuable, it’s empowering, but it’s also something you get to enjoy using during the game rather than acquiring after a long effort in order to watch it sort of matter in the last turn. Our game had a surprising twist when a relatively common tech proved unusually scarce, but that one draw of stronger hull tech was less a game winner and more an important step in the strategy of that player as he exploited his comparative advantage.

I really like the incentive to pass if you really want something first next turn. Early on I had great results with this locking down the first draws of the +1 and then +2 action techs, but unlike other games (like the Hansa Teutonica it reminded me of in that specific aspect), it was important but not the end of the world for others that they picked it up later. They just had to adapt to that scarcity while working on the places they had an edge.

The combat is tense, brief, and color coded for streamlining. The symbols on the tech match the dice, it’s easy to keep track of modifiers, and you don’t often have a mountain of d6 to resolve. When crossed with the ship upgrading, it’s pretty exciting in a way that TI3’s ship/war system suggests on paper but always fails to deliver in practice. I love being able to look around the board and easily assess the tech progress and ship competencies of my rivals.

I expect diplomacy will be ok but not gamechanging, but I could surprised. The basic version of the game suggests sticking with all humans, so we did, but I look forward to seeing starting asymmetries factored into the game by luck of the draw. Dibs on the genocide bomb species!

At any rate, this fires a small number of games from my shelf, and may end up killing a few more depending on how quickly I can get good at explaining the instructions. Just about the only thing I really wish I could fix is getting replacement ships for the different sides, because the crap ships that come with it are fine for Eminent Domain, but I’m going to have to find something a little more dignified for this.

In my experience, it’s practically impossible to die in Talisman. It’s fun as a parallel race-to-the-middle game, but if you’re in the mood to grief it’s difficult to pull off. The fun is definitely more in getting to the middle of the board than actually winning the game.

You’re correct on the expansions.

I would suggest looking past the faux rpg genre and trying out 1v1 adversarials like Claustrophobia. It’s mechanically excellent, with high production values, and scenarios that you pit you against each other in creative ways. It’s supported online with free scenarios, and just had a new expansion if you’re hungry for more.

LK gave a great rundown of our first game of Eclipse and I don’t have a whole lot more to add so I’ll just mention my impressions:

-The ship upgrades gave me warm fuzzies from the memories of MOO it dredged from nostalgia
-The level of abstraction for the techs is just right
-Triple protection against Rich-gets-richer - the game flat out ends in a set number of turns, being “rich” weighs you down by restricting the number of actions you can take which provides a reasonable opportunity for others to catch up, and opponents can directly come and smack you down if you’re blatantly ahead
-Resource management is surprisingly easy - made possible because this design was one mechanic that Through the Ages got perfect and I’m glad to see it again here
-I’ve not seen it mentioned much, but this is one of the few games I’ve seen that features both building units and direct combat and has no rules against moving the same unit multiple times or moving and attacking with units that were just built earlier in the turn. There’s so much less you have to waste mental energy and time tracking because of this one simple feature, and you can see the brilliance in the design that allows this without letting it feel abusive.

I’m happy to see that there are no abstract or random goals to achieve - you can score VP in a variety of different ways and it’s up to each player to figure out their best route to victory.

Since I didn’t get around to writing my own AAR, I’ll just add a few of my own comments from my own 2P game:

  • Random technology is really really awesome. Like Reldan mentioned, this whole game screams of MOO nostalgia for me and I greatly prefer the random trickling to worrying about referencing a tech tree like Twilight Imperiuim.
  • Technology scaracity is awesome: Since we were in our first game and immediately spreading ourselves too thin, the lower level Influence bonus marker (Advanced Robotics) came up only once for the first 6 turns. My friend snatched it up (since he had passed first) and had an advantage in the amount he could do. I was constantly battling upkeep costs during much of the game and this would have helped. Late in the game, I got all 3 bonus discs, but it didn’t make much of a difference at that point.
  • The economy of the game seems very well balanced. I pick up on this due to the fact that I always want to do 5 things, and can maybe afford to do 3. You will spend much of your turns debating with yourself which things to invest in (do I do a bunch of research and get discounts for that antimatter cannon, or should I pump out cheap ships?)
  • It seems that you can be equally successful playing expansionist/exploration, military, or tech. All are rewarded in their own way.
  • Components are first rate. I’d kill for some sort of ridged overlay to put over the player sheets, though. I’m worried about someone bumping the table during a 6 player game and sending cubes everywhere.
  • Play time for 2 players who were still figuring stuff out was under 2 hours.

I’ll write more thoughts as I think of them later. :)

These Eclipse writeups are killing me. My copy showed up just in time for a four-player session tonight and they decided it looked to complicated. So we ended up playing Caylus (because, hey, that’s not complicated at all). I still had a great time, but I have the worst luck getting games to the table.

I also took a copy of The Aries Project, which I’d punched out just before leaving, but I forgot to put the rules back in the box after sorting all the pieces. Game Night Fail.