Thanks, I’m really liking it so far. It was made by the Hilinski brothers and looks even better when it’s not a picture :)

They work with an artist who can paint all kinds of amazing designs on the board but it doubles the price and I was happy with the standard boards so I just went for one on their for sale page.

Eurogaming has jumped the shark.

-Tom

Just picked up the second-edition printing of Eclipse. Love it - IMO, it hits the 4 X’s of the 4X genre better than the other alternatives out there.

The “Exploration” aspect is simple - basically draw tiles and either place or discard them. Movement only occurs across “wormhole” connections, so placement of tiles is extremely important long-term. Exploration also turns up “Goody Huts” and “Ancient Defenders” for even more fun.

The “Expand”/“Exploit” part is also excellent, with 3 different resources (money = actions, research, and materials = construction). Most sectors contain planets that give you resources, but you have to pay upkeep for each sector you control. This means that just expanding to everywhere is not always a good idea (expanding to a 1-planet sector is actually a net loss in terms of resources). Some nice subtlety in the economic system; it seems to the me that one’s sectors should - in large part - determine what long-term strategy to follow in the game (leading to good synergy with the exploration aspect).

The “Exterminate” part is where most board-game attempts at this tend to fall flat in my opinion; but I think it works extremely well here.

The game is won by the player with most victory points; control of Sectors (1-3 per sector), techs (up to 15 VP), building monoliths (very expensive construction that needs to be defended for 3 VP each) and “Reputation” are major sources. Generally, one can hold 4-5 reputation tokens (giving 1-4 VPs each) by the end of the game. which makes warfare one of the key means of gaining points. Simply being in a combat allows you to draw a reputation token, and you gain extra draws for each enemy you kill.

Combined with a strong limit on number of units one can build and fast movement, the effect is a game where aggressive play leading to conflict is often rewarded. You conquer (or raze) enemy sectors not just to reduce the opponents points, but also because combat in itself is worthwhile. Turtling is still possible; but it is not a dominant strategy.

Combat is simple, but fun. There are 4 types of units (3 ships and 1 Starbase = Powerful, Static Ship), and one outfits the hulls with new technology (weapons = dice rolled, computers = +to hit, shields = -1 to hit, engines = move/initiative, and hulls=hit points) purchased through research. In a sense (and one of the criticism against the game); research is essentially an arms race, but I think it works well for what this game wants to be. Twilight Imperium 3 is a “Civilization” game where combat can occur - Eclipse is much more a wargame set in space with some Civilization elements. A small teched up fleet can easily smash a larger starting fleet; combined with the VP advantages gained by being aggressive, this means that one can never allow an opponent to get too many actions ahead in the arms race.

The Diplomacy system is very simple, yet effective. Alliances give 1 VP, and allow both of you a “free resource” (essentially equivalent to an extra planet worth of production). However, the alliance tile takes up one of your “reputation slots”, so you’re essentially trading the alliances 1 VP for a potential 4 VP reputation tile. So alliances are fragile things - although the -2VP traitor tile (which is given to the last player who has broken an alliance) means there is a potential extra cost to treachery.

All in all - based on first impressions - a very good game. Definitely has the “Easy to Learn, Difficult to Master” vibe, and - perhaps most important - it is an extremely quick game. The box claims 30 mins/player, and it does not seem that far-fetched an idea with experienced players.

I love everything about Eclipse except the Free-For-All nature of the gameplay. Like most other FFA games, victory is often decided on who isn’t attacked or who is next to the pacifists that won’t attack the leader. FFAs also discourage engagement, for fear of getting sandwiched by other enemies while you’re fighting another player.

I’ve been begging the designer to include start-to-finish alliance in the expansion but I think he’s only added dynamic alliances. We’ll see. Otherwise, great mechanics, too bad the ending is almost always a coin flip.

Are you Canadian???

I was gonna say something like yeah and I must be Italian because I like War of the Ring but, uh, I’m half Italian so, how 'bout that Crokinole, eh?

Plus, there’s no proof Crokinole is actually Canadian. Sure they play it more now, but it’s entirely possible that flickypoo (as it’s known to avid Crokinolians) was invented in America. Sure, Canada has the oldest known boards but maybe ours were just destroyed, uh, during the battle of, um, Lansing? Stupid Robert E. Lee ruined some good Crokinole boards that day.

Grrr. Robert Florence does it again. I’ve just ordered Infiltration.

Read his write up here: Cardboard Children: Infiltration

When we played Infiltration this week, the feedback was constant. We were happy players. Each game ended with a “That game is really good” and “Another quick one?” A couple of shuffles and a wipe away of the tokens and we were underway again, heading into another building, ready to pull off another daring data heist.

Yeah, the story. Let’s get that explained first.

Infiltration is set in Fantasy Flight’s Android universe. It’s a Blade Runner style cyberpunky futureworld type thing. Flying cars and data packets and androids and stuff. You’ve been hired to enter a corporate facility, steal more data than any other player, and get the hell back out of there.

WHY THIS IS AMAZING – POINT 3

I was designed by Donald X Vaccarino, the guy who gave us Dominion.

It was only a few weeks ago that I said Dominion was a great game, lacking in theme. It’s inarguable that Dominion is a wonderful design, but it’s a game that I can’t fully love. Infiltration? This I can love. I adore games that tell a story. I adore games by great designers. And if that game has a driving, shifting, changing narrative that can be influenced by the players, that’s even better.

Infiltration is a game for 2-6 players. It’s elegant, simple, and utterly compelling. The artwork is beautiful. It has a quick play time. It’s so much fun.

You must buy it. For me, it’s potential game of the year material.

The whole thing is worth reading. The game is reasonably priced. So I just couldn’t resist.

EDIT: Found this video review which confirms I should enjoy the game. Can’t wait to receive my copy.

Wendelius

Wendelius’ coverage of Qt3 London’s first attempt at Eclipse is pretty cool and can be read here: http://www.quartertothree.com/game-talk/showthread.php?t=66579&page=11 . I think we all found the game to be very enjoyable and extremely well designed, and I predict a second favourite next to BSG!

On the same page is a brief mention of Infiltration as well, which was also extremely good.

You know what’s interesting about Infiltration? It was one of his first designs, back in '95. And it was about a candy factory. :) I’ve had Infiltration since release and have been sad it hasn’t gotten to the table yet.

So a strategy lunch time board game group has broken out in the office. Dominion is getting a ton of play. And I’m playing a few old school Avalon Hill war games (Jackson in the Valley). I feel like a kid again. Although a kid who actually has real, quality opponents.

Anyone have thoughts for a 2 vs 2 type board game like a conquest of Nerath, where there are teams but separate countries?

BTW, for more mature games (read older), my old Dark Tower game has found renewed purpose with my 2 older boys (5 and 6.5). They’ve gotten into it and I let them play it a bit on weekends. Mostly b/c I don’t trust them not break the fragile tower. I still have the gameboard but missing several pieces. Makes me happy seeing them get all crazy about getting a dragonsword or purchasing healers.

Just picked up King of Tokyo after its first run went out of print superfast. Man, this has turned out to be such a winner of a game. Really simple Yahtzee-ish dice mechanic with this really nice push/pull thing (maximize points earned but risk getting destroyed) that really speaks to the theme (Kaiju fighting to be the last one standing).

Quick, satisfying games with mechanics simple enough for a 7 year old to grasp but complex enough for grownups. Dig it.

Now to get enough people together to try Dominant Species…

I know the box says 6 players, but you’ll probably enjoy it a lot more if you play with 4 or fewer. I’m not a fan of the game in any case, but with 6 it is both way too chaotic and way too long, which is not a good combination. (Oh, and I like long games).

Love King of Tokyo as well. Fantastic quick, light game, up there with Shadow Hunters. Richard Garfield talked a bit about the expansion and it’s sounding like it’s going to be pretty great as well. Each monster has a set of special abilities that you randomly activate when you roll three hearts. Sweeeeeet.

Axis & Allies 1941 and Axis & Allies 1942 2e release this week and next. 1941 is a simpler version of the traditional A&A, with less and bigger territories, less rules and supposedly a 1.5 hour play time. 1942 is just the next iteration of the traditional full globe A&A, with updated rules and a new unit.

You can find a LOT of info on both these games at the hard-core A&A forums here.

Expansion?! Wuuuut?

I picked Target Earth up last week and love it. I couldn’t believe how additcting its been playing this one. Ok there are a few issues, but the thematic play and the faithfulness to XCOM is amazing. If your a fan of XCOM, you should probably should check this one out. http://boardgamegeek.com/boardgame/75333/target-earth

Pros:

  • Heavily Thematic and fits XCOM perfectly
  • Nice Card drafting mechanic
  • Supports 1 to 4 players well
    * Good for solo play
  • VP driven game for both co-op and semi co-op
    * Unique factions abilities for semi co-op AND hidden objectives for each faction!
    * Elegant mechanic design allows research, base building, troops, diplomacy, lots of depth here
  • Troops include soilders, tanks, interceptors, carriers
    * All Combat troops can gain vetran status
  • Stop Aliens via shooting them down, or engaging them in ground combat, or invading their bases
  • Defend your base from invasion, or invade a alien base to hurt alien victory.
  • Lots of co-op action and coordination between players
    * Deeper play with semi co-op and some nice optional rules for more depth and strategy.
  • Great art

Cons
* Heavy set up time, 20 minutes plus

  • The board is difficult to lay out flat
  • The layout design and readability of cards couuld have been better
  • The manual could be better written and clear (translated from spanish, so there are some poor word choices and inconsistent langauge)

Others:
Despite some semi eurostyle feel, its squarly Ameritrash
Lots of dice combat
Plays in about 1 1/2 hours

The semi long set up time and the the dice heavy combat are sure to push some players away, but if you can get past that…you have a game well worth your time! Its extremly thematic and nails the XCOM feel in boardgame incarnation, and is fun and the defintion of co-op in design. I give it a 8!

A while back, I mentioned that I was writing a strategy guide for Small World Underground. There were a few people interested, so just letting you all know I finally posted it on the internet. Well, it isn’t quite finished, but I plan to post the rest within the next week.

Check it out on the DoW forum, if you please: http://www.daysofwonder.com/en/msg/?th=25638&start=0

Nice, thanks. I need to look into the Realms expansion too.

Yeah! I just realized it was out so I decided to finish up the guide. Going to order that expansion right away.

Article on Wired about Leviathans, which looks like a more modernized version of Space: 1889’s airship combat:

— Alan