It -helps- but it isn’t a story mode, and there’s still not a great deal of theme.

So I’m thinking through the logistics of selling off a lot of my 300+ board game collection. Anyone have any advice? I have no experience on eBay, but I assume that’s going to be the way to go. I’m going to check with my local board game/used book store, which does sell used stuff when they periodically have some come in, but this would be a lot more than they usually get. I just don’t think they’ll give me a lot of cash for them, since they’re looking to resell (including on eBay). Is it smart to sell in lots? Anyone have any idea what typical pricing is for a used game in good shape on eBay (let’s say a big box game)? If anyone knows offhand how much it costs to ship games of various sizes, that would help, too. Anything you can tell me is useful.

If I do end up going the eBay route or similar (and not the dump-at-my-local-game-store route), I’ll see about starting a thread here on Qt3 and let you folks have the first crack at them, so I know they’ll find a good home.

Generally speaking, the only reason to sell in lots would be if you don’t want the hassle of selling them individually. You will have to take a hit on the overall price. That being said, sometimes I just sell things at the shipping cost and in lots, just because I want to be rid of them.

Besides eBay you can also sell through Amazon. I believe they still allow private sellers to sell one off items occasionally (as opposed to small businesses that will keep multiple copies of lots of things).

EDIT: Oh and yeah definitely post them up here (or in their own thread) as I’m sure lots of us would like to take a crack at some.

I know I would like to at least see the list.

It really depends how much time and effort you’re willing to put into selling them. The easiest thing is to sell them as a lot, but you will make a lot more money if you sell them individually. Of course, it depends what is in your collection – some older games are rare and highly sought-after, but many are basically worthless. Most newer games can fetch a decent price (online sellers usually sell at about 65% of retail, so you’ll obviously get less than that).

What will kill you is shipping. It can cost $12-$15 to ship even a normal sized game. Yes, you can make the buyer pay the shipping, but that will just reduce the amount people are willing to pay. If you live in an area with a large gaming community, I’d try to sell them locally. You can list on BGG or if your local game groups have mailing lists, use those. You can have people pick them up at your home or work, or you can deliver to people who are nearby if that isn’t too big of a hassle. If you’re selling 300 games, you could easily save hundreds of dollars on shipping, plus you don’t have to go through the time and expense of packing them all up and hoping they don’t get damaged or lost in transit.

Either way, you can list your games on BGG. There’s a marketplace, you can just list your games and set a price. People who really want to get rid of their games, though, usually create a geeklist and auction them off. You pay 3% of any sales to BGG, but that’s a bargain next to e-bay.

Good luck!

I second BGG if you want to sell them online. Once BGG started doing auctions via geeklists and the marketplace took off, I noticed that eBay’s board game market became a ghost town.

I sometimes see people dump boardgames on Craigslist locally. Usually someone in one of my gaming groups will notice and let everyone know about it, but usually the prices aren’t any good. If you want to know what price you might get, eBay price history can be ok, but I also like to see what people are paying on BGG via http://www.spielboy.com/

Just make sure you shorten the range of dates shown and include listing prices (“Bgg For Sale”). You get a lot of info to see how many are currently for sale (how rare is this game) and game prices jump around a lot over time, so what was selling for a premium a year ago might be selling for next to nothing if there’s been a reprint.

A BGG auction is also good because if you tell people you’re doing combined shipping you might get a lot of people buying 3 or 4 games to save on shipping, which also makes it easier for you to ship. I’ve also had the auctioner come to me after an auction has concluded when I’ve bought several games and offer to add a couple games for a song that didn’t get sold or someone backed out of, since it’s easy enough to throw it into the box. :)

I’ve sold about 10-15 games on the marketplace at BGG, and the problem with that is you’ll go months without thinking about it and then you’ll get 3 orders in a row (during crunch time or a child birth, usually). It comes out of nowhere and I come to resent that someone is buying my game! :P

Thanks, everybody. I knew BGG facilitated trading, but somehow it didn’t sink in that they have a cash marketplace. I’ll be looking into it!

Okay, so I’ve started selling off my games. I didn’t want to clutter up this thread, so it has its own thread here. I won’t repeat myself; just go there to read all the details. I hope there’s something there you’re interested in!

I got to play a 3 player game of Castles of Burgundy tonight. I’m not a Eurogame guy. I really love theme and narrative and such way more than mechanics, although I do appreciate the latter if there’s enough crunch and variety to them. Just felt that that context is needed when I say that this game, at least based on one play, is fucking phenomenal. There’s enough randomness to have the game go very differently every time, and given the limited number of actions and the multiple consequences to each tile selection (each tile fills in more of a region and you score when you fill in the whole region and get a bonus if you fill in all spaces of that type; each tile placed means new spaces that are accessible to further tile placement; each tile has some power or game effect when placed), there’s a lot of meaningful decisions to be made. I particularly love the knowledge tiles, of which there are 26, and all of which have a unique rules-changing effect, be that additional effect from certain types of action, relaxed restrictions, or alternate scoring conditions at the end of the game. And unlike a lot of games, where those powers might be ascribed to a particular character or faction that you choose at the beginning (which I like just fine, don’t get me wrong), there’s a certain extra frisson to these tiles because they’re out there in the wild for absolutely anyone to grab.

It’s also surprisingly cheap - I got it on a gold box sale for $20, but you’re still not looking at much more than $30-35 now. And pretty fast. We took about 90 minutes, I would say, but we were unfamiliar with the game and had to punch out all the tokens and so on. Since you roll all the dice at the same time, you can already be strategizing while other people take their turn, and with only two actions per round per player rounds don’t take terribly long (at least as long as analysis paralysis doesn’t crop up.)

I don’t normally like Eurogames very much but I thought Castles of Burgundy was a great game. I really like the controlled randomness of the dice rolling mechanic and the various technologies combined with the spatial puzzle of planning your estate. I was so impressed that I’m looking into other Stefan Feld games such as Trajan. Anyone play Trajan and care to comment?

I’ve been on a Feld kick lately and Trajan is my favorite of his games that I’ve played (those being In the Year of the Dragon, Macao, Castles of Burgundy, and Trajan). Trajan is definitely heavier then Castles of Burgundy. It takes a bit longer to play, is more likely to cause analysis paralysis, and has more systems going on in it so it’s harder to teach.

The central mechanic is essentially a mancala board. You pick up all your tokens in one slot, and place one in each subsequent slot in a circle. The final one you place activates an action. As a consequence, you can’t necessarily perform whatever action you want each round. It depends on how many tokens are in each mancala slot. And as you make a move, you set up the board for your next turn by dropping tokens in each slot before the final one. This will change which actions are accessible and inaccessible next round. As a consequence, there’s quite a bit of planning in Trajan. A lot of the game is setting up crazy combos that explode into awesome happiness down the road. So you may have 2-3 low key turns, but they’re all in the service of setting you up to perform a super powered action where you get 50 points. This makes the pacing a lot like Castles of Burgundy, but I think requires more thinking about turns in the future.

The randomization mostly comes from board setup. The board is randomly setup every game and it can really change the worth and strategy of using various actions. Interestingly, I don’t think the various actions are balanced to all be equally worthwhile, so a big part of the strategy is figuring out how to minimize the actions you don’t want while maximizing the actions you do. The board is also randomly setup again four times in the game (similar to CoB’s rounds). The nice thing about this is you can’t actually plan too much. A few turns out can help you a lot, but a player thinking 20 turns ahead doesn’t have enough perfect information to win on that ability alone.

Each of the actions in the game ends up being its own little mini-game. This is where the biggest teaching hurdle comes in. If you look on board game geek entry under the mechanics section, you’ll see way more mechanics then any sane game would contain. Each of them is simply implemented and easy to understand if you’re someone who plays board games. But if you try to teach someone who strictly plays Settlers of Catan, you may have trouble getting them to understand all of the components.

Each of the individual mini-game actions are too simple to be interesting on their own. In some BGG reviews, this has lead people to criticize the game as a series of uninteresting, unrelated side games. However, all the mini-games are in fact related through the mancala board. A player constantly has to weigh the possible benefits of each of the mini-games against each other and in what order works best, then try and manipulate the mancala board to achieve that.

I think Trajan has the best theme of the Feld games I’ve played. That’s not really saying much. The theme certainly isn’t that powerful. But the board is quite beautiful and each of the various actions at least seem like sensible things a roman senator would be concerned with. Generally, my friends and I like laughing at the mechanic where roman citizens demand things from the senators, but the victory point loss is often low enough that they’re worth ignoring.

My girlfriend and I regularly play the game 2-player. It and Troyes are currently our most played 2-player games. I’ve also played it a few times 3 and 4 player, and it scales really well to all number of players.

On that note, Castles of Burgundy fans may want to consider checking out Troyes as well. It’s another dice driven Euro-game, but with a Worker Placement focus. It also has quite a bit more player interaction since you can buy your opponent’s dice before they use them.

I love Notre Dame, which is an earlier Stephan Feld. The guy has been on such a roll with the Alea big box games (with the exception of Rum & Pirates, which is interesting, but a little strange*). Notre Dame has a nice card drafting mechanic that powers a kind of engine-building system where the more you use an activity the more of it you can do each time. It’s not a masterpiece of theme, exactly, but it works well enough. You invest in buildings, move a messenger around the city, influence important people, and avoid the plague–Oh, the plague! You stare at that little black block and just pray that this year’s plague won’t be too bad. I don’t know how easy it is to get a copy of anymore, but I would highly recommend it. It’s easily in my top three Euro-games.

I really like Feld. Trajan and Castles in particular. My fiancée is a fan of Macao.

Lately I’ve been looking at Martin Wallace’s catalog. I have Brass, A Few Acres of Snow, Rise of Empires, Liberte, Ankhmorpork(?), and I’ve just recieved Struggle of Empires which in really excited to play. It’s rules seem really elegant. There is a debate as to how clear the rulebook is but once you break through and understand what is going on they look like they work really well. I didn’t get too much trouble from the version of the rules I had read.

Aeroplanes is also one I’ve been looking at but I think I might just wait for Firefly and Elderitch Horror later this year and leave Wallace behind for a bit.

Also where is A Distant Plain and Cuba Libre?

Tom M

I really like Martin Wallace as well. Steam is probably my 2nd or 3rd favorite board game. I recently played Age of Industry and Automobile. Age of Industry was much better then I was expecting. People on BGG seem to deride it as a simplified Brass, which it is, but not in an entirely bad way. I feel like it ends up focusing the tension / strategy on different mechanics then Brass. Plus, it’s fun to play on different maps. The game really changes depending on which map you play.

Automobile, however, is one I would caution people steer clear of. The theme of the game is super strong, so if you’re into early American cars, it’d be worth it for that alone (I’m not, but I learned a lot of interesting stuff in the process of playing it). However, the amount of math you have to do in the game is just ludicrous. Every second or third phase, we had someone pull out the calculator to help us determine what the most optimal factory usage was. Also, just stepping through the selling process in your head to determine if you should build more or less cars somewhere is a total headache. The hidden demand tiles mechanic would be cool if it wasn’t obfuscated by such a convoluted selling system. (The demand tiles remind me of a less elegant version of Modern Art.) Finally, after two plays, we all felt there was way too much momentum in the game. Your strategy seems super determined by the end of the first turn, and after that it mostly seems you go with the flow till someone wins. This seems to be backed up by BGG strategy section focusing on first turn moves. All in all, worth playing once, but not something I’d enjoy revisiting.

Age of Steam (Steam’s ancestor) is amazing, complex, and brutal. Automobile is very boring, dry, and really doesn’t do anything for me. So I second this post.

edit: I was recently made aware that this post was confusing (like most of my posts). So the clarification is: Age of Steam = awesome, Automobile = BLARGH.

Supposedly shipping August 29. I wish GMT would post the rules.

Weird that you guys are talking about Feld games. I’ve been skimming the posts in this thread the last few days, but don’t have much to say. I know I’ve played Notre Dame a few times, but I’ll be damned if I can remember anything about it- it literally left no impression. I’m pretty sure I haven’t played anything else of his, or at least none of the games you’ve mentioned.

So yesterday I got to play the prototype for his as yet-unreleased game, Amerigo. I think they said he did a Kickstarter, and it’ll be released at Essen. Anyway, I really, really liked it. It had a neat use of a Wallenstein/Shogun-style cube tower for actions choices each phase, which neatly limited what you could do, but still giving you options, while forcing you to adjust your plan on the fly. Neat modular board, lots of ways to score points, etc. All in all, it was pretty swell. I’ll probably be picking it up when it comes out.

So the Pathfinder Adventure Card Game gets released next week (28th) and the BGG forums are a buzz with great things to say about it. Marco Arnaudo gave it his thumbs up in his video review of it as well.

It’s essentially compressing the Pathfinders RPG down into a card format. You have an adventure path (campaign) of six adventures that are composed of five scenarios each. EACH scenario is a single game session. There are reports that the scenarios are very re-playable while at the same time driving a strong narrative. It can be played solo or with others and it’s fully scalable. Basically the more players (or characters) you have the more locations there are to explore, with each location consisting of ten randomized cards.

Each character starts off with a different composition of cards (e.g., mages get more spells) that will build over time as you explore various locations and level up. Your deck also acts as your character’s life force, so when you have no more cards, you are permanently dead and have to roll a new character.

The game ships with 4 characters, but a character add-on expansion is shipping the same day the base game comes out that will add 4 new characters as well as support for up to 6 players. And of course further adventure expansions are planned with the second adventure in the Rise of the Runelords campaign shipping in October. Another cool thing is that the base game insert has support for all the planned six adventures, with areas for all the various cards in the game to keep them sorted.

The only negative I’ve heard so far is that setup can be a bit long, especially when you’re playing with a lot of players or characters since you have to seed more locations the more you have.

I think I’m definitely going to get this, anyone with me?

Sounds interesting to me! Time to do some research on it!

My preorder’s in on Amazon but the ship date’s been pushed back to the middle of next month (for some reason the addon deck is still listed as shipping on the 5th). I was going to subscribe via Paizo’s website, which gets you each product as it ships and a 20% discount, but it turned out they wanted to charge $18 in shipping just for the base set at the slowest shipping speed available and god knows how much for each of the addons as they came out, whereas Amazon’s price at the time was maybe $5 higher and I have Prime for free two-day shipping, so it wasn’t even competitive. …then Amazon dropped the price to $40, which is $8 less than Paizo wants to begin with. And preorders get the lowest price between the order and the shipping soooo… yeah.

Oh well. In the meantime we’re still working on the original Descent 2e campaign.