Played the Firefly boardgame on saturday for the first time. Was quite fun and very good at making it feel like it’s taking place in ‘the verse’. However it took 8+ hours to play one game and that was without a whole lot of fiddling from the two new players (my fiancee and I). Loved the game, not sure I can spend that much time on one game.

Wow, 8 hours? I’ve had a few games that took a while, but I don’t think they went over 3 or 4 hours. The game definitely will move faster once you get a feel for the rules and what works and such.

I am glad that you liked it - I am realy looking forward to this game and hoping my family will enjoy it as well. Do you think Imperial Settlers could be a possible gateway game?

Interesting. I thought it was just me, but even in really digging RotRL, I really don’t care much for Skulls and Shackles. The theme is not working for me as I find it weird that you are sailing around island to island fighting sharks all the time. Is it actually P:ACG Sharknado edition? Why can’t these people stay on their boats or away from the apparently very dangerous beach?!?

I may check in next year to see how the design has grown on their next ACG.

Personally I don’t. There’s some fairly complicated card powers and overall a big brain burning feeling I don’t associate with good gateway games. But that term is pretty fluid. Some crazy people treat Agricola as a gateway game!

I’m not sure I agree with hepcat that it’s easier to learn than Race for the Galaxy… It’s cleaner in many ways but it also has like 6 different currencies you’re juggling and many open-ended ways to transfer between them that are good at producing analysis paralysis. The cards are much easier to read then symbols though.

It would only be a gateway game for folks who are video gamers and haven’t tried boardgames, something like that. The game gives you a lot of choices and you’ll only be successful if you figure out how to optimize your actions and resources. At the same time, it feels a touch more forgiving than something like Lewis & Clark, which also is about wringing the most you can out of your actions and resources.

As far as Race for the Galaxy, I think its symbol system is masterful, but it certainly presents a high hurdle up front in learning the game. Imperial Settlers is smoother than that, but both games get pretty steep, at least for Euros.

I’ll be curious to hear what you think of it that way. I’ve only played it two-player and I’m not sure if I’ll have an opportunity to play it with more for a while, but I’m curious how it works. I’m worried the Japanese would be overpowered in a four player game (there’s less incentive to raze their faction buildings with 4, though they still have the best production in the game).

While casting about in my games closet for a quick palate cleanser the other night, I pulled San Juan from the back of the closet. We played a superquick game and, holy cats, I forgot what a direct reskinning Race for the Galaxy was! The easiest way to learn Race for the Galaxy is to teach someone the relatively simple San Juan.

 -Tom

You might know this, but Race for the Galaxy was originally submitted as a Puerto Rico card game, but the publisher took a different design for San Juan (by PR’s original designer) and then Tom Lehmann rethemed and expanded it to be Race.

The symbols make Race a hard game to learn for casual play. I like the game but if one does not play it a lot in the beginning than it is hard to retain all the symbols. Most groups seem to move on from older games so hard to get a group to play it enough to learn it. My son and I played it a a bit but he rather play Eminent Domain two player when we sit down together.

That’ll probably be my stance too. I really think for me it’s the pirate theme that’s turning me off. I’m sure there’s a solid basis for pirates and their adventures in the Pathfinder world, but it just doesn’t fit in with my definition of a standard fantasy setting. The other issues you mentioned with the theme also are there as well for me.

I’m also a bit disappointed that PACG hasn’t worked out as well as I’d hoped for a game group game. Lots of folks warned me about it before purchasing, so I bought into it knowing full well the issues in that setting, but it really isn’t a great game to just gather a bunch of random folks around the table, teach, and play through. It’s not really that hard to teach, but it does take a few scenarios to get the hang of things. It’s also a little involved with the setup. I do think it works great with a consistent group, but the folks I play with aren’t the kind to want to play the same game every week. It’s still a great game for the wife and I to play though.

Back in the day when a friend was trying to get me into board games, he introduced me to Puerto Rico and Race for the Galaxy. I couldn’t grok either of the games and wrote off board games for a while. Then about a year later, he taught me San Juan and everything clicked. After a game or two of that, PR and RftG both made sense. I don’t enjoy playing San Juan too much nowadays, but it is a great teaching game. The limited card set is way easier to learn than RftG, and having a few cards in hand is way easier to think about then seeing all the building possibilities in Puerto Rico.

I don’t think I did know that. I wonder if there’s any bad blood about San Juan and Race for the Galaxy sharing so much basic gameplay?

-Tom

I doubt it, just given they’re two of the most experienced designers in the business, but of course I don’t really know one way or the other. Maybe the fact that (it seems to me) Race went on to be much more successful could be the cause of some discontent…

Man I need to get this game on the table. I’ve been hesitant to play it with 4 players as I read that it has a lot of downtime etc, but I’m really hoping to play my copy soon.

Played this weekend at Pacificon in Santa Clara, CA:

Cuba Libre – There were enough interested COIN players to setup two games of this. One table of new players, and one table of COIN veterans. I’ve only played Cuba Libre once but have played the others all several times, so I joined the veterans table, all of whom all had more specific Cuba Libre experience than I did. I was assigned 26July(Castro’s movement). Things started out rough for me through the first campaign and a half, 26July was third or fourth priority on all the cards except one (which I was second). However, I started to be able to fight back later in the game and ended up losing a -2 tie to Directorio on the final propaganda. Only three cards were left in our deck, which was quite different from the newbie game in which apparently Government won on the fourth card or so.

Nations – Played a five player game of this, three of us were new to the game with two veterans. My friend who was teaching it described it as “Through the Ages without the bottle of aspirin included”. We only made it through the end of the renaissance and didn’t even bother to count up VP, but I very much liked the game. It was an unusual game from what I understand as there were very few military units in the card mix. Only two appeared on the board until the Renaissance, so three of us had to make due with the vanilla axeman units until then. I’m sorely tempted to buy this now.

Fading Glory / Waterloo 20 – Fading Glory is a low-complexity and low-counter-count wargame that can be completed in less than 30 minutes. I played two games of this against the same opponent. It was my copy but he was familiar with the system. I played the French both times, and lost the first game due to my over aggressive approach and poor die rolls. I won the second but only with some subtle coaching from my opponent and lucky die rolls. I also enjoyed this and am glad I bought it. I’ll be looking for opportunities to deploy this game as a gateway wargame with friends who I think might like the genre but are intimidated by their complexity.

Saturday I went by myself, and Sunday I took my seven-year-old son.

Sentinels of the Multiverse – This is my son’s go-to game right now. We setup in the Euro area and ended up playing a two player game. This was kind of disappointing as we’ve been able to find other people to play with at past cons, but the Pacificon young player room was anemic compared to DunDraCon’s and KublaCon’s, and in the standard Euro open gaming area there were just wandering groups who had already decided on a game. We’ve played all the difficulty 1 villains several times but for this game decided to take on a difficulty 2 villain – Akash’bhuta from Infernal Relics. He played his favorites (hard to get him to play anything else but that’s ok) Bunker and The Scholar. I played Legacy and The Argent Adept. It was an exciting game as we took a lot of damage very quickly, but started a comeback when The Scholar got out his +1 healing and converting-healing-to-additional-damage elemental forms, and started using Legacy and Argent Adept to generate small heals that would be boosted into significant hits. Unfortunately we ran out of time at about half villain health and “saved” the game, as it was time to run to:

Pathfinder – Played a Pathfinder society scenario together with my son, “We Be Goblins”. This was a game setup for young players, so we had two kids including my son about his age, the mother of the other boy, another boy who was about twelve, and the Gamemaster’s pre-teen daughter. In this particular scenario the players play goblins who go out on a raid. My son’s character (a Goblin barbarian known as Stumpbiter) won an elixir of fire breathing from the Goblin Tribe’s chief by successfully choking down five large, black slugs. That item allowed him to dispatch the final enemy of the scenario with a 4d6 fire attack. The look on his face was a priceless mixture of laughter and horror when his character’s reward for completing the adventure was to be married to the Goblin chief’s daughter “the fearsomely corpulent Gupy Wartbits”.

I don’t think so, I’ve both read and heard on a podcast that the eventual designer (the same guy as Puerto Rico?) asked for permission to borrow the basic mechanic.

The greatest thing about Nations is it’s always unusual some way.

Just bought Eminent Domain, Core Worlds and Trains for private study and amusement (sounds kind of dirty)… I think they are all pretty different card games altough they seem to be all deck builders. Has anyone experience with Rune Age by Corey Koniecka? I think he is a pretty good designer. On BGG some like it, some don’t like it as usual… I am planning to play Eminent Domain with my son, Core Worlds with a friend and Trains with my daughter. I run out of people to play Rune Age… so this has to wait (also Star Wars LCG).

I know the Lord of the Rings LCG pretty well. How does Rune Age compare? The Lord of the Rings LCG feels a bit mechanical (not like a real adventure game, a bit like an Euro)…

Rune Age is a good deckbuilder with (in my experience) a bit of a flaw, which is that eventually you’re generating a lot of resources that you can’t really spend. It’s been awhile since I played, so I can’t quite remember the details, ut it might have been caused by my general preference for co-op play. (In case you didn’t know, one of the cool things about Rune Age is that it has scenarios for competitive, co-op, and semi-co-op play.) Splitting up the players with different race decks works well and each faction plays differently. Oh, I also remember not liking how small the variation is in the purchasable cards, but that’s something that’s easy to get over. If you really love deckbuilders and would like a fantasy one that’s richer in theme than Dominion, I think Rune Age might work for you.