For those wanting a quick read these are my game previews where I slap down my initial thoughts for quick digestion
One learning game by myself and one game at 2 players so far.
As far as my thoughts on the collectors edition……Not a fan of the metal coloring on the cubes, the colors are too faded when compared to the high contrast of everything else, makes them look rather “drab”. The card holders (which I assume are part of the collectors edition) are cool but a stiff breeze or a caught shirt sleeve knocks them right over revealing everything. I LOVE the gold foil on the gold cards, makes them look and feel like they are special. I really like the insert, I think it holds everything really nicely and it looks good, I also have no problems with the box size.
For the gameplay, at 2 players it plays EXTREMELY fast. Not a bad thing, just surprising at how fast we blazed through the game. The actions are simple but the cards (which there are a bookoo) all have varying effects based on other cards. Since there are TONS of unique cards it’s highly possible you won’t even see certain cards that you need to enhance the scores. That said, at the end of the game I got to thinking about it and the game is really all about taking what cards you start with and making the best of them with what’s on display. And also switching out the cards that don’t mesh well and gaining others. It’s a fun and deep experience although highly variable based on what is available to pick from.
The end game triggers are simple as well and really also depend on your cards. For example the house I played, Diana, rewarded me with extra institution points when I took the marker and luckily I had cards that worked to not only gain those points but move me up the fleet track. So, I completely ignored the red crystals and went hard core into institution and fleet and ended the game rather quickly defeating my opponent by more than 40 points. It left me very curious on how the other factions play out, for example I think Mars is stronger with the red crystals in some way and might benefit from them more.
Right now the thing I’m most curious about is how the game plays at 6. I don’t think it would be a comfortable situation with how small the board is AND how much text you need to read on the cards to make a proper decision on which card to pluck. BUT, I’m very curious what the downtime would be because of all the reading.
PS. I also wanted to add that I never really felt like I was playing AGAINST the other player. The game never made me feel like I had ANY agency on affecting his outcome at all. Since I have no idea what he has in his hand other than IF I pay close attention to what he picks up and make assumptions based on those cards (which would be VERY hard to do in a higher player count game). Basically, I only focused on my own hand of cards trying to maximize the points from them while keeping an eye on the other player/s track positions and tokens to make sure they are not close to initiating the endgame. This is a classic multiplayer solitaire affair with the ONLY thing really affecting me being what card the other player took….BUT since we don’t know what helps or hinders the other player, how can we accurately gauge what needs to be taken other than what helps ourselves?
Clank! Adventuring Party
10/10 expansion, a must-have if your group is usually over 4 players. Beyond the player count increase you also get six new unique character boards with unique starting decks AND custom meeples. Not to mention the few extra new rules and tokens that only go to add more interest into the game.
The new rule for the additional cards the expansion comes with allows playing a card during another players turn but usually goes to allow you to go ahead and play the particular card to the table and draw another right then. SO, mostly it’s a way to get additional cards played on your turn. The different characters are each unique and interesting with Monkeybot Prime being my fav of the bunch and Whiskers coming in second, that sly little kitty……I absolutely love the differences between the characters and how each has a unique power they can utilize which makes the game even MORE enthralling.
Before this expansion I adored Clank! with Clank in Space being my all-time fav game. However WITH this expansion vanilla Clank has been elevated right up there with the space version. I will never play the game without the characters now. They just add so much to an already amazing game. If you love clank and usually play with more than 4, this expansion is a MUST BUY. Heck, even if your groups are usually 4 or less, I think this is a great expansion JUST for the interesting and unique characters.
Aliens: Another Glorious Day in the Corps
VERY Thematic and excellently encompasses the movie. The gameplay however isn’t my favorite. Super fiddly, especially after gobs and gobs of aliens start spawning. With the Alien minis all bunched up next to each other (which inevitably happens) it’s like playing with a barrel of monkeys with them all getting stuck together. Add on top of that all the tokens under each alien to show the number and it’s a huge mess.
Further, the fiddliness continues with all the movement you have to complete for all the blip tokens, rolling a die for each section to determine how far they move. OH, and this goes back to the barrel of monkeys, moving the aliens minis and tokens when they all are holding on to each other.
Not a fan of how you have to supplement “Grunts” in larger games if you want any chance of winning. Basically making players control side characters as well as their own. This tells me that the game is not balanced as you always need more players to handle the swarms of aliens.
Now, all that said I still think it’s a fun game but the gameplay wears thin after a few hours, especially if you get overrun and have to constantly roll for counterattacks and defense over and over. It’s almost like zombicide but with little hope of actually winning, WHICH basically takes the wind out of your sails to play. I’m going to keep it as I still haven’t played the interesting looking 1 vs many aliens player mode or through the campaign yet but I’m not sure either of those modes will change my mind that drastically about the game.
A pretty ok dungeon crawler. I like the variability of the different decks so you can experience a different challenge with each game. The different features that you may experience and that each has its own mini is really cool. However, I don’t see the point of the size of the gameboard. This board is huge (about double the size it needs to be) based on the fact that you will only visit a max of 8 rooms before you complete your quest. On top of that, the board just feels empty, perhaps it’s the size.
The gameplay is 50/50. On one hand I really enjoy the interesting cardplay and how each character has a unique deck. But on the other hand the board play is pretty boring to me. You basically open a door to a new room (which is the most exciting aspect), draw a feature card and set the mini of the feature up in the room. Draw threat cards which usually spawn enemies or traps in the room and draw a quest card which usually attaches to the rooms feature card and has to do something with the current quest chain you are playing.
After that the game play devolves to just killing off the enemies that spawned and then perhaps searching the room for loot. Rinse and repeat for every room this same exact method. There is also a main villain that will eventually appear if you take too long, and in that case you will have to deal with it as well.
There is A TON of stuff to scatter all over your table. Tokens aplenty and card decks galore. Not to mention each players own specific play area. Speaking on that a bit, I think the threat cards and the player play areas are a little wonky since they don’t exactly translate well to the game board. For example, player 1 might draw a minion card to their play area (threat area) but based on the location of the enemy on the board it might attack a different player. Because of that I feel like this was a card game that had an added board segment added to it as an afterthought.
Now, all that said, I am still finding myself enjoying the story booklet bit where you can make decisions akin to a choose your own adventure tale. And you can gain upgrade cards to add to your “journal” if you play the game as a campaign, which is pretty awesome.
Oh the rulebook is atrocious. That thing needs to be tossed and completely rewritten. I would say if you are the kind of player that does not like fiddly games with LOTS of tokens and cards and doesn’t want the struggle of learning how to play because of a poorly written rulebook, then stay far FAR away from this game. On the flipside if you are ok with all that, I think this game is a HIGHLY variable and replayable dungeon crawler, even if it doesn’t reinvent the wheel with anything it does.
Bloodborne: The Board Game
Played solo 1 character through The Long Hunt campaign and solo with two characters through the Growing Madness campaign. This game is fun! I am actually having a bit more fun playing with two characters than one and feel it’s better balanced that way. With one there is just too much running around trying to get to everything and not enough time. With two you can split up and check out different areas and work on different missions at the same time.
LOT’S of rules ambiguities and little things here and there that I’ve had to question but overall I am really, really enjoying this one. It’s almost rare anymore than I play a game and want to continue playing that same game for hours on end after I finish it. The missions are pretty basic, mostly you are trying to ultimately complete the main Hunt mission but usually to do that you need to have completed two Insight missions (side missions) which consist of just killing certain enemies or searching through treasure chests. The narrative is interesting on the cards and I really like how you “unlock” new story cards as you complete missions.
There’s alot to play in the core box with 4 different campaigns at three chapters each. Each chapter will take you probably an hour and a half to complete so you’re looking at around a good 4 and a half hours per campaign. Plus there is a way to save your progress in the insert so you can set it back up later. But to be honest, I’ve been so intrigued with the ongoing gameplay that I’ve just left it up and continued on. The gameplay is designed very well although I will say that I would never start an entire campaign over from the beginning if I lost like it states in the rules. I would just start over from the beginning of the chapter.
All in all, I highly recommend this one! Excited to try it out true multiplayer to see if it plays good with others.
Charterstone is a cute, fun legacy game that is a very good introduction to legacy games if you are interested in those. For me it was the perfect introduction to this style of game as I had been reading all kinds of great things about other legacy games such as Pandemic Legacy and Gloomhaven. The initial thought was, “good lord play a game once and be done with it?!” That’s crazy talk…..or so I thought.
Got Charterstone and played through it with my wife and we both were instantly drawn in. The legacy aspect is sooooooo much fun. The game plays like a basic worker placement game where you place down a little guy on a particular spot on the game board to collect resources with which to pay for other things in the game. I love worker placement games as well so that was a nice base for the game. Well as the game progresses you will draw cards that have stickers on them of new places to visit on the game board. Pay the required amount of resources and you can stick the sticker on the game board that really opens up the area of play of new ways to place your character.
There are 12 games that can be played until the game ends completely and each game takes progressively longer as you are adding more and more to the board. For a 2 player game it took about an hour for the first game and each game after that took a little over an hour but never longer than 2 hours. At the onset of each individual game there is a card that details a certain objective, the person that achieves said objective gets the honor of scratching off the card to reveal what reward is underneath (like a lottery scratchers ticket). This will then lead into the next game and how the overall story progresses. As far as the story goes it’s not bad, not the best story in the world but interesting and kid friendly. Not going to spoil anything though.
So you are thinking, “well what do I do with this after we finish the 12 games?” One really cool thing about this particular legacy game is that once you complete the legacy portion of the game there are rules to where you can keep playing the game without the legacy aspect! No 2 peoples games will be the same as the end product once you are done will be shaped by your choices throughout the game. If you really want to play through the legacy portion of the game again, they sell a recharge pack that has all the stickers and components to do just that. Also the reverse side of the board is the exact same so you can just flip the board and do it all over which is cool.
Here’s the thing, I think the game would play WAYYYY better with more than 2 people playing. With only 2 people there is so much board to play on and we never did fill it up which lead to missed chances as far as story sequences and things go. At the end of our 2 player campaign there were a TON of cards left in the box that we never touched. You can get up to 6 players around the board and personally I think that would make a more fulfilling game.
In any case if you are wanting a nice light legacy game to see if you would like that style, this is it. Since playing this game I have went on and bought Gloomhaven which I love even more. Charterstone is a very simple to learn, kid friendly, legacy style board game.
This game has a very unique play mechanic where one player acts as an overlord and the rest of the players act as the heroes of the game. This works and it doesn’t . The game touts that it can be played by 2 players but let me tell ya, I tried that and it was a massacre. To get the complete fun experience out of the game you will want to play with the full amount. The overlord player has a bookoo of power at his disposal and when going up against just one player , they don’t stand a chance.
Now when playing with the full company of players you have a more even match. To play, there are a number of scenarios written in one of the two rulebooks (more on that in a bit) based on the number of players playing the game. Pick one and set the game up like the rulebook says and begin! It’s that easy…..or is it? I can tell you it is NOT that easy. The rulebooks are separated between a heroes book and an overlords book which are supposed to explain the different sets of rules depending on which role you are playing. However they are a MESS. Heck the game should have been on how to figure out how to play the game from reading those rulebooks. Worst Rulebooks EVER. The good news is you can get on the publishers website and print out pdf’s of new and vastly improved rulebooks that they did. So at least there’s that.
Once you get the rules down and start playing, it really is a fun game. The heroes usually have some quest they need to complete, taking turns doing their moves or actions. Then the overlord gets his turn to put down enemies or attack. The overlord especially is fun to play as you get a plastic overlords board to lay down your enemy tiles and keep track on who you can play and how much they cost to play. It’s a really neat system. On the other side of things playing as the heroes isn’t as unique as the overlord but each hero has a little hero card to show their carry weight and skills AND you get that added fun of discussing strategy with fellow friends which creates good table talk whereas the overlord is all alone over there being devious.
There are a ton of minis included in the game as well as two double sided game boards to mix up the scenarios a tad and a whole plethora of story scenarios to choose from in the rulebooks as well as more online you can find. So the game has a bunch of replayabilty. The other components in the game are all of a high quality as well however the storage solutions for the game are wretched. Once you get everything popped out you will need to find some baggies to store the hundreds of tiny pieces (and there are a ton of different ones). The minis have a couple storage boxes but that’s it for storage. Getting everything back in the box and getting the lid to close all the way is yet another game within a game.
Besides the storage problems, terrible packed in rulebooks and unplayable 1 vs 1, this really is an excellent game, especially with the full repertoire of players.
Another great Cthulhu and team mythos board game! In Eldritch Horror you (and up to a total of 8 players) are tasked with discovering clues that will ultimately lead you to stopping the summoning of an elder god into your world. So first think I would like to point out is the number of players you can have in this game. 8! Yes you can have up to 8 total players which is pretty nuts, and what is even more nuts is that this game can be played solo as well. And honestly I actually prefer playing it solo. The way the rules change to accommodate more players is by adding more spawning enemies or gates and the like. Basically just adding more all-around “stuff” to the game board so there is a lot going on.
There are a TON of components to this game. You will spend a decent amount of time setting the game up for play. Let me think……I just played last night so this is still pretty fresh….there are multiple stacks of cards that differ, multiple stacks of tokens that differ and of course your player sheets with whatever inventory you have and your life and sanity tokens. You have a smaller sized card pile of inventory assets (your weapons and ally’s etc.), a small card sized pile of Artifact cards (your trinkets), a pile of small cards for the conditions of your characters (status effects like dazed or bless etc.), a pile of small cards for spells (spells you can cast).
Then we move on to our normal sized card piles. Let’s see there is a pile for each of the differing grouping of locations to draw from depending on which location on the game board you are located. 4 of those piles. Then there is a general location pile for those locations that are not named cities. After that we have a pile for expeditions to draw from that change throughout the game. Then we have the other worlds pile that you draw from when you try to close a gate on the board. Then the 2-3 piles for whatever elder god you are trying to stop, these are drawn when you pick up clues and when you complete mysteries. Oh and let’s not forget the famous Mythos deck which is drawn at the end of the round. Phew.
After the card setup you have a nice variety of tokens to keep separate. These consist of the health and sanity tokens, stat improvement tokens, travel passes of the ship and rail variety, rumor tokens, eldritch tokens, clue tokens, gate tokens and a smorgasbord of enemy tokens of the regular and elite variety. Suffice it to say that this game is a beast to get setup. I’m not even going to go into what you have to do with the cards starting out having to sort the mythos deck based on what elder god you choose and all that.
The gameplay is…….complicated but not NEARLY as bad as the setup. The first time I got this game out I was SO overwhelmed by the setup that I had it in my mind that the game play was going to be horrendously complex. But honestly the gameplay isn’t that bad. There is a manual for the directions and also a reference manual that has all the little tidbits of rules for a quick lookup. On the back of the reference manual is a 1 page easy to read and understand game play order. Just keep that handy when you start your turn and you can follow right along with it to easily grasp what you are supposed to do.
The gameplay boils down to each player taking 2 actions like moving or resting etc. and then an encounter happens at whatever location they are at. The encounters are where you also fight monsters and when you get those delicious clues you need. After the encounter takes place then the mythos card is drawn and “stuff” happens on the board. Like more gates opening and more enemies swarming through or more clues appearing on the board. Once the mythos phase is over then you start again with your 2 actions and rinse/repeat.
To win the game you have to complete 3 mysteries which lock away the elder god. To complete mysteries you are usually tasked with finding clues and completing objectives in a certain way. For example one of the mysteries you have to complete has you close a gate but you also have to discard 2 spells to complete the mystery when you close the gate, makes the game much more dynamic. To lose the game however a few things can happen. Either all the players are killed, the doom track reaches 0 and the elder god is summoned and then you lose the ensuing battle with the god or the mythos deck runs out of cards.
Speaking on when players are killed a bit. I found this aspect really cool as when you either go insane from losing all your sanity tokens or wounded from losing all your health tokens. You flip your player card over and there is a whole section based on each of those aspects that you read. Usually another player will have to pass some sort of test with rolling the dice based on their stats. And this will determine what happens to your character and them. Either way you are out of the game after that. It’s a really awesome and thematic way to leave the game.
Theme. This game oozes theme. If you are looking for a good Lovecraftian themed game this one is one of the best. There are TONS of story elements and things to read aloud to the group to create a very tense and ominous story situation. And there are so many different options to choose from based on your location on the game board that you will be hard pressed to read the same text twice after multiple playthroughs.
The game length for 1-2 players is about an hour, perhaps an hour and a half. I haven’t tried with a full 8 players but I suspect the time wouldn’t be that much longer as you still have to contend with the ever present doom track that seems to always be counting down to your demise. There are no minis in this game so if you are looking for that you will have to look elsewhere. They utilize cardboard standees for the characters and little cardboard tokens for the enemies. The quality is very good in the board and cards as well as the tokens. However there are no plastic pieces save for the player standee bases. That said the cardboard is all very well made and looks to be something that would last a long time. No warping in the board or anything like that.
All in all I really like this game. Very thematic and fully cooperative and with the extremely varied player count and story situations you will almost never play the same game twice. Highly recommend.