Please, Carcassonne Was My Father's Name: The Board Game Thread

Got a board game recently called “Witchcraft!”, the follow-up to a game called “Resistance!”, switching up the theme from playing a resistance during the Spanish Civil War to playing witches defending a village from monsters during witch trials.

It’s a simple little resource utilization game, which makes it feel a little odd with just how much space it needs. There are a lot of cards, and your main deck uses extra large cards as well. It makes the art look nice and big, but it takes up a lot more room than you’d expect for a game that operates on such a simple and straightforward ruleset.

The long and short of it is that you’re trying to increase your “persuasion” value with three randomly selected villager cards that will act as jurors whenever you choose to initiate the witch trial, the end phase of the game. They have randomized difficulty thresholds, and you increase your persuasion by clearing mission cards, which themselves come with semi-random challenge cards. The actual act of play is straightforward - you hand is made from a deck of “witch” cards that have a power value and special effect. You also have three mission cards on table, that simply have a difficult value you need to exceed using the total witch power in your hand. Completing a mission lets you increase your persuasion with one of the jurors, meaning you’re earning their trust and are more likely to get an "innocent’ verdict at the trial by getting their persuasion higher than their randomized, hidden trial difficulty (there are ways to reveal those difficulties through the game, letting you make guess on when it’s safe to go to trial).

But when you’re spending witch power to beat a mission, you also flip over several challenge cards that also have their own difficulty values. Failing challenge cards almost always have penalties that push you closer to one of the several fail states of the game, and missions too can have negative effects activated under certain conditions. At any point in time, there are three missions to choose from on the field and sometimes missions and/or challenges can have penalties for simply choosing them, or even not choosing them that turn. Beating a mission usually nets you a really good reward (like adding additional witch cards to your deck, or revealing one of the juror’s trial difficulty values), but the challenge cards typically have no rewards themselves. You just want to clear them for the sake of not suffering their penalties.

But your hand of witch cards will virtually never have enough power strong enough to clear both the mission card and all of its challenge card all together. You always want to clear a mission a turn, using up some of the witch power from your hand, but then you have to pick your poison with what power you have left. You can’t beat every challenge, so you have to figure out which challenges you are most okay with suffering the penalties for.

Another big aspect is that the witch cards that make up your hand have two side to them, a “hidden” side representing the witch hiding their powers, and a “revealed” side that represents the witch unleashing their full power but consequently revealing their identity to the village. The revealed side will have stronger power values and stronger special effects, but those revealed witches get put into a “jail” deck and cannot be used for the rest of the game (unless you can rescue them through a special effect). Hidden witches just go into your regular discard, which gets shuffled into your deck once you run out of cards, so you’re having to figure out when you think it’s worth semi-permanently sacrificing one of your resources to clear any challenges you think could send you on a course for losing the game.

It’s a game all about picking your losses and trying to survive just long enough to get within a stone’s throw reach of winning the witch trial. You can choose to conduct the trial at the end of any turn, so you have to play chicken with the increasingly hurtful challenges versus taking a shot and winning the trial (the jurors have randomized persuasion thresholds you have to surpass, which you can reveal through the game, but it’s likely you may have to go into trial with incomplete information).

I’ve only played 1.5 games, but it seems like it could be a good time. I do wonder if it could have been shrunk down though.

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Castles of Burgundy is quite fun!

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There’s a new cooperative game by GMT that has me actually interested, The Plum Island Horror. I’ve never ever played a war game and I’m a bit nervous to try this. But I could play it solo, so at least if I feel comfortable with the struggle of learning how to play it, then I don’t have to worry about teaching and finding others to play with.

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I have played some games recently…

Bought this and the expansion to facilitate my board game group, which averages around 4-6 players. Only got to play it once, and the thing went a long time, but I could see the fun in it. I wonder if it would be better with like 3-4 players than the 5 we played with. Or how much a difference it would have made if one player wasn’t super deliberate about their thinking. I admire how quick it is to teach and easy it is to learn without really feeling like a light family game, though it could totally and fairly be construed that way. But I did come up with an interesting question I want to pose to the thread: Do you stand your meeples up when playing worker placement, or lay them flat?

Since posting about this above I’ve done a lot of research into the game, read the rule book, placed an order for it, and played a full round in TTS with some friends. We’re gonna do a full game in a week here. This seems like the ideal game for TTS, actually. There’s no hand of cards to manage, just standees and tokens. Very simple. But I am excited by what I’ve seen here. It’s a complex game but fairly easy to learn. The theme is pretty fun and there are certain mechanical things that I think turn into fun representations through the course of play… like how a damaged bridge obstructs human players, npcs and survivors until repaired, but a hoard of zombie can whittle its forces to remove the damage by, basically, creating a bridge of bodies that even players can use to traverse. Grim and funny to imagine! It’s also interesting to be exposed to the wargaming commmunity at last, and access their cultural touchstones throug this game’s pithy references. These geezers are making games that reference Dynasty and Paul Blart at once, what the hell lol… Playing this has inspired a vast culling of co-operative games from my collection, I just have too many of them and unless they are mechanically dense I don’t really seem to care too much about co-op or have interest in playing them with people.

After enjoying the second expansion Last Rites so much, my partner and I gave this original deck a shot. There are many take-that cards in here, and this is really not either of our style. I also missed all the cards that let you interact with the boneyard. We still have to try Afterlife but I expect this deck will be my least favorite of the trilogy.

This is both my second Reiner Knizia game and legacy game. We played My City before and found it very cool and fun to puzzle over. This time we are playing with my partner’s parents, and they are thrilled by what we’ve seen in just the first two chapters. Knowing how meaningful some of the changes in the later chapters of My City were, it has me eager to see their reactions as those are revealed. These games are a bit sinister! Really, for so cheap, even though they are legacy games and thus temporary, these are two games I think any couple or a group even slightly interested should feel no hesitation to at least try.

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Hermann is a very funny and clever guy. I have The Wheatfield, which is a lot drier and grognardy, and mechanically stimulating

I’ve seen him responding to a lot of threads on bgg about this game, and I get the sense he’s very careful about his designs. He seems to care about making these genres and experiences approachable to newer players, and going off the description I’ve just read of The Wheatfield, it seems like he’s made a career trying to smartly push back against keeping wargaming completely insular.

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I played this in person this evening. Two of the four players had played before (three if you count my experience in the BGA game we have going right now), and it took us about four hours. We were playing at a restaurant, and they let us stay for about 20 minutes past closing time because they had to put together a catering order anyway and we weren’t in the way.

It was a fun experience. We had a hard time guessing who was ahead. I ended up winning with 91 points, but it was close.

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What did you think overall?

I like the design of it and I’m glad I got a copy, especially since no one else local I know has it. I don’t know how often I will end up playing it due to the length and complexity, but several others became interested when they saw us playing.

A random woman who was not there for board games asked us whether it was Dungeon and Dragons. I told her it was cowboys and cattle.

lol a woman did this exact thing when she saw my group playing Century Spice Road last month

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Tikal! Found a used copy of this at my game store and got it with some store credit. Seems pretty fun! And it’s refreshing to just play a a game where you have dudes on a board that you move around.


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I have Java, another game in the same “trilogy” as Tikal and the only one of the three I’ve played. It’s a good game but I’ve never played it frequently enough to become confident in the (fairly complex) strategy. Kind of like Tigris and Euphrates.

Over the weekend I played Arkham Horror: The Card Game for the first time in quite a while, and that reminded me how good that game is. I’ve been very slowly going through the Dunwich Legacy campaign with family when visiting. One day I hope to try Path to Carcosa, which I own but have never touched.

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If we make it to the meetup this year, I’d play some Arkham Horror LCG.

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Do you think we could pull it off? A full campaign would be fun in theory but might be too much given how many other things are going on at those events. But we could reasonably do a standalone adventure. I own several of those.

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It would be fun. But I haven’t been to the meetups before and can’t gauge how difficult it would be to get through one myself.

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A full campaign comprises eight scenarios, each of which is an hour or more. But any of the scenarios can be played separately and the standalone stories are also fun (judging from the one I’ve tried).

I’d definitely be interested in trying this, though. If we figure out who might be interested and plan ahead we can make it happen.

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I got to try Apiary the other night. I like the theme and the mechanics, but I think I’ll have to play it again with fewer than five players to decide how much I like it in comparison with other worker placement games.

At first glance, it seemed like it might be one of those games with too many different things going on. But the various actions went together well.

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I also recommend his work Invaders from Dimension X!, Japanese version by Bonsai Games has better graphic, both are easily buy from the publisher homepage.

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Went to the Phoenix Zoo this week and saw literally every animal. It was raining and mostly no one was around except staff. It made me want to play Ark Nova again.

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