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

After staying up way too late reading about it last night, I think I’m going to get that first Red Rains set and another deck or two and see how I like the game. Then I’ll decide on the Kickstarter.

Looks like I can get away with just one or two colors of dice initially if I pick the right sets. (The custom dice aren’t strictly necessary but are obviously part of the appeal.)

I saw some reviews criticizing the player cards that come with Corpse of Viros (the Red Rains base set) as being too horror-oriented. I was actually glad to hear that because some of the character designs I’ve seen have struck me as maybe not quite dark and edgy enough for my own taste in a game of this type.

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If you’re fine with TTS, the Ashes Reborn TTS mod has all the content in game (PvP and PvE), has macros to auto-place pre-constructed decks and PvE decks, and can also load decks from an Ashes community site called Ashes.live using the deck urls, making it easy to futz around with the game. There’s also an Ashes Reborn simulator called Ashteki.com that supposedly automates the flow of rounds even more, though I haven’t tried it yet myself.

The most interesting thing about Ashes with this new kickstarter is that its starting this new “Ascendency” branded line of expansions, and their solution to 'what do we do with the past 10-years of expansions" is that those are all now being offered as both print-on-demand and print-to-PDF via an official deckbuilder website (that I think was built off the backbone of that Ashes.live website). I wonder if this is something that’s only sustainable when your audience is small or niche enough.

Apparently for the past several years (the “Reborn” line of expansions), Ashes expansions were only available in the first three months through a TCG website called TeamCovenant.com, which offers subscription-based delivery of new TCG expansions (and I guess straight purchases once the subscribers have it). I guess that helped them the publisher gauge how big its audience was and how many expansions to print.

In all the cards I’ve seen messing with the TTS, I don’t know that I’d seen anything that evoked horror (other than the PvE “Chimera” enemy cards). All of the art actually evokes fantasy novel cover art to me. It’s clean, round, and cartoony. I wish the artwork had actual background environments that place the characters inside an world, though. Almost all of them use ambiguous colored textures behind the foreground characters. The theme lacks a sense of place.

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got to the last paragraph of the post and finally stopped parsing TTS as text to speech. stupid brain

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My brother moved to the east coast this past year and so I’ve been seeing him a lot more than I have for the past decade. He, my sister, and my brother-in-law love board games, so now I play them, too.

Last weekend, I drove down to Charlottesville, past the glistening waters of Lake Anna, and sat down for 6 hours playing Brass: Lancashire and Root.

I was one point away from beating my brother in Brass. That hurts…Then in Root, I struggled so much to understand how the different factions worked that I went from first to last in the last two turns. I definitely want to play Root again. That game is pretty cool.

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I went to a comic convention in DC this weekend, with the goal of spending more time in the tabletop game room. It was consistently packed last year, and this year it was expanded into three rooms (boardgames, RPG, and TCGs). Lots of cool things like demos from designers and a group called Break My Game that was doing playtesting for several games.




I ended up playing the prototype for a game called Simple Match, a demo of Thunder Road: Vendetta with its designer, half a game of Harmonies, and a few rounds of The Lord of the Rings: The Fellowship of the Ring: The Trick Taking Game. (TLOTRTFOTRTTTG?) I just missed getting into a learn to play of Arcs. I’ll post some thoughts of some of those other games later though.

The first thing I kind of fell into though, minutes after getting to the convention, was a Learn to Play Pathfinder session, because it was starting right at that moment. I feel like I finally have a better sense of what tabletop games play like despite having done two or three “How to Play DnD 5e” sessions at other cons before. Aside from just those in general being kind of nightmares for various non-game related reasons, in retrospect it feels like those DnD sessions has a lot of fudging? Or maybe DnD 5e is just a lot simpler? In this Pathfinder game, I finally got a better understanding of how to parse the various skills, how they actually function in the game structure, and how to parse dice rolls. I feel like in the DnD 5e learn-to- sessions, it was just really loose and you just rolled a single die kind of willy nilly for every single thing.

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Pathfinder is basically a fan update of dnd 3.5 whose defining feature is, yeah, There’s A Rule For That. I find it incredibly persnickety and annoying constantly looking up rules and resolving complex logic trees to finally decide how to translate a game situation into a pile of correct modifiers (as the old saying goes, “30 minutes of fun packed into 4 hours”) but there are certainly personality types for whom that kind of discrete board gaminess is very comfortable and satisfying.

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Yeah the only times I’ve enjoyed Pathfinder is when played with someone who loves and knows all those rules way too well, and just trusting them to resolve shit. I’m never gonna be one to argue about rules in any TTRPG, so like, whatever that person says, I’m fine with.

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This guy annoys me about 2/3 of the time but the other 1/3 I think he’s quite funny and this is pretty much how Pathfinder goes ime

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I feel like I could be this, and not in an annoying way

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I played the new game by Donald X. Vaccarino, designer of Dominion, called Moon Colony Bloodbath this week with two and four people. It’s a euro economy game made only of cards, where players take turns simultaneously after cards are flipped from a co-op game style event deck that, on occasion, has cards added to it which give players unique abilities when drawn in addition to (and most often) cards that drain resources when drawn. The theme is you are in the early days of setting up a colony on the moon, which is a period filled with calamity and bloodshed. It’s a tactical game about pivoting in the moment: what action do you take now? harvest food to feed your colonists later, build your engine by paying money to erect a facility, or do you not have enough money in the first place? It is really fun and really thinky. The first player to lose all of their colonists triggers the end-game, and the player with the most colonists remaining is the winner. Alternatively, the same comparison determines a winner when the last event card is added to the deck, which is a manual on how to run a moon base that seems to solve everything very suddenly in the end. Couldn’t someone have read that earlier? Silly humans…

People compare it to Galaxy Truckers, which is a game I could not fucking stand, but I have inversely really enjoyed my time playing this. It has a fun 50s aspirational space age art style, undercut by silly absurdities like random violence and the fact everyone is eating giant apples for food. It’s simple enough to play with a family I think, and fun enough for regular euro gamers.

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Friday night I went to a board game night and a group was playing that Moon Colony Bloodbath game. My immediate first impression was that it looked like a “wacky” game along the lines of Munchkin. But then I saw the designer’s name on the box and that made me want to try it out.

I’m going to see if I can get the owner to bring it again.

I realize that a retelling like this is kind of meaningless to anyone else but I had yet another great Arkham Horror card game session last night.

We realized near the end that there was no way we were going to beat the “boss” so we all ran for the exit.

A miniboss we had defeated earlier came back to life (canceling the VP we were going to earn for beating it) and intercepted me. Another player attempted to shoot said miniboss so I’d be able to escape on my turn but rolled an autofail. Which means the other player shot me instead of the enemy and those were my last two life points.

The other three players tried to escape but only one made it. So next time we play we’re going into the final scenario of the campaign with some additional trauma. (My character already had several.)

The whole situation should have been frustrating but in fact it was perfect. If we’d simply won, the experience would have been much less amusing.

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I worried similarly about Moon Colony Bloodbath but have been surprised. Let me know your thoughts if you get to play it next time. Meanwhile, I am eagerly awaiting the next time our friends can come over to play AH LCG. Your story got me so excited :sob:

I finally got started on the AH LCG tutorial tonight myself and I now see what you all meant by saying I shouldn’t use the tutorial decks. I played through several rounds and man was it boring. Those tutorial decks just have nothing interesting going on. I’m going to restart using some of the preconstructed starter decks I had bought.

Interesting system though! I’ve been searching for TCGs that aren’t like MTG, and this is definitely not like MTG. It kind of feels like using TCG components to construct a board game.

Yeah, I can see this. I think a large part of the appeal was that I finally started to understand how to use a character sheet, which honestly never felt like it mattered in any of the Beginner DnD sessions I’ve attended. They were always really loose and felt like the DM was doing their best to keep things moving without having the players get bogged down worrying about how to play, which is understandable considering these were timed sessions at conventions at 3am in the morning. But consequently, I never felt like I was actually learning to play an RPG system; I felt like I was just playing to the DM’s whims in the moment.

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Yeah there is probably a significant delta between “run a fun first session to get maybe sleep deprived and not entirely focused randos into the game” and “tutorialize a patient and interested group in the abstract priorities of the system and how that reflects in specific mechanics” and it sounds like those gms were mostly doing the former, which I’d consider a little bit of false advertising if the thing was titled How To Play.

that is essentially the T → L difference between TCG and LCG

Garfield’s other TCGs are worth looking at, if you can source them. Jyhad/Vampire: The Eternal Struggle had a reprint recently, and Netrunner is still pretty available. am still looking for an inside line on some Battletech cards…

https://www.wfhgs.com/wrngorder.html

I found that’s an quite excellent online wargame fanzine, it covers many good popular topics to discuss.

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LANDMARKS

I loved the concept of this game, directing players around a map with word association and venn diagrams… a bit like Codenames meets Wumpus.

Unfortunately, in practice it really doesn’t work. A lot of the maps have bad starting words (sometimes badly placed) and frustratingly placed obstacles, like the maps were procedurally generated.

Sometimes the clue giver also has to think multiple moves ahead which REALLY slows the game down (bad for a party game), and that planning can quickly go out the window if the players put a word somewhere they didn’t expect.

It also suffers the problem of other games like this where the clue giver can take advantage of the discussion the players are having which feels against the spirit of the game but you know… it’s also the best way to win.

As a result, many rounds were flops, and even when we did win it didn’t always feel fulfilling. There were definitely some very fun moments, but there was too much dead space around them. Just feels too slow and messy to be a good party game, and there isn’t enough depth to be something more.

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Might try out Dune Imperium Immortality tonight. What do people think of that expansion? I really like the Tleilaxu, thematically, so I picked that over Rise of Ix. But also because it seems simple to slide into the base game, instead of Rise of Ix which looks a bit more impactful.

Last night I tried the co-op version of Ashes for the first time, after collecting a few cards from various sources over the past couple weeks (some fortunately very cheap).

I got a few rules wrong that made the game take longer than it should have, but it was still fun and I’m looking forward to trying it again. I can’t help comparing it to Aeon’s End, and Ashes isn’t going to replace that game for several reasons but I can see room for both in my collection. I like how you can jump right in when playing Ashes.

Speaking of this type of game, a friend was getting rid of some cards from the Game of Thrones card game, so I now have a small collection of those. That theme in a game isn’t particularly exciting for me but I’ve heard it’s a good game for 3-4 players. Since every edition is out of print I guess I’ll be stuck if I decide I really like it (probably a good thing).

I liked the idea of throwing troops in a mutation vat. I’ve only played with Ix and Immortality combined, and the game didn’t seem overly complicated that way. In fact, going back to the base game later felt slightly stale (though still fun).

I had a chance to try this last weekend. I thought it was pretty fun, though chaotic. It’s hard to say after one play how much you can really use strategy to do well, but I liked the basic mechanics and the stress of everything falling apart.

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I keep going back and forth on Ashes. I’ve had my eye on Red Rains for a long time, and the new Ascendency set would be a good place to jump on since the Master Set has been sold out. I’ve been trying to futz around with the TTS mod and- I don’t know. The cards just feel really restrained in their abilities that it’s really hard to discern just how much variety there would be in the feel of the decks as a solo/co-op player. It looks like Ashes is a game won using a thousand cuts rather than big swings, but it’s been difficult to tell just how interesting the card synergy is. It feels like half the cards I looked at were some equivalent of “put a status token on a card to increase it’s damage by 1 until the end of the round”. Traditional TCGs revolve a lot around setting up win conditions and pulling off card combos, and I’d love something that can scratch that itch, but I’d also like to appreciate something different. But I just can’t get a good sense for what playing Ashes’ decks should feel like. Card combos feel like less of a thing since Red Rains monsters just blow up your cards in a single hit.

Part of this might be because the community is so small and there aren’t a ton of videos or resources that go into deck construction in a concise manner, let alone with a Red Rains focus. It’s just hard to tell whether I want to actually dip my toes in.


I had meant to write a small stuff about some of the games I played at the comic convention the other week.

One of the games I playtested was a simple card game suitably titled “Simple Match”. The design broke their leg the day before the con and couldn’t make it, and the copy we had was an outdated revision, but one of the people running the playtest area of the con did his best to get us started.

The idea is there is a deck of cards and each card has single colored shape or multiple shapes with the same color (and there are a few wild cards with all shapes and all colors). Each player has a starting hand and a hidden, private Goal card that tells them what cards they need to play to earn points. These goals will be either a shape or a color. Each turn, you either draw a card from the deck and play a card from your hand to your area of the table, or you steal a card from a competitor’s play area to your hand and then play a card from your hand to your area (and you discard a card off the top of the deck face down). The game ends when the deck runs out of cards.

In addition to the above, one Goal card is drawn for the entire table that everybody can use to score points, but it is drawn face down. Then the remaining Goal cards are revealed face up and set aside for everyone can see them. You get points at the end of the game in two ways:

  1. You get 1 point for each card you’ve played to the table that matches your private goal.
  2. You get 2 points for each card in your hand that matches the group, hidden goal.

So the main idea to try and play cards that match your goal while stopping other players from keeping cards that match theirs. By paying attention to what cards your competitors play and what they steal, you try to discern what everyone’s goals are so you can actually make informed decisions on what cards to take and play.

I couldn’t remember scoring rules well after the initial teach, but during the feedback sessions where it was explained again, the game started making a lot more sense and I’d like to give it another shot. One of the common complaints from the table was that stealing did not feel very powerful or meaningful, because you could just end up trading steals back and forth between players and the scoring between the players would just bounce back and forth. And on the whole, the game felt a bit insubstantial strategically.

But I think the thing that was interesting in retrospect was that group table goal scores the cards in your hand and not the cards you’ve played to the table. When the game starts, you’re trying to discern everyone’s private goals and avoiding playing cards you think your competitors could steal to then play into their area. But the private goals only give 1 point. That hidden table goal gives 2 points for matching cards that stay in your hand, meaning they can’t be stolen. And between the 4 players and the set-aside goal cards that are revealed face up, you can discern what that hidden table goal card is by mid-game.

So I think at the halfway point, after many cards have already been played to the table, stealing becomes the strongest tool. You can now get permanent points by stealing the right cards straight to your hand. You still have to play another card to the table each turn, so you still have to consider how beneficial your cards are going to be to your competitor’s private goals. You’ll need to think about their potential scores and who you’d be helping by playing cards each turn. But the private goal gives double points, so it’s okay to give your competitors small points here and there, as long as you’re able to keep the momentum in amassing cards for the hidden goal.

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