Tag Archives: Advice

BOARD GAMING SUPER WEEKEND 2021 edition!

Once a year me and my friends gather in a sleepy little village called Hassela in Sweden for a 4 day board gaming weekend. It started back in the summer of 2016 but quickly turned into a religiously observed yearly event. 4 days of non-stop eating, drinking and most importantly gaming.

This years event proved to be even more significant than any I can recall as it was really the first time things felt “normal” since the pandemic started. The Pandemic has been a literal plague on our ability to get together socialize and play games and even though my gaming buddies and I have had a game night here and their, it was always filled with this sort of tension and subtle fear of becoming infected and getting sick. Now with everyone vaccinated and at least a calm in the storm as temporary as it may be, I think it was the first time I spent any time with my friends where I never gave a moments thought to the possibility of getting sick. It was a wonderful feeling and an amazing weekend.

At this years event while their were quite a few new games that were introduced, we also played quite a few games I would consider “classics” at this point. It was definitely a very Euro-Gamy weekend, though I don’t think this was some sort of conscious or intentional thing, but rather a testament to some really great releases in the last couple of years and my groups general fondness for worker placement games specifically.

I present to you this years games in the order they were played, enjoy the list!

Tapestry (2019) by Stonemaier Games
Designer: Jamey Stegmaier

A hidden gem that seems to have been ignored by the wider gaming public, I was shocked to see so many copies available for purchase for such an amazing game released 2 years ago. Grab a copy before people figure it out!

Without question it was unanimously agreed that this was a smash hit with us this weekend, in fact we ended up playing it a second time, something we rarely do on these big board gaming weekends simply because there are so many games people bring to the event. Tapestry however was so good that playing it once was simply not enough.

Tapestry is a sort of resource management and civilization building game where players effectively try to expand their civilization through successfully exploring, conquering and inventing technologies in a very “Euro Way”. Its actually a bit difficult to describe but it suffices to say the game is oddly thematic and has this very healthy presentation that gets you into the spirit of telling a story about your developing civilization while remaining wildly abstract and extremely strategic. This is a game where thinking and planning really pay off.

Tapestry has a lot of really unique and interesting mechanics, but really I think what makes it such a great game is the simplicity of what you do on your turn and the depth to which those simple decisions impact the outcome of the game. All you do on each of your turns in this game is choose to move up on one of 4 tracks (Technology, Exploration, Science and Military). This comes with a resource cost, but each step along these tracks has a unique benefit that helps to expand your civilization. Because each player draws a random civilization or perhaps better to say “culture type” at the start of the game, their interaction with other civilization results in each player adapting a very unique strategy/approach in each game. Which again is hard to describe, its something you almost have to experience to understand. You can kind of think of it like playing chess, but the layout, starting positions and types of pieces you and your opponent get are different each game, which means that all of the strategies you tried in your last game are not going to work in this game, even though the general rule (move one piece on your turn) is the same. Each time you play Tapestry the game re-invents itself, presenting you with an entirely different way of seeing it.

It does not surprise me at all that this game has fallen under the radar as I find myself struggling to properly describe it and do it justice. On boardgamegeek this game is rated 235 which is shockingly low given BBG’s affinity for great Euro games and how good this particular one is. I have only played it twice so it would be hard to justify a full review, but my gut on this one is that it has immense replayability and depth, based on these two plays I would not hesitate to recommend it. It is a fantastic game.

Blood Rage (2015) by CMON
Designer: Eric Lang

The only 5 out of 5 stars game I have reviewed for this blog, a review I stand by, its an amazing game.

Blood Rage remains the only game I have ever reviewed on this blog that got a perfect 5 out of 5 score and as it does every time I play it, it has proven that it deserves that score and all of the accolades that come with it. Blood Rage is just straight up amazing and though I would not exactly call it a “Euro” given it’s over commitment to presentation, theme and “take that” interaction, the entire game really does hinge on smart card drafting and well timed unit placement on the board. This may have the appearance of some sort of Ameri-Trash area control game, but there is very little luck in this game, the most skillfully executed strategy will win this game every time.

It’s a brutally hard game to win and certainly players benefit from experience and player knowledge of the cards, so it can be a bit tough to win on your first go against more experienced players which might actually be the only flaw I have ever seen in the game, but in my experience it’s always a very close game and all victories are hard fought and well earned.

I love this game, naturally with a 5 star score I highly recommend it and thanks to its long term success it has been in print since it was released and you can still buy it today. I do recommend getting the 5 player expansion if you can get it (that tends to be a bit harder to find) but it plays really well with 5. While I do like the Mystics of Midgard and Gods of Asgard expansions as they add some interesting added components they aren’t really necessary and might over complicate the game a bit for less experienced players.

Vampire Rivals (2021) by Renegade Game Studios
Designer: Dan Blanchett & Matt Hyra

My gaming group and I are huge Vampire: The Masquerade fans, in fact we have been actively playing the 5th edition RPG religiously for the last couple of years, so the Vampire theme has considerable meaning to us. We have also played all of the various Vampire games that have been released in the last few years including Heritage and Vendetta.

Not too shabby, really a pretty solid collectable card game, it’s not going to surprise you but its not exactly a let down unless you are hoping for something extraordinary.

Vampire Rivals is a more traditional living card game, along the lines of Game of Thrones the card game and really this felt very much almost like a kind of “based on” LCG. A lot of the mechanics and concepts of Rivals were instantly familiar to me and conceptually it really felt like the game is driven by well established card game design principles.

I think my gaming group liked this game a lot more than I did, but this may have something to do with the fact that generally speaking collectable card games for me have to do something really unique to garner my interest. I have played dozens of CCG’s and LCG’s over the years and have quite a few on my shelf not to mention some of the digital variants I play. When I clear shelf space for a collectable card game, it’s going to have be something more than just the standard fair, which is not to say I didn’t like Rivals, it was fine, but it wasn’t like Star Wars: Destiny were after one play I was ready to whip out my credit card.

I’m sure we will play this one more in the future, but I have my doubts about it becoming a thing with us and truth be told I liked both Vampire Heritage and Vampire Vendetta much better then this one, so if we are talking Vampire based card games, I think their are much more interesting options than this one. I will however say that if you like Game of Thrones the Card Game and you also love the Vampire: The Masquerade theme, Rivals is going to be in your wheel house.

Bang The Dice Game (2013) by dV Giochi
Designer: Riccardo Pieruccini

Based on Bang the Card game which I have never played, Bang the Dice game is a Yahtzee like twist on the classic hidden identity genre of games.

Bang The Dice Game got introduced to the group a couple of years ago at the big board gaming weekend and it’s been a mandated filler for the event ever since. This is a quick, wildly erratic and mostly silly dice chucking and hidden identity game and while their might be some strategy to it in their somewhere, for our group its just an excuse to goof and have a laugh, fitting nicely in between drinks and dinner. It’s a great small group party game, hitting that 5 to 8 player sweet spot. I’m not sure if it replaces games like Coup or The Resistance for me, but chucking dice is always fun and the game requires very little explanation for it to click with even the most inexperienced non-gamer. Its as universal as Yahtzee but so much more fun.

Empires: Age of Discovery (2015) by Eagle-Gryphon Games
Designer: Glenn Drover

Age of Empires is in the strictest sense the perfect worker placement game with some meat on the bones. The eye candy deluxe version I spent my mortgage money on looks gorgeous on the table, I regret nothing!

This stone cold classic is arguably Glenn Drovers Mona Lisa, though the man is responsible for a considerable amount of board gaming history including classics like Attack!, Conquest of The Empire, Railways Of The World and Sid Meier’s Civilization.

Age of Discovery to me however is an example of taking an awesome concept like Worker Placement and perfecting it. This is simply one of the best worker placement games ever made and it was during our big board gaming weekend what I would consider a main event game where we had a full seating of six players hunched over for several hours trying to figure who had the right to rule over the new world.

Age of Discovery is really a kind of race to the new world, it’s very much all about trying to squeeze the most out of the starting conditions and whatever benefits you can gather along the way. Turn order is huge in this game and its a constant fight to be first player so that you can land those key capital buildings, resources and specialized workers. Its one of those worker placement games where there is never an absence of tough decisions. The scoring rounds too are such a critical moment where suddenly everyone is simultaneously jocking for positions in the new world and the game goes from a very peaceful and humble management of your own resources to suddenly forcefully pushing everyone out of your way.

If it wasn’t for the fact that we played so many truly amazing games, I would call this game the highlight of the weekend, but alas there was a lot of great stuff that hit the table and I would be really hard pressed to pick my favorite. I don’t really know how well this game hits with the rest of the group, but for me personally, I love this game and I’m always excited to get it to the table, it has been and will forever remain on my must own list.

The Sheriff of Nottingham (2014) by CMON
Designer: Sergio Halaban & Andre Zatz

I put this one in the same category with my beloved Galaxy Trucker, is it a good game? I have no idea, you will laugh your ass off and that is all that matters.

I have no idea if Sheriff of Nottingham is a good game or not, but I do know that it is a great time in a box. At no other time during the entire weekend did we laugh as much as we did during our play of this game. The lying, bribing, threatening and posturing of this game never fails to deliver sheer and utter silliness that has everyone in tear inducing laughter. Every time I play this game it results in some eternally quotable moments that we laugh about for years after.

If you are looking for some sort of strategy in a game like this however I think you will be disappointed, trying to play this game to win is just a silly endeavor, you just have to sort of accept and embrace the absurdity of the game, let lose and play it as it is intended, with a cocktail in your hand surrounded by friends.

I love Sherriff of Nottingham, but it’s not at all because I claim its a good game, to be honest I’m not even entirely sure we are playing it properly. It’s greatness comes from its ability to produce funny situations that has everyone in stiches and its precisely for this reason Sheriff of Nottingham makes an appearance in the big Hassela weekend almost every year.

Vampire Vendetta (2020) by Horrible Guild
Designer: Martin Mottet

There are a number of board and card games based on the world of darkness setting and while I think Vampire Heritage gives Vendetta a run for its money, this is by far my favorite take on Vampire: The Masquerade outside of the RPG.

Vampire Vendetta my gaming group discovered this year during the pandemic using Tabletop Simulator. While I find playing games online is typically a considerably lesser experience, I was pleasantly surprised by this one and one of the guys ended up picking up a real copy and bringing it to the big board gaming weekend this year.

For me Vampire Vendetta falls into the, if you love the theme, you will love the game – category of games, meaning that if you are not into Vampire The Masquerade RPG and you don’t know what a Brujah is or why vampires fight over control of cities like Chicago, this game probobly will not only confuse you but seem rather arbitrarily unbalanced. For those of us in the know however, Vendetta is a perfect execution of the Vampire The Masquerade theme, nailing that political struggle between the vampire clans that as fans we find so engrossing about the world of darkness. Yes, its just as unfair and often unbalanced as you would expect the clans to be as this game designer understood that in order to be the game Vendetta needs to be, aka, a true representation of the world of darkness, those in-equalities need to be built into the game and thankfully they are.

In Vendetta each player picks a clan and gets a limited deck of cards that represent the most classic elements of each clan. There are 4 sections of the city, one of which is the princes haven and each round players are vying for control over these sections of the city. This is done by committing action cards to the zone either face up (revealed) or face down (hidden). These aren’t full commitments because in vampire feinting an action, trying to get players to over commit and tricking them into terrible situations is what the game is all about.

Part psychology, part strategy and all horror, Vampire Vendetta just has it were it counts. Simple rules, great execution of theme, well paced, highly replayable and above all else the designer knows his audience, clearly this is a person who knows his world of darkness and this game is a love letter to it.

Definitely for Vampire: The Masquerade fans only, but if you love the world of darkness, you are going to love this board game version of it.

Coup (2012) by Indie Boards & Cards
Designer: Rikki Tahta

A stone cold classic, I can’t think of any reason why any gamer does not own this game.

Coup may be the only game that has made the table at every single one of our Hassela board gaming weekends over the years and this year was no different. Easily one of my favorite fillers of all time, this hidden identity game relies almost entirely on the psychology of its players and most of the strategy of the game is about reading the other players and knowing when you can and can’t lie about what cards you are actually holding. Simple, fast and quite difficult to win, its among the best of the Ultimate Werewolf inspired hidden identity games.

Condottiere (1995) by Eurogames
Designer: Dominque Ehrhard & company.

THE best trick taking game I have ever played and really the magic of this game is that it feels like so much more than just a trick taking game. It tricks you!

Despite its 95 release making this a fairly old game, my group discovered it only in recent years but it has become an unquestionable established classic in our group. I have never met anyone who played it and didn’t like it, in fact I have bought it and given it away three times. Everyone who plays it feels the instant need to get their hands on it and its no surprise to me at all because the game is a perfect example of extremely streamlined game design.

This is a trick taking game with a area control element, but what really gives this particular card game an edge over the virtual sea of trick taking games out there is how the cards you draw are used over potentially several rounds. Because you don’t actually know how many rounds their will be with any given card set you draw you have to always think about the fight you are in now and its importance and what fights will come next. Often you are trying to get other players to commit to battles you have no intention of winning just so you can set yourself up for future victories, while other times you are just looking for opportunities to screw people or get a quick victory.

Easily one of the best trick taking games I have ever played and thankfully this game seems to always be in print. Another game on my must own list.

Tsuro (2004) by Calliope Games
Designer: Cathy Brigg & company

I’m not the best person to ask about abstract games, its just not my bag of chips, but I didn’t outright hate it which Is my usual response to abstract games so it must be really good.

I’m not a huge abstract gamer, looking at my shelf I can count the amount of games I have in this genre on one hand minus a few fingers, but every once in a while a game comes along that I find irresistible (I’m looking at you THE DUKE).

The Duke is the only abstract game I have ever played where I can legitimately claim that I love it, it’s amazing but alas for only two players.

Tsuro however was not one of those games and though I really didn’t see anything particularly wrong with it as it was clever, simple and quick, exactly what you want an abstract game to be, it’s not the kind of game that floats my boat. It’s not an issue with the game, but rather just my general gaming preferences, in fact, I would argue that if you like abstract games, this would probobly hit the spot just right. What little I know of the genre, this game seems to have that puzzle element I think abstract gamers will love. When we played it I’m not joking when I say the game took about 10 minutes to complete, it was a very quick game.

Are you dumber than a box of rocks (2016) by AMO Toys
Designer: Joe Herbert & Dave Herbert

Its a trivia game, I’m not sure how one judges that. I mean people ask me questions all the time, it doesn’t mean we are playing a game. Its a funny gimmick.

A member of our gaming group has an affinity for pulling out odd ball games for us to try and while I find that all Trivia games are basically the same, this one in particular actually had some funny elements I think Trivia fans might enjoy. For one it was a multiple choice game, essentially all questions are answered with 0, 1 or 2. Which means that you effectively have a 1 in 3 chance of guessing right. This is a team game however and your opponent is a literal rock in a box, that has 3 sides with a 0, 1 or 2 written on it. The question is asked, the rock is shaken and your effectively competing against random chance. Surprisingly enough, it was a close game and while I will admit most of us were drinking and not exactly in top form, it was kind of funny to have almost been beaten by an actual box of rocks. Its a silly concept, but as far as trivia games go, this was actually kind of funny.

Dune Imperium (2020) by Dire Wolf
Designer: Paul Dennen

I love the DUNE books, this is easily one of my favorite science-fiction settings, but while loving the setting enhances the experience this is just a rock solid worker placement and deck building game, it knocks the sea of competition in this genre out of the water and then steals the water, because you need water.. trust me!

Dune Imperium was the only other game in the line up that was played twice and for the exact same reason Tapestry got a second go, this game is straight up amazing. In fact, while 2020 was an absolute shit year for gaming because of the pandemic, hence their was very little games played in general this year in our group, there is absolutely no doubt in my mind that Dune is the game of the year.

A combination worker placement game with a deck building/playing element, this is one of those games that has just that perfect tightness. Games are ALWAYS close, hard fought battles. The game is really well paced, wonderfully balanced, beautifully illustrated, based on an absolutely awesome theme and is just chalk full of replayability. Blood Rage currently stands as the only game to have ever gotten a perfect score from me on this blog, but if there is any game that I know of right now that has a shot at being added to that list, it is most certainly going to be Dune Imperium. You are going to have to look long and hard to find a flaw with this one, it may just be a perfect game.

Don’t bother thinking about it for another second, this is an auto-buy if there ever was one.

Stone Age (2018) by Zman
Designer: Bernd Brunnhofer

It’s bright, colorful, easy to teach, easy to learn, you get to roll dice and there is a fair amount of strategy to the game. I put it into the simple and fun category, it’s not going to change your life, but its a very easy game to get to the table.

Worker placement games are what I call “highly reliable” strategy games, meaning that, they usually don’t have a luck element and if they do it’s very minimal. Stone Age flips that, by creating not only a considerable luck element based on dice rolls, but a push your luck element with how you position your workers. You often pick spots on the board you can’t afford, hoping to score the needed resources during the round, which means that the game has this sort of gambling element to it.

It’s hard to know where to place Stone Age in light of a world filled with amazing worker placement games, in particular given that the “highly reliable” strategy games are generally considered “better” because they remove luck and put control into the players hand making them games of skill. I may be alone in this but I find Stone Age kind of refreshing. To me games should have luck in them, in particular when the game has ways to circumvent the reliance on luck through good long term strategies.

Stone Age is certainly not going to blow anyone away, in fact, my early impressions of this game when I first tried it were kind of luke warm, but I have kids in the house who love to play board games and kids love rolling dice so Stone Age is popular with them. The result is that I have played this game more often than I probobly would have otherwise with my gaming group. I brought it along this year to the Hassela weekend as an alternative pick as my 4 player game in place of Dune, but by the time it was my turn to pick a game we had already played Dune twice so it made its way to the table. In light of Dune I think perhaps people were less impressed with it, but I think its a pretty fun game and its definitely more family friendly then games like Tapestry and Dune that can feel a bit heavy on the strategy end. Stone Age has very simple and easy to understand goals, quite perfect for kids or less experienced gamers.

Batman Flux (2015) by Looney Labs
Designer: Andrew Looney

Fuck off Batman Flux!

Ok, I’m just going to say it, this game is stupid but I suppose a game designed by a guy named Mr. Looney, we should probobly not have expected much.

I know these flux games have a following and all, but to me this game was just complete nonsense. I won, I have no idea how or why, but I was just glad it ended quickly!

Gloom (2005) by Atlas Game
Designer: Keith Baker

Great artwork, funny theme and unique gimmick with the see through cards help to set the mood the game is trying to put across.

Keith Baker of D&D fame takes a swipe at making a card game about people living tragic lives, then dying horrifically to score points. As silly as that sounds, this game was actually mildly entertaining.

It’s a bit gimicky with it’s see through cards that you layer one on top of the other and it’s rather morbid theme, but its a short enough game that the exercise doesn’t over stay its welcome and it was good for a couple of laughs. A simple and quick card game filler that might be good as a camping game or something to pull out with the kids. Nothing for my personal shelf, but given the card game we had played right before, I was mostly just happy we were not playing Batman Flux!

Conclusion

Another Hassela weekend for the history books and what a fantastic weekend it was. Lots of great games were played and a good time was had by all!

Now its time to pick my favorite game of the weekend and I have to admit I struggled with it for quite a while. Certainly established classics like Blood Rage are always contenders and my beloved Empire: Age of Discovery I’m never disappointed by was in the running briefly. In the end however it was a battle between Dune Imperium and Tapestry.

Strictly speaking I think Dune Imperium is a better game from a sort of generalist perspective. What I mean is that if it’s board game night and I’m pulling out a game no one has every played, I can get everyone playing Dune reasonably competitively on the first go in no time flat and no one will be confused about what to do or how to do it. Its a game that is easy to teach, easy to learn, its actually relatively fast and while it has plenty of nuances and potential strategies, its not going break anyone’s spirit and the result of the game is going to be tight. Whoever wins isn’t going to win by more than 1 or 2 points.

Tapestry on the other hand while the core rules are relatively simple, has a metric ton of iconography and requires considerable explanation to get people going while the depths of the strategy and nuanced ways the economy works is going to have players struggling to grasp exactly how to put together a competitive strategy. Even for a humble veteran like me it took a second game before I had even the faintness clue what I was doing and I was none the less lapped by the more experienced player. At the end of Tapestry a less experienced player might score as little as 100 points while a more experienced player can break 400. The margins of victory will require everyone to have a good grasp of the game before they get close enough to make the game feel competitive.

Still ultimately my choice for favorite game of the weekend has got to be Tapestry. I don’t consider a game having so much depth that it takes a few plays to get it figured a problem or a flaw of the game. To me, good games are challenging games and I want the game to push me to figure it out, I want that challenge of learning to play a game well and I don’t mind taking a pasting from more experienced players in that process. In fact, I prefer my games that way and while it can sometimes get frustrating to lose repeatedly and not fully understand why, the rewards for cracking the nut and winning that first game always feel so great.

More than that I think Tapestry is a really diverse game. Those culture/civilization cards really re-define the strategies and possibilities of the game creating this great replayability. Dune Imperium is a fantastic game and choosing Tapestry over it should not be seen as some sort of disparagement against it, but if you asked me this morning what game I want to play right now, I would definitely pick Tapestry.

I asked my gaming mates to call out their favorites, again I generally don’t reveal anyone’s identity on the blog so they shall remain hidden masked men behind the scenes, but their picks were as followed.

Player 1: Blood Rage
This did not surprise me at all, any Viking themed game is always going to be popular among Swedes and I’m fairly certain I saw him placing an order for Blood Rage on his phone before we were even done playing. It was his first time playing the game and I do recall how excited I was about the game the first time I played it as well. It’s an awesome game!

Player 2: Tapestry
Player 2 and I share a lot of the same tastes in games and I knew when I introduced him to Dune Imperium he would love it and I think he knew when he introduced me to Tapestry I would love it. We were both right, but, I agree with him that while Dune Imperium was a very close second, Tapestry wins it.

Player 3: Tapestry
Again not a shocker at all, both player 2 and 3 are hardened veterans, they know a good game when they see one and while I would imagine Dune Imperium was also on the radar for Player 3, I think among the guys who fill their book shelves with games as a matter of religion, Tapestry got our attention and had us checking our bank account status.

Player 4: Condottiere
Also not a big surprise, every person I have ever met who I introduced Condottiere to immediately takes to it and I have already replaced my copy 3 times as a result of giving it away to friends who loved it so much I just wanted to see the look on their face when I say, “Here you go, its yours now!” Condottiere really has that natural charm of a trick taking card game that makes it a conduit for turning non-gamers into gamers.

Player 5: Condottiere
I was a bit surprised by player 5 picking this one given the field of games this weekend, but I suppose I shouldn’t be. Condottiere is on the surface a simple trick taking game, but it’s really so much more than that between the sheets.

That’s it for this year, only 360 or so days until the next Hassela weekend, I can’t wait.

Top 10 Board Games July 2018 Edition

Its time once again to update my top 10 list of best board games ever, its been quite a while since the last one and this year I’m determined to be bold.

One aspect of a top 10 list like this is that its the one thing I do on this blog that I don’t really put through any filters, another words, its just my gut that I rely on.  However looking at my list from last year I realized two things.

First, some of the games on that list while I love them I don’t play much anymore, which is not a reflection on what I think about it, but rather a reflection on my gaming groups preferences and the impact of that classic discussion ”what are we going to play”.  I think games on this list should not only be popular with me, but popular with the various gaming friends I have.  After all, if I love a game no one wants to play, does it belong on the list?  Its a tough question, which I have tackled when making this list.

Secondly, I think some games may be here more out of nostalgia then anything.  Nostalgia goggles are a thing, it can be hard to push games off a ”my favorites list” because of how much fun I had with them 5 years ago, but if I have no interest in playing them anymore do they really still belong on the list?  This is another tough question which I have tackled when making this years list.

First lets look at the list from last time I updated it.

1. Through The Ages: A New Story of Civilization
2. Star Wars: Armada
3. Lord of the Rings: The Living Card Game
4. War of The Rings
5. Blood Rage
6. Game of Thrones: The Living Card Game 2nd Edition
7. Game of Thrones: The Board Game
8. Star Wars: X-Wing
9. Empires: Age of Discovery
10. Shogun (Queens Games Version)

Last years list to me still represents some of the best board games around without question.  It’s clear to me that when I made the list last time, I was really doing it without any filters, for example X-Wing and War of The Rings are both on here, yet I have not played either of these games in about 2 years at this point and probobly several years since I played it with any regularity.  There are also some games on here I was really hot and heavy on at the time, for example Empires: Age of Discovery I was playing quite a bit at the time, amazing game but I really had to review whether or not it belonged on this years list.

This year I’m going to do this in reverse order starting with number 10… and here we go.

10) Great Western Trail

Dubbed a heavy Euro game, while there is a lot going on and the strategy goes deep, its surprisingly easy to get into.

Putting Great Western Trail on my top 10 list is a bit of a quandary for me.  Considering how much shit I have given to games like Russian Railroads, Terra Mystica, Voyage of Marco Polo and other heavy Euro victory point smorgasbord games, putting one on my top 10 list that is very much in line mechanically with those types of games is contradictory if nothing else.

In my defense however, I’m not a gaming snob, I will play anything and not be ashamed of liking anything when I do, so if I like a Euro victory point smorgasbord game, even if its not typical of me, so bloody be it!

Great Western Trail to me is among the best Euro Games I have played from a mechanical perspective.  Like most Euro games that shamelessly either just copy/paste existing mechanics and add another theme or re-use slightly altered versions of already existing mechanics, Great Western Trail does considerably less of that while  squeezing in a considerable amount of unique flavor of it’s own.  I think the theme, though light in application fits the game perfectly and the game is really very re-playable with a lot of cool dynamic elements that will have you re-thinking your strategies from game to game.  I also really love the fact that its an entirely different game at 2 players, 3 players and 4 players, yet each player count is as fantastic as the next.  Its really almost like Great Western Trail is 3 different gaming experiences depending on player count.

As far as I’m concerned this one earns its stripes for this list, its a pretty a-typical game compared to what I usually go for, but if a game is great, its great, I don’t care what genre or style it is.

9) New Angeles

Simply the best of the cooperative-betrayer genre of games.

There are 3 games that have dropped off the list this year opening the door to new arrivals, Great Western Trail was one, New Angeles is the other.  In the last year, board gaming hasn’t really been at the top of our gaming groups agenda.  I have spent a great deal of time playing living card games, namely Lord of the Rings, while simultaneously my gaming group has been very focused on RPG’s and to a smaller degree miniature games. Still there were some gems I discovered this year and New Angeles was without question the big surprise this year.

This game was a hit with my group like no game has in years, we were like moths to a flame to this take on the cooperative betrayer genre, the only real shock to me is how little attention it gets.  There are many competitors in this genre, Dead of Winter and Shadows Over Camelot just to name a couple, but to me this blows them all out of the water.  Hands down the best in its class, New Angeles is the rising star in my list and I fully expect that it may rise further in the future.

8) Shogun (Queens Games Version)

Most of Dirk Henns games are in the “not my thing” category, but Shogun is about as me as you can get.

This is a game that has consistently hung on in my top 10 list since I started it and while all the games on this list earn their stripes, this is without question my most consistantly loved and played game.  It gets pulled out a couple of times each and every year like clockwork, it always fires on all cylinders and I can’t imagine making this list without Shogun on it.

It’s also the one game on this list where people are often like ”Shogun?  Really?”, as if they are understanding why I might like it, but calling it best of all time is a bit much.  To me understanding why this game is on the list is all about your attitude towards gaming.  What is it that you are looking for.  Some might say strategy, clever mechanics, theme and I would agree, but to me above all else is the fun factor.  How much do I enjoy playing the game, how much fun do I have and Shogun to me represents everything I love about board gaming.  It has strategic, thinky, contemplative moments, burst out and cheer moments and laugh out loud moments all built into a single game using one of my absolute favorite themes, Medieval Japan.  I can’t think of a game that is more complete as a gaming experience than Shogun.  It’s a staple of my collection and a staple of this list, earning it’s ranking with pride.

7) Blood Rage

The only 5 out of 5 stars game I have reviewed for this blog, a review I stand by, its an amazing game.

Dropping from the number 5 spot, Blood Rage remains firmly the only game at Gamersdungeon.net to ever receive a perfect review score, its a design masterpiece in my humble opinion.    So why is it not number 1 on my top 10 best board games of all time.  Well, because this is my list, it’s not about what is best, its about what is my best, my favorite.  My relationship with Blood Rage is one of respect, appreciation for design, art, theme and it’s general near perfection, but that doesn’t make it the first game I want to play every time board games get pulled out.  It’s an amazing game, it has its place in this list because its earned it, but I can think of at least 6 games I rather play over this one.

Still it’s worth pointing out that in my humble opinion, if your a game designer and you want to learn how to do it right, you will never find a better example.  Eric Langs Blood Rage is nothing short of a masterpiece in board game design, it’s our Mona Lisa.

6) Twilight Imperium: 4th Edition

The ultimate 4x science-fiction epic, it is the king of the genre by a margin so wide, I wouldn’t insult it by naming any names.

Twilight Imperium returns to my top 10 list after it’s 3rd edition finally dropped off after not only being on my list since I started it, but for several years being in the top spot.  3rd editions departure stemmed from the fact that, after nearly a decade of playing the game, spending hundreds of hours on it, it finally sort of played itself out.  When it fell off the list it was not seeing any table time years at a time and its general weight, size and complexity no longer had me reaching for it in anticipation.

The resurgence here is largely do in part to evolution of Twilight Imperium in 4th edition, the streamlining that went into the new edition, the amazing art and perfections of the original mechanics all prompted me be to buy and play this one again.  Of all the games on this list, I think at this moment I want to play this one more often than I get the opportunity to, it even prompted me to attempt to create an entire separate gaming group around it.  Because it still suffers from the weight, size and complexity as did 3rd edition, it makes it difficult to get to the table.  Still I think its earned this spot on the list, Twilight Imperium is to me the ultimate 4x board gaming experience, nothing else comes even close and while its a very niche game, because of it’s depth of play and sheer epic gaming experience I have brought it back from obscurity into my top 10 list of best games.

I caution anyone considering buying it to really research it and make sure you have the player group for it, their is no worse feeling than having this amazing game collecting dust on your shelf, but given the opportunity, its an absolutely fantastic game, a vastly improved edition over the last one.  I can’t wait to play it again.

5) Star Wars: Armada

The fact that I don’t have to paint is just icing on the cake, Armada is without a doubt in my mind the best miniatures game on the market today.

Star Wars Armada has had a rather fluctuating history in my personal gaming preferences and on this top 10 list.  This is less a reflection of its quality and the simple fact that miniature gaming, while I love it, tends to be hot and cold over time.  One thing that separates Armada from all other miniature games that I have tried is that it comes back around, both for me personally and in my gaming group.  We go back to this one time and time again and while the time in-between cold time is always longer than the hot time when I’m actively playing it, it remains in my consciousness at all times.

Armada is a tough, complex and deep miniatures game, it has a way of exhausting me but I relish the periods of time when I’m heavily into it trying to build that perfect list or play that perfect match.  It’s also the game that has given me the greatest rewards for my commitment as I constantly improve at it and have managed to get several wins in what was once game I only ever lost.

For me personally, if you are going to spend the money on a miniature hobby, it should be a game that is deeply fulfilling and satisfying, Armada is that game for me.  It’s what I would call the perfect miniature game for a guy like me who isn’t exactly chomping at the bits to paint and assemble mini’s.  I want to play miniature games, but I’m not a hobbyist. I also want the game to have true depth and Armada does all that for me using the magical Star Wars franchise.

4. War of the Rings

The Asymmetrical 2 player epic is effectively Lord of the Rings in a box, if you love the books and movie, this is an amazing way the battle for Middle-Earth.

It’s a bit heartbreaking to watch this one collect dust on my shelf, especially since my opinion of this games quality is unchanged, it remains the single best two player gaming experience I have ever found.  A heavy, complex and involved 2 player game however is just not a filter that makes an appearance in my gaming schedule.  My gaming circles are growing not shrinking in size and as opportunities to game pop up its becoming rarer and rarer that there is just two players ready to spend 4 hours involved in a heavy game like War of the Rings.  The result is that I haven’t played this beast in well over three years at this point which makes it hard to justify keeping it this. high in this list.  Strictly speaking I questioned whether or not it should be removed from the list entirely but the truth is that, even though I haven’t played it in a long time, it changes absolutely nothing about the fact that I want to.

War of the Rings is not only an epic masterpiece for two players, it’s also without question one of the most unique gaming experience you can have.  Thematically rich, strategically deep, beautiful to look at and mechanic perfection.  Its nothing short of a tragedy that I don’t get to play this game more often.

3) Game of Thrones The Board Game

This rich fantasy setting comes to life, brutality, deceit, treachery and all.

Rising on the list, Game of Thrones is a game with raw, unfiltered, human emotion and infused energy.  This is a game that brings out the beast, it will have you feeling angry, frustrated, vengeful, wrathful and murderous and while some might associate that as negative energy, to me for a board game to draw that out of you is a beautiful thing.  You need to play this game in the safe space of friends who can quickly forgive you raising your voice and being spiteful but it’s a gaming experience unmatched by any other game I have ever played.

Like War of the Rings this is a deep, complex and heavy game, but because its a 6 player game the growing size of my gaming groups means it see’s more opportunities to hit the table.  Not as much as I would like of course, but still, it certainly earned the right to rise on the list.  Oh and one more thing, its crazy thematic to the point you actually feel like you are a character in the show and everyone at the table will eventually morph into the plight of this middle age world becoming the darker version of themselves.  Just awsome!

2) Through The Ages: A New Story of Civilization

Through The Ages is to Civilization building games what Twilight Imperium is to science-fiction games. Its a game fit for a king.

I’m a sucker for civilization building games and Through The Ages, while to me technically not the most approachable (see Nations for something more reasonable), has that hard, heavy purist spirit, a game really made for fans.  It’s a slow methodical thinker, but thanks to its strong online support this last year coming to Steam and Ipads, I have played this civilization epic hundreds of times at this point and it just keeps getting better.  I wish I had more oppertunities to play it at the real table, but still, its such an amazing game and the digital implementation is so good, I can’t be anything but grateful.

Its slip to the number 2 spot was a hard call, I was really struggling deciding between this and my number one pick, but to me, every game in this top 10 list is, strictly speaking in the “amazing” category, so I had to go with my gut here.

Lord of the Rings: The Living Card Game

If I was to be stranded on an island and could only bring one game to play for the rest of my life, Lord of the Rings LCG would be that game.

Perhaps the biggest turn around of any game I have ever owned has to be Fantasy Flights, Lord of the Rings the living card game.  First time I played it I thought to myself, meh, its ok.  Today as I write this not only is it the most played game in my collection, it’s also the game I have sunk more money into than any other.

I absolutely love this game from top to bottom, it’s a rare week I don’t pull out any one of the dozens of expansions or quests in my collection.  This single game takes no less than two shelves for all the stuff I own for it and I’m constantly trying to scratch nickles together to get more stuff.

Easily one of the best collectible card games I have ever been involved in despite its less traditional cooperative genre footprints.  Between the amazing deck building options, seemingly impossible challenges and its fantastic art work this is without question in my mind the most rewarding game you can play on the market today.

Drop Outs

Inevitably everytime I make this list some games drop off the list and I feel obligated to explain why.

Star Wars: X-Wing is probably the most notable, once a holder of the number one spot, it has been slowly slipping down the list and finally falls of this year.  To me, at this point X-Wing has become too bloated and full of holes thanks mostly to some terrible expansions that brought in components and mechanics that derailed it from its original vision and the reason I loved this game so much.  I still enjoy playing it with certain house rules in place to fix some of the issues, but thankfully FFG agrees with my assessment and has announced that this year we will see X-Wing 2.0.  2.0 promises to return the game to its dog fighting roots and hopefully the new version will bring this one back to the table and perhaps even back to this top 10 list.  I loved my X-Wing when it was younger, but in its current state, I can’t bring myself to dust of the miniatures anymore.

Game of Thrones 2nd Edition (LCG) is another that falls off the list, this is largely due to two facts.  One is that it really wasn’t fully embraced by our gaming group so table time is rare.  This coupled with the fact that I never really took the plunge fully just means I don’t spend much time thinking about it or anticipating to play it.  I still think its a fantastic game, but a person can only collect so many collectible games and this year I found that both Arkham Horror LCG and Star Wars Destiny made it into my collection not to mention Star Wars: Legion and my always expanding Lord of the Rings LCG.  So GoT LCG has taken a back seat, but this is not a reflection on the games quality, I consider it a really great, thematic card game well worth your money.

Finally Empires: Age of Discovery.  I think if this was a top 11 list, it would firmly hold the number 11 spot.  This is an amazing game and it was a really struggle to pick between this and Great Western Trail.  On any given day I might swap this one back in, I gave it to Great Western trail almost on a coin toss between the two to be honest.

What Makes It Tick: Lord of The Rings LCG Solo : Part I

The what makes it tick series has become one of the most viewed elements on my site and its also quickly become my favorite type of article to write.  Today we begin yet another What Makes It Tick series on Lord of the Rings the Living Card Game by Fantasy Flight Games.

Now this is a game I really struggle with and its because it is a brutally hard game, in a sense, anyone playing it is an eternal noob as there seems to be no good way to truly master it.  This is without question what draws me personally to this game and since like so many out there I too am always looking for any tid bit of information, advice or just tips, I thought why not pass on what little I have learned.

As with all the articles in this series I’m going to assume you are familiar with the game, this series has always been intended for existing players rather than “I want to learn what this is” type of thing.  We are going to start right in the middle with our first article and tackle a tough and common topic of discussion.  The already infamous Adventure Quest “Conflict At The Carrock”

This is one tough quest and I struggled with it for a very long time before not only beating it but figuring out what the hell your even supposed to do to succeed.  Let’s get right into it!

Very important note here.  This series is about SOLO play, unaltered, straight up solo play.  Much of this advice would probably be quite different if I was making the assessments for 2 or more players.

The Lay Of The Land

Possibly one of the toughest quests in the Shadows of Mirkwood Cycle. It’s all about bringing the beat down on some Trolls!

Conflict At The Carrock is a 2 stage quest, though this is incredibly deceiving because there is so much more to it then that.   The two stages are Grimbeorn’s Quest & Against the Trolls.   The first stage of the quest, Grimebeorn’s Quest is mostly benign and non-descript.  You set aside the 4 Trolls you will be facing later and to complete the quest you simply need to attain 7 progress.  In the second quest you basically need to defeat these 4 trolls.

The first quest (Grimbeorn’s Quest) is simple enough but this is where the bulk of the work to be successful in the quest must be completed.  Its not about what it says, but about what it does not say.

The clue is in the title of the first quest, you want this guy, you need this guy, this guy is your best friend in the Conflict At The Carrock!

Grimbeorn’s Quest 1
Setup:
Add The Carrock to the staging area. Remove 4 unique Troll cards and 4 copies of the “Sacked!” card from the encounter deck and set them aside, out of play. Then shuffle 1 “Sacked!” card per player back into the encounter deck.

Forced: After placing the 7th progress token on Grimbeorn’s Quest, The Carrock becomes the active location. Discard the previous active location from play.

Against The Trolls Quest 2
When Revealed: Place the unique Troll cards previously set aside into the staging area.
Players cannot defeat this stage if there are any Troll enemies in play.

The core difficulty of Conflict At The Carrock is that the Trolls that drop into the staging area in the second quest, when faced simultaneously are all but impossible to defeat and because they have the same Engagement Cost, if your threat is above theres they will all drop on you simultaneously.  If this happens, In all but the most rarest circumstances, you are probably going to lose in the very round they drop on you.

Hence the obvious strategy here is to control your threat so that when stage two begins, they remain in the staging area.  While this is definitely part of the strategy, its far from the whole picture.

The Real Stages of Conflict At The Carrock

I mentioned that the first quest, Grimbeorn’s Quest, is all about what it doesn’t say though there are some clues given.

To truly defeat and control Conflict At The Carrock with any reliability you need to accomplish 4 things prior to completing the first stage of this quest.

First, you must find Grimbeorn the Old and claim him on your side.  He is your 4th hero, a powerful one, especially equipped to help you defeat the Trolls.  Without him, completing Conflict At The Carrock is very difficult to say the least.  Finding Grimebeorn however requires you to go through the Encounter deck and get Bee Pastures to the table.  This brings our second element.

This is the key to getting your best asset needed to defeat the trolls in stage 2, one of the many hidden “stages” of the first quest.

Secondly you must control the Encounter top deck.  Whatever deck you build, its vital that you know what the top card of the Encounter Deck is and have the ability to get rid of it.  This is because there are several really tough cards in the Encounter deck that can end your game rather abruptly.  There are various approaches here, the one I ultimately used was Denethor.  This is because he can both look at the top card and move it to the bottom deck if you don’t like it and then in later stages, help defend with his 3 defense.  There are plenty of other ways to do this, suffice to say you must have some encounter deck control.  If you leave it to chance, bad things will happen.

Kind of a bad guy in the original story, there is nothing bad about him in the game. He was the key to victory for me.

Cards like Muck Adder can surprise you and take out one of your heroes easily if you are not prepared.  A poorly timed A Frightened Beast can dramatically raise your threat, which is something you really need to control given that you must stay under 34 threat to ensure the Trolls can’t engage automatically when stage 2 arrives.  In fact its more reasonable to say you need to be well under 34 to be successful as you will gain threat during the big fight as well.  Finally you really need to avoid the Sacked & Roasted Slowly combo, its going to end your day in an instance.  Those are just the cards from Conflict At The Carrock to, there is all manor of death in the other decks that are part of the quest including Hill Troll who can do a lot of damage to your threat.

Instant effects like this would be a lot easier to control if you didn’t have to deal with shadow effect cards. One bad draw and things are going to die.

The third element needed for success is a good army.  You really need a lot of stuff on the table ready to fight and quest.  Some utility here is also a good idea to assist with all other elements.  You want the units to be cheap, so that you can get them to the table, but fighty so that they can put some damage on the board.  The choice here is wide open, though I personally found that the Leadership and Lore Spheres worked the best here.  You have lots of allies that are cheap enough (2 or 3 resources) and offer great utility like card draws and boosting effects.  The most important part though is getting a good solid force so that you have both some sacrificial lambs and can do sufficient damage to take out one Troll per round which typically means doing about 12-14 damage.  That’s a big damage requirement but between hero’s and Grimebeorn, you should be about 2/3rds of the way there, so your army needs to fill in the rest.

The final element is what I like to call “fishing for cards”.  This is usually done through different types of utility allies or cards, but you must find the threat control cards in your deck like Gandalf for example to keep that threat down.  Remember you MUST be under 34 threat when you go to stage 2, going there with a threat higher than that is pointless, odds of you getting wiped out in short order are almost 100%.    Hence getting threat control into your hand is a priority and that means drawing cards effects & other effects that allow you to pull cards or filter through them.

Spirit decks are also very good at controlling threat, I can see using the spirit sphere here with great success as well.

Ok so you can see why this particular quest is so difficult.  A lot has to come together in order to succeed.

The optimal position you should be in when going into stage 2 of this quest are as followed.

  1. Below 34 Threat (preferably 30 or bellow)
  2. Sufficient Allies & Heroes on the board to do 12-14 damage per round when attacking.
  3. Grimebeorn is a must in most cases, it helps with the above, but more importantly he can take a lot of damage for you without being sacraficed so your forces aren’t being diminished.

How I did It

I’m reluctant to simply post my deck.  I understand that this is a common practice in the community but as I was trying to defeat this quest, I didn’t want someone to just hand me the answer for the test.  This is a game of discovery, its part of the fun and I’m not going to spoil it for you.  I will however give you some tips on cards that where key in the success of this quest.

I used Leadership and Lore for my two spheres.  While I believe there are many hero’s that can successfully traverse this quest, I believe Denethor was the key to my success.  Really I think this is one of my favorite heroes to use for any tough quest because the truth is that if you can control the Encounter Top Deck, you have given yourself a massive advantage.  It requires him to exhaust however so I always make sure to put something in the deck that allows me to ready him in an emergency.

Gandalf is was also key to my success mainly for his threat control but he is expensive.  This is partially why I used Leadership, so that I could get Steward of Gondor and ultimately have enough resources to pay for Gandalf.  Its also an important card to get Grimbeorn the Old into play. One alternative is of course to use Sneak Attack to bring out Gandalf.  This is a dirt cheap way to leverage Gandalf but requires the drawing of two cards at the same time, not exactly a reliable way of doing it.  Steward of Gondor is a reliable card that helps with Gandalf and a lot of other things, so with Leadership to me its just an auto add most of the time anyway.

Finally I think Henamarth Riversong played an important roll, it was just that extra measure of control, Forest Snare can be helpful, though I didn’t use it for the Trolls, but more for controlling the board during the preparation portion of the quest in the first stage.  By the time your fighting the Trolls you shouldn’t need the snare, if you do, something has gone terribly wrong.  Burning Brand was also really important, the Trolls are tough enough without Shadow Effects.

The Victory

Beating this quest was not easy, my final score was 182, not exactly a massive victory, but the satisfaction of logging this quest was pure bliss.  It was a tough challenge, even with all the right moves the final stage is still tough.  Those Trolls are tough to beat and you still have to contend with the rising threat, questing and adds that can appear as you fight them.  In the end it was about keeping that threat under 34 and killing the Trolls one at a time.

As if Conflict At The Carrock was not tough enough, you can use these nightmare version of the Trolls!

The bet advice I can give when it comes to approaching any quest in Lord of the Rings but in particular this one, is that you have to pay close attention to your loses.  What is the root cause.  Is it threat, is it monsters, is it questing.  Identify it and then adapt your strategy to strengthen that portion of your deck.  I ultimately beat the quest because I didn’t “start over” with an entirely new deck each time I lost.  I simply went back to the deck and made small adaptions.  In the end it took over 15 attempts before I beat the quest, but now I’m certain I could beat it at least half the time which is about as good as it gets with a tough one like Conflict At The Carrock.

It was a fantastic experience, without question one of my favorite quests so far.  I hope you found this article helpful, good luck in your questing!

What Makes It Tick: Twilight Imperium Part III

Twilight Imperium has a lot of intricacy, just learning the rules can take time but actually learning the subtle long term impact of the very wide range of potential strategies, racial benefits, technologies, strategy cards, political cards, different resources and positions, just to name a few things, takes many… many plays.

There are however some established, classic strategic and tactical concepts that can always be deployed and while I’m not going to get too deep with the specifics, I have constructed a short list lof some of the top tips & tricks.

Mecatol Rex For The Win

The importance of controlling and denying control of Mecatol Rex, the central planet of the game cannot be overstated.  While most players will prioritize “production” and “military” instinctively, the truth is that in TI3, all players will ultimately build up military forces that will be fairly evenly matched.  More than that, war is a poor path to victory and even when facing a much smaller force, you will be sacrificing resources to go to war, weakening your position whether you win or lose the war.  This is mainly because TI3 is in the scope of things, is actually a pretty short game in terms of rounds.  Most games with experienced players will end somewhere between round 6-8.

Most inexperienced players will question the value of Influence and skip Mecatol Rex as a target until they realize that controlling Mecatol Rex is about a whole lot more than that.

Hence production is really about creating a line of deterrents, its like investing in the future mutual destruction of anyone who decides to go to war with you, but usually that investment isn’t going to be turned into Victory Points through an act of war.

The true defining and usually deciding factor of a TI3 victory will be the player who diversifies the best.  You need to have technology, resources, influence, command token advantage, fleet supply advantage, military strength and political/diplomatic control.

To that end Mecatol Rex is an amazing contributor.  Its a single planet that provides 7 resources (1 production and a whopping 6 Influence).  More than that though a wide range of secret objectives are only possible to accomplish through the control of Mecatol Rex, not to mention that its a platform of control as you can project your force from the center of the galaxy at any player.  Of course having 6 influence each round is amazing as it gives you political control during voting, its a core resource in several public objectives and its used in the secondaries of several strategy cards.  There are a lot of benefits to be had just by controlling the planet.

More importantly however is that simply by controlling it, you are likely denying several players the opportunity to complete their secret objectives (2 points) which is key since in the vast majority of games, a player that completes his secret objective will win the game.

Mecatol Guardians is a variant introduced in Shattered Empire, effectively NPC units that protect the planet it to make it harder to take…. this however is just a cat in a box.

Mecatol Rex as a result is a key, strategic position and a worthy investment in most games for you.  In particular controlling it early can create a stacking effect of benefits, the longer you control the better position you will be in.

Controlling Mecatol Rex is however not about space combat, its about ground combat and as such its all about getting ground forces on the planet.  Its unlikely that should another player or more typically players decide to take it from you, that you will be able to stop them.   Its a central planet, everyone will be able to get to it.  Invading someone on Mecatol Rex with ground forces however is a considerably more difficult task thanks to the logistics of moving troops, in particular if a defending player has really built up his ground defenses.  Hence taking control of Mectol Rex and keeping it in your grasp is key, even if you only control the planet.

Command Token Management & Stalling

All the resources, military and planning in the world will fail if you do a poor job of managing your most vital resource in the game, Command Tokens.  Without question the most common thing you will hear at the end of a TI3 game is about how someone would have one if they had just one more Command Token.  It cannot be overstated how critical action economy is in TI3, every move you make will cost you command tokens, you must conserve them, spend them wisely and do everything in your power to create a reserve.  If you find yourself playing a game of TI3 two command tokens at a time that you earn in the status phase, or praying that someone will kick of the strategy card that earns you additional tokens you are not only going to lose, you are going to lose horribly.

There are a number of really important conservation methods when it comes to command tokens but the topic gets fairly complex.  I think the simplest and most direct advise I can give is to simply ask yourself “Why am I taking this action”?

One of several races with an ability to stall by spending command tokens. While they don’t help to conserve, at least you get something for your expenditure.

Simply put, you want to make sure every time you put down a command token that its with a very specific purpose in mind that garners a clear benefit, preferably one that will lead to a victory point.  You want to avoid dropping tokens just to “stall”.  Aka you don’t want to pass, but you have no worthy actions to take.  Often, in particular in early parts of the round it may be more prudent to pass.  More commonly however you are going to want to stall.

Knowing that at some point (likely all the time) you will be in that situation, you really want to find and hold on to anything that would allow you to stall.  Whether its a racial ability, an action card, a strategy card or something else.  You really want to have at least a couple of ways you can stall your turn each and every round of the game, barring perhaps the first round as this is largely for optimizing expansion.

You might at this point realize that some races are better equipped to do this then others, some even have an outright “pass” ability like the Yssaril Tribes.  Well, this is exactly why the tribes are often referred to as “the best” race in TI3.  The ability to stall, is very powerful and comes in handy throughout the game and it’s squarely because of this ability to conserve command tokens.  You will need to stall often with every race, but command token conservation is all about not stalling by spending command tokens.

Arguably a race with a terrible start, command token conversation and building up reserves is your priority in such a case.

Perhaps the best method of conserving command tokens is to simply build up a big reserve, so that you can spare command tokens to stall with. Some races benefit from this in one way or the other,  like Federation of Sol for example gets a direct benefit for simply spending a command token (get 2 free ground forces) while other races have absolutely no default way to do this, building a reserve is more important for these races.  In some cases it’s absolutely vital and a first priority.

Projecting Mutual Destruction

I have already mentioned several times in previous articles that TI3 is not a war game, but do not be fooled into thinking that means that there will not be war, nor that you can skimp on the projection of your military force.  In fact, this is not only a priority but constant.  You must always be building up a threatening, versatile force, ready to strike and bleed your enemies.

That said, the purpose of this build up is not a prelude to invasion or as a part of an ultimate plan to win a great war, its actually to project a military that is strong enough that anyone who attacks you would be assuring your mutual destruction.  It should be clear that to attack you, is to wage a war in which there will be two clear losers.  Its kind of like two world powers building up nuclear weapons, if the war ever does happen, its over for the both of you.

War is usually not a great move, but some races are much better equipped then others for conflict.

The reason is simple, you are here to earn victory points and carve a piece of the galaxy that offers enough resources that getting more from the control of other players in not necessary.  The galaxy however is far too small for everyone to get their fair share and as such, its inevitable that some players will have no choice but to fight for their claim.  You want to make sure that you make a poor target and that someone else appears to be a much better one.

Creating a proper military defense is not just about “more units”, its about creating nets of impossible odds and”stupid moves” that must be made to invade you.  You want to make it costly and that means DPS in a net protecting your key assets, lots of throw away fighters to use as cannon fodder and plenty of shooty units, preferably upgraded with technology.  Don’t skimp on ground forces either, you want to make sure that even if someone manages to take control of space, they are still not going to get your planets.  Finally you want to make sure that you can always counter-strike, so position your units in such a way as to ensure that if any spot is attacked, you have the means to make an immediate counter attack resulting in your opponent losing his units and gaining nothing for it.

Is this easy to do?  No its hard, it takes practice and there are insurmountable variables that can effect the decisions that must go into this.  This can only be learned through experience, but the important lesson you should take away here is that, the goal is always a threatening, costly defense that can only be overcome through a stupidly expensive engagement.  The goal here is to discourage attacks in the first place.

A Weak Mans War

One final piece of advice is regarding the relative starting strength and dynamic starting positions in the game.  TI3 is not a fair game, in each game there will always be players who have a clearly better and clearly worse start.  You might think that starting of in a position of strength is good, but its actually not.  Weakness leads to alliances and cooperation, strength leads to hostility and ultimately war.  Being in a weak position means you have just cause to agitate the fragile peace in the galaxy.  Out of a weak position you want to trigger wars, but you also want to make sure that your participation is just a gesture.

Play the wounded dog, in fact the longer you can maintain the illusion of being out of contention for the game the better (real or imagined).  Always remember that wars are not won on the battlefield, they are won through diplomacy, politics and manipulation with the your enemies enemy.  There is no better method to ensure victory than to draw in two players into a conflict between them with the illusion that you are taking sides.  When playing from a weak position your goal is to always create conflict between players.  Point out the possible moves, the possible threats to each other, theorize about how people will act, what actions they might take and never be afraid to make some shit up.  Put doubt in the minds of everyone and stir chaos, distract the shit out of them and push them to make mistakes.

If you ever find yourself playing the Xxcha, stirring the shit is your top priority, they are the definition of a weak starting hand.

Weak positions typically mean smaller military and fewer opportunities, as such you must create your own options, but often as it so happens it can be impossible to recover from a weak position.  Its in these cases you really learn the most about how TI3 is really played.  Its a mind game, a game of guesstimating about what people will, might or can do.  When you aren’t a threat, no one can accuse you and say “hey your trying to distract us so you can sneak in the win”, often identifying a weak position of a player is not hard to do.  Hence your weakness becomes your legitimacy, there is a sense of “he has no reason to lie” in the atmosphere that surrounds a player in a weak position.  Leverage the shit out of that, force everyone to play their hand in the open by being observant and vocal.

Its hard to play from a weak position, but it might surprise you to know that of all the victories I have ever had, starting from a weak position accounts for about 70% of my wins.  The truth is that there are no weak positions in TI3, there are just perceptions of that.  Winning from a weak position is all about the spin and to win you must be the spinster.

How that was all helpful, see you guys next time.

What Makes It Tick: Twilight Imperium Part II

In our next TI3 article we are going to be talking about some theorycrafting surrounding this amazing epic.  We are going to talk about the meta game, table action, some do’s and don’ts and a few strategy tips to get you started all built around the theory of the Revenge Factor.

The Revenge Factor

The revenge factor is a concept that applies to a lot of games but no place is the theory more prevalent than in Twilight Imperium thanks to its rich political environment where everything is connected in one way or the other.

First lets talk about the theory itself, what is the “Revenge Factor”.  It basically breaks down like this.  In Twilight Imperium, almost every action you take is going to negatively effect someone at the table in some way.  Its a very confrontational game.  In a game of TI3 every player always has a general status of either being in contention or out of contention for the win.  While this status can change over the course of the game, the later the game becomes the less likely someone that is out of contention for the win will make a comeback and be back in contention.  This is important to understand because the revenge factor effectively kicks in when a players status changes from in contention to out of contention, whether imagined or real.

Lots of games have Revenge Factor elements, GoT The Card Game is another good example, in particular in multiplayer games. Be weary of injuring people in this game, if you put them out of contention, it doesn’t take much for someone to take you with them.

Another property of the Revenge factor is understanding that in Twilight Imperium, barring very unusual circumstances, you can always sacrifice yourself to take someone with you.  Basically if you realize that you are not going to win, you are likely still in a position to target someone and make sure they don’t win either through a wide range of actions, from playing cards, the way you vote in political rounds, using special abilities or just outright attacks, self-destructive or otherwise.

The Revenge Factor thus is the act of realizing that you are out of contention, identifying the person who caused you to be out of contention and then actively pursuing him/her and ensuring, while you won’t win, neither will they, aka, getting your revenge.

Anyone who has ever played a confrontational game like TI3 knows what this is, perhaps they call it something else but that element of “getting even” is always a prevalent force.  In TI3 this is amplified by the fact that there are so many ways to negatively effect someone at the table.

The phenomenon takes different shape depending on the player count, typically the higher the player count the more likely two players will find themselves in a pointless conflict that will put them both out of contention for the win.

The “Revenge Factor” is a very real thing and I find in almost every TI3 game I have ever lost, its been as a result of this table phenomenon.  In a lot of ways, its really not possible to win a game of TI3 entirely on your own in most circumstances, external events, alliances and political maneuvering in which you end up getting help, either willing or unwittingly is an absolute must to secure a win.  If someone is really gunning for you, willing to sacrifice their own potential victory,  victory for you is very unlikely.  Again, in most circumstances, their are obviously often exceptions but to really come to grips with this phenomenon you must both understand it, embrace it and vigilantly prepare for it.

There are many different ways to deal with the “Revenge Factor”.

First and foremost, be conservative in how you negatively impact people.  Simply lashing out randomly or negatively effecting someone just because you can, in particular if there is no benefit to you (no way to earn points for it yourself) is a sure fire way to become a target of someones revenge.  Avoid this.

A good way to do this is to always ask yourself a simple question.  How does this action help me.  If the answer is not “I will get a victory point as a result”, its usually not worth it, at least not during the early and mid game.  Things change a lot in late game where there might not be enough time to get revenge but we will talk about how to manage the end game very specifically in a later article.

This is a game about victory points, never forget this, this IS the only way to win. Swapping plastic in a war that does not yield VP’s out of spite is a sure fire way to lose the game.

The second way to avoid being the target of revenge is to anticipate and prepare for it.  Holding coveted cards like Sabotage, sitting on a Diplomacy Strategy card, creating neutral zones using military units, simply having a much larger military or even arranging a negative action through diplomatic talks with the player so he knows “ok he is going to do this so he can get a point, in trade for X or Y”.  All these things and much more can be done to anticipate or curve someone lashing out.  Understanding what a player could potentially do in response and being ready for it is important but be weary of screwing with a player who has a hand full of action cards, is within striking distance of a system you need, has more command tokens than you or is in position to help one of your other enemies at the table.  Action cards in particular can create a lot of chaos, you never want to be the target of someones action card wrath.  They can do a lot of damage and its a common strategy to stack your hand for just this purpose.

Finally and perhaps most importantly hold out negative actions for the end game.  A typical game of TI3 doesn’t end with a player getting that last and final point in the final round of the game.  It more often happens that a player scores 2, 3 or even 4 points in a single round.  Often referred to as “making  your play”, essentially the act of setting up a way to score multiple points in a single round so that players don’t have time to respond and are caught of guard.  If your sitting on 8 or 9 points in the final round, odds are you are about to play a round in which every person at the table is going to be trying to stop you, but if your sitting on 6 points people will assume there is plenty of time to deal with you.  Hence sitting on those big Fuck You actions until the right moment and then unloading to score big in a single round is the most effective way to ensure no one ever gets a chance to get revenge on you.

The golden rule in TI3 is that at 6 points you’re a threat in contention for the win. At 9 points, you’re just the guy about to get his ass handed to him by 5 other players.

Now that is not to say you should not make plays against people throughout the game, but remember the first part of this theory.  Players aren’t going to suicide it on you just because you play a Local Unrest on them in round one because they will still feel in contention for the win and won’t want to risk too much, but if you do something that really knocks them on their ass and they perceive that they are going to lose the game because of it, in particularly early or mid game, its a good chance you will have brought the wrath upon yourself and you will be dealing with a player taping your resources for the rest of the game on a suicide mission to take you with them,  making it difficult if not impossible to win.

Building political and economic power is a far better way to advance, then taking it away from someone else.

That is in a nutshell the revenge factor, know it, learn to love it and of course always be prepared to institute your own revenge should someone foolishly go after you.  Stack those action cards, arrange your military on the borders of your enemies and always be ready to pay them back 10 fold for their foolishness.  You really want to set this precedence at the table.  Everyone should know that, to screw with you is to unleash the demon, make them pay for coming after you and let them know that if they take you out of contention, your going to take them with you.

That’s it for today, hope you enjoyed the article and good luck!