Games from the Cellar

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The Board Gaming Podcast that features Authentic Board Game Conversations

Games from the Cellar


    • Oct 30, 2023 LATEST EPISODE
    • infrequent NEW EPISODES
    • 42m AVG DURATION
    • 41 EPISODES


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    Latest episodes from Games from the Cellar

    the Downfall of Pompeii

    Play Episode Listen Later Oct 30, 2023 58:48


    Join the panel this week as they race to the city gates to talk about the Downfall of Pompeii! The Downfall of Pompeii, designed by Klaus-Jürgen Wrede, was first published by Amigo and Mayfair in 2004. Episode Summary: Vesuvius seethes in the background of this light, relaxing tile placement game. Until it become a light, not-so-relaxing race to get your family members out of town before disaster strikes. This week, the panel talks about the Downfall of Pompeii, a two part city-building then city-destroying-run-for-the-gates game from Klaus-Jürgen Wrede, of Carcassonne fame. We bring up old grudges, build new ones, and even discuss the game for a few minutes.  / / / / / You can Listen to Us: Spotify || Apple Podcasts || Google Podcasts || YouTube You can Support Us: Patreon || Ko-fi || Merch: Redbubble || Leave a Rating & a Review wherever you listen. Ratings & Reviews are the easy and free way to show us your support. You can Follow Us: Twitter || Bluesky || Instagram || Discord  Please consider Supporting the show by donating or becoming a member at Ko-fi or Patreon. With your support, you will: Gain access to Bonus shows before they go into the main feed Be sent a silly postcard game (designed by us) Garner our undying gratitude, and we'll shout you out in a Special Episode Your financial support will allow us to continually make improvements to the show. Thank you! / / / / /

    Dominant Species

    Play Episode Listen Later Oct 23, 2023 45:57


    This week, the panel digs into our recent game of Dominant Species! Dominant Species, designed by Chad Jensen, was first published by GMT Games in 2010. In 2011, it was nominated for the BoardGameGeek Golden Geek Award for Most Innovative and Best Thematic Game and won two Golden Geeks for Best Strategy Game and Game of the Year.  Episode Summary: The panel begins by highlighting typical challenges with worker placement games, and how Dominant Species couples it with area majority. We discuss the different approaches to scoring points, discuss potential issues with scoring rules, and draw comparisons with other worker placement games. We touch briefly on the Dominance cards, which can drastically change the landscape of the board. We conclude as usual by giving out final thoughts on Dominant Species, including an idea or two how the game could be sped up. So get ready to evolve with us as we fight tooth and nail in our game of Dominant Species.  Show notes created with assistance from https://podium.page / / / / / You can Listen to Us: Spotify || Apple Podcasts || Google Podcasts || YouTube You can Support Us: Patreon || Ko-fi || Merch: Redbubble || Leave a Rating & a Review wherever you listen. Ratings & Reviews are the easy and free way to show us your support. You can Follow Us: Twitter || Bluesky || Instagram || Discord  Please consider Supporting the show by donating or becoming a member at Ko-fi or Patreon. With your support, you will: Gain access to Bonus shows before they go into the main feed Be sent a silly postcard game (designed by us) Garner our undying gratitude, and we'll shout you out in a Special Episode Your financial support will allow us to continually make improvements to the show. Thank you! / / / / /

    Photosynthesis

    Play Episode Listen Later Oct 16, 2023 41:45


    Join the panel this week as they branch out into a game of Photosynthesis!  Photosynthesis, designed by Hjalmar Hach, was first published by Blue Orange Games in 2017. It was nominated for several 2017  Board Game Geek Awards, including Most Innovative and Best Family Game. Photosynthesis won several awards, including the 2017 Board Game Geek Golden Geek Award for Best Artwork and Presentation, the 2018 Mensa Selects Award, and the 2018 UK Games Expo People's Choice Award. Episode Summary: This week, the panel explores the green canopy of the Photosynthesis board game by Blue Orange Games; a gaming world where seedlings, saplings, and mighty trees vie for the sun. We discuss our personal strategies to master the lifecycle of the trees. We then focus on the friction between harvesting big trees or using them to collect sun points. We also explore the benefits of controlling the board's center and maximizing the outside edge.  How can turn order, tree placement, and the growth stages influence your score? So let's get ready to grow some trees, harvest them for points, and throw each other shade along the way. Show notes created with assistance from https://podium.page / / / / / You can Listen to Us: Spotify || Apple Podcasts || Google Podcasts || YouTube You can Support Us: Patreon || Ko-fi || Merch: Redbubble || Leave a Rating & a Review wherever you listen. Ratings & Reviews are the easy and free way to show us your support. You can Follow Us: Twitter || Bluesky || Instagram || Discord  Please consider Supporting the show by donating or becoming a member at Ko-fi or Patreon. With your support, you will: Gain access to Bonus shows before they go into the main feed Be sent a silly postcard game (designed by us) Garner our undying gratitude, and we'll shout you out in a Special Episode Your financial support will allow us to continually make improvements to the show. Thank you! / / / / /

    Buffy the Vampire Slayer: the Game (2000)

    Play Episode Listen Later Oct 2, 2023 49:48


    Previously, on Games to the Cellar... We played a game of Buffy the Vampire Slayer: the Game! The good one from Milton Bradley! Buffy the Vampire Slayer: The Game (2000), designed by Rob Daviau, Bill Sabram, and Craig van Ness, was published by Milton Bradley in 2000. Episode Summary: Join the panel as we take a look at the game mechanisms of Buffy the Vampire Slayer: the Game and the roles of each character. We discuss the movement of characters, the different dice used, and the objectives of the game. We also explore the lighthearted aspects of the game, such as the quotes from the characters and the theme music. We go a bit more in-depth and discuss the different villains and heroes of the game and the ultimate goal of the players.   / / / / / Please consider Supporting the show by donating or becoming a member at Ko-fi or Patreon. With your support you will: Gain access to Bonus shows (such as this one) before they go into the main feed Be sent a silly postcard game (designed by us) Garner our undying gratitude, and we'll shout you out in a Special Epidose Your financial support will allow us to continually make improvements to the show. Thank you! / / / / / You can Listen to Us: Spotify || Apple Podcasts || Google Podcasts || YouTube You can Support Us: Ko-Fi || Patreon || Merch: Redbubble || Leave a Rating & a Review wherever you listen. Ratings & Reviews are the easy and free way to show us your support. You can Follow Us: Twitter || Bluesky || Instagram || Discord  / / / / /

    Bonus Episode #1

    Play Episode Listen Later Sep 21, 2023 37:58


    Join us in our first ever Bonus Episode, where we play a few games and have a little fun. John, Chris, and Sam face off to battle for the Title of the King of the Mississippi and a really dumb trophy that I got off Amazon. Round 1: Wager of Wits! The panel stretches their understanding of the Mississippi River to answer a few tricky questions. Round 2: The Lightning Round! The panel reaches back to the recesses of their brains. Only a depth of knowledge in geography will save you now! Round 3: The Mighty IMDB Game! The panelist guess the IMDB user rating of some off the wall (but Mississippi River-related) movies to score points! Round 4: We Rated It a 7: the BGG User Comments Game! The panel is given up to three BGG User Comments to guess the correct game. / / / / / Please consider Supporting the show by donating or becoming a member at Ko-fi or Patreon. With your support you will: Gain access to Bonus shows (such as this one) before they go into the main feed Be sent a silly postcard game (designed by us) Garner our undying gratitude, and we'll shout you out in a Special Epidose Your financial support will allow us to continually make improvements to the show. Thank you! / / / / / You can Listen to Us: Spotify || Apple Podcasts || Google Podcasts || YouTube You can Support Us: Ko-Fi || Patreon || Merch: Redbubble || Leave a Rating & a Review wherever you listen. Ratings & Reviews are the easy and free way to show us your support. You can Follow Us: Twitter || Bluesky || Instagram || Discord  / / / / /

    Mosaic: Wars and Disasters

    Play Episode Listen Later Sep 18, 2023 59:59


    This week we dig into the hot new expansion for last year's most popular civilization game, Mosaic. Mosaic: Wars and Disasters was designed by Glen Drover and was published by Forbidden Games in 2023. Episode Summary The panel covers everything Mosaic: Wars and Disasters adds to Mosaic, including new civilization achievements, new wonders, disaster triggers, and two new types of towns. We break down the new government type, new national military powers, and the one-time-use military actions.  In the second part of our episode, we dissect strategies and tactics to stay ahead in a game like Mosaic. Hear from our panel as we analyze Cody's staggering 190-point score and Sam's struggle with his broken economy and engine. We further explore the differences between Mosaic and a racing game and the significance of strategic goal-setting. Join us as we debate the effect of disaster triggers, balancing production and technology cards, and discuss our overall impressions of the expansion. Show notes created with assistance from https://podium.page / / / / / You can Listen to Us: Spotify || Apple Podcasts || Google Podcasts || YouTube You can Support Us: Patreon || Merch: Redbubble || Leave a Rating & a Review wherever you listen. Ratings & Reviews are the easy and free way to show us your support. You can Follow Us: Twitter || Bluesky || Instagram || Discord  / / / / /

    Puerto Rico

    Play Episode Listen Later Sep 11, 2023 34:02


    Join us this week as we sail into a game of Puerto Rico. Puerto Rico, a Spiel des Jahres nominee, was designed by Andreas Seyfarth and was first published by Alea, Ravensburger, and Rio Grande Games in 2002. Episode Summary The panel takes a deep dive into this once top-rated game that has seemingly lost its charm and acknowledges the problematic aspects of its theme while focusing on its gameplay evolution. This insightful discussion takes you through the intricate interplay between players, emphasizing how every move impacts the game overall, adding an element of thrill and excitement. We scrutinize how Puerto Rico demands forward-thinking and careful decision-making. We explore the fascinating dynamics of opportunity cost; discussing how your actions can provide other players an advantage and how they can impact the gameplay. We also point out how the scarcity of spaces could make or break your strategy in the game. Finally, we close the episode with our personal experiences and reflections. We discuss the pleasure of revisiting Puerto Rico every few years, keeping the game fresh and intriguing while also weighing in on the appeal of the new version. Whether you're a board game aficionado or a curious newbie, this episode promises a wealth of insights. Show notes created with assistance from https://podium.page / / / / / You can Listen to Us: Spotify || Apple Podcasts || Google Podcasts || YouTube You can Support Us: Patreon || Merch: Redbubble || Leave a Rating & Review wherever you listen. Ratings & Reviews are the easy and free way to show us your support. You can Follow Us: Twitter || Bluesky || Instagram || Discord  / / / / /

    Mississippi Queen

    Play Episode Listen Later Sep 4, 2023 41:55


    Join us this week in our first episode of Season 2 of Games from the Cellar. We ride the tide of the Mighty Mississippi in the 1997 Classic, Mississippi Queen! Mississippi Queen, designed by Werner Hodel, was first published by Rio Grande Games in the US in 1997. Mississippi Queen won the Spiel des Jares in 1997. Episode Summary Embark on a journey with us as we navigate the thrilling world of Mississippi Queen, the classic 25-year-old steamboat racing board game. We cover all of the challenges and surprises that can alter the course of the race at any moment, and delve into the nuances that make this game a unique experience. Our conversation isn't restricted to just the game's history and elements. We've got a treasure trove of strategic insights to share, useful for newbies and seasoned players. We'll reveal our thoughts on the game's mechanics, the strategic challenge of picking up passengers mid-race, and how a single wrong turn can significantly shift the game's outcome. We'll recount our personal experiences during our adrenaline-fueled round of the game, emphasizing how the thrill of the race can keep you on the edge of your seat, right till the very end. We also highlight the game's adaptability for different audiences, making it a perfect choice for a family game night. So hold onto your seats and get ready for a riveting deep-dive into the world of Mississippi Queen. Whether you're a long-standing fan or a curious newbie, this lively discussion promises an enjoyable ride for all.   Show notes created with assistance from https://podium.page / / / / / You can Listen to Us: Spotify || Apple Podcasts || Google Podcasts || YouTube You can Support Us: Patreon || Merch: Redbubble || Leave a Rating & Review wherever you listen. Ratings & Reviews are the easy and free way to show us your support. You can Follow Us: Twitter || Bluesky || Instagram || Discord  / / / / /  

    Monopoly

    Play Episode Listen Later Jun 26, 2023 50:11


    Take a Chance with us this week as we play Monopoly! (This could be our most popular or unpopular episode yet!) Depending on where in the story you start, Monopoly was either first designed by Elizabeth J. Magie and patented in 1904 as the Landlord's Game, or developed and patented by Charles Darrow in 1935. It was first published by Parker Brothers. Monopoly was awarded “Game of the Century” by the Toy Retailers Association. Episode Summary: This week, the panel takes on Monopoly, the infamous board game that's taken over family game nights for generations! We'll take a deep dive into what makes this game so popular, yet equally capable of tearing families apart. Join us as we share our personal experiences with Monopoly, pondering the luck versus strategy component, and discuss the lessons it may (or may not) teach our kids about handling defeat. We break down the Monopoly game experience, analyzing various strategies and the role of jail within the game. Hear our thoughts on the delicate balance between luck and strategy, and how to use your properties to maximize your chances of winning. We'll also share some insights into family dynamics when playing Monopoly and how to navigate them. Finally, we'll discuss the power of luck and strategy in Monopoly, and how to make the most of these elements. We discuss the importance of social interaction to make the game more enjoyable. Discover the thrill of rolling the dice when you know that one roll is the difference between bounty or bust and join us as we play Monopoly.  Connect with us through our website, and find links to our social media and Discord server. Don't forget to participate in our Pick-Our-Play for July. The poll will close June 30th! We look forward to hearing from you! Chapters: (0:02:00) - Pass Go, Collect your $200 (9 Minutes) (0:011:20) - Visit Lovely Marvin Gardens!  (21 Minutes) (0:32:15) - Rolling Doubles? Believe It or Not, Straight to Jail (18 Minutes) Chapter Summaries: (0:02:00) - Pass Go, Collect your $200 (9 Minutes) The panel discusses the infamous board game Monopoly, its popularity, and the experience of playing as a family. We talk about the luck versus strategy component of the game, the feeling of crushing the underclass, and how it can lead to family strife. We also consider if Monopoly teaches kids to be sore losers and the importance of teaching them to not be. Ultimately, the panel agrees to give the game a fair shot. (0:011:20) - Visit Lovely Marvin Gardens!  (21 Minutes) We explore Monopoly and the strategies that can be used to play. We discuss the luck versus strategy component, how properties can be used to maximize chances of winning, and the role of the jail. We reflect on the joys and struggles of playing the game as a family and the importance of recognizing the dynamics at play. We also reflect on the importance of making deals and managing your finances to come out on top. (0:32:15) - Rolling Doubles? Believe It or Not, Straight to Jail (18 Minutes) We explore the importance of social skills in Monopoly and other games of chance. We also discuss the element of luck in these games, and how to balance it with those social skills. We debate the enjoyment of playing Monopoly, and we consider what score it deserves. Finally, we examine our luck and skill in games, and how it affects our enjoyment. Show notes created with assistance from https://podium.page / / / / / You can Listen to Us: Spotify || Apple Podcasts || Google Podcasts || YouTube You can Support Us: Patreon || Leave a Rating & Review wherever you listen. Ratings & Reviews are an easy and free way to show us your support. You can Follow Us: Twitter || Instagram || Discord  / / / / /

    Survive: Escape from Atlantis! (Pick-Our-Play)

    Play Episode Listen Later Jun 16, 2023 31:32


    Join us this week, as the panel dives in and discusses the board gaming classic, Survive: Escape from Atlantis! Survive: Escape from Atlantis!, designed by Julian Courtland-Smith, was originally published in 1982 by Parker Brothers. It was later reprinted by Stronghold Games in 2012. It was nominated Game of the Year in Italy and Game of the Year in Spain. Episode Summary: Join the panel this week as we explore the classic board game Survive: Escape from Atlantis!, designed by Julian Cortland Smith and originally published in 1982 by Parker Brothers. We discuss the ins and outs of the game, including the rules for moving meeples & creatures, the different types of terrain, and the strategies for getting the most meeples to safety.  The panel gives their thoughts on playing Survive Escape from Atlantis, touching on the challenges of managing our meeples and the successful (and unsuccessful) tactics that were employed to reach dry land.  Connect with us through our website, and find links to our social media and Discord server. Don't forget to participate in our Pick-Our-Play for July. The poll will close on June 30th! We look forward to hearing from you! Episode Chapters: (0:00:12) - Escape From Atlantis Board Game (9 Minutes) (0:09:24) - Survival-based Strategy and Gameplay (11 Minutes) (0:20:09) - Surviving the Game(12 Minutes) Chapter Summaries: (0:00:12) - Escape From Atlantis Board Game (9 Minutes) The panel explores Survive Escape from Atlantis, a light-complexity game designed by Julian Cortland Smith and originally published in 1982 by Parker Brothers.  We discuss the rules of the game, such as how the meeples are placed and moved on the board and the two phases of the game are discussed. Strategies for getting the most meeples to safety and the importance of distributing the meeples effectively are discussed.  (0:09:24) - Survival-based Strategy and Gameplay (11 Minutes) The panel then discusses the goal of Survive Escape from Atlantis, which essentially is to lose the least amount of your meeples. We talk about the mayhem of the game and the potential advantages of going first.  (0:20:09) - Surviving the Game(12 Minutes) We discuss our experience playing Survive Escape from Atlantis. We reflect on the challenge of managing our meeples and the strategies we employed to make it to the shore. We also provide tips on how to play the game and where listeners can find it. Show notes created with assistance from https://podium.page / / / / / You can Listen to Us: Spotify || Apple Podcasts || Google Podcasts || YouTube You can Support Us: Patreon || Leave a Rating & Review wherever you listen. Ratings & Reviews are an easy and free way to show us your support. You can Follow Us: Twitter || Instagram || Discord  / / / / /

    Sentinels of the Multiverse

    Play Episode Listen Later Jun 12, 2023 47:09


    Join us this week, as the panel answers the call to discuss Sentinels of the Multiverse! Sentinels of the Multiverse, designed by Christopher Badell, Paul Bender, and Adam Rebottaro, was first published by Greater than Games in 2011. Sentinels was nominated for a Golden Geek Award in 2012 for Best Card Game. Episode Summary: Ever wanted to feel like a superhero while playing a card game? ZAP! Join the panel today as we discuss Sentinels of the Multiverse! We'll share our thoughts on the game mechanics, strategies, BANG! and how it stacks up against other card games you might have played. In this thrilling conversation, POW! we analyze our experience playing Sentinels of the Multiverse KA-BOOM! and the challenges we faced in taking down the villain. We'll discuss the unique characters, cards, and the crucial role that cooperation played in our hard-fought victory. SNAP!  By the end of this episode, you'll have a solid grasp of what makes Sentinels of the Multiverse a standout superhero card game. AAARRG! We give our overall review, touching on the incredible cooperative gameplay, art style, and unique characters. So if you're a card game enthusiast or just looking for a new cooperative game to try with friends, Sentinels of the Multiverse may just be for you! ZOINKS! Connect with us through our website, and find links to our social media and Discord server. Don't forget to participate in our Pick-Our-Play for June. The poll will close on May 31st! We look forward to hearing from you! Episode Chapters: (0:01:00) - Absolute Zero (12 Minutes) (0:12:56) - Legacy (8 Minutes) (0:28:14) - Benchmark (18 Minutes) Chapter Summaries: (0:01:00) - Absolute Zero (12 Minutes) The panel discusses Sentinels of the Multiverse, a cooperative super-hero-themed game that has no deck building and straightforward rules - do what the card says and you're good to go! We talk about games that have similar mechanics and how John, our resident board game historian, probably isn't a fan because of the lack of dice and because he doesn't like hand management. (0:12:56) - Legacy (8 Minutes) We discuss the challenge of taking down the Villain, and its interesting interaction with the Environment deck. We take a minute to discuss the characters that each of us had chosen to play. We then explore the rules of the game, which, although simple, are spread out and confusingly written. Despite the complexity of the villain, we agree that it was an enjoyable game and we celebrate our victory with a cheer. (0:28:14) - Benchmark (18 Minutes) We explore how our team managed to come together and take down the villain, Spite. Despite a difficult situation, we were able to pull off a win with only 7 health points remaining between us. We reflect on the cooperative games we have each played, the unique characters of the game, and the art style.  Show notes created with assistance from https://podium.page / / / / / You can Listen to Us: Spotify || Apple Podcasts || Google Podcasts || YouTube You can Support Us: Patreon || Leave a Rating & Review wherever you listen. Ratings & Reviews are an easy and free way to show us your support. You can Follow Us: Twitter || Instagram || Discord  / / / / /

    Top 10 from the Cellar (to Be Played at a Later Date)

    Play Episode Listen Later Jun 5, 2023 72:15


    Join us as we dive into a list of games that we hope to play on the show in the very near future. That's it, no real show notes this week, just a list of games and why we want to play them. Chapters: (0:01:00) Quarriors: Qualtimate Quedition (BGG) | Stephen (0:03:37) Table Battles (BGG) | (Dinosaur Table Battles (GftC #19)) | John (0:06:12) Game of Thrones (BGG) | Samuel (0:08:37) StarCraft (BGG) | Chris (0:10:23) Galaxy Trucker (BGG) | Stephen (0:12:06) Crokinole (BGG) | John (0:13:50) Level 7 [Invasion] (BGG) | Samuel (0:15:18) Terraforming Mars (BGG) | Chris (0:18:00) Tomb (BGG) | Stephen (0:21:54) Heat: Pedal to the Metal (BGG) | (Heat: Pedal to the Metal (GftC #20)) | John (0:24:15) Leaving Earth (BGG) | Samuel (0:28:00) Mississippi Queen (BGG) | Chris (0:30:31) Dominant Species (BGG) | Stephen (0:33:51) Buffy the Vampire Slayer: the Game (BGG) | John (0:36:04) Level 7 [Omega Protocol] (BGG) | Samuel (0:39:08) Power Grid (BGG) | (Power Grid (GftC #29)) | Chris (0:40:56) Imperial 2030 (BGG) | Stephen (0:45:42) Leaving Earth (BGG) (again) | John (0:47:40) Trade on the Tigris (BGG) | Samuel (0:48:55) The Adventurers: the Temple of Chac (BGG) | Chris (0:50:42) Eminent Domain (BGG) | Stephen (0:52:21) Maria (BGG) | John (0:54:52) XCOM: the Board Game (BGG) | Samuel (0:57:53) Lords of Vegas w/ Up Expansion (BGG) | (Lords of Vegas (GtfC #16)) | Chris (1:00:55) Thunderstone/Thunderstone: Advance (BGG) | Stephen (1:02:07) Command & Colors: Ancients (BGG) | John (1:05:42) Root (BGG) | Samuel (1:08:40) Firefly: the Game (BGG) | John (1:10:45) Join our Discord to participate in our Pick Our Play poll Connect with us through our website, and find links to our social media and Discord server. Don't forget to participate in our Pick-Our-Play for July. Nominations are now OPEN! We look forward to hearing from you! / / / / / You can Listen to Us: Spotify || Apple Podcasts || Google Podcasts || YouTube You can Support Us: Patreon || Leave a Rating & Review wherever you listen. Ratings & Reviews are an easy and free way to show us your support. You can Follow Us: Twitter || Instagram || Discord  / / / / /  

    Power Grid

    Play Episode Listen Later May 29, 2023 58:16


    Join us this week as the panel powers up a game of Power Grid! Power Grid, also known as Funkenschlag, was designed by Friedemann Friese and was first published in the US by Rio Grande Games in 2004. Power Grid was a Spiel des Jahres Recommended Game in 2005 and has won many other awards. Episode Summary In this episode, we're getting back to our roots with a game that's near and dear to our hearts - Power Grid. Listen in as we brush up on the rules and explore the ins and outs of managing resources, power plants, and cities on the game board. As we dive into the strategy of Power Grid, we discuss the importance of timing your moves, managing your money, and the intricacies of the game's mechanics. From the costs of connecting cities to the unevenness of the map, we explore how to navigate the challenges and opportunities that arise throughout the game. We also touch on the turn order, resource demand, and how effectively maneuver and take advantage of openings on the board. Whether you're a seasoned Power Grid player or new to the world of resource management and strategic gameplay, you'll find plenty of insights and tips in this episode. From mastering turn order to predicting resource demand, we share our love for this timeless game and its fascinating blend of strategy, economics, and competition.  Connect with us through our website, and find links to our social media and Discord server. Don't forget to participate in our Pick-Our-Play for June. The poll will close on May 31st! We look forward to hearing from you! Episode Chapters (0:00:16) - Power Grid (0:16:47) - Controlling the Grid (26 Minutes) (0:42:04) - Powering Up an Energetic Strategy (15 Minutes) (0:00:16) - Power Grid (17 Minutes) We begin by discussing the various sections of the Power Grid game map, debating which area should be excluded from the game. We then move on to how powering the game works, discussing how resources must be bought and burned in the power plants to power cities. We then discuss how the person with the lowest resources gets the first choice of fuel, and how the fuel gets more expensive as it is used up. We also look at the various plant options, including green energy plants that don't require resources.  (0:16:47) - Controlling the Grid (26 Minutes) We explore how players can use the game's mechanisms to set up their own positions and take control of the game. We also discuss how to manage money, fuel, and power plants in order to gain the most benefit from each turn, as well as the importance of playing strategically. Finally, we examine the importance of timing when it comes to buying cities and fuel in order to maximize the player's advantage. (0:42:04) - Powering Up an Energetic Strategy (15 Minutes) We discuss the dynamic of the game, focusing on the tactical decisions that must be made to gain control of the board. We examine how players can use their money to buy power plants and cities, and how the game's mechanics can be manipulated to gain an edge. We also consider the cost of connecting different cities, and how the map isn't balanced in certain areas. Finally, we explore how opportunity cost plays a role in the bidding process and how it can affect the outcome of the game. Finally, we recommend the game, noting its availability and the various maps available.  Show notes created with assistance from https://podium.page / / / / / You can Listen to Us: Spotify || Apple Podcasts || Google Podcasts || YouTube You can Support Us: Patreon || Leave a Rating & Review wherever you listen. Ratings & Reviews are an easy and free way to show us your support. You can Follow Us: Twitter || Instagram || Discord  / / / / /

    Wings for the Baron (Part II)

    Play Episode Listen Later May 22, 2023 34:00


    This week we revisit the panel favorite, Wings for the Baron, to explore the Standard Game mode of play. Wings for the Baron, designed by Dave Townsend, was first published by Victory Point Games in 2015. Episode Summary In this episode, the panel revisits Wings for the Baron! This time we focus on the Standard Game variant. Join us as we explore the differences between the Standard game and the Campaign game, with notable changes like a Fighter Only player board, and the reduction of actions from three to two. We also explore the tension of the Standard game and how it requires more strategy to stay competitive, compared to the Campaign game. We discuss the challenges of staying within 10 effectiveness of the Allied fighter, the role of espionage, and the tough choices presented by the limited two-action turns. We discuss how the bottom half of the card, the action portion, is more important and relevant in the standard game, due to needing to use the cards efficiently. We wrap up by comparing the Standard and Campaign versions of Wings for the Baron, highlighting the narrative elements and swift gameplay of the former, while also considering the added complexity of the latter. By the end, we debate which version of Wings for the Baron we prefer, so don't miss out on our verdict! Episode Chapters:  (0:01:05) - Wings for the Baron, Part II (0:06:49) - Strategy and Tactics in the Standard Game (0:18:36) - Comparing Wings for the Baron Versions Chapter Summaries (0:01:05) - Wings for the Baron (7 Minutes) The panel discusses Wings for the Baron, a game we previously discussed on the podcast. We explain the differences between the standard game and the campaign game, such as the Fighter Only player board, how espionage plays a larger role, and there are only two actions instead of three. We are curious to see how our game changes when playing the Standard game, as Chris and Stephen have never played it before. (0:06:49) - Strategy and Tactics in the Standard Game (11 Minutes) We explore the tension of the Standard game and how it requires more strategy to stay competitive, compared to the Campaign game. We also discuss how the bottom half of the card, the action portion, is more important in the standard game due to needing to use the cards efficiently. We also reflect on the game and our strategies, discussing what we might do differently in the future and how we could have been more successful. (0:18:36) - Comparing Wings for the Baron Versions (12 Minutes) We debate which version of Wings for the Baron we prefer - the Standard game or the Campaign game. We discuss how the standard game adds a narrative with things like sabotage and stealing political influence, and how it flows quickly with less going on each turn. It is relatively quick to set up and can be played in under 45 minutes. Show notes created with assistance from https://podium.page / / / / / You can Listen to Us: Spotify || Apple Podcasts || Google Podcasts || YouTube You can Support Us: Patreon || Leave a Rating & Review wherever you listen. Ratings & Reviews are an easy and free way to show us your support. You can Follow Us: Twitter || Instagram || Discord  / / / / /

    Nexus Ops (Pick-Our-Play)

    Play Episode Listen Later May 15, 2023 42:21


    Join us this week in a monolithic battle for supremacy in the Avalon Hill Classic, Nexus Ops! Nexus Ops, designed by Charlie Catino & Steven Kimball, was first published by Avalon Hill in 2005. In 2006 it was nominated for a Golden Geek Award for Best Wargame. Episode Summary: The panel explores the world of Nexus Ops, a game that combines the excitement of territorial conquest with the strategy of area control. Listen in as we discuss the different units available, how to score points, and the importance of territorial conquest and resources. We also dive into the mysterious monolith in the middle of the board, which gives privileged cards with special capabilities that can be used to turn the tides of battle. During our discussion, we analyze the strategies needed to be successful in Nexus Ops, such as spreading out military forces and holding the monolith for a few turns to maximize your opportunities to score points. We also explore the role of secret mission cards, and how they offer the best opportunity to score points but also require strategic placement and timing. Learn about the strength of the dragons, utilizing Energize cards, and the risk of placing dragons in melee combat. We conclude by considering the pros and cons of Nexus Ops and debate the need for additional players. We discuss the different units, how to score points, and the importance of the secret mission cards. We also analyze the impact of die rolls and the overall strategy of the game, as well as the tightness of the board. Connect with us through our website, and find links to our social media and Discord server. Don't forget to participate in our "Pick-Our-Play" poll on Discord for a say in what we play in June! We look forward to hearing from you! Episode Chapters: (0:01:00) - You Picked Nexus Ops (0:09:57) - Nexus Thought (0:20:35) - Nexus Ops Board Game Review Chapter Summaries: (0:00:00) - You Picked Nexus Ops (9 Minutes) We explore the world of Nexus Ops. We discuss the different units, how to score points, and the importance of territorial conquest and resources. We also talk about the monolith in the middle of the board, which gives privileged cards with special capabilities that can be used in battle. We round off the conversation with a discussion of secret mission cards, and how they offer extra points but also require strategic placement and timing. (0:08:57) - Nexus Thought (11 Minutes) Nexus Ops is a game of strategic positioning on a map. We discuss the different units, how to score points, and the importance of taking risks. We also examine the area control aspect of the game and how the resources generated can lead to an increased presence on the board. We discuss strategies such as spreading out military forces and holding the monolith for a few turns to maximize opportunities to score points. Ultimately, we agree that the game is a mosh pit and that taking risks is essential for success. (0:19:35) - Nexus Ops Board Game Review (20 Minutes) The panel then discusses the power of dragons and how they can be incredibly costly if not used strategically. We also talk about the special effects of each unit and the different ways they can counter one another. Lastly, we go over the rules of the game, and how simple and straightforward they are, but point out the importance of remembering the few edge cases. We then consider the pros and cons of Nexus Ops and debate the need for additional players. Finally, we decide on a rating and agree that it's a great game to play a couple of times a year. Show notes created with assistance from https://podium.page / / / / / You can Listen to Us: Spotify || Apple Podcasts || Google Podcasts || YouTube You can Support Us: Patreon || Leave a Rating & Review wherever you listen. Ratings & Reviews are an easy and free way to show us your support. You can Follow Us: Twitter || Instagram || Discord  / / / / /

    Ingenious

    Play Episode Listen Later May 8, 2023 28:31


    Join us as we put on our thinking caps and take on the Reiner Knizia classic, Ingenious. Ingenious, designed by Reiner Knizia, was first published by KOSMOS and Fantasy Flight Games in 2004. Ingenious was nominated for the Spiel des Jahres in 2004 and won a Golden Geek Award for Best Family Game in 2006. Episode Summary Discover the magic of Ingenious, the ultimate family strategy game, as we explore its abstract gameplay, colorful design, and exciting twists and turns. Designed by Reiner Knizia, this game is reminiscent of classics like Uno, Scrabble, and Qwirkle. Prepare to be enthralled as we share our personal experiences and clever strategies while discussing the unique scoring system and the pure joy of shouting "Ingenious!" when you achieve a full row. During our lively chat, the panel delves into the evolution of Ingenious as players take turns, capitalizing on points and finding themselves running out of space on the board. We recall cutthroat moments such as when Chris blocked a crucial tile placement, proving that Ingenious can be both fun and competitive. You won't want to miss our thoughts on how this game could be adapted for family play or cranked up a notch for more intense competition. Finally, we discuss why Ingenious is an excellent game to introduce to new players, thanks to its simple rules and lack of a theme, making it easy to understand and enjoy. Hear us rave about the colorful pieces and accessibility, sharing our thoughts on potential adaptations for different age groups. Give this episode a listen and find out why we wholeheartedly agree Ingenious… Ingenious!!! Chapters (0:01:00) - Ingenious (0:08:49) - Strategic Gameplay in Ingenius (0:13:14) - Adaptability of Ingenius (0:26:27) - A Fun and Accessible Game Chapter Summaries (0:01:00) - Ingenious (8 Minutes) The panel explores the game, Ingenious, from Reiner Kniziia. We discuss the game's abstract strategy style and how it works, how the pieces have bright colors and shapes, and how the goal is to match colors and shapes with something already on the board. We discuss how the game is like Uno, Scrabble, and Qwirkle, and when someone gets to eighteen in a particular color, they get to shout “Ingenious!” and take an extra turn. (0:08:49) - Strategic Gameplay in Ingenius (4 Minutes) We chat about our experience playing Ingenius and the strategies we used. We discuss how the game changes as people play, from exploring the board to capitalizing on points and running out of space. We also comment on the cutthroat nature of the game and how it felt to be undercut by Chris. (0:13:14) - Strategic Gameplay in a Simple Game (13 Minutes) We discuss how the game evolves as players take turns, how to take advantage of the area control aspect, and how to strategically place tiles to block other players. We also consider how the game could be adapted for a family setting, as well as how to play the game in a more competitive manner. We explore how the game's scoring system encourages players to be adaptive and not concentrate on a single color. (0:26:27) - A Fun and Accessible Game (2 Minutes) We discuss why Ingenius is a great game to introduce to people. We appreciate the lack of a theme which makes it easier to understand and the fact that there is an element of thought and strategy involved. We also express our appreciation for the colorful pieces and why Sam would consider purchasing it one day.  Show notes created with assistance from https://podium.page   / / / / / You can Listen to Us: Spotify || Apple Podcasts || Google Podcasts || YouTube You can Support Us: Patreon || Leave a Rating & Review wherever you listen. Ratings & Reviews are an easy and free way to show us your support. You can Follow Us: Twitter || Instagram || Discord  / / / / /  

    Roll Through the Ages

    Play Episode Listen Later May 1, 2023 25:38


    Come roll the dice with us as we play Roll Through the Ages! Roll Through the Ages, designed by Matt Leacock, was first published by Eagle-Gryphon Games in 2008. It was nominated for the Spiel des Jahres in 2010. Episode Summary: Are you ready to roll into a timeless classic? In this episode, the panel examines Roll Through the Ages from Eagle-Gryphon Games and its Late Bronze Age expansion, highlighting the differences between the original and the expansion. Discover the appeal of engine-building games, the delicate balance designers must strike, and the challenges of playing games like Roll Through the Ages optimally. With its quick playtime and accessibility, Roll Through the Ages is the perfect game for small groups or those seeking a brief, captivating experience. The panel also considers the impact of introducing ships into the game and how it can disrupt the flow of gameplay. Additionally, we debate the importance of building cities quickly and then touch on managing disasters in the game. We ponder whether there's an objectively correct way to play. We analyze the complexities of game strategies and the balance between risk and reward. So if you're a fan of roll-and-write games, don't miss this episode on Roll Through the Ages! Connect with us through our website, and find links to our social media and Discord server. Don't forget to participate in our "Pick-Our-Play" poll on Discord for a say in what we play in June! We look forward to hearing from you! Chapters: (0:00:00) - Roll Through the Ages (0:11:02) - Lightweight Board Game Strategy Chapter Summaries: (0:01:13) - Roll Through the Ages (11 Minutes) Roll Through the Ages: Late Bronze Age expansion introduces ships and increases required developments to win, offering new game mechanics. Engine-building games require a delicate balance for player enjoyment. With quick playtime and accessibility, Roll Through the Ages is ideal for small groups or short, engaging experiences.  (0:11:44) - Lightweight Board Game Strategy (14 Minutes) Introducing ships to a game can disrupt gameplay flow and impact trading mechanics. Building cities quickly and managing disasters are important aspects to consider. While the gameplay is quick and easy, finding an optimal way to play and the ideal number of cities to maintain is a complex balance between risk and reward. Roll Through the Ages is a highly recommended timeless classic for fans of roll-and-write games. Don't forget to participate in our first "Pick-Our-Play" poll on Discord for a say in what we play in June. We look forward to hearing from you! Shownotes created with assistance from https://podium.page / / / / / You can Listen to Us: Spotify || Apple Podcasts || Google Podcasts || YouTube You can Support Us: Patreon || Leave a Rating & Review wherever you listen. Ratings & Reviews are an easy and free way to show us your support. You can Follow Us: Twitter || Instagram || Discord  / / / / / v2  

    Unmatched

    Play Episode Listen Later Apr 17, 2023 54:40


    Join us this week as we clash together in battle with Unmatched. Unmatched, designed by Rob Daviau and Justin D. Jacobson, was first published by Restoration Games and Mondo Games in 2019. There are several expansions, and tonight the panel played Unmatched: Battle of Legends, Volume One, … Buffy the Vampire Slayer, and Jurrasic Park - Dr. Sattler Vs. T-Rex. Episode Summary: In this episode, the panel dives into the board game Unmatched, where we explore its mechanics, characters, and unique aspects. We discuss the different sets, including Unmatched: Battle of Legends, Volume One, Buffy the Vampire Slayer, and Jurassic Park. Our panel shares their experiences with the game and their thoughts on specific characters like Medusa, King Arthur, and Willow. We also examine the T-Rex character, the importance of hand and deck management, and strategic movement in games like Unmatched. Join us as we delve into this fascinating game and share our thoughts on its replayability, depth, and map design. Connect with us through our website, and find links to our social media and Discord server. Don't forget to participate in our first "vote what we play" poll on Discord for a say in what we play in May! We look forward to hearing from you! Chapters: (0:00:00) - Unmatched Overview (12 Minutes) (0:11:50) - Unmatched Character(s) (12 Minutes) (0:24:13) - Unmatched Movement (19 Minutes) (0:43:49) - Unmatched Fun (10 Minutes) Chapter Summaries: (0:00:00) - Unmatched Overview (12 Minutes) In this episode, we explore the board game Unmatched, designed by Rob Daviau and Justin D. Jacobson, and published by Restoration Games and Mondo Games in 2019. We discuss the different sets, including Unmatched: Battle of Legends, Volume One, Buffy the Vampire Slayer, and Jurassic Park. We dive into the mechanics of the game, including the Tannhäuser Path Finder system, the importance of card management, and the unique aspects of each character.  (0:11:50) - Unmatched Character(s) (12 Minutes) The panel shares their experiences with the game and their thoughts on specific characters like Medusa, King Arthur, and Willow. We delve deeper into the unique mechanics and gameplay of the T-Rex character, discussing how it felt like a boss monster that changed the way the game was played. The conversation also covers the interesting dynamics of using health as a resource and the impact of the teleportation card. Additionally, we analyze the design and abilities of characters like Spike and Willow, touching on the importance of map layouts and the significance of cancel cards in the game. Overall, this discussion provides a thorough examination of various elements of Unmatched and the strategies that can arise from its diverse characters and settings. (0:24:13) - Unmatched Movement (19 Minutes) In this discussion, we analyze the role and importance of maps in games like Unmatched. Comparisons are made to other games such as HeroScape, Buffy the Vampire Slayer, and Epic Duals, highlighting how the maps in these games can offer strategic advantages or disadvantages. We also consider the influence of character selection and the connection between the map and the card game aspect. Ultimately, we recognize that while the map may not be the primary focus in Unmatched, it serves as an essential component of the overall gameplay experience. (0:43:49) - Unmatched Fun (10 Minutes) We dive deeper into our experiences playing Unmatched, touching on the simplicity of the card play and the appeal of light games. The group discusses the usability and presentation of the game, including the ease of reading cards for those with eyesight problems and the helpfulness of colored bases for miniatures. We also share our opinions on the game's replayability and how it can be enjoyed in a relaxed, casual setting. Overall, Unmatched receives a positive reception from the majority of the group, with some differing opinions on its depth and map design' Don't forget to participate in our first "Pick Our Play" poll on Discord for a say in what we play in May. We look forward to hearing from you!' Shownotes created with assistance from https://podium.page / / / / / You can Listen to Us: Spotify || Apple Podcasts || Google Podcasts || YouTube You can Support Us: Patreon || Leave a Rating & Review wherever you listen. Ratings & Reviews are an easy and free way to show us your support. You can Follow Us: Twitter || Instagram || Discord  / / / / /

    Heroscape

    Play Episode Listen Later Apr 10, 2023 52:31


    Join us this week, as we battle our way through Heroscape! Heroscape, designed by Stephen Baker, Rob Daviau & Craig Van Ness, was first published by Hasbro in 2004. Episode Summary: In this episode, the panel dives into the world of HeroScape, the ultimate toy/game that offers a unique and engaging experience for players of all ages and interests. We discuss the variety of factions, subgroups, and synergies within the game, as well as the importance (sometimes) of thematic consistency in army building. We also share our thrilling HeroScape battle experiences, emphasizing the importance of embracing the game's larger-than-life nature and not overthinking strategies. Additionally, we explore the game's puzzle-building aspect, its intuitive rule set, and the flexibility and creativity it offers. Finally, we discuss the toy-like fun of HeroScape and encourage listeners to join our Discord server to suggest games, vote in polls, and interact with the panel and fellow fans. Visit our website and join us on Discord! Chapters: (0:01:07) - The Battle of All Time (11 Minutes) (0:11:47) - Larger than Life Battles (8 Minutes) (0:19:41) - Special Ability: Versatility (13 Minutes) (0:38:42) - Exploring the Toy-Like Fun of HeroScape (11 Minutes) (0:49:56) - Heroes Wanted! (3 Minutes) Chapter Summaries: (0:01:07) - The Battle of All Time (11 Minutes) In this chapter, we delve into the world of HeroScape, an ultimate toy game that combines puzzle-building, collecting, role-playing, and adventure. With a simple and intuitive rule set, the game appeals to casual and competitive players. We discuss the different factions, subgroups, and synergies that can be created within the game, as well as the importance of thematic consistency in army building. Additionally, we touch on the basic rules of HeroScape, such as using order markers to determine unit movement and activation. Overall, HeroScape offers a unique and engaging experience that attracts players of all ages and interests. (0:11:47) - Larger than Life Battles (8 Minutes) In this chapter, we recount the thrilling experience of a HeroScape battle, highlighting the importance of embracing the game's larger-than-life nature and not overthinking strategies. The epic battle saw dragons breathing fire, a tyrannosaur devouring a hero, and the awe-inspiring moment when Stephen's character charged straight at a dragon on a bridge. The excitement and unpredictability of HeroScape are what set it apart from other games and keep players engaged, even when the outcome seems uncertain. Ultimately, the game is about having fun and creating memorable moments, something that is well-illustrated in this action-packed battle for all time. (0:19:41) - Special Ability: Versatility (19 Minutes) We explore the intricacies of HeroScape gameplay, emphasizing the simplicity of the rules and the game's ability to create an enjoyable experience for players of all skill levels. Throughout the discussion, we touch on various aspects of HeroScape, such as its map design, terrain, scalability, and how it can be adapted for different play styles, including team games and role-playing campaigns. The versatility and intuitive nature of HeroScape make it a perfect game for both casual and serious players, offering endless possibilities for fun and adventure. The system is flexible and allows for various levels of tuning, making it appealing to a wide range of players. The game also offers a vast array of characters and themes, providing something for everyone. Despite some units being more powerful or interesting than others, the overall experience remains enjoyable, and the game has a dedicated community that continues to create new content and scenarios. (0:38:42) - Exploring the Toy-Like Fun of HeroScape (11 Minutes) In this part of the conversation, the panel shares their thoughts on the main characters and the toy-like aspect of HeroScape, reflecting on how it allows players to leave their adulthood behind, engage their imaginations and embrace the storytelling element of the game. We discuss the satisfaction of building complex LEGO sets and how HeroScape evokes a similar feeling, inspiring creativity and the desire to explore endless possibilities. Finally, we reveal our ratings for the game, highlighting a rare consensus among the panel. (0:49:56) - Heroes Wanted! (3 Minutes) In this segment, we encourage listeners to participate in our Discord server, where you can suggest games for us to play, vote in polls, and interact with fellow fans. Access the server through links in the show notes, our website, and social media pages. Join us and help shape the future of the podcast! Shownotes created with assistance from https://podium.page / / / / / You can Listen to Us: Spotify || Apple Podcasts || Google Podcasts || YouTube You can Support Us: Patreon || Leave a Rating & Review wherever you listen. Ratings & Reviews are an easy and free way to show us your support. You can Follow Us: Twitter || Instagram || Discord  / / / / /

    Merchant of Venus

    Play Episode Listen Later Apr 3, 2023 54:42


    Join us this week as we explore one of the Classics, Merchant of Venus. Merchant of Venus, designed by Richard Hamblin, was first published by Avalon Hill in 1988. The Second Edition was a joint effort by Fantasy Flight Games and Stronghold Games and was published in 2012 Episode Summary: In this episode, we dive deep into the Fantasy Flight Edition of Merchant of Venus, the classic pick-up-and-deliver game set in outer space. We explore its fascinating history, including the collaboration between Fantasy Flight and Stronghold games that led to the version we know today. We discuss the game's mechanics, table presence, and components, as well as the gameplay itself. We also touch on the unpredictable nature of Merchant of Venus and how it can still be enjoyable despite its randomness. The conversation highlights how the game requires players to be adaptable, making the best of the ever-changing board and circumstances. Throughout the episode, we examine various strategies and gameplay elements, such as the constantly changing board, the use of relics, and the different ship types. We discuss the value of personalizing gameplay and how different players can bring unique approaches to the table. Finally, we share memorable experiences and our final thoughts on Merchant of Venus, a game that offers an enjoyable and unique puzzle to solve. Chapters: (0:01:05) - Disaster Averted (0:13:15) - Rolling With the Punches (0:20:30) - A Miss or Near-Miss? (0:23:57) - Launching into a Strategic Discussion (0:31:30) - Close Encounter with an Updated Classic (0:40:15) - Seven Steps for Mankind Chapter Summaries: (0:01:05) - Disaster Averted (12 Minutes) In this episode, the Panel dives into the Fantasy Flight Edition of Merchant of Venus, playing the classic rules as opposed to the standard rules. We discuss the history of the game, exploring the difficulties surrounding its reprinting and the collaboration between Fantasy Flight and Stronghold Games that led to the creation of the version we know today. We also touch on the game's mechanics, table presence, and components, as well as the gameplay itself. Merchant of Venus is a pick-up-and-deliver game set in outer space, where players buy goods from planets and sell them to other planets to make a profit.  (0:13:15) - Rolling With the Punches (7 Minutes) We explore the unpredictable nature of the game Merchant of Venus and how it can still be enjoyable despite its randomness. The conversation highlights how the game requires players to be adaptable, making the best of the ever-changing board and circumstances. We also discuss the importance of strategy and planning, while acknowledging that sometimes, luck is simply not on your side. The game's complexity and depth are acknowledged as both a challenge and a draw for more dedicated players. Overall, this chapter provides an engaging and insightful discussion of the intricacies and appeal of Merchant of Venus (0:20:30) - A Miss or Near-Miss? (3 Minutes) In this discussion, we delve into the intricacies of the game Merchant of Venus, focusing on the aspects of the cash system and the visually noisy board design. We mention the challenges with the cash system, such as constantly looking for tens and the possibility of replacing it with other tokens. As for the board design, we emphasize its carnival-like appearance, which imparts a sense of energy and fun, despite being visually noisy. We also touch on the game's replayability and how its randomness contributes to its appeal  (0:23:57) - Launching into a Strategic Discussion (7 Minutes) We examine the various strategies and gameplay elements in Merchant of Venus, such as the constantly changing board, the use of relics, and the different ship types. The conversation touches on the importance of adaptability and the excitement of discovering new ways to play each game. Additionally, we discuss the value of personalizing gameplay and how different players can bring unique approaches to the table. We look further into the different strategies in the game Merchant of Venus, like the Clipper strategy, and how the game setup can impact the effectiveness of these strategies. We also discuss the well-developed nature of the game, despite being built in the 1980s, and compare it to the quality of games produced today.   (0:31:30) - Close Encounter with an Updated Classic (9 Minutes) We touch on the changes and improvements made to the classic game, the advanced game options, and the difference in preferences between generations of players. We reminisce about a memorable Gencon auction experience involving a 1988 unopened copy of Merchant of Venus. The auctioneer's persistence in raising the price created a memorable moment for everyone present.  (0:40:15) - Seven Steps for Mankind (14 Minutes) The Panel shares our final thoughts on the game. We discuss the enjoyable aspects of Merchant of Venus, including the indirect player interaction, the ability to plan and strategize during gameplay, and the memorable experiences it creates. Despite the lack of direct conflict, the game offers engaging challenges and diverse strategies that keep players invested. In the end, the game's lasting appeal and replayability earn it strong ratings from the panel. We appreciate the component quality and flavor text in the game Merchant of Venus, which adds depth and immersion to the game experience. We discuss the fourteen different civilizations and how each one has its unique lore and goods, making for an engaging and diverse gameplay experience. The effort put into world-building and storytelling by Fantasy Flight is commended and adds value to the overall enjoyment of the game. Shownotes created with assistance from https://podium.page / / / / / You can Listen to Us: Spotify || Apple Podcasts || Google Podcasts || YouTube You can Support Us: Patreon || Leave a Rating & Review wherever you listen. Ratings & Reviews are an easy and free way to show us your support. You can Follow Us: Twitter || Instagram || Discord  / / / / /

    Marrakech

    Play Episode Listen Later Mar 27, 2023 21:40


    This week, the panel lays it all out on Spiel des Jahres nominee, Marrakech. Marrakech, designed by Dominique Ehrhard, was published by Fundex in 2007.   Episode Summary: In this fun and lighthearted episode, the panel explores the simple yet enjoyable area control game, Marrakesh. With its unique cloth carpets, strategic placement, and competitive nature, it's perfect for a quick and entertaining play session. We dive into the nitty-gritty of gameplay, discussing strategies, challenges, and even the game's potential for table talk. Despite being relatively simple, Marrakesh offers interesting decision-making points and a charming atmosphere. Marrakesh is a great option for casual gaming experiences. Visit our website and join the conversation on Discord. Chapters: (0:00:43) - The Charm of Marrakech (0:11:43) - Unrolling Marrakesh (0:19:11) - Laying Out Our Final Thoughts Chapter Summaries: (0:00:00) - The Charm of Marrakech (11 Minutes) In this episode, we explore Marrakesh, a simple yet enjoyable area control game involving carpets and wooden coins. The game is easy to understand, with a limited set of rules and a straightforward objective, making it perfect for a quick and entertaining play session. Throughout the conversation, we discuss the interesting aspects of the game, such as the unique cloth rugs, the strategic placement of carpets, and how players try to neutralize each other throughout the game. Despite being a relatively simple game, Marrakesh offers interesting decision-making points and a fun, lighthearted atmosphere, making it a great option for a casual gaming experience. (0:11:00) - Unrolling Marrakech (6 Minutes) The panel dives into the nitty-gritty of Marrakesh gameplay, discussing the strategies and challenges faced during a session. The conversation highlights the fun and competitive nature of the game, as well as its potential for table talk and "coaching". The unique cloth carpets are praised for elevating the gameplay experience, while the die receives some criticism for being difficult to read from a distance. Overall, Marrakesh is an enjoyable game with distinctive components' (0:17:28) - Laying Out Our Final Thoughts (3 Minutes) We delve into the tactile appeal and charm of Marrakesh, as well as its unique components, such as the wooden tokens and carpets. The panel concludes that it is a great choice for either starting or ending a game night.  Shownotes created with assistance from https://podium.page / / / / / You can Listen to Us: Spotify || Apple Podcasts || Google Podcasts || YouTube You can Support Us: Patreon || Leave a Rating & Review wherever you listen. Ratings & Reviews are an easy and free way to show us your support. You can Follow Us: Twitter || Instagram || Discord  / / / / /

    Heat: Pedal to the Metal

    Play Episode Listen Later Mar 20, 2023 39:22


    This week, the panel accelerates into a game of Heat: Pedal to the Metal, designed by Asger Harding Granerud and Daniel Skjold Pedersen, and published by Days of Wonder in 2023. Episode Summary: Heat: Pedal to the Metal is the new racing game from Days of Wonder. In this episode, we briefly outline the rules and basic running gear for Heat: Pedal to the Metal. We go on to discuss the different strategies used during our play and expand on the rules of the game. We take a detour to discuss where we found some shortcomings, but are happy to hear there is a fix underway. Then we end the episode with a discussion on our final thoughts about Heat: Pedal to the Metal. Visit our website and join the conversation on Discord! Chapters: (0:01:02) - Racers, Start Your Engines! (0:06:46) - Lights Out, and Now We're Racing (0:16:02) - Into the Barriers (0:24:45) - Crossing the Finish Line Chapter Summaries: (0:01:02) - Racers, Start Your Engines! (6 Minutes) The panel begins the episode with a conversation about acquiring Heat: Pedal to the Metal, remarkably, how John was able to go into a local retailer and pay cash for a game. We spend a little time remarking on the state of the gaming industry. John goes on to further explain why Heat: Petal to the Metal was an instant buy for him (Hint: It's a racing game). We further expand on how Heat: Pedal to the Metal works, noting that it is a relatively quick game, there are no dice, and the bulk of the action happens with a deck of cards. The panel notes the ease with which the basics of the game can be learned. We conclude our opening discussion with our excitement to try Heat: Pedal to the Metal. (0:06:46) - Lights Out, and Now We're Racing (10 Minutes) The panel recaps the play of Heat: Pedal to the Metal, noting Stephen's victory and Chris' abysmal finish. We recap the rules, further clarifying the details outlined in the intro. Stress cards, Heat cards, and Speed cards are all discussed. We go on to discuss our strategies for getting around the track, and we hit on how luck is handled in the game. We discuss the pros and cons of catch-up mechanisms; the Adrenaline mechanic allows players who are in last place to gain a free space and dump a Heat card for free, while the Slipstream mechanism allows players in the back of the pack to stay close to the front. The panel discusses the thematic justification for these mechanics and debates whether or not they add to the gameplay. The panel is split on their usefulness. (00:16:02) - Into the Barriers (8 Minutes) They also discuss the barrier to entry for learning the game and how more experienced players will be able to complete the game faster. There were some misses on the iconography and consistency throughout, but we were informed that there will be an updated rulebook available soon that should address these issues. We further discuss how some of the icons used can be difficult to parse initially, and how the rulebook seems to include extra, unnecessary steps. We wonder if this is to keep the game “family weight”, but land on that it might end up getting in the way. We finish this conversation by expanding on the state of the gaming industry. (00:24:45) - Crossing the Finish Line (15 Minutes) The panel closes the discussion with their final thoughts on Heat: Pedal to the Metal. There is a brief tangent where we compare Heat: Pedal to the Metal to other racing games that we've played. Shownotes created with assistance from https://podium.page  

    Dinosaur Table Battles

    Play Episode Listen Later Mar 13, 2023 30:31


    The panel plays and discusses Dinosaur Table Battles, designed by Amabel Holland and illustrated by Wil Alambre, which was first published by Hollandspiel in 2020.  Episode Summary: Dinosaur Table Battles is a unique head-to-head battling board game from Hollandspiel. Players draft dinosaurs, use dice to power up their units, and then attack their opponents in head-to-head dinosaur combat. Strategy and attrition in conflict games are discussed, along with the potential for team play. The game has an excellent presentation, easy-to-learn rules, and can be up and running within twenty minutes. Lastly, the panel compares the game to the historically themed Table Battles and considers the potential for a head-to-head battle between the two. Visit our Website and join the conversation on Discord Chapters: (0:00:58) - Make Battle, Not War (0:06:06) - Strategy and Attrition in Dinosaur Table Battles (0:22:18) - For the Fossil Record  Chapter Summaries: (0:00:58) - Battling Game, Not War (5 Minutes) Dinosaur Table Battles is a unique board game from Hollandspiel, that looks like a war game but isn't. Players pick dinosaurs with which to battle. There is also a draft rule that can be used to select dinosaurs. Dice are then used to power up the units to attack their opponent. It is a head-to-head battle game with dynamic strategy and artwork that is incredibly evocative and colorful. (0:06:06) - Strategy and Attrition in Dinosaur Battles (16 Minutes) Dinosaur Table Battles is a game of strategic decision-making, where players must decide where to place their dice in order to both defend and attack their opponent. In the Dinosaur version of Table Battles, any unit can attack any unit. Each of the dinosaurs has a unique mix of attacks, defenses, and special abilities, so using your allotted dice effectively is your key to success. It is focused on initiative and holding control of the game while preventing the opponent from doing the same.  (0:22:18) - For the Fossil Record (8 Minutes) Stephen and John conclude with their final thoughts on Dinosaur Table Battles. It is described as a fun, quick game suitable for two players. The game's unique art style and surprising mechanisms make it enjoyable. The conversation then shifts to the possibility of playing it with more than two players, and how a team game could potentially work. The panel is excited to add the game to their rotation and recommends it to others. John ends the conversation with his preference for the original Table Battles game due to its historical theme but admits that the dinosaur theme is enjoyable. They briefly discuss the differences between the two games and the potential for a head-to-head battle between the two.  

    El Grande

    Play Episode Listen Later Mar 6, 2023 45:10


    The panel drops in on El Grande, the 1996 Spiel des Jahres Winner. El Grande was designed by Wolfgang Kramer and Richard Ulrich and was first published by Rio Grande Games in the US in 1995.  Episode Summary: In this episode, we discussed the 1995 board game El Grande, which has been popular for almost 30 years. We discussed our experiences with the game, both online on Board Game Arena and in person, the latter we agreed is vastly superior. We then discussed the appeal of El Grande, noting its simple yet effective game mechanisms. Finally, we discussed the game in-depth and shared our personal experiences and ratings. We noted that it is a good game, and should be played face-to-face and with five players whenever possible. Visit our website and join the conversation on Discord! Chapters: (0:00:00) - Playing El Grande in Person (0:12:27) - The Appeal of El Grande (0:19:38) - Area Control in El Grande (0:31:05) - A Battle of Wits (0:42:40) - Interpreting El Grande Chapter Summaries: (0:00:50) - Playing El Grande in Person (12 Minutes) El Grande is a 1995 board game by Wolfgang Kramer and Richard Elrick. It is an area-majority game that requires players to manage their resources and successfully use power cards to get cubes onto the board and gain points. After 9 rounds, the player with the highest points is the winner. The participants discussed their experiences with the game, both on Board Game Arena and in person. They agreed that playing in person was vastly superior, as it allowed for more interpersonal interaction and tactics. (0:12:27) - The Appeal of El Grande (7 Minutes) El Grande is an example of an early Euro game and has been popular for almost 30 years. The game is a 'cube pusher' with an interesting bidding mechanism. It lacks an engaging theme or narrative, a common trait of early Euro-style games. The game mechanisms are simple but effective and have been difficult to replicate in later games. The game also has an interesting scoring system and the potential for resource manipulation. The conversation also touches on the preferences of different players, with some preferring flashier fare, and some preferring games with dinosaurs and lots of colors. (0:19:38) - Area Control in El Grande (11 Minutes) El Grande is discussed in depth and is compared to other board games of its era. The conversation focuses on the mechanisms of the game and its strategic depth, with the ability to choose between depth and width when scoring points. It is noted that there is a good amount of downtime in the game and that there is a two-step process to putting pieces on the board, which can be challenging. It is also discussed that there is an interesting decision space in the game, with players having to choose between cards and trying to read their opponents. (0:31:05) - A Battle of Wits (13 Minutes) In this section of the conversation, we wrap up our thoughts on El Grande, with the panel sharing their personal experiences and ratings. The participants discuss the components of the game, how the game plays, and how it is best played in person rather than online. They also discuss the different decision points and their importance to the game. The participants agree that it is a good game, but that it needs something to bridge the gap between the hard decision points and the waiting for someone else's turn. Shownotes created with assistance from https://podium.page

    Blood Bowl Team Manager

    Play Episode Listen Later Feb 27, 2023 60:15


    This week, the panel tackles Blood Bowl Team Manager: the Card Game. Blood Bowl Team Manager, designed by Jay Little and Corey Konieczka, was first published by Fantasy Flight Games in 2011. In 2012, Blood Bowl Team Manager was nominated for two BoardGameGeek Golden Geek Awards, Best Card Game, and Best Thematic Board Game. Episode Summary: In this episode, we explore Blood Bowl Team Manager: the Card Game, a two to four-player light-weight game. We discuss the strategy of the game and how to manage the zones of control (called Highlights and Tournaments). We also explore the game's ability to provide a great experience for any player count, even the odd count. We then move on to exploring card game complexity, the balance between factions, and production. Overall, this episode provides an in-depth look at how Blood Bowl Team Manager plays and our experience with it. Visit our Website and join the conversation on Discord. Chapters: (0:01:18) - Introducing Blood Bowl Team Manager (0:12:32) - The Joy of Blood Bowl (0:17:32) - Exploring the Design Complexity of Blood Bowl Team Manager(0:32:09) - A Brutal Balancing Act (0:41:48) - Polished Game Design at Fantasy Flight (0:53:54) - Two-Minute Warning Chapter Summaries: (0:01:18) - Introducing Blood Bowl Team Manager (11 Minutes) The game features a number of zones of control (based on player count) called highlights and tournaments. Players must use their star power and player abilities to control these zones to earn points and upgrades. There is a secondary fight over control of the ball token, worth additional star power. Cheating tokens can also be used to gain points and fans, which are the victory points of the game. They can also result in a player's ejection from the highlight, negating their star power. After a round is played and points are tallied, upgrades such as star players, team upgrades, and staff upgrades can be drafted to add to each player's team.   (0:12:32) - The Joy of Blood Bowl (5 Minutes) The panel discusses the game Blood Bowl Team Manager and how it is a great game for three players, in addition to even player counts. They discuss the levity of the game, as well as its comedic art, and the fact that there is just enough dice-rolling involved. There is also a deck-building aspect where players can collect new players and ways to manipulate their deck. We discussed our own experience playing the game and found it to be a tight game with a small playing field, allowing players to see all their options. Overall, we found it to be a great game and enjoyed playing it   (0:17:32) - Exploring the Design Complexity of Blood Bowl Team Manager (15 Minutes) The panel dives into the complexity of designing a card game with a football theme. Each player essentially has the same amount of resources and has the opportunity to (mostly) play to equal Highlights zones. Players earn the opportunity to earn many upgrade cards during a round, however, each player can only keep one of each upgrade at the end of each round. It is possible to have up to five of each upgrade by the end of the game.   (0:32:09) - A Brutal Balancing Act (10 Minutes) We discuss the various symbols used in a game of Blood Bowl Team Manager. The panel discussed how the different teams interact with the symbols differently. For example, Dwarves don't interact with the Sprint symbol and Skaven interact with Cheating symbols. The Wood Elves were discussed in more detail, as they are passers and have an easy-to-remember symbol for throwing, which is a football. The conversation highlighted how the symbols are easy to remember as they have their analog in the other game pieces. The panel further explored the teams of Elves, Dwarves, and Skaven. It was noted that the elves have the ability to draw multiple cards and discard weaker cards, while the dwarves have a star power advantage and the Skaven are a bit more well-rounded, Jacks-of-all-Trades. It was further discussed that the difference between standing and tackled star power is a balancing mechanic used to make sure each faction has its own strengths and weaknesses. Ultimately, we concluded that the game was well-designed in terms of thematics and gameplay.   (0:41:48) - Polished Game Design at Fantasy Flight (12 Minutes) The panel discusses the well-balanced design of Blood Bowl Team Manager, a card game released in 2011 by Fantasy Flight Games. We compare the level of polish of the game to other Fantasy Flight games produced during the same time period. We also discuss the level of development that went into the game, referencing the two game designers, producer, editor, production management, executive producer, and staff playtesters. The conversation also touches on the differences between the production cycle of Kickstarter games and games produced by established companies, with the latter typically having more time and resources to refine the game.   (0:53:54) - Two-Minute Warning (6 Minutes) The panel sums up its thoughts on Blood Bowl Team Manager: the Card Game. We share our experience playing it and our opinions of the game. The game was on the trade pile due to the difficulty of getting back to playing older games amidst all the new ones. It was described as polished, well-developed, and with a lot of playtesting and feedback given. The panel was pleasantly surprised to find the game in the collection, and we were happy to be able to play it again and relearn it.   Shownotes created with assistance from https://podium.page

    Lords of Vegas

    Play Episode Listen Later Feb 20, 2023 60:51


    The panel rolls the dice on a game of Lords of Vegas. Lords of Vegas, designed by James Ernest & Mike Selinker, was first published by Mayfair Games in 2010. Episode Summary: In this episode, we discuss Lords of Vegas, a two to four-player, light-complexity game first published by Mayfair Games in 2010. The panel focuses on the concept of calculated risk and its integral role in Lords of Vegas. We discuss the importance of taking risks and the value of recognizing when risk-taking is no longer beneficial. We then touch on the concept of viewing the casino colors as a resource, and the tactical decision-making required to be successful in Loads of Vegas. Finally, we conclude with enthusiasm for the game, which we've played multiple times in the past few months. Visit our website and join the conversation on Discord. Chapters: (0:01:00) - Exploring Lords of Vegas (0:14:54) - Managing Risk in the Casino (0:31:14) - The Risky Strategy of Risk Mitigation (0:40:32) - Taking Risks in a Seat-of-Your-Pants Game Chapter Summaries: (0:01:00) - Exploring Lords of Vegas (14 Minutes) Lords of Vegas is a two to four-player, light-complexity game first published by Mayfair Games in 2010. The game's goal is to build big casinos, take over other people's big casinos, and make lots of money. Players draw cards that allow them to purchase property and establish blocks of casinos. Whoever has the highest die in the block is the boss of the casino, and when someone has a casino along Las Vegas Boulevard, they get big cash.   (0:14:54) - Managing Risk in the Casino (16 Minutes) Lords of Vegas is an exciting and dynamic game that requires tactical decision-making. The panel focuses on the concept of calculated risk and its integral role in the game of Lords of Vegas. The participants discuss how taking risks can help you win by rebranding existing casinos or expanding them onto a space you don't own. They also discuss the importance of being able to recognize when risk-taking is no longer beneficial. Through this conversation, the panel illustrates the strategic elements that are necessary to be successful in Lords of Vegas, such as understanding the value of certain spaces, planning, and managing resources. Players must also react to the luck of the roll and seize opportunities to make a difference by taking risks. The conversation then shifts to a discussion about their recent game, where Stephen emerged as the victor and John was a close second. The panel then address their enthusiasm for Lords of Vegas; which has seen play multiple times in the past few months, and their decision to start the podcast.   (0:31:14) - The Risky Strategy of Risk Mitigation (9 Minutes) Lord of Vegas is a game of risk-taking and calculated decision-making. The participants discussed the risk mitigation strategies employed by Stephen, and how he was able to control the large gold casino. Briefly mentioned was how Stephen's "All in on Gold" strategy was inherently risky, as one lucky (or unlucky) die roll could have undone him because he wasn't as diversified as the other players. We acknowledged the lack of casino control changes in this particular play; that control of casinos did not flip-flop as much as in previous games. We also discussed the impact of the cards drawn, and how the chance factor could be directed by the players.   (0:40:32) - Taking Risks in a Seat-of-Your-Pants Game (20 Minutes) Lords of Vegas is a game that requires players to make calculated gambles to get ahead. Though it has an unpredictable element, there are still strategies that can be employed to increase the odds of success. Players can make the most of their turns by taking risks and pursuing opportunities that come up, as it is possible to be locked out of the game if they take a passive approach. In addition, the game rewards those who take a chance and can offer a thrilling experience as players can celebrate when their risky moves yield success.   Shownotes created with assistance from https://podium.page

    Imperial Settlers

    Play Episode Listen Later Feb 13, 2023 53:20


    The panel settles in to play Imperial Settlers. Imperial Settlers, designed by Ignacy Trzewiczek, was first published by Portal Games in 2014. Join the conversion: Games from the Cellar Discord

    Illimat

    Play Episode Listen Later Feb 6, 2023 31:25


    The panel discusses the very unique card game, Illimat. Illimat, designed by Keith Baker and Jennifer Ellis, was first published by Twogether Studios and Wyrmwood Gaming in 2017.

    Splendor

    Play Episode Listen Later Jan 30, 2023 23:57


    The panel digs into one of the most awarded games that we've played so far, Splendor. Splendor, designed by Marc Andre, was first published by Space Cowboys in 2014. Later editions were co-published with Asmodee

    Wings of Glory

    Play Episode Listen Later Jan 23, 2023 36:44


    The panel engages with the classic aero-table combat game, Wings of Glory. Designed by Andrea Angiolino and Pier Giorgio Paglia, it was first published as Wings of War in 2004 by Fantasy Flight Games & Nexus Games. Wings of War was rebooted as Wings of Glory in 2012 by Ares Games.

    Kingsburg

    Play Episode Listen Later Jan 16, 2023 56:24


    The panel discusses Kingsburg, an old reliable from 2007, designed by Andrea Chiarvesio and Luca Iennaco and published by Fantasy Flight Games.

    Thunder Alley

    Play Episode Listen Later Jan 9, 2023 37:38


    The panel discusses Thunder Alley, a unique, card-driven NASCAR themed Racing Game. Thunder Alley was designed by Jeff and Carla Horger, and was first published by GMT Games in 2014.    

    Wings for the Baron

    Play Episode Listen Later Jan 2, 2023 45:12


    The panel discusses a group favorite, Wings for the Baron, the most underrated game of 2015. Wings for the Baron was designed by Dave Townsend, who originally designed and self-published in 2007. The version we played, Wings for the Baron (Second Edition), was developed and published by Victory Point Games in 2015.

    wings baron victory point games
    Alien Frontiers

    Play Episode Listen Later Dec 20, 2022 29:37


    The panel discusses Alien Frontiers, one of the first great games to come from Kickstarter. Alien Frontiers was designed by Troy Niemann, and was published by Clever Mojo Games in 2010. It was nominated for many Golden Geek awards in 2011.  

    game board gaming kickstarter board games alien frontiers golden geek
    Biblios

    Play Episode Listen Later Dec 12, 2022 15:36


    The panel pulls out Biblios, a classic light weight card from 2007. Biblios was designed by Steve Finn, and was originally published as Scripts and Scribes, through Dr. Finn's Games. It is currently published as Biblios by IELLO Episode Summary: In this episode, we discussed the two player card game Biblios. The panel discusses how the game is separated into two phases and how to manipulate the marketplace to increase the value of your sets. We also talk about the quality of the game, with great art and large chunky dice. Lastly, we invite listeners to join the conversation on our website and Discord. Chapters: (0:00:50) - Remembering How to Play Biblios (0:10:22) - A Quality Game to Add to Your Collection Chapter Summaries: (0:00:50) - Remembering How to Play Biblios (10 Minutes) The game is separated into two phases, the first being a drafting phase where the active player picks cards, and places them either in their hand, into the middle to be drafted, or discarded to be auctioned in the second phase. The second phase involves using the money cards collected in the first phase to purchase cards from the auction deck to make sets, while also manipulating the marketplace to increase the value of sets. (0:10:22) - A Quality Game to Add to Your Collection (5 Minutes) Biblios is a quality game that is small and simple without being mindless. It is a great example of how a game can be smaller in size and still be of high quality and complexity. The panel discuss how the game is well-presented with large, chunky dice and great art. The panel also rates the game highly, giving it a 7 on the BoardGameGeek 1 to 10 rating system. The episode ends with an invitation to join the conversation on their website and social media. Shownotes created by https://podium.page    

    Mosaic: A Story of Civilization

    Play Episode Listen Later Dec 5, 2022 56:33


    The panel takes on the hot new Civ Game, Mosaic: A Story of Civilization. Mosaic: A Story of Civilization was designed by Glenn Drover and was published by Forbidden Games in the US.

    Acquire

    Play Episode Listen Later Nov 28, 2022 32:18


    The panel plays and discusses Acquire, a 1979 Spiel des Jahres nominated game designed by Sid Sackson and published by 3M in 1964

    Ark Nova

    Play Episode Listen Later Nov 21, 2022 48:37


    The panel tackles Ark Nova, the hottest game of 2022. Designed by Mathias Wigge, Ark Nova was published by Capstone Games in the US.  Episode Summary: In this episode, the panel explores the complexity of Ark Nova. We discuss our previous experiences playing the game, noting that Ark Nova is a heavy game that usually takes three to four hours to play. The decision space is mostly tactical rather than strategic. We discuss the game mechanics and our thoughts on the game's core concepts, concluding that it can be too complex for its own good. We also discuss the limitations of the game, such as the lack of direct competition between players, the lack of detail in the action cards, and the use of symbols which can be confusing. Finally, we discussed the amount of time needed to learn the game, with one participant suggesting it could take up to fifteen plays before mastering the game. Visit our website and join the conversation on Discord.   Chapters: (0:00:50) - Exploring the Complexity of Ark Nova (0:11:06) - Exploring the Miscues of Ark Nova (0:25:10) - So, Let's Build a Zoo?? (0:36:51) - The Search for a Story in Arc Nova   Chapter Summaries: (0:00:01) - Exploring the Complexity of Ark Nova (11 Minutes) In this episode, the panel discusses Ark Nova, the hottest game of 2022. They talk about their experience playing the game, noting that it is a heavy game that usually takes three to four hours to play, and it is mainly tactical rather than strategic. They discuss their impressions of the game, noting that while it is enjoyable in the moment, they often feel disappointed when they look back at the end. They also discuss the game mechanics and their thoughts on the game's complexity, concluding that it can be too complex for its own good.   (0:11:06) - Exploring the Miscues of Ark Nova (14 Minutes) Ark Nova is a game that contains a variety of nice components, including a variety of maps and animal cards. The conversation discusses the various elements of the game, including the lack of direct competition between players, the lack of detail in some of the action cards, and the use of symbols, which can be confusing. The panelists discuss the need to balance resources and the issue of player agency, which is limited by the available cards. They also discuss the puzzle-like nature of the game and the difficulty of distinguishing between some of the action cards, which could be improved with color coding.   (0:25:10) - So, Let's Build a Zoo?? (12 Minutes) The panel discusses the game's mechanics, theme, design decisions, strategies, and replayability. The conversation highlights the difficulty of Arc Nova and suggests that the complexity is not always a positive because it can be difficult to learn and master. The panel also discusses their opinions on the disconnect between the myriad of game mechanisms and the theme of building a zoo. The panel further discusses #BigDeckEnergy, and how a large deck of cards doesn't necessarily equate to depth or complexity. Replayability simply from limited exposure to a large pool of cards isn't true replayability. Finally, they discuss the amount of time needed to learn the game, with one participant suggesting that it could take up to fifteen plays before mastering the game.   (0:36:51) - The Search for a Story in Arc Nova (12 Minutes) The panel discussed their opinion of the Ark Nova. They discussed the lack of narrative, noting that when the game was finished, there was no real overarching story to tell. The animal cards (which Arc Nova should have put front and center, yet didn't) are largely only used for their icons and are mostly ignored once played. Also discussed was the art style of the board and tiles, noting that it is not inspiring or memorable. After playing the game, the panel expresses their appreciation for what the game was trying to accomplish but is ultimately ready to move on to another game. Shownotes created with assistance from https://podium.page

    Azul

    Play Episode Listen Later Nov 14, 2022 12:56


    The panel plays and discusses 2018 Spiel des Jahres winner Azul, designed by Michael Kiesling, and published by Plan B Games.

    spiel azul plan b games michael kiesling
    Primordial Soup

    Play Episode Listen Later Nov 11, 2022 34:13


    The panel discusses Primordial Soup (also known as Ursuppe), designed by Doris Matthäus and Frank Nestel and published by Doris and Frank in Germany in 1997.

    Thebes

    Play Episode Listen Later Oct 24, 2022 31:12


    The panel discusses Spiel des Jares nominee Thebes, designed by Peter Prinz and published by Queen Games in 2007.

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