2024 Week 33 to Week 36 – Tabletop Game Play Session Reports #10

This article is the compilation of my play session reports #10. All games were played during Week 33 to Week 36 of 2024 from 11 August 2024 to 7 September 2024.

Usually, I do short reports per week on my BGG blog. or for the Daily Session here. For pictures of each play session, check out my TikTok account in slideshow form. Maybe I’ll add more social media accounts to share in the future and the best way to find out is to check my LinkTree account.

By writing the session reports, it helps me to write the review for the game later. So, it is part of the review process even though I may not even write the review.

Sometimes, I also write a longer session report for one game where I describe what happened turn by turn with more pictures. There are links at the bottom of each entry to BGG post of that long report.

Some new games get more play until it reaches the target minimum of play. They might appear in multiple months. I also revisit some older ones from time to time. These are just games in my collection.

Click or tab on any sections from the table of contents to jump right to that part. Use the red arrow button on the bottom right corner of the screen to head back to the top.

List of Games

Here are the links to the Weekly Session Reports for shorter version: Week 33, Week 34, Week 35, Week 36.

Compilation of links to reports of individual games can be found in this article. Those are just for newer games and my initial impression for each. This is the list for all games with a Full Review.

Here are links to previous entries.
#1. November to December 2023
#2. 2024 Week 1 to Week 4 (January)
#3 2024 Week 5 to Week 8 (February)
#4 2024 Week 9 to Week 12 (March)
#5 2024 Week 13 to Week 16 (April)
#6 2024 Week 17 to Week 20 (May)
#7 2024 Week 21 to Week 24 (June)
#8 2024 Week 25 to Week 28 (June – July)
#9 2024 Week 29 to Week 32 (July – August)

Daily articles for individual game are posted on my Patreon for those who feel the need to read right away.

Final Girl: Madness in the Dark

More turn-by-turn pictures of this Final Girl game session here.

Save the patients of the Wolfe Asylum, before the lovely Ratchet Lady turns them into Maniacs in Final Girl: Madness in the Dark.

Madness in the Dark is the newest Feature Film of Final Girl for me. This is from the Season 2. Some say it took the inspiration from Silent Hill and from the movie One Flew Over the Cuckoo’s Nest, starring Jack Nicholson.

I actually was not sure about picking this one over the 2 more popular Feature Films from season 2, inspired by the movie, The Aliens or The Thing. Eventually I had to make decision and just bought this.

The first Feature Film that I got was the Poltergeist from Season 1. I got a strong thematic reaction from just my 1st or 2nd play that made me fall in love with this series. Apparently, a lot of people kind of hate that one but those who love, loves it.

Before this one, I have also played the Frightmare in Maple Lane which got better reception in general. While I enjoy that one but I didn’t feel I got the same reaction with the first.

So, I was kind of hoping to find something similar to that Poltergeist Feature Film. After a bit of searching, for some reasons, I thought maybe Madness in the Dark got similar audience reception. Not always at the top of any list like best feature films but some people love it. Well, I’m not saying this is a good approach.

I mean, all of the Feature Films that I’ve played, in one way or another are kind of thematic. It’s just there is something special with the Poltergeist one. Maybe because the setting is much smaller, grounded and personal? This is why I didn’t pick the other 2 with more Science Fiction theme. Maybe the A Knock at the Door is a better choice for that criteria but somehow I didn’t feel like picking that one up.

Anyway, I already got my first play with this Madness in the Dark, playing as Heather. Definitely already made some errors with the rule, not necessarily because the new feature they introduced with this one.

Some people say this is actually a better version than the Carnival one from season 1. Mostly because there is an element of Maniacs, like Minions to the Main Killer. The idea in this one is that the Victim can become Maniac that will come after the Final Girl. They also introduce the new Action card: CALM, which is basically to turn them back into just Victims.

You can choose to either calm them or attack them. They are not going to attack you but when you are in the same room as multiple Maniacs, you will suffer damage by leaving that room equal to the number of Maniacs minus 1. Calm action itself can lead to increasing the Bloodlust level with just 1 success, even after turning them into Victim.

As Maniac, you are going to use the included Red Meeple instead of the regular Yellow one. I have to say that this is a bit fiddly, I mean compared to the previous films. It is possible that you just calmed them and then the next terror card changed them back and it can be detracting from the experience.

Because they only come with 6 red meeples, it is a hard limit. And there is a consequence for letting too many Maniacs on the board. If you cannot add more because no more red meeple, the bloodlust level goes up.

Another new element they introduced is the MYSTERIOUS PILLS. As the game progresses, you can collect random pills. Maybe from searching items in one of the 3 storage or you can find them in certain rooms on the board by spending a time.

Pills have one of 3 colors but when you take them, they are face down with just white color. This is one where I got it wrong. You can see the color of the pill after you get them instead of like consuming randomly. Anytime, you can consume them to get some effect. Different color of a single consumed pill will give you different bonus without side effect like heal, move extra space and lower the horror level.

You can get better result by consuming 2 or 3 if all of them have different colors. If only with 2 you have to draw 2 Side Effect cards. Out of 10 Side effect cards, 6 of them have no effect. One of them will ask you to reset the whole Side Effect deck, so the real side effects are just 3 cards. The worst is just to discard 2 Terror Cards, making the game ends faster.

Consuming 3, all with different colors will force you to draw 3 side effect cards and one AMPED CARD, which is like a super power card. One card allows you to flip your Final Girl card and get an extra one even. Others can ignore the Killer Dark and Minor Dark Power or buy Furious Attack card for 0 cost.

It seems all of these Amped cards are to counter the Killer’s unique condition. The Ratchet Lady has no upper limit for her health. She starts with 6 but she can keep getting more. She can even have more power than the health tokens included in the Core Box.

The location itself, WOLFE ASYLUM doesn’t seem to introduce something new like the Window from Poltergeist or the 4 quadrants from the Maple Lane. I heard a lot of people love playing other Killer in this one.

Also there is an element of Stun where the enemy cannot move but still can kill from some of the items.

So, here is the thing from my first play. Maybe I just get lucky (not just by cheating with the dice) with the items that I found 2 good items. One of them was the Weapon, very strong one to help me beat the killer faster. The Ratchet Lady only got to heal above her starting health once and only to 7.

Also I didn’t draw their Minor Dark Power and I already beat her before the Finale. There was like 2 or 1 Terror Card left. I also only got 3 Pills total and just consumed once or maybe twice because I got something wrong, both just single pill. This means I didn’t even get to try the Side Effects or let alone the Amped Card. I had the chance actually with the Amped since I got exactly 3 different colors of pills.

It’s not like you get a lot of these pills. From the setup cards I used, there were 4 or 5 pills on the board. I got one of them and 2 from the items. Actually I had the chance for the 2nd item card but I picked the other.

Another thing that somehow made this session a bit underwhelming is the Terror cards order, especially for the Ratchet Lady. Some of them will spawn more Maniacs but it seems I got several that just added extra moves for Maniacs early in the game while there was no Maniac which made the game way easier.

This means the opposite can happen where I have to keep adding Maniacs and early and then all of them will move for several rounds. So, in one way, it is kind of sad that I didn’t get to experience the whole game. However, I would be lying if I said I didn’t enjoy the game at all. Some thematic things still happened, even if not as good as the one I was looking for from Poltergeist. And there was a funny moment with that Tranquilizer Gun, preventing the lovely Lady to move twice.

The game ends early because I got too much luck. Even this can happen with the Poltergeist because of the randomness of the cards. So, I guess, in a way, I got what I wished for. Well, I have to play more and we’ll see.

Playing time was about 100 minutes.

Read the Full Session report here: Heather vs the Ratchet Lady in Wolfe Asylum.

Marvel United: X-Men

More pictures of this Marvel United: X-Men game session on TikTok and on Instagram.

Team up with X-Men First Class to stop the Super Villain’s Master Plan in Marvel United: X-Men.

This was my 2nd play against Juggernaut using 3 characters, Magneto, Prof. X and Mystique. Last time I tried with Wolverine, Storm and Beast and failed. This time, I guess the 2 Anti Heroes are not the best choice against Juggernaut.

The 3 started at Xavier School while Juggernaut appeared at Muir Island. First Master Plan and Juggernaut moved 4 spaces clockwise so the 3 heroes took a hit. Juggernaut stopped at Weapon X Facility, adding a couple of Civilians.

Magneto followed and took out one of the Thug to make some space for more people. Prof. X moved the other way to Genosha to take down the Seal of Cytorak there while taking down 2nd Thug. With his Leadership, Mystique gained 2 Heroic tokens.

Mystique used her METAMORPH. Spent the 2 heroic tokens plus 1 from her own to disable the Power of Cytorak at Xavier School. She also rescued first civilian. Since the threat was removed, she got to heal back to 3 cards.

Juggernaut’s 2nd Master Plan was to move counterclockwise 2 spaces and BAM! The 3 heroes took a hit except that Juggernaut hit a thug instead of Mystique.

After rescuing 2nd Civilian at Weapon X Facility, Magneto moved back to Xavier school to heal. Same with Prof. X but he took down 3rd Thug at Genosha before moving back. Mystique stepped in to Genosha, completely disabled the Seal of Cytorak and took down 4th and 5th Thugs. Since the threat was removed, she got to save 3rd Civilian.

Juggernaut’s 3rd Master Plan was to keep moving counterclockwise, 3 spaces and BAM! Only Mystique took a hit. He stopped at Hangar Bay. However, it was overflown with too many Thugs. Juggernaut advanced his plan farther.

Magneto approached Juggernaut by moving 2 spaces from the other way. Took down 7th Thug. Prof. X visited Weapon X Facility and hit 8th Thug. Using his Leadership, Magneto got 2 Attack tokens.

Mystique moved 1 space following Juggernaut and landed on X-Jet. She took down the 9th so the Villain started advancing their plan faster.

Juggernaut’s 4th Master Plan kept him to move 2 spaces counterclockwise and landed at Xavier School. Magneto and Prof. X took a hit from the BAM! Both Avatar of Cytorak were still in play so nothing else happened.

Instead of chasing Juggernaut, he moved the other way to Muir Island taking down 2 more Thugs. Prof. X used his GENIUS INTELLIGENCE to turn all Attacks into Wild Action, trying to disable the Seal of Cytorak in the Hanger Bay.

Juggernaut’s 5th Master Plan and he kept moving that way but 4 spaces and BAM! He got to Hangar Bay where Prof. X was and the 3 heroes took a hit.

Mystique in X-Jet couldn’t do much except rescuing a Civilian there. The X-Jet dropped her at Genosha.

*** I think I got it wrong here. The X-Jet still had a threat so Mystique couldn’t have moved at all but she did rescued one.

Magneto using his PRODIGAL INTELLIGENCE, turning every action as wild, moved back to Hangar Bay where Juggernaut and Prof. X were. Rescued a Civilian and completely disabled the Seal of Cytorak there. Since the threat was removed, he got to take one free token which he chose the move token.

Juggernaut’s 6th Master Plan and he finally moved the other way. The UNSTOPPABLE CHARGE target Genosha where Mystique was and she got KO. Juggernaut was getting closer to complete his plan. More thugs and Civilians were added to adjacent locations.

Prof. X moved 2 spaces to X-Jet and rescued 1 Civilian just to make a room. Mystique, after getting KO, moved back to X-Jet to help Charles disabled the 4th threat. She also prepared her Metamorph power.

Juggernaut’s 7th Master Plan and he moved 2 spaces clockwise with BAM! Nobody got hurt luckily but had I played correctly, at least Prof. X would have taken a hit. Both Avatar were still active.

Magneto rescued 1 and beat 1 while staying at Hangar Bay, accumulating more attack tokens. Prof. X finally disabled the 4th threat from X-Jet and he used it to move back to School.

**** I guess, I got it wrong again as I activated the healing from the School after using the X-Jet.

Juggernaut’s 8th Master Plan was to move 4 spaces counterclockwise and BAM! With the current play, both Prof. X and Mystique took a hit. Prof. X would have been KO, taking the last master plan card. Juggernaut moved back to Muir Island but it should have been the Hangar Bay where Magneto was and a hit for him.

With the play as it was, Mystique managed to catch up with Juggernaut and dealt 1 damage. Magneto then followed using the move token. Using his MAGNETOKINESES, dealt 3 damage, 1 from previous action and another 3 from the attack tokens.

Juggernaut was defeated. Well, not really. With the correct play, he probably still got 2 more health but there was no more Master Plan card to draw. I have to try again in my next play.

Playing time was about 60 minutes.

For Northwood! A Solo Trick-Taking Game

More pictures of this For Northwood! A Solo Trick-Taking Game session on TikTok and on Instagram.

Engage in dialogue with 8 rulers to peacefully unify the kingdom in For Northwood! A Solo Trick-Taking Game.

This was another full game session but without any scenario. Allied with the King of Claws, King of Flowers, Jack of Eyes and Lady of Leaves.

1st visit was to Baron of Eyes where I had to win 6 tricks. I had 3 blue cards which 2 of them were the highest. No black card.

Won the first 2, lost the 3rd then won again the 4th and lost again with the 5th. 3 cards left and Jack of Eyes brought in 2 more cards to replace the other 2. Both of them were better and one was the trump.

Won 2 more with those 2 blue cards and then the 6th one was with the help of King of Claws to just score the last card.

2nd visit was to Queen of Eyes where I had to win 7 times since I had 3 blue cards with 2 strong one. There were 3 more strong cards with 5 or higher.

Lost the 1st and won the 2nd. Won the 3rd, 4th and lost the 5th. 4th won from the 6th and 5th from 7th. I only had 1 card left so Lady of Leaves brought in one card which was another red.

The next card was red 3 so I won my 6th. King of Claws finished the deal by scoring that last card as my 7th.

3rd visit was to Prince of Claws, 0 win. I had only 2 black and both of them were 4 or lower. There were 2 other cards with 6 or higher.

Right from the start King of Flowers discarded my 8 and 1, non trump cards. So I had only 1 strong card left. I managed to lose everything. Sadly, I actually brought in Baron of Eyes, previous ruler for nothing.

4th visit was Prince of Leaves with 5 wins. I had 2 yellow strong cards and 4 more strong cards.

Lost the 1st one, 1st win from the 2nd, lost the 3rd, won the 4th after no longer having any red. 3rd win from the 5th, lost the 6th. I had 2 cards left, a 1 and a 5. Jack of Eyes brought in a 6 and a 2 and none of these were the trump. I took the stronger 2 at least.

Apparently I won the 7th trick as my 4th win. King of Claws sealed the deal using my last card as 5th win.

5th visit was to Prince of Flowers with 4 wins. I had 3 reds and other 4 strong cards.

Lost 1st one and 1st win from 2nd trick. Won my 2nd from 3rd trick, lost from 4th. Lost again from 5th and 6th. 2 more cards with all black. Jack of eyes brought in 2 cards, a 4 and a 1 and none of them were the trump. Only red 2 was not out yet from the trump and I needed 2 more wins.

Next one was black and I won that since I had the strongest. King of Claws sealed the deal again with my last card as my 4th win.

6th visit was to Queen of Claws, 2 wins. I had 2 blacks and 2 other strong cards. Brought in Prince of Flowers to remove some cards.

Prince of Flowers removed 2 4s and a 1, non trump. 1st trick was my 1st win as they played the weak trump. Then King of Flowers removed a 1 and an 8. The 8 was a trump so probably not a good idea.

I lost the next one and I only had 1 card left. Jack of Eyes brought in 2 cards and one of them was Black 6 so I kept that one. Won my 2nd trick from that 3rd trick.

7th visit was to Jack of Flowers with 3 wins. No blue and 3 reds plus 3 more strong cards.

Lost the 1st and 2nd trick, won my 1st from the 3rd. Another lost from the 4th and won my 2nd from the 5th. Lost the 6th and 7th. One card left and King of Claws sealed the deal with exactly 3 wins.

8th and last visit was to Queen of Leaves with only 1 win. Only 2 yellows and both were rather weak, no reds. Brought in Jack of Flowers and Queen of Eyes.

King of Flowers immediately removed a 3 and a 6. 1st trick was red so I lost. Jack of Flowers then removed my 2 only yellows. Another red in 2nd trick and I lost again.

Still with red and I lost again. One last card and King of Claws sealed the deal. I actually initially replaced the King of Claws. Forgot that I still needed to score something so I kind of cheated and played as if I replaced Jack of Eyes.

Playing time was about 54 minutes.

Café

More pictures of this Café game session on TikTok and Instagram.

Expand your Coffee beans processing business to supply the shops in Café.

This was a solo session with the Cafe Sao Tome e Principe starting card.

From the first 3 cards, I took the only one with the Drying icon. It also had the VILA REAL shop. This expanded the shop to the left. No extra cup so with my one action point only, I produced 2 beans, one brown and one green.

The next 3 cards also only had 1 with Drying. Luckily this had a coffee cup. Spent a brown from the warehouse to pay for that extra cup. This was placed a bit to the bottom from the 2nd card, expanding no production line.

With 2 AP, spent one to move the previous 2 beans to the 2 Drying icons in a group. 2nd AP was to produce 2 beans, a brown and a red.

So, I had to pick anything with Roasting. Luckily there was one and it was in the middle part of the card. It also had VIANA DO CASTELO shop. The card was placed to expand the Roasting capacity, covering the initial Drying and the first group of production.

The card also had a cup so I had to pay with a green from the warehouse. I had 3 AP. 1st was to move the 2 from Drying to Roasting. Then 2nd AP was to produce, a green and a red from the new card. Then with the last action, I put the 2 reds and 1 brown to the drying.

4th round. Back to expanding the Drying capacity. There were 2 cards with that icon. One had a cup and the other had a Store. I chose the Cup, paid with red. The card continued to expand the bottom of existing configuration.

I had 4 AP. First one was to deliver from the Roasting. The green was to supply the VILA REAL shop while the Brown entered the warehouse. 2nd action was to move the 3 from Drying of 2 colors to the Roasting. 3rd AP was to produce again, 1 yellow and 1 red from the new card. Decided to keep producing using the last AP for one more red.

5th round. Back to expanding Roasting. There was only one card with that and it was in the middle section of the card. Apparently I decided to close down that 2nd shop in order to keep expanding the Roasting capacity. It also had a cup and I paid with my brown from warehouse.

So, I had 5 AP. One was to send the brown and 2 reds from roasting to warehouse. 2nd AP was to produce 3, a red, brown and yellow from the new card. Produced again with the 3rd AP for a brown. 4th AP was to send 3 colors of beans to the Drying, 1 green, 2 Brown and 2 Yellows. Last AP then sent those 3 colors to the Roasting.

6th Round. 2 cards with roasting but nothing with Drying. Not really great to expand the roasting first before drying so I picked the 3rd card just for the extra cup and a shop, GUIMARAES. The card was placed on the far-left end of the existing. Probably could have done something better to expand one of the production group with 1 extra green.

Paid the extra cup with red. I got 6 AP. First one was to Deliver. 2 Brown and 2 Green and 1 yellow to warehouse while the other yellow supplied the recent shop. Spent the next 3 AP for producing 1 Red, 1 Brown, 1 Green and 1 Yellow.

Last 2 AP were to send 3 colors of beans to drying and then to Roasting. Chose the red, green and yellow.

2 more rounds. I guess no good reason to spend them just to expand processing capacities. So, I picked the only one with a shop and a cup. The shop was PORTALEGRE. Paid the cup with a brown.

7 AP and first one was to deliver. 2 reds and 2 yellow to warehouse while 1 red and 1 green for the recent shop. 4 AP produced 2 green, 2 red, 1 brown and 1 yellow. Using the last 2 APs, processed 2 red, 2 green and 2 browns to drying and to roasting.

8th Round. I took the one with PORTO 1933 Shop. It had a cup that I paid with one of my 4 yellows. Expanded the leftmost production from 1 green with now extra red and yellow.

8AP, one was to deliver again. 4 beans to warehouse and 2 to the recent shop. Spent the next 5 AP to produce 3 brown, 2 green and 1 yellow plus 2 yellow already produced previously and some reds that didn’t get processed. Last 2 AP were for Drying and Roasting.

No more shop to supply so 3 yellow, 3 brown and 2 greens were all sent to warehouse. In warehouse I got 2 colors with 5, 1 with 4 and the other with 6. So, I scored 8 from reds and 5 from one of the color.

I supplied 4 shops worth 11 points so my final score was 24.

Playing time was about 39 minutes.

Learn more about the game from Cafe Review.

Next Station: London

More pictures of this Next Station: London game session on TikTok and Instagram.

Redesign the London Underground Network to connect as many districts and as many stations in a district as possible in Next Station: London.

This was a solo play, still without using any extra module.

PURPLE PHASE.

I started with the Purple. First card was a Circle, not the underground so I could expect more. I took this chance to occupy the middle district by crossing the river. Then the next 3 were the undergrounds, including the circle and a wild. The circle was to reach the bottom left district from the starting point. Then the 2 undergrounds just connected 2 more districts in the middle.

After that, 2 triangles. One was to connect the corner district. Unfortunately, for the middle district, either going for the wild tourist sight or reaching to the right district. I chose the latter, crossing the river 2nd time.

Then I got a switch which I used to keep connecting more stations in the middle with that wild. Apparently the last underground card was 11th card so I revealed everything. Scored 34 from this.

GREEN PHASE.

Since the middle one was already occupied, I focused on that green starting district. I got exactly the square and then the triangle for the first 2. Followed by a switch to pentagon shape which I used to reach the top left district.

After that, the 2 undergrounds allowed me to continue with the top border of that green district. Then I got a triangle which I used to reach the top right district. The next 2 non underground allowed me to connect the 2 top corner districts. After that was square which was wasted in the top right district. The last underground and last card was a wild which I used to connect the left district.

I could have used the last 2 better. From the starting square, I could connect with the last spot of green district. From there, using the wild I could use it for the Wild Tourist sight. I could have scored 36 instead of 30 for this and possibly more connected with different colors for 3 extra points.

BLUE PHASE.

Started with the Pentagon underground to connect the 2nd one in that same blue district. Then the next two were to reach the bottom right and that corner districts.

That end was not really expandable again. The next 2 was used to went up the middle district from starting point and then to the right district. Apparently after that was a circle which was a bit wasteful just to get another station of different district. So, instead, I used it to turn back from that bottom right corner, hoping to keep connecting within that blue district.

Well, it did connect with 2 more, including the tourist sight. One underground square didn’t add anything but crossing the river back from the right district to the middle again.

Scored only 22 for this.

PINK PHASE.

Started with connecting with the 2 nearby squares even though one of them using wild. Then went to the middle with the wild tourist spot. A triangle next, connected 3rd stop from that right district which was also a tourist spot.

Next was square, nothing useful but to connect with 2 other colors in the middle district. The next circle then extended the right end to the bottom right area.

Got a switch to pentagon, allowing connection from starting position with the top right. The last 3 added 1 from that pink district, the top right corner district and the wild underground reached from the very middle to the blue starting position.

Scored 32 from this.

Final score was 144. I thought I could have gotten 153 but apparently only 146 with that last 2 turns in Green I mentioned earlier.

Playing time was about 30 minutes.

Isle of Trains: All Aboard

More pictures of this Isle of Trains: All Aboard game session on TikTok and Instagram.

Build trains and secure contracts to deliver goods and passengers to various cities in Isle of Trains: All Aboard.

This was my 3rd attempt with the first solo scenario. In this scenario I have to complete the primary and secondary contracts of 2 cities, Billington’s and Flint Beach. Started with 2 passengers, one from orange and one from gray city and 5 cards in hand.

1st round. I loaded the orange passenger to the Engine, gaining 2 cards. So I had more than 5, I had to build something. I had Coach Level 1 and I built it by discarding just 1 card, one of the building. Got a passenger from the green city.

2nd round. Loaded that Green passenger to the Coach, gaining 1 VP plus 3 cards. So, I had 8 and one of them was HOPPER 3. I took a risk just to build it right away so I had no more card.

3rd round. I delivered to the Green City. The main passenger got me 5 cards while the extra delivery passenger got me 2. From those 7 cards, I used the Caboose 8 to load the Coal to the Hopper, getting 2 cards and extra any action.

For that bonus action, I got 8 cards. Upgraded the Engine straight to level 3, discarding 5 cards. Got a purple passenger from it.

4th round. Loaded the passenger from gray or Devon City to the Coach. Got 3 cards plus 1 VP. I had 5 cards and I spent 3 of them to build BOXCAR 1, leaving me just 1 card left.

5th round. Loaded the other passenger to the Engine and I got 2 more cards. Delivered both passenger to Cactus Mine or the Purple. The main passenger got me 4 VP, while the special guest got me 2 cards.

6th round. Using the Level 1 Engine card, I loaded a Box to that Boxcar. Got 4 cards from it in addition to the existing 4. Discarded 3 of them to upgrade my Coach to Level 2. Got me 2 passengers, from orange and blue cities. Back to 4 cards left.

7th round. Loaded the passenger heading to Blue or the Billington’s to my new Coach. Got 2 VP plus 3 cards. Discarded 3 more cards to upgrade that Coach to level 3. I should have gotten 3 more passengers but it seems I forgot to take.

8th round. I got the 2 goods to secure the primary contract with Billington so I delivered them along with that passenger. Got me 2 cards and a bonus of extra Load action which I used the building card to load a box to Boxcar.

As 2nd action, I loaded a Coal to the Hopper. Got me 2 cards and an extra action which I took the passenger, heading to purple. I had to even if I remembered taking the 3 bonus passengers earlier.

9th round. Loaded that recent passenger to my coach which got me 3 cards plus 3 VP. I had 8 cards and one of them was Boxcar Level 2 which I needed. Discarded 3 cards for upgrading the Boxcar.

10th round. Loaded 2nd passenger from the orange to my Coach. Got 3 cards plus 3 VP. Discarded 2 cards to build Tanker Level 1.

11th round. Loaded a 2nd box to my Boxcar. Got 4 cards and extra Load action. I was thinking of loading the 3rd box to avoid drawing 4 cards but since my boxcar was at level 2, I had to load something else. The 2nd coal instead.

As 2nd action, I had 8 cards so I upgraded the Tanker to Level 2 by discarding 3 cards, 2 cards left.

12th round. Loaded my 1st Oil to the Tanker. Got 3 cards plus delivery action. I had 2 Coals and 2 Boxes to fulfill the secondary contract with Billington’s.

As 2nd action, I loaded another Coal to the Hopper. Got 2 cards and the bonus action I chose was loading a Box to the Boxcar, avoiding the drawing 4 cards.

13th round. I had 1 Oil and 1 Box to secure the primary contract with the Flint Beach. Delivered it. For the secondary, I chose to aim the set of 1 Coal, 1 Oil and 2 boxes. Only needed the 2 boxes to load.

So, for 2nd action, I loaded one from my 4 cards. Got another 4 cards and the bonus load action was to load 2nd box. That means I had 6 cards left and I had to discard 1.

At this point, before drawing the 4 bonus cards, the deck was about to be empty. Spent 12 VP to return 4 cards with 2 VP left.

14th round. Delivered the set of goods for the secondary contract and completed this Scenario.

Hopefully I didn’t forget to remove a card every round but I did it.

Playing time was about 48 minutes.

Siege of Valeria

More pictures of this Siege of Valeria game session on TikTok and Instagram.

Defeat all Siege Engines before they take down Valeria’s Southern Border in Siege of Valeria.

After a couple of campaign modes using the expansion, this was back with just the base game.

The game started with just one Siege engine in range, forcing me to reroll a 5. One blue 5 became a 2. The event was SPELL SICKNESS and I had to forfeit that die.

I had Goblin Archer and the Red Witch as my starting cards, getting me a red and blue 4 plus Sir Filko. First, I took down a Lycan Mage from Vanguard 2 and Goblin Archer from Vanguard 4. Immediately gained a red 6 with that Archer.

After that, The Dragonkin Warlord from Vanguard 5 and using the Overkill, took down the Gargan Priest behind that Dragon. Last 2 dice were to attack the Gnoll Pack.

1 Vanguard left so the Turret 1 took first hit.

In the 2nd round, I actually forgot to resolve an Event but remembered during the next one and I resolved it there. THE TURRET SHUDDERS where I had to add 1 impact token to a turret with less than 3. So far, only 1 had so I could have placed it anywhere.

5th turret took a hit from the Siege engine and the previous one still forced me to reroll a 5 which was turned into a 3. So, I started targeting that column 5 engine first. Took down the Rune Witch from Vanguard 5, along with the Gnoll Pack behind it. That made the engine as the Front.

It required a 14 so I had to use the Dragonkin double attack to double a 6 plus a red 3. I got Wizard Denthal at Turret 5. Still continuing the attack on that column, I took down the last one, the Efreet.

Last 2 dice were to take down another Dragonkin Warlord from Vanguard 3. There were 3 other on Vanguard row so one hit to each turret 1, 2 and 4.

3rd round. The event was UNIFIED RITES, adding 1 Magic token to every Magic Troop in Vanguard row. Luckily there was only Red Witch.

Only 2 engines were activated, both forced me to reroll, a 5 and a 6. I didn’t have a 5 but the 6 became a 4.

I immediately took down the Red Witch and from it, I got SIR NATHEM and Blue 3. The engine in column 3 was about to load a troop card on it. Killed the gargoyle first from the Vanguard along with the Goblin Warrior behind it. Using the Efreet, overkilled the Siege Engine. Got Brother Benzin as bonus. Last 6 dice were to take down 2 Vanguards, a Gargoyle and a Troll Brute plus a Dragonkin Warlord.

Only 1 Vanguard left at 2nd, dealing 2nd hit to that turret. I also let Sir Filko and Brother Benzin removed 2 impact tokens from 2 turrets.

4th round. The Event was DESERTER, I lost 1 red die but luckily it was a red 1. 2 engines were within range, forcing me to reroll a 6 into a 1 and a 5 into a 2.

Using Rune Witch power, I rerolled all 1s and 2s and I got Red 2 and 2 6s, with Blue 2 and 4. Then using double damage from Dragonkin Warlord, destroyed the Engine at Vanguard 4. After that the Red Witch behind it which got me no more Blue but Sir Phanther.

Moving to Vanguard 3, I took down the Gnoll and the Efreet behind it. Followed by Lycan Mage from Vanguard 2. Sir Phanter took down Warrior at Vanguard 5. One more at vanguard 1, dealing 2nd damage to the turret.

5TH ROUND. The event was FRIENDS ARRIVE which got me 2 Champions. Got the 2 strongest ladies to guard Turret 1 and 2.

3 engines were activated. One of them lowered all reds by 1 each. The other 2 forced me to reroll a 6 on 1 and a 4 on the other. There was a chance I forgot to reroll the 6 since there were 2 Blue 6. I also lost 1 Red 1. 2 Engines were in Vanguard row.

Sir Phanter helped first attack, taking down Troll Brute. Lady Gurira next taking down the Gargan Priest from Vanguard 4. Next target was the Lycan Mage behind that Priest. Since I already spent 2 of each dice colors, I activated Sir Nathem and Lady Ozwin to get back those dice. Got 2 Blue 3s, Red 2 and 6.

Using Dragonkin Warlord double damage and Efreet, I destroyed the 2 engines in Vanguard row. After that I killed a Rune Witch, Troll Brute, Efreet and Archer plus Engine from column 3. I think I accidentally removed an engine from column 5 thinking I already destroyed it.

There were 4 cards left and one of them was the Engine at column 4. No damage from the Vanguard.

6th ROUND. FOOLS RUSH IN. Gnoll in the Vanguard got 2 red tokens. 3 engines were activated and all of them forced me to reroll some dice.

Sir Phanter destroyed that Gnoll first with 2 red tokens. Next target was Dragonkin Warlord in Vanguard 5 and using the Efreet, destroyed the engine behind it.

Sir Quentin appeared and attacked Engine at Vanguard 4 along with Wizard Denthal and Blue 6. Using Gargoyle and the Dragonkin Warlord, destroyed engine at column 1 row 2. Sister Mystique came and moved the Engine from column 3 to 4 but not vanguard. Last 3 dice plus 2 tokens were to destroy the 2 archers in the last 2 vanguards. No additional damage to any turret.

7th round. BACK FOR MORE. Sir Filko and Brother Benzin returned.

So, there were supposed to be 4 engines left with 7 troops. During the play there were only 3 and some very low rolls. It seems I managed to destroy those 3 engines but already with all dice. So, there is a chance I didn’t actually win in this session. Oh, well.

Playing time was about 57 minutes.

Mint Works

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Manage your workers to build the fastest growing city in Mint Works.

This was a 2-handed session. The 2 extra location cards were Crowdfunder and Temp Agency. I think I counted the star incorrectly and ended up playing an extra round.

The 3 starting building cards were STATUE, GALLERY and CO-OP.

First player started by going to Producer first to get 2 extra mints. 2nd player then claimed the first player token. 1st player then occupied the other Producer space.

2nd player then went to Crowdfunder to get 3 mints while giving one to the opponent. 1st Player then went to supplier with 5 mints to claim the Gallery card. 2nd Player followed with 1 Mint to claim the Co-Op.

Last 2 mints and 1st player built the GALLERY. 2nd player followed and built the Co-Op. First star in the game went to 2nd player.

In the 2nd round, 2nd player kept the first player token. 1st player got extra mint from the Producer. 2nd player went back to Crowdfunder. Like before, 1st player took both spaces of Producer.

2nd player went to supplier with 3 to claim the WORKSHOP. 1st player went to Temp Agency with 2 Mint to reuse the Crowdfunder. 2nd player went to Builder to build that Workshop. 3 Stars for 2nd player.

1st player was finally able to afford the ASSEMBLER with 5 mints to Supplier. Both still had mints but they couldn’t do anything.

3rd round, 2nd player still kept the First player token. 1st Player went to Producer. 2nd player followed. 1st player then went to Crowdfunder. 2nd player went to supplier with 4 mints to claim LOTTO.

1st player paid 2 to Builder to build the ASSEMBLER. 3 stars for both at this point. 2nd player claimed both Supplier spaces by paying 2 mints to claim STATUE.

Both didn’t do anything else so the round ended. 1st player could have used the Temp Agency for 2 mints to reclaim the First Player token.

4th round, 2nd player still kept the first player token. 1st player went to supplier and immediately built OBELISK for 4 mints. At this point, 1st player already had 7 Stars.

2nd player decided to prevent 1st player from taking and building again from supplier. They spent 3 to get GARDEN. 1st player went to Crowdfunder. 2nd went to Producer, followed by 1st.

2nd player paid 2 to build the Garden so they had 6 Stars. 1st player couldn’t afford the last building, VAULT even using Temp Agency. Instead they spent 2 to reclaim the 1st player token.

Nothing else could have been done by any player and that was the end of the round and the game. 1st player won by having 7 Stars already.

Playing time was about 18 minutes until the right end game trigger.

Learn more about the game from Mint Works Review.

Gloomhaven: Buttons & Bugs

More turn-by-turn pictures of this Gloomhaven: Buttons & Bugs game session here.

Bruiser continues to find a way to return to his size in Scenario 2 of Gloomhaven: Buttons & Bugs.

Continuing my play with Bruiser, with the very easy difficulty. In this scenario: CROSSING THE ROAD, set in level 1, there were 2 Bandit Archers and 1 Bandit Guard. The archers always use ranged attack, from 2 or 3 spaces away. and move very slow or not. The Guard from previous scenario had a Shield.

The Guard was 2 spaces away from Bruiser’s starting position while one Archer was 3 spaces away. Both were close to a trap that could disable their movement. The other archer was 5 spaces away so unless both of them got closer to each other, that one was less likely to attack.

As first turn, I played WARDING STRENGTH for the top part or attack and the Push ability trying to push one of the enemy to the nearby trap. I thought it’s better to target one of the Archer first.

For the 2nd card, I used LEAPING CLEAVE with moving 3 spaces plus a jump action to move over that pebble obstacle. The initiative was either 54 or 32.

After the Roll, the Guard went with 50 and Archer with 64 so I got to move faster this turn and I chose to.

Bruiser moved to behind the nearby archer and attack. After the roll the attack was a success dealing 3 damage plus 1. It also pushed the Archer 2 spaces and the Archer triggered the trap, suffering one more damage. That Archer was disabled from moving and had 2 health left.

The Guard’s turn next and they only moved 1 space, not enough to reach Bruiser. However, Bruiser was exactly 3 spaces away from both Archers.

2 damage from the 1st attack, 1 damage from the 2nd. So, Bruiser had 9 health left.

The Guard was closer to the farther archer. My plan was to finish the first Archer.

I played the other 2 cards, using SPARE DAGGER for the ranged attack and the SHIELD BASH for the movement. Initiative was either 27 or 15. Archers went with 31 while Guard stayed with 50 so I went first.

The Spare Dagger was actually to attack the other Archer. It hit 3 damage. Then Bruiser moved 4 spaces, around the trap and landed right behind the first Archer.

The farther only moved 1 space and not within range. While the closer one couldn’t move so they got disadvantage. Both rolls were a miss. Guard still moved slowly closer just 1 space.

3rd turn. My plan was to use the SKEWER now from the B side while taking advantage of the element from the Leaping Cleave. So that one stayed as active. The Archer would have moved 1 space away while Guard would get closer 1 space and the 2 should be next to each other, perfect for this Skewer. I used the other B card to move 3 spaces.

The initiative was either 35 or 86. Archers went with 31 and Guard with 30 so Bruiser went last.

Since the Guard moved first, they couldn’t get closer with just 2 spaces because the Archer was used as Shield by Bruiser. No attack from the Guard. The farther archer still just moved 1 space, not within range. While the nearby one moved away and dealt just 1 damage.

Bruiser’s turn next. As plan the 2 nearby enemies were right next to each other. Bruiser only needed to move 2 spaces, landed next to the Guard and the 2 enemies were in one line.

The Skewer dealt 3 damage first to the Guard and with the element, plus 1 and another plus 1 from the Roll. While the Guard had Shield 2 it was ignored by the Pierce 2 from that element. So, the Guard suffered 5, 3 left, plus muddled effect from the movement. As for the Archer behind it, 3 damage from the Skewer and the roll was a success so the attack itself was enough to defeat the Archer.

4th turn. Played the other 2 B side cards. Since the other Archer was still far away I thought I used this chance to heal using the bottom part of one card. So the Overwhelming Assault was for the attack but maybe just the regular attack instead of one time only. If lucky, the next attack should be double.

The initiative was either 18 or 61. Guard was still with 50 and the Archer with 31.

Bruiser moved first. Healed himself 2 points back to 10. Then Bruiser attacked the Guard. It was the double damage of the regular attack so 4 points minus 1 from the Guard’s shield. But the Guard only had exactly 3 health left so the Guard was defeated.

5th turn. Bruiser had to take long rest, letting go the Warding Strength card.

The Archer went with 31, still moving just 1 space but this time, they finally got Bruiser in range. 2 damage to Bruiser, no extra from the roll. Bruiser healed back to 10.

6th turn. Bruiser decided to attack with Spare Dagger again, before moving 4 spaces closer. Initiative was either 15 or 27. Archer went slow this time with 64, preparing to deal 3 damage, not moving.

Bruiser attacked first, dealing 3 damage, 1 left for the Archer. Then Bruiser moved right next to the Archer. Archer got disadvantage and failed to deal any damage.

7th turn. Bruiser was ready to finish using the Skewer again and that was the lowest initiative with 35. Archer still went with very slow, 64.

Bruiser dealt the last damage and won the battle.

After the fight, the Collector told Bruiser not to attack Buttons at all and recommended to sneak into their hideout from the crack in the wall. Well, Bruiser didn’t listen and decided to barge in from front door (Scenario 4).

To be continued…

Playing time was about 45 minutes.

Grove: A 9 card solitaire game

More turn-by-turn pictures of this Grove: A 9 card solitaire game session here.

Grow your lemon, lime and orange trees to fulfill your recipes in Grove: A 9 card solitaire game.

I ended up playing 5 sessions of this after the first four failed to reach their target scores.

First one was with Lime Jellyo and Fruit Basket Recipe with the target score of 58. My last score was actually 59 minus 2 thanks to that Squirrel next to 1 die in the last round. I got exactly 1 basket and one lime die with a value of 6 for 9 points.

2nd one was with Lime Cordial and Fruit Punch recipes, with the target score of 70. I scored poorly and only got 62 minus 3 from the Squirrel. I managed to play all lime dice and that color scored 17. The Fruit Punch only doubled the yellow with 13. I got 2 baskets one for yellow and one for orange.

3rd one was with Tutti Frutti and Orange Jellyo with the target score of 66. I only scored 59. Got one orange die with a value of 6 for 6 points. Got 4 dice of each color for 10 points even if one green fell to the glade.

4th one was with Lemon Soda and Fruit Salad with target score of 58. I got only 56. Scored 6 points for having 3 yellow dice adjacent to each other but failed the extra 5 points after failing to play the lsat yellow die. Got 2 baskets but no wheelbarrow.

So, I didn’t get any win from those 4 and I should have stopped there but I decided to play one more. I did try to avoid those recipes that double the score of a specific color. Well, the Fruit Punch was a bit different as you probably want to diversify more.

For this 5th play, I picked one. Got Orange Liqueur and Lemon Curd with the target score of 70.

The Starting card was #2 and I got in my hand #3 and #10. Since I had to play a yellow die first in order to score the 2nd recipe, I played #10 since it had 2 yellow at one of the corner and perfect green that matched with the 2 on the starting card. Rotated the card 90 counterclockwise and covered the 2 colors. Got yellow 4 and Green 2.

4th card was #15. So now I had to focus on the color with double score, the orange. #10 had 2 orange next to a yellow which was perfect with #3 that had 2 orange in one spot next to a yellow in that same position. Got Orange 4 and Yellow 2. Current score was 17.

5th card was #7 with #15 still in my hand. #7 also had that orange 2 next to yellow but this one was a 2 and a green in that same position of the existing cards. So without rotating the card, I just overlapped them. The previous orange became a 6 and the yellow became a 4 with new Green 2. Luckily that orange was surrounded by 3 free spaces. Current score was 25.

6th card was #17 with #15 still in my hand. #15 had a single orange at the corner with a glade next to that corner. Rotated the card 90 degrees and I could get a basket from that one Orange, increasing the very first green by 2 and filling the glade in between by a yellow. Current score was 35.

7th card was #13 with #17 in my hand. That 13 was also perfect for increasing the orange basket into a wheelbarrow while getting a new yellow and orange without rotating the card at all. Got new Orange and yellow 2. Current score was 51.

8th card was #5 with #17 in my hand. I guess my luck was out this time. #5 had 2 orange but I couldn’t use the other orange on that card so it felt like a waste. Instead I played the 17. It had 2 single orange on one end which was perfect to cover the 2 single of the starting card. Got 2 new orange 2 so that was 8 extra points, making the current score 59.

9th card was #14 with #5. Rotated that last card 180. With the double red overlapped the 2nd orange, I also increased the existing Yellow 2 and Green 4 plus got a new Yellow. Orange became a 4, Yellow a 3, Green a 5 and new yellow 3. Current score was 67, 3 more.

Last card was #5. Unfortunately this had 2 single yellow next to each other making it a bit difficult. I gave up using the double orange on that card which could have gotten me 4 points. Instead, I rotated the card 90 counterclockwise and placed it at the bottom left of the existing form. The single yellow at the corner increased the Yellow 4 into a 5 while adding new yellow 2 and green 3.

Final score was 73, so I finally got a win. I need to try again those recipes that require more than just giving double score.

Playing time was about 90 minutes for 5 sessions.

Firm with Brownies

More pictures of this Firm with Brownies game session here.

Work together with the Brownies Spirit to expand your business in Firm with Brownies.

This was a solo session, still with the introductory level. The 5 Level 2 produces were Barrel, Meat, Stone Wall, Cloth and Fishing Rod. I think I got the rule right with the end game trigger. I get 1 more turn after the deck runs out. Also, I just realized that I could have just discarded the top card of building deck assuming I like everything on the market.

For my 1st turn, I exchanged my 3 coins to pick 2 Clay and 1 Wheat. Level 1 had Flour and Brick and the Brick could build 2 of the starting buildings. I removed the one that produces Thread.

2nd turn. I turned one of the Clay into a Brick. I let go the Milk Store.

3rd turn. I spent that Brick to build the Water Mill. Then using that building, I processed Wheat into Flour. I let go the Mansion.

4th turn. I sold the Flour for 3 coins and picked Cotton, Wood and Stone. Planning to get Thread and then Fishing Rod. The stone was to get Cut Stone. This turn I let go the Castle.

5th turn. I turned that Cotton into Thread. Let go the Bakery.

6th turn. Combined the Wood and the Thread to get Fishing Rod. I removed the Fish Market.

7th turn. Sold the Fishing Rod for 8 and got a Brick and a Timber in return. Letting go the Leather shop, I think.

8th turn. I used the Brick to make Quarry building. Then I spent a Stone with that building to get Cut Stone. Letting go the Brick Maker.

9th turn. I combined the Cut Stone and a Clay to make Stone Wall. I removed the Restaurant building.

10th turn. I spent the Timber to make Cattle Ranch. No supply for it yet. I let go the Cheese Factory.

11th turn. Sold the Stone Wall for 8 and got a Charcoal for 3 and Tumber for 5. Letting go Sheep Ranch.

12th turn. Sold that Timber for 5 and got Cut Stone for 3 plus a Wheat and a Clay. Using the Water Mill building, spent that Wheat to make Flour. Letting go Sawmill this turn.

13th turn. Combined the Cut Stone and Clay again to make another Stone Wall. No bread so Bread Factory to discard pile.

14th turn. I used that Stone Wall, this time to make Tailor. Letting go Shoe Store since no Leather was available.

15th turn. I sold the Flour for 3 to get 2 Clay and 1 Wheat. Using the Cattle Ranch, I spent the Wheat and Clay to get a Cattle. Finally letting go Charchoal Hut.

16th turn. I spent a Charcoal and I used it to make Abattoir. This allowed me to turn that Cattle to get Meat. I let go Beer Factory even though the ingredients were available.

17th turn. So this turn I sold a Meat for 8. Somehow I only took a Sheep for 5 and I could have taken up to 3 resources. Maybe I could have won the game. Then I used the Abattoir again to turn that Sheep into a Meat.

18th turn. I did the same combo again and this time I exchanged the Meat for 8 with Cattle for 5 and thread for 3. So, had I taken 3 woods previously, I could have gotten a Fishing Rod again. Turned that Cattle into Meat back. I removed Ironworks.

19th turn. Sold the Meat again and this time I took Cloth for 6, a Wheat and Wood for 1 each. I had the Cloth and Thread for my Tailor to turn them into 2 points. Market building was out of the game.

20th turn. Spent the Wheat and Wood to get Sheep. The Abattoir then turned it into a Meat. Dairy was removed and the deck run out. So next turn was the last one.

21st turn. I only had 1 Meat worth 8 coins and 1 Clay worth 1. Had I took the 3 coins earlier, I could have afforded the Meat Shop for 2 points. That got me exactly 10 points that I needed to win. Instead I only got 9. Oh, well…

Playing time was about 43 minutes.

Learn more about the game from Firm with Brownies Review.

Streets

More turn-by-turn pictures of this Streets game session here.

Develop a Street by owning a property there and increase its value by understanding the resident’s character in Streets.

This was a solo play using just the business token module, not the Consultant module. My 3 starting buildings were BOARD GAME CAFE, THE OLD TAVERN and FLEA MARKET.

ROUND 1.

Grifter’s next play was BALL PLAYGROUND, scoring $1 for every green resident. That building itself would add 3 green icons and 3 of that resident type. I decided to play my FLEA MARKET, adding 1 green icon and 1 green resident to the starting street next to the Central Station. That current value was 5 for 1 green and 1 yellow.

Grifter then placed it on the same street and their property value was 5 plus 3. I got BRAND BURGERS as replacement.

ROUND 2.

Grifter’s next was SWEET ICE CREAM, which was perfect for them to place next to their previous building. This would have gotten 6 for every 2 green icons and that street already had 5. The building itself only added 1 Pink.

I decided to close that first street on the opposite end from the City Park using my BOARD GAME CAFE. The cafe itself added a wild symbol which didn’t help Grifter to score more but it worked as another yellow for me.

I scored 10 and grifter got 8. The business token for me was RETAIL while Grifter got LEISURE.

Grifter then actually had 2 options to place their building. Either next to my Board Game cafe creating a new street from the Central Station. Both got them 1 green so the were about the same. I chose to place it next to mine. They took the existing single pink resident while the other 3 types still had no new home after the street got closed down.

ROUND 3.

I got UPVOTED HOTEL as replacement, a Pink. Grifter got FASHION OUTLET, a blue with Copy Valuation. Based on the existing, they could copy my Cafe but the current value was only 2 even if it could go up. Their own Ice cream house still had not enough score.

If then they followed any from my hand, their building could have scored between 2 to 7. I decided to play my BRAND BURGERS that could score for being in intersection. This was placed next to my Board Game cafe but creating a new street. Somehow I actually helped Grifter to score 6. My building added 1 Green while catching the existing 5 from the first street.

So, Grifter had 2 choices for 6 points. I decided to let them copy the valuation from my Burger joint and placed their building to the left.

Current Score was still 10 for me and 8 for them.

ROUND 4.

I got SHOPPING AREA and GRIFTER got HUGE MALL. All 3 in my hand were pink type. With their building, Grifter’s best choice was to place in the 3rd street, next to their Fashion Outlet.

I decided to expand the 2nd street with my OLD TAVERN adding like 3rd pink and the value started with 7 plus 1. Grifter placed theirs as plan, adding no new resident.

Current score was still 10 for me and 8 for Grifter.

ROUND 5.

I got CRAFT COFFEE and Grifter got STUDENT HOUSE. Their building value was 6 for being in intersection while adding a yellow to the enclosed street. Didn’t help any building from the 2 active streets. I decided to let them closed that 2nd street to the south.

I played my Coffee house to that 3rd street, expanding to the left and the street had its 4th. Adding 1 new Yellow while taking the existing 1 from the first street. The base value was 4 for only one Wild in the street.

As planned, Grifter scored that 2nd street. I scored only 3 from my Board Game Cafe and 8 from the Old Tavern. Grifter also scored 8 from their Ice Cream. All those 3 had Restaurant type business so both of us got the same and we were tied.

Current score was 21 for me and 16 for Grifter.

ROUND 6.

I got Luxury Apartment which was best to be placed in intersection. Grifter got SUPERVISED BEACH, probably could have been better in that 2nd street with a lot of Pink icons.

With that, they could add a 5th building in the 3rd street or created a new one next to Central Station. However, if I occupied the 3rd street first then they had no choice there.

********I guess I actually made an error or a bit cheating here. Honestly, I actually forgot about the possibility of Grifter creating a new street next to that Central Station. So, I played their as if they had all equal options.

I played my SHOPPING AREA, scoring 5 for a pair of 1 blue and 1 pink to that 3rd street. Adding 1 Pink resident while catching all existing 3 from 2nd street. The 3rd street was full. Grifter, instead of placing that Supervised Beach next to Central Station, I placed it on one end of 3rd street. Their green icon itself was not going to add any value to the building on that 2nd street. But they added 1 green resident to that and was ready to capture all green from 3rd street.

Actually, Grifter also got 1 more good option by placing expanding the street of City Park since I added a Pink there, matching with the Central Station. Oh, well.

Current score was 21 for me and 16 for Grifter.

ROUND 7.

I got EXPERT VINYL SHOP, a yellow, scoring 5 for every 2 yellows. Grifter’s next was CHILLAX SPA, a blue but scores 2 for every pink. This one should have worked with Grifter’s previous building and possibly the best in the new street next to Central Station. Instead, I played it by expanding the 5th with their previous one.

I played my new building next to Grifter’s Student House in 4th street at the south to the right, hoping to enclose this 5th street where Grifter’s properties were. I added a new yellow while Grifter added 2 new blues in that 5th street.

Current score was 21 for me and 16 for Grifter.

ROUND 8.

I got TOURIST SHOP, scoring 2 for every Pink resident, a wild type. Grifter got JUNK ART STATUE, scoring just 4 plus 2 and any additional resident. With that, Grifter didn’t care how to increase its value but they could increased the 2 in the 5th. So I thought it should go there.

I only had 1 Ownership token left so I thought maybe I should close down that 3rd street to get 3 tokens back. Played my Luxury Apartments and finally closed that street.

Scored 14 from my Shopping Area, 6 from my Craft Coffee, 12 from the Brand Burgers. Grifter got 4 from Huge Mall and 12 from the Fashion Outlet. Both Grifter’s were Retail type business while I had a choice between wild, retail or restaurant. I kept the restaurant to win the majority against Grifter.

2 Blue from 3rd street migrated to my Luxury Apartment. 6 Green went to Grifter’s Supervised Beach. 2 Yellow moved to my Vinyl Shop. Grifter attracted 4 pinks to their Junk Art Statue.

Grifter added their building to the 5th, that Junk Art with 1 yellow and now 5 pink.

Current score was 53 for me and 32 for Grifter.

ROUND 9.

I got INDIE STAGE, a wild, scoring 2 for every Yellow. Grifter got COLOSSAL HEAD, a pink scoring 6 for being in intersection. So, I was planning to close down their 5th street that already had 3 of their and almost closed by my one. I could add a 4th building there.

Unfortunately, I got 2 Wild and 1 Pink which would have helped 2 Grifter’s buildings anyway. I decided to play the UPVOTED HOTEL as 4th. Grifter’s next itself would have added a Pink there. Added 1 pink resident and icon there. Grifter closed it down.

I scored only 7 plus a Residential business token. Grifter scored 10 from the Junk Art Statue, 8 from Chillax Spa and 13 from the Supervised Beach. For business tokens, Grifter got either 2nd Leisure which was unnecessary or Residential type, matching the majority with mine.

6 Pink moved to the Colossal Head location. 2 Blue moved to my Luxury Apartment. 1 Yellow to Grifter’s Student House and 7 Green still had no new home.

Current score was 60 for me and 64 for Grifter.

ROUND 10.

I got STARTER HOME, a green, scoring 2 for every green icon. Grifter got FAST CAR Auto Shop, a blue, scoring 3 for every 2 blue residents.

Obviously, Grifter aimed to place it next to my Luxury Apartment. I tried to score the Pink residents using my TOURIST SHOP so I played it next to the Colossal Head, adding no new resident but ready to score 14. As planned, Grifter added their building plus 2 new Blue residents.

Current score was 60 for me and 64 for Grifter.

ROUND 11.

I got POSH NIGHT CLUB, a blue, scoring 3 for every building I owned in the same street. Grifter got GROOMING SALOON, similar to Junk Art Statue but adding 1 blue and 1 Green residents. That building itself didn’t care where to be placed but it could help their other, the Fast Car.

I played my STARTER HOME next to my TOURIST SHOP trying to catch the existing Green residents. Base value was 4. Apparently, I played Grifter to enclose one end of the 7th street since the building itself won’t change its valuation regardless of its surrounding.

Current score was 60 for me and 64 for Grifter.

ROUND 12.

I got OPTIMISTIC DIY shop, a wild scoring any building in the same street. Grifter got MICRO BREWERY with another Copy Valuation. With that valuation, the best was to copy my Tourist Shop, currently scoring 14.

This was probably a bad move for me but I let it happened and try to take advantage by playing my DIY SHOP, adding no resident. With Grifter’s there, the street had 5 buildings and ready to be closed down. The reason was I was not sure that DIY could have scored more later. Very unlikely that the rest of the streets would have 5 buildings.

Current score was 60 for me and 64 for Grifter.

ROUND 13.

Last 3 buildings. I got ART GALLERY, a yellow, scoring 2 for every yellow icon. Grifter got WEIRD RESTAURANT, scoring 5 for every 1 pink and 1 yellow icon.

**** This was another moment where Grifter would have scored better by placing their next, near the Central Station. Or in this case next to City Park as well. Since I forgot that possibility, I ignored those 2 options. Instead it just went to that South Street with 2 buildings already.

I played my Art Gallery to finally close down that street with 5. The thing was I had no more Ownership tokens so I let go from one building in that South Street. The 3 yellow residents there was looking for new place and I got them to this Art Gallery.

For closing that Street, I scored 10 from Optimistic DIY, 16 from my Starter Home, 14 from the TOURIST SHOP. Grifter scored 13 from their Colossal Head and 14 from the Micro Brewery. They took 2nd Restaurant token while I took my 3rd, keeping my majority.

1 yellow moved to my Art Gallery. 8 Green moved to Grifter’s Grooming Salon. 7 Pink had no home yet.

Grifter just placed 3rd building in that south street, adding just 1 new yellow.

Current score was 86 for me and 91 for Grifter.

ROUND 14.

2 buildings left each. I tried to score my Indie Stage from building with the most yellow residents so I played next to the Art Gallery. Grifter played their TRENDY LOFT, a green scoring 2 from each yellow icon. Their best was to expand the south street.

ROUND 15.

Last one. I enclosed that last yellow street with my POSH NIGHT CLUB. The new building didn’t add new value. Scored 8 from Art Gallery and 10 from Indie Stage. I took 1 Leisure token, matching the majority. Well, unfortunately, those Yellow went to Grifter’s, all 5 of them.

Grifter’s last building was the WAREHOUSE scoring 2 for every building in 8 direction. The best score they could get at that moment was from 6, so 12, creating a new street.

That was the end of the game.

From the 3 buildings in South Street and that last one, Grifter got 19. Another 7 from Grooming Salon and 3 from Fast Car.

I got only 6 from Luxury Apartment and 2 from the Posh Night Club.

From business tokens, I won in Restaurant while matching the other 3. So, my last score was 127 while Grifter got 132

So, I lost? Well, that was embarrassing since I also played incorrectly and possibly made it easier for me. I guess it was a bad move to let Grifter copy my Tourist Shop. Oh, well.

The scoring was off compared to what I did in the game. I thought I got over 150 while Grifter only less than 120.

Playing time was about 57 minutes.

Learn more about the game from Streets Review.

Finished!

More pictures of this Finished! game session here.

Back to office work and sort all of those files until they are in ascending order in Finished!

This was the first time playing with the Regular Game difficulty level where you start only with 6 Coffee tokens and 5 candy tokens.

The game started with a 4, 33 and 40. Sent all of those directly to the past in ascending order. Then doing the same with the next 3 cards which were a 2, 12 and 20.

Next were a 7, 21 and 32 so I got 6th Candy but still sent them to the past. Then, a 15, 19 and 38 which got me the 7th candy. Still sending them to the past.

Finally, a 46, 24 and 36 which got me 8th candy. This was 5th turn from 16 so to get to 48, it was closer to the front. So, I kept 46 at the front when sending them to the past.

Next, I got a 9, 11 and 30. First time spending the candy to the 30 to bring back the last 2 cards in the past back to the present. Sorted them in ascending order and sent them to the past.

After that, a 5, 8 and 41. Did nothing but to sort them in ascending order. Another candy from a 3, with 26 and 39. Sent those 3 to the past.

A 27, 31 and 43. Nothing. A 14, 29 and 34. Still the same.

Another candy from number 6 with 42 and 44. Spent that candy on 44 to bring back 29 and 34. Sorted them and sent them all back to the past.

Candy again and this time from number 10, along with 13 and 22. Still the same. Another candy from 28, 35 and now 47. This was like 3 turns away from number 48 so I had to find a way to send this 47 farther back. Spent that candy to 35 so the 3 got pushed up to the future.

Another candy from, 45, along with 23 and 25. Spent one candy on 23 to send that 23 and 25 to the past while bringing in 2 new cards, 1 and 16. One got pulled out and was replaced by 17. So, 16, 17 and 45 were pushed to the past.

The 3, 28, 35 and 47 returned and I sent them to the past. Finally, 18, 37 and 48. How lucky to have that 18 to bring back the 47 and 35. Spent a candy on 18 and then 35 to push 5 cards to the future, preventing the Coffee.

Got a 4, 33 and 40. Did nothing but to send them to the past. The 5 returned to the present. Spent another candy on 37. Before sending them to the future again, I spent 4 candies to draw 4 new cards. Got 7, 12, 20 and 21. The 4th was actually from that 20. Then I pushed 9 cards to the future.

Got a 15, 19 and 32, 2 candies left. I sent these 3 to the past and the 9 returned. However, before sending all of these to the past, I brought back 19 and 32 using 18. At least this got me a sequence of 18, 19, 20 and 21.

Then I sent them all to the past, consuming 1st Coffee. 6 left. The 35, 47 and 48 were the last 3.

The 46 finally showed up with 38 and 9. Placed the 46 at the front then the 2 in ascending order after that. Sent them to the past.

Got 1, 24 and 30. To the past. A 5, 8 and 36 with candy, 4th in my stash. Actually a 2 showed up and got pulled out from the rotation.

One of the next 3 was a 3 so it gave me Candy and it got pulled out. The next 3 were 26, 39 and 41. Nothing to do. Next were 27, 31 and 43. Nothing to do. A candy from 6, 14 and 29. Sent to the past.

34, 42 and 44. Still nothing. A candy from 10 along with 13 and 22. Spent that candy on 13 to replace the 10 with 23 before sending the 3 to the past.

Then I got 10 back with a candy, 16 and 25. Nothing to do. Next were 17, 28 and 45 so 2 more candies so I had 9.

Last candy from 15, 33 and 40. A 4 showed up actually before it was pulled out and replaced by one of those 3. Spent the candy on 15 to replace the 15 and got a 7. Those 3 to the past.

Got 12, 15 again, 18, 33 and 40. Spent the candy from 15 to 18 to bring back 33 and 40. Sorted and then to the past.

Got 19, 20 and 21 with a candy. Spent it on 20 to draw 32. All to the past.

Got the 35, 37 and 47 so the next should be 48 and 46. Spent 2 to get those and another 2 for 38 and 9. Actually number 5 probably before 35. Spent one more to 9 and got 11. Still had 5 candies, spent one on 35 to send those 8 to the Future.

Next were 8, 24, 30. Spent candy on 24 to push those 3 to the future as well. Same for the next with 26, 36 with a candy and 39. Got 27, 31 and 41. Did nothing and sent all 3 sets of future cards to the past.

With 2 more candies after that 8 returned, I spent one on 37 to remove all candies. Then sent them back to the future by spending my last one to 38.

Got a 6 with candy and it was pulled out from the rotation. The next 3 were 14, 28 and 43. Nothing to do. The 8 returned and I spent my last candy on 35 to send them back to the future.

Got 34, 42 and 44. No more candy to do anything. Sent those 3 and the 8 from the future to the past, consuming the 2nd Coffee. Got 2 candies from a sequence of 46, 47 and 48.

4 coffee tokens and 42 cards left.

Got 13, 22 and 23. Nothing to do. A 10, 16 and 25. Other than 3rd candy in stash, nothing. Next were 17, 28 and 45 for 2 more candies. Nothing.

12, 15 and candy and 18. Actually a 7 probably showed up and got pulled out here. Spent that candy on 18 to bring back 28 and 45. Sorted them and sent those 5 back to the past.

Then, 19, 33 and 40. Nothing to do, followed by 20, 21 with candy and 32. To the past.

27, 31 and 41, so nothing. 26, 36 plus candy and 39 which I did nothing. Then 14, 24 and 30 after an 8 which got pulled out. Spent 1 candy to bring back 36 and 39 before sending them back again.

29, 34 and 43, nothing. Then, 35, 43 and 44. Spent 1 candy on 44 to bring back 34 and 42. So I sent them back to the past with a sequence of 3 cards for 2 candies.

Next were 37. 38 and 46. Spent candies to get 47, 48, 9 and 11. The 9 got pulled out, replaced by 13. Sent those 7 to the future with 38.

Then a 10 showed up with a candy and got pulled out, replaced by 16, 22 and 23. Sent them all to the past and the 7 with 48 returned to the present.

Removed all candies using 37 and sent them all back to the future with 38. Got 11 and 12 which were removed immediately and got 15, 17 and 18. Spent a candy on 18 to bring back 22 and 23, sorted and sent them back to the past.

The 7 returned to the past and 13 got removed, replaced by 28 with a candy. I could have spent 2 more candies to draw more cards but I didn’t and I finally sent those all with 48 to the past.

Got a sequence of 4 so 3 candies. Consumed the 3rd Coffee.

3 coffee tokens and 35 cards left.

Got 19, 33 and 40. I knew that the next one would have been 20 and 21. So I spent 1 candy on 19 to send that one up to be included in the next 3.

Got 20, 21 plus candy and 32. I also knew that the next had 31 so I thought I should send the 32 up. Sent the sequence of 3 to the past for 2 candies.

In addition to 32, I got 27, 31 and 41. Nothing to do beside 14 actually showed up to get pulled out. Got 30, 24, 26. Spent a candy on 30 to bring back 32 and 41. Sent them back to the past by keeping 31, 30 and 32 next to each other.

Got 29, 36 and 39 for 3rd candy but nothing to do. Then 34, 35 and 42. Still nothing. Next were 43, 44 and 16. Spent candy on 43 to draw 15 which was removed along with 16, 17 and 18. Finally, got a 22. Spent another candy on 44 to bring back at least the 42 to get a sequence of 3 and then sent them to the past for 2 candies.

Back to 38, 45 and 46. The candy from 45 was to draw 47. Spent more to get 48. Only had 1 candy left so spent it on 38 to send those to the Future.

Got 25, 28 and candy, 33. Nothing to do, sent to the past and the 5 returned from Future. Spent that candy again to draw and got 19, 20 and 21, with candy just to be removed. After spending more, got 27 and 40. Keeping one candy left before sending those with 48 to the past.

Got a sequence of 4 cards for 3 candies and I had to consume 4th Coffee.

2 Coffee tokens and 27 cards left.

Got 30, 31 and 32, a sequence. Sent them to the past for 2 candies. Then, 24, 26 and 41 which I did nothing. Then, 29, 36 with candy and 39 which did nothing as well.

22 and 23 showed up around this time and got removed. A 34, 35 and 42. This time I spent a candy on 42 so the 34 and 35 were ahead from 36. Got 37, 43 and 44. Spent on 44 to bring back 36 and 39, not exactly useful just to sort them.

Then I got 25, 28 plus candy and 33 which I did nothing. Same with next one, 26, 38 and 45.

Back to 46, 47 and 48. Spent 2 to draw 40 and 30. Another spent on 30 to bring back 38 and 45. One more candy to 3, pushing those 7 to future.

Got 31, 32 and 26. I think the 24 was out before 26. With the last candy, pushed those 3 for 2nd layer of future. 34, 35 and 41 next but nothing to do. Actually from here, I sent all including those future with 48 to the past.

Still got a sequence of 4 cards for 3 candies. Consumed the 5th coffee.

1 Coffee token and 24 cards left.

Next were 29, 36 and 42 which I did nothing. Then 37, 39 and 43, also nothing. 44, 28 and 33, also nothing but removing 25 before them.

27, 34 and 35 next and nothing. After that, 41, 31 and 32, also nothing. Then a 30, 38 and 45 after 26 got removed. Spent the candy from 45 to 30 to bring back 31 and 32. Sent them back with a sequence of 3. Before that, I actually spent 1 candy to 32 to send the 38 to the future.

Back to 46, 47 and 48 along with 38. Spent 4 candies to draw 36, 37, 40 and 42. Another candy to 38 and those 8 to the future. 39, 43 and 44 but nothing to do so the 8 returned from the future.

Spent 1 candy to remove all using 37 and sent those all back to the future. Next cards had 27 and 28 so they got removed, replaced by 33, 34 and 35. Activated the 35 to create 2nd Future.

Got 41, 30 and 31. No more candy so I sent everything to the past including the 48.

Got 3 candies from sequence and spent the last coffee. Last round and 20 cards left.

Got 29, removed immediately and 32, 39 and 45. Sent the 32 itself to the future. Next were 41, 43 and 44. Using 44 brought back 45 and 39 so got a sequence of 3. Instead of sending them to the past, I activated 41 to send just 39 and 41 itself.

Apparently, the next cards were 30 to 38 so all of them got removed. Now the present had 40 to 46 but without 41. Sent the single 40 to the future and the rest with sequence of 5 to the past.

Got 39, 47 and 48 along with 40. After 39 and 40 were removed, the rest of the cards followed and finally FINISHED!

Playing time was about 58 minutes.

Learn more about the game from Finished! Review.

Circle the Wagons

More pictures of this Circle the Wagons game session here.

Build the best boomtown in the west by picking the terrain card or skip it and give it to your opponent in Circle the Wagons.

This was a 2-handed session, 2 sessions actually. First one was using CIRCLE THE WAGONS, BOOTLEGGERS and GOLD COUNTRY scoring cards.

1st player then picked the card with 3 Wagons. 2nd player skipped the next one since the one after that had 3 Mines and 2 of them were next to a Mountain. The skipped card had 3 yellow terrains with one Mine. 1st Player then placed it so the Mine part was next to a Wagon on Mountain.

The next card for 1st player had 2 wagons in the diagonal. 1st player picked it and continued with the Circle the Wagons objective by placing it below the 1st card. Just needed 1 more Wagon, ideally at the bottom right.

Next card for 2nd player had 3 guns and a mine. They picked that one, rotated it 180 and placed it so that the Mine part was at the top of the previous gun on a Mountain.

1st player again and their next card had 1 Wagon and 3 Desert area. They picked it and rotated it 180 so that Wagon was in perfect position to complete that objective. Not only that, the 3 desert spaces were connected with the existing 2.

Back to 2nd player and their next card had 1 Fortress, 1 Gun and 2 Mines. 2nd player rotated the card 180 and placed the card so one Mine of the new card was next to the only Mountain on their tableau. They also had to cover one gun of their 2nd card so the Fortress was still next to a gun with a potential of connecting the 2 green later.

1st player again and their next card had 3 Beer. This is where I misinterpret the rule a bit. I though the Bootleggers was only about giving penalty for having a beer next to a Wagon so this player tried to avoid it.

So, instead of taking the card with 3 beers, they skipped it and picked the next one with only 2. This one also had a Mine icon and by rotating it 180, 1st player managed to placed it next to a Wagon on Mountain. Still thinking about covering one of the Beer with preferably Mountains.

So, 2nd player had to pick that card with 3 beers and so far, they had no Wagons. Regardless, they rotated the card so the beer on Water space was connect the 2 water spaces. What I didn’t realize was by doing this, the card covered the gun that was already next to Fortress. So the Fortress now had no gun. I guess I was trying to grow the green terrain.

Still with 2nd player and the next card had 3 Cows and a Beer. 2nd player skipped it for the next one that had 3 Fortresses. It was placed on the rightmost so one Fortress on Mountain was next to a Mine while the other Fortress on Snow was next to a Gun.

1st player then took that card with a beer and 3 cows which was actually a blessing. Without rotating the card, the card was placed at the top of their tableau so the Beer on Desert expanded the Desert while being next to a Wagon. At the same time, the green one with a Cow also expanded the existing green to size 2.

Still with 1st player and they chose to skip the next one with 3 Water spaces and a beer. They picked the next one with 2 Fortress and a Wagon. Their goal was just a Mountain at the top left in either orientation just to grow that terrain. Neither the Fortress or the Wagon from the new card scored, yet.

2nd player picked the skipped card and chose to grow the water spaces at the top left. The size became 7.

Last 2 cards and 2nd player’s turn. 2nd player picked the latter, skipping the next one just because it had 3 Mountain areas connected. This was perfect for 2nd player to grow the Mountain to size 5. One of them also had a Mine on Mountain so it scored on its own.

So, 1st player had to pick the skipped card. The card was placed at the top right. Rotated the card so it grew the green and yellow terrains for 2 points.

That was the end of the game.

SCORING
1st player had 4 points from yellow, 3 from green, 3 from gray, 6 from red, 1 from each water and snow. From objectives, 5 points from Circle the Wagons, 4 points from Gold Country and -1 from Bootleggers.

FINAL SCORE: 26 points

2nd player had 7 from Water, 1 from snow, 5 from Mountain, 2 from green and 1 from each Yellow and Red. 0 points from Circle the Wagons, 1 point from Bootleggers and 12 from Gold Country.

FINAL SCORE: 30 points

2nd session used ONE TOO MANY, RIFLES READY and WAGON TRAIN scoring objectives.

Since 1st player lost last time, they started with card that had 3 Wagons. That card itself was already worth 2 points. Lucky for 2nd player that the next card to pick had 3 Fortress which was good for Rifles Ready.

1st player again and the next card had 3 water spaces with Wagon. Rotated the card and placed it below the first card and it expanded the water spaces to size 4 while expanding the Wagon line to 3.

Next card for 2nd player had 3 Desert spaces with a Wagon at the top left. The card was placed to the right from 1st card a bit below so it created first wagon line with a size of 2 while expanding the desert spaces to 4.

1st player again and the next card had 3 Forest or green spaces and a Wagon. Rotated the card and placed it at the top so that the Wagon expanded the first Wagon line to size 4 while expanding the Green spaces to size 4.

2nd player skipped the next card with 3 Mines and chose one after that with 2 Wagons and a Fortress. Rotated the card and it was placed at the top right without covering anything. This created a 2nd line of Wagon worth 1 point and placing the Fortress next to a gun. Also expanding the desert to size 5.

The skipped card was not really useful for 1st player. They rotated the card and placed it just to expand the Snow terrain to size 2. Then still with 1st player, they skipped the next card and took the next one with 2 Beer. Actually, I got it wrong again with the rule as I assumed the most beer wins with ONE TOO MANY. That was not the case. Anyway, 1st player tried to keep the 2 beers while expanding the Green terrain to size 5.

2nd player picked the skipped card. The bottom part had a gun on yellow and a cow on Mountain. This was placed above the first card with 3 Fortress, expanding both terrain and now one Fortress had a Gun.

Still with 2nd player, they took the next one with 2 guns and a Wagon. The gun on yellow at the bottom right expanded the yellow terrain to size 4 by covering the cow on green. Hoping that the Wagon at the bottom right could create 2 lines of wagons.

1st player again and skipping again the card with 3 yellows with a Fortress. They instead picked the next one that had both Fortress and Gun next to each other. This was also great for 1st player as it expanded the Snow terrain to size 5.

2nd player had to pick the skipped card with 3 yellows and luckily there was already a gun on yellow. So, this new one with Fortress on yellow was next to it, expanding the yellow to size 7.

Still with 2nd player, they picked the next card with 3 Mountains with a Wagon and Fortress. The configuration was perfect to expand the first Wagon line to size 3 while expanding the mountain to size 4 even if they had to cover 2 of the first 3 fortresses.

2 cards left and either way each player had to take one. Either 2 mountain, 2 fortresses and a Wagon or a gun, fortress and 2 separated water spaces.

1st player decided to take the latter, expanding their water to size 4 while placing a fortress to a gun. 2nd player took the other, creating a new line of Wagons, expanding the mountain and desert spaces.

That was the end of the game.

SCORING

1st player got 5 from Water, 5 from Snow, 5 from Forest, 1 from each Yellow and Red. They got 6 points from Rifles Ready and 7 from 2 lines of Wagons. Both had the same number of beer so suffered nothing.

2nd player got 7 from yellow, 4 from Mountain, 6 from Red, 1 from each Water and Snow. 5 points from 2 lines of Wagon Train, 8 points from 4 Fort next to a Gun.

FINAL SCORE: 30 for 1st player and 32 for 2nd player. 2nd player won both times.

Playing time was about 20 minutes each session.

Learn more about the game from Circle the Wagons review.

Obsession

More turn-by-turn pictures Obsession game session here.

Save your family reputation by renovating your estate to eventually invite the most influential people in Obsession.

Well, this is a new game to me. Just from the theme and setting itself, it is not something that I am interested in. However, I heard a lot of good things about this game and the designer, Dan Hallagan, from a lot of channels, especially the solo gaming community.

Last year, in 2023, Obsession was at #21 best solo game, voted by the community, dropped from #18 the previous year. A lot of solo gamers who seem to have similar taste with me even put this game as one of their top 20 or even number 1. Some also mentioned that, like me, that they don’t care about the theme, at first but they say that the game is pretty good and very thematic.

So, that eventually got me interested in trying this game and now I have it.

First of all, I didn’t expect that the box would be that big. I know that it is TTR square size but I didn’t expect that this 2nd edition would be that tall. In my collection this is now the game with not only the biggest box but also heaviest. Also the most expensive just from the base game.

Apparently, this giant box comes with a lot of smaller boxes. You get 2 square smaller box and 6 rectangular boxes. Those rectangular ones are for player’s setup. You are expected to fill that box with all of the starting resources and cards. The base game supports only up to 4 so the 2 extra are when you get expansions to support additional players.

At first, I thought those organizers are not necessary and a bit too big but then I kind of wish it is slightly bigger or at least in better shape. Then I watched the designer’s unboxing videos that includes every expansion and it seems it works well to also keep expansion contents.

But I only have base game. So, I manage to keep all tiles in one of the square boxes while keeping coins and extra meeples in one of the unused player organizers.

Well, had I known or researched more about what you get in that 2nd edition box, I might have reconsidered purchasing this game. Not because I don’t like those deluxe feel but I mostly play games solo and that big size box is really meant to support components for more players. It’s not like I have a choice if I want to get this game but I probably would have looked for other games first.

Sorry for a bit rant. Let’s talk about the gameplay itself.

The rulebook and the glossary make it like a complicated game but Obsession is a very simple game. On your regular turn out of 16 or 20 turns, you choose 1 room tile to activate, provide with the necessary staff and play gentry or character cards where you also must provide the required specific staff.

Unless you have everything that is required by the tile and the characters, you cannot use that tile.

Then you get the benefit for activating that room and those characters. Either getting reputation, money, new staffs or new character cards or even getting rid of character cards. Some of those characters can give penalties like losing points, losing money or reputation while still giving some benefit.

At the end of your turn, you will upgrade your chosen tile, flipping them to the other side. This can give extra points or more powerful benefit in future use. Each tile is upgradable once so you want to diversify in using every tile. Some of those tiles start with negative points so you might want to use them at least once to flip it and get more points while others may start with just 0.

After playing the tile then the 2nd part of your turn is to buy a new tiles to upgrade your estate and get more interesting actions and benefits. This is probably the main interaction between players. You have to make sure you have the money and buy specific tiles before your opponents. You can wait until they get cheaper but the opponents might decide to pay higher and get it first.

Starting tiles usually only allow you to play like 2 characters while the more expensive one can allow you to play like 4 or 5 or maybe higher. Only play 1 tile per turn but with more characters, assuming you can afford to provide the necessary resources, you can get more benefit and or penalties.

Another main interaction is to compete during Courtship. Every four or five rounds, players will be comparing the score from one type of their tiles. The winner will get access to special characters that they can use in turn up to the next Courtship.

There are five different colors or types of tiles. The Courtship moment will tell you which color to compete and players will have to examine their competition and how likely they can win.

After you play character cards they will stay in your discard pile unless you get rid of them. You need to spend 1 turn to get everything back so you can play again next turn. In that turn, you don’t play tile and cards but you still can buy tiles which is why you need to have money before you choose to retrieve cards.

So, in a way, this is like hand-building game, not really a deck building game. You want to play those characters that can bring more characters, especially the Prestige ones with more powerful benefit.

Stronger cards and stronger tiles require minimum level of reputation. So, you want to level up in order to use them, except for the special National Holiday which you can play anything regardless of your reputation. You can even buy tile specifically just to play it on that day. Just make sure to prepare for it.

What makes this game interesting is how you manage different staffs or workers. This is not a Worker Placement where you deploy workers to shared board in order to compete with other players. But these are just like resources that you need to provide in order to play something.

However, the Workers will cycle. In general, you cannot use every turn. You need to wait for 2 turns before they become available again. Like playing with a conveyor belt. You might want to play specific workers first so they return faster and you use them again.

During your waiting period, you can try playing tiles that don’t allow you to play cards. Usually these will get you upgrade something or get more workers.

There is a way to get more workers and even a way to steal from other players. Luckily, there is not penalty for having more of them. If anything, you get more points at the end.

Your reputation is also a resource you can spend by sacrificing your reputation level. Every five reputation you level up. You can choose anytime to lose 2 in exchange for money and lose 3 to get your 1 worker ready or 4 to refresh the market. Keeping your reputation level high will also give you more points at the end.

So, that is the entire game of Obsession. Play a tile and play cards, provide all of the resources to get the benefit and possibly penalty in 16 to 20 rounds minus the 4 Courtship days. Get the most points and win.

You get score from reputation level, tiles, cards, workers, leftover money, VP cards and objective cards. Each player gets 5 objective cards in standard game or 4 in longer mode at the start.

I have only played once and maybe there are things that I have not mentioned but those are the general ideas of the game.

My First Impression.

In a way this is more like a much simpler Spirit Island? Mostly based on the idea of hand building and the part you need to spend one turn to retrieve those cards back. It’s just Obsession is less about executing those cards and more about managing more resources. No spatial aspect and movement from one space to another and no double execution phases during each round.

It may sound like a lesser game but this is a different one. Here you want to get the most points and to do so, it seems you want to keep pushing yourself. Even if it means spending or losing your reputation just to play more cards and buy certain tiles.

Usually, I tend to play it safe and not taking any risk like that, especially in first play of any game. In my first play I think I managed to get more reputation than I needed while on the other hand I didn’t have money to buy tiles. There were 2 or 3 rounds where I didn’t buy anything. Maybe I just forgot about those Special Actions until I realized I had too much.

I did get one bad character that I got rid immediately. However, I thought it would be better to get positive cards first just to understand the game better so there was a time I drew another card when a bad card showed up. It seems, getting those cards also makes the game more interesting. From what I understand, you only suffer penalty at the end if you still have them and when you play them.

Speaking about the theme a bit. It seems that every part of the game design has thematic explanations. What they mean and why certain things do certain ways. That is impressive and clearly a work of passion.

Unfortunately, it didn’t get me that thematic reaction. Maybe if I play more, I will eventually get to feel it? My eyes always went straight to just the icons. I didn’t get to read those text on characters.

Every part of the rulebook start with that thematic explanation. Maybe I kind of wish that they separate it to learn the game easier. Or at least do something like in the Glossary where they pointed out the thematic and gameplay explanation. It’s just I wish it is not just using Italic and not. Why not put the theme in thematic box with different background or so.

The Glossary book is really helpful. I thought I didn’t need it the fact that it has index or table of contents really helps searching for something.

Well, I already got a couple of things wrong. I thought every player start with 300 money. Apparently that was just for one Family. It seems I am supposed to return the Fairchild character back before the next Courtship but I didn’t.

I played solo against the Simpson family, a beginner level. Their base score was just 78, 12 for VP and the Fairchild for winning the last Courtship. I got 24 from characters, 23 from Objectives, 16 from workers, 1 from 300 money, 28 from Level 6 reputation (got to 7 actually), 27 from 12 tiles.

So, I lost during the last courtship, from a color that I easily won earlier. That color has a huge jump in score from the earlier Courtship to the last one. Not sure if I could beat that.

For solo play, the game also comes with 12 different opponent cards. Basically just different in base score and how they win in certain colors during courtship over the course of the game. During the game itself, the opponent will just roll a d20 to decide which tile to remove from the market, no need to keep track of anything, very easy to manage.

Well, I definitely will play this more, embrace more in the chaos from the random card draw that a lot of people complaint about. Maybe I should also try the extended variant with 20 rounds instead of 16.

Playing and learning time took about 150 minutes.

Trailblazers

More Turn-by-Turn pictures of this Trailblazers game session here.

Explore the outdoors, leave some trails and build the pave that eventually lead back to Campsites in Trailblazers.

Continuing with the solo mode of this. Still with the Voyager or just single objective and this time using the COURSE COASTER, objective.

In this one you need to have 2 Biking Loops where both of their trailheads share a camp card face with the other trail. This is one of the objective without specific solo minimum requirement. Somehow I feel like maybe it should have? Because it feels like I already completed the objective very early.

Of course, maybe I just got lucky. Anyway, here is how the session went.

ROUND 1, 1ST DRAW.

Ideally, it’s better to start with cards that have all the same color, specifically for the Biking Loop objective. Unfortunately, I got none from the first 8 cards.

So, usually, next thing to do is to look for just 2 colors, which one of them is the red. Luckily, there were 2. One was Straight Main Red with 2 smaller blues and the other had L shape Blue and 2 smaller reds.

From the Biking loop, I first placed that L-shape blue above the card so that the 2 smaller red line started 2 trailheads. One on the right was pointed up while the other was pointed to the left with the main blue line went from the right going up in that horizontal card.

By doing this, all I needed was a Red C to connect the left line back to the campsite and I finished half of the objective. This means that small line on the right should be turned to the left as well.

Then, with the Straight red, I connected one of the small blue to extend the blue line from the first card by placing above that other card. That main straight red was ready to extend the 2nd trailhead.

ROUND 1, 2ND DRAW.

From the 6 cards, still no all red cards and this time no blue and red only. However, there were 3 cards with a combination of red and brown. All of them had main brown either S shape, Straight or C shape with 2 smaller reds. So, I thought maybe I should start preparing for the brown as well.

If the area above and to the left from red campsite was for Blue then I thought I prepared the brown one on the right and maybe bottom.

I picked the straight Brown first with 2 smaller straight reds and placed it on the right side of red camp. Then I picked the C brown with 2 reds, placing it horizontally to extend the top small red from that right side of the camp. This way, I was setting up so the brown camp would be on the top right from red camp. Not sure why not just bottom right from the red camp since I could have done the same with the same card.

ROUND 1, 3RD DRAW.

2 Ls, a brown and red and 2 S shapes, a brown and blue. That L Red with small red and small blue was actually perfect to continue with the objective. Instead, I used it to extend the 2 reds on the right.

I think mostly because the 2nd card I took was the other L, the brown with smaller red and smaller blue. The smaller red one was a straight. I placed this horizontally below the vertical card right next to the right of the red camp. This way, I extended both the previous Straight brown and the smaller red of previous card.

This is when I realized, maybe in this game, taking an S-shape is not actually good. It is not spatially efficient. Of course, you may not have a choice and S can lead to very interesting shape but not necessarily give you more points.

That was the end of first round. No closed loop yet.

ROUND 2, 1ST DRAW.

After evaluating the first 8 cards, I decided the camp should be the blue one. Placing the Blue camp so that the bottom side was connected to the 2 existing blue of the 2nd card I played.

I think the reason is that there was a C Blue with 2 reds. One of those reds, extended the left first trailhead while extending the blue which became a trailhead for that camp.

For the 2nd card, I wanted to connect the 2nd red trailhead with the straight red near the blue camp. From that position, ideally I needed a shorter L red and a main blue. Beside that C, there was only the S-shape blue. So, I connected but started a new trailhead for the blue with S-shape, breaking my own rule already.

ROUND 2, 2ND DRAW.

From those 6, first one I picked an L shape Blue with smaller blue and a brown. This was placed to the top right of red camp vertically, extending the 2 blue lines and the brown lines. I knew those 2 entry or exit points at the bottom right from the blue should be connected but couldn’t go far to the right because of the brown camp later.

The other 5 cards, I wasn’t sure. For safer option, I picked the Straight all red. I placed it horizontally at the bottom of the red camp, not even extending any of the existing. Not even sure at this point if this would have been its own closed loop or connected to the 2 on the right.

ROUND 2, 3RD DRAW.

First I took the L blue with shorter blue and red. The Red part was straight. I placed it vertically to the left and below from the left of blue camp. By placing this way, the red extended the 2nd red trailhead while also extending the blue trailhead at the bottom left. Then the smaller blue also created a new exit point for that existing blue line.

2nd card I took was the C red to continue this 2nd red trailhead for the objective. There were 2 C Reds actually but I needed the one with blue as one of the smaller line. Not sure that blue was going to be connected but I thought maybe better chance than not.

ROUND 3, 1ST DRAW.

I had to place the Brown camp but still not sure. Decided to leave 1 extra space to the right from the red camp to allow the existing blue to create a loop instead of cutting it with the brown camp.

This time there were 2 all reds, and S and an L. First I placed the L vertically, to the left from red camp. This way, the main L line extended the 1st trailhead and finally closed the loop for the objective. At the same time, one of the shorter red prepared the exit point for the 2nd red trailhead for the objective.

All I needed to close the 2nd trailhead was just a small L at the corner. Instead using the S-shape, I tried to make this 2nd loop longer. The main S line extended from the 2nd exit while one of the smaller one extended the 2nd main red. All I needed to close was just C Red.

ROUND 3, 2ND DRAW.

6 cards, 5 browns as the main line and one main with red. At least the Red main one was a C, perfect to finish the objective. I had 2 red loops that started and ended on the same sides, completing the objective. The value was 14 and 4.

The 2nd card I took was the C brown with smaller brown and blue. Both variants were available in this turn so I picked the one where the position extended the existing both blue and brown line. That C also created a closed loop for 2 points.

ROUND 3, 3RD DRAW.

There was a C Blue to connect the 2 blue lines at the bottom right from blue camp. Took it and the closed loop was worth 11 points.

For the 2nd one I took an L brown going from the left up. This was to extend the 2nd brown line, the long one so it started to point to the camp. All I needed was just a Straight brown.

That was the end of this round, 31 points so far.

ROUND 4, 1ST DRAW.

Last round and I still had to close 1 blue, probably 2 reds and one brown.

There was a straight brown so I took it and closed that loop. Didn’t matter which smaller lines. Got 12 points, 43 so far.

For the 2nd card, I took the C blue, continuing the 2nd blue line. I just needed a smaller L at the corner to finish it. Or just a smaller straight blue for 1 point less.

ROUND 4, 2ND DRAW.

There were 2 Red C shapes. Took them both to finish 2 loops. Got 10 points and 4 points, 57 so far.

ROUND 4, 3RD DRAW.

Well, there was that smaller L blue so I closed that 2nd blue loop for 9 points, 66.

Unfortunately, no other unclosed loop to work on and no more C shape to finish a loop on its own. So that was my total score, 66, probably my highest so far.

Playing time was about 24 minutes.

Calico

More turn-by-turn pictures of this Calico game session here.

Sew the coziest quilt for your cats with the pattern and shapes that they like in Calico.

This was a solo session, continuing with the Solo Achievement Scenario #9. To win this one, I need at least 68 points, get one of every cat of Callie, Cira and Leo and scored both goals of 2 goal tiles.

Callie is one of the starting cat, very easy with just 3 of its preferred pattern but the shape has to be in triangle. Cira likes 6 or more of its preferred patterns while Leo wants 5 of its pattern but it has to be in straight line.

Assuming I can get 1 cat each I can get 23 points. Then from the two lowest goal tiles, if I get both scoring from each, I can get at least another 19 which makes the score 42. This means, I still need like 26. Let’s say I get another Cira for another 9, then I still need 17 which is about 6 buttons. With instead, one more Leo, I only need 5 buttons.

I still can score from the 3rd goal tile and with just one scoring, I can get like 7 which makes it 49. It seems I still need one additional cat for the missing 19.

I’m going to evaluate my play. Got 26 from the 3 goal tiles, 34 from the cats and 21 from 7 buttons. So, I got 81 which is more than enough and at least 1 cat each. However, I only scored scoring from 1 goal tiles while the other 2 scored only 1. Got 2 Leo so even if I let go one of them, I still can score 70 which is enough. Hopefully that can help me score the other goal tile for the 2nd scoring.

The thing is my failure to score the 2nd scoring of 2nd goal tile was because I scored Cira around it. 4 of the same pattern surrounded one goal tile that demanded for at least 3. I guess it should have been done around the AAAA-BB.

Well, hopefully I remember the next time I play with this scenario again. Anyway, here is how the session went.

The 3 goal tiles are AAAA-BB, AA-BB-CC and AA-BB-C-D. So, the way I placed the goal tiles were the AAAA-BB on the left, AA-BB-CC on the right and the AA-BB-C-D in the middle.

My initial plan was to get Leo in the bottom most row horizontally since the 2nd pattern was already on the border. Then the 2nd Leo, using its 1st pattern was to be placed from that same corner going to the top right. From the 5 required, one was already on the top border.

With the 1st Leo taking 5 spaces from the bottom row, leaving just 1 left from that row. I was planning for Cira to start from there. So, I guess I already failed since 6 hexes for Cira from that bottom right corner means, 4 of them will surround the closest goal tile or touched the two goal tiles at the bottom. Maybe all I needed for my next play is to swap the position of these 2 goal tiles.

ROUND 1. I started with Leo 1 light blue and Cira 2 blue. There was a light blue Leo 2 at the bottom left corner so this Leo 1 was placed next to it.

As replacement, I took another Cira 2 but with Yellow. Cira 1 Blue was discarded.

ROUND 2. Placed the Cira 2 Blue at the bottom right corner. As replacement, I took the Leo 1 Yellow. Callie 2 purple was discarded.

ROUND 3. Placed that Leo Yellow I just took to continue with the diagonal line. Since there was already the same pattern and color on the border, I placed it next to that. Adding 1st color and pattern to the middle goal tile.

For replacement, I took Leo 1 Light blue. Cira 1 red was discarded.

ROUND 4. Continuing with the Leo first line, the diagonal line. Since I got the Light blue leo 1 again, I placed it to the top left of the bottom left goal tile. This added no new pattern and color. Got my first button, the Light Blue.

As replacement I took another one with Leo 1 but this one was the Green. Cira 2 Light blue was discarded.

ROUND 5. Completed that Leo 1st line with the Green. Scored 11 points. This added 2nd color to the middle goal tile.

Took the Polkadot or Leo 2 Light Blue as replacement. Cira 1 Purple was discarded.

ROUND 6. Placed that Polka Dot or Leo 2 at the bottom left of the bottom left goal tile to create the 2nd line for Leo using its 2nd pattern. This added 2nd pattern to that goal tile but no additional color.

Took Cira 2 Light blue as replacement. Callie 2 Blue was discarded.

ROUND 7. This time I placed Cira 2 yellow a bit far from the existing group I was working on but planning to connect it later. Still hoping for Cira 2 Blue to get the button. I placed this at the bottom left of the bottom right goal tile.

As replacement, I took the stripe for Callie, or Callie 1 Purple. 2nd Callie 2 Purple was discarded.

ROUND 8. There was Cira 1 that I didn’t need along with Callie 2. But I needed the Callie 1, the stripe.

So, I thought I should start preparing for Callie. This Callie 1 Purple was placed at the top right from the middle goal. The border already had 1 Callie 1 with Light Blue. Placing this added 2nd pattern to the middle tile and 3rd color.

As replacement I took the Callie 1 Blue. Cira 1 Purple was discarded.

ROUND 9. With the other Callie 1, I completed the set. Scored 3 points.

As replacement, I took another Callie 1 Green which I probably couldn’t use for Callie. But it was perfect for the Green button at the top left. Callie 2 Light blue got discarded.

ROUND 10. Continuing with pattern for Cira using Cira 2 Light Blue. This was placed to the right from right goal tile which was next to another light blue on the border.

As replacement, I took the same Cira 2 Light Blue and I was planning to get a button for it. Callie 2 Green got discarded.

ROUND 11. As planned, I placed that same tile next to the same one previously. Got another light blue button. I had 5 patterns connected for Cira but I needed 1 more. The right goal tile already had 3 tiles with only 1 pattern but 2 colors. So, I already failed the 2nd scoring from this.

As replacement, I took Cira 1 Yellow that I didn’t plan to use for Cira. I needed the color for the button. Leo 1 Purple got discarded.

ROUND 12. Placed that tile I just took as planned for the Yellow button at the top left, one of the 2 remaining spaces.

As replacement I took the Cira 2 Red. Cira 1 Green got discarded.

ROUND 13. I still was not sure where to place that Cira Red. So, I placed the Green stripe or Green Callie 1 to get the button at the top left.

I took the Leo 1 Blue as replacement, letting go Cira 1 Light Blue.

ROUND 14. Still not sure about the red so I placed that Leo Blue at the top right to get the button.

Took another Leo 1, a Purple, not sure what for actually. Callie 1 Purple got discarded and finally another Polka Dot or Leo 2 appeared.

ROUND 15. Finally gave up and placed the Cira 2 Red at the top right from right goal tile. This added no pattern to the tile but 3rd color so I needed another yellow and red. Finished the pattern for Cira and got 9 points.

Took that Blue Polka Dot or Leo 2 Blue. Cira 2 Yellow got discarded.

ROUND 16. I decided to place this Blue Leo 2 at the bottom right from left goal tile. This added the 2nd color to that goal which already had 2 patterns. This means I needed one more Blue, from either Leo’s patters.

As replacement, I took Callie 1 Red but only for the color. Callie 1 Green got discarded.

ROUND 17. Placed that Callie 1 Red between the middle and right goal tiles. Adding 4th color only to the middle goal and 2nd pattern to the right.

Took the Leo 2 or Polka Dot Red, letting go Cira 2 Green.

ROUND 18. Continuing with the 2nd Leo line at the bottom, I placed that Leo Red as the 4th of 5 hexes required.

As replacement, took the Polka Dot or Leo 2 Yellow, letting go Leo 1 Yellow.

ROUND 19. Finally finished that 2nd Leo line with the last polka dot. Got another 11 points.

Then I took Polka Dot Light blue, letting go Callie 1 Light Blue.

ROUND 20. 3 tiles left. This recent Polka Dot Light blue was important for the left goal but not necessarily for the middle goal. The left goal also needed another Polka dot but blue which also didn’t work for the middle. So, I had to let go scoring the 2nd part of the middle goal.

I placed that Polka Dot Light blue between the 2 goals. For the middle, this was 3rd pattern but 5th color. As replacement I took a Yellow that I needed that happened to be Cira 1 pattern. Cira 1 Green got discarded.

ROUND 21. Placed that yellow between the middle and right goal. This completed the color goal of both tiles. Got a total of 12.

Took the Blue Polka Dot that I needed.

ROIND 22. I placed that blue Polka Dot in the last empty space which was only next to the left goal. This completed both scoring of that goal, getting me 14 points.

That was the end of the game. As I mentioned above, the score was 81 but I failed since I only scored both scoring from one goal instead of 2.

Also a bit note about randomness. I got frustrated since no Polka Dot came out after the 6th round which was the 1st one and only appeared in like 18th round. That already involved me redrawing tiles. I guess I was wrong to plan like that but really? I was worried that I didn’t add complete set of tiles to the bag.

Playing time was about 47 minutes.

Aleph Null

More turn-by-turn pictures of this Aleph Null game session here.

Try to summon the Demon Prince Baphomet correctly or die in Aleph Null.

This time I tried using the higher difficulty. Instead of drawing 3 randomly between Interference Level 1 and 2, I drew 3 randomly from all 3 Levels. I was hoping maybe I can find different way to play from using more difficult interference.

Well, I have to admit that I didn’t want to deal all 3 from Level 3 so I tried to make sure that one of them was either Level 1 or 2. I think I got 1 from each Level.

Honestly, I’m still not sure the rules of this game. Regardless, I think I met my doom.

HOUR 1, 1ST DRAW. 2 Wax Candles, Wealthy Tanist, Besom, Mirror.

Summoning those 3 free ones. Scrapped them all for 3 MP to summon the other 2.

HOUR 1, 2ND DRAW. Wax Candle, Vitriol, Baphomet, Boline, Chasuble.

Summoned the Candle and Boline. Scrapped the Candle for 1 MP to summon Vitriol. Not exactly sure that this was a good move but I was hoping to sacrifice this earlier when I actually got a good chance. The other 2 went to discard.

HOUR 1, 3RD DRAW. Akthoi, Wand of Power, Deck of Cards, Grand Circle, Bell.

Well, I had to summon the Interference so I only had the Boline to scrap so off it went. I couldn’t afford the other so they went straight to discard.

HOUR 1, 4TH DRAW. Book of Pacts, Exorcised Water, Salamander, Lodestone, Mother Shipton.

Only summoned the Tanist and couldn’t afford the others. They went to discard.

HOUR 1, 5TH DRAW. Circle of Protection, Salamander, Wax Candle, The Weeping Tree, Sacrificial Lamb.

Candle first because it was free. Scrapped it along with Mother Shipton for 2 MP and spent it to summon Salamander. Then I realized, I should just summon the Weeping Tree skipping the Salamander. The other 2 to the discard pile.

HOUR 2, 6TH DRAW. Golem, The Devil in the Hearth, Learned Tanist, Wax Candle, Wax Candle.

Summoned all 3 free ones. Sacrificed Akthoi, the Tanist and scrapped the 2 candles for 2 MP to summon Golem. The last one to discard pile.

HOUR 2, 7TH DRAW. Wealthy Tanist, Chasuble, Boline, Wax Candle, Baphomet.

Summoned the 3 free ones and sent the other 2 to discard pile.

HOUR 2, 8TH DRAW. Wand of Power, Deck of Cards, Grand Circle, Book of Pacts, Exorcised Water.

I could have summoned 2 of them but decided not to so all of them went to discard.

HOUR 2, 9TH DRAW. Bell, Salamander, Lodestone, Circle of Protection, Sacrificial Lamb.

Scrapped the 1 Tanist, Boline and 1 Candle so I had 4 MP. Spent 1 to summon Bell. Another 1 to sacrifice Besom to return the Chasuble from discard to the top of the deck.

Spent 1 again to sacrifice the Bell to summon Chasuble which was at the top of the deck. The other 4 went to discard pile.

HOUR 3, 10TH DRAW. 3 Wax Candles, Salamander, Mother Shipton.

Summoned all free ones. Scrapped 2 Candles for summoning Salamander.

HOUR 3, 11TH DRAW. Lodestone, Sacrificial Lamb, Guardian of the Door, Book of Pacts and Baphomet.

First interference and it was from Level 3. When this one was in play, I had to pay extra 1 MP to summon Artifacts and Tanists.

This means this didn’t affect Magical Power so I scrapped the Salamander and candle to summon the Sacrificial Lamb. The other 3 went to discard.

HOUR 3, 12TH DRAW. Circle of Protection, Wealthy Tanist, Wand of Power, Boline and Salamander.

First I had to get rid of the interference by using the Circle of Protection. To summon that I needed 2 MP plus 1. Scrapping the Lamb to get 3. Then I sacrificed both.

After that I summoned the other for free. Scrapping the 2 Tanists for summoning Salamander. The key went to discard pile.

HOUR 3, 13TH DRAW. The Devil in the Hearth, Wax Candle, Grand Circle, Deck of Cards, Exorcised Water.

Summoned the Candle first. The scrapped it along with Boline and Salamander for 4 MP. This was to summon the Devil. The other 3 went to discard.

HOUR 4, 14TH DRAW. Grand Circle, Sacrificial lamb, Deck of Cards, Learned Tanist, Wax Candle.

Summoned the free ones. Scrapping the Devil for 3 MP to summon the Sacrificial Lamb. The other 2 to discard pile.

HOUR 4, 15TH DRAW. 2 Wax Candles, Lodestone, Salamander, Mother Shipton.

Summoned the 3 free ones. Scrapped all of the Tanists plus Sacrificial Lamb for 6 MP. Spent 2 to summon Salamander and the other 4 to summon the Lodestone.

HOUR 4, 16TH DRAW. Wand of Power, Salamander, Exorcised Water, Book of Pacts, Wax Candle.

Summoned the Candle, scrapping the Salamander to summon the Exorcised Water. The other Salamander and 2 keys went to discard pile.

HOUR 5, 17TH DRAW. Baphomet, Boline, Succubus, Grand Circle, Deck of Cards.

Sacrificed the Chasuble to sacrifice the interference along. Summoned Boline and the 2 others went to discard.

HOUR 5, 18TH DRAW. The Devil in the Hearth, Wealthy Tanist, Mother Shipton, Sacrificial Lamb, Learned Tanist.

Summoned the 3 Tanits and immediately scrapped them all plus the Boline to get 4 Mp to summon the Devil. The lamb went to discard pile.

HOUR 5, 19TH DRAW. Salamander, Assassin, Book of Pacts, Salamander, Wand of Power.

Last interference that I had to summon. Sacrificed the Devil for 5 MP to summon the Book of Pacts and Salamander. The other 2 to discard.

HOUR 6, 20TH DRAW. Boline, Wealthy Tanist, Wand of Power, Mother Shipton, Learned Tanist.

Summoned the 3 Tanists and immediately sacrificed them all to summon the Wand of Power. Took 1 damage and that also sacrificed the last interference. Also summoned Boline.

HOUR 6, 21ST DRAW. Salamander, Grand Circle, Baphomet, Deck of Cards, Sacrificial Lamb.

First I sacrificed the Weeping Tree. From the 2 actions, I chose sacrificing one card in hand, which was the Sacrificial lamb. 2nd one was to scrap the Salamander.

Then using the Exorcised Water, I sacrificed that Salamander from discard pile. Next, I sacrificed Boline to get 2 MP to summon Salamander. Also 1 Wax Candle for Deck of Cards.

This means there were 2 cards left in hand, the Baphomet and Grand Circle.

Sacrificed the Salamander and the Mirror for 6 MP plus the Lodestone to summon Grand Circle. I had 3 keys and summoned the Baphomet.

Here is the thing. When summoning this last one, I still had Golem, 3 Wax Candles, Vitriol and Deck of Cards, with 2 damage tokens left and 3 MP tokens still unused.

I assumed I could just scrap the 3 Candles, losing just 3 points and I got exactly 0. But if I couldn’t do it then my score was -3 or less and I have met my doom.

Oh, well. I still couldn’t find the right timing to get rid of Vitriol. Also a bit cheating for the last 2 draws during last hour. I had too much MP apparently. Maybe next time.

Playing time was about 47 minutes.

The Castles of Burgundy

More pictures of this The Castles of Burgundy game session here.

Invite different people to settle in your princedom and help you expand your castle in The Castles of Burgundy.

This was my 3rd attempt for the solo variant from the 2019 version. Last time I got a lot of things wrong like the bonus for completing color and I did a couple of extra actions too many that I should have.

Well, this time I got better in rule but I think I still did something wrong. The one that I noticed already is that I forgot to do extra dice action when I reach the score goal. I moved the goal down but forgot to resolve. At most I could have gotten 3 extra actions.

I started from the top right region from the 13a player sheet.

PHASE 1.

First goods was sent to depot 1, a #4 type, removing the Town Hall tile there. I got a 4 and a 6. Using a 6, I took a beige tile from depot 6, a Church. Then using 4, I took the Blue tile from depot 4.

2nd goods was sent to depot 4, removing a White Castle tile. I got a 3 and a 6. Using the 6, I attached the Church to the top left of my starting Castle. Now I had access to a Mine. As bonus I took a Monastery tile from depot 2 and it was #8. With this each worker can change the value by 2.

Then using the 3, I took another building from the depot which was the Carpenter’s Workshop.

3rd goods to depot 4 again. The Mine from depot 5 was removed. I got a 2 and a 5. Using the 2, I attached the Monastery tile to the right from my starting castle. The hex required a 3 so I spent one of my 2 workers. Scored 11 points since the region was complete in first round and the size was only 1.

Using the 5 then I took the other Monastery tile from that depot, a #2. This allowed me to get 1 extra Worker during income if I had a Mine.

4th goods was to depot 3, removing the Livestock with 4 sheep. I rolled a 2 and a 5. My key area was already full. So, with my 2, I attached the Boat tile to the bottom left from the starting Castle. The hex required a 3 so I had to spend the last worker. As bonus I took 2 goods from depot 4. I had 5 goods now but didn’t trade them for Wild tile.

Then using the 5, I sold 1 goods with that type. Got 1 Silver and 2 points. With that Silver and 1 from the starting, I bought 1 tile from the Black Market which was a Bank.

5th goods was sent to depot 3, removing the Livestock from depot 6. I rolled a 1 and a 4. Spent the 4 to get 2 Workers. Using the 1 I attached the Bank to the region to the top right from the starting castle. The hex required a 2 so I used 1 Worker. As bonus I got 2 Silvers. My score went up to 26.

Since I had 2 Silvers again, I bought another tile from Black Market, with 4 Cattles. My key area was full.

That was the end of 1st Phase.

PHASE 2.

1st goods was sent to depot 2, removing the Monastery #11. I got a 1 and a 5. Using the 1 I installed the Livestock with 4 Cattles to the region on the left from the starting Castle. The space required a 2 so I had to used worker. Got 4 points from the livestock shown and completed a single hex region during this 2nd phase. My score went up to 39.

Using the 5 then I took the Mine from depot 5. My key area was full again.

2nd Goods was sent to depot 1, removing another Bank. Rolled a 4 and a 5. That 5 was perfect to install the nearby mine. My score went up to 48, 2 more before hitting the goal.

Using the 4, I took the Boat tile from that depot. My key area was full again.

3rd goods to depot 1, a 2nd goods there, removing the boat tile there. Rolled a 3 and a 5.

Using the 3, I installed the next boat tile to access the region at the bottom right corner, from the right. As bonus, I took the 2 goods from depot 1, removing the others. This time I had 5 goods and exchanged them into a black tile.

Using the 5, I took 2 workers. Key area was full.

4th goods was to depot 5, removing Monastery #29. Rolled 2 6s.

First 6 was to install the Carpenter Workshops to the left region from starting Castle. This allowed me to take another building tile which was the Boarding House.

Using the other 6, immediately installed that Boarding House next to the Carpenter’s Workshop, completing the region with size 2. I got 4 workers as bonus from that building.

I hit the first goal and reset. As mentioned, I didn’t use the bonus. I could have used it to take a Castle or a Livestock.

Last goods was to depot 4, removing the Carpenter’s Workshop from depot 6. Got a 2 and a 4. Using the 2 I took the Livestock from depot 3 so I had to use 1 worker. Using the 4 I installed the livestock to the space 6 so I had to use 1 Worker plus the bonus from Monastery. Score went up to 12, but I now had access to a Castle.

That was the end of Phase 2.

PHASE 3.

1st goods was to depot 5, a 2nd one there, removing a Mine. Rolled a 6 and a 5. Using the 5, I took the Monastery from that same depot, #3. Then using the 6, I installed it to one of 3 hexes in the region at the bottom right. The space required a 5 so I had to spend 1 worker. This allowed me to get extra silver everytime I sell goods.

2nd goods was to depot 4, removing the boat. There were 2 goods there now. Rolled a 4 and a 5.

I used the 4 and turned it into a 2 using 1 Worker to take the Castle from depot 2. Then with a 5, I installed that Castle to the region at the bottom right. The space required a 4 so I had to use 1 Worker.

As bonus, I took another Boarding House from depot 3. My score went up to 19.

3rd goods to depot 5, 3rd goods there, removing Carpenter’s Workshop from the next depot. Rolled double 4s.

First 4 was to get 2 Workers. Then using the 4 installed that Boarding house to the left from the 2nd Castle. The space required a 2 so I spent 1 Worker. As bonus, I got 4 Workers back.

4th goods was to depot 3, 2nd goods there, removing the Livestock. Rolled a 2 and a 6. Using the 6 I took the other Livestock from depot 6 with 3 goats. Using the 2, I installed that to a hex in the region at the bottom right. Scored 3 and 4 from the 2 livestock tiles. Score went up to 26 from the target 45.

Last goods was to depot 5 again, 4th one there, removing Warehouse tile from depot 1. Rolled a 3 and a 5.

With the 3 I installed the Monastery to the region at the bottom right that required exactly a 3. This allowed me to get extra worker from mine during income.

Using the 5, I took a Bank from depot 4 so I had to use one Worker. 2 tiles in my Key area.

That was the end of Phase 3. During income, I got 1 Silver from one Mine. From monastery that income also got me 1 worker. Somehow I took 2.

Phase 4.

1st goods to depot 5, 5th goods there, removing the mine. Rolled a 1 and a 3.

Using the 1, I took a Town Hall from depot 1. Then with the 3, I installed that immediately to the region at the bottom right from the 2nd Castle. The space required a 1 so I spent 1 Worker.

The bonus allowed me to install another tile from the key area and it was a Bank completing a region to the left from the 2nd Castle. This got me 2 Silver. Score went up to 38 from the target 45.

2nd goods was to depot 6, 1st one there, removing a Warehouse. Rolled a 1 and a 2. With 1, I took the Boat tile from depot 1. Using the 2, turned into a 6 using just 1 worker thanks to Monastery, I took the Livestock there with 3 goats.

It seems I forgot to spend worker. So, I got 2 wrong, as if I took the bonus action that I forgot for taking 2 Workers, wastefully.

3rd goods was to depot 3, 3rd goods there, removing a Livestock with cattle. Rolled double 6.

Using a 6, turned into a 1 with 1 Worker, I installed the Boat tile to access the region at the top left. I chose the depot with 5 goods. I didn’t trade them into any Black tile.

Then I spent 2 Silver to buy a Monastery tile from Black Market, #14.

Using the other 6, I installed that Monastery to complete the region with 3 hexes at the bottom right. Now everytime I used a die to take workers, I got 4 instead of 2.

This was the point I reset the score, moving the goal down to 40. Unfortunately, I forgot to resolve a die action. Also, it seems I forgot to remove the goods from depot 2 after the boat tile.

4th goods was to depot 6, removing a monastery tile from depot 2. Rolled a 3 and a 4. Using the 4, turned into a 2 with 1 Worker, I took the Castle.

Then, using a 3, turned into a 1 with 1 Worker, installed the livestock tile in the region with 3 hexes at the bottom right. This completed the region. Scored 10 points since all 3 of them depicted goats and score from completing that region. Score went up to 20, from the target 40.

Last goods was to depot 2, supposedly 1st goods there. This removed the Market tile from depot 3. Rolled a 3 and a 6.

I still had 2 Silver so I spent them to buy a Church from Black Market. Then using the 3 I installed the Castle to the one at the top left, next to the boat. The space required a 2 so I had to use 1 Worker. As a bonus I got to install that Church, next to that Castle.

As bonus from installing that Church, I took Monastery 28 from depot 5. Score went up again to 30.

Using the 6 I sold 2 goods with that type. Got 2 Silvers thanks to monastery and 4 points. Spent that 2 Silver to buy a Boat tile from Black Market.

That was the end of Phase 4. Got 2 Silver and 1 Worker during Income. Key area was full.

PHASE 5.

1st goods was to depot 2, 3rd one there, with an incorrect, removing the Monastery. Rolled a 2 and a 6.

Using the 6 I installed the Boat to access the bottom left area. The space required a 4 so I spent 1 Worker. Apparently, I took those 3 goods from depot 2 with the wrong one.

Using the 2, I took the Castle from that depot.

2nd goods was to depot 2 again. Removing a Livestock from the next depot. I rolled a 4 and a 6.

The 4 was to take 4 Workers. Then the 6 was turned into a 3 with 2 Workers. This was to install the Monastery at the top left. The tile allowed me to spend Silver to take 2 Workers.

3rd goods was to depot 3, removing a Watchtower. Rolled a 1 and a 4.

Used the 1, turned into a 2 with 1 Worker to install the last Castle at the top left. As bonus I got to take a Mine. Since I completed the color green, I took a Market tile from Black Market to one space at the bottom left. The bonus got me to take Livestock tile with 4 cattle from depot 6.

Then using the 4, turned into a 6 with 1 Worker, installed that livestock at the top left. It seems I reset the score again and now at 3 points.

4th goods to depot 1, removing a White Castle. Rolled a 5 and a 6.

Used the 5 to take the Monastery from depot 5, #10. The 6 was to take 4 workers.

Last goods was to depot 5, removing a Market tile from depot 6. Rolled a 2 and a 6.

With 2, turned into a 3 using 1 Worker, installed that last Monastery. As bonus for completing the color, I took a Livestock from black market to that last space for that color at the bottom left. This also completed the color so I took another Mine from Black Market and installed it at the top left one.

My last die, a 6, I installed the last Mine at the bottom right, completing the color. Unfortunately, I couldn’t use the last one.

That was the end of the game. I still needed 3 buildings and 2 boats while having only 1 Black tile. I still had 2 actions from resetting the score goal but that was only enough to take 1 new tile and place 1.

Last score was 18 from the target 35, starting from 50. This means I got 50 + 45 + 40 + 18. If I drop the starting goal to 45, I probably can get 2 more actions which is still not enough.

Playing time was about 107 minutes.

Kingdomino Duel

More turn-by-turn pictures of this Kingdomino Duel game session here.

Divide your kingdom into territories ruled by different loyal dignitaries wisely in Kingdomino Duel.

This was a 2-handed session between the Orange Player or 1st and Red Player or the 2nd.

ROUND 1. Double Stripe (x), Double Dots (x), Double Dots and Double Stripe.

Orange picked the Double stripe first with the dignitary. Red picked the other giving the last double stripe to the orange. Both placed their first domino in the same position, above the starting castle vertically.
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ROUND 2. Single Dot (x), Stripe, Stripe, Full Block (xx).

Red player chose first and they chose the one with double dignitaries. Orange picked both single stripes, giving the Red player the Single dot with dignitary.

Red player placed the Full block part to the right from the starting castle and the single dot above it. Orange went to the left from the Castle and placed both single stripes vertically upwards.

ROUND 3. Double Stripe (x), Wild, Single Dot, Stripe.

Orange’s turn and they picked the double stripe first. Red picked the Wild and the single stripe so they were closer to spell to divide the domino. Orange got the Single dot as the 2nd part.

The double stripe was connected at the top left from the existing while the single dot was to its left. This means, Orange was able to keep expanding the double stripe regions to the right.

Red picked double dots from the wild and placed it similarly but mirrored to what Orange did between left and right.

ROUND 4. Full Block, Double Stripe (x), Stripe, Dot.

Red picked first and they tried to expand the Full Block instead of preventing the Orange from taking the double stripe with dignitary. Of course, Orange picked that one, along with the single stripe, catching up for the spell. This means, Red got the dot.

Red placed this combination vertically so that both coat of arms were next to its existing group. Orange placed the domino so that the double stripes was connected to the existing group at the top row to the right from the column with the castle. Then, hoping to connect the single stripe with the one existed on the other side of the castle, it was placed downwards.

ROUND 5. Full Block (xx), Checkerboard, Double dots, Double Dots (x).

Orange went first and picked that Full Block, preventing the Red from keep expanding theirs. Red picked the Double dots with dignitary and the Checkerboard, giving the other double dot to Orange.

First, Orange placed the double dot to the right of their Castle and this Full Block was to the right of it. This means that previous single stripe had even less chance to be connected. Also this means Orange wanted to keep expanding the Full Block just like Red.

Red expanded the Double Dots territory at the top row to the left. They were planning to grow the Checkerboard as well.

ROUND 6. Single Stripe, Double Stripe (x), Single Dot (x), Double Dots.

Red picked first and went with the Single Stripe, mostly for the spell. Allowing Orange to keep growing their Double Stripes and even more dignitaries. Orange picked the double dots just to get the spell, giving Red the single dot with dignitary as the 2nd part.

Red continued expanding the single dot at the top right. While they managed to connect the single stripe but it was at the corner with no dignitary at all. They still had chance to grow the single dots though.

Orange expanded the double stripe at the top right with the double dots pointing down, not connected to the existing.

ROUND 7. Double stripe (x), Double Dots, Single Stripe, Single Stripe.

Of course, Orange picked their most valuable one first. Both single stripes went to Red leaving the Double dots to Orange.

Orange expanded both at the top right. Unfortunately, no more room to grow for that Double Stripe. Double dots themselves still had no dignitary.

Red had to start a new territory for single stripe, starting at the bottom of the Castle, to the right. One more single stripe for red to get the spell.

ROUND 8. Checkerboard, 2 Single Dot, Wild.

Checkerboard was taken first by Red. Orange picked the single dots instead of taking the Wild so Red got that one.

Red used that Wild as another Checkerboard and placed them both at the top left of the Kingdom. Orange also chose that exact same position to expand the Single Dots.

ROUND 9. Checkerboard (xx), 2 Double Stripes, Single Dot.

Orange didn’t allow that Checkerboard became valuable for Red. Red then had to take the 2 double stripes, giving Orange the Single dot as the 2nd.

Orange kept expanding the Single Dots, on the left edge and placing the Checkerboard below it. Red had to start a new set from the left of their Castle moving down, allowing room for their double dots to grow.

ROUND 10. Full Block (xx), Full Block, Double Dots (x), Double Stripe.

Red, of course picked that Full Block with double dignitaries. Orange took the other one along with the Double dots, giving Red the Double Stripe.

Red placed that Full block at the right most space of middle row, growing that group to size 3. This cut off the Single Dots area while starting another Double Stripe at the bottom, on the right edge.

Orange placed the 2 so that the Double dots was connected the existing group but at the same time it was cut off. The Full Block was not actually connected to the existing Full Block with dignitary.

ROUND 11. Wild, 2 Single Stripes, Double Stripes (x)

Orange was first, taking the Wild. Red took the Double stripes so both got single stripe. Orange decided to expand both the Single Dot with that wild and the single stripe. Both of them were still able to grow. From this point the top half of the kingdom was filled.

Red also expanded both double stripes and the single stripe at the bottom row, cutting off their Kingdom into 2.

ROUND 12. Wild, Single Dot, Single Stripe, Single Stripe (x)

Red chose the Wild first. Orange wanted to keep expanding the single stripe and the single dot so they chose the one with dignitary. Red took the one without, allowing them to finally access the spell to divide the domino.

So, Red immediately used that ability to fill the weird 4 spaces at their bottom right. They chose Full Block from the Wild, expanding that existing group to size 4. Then the Single stripe was expanding the nearby group.

Orange expanded both. Their single dots had a size of 6 with no dignitary. While the stripe had 4 with 1 dignitary.

ROUND 13. Full Block (xx), Full Block, Single Stripe, Single Dot.

Orange picked that double. Red had to choose the other but the 2nd one was essentially useless. So, Orange took the Single dot, not really helpful for them while they grew the Full Block to size 3 with the Single dot to the left of that 4th row.

Red expanded their Full Block to size 5 with the Single stripe alone at the bottom right corner.

ROUND 14. Checkerboard, Double Stripes, Single Stripe, Single Dot (x).

Red chose the Checkerboard while Orange happily kept expanding the two territories. Double Stripe went for Red. Fortunately, Red was also able to grow both territories with both had size 4. Since Checkerboard still had no dignitary, Red assigned using the one time power.

Orange had size 7 for single dots and size 5 for the single stripe, each with just 1 dignitary.

ROUND 15. Full Block (xx), Wild, Single Stripe, Single Dot.

Orange picked that double again. Wild and single stripe for red, giving the single dot to Orange.

Orange grew that Full Block to size 4 but it was cut off by the single dot, at the bottom right corner of their Kingdom. Red used Checkerboard from the Wild, expanding the group while starting a new one, the Single stripe group. All 3 groups had a room to grow.

ROUND 16. Double Stripes (x), Wild, Single Dot, Double Dots (x).

Double stripes for red first. Orange chose Wild and Single dot so Red got the Double Dots. That last one started a new spot at the bottom left of red while expanding the double stripe to size 5.

Orange grew the single stripe to size 6 while connecting the 2 single dots to a size 3. They also assigned 1 dignitary to that new group.

ROUND 17. Full Block, Double Dots, Single Dot (x), Single Stripe.

Unfortunately, Orange was not able to place their next domino. They just chose the double dots, preventing the Red for scoring more. Red was able to use both but score nothing. Except that Red had 2 more spells they casted this time.

The first one was to score all groups of one Coat of Arms to which they chose the Single Stripe. They had 4 separated groups. For the 2nd one was giving a dignitary. They best they got was either 4 or 5 points.

That was the end of the game.

ORANGE SCORE.
Single Dots: 7 + 3
Single Stripe: 6
Double Dots: 3
Double Stripes: 30
Full Block: 24
Checkerboard: 2
3 per group of the same type: 0
TOTAL SCORE: 75

RED SCORE.
Single Dots: 6
Single Stripe: 4
Double Dots: 8 + 1
Double Stripes: 15
Full Block: 20
Checkerboard: 5
3 per group of the same type: 12
TOTAL SCORE: 71

Apparently Orange won by 4 points even if they didn’t get to use spell and unable to finish their kingdom completely.

Playing time was about 57 minutes.

Learn more about the game from Kingdomino Duel Review.

Solar Draft

More turn by turn pictures of this Solar Draft game session here.

Design your Solar System by placing planets in specific order with moons orbiting and comets in between in Solar Draft.

This was a solo session using my own solo variant, a BYOS type. Last time I got 64 but a lot of errors. Let’s see if I beat that score this time.

I started with a Comet, Planet #1 and #32.

For my 1st turn, I took the only Moon card with a value of 4, as my 4th card in hand. The dice then removed Planet #5.

2nd action was taking a Comet card that allows me to take 2 cards from Solar Row after playing that Comet. The dice then removed the only Moon.

I had my hand limit so I had to start playing. First one, and first planet was the #1 or the smallest. Base value was 1 and plus 1 for every blue planet, including this one. That was my 3rd, and the dice removed the only Comet on the market.

As my 4th action, I played that Comet I took, giving me 2 cards as bonus. The cards were planet 31 and 18. The dice removed a medium size planet.

For 5th action, I played that planet 18. The base value was 2 and 2 points for being the 2nd planet in the solar system which this was. The dice then removed a moon card.

6th turn, I took Planet 61, a green large one with base value of 8. I had to discard a moon in order to play this. That was my 5th card. The dice removed a Comet card.

7th turn, I played a Comet after the 2nd Planet. This comet only helped me winning a tie breaker in multiplayer. At least, base value was 4. The dice then removed Planet 34? An angry red one.

8th turn, I took Planet 15 as my 5th card in hand. The dice removed a blue one.

9th turn, after a Comet, I played 3rd planet, the Green 15 that I just took. Got 1 point plus 1 for every small planet. I had 3 so far. The dice removed a Green 33?

10th turn, I took a Comet dog. This allowed me to draft a card after playing it and then play another card after the bonus drafting. The dice removed a face down card from the deck.

11th turn, I played that Comet immediately. I took the Red 40 and immediately played it as my 4th planet as bonus from that comet. This got me 2 points plus 4 if this was the 4th. The dice removed a Large Blue with 3 rings.

12th turn, I took Tan 56. The dice removed another Large Tan planet.

13th turn, I finally played that Green 61 which I had to discard my only Moon in hand. Scored 8 points from the planet alone and that was my 5th planet. The dice removed a Small Red planet.

14th turn, I took a Moon that increased the value by 6 but I had to discard another Moon in order to play. The dice removed probably the highest value Large Red Planet.

15th turn, I took another Comet as my 5th card in hand. The dice removed another red with 3 rings.

16th turn, I played the Comet after the 5th planet. The value was 0 but it doubled the score of the planet next to it which was 8. Adding the Moon to that planet and this comet also doubles that score. The dice then removed the double tan planets.

17th turn, I took another Moon. The dice removed a card from the top of the deck.

18th turn, I played the Moon with additional value of 6 to that Green 61. I had to discard another Moon to play so I discarded the one I just took. This got me 12, thanks to that Comet. The dice removed a Moon again.

19th turn, I took a Small planet 22 with a Wild color. The dice removed the only small Blue available.

20th turn, I took planet Tan 60. The dice removed a Red.

21st turn, I played that Tan 60. The base value was only 1 and I but extra 6 points for being the 6th which this was. The dice removed a face down card.

22nd turn, I took Green 57. At this point there were only 4 cards left and the dice removed the last red planet.

23rd turn, played that Green 57 as my 7th but I had to discard a card to play. Discarded Tan 32. The dice removed the last Blue planet.

24th turn, played my last and 8th planet which was the 22 with wild color. The dice removed the last card. There was one more actually.

2 points from 1st planet, #1. 1 point from the 1st Comet. 4 points from #18 as 2nd planet. 4 points from the 2nd Comet. 1 plus 4 points from #15. 1 point from 3rd Comet.

#40 got me 6 points as my 4th. #61 got me 8 plus 6 from the Moon. The 4th Comet doubled that 61 and moon so another 14. 7 points from #60. 6 points from #57. #22 got me 4 points.

Final Score was 68.

Playing time was about 29 minutes.

Learn more about the game from Solar Draft Review.

Keep the Heroes Out!

More pictures of this Keep the Heroes Out! game session here: Part 1 and Part 2.

Defend your dungeon from the invading heroes and the Bullfrog King in Keep the Heroes Out!

This was a solo session playing 2 characters, the Red Dragon, a Crowd Control and the Slime, a Defender type in the scenario 4, the BullFrog King. First time playing this scenario and I played in the normal difficulty.

I realized from this scenario that there are 2 rooms of the same type that are adjacent to each other and there are 2 other rooms of one type which are just 2 spaces away. This means the chance for one hero card to trigger each other is very high and I even got where 2 different hero cards triggered each other for spawning in those rooms.

The Dragon got knocked out once. Also, this was my first time taking advantage of potion. The Dragon got to take 2 cards with movements. Unfortunately, that happened towards the end of the game. While it allowed me to do extra more actions but for no actual benefit other than having fun. Got new cards that I had no chance to use.

The Scenario itself is interesting because now the Frog can attack you and you can kill them or still bring them to Apothecary to make potions. Since they just keep going to the Vault, it seems the best way to do is to stay one room adjacent to the vault. Especially with Dragon who has a lot of ranged attack.

Here is how the session went.

WAVE 1, RED DRAGON’S 1ST TURN.

1st Card: 2 RANGED ATTACK / ACTIVATE

Attacked 2 frogs from 2 adjacent rooms, the Beast Training and the Forge.

2nd Card: MOVE + ATTACK / ACTIVATE

Dragon moved from Vault to the Apothecary and killed the Frog there.

3rd Card: MOVE + ATTACK / ACTIVATE

Opened the Portal.

4th Card: AMBUSH / 2 MOVE

From the Apothecary moved 2 rooms to the Library.

5th Card: MOVE + ATTACK / ACTIVATE

Opened the Portal.

That was the end of Dragon’s turn. (I forgot about sending Hero to Jail).

1ST HERO: WARRIORS AT BONE ROOMS

No resources in either room but there were 2 Slimes each. Slime clan had 2 Defend cards so after the attack, both rooms had 3 Slimes each.

2nd HERO ATTACK: MAGES AT SWORD ROOMS

Both rooms had nothing but treasures. None of them could be opened by single heroes so the Mages were exhausted immediately.

FROGS: 2 AT VAULTS

No Monster was there so no damage.

WAVE 1, SLIME’S 1ST TURN

Started their turn by sending 1 Hero to jail, which was the Warrior. Got 1 Defend card, the 2 Move card and the Ambush card.

1st and 2nd card: 2 MOVE / ACTIVATE

One Slime from the Beast Training room moved 2 spaces to the Study room. Using the 2nd card, opened the Portal.

3rd card: MOVE + ATTACK / AMBUSH

One of 3 Slimes from Sewer moved and killed the Warrior in the Prison.

4th card: 2 MOVE / ACTIVATE

Slimes in the Sewer opened the Portal there.

5th card: MOVE + ATTACK / AMBUSH

One of 2 Slimes in Sewer killed the Warrior in Sewer and then moved to the Forge.

That was the end of the Slime’s 1st Turn.

1ST HERO ATTACK: ROGUE AT SWORD ROOMS

Each of them inspired 1 Mage already in that room. Both heroes in the Workshop finally opened the Treasure. The penalty was to remove any resources in that room but nothing was there. Both stopped their action there.

The 2 heroes in the Forge attacked 1 Slime and the Slime defended, multiplied into 2. Then one of them was killed by the other Heroes.

2ND HERO ATTACK: MAGES AT BONE ROOMS

The one appeared in Beast Training room inspired the Warrior there and started attacking the Slime. Slime had a Defend card so multiplied after the attack from one hero while the other killed one. Still 2 Slimes left.

The one in the Sewer killed the only Slime there since they had no more Defend card.

FROGS: 2 AT VAULTS

No Monster was there so no damage.

WAVE 1, DRAGON’S 2ND TURN

This time, the Dragon didn’t forget to throw a hero to jail and it was another Warrior. Got 3 same cards, the 1 Move and 1 Attack or Activate.

1ST CARD: 2 RANGED ATTACK / ACTIVATE

From the Library room, the Dragon attacked both heroes in the adjacent rooms, the Rogue and Mage.

2ND & 3RD CARD: MOVE + ATTACK / ACTIVATE

Dragon took a BOOK from the Library. Then they moved it along through the Portal to the Study Room. Spent the Book to create the SCROLL. This scroll allows user to either create Portal or do 3 ranged attacks.

4TH CARD: MOVE + ATTACK / ACTIVATE

From the Study room, Dragon moved again through portal to the Sewer. Dragon then killed the Mage, only hero there.

5TH CARD: 2 RANGED ATTACK / ACTIVATE

From the Sewer, Dragon did 2 ranged attack, killing the Warrior in Jail and 1 Mage from the Forge.

6TH CARD: AMBUSH / 2 MOVE

Dragon teleported again back to the Apothecary and continued to the Workshop.

7TH CARD: MOVE + ATTACK / ACTIVATE

In the Workshop, generated 1 Trap.

That was the end of Dragon’s 2nd turn.

1ST HERO ATTACK: ARCHER AT HAT ROOMS

The one appeared in the Study immediately attacked the Dragon in the adjacent Workshop room, 1st of 5 maximum damage. Then the Archer managed to open the treasure there and both Monsters had to lose 1 card each. Dragon lost the Move and Attack while the Slime lost the 2 Move card. The Archer stopped their action there.

The 2nd Archer in the Apothecary had no target in the Vault. She was unable to open the treasure on her own.

2ND HERO ATTACK: ROGUES AT BONE ROOMS

The Rogue appeared in Beast Training room inspired the Mage and Warrior there. 2 of them killed the 2 Slimes while the last one was exhausted after failing to open the treasure.

In the Sewer, there was no monster. The Rogue failed to open the treasure and got exhausted.

FROGS: 2 AT VAULTS

No Monster was there so no damage.

WAVE 1, SLIME’S 2ND TURN

Started by throwing a Hero, another Archer to jail. No Monster in the adjacent room to take damage. Slime got 2 Ambush cards and 1 card with 2 Move.

1ST & 2nd CARD: MOVE + ATTACK / AMBUSH

Deployed a Slime in the Beast Training with 3 heroes there. Using the 2nd card killed the Mage and immediately moved to the Graveyard.

3rd CARD: 2 MOVE / ACTIVATE

That same slime in the Graveyard took a Bone.

4th card: MOVE + ATTACK / AMBUSH

While bringing along the Bone, the Slime moved back to the Beast Training room and killed the Rogue.

5th card: 2 MOVE / ACTIVATE

Spent the Bone to get a Beast, the giant EYEBALL.

That was the end of Slime’s 2nd Turn.

1st HERO ATTACK: MAGES AT HAT ROOMS

One appeared in Library and inspired the Archer there. No Monster and no Treasure so both moved to the next room, the Workshop. The Trap killed the Archer while the Mage dealt 2nd damage to the Dragon.

2nd HERO ATTACK: WARRIORS AT HAT ROOMS

One appeared in the Library, immediately moved to Workshop room. He inspired the Mage there and both dealt 3rd and 4th damage to the Dragon. The Dragon was still alive.

The other appeared in the Apothecary, inspired both the Mage and Archer there. No Monster was there so the 3 successfully opened the Treasure. Both Monsters lost 1 card, Defend Card from Slime and the 2 Ranged attack from Dragon.

FROGS: 2 AT VAULTS

No Monster was there so no damage.

WAVE 1, DRAGON’S 3RD TURN

Started by throwing a hero which happened to be the Bullfrog King. Nothing happened but Dragon got their Scroll, the Melee attack card and 2 ranged attack card.

1st CARD: 2 RANGED ATTACK / ACTIVATE

Dragon first healed back, removing all 4 damage tokens.

2nd CARD: PORTAL / 3 RANGED ATTACK (SCROLL)

Dragon was in the Workshop. Next room, the Apothecary had 3 heroes. Killed all of them.

3rd CARD: 2 RANGED ATTACK / ACTIVATE

Setup a Trap in the Workshop room.

4th CARD: MOVE + ATTACK / ACTIVATE

From the Workshop with 2 heroes, the Dragon killed the Mage and then moved to the Library.

5th Card: MOVE + ATTACK / ACTIVATE

Took a Book from the Library

6TH CARD: AMBUSH / 2 MOVE

From the Library moved through the portal, bringing along the Book to the Study. Left the book there and Dragon kept moving to the Graveyard.

That was the end of Dragon’s turn.

1st HERO ATTACK: ARCHERS at BONE ROOMS

The one in Beast Training room had no target in the Vault. This inspired the Warrior there. One of them then killed the Slime while the other got exhausted for trying to open the treasure alone.

The one in the Sewer tried to kill the Slime in the Forge next room. Slime defended and multiplied. The Archer then inspired the Rogue there and both of them managed to open the treasure. Both Monsters lost 1 card each, the 2 Move from Slime and the Melee attack from Dragon.

2nd HERO ATTACK: ROGUE AT EYE ROOMS

The one in the Study Room killed the Slime there and got exhausted. In the Graveyard, the Rogue dealt 1st damage to the Dragon.

FROGS: 2 AT VAULTS

No Monster was there so no damage.

WAVE 1, SLIME’S 3RD TURN

Started by throwing a hero which happened to be a MAGE! In the Prison there was already an Archer so the Mage inspired her to break out from the Jail. One Slime was there and got attacked. The Slime defended and multiplied, but the 2nd hero then killed the other.

So, back to 1 Slime left in the jail. Slime got 3 cards, 2 of them were the Defend card that they immediately used against that breakout.

1st CARD: 2 MOVE / ACTIVATE

Slime used the ACTIVATE for their special action and got their first BEAST CARD with 1 extra draw plus 2 ranged attack.

2nd CARD: MOVE + ATTACK / AMBUSH

One of 2 Slimes in the Forge killed the Rogue there and moved to the Vault.

3rd card: 2 MOVE / ACTIVATE

In the Vault, Slime took 1 Coin.

4th card: DRAW + 2 RANGED ATTACK (BEAST)

The new card was the Ambush card. From the Vault, the Slime attacked 2 heroes in the Beast training room.

5th card: MOVE + ATTACK / AMBUSH

Used the attack for the Slime in Prison to kill the Archer. Then the Move was for the Slime in the Vault to bring the Coin to the Forge.

That was the end of the Slime’s 3rd turn.

1st HERO ATTACK: BULLFROG KING

Only Frogs already in the Dungeon were the 2 in the Vault without any Monster there. The Bullfrog added 2 Frogs in the Sewer.

2nd HERO ATTACK: ROGUES AT HAT ROOMS

Library room was empty so the Rogue there immediately moved to the Workshop and got killed by the trap.

Apothecary was also empty so the Rogue there moved to the Vault and was unable to open the last treasure.

FROGS: 2 AT VAULT AND 2 AT SEWER

At the Vault they did nothing. The 2 in the Sewer moved to the Forge with 2 Slimes there. 2 attacks were defended so the Slimes became 4.

WAVE 2, DRAGON’S 4TH TURN

Actually, Wave 2 started after this throwing a hero to jail by the Dragon. It was an Archer, which had no target in the adjacent room. Dragon got back the Scroll, 2 cards with 2 ranged attacks each.

1st and 2nd card: MOVE + ATTACK / ACTIVATE

Dragon moved from the Graveyard to the Study room, killing the Rogue there. Then using the same card, spent the Book there to get a new scroll. This Scroll can either create Portal, Defend or 2 melee attacks.

3rd Card: MOVE + ATTACK / ACTIVATE

From the Study, Dragon moved through a Portal to the Sewer and killed the Rogue there.

4th card: PORTAL / 3 RANGED ATTACK

From the Sewer, killed the 2 heroes in the prison and the 1 Frog in the Forge.

5th card: 2 RANGED ATTACK / ACTIVATE

While in the Sewer, Dragon took a Frog.

6th card: AMBUSH / 2 MOVE

Only used 1 move through Portal from Sewer to Apothecary.

7th card: 2 RANGED ATTACK / ACTIVATE

Spent the Frog to create POTION. This allows the user to get cards with ranged attack from the next 3 cards.

That was the end of Dragon’s 4th turn.

1st HERO ATTACK: ARCHERS AT HAT ROOMS

First, the one in Apothecary had no target in Vault but dealt 2nd damage to the Dragon.

Then the one appeared in the Library immediately moved to the Workshop. This inspired the Warrior and both moved to the Apothecary and inspired the recent Archer again. 3 of them dealt 3 damage to the Dragon and the Dragon was out. Then all 3 heroes were exhausted.

2nd HERO ATTACK: WARRIORS AT BONE ROOMS

Nobody else was in Beast Training room so the Warrior failed to open the treasure.

The one appeared in the Sewer inspired the Archer there and the 2 moved to the next room with 4 Slimes. They killed 2 of them.

FROGS: 2 AT VAULT, 1 AT FORGE

The 1 in Forge moved to the Vault and did nothing.

WAVE 2, SLIME’S 4TH TURN

Slime started by throwing another Archer to jail and got 1 Beast, 1 Defend card and 1 Ambush. No target in the adjacent room for Archer.

1st and 2nd card: MOVE + ATTACK / AMBUSH

Ambushed a new Slime to the Beast Training room. Using the 2nd card, moved to the Graveyard and killed the Rogue there.

3rd card: MOVE + ATTACK / AMBUSH

*** This is where I probably got it wrong. It seems I used this card twice, once to deploy 5th to Beast Training and the 2nd was to move it to the Vault. If I played it right, the only possible move was to move one of 2 Slimes from the Forge to the Vault without using any attack on either case.

4th card: DRAW + 2 RANGED ATTACK (BEAST)

The one in the Vault killed an Archer and a Warrior in the Apothecary. Slime got a new card which was the 2 MOVE / ACTIVATE

5th card: 2 MOVE / ACTIVATE

The Slime in the Forge spent the Coin there and got an Equipment, a Hatchet to do 2 Melee or 1 attack per each figure.

6th card: 2 MOVE / ACTIVATE

The Slime in the Graveyard generated a Bone.

That was the end of Slime’s 4th turn.

1st HERO ATTACK: BULLFROG KING

3 Frogs in the Vault killed that 1 Slime. Spawned 2 more Frogs in the Sewer.

2nd HERO ATTACK: ARCHERS AT SWORD ROOMS

Nothing in the Workshop so the Archer moved to Apothecary. After inspiring another Archer, the 2 moved to the Vaults, inspiring a Rogue. The 3 failed to open the last Treasure.

The one in Forge had no target in the Vault and inspired the Archer and Warrior. There was supposed to be 1 Slime which had 2 Defend. 1st attack the Slime became 2. 2nd Attack and the Slime became 3. 3rd attack removed 1 of 3. The Heroes got exhausted.

FROGS: 3 AT VAULT, 2 AT SEWERS.

They did nothing at Vault. From the Sewers the 2 moved to the Forge and killed 2 Slime. 1 Slime left.

WAVE 2, DRAGON’S 5TH TURN

Dragon started by throwing a Rogue to the jail, getting Ranged Attack card and 2 cards with Melee.

1st card: AMBUSH / 2 MOVE

Dragon went back in the Vault after got knocked out.

2nd card: PORTAL / 3 RANGED ATTACK

From the Vault, Dragon killed the 2 heroes in the Forge and 1 Warrior in the Beast Training.

3rd card: MOVE + ATTACK / ACTIVATE

From the Vault the Dragon moved to the Apothecary after killing the Archer in the Vault. Dragon also brought in one Frog there.

4th card: 2 RANGED ATTACK / ACTIVATE

From the Apothecary, Dragon killed the other 2 heroes in the Vault.

5th card: MOVE + ATTACK / ACTIVATE

Spent the Frog in Apothecary to get a Potion. This one allowed Dragon to get cards with Move from the next 3 cards.

6th card: MOVE + ATTACK / ACTIVATE

Dragon moved through portal from Apothecary to the Sewer. Nobody to deal damage.

7th and 8th card: 2 RANGED ATTACK / ACTIVATE

From the Sewer, Dragon killed 2 Heroes in the Jail and Warrior plus Frog in Forge.

That was the end of Dragon’s 5th turn.

1st HERO ATTACK: MAGES AT HAT ROOMS.

Nothing in the Library and Apothecary. Both then proceeded to the Vault and ended their movement there after failing to open the treasure.

2nd HERO ATTACK: BULLFROG KING

2 Frogs in the Vault did nothing. The one in the Forge killed the Slime. Added 2 more Frogs in the sewer.

FROGS: 2 AT VAULT, 1 AT FORGE, 2 AT SEWER.

The one in Forge moved to the Vault and the 2 in the Sewer moved to the Forge.

****** Apparently I forgot to move the one Frog from the Forge to the Vault.

WAVE 2, SLIME’S 5TH TURN

Slime started by throwing another Rogue to jail. Got Defend card, 2 Move card and the equipment card.

1st card: MOVE + ATTACK / AMBUSH

The move was for the Slime in the Graveyard with a bone to the Beast Training. While the attack was for the Slime in Jail to kill the Rogue.

2nd card: DRAW + 2 RANGED ATTACK (BEAST)

From the Beast Training, the Slime killed the 2 Mages in the Vault. The new card was AMBUSH card.

3rd card: 2 MOVE / ACTIVATE

In the Beast training, spent 1 bone to get a new beast, THE SPIDER, Draw plus 2 activate.

4th card: MOVE + ATTACK / AMBUSH

Deployed 3rd Slime to the Sewer.

5th card: 2 MOVE / ACTIVATE

Moved that Slime from Sewer to the Apothecary through Portal.

That was the end of the Slime’s 5th turn.

1st HERO ATTACK: ROGUES AT HAT ROOMS.

The one in Apothecary attacked the Slime. Slime defended and multiplied. Then the one in Library eventually moved to the Apothecary, inspired the other Rogue. 2 more attack to the Slime. One was defended and multiplied the Slime but 2nd attack took down a Slime.

2nd HERO ATTACK: ROGUES AT EYE ROOMS

The one in Study room opened the treasure but it was just removing resources. In the Graveyard the rogue failed to open the treasure alone.

FROGS: ALL 5 IN VAULTS.

No Monster to take damage from them.

WAVE 2, DRAGON’S 6TH TURN

Dragon threw probably the last Archer to jail. Unfortunately the Dragon was in ranged for the Archer’s attack. Dragon got their Potion, 2 ranged attack card and the Melee attack card.

1st and 2nd card: MOVE + ATTACK / ACTIVATE

From the Sewer, Dragon moved through portal to Apothecary and killed the Rogue. Using that same card, killed the other Rogue and moved to the Workshop.

3rd card: 2 RANGED ATTACK / ACTIVATE

Using the Activate, Dragon setup a trap.

4th card: PORTAL / 3 RANGED ATTACK

Dragon opened a Portal from the Workshop.

5th card: MOVE + ATTACK / ACTIVATE

From Workshop through Portal, Dragon moved to the Study and killed the Rogue there.

6th card: POTION for MOVEMENT

Got 2 cards with movement, discarding the 3rd, the other potion for ranged attack.

7th card: MOVE + ATTACK / ACTIVATE

Dragon moved from Study to Graveyard and killed the Rogue.

8th card: 2 RANGED ATTACK / ACTIVATE

In the Graveyard, Dragon got a Bone.

9th card: AMBUSH / 2 MOVE

Dragon moved 1 space to the Beast Training room with the Bone.

10th card: MOVE + ATTACK / ACTIVATE

Spent that bone to get the Minotaur Beast.

11th card: 2 RANGED ATTACK / ACTIVATE

Maybe I got 1 card too many but I used this just to kill the 2 Frogs in the vault from the beast training room.

That was the end of Dragon’s 6th turn.

1st HERO ATTACK: WARRIORS AT SWORD ROOMS

The one in Workshop was killed by a trap while the other one failed to open the treasure.

*******I think I got it wrong and the Warrior actually removed the trap as if they were Rogue. So, it went to Apothecary and killed the Slime.

2nd HERO ATTACK: MAGES at SWORD ROOMS

The one with Warrior in Forge still failed to open the treasure. After the incorrect play the Mage inspired the Warrior in Apothecary. One of them stayed to kill the 2nd Slime and the other proceeded to the Vault.

FROGS: 5 AT VAULTS

No Monster to take damage there.

WAVE 2, SLIME’S 6TH TURN

Slime started by throwing a hero to jail, which happened to be a MAGE! The mage led the Archer for outbreak. One killed the Slime and the other finally opened the chest but only to remove resource. Slime still got 3 cards.

1st card: MOVE + ATTACK / AMBUSH

Deployed a new Slime in the Sewer.

2nd card: DRAW + 2 RANGED ATTACK (BEAST)

That Slime killed the 2 heroes in the Forge. The new card was 2 MOVE.

3rd card: MOVE + ATTACK / AMBUSH

Deployed 2nd Slime in Sewer.

4th card: 2 MOVE / ACTIVATE

Moved both Slime from Sewer to Prison.

5th card: 2 ATTACK / SWARM ATTACK

Killed both heroes in the Jail.

6th card: DRAW + 2 ACTIVATE (BEAST)

Drew 3 cards, 2 Defend and 2 Move.

7th card: 2 MOVE / ACTIVATE

Since I knew that one last hero card was about to attack the Sewer, I moved 1 Slime from Prison to Sewer.

1st HERO ATTACK: WARRIORS AT EYE ROOMS

Both of them finally opened the treasure in Graveyard. Monsters had to discard 1 card each.

2nd HERO ATTACK: MAGES AT BONE ROOMS.

Both of them attacked the Slime in there. Slimes defended both and multiplied.

FROGS: 5 AT VAULT

Still did nothing.

WAVE 2, DRAGON’S 7TH TURN.

Started by throwing the last hero to jail which was the Warrior. This ended the game. The Heroes gave up and the MONSTERS HAVE WON.

Playing time was about 144 minutes. Read the

Full Session Report here.

Rescuing Robin Hood

More turn-by-turn pictures of this Rescuing Robin Hood game session here.

Rescue our heroic Outlaw with the chance of beating the Sheriff of Nottingham as well in Rescuing Robin Hood.

This was a 3-handed solo session and the first time using the Accelerated Mode or the Express Mode. The idea is that instead of playing 5 rounds (days), you only play 3 of them. Each day you are still dealing with the same number of Guards but from each row of guards you are rescuing 2 days worth of villagers from the regular game.

Well, it is still a bit long but definitely faster. Also, I think you have less chance to accumulate Mead Tokens that you didn’t use from previous days, assuming you didn’t use them in the first place.

Also, the rule didn’t point this out but with this mode, you basically get to choose all 4 villagers for the attack of the day. The extra 4 from the setup just give you more choice when choosing for the 2nd day.

The 3 Band Leaders were MAUDE LINDSAY as the First Player, LADY CHRSITABEL and LITTLE JOHN.

Day 1 and 2

There were 3 rows. First one had 5 Blue Guards capturing 2 Silver characters. 2nd one had 8, capturing 2 Bronze and 2 Silvers. 3rd one had 11, with 2 Bronze and 2 Gold. The special rule for this day was that the Guards’ Brawn power was -1.

Maude Lindsey started first with the help from LANCE, FYRMYN, HYLDA and COLINET GOOD. This band had 9 Wits, 5 Stealth, 7 Brawns and 3 Jolliness, with just 1 Scouting token and 1 Cookery token from Lindsey herself.

So this band was strong in Wits. The front guard of the first row had very weak in Wits and with 4 other guards. Using the Scouting token to the first row, it was revealed that the next 2 guards had a 3 and a 4 in Wits. With the help from Little John, using their Prayer token, the stronger one was moved to the 2nd row.

Lindsey then transferred all 3 of her Jolliness to increase her Wits also her Cookery Token so her Wits when up to 14. Hopefully the other 2 unrevealed Guards from the first row only had a total of 6, making it to 11, just like the Wits. Apparently, it was exactly 14 but Lindey beat them all up, rescuing ERNEST LEE and JIMMY THALOCKE.

Lindsey’s 2nd attack was hopefully to just use her Stealth so the Brawn could be transferred. She only had 5. The front guard of the 3rd row was weak in Stealth with just 2. Lindsey took a risk and also attacked the 2nd one and it was indeed a 3 so the total was 5. The attack was a success.

Lady Christabel was next, getting the 7 Brawn from Lindsey. Her band had NOAH GUY, SIBYL WRIGHT, JOCELYN ITLOOSE, EUNICE BAXTER. The last one got 2 Cookery tokens and the Band had 3 Wits, 9 Stealth, 14 in Brawn and 2 in Jolliness.

So, they were strong in stealth but with just 9 that could take down like only 3 or 4. More if they got lucky. Targeting the 3rd row, the front most now had a 4 so it was not great. The Lady transferred the jolliness so the Stealth became 11. She took a risk and attacked 5 of the 3rd row, starting from the 2nd one. The total was 10 so she succeeded. Only 4 left from that row.

Lady Christabel then did 2nd attack to that same row using her 14 brawn. After revealing the other 3 guards, the total Brawn was 11 minus 1. The attack was a success and so Catalina, Zakarriya, Fawkes Enhound and Hugh Jeego were rescued.

Last turn was for Little John and he received 4 Brawns left. With the help from GAMELUS, PERCIVAL, WALDEW RESPECT and OLIVER DEPLANCE, the band got 8 Wits, 5 Stealth, 12 Brawns and 4 Jolliness.

Little John started the attack to the 2nd row using their Wits. First 2 Guards had a 4 and a 2. He used the Jolliness to increase the Wits. After those 2, he still had 6 left. 3rd one was a 3 and 4th one was a 2. With one left Little John stopped the attack.

5 Guards left and he got only brawn 12. The total from those 5 guards in Brawn was 16 so the 2nd attack failed. 4 Villagers were captured and brought to the Castle of Nottingham.

Day 3 and 4.

There were 4 rows. First row had 3 red guards capturing 2 Bronze. 2nd one had 7 guards, capturing 2 Gold. 3rd had only 5 blue guards capturing 2 Silver. The last one had 9 red Guards capturing 4 Golds. The special rule for this day was the remaining Wits was passed to the next player.

Lady Christabel led the first attack. With the help from ERNEST LEE, HUGH JEEGO, WILLELMUS and ANOT TYDE, the band had 10 Wits, 15 Stealth, 18 brawn and 0 jolliness along with 1 Scouting token, 1 Cookery token and 2 Mead from previous day.

Using the Scouting token, they revealed the other 2 red guards from the 1st row. The total Wits was only 10 and the Lady could easily beat them all. WARREN PEACE and PANTALEON were rescued.

Her 2nd attack was to use her 15 Stealth to the last row. 15 means on average she could only take down 3 red guards. She spent her Cookery token to get to 18. So she chose the 2 on the back and one random in the middle. The total of those guards stealth was 17. It was a success attack.

Little John was next, receiving only 18 Brawns from the Lady. He got help from CATALINA, REGINALDE, ALICE and JIMMY THALOCKE and they got 11 Wits, 5 Stealth, 27 Brawns and 5 Jolliness along with 3 Prayer tokens.

Little John continued the attack to the last row with 6 red guards left. Using their 3 Prayer tokens, moved 3 of them to the 2nd row. Then he attacked the remaining with 27 brawns. The 3 guards had 18 so they won with 9 brawn left. The 4 Gold villagers were rescued.

For their 2nd attack, they tried to rescue the other 2 Gold from 3rd row against 7 Blue Guards. He was trying to use the Stealth but they only had 5. So, he transferred the 5 Jolliness to make the Stealth to 10. He took down the 2nd and 3rd guard and the total Stealth required was only 7.

Last turn was Maude Lindsey, receiving 10 Wits and 9 Brawn from Little John. With the help from FAWKES ENHOUND, ZAKARRIYA, GILBERT and GONTIER, the band had 27 Wits, 3 Stealth, 21 Brawn and 3 jolliness along with 2 Scouting, 1 Prayer and 1 Cookery.

Lindsey continued the attack to the 3rd row with 5 guards left. Using her 2 Scouting, revealed the 4 face down guards. That row had either 16 Wits or 15 in Brawn. Lindsey chose the Brawn so she had 6 left.3 Brawns left.

Last row had 5 Blue and 3 Red. Lindsey had 27 Wits plus 3 from Jolliness and 2 from Cookery Token. The total Wits of those guards were just 27 so this last attack was a success. TIM BURR and AMABEL were rescued. Everybody on this day was rescued.

Day 5.

Time to storm the Nottingham Castle and rescue Robin Hood. After breaking into the gate of the Castle, there would be 3 rows of red guards to defeat in order to rescue Robin Hood.

As special rule for this day, get 2 Brawn everytime the band leader spend 1 Cookery token.

Little John led the first attack to the gate. With the help from ANNE DITTOVER, CATALINA, AUGUSTINE SAWYER and JIMMY THALOCKE, they got 11 Wits, 7 Stealth, 27 Brawns and 6 Jolliness, along with 3 Prayer tokens.

No other choice but to use the Brawn to break into the gate. The attack was a success which inspired all villagers in the SHERWOOD FOREST to support the attack. 28 of them gave 9 Jolliness to Little John. He also had 3 Brawn left.

2nd attack to the 1st row with 5 Red Guards. The first guard had 6 Wits and 2 Stealth. Little John decided to use all of his Stealth for this attack by spending all 15 Jolliness, increasing the Stealth to 22. After revealing all guards, they all had either 20 Wits or 22 Stealth so it didn’t matter which. Probably could have saved some Jolliness had they used the Wits.

Lindsey led the 2nd attack to the 2nd row, getting 3 Brawn left from Little John. With the help from KATHERINE CLARKE, ZAKARRIYYA, FAWKES ENHOUND and ROGER CARTER, the band had 27 Wits, 12 Stealth, 13 Brawn and 2 Jolliness, along with 2 Scouting, 2 Prayer and 1 Cookery.

This row had 8 red guards. Lindsey used both Scouting to reveal 4 guards. Then her first attack was with the 12 Stealth to beat 4 with the weakest in Stealth.

As the 2nd Attack she used her Wits for the remaining 4 Guards. The guards only had 20 Wits. While she had Cookery token, she spent it to gain 4 Brawns.

16 Brawn and 2 Jolliness were passed to Lady Christabel. With the help from ERNEST LEE, HUGH JEEGO, CASSANDRA FLETCHER, FARRIMOND CHEESEMAN, the band had 13 Wits, 26 Stealth, 39 brawn and 2 Jolliness, along with 2 Cookery and 2 Scouting Tokens.

Last row before rescuing Robin Hood had 8 red Guards. The Lady spent the 2 Scouting Tokens to reveal 4 guards. With 5 leftover Prayer tokens from all leaders, 2 were spent to completely remove 1 Guard while the other 3 were moved to the last row.

So, there were 4 left and the Lady attacked with her 26 Stealth. Those Guards only needed 16 to be defeated. ROBIN HOOD WAS RESCUED!

They all had 2 more attacks to take down the last row of 13 guards and the Sheriff of Nottingham. To beat the Sheriff himself they just needed 28 of anything. The Lady had 13 Wits plus 8 from Robin Hood and 6 Jolliness plus 2 were enough for the last attack.

Their brawn was 39 plus 8 from Robin Hood. They still had 2 Cookery tokens and 2 Mead tokens. Those increased the Brawn by 14, making it to 53.

Using the Brawn to attack those 13 guards, the Guards only had 51! So, they have successfully beat the last defense before the Sheriff. Using the 28 Wits, they beat the Sheriff of Nottingham.

They won.

Playing time was about 96 minutes.

Cascadia

More turn-by-turn pictures of this Cascadia game session here.

Explore the different habitats of the Pacific Northwest and find different wildlife by following their pattern in Cascadia.

This was the solo session using the 2nd Achievement Scenario. So, all scoring cards are from the B variant for each animal. This was also my 2nd time playing with the physical game. Somehow I still got the setup wrong with the number of tiles.

The rule says that I should get exactly 20 turns or exactly 20 hexes with the total becomes 23, with 3 from the starting Habitat. Somehow I finished the game and got 24. I thought I just did great since I scored over 100, wouldn’t have thought otherwise during any day. However, luckily, the end result of the shape makes it very easy to count. Had the shape was in very weird form, I probably wouldn’t have thought to double check.

So, here is how it went.

ROUND 1.

My starting tile had the Wetlands with only Hawk at the top. From the 4 hexes, usually I would have picked the one with Salmon. But that was 2nd from the right so I thought I still had time. Instead I picked the rightmost one with an Elk and the hex with River and Forest.

I placed it at the bottom left since there was the starting Forest and River. Placed the token right on that hex.

ROUND 2.

For my 2nd one, I took the previous Salmon. It was paired with a hex of Prairie and Mountains. Both of them were next to each other on the Starting Habitat at the bottom right. So, I just expanded on that direction, with the Mountain having size of 2 while the Prairie was not yet connected. The Salmon token was placed at the bottom left of the starting habitat. I was planning to create a run from there to that latest tile.

ROUND 3.

Now, the rightmost had a hex with Wetlands and Rivers which was perfect to expand both habitat according to the starting tile. While the next one to go had a Mountain and Forest, paired with Salmon. Those 2 were close to each other but that spot was for Salmon and the hex was not suitable for it.

Also, the rightmost was paired with a Fox. I didn’t like this one much but I took it since I didn’t have any Nature token yet. The tile was placed to expand to the top left direction and the wildlife was at the bottom right of the starting habitat.

ROUND 4.

The rightmost had a perfect hex with Wetlands but only for Salmon which could have been perfect for my Salmon run. However, it was paired with a Bear and I had no empty space for it. Instead I chose the leftmost one with a Hawk paired with a River and Forest. The hex itself could take an Elk so this was perfect not just to expand the habitat but my set collection for Elk.

The Hawk itself was placed at the top of the starting habitat, getting me my first Nature token.

ROUND 5.

Rightmost had a Mountain just for the Hawk, paired with the Fox. There was a space for Fox but I planned it for the Salmon. The next option was prairie for Elk only and I was not planning for it right now. So, I decided to just take the rightmost hex and spend the token to take a different wildlife. I took the Hawk from the 2nd to the right.

This single Mountain was placed extending to the bottom right, even though it was not exactly connected to the existing Mountain. The reason is because the Hawk scoring required each to be in line of sight. From the starting Hawk location that position was perfect and I was sure to easily connect it in subsequent rounds. Got a replacement token.

ROUND 6.

The rightmost now had a bear paired with Mountain and River combo which also fit for the Bear. Next to it was a Fox so I just let it go. Played safe by connecting the Mountain even if the River was useless. And I thought I should start the Bear set since it required a group of 3.

ROUND 7.

Now the rightmost had a fox paired with hex for Wetlands fit for Salmon only. Well, the hex was not bad but I still didn’t like the Fox. So, I let that one go and instead took the River just for Hawk and a Hawk.

I placed the tile 2 spaces away from the Starting Hawk position. So, it had a line of sight and I placed the Hawk token there, giving me my 2nd token at the moment.

ROUND 8.

The rightmost had a bear paired with hex but not for bear. I also had no empty space for the Bear. The hex of that was also a combo of Prairie and Forest which was not good for the existing. So, I spent one of my nature token to first pick the hex 2nd to the right with just a Prairie for Salmon only.

For the wildlife, there was an Elk that I had space for so I took it, letting go the Bear. The Prairie only tile was good to connect the 2 separated groups of Prairie but placing it there means the existing Fox would have been surrounded by 4 Salmons and 1 Hawk. Not great even if I could have gotten another Hawk next to it. So, I placed it a bit away from the Fox while keeping the potential run for Salmon and making one Prairie bigger.

The Elk was at the bottom right, next to another Elk so that group was worth 5. I still had the 2 sides open for creating the set of 4.

ROUND 9.

There was a Bear at the rightmost and the hex could have fit for it. However, for the existing I preferred at least a Forest if not with Mountain or River. There was one at the 2nd to the right. So, I spent my last token to take the bear and the tile.

Placed the tile next to the existing bear with the Forest part pointing close to the existing Forest area, not yet connected. Then I placed the Bear token there. I just needed one hex and 1 bear to complete the set.

ROUND 10.

From the 4 hexes, there were 2 that were good to expand 2 habitats. One was a Prairie with Wetlands, paired with a Fox, 2nd to the left and the other was at leftmost. This had wetlands and River, paired with an Elk. I was not ready to accommodate the 3rd Elk and I had no nature token. So, I picked the 2nd pair from the left.

The Fox was placed between the 2 top Hawk and next to a Salmon. One more Salmon on River and it was perfect. The tile itself was used to finally connect the 2 separated groups of prairie. The tile could accommodate 3 animals, including Salmon or Elk.

ROUND 11.

3rd option from the left had a good River that could fit a Salmon which was perfect. But it was paired with an Elk that I was not sure to start a new set while not being able to expand the existing one.

So, I took the leftmost with the Salmon, paired to a Hex with Prairie and Wetlands. The Salmon was placed to the cornerstone Prairie, giving me a Nature token. The tile was just to connect the 2 groups of Wetlands while not actually extending the Prairie even though it could have.

ROUND 12.

I still had no place for the 2 Hawks and while I had room for Elk, I thought I should continue with the Salmon. It was paired with a Mountain that could fit for a Bear. That was perfect to accommodate the last of 3 bears even if the Prairie part was a bit wasted. At least, I didn’t have to worry about choosing a bear later.

The Salmon was placed next to the single salmon on the right at a cornerstone tile. I needed one more to connect with the single on the left to make it a size 4 for the run.

ROUND 13.

The pairings were overpopulated by 3 Hawks so I removed all of them and got 2 Bears, a Fox and a Hawk. The 2nd to the right bear was paired with half a River that was fit for Salmon. This was great for my existing to connect the 2 separated groups of river and extending the Salmon run. The size of the River was already at 6 by placing this tile there.

The bear completed the set of 3 and I got 10 points. Unless I accidentally added another one to that group.

ROUND 14.

Still needed a couple more Salmons and possibly 2 more Elks or more. There were 2 Salmons. The one paired at the leftmost had a good tile but I took it later, I thought. So, instead I picked the Salmon, 2nd from the left but with the tile 3rd from the left. This tile was good for more Elk while increasing the size of the River to 7 at the bottom left.

The Salmon itself was placed to increase the size of the group on the left to 2. I just needed 1 more Salmon and a hex for it in that middle, hopefully with both Forest and Mountain.

ROUND 15.

I actually got 3 separated groups of Forest. There was one at the leftmost to connect. However, the tile was for Salmon and Bear which was useless for me. At least it was paired with an Elk. I was worried that I wouldn’t have enough time so I just took it and placed it, knowing this space would have been wasted.

The Elk expanded the group so the value went up to 9 from 5. This tile itself was only able to connect the 2 groups of Forest, now with the size of 4 for the bigger one.

ROUND 16.

I had no more token. There was the last Salmon I needed at the rightmost, paired with a Mountain for it. This was perfect to fill that hole in my landscape. Unfortunately, the other half was Wetlands, not forest. I thought I had no choice and not enough time so I went with it. Placed the tile and the token in that hole. This completed the Salmon run to size 5 with the Mountain size to 6.

ROUND 17.

No more need for Salmon, Bear or Fox. So, without any nature token, my only option was the Elk with a Wetlands just for Hawk. I could start a new set with the Elk and position of the tile for Hawk was good for the Hawk itself and to extend the Wetlands size.

This means this group of Elk was limited to just size 2 and that was enough to get extra score for the adjacent fox.

ROUND 18.

Another 3 useless wildlife for me and the Elk at the leftmost. That was my only option. Luckily this had a Forest to connect the 2 separated groups even though I couldn’t use the space at all.

The Elk completed the 2nd set to size 2 and the extra pair for Fox.

ROUND 19.

From these 4 wildlife tokens, the leftmost had a Hawk with a Forest just for Fox. At least the Hawk itself was good for its own scoring and got me a token. The tile was just going to make the Forest bigger to size 7. So I guess I did need it.

ROUND 20.

Last one and the leftmost was a Forest for and paired with an Elk. This was perfect to increase the size of the first group in the right shape to size 4. This also got me a token.

So, that was the end of the game.

SCORING

For Fox, I had 2 foxes and both were surrounded by 2 pairs of different animals. So I got 10 points.

For Elk, I got 2 groups, one in size 2 and one in size 4, in the correct shape. So I got 18 points.

I only had 4 Hawks. All of them were in line of sight but only 3 of them was in 2 spaces away. Got 12 points from it.

For Salmon I got size 5, which was the maximum score and I got 17. Lastly, a group of 3 bears only and I got 10 from it.

8 tiles for Forest so I got plus 2 bonus, making it to 10. 7 for Rivers plus 2 so 9 points. Only 5 for Wetlands, 6 for Mountains and 4 for Prairies.

2 Nature tokens left for 2 points.

Total score: 103 points.

Playing time was about 40 minutes.

Chomp

More turn-by-turn pictures of this Chomp game session here.

Create your Dinosaur world while making sure the Carnivore and Herbivore have their food source in Chomp.

I played 3 solo sessions this time. My first game scored about 56. But then I realized that the 3 starting cards that I used were not actually from the cards specifically for the solo variant.

One scoring card was the 2 points per plant eaten by the Herbivore. The 2nd scoring card was 8 points for having the most fed herbivores. I noticed that this 2nd one, even though doesn’t have solo icon, has solo scoring criteria with 5 fed herbivores. Maybe I looked at that part and assumed this was one of the solo cards.

Honestly, I didn’t feel it changed the solo game at all. I mean, it is still possible to take them in the game. It’s just they are not the starting one. So, it got me thinking, maybe I should just ignore those solo icons? The thing is, I definitely will play a couple of sessions in a row and to separate and mix the cards again between the solo and non solo icon is a bit annoying.

Since I was still not sure, so I played the 2nd session and this time using the 3 starting cards that have a solo icon. This one I scored very poorly with only 29 points. I failed to feed the Carnivore and they ended up eating the 2 large Herbivore next to it. Even the 2 medium size Carnivore didn’t get fed.

I remembered that I was so busy dealing with the Tar Pit in the last few cards. Like my first session, I didn’t take any additional scoring. One of the scoring was to get 2 points per nest if the nest is adjacent to another nest. So with 2 side by side, I got instant 4 points. The other scoring was 1 point for every 2 fed dinosaurs.

I didn’t plan to play 3 sessions but one was wrong rule, one was very bad so I had to play the 3rd.

This one, the first scoring was 2 points per fed carnivore adjacent to herbivore herd that they didn’t eat. The 2nd scoring was 2 points per medium carnivore in the largest fed medium carnivore herd.

My starting map card had 1 Large Carnivore with a Plant and a Nest. For my first card, I took the one with Large Herbivore and a Medium and 2 Small carnivores plus an egg. This was perfect to place next to the starting card. I just had to feed the carnivore.

For the 2nd card, there was only 1 showing Carnivore food source and I had to take it. It also had a plant, a nest, and half for the different small dinos. This was placed so that the food source was touching the existing Carnivore herd while allowing room to keep growing this herd.

3rd card. The new face up one had a Tar Pit which I tried to avoid. But it was still early. Now that I think about it, maybe it was better for me to take that one. It had a medium Carnivore but without any wall, next to a Tar pit and 2 herbivores.

Instead I took another one with the same Carnivore but it was surrounded on 2 sides by wall. While I still managed to extend the existing herd but I couldn’t extend farther in that direction. It also had a plant that I connected to a single small herbivore, along with a nest and the 2 halves of small dinos.

Another Tar Pit showed up so there were 2 face up now. Eventually, I took that previous option as my 4th card, extending the large Carnivore herd to the right while I had to cover the Tar Pit.

The next one showed 2 plants, 2 small herbivores and a food source for Carnivore. Took that one and covered the Tar Pit with one of the plants. Eventually I still cut off the potential to keep expanding that existing Carnivore herd.

I had to say that these 3 sessions forced me to cover parts of the other existing herds in order to keep growing the one with better scores.

Next one showed a medium carnivore again with large herbivore and a plant. I wanted more options so I took the risk by taking the other card with Tar Pit, hoping the next would not have any.

Beside the Tar Pit, this one had the 2 Medium but from different types and the Nest. Used the Herbivore one to connect the 2 separated group. This way, even if I failed to cover the Tar Pit, it wouldn’t have killed the Carnivore largest herd.

That was my 6th. Apparently, the new card also had Tar Pit with carnivore food and big herbivore. So, instead I took the previous other card with a medium carnivore again and a large herbivore plus a plan. With this, I managed to expand the largest carnivore herd by covering one medium herbivore, making that 2nd group smaller. That was my 7th.

Another Tar Pit but this one was next to a nest and a wall to a Herbivore, medium size. Instead of this, as my 8th, I took the one without tar pit but a large herbivore and medium herbivore. While the 2 on this card was separated by the wall, the existing herd actually connected them both. With this I covered the existing Tar Pit. Unfortunately, I probably cut off one of the potential expansion for the existing Carnivore herd.

The last new card had a medium size carnivore with 2 walls, a plant, a medium herbivore and 2 small herbivores. So, as shown by the top picture, I ended up taking this card as my last one and placed it to keep expanding the Carnivore herd at the bottom right. By doing so, I covered another part of the existing Herbivore herd without adding anything.

The 3 new herbivores got extinct since they had no food source. Apparently, I probably had better option by expanding the carnivore herd upwards. To do so, I had to cover a nest with an egg, losing 2 points but I managed to secure 4 points from the new card and keeping 2 points from the existing that I didn’t cover.

That was the end of the game. I got 36 points just from the fed dinosaurs plus the 8 from eggs on nests. Got 10 points from the scoring about medium carnivore in the largest herd. 16 points for having carnivore not eating the herbivore next to them. That was 62 points. With my better hypothetical play, I could have score 4 extra points.

Playing time was about 12 to 16 minutes per session.

Goblins vs Zombies

More turn by turn pictures of this Goblins vs Zombies game session here.

Defend your Goblin village from the invading Zombies in Goblins vs Zombies.

This was a solo and the Boss mode. I let the random card decided which boss to fight.

I started with a Big Shot, Archer, Screamer and Shot Idol. From those I kept the Idol and used the other 3 as Flag Bearers so I got extra cards at the end of the round.

First Zombie to show up was the KNIGHT ZOMBIE. I got TRAP, WALL, SHAMAN AND SLINGSHOT.

In the 2nd round, I didn’t change anything just so I could get more cards. The Knight Zombie was supposed to move fast, 2 spaces, landing right in front of the Village but apparently I forgot.

2nd Zombie was BARBARIAN. I got SLINGSHOT, PEPPER, WIND MAGE AND ICE SHOT.

In the 3rd round, I replaced all 3 Flag Bearers. Discarded the Wind Mage and Ice Shot to play Shaman. Then I discarded the Slingshot and Wall to play Slingshot. Lastly, discarded the Trap to play the Shot Idol.

I played the pepper to activate the Shaman which flipped the Knight Zombie and turned it into a regular one. Then the Slingshot just killed that regular zombie.

Barbarian moved 1 space and the 3rd Zombie was the Wizard Zombie. I only got 1 new card which was the ASSASSIN.

4ht round, the Slingshot plus Idol dealt 2 damage to the Barbarian but they were not down yet. The Wizard Zombie then ambushed the Shaman and Barbarian moved 1 space, right in front of the village.

Another Barbarian showed up. I got 2nd card in hand, the FIRECRACKER.

In 5th round, I played the Firecracker as the Flag Bearer. The Slingshot killed the 1st Barbarian.

The 2nd Barbarian moved 1 space. EVENT happened, 2 Basic Zombie arrived. I got 2 new cards, Ice Shot and Shot Idol.

6th round and I didn’t change the defense line. The Slingshot and idol dealt 2 damage to the Barbarian but it was not enough to put them down.

The 3 Zombies moved 1 space. ELF ZOMBIE appeared. I got 2 new cards, ROCKTHROWER and BOMB.

In the 7th round, I replaced the Flag Bearer with the Ice Shot. Discarded 3 cards, the Assassin, Rockthrower and the Bomb, keeping the Shot Idol.

The Slingshot finally killed the 2nd Barbarian and the Ice Shot took down one of the Basic. The other Basic Zombie moved 1 space while the Elk took down the Shot Idol.

2 Events happened, WAIT WHAT? AND HOPE. I was supposed to discard half of my cards rounded down but I only had 1 card left. From the 2nd Event I got Assassin but I couldn’t play it.

The new card got me another ARCHER.

8th round. I played the Shot Idol again, discarding the Archer. Basic Zombie was killed and 2 damage for the Elf. The Elf was still alive and took down the Slingshot. A Zombie Squad then appeared.

I got a SCREAMER.

For this 9th round, I just played that Screamer as the Flag Bearer. The Ice Shot plus Idol finally took down the Elf while the SQUAD just moved 1 space.

Finally, the BOSS showed up and it was the ELF HERO ZOMBIE. I got SLINGER and PEPPER.

10th round, I changed nothing. The Ice Shot dealt 2 damage to the Squad but they became 4 separated Basic Zombies. 1 self damage for the Elf Hero Zombie as She took down the Ice Shot.

It seems I actually forgot to draw the next Zombie card. I got another Ice Shot and Trap.

11th Round. I played the Slinger plus Pepper for free. The Slinger took down 1 of the 4 Basic Zombie. 2nd self damage to the Boss as she took down the Shot Idol.

WARLOCK ZOMBIE appeared. I got a Rockthrower, not sure about the 2nd card.

12th round. I played that Rockthrower. Both that and the Slinger took down 2 Basic Zombie while the 3rd moved right in front of the Village. The Warlock brought in one Basic Zombie while they moved 1 space. 3rd damage to the Boss while she took down the Rockthrower.

A JESTER zombie showed up. I got ROCKET and FIRECRACKER.

13th round. This is where I got it wrong again. So, I played the Firecracker to take down the Basic Zombie. That was supposed to occupy 1 space from the defense line but instead I immediately played a new card, a Flag Bearer.

The Slinger also dealt 1 damage to the Warlock but not enough. Warlock along with the Jester moved right to the front of the village. 2 Basic Zombies in the last 2 areas. 4th damage to the Boss as she took down the Slinger.

Knight Zombie showed up. I got a BOMB, BALL AND CHAIN and a PEPPER.

14th round. Immediately played that Ball and Chain plus Pepper, killing the Warlock finally. Jester brought in 1 Basic Zombie while staying at the front of the village. The Knight moved 2 spaces. 5th damage to the Boss as it took down the Ball and Chain.

FIGHTER ZOMBIE arrived. I got SHILED, ROCKET AND ICE SHOT.

15th round. I just needed to survive 3 damage and win since this was the 6th time the Boss took damage. So, I played the Shield and the last card just as Flag bearer.

The Knight and 1 Basic Zombie killed a Shield and a Flag. Then the Boss killed another Flag while taking the last damage she could sustain.

That was the end of the game. I won but cheatingly.

Playing time was about 32 minutes.

Learn more about the game from Goblins vs Zombies Review.

The Blob that Ate the City

More turn by turn pictures of this The Blob that Ate the City game session here.

As the Blob, eat buildings and vehicles to grow bigger and eat even more in The Blob that Ate the City.

ROUND 1, ROLL: 2 and 5.

I thought I should keep the shape 5 small to fill any leftover shape later while expanding the other shape. So, I picked the shape 2 and started to devour the tallest building at the bottom left corner covering also 1 extra blob. That extra was also used for that building.

Then with the extension 5, I added to the left of Shape 2 without adding any height, just closer to shape 1.

ROUND 2, ROLL: 2 and 3.

Obviously, I kept working on expanding the shape 2 since it was already bigger than the others. From the last position, I tried to reach to the right, covering 4 of 6 spaces for the truck at the bottom left.

Using the expansion 3 I placed that extra to the left of the current shape 2. This connected the Shape 2 and Shape 1 with the total width of 10 and height of 2.

ROUND 3, ROLL: 3 and 4.

I probably should have just chosen to connect the shape 3 with the shape 1 and 2. Instead, I picked the Shape 4 and expanded that shape. This square shape was to continue covering the tall building at the bottom left corner. It was not done.

I added the expansion 3 to the top of that square shape 4.

ROUND 4, ROLL: 4 and 6.

Since I already started working with Shape 4, I thought I should just continue and connect Shape 4 with 2 and 1. With this shape, it finally completely covered the tall building at the bottom left, gaining me 18 points at the end.

Then the expansion shape 6 was added to the current shape 4, just 2 spaces left to finally connect with shape 1.

ROUND 5, ROLL: 1 and 2.

With those rolls, I had only to pick the same main shape. So it was a matter which expansion shape I picked, either with 1, the horizotal 2 spaces or the vertical with number 2. Since I was going to connect this with the number 4, I had to choose the 2 for expansion.

For the City part itself, I placed this long shape to the right from the top of current shape, without reaching higher position. This shape reached the Church and the Medium tall building next to it, covering 4 of 7 spaces for the church and just 2 from the mid tall building.

ROUND 6, ROLL: 2 and 6.

This time I chose shape 6 to fill the last shape at the bottom left corner of the already partially covered taxi. The shape also reached the extra blob bonus to cover the missing last space of that cab. So, it completely devoured the Taxi and got me 5 points at the end.

The expansion was 2, vertical size 2 which I placed on Shape 6 to create a rectangular.

ROUND 7, ROLL: 4 and 4.

I had no choice but to use that connected 3 shapes. Placed the shape so that the leg which was the Shape 4 finally completely covered the already partially covered Church. Got me 9 points. It continued going up and then to the right, reaching 3 shapes. Even covered extra blob to the right of that cart at the top middle.

Used the bonus to cover one more space of that tall building at the top left. For the expansion, it was a bit weird. I didn’t want to add the total height or width. The expansion shape was placed below the Shape 1, the middle space.

ROUND 8, ROLL: 3 and 4.

I picked 4 again as the main shape and placed it right above that same shape previously. That last expansion made it a bit harder to fit but it was possible, even to add that same again one more time in the same direction.

This shape covered 3 new objects and continued on the previous 2. Also got 2 extra blobs which were enough for to help that main shape covered 2 Taxi cabs. Got 10 points at the end.

With the expansion, I finally added 1 height to that big shape. I had to make sure that the leftover space at the top left was enough to fit this current shape.

ROUND 9, ROLL: 4 and 5.

Chose the 4 since it could fit the remaining spaces at the top left.This shape covered the truck at the top left, scoring me 7 points. Also got 1 blob extra to fill the last 2 spaces of the mid tall building at the top left. Getting extra was the only way.

Added the expansion at the top left without adding width to the left.

ROUND 10, ROLL: 3 and 3.

While the Shape 3 was still small, I used it to help fill 3 of 4 spaces leftover from the tall building at the top left. I needed another extra for this.

The expansion was placed to the right of shape 3 without adding any height.

ROUND 11, ROLL: 5 and 6.

I didn’t like ruining the shape 6 yet so I chose shape 5 and the 6 for expansion. This was placed to continue covering the top part of the square house, to the left of that Liberty statue.

The expansion was placed to the right of shape 5, without adding height.

ROUND 12, ROLL: 6 and 6.

I could have used this to finish that Square house but considering the expansion that I added at the bottom of Shape 6, I thought I should save it for subsequent rounds, assuming I got another 6, just to get extra blob.

Instead I placed it to continue covering the Cart above the Statue, reaching to the Statue.

ROUND 13, ROLL: 3 and 6.

So, I got the 6 as planned and I used it to completely devoured the square house, gaining 13 points plus a Blob. That extra was to cover the last space of the mid tall building at the top left, gaining me 15 points.

The expansion was added to the top of Shape without adding any width.

ROUND 14, ROLL: 1 and 3.

I had to be careful with the big shape. Probably had 2 more chances to play it in these 3 last rounds if I played correctly.

So, I played the shape 3 to cover the taxi at the top middle, the last 5 points. For the expansion, I added the extra to the top left of current shape 3, without adding any height.

ROUND 15, ROLL: 2 and 4.

I had a chance to play this at the top right. The remaining room was enough. This reached 3 shapes and 1 extra blob. The extra was to finally finish the tall building at the top middle, scoring me 18 points.

The expansion was to fill the last 2 missing spaces of the leg part of that size 2 width leg.

ROUND 16, ROLL: 1 and 6.

While I had the chance to play this big shape one last time but it was not good enough to score or completely devour new shapes. So, I picked the 6 as main shape. This was to finish devouring the Mid tall building at the top right. Got 15 points and added the expansion above the current shape 6 without adding width.

That was the end of the game.

Scored 20 from 4 taxi cabs, 7 from 1 truck, 9 from 1 church, 0 from the Cart, 13 from 1 Square house, 30 from 2 mid tall buildings, 36 from 2 tall buildings and 37 from the biggest blob shape.

TOTAL SCORE: 152.

Playing time was about 58 minutes.

Level 10

More turn-by-turn pictures of this Level 10 game session here.

Help Izzy finish all 10 levels of 5 different video game worlds in Level 10.

I got 2 solo sessions. Initially, I was going to try again the harder variant with lower hand size for the solo mode but I ended up just playing the official rule twice. I guess a bit cheating for the first one so I played again and didn’t have any issue with the 2nd one.

Here is how it went.

Level 1

Started with Blue 1 and 8, Purple 1, Green 3 and 8, Yellow 3, 5, 6 and Red 2 and 7. Played the single Purple 1 first and got a Green 5.

Played the Yellow 5 and got Red 4. Then I played Red 2 and got Blue 4. Next was Blue 1 and got Purple 4.

Reset on Green, replacing the Blue and Green 8 with Blue 6 and Green 5.

Level 2

Started with Yellow 6 and got Blue 5. Played the Blue 4 and got Green 2. Next was Red 4 and I got Blue 2. Played the Green 2 which got me Red 1.

Reset on Purple, replacing Blue 2 and Green 5 since both colors had 3. Got Yellow 2 and Purple 6.

Level 3

Started with Green 3, got Red 5. Played that Red 5 and got Yellow 4. Next was Blue 5 and got Purple 3.

Reset on Yellow, replacing Yellow 4 and Purple 6 to get Green 1 and Yellow 8.

Last one was Purple 3 and got Green 6.

Level 4

Continued with Purple 4 and got Red 6. Played Green 4 next, got Yellow 1. Immediately played that Yellow 1 and got Red 3.

Reset on Red, replacing Red 7 and Yellow 8. Got back Yellow 7 and Red 8.

Played the Blue 6 as the last one and got Blue 7.

Level 5

Started by continuing on Yellow 1 with yellow 2. Got Purple 2, the only purple. Played the Red 1 after the Reset. Got Purple 5. Played that immediately after Purple 4. Got Purple 8.

Green 6 next after the Green 1. Got Green 7. Reset on Blue, replacing Red 8 and Yellow 7 with Blue 3 and Purple 7.

Level 6

Started with yellow 3 after the 2. Got Green 8. Played the Red 3 after 1 and the 2 was already played. Got Blue 8 back. Purple 7 next after the 5 but 6 was not played yet. Got Green 5.

Reset on Green, replacing Green and Blue 8 with Blue 2 and Purple 6.

Played that Blue 2 immediately after the reset and the 1 was already out. Got Yellow 4 back.

Level 7

Started with Yellow 4 after the 3. Got Red 7 back. Green 1 next after the reset. Got Yellow 8. Red 6 next and that was the lowest. Got Yellow 7.

Blue 3 next after the 2. Got Red 8 back. Reset on Purple but the last 2 cards were the Blue and Green 8 so I let them stayed there.

Level 8

Played the Purple 2 and Green 5 and the deck had no more card. Then with Blue 7 and Yellow 7. Reset on Red.

Level 9

Reset on Blue, played Purple 6, Green 7, Yellow 8 and Red 7.

Level 10

Last reset, the Yellow. Played the Blue 8, Purple 8, Green 8 and Red 8.

Izzy finished all 10 levels of 5 worlds.

Playing time was about 19 minutes per session.

Final Words

So, those are all of the games I played. Hope that entertains or helps to give some idea what kind of tabletop games we can find on the market.

Some are new and some are older games. The complete list of the older games and my reviews about them can be found from this list and this one for the more recent games and if you are interested in previous reports of each game.

I keep saying that these tabletop games can be a good way to spend some time without looking at the screen of our gadget. If we do have someone close, that we can play with, there are other games where we can play cooperatively or competitively but with a lot of player interaction.

The game can be very fast or like a filler type or it can take hours to play. Some games can also be played in solitaire mode and they are still more engaging than other entertainment activity. Some may say, it’s like a workout for the gray matter of our brain.

Thanks for reading.

 

Mark M.

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