Back to the boardgame café. With
images; cc-by-sa on
everything.
We began with
Keyflower,
which we'd played last December and quite enjoyed.
Possibly because some of us remembered how the thing worked, we
started to pull apart very quickly.
By the end of summer it was already fairly clear who the winner was
going to be.
And in spite of some fairly effective autumn resource grabs that was
the way it went.
Less fun than last time? I think so, and not only because I didn't win
this one. Several of the more interesting tiles never showed up at
all, and I suspect that a larger game would show itself off better.
The Monopoly Problem, where it's clear who's going to win quite early
on and there's nothing you can do about it, is rare in modern
boardgames, but it definitely showed up here.
I've been wanting to play
Colt Express
for ages, and we tried that next. Another one that's not at its best
in a three-player game, with limited space for people to move into and
avoid each other, and the mechanic of drawing action cards is
frustrating even at the start of the game when you have your full
capabilities, never mind later when you have a few bullets in you and
you're slowing down. Did you want to run along the roof? Too bad,
you've got looting and punching cards. Want to be the shootiest bandit
on the train? Tough, no shooting for you. I wonder whether allowing
players to discard action cards from the deck before drawing their
hand might work better. (You'd get just what you wanted on the first
turns, but still have the risk of drawing bullets later on.)
Finally we gave
Eight-Minute Empire: Legends
a shot.
We played the original Eight-Minute Empire a couple of months
ago, and this is clearly close kin, but instead of resources on the
cards you get special abilities: extra armies when you build, extra
movement or cheaper water-crossings, etc.
"Thank you for flying with Giant Winged Eye. We never forget that you
had a choice."
As before, it's curiously lacking in actual battles (and one of the
powers renders you entirely immune to being attacked!). Last time I
was able to spread out quite a bit in the last turns; this time all
the movement cards had been used up, which was frustrating. Have the
men all forgotten how to march?
Even so, and especially given its short duration, highly enjoyable.
It's not very Empire-ish, but that's life.
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