With a role-playing session cancelled because of non-availability, the
people who would have been doing that got together to play some
boardgames.
We started with
Aeon's End
because I've been enthusing about it a lot recently. Still lost, but
we felt we were getting closer than last time (just a couple of cards
left in the Nemesis deck). More healing is a good thing; if I'd played
Brama rather than Reeve, maybe…?
We went on to
Statecraft,
which I found much more interesting as a set of abstract mechanics
(try to get your various policy numbers up or down enough to qualify
for particular cards, then take them from other players) than as a
game about something political. The four attitude tracks (socialism,
capitalism, authoritarianism, anarchism) seem as though they ought to
be in opposed pairs (indeed, the rulebook admits this), which makes it
unfortunate that there's absolutely no tension between the members of
the pairs (you can be utterly capitalist and utterly socialist at the
same time), and the only way to lower one of your levels is the clumsy
mechanism of denouncing a policy; many of the voting blocs have the
same name as each other ("Students", "Retirees") but with different
desires, and no obvious correlation between who they are and what they
support (and the rules assert that they were randomly generated and
assigned). I'd rather have seen individual names, perhaps with a touch
of humour ("grannies for capital punishment", "student leftists",
etc.). The graphic design is really terrible; very often you need to
be able to glance at a card and work out that it wants at least three
capitalism and no more than five authoritarianism, but whoever came up
with the card layout (it's not clear whether that's game designer
Peter Blenkharn or artist Zak Eidsvoog) didn't think of making that
visually easy. There's the germ of a really enjoyable game about
politics in here, but this isn't it.
The Bird Told Me To Do It
was on my List of Shame (the Kickstarter delivered last May), and we
got it out. It's quite hard to wrap one's head round, and I fear this
is another game that one of us will never play again (along with
Magic Maze and Tragedy Looper), but I rather liked it – though the
plumage cards aren't quite as clearly related to the bird cards as I'd
prefer.
In
Boss Monster
you're building a dungeon: more loot will attract more heroes, whom
you want to kill. It's very swingy (generally a hero is either no
trouble or a major threat, and multiple heroes are no more of a threat
than one on his own) and full of take-that, which is a shame, because
I enjoyed the basic idea. The rulebook was unnecessarily hard work to
find things in, too.
We finished with
Burgle Bros,
and almost succeeded. All the safes were found, and two had been
looted, but we bunched up too much on the upper level. (It seems to me
that staying split up, even after the lower safes have been opened, is
probably the safest bet, which isn't much fun for whoever stays on the
lower levels. Need to think about that.)
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