This was the most hectic day, with the halls heaving at times; even
Friday had felt like previous years' Saturdays.
But we started the day with a gentle game of
Kingdomino
outside.
That was one Nick had brought with him. The first new game was
Sensor Ghosts,
from the designer of Assembly: you're trying to navigate your ship
across space, but the malevolent AI is lying to you about what's
where. It's not very thematic but it was a neat puzzle, and I could
certainly see myself getting this when it's available.
Blame Space
was our next demo, in which you're trying to come out of a terrible
situation looking good, or at least least bad… in space. The game we
played was probably about the right length; I could see it outstaying
its welcome like Munchkin or Fluxx. But I enjoyed it enough to buy
a copy.
Back to the demo table, and I ran a bit of
Kodama Duo.
But, clearly thanks to my amazing demonstrating efforts on Friday,
we'd sold out – not just our stand, the entire show, of both this and
original Kodama – so I moved on to other things.
Specifically, those were
Pirate 21
(a filler that I like probably more than it deserves, a "midlist" game
in an industry that's increasingly pushed by the top sellers),
Coup (one of
the games that got me into this hobby and one I still love), and even
Terraforming Mars
(which I still don't really like all that much, but I was able to show
people how the card synergies worked and generally what the game was
like).
I met Lizzie my occasional partner for
Our Turn Podcast, and we tried out
Lanterns Dice: Lights in the Sky,
a roll-and-write version of Lanterns. I… suppose I can see the
appeal, but I certainly don't picture myself owning this; it is what
it is, but for me that's too long and fiddly for a casual game and too
light for a long game. (Also, people with colour vision deficits would
struggle here.)
Off to the 1 Player Guild meeting, and
The Captain Is Dead,
which seemed to start off quite well… but we got some very bad
orange alerts quite early on in that stack, and while we were close at
times we didn't really have much chance. (I can see that one wants the
details of the alerts to be unpredictable – though it's already a very
reactive game – but I feel there should be a better way of doing it.
Maybe a nastiness rating on the alert, that gives you a variable bonus
when responding to it?)
Timo had bought
Cogs and Commissars,
in which you aim to collect citizens and then start a Soviet robot
revolution (by playing cards from your custom deck); with six players,
it ended with a victory on the eighth (I think) player turn, which
suggests that either we were playing it wrong or it's a bit broken.
On to burgers! (Yes, the Hilton still can't provide food that people
want to pay for. No, next year's Eastercon is not planning to get food
trucks in the way Expo does.)
Back to
Not Alone;
I hadn't tried the two-player version before, and it came out very
close.
Then
Flamme Rouge
with five players and both expansions, in which I pulled off a very
tight second place (and a frankly less tight fourth).
And so to bed.
Comments on this post are now closed. If you have particular grounds for adding a late comment, comment on a more recent post quoting the URL of this one.