Back to the boardgame café. With
images; cc-by-sa on
everything.
We started with Dice Hospital,
which is only not on my shelf of shame because I played it once at the Dice
& Mystics Fringe at Essen when I'd just picked it up. Not sure why
this hasn't got to the table much; it's good fun, and not too heavy or
long, even if it's far enough into abstraction that I'm very bad at
it. One to play more.
We went on to try
Finger Guns at High Noon,
a new release from Indie Boards & Cards – for whom I do quite a bit of
demo work, but I hadn't heard of this one and we didn't have it at
Expo. It's basically a sort of extended rock-paper-scissors, but in a
three-player game dynamite (do three damage to each of your neighbours
and one to yourself) seemed tremendously powerful. (Yeah baby yeah,
I'm the evil midnight bomber what bombs at midnight.) Not one I'll
rush to play again, though it could be fun with a larger group and in
the right context.
Judge Dredd: The Cursed Earth
next, a reimplementation of The Lost Expedition that we've
previously played here (and I've played again on Tabletop Simulator).
This was hard work; there's the additional complication of a "perps"
marker which starts off several spaces ahead of the players and causes
a game loss if it gets to the end first. But there were very few
things that moved us on (I think we got two in the whole game) and
lots that moved them on, and by the end of the second day we were all
dead. And that was on easy mode. That's how we felt playing The Lost
Expedition too, though in my TTS game it was more of a soluble
challenge; I think that there's an awful lot of luck of the draw in
this game mechanism, so the difficulty ends up being extremely
variable.
Finally, a couple of games of
Timeline: Music & Cinema
to finish off the evening.
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