Back to the Masonic Hall on a cold, but dry, weekend of boardgaming.
As usual, there was a lot of socialising, but the first game was
Piepmatz, in
which I managed to make several new sorts of mistake I hadn't
considered before.
Then on to First in
Flight, a
eurogame of early aviation. The core of it is the aircraft deck, which
has some mixture of good and bad cards in it; the rest of the game is
about giving you various ways of adding different sorts of card to the
deck, and manipulating it during test flights.
The main track uses the mechanism of the player at the back taking the
next turn—but while in other games using this that's been an
interesting choice between taking a few mildly-helpful actions or
jumping ahead to do the thing one particularly wants, here the actions
were so expensive that there was usually an obvious best available
move.
Not a terrible game, but alas not at all to my taste in spite of the
theme.
A long session of Xia: Legends of a Drift
System
(only one novice, but they played quite slowly) left me ember-mining
and getting all the money while nobody else tried to stop me. (I think
I might be unpleasant and say "no novices in a 5-player game" next
time.)
On to
Project L,
with five players so using the line-clear variant (in effect two
players take turns at the same time). This seemed to flow better for
me than usual; I wish I could work out how I did it…
Always reliable, Deep Sea
Adventure.
Glub, glub, glub.
Machi Koro: Bright Lights, Big
City
is one of several editions that try to fix the rules brokenness of the
original game. Like MK2, this one does it by randomising what's
available to buy each round. It felt very random and restrictive to
me, but I came last, so maybe I was just playing it wrong.
On to Trio, which I
played recently in Thirsty Meeples. Apart from a total failure of
memory, this worked all right. (But I find the original Japanese art
more appealing.)
Nokosu Dice
with two players who'd never played any trick-taking game
before—though the tricky point continues to be the way that trump
cards (and dice) lose their colour. I'll emphasise this even more next
time I explain it.
And a session of Flash Point: Fire
Rescue
in the garage. This started off very well, down to a single smoke at
one point, but things soon exploded out of control and we had a close
finish (not on damage cubes, more on potentially lost victims).
Firefighters were CAFS, Generalist, Veteran and Captain, and we never
felt any need to change roles.
Classic filler
Zombie Dice,
still a minimal game but still fun to chat over.
Finally, two runs of Sentinels of the Multiverse: Definitive
Edition.
First, Harpy, Haka and Bunker against Citizen Dawn in Megalopolis.
Harpy started fairly slowly but was close to vanishing in the
traditional birdsplosion by the time we won.
Then, Wraith, Expatriette and Mr Fixer vs Ambuscade on Insula
Primalis. Wraith spent a lot of time suppressing the volcano with the
Sonic Neutralizer while Mr Fixer punched it to death. Expatriette was
defeated, but the other two brought it home, with the finisher being
Mr Fixer's traditional crowbar to the face.
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