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Kevin Klemme
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Mycelia Board Game Review

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River Wild Board Game Review

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Outback Crossing Review

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11 Jul 2014 07:11 #182006 by repoman
Recently, I took Fields of Fire off the shelf. I decided to start from mission 1 and work through all the WW2 scenarios with no take backs or do overs. By the end of turn one things had really gone bad. A sniper, a mine field and an artillery barrage had torn my lead elements apart. No take backs though so I continued on. Now by turn 8 I have at least 9 casualty markers and two of my three platoon leaders are down for the count. I managed to take the secondary objective but the primary remains in German hands.

Such an intense game. I can only play about 3 turns at a time before I need to take a break. The stress makes me want to smoke a Camel unfiltered cigarette.

F:AT Thursday featured a game of Firefly. This game is so evocative of its theme that even though Al thoroughly trounced Uba and I, I still had fun. Despite song lyrics to the contrary, Al did, in fact, take the sky from me.
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11 Jul 2014 09:09 #182009 by Gary Sax
I'm psyched for the Pacific island campaign in the new version.
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11 Jul 2014 10:54 #182017 by Green Lantern

repoman wrote: F:AT Thursday featured a game of Firefly. This game is so evocative of its theme that even though Al thoroughly trounced Uba and I, I still had fun. Despite song lyrics to the contrary, Al did, in fact, take the sky from me.


I feel your pain, repoman. Despite several plays of Firefly I had yet to ever win a game until last weekend. Captain Monty FTW! Despite all the losses I love Firefly and can't wait for the Pirates and Bounty Hunters expansion to arrive.

I was introduced to Eldritch Horror as well when a buddy took us through a couple of turns to learn some of the rules. I can't wait to try this one again as it streamlines Arkham Horror and felt much more akin to a rules light RPG.

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11 Jul 2014 11:05 #182019 by Chaz

Bull Nakano wrote: I just played a game of Relic. It's like Talisman without the charm, and the charm was Talisman's strongest attribute.


You are a crazy man. Replace generic fantasy world with space marines shooting giant guns at aliens and the threat of going crazy (but getting a sweet extra arm in the meantime)? Yes please.

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11 Jul 2014 11:13 #182020 by Bull Nakano

Chaz wrote:

Bull Nakano wrote: I just played a game of Relic. It's like Talisman without the charm, and the charm was Talisman's strongest attribute.


You are a crazy man. Replace generic fantasy world with space marines shooting giant guns at aliens and the threat of going crazy (but getting a sweet extra arm in the meantime)? Yes please.

I'm sure the setting change appeals to some folks, but nothing FUN happened in the game. There were mechanical improvements, but that's never been the draw of Talisman, and while it's an improvement, it's still the same deal mechanically(think a 2013 vs 2014 sports video game). The game is bleak. You don't get turned into a frog, the carnival doesn't travel around the board, and strangest of all, you can't fight other players (not that this was great in Talisman, it's just weird to not have PvP in a 40k game).

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11 Jul 2014 11:17 #182022 by Msample

Jeff White wrote: I hate to say it, but some of it could be working with GMT. That may not be the best place, for example, for a basketball game to originate. Aside from that, sports are DEEEEEEEAAAAAAAADDDDDD subject matter for games, sadly. I don't care much for sports IRL, but I actually really like sports board games and I'd love to see that basketball one.

He might be better suited with VPG, for example.


Totally based on anecdotal evidence, but I'd guess that GMT is as good a home as any for the basketball game. [/quote]

GMT would be a good choice for a sports game. Sure they don't have much other than a few racing games. However, Andy Lewis is a HUGE sports game fan, so if he thinks its good, it'll get GMT's attention.

Funny how well THUNDER ALLEY is being received. I was at GMT East several years ago when the first proto was played and it was uniformly booed as pretty boring. However the next year a new version was tested and was given a much warmer reception.

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11 Jul 2014 11:38 #182027 by Michael Barnes
Played Thunder Alley last night with three of my "semi-gamer" friends (read: will come over and play in exchange for food and drink).

I really don't want to jump the gun and call it the best racing game I've ever played...

We did the Verghn's Grove track, which has these crazy three-become-one lanes. The yellow team pretty much dominated the first half of the first lap and managed to get two cars into first and second with some pretty smart team movement including a lead move that put them ahead of the queue. But that pushed one of yellow's cars to the brink, and after just the first turn...boom, car #11 (second place) blows the engine thanks to an event card. Eliminated!

Black had two cars right up front, two almost in dead last so he sort of focused on the leaders and burned less useful cards on the stragglers. He managed to lead a couple of laps and had his leaders in a great position for almost the whole race.

Green couldn't really get the hang of the game, his cars were struggling in the middle third of the pack for most of the game, dropping back and catching up occassional. He kind of stupidly pitted all of his cars at one point, which really set him back. We did get a yellow flag, which helped him get back into the race.

Team Pink (Me) completely blundered around for the first couple of turns, but I somehow managed to get all of my cars bunched together. So I drafted, pushed and lead them all the damn way up to the front by the back stretch of the second (and final) lap. I could REALLY see how the teamwork operates, especially when you've got cars incurring penalties from damage. You need your "well" cars to help them to move. I was really pushing it on the last lap- I wasn't pitting cars with three damage on them (-3 to your movement card). You could practically smell cars burning up and groaning in agony.

Anyway, by the very end of the race, shit was CRAZY. We pulled a Rain event, which means that if you draw another Rain event the race automatically ends if one lap has been completed. The track has some really tight two lane areas so taking advantage of lateral movement was tough. Black put a car over, Yellow came in second, and I had a third. Virtually every car in the race was under penalties so it was like this painful push to get over the line. Cars on fire, we drew what would be the last event card. of course it was Rain. So we ended in place and divided out the points.

Black wound up winning, he had several lap leader points and his finishings put him up around 160. I actually managed second, something like 140 points.

One thing I really like about it is that it scales so well because of the teams. You don't need a full table of seven to get the feel of a full race. Unlike other race games where everybody has one contestant, you've got (in a four player game) four cars so there's 16 cars on the field.

This game is so, so good.

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11 Jul 2014 11:57 #182031 by Columbob

Michael Barnes wrote: I really don't want to jump the gun and call it the best racing game I've ever played...


But you really do, don't you?


Meanwhile I played Agricola last night (really wanted to play 5-player BB:TM with Sudden Death, but was outvoted) with the Interactive deck, not bad all in all. Scores were 41-28-28-25-24 or something, the winner totally wrecked us and had good cards to keep him fed such as a Slaughterhouse.

About 5 players for Team Manager, there aren't any extra rules for a 5th player (just the cardboard counter in the next expansion), but IMO it's probably better balanced with 5 since every player will get exactly 1 turn to start.

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11 Jul 2014 12:02 - 11 Jul 2014 12:08 #182032 by Sagrilarus
Thunder Alley

My first game I had a car that was more or less the rolling-dead. But it was in the middle of a big draft line and the race was half done, so I just let it go for the ride, with the healthy cars on either side taking the additional damage instead. Everyone was beat up crossing the line but most of the cars didn't even Pit once.

That's part of the push-pull in this one -- do you drag yourself across the line slowly (and risk events that knock you out of the race) or do you lose position with a Pit Stop and get back on the course fast? My one buddy will Pit every car for sure (I haven't played with him yet but I know him -- he'll Pit and run fast all day). I'm more of a drive-broken, stick-my-tongue-out-at-the-line kind of guy and in that first race I managed to pull it off. But if the wrong event cards had come up I could have lost two lead cars in the final half lap. You takes your chances.

S.

Last edit: 11 Jul 2014 12:08 by Sagrilarus.
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11 Jul 2014 19:28 #182065 by DukeofChutney
Played some games;

Beowulf the Legend: still impressed with this. It always gets people laughing for some reason. Probably because the auctions are so light.

Merchant of Venus; still prefer the classic version. I ran the clipper and delivered people to a 2nd place finish.

Epic Death; My friend has a new kickstarter game. Its not that great. Imagine munchkin if you will, but with DICE and a 'Clever' twist. Or don't and just avoid this game.

Even besides the lame art and jokes, and the take that, the design is very uninspiring. The cards you can play on each other often have rather dull repetitive effects like lose x amount of dice. And most of the random events get you to roll a whole ton of dice for the sake of it to then give something really imaginative out such as + or - 500 points. The clever twist is that only dead heros score points at the end. So when you change adventure decks in the mid game you try and get yourselves killed. The originality wares off pretty quick.

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