Showing posts with label The Resistance. Show all posts
Showing posts with label The Resistance. Show all posts

Thursday, May 23, 2013

The Plucky Plank: One of the BLOB's is a spy. (04/27/13)



After a few months absence, I finally got to back to B.L.O.B. Familiar faces greeted me as I entered the house and it was nice to be back. After a bit of catching up, the friendliness came to an end as I sat down to the first game of the day. I also forgot to recharge my camera, so I used other peoples photos found on Boardgamegeek.com.


The Resistance (BGG Link)

Game Summary
Players are dealt cards secretly that inform them on whether they are members of the Resistance or Imperial spies. Once the spies are revealed to each other, the game play over 5 missions. A leader puts together a team and everyone votes on the team. If the majority likes the team, then play proceeds to the mission. If the majority dislikes the team, then a new leader picks a new team. If ever the teams are voted down 5 times on the same mission, the Imperial spies win the mission.
All the members on a mission are given two cards, pass and fail. As a member of the Resistance, you will only play the pass card. Spies on the other hand can and should play both. The first team, Resistance or Imperials, to have 3 successful missions wins the game.

Photo by 1awesomeguy

What I Think
Resistance is paranoia in a card box. Ferreting out the spies is the whole game and seasoned players/liars do very well at this game. You need to pay attention to how the other players vote but that isn't always a guarantee you will find the spies. Maybe with more plays the resistance does better but as of this time, I have never played a game where the spies didn't win. Truthfully they have the advantage with only needing one fail vote and crafty spies can pass the blame on to another player. 
I like the distrust this game breeds in players and if you play multiple times with the same players, that distrust carries over and a spy from the last game can be branded a spy though he/she is a resistance player this time. The game can suffer if the people playing aren't willing to role-play the parts and be a flop.

Scores

Game 1 - 6 players; Spies win
Game 2 - 8 players; Spies win
Game 3 - 8 players; Spies win



Say Anything (BGG Link)

Game Summary
A simple game of questions, opinions, betting and awarding points. A player gets the Select-O-Matic 5000 and asks a question such as "What is the most overrated band of all-time?" or "If you could have a "BIG" anything, what would it be?" The players write their answers on a dry erase board (keep it clean, this is a family game) and when done place the boards in the center of the table. The questioner then secretly pics their favorite on the Select-O-Matic 5000 and once selected the players place their two tokens on the answers.
  • One point is awarded to the person who wrote the answer the questioner picked.
  • One point is awarded to each player for their tokens on the correct answer.
  • One point to the questioner for each token on the answer he picked (max 3).
After points are awarded, the Select-O-Matic rotates to the player on the left and so on until the game ends after a predetermined number of rounds. The player with the most points at the end wins.

Photo by Endersgame

What I Think
Say Anything is similar to Apples to Apples but instead of random cards that don't always fit, the players get to decide their answers which can lead to some fun times. The answers you provide can be tailor-made to the player that is the questioner of the turn but it doesn't mean it is the one that will be selected and maybe shouldn't be picked. I did find that with a group of strangers, the game can be harder. By that I mean, answers you think are good can be something the other players never heard or can be offensive to them. The question card is also loaded with 5 questions, so you can steer the question into more generalized questions if people don't know each other well.
Say Anything is a great game. I have never played in a game where laughter wasn't present or someone didn't have fun. It is accessible to everyone of any age or social environment. I plan on getting a copy for this holiday season.

Score
Game 1 - Sam and Mike tied for the win.


Impossible Machine (BGG Link)

Game Summary
Impossible Machine is a card game where each player gets a deck of 35 cards. Each turn a player can play up to three cards into the machine either at the beginning, middle or end. The only stipulation is the symbols on the cards have to match for a legal play. Once a catalyst card is played, three cards start getting flipped over on the beginning of the next players turn. Once all the cards of the machine are face-down, players score points for each of their face-down cards. Repeat for three total machines and the player with the most points wins.

Photo by StormKnight

What I Think
The art on the cards reminds me of the elaborate traps from Loony Toons and when a long row of cards is displayed, it is fun to look at what the contraption will do. Like in the picture above, a bowling ball hits a ball on a string which knocks over dominoes that knock an apple off its pedestal and move a marble down a ramp. Once that novelty wears off, the game is a bit lacking. I had turns where little matched and you can take a turn to draw a new hand, but that will put you behind in the scoring. Since it is a light game, scoring shouldn't matter and you do have three machines to score.
The game can also be a bit cut throat due to eraser cards, which allow you too remove players cards and put yours in its place. Also if a catalyst card comes too soon the machine could be all flipped and done by the time your next turn rolls around. I find Impossible Machine to be a quick/light game with some interesting decisions but ultimately it is just luck of the draw and should be played in that intended fashion.

Score
Game 1 - Alicia 12, Chris 12, Kearn 9, Mike 11 


Eminent Domain (BGG Link)

Game Summary
A card game based on role selection available on five cards. Warfare, Colonize, Research, Survey and Produce/Trade are the roles available and provide you a different ability depending if you are the leader, the player playing the role or a follower. Planets are worth various victory points and are colonized or attacked by you to flip the card and make in part of your civilization. The player with the best civilization aka victory points wins.

Photo by Kmichaelis

What I Think
I believe I have mentioned Eminent Domain in a previous post but here is what I think again. My favorite part of Eminent Domain is the multiple ways you can win. I have seen people win by just collecting tons of planets or focusing on research and collecting the big cards or by simply producing and trading goods. I enjoy trying each of these strategies based on what other players are doing. I would have liked a little variety in the planet pictures but that is a minor quibble on my part. It is a great game and I am eager for the release of the expansion later this year.

Score
Game 1 - Mike 21, Jason 26, Chris 23, Kearn 23


Milestones (BGG Link)

Game Summary
Players build roads, marketplaces and houses together through the use of goods procured by your personal workers. As the players build further into the wilds, the players try to optimize their placements so as they do not set up the next player. Once a predetermined score is reached based on players, the game ends and whomever has the most points wins.

Photo by Olavf

What I Think
I initially purchased this as a game to play with my wife. After several months on the shelf I decided it needed to be played. The game offers you some interesting choices on how you want to score points. Although you have to be careful not to setup the next player by leaving them some high scoring areas. I found that a player who gets him production engine running faster can get ahead and be hard to catch. I liked the options of choosing workers and where to place them on your personal board. It was also difficult to decide which workers to "sacrifice" to the king each time a player reaches the castle. I could also see this game suffering from a samey feel after multiple plays. I found it enjoyable and I wouldn't mind playing it time to time.

Score
Game 1 - Kearn 34, Chris 55, Mike 72

Saturday, July 7, 2012

The Plucky Plank: Bad Color! Bad, Bad Color! Green attracts Those We Do Not Speak Of. - 6/23/12

S:Mother, when is dad coming home?

M:I've been dreading this day. Your father isn't coming home.

S: Why mommy?

M: You remember when your brother entered the church to become a friar?

S: Yes.

M: Well, in exchange of your brothers admittance, we had to take a plague cube. Your father happened to be of the first generation and since time drifted past the bridge, he choose to sacrifice himself.

S:sobs

M: But don't feel to sad, he will always be remembered in the village chronicle.

S: So it's my brothers fault daddy's dead?

M: Ummmmmm.......


Pirate Fluxx
I got a bit forgetful this month and missed taking some pictures of a few games. Sorry.

While waiting for other to show up, Rhonda suggested killing time with Pirate Fluxx. I was surprised a few of the players had never played Fluxx. The rules are so simple that we started playing after a brief overview. At one point, we had to talk like pirates to draw extra cards and Rhonda got the Captain's Hat and we could only refer to her as Cap'ian. The game ended quickly as a forced goal play caused another player to win.

Fluxx will always be a humorous distraction to me and with all the various themes, there is surely a Fluxx for you.

Playtime with rule explanation = 15 minutes
Shawn-Won; Chris,Rhonda,Zach,Jerry and Kearn-Lost


Maharani


Maharani was taught to Chris and I by teacher extraordinaire, Tom. The game is just a simple tile laying game where you score points for your meeples and tiles. In the begining, the game was very close point wise as each of us looked for the optimal play with the available tiles. As you can see above in the picture, I (yellow) started off placing tiles in the area closest to me. I was so focused on majority in that area, I missed placing any tiles or workers in the quadrant directly above.

Once I figured out my folly, I tried to work my way into the other areas of the board. Unfortunately, I was too late and Chris ran away with the remainder of the game. I did manage a narrow finish in second but a whopping 20+ points behind first. So what did I think of my first play? I liked it. The whole time I was playing, I kept thinking my wife would really like it. There is tile placement and meeples which are similar to her favorite Carcassonne.

I really enjoyed the wheel which changed the orientation of the tiles. You had to decide to place the tile as is in the quadrant it was adjacent too or use one of your 4 coins to place it in a different quadrant or forgo a meeple and turn the tile in a different direction. Maharani is an enjoyable quick light game that looks spectacular when it is finished. I can see this being a good couples game and I will report how it plays with two in the future.

Playtime with rule explanation = 1 hour
Chris-98,Tom-69,Kearn-76


The Resistance
Zach talked all of us into trying a game of the Resistance. I had always been curious about the game and was eager to try it. The rules are simple but the the meta game, Whoa! The tension was almost instantaneous as every one eyed each other. The first mission went off without a hitch, the second had a fail. What!?! We had a spy. Now the fun revved up, new people were choosen and failed. Then another fail, the third try passed and the assembled team went on the mission. Another fail card!

I was the last to pick the team and I thought I had it all figured out. Wrong! I drafted the two spies and we lost. NOOOOOOOOO! The game was fun and strangely addicting. I enjoyed trying to deduct the spies by watching for tells.

Playtime with rule explanation = 30 minutes
Shawn and Rhonda-Won; Zach,Jerry,Chris and Kearn-Lost


Alien Frontiers

More people finally arrived and I joined Eric and his son Liam for a friendly game of Alien Frontiers. Pairs eluded me for several turns, so I started collecting ore and alien tech cards. A few nice dice manipulators and I was on my way to adding more dice. I have a particular pattern of colony spaces I prefer to grab. Liam preferred to pick on his father which I tried to take advantage of but Eric is just too crafty of a player.

I managed to take a lead in points and solidified my controlling interest in certain territories. I was about one turn away from winning when Liam played his last colony sooner than I thought he would and instead winning himself. Alien Frontiers is not for people who like little to no interaction. You will be constantly cursing your opponents names as they block out space stations you need. I personally love sweating out where to put my dice each turn.

Playtime with rule explanation = 60 minutes
Liam-10,Eric-9,Kearn-8


Defenders of the Realm

After last months play of Defenders, I wanted to try again now that I understood what we did wrong. The game started off slow with none of the generals moving and minor minion placement. We kept the minions in check and each of us kept going for rumors at the inns. Sapphire moved twice is a row and several minions tainted several locations. The easy manageable game became a nightmare. Eric and I fought Sapphire and defeated him but emptied our hands of our cards. Liam cleaned up a few minions that looked menacing and once again the board looked manageable.

Balazarg fell next and we were on our way to fighting Gorgutt after a recharge of cards at an inn. Then the bad luck sunk in. One location became overrun and a chain reaction of minions and tainted land ended our run for victory. The game was more challenging this time but I still think it is manageable with the right characters and of course good dice rolls. I am not burned out on co-ops yet and Defenders is a solid game with great retro art.

Playtime with rule explanation = 100 minutes
Eric,Liam and Kearn - Lost; The evil - Win


The Speicherstadt


I had become the odd man out and was waiting for two 5 player games to finish. Thankfully I was waiting long as 2 new people showed up and we decided to play a shorter game while waiting for the others to finish. The Speicherstadt fit the bill. Ken (owner of the game) taught us the rules and we started bidding. I had a simple strategy, I wanted to stay competitive with firemen and avoid the negative points when the fire cards showed up. My second goal was to make everyone else pay more if they really wanted the cards for auction.

For those of you unfamiliar with Speicherstadt, there are cards with show firemen, shipps with goods, contracts and buildings. You use your meeples to bid by placing the meeple above the card you want. When everyone is done, the auction begins. The price you pay is equal to the number of meeples on the location. You either pay the price or pass, once passed the next player gets to decide. This continues until all the cards are resolved and then a new set comes out. Watch out for the fire cards, too few firemen and you take negative points. Goods on ships are used to fulfill contracts which are worth victory points at the games end.

Back to our game, Ken and Bill always seemed to have more money than me, but a few key cards slipped into my hands at low prices. The auctions were tight and from my point of view, we all seemed evenly matched for endgame points. The game ends with the last fire card and Bill and I scored our points while Ken suffered the negative points. Points were added up and we ended in a tie. I had more money left over and won the tiebreaker. I played Speicherstadt before and enjoy its simple mechanisms. The real fun is in the placement of your meeples and driving the prices higher for your opponents.

Playtime with rule explanation = 35 minutes
Ken-31,Bill-25,Kearn-31


Village

Our final selection of the night was the Village. I have been curious about the game since I watched an Essen video about it. Tom taught us the rules and it seemed pretty straightforward. The game seemed to be like many other worker placement style games. The main difference would be the time element and the numbers on the meeples. I started off placing a worker at the wedding and adding more workers to the farm. It always seems to me, that more workers are a must. I am not 100% sure if they are as necessary in the Village.

The game moved right along with everyone gathering cubes and goods. I focused on the Church and marketplace storing up VP chits for the endgame. I also kept sacrificing my meeples at key moments to fill the book and hopefully score lots of points in the end. What I failed to do was use the Travel section of the board. A grave mistake since there are lots of points to be made up there. Tom and Ken seemed to be doing good most of the game while Bill and I seemed to be chasing them all game. It ended close with Tom scoring the most points.

Overall, the Village doesn't change to much from the typical worker placement model of games. The generational aspect of the game makes for some interesting choices of when to sacrifice or keep them for a life cycle longer. Also this has to be the first euro game with workers I have played where food is of little to no importance. Your choices are plenty which means multiple paths to victory and repeated plays.

Playtime with rule explanation = 95 minutes
Ken-53,Bill-29,Tom-54,Kearn-46


The End
We had competition this week from MichCon, but still managed to have a nice turnout. Other games played were Innovation, Core Worlds x2, Black Gold, Natulius and Pret-a-Port. Until next month, keep gaming and remember to have fun.