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Old August 2nd, 2012, 06:44 AM   #91
Gibb
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The game I bought 'Dixit' is really popular and sounds kind of like a more interesting version of Apples to Apples. Everybody has a hand of cards with illustrations on them. The person whose turn it is has a card that they describe to everybody else. The other players then choose a card from their hand they think fits that description. Then they're shuffled and everybody tries to figure out which card the leader had.

I haven't heard of Once Upon A Time before, but I'll look into it. It's nice to have some good party games on hand for big groups that aren't as board game oriented.
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Old August 2nd, 2012, 08:12 AM   #92
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Last board game I played was Zombies/ which was ok. Before that was Small World which was a blast, even Wesley likes it
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Old August 2nd, 2012, 09:31 AM   #93
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I'm hoping to introduce Small World to a group of my friends who are big Risk players. Risk is great, but it takes 3 or 4 hours to finish a game. Small World takes 30 minutes to an hour, and has a similar type of game play (vaguely similar anyway). I was hoping to get the new expansion in the mail before tomorrow, but it looks like I'll get it next week. The latest expansion "Realms" gives you modular pieces so you can make your own game board or randomize it.

Which Zombies game did you play?

This one?
http://shop.sci-fi-city.com/product_...oducts_id=2090

I've been thinking about getting this one for a while, as it looks cool and I like modular board games (where you build the map from smaller tiles/pieces).
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Old August 2nd, 2012, 12:16 PM   #94
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Quote:
Originally Posted by Gibb View Post

This one?
http://shop.sci-fi-city.com/product_...oducts_id=2090

I've been thinking about getting this one for a while, as it looks cool and I like modular board games (where you build the map from smaller tiles/pieces).
Yup, it's pretty fun and simple.
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Old August 2nd, 2012, 01:17 PM   #95
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Btw if anybody has the Resident Evil Deck Building Game, check out this thread I made on the official forums for my custom game mode/variant. I put a lot of time into this variant, and I'm pretty proud of how it turned out.

Resident Evil: Escalation - custom fan game mode for RE DBG!
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Old August 2nd, 2012, 03:01 PM   #96
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Quote:
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I haven't heard of Once Upon A Time before, but I'll look into it. It's nice to have some good party games on hand for big groups that aren't as board game oriented.
It's a 6 player game which is it's main downfall for big groups. Some version of Werewolf/Mafia would probably be better for large groups.
http://boardgamegeek.com/boardgame/2...millers-hollow
I like that one.
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Old August 17th, 2012, 11:02 AM   #97
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It's been a while since I've checked in here, but that's in part because very little has changed. Finally got to play 7 Wonders with my playgroup and I suspect we'll still be playing it as feverishly as we are until the end of the year and maybe well past that since the new expansion, 7 Wonders: Cities has just been released.

It feels like the game hits that Goldilocks ratio in terms game duration, variation, and complexity. It's juuuuuust right.

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Whoa, looks like people were posting in my thread and I didn't realize it!

I've owned 7 Wonders since Christmas but I haven't played it yet . My friends are bad about trying new games, even tho I really to.

I don't suppose you're in the Dallas area are you, Jabberwock?
And sorry I didn't get back to you sooner, Gibb, but no. I live in the happiest place on Earth: New Jersey.

And even though I'm not playing any new board/card games, I did have a query.

Now that I've begun recording our 7 Wonders games on a spreadsheet, I thought that it'd nice to also record the previous games' scores from the paper scoreboards onto the spreadsheet as well. It just seemed a lot neater to have all the games in the same place. Perfectly normal.

Then... then it got weird. I saw all those numbers. They were calling to me. They pleaded. They wanted something more than a stale life sitting on a static spreadsheet. They wanted ORDER.

So, for the past couple of days, I've been on a little frenzy, building little charts of win rates for certain wonders and players; the percentage by which each structure is utilised, the average score per session, etc.

And the worst part? I love it. I love seeing those numbers dance for me! Anyone else have this problem when dealing with games that have high replayability and easy scorekeeping?
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Old August 17th, 2012, 12:13 PM   #98
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If you have an ipad you can use the app "iKeepScore". It keeps track of previous games and even records every move that's made (not sure it keeps all that from game to game tho). I think once you submit a final game score it keeps record of those for the past several games (maybe all of them) and keeps a running tally of how many points each player has.
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Old August 17th, 2012, 12:50 PM   #99
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The Battlestar Galactica boardgame is made of win and awesome. Quite a few good memories while playing that.

Catan is also fun.
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Old August 17th, 2012, 10:11 PM   #100
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I think adding the Cylon fleet board from the second expansion improves it but the other stuff from that expansion is iffy.
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Old August 17th, 2012, 10:55 PM   #101
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Quote:
Originally Posted by Sharp-kun View Post
The Battlestar Galactica boardgame is made of win and awesome. Quite a few good memories while playing that.

Catan is also fun.
My brother is trying to get his play group into Battlestar Galactica but he's not had much luck. I'm willing to try any game but the other two guys are more comfortable with Risk Legacy and Carcassonne.
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Old August 18th, 2012, 10:51 AM   #102
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Okay, so here's a blast from my past: Code Name: Sector.

I got this for Christmas back in... oh, the mid-70's or so. I unwrapped it, it looked cool, but... it was also quite different from anything we'd seen. We scratched our heads a bit, took turns reading the manual, and eventually figured out the idea.

There are 4 destroyers, each played by a different player. Somewhere out there on the board, there's an enemy sub moving slowly along. While the four ships work together to sink the sub, the winner is the one who actually sinks it. It's a turn-based game, that goes like this:

PLAYER 1's TURN:
- Display shows ship location, heading and speed.
- Pressing the "Range" button displays the range to the target sub
- Pressing the "Recall" button gets you back to the ship's navigation function
- Player selects heading and speed with Steering and Speed controls
- Player presses "Move Ship" button to move
- Player presses "Range" button again to see revised range to target
- Player presses "Next Ship" button to pass turn to Player 2
- The sub moves 1 square along its course

PLAYER 2's TURN:
...etc.

The crayons that came with the set were used for two things:
1) To plot the course of the players vessels on the chart. You can collide with other players' vessels, which will knock you off course.

2) To mark range findings from the ship positions. By carefully marking ranges from different ships, you can determine the exact position and course of the enemy sub. Once that's figured out, the challenge is to maneuver ahead of it so that you'll have a chance to fire upon it.

Once one ship gets within firing range (<= 2 squares), the range reading changes to F02, F01, or F00 to tell you that you're within firing range.

To take a shot, the player presses the "Aim" button. The light on the compass will start to blink. You press it repeatedly to change your firing direction. Once you've got the direction set, you have to wait for the Firing Depth (1, 2 or 3) to scroll up in the display. When the desired firing depth is displayed, the player presses the "Fire" button. Depending on how successful the shot was, several different things can happen

If the player targeted the wrong coordinates, the shot will miss and the sub will fire back. "SOS" will be displayed, and the ship will be knocked off course.

If the player targeted the correct coordinates but the wrong depth, the display will read "OFF1" or "OFF2", to indicate the missed shot. So... if the player fired at Depth 1 and the display responds with "OFF2", then the sub must be at Depth 3. Had the same shot been made at Depth 2, the computer would respond with "OFF1".

If the player targeted the correct coordinates AND depth, the display reads "SUB!" and all the lights blink to show the player's success.



This was actually a lot of fun, once you got the hang of it. The first couple of games were rough, but we eventually played this thing until around midnight.


If anyone wants to try an excellent computerized version of this game, you can download it here: http://www.stillmixtup.com/CNS.html

The manual is there, as well as a printable piece of graph paper for you to chart your ships/sub movement.
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Old August 19th, 2012, 08:13 AM   #103
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Quote:
Originally Posted by old hat View Post
I think adding the Cylon fleet board from the second expansion improves it but the other stuff from that expansion is iffy.
We usually leave out the New Caprica board, but most of the other stuff is good fun.
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Old August 20th, 2012, 08:57 AM   #104
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Quote:
Originally Posted by Leader Desslock View Post
Okay, so here's a blast from my past: Code Name: Sector.

I got this for Christmas back in... oh, the mid-70's or so. I unwrapped it, it looked cool, but... it was also quite different from anything we'd seen. We scratched our heads a bit, took turns reading the manual, and eventually figured out the idea.
Did you just unwrap it now, or you unwrapped it back in the 70's? I'm curious because it could have been worth a bunch of money to a collector, haha.
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Old August 20th, 2012, 04:27 PM   #105
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^ I unwrapped it back then. I hadn't thought of it until then, but... something made me look it up, and I found the Windows tribute to it. I spent all morning playing it.

I don't think I'll buy one (they're on eBay), but I might try to code one into my Propeller board. That might be fun.
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