Week 19!!!

The Ghosts Plotting

Alright, slow week of gaming so a quick 19 minute episode this week, but it’s got some good things in there I think even if it is shorter.

Only two games got to the table this week, Volt:Robot Battle Arena and The Phantom Society. I give a brief overview of both of these. I talk a bit about Kickstarter, nothing new tempted me, but I did keep following Mistfall and I am enjoying watching Best Treehouse Ever just keep climbing.

I do also mention a new podcast to be watching for from friend, Travis Hill. It’s called Low Player Count and it’s going to be a podcast all about solo and two player games, can’t wait for that one to drop. Keep an eye out for it around Sunday of next week.

Also mention our Board Game Twitter Fantasy Baseball league which I am so going to win this year, and you’ll all get to hear a little about it as the season goes I’m sure, but be sure to mention to Anthony from Cardboard Jungle that his team looks pretty bad this year.

Don’t forget to register for the contest, just submit to me via email: wdyptw@gmail.com your favorite “Gotcha” moment from gaming, you could win a copy of Sheriff of Nottingham!! Submissions will be taken till April 3rd and I will announce the winner on the April 5th podcast. Submit your Gotcha moment either via text or even email me a voice recording of you telling the story.

This week’s links:

Volt-https://boardgamegeek.com/boardgame/143981/volt-robot-battle-arena

The Phantom Society-https://boardgamegeek.com/boardgame/142197/phantom-society

The Phantom Society Board

Mistfall Kickstarter-https://www.kickstarter.com/projects/nskn-ludibooster/mistfall-legendary-adventures-for-1-4-fearless-her

Best Treehouse Ever Kickstarter-https://www.kickstarter.com/projects/2005228768/best-treehouse-ever-by-scott-almes-and-green-couch

Rahdo Runs Through Kickstarter-https://www.kickstarter.com/projects/1855928930/rahdo-runs-through-year-four?ref=nav_search

Follow the Board Game Twitter Fantasy Baseball League on Twitter by following the tag #BGTLeague

Week 18!!

Epic pointing!!!!! Thunder Alley

Week 18 starts with a bang, don’t forget the contest!! Enter at wdyptw@gmail.com Played some fantastic new games this week and a fantastic old favorite.

Tzaar

Start with playing some Thunder Alley at the church meetup on Monday night, had a great time with that game. Then on Thursday I helped with a Millenial Program at the public library and taught a game of Black Fleet. Saturday got in a couple plays of Tzaar, fantastic abstract that I lost horribly and a game of Ginkgopolis which is easily Top 3 material for me, if not number 1. Sunday we closed out the weekend with some Flying Monkeys and some Pitchcar with the girls.

Bring out the Gink!!!

Talk a bit about a Weigh Loss Challenge over on BGG: https://boardgamegeek.com/geeklist/189001/bgg-weight-loss-challenge

Also touch on some acquisitions and Kickstarter interests. Picked up a copy of Rokoko and then backed the fantastic Best Treehouse Ever. Also discussed a bit about Mistfall and Wir Sind das Volk.

https://boardgamegeek.com/boardgame/165401/wir-sind-das-volk

Pertinent What Did You Play This Week Podcast Thing links:

Guild on BGG: https://boardgamegeek.com/guild/2101

Blog Site: https://wdyptw.wordpress.com/

What Did You Play This Week Subscription Thread on BGG: https://boardgamegeek.com/thread/456454/what-did-you-play-weekend-wdyptw-subscriptiondiscu/page/1

Facebook Page: https://www.facebook.com/wdyptw?ref=hl

Week 17!!!

Downfall of Pompeei at the end of the game, Kerensa won this one 14-13-9

 

Well, we’ve made it to week 17! This week was a light week as far as gaming goes, but I did do some work on the blog, getting it up to snuff so to speak and we released our first Kickstarter preview. This one for Best Treehouse Ever from Green Couch Games and Scott Almes, be sure to check out our preview on Board Game Geek and also over on our blog, and if it sounds interesting to you be sure to check the Kickstarter which is launching on March 20th!

My wife and daughters joined me to talk a little bit this week so if the format is a bit wonky, that’s because I’m trying to teach myself how to do add in guests that use pre-recorded material, so I apologise if things get repeated a bit as that’ll happen when we have 3 different recording sessions. Mostly we talk about Best Treehouse Ever and Downfall of Pompeii. But be sure to listen as AnnaBeth gives her favorite game, it came as a shock to me to say the least.

Don’t forget the contest we are running for a copy of Sheriff of Nottingham, just email me your favorite “gotcha” moment from your gaming life. You can email me an audio file of you telling the story or you can send it in text as well. Send submissions via email to wdyptw@gmail.com

And now the links!

Blog: https://wdyptw.wordpress.com/

KS Links:

Project Dreamscape: https://www.kickstarter.com/projects/undine/project-dreamscape-a-dream-chaining-card-game

Mistfall: https://www.kickstarter.com/projects/nskn-ludibooster/mistfall-legendary-adventures-for-1-4-fearless-her

Heavy Cardboard Geeklist: https://boardgamegeek.com/geeklist/188562/heavy-cardboard-2015-what-were-looking-forward-che/page/1?

Mike Selinker 100 Games Geeklist: https://boardgamegeek.com/geeklist/188490/100-games-you-absolutely-positively-must-know-how/page/1?

Best Treehouse Ever Preview!

Best Treehouse Ever

Box Cover Best Treehouse Ever

Note: This review is of a prototype version of the game with near final art. The card quality and any minor readability issues or errors do not reflect the final game.

     Have your kids been begging to build a treehouse? Have you found your power tools moved around or even missing? Have you found yourself looking longingly at that oak tree in the back yard and seeing blueprints in your mind? Well, it’s time to introduce you to a much safer, less costly, and far more fun way to build that treehouse in the new game from Scott Almes and Green Couch Games called, Best Treehouse Ever.

Best Treehouse Ever is a 2-4 player game. In it, players use a card drafting mechanism to build the best treehouse possible. Players start with 6 room cards in hand, choosing one and passing the rest to the player on their left. Passed cards remain face down until your first room is built. Your treehouse is built one room at a time. Each room must overlap a branch. Trees are built upward in a V pattern, reaching no higher than 5 rows of rooms.

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(First Room built on treehouse on the right, balance moves to the right.)

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(Second room added and the balance moves back to the middle)

     Each room card comes in 6 possible colors. There are Red Activity Rooms, Yellow Education Rooms, Green Outdoor Rooms, Blue Water Rooms, Purple Entertainment Rooms, and Brown Food Rooms. (The card is brown, not the food.) When you build a room for your treehouse the first card of any color may be placed in any valid spot. After that color has been built in the treehouse, any subsequent rooms of the same color must touch a room of that color. Color rooms have to be built in groups.

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(Rooms continue to be added. Notice, blue cannot be added to the treehouse again.)

     Sound pretty easy right? Well watch out, you can’t let your treehouse become unbalanced. On your tree base, you keep track of your tree house balance. With each addition you move the marker left or right. Spots directly above your tree trunk do not affect the balance. Build a room on the right side and the marker moves to the right. If it is all the way to the right you cannot build another room on that side till you balance out your tree.

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(Your tree base at the beginning of the game)

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(A little further up the tree, nothing can be added to the left side of the tree until balance is achieved)

     After you build the room you drafted, pick up the 5 cards that were passed to you. Pick a new room card, place the remaining four cards face down to the player on your left and build the new room on your treehouse. You do this 5 times each round, thus, one room card per player each round will not be built. (Since you started with 6 cards, one will remain at the end.)

After each round there is a scoring phase. 6 scoring cards are included; one for each color signifying that each room of that color will score you 1 point.

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But that would be too easy to score points if that was all there was to it. So, there are 4 scoring modifiers that are used each round as well. Two cards give a bonus point to a color and two cards negate any scoring of two colors per round. In a 4 player game each player picks one modifier, then in reverse turn order that the players picked them, they place their modifier card on whichever color they want to affect.

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The game consists of three scoring rounds. After the final scoring round there is a bonus for each color. Whoever has the most rooms of that specific color gets the bonus. Highest final score wins!

That’s it. In 20 minutes or so, you and the other builders at your table have built the treehouse of your dreams, complete with Water Slides, Board Game Rooms and Cargo Nets!

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     (Finished treehouse, balance marker is off, but I didn’t center it since the game was over)

    Best Treehouse Ever is a fantastic, lightweight family game. It’s easy to teach, fun to play and at the end you are left with a feeling of accomplishment. You’ve actually built a treehouse right in front of your eyes! My family are fans of games where you physically build something on the table and this game has been a huge hit. It has not left the table in the last week or so since we received the preview copy. The art from Adam McIver is fantastic, colorful and whimsical. It evokes childlike wonder and further drives home the lightheartedness of the game. The rules are simple and easily taught in a couple minutes. People who have never played a drafting game will be up and building their treehouse in no time.

     Look for Best Treehouse Ever on Kickstarter on March 20, 2015!

Box Cover Best Treehouse Ever

Marvel Legendary Review

A Review of Legendary-A Marvel Deck Building Game
VacaBCK(1.3)(Originally Posted on Board Game Geek 3/5/14)

Theme
Assemble your team, defeat the villains before they escape the city, but don’t forget about the Mastermind who is behind this nefarious scheme before they manage to pull off their last twist. The City, no the world, is counting on you.

Brief Overview
Legendary is a deck building game where you are a Shield Agent who is in charge of recruiting a team of Superheroes tasked with stopping the evil Mastermind. Much like all other deckbuilders you will start on your mission with a basic hand that introduces you to the types of “currency” that you will be using in the game. You have recruit points, shown on your card as a star with a numerical value and you also have attack points shown as a claw mark on your cards. You use your recruit points to recruit from the available hero pool in the Headquarters. When you recruit these heroes they go into your discard pile for you to draw in future hands. You use your attack points to defeat villains in the city or if you have enough, even take a swipe at the evil Mastermind behind everything. Defeat the Mastermind five times and the heroes win!

Each turn you draw six cards into your hand, unless otherwise instructed, you refresh the heroes in the Headquarters by filling any spots left empty from the previous players recruiting efforts and then you reveal the top villain from the villain deck and place them on the right most spot in the city, moving any remaining villains in the city to the left one spot. You resolve any Ambush effect that may happen as a result of the new villain entering the city. At this point the active player may play their cards in any order and resolve any recruiting or attacking that the player can manage to do.

And it’s as easy as that, well as easy as that if that is all you had to worry about. At the beginning of the game the players select a Mastermind, the Mastermind is the one who drives the villains to attacking the city. Along with the Mastermind, the players select a scheme for the Mastermind and his cohorts to try to carry out, this Scheme will add a set number of Scheme Twist cards to the villain deck which have a varying effects on the game. The scheme twists also hold the key for the Mastermind to defeat the Heroes. The villain deck also will contain a set number of Masterstrike cards, these cards when they come into play allow the Mastermind to attack the Heroes.

Components
Components wise, there are a lot of cards that come with the base set, 500 to be exact. A total of 420 more cards can be added to the set from the two existing expansions, Dark City and Fantastic Four. The cards are of a nice quality, but if you plan on playing much, you might want to invest in some sleeves for them, I chose Mayday Greens and they fit the cards perfectly. The box and the insert seem to be built to handle the main set and two expansions, even with the cards sleeved, but they did not include enough card dividers to cover all that is needed with the expansions and the expansions do not come with more dividers. That complaint is easily remedied with a search through the BGG files section for the game. The box has held up very well considering the actual weight of the cards that ended up in the box. The rulebook will never be confused with the greatest rulebooks in the history of gaming, but it is pretty well put together and if you have any questions you can find a well-kept unofficial FAQ on BGG as well.

Thoughts
We picked up Legendary back in December of 2012 after seeing all the hype for it around GenCon that year. It got a couple plays immediately out of the box, but it didn’t show any kind of staying power and we quickly forgot about it. A few months later I added the Dark City expansion in hopes of rekindling some interest in it, even if just for solo play, but that failed to do so. So in comes the 10×10 Challenge, and this game was a perfect fit for us in this challenge so we decided to play it 10 times and see if it warranted a space in our collection after those plays. Not only did it survive the cut, it thrived.

Previously my biggest complaint about the game was that you couldn’t truly randomize the cards and have a successful game. It seemed to me that you had to “cherry pick” the heroes based on the Villains, Schemes and Masterminds. It felt like a losing cause when you just randomized things without taking those into consideration. But after playing it 10 more times in the past couple months, that really isn’t completely holding true, it can still feel tough and like a certain loss, but the more you play the heroes, the more you see the synergies that can be created between certain teams and the more you see that, the more you can find ways around taking a hit every now and then because you don’t have a certain hero “type” in your hand.

My other complaint from before the recent plays was that the game didn’t sit comfortably with us as a “competitive co-op”. We really didn’t like the idea that we were helping each other out in trying to save the city but at the end of the day, someone was a “better” hero. It just seemed awkward and led to some suboptimal plays, such as, passing up hitting the Mastermind to take out a couple villains instead because they were worth more victory points. But this time around we have felt differently about it, we’ve been happily beating on the Mastermind together and we realise that is the end goal, but there are some times when heroes just have to do hero things and do what is best for them. Some of us do that better than others, and that still shows in my W/L ratio, which is quite bad.

After playing this 10 times over the last couple months, we’ve come to appreciate this game for what it is despite some previous negative experiences. It’s a really fantastic, thematic deck building game set in a universe that is rich in history and lore. The sheer amount of options when playing this is mind boggling, so many hero combinations to try out versus so many different Masterminds trying to complete so many different Schemes. It means that the only time you ever really play the same game is when you choose to. Sure the game can be a pain in the rump to set up, but once it’s out there and on the table, it’s a really well thought out, easy to teach, game for those who love Super Heroes and Deck Builders. I am pretty glad we persevered through and played this one out, so much so that we added the Legendary:Fantastic Four expansion to our base game and expect to play even more throughout the year.

Upper Deck's Marvel Legendary
Upper Deck’s Marvel Legendary

Nations Review

A Review of Nations
VacaBCK(1.2)

Originally posted on Board Game Geek 12/22/2013

Build your civilization through four ages in hopes of being the greatest leader the world has ever known.

Nations is a Civilization building game for 1-5 players, yes you read that correctly, out of the box, with no extra effort on the player’s part, it is perfectly playable solo(I won’t be covering the solo game in this review, that may come later). In it you build your civilization from the age of Antiquity through the Industrial Age, searching to lead the most efficient nation in history. Military must be managed, you have to keep your nation stable and all the while your civilization needs to grow and learn. How do you do that? Glad you asked.

At the start of the game the players will choose their player board, the board represents their nations growth. In the game you can represent Persia, Rome, Greece, Egypt or China. Each player board has an A side and a B side. Each player’s A side is identical, while the B sides offer a bit of variability between the nations, each with a special ability. The board gives you your starting resources, on the A side everyone starts with 3 food, 3 stone, 3 gold, 7 victory points and 5 workers. B sides vary a little on the starting resources based on which nation you start with. On the board you also have your supply of eight workers that can be used throughout the game. At the beginning of the game you should also choose a difficulty level to play on. If you are new to the game, stick with the Prince or Chieftain levels and more advanced players can play on the King or Emperor levels. This difficulty level adjusts the amount of resources that a player can during the growth phase of the game. This helps level the playing field a bit by allowing newer players more resources for options.

The game is played over 4 ages, with each age having 2 rounds. Each round also consists of three phases, Maintenance, Action and Resolution. Maintenance phase is exactly what it says, you do all the maintenance needed to move onto the next phase including: Moving the round marker, refilling the progress cards, Growth, New Events and Refilling the Architect pool.

Moving the round marker is pretty self-explanatory so we’ll skip to the Progress Cards. The progress cards are how you build your nation; there are eight different types, Advisors, Battles, Buildings, Colonies, Golden Ages, Military, Wars and Wonders. Based on the number of players you fill the Progress Board with progress cards that will be available for following round. The cards on the boards will cost either, 1, 2 or 3 gold, depending on their level on the Progress Board. The next step is choosing your growth. During this phase you can chose whether to take another worker or take resources equal to the difficulty level you chose, 1-4. After choosing your growth you flip over the event card for the round. The event cards are played out at the end of the Resolution phase, some effects from the events are positive and some are good. The event card also indicates the number of extra architects to place into the architect pool for the round. After concluding these steps, it’s time for the meat of the game.

The Action phase is where, well let’s see, most of the action takes place. This is when you buy the progress cards, you deploy your workers and you hire architects. As stated before the card cost is determined by the level that the card located in on the Progress Board, the lower level costs 1 gold, second level costs 2 gold and the third 3 gold. Buildings, Military, Advisors, Colonies and Wonders are purchased and immediately placed on your player board on a space with the same border color. Battles and Golden Ages are resolved immediately and then discarded and Wars are placed on the War slot on the scoring board and are resolved during the Resolution phase. In order to gain the benefits of the buildings that you have purchased or have on your player board you do need to place workers on them. The cost of placing workers is on the lower left of the card this is what costs ore and that costs depends on the Age that the card came from. Architects are what you use to build your wonders, each wonder starts in the under construction spot on your player board and requires a certain number of architects with varied costs to complete. When someone is done taking their actions, they will pass and play continues until each player has done the same, at that point you move on into the Resolution phase.

The first step in the resolution phase is the Production step; each player produces and pays the resources necessary for their nation depending on their buildings and worker placement. After production the player order is determined, the player with the higher military strength will be the first person next round, with the tiebreaker being the Stability track. After player order is determined, if there was a war purchased, this is when it is resolved. To determine whether you suffer defeat in the war, you compare your military strength on the board to the military strength required on the War card. If you are equal to or higher on the military track, you are unaffected, but if you are below you suffer a defeat and must pay the resources shown on the bottom of the card. If the defeated nation has a stability that is higher than 0, your resource loss is lessened, you pay the resources minus stability, this can result in 0 resource loss. However everyone who loss, regardless of stability does lose a victory point. After the War is resolved we move on to resolving the events on the event card starting with the event on the top. These events have varied results from gaining resources, to losing workers or even adjusting player order, the events are a very important card to pay attention to while playing. If there is a tie for strongest, no one gets the benefit from the event, but if there are ties for lowest, each person tied for lowest suffers the consequences. The final thing that the event card tells us is the amount of food that each nation loses due to famine. This final step only happens at the end of an age; at that point each nation gains a victory point for each nation that has fewer Books than itself. And with that, that completes a round of Nations. I did not hit on all the finer points of gameplay, but that is Nations in a big nutshell.

Let me preface my thoughts by saying, I have never played Through the Ages, nor have I played Civilization. The only other major Civ building game I have experience with is Clash of Cultures which I quite liked, but I felt like it was more of a 4x type of game to me, but that’s neither here nor there for this review.

Nations is a really well put together game that seems destined to stay in my top 5 for quite some time. The rulebook is possibly the best put together rule book that I have read, and if I had to find a complaint about it, it would be that there is no index, but the it’s put together so well you don’t really need one so that complaint really doesn’t matter. The cardboard is nice thick cardboard and there definitely is enough of it, but the small cards leave a little to be desired, plus with the way they cut the cards it’s hard sometimes to figure out if a card belongs in the advanced or expert set, but before long you’ll be using all the cards anyway so that won’t matter at that point. The player boards are also a little thin, but they work perfectly for what you need them for. For some reason they only felt it necessary to give us four player aid boards even when the game can play up to five, but the fifth person can just use the back of the rule book if necessary. I find it silly to complain about inserts, but some people feel they are important so I will mention that it really is non-existent and I will probably just throw mine out. The game works really well and once you have a couple rounds under your belt you really won’t need the book, except for the occasional ruling. There is also a great FAQ online that seems to be getting updated on a regular basis.

There are tough choices to be made in this game, and at times I felt like I was spinning my wheels just standing still, but it works and it works well, you get the feeling that you are building something and you have to earn it.

I have played the solo game once, and I will probably do a short review of that another time, I actually like the solo play and I love how the designer and publisher included it with the game and didn’t rely on fans to create it for them.

Nations

Ginkgopolis Review!

Ginkgo Box

A review of Ginkgopolis
Vacabck (Originally posted on Board Game Geek 12/8/2013)

In the year 2212 urban planning goes green and we the planners, are tasked with building a habitable, thriving city and keeping our resources in check.

Ginkgopolis is a City Building/Area Control game for 1-5 players from Xavier Georges, the designer who brought us such games as Troyes, Tournay and Carson City. In it the players use their resources to build buildings to gain success points. At the end of the game, the player with the most success points wins.

At the beginning of the game, the players select three character cards which will tell them what resources they start with and also form the beginning of their tableau of cards, that tableau will continue to grow through the game as you add cards to it and those cards will give the players bonuses based on the action that they take on their turn. These three character cards can be given out either at random by following the instructions in the rule book or you can have a draft for the cards. The players are then dealt a hand of 4 cards from a deck made up of card A-L and the 1-3 cards of each of the three colors.

On a turn, players simultaneously select from 1 of 3 possible actions, when everyone has selected their action they are revealed and starting with the starting player the players resolve those actions. Players can Exploit, they can Urbanize or they can Construct.

In order to Exploit, the player plays a card by itself in order to gain resources, victory points or tiles. If the player plays a card with a letter on it, they get the choice of either a tile or a resource. If a player plays a card with a number on it, the player gets rewarded with the proper reward. If the card is blue, you get tiles, if the card is yellow you receive success points and if the card is red you get resources. Each of those is equal to how many floors the tile of the corresponding card is stacked. For example, if a player plays a Red 17 card and the Red 17 tile is the third floor of a building, the player receives 3 resources. The player then places the card they played into the discard pile.

In order to Urbanize, the player plays a card with a letter and a tile. Around the modular board, Urbanization tiles from A-L are placed outside each tile. So when a player Urbanizes, the card tells the letter where they are expanding the town and building a new building by placing a new tile. Also when placing the tile they gain the item that the adjacent tiles represent, as many of those items as the building adjacent is high. For example, a player plays the B card and the Blue 6 tile. The player would place the Blue 6 tile where the A disc is, moving the disc outside of where they are building, the player would also place 1 of their resource tokens on the tile signifying that they have now built a new building that is 1 floor high. They would then collect the resource of the tile adjacent and any other bonuses that their tableau of cards bestow upon them. The player then discards their card played into the discard pile.

In order for a player to Construct another floor to an existing building the player will play a card with a number and a tile signifying that they are going to add a floor to a building that is already in the city. In order to build another floor, the player must have the available resources. If the tile they are going to place would be the third floor, the player would need to have three resources to place on the building. If the player is placing a tile of a different color on top of a tile, the player has to place one extra resource back into their supply as a “penalty” for playing a different color tile. If the player is placing a tile with a number lower than the tile they are building on, the player has to pay the difference in success points in order to be able to build that floor. The player then would place the card that they played into their tableau for bonuses.

After all of the players have played, they pass their three remaining cards to their left and are dealt one new card. If the draw pile of cards does not have enough cards, new cards are shuffled into the deck corresponding to the new tiles that have been played in the previous rounds. Play continues along this way until the piles of tiles have run out. When the tiles have run out the players choose how many tiles in their possession they want to return to the draw pile, collecting one success point for every tile they place back in the draw pile. When those tiles have been exhausted the game ends and success points are tallied to determine the winner.

Success points are gained in various ways, through play the players can gain success points via card play, returned resources, etc. Cards in the tableau that contain an equal’s sign are tallied for success points. Then districts within the city are counted and success points given out accordingly. A district is an area in the city that contains two or more tiles of the same color that are adjacent. Resources are counted up and the player that has the majority gains success points equal to the total number of resources in that district, second place receives the amount of resources equal to how many resources they have in the district and on down the line. Each player also is given two tokens at the beginning of the game that they can turn in when they would like a new set of 4 cards, those tokens are worth two points apiece at the end of the game. The winner of the game is the player with the most success points.

And that is Ginkgopolis in a nutshell.

The hardest thing for new players of this game to get used to is going to be knowing exactly what each action gains you as a player. But the symbols on the cards are easily interpreted and once they are properly explained most will have no problem knowing what to do after a round or two. The rule book is well laid out and easy to follow, with well written examples of play and a good breakdown of the end game bonuses on the cards at the end. The components are top notch, from the wooden resources to the cardboard chits they are all of the best quality and look fantastic on the table as the game is being played. With the tiles being the playing board and the player’s tableau’s constantly changing, it means that no two games will ever play the exact same way, sometimes you will have to try to score victory points as fast as you can based on the cards, sometimes it pays to keep urbanizing the board because of the bonuses you are gaining, but you will need to think on your feet and have the ability to switch up your strategy at a moment’s notice sometimes based on what is going on around you.

I’ve introduced this game to as many as will try it out, from my 9 year old daughter, to my Mother in Law who’s heaviest game played with me so far had been Biblios. All have expressed that the game was enjoyable and after that first play they would have no problem picking it up again. Ginkgopolis has all the makings of a great light/middleweight game. It’s easy to teach and it’s beautiful on the table. A definite winner in my book.

8.5/10

Week 16!!!

M and A

Game Day @ MRRL!!

Played lots of games this weekend, mostly due to our quarterly game day that we host at the public library in town. Games mentioned and talked about include, King of New York, Coup, Camel Up, Castles of Burgundy, One Night Ultimate Werewolf, X-Com, Medina and Red 7.

Also reveal that we’ll be doing a preview podcast next week for Best Treehouse Ever from Scott Almes and Green Couch Games. A little clue, it’s a fantastic family card drafting game where you are building a dream treehouse. Look for the podcast preview next week along with a new podcast of course.

Contest Contest Contest!!!!! We announce our Sheriff of Nottingham contest running from now until April 1st, we’ll announce winners on the April 6th podcast. All we want you to do is submit to us your favorite “Gotcha” moment you’ve had in gaming. Submit it via email to us at wdyptw@gmail.com Either as an audio file or as a written story!! This one is going to ship free to CONUS folks, otherwise I’ll go ahead and pay the first $15 in shipping should the winner be anywhere else in the world.

Week 15!!!

CoMKL

Light week of gaming so I try to make up for it by talking a bit later in the podcast about some board game video content creators that I enjoy and follow.

We did play a few games, Tajemnicze Domostwo aka Mysterium, Castles of Mad King Ludwig and Can’t Stop.

Talked a bit about a couple of Kickstarter projects that I am backing, first up the Meeple Syrup Kickstarter and then Between Two Cities from Stonemaier Games.

Contest coming next week for a copy of Sheriff of Nottingham so get ready for that. And I do mention wanting to plan a sort of virtual Game Day on Board Game Arena sometime around the week of March 23rd possibly.

Meeple Syrup Show Kickstarter Page: https://www.kickstarter.com/projects/673196292/meeple-syrup-show

Between Two Cities Kickstarter Page: https://www.kickstarter.com/projects/jameystegmaier/between-two-cities

Week 14!

Panamax

There seems to be a blank spot towards the end of the podcast, lasts about 1 minute, not sure what I did or why it happened. I do talk a bit after for another minute or so, my apologies!

A bit of another rambly episdode tonight, but I did try my hand at a little bit of editing. I am going to have to record this a bit earlier in the evening though if I am going to edit the entire show as that eats up almost double the recording time. Another lesson learned!!

Talk a bit about Panamax, Kerensa and I got another match up of that in, we played some Project Dreamscape, the new Kickstarter from Will and Sarah Reed, played some more Cash n Guns and some One Night Ultimate Werewolf.

Talk a little about how my digital gaming helped fill some voids this week, and talk a little about a game that frustrates the heck out of me but I keep coming back because I love it even though I am not that good at it.

BGG talk, convention talk, I ran the gambit here this evening!

Thanks for listening everyone, hope you all have a fantastic week!!

Project Dreamscape Kickstarter: https://www.kickstarter.com/projects/undine/project-dreamscape-a-dream-chaining-card-game

I did forget to mention one other Kickstarter that I backed, but we’ll hit on that next week so I can do it justice. It’s something a bit different for me, but it is board game related so not too far out there.