TFM is probably easier to learn than either of those, but playing well is a different matter. It is however quite simple to pick up; playing the game can be accurately and completely summarised in just a few sentences. The turn order and actions are all straightforward, the complexities arise from card synergies, and the card tableau/board presence split.
No problem. If you’re really worried, play the standard (really the beginner game) version without the Corporate era cards. It makes the game very simple and all about terraforming, but in my opinion it’s a waste of time for most adult board gamers. The Corporate era variant was how the game was designed and how It is supposed to be played.
Quick run through of my first play of Call to Adventure (just got my kickstarter copy in the post today.)
It feels like you’re playing a fortune teller in a way, laying out the lifetime of a hero, from their childhood to their pivotal moment of triumph (or cruel defeat in my case).
You get two each of an Origin, Motivation, and Destiny card (left to right), you then pick one of the two and discard the other, then get a hero card (think instants from M:TG), and three experience.
I wound up with a pickpocket, yearning for knowledge, with a fate of becoming a mighty warrior.
My opponent (solo vs The Warlock).
Your final encounter is the adversary you randomly select during setup. I had this jerk.
Act I Starting Off
Had two traits to either attempt to acquire, or an encounter with an ally stuck to it.
Act I End
My the end of Act I, I’d reenacted half of Aladdin.
My pickpocket had gained a Spirit Guardian (genie), had a brilliant plan to use it to fake being royal, and managed to win over the city guards with this ruse.
The jerk is halfway to victory (only needs 5)
Due to two failed challenges and a well timed harsh victory, I managed to feed the warlock
My real adversary
Act II Starting off
Two encounters and two traits
A few successful encounters, and another unfortunately timed harsh lesson lands, the warlock got his last two experience to win
Crippling defeat aside, I’m absolutely in love with this game and look forward to playing it a bit more this weekend.
A much different story this time around.
Won with a Dragon blooded, honourable performer against The Wolf. 58pts with the couple story sets I completed (nature and arcana) and a large amount of triumph bonuses (the white diamonds on the cards)
Did I say it already? I think I did. Whatever. I’m in love with this game.
Posted my review of Architects of the West Kingdom. What an awesome game.
We all know it’s #4!!!
I got two games to the table this weekend:
Champions of Midgard is a great entry-level worker placement game. It is no more complicated than Lord of Waterdeep, save that you need to learn a very easy combat mechanic where you roll your viking warrior dice to defeat monsters. Yes, there is much more randomness in the game than a traditional worker placement game, but there are also some interesting push-your-luck decisions and ways to reroll the dice to try and mitigate the randomness. The game was easy to teach to my gaming group, who were all familiar with worker placement. To me, this game fits in the same category as Clank! where a basic mechanic is given a bit a facelift with some additional, and likely more Ameritrash, mechanics. The expansions look promising, but I’m happy with the game and look forward to the app that is supposedly planned for development.
Mission Red Planet wasn’t quite the big social game I was expecting. In a nutshell, you pick 1 of 9 characters/player powers each round in an attempt to place astronauts on mars in a small area control game. A number of the powers allow you to kill other astronauts, blow up ships, switch places with astronauts, etc. I thought there would be a lot more take that, a lot more laughs, a lot more friendly arguing, etc., but it was actually a bit of a stoic experience for us. On top of that, even though there are 10 rounds in the game, it doesn’t feel like there are many chances to move around Mars and populate it to take control of the different territories. In a way, it felt to me like 8 Minute Empire, which always seems to end way too early. Don’t get me wrong, I liked the game and production was great, but it didn’t quite do what I thought it would do.
On Monday, I posted my review of a great 2-player game about the Cuban Missile Crisis, called 13 Days.
I really enjoy the card play that’s similar to Twilight Struggle and love that it takes about 30 minutes.
Loved 13 Days when I played it a few years ago… hasn’t gotten to the table in a while though…
13 Days is very much on my wishlist. How is the learning curve? I’d have to try and teach it to my wife.
It’s pretty easy.
My friend didn’t quite get the nuclear war risk in the first game, but I think after the second (and even third), it is pretty easy.
And the rules aren’t hard at all.
Not bad at all, especially if you’ve played other CDGs and grok the ops vs events type of play
Yes, it is extremely easy and very quick to play, plus it takes up very little shelf space. Very nice little game.
It may have taken two years, but the end is in sight. Currently on Game 2 of December in Pandemic Legacy Season 1
New crop including Menara (fantastic dexterity building game, perhaps best of breed), Path of Light and Shadow, Battlestar Galactica Starship Battles, King Chocolate, Resistor, and some others, as I’m having a board game escape next weekend. Remembered @Neumannium’s review of London recently, and am bringing that lovely 2nd edition with us as well. The recent edition of Condottiere is another must.