I played a game of The Golden Ages.
Reply: Wargames:: General:: Re: In one hand and out the other
by TheGargoyle
Thanks, I grabbed #1.
Reply: DVG:: News:: Re: DVG – Phantom KS – FREE game!
by TheGargoyle
Does the Cthulhu expansion to Hornet Leader work with Phantom Leader, too?
bboomslang on Churchill – WWII
Dang, I watched his videos and I was in the “I don’t really need this game” state already, but after his play through and his review I think “maybe I should get it while it’s available”. Problem is that I probably will only ever play it solo, and it is not exactly my favorite conflict, but for something about WWII (which I usually don’t really like as the conflict in a game), this looks like the most digestable for me.
bboomslang on Video, written, and podcast reviews…what make video so much more popular?
Board games for me are inherently visual, so it lends to video and written reviews, because you can show the game. Podcasts are on a very big disadvantage there.
bboomslang on Who else games by themselves? Why?
Well, it depends – I am fine with simple battle/command card mechanics, as usually you just don’t look at newly drawn cards before actually using them and so only know cards your opponent had left over last turn. I just declare that as having a good In…

Der Heidelbär ist ja voll auf der Ameritrash-Rolle in letzter Zeit. Myth war ja in der Version 1.0 ein…
Der Heidelbär ist ja voll auf der Ameritrash-Rolle in letzter Zeit. Myth war ja in der Version 1.0 ein Debakel, grausiges Regelheft, aber die 2.0er soll ja ganz anständig sein. Aber trotzdem werde ich wohl auch hier passen, Plastik kommt bei mir nicht so fürchterlich oft auf den Tisch, in der Regel haben die Spiele […]
bboomslang on Who else games by themselves? Why?
There are games that I actually enjoy solo much more than multiplayer, even though they are multiplayer per design. Often the reason is rules complexity – if a game is complex, it’s not always fun to teach it to others, so if it has a good solo variant…
bboomslang on Who else games by themselves? Why?
I didn’t really like **Nations: The Dice Game** when playing it solo. I only did it to dry-run it before teaching the group, but it wasn’t that much fun – although I do enjoy the game multiplayer. My favorite dice chuckers for solo play currently are **Viva Java: The Dice Game** and **Pandemic: The Cure**. Both provide me with more of a challenge than N:TDG. And **Tiny Epic Galaxies** recently made a bit of a splash on my table, quite a good bit of dice rolling and fun “AI” opponents of varying competetiveness.
bboomslang on Who else games by themselves? Why?
I play solo games (for example state of siege games like **Cruel Necessity** or games like **Friday**), so of course I play by myself in those cases. But I play coop games (multiplayer coop like **Shadowrun: Crossfie** or **LOTR:LCG**) solo, too, becau…
REVENGE OF CHUCKIE- A BoardgamingLife Review of Victory Point Games English Civil War Game Cruel Necessity
Oliver Cromwell, who boasted a head rounder than Charlie Brown, delivered the best line at Parliam…
bboomslang on (WSIG) Girlfriend iffy about board games, looking for advice.
**Paperback** is my go-to game for those situations with people who never played board games before. The reason is that a new player can still build words and score big that way – and the card abilities can be introduced during game play. New players n…
bboomslang on [WSIG] Looking for a short game to play the hell out of with SO
We’ve played it on the plane. A but fiddly, but making good use of the box halves and the insert and you really can play it on two small plane tables.
The Awl: why ‘secret hitler’ is a stupid, careless name
submitted by /u/windfarms to /r/boardgames[link] [14 comments]
The Awl: why ‘secret hitler’ is a stupid, careless name
submitted by /u/windfarms to /r/boardgames[link] [14 comments]
The Awl: why ‘secret hitler’ is a stupid, careless name
submitted by windfarms to boardgames [link] [3 comments]
Reply: 1 Player guild:: General:: Re: Ricky Royal’s Mage Knight killer
by TheGargoyle
I ordered and will get those promos, which means I will put Ricky’s promo chip as the CF gladiator for the titans and so will get a chance to beat him up every game for making me spend so much money 😉
Dale of Merchants: A Quick Review
Hello, /r/boardgames! I got my copy of the Kickstarter project Dale of Merchants recently, and having played it a couple times I thought I’d post my thoughts, since it’s a neat little game and I haven’t seen much talk of it yet. Also, this is the first time I’ve written up a proper review of a game, so bear with me if there’s too much andor not enough detail.
Premise
Every year, the town of Dale holds a competition for the local merchants, with the winner gaining admission to the prestigious Guild of Merchants. The first merchant to complete a stall of merchandise with eight stacks of goods is the winner.
Gameplay
The game is a lightweight deckbuilder for 2-4 players, coming with just 110 cards consisting of 6 animal decks of 15 cards each, and 20 junk cards. Each deck has a different play style, and when setting up you chose a number of decks to include, based on the number of players plus one deck. The six decks are the snappy scarlet macaws (hand management), the dealing giant pandas (market proficiency), the thieving northern racoons (direct conflict), the hoarding flying squirrels (stall manipulation), the lucky ocelots (luck and gambling), and the adapting veiled chamelons (imitation). Players receive one value 1 card from each deck that they have chosen to play with, plus however many junk cards are needed to bring their deck to 10 cards total. Any remaining value 1 cards are removed from the game, and the remaining animal cards are shuffled together to form the market deck. Players shuffle their decks and draw five cards to their hands.
On their turns, players can do one of any four actions using cards in their hand, most of which are fairly standard deckbuilding actions:
- Buy a card from the market, discarding the value of the card to their discard pile, and placing the new card directly into their hand (not their discard pile)
- Play a technique card, which is a card that must be used to activate its power (as opposed to passive cards)
- Discard any number of cards from their hand, or
- Build a stall. Stalls range in value from 1 to 8, and each stall must consist of cards from a single animal deck and exactly equal the value of that stall. Stalls must be built in ascending order, and cannot be built in stages (ie, stall five must equal five when built, you can’t put a three down one turn and a two the next). Cards played to a stall cannot be returned to your hand, they are permanently unavailable to you.
As noted above, the first player to build their eighth stall wins the game.
Thoughts
First of all, I just have to say that the game looks lovely. The art is distinctive and interesting, while keeping the cards clear and easy to read. There’s also some nice flavour text that was added to all the cards as a stretch goal to keep things interesting.
As for the game itself, I was attracted to it because it’s such an atypical deckbuilder, despite using the same basic mechanics. You end up with a super-lean deck because you’re constantly tearing it apart in order to build stalls, and there’s a constant tension between maintaining the flexibility of your hand and keeping up with every other player’s stall.
I also enjoy how much the game can change simply based on which decks you decide to include. The ocelots, for example, can change the game simply by adding an element of randomness and luck into the game (there’s even a custom die specifically to use with those cards) without upsetting the overall balance. The flying squirrels are probably my favourite so far, as they give you a lot of flexibility when it comes to putting together your stall.
I’ve also found that the game works a little better with three players instead of two (haven’t played with four yet) as the extra deck ends up giving you a lot more to chose from and makes it harder to build stalls.
Overall, I’m very happy with how it turned out. The game is easy to teach, and manages to be filler-length (30-40 minutes) while offering a nice variety of depth and decisions while playing. I’m glad I backed it, and I definitely recommend checking it out if you’re looking for a lightweight and flexible card game for your collection.
submitted by /u/Canadave to /r/boardgames
[link] [1 comment]
Dale of Merchants: A Quick Review
Hello, /r/boardgames! I got my copy of the Kickstarter project Dale of Merchants recently, and having played it a couple times I thought I’d post my thoughts, since it’s a neat little game and I haven’t seen much talk of it yet. Also, this is the first time I’ve written up a proper review of a game, so bear with me if there’s too much andor not enough detail.
Premise
Every year, the town of Dale holds a competition for the local merchants, with the winner gaining admission to the prestigious Guild of Merchants. The first merchant to complete a stall of merchandise with eight stacks of goods is the winner.
Gameplay
The game is a lightweight deckbuilder for 2-4 players, coming with just 110 cards consisting of 6 animal decks of 15 cards each, and 20 junk cards. Each deck has a different play style, and when setting up you chose a number of decks to include, based on the number of players plus one deck. The six decks are the snappy scarlet macaws (hand management), the dealing giant pandas (market proficiency), the thieving northern racoons (direct conflict), the hoarding flying squirrels (stall manipulation), the lucky ocelots (luck and gambling), and the adapting veiled chamelons (imitation). Players receive one value 1 card from each deck that they have chosen to play with, plus however many junk cards are needed to bring their deck to 10 cards total. Any remaining value 1 cards are removed from the game, and the remaining animal cards are shuffled together to form the market deck. Players shuffle their decks and draw five cards to their hands.
On their turns, players can do one of any four actions using cards in their hand, most of which are fairly standard deckbuilding actions:
- Buy a card from the market, discarding the value of the card to their discard pile, and placing the new card directly into their hand (not their discard pile)
- Play a technique card, which is a card that must be used to activate its power (as opposed to passive cards)
- Discard any number of cards from their hand, or
- Build a stall. Stalls range in value from 1 to 8, and each stall must consist of cards from a single animal deck and exactly equal the value of that stall. Stalls must be built in ascending order, and cannot be built in stages (ie, stall five must equal five when built, you can’t put a three down one turn and a two the next). Cards played to a stall cannot be returned to your hand, they are permanently unavailable to you.
As noted above, the first player to build their eighth stall wins the game.
Thoughts
First of all, I just have to say that the game looks lovely. The art is distinctive and interesting, while keeping the cards clear and easy to read. There’s also some nice flavour text that was added to all the cards as a stretch goal to keep things interesting.
As for the game itself, I was attracted to it because it’s such an atypical deckbuilder, despite using the same basic mechanics. You end up with a super-lean deck because you’re constantly tearing it apart in order to build stalls, and there’s a constant tension between maintaining the flexibility of your hand and keeping up with every other player’s stall.
I also enjoy how much the game can change simply based on which decks you decide to include. The ocelots, for example, can change the game simply by adding an element of randomness and luck into the game (there’s even a custom die specifically to use with those cards) without upsetting the overall balance. The flying squirrels are probably my favourite so far, as they give you a lot of flexibility when it comes to putting together your stall.
I’ve also found that the game works a little better with three players instead of two (haven’t played with four yet) as the extra deck ends up giving you a lot more to chose from and makes it harder to build stalls.
Overall, I’m very happy with how it turned out. The game is easy to teach, and manages to be filler-length (30-40 minutes) while offering a nice variety of depth and decisions while playing. I’m glad I backed it, and I definitely recommend checking it out if you’re looking for a lightweight and flexible card game for your collection.
submitted by /u/Canadave to /r/boardgames
[link] [1 comment]
Dale of Merchants: A Quick Review
Hello, /r/boardgames! I got my copy of the Kickstarter project Dale of Merchants recently, and having played it a couple times I thought I’d post my thoughts, since it’s a neat little game and I haven’t seen much talk of it yet. Also, this is the first time I’ve written up a proper review of a game, so bear with me if there’s too much andor not enough detail.
Premise
Every year, the town of Dale holds a competition for the local merchants, with the winner gaining admission to the prestigious Guild of Merchants. The first merchant to complete a stall of merchandise with eight stacks of goods is the winner.
Gameplay
The game is a lightweight deckbuilder for 2-4 players, coming with just 110 cards consisting of 6 animal decks of 15 cards each, and 20 junk cards. Each deck has a different play style, and when setting up you chose a number of decks to include, based on the number of players plus one deck. The six decks are the snappy scarlet macaws (hand management), the dealing giant pandas (market proficiency), the thieving northern racoons (direct conflict), the hoarding flying squirrels (stall manipulation), the lucky ocelots (luck and gambling), and the adapting veiled chamelons (imitation). Players receive one value 1 card from each deck that they have chosen to play with, plus however many junk cards are needed to bring their deck to 10 cards total. Any remaining value 1 cards are removed from the game, and the remaining animal cards are shuffled together to form the market deck. Players shuffle their decks and draw five cards to their hands.
On their turns, players can do one of any four actions using cards in their hand, most of which are fairly standard deckbuilding actions:
- Buy a card from the market, discarding the value of the card to their discard pile, and placing the new card directly into their hand (not their discard pile)
- Play a technique card, which is a card that must be used to activate its power (as opposed to passive cards)
- Discard any number of cards from their hand, or
- Build a stall. Stalls range in value from 1 to 8, and each stall must consist of cards from a single animal deck and exactly equal the value of that stall. Stalls must be built in ascending order, and cannot be built in stages (ie, stall five must equal five when built, you can’t put a three down one turn and a two the next). Cards played to a stall cannot be returned to your hand, they are permanently unavailable to you.
As noted above, the first player to build their eighth stall wins the game.
Thoughts
First of all, I just have to say that the game looks lovely. The art is distinctive and interesting, while keeping the cards clear and easy to read. There’s also some nice flavour text that was added to all the cards as a stretch goal to keep things interesting.
As for the game itself, I was attracted to it because it’s such an atypical deckbuilder, despite using the same basic mechanics. You end up with a super-lean deck because you’re constantly tearing it apart in order to build stalls, and there’s a constant tension between maintaining the flexibility of your hand and keeping up with every other player’s stall.
I also enjoy how much the game can change simply based on which decks you decide to include. The ocelots, for example, can change the game simply by adding an element of randomness and luck into the game (there’s even a custom die specifically to use with those cards) without upsetting the overall balance. The flying squirrels are probably my favourite so far, as they give you a lot of flexibility when it comes to putting together your stall.
I’ve also found that the game works a little better with three players instead of two (haven’t played with four yet) as the extra deck ends up giving you a lot more to chose from and makes it harder to build stalls.
Overall, I’m very happy with how it turned out. The game is easy to teach, and manages to be filler-length (30-40 minutes) while offering a nice variety of depth and decisions while playing. I’m glad I backed it, and I definitely recommend checking it out if you’re looking for a lightweight and flexible card game for your collection.
submitted by Canadave to boardgames
[link] [comment]
bboomslang on Am i the only person whose doesn’t drink when we play?
Beer and pretzels are game components of beer-and-pretzel games, right? okok, seriously, no alcohol over here, except maybe a nice whisky with some really heavy brainy board or war game. But that’s solo playing and the whisky usually stays in the singu…
Reply: 1 Player guild:: General:: Re: how do you manage to play all games in your collection?
by TheGargoyle
I try to play new games within a month or so, if possible. But there are games for special situations (like someone over for some abstract strategy fun – The Duke will come out on that day) or for specific moods (Robinson Crusoe: Adve…
Reply: 1 Player guild:: General:: Re: Ricky Royal’s Mage Knight killer
by TheGargoyle
Damn, his selection of games always hits far too close to home for my wallet ;)I guess I just give in and get Hoplomachus now …

Hmm, sehr interessant. Ashes ist für einen alten MtG Spieler ziemlich interessant – Würfel für Ressourcen…
Hmm, sehr interessant. Ashes ist für einen alten MtG Spieler ziemlich interessant – Würfel für Ressourcen statt Länder, aber ansonsten viele Ähnlichkeiten. Aber das ganze als LCG, wodurch dier blind buy bei den Boostern wegfällt (oder auch das Jagen von Einzelkarten). Blöderweise müsste Heidelberger mir wohl auch noch einen passenden Mitspieler in der Kiste liefern, […]