December has always been the red-headed step-child of the monthly recaps, being largely ignored in favour of the annual run down. I decided to do something about that, with this lightning recap, whilst I work up the annual run-down for the end of the week.
As feels only fitting around Christmas, December saw a good strong focus on old favourites, with all the top 6 games getting table-time: Legendary dominated the early days of the month with 9 games (7 in the first weekend), and there was also a return for Elder Sign as we ran up against Cthulhu himself – even managing to seal him away at the second attempt. Arkham LCG got its obligatory share of table-time, buoyed by the arrival of some new packs to kick off the Carcosa cycle and an OP event, there was plenty of Zombicide, a bit of LotR (although the OP event was cancelled) and Aeon’s End continued to tick along.
Mansions of Madness went very quiet over the summer but started to pick up over the autumn, and came back strongly this month as we attempted the scenarios from the latest expansion with varying levels of success. On New Year’s Eve, we finally managed a successful Escape from Innsmouth (well, my character got torn apart by monsters, but everyone else made it out…)
L5R was a bit quieter than in previous months, but still got played a few times, keeping just ahead of a punishing release schedule in the value stakes.
December was a big month for all things Pandemic – there were odd sessions of Iberia and Cthulhu, but the big hitters were both new arrivals, with Santa bringing me Legacy Season 1, and Rising Tide arriving for review. Both really interesting titles which deserve to have more said on them later.
Although, in keeping with Christmas, December was mostly about the Greatest Hits, we still had a few more novel games getting played.
This War of Mine is a truly remarkable game: it’s fantastically well-crafted, but dark and depressing at the same time – in many ways this just does too good a job of capturing life as civilian trapped in a modern-day siege. It’s definitely a game designed to play over multiple sessions, and we decided that we needed a break before taking this any further. If you haven’t already, do look at the review I wrote for this.
Dragonfire and Gloomhaven were the new games I wanted to get to the table (I’d played them solo in November, but hadn’t managed to inflict them on family or friends), and I managed with a limited degree of success. Dragonfire is, apparently, slightly easier than its predecessor Shadowrun: Crossfire, but still feels brutally tough. We got completely smashed on our first multi-player attempt, and definitely still have some way to go to master this one. Gloomhaven was again, basically a dry-run, and most of the real exploring of this will come in 2018.
Themes and Mechanics
In terms of what got played, there was a typically high level of Lovecraft, Fantasy and Zombies on display. “Historical” was the surprise entry into the upper echelons, tying with Comics for time, and edging it out by sessions.
We had a good amount of mystery solving and good old-fashioned survival, but once again, it was Pandemic which provided the shift, as “Save the World” broke into the top categories.
That’s about all for the December re-cap. Hopefully I’ll be back soon with the overall 2017 run-down.
In 2015, I played a grand total of 58 games, 30 of which I actually owned, the rest belonging to friends, or being the odd session at a local gaming meet-up (none of them played more than 3 times). 28of my own games wereun-played.
In 2016, I played 90 different games, 73 of which I owned (at least at some point during the year). Only 2 of my own games were un-played by the time the year reached its end.
In 2017, so far, I’ve played 90 games. By this time, things seem to be getting very tight, with 81 being games I’d owned, at least at some point. Currently 9 games I own are un-played. (although 1 of those is stuck in a chronological queue, and another only arrived this morning).
In 2015, I owned 58 games. I think only 2 of those were new acquisitions (Machi Koro enjoyed medium-term, moderate popularity, and Marvel Legendary was a smash hit which continues to enjoy success).
In 2016, I acquired 31 new games. I think six of them I bought/traded for – Arkham LCG, Zombie Dice, Legendary Firefly, Eldritch Horror, Super Dungeon Explore, Side Quest (A couple of hits, a miss or two, and the rest somewhere in middle). The vast majority of games were free, review copies (although I then spent a fair whack on expansions).
In 2017, I have so far acquired 31 new games. 4 Bought (Rune Age, Runebound, Shadows of Brimstone, Legend of the 5 Rings), 2 traded for Review games (Descent, Robinson Crusoe), 3 Kickstarters (Massive Darkness, Apocrypha, Gloomhaven), and the remaining 22 all reviews(depending on perspective, you could probably move L5R more from ‘bought’ to ‘review’ as GQ sent me 1 core set, and I bought another myself). I’m expecting one more game from Santa.
What goes away
I don’t think that I sold any games in 2015. In 2016, I sold 18.This year, I have sold 25, plus some excess bits of a few others.
All of this leads to a number of different things.
For one thing, by my count, I now own about 69 games. That’s slightly less than at the peak of last year, but very little of what remains are games that don’t see at least some interest in being played. If I round it to a very conservative pool of 65 “play-worthy” games, that’s a long way up on 2015, where it was more like 40. [40 is a slightly arbitrary number based on 1) “games I owned and played” + 2) “games I owned, didn’t play, still own, and have played in the meantime.”]
On average, I’d guess that a lot of the games that get played now are also longer than in 2015. That’s quite hard to confirm/quantify, as I didn’t keep time-based data that far back, but there are definitely indicators. I can say for certainty that 75% of 2015 sessions were on 3 games with half-hour play-times, and the next 10% of sessions were on games that have a 45-minute play-time.
Compare that to this year where around 11% of sessions have been on games with 2+ hour play-times, and another 22% on games with 1 hour or 1-and-a-half hour times, then it starts to look fairly clear.
So: More games. Longer games. More of the games I have are games I want to play. That all sounds good, right? Plenty to keep me occupied.
Well, sort of.
As I may have mentioned once or twice, we also had a baby earlier this year. Ned likes to play. His favourite game is “insert whatever I can reach into my mouth,” but he’s also happy to play a bit of “Bash this thing I’m holding on the high-chair” or “Kick and flail wildly.” He finds Peepo hilarious, but I’m not sure how well he understands the rules.
Ned’s feelings on other people playing games are mixed. Sometimes he’s quite happy playing on the floor with his toys, or in the baby abandonment console jumperoo. Sometimes he’s asleep, or out. Sometimes I’m out gaming at the FLGS and he’s at home.
Sometimes though, he wants feeding, or entertaining. Sometimes, he just needs cuddling because he woke up alone in his cot, and had an existential crisis that he might be the only human being left alive. Either that, or he’d just done a massive poo. Sometimes he’s ill, and nobody gets any sleep for days at a time.
Either way, there’s a whole new set of things we have to do with the waking hours (and the “sleeping” hours), and ultimately that means less time for gaming.
A couple of months back (it was “last week” when I started writing this article, which tells its own story…) we started a game on a Saturday. At 9.15 on Sunday evening we finished it. The game probably only took 2 hours all-told, but finding 2 hours uninterrupted is not something that can be guaranteed these days.
It’s certainly not in my plan to stop doing review work (reviews being my principal source of new games). It’s interesting to keep on top of the newest releases, and this is a remarkably cost-effective way of doing so. Sometimes it’s a money-saver for games I would have got anyway, but more often it’s trying something that I otherwise wouldn’t. That said, the hour or two of writing time, and – more to the point, the hour or two of photographing and formatting is a bigger chunk of life than it used to be. I need to think carefully about what I ask for, take slightly fewer ‘risks’ with unknown games than before (and accept that no more how rich the narrative or beautiful the art, my wife won’t enjoy a worker-placement game).
The other thing about having ever-more constricted time – whether that because there are fewer hours to game in, or simply because there are more games competing for that time – is that it makes taking on a new gaming project something that needs more consideration.
Zombicide, Arkham Horror LCG, Eldritch Horror, Massive Darkness, Legendary – 2017’s 5 most-played games by time. 3 of them were new last year, 1 new this year.
In order to play those, other things have got pushed aside, but even then, the space is compressed.
If I spent £100 on a big game a couple of years ago, it wouldn’t have been too tricky to find time to get it to the table – 76% of this year’s play-time was on games that I’ve acquired in the past 2 years. If I look at Shadows of Brimstone, my most recent purchase, the 6 hours of table-time it’s clocked up so far, would have been enough for a top-ten place in 2015’s “most played games” – for 2017, it’s hovering just outside the top 25. Nowadays, a game doesn’t just need to be good, it needs to be good enough that I’d want (at least sometimes) to play it rather than a stack of other top titles. That has a couple of implications – for one thing, it’s harder to get a new game up to the required number of hours, and if it does, it likely comes at the expense of another game.
Now, obviously, one approach would be to stop spending money on new games altogether. Just play the things I have, and the things I get given. My Old vs New spreadsheet tells me that money spent on expanding old games tends to be far more efficient in £/hour than money spent on new games.
I’m not going to do that. I’m far too much of a magpie to just let shiny things pass me by. I also don’t think that 4 or 5 new games purchased a year is particularly excessive. That said, it definitely has to give me pause, when I think about doing something really stupid, like spending $350 on a Kickstarter…
One of the metrics I’ve been looking at more recently, is “overspend” – essentially looking at what % of spending a game accounts for, and what % of game-time. Where the spend % exceeds the game-time %, that’s an “overspend.” As with most things I do with game-stats, I’ve broken it down into the current year and “all-records” (i.e. since Christmas 2014).
Overspend is not without its issues as a metric: a lot of games don’t get anything spent on them at all – anything that’s a review and I haven’t bought expansions for, or anything bought more than 3 years ago. If 30% of gaming is on games with no spend, then that’s 30% of overspend to be spread amongst the games that do cost something. As such, my first calculations came out as a bit of a mess: Zombicide (2016 and 2017’s most-played game by hours) ended up 7% in the red! Any metric which makes Zombicide look like poor value clearly needs tweaking.
I decided instead to create sub-sheets, looking at time spent playing only games that have had money spent on them. When I exclude games with no spend, I’m left with a zero-sum set of over-spend values, and numbers which look like they make a lot more sense.
For 2017 only, Gloomhaven and Shadows of Brimstone are the big losers, just behind Legend of the 5 Rings. Runewars and (perhaps surprisingly) Lord of the Rings LCG are also 2-3% in the red. Best value were Eldritch Horror (which combined low-cost and high hours), Zombicide (lots of money, but even more hours), and Descent (about as cheap as you can get without being free).
Moving to “all-time” the numbers have slightly more guesswork involved, but I think the overall shape is about right – Dice Masters is the stand-out culprit, at a shocking 6% overspend, the Gloomhaven at 2.61% and everything else under 2. At the other end, Eldritch and Pathfinder look reasonably healthy, but Zombicide is the runaway winner, 6.25% more play time than spend.
This was a slightly unusual set of numbers to crunch, and there were 1 or 2 surprises – with Pathfinder so out-of-favour at the moment, it’s odd to think of it as 2nd-best value overall during the last 3 years, but when I look at how it dominated our dining table in 2015, it makes sense. With this being a zero-sum calculation, games that look bad now can only improve at the expense of others, and it will be interesting to see how this ebbs and flows, particularly in terms of games that have now moved on, and will gradually account for a smaller-and-smaller share of both the time and the spend.
Again, this is a reflection piece that hasn’t necessarily gone anywhere. We live in a golden age of board-gaming, and sometimes that means being spoiled for choice: in the absence of common-sense and restraint, an excess of spread-sheets and blog articles looks like a decent way of keeping the game collection in check. I’m sure that my game collection and gaming habits will continue to evolve, as free time ebbs and flows, and Ned eventually reaches an age where he can join in. Hopefully all of this will lead to enough interesting things to keep saying about games to keep this blog ticking over.
August has been and gone, and it’s time to look back on another month’s gaming.
It endued up being a pretty mega month (although it didn’t necessarily feel like it at the time), with more gaming sessions logged than any other month this year, against ultra-low spending (I shelled out a grand total of a fiver on a Legendary Organised Play event).
Broadly speaking, August was a month for the classics: Zombicide, Arkham LCG, Legendary and LotR all got more than 5 plays, with a solid majority of gaming going on games that have now been played 5 times or more this year. Elder Sign also kept up its record as the only game to have been played every single month this year (although Zombicide only missed February, being far too big for a hospital table).
Massive Darkness was the big new arrival, which jumped straight in to the upper echelons (it’s currently the 17th most-played game of the year by sessions, 10th most-played by time) and I’ll be talking plenty more about it in the near future. The only other ‘new’ game to see play was a review – Near and Far arrived in July, but only hit the table in August (I liked it, but my wife hated it), and Codenames Duet which came too near to the end of the month to actually get played.
Thematically, it was a month dominated by Fantasy and Zombies, with Lovecraft and Comics coming in a little way behind. In light of that, it’s not a huge surprise to see that Surviving the Monsters (roughly 1/3) and Completing the Quest (about ¼ ) were the mechanical mainstays.
Whilst getting in big numbers of sessions for the classics was the main theme, I did spend a couple of days at Insomnia with the good people of Games Quest, and was able to cross off a few titles that I’d never been sufficiently interested in to buy, but felt like I ought to have a better awareness of as a gamer: Exploding Kittens has very little going on mechanically, and relies almost entirely on the group dynamics of people playing it (everyone present was quite happy to mess with everyone else, so it gave us an entertaining half-hour or so), and if you take away the anime art (presumably the main reason most people play it), Tanto Cuore is basically just Dominion with poor iconography. There were one or two interesting mechanical twists, but not enough to change my mind on this as a game I really don’t need to own.
As I mentioned earlier in the year, I didn’t go into 2017 with an “un-played project” in anything like as systematic a way as last year, but now that we’re 2/3 of the way through the year, I’m starting to look at this in more detail. There are 8 games which are currently un-played, with 5 of them being big group/party games. There’s often a brief flurry of activity for games like this around Christmas, so historically this wouldn’t have been a big worry, but it’s hard to know how things will play out with a baby around. Of the remainder, Memoir ’44 is a game that I expect to have a few fallow years until Ned is big enough to play, but I’m intending to keep hold of, Scrabble is always worth owning a copy of, and only Firefly looks particularly dubious as a game to keep around – I like Firefly as a thematic homage to the world Captain Reynolds and his crew occupy, but the game itself has a very large footprint, a somewhat fiddly setup, and is overall just a bit too slow to make it to the table often: realistically, it’s only still around because of sentiment.
With so much time going into what are now our Core Games, and Massive Darkness due its own write-up soon, there’s not too much else to say about August – in terms of reflecting on a year two-thirds gone, it feels like we’ve managed pretty well given just how difficult it is to get through a 2-hour game without stopping to be screamed at. With 2017 66% done, I’ve managed 65% of last year’s game sessions, but 75% of the gaming hours. I’ve also spent 75% of last year’s total, which is mildly concerning, but I’m not too bothered as I’ve sold 164% of what I shifted last year, which puts me in a much healthier position overall. I’m still narrowly clinging on to a net gain (more gained from sales than spent on stuff), but the Pledge Manager for Green Horde just opened, which will probably knock that on the head.
Moving into the home stretch of the year, the goals are pretty much the same as ever: keep playing, keep spending low. I’m still waiting on the majority of this year’s Kickstarters, even the ones that were aiming to deliver by August, so 2017 should still have some new twists in store, even if I don’t manage to land any of the particularly exciting autumn releases for review purposes.
February was always going to be a pretty important month for gaming in 2017. For one thing, this is often the time that New Year enthusiasm starts to peter out, and we get to see which games are going to have real staying power for the coming months. More importantly for us in 2017, February was going to be our last month of (relatively) undisturbed gaming, as my wife was expecting a baby in the middle of March. That made February a key time for getting games played, trying out anything that would be prevented by my being sleep-deprived, and generally making sure I didn’t have too many outstanding reviews left to do.
It turns out that my son had different ideas. He decided that he didn’t want to wait for March 12th, and turned up on February 4th instead. That was something of surprise, to say the least. It also meant that February took place mostly in hospital, in the company of a tiny baby. Sadly, he’s been really quite ill, so had to stay in for a long while. Obviously, next to a child’s health, gaming is an incredibly trivial thing, That said, I’ve had plenty of time at home, trying to keep my mind busy, and my wife has barely been further from her bed than the hospital café in a month: in times like these, board-gaming is actually a really important distraction to stay sane.
With that in mind, February really hasn’t been a bad month gaming wise: by the time you factor in the month being 3 days shorter, overall numbers have barely dropped. That said, a whole new set of criteria have entered my decision-making process, including “Can I play this solo?” (already a slight consideration before), “Can I play this whilst hideously sleep-deprived?” “Can I play this on a tiny foldable hospital table?” “Can I safely take this somewhere without losing all the tiny pieces?” and “Can I play this without using my arms?” (Anything with a hand of hidden cards is out, but something like Carcassonne, where all information is public, works well).
San Juan, Race for the Galaxy, Dobble, and Star Wars Carcassonne, all scored highly in several of these categories, and made it to the table repeatedly. Sherlock Holmes: Consulting Detective, and its Lovecraftian sibling Mythos Tales also get a good mark on the “play with no hands” chart, and we had a few enjoyable, if drastically unsuccessful sessions of these. Other games like Coup and Braggart got briefer revivals, but proved to be fairly lacklustre with only 2 players. Still, along with single run-outs for a handful of other games, I’m now well past the half-way mark in playing all the games I own this year.
6 of 6
Where February did prove a challenge, was getting games back to the table for the repeat play-throughs needed to get higher counts. I spent most of the month watching the 10 of 10 challenge languishing on 5 of 5, with Legendary and Arkham Horror failing to get that 6th game- this was particularly frustrating for Arkham, as this was the game that I’d spent the most money on this year, but there really are too many different piles of cards and little tokens to risk taking this one to the hospital. In the end, I made it to our Monthly Dice Masters meet-up on the 26th, to finally hit 6 of 6.
Elder Sign, a game which definitely pushes the limits of what’s practical for transportation, did make a couple of fiddly trips and was the first to pass the 10 plays barrier for the year. Zombicide will doubtless join it soon after we get home, and there are a host of other games which have been kicking their heels all month: Legendary – recently enhanced with the Deadpool expansion – the new Mummy’s Mask set for Pathfinder, and Mansions of Madness all still seem likely to hit the big numbers as the year goes on.
As I think about finishing this year’s 10 of 10 challenge (some months from now), I have been back to BGG and checked again – neither Peekaboo, nor Steal Your Nose has a Board Game Geek entry (to be honest, my son’s not very good at those games either, but they seemed more appropriate than Eldritch Horror.) At least we’re a few months away from grab-and-chew.
The unexpected baby made his impact felt on the reviews I do for Game Quest, just as much as it did on playing for domestic purposes. I managed to get a couple finished off in the early weeks of me being alone at home and mum & baby stuck in hospital, but others needed to wait a while longer: I don’t want to spoil the stories of Mansions or Pathfinder (as noted above, these were not practical for transporting to hospital) and that fat, dense rulebook is still sat there in the corner, just daring me to risk my sanity by taking on Star Trek Frontiers.
Amongst this brain fog of exhaustion there was something unusual though. It’s very early in the year to be touting a game as a potential “Game of the Year,” but I think that this might be it.
Aeon’s End was a big Kickstarter last year that’s attracted a lot of hype. It’s a cooperative Science-Fantasy Deck-builder that can probably best be described as a cross between Dominion and Legendary, although it certainly has plenty of unique features of its own.
Legendary style, the players are working together to take down a big baddy, who will have his own stats and unique abilities, plus a deck from which he throws out some randomised pain at the players every turn.
Rather than a Legendary style HQ though, players are building their decks from a Dominion-style market: at the start of the game you select 9 cards (3 gems, 2 relics, 4 spells), and they’re all available to buy from the word go – until they run out.
The biggest twist in Aeon’s End is that you don’t shuffle your deck: once your deck runs out, you just flip over your discard pile to form a new deck – given the amount of time you spend shuffling in a standard deck-builder, this is a really big twist. The only shuffling that goes on is in the turn-order deck, which randomises when in the course of each round you get to act, and when the Nemesis (boss bad-guy) does.
It’s also worth noting that in Aeon’s End you play as a specific character, each with their own unique ability, and a different starting configuration of breaches – the portal used for casting spells.
I’ve not had a chance to do any more than scratch the surface of Aeon’s End yet – I got the higher-level Kickstarter edition of the game, which gives me extra gems, spells and artefacts for the market, extra Breach Mages to play as, and extra Nameless monsters to face down. From this first look though, it seems great, with loads to recommend it in terms of art, back-story, and above all game-play. The fact that it’s cooperative means that there’s a chance of getting to the level of depth in experimenting with market combinations and strategies that I could never manage with Dominion (due to a lack of opponents who wanted to play that much Dominion).
I have no idea what March will hold. I’m fairly optimistic that having our little boy at home won’t completely stop us from gaming (although right now, I’d prepared to give it up if that was going to get him better and home from hospital). Hopefully in a few weeks, I’ll be some way towards figuring out what “normal life” looks like now, and will be back to posting here a bit more frequently.
Warning: The following article is mostly composed of numbers and musings.
Last year I played a total of 788 games. Of those, 265 were of the Pathfinder ACG, 175 were the Lord of the Rings LCG, and 155 were of Dice Masters – in other words, those 3 games made up roughly ¾ of my total gaming for the year.
So far, 2016 is looking very different – 389 games played between January and June is not too far removed from last year (369), but the distribution is very different.
The most played games still feature some familiar faces. Although our most-played game of the year is a new entry – Zombicide: Black Plague with 60 sessions, Pathfinder is only just behind with 59 plays, then LotR LCG on 41 and Dice Masters with 34.
Even allowing for this new arrival, there’s a much broader spread of what’s being played: whereas the top 3 games last year accounted for 75% of what I played, the top 4 games this year make up fractionally under half (49.9%). Even these figures may be a bit generous – almost half of those games of LotR came on a single evening as I tried without success to beat a particularly irritating quest. Dice Masters is more-or-less in freefall, as our local community vanishes and I struggle to find opponents.
Just behind the leading pack, you can find a growing number of games in the teens and twenties of play-throughs: the Game of Thrones ACG and Marvel Legendary have both passed 25, having been discovered (or released) part-way through last year, they have kept a steady turnover, without really threatening the top 4 (Legendary is probably held back by its labour-intensive set-up, and Game of Thrones play is always capped by the need to build a functional deck and arrive at the FLGS at the same time as other players). Zombie Dice is a new entrant in the mid-teens, where it’s comfortably holding its own.
There was previously a line here about another game which appeared to have broken into this group, but it was disqualified when it transpired that I had typed a number in the wrong row of my spreadsheet…
The real change this year though, is in the single digits. Last year, I played a total of 58 games, but only 12 of them 5 times or more, and 30 of them (i.e. more than half) only once. This year, I’ve played 44 games so far, but already 17 of those have been played 5 times or more, and only 10 of them have been played just the once (for now). The selection of games being played is broadening.
Obviously, some of the changes in game-play have a fair amount of intentional behaviour behind them – regulars will know that I’m trying to play ten games ten times in 2016, which is something I didn’t do last year (I wasn’t trying, it just happened that 7 games got played ten times or more, and the others didn’t), so this definitely encourages me to look more often at games I like but haven’t played that much. There’s also the issue of trying to empty my “un-played” pile, which is causing the dust to be brushed off a fair number of old games – I’m trying to avoid this turning in to a token “play it once” activity, both in terms of playing games more than once (at least the shorter ones) and in terms of seriously considering whether I want to play that game again.
Reviews also deserve a mention at this point, as you can’t really review a game without playing it a fair few times, but only 1 of the 9 games I’ve reviewed so far has really taken the house by storm (Zombicide), so that’s another whole set of games that are getting played “a few” times, but not loads and loads.
Despite all of that though, I still think that there are issues with what have historically (at least for 2015 and the second half of 2014) been our “main” games.
Lord of the Rings LCG has been a family favourite for 5 years now, but as I’ve commented at length elsewhere, it feels like it’s reached a point where they have over-complicated the game, and increased the difficulty to the point where sitting down to play is just painful. Our local meet-up for the game has also missed a few sessions (I don’t quite know what happened for June, I think we all just forgot…) which doesn’t help, and the sense that you need to custom-build a deck for every quest you tackle makes a game at short-notice a real challenge. [Do I keep the 4-player decks built in the hope that friends will come over and want to play? Or build for 2 and push to do that mid-week instead of one of the newer games? Sadly the days are gone when you could have a set of decks ready that did both]. I had this come up on Saturday, when a friend suggested a game, and I had to indicate that I had nothing ready that would give us a viable game.
Pathfinder is still a solid game – As noted above, it’s still very near the top of the “most-played” list for the year, [there’s an ongoing tussle with Zombicide] and we’re still picking up the Class Deck expansions as they come out (looking forward to lots of Goblins in the near future).
That said, there are still factors weighing against the game. First of all, it’s worth noting that Pathfinder is in something of a fallow period in terms of the material they’re releasing: after a hectic first 2 ½ years of the game, they have opted for a long hiatus between the 3rd and 4th Adventure Paths, to let people catch up with existing content – as a result, there’s definitely a lack of urgency as we re-play earlier paths, no pressure to be finished in time to play the next thing out.
That said, I think my enthusiasm for this game took more of a blow from the final stages of the 3rd AP, Wrath of the Righteous: there was certainly intent on the part of the designers to make it “big” and “challenging” but it also felt badly scaled (the “Army” henchman are ridiculous against survivors groups of 6), and the excitement of having everything constantly turned all the way up to 11 quickly wore off – we still haven’t finished that path with our second character group, and I’m honestly not sure whether we’ll ever bother. Definitely a place where – for us – difficulty went a step too far.
Dice Masters I like. Given the chance, I’d still be playing this every week, but our local group has basically disappeared, with two people selling up, and others just not able to make it down very often. As a 2-player head-to-head, this one is never going to get much time at home, and working at UK Expo meant that playing in Nationals Wasn’t an option. I’m hoping that I’ll be able to get some games of this in over the next month or two, but I largely let the Civil War set pass me by, and I’m not going to be spending money on the upcoming Green Arrow/Flash set unless something major changes.
Overall, I think the spread of this year’s gaming has been healthier than last: playing a broader range of games seems like a sensible way to go. As an added bonus, the fact that I’m doing review work means that I’m able to balance a lot of my costs in acquiring new stuff, either by getting the games I want as review copies, or at the very least selling or trading them to offset my costs. The only thing I’m really lacking is having as much time to play games as I do to write about them.
When I crunched the numbers at the end of last year, I discovered that I hadn’t played 26 of the games in my collection at any point in 2015. Accordingly, I decided to set myself a challenge for 2016: play as many as possible, and for those which go a second year just sat in the box, accept that the time has come to move them on.
Around the same time as I was setting this challenge to go for a broad spread of games, I also saw a challenge posted on Board Game Geek to play at least 10 games at least 10 times over the year. To an extent, these challenges seem to be pulling in opposite directions, but I thought I’d give them a go anyway. I intend to post periodic updates over the year.
10 of 10
The ten of ten challenge was an interesting one. My game-plays tend to be heavily focused, so I knew that getting 10 play-throughs of some games in would be child’s play. That said, last year, there were only 7 that got played ten times, and going down to the game at number 10 in the “most played” I run into a game that was only played 5 times, so I’d need to double the count.
Rather than simply monitor how many games have made it to ten play-throughs, I decided to go for a sliding scale: play one once, then two twice, and so on.
For this challenge, January has been a case of so far, so normal. I’ve comfortably made it to five games played five times: equally, if you’d asked me a couple of months ago, which would be the top five most-played games, these would have been my predictions: Pathfinder ACG, Lord of the Rings LCG, Dice Masters, Marvel Legendary, and Game of Thrones LCG.
Pathfinder has been a major feature of our table for about 18 months, but it took a hit just before Christmas, as we ran into the brutal final adventure of Wrath of the Righteous which crushed our spirits somewhat. Thankfully, we’ve now returned to the original AP, with some new characters and cards from the Class Decks, and are having fun again.
Lord of the Rings LCG has been around for several years now, and doesn’t generally get as much play-time as it used to. However, January saw me locked in a battle to the death with the stupidly difficult Battle of Carn Dum quest – I eventually beat it, but it took me 20 attempts!!
We’ve managed to build up a good little Dice Masters community locally: we have a monthly tournament on the first Sunday, plus periodic mid-week games, so again, getting plenty of games of this in wasn’t too difficult.
Legendary is another firm favourite in our house: the fiddly nature of the set-up means it doesn’t get quite as much play as it might, but it still comfortably made it to five, and I have no doubt that it will be on the list on ten once we get there.
Game of Thrones LCG was initially supposed to be a summer release last year, but only reached non Gen-Con folk in October. It got played a lot in the first month, then faded as daily life got in the way, not making it out at all in November, and only twice in December. It’s been good to play this again in the New Year – we had our first tournament locally, and went on a mini-road trip to a nearby Store Championship an hour or so up the road.
On the whole, 5 of 5 feels like a good start. I did briefly wonder whether having got “half-way” already meant that the challenge was too easy to be worth bothering with, but on reflection, it feels like the jump to double the number of play-counts and double the number of games will get exponentially trickier.
In terms of upcoming releases for the remainder of the year, most things I’m actively looking forward to will fall under the umbrella of one of the five games above. That said, the Kickstarter for Apocrypha should be with us by the summer, and hopefully the Numenera card-game before year’s end, both of which I’d hope would have enough about them to make it to ten. That leaves at least 3 games which either need to rise from lower totals last year, or appear from an as-yet-unknown corner. I’ll keep you updated.
Of the 26 games on the unplayed list, 2 made it to the table in January. Lord of the Rings the Dice Game, and Shadows Over Camelot.
Lord of the Rings
LotR the dice game is a bit of a funny one. It’s a semi-cooperative game, that takes a lot of mechanics from Quarriors (so also a lot of similarities with Dice Masters). I commented a while ago on my Lord of the Rings blog about issues around the semi-coop nature, and it also suffers from the fact that the rulebook appears to have been written in the Black Speech, then run through Google translate.
We played this a couple of times: on each occasion, we went for the fully co-operative version. It’s certainly not a bad game, but overall the structure feels a little bit narrow: most of what happens is dictated by the dice, and the only real decision you have is whether to recruit a dice each turn, and what dice you can afford to be corrupted. The lack of an option to re-roll dice removes a lot of the decision-making compared with Dice Masters (the closest game that I’m familiar with), and if you are playing co-operatively, spending glory to avoid corruption is a bit of a no-brainer.
I’d still like to give this game another try with larger groups, and we’ll definitely keep hold of it, but I can’t see it breaking into our pile of very regular games.
Shadows Over Camelot
Shadows is a fairly light game from Days of Wonder, that plays well with large groups. Essentially, the players represent King Arthur and his Knights going on quests, and generally trying to stem the tide of evil – however, there may be traitors in the midst.
We got together for an evening to play through this with 6 of us, all of whom had played it several times before, albeit not for a year. Unfortunately, we forgot one of the key rules, which skewed the game, making it a lot easier (the games rules allow players to spend life points to take 2 actions instead of the standard 1 on their turn, but it must be a different action – we had repeated instances of people taking two the same, which allowed a much greater amount of quest-completion than would otherwise be the case.
The game seemed to go down well, and be fairly good fun for all concerned. Having drawn the “traitor” card, I had fairly little scope, as things were never sufficiently in the balance to give me an opportunity to influence things subtly. If we have another big get-together, this one way well return to the table, but where we have groups of four or fewer, there are other games I prefer.
Straight numbers suggest I’m already slightly behind the curve with this particular challenge: 2 per month would take me to 24 out of 26 games played by year-end. That said, some of the games unplayed from last year are a trickier proposition than others – Anything that can be played by 1 or 2 in less than an hour is likely to have its day in the sun. Anything requiring more time and/or people may have to fight to make it out of the cupboard.
As an aside, after all the discussion that has been stirred up by Pandemic Legacy in recent times, I decided to start keeping a particular eye on how often we play Pandemic – just to get a feel for where we are in comparison to the “limited” lifespan of the Legacy version. In January, this hit the table twice: once using standard rules (although with roles and special actions from the On The Brink expansion) and once using the Virulent Strain Epidemic cards.
Overall, if I don’t manage to complete any of these challenges, there’s not a great deal that I’ve really lost out of it all. I certainly don’t want to force myself to play games I no longer have an interest in, just top justify not getting rid of them.
I’d be curious to know what sort of gaming challenges everyone else has set themselves for 2016. Is it about playing the things you already have more often, about a particular achievement in a specific game, trying as many new games as possible, or jsut having fun with what you’re already doing?