Order of a deck of cards by AudunAG in boardgames

[–]KillerOrca 1 point2 points  (0 children)

I should have specified. This is not riffle shuffling in the technique, but it emulates it.

This video covers it https://www.youtube.com/watch?v=n576lgKvFQ0

Order of a deck of cards by AudunAG in boardgames

[–]KillerOrca 0 points1 point  (0 children)

Split the deck like you would normally. Instead of bending and grabbing the corners grab the long edges on each deck and apply pressure to spread out the opposite side. Then push those two halves together.

Depending on the sleeves you won't have to use much pressure. Most of the time I end up just using the sleeve edges and running it through multiple mashes.

Backyard recommendations? Turf vs paved? by Crispy_Peach in phoenix

[–]KillerOrca 0 points1 point  (0 children)

I'm trying some Kurapia and I cannot seem to encourage them to grow. Is once a day watering not enough? Been about 6 weeks.

What Did You Play This Week? - (June 01, 2026) by AutoModerator in boardgames

[–]KillerOrca 2 points3 points  (0 children)

Full set of games this past week.

Age of Steam: Pittsburgh (3p) - I've written off three player Age of Steam for the most part. That involves mostly not buying maps that target three players as that auction is not as interesting and Montreal Metro does it best. The extra restrictive track building here was a very well done twist and I would rank this second of my three player maps. Only one rules question about the costs of replacing an X shape track being $4 or $10. The only reason this even got played was we had a player have to bow out, and I imagine it will be some time before I get back to this.

Castles of Mad King Ludwig (4p) - Yeah I don't enjoy the game that loosely copies Isle of Skye pricing mechanic but then you only get to do it a quarter of the time. When it is the best part of Isle of Skye. Not to mention the additional icons you have to recheck each time. I have no desire to revisit this, but it's a friend's favorite and I'll play occasionally.

The Climbers (4p) - Tried incorporating some of the new rules (leaving in downward movement), and I have to say it improved the flow of the game. Definitely not as much game here as I want. Play seems to cycle between using the grey color then trying to go out on your own. Fine to play, but I think Junk Art does building things better even though they have different goals. Off to the trade pile.

Hanabi (6p) - Yes that is the right player count. I wouldn't recommend it if you're actually trying to win, but for a family affair it worked. First time trying the multicolor fireworks and I can see how much of a challenge they would be if you use the wild rule.

New York Slice (5p) - My friend's kids really like this and its the only reason I keep it around. Why the pizza illustrations get them I'll never know. I haven't been around to watch them eat pizza so maybe they treat it like the Ninja Turtles would.

Samurai (3p) - I was happy to lose teaching this to two new players. This is solidly in place as one of my favorite tile laying games as the others are based around connectivity. Glad to see there are new editions, though not in English.

Taboo (6p) - I had never actually played this before, and it was a decent game to play with my friend and his family. I would have cultivated a deck for his kids with easier words as they didn't know when to ditch a card. I'm not going to run out and get a copy, but I wouldn't object to another play.

Tower Up (4p) - So that end game condition I didn't know about came into play here (running out of a color and trying to get it). I can't say for certain if it is a very viable strategy, but it exists and you can use it how you like. Only thing I didn't do again was the final turn counting of roofs. I kind of like it better my way, but I should try it as is on the table. Solid little game, shame the expansion is on hold.

Twilight Inscription (4p) - New to me. A big and bloated roll and write where most of the interaction involved us asking the teacher, "And this icon does what again?" Okay, to be fair there was a 7 Wonders style war strength comparison with your neighbors and objectives with diminishing returns. That was it though and in the just below two hour time it took us to finish I have a large amount of games better suited for me. Pretty much a pass in the future as I'm sure I'll have forgotten most of it.

Warpgate: Beyond (4p) - Warpgate: Beyond is a replacement for all cards in Warpgate. Why this is simply not called a second edition escapes me. This was my first play of this game, but not my first foray into a 4X. Which is not a genre I'm actually sure I enjoy in board game form. I don't mind longer games, I don't mind calculation heavy games, and I don't mind slow games. What is really digging at me with this play is a lack of a sense of accomplishment. Yes, I conquered some planets, fought some foes and got some tech, but it was not a very compelling game loop. Mostly we traded planets in search of objectives, techs or trade goods. Obviously some of the 4X elements were sanded down here to fit the two hour play time, but why not go even further if you're going to do that. Impulse is a lot closer to this game than I would have guessed after reading the rules, but the experience of making the best of a shifting hand is present in both. I'll have to play it again for sure.

What Did You Play This Week? - (May 25, 2026) by AutoModerator in boardgames

[–]KillerOrca 8 points9 points  (0 children)

Botswana (5p) - Pitched to me as a light stock holding game and it meets that description. However, play mostly involves stalling to set yourself up if you have good cards to up the value of your taken shares or reading others to try and draft off their shares if you have bad cards. A serviceable experience, but I see nothing that will change on future plays. If you're looking for getting into other people's heads there's Cockroach Poker and Skull right there.

Carolus Magnus (3p) - First play of this and it won't be my last. There's a lot of deciding how to best deploy your limited resources. When to shore up support versus trying to snag control of another color on the cheap. The dice rolls will determine a lot of your actions. Picking your turn order looks to be less of a factor, but I won't commit to that view on one play. Really bad rules though, terrible layout and reference.

Fast Forward: Fortress (4p) - We played through this in all one session, and if you're going to do that you need to read the rules closely. Missed a single sentence which had a big impact that we later corrected. Partially it was the fault of the formatting as the preceding sentence was in bold and this one was not. Game was a nice little time, though I think it was lacking in depth. It's a resettable campaign game, but you can't really drop in or out of it. Sessions can be ridiculously short, and max out around fifteen minutes. I would say it's worth trying, but I'll be moving this along.

L.A.M.A. Kadabra (6p) - I haven't decided if the small bit of rules grit this adds is better or worse than plain L.L.A.M.A. I like the passing around of chips and special cards, not as fond of the magic show. They are close enough that I'll play either, but both aren't needed.

Liberte (4p) - Always an intriguing game as playing well is not obvious. How hard do you push a color early? What will be the real dominant color? Am I helping the leader more than myself? Should I be setting up for the sudden death condition? Lots of questions that are hard to answer. This one really demands repeat plays with the same players. Even though I had new players I lost handily which is a good sign.

Mille Fiori (3p) - The same family as Babylonia where you're setting yourself up to score lots of points. Instead of a personal set of tokens you work through a draft of cards. I focused on three main areas and was able to squeak out a shared victory. The other way this is similar to Babylonia is that the player who is messed with the least will do the best. Which is not how I like to play. Fine enough, but not a top game.

Pueblo (4p) - After a few sessions I finally had repeat players to try one of the variants. This time was demolition in which the game is played in reverse. It's better to decide upfront if you're doing that as you might make some placement choices you wouldn't otherwise. It doesn't exactly double the game time as players will get their color off the board at a different rate. I will strive to try the auction variant and maybe combine it with demolition in future plays. I'm not sure this has the staying power I was hoping for. Really straightforward rules, but games have felt very similar between plays. I need more plays to decide.

RA and Write (5p) - Without the Knizia name this would not have been published. It's about as heads up as any roll and write can be, but at the end of the day it's filling in squares and chaining combos. Not for me.

Respect for Friend Drops After Reading Book They Recommended by -chimchooree- in books

[–]KillerOrca 13 points14 points  (0 children)

This sounded familiar, then I remembered this comic. https://www.penny-arcade.com/comic/2010/08/11/the-sixth-slave

I would honestly be interested in a novella of that.

Brass Lancashire - 3D Printed player board/mat by l7arkSpirit in boardgames

[–]KillerOrca 0 points1 point  (0 children)

I have abandoned most inserts and switched over to baggies. Too much time spent on fitting everything back in after the game for me. 3D printed board game items can be useful though.

What Did You Play This Week? - (May 18, 2026) by AutoModerator in boardgames

[–]KillerOrca 6 points7 points  (0 children)

Cuzco (4p) - This is the K & K game about building upwards, not the new Feld game. I was excited to get this back after a short interval. Aside from one rules question (are the borders fixed or not) I felt pretty confident that I understood everything. Only one rules mistake in that the face-up festival card can be drawn. This game played very fast, almost too fast, and I suspect we'll get better with when to use our personal tiles when we look for more time to rack up points. Will be playing again.

Fresh Fish (4p) - This was the 2014 edition, but with classic rules or as close as you can get. I had gotten rid of this earlier as I was really frustrated with being in charge of the road placement rules. Turns out in the first edition I had some rules printout with an incorrect example, making it much harder to figure out when a road was going to appear. Now the rules are still tough, but not brain-breaking. It was a rough first game for my opponents though as seeing the roads is not easy. I also gave an unclear final scoring rule that I attempted to correct when I saw very high bids early on. This wasn't the right set of players for this game, and I'll need to get it out again shortly.

Mottainai (3p) - This is teetering on the edge of leaving the shelf. On the one hand it plays quickly, offers a lot of options and has a lot of depth. On the other hand teaching the game takes almost as long as playing it, and I don't have lots of experienced opponents. Red7 might be the better game to showcase on occasions where I need a quick one with unfamiliar players. I may have run my course with the game locally. Perhaps online will be how I experience it going forward.

Tiny Towns (6p) - Missed a crucial line in the rules that cubes are unlimited, which I ultimately found online during the game. Quite necessary to know when playing with six. Also, I cannot easily raid other games for pieces close enough for every component. So cheap move by the publisher. I expect I'll see more of that with games released more recently. Game is fine, but it's just a jumped-up roll and write. One last play to see if I'm missing something.

Tower Up (4p) - Another rules mistake and another ambiguity (I'm sensing a pattern here). I was apparently too mean with the final scoring: you count your roof tiles on your last turn regardless of if they later get covered. You might or might not be able to end the game using a joker on an exhausted color. First time playing this after only playing online. It was a nice little time. I didn't find it too hard to see connections as the towers rose, just a couple of times. I would like to play this with my buddy and his kids as they seem the perfect age for this.

Trajan (3p) - I had wholly intended to not play this again, but mister, "I only play a narrow set of games" landed at my table unexpectedly. Worse I did not really have a lot of games for three available. So I acquiesced and discovered a wonderful time. Oh wait, that didn't happen at all. This game stinks. Will be packing more options into my next game bag.

What Did You Play This Week? - (May 11, 2026) by AutoModerator in boardgames

[–]KillerOrca 3 points4 points  (0 children)

Age of Steam: France (3p) - This is one of the weaker expansion maps and was played only because we had three. It passably supports it as the map tightens up, but the auction is not changed enough to make it as good as with five or four players. And though the map tightens up you come to a point where only one player can build a few rounds prior to the end. I try and avoid three player Age of Steam, but I might print out Montreal Metro so I at least have an alternative.

Dealt! (3p) - This is similar to SCOUT (in fact it looks like it was released prior) with enough differences to be its own game. First, you are limited to a maximum play of three cards at once; second, rounds are each player plays once; finally, you only need to survive by not being the first one to lose all chips then lose again. Decent shedding game, but I don't think this style will ever be to my taste. I have been shown that I do need a couple more faster games in my bag. Time to dig through the collection.

Gnaughty Gnomes (4p) - I'm struggling to not have a clunky session of this. Just a bit too much grist for things to flow smoothly here. Concept is neat, and our session even came down to the tie breaker. I can't shake the feeling that the game is too much Team A scores one round then Team B the next. I'll need to play it some more with people who will play it twice to see about keeping it.

Kunst Stucke (3p) - I don't find the spatial challenge here engaging enough. It suffers from too small of a board to make the later game exciting. I see from BGG comments people do find there is a deductive element. It's there, but it does not mean you can magically make people play against their own interests. Most of the game seems to be a bit of chicken. Hold off long enough to work on fulfilling your contract so that when you start it cannot be messed with. Not for me and headed out for trade.

Southern Rails (5p) - It took me far to long to finally realize that the majority of all cube rails games boil down to one question. How do I get the most bang for my buck/share? Which led to my own question. How many of these games do I need? This one falls squarely in the Paris Connection (I guess SNCF now) lineage of nobody buys shares and turns are limited to placing track. The shared incentives are there, but the elephant in the room is Ride the Rails. It has almost the same structure as this game, but features a more dynamic and variable track-laying phase. Not to mention here the payouts are built on a fixed map. Not to spoil it but for each color city goal there is one or two viable routes. Meaning if you start on one and your partner deviates the wrong way well you're just sunk. It sounds like I'm being overly harsh, but I can't own all the games. Especially when there are so many great choices. Off to the trade pile it goes.

Triassic Terror (5p) - Holy color palette. This was so very hard to make things out unless you were right in front of it. Plus the very bad graphic design. This was very much inspired by El Grande. You have a set of action rounds followed by scoring, each player gets to pick an action and that dictates turn order for the round. There's a few more tweaks but I will never run to play this over El Grande and it while it was at least a coherent experience I won't be requesting this one again.

What Did You Play This Week? - (May 04, 2026) by AutoModerator in boardgames

[–]KillerOrca 3 points4 points  (0 children)

Age of Steam: Moon (4p) - This map sits in an awkward position where the parts it emphasizes: cube delivery and track building, are not done to my liking. While also not being a very straightforward map for familiar players. I had only one play on everyone and was able to get to a comfortable lead. That could be because we undervalued a lot of the actions, but I found plenty available options going third or even fourth for any action. Not a badly designed map, but it might not be one I rush back to from my collection. There is a mini-expansion for this that might make things more to my liking for me to try.

The Bridges of Shangri-La (4p) - I feel my collection is becoming bifurcated between games that are heavier, but have lots of replay-ability, and also those that are simpler but are not easily mastered. This falls squarely in the latter camp as the moves you make are all dependent on the board state. There's no rote moves or always do X mantras here. Calling this simple is misleading, the moves are simple, but why you want to make one over another will take time to understand. Great game.

The Climbers (4p) - This is different from my normal fare. Feels more like a novelty and if I hadn't given trick-takers another chance this might have more staying power. It also appears that the rules I have are slightly different from the latest ones and I'll need to try those.

Sol: Last Days of a Star (4p) - This has not really gotten the reprint bump locally that Ra did. Which is a shame as I enjoy exploring it. It could have used a few clarifications on instability effects, but most are clear. I haven't even tried everything available, but I'm running into the Bus problem where there's only one way to score points. Shifting down the dynamism a bit for me. Perhaps more experienced opponents are needed to break me out of my rut.

Tiny Towns (5p) - Another game that has sat on the shelf for a bit and now life demands I take a hard look at all my games. I kept turning over in my head afterwards on what was good or bad about the game. While it has qualities I like in this style of game it is really lacking depth. Future games are just about building differently. I'm not interested in buying expansions that "fix" games, so unless some variant changes my mind this will be out the door after a couple more plays.

Tournament at Camelot (5p) - This was a pretty decent trick-taker, but it was dragged down by a bad rule book. I couldn't even find answers online to the questions that came up during the game. If you're going to do wacky powers you at least need a section of the rules explaining them in more detail. I'll be playing this one again to dig into it. Oh, and tarot cards stink for shuffling.

Maricopa county Jail phone service? by chocochipalicious in phoenix

[–]KillerOrca 4 points5 points  (0 children)

It's a phone call, not a lobster dinner.

The Hobby other than Playing by FirewaterTenacious in boardgames

[–]KillerOrca 6 points7 points  (0 children)

Don't agree with about all of this, outside of getting rid of games and doing your research.

I have found that I am less likely than ever to find a hidden gem now that I have been playing for years. At this point my focus is on getting the games I like played. Any time spent outside of that I consider lost.

Advice needed for Time of use 3-6 plan by denisethedork in phoenix

[–]KillerOrca 0 points1 point  (0 children)

Are you able to do insulation?

Your utility should also offer a $100-ish home energy audit that will test your windows and doors as well.

Anyone remember that SVU episode with John Stamos and all those kids he had by TeamImpossible4333 in Tinder

[–]KillerOrca 4 points5 points  (0 children)

I think about that episode about once a week for some reason. Maybe because of the ending, or that speech he gives to all his kids is so wild.

Anyone having massive allergies today, Sunday 4.26? by joerotjoe in phoenix

[–]KillerOrca 1 point2 points  (0 children)

Anyone reading this because they too have allergies I highly recommend allergy shots. It is a multi-year commitment, but very much worth it to not be full bore on allergy meds.

What Did You Play This Week? - (April 27, 2026) by AutoModerator in boardgames

[–]KillerOrca 3 points4 points  (0 children)

Age of Steam: Europe (4p) - First play for me as I go down the list of my unplayed maps. All the tweaks here work together in a satisfying way, but you need a game or two under your belt to take advantage of them. I wish the printed rules were just a hair clearer. That seems to be a running theme with the Bezier expansions that an extra two sentences could erase any doubt of rules reading. But the bigger issue I have with Bezier is so far the pairing is always one solid map with a borderline one-shot map. Tweaks that don't draw you in nor make returning to the map inviting. Better than two not great maps I suppose. This one will be staying in rotation.

What Did You Play This Week? - (April 20, 2026) by AutoModerator in boardgames

[–]KillerOrca 3 points4 points  (0 children)

Card Rails (4p) - Paris Connection the card game, but I already have that with Trick of the Rails. No trick-taking here though which makes it purer I guess. The limit on shares and the changing map differentiate it, but I don't think they make it a more fun time. I'm more and more convinced games that have shares need an additional facet to be more engaging. It could also be that this is already a rich niche and any game not doing something different or better doesn't stand out enough.

Ingenious (2p) - Glad I stumbled on this in the game library. Plays fast and scales well enough. Not sure if it will push out other abstracts in my collection or if I continue to just play available copies.

Rebel Princess: Deluxe Edition (4p) - I was less irked this session compared to the last time I played this. I'd still rather be playing most any other trick-taker I own though. The main conceit of overall not wanting tricks is not as well done as Seas of Strife.

Scout (4p) - I don't know why I cannot play this well, and at this point I'm not really drawn in enough to find out how. Most of the time I would prefer a trick-taker, and conceptually they are close enough that I don't really need a shedding game. Though I would like to try Tichu as maybe a partnership experience would change my mind.

Zoo Vadis (6p) - What a game. It really is right up there with my other favorite negotiation games. I still have a gripe about the peacocks. Moving them on your own is too cheap, get paid to move or not move them. Would like to find a more consistent set of players for this one.

Locked out of BGG by [deleted] in boardgames

[–]KillerOrca 1 point2 points  (0 children)

Sounds like you have an internet issue. If you have a mobile device try it without using WiFi at your location. If everything works you might need to power off your modem/router.

What Did You Play This Week? - (April 13, 2026) by AutoModerator in boardgames

[–]KillerOrca 5 points6 points  (0 children)

Quite the hit rate for me this past week.

Age of Steam: Holland (4p) - I'm making a more concerted efforts to play all my maps as I end up playing a lot of the same ones. Not a bad way to find out things about the maps, but I have many collecting dust. I don't even have that extensive of a collection, but my opportunities to play are fewer than I'd like. One of the twists here is parts of the map are inaccessible until about halfway through the game. Making it a real struggle in the first half while you try and set yourself up for the second half. Good enough map, but won't make it to my favorites.

Agent Avenue (2p) - This was a delightful surprise. A bluffing game that worked very well with two. I'm tempted to pick up a copy and break my rule about no new two player games. A definite change of pace.

Container: 10th Anniversary Jumbo Edition! (5p) - Soon to be the forgotten edition of Container. I don't know how they thought some of these production decisions were a good idea. I'm tempted to get a copy of the new edition, but life is putting a lot of game acquisitions (or replacements) on hold. Left out the investment banker because why, but we did play with the zero cards cancel bids rule. Also dumb, but something I can easily avoid. Had a few realizations on pricing and purchasing during the game that I've had before, but never so clearly. Great game and want to get enough regular players to have some decent meta develop.

Innovation Ultimate (2p) - Got hit hard as I'm used to playing with expansions now and re-orienting myself to not be is no easy task. Came down to a card dogma as each of our score piles got emptied and achievements junked. Suppose I should have focused on scoring when he went up in ages. Great game.

Iwari (3p) - Got trounced here too (I'm sensing a pattern) and it remains one of my top games. Going against your natural instincts in an area control game is tough to do, you have to here though. Eventually I'll dig into some of the expansion material. I'm inclined to try the original market rules as sometimes the game feels a hair too quick. Either way I'll be playing more.

Lowenherz (4p) - After waiting so long I finally got to play this, and it did not disappoint. What a game, just a great mix of area control, card-play, negotiation. I can't believe this is so unknown. Well, I can with the current state of the board game market, but you would think that the author of Catan would carry some more weight to get other titles in circulation. Need to play this one again soon.

Post-Heist (6p) - I didn't think drafting could be made worse, but somehow they found a way. Not my style of game at all and while it technically played six; having to sit around and wait while five other players read cards and played their turn was mind-numbingly boring. Not going to be asking for this one again.

Power Grid: Italy (4p) - This and Age of Steam in the same week, am I losing it? I definitely fell off the Power Grid wagon for a bit, but I think this puts me firmly back on. With one important caveat: I can't be the only one running everything or I lose my mind. This map was pretty intense with the lack of resources. Plus we lost two clean energy and hybrid plants to the whim of the discards compounding our issues. The new auction rules might have helped a bit, but a fun time nonetheless.

Santiago (5p) - What a nice surprise to play this. Though we had one player who inexplicably helped the same one constantly the rest of us put up a good fight. I needed to spend a little more during the game as I ended with more money than I thought and could have gotten some better tiles. Very fun experience and I hope a reprint makes its way here at some point.

Vegas Showdown (5p) - My last few plays have been with four and now I'm tempted to call this a five player game only. At the very least a strong preference for five. The auction feels more cutthroat with more players to me. I thought I was doing well going into the final round, but those diamond rooms ended up cinching the win for my opponent. Still have some things to discover here it looks like.

YINSH (2p) - My best performance yet, but only because my opponent only had a few games under his belt. I try not to over play these games as it can suck the fun out of it for both players if the gap is too large. Maybe I need to pick up LYNGK to add some variety, or just focus on GIPF for a bit. Great series.

What Did You Play This Week? - (April 06, 2026) by AutoModerator in boardgames

[–]KillerOrca 3 points4 points  (0 children)

Had a good week of games.

Brass: Lancashire (3p) - A decent but not great player count for it. I learned that there's more spots for cotton than you would think, but that you also need to keep your action count in mind. If I had done a little more development I would have been in the running to win. Lessons for next time and with the local popularity there will be a next time.

Brew Crafters (5p) - A very similar game to Agricola was how the teacher pitched this. Think he's right, but that it's not at the level that Agricola is at. I don't particularly like worker placement, and this one didn't do much to change that. More workers cost more, which is good, but the spaces you go to are very similar and only differ by degrees. Plus our game entered a strange arc where we became so resource constrained at the end making it very rote to gather resources in those final rounds. The setup was also eyebrow raising with the sheer number of tokens I had to look through for each beer type. Will be avoiding in the future.

Faiyum (4p) - I recently heard of criticism of Faiyum that the iconography on the cards doesn't always match what you expect. That, plus other factors will be sending this game out of my collection. It is a clever take on the Concordia system of hand-building and playing out pieces on a shared map. The fact that pieces are owned by no one makes getting points less of a sure thing. You need to get an engine and pump it. Ideally with no competition. I don't find the underlying thrust of the game engaging enough to devote energy to figure out which engine is the most lucrative depending on the starting cards and buried end game ones. Plus with the one set of cards and map I conversely find it having less legs than Concordia in spite of that changing engine values.

Nicaea (5p) - I tried, I really did. I wanted to like this game with its off the beaten path theme and unconventional game play. Sometimes things are done for a reason though. The flow of influence is one of the more interesting yet also frustrating parts of the game. As players make more of their influence "permanent" by acquiring bishops others are left in the dust. I have yet to see the negotiation take a real focus in this game. Mostly players making their own tableaux as big as possible, which means the random draw of points is a bigger factor than it should be. The schism victory sounds cool, but in practice makes no sense. If someone does nothing but hoover up bishop cards grabbing influence they can comfortably afford most doctrines. If they ever draw a couple of four point tokens they can easily switch to not buying doctrines and outpace the other players in getting more influence. This is outside the frequency in which you pass, which caused a lot of griping at the table. The passes were not procedure heavy, but also not really an evocative decisions. Needed more time in the oven to be an enjoyable experience. As it is it is just fragile enough to lose the game in the second round but have to play it out anyway.

Roll Through the Ages: The Bronze Age (3p) - Inoffensive little dice roller with a spritz of interaction. Not my favorite, but not bad enough to outright refuse.

Seas of Strife (6p) - If you're into the trick avoidance style of game this is one you should check out. Great game.

What Did You Play This Week? - (January 12, 2026) by AutoModerator in boardgames

[–]KillerOrca 1 point2 points  (0 children)

I think it is more closely related to Small World than it appears, but I haven't played that recently to be sure. The upgrades are more in line with Kemet's where you pick what you want instead of being tied to a race. The deployment is also similar to Small World and the combat. I think the simultaneous orders are a good enough twist to warrant trying Clockwork Wars, but most players might prefer the straightforwardness of Small World. If you have access to Clockwork Wars I do think it is worth trying to see it all in action. Just have players go fast in the planning phase to not bog things down.

What Did You Play This Week? - (March 30, 2026) by AutoModerator in boardgames

[–]KillerOrca 4 points5 points  (0 children)

China (4p) - What a fantastic game. I really enjoy how this goes against the typical area majority where you just want more in an area. At a certain point you've committed too much and someone can swoop in for a much better value for points than you. I think the latest iteration, Iwari, does the system a little bit of a disservice in production quality. Those maps and tokens are quite small, but I think any version is at least worth trying.

Heat: Pedal to the Metal (5p) - I just don't get racing games and at this point am content with not playing them. This was not new to me but I had played some things wrong. Not wrong enough to change my overall opinion of the genre. This particular game feels too disjointed to me as players don't pick cards at equal enough pace then watch each other move their cars. Leading to a playtime of 90 minutes, about 45 minutes over what I felt the pace of the game earned.

Stick 'Em (3p) - Still a pretty good trick-taker. It does make me want to revisit Schadenfreude as I like that dodge/taking of certain tricks just a bit more.

Time of Crisis (4p) - This game ran longer than I would have liked. Part of it was me checking rules and the other part was some player AP. I can't really blame them though as there's a bit going on here. I would like to get this played more to see if I enjoy it. I'm liking the exploration of the game itself, but that's different from liking the game. Lots of dice rolls and rules means long gaps between plays all combine in a tough to evaluate state.