Category: Uncategorized

  • Game of Thrones LCG Coverage Continues

    We are still covering Game of Thrones LCG! We’ll keep you updated as videos continue to be posted. (more…)

  • Imperial Assault Skirmish: Command Card Deck Building

    Imperial Assault Skirmish: Command Card Deck Building

    One of the most often asked questions is how do I build a good command card deck in Imperial Assault?

    (more…)

  • Imperial Assault Skirmish Beginner Strategy: The Flow of the Game

    Imperial Assault Skirmish Beginner Strategy: The Flow of the Game

    Every game has a flow to it. Imperial Assault skirmish is no different. If you fight the flow, you lose the game. Ride the flow, better yet use the flow, and you’ll win games. Sound like crazy town? Maybe, but it’s true. Understanding the flow of a typical Imperial Assault game will help you become a better player.

    (more…)

  • We are covering A Game of Thrones LCG 2nd Edition

    Part of the Oklahoma Board Game Community is providing our usual friendly and welcoming venues to more competitive gamers. We have a thriving A Game of Thrones: 2nd Edition Living Card Game group meeting at All About Cha at 13925 N May Ave, Oklahoma City, OK 73134.

    They meet every Monday starting at 7:00 p.m.

    We are excited to also provide the community videos that help teach new players about the game and give our community members a chance to see themselves in action.

    You can subscribe to our YouTube channel to get the videos when they’re published. From time to time we will post them here as well.

    Below are the two most recent videos we’ve published. Enjoy!

    (more…)

  • Imperial Assault Skirmish Beginner Strategy: Activations and Actions

    Imperial Assault Skirmish Beginner Strategy: Activations and Actions

    Imperial Assault skirmish is one of the most thematic games I’ve ever played. But choosing your favorite hero or villain and blasting stormtroopers in far away places like Tatooine or in a Star Destroyer can easily take your mind off just what Imperial Assault skirmish is really about. Behind the fun of the miniatures and the colorful maps is a brutal strategy game of shoot or be shot. I’d like to give an Imperial Assault skirmish beginner strategy guide. The first article focuses on the core mechanic of the game: activation and actions.

    Strategy board games usually require you to take actions and the players that take the best actions most efficiently will win. Most strategy games will not only start players with the same set of actions to choose from, but also the same number of actions. Then through decisions of the players, the options and number of actions expands as the game progresses.

    Imperial Assault is different in that you choose how many actions you will have in the gameand you do it before the game. Your list is made up of deployment cards that count as one activation in the game. If your deployment card has more miniatures, such as the stormtroopers, then in that one activation you get to take more actions.

    The list that you choose to bring predetermines the number of actions you can take. If you take a list that is five deployment cards with one miniature each you have five activations and ten actions you can take every round. If a game lasts four rounds that means you only gave yourself 40 actions for the entire game. That number is actually an estimate since your figures will be dying as the game progresses, giving you fewer actions, even if some command cards, like Son of Skywalker, give you extra activations. Four rounds is about how long a skirmish game goes. Most games are decided by the end round three, either because a player gained all the points needed for victory or because the game overwhelmingly favors one player that victory is all but certain.

    So one of the most important choices of the game happens before you even play. How you make your list determines what you can do. If you don’t give yourself enough activations or actions relative to your opponent, you can be hosed before the game even gets going.

    The acceptance of this truth is the first step to playing better skirmish. It’s at the heart of the game. The squad I brought to my first skirmish games was built around my favorite Star Wars heroes—Han Solo, Luke Skywalker and Chewbacca. My first list was a blast to play, but could not stand up to more competitive lists.

     

    Han, Chewie Luke Imperial Assault skirmish beginner strategy guide
    My first list was built around these bad boys, but it rarely won.

    The problem was that Han Solo and Chewbacca were so expensive to field that I that couldn’t bring that many additional deployment cards. I was only bringing four deployment cards compared to my opponents seven or eight. This meant that I had almost half as many activations as my opponents—they could just do more than me. Worse, they often had more than twice as many available actions to take because their activations included multiple miniatures not just one. This meant they could take objectives easier and pile on a bunch of attacks on Han or Chewbacca. Worse they could save their best figures for last after I activated all of mine, giving them more strategic options to take. I had to give up my emotional connection to my favorite heroes if I wanted to win. As painful as it was, I did. But it opened up the game to me in a way that I now have more fun.

    Early on in the game the lists that brought the most activations, typically eight, would usually win. It got so bad the developers actually had to make a new pass rule to remove some of the advantage. If you have fewer ready deployment cards than your opponent you can pass that turn.

    As the game has progressed there are more options in list building that give you greater flexibility in getting more activations in. Cheap options like the Alliance Smuggler or Hired Guns help broaden what you can do. Also it seems as the developers are making some of our  loved heroes and villains cheaper. Now you can play more of your favorite heroes and even win with lists that have five or six activations.

    So if the situation is improving, what’s the point of starting on this topic for an Imperial Assault skirmish beginner strategy guide?

    Well you still want to keep all of this in mind. You determine all the actions you can take to a game beforehand. When building a list, if you figuring out to do with your last three or four points, consider taking on an additional deployment card rather than upgrading one you’ve already chosen to an elite figure. An additional activation can be better than the extra health or ability gained from an elite figure because of the extra actions. This isn’t hard and fast, but for a beginner it’s a good guide to get you started.

    Next, when making a command deck, take in any command cards you have available to you that will give extra attacks or activations. I’ll write more on this later, but these are the best command cards because they give you more of the most precious resource in the game—actions! If you play Luke, take Son of Skywalker for an extra Luke goodnes.

    Son of Skywalker Imperial Assault skirmish command card for Imperial Assault skirmish beginner strategy guide.
    Auto-include if you field Luke Skywalker.

     

    The card is so good, some top Rebel lists right now are built around getting it played two or three times in one game for a win.

    Finally, it’s helpful to get a feel for what the value of an  activation and actions by playing with lists that give you tons of them. Then follow up with lists that more constrained. You’ll immediately notice the difference and appreciate the freedom more actions and activations give you. More importantly you can determine based you on your play style what you naturally play better with.

    Of course make sure you always take a list you have fun with. You don’t want to take something that may be good, but you won’t enjoy playing with. But balance it out. It is hard to enjoy a tournament if you go 0-4, even with a fun list.

    Once you have a good understanding of how many activations and actions you prefer for your play style you can take the next step which is to maximize them. The game is really about making the most of the actions you have given yourself, so there are many ways to maximize and make those actions as efficiently as possible. One way is choosing your activation order wisely, which this great beginner guide covers, and which I’ll touch on in future articles.

    If you enjoyed the article, disagree with anything or want to share your own stories, do so in the comments! If you want to see anything else in the Imperial Assault skirmish beginner strategy guide, let me know!

     

  • Codenames Review

    My second review in the new detailed series will be for Codenames. Recently released at Gencon 2015, Codenames continues to get a lot of buzz, but is it worth the hype? (Overall Scores are given based on the type of game therefore a micro game can rate highly; however, it does not mean I recommend it over a heavier game with a lower score. It does mean I recommend it over another micro game with a lower score)

    Review Summary:

    I will start by saying I like this game plainly, simply, and to the point. Since purchasing Codenames shortly after is release at Gencon the game has hit the table over 38 times with me playing and been borrowed or used almost every week even if I myself wasn’t playing it. The game is quick, simple, and family friendly while still allowing players to relax, be social and spend time together, which after all is what board games and this community is about! To find out more specifics about the game itself of what I like and dislike about it keep reading!

    Overall Score:  7.7 of 10!

    Game Play Score: 8 of 10 (weighted 35%)

    Component Score: 5 of 10 (weighted 20%)

    Theme Score: 8 of 10 (weighted 10%)

    Longevity Score: 10 of 10 (weighted 25%)

    Scalability: 7 of 10 (weighted 10%)

    Player # Recommendations: Best at 6 and 8, Fun anywhere 4+

    Player Experience Recommendation: 1 of 5: With no prior gaming experience needed this game is quick to explain and get to the table for any social situation in which gaming is appropriate. This game can easily be introduced to families and younger children in certain situations (I’d say 10+) could grasp the rules and receive some educational benefit.

    Initial Play Time: 10-15 minutes
    Experienced Play Time:
    10 minutes

    Initial Setup Time: 5 minutes
    Experienced Setup Time:
    5 minutes

     

    Game Overview:

    Codenames is a party style game focusing on word association, memory, and the ability to read into your teammate’s clues. The focus of the game will revolve around a grid of 25 cards each with 1 word written on their face representing a potential “Agent’s” codename. Players split into two opposing factions (Red vs Blue) and assign a spymaster who will give clues throughout the game. Spymasters guide their agents to appropriate contacts while trying to avoid blowing their cover or getting them killed (selecting the assassin loses the game… immediately). Agents contact their counterparts in an effort to complete their network of spies before the other team.

    This is a very active and social game on the part of the agents where the more players are involved the more discussion you will have. The spymaster on the other hand is only allowed to give clues and then sits back to enjoy (or quake in fear) and their teams discussion and eventual selection.

     

    Designed by: Vlaada Chvatil

    Game Play Review:

    Setup:

    The setup for this game is fairly simple with minimal components to organize and place on the table. They are also well prepared for repeated plays and made each of their codename cards double sided allowing you to simply flip over each card in the grid and get right into a second game. The below bullets provide a basic understanding of how the game is setup; however, these are provided mainly to illustrate the process to readers who do not yet own the game and do not cover the rules comprehensively.

    1. Separate each of the thick tiles by color. Red and blue for each team, tan for civilians, and black for the assassin. Be sure to keep the “double agent” separated as well; this tile can be identified as the only card with different colored sides.

    2. Shuffle each of the codename cards (these are the tan mini euro sized cards). Be aware that there are A LOT of these cards and they will likely need to be separated into multiple piles.

    3. Deal 25 of the codename cards out into a 5×5 grid.

    4. Shuffle or separate the square Spymaster cards. My suggestion is to separate them into red and blue piles as designated on their outer edge and then using Codenames free companion app to select which team will go first.

    5. Select a Spymaster card and place it on the stand facing only the Spymasters.

    6. I suggest downloading and using the companion app to ensure the game is paced fairly and appropriately; however, if you do not wish to do this place the hourglass by the board. (Per the rules this is only used to indicate to a player they are taking “just a bit” too long)

    Turn Sequence:

    The main phase of the game is separated into two distinct parts, the Spymaster’s turn and the Agent’s turn, which I have outlined below:

    Spymaster’s Turn: Oh the spymaster, this is the role where most of the pressure resides. First the spymaster will survey the board making sure they are familiar with the words shown. The spymaster should then review the grid showing which codenames relate to his/her team, the opponent’s team, civilians, and the assassin. Once the spymaster is familiar with all of these things he can begin to formulate his clue.

    Clues are limited to one word and one number. The word should associate as many codenames on your team as possible while being specific enough to keep your agents from guessing the assassin and enemy operatives. Although you also do not wish to contact a civilian it’s better to take a risk on these codenames as mistakes here only end your turn without benefit to the other team. The number in the clue should indicate how many codenames you wish your agents to associate with your clue which will give them an idea of how broad or narrow you’ve tailored your clue. In addition the number you provide here indicates how many guesses your team can make. Teams are limited to the number given plus one when guessing unless an “expert clue” was used.

    “Expert Clues” – The game has two types of clue that are designated as “expert clues” a clue with unlimited being the number, and 0 being the number, both of which allow your team to make as many guesses as they’d like pushing their luck until an incorrect guess is made. The benefit of the unlimited clue is self apparent in allowing players to pick up missed codenames from prior clues or Hail Mary guesses if you are behind; however, the downside is the inability to inform your team of how many items are associated with the current clue. The 0 clue can be used to avoid the assassin word although admittedly I’ve never seen it used to great effect (I’ll admit I “may” not be at the expert level here).

    Although for me the most stress does rely on this side of the board I really enjoy the puzzle of finding links between the given words, reading my team and trying to anticipate their frame of reference, and that little bit of nerves as their hands hover over the “assassin”.

    Agent’s Turn:

    Compared to the spymaster the agents have a relatively short turn. Taking the clue given to them by the spymaster they survey the board before contacting their agents (or guessing at random depending on how well the clues have gone over). To truly make a guess the agents must place a finger on the card they wish to contact.

    Most of my player group enjoys this side over the spymaster. There is more social interaction as your team discusses or argues over which cards to select. It’s an interesting process that often devolves into hilarity. “Why would you pick that card” “Well YOU didn’t say anything helpful” This sounds frustrating, but it’s often in happy and good natured fun.

    Scoring:

    This game isn’t given an ending score and instead the winner is determined by which team successfully contacts all of their agents first. The team to lead off always has one additional agent to contact to compensate for being first to act.

    Component Review:

    Component wise there isn’t a whole lot in the box; however, there is plenty of room. I feel like the box could’ve and should’ve been smaller or come with some form of an insert to keep the components stable instead of purely loose within the box, but it is very easy to just bag everything and throw it into the game cabinet which is really what happens with most of my games anyway.

    The cards used to signify your agents codenames are well made and double sided which is a plus; however, although they list the word facing both directions (spymaster and agents) it is much more legible and larger on the side intended to face the agents. This is so pronounced that as the spymaster I often find myself reading the word upside down unconsciously before remembering it’s also printed on my side.

    The cards used to signify an agent has been contacted are where the majority of my complaints are. Although I enjoy they each have a male/female side and the piece for the “double agent” is well done and identifiable they have worn very quickly. After only 20-25 games they were beginning to show wear to the faces even though we treat our games very gently and they were kept away from liquids. This doesn’t affect the game play; however, as someone who takes pride in their games and often sleeves just about everything (yes even if the sleeves double the games cost (think boss monster)) it really bothers me to see.

    The hourglass that comes in the box has only been used in the first game our group played. Why? Because it isn’t necessary (there is an app) and the way it is described in the rules comes off as rude rather than a function of the game. I wish it had been left out of the box completely and the rules merely listed a suggested turn length.

    Theme Review:

    For what is intended to be a game played over 8-10 minutes each session the theme really shines through. I feel that the way the cards are done especially the confused faces on the “innocent bystanders” and the fast paced and hidden information aspect of the game really lend itself to feeling like a spy game. I don’t think of myself as an agent often when playing but everything makes sense for a spymaster and agents on both sides of the table.

    Longevity/Scaling Review:

    With what are almost infinite combinations of words/board layouts and a strong and engaging level of game play I fully expect this game to be hitting the table next year, in five years, and maybe in ten. Right now it’s one of the best “party style” games and lacks the issues many people I’ve talked with had in its main competitor Spyfall. (Players that refuse or dislike being the spy)

    As far as scaling goes in this game I do not recommend it below 4 players. Although there is a cooperative variant it feels largely pasted on and unsatisfying as improving your score doesn’t seem like something that is consistently achievable therefore comes off as luck. At 5 the game is fun; however, finding an impartial spymaster is a difficult thing to do. My suggestion at 5 is to remain in two teams with one team having two agents. At all other levels 4, 6-8 this game is great and although the discussion can get unwieldy it still holds up at the 9-10 player mark.

    Strategies/Tips:

    1. Go for two! As the spymaster if you really work to get two agents contacted each turn you are usually in the clear. Often forcing a clue onto 3-4 agents without being really familiar with your playgroup will result in contacting an incorrect agent either scoring for the other team or ending the game with the assassin.

    2. Go back to pick up missed clues. Each turn you may guess one additional item than the number given so if you missed a contact last turn don’t forget about it, pick it up when more of the board has been cleared.

  • Rivals: Masters of the Deep Designer Interview

    Rivals: Masters of the Deep Designer Interview

    We are fortunate enough to share the same board game group as Chase Layman, one of the designers of Rivals: Masters of the Deep, a game now on Kickstarter. It’s a steampunk, nautical miniatures game that plays 2 to 4 players. You can find more about the Rivals Kickstarter here or watch the beautiful video they made below.

    The miniatures are so gorgeous and the underwater world of Lurk is so unique that we had to grab an interview with Chase to get more behind the inspiration this nautical creation. Here it is for your gaming pleasure!

    (more…)

  • Picking the Right First Game For Casual Gamers

    It’s your first game night and you want it to be big, so big your friends can’t stop talking about it and keep coming back for more. But when your friends think of board games, they think of Pictionary, Cranium and Monopoly. So how do you introduce them to the wide world of awesome board games, without scaring them off?

    (more…)

  • Abyss Review

    Abyss Review

    This is the start of my new series into the wild world of board game reviews is with Abyss, designed by Bruno Cathala, with gorgeous artwork by Xavier Collette. I’ll start off by saying I love this game. Abyss’s unique theme, the beautiful pearls they include (that I often drop and play with), and the niche it fits in my play group (time commitment / mechanic) means this game sees a good amount of time on the table. To see my full thoughts in detail read my full review below!

    Abyss Review Summary

    Overall Score: 7.33 of 10!
    Game Play Score: 7.5 of 10 (weighted 35%)
    Component Score: 9 of 10 (weighted 20%)
    Theme Score: 6 of 10 (weighted 10%)
    Longevity Score: 6 of 10 (weighted 25%)
    Scalability: 8 of 10 (weighted 10%)

    Player # Recommendations: Best at 3-4,  but solid fun at 2 players

    Player Experience Recommendation: 2 of 5: Minimal experience needed, this could be used as a gateway, but those who have played Splendor or another set collection game will pick this up quickly.

    Initial Play Time: 60-75 minutes 
    Experienced Play Time: 30-45 minutes
    Initial Setup Time: 10 minutes 
    Experienced Setup Time: 5 minutes

    Abyss Game Overview

    Abyss is a light set collection and hand management game in which you take the role of an aspiring  crustacean, cephalopod, sponge, or other “under the sea” creatures whose desire is nothing more than to rule the depths of the ocean! The back-story is minimal, the prior ruler is no more and the council is in disarray, now lords of all types are jockeying for favor and attempting to gain influence to become the new leader, or at least stay on their good side. Now’s your chance!

    Throughout the game, players will be collecting cards, recruiting lords to support them in their campaign, and controlling locations in order to earn influence points which serve as this games victory condition. The game plays primarily as a Euro game, but includes a fair amount of player interaction compared to other games of this style. (more…)