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Jesse Dean
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143 followers
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I insisted on pink. 
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Archipelago was another one that I was pretty uncertain about but still really wanted to try at the convention. So this morning a group of us got together and played the mid-length game. Unlike Dominare, which was a bit of a disappointment, Archipelago was pretty good. The take that elements are something that are very easy to avoid and all the interlocking parts are very engaging. I am planning on playing it again before the weekend is over and if the second game holds up I will probably be picking this one up. 
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It is inevitable that in any given BGG.Con I will eventually encounter a number of games that I dislike or just do not quite work for me. In my second real day of the convention I unfortunately encountered my first one: Dominaire. The game has a lot of promising ideas that appealed to me on the whole, but the execution was not quite there. To much of the early game is essentially irrelevant and the game is replete with take that powers and wild swings of fortune. I prefer my area control games with some amount of constraints and this one suffers from its lack. Too bad. 

Al Rashid was pretty solid, though not my favorite of the convention. On the plus side the resource generation method, and how they are used to purchase resources is pretty unique, as are the action selection and resolution mechanic. I also really liked the sheer variety in player powers. On the down side by the time we got to the final round, resources were pretty abundant and a lot of the early game tension was gone In a five round game that is a problem. However, I think that may simply be because of how we played. We did not take advantage of the frequent opportunities for screwage and were way more friendly then the game encouraged us to be. I also strongly suspect that the game is best with five. So my initial impression is positive, but I need to play it more to judge it properly and determine if it is more of a "6" positive or an "8" positive. 

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There are few games that I can think of that effectively handle so many moving parts as effectively as Terra Mystica. Even with this complexity, their is enough elegance to the design that the decision space easily exceeds what is presented with the rules. I understood on a basic level before what the source of excitement for Terra Mystica was coming from, but now that I have played it (twice!) I have an even deeper appreciation for its quality. I strongly suspect this game will be doing very well. 
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My initial play of CO2 was pretty interesting. I appreciate the type of interaction that the game encourages; players are given benefits for creating opportunities for other players, allowing for a ton of interesting decisions in determining when these opportunities are worthwhile as well as how to manipulate these situations to ensure that you get far more out of them then anyone else.

The only thing I am concerned about in the game is the relative power if the "special" cards and how tight the overall game is. Still what I have seen is quite promising and I am looking forward to play more both at the convention and when I get home. 
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The hot games room before the rush. Suburbia and Tzolk'in are the games in progress. There are people waiting to play Terra Mystica and another game of Tzolk'in too.

Roger roped me into reaching him Great Zimbabwe so I will be starting with that. 
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