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There was an older thread but is probably fine https://www.smogon.com/forums/threads/tabletop-discussion.3625891/
Wingspan is easily one of the best current games at the top of the market and I would highly recommend it to just about anyone, there's also a digital version on the switch which is also getting its first expansion in a month
There hasn't been any crazy releases lately, but Frosthaven is kind of looming over the industry rn and I'm just kinda dreading seeing that one come through the door lol
TCGs are really what's dominating the table top market rn, which isn't totally new, but even lesser sellers like yugioh, Mha, and digimon have been popping off when it's usually just mtg and pokemon
You know when I saw this I was expecting a thread about like the more modern, complicated, European style board games that have been getting popular in the last 15is years. Your Settlers of Catan, Dominion, Puerto Rico type stuff.
I've been running game nights for a while now and I personally have a decent size collection. I've been playing a lot of Scythe and enjoying it over the Pandemic. I've also quite enjoyed Mage Knight as a solo/co-op game recently. But I'm always looking for more! I'm curious what other people recommend.
This is a great board game collection. You have really good games at every end of the range, from quick and casual (coup) to mediumish but strategic (dominion) and then the heftier modern board games.
Also, have you tried spirit island? I haven't played it yet, although I want to, but it seems to fill the same cooperative niche that mage knight does.
Anyways, I came into this thread to recommend two games. The first is Dominion:
What the excerpt leaves out is that dominion is a game of comboing cards. You reactively create an optimal deck based on the cards available to you, then ruthlessly pare it down and build synergy until you get to a point where you're playing your whole deck in a turn, raking in victory points, and feeling like an untouchable card game demigod. This game is a staple for many people and is absolutely worth picking up at least the base game of. I will say that if you don't have someone experienced to play with you should probably either look up a tutorial or be willing to stick with it for quite a few games. New players often underestimate the power of thinning your deck and accumulating actions/card draw, and the game can feel sluggish if you don't do those things.In Dominion, each player starts with an identical, very small deck of cards. In the center of the table is a selection of other cards the players can "buy" as they can afford them. Through their selection of cards to buy, and how they play their hands as they draw them, the players construct their deck on the fly, striving for the most efficient path to the precious victory points by game end.
The second is Root. It's an asymmetric war game, where each player (playing a faction of cute little animals vying for control of the forest) has a completely different playstyle.
The asymmetry is done very well, each faction feels fun and complete, and the interactions between players feel meaningful as well. You can haggle with people, make pacts with people, break pacts with people, or just battle people in the traditional board game way.What's more, Root gleefully cribs the best ideas from the last few decades of wargame development and packs them into a simple, cute package. The Marquis de Cat is playing a traditional wargame of economics. The Eyrie enacts delicate, planned area control. The Woodland Alliance is an insurgency, spreading its influence while avoiding major military conflict. Finally, the Vagabond is playing an adventure game amid the chaos, pitting sides against each other for personal gain.
Also worth mentioning is that the game does its best to be accessible to new players, with each faction having a helpful guide to action order and the general idea behind the faction's strategy.
Admittedly, Root has a lot of things which might deter you from playing if you read about it in a review. There's heavy kingmaking, numerous ways for people to harm you if they hold a grudge, ways to get locked out of the game, a long playtime, some quite complicated factions despite the guides, and the fact that a lot of factions revolve around being as annoying to others as possible.
But all of this coalesces into a game that's somehow really enjoyable. It might be a matter of perspective, but to me these parts of the game feel like obstacles that encourage further engagement and further strategic thinking. Embrace the haggling, embrace the fact that players can screw you in ways beyond just killing your troops, and plan around it while hopefully give everyone else a taste of their own medicine.
some dominion (it's just too much work to navigate all the expansions
I played a lot of board games in college and when I saw this thread I knew I had to jump in to tell you about my absolute favorite: Tragedy Looper.
The premise of Tragedy Looper is that it's 3v1 and it's a deduction game. One player is the "mastermind" and their goal is to try and cause some tragedy (or series of tragedies) to occur. They know exactly what these tragedies are and they know a lot of secret info that allows them to make them happen. The other three players are on a team against the mastermind, and they know nothing. Their advantage is that they can "time loop" -- when the tragedy occurs they get to reset the gameboard back to the start, keeping any information that they've learned while undoing the tragedy, their mistakes and any progress the mastermind might have made, and then try again while keeping all the information that they gained. They can only do this a set number of times though, so it's a battle of wits with the mastermind trying to stretch out the limited number of secrets and tools that the game gives them while the protagonists try to anticipate what those are, all while both sides fight for control over the ones they already know about. When played at a high level, it's a lot like the early game of Pokemon, with lots of "scouting" and seeing how long you can keep threats unrevealed until you pick exactly the right moment to show them and swing momentum in your favor.
The game is anime themed (uh oh) and has quintissentially japanese characters like the "shrine maiden" and "class rep" who are the various victims and culprits of the crimes that happen. I think this is a homage to classic time-looping visual novels like "Higurashi" which Tragedy Looper takes a lot of cues from (I'm also obsessed with this genre of VNs...). If you get the Spanish version you can dodge the anime theming though (not sure why they made this decision, as Latin America has the most weebs per capita of any region ime, but whatever). It comes with ten scenarios in the box and you can also buy the two expansions which have about ten additional scenarios each. The real meat of the game is when you start coming up with your own scenarios and run them for your friends, though.
I played this game with the same 3 friends every weekend for about two years straight (my junior and senior year of college) and I can tell you that it delivers on the promises of its evocative theming and then some. It was incredibly fun to explore what the game had to offer with those guys. I think it's getting a rerelease in the west in the next year or two (if it hasn't already) so check it out if you see it in your local boardgame shop!
We ignored the "no talking while playing cards" rule starting about 6 months in. It's not obvious at all, but that rule is actually terrible for balance (as well as having the considerable downside you described). The reason it's bad for balance is because you want to write scripts that are playable with a single person puppeting all 3 protagonists. Three protagonists that can talk with one another is closer power-level wise to a single person than to three people who have to coordinate without talking. So to make scripts that are balanced for any number of people, you need to allow talking with the higher numbers.I've played this game a few times and I really like it, but it's a bit of a hard sell to get new people to play. It's a lot to learn for what it is and the biggest wet blanket is that the players aren't allowed to talk when they're playing cards. I know why this is the case for balance reasons but it sucks a lot of the fun out of it imo, and with new players I often as mastermind let them converse and take the L, making it considerably harder for myself.
But the open ended scenario structure and having to use all of your multiple routes to victory over all the loops is very very cool, and I'd love to get to the point where I can make scenarios with people, since that seems like the real fun part.
We ignored the "no talking while playing cards" rule starting about 6 months in. It's not obvious at all, but that rule is actually terrible for balance (as well as having the considerable downside you described). The reason it's bad for balance is because you want to write scripts that are playable with a single person puppeting all 3 protagonists. Three protagonists that can talk with one another is closer power-level wise to a single person than to three people who have to coordinate without talking. So to make scripts that are balanced for any number of people, you need to allow talking with the higher numbers.
Making scenario's is a blast, it's closer to Pokemon teambuilding than anything but it's a lot more freeform since you have more variables to work with. One of the most fun things I've ever done, no cap.
Anybody play anything interesting lately?
Starting last fall, I finally got a Pathfinder 1e group through my university's RPG club. Despite it being my first time DMing outside my immediate family, things seem to be going pretty well.Anybody play anything interesting lately?
Tangentially related, I know there's a bunch of D&D 5e replacements in the wake of last year's PR disaster, but I haven't heard anything about new systems based on 3.5/PF1e. Is it just that they're less talked about, or am I in the situation of an unloved middle child between old-school and current?