Arcs – Leder Games takes it’s shot at Twilight Imperium and Eclipse

I have been waiting for Arcs since the kickstarter announcement with some trepidation after playing and being pretty lukewarm on Oath which was a fairly expensive game to which has been sitting for a long time on the shelf after a mere 4 plays. I can happily say after 4 games of Arcs that it was well worth the price and wait, especially with the Blighted Reach expansion. I have no idea if it will dethrone Twilight Imperium (or more importantly to our group, Eclipse), but I have some thoughts on this game after about 10 hours of playtime so far, discussions with the play groups (one group more dirty casuls and one as heavy as they can get).

Base Game

Arcs base game comes in a Root sized box and is moderately complex to learn a due to a player’s operations economy being controlled by a card bidding mechanism echoing Twilight Imperium’s role selection mechanic. At it’s core, players play a card from their hand to give them operations (stuff you can do with your pieces) for the turn, a lot like A Study in Emerald except that the first card played during a round effects the cards and operations that the other player’s can play for that round. There is NO trick-taking in Arcs, and if you read or watch a video where someone says that there is, they don’t know shit from shinola as we would say at the Sheepshead table. That said, players of Bridge, Hearts, Euchre, et al will see some similarities in the way cards are played but it is thin and more in the spirit of those games than anything mechanically borrowed. Operation types come in suits, and players must overplay the lead card in the lead suit played in order to get a full set of operations from that suit. For example, if someone plays a Construction card with a 5 on it, the other players must play a Construction card with a higher number, or have a reduced number of Construction operations that turn. Players can also play a card from another suit to get a single operation from that card during that round. While mechanically different with the lead, follow mechanic, it’s a bit like the COIN games where certain players that got operations cannot play any for the next turn or turns.

Victory points are scored by players who fulfill that hand’s Ambitions which, a bit like bids in Bridge, are selected by the leading players at some point during the hand. These include stuff like ‘most stuff blown up,’ ‘most enemy agents captured’ or some accumulation of resources over the other players. The fight over being the lead player is both to get the most out of your operations and to be able to select the ambitions you want to go for during the hand rather than the ones the others want to go for.

With all that, Arcs seems like a card game, but it’s not. The real game involves players running their operations, whether moving ships around and attacking, building stuff or controlling the various parts of the guild in a set of mechanics exactly like bidding for cards from Study in Emerald. The way the Ambitions work can allow long play combos that score massive points in areas the other players may have completely ignored earlier in the game.

My favorite part of the base game and where Leder Games really showed their smarts is the battle mechanic. Part of me thinks LG would like to go back to OATH and use Arcs battle dice instead of the Attack/Defense dice. In Arcs, only the attacker rolls the dice. They have three types to choose from: all out attack, raid and skirmish. Each one has some risk/reward that players have to mull over before rolling. All out attacking can do as much damage to your own fleet as to the enemy’s but you will hammer the crap out of them regardless of your own damage. Skirmishing has no risk to your ships, but has a good chance of not doing much and Raiding gives some ability to steal things from other players with some big risks. It’s a tough decision in the game to make and yet it resolves VERY quickly. Of all the parts of Arcs that are good, the dice combat is great.

Blighted Reach / Campaign game

with Dr pepper product placement….

While fun, the base game isn’t super compelling for me– it lacks the meat on the bone for this type of game, and isn’t a ‘smash everyone in the mouth quick’ game like Nexus Ops either. Base Arcs is also extremely reliant on the cards you get and can be very frustrating turn after turn when you just don’t have what you need to do anything and the other players do! it’s not like Euchre or Sheepshead where you get some bad hands but, if you play right, you can mitigate the damage. In base Arcs, a couple rounds of bad cards and you are going to struggle with cobbling together any type of points. It’s fun, but for the time it takes, I would rather throw down Root or Study in Emerald.

The base game IS a good base for Arcs’ massive and completely insane expansion, Blighted Reach. I’ve only gotten one game of this but it was between 4-5 hours long, so I got a solid feel for what this game has to offer in it’s full form. While longer, it is superior to the base game by a wide margin.

I love games where you do not engage with all of the mechanics of the game with a single or even a few play throughs (hello Bios Megafauna and Pax Renaissance!). Arcs has this in spades (trick taking pun detected). The expansion adds four major things to the base game: the Imperial regency/ fleets, the blight, event cards, and best of all: Fates.

The Imperial fleets and Regency which does not allow players to fight each other early game and taxes the game by sucking much needed resources from the Reach to the Imperium. I was quite worried about the complexity of this addition as there is a first Regent who has to run a set of operations in a little booklet periodically in the game and the activities and effects of the Imperial fleet seems pretty daunting at first, but it’s all plainly and logically designed. Since there are regents, of course there are rebels (outlaws) who can attack anyone anywhere (but don’t get the protection of the Imperial fleets).

Secondly is the Blight, which is some alien entity that spreads from planet to planet, much like the Amoeba in the old Amoeba Wars game from the early 80’s. This had very little effect in our game, but again, you do not see all the game’s mechanics in a single play through (or even a campaign).

Third are Event cards (gasp! is this really a Cole Wherle game?) that add the much needed roller coaster aspect to Arcs that was totally missing in Oath (and is not needed at all in Root). These can be mitigated pretty easily by the players, but when they fire off, they can do a lot of damage to everyone. They are triggered when a player plays an Event card from their hand and some dice decide whether the Regent governs the reach or an event takes place. Players have some control over whether the events happen most of the time.

Lastly are the Fate cards, which are most analogous to the Aliens from Cosmic Encounter but not only do they have different rules and cards, they have their own way to ‘win’ as that Fate through the entire campaign. At the end of a game (in the campaign) players “Resolve their Fates” and determine if they can (if they won their Fate’s goals) or want to continue with their original Fate into the next game or draw new ones. Where have I read the exact phrase “Resolve fates at the end of an Act before” ? Tenra Bansho Zero! If Leder Games wasn’t familiar with the Karma system in TBZ I would be uncannily surprised based on this part of Arcs.

Fates are the part of the game design where Arcs goes from a somewhat normal 4X space game with interesting mechanical flourishes into one of the most monstrous and insane games I’ve ever played. Each Fate has a path through the Acts of the campaign games that must be abandoned if the player fails to meet their Fate’s objectives, at which point they choose from Fates only available in later Acts of the campaign– and these are much more aggressive and dangerous Fates to the Reach AND the other players. So, if a sad sack of a player takes the high hard one from the other players in the game, you can bet they are going to come back with the nastiest Fate they can choose and anal-ly re-thread the occupants of the Reach as much as possible. The amazing thing about FATES in the first game of a campaign is that they can and will often have common goals and the objectives of one may compliment the objectives of the other. While under the thumb of the Imperium (or as outlaws too), players may work together to further their own goals as there is no winner until the last game of the campaign. One player may WANT another player to outlaw and attack the Imperium to free up some of those juice resources taxed away for Imperial use.

All that said, how does the game play? It’s smooth, has lots of interesting choices but for ‘modern’ game sensibilities, it’s extremely long (for older gamers, it’s not that long at all compared to some of the true monsters), and I won’t pretend the complexity level wasn’t daunting at first. You are not going to be able to get an Act (game) in a campaign on a school night unless you plan to start early and GO LATE. I think the fumbling over the rules in a group’s early games will be replaced with ANALysis paralysis and negotiation in later plays, so I would guess at minimum you are looking at 45 minutes to an hour per player. This length puts Arcs in a completely different realm than Root and Ahoy, and joins the mega-game zone like Republic of Rome, Twlight Imperium, Warrior Knights, Here I Stand/Virgin Queen and AH Civilization. I couldn’t be happier about that! With Arcs, we do not have a game that will compete with Root or Eclipse, both of which can be played in an hour and a half to two hours, nor with deeper but shorter games like Study in Emerald or Pax Renaissance that can be completed in about an hour with experienced players. If we bust out Arcs, it’s because we want to play a long, in depth game with a lot of player interaction.

So far after just 4 plays, Arcs base game is Ok, but with Blighted Reach, Arcs is a totally insane engine for a huge scope of play as well as a massive design accomplishment from Leder games. I cannot wait to get more games in. Time will tell if this hits the same spot folks want hit from Twilight Imperium, but I suspect we will be playing this game for many years.

Someone thought the El Grande marker was too smooth…

Divine Right Kickstarter!

What on earth!? This is a game I never, ever expected to get remade (yet someone did TITAN right?).

Divine Right is a fantasy game where you play as a kingdom and try to get neutral kingdoms to join your empire and then…. go and attack other players. The art and map was done by none other than Dave Trampier. We had this map on our wall as kids for about 10 years at least, and as recently as a few years ago we ran a campaign set in this ‘world’ (around the Port Lork area).

I have both the original version (or rather, pieces of it) and the 25th Anniversary edition which had cool stuff, but the WORST printed counters I’ve ever seen (even worse than Princes of The Renaissance which was just printed on cardstock!

Anyway here’s the new cover (looks awesome) and link below. It has a GIANT Neoprene map option.

Kickstarter Link

Armello the Board Game Kickstarter March 12

Armello has been a staple of online ‘board gaming’ for a long time now with it’s multiple paths to victory, tricks and traps and all sorts of various builds, the game is a strategic smorgasbord that can be completed in just over an hour most sessions. The actual board game version has taken WAY longer than I thought it would since it doesn’t seem like that difficult of a translation, and here it is! It also has a name that makes me hungry for chocolate items.

While I personally want to avoid backing more than a kickstarter or two a year, this looks like it could be most excellent. For people with bigger collections, think about what game this could replace?

2023: a Retrospective in consumable media

Ah 2023, a great year for gaming at least, even if looking at the news on any given day was a complete shitstorm. As expected, I’m fixing to go through my favorite games for this year both board, card and video variety as well as movies and favorite book (not from 2023). We were starved for choice in everything this year. If there’s an interest, here is my 2022 version and beyond

Board Games

The game we played the most this year, per play at least, was A Study In Emerald 2nd edition, which is just proving again and again to be one of the best multiplayer deckbuilders there is. I love Ascension, but Study In Emerald, if you can handle just a WEE bit more complexity, is just off the hook with replay value and backstabby fun in and hour and a half. There are still cards I’ve never seen before in play after 30+ plays and I still laugh when Cthulhu blows the shit out of London yet again. The game will be rehashed by CMON next year and we’ll see if that stands up to 1E and 2E of Study in Emerald. That said, the best game FROM 2023 is….

My favorite so far (I don’t get to play much, so something may have slipped by) is Stationfall. This is just a complete hoot to play and absolute madness. It has a high learning curve, so make sure that someone in your group really knows the rules. I’d love to get more plays of this, but it’s on the long side for game nights. Absolutely crazy game and goes against EVERY standard bullshit clone of Viticulture that is fills nearly every kallax game shelves right now.

Books

I did not read much this year, finishing only like 3-4 books. My favorite this year was my re-read of Treasure Island with the N.C. Wyeth illustrations. A profound romp through a fairly realistic story of pirate treasure. I kids book for sure, but I needed something light before I started in on the classic ‘The 30 Years War’ by C.V. Wedgewood.

Movies

I barely watched any films this year for lots of reasons, but two stand out, Godzilla Minus One and The Dungeons and Dragons movie. I didn’t see Sisu or a lot of other great films (well, probably great) including not seeing the French language adaption of 3 Musketeers, so I gotta give it to the D&D movie, which I’ve seen twice now and it holds up well, knows exactly what it is and has tons of Easter eggs for fans. I really never saw this coming, that D&D would be such a great cheesy trash film instead of just unwatchable trash. Make more please, a lot more.

This movie is definitely more 13th Age than 5th edition and folks should take note of that. Crazy set-piece battles > hide bound, balanced encounters with 100% predictable magic systems and bog standard combat effects. 5E and it’s ilk isn’t what you want in your games if you liked this film.

Video Games

This is a double game of the year, and it’s because both of these games are so incredibly different that I feel justified in deeming both the game of the year. First is, of course, Street Fighter 6. I’ve already expounded on the game, and I just can’t wait to play it more after I play it for awhile. It’s easy to pick up for beginners and while I play primarily locally, it has a solid online version as well. Absolutely top drawer– and again like the D&D movie, I never thought I would say this!

The second is a sleeper– Jagged Alliance 3. While I haven’t played Balder’s Gate 3 yet, I never really got into the RPG games all that much other than Temple of Elemental Evil, so I’m holding off. I know BG3 will be awesome, but having put about 20 hours into JA3 so far with MANY more on the horizon, JA3 is the GOTY for sure. It is EVERYTHING I have hoped for in a JA follow up title since 1999. These guys did everything exactly how they were supposed to and if you were a fan of the older games, you will be blown away– not at first, but within a few hours when you see how well everything is designed. I’m going to do a full review when I’ve finished the game so that’s all I’m going to say for now. Incredible.

Hottest Chick on the planet 2023

It’s the same as last year, was the same the year before that, will be the same next year: Rebecca Bagnol.

yep

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The Acquire we’ve been waiting for!

I like Sid Sackson’s Acquire a lot, it’s a fun tile-laying game that incorporates stock and rail type mechanics into a simple, effective design with a ton of potential for chaos, backstabbing and excellent combos. It’s easier to get to the table than Tigris and Euphrates since it’s hotels and stoNKS which people seem to gravitate towards a bit more than the more esoteric entities/factions in Tigris. Acquire should be in every gamer’s collection….

….And yet it’s been 24 years since we had a good version of the game! The last version that was comparable in components to the original 3M 1960’s release was by Hasbro in 1999 with their excellent ‘tech company’ version with beautiful molded plastic towers and all plastic tiles/tray to play on. Naturally, that version went out of print and started to command massive prices, especially since every single version after it flew so far off the mark component-wise, none of them were even worth looking at. For a long time, if you want a playable version of Acquire, you bought the 1964/8 or 1971 version at 30-40$. Why? Acquire is a tile laying game that absolutely requires a molded plastic tray, readable tiles and tray numbers, as well as some sort of plastic hotels. Many companies ran through versions of Acquire trying to cheap it out and just do cardboard with tiles. The game just does not work without the molded plastic tray to hold the hotels/buildings: with one small bump of the table, YOUR GAME IS FUCKED. Sure, you can put it all back together again, but the critical heuristic part of Acquire is not having to do that, which the original version from 1968 had no problem fulfilling.

Now we have the RENEGADE Games version and I am very pleased with the quality of the components in addition to having an excellent tile tray that really locks in the tiles. The buildings are cool looking, cards are all very clear and well designed and if you do happen to have the holy grail Hasbro version, is in a much smaller, more portable box than the 1999 big box game.

If you’ve never played Acquire, it is Sid Sackson’s masterpiece of design and I highly recommend the Renegade games version now before it to goes out of print!

More info on the history of Acquire (and Sid).

Stationfall – initial reaction

Oh boy, this game is a doooooozy! While waiting for the kickstarter to arrive, which could take until Summer due to the distribution company going out of business (Funagain), I set all my search triggers to see if anyone was selling a copy and was able to pick one up and get it shipped a few weeks back.

I can’t say yet if Stationfall is good, I can’t say if it will stand up to a bunch of drunken oafs for the 2+ hour play time, but I can give a take on what I think this is about and why I think this will be HATED by some, and really up other people’s alley: this game is a CHAOS GENERATOR.

The Ecklunds, designers of Pax Porfiriana, Bios Megafauna, Greenland, ET AL., have this concept of the achterbahn in many of their games, which means ‘roller coaster’ in German. It signifies that when you start play, you’re not just building an engine or fighting other players, you are doing those things while the game itself is taking you on a wild ass ride. Sometimes you have an easy time, like in Greenland when you don’t have many cards move to the cold side during the game, or an absolutely brutal time, when in Pax Porfiriana you get two Bear events in the first turn and everyone sits in Recession for the whole game trying to claw their way enough funds just to buy a ranch, let alone other political machinations! You’ll notice that the Pax Porfiriana clones and similar games from other designers (namely Cole Wherle, Jon Manker) completely avoid having the achterbahn in the game, keeping the randomness down to the order that the cards come out or are played by players rather than the game itself causing massive shifts that people have to deal with. Tableau and Ops games like Pax Viking, Reign of Witches, Oath and Pax Pamir appeal to gamers that want more control over what they are doing themselves and directly to each other, and less or no interference from the game, pushing them much closer to engine builders such as Viticulture or Euphoria.

Stationfall represents, in the body of work so far from both Ecklunds, the purest expression of achterbahn yet as it begins as a literal ride on a space station station down from orbit to break up into pieces in Earth’s atmosphere, and it does this with NO event cards. The entire game state, that changes with every player’s turn, can work for or against the player based on their goals, and the moment the players start interacting with the Station’s systems and items, everything goes completely insane. That said, the rollercoaster aspects are generated FROM the players themselves and not an event deck, but the butterfly effect from a single turn on the board state can throw plans and even the station itself into complete chaos. On the first turn it’s possible that the Project X experiment is released, power is shut down and the antimatter decays (meaning the station explodes in 4 minutes instead of 13). All of these things have to be mitigated in order to be successful and that’s something a lot of players are going to hate, and many, like me, are going to love.

I’ve had one play with humans and two solo practice plays. As this isn’t a review (people should play games shorter than 2 hours at least 5-10 times before reviewing them), I’m not going to go into how the game works all that much, nor whether I think this game is good for more than a play or two for lols, but more about what the hell you actually do.

First, players must realize that they are a conspiracy and not (at first) a single character. What this really means is that at the start of the game, before your conspiracy starts to run dry on influence, you can control the actions of any other character in the game– including those of other players (until they reveal themselves). The game is NOT like Battlestar Galactica / Unfathomable or any other type of deduction game where deduction of who is who matters a ton to gameplay. It’s important, but not core to the game. The core gameplay is using the characters on the board to get the shit done you need to fulfill your conspiracy’s objectives as quickly as possible.

Each character has a set of victory conditions that allows them to score points at the end of the game. You choose one of these characters to be your main conspirator in the beginning of the game, and one other character to be your enemy/friend depending on if they are naughty or nice. if you fulfill the vp conditions on your character as much as possible, you will likely win. The game is all about who can pull the most points out when Stationfall happens. The victory conditions are wildly different, some hoping to save characters, some hoping to kill them all and blow the station up, and some trying to infect everyone with whatever disease is on the ship, etc. There are robots, people, data and objects that can be characters, so it’s pretty wild. Experienced players can likely deduce who is who after the very first turn, but early days of the game, there’s just no way to tell (except maybe the Engineer or the Daredevil).

ready for the madness

Table Talk

Stationfall won’t have a ton of table talk trying to convince people to do things (which is something I thought it might have) until such point as which people have revealed themselves as a certain character– then negotiations can actually work. There is a bribe mechanic, which can score a player some points of they do another players bidding with their main character, but there’s also no reason that other people may want to talk over what might be the ‘best’ course of action for a character for them.

Teaching / game length

This likely should be the first part of this post– teaching this game will take some time and you need to prepare your gamers for it. If they are Viticulture style people, this is going to be a very, very difficult game for them to grasp at first, and you will need to go through not only everything on the ship, but all of the character special powers as well. I don’t have too much advice on this one as I’ve only taught it once, except go through EVERYTHING. Talk about the pieces of the ship, the non grav areas, the dark areas, the loading claw, the powers of the bridge, the anti matter, outside the ship, the mesosphere and all the characters in the game. Once you finish teaching, the game will go surprisingly fast as player’s turns actually do not take very long to complete (unless you are on Table Top Simulator that is)

On the Winning

Victory for a character cannot be determined until Stationfall (however that comes about) but some players will ‘make their points’ early with their main character and use the rest of the turns to mess with other players’ designs. In the one game we played we had a daredevil who did NOT use the project X Death Ray to destroy the escape pods that had made it to the mesosphere, ruining the other player’s chances of winning, but it was certainly a possibility. I think there can be some downtime for players who have made it off the Station and can no longer score points,, but I’ll have to see how that plays out with more plays of the game.

Overall, I think this is a very exciting and completely nuts game that goes against the grain of what’s popular in almost every single way. Since I hate the current trend in boardgames (place workers, point salad) this is very refreshing.

Welcome to 2023 and a look back at ’22

Time marches on my friends. Holy cow, it’s 2023. I am shocked at how quickly the years fly by since about 2008 or so… while I like to think this is due to having unprotected sex and the output of such things, it’s probably just about getting old and so little in each year MATTERS. In 1989, every week was some major life event it seemed like, but now, eh…

That said let’s look at 2022: the YEARS BEST SHIT.

Board Games

Lots of stuff came out that I have been waiting for, but the big one by Matt Ecklund didn’t get here in time for 2022. I haven’t gotten John Company 2, Bios Mesofauna to the table, so I can’t include them in a best of (yet).

The game of the year for me, despite the fact that the first version of it came out in 2019, is WARCRY. I’ve gotten 10+ games of this over the year and I will call it now as the greatest beer and pretzel miniatures game there is. Most games are 3-4 turns and take about 40 minutes from set up to tear down (or to the next game). I’ve now painted the majority of my terrain and I’m just about to start in on the next box set (Red Harvest) and paint some more Warbands. I’m going to do a big ass review of it and why would people play it vs the also excellent Frostgrave or Necromunda. Warcry has some constraints you have to learn to live with, but once you do, it is just superb and most of all, it makes me laugh when I get my ass kicked most of the time as it’s some crazy ass move or ridiculous roll.

About to make a massive dive.

Looking fine despite the unpainted terrain!

A mosh with NPC creatures and the Corvus Cabal.

The other game we played a lot of was Spartacus, which was originally released in 2012 (a great year for board games!) and has an updated, non-show-related version. I wish I had known this was THAT good back when it was sitting on shelves, we would have played the crap out of it by now. When you see that tons of people have built custom stadiums for the game, you can probably make some assumptions about the quality of the game.

BOOKS

I read a bunch but I can’t keep up with yearly releases of books, my favorites that I read this year (new, I read books I’ve read over again fairly often), all highly recommended are:

River of Earth – James Still. This is about a poor kid who follows his family around to different mining camps and towns. Doesn’t force the reader to dwell on what the character or author is thinking about situations, it just has the situations. It reminded me a lot of John Gardner’s Nickel Mountain, but not a slog which Nickel Mountain was, a pleasure to read.

The Spy Who Came In From the Cold. Brilliant, short spy novel by Le Carre. He has an intro where he spells out that ALL of this is fiction and it’s just slightly influenced by his work in the secret service. People accused him of using real situations which he denies, saying his work as a spy was incredibly boring and stupid in contrast. I wanted to start on the George Smiley novels (Tinker Tailor, etc.) and this is the one to get that rolling.

The Passenger/Stella Maris. Feel like thinking about existence and getting sort of depressed but amazed at the same time? Read these. Ostensibly about some mysterious passenger missing on a plane that “crashed” into the ocean, it’s really about the conditions of existence that would allow that to happen or as McCarthy puts it in another novel: the joinery.

Movies

I didn’t see much in the theaters in 22. 2022 and this year is really just waiting for DUNE 2 since most of the time instead of going to a movie, I would just watch DUNE again The film of the year is the NORTHMAN, but we all knew that. Viking anti-hero revenge film? Oh yeah.

I liked the Terrifier 2, but it was too long and a couple parts took it too far to really love (which is why the fans love the movies, so I get it).

The Video Games

Elden Ring just blew everything out of the water this year, but there were some incredible games and a few disappointments.

What can I say about Elden Ring that hasn’t been said– it’s Dark Souls writ wide, with all the good and bad that comes with open world. I still haven’t finished the game, but I have played hundreds of hours, played dozens of them with friends and the PVP that comes with it. Overall I think the game is too long and probably should have ended at (spoiler) Margott v2. However, there are some fantastic bosses after that– and the Fire Giant is just incredible (and very hard). One of these weeks I’m going to put a fork in the game, but I just keep playing with my low level characters multiplayer and love it. There are so many builds, so many ridiculous weapons and spells, and with the multiplayer it’s a game we will be playing together for years. Is it as good as Dark Souls 1 or Bloodborne? No, but it doesn’t have to be in order to be an absolutely legendary game. Elden Ring has become the game that everything else will be defined against for a long time.

Vampire Survivors

I only have 12 hours or so into the game at this point, but for me it represents exactly what I love about indy video games– a very simple premise taken to the next level. Vampire Survivors is an anti-bullet hell game, in that you run around and shoot things that come at you (rather than dodging stuff that shoots at you). Running around with the whip on a grassy field at first is very boring, but just give it a chance and you will realize that it becomes like modern art at the end of a level with sprites filling the entire screen and you nailbiting that you’ll survive. This is a 2022 gem and everyone should play it. If you love this, check out RIFT WIZARD that came out in 2021– instant classic and takes the crown of SWORD OF FARGOAL for me.

Disappointment – Victoria 3

I was really looking forward to this game all year, especially after the horrible addiction that I had to Crusader Kings 3 and my love of Machiavelli the Prince, Port Royale and similar economic games. Victory 3 was just very strange to play and figure out, I didn’t know what the hell I was doing or what effects my actions actually had. Maybe there’s just too much going on, but one thing I will tell you in the hours I played: I was bored. CK3 set a high bar for strategy games (as well as Stellaris). I will give this another go at some point, but there’s been the call to Crusader Kings 3 again that has made it impossible. Why mange budgets when you can get cheated on by your spouse with your own bastard son of her mother’s!

There’s some great games that I got to play over break, but that’s going to be a separate post.

Music

My record of the year is CYGNI 61 by RTR. I didn’t listen to much else that was new. A new LORN just dropped recently so that will be on the list for 2023.

Hottest chick on the planet (2022 edition)

Rebecca Bagnol

My favorite Cosmic Encounter Alien is back in action!

The SILENCER. With the Cosmic Odyssey big box expansion, they’ve brought back a classic.

These two images speak for themselves. This is not the best power, it’s not the strongest, it’s not going to win you games it’s specific functions is that it:

Here is the full rules. It’s not as harsh as the original one from the Mayfair version, but it’s excellent. Reminder that it’s EVERY destiny draw, not just as a main player. So aliens get ready to SHUT THE FUCK UP!