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Post by captainjapan on Dec 30, 2023 23:54:21 GMT -6
Not a war or a boardgame exactly, but I ordered two copies of Sherlock Holmes - Consulting Detective from Noble Knight. I had downloaded the PC version of one of the cases, off of Steam, several years ago. When I discovered it, I decided I'd like to own the physical game published in 1981. I bought two copies on the cheap. That way we don't have to fight over the books when the whole family plays. So far, I love it. Solo play is good, too. Definitely a different kind of game. When I'm done with the 10 included cases, I'd like to try out some of the fan made ones I saw on Boardgame Geek.
Noble Knight has some games in remarkable condition, considering their age.
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Parzival
Level 6 Magician
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Posts: 401
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Post by Parzival on Dec 31, 2023 14:54:06 GMT -6
For Christmas I received/sale purchased the following: Horrified: Greek Monsters Indiana Jones: Sands of Adventure Risk Strike HGM is what it says on the tin. This time the heroes are Greek archetypes (sort of), with different abilities than the original game, and the monsters are creatures of mythology: Basilisk, Cerberus, Chimera, Medusa, Minotaur, Siren (why not Hydra? I dunno…) Minis are great, as usual. Unfortunately, the character and card face art is bad. Really, really, 5e, “I’ve never seen a Greek statue, or an actual Greek, and know nothing of Ancient Greek history or culture” bad. For example, the “Hoplite” character card depicts a Mohawk-headed, orange haired, female(?) punk rocker in a spiked leather motorcycle jacket holding a spear and shield. The card backs, though, are nicely done, sort of Art-Deco silhouettes, and the Perk card faces are done like Greek temple friezes. The map is in the same style as the previous games. Don’t know why they bungled it so badly on the character stuff. Just blech. But fortunately the game play is still good, with a mix of abilities and monster card actions which differ from the previous games to make this one worth playing even if you have the others. IJ:SoA is much simpler, basically a co-op card game of sorts. Comes with figures of Indy, Sallah, Marion, and… Marcus Brody?!? The players each take on one of these characters, who each have a single unique special ability. Play involves collecting, discarding, and playing cards marked with colors and symbols, and special cards that represent an “attack” on the three villains of the game (The Nazi Colonel, the Gestapo torturer, and Belloc). The ones with Marcus punching, stabbing with a fountain pen, or swinging a book, are certainly amusing. A card may only be played if it matches either the color or the symbol of the previous card, and punching the villains is how you win, so the game is about getting the right card combos to let your fellow players (or you) play those rare attack cards. In a twist, the game has a sand-timer that’s on a pivot, with a basket held above it. During the “Exploration Phase” as you collect cards and other useful power tokens, you periodically have to add “gemstones” to the basket. At some unpredictable point, the basket will be overbalanced, turning over the sand timer, at which point you have to furiously play those attack cards before it runs out. Knock out the three villains in succession, and you win the game. This one’s a bit light on strategy, but the rush to attack when the timer flips is nicely hectic. (However, somebody has to keep an eye on that timer!) Risk: Strike is a card game version of Classic Risk, where you battle over the territory cards each player holds. If someone attacks, the other players may act to boost the attacker or the defender, so wheeling and dealing there is certainly a possibility. You win by achieving goals of controlling a certain number of territories in each continent, which varies by continent (for example, control of Europe requires 8 territories; control of Australia is 3. Gain control of two continents, you win the game. The classic Risk map layout still influences the game, as it determines which continents can attack which— you can’t attack Africa from North America, and Australia can only attack Asia, etc..) Haven’t played this yet, but it promises to be a 30-minute Risk game, which is nothing short of a board gaming miracle!
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Post by stevemitchell on Dec 31, 2023 17:32:19 GMT -6
I played The African Campaign from Compass Games. This covers the back-and-forth struggle across North Africa in 1940-42, with two turns per month, mostly divisions and brigades for combat units, and a map scale of 12 miles per hex. My game ended in a draw, although the Axis forces were in better shape and position than they were historically. I've played this one before; it's a good treatment of the campaign, I think.
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Post by aramis on Jan 1, 2024 0:19:52 GMT -6
My most recent boardgame plays... Shadows over Camelot (Days of Wonder; we played without traitors since most had yet to play it. Coöp, standard potentially has hidden traitor. - but even when using the traitor rules, there's a chance the traitor isn't drawn.) Dune: Imperium (nice deckbuilder/worker placement hybrid.) Flash Point: Fire Rescue. (character scale firefighting. Coöp.)
Card games: Koi-koi, using only the 48 hanafuda cards from a 54 card hwatu deck. (Koreans have 6 extra cards...)
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Post by stevemitchell on Jan 6, 2024 17:07:52 GMT -6
I followed up The African Campaign with The Russian Campaign, also from Compass Games. This covers the entire war on the Eastern Front from 1941 to 1945. The game ended with a draw, but the Germans were in a much better position than their historical finish, holding a line from Leningrad down through Vitebsk and on to Stalino and Rostov. The Soviets never got close to the borders of the Reich, or of the Reich's allies.
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terrex
Level 4 Theurgist
Posts: 113
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Post by terrex on Jan 17, 2024 15:24:08 GMT -6
My first ever game of Feudal: I enjoyed it quite a bit.
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Parzival
Level 6 Magician
Is a little Stir Crazy this year...
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Post by Parzival on Jan 18, 2024 10:32:40 GMT -6
Feudal is a good one. I used to play it regularly at a “Mommy’s Night Off” thing some other dads and I did when my son was little— we’d take the kids to McDonald’s, send them into the inside playground, and play Feudal and other easily transportable games while our wives got an evening to relax awhile. Alas, got rid of my copy a few years back, when I went through a “game closet clean out.”
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Parzival
Level 6 Magician
Is a little Stir Crazy this year...
Posts: 401
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Post by Parzival on Jan 18, 2024 12:44:51 GMT -6
Snowed in this week (8”, give or take, in Middle Tennessee… even the US Mail doesn’t go anywhere in that), so did some solo gaming:
First was the original Horrified— 3 random heroes (Investigator, Courier, Explorer) vs. Drac, Creature, & the Wolfman (randomly selected). Almost a win— I’d knocked out Drac, had the goods to take out The Wolfman, and plenty of items and in place to handle the Creature in just a few turns… and the Monster card moved the Wolfman onto a spot containing the Courier and three townspeople… and the Wolfman rolled “!”, which is a bite on everyone in the space. The Courier could block his own hit, but not the ones on the townspeople. I was at 4 on the Terror track— 3 hits ended it all right there.
Next soloed the “American Monsters” cryptid version, randomly selecting the Scout, Agent and Reporter vs. the Chupacabra, the New Jersey Devil, and the Ozark Howler. The first one is rather basic on what needs to be done, but the second two are a bit complicated. The New Jersey Devil rules allow you to place a townsperson of your choice, using their card, in place of drawing a random Monster card. The advantage is that you can therefore not only place townspeople in ideal spots for your heroes to guide them to their safe spot, and also choose which monster will move (though the Frenzied monster almost always moves with a townsperson’s card selection). I decided to complete the New Jersey Devil first, and managed to clobber the critter without it ever moving. (The NJ Devil’s sheet established that you’re looking for three clues to identify which townsperson is secretly the NJD. You move the townspeople to their safe spot to reveal a clue (and get a Perk card, too). Once all three clues are known*, you can attack either the NJD or his secret identity to defeat him.) I then went after the Chupacabra, who’d been giving me fits because he was Frenzied. However, I had blocked almost all his attacks. I got rid of him so I could concentrate on the Howler. Like the Creature, the Howler’s “!” roll result, takes away an advance on his sheet AND causes a hero to get a “Death Marker”, triggering automatic (if blockable) hits. Fortunately I had a ton of items divided among my heroes to blunt that, and the Terror Track was only at 1, so I had lots of room there. However, that blasted Howler kept rolling “!”, resetting his defeat track! There are three markers on that track, with each marker requiring 2 actions to resolve, so close to a hero’s whole turn… after which you draw a Monster card. I looked down and realized that despite having everything I needed to take his track down and whack him, I needed at least 2 turns to do it… and there was only one Monster card left in the stack. I was out of time.
*The NJ Devil’s clues correspond to elements in the card art— find the townsperson card which has all three elements, that’s the NJD. My clues were flowers, a clock, and a jacket… and studying all 13 townsperson cards, I could not find that combination! It took me awhile to realize that the Soda Jerk’s white shirt was actually a white shirt under a white jacket— a gold cuff link and a very faint hint of a left lapel being the only clue. Bad artist choice there… I noticed that some of the other art clues on the various cards were equally subtle. I suspect some players will have a hard time picking them out.
I’ve also soloed HeroQuest using the Companion app. I’ve worked my way through the original game and two expansions, and have been playing one of the extra ones from the crowdfund “Mythic” tier. I’m actually losing interest in this— the quest campaign is good, but it’s the sort of thing you really need a living, human brain as Zargon, not a gaming “AI.” So I may just read through the quest and look forward to being Zargon on the tabletop for other players.
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Post by stevemitchell on Jan 18, 2024 17:10:35 GMT -6
Dawn of Battle from Blue Panther is a game on battles in the ancient and medieval periods, providing a basic map, terrain tiles for modifications, all combat units and leaders, and, in the base set, 20 battle scenarios. (Two more scenario packs take the total up to 60.) I played the Ilipa scenario, pitting the Romans under Scipio Africanus against the Carthaginians under Mago in one of the battles in Spain during the Second Punic War. The Romans crushed the Carthos like bugs. Much weeping and gnashing of teeth back in Carthage.
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Parzival
Level 6 Magician
Is a little Stir Crazy this year...
Posts: 401
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Post by Parzival on Jan 19, 2024 15:26:25 GMT -6
More snowbound horror with Horrified: American Monsters.
This time used the three monsters not used in my previous debacle: the Banshee of the Badlands, Bigfoot, and Mothman, vs. three new Investigators— The Mountain Man, The Cryptozoologist, and The Jock.
Bigfoot is an interesting twist, as he rolls his “attack” before moving, but only if no Investigator is in his space— he’s not fighting, he’s hiding. So he never injures anyone. But for every “!” Bigfoot rolls, the Terror track advances by one… so the best tactic is to always have an Investigator end their move, if possible, in Bigfoot’s space. Otherwise, he’ll rip up that Terror traffic track and blow the game in no time. Fortunately, two of the Investigators I chose had “teleport” special abilities, allowing either to be moved to Bigfoot’s space and block his dice roll opportunities.
The Banshee is also a bit odd— the text and “Monster mat” are a bit confusing as to what’s going on with this “beastie,” or how you stop it. You can figure it out, but it’s a little wonky.
Mothman is more straightforward, but you have to watch out for the “Eye of the Mothman” when it hits on the board, as the big MM will race through a path containing Investigators and townspeople, hitting any on that path, to get to the Eye.
I got started slow on this one with some haphazard action choices that didn’t advance any of my beat the monster objectives, costing me Monster cards. That’s what finally got me— I had the Banshee silenced, Mothman trapped, and I had built the photo of Bigfoot… but once again I ran out of cards before I could land on him and “secure the proof.” Part of the problem was that as the last monster, Bigfoot was also the Frenzied Monster, meaning he’d move with almost every card, and sometimes twice. So my plans to have Investigators either reach him or deliver the goods to stop him were always one action out of reach… and then the last card flipped and I couldn’t complete the deed.
So far I’m oh-for-three on my “snowlo” Horrified play. Guess I’m not getting the clearance for the X Files…
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Post by stevemitchell on Jan 20, 2024 11:50:52 GMT -6
More from Dawn of Battle. Following the death of Alexander the Great, his generals fell out and battled over the fragments of his empire. At the battle of Ipsus, Antigonus (basically controlling Turkey) confronted Seleucus (basically controlling Syria). In history, Antigonus lost--and died. But here, in the game, he triumphed!
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Post by stevemitchell on Jan 21, 2024 15:30:11 GMT -6
More from Dawn of Battle. Pyrrhus, King of Epirus, takes an army to southern Italy to help the Greek colonists there against the Romans. He won the battle of Heraclea in history but lost on the gaming table.
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Parzival
Level 6 Magician
Is a little Stir Crazy this year...
Posts: 401
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Post by Parzival on Jan 23, 2024 11:03:51 GMT -6
Another round of snowed-in solo Horrified (Greek Monsters).. Another horrible defeat. This game is aptly named! Clearly, I need some fellow players. The snow is melting away today, so maybe that can happen.
EDIT, one day later: Finally won one! Original set, Inspector, Explorer, Courier vs. Creature, Mummy, Invisible Man. Got some lucky dice rolls that helped, but a win is a win!
Also, discovered that the Perk cards that move a Hero will also move any villagers along with him. I had always assumed it was the Hero only, and he’d have to abandon any villagers. Good to know; might have changed previous games.
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Parzival
Level 6 Magician
Is a little Stir Crazy this year...
Posts: 401
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Post by Parzival on Jan 29, 2024 17:35:44 GMT -6
Won another one— H:American Monsters. Psychic, Mountain Man, Agent vs. Bigfoot, Chupacabra, New Jersey Devil. Also played in an ongoing Shadows of Brimstone/Forbidden Fortress mashup campaign, in which I am “the Mysterious Monk” (so called by my fellow players, as when asked his name, the monk smiles and nods enigmatically. And periodically I say things like, “The bell sounds, but the orchid hears it not.”) Also, over the holiday season, I created my own starship combat game (actually, my third in the genre): parzivalsplace.blogspot.com/2024/01/lock-all-phasers-or-what-i-did-for.htmlNote: The above game is not G.O.B.S.! (The game linked below in my signature), but is definitely related.
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Post by jamesmishler on Jan 29, 2024 19:28:28 GMT -6
I'm going to be setting up some Original Chainmail games with a friend of mine, and am putting together a set of rules to run an Axis & Allies & Memoir '44 Campaign at the local game club, which runs the strategic level movement using Axis & Allies then does all the battles at the tactical level using Memoir '44.
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Post by stevemitchell on Jan 30, 2024 20:38:06 GMT -6
Romans vs. Macedonians at the battle of Pydna. The Romans scrape by with a marginal victory.
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Post by ochrejelly on Jan 31, 2024 21:18:06 GMT -6
I've been playing some games of Warhammer Fantasy Battle 3rd edition lately and really enjoying it
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Post by stevemitchell on Feb 17, 2024 0:26:49 GMT -6
I played two games of Europe in Turmoil II from Compass Games. This covers politics in Europe from 1920 to 1939, with the Left Wing and the Right Wing fighting for dominance, while also trying to avoid the extremism of the Bolsheviks on the Left and the Nazis and Fascists on the Right. In both games, the Left Wing won, and without a new European war breaking out. Very interesting game and design approach.
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Post by Malchor on Feb 24, 2024 17:05:33 GMT -6
Played Darkest Dungeon and Merchants & Marauders today. Second time for the first and first for the second.
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Post by makofan on Mar 8, 2024 13:42:03 GMT -6
Not a war or a boardgame exactly, but I ordered two copies of Sherlock Holmes - Consulting Detective from Noble Knight. I had downloaded the PC version of one of the cases, off of Steam, several years ago. When I discovered it, I decided I'd like to own the physical game published in 1981. I bought two copies on the cheap. That way we don't have to fight over the books when the whole family plays. So far, I love it. Solo play is good, too. Definitely a different kind of game. When I'm done with the 10 included cases, I'd like to try out some of the fan made ones I saw on Boardgame Geek. Noble Knight has some games in remarkable condition, considering their age. I love the game, but suck at it. Solved the first case, figured out second case by guesswork, and completely botched the third case. Definitely have to be in the right frame of mind
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Post by Malcadon on Mar 9, 2024 2:13:57 GMT -6
Since the re-launch of HeroQuest back in 2021, I have retired my old set and playing with the new version. This is good for me as I was tired of being limited to GW's "Heroic scale" figures and and I have a lot of minis that are compatible with the new HQ game. I like the new sculpts and how there are more woman figures.
I have to hand it to the Avalon Hill team. While they had an issue with keeping some flawed aspects of the game, while also making some much needed "quality of life" improvements, such as using Equipment Cards instead of a box insert and stating that Crossbows cant attack at melee range. Once Avalon Hill gone though classic Quest Packs, they started publish original Quest Packs and hit it out of the park with Rise of the Dread Moon, a sequel to the classic Elf-themed Mage of the Mirror pack.
Rise of the Dread Moon focused on braking-up the congestion around doors, added Reputation tokens for good deeds that can be spent for great benefits, improved the potions with Alchemy cards and potion crafting. This set notable for its social encounters; not actual role-playing, but still good for what the game is. I do like how they added in-quest black market and hideout rooms to justify shopping and healing between quests that flow into each other. The Dread Cultists really compliments the core Dread (formally Chaos) figures. This expansion really packs a lot of in a single box set.
They have new Heroes sold in small boxes. My favorite is the Elven Thief called the Rogue Heir of Elethorn who can move though monsters, is deadly with daggers and shortswords, and can throw unlimited daggers with the bandoleer.
Their recant Quest Pack is a re-make of the classic Against the Ogre Horde. Besides reprints of the classic tiles and quests and their new beefy giant Ogre figures, they add a sub-game called the World's End Tournament that can be played independently from the core game. Unfortunately, the pack did not come with a pad of Team Rosters sheets which is a shame as players are able to form teams of heroes or monsters fighting it out in an arena, wining prizes and gaining power-buffs with "trophies" of defeated foes. I have yet to get the set, but from what I've been reading, it looks amazing! I'm already seeing fans forming up teams and houserules.
As HeroQuest has always been a boardgame that draws in DIY players, I have been working on my own game content. Making my own tiles and props, as well as third-party add-ons. Expanding on the rules and making-up new ones. Likewise, there are people doing the same and sharing their works online. Due to the general lack of advancements rules in the core Game System, fans have been posting all kinds of rules and Skill cards, with all manor of going about it. Right now, with old fans coming back and new fans just starting, its a Renaissance within the HQ community and I'm loving it!
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Post by makofan on Mar 9, 2024 9:18:33 GMT -6
Not a war or a boardgame exactly, but I ordered two copies of Sherlock Holmes - Consulting Detective from Noble Knight. I had downloaded the PC version of one of the cases, off of Steam, several years ago. When I discovered it, I decided I'd like to own the physical game published in 1981. I bought two copies on the cheap. That way we don't have to fight over the books when the whole family plays. So far, I love it. Solo play is good, too. Definitely a different kind of game. When I'm done with the 10 included cases, I'd like to try out some of the fan made ones I saw on Boardgame Geek. Noble Knight has some games in remarkable condition, considering their age. There are two official expansions, each with 5 more cases - The Mansion Murders, and The Queen's Park Affair, which you could probably find on eBay or Noble Knight. I would love to play these games co-operatively, but so far no family has been interested
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Parzival
Level 6 Magician
Is a little Stir Crazy this year...
Posts: 401
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Post by Parzival on Mar 9, 2024 16:29:47 GMT -6
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Post by waysoftheearth on Mar 9, 2024 18:11:55 GMT -6
Nice paint! They look great
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Parzival
Level 6 Magician
Is a little Stir Crazy this year...
Posts: 401
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Post by Parzival on Mar 9, 2024 18:33:09 GMT -6
These were definitely one of those things where halfway through I thought “these are gonna look like crap” and then suddenly at the end, they didn’t.
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Parzival
Level 6 Magician
Is a little Stir Crazy this year...
Posts: 401
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Post by Parzival on Mar 12, 2024 13:34:34 GMT -6
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Post by stevemitchell on Mar 22, 2024 14:04:26 GMT -6
WWII Campaigns is a new release from Compass Games. It includes three separate games, originally published by GDW in decades past, and now returned with errata incorporated and with larger maps and counters. 1940 covers the German invasion of France; my play-through ended, not too surprisingly, with a decisive victory for the Germans. 1941 has the Germans invading again, Russia this time; the Russians were able to slow the Germans up enough to win a marginal victory. And 1942 presents the initial wave of Japanese conquests in the South Pacific, with the Japanese falling short of their historical results, but still achieving a marginal victory.
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Post by Malchor on Mar 25, 2024 6:28:31 GMT -6
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Parzival
Level 6 Magician
Is a little Stir Crazy this year...
Posts: 401
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Post by Parzival on Apr 11, 2024 12:44:17 GMT -6
Got together with a few friends last night. We played King of Tokyo for a silly, quick warm-up (Gigazaur won, The King got clobbered, and Cyberbunny (me) kept buying “damage everyone” cards. I make no apologies).
After that bit of dice-rolling nonsense, we then moved on to Horrified: Greek Monsters. As one of our number was new to the Horrified series, and two others were new to the Greek Monsters edition (which has some unique rules and card effects), we went with a two-monster game consisting of the Basilisk and the Minotaur. It went well and we won solidly— but if there had been a third monster in the mix, I’m not certain we would have come out on top. The skull was on position 5 of the Terror Track when we finally finished off the Basilisk, and the monster deck was well over half gone. We used the Ranger, the Sailor, the Hoplite (aka British punk rocker), and the Musician (moi). We did discover two confusing elements in the rules, one for how the Basilisk is defeated and the other for the Minotaur— both are somewhat unclear. But with a quick glance at the conversation on BoardGameGeek about it, we picked the favored consensus interpretation and completed our tasks.
Fun evening, and proof yet again that Horrified, in whatever edition, holds up well.
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Post by hamurai on Apr 22, 2024 9:55:48 GMT -6
I've been itching to play some WW2 game again, but I wasn't in the mood for full-scale battles. A friend recommended Five Men At Kursk and we played the intro quick play mission and another one. It plays really fast and we had a good time. My Germans won each skirmish on the battle-ravaged city board which was barely 3x3, but I felt this small board was ideal for the quick action.
I'm looking forward to including more rules in our next games. Does anyone have experience with 5MAK? Or recommendatons for other WW2 skirmish games? I've only played Bolt Action Firefight and 5MAK and would like to try more.
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