Wooden Cubes and Hordes of Slavering Aliens for Tots

All this month, Hypermind is open on Sundays leading up to the Christmas holiday, but Denise has decided to make these days a little extra special by introducing a charity event each week. This week was aimed at our boardgame group, and the charity involved is Toys for Tots. Lots of us showed up with (or bought) toys and games to donate, enjoyed refreshments provided by the store, and then delved into all sorts of games. The Marine Toys for Tots Foundation sponsors the program, and they even brought their little
Personally, my immediate family (Mom & Dad, brothers and our families) decided last year to stop giving presents among the adults, and instead make a donation to a charity of our choice. Then at our Christmas get-together, we all share something about our charity with each other. So anyway, Gwen and I decided to make Toys for Tots our "official" charity this year, which I thought was pretty appropriate since we are currently the parents of a wee Tot that will probably end up with far more toys than she needs this Christmas.
But eventually, we did get around to playing some games...
We were all sort of milling around like drooling idiots for awhile, unable to decide what to play or who to play it with. Eventually, two games were put forward as possibilities, and after everything was said and done, I think that both of them were received as pretty bad ideas. The game I didn't play was Deadlands: TheBattle for Slaughter Gulch, and from what I heard, it might be a decent game if someone would redesign it and write a somewhat comprehensible rulebook. But with that said, I still think that I made a mistake in not choosing it, because at least it finished up an hour or so before the game I got involved in...
Wealth of Nations
From the very beginning, I could see that the game was going to be very slow and detailed. The beginning of each turn consists of a trade phase, where you all, in turn, choose to buy or sell one resource cube to the market or to make a trade with another player. This happens over and over again until all players pass in succession. And as I see it, this phase is responsible for both the nugget of brilliance in the game as well as its total downfall.
You see, there are actually 5 different resources in the game (in addition to cash), each with their own market that is similar to the one in Power Grid, but on steroids or something. And while you can focus on the generation and use of a few of the resources, you will, at some point or another, need pretty much all of them. The game is incredibly interdependent, and the decisions and actions are very realistic in how they work together. The problem is that to do well, you have to plan out your entire turn at the beginning, and make sure that you acquire or trade for all the resources you need in the trade phase. So you've got planning, buying, selling, and a series of negotiated deals between players that seem to go on forever. It's really cool in theory, but in practice it's akin to Chinese water torture than to anything I'd really describe as fun.
Time: 140 minutes
Score: Britt 76, Jim 64, Me 62
Ratings: Britt 6, Jim 6, Me 5
So in summary, while I had the most cash at the end of the game, Britt won handily because he controlled the most spaces on the board. Jim also edged me out because he had more spaces as well, and I won the booby prize. I still feel oddly ambivalent about Wealth of Nations, though. As it is, I don't have much desire to ever play it again, but I definitely see a kernel of something there that could be a really great game. In the end, it's just a little too ambitious, with too much micromanagement of resources and a bloated trade phase, and the whole thing is just screaming for some serious refinement.
Space Hulk
I was planning to leave at 6pm to pick up some supper for my family, and after Wealth of Nations went so long, it was already nearing 5:30. Kenny has been bringing Space Hulk for weeks and trying to get me to play, so I thought that it would be a good chance to get my feet wet with this hype-o-licious game. I actually ended up playing against Britt, though, with Kenny being sort of a referee or moderator or whatever. I chose to play the Genestealers (since they are easier overall), while Britt (who has played a few times
We were playing the first scenario, where all the Space Maries have to do is to make their way through a couple of corridors and flame one room. Unfortunately for Britt, he barely made it out of the first room! I think that I did a pretty decent job with strategy and picking up on some of the tactical tricks for my first game, but the dice were also with me pretty heavily.
Time: 35 minutes
Score: Me - WIN, Britt - LOSE
Ratings: Me 7.5, Britt 7
While playing the relatively simple alien faction, I was also able to watch what Britt was doing and ask some questions of Kenny, so I think that I have a pretty good handle on how the Marines run as well now. Space Hulk is absolutely gorgeous, wonderfully thematic, and play itself is boiled down just enough to make it quick and simple while still rewarding solid tactical play. Of course, it's still a dice-based, combat free-for-all and must be judged on that level.
That all being said, I really liked my first foray into the world of Space Hulk. This is another case of "how did I miss that?" amongst all of the hobby games that played and was exposed to in high school and college (along with Titan, Talisman, Diplomacy, Axis & Allies, and a few others). Again, I guess that my focus was always so much on RPG's that I just didn't pursue these boardgames at the time, and unlike some of the others (which have sort of been eclipsed by newer and better games), it looks like this one may actually be worth the investment of time to give it several more plays. I don't know that I'm so convinced right now to try and track down my own copy at 50% or so over retail price, but it's definitely on my wishlist for when Games Workshop (the most accursed and hated game company for all BGG patrons at the moment) inevitably reverses their position once again and releases another print run.
First contact between my Genestealers and the Space Marines. Neither of the humans survived!
The remaining Space Marines form up in the first room, desperately trying to survive...
My Genestealers poured from the floors, walls, and ceilings once they smelled the blood of the tender humans...


Eventually, the room was breached and the Space Maries fell to the savage advance of my alien horde!
Other Games Played
Well, I don't know anything about what happened later, because I was already late for going home and barely looked back as I was running out the door. In addition to Deadlands: TheBattle for Slaughter Gulch, I know for sure that the following were played: PitchCar, Small World, Castle Panic, Tier auf Tier, Race for the Galaxy, and Tumblin Dice. Chip's kids were there for the first hour or two, and he played several of his cool Haba children's games with them. Denise was supposed to run a "Take it Easy Challenge" as well. Other than that, I'll have to rely on those who stayed longer to fill in this report.
So, guys... what else happened?













Chris, glad you liked Space Hulk! If you're seriously considering it, GW claims to still have some copies available, still at the (admittedly somewhat high) list price of $99, plus they're doing free shipping for a few more days this month too!
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As long as you have it and continue to bring it every week, I think I'm pretty set! And with it so close to Christmas, I can't really even consider spending $100 on myself right now. Since "all boardgamers" hate GW now, though, maybe they'll still have some of these that they "found" available after the holidays are over...
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No worries, I just couldn't remember if I mentioned the current availability to you on Sunday or not. And yeah, it's going to get brought to every game night in the foreseeable future, even if I don't always take it inside and set it up. There's way too many missions left in there to work through - I still haven't gotten to any where you get to use the Librarian, for instance.
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I'm with you on Wealth of Nations. It has some really cool concepts but ultimately I think the game is severely broken. I really like how tile placement works but the market completely fails and really ruins the game. I think with some more work it could turn into something good but as it stands the game just isn't worth playing. If you want something similar, play Container. It has similar concepts but it actually works and is a lot of fun.
I got one play of Deadlands in a few weeks ago and it is pretty okay. Really light and dice-tastic but I think it nails the theme pretty well. The rulebook could use a lot of work as we struggled through lots of unclear rules but overall I was surprised with how much fun I had by the end.
The new Space Hulk is pretty fun (never had exposure to the original either) but I don't think it is close to worth the price Games Workshop is asking. While the figures are cool they are impractical as they are far too large to fit well on the board, especially since facing is important. Love the tiles, though... I hope Fantasy Flight starts making their tiles like that!
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The only problem with the tiles in Space Hulk is that they're almost too shiny to photograph. We were in a pretty dark part of the game store, so none of my wide shots turned out very well, but it was also hard to find many that didn't have huge amounts of glare either.
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Chris,
I cannot disagree with your assessment of Wealth of Nations. It was very dry. There was very little excitement during what should be the most exciting phase of the game: Trading.
I am going to try a second play of WoN using the version 2 rules that have been posted by the designer on BGG and that will be part of the expansion (which introduces armies---can you imagine another level of difficulty to this game by having armies?!?) I will have to try it at my other FLGS in Raleigh since I doubt anyone at Hypermind will try it.
So yes, I was somewhat disappointed by WoN, but I am still glad that I made the trade for it. Carol and I were very unlikely to ever play Small World again (Anytime that your spouse describes a game as "boring" is probably an indication that she won't play it again.)
Hopefully, I can roll better and give you better competition in future games of Space Hulk. Apparently all of my good dice rolling was used in three games against Kenny.
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I agree, Britt. Smallworld is the warm milk of gaming. Look past the artwork and silly name combos and you're playing a game that would be better foisted upon the senile. That being said, I still always suck at this game. But it's not an exciting suck.
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So let me make sure I'm reading you right. You're essentially saying that you would lose to "the senile" in a game which involves little randomness and rewards subtle negotiation and other social skills. How brave of you to admit such a thing!
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To be fair, the only reason Deadlands finished up when it did was because we ABANDONED it after an hour of beating our heads against the inadequate rulebook.
To cleanse the palette -- especially for the two non-BGN regulars -- I pulled out Small World + Expansions. They took to this much better, although I got a runaway victory. My first pick was Stout Ghouls, who obviously went into decline immediately; my second pick was Fortified Skeletons, which I stuck with for the entire rest of the game! I racked up some truly ridiculous turns (like 17ish) before someone finally started to smash my face in (mostly using Dragon Master Amazons -- ouch). At one point Brad selected Commando Goblins and absolutely WRECKED like the entire eastern half of the map; this was met with swift retribution.
Castle Panic was what it was, with the forces of good defending their towers despite my first turn producing both the "Draw 4 more" tile AND the Goblin King. On my next turn I drew the "Draw 3 more" tile. Yeah... that was painful. I don't know how we pulled that off, but we did.
Tumbling Dice was more of its usual fun, with Brett displaying his die-sniping skills on more than one occasion. Ken had issues with his rolls being "all or nothing," but he knew that was going to happen heading into it from his role-playing experience.
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Stout Ghouls? That's like a crime or something!
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It certainly felt like one. I went second and they were like three up; the first player (new to the game) took the zero-cost Pillaging Ratmen.
Although Commando Goblins late in the game are also pretty nasty.
We had a lot of potent combos in that game, actually.
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I hope to play Castle Panic soon.
It looks like a fast, fun game.
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Yeah, two games of it were actually played on Tuesday night! It can be pretty swingy, but I also worry about it being a bit too easy. I don't know that we've lost a game at the store yet.
But then again, technically, only one person wins if the humans survive (unless you tie like Alton and I did this week).
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Overlord mode might be interesting next time...
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