grandexperiment ([info]grandexperiment) wrote,
@ 2009-06-15 11:39:00
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Board Games - My Top 3
Recent fun experiences with favourite board games has encouraged me to post about them.

3rd Place - Betrayal at the House on the Hill



Betrayal is a fun game with a mechanic that replicates the genre it is based on more so than any other board game I know. The game oozes atomsphere through every pore and if you like to roleplay your board games, this one is the top contender. Its simple rules help to reinforce the focus on theme.

For those who haven't played it, Betrayal is about a group of people exploring the infamous House on the Hill. At some stage, one of those people turns into a traitor and one of 50 different scenarios (Haunts) occurs.

Sure, the Haunts provide so much variety that some games can fall flat whilst others turn into a mammoth slog. However, the variety is the core of what makes the game so great. Some of the Haunts are downright bizarre and many play very differently from each other.

My favourite two experiences with this board game are:

1. At Wargs, we played a scenario where the traitor was trying to secure the inheritance by being the only survivor at dawn. The game went to the wire over 2 hours and ended up with a mammoth servant pile on Nick Pitt's hero in the Mystic Elevator, which he survived.

2. I played a scenario where my character became the traitor after finding an invisible ring and went on a killing spree. The new rules for the invisible traitor were excellent at showing how different the game can feel.

2nd Place - Memoir 44



Memoir 44 is a great wargame for those that want simple rules and short play time without loosing good tactical gameplay. The pieces are both awesome and nostalgic, being made from the same moulds as the toy soldiers I played with a child. Also the support has been great without being overwhleming with the Americans and Germans being joined by the British, Russians and Japanese.

For those who haven't played it, Memoir 44 is pretty much a WW2 board game based around scenarios. Troublesome mechanics like supplies, terrain and unit differences are dealt with through sublime mechanics making it a breeze to play.

When I was young I tried to play a lot of wargames using hex boards. Most were impossibly complex and not fun. Memoir 44 is the wargame that I really wanted then and now. It provides historical accuracy and real tactical descisions, but it is playable in 30 minutes.

My favourite two experiences with this board game are:

1. On Saturday, I played my first Overlord Scenario which pit 4 players on each side against each other in the Bastogne scenario. I was the CIC for the Germans. We won the day after a hard won victory with some surprisingly risky tactics.

2. The second scenario has rules for paratroopers. They are:

"Hold the 4 soldiers in your hand, the box ehight over the board. Drop them. Place a unit of paratroopers where the figure lands. If the figure lands off the board or on an enemy unit, the unit is detroyed."

This just highlight how you can maintain all the main tactical decisions about a paratrooper drop with a super easy rule.

1st Place - Descent Journey in the Dark



The ultimate dungeon crawling boardgame with masses of bling. The recent expansion "Road to Legend" has created IMO the best campaign dungeon crawl board game ever allowing for a varied fantasy epic spanning over 120 hours (with none of the prep of an RPG).

For those that haven't played it, Descent sees 4 heroes travel into a dungeon to defeat forces of evil TM. Most dungeons will see the heroes go from farm boys to legends within the space of a single game. One player plays the overlord who can eschew any responsibility of being a DM for the players and simply focus on playing hard as possible to kill the heroes.

Dungeon crawling board games have always been my thing. This vote is really for the whole line of games starting from MB's HeroQuest and ending with Descent. Though each has its good and bad elements, Descent pretty much gets the balance of being a board game first, yet maintaining the quasi-RPG elements IMO. However, it wasn't until the Road to Legend expansion that it really began to come into its own taking the top spot.

The other advantage that Descent has over its predecessors has been a good level of support. Dungeon crawling board games are about bling. More monsters, more heroes, more treasure, more environments, more options. Descent's 4 expansions really have turned this game into something I could play every week for years and never get bored, assuming I could ever find people who will play it :)

My favourite two experiences with this board game are:

1. The first summer after I bought this game. Me and Sam played it a lot (more than any other board game I have ever played since high school) and it really brought back to me the nostalgia of long afternoons D&Ding or boardgaming of my youth.

2. The first Road to Legend campaign me and Sam played. We didn't finish it and we were still finding our feet, but Road to Legend was just an awesome experience all round. My number one "gaming" thing to do before I die is to play a 5 player Road to Legend campaign from beginning to end.

Hmm, maybe I will do a Top 3 RPGs next.



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[info]fraser_by_proxy
2009-06-15 04:17 am UTC (link)
Yeah, I've only had a very brief experience with Descent (at your place), but it seemed fun.

I've always been a bit of a fan of Warhammer Quest. Which had a lot of support, products and an ongoing fanbase which still creates content (I think).

But I think you've mentioned once that Descent is better than Warhammer Quest, in which case I'd be very keen to play it some time.

Alas, for no longer living in the same town as you!

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[info]grandexperiment
2009-06-15 09:30 pm UTC (link)
Warhammer Quest would be a solid 3rd best Dungeon Crawling board game. There was some expansion but it was quite bitsy, with single hero packs and White Dwarf articles. What it really needed as more premade dungeons.

WHQ excelled in the bringing RPGing into the game but it lacked in the actual boardgame aspect. The gameplay was generally quite dull. Though the removal of the "GM" player was good in some ways it made most combats simple attrition.

Second place would be HeroQuest. It had even better support and with very simple rules it achieved a lot.

Descent beats both of those IMO in terms of support and in terms of being a fun boardgame. It does lack a little in the RPG side compared to both but wins on balance. Road to Legend also mending the RPG issue with Descent to a great extent.

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[info]fraser_by_proxy
2009-06-16 04:00 am UTC (link)
I'll agree that some premade dungeons could have been good, but it did have a couple in the game. They had 'Advanced' rules to play with a DM, and that had some dungeons.

Also, they did release dungeon theme-y expansions, it wasn't just character packs. They had an undead and an orc dungeon expansion.

Fair call about the combat being little more than attrition though.

I am sure that Descent is a better game, I just feel the need to point out the strengths of Warhammer Quest. :)

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[info]grandexperiment
2009-06-16 05:03 am UTC (link)
There was a single premade dungeon with 3 levels. It was awesome but I wanted more. The random dungeons were pretty cool for what they were but they don't hold up to scenarios. Advanced HeroQuest failed to recognise this too.

The Advanced Rules for WHQ were a cool iea with all the tables. However, they didn't really play as well as they read over more than a few sessions. As such, the campaign play didn't really work for me.

The thing I like about the Descent campaign rules is that the plot progression, villains and all those things that make for a cool RPG are built in and work from the POV as a boardgame. You can layer the narrative on top but it isn't required for the thing to work.

WHQ has a big fan base and its a cool game.

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[info]wyldcard
2009-06-15 09:56 pm UTC (link)
I would be very keen to play some Descent with you at some stage.

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[info]grandexperiment
2009-06-15 11:19 pm UTC (link)
Awesome! Two things that make Descent a hard sell, I think, are: 1. Descent really requires 4 or 5 plays before you master it. There are some crazy super hard (yet awesome) scenarios in the expansions that I have yet to play :) 2. When you say 120+ hours and board game close enough to one another in regard to Road to Legend, people don't beleive you to preserve their sanity.

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[info]jarratt_gray
2009-06-16 12:59 am UTC (link)
Isn't Descent more like 3-4hrs of boardgame?

I have only parted played it and it didn't completely grab me. Given the time frame and the time frame I usually have to play games it just isn't something that I've been able to play a full game of to decide whether I like it or not. Nor can I remember that much about it.

I've played Betrayal a couple of times but as you say some scenarios can be awesome and some can fall flat. I also found the downtime annoying.

But both of these games are clearly social games. You might wait between your turns but you can chat and drink and eat chips with your friends and all is good.

I haven't played Memoir either but have played Battlelore which essentially uses the same system as does Battlecry and Command and Colours Ancients. I thought Battlelore was a pretty solid wargame that plays in an hour, but I would definitely define it as a miniatures wargame more than a boardgame. But then when does a wargame get to be a boardgame (Axis and Allies) or a just a wargame (Warhammer).

It is the same with card games. I can't really be bothered with card games personally but they are still all games. I wonder if it is the word Board that should be dropped.

Have you tried BSG, because that is a major rpg style experience. It is like 90% social paranoia driving the game.

My favourite board games are definitely quite different to yours. :D I wonder how much of that is the social group in which one plays games with though.

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[info]grandexperiment
2009-06-16 01:51 am UTC (link)
Isn't Descent more like 3-4hrs of boardgame?

The standard dungeon is 4 hours.

Road to Legend provides a campaign structure that breaks play into 1 hour chunks. A full campaign takes 120+ hours to go through.

I've played Betrayal a couple of times but as you say some scenarios can be awesome and some can fall flat. I also found the downtime annoying.

I can't say I have noticed the downtime much. Before the Haunt, the turns are quick. After the Haunt, you are normally invested in everyone else's turns.

I haven't played Memoir either but have played Battlelore which essentially uses the same system as does Battlecry and Command and Colours Ancients. I thought Battlelore was a pretty solid wargame that plays in an hour, but I would definitely define it as a miniatures wargame more than a boardgame. But then when does a wargame get to be a boardgame (Axis and Allies) or a just a wargame (Warhammer).

There is a blur but I think by most definitions it would be considered a boardgame.

Battlelore is very similar to M44. I prefer M44 as it is more dynamic (less melee) and simpler. Plus there is the nostalgia factor.

Have you tried BSG, because that is a major rpg style experience. It is like 90% social paranoia driving the game.

Not yet. I hear very good things about it but its a 3 player minimum, which tends to put it on a low priority for me atthe moment.

The two board games of my interest to me are Android and Age of Conan.

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