• donio@beehaw.orgOP
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    1 year ago

    I made this list for a post over at !gaming@beehaw.org so I figured I’d reuse it here too:

    • Sea Salt & Paper - my second favorite small-deck card game after Mottainai. Very addictive!
    • Evergreen - a chill drafting game with a spatial puzzle and great components
    • Wizards of the Grimoire - 2p card battler with a neat mana/cooldown mechanic
    • Space Station Phoenix - An engine builder where you scrap your ships (which also give your actions) to use them as building resources. Looks great on the table.
    • For Northwood! - A solo tricktaker that works really well, excellent production. Available as PnP too.
    • Tiletum - a Luciani/Tascini euro, love them all, this one is good too. (Don’t have Darwin yet)
    • dpunked@feddit.deM
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      1 year ago

      Oh I will have to have a look at Space Station Phoenix, looks super interesting.

      I am super mainstream and my collection is rather modest. For two players I really like Splendor Duel

      Otherwise, I have to go with Clank Catacombs - I found it a really cool addition to the game. I have not tried Legacy yet but I have been told that it borrows some components from it as well.

      • donio@beehaw.orgOP
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        1 year ago

        Space Station Phoenix is on BGA too. I prefer it on the table though, easier to see the available sectors, the diplomacy board and player ships. On BGA they had to be tucked under separate tabs to make it fit on the screen. And it’s fun to put the little aliens into their cozy new homes.

        • dpunked@feddit.deM
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          1 year ago

          I have to say that I prefer most games on the table :) BGA is ok for some long distance sessions but I do prefer a nice atmosphere around the boardgame.

  • Eijolend@feddit.de
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    1 year ago

    I quite like Nova Luna as a game that everyone can play, but that has a fierce optimization aspect, if you are into that.

    I was pleasantly surprised by Lost Ruins of Arnak - I don’t think there is any other game that has this combination of worker placement and deck building. I was a bit worried how the very low number of turns would interact with the deck building elements (generally cycling through the deck very often is expected in that genre), but it works surprsingly well!

      • Eijolend@feddit.de
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        1 year ago

        Thanks for pointing that out to me. I didn’t know they made another game using a similar mechanic. I will certainly check it out!

        • birki@feddit.de
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          1 year ago

          Uwe rosenberg made 3, nova luna, sagani and framework, i didn‘t like nova luna but think sagani is good (have not played framework)

    • dpunked@feddit.deM
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      1 year ago

      We sadly did not like Arnak, it felt a lot like min/maxing from turn one. We had a couple of 2 and 3 player sessions but none was very convincing.

      • Eijolend@feddit.de
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        1 year ago

        Oh yeah it is certainly a bit on the dry optimization side of things. I haven’t played it enough to be certain, but it definitely feels like there is some degree of snowballing going on depending on how your first few turns went.

  • Kempeth@feddit.de
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    1 year ago

    I’ve just gotten Earth a few weeks ago and played it a few times already. For me it completely replaces Wingspan for anything but a really casual / short play. By removing all the elements of Wingspan that forced sequential turns (Birdhouse and Market) they lost nothing of value and managed to build a game where you can do a ludicrous amount of actions each game and have practically no downtime. Then they added a ton more scoring opportunities, some light asymmetry and a lot more variability, all for barely any additional complexity.

    • Eijolend@feddit.de
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      1 year ago

      Oh, I tried this for a few games on boardgamearena. I quite liked it, but the cards you draw seemed very influential in whether they fit the fauna cards/personal objectives or not. Do you find it holds up when playing it repeatedly?

      • Kempeth@feddit.de
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        1 year ago

        I mean yeah. But it’s really no worse than the card based scoring goals in Wingspan. There are a certain percentage of cards that will fit and the rest will not. There’s a certain amount of “digging” for those cards. But the nice part is that as part of that digging you may very well draw a better alternative where as in Wingspan you had to deliberately play to draw more scoring cards.

        I feel that having so much more scoring options in play puts less emphasis on trying to make any particular one happen. You’re likely going to find something that fits just by chance. There are also goals that give you points off ANY player’s tableau. So if you draw a scoring that wants lots of rocky terrain cards and you don’t have much but your opponent happened to assemble a ton of them: easy, points for you.