7WD has been our firm favourite over the last few weeks. I honestly cannot see a time when we will tire of it and subsequently retire it (as we have Catan), but I would like to spice up the choices, offering a couple of similar options with other qualities, such as a slightly different feel, faster set-up, a smaller footprint or box size.
So, Tiny Epic Galaxies Blastoff was given a run last night.
Meg is open to new games, but I really need to pick my nights better. Tired and stating up front she was not keen, I pushed. I had the advantage of reading the rules, reading some reviews and watching some videos (as well as 30+ years of gaming). She did not.
This game should fit the bill of “like 7WD but different enough to make a difference”. It has depth, tactics, multiple paths to victory and a little messing with the opponent. It also has the bonus of playing with 3-4 so we can share.
Something I also like is the quick set-up and pull down. The only thing that will kill (slightly temper) 7WD in the long run is setup time.
The icon based cards are stunning and fun, but a lot to take in on the first go. Even with some familiarity, I found the difference between the 2 resources and 2 planet build elements a bit subtle.
However, all obstacles considered, Meg won.
I did not give her the game, I just let what was rolled play out, although we did skip the “follow” rules for now as that was something I played towards and clearly had a better handle on.
On the last turn, she had nearly 30 points and picked a card out from her hand I had not even seen giving her a 5 and 7 point planet sweep (I was helping a little).
Hopeful signs.
The most useful thing I find with a game like this is a cheat sheet, especially one that explains the iconography to new players. The back of the rule book has one for the planet actions, but not the basics of the game.
I have only failed once so far to find a good game and that was with King of Tokyo Dark Edition. That game is not great (read; pointless) with 2, but I am working on a fix*. Most games need at least a go or two to click, but some are just not a good fit.
ed. Next night, cheat sheet aside, Meg was on top of this game and “can see a future for it”.
*Mixing up the roles of the different monsters in different environments, using the whole map (Tokyo City, Tokyo suburbs, Tokyo Harbour, the Ocean), possibly limiting cards to set monsters and starting with a random 1-3 (or built to theme) and changing the combat rules to more a direct confrontation tactic and less a “happens regardless” theme. This is likely going to be an all claws count, winner (with most) takes the space. Some cards are problematic, but I will work on ways rounds that.
I am also exploring the idea of energy being needed to active a card each time, not just buy it. This would allow for a fixed pre-build style game.