Brandon Kempf – The Top 10 games (at least according to BGG) That I Have Not Played

As board gamers, we seem to put a lot of stock in the Top 100 games as “voted” on by BoardGameGeek users and the arguments constantly thrown around by the pundits. We even discuss them quite often here on the Opinionated Gamers message board. Usually this ends with me taking a look at the BGG top 100 and seeing just what I haven’t played. The thing about the Top 100 is though, it’s seemingly really driven by a newer crowd of board gamers. With games like Carcassonne falling out of the Top 100 and ending up currently at 173 and about to be passed by games like Just One and possibly Secret Hitler, I firmly realize I am not as aligned with others, game taste wise. I love Just One, don’t get me wrong, but the free fall of Carcassonne just boggles my mind. From a high of number 6 in 2002, to where it is now doesn’t sit all that well with me. But, this isn’t really an article about my qualms with how the BGG Top 100 shakes out, that’s a whole other beast. This is a look at the Top 10 games on BGG that I haven’t played for one reason or another. 

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Dale Yu: Review of Black Swan

Black Swan

  • Designer: Gary Kim
  • Players: 2-4
  • Age: 10+
  • Time: 20-30 minutes
  • Times played: 3, with review copy provided by Mandoo Games

In this partnership game, which was originally published in 2012 per my BGG background search by Wednesday Games,  players play tiles to the table with the goal of being the team who earns the most points.  Per the story in the original rules: “You become the Prince Siegfried and take a journey to save the nobles and Odette who have turned into a swan due to the cunning spell of evil sorcerer, Von Rothbart.  Be aware of the attack of the black swan in the journey.  If you aren’t you will have unrecoverable damages.”  Umm, sure.  Don’t be scared away by the story, because it’s a pretty interested trick taking game…

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Dale Yu: Review of Super-Skill Pinball: 4-cade

 Super-Skill Pinball: 4-cade

  • Designer: Geoff Engelstein
  • Publisher: Wizkids
  • Players: 1-4
  • Ages: 12+
  • Time: 30-40 minutes
  • Times played: 4, with review copy provided by Wizkids

I have always been fascinated with pinball machines.  One of my prized childhood possessions (well, I guess really my parents owned it) was a old Williams Comet table that we had in our basement.  I played that thing for countless hours when I was a kid – and nothing made me happier than working through the progressions of the game to create the opportunity and then convert the “Million Point Shot”.  Pinball is a game that takes a lot of skill, a decent bit of luck and a little bit of physical pushing and shoving to succeed.  Super-Skill Pinball tries to bring that same excitement to your gaming table.

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Silver Dagger (Game Review by Chris Wray)

  • Designer: Ted Alspach
  • Publisher: Bezier Games
  • Players: 2 – 4
  • Ages: 14 and Up
  • Time: 45 Minutes
  • Times Played: > 10 (On Review Copy from the Publisher)

Silver Dagger is the fourth game in the hit Silver line of fast-playing card games designed by Ted Alspach.  Silver Dagger was announced today and is planned for an October release.  I received an early copy, and I’ve been playing it over and over with my game group and family.  

Based on the system from Cabo, each game in the Silver series is a hand management and set collection card game with a werewolf-themed twist.  Silver (a.k.a. Silver Amulet) and Silver Bullet were released last year, and Silver Coin was released earlier this year.  The Silver line of games can be combined, so sort of like with Dominion, you can mix different sets to make custom decks.  

Each game in the series features a different namesake relic, and as probably guessed, this one is a silver dagger, fashioned with Bezier’s signature werewolf head at the end of the metal component.  In Dagger, gameplay can change direction for the first time, with players pointing the dagger in the direction the turns are taken.  

Silver Dagger ups the complexity a bit from previous games in the line, but it also ups the strategy and opportunities for clever play.  The art is more striking than ever.  Previous fans of the Silver line will naturally love Dagger.  

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Decktective: Bloody-Red Roses (Spoiler Free)

Designer: Martino Chiacchiera, Silvano Sorrentino
Artist: Alberto Besi
Publisher: dV Giochi
Players: 1-6
Ages: 12+
Times Played: 1, on a copy I borrowed from Dale

Decktective is a sort of sibling line to dV Giochi’s Deckscape series.  Whereas Deckscape presents the player(s) with a series of mostly self-contained puzzles with clear answers, the Decktective series pushes towards the mystery end of the puzzle niche, where players will take on the role of detectives solving some crime. 

Rather than individual puzzles, most of your time will be spent observing evidence and considering the possible implications for all of your W questions.  At the end, expect a series of Big Picture questions, that while not explicit before the end game, should likely be predictable (e.g. whose crime is this crime?)

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Unmatched: Battle of Legends: A Game System Review

  • Unmatched: Battle of Legends, Volume One
    • Plays: 50
  • Unmatched: Robin Hood vs Bigfoot
    • Plays: 20
  • Unmatched: Cobble & Fog  
    • Plays: 13
  • Unmatched: Jurassic Park – InGen vs Raptors
    • Plays: 12
  • Unmatched: Bruce Lee
    • Plays: 8
  • Playtesting
    • Plays: 10

A long time ago in a galaxy far, far away… well, not really. The galaxy was actually my local Toys’R’Us (which is now pushing up business daisies) where I purchased Hasbro’s movie tie-in board game: Star Wars: Epic Duels. The year was 2002 and George Lucas was busy failing us in a variety of different ways.

“I’m sorry, but I’m not going to watch the Clone Wars TV series until I’ve seen the Clone Wars movie. I prefer to let George Lucas disappoint me in the order he intended.”

C-3PO: I suggest a new strategy, R2. Let the Wookiee win.

Epic Duels had a lot going for it in those days:

  • Painted miniatures of all the major Star Wars characters Episodes 1-2 and 4-6 (granted, they were pretty slapdash paint jobs, but they were better than anything I could do)
  • Individual combat decks for each character and his/her sidekicks that encouraged players to make similar choices to their characters… for example, Anakin’s deck gives the player lots of extra actions/attacks, while the Obi-Wan deck has a balance of movement, attack and defense
  • 4 different boards to fight on – including the Imperial Throne Room and the carbonite freezing chamber
  • The price point was $20 – and even with the cardboard game boards and cheaply painted minis, it was a good deal.

The game itself was pretty simple – teams of players went into mortal combat with each other. Each turn, the active player rolled the movement die (which might allow only one of their characters to move or possibly all of them) and then took two actions: they could play a card, draw a card, or discard two cards of a dead character to heal 1 point.

I played a lot of Epic Duels over the years – 45 times, according to my records on BGG. For a while back in 2002, it was our go-to game every Saturday night with a bunch of friends from the church I pastored. (I do not recommend 6 player free-for-alls… the decks are not balanced or designed for such nonsense.)

I’m the first to tell you that the game has not aged well – neither the quality of the minis or the problems with the design leave much to recommend it. We tried again last summer with a 2 vs 2 team match and actually called the game before it ended. (And if anyone is looking to trade/buy a lovingly used copy, mine is available.) Too many of the decks require a player to “turtle” for multiple turns to build up enough cards – which was exacerbated by drawing a card taking one of your two actions per turn. The sidekicks vary wildly in usefulness – which, while thematically correct (Chewie with a crossbow blaster is certainly more help than a couple of Episode 1 battle droids), is not very enjoyable from a play perspective. The simple square movement grid combined with the randomness of the movement die could frustrate even the best-laid plans.

At the same time, there were some wonderful ideas buried in the design – the individual decks tied to character and fighting style, the bluff/counter-bluff attack & defense system, and the fast-playing nature of each turn. Epic Duels felt “right”… until it didn’t, as other card-based fighting games innovated in new ways.

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