My rules project this week was Combat Commander, which I played twice: on Friday (with Sean) and Sunday (with Anthony). The game on Sunday was a bloodbath, with three out of the four leaders dead in the first two game turns. Seemed like a good time to call it, anyway, since I didn’t have a snowball’s chance with my German platoon hunkered down in a useless farmhouse, surrounded by 50+ leaderless Russian riflemen.
Anthony wanted to play a trick-taking game and had a go at the 3p variant of Yokai Septet this week. It works with three, but it doesn’t hold up to my favorite 3p trick-takers… I’d like to try the partnership game, you could actually capture some of the weaker 7s by working together.
This week’s Quartermaster General: The Cold War immediately became a hot war over Germany, which passed back and forth just enough for the third world to sneak in a win, even after enduring a significant bombing campaign from NATO at the end of the war. If the world superpowers could only make a dozen nuclear weapons between them, and immediately opened fire in 1946, this would have been a plausible outcome.
Dead Men Tell No Tales: The Kraken. One of Anthony’s favorites, with a new expansion. I like the Kraken, adds just a bit more drama to the story. It’s also another opportunity to get completely demolished by bad rolls, so it helps to set your expectations accordingly.
Also The Lost Expedition, Everdell, and The Rise of Queensdale (game 7/?)