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dashmudtz - all messages by user

4/25/2012 11:35:05 AM
Game days So I haven't been before so I don't know exactly what to expect. I know the website says they have a games library, but not sure if it is enough to sustain the crowd. Do you guys normally bring your own games or not? If so is there anything anyone specifically wants me to bring? my games list is current on BGG, if you want something let me know.
4/25/2012 3:52:30 PM
Game days I will make sure and bring them all. I have actually been really wanting to play DS again myself.
4/25/2012 4:27:25 PM
Game days I plan on being there the whole time, I only live about 30 minutes away.
6/9/2012 2:41:45 AM
2nd Saturday gaming for June Won't be there this weekend, but should be around starting the end of the month. And Larry I picked up tournay if you were still wanting to play it
11/17/2012 7:42:09 PM
Keyflower This was recently released and I purchased a copy from Richard Breese. It seems there was some confusion and he actually reserved 3 copies. His games are usually hard to find due to small print runs, so I went ahead and grabbed all 3. If anyone is interested in an extra copy let me know. The cost is 56GBP, which is what I paid, not looking to make money off of it. If interested message me or just talk to me at Johns next week.



Matt
2/23/2013 3:24:09 AM
Fourth Saturday gaming, 2/23 I am always up for new Feld
3/17/2013 10:21:32 PM
March 9th 2nd saturday gaming Sorry Larry didn't see this until now. Actually from now until May I either won't be able to attend or will be showing up late(8ish). Any time I do come, I will make sure and bring Bora Bora.
3/22/2013 5:03:17 PM
March 23rd, 4th Saturday gaming Plans changed and I should actually be there. any requests I should bring in addition to Bora Bora?
3/22/2013 9:38:30 PM
March 23rd, 4th Saturday gaming Larry, tell her happy birthday. Ben, I will bring Quebec in case Kent doesn't see this
6/8/2013 11:41:07 AM
2nd Saturday of June Should be there at or shortly after 1
edited by dashmudtz on 6/8/2013
12/14/2013 10:17:29 AM
2nd Saturday in December, the 14th Sorry, we only have old standbys.
12/20/2013 5:45:56 PM
X-Mas Day Gaming? I am possibly doing something with Barry. If not I would be down.
3/31/2014 10:04:25 PM
TM - Cultists / Halflings -Brown initial placement Darklings (Dashmudtz)

Brings up an interesting discussion. I actually do not approve of your f7 placement. If you are interested in it I will explain my thoughts.

1 month 8 days ago, round 0, turn 0

Halflings (Fortuna)

You mean, because you were planning to place on E10?

1 month 8 days ago, round 0, turn 0

Darklings (Dashmudtz)

Because black was in the game. If you look at that part of the map, brown has a lot of potential, but all of it requires building through black spaces. There really isn't any way around it.

1 month 8 days ago, round 0, turn 0

Darklings (Dashmudtz)

Also in that area, brown's second color is yellow, which only leads into corners and doesn't further connect to more brown or black spaces. Where as Black is the opposite. If brown is cut off, the blue spaces are centrally located, and lead to other spaces that are only 1 spade.

1 month 8 days ago, round 0, turn 0

Darklings (Dashmudtz)

So I really feel that if black is already picked, either don't pick brown, or pick it assuming you are going to the other half of the map.

1 month 8 days ago, round 0, turn 0

Darklings (Dashmudtz)

Especially if it is darklings. Alchemists are a little more flexible at playing the other part of the board, but still the same general idea applies.

1 month 8 days ago, round 0, turn 0

Halflings (Fortuna)

So Darklings always start there?

1 month 8 days ago, round 0, turn 0

Halflings (Fortuna)

and by "start" I mean "double-place"

1 month 8 days ago, round 0, turn 0

Darklings (Dashmudtz)

Not required, I like having one there and 1 on another continent. However if people give me the impression they are gonna fight over it, I will gladly start both. Black can easily form 2 towns in that small space, and it usually ends up with the other person not getting a town out of their initial placement, or a whole lot more work for them than what it was worth.

1 month 8 days ago, round 0, turn 0

Darklings (Dashmudtz)

Alternately there is an option where you can place over there with a few races that need a lot of power. Use it to build a cheap temple and leach power 2 at a time while being built around. Then use your other placement in a better location. and just use it as a power generator

1 month 8 days ago, round 0, turn 0

Darklings (Dashmudtz)

I personally feel that is best with a placement that can get a 3 tile town and reaches the coast for sailing if the end game opportunity presents itself

1 month 8 days ago, round 0, turn 0

Darklings (Dashmudtz)
for example f6. dwarves can get a fair amount of power from that spot, then tunnel out.
edited by dashmudtz on 3/31/2014
3/31/2014 10:06:12 PM
TM - Mermaids The stronghold ability is pretty weak. But the fact that they can have a town effectively formed and ready to go, then on the turn when the town bonus is available, use their racial ability to actually form it and get the points.
3/31/2014 10:10:35 PM
TM - Swarmlings Swarmlings (johnkerr)

Its kind of hard to swarm with the swarmlings

1 month 4 days ago, round 2, turn 1

Chaos Magicians (Dashmudtz)

Yeah they dont swarm too well.

1 month 4 days ago, round 2, turn 1

Swarmlings (johnkerr)
I think I made a mistake in not just focusing on getting dwellings out so I could get my cube income up. The SH power is nice, but it encourages an even more reduced cube income by taking away a dwelling.
3/31/2014 10:11:38 PM
TM - Swarmlings Swarmlings (johnkerr)

I definitely feel like the early SH was a mistake, not sure how fatal of one. Either way, I know a little more about swarmlings

1 month 4 days ago, round 2, turn 7

Chaos Magicians (Dashmudtz)
I haven't had that much of an issue with the t1 stronghold with them, but my first turn pretty much always included taking the 2dig action and spreading that way. Still not sure if that is good enough or not, but has given much more breathing room
3/31/2014 10:24:21 PM
TM - Witches / Auren Witches (Fortuna)

Are there more Green hexes?

13 days ago, round 6, turn 11

Giants (Dashmudtz)
Nope. equal number for all. However the placement is definitely not equal. Green has the best early spread with a single shipping. In one of my games I took the 3pw + shipping. I cycled two power from other players for the double spade action. ended with all 8 dwellings on board round 1.







Note on a strength of green having great worker income potential/great expansion potential.
3/31/2014 10:36:42 PM
TM - Faction selection observations player1 (Dashmudtz)

round tiles and the bonus tiles. This game the 2 largest resource tiles(6coins, and 2workers) are missing. Makes a very big difference.

1 month 2 days ago, round 0, turn 0

player2 (Fortuna)

Having double TP _before_ double Dwelling too, I would think

1 month 2 days ago, round 0, turn 0

player1 (Dashmudtz)

Yep.

1 month 2 days ago, round 0, turn 0

player1 (Dashmudtz)

I often look for the most abusable rounds and see which faction can exploit it the best. Those are easily going to be better than the first 2.

1 month 2 days ago, round 0, turn 0

player2 (Fortuna)

seems like it might depress the scores a bit?

1 month 2 days ago, round 0, turn 0

player1 (Dashmudtz)

Not really. It just rewards the factions that build up and then out as opposed to the ones that build out then up.

1 month 2 days ago, round 0, turn 0

player2 (Fortuna)

There are a lot of Spades out there. Three on the round tiles, plus the Bonus tile.

1 month 2 days ago, round 0, turn 0

player2 (Fortuna)

okay, right

1 month 2 days ago, round 0, turn 0

player1 (Dashmudtz)

Very true, but what is the common theme with round tile spades?

1 month 2 days ago, round 0, turn 0

player2 (Fortuna)

Workers might be tight all game though.

1 month 2 days ago, round 0, turn 0

player2 (Fortuna)

They're expensive? But they always are...

1 month 2 days ago, round 0, turn 0

player1 (Dashmudtz)

yeah, they are at the 4 intervals. So you really need to actually devote effort to them.

1 month 2 days ago, round 0, turn 0

player1 (Dashmudtz)

So what factions benefit from building up first without killing their cube income, and if possible can get the spade rewards?

1 month 2 days ago, round 0, turn 0

player1 (Dashmudtz)

Getting those spade rewards means you are either building a lot of temples or sending your priests up to the tracks early. If you are sending your priests, you don't want a faction that relies on them for other things heavily.

1 month 2 days ago, round 0, turn 0
3/31/2014 10:37:56 PM
TM - Faction selection observations player1 (Dashmudtz)

Another thing is I have to try and determine all the playable factions, to have a range for what you guys might pick.

1 month 2 days ago, round 0, turn 0

player2 (Fortuna)

So, both Red factions. Take one of those so neither of us can.

1 month 2 days ago, round 0, turn 0

player1 (Dashmudtz)

For example, if I think witches are best, but it is highly likely that you two will take blue and grey, I should obviously avoid them even though I think they are the best for the board.

1 month 2 days ago, round 0, turn 0

player1 (Dashmudtz)
True, but I feel grey and yellow are both fine for this set up, which means I could be bottle necking myself.
edited by dashmudtz on 3/31/2014
3/31/2014 10:42:38 PM
TM - Darklings / Alchemists Chaos Magicians (Dashmudtz)

With this set up, I actually would have taken the alchemists over the darklings.

1 month 2 days ago, round 0, turn 0

player2 (Fortuna)

Let me see if I can guess why.

1 month 2 days ago, round 0, turn 0

player2 (Fortuna)

Because you'll be delaying TPs, and Alchemists can get you gold without it? That's all I've got.

1 month 2 days ago, round 0, turn 0

Chaos Magicians (Dashmudtz)

Actually several things.

1 month 2 days ago, round 0, turn 0

Chaos Magicians (Dashmudtz)

First rewards for end of round. There are 2 of each color, 2 make in into the game.

1 month 2 days ago, round 0, turn 0

Chaos Magicians (Dashmudtz)

For blue, both require being at the 4 spot to get one.

1 month 2 days ago, round 0, turn 0

Chaos Magicians (Dashmudtz)

for brown, 1 requires the 4 spot, and the other is the brown-coin. So again requires or rewards being very high on the track, not just some accidental thing while doing everything else.

1 month 2 days ago, round 0, turn 0

Chaos Magicians (Dashmudtz)

Darklings start with a priest, and start at 1 on both the brown and blue tracks. So for just your starting priest(or later if you can get away with it) you are guaranteeing yourself 2 or more very strong end of round rewards.

1 month 2 days ago, round 0, turn 0

Chaos Magicians (Dashmudtz)

The more of those 4, the higher the reason to play darklings.

1 month 2 days ago, round 0, turn 0

player2 (Fortuna)

But then why the Alchemists?

1 month 2 days ago, round 0, turn 0

Chaos Magicians (Dashmudtz)

The offset of starting with a priest for darklings is that they start with 2 less cubes. Every faction(except swarmlings and darklings) begin the game with 6, darklings only get 4. Since the 2worker tile is missing, it hurts them considerably. Especially if on the first turn you are torn between expanding out to up your cube generation, or put it up for the blue reward.

1 month 2 days ago, round 0, turn 0

Chaos Magicians (Dashmudtz)

So they aren't getting max use of the cult tracks like they can in other set ups, and they are worker poor. So in that instance it isn't a reason to play alchemists, its a reason to not play darklings.

1 month 2 days ago, round 0, turn 0

Chaos Magicians (Dashmudtz)

As far as why I like alchemists

1 month 2 days ago, round 0, turn 0

Chaos Magicians (Dashmudtz)

I wont tell the entire way I would play them in this set up, but in general, they generate a lot of money, which will help spam trading posts on the turns that you get points for them.

1 month 2 days ago, round 0, turn 0

Chaos Magicians (Dashmudtz)

and expanding out afterwards wont be too hard since it is very easy for them to upgrade digging. Halflings and alchemists upgrade digging the easiest. making it easier for them to spread out and build dwellings in the last 2 rounds.

1 month 2 days ago, round 0, turn 0

Chaos Magicians (Dashmudtz)

There are some obstacles to be overcome for sure, but they have some solid potential.

1 month 2 days ago, round 0, turn 0

player2 (Fortuna)
okay… You can delay the TPs without hurting for cash too.
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