Some More TableTop: Ticket To Ride To A Forbidden Island

Fanboys, important things in life

Oh Ticket to Ride…. So much fun and yet (like Monopoly) it’s a cause for quick tempers and small fights haha. Played the classic Ticket to Ride America and found myself losing at that… Yeah….  Then we tried out Ticket to Ride Switzerland again with only two players. Might I add I won Switzerland with 154 points :)!! I like the board lay out, but I can see how it would be easy to screw over people with 3 or more players. Here is a description for the from the publisher’s website: “The Ticket to Ride: Switzerland map and rules first appeared as an exclusive map for the Ticket to Ride computer game. In addition to being specifically designed for a smaller numbers of players the map has several new features. Locomotive cards are used exclusively for tunnels (which work as they do in Ticket to Ride: Europe). Some destination cards have an end point inside Switzerland and other possible ends in adjacent countries (the value of the completed card is based on the farthest possible connection completed). There are also destination cards for connections between adjacent countries.”

IMAG1634

IMAG1636 1

So after Ticket to Ride, we picked up Forbidden Island and that’s when things went south… As you can see in the pictures Fool’s Landing is at the top of the “map”. Not really a good way to start off the game.. Well to make a long story sort, we lost the game  when the water level went up to 4. The tiles were already flooding and so what was the first card I pulled from the top? FOOL’S LANDING……. For those who don’t know much about Forbidden Island the setting is this: You have a team of adventurers(Engineer, Explore,  Messenger, Navigator, Pilot) to capture four treasures from the ruins of this island on a “do-or-die” mission. You work together to capture the lost treasures, as the island is sinking with every turn. You have to collect all the treasures and make an escape back to Fool’s Landing before the island pulls you under the watery abyss.

IMAG1642

IMAG1643

IMAG1644

After that disappointing defeat, the next day I thought it would be fun/funny to teach the hobbits how to play Forbidden Island. Being a co-op game it should be easy to do haha.  I must say it was fun watching Lilly put things together and work with us to win the game. She got two treasures by herself and helped keep Fools’s Landing from going under a few times HAHA. I believe she played as the Messenger.

IMAG1653 1

IMAG1654

IMAG1657

IMAG1659

Table Top Night: A Double Agent stuck on a Forbidden Island looking for the 7 Wonders

Fanboys

Start the Night off with 7 Wonders!! There was just two of us playing, so we double up on the boards. That was a little crazy-some. But fun indeed!

IMAG0860_BURST002

You are the leader of one of the 7 great cities of the Ancient World. Gather resources, develop commercial routes and affirm your military supremacy. Build your city and erect an architectural wonder which will transcend future times.

From the publisher’s website: “7 Wonders lasts three ages. In each age, players receive seven cards from a particular deck, choose one of those cards, then pass the remainder to an adjacent player, as in Fairy Tale or a Magic: the Gathering booster draft. Players reveal their cards simultaneously, paying resources if needed or collecting resources or interacting with other players in various ways. (Players have individual boards with special powers on which to organize their cards, and the boards are double-sided as in Bauza’s Ghost Stories.) Each player then chooses another card from the deck they were passed, and the process repeats until players have six cards in play from that age. After three ages, the game ends.

In essence 7 Wonders is a card development game along the lines of Race for the Galaxy or Dominion. Some cards have immediate effects, while others provide bonuses or upgrades later in the game. Some cards provide discounts on future purchases. Some provide military strength to overpower your neighbors and others give nothing but victory points. Unlike Magic or Fairy Tale, however, each card is played immediately after being drafted, so you’ll know which cards your neighbor is receiving and how his choices might affect what you’ve already built up. Cards are passed left-right-left over the three ages, so you need to keep an eye on the neighbors in both directions.”

Though the box of earlier editions is listed as being for 3-7 players, there is an official 2-player variant included in the instructions.

IMAG0862

Round ONE: Forbidden Island (first time playing)

From the publisher’s website:

“Dare to discover Forbidden Island! Join a team of fearless adventurers on a do-or-die mission to capture four sacred treasures from the ruins of this perilous paradise. Your team will have to work together and make some pulse-pounding maneuvers, as the island will sink beneath every step! Race to collect the treasures and make a triumphant escape before you are swallowed into the watery abyss!”

IMAG1162 IMAG1163 IMAG1168 IMAG1169  IMAG1172

Round TWO: Forbidden Island

IMAG1173 IMAG1174 IMAG1175 IMAG1176 IMAG1177 IMAG1178

This is where we started getting our butts kick by the island haha!

IMAG1179 IMAG1180 IMAG1181 IMAG1182 IMAG1183 IMAG1186

New game for the night was Double Agent: I wasn’t to bad of a game. It was what I like to call a “filler” game. A game to be played between much LONGER games.

From the author’s homepage:

“Double Agents is published as an insert in the french boardgame magazine “Des Jeux sur un Plateau”, in the October 2005 issue (#20). In this card game, each player is trying to manipulate five double agents with ambiguous loyalty, and to guess which ones are working for him and which one for his opponent. Hidden information, face down cards… it’s a two player game, but it’s also a classical Ludo or Bruno game, where you don’t know what is sophisticated bluffing and what it just global chaos.

From an earlier description on Bruno Faidutti’s website:
Double Agent is based on a simple idea : each player knows each agent’s loyalty to him, but doesn’t know his loyalty to his opponent. In such an ambiguous situation, it’s hard to decide who you can trust with your precious top-secret documents, which must not end in enemy hands. Each player plays cards face down on his side of the gameboard. It is therefore a bluffing game, but it is also, as one can expect from a collaboration between Ludovic and me, a deliberately chaotic and often uncontrollable game.”

IMAG1187 IMAG1188

If you find you’re self with some time, go and check out boardgamegeek.com and JINX.com