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#boardgames

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I have been enjoying Folklore the Affliction #BoardGame. Greenbrier Games went out of business due to a Kickstarter screwup, which is a shame because they were a local game producer. But it is fun and tells a good story. I wish I could get the Dark Tales expansion. I got the base game and Fall of the Spire expansion very cheaply. I don’t need another expansion, but there you go. At least I got the updated anniversary edition. #BoardGames.

Have you ever tried to make your games even better? Our answer? Of course we have!

Machi Koro is a game we play a lot. After a while we found that if every card was available in the marketplace as was standard, the same strategy would get played every time. Machi Koro Bright Lights (which we don't have) offers a slightly different set up for the marketplace. Split the low and high cards into separate decks and then reveal cards until you have five unique cards from each deck. We now use this set up and play with 2 expansions which offers a good amount of variability as you're never quite sure what will come out.

Our other house rules are focused on our two-player experience as we find sometimes that we need to tweak things to make them work better at two.

Machi Koro: the Airport card might cost 30 coins to unlock, but if you manage to do this early, those coins you get for doing nothing can really pile up. Our rule is that you can unlock it whenever you like, but you don't get to use the ability. This allows us to focus on building our engines and earning coins that way instead.

Stone Age: if you can manage to get yourself a lot of resources, using them to buy cards can be a great strategy. Our rule is you can only buy one card per round which makes you think a little harder about which one is best for your strategy rather than just going on a spending spree.

Everdell: a huge deck of cards can be troublesome at two. You could spend all game waiting for a combo that never shows up. With this one we have started removing some duplicate cards from the deck which means you stand a better chance at being able to find what you want.

These are just a couple of things that help us to keep our two-player games competitive. We'd love to hear if you've tried any house rules for your games and why they work for you. Let us know! #boardgames

A friend came over to play games yesterday. He brought his latest purchase, Sail (2023). This is a two-player co-op trick-taking game – an interesting concept to begin with.

The goal of the game is straightforward: navigate the stormy sees and a Kraken to reach the goal. How far the goal is and how difficult is the route depends on the scenario. We played the second scenario (out of five) and it was difficult enough.

The outcome of the game depends on the pair of cards played in the trick. If both play a wheel, the ship moves to the direction of who won the trick. There are cards that boost the Kraken and cannons you can use to shoot the Kraken. The Kraken is something of a time: you must move along, otherwise the Kraken will eat you.

We played the scenario twice. The first attempt failed but on the second go, we made it with a wide margin. Sail is a nice game; I wouldn't mind playing it more.

The US boardgame industry is going to be absolutely gutted by these stupid, idiotic tariffs, and there must be many other industries that would be similarly affected.

So now they're fighting back, and I hope every business based in the US that has any dealing with China will join them in suing the hell out of the US government right now. #boardgames #tariffs

stonemaiergames.com/we-are-sui

Stonemaier Games · We Are Suing the PresidentWe are joining a lawsuit that will challenge the unchecked authority of the executive branch to impose tariffs. We will not stand idly by while our livelihoods–and the livelihoods of thousand…