Just realized that ppl on here don’t know that I’m a board game girlie, here’s the collection, the only thing not pictured is Gloomhaven, Root with all expansions, and Arcs, and the mistborn game is a roomate’s

seen from United States
seen from Russia
seen from Italy

seen from United States

seen from Malaysia

seen from Australia
seen from Iraq

seen from Malaysia
seen from United States
seen from United Kingdom

seen from Malaysia

seen from Malaysia

seen from Germany

seen from China

seen from United States
seen from United States

seen from Malaysia

seen from Malaysia

seen from United States

seen from Malaysia
Just realized that ppl on here don’t know that I’m a board game girlie, here’s the collection, the only thing not pictured is Gloomhaven, Root with all expansions, and Arcs, and the mistborn game is a roomate’s
Aw yeah now we cooking
The second week of Occupations month saw us table one replay and one new to us game. We played Artsee way back when we bought it and wanted to see whether it was a game we should keep. The Gallerist is our third new Lacerda.
I won't bury the lead, we decided not to keep Artsee. It's fine but at this stage in our gaming life a competitive game needs to be very fun or very clever and Artsee is neither. It is straightforward though. Every turn you play a card into your gallery, either adding to an existing column or starting a new one. Then other players can place visitors in their galleries if the first visible card in any of their columns is the same art type you played. Then you score points based on the number of like art types to the type you just played in the adjacent column the arrow on the card you just played is facing. This could be an opponent's column. If you score enough points on that turn (five to nine), you can buy a masterwork that will score when you score columns and earn you end game points based on how many you have. That's it, that's the game. You play until both draw decks and player hands are empty. The game doesn't really overstay its welcome, but it also doesn't do anything too interesting. Hey, freeing up a spot in our limited space is never a bad thing.
The Gallerist is our third Lacerda so I thought (hoped) we'd be starting to get a handle on the general experience. I'm not sure that felt like the case though. Turn to turn, it's a straightforward player. There are four locations which each offer two actions to choose from. You move to a location and perform the action of your choice. Before or after, you have the opportunity to perform an executive action, either spending tickets to move visitors toward and into your gallery or use an assistant to take a bonus on one of your contract cards. Both of these have the potential to improve your main action so timing is key. If another player kicks you out of the spot you're in, you'll get the opporunity to spend influence to take an action there or perform an executive action. This is the only way you could get to perform an action from the same location back-to-back so, again, timing is key. The actions at the various locations can often be used to improve outcomes of other actions. You have end goals that you can work toward as well for additional money. Ultimately, most money wins. In this game, planning is everything. It took us a few turns to start to see how actions supported each other so we started slow. Once it started coming together, time was running short. Also, we may have forgotten to consider our end game goals until a wee bit too late. It was still a very good time though and played quickly for a Lacerda. It's not our favorite of the three we've played so far, but it's definitely a keeper.
By strange coincidence, my entire board gaming group had Friday off, so we got together to play some games.
As a result, we're all convinced that it's Sunday because it's the second day in a row we've played games together.
RUW- the Ruleslite Universal Wargame
This game is designed to be usable with any miniatures and function in any setting you choose. This can be a preestablished setting like Warhammer 40k or ones of your own making. This system is very ruleslite but I will be releasing settings expansions that have 2-3 factions each with slightly more rules. This system is meant for 28mm based models but if you are using significantly larger models like gunpla, you can multiplied distances to get a better feel.
Playing The Game:
A game of RUW is broken up into rounds. The amount of rounds you play can be predetermined or there may be no set amount. Each round will see players taking turns activating half of their total army at a time, alternating like so. If your total army has an odd number of units, you can choose to activate one more or less unit (if you have 11 units you could choose to move 5 or 6 units). Your second half consists of moving all units not moved in the first half.
Player 1’s first half
Player 2’s first half
Player 1’s second half
Player 2’s second half
Activating a Unit: When you activate a specific unit, it has two actions. You can pick the same action more than once for a unit. These actions can be used to do the following:
Move- you can move a distance on the ground equal to your unit's speed. You cannot move up a surface more than 2 inches vertically. A flying unit can move in any direction but must end its turn on solid ground.
Melee Attack: You make an attack (see attacking) against a unit within 2 inches.
Load: In order to make a Ranged Attack you must first have taken the Load action. A unit cannot take the load action if it is already loaded. Making a ranged attack unloads the unit.
Ranged Attack: you make an attack (see attacking) against a unit. Within 12 inches you incur no penalty on your attack, however for every inch over twelve you gain -1 dice to your attack. Additionally if a unit being targeted is at least partially behind cover, the defending unit gains +2 armor.
Making an Attack: when you make an attack against a unit, you will roll d6’s equal to the attack stat you're using. Your opponent will then roll d6’s equal to their armor stat. Any rolls of 4-6 count as successes and if the attack has more successes than the defender, the attacker deals 1 Blow. If the attacker rolled twice as many successes as the defender, they deal 2 blows
Blows: Each unit can only take two blows before being slain and removed from the battlefield.
Unit Creation:
Unlike in most other wargames, the units you play with are customizable with many different variations. The system for buying units is very simple with three tiers of units:
Infantry (1 Army Point): Standard battleline unit, 12 Stat Points (8 point cap on any one stat)
Champion (2 Army Points): Specialized Unit, 18 Stat Points (10 point cap on any one stat)
Legend (4 Army Points): Force Leader or Powerhouse, 24 stat points (12 point cap on any one stat)
The Stats: these following stats are what make up your unit:
Melee
Ranged
Speed
Armor
Skirmish Size: 10 army points
Battle Size: 20-30 army points
A typical army in general must consist of at least 50% infantry units. This isn’t a hard rule at all, more of a suggestion
Tactics
Tactics are specific maneuvers that your army has become skilled at pulling off. In the base game there are five but expansions will contain more. For skirmish sized games you get one Tactic Use per game and for a Full Battle, you get 2-3 Tactic Uses per game. You must pick before the game what tactics you will be using, and may pick the same one more than once. At the start of each round after rolling to see who goes first, starting with the 1st player, both players will declare if they are using their tactic. Tactics can remain secret or public depending on the scenario. The tactics bonus lasts until the end of the round.
Charge! Your Units gain +3 Speed
Push the Offensive! Your units gain +2 to their Melee Attack
Ready Aim Fire! Your units no penalty range increases from 12 inches to 24 inches
Hold the Line! Your units gain +3 Armor against melee attacks
Duck! Your units gain +3 armor against ranged attacks
Scenarios: While a simple fight to the death is fun, you can run any scenario you want and certain expansions will contain scenarios. Here are two:
King of the Hill: Make a central circular area that is considered “The Hill”. At the end of each round, if only one team has units on the hill, they gain 1 point, first to 4 points wins.
i miss having a consistent d&d party, i miss the feeling of community and all the story's. people are just so busy and preoccupied with their own life's now, there doesn't seem to be anytime for dedicated ttrpg playing or a good board game for that matter
Tiny Epic Dungeons #boardgame
Designed by Scott Almes, published by Gamelyn Games