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The Games You Want to Play…The Game of Thrones

 

The Games of Thrones: The Board Game

We finished a 6-player Game of Thrones session this week. The Houses were as follows: Stark (Dominic), Lannister (Wil), Greyjoy (Doug), Baratheon (Jeff), Martell (Chuck), and Tyrell (Peter). The game started with the Houses securing their neighborhoods. The most action in the early rounds was probably between Greyjoy vs. Lannister and Greyjoy vs. Stark on the water. Greyjoy pushed both back to their coastlines – for the time being. Baratheon began to expand its presence on the mainland. However, Martell soon began to square off against them in the Narrow Sea and, before long, Tyrell made the jump and grabbed King’s Landing.

 

Before long, there was a tight group with every house except Greyjoy a contender, but no one breaking out. Baratheon was worn down by the combined efforts of Martell and Tyrell, Stark continued its push south and threatened Dragonstone from the sea, and the Lannisters fortified their central position. Greyjoy, which had been poking around the edges suddenly struck Tyrell, taking Highgarden. The Starks pushed hard against the Lannisters, but were rebuffed and the Lannisters counterattacked – pushing into the North and taking a strong lead. Tyrell reeled from additional attacks from Greyjoy and, though their House was mortally wounded, they eventually managed to drive the raiders back into the sea and retake Highgarden.

 

Greyjoy, having been available to the highest bidder and bouncing back and forth between backing the Starks and Lannisters, sided with the Starks in the end to prevent a sudden victory by the Lannisters. The Starks pushed south again and became a contender for the throne. In the meantime, while Tyrell was reacting to the Greyjoy raids and the Starks and Lannisters battled in the north, the Martells finished off the weakened House Baratheon and that great family’s dreams of ruling the Seven Kingdoms. With that foe vanquished, the Martells turned their full attention on the weakened Tyrell lands and other territories recently raided by the Greyjoys (that they left under-garrisoned as they over-extended themselves in their rush for more pillage and plunder), quickly capturing sufficient strongholds and castles to claim victory on the last turn.

 

The Martells won a complete victory and claimed the Iron Throne. The Starks held a strong position and would remain influential in the kingdom with the Lannisters nipping close at their heels. Both the Tyrells and Greyjoys found themselves at the bottom as the weakest of the five remaining houses (though the Greyjoys might argue they were having the most fun).

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The Games You Want to Play…Eclipse

Eclipse

Of the five empires competing for galactic domination, four were non-human – the Eridani (better tech to start, but fewer resources / discs make it a challenging play) – Peter, Draco (friends of the Ancients) – Wil, Mechanema (builders – cheaper ships and more builds/upgrades per action) – Scott, and the Hydrans (techies – can research multiple techs per action) – Tim. Then, there was the Terran Alliance (average, run-of-the-mill Hoomies) – Doug.

 

The Eridani managed to build a solid empire. Having discovered an ancient technology that made their ships incredibly tough, they built a fleet of interceptors (the smallest ship class). Sandwiched between the Mecha and the Terran Alliance, things could have gone poorly for them, but they managed to maintain peace with the Mecha and found their other flank protected by a lack of wormhole connections with the humans.

 

Though between the Humans and the Hydrans, the Draco found all of their border sectors inhabited by friendly Ancients and settled in to build-up resources and tech. The Ancients helped them secure a couple of the core sectors and their early research of orbitals let them build a significant resource base behind their moat.

 

The Mecha got off to a strong start, building a core empire and eventually driving all the way to the Galactic Center, which they held for a good portion of the game. The massive missile ships they developed intimidated their rivals, leaving them unmolested by their three neighboring empires until later.

 

Forced to focus more on the outer sectors by the strong core presences of the Draco and Mecha, the Hydrans built an expanded empire of rim sectors and used their research skills to great advantage.

 

The Terran Alliance was less than a “stellar” example of human achievement. The one core sector they discovered was defended by an Ancient and quickly grabbed by the Draco before the humans could build-up the ships to take it. Their next move toward the Eridani ran into another Ancient. Careful placement of wormholes by the Draco and Eridani left the humans with only one way out of their galactic arm – straight through the Draco wormhole fortifications. Unable to break into the galactic core (until the last turn when they finally discovered Wormhole Generators), the Terran Alliance built an empire of rim worlds and had little impact on the game.

 

The real action occurred during the final round of the game. The attached photo shows the situation just prior to the great Mecha-Galactic Entente War of 42.345.

 

The Mecha (white), based on the overwhelming firepower of their mighty missile ships coupled with arrays of targeting computers, had maintained the peace in the galaxy and had ruled benevolently from the Galactic Center for some time. This did not sit well with the other empires, but no individual empire was able to face them. Realizing that the humans (black) – on their isolated, under-developed worlds – would be of little use, the Hydrans (blue), Draco (yellow), and Eridani (red) set out to correct the balance of power in the galaxy.

 

They knew that all they needed to do was survive the initial missile onslaught of the Mecha ships and then they would be like wolves among the sheep (or, as the Eridani might say, DraakkEach among the NessleWumps). The Draco and Hydrans loaded their ships with shields to thwart the Mecha’s targeting computers and the Eridani wrapped more and more armor around their quick, little interceptors in preparation for the great war of liberation to come. The disconnect from the physical plane of existence of the great Mecha emperor SctSch001 and its replacement by dGKru4 could not have come at a worst time for the peacekeepers of the galaxy.

 

Though there had been warnings, the Mecha had built all of the ships their industry could support and minor adjustments to reinforce vital sectors were all that could be done. As the peace-loving humans watched in horror, the Entente launched its attacks across the entire length of the Mecha’s empire with each of the three invaders focused on a primary target. The main Hydran fleet attacked the Home Sector of the Mecha, with smaller pinning attacks in other border sectors, and the Draco launched their fleet against the Galactic Center. Massive dreadnaughts and heavy cruisers poured out of the wormholes in these sectors. The Mecha’s lack of starbase technology had left them without fixed fortifications to guard these entry points. Swarms of Eridani interceptors, well…swarmed through a wormhole into a sector near the Galactic Center where a large Mecha fleet was based, preventing those ships from rushing to the defense of their fellow Mecha.

 

Though the Mecha missiles blasted invading cruisers from space, the heavily shielded dreadnaughts of the Draco and Hydrans shrugged aside the desperate defenses and pushed toward the Mecha ships. The first to fall was the Mecha Home Sector, causing cascading morale failures to ripple through the Mecha systems as Home Fleet was eradicated. However, hope grew anew as Mecha ships battled successfully against the Hydrans’ pinning attacks to protect the backs of the fleets guarding the Galactic Center. Elsewhere, though many were destroyed, the little flying bricks of the Eridani simply weathered the storm of missiles and pushed through to completely destroy the Mecha fleet they had targeted. Once their missiles were expended against the Draco, the main fleet of the Mecha at the Galactic Center faced certain destruction, but was able to retreat successfully thanks to those brave defenders in an adjacent sector who had repulsed a Hydran assault.

 

The timing of the Entente’s attack was perfect and, though a powerful Mecha fleet had survived, the Mecha would have no chance to counterattack. The end of the war found the Hydrans taking the dominant position in the galaxy. The Draco were now the second most powerful force, followed by the evenly matched Eridani and Mecha. The humans sent congratulations and condolences as appropriate, then quietly turned off the lights to avoid being noticed further by the new powers of the galaxy. How long will the Hydrans maintain their dominance? Will the Mecha find a way to restore their power? Will the Draco be able to use their control of the Galactic Center to lead the galaxy, despite the strength of the Hydrans?

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The Games You Want to Play…Brass Birmingham

Brass: Birmingham

We put Brass: Birmingham on the table with Tim, Wil, Chuck and Doug playing. After the Canal Era, Tim and Wil had the lead with good income. Tim had a built a solid base around Birmingham and Wil had a monopoly on pottery. Chuck was playing for the first time and had a poor teacher, but seemed to be on top of the game and was certainly competitive with Doug. Chuck and Doug were both lagging behind the other two in income and VP, though.

Going into the Rail Era, Chuck and Doug entered with recent loans and full bank accounts, while Tim and Wil were a little short of funds (though both had a reasonable amount of cash due to their good income). Tim continued to focus on his burgeoning Birmingham-based commercial empire, Chuck expanded out of his central market into the northeast markets (claimed by Doug), and Wil was a little more geographically dispersed than the rest of us with a presence in the northwest (left over from his earlier pottery empire) and a presence in the Birmingham suburbs. Doug was in fairly good shape in the northeast, since he had followed Wil’s lead and developed past the first level of buildings (most of these are picked up after the Canal Era) and had a core of manufacturing in the area.

Doug managed to make a bit of a surprise comeback, inching past Wil and Chuck to gain what looked like a win. Then, Tim calculated his score and ended up scoring…three more points than Doug for the win! It was a tight race at the end with just a dozen or so points between first and last place – with the finish going to Tim, Doug, Wil, and Chuck.

 

Gaming Vacations

Spring 2022 / April 2 to April 10 / Ft. Lauderdale, FL to the Eastern Caribbean / Royal Caribbean’s Allure of the Seas

Summer 2022 / July 10 to July 17 / Vancouver, BC to Alaska’s Inner Passage / Royal Caribbean’s Serenade of the Seas

 

#BrassBirmingham #GamingBySea #boardgamingcruise #gamingvacation #boardgame #boardgaming #tabletop #tabletopgaming #gamingcruise #boardgamecruise #caribbeancruise #alaskacruise

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The Games You Want to Play…Blood Rage

It is the end of the world! Ragnarok is upon us! Four brave clans of Vikings; Wolf (Scott), Serpent (Tim), Bear (Chuck), and Raven (Doug); do not fear the end, only failing to enter Valhalla! This is a quick-playing, fun game, with very nice miniatures (see the attached picture of the monsters – Trolls, Sea Monsters, Dwarves, Witches, etc.). There are three Ages and each Age starts with card drafting to build your hand (eight cards are dealt to each player, you pick one, pass the remainder to the player on your left, repeat until everyone has six cards).

The mechanics are fairly straightforward, but there are a number of cards and it can take a moment to figure out how to play well. We spent the 1st Age struggling to make sense of what worked and Scott and Tim seemed the only ones of us to have an actual strategy out of the gate – Scott improved the abilities of his clan with the special clan cards, which we discovered are extremely powerful, and Tim improved the quality of his Warriors and Leader). Having a plan actually works and they jumped out to an early lead with Chuck and Doug following (Chuck and Doug were having Brass: Birmingham flashbacks). In the 2nd Age, Doug became very focused on building his Rage level. Raging against the dying of the light is what lets you take actions. So, the more Viking Rage you can summon, the more you can do. Doug also worked on my HR department (Horns), which allows you to deploy more warriors and monsters. Near the end of the 2nd Age, a titanic battle involving all of the clans occurred in Yggorasil (a province at the center of the board that is accessible from every other province). Many brave warriors entered Valhalla that day!

In the 3rd Age, since Doug was so far behind, that his goal was more Glory (VP). So, he selected cards that could drive his score higher through Quests (a way to earn lots of Glory by achieving certain goals during an Age). That can be risky, since it leaves you vulnerable to losing battles and does not allow you strengthen your warriors or clan. However, he addressed that by selecting two Quest cards that were dependent on my having more warriors in Valhalla (so the more he lost, the better – up to a point) and using his greater numbers (thanks to his quality HR recruiting) to try to dominate just a province or two to prevent others from effectively challenging him. Also, Doug focused on reaching legendary status in two of the abilities (Rage and Horns – he did not work on Axes, since that increases the amount of Glory you earn for victory in battle and he was not going to see much of that).

Doug managed to come from behind for the win. Scott came in second, Tim third, and Chuck fourth. Doug’s reliance on Quests in that last age and reaching legendary status in both Rage and Horns are what pushed him a few points ahead of Scott at the end.

 

Gaming Vacations

Spring 2022 / April 2 to April 10 / Ft. Lauderdale, FL to the Eastern Caribbean / Royal Caribbean’s Allure of the Seas

Summer 2022 / July 10 to July 17 / Vancouver, BC to Alaska’s Inner Passage / Royal Caribbean’s Serenade of the Seas

 

#BloodRage #GamingBySea #boardgamingcruise #gamingvacation #boardgame #boardgaming #tabletop #tabletopgaming #gamingcruise #boardgamecruise #caribbeancruise #alaskacruise

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The Games You Want to Play…Clash of Cultures

Clash of Cultures is a 4x (Explore, Expand, Exploit, and Exterminate) game for up to four players. The players each started in their own corner of the board on a revealed “Region” of four hexes – Yellow (Peter) in the SW, Green (Chuck) in the NW, Red (Wil) in the NE, and Blue (Doug) in the SE. The remaining regions are placed randomly facedown and are revealed as they are explored, which can include coming across barbarians. The basic mechanics of the game are fairly straightforward, once you complete a couple turns, and the player aid clearly shows the steps. However, the challenge is more in how you track the effects and benefits received from the technologies you research and keep remembering some of the more detailed rules (which more experienced players would probably not have found to be a problem). We made a few mistakes during the game, but pushed through.

 

There are three action turns in each round during which players can move, found cities, activate cities to build city districts (Fortresses, Academies, Temples, and Ports) or collect resources such as ore, wood, food, and gold (larger cities can collect from more of the surrounding hexes) or raise units (settlers, armies, and ships – larger cities can raise more units with a single action), complete civic improvements (improve a city’s mood), and influence other cultures (you can change the color of other player’s city districts to your own – it does not change how they are used by the original players, but gives you the VP for the district at the end of the game). Combat is a fairly simply matter of rolling one dice for each army in a combat to get a total CV (Combat Value), dividing the result by 5, rounding down, and scoring that many hits. Battles continue until the attacker decides to withdraws or one side is eliminated. Players have the ability to play Action Cards before each round of a battle, giving such advantages as a pre-combat roll, bonus CV, etc.

 

A huge part of the game is the tech tree, not just for the techs you discover but for how researching certain tech increases your “Mood” and “Culture” points. Mood helps improve the attitude of your cities, culture helps with purchasing Wonders (something we failed to do during the game), and both can help you deal with certain event cards or use your tech abilities. It also moves your mood and culture indicator up the track, triggering events at certain points along the way. Events can be good or bad (generally bad) and can spawn the growth of, and attacks by, barbarians.

 

As most of these games do, it started quietly. Doug managed to stumble across a barbarian tribe with his first exploration, but otherwise the barbarians were fairly quiet in the beginning. Since barbarians can be triggered by Event Cards, he slowed his tech growth in certain categories until the forces to deal with a possible attack were in place. Wil pushed south along the eastern edge of the board and became the first (and only) player to build a ship. He also test ran the trade route tech, impressing everyone with his merchant skills. Peter grew his technology rapidly and pushed north, founding a city a few hexes from his capital. He had a bit of a scare when he triggered an event and a barbarian horde that had been menacing Chuck noticed he existed and pushed south, destroying his city. Chuck pushed east from his capital founding a couple cities, building a solid tech base, and an army to deal with the barbarians. Threats from the previously mentioned barbarians kept him busy and blocked movement south.

 

Having destroyed the local barbarians, Doug pushed his recently battle-tested army out to the edges and built a city near Wil’s border, making Wil a little nervous. He and Wil settled into a border battle between proxies, hiring mercenaries (barbarians spawned by Event Cards can be placed up to two hexes from your cities, so closely located border towns can find themselves surrounded by barbarians) to harass each other. Peter pushed back north with a large army and re-established his northern city. Both Chuck and Peter worked to build large cities, giving them impressive resources. Due to the way the regions were revealed and the hexes placed (there are rules for how to orient the 4-hex regions when they are revealed), the map became split by water hexes between the eastern and the western empires with only a small strip of land connecting them. This siloed the game into a pair of two-on-two competitions, which impacted how the game was played (especially with Wil being the only seafaring culture). Rules note: Your maximum city size is the number of cities you have on the board. So, if you only have 3 cities, you can only have a maximum of 3 city pieces in a city (when the city piece is built, you do not lose pieces as you lose cities).

 

In the west, the two empires prepared to crush the barbarian horde that separated them. The barbarians were quickly destroyed and their former lands became a battleground between Peter and Chuck. In the end, Peter’s massive resource based allowed him to prevail and push further north to threaten Chuck’s capital city. In the east, Wil launched an attack against some of the border barbarians and crushed them. Unfortunately, this left him a little weaker and Doug quickly took advantage of the situation, attacking Wil’s army. An amphibious counterattack failed and Doug was soon positioned to rapidly push north and grabbed some of Wil’s smaller cities.

 

You score victory points for the number of city districts (1 VP) of your color on the board, tech advances (1/2 VP), wonders (5VP), and objective cards (2VP – there are two options to score on each card, peaceful and not-so-peaceful). In the end, Peter’s strong tech (it seemed during the game that he had run away with the tech, but he, Chuck, and Wil were very closely grouped) and large civilization won him the day. Wil’s strong tech base and Objective VP put him in 2nd place (only 3 points behind Peter), despite Doug managing to grab a number of small cities from him just before the end of the game. Wil’s score was bolstered by Objective card VP, thanks in part to the long proxy war between him and Doug (the not-so-peaceful way to gain VP noted above). Though strong in Tech, Chuck came in third place (just 2 points behind Wil), suffering in the end from a close-run, if losing, war effort against Peter. No one managed to build a Wonder, though both Chuck and Peter were on the verge of doing so before the “Great War” absorbed all of their carefully hoarded resources. Doug’s failure to score his Objective cards in a timely manner left him in last place (he was technically tied for 2nd place, but only if allowed to score objective cards after the fact).

 

This game received a coveted 4 out of 4, “Yeah, I guess I would play it again” rating, however that was based on giving the game the benefit of the doubt on this first play-through due to the learning curve and how the map fell. This rating could change based on the results of another play. We played 4.5 hours, including the teach, and we managed to make it through 6 of the 7 Rounds. So, with more experience, the group should have easily made it through the entire game in one sitting.

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2021 Event Registrations are Open!

That’s right, Gaming By Sea is back for 2021!

Join us for one of our three, great Board Gaming Vacations (2 cruises and a resort, by the sea). Not only will we be having all kinds of Board Gaming and Tabletop Gaming fun (find out about our scheduled gaming), but we are excited to team up in 2021 with an International Chess Master to offer separate chess camps for kids and chess clinics for adults! Discover where we are going and what is happening…

June 20 to June 27

Vancouver, BC to Alaska’s Inner Passage
Royal Caribbean’s Serenade of the Seas

July 18 to July 25

Port Canaveral, FL to the Caribbean
Royal Caribbean’s Allure of the Seas
November 21 to November 27 (US Thanksgiving)
Cancun, Mexico
Now Resort’s Sapphire Riviera Cancun
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The Games You Want to Play…Part XXXV

Here is a picture of just some of the games to be included in our Spring 2020 board gaming cruiser’s Game Library.

Only 29 of the more than 100 games that will be on the Spring 2020 cruise for your enjoyment are shown here!

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GamingbySea
Published by IG Gaming BySeaJanuary 11

The Games You Want to Play…

Arboretum
I played a fun, quick game at the CLS Game Day when I went by to pick up some games for the cruise…Arboretum. Designed by Dan Cassar and released by Z-Man Games in 2015, it is a set selection and hand management game.

It is a great little travel game with just a deck of cards and brief set of rules that can host 2 to 4 players. Thanks to Tyler for teaching it to me even though he won! Teaching and playing probably took 30 minutes for our two-player game.

Play is straightforward, you have a hand of 7 cards. You draw two cards each round, either from the (faceup) discard pile or the (facedown) draw pile (you can draw one from each or both from one, but there is no digging through the discard pile allowed). You then play one card in front of you and discard one (see the picture). Play goes until the draw pile is empty. You will still have 7 card in your hand at the end of play.

Not only must you play cards out in front of you to be ready to win points at the end of the game (which is done by “connecting” suits of trees), you must retain cards in your hand to keep your opponents from scoring on the cards in front of them (or vice versa). The game’s system to keep you engaged with your opponent is quite simple, but adds some depth.

The card art is very attractive.

Join us for our Spring and Fall 2020 Board Gaming Cruise Vacations and vote to include fun games like this in the game library!

See you on board,

Www.GamingBySea.com

#arboretum #gamingbysea #boardgame #tabletopgame #boardgaming #anthemoftheseas #harmonyoftheseas #royalcaribbean #boardgamecruise #boardgamingcruise

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GamingbySea
Published by IG Gaming BySeaJanuary 9

The Games You Want to Play…

Dune
We had a chance this week to play the remake of Dune. Designed by Bill Eberle, Jack Kittredge, and Peter Olotka and published by Gale Force Nine in 2019, it is a faithful release of the original game system.

We were pleasantly reminded of how advanced its mechanics were for such an early board game. Gameplay is fairly straightforward and, once you have worked through a couple turns, you are able to play off the provided player aids for the most part. The cards, with the odd exception, were very clear.

The components are fine, though not spectacular. The colors for the Spacing Guild and the Emperor are a little too similar and caused confusion a couple times, though we adjusted after a while, and it felt like the special units could have benefited from something “more”. However, the components worked well and, with the above notes, it was very clear what was happening.

The picture follows a rather rough turn that found the Emperor drop an army on top of a force of Fremen, whose leader turmed out to be a traitor, and the Spacing Guild taking the Harkonnen fortress. So, the Tanks were fairly full. This is even after the revival phase in the subsequent turn.

I enjoyed returning to the game after a couple decades and we plan to get it back on the table soon.

Be sure to vote for fun games like this to be included in the Game Libraries for our Spring 2020 and Fall 2020 cruises when you register!

Although our Spring 2020 Group Staterooms may not be available any longer, there are still rooms for you aboard the ship and we would love to have you join us!

See you onboard,

GamingBy Sea

#GamingBySea #boardgame #boardgamingcruise #tabletop #tabletopgame #dune

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GamingbySea
Published by Doug KruegerJanuary 3

There are still rooms you can book on the Anthem of the Seas for Gaming by Sea’s Spring 2020 cruise out of New York. Even though our group staterooms are no longer available, we can still help you book a room and move it into our group.

So, please join us for a great vacation, play some board games, and enjoy a show with us on board the Anthem of the Seas!

Gaming By Sea’s Spring 2020 board gaming cruise vacation leaves New York harbor on March 29 and returns on April 5, 2020.

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GamingbySea
Published by IG Gaming BySeaJanuary 2

The Games You Want to Play…

Ticket To Ride: New York
We managed to get in another holiday game during our travels. This version of Ticket to Ride is a faithful replication of the gameplay of the original standard versions, but offers a smaller, more travel-friendly size and very quick play. Each game only runs about 15 to 20 minutes.

We enjoy Ticket to Ride and this was no different. The best thing about this was the portability and, as we are fans of NYC, the theme worked nicely for us.

As always, you score points for connecting stops and for completing the routes you draw at the beginning (and during) the game. In this instance you are trying to connect routes on Manhattan between the major points of town. Also, there are bonuses for having popular tourist locations as your stops. Due to the small size of the game, they just have you sum everything at the end (using the included scoring pad and pencil).

Be sure to vote for fun games like this one to be included in the Game Libraries of our Spring 2020 and Fall 2020 cruises!

See you onboard,

www.gamingbysea.com

#gamingbysea #boardgame #boardgaming #anthemoftheseas #harmonyoftheseas #boardgamecruise #boardgamingcruise #tabletopgame

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Published by IG Gaming BySeaDecember 31, 2019

The Games You Want to Play…

Pandemic: Rapid Response

We have a couple versions of Pandemic, but Rapid Response is quite different from the standard games. This is a new version released in 2019 and was just added to the Gaming By Sea library over the holidays.

Instead of running the CDC operations globally, you are a team aboard a specially outfitted super plane, delivering supplies to cities in need around the globe (you will recognize the cities from the standard game, though not all are represented).

Another key difference is that your operations are time limited. No more casual strategic conversations over a cup of coffee in the Atlanta CDC command center. Now, you are scrambling to prepare care packages containing food, vaccines, first aid supplies, back-up energy, and water for delivery to infected cities.

You are no longer the glamorous headliners who found the cure and saved the world, but the hard-working folks out on the line making the save actually happen.

We enjoyed the high-speed action, though it took us a couple plays to shift gears from normal Pandemic thinking to this. I can see where some traditional Pandemic gamers might be taken aback by the change in pace, so be sure you are aware of what you are taking on with this game.

Join us to play fun games like this one on our Spring 2020 or Fall 2020 cruises!

See you aboard,

Www.gamingbysea.com

#boardgamingcruise #boardgame #tabletopgame #anthemoftheseas #harmonyoftheseas #boardgamecruise #pandemic #rapidresponse

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GamingbySea
Published by IG Gaming BySeaDecember 28, 2019

Join us for our Spring 2020 board gaming cruise vacation. Register by Monday, 12/30, to grab the last of our group staterooms before they are gone!

See you on board,

Www.gamingbysea.com

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GamingbySea
Published by IG Gaming BySeaDecember 25, 2019

The Games You Want to Play…

No games played this week, but new games for everyone for Christmas! Blank Slate, Pandemic: Rapid Response, and Ticket to Ride: New York.

Looking forward to getting these games on the table and adding them to the Game Library for the cruises.

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GamingbySea
Published by IG Gaming BySeaDecember 21, 2019

The Games You Want to Play…Zombicide: Black Plague

Our friends came down and brought their box o’ Zombicide with them to teach us how to play the Black Plague version of the game, which is set in a medieval fantasy world. The game was designed by Raphaël Guiton, Jean-Baptiste Lullien, and Nicolas Raoult and this version was released by Guillotine Games in 2015. The games come with impressive collections of miniatures and solid components.

Of the six of us, four had never pl

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GamingbySea
Published by IG Gaming BySeaDecember 20, 2019

Have a great vacation, play some board games, and drive bumper cars with us on board the Anthem of the Seas!

Gaming By Sea’s Spring 2020 board gaming cruise vacation leaves New York harbor on March 29 and returns on April 5, 2020.

Visit www.gamingbysea.co. for more information.

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GamingbySea
Published by IG Gaming BySeaDecember 17, 2019

The Games You Want to Play…Founding Fathers

We enjoyed a game of Founding Fathers last week. At first blush, many of you might think that a game about the Constitutional Convention of the United States in 1787 would not be that much fun to play, but that is not the case. Designed by Christian Leonhard and Jason Matthews and published by Jolly Rogers Games in 2010, this game is for 3-5 players. Your goal is to emerge from the Convention as the “true Father of the Constituti

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GamingbySea
Published by IG Gaming BySeaNovember 24, 2019

Gaming By Sea 2021 Scouting Mission!

Anyone up for a late, late night game of Pandemic: Fall of Rome in the Card Room and Library of the Norwegian Encore?

Join us for our Spring 2020 or Fall 2020 Boardgaming Cruise Vacations

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GamingbySea
Published by IG Gaming BySeaNovember 22, 2019

Gaming By Sea 2021 Scouting Mission

About to play a quick game of Tiny Epic Galaxies in the District Brewhouse aboard the new Norwegian Encore!

Join us for one of our upcoming 2020 cruises: www.gamingbysea.com

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The Games You Want to Play…Part XXXIV

Arboretum
I played a fun, quick game at the CLS Game Day when I went by to pick up some games for the cruise…Arboretum. Designed by Dan Cassar and released by Z-Man Games in 2015, it is a set selection and hand management game.

It is a great little travel game with just a deck of cards and brief set of rules that can host 2 to 4 players. Thanks to Tyler for teaching it to me even though he won! Teaching and playing probably took 30 minutes for our two-player game.

Play is straightforward, you have a hand of 7 cards. You draw two cards each round, either from the (faceup) discard pile or the (facedown) draw pile (you can draw one from each or both from one, but there is no digging through the discard pile allowed). You then play one card in front of you and discard one (see the picture). Play goes until the draw pile is empty. You will still have 7 card in your hand at the end of play.

Not only must you play cards out in front of you to be ready to win points at the end of the game (which is done by “connecting” suits of trees), you must retain cards in your hand to keep your opponents from scoring on the cards in front of them (or vice versa). The game’s system to keep you engaged with your opponent is quite simple, but adds some depth.

The card art is very attractive.

Join us for our Spring and Fall 2020 Board Gaming Cruise Vacations and vote to include fun games like this in the game library!

See you on board,

Www.GamingBySea.com

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The Games You Want to Play…Part XXXIII

Dune
We had a chance this week to play the remake of Dune. Designed by Bill Eberle, Jack Kittredge, and Peter Olotka and published by Gale Force Nine in 2019, it is a faithful release of the original game system.

We were pleasantly reminded of how advanced its mechanics were for such an early board game. Gameplay is fairly straightforward and, once you have worked through a couple turns, you are able to play off the provided player aids for the most part. The cards, with the odd exception, were very clear.

The components are fine, though not spectacular. The colors for the Spacing Guild and the Emperor are a little too similar and caused confusion a couple times, though we adjusted after a while, and it felt like the special units could have benefited from something “more”. However, the components worked well and, with the above notes, it was very clear what was happening.

The picture follows a rather rough turn that found the Emperor drop an army on top of a force of Fremen, whose leader turmed out to be a traitor, and the Spacing Guild taking the Harkonnen fortress. So, the Tanks were fairly full. This is even after the revival phase in the subsequent turn.

I enjoyed returning to the game after a couple decades and we plan to get it back on the table soon.

Be sure to vote for fun games like this to be included in the Game Libraries for our Spring 2020 and Fall 2020 cruises when you register!

Although our Spring 2020 Group Staterooms may not be available any longer, there are still rooms for you aboard the ship and we would love to have you join us!

See you onboard,

GamingBy Sea

#GamingBySea #boardgame #boardgamingcruise #tabletop #tabletopgame #dune

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The Games You Want to Play…Part XXXII

Ticket To Ride: New York
We managed to get in another holiday game during our travels. This version of Ticket to Ride is a faithful replication of the gameplay of the original standard versions, but offers a smaller, more travel-friendly size and very quick play. Each game only runs about 15 to 20 minutes.

We enjoy Ticket to Ride and this was no different. The best thing about this was the portability and, as we are fans of NYC, the theme worked nicely for us.

As always, you score points for connecting stops and for completing the routes you draw at the beginning (and during) the game. In this instance you are trying to connect routes on Manhattan between the major points of town. Also, there are bonuses for having popular tourist locations as your stops. Due to the small size of the game, they just have you sum everything at the end (using the included scoring pad and pencil).

Be sure to vote for fun games like this one to be included in the Game Libraries of our Spring 2020 and Fall 2020 cruises!

See you onboard,

www.gamingbysea.com

#gamingbysea #boardgame #boardgaming #anthemoftheseas #harmonyoftheseas #boardgamecruise #boardgamingcruise #tabletopgame

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