December Play Statistics

Total Plays: 72

Different Games Played: 32

One-Player plays: 1

Two-Player plays: 49

Three-Player plays: 14

Four-Player plays: 3


Days: 17 different days

Most Plays in One Day: 12

Different Players: 7

Locations: 2

10×10 Challenge Update (50%):

Azul 10/10

Bottom of the 9th 2/10

Bärenpark 3/10

Chinatown 2/10

Fresco 1/10

Galaxy Trucker 5/10

Imhotep 5/10

Photosynthesis 2/10

Stone Age 10/10

The Castles of Burgundy 10/10

25×5 Challenge Update (52%):

1960: The Making of the President 0/5

Acquire 0/5

Agricola: All Creatures Big and Small 3/5

Alhambra 0/5

Azul 5/5

Betrayal at House on the Hill 1/5

Bottom of the 9th 2/5

Bärenpark 3/5

Captain Sonar 1/5

Chinatown 2/5

Cosmic Encounter 1/5

Fresco 1/5

Galaxy Trucker 5/5

Imhotep 5/5

Medici 4/5

Pandemic Iberia 4/5

Photosynthesis 2/5

Sherlock Holmes Consulting Detective 2/5

Stone Age 5/5

Terraforming Mars 5/5

The Castles of Burgundy 5/5

The Cave 2/5

The Pursuit of Happiness 0/5

Twilight Struggle 2/5

Viticulture Essential Edition 5/5

This is a repeat from November but holds true for December: “PAX Unplugged was this month and resulted in a lot of different games being played. I tried to record everything that we played but it wasn’t perfect as we split up on bounced from quick game to quick game or only played a few rounds of games. PAX though was great and you can read my thoughts on the games we played and the convention itself.”

December saw us tackle the shelf of shame with a fury as we had some ample downtime due to the holidays. Nineteen new games were played this month (which includes some games from PAX Unplugged). The highlight of the shelf of shame was Great Western Trail. This is a game I worried about due to the somewhat dry theme but boy was I wrong. This game had everything we wanted: interesting choices, clear paths, and multiple ways/strategies to score points. I haven’t felt this in awe of a game since our first time playing Viticulture. I can’t wait to get GWT back to the table and since our inaugural play, it has seen our table five more times.

There were also a few duds but none was more disappointing than Spirit Island. I went in knowing that the game was difficult and provided a heavy challenge that was unmatched by any other cooperative game I owned. Unfortunately, I felt like the game was difficult to the point that it was difficult for difficulties sake. The game felt very paint by numbers as you were performing the same actions turn after turn. The order was important (in fact, very important), but I never felt drawn to the decision making. The game was touted as being a complex exercise and while there’s a lot of moving parts, I never found anything that I was doing or any information that I was processing more complex than like games. The game will get a fourth play but I’ve been less than impressed with each run through and don’t know that another play will change anything.

Author: Two off the Top

Just a guy that wants to talk about board games more than his significant other tolerates.

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