What would YOU do with a Time Machine? Would you stop the sinking of the Titanic? Prevent the assassination of JFK? Kill Hitler before WWII? These are just a few of the possibilities in Chrononauts, the award-winning card game of time travel. To win, you must change history at key points called Linchpins, so that history transforms into the Alternate Reality your character calls home. You can also win by collecting a specific set of Artifacts, such as a live dinosaur, the Mona Lisa, and an unpublished Shakespearean play. But be careful – if you create too many paradoxes, you could destroy the entire universe!
We’re big Munchkin fans in my family — we have roughly a thousand expansion sets and we play almost every holiday when we’re all together. This past Christmas we decided to change it up a little with something new to us — Chrononauts, an award-winning card game from Looney Labs, first released in 2000. It’s basically a simpler Munchkin for history and time-travel nerds. Like Doctor Who? You’ll love this!
So when looking on Amazon, and trying to finish an order (used to be for free shipping, now more from trying to round out a gift card…), I usually look back through my ever-increasing wish list of board games and card games. Good stuff – some we’ve seen on TableTop, some we’ve played, some that are recommended.
And then, just a huge amount of expansions.
Expansions to board games is a growing and exploding market. They tend to add a lot to a game – not only in terms of content and new stuff and new rules and options, but replayability. Suddenly there’s so much going on with the game – often a bunch that you haven’t experienced, or haven’t experienced in combination – that it’s always great.
Recently we realized – we don’t actually have a complete game set. Well, maybe for Miskatonic School for Girls… we got the expansion for that.
Though we haven’t played this expansion yet…
In other words, we have this whole game because it only has one expansion! That’s a really low amount for games anymore. So let me consider a few that we could pursue because we are close or interested – then I’d love to know what you think, or if you have any complete games, in the comments below!
Posted in Board Games, Card Games, Gaming
Tagged Arkham Horror, Ascension, Battlestar Galactica, Chrononauts, Completionist, expansions, Firefly The Game, Lords of Waterdeep, Munchkin, Munchkin Quest, Small World, Ticket to Ride
We recently got the anticipated and kick-started game, Firefly: The Game. We got a chance to play it a couple of times, and I thought I would report on some of our impressions. It seems this can be a fairly long game; we finally had to call our first game after two days of trying to finish it, over six hours. I think we were close to the end…
In terms of gameplay, someone remarked that it plays like Munchkin: you collect gear, upgrades, and helpers, to kick in the door, or do missions you have selected. Strategically, the game reminds me of Dominion. You spend the early majority of the game building up your deck – or in this case, ship, crew, and gear – and then at the end, everyone begins a race to get the victory conditions. Going too soon can lead to failure, and put you behind.
However, the thing that this game is most referential to is Firefly itself. Between all the various elements of the game, they invoke not only nostalgia for the show, but the feel of the show. The rules, the activities you undertake – they make it feel like you are doing the same thing Mal and his crew were doing, with the same difficulties. Unfortunately, this can be frustrating, as you deal with having to pay your crew while undertaking jobs, or when your engine gives out in the middle of Alliance space, with an Alliance Cruiser hot on your tail. Continue reading