Help populate my Christmas wishlist!

So despite me being a proper adult person with a mortgage and everything, my parents insist on buying me (and my brother) a million Christmas presents every year, and for the last 5 years or so they've asked me to put together an Amazon wishlist for ease of buying said presents.

Of course, a large section of my recent lists have been dedicated to board/card games, but as there's getting on for 150 games in my house right now I'm slowing down with ideas. I'm sure you lovely forum people have suggestions for me, right? I'd love to hear them!

General things I like:

  • Animals
  • Evolution
  • Music
  • Eurogames
  • Cubes and meeples
  • Screwage
  • Weird themes
  • Pretty colours/art

Games I like but already own/have access to:

  • Sentinels (obviously)
  • Dominion
  • Dixit
  • Agricola
  • Flash Point: Fire Rescue
  • Glen More
  • Carcassonne
  • RoboRally
  • American Megafauna

General things I don't like:

  • Space
  • Crunchy wargames
  • CCGs/LCGs
  • Theme over mechanics
  • Religion
  • Too much luck
  • Trading/auctions
  • Traitor mechanics/bluffing (don't really mind this as such, but I'm totally over it)
  • Roll-and-move, or anything where the decisions are all made for me

Games I don't care for:

  • Settlers of Catan
  • Fluxx
  • Tsuro
  • Cosmic Encounter

Games that are already on my wishlist:

  • Dominant Species
  • Castles of Burgandy
  • Takenoko
  • Seasons
  • Bohnanza
  • Get Bit!

No-one will ever play Dominant Species with me. But honestly, I don't care. I need that game.

I wanted to play dominant species at a convention with my friends, but got outvoted.  I read up on it later, it sounds brutal.  I want to play it.  I will admit I have a crushing need to prove to everyone that insects are the pinnacle of evolution.

Except for flying insects. Those are just wrong.  We need a hero in SotM that is a cockroach.

 

I'll assume you have Power Grid, since it seems like it would fit your style, if not you should add it.  It is one of few games I would vote for over Sentinels.

If you like long tense games there is always the great classic Diplomacy.  So much greatness, and all the orgainc backstabbing you can get.  If we have all day to play (E-mail games are also fantastic) it is my favorite.  But then I'm a Poly-sci Economics guy.

A lighter, more story oriented game that is a heck of a lot of fun is Gloom.  It isn't long, and it isn't deep, but it reminds me of Touring (Mille Bornes is another name for it) with storytelling.

I am not a huge game collector, sadly I am saddled with a casual gamer heavy friend base.

 

I'm a fan of Kill Doctor Lucky; each player is someone desperate to bump off Doctor Lucky, but he is, as the name implies, rather fortunate, and no-one wants to be seen killing him. There's also a print-and-play version on Cheapass Games if you want to inspect it or try it out beforehand.

I haven't actually played it, but Escape From The Temple Curse looks like wicked fun. It's a dicey running-about trying to get out of a temple, in real time.

Ascension is a fun card game - it was our favourite before I got hold of Sentinels. Basically it's a deckbuilding game where you start with a deck of ten cards, eight of which are "resource" cards (worth one Rune, the resource you use to buy new cards), while the other two are "attack" cards (worth one Power each, the resource you use to defeat monsters). You draw a hand of five cards from your own deck, while six cards are dealt out from the main deck in the middle of the board - when it's your turn you can choose to buy any cards you can afford from that central row (there are also two permenantly accessible decks off to one side, one which contains a two-Rune character and costs three Runes to buy, while the other is a two-Powr character and costs two Runes to buy).

Alternatively you can defeat any monsters if you have the Power to do so (again, there is a permenantly-accessible monster off to one side, the Cultist, who needs two Power to kill but is considered an unlimited quantity so the card is never removed when defeated). You can spend as much of your available Runes/Power from your hand as you like - you don't have to use every card in your hand and can just choose not to spend them. Any new cards you "buy" from the central row go into your discard pile.

Your turn ends when you're done with your hand (having chosen to spend or not spend all your cards). Next turn you draw another five cards and repeat. Next turn your deck will be empty so you reshuffle your trash and now start drawing cards which will contain the ones you bought previously.

Defeating monsters earns you Honour (in the form of small token thingys), as well as (usually) some other bonus, like being able to draw another card, or forcing another player to discard one/all-but-one their Constructs (cards you put into play and which stay there, granting you some kind of bonus or extra ability). When the Honour total between all players reaches a certain number (60 for two players, and I think 75 for three and 90 for four), the game ends when the last player in the turn order has had their turn (so everyone's had the same number of turns). Then everyone counts up their Honour totals, which includes the values on the cards they've bought (a number shown in a star in the bottom - every card except the ones you start with gives at least one Honour point, up to a maximum of eight, of which only one card has this value). The person with the highest total wins.

In general, the game doesn't involve directly attacking the other players or anything, but you might destroy a monster which (as mentioned previously) forces them to lose some of their Constructs currently in play. There's another monster (of whom there is only one copy in the deck) who, on death, lets the player who killed him take one card at random from the hands of every other player. You might also choose to try and buy or destroy a certain card from the central row just so someone else can't get it.

There are also some expansions to the game too (we saw them at Leisure Games on Sunday) but I have no idea whether they add in any new mechanics or just extra cards, as we currently only own the base game.

Dominant Species: Played it once, loved it. It's really a wargame, but I don't mind that so much, and I do love the evolution theme. Definitely try it if you get the chance.

Power Grid: No, I don't have it. A friend of mine does who I see occasionally, so I'm definitely planning to try it even though it hasn't "hooked" me yet (but then neither did Sentinels until i played it, so an open mind is definitely in order). I'm expecting to like it, anyway.

Diplomacy: I used to play this a bit back in the day, and really enjoyed all the messing with people and breaking alliances and funny accents that ensued. I liked it until one particular game when I was ganged up on and taken out in like the third turn or something (very early anyway) and then had to sit around for 3 hours until someone else was defeated so we could play another game.

Kill Doctor Lucky: Looks interesting, probably the kind of thing that would work with my group too.

Escape: We have this, and it is really good for a quick tense "oh my god we're all going to die if we don't get out NOW!" experience. Not one to over-play, but it's fun and I like it.

Ascension: I played that a lot on my phone and definitely enjoyed it, but my interest has waned recently. There are a few reasons for not owning it in cardboard form:

  • If I buy Ascension, I fear my group won't want to play Dominion anymore, and I think Dominion's a better game. My group goes for theme more than I do, and Ascension has by far the better theme. I know they aren't that similar, but they're close enough that some might see Dominion as a boring verion of Ascension.
  • Ascension seems rather random with 4 players, with much fewer strategic choices because the board is likely to be completely different by the time it gets round to your turn again.
  • Since I've played a lot and my group hasn't, I'd probably win a lot. And it'll end up being one of thse games that "Anna always wins" (even if I don't) so people will be less likely to want to play.
The expansions, fyi, do both more cards and new mechanics, but mostly new cards. I forget which come from what expansion though, and I've only played I think the first two or three.

Oh, and thank you very much for the recommendations, people. :)

I would always recommend Cosmic Encounter, but space is something you don't like.

Twilight Struggle - Great design and the themes fits perfectly. The biggest issue is that it is only 2 players, and every time you play, you learn the cards, and get significanlty better. So, unless you play with the same person every time, your levels will quickly get out of whack (unless they are playing with someone else).

Tobago - Light game where you move your jeep around an island to find lost treasure. You find the treasure by placing cards to narrow the location. This plays exaclty like a logic problem. The cards can say: it's next to a forest, it is not next to the shore, it is within 2 spaces of a hut, etc. Once the space is narrowed down, someone can pick it up (but oyu also get points for playing cards).

For a twist on an RPG, you could try Dread. A horror themed rpg with no stats. Instead, each person fill out a questionaire before the game that defines the character. Instead of dice, you use  Jenga tower. Each time you need to do something, you have to pull one or more blocks. If you cause the tower to fall, you are out of the game.

Kingsburg - Light dice-placement game, but it really needs the expansion. There are other games that fit this mechaninc like Alien Frontiers and troyes.

Survive - Try to get your meeples off the island while using sharks, whales and, sea monsters to kill your opponents. Lot's of screwage, so don;t play this with people who will get angry easily.*

Cash N Guns - Your team just robbed something, and you are divinding up the loot. Point your gun at someone at see if they call your bluff.

*This reminded me of a great list put out by the Dice Tower: Top ten Game NOT to play with an Angry Person

http://www.youtube.com/watch?v=dFex4FGzKjA

Cosmic Encounter: I've played this twice. I HATED it. I know prety much everyone loves it, but it felt like Munchkin in Space to me.

"I win!"

"Oh no you don't! I have the high number card that no-one can possibly beat!"

"But wait, now I do, because I want to lose!"

"But I have an ability from the millions of possible powers that you didn't know I had because you haven't memorised every single race, and that means that I win!"

Sorry. But no. :wink:

Twilight Struggle: Does look awesome. If only it was more than two players… :frowning:

Tobago: I need to check this one out. I like logic.

Dread: My friend has this. Played once, and it was okay. My group spent the whole time making dick jokes which kind of ruined the atmosphere, but I'd like to play with sensible people.

Survive: Another one I need to check out. My group especially likes screwing each other over!

Cash & Guns: Similarly. Never really looked at it, but it sounds like I should.

I like 7 Wonders a lot and it is almost universally enjoyed by my gamer and non-gamer friends alike. It can also be played rather quickly and it's depth is really up to the player as you can play it really lightly or get all heavy into strategy and still have a good time with it. It is also a pretty quick game (scoring and putting away the game can take longer than playing it). 7 wonders really only shines for me at the 5-7 player range though. 

I'm also a big fan of DnD's Lords of Waterdeep... it pulled me in with theme since I used to play DnD when I was a wee lad... but it's really a worker placement euro with a DnD theme.

 Its light and easy to teach and relatively quick depending on the player's knowledge of the game and propensity for analysis paralysis. I also like that players can control their level of interaction as well. You can just make it a blind race to the most points or you can try to affect other people's games by blocking spots or playing mandatory quests on them. 

The real selling point for me was that my girlfriend likes it and she isn't at all into DnD stuff and before it she wasn't much into boardgames... now she plays a few with me (still can't handle Sentinels though...).  Waterdeep is good with 2-5... but really shines at 4-5 I feel.

I was also gonna suggest Seasons, but I see it is on your list already. That one, I feel, is best for 2 players as 3 or 4 can take a very long time. 

I have only ever seen two responses to Cosmics Encounter: 1) I love it or 2) I hate it. There never seems to be anything inbetween.

If you are interested in the card drafting mechanic of 7 Wonders, but not the recommended players, you can try Fairy Tale.

Hey, someone else knows Mille Bornes!  That takes me back…

I have a different one.  I want to like it, but can't get over a few things that bug me; it's one of the games I would readily play if a few adjustments were made, but am unwilling to touch without them.  The Avalon Hill version was the least objectionable to me, compared to both the original and the later FFG version.

My group tends to prefer cooperative games or light competition, with occasional forays into everyone for themselves.

 

Small world- light competition (unless your group prefers to really go after one another), and enough complexity for some good replay value.

 

Puerto rico- Its a good blend of competition and individual strategy.  Also, you get to rule an island.

 

Citadels- you're trying to build a city, and so is everyone else.  I routinely get beaten because I overthink it, but enjoy it throughly!

 

Got a few more games that we play...

Chrononauts - Card game in which you are a time traveller. There is a timeline (of actual historical events...most of them American but presumably that's where the maker of the game is from, so...) represented by cards laid out in four rows of...eight, I think, and spans various years with the earliest being something like 1829 (assassination of Abraham Lincoln, whatever year that was) to erm...1999 I think (some kind of shoot-out at a school). Events between these two years include stuff like World War II, the sinking of the Titanic, and the shootings of various people including JFK and John Lennon. As a player, you can win the game one of three ways. Firstly, by changing the timeline so that events match up to the version of the future that you came from (certain events along the timeline are called "lynchpins" - flipping these causes "ripples" which flip other cards, their events becoming paradoxes since the event that caused them suddenly never happened/turned out differently). Note that if ever there are thirteen paradoxes existing at once, the universe basically implodes and it's game over for everyone. The second way you can win is by completing your mission, gathering certain artifacts from across time and playing them (laying them out in front of you on your turn - you get to play one card per turn). The third way is to fix the timeline by playing Patch cards on paradoxes - every time you play a Patch you get to draw an extra card (ordinarily your turn consists of playing a card and drawing a card, so your hand size never changes), and if you end your turn on ten cards, you win. You can mess with other people a bit by stealing artifacts from them or forcing them to swap their ID or Mission cards for a new one (ID card is the one that tells you the year you're from and thus which years you need to change in the timeline in order to win that way).

Braggart - Another card game, fairly quick to play, Basically you are a bunch of adventurers in a tavern boasting about your various heroic deeds. You play cards representing a Scene (optional), Foe, Deed, and Result (also optional), reading them out as epically as you like whilst doing so ;). Other players may choose to play Liar or Outrageous Liar cards (if they have them) when you've boasted, letting them swap your boast cards for others from their hands - the boast cards are worth points so if someone plays, say, a Foe worth seven points and you have one in-hand that's worth just two as well as a Liar card, you could play said Liar card and swap that seven-pointer for your crappy two one. And then the person has to re-read out the newly-altered boast ;). The winner of the round is the one who played the higest-scoring boast, and gets to keep all those cards in a separate pile while everyone else only gets to keep one (of their choice) from their own boasts (if they boasted - doing so is optional). The game ends when you've gone through the entire deck, at which point everyone adds up the score from the boast cards they "won" and the person with the highest total wins.

Forbidden Island - Not a card game, though it has cards in it. You're on an island formed from lots of squares, each one representing a different location (place names include Breaker's Bridge, Cave of Embers, and Silver Gate). The aim of the game is for the group to gather (co-operatively) four treasures from across the island, which is slowly sinking into the sea. You have to get four matching cards in your hand (max hand size of four) representing one of the treasures, then make it to one of the two locations from which that particular treasure can be obtained and use an action (you get three actions per turn) to swap your four cards for that treasure. Once you've gathered all four treasures between you (it doesn't matter who gets what, or how many each person has, if any, as long as all four have been collected), you need to go to the location called Fool's Landing, at which point someone with a Helicopter Lift card (assuming someone managed to get one) plays it and you all escape and win the game. The problem is that the island is, as mentioned, sinking into the sea so locations will become flooded and possibly disappear altogether (it's possible to use an action to "shore up" a location, un-flooding it). Since each treasure can be obtained from one of two locations, it's okay if one disappears but if both go, you can't win the game (if a square is flooded you can still do stuff there, it's only if it actually disappears that you can't go there or do anything because at that point it's removed from the game entirely). You can also lose if you get cut off by missing squares, though some characters have ways around this (for example, the Diver can use an action to swim across any number of spaces in a straight line from one square to another). You can also play a Helicopter Lift card to move yourself and anyone on the same square as you to any location you like :). This game tends not to last too long.

7 Wonders: I played that once and enjoyed it even if the icons did overload me somewhat at the beginning. A few player handouts would help there though, and it definitely should be on my consideration list.

Lords of Waterdeep: We have this one, but I've only played it once. I really should play it more, because it's the kind of game I should like. I hear good things about the expansion too. Have you seen the laser-cut meeples that you can get for it which look like wizards and thieves and clerics and fighters, to replace the cubes? They look fantastic!

Small World: My friend has Underground, so I have access to that occasionally. I'll have to get him to bring that around more, becasue it is fun.

Puerto Rico: Another one to look at - is that the one that's like San Juan?

Citadels: A friend owns it, but I haven't played yet. It sounded fun from what I heard so I hope I get to try it soon.

The expansion is very good, particularly the corruption module… it changes the game a lot without making it a whole new game. 

And yes, I got the DnDeeples when I first got the game. Can't imagine playing without them. I'm actually working with the guy that made them to make custom agents for each of the factions as well. 

Puerto Rico came out first, then two people independently took the basic mechanic and turned it into a card game. San Juan is the lighter one that kept the same theme, while Race for the Galaxy is a bit heavier, is in space, and is infamous for its iconography.

Chrononauts: We own this and while I enjoyed it a lot when we first got it, for some reason it got old for me fairly quickly (if you'll excuse the time-related pun). I'll still play it, but I'd rather play something else. Shame, because the theme's very interesting.

Braggart: Cool! I hadn't heard of that one, so I need to check it out. Might work well for my RPG club.

Forbidden Island: We have this one too, and it's a nice little game. Basically Pandemic Lite (same designer) and it's great for when you want a co-op that doesn't make you think too much. I'm considering its baby sister Forbidden Desert, if I can convince myself we need another co-op.

I have intense WANT for those meeples, but international shipping makes them cost the same as a whole new game so I haven't been able to justify them as yet.

It gives me intense WANT for a laser cutter too, but that's a whole 'nother story.

I'm a bit obsessed with interestingly-shaped meeples. I recently bought a game called Ice Flow partially because it looked like a decent game for the paltry price of £5, but mostly because it has polar bear meeples.