More thoughts from UKGE – see also the RPG thread.
Letter Jam
Everyone gets cards with letters on them, and has to spell a 4- (or 5- or 6-) letter word with them; the cards for your word get shuffled and passed to the player on your left. You don't look at the new cards you get, but set one in a stand in front of you, where everyone else can see it. Players then offer to spell words using the letters they can see (plus a wildcard in the middle), placing numbered counters to indicate the order of the letters, but not saying what the word is. Based on the letters you can see, and your own unknown letter, you have to work out what cards you were given, and ultimately what word they spell out.
This was actually pretty great (I played it twice). It's a much more straightforward and family-oriented game than almost everything else I played over the weekend, and the overall goal needs to be figured out before it apparently launches at Gencon, but it's something I could see myself playing with Miles when he's older, and it's not as brain-dead for adults as some word games I saw.
Legends of the Five Rings
This is FFG's follow-up to Netrunner, another "Living Card Game" which uses mini-expansions of set cards instead of random booster packs to increase the card pool. I've been interested to play Five Rings for a while, but it's an expensive one to take a punt on.
It was okay – the two-tier economy felt like an over-complication (especially since neither one was actually money) and I wasn't entirely sure at any point if I was winning. We ended up abandoning it, unfinished, because we didn't know what we were supposed to do once all five Rings had been allocated.
Silk
This was an interesting area control-type game about herding giant silkworms around a randomized grid of pastures, while avoiding, chasing or using the "ookami" – a hideous eldrich monster which would eat any silkworms it shared a tile with.
I feel like it would have been better if all four players had been as aggressive as I was, but two of the slots were taken by random other attendees, whose pacifist streak let me completely run away with the game, directing the ookami right through their undefended flocks.
I'd be very interested to give it another go, but the £35 asking price at the con was a little on the steep side.
Above and Below
You send villagers into a mysterious cave system, where they encounter monsters, merchants, and long-lost civilizations, or find money and resources you can use to expand your village. You hire and train new villagers with skills to build, explore or train yet more villagers, which builds a nice little engine which will hopefully lead you to glory before the seven rounds are up.
I had a lot of fun with this one, even though I came dead last by a not-inconsiderable margin.
Godsforge
Roll dice to summon monsters or cast spells, hopefully killing your opponents before they kill you.
I liked this one a lot too, though the price was a bit steep considering the relative lightness of the box. The cost has been driven up by the component quality – it's a very nice-looking game – but the plastic tokens could have been cardboard and the deck could have been a little thicker. If it'd been £25 instead of £32, I think I'd have brought it home with me.
Confidence
An okay party game about guessing numbers. You're asked a question with a numerical answer, but you don't need to get the exact answer – you guess lower and upper limits, with whoever gets the smallest correct range winning the points.
It was fine, but it's gonna date horribly.
Azul
Take tiles, try to build a mosaic, earning points based on how many adjacent tiles you've got.
I enjoyed this, though part of that is undoubtedly because we played the double-sized version, which made interacting with the tile pieces very satisfying. I can't see myself especially keen to replay it, though.
Sequence
This looks like the kind of game you'd find in a cupboard at your grandparents' house. It's all baize-green, uses playing cards for components, and has plain plastic tokens for marking the board.
Each player gets a hand of seven cards from two decks shuffled together; the board is a grid of playing cards, with each card represented twice. The goal is to play cards, putting your counter on one of its two spaces, so that you get five of your counters in a horizontal, vertical or diagonal row. (Twice.)
With a new theme and some minor rules tweaks, this could be amazing.
The main problem is that the grid of cards isn't laid out by any logic I could fathom, so I couldn't just look at my hand and know which card(s) would be best to play; for each of the seven, I had to search the board for two spaces, which took forever. Most of my hand was frequently useless, but there was no mechanic to discard and redraw. And it was just so boring to look at.
Comanauts
A spiritual successor to, and from the same designer of, Stuffed Fables, this is a more grown-up themed game about going into someone's dreams and dealing with the threats of their subconscious.
We played a chapter from quite late(?) in the campaign book, which left me without much context and presumably featured some mechanics that would have been introduced much more slowly than "here's a key, GO" on the floor of a convention hall.
The core of the game is drawing dice out of a bag; different coloured dice are used for different actions, and your character gets bonuses to rolls with some colours or some actions.
There are some cool ideas in here, but overall it kinda felt like there was too much to keep track of – mostly because there were so many colours of dice.
Black dice get added to a threat track (which, when it hits five, spawns enemies) unless they have red pips, in which case they only get added if your character has been marked as suspicious. There are also white, blue, red, purple, yellow and green dice, plus one special translucent blue die, which can all be used to do different things, except for the things you can do which use any dice. There are counters and cards for six different things, with icons which don't mean the same thing in every context (keys on the board don't give you the cards with the keys on, for instance; you get those from different cards).
I wanted to like it – I did like it, in a lot of ways – and honestly if it wasn't £45 I'd be tempted to give it a proper go, assuming I could find a group to play with regularly – like Pandemic Legacy, it feels like it would benefit from recurring players.