Hall or Nothing Productions Ltd: Warhammer Quest
Showing posts with label Warhammer Quest. Show all posts
Showing posts with label Warhammer Quest. Show all posts

Wednesday, February 08, 2017

My Solo 10x10 for 2016 - Ten Games Ten Times Each!

So here is my solo 10 by 10 Challenge from 2016. Ever since reading about the ‘Play 10 games 10 times’ idea on the Most Glorious 1 Player Guild I’d been intrigued, and it certainly synced up with my previous blog’s mission of getting more mileage out of the games you already have.  Anyway, mainly I just wanted to take a break from all the other stuffs I’ve been up to recently and just get back to talking about playing cool games for a bit, so I hope you don’t mind indulging me for a little while.


I’d been planning to type this up for sometime but never really got around to it in January.  I wasn't sure whether I would be able to finish 100 games by myself just because of the sheer quantity of time that it would take up. But I soon realised that I would be able to complete the challenge if I was to shift around the games that I expected to be able to finish. For example, adding Mage Knight to the list was not the cleverest idea as I was only able to get four games in before I realised that the time suck on this beautifully constructed game was just too huge for me to smash ten games in a row.  But after cheekily swapping it out for Argonauts I was able to make much quicker progress through my personal 10 x 10 mission. Likewise Robinson Crusoe - although an amazing game - also had to be benched until the completion of my 10 x 10. Other honorable mentions go to Kingdom Death (spent more time assembling miniatures than actually playing it solo),  and Labyrinth: War on Terror (managed 3 games: one win on Easy mode, then one win on Coherent, followed by one loss against Attractive).




Airborne Commander


Airborne commander is a neat little deck builder.  Whilst there is limited replayability after you have figured out how to beat the game it is one of the most thematic games in its genre, and delivers a sense of commanding a paratroop division trying to pull it together in the thick of battle. The artwork is just great and the system for having blocking buildings filling up the play area really adds a level of tension that ratchets up as the game goes on.  As it was so easy to play this it actually appeared in my 10 by 10 a whole eleven times just because I got carried away and shuffled up an extra game and carried on playing.  I look forward to any expansion material that may be created for this game, and strongly recommend it if you can track a copy down.


Warhammer Quest Adventure Card Game


The Warhammer Quest Adventure Card Game is such a cool - and cruel - little game it's really a shame that it has been abandoned by Fantasy Flight.  The expansion Heroes are a must for anyone who has the game as they really add variety and flexibility for the players.  It's a shame that only one campaign was included with the game and that they chose to expand only the heroes but not the adventures. The adventures are really where the replayability is at of course but the fan community has us more than covered in that respect with the variants section on BGG overflowing with new quests.  The game would be given a new lease of life if FFG gave it a decent reskin - even Terrinoth would work - but I’m not optimistic about the likelihood of that happening.   I played through a full five adventure campaign with my 7 year old and with the warrior + elf combo we were able to win all of the adventures and finish the campaign successfully.  I also played the Delve Quest a few times and met with varying degrees of success now that the easy win loophole has been sealed by the FAQ.


There’s really a lot to like in this little game, with some neatly agonising options for the heroes.  It’s interesting to trace the evolution of the mechanics FFG picks and chooses in their adventure games like WHQ.  There are elements of Space Hulk: Death Angel, exploration and fighting similar to The Lord of the Rings: The Card Game, and other bits and pieces that have been tweaked and further complicated before being thrust into the Arkham Horror Card Game.




Warfighter: The Tactical Special Forces Card Game


Warfighter  is simply one of my favourite  solo games.  I rate it a perfect 10 out of 10.  Whilst I prefer the actual playing of the adventures rather than the kitting out of soldiers, after achieving a Strategic Victory campaign in the Eastern European theatre (possibly my favourite so far?) I have had a lot of fun playing through the provided adventures in the scenario book from the Foot Locker expansion - and I’m not just being biased because I’m the only non-Verssen to have contributed to the adventures therein! :D  Because they have already picked out all of the gear for your soldiers it takes the hassle out of the prep and you simply get to send your guys in and get on with all of the missions, whilst also experiencing some combos and play types you might not have necessarily stumbled upon by yourself.


For some reason I wasn't able to get into the idea of buying the World War 2 version of the game because I think it better suits the modern special forces theme, even though there were special forces heavily at work in WWII. I am also not too sure about the upcoming fantasy themed version of the game but that is mainly because I am super keen on getting more special forces missions and expanding the modern theatre more.  I am really excited to see what they have in store, particularly if they use some of the ideas mooted on the forums such as attacking a ship or an urban building or complex.  The expanded campaign that Dan has hinted at, which involves running a mercenary company sounds quite interesting too.  But I think, probably because of all the war movies I was raised on by my Dad, thematically I am more interested in genuine military war zones rather than fictitious mercenaries completing missions.


But the game itself is excellent in any case, I love the process of carefully threading your team through hostile territory and trying to cover off reinforcements, maintain your supplies and ammo, stay on top of suppressions and wounds, manage your hand/resources, and complete your objectives.  I often get cocky in the easier stages but then fate will deal a blow, such as having three highly experienced, fully armed and armoured veterans, a few missions deep into a campaign, stumble upon a suicide bomber without any remaining actions, overwatch, or self defense, and have said bomber take out the entire team and tank the campaign…  Love this game!



The Lord of the Rings: The Card Game LCG


I decided it was time to try to get back into the Lord of the Rings living card game that I’d championed so heavily back in the day, so I robbed a couple of elf decks from someone on the Internet and set about tackling the first two core quests followed by the Hunt for Gollum, Conflict at the Carrock, and the three Khazad Dum core quests. And then I only went and got cocky and tried to give Dol Guldur a go.  But failed miserably of course and was annihilated 5 times.  I forgot just how this card game could screw you over whenever it feels like doing so.  It is still one of the prettiest games I have ever seen and I have collected every pack so far but once I have  purchased the final Saga pack I think I am going to call it a day on this game because I still have hundreds of hours’ worth of game to play here and I haven't even scratched the surface yet. Plus the game is now being threatened by the Arkham horror card game which follows a similar model but provides a more interesting campaign and solo experience and you only have to run one hero without having to worry about a party of Heroes or playing two-handed.


Shadowrun: Crossfire



I continued my campaign with the human Samurai and elf Decker who are currently both hovering around 40 karma points each. I have now shuffled in the expansion which really adds to the gameplay enormously by introducing a much-needed variety to the proceedings. It is definitely a valuable investment for anybody who has and enjoys the base game. I'm not sure it balances the difficulty as much as some people seem to suggest but it definitely adds diversity and more options for the players which can only be a good thing.  This really is an amazing game and you are able to pick it up and play a mission in 20 or 30 minutes which not only means you can get plenty of game in and see your characters level up and collect lots of karma, but it also makes it a hell of a lot easier to complete your goal in your 10 x 10 campaign if you include a nice quick to play game like this!


I really love the game but also understand why some people are very frustrated with the difficulty. Even at 40 karma points I still have no idea going into a mission whether or not I'm going to succeed. And that Dragon looking down at me from 70 karma points seems completely impossible at this point.


Of my ten plays I was able to scrape two wins and three losses without the expansion, but then once I had added in the expansion and retried the basic Crossfire scenario I failed 5 times in a row without even being able to carry off a successful abort. Lols!  Next time I’ll be mixing up the missions a little more to give myself a chance...


Legendary Encounters: A Predator Deck Building Game



Whilst I actually prefer the Alien-themed legendary encounters set because of the movies and becaue of the variety of co-operative missions, the Predator legendary encounters set actually has the better gameplay. It looks like they were able to learn a lot of lessons from the alien encounters game and refined the formula to a much more playable and interesting state. I don't know whether or not they have been able to carry this through to Firefly because having only played it a couple of times I really did not get a sense that the campaign played in Firefly was anything new or interesting above and beyond what has already been established with this series of games. So in playing Predator I was able to mount a staggering 4 losses followed by 1 minor victory with the Tracker avatar. In playing the Predator 2 mission I suffered 3 losses in a row but was able to follow up with 2 major victories by Killing the Predator not once but twice with the reporter and then later with the OWLF agent, so in your face stinky dreadlocked vagina-face!


It's still a great game and I really enjoy playing this but with only 2 cooperative scenarios the game struggles in comparison to the alien legendary encounters game as I already said.  We did try the competitive predators game with my weekly group but it was not an enjoyable experience and was a total crap-shoot as to whether anyone would be able to gather the cards that they needed in time to pinch their win.


Friday



I have to tip my hat to Friday which is a solid little deck builder that the 1 Player Guild champions with huge fervour, and rightly so really.  For an introductory solo game Friday hits that perfect sweet spot between not being too complicated and also offering a ‘just one more go’ type of experience, especially given how easy it is to just shuffle up and go again. However, once you have figured out how to beat the game, much like Airborne Commander, there is less and less reason to go back to it for more. I would very much like to see a thematic version of this game with better art and a more interesting theme.  This is not to say I do not enjoy the Robinson Crusoe/deserted island theme but rather I think it could be better served by having interesting and cool cards rather than cards with names like ‘Very Stupid’ which my little boy finds hilarious whenever he sees them.  In any case, if I knew a guy with access to a cool fantasy IP and hundreds of beautiful, unique images I’d definitely have a word with him about a potential reimplementation...



Onirim


This is another game I bought based on feedback from members of the - you guessed it - 1 Player Guild who suggested that it is a perfect one player game and in many ways it is. However the theme is very abstract and the implementation of that theme in the card mechanics, whilst clever, is also very abstract and not really my sort of game. I definitely think it has charm but even with mixing in the expansions it simply is not the game for me. I have a lot of respect for the person who designed this game and the series and for their unique identity as they are all instantly recognisable but generally I tend to prefer games where I understand more about who I am and what I am physically doing within the context of that game.


And again once you have figured out how to beat the game you won't struggle until you start including some expansion content. So, after 5 victories with the base game and then throwing the Books expansion into the mix I was able to suffer a single loss followed by another 4 victories.


Beautifully presented game though!



Argonauts


This is a Kickstarter game which I was particularly happy with. The first board game I ever designed when I was a kid at school was a Jason and the Argonauts-themed Talisman rip-off. You travelled around the board getting into encounters as Jason and eventually had to save Media from a Hydra.  Whereas in this game you get to travel around the board getting into encounters as Jason and having to save Media from a Hydra. The fundamental difference between this game and the one that I created as a kid is that this game is exquisitely beautiful, carefully balanced, interesting to play, and provides a unique and quality co-operative experience that is perfect for the family.  Whereas my version was a bit bobbins.


I have a lot of fun playing this with my little boy who is old enough to grasp the main concepts quite well without much guidance.  And even though this wasn't technically solo I'm still going to included it in the list because we played at least 10 times using the vairant ‘Entropy’ rules which allow you to mix up everything including all of the boss monster encounters and all of the city encounters providing a nice replay value after you have finished the game many times already using the standard rules and setup (which we have).  The game is so pretty when set up it is one of those we keep coming back to and the mechanics are so slick, euro-y, and easy to follow but with a healthy dollop of theme and battling, that it provides for a rich and addictive experience which just keeps you coming back for more.  I love this game and am very happy with the quality and the components, and I'm looking forward to the producers’ next game Ironclad with great expectations.




Rune Age


Rune Age is one of my favourite deck building games and sorely overlooked by the masses it seems. I played the Resurgence scenario 10 times: Daqan Lords managed a win with just 2HP to spare at the end, the Dwarfs took a loss, Uthuks won with 6HP remaining, Elves, then Orcs then Undying all lost bitterly.  I followed this up with the Cataclysm scenario where the Daqan managed to win again with 11HP remaining, the Uthuks lost, the Orcs won at 2HP, and finally even the bloody Elves won with a whopping 9HP remaining!  I don’t know what that tells you about the stats but at least it goes someway towards validating the Elves which people seem to hate so much.  :D  And if you don’t play Rune Age you probably don’t have a clue what I’m talking about, suffice to say that for a deck-building game with such a small card pool it has a metric tonne of advice to offer lesser deck building games with much mightier card counts, especially with the sheer variety of scenarios and ways to play that it contains.

The expansion is an absolute must however, if you can track it down that is...


Okay, so thank you for joining me on my solo 10 by 10 journey of 2016. I have already set myself another 10 x 10 Challenge for 2017 and I'm looking forward to getting stuck into that as soon as possible. However I am having to try and learn new games such as Perdition's Mouth which are very complex and taking up quite a lot of my time which means progress on actually playing the damn thing has been bloody slow so far!  First world problems and all that.  :D  I  I also have a couple of other projects that have been consuming a whole bunch of my time, which I really must get back to asap…


Cheers!


T xx

Wednesday, November 05, 2014

No more games - play what you’ve got! Part 7, Stop buying new games - remember?!

Part 1: No more new games - play what you’ve got!


Part 2, Return of the Living Deck Builders


The Not Nearly As Thumbed Part 3, Hang On – Some Of These Aren’t Even On The List


Part 4, But You Can’t Just Throw Away Gifts, Obviously…


Part 5, Part 5, Fortune and Zombies, Kid


Part 6, MISSION FAILED!!!  I BOUGHT NEW GAMES!!!


I’ve supposedly * banned new games from being purchased in 2014 to allow us a year to play through all the games we’ve already got.  If a brilliant, must-have game emerges this year I’ll just have to wait to see if it survives a few months of fair reviewing and the cult of the new to become a lasting classic, and if so I should theoretically have no problem picking it up in 2015 anyway.  

*  Actually failed though, see part 6 above.


Last time I blogged about the humiliating failure in my ongoing mission to ‘not buy new games’ because I caved and bought not one but two new games: Alien Legendary and Shadowrun: Crossfire.  Both are very cool games at least.  However, in this blog I somehow manage to compound that failure on multiple further levels.  In many ways I blame YOU, the readers, and actively passionate board game geeks who have conspired against me to give incisive, quality reviews of brilliant games I would have otherwise been able to resist.  I blog about not buying new games and what do you do?  You send me a link to a copy of Friday on Amazon which is only £6, and therefore barely even qualifies as buying a new game.  I blog about my failure to stick to my principles of not buying new games, so you go and tell me all about this hot, new, great-looking historical game by Phil Eklund called Greenland which is stirring up some cool buzz – a game which I wouldn’t have even glanced at just a couple of years back, when all that made me happy was some plastic men, pretty art, and an FFG logo.  And then to add insult to injury, whilst I’m designing my own squad-based men on a mission card game, Oh Dark Hundred, I get sent irresistible images and links to Warfighter: The Tactical Special Forces Card Game by DVG, which not only covers the ground I was walking with a greater basis in reality, but also has photos of real war veterans on the cards.  Oh, and someone traded me a copy of Advanced HeroQuest for my Advanced Space Crusade, so that’s another new game into the circle now too!

So when I tell you I only went and bought Friday, Greenland and Warfighter, don’t go judging me, okay?  Because, you know, it’s really actually YOUR fault, right…  Right?




Legendary Encounters: An Alien Deck Building Game

Okay so technically this shouldn’t be on the list because it was purchased this year, and there were supposed to be no new purchases anyway.  But since it arrived, and I’ve played it a tonne, it’s time to talk about it a little bit.

The first and most surprising thing about this game, is that once you’ve played it a couple of times, it is easy.  There I said it.  There is randomness in the order of cards, great theme, some cool surprises the first time you play through a movie, and the general feel of the game is pretty brilliant.  But once you’ve grasped the main concepts, it’s easy.  Occasionally you think you’re on the ropes but then your deck kicks in and suddenly you’re dealing tons of damage and/or buying whatever cards you want.  We’ve played a few deck builders now, so maybe this experience has paid off, but we’ve now played and soundly beaten all 4 supplied movie scenarios.  Sam hasn’t even experienced a loss yet, I only actually lost the first couple of solo games I played.  Luckily there are rules for increasing the difficulty, and the game is good enough that we’ll want to keep playing, so next time we’re going to start seriously tweaking difficulty by removing drones and starting with a more full Complex.  Some players complain it gets harder with more players so maybe this is true, or maybe it’s balanced by all those extra drones and Coordinate cards.  Hopefully we’ll get to try it out with more players soon as well.

I really like the art.  I know there’s some discussion about the art quality, and yes some of the cards are a bit ropey, but most are great, and the design is fairly clean and consistent.  Movie stills in games annoy me and make it look like a cash-in, though I can understand why games do this for budgetary reasons.  I do have to cover up some of the gorier stuff if my 4 year old is about though…

I also love the play-mat (my first) and have no problems rolling it back up, although storing the cards is a bit of a bear, and you should probably find an alternate solution to mashing up the dividers supplied like I keep on doing.  

Players = 1-2
Games played in 2014 = 20+
Rating in 2014 = 8



Warhammer Quest

Boy did this not age well.  And I mean in the past couple of years, because we actually played it relatively recently.  I don’t know if it’s the suspense of waiting on all my Kick Started dungeon crawlers to arrive (Myth, Kingdom Death, Shadows of Brimstone), or if it’s genuinely a creaking old beauty, but Warhammer Quest was a grind to play.  Literally actually – maybe grind is not the right word.  Now one of the cool things about your heroes in Warhammer is giving them a name and a personality, as the book encourages you to do.  However, once you pat yourself on the back for calling your stubborn dwarf warrior “Harkan Granitefist the Mighty”, or naming your cool new barbarian - for whom you even rolled maximum starting HP – “Conan Bloodaxe of Adderdale”, you very quickly watch them die to angry rats in the first corridor of the dungeon.  And so the creative rot sets in, and before you know it you find your only heroes who do eventually survive for more than one adventure, well, maybe they don’t have the best monikers.  And so it was that we pulled out the last batch of heroes we played with, all raring to go and at the dizzying heights of Level 2, rolled up our mission ‘Blood Debt’, and descended into the depths.  ‘Barbarian’ the Barbarian led the way, followed by ‘Dwarf’ the Dwarf, with ‘Elf’ the Elf following closely sporting his Elf Bow, whilst the more (or less) creatively named ‘Wiz’ the Wizard brought up the rear.

The Blood Debt mission states that you must find the Objective room and slay its inhabitants, but if you roll a 1 for an unexpected event you have to roll again and if you get another 1 the big bad wizard Ian McNasty (okay, I forget his real name) shows up and throws a bunch of Objective (badass) monsters at you.  First corridor, first power roll: a 1.  Followed by another 1.  Luckily the corridor filled with goblins so quickly we could only fit in a couple of Objective minotaurs.  The usual dice-off melee ensued but my Wizard quickly tired of the proceedings and nuked everything using up his starting power on a couple of Freeze spells.  Barbarian, Elf and Dwarf in mid-sword-swing stared in disappointment at the smashed monster remains, and we both suddenly remembered how Warhammer Quest is basically Wizard+3MeatShields Quest.  With a condescending pat on the back for his companions the Wizard moved on through the dungeon, healing everyone up as we met and destroyed any dungeon denizens in our way.  We had a whole bunch of healing potions and tricks up our sleeves, and the dwarf and barbarian had so much armour that monsters could barely damage them.  We soon reached a T-junction and clearly picked the correct path as the first dungeon card drawn was the Fighting Pit Objective room.  A bunch of frightened minotaurs stared up at us with pleading eyes.  Deploying all our magic items, spells and attacks we annihilated them with nary a scratch and danced our way out of the dungeon exit to victory.  Which, of course, is where the real fun begins.  Deciding to head for a city so we get the maximum number of random events our heroes on their way home variously fought through legions of forest goblins, a storm, a town full of nincompoops, some lightning and some uneventful weeks.  Kind of reminds me of the ‘Draining the Coffers’ section in the AD&D Dungeon Master’s Guide: when the heroes return from the adventures loaded with gold but you suddenly smack them with a tonne of ways to drain away all their loot so they’re penniless and ready for the next adventure in no time.

I think we had enough gold left to buy the elf a new bow (and some clothes, since he’d had his kecks melted by the lightning).  But by then we had had enough as players and called it on Warhammer Quest.  Disappointed, in the same way I was with HeroQuest, I packed the game away and hoped the newer dungeon crawlers will offer something more.  I’d like to see one of my WHQ actually reach Level 10 some time, but Sam even suggested just getting rid of the game altogether, and I was hard pressed to come up with reasons not to.  Maybe my boy will like it when he’s a bit older?  As the great, lost dungeon crawler, even with the beautiful attention to detail and world building that the rulebooks give, it really boils down to a dice fest, and as soon as you get over the initial bump of having lower level heroes repeatedly wiped out, once your heroes gain traction and start levelling up, the challenge fades quite rapidly.  I think Warhammer Quest is ready to be dethroned by the newcomers.

Players = 2
Games played in 2014 = 1
Rating in 2013 = 10
Rating in 2014 = 7



BONUS GAME PLAYS!

Seriously, if we stopped doing this and just played the games on the list we’d get this quest finished.  But the games are not always to hand or circumstances conspire against us, so this is the stuff we end up playing for one reason or another anyway.  And gaming is gaming, right?



Innovation

I really like this game, for what is essentially an icon matching combo card game.  The civ theme is very, very loosely tacked on, and it takes some effort to remind yourself that you’re supposed to be a civilisation growing through time, rather than just sort of elaborate dominos in card form.  Sam was absolutely crucifying me at this.  He was splaying cards and nicking my own cards before I could even get my five colours into play.  So I concentrated on crowns and eventually pulled out a Dogma ability where I could finally beat him at something.  By this point he’d already built five achievements and only needed one more for the win, whilst I only had one, so it was pretty much a foregone conclusion.  I kept on Demanding with the only ability I had, and slowly taking his cards in play for my own, and as the ages passed I started to beat him in science and other icons too.  Then I pulled an ability which made him return his score cards, and he was no longer able to achieve regular wonders for his civilisation, all the while taking his cards for my own where I could.  As his once mighty people shrunk and handed over their goods I managed to finally start getting out scoring cards of my own and even netted my first achievement.  There was a perilous point where he was still drawing the higher cards as I tried to steal them away from him but suddenly the balance tipped and I was taking the higher technologies away from him and then forcing him to draw crappy old cards which he’d already returned from his score pile.  With sinister delight I continued to achieve wonders, whilst blocking him where I could and pinching his technologies left, right and centre through the evils of Democracy (IIRC).  Before either of us knew it I finished a turn with 5 of my own wonders to equal his and enough cards to score the winning 6th achievement on my next turn.  Empty-handed, Sam drew a card, but there was nothing he could do except play it, and from nowhere the victory was mine.  Talk about swingy!  The game was very enjoyable, but did take a really looong time though (even though I thought I was going to get taken out very early on), and I can’t imagine playing it with more than 2 people.  At that point you’d be better off just breaking out Nations or Through The Ages.

Players = 2
Games played in 2014 = 4
Rating in 2014 = 7.5



1066, Tears to Many Mothers

Once I’ve finished a game I generally stop pestering people to play(-test) it, which I suppose is sort of weird since surely people would want to play the finished game instead of a beta?  But I sort of think it’s a bit self-indulgent to suggest one of my own games ‘just for fun’ in case, you know, it’s not as much fun for the other player.  But even after play-testing the crap out of it this year, Sam suggested a round of 1066, and I’m not going to turn a game down now am I?  As for whether it was fun for him, you’d have to ask him yourself, because I took the Normans to England and romped to victory with a 3 Wedge defeat.  Dead proud of this one, I should really start pitching it to publishers but I just want to get Fantasy Quest out the door first.  Okay, enough of the self-indulgence now…

Players = 2
Games played in 2014 = 50+
Rating in 2013 = N/A




Friday

I don’t think I’ve played a truly solo board game since Chainsaw Warrior as a teenager.  Since I learn most of my games through solo play (and many of them are 1 or more players), and tend to enjoy it more than video gaming, it seems bonkers to think that I haven’t really looked into solo board gaming more seriously.  Anyway, as I said, someone pointed this out for £6 on Amazon, and I’d heard great things, particularly from the Solo Guild on BGG, so I gave it a whirl or ten.  My son enjoyed the card art and helped out with some of the basic maths.  I got wiped out in my first couple of games on the basic level, then got a rhythm going of destroying all my negative cards and slowly and steadily building up to the pirate ships, finally achieving a fairly respectable victory over the booty-baiting bastards.  Feeling a little cocky, like I’d cracked the game somehow, I took it up to the next difficulty level and after another ten games or so I still haven’t beaten it!  I think I’m too eager to get rid of the Weak cards early on, which reduces my deck too much, when you actually sort of need them to pad out your deck a bit and continue beating the 0 cost cards, whilst keeping the aging cards more rare in your deck.  It’s a puzzler though.  Not really feeling the theme too much, and the card art is, well, ‘fun’?  But the gameplay is very compelling.  And when I think about the card art on my other favourite thematically-rife, stranded-on-an-island theme game – it’s non-existent.

Players = 1
Games played in 2014 = 10+
Rating in 2014 = 7




Here follows the rest of the games we want to get through this year - not sure we’re going to get there anymore....

1. Arkham Horror
2. Constantinopolis
3. Dark Darker Darkest
4. Descent: Journeys in the Dark
5. Dungeon Lords
6. Dungeoneer: Vault of the Fiends
7. Magic Realm
8. Omen: A Reign of War
9. Race for the Galaxy
10. The Ares Project
11. Twilight Struggle
12. War of the Ring (first edition)
13. When Darkness Comes: The Nameless Mist

And if we get time:

14. Advanced HeroQuest
15. Warfighter: The Tactical Special Forces Card Game
16. Greenland


Preference List for 2015:

1. Eclipse
2. Through the Ages A Story of Civilization
3. Mage Knight Board Game
4. Robinson Crusoe: Adventure on the Cursed Island
5. Invaders
6. A Touch of Evil: The Supernatural Game
7. Fortune and Glory: The Cliffhanger Game
8. Last Night on Earth: The Zombie Game
9. Claustrophobia
10. Defenders of the Realm
11. Dungeons & Dragons: Castle Ravenloft Board Game
12. Dungeons & Dragons: Wrath of Ashardalon Board Game
13. Tales of the Arabian Nights
14. Nations
15. Legendary Encounters: An Alien Deck Building Game
16. Gears of War: The Board Game
17. Pathfinder Adventure Card Game: Rise of the Runelords - Base Set
18. Star Wars: The Card Game
19. Call of Cthulhu: Collectible Card Game
20. Descent: Journeys in the Dark (Second Edition): Forgotten Souls
21. Return of the Heroes
22. Space Hulk: Death Angel - The Card Game
23. Friday
24. Revolver
25. Rune Age
26. Dungeons & Dragons: The Legend of Drizzt Board Game
27. The Lord of the Rings: The Card Game
28. Resident Evil Deck Building Game
29. Uncharted: The Board Game
30. Dungeon Command: Sting of Lolth
31. X-Wing Miniatures Game
32. Sedition Wars: Battle for Alabaster
33. Doom: The Board game
34. Lords of Waterdeep: Scoundrels of Skullport
35. Agricola
36. Eldritch Horror
37. Shadowrun: Crossfire
38. Innovation
39. Thunderstone
40. Warhammer Quest
41. DC Comics Deck-Building Game
42. Dominion
43. Flash Point: Fire Rescue
44. Space Crusade
45. HeroQuest
46. Runebound (Second Edition)
47. Talisman
48. Lord of the Rings
49. Forbidden Island
50. Dungeons & Dragons: The Fantasy Adventure Board Game (Trade pile)
51. Zombies!!! (Trade pile)

Top 20 most wanted or forthcoming games:

1. Kingdom Death: Monster
2. Shadows of Brimstone
3. Mice & Mystics
4. Super Dungeon Explore: Forgotten King
5. Greenland
6. Warfighter: The Tactical Special Forces Card Game 
7. Fireteam Zero
8. Pathfinder: Skulls & Shackles
9. Merchants & Marauders
10. Navajo Wars
11. Archipelago + Solo expansion
12. Tokaido
13. Lewis & Clark
14. Incredible Expeditions: Quest for Atlantis
15. Dead of Winter: A Crossroads Game
16. Imperial Settlers
17. Cruel Necessity 
18. Wtich of Salem
19. Myth
20. The Ancient World