Non traditional board games

Zombie Fluxx is a laugh but can be a real pain with it's ever changing rules and goals.

My nine year old loves it, we usually play without the zombies (a standard rule to make it more like the original). I wouldn't get both.
 
Zombie Fluxx is a laugh but can be a real pain with it's ever changing rules and goals.

My nine year old loves it, we usually play without the zombies (a standard rule to make it more like the original). I wouldn't get both.

Yeah wasn't sure if my mate would like the ever changing rules, not sure what he is like with card games. Was wanting to order a couple of games so I only had to pay for postage once.

Wouldn't get both versions of Fluxx you mean?
 
Fluxx is very, very random in all its versions and it can go on for far too long. Two player only makes it worse for that - with fewer cards in play at any given time, it's less likely that a goal will be matched. If you insist on playing it two-handed, take out all the Keeper Limit and Trash A Keeper cards and play with X=X+1 as part of the Basic Rules.
 
Two games played last night. Lagoon again, and it definitely works better with three than two. I played a control/lockdown strategy that prevented people unravelling my chosen colour, losing narrowly on tiebreak to the guy who jumped in on my colour and explored like a madman.

The other game I got out was Orleans, a "bag builder" game where you draw various types of follower tile randomly from a bag and use them to complete tasks - collecting goods, building trade houses, hiring more followers and contributing to beneficial deeds. The followers you hire also bestow advantages: farmers give you goods, traders let you take buildings that give unique actions, craftsmen let you take actions with fewer followers, knights let you draw more tiles, boatmen give you money (which is points at the end, you don't spend it), scholars get you occasional cash gifts and make all your achievements worth more at the end, and monks can take the place of any other worker.

It's mechanically simple, but strategically very deep. I focused on development and edged a win from the other person who did likewise, but only a couple of points behind us was a player who almost completely ignored development in favour of accumulating as many goods as possible - a strategy which worked because two of the three Taxation events came up early in the game. I've played it twice now and I like it very much, although I wish it was 20-30 minutes shorter.
 
Be better off grabbing one of the base games (Europe should work) and grabbing the Switzerland map which is designed around 3 players max.

Could alternatively take the base game and make mini decks of the destination cards and leave in routes that will cause rivalry? Might work ok then...
 
With the routes idea, the 1912 expansion has various route variants one of which is called Big Cities and does squish the board up somewhat, but the Switzerland map is probably better still as that's what it was designed for.

We played a 5-player 'Big Cities only' variant and it was extremely cramped :p
 
If it makes you feel worse I got hold of the deal too :D

Do you feel that?

That little tingling sensation towards the outer part of your right arm, just below the elbow?

That's my hatred being translated via the internet.

:p

Hopefully it comes up again. I managed to join the wait list, but it sold out completely. Bah! :(
 
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