1st & Goal - title

You may have already read my review of NFL Gameday (the board game; not the old PlayStation video game). While I was looking up information about that game, I stumbled upon another, slightly older, football board game called 1st & Goal. This was an un-licensed football board game from a small publisher of family-friendly games. It looked incredibly similar to NFL Gameday, except that it seemed to involve more detailed football strategy and actual dice that added randomness to the final outcome of plays.

This looked like a huge upgrade over NFL Gameday's over-simplistic, rock-paper-scissors strategy. I went online trying to find out where I can buy this game, but I didn't find it listed for sale anywhere. It wasn't listed as being in-stock at my local board games' websites, and I had never seen it on the shelves at any of those stores. Believe me, if I had seen a football board game, I would have noticed! It was out of stock on Amazon (but has apparently since come back in stock!), and it wasn't available from any of the online retailers that I commonly buy board games from.

But one online retailer had a 2nd-hand game shop that listed 1 copy in "near mint" condition. So I gambled and bought it. Thankfully, it showed up in great shape, with all the components! In fact, it even included some expansion content that I didn't have to pay for. So I got a bargain!

I was imagining making my own football board game before I knew these games existed.

Upon receiving the game and flipping through the rulebook, my first reaction was "where has this game been all my life?!" Seriously, how did this game exist for 15 years without me hearing about it? One of the reasons that I bought NFL Gameday was that I had actually been mulling the idea for Kickstarting a football board game in my head that would have worked very similar. However, NFL Gameday was actually a much simpler version of what I had envisioned. But when I saw 1st & Goal, it was almost exactly what I had imagined for my own football board game.

So, hooray! My dream football board game already exists, and I can play it!

But also, boo! Somebody else beat me to it...

But, I do have some nitpicks with this game, so maybe there's room for me to come up with some revisions and improvements. And given how hard this game was to find, and that very few people seem to know it exists, there might be plenty of room for a competing board game. So maybe I should start that Kickstarter after all...

[More]

NFL Gameday - title

For a few months in 2025, I had started thinking about making my own football board game. I was even thinking of maybe trying my hand at a Kickstarter.

I was envisioning a game board modeled after a football field, with a little football token and a little 1st down marker. The 2 players would play competing cards against each other that represented play calls, and then roll dice to determine the outcome of the play. I hadn't quite figured out how the length of a game would be determined, or the specifics of how the different play cards would play off of each other. I also had vague visions of a team-building aspect in which each player could draft a selection of "star" players on the team, who could be optionally invoked at specific times to swing a play in that team's favor.

It was all very early and conceptual.

But as far as I knew, there weren't any football board games on the market. Oh sure, there were football-themed skins of legacy board games. You know, NFL Monopoly (or the more generic NFL-Opoly), NFL-themed chess and checkers sets, and stuff like that. But I wasn't aware of any board games that were about modeling or simulating the sport of football. Well, not entirely. I did have an old VHS-based football board game, and I remember playing a pen-and-paper football game with a family friend when I was young. And of course, I was aware of Blood Bowl. But there weren't any "real", modern football board games, that I knew of. At least, I had never seen one on the shelves of any board game stores I had ever visited.

So imagine my surprise, when I was holiday shopping at Target, and I saw this game, NFL Gameday on the shelf!

I was contemplating making my own football board game before I knew these games existed.

I looked at the back of the box, and the board looked almost exactly like what I had envisioned for my hypothetical football board game. The ball and 1st down marker are even magnetic to prevent them from accidentally shifting too much during play! That's a good idea that I hadn't come up with! And low and behold, the players are playing opposing offensive and defensive play cards against each other. This looked like a simple, and possibly even more elegant version of what I was dreaming in my head. Someone had already beaten me to it.

But, as I read the rules, I realized that this game was far simpler than what I would want from a football board game. So maybe my dream game didn't quite exist yet? Or maybe it does, because while researching information about this game, I stumbled onto another game that I had never heard of before, called 1st & Goal (review coming soon!). And that game, looked like a more sophisticated version of NFL Gameday, and closer to my vision of a hypothetical dream football game.

I just had to play this game, and also try to track down a copy of 1st & Goal to see if a football board game would actually work.

[More]

Tags:, , , , , , , , , ,

I was planning on writing reviews for X-Wing's second edition epic ships and "Epic Battles" expansion packs (which released in the winter). But real-life happened. The COVID-19 pandemic put me and my gaming friends into lockdown. Having elderly relatives and other relatives with underlying health conditions, we took the lockdown advisory pretty seriously and didn't have in-person interactions with anybody other than limited in-person interactions with our immediate neighbors -- none of whom are board gamers (bummer). So I didn't get to play much X-Wing other than a couple rounds with my partner, and we didn't play any of the epic content because she's still learning 2nd edition and I didn't want to overwhelm her with new rules. So my thoughts on those expansions will have to wait until at least this fall, depending on how much game-playing I can do when the lockdowns are lifted during the summer, and assuming that there isn't a second lockdown this coming fall or winter.

In the meantime, Fantasy Flight was kind enough to not leave me completely high and dry. In early June, my loving partner sent me a link to the solo rules, and I decided to try them out. These rules were released at the end of May, in the waning days of the official lockdowns. I'm not sure if Fantasy Flight has this planned all along, or if they wrote it up quickly as a reaction to the pandemic. In either case, it's a considerate (albeit opportunistic) gesture from Fantasy Flight. It's just too bad these rules weren't published a month earlier. It would've given me more to do during the most boring stretches of the lockdown. Ah well. We have these rules for the next pandemic, I guess.

It's important to note that what I'm reviewing here is technically considered a "alpha test" of the rules. These rules are not finalized, and they may be subject to extensive changes as a result of player feedback before they officially release. If the rules change substantially for the official release, I may add an addendum to this review, or write a separate review. As of the time of this writing, the solo rules are freely available for download at Fantasy Flight's website. I do not know if Fantasy Flight is planning on eventually selling this as an actual expansion, or if the finalized version will remain free. So, you know, download it now. Just in case.

Fantasy Flight released official rules for playing X-Wing solo.

Best of all, these rules would probably work just fine in first edition as well. Players who haven't bought into second edition can still join in on the fun. You'll just have to improvise with regard to the hyperspace tokens, since those are the only components that are required for solo play, but which aren't in the first edition sets.

Dice for brains

The rules refer to the non-player ships as "solo ships", which I think is kind of confusing, since it sounds like the label refers to the solo player's ship(s). So call the non-player ships "NPC" ships (or "NPS" for "non-player ship", or "A.I." ships, or whatever you want to call them). In any case, the core conceit of the solo mode is that the player rolls a defense and attack die for each NPC ship when it activates, and then looks up the result in a behavior table to determine how each given NPC ship will behave. It's a simple enough concept that I'm surprised hasn't been in the rules earlier.

Roll dice, then look up the result in a table of possible moves.

The defense die is the principle determinant of the NPC ship's "attitude" (how it will behave). On an "evade" result, the ship will behave defensively or evasively. On a "focus" result, it will have a more balanced or passive posture. And on a "blank" result, it will behave more aggressively or boldly. This will largely determine the NPC ship's movement and action for the turn. The result of the red die will further modify the NPC ship's movement.

...

[More]

The Dark Souls remaster was recently released, but it doesn't make enough [single player] improvements for me to really care to buy it. I might pick it up for the Switch when that gets released, because portable Dark Souls could be fun and interesting and fresh enough to warrant another purchase. However, the Switch version is being developed by another company, and it doesn't even support 60 fps, so I may not bother getting it anyway.

In the meantime, I decided to try out another "remaster" of sorts, and I got some friends together for some jolly cooperation in Steamforged Games' Kickstarted Dark Souls: the Board Game. This is a co-operative dungeon-crawler. I think the closest comparison that I can make is that it's a Dark Souls-themed variation on Descent: Journeys in the Dark. Unfortunately, Dark Souls: the Board Game doesn't seem to hold a candle to Descent.

Opening the box sets the tone of the game right away.

YOU DIED

The big mechanic that is imported from the video game is the inclusion of the video game's bonfire and respawn mechanics. Like in the video game, resting at the bonfire (or dying and being returned to the bonfire) resets everything. This includes all enemy encounters, as well as all the players' resources (such as the Estus Flask, Lucky Coin, or Pendant -- which actually has a function in the board game). However, a bit of the sense of attrition is also lost in translation, as your HP (and stamina) fully resets after each encounter. I think I would have preferred if the Estus Flask had a certain number of uses, but only restored a subset of your damage. That way, you'd retain some of your damage from encounter to encounter.

All the party's souls are dropped
on the spot where a character died.

Nevertheless, the Bonfire mechanic is probably the one mechanic that is most successfully translated from the video game source material. Despite the lack of health attrition, the desire to conserve as much resources as possible for the upcoming boss fight pressures the players into riskier play. Trying to conserve resources can lead to a lot of deaths.

Just like in the video game, if you die, all your souls are dropped on the floor where you died. If any one player dies, the whole party "dies" and is transported back to the Bonfire. The deeper into the dungeon you died, the more you have to fight through [again] in order to reclaim your souls. If you die again before reclaiming your dropped souls, all those souls are lost.

As I understand the rules, you can't leave an encounter once it's started, so you won't be making any "soul runs" to pick up your souls and then run back to the bonfire. You also can't open treasure chests until the encounter is won, which means you can't make suicidal "loot runs" either, which are a trademark strategy of the Souls video games. If you need to level up or buy new equipment in order to beat the encounter that killed you, you'll have to risk losing your dropped souls by farming against other encounters...

[More]

Star Wars Armada

If you like the Star Wars: X-Wing miniatures game (and I do like it), or if you're eagerly awaiting the release of the second edition, but you don't want to house-rule that your car can act as a makeshift Star Destroyer, then Fantasy Flight has you covered. Star Wars: Armada is a higher-scale, tactical combat game using capital ships, and it might actually be a considerably better game than the core X-Wing set (at least better than the first edition)!

Planning ahead

Much like the board game Sails of Glory (which I also really like), Armada requires you to plan the actions of your capital ships a couple turns in advance. However, unlike Sails of Glory, it isn't the movement of these ships that you must pre-plan; it's their desired "commands". I was a little disappointed that the capital ships don't require that players plan their movement in advance, but then again, the maneuverability of these ships is highly limited, and only gets lower as the ship goes faster (if the ship in question even can go faster). There is a sense of inertia to these behemoth ships, but not quite the same level of inertia as the sailing ships of Sails of Glory.

Star Wars: Armada - maneuver tool
Ships move very slowly and have very limited maneuverability.

I do like that these ships both begin and end their movement relative to the font of their base. This alleviates the problems that X-Wing had with its large ships counter-intuitively moving faster than their smaller counterparts. And since the base Armada package comes with ships of varying sizes, this improvement is immediately noticeable without needing to wait for expansions: all ships move and turn at consistent speeds.

The rules do require that ships attack prior to moving. This means that you must plan ahead a little bit, since you have to position yourself for an attack in the turn prior, and have to anticipate who will have initiative and where their ship(s) will be if they get to move them before you get to make your attack.

Star Wars: Armada - defense tokens
Defense tokens give players
more meaningful decisions.

More meaningful decisions

Even defense is a tactical decision! And this might be the single, best change from X-Wing. Instead of simply rolling defense dice to cancel out your opponent's attack rolls, you get to chose a set of defense tokens to apply, and each one mitigates damage in different ways. One defense token may allow you to cancel out an opponent's die roll, while another will allow you to redirect the damage to another hull section's shields, and yet another halves the total damage dealt. These tokens refresh each round, unless you use twice in the same round, in which case, it is permanently discarded.

This alleviates another of the problems that permeated X-Wing: that damaging an opponent often felt like playing craps. Getting into perfect position and lining up a point-blank shot against an opponent can be completely foiled by dice rolls in X-Wing. Dice still play a role in Armada, but damage seems to be much more consistently-dealt, and players actually have a say in how their ships defend themselves from damage. It gives the player more meaningful decisions...

[More]
Grid Clock Widget
12      60
11      55
10      50
09      45
08      40
07      35
06      30
05      25
04      20
03      15
02      10
01      05
Grid Clock provided by trowaSoft.

A gamer's thoughts

Welcome to Mega Bears Fan's blog, and thanks for visiting! This blog is mostly dedicated to game reviews, strategies, and analysis of my favorite games. I also talk about my other interests, like football, science and technology, movies, and so on. Feel free to read more about the blog.

Check out my YouTube content at YouTube.com/MegaBearsFan.

Follow me on Twitter at: twitter.com/MegaBearsFan

Patreon

If you enjoy my content, please consider Supporting me on Patreon:
Patreon.com/MegaBearsFan

FTC guidelines require me to disclose that as an Amazon Associate, I earn from qualifying purchases made by clicking on Amazon product links on this site. All Amazon Associate links are for products relevant to the given blog post, and are usually posted because I recommend the product.

Without Gravity

And check out my colleague, David Pax's novel Without Gravity on his website!

Featured Post

Exploring strange new ludic genres of Star Trek (on Patreon)Exploring strange new ludic genres of Star Trek (on Patreon)09/08/2025 2 years ago, after playing both Star Trek: Resurgence and Star Trek: Infinite, I started thinking about how the ludic genres of "point-and-click"-style adventure games and grand strategy games are both very good ludic genres for the Star Trek IP. I had originally planned on creating a short, 20-30 minute video talking about...

Random Post

Fall patch for 'Civilization V: Brave New World' fixes some of my complaints with 'BNW' expansion.Fall patch for 'Civilization V: Brave New World' fixes some of my complaints with 'BNW' expansion.11/25/2013 In my review of the Brave New World expansion for Civilization V, I expressed some disappointment that some of the legacy civilizations didn't receive significant updates. I also complained about a few mechanical issues such as how the "warmonger" mechanic works and the value of trade routes. Well, Firaxis has released a major...

Month List

Recent Comments

Comment RSS