Gaming Sessions (2026)

Gaming Sessions Pages on my blog are all about time spent with friends and family at the gaming table. As always, feel free to browse through, the latest session will always be at the end of the page.


Mission Control, We’re Learning! "The Crew" lands on our Gaming Table

(7th February 2026)

Our first gathering of the year opened with The Crew: The Quest for Planet 9, a compact cooperative trick taking game that hides surprising depth in its small box. The premise is simple, complete a series of missions by playing cards in the right order, all while communicating as little as possible. It is a clever design that rewards thoughtful coordination and shared intuition rather than the usual table talk.

We were pleasantly surprised by how convenient it was to set up and get going. It allowed us to pause for some food and drinks without that much bother and that itself is usually a big deal. The main hurdle we found was the trick taking element, which none of us usually play. It took a mission or two before the rhythm settled, yet once it did we all found our stride and the game became genuinely enjoyable.

As for the greatest challenge presented by the game, that was most certainly the imposed limitation on in-game communication. That single communication token each round forces you to think carefully about what you reveal and what you leave unsaid. It gave each mission played an intriguing layer of complexity to the puzzles posed.

By the end of the evening we had completed seven missions, a respectable start for a group entirely new to the system. With fifty missions in the full game, and given how much we all enjoyed ourselves, we agreed that, throughout the year, we would include a couple of missions before each board game session to keep the campaign moving. It felt like the right way to begin this year’s series of gaming nights, with something relatively light, cooperative, and yet quietly satisfying.




Slaying the Spire, one encounter at a time!

(21st March 2026)


We held another gaming night this year on Saturday 21st March, during which we played Slay the Spire, the board game adaptation of the popular rogue-like video game by Mega Crit Games. For this session, we welcomed a new player to the table, Julian, who joined the fray and fitted seamlessly into proceedings, playing with the confidence of a seasoned pro.

The board game captures the core spirit of its digital counterpart through deck building, character synergy and challenging encounters, while placing a much stronger emphasis on discussion and shared decision-making. Unlike the video game, upkeep between turns can slow the pace of play, though this is offset to some extent by the encouragement of simultaneous actions. Cooperation is fundamental to success, yet an underlying element of luck adds a notable level of difficulty.

In the end, we did not manage to complete Act 1, but everyone was enthusiastic about the strong table presence and the decisions made throughout the session. While it is unlikely that we will return to this game in the near future, all present are looking forward to playing it again when the opportunity arises.

As a final note, I also had the chance to play this game at the club, where conditions were more favourable. On that occasion, we completed Act 1, progressed halfway through Act 2, and stopped only because it was getting late. It was a memorable experience and certainly worth another outing.













*** LATEST SESSION HERE ***


Board Gaming Roundup

(Session Round up April to August 2026)




I realise I haven't updated this page since our games night back in March, when we played Slay the Spire. I thought it was about time to catch up with a summary of everything played since, along with my thoughts on game reception and replay prospects.

This will be a two-part blog covering not only my home board gaming group's sessions to date, but also those I've shared with my youngest son Neil, so I can keep track of what he can now play, and in some cases play exceptionally well.

Following the session held on the 21st of March, where Julian joined us for a round of Slay the Spire, the group next met on Saturday the 2nd of May, starting with a few missions of The Crew before moving on to Cascadia. The Crew keeps fascinating me with how well it justifies the appeal of cooperative trick-taking games, though the mechanism isn't popular locally. Basically whenever we get down to playing it, we need a rules refresher. Yet, I think we all agree that it is worth it all the same. Cascadia's tile laying, ecosystem-based play remains effortless to bring to the table and never disappoints.

The group met again on Saturday the 23rd of May for a brilliant session with "Heat: Pedal to the metal", our third outing with the game, this time using the "Heavy Rain" expansion's Japan track. It remains a superb racing simulation that keeps everyone engaged to the end; even five handed, the simultaneous play kept things brisk, like cars flashing past the finish line. A great game, and a fine chance to try it five handed.

We didn't meet in June, though two sessions in May more than made up for it. Neil's end-of-year exams and the general winding down of the scholastic year made for a quieter month. A couple of visits to the gaming club, plus some digital board gaming (Ascension, Dominion, Love Letter, Slay the Spire II, among others) kept the itch scratched. 



On the 4th of July we met again, starting with more missions from "The Crew" before playing Harmonies. As an aside, The Crew is a missions-based campaign of around 50 missions of rising difficulty, which is why it keeps appearing here; if we ever complete the lot, I think we'll deserve a proper celebration. Harmonies, reminiscent of Cascadia, distinguishes itself through scoring that rewards repeating the same patterns, making for an intriguing spatial puzzle. I did rather well on this one.

Which brings me to the latest session, last Saturday, 1st August 2026. It felt like two sessions in one, and a good one at that. First up was Bruno Faidutti's Citadels, a 26-year-old design that still plays beautifully, blending social deduction with tableau building. We had four invested players, and everyone seemed to enjoy it, which is what matters in the end. 

The second game of the evening was "Forest Shuffle", a card-based tableau builder in which cards double as currency, so you can always afford to grow your "forest". Its many flora and fauna interactions are what make it compelling: tree placement alone can score well, but combining in animal interactions yields more. For this game we were joined by my son Neil who went for an all-trees strategy. Increasing the player count from two to three burns through the deck faster, which tends to favour synergy play over a straightforward tree focused strategy.

That covers all sessions to date. I'm looking forward to the last quarter of 2026, with another session likely in September. Now I'd like to go over the games I played, over the same period, with Neil. 



This year I've also tried to raise the complexity of what I play with my son. I firmly believe board gaming teaches a great deal about social interaction, logic, planning, and handling wins and losses with poise.

I haven't been as diligent recording these sessions as I have the group's. I know we've played Iliad twice, and Art Society twice though. On Art Society, one anecdote is worth sharing: the first time, Neil took naturally to the game's auctions but narrowly lost. To tempt him back, I bought an actual mini gavel to replace the cardboard one supplied with the game. It raised the game's standing in his eyes, and he hammered away happily before each auction the second time round, ending up winning, and playing brilliantly. A small gimmick went a long way.

Turning to the sessions I did keep a record of, I'd like to start with "Tag Team" which we played back in March. This is a heavily asymmetrical game in which each player controls two combatants. The ideas behind it are commendable, but it didn't quite land for me. You need to understand your own team's synergies from the outset, then your opponent's, and there are 12 characters in the box, each behaving differently. Without time to study them all, you're relying on luck as countermoves emerge on-the-fly, and I prefer being informed.

Cascadia has made it to the table on several occasions this year with Neil. I like this game a lot, ironically enough, despite having been soundly beaten the first time I ever played it at the club back in 2025. I've since bought the base game as well as the "Landmarks" expansion, with another expansion already on my Wishlist once it becomes available locally.

Iliad was another highlight in my gaming sessions with Neil, a two-player abstract game designed by the godfather of modern board games, Reiner Knizia. Nominally Spartans versus Greeks with god powers thrown in, it's really an interesting abstract contest to complete lanes and capture points. Neil is particularly strong here, and sparring with him is intensely satisfying, even when he gets the upper hand.

I think Neil's game sense has matured enough now to tackle more complex titles, and I hope he'll soon join us at the table on games nights regularly. My hope, eventually, is to hand the running of these nights over to him and watch him enjoy my growing collection.

That's all for now, until next time!




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