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2025: The year in gaming

27/2/2026

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We're now in 2026 and and the blogging backlog has only gotten bigger!
It's time to look back at last year.

2025 was a slightly quieter year when compared to '24 - which is understandable as for the last 6 weeks of the year I was preoccupied with other issues.

2025
Number of different games played: 156.
Of which were new (To me.): 59.
Total number of gaming sessions: 634.

2024
Number of different games played: 178.

Of which were new (To me.): 78.
Total number of gaming sessions: 704.

Top 5 games for 2025 were:
  1. ​Tranquility - 33 sessions
  2. Railroad Ink - 31 sessions.
  3. Super Mega Lucky Box - 30 sessions.
  4. Can't Stop - 25 sessions.
  5. Splendor - 23 sessions.

For a 2nd year, Tranquility got the most sessions - although it is down from the heady heights of 50 from last year!
Railroad Ink gets 2nd as it did last year. With 33 sessions, it too is down, albeit slightly from last year - as is all the top 5.
New into the top 5 at 3rd place this year is Super Mega Lucky Box, a quick playing bingo inspired card game.

Now it's time for the much anticipated, highly regarded 3 Spellcasters & Dwarf Game Awards. The awards everyone talks about.... or not!

Game of the year: Fellowship of the Ring: Trick-taking Game
A few years ago, I gave The Crew: Mission Deep Sea, another trick-taking card game the game of the year award.
Mechanically, Fellowship of the Ring: Trick-Taking Game shares a lot with that game, so it felt like a bit of cop out to also award it game of the year. However the theme in Fellowship of the Ring: Trick-Taking Game is so much stronger than The Crew and I'm a sucker for Lord of the Rings themed games.
I really enjoyed this one and look forward playing The Two Towers: Trick-Taking Game this year which has only recently been released.

Surprise of the Year: Prey Another Day
This simple card game employs an elegant mechanic whereupon a card's gameplay usefulness is diametrically opposed to it's scoring point value.
It's also very much a game of playing the other players than playing the game.

Honourable mention: Lacuna
Usually I'm a bit weary of 2-player games where opponents go directly head-to-head but Lacuna presents this in such a pleasant way with an engaging core mechanic and excellent yet almost minimalistic components that it can't help but be charming.

Other honourable mention: Fighting Fantasy Adventures
Another licensed cooperative fantasy game! This time one that harks back to the 80's and the classic Fighting Fantasy gamebooks.
Fighting Fantasy Adventures swaps out the 400 chapters of a gamebooks for card-driven gameplay with 2 decks of cards instead. Whilst perhaps a touch finicky, Fighting Fantasy Adventures does a great job of emulating the feel of its source material.
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2024: The year in gaming

1/3/2025

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2024 is over and my blogging backlog has not decreased.

2024 was a big in terms of playing board games - more games were played if my counting is correct.

2024
Number of different games played: 178.

Of which were new (To me.): 78.
Total number of gaming sessions: 704.

Compared to '23

2023
Number of different games played: 158.

Of which were new (To me.): 77.
Total number of gaming sessions: 577.

The number of games played were up by 20 which is nearly 2 a month.
New games to me were 78 which interestingly is almost identical to '23.
Sessions though, is up by nearly 130! This is quite a lot, it means nearly 5 extra game sessions occurred every week! How did that happen?

The top 5 games I played in 2024 were:
  1. Tranquility: 50 sessions.
  2. Just One, Railroad Ink & Splendor: 35 sessions
  3. Can't Stop: 26 sessions.
  4. Roll'n Bump: 25 sessions.
  5. Sushi Go!: 22 sessions.

50 sessions of Tranquility, nearly once a week! It's easy to understand why; Tranquility is a pleasant, slightly undemanding cooperative experience that we frequently play as a palate cleanser after something more high-intensity. We tend to win Tranquility when we play it but occasionally, it throws a curve ball!
Just one remains popular with us, it's joined by Splendor and somewhat surprisingly (Considering it's disliked by 'someone' we play it with!) by Railroad Ink.
​The list is rounded off by Can't Stop, Roll'n Bump & Sushi Go!, all perennial favourites that are played as fillers or enders.

OK, now on to what's really important - The 'industry defining' 'prestigious' 3 Spellcasters and a Dwarf annual gaming awards.

Game of the year: Daybreak
Sometimes a game comes along that immediately announces its quality and in this instance it's Daybreak, a game about saving the environment. From the packaging and components, to mechanics and theme and even small details like putting QR codes on cards to provide extra info, Daybreak is something noteworthy.
More than that; it's presentation highlights some of the stark obstacles we will all face in the future.

Disappointment of the year: Horrified: Greek Monsters
The excellent formula that powers the original Horrified just doesn't quite work in this iteration. I've played 4 different versions of Horrified and this is easily thematically the weakest.
I never felt I was battling against the monsters of Greek mythology. It felt like what it seems to be; a reskin with slightly different monster mechanics.

Surprise of the year: Sky Team
I'm always a bit wary of 2-player only games, they often seem to resort to direct competition with your opponent.
I'm happy to say that with regards to Sky Team, I'm wrong. 
Sky Team is cooperative dice-placement game where the 2 players take the asymmetrical roles of pilot and co-pilot. 
It has fantastic presentation with mechanics that fit it's theme.

Honourable mention: Things in Rings
Things in Rings is a wacky kind of party game about deductive logic and trying to discover the hidden phrases on 3 cards.
It's a brilliant lightweight game, however, for me it's a semantic nightmare that drives me crazy and is unlike anything else I've played. it means I have to get a copy.
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2023: The year in gaming

3/3/2024

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My backlog of games to blog about has not lessened over 2023 - which is not a good thing!

This was also a big year for playing games.
Breakdown follows as:

2023
Number of different games played: 158.

Of which were new (To me.): 77.
Total number of gaming sessions: 577.

2022
Number of different games played: 139.

Of which were new (To me.): 68.
Total number of gaming sessions: 541.

All the numbers are slightly up on '22, looks like I'm hitting peak playing!


​Most played games of 2023
  1. Just One: 46 sessions.
  2. Can't Stop: 29 sessions.
  3. Lucky Numbers: 28 sessions.
  4. Bandido: 26 sessions.
  5. Roll'n Bump: 20 sessions.
​Lucky Numbers crashes down to 3rd place with a 'mere' 28 play sessions, a far cry from 2022's 60 sessions! Surprisingly, Just One jumps into the top spot and even more surprisingly, Bandido appears in 4th, more on Bandido below.

Anyway - enough of that, I know the real reason you're here; for the influential, industry defining 3 Spellcaster & A Dwarf annual game awards! 

Game of the year: Heat: Pedal to the Metal
It wasn't a hard choice, when thinking about game of the year, this always immediately came to mind.
This 50's/60's themed F1 game manages to provide players with some tricky decisions and risks to take using an elegant implementation of hand management mechanics.
I'm a big fan of a certain other F1 game that's been around in some form or other for years and it seems blasphemous to think it but Heat: Pedal to the Metal is as good as Formula De/Formula D! There, I've said it!

Disappointment of the year: Sushi Go!: Spin Some for Dim Sum
It's not that this game is bad per se, it's just that it does not deliver any particularly new gameplay or as good a experience as its previous 2 iterations. Hard to believe, but it's just a bit meh considering the pedigree it originates from.
It doesn't help that it's central premise (Or gimmick if you're less kind!) also makes the game a bit fiddly to setup, teardown and sometimes play.

Surprise of the year: Bandido
There's a heavy dose of luck that can apply to Bandido and I'm not sure if ultimately it's a good game or not. Even so, Bandido distils a cooperative gameplay experience into a single deck of strangely oblong cards in a package so small it easily fits in a pocket. With rules so simple and intuitive that anyone can immediately grasp play.
I play games with people who have varying levels experience in table top gaming and this has been a big hit with a couple of them, which is why we've played it so much in 2023.

Honourable mention: Joraku Deluxe
Set in Feudal Japan, Joraku is typically what you'd expect it to be; a game amount warring factions vying for influence and control. However, all of this is achieved with abstract, almost minimalist trick taking rules and delivered in a fantastic looking package.
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July '23: The month in gaming

31/7/2023

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July's game totals were almost identical to June which had only 1 more first play than July. Different games played was identical for both months.

That's very consistent and regular! My GP would be happy!

First plays: 7
Games played: 35

Sunday 30th Board Game Arena
Lucky Numbers
Can't Stop
Tiny Epic Defenders
Just One
Sagani
Gang of dice

Thursday 27th Aldershot
Scout
Village Rails
Cascadia

Tuesday 25th The Sovereigns with the Woking Gaming Club
Oriflamme - First Play!
Parks
Akropolis

Sunday 23rd Board Game Arena
Lucky Numbers
Roll'n Bump 
Carcassone
Gizmos
Just One
Sagani
Gang of Dice - First Play!

Friday 21st Simon's
Earth - First Play!

Tuesday 18th Simon's
Forgotten Waters 

Monday 17th Board Game Arena
Lucky Numbers
Just One
Railroad Ink
Canvas
Expeditions: Around The World - First Play!
Sagani

Sunday 16th Simon's
Forgotten Waters

Sunday 16th The Sovereigns
Port Royal
Scout
Deep Sea Adventure

Saturday 15th Wogglecon 8
Point Salad
Bandido
7 Wonders
Celestia
Flamecraft - Kickstarter Edition - First Play!

Tuesday 11th The Sovereigns with the Woking Gaming Club
Deep Sea Adventure
Jump Drive
Love Letter

Sunday 9th Board Game Arena
Lucky Numbers
Can't Stop
Roll'n Bump 
Just One
Dragonwood
Sagani

Friday 7th Simon's
Spartacus: A game of Blood and Treachery  - First Play!

Thursday 6th Aldershot
The Crew: Mission Deep Sea
Machi Koro 2

Tuesday 4th The Sovereigns with the Woking Gaming Club
Century: Eastern Wonders
Machi Koro 2

Sunday 2nd Board Game Arena
Lucky Numbers
Can't Stop
Railroad Ink
Splendor
Just One - perfect score!
Sagani - First Play!
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Oriflamme - First Play!

26/7/2023

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25th July 2023

Tuesday is here again and we're at The Sovereigns with the Woking Gaming Club and it's time for some card-based entertainment.

According to Wikipedia: ​
'The Oriflamme (from Latin aurea flamma, "golden flame"), a pointed, blood-red banner flown from a gilded lance, was the sacred battle standard of the King of France.'
So it would seem Medieval France can be a interesting place; especially when The King dies without a heir. With a power vacuum left in his passing, various factions will now look to expand and fill that vacuum.

If you think that this sounds like good fodder for a game - then you'd be right!
Oriflamme is a hidden role card game about sticking it to your opponents.

What's in a game?
​
Cards: There is a set of 10 oversized unique cards in each player colour and each set features the same set of identical cards.
The cards fall into 1 of 2 categories; characters and intrigues, each depicts either a personality or situation, along with a scroll (in player colour) containing text which describes that card's action.
Actions might include acquiring influence tokens or eliminating other cards and so on.
Finally, the back of each set depicts its own in icon in its player colour.
Picture
Sample of green player's cards.
Influence tokens: There are 70 of these circular card tokens. Each point of influence  a represent victory point (VP).
Picture
The larger token on the right is the 1st player token.
Resolution direction tile: This tile depicts a bloody spear! It is used to indicate the direction of play.
Picture
Play would proceed from left-to-right from this facing.
Component quality is at the standard you'd expect from a modern game nowadays. The  tokens are suitably sturdy and the cards look fine. Nothing bad to write about here.

Painted artwork features throughout the cards, it's good looking art and each of the 10 individual card types has its own illustration. The art direction is relatively dark and moody, it fits the game's theme of betrayal and assassination quite well.

Iconography is kept to a minimum in Oriflamme with only a coupe of symbols to content with and most game information is relayed via text. This shouldn't pose any problems for players

Picture
Player aid.
Picture
Reverse of player aid.

How's it play?
Setup
  • Players: Give each player a 10 card deck in their player colour.
    Now players should shuffle their cards and discard 3 face-down, other players should not see which cards their opponents have discarded. The remaining 7 cards constitutes each players' (now asymmetrical) hand.
    Each player should take 1 influence token.
  • First player: Determine a starting player.
  • Direction tile: This tile should be placed in the central playing area and will indicate the direction of play when placing cards and during the resolution phase.

On to play
The objective in Oriflamme is to acquire the most influence tokens over 6 rounds.
Each round is played over 2 phases and importantly, some extra rules will come into player after the 1st round
In the 1st phase players will be collectively creating a row of cards called the 'influence queue' along the direction tile and this is done in a traditional turn order.
During the 2nd phase, the cards will potentially be revealed in 'resolution' order which will likely be different to the turn order from the previous phase. When a card is revealed, its action is immediately resolved.

  • ​Placement phase: In turn order and starting the first player, each player will choose and play 1 card face-down into the influence queue.
    First card: The first card played into the queue can be played 'anywhere'.
    Subsequent cards: All cards that follow must be placed to the left or the right of cards currently in the queue; that is at either the start or the end.
    Once all players have placed a card, the next phase occurs.
  • Resolution phase: This phase is resolved in resolution order, that is the order the cards have been placed in the queue and thus starts with the 1st card in the queue whose player becomes the active player.
    Active player: When it comes to resolving their card, each player must choose from 1 of 2 options.
    • Add influence: Add 1 influence token from the supply to the card and move on to the next card.
    • Reveal card: The player must flip their card and resolve it, this will trigger one of several effects. Effects must be carried out in full if possible, even if it is detrimental to the active player and might include the following:
      Earn influence tokens: An action may allow the active player to gain influence.
      Steal influence: This allows the active player to take an influence token from a player's personal supply not from on a face-down card.
      Eliminate a card: When any card is eliminated, it is discarded from the queue and the active player earns 1 influence.
      Discard: A card that is either discarded for any reason or action, or eliminated follows the same rules.
      A discarded card is removed from the queue and returned to its owner, the queue is then 'closed up' to fill the gap. If the discarded card was face-down, it is revealed and any influence tokens that were on it are also discarded.
      ​Discarded/eliminated cards always remain face-up for all players to view.
  • Next round: When a round ends, it is possible that all, none or some cards to be revealed and for some or none of the cards to be discarded/eliminated: Regardless of this, once all cards have been addressed, it is time for the next round.
Subsequent rounds: After the 1st round has been played out, all following rounds have a couple of extra rules/options.
  • Placement phase: As well as putting a card at the start or end of the queue during this phase, players also have the option to put the card face-down on top of one of their own cards, creating a 'stack'.
    Only the top card in a stack is considered in play, everything beneath it is not. If the top card on stack is discarded, then whatever was beneath it is now considered back in play.
  • Resolution phase: The following rules now apply during this phase.
    • Add influence: If a card is face-down, the active player may add a further influence token from the supply to the card. Thus, if a card from a previous round was not revealed, another token may added to it and they can continue to accumulate so long as the card remains face-down.
      Influence cannot be added to a face-up card.
    • Reveal card: The active player can reveal their card as normal, if there were any influence tokens on the revealed card are acquired by the active player and the card's action is resolved as normal.
      It should be noted that any actions that target other cards, only ever targets the top card in a stack.
    • Face-up card: If a card was face-up from a previous round, when it's turn comes up in queue, it's action must be resolved as usual, even if it is detrimental to the active player.

Endgame
Play progresses until the 6th round has been completed.
All players calculate the totalled value of their influence tokens.

Point are tallied, highest score wins,


Overall
Oriflamme is a game of power grabbing, hidden motives, ambush and assassination which feels like it's set in a brutal world, a world where the wealthy and influential battle it out and vie to rise to power. In other words, a reasonable facsimile of medieval Europe.
While the game is somewhat abstract, it does feel quite appropriate and fit its theme.

​Mechanically, Oriflamme is pretty straightforward, it might get a touch fiddly when managing stacks but otherwise is easy to learn.

The rules aren't really that important here, this is not about playing the game. It's all about playing the players.
The complexity comes in how the cards interact with each other and their relative position to each other in the queue.
Players will need to watch their opponents, try and gauge their tactics and respond appropriately. They'll also need to watch which cards get revealed and discarded.

Oriflamme does a neat trick here though; by getting players to discard cards randomly it creates asymmetrical hands. Card counters won't be able to know exactly what cards other players can use. This imperfect knowledge means that there always a degree of risk to actions.
Depending on the type of people playing, there may well be some bluffing going on which is entire on par for the game.

With only 6 rounds, Oriflamme has a fairly quick play time, although that is with the caveat of not having players who suffer from analysis paralysis.
It's also a game of 'take that', direct interaction, conflict between players and will likely lead to some boisterous gameplay.
For me, it's something I don't mind in limited quantity but for some people this is can be off-putting and Oriflamme probably isn't for them.

I found Oriflamme to be an enjoyable and engaging game (Albeit with some stress!) that blends a bit of logic and strategy with a dash of luck to create meaningful and interesting decisions that might possibly lead to unpredictable outcomes. This makes it a good game in my opinion.
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Gang of Dice - First Play!

23/7/2023

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23rd July 2023

It's a Sunday and we're logged into Board Game Arena for some gaming.

The life of a mafioso underling is a bit of a tricky one. You want to impress 'The Don' but just not too much in this push-your-luck dice game about a retiring mob boss looking for a replacement.

Will Gang of Dice be an 'offer you can't refuse' or 'just strictly business'?

Caveat: We've only ever played this game digitally.

What's in a game?
  • Dice: The game comes with 36 dice. These are for the most part normal six-siders, only the '6' has been replaced with an icon that represents 'no value'.
  • Screens: In the physical copy, there's a screen for each player.
  • Tokens: These are 'gangster tokens' are stylised coins which display a '3' on one side and are used to represent.... well, gangsters.
  • Warning cards: There are 2 types of warning card; explosive and bomb, which are obviously indicated by an explosion or bomb image on the front of the card. The front of each card also depicts various dice related icons and symbols which are that card's requirements for dice rolls.
    Finally, cards will display a light or dark side on the back.
    What's the difference between these types, more on that below.

The physical version of the game has illustrations on the screens and the tokens but that's just about for artwork.
The dice are black with white pips; fitting colours for a mafia themed game.

All the warning cards feature icons of symbols along with dice or values. Most are fairly self-evident but a couple will require clarification from the rule book. It's nothing too complicated.

How's it play?
Set up
  • Players: Give each player a screen.
    Dice: Give each player 9-12 dice depending on player count.
    Tokens: Also give each player 9-12 tokens dependant on player count. Then put 6 tokens aside, these will be used in the final rounds of the game.
  • Warning cards: Sort the cards into their 2 types according to colour on the back of the cards, shuffle each into a face-down deck and remove 3 from each deck.
    Next, place the light coloured cards on to the dark, thus creating a 12 card face-down deck where the last cards to be revealed will be the dark coloured ones.
  • First player: Determine a starting player.

On to play
Gang of Dice is played over 12 rounds and players will face a different warning cards in each one. A warning card is essentially a restriction that players do not want to break. They will be attempting to roll their dice with the aim of getting the highest numbers possible without going over or breaking the restriction (I.e., going bust.).
Gang of Dice uses a typical turn order with the active player acting before play progresses to the player on their left.

  • Reveal card: Flip over the topmost card from the deck and this will reveal the warning for that round.
    A warning card will be contain something like 'don't roll 7 or higher' or 'don't roll identical numbers', etc.
    Whether the card is an explosive or bomb card will also affect play as described below.
  • Active player: The active player must next make some decisions, keeping in mind what is on the current warning card.
    • ​Choose number of dice: The active player must choose how many dice they want to roll, this must be at least 1 die and will not change throughout their turn.
    • Roll the dice: The active player now rolls their chosen number of dice and compares how well they did in relation to the warning card.
    • Rerolls: If the active player is unhappy with the result, they may choose to reroll any number of the dice they initially rolled. Then after that, if they choose, they may reroll any number of their dice 2nd time.
    • Check results: Once the active player has finished rolling, they should compare the result against the warning card.
      Bomb: If the active player's final result has crossed the threshold of the warning card (E.g., if the warning card stated 'don't roll 7 or higher' and the final result was a 9.) then the active player has failed! They are out of contention for winning the round.
      Explosion: How this type of warning card works is a little different. If the result of any of the active player's rolls fails the warning card, then the active player immediately fails! This can occur during any of the rolls and consequently makes explosion warning cards a more risky proposition.
      Contender: If the active player's final result has not failed, then they are in contention to win the round.
    • Next player: Once the active player has resolved their dice, play progresses to the player on their left who becomes the active player and begins their dice rolls against the warning card.
  • End of round: Once all players have completed their turn, the following occurs.
    Declare winner: From among the contenders who did not fail the task, whoever has the highest score wins the round and their prize for winning is to collect all dice used by all players for that round.
    All failed: If all players failed, then all the dice used in current round are added to the prize for the subsequent round.
  • Next round: Once the winner of a round has been determined, the following occurs.
    New first player: Whoever won the last round becomes the first player for the following round.
    Reveal new warning card: A new warning card is flipped.
  • Final rounds: Once the first 9 rounds have been completed, a slight change to the rules occur.
    10th round: Whoever wins the 10th round, also wins a token (From the 6 tokens set aside during setup.).
    11th round: The winner of this round also wins 2 tokens from the tokens.
    12th round: You guessed it, whoever wins the final round gets the last 3 tokens.
  • Additional rules:
    Out of dice: If a player runs out of dice, they can 'buy' dice from their opponents by paying for them with tokens. Each token spent this way earns the spender 3 dice.
    Out of tokens: If a player is out of dice and tokens, then they are eliminated from the game!

Endgame
Once the 12th round is over, so is the game!
Players now calculate their finishing scores.
Each die is worth 1 victory point (VP) while each token is worth 3VPs.

Points are tallied, highest score wins.

Overall
In Gang of Dice, dice represent gangsters and players are trying to gather the biggest gang to become the new boss. It sort of fits but is also a little abstract.

Gang of Dice is a pretty straightforward push-your-luck dice game with a core mechanic that's been used many times in other games. That's not a bad thing, it just means experienced players will be on familiar ground.

Where the game does add something is in the use of warning cards to change objectives every round, players will have to think about how many dice to use in response and have to balance the need to get a higher score with avoiding going bust: Get a result that's too low and a player has a smaller chance to win the round but too high and they go bust. It forces the player to make meaningful decisions both with dice selection and choosing to do rerolls or not.
Add to this the risk of going bust while using too many dice means potentially gifting even more of them to other players. There's definitely some swingy scoring going on here. Watching what other players ahead in the turn order are doing and what results they get is important and may make players change their approach.
Explosive warning cards also up the ante a little more so to speak. Players will need to be much more careful with how they take risks here as a single roll can wreck their chances of a win.
Finally, the last 3 rounds increase the stakes, as players can also earn tokens. E.g., round 12 will earn the winner 3 tokens which are work 9VPs. Things can potentially change quite a lot in these last 3 rounds and I feel it serves as a bit of a catch-up mechanic.

So I think Gang of Dice is solid mechanically. The problem I have with it is that it's just a bit average, I feel its unique points don't do enough to differentiate it from other games that provide a similar experience but t in a better way. There are other games of this type that I prefer.

Where Gang of Dice is strong is in its relative simplicity. The rules-light gameplay and accessible theme would be suitable for younger players or non-dedicated gamers. If you're looking for a push-your-luck dice game, this one does nothing wrong and I imagine would be a good crossover game.
For me though, it would not be my first choice.
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Earth - First Play!

21/7/2023

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21st July 2023

It's a Friday evening and we're round Simon's for some gaming fun!

​Life finds a way.... to create a tableau of cards with little green cubes and plastic plant stalks in Earth, a engine-building, action-selection game.

What's in a game?
  • Fauna board: This board has places to put 6 cards which provide the extra scoring opportunities.
    4 of the spaces are given over for fauna cards and alongside each fauna card will be a scoring track where players put a token when they meet the objective; for fauna cards, the earlier a player gets there, the more victory points (VPs) they get.
    2 spaces are for ecosystem cards which provide common scoring objectives which unlike fauna cards are scored at the game end.
    In the centre is a spot that earns VPs for the player who triggers the endgame.
    Additionally; the board is double-sided and the flip side features more friendly scoring which earns players the same VPs regardless of when they complete the objective and no ecosystem scoring
Picture
Fauna board.
  • Player (island) board: One of these large boards is given to each player and they contain quite a lot of information.
    • Actions: Along the top are listed the 4 different 'actions' the active player may choose to perform during their turn. Each action displays what actions the non-active players can also take when that role is chosen. Additionally, each action is also colour coded, the colour coding is important and will be explained later.
    • Card spaces: Below the roles are 5 spaces for cards. The top row of 3 spaces is used during setup while the remaining to come into use during play.
      The top 3 are spots for Island, Climate and Ecosystem cards to go. More on those later.
      The remaining 2 spaces are the Events discard pile and Compost discard pile.
      There're also spaces for 4 leaf tokens and soil tokens which are the game's main currency.
      Below all of that is a list of many of the games various icons as well on the right information on how the game scores. Phew!
      Finally; all the player boards are also double-sided and are used for variations on the game including solo-play and team based play.
Picture
Player board.
  • Cards: There are just over 360 cards in Earth! Not only does Earth use a lot of cards, it uses a lot of different cards, furthermore each card also tends to display a lot of information. I really mean it - a lot of information. That a lot of lots!
  • Earth cards: This type of card is broken down into 3 further types; Flora, Terrain and Event.
    To some extent, they share the same elements.
    The central part of each card will show an image of what it is.
    Cost: The top left corner displays the cost in soil to play the card.
    VP value: Just below a card's cost, is its VP Value.
    Habitat: In the top right corner will be displayed which habitats that card can be found in.
    Action: Along the bottom of each earth card it will show which action(s) that card can perform. Actions are all colour coded according to the action's background and indicate when these actions can occur. These colours for the most part match the colours of the game's 4 roles.
    Finally, on the backs of earth card is shown a soil symbol, this is important for composting​.
    Below is listed unique elements to event, flora and terrain cards.
    • Flora cards: These constitute the bulk of the game's earth cards.
      Name: The name with the flora will be displayed in the top half along with the type of flora it is.
      Growth: Some flora will have an option for growth which will be marked out but a large green circle overlapped by a numbered smaller circle on the left and a VP value on the right. The first number indicates how tall a growth can get and the second how much that full growth is worth in VPs.
      Sprouts: Some flora cards can hold sprouts. These will be represented by little white squares that run along the bottom of the image.
    • Terrain: Terrain cards provide can provide opportunities to score extra VPs. This may be according to the terrain card's position in player's tableau or may have some other scoring criteria.
    • ​Event cards: Event cards are slightly different to other Earth cards since they are once-only cards that are not played into a tableau and lack a soil cost and habitat.
      Cost: Event cards also quite often have a VP cost which means events can lose players VPs!
      Name: The card's name will shown in the top half of the card and next to the name will be a lightning bolt symbol to indicate it's an event.
      ​Below that will be listed what the event does. 
Picture
Examples of flora, terrain & event cards.
  • Island cards: These are double-sided and each side features a different island.
    Name: The island's name along with the island icon is displayed in the top half of the card.
    VP value: The card's VP value is shown close to the card's top left corner.
    Starting resources: Along the bottom, on a black background will be displayed the starting resources a player gains for choosing to use that island card.
    Action: Alongside the starting resources, each island card will have a unique ability which the player can make use of.
  • Climate cards: Also double sided, each player will have a climate card on their player board and each one has several features.
    Name: The climate's name along with a thermometer icon will be displayed in the top half.
    VP value: Towards the top right corner of a climate will be displayed its VP value.
    Action: The climate card's actions will be displayed along the bottom part of the card.
  • Ecosystem cards: Ecosystem cards are unusual since they are they only type of card that are used on both the fauna board and player board. Ecosystem cards are also double-sided.
    Name: Each ecosystem's name along with the ecosystem icon is displayed on the top part of the card:
    Scoring: Ecosystem cards do not have actions, instead each one provides a scoring objective.
    Ecosystem cards on the flora board provide common objective for all players while those on a player board provide a scoring objective for that player only.
Picture
Island, climate & ecosystem cards.
  • Fauna cards: These brown cards are also double-sided and feature various types of animals as you might expect. Fauna cards are used exclusively on the fauna board.
    Name: The name of the animal type and the fauna appear in the top half of the card.
    Scoring: As with ecosystem cards, fauna cards provide extra scoring opportunities for players.
Picture
Some fauna boards.
  • Leaf tokens: There are 5 of these leaf-shaped cards in each player colour.
Picture
Yellow leaf tokens.
  • Soil tokens: These tokens are made of card.
Picture
Soil tokens.
  • Growth tokens: These plastic tokens are used to track growth and are broken down into 2 further types; trunks and canopies.
    Trunks: These are basically beige coloured cylinders that can stack on top of each other.
    Canopies: These come in 3 colours and are dome shaped, they are used to indicate when a growth has reached its maximum growth.
Picture
Trunks.
Picture
Canopies.
  • Sprout tokens: Bright green coloured wooden cubes are used to represent sprouts.
Picture
Sprout cubes.
  • Player tokens: There is a circular first player token and a rectangular active player token. I don't usually bother mention components that don't have a infuence on gameplay but here, both of these thick card tokens are double-sided and both feature lovely nature themed images as is fitting for the game.
Picture
Active player token & first player token.
Picture
Flip side of the tokens.
Earth uses a variety of different component types; wooden cubes, plastic segments and card tokens as well as tiles, boards and cards. It's a bit of a eclectic choice but all of them are good quality and work together well.
Although the growth tokens, which are meant to stack upwards are a little fiddly to handle, because they're cylindrical they're a little slippery and have a tendency to roll around or even off the table!

In the past, I've been critical of games that have made use of photos in place of art. Especially so of licensed games that use stock photos from their source material. It seems cheap and lazy.
Earth does use photos but bucks that trend in great fashion here. The use in depicting nature makes sense as it shows varied animals, plants and landscapes all in glorious, vivid detail, lending the game a documentary-like quality.
Additionally, it appears that each of Earth's large numbers of cards features a unique image as well as some flavour text that talks about the subject matter.
As a result, it doesn't look anything like the cheap or easy option, works very well and shows the effort and thought taken to make the game look good.
In short; Earth is a great looking game with eye-catching table presence.

​When it comes to iconography, Earth definitely has quite lot that players will need to get to grips. 4 types of habitat, 4 types of flora, 4 types of actions and sub actions, several types of resource etc.
Picture
Some of Earth's iconography
I wouldn't call it a barrier to playing the game considering the type of player the game is aimed at but still there are quite a lot learn.
​If I had one criticism, it would be that the 4 colours associated with the 4 actions could be a more contrasting.


How's it play?
Setup
  • Fauna board: First decide which side of the fauna board to use.
    For this blog, we'll be using the standard side.
    Fauna cards: Shuffle the fauna cards into a deck and deal 4 on to the pertinent spaces on the fauna board. Either side of the fauna card can be used.
    Ecosystem cards: Shuffle the ecosystem cards into a deck and deal 2 and place them on to their spaces, again, either side can be used.
    Earth cards: Shuffle the earth cards (that is the flora, terrain & event cards) into what will be a quite large face-down cards
  • Players: Give each player a player board and tokens in their player colour. The standard side of the player board should be used.
    Cards: Shuffle the island and climate cards into their respective decks. Next deal 2 island, 2 climate and 2 ecosystem cards to each player.
    Players must now decide to keep 1 of each type, they are free to use either side of the cards they were dealt, thus will have a choice of 4 for each.
    Starting resources: The island card that a player chose will dictate what the player's starting resources will be. This will involve drawings a number of earth cards into their hand, some of which will then have to be composted​. When cards are composted, they are placed face-down on to the compost space on a player's board. Players compost cards in 2 ways; from their hand or from the deck.
    Players will then also acquire an amount
     soil tokens.
  • First player: Determine the starting player then give them the first player and active player tokens.

On to play
In Earth, players will be looking to create a tableau of earth cards (which for the most part will be flora cards) to earn VPs as well as create an engine. They will need to acquire and 'plant' cards in a 4x4 grid that will allow them to create growths and sprouts which in turn will also have uses as well as being worth VPs in this very interconnected game.

Earth uses a traditional turn order with the active player selecting 1 of the 4 available actions to perform during their turn as well as trigger additional associated actions. Other players, albeit to a lesser extent will also be able to perform that action as well as triggering their own additional actions.
Even though only 1 player is the active player, it is generally possible for all players to perform their actions simultaneously.
A turn plays out as follows.
  • Action Selection: The active player now chooses 1 of the 4 available actions and places the active player token above that action on their player board. This easily allows other players to see which action has been chosen.
    • Plant: This is the green action.
      Play card: This actions allows active player to put 1 or 2 cards from their hand into their tableau by paying their cost in soil.
      Tableau creation: Each player will create a card tableau over the course of the game. A tableau cannot exceed a 4x4 grid. When starting a tableau, the first card can be placed 'anywhere' in the tableau. Subsequent cards must be adjacent to another card, either diagonally or orthogonally.
      Draw cards: The active player then draws 4 cards from the earth deck and keeps 1.
      Other players: All other players plant 1 card as per the rules and draw 1 card.
    • Compost: This is the red action.
      Gain soil: The active player gains 5 soil.
      Compost cards: The active play can compost 2 cards from from the earth deck on to their compost deck face-down.
      Other players: All other players may either gain 2 soil or compost 2 cards from the deck but not both!
    • Watering: This is the blue action.
      Gain sprouts: The active player gains 6 sprout cubes. These must immediately be placed on to available sprout spaces on flora cards. Any sprouts that cannot be placed are lost. Sprout cubes cannot be stored in a reserve or on a player board.
      Gain soil: The active player now gains 2 soil.
      Other players: All other players can either gain 2 sprouts or gain 2 soil.
    • Growing: This is the yellow action.
      Gain cards: The active player takes 4 cards from the earth deck into their hand.
      Gain growth: The active player now gains 2 growth which they can put on to growth spaces on flora cards.
      How growth works: For each growth a player has, they may place a stalk on to the growth space on a flora, if they are completing the last segment of growth, they ass a canopy as sign the growth has been completed.
      Each growth space has 2 numbers associated with it. On the left is shown how many growth segments can be stored there and on the right, how many VPs a fully created growth will score. As with sprouts, any growth that cannot be immediately stored will be lost.
    • Other players: All other players may either gain 2 cards or gain 2 growth.
  • Additional actions: What are these additional actions mentioned above? Well, the 4 main actions each have a colour associated with it and when that action is chosen by the active player, all actions on all cards with the matching colour may also be activated by all players.
    Activation order: When actions on cards are activated, particularly when more than one is activated, they are always activated in a specific order, which is left-to-right and top-to-bottom.
    Player board or tableau: If actions on both a player board and tableau are activated at the same time, the player may choose whether to activate the board or tableau first. However, whichever one is activated first must be fully resolved before moving on to the other. The activation order mentioned above applies to both board and tableau.
    Multicoloured actions: Some actions are multicoloured. This means they are activated whenever a red, blue or yellow action is chosen, never the green.
    ​Black actions: A black action is a once-only action that occurs only when the card is first played.
    ​Brown actions: These actions will either have an ongoing effect during the game or provide a end of game scoring opportunity.
  • Bonus action: Technically unrelated to colours, each player has the option to spend 3 sprouts to gain 2 soil. This can be done at anytime except during the watering action and prevents players from simply turning sprouts into soil to make room for more sprouts.
  • Event cards: These can be played pretty much at any time during the game except in the middle of another action and have a variety of functions. Event cards have no cost but may earn VPs, it's also fairly common for them to lose VPs as well.
    Once played, event cards are discard face-up in the event card pile on a player's board. They are not composted and thus score the VPs found on the front.
  • Next player: Once all players have resolved all their actions. The turn is over, the active player passes the active player token to the player on their left who now become the active player.

Endgame
The endgame is triggered as soon as any player plants the 16th card in their tableau. That player should place one of their leaf tokens on to the 7VP spot on the fauna board.
Play then continues until all players have had equal turn and then goes to scoring.

Earth provides players with a wide variety of avenues to score points.
  • Base VPs: Score the VP values shown on all cards in play, this also includes cards on the player board.
  • Event cards: Score VPs from all event cards in the event card discard pile.
  • Compost: Score 1VP per card in the compost pile.
  • Sprouts: Score 1VP per sprout on flora cards.
  • Growths: Completed growths score their full VP value while incomplete growths score 1VP per section.
  • Terrain cards: Calculate VPs earned from terrain cards.
  • Ecosystem cards: Each player scores their personal ecosystem card as well as the 2 shared cards.
  • Fauna board: Players now add in the VPs acquired from leaf tokens they placed on the fauna board - this includes 7VPs for the player that triggered the game end.

Points are tallied, highest score wins.


Overall
In Earth, the tableaus that players are creating are literal islands that will expand and grow from their origin point, where different terrains and flora will spread, endure events and attract fauna. Each island will develop its own set of interconnected ecology in the form of its game mechanics and engine.
In this regard, Earth fits its natural world theme pretty well.

​Mechanically, Earth blends tableau building with resource management and action selection.
Whilst not particularly complicated, there are a lot of 'moving parts' to Earth and a lot for players to think about and many ways to score. Soil, sprouts, growth and even cards are all resources that must be managed and all of those bar soil also generate VPs. The game's engine building frequently demands that one resource be spent to gain more of another and so on. Classic engine building stuff.

It means that players need to really think about which cards they will use to create their tableau, this will involve considering not only the abilities on the cards but also their position within the tableau as this will affect how well they 'combo' off of each other.
​Furthermore, players will probably need to think about the plant and habitat types of the cards they want to play and how that effects their scoring opportunities. Terrain cards throw even more into the mix with some often almost random objectives requiring the placement of cards in certain ways or scoring off of hand size or compost size.
With so many ways to score that can arise in diverse combinations, it's kind of hard to describe how to play Earth but players will need to recognise opportunities to exploit when they appear and possibly rethink their approach. There's some flexibility to how an island expands and players may find themselves changing strategies partway through the game to accommodate new goals they have acquired

While Earth has a fairly lengthy playtime, especially with a higher player count, it never feels like it due to how most of the game can played out simultaneously.
It's also definitely not one for beginners and leans towards the heavier end of the difficulty scale. Fortunately, it's not too hard to learn and cards will contain a lot of the information that players need.

For me, Earth strikes all the right notes and is a game I enjoy playing:  It provides a balance between accessibility and depth along meaningful decisions and has a engaging theme. It doesn't hurt that it's filled with fantastic imagery and components that looks great on the table.
Definitely one to try.
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Expeditions: Around the World - First Play!

17/7/2023

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17th July 2023

It's a Monday and we're logged into Board Game Arena for some online tabletop entertainment.

All around the world, we could make time
Rompin' and a-stompin' 'cause I'm in my prime

Expeditions: Around the World is about going on a world tour in this route building game, not as some rock band but as a tourist.
Not any tourist either! But one who constantly trying to change itinerary of the tour to their chosen destinations. 

Caveat: We've only ever played this game digitally.

What's in a game?
  • ​Game board: The board features a map of the world illustrated in lovely detail. Jungles can see seen in Africa, Ayers rock in Australia, the Coliseum in Rome, there's also dolphins and boats in the seas etc.
    The map is also littered with dots in various colours connected by a network of dashed lines.
    Green dots represent 'named destinations', that is places that the players may wish to visit.
    Blue and yellow dots represent hubs which connect to green dots, they also serve other functions which will be displayed below.
Picture
Around the world. Around the world. Around the world. Around the wo.....
  • Destination cards: There are 80 of these cards, one for every destination on the board.
    ​Each card shows where it can be found on the map as well as a illustration of the location it represents and some flavour text about it.
    Unfortunately, this doesn't look very clear on the digital version.
Picture
  • Tokens: Several types of token are used in Expeditions: Around the World
    Player tokens: There are 4 tokens in each of the game's 6 player colours.
    Ticket tokens: There are 40 of these ticket styled tokens.
  • Arrows: There are 45 arrows in each of 3 colours, used to direct each of the 3 titular expeditions.

The art for Expeditions: Around the World with its real world references is vibrant and colour and an overall excellent quality.
I imagine it would have a strong table presence.

The game's iconography is kept to an absolute minimum, being limited to 3 colours and dotted lines. Players will have no problem understanding this game.

How's it play?
Setup
  • game board: Put out the game board. Shuffle the destinations cards into a face-down deck and deal 6 face-up. If any destination cards are too close to the starting location as per rules, put them to the bottom of the deck and draw replacements.
    These cards constitute common destinations for all players.
  • ​Players: Each player should take the tokens in their player colour and 3 ticket tokens
    Next, deal 9-12 destination cards to each player (dependant on player count). 
  • First player: Determine a starting player.
  • Preparation: Beginning with the first player, each player should one-at-a-time reveal 4 of their destination cards and place one of their tokens at each of the locations relevant to the revealed destination cards.
    Players should keep the remainder of their destination cards secret from their opponents.
    Thus, there will common destinations, while every player will also have hidden and open destinations.

On to play
The objective for players in Expeditions: Around the World is to visit as many of the locations on their destination cards as possible as well as visiting the locations on the common destinations. This is done by directing the 3 different expeditions throughout the map by advancing them along the connections on the game map. It should be noted that the map 'wraps-around', that is, if a expedition goes off the right side of the board, it continues on the left side.
Play follows a traditional turn order with the active player taking their turn before play progresses to the player on their left.
The active player must perform the following actions:
  • Advance expedition: The active player must​ advance one of the 3 expeditions. This is done by placing 1 arrow of any expedition on to the board. The active player may advance any of the 3 expeditions, provided there are still arrows of that colour available.
    • Starting arrow: All 3 expeditions start at the same location in north Europe. Thus the first arrow of all 3 always starts there and heads outwards.
    • Place arrow: Following on from leaving the starting location, all subsequent arrows must start from the point of the last arrow of that colour that was played, continuing to create a path for the expedition, albeit with the following rules.
      No backtracking: 2 arrows of the same colour cannot share the same connection.
      Shared lines: However, arrows of all 3 colours can share space on the same line.
      Loop: If, after an arrow is placed, it creates a loop. Immediately place another arrow of that colour anywhere along the route of the expedition (Following the usual placement rules.). That is now the path of that expedition.
    • Resolve location: The newly placed arrow will obviously point at a new location and this must be resolved, how depends on it's colour.
      • Blue: If any expedition reaches a blue location, the active player may immediately place another arrow with the usual placement rules.
      • Green: This colour means the location is a destination and one of the following may occur.
        Common destination: If this destination is one of the 6 common destination cards, then the active player may claim that card. A new card is drawn from the deck to replace it.
        Token: If a expedition has reached a token. The player who owns that token takes it back, places it on the relevant open destination card and essentially claims that location. This can be done out of turn order.
        Hidden destination: If a expedition reaches a destination that matches a destination card a player has hidden in their hand, that player can reveal the card to claim the location. Again, this can be done out of turn order.
        However, that must immediately claim the location before another arrow is placed. It cannot be claimed at a later point in the game (Unless a different expedition also reaches that location.).
      • Red: If a expedition reaches a red location, the active player immediately gain a ticket.
        Speaking of which....
  • Tickets: Each player starts the game with 2 tickets and can acquire more. They have various uses and up to 2 can be used during a turn. They can be both be used at the same time or separately, as well as before or after placing an arrow.
    Tickets have the following uses.
    Extra advance: A ticket may be spent to place an additional arrow, this can be for the same expedition as being advanced during the turn or a different one.
    Remove arrow: The active player may spend a ticket to remove the latest arrow placed on any expedition.
    Swap destination card: The active player may use a ticket to swap out one of their hidden destination cards. This is done by drawing 2 cards from the destination deck, keeping 1 and discarding the other along with a card from their hand to the bottom of the deck.
  • Next player: Once the active player has finished their turn, player progresses to the player on their left.

Endgame
The game end is triggered when either all arrows have been placed on the board or any player scores all their personal destination card. Play continues until all players have had equal turns, then goes to scoring.

Players score a victory point (VP) for each card they have claimed, either from the common objectives or their personal destination cards.
However, in true route-builder fashion, players lose 1VP for each unclaimed personal destination card in their hand.

Points are tallied, highest score wins.


Overall
Expeditions: Around the World is fairly strong thematically with the players actually creating and moving the expeditions along during the game. However, with no player having overall control of any of the expeditions, they've got to be among the most random expeditions ever!

All destinations in Expeditions: Around the World fall into 4 types: Shared or common destinations, open destinations which players had to declare, hidden destinations which players possess and whatever destinations remain in the deck.
Players will need to navigate all this imperfect knowledge to win the game.
Ideally, they'll want to 'steer' expeditions towards destinations that they can score. The problem though, is that they may also be steering them towards destinations that can be scored by opponents. With common or open destinations it's obvious when this is the happening but unsurprisingly, hidden destinations can be surprising.
Common objectives in particular add an extra layer to this and they can be tricky to acquire. Moving close to one might just allow an opponent to swoop in and claim it on their turn. Judicious use of tickets and blue spots is probably called for here!
That's pretty much it for strategy: I suppose there's possibly a higher level of play about watching opponents and trying to guess the destinations they are aiming for and directing expeditions accordingly.

Expeditions: Around the World is fairly light and as result is a straightforward, easy game to learn. Its theme is also easily understood. This makes it a good for non-gamers or younger gamers.

I'm not so sure what more dedicated gamers will make of it.
I found it a little unengaging and unsatisfying and for a route building game - a little frustrating. While it's not uncommon to have a route building game where no one entirely controls the routes, I definitely found it to be a frustrating experience here.
I feel there are other games that do route building better and this is one not for me.
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Wogglecon 8

16/7/2023

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15 July 2023

Wogglecon 8 took place as it always does at the Bisley scout hall and was a day of gaming fun for the Woking Gaming Club.

Game I played were:

Point Salad
Bandido
7 Wonders
Celestia
Flamecraft - Kickstarter Edition - First Play!
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Flamecraft - Kickstarter Edition - First Play!

15/7/2023

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15th July 2023

It's a summery Saturday afternoon and we're participating in Wogglecon 8 at the Bisley Scout & Guide Hall for a whole day of gaming goodness!

I always thought dragons were a pretty bad bunch, what with their death-dealing fiery breath and perchance for human sacrifice.
Turns out they're a happy, cosy lot with a passion for artisanal crafting, or at least that's what they are in Flamecraft, a game all about dragons and err.... shopkeepers.

What's in a game?
  • Game mat: Flamecraft doesn't feature a game board, instead it makes use of a game mat, namely a long, narrow neoprene mat.
    Unrolling it reveals a sort of rural village green square setting with a park, spots of greenery, vegetable patches and like as well as a pair of parallel roads running lengthwise across the mat. Along these roads are numerous 'empty shop fronts'.
    Finally, spaces are allotted to decks and their 'respective markets' while a scoring track in the form of a stony path circles the central village green.
Picture
Set up & ready to play. That's one long village!
  • Shop cards: These oversized cards each depict a colourful scene in their respective shops.
    As well as a (somewhat cheesy punned) name for the shop, each card also contains an icon which displays its type/resource in the top left corner, also a special ability may be shown in the lower half of the card.
    Along the bottom of each card are 3 'card spaces' - which will be filled by dragon cards, each of these spaces contains icons which indicate what type of dragon card can be played there and what actions they trigger.
    Shop cards come in 2 types:
    Starter shop cards: These 6 cards which correspond to the game's 6 resource types and start the game in play.
    Shop cards: These come in 7 types which also correspond with the game 6 resources, the 7th type is the 'special' type.
Picture
The red (Err.... meat?) resource starting shop card along its associated matching starter card.
  • Dragon cards: As the name implies, these cards depict the game's dragons. Each dragon has a name and illustration, their card also details their action or bonus.
    Dragon cards come in 3 types.
    Starter dragons: These 6 cards start the game already in play. Each card shows its type/resource in the top left corner - which correspond to icons on the shop cards. The lower part of each card displays a 'flame' icon alongside whatever ability it confers when 'fired' up. More on firing up dragons below.
    Abilities allow players to acquire goods or give them away for victory points (VPs), as well as acquire more artisan or fancy dragon cards and so on.
    Artisan dragons: These are fundamentally the same as the starter cards but are acquired during play.
Picture
Deathfang and Cutlet.... Together, they fight crime?
  • Fancy dragons: These are the 3rd type of dragon card and provide once-only benefits and come in 2 types shown in the top right corner. Day cards provide a in-game bonus when played during the game. Night cards meanwhile, provide a objective which scores VPs and are only revealed at the game end.
Picture
Sparkle is a 'day' fancy dragon card.
  • Enchantment cards: We're not done with cards yet.
    Enchantment cards are landscape orientated cards that come in 2 types - purple and gold that provide 2 levels of difficulty, of which gold is the harder.
    Each one shows its name along with type in the top left corner. The centre of the card shows its 'cost', while along the bottom it lists what benefit it confers on the player who 'bought' it. Some benefits have 'tiers' which provide greater benefits, the more is spent on it.
    ​As well as providing players with their benefit, they are added to shop cards of the matching type which increases the goods that shop pays out when visited.
Picture
Example of enchantment cards.
  • Meeples: Flamecraft: Kickstarter Edition uses 3d plastic models for player tokens.
Picture
Should this be a 'dreeple'?
  • Tokens: 7 types of currency (6 kinds of resource and also money) are used in Flamecraft.
    For the Kickstarter Edition, the resources are all chunky shaped and screen printed tokens, while the money in the form of coins are made of metal.
Note: There are some component differences between the kickstarter edition of Flamecraft (Which is what are in the photos.) and the standard version. Basically, the kickstarter edition has higher quality tokens.

So thus, the overall component quality is good. Tokens are colourful, well presented and satisfyingly chunky, as as the metal coins. This version even comes with some tokens trays.
Having said that, I was not particularly fond of the 3d plastic player meeples. While they are chunky, bright and fairly good 3d sculpts, they're also unpainted plastic and essentially monochrome which somehow lends them a sort of drab quality. Ironically, the standard edition comes with screen printed meeples which in my opinion are much  more preferable.
The cards are the pretty normal high quality expected from modern games.

Without a doubt, Flamecraft features excellent artwork and art direction.
It utilises what is known nowadays as a 'cosy' art style. It's a breezy cartoonish style filled cheerful and colourful illustrations and gives the game a happy, positive vibe without being overly busy.
While the game does have a fairly big footprint, the upside is that it has a brilliant table presence.

There's quite a few icons in Flamecraft but many of them are self explanatory, a few might require players to initially reference the rulebook, it's nothing bad and won't prove an obstacle to players.


How's it play?
setup
  • Game mat: Roll out the game mat and perform the following.
    • Shop cards: Put out the 6 starter shop cards on any 6 shop spaces on the mat.
    • Shop deck: Right - this one is a bit more involved.
      First sort the shop cards into their 7 types (6 goods and specials.), then shuffle each into its own face-down deck.
      Next draw 1 card from each goods deck, 4 cards from the specials deck, shuffle them together into the shop deck and put them on to their spot.
    • Starter dragons: Take the 6 starter dragons and place them on their corresponding starting shop cards.
    • Enchantment deck: Decide whether to use either the purple or gold cards and shuffle them into a face-down deck. Next, deal 5 face-up cards on to their allotted spaces to create the enchantment card 'market'.
    • Fancy deck: Shuffle the fancy dragon cards into a face-down deck.
    • Artisan deck: Select the number of artisan dragon cards required as per the player count and shuffle them into a face-down deck and place it on its allotted space on the game board. Then deal 5 cards face-up on to their spaces to create their market.
  • Player setup: Give each player the dragon meeple and score tracker in their player colour - place the score tracker on the scoring track.
    Fancy dragons: Deal 2 fancy dragon cards face-down to each player who should select one and return the other to the bottom of the fancy dragon deck.
    First player: Determine the starting player. Depending on player count, players later in the turn order will receive some starting goods.

On to play
Flamecraft uses a traditional turn order with the active player resolving their turn before play moves to the player on their left.
On their turn a player must visit one of the shops in the village and then they can choose whether to make use of the shop's facilities or enchant the shop.
A turn plays out as follows.
  • Visit shop: The active player must visit a shop, furthermore, it must be a different shop to the one they currently have their meeple on.
    If any other players have meeples at the shop the active player visits, then the active player must pay each of them either any 1 good or 1 coin.
    Now that the active player is at a shop, they must choose from the following 2 actions; gather goods or enchant shop.
  • Gather goods: This is basically - go shopping! The active player performs the following action and optional actions.
    • Gather goods: The active player must gather goods and acquires whatever is shown in the top left of the shop card which is usually a good but might be something else. Additionally, they also gain a good from each artisan dragon (Which is shown in the top left corner of each artisan dragon.) on the shop and from each enchantment that has been put on the shop - more on enchantments later.
      As well as goods, a player may acquire money or cards from gathering.
    • Place dragon: This optional action allows the active player to place a dragon on to a empty space on the shop card they are visiting.
      A dragon may be placed on to any of the 3 spaces provided they're empty and the dragon card's type matches the type required on the space. When a dragon card is placed, it will trigger the action alongside that requirement.
      Abilities on the dragon card just played are not triggered.
      Filling a shop: If placing a dragon fills the last available space on the shop card, the active player draws a new one from the shop card deck and at the end of their turn, reveals the new shop.
    • Fire up a dragon: The active player may optionally make use of the special ability of one of the dragons already on the shop card - not the one they just played.
    • Shop ability: Finally, the player may choose to use the shop card's own special ability.
  • Enchant shop: The other main action a player can perform is to enchant a shop, this also allows them to perform a optional action.
    • Use enchantment: The active player must buy one of the available enchantment cards. The card will list its cost in goods, which can also generally be paid for with coins in place of goods.
      Gain rewards: When an enchantment is bought, it will confer a reward on the active player. This reward may also 'scale up' by paying more goods.
      Place enchantment: The active player must now place the enchantment card on to a shop card. No more than 3 enchantment cards can be placed on any shop card.
    • Fire up dragons: The active play may now choose to fire up all dragons on the shop card they just enchanted.
  • End of turn: When the active player has completed their main action and optional ones, the end of turn occurs.
    • Reveal shop card: If the active player drew a new shop card in their turn, it is now revealed and placed on the mat.
    • Check limits: At the end of their turn, the active player can have no more than 7 of each good and must discard if they exceed that, coins do not count as a good and are not subject to a limit.
      A player can also have no more than 6 artisan dragon cards in hand, there is no limit to how many fancy dragon cards they may have.
    • Refill drafting markets: If there are less than 5 face-up artisan dragon or enchantment cards on the mat, they should be restocked from their respective decks.
    • Next player: Play now progresses to the player on the active player's left.

Endgame
The game end is triggered when no more cards can be drawn either from the artisan dragon deck or enchantment deck.
1 final round is played and the game goes to scoring.

Players now reveal and score their 'night' fancy dragon cards.
Players also earn a VP for each coin they posses.
These are totalled with their scores on the scoring track.

Points are tallied, highest score wins.


Overall
Thematically, I'm not sure what to make of Flamecraft. It seems a little mismatched but conversely, it doesn't matter or feel 'off' because of it. Ultimately, the game's theme is its own thing and that thing is about going shopping and managing those shops!

Mechanically, Flamecraft is pretty straightforward, even though it appears to have a lot of moving parts, it's not as complicated as it first might appear.
For the most part, players will be gathering resources and when it comes down to it, choosing from 6 actions - those associated with the 6 goods and artisan dragons, other actions, optional or not don't really change.
Those 6 actions are the core of Flamecraft's gameplay and as well as some pretty standard choices that gain goods or cards, there's some more interesting options here, particularly one that allows the active player to gift goods to another player in return for VPs, something that's appropriately cosy for the game!
These 6 options form the crux of the Flamecraft's meaningful decisions.

Players need to use those decisions to optimise their actions, Flamecraft is all about optimisation. Players will find themselves gathering goods and coins which they will use to buy enchantment cards or fancy dragons which is the most reliable way to earn VPs - and they'll want to do it quicker than their opponents, creating a fast building engine is vital.
The thing is though, that essentially anybody can use any engine because all players players basically have access to all shops, albeit sometimes at a price. Luckily, day fancy dragons with their instant bonuses throws some asymmetrical elements into the mix.

While not really a light game, Flamecraft is fairly straightforward to learn and most players will pick it up quick enough. Although there was a rule that threw me off several times, which was; when an artisan dragon is played on to a shop card, it's special ability is not triggered and instead, the ability on the space it is placed on to is triggered! It felt counterintuitive to me!

Flamecraft is a fun game with an equally fun theme and I'm sure that a lot of people will enjoy it but it didn't quite click with me. I'm not entirely sure why but I felt like maybe the engine building and combo-moves were uninspiring.
This is another one of those games I'd happily play if it was someone else's choice but not one I'd pick myself.
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