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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:
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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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
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. 15th June 2023 Thursday night gaming in Aldershot continues with Formula Dé Mini. Race around famous F1 tracks in this cut-down version of a classic racing game. As the name might suggest, Formula Dé Mini is a smaller iteration of classic racing game Formula Dé which is itself re-iterated by Formula D. I'm not going to do the usual blog for Formula Dé Mini because of it's similarities to Formula D. Instead I'll just list how it differs.
Component quality in Formula Dé Mini is comparable to the original Formula Dé. The boards are well made as are the tiles, cars, tokens and dice. Using plastic gold discs for life points seems a little strange to me but they're as good as anything else for tokens. The board features the same fantastic and detailed art that was found on the boards from Formula Dé . There's a little bit of iconography on the board but that's about it. Since Formula Dé Mini lacks the 6 types of resource from Formula Dé , all the icons and symbols related to those are gone, making this game easier to understand. How's it play? Formula Dé Mini retains most of the mechanics from the other games, playing almost identically: Read the Formula D blog for an overview of how it all works. Formula Dé Mini broadly only differs in 2 ways, although many of the optional rules have been removed. Firstly; the 6th gear is missing which makes sense considering the Formula Dé Mini tracks are somewhat smaller and it isn't really needed. It also removes one of the riskier (And longest to count!) gear dice from the game, making the game slightly less complex. Secondly, all of the types of resources (Gearbox, brakes, fuel etc.) have been removed and replaced with a single universal resource - the aforementioned life points. Each car in Formula Dé Mini is given 16 life points at the game start. Overshoot a corner? Spend life points instead of tyres. Need to skip a gear? Spend life points. Collide with another car or take engine damage? Spend life points and so on. you get the idea. The game becomes notably easier and quicker to manage with a single resource. Removed rules include those for weather conditions tyres as well for custom cars. Finally, it's definitely worth mentioning that Formula Dé Mini is completely compatible with both other previous iterations of the game. That means all of the previously published tracks can be used with the Formula Dé Mini dashboards and components. Additionally, if you have the original Formula Dé core game, then the 6th gear dice can optionally also be used in Formula Dé Mini with those tracks. Excellent! Overall
It seems obvious that the goal of Formula Dé Mini was to create an iteration of the original that was both easier to learn and faster to play and I think it succeeds at both. Formula Dé Mini is somewhat easier to learn and play and is also a lot more forgiving in that regard. The occasional mistake like having a car overshooting a corner by a lot of spaces might well cripple or eliminate that car in the full versions of the game but here, it would instead just cost more life points - although if a car loses all it's life points, it will still be eliminated. The removal of the multi-stop corners from tracks that come with the game removes one of the more finicky aspects of the rules. This means the remaining rules are reasonably straightforward to learn and several of them are situational and might not even occur during the game. Is Formula Dé Mini quicker to play? Yes, especially when using the supplied smaller tracks but even when using the 'full-sized' tracks play will a little faster. Reducing the resource management from 6 to 1 resource makes decisions quicker. Even so, players will be faced with similar decisions to the full games. I'm impressed with how Formula Dé Mini manages to retain the 'feel' of the full sized games. It's always fundamentally been a game about how much players are willing to push their cars through the corners and how much risk they're willing to take to do so, this hasn't changed. Sure, Formula Dé Mini may take the edge of that risk but it's still always there. So how does Formula Dé Mini stack compared to the full versions of the game? The answer is; pretty good actually. When I heard there was a version of Formula Dé that removed all the resources, I was pretty sceptical and sort of assumed that it would overly simplify or 'infantilise' the game but that wasn't the case. What you have is genuinely a quicker easier version of the game to play. On a intellectual level I feel Formula Dé/Formula D is the better, more satisfying game to play. On visceral level though, I found Formula Dé Mini very enjoyable to play. Some of the more challenging elements are gone but it means you can now blast round the tracks safe in the knowledge that you have some more wiggle room to mitigate those bad dice rolls! It's an arcade racing game compared to a sim! If you're looking for a quicker version of the game to play - or a way to introduce Formula D to players, this will definitely do the job. While Formula De Mini remains long out of print, the still available Formula D utilises these simplified rules in its beginner game. Alternatively, if you've got the original Formula Dé , you can simply acquire a bunch of tokens and play it that way. I generally wouldn't choose Formula Dé Mini over the other versions but it's still a great game. 11th June 2023 Sunday evening is here again and that means some gaming goodness on Board Game Arena. Line up those numerical cards in this abstract, lightweight and compact set-collecting card game! Caveat: We've only ever played this game digitally. What's in a game?
There's no artwork to speak of in Line-it other than some abstract shading. It does however make good use of bright, brash colours which looks fairly eye-catching. Again, there's also no iconography to speak of in Line-it other than some numbers. Players will have no trouble understanding the game. How's it play? Setup
On to play In Line-it, players will be drafting cards then using them to create a row of cards (The titular line if you will) and this row must either ascend of descend numerically from left-to-right. Once a line reaches a 'suitable' size, players can then choose score that line by 'completing' and adding it to their personal 'scoring stack' which represents their victory points (VPs). A round in Line-it is played using a traditional turn order with the first player acting before play progresses to the player on their left and so on.
Endgame The endgame is triggered when there are not enough cards to create a full market at the start of a round. Then the following occurs. Firstly, any remaining cards from the deck are placed on to their corresponding jackpot tokens. Then in turn order, each player gets the opportunity to play 1 card from their hand to their line (Increasing their score and potentially gaining a jackpot.). Finally, all players must complete their current line. Now players calculate their finishing scores. Each card in a scoring stack is worth 1 VP while bet tokens are worth their displayed values. Points are tallied, highest score wins. Overall
Line-it is an abstract drafting game that doesn't attempt to awkwardly shoehorn a tenuous theme on to itself and while I know plenty of players for whom theme is important, I myself have never found the lack of it an obstacle to enjoying a game. In this regard, some people may be put off by Line-it's lack of theme but YMMV. Rules-wise, Line-it is a straightforward, easily understood rules-light but luck-heavy game. Players have to draft a card and then choose whether to play it to their line or 'bank' it to play later. Players will initially look to draft a very low or high card to start a line, giving them the most leeway to create longer lines and players will want to create long lines. The game's action economy dictates that (Ignoring jackpots.) completing a line after 6 drafts will score 3VPs - which is 0.5VPs per action but completing a line with just 4 cards would score 1VPs and that works out to be only 0.25 per action. Worse of all, having to complete a line of 3 or less cards would give 0VPs for per action. Something players will definitely want to avoid. Because of the inherent luck present in Line-it, at times players will have to deal with much less than optimal choices while drafting cards - doubly so when a player is going later in the round and their choices lessen even more. Of course jackpots throw something different into the mix, sometimes justifying completing a line 'early' to gain those bonus cards. E.G., discarding a line of 3 yellows to gain a yellow jackpot card would earn 1VP which works to be .33VP per action. Having said that, getting 3 cards of the same colour will not be particularly quick, especially if other players can get there quicker. Bet cards also provide a extra element to think about. Although their usefulness will vary: They can be a good source of VPs in the early game or early in a player's line but conversely be very negative in the late game or of if added later in a players line. Players will need to think carefully when considering the risk of adding a bet card to their line. The other element for players to consider is placing a card into their hand. Being able to bank a card can be vital to success. There's a bit of higher level of play in Line-it that can come from storing and playing a card of a certain colour or value can prove advantageous at the right time and sometimes. Additionally, a player being able to put a card into their hand simply to just to avoid playing it can also be useful. Wisely, the game limits player hands to 2, otherwise it would be too useful an action. So while Line-it does give players meaningful decisions to make, the can also be very luck dependant and sometimes players will be faced with nothing but less than optimal choices, particularly when they go later in the turn order and their options dwindle. The scoring also felt somewhat frustrating, having to discard 3 cards before scoring feels wrong. I know why that mechanic exists - it prevents players scoring short lines of 2 cards or so which is not something you want in a game about creating numerically linear lines of card. Even so, it felt counterintuitive and even unfair! Another element I found counterintuitive was when I would habitually think, 'I'm going first next round, so I'll draft one of those cards not taken this round' only to see them discarded into their jackpot stacks. I know this is my fault but again, it felt frustrating and only served to highlight the game's randomness. I'm probably overthinking it though. Line-it is an accessible game that will probably play quite well with non-gamers. It's also a quick filler game that could be used to begin or end a long gaming session and not something to pour huge amounts of though into. If you like a lot of luck in your filler games, Line-it could be for you. For me though, it didn't have quite enough to engage me. I applaud a game for it's simplicity and accessibility but having said that, I did find Line-it just a bit too simple and random for my liking. 8th June 2023 Gaming night in Aldershot continues with Village Rails in what is described as 'A game of locomotives and local motives'. Although most of those motives appear to be planning holiday trips through the English countryside and probably to the south coast in this follow-up to the game Village Green. What's in the game?
Component quality is good throughout and there's nothing bad to write about. The cards are of the standard expected from a modern game and understandably smaller than usual which keeps the game's footprint from getting too large. The frames and coins are all made of sturdy card and also to the standard that is expected from a modern game. While made mostly of card, the score trackers are both a nice and useful addition, doing away with the need to use tokens to track what is a relatively high scoring game. The art direction in Village Rails is also for the most part good. It has a watercolour aesthetic that depicts the steam trains of old and bird's eye views of the games 5 different landscapes of yesteryear with nice little touches such as horses in pastures and buildings or patches of garden in villages. Unfortunately, the art does fall down a bit when depicting the differences between the lake and forest terrain types which should be obviously different but somehow, with a murky mixture of blue-green palettes can be conflated with each other. This brings me to the game's other problem with presentation; iconography. Village Rails has icons for the 5 different types of 'feature' which can be found on the train lines. It also has icons for the game's 5 different types of landscape but these symbols are tiny and can tricky to spot! Worse still, they can be lost against the noise of a landscape with a dark background. This is compounded by the fact that the cards are small. It's not a gamebreaker but it is a oversight that can add some unnecessary fiddliness to proceedings. Otherwise the iconography is pretty straightforward, easily understood and shouldn't prove too complicated. How's it play? Setup
On to play In Village Rails, players will be drafting track cards to create train lines within their frame in a 3x4 grid to score VPs, they can also draft trip cards to make those train lines earn even more VPs. Finally, they will be using terminus cards to earn money. Village rails plays over exactly 12 rounds and uses a typical turn order with the active player taking their actions before play progresses to the player on their left. In their turn, the active play performs the following actions.
Endgame Once all players have taken exactly 12 turns, the game is over. Each players now calculates VPs earned from sidings and adds it to their score tracker. Points are tallied, highest score wins. Overall
Thematically, Village Rails, especially with its artwork, harks back to an age of steam before the existence of personal transport when trains represented an opportunity to go on holiday to the coast or sightsee through the countryside. Mechanically, Village Rails is on recognisable ground. It's drafting and placement rules, will be familiar to many players, as will the coin-and-conveyor belt mechanic for replacing cards. The set-collecting, point soring mechanics will also be familiar. Sometimes players will want a set of the same landscape, or alternatively they'll want a variety of different ones on their line and so forth. Where Village Rails does differentiate itself is in the use of trip cards to add an extra layer of scoring opportunities to the proceedings. Players will now be looking to combo trip cards off the routes they are creating. E.g., a player may be creating a route with only a type of terrain and would look for a trip card that complements that objective. The game has a fairly wide variety of trips cards, including trip cards that score off of other trip cards. Interestingly, there are some trip cards that work well on short train lines. It's possible to create a train line with only 1 card that immediately goes out of the playing area and a trip card that requires only 1 type of terrain would score easily off of that line. Additionally, in the early game, Village Rails also has quite a harsh cash economy. Money is very useful for getting cards that a player needs but is in quite short supply at the start and players can soon run out of cash - and there's only 2 ways to get more - playing terminus cards after completing lines or drafting cards with coins on them. This presents an interesting dynamic to players: I imagine most players will instinctively want to create the longest most elaborate trains lines to increase their scoring opportunities. Sometimes though, it can be good to complete a line quickly to get an injection of funds which can prove beneficial in the late game. This adds a nice little balancing act to the game, creating short and long term needs. All of this provides players with more meaningful decisions to make and this is especially true since not only do players only have 12 turns until their playing area is filled. There will only ever be 7 train lines available to be completed, Players will need to optimise the placing of track cards I don't usually refer to other games when blogging about the current game but it's worth mentioning that Village Rails is a re-iteration of its predecessor Village Green's 3x4 card grid mechanic which Village Rails definitely improves upon. Where in Village Green a mistake meant leaving a gap in the grid, in Village Rails it means playing a card that scores less optimally. Mechanically the result may be identical but it makes Village Rails feels a little more forgiving, less frustrating and ultimately makes for a better game. I found Village Rails to be an enjoyable game of its type that squeezes quite a lot into a small package, providing players with interesting options and meaningful decisions to make, albeit with a slightly flawed presentation. If you like route-building games with some drafting elements and it's train travel theme, then its one to try. Finally; I would definitely recommend Village Rails over Village Green, there's nothing wrong with Village Green but this is the superior game. 8th June 2023 Thursday night gaming in Aldershot continues with another first-play; Star Trek-Chrono Trek. A game about 'Discovering strange new games and boldly shuffling cards no one has shuffled before.' Meh - I ran out of good Trek puns long ago. Also, strictly speaking as you may have gathered, this game is more about messing with the timeline. What's in a game?
The cards in Star Trek Chrono-Trek are the standard quality you would expect from a modern game and unless treated badly stand the test of time. The game wisely makes used of illustrations for artwork instead of stock photos - which generally look cheap in my opinion. The artwork is colourful, definitely on the cartoony side and looks a bit quirky but the Star Trek personalities look more or less recognisable. I quite like the style even though it seems a bit unusual for a Star Trek game. Furthermore, this style also lends Star Trek Chrono-Trek a slightly humorous vibe and while it's not a comedy game per se, the game will involve 'jostling' between players with actions and reversals of those actions! I also like the general aesthetic used on the cards which look reminiscent of the bridge console layouts from The Next Generation (Yes I'm geeking!). Most information conveyed on the cards is done through text, so iconography isn't an issue. There is some referencing done through letters/numbers but again, it's not really an issue. How's it play? Setup
On to play In Star Trek Chrono-trek, each player will be trying to complete their own unique set of 3 objectives, this will involve manipulating the timeline cards and acquiring artifacts. The game utilises a traditional turn order with the active player resolving their turn before play progresses to the player on their left. During their turn, the active player has 1 action and can either draw an extra card or play 1 card from their hand as described below.
Endgame The first player to complete all 3 of their objectives wins, however, a player can only win in their own turn. Thus if their conditions are met in another player's turn, they wait patiently and hope nothing changes until they can act. Overall
Star Trek Chrono-Trek fits its theme very well. Star Trek shows have always been full of time-travel shenanigans from single episodes to season-long story lines and a lot of that is reflected in the game. There's also a fair amount of other references and nods that fans of the shows will appreciate. Star Trek Chrono-Trek presents players with asymmetrical goals which they should keep hidden, meaning players will have slightly different motives for their actions. Thus players will be looking for opportunities to both change the timeline to what they need and to acquire their required artifact. This will require them gaining cards to achieve this. Additionally, players will need to adapt to what cards they do have in their hand and circumstances as they arise. E.g., if an opponent has acquired the artifact the player needs, then they'll have to try and find a way to steal it off them or find a way to undo changes others have made to the timeline. There's a fair amount of player interaction going on in that regard and players will need to keep an eye on what their opponents are doing or changing and potentially respond accordingly. Players should definitely expect some 'to-and-fro' from the game Whilst the rules are not what I would consider complex, they are a touch fiddly with what amounts to 7 different types of action, some of which are cards/actions requiring players to discard cards to draw cards or resolve events, etc. It's not complex but it's not quite intuitive either. None of this is a gamebreaker though and otherwise consider this to be a light-ish game which, while is reasonably accessible for non-gamers, I do feel that some of the mechanics/concepts presented here might be a little obscure for them. Fans of the shows though, will be immediately familiar with the time-travel theme presented here and should appreciate the Star Trek references, making it a more enjoyable experience for them. I also found it to be somewhat frustrating at times when I could see an artifact I needed either for an objective or assignment card in the hands of another player without a way of getting it (No wonder players are given the option to discard assignments for more cards.) and was left with having to draw another card as my action. Otherwise Star Trek Chrono-Trek is an enjoyable, light experience that provides a fair amount of player interaction with a dollop of humour thrown in as well some random gameplay, although I suspect that is as intended! 8th June 2023 We're in Aldershot on a Thursday night for some gaming goodness and today's first play is Mint Delivery. It turns out that somewhere out there mints are big business. There's even somewhere called Mintopia City and it's the centre of mint production! Players take on the role of delivery drivers fulfilling orders to the surrounding minty named towns. What's in a game?
As mentioned above, the game comes packaged (Crammed more like!) in a small mint tin which yes, is a gimmick but a nice one particularly since the tin feels robust. Token quality is for the most part good, the mint tokens and trucks are pleasingly made of wood although the card tokens are an average quality. While the cards have a linen finish, they do feel a little flimsy but unless they are abused, they should be fine. There isn't much room for art in Mint Delivery and thus there isn't much! What are there is mainly appears on the map cards and it's a sort of minimalist unobtrusive and uncluttered style which I generally quite like and I feel fits the game's light, almost minimalist quality well. There's not too much iconography. most of it is straightforward; icon for mint types is clear and icons it simply refer to matching icons elsewhere in the game. There shouldn't be any problem understanding the icons. How's it play? Setup
On to play In Mint Delivery, players will be looking to acquire order cards and then fulfil those orders by taking the required mints to the required location. Completed orders earn players their respective VP values. Mint Delivery follows a traditional turn structure with the active player taking their turn and then play progressing to the player on their left.
Endgame Play progresses until the endgame is triggered by 1 of the following criteria is met: If 2 towns have no face-up order cards remaining Or. All 4 towns have no cards left in their face-down decks (Regardless of whatever face-up cards remain). Play then continues until all players have had equal turns. Players then calculate the VPs they've earned on their completed order cards. Points are tallied, highest score wins - and is pronounced 'Employee Of The Month! Overall
Thematically, Mint Delivery is a collect-and-deliver game and the mint theme is arguably bit extraneous but on the other hand, it's a good a theme as any. The fact that the tokens being delivered look a bit like mints and the game comes wrapped up in a mint tin I think is fairly pleasing. Mechanically, Mint Delivery is actually quite straightforward, perhaps a little too straightforward. The game's map layout never changes, the 4 towns will always be in the corners, Mintopia in the centre and the factories in the 4 cardinal points. It would have been nice to have some kind of layout randomiser but I imagine space inside that tin is at a premium! Where the game does offer variety is in how order cards appear and since this is a game about fulfilling orders, that's pretty important. Mint Delivery is essentially a race to deliver orders and players will need to mix planning the most optimal moves using the cards they currently possess with adapting to changing circumstances as they arise to exploit opportunities as they appear. There's also randomisation in the form of road conditions which can change things up. Finally, ability cards offer the opportunity for some asymmetrical play that potentially opens up more choices to players and meaningful choices are always a good thing. There's not too much more to say really. Mint Delivery is a stripped down, bare bones collect-and-deliver game, if that's what you're looking for and you want it in clever little package, it's worth a try. It's perhaps a little too long to be a simple filler game and not quite long or deep enough to be the main game of a gaming session but nontheless, I found Mint Delivery to be a fun, light experience with a fairly quick play time and imagine it will play well with non-gamers. 4th June 2023 It's a Sunday and we're on Board Game Arena for some gaming goodness. Being a tourist is great. You get to wander through a city's public transit network and travel the streets, see the sites, take the train and on this particular instance, do it in Tokyo. All thanks to the transit planners and designers! What's in a game?
There's not much to say about the component quality for Next Station: Tokyo. The pad of maps is exactly what you'd expect, a thick pad of probably about 100 leaves. Each individual leaf is quite thin and flimsy but since they're only ever used once before discarded, it's not an issue. Although, having said that, it would have been nice to have had laminated map sheets and dry-erase markers instead. Speaking of laminated, the cards are plastic coated and feel nice and sturdy. Finally, the pencils that come with the game are well, they're normal pencils only in 4 somewhat garish colours. They'll need sharpening once in a while but that's about it. Next Station: Tokyo uses a sort of abstract stickman, heavy black-line art style to represent people and locations and along with the solid bright colour scheme employed, it gives the game a distinct and eye-catching presentation. It's also a style that sort of matches the look of modern subway maps and thus fits game's subway theme. Arguably, it's a cartoonish art direction which I guess won't appeal to everyone but I found it to be a clean and uncluttered style, furthermore I'm generally always a fan of using bright colours so it's a thumbs up from me. There's just over a handful of icons here but they're easily understood as most of them are only referencing themselves. The last remaining icons will quickly be learned by players. I don't imagine this being a problem for anyone. How's it play? Setup
On to play During Next Station: Tokyo, each player will be building 4 subway networks in the 4 colours corresponding to the pencils and the game is played 4 rounds. Players will be trying to make their networks as expansive and interconnected as possible. This is done by flipping station cards and resolving result which will allow players to connect stations to each other by drawing lines between them. Technically, the controller is responsible for flipping cards, players then resolve all their actions simultaneously. Each round plays as follows.
Endgame Once the 4th round is concluded and all players will have created 4 networks on their map sheets, the game goes to scoring. Next Station Tokyo provides players with various avenues to scoring points. which will be totalled to provide their final scores.
Points are tallied, highest score wins. Overall
In a game of creating transit networks to draw in tourists, using a join-the-dots mechanic to well.... join-the-stations feels pretty appropriate thematically. Gameplay wise, I feel Next Station Tokyo definitely sits at the lighter end of complexity. It's construction rules are perhaps a touch too fiddly to be intuitive but still, are easily learned. Having said that, I'm not sure how quickly 'non-gamers' would grasp the mechanics. However, like all well produced game, the complexity comes from the decisions presented to players. In that regard, if you're a fan of the roll/flip/randomiser-and-write genre, you'll be on familiar ground here. Players will find themselves planning their moves and actions but having to react to whatever the randomiser delivers to them and adapt and exploit to whatever options are presented to them. This forces players to make tricky decisions that can be risky or 'imperfect', which in my opinion, is always a good thing. Curiously, it might seem that fact that only 11 cards are used in each round can easily be memorised and is exploitable - 2 of each symbol, 2 joker/double rail symbols and 1 railway switch but there's an there's an interesting rule at play. Which is that when the 5th subway card is revealed the round is over. As a result 5-10 cards will be revealed each round and this means at least 1 card wont be used and potentially more than half wont be used. I'm sure this is deliberate to keep proceedings unpredictable. As I said above, players of this style of game will be on familiar ground here: Where Next Station: Tokyo differentiates itself from its contemporaries is that players are creating 4 separate networks, which they'll want to expand as much as possible but without hindering their other networks but also interchanging with them. It definitely a novel challenge. If I was being harsh though, I would say that this unique mechanic might not be enough to make the game stand out in the crowd. Players of similar games might not find enough to make it worth playing Next Station: Tokyo. However: If I was being generous, I would say that this a enjoyable addition to the genre that provides an interesting challenge. If you're a big fan of that genre, this might be worth considering and if you've never played a x-and-write game, this is definitely one to consider. Only 3 first plays for May '23, down on the 8 from last month. While different games played were.... 32. Identical to April '23! First plays: 3 Different games: 32 Tuesday 30th at The Sovereigns with the Woking Gaming Club
Bandido - First Play! Cascadia Fluxx Sunday 28th Board Game Arena Lucky Numbers Roll'n Bump Railroad Ink Wingspan Forbidden Island Thursday 25th Aldershot Dice Hospital Race for the Galaxy Tuesday 23rd at The Sovereigns with the Woking Gaming Club Machi Koro 2 Llamaland Sunday 21st Board Game Arena Lucky Numbers Can't Stop Gizmos Just One Azul Hanabi Thursday 18th Aldershot Heckmeck Port Royal Chariot Race Tuesday 16th at The Sovereigns with the Woking Gaming Club Horrified: American Monsters Sunday 14th Board Game Arena Lucky Numbers Roll'n Bump Just One Wingspan Tranquillity: The Ascent Tuesday 9th at The Sovereigns with the Woking Gaming Club Tumble Town - First Play! Sunday 7th evening Board Game Arena Railroad Ink Gizmos Spots Sunday 7th The Sovereigns Jump Drive Llama Land Thursday 4th Aldershot Deep Sea Adventure Akropolis Point Salad Village Green Sushi Roll Tuesday 2nd at The Sovereigns with the Woking Gaming Club Scout Jump Drive Long Shot The Dice Game - First Play! 30th May 2023 It's a Tuesday evening again and that means it's time for some gaming goodness with the Woking Gaming Club at The Sovereigns. Bandido is a wily one!. The sly criminal has finally been caught and sent to jail. But Bandido is never one to rest and soon has found a way to dig tunnels out of his cell. Can the players manage to coordinate in this cooperative card-laying game to stop Bandido escaping? What's in a game?
There's not much to say about Bandido's minimal components. The starting tile is notably thick and chunky in contrast to the cards which feel a touch flimsy - possibly due to their unusual proportion. This is not an issue though and unless the cards are mistreated they will be fine. Bandido's artwork is equally minimal, there's a touch of stylised art for Bandido himself and well.... that's pretty much it other than the illustration representing dead-ends and the tunnels themselves. You could argue that the hand holding the flashlight is an icon, otherwise there's no iconography in the game. Everything is instantly understandable. How's it play? Setup
On to play In Bandido, players are cooperatively trying to stop Bandido from escaping by playing cards to block off all tunnels. The game uses a traditional turn order with the active player resolving their turn before play progresses to the player on their left. A turn plays out as detailed below.
Endgame Play continues until 1 of the 2 following conditions are met. If the deck becomes depleted and none of the players have any cards left to play and there is at least 1 un-blocked off tunnel, then Bandido manages to escape! The player collectively lose. If on the other hand, the players manage to block off all tunnels at any point during the game, then Bandido is trapped. The players immediately and collectively win! Overall
Bandido's theme is sort of stuck-on and perhaps a little offbeat (I mean stopping the titular character escaping!) but it fits the game well enough and will be understood by all players. Whilst the game's rules light, don't be fooled by this simplicity. Bandido is quite a hard game to win. This is especially true when playing at a higher player count. In a solo game, the player will know exactly which cards are available but with 3 companions, it becomes much harder to predict. (One criticism I have of Bandido is that as the tunnel network invariably grows, it may expand in unexpected ways - more than once we've had to shift the entire map because it was going off a table edge - which is a fairly fiddly affair.) There is without a doubt also a degree of luck involved (As is the case with most cooperative games.) which may not appeal to all players but there's also a good chunk of having to think ahead and trying optimise how cards are played. It's hard to resist the urge to play dead-end cards that close tunnels down in the early game but it can be vital that you don't always do this. Management of 'moving' tunnels around the playing area is key to success. E.g., directing tunnels towards each other and connecting them can create 'loops' which essentially closes both. Additionally looping 2 tunnels into 1 then closing it off is equally useful. There are only a limited amount of dead-end cards and using them up too early means they won't be available to use in the late game. It's something players must plan for. Players must also make sure they don't create any situations with card positioning which will render a tunnel impossible to close. Because Bandido is so straightforward, with a easily recognisable goal and accessibility, it's a great game for all the family, more causal players and younger players and can prove a lot of fun. That this is a cooperative game is even better, many cooperative games have intricate systems that must be managed in order to make them work, which not the case here. It's definitely worth trying. |
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