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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. 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. 9th May 2023 It's a Tuesday and we're at The Sovereigns with the Woking Gaming Club again. This means we're in for a rootin'-tootin' time with western themed frontier town building board game Tumble Town. What's in a game?
Tumble Town has quite a few noteworthy components and the single biggest and most important one is the dice: They're well made with nicely rounded corners with deep pips and feel good to handle The dice tower is a large component and unsurprisingly, it's constructed of fairly sturdy card. I guess it's a bit superfluous but since there will be a lot of dice rolling, it does prove useful and looks reasonably nice as much as a card dice-tower can look. Also superfluous is the cactus shaped first player token but again, it adds to the presentation The card tokens are pretty average quality while the cards feel fairly sturdy and have a 'linen' finish. The artwork used particularly on the building plan cards looks a western style is thematically good but straightforward which I think it needs to be as it represents the dice/buildings. This makes the artwork look a little repetitive against the fairly nondescript desert background but again, since objects that appear on the background are relevant to gameplay, it's beneficial to have clear, easily interpreted artwork. Tumble Town uses icons to represent special abilities and scoring opportunities, it also uses colour/shape to represent the different type of building that can be built AND uses letters/symbols to indicate further requirements to constructing buildings. That's not the end of though! The town boards have icons to do with dice manipulation and placement. It seems like quite a lot and initially it will probably have players referring to the rulebook or reference cards. Luckily, it's pretty easily learnt especially since the icons don't all apply to the gameplay at the same time with a split between card abilities and building requirements. Seasoned gamers won't have any problems here. How's it play? Setup
On to play In Tumble Town, players will be drafting cards and dice in order to construct buildings and create the main street of their western town. The game follows a usual turn structure of the active player resolving their actions before play progresses to the player on their left. Each player's turn is broken down into 4 phases.
Endgame The end game is triggered when the supply of at least 2 types of dice drops to 2 or less. Play progresses until players have had equal turns, then goes to scoring. There are a variety of ways to score VPs in Tumble Town.
Points are tallied, highest score wins.... and they can declare themselves.... The Best in the West! Overall
Tumble Town is strong thematically. I like how players construct their town from the dice they draft and it visually builds up over the rounds. It also looks quite eye-catching and has a good 'presence'. Just don't play on a wobbly table or with clumsy players! Mechanically the game is fairly good. It mixes drafting, getting the dice results needed and an element of engine building. I found use of the warehouse crucial, not only will players need to store dice between turns to construct the larger buildings, players will find themselves looking for buildings that match the dice they have stored. Because being able to draft a building and knowing that it can already be built by dice on the warehouse spaces is both reassuring and efficient. While having to use whatever the result is of dice that are rolled is not a disaster by any means, there is a degree of luck involved which can stymie a player - although that is mitigated somewhat by being able to alter or manipulate the dice. Additionally, players don't have to construct a building the turn they acquire it, it's entirely possible to construct multiple buildings in a turn. When it comes to buildings, players will find themselves having to choose between the ones that give them a power or additional resources to improve their engine and point-scorers. It's that classic balancing act between increasing abilities or increasing VP opportunities. There's also the balance of taking building plans and gaining dice. Tier 1 buildings are fairly easy to construct as they generally only require 3 dice - which is how many dice a player gets to also draft in their turn. The tier 2 & 3 plans generally require 4+ dice, additionally the tier 3 plans make a lot of use of the gold dice. Finally, there's also a degree of having to adapt to what dice are available - and consequently the results of what are rolled plus what cards become available. The game is a bit of a race to draft dice and use them well, it makes efficient play important. In the first game played I managed to construct 6 buildings by the game end which nearly completely filled my town board. It means that a game can theoretically be completed in as few as 6 turns if the right dice rolls come up! This makes the game play quickly. I'm not sure how I feel about this relatively short play time. It can feel like the game is over just as it starts to get going and is perhaps a little unsatisfying. But this forces players to think hard about their choices and the aforementioned need for efficiency which is a good thing. While Tumble Town is a sort of light-to-midweight game that has a nice western feel and theme it's probably a bit too obtuse with it's engine building and dice manipulation rules for casual players. Dedicated games who like those mechanics will find enough depth to engage the grey matter. It could be argued that Tumble Town is a little gimmicky with its conceit of using dice to actually construct the buildings but it's a fairly unique mechanic as far as I know and I thought it added to the experience and despite the game leaving me wanting it to go on a a bit more, I found it enjoyable. 2nd May 2023 It's a Tuesday and we're at The Sovereigns with the Woking Gaming Club for a game of Long Shot: The Dice Game. What's in a game?
Component quality throughout Long Shot: The Dice Game is good. While not actually horse-shaped, the horse tokens are chunky, made of wood and feel satisfyingly weighty to handle. The dice are plastic and not wooden (Which is always my preference.), they still feel solid and well made, additionally their icons are not printed and are shaped in relief. Since this is a roll-and-write game, many of the components such as the player boards and horse cards can be written on. They are sturdy as you would expect. As is the race track board. The game also makes good use of bright solid colour, everything is brash, colourful and eye catching. There's also a definite humorous element to the cartoony artwork and illustrations that matches the game's luck-driven light gameplay. The game's iconography is a bit of a mixed bag. The player board is a busy looking affair with lots of stuff presented to the player and definitely can feel a little intimidating. However, in practice, it's not that bad. Much of the information is conveyed through numbers/colours. There are a handful of icons but for the most part they are easily understood after a round or two. How's it play? Setup
On to play Money counts in large amounts. Long Shot: The Dice Game is all about winning the most cash, this is done not just by players only betting on the winning horses but also 'manipulating' the outcome of the race. Long Shot: The Dice Game sort of has a traditional turn order but since players get to act in all other players' turns, it's only relevant for rolling the dice which is done by the active player. Each turn basically has 2 phases.
Endgame Once the third horse has crossed the finishing line and been placed on it's finishing spot, the end game is triggered, the current round is completed and the game then goes to scoring or winnings. There are numerous ways to accumulate cash.
Cash is tallied, highest value wins. Overall
With it's colourful presentation, Long Shot: The Dice Game fits its theme well. Players will be putting bets on horses, then watching and hoping those horses win. While there are various ways to accumulate cash (Buying horse that win! Getting sets and completing concession lines.). Probably the single biggest method for gaining money is betting. There's more to it of course, since players will also have the opportunity to influence the outcome at least to some degree. This means they need to balance their actions between betting and other options. The game provides various avenues to achieving this. Chief amongst these I think, is the secondary movement bar. A player can pick a horse bet on early and heavily, then spend actions marking its number off other horses' secondary bars. This means that the picked horse will move more often when other horses do so. Players can also cross off lines on their concession grid to move horses (Or gain other benefits.). Using helmets in conjunction with the no bet line can provide an alternative way to score big wins on bets. Players can spread their bets and hope to get bets several top 3 finishing horses. and getting helmets for horses is useful here. It allows players to bid on horses right up until their on the finish line and the finishing order is more apparent. One last thing to mention is the odds, the lower numbered horses on the inside of the track have to move less to pass the finish line, this is reflected in the odds, which are shorter for these horses. The number 8 horse (The titular ling shot.) pays out more or less twice as much as the number 1 horse for finishing in the top 3. The provides some asymmetrical opportunities for players and real risk-and-reward mechanics to choose from. While actions other than betting will probably pay out less, it's unwise to ignore them. They are still a source of money, useful benefits and influence over the game. There's also a higher level of play going on; all information is open and it's possible to try and anticipate what other players are trying to achieve. If it seems like another player is betting heavily on a horse for example, other players may also bet on that horse to 'piggy-back' off its success. Long Shot: The Dice Game is a fairly light game that is easily understood and accessible with a theme most people will find relatable. Although, it has to be said that luck and dice rolls can play a big part here; which to be fair, feel appropriate for a game about betting on horse racing. I'm sure that the gambling theme and luck driven gameplay wont appeal to everyone but treat the game as just some fun and not to be taken too seriously (Much like actual gambling I would suppose.), then you'll probably have a good time. I found it to be a lightweight but enjoyable experience. The first plays For April '23 were doubled from the previous month while different games played for the month were up by 10. Mostly, this can be attributed to Wogglecon 7. First plays: 8 Different games: 32 Sunday 30th Board Game Arena
Lucky Numbers Just One Legends of Hellas Gizmos - First Play! Spots - First Play! Tuesday 25th at The Sovereigns with the Woking Gaming Club Jump Drive Skull King - First Play! Sunday 23rd Board Game Arena Can't Stop Lucky Numbers Just One Codex Naturalis Akropolis Legends of Hellas Friday 21st Aldershot Point Salad Village Green Llamaland Tuesday 18th at The Sovereigns with the Woking Gaming Club Love Letter Akropolis Jump Drive Sunday 16th Board Game Arena Lucky Numbers Can't Stop Just One Railroad Ink Legends of Hellas - First Play! Thursday 13th Aldershot Heckmeck Akropolis Dominion Tuesday 11th at The Sovereigns with the Woking Gaming Club Parks Sunday 9th Board Game Arena Lucky Numbers Roll'n Bump Can't Stop Wingspan Just One Tucano - First Play! Trio - First Play! Friday 7th Aldershot Scout Railroad Ink Machi Koro Tuesday 4th at The Sovereigns with the Woking Gaming Club Roll Player Tuesday 4th Simon's Scout Akropolis Sunday 2nd Board Game Arena Lucky Numbers Can't Stop Wingspan Go Goa - First Play! Sunday 2nd Ares' Akropolis Scout Codenames Thunderbirds Danger Zone - First Play! Fluxx Saturday 1st Wogglecon 7 Akropolis Sushi Roll Just One Sagrada - First Play! Pan Am 30th April 2023 Sunday is here again and we're logged into Board Game Arena for some gaming goodness. Gizmos not about some cute puppet that spawns a legion of malignant sprites, instead it's drafting and engine building game about building gizmos.... through the power of science! Caveat: We've only ever played this game digitally. What's in a game?
Gizmos' only art appears on the gizmo cards and although it seems quite small, it is varied and detailed, appropriately depicting various scientific activities in bright colours. In fact Gizmos makes good use of bright colour throughout on iconography and components. With regards to iconography, there is a fair amount of it but for the most, it's intuitive and easily understood, some of it however, will have players looking up the rules, especially regarding the picking and drawing of resources. How's it play? Setup
On to play Players are attempting to accumulate VPs in Gizmos and they come from 2 sources, the cards and by acquiring VP tokens. This is done by drafting resources and cards, then building cards to gain cards and resources at faster rate to build more cards and so on! Gizmos uses a typical turn order with the active player taking their action before play progresses to the player on their left.
Endgame Play continues until one player has built a total of 16 gizmo cards OR built 3 level 3 cards. In either case, play continues until all players have had equal turns. Then players total their VPs from the cards they've built and any VP tokens they've acquired. Points are tallied, highest score wins. Overall
Gizmos' theme about building gizmos for a science fair is fairly light and perhaps a little unexciting but appropriate. It's also a game that's all about building an engine to trigger combos. Players will look to find the most effective and efficient way to pick energy and build gizmos through upgrades, arguably the 2 most important actions in the game: Although it's probably not a good idea to neglect upgrading other stats or actions. Increasing energy storage and conversion is especially useful as it allows the player to manage their energy resources with greater flexibility and in fact, some gizmo cards require 6 energy to build! - Forcing players to upgrade their maximum storage. A lot of the decision making this will involve will be contextual, depending on how energy resources appear and are drafted by other players. As always in these situations, players will need to adapt to circumstances (Which is why energy conversion and storage is so useful.). The same is also true of gizmo cards. This can lead to some unusual combos appearing. Gizmos other 2 actions, file and research feel a little surplus to need and maybe just pad the game out unnecessarily a bit. There's a higher level of play regarding the file action that involves watching opponents, seeing which energy resources they are going for, anticipating what gizmo card they might be aiming for and hate drafting that gizmo with a denial strategy but conversely. However, those other players will probably archive cards they want to build before beginning to accumulate the energy requires which sort of makes attempting to hate draft moot. Research also feels less useful, essentially when researching, the player is making a bit of Hail Mary play, hoping to find a gizmo card that matches the energy tokens they possess but for whatever reason cannot use to build a currently available gizmo card. These are minor drawbacks though and players are generally not required to use them. Otherwise, Gizmos is a fairly solid engine-building game with a slice of drafting. It hits a pleasant sweet spot of blending fairly straightforward rules that are fairly quick to learn with hefty and frequently meaningful decisions to make. Worth trying if you like this kind of game. 30th April 2023 Another Sunday is here and we're logged into Board Game Arena for an evening of gaming goodness. Roll over! Fetch! Beg! Sit! Spots is game about collecting Dalmatians, only not 101 of them but only 6 in this push-your-luck, dice rolling game about dog tricks. Caveat: We've only ever played this game digitally. What's in a game?
Spots uses very stylised cartoony artwork throughout. Much of it is humorous which suits the game's lightweight nature well and is also style that I like. There's minimal iconography in Spots and what there is of it, is easily understood. How's it play? Setup
On to play In Spots players are attempting to place dice on the relevant spaces on their dog cards without going bust. Spots uses a traditional turn order with the active player performing their action before play progresses to the player on their left. In their turn the active player may perform 1 of the following 2 actions.
Endgame As soon as any player has scored their 6th dog, they immediately win the game. Overall
Spots' light-hearted artwork and amusing theme fits its lightweight gameplay quite well. Mechanically there's not too much to say about Spots. It's a push-your-luck game in which players choose when they want to take risk. As with all games of this type, luck plays a significant part here and players must learn to recognise good luck and mitigate bad luck. Often this takes the form of giving players extra opportunities to roll dice after the initial roll, usually in the form of THEN actions. Players must decide how many extra rolls to make and if they can deal with bad results, i.e', bury dice without going bust. Going bust feels quite harsh in Spots as it not only wipes the progress of the current turn but all current progress which makes pushing luck a tricky decision. Having said that, this is a game that plays quickly and lost progress can be recovered reasonably fast. Another aspect of luck that will affect players are related to trick tiles. Players will frequently find that their choices of available trick tiles will be limited due to the rules for flipping them and occasionally they'll have a choice of all 6! I guess there could be a higher level of player about players trying to plan moves ahead and when tiles become active again but generally, it's a case of 'you take what you're given'. There is an area of concern for me though which is to do with the distribution of numbers on the dog cards potentially effecting game balance. If a player has cards with 4s, 5s & 6s, it means they'll end up burying dice showing 1s, 2s & 3s. But if they have cards with 1s, 2s & 3, it means they'll be burying 4s, 5s & 6s which are much harder to deal with than the lower numbers and will be more likely to make a player go bust. Since dog cards tend to have multiple numbers, if the numbers are well distributed then perhaps this won't occur. I will add that some cards also can gift treat tokens to players when scored which may make them more useful. However, despite what I've written above, I don't think this is much of an issue. Spots is a light, fun and luck driven game - just roll the dice, take the chance, have fun! If players are looking too deeply into the balance of number distribution on cards, then they're probably playing the wrong game. I'm not so sure that dedicated gamers will find much to engage with Spots, there are definitely some meaningful decisions to make but also significant amount of chance at play. With its fun theme and light gameplay, Spot is clearly aimed at a family audience and also younger players. With being fairly quick to play, it also serves as a reasonable filler game. 25th April 2023 Tuesday is here again and we're with the Woking Gaming Club and The Sovereigns for a evening of gaming goodness. Pirates; - they're known for spending their time burying treasure and going arrr! Skull King is a trick-taking game all about finding that treasure and going ahhh! What's in a game?
The quality of the cards is exactly the kind of quality you'd expect from a modern game - so pretty good, fairly sturdy cards that look laminated. There's lots of nice pirate themed artwork in Skull King. Most of it is bright and colourful with good quality illustrations. Importantly, the 4 suits all look distinct from one another as do the special/character cards. The 4 suits are easily recognised by theme and colours. The special cards are also easily recognisable. How's it play? Setup
On to play Skull King is played over 10 rounds with players having increasingly larger hands of cards as rounds progress. Furthermore, as the game progresses, players will play more and more tricks. Whoever wins each trick will earn the cards used in that trick - which will equate to points at the end of the round. Skull King is a pretty traditional trick-taking game which uses a traditional turn order with the active player acting before play progresses to the player on their left.
Endgame Once the 10th round has concluded and the VPs for that round calculated, the game is finally at an end and goes to end scoring. Points are tallied, highest score wins. Overall
Despite being a bit of a stretch to fit, Skull King's pirate theme is fairly amusing with evocative artwork to match. It's a good looking game. Mechanically, the game is for the most part a straightforward, familiar trick-taking card game, albeit with a handful of special cards that change things up a little. What makes Skull King standout are the scoring mechanics and in particular the bidding mechanic. Players are forced to make a decision based on contextual information such as what is the current round and what cards they currently have in their hand. Then they'll need to try and gauge how many wins and losses they can get from their hand and plan accordingly. Sometimes this will be simple, in the 1st round with only 1 trick being played, it's fairly safe to bid on winning 0 tricks, especially if a player only has a escape card in their hand! As the game progresses though, these decisions will get harder and harder as more and more cards, special and otherwise come into play, making longer rounds a bit more unpredictable. Additionally, the scoring system for bids rewards players who bid high (And manage to achieve it!) while it increases the price for failing big. A genuine risk and reward mechanic. Finally, the bidding mechanic also introduces asymmetrical objective for players, some will be looking win tricks when others are trying lose them. There's also a higher level of play here that involves paying attention to other players' bids. E.g., if an opponent has won all the tricks they bid for and the round isn't over, making them win a trick will scupper the points they get from their bid. However, I'm not so sure how I feel about the bidding mechanic, it definitely adds an extra layer to the gameplay but it's also kind of swingy, hitting a bid can earn a lot of VPs while missing it can lose a not insignificant number of VPs and sometimes this will be very much out a players control. Additionally. the scoring rules feel a bit overly complex and fiddly, this compounded by how the game is played over 10 rounds and needs to be scored 10 times. This brings to my other criticism which is the game feels too long: By my calculations, a total of 55 tricks will be played over the 10 rounds which doesn't seem too bad but actually means shuffling and dealing 10 times as well as scoring 10 times and that all adds up to make the game feel a bit overlong and also finicky. Skull Kings is a (Completely acceptable.) average trick-taking experience that is enjoyable enough but is mired down by excess bookkeeping for a card game. It's not a bad choice for a game I feel its unique elements don't do enough to make the game differentiate itself from the crowd. The pirate theme will appeal to some but wouldn't be my first choice for a trick-taking game. |
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