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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:
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 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. 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. 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?
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
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:
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. 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! 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?
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
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.
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. 7th July 2023 It's a Friday and we're round Simon's for some board game action. I'm a gamer and so's my wife! Time to play this licensed game of the Spartacus TV series from a few years ago (not the classic film). Enter the murky world of intrigue, secret machinations and violence featured in the titular show but disappointingly, with none of the nudity it was known for. Note: This game was played with 'The Serpents and the wolf' expansion which took the player count up to 6. What's in a game?
The components here - board, tokens and cards - are all good quality which is to be expected from a modern game and feel sufficiently sturdy. While the dice are plastic and not wooden, they are good plastic dice with rounded corners and indented pips. The game comes with 'proper' miniatures instead of meeples or pawns to represent gladiators. While the miniatures are clearly good quality sculpts (You can see photos of some very nice paint jobs online.), unpainted they look a bit, well, grey, drab and featureless. It's a bit of strange choice in my opinion. Note: Apparently, there're 2 versions of the game available. One that features it's own original artwork. Which I presume it is a version that was produced after the license expired and one with art assets sourced from the TV series; this is the version we played and the version I'll be talking about here. Spartacus features a mix of original artwork and photos from the TV shows. I've said this before but generally I'm not fond of licensed games that use photos sourced from the subject matter of the license, it can look cheap and lazy - especially if it comes from a publicity pack or something similar. Fortunately, this didn't really feel the case here. The photos looked high quality; it doesn't hurt that the costume and sets all looked excellent. Furthermore, it always seemed appropriate for its subject. The original artwork that also appears throughout the game looks fairly good, if a little unremarkable. None of the art is overly busy or cluttered. In terms of iconography, there's not too much in the game. Much of the game's components have text that explains there function in place of symbology. I can't imagine players having trouble with iconography here. How's it play? Setup
On to play In Spartacus, each player will be attempting to earn the most influence. Each round in the game is played over 4 phases and influence points can be acquired in a number of ways. With the exception of the upkeep phase, all phases are played in turn order, starting with whoever is the host.
Endgame If, at the end of any of the main phases (Intrigue, market & Arena), 1 player alone has 12 influence, then they win the game. If 2 or more players have 12 influence at the end of any phase, then battles occur between their fighters to break the tie! Overall
Thematically, Spartacus: A Game of Blood and Treachery is really strong. I mean - it has a game, blood and treachery! What more could you want - other than all the nudity? Seriously though, while I have not watched the TV series it's based on, I've obviously heard about it and the game seems the fit the bill quite well, it has the general vibe one would attribute to a game depicting a gladiatorial setting. I'm sure fans of the TV show will find a lot to like here. Mechanically, there's quite a lot going on here with 3 distinct phases that require 3 different approaches from players. However, one element that is consistent throughout, it the ability to try and bribe other players or sway them, either with cold hard cash or promises of favours. Personally, I'll take the cash every time! It makes the game at least in part about playing the player instead. Players will find themselves potentially launching into schemes while trying to foil those of their opponents, entering into temporary alliances to gang up on more influential players and so on. Even though there will be shenanigans here, a lot of what goes on with intrigue cards will be situational so it's hard to describe their impact. Players may also find themselves at the mercy of luck with what intrigue cards they draw, especially if their hand size is small due to low influence. Sometimes patience is the key, as is knowing to play a particular card. The market phase is another opportunity to interact with opponents. Here, players will need to balance the desire to buy/trade for equipment or other items they want with also not giving their opponents what it is they want! Additionally, Players will also want to keep an eye on their funds because of the upcoming auctions. Speaking of which: Auctioning can be quite a risky affair as the market cards are only revealed one at a time! Players will need to think hard on the cards they bid for and how much they want them as opposed to what might appear later: Bid too much and a player can lose out on later market cards, on the other hand, the later cards might have less value to a particular play. This is compounded by the fact that all bids are blind bids. Players will also need to be mindful of money to potentially bid for being host. The host gains more than just 1 influence. They have opportunity to steer the course of the battle and potentially choose who goes into the arena and possibly whether a particular combatant lives or dies - which can be a useful, albeit sometimes costly move to make. Finally, we come to the arena phase. This is essentially a lightweight skirmish battle with some interesting mechanics and choices. It's a little fiddly for what it is but the pay off is that players can be presented with some interesting, meaningful decisions - particularly when choosing which dice to lose when a fighter takes wounds. This can be very contextual and dependant on the circumstances in the battle such as turn order etc, can lead to players making unexpected choices. This is a game that potentially has a lot of player interaction, jostling, take-that mechanics and so forth along with a highly confrontational arena phase. If that's your thing, you'll find a lot to like here. The downside is that some players won't like it and that might well lead to a less fun experience for all. The game does a lot to invoke it's setting and in this regard it's great but the cost of this is some really disparate mechanics. While the intrigue and market phases are somewhat different, at least they're both card driven gameplay. The arena phase is just a completely different game and players will end up learning 2 games. While the skirmish game adds spectacle (Which you want in a gladiatorial game.), it's a shame that card-driven mechanics weren't incorporated into it. This leads me to another criticism - that is, these disparate mechanics make for a pretty long play time. The rules taciturnly acknowledge this by giving 3 different starting points to alter game length. We begun the game at 4 influence and this felt long enough. Partially, this is also due to playing with 6 players - and that arena phase again. Only 2 players ever participate in the battle at a time which means others are more or less just spectators which is readily noticeable in our 6-player game, yes there's some bribing and stuff they can potentially do to influence the outcome and host's decisions but otherwise, it's just downtime. I'm not sure what to make of Spartacus: A Game of Blood and Treachery. I've never seen the TV series and without that connection I'm ultimately a bit ambivalent towards the game. With it's 'unconventional' gameplay choices I found it a bit too much for what it delivered and a bit overlong for my liking. This is probably a game for a whole rainy afternoon. For a licensed property, I feel that casual gamers who are fans of the show will be overwhelmed here. Anyone expecting a roll-and-move track running around the outside of the board with spaces for buying gladiator stables or something along those lines will be in for quite a surprise! This is a fairly involved affair with a lot of concepts that will be unfamiliar to more casual gamers. However, if you a fan of the TV series and like that involved gameplay as well as a lot of horseplay between players, then I think you'll get a kick out of this or a slash of the sword or thrust of the spear (Sorry!). 2nd July 2023 It's a Sunday and we're logged into Board Game Arena for an evening of gaming fun and distraction. Bring harmonious equilibrium to the world by seeking balance between the four elements, nature and spirits in the game Sagani. How is this achieved? By drafting and placing tiles of course, in this quite abstract game. Caveat: We've only ever played this game digitally. What's in a game?
There's a fairly minimal use of art in the game, mainly being the 'vessels' on the front of the tiles and elemental spirits on the back. It's perfectly adequate and gives Sagani a clean and uncluttered look that lends the game a bright and colourful appearance on the table when played. Iconography is also kept to a minimum here, consisting only of numbers and arrows. Players will not encounter any problems with iconography when playing Sagani. I will add that the 'arrows' are displayed 'thematically', which means red arrows look like flame and so on. I'm not a particular fan of this as it made the arrows look less like arrows. On to play Setup
On to play In Sagani, players will be drafting tiles into their personal playing area to create a display and also create objectives which will need to be completed. This is done by matching coloured arrows to their colour on other tiles. For the most part, Sagani uses the typical turn order with the active player acting before play progresses to the person their left. However, once in a while actions will occur in order of scoring position on the score tracker. In the active player's turn, the following actions are performed.
Endgame Play progress until the scoring threshold is reached on the score tracker, this is dependant on player count. Play then continues until all players have had equal turns. Score are tallied, highest score wins. Overall
Sagani's theme is pretty thin and almost negligible. Elements and spirits? Tiles and arrows? It all feels a bit forced and if theme is important to you, then you may find Sagani a little unengaging. For me, it's not too much of an issue and didn't put me off the game. Mechanically, Sagani almost feels like more of a puzzle than a tile-laying game. It's all about the optimal placement of those tiles and putting down a tile that will match up the most arrows. Players will find themselves placing tiles in such a way that they will hope to get the right coloured tile later in the game. Sometimes it felt like an exercise in frustration, I found myself wanting to complete every tile and essentially solve the puzzle but in a game like this, that's never possible. This brings me to an interesting element of the mechanics; namely having a limited number of discs to place on tiles. It means that playing tiles - particularly the higher value tiles that might not be completed for while is a twofold risk, not only may the tile not get completed but it also ties up the disks, potentially forcing players to take cacophony discs. The penalties for taking a couple isn't too great but it's something to avoid if you can. This is balanced with how the higher value tiles genuinely offer more value. E.g. A 1VP tile requires 1 arrow to be resolved, earning 1VP 'per resolution'. A 10vp tile requires 4 arrows to be resolved, earning 2.5VP 'per resolution'. It means a 10VP tiles offer much better efficiency over any other tiles provided it can be completed. It's a good implementation of an element of risk/reward that forces players to consider short and long term goals. There's also a higher level of play that comes from watching other players and potentially drafting a tile they might need. Sagani is also pretty straightforward and accessible to non-gamers, the basic concept of pointing an arrow at its particular colour is easily understood, the only wrinkle being the intermezzo rules which are a touch fiddly but nothing close to a game breaker. However, while I feel that Sagani has solid gameplay, I also feel that the light rules that makes it accessible do mean it doesn't really stand out from the crowd for me. There are plenty of games that pretty much do what Sagani does just as well. I'd happily play Sagani if someone else wanted to but personally, I can't think why I'd choose it over any of the other good drafting and tile laying games. I do think that this would be a good introductory game to people unfamiliar with this style of game. Finally, here are the stats for June '23. The first plays for June were nearly triple for May (Which granted was only 3.) and the total different games were up by 3 from 32. First plays: 8 and 3 of those were on the same day - which is identical to all the first plays last month! Games played: 35 Thursday 29th - Aldershot
Deep Sea Adventure Isle of Skye Tuesday 27th at The Sovereigns with the Woking Gaming Club Machi Koro 2 Stockpile - First Play! Sunday 25th Board Game Arena Lucky Numbers Can't Stop Roll'n Bump Cloud City Railroad Ink Stella - Dixit Universe Azul Thursday 22nd - Aldershot Durian Star Trek Chrono-Trek Tuesday 20th at The Sovereigns with the Woking Gaming Club Dice City - First Play! Sunday 18th Board Game Arena Lucky Numbers Love Letter Just One Space Base Via Magica Carcassonne Legends of Hellas Thursday 15th - Aldershot Formula Dé Mini - First Play! Durian Trains Sunday 11th Board Game Arena Lucky Numbers Can't Stop Gizmos Just One Roll'n Bump Tranquillity The Ascent Line It - First Play! Saturday evening 10th Board Game Arena Bandido Saturday day 10th The Sovereigns Cascadia Fluxx Love Letter Thursday 8th June - Aldershot Village Rails - First Play! Star Trek Chrono-Trek - First Play! Mint Delivery - First Play! Scout Durian Tuesday 6th at The Sovereigns with the Woking Gaming Club Scout Dice Hospital Sunday 4th Board Game Arena Lucky Numbers Can't Stop Love Letter Sushi Go! Parks Just One Next Station: Tokyo - First Play! 27th June 2023 It's a Tuesday evening which means its time for some gaming goodness with the Woking Gaming Club at The Sovereigns. Indulge in some power dressing with a shoulder-padded jacket while you invest in frozen concentrated orange juice and don't for get to, buy, sell, sell! Earn more than all your opponents in Stockpile, a game about manipulating the stock market. What's in a game?
Player board: Stylised after a notepad of sorts. Each player gets one of these in their player colour. These board are large enough for spaces to hold 2 stacks of cards which are marked as 'stock' and 'split stock'. They are used to store stock cards that players acquire, stock cards stored here are always stored face-down.
Stock ticker tokens: These ring-shaped tokens are used to track the values of each company's stock. Stockpile's components are all good quality, the tokens, boards, cards and meeples are what you'd expect from a modern game. They seem suitably sturdy. Using small, laminated cards for cash is a little unusual but it works. There's some nice use of colour on the main board which consists of some art that depicts it as a a office desk. For the most part though, artwork in Stockpile consists of logos, either for the 6 different businesses or the game itself. It's fairly straightforward art but it's also colourful, uncluttered and gives the game a vibrant appearance. A fairly low amount of Iconography is used in Stockpile. There some icons to represent the different companies and indicate changes in stock value but that's about it. It's all self-explanatory and doesn't present a barrier to players. How's it play? Setup
On to play In Stockpile, players will first be creating pile of stocks (Stockpiles if you will!), then they will be bidding on those piles. Furthermore, they will be doing this with limited knowledge of what will be happening to the stock prices and what lies in the piles of stock. Stockpile is played over a number of phases each round.
Endgame The game ends when the round tracker reaches the end of its track! There are now a couple of final phases that must be resolved.
Values are tallied, highest amount wins. Overall
Stockpile's theme fits its game fantastically, luckily, it's a theme that seems to translate well to gameplay - I guess that says something about real-life stock trading! Players will find themselves trying to buy low and sell high - and trying to out do each other with a little bit of 'insider knowledge'. Mechanically, Stockpile is relatively straightforward and uncomplicated. It does that neat trick of blending simple mechanics with quite deep gameplay, this is due to some extent on how players are actually playing each other and not the game! There are two key ways players interact with each other. Firstly and most obviously is the auctioning element which always brings a lot of factors to think about: How should I bid for something? Can I run up someone else's bid? Etc The clever twist here is adding the rules for creating the stockpiles especially since half the cards are always played face-down. It can be used to give someone a nasty surprise or hide something you don't want opponents to have. Conversely, cards can be played face-up dissuade opponents from bidding for a specific stockpile or perhaps lure them into buying pile. This is all of course contextual and requires a player trying to keep an eye what stocks their opponents have been buying. There's definitely a higher level of play that comes from trying to gauge an opponent's motives. Watching which companies shares they are playing cards into into which stack or bidding for. Or, especially during the selling phase, seeing someone ahead in the turn order dump their stock in a particular company might mean they know something that's going down and maybe you want to try and stymie them or perhaps get in on the action. There's not much more to add really; Stockpile is an easy to learn game that provides meaningful decisions and lots of player interaction, all of which I found a lot of fun. If auctioning mechanics are not your thing, Stockpile one to avoid but otherwise, it's definitely one to try. |
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