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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. 3rd September 2023 It's a Sunday and we're logged into Board Game Arena for some gaming diversions. Knarr: A type of Norse wooden ship which was used for trading and exploration. Knarr the game, can you guess what it's about? Caveat: We've only ever played this game digitally. What's in a game? Board: This is a rectangular, landscape orientated board which depicts what I would imagine is a Viking coastal settlement - which fits with the game's theme.
Player board: Each player board (Ship sheet.) comes in a player-colour and is double-sided, displaying a 'normal' and 'advanced' side. They are unusually shaped (looking a bit like sails) with 3 circular indentations on both the left and right sides which are used to slot tokens. The left side is for recruit or 'crew' tokens and the right for silver bracelet or 'trade' tokens. Along the top are 3 vertical tracks or columns which will display 1 or more of the game's resources. Along the bottom, it displays the each player's starting resources. Cards: Broadly speaking, Knarr uses 2 types of cards, destination cards (which are landscape) and Viking cards.
Tokens: Knarr makes use of several types of token.
Knarr features 2 types of artwork, that which appears on the Viking cards and that which appears on the destination cards. The Viking cards use a kind of line-art illustration style with high quality illustrations that is clear and colourful with detailed and interesting looking characters. In slight contrast, an excellent painted art style is used for destination cards. Depicting a variety of vistas and landscapes with evocative artwork using moody, distinct palettes. All-in-all, Knarr has top notch presentation. There are a few icons used throughout the game and the optional rules introduce some more but they are mostly self-explanatory or easily understood, I imagine they will be quickly learned. The game also uses colour-coded icons on the bottom of Viking cards to increase accessibility. It's good to this done and shows that care and thought has been put into the game. Note: The 'normal' version without variant cards was played. How's it play? Setup Cards: Sort the cards into their 3 types (decks A, B and Viking deck) and shuffle each into face-down stacks.
On to play Players will be playing Viking cards in order to then spend the resources on those cards, this can have a number of results. Viking cards can then be spent to acquire destination cards which will in turn, give them further resources and Reputation/VPs. Knarr follows a typical turn with the active player acting before play progresses to the player on their left. A player's turn consists of 2 phases. Reputation: The active player increases their VP score according to their position on the reputation tracker. This will be 0-5 points. Action: This is where the bulk of the game takes place and the active player must perform one of the following 2 actions plus they may choose to also perform the bonus trading action.
Endgame Once any player reaches 40 VPs on the score tracker, the game end is triggered and play proceeds until the end of the round and all player have had equal turns. Points are tallied and the highest score wins. Overall
While Knarr is something of an abstract game but it's also fairly strong thematically. Players will be recruiting Vikings with specific skills to utilise and then sending to faraway lands to either explore or settle and create trade routes. The game play matches that well. Gameplay-wise, Knarr sits in a sweet spot of having easily learned mechanics (At its core there are only 2 types of action in Knarr.) while also providing players will some nuanced decisions to make. Recruiting is likely the most common action a player will take and there will be several considerations to make even though they will only have a choice of 2 cards in their hand at any one time. Obviously the resources Viking cards provide the player is vital, increasing reputation for example will create a consistent way to generate VPs, gaining tokens will provide flexibility etc but colour is also important. Creating a large column of a single colour can generate a lot when it's activated provided it is activated. Sometimes however, a player might want to hedge their bets instead though. Building up a column in a single colour will also probably limit a player's choices when it comes to gaining destination cards. The other area where colour becomes important is when drafting Viking cards. A player may decide to play a card of a certain colour just to draft a card in that colour's slot on the board - although a recruit token may be spent to mitigate this. Exploration is the other action that a player may select and it comes with it's own choices. Firstly, the player must spend Viking cards in order to acquire a destination card. This alone can be a bit of a tricky decision as it will probably entail losing cards that have proven to be useful. Next the player will need to consider what the rewards will be. The instant rewards are pretty straightforward in what they provide but the 3 trading columns are a different kettle of fish. Similarly to the columns of Viking cards, the columns on the player board and destination cards can be activated to gain their respective resources. However, the resources on the rightmost column are expensive (in that they cost 3 silver bracelet tokens to activate), so theoretically, loading up the leftmost column is the most efficient way to trade for goods but it's likely that the cards won't be so obliging. Once again players will decide how build up the columns and this will be affected by which destination cards are available to draft. Ultimately, players will need to balance the efficiency of concentrating on a smaller number of columns with need to diversify for the purposes of flexibility. This will require a mix of planning and exploiting opportunities as they arise. There's not much to fault here, at times I did find it somewhat frustrating that I couldn't draft the Viking cards I wanted but I think sometimes that it's par for the course for a drafting game. I also feel that perhaps the reputation track and its mechanics are a bit over strong. Otherwise, Knarr is an accessible, fairly quick to play drafting and engine-building game that presents players will tricky, meaningful decisions. It also has a strong Viking theme and equally strong style and presentation. If this appeals to you, then Knarr is worth giving a try. August's '23's numbers are up compared to July. Games played went from 35 to 38, however, first plays went from 7 to 10 and while it's quite a lot it's actually only the 3rd highest new plays ever, even so, it's still nearly 1 first play every 3 days! First plays: 10 Games played: 38 Thursday 31st Aldershot
Kingdomino Origins Isle of Cats Tuesday 29th The Sovereigns with the Woking Gaming Club Bandido Deep Dive - First Play! It's a wonderful world Sunday 27th Board Game Arena Can't Stop Loco Momo Tranquillity Just One Wingspan Bandido Thursday 24th Aldershot Fluxx Scout Burger Boss Tuesday 22nd round Simon's War of The Ring: The One Ring - First Play! Monday 21st on Board Game Arena Martian Dice Can't Stop Nidavellir Roll'n Bump Just One Railroad Ink Tranquillity Color Flush - First Play! Sunday 20th round Matakishi's - 1st Gaming Extravaganza Machi Koro 2 Durian The Crew: Mission Deep Sea Parks Bandido Saturday 19th round Matakishi's - 1st Gaming Extravaganza The Pursuit of Happiness - First Play! Kingmaker Point Salad Machi Koro 2 Sunday 13th Board Game Arena Can't Stop Sushi Go Party Via Magica Spots Just One Nidavallir Tranquillity Sunday 13th The Sovereigns Parks Oh Captain - First Play! Saturday 12th Board Game Arena Martian Dice Tranquillity Bandido Thursday 10th Simon's Flash Point: Fire Rescue - First Play! Dorfromantik - First Play! Tuesday 8th The Sovereigns with the Woking Gaming Club Deep Sea Adventure Codex Naturalis Kingdomino Origins - First Play! Sunday 6th Board Game Arena Lucky Numbers Can't Stop Roll'n Bump None Shall Pass Just One Railroad Ink Setup - First Play! Friday 4th Simon's Zombicide: Undead or Alive - First Play! 29th August 2023 It's a Tuesday evening which means we're with the Woking Gaming Club at The Sovereigns for a evening of gaming. Is this a thorough and comprehensive look into the lives of penguins.... or is it a push-your-luck game about dodging sharks and eating fish? What's in a game? Tokens: There are 160 square card tokens in Deep Dive!
Meeples: In each of the colours there are 3 differently shaped wooden penguin meeples. First player token: This oversized irregularly shaped token serves as both a first player marker and on the opposite side a game end tracker. The tokens are the standard thick card tokens found in board games today. They are study enough and will last unless treated badly. The meeples are recognisably penguin-shaped and made of wood which makes them pleasantly tactile components. Despite their small size, the tokens are well illustrated. Pretty much everything looks like what it should look like. However, I found the choice to use green and yellows colours for food tokens frustrating. While in the photos and under good light, the difference between the 2 colours is pretty obvious, in the less than idea lighting of the pub we first played in, it made differentiating between those colours tricky. Personally, I feel much better colours could have been used. There's essentially 4 self-explanatory icons and some numbers used in Deep Dive. Players should have no trouble understanding the game. How's it play? Setup Tokens: First, sort all the tokens by their depth, then add/randomly remove tokens from each depth according to player count as per the rules. Next, flip all tokens face-down, randomly shuffle them and and arrange them by depth with depth 1 at the top and going downwards to depth 5 at the bottom. Players: Give each player the 3 penguin meeples in their player colour. First player: Randomly determine a starting player. Give them the first player token which they should keep in their personal area with the 1st player side face-up. On to play In Deep Dive players take on the role of penguins diving for food while avoiding those pesky but deadly predators. This is done by flipping tokens, resolving the outcome and then if possible, choosing to continue to flip tokens at deeper depths or take what has been flipped. The game uses a traditional turn order with the active player taking their turn before play progresses to the player on their left. During the active player's turn, the following occurs: Depth: Play usually begins at the shallowest depth and as the player progresses they will go deeper and deeper. The rules below apply at all depths.
Endgame When all tokens on any depth have been flipped, the game end has been triggered. Play continues until the first player is reached, upon which they flip the 1st player token over to the last dive side. All players get one last dive and then the game goes to scoring.
Points are tallied, highest score wins. Overall
Despite its abstractness, the game fits its theme fairly well as you players take on the role of diving penguins! I've not encountered a push-your-luck game quite like Deep Dive. I've played plenty of games that use dice or cards but I can't think of any that use tokens in this way but it works very well here. Deep Dive is a good example of a push-your-luck game and there's a clear risk/reward decision mechanic at work: After flipping a token (provided it's not a predator) players will be faced with the decision of taking that token or going deeper which will potentially give them a better reward but also exposes them to the another chance of revealing a predator. The game also employs a classic element of many push-your-luck games where players will be forced to continue when they reveal 'open water. It's should be noted that mathematically the odds of encountering predators increases as the depth increases - which fits with the risk/reward gameplay. At depth 1 there are 6 predators tokens out of a total 44 which equates to 13.6% chance of revealing a predator at the game start. At depth 5 there are 11 predators out of 23 tokens which increases it to a 47.8% chance. It means that if a player gains a stone, it hasn't necessarily made their decisions easier - only changed it! A player can choose to use a stone to go to the deepest depth it they want but the risk is still very high. Having said that, as play progresses, these odds will change as tokens get revealed over time, allowing a higher level of play to occur where players can observe events and adapt or change tactics. E.g., if during the course of play 8 predator tokens have been revealed at depth 5 and there's still 9 unrevealed tokens, observant players will know that only 3 predator tokens will encountered in the 9 remaining tiles, giving lower odds of encountering them. As a result players can feel 'safer' going to that depth. The scoring system also adds some interesting decisions as at times getting a lower value food token of a required colour offers optimal point scoring. This creates asymmetrical scoring objectives between players. There's not much more to add really. Deep Dive offers both meaningful decisions to take and is a easy to learn game. The rules are very simple and at its core, there's only 4 types of token to think about (Although there are 3 types of food.) and one of those types forces players to dive deeper. The choices a player has are very clear Along with its theme and brisk playtime, I feel that Deep Dive will have crossover appeal. This can be a good game for casual or less dedicated gamers. it can also be a good filler game. If I was to be critical I would say despite its quick playtime, it has a relatively lengthy setup: Tokens need to be separated into depths, then turned face-down, then possibly have some added, then shuffled, then have some tokens removed and then play can begin. It's a minor quibble though and it's well worth it to play this tightly constructed, neat little push-your-luck game. 22nd August 2023 It's a Tuesday evening and we're round Simon's for an evening of games and diversions. War of the Ring: The Card Game is a bit of a mouthful it's also as the name may suggest a card game version of the War of the Ring board game. Will this game show its quality or will it be a stinker? What's in a game? Cards: Unsurprisingly, there's quite a few cards in the game and broadly speaking, they are broken down into 2 types, Faction cards and Location cards. Faction cards: These represent a mixture of personalities (such as Sam), items (such as Sting), armies and even events from the story. Most cards have some elements from the list below.
Finally, each card will have a relevant, recognisable illustration of its subject matter that takes up the top half of the card. There are quite a lot of faction cards (120 to be exact.) which in total constitute 4 decks of 30 cards each. 2 decks for each of the game's 2 opposing forces (The Free Peoples & The Shadow.). Each of the 4 decks is further subdivided into factions.
Location cards: These oversized cards are also broken down into 2 types; Battlegrounds and Paths.
Tokens: Round card tokens of varying sizes are used in the game.
Average best sums up the component quality for War of the Ring: The Card Game, which means the cards and tokens are all of a acceptable quality, nothing bad here but nothing to write home (or blog) about really. Unless the components are abused, they should be fine. However; very good best sums up the quality and style of the artwork used. Fairly colourful, yet moody and evocative of middle-earth, it presents recognisable subjects to anyone familiar with Lord of the Rings. If I were to be a harsh though, I would say that the art style looks a little 'samey' and similar to art found on a lot of other Lord of the Rings games and merchandising related to the film trilogy (Although characters look nothing like their cinematic counterparts.) but I'm not sure that it's a bad thing, - it just gives it a consistent presentation will probably appeal to fans of the films and ultimately, I can't fault the presentation. There's quite a lot of iconography used throughout the game for factions, different flavours of combat and also types of cards, etc. On top of this, a lot of information is provided via text on the card and the rulebook has a glossary on how the wording works. Players will probably find themselves referring to the glossary a few times early on but it's not a deal-breaker and I'm probably making it sound a lot worse than it is. Note: The description here is for the 4-player version of the game (Called the trilogy scenario.). 2 & 3 player count games have slightly different rules. How's it play? Setup Location cards:
Some rules Before going on to explain how the game plays, it might be an idea to explain some a few of the rules regarding faction cards, specifically, cycling, elimination & forsaking.
Right, with that out of the way, let's continue. On to play During the game, battleground and path cards will become activated. The 2 opposing sides then vie to 'win' the locations through combat (which earns VPs). This is done by players putting characters, armies and the like into play at those locations to achieve this. The game is played over a number of rounds and each round follows a specific turn order where players from opposing sides take alternating turns. A round contains the following steps. Location step: The first player activates location cards.
Actions include:
Draw step: The Free Peoples players draw 3 cards while the Shadow players draw 4! Those cheating bad guys!
Endgame Provided the game does not end during the victory check step (It's generally unlikely the game will end this way.), then it will end when combat on the 9th and final path card has been resolved. Each side scores as per follows:
Points are tallied, highest score wins. In the case of a tie, the Shadow side wins! Definitely cheating bad guys! Overall
War of the Ring: The Card Game feels very appropriate thematically. As with the books, the gameplay is split between the large events and battles while the fellowship makes it's way to Mount Doom through its paths. It's also quite challenging and at it's heart, this is a auctioning/bidding game. The cards with their attack and defence values represent bids, winning the auction means winning the battle and the card is the prize. Where it gets interesting through, is in the mechanics going on around it. Players are constantly forced into making difficult, meaningful decisions - every time a cards is played, another must be cycled. Players will need to continually assess which cards they can discard and since every card is good, it's not easy. Battles compound this, every card a player contributes to an attack will be gone from the game afterwards; more hard decisions to make! Even defending cards will invariably be eliminated. This also has the consequence of making the 'pass' action actually a powerful move. It might seem counterintuitive but the earlier a player can choose pass, the better it is for them. In many games passing means a player is out the running. Here it means a player can potentially sit back and watch what their opponents are committing to a combat before they have to do so themselves. Another element to consider is teamwork. Each deck will have its own strengths and weaknesses. Team mates will need to try and coordinate their actions to exploit their strengths and mitigate their vulnerabilities. There is no secret communication at the table here and chat is open so everyone can hear it. Anything said to a teammate is heard by all. I guess it means communication between allies will be limited to meaningful eyebrow waggles. Players must also balance the need to win current conflicts but also retain cards for future battles as over time their options are whittled away. Knowing what to keep for what comes later can be a real game changer. E.g., no matter how powerful a personality is, if can't be played on the current or upcoming path cards, its usefulness becomes somewhat limited. This ties in with a criticism I have: There were several times during the game where I felt I just could not counter or match the cards played by an opposing player. I'm not sure if this was down to my opponent(s) knowing the game better and knowing what to keep in hand or sometimes luck playing a bit too much of a role. Either way it made for a bit of a frustrating experience. This definitely seems like a game that needs several playthroughs in order to grasp the nuances. Additionally; we played the game 4-player and the general consensus seems to be that this is the best player count for it. There's a lot of direct interaction and conflict between players in this game and some people will find that stressful or off putting which means they probably won't get on with this game but if you do like that sort of thing, then here's a lot to like in War of the Ring: The Card Game and it's definitely work a look. Especially if you've got 3 reliable friends who will play it with you several times. 21st August 2023 It's a Monday night and we're logged into Board Game Arena for some gaming goodness. Flip those cards! Steal 'em or give 'em away in Color Flush, a lightweight set-collecting card game. Caveat: we've only ever played this game digitally. What's in a game? Cards: Color Flush consists of a deck of 50 cards. They are somewhat elongated and narrow compared to typical playing card proportions. All cards are double-sided and display one of several colours each side, generally they will be 2 different colours but the are cards that the same colour on both sides. Well, that's it for components! While there's no artwork to speak of on any of the cards, the colours used are generally bright and vibrant, they also display patterns for each colour which have no doubt been included to improve accessibility. There are also no icons either. All the game's information is related through colours and the game is flush with those (SIC) (Sorry.). How's it play? Setup Cards: Shuffle all the cards into a deck, there is no back or front, so no face-down or face-up cards. Deal 7 cards to each player; each player should make sure NOT TO LOOK at the other side of their cards, they should only know the colours of the sides of the cards facing them. The remaining cards become the draw pile. First Player: Determine a starting player. Onto to play In Color Flush, the objective is to be the first player to have all the cards in their hand (facing them) with the same colour. Color Flush follows a traditional turn order with the active player completing their turn before play progresses to the player on their left. On their turn, the active player must perform the 3 actions below, however they can complete those actions in any order they see fit. Flip: The active player flips one of the cards in their hand to the other side. Give: Without flipping it, the active player must either give a card to another player or puts it on the draw pile. Take: The active player must take a card, either from an opponent or from the draw pile and adds it to their hand without flipping it. Other rules: There are some other rules that also apply.
Endgame The moment any player has cards of only 1 colour in their hand, they immediately win the game. Overall
Color Flush is obviously a very abstract game with no attempt to attach a theme to the set-collecting mechanics. I'm fine with this but I know some people will bounce off this. From the brevity of the write-up, it's easy to see that Color Flush is a very lightweight game which offers some straightforward if unpredictable mechanics. Players have 3 actions they must perform, the only variation is in the order in which they do so. This is a game that mixes memory gameplay with a degree of luck: When collecting their set, players will need to remember both what cards they've given or had taken away as well as what on the other side of cards. Then use this information to try and complete a set as quickly as possible. It means paying attention to what other players are doing. Of course players also have to deal with drawing cards they don't need and particularly, the occasional black card which will quite figuratively change everything! I can't really fault Color Flush; it's an accessible game with a quick playtime but for my tastes it's a bit too light. Coupled with the randomness of frequently losing cards (Which may or may not be part of the set you're trying collect.) or having your entire hand switched made for a experience frustrating more than fun or satisfying. Not one for me but perhaps a game that could be considered for younger players or as an entry level game or maybe a party game. 21st August 2023 It's Monday and we're deep into a gaming weekend at Matakishi's and the game of the hour is The Pursuit of Happiness. Someone once said 'Happiness is not a goal; it is a by-product.', but in The Pursuit of Happiness, a worker placement game all about your life; it's definitely a goal! Note: The version of the game shown in the photos is the from the 'big box' which have a number of expansions incorporated into it, which add extra card tracks and actions. Also being used are the upgraded deluxe components as well as (I think) the neoprene playmat. What's in a game? Board: This is a busy looking board packed with a lot of card rows and spaces, all of which combine to display quite a lot of information.
Cards: The Pursuit of Happiness makes use of a lot of different types of cards broken up into decks which correspond with the rows on the board and are also colour coded accordingly. Thus, there are project cards, item-activity, job and partner cards. More on these later. Some of the card types are double-sided and come with a cover to keep them hidden during play. Generally, cards feature a illustration along the top and tend to feature cartoonish artwork depicting their subject matter while the middle and lower parts given over to displaying game information. As a rule, in some manner or other, cards tend to have a cost associated with acquiring or using them and there's also a reward for paying the cost. Some types of card will also require paying an upkeep to maintain - this may be in the form of resources or hourglasses. Upkeeps also generate rewards as well. Additionally, there are also Child Trait and Life Goal cards. These function differently. Tokens: The Pursuit of Happiness uses quite a few types of token, particularly with some of the expansions thrown in.
The oversized plastic components are all well made; chunky, sturdy and well shaped, they're colourful and pleasantly tactile. The hourglasses in particular are quite huge. Obviously these are the deluxe components and the base game comes with standard card tokens which are also fairly colourful and uniquely shaped for their individual types. I.e., the creativity tokens are shaped like 2d light bulbs and so on. The Pursuit of Happiness uses a humorous and cartoony art style, interestingly this is further broken down into 2 further styles. The cards all feature bespoke colourful cartoony illustrations of their subject matter - e.g., a car for the car etc. However the board uses a more abstract stickman style against the brightly colour coded backgrounds to represent the game's actions. It's a bit of a curious mix of styles but it works well enough. i like it and it makes the game look good and gives it a good table presence. There's nearly a dozen icons used in the game, they are mostly self explanatory and will be able to quickly learn them. Players should not have any issues understanding the game. Note: For this game overview I'm going to limit discussion to the core game. There are numerous expansions for The Pursuit of Happiness and we've played some of them. Broadly speaking they mechanically tend to function in the same way. How's it play? Setup Board: Put the board into the central playing area.
On to play The Pursuit of Happiness is played over 8 rounds and each round represents a different stage of life, starting with being a teenager and going all the way through to old age. Each round round contains 4 phases, the bulk of gameplay takes place during the Actions phase and in this regard the game uses a typical turn structure with the active player completing their action and play then progressing to the player on their left. The core mechanic in The Pursuit of Happiness involves acquiring cards and then using them. This will generally involve paying to use but will then provide rewards. Rewards may be any of a number of things, money or the 3 other resources, short term happiness, stress or even long term happiness which equates to VPs. Slots: Before continuing to how the phases play, 'slots' need to be explained'. Each player has 3 slots in their personal area and every 'active' Project, Job or Partner cards they acquire in any combination fills 1 of those 3 slots. If a player has more than 3 of those card types active at the same time, every card in excess of the 3 slots causes the player to lose stress. That's the cost for 'burning the candle at both ends'! The phases are played out as follows:
Short term happiness: As well as determining the first player in the following round, a player's position on the short term happiness tracker will affect the costs they pay, positive happiness gives them a discount while negative does the opposite. Players may also pay short term happiness to discard any number of cards on a card row and refill them Stress: The stress track consists of 7 differently bands with several spaces in most bands and 15 spaces across all bands. This is a very important tracker. Not only does it determine how many hourglasses a player receives at the start of a round, it also dictates when they shuffle off this mortal coil! Certain actions will increase stress which moves a player's marker towards the 'red' spaces, this is bad because it will lose them hourglasses, if the marker is moved all the way off the board then the player has met their end and they are eliminated from the game. Actions that move the marker into the 'green' spaces are good, it provides the player extra hourglasses and longevity. Here's the thing though, a player cannot move bands when decreasing their stress unless they gain a specific reward called Good Health! Just like real life, Good Health is very good thing and being able to move bands is important. Remember that in old age, players automatically gain 3, then 6, then finally 9 stress. What this means is; if a player hasn't gained good health by the end of round 7, they are guaranteed dying at the start of round 8! Ouch! Right, I think that's a broad explanation for the rules. Endgame Play continues until all players have died - which is a bit of a sobering thought! This will usually occur during the preparation phase when players deal with ridiculous amounts of stress! Players then count their finishing VPs which comes from 3 sources.
Points are tallied, highest score wins. Overall The Pursuit of Happiness is all about the use of hourglasses, time and the passage of a lifetime. Players will find themselves quite figuratively spending time at work which will provide money which will allow them buy stuff. Get into a relationship? Raise a family? These require more time. Between this and having a job, half of your hourglasses will used upkeeping these two! If you ever wondered. 'Where did it all go?' Now you know! As you might have guessed, The Pursuit of Happiness is a very thematically appropriate game. While the game is I'd say 'mid-weight' mechanically (At a basic level it's a worker placement game that allows players to gain extra places to use from acquiring cards.). There's quite a lot going on and equally a lot to remember. I wouldn't call it fiddly but it probably take a couple of playthroughs to get a handle on everything. There's some unique elements of course such as the short term happiness track which something that players will need to keep an eye on and manage as well as the stress track. Both of which can significantly influence the game. One thing I will note about gameplay related to the stress track, it's how rare cards that grant 'good health' are and how infrequently they appear. I don't think we ever saw more than 1 or perhaps 2 during any single game. Whoever manages to gain that good health will find themselves in a good position gameplay wise as gaining it and consequently being able to shift into a different band on the stress tracker is a strong play, in fact an almost game winning play as it can give that player and entire extra round. I feel that cards with cards with good health perhaps could have been a bit more common and other players may well need to remember to use short term happiness to rinse through the decks looking for those cards. Gameplay wise, The Pursuit of Happiness is about the most optimal placement of hourglasses and management of resources. Things like project and item-activity cards will when fully maxed out give players VPs but they are also useful for changing 1 kind of resource into another which can be used else where. This lends the game a bit of a engine-building aspect, albeit a fleeting one, since cards can generally only be used a couple of times before being 'completed'. Players will always be looking for the next opportunity to exploit. If I were to be a bit harsh, I would say that The Pursuit of Happiness a bit overlong particularly at higher player counts and that the gameplay is little average and is pretty standard stuff mechanically. Where it excels though, is in a added storytelling angle the game creates. As a player progress through the rounds (and the years), they'll find themselves creating a bit of story during their playthrough as they acquire cards that add to that story. Did they get a job, what hobbies did they have and so on? It gives the game a great deal of charm The result of this is that The Pursuit of Happiness provides a bit of unique game experience and one to definitely give a try.
13th August 2023 It's Sunday lunchtime and that means we're at The Sovereigns in Woking for some gaming diversions. Being a brave adventurer comes with its risks and drawbacks, like for example; being trapped out at sea in a sea monster's mysterious cave lair. Luckily, being the industrious adventurers that you are, the dangerous situation you all find yourselves in won't stop any of you from trying to screw over your companions for cold hard cash in this bluffing card game. What's in a game? Captain's bottle: This is an actual message in a bottle, it's not a glass bottle and fortunately has very little chance of breaking. Since we never pulled the message out, we've go no idea what it says? Adventurer sheets: This is a bit of a misnomer to call them 'sheets' as they are fairly chunky and sturdy double sided tiles. Each 'sheet' represents a individual character on these double-sided tiles. One side has the character in a 'explorer' role, while the other shows them in the 'captain' role.
Cards: There are 7 types of cards in Oh Captain. 4 types have actions in game associated with them. These are the Grappling Hooks, Lanterns, Lizards and Pistols. Purses are worth gold while Nukha Eggs are essentially booby traps. Finally. there's a Nomads' Arrival card which triggers the game end. Tokens: Two types of card tokens are used in the game.
Card dispenser: This neat looking component is a card holder constructed out of thick card and used to hold the game's deck. Thematically, it depicts the game's mysterious but also item laden cave lair. Component quality is good throughout Oh Captain. The tiles, tokens and card dispenser are all made of suitably thick card and feel nicely robust. Arguably the gold coin tokens are typical for what you'd expect for gold coins, which means they're not bad but average and completely acceptable. The cards have a laminated feel to them while their back have gold foil finish. The bottle looks great and is transparent acrylic, it doesn't feel like it would break unless someone purposely tried to do so. Oh Captain has great presentation. Artwork displayed on the adventurer sheets and cards in particular is clear, colourful and does a good job of portraying the exotic location the game takes place in. The card dispenser, while unnecessary adds a nice touch to the game and the same is true of the captain's bottle. It all adds up to make Oh Captain a pretty looking game. There are only a handful of actions in the game, consequently there aren't too many icons to remember and the items/cards they're associated with are self explanatory, well, except for the lizard, since when do lizards steal money? anyway, other than the lizard, everything straightforward and easy to understand. How's it play? Setup Players: Players carry out the following set up.
On to play Oh Captain uses a more-or-less typical turn order with the active player resolving their action before play moves to the player on their left, except if it's the captain, the captain does not get turns! They can potentially act in other player's turns but are skipped as active player instead! The active player performs the following phases. Mutiny.... or not: If at the start their turn, the active player has more coins than the captain, they can choose to mutiny.... or not!
They must now offer to sell it to the captain for 1 coin.
Endgame Play continues until an explorer draws the Nomads' Arrival card, in which case the explorer reveals it and the game immediately ends, players now reveal all the cards in their personal area and the game goes to scoring. Majority Before final scoring, majority needs to be determined for Grappling Hooks, Lizards and Pistols. Basically; whoever has the most cards of each type (ties do not count) gains the majority token that corresponds to it. Players then total all their gold coins, this comes from:
Points are tallied, highest score wins. Overall
Thematically, Oh Captain is a bit left field; a bluffing game about shipwrecked adventurers trapped in a sea cave who decide - while exploring - to try and steal valuables from and out do each other as they wait for their possible rescue? It's definitely a bit of a stretch for a bluffing game! Minor quibble aside, how does Oh Captain fare mechanically? fairly strongly I feel albeit with a flaw. Like pretty much all games based on bluffing, this is as much about playing the players as it is about playing the game and depending on whether a player is the captain, active explorer or other explorer there's 3 sets of conundrums to consider. If an explorer doesn't mutiny, they have to draw a card and then consider their options. The mechanic that allows the explorer to potentially sell it to the captain adds an extra winkle here. When declaring what the item is (or what the explorers says it is) the active player has to try and consider whether the captain will want it or not. If the captain might want a pistol, declaring it a pistol might get the captain to buy. This can be a good or bad thing, depending on whether the active player wants to use a pistol or not and if they would prefer a gold coin for it. Generally, getting cash it good! Additionally, the active player also has to think about how they would use the card if the captain doesn't want it. Saying it's a lizard in the hope the captain doesn't want it is no god if the active has no need for it themselves. So sometimes the player will need to lie to try just to try and get the card they want or need and sometimes it'll just be dropped into their hand and of course, there's the Nukha Egg that forces players to lie. Challenging is another element to think about, when an explorer is targeted by the active player, they'll need to consider whether it's a bluff and challenge it, the outcome for getting it wrong can be costly. As there's only 5 of the Grappling Hook, Lizard and Pistol and 7 Lanterns, there's definitely a slight element of card counting that can be used but since not all cards will be revealed (And 3 have been removed from the game.), there's also some imperfect knowledge at work too, meaning there's generally always a slight gamble when challenging. The dilemma faced by the captain is a little different, since they don't get a turn, they can only act in other players' turns by buying and using their cards! This can be useful since potentially, the captain could get a lot of actions but there's a cost to this though and if another player lies, then the captain loses money for nothing. Thus the captain will need to calculate whether the card's action is worth 1 gold to use - provided it is what the active player says it is. This is where we come to what I feel is a bit of a flaw in the game: As captain, I never felt motivated to needing to buy a card offered to me and generally ended up refusing them.. Take the Lizard card for example, the captain could pay 1 gold to use it, but all it does is allow the captain to steal 1 gold from another player. So ultimately, the captain gains zero benefit from it, sure if the captain feels another player is close to mutiny, it can be employed as a denial strategy but it also gift a coin to another player. All the captain is doing is shifting coins around the other players. This is all provided, it really was a Lizard, otherwise it's just a loss of a coin. Or the Pistol; the captain could pay a coin to use it to destroy card or just let the active player use it to destroy a card instead. Why waste a coin to destroy a card? It might not be the card the captain would want destroyed but a card will be destroyed regardless unless of course it is challenged and proves to be a lie - in which case the captain was wise to not buy it. I found it quite likely I was being lied to when I bought cards which is mostly why I just stopped buying them altogether - it just wasn't worth the risk. In a 4-player game, the captain will gain 3 coins per round and if other players aren't gaining at least that many coins per round, they'll never catch up. So why should the captain spend coins for anything? This is compounded by the rule that prevents explorers targeting captains with cards, I understand why as everyone would pick on the captain but it's even more reason not to buy a card as leaving it with the explorers means they'll just end up attacking and stealing from each other! It's not entirely 100% the case that it'll go down that way as it's likely that other players will get the majority tokens which would be a 4-coin swing but I feel, unless 1 player gains 2 of them, it won't be enough. It means that it's generally a no-brainer to just not buy cards and no-brainers are bad because they are the opposite of meaningful decisions - which is bad. It's a bit of a shame as otherwise Oh Captain is a very nicely presented, fun game to play if bluffing games are your thing. |
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