3 Spellcasters and a Dwarf
  • Home
  • Special Effect
    • Special Effect
    • The Final Return of The Indiana Jones Charity Globe Trot
    • The Warlock of Firetop Mountain Challenge
    • Return of The Indiana Jones Charity Globe Trot
    • Bard's Tale Challenge
    • Fighting Fantasy Challenge
    • The Indiana Jones Charity Globe Trot
    • Mirkwood Charity Walk
    • Middle-earth Charity Walk
    • Dungeon Daze
  • RPGs
    • The One Ring
    • The Evils of Illmire
    • Beach Patrol
    • The Surrendered Lands
  • Game Blogs
    • RPG Blog
    • Gaming Blog
  • Painting Blog
  • Contact

Gaming Blog

2024: The year in gaming

1/3/2025

0 Comments

 
2024 is over and my blogging backlog has not decreased.

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

2024
Number of different games played: 178.

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

Compared to '23

2023
Number of different games played: 158.

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

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

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

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

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

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

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

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

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

2023: The year in gaming

3/3/2024

0 Comments

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

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

2023
Number of different games played: 158.

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

2022
Number of different games played: 139.

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

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


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

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

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

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

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

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

Mint Delivery - First Play

10/6/2023

0 Comments

 
8th June 2023

​We're in Aldershot on a Thursday night for some gaming goodness and today's first play is Mint Delivery.
It turns out that somewhere out there mints are big business. There's even somewhere called Mintopia City and it's the centre of mint production!
​Players take on the role of delivery drivers fulfilling orders to the surrounding minty named towns.

What's in a game?
  • Mint tin: I don't usually bother talking about packaging but it's worth mentioning here. The game comes in an actual metal mint tin which is both cool and appropriate.
Picture
  • ​Cards: Mint Delivery utilises various different types of cards.
    • Map cards: There are 9 of these double-sided cards. One side is used for the main game and the other for the solo-player version.
      The 9 cards are put together in a 3x3 grid and each one depicts a mint themed location. Mintopia city sits in the centre of the map while in each of the 4 corners is a town
      Each card also displays several pieces of information including locations/towns/blank spots and the roads that connect them as well as which actions will be available to players at that location.
      Finally cards feature some minimalist illustrations
    • .
Picture
A minty-themed map!
  • Order cards: These little square shaped cards (Half the size of the map and truck cards.) contain as the name suggests orders of mints that players must fulfil. Each order card depicts:
    Location: Where the order must go to. This will always be 1 of the 4 'corner' towns.
    Order: Which mints must be in the order.
    Victory points: How many victory point (VPs) the completed order is worth.
Picture
2 orders for Peppermint Pines.
  • Truck cards: There are 5 of these, 1 in each player colour and each has a illustration of a truck with 4 spaces in its container. Truck cards are also numbered to improve accessibility.
    Additionally, these are also double-sided and contain 'A.I.' drivers on the flip side for the solo game.
Picture
Green player's truck.
  • Ability cards: These square cards are optional cards that can be used to give the game some extra strategy by providing players with an extra ability or 2 (When gained.).
    Each ability card will list the requirements to acquire that ability and what benefit that ability confers on the player.
Picture
Abilites
  • Tokens: Mint Delivery also employs a variety of tokens.
    • Truck tokens: Should these be truckeeples? There are 5 of these wooden truck shaped tokens and their colours/numbers correspond to the 5 player colours. 
Picture
Trucks!
  • Mint tokens: Little wooden discs are used to represent the game's titular mints and they come in 3 types; white for standard mints, green for sugar free and red for cinnamon. 
Picture
Minty fresh goodness.
  • Ability tokens: These card tokens are used to track which abilities players have accumulated.
  • Road condition tokens: These are also card tokens and also optional, they can be randomly placed on the map to add some extra complexity to the game. They can sometimes help or hinder the player.

Picture
The first player token is definitely some kind of, I just can't remember which?
As mentioned above, the game comes packaged (Crammed more like!) in a small mint tin which yes, is a gimmick but a nice one particularly since the tin feels robust.
Token quality is for the most part good, the mint tokens and trucks are pleasingly made of wood although the card tokens are an average quality. 
While the cards have a linen finish, they do feel a little flimsy but unless they are abused, they should be fine.

There isn't much room for art in Mint Delivery and thus there isn't much! What are there is mainly appears on the map cards and it's a sort of minimalist unobtrusive and uncluttered style which I generally quite like and I feel fits the game's light, almost minimalist quality well.

There's not too much iconography. most of it is straightforward; icon for mint types is clear and icons it simply refer to matching icons elsewhere in the game.
There shouldn't be any problem understanding the icons.

How's it play?
Setup
  • Map: Take the 9 map cards and placed in their allotted places in a 3x3 grid. This layout is always the same in all games.
  • Players: Give each player the truck card and truck meeple in their chosen colour. All players should place their truck on the Mintopia space on the central map card.
    Order cards: Shuffle the order cards into a face-down deck, then deal 3 face-down to each player.
    Then all players can decide to keep any number of those cards, provided their total combined VP value does exceed 6 VPs. For the time being, players should keep their chosen cards hidden.
    All discarded order cards are returned to their deck.
  • Orders: Now shuffle the remaining order cards into a new face-down deck.
    ​Next; deal 7 order cards adjacent to each of the 4 towns.
    Then, from each of the 4 decks, reveal 2 cards.
    Players should now reveal the order cards they chose to keep. For the rest of the game, players should keep unfulfilled orders always face-up.
  • First player: Determine a starting player.

On to play
In Mint Delivery, players will be looking to acquire order cards and then fulfil those orders by taking the required mints to the required location. Completed orders earn players their respective VP values.
Mint Delivery follows a traditional turn structure with the active player taking their turn and then play progressing to the player on their left.
  • ​Active player: In their turn, the active player may perform up to 2 actions. This can be the same action twice or 2 different actions in any order they see fit.
    In addition, players may also take a free action.
    The actions are:
    • Fulfil order (Free Action.): If the player has met the order conditions of one of their order cards and is at the correct location. Then, as a free action, they can spend the required mints to fulfil that order! The completed order cards is then flipped face-down.
    • Load/unload mints: If the active player's truck is at the right location, they may load 2/4 mints on to their truck (Up to the truck's 4 mint limit.). They may also unload mints.
    • Move: For 1 action, the active player may move their truck to an adjacent space.
    • Take order: If the active player's truck is at 1 of the 4 towns and they have less than 3 unfulfilled order cards,  they can spend an action to acquire one of the town's 2 face-up order cards. This is done by performing the following steps.
      Add mint: A mint must be added to the order card not being taken.
      Take order card: The player takes the order card they chose - if this has a 1 or more mints on it, then they also acquire the mints, provided it does not go over their truck's storage limit.
      Replace order card: A new order card must be from that town's order deck and placed face-up in the relevant space to replace the one just taken.
    • Upgrade mint: If the active player's truck is at the relevant location, they can upgrade a mint as determined by that location.
      2 white mints can be discarded to gain a green one and 3 whites turned into a red.
  • End of turn: Once the active player has completed their actions, play progresses to the player on their left.

Endgame
Play progresses until the endgame is triggered by 1 of the following criteria is met:
​
If 2 towns have no face-up order cards remaining
Or.
All 4 towns have no cards left in their face-down decks (Regardless of whatever face-up cards remain).

Play then continues until all players have had equal turns. Players then calculate the VPs they've earned on their completed order cards.

Points are tallied, highest score wins - and is pronounced 'Employee Of The Month​!
Picture
Picture


Overall
Thematically, Mint Delivery is a collect-and-deliver game and the mint theme is arguably bit extraneous but on the other hand, it's a good a theme as any. The fact that the tokens being delivered look a bit like mints and the game comes wrapped up in a mint tin I think is fairly pleasing.

Mechanically, Mint Delivery is actually quite straightforward, perhaps a little too straightforward. The game's map layout never changes, the 4 towns will always be in the corners, Mintopia in the centre and the factories in the 4 cardinal points. It would have been nice to have some kind of layout randomiser but I imagine space inside that tin is at a premium!
Where the game does offer variety is in how order cards appear and since this is a game about fulfilling orders, that's pretty important.
Mint Delivery is essentially a race to deliver orders and players will need to mix planning the most optimal moves using the cards they currently possess with adapting to changing circumstances as they arise to exploit opportunities as they appear.
There's also randomisation in the form of road conditions which can change things up.
Finally, ability cards offer the opportunity for some asymmetrical play that potentially opens up more choices to players and meaningful choices are always a good thing.

There's not too much more to say really. Mint Delivery is a stripped down, bare bones collect-and-deliver game, if that's what you're looking for and you want it in clever little package, it's worth a try.
It's perhaps a little too long to be a simple filler game and not quite long or deep enough to be the main game of a gaming session but nontheless, I found Mint Delivery to be a fun, light  experience with a fairly quick play time and imagine it will play well with non-gamers.
0 Comments

Next Station: Tokyo - First Play!

5/6/2023

0 Comments

 
4th June 2023

It's a Sunday and we're on Board Game Arena​ for some gaming goodness.

Being a tourist is great. You get to wander through a city's public transit network and travel the streets, see the sites, take the train and on this particular instance, do it in Tokyo.
All thanks to the transit planners and designers!

What's in a game?
  • Tokyo ​Map: The game comes with a pad of sheets, each of which depicts a identical network of subway stations represented by 1 of 4 different symbols and interconnected by dotted lines. There will also be 4 coloured stations (Blue, brown, purple & red. =) on the sheet, these correspond to the game's 4 different coloured pencils - more on this later!
    ​There are also solid coloured lines. The yellow coloured lines are used to delineate different 'areas' or districts on  the map. The are 13 districts on the map and 4 of those are smaller secondary districts found in each corner of the map. This is important for scoring.
    ​The solid green line represents a central orbital transit line.
    The bottom third of each sheet is given over to score tracking
Picture
Notice that there appears to be a Godzilla-like figure in the top-right corner of the sheet.
  • Cards: Tokyo Nest Station uses a variety of cards.
    • Station cards: There are 11 of these and they are broken down into 2 types delineated by colour. Each cards will display either a symbol that matches 1 of the 4 types of station symbol on the map sheet or symbols for either Joker/Double Rail or Railroad Switch. More on these 2 types of card later.
      Street cards: As the name suggests, these 6 pink cards depict scenes on street level and I guess they represent tourist destinations.
      Subway cards: The remaining 5 green/yellow cards show various subway stations.
Picture
All 11 station cards.
  • Special station cards: That's right these are special. What's so special about them? Well they are optional cards that can add extra complexity to the game.
    There's 2 types (Blue and orange.) and 1 of each is randomly drawn each round and combined to provide an extra scoring opportunity for that round.
  • Common objectives: These are also optional cards. At the start of the game, 2 will be randomly drawn to provide an extra scoring objective to all players.
  • Pencils: The game comes with 4 differently coloured pencils that match the the 4 coloured symbols on the map sheet. 
Picture
Blue man pencil?
There's not much to say about the component quality for Next Station: Tokyo.
The pad of maps is exactly what you'd expect, a thick pad of probably about 100 leaves. Each individual leaf is quite thin and flimsy but since they're only ever used once before discarded, it's not an issue. Although, having said that, it would have been nice to have had laminated map sheets and dry-erase markers instead.
Speaking of laminated, the cards are plastic coated and feel nice and sturdy.
Finally, the pencils that come with the game are well, they're normal pencils only in 4 somewhat garish colours. They'll need sharpening once in a while but that's about it.

Next Station: Tokyo uses a sort of abstract stickman, heavy black-line art style to represent people and locations and along with the solid bright colour scheme employed, it gives the game a distinct and eye-catching presentation.
It's also a style that sort of matches the look of modern subway maps and thus fits game's subway theme.
Arguably, it's a cartoonish art direction which I guess won't appeal to everyone but I found it to be a clean and uncluttered style, furthermore I'm generally always a fan of using bright colours so it's a thumbs up from me.

There's just over a handful of icons here but they're easily understood as most of them are only referencing themselves. The last remaining icons will quickly be learned by players. I don't imagine this being a problem for anyone.

How's it play?
Setup
  • Maps: Give a map sheet to each player.
  • Pencils: Games of Next Station Tokyo always use all 4 pencils.
    Thus give each player a pencil - colour doesn't matter and if there are less than 4 players, put out the remaining pencils between the actual players as if there were 4 players.
  • Station cards: Shuffle all the statin cards into a face-down deck.
  • Controller: Determine a starting player for the controller role.

On to play
During Next Station: Tokyo, each player will be building 4 subway networks in the 4 colours corresponding to the pencils and the game is played 4 rounds. Players will be trying to make their networks as expansive and interconnected as possible.
This is done by flipping station cards and resolving result which will allow players to connect stations to each other by drawing lines between them.

Technically, the controller is responsible for flipping cards, players then resolve all their actions simultaneously.
Each round plays as follows.
  • Flip card: The top card from the station card deck should revealed, it will show either a symbol that matches 1 of the 5 symbols on the map sheets or 1 of the 2 special actions symbols.
  • Construct network: Players must now construct their subway network as per the revealed symbol and the following construct rules apply.
    • Expand network: A player may choose to expand their network. This is done by drawing a line from either end of their current network to a station with a symbol that matches a symbol on the revealed station card.
      Thus if a triangle symbol is revealed, a player may connect either end of their current network to a station with a matching symbol.
    • Restrictions: There are of course some restrictions when expanding a line.
      Start network: Each player must start their network from the coloured spot that matches their current pencil.
      Ends only: As stated above, a line can only expand from its ends not from the middle.
      Direction: Connections must be orthogonal or diagonal.
      1 line only: Only 1 line can be drawn between to stations.
      No crossovers: A line cannot cross over another previously drawn line or indeed the green line. Nor can it 'pass through' another station on its way to the 'chosen' target station.
      This means the only way to get past a already drawn line is to go a station, then with another action exit out of that station past the drawn line.
      No double-backs: A particular network cannot connect to a station it has already connected to.
    • Exceptions: There are of course some exceptions to the above restrictions.
      • Joker/Double Rail: If a card with these symbols is drawn, the following 2 exceptions apply. Either or both can be applied.
        Joker: The player may expand their network to a station with any symbol of the player's choice.
        Double Rail: The player may draw a connection alongside a line they have already drawn between 2 stations or even alongside the green line.
      • Railroad switch: If a card with this symbol is drawn, then first, another station card must be drawn and then the 2 are 'combined'.
        This allows the player to draw a connection to the revealed symbol from any station on their network, thus creating a branch and also a new 'end' that can be used.
  • Next station card: Once all players have expanded their networks, a new station card is flipped and resolved.
  • End of round: Once the 5th subway card is flipped, the end of round is triggered. The current card is resolved by all players, then a new begins.
    • ​Scoring: Each of the 4 networks on a player's map sheet are scored at the end of the round they were created. End of round scoring works in 2 ways.
      Length of line: A point is scored for each of the 13 districts the line goes through.
      Busiest district: The single district in the network scores 1 point per connection in that district.
      End of round score: The 2 numbers above are then multiplied together to get the end of round victory points (VPs).
  • Next round: The following steps occur when a new round begins.
    New controller: The player to the left of the current controller becomes the new controller.
    Reshuffle station deck: Take all 11 station cards and shuffle them into a new face-down deck in preparation for the subsequent round.
    Pass pencil: All players pass their current pencil to the player on their left and receive a different coloured pencil which they will use to create a new different network on their map sheet.
    You will note that in a game with less than 4 players, a pencil will be passed to a 'empty' spot.
    New round: A new round commences with a station card being revealed from the reshuffled deck.
 
Endgame
Once the 4th round is concluded and all players will have created 4 networks on their map sheets, the game goes to scoring.
Next Station Tokyo provides players with various avenues to scoring points. which will be totalled to provide their final scores.
  • End of round: Total up all VPs which were scored at the end of the 4 rounds.
  • Tourist destinations: Certain districts that have been visited during the game will score VPs. Most of these districts score 5 VPs but the 4 smaller, outermost (and harder to reach) districts score 10 VPs each.
  • Unconnected green loop stations: Each station on the green loop that is not connected a next will lose the player VPs.
  • Interchanges: VPs are scored for stations which are interchanges, that is; stations which are connected to more than 1 of the networks. Including the green line, there can be up to 5 connections in an interchange.

Points are tallied, highest score wins.
Picture
First (blue) network completed.
Overall
In a game of creating transit networks to draw in tourists, using a join-the-dots mechanic to well.... join-the-stations feels pretty appropriate thematically.

Gameplay wise, I feel Next Station Tokyo definitely sits at the lighter end of complexity. It's construction rules are perhaps a touch too fiddly to be intuitive but still, are easily learned. Having said that, I'm not sure how quickly 'non-gamers' would grasp the mechanics.
However, like all well produced game, the complexity comes from the decisions presented to players.

In that regard, if you're a fan of the roll/flip/randomiser-and-write genre, you'll be on familiar ground here.
Players will find themselves planning their moves and actions but having to react to whatever the randomiser delivers to them and adapt and exploit to whatever options are presented to them. This forces players to make tricky decisions that can be risky or 'imperfect', which in my opinion, is always a good thing.

Curiously, it might seem that fact that only 11 cards are used in each round can easily be memorised and is exploitable - 2 of each symbol, 2 joker/double rail symbols and 1 railway switch but there's an there's an interesting rule at play. Which is that when the 5th subway card is revealed the round is over. As a result 5-10 cards will be revealed each round and this means at least 1 card wont be used and potentially more than half wont be used. I'm sure this is deliberate to keep proceedings unpredictable.

As I said above, players of this style of game will be on familiar ground here: Where Next Station: Tokyo differentiates itself from its contemporaries is that players are creating 4 separate networks, which they'll want to expand as much as possible but without hindering their other networks but also interchanging with them.
It definitely a novel challenge.

If I was being harsh though, I would say that this unique mechanic might not be enough to make the game stand out in the crowd. Players of similar games might not find enough to make it worth playing Next Station: Tokyo.

However: If I was being generous, I would say that this a enjoyable addition to the genre that provides an interesting challenge. If you're a big fan of that genre, this might be worth considering and if you've never played a x-and-write game, this is definitely one to consider.
0 Comments

May '23: The month in gaming

4/6/2023

0 Comments

 
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!
0 Comments

Bandido - First play!

30/5/2023

0 Comments

 
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?
  • Starting tile: This thick tile is double-sided and both sides depict the titular Bandido behind bars. One side of the tile shows 5 tunnels out of Bandido's cell and the other 6 tunnels. That's one busy guy no matter which side you look at.
Picture
Here's the cheeky chappie himself.
  • Cards: The game's set of cards are a curious oblong shape.
    Each card will depict tunnel, this might be a simple straight or bend or might be a more complicated junction.
    Additionally; some cards will show a hand holding a flashlight, essentially represent a discovered tunnel that has been blocked-off, in other words; dead-ends.
Picture
A sample of cards.
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
  • Starting tile: Put the starting tile in the central playing area, select the side with 5 exits or for a supposedly harder game select the side with 6 exits. There didn't seem a discernible difference in difficulty as far as I could tell.
  • Cards: shuffle the cards into a face-down deck and deal 3 face-down to each player. Players should keep their hand secret from other players.
  • First player: Determine a starting player.

​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.
  • Play card: The active player must play a card from their hand with the following criteria.
    • Orientation: When playing a card, it can be rotated to any orientation and must be adjacent to the tunnel from at least 1 other card or starting tile.
    • Honour connections: When playing a card, it must honour all connections that it is placed adjacent to, that is, it must connect to all tunnels.
      The placed card cannot cut off a tunnel. If this would occur, then that card cannot be play in that way.
    • Cannot play: If for any reason the active player does not have a card they can legally play, then they must place their entire hand at the bottom of the deck and draw new hand of 3 cards, their turn is now over.
  • Draw card: After playing a card, the active player draws back up to a hand of 3 cards.
  • Next player:  Play now progresses to the player on the active players left.

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.
0 Comments

Tumble Town - First Play!

9/5/2023

0 Comments

 
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?
  • Dice: Tumble Town comes with a hundred dice! That's right; not ninety dice, not one-hundred-and-ten dice but exactly one hundred dice, now that's a statement about dice!
    These are normal six-siders and come in 4 colours; brown, grey, black and gold. Each colour represents a different type of building material that will be used to construct the buildings that will populate a players town.
Picture
Dice and more dice!
  • Dice Tower: A western themed dice tower comes with the game.
Picture
Western themed dice tower.
  • Cards: Tumble Town uses various types of cards.
  • Building plans: Most of the game's cards are building cards. There a 3 levels or tiers of building plans.
    • Card info: Along the top of each card is listed its victory point (VP) value and name as well as a symbol which also scores off of certain cards (Called a style icon.).
    • Building requirement: Each card features a building (SIC), only the building is made of dice of various colours! Above the illustration of the dice-building are further requirements for building it.
    • Background: The dice-building is set against a sort of Mojave desert background which can also contain various features from cacti to water towers, these are more than cosmetic and can become scoring opportunities.
    • Power: At the bottom part of the card it will list what benefit the completed building provides the player. This may be a in-game bonus or a scoring opportunity.
    • Double-sided: Finally; building plans are double-sided. The other side (The face-down side if you will.) shows 2 pieces information.
      Firstly it shows what and how many dice are drafted when drafting a building plan of that type (More on this later.). It also show which of the 3 tier the building it is.
Picture
The 3rd tier buildings tend provide scoring opportunities while the other tiers provides bonuses.
  • Horse card: No western character or cowboy should be without a trusty horse and Tumble Town delivers in this regard.
    Each horse card is double-sided. 1 side is identical ​on all cards and provides the ability to manipulate a die. The other side features a unique scoring opportunity that scores off of the style symbols as mentioned above.
Picture
Repertoire proves 1VP per horseshoe icon the controlling player has in their town.
  • Plan end cards: There are 3 plan end cards which go with each of the 3 types of building plan cards. They are used to manage drafting dice when their respective deck runs out.
Picture
It's the end.... of the tier 1 deck!
  • Town board: These are essentially player boards and several different sets come with the game.
    Each town board features 'main street' which provides spaces to build 2 rows of buildings. They are given out to players and provide them with ways to create their town to score extra points.
    Additionally; each town board has a storehouse which allows the player to store up to 6 dice and a 'gold pan' which lists how players can manipulate to their benefit.
Picture
The 'easy' town board.
  • Tokens: Tumble Town uses 2 different kinds of round card tokens.
    Dice tokens: When players gain these tokens, they can be spend to gain extra dice.
    Penalty tokens: Players can acquire penalty tokens in Tumble Town and each one will cost -2 VPs!
Picture
Tokens.
  • First player token: Usually I don't bother mentioning the first player token since, well.... it's just the first player token. However, Tumble Town comes with a relatively large cactus shaped first player meeple.
Picture
Yes, I know it's a gimmick but I'm easily pleased!
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
  • ​Drafting area: All the building plans will go into a central drafting area in the centre of the playing area.
    • Plan end cards: Put out the plan end cards in a column with 1 at the top and 3 at the bottom in the central drafting area.
    • Building plan cards: Player count will determine the number of planning cards of each type used.
      Sort planning cards into their respective types, shuffle them into face-down decks and remove cards as required.
      Then place each deck face-down on top of its respective plan end card.
      From each deck deal 4 cards face-up in a line.
    • Dice: Player count also determines how many dice are used. Sort them by colour and remove dice as required.
      Remaining dice should be placed in the central area.
  • Players: Give each player the following which should be setup as described.
    • Town board: Select which set of town boards to use and give one to each player.
    • Horse card: Shuffle the horse cards into a face-down deck (That being with the scoring side face-down.). Randomly deal 1 to each player. Players are free to look at their horse card but they should keep the scoring criteria hidden from their opponents.
    • First player: Determine a starting player.
    • Starting dice: Players now draft their starting dice, this depends both on player count and position in the turn order.
      Note: Whenever a player acquires any dice for any reason, they should be immediately rolled.
    • Setup: Players should put their town board in their personal playing area. Then they should place their horse card below the town board at the midpoint between the left and right edges. Finally place the dice that were drafted (And rolled.) on the available warehouse spaces on their town board.

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.
  • Draft card: The active player may take any building plan from any of the rows. They then place the card to the left of their horse card - all unconstructed buildings are placed left of their horse.
    Once a card has been drafted it is replaced by a card from it's corresponding deck unless depleted.
  • Draft & roll dice: The active player now takes dice as indicated by the back of the card from the deck of cards on the row where they drafted the card. If that deck is empty, then the plan end card will indicate what dice they can take. If there are not enough dice, then they draft what they can.
    Remember, when dice are drafted, they are immediately rolled.
  • Construct buildings: The active player may now construct ​any number of buildings they choose to, provided they can meet the requirements.
    • Requirements: All buildings have 2 types of condition that must be met in order to construct them.
      Shape & colour: Each building plan will display the shape of a building using a number of dice with specific colours. The player must have that number of dice in that colour to construct that building. E.g., a building may need 2 grey and 2 black dice or 3 gold dice.
      Values: The top of the building depicted on the building plan will also display the values that these dice must have. E.g., this might mean all dice must be even or total value of dice must be less than 20 and so on.
    • Poor construction: The active player may create a poorly constructed building if they so choose but it comes with a cost of having to take one or more penalty tokens.
      Ignore colour: The active player cannot ignore the number of dice required to construct a building but may ignore the colour condition. However, EACH die that does not met the required colour means the player must take a penalty token.
      Ignore value: For EACH die that does not match the required value, the active player must take a penalty token.
      Remember, every penalty token acquired loses a player 2VP each.
    • Move building plan: The building plan card of any constructed building should now be moved to the right of the horse to indicate so. Any power it posses becomes immediately available to use. Speaking of powers....
    • ​Powers: All building plan cards have 3 types of 'power'.
      Some powers only activate at the game end. Typically, these provide avenues to scoring VPs.
      Others are triggered only once when the building is constructed.
      Finally, some powers can be used once round. Powers are used during this phase.
      Gold pan: Additionally, players may also use the gold pan abilities. This means a player may discard to 2 dice of the same colour or same number to get 1 or any other colour. They may also discard a single gold die to get a die of any other colour.
  • Place construction: During this phase the active play now places the dice used for the constructed building on to spaces on either side of main street on their town board in the shape depicted on that building's plan card.
    Positioning dice on the town board can be important as many spaces will have conditions that if met, will provide bonus VPs.
    Mirroring: It should be noted that buildings can be mirrored - that is the relative positioning of the dice that make up the building can be flipped from left to right - which can prove advantageous to gaining VPs.
    Store/discard dice: Once the active player has finished construction they must store any remaining dice on their warehouse. If they have more dice than warehouse space then they must choose dice to discard until they are at their limit.
  • End of turn: Place now progresses to the player to the left of the active player who now becomes the new active player.

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.
  • Constructed buildings: VPs will be earned from constructed buildings.
  • Powers: End of game powers on cards can also score VPs according to their requirements.
  • Horse card: Players should reveal their horse can and score it's requirements.
  • Penalty tokens: Each penalty token acquired by a player will lose them 2VPs.

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.
0 Comments

Long Shot: The Dice Game

2/5/2023

0 Comments

 
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?
  • Game board: This board sports an oval track in a sort of typical rural setting with 8 lanes. The inner lanes have less spaces than the other ones - this will be important later on.
    There is also a red 'no bet' line, more on this later.
    Off the side of track there are also 3 spaces (And associated prize money.) for the first 3 horses to finish the race.
Picture
Ready to race!
  • Horse tokens: There are 8 horse tokens in 8 different colours.
    While these wooden tokens are not particularly horse shaped each one does feature a cartoony illustration of a racehorse. Additionally each horse token displays its 'number' both on the top and on the side.
Picture
Horse tokens as viewed from the side.
  • Horse cards: There are 2 sets of horse cards,  both sets have 8 card numbered 1-8 with each card corresponding to a horse token.
    They contain information on their respective horse, including:
    Purchasing cost, in the top right corner.
    Special ability in the centre.
    Odds to win along the right edge of the card.
    'Secondary movement bar' along the bottom. This bar will have a spot for each of the other 7 horses and some of these spots will be filled in by default. What is the secondary movement bar? More on that later.
Picture
Nitro Nellie for the win, probably not according to those odds!
  • Dice: Unsurprisingly for a game called Long Shot: The Dice Game, it comes with some dice, 2 to be precise.
    • Movement die: This is a six-sider but is numbered 1-3 twice instead of 1-6.
    • Horse die: This die is eight-sided and each side/colour corresponds to one of the eight horses.
Picture
Dice!
  • Starting cards: A start card is given to every player and each one provides some asymmetrical starting setup, they are used in conjunction a player board. 
Picture
Example of a starting card.
  • Player boards: One of these is given to each player. They look quite busy and display quite a lot of information.
    • Concessions: Shown along the left side the board is the 4x4 'concessions' grid, this means there are 16 'spot' on the grid with 2 matching each horse. During the game players will have the opportunity to cross spots off of this grid to gain one of the bonuses listed below the grid.
    • Horse info: In the central area there are 8 numbered and uniquely coloured lines, each line contains information pertinent to the relative horse. This includes whether the player has the helmet/jersey for that horse
      Bets: The other part of the horse info is concerned with betting and odds. 
      A space is used to track how much they have bet on that horse. Related to the betting and further along it shows the odds that pay out for it finishing in 1st to 3rd position. This matches what is shown for that horse its horse card.
      Thus the number 5 horse has 1st place odds of 7/1, 2nd place odds of 6/1 and 3rd place odds of 5/1.
    • Lucky horseshoe: Each player board has 3 horseshoes, these can be used to change the options available to a player during a turn, more on this later.
    • Cash in hand: On the right side of the board is a space actually showing cash in hand which is used to track how much cash the player has.
    • Score tracker: Finally, in the bottom right corner are some boxes to track player winnings at the game end.
Picture
A player board with setup from a starting card added.
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
  • ​Game board: Put out the game board into the central playing area.
    Horse tokens: Put out the horse tokens in their starting positions on the track.
    Horse cards: Select 1 of the 2 sets of horse cards or alternatively, cards can be chosen from both sets - provided only 1 of each number gets selected.
    Then put out the cards face-up into the central playing area.
  • Players: Give each player a player board.
    Starting cards: Shuffle the starting cards into a face-down deck and randomly deal 1 to each player.
    Each player should then mark off their starting setup on their player board as dictated by the starting card. This will include marking off some spots on the concession bids and adding a couple of starting bets on their board.
    Finally, each player should note $12 in the allotted spot.
  • First player: Determine a starting player.

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.
  • Roll the dice: The active player rolls both dice at the same time. This will determine which horse moves and how many spaces it moves.
    ​Move horse: Take the horse token that matches the colour/number that was rolled on the horse, then move it a number of spaces forward that is indicated on the movement die (Which will be 1-3 spaces.).
    Secondary movement: Now check for secondary movement.
    Look at the horse card that matches the horse that was just moved and check which other horses have been marked off on the secondary movement bar: All marked off horses should be moved forward 1 space.
    Finishing: After a horse has crossed the finish line, it should be moved to it's finishing position on the side of the board.
    Finish line: If any horse that has to be moved is already past the finish line, do not move it.
  • Actions: This is where the bulk of the game occurs and each player can perform exactly 1 action from a choice of 5. This is done in turn order with the active playing acting first.
    • Bet: A player may place a bet on the horse indicated on the horse die, this can be for $1-3.
      Finish line: A horse past the finish line cannot be bet on.
      No bet line: As the name suggests, once a horse passes the no bet line it cannot be bet on unless the betting player has acquired that horse's helmet.
      Free bets: during the game, players may acquire free bets, these follow the same rules as usual bets.
    • Buy: A player may buy a the horse that matches the result on the horse die provided it has not already been bought by another player.
      Finish line: Once a horse has crossed the finish line, it cannot be bought.
    • Concession: A player may mark off a spot on their concession grid which matches the result on the horse die.
      When a row or column is completed, the player crosses off one of the bonus boxes below the concession grid and gains its benefit. This may include extra money, a free bet, marking off a helmet or jersey and moving a horse forward or backward. It should be noted that a horse cannot be moved across the finish line this way or in fact moved backwards across it either.
    • Helmet: The player may mark off the helmet for the horse that matches the result on the horse die.
      As mentioned above, this allows the player to still place bets on a horse past the no be line.
    • Jersey: A player may mark off the jersey on a horse that matches the result on the horse die.
      When a horse's jersey is marked off, the player may also mark off another horse on that horse's secondary movement bar. This means there will be more secondary movement when that horse is moved again.
      Additionally; when both the helmet and jersey for a horse has been marked off, the player gains extra cash at the game end.
  • Additional rules: There are some additional rules that can apply during the game.
    • Horse ability: Each horse has a special ability which can be applied during the game. However, only the owner of a horse has access to this ability and choose when and whether to trigger it - although some abilities will have specific timing.
    • Horseshoes: If at any time a player cannot take an action because of the result on the horse die (Because they've taken all the available options for that horse I guess.), then they can cross off a horseshoe to use it as a wild result. This allows them to mark off something for any other horse.
      If all 3 horseshoes are marked off when the player cannot take an action, then they spend their action to clear a mark off of one of their horseshoes.
  • End of round: Once all players have taken their action in turn order, the round is over.
    The die are passed to the player on the left of the current first player who now becomes the new first play. They begin a new round by rolling the die.

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.
  • Finishing place: The owner of a horse earns cash according to its finishing position. This of course only applies to horses that finished 1st-3rd and will earn $15-$35 accordingly.
  • Bets: Players now calculate their winnings from bets from each horse they bet on, this will depend on where the horse finished and how much was bet on it.
    1st - 3rd place: Multiply the bet placed on a horse by its finishing odds.
    E.g., if a horse came in 2nd place and had 2nd place odds of 4/1 and the player had placed a bet of $6, then that horse pays out 4x6; $24.
    No bet line: If a horse has crossed the no bet line but not the finish line, it pays out at 1/1, i.e., the player gets back what they bet.
    Other horses: If a horse has not crossed the no bet line, then the player has lost their bet.
  • Sets: Each matching set of helmet and jersey for a horse that a player has will earn them $5.
  • Cash: Any unspent cash is counted.
  • Abilities: Some horse abilities may also money.

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.
0 Comments

April '23: The month in gaming

30/4/2023

0 Comments

 
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
0 Comments

Gizmos - First Play!

30/4/2023

0 Comments

 
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?
  • Player board: The player boards in Gizmos are very long rectangular boards.
    There's enough room to place a row of 6 cards (Or 6 columns of cards.) which represent the game's 6 facets. Each of these 6 'slots' also has its own associated icon.
    The first slot lists the player's 3 stats - maximum storage, maximum file size and research limit.
    The second slot is for placing 'conversion' cards - more on this later.
    The remaining 4 slots are for placing cards that relate to the game's 4 core actions, - File, Pick, Build & Research.
Picture
A player board.
  • Starter cards: Each player will get 1 or these starter cards.
  • Cards: Gizmos utilises square shaped cards to represent gizmos and each one is illustrated with some sort of scientific activity and also displays quite a lot of information.
    Firstly, in the top-left corner it will be an icon which displays the card's type, this will match one of the 6 icons on the player board.
    The top-middle of the card will show its action.
    The top-right will show how many victory points (VPs) the card will earn.
    Finally, around the edge of the bottom half of the card it will display what type of resource (And its associated colour.) is required to build the card.
    ​Additionally, cards come in 3 'levels', the higher the level, the more powerful the card is.
Picture
Picture
Picture
  • Resources: The physical game comes with a set of coloured marbles (Red, blue, yellow and black.) to represent the game's 4 differing types of energy. The digital game simply uses coloured dots.
  • Dispenser: Again, the physical game comes with a dispenser which is a box that randomly deals out a line of marbles which players draft during gameplay. This is all done automatically in the digital version.
Picture
What the dispenser looks like in the digital version of Gizmos.
  • Victory point tokens: Used to track additional VPS which are acquired.
  • Storage ring: In the physical game, these rings would be used to store energy tokens, in other words, stop the marbles rolling away!
Picture
Is used to store marbles (Or energy.).
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
  • Players: Randomly give each player a player board and starting card which should be placed in it's appropriate slot under the board (As dictated by the icon in the cards top left corner.).
    Also give each player a storage ring.
  • Dispenser: In the physical version of the game, marbles will be placed into the dispenser, they then randomly trick out to form a row of 6 marbles.
  • Gizmo cards: Sort the gizmo cards by level and shuffle them into their respective face-down decks. Then remove 20 cards from the level 3 cards.
    Next deal cards from each deck with 4 level 1 cards at the bottom, 3 level 2 cards in the middle and 2 level 3 cards at the top. Thus creating a sort of pyramid shape with 9 cards in total in the central playing area.
  • First player: One of the player boards is marked 'first player board'. Whichever player received this board will be the first player.

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.
  • Stats: Before describing actions it's a good idea to explain what the stats do. Furthermore, all of the stats described below can be upgraded by playing the relevant gizmo cards. E.g.,  The maximum storage for energy can be increased from it's starting value of 5.
    Maximum storage: This is how many energy marbles a player may have in their storage ring at any time. The starting value is 5.
    Maximum file: This determines how many gizmo cards a player can have 'archived' at any time. More on archiving below.
    Research limit: Players can choose to draw cards from the face-down decks and potentially build or archive them. This stat determines how many cards they can draw.
  • Actions: During their turn, the active player can perform 1 of the following 4 actions. 
    • File: The active player may draft a card from the central playing area and 'archive' it alongside their player board.
      The player's maximum file stat determines how many cards they can have archived at any one time.
    • Pick: This action allows the active player to draft 1 of the 6 resources from the resource line and place it in their storage ring, provided it does not exceed the maximum.
    • Build: This action allows the active player to build a gizmo card by paying its cost. This can be taken from the central playing are or the player's personal archive.
      When a gizmo is built, it should be placed under the slot that matches its type. Convertor cards go beneath the convertor slot and so on. This will upgrade the slot it is placed under. Thus placing a gizmo card under the pick action may allow the player in later turns to pick more resources when they chose the pick action.
    • Research: The active may draw 1 or more cards blindly from 1 of the 3 face-down deck and then immediately build it, archive it or discard it.
  • Additional rules: there are some other rules that should be noted.
    • Upgrades: When upgrade gizmo cards are built, they will increase a player's limits.
    • Combos: When one of the 4 actions are activated by the active player, all the cards built beneath it can be activated in any order to provide extra actions, thus creating combos.
      Combos will allow the player to gain extra energy resources or cards or even VPs etc.
    • Convertors: These can be activated when certain actions are activated by the active player. Essentially they work a little like combos however, while combos usually acquire extra resources or cards, convertors, as the name suggests will turn one thing into another, such as turning blue energy resources into red.
  • Next round: Once the active player has completed their action and activated the cards they can or want to, 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.
0 Comments
<<Previous

    Author

    I play, I paint.
    ​This is where I talk about what I play.

    Archives

    March 2025
    March 2024
    June 2023
    May 2023
    April 2023
    March 2023
    February 2023
    January 2023
    December 2022
    November 2022
    October 2022
    September 2022
    August 2022
    July 2022
    June 2022
    May 2022
    April 2022
    March 2022
    February 2022
    January 2022
    December 2021
    November 2021
    October 2021
    September 2021
    August 2021
    July 2021
    June 2021
    May 2021
    April 2021
    March 2021
    February 2021
    January 2021
    December 2020
    November 2020
    October 2020
    September 2020
    August 2020
    July 2020
    June 2020
    May 2020
    April 2020
    March 2020
    February 2020
    January 2020
    December 2019
    November 2019
    October 2019
    September 2019
    August 2019
    July 2019
    June 2019
    May 2019
    April 2019
    March 2019
    February 2019
    January 2019

    Categories

    All
    2 Player Only
    50 Fathoms
    Abstract
    Annual Quiz
    Area Control
    Asymmetrical Play
    Auctioning
    Bidding/gambling
    Black Hack
    Bluffing
    Board Game
    Campaign Play
    Card Game
    Clockwork & Chivalry
    Cooperative
    Cthulhu Hack
    Deck/Bag Builder
    Deduction
    Dice Game
    Drafting
    Engine Builder
    Hand Management
    Hidden Movement
    Hidden Role
    In Darkest Warrens
    Legacy
    Memory
    Merry Outlaws
    One Vs Many
    Oubliette
    Party Game
    Programming
    Push Your Luck
    Real Time
    Renaissance
    Resource Management
    Roll And Move
    Roll And Write
    Route Builder
    RPG
    Sand Box
    Savage Worlds
    Set Collecting
    Storytelling
    Tableau Builder
    Team Based
    The Month In Gaming
    The Year In Gaming
    Tile Placement
    Trading
    Traitor
    Trick Taking
    Voting
    Wargame
    Wasted Hack
    WFRP
    Wogglecon
    Word Game
    Worker Placement

    RSS Feed

Powered by Create your own unique website with customizable templates.
  • Home
  • Special Effect
    • Special Effect
    • The Final Return of The Indiana Jones Charity Globe Trot
    • The Warlock of Firetop Mountain Challenge
    • Return of The Indiana Jones Charity Globe Trot
    • Bard's Tale Challenge
    • Fighting Fantasy Challenge
    • The Indiana Jones Charity Globe Trot
    • Mirkwood Charity Walk
    • Middle-earth Charity Walk
    • Dungeon Daze
  • RPGs
    • The One Ring
    • The Evils of Illmire
    • Beach Patrol
    • The Surrendered Lands
  • Game Blogs
    • RPG Blog
    • Gaming Blog
  • Painting Blog
  • Contact