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2025: The year in gaming

27/2/2026

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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:
  1. ​Tranquility - 33 sessions
  2. Railroad Ink - 31 sessions.
  3. Super Mega Lucky Box - 30 sessions.
  4. Can't Stop - 25 sessions.
  5. Splendor - 23 sessions.

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: The year in gaming

1/3/2025

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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:
  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.
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2023: The year in gaming

3/3/2024

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

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

2023
Number of different games played: 158.

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

2022
Number of different games played: 139.

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

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


​Most played games of 2023
  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.
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Quibbles - First Play

8/10/2023

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8th October 2023

It's a Sunday and we're logged into Board Game Arena for some more gaming.

Quibble:  'A minor objection, small complaint, or trivial criticism.' Something I've done a lot of in the past!
Quibble the game: Collect sets of cards to score points!
Caveat: we've only ever played this game digitally.

What's in a game?
Cards: Quibbles comes with a deck of 132 cards numbered 1-6 (In terms of card distribution, there's slightly more cards in the higher numbers for reasons explained below).
Each card also contains a colourful illustration of one of a variety of cubic looking characters. These also seem to be colour-coded according to number number.
Picture
The cartoony, humorous, anthropomorphic and cheerful cubes featured in the artwork here are a bit of a left field choice and is clearly meant to appeal to a family audience. It's very crisp artwork which works well and also very colourful, which is something I generally like and that is the case with Quibbles.

In terms of iconography, there's only basic numbers used here. Nothing any players should have any trouble with.

How's it play?
​Setup
Display: Shuffle all the cards into a face-down deck. Deal 6 cards face-up into a central drafting area - 'The open display'.
Players: Deal 6 cards face-down to each player.
First player: Determine a starting player.

On to play
Players will be collecting sets of cards in order to then play a card into their personal playing area. These cards will be worth their value in victory points (VPs).
Quibbles uses a traditional turn order with the active player acting before play progresses to the player on their left.
The active player's turn consists of 3 stages.
Action stage: The active player must perform 1 of the following 3 actions.
  • Combine: The active player discards 2-6 cards from their hand to the discard pile. The combined value of these cards cannot exceed 6. 
    They then draft 1 or more single cards from the open display. The value of each card drafted this way must equal the value of the discarded cards.
    E.g., if a player discards a 2+3=5, then they can draft 1 or more cards which each must have a value of 5.
  • Draw: The active player can play any 1 card into the open display. Then they draw 2 cards from the draw deck and add them to their hand.
    Note: There's no limit to the size of a player's hand in Quibbles.
  • Split: The active player discards 1 card, then they draw any number of sets of 2 or more cards from the open display which have total value that matches the value of the discarded card.
    E.g., if the active player discards a 5, then they can draft sets which add up to 5 such as 1 & 4 or 1, 1 & 3 etc.
Stash stage: The active player may choose to stash a card. This allows them to add a card to their collection in their personal area by discarding other cards according to the following criteria.
  • Same number: All cards being discarded must be of the same value.
  • Amount of cards: The amount of cards discarded must at least equal the value of the cards being discarded.
    This means to stash a 6 at least 6 6s must be discarded.
    If these criteria are met, 1 card is stashed and the others are discarded.
    Note: A player can have no more than 6 cards in their playing area. If there are 6 cards then s player can discard a card to add another.
Refill stage: The following occurs during this stage and depends on the number of cards in the open display.
  • Less than 6: If there are less than 6 cards in the open display, draw cards and add them to the open display to bring it up to 6.
  • 7-9 cards: Do nothing.
  • More than 9: If there are 10 cards in the open display, discard all of them and draw 6 new cards.
  • Empty hand: If the active player had emptied their hand during their turn, all other players now must discard their hands. All players now draw a new hand of 6 cards from the deck.

Endgame
As soon as any player has cards in their collection which total up to 21 or more VPs, they immediately win the game!
Overall
Thematically, Quibbles is quite abstract, the theme and artwork don't really connect to the game which is a fairly lightweight set collecting game.
That's not to say I don't like the artwork because I do, it's colourful and cheery. To be frank, I'm not sure how you'd attach a theme to a game like this - but let's not quibble (SIC) about it.

Mechanically, Quibbles is straightforward, players essentially have a choice of 3 ways to discard and draft cards, albeit in a way that feels slightly counterintuitive.
I.e., discard a single card to draft sets or discard multiple cards to draft single cards - although writing it down has made it sound a lot clearer!
Players will be looking to draft cards as efficiently as possible, that is make as fewer plays as possible to get the cards to be able to put one into their personal area.
Quibbles employs a nice little balancing mechanic in this regard; number 6 cards earn the most VPs but they also require the most collecting and discarding to put into a player's collection.
Players will also need to think about the cards they'll be discarding as this make break up sets they're working towards.

All of this will involve a bit of thought, a touch of luck and some adapting to what becomes available in the open display to make mostly meaningful decisions,

Potentially, there's a higher level to play which would involve watching what other players are drafting and trying to anticipate what they're planning to put into their collection and then drafting those cards to deny them but realistically, I'm not certain that it's a efficient use of an action - unless it occurs by happenstance.
Additionally I do have one gripe; which is the game ends as soon as any player gets 21VPs instead of playing out to equal turns. I suspect this is to stop ties.

I'm probably overthinking it all of this though. I feel that Quibbles is a game squarely aimed at a family audience and not players like me.

It might take younger players a couple of turns to grasp the discard-this-to-gain-that mechanic but once they do, It'll probably be a good game for them.
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September '23 - The month in gaming

30/9/2023

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September '23 was a slightly quieter than the previous month with 30 total plays compared to 38.
First plays however, has dropped from 10 to 4, which has gone from fairly high to fairly low first plays.

First plays: 4
Games played: 30

Thursday 28th Simon's 
Cascadia
Tumbletown 

Sunday 24th Board Game Arena
Can't Stop
Roll'n Bump
Bandido
Railroad Ink
Wingspan
Just One
Space Base
The Number - First Play!

Thursday 21st Aldershot
The Crew Mission Deep Sea 
HeroQuest: Kellar's Keep - First Play!

Friday 15th Board Game Arena
Roll'n Bump
Azul
Just One
Codex Naturalis
Tranquillity
Bandido

Thursday 14th Aldershot
Cascadia
Point Salad
Tumbletown
Deep Sea Adventure

Tuesday 12th The Sovereigns with the Woking Gaming Club
Love Letter
Port Royal
Roll for the Galaxy

Sunday 10th Board Game Arena
Can't Stop
Roll'n Bump
Loco Momo
Just One

Forbidden Island
DIG UP Adventure - First Play!

Thursday 7th Aldershot
Deep Sea Adventure 
Ginkgopolis
Sushi Roll


Tuesday 5th The Sovereigns with the Woking Gaming Club
Jump Drive
Machi Koro 2
Codex Naturalis

Akropolis

Sunday 3rd Board Game Arena
Roll'n Bump
Tiny Epic Defenders
Railroad Ink
Bandido
Knarr - First Play!
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The Number - First Play!

24/9/2023

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24th September 2023

Sunday evening is here again and it means we're all logged into Board Game Arena for a few hours of gaming fun.

Your number is up with 'The Number' a highly minimalist and abstract number-driven (Obviously!) bluffing game.

Caveat: we've only ever played this game digitally.
​
What's in a game?
​Scoring board: In the physical version of the game, these would be dry erase boards.
There's one in each player colour and every board shows the numbers 0-9. There's also a row of boxes along the bottom to track scoring. Most of these boxes also display scoring bonuses in small lettering at the top.
They're also double-sided and the other side is used to track scores across the game's 2 rounds.
Picture
Number board: This would also be dry erase in the physical copy of the game. It's a small board with spaces to write 3 digits and comes in each player colour.
Picture
Following it's minimalist aesthetic, there's no art in The Number whatsoever.

The game also uses no iconography unless you count numbers and that's all very easily understood.

That's it for components. Quite possibly the smallest amount I've written about components!

How's it play?
Setup
Players: Give each player the scoring and number boards in their player colour.

On to play
The objective in The Number is to secretly write down a 3-digit number, reveal it and hopefully score it.
There's no turn order in the game and all players carry out their actions simultaneously. Furthermore each of the game's 2 rounds has 5 turns.
The following steps occur in each turn
Write: Each player secretly writes a 3-digit number on their number board and places it face-down in a central playing area.
  • Restricted numbers: At the game start players will be able to use any combination of 3 digits but as play progresses, numbers on a players scoring board will become unusable in later turns.
    More on this below.
Reveal: Once all players have chosen and written their numbers, all number boards are flipped and their numbers revealed.
  • Positioning: Arrange the number boards in a column sequentially. Putting the smallest number at the bottom and going up to the largest number at the top.
    In the case of a tie, simply put the boards with the matching numbers adjacent to each other on the same 'level'.
​Resolve: Starting at the top of the column, players confirm if their 3-digit number is eliminated or not.
  • Check: This is done by a player checking the 3 digits of their number against the digits of all the smaller numbers below their number in the column. If any of those smaller numbers have matching digits, then the player's scoring board is eliminated. Any scoring board that did not have any digits that matched any smaller board can be scored.
    The lowest board in the column will always score because there's nothing lower than it to compare to.
Picture
Blue player is eliminated because their 7 matches the red player's 7. Green is also eliminated because their 6 also matches one of the red player's numbers. Red is not eliminated and scores 4VPs (plus bonus) by virtue of having nothing to compare against..
  • Scoring: All number boards not eliminated score Victory Points (VPs).
    Players gain VPs equal to the first digit in their 3-digit number.
    • Bonus: The player who scored the most VPs in that turn also gains the turn bonus as listed on their scoring board
    • Cross off digits: Any players managed to score points, must cross off all the digits that were used.
      ​These number cannot be used for the rest of the round.
Picture
Since the red player scored with 476, they earn 4+2 = 6VPs. They must also cross off the numbers 4, 6 & 7.
Next turn: Once all player have resolved the outcomes for the numbers they played, the next turn starts. Players should wipe those numbers off of their number board.
Now players begin another Write step with a new 3-digit number on their number board, remembering they cannot use numbers they have crossed off.
End of round: Once 5 turns have been completed, the game goes to end of round scoring.
Players gain 1VP foe each number they used during the round.
Then players total their score for the round and record it on the back of their scoring board.
Picture
The red player crossed off 7 numbers, thus earns 7VPs.
Next Round: All numbers and crosses are wiped off of all player boards and a 2nd and final round begins.


Endgame
Once the 2nd round has been completed, all players total the scores they gained over the 2 rounds.

Points are tallied, highest score wins.

Overall
The Number is about the most abstract game I've played and makes no attempt to shoehorn in any theme.
It is indeed purely a numbers game!

Whilst this is mechanically a simple game (I mean - players write a 3-digit number!), there's quite a lot going on under the surface here.
I'd say the primary decision comes choosing whether to play a high or low number which is a clever trick as it creates tension between those 2 options. It also give players meaningful decisions to make.
Players will also need to be wary of what numbers may get crossed off when choosing their numbers

Obviously using a high number is beneficial because; provided it is not eliminated, it will earn more VPs, but if it is eliminated it earns nothing and will have also squandered a high value number.
Playing a low number has the advantage of going later in the reveal step and consequently less chance of being eliminated. Additionally, a low number gives the player an opportunity to try and anticipate what numbers their opponents will play and eliminate them. However, players will need to be careful they don't accidently cross their own high value numbers when doing this. Finally, playing lower numbers only generates lower VPs.

There's also higher level of play at work here. Players will need to pay attention what numbers their opponents have crossed off and conversely, which numbers they have available.
Not only does it provide clues to what number they might choose next, it also shows which numbers their opponent cannot play and thus are safe to play themselves: E.g., if all opponents have used their '8's, then a '8' should be safe to play.
All of this means that there's a whole lot of indirect interaction between players in The Number and a need to adapt to the numbers played as well as sharp eye to spot an openings when they appear.

However, despite all of this interaction and decisions making, I did not find The Number an engaging game. Usually, theme is not important for me but here, I think it the lack of it here made me bounce off the game. It's just too abstract for my taste.

One to avoid if you don't like abstract games or if theme is important to you.

If that's not important to you: The Number is straightforward to learn and easy to pick up, it should work as a crossover game as the core concepts are pretty simple. With just 10 turns, it should also have a fairly quick play time and might prove a good filler game. If that's what you're looking for, The Number might do it for you.
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HeroQuest - Kellar's Keep - First Play!

21/9/2023

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21st September 2023

It's a Thursday night and we're in Aldershot for some gaming fun.

HeroQuest - Kellar's Keep was the first expansion released for the original HeroQuest game back in the 1990's.
When HeroQuest was re-issued a few years ago - so was Kellar's Keep.

Kellar's Keep is an expansion pack (The first expansion I believe) for the HeroQuest game and as such, it more or less uses identical rules as HeroQuest, which I've already blogged about here.

Everything I wrote there also applies here to Kellar's Keep. I'll not repeat that, instead I'll just talk about what's new or different

What's new?
The campaign
Most significantly, the Kellar's Keep expansions adds a new 10-part campaign that builds upon the original HeroQuest and is meant as a follow up to the 14 part campaign presented there.
Theoretically, players can carry over their characters from the original to Kellar's Keep. However, the rules state no items, weapons or potions, etc, are kept.

This means that players are essentially starting fresh with what amounts are new characters which I felt was a little frustrating but also completely understandable from a game balancing perspective.
​
​Components
Kellar's Keep also adds a number of extra miniatures to represent new (or more) monsters as well as some extra tiles for situations players will encounter.
​Also added are some cards for potions and like which players may purchase between adventures.
Finally and very importantly, a pair of doors are also added to the game which changes one aspect of it quite a lot.
What's changed?
The 2 new doors represent the entrance into and exit out of a map.
Instead of having the stairwell tile on the map. Players now enter the map through a door on the outside edge of the map and must find the exit door.
Players can now only exit a map via the exit door, they cannot retreat back through the entrance. Once players are in, they're in!
This can make the game a lot trickier, whereas before players could beat a hasty retreat if things turned bad for anything reason, now they're in it for the long haul regardless. This greatly increases the chances of a party wipe - which is bad!

The other notable change is in difficulty; it definitely feels ramped up in Kellar's Keep.
No doubt the designers took on board comments that adventures in the original were too easy!
Players will find Kellar's Keep more challenging and will have more to think about.

These are the significant changes that come to mind
Overall
There's not much to write here: If you're expecting something different from the original HeroQuest or revolutionary, you won't find it in Kellar's Keep.
If you enjoyed the original campaign however, then it's very likely you'll also enjoy this campaign. This is very much a case of 'if it ain't broke, don't fix it!'
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DIG UP Adventure - First Play!

10/9/2023

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10th September 2023

It's a Sunday and we're logged into Board Game Arena for some gaming.

​Digging up stuff can be hard work and quite the chore, unless what you're digging up is precious treasure. In this case it becomes an adventure... A DIG UP Adventure to be precise!

Caveat: We've only ever played this game digitally.

What's in a game?
Cards: DIG UP Adventure uses only a deck of cards of which there are several types in the game.
  • Gemstone cards: These come in 6 player colours and display illustrations of gems on the cards in their respective colour. There are 9 cards in colour numbered 1-9 and 54 in total.
Picture
  • Player 'favourite' cards: There is one of these in each player colour and they depict a single large gem, this is clearly different to the 1 normal gemstone card. These cards are double-sided and are also important for endgame scoring. 
Picture
  • Adventure cards: There are 9 types of adventure card. They provide players with special actions when played and quite often are used to hinder opponents.
    Adventure cards have their own unique illustrations. 
Picture
  • Idol cards: There are 4 of these and the idol they depict is a golden monkey that has one gem each of the 6 player colours. Idol cards are essentially a bit like wild cards.
Picture
  • Skeleton cards: As the name suggests, these 4 cards all show cadaverous skeletons. As with the idol card, they display all gems in all 6 player colours except that skeletons are bad news!
Picture
DIG UP Adventure employs a colourful cartoony art style that depicts a pulpish 1930s era of treasure hunting and well.... adventure.
While gemstone cards have pretty nondescript and functional art, a series of evocative illustrations appear across the adventure cards.
It both looks good and suits the game's lightweight game play.

The game doesn't really make use of iconography, the closest would be the gemstone cards but their information is self-evident. Other than the idol and skeleton cards, all remaining cards relay their actions via text.
Players should have no trouble understanding DIG UP Adventure.

How's it play?
​Setup
​Deck: As per the rules for player count, it may be required to remove all gemstone cards of 1 or 2 colours, add all other cards into the deck, then shuffle it into a face down deck.
​Players: Give each player a player card matching a colour in the deck. This will the player's 'favourite' colour in the game. This is also public knowledge.
Mines: Next, deal 9 cards face-down to each player. All players should then place them face-down in a 3x3 grid. This grid is 'numbered' 1-9 going from left to right and top to bottom.
Finally each player should flip the centre (position '5') card face-up. This grid will constitute each players personal 'mine'.
Picture
A player's mine at game start along with the purple favourite token.
Hand: Now deal 3 cards face-down to each player to form each player's hand.
First player: Determine a starting player.

On to play
In DIG UP Adventure, each player has the objective of placing face-up gemstone cards in their personal mine. They want to do this by placing gemstones of their particular colour in the 9 spaces numerically from 1-9.
The game uses a traditional turn order with the active player taking their turn before play progresses to the player on their left.
The active player's turn consists of 3 phases.
Play phase: During this phase, the active player may play up to 2 cards from their hand as per the following rules.
  • Gemstone card: When a gemstone card is played, it must go into the player's mine on one of the 9 spaces and it replaces the card already there.
    That card is then taken into the active player's hand, if it was face-down, they do not have to reveal it to the other players.
    Where a gemstone card can be placed will depend on it's colour.
    • Favourite colour: A gemstone card that matches the active player's favourite colour can be placed anywhere in their mine's 3x3 grid.
    • Other colours: A gemstone of any other colour must be placed in the space that corresponds to it's number. E.g., if a '4' is played, it must be placed in the '4' spot on the grid, replacing the card already there.
  • Idol & skeleton cards: When placed, these cans can replace any card in a mine.
  • Adventure: When played, adventure cards should be revealed to all players. Each will have it's effect described in text. Adventure cards may allow the player to swap cards with an opponent or take a card from the discard pile etc.
    Adventure cards are never placed into a player's mine.
Discard phase: The active player may discard any number of cards from their hand into the discard pile. If for any reason a player has more than 3 cards in their hand, they must discard down to no more than 3.
Draw phase: The active player draws cards until they have 3 in hand.
Next player: Once the active player has finished their turn, play progresses to the player on their left.

Endgame
Play continues until any player has flipped the 9th and final card in their mine face-up, in which case the game continues until all players have had equal turns and then goes to scoring.

First any player who had any face-down cards remaining must now flip them to face-up.

Then players total the victory points (VPs) of all cards in their mine. The value, position and colour of gemstone cards in a player's mine will determine how many VPs those cards score according to following criteria.
  • Favourite colour: Each gemstone card of the player's favourite colour in it's correct position, (e.g. a '7' in the '7' spot) will earn its player 3VPs
    ​Each gemstone card of the player's favourite colour in a incorrect position in the mine will earn the player 2VPS.
  • Other colours: Every gemstone card of any other colour in its the correct position in the mine will earn the player 1VP.
    Each gemstone card of any other colour in any wrong position will earn the player 0VPs.
  • Idol: Regardless of its position, each idol card in a player's mine will earn them 2VPs.
  • Skeleton: Each skeleton card in any position in a player's mine is worth 0vps.

Points are tallied, highest score wins.


Overall
Despite the game's relative simplicity, I liked DIG UP Adventure thematically. I found the concept of revealing the face-down cards by digging them up quite appealing. The game's art also helped convey the theme of adventuring and treasure hunting too.

DIG UP Adventure is clearly a very light game. When making decisions players have a hand of 3 cards to choose from which can limit their options.

Even more significant is that gemstone cards are all essentially no-brainer decisions: E.g., if a player has a gemstone card of their favourite colour in their hand, it's obvious that it should be placed into their mine.
The same is more-or-less true of cards which would only score 1VP.
Theoretically, a player could keep a scoring card back to stop other players swapping them out with adventure cards but they can be swapped out of a player's hand too and the game can also end quickly: It only takes 8 good card plays to trigger the endgame and players can do 2 per turn, in principle a game could end in 4 rounds!
Players cannot actively place 'bad' cards that score 0 into their mine either (they can only be swapped in through the use of adventure cards) is even more limiting.

Ultimately it means that meaningful decisions come in the form of using adventure cards well - if and when players get them.
​Stealing useful cards from opponents is obviously a good tactic for example, or hitting them with skeletons.
There's also arguably a higher level of play in watching what opponents are doing and denying them useful cards.
Even so, there's still a degree of luck in what and when players get adventure cards.

Players will also need to adapt to what they draw and what gets played against them. While players will be working towards the perfect score which in this case is (9x3) 27VPs, it will be elusive to reach, especially since other players, either by choice or coincidence will be interfering.

For me, DIG UP Adventure was something of a frustrating experience. It's a game which involves a lot of luck and a lot of 'take that' from the adventure cards. A little of both or lot of one is fine but a lot of both just doesn't do it for me.

However, I'm probably overthinking it. I don't think that this is aimed at dedicated gamers.
While I think it could work as a filler, it seems to me with its quick to learn gameplay and easily relatable theme, it feels more like a family game, especially with it's rambunctious 'take that' gameplay that will probably appeal to young players.
One to play with the kids I think.
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Knarr - First Play!

3/9/2023

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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.
  • Destination spaces: Along the top edge of the board are marked out 'slots' or spaces to place destination cards.
  • Reputation track: Sort of in the middle of the board is the reputation track which is a curiously shaped track marked with some symbols.
    During the course of the game, as players progress along this track, it will add reputation points to a players victory points (VPs).
  • Viking spaces: Along the bottom edge are slots for 5 Viking cards. Each slot is also colour coded, being; red, yellow, green, blue & purple.
  • Score tracker: Running along perimeter of the board is VP tracker that goes from 1-40.
Picture
Game board.
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.
Picture
A player's personal 'ship sheet'.
Cards: Broadly speaking, Knarr uses 2 types of cards, destination cards (which are landscape) and Viking cards.
  • Destination cards: The illustrations on these cards depict places or locations, which makes sense given their landscape orientation. Each card also displays its purchasing cost in the top left corner, rewards (if available) in the top right corner while along the bottom edge are 3 columns that match the 3 columns on player boards. These columns may contain resource icons.
    Destination cards are further broken down into 2 types:
    Trading lands: Also known as type A.
Picture
Type A cards.
  • Lands of influence: Known as type B.
Picture
And type B.
  • Viking cards: The other main type of card are Viking cards. These depict various individuals from the game's Viking setting.
    Each card has an icon along the top which depicts one of the game's resources. Each card also has one of the game's five colours. These colours are not related to icons.
Picture
Viking cards looks great with their clear detail and bright colour.
Tokens: Knarr makes use of several types of token.
  • ​Recruit tokens: These round tokens display Viking helmets and are generally used to recruit Viking cards.
  • Silver bracelet tokens: These round tokens depict the aforementioned bracelets and are used for trading.
  • Victory point and reputation tokens: There is one each of these in every player colour and they are used to track VPs and reputation on the main board.
  • Destiny tokens: This is a fancy name for tokens used to determine a starting player. There is one in every player colour.

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.

Picture
Destination cards feature excellent, evocative artwork.

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.
  • Deck A & deck B: Deal 3 cards from each of these decks face-up into 2 rows along their allotted slots at the top of the board.
  • Viking deck: Remove cards out of play from the Viking deck per player count as dictated by the rules.
    Then deal 5 cards face-up into the 5 allotted spaced along the bottom of the board.
​Players: Give each player a player board and tracking tokens in their chosen player colour. Also give each player 3 recruit and 3 silver bracelet tokens.
  • Player boards: Players should collectively choose which side of their board to use.
  • Tracking tokens: Each player should place the score and reputation tokens at the start of their respective tracks.
  • Recruit & silver bracelet tokens: Each player should place these tokens on top of their player board. Then 1 of each token should be placed into one of it's respective slots along the side of the player board. Thus they have 1 of each they can use.
  • Viking cards: Each player should draw a starting hand of 2 cards from the Viking deck, these must be of different colour. If they match colours, one should be discarded and another drawn until all players have cards with 2 different colours.
First player: Determine a starting player using the destiny tokens as per the rules.

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.
  • Recruit: The active player plays a Viking card from their hand into their personal playing area. This will have a number of steps.
    • Columns: When played, all Viking cards must be placed into columns which match their colour. Thus a player may have up to 5 columns.
    • Gain resources: When a Viking card has been placed into a column, all cards in that column are activated. The first card played into a column will obviously only activate itself, but subsequent cards played into a column will activate all cards in that column. The player then gains the resources from the activated cards. This may include:
      Points: An increase to VPs or Reputation.
      Tokens: Gaining recruit or treading tokens, although a player can only have a maximum of 3 of each slotted alongside their player board.
      Cards: Drawing a card blindly from the Viking deck and adding it to their personal area, this does not active the column it is placed into though.
    • Draft Viking card: The active player now drafts 1 of the 5 Viking cards under the main board into their hand. It is drafted from the slot that matches the colour of the card they played. The colour of the card under that slot is not relevant.
      Spend recruit token: Before taking a card from the relevant slot, the active player may spend a recruit token to draft any of the 5 cards.
      Any Viking card taken is immediately replaced.
  • Explore: This is the other action the active player can take and involves the following steps.
    • Purchase destination card: The active player may purchase any of the 6 available destination cards by paying its cost. This is done by spending Viking cards of the specified colours as shown in the cost.
      Gain reward: The player gains the resources shown in the top right of the destination card. These are identical to resources gained by activating Viking cards.
      Place destination card: The active player then places the destination card into their personal area and on top of their player board so that the 3 vertical columns line up and extend upwards.
Picture
A destination card is placed 'above' the ship sheet to extent its 3 columns upwards and add resources to each.
  • Trade: The active player may perform this action once per round before or after they take their main action. This is done by spending 1-3 silver bracelet trading tokens and allows them to gain the resources shown on the 3 columns on their personal board.
    Resources gained this way function identically to resources gained from playing Viking cards or acquiring destination cards.
    Spend 1 token: Spending 1 silver bracelet token allows the active player to acquire all the resources shown in the leftmost column on their personal board.
    Spend 2 tokens: This allows the active player to take all the resources shown in leftmost and middle columns.
    Spend 3 tokens: This allows the active player to take the resources from all 3 columns!
Next player: Once the active player has taken their action, play progresses to the player on their left.

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.
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August '23 The month in gaming

1/9/2023

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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!
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