Welcome to the inaugural blog post of 'The month in gaming', a digest style post about all the games I've played in February 2022 which replace all the 'non-first play' blog posts. First play will still get a write up as usual. In February 2022, I played: Total games: 53 Different games: 33 First plays: 8 Tuesday 1st at The Sovereigns with the Woking Gaming Club
Space Base - 5 Race for the Galaxy - 11 Wednesday 2nd on Board Game Arena Century: Golem Edition - (3) Via Magica - 8 Sushi Go! - 10 Martian Dice - 11 Railroad Ink - 16 Thursday 3rd, round Simon's My Little Scythe - First Play! Nidavellir - First Play! Sunday 6th February at The Sovereigns Death on the cards - 6 Race for the Galaxy - 12 Deep Sea Adventure - 3 Sunday 6th on Board Game Arena Cloud City - 8 Space Base - 6 Lucky Numbers - 12 Can't Stop - 9 Railroad Ink - 17 Love Letter - 54 Tuesday 8th at The Sovereigns with the Woking Gaming Club Llamaland - First Play! Fantastic Factories - First Play! Wednesday 9th on Board Game Arena Century: Spice Road - 4 Splendor - 16 Space Base - 7 Can't Stop Express - 3 Lucky Numbers - 13 Railroad Ink - 18 Wednesday 9th, round Simon's. In the Hall of the Mountain King - First Play! Sunday 13th on Board Game Arena Carcassonne - 5 Shifting Stone - First Play! Codex Naturalis - 18 Lucky Numbers - 14 Martian Dice - 12 Can't Stop - 8 Tuesday 15th at The Sovereigns with the Woking Gaming Club Race for the Galaxy - 13 Port Royal: Big Box - 18 Thursday 14th, round Simon's Star Wars: Outer Rim - First Play! Friday 18th on Board Game Arena Parks - 06 Railroad Ink - 19 Shifting Stones - 2 Sushi Go! - 11 Lucky Numbers - 15 Sunday 20th on Board Game Arena Loco Momo - First Play! Dragonwood - 9 For Sale - 7 Potion Explosion - 11 Dice Forge - 10 Lucky Numbers - 16 Love Letter - 55 Tuesday 22nd at The Sovereigns with the Woking Gaming Club Fluxx - 3 Quacks of Quedlinburg - 3 Sunday 27th on Board Game Arena Loco Momo - 2 Space Base - 8 Cloud City - 9 Can't Stop - 9 Lucky Numbers - 17
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20th February 2022 It's a Sunday and we're logged into Board Game Arena for some gaming fun. I don't know what Loco Momo means but I kind of hope it means crazy fun with cute animals. Hmm, that didn't sound right, how about wholesome crazy fun with animals. Loco Momo is actually about (I kid you not!) organising the disarrayed wildlife population of the forest for a group photo! Caveat: We've only ever played Loco Momo digitally. What's in a game?
It's good quality artwork though, a bright palette and bold cartoony style suit the game's light-hearted theme well. The game's only iconography appears on the player boards. It's not immediately apparent what they mean but quick read of the rules makes them clear. How's it play? Setup
On to play The objective of Loco Momo is for players to fill their boards with tiles to score VPs and the game provides various approaches to achieve this. Although this mostly involves collecting various kinds of sets. Loco Momo uses the traditional structure with the active player taking their 2 actions - a drafting action and placing action with play then moving to the player on the left.
Endgame Play continues until the 6th round is completed, then scoring occurs.
The bottom row has 5 different animals, scoring 14. Row 2 above has 5 identical animals, also scoring 14. The matching eagles in the 1st column for rows 3 & 4 score 3, plus the eagle in the top row above scores an additional 4. The ducks in column 2 also score 7. The 2 rabbits in column 3, rows 3 & 4 score 3. The bear scores nothing. Finally, 2 rows have the same colour as does 1 column, scoring 15 more. Total score: 60. Overall
Loco Momo is a fairly straightforward game, the gameplay strategies are more or less obvious and there's not much to say about it. During drafting players will look for the optimal method to acquire the most tiles possible or, as will occur on occasion if there's little they want, try to avoid taking tiles. Then, when placing tiles, players may need to make some meaningful choices. Sure, it's easy putting down tiles when a player has got the ones they wanted but frequently, this won't be the case and dealing with those wayward tiles is very important. Players will want to keep scoring opportunities for other tiles/sets open and minimise the damage caused by having to place unwanted tiles. There's also a higher level of play that involves looking at what's available on the central board and what other players are working towards, then trying to anticipate what tiles they'll be looking to gain from themselves. It might be prudent to try and deny other players certain tiles. Or if they're not interested in tile of a particular colour, it might be safe take that tile in a later turn. This brings me to the one niggle I have about Loco Momo, which are the colour scoring rules. We've only played Loco Momo 3 player and because there are 3 colours of tile, we tend to gravitate towards one colour each with little 'stealing' of other players' colours. Which is understandable as completing columns/rows with the same colours confers nice bonuses and during the late-game completing sets scoring the colour instead of the animal gets more VPs. Consequently it also makes decisions 'easier'. I imagine with 4 players, this status quo would be shaken up and the game would become more interesting. Despite the criticism, the game ultimately generally does provide players with meaningful decisions to make. Games about about drafting sets of tiles and placing them on to a player board are pretty commonplace today. So does Loco Momo do anything to stand out from the crowd? I think the answer is... sort of. Loco Momo is a bit unremarkable but at the same time it's an enjoyably light, easily learnt and accessible example of this kind of game with a reasonable playing time. A good introduction or crossover game If this ticks your boxes, Loco Momo might be worth a look. 17th February 2022 It's a Thursday night and we're round Simon's for some gaming goodness. The game of the night was Star Wars: Outer Rim. Turns out that playing a scoundrel in an open world Star Wars game ain't like dusting crops. What's in a game?
Regardless of whether it's practical or not, the semi-circular board looks like eye-catching. From an art perspective, it's clear that they've used some photo-referencing from the films for some of the illustrations and I think that's fine, it still looks like good artwork and means the game wisely eschews using actual photos anywhere. The quality of the art is good. Star Wars: Outer Rim uses quite a lot of iconography, for stats, for factions, on the dice etc. Fortunately, much of it is pretty clear and self-explanatory, it requires little referencing to the rulebook. This is helped by the use of tags which is easily understood. How's it play? Setup
On to play In Star Wars: Outer Rim players take on the role of outlaws, bounty hunters and scoundrels, the general scum and villainy of the galaxy I guess and the objective in Star Wars: Outer Rim is to acquire fame. There are varied paths to achieve this. collecting on bounties, delivering goods and other tasks or jobs that will occur during the game. In their turn, the active player will perform actions in 3 phases before play moves on clockwise. These phases are Planning, Actions and Encounter.
Endgame Play continues until the any player reaches 10 fame, the game then immediately ends and they are considered the winner. Overall
I haven't covered the entirety of the rules here but even so, from the perspective of complexity, Star Wars: Outer Rim isn't too bad or that complicated. You move a few spaces, perform actions, have an encounter and that's it. There are a number of situational exceptions (Mostly coming from cards that are drawn.) that need remembering though, players will want to pay close attention to their playing area to know what they'll be good at, paying attention to their tags in particular. The game also possesses some RPG aspiration here and makes use of very light RPG system, there's no XP as such but characters and ships can be levelled up after completing their goals. Having said that, the rules will probably be a little too convulsed for non-gamer types. I don't think that this is a game for Star Wars fans wanting a board game to play. It feels more like a board gamers who want a Star Wars game to play, which is not a thing necessarily bad and honestly, there's going to be a bit of crossover between the 2 groups. Because of the fairly open nature of the game, it's quite hard to describe what players will expect and strategies they might employ. Players will likely acquire jobs, encounters, bounties etc randomly to some extent, this will require them to adapt their strategies. Optimisation, picking up and completing jobs while working towards other jobs is vital here, as this finding the most efficient route across the map, The board's unusual shape essentially funnels travel along 2 or 3 routes. All of this is provided of course, that all the pieces fall in the right place. This would include watching how patrols move and the reputation players have with their respective factions. There are also other paths to accruing fame points such as fighting patrols. Players will also look to gain crew, improved ship and mods. Additionally, there's nothing to stop players fighting other players, in fact, the game may sort of encourage this as circumstances ay put one player's bounty aboard another player's ship. I'm not sure how I feel about Star Wars: Outer Rim. One aspect that irks me is the entirely different set of mechanics used for skill tests and combat. Another is the shape of the board. For an open world game players are in essence limited to the choice of going one way or the other, clockwise or anticlockwise. Yes. the board looks good and perhaps it makes sense within the context of the Star Wars setting but ,t feels like it's been done to nudge players to undertake tasks in a certain order, all in the name of game balancing or game play. I also found the game a little unengaging. I think this was down to a mixture of what felt like a long downtime between turns and frequently slightly unexciting turns. And as with a lot of open world games that sort try to implement a go-anywhere-do-anything theme. It feels like a bit more of an effort than it's worth. I wonder if it wouldn't be better to get a player to gamemaster an actual table top RPG instead. 15th February 2022 It's a Tuesday evening and we're at The Sovereigns with the Woking Gaming Club for some tabletop entertainment and Simon has gifted me a copy of Port Royal: Big Box. Strictly speaking, this isn't a first play, In fact, it would be the opposite! Port Royal is a firm favourite with pretty much everyone I game with and has seen a lot of play. You can read about Port Royal here. So what is in Port Royal: Big Box? You've probably surmised that the big box amalgamates the excellent base game along with it's 2 expansions, promo card and standalone game Port Royal: make Sail! What are these expansions like? I've never bothered playing them, I'm perfectly happy with the base game! As you will have noticed, Port Royal: Big Box also features all-new artwork, there's some side-by-side comparisons below. 13th February 2022 It's Sunday night and we're logged into Board Game Arena for an evening of gaming. Shifting Stones is a light sort of puzzle-themed sliding tile game. Caveat: We've only ever played this game digitally. What's in a game?
There's not much to say about the components. The illustrations on the tiles are nicely detailed and distinctive. However, I found the colours somewhat muted in lower lighting and a little indistinguishable, particularly the orange/red combination. The same is true of the cards. The game has no iconography other than the tile illustrations. How's it play? Setup
On to play Shifting Stones uses a traditional turn order, the active player has their turn and when it finishes, play progress clockwise to the next. During their turn, the active player perform any number of the score/swap/flips actions in any order so long as they have the cards to perform them. Alternatively, they may skip their turn.
Endgame Play continues until any player has scored (Dependant on player count.) 7-10 cards, after which the current round is completed. Players add up the VPs of all the cards they've scored during the game. Additionally, whoever played the most 1 value cards earns a bonus 3 VPs. Points are tallied, highest score wins. Overall
As you can see from the brief write-up, Shifting Stones is a fairly straightforward and accessible game, it could make a good introduction to new players or crossover game. Despite the straightforward rules, there is actually a bit of depth to be found in Shifting Stones. The game makes use of a hand-as-currency mechanic to pay for actions and getting rid of cards that might prove useful is always a meaningful decision. Players will want to minimise this and find the most efficient way to swap/flip tiles to where they need them to be and hope to score at least 1 card per turn. At the same time, hanging on to cards too long can earn nothing and trying to plan ahead is likely to be futile, it's too risky leaving things for another round as it players will invariably change the tile positionings, players will need to be decisive and exploit the opportunities that present themselves during their turn. There's not much more else to say really, there's no noteworthy interaction between players and it's hard to gauge what others are doing, especially since whenever they refill their hand - which is every turn, they'll be presented with newer options. Other than I found the game a little bit of a frustrating experience. Watching other players inadvertently wrecking the positioning I was try to set up between turns wasn't what I'd call much fun. I also found having to remember what was on the flip side of the tiles something of a chore, having to refer to the reference card wasn't much better. If perhaps. there was more engaging core gameplay, maybe I'd would make the effort to remember what's on the other side of the tiles. But there wasn't, so I didn't. Shifting Stones is straightforward and clearly skews towards the lighter end of the complexity scale, it would possibly make a good filler game. I'm not sure there's enough here to appeal to me though and coupled with the frustrating experience means that this is not one for me. 9th February 2022 It's Wednesday night and we're round Simon's for some gaming fun. The evening's game was In the hall of the Mountain King. Ask yourself: What is it that trolls like to do? Live under bridges perhaps; no. Chase goats maybe; no. What about make trouble on the internet; no. What trolls really like to do is dig tunnels (The fancier the better.) and move statues! What's in a game?
There's certainly a good amount of wooden tokens and meeples here, the acrylic crystals are also a nice addition. None of the other components struck me as being poor quality and they're typical of what is expected in a modern game. There are a couple of minor quibbles though. The pedestal points tokens are a bit small and fiddly to handle The second is a bit of personal grumble - which is that all the carts are brown but depending on where the carts are acquired from will represent different colours. Carts in a player's central area can be used for any colour of statue. But carts from icons on troll cards can only be used to move statutes of a certain colour - which is indicated by the colour of the icon used to acquire the cart! Makes sense... right? Maybe not? Surely it would have been useful to include some carts of the relevant colours? There isn't a great deal of art in the game, mostly on on the spell and troll cards but it's all well illustrated with bold colours and and is fairly varied. There are 4 types (Or clans.) of troll cards and 3 types correspond to the blue/orange/white colour motif that runs through the game and I quite like how those trolls cards have a colour pallet to match it their types. Having said that; the starter cards all feature the same piece of artwork that has been coloured matched to each player colour which is a little disappointing. For the most, the game's iconography is actually straightforward and easily understood. Only the aforementioned issue with carts being a small problem. If the cart icon has a coloured background then a cart that is sourced from that icon can only be used for that colour of statue. Luckily it's not a gamebreaker although it's finicky rule to remember. How's it play? Setup
On to play Play during In the Hall of the Mountain King will have active player performing 4 actions before play moves clockwise to the next player.
Endgame The endgame is triggered when there no coronation tokens left to acquire. The current round is completed and 2 more rounds are played. Players then calculate VPs, a player's VPs may come from the following sources. Score tracker. Statues - depending on their position in the 5 zones and doubled if the player managed to place them on a pedestal. Great hall tokens in a player's network - with or without statues. Pedestal points for placing pedestals. Coronation tokens. Unspent resources; these can earn points. Every 3-of-a-kind scores an extra VP. Points are tallied, highest score wins. Overall
Despite having quite a few rule to remember and sounding quite complicated, In the Hall of the Mountain King is actually pretty straightforward in practice and many of the rules are obvious when in action. There's definitely a couple of finicky rules though, and again - it's to do with the carts and pedestals. It feels like an unnecessary complication to have these differently coloured carts to move statues. The rule that restrict pedestals to 1 per colour in each zone also feels a but cumbersome. I know why the rule is there: It encourages competition in a game that otherwise has little interaction between players. Players will want to be the first to get a pedestal as close to the Heart of the Mountain as possible. It locks out completing players and offers a big scoring opportunity. It means that players are put into a balancing act of needing build their tunnel network but also acquire resources to make this expansion happen. Clever placement of tiles will earn players some resources but recruiting trolls is the best way to get them and you'll note that digging and recruiting are pretty much the only 2 mutually exclusive actions in a turn. There's more to tunnel tile placement too, pedestals and thus statues have to go on anchor spots and it's these need to be as close to the centre of the board as possible, sometimes it'll be tricky to get it right, or it'll require not getting something else. Being able to avoid rubble spaces helps as well. Resource management also has more to it. Spending resources from troll cards first is prudent, as is using workshops to change them into other resources - because they go back on to the storage space and not the troll card. It does involve trying to think ahead about what resources can be acquired and what will be needed. This brings me neatly to the Trollmoot/Horde elements of the game, with their overlapping and cascading mechanics for both buying cards and acquiring resources they almost feel like a different game to the tile placement taking place on the game board. I have to say that I like the cascading mechanic, it's simple but provides some interesting decisions for players to make. Building up a Trollmoot, like much of In the Hall of the Mountain King requires a little forethought. If my calculations are correct, the cards in the centre columns will be activated the most. Players will want to identify and prioritise what resources they'll need in their Trollmoot setup. Additionally, deciding where to place a troll card will determine what resources the player immediately. I do also have some concerns about the game, I found using the tunnel tiles, creating pedestals and moving statues more of a chore than satisfying and the game it didn't quite gel with me. I'm also not sure how much value there is in replaying the game. The player and statue starting positions and workshops may vary but mostly the board's resources stay unchanged. And while the card mechanics are good, the cards themselves only vary in which resources they provide. In the Hall of the Mountain King is another one of these games that does nothing really wrong and I've got nothing against the game. If someone else wanted to play it I would happily join in but somehow it's missing that special something that makes me want to play it again. 8th February 2022 Tuesday night games with the Woking Gaming Club at The Sovereigns continued with Fantastic Factories. I don't know if factories are fantastic but I guess we're going to find out. What's in a game?
From an art perspective, the game makes good use of cheerfully bright colours. The art itself uses heavily stylised illustrations of both factories and contractors which is fine and suits the game's slightly light-hearted theme. When built, factories provide a varied amount of special actions, consequently the game makes use of quite a varied amount of iconography. For the most part it's straightforward, however, on occasion 2 cards may seem similar but they'll be a small difference between denominated by a single small icon or sometimes they'll just be something I wouldn't say it's any kind of a gamebreaker or that there's too much iconography but for a few turns players will probably end up referring to the rules. How's it play? Setup
On to play Broadly speaking, a round is broken into 2 phases; a market phase which occurs in turn order and a work phase, which can be performed simultaneously by all players.
Endgame Play continues until either a player has built their 10th card or acquired their 12th good. In either case, the current round ends and 1 more round is played. Players then total the VPs from their buildings and the goods they gained. Points are tallied, highest score wins. Overall
On a basic level, Fantastic Factories is mechanically pretty straightforward; acquire blueprints, acquire resources to build factories, use factories to acquire resources. It's a mid-weight engine building game that provides players with strong card synergy and offers a good selection of choices and avenues to follow for building that engine. I feel for the most part that players will want to focus on blueprints and building them, which is natural as this is what gets resources and VPs. Players shouldn't neglect the contractors who provide instant if transitory benefits for a relatively low cost. Applied at the right time, they can be game changers - provided they're available at the right time! Once again, it's a case of reacting to opportunities as they are revealed. There are a couple of there elements that make Fantastic Factories interesting. Firstly; dice rolling. Players will never be guaranteed getting the results and thus the resources they want. It means that players may not be able to build the card they originally wanted to and will need to adapt and react to the situation as it arises for optimal play. Of course it's always possible to play it safe and have all the required resources before getting a card, it's safer but it's also slower. Secondly; Fantastic Factories makes use of a hand-as currency mechanic. This forces players to think ahead, players may need to get blueprint cards just to discard for another building, or may be forced to discard a blueprint they still want in order to build another, it can be a tough decision. There's also some high level play, where it pays to watch what other players are working towards then wipe the marketplace to deny another a player a card they want. Fantastic Factories is a well balanced game, it's rules aren't particularly complicated and are easy to learn but also have depth that comes from recognising how to exploit the available cards that appear during the game to build their engine optimally and to maximum efficiency. The gameplay is solid and will appeal to fans of engine building games, which I am. so I guess factories can be fantastic! 8th February 2022 Tuesday evening is here and we're at The Sovereigns with the Woking Gaming Club for some gaming goodness. The 1st game of the night was Llamaland. A whole land full of llamas, they get everywhere, all over the fields, hills and mountains! What's in a game?
Most of Llamaland's components are good quality, the cards feel a little flimsy but unless they're abused, they should be fine. Otherwise it's all good, the tiles all feel suitability solid and chunky. The tokens are fine, I like how they're the different shaped. The most noteworthy component though, are the cute little llama meeples. The art in Llamaland is nice and colourful, all the tiles are bright and eye catching, the art for the character cards is heavily stylised but I like it. The illustrations used for the llama cards depict them as llama meeples. If you look carefully at several cards, you can see that some of them have slightly different expressions! It's a nice touch and I wonder how often these kinds of detail get noticed? Much of the game's iconography is easily comprehended, however, some of the icons on the character cards can be unclear, this generally applies to cards that confer bonuses for covering other icons because they show the relevant icons being covered and those icons are a little obscure. The blue objective cards will probably require referring to the rulebook to understand. None of this is a gamebreaker though. It's unlikely that players will need to look up anything more than once or twice. How's it play? Setup
On to play LLamaland is played using a traditional turn structure, with the active player taking a turn adding tiles to their estate. Once that's concluded, play moves to the player on the left.
Endgame Play continues until one of the following criteria is met. There are 4 or less land tiles less, regardless of type. There is only 1 type of llama card left. In either instance the game goes into the endgame and play continues until all players have had an equal number of turns, then it goes to scoring. Every llama card acquired earns its listed VPs. A player marker on a objective card that the player has successfully completed earns that player its listed VPs. Unused crop tokens earn 1 VP each. Every 2 unused coins earns 1 VP. Points are tallied, highest score wins. Overall
Broadly speaking, Llamaland's gameplay is divided into 3 areas. I'd say that primarily the game is concerned with tile placing mechanics. Much of the gameplay here will be familiar ground. Players cannot predict exactly what tiles will be available when drafting tiles will be available in their turn and will need to adapt to circumstances and look for opportunities. Pretty standard stuff. The unusual element here is building upwards, it adds an extra axis (sic) to the gameplay. It's vital to build upwards efficiently, there's no other way to get resources and players will want cluster desired resources in such a way that it makes covering them quick and easy. The second element is acquiring and placing llama meeples. When placing them, players will not only have to think about completing blue objectives but also trying to not hinder the placement of later tiles. Chances are that players will have more than one objective for placing llama meeples and they'll want to maximise the placing and there's definitely some synergy going on between objectives. Many purple objectives require 4 of a kind llamas and some blue ones require placing 4 llama meeples on the estate in a certain, thus it's possible to work to both objectives together. The third mechanic and one I find interesting is placing markers on objectives. Placing markers later in the game is safer as players will have better idea on what they can achieve, or might already have achieved however, they end up having to put their markers lower value rows. Placing markers earlier though, means players can go for the bigger VP rewards - provided they can complete the objective. When a player puts one of their marker on an objective, they're essentially making a bet that they'll complete the objective. It's a classic risk and reward mechanic. It also makes individual objectives pretty apparent to all players, if someone's just put their marker on the collect 4 potato llamas objective card, it's safe to assume what they'll be going for and others can respond as they see appropriate. Llamaland is a cheerfully colourful game that manages to always provides players with meaningful choices to make and strategies to utilise which I found it an engaging and fun. Since I've managed to acquire a massive backlog of games to blog about, some of the games mentioned here won't have links or blogs yet. They'll be added as and when possible. At the start of 2021, I wondered whether my gaming would pick up in '21? The answer is a resounding yes! The breakdown is below. Number of different games played: 78. Of which were new (To me.): 46. Total number of gaming sessions: 333. 2020's numbers. Total number of different games played: 29. Of which were new (To me.): 13. Total number of gaming sessions: 49. Why have the numbers have significantly increased? Put simply, it's due to Board Game Arena: Around May 2021, we reconnected with an old friend who had moved abroad and we started playing games on BGA and playing games digitally is really quick! There's no unpacking and packing, or setup and clean up, there's even no need to tally scores, it's all done automatically. As a result, it's easily possible to play 4 or 5 games in a 3-4 hour window and this includes playing a game several times! Hence the six fold increase in game sessions. Which games were played the most?
Love Letter is a fairly quick game to complete and we probably play 2 or 3 games per session on BGA, so I don't doubt we've played it over a 100 times in 2021; not bad for a game that only consists of 16 cards. Over 2021, Love Letter became more of a ritual than a game, the calculating, the guessing and double-bluffing, twists of luck and reversal of fortune, along with the banter and bragging made it our mainstay over BGA. Enough of boring numbers; it's time to now talk about the highly coveted and still world-beating 3 Spellcaster and a Dwarf 2021 game awards!
These are not necessarily new games, but they are games I first encountered in 2021. Game of the year: The Crew: Mission Deep Sea. What a game! It blends analytical, cooperative gameplay and whist-like trick-taking to pack so much longevity and replay value into a 40 card deck, a 96 card task deck and some tokens; it's almost mind boggling. Even after the final level has been completed it remains re-playable. We only started playing The Crew: Mission Deep Sea in late October and by the year's end had played 25 sessions. It was an instant hit. Disappointment of the year: New Frontiers. I find it hard to believe that I'm saying this about a game that shares DNA with the singular Race for the Galaxy, but I found New Frontiers just frustrating to play. It takes the core concepts of Race for the Galaxy and turns them into a board game, also adding 2 currencies (Money & colonists.) to the mix, this serves to add complexity to the game, yet somehow New Frontiers seems quicker to play and makes for a less satisfactory experience? So quick in fact, that often the game ended before I managed to do anything interesting. It's not bad because it's based on a great game, just.... disappointing. Surprise of the year: The Crew: Mission Deep Sea. I'm going have to give it to The Crew: Mission Deep Sea for the reasons above. Honourable mention: Railroad Ink. This roll-and-write, dice-rolling and route-building game is accessible, easy to learn and a pleasure to play. It throws a healthy dose of luck into the game, but because of the way the game plays, this luck affects all players equally, so if a player doesn't score well, they've only got their planning and themselves to blame. 3rd February 2022 Thursday night gaming at Simon's came to a conclusion with the 2nd and final game of the evening; Nidavellir. Google tells me that Nidavellir might mean the wane of the moon and is derived from Norse cosmology. Protect the dwarf kingdom from the ravages of a dragon by taking on the role of a Elvaland councillor and collecting sets of cards... err... gathering the bravest army of dwarves possible by trawling pubs (I kid you not.). Where's Sneezy when you need him eh? More like boozy! What's in a game?
The cards holders and especially the royal treasure are a nice touch too. However, since they can only be easily viewed from one side, it sort of forces the game to have a strange setup where the card holders and treasure rack are along one edge of the playing area instead of in the centre with all the players along the other edges. Nidavellir also makes good use of artwork, most of which appears on the cards, they contain well detailed, good quality illustrations of different dwarfish characters painted in a sort of monochromatic watercolour style along with a dash of a single colour. Usually I'd find this kind of art a bit dull, but here it works and gives the game a distinctive look. Much of the iconography is clear but some of the hero cards have symbols which are quite small and may also need looking up occasionally. How's it play? Setup
On to play Nidavellir is an auctioning game that has players simultaneously perform series of 3 blind bids during each round. Once bids are revealed, actions are resolved in an order determined by the bids.
Endgame Play continues until the Age 2 cards are also depleted, then the game goes to scoring. Each of the 5 classes has it's own way to score VPs, suffice to say; the more cards a player has in a class, the more that set scores. Bonus VPs which can come from various sources should then also be added in. Points are tallied, highest score wins. Overall
Nidavellir does a good job of mixing set collecting with auctioning. The set collecting element is about a mixture of getting the cards you want and sometimes collecting a card just to deny it to another player. Sometimes you'll be completing to build sets and sometimes you'll want to take a card no one else does on the cheap. Pretty standard stuff for set collecting and what you'd expect. The auction mechanics offer something a little different. I have to say I'm not the biggest fan of auctioning games, I don't dislike them and I've enjoyed some of them but they're not really my jam. I've often found bidding decisions could be a little stress inducing, which is probably why some people love them so much! Nidavellir cleverly bypasses some of this with it's auction system because players never lose their bids. Instead of trying to out bid someone or bluff a bid up, players will be trying to gauge how others will bid. This requires not only watching what cards others have been collecting and trying to anticipate what they will prioritise in each bid but also paying attention to how they've been upgrading their coins. If another player has a coin that's got a higher value, it will never be possible to simply outbid them and it might not be even worth going against them and could be a good time to play that 0 coin and get an upgrade instead. There may also be other times when players want to bid low such as when all the cards in a tavern are not valuable or if they're not valuable to other players. This means that Nidavellir has 3 avenues of strategy that the player must take into account. Not only do players have to keep an eye on which dwarf cards to try and acquire, they'll want to think about creating rows as well as columns to earn hero cards which cna prove very useful. Players will also need use that 0 coin to upgrade coins - which is essentially a form of arms race that can't be ignored - unless a player thinks they can win by being last in every auction! Nidavellir is a solid game and I can't find anything to fault about it. It isn't particularly complicated but there's definitely enough depth here to keep players engaged and generally give them meaningful decisions to make. If you like auctioning or set collecting games, it's probably worth a look. If you like auctioning and set collecting games, Nidavellir is definitely worth a look. |
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