Number of different games played was almost identical to last month being only 1 lower but there were more total plays. First plays were down on last month. It looks like went spend more time playing games we were familiar this month. First plays: 4 Different games: 22 Total games: 38 Tuesday 28th at The Sovereigns with the Woking Gaming Club
Akropolis - 5 Istanbul - First Play! Sunday 26th on Board Game Arena Martian Dice - 24 Tranquillity: The Ascent - 4 Stella: Dixit Universe - 15 Dice Forge - 13 Just One - 19 None Shall Pass! - 3 Thursday 23rd Aldershot Jump Drive - 18 HeroQuest - 14; Final Mission! Tuesday 21st at The Sovereigns with the Woking Gaming Club Port Royal - 25 Rolling Realms - 5 Sunday 19th on Board Game Arena Lucky Numbers - 65 Roll'n Bump - 11 Loco Momo - 17 Just One - 18 None Shall Pass! - 2 Tranquillity: The Ascent - 3 Sunday 12th on Board Game Arena Lucky Numbers - 64 Can't Stop - 42 Just One - 17 Tranquillity: The Ascent - 2 None Shall Pass! - First Play! Friday 10th Woking Wingspan - 7 Thursday 9th Aldershot Scout - 4 HeroQuest - 13 Tuesday 7th at The Sovereigns with the Woking Gaming Club Canvas - First Play! Rolling Realms - 4 Jump Drive - 17 Sunday 5th on Board Game Arena Lucky Numbers - 63 Can't Stop - 41 Railroad Ink - 46 Just One - 16 Tranquillity: The Ascent - First Play! Thursday 2nd Aldershot Akropolis - 4 Jump Drive - 16 Trains - 2 Heckmeck - 15
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28th March 2023 Tuesday is here again and we're with the Woking Gaming Club at The Sovereigns for an evening of gaming goodness. Game of the night is Istanbul. Ah, Istanbul, home of an ancient settlement and exotic gateway between the east and the west... ...Also a place where frenzied merchants rapidly push wheelbarrows around the bazaar, trailed by assistants while looking to acquire rubies in this worker placement game. What's in a game?
The component quality is good for nearly all of Istanbul. The game makes good use of wooden components and dice which is always good. All the cardboard tokens and tiles are sturdy enough. The cards are also good. It's all the quality you'd expect from a modern game. The only criticism I have is that fitting the extensions into the wheelbarrow feels fiddly and when trying to put in the final extension it can be too tight and wont fit properly. It's a minor oversight that doesn't affect the game experience but it could have been a bit better. There's unique artwork on all the location tiles. Even though it uses a pretty standard style of illustration, I think it looks good and gives the game a eye-catching presence on the table. I also feel that it's quite suitable, being evocative and colourful without obscuring important information. Iconography in Istanbul is a bit of a mixed bag. Much of it is easily understood but the occasional icon and in particular, bonus cards will find players leafing through the rulebook for clarification. This is fairly infrequent though and is a minor inconvenience rather than detrimental How's it play? Setup
On to play In Istanbul, players are attempting to acquire 5 or 6 rubies (Dependant on player count.) and the game provides a variety of methods to achieve this. Istanbul follows the usual turn structure with the active player completing their turn before play progresses to their left. During their turn, the active player will act in 2-4 phases - depending on circumstances. The 4 phases always occur in the order shown below.
Endgame The game end is triggered when any player acquires the required number of rubies. Play continues for the current round until all participants have had equal turns. Finally, each player will have the option to play unused bonus cards, since Lira and goods act as a tie-breaker this can be important. Rubies are tallied, highest amount wins. Overall
I don't know whether it's deliberate or not but there's a slightly cynical thread of humour running through Istanbul. It's an amusing facet of the game that merchants are useless without assistants to boss around or how everyone has that one shady cousin who 'knows someone' or 'can get you stuff'. Thematically, the game is presented quite well. Your merchant and their little band go from place to place, looking to earn money or get goods in order to eventually gain rubies. Mechanically, Istanbul is relatively straightforward. While there's quite a lot of tiles and consequently a lot going and a lot to think about and possibly remember, none of it in practice is actually overly complex. Istanbul presents players with the conundrum of balancing the need to increase their abilities via mosque and extension tiles or trying to acquire rubies. Broadly speaking, the game game provides some one-off way of gaining rubies but two main avenues to accumulating them - which are by spending goods or spending Lira and then providing several ways to acquire goods and Lira. It means that Istanbul is a game of planning efficient moves and maximising actions. This is particularly the case when dropping off or picking up assistants. Well thought out play will allow a player to do this without visiting the fountain which requires an entire turn to gather assistants. While the game is essentially a race without direct conflict between players, there's still some interaction that goes on. There is arguably a higher level of play where players could try and anticipate the actions of their opponent allowing them to block opponents by putting their merchant on specific locations, forcing other players to pay out to go there or preventing them entering all together. However, this tends to occur by accident more than design. Another area of interaction is at the markets, the more goods sold a player can sell an once at a market, the more money that player earns but taking longer to do this risks being trumped by another player fulfilling the demand tile earlier. So players will need to occasionally adapt to situations as needed as well as planning their actions. Istanbul does a good job balancing varied gameplay, strategy and meaningful decisions with ease-of-play, although I'm not sure I would describe it as entirely suitable for non-gamers but core gamers should have no problems comprehending the game It also has a novel and clever implementation of worker placement mechanics which provide some satisfying moments when used effectively. This is a mid-weight game with a somewhat lengthy play time - although it never felt overlong or unwelcome. I found it to be an enjoyable worker placement game. Istanbul is a game that's definitely worth trying. 12th March 2023 It's a Sunday and we're logged into Board Game Arena for an evening of gaming. 'None shall pass.' Don't worry, I was done with the Monty Python quotes years ago! None Shall Pass is a cooperative, turn based battle game inspired by the 8bit JRPGs of old where the players take on the roles of 'guards' facing evil monsters Caveat: We have only ever played this game digitally. What's in a game?
None Shall Pass! draws its inspiration for art from the same source as it draws its inspiration for gameplay - which is turn-based 8bit JRPGs. I'm sort of conflicted about this art style. 8 bit pixel art has been done to death on a wide range of video and computer games seeking to invoke nostalgia over the last few years and doesn't have much appeal to me anymore. Having said that, it's a fairly uncommon style in board games and gives 'None Shall Pass!' a unique appearance with at least a little charm. There's very little iconography in None Shall Pass! and what there is of it, is easily recognised: A heart represents HP, a blue shield means defence and a sword means attack power and so on. All remaining game information is relayed via text. How's it play? Setup
On to play None Shall Pass! is a cooperative game where the players are trying to defeat all 5 monsters in the monster deck. Each round is broken down into 2 phases. During the first phase, the players will act in turn order and during the second phase, the enemy monster will counter attack.
Endgame If the players reach the 5th level boss monster and it's breach score is reduced to '0', the player immediately lose. If however, they manage to reduce the monsters HPs to '0', then the players collectively win! Overall
With its pixel art style and turn based combat, None Shall Pass! does a good job of invoking its JRPG theme of having the party stand in a row and attacking enemies! None Shall Pass! also manages to seem a little bit like a 'boss-rush' game. The game also feels a little different to many cooperative games. There's no firefighting in None Shall Pass!, no need to halt the spread of something malignant here, or need to prevent something from being destroyed. Mechanically, None Shall Pass! is mostly easy to understand. The game has a good selection of character classes to choose from, all of whom genuinely feel quite different and offer a variety of actions. The Death Strider who does more damage, the more hurt they become and the Stargazer with their solar and lunar aspects were stand out classes for me. During their turn, a player will be presented with a choice of 1 or 2 of up to 3 actions from a total of 6 actions and the dice will to a certain extent dictate player choices. Broadly speaking players will looking to hinder monsters or buff characters in some way or another with maximum efficiency. Monsters need to be defeated as quickly as possible and every round a monster isn't defeated, it goes to slipping away and loosing XP for the heroes. While this might not seem so bad, being underpowered when fighting the boss will make ultimate loss more likely. Players will also need to be mindful of the peril number of their chosen action. Players will need to coordinate who goes to the top of the peril track and make sure they can deal with the incoming monster attack if possible. While getting incapacitated isn't the end of the world, it will mean the character will miss at least 1 following turn. In fact, players will need to coordinate all of the time to work effectively and play off each others' strengths, strategies for this can radically change according to the mix of characters. Players will also need to think about how they spend their XP. The power of abilities will be altered by level ups and even the ability to gain XP can be levelled up! This will effect how battles are approached None Shall Pass! is quite rightfully harsh in this regard, I never felt like I had enough XP and it was always a difficulty, meaningful decision deciding what to upgrade. However, while playing None Shall Pass! was fun, there was something a little lacking. It's a RPG-like game without the storytelling, adventuring, exploration and finding treasure - things I strongly associate with fantasy RPGS. Some kind of quest or story mode would have been a welcome addition. I just wish were was a little more 'meat on the bones'. Additionally, despite the variety in classes and randomness the dice bring, I'm not too sure how much replayability the game has. I think there's about 5 monsters each in every level and while that means there will be a lot of combinations that can appear, once you've seen a monster - you've seen it. We still play the game occasionally and personally I'm happy to do so on those occasions, avoid overplaying None Shall Pass! in my opinion and it'll be an enjoyable experience. 7th March 2023 Tuesday evening is here again and we're with the Woking Gaming Club at The Sovereigns. 'It's so fine and yet so terrible to stand in front of a blank canvas.' - Paul Cezanne. Canvas is a game about creating paintings - well sort of and you actually start with a blank canvas - well sort of! What's in a game?
The tokens are all constructed from suitably thick card stock and feel satisfyingly sturdy. The tuck box is made from the same material used for tuck boxes that contain decks of cards and like those boxes, it's fairly flimsy but unless it's mistreated, it should be fine. The scoring cards are made of standard card. For a game about art, as you might expect, there's a lot of art in Canvas. However, it's all 'patchwork' art that comes in small elements which during the course of the game, players will combine to make their sort of own artwork. Canvas provides lots of these small pieces of art in a variety of styles and sizes. It's hard to say whether it's good or bad because it's not meant to constitute finished art. Regardless of that, it all looks OK to me. Certainly, there's a lot of bright colour going on, which is something I like. While Canvas uses an average-ish amount of iconography, I found some of it to be rather abstract and counter-intuitive. The bonus silver ribbons and colous are easily understood, but triangle representing shape and a striped box representing texture? It's also complicated a little further by whatever the scoring criteria are on the scoring cards which seemed not quite as simple as they could be. Players especially need to be aware of the scoring criteria It's a bit of a steep curve but ultimately not a gamebreaker though and requires some learning. How's it play? Setup
On to play In Canvas, each player is creating 3 paintings - which will be created by layering 3 art cards over a background card. Once a painting is created, it will earn ribbon as per the scoring criteria. Then, once the game is over, ribbons will earn VPs. Canvas uses a traditional turn order with the active player acting, then play progressing to the player on their left. During their turn, the active player in basic terms has 2 choices.
Endgame Once a player has created 3 paintings, their turns are skipped, once all player have created 3 paintings, the game ends and goes to scoring. Players should now sort their ribbons by colour. Each scoring card will determine how many victory points (VPs) its set of coloured ribbons will score. Silver ribbons earn 2 VPs each. Points are tallied, highest score wins. Overall
Canvas merges its theme with its central mechanic quite well and I have to say it's a a fairly unique mechanic I quite like that also feels fresh. I also like how the game produces some pretty unusual names for the paintings. Canvas is in implementation, a fairly straightforward game, it utilises familiar drafting and conveyor belt mechanics commonly seen elsewhere. I wouldn't go so far as to say it's a good crossover game as I feel the scoring rules are a little obtuse but gamers should have no problems understanding Canvas. Where the game's depth comes from is in the creation of paintings. Players can freely choose to layer the art cards they choose to use how they wish but any scoring icons that are not visible are not scored. This puts players into a quandary, they will need to not just select the art cards for a painting that provide them the best scoring opportunities but also how to layer those art cards to do so! Furthermore, over multiple plays, the wide choice of scoring cards will force players to approach game slightly differently. Between this and the variety of art cards, there's a lot of replicability to the game. Thus players must carefully draft whatever cards they might need as well as think about how to use them. Synergy between cards is key to optimal scoring but I found it was quite hard to get the mix of icons that I wanted and I'm sure that Canvas is one of those games where players will rarely get the 'perfect scoring' they want. That's a good thing because it means players will have to choose between choices and are pushed to make meaningful decisions, although I must admit that I found it sometimes veered to being close to frustrating instead of challenging. There's not much more to say really; Canvas is a game that's quick to pick up and relatively quick to play with a easily understandable theme that meshes well with gameplay that feels a little different to anything else. It's a game definitely worth trying especially if you're looking for a game that has some unique elements. 5th March 2023 It's a Sunday and we're logged into Board Game Arena for another evening of gaming goodness. Tranquility: The Ascent is the follow up to the rather good Tranquility and employs similar mechanics, only instead of crossing an ocean, in Tranquility: The Ascent, players are cooperatively climbing a mountain. Caveat: We've only ever played Tranquility: The Ascent digitally. What's in a game?
Tranquility: The Ascent features the same pleasant, colourful and slightly stylised artwork found in its predecessor. This time however, obviously depicting a variety of harsh hilly and mountainous terrain, up to and including a cold, inhospitable looking snowy peak. In the digital version unfortunately, much of the art is obscured by large numbers, which is a shame as I quite liked it. The game uses colours and numbers and other than the illustrations for campfire cards and the like has no iconography. Players should have no trouble at all comprehending Tranquility: The Ascent. How's it play? Setup
On to play In Tranquility: The Ascent, players are attempting to collectively create a pyramid of cards. This is done by playing a row of cards and then playing further rows above and so forth. In total, during a successfully completed game, there will be 9 rows of 44 cards. The game uses a traditional turn structure with the active player acting before play progresses to the player on their left. During their turn, the active player has a choice of 2 actions.
Endgame If during any player's turn they cannot play a card for any reason and do not have 2 cards to discard, then the players collectively lose. If a summit card is played and no uncovered bridge cards remain in the central playing area, then the players have reached the mountain's summit and collectively win! Overall
Tranquility The Ascent is a sibling to the original Tranquility and as such, they utilise the same name, I'm not sure that there's much 'tranquility' in Tranquility: The Ascent though! Gone is the lonely sense serenity and titular tranquility one might imagine the crossing of smooth mirror-like waters of an ocean would invoke. In its place are the rigours and obstacles of mountain climbing. A better name would've been Stress: The Ascent or Acrophobia: The Ascent! Joking aside, Thematically and visually, Tranquility: The Ascent actually works quite well, building upwards gives a nice sense of progress and I'm sure with the physical copy, a completed pyramid would look quite impressive. Mechanically, Tranquility: The Ascent clearly shares some DNA with its predecessor. Broadly speaking, both are about playing numbered tiles next to one another and discarding cards according the difference in numbers. Tranquility: The Ascent changes this up somewhat, adding colour and placement rules to wisely differentiate it from Tranquility and notably, also increase the difficulty a little: The original Tranquility was fairly 'solvable' once the mathematics involved were understood. This doesn't seem the case with the follow up. Tranquility: The Ascent also does away with that pesky 'start' card from the original! All of this means the challenges in Tranquility: The Ascent are slightly different. When playing cards, colours will now need to be taken into consideration as well as numbers and numbers now also have 2 parts to play, both when placing cards and the height of placing them. E.g., using a '5' on the 1st level can be wasteful since it could potentially be also employed on higher levels. However, the addition of campfire and cards adds some flexibility in this regard as do the bridge cards. While I feel this requires players planning ahead a little more, players must also recognise when to change their tactics as new cards (For better or worse.) appear in their hand. As already stated I feel the changes add to the difficulty a little. This may be to your liking or not. For me, I prefer the elegance of the original Tranquility and would choose that iteration over this one. I also have a preference for the sea faring theme. YMMV of course, Tranquility: The Ascent is a smart little game which presents some interesting problems to overcome and if the mountain climbing theme appeals and you're looking for a cooperative game, Tranquility: The Ascent is worth checking out. |
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