2nd April 2023 Sunday afternoon is here and we're in Basingstoke for some gaming fun. Hiiighhhwaaaay to the danger zone. Riiiiddddee into the danger zone. What happens when Supermarionation meets Top Gun? Well I have no idea to be honest. That brings me to Thunderbirds Danger Zone: The Game, a cooperative card game about saving the day as International Rescue and foiling the schemes of The Thunderbirds' nefarious nemesis; 'The Hood'! What's in a game?
The component quality throughout Thunderbirds Danger Zone is average, that is to say it is the quality we've come to accept from modern games which means pretty good. The cards feel OK and the tokens seem sturdy enough. Nothing bad here. For its art, the game sources what seem to be stock photos and stills from the TV episodes that inspired the mission cards. It's usually at this point I would accuse the game of looking cheap for using photos instead of producing actual art. However, this style works for Thunderbirds Danger Zone and I think it looks completely acceptable. Partially because marionettes and models look different enough from bland photos to look good and partially because those marionettes and models were part of the TV show's unique aesthetic and what people would expect from a licensed game. The only icons used in the game are for the 4 resources, they will be easily learnt and each one looks distinct in shape and fits its theme, a cannister for fuel, a computer terminal for knowledge and so on. Except for tech; no matter what anyone says, the icon for tech just looks like a drain to me! How's it play? Note: The setup and rules description below are for games with 3+ players. Additionally, the setup and rules are for the beginner mission - End of The Road. Later missions introduce more cards and more rules. Setup
On to play Thunderbirds Danger Zone is a cooperative card game where players are attempting to collaboratively play an exact amount of one of the game's 4 resources. Doing this correctly will complete an objective and move the players closer to succeeding at the mission. There are however, some twists and complexities to doing this. The game does not use a typical turn order, instead, during a round, all participants more or less act simultaneously.
There are some other rules regarding the use of character tokens which have special abilities that can come into play but that's the basic's of the rules. Other missions also include equipment and 'pod' cards. There are also rules specific to 2 player. Endgame If the countdown timer reaches 0, time has run out! The players collectively lose! If the players manage to flip over all 3 danger zone cards, then they are triumphant and collectively win! Overall
I know why resource values have to be matched exactly mechanically - otherwise it would be too easy a game. Thematically though, it feels a bit strange that players might have too much team spirit or knowledge. Other than that, Thunderbirds Danger Zone feels quite strong thematically. I like how the game sends specific characters to deal with specific danger zone cards which I imagine mirrors what occurs in that episode. I like the that idea characters can also provide some assistance. The art direction also makes it feel quite like playing a Thunderbirds episode which is exactly what you'd want from the game. Mechanically, I feel Thunderbirds Danger Zone is a bit of a mixed bag. This is particularly true of the slight asymmetrical gameplay. The Jeff player is faced with a somewhat meaningful decision when choosing which objective to target. They'll want to pick one which they have the most options and flexibility in modifying if required. Luck will also play a part in the Jeff player's role when they pick 2 cards to flip, frequently they will need to adapt to what is revealed. For the non Jeff players it will feel less meaningful. Basically; if the objective has a low value, players will want to play cards with a low value in the required resource and vice versa if the objective resource has a high value. Since players will not know what other participants will be playing, luck will play a not insignificant part in this. To be fair, there is a bit of higher level play in remembering the resource value on a journey card that the Jeff player picks up in a swap and such knowledge can prove advantageous in later rounds. I will add that this kind of luck particularly bad luck is fairly typical in cooperative games to keep them challenging. Luckily (SIC), the game provides the Jeff player will some tools to mitigate bad luck when it occurs. Thunderbirds Danger Zone is straightforward for a cooperative game which is a advantage. Many games of this type of game tend to have fairly elaborate rules to manage the boards turn, there's none of that here. Although that does bring me to complexity/difficulty. Thunderbirds Danger Zone sits in a bit of nebulous middle space here. The game clearly has some scope as a family game but can be a bit overly complex and challenging for beginners or casual players. Conversely, I found the sometimes lack of meaningful decisions and swingy luck a bit frustrating and engaging, I also feel that most seasoned gamers would find this to also be the case. If you're a fan of Thunderbirds and are in the market for a licensed cooperative game, this may float your boat, or if you're looking a more approachable cooperative game to play with more causal players or the family, it's also worth a look. Not one for me though.
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1st April 2023
We're no April's fools, we're at Wogglecon 7! For a day of gaming fun. I played the following games at Wogglecon7. Akropolis Sushi Roll Just One Sagrada - First Play! Pan Am 1st April 2023 We're at Wogglecon 7 for a day of gaming fun. Second game of the day was Sagrada which means 'sacred' in Spanish. Gaming and Wogglecon are definitely sacred but is Sagrada all about creating stained glass windows through the medium of dice-placement, albeit with dice that look quite glassy! Note: I think for this particular game of Sagrada shown in the photos an expansion was also used which added the grey dice amongst other things. What's in a game?
The most noticeable component of Sagrada are the bright colourful dice. They are well made, rounded and translucent with a 'gem' type finish. Usually I have a preference for wooden dice but can see why the game uses this type as it's a great fit the stained glass window theme. The player board with it's recessed grid works well when used with the window pattern cards which slide smoothly into place and dice which happily set in their spots. The cards are the standard you'd expect off of a modern game and the inclusion of glass beads is a nice touch. The game's art direction continues the theme of stained glass windows. There's lots of brightly coloured glass panes shown on the player boards and round tracker. White much of it is just abstract shapes, it's very colourful without obscuring important detail. It also lends the game a eye catching quality all of which I like. For the most part, the game's iconography is easily understood. Some of the objective cards and tool cards might require explanation or looking up in the manual but this doesn't really affect the flow of play and isn't an issue. How's it play? Setup
On to play In Sagrada, players will be placing dice on to their player board in an attempt to match the criteria on the public/private scoring cards while also meeting the requirements dictated by the pattern cards. The game utilises something of a typical turn order but during each round every player will have the opportunity to draft 2 dice; although only 1 at a time.
Endgame Play continues for 10 rounds whereupon the game ends and goes to scoring. VPs can be accumulated from several sources.
Points are tallied, highest score wins. Overall
Using translucent, glass-like dice to represent details of a stained glass window is a cool nice idea that fits thematically. It doesn't hurt that it all looks quite pretty when finished. Mechanically, Sagrada is straightforward - drafting and placing dice to try and match objectives. The challenge facing players however, comes from managing the obstacles that will impede them. Players will have to take into account both the requirements of their pattern board when placing dice and the placement rules and how they interact with each other. E.g., placing a red die on a blank space orthogonally adjacent to a red space on their pattern board will mean now that no die can be placed on the red space - because it will be adjacent to the already placed red die. Leaving spaces empty like this will cost players VPs. It means players will need to anticipate which dice they place to avoid pitfalls such as this. They will need to pay attention to not only which dice they draft but since they draft 2 dice per round, the order in which they are drafted. Additionally, players will need to manage having to draft dice they might not want at that time. This can be difficult because of the rule's placement restrictions. There's also definitely a higher lever of play here that comes from seeing what dice other players will need and trying to gauge which opponents will take which dice and react appropriately. There's not much more to say about Sagrada. I guess some people may not like the low amount of interaction between players which only occurs when drafting dice but I don't have an issue with it. I will add that Sagrada sort of feels a little like a puzzle to solve than a game in itself and some people may not like this aspect. Again, it doesn't bother me. Sagrada is easy to understand with its 'draft and place' mechanics but presents players with a not insignificant challenge: Since the game is played over 10 rounds and players can get 2 dice per round, it is possible to entirely fill a window but I don't think that is a simple proposition. It feels kind of unremarkable as a game because it is so straightforward without bells and whistles or any gimmicks but in practice provides a solid, enjoyable gameplay experience which taxes the braincells a little and pushes players to make tricky decisions. |
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