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30th May 2023 It's a Tuesday evening again and that means it's time for some gaming goodness with the Woking Gaming Club at The Sovereigns. Bandido is a wily one!. The sly criminal has finally been caught and sent to jail. But Bandido is never one to rest and soon has found a way to dig tunnels out of his cell. Can the players manage to coordinate in this cooperative card-laying game to stop Bandido escaping? What's in a game?
There's not much to say about Bandido's minimal components. The starting tile is notably thick and chunky in contrast to the cards which feel a touch flimsy - possibly due to their unusual proportion. This is not an issue though and unless the cards are mistreated they will be fine. Bandido's artwork is equally minimal, there's a touch of stylised art for Bandido himself and well.... that's pretty much it other than the illustration representing dead-ends and the tunnels themselves. You could argue that the hand holding the flashlight is an icon, otherwise there's no iconography in the game. Everything is instantly understandable. How's it play? Setup
On to play In Bandido, players are cooperatively trying to stop Bandido from escaping by playing cards to block off all tunnels. The game uses a traditional turn order with the active player resolving their turn before play progresses to the player on their left. A turn plays out as detailed below.
Endgame Play continues until 1 of the 2 following conditions are met. If the deck becomes depleted and none of the players have any cards left to play and there is at least 1 un-blocked off tunnel, then Bandido manages to escape! The player collectively lose. If on the other hand, the players manage to block off all tunnels at any point during the game, then Bandido is trapped. The players immediately and collectively win! Overall
Bandido's theme is sort of stuck-on and perhaps a little offbeat (I mean stopping the titular character escaping!) but it fits the game well enough and will be understood by all players. Whilst the game's rules light, don't be fooled by this simplicity. Bandido is quite a hard game to win. This is especially true when playing at a higher player count. In a solo game, the player will know exactly which cards are available but with 3 companions, it becomes much harder to predict. (One criticism I have of Bandido is that as the tunnel network invariably grows, it may expand in unexpected ways - more than once we've had to shift the entire map because it was going off a table edge - which is a fairly fiddly affair.) There is without a doubt also a degree of luck involved (As is the case with most cooperative games.) which may not appeal to all players but there's also a good chunk of having to think ahead and trying optimise how cards are played. It's hard to resist the urge to play dead-end cards that close tunnels down in the early game but it can be vital that you don't always do this. Management of 'moving' tunnels around the playing area is key to success. E.g., directing tunnels towards each other and connecting them can create 'loops' which essentially closes both. Additionally looping 2 tunnels into 1 then closing it off is equally useful. There are only a limited amount of dead-end cards and using them up too early means they won't be available to use in the late game. It's something players must plan for. Players must also make sure they don't create any situations with card positioning which will render a tunnel impossible to close. Because Bandido is so straightforward, with a easily recognisable goal and accessibility, it's a great game for all the family, more causal players and younger players and can prove a lot of fun. That this is a cooperative game is even better, many cooperative games have intricate systems that must be managed in order to make them work, which not the case here. It's definitely worth trying.
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9th May 2023 It's a Tuesday and we're at The Sovereigns with the Woking Gaming Club again. This means we're in for a rootin'-tootin' time with western themed frontier town building board game Tumble Town. What's in a game?
Tumble Town has quite a few noteworthy components and the single biggest and most important one is the dice: They're well made with nicely rounded corners with deep pips and feel good to handle The dice tower is a large component and unsurprisingly, it's constructed of fairly sturdy card. I guess it's a bit superfluous but since there will be a lot of dice rolling, it does prove useful and looks reasonably nice as much as a card dice-tower can look. Also superfluous is the cactus shaped first player token but again, it adds to the presentation The card tokens are pretty average quality while the cards feel fairly sturdy and have a 'linen' finish. The artwork used particularly on the building plan cards looks a western style is thematically good but straightforward which I think it needs to be as it represents the dice/buildings. This makes the artwork look a little repetitive against the fairly nondescript desert background but again, since objects that appear on the background are relevant to gameplay, it's beneficial to have clear, easily interpreted artwork. Tumble Town uses icons to represent special abilities and scoring opportunities, it also uses colour/shape to represent the different type of building that can be built AND uses letters/symbols to indicate further requirements to constructing buildings. That's not the end of though! The town boards have icons to do with dice manipulation and placement. It seems like quite a lot and initially it will probably have players referring to the rulebook or reference cards. Luckily, it's pretty easily learnt especially since the icons don't all apply to the gameplay at the same time with a split between card abilities and building requirements. Seasoned gamers won't have any problems here. How's it play? Setup
On to play In Tumble Town, players will be drafting cards and dice in order to construct buildings and create the main street of their western town. The game follows a usual turn structure of the active player resolving their actions before play progresses to the player on their left. Each player's turn is broken down into 4 phases.
Endgame The end game is triggered when the supply of at least 2 types of dice drops to 2 or less. Play progresses until players have had equal turns, then goes to scoring. There are a variety of ways to score VPs in Tumble Town.
Points are tallied, highest score wins.... and they can declare themselves.... The Best in the West! Overall
Tumble Town is strong thematically. I like how players construct their town from the dice they draft and it visually builds up over the rounds. It also looks quite eye-catching and has a good 'presence'. Just don't play on a wobbly table or with clumsy players! Mechanically the game is fairly good. It mixes drafting, getting the dice results needed and an element of engine building. I found use of the warehouse crucial, not only will players need to store dice between turns to construct the larger buildings, players will find themselves looking for buildings that match the dice they have stored. Because being able to draft a building and knowing that it can already be built by dice on the warehouse spaces is both reassuring and efficient. While having to use whatever the result is of dice that are rolled is not a disaster by any means, there is a degree of luck involved which can stymie a player - although that is mitigated somewhat by being able to alter or manipulate the dice. Additionally, players don't have to construct a building the turn they acquire it, it's entirely possible to construct multiple buildings in a turn. When it comes to buildings, players will find themselves having to choose between the ones that give them a power or additional resources to improve their engine and point-scorers. It's that classic balancing act between increasing abilities or increasing VP opportunities. There's also the balance of taking building plans and gaining dice. Tier 1 buildings are fairly easy to construct as they generally only require 3 dice - which is how many dice a player gets to also draft in their turn. The tier 2 & 3 plans generally require 4+ dice, additionally the tier 3 plans make a lot of use of the gold dice. Finally, there's also a degree of having to adapt to what dice are available - and consequently the results of what are rolled plus what cards become available. The game is a bit of a race to draft dice and use them well, it makes efficient play important. In the first game played I managed to construct 6 buildings by the game end which nearly completely filled my town board. It means that a game can theoretically be completed in as few as 6 turns if the right dice rolls come up! This makes the game play quickly. I'm not sure how I feel about this relatively short play time. It can feel like the game is over just as it starts to get going and is perhaps a little unsatisfying. But this forces players to think hard about their choices and the aforementioned need for efficiency which is a good thing. While Tumble Town is a sort of light-to-midweight game that has a nice western feel and theme it's probably a bit too obtuse with it's engine building and dice manipulation rules for casual players. Dedicated games who like those mechanics will find enough depth to engage the grey matter. It could be argued that Tumble Town is a little gimmicky with its conceit of using dice to actually construct the buildings but it's a fairly unique mechanic as far as I know and I thought it added to the experience and despite the game leaving me wanting it to go on a a bit more, I found it enjoyable. 2nd May 2023 It's a Tuesday and we're at The Sovereigns with the Woking Gaming Club for a game of Long Shot: The Dice Game. What's in a game?
Component quality throughout Long Shot: The Dice Game is good. While not actually horse-shaped, the horse tokens are chunky, made of wood and feel satisfyingly weighty to handle. The dice are plastic and not wooden (Which is always my preference.), they still feel solid and well made, additionally their icons are not printed and are shaped in relief. Since this is a roll-and-write game, many of the components such as the player boards and horse cards can be written on. They are sturdy as you would expect. As is the race track board. The game also makes good use of bright solid colour, everything is brash, colourful and eye catching. There's also a definite humorous element to the cartoony artwork and illustrations that matches the game's luck-driven light gameplay. The game's iconography is a bit of a mixed bag. The player board is a busy looking affair with lots of stuff presented to the player and definitely can feel a little intimidating. However, in practice, it's not that bad. Much of the information is conveyed through numbers/colours. There are a handful of icons but for the most part they are easily understood after a round or two. How's it play? Setup
On to play Money counts in large amounts. Long Shot: The Dice Game is all about winning the most cash, this is done not just by players only betting on the winning horses but also 'manipulating' the outcome of the race. Long Shot: The Dice Game sort of has a traditional turn order but since players get to act in all other players' turns, it's only relevant for rolling the dice which is done by the active player. Each turn basically has 2 phases.
Endgame Once the third horse has crossed the finishing line and been placed on it's finishing spot, the end game is triggered, the current round is completed and the game then goes to scoring or winnings. There are numerous ways to accumulate cash.
Cash is tallied, highest value wins. Overall
With it's colourful presentation, Long Shot: The Dice Game fits its theme well. Players will be putting bets on horses, then watching and hoping those horses win. While there are various ways to accumulate cash (Buying horse that win! Getting sets and completing concession lines.). Probably the single biggest method for gaining money is betting. There's more to it of course, since players will also have the opportunity to influence the outcome at least to some degree. This means they need to balance their actions between betting and other options. The game provides various avenues to achieving this. Chief amongst these I think, is the secondary movement bar. A player can pick a horse bet on early and heavily, then spend actions marking its number off other horses' secondary bars. This means that the picked horse will move more often when other horses do so. Players can also cross off lines on their concession grid to move horses (Or gain other benefits.). Using helmets in conjunction with the no bet line can provide an alternative way to score big wins on bets. Players can spread their bets and hope to get bets several top 3 finishing horses. and getting helmets for horses is useful here. It allows players to bid on horses right up until their on the finish line and the finishing order is more apparent. One last thing to mention is the odds, the lower numbered horses on the inside of the track have to move less to pass the finish line, this is reflected in the odds, which are shorter for these horses. The number 8 horse (The titular ling shot.) pays out more or less twice as much as the number 1 horse for finishing in the top 3. The provides some asymmetrical opportunities for players and real risk-and-reward mechanics to choose from. While actions other than betting will probably pay out less, it's unwise to ignore them. They are still a source of money, useful benefits and influence over the game. There's also a higher level of play going on; all information is open and it's possible to try and anticipate what other players are trying to achieve. If it seems like another player is betting heavily on a horse for example, other players may also bet on that horse to 'piggy-back' off its success. Long Shot: The Dice Game is a fairly light game that is easily understood and accessible with a theme most people will find relatable. Although, it has to be said that luck and dice rolls can play a big part here; which to be fair, feel appropriate for a game about betting on horse racing. I'm sure that the gambling theme and luck driven gameplay wont appeal to everyone but treat the game as just some fun and not to be taken too seriously (Much like actual gambling I would suppose.), then you'll probably have a good time. I found it to be a lightweight but enjoyable experience. |
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