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Gaming Blog

Bandido - First play!

30/5/2023

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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?
  • Starting tile: This thick tile is double-sided and both sides depict the titular Bandido behind bars. One side of the tile shows 5 tunnels out of Bandido's cell and the other 6 tunnels. That's one busy guy no matter which side you look at.
Picture
Here's the cheeky chappie himself.
  • Cards: The game's set of cards are a curious oblong shape.
    Each card will depict tunnel, this might be a simple straight or bend or might be a more complicated junction.
    Additionally; some cards will show a hand holding a flashlight, essentially represent a discovered tunnel that has been blocked-off, in other words; dead-ends.
Picture
A sample of cards.
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
  • Starting tile: Put the starting tile in the central playing area, select the side with 5 exits or for a supposedly harder game select the side with 6 exits. There didn't seem a discernible difference in difficulty as far as I could tell.
  • Cards: shuffle the cards into a face-down deck and deal 3 face-down to each player. Players should keep their hand secret from other players.
  • First player: Determine a starting player.

​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.
  • Play card: The active player must play a card from their hand with the following criteria.
    • Orientation: When playing a card, it can be rotated to any orientation and must be adjacent to the tunnel from at least 1 other card or starting tile.
    • Honour connections: When playing a card, it must honour all connections that it is placed adjacent to, that is, it must connect to all tunnels.
      The placed card cannot cut off a tunnel. If this would occur, then that card cannot be play in that way.
    • Cannot play: If for any reason the active player does not have a card they can legally play, then they must place their entire hand at the bottom of the deck and draw new hand of 3 cards, their turn is now over.
  • Draw card: After playing a card, the active player draws back up to a hand of 3 cards.
  • Next player:  Play now progresses to the player on the active players left.

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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Tumble Town - First Play!

9/5/2023

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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?
  • Dice: Tumble Town comes with a hundred dice! That's right; not ninety dice, not one-hundred-and-ten dice but exactly one hundred dice, now that's a statement about dice!
    These are normal six-siders and come in 4 colours; brown, grey, black and gold. Each colour represents a different type of building material that will be used to construct the buildings that will populate a players town.
Picture
Dice and more dice!
  • Dice Tower: A western themed dice tower comes with the game.
Picture
Western themed dice tower.
  • Cards: Tumble Town uses various types of cards.
  • Building plans: Most of the game's cards are building cards. There a 3 levels or tiers of building plans.
    • Card info: Along the top of each card is listed its victory point (VP) value and name as well as a symbol which also scores off of certain cards (Called a style icon.).
    • Building requirement: Each card features a building (SIC), only the building is made of dice of various colours! Above the illustration of the dice-building are further requirements for building it.
    • Background: The dice-building is set against a sort of Mojave desert background which can also contain various features from cacti to water towers, these are more than cosmetic and can become scoring opportunities.
    • Power: At the bottom part of the card it will list what benefit the completed building provides the player. This may be a in-game bonus or a scoring opportunity.
    • Double-sided: Finally; building plans are double-sided. The other side (The face-down side if you will.) shows 2 pieces information.
      Firstly it shows what and how many dice are drafted when drafting a building plan of that type (More on this later.). It also show which of the 3 tier the building it is.
Picture
The 3rd tier buildings tend provide scoring opportunities while the other tiers provides bonuses.
  • Horse card: No western character or cowboy should be without a trusty horse and Tumble Town delivers in this regard.
    Each horse card is double-sided. 1 side is identical ​on all cards and provides the ability to manipulate a die. The other side features a unique scoring opportunity that scores off of the style symbols as mentioned above.
Picture
Repertoire proves 1VP per horseshoe icon the controlling player has in their town.
  • Plan end cards: There are 3 plan end cards which go with each of the 3 types of building plan cards. They are used to manage drafting dice when their respective deck runs out.
Picture
It's the end.... of the tier 1 deck!
  • Town board: These are essentially player boards and several different sets come with the game.
    Each town board features 'main street' which provides spaces to build 2 rows of buildings. They are given out to players and provide them with ways to create their town to score extra points.
    Additionally; each town board has a storehouse which allows the player to store up to 6 dice and a 'gold pan' which lists how players can manipulate to their benefit.
Picture
The 'easy' town board.
  • Tokens: Tumble Town uses 2 different kinds of round card tokens.
    Dice tokens: When players gain these tokens, they can be spend to gain extra dice.
    Penalty tokens: Players can acquire penalty tokens in Tumble Town and each one will cost -2 VPs!
Picture
Tokens.
  • First player token: Usually I don't bother mentioning the first player token since, well.... it's just the first player token. However, Tumble Town comes with a relatively large cactus shaped first player meeple.
Picture
Yes, I know it's a gimmick but I'm easily pleased!
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
  • ​Drafting area: All the building plans will go into a central drafting area in the centre of the playing area.
    • Plan end cards: Put out the plan end cards in a column with 1 at the top and 3 at the bottom in the central drafting area.
    • Building plan cards: Player count will determine the number of planning cards of each type used.
      Sort planning cards into their respective types, shuffle them into face-down decks and remove cards as required.
      Then place each deck face-down on top of its respective plan end card.
      From each deck deal 4 cards face-up in a line.
    • Dice: Player count also determines how many dice are used. Sort them by colour and remove dice as required.
      Remaining dice should be placed in the central area.
  • Players: Give each player the following which should be setup as described.
    • Town board: Select which set of town boards to use and give one to each player.
    • Horse card: Shuffle the horse cards into a face-down deck (That being with the scoring side face-down.). Randomly deal 1 to each player. Players are free to look at their horse card but they should keep the scoring criteria hidden from their opponents.
    • First player: Determine a starting player.
    • Starting dice: Players now draft their starting dice, this depends both on player count and position in the turn order.
      Note: Whenever a player acquires any dice for any reason, they should be immediately rolled.
    • Setup: Players should put their town board in their personal playing area. Then they should place their horse card below the town board at the midpoint between the left and right edges. Finally place the dice that were drafted (And rolled.) on the available warehouse spaces on their town board.

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.
  • Draft card: The active player may take any building plan from any of the rows. They then place the card to the left of their horse card - all unconstructed buildings are placed left of their horse.
    Once a card has been drafted it is replaced by a card from it's corresponding deck unless depleted.
  • Draft & roll dice: The active player now takes dice as indicated by the back of the card from the deck of cards on the row where they drafted the card. If that deck is empty, then the plan end card will indicate what dice they can take. If there are not enough dice, then they draft what they can.
    Remember, when dice are drafted, they are immediately rolled.
  • Construct buildings: The active player may now construct ​any number of buildings they choose to, provided they can meet the requirements.
    • Requirements: All buildings have 2 types of condition that must be met in order to construct them.
      Shape & colour: Each building plan will display the shape of a building using a number of dice with specific colours. The player must have that number of dice in that colour to construct that building. E.g., a building may need 2 grey and 2 black dice or 3 gold dice.
      Values: The top of the building depicted on the building plan will also display the values that these dice must have. E.g., this might mean all dice must be even or total value of dice must be less than 20 and so on.
    • Poor construction: The active player may create a poorly constructed building if they so choose but it comes with a cost of having to take one or more penalty tokens.
      Ignore colour: The active player cannot ignore the number of dice required to construct a building but may ignore the colour condition. However, EACH die that does not met the required colour means the player must take a penalty token.
      Ignore value: For EACH die that does not match the required value, the active player must take a penalty token.
      Remember, every penalty token acquired loses a player 2VP each.
    • Move building plan: The building plan card of any constructed building should now be moved to the right of the horse to indicate so. Any power it posses becomes immediately available to use. Speaking of powers....
    • ​Powers: All building plan cards have 3 types of 'power'.
      Some powers only activate at the game end. Typically, these provide avenues to scoring VPs.
      Others are triggered only once when the building is constructed.
      Finally, some powers can be used once round. Powers are used during this phase.
      Gold pan: Additionally, players may also use the gold pan abilities. This means a player may discard to 2 dice of the same colour or same number to get 1 or any other colour. They may also discard a single gold die to get a die of any other colour.
  • Place construction: During this phase the active play now places the dice used for the constructed building on to spaces on either side of main street on their town board in the shape depicted on that building's plan card.
    Positioning dice on the town board can be important as many spaces will have conditions that if met, will provide bonus VPs.
    Mirroring: It should be noted that buildings can be mirrored - that is the relative positioning of the dice that make up the building can be flipped from left to right - which can prove advantageous to gaining VPs.
    Store/discard dice: Once the active player has finished construction they must store any remaining dice on their warehouse. If they have more dice than warehouse space then they must choose dice to discard until they are at their limit.
  • End of turn: Place now progresses to the player to the left of the active player who now becomes the new active player.

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.
  • Constructed buildings: VPs will be earned from constructed buildings.
  • Powers: End of game powers on cards can also score VPs according to their requirements.
  • Horse card: Players should reveal their horse can and score it's requirements.
  • Penalty tokens: Each penalty token acquired by a player will lose them 2VPs.

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.
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Long Shot: The Dice Game

2/5/2023

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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?
  • Game board: This board sports an oval track in a sort of typical rural setting with 8 lanes. The inner lanes have less spaces than the other ones - this will be important later on.
    There is also a red 'no bet' line, more on this later.
    Off the side of track there are also 3 spaces (And associated prize money.) for the first 3 horses to finish the race.
Picture
Ready to race!
  • Horse tokens: There are 8 horse tokens in 8 different colours.
    While these wooden tokens are not particularly horse shaped each one does feature a cartoony illustration of a racehorse. Additionally each horse token displays its 'number' both on the top and on the side.
Picture
Horse tokens as viewed from the side.
  • Horse cards: There are 2 sets of horse cards,  both sets have 8 card numbered 1-8 with each card corresponding to a horse token.
    They contain information on their respective horse, including:
    Purchasing cost, in the top right corner.
    Special ability in the centre.
    Odds to win along the right edge of the card.
    'Secondary movement bar' along the bottom. This bar will have a spot for each of the other 7 horses and some of these spots will be filled in by default. What is the secondary movement bar? More on that later.
Picture
Nitro Nellie for the win, probably not according to those odds!
  • Dice: Unsurprisingly for a game called Long Shot: The Dice Game, it comes with some dice, 2 to be precise.
    • Movement die: This is a six-sider but is numbered 1-3 twice instead of 1-6.
    • Horse die: This die is eight-sided and each side/colour corresponds to one of the eight horses.
Picture
Dice!
  • Starting cards: A start card is given to every player and each one provides some asymmetrical starting setup, they are used in conjunction a player board. 
Picture
Example of a starting card.
  • Player boards: One of these is given to each player. They look quite busy and display quite a lot of information.
    • Concessions: Shown along the left side the board is the 4x4 'concessions' grid, this means there are 16 'spot' on the grid with 2 matching each horse. During the game players will have the opportunity to cross spots off of this grid to gain one of the bonuses listed below the grid.
    • Horse info: In the central area there are 8 numbered and uniquely coloured lines, each line contains information pertinent to the relative horse. This includes whether the player has the helmet/jersey for that horse
      Bets: The other part of the horse info is concerned with betting and odds. 
      A space is used to track how much they have bet on that horse. Related to the betting and further along it shows the odds that pay out for it finishing in 1st to 3rd position. This matches what is shown for that horse its horse card.
      Thus the number 5 horse has 1st place odds of 7/1, 2nd place odds of 6/1 and 3rd place odds of 5/1.
    • Lucky horseshoe: Each player board has 3 horseshoes, these can be used to change the options available to a player during a turn, more on this later.
    • Cash in hand: On the right side of the board is a space actually showing cash in hand which is used to track how much cash the player has.
    • Score tracker: Finally, in the bottom right corner are some boxes to track player winnings at the game end.
Picture
A player board with setup from a starting card added.
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
  • ​Game board: Put out the game board into the central playing area.
    Horse tokens: Put out the horse tokens in their starting positions on the track.
    Horse cards: Select 1 of the 2 sets of horse cards or alternatively, cards can be chosen from both sets - provided only 1 of each number gets selected.
    Then put out the cards face-up into the central playing area.
  • Players: Give each player a player board.
    Starting cards: Shuffle the starting cards into a face-down deck and randomly deal 1 to each player.
    Each player should then mark off their starting setup on their player board as dictated by the starting card. This will include marking off some spots on the concession bids and adding a couple of starting bets on their board.
    Finally, each player should note $12 in the allotted spot.
  • First player: Determine a starting player.

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.
  • Roll the dice: The active player rolls both dice at the same time. This will determine which horse moves and how many spaces it moves.
    ​Move horse: Take the horse token that matches the colour/number that was rolled on the horse, then move it a number of spaces forward that is indicated on the movement die (Which will be 1-3 spaces.).
    Secondary movement: Now check for secondary movement.
    Look at the horse card that matches the horse that was just moved and check which other horses have been marked off on the secondary movement bar: All marked off horses should be moved forward 1 space.
    Finishing: After a horse has crossed the finish line, it should be moved to it's finishing position on the side of the board.
    Finish line: If any horse that has to be moved is already past the finish line, do not move it.
  • Actions: This is where the bulk of the game occurs and each player can perform exactly 1 action from a choice of 5. This is done in turn order with the active playing acting first.
    • Bet: A player may place a bet on the horse indicated on the horse die, this can be for $1-3.
      Finish line: A horse past the finish line cannot be bet on.
      No bet line: As the name suggests, once a horse passes the no bet line it cannot be bet on unless the betting player has acquired that horse's helmet.
      Free bets: during the game, players may acquire free bets, these follow the same rules as usual bets.
    • Buy: A player may buy a the horse that matches the result on the horse die provided it has not already been bought by another player.
      Finish line: Once a horse has crossed the finish line, it cannot be bought.
    • Concession: A player may mark off a spot on their concession grid which matches the result on the horse die.
      When a row or column is completed, the player crosses off one of the bonus boxes below the concession grid and gains its benefit. This may include extra money, a free bet, marking off a helmet or jersey and moving a horse forward or backward. It should be noted that a horse cannot be moved across the finish line this way or in fact moved backwards across it either.
    • Helmet: The player may mark off the helmet for the horse that matches the result on the horse die.
      As mentioned above, this allows the player to still place bets on a horse past the no be line.
    • Jersey: A player may mark off the jersey on a horse that matches the result on the horse die.
      When a horse's jersey is marked off, the player may also mark off another horse on that horse's secondary movement bar. This means there will be more secondary movement when that horse is moved again.
      Additionally; when both the helmet and jersey for a horse has been marked off, the player gains extra cash at the game end.
  • Additional rules: There are some additional rules that can apply during the game.
    • Horse ability: Each horse has a special ability which can be applied during the game. However, only the owner of a horse has access to this ability and choose when and whether to trigger it - although some abilities will have specific timing.
    • Horseshoes: If at any time a player cannot take an action because of the result on the horse die (Because they've taken all the available options for that horse I guess.), then they can cross off a horseshoe to use it as a wild result. This allows them to mark off something for any other horse.
      If all 3 horseshoes are marked off when the player cannot take an action, then they spend their action to clear a mark off of one of their horseshoes.
  • End of round: Once all players have taken their action in turn order, the round is over.
    The die are passed to the player on the left of the current first player who now becomes the new first play. They begin a new round by rolling the die.

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.
  • Finishing place: The owner of a horse earns cash according to its finishing position. This of course only applies to horses that finished 1st-3rd and will earn $15-$35 accordingly.
  • Bets: Players now calculate their winnings from bets from each horse they bet on, this will depend on where the horse finished and how much was bet on it.
    1st - 3rd place: Multiply the bet placed on a horse by its finishing odds.
    E.g., if a horse came in 2nd place and had 2nd place odds of 4/1 and the player had placed a bet of $6, then that horse pays out 4x6; $24.
    No bet line: If a horse has crossed the no bet line but not the finish line, it pays out at 1/1, i.e., the player gets back what they bet.
    Other horses: If a horse has not crossed the no bet line, then the player has lost their bet.
  • Sets: Each matching set of helmet and jersey for a horse that a player has will earn them $5.
  • Cash: Any unspent cash is counted.
  • Abilities: Some horse abilities may also money.

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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