3 Spellcasters and a Dwarf
  • Home
  • Special Effect
    • Special Effect
    • The Final Return of The Indiana Jones Charity Globe Trot
    • The Warlock of Firetop Mountain Challenge
    • Return of The Indiana Jones Charity Globe Trot
    • Bard's Tale Challenge
    • Fighting Fantasy Challenge
    • The Indiana Jones Charity Globe Trot
    • Mirkwood Charity Walk
    • Middle-earth Charity Walk
    • Dungeon Daze
  • RPGs
    • The One Ring
    • The Evils of Illmire
    • Beach Patrol
    • The Surrendered Lands
  • Game Blogs
    • RPG Blog
    • Gaming Blog
  • Painting Blog
  • Contact

Gaming Blog

Love Letter - 13

30/7/2021

0 Comments

 
29th July 2021

Impromptu gaming Thursday on Board Game Arena concluded with Love Letter.

Read my blog about it here.
0 Comments

Roll for The Galaxy

30/7/2021

0 Comments

 
29th July 2021

Thursday is here and it's time for some gaming on Board Game Arena.

If racing isn't your thing but rolling is, then maybe you'll prefer Roll for The Galaxy to the excellent Race for The Galaxy.
​
Roll for The Galaxy is a follow up to the aforementioned game and both are thematically similar. Both games have the same 5 phases (Although not in the same order!) and both are about are about building settlements and developments to create an engine building tableau in order to win.
Mechanically, there are numerous differences though. Roll for The Galaxy uses lots of different dice and dice rolling to manage phases as well as provide workers to build with. Gone is the card-based economy of Roll for the Galaxy.

What's in a game?
  • ​​Dice: Lots of six-siders in a variety of colours, each colour having a different distribution of the game's 6 different symbols.
    ​Players of Race for The Galaxy will recognise many of the elements and colours used below.
    • Home dice: (White.) These are essentially the game's default starting dice. 2 faces show the Explore icon, the remaining faces show Develop, Settle, Produce and Ship.
    • Military dice: (Red.) 1 face on a military die will show Explore, 2 show Develop and 2 show Settle, the final face shows the Wild symbol, an asterisk.
    • Consumption dice: (Purple.) 1 side shows Explore, another shows Develop, 3 faces show Ship and again, the final face shows the Wild symbol.
    • Novelty dice: (Blue.) This die type has 1 Explore, 2 Produce, 2 Ship and 1 Wild face.
    • Rare Elements dice: (Tan.) 1 Explore, 2 Develop, 1 Produce, 1 Ship and 1 Wild face.
    • Genes dice: (Green.) 1 Explore, 2 Settle, 1 Produce and 2 Wild faces.
    • Alien Technology dice: (Yellow.) Finally this die has 1 Develop, 1 Settle, 1 Produce and 3(!) Wild faces.
      Thus, utilising different dice will give players different results and consequently, different options. Some dice are more powerful than others but also rarer and harder to acquire.
  • Player screen: Each player will have a screen to hide their initial dice rolls from other players, these screens also display a condensed list of rules.
  • Player tile: These large tiles have a cup space (To show what goes into the player's cup.), a Citizenry space (More on this later.) and a construction zone.
    The construction zone has a square space each for a development tile and a settlement tile, finally there's also a currency track which goes from 0-10.
  • Phase strip tile: This little rectangular tile has a line of 5 symbols to represent the game's 5 phases.
  • Home world tiles: There are 9 of these home world tiles which are the game's starting tiles. Each home world will have it's own special ability.
  • Faction tiles: These rectangular tiles are twice as wide as home world tiles. Each of these 9 tiles also confers special abilities
  • Game Tiles: These square tiles are double sided and the same size as home world tiles. One side always shows a development and the other a settlement. They also list cost and any special ability or bonus they possess.
    • Developments: Usually give the controlling player some sort of bonus or special action.
    • Settlements: Apart from non-coloured settlements, there are 4 types of settlement; Novelty, Rare Elements, Genes, & Alien Tech. Usually players gain extra dice of those types of dice when constructing settlements, as well as the ability to produce and trade goods of those colours..
  • Tile bag: used to blindly draw random game tiles.
  • Currency meeple: A meeple token used to track currency.
  • Dice cup: Each player will have their own cup for dice rolling.
  • Victory points tokens: Self explanatory.
  • Phase tiles: These 5 largish square titles are used to track phases, each tile is double sided and has a active and inactive face.
The most important component here are the dice, they well made and colourful with clear iconography.
All the games tiles are made of sturdy grey board and are suitably thick.
The currency meeple is a nice little wooden token that matches colour with a dice cup, speaking of which, the cups are made of pretty standard plastic but are easily tough enough to stand up to repeated use.
Finally, the victory tokens are made of standard card token chips and are probably the most average component in the game, which is to say the components are all good quality.
Anyone familiar with Race for The Galaxy will recognise the art style on the tiles. How much of it is new and how much is recycled from Race, I couldn't say. Ultimately though, it's fairly good artwork.


How's it play?
​Setup
  • Put out a number of victory point tokens equal to the number of players x 12, thus 12-60 VP tokens.
  • Put out the 5 phase tiles, inactive side-up.
  • Put the game tiles into the bag and give it a good shake.
  • Randomly deal a faction tile and a home world tile to each player. Place the home world tile on the right side of the faction tile. This forms the player's starting tableau which has a size of 3.
  • Give each player:
    A dice cup.
    A phase strip tile.
    A currency meeple.
  • Each player now blindly draws 2 game tiles from the back. One must be placed on the development space on their player tile and the other on the settlement space, players are free to choose which way round they do it. These 2 tiles are now in construction.
  • All players take 3 white home dice and place it on the cup space on their player tile, then they take 2 more home dice and place it on the citizenry space on their player tile.
  • Depending on their faction tile and home world, players will take extra dice and place them on the cup or citizenry space, or as a good on one of their starting tiles.
  • Put the currency meeple on the 1 space on the player board's currency track.
​On to play.
Roll for The Galaxy is played out over 5 different steps, each player carries out each step simultaneously.
  • Roll: Players take all the dice on the cup space on their player board, places them into their dice cup and rolls them secretly behind their screen.
  • Assign: This sound trickier than it actually is in play.
    From behind their screen, players secretly place all dice into columns below the phase strip spots matching the symbols that were rolled on the dice. E.G., if a player has 2 dice that came up with the development symbol, they must all be placed in a column below the development symbol on the phase strip tile. An asterisk result can be placed under any phase symbol. During this step, any single die can be discarded back to the cup to move another die to any column. The number of dice in a column beneath a phase determines the number of actions the player will gain if that phase becomes active.
    Next, each player takes any single die from any column and places it on to one of the 5 phase symbols on their phase strip tile, the die can be placed on to any phase, regardless of what face the die has showing. This will activate that phase during the phases step.
  • Reveal: Now players move their screens to reveal their dice.
    For each phase chosen by a player, flip the respective phase tile from inactive to active, these are the phases that will be played in this round. The remaining phases stay inactive. Any players who has dice in a column under a phase that is inactive returns those dice to their cup.
  • Phases: This is where the bulk of the game occurs, if a phase is activated by any player, then all players may act in it (Provided they have dice below the pertinent phase. From 1 to 5 phases may be played and they are always played out in the order shown below.
    • Phase I - Explore: When this phase is activated, for each die a player has under the Explore symbol on their phase strip tile, they may blindly draw a tile from the bag and place it on to their tile, because game tiles are double-sided, the player may choose which side to use. However, there can only ever be one development and one settlement in construction at a time, additional developments and settlements must be stacked beneath the respective tiles.
      Alternatively, a player may increase their currency by 2 for each explore die they have.
    • Phase II - Develop: If this phase is activated, each die that a player has under their Develop symbol can be transferred on to the development tile they have in construction. If the number of dice on the tile equals the cost then that development is completed. The completed tile is put into that player's tableau and the dice are returned to the Citizenry space on their player tile.
      If there are not enough dice to complete the construction, then those dice stay there until the construction is completed or abandoned.
    • Phase III - Settle: This works identically to the Develop phase above, only with settlements
    • Phase IV - Produce: If this phase is activated, each die the player has beneath the Produce symbol may transferred to a settlement in their tableau that can produce goods and stays there as a goods die.
    • Phase V - Ship: For each die beneath the Ship symbol, the player may trade goods on settlements for a victory point each or currency. These dice are removed from their settlements and returned to their player's Citizenry space.
      When trading for victory points, players earn more points if the goods dice and/or the trading die's colour matches that of the settlement the player is trading from. Thus a blue planet with a blue goods die and a blue trading die would earn 1+1+1 victory points.
      If a goods die is traded for currency, the colour of the settlement determines how much the player earns; from 3 for Novelty goods to 6 for Alien Technology.
  • Manage Empire: Once all the phases are completed, it's time to do some management. Managers - even in space to you can't avoid them.
    • Recruit: You may have noticed that for most actions, dice are returned to the Citizenry space. In order for a player to gain use of them again, they must pay 1 currency per die, which moves them into the player's cup.
    • Recall: A player may move die used a goods back to their cup for free, they may also move dice from uncompleted developments and settlements back to their cup for free.
    • Flip Phase Tiles: Turn all activated phase tiles over to their inactive side in preparation for the next round.
That's it, play progresses to a new round, now players secretly roll dice and allocate them again.

Endgame
Play progresses until either a player has completed the 12th tile in their tableau, or the supply of victory point tokens has been depleted.
Players now calculate the total cost/value of completed tiles in their tableau and victory points accumulated, furthermore; some developments will have criteria that score players additional points.
All points are tallied, highest score wins.

Picture
Game end.

Overall
Players of Race for The Galaxy (Like me!) will recognise a lot of familiar theme and ideas in Roll for The Galaxy, it's quite clever how this has been achieved, although there are some differences.

For example; in Race for The Galaxy, a player's hand is also their currency, in Roll for the Galaxy though, players have no hand. The game introduces a currency track to replicate this and at first I thought it felt a little superfluous, after all, currency is only used to recover dice from the Citizenry space, then I realised without the need for currency, the decision to choose between a game tile and currency in the Explore phase becomes unnecessary as does the decision to to choose between victory points and currency in the Ship phase.
There is no military score, instead military dice provide extra opportunities to develop and settle.
Curiously, Roll for The Galaxy swaps the Produce and Ship/Consume phases round and trading is now the 5th and final phase. I guess that this decision was taken to make it a little easier to players to produce and then trade goods in the same round?
Additionally, because Roll for the Galaxy is a 5-player game, it possible for all phases to be activated. It's never been possible to activate more than 4 phases in Race for The Galaxy.
Finally; constructing developments and settlements is quite different: In Race for The Galaxy, it's a all-or-nothing affair, either you have the cards to pay for a development/settlement or you don't. Roll for The Galaxy allows player to incrementally pay for them, however, this ties up dice in construction, as a consequence players will have less dice and therefore less choices When rolling at the start of the round.

But enough of talking about another game, let's talk about Roll for The Galaxy.

In Roll for The Galaxy, players will be to some extent at the mercy of the dice they roll at the start of a round. If you're looking to finish constructing a settlement and you get no settlement dice - tough luck!
O
bviously there are rules to mitigate some of this and furthermore, correct usage of the different types of dice (Provided you get hold of them.) at the right time can be helpful and skew results in a player's favour. But on occasion, players will have to react to dice rolls that just don't go their way! Adaptation is the key here. Even so, it can prove frustrating at times when you can't do what you want to. Additionally, acquiring certain types of dice which may push players into strategies they hadn't considered before, 
Another aspect to remember when assigning dice, is to pay attention to what other players have been doing, successfully anticipating another player's choice of action can prove useful and provide extra actions to spend.

Players must balance the need to acquire developments and settlements with the need to produce and trade, this also means balancing the use of limited resources to construct improvements with the need to have actions.
Building an engine is vital, getting the special abilities provided is important, but so is acquiring extra dice to roll, which gives players more choices elsewhere.
Players will want to do all of this as efficiently as possible to outpace their opponents

In short; Roll for The Galaxy always provides players with meaningful decisions.

I'd happily play Roll for The Galaxy again in the future, but given the choice between this and Race for The Galaxy, I'd choose the latter every time. Roll for the Galaxy is a good and fun game but I sometimes find the randomness off putting. If dice games are your thing over card games for some reason, Roll for the Galaxy is definitely worth a look.
0 Comments

Dice Forge - 02

30/7/2021

0 Comments

 
29th July 2021

It's was an impromptu gaming Thursday on Board Game Arena and the next game of the evening was Dice Forge.
Read my blog about it here. 
0 Comments

Martian Dice

30/7/2021

0 Comments

 
29th July 2021

It's a Thursday and we're logged into Board Game Arena for some gaming entertainment.

The first game was Martian Dice, it turns out that in Martian society abducting humans is a highly popular and competitive past time, players take the role of opportunistic Martians, flying around looking for hapless humans to kidnap as well as those old favourites - cows and errrrr.... chickens? Meanwhile, they'll also have to dodge all those pesky Sherman tanks sent by the US Government to harass them.
Caveat: We've only ever played Martian Dice digitially.

What's in a game?
You'll be unsurprised to learn that Martian Dice is a dice game that comes with 13 standard 6 sided dice. All dice are identical and come with the following symbols on their faces.
  • Cow: 1 face on the dice is a cow, a favourite target for Martians. Scores points.
  • Chicken: 1 face on the dice shows a chicken. Scores points.
  • Human: 1 face depicts a human and a shocked looking one too, presumably in the process of being sucked up by a tractor beam. Also scores points.
  • Tank: 1 dice face shows a pesky Sherman tank, the natural enemy of UFOs throughout the universe.
  • Death-ray: Finally, the last 2 faces on the dice show death-ray, useful for dealing with tanks.

How's it play?
​Martian Dice is a pretty straightforward push your luck game and players can continue rolling dice until they choose to or are forced to stop.
  • Roll the dice: The active player initially rolls all 13 dice. Once dice are rolled, the results can be dealt with as follows.
  • Tanks: Firstly, whenever any dice are rolled, all that come up as tanks must be set aside.
  • Decisions: Next, the active player must now choose one set of dice to put aside, when deciding on this they can only set aside dice with matching faces and it must be all of them; thus if the active player rolled 3 death-rays and they want to put aside death-rays, they must put all 3 aside and no other dice.
    Additionally, cows, chickens and humans can only be put aside once each per turn, this means the active player only ever has a maximum of 3 scoring opportunities per turn.
    Conversely, death-rays can always be put aside. Players will need death-rays to see off those aforementioned pesky tanks.
    If for any reason the active player can't set aside dice, (E.g., they rolled all chickens and they've already put aside chickens) then their turn immediately ends and they go to scoring, more on scoring below.
  • Stop or go: If the active player has put aside all 13 dice, their turn ends and they go to scoring.
    Otherwise they can voluntarily end their turn and go to scoring.
    Or they can roll the remaining dice not set aside again, repeating the steps above.
  • Scoring: The first thing the scoring player must do is compare tanks and death-rays that have been set aside, if tanks outnumber death-rays, the heroic US army has repelled the player who scores 0 for that turn. If death-rays equal or outnumber tanks, then superior Martian technology wins the day and the active player is free to abduct their cows, chickens and human.
    The active player score 1 point for each cow, chicken or human dice that they set aside.
    If the active player managed to set aside at least one dice of all 3 types, then they score a bonus 3 points.
  • Turn end: Play then continues with the player to the left.

Endgame
The game continues until a player scores 25 or more points, then the current round is concluded.
Points are tallied, highest score wins.

Overall
This is usually where I blog about what I think of a game, but with Martian Dice, it's a little trickier. This is because at the time of writing, we've only ever played the game digitally and the version of Martian Dice we played on Board Game Arena appears to be quite broken!
Why?

In a word (Or acronym.); R.N.G. - random number generation. Computers can't actually, truly, generate numbers randomly, they can only do an approximation of it and any game that contains any random element will be affected by this to some lesser or greater degree - and that's probably most tabletop games on Board Game Arena!
So why am I singling out Martian Dice?

In game that's only about throwing lots of dice, when the randomness does go skew-whiff, it can become readily apparent. Look at the examples below.
Picture
On the 1st roll of 13 dice, 2 tanks and 5 death-rays came up, the player set aside the death-rays. On the 2nd roll, all 6 remaining dice came up as death-rays. Player's turn ended as they had to set aside the death-rays and had no remaining dice to roll.
Picture
On the 1st roll of 13 dice, 7 tanks came up! The turn immediately ended since there were only 6 dice remaining and they wouldn't be enough to deal with the tanks even if the all came up as death-rays.
I don't know the odds of the rolls that occurred above, but they must've have been very long. These kinds of results weren't particularly uncommon either, every few rounds something would pop up that just looked too improbable.
This skewed randomness did however, generally appear to affect all players equally which mitigated it somewhat, but it did alter the way we played the game.

Anyway back to my conclusion.

Martian Dice really only ever gives players 2 decisions to make.
What dice shall I keep?
Should I continue my turn or not?

Luckily, at least 1 of these decisions is generally always a meaningful decision.

Players will only get 3 scoring opportunities per turn, they'll sometimes be faced with the decision of scoring fewer points now and locking out that scoring type or hoping to get a better result later at the risk of getting 0 points. It can put players in a painful predicament - in a good way!

The other key hard decision players will have to make is choosing to put aside scoring dice or death-rays to battle tanks, especially as invariably a couple of tanks will have turned up.
Go for the points now and hope to be able to deal with the tanks later?
Or deal with the tanks now and hope points will turn up on another roll, albeit one with fewer dice?
Perhaps a player will get lots of death-rays early on; they could put them aside to deal with tanks that will appear in later rolls, on the other hand, putting aside this many death-rays lessens the chances of getting scoring results.

Finally players will frequently have to decide whether to push their luck or not. Because of how the scoring mechanism works, it obvious when there's no point pushing on and when it's got a chance to score more points. The question is; is it worth the risk? Sometimes players will have to roll because they've got too many tanks in play, other times - well getting just one of that type a player hasn't got would score 4 extra points! However, if the tanks and death-rays set aside are close in numbers, an unfortunate roll will bust they player.
All of these decisions will of course be contextual, but the game gives players a fairly clear risk/reward choice to make.

Martian Dice is a light, quick to learn and play, luck-based (sic) game, it definitely has some nuance and strategy but it will also appeal to fans of push your luck mechanics.
If you want a game not too taxing on the grey matter and works as a filler, Martian Dice could work well for you. We found it a good finisher at the end of an evening of play.
0 Comments

Port Royal - 13

28/7/2021

0 Comments

 
28th July 2021

Impromptu gaming Wednesday at The Sovereigns in Woking was concluded with Port Royal.

Read my blog about it here.
0 Comments

It's a Wonderful World

28/7/2021

0 Comments

 
28th July 2021

We were at The Sovereigns in Woking on a Wednesday for an impromptu evening of gaming.

It's a Wonderful World, where you can lead a idyllic, tranquil life, except It's a Wonderful World is anything but!
​It's a dystopian, industrialised future in which competing factions vie for resources to create the most powerful empires. It's a Wonderful World indeed.

What's in a game?
  • Gameboard: Unusually, the gameboard is long and thin, it's used to track the game's many resources, certain player status' and turn order.
  • Empire cards: These cards are double sided and one is given to each player. Empire cards provide the controlling player with a production benefit and a scoring benefit, they also have a space to stack constructed development cards.
  • Development cards: There are 150 development cards and they each display quite a lot of information, including construction cost, recycling value, value of their victory points and production ability. Production ability is a horizontal line at the bottom of the card - which will remain visible when the card is stacked (More on this below.).
  • Resource cubes: It's a Wonderful World uses 6(!) different types of resource, all represented by coloured little acrylic cubes. They come in grey, black, green, yellow and blue, the final resource is Krystallium which is red
  • Character tokens: These come in 2 flavours, blue which are financiers and red, which are generals.
The gameboard and cards for It's a Wonderful World are of the usual good quality we've come to expect from games today. The same is true of the colourful, translucent acrylic cubes - except for the curiously opaque grey cubes, it guess it's to ensure they remain distinct from one another.
The development cards contain quite a lot of info, but the iconography is consistently clear and they never feel cluttered.
The art used throughout the game is consistently good, colour is also well used, making the game bright and eye catching. It's a bit of a shame that when development cards become stacked, the art is no longer visible.
so a thumbs up for the presentation.


How's it play?
Setup
  • Put out the game board, place all the resources and token on their allotted spaces.
  • Shuffle the development cards into a face-down deck.
  • Give each player an empire card, all players should use the same side (Either A or B.).
That's it for basic setup.

On to play.
It's a Wonderful World is played over 4 rounds and each round has 3 phases, drafting planning and production.
The planning and production phases occur simultaneously and have no turn order
  • Drafting: Start by dealing 7 cards to each player.
    Each player chooses a single card to keep, which they put face-down in their area and passes the remaining cards along to the next player. Once all players have picked and put down a card, all players turn their chosen card face-up (For everyone to see!). Repeat this until all players have chosen 7 cards.
    For rounds 1 & 3 this is done clockwise and for rounds 2 & 4, it's done anti-clockwise. This is a slight variation on a pretty standard card drafting mechanic.
  • Planning: The planning phase is probably where the bulk of the game's play takes place. In this phase, players have two options on how to use all the cards they drafted. 
    Recycle: A card may be recycled (Discarded in other words.) for whatever resources it's recycling value provides. These resources can be used immediately to contribute to or complete the construction of another can if possible.
    Build: If a player decides to build a card, it is played face-up in their area and is considered in construction until the controlling player can pay all of its construction cost.
    A development card that is constructed is placed on to the controlling player's stack on their empire card.
  • Production: In this phase, all players will acquire resources according to their empire card and constructed development cards.
    There are several steps in the production phase, repeated 5 times over in total! Once each for all of the game's 5 main resource types (The 6th resource, Krystallium cannot be produced in this manner.), each resource is dealt with individually in the following order; grey (materials), black (energy), green (science), yellow (gold) and blue (exploration).
    Produce: Starting with grey, each player acquires a number of grey cubes equal to their empire's grey cube production (The sum of their empire card and constructed development cards.).
    Supremacy: If a single player produced more grey cubes than any other player, then they have supremacy in that resources colour and gains a financier token (Other resources will allow a player with supremacy in that resource to gain a general/financier depending on the resource.). What do these tokens do? More on that later.
    Construction: Players now take the grey cubes they've acquired and place them on the allotted spaces on development cards in construction (That need grey cubes.) or on their empire card, they cannot be placed anywhere else or stored. Furthermore construction does not to be completed in a single turn or phase, resources placed on a development card stay until either construction is finished or the card is discarded..
    If a card's construction is completed, it is put into the controlling player's empire card stack immediately. Completed development cards can confer a bonus to the controlling player.
    When cubes are placed on an empire card, they cannot be removed, however as soon as a player acquires 5 resources of any kind they are converted into a krystallium cube, which can be stored on a empire card and used anytime a player wants.
    Once this is all completed for the grey cubes, it's repeated for the black cubes and so on until finally, the blue cubes have been dealt with. Play then goes on to the next round.
There're are couple of other important things to note.
  • Krystallium: These red cubes can be used as a wild colour, some development cards will also have red in their building costs.
  • General/financier tokens: They score victory points at the game end and like krystallium, some cards include tokens in their construction costs.

​Endgame
Once the 4th round has been completed, player calculate their scores.
Some cards will provide a straight victory point score.
General/financier tokens provide a victory point each.
Finally, some cards have scoring combos dependant on other cards or the general/financier tokens.
Points are tallied, highest score wins.


Overall
It's a Wonderful World is fairly straightforward to learn and play, in truth, having to collect resources 5 times over in a round actually sounds a lot more fiddly than it is in practice.
The game's engine-building, tableau-creating, simultaneous-play, card-game style has some similarities to some other games we've played such as Race for the Galaxy. While it has less depth, it's also more accessible, players will have less trouble creating engines and combos.
The game also has a slightly different take on some of these concepts.

Firstly there's drafting; what's interesting here is that players put cards they've drafted into their area face-up during the drafting phase face-up for everyone to see. In high-level play, it's possible for players to try and anticipate what their opponents might be looking to use and keep cards they might want from them.
Fairly frequently in games (Especially euro-games.) a player trying to screw over an opponent can also screw themselves over, but in It's a Wonderful World, development cards can always be discarded for resources, so sometimes in can be a legitimate move.

Secondly; how the timing of resource acquisition meshes with the game's engine building mechanic is interesting and presents an unusual approach to exploiting those engines.
For example; if a player completes construction of a development card that required grey cubes, that card goes straight into their empire's stack and if that card then produces black cubes, then the player will get those cubes when the black resource production phase comes round and they can then be used to complete development cards which require black cubes.
Knowing when to complete which development card and in which order will greatly increase the building efficiency of an empire. Many engine-builders allow players to do a the perform a wider variety of tasks but the simpler gameplay of It's a Wonderful World has a clear and concise gameplay loop, constructing development cards allows players to gain more resources to construct even more development cards to get even more resources and so on.

In round 1, players will probably end up discarding 5 of the cards they drafted for the resources to try and build 1 or 2 of those development cards. This puts players in the classic quandary of deciding what they have to discard and all the cards will be useful in some way.
By the time round 4 arrives however, it'll probably be the inverse, players will be discarding only 1 or 2 cards to try and build 5 in a round as their engine gets stronger and stronger. It's a satisfying experience to watch it at work.

All of this adds up to make It's a Wonderful World feel different enough to justify it's existence. If you like this style of game, it's definitely work a look, I do and I'd happily play it again.
0 Comments

Honshu - 03

27/7/2021

0 Comments

 
27th July 2021

We're gaming on at The Sovereigns in Woking with the Woking Gaming Club.

The 2nd and final game of the evening was Honshu, read my thoughts about it here.
0 Comments

Isle of Skye - 04

27/7/2021

0 Comments

 
27th July 2021

Tuesday had arrived and it was time to join the Woking Gaming Club in The Sovereigns for some gaming fun.

The first game of the night was Isle of Skye, read my blog about it here.
0 Comments

Railroad Ink - 04

26/7/2021

0 Comments

 
25th July 2021

Gaming Sunday on Board Game Arena comes to a conclusion.

The final game of the evening was Railroad Ink, read my blog about it here.
0 Comments

Love Letter - 12

26/7/2021

0 Comments

 
25th July 2021

Sunday gaming on Board Game Arena continued.

The next game was Love Letter, read my blog about it here.
0 Comments
<<Previous

    Author

    I play, I paint.
    ​This is where I talk about what I play.

    Archives

    March 2025
    March 2024
    April 2023
    March 2023
    February 2023
    January 2023
    December 2022
    November 2022
    October 2022
    September 2022
    August 2022
    July 2022
    June 2022
    May 2022
    April 2022
    March 2022
    February 2022
    January 2022
    December 2021
    November 2021
    October 2021
    September 2021
    August 2021
    July 2021
    June 2021
    May 2021
    April 2021
    March 2021
    February 2021
    January 2021
    December 2020
    November 2020
    October 2020
    September 2020
    August 2020
    July 2020
    June 2020
    May 2020
    April 2020
    March 2020
    February 2020
    January 2020
    December 2019
    November 2019
    October 2019
    September 2019
    August 2019
    July 2019
    June 2019
    May 2019
    April 2019
    March 2019
    February 2019
    January 2019

    Categories

    All
    2 Player Only
    50 Fathoms
    Abstract
    Annual Quiz
    Area Control
    Asymmetrical Play
    Auctioning
    Black Hack
    Bluffing
    Board Game
    Campaign Play
    Card Game
    Clockwork & Chivalry
    Cooperative
    Cthulhu Hack
    Deck/Bag Builder
    Deduction
    Dice Game
    Drafting
    Engine Builder
    Hand Management
    Hidden Movement
    Hidden Role
    In Darkest Warrens
    Legacy
    Merry Outlaws
    One Vs Many
    Oubliette
    Party Game
    Programming
    Push Your Luck
    Real Time
    Renaissance
    Resource Management
    Roll And Move
    Roll And Write
    Route Builder
    RPG
    Sand Box
    Savage Worlds
    Set Collecting
    Storytelling
    Tableau Builder
    Team Based
    The Month In Gaming
    The Year In Gaming
    Tile Placement
    Trading
    Traitor
    Trick Taking
    Voting
    Wargame
    Wasted Hack
    WFRP
    Wogglecon
    Word Game
    Worker Placement

    RSS Feed

Powered by Create your own unique website with customizable templates.
  • Home
  • Special Effect
    • Special Effect
    • The Final Return of The Indiana Jones Charity Globe Trot
    • The Warlock of Firetop Mountain Challenge
    • Return of The Indiana Jones Charity Globe Trot
    • Bard's Tale Challenge
    • Fighting Fantasy Challenge
    • The Indiana Jones Charity Globe Trot
    • Mirkwood Charity Walk
    • Middle-earth Charity Walk
    • Dungeon Daze
  • RPGs
    • The One Ring
    • The Evils of Illmire
    • Beach Patrol
    • The Surrendered Lands
  • Game Blogs
    • RPG Blog
    • Gaming Blog
  • Painting Blog
  • Contact