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Gaming Blog

Chromino - First Play!

31/7/2022

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31st July 2022

It's a Sunday night and we're logged into Board Game Arena for a evening of gaming entertainment.

Chrome: A reference to colour (Not the browser!).
Ino: The last syllable of 'domino'.
Chromino: Colour domino!

And that's exactly what Chromino is - dominos with colours instead of numbers.

Caveat: We've only ever played Chromino digitally.

What's in the game?
  • Tiles: These tiles are not the usual dominoes though. Instead of having 2 numbers, they have 3 colours. One colour on each end and one in the middle in any combination of 5 colours.
  • Wild tiles: There are 5 wild tiles, these differ from the normal in that their centre spaces contain 'wild' colours which can be used as any colour.
  • Bag: The physical version of the game also comes with a draw, that tiles are blindly drawn from.

There's very little to be said about the components here. No artwork is used, only 5 colours: blue, green, purple, red and yellow. These are bright plain colours too with no symbology to help colour blind players distinguish between them, which seems like a bit of a omission by today's standards.

Only 1 icon is used in Chrominos - which is the 'wild' symbol that always appears on a white background in the centre space.


How's it play?
Setup
  • Starting tile: Randomly draw one of the wild tiles and place it into the central playing area.
  • Players: Each player should randomly draw 8 tiles from the remaining tiles, keeping them hidden from other players.
  • First player: Determine a starting player.

On to play
In Chromino, players take turns playing tiles from their hand with the intention of emptying their hand first and thus winning.
On their turn, the active player will perform 1 of the following actions.
  • Play tile: If the active player can play a tile, they must do so, however, there is a specific rule when doing so.
    2 contact rule: When a tile is played, it must be placed orthogonally adjacent to another tile already in play and at least 2 of its colours must orthogonally touch matching colours. Mismatched colours cannot touch. A wild symbol counts as any colour and this applies to a tile in play or about to be played.
  • Draw tile: If the active player cannot play a tile they must draw a new one.
    If the tile they drew can be played, then it must be played.
    Otherwise the new tile is added to the player's hand.
  • Next player: Once the active player has played or drawn a tile, play progresses to the player on their left.

Endgame
When a player has only 1 tile remaining in their hand, they must shout "Uno!", or more sensibly just announce this is their last tile to all other players and then turn that last tile face-up for all to see. Play then continues normally. 
A new rule is introduced when a player has a only 1 tile left; which is that the last tile a player puts down cannot be a wild tile. If this would be the case, they must draw a new one instead.

Then, when a player places their final tile, the current round is concluded and any players who have placed all their tiles are declared winners.


Overall
From the brevity of the rules description, it's apparent that Chromino is a light game, which is no bad thing, it makes the game easy to learn and accessible to non gamers. It is after all, dominoes.

For me though, this level of simplicity makes the game unengaging.
I know there's a touch of strategy to be found from watching other players, possibly seeing which colours they're having trouble matching and trying to put those colours out to stymy them.
Also, when a player reveals their last tile, opponents will get an idea on how to block it but truth be told, it will also rely on luck to use these strategies.

This brings me to my main issue with the game: It's just very heavily dependent on luck more than anything else.
They'll be times when someone won't be able to play anything and will just have add a tile to their hand. This becomes even more frustrating when you watch an opponent then play a tile, this now means there's now a 2-tile difference between you and them - which in Chromino can be quite a lot.
And this seemed borne out in play. Often there would be a player - who through no fault of their own would have 2 or 3 more tiles than their opponents. Usually it meant they would never be in the running to win.

So unengaging and frustrating is how I would summarise Chromino.
​I'm not sure who would like it, fans of heavier games will shy away from this and more casual players will probably gravitate to more traditional games.
However, if you want a lightweight game a bit like dominoes... well you could just play dominoes.
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Escape: The Curse of the Temple - First Play!

26/7/2022

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26th July 2022

It's Tuesday! That means it's time to meet up with the Woking Board Gaming Club at the The Sovereigns.

Time to steal the idol... and escape, Indiana Jones has nothing on this real-time, cooperative dice game, well at least until those crappy rolls inevitably turn up!

What's in a game?
  • ​Tiles: The game comes with about 20 tiles, they depict various different kinds of underground sandstone chamber from a top down view. There are several different types of tile but all of them display a number of exits and also show icons of some sort.
    Main tiles: This includes the beginning tile and the escape tile, it also includes gem tiles, more on gem tiles later.
    The backs of each of these tiles feature 2 adventurer icons, also more on icons later.
    Gem depot: This is not a game tile per se and is used to store gems and track the amount which get used.
    Basic tiles: These are the most common type of tile; as well as a pair of icons they also feature an entrance (Stairs.) and exits. They are for the most part empty but some contain 'gem spaces'.
    The backs of these tiles also feature 2 adventurer icons
  • Gems: Basic acrylic tokens in translucent green.
  • Meeples: There are 5 of these suitably fedora-wearing meeples, one each in every player colour.
  • Tokens: Circular card tokens, again in each player colour. These are used to quickly identify which meeple belongs to which player.
  • Dice: Lots of dice! 25 to be exact and enough to give each player 5.
    These are not normal six-siders and all the numbers have been replaced with symbols which match the symbols found on tiles. The symbols are:
    Adventurer X2: A green man running away (Presumably from a giant boulder?) while carrying a whip!
    2 sides on each die has the adventurer icon.
    Key: A blue key icon.
    Torch: A red torch icon.
    Gold Mask: A grinning gold icon.
    Black Mask: A leering black mask, the black mask result on dice is bad news.
  • Soundtrack: Yep! The game comes with a soundtrack, it serves as the game's countdown timers for the game's 3 rounds and it also plays atmospheric, moody ambient audio!

Escape: The Curse of the Temple has good quality components. The tiles all feel suitably thick and sturdy. The acrylic gem tokens are kind you see in a lot of games which use them to depict gems, they are a sparkly, pleasing shade of green though.
The bespoke dice and meeples are wooden which is always a nice touch.

There's not much art to speak of, the tiles show flagstones and that's about it. It's clear artwork that does not get in the way.

About half a dozen icons are used throughout the game, luckily they most relate to the dice and there's never a need to refer to the rules - which is a good thing since this is a real time game with a countdown.


How's it play?
Setup
  • Tiles: Put aside the Start and Exit tiles, then shuffle all the remaining tiles into a face-down stack. Finally shuffle the Exit tile into the bottom 4 tiles in the stack.
  • Start tile: Put the Start tile into the central playing area, since it has two doorways, reveal and place 2 tiles from the stack and place them adjacent to the starting tile with the stairs connected to the exit from the start tile.
  • Gem depot: Depending on player count, place 7-16 gems on the gem depot tile. 
    Also place 2 gems adjacent to the gem depot tile, these 2 gems can be very important later on.
  • Players: Give each player the token and meeples in their colour, then give each player 5 dice for their personal use.
    ​Each player should then place their meeple on to the starting tile.
  • Soundtrack: Prepare the soundtrack.

On to play
In Escape: The Curse of the Temple players are collectively attempting to explore a lost temple to find the exit and escape before becoming trapped.
It's not so simple though; not only must they find the exit, they'll also need to activate the gem tiles and spaces to make their escape possible.
The game is played over 3 rounds and does not use a typical turn structure. Instead, turns are actually synchronous, in other words, players perform all their actions at the same time and in real time!
This involves all players rolling their dice and resolving their actions simultaneously. How is this all done? Read on.
  • Soundtrack: Begin the soundtrack, the clock is now ticking.
  • Roll the dice: When a player wants to undertake an action it is resolved by rolling dice, getting a required result will then complete that action. This usually means get at least 2 specific symbols on the dice.
    Rerolls: Players are free to reroll their dice as much as possible (And will have to do so nearly all the time!) to resolve an action. However, that brings me to...
    Black masks: Any time a die gets a black mask result, it becomes locked. A locked die cannot be rerolled or used for anything. When this happens (And it will happen.) the affected player should leave the die showing the black mask. Luckily, we come to gold masks...
    Gold mask: When a die comes up with the gold mask result, the player can use it to unlock up to 2 black mask locked dice. Very useful!
    Set aside: After making a roll, the player may set aside a dice on any face for later use. A player may also change their mind and reroll dice set aside in a later roll.
    A good example of setting aside would keeping a gold mask result in anticipation of getting a black mask later.
    Aid: If 2 or more meeples are on the same tile, they may help each other by contributing die results to the other player's action.
    A player can even use a gold mask of their own to unlock another player's locked dice.
  • Actions: There are several actions each player can perform, which they can do in any order as required.
    Move: The player may attempt to move their meeple into an adjacent tile. The tile they are moving on to will show 2 icons that will need to be rolled. Typically this involves a green adventurer and 1 other icon - sometimes another green adventurer.
    After matching the icons, the player can move their meeple into the relevant tile.
    Explore: If the player wants to move their meeple through a doorway that does not yet have a tile, they must get a result with 2 green adventurers on their dice.
    Once this is completed, they flip a tile from the stack and place it adjacent to the doorway they want to go through.
    When adding new tiles to the playing area, the doorway with the stairs is always used to make the connection.
    ​Gems: Some of the basic tiles have space for a gem and number of the main tiles will have 3 gem spaces (For 1, 2 or 3 gems.).
    What's important about gems? Well, they need to be removed from the gem depot tile and put on the gems spaces on the tiles in order to allow the players to escape.
    How is this done? next to a single gem space will be a torch symbol and a 4. As an action, if a player gets 4 torches on the dice, they can move a gem from the depot tile to the space on their current tile.
    For the tiles with 3 gem spaces, 1, 2 or 3 gems can be shifted, however, only 1 of those spaces can be used on a tile. Furthermore, it gets harder to achieve  to move more gems. E.g., it takes 10 torch symbols to shift 3 gems, which is impossible for a single player and requires a group effort - probably with 3 players!
  • Turn of fate: This action does not require rolling dice, it does however, require unanimous agreement from all players.
    When this action is triggered, it allows all players to reroll all locked dice. It's a powerful move that can free up a lot of dice but it comes at a cost. One of the 2 gems that were put adjacent to the gem depot tile must be added to the tile, thus making escape harder.
    Since 2 gems were put to the side, this can be done twice in a game.
  • End of round: When a gong plays on the sound track, it marks the beginning of the end of the 1st round. All players must return to the starting tile before countdown expires and a door shutting sound plays.
    If a player gets back in time, nothing bad happens.
    If a player fails to get back in time, then they permanently lose 1 die for the rest of the game!
    2nd round: The second round now begins and is basically a repeat of the 1st round, players must again move, explore and shift gems until this time 2 gongs play and must return to the starting tile or suffer the same penalty.
    Even if the exit tile is discovered in the first 2 rounds, at no point can the players use it to escape in those rounds. Which brings me to the 3rd round and the endgame.

Endgame
When the 3rd and final round begins, all players must get to the exit tile and successfully perform the escape action.
  • Escape: Obviously this action can only occur in the 3rd round and when the player is on the exit tile. They must then roll their dice to escape.
    The player must get a number of key results equal to the remaining number of gems on the gem depot tile, plus one! I.e., if the gem tile is empty, they still need at least 1 key. If there were 3 gems on the tile, they would need 4 keys.
    What makes this worse is that players cannot help each other in the final escape. Players can only use their own dice, which is why losing dice in the first 2 round can be really bad as can having too many gems remaining on the depot tile.
  • Boon: When a player escapes they may give exactly 1 of their dice permanently to another player as assistance.

The soundtrack has a total countdown across all 3 rounds of 10 minutes.

If one or more players are still in the temple when the countdown has finished, then they collectively lose the game.
If all the players have escaped before the time runs out, then the players collectively win!


Overall
I'm going to start by saying that I'm a bit ambivalent towards real time games.
I've played some good ones and can see how they have their place in gaming but for me but broadly speaking, it's not why I like and play board games. I like to think out my decisions and choices at least a little bit.
Add to the mix a push-your-luck dice mechanic and you've a game of a lot of quick frantic rolling. You really don't want to roll those dice off the table!

Having said all of this, I think Escape: The Curse of the Temple is a solid game and there's a lot to like about it.

Firstly, rules and theme mesh together well. Chucking dice as quickly as you can to escape feels good.

The synchronous dice rolling is a clever little system.
Generally real time games are always trying to impress upon players that they're up against the clock, this can be a little jarring in a game where players are having to wait for another player's time to run our and get their turn. By having synchronous actions, it heightens the sense of urgency as everyone is in it together.

Being able to provide assistance another player on the same tile is equally clever. It's an elegant mechanic that also feels organic and makes sense.

This means it would seem like a good idea to have players explore the temple as a group, it would make shifting gems and unlocking dice easier...
But there's a couple of rules that throws a spanner into that strategy.

Firstly; exploring as group can slow down that exploration. Players can't escape if they don't shift enough gems or find draw exit tunnel from the stack.
Secondly; players will want to avoid creating single long corridors, they will need to return to the starting tile twice and the further away they are from it, the further it is to get back.

This will force players to split up or go in pairs or stick close by if they have the option, at least for the first 2 rounds.
This can change contextually when certain tile are revealed or have to be put in play in a certain way or a player get too many locked dice and so on.
Players will have to think quickly and decisively as well as adapt to emergent events.

Escape: The Curse of the Temple obviously has a quick playtime - 10 minutes! That feels a little strange because the setup and explanation time almost feels longer than a single game.
It's reasonably easy to learn, I can't imagine novice gamers struggling to learn the concepts here.
It also not a game to be taken too seriously and leans heavily on luck which is not unusual for cooperative games. Although, even accepting this, a bad run of rolls can sour the experience.
​But treat Escape: The Curse of the Temple as a cooperative, silly, fun, filler of a game and it will be a enjoyable time. So long as your luck is better than mine... much better!
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Love Letter: Adventure Time - First Play! - (58)

24/7/2022

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24th July 2022

​It's a Sunday afternoon and we're in The Sovereigns for some gaming fun.

So this is a sort of First Play!
Love Letter: Adventure time, like 
Love Letter: Batman is a reskin of the original Love Letter. I'm not going to go into any particular detail here and will only list the notable differences. if you want to know more, the blog on original can be found here.

Unsurprisingly, all the art featured throughout the game is sourced from the cartoon and the characters will be recognisable to fans. If you're not a fan, it's quirky and very cartoony-styled gentle parody of the original artwork with a bright palette, a style I find perfectly acceptable.

Annoyingly though, some of the cards have been renamed; 'The Prince' becomes 'Hero', 'Handmaid' becomes 'Companion' and so on.
I know that it's probably a better fit with the show's narrative and theme but it still means that even players who know Love Letter well will be referring to the rules!


Instead of standard hearts or cubes, Love Letter: Adventure Time uses bright, multicoloured acrylic 'gems' to track scores and I have to admit they are pretty nice.


With a couple of exceptions, the rules are broadly speaking, identical to vanilla Love Letter. Luckily, these additional rules don't break the game like some other reskins do but by the same measure, nor do they add anything to it and truth be told, can be easily ignored.
Which is something I would do since I've always found the original Love Letter to have the best implementation of the rules.

So is it worth getting Love Letter: Adventure Time?
​

If you've already got some version of Love Letter; unless you're a completionist or a fan of the cartoon then you can skip this.

However, if you're a fan and don't have a copy of Love Letter, it's a fantastic game and you should definitely get one and this version is a good as any.
In fact if you don't have a copy of Love Letter, you should get one regardless!

Picture
Love Letter: Adventure Time compared to the original.
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In Vino Morte - First Play!

13/7/2022

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12th July 2022

Another Tuesday is here and it means we're at the The Sovereigns with the Woking Board Gaming Club for an evening of gaming fun.

In Vino Morte (In wine there is death!) is a much more depressing phrase than in vino veritas but is this a more depressing game?
​Well... since it's about poisoning your friends to death, I'll let you decide...

What's in a game?
  • Cards: The game uses a deck of 16 cards; half depict a bottle of wine and the other a bottle of poison.
That's it for components, this is going to be a very short full game blog!

The cards are a standard quality you'd expect from a modern game. Like all games from Button Shy Games, this comes packaged in a wallet.

The 2 pieces of artwork used for In Vino Morte have a sort of flat colour illustration style, it looks bright and pleasant.

There's no iconography or text in the game and it's only 2 images contain a bunch of grapes or a skull & crossbones. It's all self explanatory.


How's it play?
Setup
  • Dealer: Determine which player should be the dealer and give them all 16 cards.

On to play
Each round, cards representing wine will be dealt out to all players and may or may not contain poison.
The objective is to avoid drinking the poison and stay alive and last player standing is the winner.
  • Deal cards: The dealer does not shuffle the cards, instead they keep all of them in their hand and decides which cards to give out.
    The dealer should then give 1 card face-down card to each player, including themselves.
  • Drink or swap: Starting with the player to the left of the dealer, in turn order, each player must choose whether to drink the wine or swap their card.
    Drink: If the player chooses drink, they must flip their card and deal with the consequences.
    If it shows wine, then they survive the round.
    If poison is on the other side, then that player is eliminated from the round... Ohhh... nasty!
    ​Swap: With this choice, the player swaps their face-down card with any other player who also has a face-down card.
    Neither card is revealed at this time.
  • End of round: Play continues until each player except the dealer has chosen to drink or swap - the dealer never makes the choice.​
    Then, one-by-one and in turn order, each player - ending with the dealer - flips any card that's face-down and is either safe if it's wine or eliminated if it's poison.
  • Next round: The first player to the left of the dealer who is still in the game collects up all 16 cards and a new round begins with the new dealer giving out cards to the remaining players.

Endgame
Play continues until only 1 player remains and they are declared the winner.

Overall
There's not much I can say about In Vino Morte other than it's probably the most unalloyed, unfiltered bluffing game I've played.
It's simplicity and accessible rules make it a game of guessing and second guessing, players must try and anticipate what their opponents' motives will be.

However, there's definitely a peculiar quirk and asymmetrical gameplay at work here.
When a player is the the dealer, they'll have the opportunity to notably alter the playing time. E.G., The more poison cards the dealer doles out, the more players will be eliminated. A bold dealer could give out poison to all other players and see where it goes for example! I imagine it will present dealers with some intriguing propositions.

In Vino Morte also has player elimination which is something I'm not fond of and usually consider a bad thing. Luckily, the game is almost a spectator sport and even when you're knocked out, it's still fascinating to watch how the remaining rounds will play out. It helps that it's also a pretty fast game to get through.

With a quick play time and easily understood rules it can make a great little filler or party game, especially since it plays up to 8 - provided of course that the players like this type of game.

If you don't like bluffing games, then this is one to avoid; but if you do, then you'll probably love In Vino Morte and it's definitely one to try.
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Raccoon Tycoon - First Play!

6/7/2022

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5th July 2022

It's a Tuesday and we're at The Sovereigns with the Woking Board Gaming Club for an evening of gaming.

​The world of Victorian anthropomorphic railroad magnates is a cutthroat one in this game of acquiring train lines and towns. Buy low and sell high to become the... Raccoon Tycoon!

What's in a game?
  • Game board: The game board background depicts a idyllic rural landscape with the beginnings of a burgeoning industrial age.
    The board is broadly speaking divided into 2 halves. The top half has 6 tracks for the game's 6 commodities while the bottom half features spaces and tracks for railroad cards, town cards and building tiles.
  • Cards: Raccoon Tycoon has several types of cards:
    Price & Production cards: Each of this type card has 2 halves. The top half with a blue background is for price and pushes up the value of the variously depicted commodities while the bottom half with a red background displays various commodities that the player can produce/acquire.
    ​Railroad cards: These cards feature anthropomorphic artwork, cats, dogs, bears, foxed and of course raccoons.
    In the bottom-right corner is the card's initial price (Railroad cards are acquired via auctioning) while the centre-bottom shows a series of numbers. These are VPs related to set collecting, thus the more copies a player has of a certain set of railroad cards, the more VPs that set is worth.
    Town cards: These cards have smaller illustration that usually depicts some part of the countryside.
    At the bottom of each town card are 2 purchasing costs, 1 is a cost for a specific commodity while the other is for any commodities. The cost for buying a town card with any commodities is always greater that using the required specific commodity.
  • Building tiles. These chunky square tiles depict various different types of businesses and industries. They come in 2 types (Basic and Advanced.) are double-sided and one side is the initial version of a building while the other shows the upgraded, improved version.
    In the bottom-right corner on both sides is the cost, initially to buy the tile, then to flip the tile to the upgraded side. Each tile has a special ability of some sort and the upgraded version is always a improved version of the initial building. Bonuses might include gaining extra commodities or selling more of them, discounts to certain costs etc.
    Additionally, some tiles are marked with a 'B' or a 'P' and basically only one of each can be used in a turn.
  • Commodity tokens: Raccoon Tycoons uses 6 types of commodity and each has it's own token and colour.
    Coal: These black tokens are shaped in a minecart filled with coal.
    Iron: These are grey anvil shaped tokens.
    Luxury goods: These tokens are green bottles, filled with wine I guess? Wine is certainly a luxury good!
    Manufactured goods: Red cubes are used to represent manufactured goods.
    Wheat: Yellow tokens shaped as bundles of wheat.
    Wood: Brown tokens depicting piles of logs.
  • Money: Paper money! Whooo! I like it!
  • First player meeple: I don't usually bother to mention any first player tokens when blogging (Because they're just first player tokens.) but this one is a unnecessarily big token. Basically a gimmick and something I wholeheartedly approve of!

Raccoon Tycoon has excellent production values.
Wooden tokens are used for commodities and first player token which is a good move, they always have a quality to them and also look cool.
The cards (And paper money) have a sturdy feel to them while the tiles are satisfyingly thick.

The game's art direction is also equally high.
Anthropomorphic art is used throughout the game and I've found that it's a divisive style which most people do or don't like. Regardless of your view on this, it's undeniable that the quality of the art is high.
The standouts are the railroad cards which use a oil painting style to display whimsical characterful animals in Victorian clothes.
Curiously, the building tiles use a completely different style, instead displaying line illustrated buildings and subjects with mostly flat and barely shaded colours. It's a striking contrast that should theoretically ​be jarring but actually fits quite well.

Icons used to represent commodities on cards are easily understood. Most other game information is relayed via text which is usually very clear.


How's it play?
Setup
  • Board: The number of cards and tiles used on the board is dependant on player count.​
    • Railroad cards: Shuffle these into a face-down deck on its allotted space on the board and deal 2 face-up cards on to their spots.
    • Town cards: These cards are arranged into a face-down deck by VP value with the lowest value at the top and highest at the bottom. Thus the lower value cards appear earlier in the game.
      Place the deck on it's spot and deal 1 card face-up.
    • Building tiles: Shuffle the basic tiles and put out the allotted amount into the relevant track and discard any remaining basic tiles. Next; shuffle the advanced tiles into a stack.
    • Commodities: Put out the commodity tokens and use 1 each on their pertinent tracker to display their starting value.
  • Price & production cards: Shuffle the cards into a face-down deck and deal 3 face-down to each player.
  • Cash: Give each player $10 starting funds.
  • First player: Determine the starting player. Following on from this each player claims starting commodities in turn order. The first player takes any 1 commodity of their choice, 2nd player taking any 2, etc, all the way up to the 5th player taking 5 in a 5-player game.

On to play
Players are trying to earn VPs in Raccoon Tycoon, this can be done by collecting sets of railroad cards, acquiring town cards to pair with railroad cards and gaining building tiles which are not only worth VPs but can provide avenues to scoring more VPs.
All of this requires money and commodities, players will need to manipulate the commodities market to maximise the profit gained from selling their own commodities while trying limit the profit of other players.

Racoon Tycoon follows a traditional turn order with the active player resolving their action before play moves on to the player on their left.
  • Actions: During their turn, the active player may perform 1 of the 5 following actions.
    • Building tile: The active player may purchase one of the building tiles by paying its cost, which is then placed into their playing area.
      A new building tile is drawn to replace it.
      Note: This action is also used to upgrade a building tile by paying its upgrade cost on the other side and flipping the tile.
    • Price & Production card: The active player may play 1 of these cards from their hand.
      Production: This allows them to acquire exactly 3 commodities from the supply, the icons in the production half of the card indicate which commodities the player can choose from and how much of it they can take.
      Note: Players have a limit of 10 commodities that they can own.
      Price: The value of the indicated commodities rise on their relevant trackers by 1 step.
    • Railroad card auction: The active player may begin an auction on either of the 2 available railroad cards. Their opening bid must be at least equal to the value shown on the relevant card. Others players may then bid or pass on the auction. Once everyone bar 1 player has passed, they win the card. A new railroad is drawn to replace it on the track
      Note: If the active player did not win the card, they can perform another action, this may include another auction.
      Thus the active player's action is not squandered if they did not win the auction.
    • Sell a commodity: The active player may sell exactly 1 type of commodity, however, they can sell any amount of tokens of that type. They earn the listed value on that commodity's tracker per token sold.
      Price crash: Once the commodity has been sold, the value of that commodity drops a number of steps equal to the tokens sold!
    • Town: The active player may purchase a town card, each one has 2 listed costs and the player can choose which one to pay - either the specific commodity cost or a more costly mix of any commodities.
      A new town card is drawn to replace it.
  • Next player: Once the current player has resolved their action, play moves to the person on their left.

Endgame
Play continues until one of the following 2 criteria is met.
  • The last railroad card is auctioned.
  • The last town card is bought.
If either instance, the current round is completed and the game goes to scoring.
VPs come from a variety of sources.

Sets of railroad cards.
Town cards paired with railroad cards.
Building tiles earn 1 VP each.
Bonuses from building cards may also provide additional VPS.

Points are tallied, highest score wins.


Overall
Even without the anthropomorphic artwork, Raccoon Tycoon would be something or a quirky game.
It packs quite a lot of mechanical systems into a single game albeit to a fairly simple level.
A little bit of stock market manipulation, a touch of set collecting, a dash of auctioning and a sprinkling of engine building. It could be a recipe for disaster but in the case of Raccoon Tycoon; the whole is greater than the sum of the parts.
A large part of this I feel is due to the building tiles. Their unique bonuses both provide some asymmetrical gameplay elements and can also give players a bit of strategic direction.
Raccoon Tycoon is a bit of a balancing act between acquiring cash for railroad cards/building tiles and commodities for town cards. It's hard to work towards both at the same time. Adaptation is important here, as is planning ahead. Players could look to finding ways to raise commodity values to increase profit when selling them later

This brings me to commodity manipulation. There isn't too much interaction between players other than auctioning and commodity manipulation, 
Watching what opponents are doing can prove useful and is something of a higher level of play. I.e., if 2 players are accumulating the same commodity, there's a possibility that one of them will sell it, causing that market to crash. Beating a opponent to the punch so to speak, can cost them lots of cash!

Raccoon Tycoon is fairly rules light and I think seasoned gamers won't have any problems grasping all the systems at work here. For less experienced gamers, the curve will be steeper, I don't feel it's a gamebreaker but I imagine it could be off putting.

While there's enough gameplay to give players thoughtful and meaningful decisions to make and a fun experience, I also found the game to be a little unengaging and uncompelling, I never felt like I was building railroads or towns and despite the unique art style, it didn't feel like it stood out from the crowd.
here's nothing wrong with Raccoon Tycoon but it wouldn't be my first pick for a game, although I'd have no problem playing it if someone else wanted to.
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June '22 - The month in gaming

1/7/2022

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The gaming totals for June '22 are below.
Played slightly more games in June compared to May but lightly less first plays!

Total games: 48
Different games: 36
​First plays: 9

Wednesday 1st Simon's
Forgotten Waters - 5

Thursday 2nd on Board Game Arena
Loco Momo - 8
Fruit Picking - 2
Splendor - 18
Azul -​ 4
Sushi Go! - 13
Lucky Numbers - 24

Friday 3rd Simon's ​
Arcadia Quest - First Play!

Sunday 5th on Board Game Arena
Fruit Picking - 3
Stella - Dixit Universe - 8
Carcassonne - 8
Space Base - 12
Railroad Ink - 28
Lucky Numbers - 25

Tuesday 7th at The Sovereigns with the Woking Gaming Club
Merv - 2

Thursday 9th Aldershot
Isle of Cats - First Play!
Chariot Race - First Play!

Sunday 12th on Board Game Arena
Jump Drive - 7
Fruit Picking - 4
Barenpark -
First Play!
Martian Dice - 14
Lucky Numbers - 26

Tuesday 14th at The Sovereigns with the Woking Gaming Club
Hidden Leaders - First Play!
For Sale - 8
Deep Sea Adventure - 7

Thursday 16th Aldershot
Love Letter - 57
Machi Koro 2 - 3

Sunday 19th on Board Game Arena
Barenpark - 2
Dice Forge - 10

Jump Drive - 8
Cloud City - 13
Loco Momo - 9
Lucky Numbers - 27

Tuesday 21st at The Sovereigns with the Woking Gaming Club
Terminator: Dark Fate The Card Game - First Play!
Port Royal - 21

Thursday 23rd Aldershot
Welcome To - First Play!
Port Royal - 22
Village Green - First Play!

Saturday 25th on Board Game Arena
Fluxx - 4
Race for the Galaxy - 14
Martian Dice - 15

Sunday 26th on Board Game Arena
Hanabi - 2
Can't Stop Express - 3

Via Magica - 10
Azul -​ 5
Railroad Ink - 29

Thursday 30th Aldershot
Burger Boss - First Play!
Tiny Epic Galaxies - 7
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