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Gaming Blog

Love Letter - 48

30/12/2021

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30th December 2021

Midweek, mid Christmas gaming on Board Game Arena continued with the last game of the day - and the year; Love Letter.
Read mu blog on it here.
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Can't Stop - 04

30/12/2021

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30th December 2021

We're still gaming on this Mid Christmas, midweek Thursday while logged into Board Game Arena.
The next game of the day was Can't Stop, read my blog about it here.
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Dice Hospital

30/12/2021

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30th December 2021

Thursday afternoon gaming on Board Game Arena continued with Dice Hospital.

Doctor, doctor, please
Oh, the mess I'm in
Doctor, doctor, please
Oh, the mess I'm in

Mismanaging your hospital in Dice Hospital will definitely lead to a big mess!

What's in a game?
  • Player board: Dice Hospital's player boards are curiously hexagonally shaped and each contains a number of hexes which represent different departments
    Coloured hexes: There are 3 hexes which are red, yellow and green, they represent critical care, oncology and pharmacy.
    Numbered hexes: There are 3 hexes numbered 1-2, 3-4 and 5-6, they are intensive care, imaging and clinic.
    Wards: There are 4 ward hexes and each has room for 3 patients (dice.), thus 12 patients in total. Each hex also has spaces to place 'treated' patients.
    Nurse's station: This hex is where general nurses are placed at the start of each round.
    Discharge: This is where patients go when things go well.
    Mortuary: And this where patients go when things go bad!
  • Department tiles: Players can expand their hospitals by acquiring these hexagonal tiles. Departments improve a hospital's abilities to heal patients. Departments may be colour-specific (Red, yellow or green.) or 'neutral' (Blue.) which is generally number based.
  • Specialist cards: Players may also recruit extra workers into their hospitals in the form of specialist and these cards list their specialities. Like departments, specialists may be colour-specific or neutral.
  • Administrator cards: Each player will get one of these and they confer some unique benefit or scoring bonus to the owning player.
  • Meeples: These nurse shaped meeples (Neeples?) come in 5 colours, white and blue, as well as red, yellow and green which relate to the identically coloured departments. The white and blue are essentially general staff.
  • Dice: You won't be surprised to learn that Dice Hospital uses six-sided dice, a lot of them. They are used to represent patients and come in red, yellow and green which indicate the type of treatment they need; critical care, oncology or pharmacy. There are 21 in each colour and 63 in total.
  • Bag: Goes with the dice.
  • Ambulance tiles: There are 5 of these and they're numbered as such. Ambulances are used to deliver patients to hospitals, each ambulance has room for 3 dice.
    NOTE: The ambulance models seen in the photos here DO NOT come with the base game.
  • Blood bag tokens: Provide players with some special actions when used or VPs at the game end.
  • Fatality tokens: I'm sure get the idea...
There are some other tokens, but they're not significant to gameplay.

The component quality in Dice Hospital is all round good. The tiles are study and cards are of the expected quality. The game's 60 or so dice are plastic but with well rounded corners and satisfying to roll. Finally, all the meeples are stylised after medical staff, it's a nice touch and appreciated, they're made of wood too! Good stuff.

All of the art for the different departments on the hex tiles is quite small but also well detailed and depicts a variety of different medical equipment and hospital furniture, I quite like it.
The specialist cards have headshots of doctors, it's sort of average artwork but on the hand, they look like medical staff, what more could you want? Besides, how much more exciting could you make the portrait of a urologist look!

We found the game's iconography initially a little confusing but after a couple of references to the rulebook, it was always sorted out.
​None if it's a dealbreaker.


How's it play?
Setup
  • Dice: Put the allotted number of dice into the dice bag and give it a good shake.
  • Department tiles: Shuffle the tiles into a face-down stack and deal the allotted amount face-up, (This'll be equal to 1 less than the number of players.).
  • Specialist cards: The same as the department tiles:
  • Ambulance tiles: Use a number of tiles equal to 1 higher than the number of players. Start with the number 1 ambulance and put them out in sequential order.
  • Player board: Give each player a board and 3 white meeples, the meeples should go into the nurse's station
  • Administrator: Shuffle the administrator card and deal 2 face-down to each player. Players should which one to keep and discard the other out of the game.
  • Patients: Each player should draw 3 dice blindly from the bag and set the faces to 3, 4 and 5 how they see fit, then place them into 3 spaces on one of their ward hexes.
  • First player: Determine the 1st player.
That's pretty much it for set up. You'll notice that there's always never quite enough departments and specialists for players to take all of one or the other. Additionally, there's always enough ambulances to give every player a choice between at least 2.

On to play
​Dice Hospital is played over 6 phases, some of these phases are completed in turn order and some can be completed simultaneously.
  • Patients: The 1st player blindly draws a number of dice equal to the number of dice spaces on all the available ambulance tiles.
    The 1st player then rolls all these dice, any 1s or 6s are rerolled until all dice are showing 2-5.
    The dice are then placed on to the ambulance tiles, placing the lowest numbered dice on to the lowest numbered ambulance and go upwards so that the highest numbered dice end up on the highest numbered ambulance tile. The player to the right of the 1st player (The last player essentially.) may then have the opportunity to rearrange some of them.
    After this and in turn order, each player takes an ambulance tile and adds the dice to their wards. The only restriction here is that the 1st player cannot take the 1 ambulance, which prevents them constantly going first.
    If there's no space for new patients on the wards, then some patients will need to be sent to the morgue!
    ​Finally, a new turn order based specifically on the ambulance numbers is established and a new 1st player is determined, this player also gains a blood bag token.
  • Improvements: In this phase, players draft improvements into their hospital and this is where the new turn order becomes significant. In this new turn order, each player takes either a department hex or a specialist card (And appropriate meeple.) and adds it to their player board or play area.
    Furthermore; each player may discard exactly 1 improvement to gain a blood bag.
  • Hospital phase: This where arguably, the bulk of the game takes place, this can be played in order or simultaneously.
    Here players take their meeples and puts them into departments to heal patients. how is this done?
    If a meeple is put into the green hex for example, then a green die may be healed. Healing does 2 things, it increases a die's value by 1 (E.G., from 3 to 4.) and moves it to a 'treated' space in the ward. A die may be healed multiple times from multiple sources and if it's value would be taken to 7+, it is then sent to the discharge hex. More on discharging below.
    Improved departments generally allow more than 1 patient to be healed, althohg some allow lesser number of patients to be healed by more.
    There can be restrictions however.
    For example a red department may allow 3 red dice of equal value to be healed by 1 each, but it would have to exactly 3 not less. A neutral department may allow 2 dice with values of 1-3 to be healed regardless of colour.
    Specialists also provide more healing but may be limited. A yellow specialist used to heal a yellow die may also heal a 2nd yellow die.
    The abilities of departments and specialists may be combined. If a green specialist is placed on a neutral department and one of the dice healed is green, then the green specialist's ability would be activated.
    Each department and meeple can only be used once per round.
    Blood bags: These tokens can be spent for 2 effects, firstly, any die can be healed by 1 point, secondly, the colour of a die can changed to either of the 2 other colours. This is pretty useful when used with consideration, especially if activates a a department that could not be otherwise activated.
  • Neglect: Now we get to the bad part!
    Any die that were not treated, i.e. not moved to a treated space, has its value lowered by 1. If this would take a die's value down to 0, then that patient dies and the die (sic) is sent to the morgue.
    Every die sent to the morgue by a player earns them a fatality token. Then that die is returned to the bag.
  • Discharge patients: During this phase all patients are discharged and score VPs for the player. The discharged dice are returned to the bag.
    Scoring in Dice Hospital is a little unusual and exponentially increases if more patients are discharged at the same time.
    What this means is if 1 patient is discharged, then 1 VP is earned. If 2 patients are discharged at the same time, 3 VPS are earned and so on. If a player manages to discharge all 12 patients at the same time, they'd earn 35 VPs.!
    ​Additionally, if a player's wards are all empty during this phase, they earn a bonus 5 VPs.
  • End of round: This is the final phase of the round.
    Players' return all their meeples to their starting spots.
    All patients who were treated are moved back to their untreated spots.
    Any departments or specialists who were not drafted during the improvement phase are discarded to the bottom of their relevant stacks and new departments and specialists are drawn in preparation for the following round.
Play now progresses to the next round, with the 1st player drawing and rolling dice and the dice drafting phase and so on.

Endgame
Play continues until 8 rounds have been completed. Upon reaching the end, players calculate their final scores, this includes:
VPs for discharging patients over the 8 rounds.
+1 per unspent blood bag.
-2 per fatality token acquired. 
Scores are tallied, highest score wins.


Overall
As well as randomly determining which improvements appear, I like how the game makes use of dice as both a randomiser and a resource to be managed. Using dice value to gauge health levels and colours to represent different types of malady is innovative and great.

There's a lot of good gameplay in Dice Hospital and a lot to like. Figuring out how to strike balance the hospital's different needs, requirements and aspects is a satisfying challenge.

In this regard, the game's 2-tier drafting mechanics work well, drafting patients that are easier to heal means going later when drafting hospital improvements, that's a good balancing mechanic with meaningful decisions. There's also a higher level of play at work here, if you can anticipate which patients/improvements other players are looking to acquire, you can either try and either deny them what they want or make it easier to get what you want. For example, if no one else wants a red doctor, then going last in the improvement drafting phase is not a problem.

Knowing what and when to draft is probably the single most important aspect of the game, using those combinations of special abilities to heal multiple patients at a time is vital. It's also contextual, depending on the colour of patients and improvements appear and what a player already has in their hospital. Players may find themselves having to reappraise their strategy from turn to turn. Willingness to trash an improvement for a blood bag can also be a powerful play, used right, blood bags can provide much more than a single VP.
Luckily, the game provides fairly good opportunities to combo departments and specialists off each other, especially toward the latter half.
However, getting that balance wrong leads to sub-optimal play, having to many departments leaves them unused and too many specialists means they just do nothing.

Even though it's an abstract dice game, it genuinely feels a bit like you're running a hospital, having to try and find ways to treat and discharge patients before the next influx of unending patient.
This is not a coincidence. Players start the game with 3 patients and acquire 3 more every round, this means by the end of the 3rd round, they'll have filled all their wards (Provided they haven't already discharged any patients.), as a consequence, players will need to discharge 3 patients a round just to avoid sending some to the morgue.
Thanks to the scoring though, there's a wrinkle here. Discharging patients in drips and drabs doesn't score many VPs. Players will actually want their patient numbers to build up a bit and discharge as many of them at once as possible to optimise scoring.
It's a another balancing act and it all combines to make Dice Hospital a good game.

If you like worker placement mechanics, blended with a bit mid-complexity, light randomness, meaningful choices and almost engine building elements; then Dice Hospital is worth a try. One I found an enjoyable experience.
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Lucky Numbers - 02

30/12/2021

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30th December 2021

Mid Christmas, midweek gaming on Board Game Arena continued with Lucky Numbers.
Read my blog on it here.
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The Crew: Mission Deep Sea - 24

30/12/2021

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30th December 2021

It's a Mid Christmas Thursday afternoon and time for some midweek gaming fun on Board Game Arena, the first game of the day was The Crew: Mission Deep Sea.

Read my thoughts on it here.
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Lost Ruins of Arnak

30/12/2021

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29th December 2021

We're at Simon's for some Wednesday evening gaming goodness during the mid Christmas break.
The game of the night was Lost Ruins of Arnak.

"That belongs in a museum!"
What does? Cliched old one liners!

​Lost Ruins of Arnak is a game about raiding temples of a long forgotten ancient civilisation on an uncharted island.

What's in a game?
  • Game board: The game board for Lost Ruins of Arnak is quite large and has a full sized illustration of an unexplored, fantastical wilderness landscape. It's also quite busy, with spaces and tracks for a lot of components, cards, workers and more.
    Cards: Along the top are spaces for the 3 decks of the game's different card types; artefact, item and fear cards.
    Card track: Directly below, a card track runs runs across the board and will be populated with varying amounts of artefact and item cards during the course of the game. The card track also displays the game's 5 rounds.
    Research track: Running up the right side of the board is the 'research track'. This track has 2 'paths' that lead to the top, where VPs await the players. Going up the track costs various resources but also confers resources or other benefits, including gaining assistants.
    Sites: The bulk of the board is taken up with unexplored wilderness sites, these hidden locations which will be explored by the players' workers come in 2 tiers, the 2nd tier being harder to 'travel' to, each site has space to put a idol token or a tile on it. Below each site it will display 1 or 2 worker spaces and inside each worker space it will list the cost to travel there.
    Dig sites: Below the tier 1 sites is a another row of 5 sites, these are dig sites, they are not explorable and instead can be used by players to generate the game's 5 resources.
    Double-sided: It's worth noting that the board is double-sided and features an alternate setup on the other side with differing travel costs.
  • Supply board: This small supplementary board sits along the bottom edge of the main board and contains spaces for 5 of the game's different resources and 4 sets of tiles.
  • Player boards:  These boards depict a picture of a campsite and have spaces for each player's deck, 4 'used' idols slots and and 2 assistants when they're recruited. There's also space to place resources.
  • Cards: Lost Ruins of Arnak uses 3 types of cards.
    Starter cards: Every player is given these and they can be used to generate coins and compass resources or scores in the game's 4 types of travel.
    Item cards: These provide some sort of bonus to the controlling player. They are always paid for with money and when acquired go to the bottom of the player's deck. Item cards can score VPs.
    Artefact cards: Unlike item cards, artefact cards go directly into the player's hand and can be immediately played for their effect when acquired. Further usage of artefact cards will cost tablet tokens. Like item cards, artefact cards can earn VPs.
    Fear cards: These serve no purpose other than to bloat the player's deck with useless trash cards. Thus getting them is actually a negative. Fear cards also cost players VPs.
  • Tiles: Lost Ruins of Arnak makes use of numerous tiles.
    Temple tiles: These are placed at the top of the research track and provide VPs once acquired by players.
    Idol tiles: These are acquired by players when they first explore sites and confer bonuses and VPs, they can then also be 'spent' to get another bonus.
    Site tiles: When players explore a site location, a random site tile from it's respective tier will be placed there.
    Guardian tiles: Once a site tile has been placed, a guardian in the form of a tile will appear on top of the site tile and cause a headache for the worker there!
    Research tiles: Players will accumulate these as they move up the research track and they confer various benefits
    Assistants: These tiles contain assistants which confer a benefit of some sort on to the player who recruited them. They are also doubles-sided, meaning that assistants can be upgraded (Promoted?).
  • Tokens: All of the game's resources are represented by tokens.
    Coins: These card tokens are the game's currency.
    Compasses: These are also card tokens.
    Arrowheads: These are little plastic tokens shaped a little like arrow heads.
    Jewels: It looks like translucent acrylic chunks are used to represent jewels.
    Tablets: Plastic is used for these tokens shaped like ancient tablets.
    Moon Staff: This card token is used to track the game's turns.
  • Meeples: Each player is given 2 archaeologist wooden meeples for workers as well as a magnifying glass and notebook meeple in their colours. The magnifying glass and notebook are used to track a player's progress along the 2 research tracks. All the meeples are made of wood.
The quality of components in Lost Ruins of Arnak varies from average to great.
The game has really nice plastic pieces for arrowheads, tablets and jewels, along with wooden meeples, magnifying glasses and notebooks, you can never go wrong with wooden components and yet, makes use of unremarkable card tokens for coins and compasses.
Yes it's a minor quibble but it's definitely noticeable.
The game's cards and tiles are standard quality.

From an art perspective, it's all pretty good, cards and tokens all have nice, clear and colourful thematic art. The standout however, is the board, with a pair of lovely landscape images, it's almost a shame that they'll mostly be covered with components during play.

The game contains a fair amount of iconography, none of it was particularly unclear though.


How's it play?
Setup
  • Board: Choose a side of the board to play with, one is hard than the other.
    Cards: Shuffle and put the artefacts and items deck face-down. Also put out the fear cards. Deal 1 artefact and 5 item cards into the card row.
    Idol tiles: Randomly assign idol tiles to all sites, tier 1 sites get 1 and tier 2 sites get 2.
    Temple tiles: These are placed at the top of the research track.
    Research tiles: Place these on their allotted spaces as required or randomly.
    ​Assistants: Shuffle these into 3 stacks so their upgraded sides are face-down.
    Site tiles: Sort the site tiles into their 2 tiers and shuffle each tier into a face-down stack.
    Guardian Tiles: Shuffle these into a face-down stack.
    Resources: Should be placed into their allotted spaces.
  • Player board: Each player should get a player board; 2 meeples and 2 research tokens in their chosen colour.
    The meeples go on to the player's board and the research tokens on their designated starting spots on the research track.
  • Deck: Each player should take the 4 starter cards in their colour, 2 of which will be coin/funding cards, 2 will be compass/exploration cards and then finally, add 2 fear cards to their deck.
    Now shuffle all 6 cards into a face-down deck.
  • 1st player: Determine the first player and deal out resources as determined by the turn order.
Looks like we're ready to go exploring in the... Lost Ruins of Arnak.

​On to play
A round in Lost Ruins of Arnak continues until all players can no longer perform actions (Free actions don't count.) or have passed. The game features a pretty standard turn order that goes clockwise and in their turn, players will get 1 main action and any amount of free actions.
A round proceeds as follows:
  • Draw cards: All players draw cards from their player deck to take their hand up to 5, thus in the first round this would be 5 of the 6 starter cards.
  • Actions: Starting with the 1st player and going clockwise, each player must perform 1 main action, they can also perform free actions, generally, everything with a lightning bolt symbol is considered a free action.
    Main actions are:
    Travel: A player can move one of their meeples to a site on the board, provided an available worker spot is there and the player can generate the required travel score to pay the travel cost.
    Generally, the player uses the cards in their hand to pay travel costs, even fear cards provide walking scores
    There are 4 types of travel, these are; walking, land, sea and air.
    Walking is the most basic travel action and can only be used to pay for walking costs. Land and sea scores can pay for their relevant costs or can also be used in place of walking - but not for each other. Finally air can be used for any type of travel. Furthermore a player may spend 2 coins to what amounts to chartering a flight, that is get a point air score, which is essentially the same as any token.
    Additionally, if the player is travelling to either of the 2 wilderness tiers for the first time, they will be required also spend the relevant number of compass tokens.
    So what does travelling do? this will depend on where the archaeologist is travelling to.
    Dig site: Sending an archaeologist to a dig site will allow the player to gain some resources.
    ​Unexplored site: When a archaeologist visits a unexplored site, the player immediately gains the idol token(s) located there, along with whatever benefit it confers. as an aside, when a player initially gains an idol it is not placed in any of the 4 idols on their player board
    Then a site tile of the relevant tier is revealed, placed there and immediately resolved. Usually, it confers some benefit or resource on the controlling player
    After this, a guardian tile is revealed and placed there, as you'd imagine, guardians can be bad news. more on this below.
    Defeat guardian: if an archaeologist is on a site with a guardian, then that guardian can be defeated by spending the required resources. That guardian tile is then placed into that player's area and scores VPs at the game end, guardian tiles also have special abilities which have a one-time use.
  • Buy card: The active player may purchase a card from the card row.
    Item cards go at the bottom of the purchasing player's deck and artefact cards go straight into their hand.
  • Play card: The active player may play a card from their hand for whatever benefit it confers.
    All card are played into the player's play area.
  • Research: The active player may move 1 of their 2 research tokens up their relevant track. Sometimes a track may have multiple routes the player can choose. There are some restrictions though.
    Firstly, a player's notebook token cannot go above their magnifying glass token, secondly, there can be a cost to pay for moving up. However there are also usually a benefit for moving along a track. This is generally the only way to acquire assistants.
    If a player reaches the top of the research track, they have reached the temple and get bonus points accordingly, the 1st player to arrive gets the most VPs, later players earn decreasing amounts. Finally players get to choose one of the temple tiles to take when reaching the temple.
  • Pass: If the active player cannot perform any other main action, then they must pass. Alternatively, the active player can choose to pass if they so desire.
    Either way, the player is now out of the round and can no longer undertake any  further actions in that round. This means it's likely that players will have uneven actions in a turn and it's possible that someone could be 'last player standing' and get multiple actions in a row.
  • Free actions: There are numerous free actions which players can use, they include:
    Cards: Some cards can be played as free actions.
    ​Idol token: A idol can be 'slotted' to confer a benefit to the player as listed on their player board. Since there are only 4 slots, this can only be done 4 times in a game.
    Guardian tiles: A player may flip a guardian tile over to make use of its once-only bonus.
    Assistant tiles: If a player has acquired an assistant or two, then their benefit can be used once per round.
  • End of action: After a player has completed their main action and any free actions, play progresses to the player to the left.
  • End of round: When the end of a round is reached, a number of actions occur.
    Return archaeologists: Each player takes back their 2 archaeologists, if they are taking back an archaeologist from a site with a guardian tile, then the poor archaeologist has fled in terror and the controlling player adds a fear card to the discarded cards in their player area for each archaeologist fleeing.
    Shuffle cards: Players take all the cards that they played in the round (Which will be in their play area.), shuffles them and puts them at the bottom of their deck. Thus there is no discard pile in Lost Ruins of Arnak. Players can also choose to discard any unplayed cards into their play area before shuffling them to move back into the bottom of their deck.
    Move Moon Staff: Cards around the Moon Staff are discarded out of the game and the staff moves to the right. This means as the 5 rounds progress, more artefact cards will appear in place of diminishing item cards.
  • Next round: The starting player moves to the left and the new round starts with all players drawing cards from their deck to take their hand up to 5 cards.
There are some other rules such as for burning cards (Useful for getting rid of fear cards.) and so on, but that's the gist of it.

Endgame
When the 5th round is completed, then so it the game and we go to scoring. There are a variety of opportunities to score.
Research: Research tokens earn VPs depending where they finished on the research track.
Temple tile: Players who reached the temple can score the VPs on these tiles:
Idol tokens: each idol token acquired earns 3 VPs.
Player board idol slots: Each empty slot on a player's player board earns the VPs it displayed. This means when an idol is slotted for a benefit, the VPs it covers are not scored.
Guardian tiles: Each guardian defeated earns the player 5 VPs.
Cards: Aretfact and item cards can also earn the owning player VPs.
Fear cards: Finally; fear cards. Each fear card a player has deducts 1 VP from their total.

Points are tallied, highest score wins!


Overall
Hmmm, what to say about Lost Ruins of Arnak.
It would only be a slight exaggeration to say that this game is sort of a jack of all trades and master of none.
A little bit of deck building, a little bit of worker placement and a little bit of resource management, this game has it all!
Joking aside, this, on a basic level represents 3 different approaches to accumulating VPs. That is; buying cards and using cards, visiting sites and moving up the research track.
Card will get players useful special abilities and travel points, visiting sites will acquire players resources and going up the research track gets other benefits, including assistants.
Players will not want to neglect any of these elements and there's fairly good synergy between different parts of the game, but generally players end up focusing on 1 of them during play.
While the game isn't overly complex, there's quite a lot to consider. Personally, it felt like going up the research track was a good way to score big but it's hard to be sure. 

Another very important factor to think about is turn-economy, there's no set number of turns per round in Lost Ruins and finding ways to get extra main actions is vital. A player who gets 10 actions per round instead of 5 is going to just do better and I have to say, finding way to combo actions into more actions is pretty satisfying. For example, a player might use a card to get resources to move a worker to get different resources to spend on the research which would provide another benefit.
Having said that, taking a single main action at a time can feel frustrating, yes it's a combo system, but it's a slow one - unless you're the only player still with actions.

I found Lost Ruins of Arnak a fun game, but not a particularly compelling one; it's hard to put a finger on. The game's theme fits it's mechanics well and it has great presentation.
I think maybe that all the game's systems, the worker placement and the deck building and so on are all on an individual level, a little uninspiring and bland. The deck building mechanic would never stand on its own for example, neither would the worker placement, on the other hand, they don't need to.

So is the sum greater than the parts? The jury's out.
When I encounter a game I like, I get the urge to buy a copy and I don't get that with Lost Ruins of Arnak.
The game was entertaining but it wouldn't be first choice of mine to play but I happily play it if someone else wanted to.
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Love Letter - 47

28/12/2021

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27th December 2021

Mid-Christmas gaming on Board Game Arena has come to a close. The Final game of the afternoon was Love Letter.
Read my blog about it here.
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Lucky Numbers

28/12/2021

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27th December 2021

Mid-Christmas gaming on Board Game Arena continued with Lucky Numbers.

A good Friend Is Like A Four Leaf Clover, hard to find and lucky to have.
Well, in Lucky Numbers; clovers make a game easy to learn and fun to play.

Caveat: We've only ever played this game digitally.

What's in a game?
  • Player board: These are square boards, marked out by a 4x4 grid, thus containing 16 spaces. The boards contain lucky clover illustrations in every space.
  • Clover tiles: There are 4 sets of clover tiles, each set consists of 20 tiles numbered 1-20 and each set is differently coloured. These tiles continue the clover art theme.
That's it for components, no really, that's it.
There's not much to say about the art style, the game looks a little plain but is colourful with a lucky clover theme running throughout.
The game's only iconography are the numbers 1-20.

How's it play?
Setup
  • Clover tiles: Take 1 set of clovers per player and shuffle them face-down into a central playing area. Thus there will be 40-80 tiles used per game.
  • Player board: Give each a player board.
  • Starting tiles: Each player randomly draws 4 tiles and places them on their board diagonally, going from top-left to bottom-right in ascending numbers.
  • First player: determine a first player.
And that's it for setup!

Picture
Player boards with 4 starting tiles.

​On to play
The objective in Lucky Numbers is to be the first player to fill in all empty spaces on their board with clover tiles in ascending order.
Players take turns acquiring tiles and hopefully placing them on their player boards. 
  • Acquire tile: The active player must blindly pick a face-down tile or pick up face-up tile (Provided there are face-up tiles available.) from the central playing area.
  • Place tile: Once the active player has a tile, they have to place it on their player board. However, there are some rules for placement, when placing a tile:
    A) Its value must be higher than the first tile to its left and the first tile above.
    B) Its value must also be lower than first tile to it's right and the first tile below.
  • Return tile: If the active player cannot put a tile on to their player board, they must return it face-up to the central playing area.
  • Swap tile: Alternatively; if the active player cannot place their tile, they can swap it for one on their board - provided the new tile meets the placement requirements above. The tile that was swapped out is put into the central playing area face-up.
  • End turn: Once the active player has placed, swapped or returned a tile, play progresses to the player to the left.
Finally, that's it for the rules!

Endgame
The first player to place clover tiles on all spaces on their player board, wins!​
Picture
Getting close to the end.

Overall
There's no doubt about it, luck plays an important role in Lucky Numbers, which considering its name is... err... lucky?
And that's not a bad thing either.
Luck keeps the game fresh, acts as a fairly good balancing mechanic between players of differing experience levels and puts them on their toes.

Despite the part that luck plays, there's also strategy to found in Lucky numbers.
On a basic level, knowing where to place tiles is critical. After a couple of games players will learn the broad areas that are good placings for a tile but this is also contextual and players will need to pay close attention to the value of the tile in their hand in relation to the tiles already in play on their board. A physical gap between tiles also requires a numerical gap between them, how much of a numerical gap? That depends on those 2 numbers, numbers on nearby tiles, numbers in the central area and even numbers played by other players.
​
Which brings me neatly to other players: There's a slightly deeper level of strategy and gameplay at work here.
Players will invariably draw tiles they cannot use and will need to put them in the central area, sometimes though, it will just gift the tile to another player who can find a use for it on their turn. Sometimes it may be prudent to swap if for another tile on the your board to deny it to the other player.
Or; if you notice another player swapping out a tile, it probably means they're making a play for something, they may be looking to use the tile they replaced or another tile from the central area in a different space and there may be a way of blocking that play.
Even though players are working towards completing their own boards, it really pays to keep an eye on what others are doing and what empty spaces they have on their boards and they're looking for to win.

If I had a couple of criticisms, it would be that despite the simple rules, there can be fiddly moments: We've only played the game digitally, but occasionally the game prevents me placing a tile incorrectly (Because I'm not paying attention!). If we were playing a physical, these kinds of mistakes might be missed. 
Secondly, quite often, if someone is lucky enough to get a good, even spread of 4 starting tiles, it can be too much of an edge, not always but definitely sometimes.
None of this is a gamebreaker though.

Lucky Numbers nails a sweet spot between replayability, rules-accessibility, randomness and a dollop of strategy. It's a great crossover game that will appeal to non-gamers as strategies utilised in the game are based on cunning and observation, not remembering rules.
​
I wouldn't want to play it too much, but Lucky Numbers is a fun game in short bursts. If you don't mind games where luck can hold a lot of sway, then it's definitely work a look.
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Railroad Ink - 13

28/12/2021

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27th December 2021

The next game on Mid-Christmas Monday gaming on Board Game Arena was Railroad Ink.
Read my blog on it here.
0 Comments

Can't Stop - 03

28/12/2021

0 Comments

 
27th December 2021

Mid-Christmas Monday gaming on Board Game Arena continued with Can't Stop.

Read my blog on it here.
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