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Gaming Blog

Cartographers

9/4/2020

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17th March 2020

Tuesday has rolled around again and we're at 'The Sovereigns' with the Woking Gaming Club.

​The club members agreed that due to the threat of the Covid-19 virus, this would be the last get-together for the club until we were no longer required to socially-distance ourselves.

The first game of the evening was 'Cartographers'.
Do you fancy getting out and about, doing a bit of exploring? Perhaps finding a forest or two, or even a river? Then this game may be for you.
That's right, in these days of self isolation and being stuck at home; we played a game about going outside!

Cartographers is a style of game I've yet to play called 'roll and write'.

What's in a game?
  • Pad of blank maps: There are 100 of these blank double sided maps. One side features the wilderness and the other the wasteland, the wasteland is the harder map play with. Both sides contain a 11x11 grid with 'mountains' and 'ruins', as well as space for scoring and personalisation. The wasteland side also features an area of wasteland.

Picture
The wilderness side.
Picture
The wasteland side.

  • Season cards: There are 4 season cards for 4 seasons! Each season card determines which 2 scoring cards apply that season. A Season card also has a numerical 'time value' that determines the length of that season. 
  • Scoring cards: 4 of these are randomly drawn from a deck of 16. Each one is used to determine how scoring occurs at the end of 2 of the 4 'seasons' (Or rounds.). Thus there will be 4 ways to score during the game.
  • Edict cards: Labelled A to D, used in conjunction with scoring cards.
  • Exploration cards: Generally, each landscape card depicts 1 of the game's 4 main types of terrain. The card will also show 2 shapes a bit like Tetris shapes, sometimes one of these shapes will also a coin next to it. Some exploration cards feature a 'ruin' instead. Exploration cards also have a numerical value that is used to determine the length of a season.
  • Ambush cards: Ambush cards contain the game's 5th terrain type - monsters! Each card also contains a shape. There are 4 of ambush cards. These cards allow other players to mess with your exploration.
  • Pencils: The game comes with 4 pencils.
All of the components are of an acceptable quality. The cards are mostly covered in information, but what little art there is, is of a reasonable quality.
The only bugbear with the game is the pad of blank maps, which you tear out and give to each player. Even though 100 sheets enough for a lot of games, the idea of it makes me wince!
If you do run out of sheets however, you can download and print extras from the website.
​
Special note!
Dave, the game's owner had the wisdom and foresight to also purchase a couple of sets of coloured fine line markers to use with the game (More about that below.).

Picture
Edict cards and scoring cards.
Picture
Some coloured fine line marker pens.

How's it play?
First there's setup.
  • Put out the season cards in a face-up stack in seasonal order, starting with spring.
  • Put out the edict cards in a row, sequentially from 'A' to 'D'.
  • Shuffle the scoring cards and draw 4, place one under each of the edict cards. 
  • Shuffle the ambush cards, draw 1 ambush card face-down and add it to the exploration deck. Now shuffle the exploration deck and place it in a face-down stack next to the stack of season cards.
We're now ready to go.
Play begins by turning over an exploration card.
  • If it's a normal exploration card, it will have a terrain type (Farm, forest, village or water.) and 2 different shapes. Each player must choose one of the shapes and draw it as the depicted terrain type on their map sheet. The drawings need to clearly show the type of terrain it is. The chosen shape can be rotated or flipped in any way the player wishes and marked as the terrain type used. Some shapes allow the player to earn a coin.
  • If it's a 'ruins' card, then flip over another card. The shape used from the second card must include a ruins space from the map sheet.
  • If it's an ambush card, then each player must pass their map sheet to a neighbouring player, that player then draws the shape on the ambush card on the map sheet. Obviously they should place it in the most inconvenient manner possible! After a ambush card has been resolved, it is removed from play.
  • Rift card: If a rift card is drawn, each player gets to draw a single 1x1 box of any terrain type, anywhere normally allowed.
So that's the main rules. There are some clarifications below.
  • When drawing a shape, it cannot overlap over a previously drawn shape, a mountain, wasteland or the edge of the  map. It can though, overlap a ruins space and depending on cards drawn may require a ruins space.
  • If a player cannot draw a shape for whatever reason, they draw a 1x1 box with any terrain on any legal space instead.
  • If a player surrounds a mountain (Orthogonally - diagonals count for nothing in this game!), then they earn a coin.
  • When all players have drawn their shape, the next exploration card is drawn. Each exploration card has a 'time value' which is a numerical value. When the combined value of all exploration cards drawn equals or exceeds the time value on the season card, then the season is over. Different seasons have different time values, winter has the least 'time' as winter has less daylight.
Scoring & end of season
Scoring occurs at the end of every season and is broken down as follows (As well as end of round actions.):
  • Scoring cards: The 2 scoring cards for that season are scored.
  • Coins: Each coin a player has acquired earns a victory point. They are scored over every round a player has them. Thus a coin earned in the first round, will be also scored in all subsequent rounds.
  • Monsters: Monsters don't score points, but they do deduct them! Every empty space that is adjacent to a monster space, loses that player a victory point.
  • Points from all sources are tallied for the round.
  • A new ambush card is added to the exploration deck and all played exploration cards are shuffled back into a new stack. If the ambush card from the round just completed wasn't encountered, then there will be 2 ambush cards in the stack!
  • The season card from the completed round is removed from play and the next season is revealed (With new scoring and time value.).
Endgame
Once the score for the winter season has been calculated, the score for all 4 seasons is tallied. Highest score wins. ​


Overall
​Cartographers is a fun and interesting game.

Interesting because of how the scoring works, it gives players short term and long term goals. Not only are there 4 scoring objectives, each objective is scored twice and they are scored asymmetrically.

Objective 'A' is scored in rounds 1 & 4. So working towards it in rounds 1 & 4 will earn a player points. Objective 'A' scores no points in rounds 2 & 3, however working towards objective 'A' in rounds 2 & 3 can pay dividends when it's scored again in round 4. This may mean neglecting other scoring opportunities though.

​Objective 'B' on the other hand, scores in rounds 1 & 2, after that it's worthless. So to make the most of this scoring opportunity, players will have to concentrate on it for the first half of the game.

All of this makes players think about short, long and mid term goals and how to maximise scoring opportunities.
Additionally, players cannot predict what terrain/shapes will appear if at all or the order they appear. Nor can they predict when ambush cards will appear. Players also need to be flexible and be able to change their plans.

This culminates in giving players lots of factors to consider and decisions to make - which is good.

Another interesting thing about Cartographer is the number of players it supports. It's essentially only limited by the drawing implements/time required. You could use the entire pad and play with 100 people at once if you had the time/space/pencils!

There is theoretically no downtime as everyone draws their shapes at the same time. I say theoretically, because they'll always be that player that takes too and wants to draw in too much detail! 'Do you really need to draw the chimneys on the houses in your village. What! Now you're doing the smoke too!'. You know what I mean.

The addition of the coloured markers - whilst an extra expense added quite a lot to the experience. I imagine using the pencils a little duller. It's a shame they couldn't include coloured pencils or something along those lines. Obviously costs need to be kept down though.

Even so, I found it a good game and would play it again.
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