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
    • D&D BECMI
    • The One Ring
    • The Evils of Illmire
    • Beach Patrol
    • The Surrendered Lands
  • Game Blogs
    • RPG Blog
    • Gaming Blog
  • Painting Blog
  • Contact

Gaming Blog

2025: The year in gaming

27/2/2026

0 Comments

 
We're now in 2026 and and the blogging backlog has only gotten bigger!
It's time to look back at last year.

2025 was a slightly quieter year when compared to '24 - which is understandable as for the last 6 weeks of the year I was preoccupied with other issues.

2025
Number of different games played: 156.
Of which were new (To me.): 59.
Total number of gaming sessions: 634.

2024
Number of different games played: 178.

Of which were new (To me.): 78.
Total number of gaming sessions: 704.

Top 5 games for 2025 were:
  1. ​Tranquility - 33 sessions
  2. Railroad Ink - 31 sessions.
  3. Super Mega Lucky Box - 30 sessions.
  4. Can't Stop - 25 sessions.
  5. Splendor - 23 sessions.

For a 2nd year, Tranquility got the most sessions - although it is down from the heady heights of 50 from last year!
Railroad Ink gets 2nd as it did last year. With 33 sessions, it too is down, albeit slightly from last year - as is all the top 5.
New into the top 5 at 3rd place this year is Super Mega Lucky Box, a quick playing bingo inspired card game.

Now it's time for the much anticipated, highly regarded 3 Spellcasters & Dwarf Game Awards. The awards everyone talks about.... or not!

Game of the year: Fellowship of the Ring: Trick-taking Game
A few years ago, I gave The Crew: Mission Deep Sea, another trick-taking card game the game of the year award.
Mechanically, Fellowship of the Ring: Trick-Taking Game shares a lot with that game, so it felt like a bit of cop out to also award it game of the year. However the theme in Fellowship of the Ring: Trick-Taking Game is so much stronger than The Crew and I'm a sucker for Lord of the Rings themed games.
I really enjoyed this one and look forward playing The Two Towers: Trick-Taking Game this year which has only recently been released.

Surprise of the Year: Prey Another Day
This simple card game employs an elegant mechanic whereupon a card's gameplay usefulness is diametrically opposed to it's scoring point value.
It's also very much a game of playing the other players than playing the game.

Honourable mention: Lacuna
Usually I'm a bit weary of 2-player games where opponents go directly head-to-head but Lacuna presents this in such a pleasant way with an engaging core mechanic and excellent yet almost minimalistic components that it can't help but be charming.

Other honourable mention: Fighting Fantasy Adventures
Another licensed cooperative fantasy game! This time one that harks back to the 80's and the classic Fighting Fantasy gamebooks.
Fighting Fantasy Adventures swaps out the 400 chapters of a gamebooks for card-driven gameplay with 2 decks of cards instead. Whilst perhaps a touch finicky, Fighting Fantasy Adventures does a great job of emulating the feel of its source material.
0 Comments

2024: The year in gaming

1/3/2025

0 Comments

 
2024 is over and my blogging backlog has not decreased.

2024 was a big in terms of playing board games - more games were played if my counting is correct.

2024
Number of different games played: 178.

Of which were new (To me.): 78.
Total number of gaming sessions: 704.

Compared to '23

2023
Number of different games played: 158.

Of which were new (To me.): 77.
Total number of gaming sessions: 577.

The number of games played were up by 20 which is nearly 2 a month.
New games to me were 78 which interestingly is almost identical to '23.
Sessions though, is up by nearly 130! This is quite a lot, it means nearly 5 extra game sessions occurred every week! How did that happen?

The top 5 games I played in 2024 were:
  1. Tranquility: 50 sessions.
  2. Just One, Railroad Ink & Splendor: 35 sessions
  3. Can't Stop: 26 sessions.
  4. Roll'n Bump: 25 sessions.
  5. Sushi Go!: 22 sessions.

50 sessions of Tranquility, nearly once a week! It's easy to understand why; Tranquility is a pleasant, slightly undemanding cooperative experience that we frequently play as a palate cleanser after something more high-intensity. We tend to win Tranquility when we play it but occasionally, it throws a curve ball!
Just one remains popular with us, it's joined by Splendor and somewhat surprisingly (Considering it's disliked by 'someone' we play it with!) by Railroad Ink.
​The list is rounded off by Can't Stop, Roll'n Bump & Sushi Go!, all perennial favourites that are played as fillers or enders.

OK, now on to what's really important - The 'industry defining' 'prestigious' 3 Spellcasters and a Dwarf annual gaming awards.

Game of the year: Daybreak
Sometimes a game comes along that immediately announces its quality and in this instance it's Daybreak, a game about saving the environment. From the packaging and components, to mechanics and theme and even small details like putting QR codes on cards to provide extra info, Daybreak is something noteworthy.
More than that; it's presentation highlights some of the stark obstacles we will all face in the future.

Disappointment of the year: Horrified: Greek Monsters
The excellent formula that powers the original Horrified just doesn't quite work in this iteration. I've played 4 different versions of Horrified and this is easily thematically the weakest.
I never felt I was battling against the monsters of Greek mythology. It felt like what it seems to be; a reskin with slightly different monster mechanics.

Surprise of the year: Sky Team
I'm always a bit wary of 2-player only games, they often seem to resort to direct competition with your opponent.
I'm happy to say that with regards to Sky Team, I'm wrong. 
Sky Team is cooperative dice-placement game where the 2 players take the asymmetrical roles of pilot and co-pilot. 
It has fantastic presentation with mechanics that fit it's theme.

Honourable mention: Things in Rings
Things in Rings is a wacky kind of party game about deductive logic and trying to discover the hidden phrases on 3 cards.
It's a brilliant lightweight game, however, for me it's a semantic nightmare that drives me crazy and is unlike anything else I've played. it means I have to get a copy.
0 Comments

2023: The year in gaming

3/3/2024

1 Comment

 
My backlog of games to blog about has not lessened over 2023 - which is not a good thing!

This was also a big year for playing games.
Breakdown follows as:

2023
Number of different games played: 158.

Of which were new (To me.): 77.
Total number of gaming sessions: 577.

2022
Number of different games played: 139.

Of which were new (To me.): 68.
Total number of gaming sessions: 541.

All the numbers are slightly up on '22, looks like I'm hitting peak playing!


​Most played games of 2023
  1. Just One: 46 sessions.
  2. Can't Stop: 29 sessions.
  3. Lucky Numbers: 28 sessions.
  4. Bandido: 26 sessions.
  5. Roll'n Bump: 20 sessions.
​Lucky Numbers crashes down to 3rd place with a 'mere' 28 play sessions, a far cry from 2022's 60 sessions! Surprisingly, Just One jumps into the top spot and even more surprisingly, Bandido appears in 4th, more on Bandido below.

Anyway - enough of that, I know the real reason you're here; for the influential, industry defining 3 Spellcaster & A Dwarf annual game awards! 

Game of the year: Heat: Pedal to the Metal
It wasn't a hard choice, when thinking about game of the year, this always immediately came to mind.
This 50's/60's themed F1 game manages to provide players with some tricky decisions and risks to take using an elegant implementation of hand management mechanics.
I'm a big fan of a certain other F1 game that's been around in some form or other for years and it seems blasphemous to think it but Heat: Pedal to the Metal is as good as Formula De/Formula D! There, I've said it!

Disappointment of the year: Sushi Go!: Spin Some for Dim Sum
It's not that this game is bad per se, it's just that it does not deliver any particularly new gameplay or as good a experience as its previous 2 iterations. Hard to believe, but it's just a bit meh considering the pedigree it originates from.
It doesn't help that it's central premise (Or gimmick if you're less kind!) also makes the game a bit fiddly to setup, teardown and sometimes play.

Surprise of the year: Bandido
There's a heavy dose of luck that can apply to Bandido and I'm not sure if ultimately it's a good game or not. Even so, Bandido distils a cooperative gameplay experience into a single deck of strangely oblong cards in a package so small it easily fits in a pocket. With rules so simple and intuitive that anyone can immediately grasp play.
I play games with people who have varying levels experience in table top gaming and this has been a big hit with a couple of them, which is why we've played it so much in 2023.

Honourable mention: Joraku Deluxe
Set in Feudal Japan, Joraku is typically what you'd expect it to be; a game amount warring factions vying for influence and control. However, all of this is achieved with abstract, almost minimalist trick taking rules and delivered in a fantastic looking package.
1 Comment

August '23 The month in gaming

1/9/2023

0 Comments

 
August's '23's numbers are up compared to July.
Games played went from 35 to 38, however, first plays went from 7 to 10 and while it's quite a lot it's actually only the 3rd highest new plays ever, even so, it's still nearly 1 first play every 3 days!

First plays: 10
Games played: 38

Thursday 31st Aldershot
Kingdomino Origins
Isle of Cats

Tuesday 29th The Sovereigns with the Woking Gaming Club
Bandido
Deep Dive - First Play!
It's a wonderful world

Sunday 27th Board Game Arena
Can't Stop
Loco Momo
Tranquillity
Just One
Wingspan
Bandido

Thursday 24th Aldershot
Fluxx
Scout
Burger Boss

Tuesday 22nd round Simon's
War of The Ring: The One Ring - First Play!

Monday 21st on Board Game Arena
Martian Dice
Can't Stop
Nidavellir
Roll'n Bump
Just One
Railroad Ink
Tranquillity
Color Flush - First Play!

Sunday 20th round Matakishi's - 1st Gaming Extravaganza
Machi Koro 2
Durian
The Crew: Mission Deep Sea
Parks
Bandido

Saturday 19th round Matakishi's - 1st Gaming Extravaganza
The Pursuit of Happiness - First Play!
Kingmaker
Point Salad
Machi Koro 2


Sunday 13th Board Game Arena
Can't Stop
​Sushi Go Party
Via Magica
Spots

Just One
Nidavallir
Tranquillity

Sunday 13th The Sovereigns
Parks
Oh Captain - First Play!

Saturday 12th Board Game Arena
Martian Dice
Tranquillity
Bandido

Thursday 10th Simon's
Flash Point: Fire Rescue - First Play!
Dorfromantik - First Play!

Tuesday 8th The Sovereigns with the Woking Gaming Club
Deep Sea Adventure
Codex Naturalis
Kingdomino Origins - First Play!

Sunday 6th Board Game Arena
Lucky Numbers
Can't Stop
Roll'n Bump
None Shall Pass
Just One
Railroad Ink
Setup - First Play!

Friday 4th Simon's
Zombicide: Undead or Alive - First Play!
0 Comments

Deep Dive - First Play!

29/8/2023

0 Comments

 
29th August 2023

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

Is this a thorough and comprehensive look into the lives of penguins.... or is it a push-your-luck game about dodging sharks and eating fish?
Picture

What's in a game?
Tokens: There are 160 square card tokens in Deep Dive!
  • Depth: Every token has 1 of 5 'depths' as indicated on the back by 1 to 5 dots as well as differing shades of blue (Both on the front and back.): The darker the blue, the deeper the depth.
Picture
5 depths.
  • Front: The front of each token will depict one of the following.
    Bubbles: Even though it looks like bubbles, this is meant meant to represent 'open water'.
    Rocks: Pretty self-explanatory.
    Food: There are various different types of sea animal (Food for penguins.) displayed which come in 3 colours (Pink, green & yellow.). Food tokens also display a victory point (VP) value. The deeper the depth, the more VPs it's worth.
    Predators: There are several types of predator illustrated on the tokens, although functionally, they're all identical.
Picture
A sample of the tokens.
Meeples: In each of the colours there are 3 differently shaped wooden penguin meeples.
Picture
First player token: This oversized irregularly shaped token serves as both a first player marker and on the opposite side a game end tracker.
Picture
Picture
The tokens are the standard thick card tokens found in board games today. They are study enough and will last unless treated badly.
The meeples are recognisably penguin-shaped and made of wood which makes them pleasantly tactile components.

Despite their small size, the tokens are well illustrated. Pretty much everything looks like what it should look like.
However, I found the choice to use green and yellows colours for food tokens frustrating. While in the photos and under good light, the difference between the 2 colours is pretty obvious, in the less than idea lighting of the pub we first played in, it made differentiating between those colours tricky. Personally, I feel much better colours could have been used.

There's essentially 4 self-explanatory icons and some numbers used in Deep Dive. Players should have no trouble understanding the game.

How's it play?
Setup
Tokens: First, sort all the tokens by their depth, then add/randomly remove tokens from each depth according to player count as per the rules.
Next, flip all tokens face-down, randomly shuffle them and and arrange them by depth with depth 1 at the top and going downwards to depth 5 at the bottom.
Players: Give each player the 3 penguin meeples in their player colour.
First player: Randomly determine a starting player. Give them the first player token which they should keep in their personal area with the 1st player side face-up.

​On to play
In Deep Dive players take on the role of penguins diving for food while avoiding those pesky but deadly predators.
This is done by flipping tokens, resolving the outcome and then if possible, choosing to continue to flip tokens at deeper depths or take what has been flipped.
The game uses a traditional turn order with the active player taking their turn before play progresses to the player on their left.
During the active player's turn, the following occurs:
Depth: Play usually begins at the shallowest depth and as the player progresses they will go deeper and deeper. The rules below apply at all depths.
  • Flip: The active player must flip a face-down token at their current depth according to the following rules.
    • Rock: If the active player has acquired a rock token from a previous turn, they can discard it begin their turn at any depth not just the shallowest.
    • No face-down tokens: If there are no face-down tokens at the current depth, the active player may choose to skip that depth.
    • Some face-up tokens: If there are any face-up tokens at the current depth, the active player may choose to take one of them. This immediately ends their turn.
    • Trapped penguin: If one of the active player's penguin meeples is trapped on a predator token on a particular depth, the active play may skip that depth.
      See below for rules on predators and trapped penguins.
  • Resolve: When the active player does flip a token, they must resolve the outcome.
    • Open water: If a open water (Bubbles.) token is revealed, the active player must immediately move down to the next depth and flip a token there.
    • Food/rock: If the revealed token is food or a stone, the active player may choose to:
      Ignore it: In which case, the active player moves down to the next depth.
      Take: If the active player decides to take the food or rock, they resurface and their turn immediately ends.
      More on food below.
    • Predator: If a predator is revealed, The active player must place 1 of their 3 penguin meeples on that predator token, it is now trapped and their turn is over!
      3 trapped penguins: If the active player has just trapped their 3rd penguin on a predator, they now retrieve all 3.
      ​Then they can take 1 face-up food/rock from any 1 of the depths where they had a trapped penguin. Their turn is of course still over.
​Taking food/rocks: When a player takes either of these tokens, the following rules apply.
  • Food: When food is taken, the player must place that food in their personal playing area in columns by colour. This is done starting at the top and going downwards
    This means each player will have 3 columns - one each for the 3 colours.
    It is theoretically possible for a player to create a single long column of a single colour but this is not desirable as scoring is done by completed rows of 3 tokens. a completed row must contain a token of each of the 3 colours.
Picture
  • Rock: As explained above, when a rock is taken, a player can use it in a subsequent turn to dive down to any depth of their choosing.
Next player: Once the active player has finished their turn, play progresses to the player on their left.
​
​Endgame
When all tokens on any depth have been flipped, the game end has been triggered.
Play continues until the first player is reached, upon which they flip the 1st player token over to the last dive side. All players get one last dive and then the game goes to scoring.
  • Completed rows: For each completed row (That is a row with all 3 colours.), the player earns the full VPs for all 3 food tokens.
  • Incomplete rows: For each incomplete row, the player earns half the VPs for the total of the 1 or 2 tokens in that row.
Picture
The completed top row earns 7VPs. The incomplete 2nd row earns 4VPS while the bottom row only earns 1VP.
Points are tallied, highest score wins.


Overall
Despite its abstractness, the game fits its theme fairly well as you players take on the role of diving penguins!
I've not encountered a push-your-luck game quite like Deep Dive. I've played plenty of games that use dice or cards but I can't think of any that use tokens in this way but it works very well here.

Deep Dive is a good example of a push-your-luck game and there's a clear risk/reward decision mechanic at work: After flipping a token (provided it's not a predator) players will be faced with the decision of taking that token or going deeper which will potentially give them a better reward but also exposes them to the another chance of revealing a predator. The game also employs a classic element of many push-your-luck games where players will be forced to continue when they reveal 'open water.

It's should be noted that mathematically the odds of encountering predators increases as the depth increases - which fits with the risk/reward gameplay.
At depth 1 there are 6 predators tokens out of a total 44 which equates to 13.6% chance of revealing a predator at the game start. At depth 5 there are 11 predators out of 23 tokens which increases it to a 47.8% chance.
It means that if a player gains a stone, it hasn't necessarily made their decisions easier - only changed it! A player can choose to use a stone to go to the deepest depth it they want but the risk is still very high.
Having said that, as play progresses, these odds will change as tokens get revealed over time, allowing a higher level of play to occur where players can observe events and adapt or change tactics.
E.g., if during the course of play 8 predator tokens have been revealed at depth 5 and there's still 9 unrevealed tokens, observant players will know that only 3 predator tokens will encountered in the 9 remaining tiles, giving lower odds of encountering them. As a result players can feel 'safer' going to that depth.

The scoring system also adds some interesting decisions as at times getting a lower value food token of a required colour offers optimal point scoring. This creates asymmetrical scoring objectives between players.

There's not much more to add really. Deep Dive offers both meaningful decisions to take and is a easy to learn game. The rules are very simple and at its core, there's only 4 types of token to think about (Although there are 3 types of food.) and one of those types forces players to dive deeper. The choices a player has are very clear
Along with its theme and brisk playtime, I feel that Deep Dive will have crossover appeal. This can be a good game for casual or less dedicated gamers. it can also be a good filler game.

If I was to be critical I would say despite its quick playtime, it has a relatively lengthy setup: Tokens need to be separated into depths, then turned face-down, then possibly have some added, then shuffled, then have some tokens removed and then play can begin.

It's a minor quibble though and it's well worth it to play this tightly constructed, neat little push-your-luck game.
0 Comments

War of the Ring: The Card Game - First Play

23/8/2023

0 Comments

 
22nd August 2023

It's a Tuesday evening and we're round Simon's for an evening of games and diversions.

War of the Ring: The Card Game is a bit of a mouthful it's also as the name may suggest a card game version of the War of the Ring board game.
Will this game show its quality or will it be a stinker?
Picture

What's in a game?
Cards: Unsurprisingly, there's quite a few cards in the game and broadly speaking, they are broken down into 2 types, Faction cards and Location cards.
Faction cards: These represent a mixture of personalities (such as Sam), items (such as Sting), armies and even events from the story. Most cards have some elements from the list below.
  • Scores: Character or army cards might include attack and defence scores for 1 or both of the 2 game's 2 types of conflict. Some cards may also include 'leadership' scores. These are shown along the left edge of a card.
  • Paths: Some cards will show when that card can be used in the case of certain characters/cards: E.g., Faramir may not appear early on in the game because he does not appear early on in the story
  • Items: In the case of an item, text will show who can use it; only Gandalf can use his staff for example.
The bottom half of each card will also contain text detailing what that individual card does.
Finally, each card will have a relevant, recognisable illustration of its subject matter that takes up the top half of the card.
Picture
Legolas' card has 1 attack and 1 defence for battlegrounds (shown on the left in green), can be used during paths 3-9 and 1 defence for paths (shown in white. The knights of Dol Amroth have 1 attack and 1 defence for battlegrounds but have a special rule when defending Dol Amroth.
There are quite a lot of faction cards (120 to be exact.) which in total constitute 4 decks of 30 cards each. 2 decks for each of the game's 2 opposing forces (The Free Peoples & The Shadow.).
​Each of the 4 decks is further subdivided into factions.
  • The Free Peoples: The heroes! The Free Peoples consist of the following decks.
    • Aragorn deck: This deck contains the Dunedain and Elven factions.
    • Frodo deck: Dwarves, Rohan, Hobbits and Wizard (Just Gandalf really!) factions are represented here.
Picture
  • The Shadow: The bad guys. Boo!
    • The Witch-King deck: Represents the Mordor faction.
    • Saruman deck:  Basically this deck represents all the remaining evil factions in middle-earth; Haradrim, Isengard and Monstrous.
Picture
Location cards: These oversized cards are also broken down into 2 types; Battlegrounds and Paths.
  • Battlegrounds: There are 14 of these cards and they are split evenly into Free Peoples and Shadow battlegrounds.
    As then name suggests, battleground cards represent the sites of various battles that occurred and each is well depicted with a large illustration.
    On the right of each battleground card will show it's defence value and which faction(s) is defending it, as well which faction(s) are attacking it and any special rules. The card's victory point (VP) value is shown in the top left.
Picture
  • Paths: These cards are depict locations which the members of the fellowship travelled through during The Lord of The Rings and are used to represent the journey that Frodo and Same take. As with the battleground cards, each features a large illustration.
    There are 27 path cards, 3 of each numbered 1-9 both on the front and the back. Similarly to battleground cards, they show a defence value and special rules on the right, as well as it's path number. VPs are shown in the top right corner.
Picture
Picture
  • Turn order tracker: This oversized card is used to track the turn order. It is double sided, the side used will be determined by player count.
Picture
The 'Trilogy' (4-player) side of the turn order tracker.
Picture
This side is used for 3-player games.
Tokens: Round card tokens of varying sizes are used in the game.
  • Ring tokens: There are 4 large ring tokens, 2 for each side. Additionally. each ring token is double-sided with a unspent and spent side.
Picture
  • ​Combat tokens: These tokens are used to track scores for the various types of combat that occur. They are double-sided and can be used for either side.
  • Corruption tokens: Black tokens obviously used to track bad stuff happening!
Picture
Picture
  • Turn order marker: Self explanatory. It is used in conjunction with turn order tracker.
  • First player tracker: A square token! This is also double-sided.
Picture
Average best sums up the component quality for War of the Ring: The Card Game, which means the cards and tokens are all of a acceptable quality, nothing bad here but nothing to write home (or blog) about really. Unless the components are abused, they should be fine.

However; very good best sums up the quality and style of the artwork used. Fairly colourful, yet moody and evocative of middle-earth, it presents recognisable subjects to anyone familiar with Lord of the Rings.
If I were to be a harsh though, I would say that the art style looks a little 'samey' and similar to art found on a lot of other Lord of the Rings games and merchandising related to the film trilogy (Although characters look nothing like their cinematic counterparts.) but I'm not sure that it's a bad thing,  - it just gives it a consistent presentation will probably appeal to fans of the films and ultimately, I can't fault the presentation.

There's quite a lot of iconography used throughout the game for factions, different flavours of combat and also types of cards, etc.
On top of this, a lot of information is provided via text on the card and the rulebook has a glossary on how the wording works. Players will probably find themselves referring to the glossary a few times early on but it's not a deal-breaker and I'm probably making it sound a lot worse than it is.
Picture
Even the player guides come in different colours for the 2 different sides.


Note: The description here is for the 4-player version of the game (Called the trilogy scenario.). 2 & 3 player count games have slightly different rules.

How's it play?
Setup
Location cards:
  • Battleground decks: Sort the battleground cards into their 2 types and shuffle each into a face-down deck.
  • Path deck: Sort all path cards into their 9 types then create a deck by placing the 3 '9' cards at the bottom then the 3 '8' card on top and so on until eventually the 3 '1's are on the top.
Player setup: War of the Ring: The Card Game is a team based game meaning that it is a 2v2 game. This adds an extra consideration for setup.
  • Teams: Players will need to sort themselves into 2 opposing teams.
    On the Free Peoples' team, one player should be the 'Aragorn' player and the other the 'Frodo' player.
    The Shadow players should choose between the 'Witch-king' and 'Saruman'.
  • Seating: Ideally players should arrange themselves around the central playing area in alternating order between teams and each player should face their teammate on the opposite side, think like how bridge is played.
  • Cards: Sort all the faction cards by type and give each deck to their respective player. All players should shuffle their cards into a face down deck.
    • Draw cards: Each player should draw 7 cards and discard 2 cards (Called cycling here, more on cycling below.).
  • First player: For round 1, the Frodo player will be the first player. After this, the first player will change for every round.

Some rules
Before going on to explain how the game plays, it might be an idea to explain some a few of the rules regarding faction cards, specifically, cycling, elimination & forsaking.
  • Cycling: Players will frequently be cycling cards. This means they discard a card face-down from their hand to the cycling pile.
    As the name suggests, cards from the cycling deck can eventually be shuffled back into the draw when the draw deck is depleted.
  • Elimination: Whenever a player has to eliminate a card, they must discard a card to the elimination pile. Typically, elimination will refer to specific cards. These cards are now out of the game, they cannot come back into play.
    When certain cards are eliminated, they may have actions triggered.
  • Forsaking: Sometimes a forsaken action occurs, when this happens a card is placed into the elimination pile.
    However, unlike elimination, when a card must be forsaken, it can be discarded from the players hand OR from any faction card in play OR blindly from the top of the players draw deck.
    As with eliminations, some cards will trigger actions when forsaken, even when forsaken blindly from the deck!
Picture
That Gandalf - he's like a bad penny!
Right, with that out of the way, let's continue.

On to play

During the game, battleground and path cards will become activated. The 2 opposing sides then vie to 'win' the locations through combat (which earns VPs). This is done by players putting characters, armies and the like into play at those locations to achieve this.
The game is played over a number of rounds and each round follows a specific turn order where players from opposing sides take alternating turns.
A round contains the following steps.
Location step: The first player activates location cards.
  • Battleground: The first player reveals the top card from the battleground deck for their side, thus the Frodo player would turn over a Free Peoples battleground card.
    When a battleground card is revealed, it is activated and will have activation text which must be resolved.
Picture
  • Path: The first player then takes the 3 '1' path cards, randomly picks one and reveals it. The remaining 2 path cards are discarded out of play. As with battleground locations, the revealed path card will be activated and will have an action that must be resolved.
    In subsequent rounds, a randomly chosen '2' path will be used, then a '3' and so forth.
Picture
  • Multiple location cards: Dependant on circumstance, it is possible that multiple battleground cards will be active at the same time. It's also possible to activate and  complete' more than one path card in a round.
    Additionally, it is also possible to 're-activate' battleground cards that have already been completed.
Action step: This is where the majority of gameplay takes place. In turn order, each player takes an action until all players have consecutively passed. The action step ends when this occurs.
Actions include:
  • Cycle card: The active player may spend an action to cycle a card.
  • Move card: The active player may move a card from their reserve to a location card with the following restrictions.
    • A card cannot be moved in the round it is played.
    • A card cannot be moved to a location it could not be played to.
  • Play card: The active play may play a card from their hand. When doing so, they must cycle another card.
    Taking restrictions into account, a card may be played to one of potentially several spots. This could be a battleground, path or reserve.
    Item cards: These are played on characters and will stay with them.
    Event cards: These are resolved immediately and then eliminated.
    A card may have multiple actions depending on where it's placed. These actions may be resolved now or later in the round accordingly.
    • Battleground location: A card may be played to a battleground, provided its faction matches one of the factions involved in the battle.
    • Path location: Provided the card has a path number that matches the current path card, it can be played to that path.
      Note; army cards cannot be played to paths.
    • Reserve: A card can be played to the player's reserve area.
  • Use action: The active player may resolve an action to resolve the text on a card in play.
    The actions on a card may differ depending on where it has been played to.
  • Use ring token: The active player may flip their ring token to its used side to draw 2 cards.
  • Winnow: The active player may eliminate 2 cards in order to draw 1 more.
  • Pass: The active player may choose to pass, provided 1 of the 2 following conditions are met.
    Unlike many other games, when a player passes, they are not out of play and may have the opportunity to ! See below for more on this.
    • Carryover limit: each player has a carryover limit which starts at 2. When a player's hand is equal to or less than their carryover limit, they may pass as their action.
    • Less cards: If the active player has less cards than all other players, they may choose to pass.
  • End of action step: When all players have consecutively passed, then this step is over.
    Thus if one player passes and others do not, then that passing player will have the opportunity to take an action when it comes back to their turn again or they may pass again.
Combat step: Broadly speaking combat for battlegrounds and paths work in a similar manner.
  • Defender: Determine who is the defender and who is the attacker.
    Path: The Free Peoples side is always the defender in path locations and thus the Shadow side is always the attacker.
    Battleground: If the battleground location is a Free Peoples location, then The Free Peoples side is the defender and the converse is true if its' a Shadow location.
  • Compare scores: Compare the total value of the attacker's attack icons to the total value of the defender's defence icons.
    If the attacker has the higher value they win, otherwise the defender wins (defender always wins ties).
    Essentially, the attacking icons are cancelled out by the defending icons until they are all cancelled out or cannot be cancelled out. This can be tracked using the combat tokens.
  • Aftermath: Once combat has been resolved, all attacking cards are eliminated. Defending cards are only eliminated if they had to be used to to defend, thus, if defence icons on defending faction cards were not needed to cancel out attacking icons, then those cards are cycled, not eliminated.
  • Spoils of war: To the victor go the spoils, in this case that means location cards which is slightly different depending on whether it's a battleground or path.
    Battleground: The battleground location card goes to whichever side wins its combat, it will be worth the VPs shown in the top left corner.
    Path: If The Free Peoples win a path card, they gain the VPs displayed in the top left corner of the card. If the Shadow players win the card, their side gets VPs equal to the number of corruption tokens placed on it, these are in essence uncancelled attack icons.
​Victory check step: Once all combat has been resolved, both sides should total and compare their current VPs. If one side is beating the other side's score by 10 or more VPs, then that side immediately wins!
Draw step: The Free Peoples players draw 3 cards while the Shadow players draw 4! Those cheating bad guys!
  • New round: The first for the next round should be selected as per the turn order tracker.

​Endgame
Provided the game does not end during the victory check step (It's generally unlikely the game will end this way.), then it will end when combat on the 9th and final path card has been resolved.
Each side scores as per follows:
  • Battleground: Each side scores the displayed VPs from the battlegrounds they won.
  • Paths: These score differently for each side.
    Free peoples: The Free Peoples gain the listed VPs for each path card they won.
    Shadow: Shadow players score 1VP for each corruption token they placed on a path card that they won. VPs listed on path cards are worth 0 to the Shadow players.
  • Corruption tokens: The Shadow players gain 1VP for each other corruption token they earned (other than those on path cards).
  • Ring tokens: Each unused ring token at the game end now earns 1VP for its respective side.

Points are tallied, highest score wins.
In the case of a tie, the Shadow side wins! Definitely cheating bad guys!

Overall
War of the Ring: The Card Game feels very appropriate thematically. As with the books, the gameplay is split between the large events and battles while the fellowship makes it's way to Mount Doom through its paths.

It's also quite challenging and at it's heart, this is a auctioning/bidding game.
The cards with their attack and defence values represent bids, winning the auction means winning the battle and the card is the prize.
Where it gets interesting through, is in the mechanics going on around it.

Players are constantly forced into making difficult, meaningful decisions - every time a cards is played, another must be cycled. Players will need to continually assess which cards they can discard and since every card is good, it's not easy.

Battles compound this, every card a player contributes to an attack will be gone from the game afterwards; more hard decisions to make! Even defending cards will invariably be eliminated.
This also has the consequence of making the 'pass' action actually a powerful move.
It might seem counterintuitive but the earlier a player can choose pass, the better it is for them. In many games passing means a player is out the running. Here it means a player can potentially sit back and watch what their opponents are committing to a combat before they have to do so themselves.

Another element to consider is teamwork. Each deck will have its own strengths and weaknesses. Team mates will need to try and coordinate their actions to exploit their strengths and mitigate their vulnerabilities.
There is no secret communication at the table here and chat is open so everyone can hear it. Anything said to a teammate is heard by all.
I guess it means communication between allies will be limited to meaningful eyebrow waggles.

Players must also balance the need to win current conflicts but also retain cards for future battles as over time their options are whittled away. Knowing what to keep for what comes later can be a real game changer. E.g., no matter how powerful a personality is, if can't be played on the current or upcoming path cards, its usefulness becomes somewhat limited.

This ties in with a criticism I have: There were several times during the game where I felt I just could not counter or match the cards played by an opposing player.
I'm not sure if this was down to my opponent(s) knowing the game better and knowing what to keep in hand or sometimes luck playing a bit too much of a role.
Either way it made for a bit of a frustrating experience.
This definitely seems like a game that needs several playthroughs in order to grasp the nuances.

Additionally; we played the game 4-player and the general consensus seems to be that this is the best player count for it.

There's a lot of direct interaction and conflict between players in this game and some people will find that stressful or off putting which means they probably won't get on with this game but if you do like that sort of thing, then here's a lot to like in War of the Ring: The Card Game and it's definitely work a look. Especially if you've got 3 reliable friends who will play it with you several times.
0 Comments

Color Flush - First Play!

21/8/2023

0 Comments

 
21st August 2023

It's a Monday night and we're logged into Board Game Arena for some gaming goodness.

​Flip those cards! Steal 'em or give 'em away in Color Flush, a lightweight set-collecting card game.

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

What's in a game?
Cards: Color Flush consists of a deck of 50 cards. They are somewhat elongated and narrow compared to typical playing card proportions. All cards are double-sided and display one of several colours each side, generally they will be 2 different colours but the are cards that the same colour on both sides.

Well, that's it for components!

While there's no artwork to speak of on any of the cards, the colours used are generally bright and vibrant, they also display patterns for each colour which have no doubt been included to improve accessibility.

There are also no icons either. All the game's information is related through colours and the game is flush with those (SIC) (Sorry.).

Picture
My starting hand and the 'backs' of my opponents' hands.

How's it play?
Setup
Cards: Shuffle all the cards into a deck, there is no back or front, so no face-down or face-up cards.
Deal 7 cards to each player; each player should make sure NOT TO LOOK at the other side of their cards, they should only know the colours of the sides of the cards facing them.
The remaining cards become the draw pile.
First Player: Determine a starting player.

Onto to play
In Color Flush, the objective is to be the first player to have all the cards in their hand (facing them) with the same colour.
Color Flush follows a traditional turn order with the active player completing their turn before play progresses to the player on their left.

On their turn, the active player must perform the 3 actions below, however they can complete those actions in any order they see fit.
Flip: The active player flips one of the cards in their hand to the other side.
Give: Without flipping it, the active player must either give a card to another player or puts it on the draw pile.
Take: The active player must take a card, either from an opponent or from the draw pile and adds it to their hand without flipping it.
Other rules: There are some other rules that also apply.
  • Black cards: If a player gains a black card into their hand by any means, then they must immediately flip their entire hand!
  • White cards: If a player has any white cards in their hand, those cards are considered wild and can be of any colour,
  • Hand size: All players have hand sizes limited to between 4 and 10 cards. This cannot be altered. E.g., if a player has 4 cards in their hand, then a card cannot be taken from them because it would take their hand size down to 3.
End of turn: Once the active player has completed their 3 actions, play progresses to the player on their left.

Endgame
The moment any player has cards of only 1 colour in their hand, they immediately win the game.​

Picture
With 6 green and a white, we have a winner!

Overall
Color Flush is obviously a very abstract game with no attempt to attach a theme to the set-collecting mechanics.
I'm fine with this but I know some people will bounce off this.

From the brevity of the write-up, it's easy to see that Color Flush is a very lightweight game which offers some straightforward if unpredictable mechanics. Players have 3 actions they must perform, the only variation is in the order in which they do so.

This is a game that mixes memory gameplay with a degree of luck: When collecting their set, players will need to remember both what cards they've given or had taken away as well as what on the other side of cards. Then use this information to try and complete a set as quickly as possible. It means paying attention to what other players are doing.
Of course players also have to deal with drawing cards they don't need and particularly, the occasional black card which will quite figuratively change everything!

I can't really fault Color Flush; it's an accessible game with a quick playtime but for my tastes it's a bit too light. Coupled with the randomness of frequently losing cards (Which may or may not be part of the set you're trying collect.) or having your entire hand switched made for a experience frustrating more than fun or satisfying.

Not one for me but perhaps a game that could be considered for younger players or as an entry level game or maybe a party game.
0 Comments

The Pursuit of Happiness - First Play!

21/8/2023

0 Comments

 
21st August 2023

It's Monday and we're deep into a gaming weekend at Matakishi's and the game of the hour is The Pursuit of Happiness.

Someone once said 'Happiness is not a goal; it is a by-product.', but in The Pursuit of Happiness, a worker placement game all about your life; it's definitely​ a goal!

Note: The version of the game shown in the photos is the from the 'big box' which have a number of expansions incorporated into it, which add extra card tracks and actions. Also being used are the upgraded deluxe components as well as (I think) the neoprene playmat. 

What's in a game?
​Board: This is a busy looking board packed with a lot of card rows and spaces, all of which combine to display quite a lot of information.
  • Card rows: The left half of the board displays a number of rows of card tracks with 4 spaces each.
    Core game: The first 4 tracks which are from the core game are; Project, Item-Activity, Job & Partner.
    Extra tracks: These are Friend, Experience & Community.
  • Action spaces: The right hand side lists the game's 12 'actions', 9 of which are from the core game with the additional 3 coming from the expansions.
    Core actions: Study, Play, Interact, Take Project, Spend, Temp Job, Get Job, Start Relationship & Overtime.
    Extra actions: Plan Experience, Dream & Start Friendship are extra actions.
    Each action also has its own unique, humorous and cartoony illustration. 
  • Trackers: The board also has a round tracker as well as trackers for stress, rest & time spent, popularity and short term happiness.
    ​A score tracker (Or long term happiness.) runs the perimeter of the board.
The board is very colourful but this is more than decoration, as the actions are colour coded to the card rows. You will see the Take Project action space is the same colour as the Projects card row and so on.
Picture
Half the board.
Picture
The other half!

Cards: The Pursuit of Happiness makes use of a lot of different types of cards broken up into decks which correspond with the rows on the board and are also colour coded accordingly.
Thus, there are project cards, item-activity, job and partner cards.
​More on these later.
​Some of the card types are double-sided and come with a cover to keep them hidden during play.
Generally, cards feature a illustration along the top and tend to feature cartoonish artwork depicting their subject matter while the middle and lower parts given over to displaying game information.
As a rule, in some manner or other, cards tend to have a cost associated with acquiring or using them and there's also a reward for paying the cost. Some types of card will also require paying an upkeep to maintain - this may be in the form of resources or hourglasses. Upkeeps also generate rewards as well.
Additionally, there are also Child Trait and Life Goal cards. These function differently.
Picture
Project and item-activity cards on their respective rows.
Tokens: The Pursuit of Happiness uses quite a few types of token, particularly with some of the expansions thrown in.
  • Hourglasses: There are 9 of these in each player colour, obviously used to represent time!
Picture
Hourglasses.
  • Currencies: There are essentially 4 currencies in The Pursuit of Happiness used to pay for cards and there's a token type for each.
    The tokens in the photos are the upgraded deluxe 3d tokens. The core game comes with standard card tokens.
    • Creativity: Initially, I thought these tokens were orange balloons and obviously thought; 'what do balloons have to do with creativity?' Of course they are actually lightbulbs which of course represent getting ideas!
    • Influence: Influence is represented by a pair of disembodied hands in a handshake. I'm not going to lie, they look pretty creepy to me, especially since they're a purple colour which lends them a putrid quality! I think I prefer the card tokens in this instance.
    • Knowledge: Red books represent knowledge.
    • Money: Yellow discs are used to represent money.
  • Unavailable action tokens: These tokens look like 'banned' symbols (A red diagonal line through a red circle) and are used to mark which particular actions that players may be unable to use.
  • Wooden cubes: Like all self-respecting games, The Pursuit of Happiness makes use of lots of little wooden cubes.
    • Player cubes: A number of cubes come in each player colour which track actions specific to players.
    • Black cubes: These are used to track progress on cards throughout the game.
    • Round tracker: Lastly, there's a purple round tracking cube.
Picture
Creativity and influence tokens as well as money - all in 3d!
Picture
Black tracking cubes as well as book-shaped knowledge tokens.
  • First player token: This rather oversized token looks like a blue star but is actually the game' icon for long term happiness - in other words victory points (VPs).
Picture
A star is....errr.... starts the round?
The oversized plastic components are all well made; chunky, sturdy and well shaped, they're colourful and pleasantly tactile. The hourglasses in particular are quite huge.
Obviously these are the deluxe components and the base game comes with standard card tokens which are also fairly colourful and uniquely shaped for their individual types. I.e., the creativity tokens are shaped like 2d light bulbs and so on.

The Pursuit of Happiness uses a humorous and cartoony art style, interestingly this is further broken down into 2 further styles.
The cards all feature bespoke colourful cartoony illustrations of their subject matter - e.g., a car for the car etc.
However the board uses a more abstract stickman style against the brightly colour coded backgrounds to represent the game's actions. It's a bit of a curious mix of styles but it works well enough. i like it and it makes the game look good and gives it a good table presence.

There's nearly a dozen icons used in the game, they are mostly self explanatory and will be able to quickly learn them. Players should not have any issues understanding the game.

Picture
Player aids.
Picture
Player aids side two!

Note: For this game overview I'm going to limit discussion to the core game. There are numerous expansions for The Pursuit of Happiness and we've played some of them. Broadly speaking they mechanically tend to function in the same way.

How's it play?
Setup
​Board: Put the board into the central playing area.
  • Rounds: Place the round marker on round 1 on the round tracker.
  • Unavailable actions: Place these tokens on to the Get Job, Overtime and Start Relationship action spaces.
  • Cards: Sort the cards into their types, shuffle each into a face down deck and place them adjacent to their pertinent card rows on the board. Since the the Job and Partner cards are double-sided, their respective card covers should be placed on top of their decks to hide the cards.
    • Project and item-activity cards: Deal 4 cards from each deck on to their card rows.
      Life goal cards: Deal a number of Life Goal cards equal to the player count and place them adjacent to the board face-up.
      These provide extra scoring opportunities.
      ​Job and partner cards: While these cards are not placed in the game during setup and are not used during 1st round of the game. They come in to play during subsequent rounds and they are managed as follows.
      Firstly, these 2 types of card are always dealt from the bottom of their decks.
      Job cards: It does not matter which side of a job card is displayed, both side are functionally identical.
       
      Partner cards: As with job cards, both sides of partner cards only differ cosmetically. 
Players: Give each player the tokens in their player colour.
  • Hourglasses: Players start the game with only 6 of their 9 hourglass tokens.
  • Trackers: These should placed on their relevant spaces on the following tracks:
    Long term happiness.
    Short term happiness.
    Stress.
  • Child traits: Shuffle the child trait cards into a face-down deck and deal 2 to each player.
    All players should keep 1 and discard the other out of play.
    These cards determine the player's starting resources and also provides each of them a unique ability they can use.
First player: Determine a starting player.

On to play
The Pursuit of Happiness is played over 8 rounds and each round represents a different stage of life, starting with being a teenager and going all the way through to old age.
Each round round contains 4 phases, the bulk of gameplay takes place during the Actions phase and in this regard the game uses a typical turn structure with the active player completing their action and play then progressing to the player on their left.
The core mechanic in The Pursuit of Happiness involves acquiring cards and then using them. This will generally involve paying to use but will then provide rewards. Rewards may be any of a number of things, money or the 3 other resources, short term happiness, stress or even long term happiness which equates to VPs.

Slots: Before continuing to how the phases play, 'slots' need to be explained'.
Each player has 3 slots in their personal area and every 'active' Project, Job or Partner cards they acquire in any combination fills 1 of those 3 slots.
If a player has more than 3 of those card types active at the same time, every card in excess of the 3 slots causes the player to lose stress. That's the cost for 'burning the candle at both ends'!
The phases are played out as follows:
  • Preparation phase: Preparation for round 1 occurs as part of setup. But from round 2 this phase is resolved. Several events occur during the preparation phase.
    • Game end: Check to see game's end conditions have been met. See below for more info on this.
    • Rounds: As the game progresses through its rounds, certain actions become available and unavailable.
      Round 2: Jobs, partners and overtime become available.
      Round 6 onwards: From round 6 onwards, the players will be in old-age, this will mean gaining stress! 3 stress for round 6 and up all they way to 9 stress for round 8!
      Overtime becomes unavailable in old age.
    • Hourglasses: Each player gains hourglasses according to their position on the stress track.
  • Upkeep phase: Many elements of the game have ongoing effects and/or costs/upkeeps. This may include, time or money or anything else. These are all managed in this phase.
    If a player cannot or does not want to pay an upkeep, the card in question is discarded out of play and they gain stress and lose short term happiness.
  • ​Action phase: This is where the meat of the game takes place and players now take turn placing their hourglasses, triggering the actions for those spaces.
    It should be noted that if a player places more than 1 hourglass on to a board space, it increases their stress on its tracker. This restriction does not affect cards.
    There are 10 main actions and they work as follows:
    • Study: Placing an hourglass on this space earns 3 knowledge for the active player
    • Play: This earns 3 creativity.
    • Interact: Finally, this space earns 3 influence.
    • Take project: Placing an hourglass here allows the active player to draft one of the available project cards. There are 3 types of project card but all project cards have a associated cost and reward in some manner or other.
      Normal project: A normal project will have several 'stages'. When one is taken, the active player must pay the cost for stage 1 and they also earn the stage 1 reward. A black cube is used to track the progress through a project.
      The player may subsequently spend actions later to place hourglasses directly on to the project card, allowing them to pay to work through all the later stages, gain those rewards and ultimately complete the project. This can be achieved over multiple rounds.
      Eventually players will have completed all stages on a project card and it will no longer be considered active for the purpose of filling 'slots'.
      Single round projects: Like normal project cards, these ones have stages or more accurately levels in this case.
      When the active player takes one of these project cards, they pay as they normally would but these cards are discarded at the end of the round, thus the player only gets 1 opportunity to buy it's rewards. Again; use black cubes to track which level was bought.
      Group projects: Like single round projects, group projects only last for 1 round. Unlike the other 2 types of project, these do not have stages, instead they have 'areas'.
      Each area has its own cost and reward and when it is acquired, the active player can put the hourglass used to acquire it on to any of those areas, paying the cost to gain the reward.
      Using later actions the active player may chose to place more hourglasses on to other areas to pay the cost for their reward.
      Furthermore, other players (in their own turns) may also place hourglasses on another player's group project to pay for it's benefit.
      When all the areas on a group project have been completed, that group project is also considered completed. Players who contributed towards the completion will later earn additional rewards according to how much they contributed.
    • Spend: The spend action allows the active player to take a item-activity card. Like a project card, a item-activity card has stages or levels and players can choose which level to 'buy' the card at and gain the relevant reward.
      Item card: When the active player buys a stage of a item card, it cannot be advanced any further. Additionally, some item cards also have upkeeps that must be paid for in later upkeep phases.
      Activity card: These can be paid for like item cards but differently, they can be upgraded to later stages with further actions.
    • Temp Job: Not to be confused with the Job action, this action allows the active player to gain 3 money.
    • Get job: This action allows the active player to take a job card (from the 2nd round onwards) and put into one of their slots. Since they are double-sided, they can choose either side which will have different job titles. Jobs also have types which is significant for promotions.
      When the active player acquires a job card they must pay the recruitment cost and gain the recruitment reward. Additionally, jobs will have a upkeep cost but will provide a upkeep reward. Typically the upkeep cost will include hourglasses (Time at work.) and reward money (Wages.).
      Promotion: Each job has a 'level' of 1-3 and a player can use a hourglass to take the promotion action, this allows them to gain a job of a higher level and the same type.  This is done by taking another available card from the card row. Higher level jobs have more expensive upkeeps but also provide better rewards.
      ​Retirement: When a player reaches level 3 in a job, they can opt to advance to retirement. This essentially ends the job which will no longer have an upkeep but will also pay a pension.
    • Start relationship: Placing a hourglass here allows the active player to take a partner card. They can can use either side as they differ only in identity of the character in the relationship.
      Like other cards, partner card have stages or levels which can be moved through and represent the player's commitment to the relationship, going from dating all the way to raising a family.
      Partner cards have both a upkeep cost and a requirement. Requirements do not need to be 'paid' but the player must have the necessary resources available.
    • Overtime: In certain rounds, overtime will become available to player. By placing an hourglass on the overtime space, the active player may gain 2 more, this is a net gain of 1. Additionally, they must increase their stress on the track.
    • Rest: The opposite of overtime, now that's more like it! The active player may put as many hourglasses here as they want without increasing stress and in fact: every hourglass placed here will lower stress.
      ​More on how stress works below.
  • Resolution phase: Once all players have placed all their hourglasses, the resolution phase occurs, this can differ from round to round.
    • First player: The first player for the following round becomes whoever is furthest along the short term happiness tracker.
    • Reset short term happiness: Joy can be all too fleeting and everyone's position on the short term happiness tracker is reset to 0.
    • Group projects: All rewards from group projects are distributed and the group project card is removed from play.
    • Single round projects: These cards are removed from play.
    • Remove hourglasses: All hourglasses are removed from the board and personal playing areas.
Other rules: Here are some of the rules not covered above.
Short term happiness: As well as determining the first player in the following round, a player's position on the short term happiness tracker will affect the costs they pay, positive happiness gives them a discount while negative does the opposite.
Players may also pay short term happiness to discard any number of cards on a card row and refill them
Stress: The stress track consists of 7 differently bands​ with several spaces in most bands and 15 spaces across all bands.
This is a very important tracker. Not only does it determine how many hourglasses a player receives at the start of a round, it also dictates when they shuffle off this mortal coil!
Certain actions will increase stress which moves a player's marker towards the 'red' spaces, this is bad because it will lose them hourglasses, if the marker is moved all the way off the board then the player has met their end and they are eliminated from the game.
Actions that move the marker into the 'green' spaces are good, it provides the player extra hourglasses and longevity. Here's the thing though, a player cannot move bands when decreasing their stress unless they gain a specific reward called Good Health!
Just like real life, Good Health is very good thing and being able to move bands is important. Remember that in old age, players automatically gain 3, then 6, then finally 9 stress. What this means is; if a player hasn't gained good health by the end of round 7, they are guaranteed dying at the start of round 8! Ouch!
Picture
Stress tracker, things start to look bad when you get into the orange band and worse!
Right, I think that's a broad explanation for the rules.

Endgame
Play continues until all players have died - which is a bit of a sobering thought! This will usually occur during the preparation phase when players deal with ridiculous amounts of stress!
Players then count their finishing VPs which comes from 3 sources.
  • Long term happiness: These count as VPs.
  • Resources: 1 VP is earned from each set of 5 of each of the games resources.
  • Life goals: Players check to see if they've met any of the criteria on the life goal cards, earning VPs as directed by those cards.

Points are tallied, highest score wins.


Overall
The Pursuit of Happiness is all about the use of hourglasses, time and the passage of a lifetime.
Players will find themselves quite figuratively spending time at work which will provide money which will allow them buy stuff. Get into a relationship? Raise a family? These require more time.
Between this and having a job, half of your hourglasses will used upkeeping these two! If you ever wondered. 'Where did it all go?' Now you know!
As you might have guessed, The Pursuit of Happiness is a very thematically appropriate game.

While the game is I'd say 'mid-weight' mechanically (At a basic level it's a worker placement game that allows players to gain extra places to use from acquiring cards.). There's quite a lot going on and equally a lot to remember. I wouldn't call it fiddly but it probably take a couple of playthroughs to get a handle on everything.
There's some unique elements of course such as the short term happiness track which something that players will need to keep an eye on and manage as well as the stress track. Both of which can significantly influence the game.

One thing I will note about gameplay related to the stress track, it's how rare cards that grant 'good health' are and how infrequently they appear. I don't think we ever saw more than 1 or perhaps 2 during any single game.
Whoever manages to gain that good health will find themselves in a good position gameplay wise as gaining it and consequently being able to shift into a different band on the stress tracker is a strong play, in fact an almost game winning play as it can give that player and entire extra round.
I feel that cards with cards with good health perhaps could have been a bit more common and other players may well need to remember to use short term happiness to rinse through the decks looking for those cards.

Gameplay wise, The Pursuit of Happiness is about the most optimal placement of hourglasses and management of resources.
Things like project and item-activity cards will when fully maxed out give players VPs but they are also useful for changing 1 kind of resource into another which can be used else where. This lends the game a bit of a engine-building aspect, albeit a fleeting one, since cards can generally only be used a couple of times before being 'completed'. Players will always be looking for the next opportunity to exploit.
​
If I were to be a bit harsh, I would say that The Pursuit of Happiness a bit overlong particularly at higher player counts and that the gameplay is little average and is pretty standard stuff mechanically.
Where it excels though, is in a added storytelling angle the game creates. As a player progress through the rounds (and the years), they'll find themselves creating a bit of story during their playthrough as they acquire cards that add to that story. Did they get a job, what hobbies did they have and so on?
It gives the game a great deal of charm
Picture
I was a charismatic archaeologist who married Sherry and ran a scout group. The comic book collection is definitely me and the celebrity item collection made up for never finding the Ark of The Covenant! I was also a fan of basketball, TV and dining out.
The result of this is that The Pursuit of Happiness provides a bit of unique game experience and one to definitely give a try.
0 Comments

Oh Captain - First Play!

14/8/2023

0 Comments

 
13th August 2023

It's Sunday lunchtime and that means we're at The Sovereigns in Woking for some gaming diversions.

Being a brave adventurer comes with its risks and drawbacks, like for example; being trapped out at sea in a sea monster's mysterious cave lair.
Luckily, being the industrious adventurers that you are, the dangerous situation you all find yourselves in won't stop any of you from trying to screw over your companions for cold hard cash in this bluffing card game.

What's in a game?
Captain's bottle: This is an actual message in a bottle, it's not a glass bottle and fortunately has very little chance of breaking. Since we never pulled the message out, we've go no idea what it says?
Picture
A bottle o' rum might have been more 'agreeable'!
Adventurer sheets: This is a bit of a misnomer to call them 'sheets' as they are fairly chunky and sturdy double sided tiles.
Each 'sheet' represents a individual character on these double-sided tiles. One side has the character in a 'explorer' role, while the other shows them in the 'captain' role.
  • Explorer: The explorer side of a adventurer sheet shows a character portrait and their unique special move below it. Most of the tile's space is given over to showing a breakdown of most of cards that appear in the deck - although I'm sure it doesn't show the purses (which have no action).
Picture
Nostromo the explorer.
  • Captain: The captain's side of the adventurer sheet is identical to the explorer's side save for it doesn't show the character's special ability - which they can't use as captain anyway.
Picture
Nostromo the captain.
Cards: There are 7 types of cards in Oh Captain.
4 types have actions in game associated with them. These are the Grappling Hooks, Lanterns, Lizards and Pistols.
Purses are worth gold while Nukha Eggs are essentially booby traps.
Finally. there's a Nomads' Arrival card which triggers the game end.
Tokens: Two types of card tokens are used in the game.
  • Gold coins: These round tokens obviously depict some kind of gold coin.
Picture
Gold!
  • Majority tokens: There are 3 of these pennant shaped card tokens and they're colour coded to correspond the grappling hook, lizard and pistol cards. Majority tokens come into play at the game end.
Picture
Picture
Card dispenser: This neat looking component is a card holder constructed out of thick card and used to hold the game's deck. Thematically, it depicts the game's mysterious but also item laden cave lair.
Picture
Component quality is good throughout Oh Captain. The tiles, tokens and card dispenser are all made of suitably thick card and feel nicely robust. Arguably the gold coin tokens are typical for what you'd expect for gold coins, which means they're not bad but average and completely acceptable.
The cards have a laminated feel to them while their back have gold foil finish.
The bottle looks great and is transparent acrylic, it doesn't feel like it would break unless someone purposely tried to do so.

Oh Captain has great presentation. Artwork displayed on the adventurer sheets and cards in particular is clear, colourful and does a good job of portraying the exotic location the game takes place in.
The card dispenser, while unnecessary adds a nice touch to the game and the same is true of the captain's bottle.
It all adds up to make Oh Captain a pretty looking game.

There are only a handful of actions in the game, consequently there aren't too many icons to remember and the items/cards they're associated with are self explanatory, well, except for the lizard, since when do lizards steal money?
anyway, other than the lizard, everything straightforward and easy to understand.

Picture
Example of a couple of cards.
Picture
Shiny card backs!

How's it play?
Setup
Players: Players carry out the following set up.
  • Captain: Randomly determine who will be the captain at the start of the game. All other players will be explorers.
    Give the captain the captain's bottle and 5 gold.
    Give all explorers 3 gold each.
    Then give 1 Purse card each explorer, this should begin the game face-down. The remaining purse cards are not used in the game.
  • Roles: Starting with the captain each player chooses an adventurer sheet.
    Each player then should place their sheet in front of them, with the pertinent side up.
  • Cards: First remove the Nomads' Arrival card and set it aside.
    • Next, shuffle the deck of cards and draw 3 cards into a face-down stack, then add the Nomads' Arrival card also face-down, creating a 4 card stack.
    • Shuffle this stack and place it at the bottom of the dispenser, thus the Nomad's Arrival will be one of the last 4 cards.
    • Shuffle the remaining cards and place them on top of the stack of 4 cards in the dispenser.
  • Discard pile: Finally, draw 3 cards from the stack and place them underneath the captain's bottle to form the beginnings of the discard pile.
    The captain is free to look at the cards in the discard pile.
  • First player: The player to the left of the captain becomes the first player. Give that player the card dispenser.

On to play
Oh Captain uses a more-or-less typical turn order with the active player resolving their action before play moves to the player on their left, except if it's the captain, the captain does not get turns! They can potentially act in other player's turns but are skipped as active player instead!
The active player performs the following phases.
Mutiny.... or not: If at the start their turn, the active player has more coins than the captain, they can choose to mutiny.... or not!
  • Mutiny: If the active player does mutiny, they take the bottle along with the 3 cards into their personal area. They also take 1 gold from the general supply.
    The player's turn then immediately ends.
  • Loyal.... for now: If the active player chooses not to mutiny (or cannot because they do not have coins), then they pledge their loyalty to the captain.
    This is not just words though and they must pay 1 coin to the captain!
    The active player must now explore.
Exploring: The active player now draws 1 card from the dispenser and keeping it hidden, looks at it. they should keep it face-down.
They must now offer to sell it to the captain for 1 coin.
  • Sell card: When selling the card they just drew to the captain, the active player must tell the captain what type of card it is - which will be 1 of the 4 action cards; grappling hook, lantern, lizard or pistol.
    However, the active player can choose to lie about what kind of card it is and in fact, if they drew a Nukha Egg, they must lie about what the card is, they can never offer to sell an egg.
  • Captain's choice: The captain has the choice to buy the card or not.
    • No sell: If the captain chooses not to buy the card, then the game proceeds to the active player's action phase.
    • I'd buy that for a coin: If the captain chooses to buy the card, the following occurs:
      • Payout: The captain gives the active player 1 coin and takes the card.
      • Reveal card: The captain now reveals the card and places it face-up in their personal area.
        • Lie: If the active player was lying, then nothing further occurs. The turn is over and play progresses to the player to the left of the current active player.
        • Truth: If the card is what the active player said it was, then the captain immediately resolves the card's action and then the turn is over. Play progresses to the player to the left of the current active player.
          More on card actions below.
  • Action phase: If the captain chose not to buy the card, then the active player must use the declared card's action. The card should not be revealed and the active player cannot use the action that would come from a different card.
    I.e., regardless of whatever the card might be, if the active player told the captain it was a Pistol, they must perform the pistol action.
    Actions: When performing an action, remember the card is not revealed and the active player can must target another explorer, they cannot target the captain (It's good to be the captain!).
  • Challenge: Before resolving the action, the player who was targeted by it can challenge the action. When this occurs, the active player must reveal the card (Cards are only revealed in this phase when challenged.) and the following occurs.
    • Lie: If the active player was lying about what the card was, then they must pay a coin to the targeted player and their turn is over.
    • Truth: If the active player was telling the truth, the targeted player must pay a coin to them and the card's action is still resolved.
  • Resolving actions: The 4 actions are:
    Grappling hook: Take a card from the targeted player.
    Lantern: Reveal a face-down card in the targeted player's personal area.
    Lizards: Take a coin from the targeted player.
    ​Pistol: Destroy a card in the targeted player's personal area.
    Nukha egg: No effect - although since a Nukha Egg cannot be declared as an action, it can never have the possibility of having an effect?
  • Next turn: Once the action for the round has been resolved, the active player's turn is over and play progresses to the player on their left.

Endgame
Play continues until an explorer draws the Nomads' Arrival card, in which case the explorer reveals it and the game immediately ends, players now reveal all the cards in their personal area and the game goes to scoring.

Majority
Before final scoring, majority needs to be determined for Grappling Hooks, Lizards and Pistols.
Basically; whoever has the most cards of each type (ties do not count) gains the majority token that corresponds to it.

Players then total all their gold coins, this comes from:
  • Gold coins.
  • Lantern cards (worth 2 or 3 gold each).
  • Majority tokens (worth 4 gold each).

Points are tallied, highest score wins.


Overall
​Thematically, Oh Captain is a bit left field; a bluffing game about shipwrecked adventurers trapped in a sea cave who decide - while exploring - to try and steal valuables from and out do each other as they wait for their possible rescue?
It's definitely a bit of a stretch for a bluffing game!

Minor quibble aside, how does Oh Captain fare mechanically? fairly strongly I feel albeit with a flaw.
Like pretty much all games based on bluffing, this is as much about playing the players as it is about playing the game and depending on whether a player is the captain, active explorer or other explorer there's 3 sets of conundrums to consider.

If an explorer doesn't mutiny, they have to draw a card and then consider their options. The mechanic that allows the explorer to potentially sell it to the captain adds an extra winkle here.
When declaring what the item is (or what the explorers says it is) the active player has to try and consider whether the captain will want it or not. If the captain might want a pistol, declaring it a pistol might get the captain to buy. This can be a good or bad thing, depending on whether the active player wants to use a pistol or not and if they would prefer a gold coin for it. Generally, getting cash it good!
Additionally, the active player also has to think about how they would use the card if the captain doesn't want it. Saying it's a lizard in the hope the captain doesn't want it is no god if the active has no need for it themselves.
So sometimes the player will need to lie to try just to try and get the card they want or need and sometimes it'll just be dropped into their hand and of course, there's the Nukha Egg that forces players to lie.

Challenging is another element to think about, when an explorer is targeted by the active player, they'll need to consider whether it's a bluff and challenge it, the outcome for getting it wrong can be costly. As there's only 5 of the Grappling Hook, Lizard and Pistol and 7 Lanterns, there's definitely a slight element of card counting that can be used but since not all cards will be revealed (And 3 have been removed from the game.), there's also some imperfect knowledge at work too, meaning there's generally always a slight gamble when challenging.

The dilemma faced by the captain is a little different, since they don't get a turn, they can only act in other players' turns by buying and using their cards! This can be useful since potentially, the captain could get a lot of actions but there's a cost to this though and if another player lies, then the captain loses money for nothing.
Thus the captain will need to calculate whether the card's action is worth 1 gold to use - provided it is what the active player says it is.

This is where we come to what I feel is a bit of a flaw in the game: As captain, I never felt motivated to needing to buy a card offered to me and generally ended up refusing them..
Take the Lizard card for example, the captain could pay 1 gold to use it, but all it does is allow the captain to steal 1 gold from another player. So ultimately, the captain gains zero benefit from it, sure if the captain feels another player is close to mutiny, it can be employed as a denial strategy but it also gift a coin to another player. All the captain is doing is shifting coins around the other players. This is all provided, it really was a Lizard, otherwise it's just a loss of a coin.
Or the Pistol; the captain could pay a coin to use it to destroy card or just let the active player use it to destroy a card instead.
Why waste a coin to destroy a card?
It might not be the card the captain would want destroyed but a card will be destroyed regardless unless of course it is challenged and proves to be a lie - in which case the captain was wise to not buy it.

I found it quite likely I was being lied to when I bought cards which is mostly why I just stopped buying them altogether - it just wasn't worth the risk.
In a 4-player game, the captain will gain 3 coins per round and if other players aren't gaining at least that many coins per round, they'll never catch up. So why should the captain spend coins for anything?
This is compounded by the rule that prevents explorers targeting captains with cards, I understand why as everyone would pick on the captain but it's even more reason not to buy a card as leaving it with the explorers means they'll just end up attacking and stealing from each other!

It's not entirely 100% the case that it'll go down that way as it's likely that other players will get the majority tokens which would be a 4-coin swing but I feel, unless 1 player gains 2 of them, it won't be enough.

It means that it's generally a no-brainer to just not buy cards and no-brainers are bad because they are the opposite of meaningful decisions - which is bad.

It's a bit of a shame as otherwise Oh Captain is a very nicely presented, fun game to play if bluffing games are your thing.
0 Comments

Flash Point: Fire Rescue - First Play!

12/8/2023

0 Comments

 
10th August 2023

Gaming night round Simon's continued with Flashpoint.

So move aside make way for fireman Sam
Cause he's gonna save the day fireman Sam
Cause he's brave to the core
Sam is the hero next door


Victims to rescue, fires to extinguish, buildings to save. All in a day's work for the brave first responders in Flash Point: Fire Rescue, a cooperative board game.
Picture

What's in a game?
Board
: Flash Point: Fire Rescue has a double-sided board and each side displays what is ostensibly an apartment.
The majority of the board is given over to displaying this apartment which has a 8x6 overlaid on top of it. There are also icons which indicate where doors may be found - some doors also display '2 cubes'.
Along the outside of the board are spaces to place rescued people (or not rescued people!), fire engine and ambulance tokens etc.
Finally a series of fairly discrete dotted red lines separate the board's map into individual quadrants.
Picture
Game board.
Markers: The game comes with a lot of differing card markers, all of which are round and many of which are double sided.
  • Threat markers: These markers are double-sided, respectively showing either smoke or fire.
Picture
Both sides of a threat marker.
  • Point of Interest markers: There are 18 of these Point of Interest (POI) markers, they are also double sided. One side depicts a '?' while on 12 the other side will show a victim, which could be a person or possibly a pet! The other side on the remaining 6 are blank indicating they are false alarms.
  • Door markers: More double-sided markers used to track whether doors are open or closed.
  • Action markers: These show a running individual in white against a green background. They are essentially a form of action point currency.
  • Heal markers: These round tokens each display a red cross and are used in conjunction with one of the specialist firefighters; more on them below.
  • Hazmat markers: These tokens depicts things like fuel cans and aerosol cans and are used to represent explosively dangerous materials in the game.
Hot spot tokens: These round tokens are noticeably smaller than the other tokens and they depict a flame against a black background.
Picture
Numerous different tokens and markers.
Vehicle tiles: There are 3 of these rectangular double-sided tokens, 1 side shows a fire engine while the other depicts an ambulance.
Picture
Fire engine and ambulance, ready to go!
Damage counters: Curiously, the game uses acrylic opaque black cubes to represent damage instead of card tokens. They're also much larger than the acrylic cubes you typically might find in a game.
Picture
Acrylic black cubes seem a left-field choice for component to track damage but it does the trick.
Dice: There are 2 dice in the game, a normal six-sider and also a eight-sided die.
If you noticed that the 2 dice correspond to the map's 8x6 grid; good spot!
Picture
That's column 1 and row 3 (I think?).
Specialist cards: There are 8 specialist cards, each one represents a different playable character which has their own unique ability and illustration.
  • Action points: Each specialist also has individual action points (AP), most have 4 APs but one character has 5 and another 3.
Picture
Specialists.
3d firefighters: There's a plastic 3d miniature of firefighter in each player colour.
Picture
Sample of firefighter models.
With card tokens and tiles, plastic models and acrylic cubes, Flash Point: Fire Rescue is a bit of an eclectic mix of components and none of them would considered low quality.
The dice are plastic but roll well enough.
The standout components are probably the firefighter models. They look a little cartoony and stylised but I'm sure that's by design. They don't look like the kind of mini that is meant to be painted and meant to serve as playing pieces.

The artwork and illustrations on the game boards is straightforward and uncluttered which is a good thing as the playing area will become quite busy during play. The same can be said of art that can be found on tokens and tiles.
What looks like fully painted art is used on the specialist cards giving each one an individual high quality appearance.

The game's iconography is all self-explanatory and easily understood. None of it should prove a problem for players.

Picture
Player aid 1.
Picture
Player aid 2.

How's it play?
Note: Flash Point: Fire Rescue comes with 2 modes of play, a simpler 'family game' and a more rules heavy 'experienced game' mode. furthermore, the experienced game has 3 levels of difficulty.
This blog discusses the experienced game which essentially also incorporates the family version.
Setup
Board: Choose which side of the board to use, the 'front' side of the board is considered the easier side.
  • ​Doors: A door icon (with the closed door side up) should be placed on all door icons that also display 2 cubes.
  • Explosions!: A number of explosions should be triggered on the map, the amount is determined by the chosen difficulty.
    ​This is done by rolling the dice and placing a threat marker (fire side up) on the resulting space, then adding a hot spot marker to the same space.
    Each fire token then 'explodes', more on explosions below but basically, a explosion causes the fire to spread.
  • Hazmat tokens: Also determined by difficulty, a number of hazmat tokens are placed into the burning building, again determined by rolling dice.
  • POIs: Remove POI markers as required, then shuffle the remaining ones into a face-down stack. Roll the dice 3 times to determine where 3 POI tokens are placed face-down, they cannot be placed on a space containing fire.
Players: Players now choose a specialist card and take the fire fighter in their chosen player colour.
More hot spots!: Dictated by difficulty and player count, even more hot spot tokens are added the map on the board.
Furthermore a number of hot spot tokens are kept to the side to be potentially added to the board during the game.
Firefighters: Players now choose which spaces outside the building to place their firefighters, more than 1 firefighter may occupy the same space.
Vehicles: Players now choose where the fire engine and ambulance start the game.
First player: Determine a starting player.

On to play
Flash Point: Fire Rescue uses a fairly typical turn order for a cooperative game. The active player takes their turn (Spending their action points.) and when their turn is over, the board activates and performs its automated actions. After that, the game progresses to the player to the left of the active player.
3 phases are resolved during the active player's turn.
Actions: During this phase, the active player now performs actions by spending the APs for their selected specialist. Available actions include:
  • Change crew: Unusually for a cooperative game, if the active player's specialist is at the the fire engine, they may swap their specialist out for one that is currently not being used by spending 2AP.
  • Chop: A firefighter always carries their trusty axe and can use it to break through doors and walls which can be useful to create shortcuts but can also possibly represent a risk. It costs 1AP to inflict a point of damage (represented by a black cube) on a door or wall. Usually when a door/wall takes 2 points of damage, it is destroyed.
  • Extinguish: Firefighters can fight the fire! The active character may spend 1AP to remove an adjacent smoke marker from the board or spend 1AP to flip a fire marker to the smoke side.
  • Move: A firefighter may spend 1AP to move 1 space orthogonally, they can also move through spaces containing fire markers but this costs 2AP per space. Additionally, firefighters cannot end their movement in space containing fire.
    POIs: If a firefighter moves on to a space containing a POI token, it is flipped to reveal whether it is a victim or just a false alarm.
    Move with victim: A firefighter may bring a victim with them when they move but it costs 2AP to move 1 space, furthermore, a victim cannot move through fire.
    Hazmats: Hazmats can cause explosions if caught in fire, so firefighters can try and move them out of the building before that happens. Moving a hazmat token is identical to moving a victim.
  • Open/close door: APs can be spent to open and close doors, sometimes this is more beneficial than simply destroying them.
  • Vehicles: If the active character is on the same space as a vehicle tile, they can spend APs to move the vehicle. any other firefighter on the vehicle can also move for free.
    Each type of vehicle also has it's own action which the active character may perform.
    Ambulance:  In the experienced version of the game, a victim is only considered 'rescued' when they are brought to a ambulance.
    Fire engine: The active player may spend APs to use a fire engine's hose, although this costs 4APs! It allows the firefighter to extinguish multiple fire and smoke tokens in a adjacent quadrant.
  • Pass: The active player may choose to pass instead of spending all their action points. For every unspent AP, the player take an action marker. These may be spent on later turns to gain action points.
    A character may have no more than 4 action markers at any one time.
  • End of player phase: Once a character has spent all their APs or passed to retain some of them, their turn is over and the game goes to the next phase.
Advance fire: In this phase, the fire will spread which is done on a basic level by adding a marker to the board and this can have several consequences.
  • ​Roll the dice: The active player rolls the dice and will place a new smoke marker on the space as indicated by the result of the dice roll. However, depending on where the smoke marker is meant to be placed, it's probably not over yet...
    • Empty space: If a space has no smoke or fire marker and is not adjacent to one, simply place the smoke marker on the allotted space.
    • Adjacent to fire marker: If the smoke marker is placed orthogonally adjacent to a fire marker, immediately flip it to the fire side. Smoke is never adjacent to fire, it always becomes fire! This is called a flashover.
    • On a smoke marker: If the smoke marker is to be placed on a smoke marker already in play. Do not add the marker, instead flip the smoke marker already on the board to the fire side.
      Potentially, this can then turn any other adjacent smoke markers to their fire side!
    • On a fire marker: If the smoke token were to go on a fire marker already in play, it causes an explosion instead! The smoke marker is discarded and the explosion is resolved.
  • Explosion: When an explosion is triggered, fire will expand 1 space in all 4 orthogonal directions from the point of origin, what happens will depend on what is in the space it expands into.
    • Open space: If the explosion expands into a empty space, it stops there. Place a fire marker on that space.
    • Smoke marker: If the explosion hit a fire marker, flip it to the fire side.
    • Fire marker: If the explosion hits a fire marker, it triggers a 'shockwave', this means the explosion continues to the next space and will continue until it encounters empty space or smoke marker.
      Closed doors and walls will also stop a explosion expanding, at least they will until they are destroyed.
  • Damage: When fire expands into a space either via flashpoint or explosions, there can be an effect.
    • Barriers: When fire hits a door or wall, it does damage in the form of putting black cubes on it (Much like when a firefighter uses the chop action.), when a door or wall segment takes 2 damage, it is destroyed.
      Destroyed walls and doors (And also open doors.) do not stop an explosion expanding.
    • POI: If the damage hits a POI marker, that marker is destroyed, if it was a victim, that victim is killed.
    • Hazmat: If fire enters the same space as a hazmat token, another explosion originating from the spot is triggered. Exploding hazmat markers also add hotzones to the board.
    • Firefighter: If fire expands into a space with a firefighter, that firefighter is knocked down and moved to the closest ambulance tile.
  • Hotzones: When the 'advance fire' roll targets a space with a hotzone marker, another advance fire roll is made after the current one is resolved. It is possible for multiple hotzones and thus multiple advance fire rolls to be triggered.
    Flare up: Additionally, when a hotzone is the target of an advance fire roll, it also adds another hotzone to the board, thus potentially creating a loop of destruction!
Replenish POIs: Once the advance fire roll and all resulting effects have been resolved, the game proceeds to the final phase of a turn - replenish POIs.
There should always be 3 POI markers on the board, if for any reason, there are less than 3, roll the dice and place a POI marker face-down in the resulting space. There are some restrictions, a POI marker cannot go on a spot with for example, in this instance roll the dice again until a appropriate space is rolled.
Repeat this until 3 POI markers are on the board.
Next turn: Once all the required POI markers have been replenished, the turn is over and play progress to the player to the left of the active player.

That's pretty much it for most of the rules, I've skipped some details that go into how some elements of the fire expanding are managed and also the special actions attributed to individual specialists but this about is the gist of it.

Endgame
Play progresses until 1 of the following conditions is met.

Losses: If 4 or more victims are killed, the players collectively lose.
Damage: If all the back cubes are placed onto the board, the building collapses and the players collectively lose.

Rescued!:If the players between them manage to rescue 7+ victims from the fire, they immediately win the game.


Overall
The board displays a recognisable location that firefighters move around to rescue people while it is inevitably filling with fire at a dramatic pace that causes explosions and damage in a race against time.
All of this makes Flash Point: Fire Rescue thematically a strong game.

On a basic level, in Flash Point: Fire Rescue characters navigate a landscape using action points having to balance the need to complete objectives - in this case rescue victims with the need to prevent or slow the spread of fire.
Players of cooperative games will recognise a lot of the mechanics employed here, it presents them with a classic dilemma that can be found in a lot of cooperative games.
There are a couple of unique elements here though.
Hazmat markers provide an extra risk and thus, extra facet to take into account: Should characters try and remove them from the board at the cost of less focus elsewhere, or ignore them in favour of concentrating on other risks?
The spreading fire also provides an unusual extra conundrum to face. While the spread of fire can be halted or even reversed, the explosions that get triggered cause damage that cannot be removed. The same is also true of hotspot markers.
Ultimately, it means that this is not about trying to put out the fires, I don't think that can ever happen and characters can only hope to hold them back long to rescue victims. It makes this a game of maximising effective use of action points and trying to gauge how much risk can be taken by ignoring fires.
As with many cooperative games, luck plays a not insignificant part here in the form of the dice rolls and this is just something the players will need to react and adapt to.

In terms of gameplay I found Flash Point: Fire Rescue a bit of a mixed bag.
The sense of being in a burning is pretty strong and the game has a genuine urgency regarding the spread of fire. It's actually pretty scary to watch as a single dice roll can lead to a series of events and explosions that wreak havoc and damage across the entire board.
But while the mechanics for the fire feel fast paced, the same is not quite true of player actions. Players typically get 4AP per turn and it can seem a little plodding at times, e.g., if a character has a victim they're trying to get out of the building - they'll get to move 2 spaces in their turn and that's it! It felt a little contrary to the atmosphere.
Although maybe that's the point, contrast the speed and danger of the fire with the relative slow actions of the firefighters to create tension? regardless of that, it made the gameplay feel a little 'off'.

I can't fault Flash Point: Fire Rescue and think overall it's a well constructed game but having played a fair few cooperative games over the years, I found the action point system a little uninspiring but that could simply be down to overfamiliarity. It didn't help that despite being mechanically solid and providing meaningful decisions to make, the game didn't quite gel with me. At the same time though, I'm going to reserve judgement on Flash Point: Fire Rescue. I want to give it at least another go or two.
0 Comments
<<Previous

    Author

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

    RSS Feed

    Categories

    All
    2 Player Only
    50 Fathoms
    Abstract
    Action/Role Selection
    Annual Quiz
    Area Control
    Asymmetrical Play
    Auctioning
    Bidding/gambling
    Black Hack
    Bluffing
    Board Game
    Campaign Play
    Card Game
    Clockwork & Chivalry
    Collect And Deliver
    Cooperative
    Cthulhu Hack
    Deck/Bag Builder
    Deduction
    Dice Game
    Drafting
    Engine Builder
    Hand Management
    Hidden Movement
    Hidden Role
    In Darkest Warrens
    Legacy
    Memory
    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

    Archives

    February 2026
    March 2025
    March 2024
    September 2023
    August 2023
    July 2023
    June 2023
    May 2023
    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

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
    • D&D BECMI
    • The One Ring
    • The Evils of Illmire
    • Beach Patrol
    • The Surrendered Lands
  • Game Blogs
    • RPG Blog
    • Gaming Blog
  • Painting Blog
  • Contact