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16th April 2023 It's a Sunday and we're logged into Board Game Arena for more gaming fun. Take on the role of Perseus, Jason or Hercules. Battle The Hydra, vanquish The Gorgon and defeat Cerberus in Legends of Hellas, a cooperative card game of Greek heroes and Greek mythology. Caveat: We've only ever played this game digitally. What's in a game?
With a chunky, cartoony style, Legends of Hellas is a bright and colourful looking game. It's crisp, clear artwork and the monsters on the monster cards are all instantly recognisable. I think it looks great. There's half a dozen icons in the game and they're only used in reference between action and monster cards. Players should have no problems here. How's it play? Setup Legends of Hellas presents players with 12 different missions to undertake which may have some varying setup and game rules. However, broadly speaking, they share a common theme - which defeating monsters until the boss monster 'the chimera' appears then defeating it.
On to play Players in Legends of Hellas are cooperatively attempting to defeat a number of monsters inspired by Greek mythology. This is done by playing cards but players will also need to perform other actions to facilitate this. Legends of Hellas uses a traditional turn order with active player completing their action before play progresses to the next player.
Endgame If the players manage to defeat the Chimera once it has appeared, then they collectively win the game! If however, at any time a player needs to draw cards and there are none left in the action deck, then the players collectively lose the game. Overall
Between it's bold colourful presentation of Greek mythology and card mechanics which will have heroes travelling about to battle monsters using their guile, strength and so on; Legends of Hellas is pretty strong thematically. I personally like how The Chimera will be a random amalgam of 2 other monsters. Mechanically, on the surface it's a pretty straightforward game - play cards with symbols matching symbols on monster cards to defeat them but in practice, Legends of Hellas is quite unforgiving. This is because players aren't really battling the monsters, they're battling the action deck - or more precisely, fighting to stop the deck running out and luck can play a very big part here. Every choice and action a player takes - not just attacking monsters - will cost a card. Draw cards - one of them must be discarded. Give cards to an alley - one must be discarded. Move or view the deck - you get the idea. Even deciding which cards to discard is also an important decision. I.e., if none of the current monsters require a certain type of card, is that type safe to discard? A monster requiring it might turn up later Consequently it can be very easy to run out of cards, players will need to try and play as efficiently as possible with minimal squandering and no frivolous moves. Judicious use of divine interventions can be critical here, playing one at the right time can defeat a monster with only 3 cards instead of 5. It might not seem like a saving of many cards but it can be. While players can not explicitly discuss the cards in their hand, they will need to coordinate actions, especially actions such as passing cards to each other and viewing the deck. Being a cooperative game, there's also a degree of luck in Legends of Hellas, perhaps a little too much like for my liking. Sometimes players will draw a hand of cards they just can't use and will have to find a way to adapt. Conversely, sometimes luck will deliver the exact cards you will need which will make it easier and maybe a little unsatisfying. It also means that sometimes it felt like my decisions had been taken out my hands by chance and sometimes it felt like any strategy I had was was reduced to simply 'play what you have' and adapt to 'what you get'. Despite this I found Legends of Hellas to be a fairly enjoyable experience mixed with dollop of frustration from the luck which strangely, could go 2 ways; too much bad luck or too much good luck! With it's cartoonish art style and somewhat lightweight rules, Legends of Hellas would appear to be aimed at a family audience but we found it actually quite a tricky game, I'm not sure younger players will have a easy time. however a bit of adult/parent contribution would make a difference, I guess that's what makes it a family game. If you want a ancient Greece themed cooperative game or in fact any kind of low maintenance cooperative game, Legends of Hellas might fill the bill.
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9th April 2023 Sunday night on Board Game Arena means gaming goodness. Ruffle your feathers, flap you wings and squawk for this err... bird and fruit themed set collecting card game. Caveat: We've only played this game digitally. What's in a game? Cards: Toucan consists of a deck of 70 cards, broken down into 3 types.
Tucano features colourful and bright cartoony illustrations throughout. It's a nice art style that works well with cheerfully anthropomorphic fruit and stylised birds that suits the game's lightweight nature. The game's only iconography are the 3 symbols found on the toucan cards and icons used for set collecting scoring on fruit cards. All of these are easily and quickly explained and understood. How's it play? Setup
On to play. In Tucano, players will drafting cards from a column in the central area and add to their personal area with the aim of collecting sets which will in turn score them maximum victory points (VPs). Tucano uses a traditional turn order with the active player resolving their turn before play moves on to the player on their left. The active player will perform the following.
Endgame Play continues until the deck has been depleted and there's only 1 column of cards left in the central area. At this point, any players with a joker card may choose which set to add it to. Sets are then scored. Most sets will score according to how many cards a player has collected of that set. However, some sets score based on how many cards a player has collected in relation to other players. In this case whoever has the most cards will score the larger amount and all other players with cards in that set will score the lesser amount. It is possible in some circumstances for sets to lose players VPs! Points are tallied, highest score wins. Overall
I guess toucans collecting fruit is a good a theme for a set collecting game as any! When playing, players are broadly speaking, faced with 3 choices during their turn which on the surface is not a lot. However, Tucano does a clever thing is by having some sets earning increasing VPs, some sets intermittently scoring VPs and some losing them - and then having columns that get longer. Invariably, when a column contains a card that loses VPs; players will initially ignore that column, this means that over the rounds more cards will be added to that column, making it more appealing to draft. As a result; sometimes players will have no-brainers on what to draft but sometimes they will have to choose between columns which will add negative cards to their collections. They'll be looking to minimise the negatives and hoping to get rid of them at some later point. Which brings me to the toucan cards, these wisely appear in the latter part of the game - where they'll have the most impact. The right use of toucan cards when they appear can be a real game changer (And also frustrating!), particularly when giving cards to other players: In the right circumstances a player can remove a negative from one of their collections and add it to an opponent's! There's not more to add. Tucano is a pared down, fairly simple set collecting game and I'm pretty certain I'm not the target audience here. Even as a filler or short game, I'm unsure it offers enough depth for seasoned players. Personally I found it a fairly shallow experience and the mechanics of the toucan cards a little frustrating. Conversely though, just from the appealing, colourful art, it apparent Tucano is squarely aimed at younger players. Its simplicity makes for a accessible game and a great way to introduce set collecting mechanics to budding future gamers and for family gaming. 9th April 2023 Sunday is here again and we're logged into Board Game Arena for some gaming fun. 'Triiiiooo, triiiio I want a trio, And I want now.' I'm showing my age here, but this is not a game about a chocolatey biscuit, instead it's a set collecting card game. Furthermore, Trio is apparently a reskin of a game called Nana, which disappointingly, is not about collecting grannies. Caveat: We have only ever played this game digitally. What's in a game?
Trio features cards decorated with quirky little monochrome illustrations with what appears to be a Mexican day of the dead theme? These illustrations are set against colourful backgrounds which are associated with each of the 12 differently valued cards. I'm not sure how the them ties with the game but the cards definitely look colourful, dynamic and eye catching. Cards are numbered 1-12, there's no other iconography. This is all very easily understood. How's it play? Setup
On to play There are three ways (A trio!) (SIC) to win Trio. Each involves revealing cards to collect sets of identical values. Trio follows the typical turn order with the active player taking their turn before play progress to the player on their left. During their turn, the active player may reveal up to 3 cards by performing the following actions.
Endgame There are 3 ways a player may Trio.
Overall
Trio's has a fairly abstract theme but to be fair I don't it detracts from what is a fairly accessible game. In fact, Trio is such a straightforward game that almost has nothing to write about. It mixes simple deduction and memory mechanics. Players will want to remember what cards are revealed and where they are revealed from, allowing them to create sets of 3. Players can also glean information from what their opponents reveal, either from their own questions of those of others. E.g., if someone is asked to reveal their highest card and it's an 8, then it's obvious they wont have cards of higher values. This is useful when deciding which sets to try and work towards. There's also something mechanically interesting going on with the game's probabilities. Generally, players should look to collect sets of either the highest or lowest value sets - simply by virtue of being able to only reveal the highest and lowest value cards of opponents. This is why collecting the 7's insta-wins the game, because the 7's will likely be in the middle of players' hands and will be harder to collect This becomes even more likely in games with lower player counts as each player will have bigger hand sizes. Conversely the distribution of cards will be less even in games with a higher player count, making it a little more unpredictable. Talking of player count, we played with 3 players and I felt it was a little underwhelming. Trio can play with up to 6, I think the game improves with more players and the greater unpredictability adds to the experience. We also played online which I feel detracts from a game like this which benefits from interaction between players. Trio is obviously a lightweight game and will have crossover appeal to families and more casual gamers, it's set collecting, memory-based gameplay is something most people will be familiar with to some degree or other. I that's something that might appeal, them Trio is worth a look. I would say it might be a bit too simple for seasoned games but truthfully, I think can serve as a filler game or an ender for the night. It's something I would like to try with the physical version at a higher player count. 2nd April 2023 Sunday is here again and we're logged into Board Game Arena for some gaming fun. 'Goa is a state on the southwestern coast of India within the Konkan region' according to Wikipedia. If you've ever fancied a holiday to that region of India, now's your chance to game it, visit beaches, historical sites, forts and more in... Go Goa. Caveat: We have only ever played this game digitally. What's in a game?
Go Goa has a nice art style to it. Much of it has a sort of simplistic cartoony nature which is colourful, cheerful and bright that I think fits the game's holiday theme quite nicely. The illustrations on the tour plan cards look more 'realistic' but equally bright and have a postcard quality to them. They seem to depict various locations and I'm sure that they're referenced or based on locations in Goa. A few icon/colour combinations are used to represent destinations and scoring opportunities throughout the game. Fortunately, everything they reference can be found on the sheets, for the most part it's all readily apparent and shouldn't represent a problem. How's it play? Setup
On to play In Go Goa, players are attempting travel to as many destinations on the hex map over 12 rounds which will earn them VPs. This is done by using the result of dice rolls which will determine their direction, distance and err uhh deviation! There's no typical turn order in Go Goa, instead all players play out their turn simultaneously.
Endgame Once the 12th round is completed, the game is over and goes to scoring. Players can acquire VPs from several sources in Go Goa.
Points are tallied, highest score wins. Overall
Go Goa's theme is kind of crazy and has players essentially randomly travelling throughout the titular state looking to find various holiday destinations in what would be a fairly chaotic holiday. I imagine this to be the opposite to what most people want actually on their vacation. Having said that... choosing your holiday itinerary based off off some dice rolls might have some appeal but I digress. Mechanically, Go Goa is straightforward. Firstly, players need to pay attention to the tour plan cards they receive and if possible select cards which work well together, that is potentially have their destinations close to each other. I like how the cards provide players will asymmetrical objectives. After that; the game's central mechanic will have players assigning to dice in order to try and move to their selected locations. 'Try' is the operative word here, at times randomness will scupper a player's plan, it means they must spend a fair amount of time adapting to the options presented to them by the dice. This might involve going to alternate destinations or trying to reach objectives in a different order and so on. This provides players with somewhat meaningful decisions when selecting their dice but makes future planning a little futile. YMMV on whether you find this frustrating or not. It's also interesting that the game forces some asymmetrical decision making on players in the form of the rule whereupon the first player will have different destination die to their opponents. There is some flexibility in assigning dice though and also how to score destinations on the tourist destinations sheet (Which is welcome.) but even so, Go Goa is fairly harsh in this respect. Players only have 12 turns and thus only 12 opportunities to reach destinations, each time a player stops in a blank space, they'll drop at least 10 VPs . I should add that this is also a game with no interaction between players, who will be acting simultaneous but whose decisions will have no impact their opponents. This makes Go Goa all about players optimising their moves to reach as many destinations as possible. More casual gamers might find the unusual rules a little obtuse but I think they would learn them quick enough. Additionally, the theme gels with the mechanics well. Everyone should understand the concept of visiting tourist spots while on holiday. But for seasoned gamers I'm not convinced they'll find Go Goa engaging. While Go Goa is easy to pick up but it comes at the cost of being perhaps a bit too simplistic for my liking, I also feel that luck plays too big a part in the game and a lot of my decisions felt out of my control. All of this contributed to make the game a little frustrating. If you're looking a lightweight, roll-and-write game with a strong theme and a fair amount of randomness, then maybe Go Goa is worth a look. I'm not sure it's one for me though. 2nd April 2023 Sunday afternoon is here and we're in Basingstoke for some gaming fun. Hiiighhhwaaaay to the danger zone. Riiiiddddee into the danger zone. What happens when Supermarionation meets Top Gun? Well I have no idea to be honest. That brings me to Thunderbirds Danger Zone: The Game, a cooperative card game about saving the day as International Rescue and foiling the schemes of The Thunderbirds' nefarious nemesis; 'The Hood'! What's in a game?
The component quality throughout Thunderbirds Danger Zone is average, that is to say it is the quality we've come to accept from modern games which means pretty good. The cards feel OK and the tokens seem sturdy enough. Nothing bad here. For its art, the game sources what seem to be stock photos and stills from the TV episodes that inspired the mission cards. It's usually at this point I would accuse the game of looking cheap for using photos instead of producing actual art. However, this style works for Thunderbirds Danger Zone and I think it looks completely acceptable. Partially because marionettes and models look different enough from bland photos to look good and partially because those marionettes and models were part of the TV show's unique aesthetic and what people would expect from a licensed game. The only icons used in the game are for the 4 resources, they will be easily learnt and each one looks distinct in shape and fits its theme, a cannister for fuel, a computer terminal for knowledge and so on. Except for tech; no matter what anyone says, the icon for tech just looks like a drain to me! How's it play? Note: The setup and rules description below are for games with 3+ players. Additionally, the setup and rules are for the beginner mission - End of The Road. Later missions introduce more cards and more rules. Setup
On to play Thunderbirds Danger Zone is a cooperative card game where players are attempting to collaboratively play an exact amount of one of the game's 4 resources. Doing this correctly will complete an objective and move the players closer to succeeding at the mission. There are however, some twists and complexities to doing this. The game does not use a typical turn order, instead, during a round, all participants more or less act simultaneously.
There are some other rules regarding the use of character tokens which have special abilities that can come into play but that's the basic's of the rules. Other missions also include equipment and 'pod' cards. There are also rules specific to 2 player. Endgame If the countdown timer reaches 0, time has run out! The players collectively lose! If the players manage to flip over all 3 danger zone cards, then they are triumphant and collectively win! Overall
I know why resource values have to be matched exactly mechanically - otherwise it would be too easy a game. Thematically though, it feels a bit strange that players might have too much team spirit or knowledge. Other than that, Thunderbirds Danger Zone feels quite strong thematically. I like how the game sends specific characters to deal with specific danger zone cards which I imagine mirrors what occurs in that episode. I like the that idea characters can also provide some assistance. The art direction also makes it feel quite like playing a Thunderbirds episode which is exactly what you'd want from the game. Mechanically, I feel Thunderbirds Danger Zone is a bit of a mixed bag. This is particularly true of the slight asymmetrical gameplay. The Jeff player is faced with a somewhat meaningful decision when choosing which objective to target. They'll want to pick one which they have the most options and flexibility in modifying if required. Luck will also play a part in the Jeff player's role when they pick 2 cards to flip, frequently they will need to adapt to what is revealed. For the non Jeff players it will feel less meaningful. Basically; if the objective has a low value, players will want to play cards with a low value in the required resource and vice versa if the objective resource has a high value. Since players will not know what other participants will be playing, luck will play a not insignificant part in this. To be fair, there is a bit of higher level play in remembering the resource value on a journey card that the Jeff player picks up in a swap and such knowledge can prove advantageous in later rounds. I will add that this kind of luck particularly bad luck is fairly typical in cooperative games to keep them challenging. Luckily (SIC), the game provides the Jeff player will some tools to mitigate bad luck when it occurs. Thunderbirds Danger Zone is straightforward for a cooperative game which is a advantage. Many games of this type of game tend to have fairly elaborate rules to manage the boards turn, there's none of that here. Although that does bring me to complexity/difficulty. Thunderbirds Danger Zone sits in a bit of nebulous middle space here. The game clearly has some scope as a family game but can be a bit overly complex and challenging for beginners or casual players. Conversely, I found the sometimes lack of meaningful decisions and swingy luck a bit frustrating and engaging, I also feel that most seasoned gamers would find this to also be the case. If you're a fan of Thunderbirds and are in the market for a licensed cooperative game, this may float your boat, or if you're looking a more approachable cooperative game to play with more causal players or the family, it's also worth a look. Not one for me though. 1st April 2023
We're no April's fools, we're at Wogglecon 7! For a day of gaming fun. I played the following games at Wogglecon7. Akropolis Sushi Roll Just One Sagrada - First Play! Pan Am 1st April 2023 We're at Wogglecon 7 for a day of gaming fun. Second game of the day was Sagrada which means 'sacred' in Spanish. Gaming and Wogglecon are definitely sacred but is Sagrada all about creating stained glass windows through the medium of dice-placement, albeit with dice that look quite glassy! Note: I think for this particular game of Sagrada shown in the photos an expansion was also used which added the grey dice amongst other things. What's in a game?
The most noticeable component of Sagrada are the bright colourful dice. They are well made, rounded and translucent with a 'gem' type finish. Usually I have a preference for wooden dice but can see why the game uses this type as it's a great fit the stained glass window theme. The player board with it's recessed grid works well when used with the window pattern cards which slide smoothly into place and dice which happily set in their spots. The cards are the standard you'd expect off of a modern game and the inclusion of glass beads is a nice touch. The game's art direction continues the theme of stained glass windows. There's lots of brightly coloured glass panes shown on the player boards and round tracker. White much of it is just abstract shapes, it's very colourful without obscuring important detail. It also lends the game a eye catching quality all of which I like. For the most part, the game's iconography is easily understood. Some of the objective cards and tool cards might require explanation or looking up in the manual but this doesn't really affect the flow of play and isn't an issue. How's it play? Setup
On to play In Sagrada, players will be placing dice on to their player board in an attempt to match the criteria on the public/private scoring cards while also meeting the requirements dictated by the pattern cards. The game utilises something of a typical turn order but during each round every player will have the opportunity to draft 2 dice; although only 1 at a time.
Endgame Play continues for 10 rounds whereupon the game ends and goes to scoring. VPs can be accumulated from several sources.
Points are tallied, highest score wins. Overall
Using translucent, glass-like dice to represent details of a stained glass window is a cool nice idea that fits thematically. It doesn't hurt that it all looks quite pretty when finished. Mechanically, Sagrada is straightforward - drafting and placing dice to try and match objectives. The challenge facing players however, comes from managing the obstacles that will impede them. Players will have to take into account both the requirements of their pattern board when placing dice and the placement rules and how they interact with each other. E.g., placing a red die on a blank space orthogonally adjacent to a red space on their pattern board will mean now that no die can be placed on the red space - because it will be adjacent to the already placed red die. Leaving spaces empty like this will cost players VPs. It means players will need to anticipate which dice they place to avoid pitfalls such as this. They will need to pay attention to not only which dice they draft but since they draft 2 dice per round, the order in which they are drafted. Additionally, players will need to manage having to draft dice they might not want at that time. This can be difficult because of the rule's placement restrictions. There's also definitely a higher lever of play here that comes from seeing what dice other players will need and trying to gauge which opponents will take which dice and react appropriately. There's not much more to say about Sagrada. I guess some people may not like the low amount of interaction between players which only occurs when drafting dice but I don't have an issue with it. I will add that Sagrada sort of feels a little like a puzzle to solve than a game in itself and some people may not like this aspect. Again, it doesn't bother me. Sagrada is easy to understand with its 'draft and place' mechanics but presents players with a not insignificant challenge: Since the game is played over 10 rounds and players can get 2 dice per round, it is possible to entirely fill a window but I don't think that is a simple proposition. It feels kind of unremarkable as a game because it is so straightforward without bells and whistles or any gimmicks but in practice provides a solid, enjoyable gameplay experience which taxes the braincells a little and pushes players to make tricky decisions. Number of different games played was almost identical to last month being only 1 lower but there were more total plays. First plays were down on last month. It looks like went spend more time playing games we were familiar this month. First plays: 4 Different games: 22 Total games: 38 Tuesday 28th at The Sovereigns with the Woking Gaming Club
Akropolis - 5 Istanbul - First Play! Sunday 26th on Board Game Arena Martian Dice - 24 Tranquillity: The Ascent - 4 Stella: Dixit Universe - 15 Dice Forge - 13 Just One - 19 None Shall Pass! - 3 Thursday 23rd Aldershot Jump Drive - 18 HeroQuest - 14; Final Mission! Tuesday 21st at The Sovereigns with the Woking Gaming Club Port Royal - 25 Rolling Realms - 5 Sunday 19th on Board Game Arena Lucky Numbers - 65 Roll'n Bump - 11 Loco Momo - 17 Just One - 18 None Shall Pass! - 2 Tranquillity: The Ascent - 3 Sunday 12th on Board Game Arena Lucky Numbers - 64 Can't Stop - 42 Just One - 17 Tranquillity: The Ascent - 2 None Shall Pass! - First Play! Friday 10th Woking Wingspan - 7 Thursday 9th Aldershot Scout - 4 HeroQuest - 13 Tuesday 7th at The Sovereigns with the Woking Gaming Club Canvas - First Play! Rolling Realms - 4 Jump Drive - 17 Sunday 5th on Board Game Arena Lucky Numbers - 63 Can't Stop - 41 Railroad Ink - 46 Just One - 16 Tranquillity: The Ascent - First Play! Thursday 2nd Aldershot Akropolis - 4 Jump Drive - 16 Trains - 2 Heckmeck - 15 28th March 2023 Tuesday is here again and we're with the Woking Gaming Club at The Sovereigns for an evening of gaming goodness. Game of the night is Istanbul. Ah, Istanbul, home of an ancient settlement and exotic gateway between the east and the west... ...Also a place where frenzied merchants rapidly push wheelbarrows around the bazaar, trailed by assistants while looking to acquire rubies in this worker placement game. What's in a game?
The component quality is good for nearly all of Istanbul. The game makes good use of wooden components and dice which is always good. All the cardboard tokens and tiles are sturdy enough. The cards are also good. It's all the quality you'd expect from a modern game. The only criticism I have is that fitting the extensions into the wheelbarrow feels fiddly and when trying to put in the final extension it can be too tight and wont fit properly. It's a minor oversight that doesn't affect the game experience but it could have been a bit better. There's unique artwork on all the location tiles. Even though it uses a pretty standard style of illustration, I think it looks good and gives the game a eye-catching presence on the table. I also feel that it's quite suitable, being evocative and colourful without obscuring important information. Iconography in Istanbul is a bit of a mixed bag. Much of it is easily understood but the occasional icon and in particular, bonus cards will find players leafing through the rulebook for clarification. This is fairly infrequent though and is a minor inconvenience rather than detrimental How's it play? Setup
On to play In Istanbul, players are attempting to acquire 5 or 6 rubies (Dependant on player count.) and the game provides a variety of methods to achieve this. Istanbul follows the usual turn structure with the active player completing their turn before play progresses to their left. During their turn, the active player will act in 2-4 phases - depending on circumstances. The 4 phases always occur in the order shown below.
Endgame The game end is triggered when any player acquires the required number of rubies. Play continues for the current round until all participants have had equal turns. Finally, each player will have the option to play unused bonus cards, since Lira and goods act as a tie-breaker this can be important. Rubies are tallied, highest amount wins. Overall
I don't know whether it's deliberate or not but there's a slightly cynical thread of humour running through Istanbul. It's an amusing facet of the game that merchants are useless without assistants to boss around or how everyone has that one shady cousin who 'knows someone' or 'can get you stuff'. Thematically, the game is presented quite well. Your merchant and their little band go from place to place, looking to earn money or get goods in order to eventually gain rubies. Mechanically, Istanbul is relatively straightforward. While there's quite a lot of tiles and consequently a lot going and a lot to think about and possibly remember, none of it in practice is actually overly complex. Istanbul presents players with the conundrum of balancing the need to increase their abilities via mosque and extension tiles or trying to acquire rubies. Broadly speaking, the game game provides some one-off way of gaining rubies but two main avenues to accumulating them - which are by spending goods or spending Lira and then providing several ways to acquire goods and Lira. It means that Istanbul is a game of planning efficient moves and maximising actions. This is particularly the case when dropping off or picking up assistants. Well thought out play will allow a player to do this without visiting the fountain which requires an entire turn to gather assistants. While the game is essentially a race without direct conflict between players, there's still some interaction that goes on. There is arguably a higher level of play where players could try and anticipate the actions of their opponent allowing them to block opponents by putting their merchant on specific locations, forcing other players to pay out to go there or preventing them entering all together. However, this tends to occur by accident more than design. Another area of interaction is at the markets, the more goods sold a player can sell an once at a market, the more money that player earns but taking longer to do this risks being trumped by another player fulfilling the demand tile earlier. So players will need to occasionally adapt to situations as needed as well as planning their actions. Istanbul does a good job balancing varied gameplay, strategy and meaningful decisions with ease-of-play, although I'm not sure I would describe it as entirely suitable for non-gamers but core gamers should have no problems comprehending the game It also has a novel and clever implementation of worker placement mechanics which provide some satisfying moments when used effectively. This is a mid-weight game with a somewhat lengthy play time - although it never felt overlong or unwelcome. I found it to be an enjoyable worker placement game. Istanbul is a game that's definitely worth trying. 12th March 2023 It's a Sunday and we're logged into Board Game Arena for an evening of gaming. 'None shall pass.' Don't worry, I was done with the Monty Python quotes years ago! None Shall Pass is a cooperative, turn based battle game inspired by the 8bit JRPGs of old where the players take on the roles of 'guards' facing evil monsters Caveat: We have only ever played this game digitally. What's in a game?
None Shall Pass! draws its inspiration for art from the same source as it draws its inspiration for gameplay - which is turn-based 8bit JRPGs. I'm sort of conflicted about this art style. 8 bit pixel art has been done to death on a wide range of video and computer games seeking to invoke nostalgia over the last few years and doesn't have much appeal to me anymore. Having said that, it's a fairly uncommon style in board games and gives 'None Shall Pass!' a unique appearance with at least a little charm. There's very little iconography in None Shall Pass! and what there is of it, is easily recognised: A heart represents HP, a blue shield means defence and a sword means attack power and so on. All remaining game information is relayed via text. How's it play? Setup
On to play None Shall Pass! is a cooperative game where the players are trying to defeat all 5 monsters in the monster deck. Each round is broken down into 2 phases. During the first phase, the players will act in turn order and during the second phase, the enemy monster will counter attack.
Endgame If the players reach the 5th level boss monster and it's breach score is reduced to '0', the player immediately lose. If however, they manage to reduce the monsters HPs to '0', then the players collectively win! Overall
With its pixel art style and turn based combat, None Shall Pass! does a good job of invoking its JRPG theme of having the party stand in a row and attacking enemies! None Shall Pass! also manages to seem a little bit like a 'boss-rush' game. The game also feels a little different to many cooperative games. There's no firefighting in None Shall Pass!, no need to halt the spread of something malignant here, or need to prevent something from being destroyed. Mechanically, None Shall Pass! is mostly easy to understand. The game has a good selection of character classes to choose from, all of whom genuinely feel quite different and offer a variety of actions. The Death Strider who does more damage, the more hurt they become and the Stargazer with their solar and lunar aspects were stand out classes for me. During their turn, a player will be presented with a choice of 1 or 2 of up to 3 actions from a total of 6 actions and the dice will to a certain extent dictate player choices. Broadly speaking players will looking to hinder monsters or buff characters in some way or another with maximum efficiency. Monsters need to be defeated as quickly as possible and every round a monster isn't defeated, it goes to slipping away and loosing XP for the heroes. While this might not seem so bad, being underpowered when fighting the boss will make ultimate loss more likely. Players will also need to be mindful of the peril number of their chosen action. Players will need to coordinate who goes to the top of the peril track and make sure they can deal with the incoming monster attack if possible. While getting incapacitated isn't the end of the world, it will mean the character will miss at least 1 following turn. In fact, players will need to coordinate all of the time to work effectively and play off each others' strengths, strategies for this can radically change according to the mix of characters. Players will also need to think about how they spend their XP. The power of abilities will be altered by level ups and even the ability to gain XP can be levelled up! This will effect how battles are approached None Shall Pass! is quite rightfully harsh in this regard, I never felt like I had enough XP and it was always a difficulty, meaningful decision deciding what to upgrade. However, while playing None Shall Pass! was fun, there was something a little lacking. It's a RPG-like game without the storytelling, adventuring, exploration and finding treasure - things I strongly associate with fantasy RPGS. Some kind of quest or story mode would have been a welcome addition. I just wish were was a little more 'meat on the bones'. Additionally, despite the variety in classes and randomness the dice bring, I'm not too sure how much replayability the game has. I think there's about 5 monsters each in every level and while that means there will be a lot of combinations that can appear, once you've seen a monster - you've seen it. We still play the game occasionally and personally I'm happy to do so on those occasions, avoid overplaying None Shall Pass! in my opinion and it'll be an enjoyable experience. |
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