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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? 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.
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.
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. 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. How's it play? Setup Players: Players carry out the following set up.
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!
They must now offer to sell it to the captain for 1 coin.
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:
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.
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25th July 2023 Tuesday is here again and we're at The Sovereigns with the Woking Gaming Club and it's time for some card-based entertainment. According to Wikipedia: 'The Oriflamme (from Latin aurea flamma, "golden flame"), a pointed, blood-red banner flown from a gilded lance, was the sacred battle standard of the King of France.' So it would seem Medieval France can be a interesting place; especially when The King dies without a heir. With a power vacuum left in his passing, various factions will now look to expand and fill that vacuum. If you think that this sounds like good fodder for a game - then you'd be right! Oriflamme is a hidden role card game about sticking it to your opponents. What's in a game? Cards: There is a set of 10 oversized unique cards in each player colour and each set features the same set of identical cards. The cards fall into 1 of 2 categories; characters and intrigues, each depicts either a personality or situation, along with a scroll (in player colour) containing text which describes that card's action. Actions might include acquiring influence tokens or eliminating other cards and so on. Finally, the back of each set depicts its own in icon in its player colour. Influence tokens: There are 70 of these circular card tokens. Each point of influence a represent victory point (VP). Resolution direction tile: This tile depicts a bloody spear! It is used to indicate the direction of play. Component quality is at the standard you'd expect from a modern game nowadays. The tokens are suitably sturdy and the cards look fine. Nothing bad to write about here. Painted artwork features throughout the cards, it's good looking art and each of the 10 individual card types has its own illustration. The art direction is relatively dark and moody, it fits the game's theme of betrayal and assassination quite well. Iconography is kept to a minimum in Oriflamme with only a coupe of symbols to content with and most game information is relayed via text. This shouldn't pose any problems for players How's it play? Setup
On to play The objective in Oriflamme is to acquire the most influence tokens over 6 rounds. Each round is played over 2 phases and importantly, some extra rules will come into player after the 1st round In the 1st phase players will be collectively creating a row of cards called the 'influence queue' along the direction tile and this is done in a traditional turn order. During the 2nd phase, the cards will potentially be revealed in 'resolution' order which will likely be different to the turn order from the previous phase. When a card is revealed, its action is immediately resolved.
Endgame Play progresses until the 6th round has been completed. All players calculate the totalled value of their influence tokens. Point are tallied, highest score wins, Overall
Oriflamme is a game of power grabbing, hidden motives, ambush and assassination which feels like it's set in a brutal world, a world where the wealthy and influential battle it out and vie to rise to power. In other words, a reasonable facsimile of medieval Europe. While the game is somewhat abstract, it does feel quite appropriate and fit its theme. Mechanically, Oriflamme is pretty straightforward, it might get a touch fiddly when managing stacks but otherwise is easy to learn. The rules aren't really that important here, this is not about playing the game. It's all about playing the players. The complexity comes in how the cards interact with each other and their relative position to each other in the queue. Players will need to watch their opponents, try and gauge their tactics and respond appropriately. They'll also need to watch which cards get revealed and discarded. Oriflamme does a neat trick here though; by getting players to discard cards randomly it creates asymmetrical hands. Card counters won't be able to know exactly what cards other players can use. This imperfect knowledge means that there always a degree of risk to actions. Depending on the type of people playing, there may well be some bluffing going on which is entire on par for the game. With only 6 rounds, Oriflamme has a fairly quick play time, although that is with the caveat of not having players who suffer from analysis paralysis. It's also a game of 'take that', direct interaction, conflict between players and will likely lead to some boisterous gameplay. For me, it's something I don't mind in limited quantity but for some people this is can be off-putting and Oriflamme probably isn't for them. I found Oriflamme to be an enjoyable and engaging game (Albeit with some stress!) that blends a bit of logic and strategy with a dash of luck to create meaningful and interesting decisions that might possibly lead to unpredictable outcomes. This makes it a good game in my opinion. 22nd November 2022 Tuesday is here again and that means we're with the Woking Gaming Club at The Sovereigns for a evening of gaming. Space... is it the final frontier? I mean it's pretty large with enough room for separate civilisations to expand without impinging on each other's territory. Except in Cosmic Encounter, it's not! Players take on the roles of one of numerous alien civilisations with the purpose of invading other player's planets in this game of bidding and bluffing. What's in a game?
The component quality is all good, the tiles and tokens are made of suitably sturdy board while cards are average. The spaceships are plastic with a nice bit of detail and being able to stack them keeps the game area relatively clutter free. In terms of art direction, the tiles are colourful and mostly space-themed with the planet tiles looking like well, planets. The hyperspace and warp tiles are appropriately cosmic looking. Artwork is used sparingly on cards with space (SIC) given over to text instead. For the most part, illustrations are reserved for the alien sheets and used to represent the various different alien races. This artwork is fairly good with a lot of diverse and interesting sci-fi artwork. Cosmic Encounter has little in the way of iconography, numbers are used on encounter cards but otherwise text is used to convey information. Nothing here is tricky to understand How's it play? Setup
On to play In Cosmic Encounter players will be trying to create colonies on other players' home systems in the form of land their spaceships on those planets while also preventing their own system from being colonised. The game employs a traditional turn order with the active player resolving their turn before the game progresses to the player on their left. Each turn consists of 6 phases.
Endgame The first player to reach 5 on the score tracker wins! Because of alliances and such, it is possible for more than one player to reach the 5 score at once. if this is the case, all those players share the victory. Overall
Mechanically, Cosmic Encounter is straightforward, at its core it's essentially a single blind bid auctioning game albeit one where players bid within the constraints of their limited hand of encounter cards in order to win encounters On a basic level, a player only has to win 5 bids to win the game. There is of course more to it than that. It's vital that players will have to exploit the stronger cards in their hand and mitigate the risk from weaker cards. High value cards are obviously useful because they can win encounters but weak cards can also have a use. A low value card can be used as a bluff or ruse to flush out an opponent's higher value card, potentially altering what a later outcome might be. Or, if a player think's they're going to lose, why not throw the lowest value card into the mix? Negotiate cards can also prove useful when a player knows they are going to lose and can be used to not only fill their hand but deplete the cards of an opponent. Managing the luck of the draw is vital for victory. The alien sheets can throw some real curveballs into the game and how players behave. Some of the sheets provide some really radical changes to strategies. For example; in one game I played as the 'Spiff' who have the ability can crash land a spaceship on a planet if they are a part of an attack that loses badly. It suddenly introduced a whole new dynamic into attacks which involved the Spiff (And I involved the Spiff with as many attacks as I could!) because defending players were now faced with the conundrum of having to worry about winning too big which might mean playing a lower value card instead and the risk of doing that meant that they might just flat out lose if I played a high value card! Choices, choices! With 50 different alien sheets available in the base game (With more in expansions.) it means there will be a lot of variation in games and a lot of unique interactions from game-to-game. The rules for the destiny deck can also throw a curveball into the game. I feel one of the primary purposes of the destiny deck is prevent a 'pick on a player' tactic and in this regard it does it well. It also means that game has constant shifting alliances, 2 players have been allies in a previous turn but the destiny deck could quickly have one targeting the other in the next run. This brings me to the next thing that's really strong in Cosmic Encounter; which is player interactivity. Players will be bidding and bluffing against each other, forming temporary alliances, looking to exploit their abilities and take advantage of their unique ability and circumstances as they might arise. I also think that the quality of the experience the game provides will in part rely on the people playing it. If players buy into the somewhat boisterous, confrontational and luck-based gameplay, then it'll be a positive, enjoyable experience. I will add that this game has a lot direct confrontation between players and a hefty dose of 'take that' that goes on as well. If you find this sort of thing unappealing, it's probably a safe bet to say that you won't like this game and to be fair, sometimes I'm not in the mood for this kind of game. Otherwise, it's hard to find fault with Cosmic Encounter, the rules are quick to learn and presents players which meaningful decisions to make whenever they attack or have to defend - which is reasonably often, they'll also be faced with whether to join alliances or not and deal with the outcome of those decisions. Cosmic Encounters is a lot of fun to play and worth trying. 12th July 2022 Another Tuesday is here and it means we're at the The Sovereigns with the Woking Board Gaming Club for an evening of gaming fun. In Vino Morte (In wine there is death!) is a much more depressing phrase than in vino veritas but is this a more depressing game? Well... since it's about poisoning your friends to death, I'll let you decide... What's in a game?
The cards are a standard quality you'd expect from a modern game. Like all games from Button Shy Games, this comes packaged in a wallet. The 2 pieces of artwork used for In Vino Morte have a sort of flat colour illustration style, it looks bright and pleasant. There's no iconography or text in the game and it's only 2 images contain a bunch of grapes or a skull & crossbones. It's all self explanatory. How's it play? Setup
On to play Each round, cards representing wine will be dealt out to all players and may or may not contain poison. The objective is to avoid drinking the poison and stay alive and last player standing is the winner.
Endgame Play continues until only 1 player remains and they are declared the winner. Overall
There's not much I can say about In Vino Morte other than it's probably the most unalloyed, unfiltered bluffing game I've played. It's simplicity and accessible rules make it a game of guessing and second guessing, players must try and anticipate what their opponents' motives will be. However, there's definitely a peculiar quirk and asymmetrical gameplay at work here. When a player is the the dealer, they'll have the opportunity to notably alter the playing time. E.G., The more poison cards the dealer doles out, the more players will be eliminated. A bold dealer could give out poison to all other players and see where it goes for example! I imagine it will present dealers with some intriguing propositions. In Vino Morte also has player elimination which is something I'm not fond of and usually consider a bad thing. Luckily, the game is almost a spectator sport and even when you're knocked out, it's still fascinating to watch how the remaining rounds will play out. It helps that it's also a pretty fast game to get through. With a quick play time and easily understood rules it can make a great little filler or party game, especially since it plays up to 8 - provided of course that the players like this type of game. If you don't like bluffing games, then this is one to avoid; but if you do, then you'll probably love In Vino Morte and it's definitely one to try. 19th September 2021 Sunday afternoon gaming at The Sovereigns continued with Love Letter: Batman. Love Letter: Batman is of course a licensed reskin of the most excellent Love Letter, a game that we've played a lot of in the past. I'm not going to talk about Love Letter: Batman too much because it differs from the original in only 2 ways - more on that later. Love Letter: Batman cleverly maps characters from the Batman milieu into the game. Batman becomes the guard, which when you think about it makes sense, since he's able to immediately take out enemies if he's smart enough. The Joker becomes the princess, power in some situations, but liability in others and he's one everyone's looking. Robin becomes the handmaiden, protecting the player by drawing enemy attacks away with his brightly coloured garb! The cards in Love Letter: Batman pretty standard quality and are all illustrated with suitably comic book styled artwork which all looks the part. The game also utilises bat-symbol themed scoring tokens - pretty cool. The rule changes
Love Letter: batman changes 2 rules from the original.
I've heard it said that it this rule makes the game play quicker, but the higher victory threshold for 3-4 player kind of negates that. Conversely; in classic Love Letter, even if one player is 1 point away from winning and all the other players are at 0 points, until that player has won that final hand to win that final point, it's not over. Yes, it'd be a hard turnaround and a longshot, but it doesn't change the fact that nothing is over 'til everything is over. Want my opinion? Just play Love Letter: Batman as classic Love Letter. Yes, it does make having this version sort of of pointless, but the classic version is the best version and there's nothing stopping you yelling dinner, dinner, dinner dinner, BATMAN when you play a card. 10th December 2019 It's a Tuesday evening in Woking and we're at 'The Sovereigns' with the board game club. The first game of the night was 'Cockroach Poker'. Now I mean this in a good way: But Cockroach Poker is quite possibly the most horrible game of all time. It's a horrible game all about horribly lying and bluffing. At the end of one game a player said to me. "Can we please now play a game where we don't all hate each other!". That sums Cockroach Poker pretty nicely. What's in a game? Cockroach Poker consists of nothing more or less than a deck of 64 cards. There are 8 types of card (All based on types of 'horrible' creature.) and 8 copies of each type. Because my blog demands a bullet-point list, i thought I'd list what's on the cards. All the cards are well illustrated with stylised pictures of all the 'creepy-crawlies'. The art hasn't skimped on either, there could have been just 8 illustrations for the 8 types. But they are different pictures for each card, so 64 in total.
How's it play? Setup: Deal out the entire deck to all players. Players must keep their hand of cards secret. Cockroach Poker is a game about trying to guess whether the other players are speaking the truth or lying through their teeth
Endgame Their are 2 ways the game can end. The game will immediately end when any player has put the 4th card of a single type into their playing are. Or when any player must play a card to another player, but has no more cards in their hand. In both cases, when this occurs, that player is the loser and all other players are winners! Overall
Cockroach Poker is a clever little bluffing game. Telling the truth is equally bad for players as lying, so there's no 'easy' get-out by telling the truth. Having a card pushed towards and trying to guess whether your 'friend' is lying or not can be a stress. But when a player chooses to pass the card, it doesn't get them out of hot water. It just changes the source of the stress, now players are hoping that their opponents are can't see through their statement. I've also seen players counting the number of cards that have already been played before making a choice. But it doesn't matter because the whole deck has been dealt out to players! Not only is the game negative and horrible, so is the end. The game only plays to the first loser and everybody else wins! No one wants to be the sole loser! So in summing up: Cockroach Poker is a horrible, horrible game and everyone should play it. 5th February.
2nd game of the night at 'The Sovereigns'. Loot is a little card game by Reiner Knizia about chasing wealthy merchant ships with your pirate boats. Perhaps this game should be combined with Century Spice Road which we had just finished playing! Loot is a fairly simple looking game with some hidden depth. Loot has different 4 types of card.
Everyone starts with a hand of 6 cards. During your turn you check for winning battles, (more on this below). Then you draw a card or play a card. What cards you can play depend on what's already been played.
Right at the start of your turn, you check for winning battles. This involves looking at all the merchant ships in play, if your pirate attack against a merchant is stronger than any other pirate's (or is uncontested), then you claim the merchant ship - all other cards are discarded. If the attack strength of 2 or more players is identical, then there's a stalemate and the merchant has not been captured by anyone. Pirate captains and the Admiral act as a trump cards and win a battle, regardless of the attacks strength of other players. Play continues until the deck is depleted. The player that captured merchant ships with the highest combined value of gold wins (any merchant ships in your hand at the end of the game are deducted from your final score). And that's pretty much it. Good, clean, wholesome, pirating fun. A great little filler game, quick to play and easy to learn. With enough strategy to keep it interesting. |
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