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27th June 2023 It's a Tuesday evening which means its time for some gaming goodness with the Woking Gaming Club at The Sovereigns. Indulge in some power dressing with a shoulder-padded jacket while you invest in frozen concentrated orange juice and don't for get to, buy, sell, sell! Earn more than all your opponents in Stockpile, a game about manipulating the stock market. What's in a game?
Player board: Stylised after a notepad of sorts. Each player gets one of these in their player colour. These board are large enough for spaces to hold 2 stacks of cards which are marked as 'stock' and 'split stock'. They are used to store stock cards that players acquire, stock cards stored here are always stored face-down.
Stock ticker tokens: These ring-shaped tokens are used to track the values of each company's stock. Stockpile's components are all good quality, the tokens, boards, cards and meeples are what you'd expect from a modern game. They seem suitably sturdy. Using small, laminated cards for cash is a little unusual but it works. There's some nice use of colour on the main board which consists of some art that depicts it as a a office desk. For the most part though, artwork in Stockpile consists of logos, either for the 6 different businesses or the game itself. It's fairly straightforward art but it's also colourful, uncluttered and gives the game a vibrant appearance. A fairly low amount of Iconography is used in Stockpile. There some icons to represent the different companies and indicate changes in stock value but that's about it. It's all self-explanatory and doesn't present a barrier to players. How's it play? Setup
On to play In Stockpile, players will first be creating pile of stocks (Stockpiles if you will!), then they will be bidding on those piles. Furthermore, they will be doing this with limited knowledge of what will be happening to the stock prices and what lies in the piles of stock. Stockpile is played over a number of phases each round.
Endgame The game ends when the round tracker reaches the end of its track! There are now a couple of final phases that must be resolved.
Values are tallied, highest amount wins. Overall
Stockpile's theme fits its game fantastically, luckily, it's a theme that seems to translate well to gameplay - I guess that says something about real-life stock trading! Players will find themselves trying to buy low and sell high - and trying to out do each other with a little bit of 'insider knowledge'. Mechanically, Stockpile is relatively straightforward and uncomplicated. It does that neat trick of blending simple mechanics with quite deep gameplay, this is due to some extent on how players are actually playing each other and not the game! There are two key ways players interact with each other. Firstly and most obviously is the auctioning element which always brings a lot of factors to think about: How should I bid for something? Can I run up someone else's bid? Etc The clever twist here is adding the rules for creating the stockpiles especially since half the cards are always played face-down. It can be used to give someone a nasty surprise or hide something you don't want opponents to have. Conversely, cards can be played face-up dissuade opponents from bidding for a specific stockpile or perhaps lure them into buying pile. This is all of course contextual and requires a player trying to keep an eye what stocks their opponents have been buying. There's definitely a higher level of play that comes from trying to gauge an opponent's motives. Watching which companies shares they are playing cards into into which stack or bidding for. Or, especially during the selling phase, seeing someone ahead in the turn order dump their stock in a particular company might mean they know something that's going down and maybe you want to try and stymie them or perhaps get in on the action. There's not much more to add really; Stockpile is an easy to learn game that provides meaningful decisions and lots of player interaction, all of which I found a lot of fun. If auctioning mechanics are not your thing, Stockpile one to avoid but otherwise, it's definitely one to try.
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20th June 2023 It's a Tuesday evening and we're with the Woking Gaming Club at The Sovereigns for some gaming goodness. Game of the night was Dice City: Create a city in this engine-building dice game! I don't about you but dice rolling is the best way to build any municipality! What's in a game?
Like most modern games, the component quality in Dice City is good and there's nothing bad here. While the cards are average, the boards and tokens feel sturdy, the tokens in particular are pleasantly chunky and tactile. I would've preferred wooden dice to the plastic ones provided but they are good quality, having well rounded corners and deep pips. There's a definitely a bit of a fantasy theme to the slightly cartoony and cheerful art style found in Dice City. It's colourful and eye-catching with a good variety to the art too, illustrations on both the large player boards and cards doing a good job of depicting their subject material with detail but without cluttering up the components. Even the art used on the resource tokens looks easy to see and detailed. All the this lends the game a vibrant and bright presence on the table. All the iconography in Dice City is easy to understand and is logical. Players should not have any trouble understanding anything here. How's it play? Setup
On to play In Dice City each player will spend their turn resolving the 5 dice that have been placed on to their board. Essentially giving them 5 actions; this will give them options to gain resources and then buy cards or trade ships and launch attacks as per the dice results etc. Dice City uses a typical player order with the active player fully resolving all their dice before play proceeds to the player on their left. The active player's turn has several phases and goes as follows.
Endgame Play continues until one of the following criteria is met.
Regardless of how game end is triggered, play progresses until all players have had equal turns. Player now calculate their VPs which can come from the following sources.
Points are tallied, highest score wins. Overall
Dice City is not the first game to use dice-activations in a engine-building game with a city creation theme and while how the dice work on the board is an unusual mechanic, players will be familiar with a lot of the other concepts presented here. They will need to adapt to both what their dice results give them to work with and what is available to draft from the location cards. Luckily players have some agency with the results in the form of dice-manipulation which can help but generally, they'll looking for ways to increase the efficiency of their player board and unlike a lot of game of this type, Dice City begins will a fully fleshed out beginner engine. Every die roll will always produce a result of some sort, so players will looking to increase the effectiveness of their results. Ultimately, players will be looking to do things quicker than their opponents. Something that Dice City does well is provide 2 clear avenues to accruing VPs - resources that can be used to improve a player's city or to buy trade ship cards, while army strength can be employed to defeat bandit cards or hinder other players' cities. This adds an element of direct interaction - unusual for a game in this style with the ability to steal opponents' resources and deactivate their locations - especially locations with dice on them! There's also a higher level of play where players can look at what's effective on an opponents board and target those spaces, even if they don't currently contain a die. Additionally, a further element of player interaction are pass tokens which can be spent to make opponents re-roll dice. Mechanically, Dice City is pretty straightforward with reasonably light rules that also generally provides players with meaningful decisions to make, both resources and army strength can have multiple uses and will give players options to think about. I found Dice City to be an OK game and I hate saying a game is OK because it's a bit of a cop-out when trying to discuss games but that's exactly what Dice City is - OK. Other than the possible direct interaction between players it doesn't do anything particularly different or special or new. However, having said all of that, it also doesn't do anything badly and is a game that plays well enough to be engaging that I can't fault. Ultimately, while I found the game's presentation to be good, Dice City doesn't really standout for me. If player interaction is something your big on or find important, Dice City has it and is a worth a look if you want a dice-driven city building game. Conversely, some people don't like the confrontational element the direct interaction adds to the game. So I will happily play Dice City if someone else chooses it but it wouldn't be my first choice. 15th June 2023 Thursday night gaming in Aldershot continues with Formula Dé Mini. Race around famous F1 tracks in this cut-down version of a classic racing game. As the name might suggest, Formula Dé Mini is a smaller iteration of classic racing game Formula Dé which is itself re-iterated by Formula D. I'm not going to do the usual blog for Formula Dé Mini because of it's similarities to Formula D. Instead I'll just list how it differs.
Component quality in Formula Dé Mini is comparable to the original Formula Dé. The boards are well made as are the tiles, cars, tokens and dice. Using plastic gold discs for life points seems a little strange to me but they're as good as anything else for tokens. The board features the same fantastic and detailed art that was found on the boards from Formula Dé . There's a little bit of iconography on the board but that's about it. Since Formula Dé Mini lacks the 6 types of resource from Formula Dé , all the icons and symbols related to those are gone, making this game easier to understand. How's it play? Formula Dé Mini retains most of the mechanics from the other games, playing almost identically: Read the Formula D blog for an overview of how it all works. Formula Dé Mini broadly only differs in 2 ways, although many of the optional rules have been removed. Firstly; the 6th gear is missing which makes sense considering the Formula Dé Mini tracks are somewhat smaller and it isn't really needed. It also removes one of the riskier (And longest to count!) gear dice from the game, making the game slightly less complex. Secondly, all of the types of resources (Gearbox, brakes, fuel etc.) have been removed and replaced with a single universal resource - the aforementioned life points. Each car in Formula Dé Mini is given 16 life points at the game start. Overshoot a corner? Spend life points instead of tyres. Need to skip a gear? Spend life points. Collide with another car or take engine damage? Spend life points and so on. you get the idea. The game becomes notably easier and quicker to manage with a single resource. Removed rules include those for weather conditions tyres as well for custom cars. Finally, it's definitely worth mentioning that Formula Dé Mini is completely compatible with both other previous iterations of the game. That means all of the previously published tracks can be used with the Formula Dé Mini dashboards and components. Additionally, if you have the original Formula Dé core game, then the 6th gear dice can optionally also be used in Formula Dé Mini with those tracks. Excellent! Overall
It seems obvious that the goal of Formula Dé Mini was to create an iteration of the original that was both easier to learn and faster to play and I think it succeeds at both. Formula Dé Mini is somewhat easier to learn and play and is also a lot more forgiving in that regard. The occasional mistake like having a car overshooting a corner by a lot of spaces might well cripple or eliminate that car in the full versions of the game but here, it would instead just cost more life points - although if a car loses all it's life points, it will still be eliminated. The removal of the multi-stop corners from tracks that come with the game removes one of the more finicky aspects of the rules. This means the remaining rules are reasonably straightforward to learn and several of them are situational and might not even occur during the game. Is Formula Dé Mini quicker to play? Yes, especially when using the supplied smaller tracks but even when using the 'full-sized' tracks play will a little faster. Reducing the resource management from 6 to 1 resource makes decisions quicker. Even so, players will be faced with similar decisions to the full games. I'm impressed with how Formula Dé Mini manages to retain the 'feel' of the full sized games. It's always fundamentally been a game about how much players are willing to push their cars through the corners and how much risk they're willing to take to do so, this hasn't changed. Sure, Formula Dé Mini may take the edge of that risk but it's still always there. So how does Formula Dé Mini stack compared to the full versions of the game? The answer is; pretty good actually. When I heard there was a version of Formula Dé that removed all the resources, I was pretty sceptical and sort of assumed that it would overly simplify or 'infantilise' the game but that wasn't the case. What you have is genuinely a quicker easier version of the game to play. On a intellectual level I feel Formula Dé/Formula D is the better, more satisfying game to play. On visceral level though, I found Formula Dé Mini very enjoyable to play. Some of the more challenging elements are gone but it means you can now blast round the tracks safe in the knowledge that you have some more wiggle room to mitigate those bad dice rolls! It's an arcade racing game compared to a sim! If you're looking for a quicker version of the game to play - or a way to introduce Formula D to players, this will definitely do the job. While Formula De Mini remains long out of print, the still available Formula D utilises these simplified rules in its beginner game. Alternatively, if you've got the original Formula Dé , you can simply acquire a bunch of tokens and play it that way. I generally wouldn't choose Formula Dé Mini over the other versions but it's still a great game. 8th June 2023 We're in Aldershot on a Thursday night for some gaming goodness and today's first play is Mint Delivery. It turns out that somewhere out there mints are big business. There's even somewhere called Mintopia City and it's the centre of mint production! Players take on the role of delivery drivers fulfilling orders to the surrounding minty named towns. What's in a game?
As mentioned above, the game comes packaged (Crammed more like!) in a small mint tin which yes, is a gimmick but a nice one particularly since the tin feels robust. Token quality is for the most part good, the mint tokens and trucks are pleasingly made of wood although the card tokens are an average quality. While the cards have a linen finish, they do feel a little flimsy but unless they are abused, they should be fine. There isn't much room for art in Mint Delivery and thus there isn't much! What are there is mainly appears on the map cards and it's a sort of minimalist unobtrusive and uncluttered style which I generally quite like and I feel fits the game's light, almost minimalist quality well. There's not too much iconography. most of it is straightforward; icon for mint types is clear and icons it simply refer to matching icons elsewhere in the game. There shouldn't be any problem understanding the icons. How's it play? Setup
On to play In Mint Delivery, players will be looking to acquire order cards and then fulfil those orders by taking the required mints to the required location. Completed orders earn players their respective VP values. Mint Delivery follows a traditional turn structure with the active player taking their turn and then play progressing to the player on their left.
Endgame Play progresses until the endgame is triggered by 1 of the following criteria is met: If 2 towns have no face-up order cards remaining Or. All 4 towns have no cards left in their face-down decks (Regardless of whatever face-up cards remain). Play then continues until all players have had equal turns. Players then calculate the VPs they've earned on their completed order cards. Points are tallied, highest score wins - and is pronounced 'Employee Of The Month! Overall
Thematically, Mint Delivery is a collect-and-deliver game and the mint theme is arguably bit extraneous but on the other hand, it's a good a theme as any. The fact that the tokens being delivered look a bit like mints and the game comes wrapped up in a mint tin I think is fairly pleasing. Mechanically, Mint Delivery is actually quite straightforward, perhaps a little too straightforward. The game's map layout never changes, the 4 towns will always be in the corners, Mintopia in the centre and the factories in the 4 cardinal points. It would have been nice to have some kind of layout randomiser but I imagine space inside that tin is at a premium! Where the game does offer variety is in how order cards appear and since this is a game about fulfilling orders, that's pretty important. Mint Delivery is essentially a race to deliver orders and players will need to mix planning the most optimal moves using the cards they currently possess with adapting to changing circumstances as they arise to exploit opportunities as they appear. There's also randomisation in the form of road conditions which can change things up. Finally, ability cards offer the opportunity for some asymmetrical play that potentially opens up more choices to players and meaningful choices are always a good thing. There's not too much more to say really. Mint Delivery is a stripped down, bare bones collect-and-deliver game, if that's what you're looking for and you want it in clever little package, it's worth a try. It's perhaps a little too long to be a simple filler game and not quite long or deep enough to be the main game of a gaming session but nontheless, I found Mint Delivery to be a fun, light experience with a fairly quick play time and imagine it will play well with non-gamers. 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. 19th February 2023 It's Sunday evening again and we're logged into Board Game Arena for some gaming goodness. Paint the Roses, it sounds a strange thing but that's what you do when in the kingdom of The Queen of Hearts in this 'Alice in Wonderland' themed cooperative game of deductive reasoning. Caveat: We have only ever played this game digitally. What's in a game?
Paint the Roses' artwork is pretty high quality, Art on whim cards and tiles look good and is easily understood but the standout art is on the game board. It's vibrant, colourful and eye catching, everything I think is good in game artwork. Only 4 colours and 4 shapes are used in Paint the Roses, these are straightforward to comprehend and there's no other iconography. How's it play? Setup
On to play In Paint the Roses, the players are trying to collectively fill all 16 empty spaces on the game board while staying ahead of The Queen of Hearts model. How is this done? By playing tiles, placing clues on them and using those clues to try and guess what is displayed on other player's whim cards. Players must keep their whim cards hidden from other players, only revealing them when they are correctly guessed. Paint the Roses uses a traditional turn structure with the active player completing their actions before play progresses to the player on their left. During the active player's turn, the following phases occur.
Endgame If the players manage to place shrub tiles in all 16 spaces and survive to the end of the round - that is; survive The Queen's final movement, the players collectively win the game! If any time The Queen reaches the same space as The Gardeners or overtakes them; it's off with their heads. The players collectively lose the game. Once a game is concluded, players can record their score, i.e., where they finished on the scoring track. Overall
Thematically I found Paint the Roses a little abstract. Having The Queen actually chase the player model around the out of the board was a bit silly (Which thinking about matches the absurdness of the source material.) but also reasonably clever. While I understand how the theme meshes with the mechanics, it all felt a little... detached. Mechanically though, Paint the Roses presents players with very tricky decisions and this is twofold. Firstly, the active player must decide which of 4 shrub tiles to draft and how they can place it on the board to convey the information on their card. I think that there's also a higher level of play here where the active player can choose to play a tile to potentially help another player to convey information. Secondly, once a tile has been put down, the players must make a guess. It's likely that this will involve a mix of deduction and also blind guessing. Easy whim cards are well... fairly easy to guess which is why players are limited to one easy card at a time, other cards are no so easy. Its important to successfully guess harder cards because it puts more space between the players and The Queen There's also the element of trying to guess another card after a successful guess but it's genuinely higher stakes: A successful 2nd guess will give the players more breathing room but a wrong guess means that essentially any progress made from a guess has been lost. Double or nothing really. These mechanics for guessing feel quite unique but also a little obtuse and harder to comprehend than they should be. I don't think it helped that we were playing the game digitally and clue tokens were added automatically which sort of distanced us from thinking about what was going on. I also felt being forced to guess every turn was quite harsh and The Queen advanced very quickly after relatively few failures. I feel that if players make a couple of wrong guesses in the early game, they'll be on the back foot for the rest of it - however long that lasts. This brings me to the rule with the White Rabbit that increases The Queen's speed is quite interesting - although I'm not sure how I feel about it. If The Queen has a high speed, an incorrect guess can move her a lot of spaces. It increases the stakes as the game progresses, meaning the players can never afford to be complacent. The drawback is that it felt frustrating and counterintuitive, like we were being punished for being successful. Between the difficulty and somewhat frustrating way the deduction worked, I found that I did not enjoy Paint the Roses, which is a shame, I like the idea of a cooperative, logic driven game. I would definitely be open to trying the game physically as I might chance my stance when actually handling the game but digitally speaking, this is not a game for me. 17th February 2023 It's a Friday and we're at Woking for a night of gaming fun. Adrenaline, a fast paced head-to-head game inspired by first person shooters. What's in a game?
Adrenaline uses plastic damage tokens, card ammo tiles, transparent acrylic ammo cubes and skulls; it's an usual mix of materials but it works just fine. The components are all good quality, the cards are fine as are the tiles and tokens. The plastic components all feel solid. It's immediately apparent that Adrenaline makes good use of colour. This is particularly true of the game board, where bright colours are used to distinguish between different rooms - this is important for 'line of sight'. The component also look bright and colourful as well as easy distinguish. The game's art is fairly good if a little underused - illustrations on weapon cards are a little small. Other than that I think the artwork is mostly reserved for character portraits. There is quite a lot of iconography in Adrenaline, mostly on weapon and powerup cards, the game comes with a separate booklet to explain how they work - which is a little telling. Some of the iconography is intuitive and easy to comprehend, some of it not so much. Luckily, it's not a gamebreaker and not much of an issue to learn but I do feel it will slow down the game somewhat unless at least 1 person has previously played. How's it play? Setup
On to play In Adrenaline, players are trying to earn as many VPs as possible. This is done by killing and more importantly, damaging their opponents. During their turn, the active player can perform 2 actions, they can be different or the same action twice. The actions available are determined by what actions are on their action table and which actions have been unlocked on the players adrenaline track. Broadly speaking, there are 3 types of actions, several actions actually combine different actions
Endgame Once the final skull has been taken from the board, it triggers the endgame. Depending on the game mode chosen, they are 2 ways the game can end. Sudden Death The game immediately ends and goes to scoring. Final Frenzy In this game mode, each player gets one more turn. All players use flip their player board and action tile to the other sides, using those moves and scoring opportunities for the final round. Regardless of how the game end is resolved, the game then goes to scoring. Players earn points from the following sources.
Points are tallied, highest score wins. Overall
I'm always a bit suspicious when a tabletop game tries to replicate a twitch based computer game or uses it for inspiration, thematically or otherwise. Fortunately, Adrenaline does a pretty good job of abstracting this for a board game. You run, you gun and you pick up, that's about it! Line of sight and range rules are kept very simple and consequently very quick. Attacking is also quick; play a card - that's the damage it does, some extra resources can be spent to tweak it but that's about it. Some of the situational rules regarding specific weapons are definitely a bit fiddly and may well require referring to the rules, as mentioned earlier it's not to much of an issue though. Rules for scoring kills are also a bit peculiar but the payoff is that you get a balanced scoring system that rewards attacking multiple opponents and encourages the free-for-all nature of a deathmatch. As they rulebook states, there's diminishing returns in constantly attacking one opponent, since because skulls placed on killed players' boards cover the higher scores, meaning less VPs are earned off them from then on. It's also worth noting that the damage mechanic is essentially an area control mechanic and that the areas being controlled are other players' damage tracks! Rules for picking up and reloading are also straightforward and adds an extra layer of decision making to consider. Should a player burn through ammo to press the attack/do more damage or try conserve or gain more ammo. It creates these moments where attacks are followed by short lulls. I also like the rule that when a weapon is used, it doesn't come back into play until the following turn. it stops powerful weapons being overused and incentivises players to look for synergy between weapon cards. Gameplay wise, Adrenaline is very much a game of reacting to what other players are doing and the landscape will change every turn. Especially as in relative terms, the game board is quite small, players will very much be in each other's faces a lot of the time. Players will look for opportunities to exploit, such as hitting multiple enemies at once (Damage diversification is key to earning VPs.) or minimising exposure to attacks to themselves (Although this can be very hard considering how focused the game board is.). It goes without saying that Adrenaline is very much an aggressive game of direct conflict and player interaction. If this isn't your sort of thing, then you probably won't enjoy Adrenaline The game also feels a little like a miniatures wargame game albeit in a very loose way. I think that's why I found it a little unengaging. Fun and clever but not quite what I want out of a game. I can't fault Adrenaline, it does what it sets out to do and if if you're looking for a first-person shooter inspired game with lots of aggressive interactive gameplay then Adrenaline is one to consider. Personally though, if someone wanted to play it, I would do so without hesitation but it wouldn't be a first pick for me. 7th February 2023 Tuesday has come around again, that means it's time for more gaming goodness with the Woking Gaming Club at The Sovereigns in Woking. Horrified: American Monsters is the follow up to the excellent Horrified and you can read my blog on it here. Like the original, this is a cooperative adventure in which the heroes (In this instance investigators from the Federal Bureau of Paranormal Investigation) stop the encroachment of monsters from American folklore into a town/city. So how does Horrified: American Monsters game stack up against the original? Components
Monster mats: As with the original game, each of the game's monsters comes with their own mat that manages how to defeat them.
All the components for Horrified: American Monsters are good. The tokens and tiles feel sturdy while cards are of a normal quality. Because the monster mats are fairly large, they feel a little flimsy but unless you go out of your way to abuse them, they should be fine. The game uses card standees for both players and citizen which means there's about 20 of them - which is a lot. They're constructed of thick card and will stand up to being handled. While plastic, the dice with their slightly rounded corners are good quality. As with the original, each of the game's monsters is represented by a plastic figure in their respective colour. The quality is fairly good, which is to say good enough for a board game. The game's artwork is high quality with good portraits for the heroes, citizens and monsters. Artwork on the tokens, cards and monster mats also look good and suitably moody. The game board contains probably the most notable artwork; a eye catching city with recognisable buildings but is importantly, also free of clutter. Wisely, the game has a sort of mid twentieth century theme to the art which gives it a sort of timeless quality. Most of the game's iconography can be found on the bottom of the monster cards and generally, the complexity is equal to that of the original. How's it play? Like the original, Horrified: American Monsters is a cooperative game about squaring up to monsters threatening the game's town/city, There's a few differences from the original, most obviously in the interactions with the monsters the manner in which they are rendered vulnerable and defeated The rules for frenzy work a little differently and the events on the monster cards are tailored for the game and possibly, so are the perk cards. Otherwise, the game is pretty much identical with its predecessor. I'm not going to blog about at length about the rules or game play. For that you can just read my original blog. Overall
Hmm, this is a bit of a tricky one. Horrified: American Monsters is a solidly good game but is it too similar to Horrified? From the perspective of gameplay, Horrified: American Monsters features the same well balanced cooperative action-point driven mechanics from the original which will have players moving across the map in a race against time, collecting resources, saving bystanders and contending with monsters until they complete the tasks that make them vulnerable and then hopefully, finally defeat them. In my option, that gameplay is very good and in short; if you liked Horrified, there's a good chance you'll probably also like Horrified: American Monsters. However, since the 2 games are so similar, it can be hard to justify having both unless you're a fan or the series/genre or a completionist, it's probably easy to justify having both. On a personal level, I prefer the original Horrified. Having to defeat the Universal monster like Dracula or The Invisible Man felt more compelling than having to deal with Bigfoot or The Jersey Devil. I think in part that's due to a little bit of unfamiliarity with those American cryptids. Consequently, I don't associate them with villainy As I do with the Universal monsters. To me for example, Bigfoot feels like a shy recluse, not a threat to be overcome. Of course your mileage may vary, it's not like Horrified: American Monsters is anything other than a very good game so you should go ahead and play it. 3rd February 2023 Friday is here! I'm at the office in Woking for some after work gaming. As the name might suggest, Formula D is a game based on Formula 1 racing - but with dice! It's also the spiritual successor to the fantastic Formula Dé, a game I played 'back in the day'. How does it hold up? Let's see. What's in a game?
All of Formula D's components are good quality. The game board and player tiles feel sturdy, as does the player board. While the cars are quite tiny, they are all well sculpted, colourful and overall look great. I was a bit sceptical of having player boards with pegs and a groove for the gearstick but in practice works well enough and does away the need for pencils and erasers which were needed for the original Formula Dé. Perhaps the only criticism would be for the tokens, which are a bit small and fiddly. However, there's no other way to fit them on the track so it's a bit of a necessary evil. The player tiles feature some nice colourful art with F1 drivers on one side and street racers on the other side. The street racers have definite anime look to them. But the standout artwork appears on the game boards which feature fantastic illustrations of their locales. A lot detail has been put into the art, you can even see crowds of people. All the iconography on the track are numbers and arrows and are easily understood. The colours/shapes of the gears are also easy to understand. However, the icons used on player tiles could be a little clearer, I think more stylised icons would have been more helpful. Finally the positioning of the resource tracks on the player board could have been done differently to improve usability. Specifically, the gearbox, brake and engine tracks could have been put together, since these are spent when skipping gears - more on skipping gears below. How's it play? Setup The setup and rules description here are for the standard version of the game using the F1 setup
On to play Formula D does not use a traditional turn order, instead a player's position on the track determines when they take their turn in the round. Whoever is in the lead goes first and becomes the active player, whoever is 2nd goes second and so on, until the last player has had their turn. Then a new round begins and any changes in position will be carried over to the player turn order. During a player's turn, they must perform the following.
Endgame The first car to cross the start/finish line after completing the prescribed number of laps, wins! Second across the line finishes 2nd and so on. Some additional info Basic rules I'll briefly touch on the beginner rules for Formula D. Fundamentally, the only difference is that players in the basic game only have one catch-all resource track called 'Wear Points' And all tyre, fuel, engine etc usage is taken from this track which starts with 18 WPs. Street race rules: As someone who very much enjoyed Formula Dé in the past, I've not much attention to the 'street racing' aspect that has been introduced in this iteration of the game. It features elements such as narrowing streets, jumps and even people shooting at the cars! Additionally, the characters on the player tiles are very unique and each feature a special move or ability and seems a bit 'video-gamey'. It feels very much like an attempt to jump on the bandwagon of a famous movie franchise and I have little interest in the street racing side of the game, of course, your mileage may vary. Overall
I'll start by mentioning that while not part of the base game, there are 6 map packs for Formula D, each providing 2 additional tracks to the game. generally each pack features a street racing track as well as a real-world inspired circuit. It should also be noted that Formula D is almost identical to earlier iterations of the game, this means the game is fully compatible with all the racetracks from those previous games. This is fantastic, because if like me, you have a bunch of tracks from Formula Dé, it greatly increases the longevity of the game. I'm sure it was deliberate on the part of the producers of Formula D and was a wise move. I've seen Formula D criticised for being too luck based but without that element of luck, there's no risk and risk is at the heart of what makes Formula D so good. You see, as a racing game, Formula D is not really a 'simulation', I mean how could it be? However, one thing it does emulate very well is the feel of having to 'push the envelope', how racers try to take it to the edge, how they take risks and how players in Formula D will also need to take risks, or more precisely, when to take risks Unlike many games, playing too sensibly or prudently is a sure way to finish second in Formula D! This all ties in with what Formula D is all about - which is managing corners, specifically the gear and consequently the speed of a car when it goes through corners. This is not quite as simple as it sounds though: Ideally, players will want to be in as higher gear as possible for optimal movement at all times. However, players will need to be mindful of their resources, overshooting corners by too much or too often (Especially early in a race.) can have ramifications later. Sometimes overshooting will have an advantage, sometimes it won't it'll just be a waste of WPs. This is all contextual of course, depending on a car's position relative to a corner, players will need to adapt their tactics to racing through that corner, even the position of opponent's cars can effect the players behind. Players will also need to be wary of 2 or 3 stop corners and resist the temptation entering the corner in too higher a gear and too fast: In real racing, sometimes going into a corner slower means coming out faster, this can hold true in Formula D too. Another time a player may take a big is when an opponent is ahead in a corner. E.g., if that opponent ahead exits the corner in 3rd gear to avoid overshooting, the player behind may want to risk taking going up a gear and exiting in 4th. It's a real advantage to exit corners in a gear higher than your rivals. If you look at the distribution of numbers on the dice, the maximum speed on a gear die is generally the lowest speed on the next highest die. In terms of negatives, player elimination is a thing here (I'm not a fan of player elimination.) and players can crash out and be sat twiddling their thumbs. Although this sort of thing generally only might occur when approaching the end of a race and back markers push hard to try and get on the podium. Playing time can also potentially be an issue. Races can last 1-3 laps and you can expect a race to on average last 1 hour per lap. If you decide to play a full race, don't be surprised to lose an entire afternoon or morning to the race. Which is not necessarily a bad if that's what you want. Also, with it's small components and 6 resources, Formula D can be a little fiddly. Quibbles aside, Formula D is a fun, game and it's satisfying when you manage pull if risky manoeuvres and manage to fly from corner to corner. There's also a genuine, palpable surge of pleasure when you go into 6th gear, roll that 30-sided die and blasting down that straight. Formula D is mid-weight game that fits it theme well and presents players with conundrum of when and how much risk to take. Who would have thought roll-and-move mechanics could be so well implemented. Formula D is a game I have played a lot in its various iterations and I've always enjoyed it. If you want a racing game with a strong thread of push-you-luck running through it, then this is one to try. 28th January 2023 Wogglecon 6, a day of gaming at the Bisley Scout Hall continues and the next game of the day is Skulk Hollow. I didn't know that it turns out that little anthropomorphic fox dudes and giant stone creatures seem to really hate each: Which is what Skulk Hollow is all about in this asymmetrical strategy game! What's in a game? Skulk Hollow is a 2-player game where one player takes on the role of a 'Foxen' hero who leads a band of Foxen warriors against a lone guardian who is a literal colossal stony force of nature. Each player has their own unique decks, components and gameplay.
The tokens and meeples all feel solid and look great. Obviously the massive guardian meeple is the notable standout component, yes, perhaps you could call it a gimmick but it fits thematically. The use of card boxes is a nice touch of presentation. The art is equally high quality. Skulk Hollow uses a coloured line illustration somewhat cartoonish style that's colourful, bright, detailed and suits the games slight whimsical (At least as whimsical as 2 factions battling each other can get!) nature. I've found that anthropomorphic art can be divisive as a style but I think the anthropomorphic character art on card looks pretty good regardless of what your stance is. The game board also looks great and I like how compact it is. With regards to iconography, Skulk Hollow uses fair amount but it all seems pretty self-explanatory. Icons for movement are easily understood, as are the icons for actions such melee, leap, etc. I don't imagine players having any problem understanding the game. How's it play? Setup
On to play Being a 2-player game, Skulk Hollow uses a very traditional turn order with one player completing their turn before play moves over to their opponent and continues alternating between them for the entirety of the game. Additionally, the Foxen hero player always starts. During their turn, the player will have a number of actions points (AP) available to them which is determined by which Foxen hero/guardian they chose, although typically this is 2-3 APs.
Endgame There are 3 ways the game end can be triggered.
Overall
Skulk Hollow has asymmetrical and card driven gameplay which presents players with some challenging, meaningful choices and options. Players will instinctively want to play cards with maximum efficiency to inflict maximum damage but sometimes because of their hand of cards, players won't be guaranteed having the card to make the move they they need and they'll be forced to adapt. This can be a little frustrating but also makes hand management quite important, sure a player can use a strong card now but sometimes it's worth keeping hold of it for perhaps a more effective use in a later round. It should be mentioned that some of the guardians have smaller hand sizes, meaning they are trickier to play. Of course, players will also want to watch their opponents, paying attention to which cards they play and when. - There's a bit of higher level play here about tracking opponent's actions, essentially a bit of card counting. Otherwise it's quite tricky to describe gameplay; with 4 Foxen leaders and 4 guardians, the various combinations will at least to some extent dictate player tactics - as will the actions of opponents. Skulk Hollow feels like it's about playing the player as much as playing the game. Finally; Skulk Hollow is a 2-player game and I'm always a bit wary of 2-player games as they can revert to a traditional 1-on-1 directly confrontational game, this is definitely the case with Skulk Hollow. While the game is not particularly chess-like, with moving pieces about a board to eliminate your opponent, it does provide something of a chess-like experience and to be honest, it's a playstyle that I'm not personally overly enamoured with. Your mileage will of course vary. Having said all of that; I like to think that I can recognise a well crafted game when I play one and that's what I think this is. Thematically, Skulk Hollow is quite strong. The 'numerous weaker units vs a single giant enemy' gameplay draws inspiration from some classic older games. While, with its climbing on to, running around and stabbing bits of a colossal monster, it's undeniable that Skulk Hollow also takes some thematic inspiration from a certain videogame and it makes for a entertaining concept to add to a board game. It adds up to an interesting game, both visually and mechanically. it is a mid-weight, asymmetrical game that features a lot of player interaction and conflict with moderate tactics and touch of luck. The various combinations of the 2 battling factions also provides a fair bit of replayability. If you want a 2-player game with those elements, Skulk Hollow is worth a look. |
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