23rd May 2021
It's a Sunday and I'm logged into Skype and Board Game Arena, ready for an evening of gaming.
The first game of the night was Happy City, a cheerful looking, light engine-building card game about building up a city, a happy city no less.
Caveat: We've only played this game digitally on Board Game Arena.
What's in a game?
Symbols are clear and easy to read.
How's it play?
At it's core, Happy City is a tableau-building game, adding cards increases income or score.
In Happy City, the starting player's first turn is slightly different to subsequent turns, as explained below.
Happy City has 2 levels of play; family & expert. This blog describes the family version.
The expert game differs in 2 ways.
All the happy market cards are flipped to their differently coloured sides and laid out, then the players draft one to become the starting card in their tableau and giving them some choice in how they start the game.
Special buildings also differ; the family Special cards give players a boost to their income, happiness or population. The expert special cards however, are different, they confer different benefits, sometimes variable and situational.
The game continues until a player has 10 cards in their tableau, upon which the current round continues until all players have had an equal number of turns.
Each player's score is calculated by multiplying the total value of happiness symbols in their tableau by all the population symbols.
Highest score wins.
Gameplay in Happy City gives players the choice between increasing income or accumulating happiness/population. Income will give the player more buying power but happiness/population contributes towards the end score.
Having 3 decks of building cards at different cost ranges is an interesting mechanic when it comes to drawing cards. The player will always have the option to draw 1 or 2 cards, higher level cards will be better, but may prove more risky to draw. E.g., If a player has 4 coins, drawing a level 1 card will be safe as level 1 cards only cost 1-3 coins each, level 2 cards cost 4-5 coins, so there's a risk that a level 2 card will be unaffordable and will have been drawn pointlessly. It can give players a quandary when drawing building cards.
The game's scoring mechanic also adds an extra layer to decisions, failing to pay attention to how the points are spread between happiness/population can lead to lost scoring opportunities.
While Happy City is simple to learn, enjoyable and fast to play, making it a good filler game, it's perhaps also a little too basic for dedicated gamers. After a few games it was fairly easy to spot an optimal strategy to pursue and it became a race to develop that strategy. So I feel that the game doesn't offer a lot of longevity.
Ultimately, because it's such a light game, it's probably a good game for families or more casual players which is probably who the game is aimed at.
We also played the expert level a few times but felt like it added little to the game.
The varied happy markets are nice and offered a little extra strategy but the expert level special cards weren't so good. The problem was that they seemed harder to acquire than the family special cards, which meant they were acquired later in the game and therefore their benefits were limited, we found it wasn't worth specifically trying to get one, getting one by happenstance was fine, but then that sort of makes having a choice of starting happy market card pointless.
We enjoyed the family version more.
The family version is a game I'd play, but not too often.
18th May 2021
Lockdown restrictions are easing and we're meeting at Simon's on a Tuesday IN PERSON for the first time THIS YEAR!
Today's game was Arkham Horror: The Card Game, you too can have fun watching your character's inevitable spiral into madness as they get caught up in unsettling investigations and tangle with unspeakable Lovecraftian horrors through the medium of flipping over cards!
What's in a game?
The first thing to say about Arkham Horror: The Card Game is that it's actually a Living Card Game, what does this mean? It means it's a game that has lots of expansions, extra character decks, add-ons and so on. This is Simon's game and I have no idea what packs were used, but it doesn't really matter for the purposes of this blog post.
Unsurprisingly, most of the game's components consist of various types of cards.
All of the tokens and cards are made to the typical quality that are expected from games nowadays.
From the cards that I did get to see, they contain a lot of high quality artwork. Iconography is generally easy to read.
How's it play?
In Arkham Horror: The Card Game player's take the role of characters investigating into the Cthulhu Mythos through the form of scenarios and campaigns in a RPG-esque experience that shares the same setting as the seminal Call of Cthulhu RPG.
On to play
Broadly speaking, the objective for the investigators is to accumulate clue tokens by moving from location to location and also advancing the act deck. How is this done? Read on.
In Arkham Horror: The Card Game, a round is divided into 4 phases.
Ending conditions will vary from scenario to scenario, generally play continues until the characters are defeated or certain conditions dictated by either the act or agenda deck are met.
There are also various levels or winning or losing, depending on the scenario and what players accomplish during the game, this is especially true during campaign play, where different win or loss conditions will lead to different, branching scenarios as a result.
Arkham Horror: The Card Game has some interesting gameplay dynamics, the exploration and investigation elements blend quite well the unpredictable changes brought about by the changing of the agenda and act decks. Players can't take anything for granted as twists and unexpected events occur. Challenges and enemies provided by the encounter deck are varied and interesting.
Finally, I like how the chaos bag works, I like how it's stacked against the characters and playing skill and event cards is how tests are overcome, it's suitably pessimistic. I also like how the bag's effect on gameplay can be tailored and can evolve over a campaign. It's a nice mechanic.
This brings me to the campaign play, campaign scenarios seem to feature at least 3-4 outcomes that influence the next scenario with interesting changes, which is pretty good.
Characters also earn experience points from scenarios, these points can be used to buy better cards to swap into the player deck, progressively making characters better.
Being a living card game, there are a lot of accessories, expansions and extra campaigns available to purchase, these can extend the game
Rules-wise, there are a lot of rules in Arkham Horror: The Card Game about specific situations and events. Despite this, as a game it's actually in some ways fairly straightforward, player's have three actions to perform per round, that never quite feels like enough, which makes you have to prioritise and try to come up with optimal strategies, which is a good thing.
However, like other games I've played that try to provide GM-less RPG-like gameplay, the game gets fiddly and complex when managing 'GM' elements and this seems to be where the bulk of the rules are applied, especially to enemy behaviour.
It seems like a lot of effort for what somehow ultimately feels a little bit like average gameplay. The rules and glossary run to over 30 pages, in contrast, there're Cthulhu Mythos inspired pen and paper RPGS that have lower page counts.
That's not to say I didn't enjoy playing Arkham Horror: The Card Game because I did, I'm just glad that I played with someone familiar with the game.
24th March 2021
It's a Wednesday evening and I'm logged into Zoom and Board Game Arena on my PC.
It was time for a game that spanned the ages and the creation of massive monuments and the civilisations they represented. Luckily, it doesn't take that long to play 7 Wonders!
Caveat: We played the game online but have previously played the physical copy. Photos were taken for this blog post.
What's in a game?
The purpose of the game is for each player to create their own civilisation through the construction of various types of buildings and ultimately create one of the 7 Wonders of the Ancient World.
7 Wonders is card game played over 3 sets of rounds (or ages). Each age has its own set of cards which are used. There are numerous types of cards, some of these types can be more or less common in different ages.
The text and icons are all mostly clear (I tended to confuse stone and ore icons, because the ore icon looks like a pile of stone to me.), the symbology used for special rules on cards is also generally clear, the rulebook does a good job on clarifying these in cases of confusion.
I also like how the layout allows cards to be more or less stacked while still displaying pertinent information.
In terms of art quality, the wonder boards are quite large and very nicely decorated in eye-catching illustrations of the 7 titular wonders. Art on the cards are of a similar quality but obviously on a smaller scale.
How's it play?
7 Wonders is a 3-7 player game but also contains some special rules to allow 2 player games. This blog post talks about the normal 3-7 player game.
On to play
Each player in 7 Wonders is neighboured by a player to their left and right; why this is important will be explained below.
Each player takes a card from their hand and plays face down in front of them, then they pass the remaining cards clockwise to the next player, the direction of play alternates between rounds.
Once every player has chosen a card, all player then simultaneously reveal their card, plays it and executes one of the 3 actions below.
Once all players have completed their action, everyone picks up their new hand of cards and play continues as described until all players have used 6 cards each, the 7th card is never used and is discarded out of the game. The game has reached the end of the round, now conflicts are resolved.
Once conflict has been resolved for age 3, the game is over only scoring is left.
Victory points can be scored from a variety of sources, once these are tallied, highest score wins.
I'm going to nit-pick a couple of things about 7 Wonders.
Set up feels a little long for a game that's quite short, having to sift through all 3 decks at the game start feels irritating, probably because there's 3 decks to construct instead of 1 and if the player count changes between games, then all 3 decks will need to be rebalanced.
The game is quite involved and perhaps a little too complicated for its expected playtime. I found myself frequently forgetting the rule about chaining buildings
Scoring is convoluted, specifically scoring the scientific cards where each symbol will scored twice. I wouldn't be surprised that more time was spent making sure this was correct than the rest of the scoring.
Like other drafting games of this style, early in the game players will struggle to decide what's going to be important to them or not, but by looking at their wonder board, players will see what they need to build their wonder and what benefits it gives them as some guidance.
One interesting feature about 7 Wonders is how players can pay to utilise their neighbours resources and goods and of course, players will want to keep and eye on their neighbours' military forces. It's a nice little spin that adds to the game.
Since there are 7 ways to score points, players will have a lot of options on which strategy to pursue.
For example, civic buildings give a lot of victory points, but nothing else.
Military strength can score a lot of points (and cost your neighbours a few), but only if you dominate, getting caught in a war of escalation can be distracting and costly.
Quibbles aside, 7 Wonders is a straightforward game to learn that has a quick turnaround and is a fun game to play, players will want to strategize, but the luck of the draw means they will need to adapt to circumstances.
The game always provides players with meaningful choices, which is what you want.
22nd March 2021
Monday night gaming on Board Game Arena continues with the final game of the evening; Sushi Go.
Like sushi? Like conveyor belts? Then you'll like this.... probably!
Caveat: This was played online, but has also been played with the physical game, photos are from my copy.
What's in a game?
Sushi Go comprises of a single deck of 108 cards with 8 different types of cards.
The art is clear, distinct and colourful with appropriately themed cheerful faces on all the foods.
My copy came in a little steel tin.
The only component that the game is lacking are scoring counters, as it stands, scores at the end of each round need to be recorded somehow on scrap paper or a phone or something. On the other hand, adding scoring tokens would increase the game's size, making it less of a neat compact little package, so your mileage may vary.
How's it play?
Shuffle and deal a hand of cards face-down to each player, the hand size depends on the number of players, the remaining cards form a draw deck for later rounds, then the game is ready to begin.
On to play
Once the 3rd round is over and scored, the puddings are scored.
Scores are tallied, highest score wins.
As you can see from the short length of this blog post, Sushi Go's rules are simple, accessible and easy to learn. The game's depth comes not from rules complexity but from decisions available to each player, which is great game design in my opinion.
The game also fits the theme of having food going round on a conveyor belt remarkably well.
Sushi Go constantly forces players to make decisions and some of these decisions will be gambles, based on the hope that another right card will come around further along the game.
Players will also get the right card at the right time on random occasion, but this isn't perceived as a no-brainer, they're seen as spots of good luck to be exploited.
Canny players will try to memorise hands that get passed along, they might also spend time looking at what cards others have put down, trying to predict their decisions. If 2 players look like they're trying to collect the same set of cards, then they're going to be a premium and those players aren't going to pass those cards on.
Then there's puddings, the wrinkle in the rules that produces the pudding war of escalation that forces players to think about what cards might be played in the future rounds and play cards just to avoid losing points!
It makes Sushi Go a blend of calculation and unpredictability. There is no winning strategy, players must adapt to not only the cards dealt to all players but other player's strategies
Sushi Go comes in compact package, is easy to learn, quick to set up and play and enjoyable experience. A great filler game.
14th March 2020
It's a Sunday night, I'm on my PC in my living, logged on to Zoom and the Tabletopia website.
In Paleo each player controls a tribe of cavemen and is a cooperative card about life & times in a prehistoric times. According to Paleo, our caveman ancestors were pretty obsessed with woolly mammoths, either chasing or running away from them!
Caveat: Paleo was played virtually on the Tabletopia website, so I cannot attest to the quality or lack of regarding the components.
What's in a game?
Paleo is a card game with a lot of different types of cards, the majority are encounter cards (Explained Below) but not all cards and tokens are used in every game.
Paleo uses a base set of encounter cards and also employs a module system which determines which other sets of cards are used, each game uses 2 modules from a selection of 10, this will also affect the games difficulty. The rules suggest combinations to use for easier and harder games ranging from 1 to 7 in difficulty. Ultimately you can even choose your own set ups. Modules can add a narrative flavour to the game as most modules are themed.
How's it play?
Paleo is played over any number of rounds, each round has a day phase and a night phase. The vast majority of gameplay occurs during the day phase, the night phase is mostly for managing what happened during the previous phase.
What actions a player can under take will depend on the situation and what encounters they errr.... encounter!
Play continues during the day phase until all player tribes have gone to sleep, the day phase is now over and the night phase commences.
The night phase is much shorter than the day.
All tribes must collectively discard an amount of food equal to the number of people cards in all their tribes. If they cannot manage this, a skull is added to the night board.
Furthermore they must also meet the conditions required on the 2 module specific missions. Each one they fail adds another skull to the night board.
Once the night phase is concluded, all the cards on the discard board are put into a single deck, shuffled and dealt out to the players again, then the next day phase begins.
Play continues until the players have accumulated all 5 victory tokens, in which case they immediately all win.
If 5 skull tokens are placed on to the night board, then the players immediately lose.
Some mystery cards may contain alternate ways to win the game.
First thing I'm going to talk about are 2 interlinked mechanics.
The exploration mechanic of drawing 3 face-down cards and choosing one from the card back is excellent. It feels a bit like exploring, does a player choose to go to the forest or the mountains? They'll have a pretty good idea what to expect but it's not guaranteed. They most likely will get the wood or stone or whatever they're looking for but they might encounter a rockfall or a dangerous animal.
Additionally, players will also get an idea of what's coming in future turns
It's a great mechanic.
The other equally great mechanic is how each player's own deck also represents their tribe's time & energy, completing encounters frequently forces a player to discard 1 or 2 cards from their deck, so when it's depleted - so is the tribe for the day. When the game begins on day 1, players will have 15 cards, so it's possible to burn through a deck very quickly, why is that significant?
Essentially the encounter deck is another resource that needs to be managed. In most games, my instinct would be to gather as much food/wood/stone/resource as possible but in Paleo you sometimes have to fight that urge. You have to ask the question, what resource do I really need?
For example; near the end of a day I had 3 cards left, 2 in my deck and a forest encounter. Turning the card over, I had the option to discard 2 cards for 3 wood, 1 card for one wood or help another tribe. The others didn't need help from me, so I was free to collect wood but collecting 3 wood would send my tribe to bed. Because we knew the top 2 cards on everyone's deck, I knew that another player potentially had a mammoth hunt coming and would probably need help. We didn't need the wood for now so I chose to ignore my card and I also ignored my other 2 encounter cards just so my tribe would be around for 3 more turns to help other tribes if needed. Realising this gave me an appreciation of the game's subtleties.
As well as managing encounters, players will need to ensure they generate enough resources to pass the night as well manage discoveries and crafting.
Creating a few tools gives the game a good sense of progress as it increases the capabilities of a tribe significantly. You can almost feel a the game transition from scrabbling to survive encounters to being able to go on mammoth hunts, it's quite gratifying to complete encounters that had to be ignored earlier in the game.
Like all good games, collectively there were always meaningful decisions to make. Before long we learnt that we needed to communication and coordinate on which encounter cards to keep and when they were then revealed we frequently had to coordinate on which encounters to complete, rarely did all players manage to individually complete their encounters.
For example; if all players for some reason chose mammoth hunt encounters, it would be most likely that all bar one would be ignored. Mammoth hunts generally required a lot of strength thus cooperation but also gave significant rewards, including on occasion victory tokens. Coordination is vital and it feels like players coordinating.
As a result I liked Paleo quite a lot, it's a game I'd happily play again.
27th October 2020
Gaming night at 'The Sovereigns' in Woking continues in what would the last game of the last meetup before Lockdown 2 came into effect.
The third and final game of the evening was 'Skulls of Sedlec', in what seems to be a game about digging up skulls and then errr... proudly displaying them in a pile for all to see?
Skulls of Sedlec is a microgame that comes from microgame publisher Button Shy who appear to specialise in creating games with 18 cards.
Their games are hand crafted and they aim to release 1 a month.
What's in a game?
As is befitting the name microgame, Skulls of Sedlec is small enough to fit in your pocket.
The wallet is of course a bit of a gimmick, but it's a nice addition and I like it.
How's it play?
The objective of Skulls of Sedlec is to create a pyramid shaped layout of cards. Points are scored depending on how cards are placed in relation to other cards.
The size of the pyramid depends on the number of players but always has 3 layers of cards and thus 6 layers of skulls. Layers of cards are 'offset' (Like bricks in a wall.), this is important when calculating which cards are 'adjacent' to other cards.
On to playing
When 'building' a pyramid, players must start at the bottom and work up, thus there must be at least 2 cards in a layer before a card can be placed on the layer above.
In their turn, a player can perform 1 of 3 actions.
Play continues until all cards have been taken and played into pyramids.
Then pyramids are scored, there are 5 class of skull and thus 5 ways to score points.
Highest score wins.
Simple to learn, but lots to think about. Skulls of Sedlec packs a some solid gameplay into a tiny package.
I really like that the face-down stacks of cards visually represent a graveyard and 'digging' turns them over. It's a clever touch and good example of maximising what's available in a game. Less can be more.
The 2 card hand limit is a great mechanic too: It gives players enough choice to give them tricky decisions, but it stops players from hording cards - making their decisions easier.
Every card can potentially score points, so every decision when playing a card is meaningful and you really can't ask for more from a game in my opinion.
Skulls of Sedlec is a 2 or 3 player game. It's worth noting that that there's an expansion that takes the player count to 4, adds a new class and increases the deck size up to a heady 24 cards!
A good little microgame that is a perfect filler with some depth. One I'd like to own and that's not just because it comes in a neat wallet (Although it does add to the appeal.).
I'm just glad that the publisher hasn't started numbering their wallet games, that would be too hard on my real wallet!
6th October 2020
For the first time in nearly 7 months we're in Woking at 'The Sovereigns'. The last we were here was the 17th March!
The Woking Gaming Club isn't really back up-and-running yet, but a few of us have raised our heads above the parapets to wave the flag and of course; play some games.
The first game of the night was 'Medium', a light word-association card game.
What's in a game?
How's it play?
Before play begins the deck must be created, the number of cards used depends on the number of players. The deck is shuffled and the 3 crystal ball cards are shuffled into the bottom third of this deck.
6 cards are then deal to each player.
Finally, the scoring tokens are laid out with the scores face down and the 1, 2 and 3 numbers displayed.
Play continues until the 3rd crystal ball card is drawn, which triggers the endgame. The game then continues until the current round is completed and all players have had an equal number of turns.
Each player then tallies up the scores from the tokens to their left and right, highest score wins!
There's not much to say. As you can see from above, Medium is a light game that may appeal to casual players, it is a game that can be quickly learnt.
It's not a deep game either, random chance can play a part and sometimes you'll get 2 words that have no obvious commonality. There is some room for strategy in Medium though. The player that goes 2nd will have the opportunity to play a hopefully suitable second word.
We didn't play the game extensively, but it seemed if a common word wasn't guessed first time, the 2nd and 3rd guesses weren't going to be any better.
It's a strangely stressful game, I think it's because your guess will also affect your partner's score.
Conversely; when it's not your time, observing how other people play is fun.
One potential issue was the scoring, each 'level' of scoring has a 1-point variation in its score and some people are not fond of it. We house ruled it and used the other side of the tokens for scoring, a successful first guess would get 3 points, down to 1 for a successful 3rd guess.
If you like somewhat stressful word-association games, then you might like this. Easy to learn and play, it's a reasonable little filler game.
17th March 2020
Tuesday has rolled around again and we're at 'The Sovereigns' with the Woking Gaming Club.
The club members agreed that due to the threat of the Covid-19 virus, this would be the last get-together for the club until we were no longer required to socially-distance ourselves.
The first game of the evening was 'Cartographers'.
Do you fancy getting out and about, doing a bit of exploring? Perhaps finding a forest or two, or even a river? Then this game may be for you.
That's right, in these days of self isolation and being stuck at home; we played a game about going outside!
Cartographers is a style of game I've yet to play called 'roll and write'.
What's in a game?
The only bugbear with the game is the pad of blank maps, which you tear out and give to each player. Even though 100 sheets enough for a lot of games, the idea of it makes me wince!
If you do run out of sheets however, you can download and print extras from the website.
Dave, the game's owner had the wisdom and foresight to also purchase a couple of sets of coloured fine line markers to use with the game (More about that below.).
How's it play?
First there's setup.
Play begins by turning over an exploration card.
Scoring occurs at the end of every season and is broken down as follows (As well as end of round actions.):
Once the score for the winter season has been calculated, the score for all 4 seasons is tallied. Highest score wins.
Cartographers is a fun and interesting game.
Interesting because of how the scoring works, it gives players short term and long term goals. Not only are there 4 scoring objectives, each objective is scored twice and they are scored asymmetrically.
Objective 'A' is scored in rounds 1 & 4. So working towards it in rounds 1 & 4 will earn a player points. Objective 'A' scores no points in rounds 2 & 3, however working towards objective 'A' in rounds 2 & 3 can pay dividends when it's scored again in round 4. This may mean neglecting other scoring opportunities though.
Objective 'B' on the other hand, scores in rounds 1 & 2, after that it's worthless. So to make the most of this scoring opportunity, players will have to concentrate on it for the first half of the game.
All of this makes players think about short, long and mid term goals and how to maximise scoring opportunities.
Additionally, players cannot predict what terrain/shapes will appear if at all or the order they appear. Nor can they predict when ambush cards will appear. Players also need to be flexible and be able to change their plans.
This culminates in giving players lots of factors to consider and decisions to make - which is good.
Another interesting thing about Cartographer is the number of players it supports. It's essentially only limited by the drawing implements/time required. You could use the entire pad and play with 100 people at once if you had the time/space/pencils!
There is theoretically no downtime as everyone draws their shapes at the same time. I say theoretically, because they'll always be that player that takes too and wants to draw in too much detail! 'Do you really need to draw the chimneys on the houses in your village. What! Now you're doing the smoke too!'. You know what I mean.
The addition of the coloured markers - whilst an extra expense added quite a lot to the experience. I imagine using the pencils a little duller. It's a shame they couldn't include coloured pencils or something along those lines. Obviously costs need to be kept down though.
Even so, I found it a good game and would play it again.
11th February 2020
Tuesday night with the gaming club at 'The Sovereigns' in Woking continues.
The final game of the night was 'Glory to Rome'.
Glory to Rome is a game about the glory of Rome, well sort of. It's a game about rebuilding Rome after the 'great fire of 64 A.D.'.
Become a leader of Rome by building fountains, villas and statues, even the Basilica! Of course, players also get to build a latrine... glory to Rome indeed. Well... I guess someone has to!
Glory to Rome is an engine building card game which has an interesting central premise; which is that the function of cards change in the context of how they're used. This isn't something new or unique to Glory to Rome, however I've not seen it used as extensively as in this game.
What's in a game
Glory to Rome has a lot of cards and some of these cards serve multiple functions.
By far the biggest stack of cards in the game, order cards have multiple uses:
When constructing a building, it needs a site to lay the 'foundation' on. There are site cards for each of the 6 different types of material. Site cards are covered in stripes
These cards are 'jack-of-all-trades'. They are wildcards.
Rome demands card
This oversized card goes in the centre of the playing area and is a discard pile/pool for order cards.
There are 6 bonus cards, one for each type of material. When scoring at the end, the player who has the highest amount of a material in their Vault acquires it's bonus card. Each bonus card is worth 3 victory points.
Used to represent the first player in a round.
That's it for cards.
Player boards (Or camp board.) serve 2 functions. They are a player aid and they also track certain cards and actions the players have played. The boards track influence, clientele, stockpile & vault.
The quality of the components is pretty standard, nothing standout, but by no means nothing bad either.
The art on the cards is minimal, almost simplistic and feels a little bit amateurish. It does however, give the cards a distinct look, is uncluttered and clean looking. I guess it's down to taste.
How's it play?
Setup is pretty simple.
Whoever is the first player decides to either 'lead'... or think!
When all players have completed their actions, all cards that were played as role cards are placed in the pool. Any Jacks played are returned to their stack.
Play proceeds to the next turn and the Leader card moves to the player to the left.
That's the basics out of the way, now on to what the role cards actually do.
The player board has 4 sides and each side has a function.
I think that is more or less it for most rules.
There are several criteria that trigger the end of the game.
Play continues until all site cards for all materials have been used, out-of-town site cards do not count towards this.
The deck of order cards is depleted.
The catacomb building is completed.
The Forum Romanum is built and the player who built it has at least one of each type client in Clientele and one of each material type in their Stockpile. If this occurs, then that player wins an outright victory! Victory points are not tallied!
When any of these conditions are met the game immediately ends and points are tallied (Except in the case of a Forum Romanum victory.).
Players score 1 point for each Influence point.
Players score the cards hidden in their Vault.
Players score bonus cards for the materials in their Vault.
All victory points are tallied, highest score wins.
Glory to Rome is pretty straightforward to learn once you get your head around the central premise that your hand represents, people, buildings, materials and more.
Like other games that use similar mechanics, it forces players to make difficult decisions on what cards to use for what.
Glory to Rome is an engine building game on 2 tiers.
How cards are placed on the player board on the Clientele side is essentially building an engine. Giving players extra or bonus actions.
Placing buildings is the other way of building an engine.
Together they give players quite a few options to explore.
The game's owner stated that certain cards can break the game, but that wasn't my experience when we played it. Upon looking at some cards after the game ended, I could see what he meant though.
Glory to Rome also asks players to watch each other and see what they do and in particular, what they put in to the pool. The pool is the best source of cards - provided it has what you need and you have the cards to get them.
Glory to Rome is perhaps a little too long to play for what it is, but otherwise it's a fun game.
22nd December 2019
Sunday is here at 'The Sovereigns' in Woking. 50 Fathoms is still on hiatus so for the final get together before Christmas we're playing board games.
The first game was 'Agatha Christie's Death On The Cards'.
Will the other players learn your darkest secrets? Will you catch the murderer? Or will you manage to get away with murder! Only the cards can decide in... Death On The Cards!
What's in a game?
Death On The Cards uses 3 different types of cards. Secret cards, game cards and the 'Murderer Escapes!' card , game cards are further divided into other cards:
How's it play?
First there's setup, which is a little different depending on the number of players.
What's social disgrace? When a player has all of their secret cards turned face-up, all of their secrets have been revealed and they're disgraced.
What does this mean? It means that when they become the active player, all they can do is discard exactly 1 card and draw 1 card.
It is possible to come back from social disgrace as there some cards that allow secret cards to be turned back face-down.
How the game ends will depend on the player's role in the game.
'Death On The Cards' plays with 2-6 people and what's interesting is how the game changes depending on the number of players.
With 2 players, there's no secret to who's the murderer. The game is a war of attrition.
Now, for some maths (Hopefully my maths is correct.).
Let's look at it with 3 players.
Now lets look at a 6 player game.
This means it becomes easier for the murderer to get away with it in bigger game. Now I don't see this as a flaw, but it is definitely something that changes the dynamics of the game.
With 3 players for example, 'Death On The Cards' can be played as a straightforward card game.
With 6 players, it's much harder to capture the murderer. Players will need to form alliances and target suspicious players as quickly as possible. But then, this gives the murderer and accomplice opportunities to bluff, lie, double cross and sabotage their 'allies'. It becomes a lot more like a hidden role game.
Anyway, regardless of the mathematics, the game mechanics fit the theme very well. 'Death On The Cards' can learned quickly and plays quickly too . It's a great filler game and even though I'm not a fan of hidden role games, it's a lot of fun.
It's definitely worth giving it a try.
I play, I paint.