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Gaming Blog

Line-it - First Play!

13/6/2023

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11th June 2023

​Sunday evening is here again and that means some gaming goodness on Board Game Arena.
Line up those numerical cards in this abstract, lightweight and compact set-collecting card game!

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

​What's in a game?
  • Cards: Line-it uses 2 types of cards.
    • Number cards: There are card numbered 1-100 in Line-it. Additionally they are further subdivided into to 4 colours/suits.
    • Bet cards: These grey, essentially monotone cards are labelled from +3 to +5. They are used as part of the game's push-you-luck betting mechanic.
Picture
A sample of cards.
  • Tokens: Line-it also makes use of 2 types of token.
    • Jackpot tokens: You've hit the jackpot with these! (Sorry.) There are 4 jackpot tokens, their shapes and colours correspond to the colours/suits on the number cards.
Picture
  • Bet tokens: These tokens are double-sided, they are numbered +3 to +5
    and correspond directly to the bet cards. On the flip side, the numbers are inverted, thus a +3 becomes a -3 and so on.

​There's no artwork to speak of in Line-it other than some abstract shading. It does however make good use of bright, brash colours which looks fairly eye-catching.

Again, there's also no iconography to speak of in Line-it other than some numbers. Players will have no trouble understanding the game.

How's it play?
Setup
  • Jackpot tokens: Place the jackpot tokens in a row adjacent to the central playing area.
  • ​Deck: Shuffle all the cards into face-down deck.
  • First player: Determine a starting player.

On to play
In Line-it, players will be drafting cards then using them to create a row of cards (The titular line if you will) and this row must either ascend of descend numerically from left-to-right.
Once a line reaches a 'suitable' size, players can then choose score that line by 'completing' and adding it to their personal 'scoring stack' which represents their victory points (VPs).

A round in Line-it is played using a traditional turn order with the first player acting before play progresses to the player on their left and so on.
  • Round start: Draw cards from the deck to form The market. The size of the market is equal to the number of players + 2.
  • First Player: A round starts with the first player as the active player.
  • Draft card: The active player must draft a card from the market, they can then perform 1 of 2 actions with it.
    • Add to line: This card can be added to the active player's line with the following requirements.
      1st card: Any card can be played as the 1st card in a line.
      Left-to-right: Every card that is played after the first must be placed to the right of the rightmost card, thus the line always goes from left-to-right.
      2nd card: The 2nd card added the line will determine whether the line ascends or descends numerically in value. If the 2nd card has a higher value than the 1st, the line with ascend, conversely, if is lower, the line will descend.
      3rd card onwards: All cards played to the line after the 2nd must continue the 'trend' of the line. Thus must be higher in value in a ascending line or lower in a descending line.
      Jackpot: If a player adds a 3rd card of a certain colour to their line, they immediately draft all cards of that colour that have been stacked adjacent to its corresponding jackpot token. More on how jackpots are created below.
      Bet cards: These do not count as number cards and are not affected by the placement rules above. Bet cards represent a push-your-luck element as players are essentially betting on how many cards they think they can play into their line after the bet card. Thus, the higher the bet card value, the more cards must be played to win the bet but also, the more VPs it's worth. Bet cards come into play when completing and scoring a line.
      Only 1 bet card can ever be placed in a line.
    • Add to hand: Alternatively, the drafted card can be added to the active player's hand.
      Players have a maximum hand size of 2.
    • Cannot play: If for any reason the active player cannot perform either of the 2 actions above, they must immediately 'complete' their line and score it. More on scoring below.
  • Additional actions: As well as the actions, above, the active player has 2 further actions available to them which can be resolved at any time during their turn.
    • Play from hand: The active player may add a single card from their hand to their line, this must follow the usual placement rules.
    • Complete line: The active player may (Or may be forced to!) score a line by 'completing' it. This has 2 steps.
      • Bet card: If the active player has a bet card in their line, they must first check if they've won their 'bet'.
        Winning a bet: Every bet card has a value from +3 to +5. If the active player has played at least as many cards after the bet as it's value, they have won the bet! They take the bet token with corresponding value and add it to their scoring stack.
        Losing a bet: If the active has not played the required number of cards, they have lost the bet! They take the bet token with the corresponding value, flips it to the negative side and adds it to their scoring stack.
      • Score the line: The active player discards 3 cards from their line and adds the remaining cards to their scoring stack.
        This means if a line has 3 or less cards, it will score 0 when completed!
  • End of turn: Once the active player has completed their action(s), play progresses to the player on their left.
  • End of round: Once all players have taken their turns - the round is obviously over and the 2 following steps occur.
    Jackpots: The 2 remaining cards which were not drafted are placed adjacent to their pertinent jackpot tokens and will become available in later rounds for players to gain.
    New first player: The player to the left of the current first player becomes the first player for the next.
    Play will now progress with new cards being drawn to create a new market.

Endgame
The endgame is triggered when there are not enough cards to create a full market at the start of a round. Then the following occurs.
Firstly, any remaining cards from the deck are placed on to their corresponding jackpot tokens.
Then in turn order, each player gets the opportunity to play 1 card from their hand to their line (Increasing their score and potentially gaining a jackpot.).
Finally, all players must complete their current line.

Now players calculate their finishing scores. Each card in a scoring stack is worth 1 VP while bet tokens are worth their displayed values.

Points are tallied, highest score wins.


Overall
Line-it is an abstract drafting game that doesn't attempt to awkwardly shoehorn a tenuous theme on to itself and while I know plenty of players for whom theme is important, I myself have never found the lack of it an obstacle to enjoying a game.
In this regard, some people may be put off by Line-it's lack of theme but YMMV.

Rules-wise, Line-it is a straightforward, easily understood rules-light but luck-heavy game. Players have to draft a card and then choose whether to play it to their line or 'bank' it to play later.
Players will initially look to draft a very low or high card to start a line, giving them the most leeway to create longer lines and players will want to create long lines.
The game's action economy dictates that (Ignoring jackpots.) completing a line after 6 drafts will score 3VPs - which is 0.5VPs per action but completing a line with just 4 cards would score 1VPs and that works out to be only 0.25 per action.
Worse of all, having to complete a line of 3 or less cards would give 0VPs for per action. Something players will definitely want to avoid.

Because of the inherent luck present in Line-it, at times players will have to deal with much less than optimal choices while drafting cards - doubly so when a player is going later in the round and their choices lessen even more.

Of course jackpots throw something different into the mix, sometimes justifying completing a line 'early' to gain those bonus cards. E.G., discarding a line of 3 yellows to gain a yellow jackpot card would earn 1VP which works to be .33VP per action. Having said that, getting 3 cards of the same colour will not be particularly quick, especially if other players can get there quicker.

Bet cards also provide a extra element to think about. Although their usefulness will vary: They can be a good source of VPs in the early game or early in a player's line but conversely be very negative in the late game or of if added later in a players line.
Players will need to think carefully when considering the risk of adding a bet card to their line.

The other element for players to consider is placing a card into their hand. Being able to bank a card can be vital to success. There's a bit of higher level of play in Line-it that can come from storing and playing a card of a certain colour or value can prove advantageous at the right time and sometimes.
Additionally, a player being able to put a card into their hand simply to just to avoid playing it can also be useful.
Wisely, the game limits player hands to 2, otherwise it would be too useful an action.

So while Line-it does give players meaningful decisions to make, the can also be very luck dependant and sometimes players will be faced with nothing but less than optimal choices, particularly when they go later in the turn order and their options dwindle.
The scoring also felt somewhat frustrating, having to discard 3 cards before scoring feels wrong. I know why that mechanic exists - it prevents players scoring short lines of 2 cards or so which is not something you want in a game about creating numerically linear lines of card. Even so, it felt counterintuitive and even unfair!

Another element I found counterintuitive was when I would habitually think, 'I'm going first next round, so I'll draft one of those cards not taken this round' only to see them discarded into their jackpot stacks.
I know this is my fault but again, it felt frustrating and only served to highlight the game's randomness.

I'm probably overthinking it though. Line-it is an accessible game that will probably play quite well with non-gamers. It's also a quick filler game that could be used to begin or end a long gaming session and not something to pour huge amounts of though into.
​If you like a lot of luck in your filler games, Line-it could be for you.
For me though, it didn't have quite enough to engage me. I applaud a game for it's simplicity and accessibility but having said that, I did find Line-it just a bit too simple and random for my liking. 
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Bandido - First play!

30/5/2023

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30th May 2023

It's a Tuesday evening again and that means it's time for some gaming goodness with the Woking Gaming Club at The Sovereigns.

Bandido is a wily one!. The sly criminal has finally been caught and sent to jail. But Bandido is never one to rest and soon has found a way to dig tunnels out of his cell.
Can the players manage to coordinate in this cooperative card-laying game to stop Bandido escaping?

What's in a game?
  • Starting tile: This thick tile is double-sided and both sides depict the titular Bandido behind bars. One side of the tile shows 5 tunnels out of Bandido's cell and the other 6 tunnels. That's one busy guy no matter which side you look at.
Picture
Here's the cheeky chappie himself.
  • Cards: The game's set of cards are a curious oblong shape.
    Each card will depict tunnel, this might be a simple straight or bend or might be a more complicated junction.
    Additionally; some cards will show a hand holding a flashlight, essentially represent a discovered tunnel that has been blocked-off, in other words; dead-ends.
Picture
A sample of cards.
There's not much to say about Bandido's minimal components.
The starting tile is notably thick and chunky in contrast to the cards which feel a touch flimsy - possibly due to their unusual proportion. This is not an issue though and unless the cards are mistreated they will be fine.

Bandido's artwork is equally minimal, there's a touch of stylised art for Bandido himself and well.... that's pretty much it other than the illustration representing dead-ends and the tunnels themselves.

You could argue that the hand holding the flashlight is an icon, otherwise there's no iconography in the game. Everything is instantly understandable.

How's it play?
Setup
  • Starting tile: Put the starting tile in the central playing area, select the side with 5 exits or for a supposedly harder game select the side with 6 exits. There didn't seem a discernible difference in difficulty as far as I could tell.
  • Cards: shuffle the cards into a face-down deck and deal 3 face-down to each player. Players should keep their hand secret from other players.
  • First player: Determine a starting player.

​On to play
In Bandido, players are cooperatively trying to stop Bandido from escaping by playing cards to block off all tunnels.
The game uses a traditional turn order with the active player resolving their turn before play progresses to the player on their left.
A turn plays out as detailed below.
  • Play card: The active player must play a card from their hand with the following criteria.
    • Orientation: When playing a card, it can be rotated to any orientation and must be adjacent to the tunnel from at least 1 other card or starting tile.
    • Honour connections: When playing a card, it must honour all connections that it is placed adjacent to, that is, it must connect to all tunnels.
      The placed card cannot cut off a tunnel. If this would occur, then that card cannot be play in that way.
    • Cannot play: If for any reason the active player does not have a card they can legally play, then they must place their entire hand at the bottom of the deck and draw new hand of 3 cards, their turn is now over.
  • Draw card: After playing a card, the active player draws back up to a hand of 3 cards.
  • Next player:  Play now progresses to the player on the active players left.

Endgame
Play continues until 1 of the 2 following conditions are met.

If the deck becomes depleted and none of the players have any cards left to play and there is at least 1 un-blocked off tunnel, then Bandido manages to escape! The player collectively lose.

If on the other hand, the players manage to block off all tunnels at any point during the game, then Bandido is trapped. The players immediately and collectively win!


Overall
Bandido's theme is sort of stuck-on​ and perhaps a little offbeat (I mean stopping the titular character escaping!) but it fits the game well enough and will be understood by all players.

Whilst the game's rules light, don't be fooled by this simplicity. Bandido is quite a hard game to win. This is especially true when playing at a higher player count. In a solo game, the player will know exactly which cards are available but with 3 companions, it becomes much harder to predict.
(One criticism I have of Bandido is that as the tunnel network invariably grows, it may expand in unexpected ways - more than once we've had to shift the entire map because it was going off a table edge - which is a fairly fiddly affair.)

There is without a doubt also a degree of luck involved (As is the case with most cooperative games.) which may not appeal to all players but there's also a good chunk of having to think ahead and trying optimise how cards are played.
 
It's hard to resist the urge to play dead-end cards that close tunnels down in the early game but it can be vital that you don't always do this.
Management of 'moving' tunnels around the playing area is key to success.
E.g., directing tunnels towards each other and connecting them can create 'loops' which essentially closes both. Additionally looping 2 tunnels into 1 then closing it off is equally useful.
There are only a limited amount of dead-end cards and using them up too early means they won't be available to use in the late game.
It's something players must plan for.
Players must also make sure they don't create any situations with card positioning which will render a tunnel impossible to close.

Because Bandido is so straightforward, with a easily recognisable goal and accessibility, it's a great game for all the family, more causal players and younger players and can prove a lot of fun.
That this is a cooperative game is even better, many cooperative games have intricate systems that must be managed in order to make them work, which not the case here.
It's definitely worth trying.
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Gizmos - First Play!

30/4/2023

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30th April 2023

Sunday is here again and we're logged into Board Game Arena for some gaming goodness.
Gizmos not about some cute puppet that spawns a legion of malignant sprites, instead it's drafting and engine building game about building gizmos.... through the power of science!

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

What's in a game?
  • Player board: The player boards in Gizmos are very long rectangular boards.
    There's enough room to place a row of 6 cards (Or 6 columns of cards.) which represent the game's 6 facets. Each of these 6 'slots' also has its own associated icon.
    The first slot lists the player's 3 stats - maximum storage, maximum file size and research limit.
    The second slot is for placing 'conversion' cards - more on this later.
    The remaining 4 slots are for placing cards that relate to the game's 4 core actions, - File, Pick, Build & Research.
Picture
A player board.
  • Starter cards: Each player will get 1 or these starter cards.
  • Cards: Gizmos utilises square shaped cards to represent gizmos and each one is illustrated with some sort of scientific activity and also displays quite a lot of information.
    Firstly, in the top-left corner it will be an icon which displays the card's type, this will match one of the 6 icons on the player board.
    The top-middle of the card will show its action.
    The top-right will show how many victory points (VPs) the card will earn.
    Finally, around the edge of the bottom half of the card it will display what type of resource (And its associated colour.) is required to build the card.
    ​Additionally, cards come in 3 'levels', the higher the level, the more powerful the card is.
Picture
Picture
Picture
  • Resources: The physical game comes with a set of coloured marbles (Red, blue, yellow and black.) to represent the game's 4 differing types of energy. The digital game simply uses coloured dots.
  • Dispenser: Again, the physical game comes with a dispenser which is a box that randomly deals out a line of marbles which players draft during gameplay. This is all done automatically in the digital version.
Picture
What the dispenser looks like in the digital version of Gizmos.
  • Victory point tokens: Used to track additional VPS which are acquired.
  • Storage ring: In the physical game, these rings would be used to store energy tokens, in other words, stop the marbles rolling away!
Picture
Is used to store marbles (Or energy.).
Gizmos' only art appears on the gizmo cards and although it seems quite small, it is varied and detailed, appropriately depicting various scientific activities in bright colours.
In fact Gizmos makes good use of bright colour throughout on iconography and components.

With regards to iconography, there is a fair amount of it but for the most, it's intuitive and easily understood, some of it however, will have players looking up the rules, especially regarding the picking and drawing of resources. 

How's it play?
Setup
  • Players: Randomly give each player a player board and starting card which should be placed in it's appropriate slot under the board (As dictated by the icon in the cards top left corner.).
    Also give each player a storage ring.
  • Dispenser: In the physical version of the game, marbles will be placed into the dispenser, they then randomly trick out to form a row of 6 marbles.
  • Gizmo cards: Sort the gizmo cards by level and shuffle them into their respective face-down decks. Then remove 20 cards from the level 3 cards.
    Next deal cards from each deck with 4 level 1 cards at the bottom, 3 level 2 cards in the middle and 2 level 3 cards at the top. Thus creating a sort of pyramid shape with 9 cards in total in the central playing area.
  • First player: One of the player boards is marked 'first player board'. Whichever player received this board will be the first player.

On to play
Players are attempting to accumulate VPs in Gizmos and they come from 2 sources, the cards and by acquiring VP tokens.
This is done by drafting resources and cards, then building cards to gain cards and resources at faster rate to build more cards and so on!
Gizmos uses a typical turn order with the active player taking their action before play progresses to the player on their left.
  • Stats: Before describing actions it's a good idea to explain what the stats do. Furthermore, all of the stats described below can be upgraded by playing the relevant gizmo cards. E.g.,  The maximum storage for energy can be increased from it's starting value of 5.
    Maximum storage: This is how many energy marbles a player may have in their storage ring at any time. The starting value is 5.
    Maximum file: This determines how many gizmo cards a player can have 'archived' at any time. More on archiving below.
    Research limit: Players can choose to draw cards from the face-down decks and potentially build or archive them. This stat determines how many cards they can draw.
  • Actions: During their turn, the active player can perform 1 of the following 4 actions. 
    • File: The active player may draft a card from the central playing area and 'archive' it alongside their player board.
      The player's maximum file stat determines how many cards they can have archived at any one time.
    • Pick: This action allows the active player to draft 1 of the 6 resources from the resource line and place it in their storage ring, provided it does not exceed the maximum.
    • Build: This action allows the active player to build a gizmo card by paying its cost. This can be taken from the central playing are or the player's personal archive.
      When a gizmo is built, it should be placed under the slot that matches its type. Convertor cards go beneath the convertor slot and so on. This will upgrade the slot it is placed under. Thus placing a gizmo card under the pick action may allow the player in later turns to pick more resources when they chose the pick action.
    • Research: The active may draw 1 or more cards blindly from 1 of the 3 face-down deck and then immediately build it, archive it or discard it.
  • Additional rules: there are some other rules that should be noted.
    • Upgrades: When upgrade gizmo cards are built, they will increase a player's limits.
    • Combos: When one of the 4 actions are activated by the active player, all the cards built beneath it can be activated in any order to provide extra actions, thus creating combos.
      Combos will allow the player to gain extra energy resources or cards or even VPs etc.
    • Convertors: These can be activated when certain actions are activated by the active player. Essentially they work a little like combos however, while combos usually acquire extra resources or cards, convertors, as the name suggests will turn one thing into another, such as turning blue energy resources into red.
  • Next round: Once the active player has completed their action and activated the cards they can or want to, play progresses to the player on their left.

​Endgame
Play continues until one player has built a total of 16 gizmo cards OR built 3 level 3 cards.
In either case, play continues until all players have had equal turns. Then players total their VPs from the cards they've built and any VP tokens they've acquired.

Points are tallied, highest score wins.


Overall
Gizmos' theme about building gizmos for a science fair is fairly light and perhaps a little unexciting but appropriate. It's also a game that's all about building an engine to trigger combos.

Players will look to find the most effective and efficient way to pick energy and build gizmos through upgrades, arguably the 2 most important actions in the game: Although it's probably not a good idea to neglect upgrading other stats or actions. Increasing energy storage and conversion is especially useful as it allows the player to manage their energy resources with greater flexibility and in fact, some gizmo cards require 6 energy to build! - Forcing players to upgrade their maximum storage.
A lot of the decision making this will involve will be contextual, depending on how energy resources appear and are drafted by other players. As always in these situations, players will need to adapt to circumstances (Which is why energy conversion and storage is so useful.). The same is also true of gizmo cards. This can lead to some unusual combos appearing.


Gizmos other 2 actions, file and research feel a little surplus to need and maybe just pad the game out unnecessarily a bit.
There's a higher level of play regarding the file action that involves watching opponents, seeing which energy resources they are going for, anticipating what gizmo card they might be aiming for and hate drafting that gizmo with a denial strategy but conversely. However, those other players will probably archive cards they want to build before beginning to accumulate the energy requires which sort of makes attempting to hate draft moot.
Research also feels less useful, essentially when researching, the player is making a bit of Hail Mary play, hoping to find a gizmo card that matches the energy tokens they possess but for whatever reason cannot use to build a currently available gizmo card.

These are minor drawbacks though and players are generally not required to use them. Otherwise, Gizmos is a fairly solid engine-building game with a slice of drafting. It hits a pleasant sweet spot of blending fairly straightforward rules that are fairly quick to learn  with hefty and frequently meaningful decisions to make.
Worth trying if you like this kind of game.
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Skull King - First Play!

25/4/2023

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25th April 2023

Tuesday is here again and we're with the Woking Gaming Club and The Sovereigns​ for a evening of gaming goodness.

Pirates; - they're known for spending their time burying treasure and going arrr! Skull King is a trick-taking game all about finding that treasure and going ahhh!

What's in a game?
  • Cards: Skull Kings utilises a lot of cards.
  • Suit cards: Much like a traditional set of cards, there are 4 suits in Skull King. 3 of the suits are green/parrots, yellow/treasure chest and purple/treasure map.
    4th suit: The 4th and final suit is black/jolly roger. This is a trump suit that well.... trumps the other 3.
    Values: There are 14 cards in each suit numbered 1-14.
Picture
1 card of each suit.
  • Special cards: These cards do not have a suit, instead they have a special ability that his triggered when played.
    Escape cards: There are 5 escape cards in the basic game. When played they allow a player to lose a trick. More on why this can be desirable below.
  • Character cards: There are numerous character cards in Skull King (Including the Skull King himself!). As with special cards, character cards do not have a suit.
    Mermaids: There are 2 mermaid cards.
    Pirate: There are 5 pirate cards.
    Skull King: There's only 1 Skull King card and he's the strongest card in the game except against mermaids. Arrrr!
    Tigress: There's also only 1 Tigress card in the game but she can choose to act as a pirate card or escape card.
Picture
A treasure chest card... and the Skull King!
  • Bid tracking cards: A pair of these cards is given to each player, They cards are used to track 'bidding' from round to round. More on bidding below.
Picture
Players can 'bid' to win between 0-10 tricks during the game.
The quality of the cards is exactly the kind of quality you'd expect from a modern game - so pretty good, fairly sturdy cards that look laminated.

There's lots of nice pirate themed artwork in Skull King. Most of it is bright and colourful with good quality illustrations. Importantly, the 4 suits all look distinct from one another as do the special/character cards.

The 4 suits are easily recognised by theme and colours. The special cards are also easily recognisable.


How's it play?
Setup
  • Deck setup: Add/remove the advanced game cards to or from the deck depending whether the normal or advanced game will be played.
  • Dealer: Determine the dealer for the game start. The player to the left of the deal becomes the first lead player for that round.

On to play
Skull King is played over 10 rounds with players having increasingly larger hands of cards as rounds progress.
Furthermore, as the game progresses, players will play more and more tricks. Whoever wins each trick will earn the cards used in that trick - which will equate to points at the end of the round.
Skull King is a pretty traditional trick-taking game which uses a traditional turn order with the active player acting before play progresses to the player on their left.
  • Round start: The dealer should shuffle the cards into a face-down deck.
  • Deal cards: Now the dealer should deal cards face-down to all players.
    The number of cards dealt out should equal to the current round count. I.e., in the 1st round deal 1 card to each player, in the 4th round, deal 4, all the way to the 10th round where 10 cards are dealt to each player.
  • Bidding: Each player should carefully look at their cards and try to gauge how 'strong' their hand is and secretly guess how many tricks they think they might win during the coming round. This becomes their 'bid' for the round
    Then all players simultaneously reveal their bids, which then can be recorded using the relevant tracking cards.
  • Tricks: With the bidding out of the way, play can commence.
    • Lead player: The lead player will begin the trick by playing any card from their hand which will determine the suit for the trick.
      They are also free to play a special card instead which has no suit (The first suit card played will now determine the suit.)
      Follow: Now all other players must follow suit if they can, which means playing a card of the same suit. If they do not have a card of the same suit, then they can play a card of any other suit.
      Alternatively, regardless of whether a player has a card of the correct suit or not, they may choose to play a special card instead.
      Essentially, special cards have no suit and therefore do not need to follow suit.
    • Winner: Once all players have played a card, the trick is complete and a winner must be determined. There are several ways this can go.
      Suit cards: If only suit cards were played, whoever played the highest value card in the correct suit wins the trick.
      Cards of other suits can never win tricks unless it is from the black/jolly roger suit, in this case a black card will always beat the other suits regardless of value, only a black card of higher value can beat another black card.
      Special cards: As a rule, special cards will always beat suit cards, the exception being the escape card which always loses the trick!
      If multiple special cards are played, there are various rules for how they interact with each other.
      Once a winner has been determined, they collect all cards played in the trick and place them into their personal area.
      It's a good idea for a player to track how many tricks they've won for the end of round scoring.
  • End of trick: If players have no more cards in their hand, the round is over and the game goes to the next round or game end as explained below.
    If players still have cards in hand, they continue playing tricks. Whoever won the previous trick will be the lead player for the next trick.
  • End of round: When players have emptied their hands, the round is over!
    Players now calculate how many victory points (VPs) they have scored for the round and this is recorded.
    Bids: If a player won the exact number of tricks that they bid for at the round start, then they earn VPs. If the total tricks won is higher or lower, they lose points!
    highest value suit card: A player will earn VPs if they gained the highest value card of any suits.
    Special cards: These cards may situationally earn VPs.
  • Next round: For the next round, the dealer and first player both move to the players on their left.
    The new dealer should collect all cards, shuffle them into a face-down deck and now deal cards to each player; the number of cards dealt should be 1 higher than the previous round.

Endgame
Once the 10th round has concluded and the VPs for that round calculated, the game is finally at an end and goes to end scoring.

Points are tallied, highest score wins.

Overall
Despite being a bit of a stretch to fit, Skull King's pirate theme is fairly amusing with evocative artwork to match. It's a good looking game.

Mechanically, the game is for the most part a straightforward, familiar trick-taking card game, albeit with a handful of special cards that change things up a little.
What makes Skull King standout are the scoring mechanics and in particular the bidding mechanic.

Players are forced to make a decision based on contextual information such as what is the current round and what cards they currently have in their hand. Then they'll need to try and gauge how many wins and losses they can get from their hand and plan accordingly.
Sometimes this will be simple, in the 1st round with only 1 trick being played, it's fairly safe to bid on winning 0 tricks, especially if a player only has a escape card in their hand!
As the game progresses though, these decisions will get harder and harder as more and more cards, special and otherwise come into play, making longer rounds a bit more unpredictable.
Additionally, the scoring system for bids rewards players who bid high (And manage to achieve it!) while it increases the price for failing big. A genuine risk and reward mechanic.
Finally, the bidding mechanic also introduces asymmetrical objective for players, some will be looking win tricks when others are trying lose them.
There's also a higher level of play here that involves paying attention to other players' bids.
E.g., if an opponent has won all the tricks they bid for and the round isn't over, making them win a trick will scupper the points they get from their bid.

However, I'm not so sure how I feel about the bidding mechanic, it definitely adds an extra layer to the gameplay but it's also kind of swingy, hitting a bid can earn a lot of VPs while missing it can lose a not insignificant number of VPs and sometimes this will be very much out a players control.
Additionally. the scoring rules feel a bit overly complex and fiddly, this compounded by how the game is played over 10 rounds and needs to be scored 10 times.

This brings to my other criticism which is the game feels too long:
By my calculations, a total of 55 tricks will be played over the 10 rounds which doesn't seem too bad but actually means shuffling and dealing 10 times as well as scoring 10 times and that all adds up to make the game feel a bit overlong and also finicky.

Skull Kings is a (Completely acceptable.) average trick-taking experience that is enjoyable enough but is mired down by excess bookkeeping for a card game. It's not a bad choice for a game I feel its unique elements don't do enough to make the game differentiate itself from the crowd.
The pirate theme will appeal to some but wouldn't be my first choice for a trick-taking game.
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Legends of Hellas - First Play!

16/4/2023

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16th April 2023

It's a Sunday and we're logged into Board Game Arena for more gaming fun.

Take on the role of Perseus, Jason or Hercules. Battle The Hydra, vanquish The Gorgon and defeat Cerberus in Legends of Hellas, a cooperative card game of Greek heroes and Greek mythology.

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

What's in a game?
  • Cards: Legends of Hellas features 2 types of cards.
  • Action cards: In the top left of each action card is an icon. Each one relates to 1 of 5 different virtues or qualities that a hero might posses. They are 'arms' (As in weapons.), 'courage', 'guile', 'speed' and 'strength.
    Furthermore, cards are also colour coded to each quality.
    Action cards illustrate the kind of events that Greek heroes get involved with using those virtues.
    Divine intervention cards: A final type of card depicts that good old mythological staple; divine intervention. These cards have special uses as explained below and are considered different to 'normal' actions cards.
Picture
Cards for yellow/guile, blue/speed, green/courage & divine intervention.
  • Monster Cards: There are 10 of these oversized cards. Each one displays picture for a monster straight out classic Greek mythology.
    Each monster card also contains 1 icon on each side that match 2 of the icons displayed on the action cards. These are the qualities that must be employed to defeat that particular monster.
    ​E.g., Strength and guile are required to defeat The Griffin.
Picture
The minotaur, griffin and hydra monsters.
  • Hero discs: There are 5 hero discs in 5 player colours that represent different classic Greek heroes.
    Each of the 5 hero has a colour that matches the 5 colours associated with the 5 qualities of action cards.
    E.g., The Achilles hero disc is purple and purple is the colour associated with the 'arms' quality.
    ​This is important as explained below.

    They are double sided with a 'normal' side and a 'broken' side.
Picture
Yellow/guile for Atalanta, blue/speed for Perseus & red/strength for Hercules.
With a chunky, cartoony style, Legends of Hellas is a bright and colourful looking game. It's crisp, clear artwork and the monsters on the monster cards are all instantly recognisable. I think it looks great.

There's half a dozen icons in the game and they're only used in reference between action and monster cards. Players should have no problems here.

How's it play?
Setup
Legends of Hellas presents players with 12 different missions to undertake which may have some varying setup and game rules. However, broadly speaking, they share a common theme - which defeating monsters until the boss monster 'the chimera' appears then defeating it.​
  • Monster cards: Shuffle the monster cards into a face-down deck. Then according to the mission deal a number of them face-up into a central playing area.
  • Action cards: First ensure all the divine intervention are separated from the other action cards.
    Then as per the player count (And also difficulty.) add a number of divine intervention cards to the action cards and shuffle them all into a face-down deck.
    Now deal 4 cards to each player.
  • Hero discs: Give each player a hero disc in their chosen player colour. Each player should put their disc into their personal playing area with the 'normal' side face-up.
  • First player: Determine a starting player.

On to play
Players in Legends of Hellas are cooperatively attempting to defeat a number of monsters inspired by Greek mythology.
This is done by playing cards but players will also need to perform other actions to facilitate this.
Legends of Hellas uses a traditional turn order with active player completing their action before play progresses to the next player.
  • Game start: All players should place their hero disc on any monster card, more than one hero disc may be on a monster card.
  • Action: During their turn, the active player may perform 1 of the following actions.
    • Draw card: The active player may draw 1 or more cards from the action deck and may temporarily have a hand of up to 5 cards. However, after drawing cards, the active player must discard a card.
    • Fight monster: This is probably the most common action players will perform and and is required to defeat monsters. The following rules apply to fighting monsters.
      • Location: The active player may only fight the monster at their hero disc's current location.
      • Action: To fight a monster, the active player must play an action card that matches the icons on that monster card. I.e., if a monster card displays the speed and courage icons, then the active player must play a card with either the speed or courage icon.
      • Victory: A monster is only defeated when both of the following 2 conditions have been met:
        Both action types: At least 1 card of each type has been played.
        5 cards: If a total of 5 cards have been across both types has been played.
        When both conditions have been met, the monster is defeated.
      • Divine intervention: These are incredibly useful for defeating monsters and can be used in 1 of 2 ways.
        Wildcard: A divine intervention card be played as a action card of any of the 5 types.
        Instant defeat: Provided the 'both action types' condition has been met, a divine intervention card can be played to instantly defeat a monster regardless of how many cards have already been played against it.
    • Give card: The active player may give any number of their cards to any other player. That player must then discard at least 1 card and must also discard down to 4 cards if they have more.
    • Move: The active player may move their hero disc from one monster card to another by discarding a card. This is regardless of whether the monster the hero disc is currently on has been defeated or not.
    • View cards: The active player may draw 6 cards from the action deck and view them.
      Then they must discard 1 cards and return the other 5 back on top of the action deck in any order they see fit.
  • Next player: Once the active player has taken their action, play progresses to the player on their left.
  • Other rules:
    • Special action: Each player has a special action available to them that can be activated once per game and is dependant on the colour of their hero disc.
      It means a player can flip their hero disc to the 'broken' side to play any card against a monster, consequently that card is considered to have the same colour (And thus quality.) as the flipped hero disc.
      E.g., if a player has Hercules' red hero disc, they may flip it to play any card against a monster and that card is considered to be a red 'strength' action card.
    • Chimera: Once the allotted number of monsters as per the chosen mission have been defeated, the final boss monster appears - this is the Chimera!
      To form the Chimera draw 2 monster cards and places them so that one is above the other - and the one at the bottom is upside down.
      This means the Chimera will potentially need cards from 4 qualities to defeat! If the Chimera has duplicates of the one quality, then at least 1 action card for each instance of that type must be played.

Endgame
If the players manage to defeat the Chimera once it has appeared, then they collectively win the game!
If however, at any time a player needs to draw cards and there are none left in the action deck, then the players collectively lose the game.


Overall
Between it's bold colourful presentation of Greek mythology and card mechanics which will have heroes travelling about to battle monsters using their guile, strength and so on; Legends of Hellas is pretty strong thematically.
I personally like how The Chimera will be a random amalgam of 2 other monsters.

Mechanically, on the surface it's a pretty straightforward game - play cards with symbols matching symbols on monster cards to defeat them but in practice, Legends of Hellas is quite unforgiving.

This is because players aren't really battling the monsters, they're battling the action deck - or more precisely, fighting to stop the deck running out and luck can play a very big part here.
Every choice and action a player takes ​- not just attacking monsters - will cost a card.
Draw cards - one of them must be discarded.
Give cards to an alley - one must be discarded.
Move or view the deck - you get the idea.
Even deciding which cards to discard is also an important decision. I.e., if none of the current monsters require a certain type of card, is that type safe to discard? A monster requiring it might turn up later

Consequently it can be very easy to run out of cards, players will need to try and play as efficiently as possible with minimal squandering and no frivolous moves. Judicious use of divine interventions can be critical here, playing one at the right time can defeat a monster with only 3 cards instead of 5. It might not seem like a saving of many cards but it can be.
While players can not explicitly discuss the cards in their hand, they will need to coordinate actions, especially actions such as passing cards to each other and viewing the deck.
Being a cooperative game, there's also a degree of luck in Legends of Hellas, perhaps a little too much like for my liking. Sometimes players will draw a hand of cards they just can't use and will have to find a way to adapt.
Conversely, sometimes luck will deliver the exact cards you will need which will make it easier and maybe a little unsatisfying.
It also means that sometimes it felt like my decisions had been taken out my hands by chance and sometimes it felt like any strategy I had was was reduced to simply 'play what you have' and adapt to 'what you get'.

Despite this I found Legends of Hellas to be a fairly enjoyable experience mixed with dollop of frustration from the luck which strangely, could go 2 ways; too much bad luck or too much good luck! 

With it's cartoonish art style and somewhat lightweight rules, Legends of Hellas would appear to be aimed at a family audience but we found it actually quite a tricky game, I'm not sure younger players will have a easy time. however a bit of adult/parent contribution would make a difference, I guess that's what makes it a family game.

If you want a ancient Greece themed cooperative game or in fact any kind of low maintenance cooperative game, Legends of Hellas might fill the bill.
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Trio - First Play!

9/4/2023

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9th April 2023

​Sunday is here again and we're logged into Board Game Arena for some gaming fun.

'Triiiiooo, triiiio
I want a trio,
And I want now.
'


I'm showing my age here, but this is not a game about a chocolatey biscuit, instead it's a set collecting card game.
Furthermore, Trio is apparently a reskin of a game called Nana, which disappointingly, is not about collecting grannies.

Caveat: We have only ever played this game digitally.

What's in a game?
  • Cards: Trio uses​ a deck of 36 cards, numbered 1-12 three times.
    Along the bottom of each card will be 1 or more numbers that relate to the numbers on other cards which when added/subtracted mathematically reach 7.
    E.g.; the 1 and 6 cards are related because 1+6=7.
    ​Additionally; 4 and 11 are also related because 11-4=7 and so on.
    A 2 will be related to a 5 and a 9. 5+2=7 and also 9-2=7
    These sets of 2 related numbers are known as 'spicy' sets!


That's it for components.

Trio features cards decorated with quirky little monochrome illustrations with what appears to be a Mexican day of the dead theme? These illustrations are set against colourful backgrounds which are associated with each of the 12 differently valued cards.
I'm not sure how the them ties with the game but the cards definitely look colourful, dynamic and eye catching.

Cards are numbered 1-12, there's no other iconography. This is all very easily understood.


How's it play?
Setup
  • Cards: Shuffle the cards into a face-down deck.
  • Players: Dependant on player count deal 5-9 cards face-down to each player.
    All players should sort their cards into numerical order.
  • Central playing area: All the remaining cards (Which will be 6-9 cards.) should be dealt face-down into a central playing area.
    This means all cards will have been dealt either to players or the central area.
  • First player: Determine a starting player.

On to play
There are three ways (A trio!) (SIC) to win Trio. Each involves revealing cards to collect sets of identical values.

Trio follows the typical turn order with the active player taking their turn before play progress to the player on their left.
During their turn, the active player may reveal up to 3 cards by performing the following actions.
  • 1st action: The Active player may choose 1 of the following 2 actions to perform which will result in revealing a card..
    • Reveal highest or lowest: The active play may ask any single player to reveal their single highest or lowest value card, the active player may also choose themselves to reveal a card.
      Any revealed card should be played face-up into the playing area.
    • Reveal from central area: The active player may flip a single card face-up from the cards in the central area.
  • 2nd action: The active player now again chooses 1 of the same 2 actions above to perform, which will result in revealing a 2nd card
    • No match: The the 2nd card to be revealed does not have the same value as the 1st revealed card, then the active player's turn is over.
      Any card revealed by a player is returned to their hand.
      Any card that was revealed from the central area is flipped face-down again.
    • A match: If the 2nd card revealed matches the 1st card revealed, then the active player gets to take a 3rd action!
  • 3rd action: The active player now gets a 3rd action and once again, must choose from the 2 actions described above.
    • No match: If the 3rd card revealed does not match the 1st and 2nd cards, then the active player's turn is over.
      Any cards revealed by a player is returned to their hand.
      Any cards that was revealed from the central area is flipped face-down again.
    • A match: If the 3rd card revealed matches the 1st and 2nd cards, then the active player has revealed all 3 cards of the same number! They collect all 3 cards and place them into their personal playing area.
  • ​Next player: Regardless of whether the active player failed to match 3 revealed cards or managed to collect a set, play then progresses to the player on their left who now becomes the active player.

Endgame
​There are 3 ways a player may Trio.
  • 3 sets of 3: If a player collects 3 sets of 3 cards they immediately win.
  • Spicy set: If any player collects a spicy set, then they immediately win.
  • Collect the 7s: If a player collects the 3 7 cards, they immediately win!
    Interestingly, the 7 value cards are the only cards not in a spicy set.

Overall
​Trio's has a fairly abstract theme but to be fair I don't it detracts from what is a fairly accessible game.

In fact, Trio is such a straightforward game that almost has nothing to write about. It mixes simple deduction and memory mechanics.

Players will want to remember what cards are revealed and where they are revealed from, allowing them to create sets of 3.
Players can also glean information from what their opponents reveal, either from their own questions of those of others. E.g., if someone is asked to reveal their highest card and it's an 8, then it's obvious they wont have cards of higher values. This is useful when deciding which sets to try and work towards.

There's also something mechanically interesting going on with the game's probabilities.
Generally, players should look to collect sets of either the highest or lowest value sets - simply by virtue of being able to only reveal the highest and lowest value cards of opponents.
This is why collecting the 7's insta-wins the game, because the 7's will likely be in the middle of players' hands and will be harder to collect
This becomes even more likely in games with lower player counts as each player will have bigger hand sizes. Conversely the distribution of cards will be less even in games with a higher player count, making it a little more unpredictable.

Talking of player count, we played with 3 players and I felt it was a little underwhelming. Trio can play with up to 6, I think the game improves with more players and the greater unpredictability adds to the experience.
We also played online which I feel detracts from a game like this which benefits from interaction between players.

Trio is obviously a lightweight game and will have crossover appeal to families and more casual gamers, it's set collecting, memory-based gameplay is something most people will be familiar with to some degree or other. I that's something that might appeal, them Trio is worth a look.

I would say it might be a bit too simple for seasoned games but truthfully, I think can serve as a filler game or an ender for the night.
It's something I would like to try with the physical version at a higher player count.
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Durian - First Play!

21/2/2023

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21st February 2023

Tuesday evening again! We're with the Woking Gaming Club at The Sovereigns again for some more gaming goodness.

​Durian: The durian is the edible fruit of several tree species belonging to the genus Durio*.
​
Durian is also game about a very, very angry gorilla who runs a jungle fruit shop​, worse than that - he's your boss in this push your luck card game about managing inventory and stock.

*According to Wikipedia

What's in a game?
  • ​​Cards: All the cards in Durian are unusually rectangular and come in 2 types.
    Fruit cards: Fruit cards are divided into 2 halves, on each card one half always displays 1 fruit and the other 2-3 of the game's 4 types of fruit - bananas, grapes, strawberries and of course durians.
Picture
Fruit cards.
  • Gorilla siblings: There are only 3 of these cards, so they don't always appear, but depending on how they appear, they can throw a real curveball into proceedings.
Picture
Big brother Mitch.
  • Card holders: There are 7 of these wooden card holders - 1 per player.
Picture
Card holder.
  • Point tokens: There are 7 of these card tokens. They are sort of semi-circular, numbered 1-7  and show the angry gorilla along with manga styled anger lines which represent the gorilla boss' anger, the higher the number the more angry.
Picture
3 out of 7 anger, pretty angry.
  • Bell: Yes, an actual tiny little bell that tingles pleasantly when you ring it.
  • Order board: This strangely shaped tile depicts the 3 mischievous gorilla siblings at the top.
    Below that it shows an 'X' on the left and a '✓' on the right.
Picture
Bell and order board.
Being exceptionally long, the cards feel a little flimsy but unless they are treated badly, it shouldn't be an issue.
The order board tile and point tokens are made of suitability sturdy card, while the card holders are wooden and I always approve of wooden components.
The bell works well enough but feels a little delicate but again, unless you treat it badly, it shouldn't be a problem and while it's a unnecessary component it's a welcome addition. I've never been one to resist gimmicks!

There's a small amount artwork utilised for the siblings and the different fruits which is quite stylised and cartoonish.
It all looks good enough, the gorillas look a little abstract but the fruits look suitably distinct from each other both in colour and shape

Nearly all of the small amount of iconography used in Durian is straightforward. The 4 fruits are easily understood and differentiated from each other.
The 3 sibling cards all have their own unique icons, which despite being fairy obvious will likely have players reaching for the rule book since they appear so infrequently during the game, which - as explained below is not necessarily a good thing.

How's it play?
​Setup
  • Point tokens: Put the point tokens into a single stack or row, starting with the '1' at the top/front and increasing sequentially to the '7' at the bottom/end.
  • Card holders: Give each player a card holder.
  • Order board: Place the order board into the central playing area.
  • Player cards: Shuffle all the cards into a face-down deck.
  • First Player: Determine a starting player.

​On to play
Durian is a bit of a curious beast where players are looking to see if the game has 'gone bust' using 'imperfect knowledge'.
The game uses a traditional turn order with the active player taking their turn before play progresses to the player on their left.

Before discussing the rules, it's worth stating that the deck of cards serve both as shop inventory and customer orders. Additionally, the gorilla sibling cards have different functions depending on whether they appear in the inventory or order.
  • Take inventory: Deal 1 card to each player, players should not look at their card. Instead they should place it into their card holder with the front of the card facing the other players. Thus, players should not know what is on their own card.
  • Take order: The active player now takes a card from the deck and flips it face-up, then they have to add it to the order board.
    The card must be lined up beneath the order board so that 1 half is beneath the 'X' and the other beneath '✓'. The active player chooses which side of the card goes where.
    The side under the 
    '✓' is the side for customer orders, while the other side is disregarded.
    ​Gorilla card: If a gorilla card is drawn, the active player may use it to turn a previously drawn card 180'.
  • ​Check order: Next, the active player must decide if they want to call the angry manager or not.
    Put simply; the active player needs to look at the other players' cards and decide whether they think the order has gone bust or not. That is, whether the there's more fruit in in the order than the inventory (Or not.).
  • To call or not to call: The active player is now faced with a decision.
    • Not call: If the active player thinks there's enough fruit in the inventory to meet the orders, then they should pass and play should progress to the next player who then has to take the next order card as explained above
    • Call: However, if the active player thinks there's not enough fruit in the inventory, then they should ring the bell and...
  • Call the manager: When the bell is rung, the angry manager cometh...
    The angry manager has to get angry at someone, the question is... who?
    At this point, all inventory cards should be revealed to all players and compared to the order. If any player had a gorilla sibling card as a inventory card, it takes effect now and can change what is found in the inventory. The infinite banana gorilla card means that the inventory has infinite gorillas for example and so on.
    • Not bust: If there's enough fruit in the inventory to fulfil the order then there's no problem and angry manager will get angry at the player who rung the bell for no reason.
      "Why did you disturb me for nothing," the angry gorilla will no doubt yell.
    • Bust: If there's not enough fruit in the inventory to meet the order, then the angry manager will get angry at the previous player!
      "Why didn't you call me," the angry manager will undoubtedly shout.
  • Take token: Whoever was the target of the manager's ire must take a point token and place it their personal area.
    When doing so, the player always takes the lowest value token, obviously starting with the '1'.
    This means that the angry manager gets more and more angry the more you call them out!
    • New round: Regardless of who the angry manager got angry with, a new round must begin. Take all the cards and shuffle them into a new face-down deck.
    • First Player: The first player will be whoever is to the left of the player that the angry manager got angry with!

Endgame
The game ends when a player has acquired 7 or more points worth of point tokens. This could from the final 7 point token or a combination of lower valaue point tokens.

Points are tallied, lowest score wins.


Overall
Thematically, Durian could have been almost anything and gorillas running a fruit shop is as good as any, so why not, it suits the game's light nature.

Mechanically. there are a couple of interesting things going on.
Firstly, the way the game employs 'imperfect knowledge' is pretty good. Players will spend their time watching the behaviour of other players, seeing how they play the cards they draw and trying to deduct what is on their own card.
For example: if another players decides to play a card which adds bananas to the order and you can see no bananas on anyone else's inventory cards, then it's generally safe to assume that you're the one with bananas on their inventory card!
Of course, the gorilla cards can occasionally appear in the inventory and throw a spanner into the works. In the above example, the infinite bananas card could change everything.
There's a weird drawback to the rules here though; since the gorilla cards appear fairly infrequently in the inventory. Players won't remember their rules and will ask to look at the rules - it's a clear tell that a gorilla card has been thrown into the mix.

Gorilla cards can also have a big impact on orders. Allowing an order card to be changed round can cause the order to 'go bust' or vice versa.
I will add that the rules feel a little counterintuitive here. In most games, going bust is a bad thing but in Durian it can be a good thing. Ringing the bell at the right time both prevents you getting points and also inflicts them on other players. 

This brings me to the mechanics for scoring. Escalating points works very well here and mostly keeps the stakes high until the game end.
​Mathematically, a game will last at least 3 rounds. If a single player gets 1+2+4 (or some other combination.) that will end the game.
Since, as the game progresses the points given out will increase, it's entirely possible that if a game gets to 7 rounds, a player who was on '0' points may get '7' points, end the game and come last! This is especially so in games with a higher player count (Durian plays up to 7.).
Because the scoring is about giving other players what are essentially negative points, usually at this point I'd criticise Durian for being well... negative but since the game is quick playing and light-hearted I don't feel an issue here.

Durian is a mechanically lightweight game with for the most part only a single decision to make - ring the bell or not.
Where it's depth comes from is in how to get to that decision. Players cannot afford to not pay attention during their opponents' turns, gleaning information from what moves they are making is vital to the decisions a player needs to make when it's their turn.
This is one of those games that's as much about playing the players as playing the game.

I found Durian an enjoyable game with a sometimes agonising central decision to make and this is good thing as it makes that decision meaningful, which is what I look for in a game.
Durian is a bit of party game that also works as a filler. It's style and humorous theme fits it's quick unpredictable gameplay well. It's not a game to take too seriously.
If this is what you're looking for, give Durian a try.
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Cards against Humanity - First Play!

12/2/2023

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12th February

It's a Sunday afternoon and we're at The Dice Tower in Basingstoke For Ares' birthday party.

So finally... Cards Against Humanity: the blog post.

Cards Against Humanity has garnered a reputation for being wry, almost satirical humour and capacity to be outrageous.  So is this game offensive and by offensive, I mean does it offend my sensibilities regarding well balanced and sharply honed gameplay... well read on.

What's in a game?
  • Cards: As you'd imagine, there's are lots of cards in a game called Card Against Humanity and basically, there are 2 types.
    • Black cards: These are black cards with white text. Each black card contains a incomplete proposition or question which displays a 'blank space' that needs to be 'filled in'.
      Some black cards will have 2 or even more blank spaces.
    • White cards: Cards Against Humanity has a lot of white (And needs to!). You won't be surprised to learn that the white cards contain black text. The text will usually be a single word or short phrase.
Picture
Examples of Cards Against Humanity cards.
The cards are average thickness but seem plastic or vinyl coated and feel reasonably sturdy - they need to be for a party game.

There's no art in Cards Against Humanity. Unless you count white text on a black background and vice versa.

Again, there's no iconography in Cards Against Humanity as the game is entirely drive by text.
Wow, so far this blog has written itself!


How's it play?
  • Black cards: Shuffle the black cards into a face-down deck.
  • White cards: Shuffle the white cards into several face-down decks.
    Deal 10 white cards to each player.
  • First player: Determine a starting player

​On to play
The objective in Cards Against Humanity is to earn 'Awesome Points' which are just victory points (VPs). This is done by answering the questions on the black cards in the most entertaining way, which can be funny, outrageous, offensive and probably even worse!
Each player's turn consists of 4 phases.
  • Black card: The active player draws a black and reads it out to all the other players.
  • White cards: All players who are not the active player, i.e., all the other players now choose a white card to 'fill-in-the-blank on the black card.
    Players can choose any white card they desire but generally, they'll want to choose something entertaining.
    Once players have chosen a card, they should hand it over to the active player face-down.
  • Choose: Once the active player has collected all the white cards, they should read the text on the black card while using the text on each white card to fill in the blank(s) on the black card. This needs to be done for each white card (Or sets of white cards in the case of multiple blanks.). Thus with 4 other players, it will need to be done 4 times. The active player should probably also do this aloud for maximum effect.
    Once the active player has read all the white cards, they pick one that they like the most according to whatever criteria they choose, it could be funny or offense or a mix of the two and so on.
    Once the active player has declared their favourite card, whoever played it should make themselves known and they earn a VP. Usually this is tracked by giving them the black card.
    All played white cards are discard out of play.
  • End of turn: All players draw back up to 10 white cards and play progresses to the player on the left who becomes the new active player and begins their turn by drawing a new black card.

Endgame
I always thought that Cards Against Humanity concluded after the 10th black card was won but after skimming the rules, this doesn't seem to be the case and there are several different ways the game could end.
Regardless of this, whenever the game reaches whatever its game ending criteria is, the game ends and Awesome Points are calculated 

Points are tallied, highest score wins.

Picture
What are the odds of this combo coming up? (Narrator: It happens every game!)

Overall
First of all I'll say; it's sort of pointless to blog about Cards Against Humanity and discuss mechanics or strategies or theme in the way I would normally and that's because it's the epitome of a party game, albeit a very much adult themed one.
That means it's loud and raucously humorous, easy to learn and easy to play. No one really cares about VPs or who wins and yes, it's also potentially offensive. Suffice to say that if you're thin-skinned or easily offended, Cards Against Humanity is probably not for you.

The real question is: Is it fun?
I'm going to say, yes and sometimes very much so. Obviously, much of the game's pleasure derives from the kind of people playing it​. I imagine it's a game that gets a lot of play by drunk participants - there's a good reason why the cards are fairly sturdy. If you're concerned about anything other than basically cracking jokes, probably best to look elsewhere.

Personally, I thoroughly enjoy the challenge of trying to craft the most outrageous answers and listening to other players' answers. I also think most people playing it understand it's just humour doing what humour does very well, which is bringing up stuff that would never be broached in conversation otherwise.

There is a caveat here though: Which is Cards Against Humanity can definitely outstay its welcome.
Initially, we played several times with the 10 black card limit and when that was reached, someone would invariably say: 'Why don't we play through all the black cards.'
The first time was: 'Yeah, cool'.
The second time: 'Oh Okay.'
The third time: I had to stifle an inward groan.

So if you want a shockingly funny and outrageous party game, Cards Against Humanity would be a good choice.
Just play it short intense bursts.
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Skulk Hollow - First Play!

28/1/2023

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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.
  • Board: Skulk Hollow uses a modestly sized square board which is divided into a 3x3 grid. Unusually, during play the board is rotated 45' diamond configuration, this all the spaces are actually diamond shaped.
    Each of the 9 grid spaces sort of have their own visual theme. Additionally, 2 opposing corners are the 'start spaces'.
Picture
In play, the game board is rotated 45' to be a diamond shape.
  • Power cubes: These translucent acrylic golden cubes are used - as the name suggests to track 'power'.
Picture
Power!
  • The Foxen player: Whoever is playing the Foxen heroes has the following.
    • Foxen player mat: This mat lists the actions that the Foxen player can perform, as well as their hand size and Action Points (APs).
    • Cards: There are basically 2 types of cards the Foxen player will have in their arsenal. Hero/unit cards and order cards.
      Hero cards: There are 3 types of these cards and broadly speaking, they share a lot of similarities.
      In the top left corner it will show which meeple represents the card on the board, alongside it are shown icons which determine what abilities they have. Down the left side it will show how much power the card can store and how many wounds it can sustain.
      Along the bottom will be description of a unique power that character may possess.
      Finally, a illustration fills the centre of the cards.
      The types are: 
      Foxen leader: The Foxen player has a choice 1 of 4 Foxen leader to choose from. Each is unique with different 'stats' and bar one, each has a special unique ability.
      Sentinel: This is a type of hero which has particularly good stats.
      Hero unit: Essentially rank and file hero characters.
      Order cards: Each order card has 2 actions that can be performed. The top half typically has a movement or combat related action that may be performed while the bottom half will tend to have a special action that can be taken.
    • Meeples: The Foxen player has a number of wooden fox-like meeples that they use to represent their heroes and units. They come in several different colours and also display icons to differentiate them.
    • Red heart tokens: These wooden tokens are used to track damage done to Foxen heroes and units.
  • The guardian player: There are 4 guardians to choose from in Skulk Hollow and each one comes with its own player mat, guardian board and 'card box'.
    Different guardians have different 'difficulty' ratings (From 1-3 'stars'.) due to their unique powers functioning differently and also differences in hand size limits.
    • Guardian player mat: This is similar to the Foxen player mat in that is lists the guardian player's hand size, action points and special abilities moves.
      The mat will also list the guardian's unique winning condition.
Picture
Card box and mat for Grak.
  • Guardian board: Unlike the Foxen characters, the guardian is not represented by card, instead it has a board which it rightfully deserves!
    A guardian board will display all of the its relevant powers on locations somewhere on the board.
    Also at each location will be some spaces to place heart tokens and Foxen hero meeples. If having meeples climb over a giant creature to stab it seems similar to a certain famous video game... well read on!
    Finally a series of dotted lines run between these locations.
Picture
Hmm, I'm sure this guardian would cast a colossal shadow...
  • Card Box: Each card box contains the following:
    • Guardian meeple: Each guardian has its own massive​ meeple and I do mean massive in relation to the Foxen Meeples.
    • Cards: The guardian player has no units so only needs an action deck of order cards which are functionally identical to Foxen order cards: The top half allows The guardian to move and the bottom half can activate one of the guardian's powers.
Picture
Grak smash!
  • Green wound tokens: These wooden tokens are used to track damage on the guard board.​
    ​
The component quality in Skulk is excellent.
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
  • Roles: First determine who will play the Foxten hero and guardian.
  • Board: Put out the game board, as stated earlier, it should positioned in a 'diamond' orientation.
  • Guardian player: The guardian chooses a guardian card box of their choice, then they take the relevant guardian player mat and guardian board.
    The player mat will tell the player how to set up for the game.
    Finally the guardian player takes their action deck and shuffles it into a face-down deck and draws cards to their hand limit - which is determined by the guardian player mat.
  • Foxen player: This player now chooses one of the Foxen Leaders takes the Foxen player mat.
    ​The Foxen leader and Sentinel cards are immediately put into play and their respective meeples should be placed on their starting spaces.
    Then all the hero unit cards and order cards should be shuffled into a face-down deck, the Foxen player should then draws up to their hand limit - as determined by their Foxen hero mat.

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.
  • Actions: The active player can choose from the following actions.
    • Play card: This is the most common action in Skulk Hollow and there  are a wide variety of actions that can be performed, some common to both players and some unique to each. 
      Gain power: This action is available to the Foxen hero player but only certain guardians. Functionally, it works the same for both players. The player will gain power cubes as listed on the played card. These cubes do not go directly on to either any heroes cards or guardian board, instead they go into a central 'reserve'. More on power later.
      Move: This action allows the Foxen player to move one of their units or the guardian player to move the guardian 1 space. Arrows on the card will indicate how the movement can occur.
      Play hero card: This action is only available to the Foxen hero player. If they have a hero unit card in their hand, they can spend a AP to put it into play. When the card is played, it's pertinent meeple should be placed on the board.
      Use power: This is only available to the guardian player and it allows the guardian to use the power listed on the card and as per it's description on the guardian player mat.
      Guardians have a range of powers but generally they involve dealing wounds to the Foxen heroes.
      Hero actions: Only the Foxen player can use these 3 actions for their units.
      When playing a card, the player choose from the action at the top of the card or the bottom, not both. furthermore, only heroes with a symbol matching the action can use it. Thus, a hero unit must have a boot symbol on their card to use the leap action.
      • Leap: If the hero unit is on the same space as the guardian, they can use the leap action to jump on it! This means their meeple is moved on to the guardian board. Additionally, if a hero unit is already on the guardian board, they can use the leap action to move to a different location, following one of the dotted lines.
      • Melee: A hero unit that is on the guardian board may use the melee action to inflict 1 wound on their current location
      • Missile: This action allows a hero with the missile icon to make a ranged attack on the guardian and they do not need to be on the guardian board to inflict wounds. There are some restrictions including:
        Fire: If a hero has the 'fire' tag, they can only launch a missile attack from a space on the board adjacent to the guardian's space.
        Hurl: This tag allows a hero to launch a missile attack while on the same space as the guardian on the game board.
    • Prepare: This action requires an AP and either player may perform it. It allows the player to discard a card and draw 2 new ones.
    • Spend power: This action does not actually require any APs. Instead it uses a power cube that has been allocated to either a hero or guardian.
      Each cube spent this ways grants the respective player an additional action to the unit/guardian that spend the cube. This allows them to perform an action as displayed on their respective card/board, or to move.
  • End of turn: Once the active player has used all their APs, they must do the following.
    Draw cards: The player should draw cards to reach their hand limit. If their current hand is equal to or above the limit, ignore this step.
    Allocate power: If the active player had gained power cubes during this turn, they now allocate them to their units/guardian as they see fit.
    Opponent's turn: Play now progresses to the active player's opponent.
​Additional rules
  • Wounds: There are some rules regarding how wounds are manged, which is slightly different for each player:
    • Hero unit: If all the heart spaces on a hero unit's card are filled, that hero is eliminated, it's meeple is removed from play and it's card is placed into the discard pile. Potentially that hero can come back into play if the discard pile is shuffled into a new deck.
    • Foxen leader: If the Foxen leader has all its heart spaces filled, it's pretty bad news for the Foxen player. However, there is something the Foxen leader can do to avoid damage, which is called...
      Banding: Basically, if there are other Foxen hero units in the same game board space as the leader, then the unit(s) take the damage instead, presumably as they throw themselves into harm's way. Thus the leader cannot be targeted when not alone.
    • Guardian: Wounds affect the guardian in 2 ways.
      Powers: On the guardian board, each power's location will have several heart spaces, if all  wound spaces on a power's location are filled, then the guardian player can no longer use that power until they somehow heal at least 1 wound.
      Full wounds: If the guardian board has all it's heart spaces filled, then it's bad news for the guardian player...
  • Depleting action deck: If any time a player empties their action deck, they then simply shuffle their discard pile into a new deck.

​Endgame
There are 3 ways the game end can be triggered.
  • If the Foxen leader has all the heart spaces on their card filled, they are defeated and the guardian player immediately wins.
  • If the guardian board has all it's heart spaces filled, the guardian is defeated and the Foxen heroes player immediately wins.
  • Each guardian has their own unique victory condition. If that condition is met, then the guardian player immediately wins.


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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Ligretto - First Play!

28/1/2023

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28th January 2023

Our day of gaming with The Woking Gaming Club at Wogglecon 6 continued with Ligretto.

I don't know what Ligretto is meant to mean but it gets shouted a lot when playing this real-time, abstract card game.

It's time to begin the blog so without any further ado... LIGRETTO!

What's in a game?
There are 3 versions of Ligretto; red, green and blue. They are functionally identical except for the backs, which indicate which decks they are and which set they come from.
A single set of Ligretto is enough for 4 players, having all 3 sets means there's enough for 12 players!
​
  • Cards: A set of Ligretto comes with 160 cards, which is 4 decks of 40 cards each.
    Furthermore. each 40 card deck has cards numbered 1-10 4 times, once in each of the game's 4 colours.
    Backs: Each 40 card deck has a slightly different back to differentiate it from the other decks
Well that's it for components.

The cards are the standard quality you'd expect for a modern game.

Ligretto makes great use of colour, the 4 colours are all bright, vibrant and distinctive. Otherwise, there's no illustrations and minimal art for Ligretto, just some detailing. This is by no means a bad thing. Ligretto is an abstract game, trying to fit a theme to it would just feel like shoehorning.
I do have one small criticism that is directed at the backs of the cards which could have have been more distinct from each other.

Ligretto also has no iconography other than numbers, players will have no trouble understanding the game.


How's it play?
Setup
  • Decks: Give each player a deck of 40 cards, this should consist of cards numbered 1-10 in each of 4 colours. Thus each player should have all the cards with an identical back.
    Each player should shuffle their cards into a face-down deck.
    Ligretto stack: First, each player should now deal 10 cards face-up into a stack. This is their Ligretto stack.
    Row: Next, each player should deal 3 face-up cards into a row alongside their Ligretto stack.
    Hand: Players should now keep all their remaining cards (There should be 27.) in their hand.

On to play
Ligretto is played simultaneously by all players in real time which means there are no turns or any turn structure.
The purpose is to play as many cards as possible (An as quickly as possible.) before the round end is triggered, which occurs when any player's Ligretto stack is emptied. How is this done - read on.
  • Start: To start a round, someone must shout "Ligretto,".
  • Objective: Players are looking to play cards to create stacks of the same colour numbered sequentially from 1-10. There are of course some rules and restrictions for this.
    • The first card in a stack must always be a '1'.
    • The next card played on a stack must be the same colour and also the next number in the sequence. I.e., only a green 5 can be played on a green 4.
    • Any player may play a legal card on any stack.
    • Once a stack reaches 10, it is completed, no further cards can be played on it.
  • Playing cards: There are several ways a player may play a card providing the criteria mentioned above are met.
    Row: A card may be played from a player's row. When this is done, it is immediately replaced by the top card of their Ligretto stack.
    Ligretto stack: Alternatively, a player may play the top card from their Ligretto stack.
    Hand: If a player cannot play a card from either their row or stack, they must discard 3 cards from their hand face-up into a discard pile. The 3rd card (And only the 3rd card.) they put into the discard becomes available to play.
    If that card cannot be played, then the player must continue discarding cards, 3 at a time until they get a card that can be played.
    If a player's hand of card empties, they must shuffle the discard pile into a new hand.
  • Round end: As soon as the last card from any player's Ligretto stack is played, that player must shout "Ligretto stop!" and the round immediately ends.
    Points: Now points are calculated.
    Only cards played into stacks and cards remaining in all players' Ligretto stacks are used for scoring, all other cards are put aside for now.
    • Stacks: Take all the stacks, sort and separate the cards according to their backs. This will indicate how many cards each player has played. Players gain 1 victory point (VP) per card they played.
    • Ligretto stack: Now each player counts how many cards they have remaining in their personal stack. Players lose 2 VP per card they have remaining!
  • Next round: All cards are returned to their respective owners.
    All players shuffle their cards then deal a Ligretto stack and row in preparation for the next round.

Endgame
As soon as any player has scored 99 or more points at the end of a round, the game ends.

Points are tallied, highest score wins.


Overall
Speed and reflexes drive gameplay in Ligretto. The objective is pretty simple - play as many cards as possible while emptying the Ligretto stack.
Not only will players have to pay attention for opportunities to play cards, they'll also want to think ahead.
Canny players will keep a sharp eye out for stacks which are 2 numbers lower than cards they want to play so that as soon as an opponent adds a card to that stack, they can immediately add to it themselves.

As a rule, I'm wary of dexterity, reflex or reaction based games and to be honest, it's not why I like or play board games. In fact, I like board games because they generally do away with those elements.

Which brings me to Ligretto; a real-time, twitch game. This should irk me but because this is essentially a party game and not to be taken seriously, the relative simplicity of the gameplay and brisk playtime prevent it being frustrating.
Ligretto is a fun filler game and its light touch can provide some low intensity entertainment after a more demanding game. It also works as a good crossover game, it can easily be played with families and more casual players. We never played it with it's max player count of 12 but I imagine it would be a quite boisterous affair.

If you don't mind the reflex based gameplay, Ligretto provides a fun experience and something a little different. Worth a try in my opinion.
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