|
22nd August 2023 It's a Tuesday evening and we're round Simon's for an evening of games and diversions. War of the Ring: The Card Game is a bit of a mouthful it's also as the name may suggest a card game version of the War of the Ring board game. Will this game show its quality or will it be a stinker? What's in a game? Cards: Unsurprisingly, there's quite a few cards in the game and broadly speaking, they are broken down into 2 types, Faction cards and Location cards. Faction cards: These represent a mixture of personalities (such as Sam), items (such as Sting), armies and even events from the story. Most cards have some elements from the list below.
Finally, each card will have a relevant, recognisable illustration of its subject matter that takes up the top half of the card. There are quite a lot of faction cards (120 to be exact.) which in total constitute 4 decks of 30 cards each. 2 decks for each of the game's 2 opposing forces (The Free Peoples & The Shadow.). Each of the 4 decks is further subdivided into factions.
Location cards: These oversized cards are also broken down into 2 types; Battlegrounds and Paths.
Tokens: Round card tokens of varying sizes are used in the game.
Average best sums up the component quality for War of the Ring: The Card Game, which means the cards and tokens are all of a acceptable quality, nothing bad here but nothing to write home (or blog) about really. Unless the components are abused, they should be fine. However; very good best sums up the quality and style of the artwork used. Fairly colourful, yet moody and evocative of middle-earth, it presents recognisable subjects to anyone familiar with Lord of the Rings. If I were to be a harsh though, I would say that the art style looks a little 'samey' and similar to art found on a lot of other Lord of the Rings games and merchandising related to the film trilogy (Although characters look nothing like their cinematic counterparts.) but I'm not sure that it's a bad thing, - it just gives it a consistent presentation will probably appeal to fans of the films and ultimately, I can't fault the presentation. There's quite a lot of iconography used throughout the game for factions, different flavours of combat and also types of cards, etc. On top of this, a lot of information is provided via text on the card and the rulebook has a glossary on how the wording works. Players will probably find themselves referring to the glossary a few times early on but it's not a deal-breaker and I'm probably making it sound a lot worse than it is. Note: The description here is for the 4-player version of the game (Called the trilogy scenario.). 2 & 3 player count games have slightly different rules. How's it play? Setup Location cards:
Some rules Before going on to explain how the game plays, it might be an idea to explain some a few of the rules regarding faction cards, specifically, cycling, elimination & forsaking.
Right, with that out of the way, let's continue. On to play During the game, battleground and path cards will become activated. The 2 opposing sides then vie to 'win' the locations through combat (which earns VPs). This is done by players putting characters, armies and the like into play at those locations to achieve this. The game is played over a number of rounds and each round follows a specific turn order where players from opposing sides take alternating turns. A round contains the following steps. Location step: The first player activates location cards.
Actions include:
Draw step: The Free Peoples players draw 3 cards while the Shadow players draw 4! Those cheating bad guys!
Endgame Provided the game does not end during the victory check step (It's generally unlikely the game will end this way.), then it will end when combat on the 9th and final path card has been resolved. Each side scores as per follows:
Points are tallied, highest score wins. In the case of a tie, the Shadow side wins! Definitely cheating bad guys! Overall
War of the Ring: The Card Game feels very appropriate thematically. As with the books, the gameplay is split between the large events and battles while the fellowship makes it's way to Mount Doom through its paths. It's also quite challenging and at it's heart, this is a auctioning/bidding game. The cards with their attack and defence values represent bids, winning the auction means winning the battle and the card is the prize. Where it gets interesting through, is in the mechanics going on around it. Players are constantly forced into making difficult, meaningful decisions - every time a cards is played, another must be cycled. Players will need to continually assess which cards they can discard and since every card is good, it's not easy. Battles compound this, every card a player contributes to an attack will be gone from the game afterwards; more hard decisions to make! Even defending cards will invariably be eliminated. This also has the consequence of making the 'pass' action actually a powerful move. It might seem counterintuitive but the earlier a player can choose pass, the better it is for them. In many games passing means a player is out the running. Here it means a player can potentially sit back and watch what their opponents are committing to a combat before they have to do so themselves. Another element to consider is teamwork. Each deck will have its own strengths and weaknesses. Team mates will need to try and coordinate their actions to exploit their strengths and mitigate their vulnerabilities. There is no secret communication at the table here and chat is open so everyone can hear it. Anything said to a teammate is heard by all. I guess it means communication between allies will be limited to meaningful eyebrow waggles. Players must also balance the need to win current conflicts but also retain cards for future battles as over time their options are whittled away. Knowing what to keep for what comes later can be a real game changer. E.g., no matter how powerful a personality is, if can't be played on the current or upcoming path cards, its usefulness becomes somewhat limited. This ties in with a criticism I have: There were several times during the game where I felt I just could not counter or match the cards played by an opposing player. I'm not sure if this was down to my opponent(s) knowing the game better and knowing what to keep in hand or sometimes luck playing a bit too much of a role. Either way it made for a bit of a frustrating experience. This definitely seems like a game that needs several playthroughs in order to grasp the nuances. Additionally; we played the game 4-player and the general consensus seems to be that this is the best player count for it. There's a lot of direct interaction and conflict between players in this game and some people will find that stressful or off putting which means they probably won't get on with this game but if you do like that sort of thing, then here's a lot to like in War of the Ring: The Card Game and it's definitely work a look. Especially if you've got 3 reliable friends who will play it with you several times.
0 Comments
21st August 2023 It's a Monday night and we're logged into Board Game Arena for some gaming goodness. Flip those cards! Steal 'em or give 'em away in Color Flush, a lightweight set-collecting card game. Caveat: we've only ever played this game digitally. What's in a game? Cards: Color Flush consists of a deck of 50 cards. They are somewhat elongated and narrow compared to typical playing card proportions. All cards are double-sided and display one of several colours each side, generally they will be 2 different colours but the are cards that the same colour on both sides. Well, that's it for components! While there's no artwork to speak of on any of the cards, the colours used are generally bright and vibrant, they also display patterns for each colour which have no doubt been included to improve accessibility. There are also no icons either. All the game's information is related through colours and the game is flush with those (SIC) (Sorry.). How's it play? Setup Cards: Shuffle all the cards into a deck, there is no back or front, so no face-down or face-up cards. Deal 7 cards to each player; each player should make sure NOT TO LOOK at the other side of their cards, they should only know the colours of the sides of the cards facing them. The remaining cards become the draw pile. First Player: Determine a starting player. Onto to play In Color Flush, the objective is to be the first player to have all the cards in their hand (facing them) with the same colour. Color Flush follows a traditional turn order with the active player completing their turn before play progresses to the player on their left. On their turn, the active player must perform the 3 actions below, however they can complete those actions in any order they see fit. Flip: The active player flips one of the cards in their hand to the other side. Give: Without flipping it, the active player must either give a card to another player or puts it on the draw pile. Take: The active player must take a card, either from an opponent or from the draw pile and adds it to their hand without flipping it. Other rules: There are some other rules that also apply.
Endgame The moment any player has cards of only 1 colour in their hand, they immediately win the game. Overall
Color Flush is obviously a very abstract game with no attempt to attach a theme to the set-collecting mechanics. I'm fine with this but I know some people will bounce off this. From the brevity of the write-up, it's easy to see that Color Flush is a very lightweight game which offers some straightforward if unpredictable mechanics. Players have 3 actions they must perform, the only variation is in the order in which they do so. This is a game that mixes memory gameplay with a degree of luck: When collecting their set, players will need to remember both what cards they've given or had taken away as well as what on the other side of cards. Then use this information to try and complete a set as quickly as possible. It means paying attention to what other players are doing. Of course players also have to deal with drawing cards they don't need and particularly, the occasional black card which will quite figuratively change everything! I can't really fault Color Flush; it's an accessible game with a quick playtime but for my tastes it's a bit too light. Coupled with the randomness of frequently losing cards (Which may or may not be part of the set you're trying collect.) or having your entire hand switched made for a experience frustrating more than fun or satisfying. Not one for me but perhaps a game that could be considered for younger players or as an entry level game or maybe a party game. 13th August 2023 It's Sunday lunchtime and that means we're at The Sovereigns in Woking for some gaming diversions. Being a brave adventurer comes with its risks and drawbacks, like for example; being trapped out at sea in a sea monster's mysterious cave lair. Luckily, being the industrious adventurers that you are, the dangerous situation you all find yourselves in won't stop any of you from trying to screw over your companions for cold hard cash in this bluffing card game. What's in a game? Captain's bottle: This is an actual message in a bottle, it's not a glass bottle and fortunately has very little chance of breaking. Since we never pulled the message out, we've go no idea what it says? Adventurer sheets: This is a bit of a misnomer to call them 'sheets' as they are fairly chunky and sturdy double sided tiles. Each 'sheet' represents a individual character on these double-sided tiles. One side has the character in a 'explorer' role, while the other shows them in the 'captain' role.
Cards: There are 7 types of cards in Oh Captain. 4 types have actions in game associated with them. These are the Grappling Hooks, Lanterns, Lizards and Pistols. Purses are worth gold while Nukha Eggs are essentially booby traps. Finally. there's a Nomads' Arrival card which triggers the game end. Tokens: Two types of card tokens are used in the game.
Card dispenser: This neat looking component is a card holder constructed out of thick card and used to hold the game's deck. Thematically, it depicts the game's mysterious but also item laden cave lair. Component quality is good throughout Oh Captain. The tiles, tokens and card dispenser are all made of suitably thick card and feel nicely robust. Arguably the gold coin tokens are typical for what you'd expect for gold coins, which means they're not bad but average and completely acceptable. The cards have a laminated feel to them while their back have gold foil finish. The bottle looks great and is transparent acrylic, it doesn't feel like it would break unless someone purposely tried to do so. Oh Captain has great presentation. Artwork displayed on the adventurer sheets and cards in particular is clear, colourful and does a good job of portraying the exotic location the game takes place in. The card dispenser, while unnecessary adds a nice touch to the game and the same is true of the captain's bottle. It all adds up to make Oh Captain a pretty looking game. There are only a handful of actions in the game, consequently there aren't too many icons to remember and the items/cards they're associated with are self explanatory, well, except for the lizard, since when do lizards steal money? anyway, other than the lizard, everything straightforward and easy to understand. How's it play? Setup Players: Players carry out the following set up.
On to play Oh Captain uses a more-or-less typical turn order with the active player resolving their action before play moves to the player on their left, except if it's the captain, the captain does not get turns! They can potentially act in other player's turns but are skipped as active player instead! The active player performs the following phases. Mutiny.... or not: If at the start their turn, the active player has more coins than the captain, they can choose to mutiny.... or not!
They must now offer to sell it to the captain for 1 coin.
Endgame Play continues until an explorer draws the Nomads' Arrival card, in which case the explorer reveals it and the game immediately ends, players now reveal all the cards in their personal area and the game goes to scoring. Majority Before final scoring, majority needs to be determined for Grappling Hooks, Lizards and Pistols. Basically; whoever has the most cards of each type (ties do not count) gains the majority token that corresponds to it. Players then total all their gold coins, this comes from:
Points are tallied, highest score wins. Overall
Thematically, Oh Captain is a bit left field; a bluffing game about shipwrecked adventurers trapped in a sea cave who decide - while exploring - to try and steal valuables from and out do each other as they wait for their possible rescue? It's definitely a bit of a stretch for a bluffing game! Minor quibble aside, how does Oh Captain fare mechanically? fairly strongly I feel albeit with a flaw. Like pretty much all games based on bluffing, this is as much about playing the players as it is about playing the game and depending on whether a player is the captain, active explorer or other explorer there's 3 sets of conundrums to consider. If an explorer doesn't mutiny, they have to draw a card and then consider their options. The mechanic that allows the explorer to potentially sell it to the captain adds an extra winkle here. When declaring what the item is (or what the explorers says it is) the active player has to try and consider whether the captain will want it or not. If the captain might want a pistol, declaring it a pistol might get the captain to buy. This can be a good or bad thing, depending on whether the active player wants to use a pistol or not and if they would prefer a gold coin for it. Generally, getting cash it good! Additionally, the active player also has to think about how they would use the card if the captain doesn't want it. Saying it's a lizard in the hope the captain doesn't want it is no god if the active has no need for it themselves. So sometimes the player will need to lie to try just to try and get the card they want or need and sometimes it'll just be dropped into their hand and of course, there's the Nukha Egg that forces players to lie. Challenging is another element to think about, when an explorer is targeted by the active player, they'll need to consider whether it's a bluff and challenge it, the outcome for getting it wrong can be costly. As there's only 5 of the Grappling Hook, Lizard and Pistol and 7 Lanterns, there's definitely a slight element of card counting that can be used but since not all cards will be revealed (And 3 have been removed from the game.), there's also some imperfect knowledge at work too, meaning there's generally always a slight gamble when challenging. The dilemma faced by the captain is a little different, since they don't get a turn, they can only act in other players' turns by buying and using their cards! This can be useful since potentially, the captain could get a lot of actions but there's a cost to this though and if another player lies, then the captain loses money for nothing. Thus the captain will need to calculate whether the card's action is worth 1 gold to use - provided it is what the active player says it is. This is where we come to what I feel is a bit of a flaw in the game: As captain, I never felt motivated to needing to buy a card offered to me and generally ended up refusing them.. Take the Lizard card for example, the captain could pay 1 gold to use it, but all it does is allow the captain to steal 1 gold from another player. So ultimately, the captain gains zero benefit from it, sure if the captain feels another player is close to mutiny, it can be employed as a denial strategy but it also gift a coin to another player. All the captain is doing is shifting coins around the other players. This is all provided, it really was a Lizard, otherwise it's just a loss of a coin. Or the Pistol; the captain could pay a coin to use it to destroy card or just let the active player use it to destroy a card instead. Why waste a coin to destroy a card? It might not be the card the captain would want destroyed but a card will be destroyed regardless unless of course it is challenged and proves to be a lie - in which case the captain was wise to not buy it. I found it quite likely I was being lied to when I bought cards which is mostly why I just stopped buying them altogether - it just wasn't worth the risk. In a 4-player game, the captain will gain 3 coins per round and if other players aren't gaining at least that many coins per round, they'll never catch up. So why should the captain spend coins for anything? This is compounded by the rule that prevents explorers targeting captains with cards, I understand why as everyone would pick on the captain but it's even more reason not to buy a card as leaving it with the explorers means they'll just end up attacking and stealing from each other! It's not entirely 100% the case that it'll go down that way as it's likely that other players will get the majority tokens which would be a 4-coin swing but I feel, unless 1 player gains 2 of them, it won't be enough. It means that it's generally a no-brainer to just not buy cards and no-brainers are bad because they are the opposite of meaningful decisions - which is bad. It's a bit of a shame as otherwise Oh Captain is a very nicely presented, fun game to play if bluffing games are your thing. 25th July 2023 Tuesday is here again and we're at The Sovereigns with the Woking Gaming Club and it's time for some card-based entertainment. According to Wikipedia: 'The Oriflamme (from Latin aurea flamma, "golden flame"), a pointed, blood-red banner flown from a gilded lance, was the sacred battle standard of the King of France.' So it would seem Medieval France can be a interesting place; especially when The King dies without a heir. With a power vacuum left in his passing, various factions will now look to expand and fill that vacuum. If you think that this sounds like good fodder for a game - then you'd be right! Oriflamme is a hidden role card game about sticking it to your opponents. What's in a game? Cards: There is a set of 10 oversized unique cards in each player colour and each set features the same set of identical cards. The cards fall into 1 of 2 categories; characters and intrigues, each depicts either a personality or situation, along with a scroll (in player colour) containing text which describes that card's action. Actions might include acquiring influence tokens or eliminating other cards and so on. Finally, the back of each set depicts its own in icon in its player colour. Influence tokens: There are 70 of these circular card tokens. Each point of influence a represent victory point (VP). Resolution direction tile: This tile depicts a bloody spear! It is used to indicate the direction of play. Component quality is at the standard you'd expect from a modern game nowadays. The tokens are suitably sturdy and the cards look fine. Nothing bad to write about here. Painted artwork features throughout the cards, it's good looking art and each of the 10 individual card types has its own illustration. The art direction is relatively dark and moody, it fits the game's theme of betrayal and assassination quite well. Iconography is kept to a minimum in Oriflamme with only a coupe of symbols to content with and most game information is relayed via text. This shouldn't pose any problems for players How's it play? Setup
On to play The objective in Oriflamme is to acquire the most influence tokens over 6 rounds. Each round is played over 2 phases and importantly, some extra rules will come into player after the 1st round In the 1st phase players will be collectively creating a row of cards called the 'influence queue' along the direction tile and this is done in a traditional turn order. During the 2nd phase, the cards will potentially be revealed in 'resolution' order which will likely be different to the turn order from the previous phase. When a card is revealed, its action is immediately resolved.
Endgame Play progresses until the 6th round has been completed. All players calculate the totalled value of their influence tokens. Point are tallied, highest score wins, Overall
Oriflamme is a game of power grabbing, hidden motives, ambush and assassination which feels like it's set in a brutal world, a world where the wealthy and influential battle it out and vie to rise to power. In other words, a reasonable facsimile of medieval Europe. While the game is somewhat abstract, it does feel quite appropriate and fit its theme. Mechanically, Oriflamme is pretty straightforward, it might get a touch fiddly when managing stacks but otherwise is easy to learn. The rules aren't really that important here, this is not about playing the game. It's all about playing the players. The complexity comes in how the cards interact with each other and their relative position to each other in the queue. Players will need to watch their opponents, try and gauge their tactics and respond appropriately. They'll also need to watch which cards get revealed and discarded. Oriflamme does a neat trick here though; by getting players to discard cards randomly it creates asymmetrical hands. Card counters won't be able to know exactly what cards other players can use. This imperfect knowledge means that there always a degree of risk to actions. Depending on the type of people playing, there may well be some bluffing going on which is entire on par for the game. With only 6 rounds, Oriflamme has a fairly quick play time, although that is with the caveat of not having players who suffer from analysis paralysis. It's also a game of 'take that', direct interaction, conflict between players and will likely lead to some boisterous gameplay. For me, it's something I don't mind in limited quantity but for some people this is can be off-putting and Oriflamme probably isn't for them. I found Oriflamme to be an enjoyable and engaging game (Albeit with some stress!) that blends a bit of logic and strategy with a dash of luck to create meaningful and interesting decisions that might possibly lead to unpredictable outcomes. This makes it a good game in my opinion. 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?
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
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.
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. 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?
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
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.
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. 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?
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
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.
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. 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?
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
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.
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. 16th April 2023 It's a Sunday and we're logged into Board Game Arena for more gaming fun. Take on the role of Perseus, Jason or Hercules. Battle The Hydra, vanquish The Gorgon and defeat Cerberus in Legends of Hellas, a cooperative card game of Greek heroes and Greek mythology. Caveat: We've only ever played this game digitally. What's in a game?
With a chunky, cartoony style, Legends of Hellas is a bright and colourful looking game. It's crisp, clear artwork and the monsters on the monster cards are all instantly recognisable. I think it looks great. There's half a dozen icons in the game and they're only used in reference between action and monster cards. Players should have no problems here. How's it play? Setup Legends of Hellas presents players with 12 different missions to undertake which may have some varying setup and game rules. However, broadly speaking, they share a common theme - which defeating monsters until the boss monster 'the chimera' appears then defeating it.
On to play Players in Legends of Hellas are cooperatively attempting to defeat a number of monsters inspired by Greek mythology. This is done by playing cards but players will also need to perform other actions to facilitate this. Legends of Hellas uses a traditional turn order with active player completing their action before play progresses to the next player.
Endgame If the players manage to defeat the Chimera once it has appeared, then they collectively win the game! If however, at any time a player needs to draw cards and there are none left in the action deck, then the players collectively lose the game. Overall
Between it's bold colourful presentation of Greek mythology and card mechanics which will have heroes travelling about to battle monsters using their guile, strength and so on; Legends of Hellas is pretty strong thematically. I personally like how The Chimera will be a random amalgam of 2 other monsters. Mechanically, on the surface it's a pretty straightforward game - play cards with symbols matching symbols on monster cards to defeat them but in practice, Legends of Hellas is quite unforgiving. This is because players aren't really battling the monsters, they're battling the action deck - or more precisely, fighting to stop the deck running out and luck can play a very big part here. Every choice and action a player takes - not just attacking monsters - will cost a card. Draw cards - one of them must be discarded. Give cards to an alley - one must be discarded. Move or view the deck - you get the idea. Even deciding which cards to discard is also an important decision. I.e., if none of the current monsters require a certain type of card, is that type safe to discard? A monster requiring it might turn up later Consequently it can be very easy to run out of cards, players will need to try and play as efficiently as possible with minimal squandering and no frivolous moves. Judicious use of divine interventions can be critical here, playing one at the right time can defeat a monster with only 3 cards instead of 5. It might not seem like a saving of many cards but it can be. While players can not explicitly discuss the cards in their hand, they will need to coordinate actions, especially actions such as passing cards to each other and viewing the deck. Being a cooperative game, there's also a degree of luck in Legends of Hellas, perhaps a little too much like for my liking. Sometimes players will draw a hand of cards they just can't use and will have to find a way to adapt. Conversely, sometimes luck will deliver the exact cards you will need which will make it easier and maybe a little unsatisfying. It also means that sometimes it felt like my decisions had been taken out my hands by chance and sometimes it felt like any strategy I had was was reduced to simply 'play what you have' and adapt to 'what you get'. Despite this I found Legends of Hellas to be a fairly enjoyable experience mixed with dollop of frustration from the luck which strangely, could go 2 ways; too much bad luck or too much good luck! With it's cartoonish art style and somewhat lightweight rules, Legends of Hellas would appear to be aimed at a family audience but we found it actually quite a tricky game, I'm not sure younger players will have a easy time. however a bit of adult/parent contribution would make a difference, I guess that's what makes it a family game. If you want a ancient Greece themed cooperative game or in fact any kind of low maintenance cooperative game, Legends of Hellas might fill the bill. 9th April 2023 Sunday is here again and we're logged into Board Game Arena for some gaming fun. 'Triiiiooo, triiiio I want a trio, And I want now.' I'm showing my age here, but this is not a game about a chocolatey biscuit, instead it's a set collecting card game. Furthermore, Trio is apparently a reskin of a game called Nana, which disappointingly, is not about collecting grannies. Caveat: We have only ever played this game digitally. What's in a game?
Trio features cards decorated with quirky little monochrome illustrations with what appears to be a Mexican day of the dead theme? These illustrations are set against colourful backgrounds which are associated with each of the 12 differently valued cards. I'm not sure how the them ties with the game but the cards definitely look colourful, dynamic and eye catching. Cards are numbered 1-12, there's no other iconography. This is all very easily understood. How's it play? Setup
On to play There are three ways (A trio!) (SIC) to win Trio. Each involves revealing cards to collect sets of identical values. Trio follows the typical turn order with the active player taking their turn before play progress to the player on their left. During their turn, the active player may reveal up to 3 cards by performing the following actions.
Endgame There are 3 ways a player may Trio.
Overall
Trio's has a fairly abstract theme but to be fair I don't it detracts from what is a fairly accessible game. In fact, Trio is such a straightforward game that almost has nothing to write about. It mixes simple deduction and memory mechanics. Players will want to remember what cards are revealed and where they are revealed from, allowing them to create sets of 3. Players can also glean information from what their opponents reveal, either from their own questions of those of others. E.g., if someone is asked to reveal their highest card and it's an 8, then it's obvious they wont have cards of higher values. This is useful when deciding which sets to try and work towards. There's also something mechanically interesting going on with the game's probabilities. Generally, players should look to collect sets of either the highest or lowest value sets - simply by virtue of being able to only reveal the highest and lowest value cards of opponents. This is why collecting the 7's insta-wins the game, because the 7's will likely be in the middle of players' hands and will be harder to collect This becomes even more likely in games with lower player counts as each player will have bigger hand sizes. Conversely the distribution of cards will be less even in games with a higher player count, making it a little more unpredictable. Talking of player count, we played with 3 players and I felt it was a little underwhelming. Trio can play with up to 6, I think the game improves with more players and the greater unpredictability adds to the experience. We also played online which I feel detracts from a game like this which benefits from interaction between players. Trio is obviously a lightweight game and will have crossover appeal to families and more casual gamers, it's set collecting, memory-based gameplay is something most people will be familiar with to some degree or other. I that's something that might appeal, them Trio is worth a look. I would say it might be a bit too simple for seasoned games but truthfully, I think can serve as a filler game or an ender for the night. It's something I would like to try with the physical version at a higher player count. |
AuthorI play, I paint. Categories
All
Archives
February 2026
|