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Gaming Blog

6 nimmit!

17/8/2021

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15th August 2021

Sunday evening is here again and I'm my living room logged into Board Game Arena on my PC for some gaming goodness.

First up was 6 nimmit!. 6 nimmit! is 6 takes in German, it's quite an abstract game and the name will make sense when you seen the rules.

What's in a game?
6 nimmit is a card game and comes with a deck of 104 cards number from 1 to... you guessed it... 104 and that's it for game components. Each card also displays one or more symbols which are endearingly known as ​bullheads. Bullheads are bad.

The cards are normal quality as you'd expect.
There's pretty much no artwork to speak off, other than the symbol for bullheads and colours used to mark out cards which have more than 1 bullhead symbol.
The game has no iconography other than numbers and bullheads and being an abstract game, doesn't need anything else.

How's it play?
Setup
  • Shuffle all the cards into a face-down deck.
  • Draw 4 cards and place them face-up into a column in the central play area. These form the beginnings of the 4 rows into which players will place their cards
  • Deal 10 face-down cards to each player.

On to play
6 nimmit! is played over several rounds and the goal is for players to empty their hand of cards and avoid collecting other cards as much as possible each round, which is not as easy as you might think...
How is this done, well read on.
  • Pick a card: Each player chooses a card and plays it face-down in front of them. Once everybody done this, all cards are simultaneously ​turned face-up.
  • Lowest first: Whoever played the lowest valued card, plays their card first, play then progresses to the player of the highest card, who goes last.
  • Play a card: The active player must play their card on to one of the 4 rows, going from left to right and using the following rules.
    Go higher: When playing a card, it's value must be higher than the card it is placed next to.
    Go closer: Also when playing card, it must be placed next card that is closest in value to it. E.G., if 40 is played, it must be placed next to a 30 instead of a 25.
    Go low: If the card played is not higher than any row, then the active player must take all the cards in a row of their choice and place the played card as the first card in a new row.
    6 takes: If a player would place a 6th card into a row, they instead collect all the cards in that row and place what would've been the 6th card and place it as the first card in a new row.
    Who played the 6th card takes the row; 6 takes - geddit!
  • Round end: Play continues until all players have played the 10 cards in their hand.
    Players tally the bullheads they've acquired this round, then all cards are shuffled back into a new deck and a new round is set up.

Endgame
Play continues through rounds until at the end of a round, in which at least one player has accumulated 66 or more bullheads..
Points are tallied, the player who has collected the lowest number of bullheads wins.

Overall
As per the brevity of this blog post, 6 nimmit! is a very simple game to learn, it's also a curious mix of strategy and unpredictability.

The objective is obviously to try and not collect cards, they'll be times that a player will want to play lower value cards to 'get into' a row before it gets to 5 cards, conversely, they'll times they want to play higher cards to go later and hope someone plays the 6th card in a row to clear it out.
Sometimes players will want to play very low and choose which row to take because it's the best of a bad set of choices, the bullheads a row may contain can vary greatly. Also choosing which row to take presents a player with the opportunity to mess with other players.
Watching a row you planned to play a card into vanish and leave a much worse alternative is quite the surprise.

And that's the thing, while some card plays can be much safer than others, it's almost always never 100% safe and it's other players bring that element of aforementioned of unpredictability to the game.

Quick to pick-up-and-play, 6 nimmit! can be a lot of fun with its surprises and reversals -of-fortune, provided you don't find playing fairly randomised games frustrating and you're not too much of a serious gamer.
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Fort

10/8/2021

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10th August 2021

We're with the Woking Gaming Club for board gaming night at The Sovereigns in Woking for the second and final game of the evening.

So apparently, if you're a kid, the most important things to you, other than building a fort, is pizza and toys. Welcome to Fort, a game about very fickle personal relationships!

What's in a game?
  • ​Player board: Each player gets one of these groovy recessed game boards used to manage various elements of the game.
    Fort track: In a game called Fort, there better be something about forts and I'm not disappointed here. Every player's fort has a level from 0 to 5 and that's what this tracks, it also shows the cost to level up and associated benefits. Increasing their fort levels allows players to gain special cards, including the fabled Macaroni Sculpture Card and confers victory points.
    Stuff tracks: There are 2 stuff tracks in Fort, with 4 spaces each, they allow players to store tokens. One track is for pizza and the other for toys.
    Pack space: As in backpack I guess. Players can store extra stuff here, the bigger their fort, the more they can store.
    Lookout: On the left side of the board is a semi-circular indentation, to which you can send friends to! The bigger the fort, the friend cards can go to the lookout. Cards placed here can provide a permanent action improvement bonus to cards with a matching suit. More on this below.
    Yard: Finally, along the top edge of the board is space marked out as the Yard.
  • Friend cards: In Fort there are 2 types of friend, normal friends and best friends! Apart from one specific rule, they're more or less identical and each card will have the following elements.
    Suit: In the top left of every card, its suit is displayed, Fort features 6 suits and a wildcard. Some cards will have 2 suits. These suits are Skateboard, Shovel, Glue, Squirtgun, Crown & Book. The wildcard is a Coin, money counts in any amount I guess!
    Public action: When a card is played, all players can perform the public action.
    Private action: Conversely, only the active player can undertake the private action.
    Public/Private actions are the card's special abilities, they allow to recruit or trash cards, gain resources, etc.
    Best friend cards: Where would you childhood be without best friends, those friends you'll probably never see again when you see again! However, in fort, they'll never leave you, unless of course, you shun them first!
    Friend cards: your general neighbourhood kids, the ones from a few doors down that you occasionally play with.
  • Made up rule cards: These cards score players additional victory points during the endgame, provided they meet the required conditions of course. Any made up rule acquired is kept face-down until the endgame.
  • Perk cards: Acquiring a perk card confers some sort of bonus or benefit during the game.
  • Victory track: This board tracks players' victory points. There also a space along the bottom edge of the board marked as the park.
  • Tokens: There are 3 types of token, for the game's 2 currencies - pizza and toys and for tracking tokens for victory point scores and fort levels
  • Macaroni Sculpture card: Scores points for the player who acquires it and also triggers the endgame.

The cards and boards are pretty standard, normal quality components, what you'd expect from a modern game.
​The tokens are anything but average, big, chunky and colourful, they're a great addition to the game.
Stylised child-like art is used throughout Fort to decorate its cards and components, normally against a plain but colourful background, fairly effective art in my opinion.

Fort uses a lot of iconography; between the 7 suits on the cards and a plethora of symbols for card actions, there quite a lot to remember and the stylised art used for icons isn't always instantly clear. It's not a gamebreaker by any means but it does add to the learning curve. 


How's it play?
Setup
  • Perk cards: Shuffle the perk cards into a face-down deck. Deal a number of them equal to1 higher than the number of players face-up in a row above the victory park. The remaining cards will not be used.
  • Made up Rules cards: Shuffle these into a face-down deck
  • Player Board: Give each player a player board, the player should also receive the 2 best friends cards displayed on the flipside of the board.
  • Park deck: Shuffle the friend cards into a face-down deck, deal 8 to each player. Then deal 3 friend cards face-up in the area below the victory track (The park area.).
  • Player decks: All players should shuffle their 8 friend card and 2 best friend cards into a single 10-card face-down deck and draw 5 cards.
  • Leader: Determine a 1st player.

On to play
​A round is pretty standard in Fort, the active player plays a card and the other players react. Then the player to the left becomes the active player.
  • Clean up: At the start of the active player's turn, any cards placed into the yard at the end of their previous turn that are still there, are then placed into the active player's discard pile. This'll make more sense further down.
    Obviously this doesn't occur in a player's first turn.
  • Play a card: It's playtime! The active player can choose to play a single card in front of them.
    Actions: Each card has 2 actions, a public action and a private one. The active player may choose to do either action or both in any order they see fit.
    There is one restriction only, the active player must fully perform 1 of the 2 actions, if they can't, then that card cannot be played.
    Improve action: Certain card actions have a variable effect, in this instance, the active player may also play 1 or more cards of a matching suit to increase the effectiveness of that variable action. Cards that a player has placed in their look out provide a permanent bonus that can possibly be used.
    However, the player must still be able to fully complete an action, if an improvement would make it impossible for the active player to do this, then the improvement cannot be used.
    An example of an action might be 'add 2 pizza tokens to the pizza track', if the active player only has 1 space left, then they cannot fully complete the action and cannot choose to do that action. The excess token could not be discarded.
    Follow: Once the active player has completed their action(s), other players may perform the public action the card played, again they must be able to fully complete the action in order to carry it out.


  • Recruit: Once action have been completed, the active player must recruit a new friend card.
    This can come from the park or blindly from the park deck, or from another player's yard. The card goes directly into the active player's discard pile.
  • Discard: Cards are either discarded into the active player's discard pile or the yard at the top of their player board.
    Discard pile: The played card and any cards played to improve actions are placed directly into the player's discard pile. Best friend cards are always put into the discard pile, regardless of whether they were played or not.
    Yard: Any card left in the active player's hand - that is cards they did not play, must be placed in the active player's yard.
    This means they are vulnerable to being recruited by other players. That's what you get for ignoring your friends.
    ​Any friend cards left in a player's yard at the start of their turn are send to their discard pile as part of clean up.
  • Draw: This also means the active player's hand is now also empty. As their final action, the active player now draws 5 more cards.
  • Play on: Play now moves on to the player to the left, when a round is completed, first player moves one player to the left.

Endgame
There are 3 ways the endgame can be triggered.
If the park deck is depleted.
If any player reaches 25 or higher on the victory track.
If any player reaches fort level 5, they acquire the Macaroni Sculpture Card.
Once one of these criteria have been met, the current round is completed. Points can come the victory track, fort level, made up rule cards and the Macaroni Sculpture Card.
Points are tallied, highest score wins.


Overall
The central theme and premise behind Fort is quite clever and charming. That is that friend cards are literally friends: Don't play a friend card, then that friend may go hang out with another player, although best friends are always loyal and more potential friends may be found at the park.
Building a fort is of paramount importance as are pizzas and toys. Halcyon days!

Fort blends together a bit of deck-building and a bit of drafting. Broadly speaking it provides players with the choice of performing actions to increase their victory points, or build up their fort. One provides points towards winning and the other confers benefits which hopefully helps later on.
Another very important strategy here is to watch what other players put into their yards, some vulture-like scavenging may net the sharp-eyed player's a useful card, simultaneously denying another player of it.
Thus players will also want to play as many of their 5 cards as possible, minimising the risk of losing friends. The better combos a player can generate, the more cards they can play.

But despite this, I found Fort a finicky game to play, there's lots of suits to remember, somewhat indecipherable iconography to navigate and occasionally overly-complex actions to comprehend.
The rule about having to fully complete an action in order to perform it all was a sticking point for me. I'm sure it's there's for balancing or a legitimate reason, but it felt so unnecessary and counter-intuitive.
It's frustrating being unable to use a card because it's too powerful and having to discard it into the yard, only to watch another player snatch it up. It turns Fort from what could have been light, breezy and quick, into slow, pedestrian grind instead.
Fort is a mechanically sound game with a strong theme and great presentation but somehow becomes a forgettable experience.
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Via Magica

1/8/2021

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1st August 2021

Sunday night gaming on Board Game Arena has come to a conclusion.

The last game of the evening was Via Magica.
Via Magica - the magic way, what is the magic way? Turns out it's a game of errr.... bingo? Not just bingo, but bingo very loosely inspired by Harry Potter.

Players take the role of a student of magic looking to earn their Certificate of Sorcery, this is done by collecting macguffins to open magical portals; the titular Via Magica.

Caveat: We have only ever played Via Magica online.

What's in a game?
  • Portal cards: A deck of 80 cards that represent magic portals.
    Each card has a row of 3-6 open spots which each displays an animus symbol and represents the cost to activate it in animus tokens/crystals Each card also displays a reward that the player will earn once activated, this can be straight-up points, situational points calculated at the end or a bonus such as extra crystals and so on.
  • Crystals: These are used in conjunction with portal cards.
  • Animus tokens: There are 23 of them that make up the 7 different types of token. The astute among you will be thinking that these numbers do not breakdown evenly - and you'd be correct, all the differently coloured animus' have a different rarity as shown below.​
    Air: X6, grey/white.
    Water: X5, blue
    Earth: X4, brown.
    Life: X3, green.
    Fire: X2, red.
    Shadow: X1, black.
    Wildcard: X2, any colour.​​
  • Bag: Used with Animus tokens.
  • Bonus tiles: Each of these tiles has a condition, that if met, can give a player bonus points if they claim the tile. Bonus tiles can only be claimed directly after a portal has been activated. They come in 2 types
    Colour of portals: These conditions revolve around activating a particular number of portals of a particular colour(s).
    Number of portals: Players can earn bonus points for the total number of cards they activate.
    However, only one tile can ever be claimed from this category and only at the time the criteria is met! This means that players are racing to claim these tokens, the bonus for activating 4 portals cannot be claimed when opening a 5th!
Since this game has only been played digitally, it's not possible to comment on the quality of the game components.
The artwork on cards in Via Magica is universally good; cheerfully brash and colourfully cartoonish characters dominate the cards. The animus tokens are also bright and colourful.
The game's iconography is easy to read.


How's it play?
Setup
  • Shuffle the deck of portal cards and deal 5 cards face-up in to a central row.
  • Then deal 6 to each player, face-down. The remain cards become the portal deck.
    Each player keeps 3 and discards the others. The only restriction is that a player can never have any duplicate cards, doubles must be discarded and new cards dealt in their place.
    Each players places their 3 cards face-up in a row in front of them.
  • Give each player 7 crystals.
  • Put all 23 animus tokens into the bag and give it a good shake.
That's that, now we're ready to play.
On to play
In Via Magica, all players act simultaneously after the active player who assumes the role of Catcher, which is a fancy name for a bingo caller, draws a token.
  • The active player blindly draws a token from the bag, announces to all the other players which of the 7 animus types was drawn and places it in the central (not back in the bag.).
  • All players now look at their 3 cards.
    • If a player has an open animus spot on any of their cards that matches the animus token that was just drawn, then that player puts 1 of their 7 crystals on to one of those matching spaces. If a player has no spare crystals, then they may take a crystal they have previously placed and move it over.
    • If a player has no open spaces that match the drawn animus, then they do not place a crystal this time.
  • If a player has covered all the spots on their card with crystals, then they have activated the portal and should shout WINGARDI-, er no, they shout BING-, er no they shout INCANTATUM!
    They then return all the crystals from the completed card to their supply and put the card in their completed area.
    If the card has a relevant effect, it is triggered now.
    Next they take a card from the 5 available and add it to their row of 3 and a new card is drawn from the deck to bring the central row back up to 5 cards.
    If multiple players completed cards at the same time, then the player who shouted Incantatum first goes first, followed by other completing players to their left and onwards.
    After a portal is activated, a player will automatically earn a Colour of Portal bonus token they are eligible for and may choose to take a Number of Portals token is they want it.
  • If a wildcard token was drawn by the active player, they return all tokens back to the bag, gives it a shake and passes it on to the player to their left. That player is now the active player and the Catcher.
    If no wildcard token was drawn, the active player blindly draws another token and play proceeds on.
Endgame
Play proceeds until a player has activated a 7th portal card.
Players now calculate at all the victory points their portal cards confer, end of game bonuses they earn and points acquired from bonus tiles.
All scores are tallied, highest score wins.

Overall
There's no denying it, Via Magica is bingo, the manual says as much. The portal cards are bingo cards and the animus tokens are bingo balls, the twist though, is that whilst there are only 7 'numbers', the odds of them coming up are heavily skewed and is what adds a scintilla of much needed depth to the game. Portal cards with more than 1 or 2 rare openings will generally be much harder to complete, it also means that players should complete the 'rarer' spaces first if they get wildcards.

Additionally, there is a little bit of strategy when using some of the lower cost cards; once a player starts a card, they'll generally want to finish it, as a consequence, quite often there's no decision to be made and players will concentrate on the card they started if they can. However, since players initially have 7 crystals, they'll always have at least 1 surplus crystal (Provided they are only 'going' for 1 card a a time that is.), 'loading' a lower cost card with surplus crystals can prove when a draw goes against the player, allowing them to switch a crystal round to a secondary card which may prove beneficial.
Initial and later card drafts will prove important, the basic dichotomy is choosing between point scoring cards and special ability cards, as well as quick-to-complete lower cost cards and higher value more costly ones.
​During play, we found that picking the highest cost cards seemed to be the most successful approach.
Ultimately though, this is a game of luck and luck will be the biggest factor.

Obviously Via Magica has little to engage players of heavier games and personally I found it an unabsorbing experience.
It's unlikely that I'm the target audience though, the simplicity and bingo theme of Via Magica clearly makes it a crossover game that is accessible enough to appeal to non-gamers and which they will find easy to learn.
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It's a Wonderful World

28/7/2021

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28th July 2021

We were at The Sovereigns in Woking on a Wednesday for an impromptu evening of gaming.

It's a Wonderful World, where you can lead a idyllic, tranquil life, except It's a Wonderful World is anything but!
​It's a dystopian, industrialised future in which competing factions vie for resources to create the most powerful empires. It's a Wonderful World indeed.

What's in a game?
  • Gameboard: Unusually, the gameboard is long and thin, it's used to track the game's many resources, certain player status' and turn order.
  • Empire cards: These cards are double sided and one is given to each player. Empire cards provide the controlling player with a production benefit and a scoring benefit, they also have a space to stack constructed development cards.
  • Development cards: There are 150 development cards and they each display quite a lot of information, including construction cost, recycling value, value of their victory points and production ability. Production ability is a horizontal line at the bottom of the card - which will remain visible when the card is stacked (More on this below.).
  • Resource cubes: It's a Wonderful World uses 6(!) different types of resource, all represented by coloured little acrylic cubes. They come in grey, black, green, yellow and blue, the final resource is Krystallium which is red
  • Character tokens: These come in 2 flavours, blue which are financiers and red, which are generals.
The gameboard and cards for It's a Wonderful World are of the usual good quality we've come to expect from games today. The same is true of the colourful, translucent acrylic cubes - except for the curiously opaque grey cubes, it guess it's to ensure they remain distinct from one another.
The development cards contain quite a lot of info, but the iconography is consistently clear and they never feel cluttered.
The art used throughout the game is consistently good, colour is also well used, making the game bright and eye catching. It's a bit of a shame that when development cards become stacked, the art is no longer visible.
so a thumbs up for the presentation.


How's it play?
Setup
  • Put out the game board, place all the resources and token on their allotted spaces.
  • Shuffle the development cards into a face-down deck.
  • Give each player an empire card, all players should use the same side (Either A or B.).
That's it for basic setup.

On to play.
It's a Wonderful World is played over 4 rounds and each round has 3 phases, drafting planning and production.
The planning and production phases occur simultaneously and have no turn order
  • Drafting: Start by dealing 7 cards to each player.
    Each player chooses a single card to keep, which they put face-down in their area and passes the remaining cards along to the next player. Once all players have picked and put down a card, all players turn their chosen card face-up (For everyone to see!). Repeat this until all players have chosen 7 cards.
    For rounds 1 & 3 this is done clockwise and for rounds 2 & 4, it's done anti-clockwise. This is a slight variation on a pretty standard card drafting mechanic.
  • Planning: The planning phase is probably where the bulk of the game's play takes place. In this phase, players have two options on how to use all the cards they drafted. 
    Recycle: A card may be recycled (Discarded in other words.) for whatever resources it's recycling value provides. These resources can be used immediately to contribute to or complete the construction of another can if possible.
    Build: If a player decides to build a card, it is played face-up in their area and is considered in construction until the controlling player can pay all of its construction cost.
    A development card that is constructed is placed on to the controlling player's stack on their empire card.
  • Production: In this phase, all players will acquire resources according to their empire card and constructed development cards.
    There are several steps in the production phase, repeated 5 times over in total! Once each for all of the game's 5 main resource types (The 6th resource, Krystallium cannot be produced in this manner.), each resource is dealt with individually in the following order; grey (materials), black (energy), green (science), yellow (gold) and blue (exploration).
    Produce: Starting with grey, each player acquires a number of grey cubes equal to their empire's grey cube production (The sum of their empire card and constructed development cards.).
    Supremacy: If a single player produced more grey cubes than any other player, then they have supremacy in that resources colour and gains a financier token (Other resources will allow a player with supremacy in that resource to gain a general/financier depending on the resource.). What do these tokens do? More on that later.
    Construction: Players now take the grey cubes they've acquired and place them on the allotted spaces on development cards in construction (That need grey cubes.) or on their empire card, they cannot be placed anywhere else or stored. Furthermore construction does not to be completed in a single turn or phase, resources placed on a development card stay until either construction is finished or the card is discarded..
    If a card's construction is completed, it is put into the controlling player's empire card stack immediately. Completed development cards can confer a bonus to the controlling player.
    When cubes are placed on an empire card, they cannot be removed, however as soon as a player acquires 5 resources of any kind they are converted into a krystallium cube, which can be stored on a empire card and used anytime a player wants.
    Once this is all completed for the grey cubes, it's repeated for the black cubes and so on until finally, the blue cubes have been dealt with. Play then goes on to the next round.
There're are couple of other important things to note.
  • Krystallium: These red cubes can be used as a wild colour, some development cards will also have red in their building costs.
  • General/financier tokens: They score victory points at the game end and like krystallium, some cards include tokens in their construction costs.

​Endgame
Once the 4th round has been completed, player calculate their scores.
Some cards will provide a straight victory point score.
General/financier tokens provide a victory point each.
Finally, some cards have scoring combos dependant on other cards or the general/financier tokens.
Points are tallied, highest score wins.


Overall
It's a Wonderful World is fairly straightforward to learn and play, in truth, having to collect resources 5 times over in a round actually sounds a lot more fiddly than it is in practice.
The game's engine-building, tableau-creating, simultaneous-play, card-game style has some similarities to some other games we've played such as Race for the Galaxy. While it has less depth, it's also more accessible, players will have less trouble creating engines and combos.
The game also has a slightly different take on some of these concepts.

Firstly there's drafting; what's interesting here is that players put cards they've drafted into their area face-up during the drafting phase face-up for everyone to see. In high-level play, it's possible for players to try and anticipate what their opponents might be looking to use and keep cards they might want from them.
Fairly frequently in games (Especially euro-games.) a player trying to screw over an opponent can also screw themselves over, but in It's a Wonderful World, development cards can always be discarded for resources, so sometimes in can be a legitimate move.

Secondly; how the timing of resource acquisition meshes with the game's engine building mechanic is interesting and presents an unusual approach to exploiting those engines.
For example; if a player completes construction of a development card that required grey cubes, that card goes straight into their empire's stack and if that card then produces black cubes, then the player will get those cubes when the black resource production phase comes round and they can then be used to complete development cards which require black cubes.
Knowing when to complete which development card and in which order will greatly increase the building efficiency of an empire. Many engine-builders allow players to do a the perform a wider variety of tasks but the simpler gameplay of It's a Wonderful World has a clear and concise gameplay loop, constructing development cards allows players to gain more resources to construct even more development cards to get even more resources and so on.

In round 1, players will probably end up discarding 5 of the cards they drafted for the resources to try and build 1 or 2 of those development cards. This puts players in the classic quandary of deciding what they have to discard and all the cards will be useful in some way.
By the time round 4 arrives however, it'll probably be the inverse, players will be discarding only 1 or 2 cards to try and build 5 in a round as their engine gets stronger and stronger. It's a satisfying experience to watch it at work.

All of this adds up to make It's a Wonderful World feel different enough to justify it's existence. If you like this style of game, it's definitely work a look, I do and I'd happily play it again.
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Bang!

26/7/2021

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25th July 2021

Sunday gaming on Board Game Arena continued with Bang!

The American west could be an ornery, dangerous place; friend or foe, it was always hard to tell, particularly when you all sat in circle and pointed pistols at each other, with nothing else but a spittoon between all of you.

Caveat: We have only ever played Bang! digitally.

What's in a game?
  • Role cards: ​A hidden role card game has to have hidden role cards! Bang! has 7 of them. A sheriff, deputies, outlaws and a renegade,
  • Character cards: Each player takes on the role of one of the characters as well as a hidden role.
    Each character card displays their number of bullets (Hit points.) and has a special ability.
  • Playing cards: Used for a variety of purposes in the game, mostly for attacking other players and there are 80 of them.
    They're 2 types of card; brown cards which are once-only and blue cards, which have an ongoing effect.
  • Player boards: Player boards have spaces to place, hidden role, character and weapon cards.
  • Bullet tokens: These represent hit points.
Bang! utilises a stylised cartoony art style throughout the game cards which is appealing enough and iconography is clear to read.

How's it play?
Setup
  • Hidden Roles: The mix of hidden cards used will depend on the number of participating players, but there's always at least the sheriff, an outlaw and a renegade. Randomly deal each player a hidden role card face-down, the player who gets the sheriff role must reveal their card, everyone else keeps their role secret.
  • Characters: Deal each player a character card face-up, players now take the relevant number of bullet tokens for their character, fortunately for the sheriff, they start with an extra bullet!
  • Playing cards: Shuffle the playing cards and deal cards out to the players, place the remainder in a face-down deck.

On to play
The main purpose in Bang! is to attack your enemies and aid your allies (If you have any.)! This is is not quite so simple as it sounds though, since it's unlikely that players will know who is an enemies or a friend, at least at the start.
Additionally, you may not even be able to reach you enemies, most attacks in Bang! have a range of 1, this means an attack can only target someone 1 space away, i.e., someone adjacent, there are several weapons have extra range and there're also ways to alter ranges.
A turn in Bang! consists of 3 actions.
  • Draw cards: The active player draws 2 cards from the player deck.
  • Play cards: The active player may play any number of player cards with the exception of Bang! cards, of which only 1 may be played, Bang! cards are the main form of attacking other players.
    Player cards have various actions from attacks to healing, to stealing cards from other players or forcing them to discard etc. Player cards also provide weapons and gear to players.
    Finally, there are a couple of cards that players can use out-of-turn in reaction to the active player, these are the only cards that can be played out-of-turn.
  • Discard: The last action performed by the active player is to discard down to their card limit - which is equal to their bullets/hit points.
    Thus, as a player loses hit points, their hand size shrinks correspondingly, it can be a quite nasty death spiral!

Endgame
In Bang!, play continues until one of three win conditions are met, these win conditions will depend what hidden role players have.
Sheriff/deputies: All outlaws and the renegade must be eliminated for the sheriff/deputies to win.
Outlaws: Eliminate the sheriff and the outlaws win.
​Renegade: Win by being the last man standing.
Overall
​Bang! is a pretty straightforward hidden role game, however, unlike some hidden role games, most of the game's 3 factions will start not knowing who their allies might be, with exception of deputies and the renegade (Who has no allies.).
Players will need to observe other players' behaviour to try and gauge their motives, this is made more difficult because the renegade will be looking help or hinder either of the other factions depending on the situation, adding to this are the range restriction rules that can force players to change behaviour. Additionally, in Bang! actions are card driven, i.e. a player's decisions will be to some degree limited by the cards in their hand; no BANG! card - no attack for example, this can mean even more restrictions on player choices.
We found this made for a slightly unsatisfying experience, particularly since there's a a fairly strict rule on hand size and it becomes a case of use-it-or-lose-it with cards. It didn't help that sometimes it felt like the card play made the game a little futile, managing to play a Bang! card only for your target to immediately heal it made for a negative feeling.

We played Bang! with a lower player count and online; with more players and in-person play I'm sure that it would've been a different experience, a game like Bang! will thrive with more players.

I'm not the biggest fan of hidden role games and I don't think Bang! is a bad game but  I can think of other similar games I'd rather play - including it's later companion game; Bang! The Dice Game.
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For Sale

21/7/2021

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20th July 2021

I'm in Woking at the Sovereigns with the Woking Gaming Club.

The second and final game of the evening was For Sale; time for some property flipping and stressful auctioning action.

What's in a game?
For Sale is a card game and comes with 2 types of cards.
  • Property cards: There are 30 property cards, unsurprisingly numbered from 1-30.
  • Currency cards: There are also 30 currency cards, these sort of represent the money in the game's property market and are worth from $2,000 to $15,000, increasing in increments of $1,000 with 2 of each, along with 2 cards worth $0.
  • Coins: Standard card tokens that represent $1,000 or $2,000
It's no surprise that quality of the the cards and coin tokens are pretty standard and as you'd expect them.
Artwork on the property cards is pretty good, colourfully depicting 30 different properties ranging from a lowly cardboard box for the 1 card to an orbiting space station for the 30 card. The currency cards all identically depict cheques of various values
​There's not much else to say here.


How's it play?
Setup
  • ​Shuffle the property cards into a face-down deck, depending on the number of players, some cards will need to be blindly discarded.
  • Shuffle the currency deck into a face-down deck, as with property cards, an identical number of currency will need to be blindly discarded.
  • Dole out coins to each player, the exact amount will also depend on the number of players.
On to play
For Sale is played over 2 phases, in the 1st, players use their money to buy properties and in the 2nd, they use these to get currency cards, essentially flipping the properties for profit.
Phase 1: Buying properties.
  • From the property deck, draw a number of cards equal to the number of players and place them face-up in the playing area.
  • Players now bid on these properties in an open auction, although players should keep the number of coins they possess secret from other players.
    The starting player begins with an opening bid of their choice.
    Players that follow must put in a higher bid or pass.
    When a player passes, half of the money they bid (Rounded down.) is returned to them and they acquire the lowest valued card from the currently available selection.
    This bidding and passing continues until only one player remains, who pays their full bid for the last card - which will naturally be the highest valued property.
    Now deal another set of cards and start the bidding again.
    ​This continues until all the property cards have been acquired.
That's it for phase 1.
Phase 2: Flipping those properties.
  • From the currency deck, deal a number of cards equal to the number of players and place them face-up into the playing area. I guess these cards sort of represent the buyer's demand for properties and the money they're willing to shell out on them.
    Players now bid in order to sell their properties to these buyers, however, this takes the form of a blind auction. Each player now chooses a property from those they acquired in phase 1 and plays it face-down.
    All properties are simultaneously revealed. The highest valued property will acquire the highest valued currency card for its player, i.e. the nicest property attracts the richest buyer. The 2nd highest valued property acquires the 2nd highest valued currency card and so on until all the currency cards have been acquired.
    Deal another set of cards and continue blind-bidding on them until all currency cards have been acquired.
That's both phases done.

Endgame
​Players tally the values of all the currency cards they acquired and any coins that were unspent from phase 1.
Highest score wins.

Overall
​For Sale is a simple game to play, it features two types of auctioning that're easy to understand, however there are a couple of curveballs that that affect the game's dynamic.
Firstly in phase 1; which is an open auction, there's the rule that states when a player passes, they only get half their bid back and the lowest valued card. It means the classic play of trying to run up someone else's bid is a risky proposition, you may well end up running yourself up for a very low value card as well. Even the act of initially bidding may cost a player more than they want to spend, it's something player's need to think about.
All the property cards drawn have to be acquired by players and it may not seem like it, but sometimes a lower valued card can end up generating more profit. Why? Because the value of a card does not necessarily dictate its worth.

This brings me to phase 2; the blind auction. This is where player's sell their properties to get profit, however the profits that players can potentially generate will contextually change from round to round and depends on the currency cards drawn. No matter how much you paid for a property card, when you use it, it will only generate income according to the currently drawn currency cards.
This is where players have to start watching what other players will do and know when to push high or low valued property.

If a $15,000 currency card had been drawn and you know another player has the 30 point property card, you know they're going to play it - it guarantees them the $15,000 card, so is it a good time for you to use a high value card? On the other hand, the 2nd highest might be worth it, or it might be not.
Conversely; in some circumstances, the lowest value cards can have great worth, if all the currency cards drawn are high value, it can be a good time to play lower value cards, remember it's all about profit not value.
A 30 point property card that costs $8,000 and nets a $15,000 currency card, generates a profit of $7,000.
If 1 point property that cost 0 because somebody passed and took it for free is used to get a $8,000 property, then that's $8,000 profit!
This example is extreme and doesn't realistically occur too often, but the principal is sound; if demand is high (Multiple high value currency cards are drawn.), then it's time to push your lowest value properties for maximum profit; capitalism at its finest!
Conversely, if there are fewer high value currency cards out there, playing a high value property at the right time will outbid other players and score the maximum profit.

All this makes For Sale a very situational, essentially contextually-driven game about managing the game's inherent unpredictability and adapting when it's called for. It becomes about not only knowing when to play which cards, but also watching what properties other players have and trying to predict their strategies, which can profoundly effect yours.

I have love/hate relationship with auction games, the unpredictably always worries me and For Sale is more unpredictable than most in my opinion.
Even so, i
t's an enjoyable game and definitely worth a try, if you're a fan of auction games, you should really try it.
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Fluxx

12/7/2021

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11th July 2021

Sunday night is here again and I'm logged into Board Game Arena.

"The only constant is change." - Heraclitus' review of Fluxx from about 500 BC!
He knew what he was talking about when it comes to the first game of the evening.

What's in a game?
​Fluxx comes with a deck of just over 80 cards. which is about 50% bigger than a pack of regular playing cards, there 4 types of card in Fluxx along with the basic rules card:
  • Basic rules card: Fluxx begins with this card face-up in the playing area, it displays the game's basic starting rules which are; draw 1, play 1.
  • New rule: as the name suggests, when a new rule card is played it will change a rule in some way, this may increase or decrease the draw, play or hand limits, it may even change the win conditions etc.
  • Goal: These types of card set a game's victory condition when played. Generally there's only 1 Goal card in play at a time, typically goals involve collecting a set of keepers (More on Keepers below.), e.g., the Death by Chocolate goal with requires the Chocolate and Death keepers to win. There are some goals that require certain keepers not be in be in play!
  • Keepers: Keepers are cards that you err.... keep in front of you when played, they're basically nouns.
  • Actions: When an action card is played it will trigger an event, this may include making players pick up, discard or swap cards or keepers, it may effect turns etc.
In terms of quality, the cards in Fluxx are comparable to that of a standard set of playing cards, which is acceptable.
Large easy-to-read text is used throughout Fluxx, which is a boon considering the kind of game it is.
Cards in Fluxx, other than the action cards it seems, contain some sort of mostly monochrome line illustrations. The artwork is a bit plain, but doesn't detract from the cards or interfere with the clarity of the text. All cards also have a splash of colour which indicates which of the 4 kinds of card they are.
​Its functional more than pretty, but I don't have a problem with that.

Picture
Example of cards from Fluxx

How's it play?
Setup
  • Set out the basic rules card face-up in the central playing area. For the start of the game, draw is 1 and play is also 1.
  • Shuffle the deck and deal 3 cards out to each player, put the remaining cards into a face-down deck.
  • Determine the starting player.
On to play
  • Draw: The active player draws cards equal to the draw rule, which at the game start is 1.
  • Play: The active player must play cards equal to the current play rule.
    New Rule: When a new rule is played, it takes effect immediately, even affecting the active player! A draw/play change is played on the relevant corner of the basic rules card, replacing any card that's already there, which is discarded. Other rules are played next to the basic rules card, sometimes this will cause other new rule cards to be discarded.
    Goal: When played, goal cards are placed into the central game area, generally there's only ever one goal card in play, a previous goal card is discarded when a new one is played.
    Keeper: When the active player plays a keeper cards, it's placed into their personal area.
    Action: Action cards are one-and-done, when played by the active player, their affect is completed they are put into the discard pile.
That's the basics for Fluxx, bear in mind that all of those rules can and will be varied or changed!


Endgame
Fluxx boasts that there's 23 ways to win! (Mine also says it's version 3.1.)
When any player meets the win conditions, they immediately win, they don't need to be the active player or have a turn to win!

Picture
The goal is met.
Overall
There's not much I can say about Fluxx, it's clearly a light, fun and unpredictable experience which favours opportunistic play. Players will want to keep a sharp eye out for the changes that occur when the situation inevitably shifts from one rule to another, this is especially true since any player can win at any time.
An easy game to pick up that plays quickly (Probably!), This makes it an excellent filler, the version 5.0 rules state that players can just drop in and out, making it a good opener for a longer session of gaming or a finisher.
If you want a quick diversion, it's hard to go wrong with Fluxx
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Paper Tales

25/6/2021

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24th June 2021

It's a Thursday evening and we're round Simon's for a couple of games.

The first game of the night was Paper Tales.
As the name implies, create the tale of building a kingdom and warring with your neighbours over 4 generations or in Paper Tales' terms - 4 rounds!

What's in a game?
  • Gameboard: Used to track player victory points and turns.
  • Building cards: There are 5 sets of 5 identical cards, a set is given to each player and they represent structures that can be built in a player's kingdom. Each building card is also double-sided, with the other side being an upgraded version of the building.
    Buildings can provide resources or other benefits and are also worth victory points.
  • Unit cards: These represent characters that a player may recruit into their kingdom and each one has a deployment cost in gold, they may also have a combat value. Unit cards also ​frequently provide resources or possess a special ability.
  • Currency tokens: These card tokens are themed to look like gold pieces.
  • Age tokens: Used to track age. More on these card tokens below.
The game also has various score and turn tracking counters.
The quality of the game's components is to the usual standard as you would expect, which is fine.
The building and unit cards feature some bright, colourful and stylised artwork which I found quite charming.


How's it play?
Setup
  • Give each player a set of 5 building cards and 3 gold.
  • Shuffle the unit cards into a face-down deck.
​That's it for setup, pretty straightforward.

On to play
Paper Tales is played over 4 rounds and there are 6 stages to each round. Other than the drafting in the Recruitment stage, each stage is played simultaneously by players
  • Recruitment: 5 unit cards are dealt to all players.
    Then, each player chooses 1 card to keep and passes the remainder to the next player clockwise or anti-clockwise (As determined by the turn.). Each player now chooses a card to keep from 4 cards they just received and passes on the 3 remaining cards.
    This continues until all players have chosen their 5 cards.
  • Deployment: Each player now places up to 4 of their 5 cards face-down in a 2x2 grid in front of them. Where they're placed will be very important in the next stage.
    Once this is completed, all players simultaneously reveal their cards and pay their respective deployment costs. Any cards that cannot be bought must be discarded, furthermore any cards above the allowed number must also be discarded.
    Players are additionally allowed to keep 1 card 'in hand', any excess cards must be discarded.
  • Wars: Now all the unit cards have been revealed, it's time to war on your neighbours! That's right, in Paper Tales there is.... only war, well sort of.
    Only the 2 cards in the top row of the 2x2 grid can participate in wars, although some cards have the ability fight from the second row. Each player adds up the combat values of all the cards that are participating in wars into a single kingdom value and compares that value to their 2 neighbouring players' kingdom values.
    Players earn 3 victory points for equalling or exceeding the kingdom value of each neighbour; thus a player can earn 0-6 victory points in the wars stage.
    There are no detrimental effects to losing a war.


  • Income: Players earn 2 gold from the supply plus income from units cards in their area and certain buildings, if they've been built.
    There are 4 types of income, food, wood, stone and gold.
  • Construction: Players can now use their resources to constructed a single building or upgrade one previously built. There is one exception, if the player can meet the all the costs, they can build and upgrade a building in a single turn.
    It gets increasingly expensive to build more and more buildings.
  • Aging: Time and tide wait for no man or in this case no unit card.
    Firstly, any unit cards have an age token on them are removed from play and must be discarded.
    Next, an age token is placed on all remaining unit cards.
​Play progresses to the next round, the only difference between rounds is the alternating direction in which unit cards are drafted during the recruitment stage.
​
Endgame
Play continues until 4 rounds have been completed.
​Then players then tally their victory points on the score board with the victory points on their constructed buildings.
Highest score wins.

Overall
​So, Paper Tales is something of a curious beast.
It feels like a deliberately small scale game that merges a little bit of card drafting, a little engine building and card combo mechanics with a little bit of resource management.

The game broadly presents 2 routes to scoring victory points.
Using unit cards with high combat values in war can theoretically score a player 24 victory points and in a game if this scale, that can be a sizable score.
The other way to generate victory points is from the abilities that unit cards may possess, maximising the usage of those abilities can require careful consideration.
​
It's also a somewhat challenging game, not that this is a bad thing. That's because when playing Paper Tales, it never feels like there's enough gold to deploy all the cards you want or enough turns/resources to construct buildings you want. There's 5 buildings to construct and only 4 turns, and that's not including upgrades!
It's worth noting that decisions made in the 1st round may have a significant impact on options and decisions in the final round.
Players are forced to make tricky, meaningful decisions, which is always good.

The aging mechanic is unusual and represents the transitory passage of time and is something players need to watch out for, those unit cards are only around for 2 rounds! However, there are also ways for a player to exploit this mechanic to their benefit with card abilities.
For a game that only gives players 4 or possibly 5 cards to work with, there's quite often a combo that can be created.

Paper Tales has in terms of rounds a quite short playtime, yet somehow feels a little fiddly for a game of this scope and the handful of times we played it, the short playtime made the game feel a little unsatisfactory.
It's all about maximising resources and exploiting card combos, but as I said above, because it's a challenging game, it can be hard to optimise your strategies in early plays, i.e., it has a steep learning curve despite it's apparent simplicity.

That's not to say it's a bad game, because it's not, but it sits towards the heavier end of a what might be considered 'light' or 'filler' game in my opinion, which is considering what I'd consider it to be.
I'd have no reservations about playing it again.
It's worth a look, but I think it needs playing at least a couple times before passing judgement on it.
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Tiny Epic Defenders

16/6/2021

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15th June 2021

It's a Tuesday evening at The Sovereigns with the Woking Gaming Club. Continuing a  theme, the second and concluding game of the night was another cooperative game.
​
Previously; we'd defended the kingdom from invaders by rolling for adventure. Now, we're going to defend the kingdom from invaders by being tiny... and epic!


What's in a game?
Like all Tiny Epic games, this comes packaged in a small, sturdy box with a bunch of tiny components.
  • Player cards: There are 10 of these oversized cards, one for each playable hero. On one side it depicts info on the hero such as health and special ability, on the other is a larger illustration and a short backstory for the character.
  • Defender cards: There are 4 defender cards in the player colours, they're also 2 'all-defenders' cards for 1, 2 or 3 player games.
  • Artefact deck: There are 10 of these cards, artefacts are magical items that player's characters may equip.
  • ITEMeeples: Not meeples, but ITEMeeples, there are 4 of them in the 4 different player colours. Each ITEMeeple has 4 sockets, 2 on the front and 2 on the back, which allow up to 3 artefacts to be attached to the sockets.
  • Artefact items: There are 10 of these tiny 3D items that correspond to the 10 artefact cards. Each one has 1 or 2 pins, so that when a player equips them, they can be attached to an ITEMeeple.
  • Heart tokens: There are 4 of them in the player colours, used to track a hero's hit points. There's also a 5th health token used to track the epic foe's hit points
  • Region cards: There are 7 of these oversized cards. One of them depicts the capital and the other 6 areas are outer regions, they are areas like the plains, coast, mountain etc. Each region also has a threat track and apart from the capitol city, each region has a different special ability on each side.
  • Epic foe cards: There are 6 epic foe cards and again, they're oversized. Each epic enemy has a health track and a couple of special rules/abilities and another ability that can be triggered when their health drops to certain points. Each of the 6 epic foes is also associated with a particular outer region.
  • Dire enemy cards: These are normal sized cards and therefore only dire enemies instead of epic! Each dire enemy has a special rule/ability and like epic foe cards, each one is associated with one outer region type.
  • Enemy cards: These are the games run-of-the-mill enemies. There are 9 of them and each one shows 2 of the 6 outer regions.
  • Threat tokens: There're 7 of these flame shaped tokens and they're used to track the threat (Or damage really.) for each region, so it must depict how much everything is burning. My first thought was:
    ​How does Tiny Epic Defenders end? In fire! Thanks Ambassador Kosh! Yes, it's a Babylon 5 reference, deal with it!
The cards are, as would be expected, of a pretty standard quality and totally acceptable. This is a tiny epic game, so invariably, the tokens are all small and fiddly to handle, but that aside, they all look nice. The artefacts slot into the ITEMeeples with out issue, it's a gimmick, but I like gimmicks! Besides, it does away with that question; how many items can my character use?

Artwork on the region cards is nice enough and fairly evocative of their respective regions, meanwhile the art style used for the enemies and player characters reminds of  art used in various fantasy videogames, which is no bad thing, it's bright and colourful, which I like.


How's it play?
Setup
  • Player cards: Randomly deal (Or give.) a player card to each player, along with the ITEMeeple in the player's chosen colour.
  • Create landscape: The playing area must be created.
    ​First, put the Capital City in the centre of the playing area, then place 2 region cards adjacent to the capital on it's left and right. Then place 2 regions above those 3 and the remaining 2 below the 3, they should sort of form a diamond/circle shape.
  • Epic foe: Shuffle the epic foe cards and deal one face-down, keep the epic foe hidden.
  • Turn deck: The starting turn deck will contain a mixture of enemy cards and defender cards.
    Select all the defender cards the players' chosen colours and the all-defenders cards as necessary per the number of participating players, shuffle them and place them into a face-down deck.
    Now shuffle the enemy cards and deal 3 face down, place all 3 on top of the defenders deck, this applies for the first turn only, in subsequent turns all the cards are shuffled as usual.
  • Horde deck: The horde deck will contain a mixture of enemy and dire enemy cards that appear later in the game.
    ​Deal 3 more cards from the enemy cards face-down into a deck.
    Now shuffle and deal 2-4 dire enemy cards as required face-down, add them to the 3 enemy cards you just dealt.
    Now shuffle all the cards together and then place them on top of the epic foe card.
    ​This is the horde deck.
  • Artefact deck: Shuffle the artefacts and create a face-down deck with all of them.
That's more or less it for setup other than setting out some tokens.


On to play
To some degree, play in Tiny Epic Defenders is determined by the turn deck.
In each turn, reveal a card from the turn deck and activate it's action.
  • Defender card: If the card revealed is 1 of the 4 coloured defender card, then the player with correspondingly coloured ITEMeeple gets to act and gets 3-4 action points.
    If a 'all-defenders' card is revealed, then the 3-4 action points are divided among all the defending characters as the players see fit.

    What can players use actions points for?
    Move: 1 action point allows the active player to move to an adjacent region. Players can only move to and from the Capital City region from the 2 adjacent left/right region cards, otherwise they move around the outer regions.
    Secure a region: If a player's character is on region that's had it's threat level increased due to enemy attacks, then the active player may spend actions points to lower that threat level at a cost of 1 action per threat level.
    Use special ability: Each character has a special ability that can be used for the cost of action points.
    Use regional ability: Some outer regions also have special abilities that can be triggered by the active player for action points, provided their ITEMeeple is on that region's card. Additionally, some outer regions have abilities that activate automatically.
    Fight epic foe: If the active player's character is on the same space as the epic foe, then they can spend an action point to attack the epic foe.
    Sacrifice health: Not an action per se, but the active character may once per turn sacrifice 1 health to gain an additional action point.
    Once defender actions have been completed, the card is put into the discard pile.
  • Enemy card: If an enemy card is revealed, it immediately attacks the 1st and 2nd regions as listed on the card, increasing the threat level on both by 1.
    However, if any player has their character on one of the regions being attacked, that character can lose a point of health to defend the region and prevent the threat level being increased.
    Once the 2 attacks have been resolved, the enemy card is put into the discard pile.
  • Dire Enemy card: When a dire enemy card appears, it only attacks a single region, however, dire enemies also have special ability that get triggered.
    When a character defends against a dire enemy, they must lose 2 or maybe 3 health, in doing so, the character gets to draw a card from the artefacts deck and equip it.
    As with enemies, dire enemy cards are put into the discard pile are being resolved.
That's basically how the turn deck works, there are a couple of other rules though .
  • Threat levels: When an outer region's maximum threat level is reached, it's permanently destroyed, as is it's special ability. Further damage done to a destroyed region is redirected at the Capital City region and that's not good.
  • Health: If a character's health is reduced to 0, they become exhausted, they can no longer defend, fight or secure, they may only move and use certain special abilities.
  • Horde deck: Once all the cards from the turn deck have been revealed, take a card from the horde deck, then without revealing it, shuffle it into the turn deck, which is now ready to be used again. The new enemy will then appear at some point.
  • Epic foe: Play continues until the last horde card is added to the turn deck. The next time the turn deck is depleted, the epic foe is revealed.
    Fighting the epic foe is hard and there are special rules for doing so. Each epic foe has a special ability and a lot of health, furthermore, when an epic foe's health is reduced to certain numbers, it will trigger epic events; these screw players over even more!

Endgame
When the epic foe is revealed, the endgame is triggered. The turn deck is still used, but no new cards are added and play continues until one of the following conditions is met.
The players must reduce the epic foe's health to 0 in order to win.
If the threat level of the Capital City reaches maximum at any time during play, then the players lose.


Overall
Tiny Epic Defenders is quick to set up, learn and play, with those artefact tokens it also looks pretty cool when your ITEMeeple is tooled up.
It seems to play a little different to most other cooperative games I've encountered. Those other games tend to make players choose between working towards an objective or managing an ongoing problem of some kind. Tiny Epic Defenders' is mostly about the kingdom and characters surviving the attrition the game throws at them until the epic foe appears, then players have to balance their actions between defeating the epic foe and defending the kingdom.
Like other cooperative games, managing bad luck is vital to victory, in this case it from the turn deck.
This means it's a game about mostly adapting and optimising tactics in preparation for when the epic foe appears and I feel it's particularly important to defend against dire enemies as its the only way to earn artefacts, which can prove vital to victory.

How the turn deck works in conjunction with the horde deck seems like a clever mechanic; players will know how often they get to act and generally how many times enemies attack, but not the order. It makes the game feel like the luck mechanic isn't too unpredictable, which is no bad thing.
Adding cards from the horde deck however, introduces two further elements into this. Firstly, escalating the threat by adding more enemies and secondly, by 
also introducing a new random facet to the turn deck because the added cards are hidden until they're revealed.
All of this works to raise stakes and tension as the game continues.

Having said that, when defending against enemies, it felt a little unsatisfying and futile when they were only sent to the discard pile instead of being defeated outright, but I guess that's necessary for the turn deck to work.
I also found the tactics a little on the lighter side, ultimately, there were only 6 total locations that needed defending and decisions tended to be between lowering threat in a region or sitting a region waiting to defend it when it was inevitably attacked in an enemy action.
It's not a gamebreaker, I'm just not sure how well it holds up to repetitive play.


If you're looking for a fairly quick-to-play introductory cooperative game to try, you could do worse than look at Tiny Epic Defenders. Or if you like cooperative games and want something a bit lighter, it might also be for you.
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Dragonwood

30/5/2021

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30th May 2021

Sunday night gaming on Board Game Arena continues with Dragonwood.

Those woods there, there be dragons in those woods, that must be why it's named Dragonwood! There are many monsters to capture, so to assemble brave adventurers, take your cards and take your dice and head off into the forests, there're adversaries to be struck, stomped or screamed at!

Caveat: We've only ever played Dragonwood digitally online.

What's in a game?
  • Dragonwood cards: These cards consist of creatures to capture, enhancements to earn and events to encounter.
    Creatures: Acquiring creatures earn victory points. Each card has a picture of the creature it represents and also shows how many victory points it's worth.
    Creatures also have a column of 3 numbers, one number each for the strike, stomp, or scream actions.
    For example:
    Grumpy Troll
    Victory points: 4
    Strike: 9
    Stomp: 11
    Scream: 9

    These values are the target numbers that must be met with dice rolls in order to acquire the card, the higher the victory points, the higher the target numbers.
    Which of the 3 values is used for the dice roll is explained below.
    Enhancements: Unlike creatures, enhancements do not score victory points, instead they give the controlling player a bonus that works towards capturing creatures in some way or other, this may be once-only or ongoing.
    Finally, enhancements cannot be used in capturing other enhancements.
    Events: Events can be beneficial or detrimental and are immediately played when revealed during play.
  • Adventurer cards: There are 64 adventurer cards in all.
    60 adventurer cards: Numbered 1-12 in 5 different colours.
    4 Lucky Ladybug cards: Drawing one of these cards is lucky! See below for further info.
  • Dice: These six siders are NOT numbered 1-6, instead the distribution of numbers goes; 1, 2, 2, 3, 3, 4. The mathematically astute among you will note that the mean average when rolling 2 of these dice would be 5, the mean average for 2 normal six siders is 7.
That's it for components.
Well, there's not much that can be said since we've only played it digitally. The art on the carts is bright, cartoonish and pleasant, text is clearly written and easy to read.

How's it play?
Setup
  • Dragonwood deck: The size of this deck is dependant on the number of players.
    First remove the 2 dragon cards from the deck and shuffle it, discard the required number of cards and then shuffle the dragons back into the bottom half of the deck.
    Deal a row of 5 cards to form what's called 'The landscape'. If any events are dealt during setup, shuffle them back into the deck.
  • Adventurer deck: Shuffle the adventurer cards into a face-down deck, deal 5 to each player, these should be kept hidden.
  • Starting player: Determine a starting player
On to play
The objective in Dragonwood is to capture creatures cards which are worth 1-7 points each.
Each turn, the active player will have a choice of 2 actions.
  • Reload: This is a fancy word for draw a card from the Adventurer deck. If the Lucky Ladybug card is drawn, discard it to the discard pile and draw 2 more cards. Players have a maximum hand size of 9.
    ​If the adventurer deck is depleted, shuffle the discard pile into a new deck. This is done only once per game.
  • Capture a card: Players may try to capture a creature or enhancement, mechanically it's identical and there are 3 ways to do this, all methods are done by playing cards, the more card that are played, the more dice can be rolled. Thus the active player plays their cards and chooses one of the 3 capture methods to use.
    Strike: In order to use strike, the active player must play cards that are all in a straight, e.g., a 4, 5, 6, 7 of any colour, because there are 4 cards being played, that would give the active player 4 dice to roll.
    Stomp: To stomp, all card played must have the same value, so two 9s would give the active player 2 dice to roll.
    ​Scream: This requires the active player to play cards all of the same colour, regardless of their numbers; a 2, 3, 8, 10 & 12 all in green would give the active player 5 dice to roll.
    Once the method has been chosen, the active player rolls the relevant dice:
    Fail: if the result is less than the target number for the chosen method, then the capture attempt has failed! The active player takes the cards they played back into their hand and must discard 1 card.
    Success: If the result is equal to or higher than the chosen target number, then the creature is captured and the cards are discarded into the adventurer discard pile.
    A new card is immediately drawn to replace the captured card, if that card is an event, it is immediately played and discarded, another card is drawn, there must always be 5 cards in the landscape if possible.
Play continues until either both dragons have been captured which case the game ends immediately or the adventurer deck has been depleted twice, which triggers a final set of turns.
Then it goes to the endgame.

Endgame
Players score the victory points for each creature they captured.
The player who has captured the most creatures earns an additional 3 points.
Once points are tallied, highest score wins!

Overall
Decisions are based around how much you want or need to push your luck and when to or when not to try and capture cards, managing this is key to Dragonwood.

If a creature has a value of 10 for one of it's target numbers, then it's not hard to figure out that 4 dice will give the active player a 50% chance of capturing it and they'll need to play 4 cards to do this. 9 or lower and the odds swing in the player's favour, 11+ and well, it's not a push your luck game for nothing!
Sure, someone can play it safe and draw cards to get better odds, but this consumes turns while instead, competitors could be capturing those creatures. A handful of adventurer cards scores nothing at the game's end.
Conversely, rashly trying to capture cards and failing will cost players their adventurer cards, it's a clever little balancing mechanic.
Even though the decision to capture a card or not is a simple, almost no brainer decision, the need to outdo other players generally means it never quite a meaningless one.

We found that acquiring enhancements early on (If they appear early on that is.) could be a big advantage. There are enhancements that add 1 or 2 to capture rolls, it might not seem like much, but in a game about averaged dice rolls, it can swing the odds quite a lot.

It's obvious that Dragonwood is a light game that skews towards younger players and with that in mind, I don't think it's appropriate to be overly harsh on it.
With it's fairly simplistic choices and reliance on randomness, fans of 'heavy' games probably won't find much to engage with here, unless they're looking looking for a undemanding filler for around 30 minutes to allow their brains to cool down between other, heavier games.
However, ​I do think that younger players will find the game enjoyable and dice rolling exciting, casual gamers may also find it entertaining.
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