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Gaming Blog

Atlantis Rising

1/12/2021

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30th November 2022

It's a Tuesday night and we're at The Sovereigns in Woking with the Woking Gaming Club.

The main game of the evening was Atlantis Rising.
Atlantis; the mythical civilisation swallowed by the seas and lost to time, how did this happen? Clearly it was caused by a band of bumbling table-top gamers!

What's in a game?
  • Board tiles: Atlantis Rising comes with 37 double-sided tiles that when placed together form the game board. It's no ordinary looking game board though and when placed together looks like a very unique 6-pronged asterisk or a '*'.
    Each of the 6 prongs or more accurately 6 peninsulas consists of 6 tile segments featuring a different terrain type and each tile within a peninsula will show a number of worker spaces, mostly 1 or 2 and an action that is associated with placing a worker in one of those spaces, 3 peninsulas also reference a number ranging from 3-6. The other side of the tiles depicts the terrain underwater, not a good thing I'd imagine.
    The hills, mountains and forests produce gold, ore and crystal respectively, 3 of the game's 4 resources. These 3 terrains also show dice values
    The 4th peninsula is The Forge and allows players to turn resources into Atlantium, the game's 4th resource.
    The plains allows players to acquire more workers.
    Finally, the library peninsula allows players to acquire knowledge cards.
    The centre tile allows players to gain mystic energy.
  • Mystic Energy: Glass beads are used to represent mystic energy.
  • Resources: Little wooden cubes are used to represent the game's 4 types of resource. Little Wooden cubes, now we're talking!
  • Tokens: These are standard card tokens used in this case to represent courage and mystic barriers. These Atlanteans sure like their mysticism!
  • Dice: These are 3 normal six-siders.
  • Attack die: Not content with 3 dice, Atlantis Rising also comes with this attack die, it is not a normal six-sider and ranges from 1-4.
  • Atlantean navy board: Player may put their workers here to join the navy, why? Well come on, to protect the motherland!
    Along 1 edge of this board is the Athenian attack track, it's value starts at 0 and potentially rises to 12. The Athenian meeple galley moves along this track over turns, making the Athenians more and more dangerous. Speaking of which...
  • Athenian galley: This wooden ship meeple represents the Athenian Navy who really and I mean really hate the Atlanteans. Every turn they will attack in greater numbers and must be driven off.
  • Cosmic gate blueprint cards: These cards are essentially objective cards that the players must meet to win the game.
    There are 4 decks of cards labelled A-D which have increasing levels of difficulty.
  • Misfortune cards: Pretty explanatory really. These cards cause problems for the players and generally cause parts of Atlantis to sink, they represent the chief threat to their chances of success.
    Typically, misfortune cards sink 1 segment in 1 peninsula but some do far worse things.
  • Knowledge cards: These cards always provide some sort of benefit to the players can be at almost any time.
  • Player boards: These differently coloured boards all have a different roles which confer some a benefit or special ability on the controlling player.
  • Meeples: These are classic wooden meeples, they come in colours that match the player boards.
    Grey meeples: These are ordinary citizens of Atlantis that can be temporarily be recruited for a single round at a time.
This that's pretty much it for components.

The quality of the components is as you'd expect from modern games universally good, the game makes extensive use of wooden tokens for meeples, resources and even the Athenian ship, which I like. The addition of glass tokens is also a nice touch and appreciated.

From the perspective of art direction, I'd call the art good but not exceptional, it is however, clear and functional when needed, the different terrains are always easily discernible.
I'd be remiss if I didn't comment on the board. It genuinely looks unique and eye-catching. It's not a gimmick either and makes sense in relation to the game's mechanics.

The game's iconography is straightforward and easy to understand.


How's it play?
Setup
The setup for Atlantis Rising is relatively simple.
  • Atlantis: Create the game board.
  • Cosmic gate: Sort the blueprint cards out by their 4 types and shuffle them into 4 face-down decks. 9 cards should be drawn from these decks, the mix of decks used will depend on the difficulty chosen by the players. The 10th and final card is always the power core.
    Thus players will have 10 blueprint cards to complete.
  • Atlantean Navy: Set out the Atlantean Navy board and place the Athenian galley on its allotted starting spot.
  • Players: Give each player a player board, the allotted amount of starting meeples and a mystic energy token.
  • First player: Determine a starting player
Now we're ready to begin.

On to play
Each round in Atlantis Rising consists in a number of phases.
  • Place workers: Starting with the 1st player and going to the left, each player places all their workers on to the peninsulas on the Atlantis board or the Atlantean Navy board.
    Some spots will have spaces for 2 workers who may be the same or different colours. Some spots require 2 workers of the same colour.
    When players put their workers on to the peninsulas - which they'll be doing a lot, it should be noted that the spaces which provide the most benefit will also be the ones closest to the sea and at most risk to flooding, why is this significant? read on.
    Finally, when all workers have been placed, who ever put the most on the Atlantean Navy board gains a courage token, more on courage tokens later.
  • Misfortune: Once all workers have been placed, it's time for some misfortune!
    Beginning with the 1st player and going left, each player draws a misfortune card and immediately resolves it.
    Most of these cards will flood a single tile in a specific peninsula but some will cause worse problems. When a peninsula is hit by flooding, it's outermost unflooded tile becomes flooded, this is done by flipping it over to the flooded side, any workers on that tile are returned to their owners. If a peninsula is already full flooded, then the active player must flood two tiles elsewhere.
    When all players have resolved misfortune cards, the game progresses to the next phase.
  • Resolution: Now, again beginning with the starting player and going left, each player resolves the workers they've placed on Atlantis. How this works will depend on where the workers have been placed. Workers that been placed on the Atlantean Navy board are resolved in the following phase.
    Resources: Acquiring gold, ore and crystal requires the active player to roll a die for each worker they have on a resource space, the result must be equal or higher than the die shown next to the respective space. The further along the peninsula the worker is placed, the lower the number they must roll and the easier it is to acquire the resource.
    It should be noted that some resources will naturally be harder to gain due to higher target numbers.
    Forge: This allows the active player to turn 1 ore into Atlantium for each worker placed. No roll is required and the further along the peninsula, the more Atlantium is acquired for that single ore.
    Library: Workers placed here allow the active player to gain knowledge cards. As with the other peninsulas, the number they can draw/keep depends how far each worker is along the peninsula.
    Recruit: Placing workers here allows the active player to increase their worker count. Unlike other peninsulas with multiple worker spaces, all the spaces here must be filled with workers from a single player.
    Basically the active player sends 2 workers into the bushes and a new worker emerges, you can draw your own conclusions.
    Except at the furthest point on the peninsula only 1 worker is needed and closer to the centre 3 are needed. So I don't know what's going on there!
    Centre space: Finally any number of workers can be placed on the centre space and each worker put here earns the owning player a mystic energy bead.
  • Athenian attack: Once all players have resolved their worker actions, it's time for the Athenians to attack!
    How do those pesky Athenians attack? They generate a combat value which comes from 2 sources, firstly from the Athenian galley's position on the Atlantean Navy board which goes from 0-12  and is combined with a roll from the attack die, which gives a result from 1-4.
    Thus if the galley is on the 1+ spot, it will actually generate a value of 2-5, if the galley on the 5+ spot it will generate a value of 6-9.
    Once the combat value is generated, it must be compared to the the number of workers that all the players have collectively put on the Atlantean Navy board. If the number of workers exceeds the value, nothing happens. However, if the value exceeds the workers, then a number of tiles equal to the difference must be flooded. So if the players have put 2 workers on the navy board and the combat value is 4, 2 tiles must be flooded.
  • Cosmic gate: The final phase allows each player to build one of the blueprint cards by spending the required resources, players must do this individually and cannot share resources to do it.
    Additionally, when a blueprint is completed, it immediately confers a one-off bonus or benefit.
  • Round end: The Athenian galley is advanced 1 space along its track and the 1st player marker passes to the left. A new round begins with the new 1st player placing their workers.
That's it for how a round goes, there are some extra rules though.
  • Knowledge cards: These can be used by the owning player at any time so long as it does not interrupt another action or event.
    Each player have a maximum of 4 knowledge cards in their hand at any time.
  • Courage tokens: There are 2 ways to use a courage token and with both methods, the token is used along with a worker.
    A courage token can be played with a worker that is placed on a peninsula space. If, during the misfortune phase, that tile is flooded, the worker immediately completes the action before the flooding occurs and is returned to its owner while the courage token is discarded. If the tile is not flooded, then during the resolution phase, when the worker completes their action, the courage token is retained by the player, which is pretty sweet.
    The 2nd use for a courage token is playing it with a worker put on to the Atlantean Navy board. This worker counts as 2 workers when it comes to dealing with the Athenian galley. The courage tokens is discarded after this.
  • Mystic barrier: When 1 of these tokens is placed on a peninsula, it will protect that peninsula from flooding once, after which is is discarded.
  • Mystic energy: There are multiple uses for mystic energy.
    Resources: If the active player is making a roll to gain resources, each mystic energy spent adds 1 to the roll.
    Transmutation: The active player may spend 2 mystic energy to change any 1 resource for another.
    Cancel misfortune: When a tile is about to be flooded due to a misfortune card, 3 mystic energy can be spent to prevent this, it can be spent by a single player or collectively buy any number of players.
    Unflip flooded tile: 5 mystic energy can be spent to flip a tile back to its unflooded side. This can be spent collectively by any number of players.

Endgame
Play continues until 1 of 2 conditions is met.
If all the tiles on the Atlantis map are flooded - including the centre tile, then the players collectively lose.
If the players manage to build all 10 cosmic gate blueprints, they immediately win.


Overall
Just to clarify, it was the the 1st edition we played, there is a 2nd edition which has some notable changes.

Despite its nifty, unorthodox board, Atlantis Rising's central premise will be familiar to players of cooperative games. That is; players will be faced with the choice of working towards completing objectives to win the game or firefighting whatever will cause them to lose, in the case of Atlantis Rising that's 2 sources, the misfortune deck and the Athenian attacks. What Atlantis Rising brings to the table though, is a push-you-luck element.

Luck is an inherent part of cooperative games and is used to mitigate players' abilities to out-strategize a game, but these push-you-luck elements add something quite different.
When picking an action, players will also have to decide how much they want the resource, card or whatever, playing it safe might not get you what you need or enough of what you need.
The same is true when dealing with the Athenians, it requires a lot of meeples to be fully safe from them, but the true number required is never known due to the attack die roll. Sometimes it might better to put a meeple or 2 less, it might be riskier, but it gives you 2 workers that could have a vital use elsewhere.
In both instances it's a solid use of risk/reward and it gave me the feeling that it's hard to win the game by playing cautiously and at some points players just have to take risks.

Having said that, I do have an issue with the whole Athenian attack mechanic. I really don't like how the players have to collectively commit more and more workers to fighting the Athenians off. It can mean players are making effort to acquire workers simply for this purpose and feels like quite a negative mechanic. I'm not alone in this thought as this was revised for the 2nd edition.

This also brings me to another element of the game; as it progress on and more tiles flood, players will get less and less choice where to place their workers. It feels counter to how games - especially worker placement games flow, typically a player's choices and options expand as a game goes on but Atlantis Rising does the opposite, I know that it's part of the game's challenge and players need to work to prevent this but still sort of feels off.

Other than these two criticisms, Atlantis Rising is a perfectly acceptable game that cooperative gamers will be comfortable with. ​Atlantis Rising doesn't stand out from the crowd but neither does it do anything wrong.
Personally, I like how it looks, especially watching Atlantis gradually sink!
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The Crew: Mission Deep Sea

24/10/2021

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24th October 2021

We've logged into Board Game Arena for some Sunday night gaming.

The first game of the night was The Crew: Mission Deep Sea.

Clearly the lost continent of Mu has fascinated gamers since times immemorial, so what better than a game about discovering the sunken land: Or at least the plot for a very good trick taking game.​

What's in a game?
  • Cards: There are a total of 40 cards used in the game:
    Suits: There are 5 suits. In each of 4 of the suits there are cards numbered 1-9.
    Submarine cards: This is the 5th suit, they are numbered 1-4 and are also trump cards, obviously they depict pictures of submarines.
  • Task cards: This deck of 96 half-sized cards contains objectives for players to complete. On the back of each card is its 'value', the card's value may differ for 3, 4 & 5 player games.
  • Communication tokens: These are double-sided tokens used for... well communicating, they displayed used and unused on either side
  • Distress signal: Another double-sided token, again showing used and unused on either side.
  • Captain's token: This is a standee and represents first player.
  • Logbook: The game comes with a 'logbook', this serves 2 functions, firstly it provides the game's campaign information and secondly, provides space to record the results of those missions, if you like writing in the book that is.
That's more or less it for components.
Quality-wise, they're all pretty average quality and what you'd expect.
Artwork is repeated across the game's 4 main suits which are colour themed and tend to feature monochrome illustrations decorated in the suit's colour. The trump cards all feature submarines of progressively larger size.
The task deck utilises a fair amount of iconography for objectives, mostly it's fairly clear, sometimes some smaller writing appears on a card to clarify, occasionally the rulebook had to be referred to, nothing game breaking.



How's it play?
Setup
  • Cards: Shuffle the deck and deal it all out to all the players face-down, in a 3-player game, 1 player will end up with an extra card which will unused by the end of the game.
    Players must keep their hand secret.
  • Captain: Whoever was dealt the 4 of submarines becomes the captain and thus first player.
  • Communication tokens: Give one token to each player who should put it on the unused side.
  • Distress signal: Put the distress signal on its unused side into the central playing area.
  • Campaign play: The Crew: Mission Deep Sea plays over a series of over 30 progressively harder and harder missions which is displayed numerically. Each mission has it's own intro story and may have unique rules such as 1 player taking all task cards etc.
  • Task deck: Shuffle the task deck and deal task cards face-down.
    The number of task cards dealt depends on the difficulty of the mission, easy missions have low numbers, getting progressively higher as the missions get harder.
    Thus if a mission has a difficulty of 5, keep dealing task cards until their exact value equals 5, any task card with a value that would take the total value over 5 is discarded. This means the number of task cards that appear in a mission will not very in their objectives but also amount of objectives.
    Now task cards must be assigned to players. There are various ways of doing this and it will vary from mission to mission, sometimes players will have option to pass, sometimes the captain assigns them.
    In order to win the mission, the objectives on these task cards must be completed before players run out of cards, some objectives can be failed, which immediately ends the mission in failure.
Once the task cards have been assigned, then the game's ready to play.

​On to play
The Crew: Mission Deep Sea is a trick-taking game where one player starts a round by playing a card and the others must follow suit. 
  • Distress signal: Once all cards and task cards have been allotted out and before play begins, any player can choose to trigger the distress signal. 
    When this is done, every player must pass a card to another player, whether it's clockwise or anti-clockwise is decided by the activating player.
    Once the game has started, the distress signal cannot be used.
  • Communication token: Before any round begins, any player may use their communication token.
    When a player chooses to do this, they take a card from their hand and place it face-up in front of themselves and place their token on part of the card. This can be done to communicate 1 of 3 pieces of information about that card.
    Top: If the token is placed at the top of card, it means 'this is the highest value card I have in this suit'.
    Bottom: If the token is placed at the bottom of the card, it indicates that 'this is the lowest value card I have in this suit'.
    Middle: If the token is placed in the middle of the card, it communicates 'this is the ONLY card I have in this suit'.
  • Opening play: The first round begins with the captain, after that, each subsequent round begins with whoever 'won' the previous round.
    The starting player plays any card of a suit of their choice face-up into the playing area.
  • Following: Now, going clockwise, each player must follow.
    This means that if they can, players that follow must play a card of the same suit. They can choose which card to play if they have more than one, but they must follow suit if they can.
    If a player has no cards of the same suit, they then have other options. They may play any other card of a different suit, this includes a submarine - which is a trump, more on trumps below.
  • Taking the trick: Once each player has played their card, the winner of the trick must be determined.
    Whoever played the card with the highest value wins the trick and collects all cards played in that round. A player who had to play a card in a different suit can never win the trick.
    Trump: If a submarine was played, then it trumps a card of any value, only a higher value submarine card may trump a trump. Thus the 4 submarine cannot be beaten.
  • Win/lose: Once the winner of the trick has been determined, players should check to see if any of their task cards have been completed or failed.
    If all tasks have been completed, the mission is a success. Some tasks can be completed immediately, some are only completed when the round ends.
    Any failure at all ends the mission.

Endgame
Players collectively win or lose at The Crew: Mission Deep Sea.
Ultimately they win when all the missions have been completed.


Overall
A friend described The Crew: Mission Deep Sea as whist with a twist and that's sort of accurate but barely describes how much of a good game this is.

The task cards are what makes so good, there are 96 of them, providing a vast combination of objectives that can appear. Even if you complete the 30-odd missions in the logbook (Which could take a while!), there's nothing to stop players from just choosing a difficulty and playing!

Players must always pay attention during missions, simple mistakes can very quickly end them and e
ach one will provide a distinct randomly generated challenge to face - and pitfalls to avoid! Players will have to silently co-ordinate their efforts, task cards will force them to learn to exploit all the game's rules to be successful, they'll have to learn that winning a trick is not always the way they should go and at times not having the right suit is the right choice!
I could spend ages going on about how we've played the game but instead i'll say: 

The Crew: Mission Deep Sea packs a lot of gameplay into a little package of what is essentially a couple of decks of cards and a handful of tokens. It's a game everyone should definitely try.
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Valor & Villainy: Minions of Mordak

9/10/2021

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6th October 2021

Time for some midweek gaming! It's a Wednesday and we're round Simon's.

Valor & Villainy: Minions of Mordak is the game of the evening; an open-world styled, fantasy-themed, RPG-inspired exploration game with one player assuming the role of big-bad Mordak and the others taking on the mantle of heroes.

What's in a game?
Valor & Villainy is fairly involved game that features a lot of components.
  • Map tiles: Valor & Villainy uses a variety of map tiles, most of which are randomly placed. These tiles depict the landscape, they also detail encounters that the heroes will come across.
    Starting tiles: These 5 tiles depict; as you'd expect the game's starting area and will be the map's central tiles.
    Region tiles: These tiles are ranked from tier I to tier III on their backs. When the map is created, the lower tiered cards will be closer to the centre.
    Each tile also contains icons depicting what will be found on that tile, which can be minions, ambushes etc.
  • Hero boards: There is one of these thick card boards for each of the game's heroes. They are double-sided and on the back, each character's backstory is displayed.
    The front contains a portrait, as well as health and action point tracks. There are also a number of recessed tracks and spots in each board, into which various smaller components can be dropped and represent the characters increase in skills and training. Character's have tracks for melee, ranged and magic actions.
    The board also lists each character's unique ability and at the bottom has spaces for gear and equipment.
  • Standees: Each hero also has their own standee.
  • Mordak board: The Mordak player also has their own board which is very similar to the hero boards with a health and action tracker and recessed tracks to represent Mordak's increase in ability.
    Mordak possesses 1 extra ability; corruption.
    Procession of horrors tile: This tile slides into place next to the Mordak board and over the course of the game, allows Mordak to accrue power, it also serves as a round counter.
  • Mordak standee: Not to be outdone by the heroes, Mordak has his own standee.
  • Spell cards: Spell cards come in 3 types as explained below
    Arcane spell cards: These blue spells focus on attacks and tricks.
    Divine spell cards: These yellow spells provide support and healing.
    Void spell cards: These purple spells are used by Mordak and typically for the big-bad, they bring mayhem and ruin.
  • Treasure cards: Can be earned by players by defeating minions.
  • Loot stash cards: There are used to track minions that have defeated and treasure that's been earned by the heroes and by the Mordak player to track heroes that have been defeated!
  • Minion cards: These are different types of enemy that the heroes will fight, they come in 3 classes, Chump, Elite and Boss, each getting progressively tougher.
    Minion cards contain information such as movement, attacks, damage and health levels, each one is also double-sided and can be flipped to the other side to display different stats for a minion when they get wounded instead of outright killed. Some minions will get weaker when hurt, a few will get tougher.
    Like the heroes and Mordak, minions have actions and stats.
  • Covers: Each type of minion has it's own cover, used to hide what card is at the top of each minion card.
  • Dice: These six-siders come in 3 different colours and are not numbered from 1-6. Instead the colours represent different levels of ability: White is novice, yellow is adept and red is mastery, each colour has a different number distribution, with white having the lowest, ranging to red with the highest.
  • Ability tokens: These come in 3 colours that directly relate to skill dice. Players acquire these tokens for their abilities which in turn determine what dice are rolled by that player.
  • +1 tokens: Can be acquired by players through rolling well and used for one-off bonuses.
  • Initiative token: This double-sided first player token has Charge on one side and Hold on the other.
Valor & Villainy also has various other tokens for specific circumstances and situations including woeful sheep tokens!
The components are all high quality, tiles and tokens are suitably thick and sturdy, as are the standees. The cards are all well made and the rounded plastic dice feel weighty enough but the standout components are the chunky recessed hero boards which feel solid and also fairly practical.

Artwork throughout the game is excellent. The landscapes on map tiles are well produced, clear but also colourful. Character illustrations are bold and slightly-cartoony, it's a style that gets used quite a lot in fantasy-themed games, but it looks good in Valor & Villains.

As you'd expect for a open world game like, Valor & Villainy uses a variety of icons and symbols, particularly on spell cards - which essentially are all different. For the most part, the iconography is intuitive and pretty straightforward to understand.


How's it play?
Setup
  • The Map: The 5 starting tiles are put out face-up in same position for every game, then, a number of map tiles are randomly drawn from each tier, although certain tiles (The 3 shrines.) must be included, then tiles in each tier are shuffled, some are randomly drawn and placed face-down around the starting tiles, the tier I tiles go closest to the starting tiles and the tire III the furthest away.
    Once all the tiles are placed, there will be a 5x5 grid of tiles, although in games will a lower player count, they'll be slightly less tiles.
  • Heroes: Give each player a hero board and associated standee, along with the requisite components to track health and action points, as well as a +1 token.
    Players' whose characters can cast spells should draw cards from the relevant deck.
  • Mordak: The Mordak player should take the Mordak board and set it up in a similar manner to the hero boards.
    The procession of horrors tile should be placed next to the Mordak board and the Mordak standee put on it.
  • Card decks: Shuffle the 3 magic decks into 3 face-down stacks, do the same with the treasure deck.
  • Minion decks: Shuffle the 3 minion decks into 3 face-down stacks, because these cards are double-sided, the relevant cover should be placed on the top of each minion deck. This ensures the Mordak player draws minions blindly.
  • Initiative: Give the initiative token to the starting player.
The game is now ready to begin

On to play
In Valor & Villainy, the hero players are trying to discover the 3 shrines hidden somewhere amongst the face-down tiles to weaken Mordak and the Mordak player will be trying to make it hard for the heroes to find them until he arrives on the map after the 6th round.
Heroes always act first with the starting player beginning, then going left. The Mordak player may then act after the hero players. The Mordak player essentially gets 2 turns to act, 1 for Mordak himself (Although Mordak doesn't have much to do in the early game.) and 1 for minions.
When players take their turns, they will have a number of actions points they can spend to move or act as they see fit, there are also some free actions that can be performed
  • Initiative: Who has the initiative token is the first player, they may choose to act first or last, in which case they flip the token to the Hold side.
  • Hero actions: Heroes may perform actions, these include the following:
    Scout: This is a free action. When a hero chooses to scout, they flip all adjacent face-down map tiles to their face-up side, this may reveal enemies, loot or trigger ambushes.
    Looting: If a player's character is in a region without enemies, they may loot any treasure as a free action. Treasre is not immediately acquired, instead it is placed on the pertinent loot card and divvied up at the end of the round.
    Movement: For an action point a hero may move to a adjacent tile that is already face-up. Characters may only orthogonally.
    Actions: All hero actions are performed using one of their 3 stats, generally this involves combat.
  • Mordak actions: In the early game, there's little Mordak can do to directly confront the heroes, although he can make life hard for them.
  • Minion actions: If there are any minion cards on the board, the Mordak player can use them to attack and harass the players. Minions move and attack in much the same way as players.
  • Combat: Combat plays a big part of Valor & Villainy:
    Melee: Melee occurs when enemies are on the same tile:
    Ranged: A character who decides to attack at range can only target enemies in adjacent tiles.
    Magic: Characters may spend their spell cards to cast spells.
    Defeat: Combat will generally result in one of the involved parties being defeated.
    Minions: When a minion is defeated, it is out of the game and added to the players loot stash
    Hero: When a hero is defeated, they are out of the current round and the Mordak player adds their standee to their loot stash. The standee is returned after the level-up phase has been completed
  • Level-up: Once all players have had their turns, the game proceeds to the level-up phase.
    Throughout the round, any loot players acquired or minions that were defeated are added to the hero loot stash. During the level-up phase, they earn the hero players experience points, the loot can then be divvied up between them as they decide and equipped.
    Similarly, the Mordak player will earn experience points for each hero that was defeated.
    Then players may spend XP to increase their skills by adding ability tokens to their boards, they may also spend XP to increase their action points.
  • Next round: The Mordak player moves their standee one space along the procession of horrors and the standee of any defeated hero is placed in the centre starting tile, ready for the next round. The initiative token is passed to the player on the left.
There's a bunch of other, mostly situational rules in Valor & Villainy, I'm not going to go into in further detail, since they don't always apply.

Endgame
Once 6 round have been completed (Or all 3 shrines have been discovered.), the game goes into The Final Battle!
During the final battle, Mordak himself will appear on the map and directly engage the hero players in combat.

Mordak has a large amount of health; 70-100. If the hero players reduce Mordak's health to 0, they win the game.
Conversely, if the Mordak player manages to defeat 3 heroes during the final battle, then the Mordak player wins the game.


Overall
There's a lot of charm to Valor & Villainy's presentation, especially the bold, chunky artwork for characters and minions.
Mechanically, the game is actually quite straightforward, unremarkable even (At least it is for the hero players.), although it does contain a fair amount of exception driven and situational rules. Using cards for minions makes it a little fiddly to move them around and handle, it also looks a little dull and flat (sic) but conversely, it makes it easy to track minion health and combat initiative.

Valor & Villlainy has several quibbles in my opinion
One of the most significant is the game's one-vs-many mechanic, these types of mechanic rarely work well in my opinion. Obviously the game will have been balanced to try and take this into account, but few games can balance the difference between 1 human brain versus 4 human brain and the hero players will always have this to their advantage. It almost feels like the game is set up to advantage hero players over the Mordak player.

The game also has a weird tonal shift thanks to this one-vs-many mechanic. For most of the game, the Mordak player will be a thorn in the players' sides,  a source of constant minor irritation. Then, during the endgame, it becomes straight up, directly confrontational PvP as Mordak appears on the map. It feels weirdly more aggressive.

For the heroes, the game is mostly about managing encounters as they appear, recognising and prioritising threats, then dealing with them using the most efficient method, allowing them the maximum opportunity to explore the tiles.
For the Mordak player, it's about exploiting any opening or weakness that the heroes present, not only defeating heroes but stymieing and thwarting them whenever possible.

Valor & Villainy is a open-world RPG-esque experience where a varied band of heroes, explore, fight monsters, acquire treasure and level up. The ingredients of an RPG are all there, but it doesn't feel quite right and I think there're a couple of reasons why.

There's a lack of storytelling to the game and variety to the encounters, there's randomness when setting up a map and not all tiles will appear in any single game, but they're just encounters, they feel a little bland and there's no sense of travelling, journeying or adventuring.

The normal map (For 4+ players) will have 20 face-down map tiles to scout, to explore all of them will require turning over 3-4 map tiles per round. Scouting tiles is actually a bit of a balancing act and one of the challenges the hero players face. if the heroes scout too slowly, they risk not finding all the shrines, if they do it too quickly, they risk revealing more minions than they can handle at once.
This will require players to head off in different directions and in an RPG you should never split the party!

In relation to combat, it seems the most efficient way for the Mordak player to accumulate experience points is to relentlessly pick on one player until they are defeated, then choose another player to pick on. It feels particularly un-RPG-like where combat tends to distributed amongst all heroes.
Even then, when a hero is defeated, on the next turn, the hero will reappear in the centre tile like it's a videogame spawn point.

All of this adds up to make Valor & Villainy feel disconnected from RPGs.

But for me, by far the biggest problem the game has, is its run time. We played with 5 players in total and a game took somewhere between 2-3 hours to play out. If felt like each player took about 4-5 mins to complete their turn and don't forget that the Mordak player essentially gets 2 turns in a row, 1 for themselves and 1 for their minions which makes a round 25-30 minutes long and that's before adding in The Final Battle. It also meant players had about 20 minutes of downtime between turns.
It's too much, if Valor & Villainy was an exceptional or engaging game, it wouldn't be such an issue, but it's not. It's not a bad game either, it's just slightly bland and slightly average. 

There's nothing wrong with an average game, so long as it doesn't outstay it's welcome.
The effort Valor & Villainy requires to play doesn't quite justify the experience it provides.
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Similo: Fables

26/9/2021

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26th September 2021

Sunday evening is here and I'm logged into Board Game Arena for some gaming goodness.

Similo: Fables is one of several different Similo games, as you may have surmised from the title, Similo: Fables is themed after folklore and fairy tales.

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

What's in a game?
Similo Fables comes with a deck of 30 cards. Each card depicts a character from fairy tales, folklore and other fantastical stories, characters such as the 'Three Little Pigs', 'Cheshire Cat' and 'Cinderella'.

The artwork on the cards is stylised and cartoony as well as bright and colourful. It suits the game's light tone well
Similo: Fables uses no iconography to speak of.

How's it play?
​Setup
  • Clue-giver: Choose one player to be the 'clue-giver', the remaining players become 'guessers'.
  • Secret character: The clue-giver should shuffle the deck and draw 1 card, the character on that card will be the secret character.
    Then the clue-giver should draw 11 more cards and shuffle in the secret character card, then lay them out face up in a 4x3.
    The clue-giver then draws 5 cards into their hand.

​On to play
Similo: Fables is a co-operative game where the glue-giver and guessers must work together. The objective is for the guessers to guess which one of the 12 displayed characters is the secret character from clues given by the clue-giver and eliminate the other 11. How is this done? Read on:
  • Clue: The clue-giver must play one of their 5 cards and try and use it to provide the guessers some information.
    Vertical: If the clue is played vertically in the portrait orientation, it means that something on the clue-card is in some way the same as or similar to the secret character.
    Horizontal: If the clue is played horizontally or in the landscape orientation then it means something about the clue-card is different to the secret character.
  • Draw: The clue-giver draws another card from the deck, so they always have 5 cards in hand.
  • Eliminate: Using the information provided by the clue, the guessers must choose a card to remove from the available cards. In the 1st round, the purpose is to remove 1 card which is not the secret character.
    If the guessers ever eliminate the secret character, the game is immediately lost.
  • 5 rounds: Similo: Fables is played over a further 4 rounds, at the start of each subsequent round, the clue-giver must provide another clue.
    Round 2: After the clue-giver has provided a 2nd clue, the guessers must now eliminate 2 cards.
    Round 3: The guessers must now eliminate 3 cards after receiving a 3rd clue.
    Round 4: 4 cards must be eliminated.
    Round 5: by the time the game reaches the 5th round, there will only be 2 cards left and the guessers must eliminate one of them.

Endgame
During any of the games 5 rounds, if the players eliminate the secret character card, then the game is collectively lost by all players.
If the game reaches the 5th round and they correctly eliminate the final false card, then by matter of elimination, the players will left with the secret character as the last card, in which case all the players collectively win.

Overall
From the brevity of this blog, you can see that Similo: Fables is a game that manages to be both easy-to-learn and also co-operative, 2 game elements that quite often don't easily sit together.
While the game is uncomplicated, it has some inherent depth that derives from it's interpretive/deductive mechanics which essentially means that with these sorts of game mechanics the players provide the depth.
The clue-giver must agonise about how to give the best clue and try to anticipate how the guesses will receive it. In turn, the guessers must agonise about which cards to eliminate and try to gauge what the clue-giver was thinking. These are all meaningful decisions, which is always a good thing.
Although it has to be said, that the more players know each other, the easier games like this become.
I also like how the stakes increase every round, more and more cards will need to be eliminated and with a dwindling selection to chose from, it gets easier to make a game ending mistake. This keeps the tension high.

Similo: Fables didn't quite deliver the gameplay we were looking for though; truth be told, it was perhaps a bit too light for us.
Having said that, from observing the artwork, it seems that the game is targeted at younger players and for them, I think it's a good game, promoting creative thinking and especially with its co-operative nature, where everyone wins or everyone loses. I also think it's can be a good party game for non-gamers to play.
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Letter Jam

12/9/2021

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11th September 2021 

Wogglecon was drawing to a close and the final game of the day was co-operative word-puzzler Letter Jam.

What's in a game?
  • Letter cards: This deck of 65 cards displays 1 letter per card. Not ever letter from the alphabet is present, 'J', 'Q', 'V', 'X' & 'Z' are not used.
  • Wildcard... card: The wildcard card can be used as any letter.
  • Setup cards: These cards hold clue tokens and are stylised to look like flowers.
  • Clue tokens: These translucent little acrylic discs come in bright green and bright  red.
  • Numbered Tokens: Numbered from 1 to 8.
  • Standees: Used to hold a single letter card.
  • Guessing sheets: Players use these paper sheets to track info acquired through play.
The cards are the standard quality that you'd expect, as are the study acrylic tokens are study components. While the numbered tokens are basically poker chips with fruit themed art, they are excellent components.
The numbered token are bright and colourful art-wise and while simplistic, the setup cards are pleasant enough. Otherwise, there's pretty much no more art, but this is a word game, how much art is needed?
The game has practically no iconography that needs learning.


How's it play?
In Letter Jam each player is given a 5-letter word in the form of 5 face-down letter cards. Then the players have to collectively guess their individual words by looking at the clues given by other players and filling in the gaps.
Setup
  • Setup card: Take the setup card that matches the number of players and put it into the central playing area. Put the green and red clue tokens on to their allotted spaces.
  • Wildcard: Put the wildcard into the central playing area.
  • Letter cards: Deal out all the letter cards to the players as evenly as possible.
    Then, using these cards, each player creates a 5-letter word, then shuffles these cards and passes them face-down to the player to their right. The remaining cards are discarded into a deck in the central playing area.
    Each player now takes the 5 cards given to them and without looking at them, places them into a face-down row in front of them.
  • Letters: Then each player takes the 1st of their letter cards and slots it into a standee, with the card facing away, so only the other players can see it. Conversely, players can see the letters of all other players,.
Letter Jam is always played with 6 players; if playing with less than 6 people, nonplayer stands are added to the game to make up the numbers. Nonplayer stands have their own rules which aren't really important for the purposes of this blog.

On to play
  • Discuss: After looking at the other players' letters, everyone should think of a clue (A word.) that they could give. Players then discuss who should be the cluegiver, they can talk about how many people they can help and so on. Player should be careful not to reveal too much.
  • Cluegiver: Once the cluegiver has been chosen, they must take a clue token, the first clue token they take must be red, if they take further clue tokens, they must always take a green clue token, they can never take another red. This means that all player must participate in cluegiving at least a little bit.
    The cluegiver then takes numbered tokens and uses them to spell out the word they thought of.
    For example; the cluegiver sees the letters S, E, U, M & O. They put the 1 next to the M, 2 next to the O, 3 the U, 4 the S and 4 the E, this would be M, O, U, S, E or mouse. The cluegiver could also spell Moose, by putting numbers 2 & 3 both next to the O.
    The cluegiver can put tokens next to the wildcard, although they cannot say which letter they are using it for.
  • Guessing: Using the guessing sheets, players write down what they can see. Thus the player who has the U in front of them would write down MO?SE, since that player cannot see the U, they put a '?' in it's place. Now players try and guess what their letter could be. In this instance, the missing letter could be a U (For MOUSE.) or a O (Spelling MOOSE.), this is noted on the guessing sheet.  Once everybody is happy with their guess, play progresses to the next round.
  • Next round: Players now decide whether to stick with the same letter (If they're not sure what it is.) or move on to the next letter (If they feel confident enough.), in which case the current letter is removed from the standee and placed face-down, the new one is then slotted in its place on the standee. Once a player moves on, they can't go back to a previous letter.
    Then the discussion and cluegiving occur again.
The objective here is for each player to try and deduce what 5 letters they have.

Endgame
Discussion and cluegiving continue until one of the following 2 conditions are met.
There are no more clue tokens or players are happy with their deductions and want to guess their words.
Now all players take their 5 cards and keeping them face-down, rearrange them to spell the word they were originally given.
Once this is done all players simultaneously reveal their words.
If everyone has spelt a word, then everyone wins! Interestingly, it does not have to be the word that was given, so long as it's a real word, it counts!
If one or more players hasn't spelt a word... well... there's always next time.


Overall
Letter Jam is a pretty clever little game that will tax players' grammatical and spelling abilities.
​Players will want to try and spell out distinct or unusual words so that there's less ambiguity for other players who will then have a better opportunity to guess their own letters. Ultimately though, players will probably end up having to employ deductive reasoning and make educated guesses and hope for the best. If you're an analytical player who sees all the possible variations in a situation, you'll probably end up overthinking Letter Jam.
There's not much more that can be said about Letter Jam, the game's depth doesn't arise from mechanics, it comes from players' abilities to spell words.

Letter Jam is a light game to play, has a lot of replay value and plays up to 6. If I have any criticism of Letter Jam, it might that the game feels a bit too overlong for what it is and rules are slightly fiddly. Otherwise it's mostly straight forward to learn and the game will have crossover appeal to non-gamers and is a reasonably fun cooperative game to play.
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Betrayal at the House on the Hill

12/9/2021

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11th September 2021

All day Saturday continues, the next game I played at Wogglecon was Betrayal at the House on the Hill.

​What's more fun than exploring the local haunted house with your disparate band of friends. I mean, what's the worst that could happen? It's not like one of them is going to betray you, right? It's not like it's in the game's title!

What's in a game?
  • Character tiles: These double-sided tiles have a distinct pentagonal shape, each side depicts a different character and each one of these characters has 4 stats, Might, Sanity, Speed and Knowledge. 2 are physical and 2 are mental, each stat has a differing sliding scale of values, the green number is the starting number. stats are used for certain rolls and may go up or down. When a character takes damage it will reduce stats.
    ​Character models: Each character has their own pre-painted plastic 3d model.


  • Room tiles: There is a starting tile along with another 44 other room tiles. Each tile depicts a room in the titular house, the back shows which of the house's 3 floors it belongs to.
  • Dice: Each one of these six-siders is numbered 0-2 twice.
  • Event cards: These are the encounters the characters will experience.
  • Item cards: Equipment and gear that characters will acquire during the game.
  • Omen cards: These don't sound like good news.
  • Tokens: The game has a lot of tokens, hundreds in fact and mostly for monsters!
  • Traitor's tome: This book is used during the 'haunt' stage.
  • Secrets of survival: Also used during the 'haunt' stage.
All of the game's tiles and tokens are constructed of thick and study card, the dice are also good quality. The cards are the expected standard quality.
The character tiles are decorated in monochrome illustrations with one colour - the player's colour. Artwork used on the room tiles is a little plain but unobtrusive. The paintjobs on the models is nice addition. Thematically, it all fits though.
The game's iconography was straight forward.


How's it play?
Setup
  • Each player should take a character tile, choose a side and set up their starting stats.
  • Shuffle the event, item and omen cards face-down into their respective decks
  • Put out the starting room tile - the entrance hall, then shuffle the remaining room tiles into a face-down stack.
  • Determine the starting player.
On to play
The objective in Betrayal at House on the Hill is to explore the house until the 'haunt' is discovered and then maybe defeat it!
Broadly speaking, the game is divided into 2 stages, the second stage begins once the 'haunt' has manifested.
On their turn, the active player can do the following:
  • Move: The active player may move through a number of room tiles equal to their speed stat.
  • Explore: When the active player would 'move off' the edge of the playing area, they draw a room tile, place it and move on to it. Their movement immediately ends, regardless of how far they've moved, then they must deal with the room's encounter.
    This involves drawing a card from either the event, item or omen decks.
    The 'house' in the game actually has 3 different floors which will lead to the creation of 3 different tile-maps.
    Event cards: Event cards may be beneficial or detrimental, at times this will involve making a roll using one of the character's 4 stats which may also result in beneficial or negative outcomes.
    Once an event has been encountered, the event card is discarded.
    Item card: This will a item the character may use and typically confers some sort of benefit on the character.
    Items are kept by the character and their benefit can be used once per the player's turn.
    Item cards are kept by the player.
    Omen cards: These are a bit like event and items cards. An omen card might require a player to make a roll or perform an action, but they are also kept by the player and can be used once per turn.
    Anytime an omen card is drawn, the active player must roll 6 dice, if the result is lower than the total number of omen cards that have been drawn, then the 'haunt' is triggered. More on this below.
  • The haunt: After the haunt is triggered, it can fundamentally alter the game. The active player looks at a chart in one of the books, it will determine who is revealed as the traitor and which of the game's 50 haunt scenarios will be played out.
    Traitor: The traitor player takes the Traitor's Tome and must move away from the other players, then they read the haunt scenario that was activated. It will tell the traitor what their objective is and why powers they may have acquired and what monsters they may control.
    Heroes: The remaining explorers now become the heroes, with the traitor out of earshot, they can read about the haunt in Secrets of Survival, learn their objectives and discuss their strategy.
    Turn order: Once all players have finished reading their pertinent information, a new turn order is established. Basically the traitor player goes last in the new order, any monsters the traitor controls go after them.
    Play pretty much continues pretty much as it did previously, heroes and the traitor can still move around, explore and draw cards. Crucially, though, heroes' stats may now be reduced to 0, resulting in their untimely demise.

Endgame
The heroes and the traitor continue taking their turns until one or the other complete their objective, in which case they win. 


Overall
Mechanically speaking, Betrayal at the House on the Hill is straightforward, especially in the first stage of the game. Players add tiles to the map and deal with whatever randomly comes with it, it's fun, but players are just reacting to encounters, all a bit unchallenging mentally.
When the traitor is revealed, this all changes though.

The heroes will find themselves having to complete their objectives while invariably having to keep out of the clutches of the traitor and their monstrous allies. They'll probably have to collaborate to have a chance of success.
Meanwhile, the traitor will have their own objectives, this may or may not involve capturing or defeating the heroes. The traitor can be sure that the heroes' objective will be bad news for them and will want to thwart them.
Betrayal at the House on the Hill has now become a very tense game of cat-and-mouse.

However, there are number of things about the game that irk me.
I'm not fond of traitor mechanics, nor am I fond of one-vs-many mechanics and Betrayal at the House on the Hill uses both! It's a bit of a put-off for me, obviously, YMMV.

Additionally, when the haunt is revealed, all the players must split up to secretly read their objective and in the case of the heroes; discuss their actions while the traitor sits around waiting. This creates a strange, pace-breaking awkward pause to the game.

Finally, having the playing area actually split into 3 playing areas, one for each of the house's floors feels somewhat clumsy to me, it's not a dealbreaker, but it does take up table-space.

There's nothing wrong with the game, it's just not really for me and isn't a game I'd pick to play.
If the haunted house theme appeals and you're happy to play with traitor mechanics, Betrayal at the house on the hill will probably be an enjoyable experience.
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Pandemic

27/6/2021

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27th June 2021

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

Playing board games is a great way to escape your troubles and ignore what's been happening outside your window and across the globe for the past 2 years and to do that, we chose to play a game about not 1 pandemic, but 4 of them!
The first game of the evening was Pandemic.


What's in a game?
  • Board: The board depicts a map of the Earth with a network of 48 interconnected cities spread across it and split into 4 differently coloured regions, red, blue, black and yellow.
    Outbreak track: As outbreaks occur, a marker moves along this track, when it reaches the final space.... well you get the idea.
    Infection track: As the game progresses, the rate at which new infections appear will increase as tracked on this board. In game terms, it determines how many infection cards are drawn during the infection stage, ranging from 2-4 cards.
    There are also spaces for the infection deck and player decks.
    Finally there's space for the cure markers.
  • Role cards: There are 7 differently coloured role cards, as you might expect, each one has it's own role and unique special ability.
  • Pawns: There are 7 of these and they correspond to the 7 role cards.
  • City cards: There are 48 city cards, one for each city, city cards come in the same 4 colours of their relevant cities
  • Event cards: There are 5 event cards, when used, they provide players with a one-off benefit.
  • Epidemic cards: These cards increase the game's infection rate and also trigger some other nasty effects.
  • Infection cards: There are 48 infection cards, one for each city and in the same 4 matching colours as city cards.
  • Disease cubes: These translucent cubes come in the 4 colours to represent the 4 different diseases, there are 24 in each colour and thus 96 in total.
  • Research stations: There are 6 of these little 3D models.
  • Cure markers: These jar-shaped, double sided chunky plastic markers are used to indicate when one of the diseases has been cured or eradicated.
  • Tokens: Used to track outbreak and infection rate.

The components in Pandemic are all of a reasonable quality as you would expect, nothing feels particularly cheap. The pawns are made of plastic and not wood, but that's a trivial quibble. The other markers are constructed of satisfyingly thick plastic.
The plastic 3D research stations are a nice touch as are the colourful, translucent, acrylic disease cubes, it also makes them easier to pick up and move - which for the cubes will occur frequently.
Artwork on the board is functional more than pretty, which is fine and everything's easy to understand, the same is true of city and infection cards which show locations on the board as opposed to containing illustrations.
​The small amount of artwork in the game mostly appears on role cards, which each have a good quality unique illustration that depicts their role, event cards also contain some unique artwork.



How's it play?
Setup
  • Shuffle the infection deck and place it face-down on the board.
    ​Draw 3 cards and place 3 disease cubes on to each city in the colour that matches each city.
    Draw 3 more cards and place 2 matching disease tokens on to those cities.
    Finally, draw another 3 cards and place a single matching disease cube on to each of those cities.
    All 9 cards should be placed into the infection deck's discard pile
  • Randomly deal a role card to face-up to each player and then give them the corresponding pawn, all pawns should be placed on the Atlanta space on the board.
  • Shuffle the city cards and event cards face-down to form the player deck and deal 2-4 cards to each player, depending on player count.
  • Pandemic uses 3 difficulty settings; easy, medium and hard, this is determined by the number of epidemic cards used, from 4 for the easiest to 6 for the hardest.
    Players should decide on which difficulty to use and select that many epidemic cards.
    ​Then take the player deck and divide it into a number of stacks equal to the number of epidemic cards being used, each stack should as close to an equal number of cards as possible. Now shuffle an epidemic card into each stack and place the stacks on top of each other into a single player deck, the epidemic cards should now be more or less equally distributed throughout the player deck. Place the player deck on the board.
  • Place on the outbreak and infection rate markers on the board in their starting positions and that's about it.
On to play
The turn structure for Pandemic is as follows: The active player has their turn, which consists of 4 actions, then they draw 2 cards from the player deck, finally the 'board' has its go. Once all of this has been completed, the player to the left becomes the active player.
  • Actions: The active player has 4 actions and can spend actions to perform the actions below.
    Move: Spend an action to move to a linked adjacent city.
    Play card: The active player may discard a city card to move to that city or if the card matches the city their pawn is currently on, then it can be discarded to move to any city. This always costs an action and the card must be discarded.
    Research station: For an action point, the active player can move between 2 research station, regardless of their positions on the board.
    Pass card: If the active player and any other player have their pawns on the same city, a player card may be passed between them for an action, provided it matches the location they are on.
    ​Build research station: To build the research station, the active player must discard the city card that matches the city they are on and also spend an action, place a research station token on that location.
    Treat disease: For an action, the active player may remove a disease cube from their current location.
    Cure disease: If the active player has 5 city cards of the same colour and they are currently on a location also has a research station, they can discard those cards and use a action to cure the disease of the matching colour.
    A cured disease can still spread, but is now much easier to cure - an action can be spent to remove all disease cubes of that colour from a city instead of a single cube. Once all the disease cubes for a cured disease have been removed from a board, then that disease has been eradicated and won't return this game.
    Special ability: Some special abilities require the spending of an action to use.
    Event cards: Playing an event card doesn't cost an action, furthermore any player can play one in any player's turn unless a card has been drawn but not resolved.
    Hand limit: It's worth mentioning that all players have a hand limit of 7, any cards above this number must be discarded or possibly played in the case of an event card.
    ​You will have no doubt noticed that needing 5 cards of a single colour out of a hand of 7 means that players will forced to discard other cards frequently in pursuit of their objective. This is par for the course for a Pandemic game.
  • Draw cards: Once the active player has finished their 4 actions, they must draw 2 cards from the player deck, if these are city or event cards, then it's all good. If however, it includes an epidemic card, things just went south.
    Epidemic Card: When an epidemic card is drawn, 3 events will be triggered.
    Increase rate: Move the marker 1 space along the infection rate track, this may increase the number of cards drawn during the infection stage.
    Epidemic infection: Draw a card from the bottom of the infection deck and increase the number of cubes of the corresponding colour on the revealed location to 3, if the location already contains cubes, an outbreak will occur (See below for more on outbreaks.).
    Resupply infection deck: Take all the cards in the infection deck's discard pile (Including the one just drawn from the bottom of the deck.) and shuffle them, then place them face-down on top of the infection deck, do not shuffle the unrevealed cards in the infection deck.
    In game terms, this means that cities that have already experienced infection will experience it again before other cities. The pressure is on!
  • Infect: Draw a number of cards from the infection deck equal to the infection rate, add a disease cube in the card's colour to each revealed city. Cities cannot hold more than 3 cubes of each colour, if a disease cube would be added to a city that already has 3 cubes in that colour, don't add the cube, instead an outbreak occurs.
    All revealed cards should then be discarded.
    Outbreak: When an outbreak occurs, 2 events will be triggered
    Marker: Move the marker on the outbreak track along by 1 space when an outbreak occurs.
    Expansion: Next, add a disease cube of the outbreak's colour to every adjacent connected city, if an adjacent city already 3 cubes in that colour, then another outbreak occurs, thus multiple outbreaks may and probably will happen, however, a city can only experience 1 outbreak per infection card drawn.
Play then progresses to the player on the left.


Endgame
Play continues until one of the following conditions is met.
If the marker on the outbreak track reaches its 8th and final space; the players collectively lose.
If, at any time a disease cube needs to be added to the board and none are available in that colour; the players lose.
If a player needs to draw 2 cards from the player deck and cannot do so because none or only one is available.... you guessed it; the players lose.
If all 4 diseases are cured, then the players immediately win. Diseases do not need to be eradicated in order to win.


Overall
Well, Pandemic.... what's there to say about this game?
​Pandemic is a pillar of modern cooperative games that has been followed up not only by a slew of expansions and spinoffs, but also a number of differently themed games such as Horrified that employ similar mechanics.
Some of Pandemic's elements and mechanics may seem a bit trite nowadays, but that's simply because they're part of a game that popularised those mechanics in the first place and is a testament to Pandemic's longevity and influence.

Pandemic utilises the tried-and-tested game flow of alternating between player turns and card-driven board actions in a game that is a globe-trotting race against time. In a turn, players are faced with the difficult choice of trying to stem the spread of the 4 diseases or instead trying to interact with the other players and swap the cards necessary to cure those diseases. Ultimately, players will need to find a balance between the two approaches.
As with other cooperative games, bad luck may play a major role in Pandemic and mitigating that bad luck is vital to winning.
Decisive actions, recognising priorities and acting on them are also vital to success, as are knowing when to use role special abilities.
Pandemic is also hard, I think this comes down to Pandemic's rules for swapping city cards between players which requires them to be in that card's city in order to do so. It's unlikely players will be able to collect 5 cards of single colour on their own so coordination between players is vital.
We
've played a few of the iterations that followed Pandemic and it always felt like this rule has been softened a little. Is that as bad thing, I suspect YMMV?


Pandemic does a good job at evoking the feel of a spreading global crisis and the desperate worldwide fight to contain it.

I have to admit, considering the events of the past 2 years, we haven't had much compulsion to play Pandemic. Even so and despite the difficulty, I feel that if you like cooperative games, it's still worth playing, it challenges players with making difficult decisions at nearly every avenue and is satisfying to win.
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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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Roll for Adventure

16/6/2021

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15th June 2021

It's a Tuesday evening at The Sovereigns in Woking and if memory serves me correctly, the first time that I've met up with the Woking Gaming Club have met Since October last year!

The first game of the night was Roll For Adventure, a cooperative, dice roller where players must unite to foil the machinations of a Dark Lord wannabe and save the kingdom!

What's in a game?
In Roll for Adventure, our heroes must join forces to defeat The Dark Lord Saur-errr Master of Shadows; how is this done? By collecting the power stones to activate the magical artefact; how is this done? By making lots of dice rolls of course!
  • Dice: Lots of dice! 5 dice in the four player colours and 4 grey bonus dice. These are all normal 6-sided dice.
  • Territory die: Another dice! This isn't a normal 6-sider though, 4 faces show each of the game's 4 different types of territory, 1 face shows all 4 territories and the final face shows no territory.
  • Territory boards: There are 4 of these double-sided triangular boards, with an A-side and a B-side, A-sides are easier to play than B-sides. Each board represents one of the differing territory types.
    Blue is The Ice Cave.
    Green is The Forest.
    Grey is The Fortress.
    Yellow is The Desert.
    The 4 boards are attached together to form a single larger square board, which becomes the game board and its main playing area and is where the players' heroes go adventuring for power stones (Or, in other words, where dice are used to complete tasks.). The centre of the board contains an area called the Vortex of Oblivion.
    Each board will have its own unique rules for how dice are used to acquire the stones and also has its own damage track.
  • Adventure boards: There are 4 of these and they're used in conjunction with power stone tokens to track the players progress. When all the spaces on an adventure board are filled with the tokens, the players will be victorious. The boards have 5-8 spaces and thus are used to manage the game's difficulty.
  • Power stones: 8 colourful tokens, used as explained above.
  • Skull tokens: These pretty cool 3d tokens are used on each of the damage tracks on the adventure boards.
  • Enemy cards: These cards are used to 'attack' the game board, they come in 4 colours that correspond to the colours of the territory boards. They are ranked from 1 to 3.
  • Special enemy cards: Not content to just have enemy cards, the game provides special enemy cards that can be used to add extra complexity to the game.
  • Master of Shadows enemy card: Yep, the game's Big Bad has a card.
  • Hero boards: These tiles are randomly dealt to all players, each one has a special ability the controlling player can use. There are 10 hero boards.
There's a plethora of other components, tokens, tiles and markers including the ominously named Vortex of Resurrection that are also used in the game.

The dice are of the smaller variety, which is fine by me, they're made of plastic and finished in a 'marble' look, their edges are nicely rounded and their dots are indentations and not printed. Good quality dice overall.
The territory die is a larger size and has rounded edges, it has artwork related to the territory boards printed on 5 of its 6 sides, the printing seems to be good quality and doesn't look like it'd rub off easily.
The game's variety of boards and tiles are all printed on thick card, as are the components.
The enemy cards are pretty standard quality cards.
Finally; special mention goes to the completely unnecessary and therefore cool little 3d plastic skulls used to track damage on the 4 territories.

Artwork used on the territory boards is fairly minimalist and functional by necessity as space is given over to holding dice. The palette used for the 4 territories extends to the enemy cards and some components.
The quality of artwork used on the enemy cards, hero and adventure boards is all reasonably good. The bright colours scheme used to represent the power stone is pleasantly eye catching.

All-in-all, the components in Roll for Adventure are all of a good quality.

Picture
The territory tiles.
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Miscellaneous other components.
Picture
Adventure tiles & power stone tokens.
Picture
Normal dice & territory die.
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More dice!
Picture
Selection of enemy cards.

How's it play?
Setup
  • Adventure board: Choose which adventure board to use. This will determine basic difficulty of the game. Set aside a number of power stone tokens equal to the spaces on the adventure board chosen.
  • Game board: The 4 triangular territory boards should be placed out to form a square, there are some useful connector components that attach each board to its adjacent neighbours. Player's can use the A or B sides, or a mix of the 2 I guess, to alter the game's difficulty.
    Various tokens will need to be placed on the territory boards.
  • Enemy deck: There are 24 enemy cards that form the enemy deck and 18 special enemy cards that can be added in batches of 6 to increase the game's difficulty.
    Shuffle all the cards that are going to be used and deal them into 3 separate decks, now shuffle The Master of Shadows into the 2nd deck and stack the 3 decks with the 2nd deck in the middle. Thus, The Master of Shadows will be somewhere in the middle of the enemy deck.
  • Hero boards: Randomly deal a hero board to each player.
  • Dice: Give each player all 5 dice in one colour, each player should place their dice on to their hero board.
    Place the 4 grey bonus dice into their allotted space on the ice cave territory board.
  • Starting player: Determine a starting player.

Picture
All 4 territory tiles together.
Picture
Notice the cool little 3D skull models.

​On to play
Like a lot of cooperative games, Roll for Adventure alternates between a player's turn and then the board's actions before moving on to the next player's turn.
The basic principle behind a turn in Roll for Adventure is simple: The active player rolls all their available dice and uses one or more of them of the same number, then rolls their remaining dice and so on, until they've used all their dice. What those dice are used for however, is the crux of the game.
  • Roll the dice: The active player takes their dice and rolls all of them. Now they decide which ones to use, the main restriction being they must use dice of the same value. There are 3 ways these dice can be used.
    Tasks: The active player can put dice on to one of the 4 territory boards, completing the tasks on 3 of these boards will earn the players power stones, the 4th board will earn players grey bonus dice to roll. Each territory board has it's own unique tasks to perform, these are also different between the A & B sides.
    For example; the fortress territory has 3 'subtasks' and 3 'barriers', the players must collectively place 4 dice showing 2 to remove a barrier, 4 showing 3 to remove another and 4 showing 4 to remove the last one. Once all 3 barriers are removed, then the players earn a power stone. Tasks do not need to be completed in one attempt and when players commit dice to a task, they remain on the territory board until it is completed, however, this means that those dice cannot be taken back or used by the player again until that task is completed.
    Enemy cards: Dice can be used to defeat enemies attacking the territory boards, (More on enemies below.). An enemy card is defeated when dice totalling 6+ are placed on that card, this could be a single 6 or a pair of 3s, etc. Once again, an enemy does not need to be defeated in a single action and again, dice remain on an enemy card until it is defeated, in which case the enemy cards discarded out of play and dice used are returned to their respective players.
    Vortex of Resurrection: Dice can be placed on the Vortex of Resurrection, when a value of 10+ is reached, then dice can freed from the Vortex of Oblivion! What does the Vortex of Oblivion do? This is explained below.
    Interestingly, placing dice on the vortex, ends the active player's turn.
  • Enemy turn: When the active player has finished their turn, the board will become activated, this will likely cause a series of actions.
    Enemy attack: Reveal the top card from the enemy deck, this enemy card will attack! But before it does so, it will command any card of a lower rank to first attack, thus a rank 3 card will command rank 2 & 1 cards. Enemy cards will attack the territory of their corresponding colour, so a green enemy card attacks the forest territory and should be placed along the forest edge of the board. Special enemy cards have their own rules on where they attack.
    Damage: When a territory is attacked, it takes damage, what does this mean? If an attacked territory has dice from an in-progress task on it, then one or more of those dice will be removed from that territory and placed on the Vortex of Oblivion. The way in dice are removed is unique to each territory.
    If there are no dice on a territory when it's attacked, then the territory itself takes damage and the damage counter is moved along.
    Vortex of Oblivion: Dice are placed here when territories are attacked, they remain here until the Vortex of Resurrection is used to free them.
    Master of Shadows: When the Master of Shadows appears, it's bad news. First of all, every enemy cards in play immediately attacks, then the Master of Shadows attacks. The active player rolls the territory die; if it shows a single territory, then that territory takes 2 damage directly to the territory, no dice are ever removed when the Master of Shadows attacks. If the die shows all 4 territories, then all 4 territories take a point of damage. If the blank face is rolled, the players are lucky and nowhere is attacked.
    Once the Master of Shadows has had their attack, they are shuffled back into the enemy deck, they cannot be defeated by normal methods and will constantly reappear to attack until the players complete their objective.
Play progresses to the player on the left and continues until the endgame is triggered.
​
Endgame
If the damage token for any territory reaches its final spot, the players collectively lose the game.
If at anytime all the players collectively have no dice to roll for whatever reason, then the players lose.
If the players manage to collect the last power stone for their adventure board, then the players collectively win.

Picture
Ready to start a game.
Picture
What a few turns in might look like.

Overall
​Roll for Adventure is an interesting combination of cooperative gameplay and some unusual dice rolling mechanics.
A good example is the Vortex of Resurrection: Using the vortex ends a player's turn immediately. Early in their turn, it's possible a player have the double 5 or double 6 which will be high enough to trigger the vortex, but doing so is a waste of a turn (And dice rolls.), however, waiting until a player only has 1 or 2 dice left means that getting a good result for the vortex is tricky.
Roll for Adventure has no 'set aside' rules or mechanics in Roll for Adventure here, after players use dice, the remaining ones are re-rolled and you can kiss those other useful results goodbye. It forces players to make decisive moves about what they have available now and collectively players need to really cooperate in these decisions too as spreading dice too thinly throughout the board can be a costly error, dice stuck on half completed tasks are a problem waiting to happen. Players need to concentrate on a couple of tasks only if possible and maintain the loop of using dice and then getting them back to use in the following turn.
The same is true of enemy cards, if they're not dealt with quickly, they can linger and repeatedly attack the board, particularly lower rank enemy, which will be commanded to attack the most often.
Balancing the need to get power stones and the need to defeat enemies is key, along with mitigating bad luck that tends to accompany cooperative games. The extra wrinkle here is the need to also manage your dwindling resources - dice!
Actions (Or inactions.) will frequently have an impact on the game and that's a good thing.

That's not to say the game is without some criticism.
With 4 double-sided territory boards, Roll for Adventure has 8 subsystems, at least 4 of which must be learned to play the game. In my opinion, this makes the game feel a little overly complex for the experience it delivers, which a shortish, almost abstract experience.
The game's theme doesn't gel entirely well with its mechanics for me. Do the dice represent various actions of the the player's hero? Or are they minions of the hero sent off on different missions? Whatever the answer, it felt a little unengaging, closer to an exercise in comprehending probability than going adventuring.

Having said all that: The game's balancing kept the outcome in the air all the way throughout and the tension high at the end. If you like cooperative games, Roll for Adventure is worth a look. If you've spent a lot of time playing those coop games where you spend action points to run around a map to perform tasks, this could give you a fresh take on the cooperative playstyle.
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Pandemic Legacy: Season 0

5/6/2021

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4th June 2021

It's Friday evening and we're logged into Tabletopia.
This evening we will be playing the first part of Pandemic Legacy: season 0. Time to battle the Soviets to save the world during the height of the 60's cold war.

Caveat: we've only played this game digitally online.
Caveat No. 2: This is a legacy game and we only played the prologue, so I'm not going to blog about it at length.

What's in a game?
Season 0 is a prequel to the other Pandemic Legacy games, none of which I've played.
If you've ever played a Pandemic style game before, then a lot of this will be familiar to you.
  • Game board: Depicts a number of interconnected cities and population centres across the globe. Unlike the traditional Pandemic board, all locations here are divided into Allied, Neutral or Soviet. Locations may also contain surveillance symbols.
    The Board also has spaces for the threat deck and the player deck as well as a threat level track.
  • Threat deck: All the Locations from the board will appear on cards in this deck and it's used to manage the influence of the Soviet agent network.
    Threat cards each also have a incident printed on the bottom which can adversely affect the players, more on this below.
  • Location cards: These cards form the majority of the player deck. Location cards have a region and a allied, neutral, Soviet affiliation as well as a location.
  • Event cards: These are also added to the player deck, event cards can be used in any player's turn and do not cost action points. Event cards always confer some kind of benefit.
    Escalation cards: These are shuffled into to the player deck, when a escaltion card is revealed, it means bad news for the players.
  • Alias cards: These give each player an individual role to play.
  • Agent figures: These are placed on the board to represent Soviet agents.
  • Safehouse models: Can be constructed by the players.
  • Team models: Teams can be assembled by the players, they have 1 of 3 types of 'cover' they use, Allied, Neutral and Soviet.
  • Incident markers: Used to track incidents, which are explained below.
The game has plethora of other components including passports, the physical game even includes stickers to place in passports to create aliases.
There's also a lot of components to deal with the legacy element of the game.

Picture
An alias.
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Event & location cards.
Picture
Jakarta filled with agents, a safehouse & team nearby.
Picture
An agent appears in L.A., also notice the level 3 surveillance in Moscow.

How's it play?
Setup
The setup for Pandemic Legacy: season 0 will differ for each scenario as they have their won objectives, but will include the following:
  • Aliases: Each player creates their alias as required.
  • Player deck: Create the player deck and deal 4 cards to each player, then add escalation cards to the deck as required. This deck will contain a mixture of location, event and escalation cards.
  • Threat deck: Shuffle the threat deck and deal 3 cards, place 3 agents in the locations revealed by the threat cards. Reveal 3 more cards and add 2 agents to those locations and finally, reveal 3 more cards and add 1 agent to those.
On to play
Players of other Pandemic games will recognise most of the play mechanics. There are some other elements, but mostly during their turn, the active player will have 4 actions points to spend and their turn goes as follows:
  • Check Surveillance: This is unique to Pandemic Legacy: Season 0, if a player's character is in a city with a surveillance symbol at the start of their turn, then it affects their cover, which can be blown, which in turn will have ramifications.
  • Spend action points: The active player will have 4 actions points to spend on the following actions.
    Move: The active player may move their character to a linked adjacent location for an action point.
    Use location card: They may reveal a allied location card to move to that location, or discard a neutral card to move to its location, this cannot be done with Soviet city. Finally, if the active player has a location card that matches their current location, then it can be discarded to move to any location, including Soviet locations.
    Neutralise agent: For an action point, the active player may remove a Soviet agent figure from their current location.
    Share cards: The active player may give a card to or take a card from another player in the same location as them, provided the card's location also matches their location.
    Build safehouse: The active player can discard the location card for their current location to build a safehouse, a safehouse is required for a couple of other actions.
    Identify target city: When at a safehouse, the active player can discard 3 location cards with regions that match the current region to identify a target city, this is required to complete objectives.
    Create team: There are allied, neutral and Soviet teams, these represent their cover and which respective affiliated locations they can be active in.
    To create a team, the active player must be at a safehouse, to create a allied team they must discard 5 allied cards, for a neutral team 5 neutral cards and for a Soviet team, 5 Soviet cards.
    Move team: The active player may move a team to an adjacent location.
    Acquire target: An active team may acquire a target in their location as per the mission's requirements and may meet objectives.
  • Mop up: Active teams automatically remove all Soviet agents from their current location.
  • Draw 2 player cards: If location or event cards are drawn, then it's all good. However, if a escalation card is drawn, several actions occur, the threat level is increased, a new threat location is introduced and discarded threat cards are shuffled back on the top threat deck.
  • Draw threat cards: The number of threat cards drawn is dependant on the threat level.
    When a threat card is drawn, add a Soviet agent to it's location, if there are already 3 agents on the location, then do not add another agent, instead an incident will occur.
    Incident: Draw a card from the bottom of the threat deck and carry out the incident printed on it.
Play then progresses to the player to the left and continues until the endgame is triggered.

Endgame
Each mission will have it's own unique objectives to complete, when they are all either completed or failed, the mission immediately ends.
Missions will also immediately end if the following criteria is met:
Cards cannot be drawn from the player deck.
There are no more agent figures that can be used.
There are no more incident markers that can be used. 
If the mission ends and there are any incomplete objectives, they are marked as failed.
Then players will be rated as succeeding, adequate or failing, this will have an affect on later missions.
Incidents that occurred during a mission will impact the board for later missions as well.

There are 12 missions played over a period of 12 months, making it a busy year. There will also be numerous other actions will occur with regard to further missions, this being a legacy game.

Picture
Game board at start.
Picture
Example of the game's branching narrative.

Overall
I'll start by saying that I know some people gush over legacy games, but I've not really played much of any legacy games and I'm pretty ambivalent towards them.
I understand the appeal of an evolving game where player decisions have an impact on further games over time. At the same time, I'm so sure about a game where you have to play it 12 or 20 times to get the most out of it.
Anyway; since I've not played the legacy components of Season 0, I'm not really going to blog about them, instead I can write my thoughts about the general mechanics of the game.

​If you've played a Pandemic style game, then a lot of this will be familiar. It has the same, recognisable gameplay elements of racing against time and having to make difficult meaningful decisions to balance completing objectives with firefighting the spread of in this particular incarnation, Soviet agents.
Like all cooperative games I've played, mitigating bad luck is a key component to succeeding.

Reskinning Pandemic's mechanics for Season 0 could have been lazy and bad, but actually, they work and fit the theme pretty well, the changes introduce interesting concepts, although some of the changes only apply to long term play.
The addition of teams is an inspired change, instead of running around and doing actions myself, I could instruct teams of agents to do it, provided they had the correct aliases of course. Not only did it give players and extra decision to manage, it made me feel more of a spymaster than a spy, which I found quite appealing, it gave the impression that more was going on at any one time, it made the game feel bigger and that's good.
These changes differentiate Season 0 from Pandemic, but is it enough of a change to justify owning both? For me, as an owner of the original Pandemic; I'd say no. Would I play someone else's copy? Probably.
I have to say it would cool to have seen the agent mechanics employed in a standard spy-themed Pandemic game.
If you're a big player of legacy games and can commit to them, it's definitely worth a look. If you're also a fan of Pandemic, it might also be for you.
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