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10th August 2023 Gaming night round Simon's continued with Flashpoint. So move aside make way for fireman Sam Cause he's gonna save the day fireman Sam Cause he's brave to the core Sam is the hero next door Victims to rescue, fires to extinguish, buildings to save. All in a day's work for the brave first responders in Flash Point: Fire Rescue, a cooperative board game. What's in a game? Board: Flash Point: Fire Rescue has a double-sided board and each side displays what is ostensibly an apartment. The majority of the board is given over to displaying this apartment which has a 8x6 overlaid on top of it. There are also icons which indicate where doors may be found - some doors also display '2 cubes'. Along the outside of the board are spaces to place rescued people (or not rescued people!), fire engine and ambulance tokens etc. Finally a series of fairly discrete dotted red lines separate the board's map into individual quadrants. Markers: The game comes with a lot of differing card markers, all of which are round and many of which are double sided.
Vehicle tiles: There are 3 of these rectangular double-sided tokens, 1 side shows a fire engine while the other depicts an ambulance. Damage counters: Curiously, the game uses acrylic opaque black cubes to represent damage instead of card tokens. They're also much larger than the acrylic cubes you typically might find in a game. Dice: There are 2 dice in the game, a normal six-sider and also a eight-sided die. If you noticed that the 2 dice correspond to the map's 8x6 grid; good spot! Specialist cards: There are 8 specialist cards, each one represents a different playable character which has their own unique ability and illustration.
3d firefighters: There's a plastic 3d miniature of firefighter in each player colour. With card tokens and tiles, plastic models and acrylic cubes, Flash Point: Fire Rescue is a bit of an eclectic mix of components and none of them would considered low quality. The dice are plastic but roll well enough. The standout components are probably the firefighter models. They look a little cartoony and stylised but I'm sure that's by design. They don't look like the kind of mini that is meant to be painted and meant to serve as playing pieces. The artwork and illustrations on the game boards is straightforward and uncluttered which is a good thing as the playing area will become quite busy during play. The same can be said of art that can be found on tokens and tiles. What looks like fully painted art is used on the specialist cards giving each one an individual high quality appearance. The game's iconography is all self-explanatory and easily understood. None of it should prove a problem for players. How's it play? Note: Flash Point: Fire Rescue comes with 2 modes of play, a simpler 'family game' and a more rules heavy 'experienced game' mode. furthermore, the experienced game has 3 levels of difficulty. This blog discusses the experienced game which essentially also incorporates the family version. Setup Board: Choose which side of the board to use, the 'front' side of the board is considered the easier side.
More hot spots!: Dictated by difficulty and player count, even more hot spot tokens are added the map on the board. Furthermore a number of hot spot tokens are kept to the side to be potentially added to the board during the game. Firefighters: Players now choose which spaces outside the building to place their firefighters, more than 1 firefighter may occupy the same space. Vehicles: Players now choose where the fire engine and ambulance start the game. First player: Determine a starting player. On to play Flash Point: Fire Rescue uses a fairly typical turn order for a cooperative game. The active player takes their turn (Spending their action points.) and when their turn is over, the board activates and performs its automated actions. After that, the game progresses to the player to the left of the active player. 3 phases are resolved during the active player's turn. Actions: During this phase, the active player now performs actions by spending the APs for their selected specialist. Available actions include:
There should always be 3 POI markers on the board, if for any reason, there are less than 3, roll the dice and place a POI marker face-down in the resulting space. There are some restrictions, a POI marker cannot go on a spot with for example, in this instance roll the dice again until a appropriate space is rolled. Repeat this until 3 POI markers are on the board. Next turn: Once all the required POI markers have been replenished, the turn is over and play progress to the player to the left of the active player. That's pretty much it for most of the rules, I've skipped some details that go into how some elements of the fire expanding are managed and also the special actions attributed to individual specialists but this about is the gist of it. Endgame Play progresses until 1 of the following conditions is met. Losses: If 4 or more victims are killed, the players collectively lose. Damage: If all the back cubes are placed onto the board, the building collapses and the players collectively lose. Rescued!:If the players between them manage to rescue 7+ victims from the fire, they immediately win the game. Overall
The board displays a recognisable location that firefighters move around to rescue people while it is inevitably filling with fire at a dramatic pace that causes explosions and damage in a race against time. All of this makes Flash Point: Fire Rescue thematically a strong game. On a basic level, in Flash Point: Fire Rescue characters navigate a landscape using action points having to balance the need to complete objectives - in this case rescue victims with the need to prevent or slow the spread of fire. Players of cooperative games will recognise a lot of the mechanics employed here, it presents them with a classic dilemma that can be found in a lot of cooperative games. There are a couple of unique elements here though. Hazmat markers provide an extra risk and thus, extra facet to take into account: Should characters try and remove them from the board at the cost of less focus elsewhere, or ignore them in favour of concentrating on other risks? The spreading fire also provides an unusual extra conundrum to face. While the spread of fire can be halted or even reversed, the explosions that get triggered cause damage that cannot be removed. The same is also true of hotspot markers. Ultimately, it means that this is not about trying to put out the fires, I don't think that can ever happen and characters can only hope to hold them back long to rescue victims. It makes this a game of maximising effective use of action points and trying to gauge how much risk can be taken by ignoring fires. As with many cooperative games, luck plays a not insignificant part here in the form of the dice rolls and this is just something the players will need to react and adapt to. In terms of gameplay I found Flash Point: Fire Rescue a bit of a mixed bag. The sense of being in a burning is pretty strong and the game has a genuine urgency regarding the spread of fire. It's actually pretty scary to watch as a single dice roll can lead to a series of events and explosions that wreak havoc and damage across the entire board. But while the mechanics for the fire feel fast paced, the same is not quite true of player actions. Players typically get 4AP per turn and it can seem a little plodding at times, e.g., if a character has a victim they're trying to get out of the building - they'll get to move 2 spaces in their turn and that's it! It felt a little contrary to the atmosphere. Although maybe that's the point, contrast the speed and danger of the fire with the relative slow actions of the firefighters to create tension? regardless of that, it made the gameplay feel a little 'off'. I can't fault Flash Point: Fire Rescue and think overall it's a well constructed game but having played a fair few cooperative games over the years, I found the action point system a little uninspiring but that could simply be down to overfamiliarity. It didn't help that despite being mechanically solid and providing meaningful decisions to make, the game didn't quite gel with me. At the same time though, I'm going to reserve judgement on Flash Point: Fire Rescue. I want to give it at least another go or two.
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10th August 2023 It's a Thursday evening and we're round Simon's for some gaming fun. First game of the night was cooperative, tile-laying game Dorfromantik which is a board game adaptation of a computer game and translates from German as 'village romance' or possibly 'romance of the village'? What's in a game? Tiles: Well, this is a tile-laying game, so you're going to get a lot of tiles, in this case hexagonal ones that come in 2 types.
Mystery boxes: What are mystery boxes? Well, you'll just have to find out but basically, Dorfromantik has a very light sort of persistent/campaign mode where boxes become 'unlocked' and provide more content to play through in what is a gameplay loop. Suffice to say that 5 boxes numbered 1-5 come with the game. Score & campaign pads: Usually I don't bother mentioning this kind of component as it's not directly related to the game play. But in this case, how the scoring plays out is important here as it relates to the campaign. On the left is a column of objectives and targets that can be achieved by completing games, on the right are achievements which can be unlocked in certain ways while in the centre, is an advancement track which can be checked off to unlock more content. What is this extra content? That's a secret! The components in Dorfromantik as what we would consider to be average, that is nothing to write home about but the tiles, cards and tokens fell perfectly acceptable: Nothing bad here. The tiles use bright colours as well as illustrations to display differing landscapes and there's also as surprisingly detailed artwork, especially the village areas which show homes, shops, market stalls and so on. Charming little flourishes of artwork are found throughout the game. It's crisp art that's clear and easy to comprehend. Dorfromantik employs a handful of icons to represent different landscape types which are easily recognisable and that's about it. I can't imagine players having any problem here. How's it play? Setup Tiles: Sort the tiles into their 2 types, then shuffle them into face-down stacks and discard 3 landscape tiles out of play. Task markers: Sort the tokens into their types and shuffle them into face-down stacks. First player: Determine a starting player. On to play Dorfromantik is a cooperative game were players are collectively creating a landscape with an eye towards typically maximising the victory points (VPs) they earn. Although they may have other objectives/achievements they might be working towards. The game follows a typical turn order with the active player taking their action which essentially involves drawing and placing a tile before play progresses to the player on their left. Draw tile: On their turn, the active player will draw a single tile and place it into the central playing area according to the following rules.
E.g., if a forest task marker has a value of 5 and the players create a forest across exactly 5 tiles, then the task has been completed. When a task is completed, the marker should be immediately removed and added to a scoring area. It is possible to immediately complete a task marker on a task tile if that task tile is played in the into a location which matches is requirements. It's theoretically possible to complete more then one task in turn.
Endgame The game immediately ends if any player has to play a landscape tile and there are none available. The game then goes to scoring and VPs can come from 3 sources.
The end is the beginning! Now that players have achieved a final score, it's time to look at the campaign pad. On the left side is the column of objectives which can be completed at the game end and these go from score up to 99 VPs all the way score 400 VPs! Every objective that is completed can be crossed off and earns the players a 'X'. X's can be used to cross off spaces on the advancement track. As more spaces are crossed off, players will gain access to the boxes of extra content that come with the game. This content provides new tiles and new ways to score VPs as well as more achievements to work towards. Furthermore, on the right are achievements that can be ticked off which contributes to the overall completion of the game. Overall
Dorfromantik is a game about creating a beautiful village and the tile-laying mechanic does match up with the theme, albeit a little abstractly. It's also quite a light game rules-wise, the challenge comes from optimising VPs earned from tile placement and this comes from planning ahead. There seems to be a basic tactic of creating bunches of 3 of each landscape type so that if a 4 point task marker is drawn, it can potentially be used to immediately close and score a landscape - provided the right type and value of task marker is drawn. Although it can backfire if players calculate size 3 landscape types incorrectly. As with pretty much all cooperative games, luck can play a big part here and players may be forced to make tricky decisions when things don't go their way. There's also some tricky, meaningful decisions to be made regarding the rails and streams because players will be faced with conflicting scoring objectives: As well as trying to complete tasks related to those landscape types, players will also be looking to score points for the longest rail/stream. Dorfromantik includes what loosely is described as a campaign mode. As the game is completed multiple times, players will acquire the means to score higher and higher VPs through unlocks but also will need to score higher to unlock more content in order to score even more VPs. It's a classic gameplay loop. This brings me to another thing, one of the players bounced hard off Dorfromantik. They just did not like how there was no overt way to 'fail' a game. While this is 'technically' true, a game can still be kind of failed by not achieving any objectives and getting no crosses, but for them it wasn't enough of a 'failure' for them. Consequently, we didn't really get to give the campaign mode a good try. I feel this could be a bit of divisive issue that could put people off what is otherwise a fairly solid tile-placement game. Another curious aspect is that while Dorfromantik can play with a large player count it feels a bit like a solo game. - That is; a solo game where everybody can potentially contribute to the placement every turn! The choices and options players face do not change with player count or different players. Players do not have hidden hands of tiles or anything like that which could alter their priorities and the dilemma of where to place a tile never alters from player to player. The same information is open and available to all players at all times which essentially means players are free to confer during a individual's turn or not. I guess that many minds working on optimal moves can make for some strong decisions - or probably more likely, lead to more bickering! It's also not a game for single occasional plays and I think it would also definitely benefit from repeated plays as unlockable content changes the game. Dorfromantik is at the lightweight end of games and could appeal to casual or less dedicated gamers and be used as a crossover game. If a undemanding, cooperative game is what your looking for, then this could be one for you provided you can find some players to dedicate time to it. Alternatively, you could just play it solo as the game experience is identical but quieter. 4th August 2023 It's a Friday night and we're round Simon's which means it's time to welcome in the weekend with some gaming goodness. Load up the Winchester, strap on the peacemaker and head out to the west: Travel over prairies and along dusty long-dried gulches, see the monolithic sights at Monument Valley and encounter zombie hordes in.... Zombicide: Undead or Alive! A while back I played a few games of vanilla Zombicide, a cooperative survival game of dispatching zombies while completing objectives. Zombicide: Undead or Alive takes that game and moves the setting into the wild west. What's in a game? Tile boards: There are 9 of these large tiles, they're double-sided and placed out together to create the game's playing area. Each side depicts a bird's eye view of one of various old western buildings on a street. The street on each tile is broken down in 'zones' while interiors of said buildings are also displayed with different rooms also being broken down into 'zones'. Train tiles: There are 3 of the oblong tiles. They're also double-sided and one side shows a railway track while the other show a train on the track. Player board: Each player gets one of these enormous plastic player 'dashboards' with a faux wood finish and they about A5 in size! Each dashboard has indented spaces and spots to place tiles, character cards, equipment cards as well as tokens. There's even 3 grooves along the top to hold 'backpack' cards upright.
Character cards: Each of the game's named 14 playable 'survivors' has their own card with accompanying illustration.
Cards: There's essentially 2 types of mini-sized which cards are used in Zombicide: Undead or Alive.
Tokens: Lots of card tokens are used in the game.
There's an impressive number of components to Zombicide: Undead or alive and they're all of a uniformly good quality. Cards, board, tokens, they're all good but the standouts are the 3d components and the dice. The models obviously look good but also, the player dashboard with along with dynamite trackers are a nice touch and they all feel suitably sturdy. The dice are wooden, nicely rounded and the card themed numbering on them are a nice touch. A colourful and slightly cartoony style is used across the character and zombie cards, it's a humorous style that suits the game's tone well. The main board tiles seem a bit more subdued in comparison and they are perhaps a bit too busy for my liking but it's not detrimental to the game. The zombie models, being grey risk sort of merging into one dull greyish blob when on the board but wisely, the runners have been constructed in a distinctly different shade of grey that makes them easily spotted against their undead compatriots while the fatties look distinctly different. The abomination is of course, red. There's quite a lot that goes on during Zombicide: Undead or Alive, fortunately, much of the game's information is provided via text descriptions. That's not to say there isn't a fair amount of iconography - because there is but it won't be overwhelming to seasoned gamers or players of previous versions of Zombicide; although this version has some differences to the vanilla game, in this case, adding character classes. More novice players will probably find themselves referring to the rulebook early on in the game. It all shows that attention and care have been put into the components and presentation. How's it play? Setup
Onto play Zombicide: Undead or Alive is a cooperative game in which the players will be attempting to complete an objective and escape the board before becoming zombie fodder! A round takes place over 3 phases and players will take their turns using an action point system during the 'player phase', while the 'board' will run the 'zombie phase' in which zombies will spawn and chase characters in an attempt to defeat them. Player phase: During this phase the active player will act in turn order and will have 3 action points (AP) to perform 3 actions, which include the following.
If you really want to know, feel free to read the rulebook online, it's only 50 pages long. Endgame There are a couple of other lose conditions that can make the game end badly for the players and which are: If any time there are 7 active spawn points, then the players lose. If any character has their HP reduced to 0, then the players lose. Otherwise play progresses until the chosen mission's win or lose criteria are met in which case the players collectively either win or lose. Overall
With it's old western art style and equally styled components, the theme fits well within the frame of Zombicide. Although, it's tricky to think of a setting that wouldn't fit. The character classes feel right for the theme and work well to differentiate between the characters. There's quite a lot going on in the game but some of that is down to options and choices available to players. Mechanically, Zombicide: Undead or Alive isn't too complex and wisely, zombies actions are streamlined, although there may well be a lot of zombies to shuffle around the playing area. Seasoned players won't really find anything tricky to learn. The only quibble I have with the rules is the targeting priority when performing ranged attacks. I know why it's there; to stop players targeting runners and using their superior movement to keep out range of all the other types of zombie. Generally, I consider the runners the most dangerous type of zombie, they can reach characters quicker and attack more often. Tactically, players would likely target runners first if it wasn't for the priority targeting, at least that's what I'd probably do. Understandable from a game-balance perspective but nonetheless, frustrating. Because the game is so mission driven, it's hard to give a comprehensive overview of what players will face but in game like this but gameplay-wise, the game has that classic cooperative game structure of slowly, over turns threatening to overwhelm players who will be faced with balancing the need to complete objectives with the need to reduce the burgeoning zombie horde. It's a fairly common predicament in cooperatives games but it serves this game well by putting the players in situations where they have to make meaningful decisions. Luck also plays a part in games like this and players will need to adapt to manage bad luck - especially if there's a couple of bad draws from the zombie deck. While the game looks great, particularly so when there's 70 odd zombies that can be stumbling around the playing area, it can feel a little clunky to manage despite the fairly streamlined rules for the zombie phase. In fact, with it's involved set up it all feels clunky. Playing with 6 characters can also slow it down somewhat with what seemed like lengthy downtime between turns and overall play time. I don't think this makes Zombicide: Undead or Alive a bad game, there's nothing bad here and if you like the western theme, you'll probably have a fun time with it but for me, it felt like the payoff wasn't worth the effort to get there. 30th May 2023 It's a Tuesday evening again and that means it's time for some gaming goodness with the Woking Gaming Club at The Sovereigns. Bandido is a wily one!. The sly criminal has finally been caught and sent to jail. But Bandido is never one to rest and soon has found a way to dig tunnels out of his cell. Can the players manage to coordinate in this cooperative card-laying game to stop Bandido escaping? What's in a game?
There's not much to say about Bandido's minimal components. The starting tile is notably thick and chunky in contrast to the cards which feel a touch flimsy - possibly due to their unusual proportion. This is not an issue though and unless the cards are mistreated they will be fine. Bandido's artwork is equally minimal, there's a touch of stylised art for Bandido himself and well.... that's pretty much it other than the illustration representing dead-ends and the tunnels themselves. You could argue that the hand holding the flashlight is an icon, otherwise there's no iconography in the game. Everything is instantly understandable. How's it play? Setup
On to play In Bandido, players are cooperatively trying to stop Bandido from escaping by playing cards to block off all tunnels. The game uses a traditional turn order with the active player resolving their turn before play progresses to the player on their left. A turn plays out as detailed below.
Endgame Play continues until 1 of the 2 following conditions are met. If the deck becomes depleted and none of the players have any cards left to play and there is at least 1 un-blocked off tunnel, then Bandido manages to escape! The player collectively lose. If on the other hand, the players manage to block off all tunnels at any point during the game, then Bandido is trapped. The players immediately and collectively win! Overall
Bandido's theme is sort of stuck-on and perhaps a little offbeat (I mean stopping the titular character escaping!) but it fits the game well enough and will be understood by all players. Whilst the game's rules light, don't be fooled by this simplicity. Bandido is quite a hard game to win. This is especially true when playing at a higher player count. In a solo game, the player will know exactly which cards are available but with 3 companions, it becomes much harder to predict. (One criticism I have of Bandido is that as the tunnel network invariably grows, it may expand in unexpected ways - more than once we've had to shift the entire map because it was going off a table edge - which is a fairly fiddly affair.) There is without a doubt also a degree of luck involved (As is the case with most cooperative games.) which may not appeal to all players but there's also a good chunk of having to think ahead and trying optimise how cards are played. It's hard to resist the urge to play dead-end cards that close tunnels down in the early game but it can be vital that you don't always do this. Management of 'moving' tunnels around the playing area is key to success. E.g., directing tunnels towards each other and connecting them can create 'loops' which essentially closes both. Additionally looping 2 tunnels into 1 then closing it off is equally useful. There are only a limited amount of dead-end cards and using them up too early means they won't be available to use in the late game. It's something players must plan for. Players must also make sure they don't create any situations with card positioning which will render a tunnel impossible to close. Because Bandido is so straightforward, with a easily recognisable goal and accessibility, it's a great game for all the family, more causal players and younger players and can prove a lot of fun. That this is a cooperative game is even better, many cooperative games have intricate systems that must be managed in order to make them work, which not the case here. It's definitely worth trying. 16th April 2023 It's a Sunday and we're logged into Board Game Arena for more gaming fun. Take on the role of Perseus, Jason or Hercules. Battle The Hydra, vanquish The Gorgon and defeat Cerberus in Legends of Hellas, a cooperative card game of Greek heroes and Greek mythology. Caveat: We've only ever played this game digitally. What's in a game?
With a chunky, cartoony style, Legends of Hellas is a bright and colourful looking game. It's crisp, clear artwork and the monsters on the monster cards are all instantly recognisable. I think it looks great. There's half a dozen icons in the game and they're only used in reference between action and monster cards. Players should have no problems here. How's it play? Setup Legends of Hellas presents players with 12 different missions to undertake which may have some varying setup and game rules. However, broadly speaking, they share a common theme - which defeating monsters until the boss monster 'the chimera' appears then defeating it.
On to play Players in Legends of Hellas are cooperatively attempting to defeat a number of monsters inspired by Greek mythology. This is done by playing cards but players will also need to perform other actions to facilitate this. Legends of Hellas uses a traditional turn order with active player completing their action before play progresses to the next player.
Endgame If the players manage to defeat the Chimera once it has appeared, then they collectively win the game! If however, at any time a player needs to draw cards and there are none left in the action deck, then the players collectively lose the game. Overall
Between it's bold colourful presentation of Greek mythology and card mechanics which will have heroes travelling about to battle monsters using their guile, strength and so on; Legends of Hellas is pretty strong thematically. I personally like how The Chimera will be a random amalgam of 2 other monsters. Mechanically, on the surface it's a pretty straightforward game - play cards with symbols matching symbols on monster cards to defeat them but in practice, Legends of Hellas is quite unforgiving. This is because players aren't really battling the monsters, they're battling the action deck - or more precisely, fighting to stop the deck running out and luck can play a very big part here. Every choice and action a player takes - not just attacking monsters - will cost a card. Draw cards - one of them must be discarded. Give cards to an alley - one must be discarded. Move or view the deck - you get the idea. Even deciding which cards to discard is also an important decision. I.e., if none of the current monsters require a certain type of card, is that type safe to discard? A monster requiring it might turn up later Consequently it can be very easy to run out of cards, players will need to try and play as efficiently as possible with minimal squandering and no frivolous moves. Judicious use of divine interventions can be critical here, playing one at the right time can defeat a monster with only 3 cards instead of 5. It might not seem like a saving of many cards but it can be. While players can not explicitly discuss the cards in their hand, they will need to coordinate actions, especially actions such as passing cards to each other and viewing the deck. Being a cooperative game, there's also a degree of luck in Legends of Hellas, perhaps a little too much like for my liking. Sometimes players will draw a hand of cards they just can't use and will have to find a way to adapt. Conversely, sometimes luck will deliver the exact cards you will need which will make it easier and maybe a little unsatisfying. It also means that sometimes it felt like my decisions had been taken out my hands by chance and sometimes it felt like any strategy I had was was reduced to simply 'play what you have' and adapt to 'what you get'. Despite this I found Legends of Hellas to be a fairly enjoyable experience mixed with dollop of frustration from the luck which strangely, could go 2 ways; too much bad luck or too much good luck! With it's cartoonish art style and somewhat lightweight rules, Legends of Hellas would appear to be aimed at a family audience but we found it actually quite a tricky game, I'm not sure younger players will have a easy time. however a bit of adult/parent contribution would make a difference, I guess that's what makes it a family game. If you want a ancient Greece themed cooperative game or in fact any kind of low maintenance cooperative game, Legends of Hellas might fill the bill. 19th February 2023 It's Sunday evening again and we're logged into Board Game Arena for some gaming goodness. Paint the Roses, it sounds a strange thing but that's what you do when in the kingdom of The Queen of Hearts in this 'Alice in Wonderland' themed cooperative game of deductive reasoning. Caveat: We have only ever played this game digitally. What's in a game?
Paint the Roses' artwork is pretty high quality, Art on whim cards and tiles look good and is easily understood but the standout art is on the game board. It's vibrant, colourful and eye catching, everything I think is good in game artwork. Only 4 colours and 4 shapes are used in Paint the Roses, these are straightforward to comprehend and there's no other iconography. How's it play? Setup
On to play In Paint the Roses, the players are trying to collectively fill all 16 empty spaces on the game board while staying ahead of The Queen of Hearts model. How is this done? By playing tiles, placing clues on them and using those clues to try and guess what is displayed on other player's whim cards. Players must keep their whim cards hidden from other players, only revealing them when they are correctly guessed. Paint the Roses uses a traditional turn structure with the active player completing their actions before play progresses to the player on their left. During the active player's turn, the following phases occur.
Endgame If the players manage to place shrub tiles in all 16 spaces and survive to the end of the round - that is; survive The Queen's final movement, the players collectively win the game! If any time The Queen reaches the same space as The Gardeners or overtakes them; it's off with their heads. The players collectively lose the game. Once a game is concluded, players can record their score, i.e., where they finished on the scoring track. Overall
Thematically I found Paint the Roses a little abstract. Having The Queen actually chase the player model around the out of the board was a bit silly (Which thinking about matches the absurdness of the source material.) but also reasonably clever. While I understand how the theme meshes with the mechanics, it all felt a little... detached. Mechanically though, Paint the Roses presents players with very tricky decisions and this is twofold. Firstly, the active player must decide which of 4 shrub tiles to draft and how they can place it on the board to convey the information on their card. I think that there's also a higher level of play here where the active player can choose to play a tile to potentially help another player to convey information. Secondly, once a tile has been put down, the players must make a guess. It's likely that this will involve a mix of deduction and also blind guessing. Easy whim cards are well... fairly easy to guess which is why players are limited to one easy card at a time, other cards are no so easy. Its important to successfully guess harder cards because it puts more space between the players and The Queen There's also the element of trying to guess another card after a successful guess but it's genuinely higher stakes: A successful 2nd guess will give the players more breathing room but a wrong guess means that essentially any progress made from a guess has been lost. Double or nothing really. These mechanics for guessing feel quite unique but also a little obtuse and harder to comprehend than they should be. I don't think it helped that we were playing the game digitally and clue tokens were added automatically which sort of distanced us from thinking about what was going on. I also felt being forced to guess every turn was quite harsh and The Queen advanced very quickly after relatively few failures. I feel that if players make a couple of wrong guesses in the early game, they'll be on the back foot for the rest of it - however long that lasts. This brings me to the rule with the White Rabbit that increases The Queen's speed is quite interesting - although I'm not sure how I feel about it. If The Queen has a high speed, an incorrect guess can move her a lot of spaces. It increases the stakes as the game progresses, meaning the players can never afford to be complacent. The drawback is that it felt frustrating and counterintuitive, like we were being punished for being successful. Between the difficulty and somewhat frustrating way the deduction worked, I found that I did not enjoy Paint the Roses, which is a shame, I like the idea of a cooperative, logic driven game. I would definitely be open to trying the game physically as I might chance my stance when actually handling the game but digitally speaking, this is not a game for me. 7th February 2023 Tuesday has come around again, that means it's time for more gaming goodness with the Woking Gaming Club at The Sovereigns in Woking. Horrified: American Monsters is the follow up to the excellent Horrified and you can read my blog on it here. Like the original, this is a cooperative adventure in which the heroes (In this instance investigators from the Federal Bureau of Paranormal Investigation) stop the encroachment of monsters from American folklore into a town/city. So how does Horrified: American Monsters game stack up against the original? Components
Monster mats: As with the original game, each of the game's monsters comes with their own mat that manages how to defeat them.
All the components for Horrified: American Monsters are good. The tokens and tiles feel sturdy while cards are of a normal quality. Because the monster mats are fairly large, they feel a little flimsy but unless you go out of your way to abuse them, they should be fine. The game uses card standees for both players and citizen which means there's about 20 of them - which is a lot. They're constructed of thick card and will stand up to being handled. While plastic, the dice with their slightly rounded corners are good quality. As with the original, each of the game's monsters is represented by a plastic figure in their respective colour. The quality is fairly good, which is to say good enough for a board game. The game's artwork is high quality with good portraits for the heroes, citizens and monsters. Artwork on the tokens, cards and monster mats also look good and suitably moody. The game board contains probably the most notable artwork; a eye catching city with recognisable buildings but is importantly, also free of clutter. Wisely, the game has a sort of mid twentieth century theme to the art which gives it a sort of timeless quality. Most of the game's iconography can be found on the bottom of the monster cards and generally, the complexity is equal to that of the original. How's it play? Like the original, Horrified: American Monsters is a cooperative game about squaring up to monsters threatening the game's town/city, There's a few differences from the original, most obviously in the interactions with the monsters the manner in which they are rendered vulnerable and defeated The rules for frenzy work a little differently and the events on the monster cards are tailored for the game and possibly, so are the perk cards. Otherwise, the game is pretty much identical with its predecessor. I'm not going to blog about at length about the rules or game play. For that you can just read my original blog. Overall
Hmm, this is a bit of a tricky one. Horrified: American Monsters is a solidly good game but is it too similar to Horrified? From the perspective of gameplay, Horrified: American Monsters features the same well balanced cooperative action-point driven mechanics from the original which will have players moving across the map in a race against time, collecting resources, saving bystanders and contending with monsters until they complete the tasks that make them vulnerable and then hopefully, finally defeat them. In my option, that gameplay is very good and in short; if you liked Horrified, there's a good chance you'll probably also like Horrified: American Monsters. However, since the 2 games are so similar, it can be hard to justify having both unless you're a fan or the series/genre or a completionist, it's probably easy to justify having both. On a personal level, I prefer the original Horrified. Having to defeat the Universal monster like Dracula or The Invisible Man felt more compelling than having to deal with Bigfoot or The Jersey Devil. I think in part that's due to a little bit of unfamiliarity with those American cryptids. Consequently, I don't associate them with villainy As I do with the Universal monsters. To me for example, Bigfoot feels like a shy recluse, not a threat to be overcome. Of course your mileage may vary, it's not like Horrified: American Monsters is anything other than a very good game so you should go ahead and play it. 30th August 2022 Tuesday night gaming with the Woking Gaming Club continued with The Crew: The Quest for Planet Nine. The Crew: The Quest for Planet Nine is actually an earlier iteration of The Crew: Mission Deep Sea which I've already blogged about and the two games are more or less identical. Read about The Crew: Mission Deep Sea here and it'll give a good idea how The Quest of Planet Nine plays. As such I'm not going to do a full write for The Crew: The Quest for Planet Nine, instead I'll just note one area of difference between the two. Task cards: These are much more straightforward in The Crew: The Quest for Planet Nine. All the objectives are exclusively about acquiring certain numbers in certain colours, e.g., blue 7, yellow 2 and so on. Consequently, The Quest for Planet Nine is a bit more straightforward, this makes it perhaps a little easier to play as it does not present players with having to deal with more left-field tasks like 'I can only win the first and last hands'. The upside is that it has greater accessibility and will be easier to play with people who aren't so heavily into games. If I had to choose between this and The Crew: Mission Deep Sea, I'd choose the latter 100% of the time.
It's not that this is a bad game (It's not.), it's just the gamer in me craves the greater variety and challenge Mission Deep Sea provides. If (Like a friend did.) you want something to play with the family over a holiday with some non-confrontational , still challenging but more accessible gameplay, The Crew: The Quest for Planet Nine is a good choice. 28th August 2022 It's a Sunday evening and we're logged into Board Game Arena for some gaming goodness. Burgle Bros is a cooperative tile based bank heist/caper game: Can you sneak through the building, dodge the guards, disarm the alarms, find and crack the safes. Time to find out in... Burgle Bros. Caveat: We have only played this digitally. What's in a game?
The art direction for Burgle Bros has some unusual choices. Room tiles have detailed, realistic looking line art illustrations while on the other hand, characters are depicted with highly stylised and exaggerated cartoony art that looks like it's out of the opening titles of a sixties crime caper movie - which is appropriate. It's a weird clash of styles but in this instance it actually works quite well. There are a few icons that are used throughout Burgle Bros but they're all fairly easy to learn, a lot of the game's information is conveyed via text. How's it play? Setup
On to play The objective in Burgle Bros is to find and crack all 3 safes, gain 3 loot cards, then escape to the roof, all without being caught by the security guards. This is done by the use of action points (APs). In Burgle Bros, the active player spends their APs to perform certain actions. Then the security guard on their floor moves along their patrol route. Then play progresses to the player to the left of the active player. A turn is broadly speaking, broken down into 3 phases.
Endgame Play continues until 1 of 2 ending conditions are met. If a player has to discard a stealth token and they cannot because they've already used them up, then the burglar has been caught, players immediately and collectively lose the game. If the players manage to open all 3 safes, get the loot and all of the burglars off the top of floor 3, they collectively win. Overall
First thing to say is that we played Burgle Bros digitally and I felt there was a bit of a disconnect with the game because of this. In the physical copy, all 3 floors are laid out next to each other but the digital copy required visually switching between them. It means the digital copy can never feel as intuitive as the physical one. Anyway, on to the game. Players will need to balance the need to be cautious with the need explore and turn over tiles. Avoiding or neutralising the many alarms is good but so is reaching the objective as quickly as possible. That's because the real challenge in Burgle Bros is managing the movement and behaviour of the guard. This requires thinking ahead and I mean really thinking ahead! There's almost a puzzle-like logic to it but there's also the potential for a lot of randomness too! Players will need to anticipate where the guard will go (And when!) and at times try to manipulate the guard by deliberately triggering an alarm and the like. This is compounded by the fact that the more players there are on a floor; the more a guard may move. E.g., in a 4-player game, a player may think their meeple is 'safe' but if all players' meeples are on the same floor (And they will be in the early game.), the security guard will move at least 8 spaces before that player gets to act again, that's enough to cross an entire floor twice! It can become very hard to predict where the guard is going whenever a new patrol tile is flipped over - which can happen often when the guard moves a lot. I guess the solution to this is for players to get their meeples to other floors ASAP and this will slow down individual guards. From a gameplay perspective though, this feels a little counterintuitive. It turns what is meant to be a cooperative challenge into 3 sub-games with a only tenuous cooperative link between players. From a player perspective, it also feels somewhat counterintuitive. For players, the instinct will be to cooperate; opening a safe can be hard and adding dice to it is vital but also expensive in terms if AP. Multiple players will naturally want to quickly contribute as many dice as possible dice to a single safe to help each other open it sooner rather than later. This is certainly how we played Burgle Bros and in retrospect, that was probably a mistake, it seemed to be that the game punished players for playing this way. Personally I found it the intricacies of having to deal with so many alarms paired with just too unpredictable guard actions a little futile and frustrating to be enjoyable. I suspect that Burgle Bros probably plays best at a 2-player count and could be a good couples game if puzzle type gameplay interests you. 20th August 2022 It's a Saturday night and we're logged into Board Game Arena for some gaming goodness. Cross an ocean, hop from island to island on a lonely journey to find your paradise island and tranquillity. Tranquility is a cooperative, game about assessing risks and playing cards. Also, the rules state that players should not explicitly discuss their cards between them, so I guess that could be considered a form of tranquillity? What's in a game? Tranquility is a card game that comes packaged in a distinctive looking cubic box. All the game's cards are an unusual square shape.
Quality wise, the cards are pretty average. Not much more to say here. The presentation and artwork for Tranquility is excellent. The illustrations show a series of unique and interesting islands. The colourful artwork has a bright, clean and stylised almost minimalist look to it that does a great job of conveying the subdued isolation of a sea bound journey. There's barely any iconography in Tranquility and what there is of it is reserved for the expansion cards. How's it play? Set up
On to play The objective in Tranquility is to cooperatively fill all 36 spaces in the 6x6 grid with island cards. Furthermore, all the cards must be positioned in numerical order (Although not necessarily placed in sequence.) going from low to high and left to right, starting in the bottom left corner and ending in the top right one. It's worth noting that while cards are placed in a 6x6 grid, the numbers 'wrap around', this means they are essentially in a long line. Tranquility uses a traditional turn order with the active player taking an action before player progress to the player on their left. During their turn, the active player can do 1 of 2 possible actions.
Endgame Tranquility continues until 1 of the 2 following conditions are met. Cannot play: If the active player does not have a card to play or cannot discard 2 cards to pass, then the players collectively lose. Finish card: If all 36 spaces in the grid have been filled and the active player has a finish card in their hand, they can play it and the players collectively win. Overall
Tranquility feels like a puzzle orientated game with a minor element of mathematics. The game is clearly dived into early and late game. The early game is where players will look to put cards into play without other adjacent cards to avoid discarding cards. The late game is where players have no choice but to discard in order to play cards and have to decide which and how many cards to discard and discarding is the crux of the game. Discarding means getting rid of cards which may prove vital later in the game. Players will have to judge which cards are 'safer' to discard and hope alternative cards will appear. It is the chief risk that players take in Tranquility. This is is why the start card rule can prove tricky for players, especially if it appears early in the game, having to discard 8 cards is harsh - it's nearly 10% of the deck. Curiously though, discarding cards gets easier as the game progresses. Typically numbers will get locked out as cards are played. E.g., if a 51 is placed adjacent to a 54, then cards 52 & 53 can no longer be used and can be freely discarded. Additionally, once the first start card has been played, any others can be safely discarded. Conversely, it's always risky to discard a finish card. All of this means that decisions in the early game are the most important and the game will 'settle down' as it progresses. Having said all of that, there is a issue I have with the game; which is that there's definitely a formula we found that players can employ to greatly increase their chances to win. It's not a guarantee and I never feel like we could be complacent when we played, even though we now generally win the vast majority of games we play and the game seems 'beaten'. Tranquility is fairly easy to learn, especially considering it's a cooperative game - quite often cooperative games have complex engines to drive the gameplay but that's not the case here. The game provides some conundrums to face and problems to solve. Players will need to manage the risk of their discards and make decisive decisions. If all of that sounds like some you'll like then Tranquility is definitely a game that's worth playing, just don't play it too often. |
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