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Gaming Blog

Lost Ruins of Arnak

30/12/2021

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29th December 2021

We're at Simon's for some Wednesday evening gaming goodness during the mid Christmas break.
The game of the night was Lost Ruins of Arnak.

"That belongs in a museum!"
What does? Cliched old one liners!

​Lost Ruins of Arnak is a game about raiding temples of a long forgotten ancient civilisation on an uncharted island.

What's in a game?
  • Game board: The game board for Lost Ruins of Arnak is quite large and has a full sized illustration of an unexplored, fantastical wilderness landscape. It's also quite busy, with spaces and tracks for a lot of components, cards, workers and more.
    Cards: Along the top are spaces for the 3 decks of the game's different card types; artefact, item and fear cards.
    Card track: Directly below, a card track runs runs across the board and will be populated with varying amounts of artefact and item cards during the course of the game. The card track also displays the game's 5 rounds.
    Research track: Running up the right side of the board is the 'research track'. This track has 2 'paths' that lead to the top, where VPs await the players. Going up the track costs various resources but also confers resources or other benefits, including gaining assistants.
    Sites: The bulk of the board is taken up with unexplored wilderness sites, these hidden locations which will be explored by the players' workers come in 2 tiers, the 2nd tier being harder to 'travel' to, each site has space to put a idol token or a tile on it. Below each site it will display 1 or 2 worker spaces and inside each worker space it will list the cost to travel there.
    Dig sites: Below the tier 1 sites is a another row of 5 sites, these are dig sites, they are not explorable and instead can be used by players to generate the game's 5 resources.
    Double-sided: It's worth noting that the board is double-sided and features an alternate setup on the other side with differing travel costs.
  • Supply board: This small supplementary board sits along the bottom edge of the main board and contains spaces for 5 of the game's different resources and 4 sets of tiles.
  • Player boards:  These boards depict a picture of a campsite and have spaces for each player's deck, 4 'used' idols slots and and 2 assistants when they're recruited. There's also space to place resources.
  • Cards: Lost Ruins of Arnak uses 3 types of cards.
    Starter cards: Every player is given these and they can be used to generate coins and compass resources or scores in the game's 4 types of travel.
    Item cards: These provide some sort of bonus to the controlling player. They are always paid for with money and when acquired go to the bottom of the player's deck. Item cards can score VPs.
    Artefact cards: Unlike item cards, artefact cards go directly into the player's hand and can be immediately played for their effect when acquired. Further usage of artefact cards will cost tablet tokens. Like item cards, artefact cards can earn VPs.
    Fear cards: These serve no purpose other than to bloat the player's deck with useless trash cards. Thus getting them is actually a negative. Fear cards also cost players VPs.
  • Tiles: Lost Ruins of Arnak makes use of numerous tiles.
    Temple tiles: These are placed at the top of the research track and provide VPs once acquired by players.
    Idol tiles: These are acquired by players when they first explore sites and confer bonuses and VPs, they can then also be 'spent' to get another bonus.
    Site tiles: When players explore a site location, a random site tile from it's respective tier will be placed there.
    Guardian tiles: Once a site tile has been placed, a guardian in the form of a tile will appear on top of the site tile and cause a headache for the worker there!
    Research tiles: Players will accumulate these as they move up the research track and they confer various benefits
    Assistants: These tiles contain assistants which confer a benefit of some sort on to the player who recruited them. They are also doubles-sided, meaning that assistants can be upgraded (Promoted?).
  • Tokens: All of the game's resources are represented by tokens.
    Coins: These card tokens are the game's currency.
    Compasses: These are also card tokens.
    Arrowheads: These are little plastic tokens shaped a little like arrow heads.
    Jewels: It looks like translucent acrylic chunks are used to represent jewels.
    Tablets: Plastic is used for these tokens shaped like ancient tablets.
    Moon Staff: This card token is used to track the game's turns.
  • Meeples: Each player is given 2 archaeologist wooden meeples for workers as well as a magnifying glass and notebook meeple in their colours. The magnifying glass and notebook are used to track a player's progress along the 2 research tracks. All the meeples are made of wood.
The quality of components in Lost Ruins of Arnak varies from average to great.
The game has really nice plastic pieces for arrowheads, tablets and jewels, along with wooden meeples, magnifying glasses and notebooks, you can never go wrong with wooden components and yet, makes use of unremarkable card tokens for coins and compasses.
Yes it's a minor quibble but it's definitely noticeable.
The game's cards and tiles are standard quality.

From an art perspective, it's all pretty good, cards and tokens all have nice, clear and colourful thematic art. The standout however, is the board, with a pair of lovely landscape images, it's almost a shame that they'll mostly be covered with components during play.

The game contains a fair amount of iconography, none of it was particularly unclear though.


How's it play?
Setup
  • Board: Choose a side of the board to play with, one is hard than the other.
    Cards: Shuffle and put the artefacts and items deck face-down. Also put out the fear cards. Deal 1 artefact and 5 item cards into the card row.
    Idol tiles: Randomly assign idol tiles to all sites, tier 1 sites get 1 and tier 2 sites get 2.
    Temple tiles: These are placed at the top of the research track.
    Research tiles: Place these on their allotted spaces as required or randomly.
    ​Assistants: Shuffle these into 3 stacks so their upgraded sides are face-down.
    Site tiles: Sort the site tiles into their 2 tiers and shuffle each tier into a face-down stack.
    Guardian Tiles: Shuffle these into a face-down stack.
    Resources: Should be placed into their allotted spaces.
  • Player board: Each player should get a player board; 2 meeples and 2 research tokens in their chosen colour.
    The meeples go on to the player's board and the research tokens on their designated starting spots on the research track.
  • Deck: Each player should take the 4 starter cards in their colour, 2 of which will be coin/funding cards, 2 will be compass/exploration cards and then finally, add 2 fear cards to their deck.
    Now shuffle all 6 cards into a face-down deck.
  • 1st player: Determine the first player and deal out resources as determined by the turn order.
Looks like we're ready to go exploring in the... Lost Ruins of Arnak.

​On to play
A round in Lost Ruins of Arnak continues until all players can no longer perform actions (Free actions don't count.) or have passed. The game features a pretty standard turn order that goes clockwise and in their turn, players will get 1 main action and any amount of free actions.
A round proceeds as follows:
  • Draw cards: All players draw cards from their player deck to take their hand up to 5, thus in the first round this would be 5 of the 6 starter cards.
  • Actions: Starting with the 1st player and going clockwise, each player must perform 1 main action, they can also perform free actions, generally, everything with a lightning bolt symbol is considered a free action.
    Main actions are:
    Travel: A player can move one of their meeples to a site on the board, provided an available worker spot is there and the player can generate the required travel score to pay the travel cost.
    Generally, the player uses the cards in their hand to pay travel costs, even fear cards provide walking scores
    There are 4 types of travel, these are; walking, land, sea and air.
    Walking is the most basic travel action and can only be used to pay for walking costs. Land and sea scores can pay for their relevant costs or can also be used in place of walking - but not for each other. Finally air can be used for any type of travel. Furthermore a player may spend 2 coins to what amounts to chartering a flight, that is get a point air score, which is essentially the same as any token.
    Additionally, if the player is travelling to either of the 2 wilderness tiers for the first time, they will be required also spend the relevant number of compass tokens.
    So what does travelling do? this will depend on where the archaeologist is travelling to.
    Dig site: Sending an archaeologist to a dig site will allow the player to gain some resources.
    ​Unexplored site: When a archaeologist visits a unexplored site, the player immediately gains the idol token(s) located there, along with whatever benefit it confers. as an aside, when a player initially gains an idol it is not placed in any of the 4 idols on their player board
    Then a site tile of the relevant tier is revealed, placed there and immediately resolved. Usually, it confers some benefit or resource on the controlling player
    After this, a guardian tile is revealed and placed there, as you'd imagine, guardians can be bad news. more on this below.
    Defeat guardian: if an archaeologist is on a site with a guardian, then that guardian can be defeated by spending the required resources. That guardian tile is then placed into that player's area and scores VPs at the game end, guardian tiles also have special abilities which have a one-time use.
  • Buy card: The active player may purchase a card from the card row.
    Item cards go at the bottom of the purchasing player's deck and artefact cards go straight into their hand.
  • Play card: The active player may play a card from their hand for whatever benefit it confers.
    All card are played into the player's play area.
  • Research: The active player may move 1 of their 2 research tokens up their relevant track. Sometimes a track may have multiple routes the player can choose. There are some restrictions though.
    Firstly, a player's notebook token cannot go above their magnifying glass token, secondly, there can be a cost to pay for moving up. However there are also usually a benefit for moving along a track. This is generally the only way to acquire assistants.
    If a player reaches the top of the research track, they have reached the temple and get bonus points accordingly, the 1st player to arrive gets the most VPs, later players earn decreasing amounts. Finally players get to choose one of the temple tiles to take when reaching the temple.
  • Pass: If the active player cannot perform any other main action, then they must pass. Alternatively, the active player can choose to pass if they so desire.
    Either way, the player is now out of the round and can no longer undertake any  further actions in that round. This means it's likely that players will have uneven actions in a turn and it's possible that someone could be 'last player standing' and get multiple actions in a row.
  • Free actions: There are numerous free actions which players can use, they include:
    Cards: Some cards can be played as free actions.
    ​Idol token: A idol can be 'slotted' to confer a benefit to the player as listed on their player board. Since there are only 4 slots, this can only be done 4 times in a game.
    Guardian tiles: A player may flip a guardian tile over to make use of its once-only bonus.
    Assistant tiles: If a player has acquired an assistant or two, then their benefit can be used once per round.
  • End of action: After a player has completed their main action and any free actions, play progresses to the player to the left.
  • End of round: When the end of a round is reached, a number of actions occur.
    Return archaeologists: Each player takes back their 2 archaeologists, if they are taking back an archaeologist from a site with a guardian tile, then the poor archaeologist has fled in terror and the controlling player adds a fear card to the discarded cards in their player area for each archaeologist fleeing.
    Shuffle cards: Players take all the cards that they played in the round (Which will be in their play area.), shuffles them and puts them at the bottom of their deck. Thus there is no discard pile in Lost Ruins of Arnak. Players can also choose to discard any unplayed cards into their play area before shuffling them to move back into the bottom of their deck.
    Move Moon Staff: Cards around the Moon Staff are discarded out of the game and the staff moves to the right. This means as the 5 rounds progress, more artefact cards will appear in place of diminishing item cards.
  • Next round: The starting player moves to the left and the new round starts with all players drawing cards from their deck to take their hand up to 5 cards.
There are some other rules such as for burning cards (Useful for getting rid of fear cards.) and so on, but that's the gist of it.

Endgame
When the 5th round is completed, then so it the game and we go to scoring. There are a variety of opportunities to score.
Research: Research tokens earn VPs depending where they finished on the research track.
Temple tile: Players who reached the temple can score the VPs on these tiles:
Idol tokens: each idol token acquired earns 3 VPs.
Player board idol slots: Each empty slot on a player's player board earns the VPs it displayed. This means when an idol is slotted for a benefit, the VPs it covers are not scored.
Guardian tiles: Each guardian defeated earns the player 5 VPs.
Cards: Aretfact and item cards can also earn the owning player VPs.
Fear cards: Finally; fear cards. Each fear card a player has deducts 1 VP from their total.

Points are tallied, highest score wins!


Overall
Hmmm, what to say about Lost Ruins of Arnak.
It would only be a slight exaggeration to say that this game is sort of a jack of all trades and master of none.
A little bit of deck building, a little bit of worker placement and a little bit of resource management, this game has it all!
Joking aside, this, on a basic level represents 3 different approaches to accumulating VPs. That is; buying cards and using cards, visiting sites and moving up the research track.
Card will get players useful special abilities and travel points, visiting sites will acquire players resources and going up the research track gets other benefits, including assistants.
Players will not want to neglect any of these elements and there's fairly good synergy between different parts of the game, but generally players end up focusing on 1 of them during play.
While the game isn't overly complex, there's quite a lot to consider. Personally, it felt like going up the research track was a good way to score big but it's hard to be sure. 

Another very important factor to think about is turn-economy, there's no set number of turns per round in Lost Ruins and finding ways to get extra main actions is vital. A player who gets 10 actions per round instead of 5 is going to just do better and I have to say, finding way to combo actions into more actions is pretty satisfying. For example, a player might use a card to get resources to move a worker to get different resources to spend on the research which would provide another benefit.
Having said that, taking a single main action at a time can feel frustrating, yes it's a combo system, but it's a slow one - unless you're the only player still with actions.

I found Lost Ruins of Arnak a fun game, but not a particularly compelling one; it's hard to put a finger on. The game's theme fits it's mechanics well and it has great presentation.
I think maybe that all the game's systems, the worker placement and the deck building and so on are all on an individual level, a little uninspiring and bland. The deck building mechanic would never stand on its own for example, neither would the worker placement, on the other hand, they don't need to.

So is the sum greater than the parts? The jury's out.
When I encounter a game I like, I get the urge to buy a copy and I don't get that with Lost Ruins of Arnak.
The game was entertaining but it wouldn't be first choice of mine to play but I happily play it if someone else wanted to.
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DC Deck Building Game: Heroes Unite

22/9/2021

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21st September 2021

The final game of Tuesday gaming with the Woking Gaming Club in The Sovereigns in Woking was DC Deck Building Game: Heroes Unite, which is both quite a mouthful and not pirate themed game, unless of course there's a Pyscho-Pirate card in there somewhere or something?

So apparently there are several differently themed DC Deck Building Games out there and Heroes Unite is one of them, it is both an expansion to the core game and a standalone game.
​All these deck-builders make use of a game-engine called the Cerberus System.

What's in a game?
  • Superhero cards: There are 7 of these oversized cards, each one representing a DC comics superhero such as Hawkman, Nightwing, Booster Gold and each one has a unique special ability.
    You'll notice that there's no playable Superman, Batman et al, that's because they're all already available in the core set. Anyway, who doesn't want to play as Batgirl over Wonder Woman, right?
  • Starter cards: Each player begins with the same set of 10 starter cards.
    7 punch cards: Each punch card provides 1 point of currency, called Power in this game.
    3 vulnerability cards: These are basically trash cards, they do nothing but take up room in a player's hand.
    If you've played a deck-builder before, then I'm sure this will all be familiar to you.
  • Cards: These cards are bulk of cards in the game, they contain various types of cards such as heroes, villains, superpowers, locations etc. They all function differently, but basically all have a cost (In power) and confer some sort of bonus such as extra power or extra card draws, some also provide a method of affecting other players or provide defence against attacks.
    Many cards will also provide victory points.
  • Kick cards: These are slightly more powerful versions of the starter punch cards, the also provide 1 victory point each and are always available to purchase.
  • Supervillains: Supervillain cards are a little like villain cards but differ in 3 ways.
    First appearance: When a supervillain card is flipped and revealed, it immediately has a once-off effect, this is ​typically negative and affects all players with an attack.
    Cost: Like other cards, supervillain cards can be bought with power and added to a player's discard stack, however they coast a significantly higher amount of power.
    Victory points: Supervillain cards also provide victory points, as with the cost, they tend to be higher than victory points provided by normal cards.
  • Weakness cards: Every weakness card that a player owns during the game end deducts a point from their victory point total. Obviously players don't buy these, but negative events or attacks will force players to take weakness cards.
That's pretty much it for components.
The cards are standard quality playing cards as you'd expect.
It's also no surprise that they're all decorated with fairly high quality colourful comic book styled artwork, although I'm uncertain if it's been sourced from actual comic books.
There's little iconography, most of the game's information is provided via text on cards which is mostly quite clear.


How's it play?
Setup
  • Supervillains: Shuffle the supervillain cards into a face-down deck.
  • Kick cards: Put these into a face-up deck
  • Weakness cards: Also put these into a face-up deck.
  • Cards: Shuffle these into a face-down decks and deal 5 of them, these will become the 'line-up', cards that the active player may purchase.
  • Superheroes: Either randomly give each player a superhero card or choose one each.
  • Player decks: Give a set of 10 starter cards to each player, who should then shuffle them into a face-down deck and draw 5.
  • Begin: Determine the start player.

On to play
  • Play cards: The active player may play any or all of the cards in their hand in any order and resolve them accordingly. Cards are played in front of the active player and remain in play until the end of their turn.
    Purchase cards: The active player may use power generated to purchase any available cards including kick cards and revealed supervillains, if they have enough power they can purchase multiple cards. However, any cards bought are not immediately replaced, so there are limits to how many cards can be bought.
    Any cards purchased go into the active player's discard pile.
    Card abilities: Card may allow players to draw more cards, go through their discard pile, attack other players, force them to draw weakness cards and so on. These can be resolved in any order the active player chooses.
  • End of turn: Once the active player has finished their turn, the following events occur.
    Discard hand: The active player discards any cards they did not play.
    Powers: Any cards with 'end of turn' powers are now triggered.
    Discard played cards: The active player now discards cars they played, these cards are now no longer considered in play.
    Refresh line-up: Any cards that were purchased from the line-up by the active player are now replaced from the deck.
    Draw cards: The active player (Whose hand should be empty.) draws 5 cards into their hand.
    Supervillain: If no supervillain card is visible; which will be the case in the first turn or if the active player just bought (Defeated!) one, then flip a supervillain card over and put it on top of the supervillain deck. The first appearance action is then immediately triggered.
    Next player: The player to the left of the current player becomes the active player.

​Endgame
Play continues until 1 of the following conditions is met.

There are no more supervillain cards to flip over, i.e., there are no more supervillain cards.
Or.
There are not enough cards to fill the line-up with 5 cards, i.e., the deck has run out.
When one of these conditions have been, all players put all their cards into their discard stack.
​
Players then total the victory points they get from cards and deduct 1 point for each weakness card they have.
Points are tallied, highest score wins.


Overall
​Hmm, what to say about DC Deck Building Game: Heroes Unite. 

Players will look to use their cards to generate currency that allows them to buy more cards that generate even more currency, eventually acquiring the most powerful cards confer extra abilities and grant victory points.
It's pretty standard deck-building fare which contains mechanics and elements that will be familiar ground if you've played other deck-builders, which is to say the core mechanic is pretty solid, enjoyable fun and generally always provides players with meaningful choices to ponder.

However, the game adds a few new elements to the traditional formula.
The addition of a line-up mechanic is a definite positive, it forces players to adapt to whatever cards become available instead of falling back on tried and tested strategies.

Even so. it's still quite easy to quickly create combos and it can be very satisfying to do so; but perhaps it's too easy
I was told Ant, the game's owner that sometimes a player gets to build up momentum much quicker than other players and they end up creating more and more combos, allowing them to (In Ant's words.) 'steamroller' their opponents.

Heroes Unite also provides a slightly greater focus on targeting players and attacking, both by players and supervillains! It lends the game a slightly different, more antagonistic feel and offers a extra avenue to strategy to pursue.

It's hard to fault Heroes Unite but at the same time and apart from the theme, it doesn't really stand out from the crowd.
​
If you don't own a deck building game and fancy getting one, you could worse then getting Heroes Unite, it's a good a place to start as anywhere.
If you want a superhero themed deck builder, then this is worth a look.
If you want a DC Comics superhero themed deck builder, then it's definitely worth a harder look.
If you want a DC Comics superhero themed deck builder where you play as side-kicks and 'B-listers', then this really is the game for you!
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Fort

10/8/2021

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10th August 2021

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

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

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

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

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


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

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


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

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


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

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

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

4/4/2021

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4th April 2021

It's Sunday and I'm logged on to Board Game Arena for some gaming.

The first game of the day was Dice Forge, a game about errr forging dice in a mythically themed way! Also about the hunt for glory to impress the gods, which can in part be earned by rolling dice, which may not seem a glorious undertaking, but who am I to judge.

Caveat: This game was played digitally, but the physical version had been played previously.

What's in a game?
There are quite a few components to Dice Forge, so let's get started with the most important.
  • Dice: In a game with dice in the title, you'd expect the dice to be significant and you'd be right!
    Rolling these dice allows the player to earn gold, glory, red gems and blue gems (Sun and moon gems if you prefer.). But these are no ordinary 6-sided dice, on these dice, all the faces can be removed and replaced with new and improved faces! Allowing player to get more money, gems and glory.
  • Dice faces board: The game comes with a set of extra faces that players can use that come with their own board!
  • Game board: The main purpose of this board is to manage the game's cards. There are 2 rows of spaces for the 2 different types of cards.
  • Cards: There are numerous 'sets' of cards in the game and each set contains 4 identical cards. They come in 3 different types of card, red or blue cards and a smaller number of cards that are red and blue.
    Not all cards are used in every game.
  • Player boards: These boards track the game's 3 currencies as well as the player's glory score. There are also 2 spaces for the player's dice.
    Gold has a limit of 12, while red & blue gems have a limit of 6. This can become significant in the game.
  • Tokens: Little glass cubes used on player boards and on the game board.
  • Miscellaneous: There are various tokens and tiles that have special uses, dependant on player actions. These includes tiles that increase the spaces on a player's board or give them a small sub-game to play and so on.
The most significant component here are the dice. Every die can have the all of its faces removed and replaced with new faces.
This could easily have proven a real problem but it's not the case. These components are very well made. A little tool is used to remove faces and new faces fit firmly into the dice with a satisfying click, none of the process of changing faces feels flimsy or too fiddly and its doesn't seem like these components would break under normal usage. Finally, the dice always roll smoothly.
It's important that this element of the game always functions correctly and it does.
The remainder of the components as would be expected are of a good quality.

The quality of the art direction on the cards is good and in particular the art on the game boards is quite eye catching, depicting the card spaces as islands the player must visit, which fits the game's mythic quest theme suitably well.
Player boards have the space for a single piece of colourful artwork but most of the board is taken up by the various tracks, however, they are bright and colourfully highlighted.
Overall, Dice Forge is very nice aesthetically, it does a lot to present it's theme of mythic forging.

How's it play?
Setup
  • Hand each player 2 dice with the starting faces clipped in and a player board along with it's accompanying markers.
  • Set out the game board, put all the sets of chosen cards face-up in their allotted spaces on the different 'islands'.
  • Set out the available dice faces and other tokens.
  • Select a starting player.
On to play
​At the start of every player's turn, all players roll their dice and acquire whatever resources are shown on the result, this can be gold, red or blue gems or glory points, these are immediately added to the player's board, any resources earned that exceed the player's space limit is lost.
Even though all player's have rolled their dice, only the active player can act and they have a couple options.
  • Purchase a die face: This is done using gold. Most starting die faces have a starting value of '1' and can be replaced with higher valued faces which will obviously give better results if and when they come up. Some die faces will give you a choice when it is rolled such as 1 glory or 1 red gem. The prices range from 2-12 gold.
    It should be noted that some of the die faces cannot be bought and must be acquired by getting cards (See below.).
  • Acquire a card: Red gems can be spent to get red cards and blue for blue. Costs range from 1-6 gems respectively. There will also be a set of cards available that will cost 5 red & 5 blue gems.
    All cards are worth glory points, there are some cards that only give glory points. All of these points are kept secret, none of them are added to the player's glory point score on their player board. Additionally, cards may have extra effects.
    Once only: Acquiring some cards will grant the player a once-only bonus such as getting one of the special die faces.
    Once per turn: These cards have an ongoing action that a player can choose to activate when relevant, an example might be the ability to turn some gold into glory or roll a die and gain it's benefit again.
  • Take another action: The active player may spend 2 red gems to take an additional action from the 2 above, this can be done multiple times if the player has the required red gems.
Once a player has completed their turn, the player to the left becomes the active player, all players roll their dice again and new active player begins their turn.
Once all players have had their turn, the round is completed.

Endgame
Once 9 or 10 rounds have been completed - dependant on the number of players, then the game has ended.
Players tally the glory on their player boards with the glory accumulated on the cards they've acquired.
Highest score wins.

Overall
Dice forge is a bit of a strange beast - sort of an deck building game that uses dice in place of cards - mostly!

Building up dice is unsurprisingly at the core of the game and is very important early in the game as they provide the games currencies and it presents players with options and choices to make. Not only do they have to decide which of gold, gems or glory to upgrade each time, they must decide how to distribute those upgrades.
For example; a player could choose to load 1 die with their first 6 upgrades - this guarantees that 1 die will get a good result, but they will only get 1 good result per roll, spreading the upgrades over 2 dice lessens the chances of upgraded results coming up but increases the chances of getting 2 upgraded results. This can be more important than it initially seems because they're 3 different currencies to consider as well as acquiring glory points.
​It could have been a gimmick but instead it's an interesting proposition.

Acquiring cards may give a player several advantages, cards always give players glory points, the most expensive cards normally confer the player a lot of glory points. The bonuses that cards give the player don't seem particularly useful but they tend to tip things in a player's favour in other areas of the game. The are some once-per-turn abilities that can prove useful if acquired early enough in the game.
Of course red gems have an additional use and can be spent to gain additional actions, this can prove very useful considering that usually, players only get 9-10 actions per game.

It's hard to sum up how I feel about Dice Forge, modifying dice forces players into making significant choices, which is a good thing and rolling the the dice was undeniably fun but somehow, it all felt a little unengaging? It's possible that an upgraded die face never gets rolled in a game and maybe that's it, devising a strategy that's at the mercy of luck to succeed will never entirely satisfactory? Or maybe I'm just over thinking it?

It's easy to learn and play Dice Forge, however, I feel that in the long-term, the game is a little shallow and repetitive, the available selection of die faces never changes from game to game and the sets of cards all feel samey and interchangeable.

By no means do I think it's a bad game, if you want a mostly straightforward, light, easy-to-play, undemanding and somewhat luck-based game about optimizing dice rolls, then Dice Forge might be a good choice.
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Gloomhaven: Jaws of The Lion

6/11/2020

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3rd November 2020

It's a Tuesday and I'm not at the Woking Gaming Club, I am however in Woking, in Simon's converted home-office for what would be the last time I play a game with a friend in person before lockdown 2 began.
It was an unusual setup, two us were in Simon's office and Colin was dialling in via Zoom, able to view the game through Simon's phone which was clamped above the table.

​Tonight we played Gloomhaven: Jaws of the Lion, the little sibling of Gloomhaven. Like Gloomhaven, it's a cooperative RPG with a legacy element.

Caveat: This blog post may differ a little from the ones I normally write. When we played the game, a number of the components were not used, instead they were replaced with an app, it also allowed Colin to remotely log into the app and see the same information we did. Additionally, both other players were very familiar with the game.

What's in a game?
Gloomhaven: Jaws of the Lion comes with a lot of components and a lot of cards.
  • Player board: The game has 4 player boards, one for each of the different character classes. One side has a backstory for the character and other has a illustration and some information on hit points as well as allocated spaces for item cards, discarded, lost and active cards. The artwork here is good and the board high quality and made of thick card.
  • Character decks. Each character has their own deck and there are a lot of cards. Only 10 are ever used in a single scenario, but as a character levels up, they will gain access to a wider selection of cards and more powerful cards too, which can be used to construct the 10 card deck. Each card has 2 actions on it, a top half action and a bottom half action (More on this below.), as well as being  numbered from 1-99.
  • Combat decks: Each character also has their own combat deck, which are used to modify attack scores during combat. Generally these range from +2 to -2, there are also x2 cards and a 🚫card (Which basically cancels the attack.). As a character levels up, they will have the opportunity to acquire perks​ that remove negative cards and add positive cards to the deck, thus improving their combat effectiveness. Curse and blessing cards can also be temporarily added to a deck for a single scenario.
  • Item cards: Characters can buy item cards, these are single use (Per scenario.), once per turn or continuous use cards. These can represent potions, equipment and magic items. There are limits to the number of item cards a character can have equipped in a scenario.
  • Objective cards: At the start of each scenario, each player is given 2 objective cards, they pick 1 and discards the other. If the objective is met during the course of play, it contributes towards acquiring perks.
  • City cards: In between scenarios, characters may have a random encounter as determined by these cards. They provide the players with an A or B choice that may aid or hinder the characters in the next scenario.
  • Map books: There are two coil-bound books that lie completely flat when opened. They contain all of the maps for the scenarios and can be combined for larger maps. Maps can depict starting points. spawning points, objectives, obstacles and dangerous areas.
  • Map tokens: There tokens are placed on to the maps and used to represent details on the maps, such as traps, treasures, damaged areas etc.
  • Character models: Each character has a model and an upgraded model (For when they reach level 5.).
  • Enemy standees: Monsters and enemies are represented by card standee tokens. There are also white and yellow stands the standees go into, yellow stands are used to represent elite enemies.
Those were pretty much all the components that were used. There are enemy combat decks which are constructed for each scenario that determine how combat goes for enemies as well as how and when any special. There are also tokens used to track health for both characters and enemies. Most of this was handled by the app.

What art there is on the components is good and the components are of a high quality.

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The Red Guard player board.
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Item cards, a combat deck and action cards.

How's it play?
The game follows the paradigm of an RPG; there are a series of linked scenarios that form a campaign. As characters progress from scenario to scenario, they accumulate experience points and become stronger. Characters are persistent and they and their progress carry over between scenarios.
There are also legacy elements here, decisions that players make during the game will have some sort of effect later on.

Setup
The setup is fairly quick and simple, mostly because the game uses map books instead of tiles.
  • The map book(s) are opened at the relevant pages. Any relevant tokens are placed on to the map.
  • Players construct decks for their characters and choose what items to equip. They also alter (If needed.) their combat decks, shuffle it and put it face down.
  • Enemies are placed into standees and placed on their starting spots.
  • Enemy decks are constructed. The game is designed to scale in difficulty according to how many characters will be participating.

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On to playing
In each round, the players will choose 2 cards from their deck to play. Enemy behaviour is dictated by the game.
  • Choose cards: Each character can perform 2 actions per round - 1 per card played. They can perform 1 top action and 1 bottom action per round, not 2 top or 2 bottoms actions.
  • Determine initiative: All action cards are numbered from 1-99. Players can choose from 1 of the 2 numbers on their chosen cards as their initiative. The lower the number, the faster the character acts. Thus players have some choice of when they act. Enemy initiative is determined by the game.
  • Carry out actions: All characters and enemies act in initiative order. When a player acts, the character can do both of their actions in any order the player chooses (Regardless of what card was used for initiative.), moreover players don't have to stick to the actions they wanted to use when they initially chose to the cards they played. That is, if circumstances have changed, players have some flexibility in how they respond. Most actions typically involve attacking either in melee or at range and movement. Each class has its own unique abilities such as healing, pushing enemies away or pulling them in, inflicting conditions such as stunning, poisoning etc. Some actions will fill a room with 1 of 6 types of elemental energy and some actions get bonuses if they consume particular elemental energy. Every card also has a basic default move or attack action they can perform. Finally some particularly powerful cards are lost when used (See below for an explanation.). After the actions are completed, the cards are discarded. Enemy actions are dictated by the game.
  • Use item cards: Generally, items, equipment or potions can be used at any time as a free action.
  • Rest: When it comes to choosing what cards to play, when a character runs out of action cards (Or only has 1 card left.) then they will need to rest. There are 2 types of rest; short and long rests. For a short rest, the player takes their discard pile back into their hand, shuffles tthem and randomly selects a card which is lost. If a player takes a long rest, they retrieve their discarded cards and choose a card to discard: Additionally they regain 2 hit points, however they also have to skip a turn. Cards that are lost, are permanently removed from play for the remainder of that scenario (They cannot be retrieved during a rest.).
  • Combat: A card or action will list its damage and range (If applicable.), this is modified by drawing a card from the relevant combat deck. Mostly this will alter the damage by +2 to -2, occasionally it will be doubled or cancelled. As the campaign progresses, cards will be added to combat decks, these include cards which may inflict conditions or generate elemental energy.
I could go into a lot more detail about how combat and actions work as they are a wide variety different conditions and special moves available. But that's the gist of it.

Endgame

A scenario will end when its win/lose conditions are met.

If the players win the scenario they gain experience points, characters gain experience points according to the scenario. Additionally; certain action cards grant characters experience points when played, these are added up as well.
When a character acquires enough experience points, they will level up and gain whatever benefits it confers.

During the game, enemies that are defeated will drop treasure. If characters collect these treasures, they gain gold after the scenario ends.
Gold can then be spent to acquire more or better item cards.

Next, there is an encounter as determined by a randomly drawn city card.

After this, players are given the choice of what scenario to attempt next. This may involve adding a sticker to the map or some other legacy type action.

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2 action cards.
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Game end, with discarded and lost cards.

Overall
There's a lot to think about here.
There's a lot of components to the game too and it might be a bit fiddly. But it seems to me that most of this occurs during setup. I can't imagined how much setup the full Gloomhaven requires without the map books?

The character-gameplay is actually pretty straightforward, simple to learn and goes smoothly enough.
Enemy behaviour may be a bit trickier and it probably pays to have some one who is familiar with the rules (As we did.) when playing.

The action card mechanic was pretty well implemented, it not only gives players options and a bit of flexibility, but meaningful decisions to make.

The rest mechanic is also a good addition, it forces players to act, be decisive and deters them from trying to play overly safe and spend too many turns resting to regain hit points.
Since a character deck only has 10 cards, it means that a plaery will empty their deck in 5 rounds. Then they have to decide to discard 1 card and miss a turn, or discard one at random and continue, which can be a hard decision.
Now you have 9 cards and only 4 turns before facing the same dilemma. Additionally, some cards are discarded when use and so on.
All of this serves to create sense of urgency, a need to complete the scenario before player decks become too depleted. Players will want to minimise the time they waste carrying out long rests.

Combat is a bit of a mixed bag.
There are a good number of special moves, conditions and effects that play a role in combat. The four different characters can feel different in combat because of it.

I dislike the cancel result on the combat deck that waste an attack, I imagine that if a player has set up a powerful move using a card that gets discarded - only to have that entire attack negated, it must feel gutting.
​
I'm not sure how I feel about using individual decks as a randomizer for combat, I can see the appeal of having a customisable individual randomizer for each player, but it seems like having components for the sake of having components. It works well enough, but I'm sure a similar effect could achieved with a single bunch of dice that are collated for individual rolls.

Gloomhaven/Gloomhaven: Jaws of the Lion are 2 games that are sort of chasing a board game holy grail. These are games that are trying to an give RPG style gameplay and experience, but without a GM.
It's a tricky goal; too simple and it becomes bland and repetitive, too complex and the game gets bogged down in rules, rules exceptions and components.
Gloomhaven: Jaws of the Lion seems to straddle that line fairly well.

Although as I mentioned above, we did use an app to facilitate play. It did have the advantage of allowing a player to join in a board game where he played over zoom!
Maybe this is the way to go, where an app does the GM heavy lifting, I've seen at least one game that requires an app, no doubt there will be more games that do that.


But this raises the question of legacy, an older game can (And probably will.) be rendered obsolete if the companion app becomes unavailable.

Overall though; I was happy enough to play it and will be continuing with the campaign I joined.
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Food Chain Magnate

5/3/2020

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28th January 2020

Tuesday is here and we're at 'The Sovereigns' in Woking to play board games.

Popular opinion states that most restaurant fail in the first year, so running one is hard work (And believe me I know!). What could be harder? Running a whole chain of restaurants! 

That's where 'Food Chain Magnate' comes in. Now you too can know what it's like to run restaurants without all the 'fun' of inconsistent staff, irritating customers, infuriating regulations and interfering local authorities. 

What's in a game?
There's quite a lot to Food Chain Magnate and quite a lot of components too.
  • Tiles: Each tile depicts some buildings (Represented by white areas with grid lines.) and roads (Shown in blue.). A number of tiles are placed together to form the main playing area, essentially representing a neighbourhood.
  • Meeples: There are 2 types of food (Burgers and pizzas.) and 3 types of drink (Soft drinks, lemonade and beers.), these are represented by very nice wooden meeples.
  • Staff cards: All the staff your chains of restaurants could ever need are depicted on these cards. Delivery boys, chefs, managers, HR and err zeppelin pilots? When staff cards are played, they must be placed in a hierarchy. This hierarchy can have up to 3 rows, but in order to have more rows, a player will need more managers to manage the staff in the lower rows.
  • Display stand: Amazingly, the game's lid is flipped over and becomes a display stnd for all the staff cards. This is not just a nice touch, it actually saves a lot of room as displaying all the staff cards flat on the playing area would take up so much space.

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Tiles put together to form a neighbourhood.
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The box lid becomes a card display.

  • Tiles: Lots of tiles. There are tiles for restaurants, houses, gardens and 'marketing' such as billboards and radio masts.
  • Milestone cards: Throughout the game, when a player reaches a certain milestone before their opponents, they will gain a benefit. There are quite a few milestones and they are tracked with cards.
  • Player aids: Normally I'd never bother mentioning anything about player aids, but these aids show that some thought and care have been put into them. The player aids look like menus. Since we were playing in a pub, it looked a little like they were looking at menus! Coolest player aids I've seen.
All of the components are well made and of a reasonable quality. The card display and player aid menus are definitely noteworthy. All of the art on the tiles and cards is designed to have a 50s/60s almost kitsch quality to it.


How's it play?
First; setup.
  • The tiles are randomly placed to form the playing area. This will determine the placement of buildings and roads. The number of tiles used depends on the number of players.
  • The staff cards are put in their display
  • Players are given 3 restaurants and the starting order is determined.
  • Each player is given a 'CEO' staff card.
That's pretty much it for setup, let's get to playing.
A round of Food Chain Magnate is played over 7 rounds.
  • Staff hierarchy; during this phase, players put down their staff cards (Face down, they are all revealed at the same time.). At the start, players only have a CEO. The CEO can manage 3 other staff (In the row below) and has the ability to hire another member of staff (This new staff card is not immediately put into play.). The CEO can hire staff like chefs etc, but in the long term the player will also need to hire managers, managers will manage other staff (A bit like a CEO.), so if a CEO gets a couple of managers, they can manage 6 staff. Players will also need to hire trainers, when staff are hired, they are at a 'junior' level, training staff make them more effective; managers can manage more people, cooks can cook more, etc. There are a lot of staff that do a lot of different things. Any staff cards that a player has that are not in their hierarchy spend the day at the beach!
  • Determine new player order; the order in which players act is recalculated every turn. Basically, the player who has the most 'empty' spaces in their hierarchy gets t choose where in turn order they go (They could choose to go first or last or anywhere in between.). Then the player who has the 2nd highest number of empty spaces goes next etc.
  • Actions; in turn order, each player carries out the actions for the staff they have in their hierarchy. Actions include hiring and training. They also include marketing (Marketing creates a demand for food & drink.), getting food & drink, placing new houses (Creating houses creates customers) and gardens (Gardens are attached to houses and increase demand.) and finally placing new restaurants and moving existing ones.
  • Supply the demand; players can carry out actions to create a demand for food & drink. Provided a player has generated food & drink, they can try and then supply that demand. How does this work? Well, 'people' from houses will go to the cheapest restaurant selling the food & drink that they want (Players can hire staff to push the price of their food & drink down.), however the further that 'people' have to travel, the more it costs. Every time customers visit a player's restaurant, that player earns money. 
  • Wages: Players now have to pay the wages of their staff.
  • Marketing campaign: Even though a player may have created a marketing campaign in the 'Actions' phase, the effect of the campaign doesn't kick in until now, so players need to think ahead. There are various different types of campaign that a player can undertake, that have different ranges and areas of effect and can have differing duration. This includes using billboards, mail shots, radio and even planes for advertising.
  • Clean up; excess food & drink is discarded and various other end of round actions are completed here. The game includes 'milestones', these are varied objectives to meet, the player who completes a milestone first, gets an in game benefit for it in this phase. If multiple players achieve a milestone in the same phase, then they all get the benefit.

Endgame
​Play continues until all the allotted money from the 'bank' supply is depleted, in which case any remaining money is paid out from the reserve supply.

The player who has accumulated the most money, wins.

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This is an example of a player's corporate hierarchy.
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Near to the game end, notice the massive demand for pizza, always pizza!

Overall
Food Chain Magnate markets itself as a 'heavy' game and it's not kidding.

The aim of the game is to build housing and create marketing campaigns, this generates a demand for whatever particular food & drink the player decides advertise.
Then the player produces the relevant food & drink to fill that demand, this equals profit.

Except it's not so simple.

There is a lot to think here and all of it is important.

How a player structures their company is crucial.  All of the other actions options will become avaialable based on the staff cards that you recruit and play.
A lot to think about.

You need food? Pizza chefs will produce pizza and burger chefs will produce burgers.
You want drinks? You need an errand boy to go and collect them.
Want to be more competitively priced? Get a pricing manager.
Need an advertising campaign. You'll have to get marketing staff.
Want to place more housing? A business developer is what you need.
Your staff need training to be more effective? Trainers are what you need.
You got too many staff? Get more managers!
Need to recruit people even quicker? Recruiters are what's needed.

And so on.

Marketing needs to be targeted. There are different types of marketing that target a player's audience at different 'ranges' and they tend to be of varying length. Players will need to optimise creating their demand.
Advertising can have a real sting in the tail. Because other players can benefit from it too. If one player creates a demand for burgers and another player then opens a burger joint closer to the housing that's been targeted, then the customers will go there instead (Customers have absolutely no loyalty!). Or if another player slashes the price of their burgers, then other restaurants will be ignored.
Sly players will definitely try and exploit other player's marketing.

This brings me to 'pricing'. This is a great game mechanic. Instinctively, players will want to increase prices to generate more revenue. But a player really needs to undercut their opponents, because less profit is better than no profit. Pricing is a real race to the bottom and forces players to make horrible choices - always a good thing!

Players will also need to think about food & drink production, as more and more demand appears, players will need to get better and better at production to meet that demand. Also, as demands get more complex, fulfilling those demands gets equally as complex (A house's demands cannot be only partially fulfilled and must be fully met.).

And don't forget milestones, the benefits they can confer can be very important.

When we played this game, the owner explained to us that he thinks at the start there's a couple of different routes to follow for 'opening moves' that there are 'no brainer' moves (These are to do with milestones.). It seems some of the milestones can be completed in the first couple of turns and only the first player(s) that complete them get the benefit, not following the 'no brainer' moves means a player can lose out on those benefits.

This implies that early moves (Or mistakes really!) can affect the entire game.
I'm not sure how I feel about this? I don't like 'no brainers', because what they do is remove choice from a game. On the other hand, maybe it was overstated. I guess the game would need to be played multiple times to see if this is the case

All of this contributes to make Food Chain Magnate a deep game that requires a lot of forethought and strategy. There is no luck or chance in this game. If you like genuinely heavy games, this may interest you.

For me though, I found it to be a little bit difficult to play the game on all the levels it required and mostly ignored the marketing side. It felt a strangely unengaging game, perhaps it was the theme?
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Taverns of Tiefenthal

29/1/2020

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7th January 2020

It's the first Tuesday of the year and we're NOT at 'The Sovereigns' (Which is closed for refitting.), instead we're at 'The Wheatsheaf' in Woking for board gaming.

Tonight, we're playing Taverns of Tief....err?
Taverns of Tiefe... err?
It's a game where you run a pub!

So this game tries it's best squeeze in as many game mechanics as it can.
Deck building - yep. Card drafting - yep. Dice drafting - yep. Dice placement - yep. Resource management - yep. Hidden Role - y... wait no, that's about the only thing missing!

What's in a game?
So Taverns of Tiefenthal comes with some optional extras or expansions, apparently we used all of them in the game we played. So there's a lot of components.
  • Monastery board: This is a small central board that serves a couple of purposes. It displays what bonus the players receive in each round. There is also a track that players can move their marker round to get bonuses.
  • Player tavern board: Each player has their own tavern, therefore each player has their own tavern board. The tavern board looks like a giant misshapen jigsaw puzzle piece. Each tavern board has extra 'bits' that are attached to it, during play they can be upgraded and are flipped to the other side when this is done.
  • Tavern attachments: These tiles are the 'bits' that are added to each tavern: Tables, beer storage, beer supplier, barrel, host/reputation, safe, dishwasher, waitress, cash box and monk. 10 in all and all double sided. These will be explained below.
  • Entertainer tiles: Periodically throughout the game, entertainers will arrive in your tavern. If you can give them 'schnapps', they will give you a bonus or ability of some kind. These tiles are double sided, each side confers a different bonus.
  • Schnapps tokens: Used to ply entertainers.
  • Guestbook board: This tile is a way to earn bonuses when it is filled with signatures.
  • Signature tiles: Used to fill your guestbook.
  • Deck of guest cards: Guest cards are bought with beer! During the game they will be the 'regular' visitors to that player's tavern. When they appear, they can earn the player money.
  • Deck of staff cards: These are bought with money. Staff gives the player extra or bonus actions.
  • Dice: Normal 6 sided dice. Lots of white dice and 4 sets of dice in player colours, 1 set for each player.
  • Beer mats: These little coasters essentially unnecessary, but are used to hold dice.
  • Beer mug marker: This is the first player marker.
They are the most important components of the game.
Many of the game's components are made of nice and thick card stock, including the beer mats. The artwork is quite nice and colour and there's some nice detail on the tavern board and tiles.

Picture
The game's 1st challenge; putting it together!
Picture
Player's tavern board.at the game start, with nice art.
Picture
Set up and ready to play.
Picture
The art is well detailed. As well as the dog, notice that cat by the window.

How's it play?​
We begin with setup.
  • Each player takes a tavern board and the 10 other bits that go with it and attaches them to the board with standard side up.
  • Each player is given a starting deck of 10 cards, consisting of 7 guests and 3 staff cards, they are shuffled and placed down as a player draw deck.
  • Each player takes the 4 dice in their colour, a beer mat then also takes and places 4 white dice on the mat.
  • Take all the guest cards that cost 3 'beer' and place them in a face up stack. The remaining guest cards are shuffled and placed down as the guest deck. Deal 4 cards from this deck and place them face up in a line next to the 3 cost cards. Finally place the stack of 'noble' guests face up at the end of the line.
  • All staff cards should be sorted into their different types and placed face up in individual stacks in ascending order of cost.

Picture
Staff cards on the top row & guest cards below.
Picture
Player's board in mid-turn, cards dealt, but dice not yet chosen.

That covers most of the setup.
Now to explain what does what.
Let's start with the tavern board. Many of the abilities on the board are activated by placing dice of a specific value on them.
  • Tables; when guests are dealt from a player's deck, they are placed on the tables spaces. Players start with 3 table spaces. This can be upgraded to 4.
  • Beer storage; during their turn a player will most likely generate beer. Any beer that is not spent can be stored on this tile. The beer storage holds 2 beer, this can be upgraded to 5.
  • Beer supplier; Any dice which are showing a 1 or a 6 can be placed on this tile to generate beer, each die placed here will generate a beer. When upgraded, each die will generate 2 beer.
  • Barrel; a die showing any number can be placed here to generate 1 beer. Unlike the beer supplier, only 1 dice can be placed here. When upgraded, it will produce 2 beer.
  • Host/reputation; we used the 'reputation' side of this tile. It has a reputation track, when its marker moves round the track it will earn the player various benefits. When the marker reaches the end of the track, it earns a noble guest card and starts round the track again.
  • Safe; any unspent money goes here. It stores 2 currency and can be upgraded to store 5.
  • Dishwasher; the dishwasher tile does nothing until it is upgraded. When upgraded, it provides the player with a permanent dishwasher (See below for an explanation of what a dishwasher does.).
  • Waitress; this tiles too does nothing until upgraded, upon which it provides the player with a permanent waitress.
  • Cash box; a single die showing any number can be placed here to earn the player 1 currency, the upgraded version earns 3.
  • Monk; any dice showing a 5 here will advance the players marker 1 space along the monastery track. The upgraded version moves the marker along 2 spaces per 5 placed here.
​Talking of the monastery board. It has several functions.
  • Turn order; the game is played over 8 rounds and something a little different happens every round, which is all tracked on this board.
  • Monastery track: as the player's marker moves round here, they will earn various bonuses.
  • Recruit nobles; this table on the monastery board shows the cost (In beer) to recruit nobles.
Now lets go on to what the cards do. Starting with staff cards.
  • Beer merchant; when this card is played, it gives the player an extra beer.
  • Dishwasher; each dishwasher card played gives the player the ability to increase the result on a single die by 1. Multiple dishwashers allow multiple dice to be increased or 1 die to be increased multiple times. Dice cannot be lowered this way.
  • Waitress; each waitress card that is played allows the player to roll an extra die (From their coloured dice.).
  • Table; each table card played, grants the player an extra spot to put a guest card.
  • Beer supplier; these are different to merchant. They are placed next to the beer supplier tile. Each die used with the beer supplier tile provides 1 extra beer per beer supplier card played.
Now on to guest cards.
Guest cards are acquired by spending beer.
  • Guests; guests are recruited by spending beer! When they are placed on your tables, they become extra spots on to which a die may be placed to earn currency. Generally the die which can be placed on a guest is the same as the currency earned. Thus if a guest requires a die showing a 3, it will earn 3 currency. Guests also earn victory points at the end of the game. Some guests also provide a once-only bonus when recruited.
  • Noble guests; noble guests always require a 2 to activate and always provide 2 currency. In terms of generating currency, they are amongst the worst guests (I guess it costs so much to please them, players make little profit!), but if more than one noble appears at the same time, then they all go on the same single table and don't take up too much room (They don't like to mingle with the 'rabble' it seems?). The advantage of nobles is that they're worth 10 victory points at the end of the game, which is a lot more than other guests.
​
So at last, finally, we get to how the game plays.
Each round is player over several phases.
  • Round set; at the start of each of the 8 rounds, every player will be given a choice of gaining 1 of 2 special actions.
  • Deal cards; each player deals cards from their own deck. Staff cards go in specific spots around the tavern board. Guest cards go on to the table spaces. Thus if a player has more table spaces, not only can they accommodate more guests, they have a better chance of drawing more staff cards as well. When all the available tables are filled, the player stops dealing cards.
  • Bonus dice: If a player drew and placed any waitress cards in the previous phase (Or they have upgraded their tavern to have a permanent waitress.), they gain a number of bonus dice (In their colour.) equal to the waitresses (Maximum of 3.). These dice are immediately rolled and placed to one side.
  • Roll dice; all players roll their 4 white dice and place them on their beer mat. Then in turn order, starting with the current first player, each player removes 1 die and places to to one side. Once all players have removed a die, each player passes the beer mat with the player to their left. Again, starting with the first player, each player removes another die passes the beer mat with the remaining dice to the left. Players continue taking dice and passing beer mats until all dice are gone.
  • Place dice; now that players have all their dice, in this phase they choose where to place them. As explained above, dice can be placed on various parts of a tavern board or guest cards in order to activate those actions - provided the number match of course.
  • Resolve actions; in turn order, each player resolves their actions, usually this involves generating beer and currency and using them to buy guest and staff cards. Unlike most deck builder games, when new cards are bought they go on top of the player's deck, so they will be played in the next round. Players can also upgrade their tavern, which costs currency. Every time a tile is upgraded, the player gains a noble - which like with other cards, goes on top off their current deck.
  • At the end of a turn, all cards that were played (Both guest and staff cards.) are placed into the discard pile and play continues to the next round with a new first player.
That's more or less it for how the game plays.

Endgame
Play continues for 8 rounds. 

Victory points are scored from the cards that players bought
​ Points are tallied, highest score wins.

Picture
My final turn completed.
Picture
The game end.

Overall
Taverns of Tiefenthal requires a lot of explanation (As you can see above), but in play is actually quite straightforward.
It's more of a game about optimizing strategies than complex rules.

The game gives you a lot of choices and options. Occasionally these will be meaningless decisions because of how the dice fall, but most of the time you'll have to choose between different actions.
A player will nearly always have more options available than actions to perform them.
​This is makes a good game in my opinion.

There's nothing particularly unique about the game, other than how it blends certain game mechanics together to emulate it's subject quite well. The game's presentation is also very good with well made components and colourful and well produced art.

The game's only drawback is its setup time, there's quite a lot to do. But I think the payoff is worth it as I enjoyed it.
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Concordia

16/12/2019

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17th November 2019

Sunday lunch time has rolled around and we're at 'The Sovereigns' in Woking. The 50 Fathoms hiatus continues.

Today we played 'Concordia'

Concordia is a resource gathering and economic expansion game set in the Roman era Mediterranean and surrounding areas.
Ah, where would 'euro style' games be without the Roman era Mediterranean? Probably set even more in Renaissance Europe!

What's in a game?
Concordia has quite a lot of components.
  • Game board: The main game board is actually double-sided, one side depicts a map of the Mediterranean and surrounding regions, the other is of the Italy peninsula. Regardless of which side is used, they both contain the same features. There are about a dozen different provincial regions and each province contains 2 or 3 cities, each city is labelled A, B, C or D. The map also shows roads and sea-routes between cities. The board also features a status box for each province. There's a card track for 'personality' cards and finally a scoring track.
  • City tokens: On one side of these tiles it shows one of the games 5 different resources. On the other side it is labelled A, B, C or D.
  • Bonus markers: These are used in conjunction with the provincial status boxes. One side has a resource on it and the other shows some currency.
  • Personality cards: There a 5 different decks of personality cards.
  • Starter decks: There are identical 'starter' decks for each player.
  • Personal board: Each player is given their own board that represents their storehouses. Each personal board has 12 spaces. All resources and meeples must be stored on the player's storehouse.
  • Meeples: Lots of meeples, each player has 6 of them! 3 are 'person' meeples and the other 3 are 'ship' meeples.
  • Houses: Each player has 15 house tokens.
  • Resources: Concordia has 5 different types of resource represented by tokens. In order of lowest value to highest; brick, food, tool, wine and cloth.
  • Coins: The game's currency.
Concordia has its fair share of its components and their fairly good quality too. 

It's worth mentioning the games resource tokens, normally it would be typical for the components to be coloured wooden blocks. Not so in Concordia, the tokens are shaped like the resource they represent. Thus the brick tokens look like clay bricks, wine tokens look like wine jugs and so on. It's a nice touch.

Picture
The board is set up and ready to go. All players' meeples start on Rome.
Picture
4 remaining meeples are placed on player's storehouse with resources at game start.

Hows it play?
Concordia has a fairly detailed setup. So, here we go.
  • After deciding which side of the board to use, turn all the city tokens to the 'letter' side and shuffle them. Then put the 'A' tokens on the 'A' cities, 'B' tokens on the 'B' cities and so on. Turn over all the tokens and it will which resource all the cities will produce.
  • Now put a bonus marker in each province's status box. The type of resource that should be put into a province box is the same as the highest value resource produced in any city in that particular province. All bonus markers are initially placed with the resource side-up.
  • Shuffle all 5 individual personality decks. Then put them together to create 1 large deck, with the '1' deck at the top and the '5' deck at the bottom. Then draw personality cards and place them on all the spaces on the card track.
  • Give each player a storehouse board, 15 houses and 6 meeples in their colour. Each player should place 1 person and 1 ship on the starter city. The remaining 4 meeples go into their storehouse, each meeple takes up 1 space in the storehouse.
  • Each player is given some starting currency and resources, the resources must go on to the storehouse board.
  • Finally, give a starting deck to each player. Players keep their entire deck in their hand at all times, when cards are played, they go into a discard pile.
So now we can go on to the actual game play.

The very basics of Concordia are simple: The active player plays a card from their hand carries out the action(s) listed on it.
Personality cards can be acquired which perform other actions or are better versions of the starter cards.
The starter cards are: 
  • Architect: Playing the Architect card allows the active player to move their colonists (Meeples). The amount of spaces that meeples can be moved is equal to the number of meeples the active player has on the board (At the start a player will have 2 moves.), This can be split amongst the players meeples as they see fit. Movement is a little unusual in Concordia. Obviously 'person' meeples travel by road and 'ship' meeples by sea. But when meeples move they don't move from city to city, they stop on the route between 2 cities instead. A meeple cannot occupy the same space as another meeple. Once the active player has finished moving their meeples, they can build a house on any city that is adjacent to any road/sea route that the active player has a meeple positioned on. Building a house costs currency and resources (The resources required depend upon what the city produces.). Building a house on a city that already has another player's house on it is possible, but costs more currency (But not more resources.).
  • Diplomat: Playing the Diplomat allows the active player to copy the topmost card in any other player's discard pile and thus use it's abilities.
  • Mercator: Playing the Mercator allows the active player to take 3 currency from the bank. The active player can also perform exactly 2 trades. Each trade allows the active player to buy/sell any amount of a single resource provided they have enough currency/storehouse space to manage it.
  • Prefect: Every player starts with 2 of these cards. This card gives the active player the choice to perform one of two different but related actions. The first action is to collect resources. The active player chooses a province and receives the resource displayed on the bonus marker in the province's status box, additionally every player who has a house on a city in the chosen region will receive a resource of the type that the city produces. Then the bonus marker is turned over to the side that shows currency. The second action is to collect currency equal to what is shown on all the 'flipped' bonus markers. When this action is chosen, all bonus markers are put on to their 'resource side.
  • Senator: The Senator card allows the active player to buy up to 2 cards from the personality card track. Obviously there is a cost, this is determined from 2 sources, first the cost on the card and secondly the cost on the card track, cards on the left are cheaper than those on the right. When cards are bought, the remaining cards to the right are slid left to fill the gap and new cards are added to spaces on the right. This is a 'conveyor belt' mechanic seen in several other games.
  • Tribune: When played, the Tribune card does 3 actions. It allows the active player to take their discard pile and return it to their hand. Secondly, if the active player is retrieving more than 3 cards from the discard pile, they acquire currency. Thirdly, the player can choose to add a new person or ship meeple to the board, after paying the resource cost.
Additional cards
There are more types of cards available in the personality deck. There are specialist cards for each type of resource that allows the player possibly gain extra resources. There are also improved versions of starter cards and cards that make certain actions easier to perform.

There are some more rules, but this is the gist of it

Endgame
There are 2 ways to trigger the endgame. If all the personality cards are bought or if a player builds or their houses. Then the final round is completed.

Scoring is quite detailed and involved, in fact almost convoluted.
All cards are attributed to 1 of 6 Roman gods such as Saturn, Jupiter, Mars etc.
Each 'god' is scored differently: Mars for example, will score a player 2 victory points per meeple they have on the board per Mars card​.

All victory points are tallied, highest score wins.

Picture
Endgame was triggered when the blue player placed their 15th house.
Picture
See the spread of cards acquired by the yellow player.
Picture
The yellow player invested heavily in wine!

Overall
Here's the thing, I quite like Concordia, but I can't put my finger on exactly why?

Maybe it's because it's a game about expansion and empire building, but a mercantile empire and not a military one. There is no direct conflict and the worse you can do to another player is to buy a personality card they want, or maybe block a route they want to use. It's all feels very 'eurogame'.

Or maybe it's the deck building element. I feel there's something engrossing about having limited actions and needing to optimise strategies accordingly.
Thinking about it, if there was too much direct competition between players, the deck building and planning wouldn't work so well within the game.

Finally, I thought I would mention the scoring. Because there's 6 different ways to score, it's almost as if you don't need to think about the scoring and can just concentrate on building up your trade empire and let the points take care of themselves.

But anyway, all in all, Concordia is a game I enjoy playing.
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Trains: Rising Sun

2/7/2019

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6th April 2019

It's a Saturday evening, so it's an evening of gaming at Matakishi's.

And on this particular evening we played Trains: Rising Sun.

Trains: Rising Sun combines 3 key elements to make it what is is:
  • Board gaming.
  • Deck building.
  • Trains (you may have got this bit from the imaginative name' Trains'). You know if a game-mechanic has become big when a 'rail-laying, train-running' game uses that mechanic. Which in this case combines deck building with trains, toot toot!

This game is a expansion/standard alone game (I guess that's where the imaginative name 'Rising Sun' comes from).

What's in a game?
Trains: Rising Sun uses a game board which depicts a map, a map that is overlaid with hexes (familiar territory for the players' of many, many train games) and you can build cities, connect rail links etc. Definitely familiar territory!

However the actions you take on the board are dictated by the cards you play from your hand of cards.

The Cards
Each player begins the game with a deck of 10 cards, 7 of which generate currency and 3 of which 'do things'. Each player draws 5 cards from their deck into their hand. So far so 'Dominion'!

Currency cards generate money that allow you to buy cards from a selection of cards to add to your discard pile. These cards give you extra abilities, more revenue etc.

When your draw deck runs out, your discard pile is shuffled into a draw deck, allowing you to draw and use the newly acquired cards.

Other cards such as 'Lay Rails' allows the player to errr lay rails! However it costs to lay rails. So your currency cards are also required to build railways. This is great as it forces you to make choices. 'Do I want to make use of the lay rails in my hand right now and miss out on that card I want?' For example.

There's an additional mechanic in this game called 'Waste'. Certain actions and cards generate waste. Each time waste is generated by a player, they take a 'Waste' card from the relevant stack and add it to your discard pile. Sooner or later you'll start drawing waste cards into your hand. What do waste cards do for you? As you probably surmised, they do nothing for you and clog up space in your hand and just get in the way.
There are various cards and actions that allow you to take waste cards out of your deck and return them to their stack.
It's a clever little mechanic that adds an extra layer of consideration when choosing your actions.

The Board
The board is double sided and features different terrain. It has hexes, rail links at the edges, cities, rivers etc. It's all very familiar. You use the board to build and connect cities to score points according to the cards that you play.

That's the rules  in a nutshell.

This hybridization of 2 different game styles works perfectly well. Without going into specifics about the rules, there's little more to write about the game.
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Harry Potter Hogwarts Battle

14/1/2019

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Tuesday 8th January 2019; the first evening back at the 'Woking Board Game Club' at 'The Sovereigns' pub.

Several games were played during the evening, including much talked about Wingspan. However we played Harry Potter Hogwarts Battle.

This is a co-operative deck builder in the vein of Dominion.
You start with a deck of 10 cards and use your turns to buy more cards to make your deck stronger.
The objective is to defeat various villainous characters such as Draco Malfoy before certain conditions are met and the game is lost.

Mechanically the game is quite solid - if a little shallow. The game has 7 'chapters' of increasing difficulty (and also match the number number of books).
We played level 2. Twice we collectively got our arses kicked, but on the 3rd try we romped to victory. I think we got better at the game, but also that luck (or bad luck in our cases) plays a big part too. But to be fair, that's generally always the case with co-operative games.

I'm not a particular fan of Harry Potter, but of the game had a slight increase in complexity, I'd definitely be interested in it.
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