14th May 2022 It's a Saturday and I'm in Aldershot after a impromptu get together with some friends. Flip City AKA Design Town is a light and uncomplicated push-your-luck deck building game about developing a city. What's in a game?
The cards are all the standard quality you'd expect from a card game. The game uses brightly coloured stylised art throughout and I always like this kind of artwork and I think it looks good here. additionally, the cards can be placed next to each to make a city landscape. Yes, it's unnecessary but it's a nice touch and shows some extra thought has gone into the presentation. Flip City uses some iconography, but all of it is clear and easily learned or understood. How's it play? Setup
On to play Each's active player's turn will consist of up to 2 phases, a play cards phase in which they play as many cards as they want or go bust and a buying phase.
Endgame Play continues until 1 of 2 winning criteria is met.
Overall
Flip City describes itself as a microdeckbuilder and it's not really wrong. Most deck-builders come with a supply-market of 10 card types or so but Flip City makes do with 4 types (5 if you include the micro-expansion), although they are double-sided, so there are actually 10 types of card. Even so, it's a very compact feeling game. For me however, where Flip City differentiates itself from other games of its kind is the implementation of a push-your-luck mechanic. It works well here, especially in conjunction with meeting the winning conditions, essentially forcing players to continue drawing cards and pushing their luck until they either have 8 VPs or 18 cards in play. As a result, Flip City is a little different to many deck-builders, which at their core are more-or-less about creating cash-generating engines to purchase cards that will earn them more cash during the early-game or VPs during late-game play. In Flip City, generating cash is still important because it allows players to acquire more cards but some of those cards will have to work towards being able to draw 8 VPs or 18 cards. Flip City is a quirky, charming, fairly light and quick to play pocket-sized deck-builder that presents players with some meaningful paths to winning and choices as well as some unusual game play and a nice little risk-and-reward mechanic. Given it's light nature, I'm not sure how the game will hold up to repeated play but that's sort of missing the point. This is a fun filler game that is good to ply every once in a while. It's worth a try and if deck-builders are you thing, then this will probably appeal to you.
0 Comments
4th January 2022 It's a Tuesday and we're round Simon's for the first in-person game of the year! 'Here be dragons', is something you don't want to shout in Clank! Instead you'll want to silently tippy-toe around without waking the damn thing up, then steal its stuff and run! NOTE: When we played Clank!, it was with an expansion that took the player count up 6 (Which was useful, as there were 6 of us!) and added characters with individual starting decks. What's in a game?
Clank features good, colourful artwork throughout, the board has a fairly unique look to it and is clearly illustrated, the cards and tokens also feature good artwork with well illustrated characters and monsters. The game uses a fairly small assortment of iconography and it's all easily understood. How's it play? Setup
On to play The objective in Clank! is to grab an artefact from the depths and escape the out of the dungeon alive! A player cannot leave the dungeon without an artefact neither score points. Play progress in traditional clockwise order during Clank! and the active player plays cards from their hand to generate resource pools which they can then utilise to perform associated actions.
Endgame There are 2 ways to trigger the endgame. It can be triggered by the 1st player to acquire an artefact and leave the dungeon or the 1st player to be knocked out. In either circumstance, the player who triggered the endgame places their meeple on the countdown track. Then when they become the active player, all they do move their meeple along the track. This will trigger a worsening dragon attack every round for the next 3 rounds, then on the final round the dragon will knock out all players who are still in the dungeon, regardless of whether they are in the depths or the upper levels. After this, the game goes to scoring, players who did not acquire an artefact or who were for any reason knocked out while in the depths do not score any points! Points may be accumulated from the following sources: Artefacts score 5-30 VPS. Tokens acquired. Card with VP values that players bought. Gold; each gold scores 2 VPs. Points are tallied, highest score wins. Overall
Clank! has an unusual mix of deck-building and push-your-luck mechanics and it's the push-your-luck element that interests me the most. Clank! makes use of this mechanic in several aspects of the game. Firstly, there's a definite push-your-luck element to generating clank. Players will obviously want to minimise how much clank they add to the banner and lessen the chances of their cubes being pulled when the dragon attacks. Having said that, lessening the impact of clank may slow a player's progress, sometimes generating clank will give a bonus, the question is; is it worth it? how much do you want to push it. There's also a contextual angle here, if you see other players are generating a lot of clank, that means it should be safer to generate a little bit of clank yourself. If the opposite is true, they you'll need to be even more careful. The most obvious use of push-your-luck is when collecting an artefact. Every player needs to collect 1 but there's quite a spread of VPs. The higher scoring artefacts are found lower down in the depths. Getting one and getting out will be more risky, but more rewarding. Compounding this is the rule that you can't drop an artefact once it's been picked up. There's no hedging you bet here, if you want a higher value artefact, you have to go for it. It's basically stick-or-twist. This also ties in with the game's other aspect of push-your-luck. The countdown mechanic adds an interesting wrinkle to all this, dramatically altering player priorities and objectives. If the countdown is triggered by another player, you'll find yourself wondering whether you can get one last scoring token before heading to the top or not - probably better to run? The penalty for getting caught in the depths is catastrophic and that 20 VP mastery token is pretty good. Conversely, if you're the player who has an opportunity to escape the dungeon and trigger the countdown, should you do it? Or should you try and get more points? It might seem like a no-brainer, but is it? Chances are the first player to get out didn't go too deep and got a lower value artefact. The combined value of a mastery token and a 5 point artefact is still less than the highest value artefact and I'm sure this is no coincidence, I put it down to well balanced scoring. Rushing to get out and put pressure on other players may work or it may not. The deck-building aspect in Clank! is light-ish and fairly straightforward, which I think is a good thing because it can have quite the influence on a player's turn. There's little in the way of card combos and mostly all the cards stand on their own. The only trash cards (And they're not really trash.) are the secret tomes, which score 7VP at the game end but otherwise clutter up a deck. This brings me to perhaps the only niggle I have about the deck-building and Clank! In most deck-builders, it's all about buying more cards, either to improve your deck or score you points and Clank! is unlike those deck-builders. In Clank! your needs may change from round to round; in a particular round you may want to move a lot, in the next you may want fight points and sometimes, the cards may just not give you what you need. Sure, in most deck-builders, the cards will screw you over but somehow it can feel worse in Clank! It can be frustrating when you don't enough quite have the movement you to reach an artefact for example and feels like nothing is going on. It's not a dealbreaker though and I guess learning to adapt as much as possible is key. Otherwise, Clank! is hard to fault. Colourful with an interesting theme and mechanics, not too tricky to learn, reasonably fast to play and with a dramatic endgame. What's not to like. If you like deck-builders or push-your-luck games or both, Clank! is worth a try. 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?
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
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:
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. 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?
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
On to play
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! 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?
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
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.
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. 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.
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
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.
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. 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.
What art there is on the components is good and the components are of a high quality. 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.
On to playing In each round, the players will choose 2 cards from their deck to play. Enemy behaviour is dictated by the game.
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. 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. 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.
How's it play? First; setup.
A round of Food Chain Magnate is played over 7 rounds.
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. 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? 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.
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. How's it play? We begin with setup.
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.
Guest cards are acquired by spending beer.
So at last, finally, we get to how the game plays. Each round is player over several phases.
Endgame Play continues for 8 rounds. Victory points are scored from the cards that players bought Points are tallied, highest score wins. 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. 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.
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. Hows it play? Concordia has a fairly detailed setup. So, here we go.
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:
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. 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. |
AuthorI play, I paint. Archives
March 2024
Categories
All
|