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Paint the Roses - First Play!

19/2/2023

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19th February 2023

It's Sunday evening again and we're logged into Board Game Arena for some gaming goodness.

Paint the Roses, it sounds a strange thing but that's what you do when in the kingdom of The Queen of Hearts in this 'Alice in Wonderland' themed cooperative game of deductive reasoning.

Caveat: We have only ever played this game digitally.

What's in a game?
  • Game board: The central part of this board displays a cluster of hex-shaped spaces, each space contains a hedge or shrub.
    At the top of the board is a very picturesque palace decorated with a heart motif
    Running around the outside edge is what appears to be a scoring track and at regular points along this track are milestones or breakpoints marked out by white rabbits.
Picture
Board at game start.
  • Whim cards: Whim cards represent the ever changing demands of The Queen of Hearts. They show what shape and colour the queen wants the shrubs to be.
    Each card will feature 2 of various combinations of colours and shrub shapes adjacent to each other.
    These cards come in 3 types - easy, medium & hard.
    Easy: These cards always display 2 adjacent colours such pink to yellow or purple to purple.
    Medium: These cards will depict either a colour adjacent to another colour or a shape adjacent to a shape.
    Hard: Hard level cards will show colour to colour, shape to shape or colour to shape.
    ​In the bottom right corner of each whim card will show a number, this is a movement number, the higher the difficulty, the higher the number.
Picture
A 'medium' whim card displaying club to diamond shapes.
Picture
A 'hard' whim card showing red to yellow colours.
  • Greenhouse board: A tile styled after a greenhouse! This rectangular tile has space to hold 4 tiles.
Picture
Greenhouse board along with face-down whim cards.
  • Shrub tiles: Each of these shrub tiles depicts a colour and a shrub shape.
    There are 4 colours - pink, purple, red & yellow.
    There are also 4 shrub shapes based on the 4 suits of a normal deck of cards - clubs, diamonds, hearts & diamonds.
    Additionally, some of the shrub tiles are starter tiles.
  • Clue tokens: These are little cubes that come in each player colour.
  • Notepad: These player aids allow participants to track information that other players have provided.
Picture
A scoreboard that helps players eliminate wrong choices.
  • Models: Not pertinent to the digital version of the game but the physical copy comes with 3d models to represent The White Rabbit, The Gardeners and the The Queen of Hearts.
    Additionally, there are 4 petal tokens that are used in conjunction with The Queen of Hearts and one-by-one are slipped beneath her model's base during the game, increasing her speed - which is not a good thing!
  • Bag: This is also only part of the physical game and is used to blind draw shrub tokens.

Paint the Roses' artwork is pretty high quality, Art on whim cards and tiles look good and is easily understood but the standout art is on the game board. It's vibrant, colourful and eye catching, everything I think is good in game artwork.

Only 4 colours and 4 shapes are used in Paint the Roses, these are straightforward to comprehend and there's no other iconography.

How's it play?
Setup
  • ​Game board: Put out the game board.
    Place The Gardeners tile on the '0' space.
    Place The Queen of Hearts tile on space '44' (Actually 6 spaces behind The Gardeners.).
    Place The White Rabbit on it's first milestone.
    Place the starting shrubs into their determined starting positions.
  • Whim cards: Sort the whim cards into their 3 types and shuffle them into 3 face-down decks.
  • Shrub tiles: In the physical game, these tiles would go into the bag.
  • Greenhouse board: Randomly draw 4 shrub tiles and place them on the 4 available spaces on the greenhouse tile.
  • Clue tokens: Give each player the clue tokens in their player colour.
  • First player: Determine a starting player.
    Once this has been done, each player in turn order should draw a whim card from 1 of the 3 decks with the proviso that only 1 player can have an easy card at any time.

On to play
In Paint the Roses, the players are trying to collectively fill all 16 empty spaces on the game board while staying ahead of The Queen of Hearts model.
How is this done? By playing tiles, placing clues on them and using those clues to try and guess what is displayed on other player's whim cards.
Players must keep their whim cards hidden from other players, only revealing them when they are correctly guessed.
Paint the Roses uses a traditional turn structure with the active player completing their actions before play progresses to the player on their left. During the active player's turn, the following phases occur.
  • Place tile: The active player must take one of the 4 tiles from the greenhouse board and place on any empty space on the board.
  • Place clue tokens: All players then place clue tokens on the tile that was just placed.
    The number of clue tokens a player must place should be equal to the the number of ways the currently placed tile matches the colour/shape shown on their whim card.
    E.g., if a diamond shaped bush was just placed next to a spade shaped and any player had a whim card depicting a spade adjacent to a diamond, then that player must put a clue token on the newly placed tile.
    If the placed tile matches a whim card in more than one way, then clue tokens must be placed on the tile for each match. So if a spade was placed adjacent to 2 diamonds, 2 tokens would need to be placed on the tile
    If there are no matches, then no clue tokens are placed on the tile.
  • Guess: Once clue tokens have been placed, the players must collaboratively pick any one of the whim cards and try to guess the symbols on that card. That is they're trying to guess which colour/shapes are shown on that particular card. Obviously, players cannot guess the symbols on their own card!
    • Correct!: If the players guess correctly, the following occurs.
      Discard whim card: The whim card that was correctly guessed is discarded.
      Move The Gardeners: The Gardeners figure should be moved a number of spaces equal to the value shown in the bottom right corner of the card that was just guessed. If this moves The Gardeners past The White Rabbit model, add a petal to The Queen of Heart's base (She will move faster from now on!) and move The White Rabbit to it's next milestone.
      Remove clue tokens: All clue tokens related to the correctly guessed whim card are returned to their player's hand.
      Guess again: After making a correct guess, the players may choose to make another guess, this is not mandatory and can be risky - as explained below.
    • Incorrect!: When a incorrect guess is made, the phase immediately ends.
  • Move Queen: Once the guessing phase is over, The Queen moves and there are 2 ways this can happened.
    Correct guesses: If all guesses that were made were correct, The Queen moves her speed which is 1 space plus 1 space per petal under her base, thus she can move up to 5 spaces! That's not the worst though!
    Incorrect guess: If the players made a incorrect guess, The Queen of Hearts moves double her speed!
  • End of turn: Once the Queen's movement has been resolved and the game has not ended, the following occurs.
    Replenish whim cards: Any player who discarded a whim cad now draws one from any of the 3 decks, the rule about only 1 easy whim card still applies.
    Replenish greenhouse board: A new shrub tile is drawn and placed on the empty space on the greenhouse board.
    Next player: Play progresses to the player left of the active player, who now becomes the new active player and a new turn begins.

Endgame
If the players manage to place shrub tiles in all 16 spaces and survive to the end of the round - that is; survive The Queen's final movement, the players collectively win the game!

If any time The Queen reaches the same space as The Gardeners or overtakes them; it's off with their heads. The players collectively lose the game.

Once a game is concluded, players can record their score, i.e., where they finished on the scoring track.


Overall
Thematically I found Paint the Roses a little abstract. Having The Queen actually chase the player model around the out of the board was a bit silly (Which thinking about matches the absurdness of the source material.) but also reasonably clever.
While I understand how the theme meshes with the mechanics, it all felt a little... detached.

​Mechanically though, Paint the Roses presents players with very tricky decisions and this is twofold.

Firstly, the active player must decide which of 4 shrub tiles to draft and how they can place it on the board to convey the information on their card. I think that there's also a higher level of play here where the active player can choose to play a tile to potentially help another player to convey information.
Secondly, once a tile has been put down, the players must make a guess. It's likely that this will involve a mix of deduction and also blind guessing. Easy whim cards are well... fairly easy to guess which is why players are limited to one easy card at a time, other cards are no so easy. Its important to successfully guess harder cards because it puts more space between the players and The Queen
There's also the element of trying to guess another card after a successful guess but it's genuinely higher stakes: A successful 2nd guess will give the players more breathing room but a wrong guess means that essentially any progress made from a guess has been lost. Double or nothing really.

These mechanics for guessing feel quite unique but also a little obtuse and harder to comprehend than they should be.
I don't think it helped that we were playing the game digitally and clue tokens were added automatically which sort of distanced us from thinking about what was going on.
I also felt being forced to guess every turn was quite harsh and The Queen advanced very quickly after relatively few failures. I feel that if players make a couple of wrong guesses in the early game, they'll be on the back foot for the rest of it - however long that lasts.


This brings me to the rule with the White Rabbit that increases The Queen's speed is quite interesting - although I'm not sure how I feel about it.
If The Queen has a high speed, an incorrect guess can move her a lot of spaces. It increases the stakes as the game progresses, meaning the players can never afford to be complacent.
The drawback is that it felt frustrating and counterintuitive, like we were being punished for being successful.


Between the difficulty and somewhat frustrating way the deduction worked, I found that I did not enjoy Paint the Roses, which is a shame, I like the idea of a cooperative, logic driven game.
I would definitely be open to trying the game physically as I might chance my stance  when actually handling the game but digitally speaking, this is not a game for me.
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Break the Code - First Play!

18/9/2022

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18th September 2022

We're on Board Game Arena​ for some gaming goodness.

Use your deductive reasoning to... Break the code, a puzzle-like game of logic and elimination.

Caveat: We've only ever played Break the Code digitally.

What's in a game?
  • Tiles: There are 20 tiles in Break the Code and they are numbered form 0-9 twice, one set has black numbers and the other white, except for the number '5' which is green in both sets.
  • Question cards: Players ask each other questions to solve the game's central conundrum but are limited to using the questions that appear on these 21 cards.
  • Screen: The physical version of the game comes with a screen for each player to hide information from other players, most important of which are the player's own numbers.
    The screen also has 5 columns labelled A-E which will correspond to the player's own 5 tiles during the game.
  • Notepad: This is a pad of reference sheets used by players to record the results of questions asked throughout the game. The top part of the sheet lists the 20 numbers on the tiles which can be struck off as they are eliminated.
    Below that is a grid that has a column labelled A-E and rows for each other player, allowing players to cross-reference information about columns and players.

There's little to no art in the game and to be honest, the game is a fairly abstract almost puzzle-like game that doesn't really need it.
Presentation wise, it's clear and easy to understand.

Break the Code also has no iconography unless you count numbers. There's nothing here that would prove an obstacle to players.

Picture
Question cards & notepad. At the top is shows all the tiles and has space for the answer. Below that is the grid used to solve the code and n the right it shows the player's own numbers.

How's it play?
Setup
The setup for Break the Code differs some what between a 2 player count and a 3-4 player count.
The setup here is for 3 players.
  • Players: Give a screen and a sheet from the notepad to each player, as well as a pencil.
  • Tiles: Shuffle the tiles into a face-down stack.
    Depending on player count deal 5 tiles to each player face-down and 5 face-down into a central playing area.
    Players: Each player should now secretly look at their own tiles and arrange them numerically from left-to-right, positioned face-up behind their personal screen so that each number is in a column with a letter. I.e., the lowest number will be in the A column and the highest will be in the E column.
    Central tiles: The tiles in the central area should remain face-down and be revealed until the game is over.
  • Question cards: Shuffle the question cards into a face-down deck. Deal 6 cards face-up into the central area.
  • First player: Determine a starting player.

On to play
The objective in Break the Code is to deduce the value and colours of the 5 tiles in the central area before anyone else. This will be done by asking other players questions (Using the questions on the question cards.) about their own tiles and then by matter of elimination discovering which tiles are in the central area.
Break the Code uses a traditional turn order with the active player resolving their turn before play progresses to their left.
On their turn, the active player can choose 1 of 2 actions.
  • Ask a question: The active player picks one of the 6 available question cards and the other player must truthfully answer its question.
    Questions might include:
    'How many odd tiles do you have?'
    'How many of your tiles have a white number?'
    Record result: Once players have given answers, all players should record what has been said on their sheet. Thus, even when it's not a player's turn, they should pay attention to answers given.
    Discard: Once a question card has been used, it is discarded and a new one is drawn in its place.
  • Guess tiles: Instead of asking a question, the active player may choose to guess what 5 tiles and their colours are in the central playing area. A player only gets one chance to guess the tiles!
    First the active players writes their guess down on the allotted spot on their sheet. Then, without revealing the tiles, the active player peeks at them and declares whether they were wrong or right.
    Got it right: If the active player has correctly surmised which tiles are in the central area, play continues until the current round is finished, this potentially gives players later in the round a final chance to guess the tiles.
    Got it wrong: If the active player got it wrong, they are out of the game and play progresses as normal but without them! They must continue to truthfully answer other players' questions.
  • Next player: Regardless of whether the active player asked a question or made a right or wrong guess, play progresses to the player on their left - unless the active player got the right guess and is also the last player.

Player count
There are a couple of differences in setup and player according to player count.
  • 4 player: A 4 player game only differs from a 3 player in 2 regards:
    Only 4 tiles are dealt to each player and the central area. This means the 'E' column is not used in 4-player games.
    The active player must also answer the question they asked.
  • 2 player: In a 2 player game, 5 tiles are dealt to each player, no tiles are dealt into the central playing area. Players are now instead trying to guess each other's 5 tiles.
    Additionally, players are not eliminated from play for making an incorrect guess.

Endgame
If all question cards have been used and no one has made a correct guess, all players lose!
Additionally, if all player make incorrect guesses, then again, all players lose.

When a player makes a correct guess, the end of the current round is played out, the game ends and they are the winner. There is a chance however, that other players may also make a correct guess with their last action. In which case, all players who guessed correctly are declared winners.


Overall
There's not much to say about the mechanics of Break the Code, it's a very straightforward game that is essentially a multiplayer puzzle; ask questions and eliminate extraneous numbers until you are left with only the correct numbers.
Since questions are solely based on the available cards it means there can be a need for a bit of lateral thinking and trying to gleam information from awkward questions. I suspect that if players got to ask the questions they wanted, it would end a game quickly or break it!
It's also vital to listen to answers given to other players' questions.

Players first eliminate their own tiles which leaves them with about 10-12 more tiles to eliminate. They must cross-reference multiple answers to get the information they need. E.g., They may learn a player's first tile is a black number, then they may learn it's a odd number, then they may finally learn it's a 1 and so on.
Conversely, players will sometimes get a lot of information quickly, e.g., learning the tile in the E column is green means it must be a 5 and that it is also the highest number a player has behind their screen.
It's this kind of reasoning that drives Break the Code and if that sort of fairly heavy puzzle orientated game play doesn't appeal to you, then this is one to avoid.

Myself; I quite like puzzles but I'm not so sure about a multiplayer one, it's not something I feel lends itself well to multiplayer. I will add that we did play it online and over voice chat which could make it feel somewhat disjointed compared to face-to-face..
Having said that, I did enjoy Break the Code but found once I had 'broken' the code, there was very little motivation to go back to it another time.
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Love Letter: Adventure Time - First Play! - (58)

24/7/2022

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24th July 2022

​It's a Sunday afternoon and we're in The Sovereigns for some gaming fun.

So this is a sort of First Play!
Love Letter: Adventure time, like 
Love Letter: Batman is a reskin of the original Love Letter. I'm not going to go into any particular detail here and will only list the notable differences. if you want to know more, the blog on original can be found here.

Unsurprisingly, all the art featured throughout the game is sourced from the cartoon and the characters will be recognisable to fans. If you're not a fan, it's quirky and very cartoony-styled gentle parody of the original artwork with a bright palette, a style I find perfectly acceptable.

Annoyingly though, some of the cards have been renamed; 'The Prince' becomes 'Hero', 'Handmaid' becomes 'Companion' and so on.
I know that it's probably a better fit with the show's narrative and theme but it still means that even players who know Love Letter well will be referring to the rules!


Instead of standard hearts or cubes, Love Letter: Adventure Time uses bright, multicoloured acrylic 'gems' to track scores and I have to admit they are pretty nice.


With a couple of exceptions, the rules are broadly speaking, identical to vanilla Love Letter. Luckily, these additional rules don't break the game like some other reskins do but by the same measure, nor do they add anything to it and truth be told, can be easily ignored.
Which is something I would do since I've always found the original Love Letter to have the best implementation of the rules.

So is it worth getting Love Letter: Adventure Time?
​

If you've already got some version of Love Letter; unless you're a completionist or a fan of the cartoon then you can skip this.

However, if you're a fan and don't have a copy of Love Letter, it's a fantastic game and you should definitely get one and this version is a good as any.
In fact if you don't have a copy of Love Letter, you should get one regardless!

Picture
Love Letter: Adventure Time compared to the original.
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Hidden Leaders - First Play!

15/6/2022

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14th June 2022

It's a Tuesday and we're with the Woking Board Gaming Club at The Sovereigns for some gaming entertainment.

​I always thought a good leader leads by example and doesn't hide? On the other hand most leaders don't have to contend with 4 feuding factions and the undead!
Hidden leaders is a fantasy themed sort of hidden role (Leader!) game with a dash of social deduction.

What's in a game?
  • Cards: Hidden Leaders uses 2 types of cards.
    • Leader cards: In a game called 'Hidden Leaders' there should definitely be cards called leader cards. The leader cards we played with were oversized, I'm not sure if that's a Kickstarter exclusive or standard in the game, either way they look pretty good.
      There are 6 unique, illustrated leader cards and each depicts icons from 2 of the game's 4 factions, these are 2 factions that the leader aligned to.
      More on factions below.
    • Hero cards: There are 70-odd hero cards in the game, while each is individual, they also share some common elements. Each hero card has a faction they are allied with, each also have a special ability as displayed on the bottom half of the card. These abilities perform a wide variety of actions, mostly to do with manipulating the game's 2 meeples.
    • Buried emperor: This is a special unique card in that is aligned with all 4 factions and begins the game - well buried in the graveyard.
  • Game board: This small board that colourfully depicts a fantasy landscape along with the game's 4 factions one each side of the board.
    A 12-spot track conveniently numbered 1-12 is also displayed on the board. The final 4 spaces of the track are 'dark', this is important at the game end.
    Finally around the board's edges are icons for:
    Harbour/draw deck: Next to the sea!
    Tavern/drafting area: There are 3 tavern spots for 3 cards.
    Graveyard/discard pile: Pretty explanatory.
    Wilderness/
    other discard pile: OK, this will require some explaining, more on this below.
  • Meeples: The game comes with two differently coloured solid looking stylised wooden meeples which represent 2 of the game's factions; a red crown for the empire and green mountain for the tribes.

There aren't too many components to Hidden Leaders but they're all of a good quality as you'd expect from any modern game. The cards are OK, the board is fine and the meeples are of a satisfyingly chunky quality.

Art-wise, Hidden Leaders is fantastic, each character is unique and has their own name and illustration, all of which are cartoony, brash and colourful, it's a style that appealing and perfectly fits the game's slightly humorous and not too serious theme.

There are icons for the 4 factions which are easily understood as well as a handful of other icons. It doesn't take long to comprehend all of this and it won't prove an obstacle.


How's it play?
  • ​Hidden Leaders: Shuffle the leader cards and deal 1 face-down to each player, these should be kept secret until the game end.
  • Game board: Put out the following and carry out the following.
    • Buried Emperor: Put the 'Buried Emperor' face-up in the graveyard spot adjacent it's symbol.
      All other cards placed in the graveyard must be face-up.
    • Hero cards: Shuffle the hero cards into a face down deck and place it adjacent to the harbour icon.
      Draw one card for each of the 3 tavern spaces and place them face-up adjacent to the tavern icons.
    • Meeples: Put the meeples on to their starting spot - the '4' space.
    • Players: Now deal 5 hero cards to each player. Each player must then play a hero card 'face-down' into their personal playing area.
    • Wilderness: Now each player must discard 1 card to the wilderness spot. This means each player has a hand of 3 cards.
      All cards discarded into the wilderness spot are always discarded face-down.
    • First player: Determine a starting player.

On to play
Hidden leaders is a game primarily about manipulating the 2 meeples on the board because their relative positioning at the game end will determine which faction wins the game and by extension which player wins.
This done by recruiting i.e. playing hero cards into your personal playing to create your own band of heroes.

There are 4 factions.
Black: Undead.
Blue: The Water Folk.

Green: The Hill Tribe.
​Red: The Imperial Army.

The game uses usual a traditional turn structure with the active player completing their action before play progresses to the player to their left.
During the active player's turn, the following must occur.
  • Play or discard: The active player must choose 1 of the 2 following actions.
    Play card: The active plays a card from their hand into their personal playing where it will stay (Unless another actions changes this.) and resolves the action on the bottom of the card which typically involves moving the 1 or 2 meeples around. There a great variety of actions that involve moving meeples, taking or putting cards into the graveyard etc and sometimes card will both a bit of both.
    Usually, cards played this way are played face-up.
    Discard hand: If a player does not want to play any card, they must discard their entire hand and thus will have 0 cards in hand!
  • Draw cards: The active player now draws cards to get their hand size up to 4. Thus if they played a hero card, they will draw 2 new hero cards. If they discarded their hand, they will draw 4 cards.
    Cards can be drawn from the tavern spots or blindly from the harbour deck as the active player sees fit.
  • Discard: Now that the active player has 4 card, they must discard 1 to the wilderness discard pile. Thus, players should always have 3 cards in their hand at the end of their turn.
  • Next player: The player to the left now becomes the active player.

Endgame
The game continues until any player has put 5-8 face-up hero cards into play (Dependant upon player count.), face-down heroes do not count for the purpose of triggering the game end. When this occurs, the current turn is the last turn and we go to declaring a winner.

First, the victorious faction must be determined, each one has their own winning criteria based on the positioning of the 2 meeples on the track.
Black (Undead.) wins if both meeples are in the black area of the track, that is on spaces 9-12. This is regardless of the positioning of the meeples relative to each other.
Blue (Water folk.) win if both meeples are on the same or an adjacent space on the track - provided of course they are both not in the black spaces.
Red (Empire.) wins if the red meeple is 2+ spaces further along the track than the green meeple, ​so long as both meeples are not in the black area.
Green (Tribe.) wins conversely, if the green meeples is 2+ spaces further along the track than the red meeple, again, 

Next; players reveal their hidden leader cards and face-down hero cards.
The player whose leader is aligned to the winning faction, wins!

It's quite likely that more than player will have a leader aligned to the winning faction. If this is the case, then the player with the most hero cards aligned to the winning faction wins.


Overall
The first thing to mention is the game's asymmetrical winning criteria, it's something I've not seen elsewhere and is key to Hidden Leaders' appeal and informs all of the gameplay and tactics mentioned below.

The objective is pretty straightforward in Hidden Leaders. Players will not only be trying to manipulate the meeples to their own advantage but also trying to deduce the  motives of their opponents from their actions. This will allow players to try and anticipate their opponent's actions to their own advantage.

E.g., a player moves the red meeple up closer to green one which is ahead, is it because they want to bring them together to want the red meeple to overtake the green or do they want to put the meeple in the black area.
In this example, one single move can work towards the winning conditions of 3 factions.


Interestingly, when cards are discarded to the wilderness, it's face-down so others can't try and see which cards are essentially worthless to the discarding player. Further more, players will at least 1 face-down hero.
All of this is compounded by each leader being aligned to 2 factions so it can be hard to try and guess which faction they're supporting.
It's a great use of 'imperfect knowledge' mechanics that will keep players on their toes.

Hidden Leaders is a fairly easy to learn rules-light game, it mixes this accessibility with a higher level of play and depth of complexity that comes from trying to anticipate the actions of opponents that will make players think.
So, while theoretically the game has a reasonably quick play time, some players will spend a lot of time analysing their options and next move. In short; the analysis paralysis can be strong with this one and it seemed to take longer than expected. But that can be down to the players.
It should also be noted that whilst Hidden Leaders doesn't really have direct interaction between players, it definitely has a bit 'take that' mechanics. It's not too harsh to be fair but it's there and I for some players this is a no-no.
Having said all of that, I found the gameplay a little slow, it felt like 1 card-play/actions wasn't quite satisfying enough and it felt like there was a bit too much downtime between turns, although we did play with a player count at the higher end.

Otherwise I can't fault Hidden Leaders. If card games fairly heavy on deductive reasoning and trying to gauge the motives of other players are something you like, you'll probably find this engaging and enjoyable. 
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Star Wars: Unlock! - First Play!

21/4/2022

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20th April 2022

It's a Wednesday and we're round Simon's for an evening of gaming.

Unlock! The Escape Game are a series of games drawing inspiration from escape room games and as you'll have gathered from the name, Star Wars: Unlock is a Star Wars themed Unlock! game.

Time to escape Star Wars!

Note: Unlock! games come with 3 scenarios and in the case of Star Wars: Unlock!, we played the Secret Mission on Jedha scenario, one of the harder scenarios and which involved being nasty Imperial spies running round a desert.

What's in a game?
  • App: Star Wars: Unlock! is a app-drive game, meaning that a player will need to download the app to a smartphone or tablet.
  • Cards: The game is primarily a card game and comes with several different types of colour coded cards. Cards are numbered in the top left corner and also display numbers/letters on their backs. Some cards will also display icons instructing players to discard specific cards. Along the bottom will be further instructions or flavour text.
    Each of the 3 scenarios has it's own deck.
    Starting cards: Each of the scenarios has its own starting cards that will kick off the scenario.
    Object cards: These cards are red and blue, they feature a number in the top left corner and depending on the colour a sort of jigsaw puzzle icon in the top right corner. Red and blue cards can be combined which each other, more on this below.
    Machine cards: Green cards are used to represent machines or vehicles and work in conjunction with the app
    Code cards: Like machine cards, these are used in conjunction with the app. These yellow cards are used in relation to clues, secret numbers and the like.
    Other cards: Grey is used to represent other cards and are used to represent locations or other objects, points of interest and results as required.
  • Map: The Secret Mission of Jedha comes with a folded paper map of a desert region and is gridded with coordinates.

Star Wars: Unlock! is a card game with a map, quality wise it's exactly what you would expect of cards and a small paper map, which is to say; perfectly acceptable.

Art-wise, like all Star Wars licensed games I've seen, the quality is consistently high throughout. I don't know whether the art was created specifically for this game or was sourced from what must be a huge archive of art that has been produced and accumulated over the decades but regardless, it's all looks good and has a appropriately Star Wars feel to it

A few icons are used throughout the game, they're pretty clear and self-evident, I can't imagine they would prove an obstacle to players.


How's it play?
Setup
  • The deck: Do not look at any cards in the deck and leave them all face-down. During play, players will search for the cards they need via the numbered backs.
  • ​Starting cards: Select the starting cards as required and follow the instructions on them.
  • App: Launch the app, the timer will begin counting down from 60 minutes.

On to play
Star Wars: Unlock! is all about discovery and deciphering clues which will eventually lead to the scenario's conclusion. Functionally, the game works a little like a gamebook where players would get to choose which numbered paragraph to read, except in this game it's done with numbered cards instead of paragraphs. There's also a bit more to Star Wars: Unlock! than most gamebooks though, especially in relation to how the app is utilised.
It's tricky to describe how the game plays, especially without some sort of spoiler but basically, the players collectively try to solve the puzzles presented to them.
What follows are descriptions for actions players can take.
  • Choices: Location cards will frequently display an environment with numbers attached to points-of-interest. Players can simply take the cards with those numbers from the deck to gain further information about those points-of-interest.
  • Combining: A red card can be combined with a blue card by adding their 2 numbers together to get a 3rd number, the card for this 3rd number can them be pulled from the deck. There will be times that multiple red and blue cards can be used create multiple 3rd numbers.
  • Hidden Numbers: All the cards in Star Wars: Unlock! are illustrated and some of these illustrations may contain hidden numbers. If spotted by players can be pulled from the deck to provide them with something that was secret.
  • Machines: When players acquire these cards, their number can be punched into the app which will in turn provide them with a puzzle or problem to solve.
  • Codes: Sometimes a card will present the players with a dead-end such as a locked door. Players must find and enter the code into the app to proceed through the door - the app will tell them which card to draw next.
  • Coordinates: The Secret of Jedha scenario comes with a map and this is more than just cosmetic. At some point the players will find themselves traipsing around a desert and where they go will be managed by entering the coordinates into the app.
  • Penalties: When some cards are drawn, typically red herrings or the result of failing at something, they will require players to press the penalty button on the app, this will usually deduct 1 minute from the countdown timer.

​Endgame
There's no way to lose Star Wars: Unlock! per se, when the countdown reaches 0 it instead simply goes into 'negative time'.
After reaching a scenario's conclusion, the app will then rate the player's collective performance from 1-5.
Computer says you get only 1 Star!


Overall
Star Wars: Unlock! pulls some clever tricks with how it uses cards and how it combines them with the app to provide some engaging obstacles to overcome.
We're not geniuses by any stretch but nor are thick, so for the most part the scenario was well balanced, we were stumped for a while on a couple of occasions and referred to the app's hint system for a card once.  Otherwise the game was more or less straightforward.
The play time is fairly brisk in Star Wars: Unlock! with players facing with some unusual problems to solve while under the pressure of a ticking clock. 

The box states that 1-6 people can play but I'm sceptical about this. I just don't think that there's enough to do to occupy 4 people, let alone 6! By the the game's very nature, there tends to be a lot interconnectivity between cards and the clues they represent. This means that it's not particularly conducive for solving challenges to split cards between players and as a result, the cards will tend to be be hogged by some players while others are left twiddling their thumbs.
Playing with 3 people might be OK, 2 players and you're golden.

I'm also not a fan of app-driven games and licensed ones even less so: Eventually that game license will eventually and what happens to the apps distribution then?
Having said that, there's little replay value to the game, once all 3 scenarios are completed successfully, players will have no reason to return to the game.

​Putting those (Non game.) criticisms aside, if you like puzzles and problem-solving, then this may well appeal to you and if you also like Star Wars, then doubly so. Especially since it's also a fairly accessible crossover or gateway game the could attract fans who are non-gamers.
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Hanabi - First Play!

20/3/2022

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20th March 2022

It's a Sunday and we're logged into Board Game Arena for an evening of fun.

Hanabi is a cooperative game about lighting a series of larger and larger firework displays. The catch is that everyone must rely on other players to give them clues to do so. Get it wrong though and the show could end early. 
Who thought fireworks could be so stressful, well... other than pets!

What's in a game?
  • Cards: Hanabi comes with a set of 50 cards, 10 in each of five colours; blue, green, red, yellow & white.
    ​The cards in each colour are numbered 1-5. However, the numbers are not evenly distributed. There are three 1s, two each of 2, 3 and 4, while finally, there's only one 5 in each colour.
  • Clue tokens: There are 8 of these round card tokens which are also double-sided, with the white side representing unused clues and the other used.
  • Storm tokens: These round card tokens show lightning one 1 side and there are 3 of them.
Quality wise, Hanabi's components are standard, which are all perfectly acceptable.

All the artwork on the cards are understandably themed after fireworks in their respective colours. For the most part it looks clear but I've found that in dimmer light, the colours can look a little weak. 

Hanabi makes minimal use of iconography, the cards are cleared numbered while 
icons are also used to designate different colours. 2 symbols are used on tokens.


How's it play?
Setup
  • ​Clue tokens: Put out the clue tokens with the unused side up.
  • Lighting tokens: Also put out the lightning tokens but with the lighting side face-down.
  • Cards: Shuffle the cards into a face-down deck.
    Deal cards to players up to their hand size as determined by player count. Players should not look at their cards, they can never look at their own hands.
  • First player: Determine a first player.

On to play
The objective in Hanabi is to create a stack of face-up cards for each colour by playing them in numeric order, starting with the 1 and finishing with the 5.
All of this must be done without any player looking at their own cards. Players should hold their cards up with the backs facing them so that all others can see what cards they have.
Players then provide clues to each other and use these clues to deduct which cards to play.

Hanabi uses a standard turn structure with the active player taking a turn before play progresses to the left.
The active player must perform one of the following actions.
  • Give clue: The active player may give another player a clue. This clue will provide exactly one piece of information about that player's cards while also allowing the active to point at the pertinent card(s) in the other player's hand.
    It could be, "You have two yellow cards," or it might be, "You have one five," and so on.
    When the active player gives a clue, they must flip one clue token to its used side. If all clue tokens are flipped, then no clues can be given.
  • Play card: The active player chooses a card from their hand (Which they still can't look at.) and plays it, upon which it is revealed to them. This will result in 1 of 2 effects.
    Correct play: If the card played is the next number in its sequence, then it is a correct play and is put on top of its respective stack. E.g., if the active player puts down a red 3 and a red 2 has already been played, the red 3 goes on top of the red stack. If a colour has no cards in play, then a 1 in that colour will begin that stack.
    Completion bonus: if a stack has it's 5th and final card play, it is completed. As a bonus, if a used clue token is available, it can be flipped back to its unused side.
    Incorrect play: If the card played does not continue the sequence, it is a incorrect play. Thus if the value of a card played is equal or lower than its current stack, it is incorrect. Or if it skips a number, it's also a incorrect play.
    When a card is incorrectly played, 1 of the 3 storm tokens its flipped face-up.
    Regardless of whether the play was correct or not, the active draws card from the deck, taking their hand size back up to 5.
  • Discard card: The active player may choose to discard a card, when this is done a used clue token must be flipped back to it's unused side, a card cannot be discarded if there are no used clues. With is no big deal really, as the active can just give a clue instead.
    The active player then draws a card from the deck, taking their hand size back up to 5.

Endgame
Play continues until 1 of the following 3 criteria are met.
Win: If the 5th card of all 5 stacks are correctly played, the players immediately win the game. They have achieved a perfect score of 25.
Lose: If the 3rd and final storm token is flipped over, the players immediately lose, scoring a big fat 0!
Deck depletion: If play progresses until the last card is drawn from the deck, all players get one more turn.
After this, the game is scored and the players collectively gain a score equal to the value of the top card on each stack, thus the maximum score of a incomplete game is 24.

Picture
5 stacks of fireworks.

Overall
One of the things I like about Hanabi is that it's a small, fairly easy to learn cooperative game that provides a solid challenge, it has a reasonably quick playing time and would work well as a filler game.

What's interesting in my opinion are the mechanics for clues and also clue tokens as they are inextricably linked. The game does a good job of balancing the usefulness of clues with their scarcity.
When giving clues, players will want and need to give clues as efficiently as possible, it takes 2 clues to clearly define what a card (Both colour & number.) is and this uses a quarter of the available clues which is a lot! Frequently that means a clue might need to have a implicit meaning attached. E.g.; the clue, "You have one green," might implicitly mean 'Play that green card!'
Players receiving clues will need to interpret and deduct meaning from the information they have now ​been given, combining it with the information they see in other players' hands before deciding what to do. Sometimes they won't have all the information they want, sometimes they'll need to gamble on a decision.

Flipping clue tokens back to their unused side can be vital to doing well, usually this will involve discarding cards and it also allows players to draw cards and put new options into play. Blindly discarding cards can be tricky though, if a 5 is discarded, there goes the chance to get a perfect score. - Not that getting a perfect score is easy, it's not!
Consequently, it's sometimes a good idea to give players clues about what to get rid off. not keep.

It should also be noted that like many cooperative games, luck can play a big role in Hanabi. If those lower value cards don't until later in the game, players will end up discarding higher value cards to get to them.

Hanabi does have some minor drawbacks though. Having to constantly hold up cards so others can see them feels a like a little bit of a pain. The same is true of drawing new cards and remembering not to look at them.
When a player is given clues about their cards, it can be a chore to remember not only what the clues are but also the location of those cards in their hand. Otherwise that can lead to some pretty devastating plays!
Interestingly, the digital version of Hanabi remembers the clues for players.

I also found Hanabi to be slightly frustrating, although this may be due to the behaviour of other players. It's definitely stressful watching another player not get the hint when they've given a clue.

These are minor quibbles and Hanabi is a unusual and challenging cooperative game that forces players to think hard and logically, provides meaningful decisions and some solid fun: Some big gameplay delivered in a small package.
Hanabi is definitely worth trying.
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Stella - Dixit Universe - First Play!

13/3/2022

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13th March 2022

It's a Sunday evening and we're logged into Board Game Arena for some gaming fun.

As the title implies, Stella - Dixit Universe is a offshoot of the game Dixit and while it is different, it does share some elements with its predecessor, mostly notably having artwork on cards which share the same almost abstract, dreamlike quality.
​In fact in the physical version, both games share the same backings for these cards, meaning they're interchangeable between the two.

Caveat: We've only played Stella - Dixit Universe digitally.

What's in a game?
  • Dixit cards: Stella - Dixit Universe comes with 84 cards. As anyone familiar with Dixit will know, they all feature distinct, eye-catching and quirky artwork.
  • Word cards: There are 96 'word' cards in the game, each card has 2 words for a grand total of 192 words.
  • Game board: The game features a tall, narrow board with spaces numbered 1-10, it's not really a game board in the conventional sense though as it's used only to track some numbers.
  • Personal boards: Each player will have a board displaying a 5x3 grid that matches the game's card layout (More on this later.), there are 3 'stars' adjacent to each space in the grid which a re used to track scoring.
  • Tokens: Various types of tokens are used throughout the game.
    Round tokens: Stella - Dixit Universe is played over 4 rounds, not only do these double-sided tokens track the rounds, they determine which line of cards are replaced at the end of each round.
    Player tokens: Each player has a token, also double-sided, one side is 'light' and displays 2 stars, while the other is 'dark' and only shows 1 star.
  • Markers and cloths: While this is not a 'write' style game per se, the physical game does make use of dry-erase markers and wipe-cloths to track player decisions and scores.
As with all Dixit games, artwork on the cards is colourful and fantastic, a wide variety of images and themes filled with lots of weird and wonderful details that allow for multiple interpretations and meanings.
There's minimal art elsewhere.

The game's iconography is also minimal to the point of being almost non-existent.

Picture
Some examples of Stella - Dixit Universe's distinctive Dixit cards.

How's it play?
Setup
  • ​Players: Give each player a token and player board in their colour.
  • Game board: Put out the game board with the long edge vertical, the numbered spaces increasing as they go up. Put the round tokens on the board.
  • Dixit cards: Shuffle the Dixit cards into a face-down deck. Deal 15 cards into a 5x3 face-up grid along the right-side of the game board.
  • First player: Determine a first player and give them the first player token.
  • Word card: Shuffle the word cards into a face-down deck. Deal 1 face-up and choose which of the 2 words to use.
    This is the word that will be 'used' during this round.

On to play
Similar to its predecessor, Stella Dixit Universe is word association game, but here, the word is chosen by the game.
4 rounds are played during the game and each round has 3 phases. The first 2 phases are essentially performed simultaneously, with the 3rd phases occurring in turn order.
  • Word association: Each player now looks at the 15 available Dixit cards and should determine which cards, in their opinion can be associated with the word for the round, players can associate 1-10 cards with the word.
    Then secretly, each player marks their choices down on their player board.
    Once this is done, the game goes to the next phase.
  • Count associations: All players declare how many associations they made (But not what they are.).
    Then everybody puts their player token on the matching numbered space on the game board with the light side face-up. If a single player has chosen more cards than anyone else, they should flip their player token to the dark side and they are now considered to be in the dark. This may effect scoring in the next phase.
  • Reveal associations: This phase is played out in turn order, starting with the first player.
    The active player must reveal one of the cards they chose by pointing to it in the central playing area. This will have 1 of 3 outcomes.
    Spark: If 2 or more other players also chose the card indicated by the active player then they all score 2 points, all matching players should mark off 2 stars on their player boards adjacent to the card revealed.
    Super-spark: If only 1 other player has also chosen that card - even better! Both players score 3 stars.
    Fall: If no other players also chose the indicated card, then the active player has fallen. This means that they can not score this card or any further cards later in this round, nor can they reveal anymore cards this round. Although other players may still score off their cards.
    In the dark: If the player who is in the dark also falls, then any cards they have already scored this round have their values reduced by 1. Thus their scored cards will only be worth 1-2 points instead of 2-3.
  • Next Player: Once the revealed card has been dealt with, the player on the left becomes active and reveals a card.
  • Next round: Once players have revealed all their cards or have all fallen, play progresses to the next round and the following occurs.
    Score: Players should record their scores for the round and wipe their personal board cleans in preparation for the next round.
    New Dixit cards: As determined by the current round token, 1 row of 5 cards is discarded and replaced by a new randomly drawn cards.
    New word card: The current word card is discarded and new one is randomly drawn in its place.
    New first player: The first player token moves to the player on the left.
    A new round begins with choosing associations again.

Endgame
Once the 4th round has been completed, players should total their scores from across all 4 rounds.

Points are tallied, highest score wins.

Overall
Like it's earlier iterations, Stella - Dixit Universe can be a divisive game, its core mechanic is acutely subjective in nature and it can be a real love/hate thing! Certain types of gamers; those who enjoy the heavier, analytically and mathematically driven games may well be frustrated with a game about trying to guess what other players might think of a particular word. Social skills are important here, it's more about playing the player than playing the game, understanding how they think and what they'll pick.

As with its predecessor, Stella - Dixit Universe uses a mechanism to score more VPs when making a slightly more obscure choice which can trigger a super-spark. I feel the game has the same quirk with the rule as well; players who know each other well will be at a advantage here.

Other than trying to predict what other players will do, there's also a balance between how many associations to make with a word.
Too few and players risk scoring less, while too many could end up costing points, generally it's prudent to err slightly on the cautious side and avoid being the player In The Dark.
It obvious why the rule exists, it's to stop players haphazardly selecting too many words but it's still a little frustrating and also a bit of a finicky rule.

That brings me to the one real bugbear I have with the game and that's the rule with Falling.
If a player Falls, they immediately stop scoring, so if a player falls at their 1st reveal, they score nothing for that round - and worse, other players can still score off them! Conversely, if they fall with their last choice, the damage is minimised.
I know that choices on the order to reveal cards are part of the game and cards which are seen as less risky should be selected fist and the rule offers a genuinely meaningful decision but even so, I found it immensely irritating.

Although perhaps I'm not the best judge, I can be ambivalent with this type of game, it generally doesn't suit my style of play and and maybe I'm a bit too harsh. When I remember to adopt a particular mindset to playing it, there's definitely fun to be had.

Stella - Dixit Universe plays with 6 and veers into party game territory, it's a light crossover game that's pretty easy to pick up and play and will allow non-gamers to get stuck in and enjoy themselves
Treat it as a fun diversion more than a serious game and Stella - Dixit Universe is an enjoyable experience.
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Similo: Fables

26/9/2021

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26th September 2021

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

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

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

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

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

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

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

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

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

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