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9th May 2023 It's a Tuesday and we're at The Sovereigns with the Woking Gaming Club again. This means we're in for a rootin'-tootin' time with western themed frontier town building board game Tumble Town. What's in a game?
Tumble Town has quite a few noteworthy components and the single biggest and most important one is the dice: They're well made with nicely rounded corners with deep pips and feel good to handle The dice tower is a large component and unsurprisingly, it's constructed of fairly sturdy card. I guess it's a bit superfluous but since there will be a lot of dice rolling, it does prove useful and looks reasonably nice as much as a card dice-tower can look. Also superfluous is the cactus shaped first player token but again, it adds to the presentation The card tokens are pretty average quality while the cards feel fairly sturdy and have a 'linen' finish. The artwork used particularly on the building plan cards looks a western style is thematically good but straightforward which I think it needs to be as it represents the dice/buildings. This makes the artwork look a little repetitive against the fairly nondescript desert background but again, since objects that appear on the background are relevant to gameplay, it's beneficial to have clear, easily interpreted artwork. Tumble Town uses icons to represent special abilities and scoring opportunities, it also uses colour/shape to represent the different type of building that can be built AND uses letters/symbols to indicate further requirements to constructing buildings. That's not the end of though! The town boards have icons to do with dice manipulation and placement. It seems like quite a lot and initially it will probably have players referring to the rulebook or reference cards. Luckily, it's pretty easily learnt especially since the icons don't all apply to the gameplay at the same time with a split between card abilities and building requirements. Seasoned gamers won't have any problems here. How's it play? Setup
On to play In Tumble Town, players will be drafting cards and dice in order to construct buildings and create the main street of their western town. The game follows a usual turn structure of the active player resolving their actions before play progresses to the player on their left. Each player's turn is broken down into 4 phases.
Endgame The end game is triggered when the supply of at least 2 types of dice drops to 2 or less. Play progresses until players have had equal turns, then goes to scoring. There are a variety of ways to score VPs in Tumble Town.
Points are tallied, highest score wins.... and they can declare themselves.... The Best in the West! Overall
Tumble Town is strong thematically. I like how players construct their town from the dice they draft and it visually builds up over the rounds. It also looks quite eye-catching and has a good 'presence'. Just don't play on a wobbly table or with clumsy players! Mechanically the game is fairly good. It mixes drafting, getting the dice results needed and an element of engine building. I found use of the warehouse crucial, not only will players need to store dice between turns to construct the larger buildings, players will find themselves looking for buildings that match the dice they have stored. Because being able to draft a building and knowing that it can already be built by dice on the warehouse spaces is both reassuring and efficient. While having to use whatever the result is of dice that are rolled is not a disaster by any means, there is a degree of luck involved which can stymie a player - although that is mitigated somewhat by being able to alter or manipulate the dice. Additionally, players don't have to construct a building the turn they acquire it, it's entirely possible to construct multiple buildings in a turn. When it comes to buildings, players will find themselves having to choose between the ones that give them a power or additional resources to improve their engine and point-scorers. It's that classic balancing act between increasing abilities or increasing VP opportunities. There's also the balance of taking building plans and gaining dice. Tier 1 buildings are fairly easy to construct as they generally only require 3 dice - which is how many dice a player gets to also draft in their turn. The tier 2 & 3 plans generally require 4+ dice, additionally the tier 3 plans make a lot of use of the gold dice. Finally, there's also a degree of having to adapt to what dice are available - and consequently the results of what are rolled plus what cards become available. The game is a bit of a race to draft dice and use them well, it makes efficient play important. In the first game played I managed to construct 6 buildings by the game end which nearly completely filled my town board. It means that a game can theoretically be completed in as few as 6 turns if the right dice rolls come up! This makes the game play quickly. I'm not sure how I feel about this relatively short play time. It can feel like the game is over just as it starts to get going and is perhaps a little unsatisfying. But this forces players to think hard about their choices and the aforementioned need for efficiency which is a good thing. While Tumble Town is a sort of light-to-midweight game that has a nice western feel and theme it's probably a bit too obtuse with it's engine building and dice manipulation rules for casual players. Dedicated games who like those mechanics will find enough depth to engage the grey matter. It could be argued that Tumble Town is a little gimmicky with its conceit of using dice to actually construct the buildings but it's a fairly unique mechanic as far as I know and I thought it added to the experience and despite the game leaving me wanting it to go on a a bit more, I found it enjoyable.
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2nd May 2023 It's a Tuesday and we're at The Sovereigns with the Woking Gaming Club for a game of Long Shot: The Dice Game. What's in a game?
Component quality throughout Long Shot: The Dice Game is good. While not actually horse-shaped, the horse tokens are chunky, made of wood and feel satisfyingly weighty to handle. The dice are plastic and not wooden (Which is always my preference.), they still feel solid and well made, additionally their icons are not printed and are shaped in relief. Since this is a roll-and-write game, many of the components such as the player boards and horse cards can be written on. They are sturdy as you would expect. As is the race track board. The game also makes good use of bright solid colour, everything is brash, colourful and eye catching. There's also a definite humorous element to the cartoony artwork and illustrations that matches the game's luck-driven light gameplay. The game's iconography is a bit of a mixed bag. The player board is a busy looking affair with lots of stuff presented to the player and definitely can feel a little intimidating. However, in practice, it's not that bad. Much of the information is conveyed through numbers/colours. There are a handful of icons but for the most part they are easily understood after a round or two. How's it play? Setup
On to play Money counts in large amounts. Long Shot: The Dice Game is all about winning the most cash, this is done not just by players only betting on the winning horses but also 'manipulating' the outcome of the race. Long Shot: The Dice Game sort of has a traditional turn order but since players get to act in all other players' turns, it's only relevant for rolling the dice which is done by the active player. Each turn basically has 2 phases.
Endgame Once the third horse has crossed the finishing line and been placed on it's finishing spot, the end game is triggered, the current round is completed and the game then goes to scoring or winnings. There are numerous ways to accumulate cash.
Cash is tallied, highest value wins. Overall
With it's colourful presentation, Long Shot: The Dice Game fits its theme well. Players will be putting bets on horses, then watching and hoping those horses win. While there are various ways to accumulate cash (Buying horse that win! Getting sets and completing concession lines.). Probably the single biggest method for gaining money is betting. There's more to it of course, since players will also have the opportunity to influence the outcome at least to some degree. This means they need to balance their actions between betting and other options. The game provides various avenues to achieving this. Chief amongst these I think, is the secondary movement bar. A player can pick a horse bet on early and heavily, then spend actions marking its number off other horses' secondary bars. This means that the picked horse will move more often when other horses do so. Players can also cross off lines on their concession grid to move horses (Or gain other benefits.). Using helmets in conjunction with the no bet line can provide an alternative way to score big wins on bets. Players can spread their bets and hope to get bets several top 3 finishing horses. and getting helmets for horses is useful here. It allows players to bid on horses right up until their on the finish line and the finishing order is more apparent. One last thing to mention is the odds, the lower numbered horses on the inside of the track have to move less to pass the finish line, this is reflected in the odds, which are shorter for these horses. The number 8 horse (The titular ling shot.) pays out more or less twice as much as the number 1 horse for finishing in the top 3. The provides some asymmetrical opportunities for players and real risk-and-reward mechanics to choose from. While actions other than betting will probably pay out less, it's unwise to ignore them. They are still a source of money, useful benefits and influence over the game. There's also a higher level of play going on; all information is open and it's possible to try and anticipate what other players are trying to achieve. If it seems like another player is betting heavily on a horse for example, other players may also bet on that horse to 'piggy-back' off its success. Long Shot: The Dice Game is a fairly light game that is easily understood and accessible with a theme most people will find relatable. Although, it has to be said that luck and dice rolls can play a big part here; which to be fair, feel appropriate for a game about betting on horse racing. I'm sure that the gambling theme and luck driven gameplay wont appeal to everyone but treat the game as just some fun and not to be taken too seriously (Much like actual gambling I would suppose.), then you'll probably have a good time. I found it to be a lightweight but enjoyable experience. 30th April 2023 Another Sunday is here and we're logged into Board Game Arena for an evening of gaming goodness. Roll over! Fetch! Beg! Sit! Spots is game about collecting Dalmatians, only not 101 of them but only 6 in this push-your-luck, dice rolling game about dog tricks. Caveat: We've only ever played this game digitally. What's in a game?
Spots uses very stylised cartoony artwork throughout. Much of it is humorous which suits the game's lightweight nature well and is also style that I like. There's minimal iconography in Spots and what there is of it, is easily understood. How's it play? Setup
On to play In Spots players are attempting to place dice on the relevant spaces on their dog cards without going bust. Spots uses a traditional turn order with the active player performing their action before play progresses to the player on their left. In their turn the active player may perform 1 of the following 2 actions.
Endgame As soon as any player has scored their 6th dog, they immediately win the game. Overall
Spots' light-hearted artwork and amusing theme fits its lightweight gameplay quite well. Mechanically there's not too much to say about Spots. It's a push-your-luck game in which players choose when they want to take risk. As with all games of this type, luck plays a significant part here and players must learn to recognise good luck and mitigate bad luck. Often this takes the form of giving players extra opportunities to roll dice after the initial roll, usually in the form of THEN actions. Players must decide how many extra rolls to make and if they can deal with bad results, i.e', bury dice without going bust. Going bust feels quite harsh in Spots as it not only wipes the progress of the current turn but all current progress which makes pushing luck a tricky decision. Having said that, this is a game that plays quickly and lost progress can be recovered reasonably fast. Another aspect of luck that will affect players are related to trick tiles. Players will frequently find that their choices of available trick tiles will be limited due to the rules for flipping them and occasionally they'll have a choice of all 6! I guess there could be a higher level of player about players trying to plan moves ahead and when tiles become active again but generally, it's a case of 'you take what you're given'. There is an area of concern for me though which is to do with the distribution of numbers on the dog cards potentially effecting game balance. If a player has cards with 4s, 5s & 6s, it means they'll end up burying dice showing 1s, 2s & 3s. But if they have cards with 1s, 2s & 3, it means they'll be burying 4s, 5s & 6s which are much harder to deal with than the lower numbers and will be more likely to make a player go bust. Since dog cards tend to have multiple numbers, if the numbers are well distributed then perhaps this won't occur. I will add that some cards also can gift treat tokens to players when scored which may make them more useful. However, despite what I've written above, I don't think this is much of an issue. Spots is a light, fun and luck driven game - just roll the dice, take the chance, have fun! If players are looking too deeply into the balance of number distribution on cards, then they're probably playing the wrong game. I'm not so sure that dedicated gamers will find much to engage with Spots, there are definitely some meaningful decisions to make but also significant amount of chance at play. With its fun theme and light gameplay, Spot is clearly aimed at a family audience and also younger players. With being fairly quick to play, it also serves as a reasonable filler game. 1st April 2023 We're at Wogglecon 7 for a day of gaming fun. Second game of the day was Sagrada which means 'sacred' in Spanish. Gaming and Wogglecon are definitely sacred but is Sagrada all about creating stained glass windows through the medium of dice-placement, albeit with dice that look quite glassy! Note: I think for this particular game of Sagrada shown in the photos an expansion was also used which added the grey dice amongst other things. What's in a game?
The most noticeable component of Sagrada are the bright colourful dice. They are well made, rounded and translucent with a 'gem' type finish. Usually I have a preference for wooden dice but can see why the game uses this type as it's a great fit the stained glass window theme. The player board with it's recessed grid works well when used with the window pattern cards which slide smoothly into place and dice which happily set in their spots. The cards are the standard you'd expect off of a modern game and the inclusion of glass beads is a nice touch. The game's art direction continues the theme of stained glass windows. There's lots of brightly coloured glass panes shown on the player boards and round tracker. White much of it is just abstract shapes, it's very colourful without obscuring important detail. It also lends the game a eye catching quality all of which I like. For the most part, the game's iconography is easily understood. Some of the objective cards and tool cards might require explanation or looking up in the manual but this doesn't really affect the flow of play and isn't an issue. How's it play? Setup
On to play In Sagrada, players will be placing dice on to their player board in an attempt to match the criteria on the public/private scoring cards while also meeting the requirements dictated by the pattern cards. The game utilises something of a typical turn order but during each round every player will have the opportunity to draft 2 dice; although only 1 at a time.
Endgame Play continues for 10 rounds whereupon the game ends and goes to scoring. VPs can be accumulated from several sources.
Points are tallied, highest score wins. Overall
Using translucent, glass-like dice to represent details of a stained glass window is a cool nice idea that fits thematically. It doesn't hurt that it all looks quite pretty when finished. Mechanically, Sagrada is straightforward - drafting and placing dice to try and match objectives. The challenge facing players however, comes from managing the obstacles that will impede them. Players will have to take into account both the requirements of their pattern board when placing dice and the placement rules and how they interact with each other. E.g., placing a red die on a blank space orthogonally adjacent to a red space on their pattern board will mean now that no die can be placed on the red space - because it will be adjacent to the already placed red die. Leaving spaces empty like this will cost players VPs. It means players will need to anticipate which dice they place to avoid pitfalls such as this. They will need to pay attention to not only which dice they draft but since they draft 2 dice per round, the order in which they are drafted. Additionally, players will need to manage having to draft dice they might not want at that time. This can be difficult because of the rule's placement restrictions. There's also definitely a higher lever of play here that comes from seeing what dice other players will need and trying to gauge which opponents will take which dice and react appropriately. There's not much more to say about Sagrada. I guess some people may not like the low amount of interaction between players which only occurs when drafting dice but I don't have an issue with it. I will add that Sagrada sort of feels a little like a puzzle to solve than a game in itself and some people may not like this aspect. Again, it doesn't bother me. Sagrada is easy to understand with its 'draft and place' mechanics but presents players with a not insignificant challenge: Since the game is played over 10 rounds and players can get 2 dice per round, it is possible to entirely fill a window but I don't think that is a simple proposition. It feels kind of unremarkable as a game because it is so straightforward without bells and whistles or any gimmicks but in practice provides a solid, enjoyable gameplay experience which taxes the braincells a little and pushes players to make tricky decisions. 3rd February 2023 Friday is here! I'm at the office in Woking for some after work gaming. As the name might suggest, Formula D is a game based on Formula 1 racing - but with dice! It's also the spiritual successor to the fantastic Formula Dé, a game I played 'back in the day'. How does it hold up? Let's see. What's in a game?
All of Formula D's components are good quality. The game board and player tiles feel sturdy, as does the player board. While the cars are quite tiny, they are all well sculpted, colourful and overall look great. I was a bit sceptical of having player boards with pegs and a groove for the gearstick but in practice works well enough and does away the need for pencils and erasers which were needed for the original Formula Dé. Perhaps the only criticism would be for the tokens, which are a bit small and fiddly. However, there's no other way to fit them on the track so it's a bit of a necessary evil. The player tiles feature some nice colourful art with F1 drivers on one side and street racers on the other side. The street racers have definite anime look to them. But the standout artwork appears on the game boards which feature fantastic illustrations of their locales. A lot detail has been put into the art, you can even see crowds of people. All the iconography on the track are numbers and arrows and are easily understood. The colours/shapes of the gears are also easy to understand. However, the icons used on player tiles could be a little clearer, I think more stylised icons would have been more helpful. Finally the positioning of the resource tracks on the player board could have been done differently to improve usability. Specifically, the gearbox, brake and engine tracks could have been put together, since these are spent when skipping gears - more on skipping gears below. How's it play? Setup The setup and rules description here are for the standard version of the game using the F1 setup
On to play Formula D does not use a traditional turn order, instead a player's position on the track determines when they take their turn in the round. Whoever is in the lead goes first and becomes the active player, whoever is 2nd goes second and so on, until the last player has had their turn. Then a new round begins and any changes in position will be carried over to the player turn order. During a player's turn, they must perform the following.
Endgame The first car to cross the start/finish line after completing the prescribed number of laps, wins! Second across the line finishes 2nd and so on. Some additional info Basic rules I'll briefly touch on the beginner rules for Formula D. Fundamentally, the only difference is that players in the basic game only have one catch-all resource track called 'Wear Points' And all tyre, fuel, engine etc usage is taken from this track which starts with 18 WPs. Street race rules: As someone who very much enjoyed Formula Dé in the past, I've not much attention to the 'street racing' aspect that has been introduced in this iteration of the game. It features elements such as narrowing streets, jumps and even people shooting at the cars! Additionally, the characters on the player tiles are very unique and each feature a special move or ability and seems a bit 'video-gamey'. It feels very much like an attempt to jump on the bandwagon of a famous movie franchise and I have little interest in the street racing side of the game, of course, your mileage may vary. Overall
I'll start by mentioning that while not part of the base game, there are 6 map packs for Formula D, each providing 2 additional tracks to the game. generally each pack features a street racing track as well as a real-world inspired circuit. It should also be noted that Formula D is almost identical to earlier iterations of the game, this means the game is fully compatible with all the racetracks from those previous games. This is fantastic, because if like me, you have a bunch of tracks from Formula Dé, it greatly increases the longevity of the game. I'm sure it was deliberate on the part of the producers of Formula D and was a wise move. I've seen Formula D criticised for being too luck based but without that element of luck, there's no risk and risk is at the heart of what makes Formula D so good. You see, as a racing game, Formula D is not really a 'simulation', I mean how could it be? However, one thing it does emulate very well is the feel of having to 'push the envelope', how racers try to take it to the edge, how they take risks and how players in Formula D will also need to take risks, or more precisely, when to take risks Unlike many games, playing too sensibly or prudently is a sure way to finish second in Formula D! This all ties in with what Formula D is all about - which is managing corners, specifically the gear and consequently the speed of a car when it goes through corners. This is not quite as simple as it sounds though: Ideally, players will want to be in as higher gear as possible for optimal movement at all times. However, players will need to be mindful of their resources, overshooting corners by too much or too often (Especially early in a race.) can have ramifications later. Sometimes overshooting will have an advantage, sometimes it won't it'll just be a waste of WPs. This is all contextual of course, depending on a car's position relative to a corner, players will need to adapt their tactics to racing through that corner, even the position of opponent's cars can effect the players behind. Players will also need to be wary of 2 or 3 stop corners and resist the temptation entering the corner in too higher a gear and too fast: In real racing, sometimes going into a corner slower means coming out faster, this can hold true in Formula D too. Another time a player may take a big is when an opponent is ahead in a corner. E.g., if that opponent ahead exits the corner in 3rd gear to avoid overshooting, the player behind may want to risk taking going up a gear and exiting in 4th. It's a real advantage to exit corners in a gear higher than your rivals. If you look at the distribution of numbers on the dice, the maximum speed on a gear die is generally the lowest speed on the next highest die. In terms of negatives, player elimination is a thing here (I'm not a fan of player elimination.) and players can crash out and be sat twiddling their thumbs. Although this sort of thing generally only might occur when approaching the end of a race and back markers push hard to try and get on the podium. Playing time can also potentially be an issue. Races can last 1-3 laps and you can expect a race to on average last 1 hour per lap. If you decide to play a full race, don't be surprised to lose an entire afternoon or morning to the race. Which is not necessarily a bad if that's what you want. Also, with it's small components and 6 resources, Formula D can be a little fiddly. Quibbles aside, Formula D is a fun, game and it's satisfying when you manage pull if risky manoeuvres and manage to fly from corner to corner. There's also a genuine, palpable surge of pleasure when you go into 6th gear, roll that 30-sided die and blasting down that straight. Formula D is mid-weight game that fits it theme well and presents players with conundrum of when and how much risk to take. Who would have thought roll-and-move mechanics could be so well implemented. Formula D is a game I have played a lot in its various iterations and I've always enjoyed it. If you want a racing game with a strong thread of push-you-luck running through it, then this is one to try. 9th October 2022 Another Sunday and another gaming session on Board Game Arena. Do the roll and bump and put the trick taking back. Do the roll and bump and put the trick taking back. When the dice are good, so are you. Next time you roll, you know what to do. Do the roll and bump and put the trick taking back. OK, dodgy references to 80's adverts aside, Roll'n Bump blends trick taking, set collecting with a dash of push your luck into a interesting little dice game. Caveat: we've only played Roll'n Bump digitally. What's in a game?
Each of the 4 colours used on cards also have a unique pattern associated with them. This is a good accessibility feature. The joker card is of course the exception, having all 4 colours and all 4 pattern types on it. Otherwise, the game has no artwork. There's almost no iconography to the game either. There's only the 3 types of card to learn and that's trivially easy to learn. How's it play? Setup
On to play Players roll dice to create tricks to place on cards and then claim those cards in which in turn scores them VPs. Depending on the available cards, there are 3 ways this can be done. Additionally, the active player has the possibility of 'bumping' other players' dice. I.e., the other player's dice are removed from the card and replacing by those of the active player! Roll'n Bump uses the typical turn order of the active player taking their turn before play progresses to the player on their left. On their turn, the active player takes the following actions.
Endgame Play continues until one of the decks has been emptied (The joker does not count.), when this occurs, all players immediately claim cards they have dice on and the game goes to scoring. Scoring All cards score in 2 ways, firstly they score their base VPs but then they also score as sets as per their colours: The more cards in a colour set, the more bonus VPs it earns. The joker can be added to any single colour set as chosen by the owning player. Points are tallied, highest score wins. Overall
Roll'n Bump is such a pared down game focused on the core of its push-your-luck driven gameplay without almost no 'schticks' that it's hard to find much to write about! It does exactly what it says on the tin. It has fairly straightforward, light rules which can be picked up very quickly, especially since it utilises mechanics which will be familiar in some way or other to many people. Creating straights or sets, rerolling dice twice, it's all common stuff. Roll'n Bump would make a good crossover game. Decision making is also pretty straightforward. Players must recognise and decide when and how to push their luck. Roll'n Bump provides a classic risk-and-reward conundrum; settle for a low-scoring card or risk reducing that score to 0 to potentially score a different, higher value card. Despite the overall simplicity of Roll'n Bump, there is a innovative mechanic to be found in the game; the bonus die. I like how it can give an edge to a player without giving them extra dice to place. Being able to bump other players' used dice from the bonus dice can provide players with meaningful decisions. There will be times when a player might not put a die on a card because it could be used to acquire the bonus die for their next turn. If I had one criticism of Roll'n Bump and considering it's a push-your-luck game, it might be a facetious criticism, it's that there's a lot of luck to the game! Taking some big risks to put some dice on a card only to have another player flippantly bump them with a single lucky roll can be pretty frustrating. Sometimes, someone will win simply because they lucked into a very good roll but that's the nature of the beast and something anyone playing this type of game should come to expect. Roll'n Bump is unremarkable and doesn't really stand out from the crowd however it manages to tick all the right boxes for a push-your-luck trick taking game and offers a solid, simple and fun game without any associated fiddliness. It also has a fairly quick playtime and would serve as a good filler or finisher game which is why we actually play it on a fairly regular basis. If you're on the look out for a push-your-luck, trick taking game, Roll'n Bump is worth considering. 20th September 2022 Tuesday is here again and we're with the Woking Gaming Club at The Sovereigns in Woking. Recruit and assemble your citizens (Or heroes really.), build domains and vanquish foul enemies in this fantasy adventure themed dice rolling and tableau building game. What's in a game?
Component quality is the usual good quality you'd expect from a modern game like Valeria: Card Kingdoms. Card quality is fine as are the card tokens and the player boards. Wooden tokens for resources are always a welcome addition. The dice are plastic and feel a little 'square' but they have indented numbers which is good. Valeria: Card kingdoms features good art throughout. Cards are well illustrated with colourful chunky pictures of heroic citizens and intriguing domains, my favourite though, is the artwork for monsters that brashly depict menacing enemies. There's quite a lot of iconography throughout the game, from types of heroes and monsters, to terrain types and ability icons. For the most part, they are fairly intuitive - matching the roles on citizen cards to the requirements on domain cards is obvious but some of the abilities, particularly on domain cards are a bit esoteric and will require some looking up in the rulebook. I don't think it's especially beginner or casual friend but by no means is it a gamebreaker either. How's it play? Setup
On to play In Valeria: Card Kingdoms, players will be rolling dice to activate cards to accumulate resources which in turn can be spent to acquire more citizen cards, domains and monsters. The game follows the usual turn structure of the active player taking their actions before player progresses to the player on their left. During a turn, the following phases occur.
Endgame Play in Valeria: Card Kingdoms continues until any 1 of 3 game ending criteria is met, which are:
A player can earn VPs from a variety of sources.
Points are tallied, highest score wins! Overall
I'll start by saying I quite like the implementation of the fantasy theme both in presentation and execution. It is slightly abstract but gathering a band of heroes to go off and fight monsters and build domains feels good. Like many engine and tableau building games, there's a distinct early game in Valeria: Card Kingdoms about players building up their tableau, in this case with citizen cards and a late game about gaining increased resources to acquire monster and domain cards as well as VPs. However, because players get 2 actions during their turn, there's some opportunity for optimised actions, card synchronicity and thus meaningful decisions. Getting the right citizen card can lead to getting a domain card for example. Getting a good domain card early can be a big boon dependant on its ability. This means there will be a fairly constant flow of cards being drafted from the central area. Players will find themselves competing to get the cards they want as quickly as possible and is the game's primary form of interaction between players. In fact: Thanks to every card having an ability that can be activated in other players' turns and also being able to read the dice both individually and as a pair making card activations more common, means the game generally flows quite rapidly. Players will often have something happening outside of their turn. Like many drafting games, there's a higher level of play here that comes from watching what other players are doing and potentially trying to stymie them. The addition of duke cards messes with this though, providing players with unique and unpredictable objectives. Valeria: Card Kingdoms is a solid iteration of the dice rolling, card activating, tableau building game style and players of those games will be on familiar ground here. To compliment this, there's also a couple of innovative touches to do with reading the dice and card activating that make the game fresh. Despite its brisk playtime, the game does has a fairly involved setup process and also an abundance of iconography which makes for a slightly steep learning curve. Don't that put you off though. Valeria: Card Kingdoms is well worth a try. 26th July 2022 It's Tuesday! That means it's time to meet up with the Woking Board Gaming Club at the The Sovereigns. Time to steal the idol... and escape, Indiana Jones has nothing on this real-time, cooperative dice game, well at least until those crappy rolls inevitably turn up! What's in a game?
Escape: The Curse of the Temple has good quality components. The tiles all feel suitably thick and sturdy. The acrylic gem tokens are kind you see in a lot of games which use them to depict gems, they are a sparkly, pleasing shade of green though. The bespoke dice and meeples are wooden which is always a nice touch. There's not much art to speak of, the tiles show flagstones and that's about it. It's clear artwork that does not get in the way. About half a dozen icons are used throughout the game, luckily they most relate to the dice and there's never a need to refer to the rules - which is a good thing since this is a real time game with a countdown. How's it play? Setup
On to play In Escape: The Curse of the Temple players are collectively attempting to explore a lost temple to find the exit and escape before becoming trapped. It's not so simple though; not only must they find the exit, they'll also need to activate the gem tiles and spaces to make their escape possible. The game is played over 3 rounds and does not use a typical turn structure. Instead, turns are actually synchronous, in other words, players perform all their actions at the same time and in real time! This involves all players rolling their dice and resolving their actions simultaneously. How is this all done? Read on.
Endgame When the 3rd and final round begins, all players must get to the exit tile and successfully perform the escape action.
The soundtrack has a total countdown across all 3 rounds of 10 minutes. If one or more players are still in the temple when the countdown has finished, then they collectively lose the game. If all the players have escaped before the time runs out, then the players collectively win! Overall
I'm going to start by saying that I'm a bit ambivalent towards real time games. I've played some good ones and can see how they have their place in gaming but for me but broadly speaking, it's not why I like and play board games. I like to think out my decisions and choices at least a little bit. Add to the mix a push-your-luck dice mechanic and you've a game of a lot of quick frantic rolling. You really don't want to roll those dice off the table! Having said all of this, I think Escape: The Curse of the Temple is a solid game and there's a lot to like about it. Firstly, rules and theme mesh together well. Chucking dice as quickly as you can to escape feels good. The synchronous dice rolling is a clever little system. Generally real time games are always trying to impress upon players that they're up against the clock, this can be a little jarring in a game where players are having to wait for another player's time to run our and get their turn. By having synchronous actions, it heightens the sense of urgency as everyone is in it together. Being able to provide assistance another player on the same tile is equally clever. It's an elegant mechanic that also feels organic and makes sense. This means it would seem like a good idea to have players explore the temple as a group, it would make shifting gems and unlocking dice easier... But there's a couple of rules that throws a spanner into that strategy. Firstly; exploring as group can slow down that exploration. Players can't escape if they don't shift enough gems or find draw exit tunnel from the stack. Secondly; players will want to avoid creating single long corridors, they will need to return to the starting tile twice and the further away they are from it, the further it is to get back. This will force players to split up or go in pairs or stick close by if they have the option, at least for the first 2 rounds. This can change contextually when certain tile are revealed or have to be put in play in a certain way or a player get too many locked dice and so on. Players will have to think quickly and decisively as well as adapt to emergent events. Escape: The Curse of the Temple obviously has a quick playtime - 10 minutes! That feels a little strange because the setup and explanation time almost feels longer than a single game. It's reasonably easy to learn, I can't imagine novice gamers struggling to learn the concepts here. It also not a game to be taken too seriously and leans heavily on luck which is not unusual for cooperative games. Although, even accepting this, a bad run of rolls can sour the experience. But treat Escape: The Curse of the Temple as a cooperative, silly, fun, filler of a game and it will be a enjoyable time. So long as your luck is better than mine... much better! 30th June 2022 It's a Thursday and we're at Aldershot for some gaming goodness. Burger Boss! What's better than being a king? Being a boss of course! Be a boss of those burgers in this game of resource management and worker placement or if you want to be specific; dice-placement. What's in game?
All the game's cards are finished in vinyl/plastic and as such feel quite sturdy. The dice plastic, although they have nicely rounded corners. Wooden components are always a plus in my book. The discs used to represent burgers and ingredients are obviously wrongly proportioned but if they were correctly sized, they'd have to be much bigger, otherwise they'd make the handling ingredients even more fiddly than it already is - which is quite fiddly and is my one criticism of the components. Presentation wise, Burger Boss uses a cheerfully brash palette along with cartoonish illustrations. It's a bright, colourful art style that suits the game's light-hearted approach perfectly. There's little iconography used in the game and it's easily understood, mostly consisting of symbol ingredients and and dice values. The manager's special cards use text to provide information, which is a little sparse and will probably have players referring to the rules. It's not something that will occur too often though. Packaging I don't usually talk about a game's packaging - because usually it's just a box. Burger Boss however, comes in a giant burger! Inside are several layers to hold all of the game's components. Yes I know that it won't stack with other games and the manual doesn't fit in the burger and it'll just have to be put all back into it's normal, typical box anyway which technically defeats the purpose of the burger packing - but it gives the game a unique, eye-catching presentation and I like that. Yes, I also know it's just a gimmick but I like gimmicks! How's it play? Setup
On to play The objective in Burger Boss is to fulfil customer orders to earn money, this is done by gaining and cooking the required ingredients. All of these actions are achieved by putting dice on cards, many of these cards will require dice of specific values. The game does not have a traditional turn order and instead uses a mechanic that mixes randomness and player choice to determine player order. Once player order is established, whenever someone becomes the active player, they can take an action by using a die. Each round consists of the following phases.
Endgame The endgame is triggered when the customer card deck is depleted - although there will be customer cards in play. There is then 1 final round of playing then the game goes to scoring. Players total money from the following: Money earned from selling food to customers. Money earned from their secret objective card. Anything still on the grill earns $1 apiece; food in storage earns nothing. Cash is tallied, highest amount wins. Overall
Burger Boss is a light-to-midweight game, as written above, the rules seem a bit complex but in practice they're fairly straightforward. That's not say it's a good game for beginners - because it's not! There are several mechanics and concepts in Burger Boss that that require thinking ahead and someone nuanced decisionmaking. Quite often, it'll be impossible to complete a customer's order in a single round and generally there isn't enough cold storage to hold the required ingredients. This means that players will probably have to put ingredients on to their grill and hope to complete them in a later round. Mistake's can be costly and $1 is scant compensation for losing food. Which brings me to customers. There's a balance to be found between completing a customer order as quickly as possible and waiting for a later turn to earn more money but risking another player getting that customer first! While there is no direct interaction between players in Burger Boss, the game has a lot of open information and it definitely pays to watch what other players are doing; what they've got on their grills, where they're putting their workers and responding to this. This ties in with the turn order mechanic, sometimes players will want to use less workers to go earlier. Worker spaces to gain ingredients are limited and turn order can play a vital role when fulfilling customer orders, in both cases, going later and being stymied by other players' actions (Whether accidentally or deliberately.) can be infuriating. Burger Boss also has a a bit of the unexpected, manager's special card can also throw spanners into the works with unexpected special actions, especially when used judiciously. Despite this, the game provides options to gaining other benefits - or benefits other ways, if the baker or butcher is inaccessible for any reason, there's always the supermarket. There's a pretty generous number of worker spaces on the card for the aforementioned manager's cards. All of these means that rarely is a player presented with meaningless decisions which is always a good thing in games. I found Burger Boss to be a colourful, visually appealing game of making burger (OK, they stacks of ingredients, but still it looks good.) and fun worker placement and resource management game with a reasonable play time and gameplay that's tricky enough to tax the brain enough to be engaging, along with a side order (SIC) of competitiveness. 15th May 2022 It's a Sunday and we're logged into Board Game Arena for some online board gaming fun. Diced Tomatoes, a game about tomatoes that uses dice - what it says on the tin er... box! Caveat: we've only played this game digitally. What's in a game?
There's not much art to speak of in Diced Tomatoes, understandably, the minimalist art is red-themed. How's it play? Setup
On to play Points are scored in Diced Tomatoes by creating vertical lines of 4 dice (Vines if you will.) in either straights or sets of-a-kind. In a turn, the active player takes their actions which will involve rolling and placing dice, which may result in them or other players scoring points.
Endgame There are 2 criteria that can trigger the game end. If there are no dice left in the central pool at the end of the active player's turn, then the game immediately ends. Alternatively, once any player has filled all 6 spots on their scoring board, they score 2 bonus VPs, current round is played out and the game ends. Players now calculate their finishing scores from the following sources.
Points are tallied, highest score wins. Overall
Despite Diced Tomatoes being a fairly light game with an unusual implementation of trick-taking mechanics (In that you don't really take other players' tricks - well you can ruin them instead!), it does give players lots to think about. Firstly players will want to create their own vines. The order in which seeding dice are scored can be very important because getting it right will earn bonus points. This is particularly true for the early scoring spaces. A value 1 seeding die earns 6 VPs when placed on the 1 slot but a value 6 seeding die placed on the 6 slot only earns 1 bonus VP. Secondly, because players can put dice on to the vine tokens and vines of other players, it means that they can try to complete them to gain karma. Alternatively, they can try and mess with other player vines to disrupt their scoring. E.g., if another player has a vine with 3 '1s' which they are intending to put into scoring slot 1, adding a 1 value black dice would complete the vine, but the black die would lower the seeding die's value to 0 - wiping that vine out. Or adding a gold die would add 1 point making the seeding die worth 2 when completed, this means the other player would not gain the star fruit bonus when putting it on scoring slot 1. So while they've gained a VP from the gold die, they've lost the bonus from not matching the scoring slot, collectively losing 5 VPs! So it seems sometimes, players will want to wipe out their own vines to keep a scoring opportunity open! As you can see, Dice Tomatoes provides quite a lot of interaction between players and a quite lot of opportunities for 'take that' moves and depending on how you feel about this style of play, may or may not be your kind of thing. Personally I'm a bit ambivalent about it - especially in a game that's a quick and light filler. One thing I'm not a fan of is having your vines wiped when your score goes above 6. I know why the rules are that way but it feels a bit mean spirited and counter-intuitive to lose points by gaining points. Diced Tomatoes is a not difficult to learn, fairly quick to play filler game. Mechanically it's fairly solid and has a unique spin on trick-taking. I'm struggling to find any genuine criticism but then, I'm also struggling to find any reason to play it again. I feel that the ease in which players can interfere in each other's plans is a bit of a frustration and it left me unengaged. It also feel like it prolongs what could be a short and sweet game. It's not a bad game but there's just other game's I'd rather play. Of course YMMV and maybe you'd get more out of it but Diced Tomatoes isn't one for me. |
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