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Gaming Blog

Can't Stop

20/12/2021

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19th December 2021

We continued our Sunday gaming on Board Game Arena with Can't Stop.

Can't stop, addicted to the shindig.
Chop Top, he says I'm gonna win big.

No... wait..., this isn't a song. It's a sharp little push your luck game.

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

What's in a game?
  • Game board: Can't stop uses a diamond shaped board featuring 11 vertical lines numbered 2-11. The number 2 line has 3 spaces, the spaces increase by 2 with every line until reaching 7 which has 13 spaces, then they decrease back to 3 when reaching line 12.
    This particular iteration of Can't Stop shows climbers scaling a mountain in the background.
  • Dice: There are 4 normal six-siders in Can't Stop.
  • Tokens: There are 4 sets of 11 tokens in 4 player colours.
  • Movement tokens: There are 3 of these and they're used to track a player's moves.

That's it for components, there's not too much that can be said about such a minimalistic, almost abstract game.
The only art featured is the mountainous picture on the board which is a nice enough illustration which keeps the board from looking plain. Although it's obviously been used as a theme to fit the mechanic.
There's no iconography to the game unless you count the numbers on the dice!

Picture
Just why have you decided playa push-your-luck game Because it's there!

How's it play?
​Setup
  • Tokens: Give a set of 11 tokens of one colour to each player.
  • Game board: Set out the remaining components in central playing area.
  • First player: Determine the 1st player.
That's it, that's all there is to set up.

​On to play
The objective in Can't Stop is to get 3 of your 11 tokens to the top of the board (Or mountain.) first. 
Each player takes turns rolling the dice and using them to move their tokens up the lines, they can continue doing this until they choose to stop, reach the top or go bust.
  • Roll the dice: The active player rolls all 4 dice and then splits them into 2 pairs in a combination of their choosing, thus there will be 2 sets of dice each showing a value between 2-12.
    Then the active player takes the movement tokens and places them on the associated vertical line on the board, either at the bottom if they haven't started on that line or above their personal token on that line.
    Thus a player can introduce/move 1 or 2 tokens per roll, or sometimes they can move 1 token twice.
    Now the active player must choose to continue or stop.
  • Stop: Should the active player decide to stop, they then replace all the movement tokens on the board with their personal tokens.
    If a token has reached the stop of a line, then that line becomes 'locked out' and players cannot use that line again.
  • Continue: If the active player chooses to continue, then they roll and resolve the 4 dice again.
    If either of the values is the same as a movement token already on the board, then that token is moved up a space.
    If the values do not match a movement token on the board, then a new movement must be introduced to the board if possible
    Remember; there are only 3 movement tokens available to players, once they're in play that's it.
  • Bust: If at any time, even on their first roll, the active player cannot move or introduce a movement token to the board, then they go bust. Their turn is over and any movement tokens on the board are removed, their personal tokens do not change position.
  • End of turn: Play progresses to the player on the left when the active player either chooses to stop rolling or goes bust.

Endgame
When a player's 3rd personal token reaches the top of a line and they stop, then they immediately win.

Overall
First off; if you don't like push-your-luck games or games that introduce significant amounts of randomness or chance, then you can probably stop read right here! Chances are that you'll hate Can't Stop. Only Joking, please keep reading! Maybe I can convince you that it's worth trying!

I think that Can't Stop is a good 'crossover' game that will appeal to casual-gamers, the luck element is a good balancing mechanism that levels the playing field somewhat and will probably prevent dedicated players from always winning, allowing players of differing levels of experience to play together. Simple rules make the game accessible to anyone.


For such simple rules, there's a few things I want to say about Can't Stop's elegant gameplay that has been stripped down to pure, distilled, unadulterated push-your-luck mechanics. There's no gimmicks here or clever twists, just you and the dice.

Speaking of dice; using 4 of them was a piece of inspiration. If the game was played with only 2 dice, it'd be too easy to predict outcomes. Any dice-slinger worth their salt would know that getting 2 or 12 is a 1-in-36 chance, or getting a 7 is 1-in-6.
Adding an extra 2 dice into the mix that need to be paired off changes everything but also sort of keeps it the same!
While it would take a little effort to try and figure out the probabilities with 4 dice, it doesn't change the fact that 7s will still be more common than 2s or 12s. The probability curve is now just skewed to some degree, how much, I don't know, l haven't bothered to make that effort to figure it out.

This is reflected in the game's design. You only need 3 2s or 12s to to reach the top, while you require 13 7s to do the same.

While luck undoubtedly plays a big part in Can't Stop, there's also some strategy involved. Like many chance based games, it's important to employ good judgement on when to push-your-luck and when not to.
It also pays to think about how dice are paired off. Generally, when you get movement markers in the 6-8 range, it's the best time to push it, there're no guarantees though...
And the longer a player can go without putting all 3 movement markers on the board, by managing the dice pairing, the better.

If I have a criticism, it's that the game can slow down towards the end as columns become locked off. We've played this 3-player frequently and at times, when players have captured 2 lines each it means 6 out of 11 lines are no longer in play so everybody ends up going bust a lot more often.

As a filler, I think Can't Stop is pretty good fun, it provides some entertainment which allows me to turn my brain off and chill out for a little while  (Provided bad rolls don't infuriate me!).
​I don't take it too seriously and neither should you.
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Unearth

19/10/2021

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19th October 2021

Tuesday evening has come around again and we're at The Sovereigns with the Woking Gaming Club.

The first game of the night was Unearth; a dice-rolling, worker placement game set after a distant apocalypse where players command a band of 'delvers' searching for lost wonders of the long past age. Basically archaeologists sans the bullwhips and giant rock chases!

What's in a game?
  • ​Ruins cards: These oversized cards come in 2 types.
    Ruins deck: There are 25 of these cards that come in 5 colours. Each card displays 2 numbers. A claims value in the top left corner and a stones value in the bottom right; more on these below.
    End of age deck: There are 5 of these cards and only 1 is ever used at a time, they only appears at the end of the game. Each card has a special rule that only comes into play when it is revealed.
  • Delver cards: Conversely, delver cards are half-size. When acquired by players, they can be spent before an action to confer some sort of bonus or benefit to that action. 
  • Wonders cards: The ancient world was filled with now-destroyed wonders and these cards represent those and come in 3 kinds; minor wonders, major wonders and named wonders.
    There is only 1 wonder card each for minor and major wonders (All minor wonders are identical, as are major.) but there are 15 unique named wonder cards.
  • Hexagonal tokens: These six-sided tiles come in various types.
    Stone tokens: These are used to rebuild the wonders of the world and come in 5 colours.
    Minor wonders: There are 10 identical minor wonder tokens.
    Major wonders: There are 6 of these identical tokens.
    Named wonders: There are 15 unique named wonder tokens, each one attributed to one of the named wonder cards.
  • Bag: Used in conjunction with the stone tiles.
  • Dice: These are the workers of the game (The delvers.), there are 4 sets and each set consists of the 5 dice; an eight-sided die, three normal six-siders and a four sided dice.
  • Model: This copy of the game came with a curious little model depicting a 3d version of the delvers and appears to serve no function.
​The cards and tokens are all good quality and you'd expect them to be. The dice are plastic and round edged, they roll well enough.
For the ruins cards, Unearth uses some distinct eye-catching colour palettes and isometric cuboid artwork to depict the long destroyed structures. 
For the delver cards, an almost cartoony style is used to illustrate the workers/dice.
Overall, I like the art style.
The game doesn't make much use of iconography, what there is of it is pretty simple to comprehend.


How's it play?
Setup
  • Stone tokens: Place all the stone tokens into the bag and give it a good shake.
  • Ruins deck: Shuffle the ruins deck and deal one card face-down to each player, this should be kept hidden.
    Then remove 5 cards, these are not used in the game.
    End of age card: Shuffle the end of age deck, draw 1 face-down and put it at the bottom of the ruins deck, thus it will be the final card drawn from the deck.
  • Draw ruin cards: Draw 5 cards from the ruins deck and place in a face-up row.
    Stone tokens: Blindly draw stone tokens from the bag and place on to the face-up ruins cards; the stone value in the bottom right corner of each card will determine how many stone tokens go on each card.
  • Wonders: Put out the minor and major wonder cards face-up, put the corresponding wonder tokens in a stack on each card:
    Named wonders: Shuffle the deck of named wonders and draw cards as determined by the player count, put them out face-up and place each card's unique wonder token on top of it.
  • Delver cards: Shuffle the delver deck and deal 2 to each player.
  • First player: Give each player a set of dice and determine the starting player.

On to play
In Unearth, players take turns and are attempting to use delvers to acquire sets of ruin cards, that is place rolled dice on ruins card and also build wonders by accumulating and placing stone.
Broadly speaking there can be 2 phases that the active player acts in, the delving phase and the building phase.
  • Delver cards: The active player may choose to play 1 or more delver cards for their respective bonuses.
  • Roll a die: The active player must roll a die, if they don't have a die available for any reason, then they must take back a die they previously placed on a ruins card.
    Declare: Before rolling any dice, the active player must choose which die to roll and which ruin to put it on to.
    Roll the die: The active player must roll the die they chose and place it on the ruin card they chose! What does this do, well read on.
  • Results: What happens when a die is placed on a ruins card depends on what was rolled among other factors.
    1, 2 or 3: If the die result was 1 of these 3 numbers, then the active play may immediately claim a stone token from that card the die was placed on to. If the card has no tokens left on it, then they draw blindly from the bag.
    Completing a claim: After a die has been placed on a ruins card, total the value of all the dice placed on that card, if that value meets or beats the card's claims value (The number in the top left corner.), then that card can be claimed.
    The player who has a single die showing the highest value claims the card, the number of dice a player has on a card has no direct bearing other than possibly in tie-breakers. Players who lose out on claiming a card, acquire a delver card for each die they had placed on the claimed card, so it's not all bad.
    When a card is claimed, a new card is drawn to replace it.
  • Building wonders: When a player acquires a stone token, they add it to their play area by placing it next to any other stone token they've acquired and increase their 'tableau'. The objective here is to create 'rings' of 6 stones and then fill the 'space' by building a wonder in the hole. There are however, some requirements.
    Minor wonder: A minor wonder can be placed in a space surrounded by tokens of any colour
    Major wonder: A major wonder must be surrounded by stone tokens of the same colour.
    Named wonders: Each unique named wonder will have it's own requirements to be met, e.g., this may include 3 of 1 colour and 3 or any other colour.
  • Next player: Once the active player has completed delving and/or building, play passes to the player to the left.

Endgame
Play continues until the end of age card is revealed, any instructions on that card are immediately resolved, then play continues until all ruins cards have been claimed.
​
Players then score for each set of the same colour they've collected. Sets range from 1-5 cards and score 2-30 points per set. there are also points for sets of each colour collected.
Players can then score points from the individual wonders they've built, they also score for building 3 or more wonders.
Points are tallied, highest score wins.


Overall
The sum of Unearth's parts make it a fairly unusual game. It provides 2 distinct paths to scoring points and neither can be entirely ignored.
Set collecting is one way to earn victory points and the card collecting mechanics are quite solid, giving players who fail to acquire a card some sort of other benefit and the range of dice available to players that give them a couple of options is key to this. Players can play for the card or try and play for the stones - the eight-sided die has a slightly better chance of roll higher than a six-sider and four sided die has a 75% chance of rolling 3 or lower, they each give advantage but don't guaranteed success.

The other path to victory points - building wonders requires players to both plan ahead and also adapt to opportunities and changes as they appear, collecting stones of a particular colour can always prove tricky, especially if another player is also on the hunt for stone tokens. There are also some restrictions on how stone tiles are placed and depending on what a stones a player is trying to get, placing them may require a small amount of planning and forethought.

I found Unearth a little unengaging and I can't quite put my finger on why, maybe it's the game's slightly abstract nature or maybe that it feels like little is ever happening.
Very little seems to occur in a player's turn, quite often a player rolls a dice and there's no immediate effect, sometimes they get a stone, sometimes they don't, occasionally they get a ruins card. Often it felt like that despite my decisions, little was in my control.

All of this makes the game sort of light on decision making. Players choose which ruins card to gamble a doe on and when to use a delver card, or where to place a stone token when they gain one and that's about it. There's just not that much to it.
I can't find much to fault Unearth but then I can't find much to praise it either. It's all a little unexciting.
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King of Tokyo

12/9/2021

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12th September 2021


Up from the depths.
Thirty stories high.
Breathing fire!
HIS HEAD IN THE SKY!
GODZILLA!
GODZILLA!
GODZILLA!
….and Godzoo- OK, that's going too far.

Take on the role of a kaiju as they rampage against each other for the right to flatten  Tokyo!

What's in a game?
  • Board: This small square board, depicts poor, unfortunate Tokyo on fire! There's a central space called Tokyo City, which will be occupied by one of the monsters.
    Another space display Tokyo Bay and serves the same function but in 5+ player games.
  • Monster board: Each of these 6 boards depicts a different monster, each board also has 2 dials to track health and victory points.
  • Monster Standee: Each monster has a corresponding standee.


  • Power cards: These cards grant monsters powers. Some powers are once-only and discarded when used, some are always active and others can be triggered by certain criteria. Additionally, some power cards will target other players' monsters, normally to detrimental effect.
  • Dice: These are not the usual six-siders, the numbers 4, 5 & 6 are replaced with a monster footprint, lighting and heart symbols.
    There are 6 black dice and 2 green ones. Mostly, players will use the black dice, some power cards allow them to use the extra 2 green dice though.
  • Energy cubes: Translucent, green acrylic cubes.
  • Tokens: Standard cardboard disc shaped tokens, used to track some of the power cards' abilities.
That's it for components, they're all solidly made; the monster standees and boards are thick and sturdy, it doesn't feel like the dials will fall off any time soon. The tokens, cards and acrylic are exactly what you'd expect them to be.
​The dice are very well constructed and feel satisfying weighty to heft, which is good because they be getting a of of use.
The boards, cards and standees are lavished with brash, colourful and cartoonish art, it's comical style perfectly fits both the game's style and over the top theme.
The game has little iconography which is easy to understand.


How's it play?
Setup
  • ​Give each player a standee and matching monster board, each player should set the health to 10 and victory points to 0.
  • Set out the main board, dice, cubes and tokens.
  • Shuffle the power cards into a face-down deck and deal 3 face-up.
  • Determine a starting player.

On to play
​In King of Tokyo, players take turns rolling and re-rolling dice, then using those results to try and gain some benefit to work towards their objectives. During play there will always be a monster inside Tokyo, while the others are outside, in a 5+ player game, there can be 2 monsters inside Tokyo.
A turn goes like this.
  • Dice: The active player rolls the 6 black dice.
    Rerolls: After the 1st roll, the active player may choose to set aside any number of dice and reroll the remaining. They may choose to set aside 0 dice or all of them (Although this would end their rolling.).
    They may then reroll those remaining dice that were not put aside; after this roll, they may put aside any number of those dice, they may even add back in dice they put aside in the previous roll.
    Finally, the active player may have a final 2nd reroll (3rd roll in total.) of the dice not set aside. Now the results on all the dice must be resolved.
  • Results:
    3-of-a-kind: If the active player got 3-of-a-kind for the numerical results, then they score victory points for that base number. If they rolled 1, 1 & 1, then they score 1 point, if they roll 3, 3 & 3, they would score 3 points.
    Getting more matching numbers, increase the score per matching die. Thus getting a result of 2, 2, 2, 2, & 2 would earn the active player 4 victory points.
    Footprint: The footprint stomps enemies! Each footprint does a point of damage.
    If the active player is outside Tokyo, the damage dealt to the monster inside Tokyo, if the active player is inside Tokyo, the damage is dealt to every monster outside Tokyo!
    If a monster has it's health reduced to 0, it is eliminated from the game.
    Heart: For every heart result the active player has rolled, they are healed 1 damage, however, monsters inside Tokyo cannot heal.
    Energy: Each energy result gains the active player 1 energy cube.
  • Buy power card: Once the dice have been resolved, the active player can spend their energy cubes to buy 1 or more power cards.
    Alternatively, the active player may spend 2 energy to clear away the 3 available power cards and replace them with 3 new ones.
  • Next player: Play proceeds with the player to the left.
Rules for Tokyo
  • If a Tokyo space is empty, the active player's monster must enter it.
  • A player earns a victory point for entering Tokyo.
  • A player beginning their turn in Tokyo earns 2 victory points.
  • A player's monster cannot leave Tokyo, they can only yield it to a player who has just damaged them.

Endgame
Play continues until one of two conditions are met.
A player has reached 20 victory points - in which they immediately win or all monster bar one have had their health reduced to 0, in which case the last monster standing wins.


Overall
King of Tokyo is a push-your-luck game with a difference, most other games of this type task players with essentially beating the odds and doing so more efficiently than other players, getting to whatever the victory criteria is first. But King of Tokyo has an extra wrinkle, in King of Tokyo, players can target and eliminate other players, I'm not a fan of player elimination but it gives the game an extra approach and dimension to gameplay. Not only that, players will look to prioritise different results at different times, if they're low on health; they'll want hearts. If there's a power card they like the look of; they'll want energy.

The rules for getting into Tokyo compliment this well.

Getting into Tokyo works for scoring points or attacking enemies.
There's an inherent risk to do so, because it makes that player the central target. Managing to stick it out in Tokyo however, earns the player 2 victory points per turn, which on the surface might not seem like much but is actually 10% of the required victory score. Additionally, being in Tokyo is the best way to dish out damage to all other players, hit them hard enough and they'll probably want to heal instead of attack, giving the player in Tokyo more time, because sometimes, attacking the player in Tokyo is a risk. A canny player might yield Tokyo to another player who is low on health because it then puts them on the spot!

Throw the usage of power cards into the mix and King of Tokyo becomes an enjoyable blend of strategy, risk and reward and push-your-luck mechanics. Furthermore, players will need to adapt to the unpredictability the game sends their way.

King of Tokyo is a easy to learn, light and fun game not to be taken too seriously, it's perhaps a little too long for a filler game but is definitely worth trying, especially if you're a fan of push-your-luck games.
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Roll for The Galaxy

30/7/2021

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29th July 2021

Thursday is here and it's time for some gaming on Board Game Arena.

If racing isn't your thing but rolling is, then maybe you'll prefer Roll for The Galaxy to the excellent Race for The Galaxy.
​
Roll for The Galaxy is a follow up to the aforementioned game and both are thematically similar. Both games have the same 5 phases (Although not in the same order!) and both are about are about building settlements and developments to create an engine building tableau in order to win.
Mechanically, there are numerous differences though. Roll for The Galaxy uses lots of different dice and dice rolling to manage phases as well as provide workers to build with. Gone is the card-based economy of Roll for the Galaxy.

What's in a game?
  • ​​Dice: Lots of six-siders in a variety of colours, each colour having a different distribution of the game's 6 different symbols.
    ​Players of Race for The Galaxy will recognise many of the elements and colours used below.
    • Home dice: (White.) These are essentially the game's default starting dice. 2 faces show the Explore icon, the remaining faces show Develop, Settle, Produce and Ship.
    • Military dice: (Red.) 1 face on a military die will show Explore, 2 show Develop and 2 show Settle, the final face shows the Wild symbol, an asterisk.
    • Consumption dice: (Purple.) 1 side shows Explore, another shows Develop, 3 faces show Ship and again, the final face shows the Wild symbol.
    • Novelty dice: (Blue.) This die type has 1 Explore, 2 Produce, 2 Ship and 1 Wild face.
    • Rare Elements dice: (Tan.) 1 Explore, 2 Develop, 1 Produce, 1 Ship and 1 Wild face.
    • Genes dice: (Green.) 1 Explore, 2 Settle, 1 Produce and 2 Wild faces.
    • Alien Technology dice: (Yellow.) Finally this die has 1 Develop, 1 Settle, 1 Produce and 3(!) Wild faces.
      Thus, utilising different dice will give players different results and consequently, different options. Some dice are more powerful than others but also rarer and harder to acquire.
  • Player screen: Each player will have a screen to hide their initial dice rolls from other players, these screens also display a condensed list of rules.
  • Player tile: These large tiles have a cup space (To show what goes into the player's cup.), a Citizenry space (More on this later.) and a construction zone.
    The construction zone has a square space each for a development tile and a settlement tile, finally there's also a currency track which goes from 0-10.
  • Phase strip tile: This little rectangular tile has a line of 5 symbols to represent the game's 5 phases.
  • Home world tiles: There are 9 of these home world tiles which are the game's starting tiles. Each home world will have it's own special ability.
  • Faction tiles: These rectangular tiles are twice as wide as home world tiles. Each of these 9 tiles also confers special abilities
  • Game Tiles: These square tiles are double sided and the same size as home world tiles. One side always shows a development and the other a settlement. They also list cost and any special ability or bonus they possess.
    • Developments: Usually give the controlling player some sort of bonus or special action.
    • Settlements: Apart from non-coloured settlements, there are 4 types of settlement; Novelty, Rare Elements, Genes, & Alien Tech. Usually players gain extra dice of those types of dice when constructing settlements, as well as the ability to produce and trade goods of those colours..
  • Tile bag: used to blindly draw random game tiles.
  • Currency meeple: A meeple token used to track currency.
  • Dice cup: Each player will have their own cup for dice rolling.
  • Victory points tokens: Self explanatory.
  • Phase tiles: These 5 largish square titles are used to track phases, each tile is double sided and has a active and inactive face.
The most important component here are the dice, they well made and colourful with clear iconography.
All the games tiles are made of sturdy grey board and are suitably thick.
The currency meeple is a nice little wooden token that matches colour with a dice cup, speaking of which, the cups are made of pretty standard plastic but are easily tough enough to stand up to repeated use.
Finally, the victory tokens are made of standard card token chips and are probably the most average component in the game, which is to say the components are all good quality.
Anyone familiar with Race for The Galaxy will recognise the art style on the tiles. How much of it is new and how much is recycled from Race, I couldn't say. Ultimately though, it's fairly good artwork.


How's it play?
​Setup
  • Put out a number of victory point tokens equal to the number of players x 12, thus 12-60 VP tokens.
  • Put out the 5 phase tiles, inactive side-up.
  • Put the game tiles into the bag and give it a good shake.
  • Randomly deal a faction tile and a home world tile to each player. Place the home world tile on the right side of the faction tile. This forms the player's starting tableau which has a size of 3.
  • Give each player:
    A dice cup.
    A phase strip tile.
    A currency meeple.
  • Each player now blindly draws 2 game tiles from the back. One must be placed on the development space on their player tile and the other on the settlement space, players are free to choose which way round they do it. These 2 tiles are now in construction.
  • All players take 3 white home dice and place it on the cup space on their player tile, then they take 2 more home dice and place it on the citizenry space on their player tile.
  • Depending on their faction tile and home world, players will take extra dice and place them on the cup or citizenry space, or as a good on one of their starting tiles.
  • Put the currency meeple on the 1 space on the player board's currency track.
​On to play.
Roll for The Galaxy is played out over 5 different steps, each player carries out each step simultaneously.
  • Roll: Players take all the dice on the cup space on their player board, places them into their dice cup and rolls them secretly behind their screen.
  • Assign: This sound trickier than it actually is in play.
    From behind their screen, players secretly place all dice into columns below the phase strip spots matching the symbols that were rolled on the dice. E.G., if a player has 2 dice that came up with the development symbol, they must all be placed in a column below the development symbol on the phase strip tile. An asterisk result can be placed under any phase symbol. During this step, any single die can be discarded back to the cup to move another die to any column. The number of dice in a column beneath a phase determines the number of actions the player will gain if that phase becomes active.
    Next, each player takes any single die from any column and places it on to one of the 5 phase symbols on their phase strip tile, the die can be placed on to any phase, regardless of what face the die has showing. This will activate that phase during the phases step.
  • Reveal: Now players move their screens to reveal their dice.
    For each phase chosen by a player, flip the respective phase tile from inactive to active, these are the phases that will be played in this round. The remaining phases stay inactive. Any players who has dice in a column under a phase that is inactive returns those dice to their cup.
  • Phases: This is where the bulk of the game occurs, if a phase is activated by any player, then all players may act in it (Provided they have dice below the pertinent phase. From 1 to 5 phases may be played and they are always played out in the order shown below.
    • Phase I - Explore: When this phase is activated, for each die a player has under the Explore symbol on their phase strip tile, they may blindly draw a tile from the bag and place it on to their tile, because game tiles are double-sided, the player may choose which side to use. However, there can only ever be one development and one settlement in construction at a time, additional developments and settlements must be stacked beneath the respective tiles.
      Alternatively, a player may increase their currency by 2 for each explore die they have.
    • Phase II - Develop: If this phase is activated, each die that a player has under their Develop symbol can be transferred on to the development tile they have in construction. If the number of dice on the tile equals the cost then that development is completed. The completed tile is put into that player's tableau and the dice are returned to the Citizenry space on their player tile.
      If there are not enough dice to complete the construction, then those dice stay there until the construction is completed or abandoned.
    • Phase III - Settle: This works identically to the Develop phase above, only with settlements
    • Phase IV - Produce: If this phase is activated, each die the player has beneath the Produce symbol may transferred to a settlement in their tableau that can produce goods and stays there as a goods die.
    • Phase V - Ship: For each die beneath the Ship symbol, the player may trade goods on settlements for a victory point each or currency. These dice are removed from their settlements and returned to their player's Citizenry space.
      When trading for victory points, players earn more points if the goods dice and/or the trading die's colour matches that of the settlement the player is trading from. Thus a blue planet with a blue goods die and a blue trading die would earn 1+1+1 victory points.
      If a goods die is traded for currency, the colour of the settlement determines how much the player earns; from 3 for Novelty goods to 6 for Alien Technology.
  • Manage Empire: Once all the phases are completed, it's time to do some management. Managers - even in space to you can't avoid them.
    • Recruit: You may have noticed that for most actions, dice are returned to the Citizenry space. In order for a player to gain use of them again, they must pay 1 currency per die, which moves them into the player's cup.
    • Recall: A player may move die used a goods back to their cup for free, they may also move dice from uncompleted developments and settlements back to their cup for free.
    • Flip Phase Tiles: Turn all activated phase tiles over to their inactive side in preparation for the next round.
That's it, play progresses to a new round, now players secretly roll dice and allocate them again.

Endgame
Play progresses until either a player has completed the 12th tile in their tableau, or the supply of victory point tokens has been depleted.
Players now calculate the total cost/value of completed tiles in their tableau and victory points accumulated, furthermore; some developments will have criteria that score players additional points.
All points are tallied, highest score wins.

Picture
Game end.

Overall
Players of Race for The Galaxy (Like me!) will recognise a lot of familiar theme and ideas in Roll for The Galaxy, it's quite clever how this has been achieved, although there are some differences.

For example; in Race for The Galaxy, a player's hand is also their currency, in Roll for the Galaxy though, players have no hand. The game introduces a currency track to replicate this and at first I thought it felt a little superfluous, after all, currency is only used to recover dice from the Citizenry space, then I realised without the need for currency, the decision to choose between a game tile and currency in the Explore phase becomes unnecessary as does the decision to to choose between victory points and currency in the Ship phase.
There is no military score, instead military dice provide extra opportunities to develop and settle.
Curiously, Roll for The Galaxy swaps the Produce and Ship/Consume phases round and trading is now the 5th and final phase. I guess that this decision was taken to make it a little easier to players to produce and then trade goods in the same round?
Additionally, because Roll for the Galaxy is a 5-player game, it possible for all phases to be activated. It's never been possible to activate more than 4 phases in Race for The Galaxy.
Finally; constructing developments and settlements is quite different: In Race for The Galaxy, it's a all-or-nothing affair, either you have the cards to pay for a development/settlement or you don't. Roll for The Galaxy allows player to incrementally pay for them, however, this ties up dice in construction, as a consequence players will have less dice and therefore less choices When rolling at the start of the round.

But enough of talking about another game, let's talk about Roll for The Galaxy.

In Roll for The Galaxy, players will be to some extent at the mercy of the dice they roll at the start of a round. If you're looking to finish constructing a settlement and you get no settlement dice - tough luck!
O
bviously there are rules to mitigate some of this and furthermore, correct usage of the different types of dice (Provided you get hold of them.) at the right time can be helpful and skew results in a player's favour. But on occasion, players will have to react to dice rolls that just don't go their way! Adaptation is the key here. Even so, it can prove frustrating at times when you can't do what you want to. Additionally, acquiring certain types of dice which may push players into strategies they hadn't considered before, 
Another aspect to remember when assigning dice, is to pay attention to what other players have been doing, successfully anticipating another player's choice of action can prove useful and provide extra actions to spend.

Players must balance the need to acquire developments and settlements with the need to produce and trade, this also means balancing the use of limited resources to construct improvements with the need to have actions.
Building an engine is vital, getting the special abilities provided is important, but so is acquiring extra dice to roll, which gives players more choices elsewhere.
Players will want to do all of this as efficiently as possible to outpace their opponents

In short; Roll for The Galaxy always provides players with meaningful decisions.

I'd happily play Roll for The Galaxy again in the future, but given the choice between this and Race for The Galaxy, I'd choose the latter every time. Roll for the Galaxy is a good and fun game but I sometimes find the randomness off putting. If dice games are your thing over card games for some reason, Roll for the Galaxy is definitely worth a look.
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Martian Dice

30/7/2021

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29th July 2021

It's a Thursday and we're logged into Board Game Arena for some gaming entertainment.

The first game was Martian Dice, it turns out that in Martian society abducting humans is a highly popular and competitive past time, players take the role of opportunistic Martians, flying around looking for hapless humans to kidnap as well as those old favourites - cows and errrrr.... chickens? Meanwhile, they'll also have to dodge all those pesky Sherman tanks sent by the US Government to harass them.
Caveat: We've only ever played Martian Dice digitially.

What's in a game?
You'll be unsurprised to learn that Martian Dice is a dice game that comes with 13 standard 6 sided dice. All dice are identical and come with the following symbols on their faces.
  • Cow: 1 face on the dice is a cow, a favourite target for Martians. Scores points.
  • Chicken: 1 face on the dice shows a chicken. Scores points.
  • Human: 1 face depicts a human and a shocked looking one too, presumably in the process of being sucked up by a tractor beam. Also scores points.
  • Tank: 1 dice face shows a pesky Sherman tank, the natural enemy of UFOs throughout the universe.
  • Death-ray: Finally, the last 2 faces on the dice show death-ray, useful for dealing with tanks.

How's it play?
​Martian Dice is a pretty straightforward push your luck game and players can continue rolling dice until they choose to or are forced to stop.
  • Roll the dice: The active player initially rolls all 13 dice. Once dice are rolled, the results can be dealt with as follows.
  • Tanks: Firstly, whenever any dice are rolled, all that come up as tanks must be set aside.
  • Decisions: Next, the active player must now choose one set of dice to put aside, when deciding on this they can only set aside dice with matching faces and it must be all of them; thus if the active player rolled 3 death-rays and they want to put aside death-rays, they must put all 3 aside and no other dice.
    Additionally, cows, chickens and humans can only be put aside once each per turn, this means the active player only ever has a maximum of 3 scoring opportunities per turn.
    Conversely, death-rays can always be put aside. Players will need death-rays to see off those aforementioned pesky tanks.
    If for any reason the active player can't set aside dice, (E.g., they rolled all chickens and they've already put aside chickens) then their turn immediately ends and they go to scoring, more on scoring below.
  • Stop or go: If the active player has put aside all 13 dice, their turn ends and they go to scoring.
    Otherwise they can voluntarily end their turn and go to scoring.
    Or they can roll the remaining dice not set aside again, repeating the steps above.
  • Scoring: The first thing the scoring player must do is compare tanks and death-rays that have been set aside, if tanks outnumber death-rays, the heroic US army has repelled the player who scores 0 for that turn. If death-rays equal or outnumber tanks, then superior Martian technology wins the day and the active player is free to abduct their cows, chickens and human.
    The active player score 1 point for each cow, chicken or human dice that they set aside.
    If the active player managed to set aside at least one dice of all 3 types, then they score a bonus 3 points.
  • Turn end: Play then continues with the player to the left.

Endgame
The game continues until a player scores 25 or more points, then the current round is concluded.
Points are tallied, highest score wins.

Overall
This is usually where I blog about what I think of a game, but with Martian Dice, it's a little trickier. This is because at the time of writing, we've only ever played the game digitally and the version of Martian Dice we played on Board Game Arena appears to be quite broken!
Why?

In a word (Or acronym.); R.N.G. - random number generation. Computers can't actually, truly, generate numbers randomly, they can only do an approximation of it and any game that contains any random element will be affected by this to some lesser or greater degree - and that's probably most tabletop games on Board Game Arena!
So why am I singling out Martian Dice?

In game that's only about throwing lots of dice, when the randomness does go skew-whiff, it can become readily apparent. Look at the examples below.
Picture
On the 1st roll of 13 dice, 2 tanks and 5 death-rays came up, the player set aside the death-rays. On the 2nd roll, all 6 remaining dice came up as death-rays. Player's turn ended as they had to set aside the death-rays and had no remaining dice to roll.
Picture
On the 1st roll of 13 dice, 7 tanks came up! The turn immediately ended since there were only 6 dice remaining and they wouldn't be enough to deal with the tanks even if the all came up as death-rays.
I don't know the odds of the rolls that occurred above, but they must've have been very long. These kinds of results weren't particularly uncommon either, every few rounds something would pop up that just looked too improbable.
This skewed randomness did however, generally appear to affect all players equally which mitigated it somewhat, but it did alter the way we played the game.

Anyway back to my conclusion.

Martian Dice really only ever gives players 2 decisions to make.
What dice shall I keep?
Should I continue my turn or not?

Luckily, at least 1 of these decisions is generally always a meaningful decision.

Players will only get 3 scoring opportunities per turn, they'll sometimes be faced with the decision of scoring fewer points now and locking out that scoring type or hoping to get a better result later at the risk of getting 0 points. It can put players in a painful predicament - in a good way!

The other key hard decision players will have to make is choosing to put aside scoring dice or death-rays to battle tanks, especially as invariably a couple of tanks will have turned up.
Go for the points now and hope to be able to deal with the tanks later?
Or deal with the tanks now and hope points will turn up on another roll, albeit one with fewer dice?
Perhaps a player will get lots of death-rays early on; they could put them aside to deal with tanks that will appear in later rolls, on the other hand, putting aside this many death-rays lessens the chances of getting scoring results.

Finally players will frequently have to decide whether to push their luck or not. Because of how the scoring mechanism works, it obvious when there's no point pushing on and when it's got a chance to score more points. The question is; is it worth the risk? Sometimes players will have to roll because they've got too many tanks in play, other times - well getting just one of that type a player hasn't got would score 4 extra points! However, if the tanks and death-rays set aside are close in numbers, an unfortunate roll will bust they player.
All of these decisions will of course be contextual, but the game gives players a fairly clear risk/reward choice to make.

Martian Dice is a light, quick to learn and play, luck-based (sic) game, it definitely has some nuance and strategy but it will also appeal to fans of push your luck mechanics.
If you want a game not too taxing on the grey matter and works as a filler, Martian Dice could work well for you. We found it a good finisher at the end of an evening of play.
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Railroad Ink

5/7/2021

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4th July 2021

It's a Sunday evening and I'm logged into Board Game Arena. the next game of the night is Railroad Ink. Do you spend a lot of time coming and going? Because that's what you'll be doing in Railroad Ink.

Caveat: we've only ever played Railroad Ink digitally online. Additionally, we've only played the basic version of Railroad Ink Blue without the rives and lakes dice.

What's in a game?
  • Game board: Railroad Ink has a game board for each player.
    Most of the game board is taken up with a 7x7 square grid, along each of the 4 outside edges of the grid are 3 exits, 12 in total and they alternate between railway lines and roads.
    Above that is some space for calculating and tracking scores.
    Up further are illustrations of all the possible results on the standard route dice.
    Finally, at the top are depictions of the game's 6 special routes. These are not actually dice that are rolled in game, but represent different types of routes and stations that a player can make use of.
  • Route dice: These six-siders don't have numbers, instead each face shows one of various different types of rail and road routes. Railroad Ink has 2 different types of route dice, 3 of one kind and 1 of the other, which makes 4 route dice in total.
    Type 1: These dice depict the following different routes that players can use on their board:
    A straight.
    A 90' turn
    A T-junction.
    They are depicted once each for both railways and roads, thus six times in total.
    Type 2: This die only has 3 symbols, each of which is printed on 2 of the die's faces. The routes depicted here are a little more specialised.
    Overpass: This allows a railway and a road to cross over each other (They do not connect.).
    Straight station: A station allows a route to change from a railway to a road or vice-versa.
    Curved station: A 90' turn that's also a station which allows transfers between railways and roads across the turn.
  • Rivers and lakes dice: These special dice can be introduced into games to add some extra complexity. We never made use of them.
That's pretty much it for the components.
Since we only played railroad Ink digitally, there's not much that can be said about the quality of the components.
Neither does the game have any significant artwork to speak of, the boards look bright and cheery, but that's about it.

Picture
An example of connections and scoring.

How's it play?
​Setup
  • Each player is given a player board and well.... that's it!
On to play
​Railroad Ink is played simultaneously by all players over 7 rounds.
  • Roll: All 4 route dice all rolled and thus 4 routes will be shown.
  • And Write: All players must draw all 4 routes on their game board according to the results of the dice roll. There are specific rules when doing this as explained below:
    Connection: At least 1 part of a route must connect to either; an exit at the edge of the grid, or a pre-existing route, this connection must be of the correct kind, i.e., rail-to-rail or road-to-road.
    When drawing the route, the dice result may be rotated into any orientation, or flipped/mirrored.
    ​Special routes: Each special route is a 4-way connection and can only be used once per game, furthermore, a player may only use 1 special route per round and total of 3 special routes in a game.
That's it for rules, pretty straightforward.

Endgame
Once all 7 rounds have been completed, the game goes to scoring.
Railway: Each player scores their single longest unbroken railway line, gaining 1 point per connected square.
Road: Each player scores their single longest unbroken road, also at 1 point per connected square.
Centre: Each of the 9 central squares on the grid scores the player an additional point for a railway or road that runs through it.

Exits: Each player scores their single biggest network of connected exits, it scores differently to railways and roads and there's a chart to calculate this. Generally each exit in the network scores 4 points, except if you manage to connect the 12th and final exit, which scores 5 instead!
Dead end: Each player loses a point for each route that is a dead-end, i.e. does not connect to anything or does not connect to the edge of the grid (does not necessarily need to be one of the 12 exits though.).
Final amounts are tallied, highest score wins!

Overall
Railroad Ink is a game that hits that sweet-spot between rules-simplicity and depth-of-choice that has good potential crossover appeal to non-gamers.
From the relatively short length of this blog, you can see that it's an easy game to learn, consisting mostly of; well, drawing what you see!

However, it also gives players lots of choices, all of which will have impact right from the start of the game. The game's grid has 49 spaces and the maximum that can be filled in (In a basic game!) is 31, enough room to manoeuvre and also enough room to commit error.
Players must try to maximise networks and connections and also minimise their potential losses. This involves equally trying to anticipate what they need and also adapting to rolls that don't give them that.
It's a game of shifting optimisation.

Railroad Ink has a lot of randomness and for gamers who like strategizing, this can be an anathema, but in Railroad Ink, the randomness is partially mitigated because it more or less affects everyone equally, i.e., everyone uses the same dice results.
Obviously one player may be luckier than another if the rolls go their way, but it never feels like the dice are treating you worse for you than any other player. Ultimately, despite the dice rolls, it feels like player decisions are still of paramount, finding a way to use a route die that initially seemed bad can be satisfying and it's this blend of randomness and decision-making is what I like about Railroad Ink.
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Space Base

1/7/2021

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30th June 2021

It's a Wednesday and we're round Simon's for some gaming.

Star Trekkin' across the universe,
On the Starship Enterprise under Captain Kirk.
Star Trekkin' across the universe,
Only going forward 'cause we can't find reverse.


This sort of sums up Space Base in a roundabout kind of way, a game about launching spacecraft into space, only for them to disappear into the void and never return, well except for the victory points and money they sent your way!

What's in a game?
  • Player board: Every player has their own board in Space Base, which has 12 spaces for spaceship cards, these are sectors and are numbered from 1-12. Each board also has 3 tracks, one each for cash, income and victory points. All tracks are numbered 1-40.
  • Ship cards: These cards are half the width of normal playing cards. Each card has a purchase cost, lists it's sector number and displays what benefits it provides when activated, including the bottom part of the card which will have it's information displayed upside down in a red box. Red boxes become relevant when a spaceship becomes deployed (More on all this below.).
    These benefits could provide cash, income, victory points or some other gain. 
    A card may also have charge boxes which need to be filled in order to activate its special ability.
    Starting cards: Each player has an identical set of 12 starting cards, obviously for sectors 1-12.
    Spaceship cards: There are 132 spaceship cards and they come in levels 1, 2 & 3, the higher the level, the higher the cost but also the greater benefits they confer.
  • Colony cards: Also half-width, when bought, provide a once-only amount of victory points, albeit a large amount.
  • Cash cubes: These translucent yellow cubes are used on a player board's cash track.
  • Income cubes: Translucent green cubes used on a player board's income track.
  • Victory point cubes: These translucent cubes are blue and used to track VPs.
  • Charge cubes: More cubes, only transparent! This time used to represent energy or charges and usually placed on ship cards.
  • Dice: A pair of normal six-siders.


As you'd expect, all the components in Space Base are of a good quality; the player boards are sturdy and the plastic dice, while not as nice as wooden ones, are nicely rounded and roll well.
The cards are also good quality, it's understandable that they were made half-width, otherwise the game would have a massive footprint!
A lot of the ship cards have special or unique rules and their iconography is mostly easy to comprehend.


The little acrylic cubes are colourful and distinct, while the dice have a 'cosmic' sparkly finish and the '1' result has been replaced with a rocket.
The ship cards all contain a varied amount of detailed and neat, colourful illustrations of spaceships, along with their names, designations and classes, some are just palette swaps, but that's OK. It's unfortunate that these illustrations are so small though, as they tend to be overlooked. A nice touch is how the background art on the cards matches the background art for their sectors on the player board.
Ship cards are also marked out in bright blue and red, while the colony cards are bright yellow and it all combines to give the game a distinct and overall, eye catching look, it's a great use of primary colours.


How's it play?
Setup
  • Give each player a board and a set of starting ship cards, these should all be placed on their appropriate spots on the board. Give each player a cash, income and victory point cube, place them on the relevant trackers.
  • Cash starts at 5, everything else starts at 0.
  • Shuffle the level 1 cards into a face-down deck, draw and place 6 cards in a face-up row, do the same for the level 2 and level 3 cards.
    There should now be 18 face-up cards.
  • Place the 12 colony cards face-up into ascending sector numbers.
  • Each player must draw a card from the level 1 deck,  pay for it with cash and place it in it's relevant sector, the starter card that was in that sector is deployed (More on deploying later.).
  • The player who drew the card in the previous step with the highest sector becomes the starting player, other players adjust their starting cash and income as appropriate.
Now we're ready to play.


On to play
Thematically, as the name suggests, this is a game about managing the spaceships docked at the titular space base, which I guess makes the players glorified intergalactic space traffic wardens! Collect those parking fines!

In Space Base, a player's turn is broadly divided into 2 stages, rolling dice and activating cards, then buying a card.
  • Roll dice: The active player rolls both dice.
    Active player: The active player then decides how to use the results of the roll; as a pair or individually. Thus if the dice came up 5 & 3, the active player could use them as collectively as an 8 or as a 5 and 3. Then the active player activates the card(s) that match the number(s) they chose and gains whatever is shown in the blue box. The active player may also activate an effect in a green box. Activating a card may also include adding a charge cube to it.
    Passive players: The other players (Who are known as passive players.) may also use the result of the active player's dice roll in an identical manner, so using the example above they could use the 5 and 3 or 8 to activate cards, however, passive players can only activate the red boxes in matching cards that they've previously deployed. As with the active player, a passive player may activate a card if a charge cube may be added to the red box.
    Passive players can also use the effects in green boxes of activated cards.

    This means the active player always gains something, usually cash or sometimes income or victory points and passive player may also gain some benefit.
  • Buy a card: The active player may now buy a card from any of the rows so long as they can meet the price. When a player does buy a card, they must spend all their cash regardless of how cheap a card may be, it seems the game encourages players to spend big! If the active player buys nothing, then they get to keep their cash.
    Deploy: Once a card has been bought, it must be placed in the sector shown on that card and the card that is already in that sector must be deployed. This involves Removing that card from the sector, turning it upside down and sliding it under the player board directly above the sector it was removed from so that only the red box is visible, the info in that box will now be correctly orientated.
    The card that was just bought should now occupy the empty sector.
    Players may deploy multiple cards to the same sector, in fact, it's vital to winning.
    Colony card: When a colony card is bought and placed into a sector, the active player immediately scores the victory points it confers, but that sector then becomes locked for the remainder of the game. A colony card cannot be deployed or replaced, if the active player activates that sector in their turn, they get nothing. However, deployed ships in that sector can still be activated during other player's turns.
    Income: You'll have seen me mention income a couple of times previously and may be wondering what it does?
    As explained above, when a player buys a card, their cash is reduced to 0. The last thing a player does before their turn ends is to increase their cash to the same value as their income. So a player with an income of 4, increases their cash to 4 after buying a card.
Once the active player has completed their turn, play progresses to the player on their left.


Endgame
Play progresses until a player reaches 40+ victory points, then the current round is completed so all players have had an equal number of turn.
Victory point scores are tallied, highest score wins.


Overall
Space Base is a bright and cheerful, well made game that at least initially, is a lot of fun to play and gives players lots of options.

​The idea of beginning a game with an already built up tableau is a good one, it means that the active player will always gain something on their turn and it's never wasted.
It's also a fairly accessible game and the basic rules are easy to learn; roll and choose dice, activate the relevant cards and buy more cards.
However, the game does become a lot more complex when more cards come into play, many cards allow the players to shift which cards are activated or purchase more cards, or have charge cube based abilities and so on, some of which can prove confusing.

Being able to split or combine the dice roll when activating cards is an intriguing rule and superficially give players a couple of choices on how to play their actions and build up their tableau. Splitting the dice gives the player the option of activating cards in the 1-to-6 range twice instead of once in the 7-12 range, however, balancing means that the cards in the 7-12 are more powerful, giving greater gains. Should a player choose lower gains more often, or greater gains less often?
​That's the theory anyway.

Let's look at how this might work in practice.
The chance of rolling a 12 or double 6 is 1/36. the odds of rolling a 6 on 2 dice is 1/3, which means activating a 6 is 12 times more likely than activating a 12. However thinking about further, a 6 would activated twice when a 12 is activated, taking the ratio up to 13.
​Thinking about it even further, I realise that a 1+5, 2+4, 3+3, 4+2 and 5+1 give 5 more ways to activate 6, taking the ratio up to 18-1! Does the 12 sector generally gain a player 18 times the benefits of sector 6, It doesn't feel like it?
I've scrutinised the manual and the developers are aware of all these odds (Although they discount a double-result as an extra activation), so it must be as designed.

Why is this important? It's all to do with which cards a player deploys and how the rolled dice are used. Even taking balancing into account, it seems that deploying cards in sectors 1-6 seems much more beneficial than 7-12.
Once a player has covered all first 6 sectors, it means they're guaranteed 2 actions per other player's turn, whereas there's no such guarantee of even 1 activation for sectors 7-12. Even partial coverage seems much more beneficial. It becomes more apparent when you play with more players, in a 5 player game, it'll get you 8 activations between turns!
​
At the time of writing, we've played Space Base over half a dozen times or so and for the last few games, I've concentrated only buying cards for sectors 1-6, not worrying too much about what benefit it gives me, only looking to increase my deployed cards; and it's been more successful than not - so far!
It's possible I was lucky to get the cards I wanted, but realistically half of the cards must be for sectors 1-6, so they'll generally always be available. Or it might just have be some lucky dice rolls going my way, or they didn't go well for the other players?

Ultimately, it seems to be that buying and deploying cards to stack up in sectors 1-6 seems like a bit of a no-brainer decision to me, which can be bad for a board game, because if that's the case, it removes meaningful choices.
Having said that, it's not something I'm 100% sure about and I'm still enjoying Space Base, I found a lot to like about it, rolling the dice and seeing what it gives you is always fun. It's a game I'm happy play again when it comes up.
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Roll for Adventure

16/6/2021

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15th June 2021

It's a Tuesday evening at The Sovereigns in Woking and if memory serves me correctly, the first time that I've met up with the Woking Gaming Club have met Since October last year!

The first game of the night was Roll For Adventure, a cooperative, dice roller where players must unite to foil the machinations of a Dark Lord wannabe and save the kingdom!

What's in a game?
In Roll for Adventure, our heroes must join forces to defeat The Dark Lord Saur-errr Master of Shadows; how is this done? By collecting the power stones to activate the magical artefact; how is this done? By making lots of dice rolls of course!
  • Dice: Lots of dice! 5 dice in the four player colours and 4 grey bonus dice. These are all normal 6-sided dice.
  • Territory die: Another dice! This isn't a normal 6-sider though, 4 faces show each of the game's 4 different types of territory, 1 face shows all 4 territories and the final face shows no territory.
  • Territory boards: There are 4 of these double-sided triangular boards, with an A-side and a B-side, A-sides are easier to play than B-sides. Each board represents one of the differing territory types.
    Blue is The Ice Cave.
    Green is The Forest.
    Grey is The Fortress.
    Yellow is The Desert.
    The 4 boards are attached together to form a single larger square board, which becomes the game board and its main playing area and is where the players' heroes go adventuring for power stones (Or, in other words, where dice are used to complete tasks.). The centre of the board contains an area called the Vortex of Oblivion.
    Each board will have its own unique rules for how dice are used to acquire the stones and also has its own damage track.
  • Adventure boards: There are 4 of these and they're used in conjunction with power stone tokens to track the players progress. When all the spaces on an adventure board are filled with the tokens, the players will be victorious. The boards have 5-8 spaces and thus are used to manage the game's difficulty.
  • Power stones: 8 colourful tokens, used as explained above.
  • Skull tokens: These pretty cool 3d tokens are used on each of the damage tracks on the adventure boards.
  • Enemy cards: These cards are used to 'attack' the game board, they come in 4 colours that correspond to the colours of the territory boards. They are ranked from 1 to 3.
  • Special enemy cards: Not content to just have enemy cards, the game provides special enemy cards that can be used to add extra complexity to the game.
  • Master of Shadows enemy card: Yep, the game's Big Bad has a card.
  • Hero boards: These tiles are randomly dealt to all players, each one has a special ability the controlling player can use. There are 10 hero boards.
There's a plethora of other components, tokens, tiles and markers including the ominously named Vortex of Resurrection that are also used in the game.

The dice are of the smaller variety, which is fine by me, they're made of plastic and finished in a 'marble' look, their edges are nicely rounded and their dots are indentations and not printed. Good quality dice overall.
The territory die is a larger size and has rounded edges, it has artwork related to the territory boards printed on 5 of its 6 sides, the printing seems to be good quality and doesn't look like it'd rub off easily.
The game's variety of boards and tiles are all printed on thick card, as are the components.
The enemy cards are pretty standard quality cards.
Finally; special mention goes to the completely unnecessary and therefore cool little 3d plastic skulls used to track damage on the 4 territories.

Artwork used on the territory boards is fairly minimalist and functional by necessity as space is given over to holding dice. The palette used for the 4 territories extends to the enemy cards and some components.
The quality of artwork used on the enemy cards, hero and adventure boards is all reasonably good. The bright colours scheme used to represent the power stone is pleasantly eye catching.

All-in-all, the components in Roll for Adventure are all of a good quality.

Picture
The territory tiles.
Picture
Miscellaneous other components.
Picture
Adventure tiles & power stone tokens.
Picture
Normal dice & territory die.
Picture
More dice!
Picture
Selection of enemy cards.

How's it play?
Setup
  • Adventure board: Choose which adventure board to use. This will determine basic difficulty of the game. Set aside a number of power stone tokens equal to the spaces on the adventure board chosen.
  • Game board: The 4 triangular territory boards should be placed out to form a square, there are some useful connector components that attach each board to its adjacent neighbours. Player's can use the A or B sides, or a mix of the 2 I guess, to alter the game's difficulty.
    Various tokens will need to be placed on the territory boards.
  • Enemy deck: There are 24 enemy cards that form the enemy deck and 18 special enemy cards that can be added in batches of 6 to increase the game's difficulty.
    Shuffle all the cards that are going to be used and deal them into 3 separate decks, now shuffle The Master of Shadows into the 2nd deck and stack the 3 decks with the 2nd deck in the middle. Thus, The Master of Shadows will be somewhere in the middle of the enemy deck.
  • Hero boards: Randomly deal a hero board to each player.
  • Dice: Give each player all 5 dice in one colour, each player should place their dice on to their hero board.
    Place the 4 grey bonus dice into their allotted space on the ice cave territory board.
  • Starting player: Determine a starting player.

Picture
All 4 territory tiles together.
Picture
Notice the cool little 3D skull models.

​On to play
Like a lot of cooperative games, Roll for Adventure alternates between a player's turn and then the board's actions before moving on to the next player's turn.
The basic principle behind a turn in Roll for Adventure is simple: The active player rolls all their available dice and uses one or more of them of the same number, then rolls their remaining dice and so on, until they've used all their dice. What those dice are used for however, is the crux of the game.
  • Roll the dice: The active player takes their dice and rolls all of them. Now they decide which ones to use, the main restriction being they must use dice of the same value. There are 3 ways these dice can be used.
    Tasks: The active player can put dice on to one of the 4 territory boards, completing the tasks on 3 of these boards will earn the players power stones, the 4th board will earn players grey bonus dice to roll. Each territory board has it's own unique tasks to perform, these are also different between the A & B sides.
    For example; the fortress territory has 3 'subtasks' and 3 'barriers', the players must collectively place 4 dice showing 2 to remove a barrier, 4 showing 3 to remove another and 4 showing 4 to remove the last one. Once all 3 barriers are removed, then the players earn a power stone. Tasks do not need to be completed in one attempt and when players commit dice to a task, they remain on the territory board until it is completed, however, this means that those dice cannot be taken back or used by the player again until that task is completed.
    Enemy cards: Dice can be used to defeat enemies attacking the territory boards, (More on enemies below.). An enemy card is defeated when dice totalling 6+ are placed on that card, this could be a single 6 or a pair of 3s, etc. Once again, an enemy does not need to be defeated in a single action and again, dice remain on an enemy card until it is defeated, in which case the enemy cards discarded out of play and dice used are returned to their respective players.
    Vortex of Resurrection: Dice can be placed on the Vortex of Resurrection, when a value of 10+ is reached, then dice can freed from the Vortex of Oblivion! What does the Vortex of Oblivion do? This is explained below.
    Interestingly, placing dice on the vortex, ends the active player's turn.
  • Enemy turn: When the active player has finished their turn, the board will become activated, this will likely cause a series of actions.
    Enemy attack: Reveal the top card from the enemy deck, this enemy card will attack! But before it does so, it will command any card of a lower rank to first attack, thus a rank 3 card will command rank 2 & 1 cards. Enemy cards will attack the territory of their corresponding colour, so a green enemy card attacks the forest territory and should be placed along the forest edge of the board. Special enemy cards have their own rules on where they attack.
    Damage: When a territory is attacked, it takes damage, what does this mean? If an attacked territory has dice from an in-progress task on it, then one or more of those dice will be removed from that territory and placed on the Vortex of Oblivion. The way in dice are removed is unique to each territory.
    If there are no dice on a territory when it's attacked, then the territory itself takes damage and the damage counter is moved along.
    Vortex of Oblivion: Dice are placed here when territories are attacked, they remain here until the Vortex of Resurrection is used to free them.
    Master of Shadows: When the Master of Shadows appears, it's bad news. First of all, every enemy cards in play immediately attacks, then the Master of Shadows attacks. The active player rolls the territory die; if it shows a single territory, then that territory takes 2 damage directly to the territory, no dice are ever removed when the Master of Shadows attacks. If the die shows all 4 territories, then all 4 territories take a point of damage. If the blank face is rolled, the players are lucky and nowhere is attacked.
    Once the Master of Shadows has had their attack, they are shuffled back into the enemy deck, they cannot be defeated by normal methods and will constantly reappear to attack until the players complete their objective.
Play progresses to the player on the left and continues until the endgame is triggered.
​
Endgame
If the damage token for any territory reaches its final spot, the players collectively lose the game.
If at anytime all the players collectively have no dice to roll for whatever reason, then the players lose.
If the players manage to collect the last power stone for their adventure board, then the players collectively win.

Picture
Ready to start a game.
Picture
What a few turns in might look like.

Overall
​Roll for Adventure is an interesting combination of cooperative gameplay and some unusual dice rolling mechanics.
A good example is the Vortex of Resurrection: Using the vortex ends a player's turn immediately. Early in their turn, it's possible a player have the double 5 or double 6 which will be high enough to trigger the vortex, but doing so is a waste of a turn (And dice rolls.), however, waiting until a player only has 1 or 2 dice left means that getting a good result for the vortex is tricky.
Roll for Adventure has no 'set aside' rules or mechanics in Roll for Adventure here, after players use dice, the remaining ones are re-rolled and you can kiss those other useful results goodbye. It forces players to make decisive moves about what they have available now and collectively players need to really cooperate in these decisions too as spreading dice too thinly throughout the board can be a costly error, dice stuck on half completed tasks are a problem waiting to happen. Players need to concentrate on a couple of tasks only if possible and maintain the loop of using dice and then getting them back to use in the following turn.
The same is true of enemy cards, if they're not dealt with quickly, they can linger and repeatedly attack the board, particularly lower rank enemy, which will be commanded to attack the most often.
Balancing the need to get power stones and the need to defeat enemies is key, along with mitigating bad luck that tends to accompany cooperative games. The extra wrinkle here is the need to also manage your dwindling resources - dice!
Actions (Or inactions.) will frequently have an impact on the game and that's a good thing.

That's not to say the game is without some criticism.
With 4 double-sided territory boards, Roll for Adventure has 8 subsystems, at least 4 of which must be learned to play the game. In my opinion, this makes the game feel a little overly complex for the experience it delivers, which a shortish, almost abstract experience.
The game's theme doesn't gel entirely well with its mechanics for me. Do the dice represent various actions of the the player's hero? Or are they minions of the hero sent off on different missions? Whatever the answer, it felt a little unengaging, closer to an exercise in comprehending probability than going adventuring.

Having said all that: The game's balancing kept the outcome in the air all the way throughout and the tension high at the end. If you like cooperative games, Roll for Adventure is worth a look. If you've spent a lot of time playing those coop games where you spend action points to run around a map to perform tasks, this could give you a fresh take on the cooperative playstyle.
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Dragonwood

30/5/2021

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30th May 2021

Sunday night gaming on Board Game Arena continues with Dragonwood.

Those woods there, there be dragons in those woods, that must be why it's named Dragonwood! There are many monsters to capture, so to assemble brave adventurers, take your cards and take your dice and head off into the forests, there're adversaries to be struck, stomped or screamed at!

Caveat: We've only ever played Dragonwood digitally online.

What's in a game?
  • Dragonwood cards: These cards consist of creatures to capture, enhancements to earn and events to encounter.
    Creatures: Acquiring creatures earn victory points. Each card has a picture of the creature it represents and also shows how many victory points it's worth.
    Creatures also have a column of 3 numbers, one number each for the strike, stomp, or scream actions.
    For example:
    Grumpy Troll
    Victory points: 4
    Strike: 9
    Stomp: 11
    Scream: 9

    These values are the target numbers that must be met with dice rolls in order to acquire the card, the higher the victory points, the higher the target numbers.
    Which of the 3 values is used for the dice roll is explained below.
    Enhancements: Unlike creatures, enhancements do not score victory points, instead they give the controlling player a bonus that works towards capturing creatures in some way or other, this may be once-only or ongoing.
    Finally, enhancements cannot be used in capturing other enhancements.
    Events: Events can be beneficial or detrimental and are immediately played when revealed during play.
  • Adventurer cards: There are 64 adventurer cards in all.
    60 adventurer cards: Numbered 1-12 in 5 different colours.
    4 Lucky Ladybug cards: Drawing one of these cards is lucky! See below for further info.
  • Dice: These six siders are NOT numbered 1-6, instead the distribution of numbers goes; 1, 2, 2, 3, 3, 4. The mathematically astute among you will note that the mean average when rolling 2 of these dice would be 5, the mean average for 2 normal six siders is 7.
That's it for components.
Well, there's not much that can be said since we've only played it digitally. The art on the carts is bright, cartoonish and pleasant, text is clearly written and easy to read.

How's it play?
Setup
  • Dragonwood deck: The size of this deck is dependant on the number of players.
    First remove the 2 dragon cards from the deck and shuffle it, discard the required number of cards and then shuffle the dragons back into the bottom half of the deck.
    Deal a row of 5 cards to form what's called 'The landscape'. If any events are dealt during setup, shuffle them back into the deck.
  • Adventurer deck: Shuffle the adventurer cards into a face-down deck, deal 5 to each player, these should be kept hidden.
  • Starting player: Determine a starting player
On to play
The objective in Dragonwood is to capture creatures cards which are worth 1-7 points each.
Each turn, the active player will have a choice of 2 actions.
  • Reload: This is a fancy word for draw a card from the Adventurer deck. If the Lucky Ladybug card is drawn, discard it to the discard pile and draw 2 more cards. Players have a maximum hand size of 9.
    ​If the adventurer deck is depleted, shuffle the discard pile into a new deck. This is done only once per game.
  • Capture a card: Players may try to capture a creature or enhancement, mechanically it's identical and there are 3 ways to do this, all methods are done by playing cards, the more card that are played, the more dice can be rolled. Thus the active player plays their cards and chooses one of the 3 capture methods to use.
    Strike: In order to use strike, the active player must play cards that are all in a straight, e.g., a 4, 5, 6, 7 of any colour, because there are 4 cards being played, that would give the active player 4 dice to roll.
    Stomp: To stomp, all card played must have the same value, so two 9s would give the active player 2 dice to roll.
    ​Scream: This requires the active player to play cards all of the same colour, regardless of their numbers; a 2, 3, 8, 10 & 12 all in green would give the active player 5 dice to roll.
    Once the method has been chosen, the active player rolls the relevant dice:
    Fail: if the result is less than the target number for the chosen method, then the capture attempt has failed! The active player takes the cards they played back into their hand and must discard 1 card.
    Success: If the result is equal to or higher than the chosen target number, then the creature is captured and the cards are discarded into the adventurer discard pile.
    A new card is immediately drawn to replace the captured card, if that card is an event, it is immediately played and discarded, another card is drawn, there must always be 5 cards in the landscape if possible.
Play continues until either both dragons have been captured which case the game ends immediately or the adventurer deck has been depleted twice, which triggers a final set of turns.
Then it goes to the endgame.

Endgame
Players score the victory points for each creature they captured.
The player who has captured the most creatures earns an additional 3 points.
Once points are tallied, highest score wins!

Overall
Decisions are based around how much you want or need to push your luck and when to or when not to try and capture cards, managing this is key to Dragonwood.

If a creature has a value of 10 for one of it's target numbers, then it's not hard to figure out that 4 dice will give the active player a 50% chance of capturing it and they'll need to play 4 cards to do this. 9 or lower and the odds swing in the player's favour, 11+ and well, it's not a push your luck game for nothing!
Sure, someone can play it safe and draw cards to get better odds, but this consumes turns while instead, competitors could be capturing those creatures. A handful of adventurer cards scores nothing at the game's end.
Conversely, rashly trying to capture cards and failing will cost players their adventurer cards, it's a clever little balancing mechanic.
Even though the decision to capture a card or not is a simple, almost no brainer decision, the need to outdo other players generally means it never quite a meaningless one.

We found that acquiring enhancements early on (If they appear early on that is.) could be a big advantage. There are enhancements that add 1 or 2 to capture rolls, it might not seem like much, but in a game about averaged dice rolls, it can swing the odds quite a lot.

It's obvious that Dragonwood is a light game that skews towards younger players and with that in mind, I don't think it's appropriate to be overly harsh on it.
With it's fairly simplistic choices and reliance on randomness, fans of 'heavy' games probably won't find much to engage with here, unless they're looking looking for a undemanding filler for around 30 minutes to allow their brains to cool down between other, heavier games.
However, ​I do think that younger players will find the game enjoyable and dice rolling exciting, casual gamers may also find it entertaining.
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Dice Forge

4/4/2021

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4th April 2021

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

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

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

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

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

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

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

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

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

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

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

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

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