30th April 2022 It's a Saturday afternoon and Wogglecon 3 with the Woking Gaming Club is in full swing. The next game of the day was Machi Koro 2 which is the follow up to the most excellent original Mach Koro and which you can read about here. Like its predecessor, Machi Koro 2 is a tableau and engine building card game all about constructing a city, What's in a game?
Components in Machi Koro 2 are all good. The cards are pretty standard cards as you'd expect. The coins feel solid and the dice are slightly larger than usual dice, they're plastic but also rounded, chunky and have a bit of heft to them. Machi Koro 2 uses an art style that's identical to the original. Brightly coloured stylised almost cartoony illustrations of establishments and landmarks. The colours are very distinct, which is good because colour plays an important part in the game. There are a few icons in Machi Koro 2, for the different types of establishment and types of effects on landmarks. It's all pretty clear what they mean and it won't provide an problems for players. How's it play? Setup
On to play Machi Koro 2 uses the traditional turn order with the active player playing their turn before the the player to their left becomes the active player. During their turn, the active player has 3 phases to play through.
Endgame When any player purchases their 3rd landmark, they immediately win the game. Overall
Machi Koro 2 is a that's fairly easy to pick up and play light-to-mid weight game that has a quick playtime. The game generally presents players mostly straightforward but meaningful decisions about buying cards. Should a player spread their cards over a range of numbers to get better coverage, or concentrate on fewer numbers but getter pay outs when the numbers come up. Players will also need to consider what those numbers are. e.g., 6-8 will come up most often - provided players are rolling 2 dice have a good chance of being activated. Speaking of rolling dice, in Machi Koro 2 players are able to choose to roll 1 or 2 right from the start. This is another decision that players can make, sometimes they'll want to roll certain numbers or avoiding rolling them and using 1 or 2 dice can alter odds of doing this. Much of this ties in with how the activation numbers are distributed across the cards. A lot of the 1-6 cards will immediately generate cash but the cards that combo off of them tend to be in the 7-12 range. Going to 2 dice was described by a player as 'going up a gear'. It can be pretty hard to slowly build up cash over rounds to get landmarks because other players can essentially 'nickel and dime' it away, gearing up makes it easier to get big cash in a single roll to avoid this. And talking of nickel and diming, another strategy to consider is the red card strategy. Using red cards to fleece other players of their coins is a pretty effective strategy, it denies them coins and earns them at the same time - but you won't make any friends that way! The downside of this approach is that canny players will try their best to spend all their coins, the game's timing explicitly states that red activations occur before any other, thus if opponents have no coins, you can't collect them with a red since their blues/greens/purples activate after red. It means that in a quirky reflection of real cities, players will want to be as close to bankruptcy as possible! Unlike blue/green cards, reds are not guaranteed to generate income. Machi Koro 2 is a little on the light side (Not that I consider that an issue.) and perhaps a little too quick to end, which may not be to everyone's taste. One other thing to mention is that there's definitely a dollop of luck to the game, I'm fine with it and actually think it's an important part of the Machi Koro experience but some players will find this off putting. I do have a couple of relatively minor issues with Machi Koro 2. In the original Machi Koro, the card variety in the base game was fairly low, when 'The Harbour' expansion was added to the base game, Machi Koro went from being a 'nice' game to a 'great' game. I feel the same is true of Machi Koro 2 as well. There are only 20 different types of establishment and 10 will be visible right from the start. After playing a few games, players will have more or less seen everything the game has to offer at a basic level and and will habitually fall into familiar patterns or strategies depending how establishments emerge. An expansion would shake that up, I would love to see extra cards for Machi Koro 2. Finally, the rules for landmarks having actions that all players can activate in their turn is a little inelegant, requiring players to remember what landmarks other players have acquired or be reminded of them by those other players. Otherwise, I think Machi Koro 2 an un-taxing (Sic.) fun and breezy game to play that's worth trying if lighter games are your thing. How does it compare to Machi Koro? I've heard Machi Koro 2 described as Machi Koro 1.5 and there's definitely a sliver of truth to that. Anyone who's played the original will be familiar with nearly everything in Machi Koro 2. If it's not broken... So apparently there was also some criticism of the original where it was stated that there was a lot 'whiff' in the early game - where players would roll the dice and nothing would be activated. There was further criticism that the original had too long a play time. It's clear that Machi Koro has tried to address these issues. The 3 rounds of buying will allow players to have a better spread of numbers at the start. Having to only buy 3 landmarks will also make play quicker (Although the cheaper landmarks are way more expensive than the cheapest landmarks from the original.). Landmarks with ongoing effects that activate in any player's turn also make the game quicker and can add an extra layer of interaction between players, although I've frequently seen players avoid these cards, instead optioning for once-only landmarks and I sort of feel that way myself. This is the only thing I see as a possible misstep. Changes to the game have made the red cards a bit more powerful, there's little opportunity to punish players who buy red cards in Machi Koro 2, other than one of the landmarks (Machi Koro had the publisher card to do this.). I don't think this is too much of change though and YMMV. So anyway, all of this makes the game clearly quicker to play but I feel that perhaps it's a little too quick. Sometimes (Especially when someone gets a good roll or two.) a game can be over before players can adopt an emergent strategy. I never found that the original was overlong. Don't let this put you off playing Machi Koro 2, it's of a similar quality as they original. Even though I own the first game, I was happy to buy and play the second and would recommend it to players of the original as well as to people who have never played it.
0 Comments
8th February 2022 Tuesday night games with the Woking Gaming Club at The Sovereigns continued with Fantastic Factories. I don't know if factories are fantastic but I guess we're going to find out. What's in a game?
From an art perspective, the game makes good use of cheerfully bright colours. The art itself uses heavily stylised illustrations of both factories and contractors which is fine and suits the game's slightly light-hearted theme. When built, factories provide a varied amount of special actions, consequently the game makes use of quite a varied amount of iconography. For the most part it's straightforward, however, on occasion 2 cards may seem similar but they'll be a small difference between denominated by a single small icon or sometimes they'll just be something I wouldn't say it's any kind of a gamebreaker or that there's too much iconography but for a few turns players will probably end up referring to the rules. How's it play? Setup
On to play Broadly speaking, a round is broken into 2 phases; a market phase which occurs in turn order and a work phase, which can be performed simultaneously by all players.
Endgame Play continues until either a player has built their 10th card or acquired their 12th good. In either case, the current round ends and 1 more round is played. Players then total the VPs from their buildings and the goods they gained. Points are tallied, highest score wins. Overall
On a basic level, Fantastic Factories is mechanically pretty straightforward; acquire blueprints, acquire resources to build factories, use factories to acquire resources. It's a mid-weight engine building game that provides players with strong card synergy and offers a good selection of choices and avenues to follow for building that engine. I feel for the most part that players will want to focus on blueprints and building them, which is natural as this is what gets resources and VPs. Players shouldn't neglect the contractors who provide instant if transitory benefits for a relatively low cost. Applied at the right time, they can be game changers - provided they're available at the right time! Once again, it's a case of reacting to opportunities as they are revealed. There are a couple of there elements that make Fantastic Factories interesting. Firstly; dice rolling. Players will never be guaranteed getting the results and thus the resources they want. It means that players may not be able to build the card they originally wanted to and will need to adapt and react to the situation as it arises for optimal play. Of course it's always possible to play it safe and have all the required resources before getting a card, it's safer but it's also slower. Secondly; Fantastic Factories makes use of a hand-as currency mechanic. This forces players to think ahead, players may need to get blueprint cards just to discard for another building, or may be forced to discard a blueprint they still want in order to build another, it can be a tough decision. There's also some high level play, where it pays to watch what other players are working towards then wipe the marketplace to deny another a player a card they want. Fantastic Factories is a well balanced game, it's rules aren't particularly complicated and are easy to learn but also have depth that comes from recognising how to exploit the available cards that appear during the game to build their engine optimally and to maximum efficiency. The gameplay is solid and will appeal to fans of engine building games, which I am. so I guess factories can be fantastic! 24th January 2022 It's time for some impromptu Monday gaming in lieu of Sunday and we're logged into Board Game Arena. Can't Stop Express is the roll & write cousin to the excellent push-your-luck dice game; Cant' Stop. Caveat: We have only ever played this game digitally. What's in a game?
And that's it!, Can't Stop Express is a very minimal game and that applies to all of it. I can't comment on the quality of the components, there's no art to speak of in the game and no iconography either. How's it play? Give each player a scorecard and you're ready to go. Can't Stop Express has in one regard a similar mechanic to Can't Stop, which is that after every dice roll, players are putting together 2 sets of 2 dice, the 5th die has a different role (Sic). Where Can't Stop Express differs is that once the dice are rolled, the results are used by all players simultaneously.
Endgame When a player fills the 8th and final checkbox in any one of their 5th die rows, then they stop scoring and the game is over for them. Once all players can no longer score dice, the game is over and players calculate their scores for all scoring rows, rows that have no boxes checked off score 0. Points are tallied, highest score wins. Overall
One thing I found interesting about Can't Stop Express is how it twists the paradigm of Can't Stop. In Can't Stop, the objective is to reach the top of any 3 tracks using the results of the dice rolls, which tracks are used is unimportant; they all score a point each. Since it's much easier to get a 7 than a 2, this is balanced out by needing to get many more 7s to reach the top than you would for 2s. The points have equal value but getting them requires varying numbers of dice results depending on the number. In Can't Stop Express players are also trying to move along tracks but it is changed around. To reach a scoring position for both 2 and 7 requires getting the same number of pertinent results, either six 2s or 7s, but in Can't Stop Express, they score differently. Six 7s will score 30 but six 2s will score 100 and in fact seven 2's would more than all ten 7 results. The dice results required for each track to score are equal but they score varying amounts depending on the number. Anyway, talk about mechanics aside, I found Can't Stop Express to be a bit of a middling game. I like how it shares a concept with Can't Stop of setting aside 2 sets of 2 dice and it probably plays a little quicker. There's no going bust, so no 'wasted' rolls - at least in theory. Luck can mess with players in Can't Stop Express, just in a different way! The push-your-luck element works very differently here, there are no extra dice rolls to make here. Instead players will need to judge which rows to try and fill out and it's in the planning where players push their luck, when a player decides to start marking off the checkboxes in a specific row, they're essentially gambling on that number reappearing again and again. The 7 row is the safest bet but is not much of a scorer. The further away from 7 you move, the greater the rewards but also riskier it is to fill out 6 or more checkboxes. In terms of what I don't like Can't Stop Express is a game completely lacking in theme and feels a little dry (Although to be honest Can't Stop's mountain climbing theme is paper thin.). My biggest bugbear though is the scoring; those first 4 checkboxes that penalise players 200 VPs, occasionally being forced to mark off checkboxes in rows you don't want to and watching your score drop by hundred of points can be very frustrating. I know why it's there, it replaces drawback of going bust from Can't Stop, even so, it makes the game feel negative and I'm not fond of it. I don't think Can't Stop Express is a bad game, mechanically speaking it's pretty solid but it lacks the extra bit of thrill that comes with deciding to re-roll the dice from Can't Stop and doesn't really bring anything new or different to the table. I'd have no issue with playing Can't Stop Express more times but if given the choice between this and Can't Stop, I'd pick the latter every time. 15th January 2022 The Wogglecon day of gaming continued with Rolling Realms. They see me rollin' They hatin' Patrollin' and tryna catch me ridin' dirty OK, Rolling Realms isn't about rapping but it is about rolling and is a quirky little roll-and-write mini-game collection. What's in a game?
All the cards in the game feel reasonably sturdy especially since they're laminated. The dice are definitely a nice touch and have been manufactured with rounded corners, they're about as good as non-wooden dice can get. Rolling Realms features almost no art except some stylistically simplistic illustrations on a few cards, which is fine as otherwise it would probably interfere with whole roll & write thing. The game's core iconography which appears across all cards is easily comprehensible, however, each individual mini-game is likely to contain its own unique icons which must all be learned. How's it play? Setup
On to play Rolling Realms is played over 3 rounds and each round consists of 9 turns, which means 9 sets of dice are rolled each round, there is no turn order in the normal sense and players resolve their choices simultaneously.
Endgame Once 3 rounds have been completed, that is 9 realm cards have been used, then the game is over. Players should calculate their results from all 3 round. Points are tallied, highest score wins. Overall
Rolling Realms is undeniably unique and inventive, a game about mini-games based on games that the publisher has already released. It's impressive how the mini-games generally manage to distil a game's mechanic and/or them down to a simple, related iteration and one that makes use of numbers 1 to 6! The game comes with 11 realm cards and the publisher has released a bunch of expansions and promo cards go along with it. Rolling Realms balances its priorities quite well and mostly makes player decisions meaningful. Players will naturally want to focus on using dice to gain VPs but neglecting resources will give them lass flexibility later on Because the game uses a randomiser, it's hard to plan ahead, that 6 you really need to earn you those last couple of points on a card might never appear.... That means that players need a dollop of adaptability to manage unwanted numbers and that's when resources come in useful. Particularly useful are the abilities to generate a 3rd die result, it can essentially increase your gains by 50%. It's hard to summarise Rolling Realms because there is a lot of little things going on, but I did enjoy it, the variation provides an interesting challenge and every round brought a new set of challenges. A game that uses a lot of mini-games risks being a mixed bag and couple were a bit more obtuse than the others but there were no outright stinkers. Having said that, it felt like a bit of a chore having to go explain 3 sets of rules to unfamiliar players each round, especially since it seems there will always be this one player who just doesn't get something. I also felt the game sat in weird middle-ground of being a bit too long for a filler but a bit too short for a main game for the night. The box says 30 mins, but that's highly ambitious in my opens. These are minor quibbles though. The mini-games are reasonable light but provides enough depth and definitely variation to keep most players engaged. It's one I'd play again 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?
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! How's it play? Setup
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.
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. 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?
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
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.
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. 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?
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
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.
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. 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?
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
Roll for The Galaxy is played out over 5 different steps, each player carries out each step simultaneously.
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. 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! Obviously 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. 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.
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.
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. 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. 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?
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. How's it play? Setup
Railroad Ink is played simultaneously by all players over 7 rounds.
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. |
AuthorI play, I paint. Archives
February 2023
Categories
All
|