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Gaming Blog

Sagrada - First Play!

1/4/2023

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1st April 2023

We're at Wogglecon 7 for a day of gaming fun. Second game of the day was Sagrada which means 'sacred' in Spanish.
Gaming and Wogglecon are definitely sacred but is Sagrada all about creating stained glass windows through the medium of dice-placement, albeit with dice that look quite glassy!

Note: I think for this particular game of Sagrada shown in the photos an expansion was also used which added the grey dice amongst other things.

What's in a game?
  • ​Dice: Sagrada has dice, lots of 'em, 90 to be precise. Which is 18 in each of 5 colours.
  • Bag: This bag is used in addition to the dice.
Picture
Dice.
  • Player board: These tall, rectangular boards are themed after a stained glass window style. There is one in each player colour.
    The top half contains locations to place favour tokens.
    Window: The bottom half of the board has an empty recessed 5x4 grid of 20 spaces. This represents the player's window​ which they will be creating.
    ​Along the bottom is a slot that allows a card to be slid under the grid.
Picture
The player board.
  • Window pattern cards: Each of these 12 cards is double sided and each side contains a 5x4 grid, these are used in conjunction with window grid on the player board. Numerous spaces on the card will contain either a colour of number from 1-6.
    Each card will also indicate starting favour tokens (Ranging from 3-6.) acquired by using that card.
Picture
Fractal Drops is the name of the stained glass window this pattern card will produce.
  • Objective cards: These cards come in 2 types; public and private.
    Open cards have a green strip along the bottom and private ones have a grey one.
    Regardless of type, each one provides an avenue for scoring victory points (VPs) dependant on the position, colour and number of dice.
Picture
A little blurry unfortunately but displayed are 4 public objectives and 3 private ones.
  • Tool cards: When used, tool cards give players access to special actions they can take, this may allow them to change the value on a die etc.
  • Favour tokens: Standard glass beads are used as favour tokens, I say standard but they actually look quite nice.
Picture
Glass beads - shiny!
  • Round/score tracker: This tile is double sided.
    One side is used to track the game's 10 rounds, while the other is used to track scores once the game has ended.
Picture
The round tracking side of the board at the end of 10 rounds. The grey dice and grey objective card are from an expansion.
The most noticeable component of Sagrada are the bright colourful dice. They are well made, rounded and translucent with a 'gem' type finish.
Usually I have a preference for wooden dice but can see why the game uses this type as it's a great fit the stained glass window theme.
The player board with it's recessed grid works well when used with the window pattern cards which slide smoothly into place and dice which happily set in their spots.
The cards are the standard you'd expect off of a modern game and the inclusion of glass beads is a nice touch.

The game's art direction continues the theme of stained glass windows. There's lots of brightly coloured glass panes shown on the player boards and round tracker. White much of it is just abstract shapes, it's very colourful without obscuring important detail.
It also lends the game a eye catching quality all of which I like.

For the most part, the game's iconography is easily understood.
Some of the objective cards and tool cards might require explanation or looking up in the manual but this doesn't really affect the flow of play and isn't an issue.

How's it play?
​Setup
  • Player board: Give each player a player board.
    Window pattern cards: Give each player 2 pattern cards. Each player should then choose 1 to keep and discard the other out of play. The chosen pattern card should then be slid into the player's board, this will display the pattern cards colours and numbers through the board.
    Favour tokens: Give each player a number of favour tokens as indicated by the pattern card they took.
    Private objective card: Shuffle the private objective cards into a face-down deck and deal 1 each to every player, players should keep this card hidden from their opponents.
  • Public objective cards: Shuffle these into a face-down deck and deal 3 into a central playing area.
  • Tool cards: Shuffle the tool cards into a face-down deck and also deal 3 face-up into the central area.
  • Dice: Place all dice into the bag and give it a good shake.
  • Round tracker: Place the round track into the central playing area.
  • First player: Determine a starting player.

On to play
In Sagrada, players will be placing dice on to their player board in an attempt to match the criteria on the public/private scoring cards while also meeting the requirements dictated by the pattern cards.

The game utilises something of a typical turn order but during each round every player will have the opportunity to draft 2 dice; although only 1 at a time.
  • Round start: At the start of a round, whoever is the first play should take the bad and draw out a number of dice dependant on player order. This amounts to 2 dice per player plus 1 more. Then the first player should roll those dice and place them into the central playing area.
  • Drafting: Each player will have the opportunity to draft 2 dice, first in turn order and then in reverse turn order.
    ​First player: Drafting always commences with the first player beginning as the active player. They perform their action(s) then play progresses to the player on their left and so on.
    Once the last player in the turn order has completed their turn, the order of play reverses, mean the last player now goes first with play progressing to their right and the first player going last!
    This means the first player has their 2nd action last while the last player has 2 actions in a row.
  • Active player: Whenever someone becomes the active player they have the option of performing the following 2 actions in any order they see fit.
    • Draft die: The active may draft 1 of the available dice and add it to their window with the following placement rules.
      • Pattern requirements: Any die placed on a player's window must match the requirement shown on the pattern card. Thus a green die (Of any value.) must go on a green space and a die showing 4 (Of any colour.) must go on a space showing a '4'.
      • First die: The first die a player places in their window must be along the edge or in the corner.
      • Subsequent dice: All other dice placed in the window must now be adjacent a die already in the window, the can be diagonally or orthogonally.
      • No matches: When placing a die orthogonally adjacent to another die, it must be a different colour and number. A blue die cannot be placed orthogonally adjacent to another blue die. A '2' cannot be placed adjacent to another '2'.
    • Use tool card: The active player may choose to spend a favour token to utilise the ability on any of the tool cards. This can be be performed before or after drafting a die.
  • End of round: Once the round has been completed; that is each player has had the opportunity to draft 2 dice, then the round has ended and the following occurs.
    Round tracker: Take the remaining die or dice and place them on the spot for the current round on the round tracker. All of these dice are now out of play.
    New first player: The player who drew the dice should pass the bag to the player on their left who now becomes the first player for the following round.

Endgame
Play continues for 10 rounds whereupon the game ends and goes to scoring.
VPs can be accumulated from several sources.
  • Public objective cards: Players will score VPs by meeting the criteria of the public cards, it is possible to score a card multiple times.
  • Private objective card: As with public cards, players can score VPs from their private cards, this too can be done multiple times.
  • Favour tokens: Every unspent favour token is worth 1 VP.
  • Empty spaces: Players actually lose VPs for spaces on their window no containing dice. Each empty space will cost the player 1VP.

Points are tallied, highest score wins.


Overall
Using translucent, glass-like dice to represent details of a stained glass window is a cool nice idea that fits thematically. It doesn't hurt that it all looks quite pretty when finished.

Mechanically, Sagrada is straightforward - drafting and placing dice to try and match objectives. The challenge facing players however, comes from managing the obstacles that will impede them.
Players will have to take into account both the requirements of their pattern board when placing dice and the placement rules and how they interact with each other.

E.g., placing a red die on a blank space orthogonally adjacent to a red space on their pattern board will mean now that no die can be placed on the red space - because it will be adjacent to the already placed red die.

Leaving spaces empty like this will cost players VPs.
It means players will need to anticipate which dice they place to avoid pitfalls such as this. They will need to pay attention to not only which dice they draft but since they draft 2 dice per round, the order in which they are drafted.
Additionally, players will need to manage having to draft dice they might not want at that time. This can be difficult because of the rule's placement restrictions.
There's also definitely a higher lever of play here that comes from seeing what dice other players will need and trying to gauge which opponents will take which dice and react appropriately.

There's not much more to say about Sagrada.
I guess some people may not like the low amount of interaction between players which only occurs when drafting dice but I don't have an issue with it. I will add that Sagrada sort of feels a little like a puzzle to solve than a game in itself and some people may not like this aspect. Again, it doesn't bother me.

Sagrada is easy to understand with its 'draft and place' mechanics but presents players with a not insignificant challenge: Since the game is played over 10 rounds and players can get 2 dice per round, it is possible to entirely fill a window but I don't think that is a simple proposition.
It feels kind of unremarkable as a game because it is so straightforward without bells and whistles or any gimmicks but in practice provides a solid, enjoyable gameplay experience which taxes the braincells a little and pushes players to make tricky decisions. 
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Canvas - First Play!

8/3/2023

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7th March 2023

Tuesday evening is here again and we're with the Woking Gaming Club at The Sovereigns.

'It's so fine and yet so terrible to stand in front of a blank canvas.' - Paul Cezanne.

Canvas is a game about creating paintings - well sort of and you actually start with a blank canvas - well sort of!

What's in a game?
  • Cards: Canvas uses 3 types of cards.
    Art cards: These form the bulk of Canvas' cards and are made of transparent plastic.
    Each art card will be mostly empty and transparent but in the central part will feature some 'artsy' element or 2 of artwork, below it will be a label (Or title if you will.).
    Below that are 1 or more of 5 differently coloured stacks of icons along the bottom of the card, each stack will contain 1 or 2 icons.
Picture
3 art cards, labelled 'Divine', 'Fading' & 'Escape'.
  • Background cards: These cards come inside transparent plastic sleeves which aren't just there for protective purposes and are actually part of the gameplay. These cards each display a neutral background which will form the errr... background for a painting.
    ​Each card also has 5 different splashes of colour that correspond with colours used for the icons on art cards.
Picture
Background cards or if you wish, 'blank canvases'.
  • Scoring cards: These cards provide scoring opportunities for the game. Each scoring card sort of represent a different artistic quality.
  • Game mat: This rectangular mat is made of some cloth, probably canvas, which is cool!
    ​The mat contains 4 differently coloured spaces for 4 scoring cards, below them are 6 spaces for 5 cards and the game's 'tuck box'.
Picture
Game mat with 4 scoring cards placed on the 4 differently coloured spaces.
  • Tuck box: A card box that is used during the game to hold art cards before putting them out.
Picture
A box to hold cards!
  • Inspiration tokens: These card tokens are styled after the classic artist's palette.
Picture
  • Ribbon tokens: These tokens are also made of card, they are shaped like ribbons or rosettes, they come in 5 colours, 4 of which are the same colours that correspond to the colours used for scoring cards on the game mat while the 5th is silver.
    They are also all slightly differently shaped to increase accessibility.
Picture
The tokens are all constructed from suitably thick card stock and feel satisfyingly sturdy. The tuck box is made from the same material used for tuck boxes that contain decks of cards and like those boxes, it's fairly flimsy but unless it's mistreated, it should be fine.
​The scoring cards are made of standard card.

For a game about art, as you might expect, there's a lot of art in Canvas. However, it's all 'patchwork' art that comes in small elements which during the course of the game, players will combine to make their sort of own artwork.
Canvas provides lots of these small pieces of art in a variety of styles and sizes. It's hard to say whether it's good or bad because it's not meant to constitute finished art. Regardless of that, it all looks OK to me. Certainly, there's a lot of bright colour going on, which is something I like.

While Canvas uses an average-ish amount of iconography, I found some of it to be rather abstract and counter-intuitive.
The bonus silver ribbons and colous are easily understood, but triangle representing shape and a striped box representing texture?
It's also complicated a little further by whatever the scoring criteria are on the scoring cards which seemed not quite as simple as they could be. Players especially need to be aware of the scoring criteria
It's a bit of a steep curve but ultimately not a gamebreaker though and requires some learning.

Picture
'A very important card,' someone thinks!

How's it play?
Setup
  • Game mat: Put out the game mat.
    Scoring cards: Either use a chosen selection or randomly deal 4 scoring cards into the 4 spaces on the matt.
    Art cards: Shuffle the art cards into a deck and place them into the tuck box, then place the tuck box on to the rightmost space on the game mat. Deal 5 cards from the tuck into the 5 available spaces.
  • Players: Give each player the following.
    Background cards: Give each player 3 background cards, these should be in  transparent sleeves.
    Inspiration tokens: Give each player 4 inspiration tokens.
  • First player: Determine a starting player.

On to play
In Canvas, each player is creating 3 paintings - which will be created by layering 3 art cards over a background card. Once a painting is created, it will earn ribbon as per the scoring criteria. Then, once the game is over, ribbons will earn VPs.
Canvas uses a traditional turn order with the active player acting, then play progressing to the player on their left.

During their turn, the active player in basic terms has 2 choices.
  • ​Draft art card: The active player may draft 1 of the 5 available art cards into their hand with the following restrictions.
    Cost: The active player may take the leftmost art card for free but any card further along must be paid for with inspiration tokens. 1 token must be placed on every card that is 'skipped'.
    Acquire tokens: Conversely, the active player may collect any tokens on a art card which they draft.
    Conveyor belt: Once a art card has been taken from the drafting track, cards are slid to the left to fill the gap and a new card is added to the rightmost space.
    Max hand: A player can never have more than 5 art cards in their hand at any time. If a player has collected 5 arts, they cannot draft anymore and must instead create a painting.
  • Create painting: When a player has 5 art cards in hand, they must create a painting, if they have 3 or 4 art cards, they can choose to create a painting.
    ​Exactly 3 art cards are required to create a painting.
    Creating a painting is technically easy; the active player takes 3 of their art cards and layers them on top of each other in any order they see fit and them places them into one of the sleeves with a background card.
    Score artwork: The active player then scores the newly created artwork.
    The artwork will be scored across all 4 scoring cards.
    Only visible scoring icons can be scored, that is, any that were covered by other icons are not scored.
    ​A painting will earn ribbons of the corresponding colour for meeting each scoring card's scoring criteria. It is possible to earn more than 1 ribbon from a scoring card by meeting it's criteria more than once. Additionally, silver ribbon scoring on actual art cards may provide extra ribbons.
  • Next Player: Once the active player has either drafted or created, play progress to the player on their left.

Endgame
Once a player has created 3 paintings, their turns are skipped, once all player have created 3 paintings, the game ends and goes to scoring.

Players should now sort their ribbons by colour.
Each scoring card will determine how many victory points (VPs) its set of coloured ribbons will score.
Silver ribbons earn 2 VPs each.

Points are tallied, highest score wins.


Overall
​Canvas merges its theme with its central mechanic quite well and I have to say it's a a fairly unique mechanic I quite like that also feels fresh. I also like how the game produces some pretty unusual names for the paintings.

Canvas is in implementation, a fairly straightforward game, it utilises familiar drafting and conveyor belt mechanics commonly seen elsewhere. I wouldn't go so far as to say it's a good crossover game as I feel the scoring rules are a little obtuse but gamers should have no problems understanding Canvas.

Where the game's depth comes from is in the creation of paintings.
Players can freely choose to layer the art cards they choose to use how they wish but any scoring icons that are not visible are not scored.
This puts players into a quandary, they will need to not just select the art cards for a painting that provide them the best scoring opportunities but also how to layer those art cards to do so!
Furthermore, over multiple plays, the wide choice of scoring cards will force players to approach game slightly differently. Between this and the variety of art cards, there's a lot of replicability to the game.

Thus players must carefully draft whatever cards they might need as well as think about how to use them.
Synergy between cards is key to optimal scoring but I found it was quite hard to get the mix of icons that I wanted and I'm sure that Canvas is one of those games where players will rarely get the 'perfect scoring' they want.
That's a good thing because it means players will have to choose between choices and are pushed to make meaningful decisions, although I must admit that I found it sometimes veered to being close to frustrating instead of challenging.

There's not much more to say really; Canvas is a game that's quick to pick up and relatively quick to play with a easily understandable theme that meshes well with gameplay that feels a little different to anything else.
It's a game definitely worth trying especially if you're looking for a game that has some unique elements.
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Nova Luna - First Play!

5/2/2023

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5th February 2023

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

Nova Luna; the new moon.

No, this is no a game based on those dodgy vampire films. It's a pretty standard draft and tile placement game.

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

What's in a game?
  • Game board: Nova Luna features a 'moon wheel', a sort ring or wheel shaped board. Along the wheel is a 24-space track upon which are displayed different phases of the moon and is used to track player order. Around the wheel's outside are 12 spaces to place the game's square tiles.
Picture
The moon wheel.
  • Tiles: The tiles in Nova Luna are square, the come in 4 colours, red, yellow blue and teal. Tiles may contain up to 4 pieces of information.
    The top left corner of each tile contains a number from 1-7, this the tile's 'time' number, more on this below. The other corners may contain circles filled with 1-4 dots of various colour combinations. These circles are considered 'tasks', more on tasks later.
Picture
Examples of tiles.
  • Moon meeple: This token continues the game's moon theme.
  • Tokens : There are 21 of these disc shaped tokens in each of the game's 4 player colours.

​The game's only art is found on the moon wheel, there's some fairly detailed styling around the wheel as well all the faces of the moon.
Otherwise, Nova Luna is fairly light on artwork. It does make good use of bold bright colours however, which I like and think makes it look eye catching.

If you understand numbers and coloured dots, then you'll understand Nova Luna's iconography. It's very straightforward and easily understood.

How's it play?
Setup
  • Game board: Put out the moon wheel board. Put the moon meeple at the topmost outer space.
  • Tiles: Shuffle the tiles into a face-down stack. Then draw and place tiles face-up in all the spaces around the outside the moon wheel (Other than the space with the moon wheel.).
  • Tokens: Give player all the tokens in their chosen player colour. Each player should place a token on the topmost space on the moon track.
  • First Player: Determine a turn order for the first round.

On to play
In Nova Luna, players will be drafting tiles from the moon wheel and placing them adjacent to each other in their personal play area with the intent of connecting tiles of certain colours to each other in order to complete the objectives or tasks on those tiles.

Nova Luna does not use a traditional turn order, player order is based on the respective position of each player's token position on the moon track. Furthermore, whenever a player takes a tile, their token will move along the track.
  • Active player: Whoever is 'furthest' back along the moon track becomes the active player. If tokens from 2 or more players share the same furthest back space, then the token on the top becomes activated.
  • Draft: The active player must draft a tile according to the following rules.
    Refill: If there are no tiles left around the moon wheel, the active player must refill the empty spaces. If there are 1 or 2 tiles left, they may choose to refill the wheel.
    Take tile: Then the active player must take a tile. The tile taken must from the first 3 occupied spaces in front of the moon meeple (Empty spaces are skipped.).
    Move meeple: Once the active player has taken a tile, they must move the moon meeple to the space where they just took the tile from.
    Move token: The active player now moves their personal token along the moon track, they move the token a number of spaces as indicated by the time in the top left corner of the tile they just acquired, thus will move it 1-7 spaces along the track.
  • Place tile: Now the active player must place the tile they took into their personal playing area.
    Placement: When placing a tile, it must go orthogonally adjacent to another tile, obviously this does not apply to the first tile placed.
  • Check tasks: Once the active player has placed the tile, they should check to see if tasks on already placed tiles and also the tile they just placed have now been completed. How are tasks completed? Read on.
    • Task criteria: ​Inside each circle on a tile will be 1-4 dots of varying colour. When other tiles with colours that match those dots are connected to this tile, that task on this tile is completed.
      Note: A set of orthogonally connected tiles with the same colour can all be counted as connected. Thus if a task requires 3 connected red tiles, if  3 reds are connected to each other, then only one of them needs to be connected to the tile with the task.
    • Place token: Once a task has been completed, the active player should place one of their tokens on the pertinent circle to mark it as completed.
      It is possible to complete more than one task at a time and place as many discs as required.
Picture
To complete all 3 tasks on this tile, it must be connected to 2 teal, 2 red and 2 yellow tiles.
  • Next player: Once the active player has completed their turn, play progresses to whoever is now furthest back along the moon track. If the active player has taken a tile with a very low number, it's possible that they will still at the back and will become the active player again.

Endgame
There are 2 ways the game can end.
  • Tokens: If a player has placed all their personal tokens on tasks in their play area, then the game immediately ends and they win.
  • Tiles: If the supply of tiles is depleted, the game ends and the player who has the least tokens remaining, i.e., whoever has completed the most tasks wins the game.


Overall
Nova Luna's new moon/lunar theme is a bit left field and in fact, the rulebook actually describes Nova Luna as an abstract game. However, abstract nature aside, let's discuss the gameplay.

Nova Luna presents two elements that player will need to think about, which are the drafting and then placement of tiles.

The drafting element presents players with some potentially interesting choices.
Taking a tile will likely alter the active player's position in the turn order.
They will generally have the option of taking 1 of 3 the tiles ahead of the moon meeple. When the situation occurs that there are less than 3 they can elect to fill the spaces but may choose not to, instead selecting from the smaller selection if those tiles are what they want.
Players can sometimes manipulate the situation to get more tiles they need as there may be times when the active player could take a tile with a low time value and immediately act again, however, what's to stop a player always doing that?
Well, tiles with low time values tend to have tasks that are harder to complete and require more connections. So there's a bit of a balancing mechanic there.

Tile placement is also very important.
It's vital to try and think ahead when doing this
Optimal tile placement is key.
Players will want to position tiles so that they complete current tasks but also leaves tile edges open to complete tasks later in the game or open to be connected to other tiles later on.
Like a lot of games of this type. It will be tricky to always place the tile you want, when you want and they'll be moments of frustration when this occurs. Sometimes players will to adapt or change tactic.


While I feel that Nova Luna is a game that plays well and I'd have no problems joining a game if someone wanted to play. It is however, also the kind of game I've played a lot before.
The whole draft and place tile gameplay is something that's already been done quite a lot and while some of the mechanics utilised for this in Nova Luna are unique, I don't think it's enough to differentiate itself from other games of its type.

If you've played games similar in gameplay to Nova Luna, you probably won't find much in here that's new.
However, if you're new to this kind of game or looking for a game in this style, then Nova Luna is equally worth considering, it's not particularly difficult to learn and gives players meaningful decisions and choices to balance in a bright and colour package.
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Cosmos: Empires - First Play!

11/12/2022

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11th December 2022

It's a Sunday evening and where logged into video chat and Board Game Arena for some gaming fun.

More space, more empires and more final frontiers. 
Cosmos: Empires is a galactically-themed tableau building where plays rush to build their cosmic empire - or least increase their empire's production - all very capitalist!

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

What's in a game?
  • Cards: Cosmos: Empires uses a single deck of card.
    Each card is illustrated with some sort of space-themed vehicle or construct.
    In the top left corner of each card is the 'purchasing' cost
    Along the bottom it lists the card's 'type', 'activation number' and 'production value'.
    Some cards will also have one of various types of ability, this may well also include some text to better explain how the card works.
  • Dice: The game uses 2 4-sided (d4), pyramid looking dice numbered from 1-4.
    There are also a few 8-sided (d8) dice which have no direct gameplay use but are instead used to track certain cards.
  • Currency: The game uses 'credits' as its currency.

I have to say I found the illustrations to be pretty good sci-fi themed artwork and could easily see them on classic 70's sci-fi book covers. Having said that, I did also find some of the artwork was a little too busy for a card game, there were bright spots that drew the eye from important information for example and perhaps the text could have been a bit clearer.

While there are a few icons, it's not overwhelming, some information on card abilities are displayed on the cards themselves, sometimes player's will want to refer to the rules for clarification. I would not consider it a problem as Cosmos: Empires is pretty straightforward.

Picture
Example of cards in drafting area.

How's it play?
Setup
  • Cards: Shuffle the cards into a face-down deck, then deal 10 face-up into a central drafting area.
  • Players: Give 8 credits to each player.
  • First player: Determine a starting player.

On to play
In Cosmos: Empires, players will be generating credits which will be used to buy cards from the drafting area.
These cards will have various actions that can be used to the player's benefit with the ultimate aim of increasing currency production.
When a player reaches a certain threshold of currency production, it will trigger the game end.
Cosmos: Empires mostly follows the typical turn structure with the active player performing their actions before play progresses to the player on their left. However, it is likely that 'inactive' players will have their cards activated outside of their turn.
The following occurs during the active player's turn.
  • Roll dice: First the active player rolls the 2 4-sided dice and add their values together generating a number from 2-8.
    Note: It should be noted that it's possible for the active player to change the result of the dice roll during their turn. More on this below.
    • Activations: Now all players who have cards with matching activation numbers can activate those cards and produce the listed amount of credits for each activated card's production value.
  • Actions: During their turn, the active play can perform any 2 actions from the following. A player may also pick an action to perform twice.
    • Shift result: The active player may use an action increase or decrease the result of the dice roll by 1. This will have the result of changing which cards are activated.
    • Build card: This is another way of saying the active player may buy a card  from the drafting area and add it to their tableau.
    • Cycle a card: The active player may spend an action to discard a card from the drafting area to the bottom of the deck and gain 2 credits.
  • Card abilities: If a card has an ability, it can be activated by the active player during their turn without using an action, it's essentially 'free' to use a card ability.
    Furthermore, if the active player 'builds' a card, its ability can be immediately used.
  • Next player: Once the active player has completed their 2 actions, play progress to the player on their left.

Endgame
Play continues until any one player has combined production value (Not credits.) on all the cards in their tableau of 30 or more.
At this point the endgame is triggered, the round continues until all players have had even turns.
All player then calculate their finishing combined production value.

Points are tallied, highest score wins.


Overall
Cosmos: Empires is a tableau building game that seems to me to have been designed to be a more streamlined, quicker playing, simpler, more accessible game that's a little different to other games of this type.

The strategy in Cosmos: Empires is relatively straightforward; acquire as many cards as quickly as you can, while some cards do combo off each other and getting those cards is good. It's also a goof idea to just get many cards as you can and hope dice rolls go your way.

You see; typically in tableau building games there's ​an early game element about building up the tableau then a late game element about using that tableau to work towards whatever the winning criteria.
Cosmos: Empires eschews this paradigm because it's winning criteria is about accumulating production value and all cards provide production value. It means that acquiring any cards works towards winning.
​The impact of this is that can create a sort of situation where a player will get some cards that quickly earn them a lot of production/credits which can be used to get even more cards (Especially the case when a player can build 2 cards per turn.) to get more even more production/credits in a self perpetuating cycle.
Now this might sound like a good thing and the kind of you'd want in a tableau builder?

The issue is that it can put one player into a unassailable lead where they not only constantly outproduce other players' production but consequently, they also constantly outpace the production increases of other players. A uncatchable double whammy!
This can be exacerbated by the fact that all cards activate in all players' turns. Quite often activations will end up benefitting whoever is in the lead simply by virtue of them having more cards.
Sure, players can shift the activation numbers but I found in order to not to give the leader benefits, I also had to deny them to myself. It felt very negative.

I genuinely admire any game's attempt to pare back rules, provide more elegant gameplay and quicker playtime and this is the case for Cosmos: Empires but it results in a game that feels somewhat unbalanced.
Additionally, I found Cosmos: Empires a little bland, it didn't feel like there's much variety in the mix of cards and it didn't feel particularly engaging. I'm not sure it would stand up to repeated playing

Although, having said all of that, I might not be the best target audience.
Cosmos: Empires might serve as a good entry the tableau building game type and if you want a straightforward, uncluttered, quick playing iteration of it, Cosmos: Empires might tick those boxes.
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Cat Café - First play!

27/11/2022

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27th November 2022

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

Have you ever gone to a cat café or wanted to go to one?
According to Cat Café the game, if you're at one of these establishments you're meant to try and attract as many cats as possible! How is this done? By getting mouse toys, balls of yarn and so on to lure them over.

Of course the actual best way to attract cats is to set up a board game with lots of components, then you'll attract every one for miles around!

Caveat: We've only played this game digitally.

What's in a game?
  • Dice: Cat Cafe comes with 5 normal six-siders.
  • Player sheet: These sheets depict a number of important items.
    • Cat towers: There are 5 cat towers and they take up most of the space on the sheet. Each tower has 4-6 spaces numbered from 1-4/5/6 depending on the tower. Each tower also has a pair of scoring numbers at the top. Some towers also have 'scratching spots' which are unusable spots.
      Finally, there's a hex grid overlaid on the towers which makes it easier to see how different spaces are connected to each other.
    • Paw prints: Along the right side of the sheet is a vertical line of cat footprints.
    • Columns: Below the cat towers are 6 columns and each is essentially numbered 1-6.
      As well as a cat illustration, each column contains one of the game's 6 actions and associated icon. There's also a box for tracking some of the scoring for each of the symbols.
    • Scoring row: Lastly, there's a row at the bottom of the sheet to track all the game's scoring​ during the game end..
Picture
What art does appear in the game can be found on the sheets and there's a definite charm to those hand-drawn styled cartoonish cat illustrations and icons.

​Speaking of icons, nearly all the game's iconography is briefly explained on the sheet itself, there isn't too much of it and I can't imagine it proving a problem to learn.

How's it play?
Setup
  • Dice: Put a number of dice into the central playing area equal to the player count plus 1.
  • Sheets: Give each player a sheet.
  • First player: Determine a starting player.

On to play
During the game players will be drafting dice and then using the results to draw 1 of 6 symbols on the cat towers.
Cat Café is played in 2 phases and uses a typical turn structure for the first phase while the second can be played out by all players simultaneously.
  • Drafting: The first player rolls all the dice in a central playing area. Then in turn order, each player takes 1 die.
    After all players have drafted a die, there will be still a die remaining in the central area - this is important for the next phase.
  • Assigning values: This phase can be perform simultaneously by all players if they choose to do so.
    Even though each player has only drafted 1 die, they also have to make use of the die remaining in the central area. Thus they will have two dice to assign which will determine which symbol is used and the row it goes on to.
    Placing symbols: One die must assigned to one of the 6 symbol types; cat house, ball of yarn, butterfly toy, food bowl, cushion and mouse toy.
    ​The other die is assign to 'height'.
    So if a player has a '1' & '4' to use, they can put a cat house on the 4th row of a tower OR a food bowl in the 1st row of any tower.
    Once a player has decided on which combination to use, they draw the pertinent symbol (Or letter for that symbol.) on the relevant row.
    Scoring: The cat house and butterfly toy are immediately resolved when drawn, if a cat tower is completed it is scored upon completion.
    • Butterfly: When a player draws a butterfly on one of their cat towers, they can also circle 2 paws on the paw track, each butterfly toy symbol is also worth VPs at the game end. More on what paws do below.
      Cat house: When placing a cat house, the player chooses any one of the 6 symbols types and marks 2 Victory Points (VPs) for each time they've drawn on their player sheet in that symbol's box. Each symbol can only be scored once in this way.
      Cat tower: When a cat tower is completed, that is when all the spaces on a tile are filled, it is immediately scored according to the following criteria.
      • First to complete with tower: If a player is first to complete a tower and with a cat house in the tower, then they score the higher of the 2 scores at the top of the tower - all other players cross that number off, they can only score the lower number.
      • Completed any other way: If a player completes a tower first without a cat house, then they score the lower amount. If they are not first to complete a tower, they score the lower amount.
  • Additional rules: There are some other rules that will come into play.
    • Passing: A player may choose or may have to pass their action. In either case, instead of adding a symbol to their sheet, they circle 3 paws on the track.
    • Paw prints: A player may cross-off any number of circled paws to alter a die's value. Each crossed off paw allows the player to increase a die's value by +1 or -1. This can be done in anyway the player sees fit, although a die cannot go from 6 to 1 or vice versa.
  • Next round: Once all players have drawn a symbol or passed, the round is over. The player to the left of the current first player now becomes first and takes the dice to roll again.

Endgame
As soon as any player has completed their 3rd tower, the game ends on that round and goes to scoring.
Cat Café has several ways to score.
  • Cat house: The cat houses will have actually be scored during the game, they simply need tallying up.
  • Ball of yarn: All players count up the number of balls of yarn they have in each individual cat tower.
    For each cat tower, the player who has the most balls of yarn scores 8 VPs for that cat tower, any player who has 1 or more but a lesser number of balls of yarn, scores 3 VPs.
  • Butterfly toy: Each butterfly toy scores 3 VPs.
  • Food bowl: Each food bowl scores 1 VP per adjacent different symbol type.
  • Cushion: Each cushion scores VPs equal to it's height in a cat tower. 
  • Mouse toy: These score VPs for being connected in a contiguous group. It is possible for multiple groups to score.
  • Cat tower: These scores will have been calculated when the cat tower was completed during play so just need tallying up.

Points are tallied, highest score wins.

Picture

Overall
For me, Cat Café is a bit of a mixed bag.

I'm always a fan of games that have streamlined, elegant mechanics and there's definitely some of that to Cat Café but here it seems like sometime it comes at the price of choice.
Sometimes the choices feel meaningful, sometimes they don't.

Players will get to choose a die (And sometimes not even that!) then draft it, after that they'll get a 2 options on how to use those dice, or pass.

For example: A player may get a '1' and a '5', this means they could put a cushion on level 1 but that's a waste of a cushion (Ideally, you'd want it higher.). Alternatively they could put a cat house on level 5 which introduces a new conundrum; is this a good time to play a cat house? In the early game they won't score many VPS and are much more valuable to play in the late game - provided the number comes up again.

All of this gives players several things to think about and sounds good - which it is to an extent but it's also hard to try and plan moves ahead when luck can play such a haphazard role, sure, the appropriate use of paws can mitigate bad luck to a degree but even so, it can be frustrating not getting the numbers needed.
It means players will need to adapt and react to their results as they get them to gain optimal scoring and not rely on getting results they want later unless they have of course acquired a sizable amount of paws.

Next is scoring: Cat Café employs a fairly broad criteria for scoring with different avenues to approach in acquiring VPs.
E.g., the mouse toy scores points for gathering the same type of symbol together while the food bowl scores by gathering different symbols.
This mechanic has been utilised in other games and is understandable here, where players at times will find themselves at the mercy of the dice and have to change what they were going to do.
However, with some scoring occurring mid game and the rest after the end, it does make scoring a little bit too intricate and involved, especially for a game this light.

Having said all of that, I'm probably overthinking everything.
Cat Café is a lightweight, family friendly game with a cute cat theme.
It's not too hard to pick up and while decisions can be fairly limited they do tend to be meaningful. There's also a dollop of luck to add some unpredictability.
It would be a good choice for younger players but perhaps would need someone older to manage the scoring.

For me, I found it a little too simplistic and unengaging as well as slightly frustrating.
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Altiplano - First Play!

19/11/2022

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19th November 2022

It's a Saturday morning and we're at Bisley for Wogglecon 5 'It's a alive!' - a day of gaming goodness and a bit of charity.

Have you ever fancied travelling South American highlands with nothing but a cart of goods to keep you company, going from place to place, hunting for fish, chopping down trees, trading and so forth. If the answer is yes, then maybe Altiplano is the game for you.

What's in a game?
Altiplano has a whole shedload of components, so here we go!
  • Player boards: Not content with 1 player board, Altiplano gives each player 2 of them.
    • Action board: This busy looking board lists all the actions the player can perform. Actions will have 1 or more action spaces to place required goods to activate.
      Each board has 7 locations which correspond to the game's 7 locations and each location lists the actions related to it. For example; 2 food can be spent at the forest to gain 1 wood. 
      The board also has a movement track with spaces for carts or wheel barrows I guess as well as food.
      Finally, the board has 8 numbered 'planning' spaces to place tokens when they are drawn from the player's bag.
    • Warehouse: Each player also has a warehouse board. These look like grids but actually they are rows and can be used to store tokens which in turn score Victory Points (VPs) at the game end.
Picture
Action board and warehouse board.
  • ​Containers: Each player also has a container, which in reality is a carboard box that folds together.
Picture
Red container.
  • Bags: Each player is given a bag to randomly pull their tokens out of during the game.
  • Meeple: There's a meeple in each player colour as well as a little wooden cube.
  • Cards: There are primarily 3 types of cards in Altiplano.
    • Boat cards: These are worth VPs and more importantly, they allow players to acquire a good of the displayed type and add it to their container. 
    • House cards: These also score VPs, they also increase the VP value of all tokens for the good listed on the card. 
    • Order cards: Players can acquire these cards and when the order is fulfilled (With various types of goods.) they provide the controlling player with VPs.
    • Mission cards (Optional.): Mission cards provide players with hidden scoring opportunities.
  • Tokens: Altiplano also makes use of a lot of types of token to represent resources, in fact at least 12 types of tokens. These include:
    • Goods: alpaca, cacao, corn, food, cloth, fish, glass, ore, silver, stone, wood and wool. These are all identically sized circular tokens, except for the corn tokens which are square.
    • Money: Sort of squarish card tokens of various sizes are used to represent different denominations of money.
    • Carts: Slightly larger than the other cubes, brown cubes are used to represent carts.
  • Tiles: A large variety of tiles are used in the game. Pretty much all of the tokens and cards except money are associated with location tiles
    • Location tiles: These 7 large tiles are places that the players will visit to perform actions and essentially constitute the game's board. 
      The locations are:
      Farm: Alpaca, cloth and wool tokens go here.
      Forest: Cacao and wood tokens go here.
      Harbor: Fish tokens and boat cards go here.
      Market: Glass tiles and order tiles go here.
      Mine: Ore, silver and stone tokens go here.
      Road: Corn tiles go here (As do cubes in player colours.).
      ​Village: The cart cubes and house cards go here.
      Extension strip: This is not a location but used in conjunction with extension tiles. It has 5 spaces for 5 extension tiles, listed next to each space is a additional cost going from 0 at the bottom space all the way up to 4 at the top space. When tiles are acquired, remaining tiles are slid down to fill the gas and new tiles are introduced at the top. It's a pretty standard conveyor belt mechanic.
      Speaking of extension tiles...
    • Extension tiles: These tiles provide extra actions that can be performed when acquired. They are divided into 4 groups; A through to D.
    • Role tiles: There are 7 of these and they each provide the controlling player with an additional action and also determine their starting resources.
  • First player standee: I usually don't bother mentioning the first player tokens because... well it's not too important but Altiplano uses a massive alpaca shaped standee as a pretty cool first player marker.
    Yes, it's a gimmick and I'm easily impressed.
Picture
First player marker next to a meeple for comparison.
Right, I think that's it for components.

Altiplano's components are for the most part solidly made, the tokens, boards and tiles are constructed of thick card and feel sturdy.
The containers made of equally sturdy material but are supplied as flat components that need to need folded into their shape. They sort of clip together but some of them had a tendency to break open. It's not a problem really and nothing that a dab of PVA glue wouldn't solve but even so, it feels a little like a cheap oversight. 
Cards are pretty average but also smaller than typical cards which allows them to fit on the tiles.
Finally, the meeples and cubes all feel like nice wooden components.

Altiplano is a game with a South American theme and consequently has a South American folk art themed art style to it.
There's a lot of bright solid colours with stylised line art that mixes with slightly cartoony illustrations to be found on the tokens, cards, board and tiles. It's all solid artwork, brash and colourful which is how I like it.
The only criticism I have is for the colour schemes for the cloth and wool tokens, which in less than good light can look similar.

Between all the location actions, tokens, extension tile actions and so on, there's quite a lot of iconography to Altiplano. Luckily, much of it is intuitive and easily comprehended but some of it will - particularly the extension tiles - will require referring to the rulebook, fortunately it contains fairly extensive explanations.
​It's not a gamebreaker but there's definitely a bit of a learning curve here.


How's it play?
Setup
  • Game area: Set the central playing area up.
    • Location boards: Randomly arrange the 7 location tiles in a ring shape.
      • Tokens: Sort all the tokens as per player count and add them to their pertinent location tiles. Only food and money do not go on to a location tile.
      • Cards: Add the boat, house and order cards face-up to their pertinent location tiles.
    • Extension strip: Put the extension strip in the centre of the ring.
      • Extension tiles: First sort the extension tiles as per player count, then sort them by type (A, B, C and D.) and shuffle each type into face-down stacks. Finally arrange them into a single face-down stack, with the A stack at the top, going down to the D stack at the bottom.
      • Place extension tiles: Draw and place 5 tiles from the stack along the 5 spaces on the edge of the extension strip.
  • Players: Give each player an action board, warehouse board and bag.
    • Meeples: Give each player the meeple, cube and container in their colour. Each player's cube should go on the '0' space on the road location.
    • Role tile: Randomly assign a role tile to each player. The tile should be placed adjacent its location on the player's action board.
      Each player should then take their starting resources as indicated on the tile, goods and food should be placed them into their bag. Money should be put to the side in a personal supply.
      Finally each player should take a brown cart cube from the village location and place it in the topmost space in the movement track on their action board.
  • First player: Determine a starting player then each player places their meeple on any one of the 7 location tiles. Now we're ready to play.

On to play
In Altiplano players will be making plans to travel around the location tiles and use their goods to carry out the actions specific to those locations.
This is done over 4 phases:
  • Drawing phase: This phase is carried simultaneously with all players drawing tokens from their bag and placing them on their planning spaces.
    At the start of the game, players can only use 4 planning spaces, thus only draw 4 tokens from their bag. However, by moving their cube up the road location, players will unlock more planning spaces which mean they can draw and use more goods tokens.
    Empty bag: If at any time a player needs to draw 1 or more tokens from their bag and it's empty, then they tip the contents of their container into the bag, give it a good shake and continue drawing.
    Taking tokens back: Obviously, this does not apply during the first round but before drawing tokens, a player can choose to take tokens they have previously placed on action spaces but not resolved off of those action spaces. However, these tokens must be placed on planning spaces which consequently lessen the number of tokens they can draw. Money retrieved in this manner is returned to the player's personal play.
  • Planning phase: This phase is also performed simultaneously. In this phase players take goods from their planning spaces (Or money from their personal supply.) and place them on action spaces on the board. This includes the movement track and also extension tiles a player may have acquired.
    All actions require specific goods to activate them.
    Most locations have 1 or 2 spaces, except the village which has 3. Some actions require 1 good (And thus may be performed more than once.) while many actions require 2 goods.
    A player may choose not to place all the goods on their action spaces but this would mean they draw less tokens in the following round.
    When placing goods and money, players do not need to complete the action to place them. If an action requires 2 tokens, they can place just one of them even if it won't complete the action. It's a useful way to keep planning spaces free.
  • Action phase: This phase represents the bulk of the game's activities and thus has many elements.
    • Turns: Unlike the previous 2 phases, starting with the current first player, actions are carried out in turn order one action at a time. The active player resolves one action, then play progresses to the next player.
      Passing: If a player cannot complete an action, they must pass. Additionally, a player may choose to pass even if they could complete an action. In either case, when a player passes, they are no longer involved in the action phase for the current round.
    • Movement: Movement does not count as an action but can be performed as part of an action.
      Timing: Movement may be performed before or after an action.
      Moving: Each player starts the game with 1 cart cube. A player can slide it to the 'used' side on their movement track to move their meeple up to 3 location either way around the circle of locations.
      Additional movement If a player has put food on to other movement track spaces, they may 'spend' it to move during another action. However they can only move 1 location unless they have acquired additional carts, in which case they can move 3 locations.
    • Actions: There are lot of actions a player can perform and several rules associated with them.
      Location: A player's meeple must be at the action's location in order to perform that action, this includes extension and role tiles.
      Paying tokens: Actions require players to pay the required tokens to resolve them. Other than money, anytime a token is 'spent' the token(s) are not actually spent instead they are put into the player's container and will ultimately end up going back into the player's bag. Only money is actually spent and returned to the central supply.
      Acquiring goods: When acquired, most goods tokens immediately go into a player's container. The exceptions are money which goes into the player's personal supply and corn, which is explained below.
    • Resolving actions: Each location has one or more actions which can be resolved by players.
      • Farm: cloth, food and wool can be acquired here.
      • Forest: cloth, food, glass and wood can be acquired here
      • Harbor: Fish and food can be acquired.
        Boat cards can also be acquired here which allow players to add tokens to their container. A player may choose any available boat card.
      • Market: The market has several actions.
        Sell goods: Some goods can be sold for 1-3 coins each, as with all actions, goods that are sold are actually put into the player's container.
        Buy extension: A player can purchase 1 extension tile per round. The total cost is the cost on the tile plus the cost from it's position on the extension strip. If a extension is bought, it is not replaced until the last phase.
        Order cards: These can be bought here too, which allows the player to choose any available order card.. A player may only have 1 unfulfilled order card at a time.
        Deliver goods: This action allows the player to move goods placed here on to an order card. When a order is completed, it will earn the controlling player VPs during the endgame, generally it will also give the player a corn token, more on these later. 
      • Mine: Silver and stone can be acquired here.
      • Road: Completing the road action may have 1 of 2 effects. Either it unlocks a planning space for a player or it provides them with a corn token, again, more on corn below.
      • Village: The village also has several types of action.
        Buy cart: Players can buy a cart and place it on an available space on their movement track.
        Buy house card: A player can buy any available house card. House cards increase the VP value of the displayed good during the endgame.
        Store goods: This action allows the player to move goods off of the action spaces and into their warehouse. There are however, several restrictions here.
        • No food: Food tokens cannot be placed into the warehouse.
          Same goods: A row can only have 1 type of good in it. Thus if the 1st good in a row is a fish token, all the subsequent tokens in that row must be fish tokens. Additionally, there can only be 1 incomplete per type of good. A row of fish must be completed before a second row can be started.
          Bottom-to-top: When a good is placed in the warehouse, it must be in the lowest available space, either in a new row or an existing one.
          Left-to-right: A good must also be placed into the leftmost open space in the row it is placed into. A row is considered complete when the rightmost space has been filled.
        • Corn: There are several rules regarding corn.
          Store immediately: Regardless of how a player gains a corn token, when they gain it, it must immediately be stored in the warehouse.
          Wildcard: Corn can be used as any type of good for a row that has already been started. E.g., if a player has started a row of fish, it can be added to that row and even complete it.
          If there is no incomplete row to add the corn token to, then it starts it's own row!
          Corn rows takes priority: When storing corn, if there is a row that was started with corn, then corn tokens must go into that row before any other until it's completed!
  • End of round phase: Once all players have passed, the game goes to end of round and several events occur.
    New first player: The first player marker is passed on to the player on the left who will be the new first player.
    Reset carts: All carts are put back to their initial positions.
    Manage extension strip: If any extension tiles we bought during the action phase, remaining tiles are slid downwards to fill the gaps and new tiles are added to the gaps now at the top.
    If no extension tiles were brought during the action phase, the bottommost extension tile is discarded, the other tiles are slid down and a new tile is added to the top.
    Now a new round begins with the first phase.

​Endgame
Play continues until one of the following 2 criteria are met.
Any one location becomes fully emptied of all tokens, cards, etc.
Or, a space along the extension strip cannot be filled, i.e., the extension tiles supply has emptied.
In either instance, the current round is completed and 1 further round is played, then the game goes to scoring.

VPs will come from a variety of sources.
  • Goods tokens: Tokens can score 0-4 VPs each depending on the type. Tokens on a player's action board, warehouse, in their bag and container all count.
    Tokens on order cards are not counted.
  • Warehouse: Each completed row in a player's warehouse will score it's associated VPs.
  • Cards: Boat and house cards earn their respective VPs. Completed order cards also earn their VPs.
  • Bonus VPs: If a player has house cards, they will earn bonus VPs for the corresponding goods.

Points are tallied, highest score wins.


Overall
As you can see from the write up so far, there's quite a lot going on in Altiplano and a lot for players to think about.

There's a recognisable quandary going on with the bag building mechanic.
Players will naturally be looking to acquire tokens to carry out actions but invariably there will be times they end up getting pulled from the bag when they're not needed and unneeded tokens can 'water down' a player's strategies.
Unwanted tokens can of course be left on planning spaces but most players will find that irritatingly suboptimal. Alternatively, they can placed on spaces for action that a player does not immediately want to perform but they will eventually end up coming back  to again though. Another option albeit fairly situational, is to put them on to order cards, although removes the goods from the remainder of the game.
Finally, they can be put into the warehouse, this means those tokens have greater scoring opportunities but again, permanently removes them from a player's container/bag which may or may not be a good thing. layers will have judge the merits of storing tokens contextually - except when dealing with glass tokens. The thing with glass tokens is that they don't produce any other type of token, all they do is produce the most VPs per token, storing them in the warehouse where they contribute to more VPs and declutter a player's bag is a no-brainer and usually I consider no-brainers a bad thing for a board game but I feel this is a deliberate decision on the part of the game - more on that below.

If you've been paying attention (And I'm sure you have!) you will also have noticed that several goods such as a cacao, alpacas and even something that seems that it should be common such as fish cannot be produced from the action board.
So how are these acquired?
There's a couple of opportunities to get them, namely boat cards, extension tiles and possibly role tiles.
However, this brings me to a bit of a bugbear I have with this scarcity mechanic. It means there can be a race by experienced players to get those hard-to-produce goods, particularly cacao which produces glass which can be worth so many VPs. In fact I feel the whole of the forest location is especially strong location since cacao alone is used there for 3 separate actions in the same location. A player who can produce cacao and concentrates on doing so can soon be producing lots of goods at the forest.
Having said that, the game is a bit of a point salad with various avenues to scoring VPs, it's just that I feel going for glass is the strongest way and experienced players will end competing in that tactic.


While the bulk of the game's activity takes place during the action phase, the planning phase is where players will do most of their well... planning. They'll look to optimise there actions to get the most out of their available tokens.
Because players will generally need to move around to perform multiple actions, efficient use of the movement track is important, especially so in the early game when food tokens will be scarcer. A player can move their meeple before or after an action may make it seem unimportant but sometimes players will need to think ahead about where they need to be at the start of the next round.
As well as having to think about movement and balancing their goods with their bags, players will also have to think about gaining extensions, house and order cards, as well as boat cards if they are needed. 
Add to this increasing their planning spaces and acquiring corn to fill out their warehouse and players have lot of ways to approach the game
​

In this regard Altiplano does that thing which presents players with lots of options but frequently not enough opportunity to do everything they want, forcing them to make tricky decisions, which I consider a good thing in games.

Altiplano is a mid-to-heavy game with a longish playtime, it's probably not for beginners and perhaps could be criticised for being a bit over-elaborate although personally I didn't find it that much of a problem
In conclusion; the mechanics blend together to give players choices and essentially problems to solve in optimising their actions. If bag-building style games and resource management are your thing, Altiplano is worth a try.
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The Princes of Florence - First Play!

12/11/2022

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11th November 2022

It's a Friday and I'm at the office in Woking for some end-of-week gaming fun.

You know you can't go wrong when you're playing a board game set in Renaissance Italy.
In this case it's Florence and about princes which is about as Renaissance as it gets! All you need are some Medici and Borgia to round it all off!

In The Princes of Florence players take on the role of wealthy nobles trying to out do each other by enticing artist and scholars to their estates to create 'works' which in turn gives players bragging rights - which is what is important obviously.

What's in a game?
  • Game board: This central game board features a scoring track that runs around the board for 'Prestige Points' (PPs).
    There is also a 'round tracker' and works value tracker' in the centre of the board which displays the minimum value a 'work' must have in each of the game's 7 rounds.
Picture
Central game board.
  • Player boards: There's 1 each of these boards in every player colour.
    They are quite busy looking but in practice pretty straightforward.
    A 7x7 grid dominates most of the board - although a 'palazzo' takes up 6 spaces on each grid, meaning players have 43 spaces to use.
    There are spaces to place 'builders' and 'freedoms' as well.
    The remainder of each player board is given over to player information; a list actions players choose from and a list of professions and those professions' requirements.
Picture
The 'brown palace'...
  • Cards: There are several types of cards in The Princes of Florence.
    Bonus cards: These cards can increase the value of works when they are created. 
    Prestige cards:  Endgame bonus PPs can possibly be earned by prestige cards.
    Profession cards: There are 21 professions in the game that players will be looking to recruit.
    Recruiting cards: Used to err.. recruit professions! Specifically, profession cards played by other players.
  • Tiles: There are landscape and building tiles and they're sort of tetramino shaped. Building tiles: There are 10 types and they come in small, medium and large. Each one depicts a building of some sort, ranging from a chapel to a university.
    Landscape tiles: There are parks, lakes and forests.
  • Tokens: There are a number of card tokens.
    Freedoms: There are rectangular tokens for each of the 3 'freedoms', freedom of travel, opinion and religion.
    Builders: Square tokens represent builders, which aid when acquiring building tiles.
    Jesters: These are circular tokens. Jesters provide bonuses when scoring the value of a work.
    Money: Finally, there's circular tokens of various sizes to represent differing denominations of florins; the game's currency.
  • Pawns: There's a pawn in each player colour used to track PPs as well as a black 'first player' pawn.
  • Discs: There are also chunky scoring discs in each player colour to track work values, there is also a black disc is used to track the round count.

All the components in The Princes of Florence are well made. The tokens and cards are what you'd expect. The tetramino tiles feel nice and sturdy, as do the game and player boards.
Amusingly, the pawns are all wearing wide-brimmed hats, got to have some protection from that scorching Mediterranean sun!

Broadly speaking there there are 2 art styles utilised in The Princes of Florence.
Tiles, tokens and some of the player boards are decorated with full colour illustrations. They are quite stylised and almost simplistic illustrations but they are effective and feel appropriate for the setting.
All the game's cards (Particularly the profession cards.) are illustrated with a sepia coloured line art style. It contrasts with the art style but also compliments it and again, is appropriate for the setting.
The standout art-wise is the game board where nearly each space on the scoring track has its own unique illustration. It shows that little extra effort put into the presentation that shows care for the game which I appreciate.

There's little in the way of iconography, mostly its appears on the player boards in the form of silhouetted tetramino shapes for buildings but even so, they are also labelled.
Most information is relayed through text. Speaking of which...
The game uses a distinct and flowery font for text. It looks suitable for a renaissance themed game but can be a little harder to read than it could be and also tends to make the player board and cards a little more complex then they actually are.
It's a minor quibble and in no way a gamebreaker though.


How's it play?
Setup
  • ​Game board: Put out the game board and arrange the following.
    Tiles: Sort all the tiles by type.
    Tokens: Also sort all the tokens, including Florins by type.
    ​Cards: Sort all the cards by type. Since the recruitment cards are all identical, these should be placed face-up. The 3 remaining types of cards should be shuffled into 3 face-down decks.
    ​Round tracker: Place the black disc on the '1' space on the round tracker.
  • Players: Each player should take the game board and pawns in their respective player colour.
    Profession cards: Deal 4 profession cards to each player. Everyone should keep 3 and discard 1 of them. Shuffle the discarded cards back into the deck to form a new deck.
    ​Florins: Give each player 3500 florins.
  • First player: Determine a starting player and give them the first player pawn.
Picture
'Il gatto Rex' as a distant namesake might have said...
On to play
The Princes of Florence is played over 7 rounds.
Each round is divided into an auctioning phase and an action phase.
Auctions allow players to bid for items which will aid them during action phases.
The action phase uses the usual turn structure with the active player taking their turn before play progresses to the player on their left.
  • Auction phase: During this phase, players may bid on 1 of 7 different objects, there are some rules for auctions.
    • Auctions: In a round, there will be a number of auctions equal to the number players, additionally, there are some rules when resolving auctions.
    • Opening bid: Whoever starts a bid chooses 1 of the 7 objects to bid on. The objects are: Forest/Lake/Park landscape tile, builder token, jester token, prestige card or recruitment card.
      Once they've placed their opening bid, other players in clockwise order may place a higher bid or pass.
    • Passing: If a player passes on a bid for any reason, then they are out for the rest of that particular auction.
      Winning: When all players bar one pass, that player wins the auction, the winner take the object they won pays for it and cannot participate in any further auctions in that round. Thus, a player can only 1 object per round through auctions.
    • 1 auction per object type: Once a object has been won in an auction, no further objects of that type can be bid on.
    • Objects: When a player wins a bid, they take 1 of the 7 following objects as explained below:
      Landscape tiles: Forest lakes and parks. When one of these is taken, it must immediately be placed on their board's grid.
      Builders: These tokens are added to their allotted spaces on the player board going from left-to-right. They will provide bonuses when building.
      Jesters: These tokens should placed on the palazzo space, they increase the value of works... with the strength of their humour I guess!
      Prestige cards: Draw 5 and keep 1, placed the remainder at the bottom of the deck.
      Recruitment cards: Take a recruitment card, it can be used immediately or saved and used during the controlling player's turn later.
      Playing recruitment card allows a player to take a profession card that has been played by another player.
    • End of auction: Once all players have won an auction, play progresses to the action phase.
  • Action phase: During their turn, the active player may perform 2 actions from the following list of 5.
    • Build: This action can be performed twice in a round.
      The active player may buy and place a building tile on their grid. The tile can be placed in any orientation on the grid but cannot be directly adjacent to another building unless the player has acquired at least 2 builder tokens. Builder tokens can also give discounts to the cost of buying buildings.
      Finally, when a building has been placed on the grid, the player immediately earns 3PPs.
    • Acquire a bonus card: This action can be performed twice in a round.
      The active player pays for a bonus card and draws 5 cards from the deck and keeps 1, returning the 4 other cards to the bottom of the deck.
    • Buy a 'Freedom': This action can only be performed once per round.
      The active player may buy one of the freedoms and immediately places it on the appropriate space on their player board.
    • Buy a profession card: This action can only be performed once per round.
      The active pays for a profession card then draws 5 and keeps 1, returning the other 4 to the bottom of the deck.
    • Complete a work: This action can be performed twice in a round.
      With this action, the active player may complete a 'work', this has several steps and involves calculating the work's 'value'.
      Play profession card: The active must play a profession card from their hand. Each profession has 3 things they 'want'; a building, landscape and freedom. Each one of these that that the active player owns will add to the work's value.
      Jesters and profession cards in hand or played also add to the value.
      Finally, if the active player has a bonus card, it can be played now to add to the value of the work.
      From this, the value of the work will be calculated.
      Minimum work value: If a work's value does not meet the minimum value of works for the round, it cannot be completed. Minimum values start at 7 in round 1 and go up to 17 in round 7.
      Rewards: Once a work has been completed and it's value has been calculated, the active play will gain rewards.
      ​Firstly; the active player moves their disc to along the scoring track to the number that matches the work's value.

      Then the active player gains 100 Florins per point. The player can choose to keep the money or immediately trade it in for PPs at a cost of 200 Florins per PP. This must be done immediately, it cannot be done later.
  • Earn money: This is not one of the actions a player can take per se but any point in the game, any player may spend PPs to gain Florins at a rate of 100 Florins per PP.
  • ​Next Player: Once the active player has completed their 2 actions, play progresses to the player on their left.
  • Next round: Once all player have completed their turns, the round is over and the following 2 steps occur.
    Best Work: Whoever has created the single highest value work for the round gains 3PPs. All players should remove their discs in preparation of scoring works in the following round.

    First player: The first player marker should be moved to the player on the left who will start the bidding in the next round.

Endgame
Once the 7th round has been completed, the game goes to scoring.
Players now reveal any prestige cards they've acquired and score them, adding whatever they're worth to their score on the game board.

Points are tallied, highest score wins.


Overall
In terms of gameplay, there's some nice mechanics going on. There's some interesting balancing that occurs with buildings. By virtue of their sizes, the larger buildings will be harder to fit in the grid and take up more room but they are wanted by more professions.

Auctioning in particular is also well balanced.
Because a player can only win 1 auction per round, it means someone who has a lot of cash cannot dominate all the proceedings. It means that every player can only ever get 1 object per round and it means that if a player has lost every auction and is the last player left in it, they can get any remaining object, unopposed and for just the cost of the opening bid.

During the action phase, synchronicity is important. Getting landscapes, buildings, freedoms and professions that 'riff' off each is very useful. E.g., both the goldsmith and bell maker want a 'workshop, or both the theologian and painter want freedom of travel.

Players will be looking to optimise their decisions especially when it comes to creating works which is a major source of income and potentially PPs.
Why is this so important? The Princes of Florence only has 7 rounds, which is only 7 auctions and 14 actions! Even the most efficient of players will probably find themselves unable to do everything they want they want to do in the rounds given. This forces them to make difficult decisions which is generally a good thing.

The Princes of Florence also has distinct early and late game states. Early on players will be looking to build up their estate, buildings, freedoms etc. In the late game they will likely be looking to create as many works as possible and convert them to PPs. If a player creates 2 works in a round, only the highest value one counts for end of round best work bonus but both will pay out Florins and consequently PPs.

I suppose that The Princes of Florence is a sort of 'mid-weight' game and by that I mean a game that isn't too complex but probably has a bit too much going on to be a good introductory or crossover game.
With having to win auctions to gain certain objects and cards, buildings to place, works to create and more, as well as having to consider how everything relates to everything else, there's a lot to think about.

But for more seasoned players, The Princes of Florence is a solid experience with well structured gameplay elements that all have a clear purpose which in turn presents players with meaningful decisions to make.
It also blends the individual aspect of a player building up their own palazzo and estate with the interaction of auctioning and drafting.
The Princes of Florence is definitely one to try.
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Point Salad - First Play!

14/10/2022

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13th October 2022

It's a Thursday and we're in Aldershot for a evening of gaming entertainment.

Do you like salads? Do you like points? If so, then maybe you'll like Point Salad, a game about well... about making salads and scoring points with a literal point salad mechanic!

What's in a game?
  • Cards: Point Salad uses a deck of 108 cards and that's it. OK, there's a bit more to it.
    Each card is double sided with a veggie side and a scoring side. The veggie side features 1 of 6 vegetables/colours and the other,  the scoring side has scoring criteria related to the veggies.
    Veggie side: The vegetables (Or veggies) types are:
    Cabbage/purple.
    Carrot/orange.
    Lettuce/green.
    Onion/dark red.
    Pepper/yellow.
    Tomato/red (Yes, technically, tomatoes are a fruit but I digress.).
    Scoring side: The flip side of the cards each feature a scoring criteria or manner of point scoring, of which Point Salad has a wide variety.
    The scoring criteria tend to be based on combinations of veggies. For example,  8 victory points (VPs) per 3 onions or 10 VPs for the most tomatoes or 5 VPs for each pair of carrot and lettuce and so on. Some cards will give points for certain veggies and deduct VPs for others, some may score for not having any of a certain type of veggie!
    Finally, in the corner on a scoring card it will display which veggie is on the other side.

Point Salad's cards are pretty basic, they don't seem laminated and feel a little flimsy. Although unless you treat them badly, it shouldn't be a problem.

There isn't much art to Point Salad, only the illustrations for the 6 types of veggie. These are colourful, chunky illustrations with thick line art. I like it and think it suits the game's light, breezy theme.

The game's only iconography is the 6 vegetable types. For the most part, they are clear  and distinct. EXCEPT for the onion and tomato images which not only look a little similar but both use shades of red for their associated colour. It's not a gamebreaker by any means but it definitely can be a little confusing and could have been clearer
The scoring criteria are pretty easy to understand, it uses a mixture of the icons and text to explain their individual rules.


How's it play?
Setup
  • ​Sort cards: First sort the cards into their 6 types, then randomly shuffle each type into a face-down deck, errr I mean into a deck with the veggie side face-up.
    Depending on player count, remove 0-9 cards from each deck.
  • Drafting area: Now shuffle all 6 decks into a single deck and deal out cards to create 3 smaller decks in a row only now with the scoring side face-up this time.
    Next, flip 2 cards from each deck and place them in a column beneath their corresponding decks.
    Thus there should be a row of 3 scoring side-up decks and beneath them a grid of 3x2 veggie side-up cards.
Picture
What the beginning setup might look like.
  • First player: Determine a starting player.
On to play
In Point Salad players will be drafting cards from the central selection.
They will be drafting veggies to create sets and drafting scoring cards to score those sets.
Point Salad uses the typical turn structure with the active player acting before play progresses to the player on their left.

During their turn, the active player must perform 1 of the following 2 draft actions, additionally, they may then also perform a free action.
  • Draft: The active player must perform 1 of the following 2 draft actions.
    Take 1 scoring card: The active player may take 1 card from the 3 scoring decks and place it in their personal area, keeping it with the scoring side-up.
    Take 2 veggie cards: The active player may take any 2 of the 6 veggie cards and add them to their personal playing area, keeping them veggie side-up and collating them into sets
    The cards that were taken are replaced by flipping and placing cards from their corresponding decks.
  • Optional free action: Once per turn, the active player may flip 1 card from the scoring side to its veggie side. Players cannot flip cards from the veggie side to point side!​
  • Next player: Once the active player has drafted and possibly performed their free action, player passes to the player on their left.
  • Empty deck: At any time, if 1 of the scoring decks becomes empty, simply take the largest of the remaining decks and split it into 2 decks.

Endgame
Play continues until all cards have been drafted and then goes to scoring.

All cards are scored all ways! That means that if for example, a set of carrots can gain VPs from 2 scoring cards, then they are scored twice and so on.

Points are tallied, highest score wins.

Picture
Each pair of onion & carrot scores 5VPs (25), pairs of carrot & tomato also score 5 (10), each carrot or onion score 1 (11), every 3 onions scores 8 (16) and finally, each carrot or cabbage scores 1 (5) for a grand total of 67VPs.

Overall
Point Salad is a easy to learn game, there are only 2 actions (And 1 free action.) to choose from and 1 core tenement to remember; scoring cards score off of veggie cards.
The depth comes from what is done with those 2 decisions.

Getting scoring cards early on will give a player an objective to aim for but also can limit their drafting options.
Conversely, concentrating on veggie cards early will give a player some flexibility when it comes to acquiring scoring cards, the risk here though is that optional scoring cards may never become available because other players may get them first or they may get flipped to the veggie side or in game with a lower player count, may not even be in the game.

All of this means that planning ahead can be a two-edged sword. It's definitely worth trying to plan ahead, synergy between scoring cards, i.e., multiple scoring cards that score off 1 type of veggie can led to big scores.
However, the drafting area's landscape is likely significantly change from turn-to-turn and players will also need to adapt to circumstances as they arise. Players will also need to mange having to take cards they don't need or want and look to create or exploit new scoring opportunities as they appear.
The optional free card flip rule offers players a little flexibility. They'll be times that a points card with a negative may prove a liability might be worth flipping which negates the negative and also provides a veggie for another points cards. Again, this is all contextual.

There's also a higher level of play at work here. Players can try and anticipate their opponents are hoping to do and possibly stymy them. Taking specific veggie cards or scoring cards they might want or even taking veggie will cause points cards from the related column to be flipped to replace them


It means that Point Salad generally provides players will meaningful decisions and choices to make.

I find Point Salad an enjoyable game, it makes a great filler, plays up to 6 and also a good crossover or family game.
I
t's a game that you shouldn't take too seriously, it's a light, fun quick game. In fact it's so quick to play that it seems like the set up time longer than the play time! Which is my only, minor criticism of an otherwise good game.
It this sounds like your kind of thing, you should definitely give Point Salad a try.
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Ticket to Ride - First Play!

9/10/2022

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9th October 2022

Another Sunday, another session of gaming goodness on Board Game Arena.

Travel around North America, fulfil tickets, draft cards, create routes in Ticket to Ride. 

Caveat: We've only played Ticket to Ride digitally.

What's in a game?
  • Board: The game board depicts a map of continental United States and Canada. It shows a number of cities which are the game's destinations.
    Between these destinations are routes or rail connections which each look like a line of oblong blocks, some of the connections are double connections. These connections will be in 1 of 8 colours or will be 'grey'.
    A scoring track runs round the board's perimeter.
Picture

  • Cards: Ticket to Ride uses 2 types of cards:
    Train car cards: These cards come in 8 different colours that correspond to the connection colours on the board and each colour also displays a different type of train car such a freight or passenger car.
    There also 14 'locomotion' cards, which are 'wild' cards.
    Destination cards: Each one of the destination cards shows the same map of North America as shown on the game board, 2 of the destinations on the card will be highlighted. Finally, each destination card has a associated victory point (VP) value.
  • Train meeples: Should these be called 'treeples'? Hmm maybe not, could be confused with trees!
    ​There are 45 trains in each of the game's 5 player colours. The trains are sized so that 1 train meeple fits on 1 segment in a route.

I suppose that you could call the art on the board muted but I would say it's functional and unobtrusive. The board is quite busy as it is with all the routes crossing back and forth, overly elaborate art would just obfuscate important information, so it feels like a good decision to me.
Each colour of train card has it's own unique illustration which helps with accessibility issues. The illustrations are perfectly good if a little plain.
The destination cards essentially replicate the art on the board.

There's no notable iconography in Ticket to Ride and the game is straightforward to comprehend. There's just the 9 types of train car to remember and that's easy and intuitive. I imagine the biggest hurdle to overcome in the game's presentation is finding destinations on the map and the iconography does a lot to make that as easy as it can.


How's it play?
Setup
  • ​Game board: Put out the game board.
  • Train car cards: Shuffle the cards into a face-down deck, deal 5 cards face-up adjacent to the board.
  • Destination cards: Also shuffle these into a face-down deck.
  • Players: First give each player all the train meeples in their player colour.
    Train car cards: Deal 4 to each player, this is their starting hand.
    Destination cards: Deal 3 destination cards to each player. Everyone decides how many to keep. A player must keep 1-3 destination cards.
    Destination cards should be kept secret players until the end game scoring, only then should they be revealed.
  • First player: Determine a starting player.

On to play
In Ticket to Ride, players broadly speaking have 3 objectives, these are; build as many routes as possible, create a connection between the locations on their destination cards and finally, create the longest contiguous set of connections.
All of these will contribute VPs towards their final score.
This is done by drafting cards which in turn allows players to create routes.
Ticket to Ride uses the typical turn structure of the active player taking their action before play progresses to the player on their left.
In their turn, the active player can perform exactly 1 of the 3 following actions.
  • Draft train car cards: This action allows the player to draw 2 of the standard 8 types of train car cards. This can be done by taking it from the 5 available face-up cards or drawing blindly from the deck.
    Locomotion cards: A player can only claim 1 locomotion card as their enntire drafting action.
    Shuffling: If at anytime there's 3 or more locomotion cards in the face-up line of cards, then all 5 are discarded and 5 new cards are drawn. Additionally, if the train car card deck becomes empty, the discard pile is shuffled into a new deck.
  • Claim route: A route is a line of oblong spaces between 2 destinations. A route may a have a colour or may be 'grey'.
    To claim a route, the active player must discard train car cards of the matching colour and equal number of spaces to the route. A grey route can be claimed with cards of any colour provided they are all of the same colour.
    Locomotion cards: These can be used as train car cards of any colour.
    Place train meeples: Once a route has been claimed, the active player places a train meeple on every space on the route.
    ​This also means that no other player may claim this route.
    Some adjacent destinations will have 2 routes running in parallel, in games with 4+ players, the 2nd route can be also claimed. In 2 or 3 player games, 2nd routes are not in play.
    Scoring: When a route is claimed, it is immediately scored on the tracker. Routes run 1-6 spaces in length and correspondingly score 1-15 VPs.
  • Draw destination cards: As their action, the active player may draw 3 cards and keep 1-3 of them, providing them with additional scoring opportunities (Or not as explained below!).
    Discarded cards are returned to the bottom of the destination deck.
  • Next player: Once the active player has completed their action, play progresses to the player on their left.

Endgame
When the active player has 2 or less train meeples remaining, the end game is triggered. Every player including the active player has 1 more turn then the game goes to scoring.

Players will add points from destination cards to their running total from the game and the player with the longest set of connections gains bonus VPs.

Destination cards are now revealed:
  • Completed destination cards: Players earn the listed VPs for every destination card that they have completed (That is; any destination card where the owning player may trace a connection of their routes between the 2 destinations.).
  • Incomplete destination cards: Every incomplete destination a play has will deduct VPs from that player's total.
Finally, whichever players has the longest contiguous set of routes earns a bonus 10 VPs!

Points are tallied, highest score wins.


Overall
Ticket to Ride is a very popular, well regarded game and it's easy to see why. Lightweight rules that are genuinely elegant, almost minimalist that're easy to learn, a game that's intuitive to play with a theme anybody can understand. Ticket to Ride is definitely a game with crossover appeal, is a good game for casual play and introduction to board games.
It also has a fairly random distribution of destination cards throughout a game which provides a good level of variety to games.

This pared down set of rules means that Ticket to Ride also provides players with clear meaningful decisions to make.
Basic tactics are pretty straightforward: Players are in a race to connect their personal destinations before they risk getting blocked by other players. They'll need to balance getting cards they need to draft and claiming routes.
Since a player's routes do not need to connect, any player essentially can claim any route, anytime if they have the appropriate cards.

Completing destination cards can be quite satisfying and they add an extra wrinkle to the gameplay. Being able to acquire more of them during play can be a game changer, earning more VPs but conversely, is also risky, getting a card that is not completed obviously costs VPs.
What makes this even more interesting is during the late game this risk/reward mechanic becomes even more pronounced.
Acquiring a destination card late in the game can be very risky because the player may not have the required time to complete the connection. However, late in the game is when a player's train network is at it's biggest, consequently it's possible to gain destination cards which have already​ been connected.

There's also a higher level of play in Ticket to Ride. Watching what opponents are doing and successfully anticipating what connections they're trying to make can allow a player to block or slow their progress down by claim routes they might want. If you look at the map, you will see that that there are numerous routes which are only 1 or 2 space grey routes that are very easy for a player to claim, e.g., a 1 space grey route can be claimed with any train rail card. It's obvious this is by design.

This brings me to my main contention with Ticket to Ride: It's a game that promotes negative gameplay. What do I mean by that?
Claiming a route another player needs will force them to spend additional turns acquiring train car cards and then taking longer to claim routes around the block.
In terms of action economy, a player wasting 1 action to make an opponent waste 5 or 6 can be pretty advantageous.
Preventing an opponent completing a destination card may earn that player no VPs but for their opponents, it will cost them points.

Many Eurogames have mechanics which have sort of a balance to them where if a player screws over an opponent, they will also frequently screw themselves over and only occasionally can they screw an opponent over while advance themselves.
Ticket to Ride is not like that!

Although, in part this will be down to the type of people playing.
Dedicated players will learn and exploit blocking at every opportunity and why not? Games are for winning and getting a score of 1 while opponents get 0 is still winning.

More casual players may not care about higher level tactics. Early games will be light and fun but even so, after a while they'll end up realising (Probably by accident!) how powerful blocking can be.

Remember, earlier I said how connecting destinations can feel satisfying, well getting blocked can feel equally unsatisfying.

There's a lot that's good about Ticket to Ride and I wanted to like it but the negative aspect can just be too frustrating. I understand why the game has a lot of fans, I'm not one of them.
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Valeria: Card Kingdoms - First Play!

21/9/2022

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20th September 2022

Tuesday is here again and we're with the Woking Gaming Club at The Sovereigns in Woking.

Recruit and assemble your citizens (Or heroes really.), build domains and vanquish foul enemies in this fantasy adventure themed dice rolling and tableau building game.

What's in a game?
  • Player boards: These oblong boards are used by each player to track the game's 3 resources; Gold, Strength, Magic and also Victory Points (VPs.).
  • Tokens:
    • Resource tokens: There are wooden tokens that match the shape and colour of each of the player board's 4 tracks and are used to track them on player boards.
      Card resource tokens: These cards tokens replicate the wooden resource tokens... only in cardboard.
    • Extensions: These card tokens are used to track resources which increase above 10.
  • Dice: Valeria: Card kingdoms comes with 2 normal six-siders. These are plastic dice with indented numbers.
  • Cards: Lots of cards and I do mean a lots that come in several different types.
    • Citizens: These cards represent the heroes that players will recruit to their cause and they share a number of features.
      These include knights, peasants, butchers and so on. Some of these folk don't seem much like the adventuring type but I guess it takes all sorts!
      Activation number: In the top left corner of each citizen card is its activation number. Activation numbers range from 1-8 or can be 9/10 or 11/12.
      There are 2 different citizen cards for each activation number which can be mixed and matched during setup.
      Role: Each citizen has 1 of 4 roles and this is shown in the top right corner. Types include Worker, Soldier, Shadow and Holy.
      ​Cost: On the left side, alongside the citizen's name is the cost in gold to recruit the citizen. Recruiting duplicate citizens usually gets more expensive.
      Abilities: Finally, along the bottom edge of the card are its 2 abilities. One of which is activated in the player's turn and the other which is activated in other players' turns.
      Typically, abilities include gaining some of the game's several resources or changing one resource into another.
    • Starter citizens: These are 3 starter cards which all player begin the game with, this includes 2 citizen cards and a Herald which gives players a consolation resource if they get nothing from activation. More on activation below.
    • Duke cards: Duke and duchess cards are all unique and provide provide players with asymmetrical scoring opportunities.
    • Monster cards: A fantasy adventure game without evil monster to battle wouldn't be very good and Valeria: card Kingdoms features some famous fantasy opponents. Each monster card shares several statistics.
      Location and type: In the top right corner of every monster card is its location, which can be mountains, swamp etc. There are 8 types of location.
      Type indicates how tough a monster is  and goes from minion to boss.
      Strength: To the left of the monster's name is listed it's strength. This how many of which resource(s) must be spend to vanquish it, this is usually just strength but may also include magic.

      Victory points: Top the right of the name it will list the monster's VP reward which will be earned at the game end for defeating it.
      Reward: Along the bottom of the card it will display the immediate reward a player earns for defeating that monster. Rewards can take a variety of forms.
    • Domain cards: As well as slaying monsters, a player's citizen's can also go out and build (Well purchase actually!) domains. All domain cards share certain information.
      Role requirements: Shown in the top right corner are the role requirements to acquire that domain card. E.g., a domain may require a worker and holy role citizen cards or 2 soldier role cards.
      Cost: To the left of the card's name is the cost in gold to purchase the domain card - provided the player also has citizen cards that match its requirements.
      Victory points: To the right of a domain's name is the VPs it earns at the game end.
      Reward: Listed along the bottom of the card is the reward it provides to the player that purchases it. This can be a one-off bonus or a ongoing benefit.
    • Exhaustion cards: These cards simple say exhaustion and are used to track when the game end may occur.

Component quality is the usual good quality you'd expect from a modern game like Valeria: Card Kingdoms.
Card quality is fine as are the card tokens and the player boards.
Wooden tokens for resources are always a welcome addition.
The dice are plastic and feel a little 'square' but they have indented numbers which is good.

Valeria: Card kingdoms features good art throughout. Cards are well illustrated with colourful chunky pictures of heroic citizens and intriguing domains, my favourite though, is the artwork for monsters that brashly depict menacing enemies.

There's quite a lot of iconography throughout the game, from types of heroes and monsters, to terrain types and ability icons.
For the most part, they are fairly intuitive - matching the roles on citizen cards to the requirements on domain cards is obvious but some of the abilities, particularly on  domain cards are a bit esoteric and will require some looking up in the rulebook.

I don't think it's especially beginner or casual friend but ​by no means is it a gamebreaker either.


How's it play?
Setup
  • Players: Give each player the following:
    Player board: Give each player a player board and the 4 resource tokens to go with it. Strength and VPs start at 0, Magic at 1 and Gold at 2
    Starter cards: Give each player their 3 starter cards.
    ​Duke cards: Shuffle the duke cards into a face-down deck and deal 2 face-down to each player. Then each player should select 1 to keep hidden and discard the other out of play.
  • Central playing area: The monster, citizen and domain cards will be set out in 4 rows of 5 stacks per row as follows.
    Monster cards: Sort the monster cards by location and choose 5 locations. Take the cards for those 5 locations and create a row of 5 face-up stacks of monster cards. Each stack should also be sorted by monster type, with the weakest at the top and strongest at the bottom.
    Citizen cards: Decide which citizen cards will be used and sort them by activation number. There should be 10 stacks with 5 cards in each stack.
    Place them into 2 face-up rows of 5 stacks, with activation numbers 1-5 on the top row, while 6-8, 9/10 and 11/12 go on the second row.
    Domain cards: Shuffle the domain cards into a face-down deck. Deal 2 cards face-down into a row of 5 stacks, finally deal 1 domain card face-up on the top of each stack.
  • Exhaustion cards: Take a number of exhaustion cards equal to twice the player count and put them in to the central playing area.
  • First Player: Determine a starting player.

On to play
In Valeria: Card Kingdoms, players will be rolling dice to activate cards to accumulate resources which in turn can be spent to acquire more citizen cards, domains and monsters.
The game follows the usual turn structure of the active player taking their actions before player progresses to the player on their left.
During a turn, the following phases occur.
  • Dice roll phase: The active player rolls both dice. The result of this roll will determine which citizen cards will activate.
    Reading the dice: The dice are red 2 ways, individually and as a pair.
    E.g., rolling a 2 and 5 means that cards with activation numbers 2, 5 & 7 will activate.
    Rolling doubles like double 4 means that 8 activates and 4 activates twice.
  • Activation phase: Players now resolve citizen cards with activation numbers that match the result the result of the dice roll.
    This means the active player resolves the left hand ability on all their activated cards.
    All other players resolve the right hand ability on all their activated cards.
    No activations: If none of a player's citizen cards activates, the Herald activates instead and this gives the unfortunate player 1 of the 3 resource of their choosing.
  • Action phase: The active player must now perform 2 actions, this can be 2 different actions or the same action twice.
    Spending resources: 3 of the 4 available actions requires the active player to spend resources. In most cases, the magic resource can substitute for other resources provided at least 1 from the original resource is also spent.
    E.g., if a card costs 4 gold, the player must spend at least 1 gold but can substitute magic for any other part of the gold cost.
    The 4 actions are:
    • ​Gain resources: Each action spent allows the active player to gain 1 of the 3 resources.
    • Recruit citizen: The active player can recruit a citizen from the central area by playing their gold cost. This card is immediately placed into their tableau and will be ready to activate in the next roll.
    • Defeat monster: For an action, the active player may defeat the monster on top of any monster stack. They must spend the relevant strength and/or magic to do so. The player immediately gains the reward and the monster card is put into their victory stack.
      VPs from monster cards are not earned at this time.
      Additionally; as monsters are defeated, stronger and stronger monsters are revealed.
    • Build domain: The active player may spend an action to build the top domain card on any stack provided they meet the role requirement and spend the relevant gold.
      The domain card is then placed into their tableau. If the domain provides an immediate benefit, then the player resolves that benefit now. Ongoing benefits will as determined by their description.
      Finally, a face-down domain card is flipped to replace the one just taken.
      As with monster cards, domain cards not earn their VP until the game.
  • Empty stack: Any time that any of the 20 stacks in the central playing area becomes empty, an exhaustion card is put in the empty spot.
  • Next player: Once the active player has taken their 2 actions, play progresses to the player on their left who begins their turn by rolling the dice.

Endgame
Play in Valeria: Card Kingdoms continues until any 1 of 3 game ending criteria is met, which are:
  • All monster cards have been vanquished.
  • All domain cards have been built.
  • All allotted exhaustion cards have been placed into the central playing area.
Regardless of the method that triggers the endgame, play continues until the end of the round and all players have had equal turns.

A player can earn VPs from a variety of sources.
  • VPs from the player's personal board.
  • Total VPs from all monsters defeated by the player.
  • Total VPs from all domains build by the player.
  • VPs earned by meeting the scoring criteria on the player's Duke card.

Points are tallied, highest score wins!


Overall
I'll start by saying I quite like the implementation of the fantasy theme both in presentation and execution. It is slightly abstract but gathering a band of heroes to go off and fight monsters and build domains feels good.

Like many engine and tableau building games, there's a distinct early game in Valeria: Card Kingdoms about players building up their tableau, in this case with citizen cards and a late game about gaining increased resources to acquire monster and domain cards as well as VPs.
However, because players get 2 actions during their turn, there's some opportunity for optimised actions, card synchronicity and thus meaningful decisions. Getting the right citizen card can lead to getting a domain card for example. Getting a good domain card early can be a big boon dependant on its ability.
This means there will be a fairly constant flow of cards being drafted from the central area. Players will find themselves competing to get the cards they want as quickly as possible and is the game's primary form of interaction between players.

In fact: Thanks to every card having an ability that can be activated in other players' turns and also being able to read the dice both individually and as a pair making card activations more common, means the game generally flows quite rapidly. Players will often have something happening outside of their turn.
Like many drafting games, there's a higher level of play here that comes from watching what other players are doing and potentially trying to stymie them. The addition of duke cards messes with this though, providing players with unique and unpredictable objectives.

​​Valeria: Card Kingdoms is a solid iteration of the dice rolling, card activating, tableau building game style and players of those games will be on familiar ground here. To compliment this, there's also a couple of innovative touches to do with reading the dice and card activating that make the game fresh.

Despite its brisk playtime, the game does has a fairly involved setup process and also an abundance of iconography which makes for a slightly steep learning curve.
​Don't that put you off though. Valeria: Card Kingdoms is well worth a try.
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