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Gaming Blog

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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Dream Home - First Play!

10/9/2022

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8th September 2022

It's a Thursday evening, it's Aldershot, it's time for some gaming goodness.

​Channel your inner Laurence Llewelyn-Bowen and Kevin McCloud as you attempt to build your... Dream Home in this drafting, set collecting game.

What's in the game?
  • Game board: This is not really a game board but more of a drafting board.
    There are 2 rows of 6 card spaces each, the first space of each row is dedicated to placing the game's 2 deck of cards.
    Thus the top row is the resource card row and the bottom row is the room card row.
  • Home board: These are actually player boards. Each one depicts a 3 level idyllic suburban home.
    The bottom floor depicts a porch or entrance (Which essentially uses up 3 spaces) along with a 'garage' (Which is actually the basement) and consists of 2 card spaces. 
    The middle floor has 5 card spaces.
    Finally, the top floor also have 5 card spaces - giving a total of 12
  • Cards: Dream Home uses 2 decks of cards.
    Room cards: These cards all show various rooms you would find in a typical house, bathrooms, kitchens and so on. Room cards are used by players create their home and are colour-coded according to type. There are normal rooms, basement rooms and unique rooms.
    Many types of room cards can be placed adjacent to cards of the identical type. 
    At the bottom of each room card it will display 1 or more numbers, which indicate both the maximum 'size' that room can reach and also victory point (VP) value of that card for reaching the that size if other cards of the same type are placed adjacent to it.
    Resource cards: This type of card provides players with benefits or bonuses, which may be once-only, ongoing or game end VPs.

    There are roof cards, décor cards, tool and helper cards.
  • Tokens: These are décor tokens, each one is uniquely shaped according to the resource card it corresponds to and will also display a VP value.
  • First player token: I don't usually write about the first player token but this is a fairly chunky wooden styled in the shape of a house.

​Component quality is the usual good standard found in most modern board games. The cards are fine, the board and tokens are constructed from sturdy cardboard. The first player token is chunky and made from wood, it's obviously a bit of a gimmick but it's the kind of gimmick I'm a sucker for!

Dream Home has fantastic artwork throughout. The Illustration used on the home board is good, however, the standouts are the cards and tokens which feature excellent colourful and distinct depictions of home spaces. Interestingly, many cards will feature children hidden among the furniture. This is more than just a aesthetic choice which will be explained below.

Most information is conveyed via text and there's no iconography that needs learning.


How's it play?
​Setup
This is the setup for 4-player games, in game with lower player counts, some cards will be discarded after being placed on the game board.
  • Game board: Sort the cards by type and shuffle them into 2 face-down decks.
    Resource row: Place the resource deck on to the leftmost space on the top row.
    Next, leave the 1st space to the right of the deck empty, it's used to indicate the first player token, a resource card never goes here.
    Finally deal 4 face-up cards on to the 4 remaining spaces in the row.
    Rooms row: Put the room deck on the leftmost space on the bottom row, deal 5 face-up cards on to the 5 spaces in this row.
  • Player board: Give each player a player board.
  • First player: Determine a starting player and give them the first player token.

On to play
Dream Home is played over exactly 12 rounds and players will be putting room cards on to their personal game board to build their home and gaining resource cards.
This is done by drafting pairs of cards from the same column, that is, 1 resource and 1 room card - except for the leftmost space, in which case they acquire a room card and the first player token.

Turn order is slightly different to the usual here: The player with the first player token goes first and play progresses to the left until all players have taken their turn. However, it's possible that the first player token will change hands during a round, consequently, in the following round a new turn order would be established.

During their turn, the active player takes the following actions.
  • Take cards: The active player must choose a column and take the resource and room card from that column.
    First player token: If the active player chooses the first column, they only get a room card, however, they also gain the first player marker and will go first in the next round.
  • Place room: The active player must place the room card they just drafted with the following restrictions:
    Basement: Basement cards must go on to 1 of the 2 basement spaces.
    Build up: All other room cards must be placed on top of the porch or on top of another room card, this can a basement card or be another room card in the case of placing room cards on the top floor.
    ​Size limit: Players will want to put cards of the same type adjacent to each other to maximise VP scoring but a room cannot exceed it's size limit. E.g., a bedroom can consist of 2 adjacent bedroom cards, a 3rd bedroom card cannot be placed adjacent to that room.
    ​Can't play: If for any reason, the active player cannot play a card, they can place it face-down as an empty room which will score 0 VPs. Empty rooms follow the same placement rules as explained above.
  • Resource cards: There are 4 types of resource card.
    Décor cards: When one of these cards is taken, the active player also takes the corresponding décor token. The token must immediately be placed on a room that matches the token and can provide bonus VPs at the game end. When this is done, the room is considered finished, that is, no more room cards can be added to that room.
    If a décor token cannot be placed on a matching room, it is discarded.
    Helper cards: These cards generally provide some sort of bonus scoring criteria during the game end.
    Roof cards: These come in several different colours and when a player acquires a roof, they turn it face-down and place it on their home board's roof.
    These cards cannot be looked at again until final scoring at game end!
    4 Roof cards can score bonus VPs at the game end and more if they are of a matching colour. This means players will need to memorise those colours.
    Tool cards: These usually provide some sort of benefit during the game.
  • Next player: Once the active player has resolved the cards they took, play progresses to the player on their left.
  • Next round: Once all player's have taken their turn, play progresses to the next round and the following occur.
    Clear board: All face-up cards remaining on the game board are discarded out of play. 4 new resource and 5 new room cards are drawn and placed as per the setup rules.
    Turn order: Whoever has the first player token will be the starting player in the new round. If the first player token did not change hands because nobody chose the left most column, then whoever retained the token will be the starting player again in the new round.

Endgame
Dream Home is played over 12 rounds and after the last round, the game goes to scoring. There are various avenues to earning VPs.
  • ​Room cards: These score points according to their type and size. E.g., a living room consisting of 3 cards will score 9 VPs.
  • Décor: These tokens will score points as listed on them.
  • Functionality: Players earn points for having certain type of rooms in their home. A home with a bathroom, bedroom and kitchen will earn VPs for example.
  • Roof: Players can now look at their roof cards. If a player has at least 4 roof cards on their roof, they score 3 points. If a player can have set of at least 4 roof cards of the same colour then they earn 8 VPs.
    Windows: Every roof card that has a window scores and additional VP.
  • Additionally; certain cards can also provide VPs.

Points are tallied, highest score wins. In the case of a tie, the player with home board showing the most children on the cards wins!


Overall
Dream Home strikes a balance between ease of play and depth. Players will be faced with the conundrum of having to build outwards before building upwards.
It might not seem like much but it's unlikely that players will get all the cards they need at the time they need them.
The larger room sets will score more points per card but unless a player gets the right cards at the right time, it's likely that they will have to leave gaps when collecting bigger sets, which can make it tricky to build upwards.

The drafting mechanic also provides players with a meaningful choice. Again, it's unlikely that players will always get the 2 cards they want, often they will need to compromise on which resource and room card to take as well as adapt to circumstances as they are occur.

Finally, the first player mechanic is also interesting. Gaining the first player token feels costly because the player only gets a room card but it can play dividends in the following turn. There will times when going first can be extremely useful.
Conversely going last can be painful as the last player will only ever have a choice of 2 columns to pick from.

None of this is ever too complicated, the sets are never too big and intricacies that can arise from syncing resource cards such as décor cards with room cards is never too complex.

Dream Home also doesn't outstay its welcome. Being played over 12 rounds keeps it moving along briskly and provides a fairly concise experience, unless you're playing with a sufferer of analysis paralysis!

It's fair to say that Dream Home is a lightweight and accessible iteration of the 'draft-and-place' multiple components, set collecting mechanic seen in quite a few games.
This accessibility along with it's top-notch presentation means that it's probably a good game to play with younger participants or more casual gamers.

For me though: While I feel that Dream Home does provide a good experience for younger and more casual gamers, I'm not sure it has long term appeal to more dedicated gamers. I enjoyed the game but it's fairly simplistic nature means I'm not sure how often I'd like to play it.
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Raiders of Scythia - First Play!

17/8/2022

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17th August 2022

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

Become a raider in the world of antiquity and attack a bunch of ancient empires by placing meeples on a board!

What's in a game?
  • Game board: Raiders of Scythia features a big board that, for lack of a better term is divided into 5 different levels or 'slices'. Each one showing a different scene of a different area of the world with it's own colour palette.
    In the top level players can gain resources, while the 4 lower levels can be - as the name suggests - raided.
    Scythian Village: The top slice depicts the home settlement of the titular raiders.
    There are 8  'spaces' that allow players to perform certain actions.
    Each spot has a place to put 1 worker - some of these are coded to specific colours of workers, there are also places to put starter workers, more on this below.
    Civilisations: The 4 lower slices represent 4 different civilisations that can be raided by players. Each civilisation will have a number of locations that can be raided along with information pertinent to raiding, there are also spaces to place workers meeples and quest tiles.
  • Player boards: Each player board is a long piece of card depicting a campsite in a wilderness setting. Each also contains some game information and places to put 6 cards - 1 hero card and 5 crew cards.
  • Hero cards: There are 8 of these and as well as a illustration, each one provides some sort of special ability or bonus. I guess they are the leaders of your raiding parties.
  • Crew cards: These can be recruited by players for a cost and are a bit similar to hero cards in that they provide a bonus for of the game's 2 actions.
    However, crew cards have hit points and strength and unlike hero card, crew cards can be killed.
  • Animal cards: These cards all depict 2 animals, a eagle at the top and a horse at the bottom. Does that mean these are actually 'eagorse' cards or 'horgle' cards?
    Anyway, they can be assigned to crew cards to confer extra bonuses, these will differ if they are used as a eagle or a horse.
  • Quest tiles: These square card tiles are double-sided. One side depicts some artwork and the other will show a quest that can be completed for VPs.
  • Dice: The game uses six-siders, however as well as featuring numbers, they also contain icons that represent drops of blood. There are a total of 6 dice, 2 each in red, white and yellow.
  • Tokens: Raiders of Scythia uses a large variety of tokens and I do mean large which are divided up into 3 types.
    • Workers: These are worker meeples and come in 3 colours, blue, grey and red.
    • Resources: There are 3 types of resource.
      Silver: Depicted by hexagonal card coins.
      Provisions: These brown tokens look a bit like chocolate muffins which I suppose is fairly appropriate.
      Kumis: These beige tokens are cups of kumis, which is apparently a type of alcohol derived from horse milk. However when I was told what the token represented, I misheard it as houmous! So forever from then on I will think of them as cups of houmous.
    • Plunder: There are 4 types of plunder, they are all represented by chunky hexagonal tokens in four colours.
      Black: Livestock.
      Brown: Wagons.
      Grey: Equipment, which is about vague as it gets, but what the hey!
      Yellow: Gold!
    • Wound tokens: Wait, there's a 5th type of token! Red blood droplet tokens used to represent and track wounds.
  • Bag: Used to blind draw plunder tokens during setup.

Component quality is good throughout Raiders of Scythia, cards and tiles are exactly as you'd expect them to be.
The tokens are excellent, attention has gone into the creation of the provisions and houmous err... kumis and while the plunder tokens are more generic, they are also very chunky and tactile.

So, I think it looks like whoever owned the copy of Raiders of Scythia we played bought stickers that upgraded the tokens with artwork (As you can see from the photos.). I think that otherwise by default the tokens are plain.
This also means someone had to sit down and attach stickers to a lot of token, that would push me into the deep end!

Regardless of this, the game's art-style is excellent. I'm not an art expert but it uses a sort of line illustration with flat shading that shows a lot of detail and is used to great effect on the board as it shows various situations in the different situations without overly cluttering the board.

While there is a fair amount of iconography, it's mostly do with the tokens and is fairly apparent, I don't think that it will prove to be a problem.


How's it play?
Setup
  • Game board: Put out the game board and shuffle the quest tiles into a face-down stack. Place 2 tiles face-up in their allotted spots in the village part of the board.
    Also place quest tile face-down on to their allotted spaces on the other levels of the game board.
  • Plunder: Put all the plunder tokens into the bag and give it a good shake. Then draw and place tokens on all the face-down quest tiles and board spaces as determined by the information for each spot.
  • Workers: Raiders of Scythia begins with workers already on the board. Place worker meeples by their colours on to their allotted spaces on the game board.
  • Player board: Give each player a board in their colour, along with 3 silver, 1 provision and 1 blue worker.
  • Cards: Sort the cards by type and shuffle them into face down decks.
    Animal deck: Draw 3 cards and place them in a row adjacent to their deck.
    Hero deck: Draw a number of hero cards equal to the player count +1 and place them in a face-up row.
    Crew Deck: Also draw crew cards equal to the hero cards drawn and place them in a face-up row alongside the hero cards. Thus, creating pairs of hero and crew cards.
  • Starting player: Determine the first player:
    Now in reverse order with who would be last, each player should choose a pair of 1 hero and 1 crew card and place them on their spaces on each player's board.
    The remaining hero cards should be discarded out of play and the remaining crew card should be put into the discard pile.
  • Crew cards: Now deal 5 more crew cards to every player who should keep 3 of them and discard the other 2.
    Players should now have 1 hero and 4 crew cards on their player board.

On to play
In Raiders of Scythia, players will vying to gain resources which will allow them in turn to raid and pillage which earn VPs, consequently also acquiring plunder which can be used to complete quest tiles which also earn VPs.
Play follows the usual paradigm of the active player taking an action before play progresses to the player on the left.
Broadly speaking, the active player has a choice of 1 of 2 actions each turn.
  • Work: The active player may put their worker on to a spot in the Scythian Village, there's a bit more to it than that though.
    • ​Place worker: The active player may put their meeple on a available spot in the home settlement part of the board provided the meeple's colour matches the colour requirement of that spot. Most spots require a blue meeple but some require a grey one. Then the player can resolve that spot's action.
    • Take worker: The active player now takes a worker of their choice from a home settlement space and resolves that space's action. The worker that the player takes can be of a different colour and this is a way to get one.
    • Actions: The are a number of actions that can be performed, sometimes these also have costs. Actions include:
      Gaining any of the resources types.
      Gaining a crew or animal card into your hand.
      Playing a card to the player board from your hand.
      Using a hero card's special ability.
      Completing a quest.
  • Raid: This is the second action the active player can perform and takes place in the 4 lower parts of the board. Like the Work action, the active player will place a worker, resolve it, then take another worker. However, there are some notable differences.
    • Requirements: The active player must meet the requirements to initiate the raid, this includes:
      Worker: The active must have an appropriately coloured meeple.
      Crew: The active player must have a big enough crew.
      Resources: The active player must have the required resources to initiate the raid.
    • Place worker: The active player may put their on a space they would like to raid. Unlike the home settlement, meeples placed in a raid can never be taken again.
    • Resources: The active player must discard wagon and provision resources equal to the cost as part of the raid.
    • Strength: The active player must calculate their strength; this is done by totting the strength scores of their crew cards, rolling a number of dice as determined by the civilisation they are raiding and how much gold their target has and adding the results to their crew's strength.
      Additionally, the active player may spend Kumis to increase the strength of their raid.
      The final combined strength is then compared to values displayed for that  location which will determine what VPs the active player gains. Generally, the higher the strength, the more VPs are earned.
    • Wounds: According the result of the dice roll and the location attacked, the active player must distribute any wounds they received by adding wound tokens to their crew cards.
      This can be done as the player sees fit. A crew card is only 'killed' if it reaches -1 wounds. Additionally, each wound lowers a crew card's strength by 1.
    • Plunder: The player can take all the plunder tokens from the location they raided.
    • Take meeple: While the meeple placed by the active player cannot be taken, one that was put there during set up can be taken.
      Quest tile: If the location had a quest tile, it should be flipped to it's other side revealing what cost is required to complete the quest and the reward for doing so.
      ​This quest is now available for any player to complete by carrying out the appropriate action in the Scythian Village area of the board.
  • Next player: Once the active player has completed their action, play moves on to the player on the left.

​Endgame
Play continues until only to raid spaces or quest tiles remain on the board. After this, all player get 1 more turn and it goes to scoring.
VPs can come from several sources.
  • Crew and animal cards may provide VPs.
  • Quest tiles will provide VPs.
  • Plunder tokens a player has accumulated will also provide VPs.

Points are tallied, highest score wins.


Overall
​I'm going to start by saying the idea 'of a worker placement game with each player only having only 1 worker' sounds crazy but it works perfectly well in Raiders of Scythia.

There's a clever mechanic at play with the colours of the meeples. E.g., when using the blue meeples to raid, they can't be taken again and players will be taking grey and red meeples instead by by the time player's are doing that, they won't need the blue meeples anymore. Players are never put in a position where they can't use a meeple because of its colour.

Anyway, on to the game.
Players will need to use the village in order to gain resources to raid the civilisation to gain plunder and reveal quest tiles which can then be bought with whatever resources and plunder the player has acquired. Phew!
It's something of a race to do this since once a spot has been raided, that's it, no one can raid that spot again. Action optimisation is important.
Something similar can apply when placing meeples in the village. There can only ever 1 worker on a space and there's some high level play that can be utilised by blocking another player and putting a meeple of your own in spot they want to use first. The same applies when taking a meeple, players can choose not to take a certain meeple just to leave the space blocked.  

Players will also need to take into consideration their crew, not only is it vital in undertaking raids, it also provides players some engine building capacity to their actions.

Finally, the game also provides some opportunities for risk/reward actions during raids as dice rolls are unpredictable.
While it's not possible to fail a raid (Players just gain less or 0 VPs for a bad roll), it's possible to squander resources and kumis for a poor roll. Players will be faced with the choice of raiding earlier with a weaker crew or risk losing a raid to another player by taking the time to increase the strength of their crew.
Furthermore, wounds are also unpredictable, a player's crew cards may take 0 wounds or may take 6 depending on the dice roll, adding the element of risk.

For me, Raiders of Scythia is a good worker placement game. Because players essentially only ever 2 actions per, they need to think about the best way to make use of them, they need to make every decision count. In other words, their decisions are meaningful, which is always a good thing.
I found the game to be a fun experience with a unique mechanic for a worker placement game.
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Dungeon Decorators - First Play!

13/8/2022

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11th August 2022

Thursday is here again and we're in Aldershot for more gaming goodness.

Do you like dungeons (Of the D&D kind of course...)? Do you like interior decoration?
Well now you can channel your inner ​malevolent Changing Rooms desires in this tile laying game of stylish dungeon creation for your fiendish and and most definitely picky overlord!

What's in a game?
  • Dungeon tiles: These card tiles are all double-sided and come in 2 types.
    • Generic tiles: These tiles all have a 'grey' background and are also identical, one side features a room and the other, a tunnel passageway.
    • Dungeon tiles: These 120 tiles form the bulk of the game's tiles and they all have black backgrounds.
      Some dungeon tiles will contain assistant icons, more on assistants below.
      Decoration side: This side will display numerous types of icons to represent different decorations. Additionally, the decoration side may also contain a green symbol, this is symbol that can temporarily become a wild symbol when used in conjunction with a ​decorative mimic token. There may also be colour on the corner.
      Curiously, the manner in which the icons are presented on this side also provides information on what dungeon feature will be found on the other side.
      E.g., white icons at the edge mean a entrance way, so 2 white icons opposite edges of the tile would indicate a corridor, a white symbol on the edge of all 4 sides of a tile would indicate a crossroads. 
      This side also contains a unique number.
      Dungeon side: This other side displays various dungeon features such as rooms, junctions, tunnels, etc. Whilst many of the features will be grey, others will have colours.
  • Starting tiles: There's one of these crossroad tiles for each player.
  • Hourglass tiles: There are 3 of these and they're used to trigger the game end.
  • Cards: Cards in Dungeon Decorators provide scoring opportunities to work towards and they also come in 4 types.
    Shape goal cards: This kind of card will score VPs for the player if their dungeon corridors and rooms matches the shape criteria on the card.
    Decoration goal cards: These cards can score VPs, provided the player meets it's decorative criteria.
    Blue boss goal cards: These cards are illustrated with a big bad boss who might be the dungeon's ruler. Boss cards provide a global scoring opportunity, that is, a boss card can score points for all players.
    ​Yellow boss goal cards: Functionally identical to the blue boss cards but providing a different type of global scoring opportunity and... in yellow.​
  • Player boards: These come in player colours and each one features a humorous take on dungeon-themed interior decoration along with suitably cartoony artwork.
    Finally, each board contains 2 spaces to contain up to 2 dungeon tiles if a player decides to reserve them.
  • Wooden cubes: Wooden cubes! There's only 4 of them though, coming in player colours, they are used to track players' scores.
  • Pawns: These are the classic pawns you would find in classic games and come in player colours. They aren't used to move around a board or anything like that. Instead they're used to track turn order.
  • Draft board: This board contains 2 rows of 5 spots for player pawns, one row at the top and one at the bottom.
    Between these 2 rows is another row, this time it's a row of 4 box shaped spaces to place dungeon tiles, between boxes 2 and 3 is the special 'middle' space. More on the draft board later.
  • Tokens: There are 10 each of these 2 types of token.
    Arcane architect tokens: A round card token.
    Decorative mimic tokens: A colourful square token with a grinning face!
  • Bags: Dungeon Decorators comes with not 1 but 2 bags (1 blue and 1 red!) to draw tiles from!

Component quality is good throughout Dungeon Decorators as you'd expect from any modern game. The tiles and tokens are all suitable sturdy as the cards, nothing bad here but nothing standout either.
The wooden cubes are a welcome addition and the traditional playing pawns are plastic - and that's fine, although to be honest they feel like a bit of left-field choice but they're also relatively big and practical, so that's good.

Most of the game's art appears on the player boards and cards, particularly the boss cards but it even carries over to some of the tokens. With bright and cartoony character art, it conveys the game's humorous theme and it's an appealing style.
Artwork for the corridors, junctions and rooms is straightforward but always practical.

There's quite a few icons to Dungeon Decorators though and players will need to learn them. This is most apparent with the decoration side of the dungeon tiles where there's the 'double-whammy' of not only having to learn what the various icons represent, but what their positioning in relation to each other means.
It's a bit fiddly and belies the games light theme and rules and will probably require referring to the rules.


How's it player?
Setup
  • ​Dungeon tiles: Shuffle the ​dungeons tiles into a face-down stack. Remove 20 tiles from the game, then put 50 tiles into the blue bag, put the other 50 into the red bag, now add the 3 hourglass tiles to the red bag.
    Finally, give both bags a good shake.
  • Boss cards: Sort the boss cards into their 2 types and shuffle both into face-down decks.
    Deal 1 card from both decks: These are the global scoring objectives for the game.
  • Goal cards: Sort the goal card into their 2 types and shuffle them into 2 face-up decks.
  • Players: Give each player the following.
    Pawn and game board in their player colours.
    A starting tile.
    Deal 3 shape goal cards and 3 decoration goal cards to each player, then everyone should discard any 2 of those cards. All discards should be done face-down.
  • First player: Randomly determine the turn order for the game's 1st round. Player pawns should be placed accordingly from left-to-right along the top row on the draft board.

On to play
The objective in Dungeon Decorators is to create a dungeon in certain shapes as well as adding decorations to the dungeon in certain positions.
What these shapes and positions will be is determined by the 2 boss cards which will apply to all players and by individual goal cards players have hidden in their hands.
During each round, the active player's turn is split into 5 phases.
Dungeon Decorators does not follow the usual turn structure, once the active player has completed their actions, play does not progress to the player on their left, instead the next player is determined by whose pawn is next in line on the draft board.
The following occurs in a round:
  • Draft board: First, any tiles still on the draft board from the previous round should be discarded out of the game.
    Drawing tiles: Tile will initially be drawn from the blue bag. Once all the tiles have been used form this bag, players switch to drawing from the red bag and it's the red bag that contains hourglasses which trigger the game end.

    Draw 4 tiles from the current bag and fill the 4 boxes on the draft board. For this, the decoration side is used. The order the tiles go on to the boxes is determined by the number on each tile. The lowest numbered goes on the leftmost and going rightward in increasing numerical order, so that the highest numbered tile goes on the furthest right.
  • Draft tile: Whoever is first on the draft board goes first.
    They decide which tile they want to take and place their pawn on the adjacent spot on the opposite row. This will determine the player's position in the turn order for the next round.
    Middle space: If the player puts their pawn on the middle space which has no tile, the instead randomly draw a tile from the current bag.
    Then they take the tile.
  • Activate assistant: Some tiles will display 1 of 4 assistant icons, these are immediately resolved when that tile is chosen.
    Goblin sapper: Allows the active player to take a generic tile which can be stored or played as per the tile placement rules (Explained below.).
    Burrow bro: The active player draws 2 tiles from the current bag, then along with the initial tile they drew, they choose which of the 3 to use, the other 2 are discarded out of play.
    Arcane architect: The active player take a arcane architect token.
    The active player may spend one of these tokens during their build phase. This allows them to reposition a tile that they've already played in a previous build phase, this includes being able to flip from one side to the other. Usual building rules apply.
    ​Decorative mimic: The active player takes one of these tokens, they can be spent during the scoring phase in their turn or during game end scoring.
    In either case, a  token can be used to make a green symbol represent any type of decoration for the purposes of a single scoring opportunity.
  • Build: During this phase, the active player can chose one of the following actions.
    • Store: The tile just taken by the player can be put on to a empty box on their personal player board, each player board has room for 2 tiles.
    • Play tile: In this instance, the active player must then add the tile to their personal dungeon. There are of course some restrictions to this.
      Decoration tile: A decoration tile must be placed with at least 1 side adjacent to a wall on a dungeon card. A decoration cannot placed against a open passageway so as to block it.
      Dungeon tile: At least 1 open side of a dungeon tile must connect to another open passageway in the player's actual dungeon - it must be possible to trace a line from the newly placed tile to the starting tile. However a passageway from a dungeon tile cannot lead directly into a decoration.
      Furthermore, there should always be at least 1 unfinished passage way in a players dungeon after placing a tile.
    • Discard: If a player cannot build or store a tile, it must be discarded out of play.
  • Score: The active player may reveal 1 or more goal card from their hand and score them. Points are immediately added to the score tracker and the played cards are discarded.
  • Refill hand: If the active players has less than 4 goal cards, they draw from either of the decks, one at time until they have 4 in hand.
  • Next player: Once the active player has finished their turn, player progresses to the next player on the draft board.
  • Next round: Once all player have gone, new tiles are drawn to fill the draft board and a new round begins with a new turn order according to pawn positioning on the draft board.

Endgame
There are 2 ways the game can end.

If the 3rd and final hourglass is drawn from the red bag when refilling the spaces on the draft board, then the game immediately ends.
If the final hourglass is drawn during an action, such as placing a pawn in the middle space on the draft board our using a burrow bro action, then the current round is played out and the game ends with players having had even turns.

There are a variety of ways to score VPs.
  • Goal cards: These should already be tracked on the score tracker.
  • Boss goals: Boss cards reward VPs to players for having the most of some criteria related to dungeon or decoration tiles. The player with the most gains 10 VPs, 2nd place gets 4.
  • Stars: Stars on dungeon tiles in a player's dungeon score VPs.
  • Number of colours: Players score VPs for having different colours on dungeon tiles in their dungeon. More different colours means more VPs
  • Amount of colour: Players also score VPs for the how many dungeon tiles of a single colour in their dungeon. The large the number of that colour, the more VPs.

Points are tallied, highest score wins.


Overall
No doubt about it, Dungeon Decorators has a quirky theme along with quirky presentation to go with it.
At it's heart though, it's a pretty straightforward game of it's type, draft a tile and play it into a expanding network of tiles to maximise connections, albeit with a couple of nice little innovative touches in the form tile flipping and personal scoring opportunities, which I'll talk about below.
​
As is typical of this kind of game, players will need to position tiles in order to optimise the points they will score. 
Talking of scoring, Dungeon Decorators provides 2 clear routes to scoring points; how a dungeon is shaped and how decorations are placed which brings to me to the double-sided tiles.
​When placing a tile, players will need to choose which side to use and this will be heavily contextual. Players will need to take into consideration what tiles they already have in play as well as their personal goal cards and global scoring cards.

Unlike most tile-laying games, there's no connection between different scoring opportunities on the tiles, that is shape and decoration scoring is completely separate to each other with no way to place a tile to score both, it's one or the other. Yet, they also rely on each other or at least decoration tiles rely upon their presence of walls to be placed against. This means players will need to think, how can they can place a dungeon shape that allows me to play decorations.

Personal goal cards are also an interesting addition.
Firstly, they add some asymmetrical scoring opportunities which will lead to player adopting different approaches to what they prioritise and essentially some asymmetrical  tactics.
Secondly, they provide players with some flexibility when deciding how to prioritise certain elements of the game.
E.g., a when scoring goal cards, a player can choose to only draw shape goal cards and concentrate on playing dungeon tiles over decorations.

​However, even with these 2 innovative mechanics, I feel that Dungeon Decorators fails to stand out of the crowd. For me it doesn't feel different enough to other games of s similar type.
It's a perfectly acceptable game with solid core gameplay that provides an entertaining experience and I would happily play this if someone else wanted to but there are other games I would personally choose over Dungeon Decorators.

If you're a big fan of drafting, tile laying games and want to try something familiar but a fresh twist on the mechanics or the fun theme tickles your fancy, then you may want to give this a look-in.
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