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21st July 2023 It's a Friday evening and we're round Simon's for some gaming fun! Life finds a way.... to create a tableau of cards with little green cubes and plastic plant stalks in Earth, a engine-building, action-selection game. What's in a game?
Earth uses a variety of different component types; wooden cubes, plastic segments and card tokens as well as tiles, boards and cards. It's a bit of a eclectic choice but all of them are good quality and work together well. Although the growth tokens, which are meant to stack upwards are a little fiddly to handle, because they're cylindrical they're a little slippery and have a tendency to roll around or even off the table! In the past, I've been critical of games that have made use of photos in place of art. Especially so of licensed games that use stock photos from their source material. It seems cheap and lazy. Earth does use photos but bucks that trend in great fashion here. The use in depicting nature makes sense as it shows varied animals, plants and landscapes all in glorious, vivid detail, lending the game a documentary-like quality. Additionally, it appears that each of Earth's large numbers of cards features a unique image as well as some flavour text that talks about the subject matter. As a result, it doesn't look anything like the cheap or easy option, works very well and shows the effort and thought taken to make the game look good. In short; Earth is a great looking game with eye-catching table presence. When it comes to iconography, Earth definitely has quite lot that players will need to get to grips. 4 types of habitat, 4 types of flora, 4 types of actions and sub actions, several types of resource etc. I wouldn't call it a barrier to playing the game considering the type of player the game is aimed at but still there are quite a lot learn. If I had one criticism, it would be that the 4 colours associated with the 4 actions could be a more contrasting. How's it play? Setup
On to play In Earth, players will be looking to create a tableau of earth cards (which for the most part will be flora cards) to earn VPs as well as create an engine. They will need to acquire and 'plant' cards in a 4x4 grid that will allow them to create growths and sprouts which in turn will also have uses as well as being worth VPs in this very interconnected game. Earth uses a traditional turn order with the active player selecting 1 of the 4 available actions to perform during their turn as well as trigger additional associated actions. Other players, albeit to a lesser extent will also be able to perform that action as well as triggering their own additional actions. Even though only 1 player is the active player, it is generally possible for all players to perform their actions simultaneously. A turn plays out as follows.
Endgame The endgame is triggered as soon as any player plants the 16th card in their tableau. That player should place one of their leaf tokens on to the 7VP spot on the fauna board. Play then continues until all players have had equal turn and then goes to scoring. Earth provides players with a wide variety of avenues to score points.
Points are tallied, highest score wins. Overall
In Earth, the tableaus that players are creating are literal islands that will expand and grow from their origin point, where different terrains and flora will spread, endure events and attract fauna. Each island will develop its own set of interconnected ecology in the form of its game mechanics and engine. In this regard, Earth fits its natural world theme pretty well. Mechanically, Earth blends tableau building with resource management and action selection. Whilst not particularly complicated, there are a lot of 'moving parts' to Earth and a lot for players to think about and many ways to score. Soil, sprouts, growth and even cards are all resources that must be managed and all of those bar soil also generate VPs. The game's engine building frequently demands that one resource be spent to gain more of another and so on. Classic engine building stuff. It means that players need to really think about which cards they will use to create their tableau, this will involve considering not only the abilities on the cards but also their position within the tableau as this will affect how well they 'combo' off of each other. Furthermore, players will probably need to think about the plant and habitat types of the cards they want to play and how that effects their scoring opportunities. Terrain cards throw even more into the mix with some often almost random objectives requiring the placement of cards in certain ways or scoring off of hand size or compost size. With so many ways to score that can arise in diverse combinations, it's kind of hard to describe how to play Earth but players will need to recognise opportunities to exploit when they appear and possibly rethink their approach. There's some flexibility to how an island expands and players may find themselves changing strategies partway through the game to accommodate new goals they have acquired While Earth has a fairly lengthy playtime, especially with a higher player count, it never feels like it due to how most of the game can played out simultaneously. It's also definitely not one for beginners and leans towards the heavier end of the difficulty scale. Fortunately, it's not too hard to learn and cards will contain a lot of the information that players need. For me, Earth strikes all the right notes and is a game I enjoy playing: It provides a balance between accessibility and depth along meaningful decisions and has a engaging theme. It doesn't hurt that it's filled with fantastic imagery and components that looks great on the table. Definitely one to try.
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15th July 2023 It's a summery Saturday afternoon and we're participating in Wogglecon 8 at the Bisley Scout & Guide Hall for a whole day of gaming goodness! I always thought dragons were a pretty bad bunch, what with their death-dealing fiery breath and perchance for human sacrifice. Turns out they're a happy, cosy lot with a passion for artisanal crafting, or at least that's what they are in Flamecraft, a game all about dragons and err.... shopkeepers. What's in a game?
Note: There are some component differences between the kickstarter edition of Flamecraft (Which is what are in the photos.) and the standard version. Basically, the kickstarter edition has higher quality tokens. So thus, the overall component quality is good. Tokens are colourful, well presented and satisfyingly chunky, as as the metal coins. This version even comes with some tokens trays. Having said that, I was not particularly fond of the 3d plastic player meeples. While they are chunky, bright and fairly good 3d sculpts, they're also unpainted plastic and essentially monochrome which somehow lends them a sort of drab quality. Ironically, the standard edition comes with screen printed meeples which in my opinion are much more preferable. The cards are the pretty normal high quality expected from modern games. Without a doubt, Flamecraft features excellent artwork and art direction. It utilises what is known nowadays as a 'cosy' art style. It's a breezy cartoonish style filled cheerful and colourful illustrations and gives the game a happy, positive vibe without being overly busy. While the game does have a fairly big footprint, the upside is that it has a brilliant table presence. There's quite a few icons in Flamecraft but many of them are self explanatory, a few might require players to initially reference the rulebook, it's nothing bad and won't prove an obstacle to players. How's it play? setup
On to play Flamecraft uses a traditional turn order with the active player resolving their turn before play moves to the player on their left. On their turn a player must visit one of the shops in the village and then they can choose whether to make use of the shop's facilities or enchant the shop. A turn plays out as follows.
Endgame The game end is triggered when no more cards can be drawn either from the artisan dragon deck or enchantment deck. 1 final round is played and the game goes to scoring. Players now reveal and score their 'night' fancy dragon cards. Players also earn a VP for each coin they posses. These are totalled with their scores on the scoring track. Points are tallied, highest score wins. Overall
Thematically, I'm not sure what to make of Flamecraft. It seems a little mismatched but conversely, it doesn't matter or feel 'off' because of it. Ultimately, the game's theme is its own thing and that thing is about going shopping and managing those shops! Mechanically, Flamecraft is pretty straightforward, even though it appears to have a lot of moving parts, it's not as complicated as it first might appear. For the most part, players will be gathering resources and when it comes down to it, choosing from 6 actions - those associated with the 6 goods and artisan dragons, other actions, optional or not don't really change. Those 6 actions are the core of Flamecraft's gameplay and as well as some pretty standard choices that gain goods or cards, there's some more interesting options here, particularly one that allows the active player to gift goods to another player in return for VPs, something that's appropriately cosy for the game! These 6 options form the crux of the Flamecraft's meaningful decisions. Players need to use those decisions to optimise their actions, Flamecraft is all about optimisation. Players will find themselves gathering goods and coins which they will use to buy enchantment cards or fancy dragons which is the most reliable way to earn VPs - and they'll want to do it quicker than their opponents, creating a fast building engine is vital. The thing is though, that essentially anybody can use any engine because all players players basically have access to all shops, albeit sometimes at a price. Luckily, day fancy dragons with their instant bonuses throws some asymmetrical elements into the mix. While not really a light game, Flamecraft is fairly straightforward to learn and most players will pick it up quick enough. Although there was a rule that threw me off several times, which was; when an artisan dragon is played on to a shop card, it's special ability is not triggered and instead, the ability on the space it is placed on to is triggered! It felt counterintuitive to me! Flamecraft is a fun game with an equally fun theme and I'm sure that a lot of people will enjoy it but it didn't quite click with me. I'm not entirely sure why but I felt like maybe the engine building and combo-moves were uninspiring. This is another one of those games I'd happily play if it was someone else's choice but not one I'd pick myself. 20th June 2023 It's a Tuesday evening and we're with the Woking Gaming Club at The Sovereigns for some gaming goodness. Game of the night was Dice City: Create a city in this engine-building dice game! I don't about you but dice rolling is the best way to build any municipality! What's in a game?
Like most modern games, the component quality in Dice City is good and there's nothing bad here. While the cards are average, the boards and tokens feel sturdy, the tokens in particular are pleasantly chunky and tactile. I would've preferred wooden dice to the plastic ones provided but they are good quality, having well rounded corners and deep pips. There's a definitely a bit of a fantasy theme to the slightly cartoony and cheerful art style found in Dice City. It's colourful and eye-catching with a good variety to the art too, illustrations on both the large player boards and cards doing a good job of depicting their subject material with detail but without cluttering up the components. Even the art used on the resource tokens looks easy to see and detailed. All the this lends the game a vibrant and bright presence on the table. All the iconography in Dice City is easy to understand and is logical. Players should not have any trouble understanding anything here. How's it play? Setup
On to play In Dice City each player will spend their turn resolving the 5 dice that have been placed on to their board. Essentially giving them 5 actions; this will give them options to gain resources and then buy cards or trade ships and launch attacks as per the dice results etc. Dice City uses a typical player order with the active player fully resolving all their dice before play proceeds to the player on their left. The active player's turn has several phases and goes as follows.
Endgame Play continues until one of the following criteria is met.
Regardless of how game end is triggered, play progresses until all players have had equal turns. Player now calculate their VPs which can come from the following sources.
Points are tallied, highest score wins. Overall
Dice City is not the first game to use dice-activations in a engine-building game with a city creation theme and while how the dice work on the board is an unusual mechanic, players will be familiar with a lot of the other concepts presented here. They will need to adapt to both what their dice results give them to work with and what is available to draft from the location cards. Luckily players have some agency with the results in the form of dice-manipulation which can help but generally, they'll looking for ways to increase the efficiency of their player board and unlike a lot of game of this type, Dice City begins will a fully fleshed out beginner engine. Every die roll will always produce a result of some sort, so players will looking to increase the effectiveness of their results. Ultimately, players will be looking to do things quicker than their opponents. Something that Dice City does well is provide 2 clear avenues to accruing VPs - resources that can be used to improve a player's city or to buy trade ship cards, while army strength can be employed to defeat bandit cards or hinder other players' cities. This adds an element of direct interaction - unusual for a game in this style with the ability to steal opponents' resources and deactivate their locations - especially locations with dice on them! There's also a higher level of play where players can look at what's effective on an opponents board and target those spaces, even if they don't currently contain a die. Additionally, a further element of player interaction are pass tokens which can be spent to make opponents re-roll dice. Mechanically, Dice City is pretty straightforward with reasonably light rules that also generally provides players with meaningful decisions to make, both resources and army strength can have multiple uses and will give players options to think about. I found Dice City to be an OK game and I hate saying a game is OK because it's a bit of a cop-out when trying to discuss games but that's exactly what Dice City is - OK. Other than the possible direct interaction between players it doesn't do anything particularly different or special or new. However, having said all of that, it also doesn't do anything badly and is a game that plays well enough to be engaging that I can't fault. Ultimately, while I found the game's presentation to be good, Dice City doesn't really standout for me. If player interaction is something your big on or find important, Dice City has it and is a worth a look if you want a dice-driven city building game. Conversely, some people don't like the confrontational element the direct interaction adds to the game. So I will happily play Dice City if someone else chooses it but it wouldn't be my first choice. 9th May 2023 It's a Tuesday and we're at The Sovereigns with the Woking Gaming Club again. This means we're in for a rootin'-tootin' time with western themed frontier town building board game Tumble Town. What's in a game?
Tumble Town has quite a few noteworthy components and the single biggest and most important one is the dice: They're well made with nicely rounded corners with deep pips and feel good to handle The dice tower is a large component and unsurprisingly, it's constructed of fairly sturdy card. I guess it's a bit superfluous but since there will be a lot of dice rolling, it does prove useful and looks reasonably nice as much as a card dice-tower can look. Also superfluous is the cactus shaped first player token but again, it adds to the presentation The card tokens are pretty average quality while the cards feel fairly sturdy and have a 'linen' finish. The artwork used particularly on the building plan cards looks a western style is thematically good but straightforward which I think it needs to be as it represents the dice/buildings. This makes the artwork look a little repetitive against the fairly nondescript desert background but again, since objects that appear on the background are relevant to gameplay, it's beneficial to have clear, easily interpreted artwork. Tumble Town uses icons to represent special abilities and scoring opportunities, it also uses colour/shape to represent the different type of building that can be built AND uses letters/symbols to indicate further requirements to constructing buildings. That's not the end of though! The town boards have icons to do with dice manipulation and placement. It seems like quite a lot and initially it will probably have players referring to the rulebook or reference cards. Luckily, it's pretty easily learnt especially since the icons don't all apply to the gameplay at the same time with a split between card abilities and building requirements. Seasoned gamers won't have any problems here. How's it play? Setup
On to play In Tumble Town, players will be drafting cards and dice in order to construct buildings and create the main street of their western town. The game follows a usual turn structure of the active player resolving their actions before play progresses to the player on their left. Each player's turn is broken down into 4 phases.
Endgame The end game is triggered when the supply of at least 2 types of dice drops to 2 or less. Play progresses until players have had equal turns, then goes to scoring. There are a variety of ways to score VPs in Tumble Town.
Points are tallied, highest score wins.... and they can declare themselves.... The Best in the West! Overall
Tumble Town is strong thematically. I like how players construct their town from the dice they draft and it visually builds up over the rounds. It also looks quite eye-catching and has a good 'presence'. Just don't play on a wobbly table or with clumsy players! Mechanically the game is fairly good. It mixes drafting, getting the dice results needed and an element of engine building. I found use of the warehouse crucial, not only will players need to store dice between turns to construct the larger buildings, players will find themselves looking for buildings that match the dice they have stored. Because being able to draft a building and knowing that it can already be built by dice on the warehouse spaces is both reassuring and efficient. While having to use whatever the result is of dice that are rolled is not a disaster by any means, there is a degree of luck involved which can stymie a player - although that is mitigated somewhat by being able to alter or manipulate the dice. Additionally, players don't have to construct a building the turn they acquire it, it's entirely possible to construct multiple buildings in a turn. When it comes to buildings, players will find themselves having to choose between the ones that give them a power or additional resources to improve their engine and point-scorers. It's that classic balancing act between increasing abilities or increasing VP opportunities. There's also the balance of taking building plans and gaining dice. Tier 1 buildings are fairly easy to construct as they generally only require 3 dice - which is how many dice a player gets to also draft in their turn. The tier 2 & 3 plans generally require 4+ dice, additionally the tier 3 plans make a lot of use of the gold dice. Finally, there's also a degree of having to adapt to what dice are available - and consequently the results of what are rolled plus what cards become available. The game is a bit of a race to draft dice and use them well, it makes efficient play important. In the first game played I managed to construct 6 buildings by the game end which nearly completely filled my town board. It means that a game can theoretically be completed in as few as 6 turns if the right dice rolls come up! This makes the game play quickly. I'm not sure how I feel about this relatively short play time. It can feel like the game is over just as it starts to get going and is perhaps a little unsatisfying. But this forces players to think hard about their choices and the aforementioned need for efficiency which is a good thing. While Tumble Town is a sort of light-to-midweight game that has a nice western feel and theme it's probably a bit too obtuse with it's engine building and dice manipulation rules for casual players. Dedicated games who like those mechanics will find enough depth to engage the grey matter. It could be argued that Tumble Town is a little gimmicky with its conceit of using dice to actually construct the buildings but it's a fairly unique mechanic as far as I know and I thought it added to the experience and despite the game leaving me wanting it to go on a a bit more, I found it enjoyable. 30th April 2023 Sunday is here again and we're logged into Board Game Arena for some gaming goodness. Gizmos not about some cute puppet that spawns a legion of malignant sprites, instead it's drafting and engine building game about building gizmos.... through the power of science! Caveat: We've only ever played this game digitally. What's in a game?
Gizmos' only art appears on the gizmo cards and although it seems quite small, it is varied and detailed, appropriately depicting various scientific activities in bright colours. In fact Gizmos makes good use of bright colour throughout on iconography and components. With regards to iconography, there is a fair amount of it but for the most, it's intuitive and easily understood, some of it however, will have players looking up the rules, especially regarding the picking and drawing of resources. How's it play? Setup
On to play Players are attempting to accumulate VPs in Gizmos and they come from 2 sources, the cards and by acquiring VP tokens. This is done by drafting resources and cards, then building cards to gain cards and resources at faster rate to build more cards and so on! Gizmos uses a typical turn order with the active player taking their action before play progresses to the player on their left.
Endgame Play continues until one player has built a total of 16 gizmo cards OR built 3 level 3 cards. In either case, play continues until all players have had equal turns. Then players total their VPs from the cards they've built and any VP tokens they've acquired. Points are tallied, highest score wins. Overall
Gizmos' theme about building gizmos for a science fair is fairly light and perhaps a little unexciting but appropriate. It's also a game that's all about building an engine to trigger combos. Players will look to find the most effective and efficient way to pick energy and build gizmos through upgrades, arguably the 2 most important actions in the game: Although it's probably not a good idea to neglect upgrading other stats or actions. Increasing energy storage and conversion is especially useful as it allows the player to manage their energy resources with greater flexibility and in fact, some gizmo cards require 6 energy to build! - Forcing players to upgrade their maximum storage. A lot of the decision making this will involve will be contextual, depending on how energy resources appear and are drafted by other players. As always in these situations, players will need to adapt to circumstances (Which is why energy conversion and storage is so useful.). The same is also true of gizmo cards. This can lead to some unusual combos appearing. Gizmos other 2 actions, file and research feel a little surplus to need and maybe just pad the game out unnecessarily a bit. There's a higher level of play regarding the file action that involves watching opponents, seeing which energy resources they are going for, anticipating what gizmo card they might be aiming for and hate drafting that gizmo with a denial strategy but conversely. However, those other players will probably archive cards they want to build before beginning to accumulate the energy requires which sort of makes attempting to hate draft moot. Research also feels less useful, essentially when researching, the player is making a bit of Hail Mary play, hoping to find a gizmo card that matches the energy tokens they possess but for whatever reason cannot use to build a currently available gizmo card. These are minor drawbacks though and players are generally not required to use them. Otherwise, Gizmos is a fairly solid engine-building game with a slice of drafting. It hits a pleasant sweet spot of blending fairly straightforward rules that are fairly quick to learn with hefty and frequently meaningful decisions to make. Worth trying if you like this kind of game. 18th October 2022 It's a Tuesday and we're at The Sovereigns with the Woking Gaming Club. The Victorian era; a time of expansion, industrial and otherwise. Become a capitalist! Create your business and run your production line. What's in a game?
Component quality ranges from good to very good in Furnace. Cards and card tokens are the pretty standard good quality most games now have while all the wooden tokens are solid and good quality. The bidding tokens in particular standout as really chunky, tactile discs. Artwork is good throughout the game with a nicely illustrated buildings and businesses. It makes good use of a varied and colourful palette which helps to differentiate between the company cards which depict a variety of factories or offices and warehouses etc, which despite all being different sort of look a little samey. Portraits used for capitalist cards are equally good quality. The game's iconography looks a little daunting but in practice is straightforward and fairly practical. There are essentially 5 resources depicted and some basic mathematics mostly saying how to turn one resource into another and how may times it can be done. How's it play? Setup
On to play Note: The rules described below use the 'advanced' variant rules, there's a reason for this which will be discussed further down. The goal in Furnace is to acquire the most money by the end of the game. Furnace is played over 4 rounds. In each round players will be bidding for company cards then adding them to their personal production lines. Next they will run their production to produce goods and ultimately generate money which is what wins the game. The game uses a normal turn order during auction, with the first player bidding first before bidding moving to the player on their left. The production phase can be played out simultaneously.
Endgame Once 4 rounds have been completed, the game is over. Players calculate how much money they have accumulated. Monies are tallied, most money wins Overall
Furnace packs a lot of gameplay options into what is in essence quite a small package. The game consists of a deck of cards, some tokens and that's it Even so, each of the main 2 phases provide players with interesting and meaningful decisions. There are 2 mechanics to the auctioning and both are unique and present players with unusual options and interactions with other players. Using bidding discs instead of money in auctions is an interesting proposition. First it means players only have 4 bids they can make and they can't re-bid on the same card if they get outbid. Players will need to determine what's important to them and bid appropriately. Turn order can make a difference here. A player going first who bids their 4-value disc on a card guarantees they will get it. Going later or last in bidding is not necessarily a bad thing to do, it allows a player to see what opponents are going for and bid accordingly. There's definitely a higher level of play at work here from watching what other players look like they need and potentially taking it or denying it to them. Hate bidding I guess? Which brings me to the other auction mechanic; compensation. Firstly, compensation works as sort of balancing mechanism, if a player loses a bid, they may still get something for their losing bid. Secondly, it's a mechanic that can potentially be exploited by players to gain resources quickly. A player make take the risk of making a lower value bid on a card, hoping to be outbid for the compensation, of course this can backfire and they may end up with a card they don't want to play. Talking of playing cards, the next interesting mechanic how cards are played during the production phase. I'll start by saying that whenever we played Furnace it was always using the 'advanced' variant 'production line' rules. By default the game does not use a production line, instead players just activate cards in any order they choose. In my opinion this makes the game less engaging. I can't stress enough that the variant rules are vital to what makes Furnace a good game. Having to think about where to place company cards is compelling and intriguing. Frequently cards will be useful both at the start and end of a production line forcing players to think hard make meaningful decisions in order to optimise their production lines. Additionally, it's genuinely gratifying to run a production line that has been put together efficiently and ends up generating lots of cash. Furnace is a game with a quick play time. In fact I found that the game's 4 rounds came to a conclusion all too soon, still having the urge to continue building my engine and that's a pretty good sign of a game I enjoy. It's also a sign of good design balance; having a 4 round limit forces players to be as ruthlessly efficient as possible with little room for unnecessary moves. 4 round limits are something I've seen in other engine building games too. So in conclusion; Furnace is pretty easy to learn, has a fast playtime but still manages to present players will a variety options both in auctioning and engine building. If these styles of games interest you, then Furnace is definitely a game to try. I found it a engaging and entertaining experience. 20th September 2022 Tuesday is here again and we're with the Woking Gaming Club at The Sovereigns in Woking. Recruit and assemble your citizens (Or heroes really.), build domains and vanquish foul enemies in this fantasy adventure themed dice rolling and tableau building game. What's in a game?
Component quality is the usual good quality you'd expect from a modern game like Valeria: Card Kingdoms. Card quality is fine as are the card tokens and the player boards. Wooden tokens for resources are always a welcome addition. The dice are plastic and feel a little 'square' but they have indented numbers which is good. Valeria: Card kingdoms features good art throughout. Cards are well illustrated with colourful chunky pictures of heroic citizens and intriguing domains, my favourite though, is the artwork for monsters that brashly depict menacing enemies. There's quite a lot of iconography throughout the game, from types of heroes and monsters, to terrain types and ability icons. For the most part, they are fairly intuitive - matching the roles on citizen cards to the requirements on domain cards is obvious but some of the abilities, particularly on domain cards are a bit esoteric and will require some looking up in the rulebook. I don't think it's especially beginner or casual friend but by no means is it a gamebreaker either. How's it play? Setup
On to play In Valeria: Card Kingdoms, players will be rolling dice to activate cards to accumulate resources which in turn can be spent to acquire more citizen cards, domains and monsters. The game follows the usual turn structure of the active player taking their actions before player progresses to the player on their left. During a turn, the following phases occur.
Endgame Play in Valeria: Card Kingdoms continues until any 1 of 3 game ending criteria is met, which are:
A player can earn VPs from a variety of sources.
Points are tallied, highest score wins! Overall
I'll start by saying I quite like the implementation of the fantasy theme both in presentation and execution. It is slightly abstract but gathering a band of heroes to go off and fight monsters and build domains feels good. Like many engine and tableau building games, there's a distinct early game in Valeria: Card Kingdoms about players building up their tableau, in this case with citizen cards and a late game about gaining increased resources to acquire monster and domain cards as well as VPs. However, because players get 2 actions during their turn, there's some opportunity for optimised actions, card synchronicity and thus meaningful decisions. Getting the right citizen card can lead to getting a domain card for example. Getting a good domain card early can be a big boon dependant on its ability. This means there will be a fairly constant flow of cards being drafted from the central area. Players will find themselves competing to get the cards they want as quickly as possible and is the game's primary form of interaction between players. In fact: Thanks to every card having an ability that can be activated in other players' turns and also being able to read the dice both individually and as a pair making card activations more common, means the game generally flows quite rapidly. Players will often have something happening outside of their turn. Like many drafting games, there's a higher level of play here that comes from watching what other players are doing and potentially trying to stymie them. The addition of duke cards messes with this though, providing players with unique and unpredictable objectives. Valeria: Card Kingdoms is a solid iteration of the dice rolling, card activating, tableau building game style and players of those games will be on familiar ground here. To compliment this, there's also a couple of innovative touches to do with reading the dice and card activating that make the game fresh. Despite its brisk playtime, the game does has a fairly involved setup process and also an abundance of iconography which makes for a slightly steep learning curve. Don't that put you off though. Valeria: Card Kingdoms is well worth a try. 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?
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
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.
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.
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. 5th July 2022 It's a Tuesday and we're at The Sovereigns with the Woking Board Gaming Club for an evening of gaming. The world of Victorian anthropomorphic railroad magnates is a cutthroat one in this game of acquiring train lines and towns. Buy low and sell high to become the... Raccoon Tycoon! What's in a game?
Raccoon Tycoon has excellent production values. Wooden tokens are used for commodities and first player token which is a good move, they always have a quality to them and also look cool. The cards (And paper money) have a sturdy feel to them while the tiles are satisfyingly thick. The game's art direction is also equally high. Anthropomorphic art is used throughout the game and I've found that it's a divisive style which most people do or don't like. Regardless of your view on this, it's undeniable that the quality of the art is high. The standouts are the railroad cards which use a oil painting style to display whimsical characterful animals in Victorian clothes. Curiously, the building tiles use a completely different style, instead displaying line illustrated buildings and subjects with mostly flat and barely shaded colours. It's a striking contrast that should theoretically be jarring but actually fits quite well. Icons used to represent commodities on cards are easily understood. Most other game information is relayed via text which is usually very clear. How's it play? Setup
On to play Players are trying to earn VPs in Raccoon Tycoon, this can be done by collecting sets of railroad cards, acquiring town cards to pair with railroad cards and gaining building tiles which are not only worth VPs but can provide avenues to scoring more VPs. All of this requires money and commodities, players will need to manipulate the commodities market to maximise the profit gained from selling their own commodities while trying limit the profit of other players. Racoon Tycoon follows a traditional turn order with the active player resolving their action before play moves on to the player on their left.
Endgame Play continues until one of the following 2 criteria is met.
VPs come from a variety of sources. Sets of railroad cards. Town cards paired with railroad cards. Building tiles earn 1 VP each. Bonuses from building cards may also provide additional VPS. Points are tallied, highest score wins. Overall
Even without the anthropomorphic artwork, Raccoon Tycoon would be something or a quirky game. It packs quite a lot of mechanical systems into a single game albeit to a fairly simple level. A little bit of stock market manipulation, a touch of set collecting, a dash of auctioning and a sprinkling of engine building. It could be a recipe for disaster but in the case of Raccoon Tycoon; the whole is greater than the sum of the parts. A large part of this I feel is due to the building tiles. Their unique bonuses both provide some asymmetrical gameplay elements and can also give players a bit of strategic direction. Raccoon Tycoon is a bit of a balancing act between acquiring cash for railroad cards/building tiles and commodities for town cards. It's hard to work towards both at the same time. Adaptation is important here, as is planning ahead. Players could look to finding ways to raise commodity values to increase profit when selling them later This brings me to commodity manipulation. There isn't too much interaction between players other than auctioning and commodity manipulation, Watching what opponents are doing can prove useful and is something of a higher level of play. I.e., if 2 players are accumulating the same commodity, there's a possibility that one of them will sell it, causing that market to crash. Beating a opponent to the punch so to speak, can cost them lots of cash! Raccoon Tycoon is fairly rules light and I think seasoned gamers won't have any problems grasping all the systems at work here. For less experienced gamers, the curve will be steeper, I don't feel it's a gamebreaker but I imagine it could be off putting. While there's enough gameplay to give players thoughtful and meaningful decisions to make and a fun experience, I also found the game to be a little unengaging and uncompelling, I never felt like I was building railroads or towns and despite the unique art style, it didn't feel like it stood out from the crowd. here's nothing wrong with Raccoon Tycoon but it wouldn't be my first pick for a game, although I'd have no problem playing it if someone else wanted to. 30th April 2022 It's a Saturday afternoon and Wogglecon 3 with the Woking Gaming Club is in full swing. The next game of the day was Machi Koro 2 which is the follow up to the most excellent original Mach Koro and which you can read about here. Like its predecessor, Machi Koro 2 is a tableau and engine building card game all about constructing a city, What's in a game?
Components in Machi Koro 2 are all good. The cards are pretty standard cards as you'd expect. The coins feel solid and the dice are slightly larger than usual dice, they're plastic but also rounded, chunky and have a bit of heft to them. Machi Koro 2 uses an art style that's identical to the original. Brightly coloured stylised almost cartoony illustrations of establishments and landmarks. The colours are very distinct, which is good because colour plays an important part in the game. There are a few icons in Machi Koro 2, for the different types of establishment and types of effects on landmarks. It's all pretty clear what they mean and it won't provide an problems for players. How's it play? Setup
On to play Machi Koro 2 uses the traditional turn order with the active player playing their turn before the the player to their left becomes the active player. During their turn, the active player has 3 phases to play through.
Endgame When any player purchases their 3rd landmark, they immediately win the game. Overall
Machi Koro 2 is a that's fairly easy to pick up and play light-to-mid weight game that has a quick playtime. The game generally presents players mostly straightforward but meaningful decisions about buying cards. Should a player spread their cards over a range of numbers to get better coverage, or concentrate on fewer numbers but getter pay outs when the numbers come up. Players will also need to consider what those numbers are. e.g., 6-8 will come up most often - provided players are rolling 2 dice have a good chance of being activated. Speaking of rolling dice, in Machi Koro 2 players are able to choose to roll 1 or 2 right from the start. This is another decision that players can make, sometimes they'll want to roll certain numbers or avoiding rolling them and using 1 or 2 dice can alter odds of doing this. Much of this ties in with how the activation numbers are distributed across the cards. A lot of the 1-6 cards will immediately generate cash but the cards that combo off of them tend to be in the 7-12 range. Going to 2 dice was described by a player as 'going up a gear'. It can be pretty hard to slowly build up cash over rounds to get landmarks because other players can essentially 'nickel and dime' it away, gearing up makes it easier to get big cash in a single roll to avoid this. And talking of nickel and diming, another strategy to consider is the red card strategy. Using red cards to fleece other players of their coins is a pretty effective strategy, it denies them coins and earns them at the same time - but you won't make any friends that way! The downside of this approach is that canny players will try their best to spend all their coins, the game's timing explicitly states that red activations occur before any other, thus if opponents have no coins, you can't collect them with a red since their blues/greens/purples activate after red. It means that in a quirky reflection of real cities, players will want to be as close to bankruptcy as possible! Unlike blue/green cards, reds are not guaranteed to generate income. Machi Koro 2 is a little on the light side (Not that I consider that an issue.) and perhaps a little too quick to end, which may not be to everyone's taste. One other thing to mention is that there's definitely a dollop of luck to the game, I'm fine with it and actually think it's an important part of the Machi Koro experience but some players will find this off putting. I do have a couple of relatively minor issues with Machi Koro 2. In the original Machi Koro, the card variety in the base game was fairly low, when 'The Harbour' expansion was added to the base game, Machi Koro went from being a 'nice' game to a 'great' game. I feel the same is true of Machi Koro 2 as well. There are only 20 different types of establishment and 10 will be visible right from the start. After playing a few games, players will have more or less seen everything the game has to offer at a basic level and and will habitually fall into familiar patterns or strategies depending how establishments emerge. An expansion would shake that up, I would love to see extra cards for Machi Koro 2. Finally, the rules for landmarks having actions that all players can activate in their turn is a little inelegant, requiring players to remember what landmarks other players have acquired or be reminded of them by those other players. Otherwise, I think Machi Koro 2 an un-taxing (Sic.) fun and breezy game to play that's worth trying if lighter games are your thing. How does it compare to Machi Koro? I've heard Machi Koro 2 described as Machi Koro 1.5 and there's definitely a sliver of truth to that. Anyone who's played the original will be familiar with nearly everything in Machi Koro 2. If it's not broken... So apparently there was also some criticism of the original where it was stated that there was a lot 'whiff' in the early game - where players would roll the dice and nothing would be activated. There was further criticism that the original had too long a play time. It's clear that Machi Koro has tried to address these issues. The 3 rounds of buying will allow players to have a better spread of numbers at the start. Having to only buy 3 landmarks will also make play quicker (Although the cheaper landmarks are way more expensive than the cheapest landmarks from the original.). Landmarks with ongoing effects that activate in any player's turn also make the game quicker and can add an extra layer of interaction between players, although I've frequently seen players avoid these cards, instead optioning for once-only landmarks and I sort of feel that way myself. This is the only thing I see as a possible misstep. Changes to the game have made the red cards a bit more powerful, there's little opportunity to punish players who buy red cards in Machi Koro 2, other than one of the landmarks (Machi Koro had the publisher card to do this.). I don't think this is too much of change though and YMMV. So anyway, all of this makes the game clearly quicker to play but I feel that perhaps it's a little too quick. Sometimes (Especially when someone gets a good roll or two.) a game can be over before players can adopt an emergent strategy. I never found that the original was overlong. Don't let this put you off playing Machi Koro 2, it's of a similar quality as they original. Even though I own the first game, I was happy to buy and play the second and would recommend it to players of the original as well as to people who have never played it. |
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