5th October 2021 Tuesday night is here and the Woking Gaming Club is at The Sovereigns in Woking. The first game of the evening was Jump Drive, whisk through the Galaxy instead of racing through it! Jump Drive is a streamlined version of the great Race for the Galaxy and like it, shares a setting with games New Frontiers and Roll for the Galaxy. What's in a game? Jump Drive uses 2 different types of cards which will be familiar to players of Race for the Galaxy. All cards have a cost and may also have icons for exploring, genetics or military, they may also powers, victory points or income.
Jump Drive's art style matches that of the other games in the series and at least some of the artwork is recycled and as I've said before, it's not a bad thing as it lends them all a consistent look. The game's iconography is for the most part straightforward and certainly less intimidating than Race for the Galaxy. How's it play Setup
On to play Rounds in Jump Drive are played out simultaneously over 3 phases and players have choice from 3 actions, 2 of which can be completed in 1 turn.
Endgame When any player's score reaches 50+ VPs, then the game will end with the current round. All players should calculate their VP total. Points are tallied, highest score wins. Overall
Jump Drive plays very quickly and the game can be over in a handful of turns; at the start 50 victory points may seem like a lot but thanks to the exponentially increasing scores, players will suddenly find themselves hitting the endgame. They cannot afford the luxury of meandering in their decisions or make frivolous choices. Players must learn to be ruthless with spending their hand of cards, keeping more than 1 or 2 cards back will really slow them down, this is even more true in Jump Drive than Race for the Galaxy as Jump Drive provides players the choice to put down 2 cards a time and that double cost can easily empty a players hand. Sure, it's fine and prudent to play one card at a time but if opponents are putting down 2 at a time instead, they risk streaking ahead and it may be necessary to keep up with them! Jump Drive is not only about engine building, it's about optimisation, players have try an exploit the opportunities given to them instead of searching too hard for them. It's also impressive how Jump Drive manages to distil so much of Race for the Galaxy into a streamlined, more accessible and quicker iteration. Pretty much everything that makes Race for the Galaxy a good game is is present here: The hand of cards as currency, hidden choices, engine building and synergy and so on. Jump Drive is an enjoyable experience, reasonably easy to learn with a quick set up and play time that provides players with meaningful choices, a game well worth trying: If you like Race for the Galaxy, you'll find a lot to like here.
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21st September 2021 The final game of Tuesday gaming with the Woking Gaming Club in The Sovereigns in Woking was DC Deck Building Game: Heroes Unite, which is both quite a mouthful and not pirate themed game, unless of course there's a Pyscho-Pirate card in there somewhere or something? So apparently there are several differently themed DC Deck Building Games out there and Heroes Unite is one of them, it is both an expansion to the core game and a standalone game. All these deck-builders make use of a game-engine called the Cerberus System. What's in a game?
The cards are standard quality playing cards as you'd expect. It's also no surprise that they're all decorated with fairly high quality colourful comic book styled artwork, although I'm uncertain if it's been sourced from actual comic books. There's little iconography, most of the game's information is provided via text on cards which is mostly quite clear. How's it play? Setup
On to play
Endgame Play continues until 1 of the following conditions is met. There are no more supervillain cards to flip over, i.e., there are no more supervillain cards. Or. There are not enough cards to fill the line-up with 5 cards, i.e., the deck has run out. When one of these conditions have been, all players put all their cards into their discard stack. Players then total the victory points they get from cards and deduct 1 point for each weakness card they have. Points are tallied, highest score wins. Overall
Hmm, what to say about DC Deck Building Game: Heroes Unite. Players will look to use their cards to generate currency that allows them to buy more cards that generate even more currency, eventually acquiring the most powerful cards confer extra abilities and grant victory points. It's pretty standard deck-building fare which contains mechanics and elements that will be familiar ground if you've played other deck-builders, which is to say the core mechanic is pretty solid, enjoyable fun and generally always provides players with meaningful choices to ponder. However, the game adds a few new elements to the traditional formula. The addition of a line-up mechanic is a definite positive, it forces players to adapt to whatever cards become available instead of falling back on tried and tested strategies. Even so. it's still quite easy to quickly create combos and it can be very satisfying to do so; but perhaps it's too easy I was told Ant, the game's owner that sometimes a player gets to build up momentum much quicker than other players and they end up creating more and more combos, allowing them to (In Ant's words.) 'steamroller' their opponents. Heroes Unite also provides a slightly greater focus on targeting players and attacking, both by players and supervillains! It lends the game a slightly different, more antagonistic feel and offers a extra avenue to strategy to pursue. It's hard to fault Heroes Unite but at the same time and apart from the theme, it doesn't really stand out from the crowd. If you don't own a deck building game and fancy getting one, you could worse then getting Heroes Unite, it's a good a place to start as anywhere. If you want a superhero themed deck builder, then this is worth a look. If you want a DC Comics superhero themed deck builder, then it's definitely worth a harder look. If you want a DC Comics superhero themed deck builder where you play as side-kicks and 'B-listers', then this really is the game for you! 5th September 2021 Sunday night gaming on Board Game Arena continued with New Frontiers. Galaxies: The New Frontier, these are the games of the website of 3 Spellcaster and a Dwarf. Dodgy puns aside, New Frontiers is a sibling-game to Race for the Galaxy and Roll for the Galaxy and shares the same universe. Players will find many similarities between the 3. Caveat: We have only ever played the digital version of New Frontiers What's in a game? Unlike the previously mentioned games, while New Frontiers is a board game, players of the other games will recognise many elements here.
Like its siblings, New Frontiers uses an abundance of symbols and icons which can be daunting for new or inexperienced players. How's it play? Setup
In New Frontiers, turns are carried out according to the turn order as shown on the priority board. Actions are not simultaneous. On their turn, the active player chooses a single action tile and performs the action on it, all other players may follow, in other words also perform that action. However, there is a bonus that only the active player gets for triggering a tile. Each tile can only be used once per round, thus only 1 player benefits from the bonus a tile may confer. Furthermore, actions are actually performed in the order they are selected, there are no numbered phases in New Frontiers. There are 7 actions that can be chosen, most of these will be familiar to players of Race for the Galaxy or Roll for the Galaxy.
Now a new round begins, possibly with a new player order and all the action tiles are now selectable again. Rounds continue until the endgame conditions are met. Endgame Once the endgame is triggered, the current round ends and points are scored. There are 4 ways to trigger the game end. Settlements: A player adds a 7th settled worlds to the game board. Developments: When the 11th or 12th development space on a player's board has been filled with a development. Victory points: When the supply of victory points is depleted. Colonists: When the supply of colonist meeples drops lower than 5. Points come from settled planets and developments bought, some developments offer additional routes to earn point and finally, victory points are counted. Points are tallied, highest score wins! Overall
Players of the previous 2 games will find a lot here instantly familiar. New Frontiers contains the same mix of intricate and mechanical interdependencies between planets and developments that feature in the other two games which allow players to create varied combinations of engine building and combinations. There are a couple of mechanics New Frontiers does differently, particularly the action mechanic, firstly there's no set action order for actions to occur and more importantly, only 1 player can benefit from an action's bonus per round. If a player really needs a bonus action, it can make turn order very important. The existence of a turn order is new as well. When playing New Frontiers, there are a couple of approaches always available to players, building their tableau or acquiring victory point tokens, or maybe getting one of the 9-point developments and working towards exploiting for points in the endgame. However, players will need to adapt to which planets become available to the, as unlike developments which use a drafting mechanic, planet acquisition will be to some degree, random. But here's the thing; the additions New Frontiers brings to the table don't add anything to the game other than extra complexity, there's no extra depth or strategy, just extra resources to manage in place of the hand-as-money mechanic that makes Race for the Galaxy such a good game. Yet somehow, it even seems to have a shorter, less engaging play time? You see, in Race for the Galaxy and Roll for the Galaxy, there are 2 ways to end a game; a player can complete their tableau or deplete the supply of victory tokens, both of which require players to play well or at least fast/better than other players. But in New Frontiers, it's possible to end the game by simply triggering the Settle action multiple times. It felt hugely unsatisfying way for the game to end. Ultimately, New Frontiers is a good game, it has the pedigree of its predecessors, but it's also too familiar and too similar to Race for the Galaxy, which is in my opinion, hands down the better game. I would choose it over New Frontiers every time. 3rd August 2021 Tuesday is here and I'm in Woking with the Woking Gaming Club at The Sovereigns pub for gaming night. The game of the night was Above and Below. Published by the same company who also produce a game called Near and Far. Left and right, up and down, in and out: wiggle it all about, here and there, out and about, Far and Away and Home and Away! Some great suggestions for naming more games! As the name suggest, the players will concerning themselves with the above ground settlement and exploring the caves below the village. What's in a game?
The game makes good use of its cartoony artwork, particularly with the green, grassy landscapes and cloudy blue skies that appear on many of the cards. Buildings and villagers are also well illustrated. Finally, the underground cards have evocative, mildly forbidding artwork. There is little iconography used throughout Above and Below and what there is of it, is easy to comprehend. How's it play? Setup
Beginning with the starting player and going clockwise, each player performs a single action using 1 or more of their villagers, play continues clockwise until all players have used all their available villagers or have passed. After this, the next round begins.
Endgame Once seven rounds are completed, the game goes to scoring, victory points can come from a variety of places. Reputation: Whoever has the highest reputation gets 5 victory points and 2nd place gets 3. Each house and outpost: Regardless of what it is, earns a victory point. House/outpost bonuses: Some houses and outposts will confer additional bonus points, these may be straight up points or situational points, e.g., 1 point per barrel. Advancement tracker: Players earn points for each good on their advancement tracker, depending on where the good is positioned. 2 goods on the 1st space would earn 2 victory points in total, 2 goods on the 8th and final space would earn 12 victory points! The type of good makes no difference here. The advancement tracker can earn a lot of points. Points are tallied, highest score wins. Overall
For the most part, mechanically speaking, Above and Below is a fairly straightforward, unremarkable game. Players use their workers to increase their resources to acquire more workers and buildings create a strategy to earn victory. Pretty standard stuff, not that there's anything wrong with that, no need to reinvent the wheel. Even so, there's some depth here and quite a bit of balancing to perform. There's little good acquiring workers without the ability to rest them which means acquiring buildings with beds instead of other benefits, particularly to ability to acquire goods and so on. This brings us neatly to the merchant track, which is one of the game's two interesting mechanics. Firstly, it more-or-less forces players to diversify in goods in order to reach the higher scoring spots. Secondly, it does something unusual with the game's 8 goods; which is that the rarity of a good has no bearing of it's worth for victory points, position on the track determines a good's worth and this is likely to be different for each player, meaning they may have different priorities for different goods, regardless of rarity. Finally, it gives players a conundrum to navigate: Logically, players will want to put the most common goods on the later, higher scoring spots because, well, there's more of the common goods available to stack up for more points. This means using rarer goods earlier in the track, but rarer goods are harder to come by. So should a player start filling out the merchant track as quickly as possible with whatever they get to reach the later spots? Or should they hold off, hoping to get the scarcer goods and use them to fill the earlier spots. It's an interesting decision to consider. The second interesting mechanic is exploring, Above and Below really stands out from the crowd when exploring the below. The inclusion of a 'lite storytelling' choose-your-own-adventure element with flavour text and all, is both fun and meaningful, presenting players with sometimes story-based choices and risks to take which directly affect what they earn from their exploration. It's cool and a great addition beyond the usual board game fare. It makes Above and Below worth trying. 29th July 2021 Thursday is here and it's time for some gaming on Board Game Arena. If racing isn't your thing but rolling is, then maybe you'll prefer Roll for The Galaxy to the excellent Race for The Galaxy. Roll for The Galaxy is a follow up to the aforementioned game and both are thematically similar. Both games have the same 5 phases (Although not in the same order!) and both are about are about building settlements and developments to create an engine building tableau in order to win. Mechanically, there are numerous differences though. Roll for The Galaxy uses lots of different dice and dice rolling to manage phases as well as provide workers to build with. Gone is the card-based economy of Roll for the Galaxy. What's in a game?
All the games tiles are made of sturdy grey board and are suitably thick. The currency meeple is a nice little wooden token that matches colour with a dice cup, speaking of which, the cups are made of pretty standard plastic but are easily tough enough to stand up to repeated use. Finally, the victory tokens are made of standard card token chips and are probably the most average component in the game, which is to say the components are all good quality. Anyone familiar with Race for The Galaxy will recognise the art style on the tiles. How much of it is new and how much is recycled from Race, I couldn't say. Ultimately though, it's fairly good artwork. How's it play? Setup
Roll for The Galaxy is played out over 5 different steps, each player carries out each step simultaneously.
Endgame Play progresses until either a player has completed the 12th tile in their tableau, or the supply of victory point tokens has been depleted. Players now calculate the total cost/value of completed tiles in their tableau and victory points accumulated, furthermore; some developments will have criteria that score players additional points. All points are tallied, highest score wins. Overall
Players of Race for The Galaxy (Like me!) will recognise a lot of familiar theme and ideas in Roll for The Galaxy, it's quite clever how this has been achieved, although there are some differences. For example; in Race for The Galaxy, a player's hand is also their currency, in Roll for the Galaxy though, players have no hand. The game introduces a currency track to replicate this and at first I thought it felt a little superfluous, after all, currency is only used to recover dice from the Citizenry space, then I realised without the need for currency, the decision to choose between a game tile and currency in the Explore phase becomes unnecessary as does the decision to to choose between victory points and currency in the Ship phase. There is no military score, instead military dice provide extra opportunities to develop and settle. Curiously, Roll for The Galaxy swaps the Produce and Ship/Consume phases round and trading is now the 5th and final phase. I guess that this decision was taken to make it a little easier to players to produce and then trade goods in the same round? Additionally, because Roll for the Galaxy is a 5-player game, it possible for all phases to be activated. It's never been possible to activate more than 4 phases in Race for The Galaxy. Finally; constructing developments and settlements is quite different: In Race for The Galaxy, it's a all-or-nothing affair, either you have the cards to pay for a development/settlement or you don't. Roll for The Galaxy allows player to incrementally pay for them, however, this ties up dice in construction, as a consequence players will have less dice and therefore less choices When rolling at the start of the round. But enough of talking about another game, let's talk about Roll for The Galaxy. In Roll for The Galaxy, players will be to some extent at the mercy of the dice they roll at the start of a round. If you're looking to finish constructing a settlement and you get no settlement dice - tough luck! Obviously there are rules to mitigate some of this and furthermore, correct usage of the different types of dice (Provided you get hold of them.) at the right time can be helpful and skew results in a player's favour. But on occasion, players will have to react to dice rolls that just don't go their way! Adaptation is the key here. Even so, it can prove frustrating at times when you can't do what you want to. Additionally, acquiring certain types of dice which may push players into strategies they hadn't considered before, Another aspect to remember when assigning dice, is to pay attention to what other players have been doing, successfully anticipating another player's choice of action can prove useful and provide extra actions to spend. Players must balance the need to acquire developments and settlements with the need to produce and trade, this also means balancing the use of limited resources to construct improvements with the need to have actions. Building an engine is vital, getting the special abilities provided is important, but so is acquiring extra dice to roll, which gives players more choices elsewhere. Players will want to do all of this as efficiently as possible to outpace their opponents In short; Roll for The Galaxy always provides players with meaningful decisions. I'd happily play Roll for The Galaxy again in the future, but given the choice between this and Race for The Galaxy, I'd choose the latter every time. Roll for the Galaxy is a good and fun game but I sometimes find the randomness off putting. If dice games are your thing over card games for some reason, Roll for the Galaxy is definitely worth a look. 28th July 2021 We were at The Sovereigns in Woking on a Wednesday for an impromptu evening of gaming. It's a Wonderful World, where you can lead a idyllic, tranquil life, except It's a Wonderful World is anything but! It's a dystopian, industrialised future in which competing factions vie for resources to create the most powerful empires. It's a Wonderful World indeed. What's in a game?
The development cards contain quite a lot of info, but the iconography is consistently clear and they never feel cluttered. The art used throughout the game is consistently good, colour is also well used, making the game bright and eye catching. It's a bit of a shame that when development cards become stacked, the art is no longer visible. so a thumbs up for the presentation. How's it play? Setup
On to play. It's a Wonderful World is played over 4 rounds and each round has 3 phases, drafting planning and production. The planning and production phases occur simultaneously and have no turn order
Endgame Once the 4th round has been completed, player calculate their scores. Some cards will provide a straight victory point score. General/financier tokens provide a victory point each. Finally, some cards have scoring combos dependant on other cards or the general/financier tokens. Points are tallied, highest score wins. Overall
It's a Wonderful World is fairly straightforward to learn and play, in truth, having to collect resources 5 times over in a round actually sounds a lot more fiddly than it is in practice. The game's engine-building, tableau-creating, simultaneous-play, card-game style has some similarities to some other games we've played such as Race for the Galaxy. While it has less depth, it's also more accessible, players will have less trouble creating engines and combos. The game also has a slightly different take on some of these concepts. Firstly there's drafting; what's interesting here is that players put cards they've drafted into their area face-up during the drafting phase face-up for everyone to see. In high-level play, it's possible for players to try and anticipate what their opponents might be looking to use and keep cards they might want from them. Fairly frequently in games (Especially euro-games.) a player trying to screw over an opponent can also screw themselves over, but in It's a Wonderful World, development cards can always be discarded for resources, so sometimes in can be a legitimate move. Secondly; how the timing of resource acquisition meshes with the game's engine building mechanic is interesting and presents an unusual approach to exploiting those engines. For example; if a player completes construction of a development card that required grey cubes, that card goes straight into their empire's stack and if that card then produces black cubes, then the player will get those cubes when the black resource production phase comes round and they can then be used to complete development cards which require black cubes. Knowing when to complete which development card and in which order will greatly increase the building efficiency of an empire. Many engine-builders allow players to do a the perform a wider variety of tasks but the simpler gameplay of It's a Wonderful World has a clear and concise gameplay loop, constructing development cards allows players to gain more resources to construct even more development cards to get even more resources and so on. In round 1, players will probably end up discarding 5 of the cards they drafted for the resources to try and build 1 or 2 of those development cards. This puts players in the classic quandary of deciding what they have to discard and all the cards will be useful in some way. By the time round 4 arrives however, it'll probably be the inverse, players will be discarding only 1 or 2 cards to try and build 5 in a round as their engine gets stronger and stronger. It's a satisfying experience to watch it at work. All of this adds up to make It's a Wonderful World feel different enough to justify it's existence. If you like this style of game, it's definitely work a look, I do and I'd happily play it again. 13th July 2021 It's a Tuesday evening and I'm at The Sovereigns in Woking with the Woking Gaming Club. Where would eurogaming be without Renaissance Italy? The pageantry, the politics, the scheming and the vying for power, you know how it goes: A seemingly limitless mine of game design opportunities. This is where Lorenzo il Magnificio comes in, a game where players control noble families in Florence competing to be the most prestigious, famous and of course.... most pious! What's in a game?
The boards and tiles are suitably thick, the resource cards are of a standard quality as you'd expect. Tokens are all made of wood, which I always like, including the nicely rounded dice. The standout components however, are the family workers, instead of discs, they're these tall cylinder shapes that are easy to pick up. It makes sense as I'm sure they're going to be the components that get handled the most; practical and appealing. Lorenzo il Magnificio features attractive artwork throughout, the boards all display pretty, somewhat stylised art work cleverly produced to incorporate all the game's worker spaces. Art on the cards is little pared back to make room for iconography. Talking of which, all the game's symbols and text was easy to read. Lorenzo il Magnificio has good, solid components and presentation. How's it play? Setup
Lorenzo il Magnificio is played over 3 periods, with 2 rounds per period, which equates to 6 rounds in total. Each round has its own setup phase before the players act in turn order, additionally at the end of every period (2nd, 4th and 6th rounds.) there's an additional step; the Vatican report step. A round progresses as follows:
Endgame Calculate points from the following: Current score plus points for acquired territory cards and character cards, end-of-game victory points for venture cards. The player with the highest military score gains an additional 5 victory points, 2nd highest acquires 2 extra victory points. Finally, every set of 5 combines resources scores an additional point. All points are tallied, highest score wins. Overall
Lorenzo il Magnificio sits towards the heavier end of games in my opinion, mechanically speaking, at it's core it's not a particularly complex game, but there's a lot of exceptions and variations to consider when trying to buy those all-important development cards and managing faith and military scores and the resources required to do all this. Don't forget those 2 engines you'll need to build either in order to gain and change those resources, or the abilities that character cards confer or the endgame points that venture cards grant. Like I said, a lot to think about. The game uses 4 types of resource and 3 types of score (Two of which can also be spent at times.) and mixes a few types of game mechanics; there's a bit of worker placement, a bit of engine building and a bit of resource management. Where it throws a spanner in the works though, is the use of dice to randomise the value of workers. A couple of low rolls can force players to change their strategies, particularly when competing for development cards, however, the use of servants can potentially mitigate low rolls, even so, players will have to adapt to circumstances. Furthermore, players have relatively limited moves to play with, each player has 4 workers they can use over 6 turns, giving 24 placements in total, which is why building the engines that essentially get triggered for free is so vital. Synergy and move optimisation are also key to this game. There are several approaches to scoring points in Lorenzo il Magnifcio, although these strategies are down to which development cards are acquired, development cards are the game's most vital element to winning and most actions are in service of getting those cards. However, the game seems a fairly well balanced, nothing felt overpowered or unimportant, decisions always felt meaningful and because of limited moves, these decisions generally felt tricky. If I had one criticism of the game; it's the excommunication tiles, they feel negative, but I guess that's the point of them. If someone wanted to play this, I'd have no qualms joining in. It's not one of my favourites, but it's still enjoyable. If you have a hankering for a heavy-ish worker placement game set in Renaissance Italy, you'll probably like this. 30th June 2021 It's a Wednesday and we're round Simon's for some gaming. Star Trekkin' across the universe, On the Starship Enterprise under Captain Kirk. Star Trekkin' across the universe, Only going forward 'cause we can't find reverse. This sort of sums up Space Base in a roundabout kind of way, a game about launching spacecraft into space, only for them to disappear into the void and never return, well except for the victory points and money they sent your way! What's in a game?
As you'd expect, all the components in Space Base are of a good quality; the player boards are sturdy and the plastic dice, while not as nice as wooden ones, are nicely rounded and roll well. The cards are also good quality, it's understandable that they were made half-width, otherwise the game would have a massive footprint! A lot of the ship cards have special or unique rules and their iconography is mostly easy to comprehend. The little acrylic cubes are colourful and distinct, while the dice have a 'cosmic' sparkly finish and the '1' result has been replaced with a rocket. The ship cards all contain a varied amount of detailed and neat, colourful illustrations of spaceships, along with their names, designations and classes, some are just palette swaps, but that's OK. It's unfortunate that these illustrations are so small though, as they tend to be overlooked. A nice touch is how the background art on the cards matches the background art for their sectors on the player board. Ship cards are also marked out in bright blue and red, while the colony cards are bright yellow and it all combines to give the game a distinct and overall, eye catching look, it's a great use of primary colours. How's it play? Setup
On to play Thematically, as the name suggests, this is a game about managing the spaceships docked at the titular space base, which I guess makes the players glorified intergalactic space traffic wardens! Collect those parking fines! In Space Base, a player's turn is broadly divided into 2 stages, rolling dice and activating cards, then buying a card.
Endgame Play progresses until a player reaches 40+ victory points, then the current round is completed so all players have had an equal number of turn. Victory point scores are tallied, highest score wins. Overall
Space Base is a bright and cheerful, well made game that at least initially, is a lot of fun to play and gives players lots of options. The idea of beginning a game with an already built up tableau is a good one, it means that the active player will always gain something on their turn and it's never wasted. It's also a fairly accessible game and the basic rules are easy to learn; roll and choose dice, activate the relevant cards and buy more cards. However, the game does become a lot more complex when more cards come into play, many cards allow the players to shift which cards are activated or purchase more cards, or have charge cube based abilities and so on, some of which can prove confusing. Being able to split or combine the dice roll when activating cards is an intriguing rule and superficially give players a couple of choices on how to play their actions and build up their tableau. Splitting the dice gives the player the option of activating cards in the 1-to-6 range twice instead of once in the 7-12 range, however, balancing means that the cards in the 7-12 are more powerful, giving greater gains. Should a player choose lower gains more often, or greater gains less often? That's the theory anyway. Let's look at how this might work in practice. The chance of rolling a 12 or double 6 is 1/36. the odds of rolling a 6 on 2 dice is 1/3, which means activating a 6 is 12 times more likely than activating a 12. However thinking about further, a 6 would activated twice when a 12 is activated, taking the ratio up to 13. Thinking about it even further, I realise that a 1+5, 2+4, 3+3, 4+2 and 5+1 give 5 more ways to activate 6, taking the ratio up to 18-1! Does the 12 sector generally gain a player 18 times the benefits of sector 6, It doesn't feel like it? I've scrutinised the manual and the developers are aware of all these odds (Although they discount a double-result as an extra activation), so it must be as designed. Why is this important? It's all to do with which cards a player deploys and how the rolled dice are used. Even taking balancing into account, it seems that deploying cards in sectors 1-6 seems much more beneficial than 7-12. Once a player has covered all first 6 sectors, it means they're guaranteed 2 actions per other player's turn, whereas there's no such guarantee of even 1 activation for sectors 7-12. Even partial coverage seems much more beneficial. It becomes more apparent when you play with more players, in a 5 player game, it'll get you 8 activations between turns! At the time of writing, we've played Space Base over half a dozen times or so and for the last few games, I've concentrated only buying cards for sectors 1-6, not worrying too much about what benefit it gives me, only looking to increase my deployed cards; and it's been more successful than not - so far! It's possible I was lucky to get the cards I wanted, but realistically half of the cards must be for sectors 1-6, so they'll generally always be available. Or it might just have be some lucky dice rolls going my way, or they didn't go well for the other players? Ultimately, it seems to be that buying and deploying cards to stack up in sectors 1-6 seems like a bit of a no-brainer decision to me, which can be bad for a board game, because if that's the case, it removes meaningful choices. Having said that, it's not something I'm 100% sure about and I'm still enjoying Space Base, I found a lot to like about it, rolling the dice and seeing what it gives you is always fun. It's a game I'm happy play again when it comes up. 24th June 2021 It's a Thursday evening and we're round Simon's for a couple of games. The first game of the night was Paper Tales. As the name implies, create the tale of building a kingdom and warring with your neighbours over 4 generations or in Paper Tales' terms - 4 rounds! What's in a game?
The quality of the game's components is to the usual standard as you would expect, which is fine. The building and unit cards feature some bright, colourful and stylised artwork which I found quite charming. How's it play? Setup
On to play Paper Tales is played over 4 rounds and there are 6 stages to each round. Other than the drafting in the Recruitment stage, each stage is played simultaneously by players
Endgame Play continues until 4 rounds have been completed. Then players then tally their victory points on the score board with the victory points on their constructed buildings. Highest score wins. Overall
So, Paper Tales is something of a curious beast. It feels like a deliberately small scale game that merges a little bit of card drafting, a little engine building and card combo mechanics with a little bit of resource management. The game broadly presents 2 routes to scoring victory points. Using unit cards with high combat values in war can theoretically score a player 24 victory points and in a game if this scale, that can be a sizable score. The other way to generate victory points is from the abilities that unit cards may possess, maximising the usage of those abilities can require careful consideration. It's also a somewhat challenging game, not that this is a bad thing. That's because when playing Paper Tales, it never feels like there's enough gold to deploy all the cards you want or enough turns/resources to construct buildings you want. There's 5 buildings to construct and only 4 turns, and that's not including upgrades! It's worth noting that decisions made in the 1st round may have a significant impact on options and decisions in the final round. Players are forced to make tricky, meaningful decisions, which is always good. The aging mechanic is unusual and represents the transitory passage of time and is something players need to watch out for, those unit cards are only around for 2 rounds! However, there are also ways for a player to exploit this mechanic to their benefit with card abilities. For a game that only gives players 4 or possibly 5 cards to work with, there's quite often a combo that can be created. Paper Tales has in terms of rounds a quite short playtime, yet somehow feels a little fiddly for a game of this scope and the handful of times we played it, the short playtime made the game feel a little unsatisfactory. It's all about maximising resources and exploiting card combos, but as I said above, because it's a challenging game, it can be hard to optimise your strategies in early plays, i.e., it has a steep learning curve despite it's apparent simplicity. That's not to say it's a bad game, because it's not, but it sits towards the heavier end of a what might be considered 'light' or 'filler' game in my opinion, which is considering what I'd consider it to be. I'd have no reservations about playing it again. It's worth a look, but I think it needs playing at least a couple times before passing judgement on it. 23rd May 2021 It's a Sunday and I'm logged into Skype and Board Game Arena, ready for an evening of gaming. The first game of the night was Happy City, a cheerful looking, light engine-building card game about building up a city, a happy city no less. Caveat: We've only played this game digitally on Board Game Arena. What's in a game?
Symbols are clear and easy to read. How's it play? At it's core, Happy City is a tableau-building game, adding cards increases income or score. Setup
In Happy City, the starting player's first turn is slightly different to subsequent turns, as explained below.
Expert game Happy City has 2 levels of play; family & expert. This blog describes the family version. The expert game differs in 2 ways. All the happy market cards are flipped to their differently coloured sides and laid out, then the players draft one to become the starting card in their tableau and giving them some choice in how they start the game. Special buildings also differ; the family Special cards give players a boost to their income, happiness or population. The expert special cards however, are different, they confer different benefits, sometimes variable and situational. Endgame The game continues until a player has 10 cards in their tableau, upon which the current round continues until all players have had an equal number of turns. Each player's score is calculated by multiplying the total value of happiness symbols in their tableau by all the population symbols. Highest score wins. Overall
Gameplay in Happy City gives players the choice between increasing income or accumulating happiness/population. Income will give the player more buying power but happiness/population contributes towards the end score. Having 3 decks of building cards at different cost ranges is an interesting mechanic when it comes to drawing cards. The player will always have the option to draw 1 or 2 cards, higher level cards will be better, but may prove more risky to draw. E.g., If a player has 4 coins, drawing a level 1 card will be safe as level 1 cards only cost 1-3 coins each, level 2 cards cost 4-5 coins, so there's a risk that a level 2 card will be unaffordable and will have been drawn pointlessly. It can give players a quandary when drawing building cards. The game's scoring mechanic also adds an extra layer to decisions, failing to pay attention to how the points are spread between happiness/population can lead to lost scoring opportunities. While Happy City is simple to learn, enjoyable and fast to play, making it a good filler game, it's perhaps also a little too basic for dedicated gamers. After a few games it was fairly easy to spot an optimal strategy to pursue and it became a race to develop that strategy. So I feel that the game doesn't offer a lot of longevity. Ultimately, because it's such a light game, it's probably a good game for families or more casual players which is probably who the game is aimed at. We also played the expert level a few times but felt like it added little to the game. The varied happy markets are nice and offered a little extra strategy but the expert level special cards weren't so good. The problem was that they seemed harder to acquire than the family special cards, which meant they were acquired later in the game and therefore their benefits were limited, we found it wasn't worth specifically trying to get one, getting one by happenstance was fine, but then that sort of makes having a choice of starting happy market card pointless. We enjoyed the family version more. The family version is a game I'd play, but not too often. |
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