3 Spellcasters and a Dwarf
  • Home
  • Special Effect
    • Special Effect
    • The Final Return of The Indiana Jones Charity Globe Trot
    • The Warlock of Firetop Mountain Challenge
    • Return of The Indiana Jones Charity Globe Trot
    • Bard's Tale Challenge
    • Fighting Fantasy Challenge
    • The Indiana Jones Charity Globe Trot
    • Mirkwood Charity Walk
    • Middle-earth Charity Walk
    • Dungeon Daze
  • RPGs
    • The One Ring
    • The Evils of Illmire
    • Beach Patrol
    • The Surrendered Lands
  • Game Blogs
    • RPG Blog
    • Gaming Blog
  • Painting Blog
  • Contact

Gaming Blog

Skulk Hollow - First Play!

28/1/2023

0 Comments

 
28th January 2023

Wogglecon 6, a day of gaming at the Bisley Scout Hall continues and the next game of the day is Skulk Hollow.

I didn't know that it turns out that little anthropomorphic fox dudes and giant stone creatures seem to really hate each: Which is what Skulk Hollow is all about in this asymmetrical strategy game!

What's in a game?
Skulk Hollow is a 2-player game where one player takes on the role of a 'Foxen' hero who leads a band of Foxen warriors against a lone guardian who is a literal colossal stony force of nature.
​Each player has their own unique decks, components and gameplay.
  • Board: Skulk Hollow uses a modestly sized square board which is divided into a 3x3 grid. Unusually, during play the board is rotated 45' diamond configuration, this all the spaces are actually diamond shaped.
    Each of the 9 grid spaces sort of have their own visual theme. Additionally, 2 opposing corners are the 'start spaces'.
Picture
In play, the game board is rotated 45' to be a diamond shape.
  • Power cubes: These translucent acrylic golden cubes are used - as the name suggests to track 'power'.
Picture
Power!
  • The Foxen player: Whoever is playing the Foxen heroes has the following.
    • Foxen player mat: This mat lists the actions that the Foxen player can perform, as well as their hand size and Action Points (APs).
    • Cards: There are basically 2 types of cards the Foxen player will have in their arsenal. Hero/unit cards and order cards.
      Hero cards: There are 3 types of these cards and broadly speaking, they share a lot of similarities.
      In the top left corner it will show which meeple represents the card on the board, alongside it are shown icons which determine what abilities they have. Down the left side it will show how much power the card can store and how many wounds it can sustain.
      Along the bottom will be description of a unique power that character may possess.
      Finally, a illustration fills the centre of the cards.
      The types are: 
      Foxen leader: The Foxen player has a choice 1 of 4 Foxen leader to choose from. Each is unique with different 'stats' and bar one, each has a special unique ability.
      Sentinel: This is a type of hero which has particularly good stats.
      Hero unit: Essentially rank and file hero characters.
      Order cards: Each order card has 2 actions that can be performed. The top half typically has a movement or combat related action that may be performed while the bottom half will tend to have a special action that can be taken.
    • Meeples: The Foxen player has a number of wooden fox-like meeples that they use to represent their heroes and units. They come in several different colours and also display icons to differentiate them.
    • Red heart tokens: These wooden tokens are used to track damage done to Foxen heroes and units.
  • The guardian player: There are 4 guardians to choose from in Skulk Hollow and each one comes with its own player mat, guardian board and 'card box'.
    Different guardians have different 'difficulty' ratings (From 1-3 'stars'.) due to their unique powers functioning differently and also differences in hand size limits.
    • Guardian player mat: This is similar to the Foxen player mat in that is lists the guardian player's hand size, action points and special abilities moves.
      The mat will also list the guardian's unique winning condition.
Picture
Card box and mat for Grak.
  • Guardian board: Unlike the Foxen characters, the guardian is not represented by card, instead it has a board which it rightfully deserves!
    A guardian board will display all of the its relevant powers on locations somewhere on the board.
    Also at each location will be some spaces to place heart tokens and Foxen hero meeples. If having meeples climb over a giant creature to stab it seems similar to a certain famous video game... well read on!
    Finally a series of dotted lines run between these locations.
Picture
Hmm, I'm sure this guardian would cast a colossal shadow...
  • Card Box: Each card box contains the following:
    • Guardian meeple: Each guardian has its own massive​ meeple and I do mean massive in relation to the Foxen Meeples.
    • Cards: The guardian player has no units so only needs an action deck of order cards which are functionally identical to Foxen order cards: The top half allows The guardian to move and the bottom half can activate one of the guardian's powers.
Picture
Grak smash!
  • Green wound tokens: These wooden tokens are used to track damage on the guard board.​
    ​
The component quality in Skulk is excellent.
The tokens and meeples all feel solid and look great. Obviously the massive guardian meeple is the notable standout component, yes, perhaps you could call it a gimmick but it fits thematically.
The use of card boxes is a nice touch of presentation.

The art is equally high quality. Skulk Hollow uses a coloured line illustration somewhat cartoonish style that's colourful, bright, detailed and suits the games slight whimsical (At least as whimsical as 2 factions battling each other can get!) nature.
I've found that anthropomorphic art can be divisive as a style but I think the anthropomorphic character art on card looks pretty good regardless of what your stance is.
The game board also looks great and I like how compact it is.

With regards to iconography, Skulk Hollow uses fair amount but it all seems pretty self-explanatory. Icons for movement are easily understood, as are the icons for actions such melee, leap, etc.
I don't imagine players having any problem understanding the game.


How's it play?
Setup
  • Roles: First determine who will play the Foxten hero and guardian.
  • Board: Put out the game board, as stated earlier, it should positioned in a 'diamond' orientation.
  • Guardian player: The guardian chooses a guardian card box of their choice, then they take the relevant guardian player mat and guardian board.
    The player mat will tell the player how to set up for the game.
    Finally the guardian player takes their action deck and shuffles it into a face-down deck and draws cards to their hand limit - which is determined by the guardian player mat.
  • Foxen player: This player now chooses one of the Foxen Leaders takes the Foxen player mat.
    ​The Foxen leader and Sentinel cards are immediately put into play and their respective meeples should be placed on their starting spaces.
    Then all the hero unit cards and order cards should be shuffled into a face-down deck, the Foxen player should then draws up to their hand limit - as determined by their Foxen hero mat.

On to play
Being a 2-player game, Skulk Hollow uses a very traditional turn order with one player completing their turn before play moves over to their opponent and continues alternating between them for the entirety of the game.
Additionally, the Foxen hero player always starts.

During their turn, the player will have a number of actions points (AP) available to them which is determined by which Foxen hero/guardian they chose, although typically this is 2-3 APs.
  • Actions: The active player can choose from the following actions.
    • Play card: This is the most common action in Skulk Hollow and there  are a wide variety of actions that can be performed, some common to both players and some unique to each. 
      Gain power: This action is available to the Foxen hero player but only certain guardians. Functionally, it works the same for both players. The player will gain power cubes as listed on the played card. These cubes do not go directly on to either any heroes cards or guardian board, instead they go into a central 'reserve'. More on power later.
      Move: This action allows the Foxen player to move one of their units or the guardian player to move the guardian 1 space. Arrows on the card will indicate how the movement can occur.
      Play hero card: This action is only available to the Foxen hero player. If they have a hero unit card in their hand, they can spend a AP to put it into play. When the card is played, it's pertinent meeple should be placed on the board.
      Use power: This is only available to the guardian player and it allows the guardian to use the power listed on the card and as per it's description on the guardian player mat.
      Guardians have a range of powers but generally they involve dealing wounds to the Foxen heroes.
      Hero actions: Only the Foxen player can use these 3 actions for their units.
      When playing a card, the player choose from the action at the top of the card or the bottom, not both. furthermore, only heroes with a symbol matching the action can use it. Thus, a hero unit must have a boot symbol on their card to use the leap action.
      • Leap: If the hero unit is on the same space as the guardian, they can use the leap action to jump on it! This means their meeple is moved on to the guardian board. Additionally, if a hero unit is already on the guardian board, they can use the leap action to move to a different location, following one of the dotted lines.
      • Melee: A hero unit that is on the guardian board may use the melee action to inflict 1 wound on their current location
      • Missile: This action allows a hero with the missile icon to make a ranged attack on the guardian and they do not need to be on the guardian board to inflict wounds. There are some restrictions including:
        Fire: If a hero has the 'fire' tag, they can only launch a missile attack from a space on the board adjacent to the guardian's space.
        Hurl: This tag allows a hero to launch a missile attack while on the same space as the guardian on the game board.
    • Prepare: This action requires an AP and either player may perform it. It allows the player to discard a card and draw 2 new ones.
    • Spend power: This action does not actually require any APs. Instead it uses a power cube that has been allocated to either a hero or guardian.
      Each cube spent this ways grants the respective player an additional action to the unit/guardian that spend the cube. This allows them to perform an action as displayed on their respective card/board, or to move.
  • End of turn: Once the active player has used all their APs, they must do the following.
    Draw cards: The player should draw cards to reach their hand limit. If their current hand is equal to or above the limit, ignore this step.
    Allocate power: If the active player had gained power cubes during this turn, they now allocate them to their units/guardian as they see fit.
    Opponent's turn: Play now progresses to the active player's opponent.
​Additional rules
  • Wounds: There are some rules regarding how wounds are manged, which is slightly different for each player:
    • Hero unit: If all the heart spaces on a hero unit's card are filled, that hero is eliminated, it's meeple is removed from play and it's card is placed into the discard pile. Potentially that hero can come back into play if the discard pile is shuffled into a new deck.
    • Foxen leader: If the Foxen leader has all its heart spaces filled, it's pretty bad news for the Foxen player. However, there is something the Foxen leader can do to avoid damage, which is called...
      Banding: Basically, if there are other Foxen hero units in the same game board space as the leader, then the unit(s) take the damage instead, presumably as they throw themselves into harm's way. Thus the leader cannot be targeted when not alone.
    • Guardian: Wounds affect the guardian in 2 ways.
      Powers: On the guardian board, each power's location will have several heart spaces, if all  wound spaces on a power's location are filled, then the guardian player can no longer use that power until they somehow heal at least 1 wound.
      Full wounds: If the guardian board has all it's heart spaces filled, then it's bad news for the guardian player...
  • Depleting action deck: If any time a player empties their action deck, they then simply shuffle their discard pile into a new deck.

​Endgame
There are 3 ways the game end can be triggered.
  • If the Foxen leader has all the heart spaces on their card filled, they are defeated and the guardian player immediately wins.
  • If the guardian board has all it's heart spaces filled, the guardian is defeated and the Foxen heroes player immediately wins.
  • Each guardian has their own unique victory condition. If that condition is met, then the guardian player immediately wins.


Overall
Skulk Hollow has asymmetrical and card driven gameplay which presents players with some challenging, meaningful choices and options.

Players will instinctively want to play cards with maximum efficiency to inflict maximum damage but sometimes because of their hand of cards, players won't be guaranteed having the card to make the move they they need and they'll be forced to adapt.
This can be a little frustrating but also makes hand management quite important, sure a player can use a strong card now but sometimes it's worth keeping hold of it for perhaps a more effective use in a later round. It should be mentioned that some of the guardians have smaller hand sizes, meaning they are trickier to play.

Of course, players will also want to watch their opponents, paying attention to which cards they play and when. - There's a bit of higher level play here about tracking opponent's actions, essentially a bit of card counting.

Otherwise it's quite tricky to describe gameplay; with 4 Foxen leaders and 4 guardians, the various combinations will at least to some extent dictate player tactics - as will the actions of opponents. Skulk Hollow feels like it's about playing the player as much as playing the game.

Finally; Skulk Hollow is a 2-player game and I'm always a bit wary of 2-player games as they can revert to a traditional 1-on-1 directly confrontational game, this is definitely the case with Skulk Hollow. While the game is not particularly chess-like, with moving pieces about a board to eliminate your opponent, it does provide something of a chess-like experience and to be honest, it's a playstyle that I'm not personally overly enamoured with. Your mileage will of course vary.

Having said all of that; I like to think that I can recognise a well crafted game when I play one and that's what I think this is.

Thematically, Skulk Hollow is quite strong.
The 'numerous weaker units vs a single giant enemy' gameplay draws inspiration from some classic older games.
While, with its climbing on to, running around and stabbing bits of a colossal monster, it's undeniable that Skulk Hollow also takes some thematic inspiration from a certain videogame and it makes for a entertaining concept to add to a board game.
It adds up to an interesting game, both visually and mechanically.

it is a mid-weight, asymmetrical game that features a lot of player interaction and conflict with moderate tactics and touch of luck. The various combinations of the 2 battling factions also provides a fair bit of replayability.
If you want a 2-player game with those elements, Skulk Hollow is worth a look.
0 Comments

Heat: Pedal to the Metal - First Play!

4/1/2023

0 Comments

 
3rd January 2023

It's the first Tuesday of the year and we're with the Woking Gaming Club at The Sovereigns for an evening of gaming goodness

“You might not think that’s cricket, and it’s not, it’s motor racing.” - Murray Walker.

Heat: Pedal to the Metal is a card hand management, push-your-luck game about F1 racing. Intriguingly it's themed after 1960's F1.

What's in a game?
  • Game board: Heat Pedal to the Metal actually comes with 2 double-sided boards providing 4 tracks - France, Italy, Great Britain & USA for players to race around.
    Each board provides bird's eye view of the track as well as the surround environs.
    Each track is generally around 60 spaces long and each space has '2 lanes', there will be a number of corners marked by lines that each have a proscribed speed as well as a racing line indicator and 'Legend Lines' (Used to manage AI cars.). Straights also have countdowns to corners.
    There's also track information for the exact number of spaces, corners and lap count. It also lists the number of 'Heat' and 'Stress' cards required on the track (More on these below.) and has a space to place a weather tile if playing with the optional weather rules.
    Finally, each track has its own finishing podium to place your car when you finish the race!
Picture
French track.
  • Player board: There's a player board in each player colour.
    Along the top are a series of icons themed as dashboard dials that display a breakdown of how a turn occurs
    There are spaces for 3 stacks of cards (Racing deck, engine - or heat deck and discard pile.).
    Along the right side is a vertical track to manage the car's 4 gears. Each gear 'space' also has icons next to it, indicating additional actions the player may take when in that gear.
Picture
Green player has a shamrock illustration, does it mean it's Irish racing green?
  • Player tokens​: There is a 'gearstick' pawn and F1 car in each player colour.
Picture
Yellow and blue tokens.
  • Cards: Heat: Pedal to the Metal uses several types of cards. Each card depicts some element related to racing, speed cards generally show a err.. speeding car while others might show some part of the engine.
    Base cards: There are 12 base cards in each player colour, 3 cards each of cards numbered from 1-4.
    Starter upgrade cards: There are 3 starting upgrade cards, a 0-speed card, 5-speed card and a heat card.
    Heat cards: These very red looking cards displays a 'no-trash' symbol in the top corners - basically it means they can't be discarded, move on this below.
    Stress cards: As well as no-trash symbols, stress cards also display the 'boost' symbol which is a '+', again more on this below.

Picture
Base cards for green player.
Advanced components: Heat Pedal to the Metal has introductory and advanced rules. The advanced game adds more components.
These are broken down into 'modules' which players can pick and choose to add to their game as they see fit.
  • Championship module: This allows for a season of races during the 60's in which players score points in each race, culminating in a final score to see who wins.
    Event cards: Each race in a season has its own event card that can affect the race in some manner.
    Press corner standee: There are 2 standees which can be placed at certain corners.
    Sponsorship cards: These work somewhat like upgrade cards and are added to a player's deck but when they are used, they are discarded out of the player's deck instead of going to the discard pile.
  • Garage module: This module allows players further options when upgrading their cars through a big stack of differing upgrade cards.
    ​​Upgrade cards: These are further upgrade cards that are used in the advanced rules, these cards tend to have unique or unusual moves compared to the base cards.
    Advanced upgrade cards: Yep, if the upgrade cards aren't enough for then there's the advanced upgrade cards!
  • Legends module: This module introduces 'bot' or AI drivers. Heat: Pedal to the Metal plays with up to 6 including bots.
    If you're playing with a higher player count you can safely ignore this module but with 2 or 3 players, it might be a good idea to add some extra bots.
Picture
Legends mat and examples of legends cards that manage bot movement.
  • Weather module: This module will not only add weather variations to track but also track conditions, all of which may make it harder for players or even provide them with a benefit.
    Weather tiles: The thick tiles are sized a bit like playing cards. Using one of these 6 tiles will alter the race in some way for all players.
    Condition tokens: These smaller tokens are used on the corners, they affect the rules for going through the corners.
Picture
Weather tiles and condition tokens.
First; a bit of a criticism. The game has no tokens to track the usage of adrenaline (More on adrenaline below.). It's only a minor oversight and in no way a gamebreaker but it's still something that would have been nice to include.

The player and module mats feel a little flimsy compared to the other components but to be honest, unless the mats are mistreated, it shouldn't matter. Otherwise the components are all good.
The tiles and tokens all feel satisfyingly thick and sturdy while the cards and standees are of the usual acceptable quality.
The gearstick pawn is plastic as are the little cars, which are the standout components, they have enough detail to look cool on the track.

Heat: Pedal to the Metal features excellent art through out, in the particular the speed cards with their illustrations of F1 cars hurtling along are evocative and because it harks back to the F1 cars of yesteryear it lends the art a timeless quality.
There's also a lot of variation in the art for the upgrade cards and while the illustrations are good, pictures of brake discs or suspension coils are not as exciting as speeding sportscars.
The race tracks are also well depicted on the gameboards with some excellent illustrations.

Iconography found in the introductory game is not particularly complicated or overwhelming and players won't have any problems quickly understanding them.

The same cannot be said for the advanced game.
There are a large number of icons in the advanced game, icons for weather, icons for track conditions and so on but the main culprit is the upgrade cards since there's a lot of them, they contain a lot of varied icons that will require looking-up in the rule book.
Normally, I'd be a bit critical of this but as they're part of the advanced rules, it's fairly likely players will start with the introductory game and work up to the advanced modules. So I don't see it as a serious obstacle.


How's it play?
The following describes the basic, introductory game.
Setup
  • Race track: Choose a track, this will determine how many laps will be raced and what heat and stress cards each player will receive.
  • Players: Give each player the player board, gearstick, car and cards in their player colour.
    Deck setup: For the basic game, players should use the base cards and starter upgrade cards. Player should also be given heat and stress cards as dictated by the chosen racetrack.
    The heat cards should be placed on the player board space for heat cards while all the remaining cards should be shuffled into a face-down deck and placed on the deck space.
    Finally, players should put their gear stick on the 1st gear space on their player board.
    Players should then draw a starting hand of 7 cards.
  • First player: Starting positions should be randomly determined and players should place their cars in the pertinent position on the starting grid.

On to play
Before explaining the rules, it would be a good idea to explain some of facets of the rules beforehand.
  • Boost: There are several ways a player may gain a boost and several may occur at the same time (Due to stress cards.) but they are resolved the same way.
    For each boost being resolved, the player flips a card from their racing deck: If it's a base speed card (Speed 1-4.) it is added to the player's total speed and that boost symbol is resolved. If it's any other type of card, that card is placed in the discard pile and other cards are drawn until the boost symbol is resolved.
    This is repeated for as many boost symbols need to be resolved.
  • Heat: For a game called Heat: Pedal to the Metal, you'd think that heat cards would be important and you'd be right!
    Pay heat: The game has several ways to make players pay heat (Or gain heat cards really.) and they are all resolved in the same way.
    For every point of heat a player has to pay for, they must take a heat card from the engine deck and add it to their discard pile (Not their hand as I've done accidentally.). If player does not have enough heat cards available, then, depending on the situation, they cannot perform the action that requires they pay heat for it or they spin out!
    Cooldown: When cooldown occurs, it allows the player to return 1 or more heat cards from their hand (Not their racing deck or discard pile.) to the engine deck and every point of cooldown allows the player to return a heat card.
  • Speed: It's important to remember that a car's speed is the total numerical value of all the cards played face-up by that car's player at the end of their movement.
    This includes from using adrenaline - which is why a token for it would have been useful.
    This does not include slipstreaming.
Right with that out of the way let's get on with it.
It's fairly obvious but the first player to complete the required number of laps and cross the finish line is the winner!
Each turn in Heat: Pedal to the Metal consists of 9 phases which may sound like a lot but not all of them are required or mandatory and in practice is generally easily managed.

Heat: Pedal to the Metal does not use a traditional turn order. Instead the order of play is determined by position on the track. I.e., the player in 1st position on the track goes first, the player in 2nd goes second and so forth. This means the turn order is very likely to change from round to round.
The first 2 phases are resolved simultaneously whilst others full resolved by the player during their turn.   
  • Change gear (Mandatory): This action is performed simultaneously by players and in this phase players may choose to stay in the same gear or change gear.
    A player may increase or decrease their gear 1 step without issue, or they may increase or decrease their gear by 2 steps by immediately paying 1 heat.
  • Play cards (Mandatory): This is done simultaneously by all players.
    In this phase players play cards face-down and the number of cards played must be equal the gear their car is in. E.g., if a car is in 3rd gear, 3 cards must be played.
    A player may play any of the cards in their hand except heat cards.
  • Reveal & move (Mandatory): This phase is resolved one-by-one during the active player's turn.
    The active player reveal the cards they played and must move their car a number of spaces equal to the total value of the cards played. Thus if a player was in 2nd gear and played a 2 & 3, they must move their car 5 spaces.
    Some cards such as stress cards use the boost action and must be resolved.
    When a car moves, it is not blocked by other cars, however a car cannot end it's movement on the same space as another car.
    If a car moves to a empty space, it should be placed alongside the racing line, if there's already a car there, then it should be placed on the other lane in the same space.
  • Adrenaline (Optional): As well as being an optional action, this action only applies to the 1 or 2 back markers in the race (Depending on player count.). A back marker has 2 actions available to them.
    Speed increase: The active player may increase their speed by 1.
    1 cooldown: The active may gain 1 point of cooldown.
  • React (Optional): If the player has activated any icons due to what gear they're in gear or cards they've played, they may choose to resolve them at this time, in the order of their choosing.
    For the base game, this only applies to the gear. Upgrade cards may contain other icons.
    The player can use a boost action in any gear.
    In 1st gear they gain 3 cooldown and in 2nd, 1 cooldown.
  • Slipstream (Optional): If the active player has moved their car directly behind or alongside another car, they may choose to make use of slipstreaming.
    Slipstreaming allows the active player to move their car an additional 2 spaces, this is also without increasing their speed - which can prove very useful sometimes.
  • Corner check (Mandatory): If a player's cars has crossed any corner lines in this turn then they must do a corner check.
    The player compares the speed of their car with the speed listed for the corner, if the car's speed is equal or lower than the corner's speed, the it's all good. If the speed is higher, then the active player gets a point of heat for each point over the corner's speed limit.
    Spinning out: If for any reason the active player cannot pay the cost for heat because their engine deck is empty, then they spin out.
    If this occurs, the player moves their car to before the corner that caused the spin out, pays all the heat they can and adds 1 or 2 stress cards to their hand from the supply (Depending on what gear their card was in when it spun out.) and puts their car into first gear.
  • Discard (Optional): The active player may discard any cards in their hand into their discard pile except for heat and stress cards.
    Only cooldown allows a player to discard heat cards and stress cards must be played to get rid of them.
  • Draw (Mandatory): The active player refills their hand until they are back up to a hand of 7 cards. Whenever a player's racing deck is emptied, they simply shuffle their discard pile into a new racing deck.
  • Next player: Play proceeds to the next player in the turn order.
  • End round: Once the last player has taken their turn, the current round is over.
    A new turn order is set according to the current positions of all cars with whoever is now in 1st place going first and so on
 
  • Advanced rules: What is written above pretty much explains the entirety of the game and I'm only going to briefly touch on the advanced rules, some of which actually just change the parameters of the game.
    • Championship: This adds a sort of career mode to the game and adds events that alter the basic rules.
      Press corners: Each track will have press corners and by performing specific actions at them, the active can acquire sponsorship cards. talking of which...
      Sponsorship cards: These work a bit like upgrade cards except they once they are played, they are discarded out of the game and not into the player's discard pile.
    • Garage: This module provides a wide variety of upgrades that player's can use. Generally they can be very useful.
      E.g., a upgrade card might be 1/3 upgraded brakes and when play means the player can choose the card to have a speed of 1 or 3 which can be very useful.
    • Legends: Not really additional rules but a way of providing bot players to increase the number of cars on the track.
    • Weather: There are 2 ways this module can affect the game.
      Weather tiles: The weather tiles generally alter the starting number of heat and stress cards.
      Track conditions: These tokens change some element of the game for a stretch of the track or on a particular corner. It might be possible to use the boost action a straight for free, or a corner's speed might be lowered and so on.

Endgame
Who ever crosses the finishing first after completing the required number of laps is the winner. Remaining players may of course continue playing to determine the final finishing order.

Championship
If playing a championship, all cars should finish and their championship points for that race should be recorded.
Additionally, if the garage module is also being used. Players should keep their upgrade cards from race-to-race.
Once the championship is over, whichever player has acquired the most points wins the championship!


Overall
Heat: Pedal to the Metal gives players several obstacles to wrestle with and sometimes several ways to approach that obstacle.
Players need to navigate corners, manage their hand and by extension also manage their heat cards. The game also has a push-you-luck element to contend with but not necessarily in the way you'd think.

The game also requires players to think a turn ahead, especially in regard to corners. Managing the current round is not so hard, players will know how far away the next corner is and how far their cards will get them (With the exception of stress cards.) but will need to think about where they end their move. A player be may end its turn right in front of a 4-speed corner in 4th gear, will they have the heat to go down 2 gears, do they have low enough speed cards to get through the corner unscathed or will have to hope to draw the cards they need, which is one way they can push their luck.

Discarding cards is also something to think about, players will sometimes have to resist the urge to discard low speed cards on occasion as they can prove useful in  upcoming corner and of course, some cards cannot be discarded.
When players have heat cards in their hands, they need to dip into the lower gears to discard them.
Stress cards though, have to played.

Stress cards is the other way of pushing your luck in Heat: Pedal to the Metal. If a player is on a straight, it's not too much of a risk but if they're going into a corner and need a specific number, there's always the chance that they card they least want!

Having said that, sometimes players will want to be a bit too fast! Going through corners effectively is a bit of an art in itself. Sometimes it pays to deliberately go through a corner just a little bit too fast and take the heat, especially if the corner goes into a long straight as it leaves the player free to blast down the track.

Slipstreaming is also a interesting mechanic as it creates a 'jostle' between players and I'm sure that's how it's intent.
It also creates a higher level to player where players will try to anticipate where their rivals ahead of them will move to and exploit it with slipstreaming.
Conversely, if a player is ahead of their rival, they may want to position themselves in such a way that their rival cannot slipstream them. However, there will be times that it's unavoidable that an opponent will slipstream you and it can feel a little punishing. Conversely, if a player is ahead of their rival, they may want to position themselves in such a way that their rival cannot slipstream them. However, there will be times that it's unavoidable that an opponent will slipstream you and it can feel a little punishing.

​Finally, lets talk about heat cards. They are a very important resource and can provide significant bonuses when utilised correctly.
Heat cards can be used to push a car harder than usual, go up gears faster or go through corners quicker. There's a risk though, unless a player can discard (Usually by dropping gears in corners) them they'll just clutter the player's hand up.
Players should try and the best of this; crossing the finish line first with a empty engine deck and a handful of heat is still first.
Finishing second with a full set of heat cards in the engine deck still equates to finishing second.

All of this is good stuff because it provides players with meaningful decisions to make, sometimes what might seemingly be a simple decision can have significant outcomes and a lot of these may be contextual.

E.g., while going through a 4-speed corner a player may want to be in 2nd gear and play a 3 & 1 speed cards, keeping a 4 for later.
Or, they may want to drop to 1st and play the single 4, which will allow them to discard 3 heat cards instead of 1. However this would mean they start the next round in 1st gear, which may be a bad thing depending on what is up ahead.

This kind of contextual gameplay keeps Heat: Pedal to the Metal fresh, it also helps that it has 4 tracks and various modules.

Heat: Pedal to the Metal is a fun game that plays well at a higher player count without having a too long a playtime and worth trying.
0 Comments

Shifting Stones - First Play

13/2/2022

0 Comments

 
13th February 2022

It's Sunday night and we're logged into Board Game Arena for an evening of gaming.

Shifting Stones is a light sort of puzzle-themed sliding tile game.

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

​What's in a game?
  • Tiles: Shifting Stones features 9 double-sided tiles. On all the tiles, each side is a different colour to the other. Each colour also has it's own illustration. The tiles brea down as follows.
    Black/yellow: 1 tile.
    Orange/red: 2 tiles.
    Blue/purple: 3 tiles.
    Green/grey: 3 tiles.
  • Cards: There are 72 cards in Shifting Stones. Each card displays a 3x3 grid in some manner or other and will contain pictures of 1-4 of the tiles in various positions in the grid. Each card also has a VP value, the more tiles on the card, the more VPs.
  • Player aids: Normally I don't bother mentioning player aids but in Shifting Stones, they're particularly useful as they show both sides of all 4 types of tile.

There's not much to say about the components. The illustrations on the tiles are nicely detailed and distinctive. However, I found the colours somewhat muted in lower lighting and a little indistinguishable, particularly the orange/red combination. The same is true of the cards.

The game has no iconography other than the tile illustrations.


How's it play?
Setup
  • Tiles: Randomise the 9 tiles and put them into a 3x3 grid with the illustrations orientated the same way.
  • Cards: Shuffle the cards into a face-down deck, deal 4 to each player.
  • First player: Determine a first player.

On to play
Shifting Stones uses a traditional turn order, the active player has their turn and when it finishes, play progress clockwise to the next.
During their turn, the active player perform any number of the score/swap/flips actions in any order so long as they have the cards to perform them. Alternatively, they may skip their turn.
  • Score: If the positioning of the tiles matches a card in the active player's hand, they may score it buy placing it down in their playing area.
  • Swap tiles: This action requires the active player to discard a card of their choice, then they can swap around 2 orthogonally adjacent tiles.
  • Flip tile: This action also requires the player to discard a card and allow them to flip a tile to it's other side.
  • End turn: When the turn ends, the active player draws cards until they have a hand of 4 again.
  • Skip turn: Instead of acting, the player may skip their turn entirely. This allows then to draw cards and temporarily increase their hand size to 6, giving them more option in the following turn. However, this action cannot be chosen during the subsequent turns. I.e., a player cannot skip turn twice in a row.

Endgame
Play continues until any player has scored (Dependant on player count.) 7-10 cards, after which the current round is completed.

Players add up the VPs of all the cards they've scored during the game.
Additionally, whoever played the most 1 value cards earns a bonus 3 VPs.

Points are tallied, highest score wins.

Overall
As you can see from the brief write-up, Shifting Stones is a fairly straightforward and accessible game, it could make a good introduction to new players or crossover game.

Despite the straightforward rules, there is actually a bit of depth to be found in Shifting Stones. The game makes use of a hand-as-currency mechanic to pay for actions and getting rid of cards that might prove useful is always a meaningful decision. Players will want to minimise this and find the most efficient way to swap/flip tiles to where they need them to be and hope to score at least 1 card per turn.
At the same time, hanging on to cards too long can earn nothing and trying to plan ahead is likely to be futile, it's too risky leaving things for another round as it players will invariably change the tile positionings, players will need to be decisive and exploit the opportunities that present themselves during their turn.

There's not much more else to say really, there's no noteworthy interaction between players and it's hard to gauge what others are doing, especially since whenever they refill their hand  - which is every turn, they'll be presented with newer options.

Other than I found the game a little bit of a frustrating experience.
Watching other players inadvertently wrecking the positioning I was try to set up between turns wasn't what I'd call much fun. I also found having to remember what was on the flip side of the tiles something of a chore, having to refer to the reference card wasn't much better. If perhaps. there was more engaging core gameplay, maybe I'd would make the effort to remember what's on the other side of the tiles. But there wasn't, so I didn't.

Shifting Stones is straightforward and clearly skews towards the lighter end of the complexity scale, it would possibly make a good filler game. I'm not sure there's enough here to appeal to me though and coupled with the frustrating experience means that this is not one for me.
0 Comments

Jurassic Park: Danger!

22/12/2021

0 Comments

 
21st December 2021

It's a Tuesday, it's nearly Christmas and we're round Simon's for some gaming goodness.

Jurassic Park: Danger! is a board game themed after the very first Jurassic Park film from 1993.

​Is it a good game?

'Your game designers were so preoccupied with whether or not they could, they didn't stop to think if they should...'

What's in a game?
  • Hex Tiles: The game's playing area is created using hex tiles and is to some degree randomly determined in every game.
    They are decorated with greenery and jungle as well as symbols along their sides to represent cliffs, fences and dinosaurs.
    Start: The start hex is always the same and sits in the 'centre' of the playing area.
    Central hexes: There are 6 inner hexes that surround the starting hex.
    Perimeter hexes: These surround the inner hexes and there are 9 of them.
  • Frame: The frame goes around all the hexes and makes it look like an island, the frame also contains 3 hex-spaces including the escape hex!
  • Character decks: There are 10 differently coloured individual playable characters in Jurassic Park: Danger! as well as a dinosaur deck for 11 in total. Each deck contains 10 cards.
    All player actions are determined by cards played during the game and each card displays its available action and the related difficulty, a 'boost value' number is also displayed in the corner of some cards.
    Dinosaur deck: The dinosaur deck is a little different, it too contains 10 cards, but each card lists 1 or more actions which will be split amongst the 3 dinosaurs in the game.
  • Character mats: These go with the human character decks and therefore there are 10 of them in colours that match the character decks. Each of the human characters will have a special objective that needs to be completed before they escape the island as well as spaces for discarded and burned cards.
    Dinosaur mat: Again, the dinosaur mat is slightly different to the player mat, it tracks the usage of each dinosaur's special ability and also has a discard spot for the dinosaur cards.
  • Tokens: The game employs several types of tokens, mostly used to track events, these include:
    Objective tokens: There's 1 each for the 10 human characters, again in pertinent colours, some will be on the board and must be collected by that character's player, some are acquired by different methods.
    ​Fence tokens: A number of the tiles contain electric fence icons, when these are powered up, the fence tokens are used to represent this.
    Activation tokens: Players of the human characters must activate 3 locations in the playing area.
    Lock tokens: Certain buildings can be locked and keeps those pesky dinosaurs out.
    Helicopter token: Get to the chopper to win.
  • Die: A single normal six-sider.
  • Meeples: Each playable character has their own meeple their own colour and the dinosaur player will have 3 red, fairly large dinosaur meeples.
Except for the character mats which are quite thin, the components for Jurassic Park: Danger! are all pretty solid, the cards and the tiles are pretty much what you'd expect of them. The game comes with a wealth of meeples in 10 different colours, which is cool, it could have come with just provided 4 and no one would have complained but the standout meeples are the oversized dinosaurs which have been illustrated on the sides.

This neatly brings me to the game's art-style, which is a bit of a mixed bag. There's some appealing and colourful art on the tiles but the cards are sort of plain. The game also makes use of photo art of the actors who appeared in the film and it doesn't quite sit right with me.
It's understandable why it's been done, I'm sure the licensing for this came with a not inconsiderable fee and being able to plaster the faces of well known Hollywood personalities may attract extra customers, additionally; use of the film's marketing photos saves on having to commission art work.
Maybe that's it, maybe the use of photos gives the game a cheap feel. Furthermore, the game's actual art clashes with it's use of photos and it feels a little jarring.

Much of the game's iconography is intuitive but the 10 different character decks are all personalised to some degree and each will contain something unique which will probably require referencing the rulebook, none of it is a deal breaker though.


How's it play?
Setup
  • Map: Set up the frame and then randomly place the outer ring of tiles inside it, then randomly place the inner ring of tiles inside those! Finally, place the starting tile in the remaining spot in the centre.
    Then place the 3 location tokens on their spots.
  • Dinosaur player: Determine who will be the dinosaur player and give them the dinosaur mat and meeples which should be placed on their stating spots.
    The dinosaur player shuffles their cards into a face-down deck and draws 3.
  • Character players: The remaining players should either choose or determine randomly which characters they will start the game with an take the pertinent character mat, deck and meeple.
    Then players should their meeples on the starting tile and any relevant objective tokens on their spots.
    Character players keep their entire deck in their hand.

​On to play
Jurassic Park: Danger! plays asymmetrically but has some similarities between players.
  • Dinosaur card: The dinosaur player chooses 1 of their 3 cards and plays it face-down, then they draw a card from their deck to bring their hand up to 3 again.
  • Character cards: Each character player chooses any 1 of the move cards in their hand and plays it face-down, only move cards can be played.
Once everybody has played cards, the games to the resolution phase.
  • Dinosaur resolution: The dinosaur card is revealed, it will contain 1 or more actions which the dinosaur player can perform, there is a restriction however,  each dinosaur can only perform 1 action on a card, thus the actions must be spread between the dinosaurs.
    Actions include:
    Climb: This allows the dinosaur to move into an adjacent hex tile that involves crossing a cliff or unelectrified fence. They cannot pass a electrified fence.
    Run: Allows a dinosaur to move into an adjacent hex tile, it cannot cross a tile if it passes a cliff or any sort of fence.
    Sneak: This hides the dinosaur. Basically, it defers movement until the following round, in which case the dinosaur reappears in the same or an adjacent hex, although they still cannot cross electrified fences.
    Significantly, when a dinosaur reappears it doesn't count as a move, so it can be moved again in the same turn with an action card! A double move can be very powerful in this game.
    Special action: Regardless of what actions appear on the played card, the dinosaur player has the choice of using 1 of the special actions unique to each of the 3 dinosaurs. When a special move is used, it becomes locked out for the next round, thus they cannot be spammed.
    Attack: Strictly speaking, this is not an action and occurs automatically when a dinosaur is in the same hex tile as a character (unless either or both are sneaking.). Attacking a character forces them to randomly burn a card. More on card burns below.
  • Character resolution: Each character player reveals their card and resolves it, unlike with the dinosaurs, there's a little more going on during character resolution. Characters have moves similar to dinosaurs with a couple of differences.
    Climb: Allows the character to potentially cross cliffs and unelectrified fences into an adjacent hex tile. This is not guaranteed though and the card will display a number such as 4+, which means to successfully climb, the player must roll 4 or higher on the die.
    If the roll is failed, the player may choose to boost the result, see blow for more on boosting. If the player does not boost a failed climb, the card is returned to their hand and not discarded.
    Finally, a character cannot enter a hex with a dinosaur unless it is sneaking.
    Run: A character can move into an adjacent hex provided they do not cross a cliff or any kind of fence. Additionally, the same rule about entering a hex containing a dinosaur also applies.
    Sneak: This defers movement and is functionally identical to sneaking for dinosaurs. As with climbing, a roll is required to sneak and utilises the same rules. After reappearing, the rules about entering a hex tile with a dinosaur applies.
    Free actions: Characters will have free action cards available to them, a free action can be played by the active player at any time during their turn. When used, they are sent to the discard pile.
    Activate: Also a free action, but not related to cards, if a character is in a key building, they may try to activate it, this requires a roll.
    When each building is activated, it will confer it's bonus onto the character players.
    Discard: Once a character's card has been resolved, it is discarded on to the discard space on their mat.
    Burn: If a character card is burned for any reason, it is placed on to the burn pile on the character mat. Cards in the burn pile are permanently out of that game.
    Boost: Some character cards will have a number in the bottom right corner, this is its boost value. If a character fails a roll, then they can choose to burn one or more cards in their hand to add the boost value(s) to the roll.
    Replenish hand: You may have noticed that players may discard or burn cards  and will run out of cards very quickly, but there's a way to draw discard pile back in  hand.
    ​At the end of a round, a character player may replenish their hand: This involves burning their entire current hand and then putting the discard pile back in their hand. Obviously players should aim to only replenish cards when they have few cards in their hand. Remember a player must have at least 1 card to replenish their hand.
    Empty hand: If a player runs out of cards for any reason, then the character they're playing is eliminated (Which is a nice way of saying eaten really!).
    ​Luckily, the game has no player elimination, only character elimination, when this occurs, the player can simply pick another character to play who will join play on the starting tile.
Once all cards have been resolved, play progresses to the next round and players begin by playing cards again.

Endgame
Play continues until 1 set of victory conditions is met.
Character players: For the character players, they have to:
  • ​Activate all 3 buildings, when this is achieved, the helicopter token is placed on it's space.
  • Complete the character goal for 2-3 characters (Depending on player count.) and those 2-3 character must safely get to the helicopter.
Interestingly, once a character reaches the helicopter, they are safe and out of game but the player can select another character to begin playing.
Dinosaur player: The objectives for this player are much simpler:
  • Eliminate 2 or 3 characters.
Which side completes their objectives first, wins.


Overall
Jurassic Park: Danger! is a cat-and-mouse game all about asymmetrical play. Not only do the dinosaur and character players have different rules, the characters will have differences between them. Each character may have different numbers they need to roll for climbing or sneaking, giving them strengths and weaknesses, additionally, they'll have a card or two which are unique to them.

The game does feature some sharp cat-and-mouse gameplay. Due to the limited size of the playing area, a dinosaur will generally never be more than a hex or two away from a character player and this keeps the game feeling quite taut. Players will always have to make meaningful decisions and to make what they hope is optimal choices.
Characters need to coordinate to complete their objectives, sometimes putting themselves at risk to protect others, particularly if that other character is close to something important and they can't afford to procrastinate either, as their decks inevitably dwindle.

The dinosaur player will face tension too. They of course need to prevent the other players from completing objectives. Unlike the character players, their cards cannot run out, so they can be patient. However, since the dinosaur player only ever has 3 cards in hand and limited actions per dinosaur, they're never fully in charge of what they can do, a hand of 3 cards will limit the dinosaur choices and to a degree randomise their actions, the dinosaur player may not get the moves they need when they need them.
​While there are only 3 actions for a dinosaur to use, the way in which they become available is unpredictable - to both sides of the game.

I think the most interesting mechanic in Jurassic Park: Danger! is the character elimination rule. It's adds the potential for some real tactical moves by the character players, e.g., they could choose to sacrifice someone to distract a dinosaur at the right time, brutal, but maybe effective?
This brings me to my criticism of that mechanic: It feels like the game treats characters as just resources to be managed and not people trying to escape. It seemed quite hard to complete objectives, personal goals and get 3 characters out to the helicopter without losing other characters on the way. I know this is just how the game is balanced and not really an issue, especially since it has no effect on winning, but it did detract from the feeling that you're trying to survive. It felt a little unsatisfying.

Speaking of balance, this brings me to another criticism, which is my dislike of one-vs-many games. The balancing between one player and several others never seems quite right and I don't see Jurassic Park: Danger! being any different. Multiple brains will always out strategize a single brain.

I have to wonder who this game is aimed at? I think many dedicated gamers, myself included are leery of licensed games and as a dedicated gamer, I personally found Jurassic Park a little underwhelming and uncompelling; a little too light for my tastes. It's something I have any inkling to play again.
More casual gamers will probably be unfamiliar with some of the mechanics here such as card management, the game isn't particularly complex but neither is it particularly accessible.

So I guess we're left with Jurassic Park fans who're gamers!
0 Comments

    Author

    I play, I paint.
    ​This is where I talk about what I play.

    Archives

    March 2024
    February 2023
    January 2023
    December 2022
    November 2022
    October 2022
    September 2022
    August 2022
    July 2022
    June 2022
    May 2022
    April 2022
    March 2022
    February 2022
    January 2022
    December 2021
    November 2021
    October 2021
    September 2021
    August 2021
    July 2021
    June 2021
    May 2021
    April 2021
    March 2021
    February 2021
    January 2021
    December 2020
    November 2020
    October 2020
    September 2020
    August 2020
    July 2020
    June 2020
    May 2020
    April 2020
    March 2020
    February 2020
    January 2020
    December 2019
    November 2019
    October 2019
    September 2019
    August 2019
    July 2019
    June 2019
    May 2019
    April 2019
    March 2019
    February 2019
    January 2019

    Categories

    All
    2 Player Only
    50 Fathoms
    Abstract
    Annual Quiz
    Area Control
    Asymmetrical Play
    Auctioning
    Black Hack
    Bluffing
    Board Game
    Campaign Play
    Card Game
    Clockwork & Chivalry
    Cooperative
    Cthulhu Hack
    Deck/Bag Builder
    Deduction
    Dice Game
    Drafting
    Engine Builder
    Hand Management
    Hidden Movement
    Hidden Role
    In Darkest Warrens
    Legacy
    Merry Outlaws
    One Vs Many
    Oubliette
    Party Game
    Programming
    Push Your Luck
    Real Time
    Renaissance
    Resource Management
    Roll And Move
    Roll And Write
    Route Builder
    RPG
    Sand Box
    Savage Worlds
    Set Collecting
    Storytelling
    Tableau Builder
    Team Based
    The Month In Gaming
    The Year In Gaming
    Tile Placement
    Trading
    Traitor
    Trick Taking
    Voting
    Wargame
    Wasted Hack
    WFRP
    Wogglecon
    Word Game
    Worker Placement

    RSS Feed

Powered by Create your own unique website with customizable templates.
  • Home
  • Special Effect
    • Special Effect
    • The Final Return of The Indiana Jones Charity Globe Trot
    • The Warlock of Firetop Mountain Challenge
    • Return of The Indiana Jones Charity Globe Trot
    • Bard's Tale Challenge
    • Fighting Fantasy Challenge
    • The Indiana Jones Charity Globe Trot
    • Mirkwood Charity Walk
    • Middle-earth Charity Walk
    • Dungeon Daze
  • RPGs
    • The One Ring
    • The Evils of Illmire
    • Beach Patrol
    • The Surrendered Lands
  • Game Blogs
    • RPG Blog
    • Gaming Blog
  • Painting Blog
  • Contact