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Gaming Blog

Karuba

27/10/2020

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27th October 2020

Tuesday evening is here and I'm at 'The Sovereigns' in Woking with the Woking Gaming Club.

Time for the first game of the evening; Karuba.

​Have you fancied yourself as an explorer just landed on some unmapped jungle island? Well in Karuba you control not just 1 explorer, but 4! All in a rush from beach to jungle in order to find temples, treasure and ultimately glory first before everybody.

What's in a game?
  • Player boards: All player boards have 30 spaces in a 6x5 grid. Half of the grid's perimeter is bordered by the beach and the half by the jungle. Each half of these perimeter's is numbered (In increments of 10.) from 10 to 110, these numbers represent compass degrees. There is little artwork here, but what there is, is nice enough
  • Path tiles: Each player has 36 identical numbered tiles. Each tile shows a path or a junction. Some tiles will also display a gold or diamond symbol.
  • Meeples: Each player has identical tokens, 4 sets of an explorer and a temple, in 4 colours. These are nice wooden tokens.
  • Gold and diamonds: Shiny and translucent little plastic tokens are used to represent gold nuggets and diamonds.
  • Scoring tokens: There are 4 sets of 4 scoring tokens in the same 4 colours as the meeples. Iin each set of tokens they are worth from 2 to 5 points.
There's not much to be said about the components. The meeples are good classic wooden tokens and the gold and diamonds are a nice touch too. The rest of the components are well made and sturdy.

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Player board.
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Gold, diamonds & scoring tokens.

How's it play?
Set up
The set up for Karuba very straightforward, if a tiny bit time consuming.
  • First choose 1 player as a 'caller'.
  • Starting with the caller and clockwise order, each player will put a single explorer down in a beach space numbered from 10 to 110 on their player board, at the edge of the grid. All other players must also put down an explorer of the same colour on the same space on their own player boards. Then the player puts down a temple in the same colour as the explorer, but in one of the jungle spaces numbered from 10 to 110 instead; the only restriction is that it cannot be less than 3 spaces away from the same coloured explorer. Again all other players follow suit. Continue until all explorers and temples have been placed. All players should now have all their meeples in identical spaces.
  • The caller is given their set of 36 tiles, these should be shuffled and placed into a face-down stack.
  • All remaining players should place their tiles face-up in numerical order around their board so that they can be easily found.
  • Gold, diamonds should be placed in an easily accessible spot for all players.
  • The amount and value of scoring tokens used will be dependant on the number of player. 1 face-up stack in each colour should be created, with highest value token on top and lowest at the bottom. All 4 stacks should placed in a spot easily reached by all players.
Now were're ready to go.

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Tiles set up and ready to use.
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Meeples.
Picture
Temples


Gameplay for is very straightforward. Players are trying to move their explorers to the temple of the same colour. Unsurprisingly, this is done by laying tiles and moving the explores along the paths that are created.
Karuba has no turns, everyone makes their choices at the same time.
  • The caller will have a stack of face-down tiles. They turn over the top tile and announce the tile's number to all other players. The other players should then find and pick up their matching tile. Now all players have to make 1 of 2 decisions: Lay tile or discard tile to move explorer.
  • Lay tile: If a player chooses this option, they must put the tile on to a grid. There is only one rule; tiles cannot be rotated, the number in the corner of tile must always be upwards. Other than this, any placement is ok, you do not have to connect it to another tile or path, you can create dead-ends or block other routes off or send a route off the grid, remember the only player you can screw over... is yourself. Finally if the tile has a gold or diamond symbol on it, then place a corresponding token on to it.
  • Discard tile to move: If a player discards a tile, then they can move an explorer along a number of tiles equal to the number of exits on the discarded tile. Thus a straight or bend confers 2 movement points, a T-junction confers 3 and crossroad -4. There are some rules here: Only 1 explorer can be moved, the movement points cannot be split between explorers, an explorer cannot pass through a tile that is already occupied by another explorer nor can they end the round there. If an explorer moves on to a tile with a gold or diamond token on it, the player can choose to pick it up, picking the treasure up ends the explorer's movement irrespective of any remaining movement points.
  • Once all players have finished playing a tile or moving explorers. A new round begins and the caller draws another tile.
  • When an explorer reaches their temple (By moving off the grid and onto the temple's space.) they collect the topmost scoring token in the same colour as their explorer/temple. If two or more players reach the same coloured temple in the same turn, they all score according to the topmost token, players who take the lower value tokens also take diamonds to make up the difference.

Endgame
Play continues until one player has moved all 4 of their explorers to the relevant temples, or as is more likely until the caller has depleted their entire stack.

Players add the points of all the scoring tokens they've collected and the gold and diamond tokens, gold is worth 2 points and diamonds 1 point.
​Highest score wins.

Picture
My board at the end of the game.
Picture
The treasure I'd accumulated.

Overall

Despite the simplicity of the rules, Karuba gives players lots of decisions to make nearly all the time.
​
The most common of these is whether to play a tile or discard it for movement.

This is a very elegant mechanic, the best tile to build paths with is the crossroads, because it gives you the most options. But the crossroad is also the best tile to discard for movement, as it give you most movement. 

Early in the game, you'll obviously be wanting to play the tiles more often to build up your paths, but you can't afford to play them willy-nilly. A meandering path is something players will want to avoid.
You may end up putting tiles in seemingly unconnected, random places, hoping to get the right tiles later on!
Players have limited rounds in Karuba and will want to build their paths as efficiently as possible. The game has an absolute maximum of 36 rounds.

If you look the photo of my gameboard from the end of the game. All 36 tiles were drawn. This means  I played 19 tiles, which means I moved 17 times, whilst I managed to get 3 explorers to their destination, the blue explorer barely managed to leave their starting spot.

Movement may also provide difficult decisions.
For example; you may have an explorer who is just 1 step away from a treasure or a temple but have just drawn a crossroads tile which grants you 4 movement, using it on 1 movement can be a waster. Do you use it to move another explorer to maximise it's value, or do you use 1 movement to complete an objective and waste the rest of the movement?
Also, when moving explorers, players will need think ahead a little, a badly placed explorer can block their colleagues, meaning it might require an entire round to clear the path.

Only towards the end of the game, when I had connected everything up and reached 2 temples, did the decisions become no-brainers. But because the game is played simultaneously and other players were more or less in the same situation: There was little downtime between rounds, which passed very quickly.

Karuba is a quick game to play anyway, if a player spends 1 minute deciding their move, the game has a play time of 36 minutes.

The only small criticism I could level at Karuba is that there is no interaction with other players. Not a problem for me personally, but it can be for others.

Otherwise I thought it was a good game.
Quickly and easy to learn, quick and fun to play.

​Anybody can learn and play Karuba. It's such a visually driven game that players should quickly comprehend what they need to do.

It's a game that's definitely going on my list.
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Tsuro

23/12/2019

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24th November 2019

Sunday at 'The Sovereigns' in Woking. The 50 Fathoms hiatus continues, so it's board games instead.

We began with 'Tsuro: The game of the Path'.
And that's what Tsuro is, a game about paths, quite figuratively. It's also quite abstract and there's not much to say about the theme.

What's in the game?
The game comes in a small package.
  • Board: The board depicts a 6x6 square grid. Along the outside the perimeter of the board, each grid square is marked with 2 'entry' paths that lead into the board.
  • Path tiles: There are 35 of these square tiles. Each side of a tile has 2 entries/exits and a total of 4 paths that enter/exit the tile. The paths on the tile twist and turn so that the 4 paths can enter and exit in many different combinations.
  • Player markers: These are designed to look like stones.
The board and tiles are well made but pretty much standard components. However, the player makers are quality; the game could have easily used tokens are markers, but the game goes ahead an extra step in providing little 3D stone (Plastic actually!) player markers.

Picture
Empty board at game start.
Picture
Player marker & 3 starting tiles.
Picture
Yellow starter marker.

How's it play?
Set up is quick and simple.
  • Shuffle the tiles and randomly deal 3 to each player forming a hand. The remaining tiles become a draw stack.
  • Give each player a player marker. Now each player places their marker on one of the entry paths on the board's perimeter.
​Now the game can begin.
  • The active player places a tile from their hand on to the board on the grid adjacent to their marker. The tile can be placed in any of the 4 orientations.
  • Then they move their marker along the path that they have connected to. If this connection causes them to leave the board, then that player is eliminated from the game. A player cannot deliberately make their marker exit the board, but may be forced to do so due to circumstances. When a player places a tile, it may move another players marker and cause it to exit the game - eliminating that player. Furthermore, placing a tile may cause one marker to crash into another marker, in this instance, both markers are eliminated from the game.
  • Finally, the active play draws a new tile to bring their hand back up to 3 tiles.
As you can see, the rules are simple and straightforward.
Endgame
Play continues until one of the following conditions are met:
  • Only 1 marker remains on the board, in which case that player is the winner.
  • If, for some mind boggling reason, players manage to place all the tiles down and there are 2 or more markers still left on the board. Then all remaining players share a tied victory.
  • If all remaining players are eliminated at the same time, then those players all share a tied victory. ​

Picture
Board begins to fill up.
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Yellow & White crash, Red wins!

Overall
Tsuro is a small game, quick to setup, quick to learn and quick to play.
It is essentially a light 'programming' game that requires a small amount of scrutiny and forethought to try and predict your moves.
The real danger in the game however, comes from the other players, it's impossible to predict what tiles they will play and its impact on you. Essentially you can't rely on planning more than 1 move ahead and have to adapt to other player's moves as they occur, this is particularly true later in the game as the board becomes fuller and options become smaller.

All this unpredictability makes Tsuro fun, as long as you don't try and think too much about what moves you can make.
Additionally, Tsuro plays with up to 8 participants, combined with it's accessibility make it a good choice for party games and fillers. 
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Photosynthesis

15/8/2019

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4th June 2019

Tuesday night and it's game time at 'The Sovereigns' in Woking with the board game club.

Does the idea of game about slowly growing trees excite you? If the answer is yes, then  Photosynthesis is the game for you!


What's in a game?

All of the components of photosynthesis are made from card. All of the of the tokens, even the trees. There are no plastic meeples or soulless wooden cubes here.
And even though this is the case, they are still good components. When a bunch of trees are all on the playing board. It looks impressive.

In photosynthesis there is a main playing board and a sun marker to indicate the direction of the sunlight. Additionally, each player has their own board that contains most of the seeds and trees needed to play the game.
Players also start with some seeds and trees that are not on the player board that are 'available' to use. There is an important difference between the two that will explained a little further down.
Picture
How's it play?

The premise of Photosynthesis is to plant seeds, grow the seeds until they become the largest possible trees and then score points from those trees.
 
In a normal game, play continues until the sun has completed 3 revolutions of the board. It takes 6 rounds to complete 1 revolution. Thus players each have a total of 18 turns to win the game.
Each round consists of 2 phases.
Phase one.
  • The first phase allow players to collect 'light points', (This is the game's currency that allows players to carry out actions). Collecting light points is an intriguing process, it's dependant on the position of the sun.
  • This is indicated by the sun marker, which will placed in 1 of the six positions around the board and indicates the direction of the sunlight.
  • Any tree in sunlight earns its player light points, (The bigger the tree, the more points it earns.).
  • However, trees cast shadows in the opposite direction of the sunlight, (The bigger the tree, the longer the shadow.). Any tree caught in a shadow does not earn light points. There is one exception, if the tree caught in the shadow is bigger than the tree casting the shadow, then the bigger tree will earn its full points.

So now that all the players have calculated their light points, play proceeds to the next phase.
Phase two.
  • In this phase players can spend some or all of their light points to carry out various actions.
  • Actions include planting seeds, growing trees or scoring trees. As well as acquiring seeds or trees.

​That's it for the basic rules. There are, however a few other rules to remember which are very important.
  • Even though players will have multiple light points and can perform multiple actions. Only 1 action can originate from a space on the game board per turn. Therefore players cannot plant a seed and grow it into a tree in a single turn. Nor may they use a tree as a point of origin to plant a seed more than once per turn.
  • Seeds and trees on the player board are not 'available' to use. Only the seeds and trees off of the board can be placed on to the main game board. Players must light points to purchase seeds and trees, in which case the are taken off of the player board and then become 'available' to be used.
  • When a player grows a seed into a small tree, or increases the size of any tree; they replace whatever is on the game board with its relevant 'upgrade'. Thus a seed is grown into a small tree is removed and replaced with the small tree. The seed is returned to the player's board, (It does not go to the 'available area.). If there is space available on the player board, then it is discarded and permanently removed from the game.

​All of these rules basically serve one purpose - to slow the game down. And that makes complete sense, this is a game about growing trees after all. It forces players to think a few turns ahead.
It takes time to score points. A tree can only score points when it is a 'large' size. It takes 4 actions to plant a seed and then go to a small, medium and large tree. Then it takes a 5th action to score it.
Furthermore it will take more actions and light points to 'buy' the seed and 3 different sized trees from the player board in order to do this.
Picture
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Overall

Photosynthesis is a peculiar beast: It's a little bit like a worker placement game with trees earning light points from their positioning and it's a little bit like an area control game, where larger trees will shut out surrounding smaller ones.

It's simple to learn but forces players to adopt a 'ent-like' mentality towards the games varied choices, strategies and occasional hard decisions. It's slow place means players cannot burn light point to do one thing quickly. Sometimes it's possible to speed events by sacrificing seeds or trees, but this can be tricky choice as it's permanent. I'm sure there are ties when it is prudent to do so. But slow and steady, that's the way to go.

I think all of this good and makes for a good game. I'm sure Treebeard would agree!
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K2

29/5/2019

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19th March 2019.

Another Tuesday and another evening of gaming fun at 'The Sovereigns' in Woking.

Tonight we played in a 3 player game of 'K2'.

K2 obviously refers to the mountain K2. People on the internet who claim to know more about mountain climbing than me (and that's not hard, I know nothing about mountain climbing) state that K2 is harder to climb than Everest.

With that in mind, it's best that I conquer K2 from the confines of a board game sitting in a semi-comfy chair.

In K2, each player controls 2 climbers. The higher a climber goes, the more points they score at the end of the game (provided they're still alive at the end). Each climber scores, so your final score will be the combined score of both.

Climbers only have 1 stat for you to worry about and manage. That stat is 'acclimatisation'. If this drops to 0, then the climber dies.

The game rules are quite straightforward.

Each player has their own personal deck to draw cards from to create a hand of cards. There are basically 2 types of card.
  • Cards that grant you varying amounts of movement, sometimes up or down or sometimes in both directions. Playing a movement card will allow a climber to move that much in a turn.
  • Cards that increase your acclimatisation. Playing one of these increases their acclimatisation score

Climbing to the top is simple, when you move one of your climbers to a new space on the mountain, it will have movement and acclimatisation cost that the climber must pay.
Thus; if you have played a 3-point movement card and you moved a climber to a space that costs 2 movement, you would still have 1 movement left.
At the end of a turn, climbers may gain or (most likely) lose acclimatisation points dependent on their position on the board.

There you go, rinse and repeat until you reach the top. Simple, right.


Picture
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Except I've not mentioned 2 elements of the rules, which are what make K2 a good game.

The first is:

The weather.

You see, the weather can influence the movement costs of moving to​ another tile and also the acclimatisation costs that climbers must pay.
Clear weather incurs no extra costs, but worse weather can affect, one, the other or both. Interestingly, the weather may only influence climbers at certain altitudes, it's possible to be above bad weather.

The game uses tiles to depict the weather, each tile shows the weather for the next 3 days and there are always 2 tiles turned face up. When the end of the first weather tile is reached, a new tile is turned over.

This means that players are able to see what the weather will be like for the next 3-6 days.

Why does this make K2 a good game? It makes K2 a good game when combined with the other rule I was talking about, which is:

The Hand of Cards

Each player has 3 cards in their hand at the start of a turn. Players then draw 3 more cards from their decks.
Giving them a hand size of 6.
From this hand of 6, players must play any 3 cards. Leaving them with 3 cards remaining in their hand

Why is this such a clever mechanic? Because it allows a player to plan their moves in for the future. Because you figuratively 'bank' 3 cards.
When you play cards, the weather will influence how effective they are.
This will influence which cards you play, but will also influence which cards you don't play.

So when the weather forecast shows bad weather ahead, you don't want to be climbing much, because you'll be hindered and wasting movement. Any good movement cards should 'banked' and not played.
Then, when eventually there's a stretch of good weather, hopefully you will have kept those good movement cards in your hand. So that regardless of what cards you draw, you'll have at least 3 good movement cards so that you can exploit the break in the bad weather to climb higher.

That's why it's such a good mechanic, it emulates the feeling of sitting around in your tent enduring bad weather, waiting for a window of good weather to open up and then surging for the peak.

​There are some other rules about risk and turn order and like. But this is the gist of the game. And a good game it is.
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Lords of Xidit

19/1/2019

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Tuesday 15th January.

Another evening in 'The Sovereigns' with Woking Board Game Club. 

On this evening we played 'Lords of Xidit', a game where you 'program' in your next 6 actions. The game is a fantasy themed 'pick-up-and-deliver' game, tasking you with recruiting heroes to fight against monsters as they appear on the board.
Cities (used to recruit heroes) and monsters appear randomly on the game board. Although, you can always see what the next tile is going to be. So astute players can take advantage of this when programming their moves.

What really makes this game stand out is the end-game scoring mechanic, which will influence how you play the game.
Throughout the game you will accumulate three types of 'scoring'.
These are; wealth, influence & reputation. Whenever you defeat a monster, there are rewards to be had in all 3 categories, but you can only choose to take 2 out of the 3 rewards.

Why does this matter, because scoring is done by rounds of elimination.

In the game we played:
In round 1, the player with the lowest wealth was eliminated.
In round 2, the player with the lowest reputation was eliminated.
In round 3, the player with the highest influence won the game.

But the order in which the elimination rounds occur is randomly determined at the start every game. So the rewards you need to choose will be determined this.

Furthermore, each of the 3 types of scoring is accumulated differently.

Wealth is kept hidden behind each player's personal screen and has no limit. Wealth is scored on a 1-to-1 basis. The higher, the better.

Reputation scoring is done in areas of the board which can be contested by all players, only the top 2 players in an area score for its reputation. Each player is limited to 20 reputation markers. A player's reputation score is calculated by adding up from all the areas where they can score.

Influence markers are placed on specific spots on the board, only one player can ever have influence in that spot. The most markers that a player can be placed in a single spot is 4. Players have 15 influence markers. Influence markers are scored in a 1-to-1 basis.

So all of this means that your approach to the game will need to adapt to the random placements that occur.

The only problem with this is that really you require at least 4 players to play the game properly, playing with 3 people requires you have a 'dummy' player that is added. And the game does not play for to at all.

We played it with 4 players and I enjoyed it (not just because I won ;)), I think everyone did.
The game was also enhanced by Andy B painting all the heroes prior to playing.

I'm not a particular fan of programming game, but I do think this is a good game: It plays well and the turns don't seem too long or too complicated.

Not only that. It's only a TENNER on Amazon at the time of writing. - my copy is waiting for me at the post office. I'm off to get it right NOW!
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