21st February 2023 Tuesday evening again! We're with the Woking Gaming Club at The Sovereigns again for some more gaming goodness. Durian: The durian is the edible fruit of several tree species belonging to the genus Durio*. Durian is also game about a very, very angry gorilla who runs a jungle fruit shop, worse than that - he's your boss in this push your luck card game about managing inventory and stock. *According to Wikipedia What's in a game?
Being exceptionally long, the cards feel a little flimsy but unless they are treated badly, it shouldn't be an issue. The order board tile and point tokens are made of suitability sturdy card, while the card holders are wooden and I always approve of wooden components. The bell works well enough but feels a little delicate but again, unless you treat it badly, it shouldn't be a problem and while it's a unnecessary component it's a welcome addition. I've never been one to resist gimmicks! There's a small amount artwork utilised for the siblings and the different fruits which is quite stylised and cartoonish. It all looks good enough, the gorillas look a little abstract but the fruits look suitably distinct from each other both in colour and shape Nearly all of the small amount of iconography used in Durian is straightforward. The 4 fruits are easily understood and differentiated from each other. The 3 sibling cards all have their own unique icons, which despite being fairy obvious will likely have players reaching for the rule book since they appear so infrequently during the game, which - as explained below is not necessarily a good thing. How's it play? Setup
On to play Durian is a bit of a curious beast where players are looking to see if the game has 'gone bust' using 'imperfect knowledge'. The game uses a traditional turn order with the active player taking their turn before play progresses to the player on their left. Before discussing the rules, it's worth stating that the deck of cards serve both as shop inventory and customer orders. Additionally, the gorilla sibling cards have different functions depending on whether they appear in the inventory or order.
Endgame The game ends when a player has acquired 7 or more points worth of point tokens. This could from the final 7 point token or a combination of lower valaue point tokens. Points are tallied, lowest score wins. Overall
Thematically, Durian could have been almost anything and gorillas running a fruit shop is as good as any, so why not, it suits the game's light nature. Mechanically. there are a couple of interesting things going on. Firstly, the way the game employs 'imperfect knowledge' is pretty good. Players will spend their time watching the behaviour of other players, seeing how they play the cards they draw and trying to deduct what is on their own card. For example: if another players decides to play a card which adds bananas to the order and you can see no bananas on anyone else's inventory cards, then it's generally safe to assume that you're the one with bananas on their inventory card! Of course, the gorilla cards can occasionally appear in the inventory and throw a spanner into the works. In the above example, the infinite bananas card could change everything. There's a weird drawback to the rules here though; since the gorilla cards appear fairly infrequently in the inventory. Players won't remember their rules and will ask to look at the rules - it's a clear tell that a gorilla card has been thrown into the mix. Gorilla cards can also have a big impact on orders. Allowing an order card to be changed round can cause the order to 'go bust' or vice versa. I will add that the rules feel a little counterintuitive here. In most games, going bust is a bad thing but in Durian it can be a good thing. Ringing the bell at the right time both prevents you getting points and also inflicts them on other players. This brings me to the mechanics for scoring. Escalating points works very well here and mostly keeps the stakes high until the game end. Mathematically, a game will last at least 3 rounds. If a single player gets 1+2+4 (or some other combination.) that will end the game. Since, as the game progresses the points given out will increase, it's entirely possible that if a game gets to 7 rounds, a player who was on '0' points may get '7' points, end the game and come last! This is especially so in games with a higher player count (Durian plays up to 7.). Because the scoring is about giving other players what are essentially negative points, usually at this point I'd criticise Durian for being well... negative but since the game is quick playing and light-hearted I don't feel an issue here. Durian is a mechanically lightweight game with for the most part only a single decision to make - ring the bell or not. Where it's depth comes from is in how to get to that decision. Players cannot afford to not pay attention during their opponents' turns, gleaning information from what moves they are making is vital to the decisions a player needs to make when it's their turn. This is one of those games that's as much about playing the players as playing the game. I found Durian an enjoyable game with a sometimes agonising central decision to make and this is good thing as it makes that decision meaningful, which is what I look for in a game. Durian is a bit of party game that also works as a filler. It's style and humorous theme fits it's quick unpredictable gameplay well. It's not a game to take too seriously. If this is what you're looking for, give Durian a try.
0 Comments
3rd February 2023 Friday is here! I'm at the office in Woking for some after work gaming. As the name might suggest, Formula D is a game based on Formula 1 racing - but with dice! It's also the spiritual successor to the fantastic Formula Dé, a game I played 'back in the day'. How does it hold up? Let's see. What's in a game?
All of Formula D's components are good quality. The game board and player tiles feel sturdy, as does the player board. While the cars are quite tiny, they are all well sculpted, colourful and overall look great. I was a bit sceptical of having player boards with pegs and a groove for the gearstick but in practice works well enough and does away the need for pencils and erasers which were needed for the original Formula Dé. Perhaps the only criticism would be for the tokens, which are a bit small and fiddly. However, there's no other way to fit them on the track so it's a bit of a necessary evil. The player tiles feature some nice colourful art with F1 drivers on one side and street racers on the other side. The street racers have definite anime look to them. But the standout artwork appears on the game boards which feature fantastic illustrations of their locales. A lot detail has been put into the art, you can even see crowds of people. All the iconography on the track are numbers and arrows and are easily understood. The colours/shapes of the gears are also easy to understand. However, the icons used on player tiles could be a little clearer, I think more stylised icons would have been more helpful. Finally the positioning of the resource tracks on the player board could have been done differently to improve usability. Specifically, the gearbox, brake and engine tracks could have been put together, since these are spent when skipping gears - more on skipping gears below. How's it play? Setup The setup and rules description here are for the standard version of the game using the F1 setup
On to play Formula D does not use a traditional turn order, instead a player's position on the track determines when they take their turn in the round. Whoever is in the lead goes first and becomes the active player, whoever is 2nd goes second and so on, until the last player has had their turn. Then a new round begins and any changes in position will be carried over to the player turn order. During a player's turn, they must perform the following.
Endgame The first car to cross the start/finish line after completing the prescribed number of laps, wins! Second across the line finishes 2nd and so on. Some additional info Basic rules I'll briefly touch on the beginner rules for Formula D. Fundamentally, the only difference is that players in the basic game only have one catch-all resource track called 'Wear Points' And all tyre, fuel, engine etc usage is taken from this track which starts with 18 WPs. Street race rules: As someone who very much enjoyed Formula Dé in the past, I've not much attention to the 'street racing' aspect that has been introduced in this iteration of the game. It features elements such as narrowing streets, jumps and even people shooting at the cars! Additionally, the characters on the player tiles are very unique and each feature a special move or ability and seems a bit 'video-gamey'. It feels very much like an attempt to jump on the bandwagon of a famous movie franchise and I have little interest in the street racing side of the game, of course, your mileage may vary. Overall
I'll start by mentioning that while not part of the base game, there are 6 map packs for Formula D, each providing 2 additional tracks to the game. generally each pack features a street racing track as well as a real-world inspired circuit. It should also be noted that Formula D is almost identical to earlier iterations of the game, this means the game is fully compatible with all the racetracks from those previous games. This is fantastic, because if like me, you have a bunch of tracks from Formula Dé, it greatly increases the longevity of the game. I'm sure it was deliberate on the part of the producers of Formula D and was a wise move. I've seen Formula D criticised for being too luck based but without that element of luck, there's no risk and risk is at the heart of what makes Formula D so good. You see, as a racing game, Formula D is not really a 'simulation', I mean how could it be? However, one thing it does emulate very well is the feel of having to 'push the envelope', how racers try to take it to the edge, how they take risks and how players in Formula D will also need to take risks, or more precisely, when to take risks Unlike many games, playing too sensibly or prudently is a sure way to finish second in Formula D! This all ties in with what Formula D is all about - which is managing corners, specifically the gear and consequently the speed of a car when it goes through corners. This is not quite as simple as it sounds though: Ideally, players will want to be in as higher gear as possible for optimal movement at all times. However, players will need to be mindful of their resources, overshooting corners by too much or too often (Especially early in a race.) can have ramifications later. Sometimes overshooting will have an advantage, sometimes it won't it'll just be a waste of WPs. This is all contextual of course, depending on a car's position relative to a corner, players will need to adapt their tactics to racing through that corner, even the position of opponent's cars can effect the players behind. Players will also need to be wary of 2 or 3 stop corners and resist the temptation entering the corner in too higher a gear and too fast: In real racing, sometimes going into a corner slower means coming out faster, this can hold true in Formula D too. Another time a player may take a big is when an opponent is ahead in a corner. E.g., if that opponent ahead exits the corner in 3rd gear to avoid overshooting, the player behind may want to risk taking going up a gear and exiting in 4th. It's a real advantage to exit corners in a gear higher than your rivals. If you look at the distribution of numbers on the dice, the maximum speed on a gear die is generally the lowest speed on the next highest die. In terms of negatives, player elimination is a thing here (I'm not a fan of player elimination.) and players can crash out and be sat twiddling their thumbs. Although this sort of thing generally only might occur when approaching the end of a race and back markers push hard to try and get on the podium. Playing time can also potentially be an issue. Races can last 1-3 laps and you can expect a race to on average last 1 hour per lap. If you decide to play a full race, don't be surprised to lose an entire afternoon or morning to the race. Which is not necessarily a bad if that's what you want. Also, with it's small components and 6 resources, Formula D can be a little fiddly. Quibbles aside, Formula D is a fun, game and it's satisfying when you manage pull if risky manoeuvres and manage to fly from corner to corner. There's also a genuine, palpable surge of pleasure when you go into 6th gear, roll that 30-sided die and blasting down that straight. Formula D is mid-weight game that fits it theme well and presents players with conundrum of when and how much risk to take. Who would have thought roll-and-move mechanics could be so well implemented. Formula D is a game I have played a lot in its various iterations and I've always enjoyed it. If you want a racing game with a strong thread of push-you-luck running through it, then this is one to try. 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?
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.
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
On to play Before explaining the rules, it would be a good idea to explain some of facets of the rules beforehand.
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.
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. 9th October 2022 Another Sunday and another gaming session on Board Game Arena. Do the roll and bump and put the trick taking back. Do the roll and bump and put the trick taking back. When the dice are good, so are you. Next time you roll, you know what to do. Do the roll and bump and put the trick taking back. OK, dodgy references to 80's adverts aside, Roll'n Bump blends trick taking, set collecting with a dash of push your luck into a interesting little dice game. Caveat: we've only played Roll'n Bump digitally. What's in a game?
Each of the 4 colours used on cards also have a unique pattern associated with them. This is a good accessibility feature. The joker card is of course the exception, having all 4 colours and all 4 pattern types on it. Otherwise, the game has no artwork. There's almost no iconography to the game either. There's only the 3 types of card to learn and that's trivially easy to learn. How's it play? Setup
On to play Players roll dice to create tricks to place on cards and then claim those cards in which in turn scores them VPs. Depending on the available cards, there are 3 ways this can be done. Additionally, the active player has the possibility of 'bumping' other players' dice. I.e., the other player's dice are removed from the card and replacing by those of the active player! Roll'n Bump uses the typical turn order of the active player taking their turn before play progresses to the player on their left. On their turn, the active player takes the following actions.
Endgame Play continues until one of the decks has been emptied (The joker does not count.), when this occurs, all players immediately claim cards they have dice on and the game goes to scoring. Scoring All cards score in 2 ways, firstly they score their base VPs but then they also score as sets as per their colours: The more cards in a colour set, the more bonus VPs it earns. The joker can be added to any single colour set as chosen by the owning player. Points are tallied, highest score wins. Overall
Roll'n Bump is such a pared down game focused on the core of its push-your-luck driven gameplay without almost no 'schticks' that it's hard to find much to write about! It does exactly what it says on the tin. It has fairly straightforward, light rules which can be picked up very quickly, especially since it utilises mechanics which will be familiar in some way or other to many people. Creating straights or sets, rerolling dice twice, it's all common stuff. Roll'n Bump would make a good crossover game. Decision making is also pretty straightforward. Players must recognise and decide when and how to push their luck. Roll'n Bump provides a classic risk-and-reward conundrum; settle for a low-scoring card or risk reducing that score to 0 to potentially score a different, higher value card. Despite the overall simplicity of Roll'n Bump, there is a innovative mechanic to be found in the game; the bonus die. I like how it can give an edge to a player without giving them extra dice to place. Being able to bump other players' used dice from the bonus dice can provide players with meaningful decisions. There will be times when a player might not put a die on a card because it could be used to acquire the bonus die for their next turn. If I had one criticism of Roll'n Bump and considering it's a push-your-luck game, it might be a facetious criticism, it's that there's a lot of luck to the game! Taking some big risks to put some dice on a card only to have another player flippantly bump them with a single lucky roll can be pretty frustrating. Sometimes, someone will win simply because they lucked into a very good roll but that's the nature of the beast and something anyone playing this type of game should come to expect. Roll'n Bump is unremarkable and doesn't really stand out from the crowd however it manages to tick all the right boxes for a push-your-luck trick taking game and offers a solid, simple and fun game without any associated fiddliness. It also has a fairly quick playtime and would serve as a good filler or finisher game which is why we actually play it on a fairly regular basis. If you're on the look out for a push-your-luck, trick taking game, Roll'n Bump is worth considering. 25th September 2022 Sunday is here again and we're logged into Board Game Arena for some gaming goodness. Sea Salt & Paper is a pun that plays on sea salt & pepper in this quirkily ocean and err... origami themed set collecting card game. Caveat: We've only ever played Sea Salt & Paper digitally. What's in a game?
Sea Salt & Paper makes use of a genuinely unique art style which looks like the creators constructed origami models themed after the game such as mermaids, crabs or penguins etc and then photographed them. Or perhaps high quality renders have been produced in a computer art program. Either way, the game has what I think a fantastic, eye catching theme, colourful and of course, they get to use the Sea Salt & Paper gag. The game uses 10 colours for cards - and that's a lot. Fortunately each colour has a unique icon associated with it which a handy and welcome accessibility aid. The downside is that Sea Salt & Paper has quite a lot of icons, there's about 4 icons for each type of card. Luckily most of them are intuitive or fairly obvious. I don't think it's too difficult to learn may be off putting during early plays. How's it play? Setup
On to play Sea Salt & Paper is played over a varying number of rounds until a scoring target has been met. Furthermore, rounds will have a varying length and after a certain point, each round can be ended by any player. The game follows the usual turn structure with the active player taking their turn before play progress to the person on their left. There are 3 actions a player can perform in their turn.
Endgame There are 2 ways Sea Salt & Paper can end. Firstly and least likely, if a player manages to acquire 4 mermaid cards... they win! Otherwise, the game has a endgame scoring target, which is 30-40 VPs depending on player count. When this target is reached during scoring it triggers the game end and players calculate their final total VPs. Points are tallied, highest score wins. Overall
Broadly speaking, Sea Salt & Paper is fairly straightforward; collect sets and play duos. There are several ways to collect sets, including based on colours. Players will often be faced with various on which card to take and optimisation is key here. Although players will also need to adapt to circumstances as they may need to deal with cards they might not initially want. Sea Salt & Paper however, puts some quite unusual and unique mechanics into play that have unusual impact on the game and the way some of these mechanics synch up is interesting. I'm struggling to recall another card game in which cards that are played and cards in hand score equally. It's very important here though since it ties in with the mechanic that allows players to bet on 'winning' the round. When a player chooses to announce 'last chance', they'll know what cards other players have played but they won't know what they've kept in their hand. This means there's always an element of push-your-luck because the announcer will never know what others have kept back. Canny players may decide to not play duo cards in an attempt to lure others into a false sense of security but the trade off is that they won't get utilise those cards' benefits. There's also a higher level of play about noting what cards other players take and responding. Drawing cards blindly gives the player a useful ability of using one of them to cover a card in one of the discard piles, potentially denying it to another player if you think they want it. While Sea Salt & Paper players has a moderately quick playtime and is mostly easy to learn, it's a bit fiddly when it comes to scoring. Not only do players have to score both played cards and ones in hand but sometimes they need to discard their scoring and score again... but differently thanks to someone triggering 'Last Chance'. I'm not sure the the gameplay this push-your-luck mechanic adds to the game is worth the extra hassle it causes with scoring. Sea Salt & Paper is also seems like something of a slow burn when it comes to gameplay which boils down to choosing which card to take and whether to play duos or not. It can feel a little unexciting or unengaging. Mechanically, there's some fun things going on with Sea Salt & Paper but the game didn't quite grab me in the times that we played it but as I said, it could just be a slow burn that requires a few more plays to grasp. I wouldn't object to trying it again. 26th July 2022 It's Tuesday! That means it's time to meet up with the Woking Board Gaming Club at the The Sovereigns. Time to steal the idol... and escape, Indiana Jones has nothing on this real-time, cooperative dice game, well at least until those crappy rolls inevitably turn up! What's in a game?
Escape: The Curse of the Temple has good quality components. The tiles all feel suitably thick and sturdy. The acrylic gem tokens are kind you see in a lot of games which use them to depict gems, they are a sparkly, pleasing shade of green though. The bespoke dice and meeples are wooden which is always a nice touch. There's not much art to speak of, the tiles show flagstones and that's about it. It's clear artwork that does not get in the way. About half a dozen icons are used throughout the game, luckily they most relate to the dice and there's never a need to refer to the rules - which is a good thing since this is a real time game with a countdown. How's it play? Setup
On to play In Escape: The Curse of the Temple players are collectively attempting to explore a lost temple to find the exit and escape before becoming trapped. It's not so simple though; not only must they find the exit, they'll also need to activate the gem tiles and spaces to make their escape possible. The game is played over 3 rounds and does not use a typical turn structure. Instead, turns are actually synchronous, in other words, players perform all their actions at the same time and in real time! This involves all players rolling their dice and resolving their actions simultaneously. How is this all done? Read on.
Endgame When the 3rd and final round begins, all players must get to the exit tile and successfully perform the escape action.
The soundtrack has a total countdown across all 3 rounds of 10 minutes. If one or more players are still in the temple when the countdown has finished, then they collectively lose the game. If all the players have escaped before the time runs out, then the players collectively win! Overall
I'm going to start by saying that I'm a bit ambivalent towards real time games. I've played some good ones and can see how they have their place in gaming but for me but broadly speaking, it's not why I like and play board games. I like to think out my decisions and choices at least a little bit. Add to the mix a push-your-luck dice mechanic and you've a game of a lot of quick frantic rolling. You really don't want to roll those dice off the table! Having said all of this, I think Escape: The Curse of the Temple is a solid game and there's a lot to like about it. Firstly, rules and theme mesh together well. Chucking dice as quickly as you can to escape feels good. The synchronous dice rolling is a clever little system. Generally real time games are always trying to impress upon players that they're up against the clock, this can be a little jarring in a game where players are having to wait for another player's time to run our and get their turn. By having synchronous actions, it heightens the sense of urgency as everyone is in it together. Being able to provide assistance another player on the same tile is equally clever. It's an elegant mechanic that also feels organic and makes sense. This means it would seem like a good idea to have players explore the temple as a group, it would make shifting gems and unlocking dice easier... But there's a couple of rules that throws a spanner into that strategy. Firstly; exploring as group can slow down that exploration. Players can't escape if they don't shift enough gems or find draw exit tunnel from the stack. Secondly; players will want to avoid creating single long corridors, they will need to return to the starting tile twice and the further away they are from it, the further it is to get back. This will force players to split up or go in pairs or stick close by if they have the option, at least for the first 2 rounds. This can change contextually when certain tile are revealed or have to be put in play in a certain way or a player get too many locked dice and so on. Players will have to think quickly and decisively as well as adapt to emergent events. Escape: The Curse of the Temple obviously has a quick playtime - 10 minutes! That feels a little strange because the setup and explanation time almost feels longer than a single game. It's reasonably easy to learn, I can't imagine novice gamers struggling to learn the concepts here. It also not a game to be taken too seriously and leans heavily on luck which is not unusual for cooperative games. Although, even accepting this, a bad run of rolls can sour the experience. But treat Escape: The Curse of the Temple as a cooperative, silly, fun, filler of a game and it will be a enjoyable time. So long as your luck is better than mine... much better! 9th June 2022 Gaming night Aldershot continues with Chariot Race. As you might have guessed from the title, this game about managing railway companies in the 19th Century on a hex-based map of North America. NO WAIT, THAT'S NOT RIGHT! Chariot Race is about chariot racing in ancient Rome. That name is sure is confusing! What's in a game?
The components for Chariot Race are pretty good, the tokens and boards all feel suitably sturdy while the wooden dice are a nice touch. Having chariots made of 2 pieces or card seems a little bit of a weird choice perhaps but it's not like it's a dealbreaker or anything and was probably done to keep the cost down. There's very little artwork to write home about in Chariot Race which may be why I'm blogging about instead? There are illustrations on the chariot standees but they'll hardly be noticed since they're quite small, especially when placed on the arena/game board. There's some artwork on the game board as well and it's a fair depiction of a crowd watching the races. Otherwise Chariot Race looks fairly clean and minimalist in a unfussy kind of way, perfectly acceptable in my opinion. The only iconography that can be found during the game is on the dice, those symbols are self-explanatory and I can't imagine they'd be an obstacle to any players. Although, I will say that it feels a little odd and counterintuitive that the damage track is labelled 'damage' instead of something like 'health' since 12 on the damage track is completely undamaged and 0 is wrecked. How's it play? Setup
On to play In Chariot Race, players are attempting to complete 2 laps of the track, avoid being wrecked and of course, finish first. This is done by each player in their turn rolling dice and resolving the results. Chariot Race does not use the usual turn order. Instead it's determined by position on the track round-by-round, whoever is 1st on the track goes 1st, 2nd on the track goes 2nd and so forth. When the player in last place has gone, the round is over and play returns to the player in the lead at the start of a new round. Of course it's likely the turn order will now have changed. In their turn, the active player will have several phases they can act in.
Endgame Chariot Race is played over 2 laps and there are several criteria which can determine the winner. If a player's chariot completes their 2nd lap and no other chariot crosses the finish lap, they win the race. If 2 or more chariots finish the race in the same round, then the chariot that went the furthest past the finish line wins. Finally, a wrecked chariot cannot win, even if it crossed the finish line first or got furthest past it. Overall
Chariot Race is a fast playing and mechanically speaking, actually a fairly straightforward game; roll the dice and carry out the resulting actions displayed. The decisions that players get to make are also fairly straightforward, although their consequences can be significant - which is good. Meaningful decisions are always good. Player decisions take the form of choosing which dice to keep and which to re-roll, players must choose what to try and prioritise, this will of course be contextual and change from round to round. The other area where player's will probably be making the most is going to be about speeding up and slowing down. It's obvious that players will want to be fast in the straights but manage their speed through the race's 4 corners. Managing speed is the game's best mechanic, I like that the faster a chariot goes, the less dice the player gets to roll and consequently, the less options they have. It feels suitably thematic, not only does it represent having less thinking time at speed but also that this a horse race and players are never entirely in control of them. Players can find themselves hurtling through corners and taking damage, the question is how fast for how much damage? There's only 4 corners, so this means it's ok to take damage... right? This brings me neatly to damage. There's definitely a combative edge to Chariot Race which makes it an usual racing game. Damaging opponents has its benefits. Firstly; it lowers their maximum top speed, hindering them and secondly, it can lead to their elimination for the game. It's vital to keep an eye on damage, in the early game players will probably be congenial, but in the late game, that will all change. Having low damage points can make a player a big target, especially if that player is ahead and which others will look to exploit this to put them out of the race. It does mean that Chariot Race can have a lot of direct conflict and there may well be some 'pick-on-the-leader' tactics going on as well. If this isn't your cup of tea, it's one to probably avoid. The game also has player elimination as a mechanic, which is something I have little fondness for but fortunately, this is a quick playing game so there isn't too much downtime. In conclusion though; while it won't set the world alight, it is quick to learn and quick to play, Chariot Race is a fun light game If you like your racing theme with some extra competitive zing and a generous dollop of luck, then this might interest you. 14th May 2022 It's a Saturday and I'm in Aldershot after a impromptu get together with some friends. Flip City AKA Design Town is a light and uncomplicated push-your-luck deck building game about developing a city. What's in a game?
The cards are all the standard quality you'd expect from a card game. The game uses brightly coloured stylised art throughout and I always like this kind of artwork and I think it looks good here. additionally, the cards can be placed next to each to make a city landscape. Yes, it's unnecessary but it's a nice touch and shows some extra thought has gone into the presentation. Flip City uses some iconography, but all of it is clear and easily learned or understood. How's it play? Setup
On to play Each's active player's turn will consist of up to 2 phases, a play cards phase in which they play as many cards as they want or go bust and a buying phase.
Endgame Play continues until 1 of 2 winning criteria is met.
Overall
Flip City describes itself as a microdeckbuilder and it's not really wrong. Most deck-builders come with a supply-market of 10 card types or so but Flip City makes do with 4 types (5 if you include the micro-expansion), although they are double-sided, so there are actually 10 types of card. Even so, it's a very compact feeling game. For me however, where Flip City differentiates itself from other games of its kind is the implementation of a push-your-luck mechanic. It works well here, especially in conjunction with meeting the winning conditions, essentially forcing players to continue drawing cards and pushing their luck until they either have 8 VPs or 18 cards in play. As a result, Flip City is a little different to many deck-builders, which at their core are more-or-less about creating cash-generating engines to purchase cards that will earn them more cash during the early-game or VPs during late-game play. In Flip City, generating cash is still important because it allows players to acquire more cards but some of those cards will have to work towards being able to draw 8 VPs or 18 cards. Flip City is a quirky, charming, fairly light and quick to play pocket-sized deck-builder that presents players with some meaningful paths to winning and choices as well as some unusual game play and a nice little risk-and-reward mechanic. Given it's light nature, I'm not sure how the game will hold up to repeated play but that's sort of missing the point. This is a fun filler game that is good to ply every once in a while. It's worth a try and if deck-builders are you thing, then this will probably appeal to you. 24th January 2022 It's time for some impromptu Monday gaming in lieu of Sunday and we're logged into Board Game Arena. Can't Stop Express is the roll & write cousin to the excellent push-your-luck dice game; Cant' Stop. Caveat: We have only ever played this game digitally. What's in a game?
And that's it!, Can't Stop Express is a very minimal game and that applies to all of it. I can't comment on the quality of the components, there's no art to speak of in the game and no iconography either. How's it play? Give each player a scorecard and you're ready to go. Can't Stop Express has in one regard a similar mechanic to Can't Stop, which is that after every dice roll, players are putting together 2 sets of 2 dice, the 5th die has a different role (Sic). Where Can't Stop Express differs is that once the dice are rolled, the results are used by all players simultaneously.
Endgame When a player fills the 8th and final checkbox in any one of their 5th die rows, then they stop scoring and the game is over for them. Once all players can no longer score dice, the game is over and players calculate their scores for all scoring rows, rows that have no boxes checked off score 0. Points are tallied, highest score wins. Overall
One thing I found interesting about Can't Stop Express is how it twists the paradigm of Can't Stop. In Can't Stop, the objective is to reach the top of any 3 tracks using the results of the dice rolls, which tracks are used is unimportant; they all score a point each. Since it's much easier to get a 7 than a 2, this is balanced out by needing to get many more 7s to reach the top than you would for 2s. The points have equal value but getting them requires varying numbers of dice results depending on the number. In Can't Stop Express players are also trying to move along tracks but it is changed around. To reach a scoring position for both 2 and 7 requires getting the same number of pertinent results, either six 2s or 7s, but in Can't Stop Express, they score differently. Six 7s will score 30 but six 2s will score 100 and in fact seven 2's would more than all ten 7 results. The dice results required for each track to score are equal but they score varying amounts depending on the number. Anyway, talk about mechanics aside, I found Can't Stop Express to be a bit of a middling game. I like how it shares a concept with Can't Stop of setting aside 2 sets of 2 dice and it probably plays a little quicker. There's no going bust, so no 'wasted' rolls - at least in theory. Luck can mess with players in Can't Stop Express, just in a different way! The push-your-luck element works very differently here, there are no extra dice rolls to make here. Instead players will need to judge which rows to try and fill out and it's in the planning where players push their luck, when a player decides to start marking off the checkboxes in a specific row, they're essentially gambling on that number reappearing again and again. The 7 row is the safest bet but is not much of a scorer. The further away from 7 you move, the greater the rewards but also riskier it is to fill out 6 or more checkboxes. In terms of what I don't like Can't Stop Express is a game completely lacking in theme and feels a little dry (Although to be honest Can't Stop's mountain climbing theme is paper thin.). My biggest bugbear though is the scoring; those first 4 checkboxes that penalise players 200 VPs, occasionally being forced to mark off checkboxes in rows you don't want to and watching your score drop by hundred of points can be very frustrating. I know why it's there, it replaces drawback of going bust from Can't Stop, even so, it makes the game feel negative and I'm not fond of it. I don't think Can't Stop Express is a bad game, mechanically speaking it's pretty solid but it lacks the extra bit of thrill that comes with deciding to re-roll the dice from Can't Stop and doesn't really bring anything new or different to the table. I'd have no issue with playing Can't Stop Express more times but if given the choice between this and Can't Stop, I'd pick the latter every time. 4th January 2022 It's a Tuesday and we're round Simon's for the first in-person game of the year! 'Here be dragons', is something you don't want to shout in Clank! Instead you'll want to silently tippy-toe around without waking the damn thing up, then steal its stuff and run! NOTE: When we played Clank!, it was with an expansion that took the player count up 6 (Which was useful, as there were 6 of us!) and added characters with individual starting decks. What's in a game?
Clank features good, colourful artwork throughout, the board has a fairly unique look to it and is clearly illustrated, the cards and tokens also feature good artwork with well illustrated characters and monsters. The game uses a fairly small assortment of iconography and it's all easily understood. How's it play? Setup
On to play The objective in Clank! is to grab an artefact from the depths and escape the out of the dungeon alive! A player cannot leave the dungeon without an artefact neither score points. Play progress in traditional clockwise order during Clank! and the active player plays cards from their hand to generate resource pools which they can then utilise to perform associated actions.
Endgame There are 2 ways to trigger the endgame. It can be triggered by the 1st player to acquire an artefact and leave the dungeon or the 1st player to be knocked out. In either circumstance, the player who triggered the endgame places their meeple on the countdown track. Then when they become the active player, all they do move their meeple along the track. This will trigger a worsening dragon attack every round for the next 3 rounds, then on the final round the dragon will knock out all players who are still in the dungeon, regardless of whether they are in the depths or the upper levels. After this, the game goes to scoring, players who did not acquire an artefact or who were for any reason knocked out while in the depths do not score any points! Points may be accumulated from the following sources: Artefacts score 5-30 VPS. Tokens acquired. Card with VP values that players bought. Gold; each gold scores 2 VPs. Points are tallied, highest score wins. Overall
Clank! has an unusual mix of deck-building and push-your-luck mechanics and it's the push-your-luck element that interests me the most. Clank! makes use of this mechanic in several aspects of the game. Firstly, there's a definite push-your-luck element to generating clank. Players will obviously want to minimise how much clank they add to the banner and lessen the chances of their cubes being pulled when the dragon attacks. Having said that, lessening the impact of clank may slow a player's progress, sometimes generating clank will give a bonus, the question is; is it worth it? how much do you want to push it. There's also a contextual angle here, if you see other players are generating a lot of clank, that means it should be safer to generate a little bit of clank yourself. If the opposite is true, they you'll need to be even more careful. The most obvious use of push-your-luck is when collecting an artefact. Every player needs to collect 1 but there's quite a spread of VPs. The higher scoring artefacts are found lower down in the depths. Getting one and getting out will be more risky, but more rewarding. Compounding this is the rule that you can't drop an artefact once it's been picked up. There's no hedging you bet here, if you want a higher value artefact, you have to go for it. It's basically stick-or-twist. This also ties in with the game's other aspect of push-your-luck. The countdown mechanic adds an interesting wrinkle to all this, dramatically altering player priorities and objectives. If the countdown is triggered by another player, you'll find yourself wondering whether you can get one last scoring token before heading to the top or not - probably better to run? The penalty for getting caught in the depths is catastrophic and that 20 VP mastery token is pretty good. Conversely, if you're the player who has an opportunity to escape the dungeon and trigger the countdown, should you do it? Or should you try and get more points? It might seem like a no-brainer, but is it? Chances are the first player to get out didn't go too deep and got a lower value artefact. The combined value of a mastery token and a 5 point artefact is still less than the highest value artefact and I'm sure this is no coincidence, I put it down to well balanced scoring. Rushing to get out and put pressure on other players may work or it may not. The deck-building aspect in Clank! is light-ish and fairly straightforward, which I think is a good thing because it can have quite the influence on a player's turn. There's little in the way of card combos and mostly all the cards stand on their own. The only trash cards (And they're not really trash.) are the secret tomes, which score 7VP at the game end but otherwise clutter up a deck. This brings me to perhaps the only niggle I have about the deck-building and Clank! In most deck-builders, it's all about buying more cards, either to improve your deck or score you points and Clank! is unlike those deck-builders. In Clank! your needs may change from round to round; in a particular round you may want to move a lot, in the next you may want fight points and sometimes, the cards may just not give you what you need. Sure, in most deck-builders, the cards will screw you over but somehow it can feel worse in Clank! It can be frustrating when you don't enough quite have the movement you to reach an artefact for example and feels like nothing is going on. It's not a dealbreaker though and I guess learning to adapt as much as possible is key. Otherwise, Clank! is hard to fault. Colourful with an interesting theme and mechanics, not too tricky to learn, reasonably fast to play and with a dramatic endgame. What's not to like. If you like deck-builders or push-your-luck games or both, Clank! is worth a try. |
AuthorI play, I paint. Archives
March 2024
Categories
All
|