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21st July 2023 It's a Friday evening and we're round Simon's for some gaming fun! Life finds a way.... to create a tableau of cards with little green cubes and plastic plant stalks in Earth, a engine-building, action-selection game. What's in a game?
Earth uses a variety of different component types; wooden cubes, plastic segments and card tokens as well as tiles, boards and cards. It's a bit of a eclectic choice but all of them are good quality and work together well. Although the growth tokens, which are meant to stack upwards are a little fiddly to handle, because they're cylindrical they're a little slippery and have a tendency to roll around or even off the table! In the past, I've been critical of games that have made use of photos in place of art. Especially so of licensed games that use stock photos from their source material. It seems cheap and lazy. Earth does use photos but bucks that trend in great fashion here. The use in depicting nature makes sense as it shows varied animals, plants and landscapes all in glorious, vivid detail, lending the game a documentary-like quality. Additionally, it appears that each of Earth's large numbers of cards features a unique image as well as some flavour text that talks about the subject matter. As a result, it doesn't look anything like the cheap or easy option, works very well and shows the effort and thought taken to make the game look good. In short; Earth is a great looking game with eye-catching table presence. When it comes to iconography, Earth definitely has quite lot that players will need to get to grips. 4 types of habitat, 4 types of flora, 4 types of actions and sub actions, several types of resource etc. I wouldn't call it a barrier to playing the game considering the type of player the game is aimed at but still there are quite a lot learn. If I had one criticism, it would be that the 4 colours associated with the 4 actions could be a more contrasting. How's it play? Setup
On to play In Earth, players will be looking to create a tableau of earth cards (which for the most part will be flora cards) to earn VPs as well as create an engine. They will need to acquire and 'plant' cards in a 4x4 grid that will allow them to create growths and sprouts which in turn will also have uses as well as being worth VPs in this very interconnected game. Earth uses a traditional turn order with the active player selecting 1 of the 4 available actions to perform during their turn as well as trigger additional associated actions. Other players, albeit to a lesser extent will also be able to perform that action as well as triggering their own additional actions. Even though only 1 player is the active player, it is generally possible for all players to perform their actions simultaneously. A turn plays out as follows.
Endgame The endgame is triggered as soon as any player plants the 16th card in their tableau. That player should place one of their leaf tokens on to the 7VP spot on the fauna board. Play then continues until all players have had equal turn and then goes to scoring. Earth provides players with a wide variety of avenues to score points.
Points are tallied, highest score wins. Overall
In Earth, the tableaus that players are creating are literal islands that will expand and grow from their origin point, where different terrains and flora will spread, endure events and attract fauna. Each island will develop its own set of interconnected ecology in the form of its game mechanics and engine. In this regard, Earth fits its natural world theme pretty well. Mechanically, Earth blends tableau building with resource management and action selection. Whilst not particularly complicated, there are a lot of 'moving parts' to Earth and a lot for players to think about and many ways to score. Soil, sprouts, growth and even cards are all resources that must be managed and all of those bar soil also generate VPs. The game's engine building frequently demands that one resource be spent to gain more of another and so on. Classic engine building stuff. It means that players need to really think about which cards they will use to create their tableau, this will involve considering not only the abilities on the cards but also their position within the tableau as this will affect how well they 'combo' off of each other. Furthermore, players will probably need to think about the plant and habitat types of the cards they want to play and how that effects their scoring opportunities. Terrain cards throw even more into the mix with some often almost random objectives requiring the placement of cards in certain ways or scoring off of hand size or compost size. With so many ways to score that can arise in diverse combinations, it's kind of hard to describe how to play Earth but players will need to recognise opportunities to exploit when they appear and possibly rethink their approach. There's some flexibility to how an island expands and players may find themselves changing strategies partway through the game to accommodate new goals they have acquired While Earth has a fairly lengthy playtime, especially with a higher player count, it never feels like it due to how most of the game can played out simultaneously. It's also definitely not one for beginners and leans towards the heavier end of the difficulty scale. Fortunately, it's not too hard to learn and cards will contain a lot of the information that players need. For me, Earth strikes all the right notes and is a game I enjoy playing: It provides a balance between accessibility and depth along meaningful decisions and has a engaging theme. It doesn't hurt that it's filled with fantastic imagery and components that looks great on the table. Definitely one to try.
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15th July 2023 It's a summery Saturday afternoon and we're participating in Wogglecon 8 at the Bisley Scout & Guide Hall for a whole day of gaming goodness! I always thought dragons were a pretty bad bunch, what with their death-dealing fiery breath and perchance for human sacrifice. Turns out they're a happy, cosy lot with a passion for artisanal crafting, or at least that's what they are in Flamecraft, a game all about dragons and err.... shopkeepers. What's in a game?
Note: There are some component differences between the kickstarter edition of Flamecraft (Which is what are in the photos.) and the standard version. Basically, the kickstarter edition has higher quality tokens. So thus, the overall component quality is good. Tokens are colourful, well presented and satisfyingly chunky, as as the metal coins. This version even comes with some tokens trays. Having said that, I was not particularly fond of the 3d plastic player meeples. While they are chunky, bright and fairly good 3d sculpts, they're also unpainted plastic and essentially monochrome which somehow lends them a sort of drab quality. Ironically, the standard edition comes with screen printed meeples which in my opinion are much more preferable. The cards are the pretty normal high quality expected from modern games. Without a doubt, Flamecraft features excellent artwork and art direction. It utilises what is known nowadays as a 'cosy' art style. It's a breezy cartoonish style filled cheerful and colourful illustrations and gives the game a happy, positive vibe without being overly busy. While the game does have a fairly big footprint, the upside is that it has a brilliant table presence. There's quite a few icons in Flamecraft but many of them are self explanatory, a few might require players to initially reference the rulebook, it's nothing bad and won't prove an obstacle to players. How's it play? setup
On to play Flamecraft uses a traditional turn order with the active player resolving their turn before play moves to the player on their left. On their turn a player must visit one of the shops in the village and then they can choose whether to make use of the shop's facilities or enchant the shop. A turn plays out as follows.
Endgame The game end is triggered when no more cards can be drawn either from the artisan dragon deck or enchantment deck. 1 final round is played and the game goes to scoring. Players now reveal and score their 'night' fancy dragon cards. Players also earn a VP for each coin they posses. These are totalled with their scores on the scoring track. Points are tallied, highest score wins. Overall
Thematically, I'm not sure what to make of Flamecraft. It seems a little mismatched but conversely, it doesn't matter or feel 'off' because of it. Ultimately, the game's theme is its own thing and that thing is about going shopping and managing those shops! Mechanically, Flamecraft is pretty straightforward, even though it appears to have a lot of moving parts, it's not as complicated as it first might appear. For the most part, players will be gathering resources and when it comes down to it, choosing from 6 actions - those associated with the 6 goods and artisan dragons, other actions, optional or not don't really change. Those 6 actions are the core of Flamecraft's gameplay and as well as some pretty standard choices that gain goods or cards, there's some more interesting options here, particularly one that allows the active player to gift goods to another player in return for VPs, something that's appropriately cosy for the game! These 6 options form the crux of the Flamecraft's meaningful decisions. Players need to use those decisions to optimise their actions, Flamecraft is all about optimisation. Players will find themselves gathering goods and coins which they will use to buy enchantment cards or fancy dragons which is the most reliable way to earn VPs - and they'll want to do it quicker than their opponents, creating a fast building engine is vital. The thing is though, that essentially anybody can use any engine because all players players basically have access to all shops, albeit sometimes at a price. Luckily, day fancy dragons with their instant bonuses throws some asymmetrical elements into the mix. While not really a light game, Flamecraft is fairly straightforward to learn and most players will pick it up quick enough. Although there was a rule that threw me off several times, which was; when an artisan dragon is played on to a shop card, it's special ability is not triggered and instead, the ability on the space it is placed on to is triggered! It felt counterintuitive to me! Flamecraft is a fun game with an equally fun theme and I'm sure that a lot of people will enjoy it but it didn't quite click with me. I'm not entirely sure why but I felt like maybe the engine building and combo-moves were uninspiring. This is another one of those games I'd happily play if it was someone else's choice but not one I'd pick myself. 20th June 2023 It's a Tuesday evening and we're with the Woking Gaming Club at The Sovereigns for some gaming goodness. Game of the night was Dice City: Create a city in this engine-building dice game! I don't about you but dice rolling is the best way to build any municipality! What's in a game?
Like most modern games, the component quality in Dice City is good and there's nothing bad here. While the cards are average, the boards and tokens feel sturdy, the tokens in particular are pleasantly chunky and tactile. I would've preferred wooden dice to the plastic ones provided but they are good quality, having well rounded corners and deep pips. There's a definitely a bit of a fantasy theme to the slightly cartoony and cheerful art style found in Dice City. It's colourful and eye-catching with a good variety to the art too, illustrations on both the large player boards and cards doing a good job of depicting their subject material with detail but without cluttering up the components. Even the art used on the resource tokens looks easy to see and detailed. All the this lends the game a vibrant and bright presence on the table. All the iconography in Dice City is easy to understand and is logical. Players should not have any trouble understanding anything here. How's it play? Setup
On to play In Dice City each player will spend their turn resolving the 5 dice that have been placed on to their board. Essentially giving them 5 actions; this will give them options to gain resources and then buy cards or trade ships and launch attacks as per the dice results etc. Dice City uses a typical player order with the active player fully resolving all their dice before play proceeds to the player on their left. The active player's turn has several phases and goes as follows.
Endgame Play continues until one of the following criteria is met.
Regardless of how game end is triggered, play progresses until all players have had equal turns. Player now calculate their VPs which can come from the following sources.
Points are tallied, highest score wins. Overall
Dice City is not the first game to use dice-activations in a engine-building game with a city creation theme and while how the dice work on the board is an unusual mechanic, players will be familiar with a lot of the other concepts presented here. They will need to adapt to both what their dice results give them to work with and what is available to draft from the location cards. Luckily players have some agency with the results in the form of dice-manipulation which can help but generally, they'll looking for ways to increase the efficiency of their player board and unlike a lot of game of this type, Dice City begins will a fully fleshed out beginner engine. Every die roll will always produce a result of some sort, so players will looking to increase the effectiveness of their results. Ultimately, players will be looking to do things quicker than their opponents. Something that Dice City does well is provide 2 clear avenues to accruing VPs - resources that can be used to improve a player's city or to buy trade ship cards, while army strength can be employed to defeat bandit cards or hinder other players' cities. This adds an element of direct interaction - unusual for a game in this style with the ability to steal opponents' resources and deactivate their locations - especially locations with dice on them! There's also a higher level of play where players can look at what's effective on an opponents board and target those spaces, even if they don't currently contain a die. Additionally, a further element of player interaction are pass tokens which can be spent to make opponents re-roll dice. Mechanically, Dice City is pretty straightforward with reasonably light rules that also generally provides players with meaningful decisions to make, both resources and army strength can have multiple uses and will give players options to think about. I found Dice City to be an OK game and I hate saying a game is OK because it's a bit of a cop-out when trying to discuss games but that's exactly what Dice City is - OK. Other than the possible direct interaction between players it doesn't do anything particularly different or special or new. However, having said all of that, it also doesn't do anything badly and is a game that plays well enough to be engaging that I can't fault. Ultimately, while I found the game's presentation to be good, Dice City doesn't really standout for me. If player interaction is something your big on or find important, Dice City has it and is a worth a look if you want a dice-driven city building game. Conversely, some people don't like the confrontational element the direct interaction adds to the game. So I will happily play Dice City if someone else chooses it but it wouldn't be my first choice. 8th June 2023 We're in Aldershot on a Thursday night for some gaming goodness and today's first play is Mint Delivery. It turns out that somewhere out there mints are big business. There's even somewhere called Mintopia City and it's the centre of mint production! Players take on the role of delivery drivers fulfilling orders to the surrounding minty named towns. What's in a game?
As mentioned above, the game comes packaged (Crammed more like!) in a small mint tin which yes, is a gimmick but a nice one particularly since the tin feels robust. Token quality is for the most part good, the mint tokens and trucks are pleasingly made of wood although the card tokens are an average quality. While the cards have a linen finish, they do feel a little flimsy but unless they are abused, they should be fine. There isn't much room for art in Mint Delivery and thus there isn't much! What are there is mainly appears on the map cards and it's a sort of minimalist unobtrusive and uncluttered style which I generally quite like and I feel fits the game's light, almost minimalist quality well. There's not too much iconography. most of it is straightforward; icon for mint types is clear and icons it simply refer to matching icons elsewhere in the game. There shouldn't be any problem understanding the icons. How's it play? Setup
On to play In Mint Delivery, players will be looking to acquire order cards and then fulfil those orders by taking the required mints to the required location. Completed orders earn players their respective VP values. Mint Delivery follows a traditional turn structure with the active player taking their turn and then play progressing to the player on their left.
Endgame Play progresses until the endgame is triggered by 1 of the following criteria is met: If 2 towns have no face-up order cards remaining Or. All 4 towns have no cards left in their face-down decks (Regardless of whatever face-up cards remain). Play then continues until all players have had equal turns. Players then calculate the VPs they've earned on their completed order cards. Points are tallied, highest score wins - and is pronounced 'Employee Of The Month! Overall
Thematically, Mint Delivery is a collect-and-deliver game and the mint theme is arguably bit extraneous but on the other hand, it's a good a theme as any. The fact that the tokens being delivered look a bit like mints and the game comes wrapped up in a mint tin I think is fairly pleasing. Mechanically, Mint Delivery is actually quite straightforward, perhaps a little too straightforward. The game's map layout never changes, the 4 towns will always be in the corners, Mintopia in the centre and the factories in the 4 cardinal points. It would have been nice to have some kind of layout randomiser but I imagine space inside that tin is at a premium! Where the game does offer variety is in how order cards appear and since this is a game about fulfilling orders, that's pretty important. Mint Delivery is essentially a race to deliver orders and players will need to mix planning the most optimal moves using the cards they currently possess with adapting to changing circumstances as they arise to exploit opportunities as they appear. There's also randomisation in the form of road conditions which can change things up. Finally, ability cards offer the opportunity for some asymmetrical play that potentially opens up more choices to players and meaningful choices are always a good thing. There's not too much more to say really. Mint Delivery is a stripped down, bare bones collect-and-deliver game, if that's what you're looking for and you want it in clever little package, it's worth a try. It's perhaps a little too long to be a simple filler game and not quite long or deep enough to be the main game of a gaming session but nontheless, I found Mint Delivery to be a fun, light experience with a fairly quick play time and imagine it will play well with non-gamers. 28th March 2023 Tuesday is here again and we're with the Woking Gaming Club at The Sovereigns for an evening of gaming goodness. Game of the night is Istanbul. Ah, Istanbul, home of an ancient settlement and exotic gateway between the east and the west... ...Also a place where frenzied merchants rapidly push wheelbarrows around the bazaar, trailed by assistants while looking to acquire rubies in this worker placement game. What's in a game?
The component quality is good for nearly all of Istanbul. The game makes good use of wooden components and dice which is always good. All the cardboard tokens and tiles are sturdy enough. The cards are also good. It's all the quality you'd expect from a modern game. The only criticism I have is that fitting the extensions into the wheelbarrow feels fiddly and when trying to put in the final extension it can be too tight and wont fit properly. It's a minor oversight that doesn't affect the game experience but it could have been a bit better. There's unique artwork on all the location tiles. Even though it uses a pretty standard style of illustration, I think it looks good and gives the game a eye-catching presence on the table. I also feel that it's quite suitable, being evocative and colourful without obscuring important information. Iconography in Istanbul is a bit of a mixed bag. Much of it is easily understood but the occasional icon and in particular, bonus cards will find players leafing through the rulebook for clarification. This is fairly infrequent though and is a minor inconvenience rather than detrimental How's it play? Setup
On to play In Istanbul, players are attempting to acquire 5 or 6 rubies (Dependant on player count.) and the game provides a variety of methods to achieve this. Istanbul follows the usual turn structure with the active player completing their turn before play progresses to their left. During their turn, the active player will act in 2-4 phases - depending on circumstances. The 4 phases always occur in the order shown below.
Endgame The game end is triggered when any player acquires the required number of rubies. Play continues for the current round until all participants have had equal turns. Finally, each player will have the option to play unused bonus cards, since Lira and goods act as a tie-breaker this can be important. Rubies are tallied, highest amount wins. Overall
I don't know whether it's deliberate or not but there's a slightly cynical thread of humour running through Istanbul. It's an amusing facet of the game that merchants are useless without assistants to boss around or how everyone has that one shady cousin who 'knows someone' or 'can get you stuff'. Thematically, the game is presented quite well. Your merchant and their little band go from place to place, looking to earn money or get goods in order to eventually gain rubies. Mechanically, Istanbul is relatively straightforward. While there's quite a lot of tiles and consequently a lot going and a lot to think about and possibly remember, none of it in practice is actually overly complex. Istanbul presents players with the conundrum of balancing the need to increase their abilities via mosque and extension tiles or trying to acquire rubies. Broadly speaking, the game game provides some one-off way of gaining rubies but two main avenues to accumulating them - which are by spending goods or spending Lira and then providing several ways to acquire goods and Lira. It means that Istanbul is a game of planning efficient moves and maximising actions. This is particularly the case when dropping off or picking up assistants. Well thought out play will allow a player to do this without visiting the fountain which requires an entire turn to gather assistants. While the game is essentially a race without direct conflict between players, there's still some interaction that goes on. There is arguably a higher level of play where players could try and anticipate the actions of their opponent allowing them to block opponents by putting their merchant on specific locations, forcing other players to pay out to go there or preventing them entering all together. However, this tends to occur by accident more than design. Another area of interaction is at the markets, the more goods sold a player can sell an once at a market, the more money that player earns but taking longer to do this risks being trumped by another player fulfilling the demand tile earlier. So players will need to occasionally adapt to situations as needed as well as planning their actions. Istanbul does a good job balancing varied gameplay, strategy and meaningful decisions with ease-of-play, although I'm not sure I would describe it as entirely suitable for non-gamers but core gamers should have no problems comprehending the game It also has a novel and clever implementation of worker placement mechanics which provide some satisfying moments when used effectively. This is a mid-weight game with a somewhat lengthy play time - although it never felt overlong or unwelcome. I found it to be an enjoyable worker placement game. Istanbul is a game that's definitely worth trying. 17th February 2023 It's a Friday and we're at Woking for a night of gaming fun. Adrenaline, a fast paced head-to-head game inspired by first person shooters. What's in a game?
Adrenaline uses plastic damage tokens, card ammo tiles, transparent acrylic ammo cubes and skulls; it's an usual mix of materials but it works just fine. The components are all good quality, the cards are fine as are the tiles and tokens. The plastic components all feel solid. It's immediately apparent that Adrenaline makes good use of colour. This is particularly true of the game board, where bright colours are used to distinguish between different rooms - this is important for 'line of sight'. The component also look bright and colourful as well as easy distinguish. The game's art is fairly good if a little underused - illustrations on weapon cards are a little small. Other than that I think the artwork is mostly reserved for character portraits. There is quite a lot of iconography in Adrenaline, mostly on weapon and powerup cards, the game comes with a separate booklet to explain how they work - which is a little telling. Some of the iconography is intuitive and easy to comprehend, some of it not so much. Luckily, it's not a gamebreaker and not much of an issue to learn but I do feel it will slow down the game somewhat unless at least 1 person has previously played. How's it play? Setup
On to play In Adrenaline, players are trying to earn as many VPs as possible. This is done by killing and more importantly, damaging their opponents. During their turn, the active player can perform 2 actions, they can be different or the same action twice. The actions available are determined by what actions are on their action table and which actions have been unlocked on the players adrenaline track. Broadly speaking, there are 3 types of actions, several actions actually combine different actions
Endgame Once the final skull has been taken from the board, it triggers the endgame. Depending on the game mode chosen, they are 2 ways the game can end. Sudden Death The game immediately ends and goes to scoring. Final Frenzy In this game mode, each player gets one more turn. All players use flip their player board and action tile to the other sides, using those moves and scoring opportunities for the final round. Regardless of how the game end is resolved, the game then goes to scoring. Players earn points from the following sources.
Points are tallied, highest score wins. Overall
I'm always a bit suspicious when a tabletop game tries to replicate a twitch based computer game or uses it for inspiration, thematically or otherwise. Fortunately, Adrenaline does a pretty good job of abstracting this for a board game. You run, you gun and you pick up, that's about it! Line of sight and range rules are kept very simple and consequently very quick. Attacking is also quick; play a card - that's the damage it does, some extra resources can be spent to tweak it but that's about it. Some of the situational rules regarding specific weapons are definitely a bit fiddly and may well require referring to the rules, as mentioned earlier it's not to much of an issue though. Rules for scoring kills are also a bit peculiar but the payoff is that you get a balanced scoring system that rewards attacking multiple opponents and encourages the free-for-all nature of a deathmatch. As they rulebook states, there's diminishing returns in constantly attacking one opponent, since because skulls placed on killed players' boards cover the higher scores, meaning less VPs are earned off them from then on. It's also worth noting that the damage mechanic is essentially an area control mechanic and that the areas being controlled are other players' damage tracks! Rules for picking up and reloading are also straightforward and adds an extra layer of decision making to consider. Should a player burn through ammo to press the attack/do more damage or try conserve or gain more ammo. It creates these moments where attacks are followed by short lulls. I also like the rule that when a weapon is used, it doesn't come back into play until the following turn. it stops powerful weapons being overused and incentivises players to look for synergy between weapon cards. Gameplay wise, Adrenaline is very much a game of reacting to what other players are doing and the landscape will change every turn. Especially as in relative terms, the game board is quite small, players will very much be in each other's faces a lot of the time. Players will look for opportunities to exploit, such as hitting multiple enemies at once (Damage diversification is key to earning VPs.) or minimising exposure to attacks to themselves (Although this can be very hard considering how focused the game board is.). It goes without saying that Adrenaline is very much an aggressive game of direct conflict and player interaction. If this isn't your sort of thing, then you probably won't enjoy Adrenaline The game also feels a little like a miniatures wargame game albeit in a very loose way. I think that's why I found it a little unengaging. Fun and clever but not quite what I want out of a game. I can't fault Adrenaline, it does what it sets out to do and if if you're looking for a first-person shooter inspired game with lots of aggressive interactive gameplay then Adrenaline is one to consider. Personally though, if someone wanted to play it, I would do so without hesitation but it wouldn't be a first pick for me. 19th November 2022 It's a Saturday morning and we're at Bisley for Wogglecon 5 'It's a alive!' - a day of gaming goodness and a bit of charity. Have you ever fancied travelling South American highlands with nothing but a cart of goods to keep you company, going from place to place, hunting for fish, chopping down trees, trading and so forth. If the answer is yes, then maybe Altiplano is the game for you. What's in a game? Altiplano has a whole shedload of components, so here we go!
Right, I think that's it for components. Altiplano's components are for the most part solidly made, the tokens, boards and tiles are constructed of thick card and feel sturdy. The containers made of equally sturdy material but are supplied as flat components that need to need folded into their shape. They sort of clip together but some of them had a tendency to break open. It's not a problem really and nothing that a dab of PVA glue wouldn't solve but even so, it feels a little like a cheap oversight. Cards are pretty average but also smaller than typical cards which allows them to fit on the tiles. Finally, the meeples and cubes all feel like nice wooden components. Altiplano is a game with a South American theme and consequently has a South American folk art themed art style to it. There's a lot of bright solid colours with stylised line art that mixes with slightly cartoony illustrations to be found on the tokens, cards, board and tiles. It's all solid artwork, brash and colourful which is how I like it. The only criticism I have is for the colour schemes for the cloth and wool tokens, which in less than good light can look similar. Between all the location actions, tokens, extension tile actions and so on, there's quite a lot of iconography to Altiplano. Luckily, much of it is intuitive and easily comprehended but some of it will - particularly the extension tiles - will require referring to the rulebook, fortunately it contains fairly extensive explanations. It's not a gamebreaker but there's definitely a bit of a learning curve here. How's it play? Setup
On to play In Altiplano players will be making plans to travel around the location tiles and use their goods to carry out the actions specific to those locations. This is done over 4 phases:
Endgame Play continues until one of the following 2 criteria are met. Any one location becomes fully emptied of all tokens, cards, etc. Or, a space along the extension strip cannot be filled, i.e., the extension tiles supply has emptied. In either instance, the current round is completed and 1 further round is played, then the game goes to scoring. VPs will come from a variety of sources.
Points are tallied, highest score wins. Overall
As you can see from the write up so far, there's quite a lot going on in Altiplano and a lot for players to think about. There's a recognisable quandary going on with the bag building mechanic. Players will naturally be looking to acquire tokens to carry out actions but invariably there will be times they end up getting pulled from the bag when they're not needed and unneeded tokens can 'water down' a player's strategies. Unwanted tokens can of course be left on planning spaces but most players will find that irritatingly suboptimal. Alternatively, they can placed on spaces for action that a player does not immediately want to perform but they will eventually end up coming back to again though. Another option albeit fairly situational, is to put them on to order cards, although removes the goods from the remainder of the game. Finally, they can be put into the warehouse, this means those tokens have greater scoring opportunities but again, permanently removes them from a player's container/bag which may or may not be a good thing. layers will have judge the merits of storing tokens contextually - except when dealing with glass tokens. The thing with glass tokens is that they don't produce any other type of token, all they do is produce the most VPs per token, storing them in the warehouse where they contribute to more VPs and declutter a player's bag is a no-brainer and usually I consider no-brainers a bad thing for a board game but I feel this is a deliberate decision on the part of the game - more on that below. If you've been paying attention (And I'm sure you have!) you will also have noticed that several goods such as a cacao, alpacas and even something that seems that it should be common such as fish cannot be produced from the action board. So how are these acquired? There's a couple of opportunities to get them, namely boat cards, extension tiles and possibly role tiles. However, this brings me to a bit of a bugbear I have with this scarcity mechanic. It means there can be a race by experienced players to get those hard-to-produce goods, particularly cacao which produces glass which can be worth so many VPs. In fact I feel the whole of the forest location is especially strong location since cacao alone is used there for 3 separate actions in the same location. A player who can produce cacao and concentrates on doing so can soon be producing lots of goods at the forest. Having said that, the game is a bit of a point salad with various avenues to scoring VPs, it's just that I feel going for glass is the strongest way and experienced players will end competing in that tactic. While the bulk of the game's activity takes place during the action phase, the planning phase is where players will do most of their well... planning. They'll look to optimise there actions to get the most out of their available tokens. Because players will generally need to move around to perform multiple actions, efficient use of the movement track is important, especially so in the early game when food tokens will be scarcer. A player can move their meeple before or after an action may make it seem unimportant but sometimes players will need to think ahead about where they need to be at the start of the next round. As well as having to think about movement and balancing their goods with their bags, players will also have to think about gaining extensions, house and order cards, as well as boat cards if they are needed. Add to this increasing their planning spaces and acquiring corn to fill out their warehouse and players have lot of ways to approach the game In this regard Altiplano does that thing which presents players with lots of options but frequently not enough opportunity to do everything they want, forcing them to make tricky decisions, which I consider a good thing in games. Altiplano is a mid-to-heavy game with a longish playtime, it's probably not for beginners and perhaps could be criticised for being a bit over-elaborate although personally I didn't find it that much of a problem In conclusion; the mechanics blend together to give players choices and essentially problems to solve in optimising their actions. If bag-building style games and resource management are your thing, Altiplano is worth a try. 18th October 2022 It's a Tuesday and we're at The Sovereigns with the Woking Gaming Club. The Victorian era; a time of expansion, industrial and otherwise. Become a capitalist! Create your business and run your production line. What's in a game?
Component quality ranges from good to very good in Furnace. Cards and card tokens are the pretty standard good quality most games now have while all the wooden tokens are solid and good quality. The bidding tokens in particular standout as really chunky, tactile discs. Artwork is good throughout the game with a nicely illustrated buildings and businesses. It makes good use of a varied and colourful palette which helps to differentiate between the company cards which depict a variety of factories or offices and warehouses etc, which despite all being different sort of look a little samey. Portraits used for capitalist cards are equally good quality. The game's iconography looks a little daunting but in practice is straightforward and fairly practical. There are essentially 5 resources depicted and some basic mathematics mostly saying how to turn one resource into another and how may times it can be done. How's it play? Setup
On to play Note: The rules described below use the 'advanced' variant rules, there's a reason for this which will be discussed further down. The goal in Furnace is to acquire the most money by the end of the game. Furnace is played over 4 rounds. In each round players will be bidding for company cards then adding them to their personal production lines. Next they will run their production to produce goods and ultimately generate money which is what wins the game. The game uses a normal turn order during auction, with the first player bidding first before bidding moving to the player on their left. The production phase can be played out simultaneously.
Endgame Once 4 rounds have been completed, the game is over. Players calculate how much money they have accumulated. Monies are tallied, most money wins Overall
Furnace packs a lot of gameplay options into what is in essence quite a small package. The game consists of a deck of cards, some tokens and that's it Even so, each of the main 2 phases provide players with interesting and meaningful decisions. There are 2 mechanics to the auctioning and both are unique and present players with unusual options and interactions with other players. Using bidding discs instead of money in auctions is an interesting proposition. First it means players only have 4 bids they can make and they can't re-bid on the same card if they get outbid. Players will need to determine what's important to them and bid appropriately. Turn order can make a difference here. A player going first who bids their 4-value disc on a card guarantees they will get it. Going later or last in bidding is not necessarily a bad thing to do, it allows a player to see what opponents are going for and bid accordingly. There's definitely a higher level of play at work here from watching what other players look like they need and potentially taking it or denying it to them. Hate bidding I guess? Which brings me to the other auction mechanic; compensation. Firstly, compensation works as sort of balancing mechanism, if a player loses a bid, they may still get something for their losing bid. Secondly, it's a mechanic that can potentially be exploited by players to gain resources quickly. A player make take the risk of making a lower value bid on a card, hoping to be outbid for the compensation, of course this can backfire and they may end up with a card they don't want to play. Talking of playing cards, the next interesting mechanic how cards are played during the production phase. I'll start by saying that whenever we played Furnace it was always using the 'advanced' variant 'production line' rules. By default the game does not use a production line, instead players just activate cards in any order they choose. In my opinion this makes the game less engaging. I can't stress enough that the variant rules are vital to what makes Furnace a good game. Having to think about where to place company cards is compelling and intriguing. Frequently cards will be useful both at the start and end of a production line forcing players to think hard make meaningful decisions in order to optimise their production lines. Additionally, it's genuinely gratifying to run a production line that has been put together efficiently and ends up generating lots of cash. Furnace is a game with a quick play time. In fact I found that the game's 4 rounds came to a conclusion all too soon, still having the urge to continue building my engine and that's a pretty good sign of a game I enjoy. It's also a sign of good design balance; having a 4 round limit forces players to be as ruthlessly efficient as possible with little room for unnecessary moves. 4 round limits are something I've seen in other engine building games too. So in conclusion; Furnace is pretty easy to learn, has a fast playtime but still manages to present players will a variety options both in auctioning and engine building. If these styles of games interest you, then Furnace is definitely a game to try. I found it a engaging and entertaining experience. 17th August 2022 It's a Wednesday afternoon and we're round Simon's for some gaming goodness. Become a raider in the world of antiquity and attack a bunch of ancient empires by placing meeples on a board! What's in a game?
Component quality is good throughout Raiders of Scythia, cards and tiles are exactly as you'd expect them to be. The tokens are excellent, attention has gone into the creation of the provisions and houmous err... kumis and while the plunder tokens are more generic, they are also very chunky and tactile. So, I think it looks like whoever owned the copy of Raiders of Scythia we played bought stickers that upgraded the tokens with artwork (As you can see from the photos.). I think that otherwise by default the tokens are plain. This also means someone had to sit down and attach stickers to a lot of token, that would push me into the deep end! Regardless of this, the game's art-style is excellent. I'm not an art expert but it uses a sort of line illustration with flat shading that shows a lot of detail and is used to great effect on the board as it shows various situations in the different situations without overly cluttering the board. While there is a fair amount of iconography, it's mostly do with the tokens and is fairly apparent, I don't think that it will prove to be a problem. How's it play? Setup
On to play In Raiders of Scythia, players will vying to gain resources which will allow them in turn to raid and pillage which earn VPs, consequently also acquiring plunder which can be used to complete quest tiles which also earn VPs. Play follows the usual paradigm of the active player taking an action before play progresses to the player on the left. Broadly speaking, the active player has a choice of 1 of 2 actions each turn.
Endgame Play continues until only to raid spaces or quest tiles remain on the board. After this, all player get 1 more turn and it goes to scoring. VPs can come from several sources.
Points are tallied, highest score wins. Overall
I'm going to start by saying the idea 'of a worker placement game with each player only having only 1 worker' sounds crazy but it works perfectly well in Raiders of Scythia. There's a clever mechanic at play with the colours of the meeples. E.g., when using the blue meeples to raid, they can't be taken again and players will be taking grey and red meeples instead by by the time player's are doing that, they won't need the blue meeples anymore. Players are never put in a position where they can't use a meeple because of its colour. Anyway, on to the game. Players will need to use the village in order to gain resources to raid the civilisation to gain plunder and reveal quest tiles which can then be bought with whatever resources and plunder the player has acquired. Phew! It's something of a race to do this since once a spot has been raided, that's it, no one can raid that spot again. Action optimisation is important. Something similar can apply when placing meeples in the village. There can only ever 1 worker on a space and there's some high level play that can be utilised by blocking another player and putting a meeple of your own in spot they want to use first. The same applies when taking a meeple, players can choose not to take a certain meeple just to leave the space blocked. Players will also need to take into consideration their crew, not only is it vital in undertaking raids, it also provides players some engine building capacity to their actions. Finally, the game also provides some opportunities for risk/reward actions during raids as dice rolls are unpredictable. While it's not possible to fail a raid (Players just gain less or 0 VPs for a bad roll), it's possible to squander resources and kumis for a poor roll. Players will be faced with the choice of raiding earlier with a weaker crew or risk losing a raid to another player by taking the time to increase the strength of their crew. Furthermore, wounds are also unpredictable, a player's crew cards may take 0 wounds or may take 6 depending on the dice roll, adding the element of risk. For me, Raiders of Scythia is a good worker placement game. Because players essentially only ever 2 actions per, they need to think about the best way to make use of them, they need to make every decision count. In other words, their decisions are meaningful, which is always a good thing. I found the game to be a fun experience with a unique mechanic for a worker placement game. 5th August 2022 It's a Friday and we're in Aldershot for some gaming! When you go into a national park, you may find yourself hiking along trails. Which is a slightly tortured segue into how Trails is actually a follow up to the excellent Parks game and shares some similar concepts. So let's hit the errr... trail and see how it stacks up? What's in a game?
For the most part, component quality in Trails is good. The wooden meeples look and feel good as does the die. I also like the wooden resource cubes, although I'm not a big fan of the colours which I feel are a little too muted and sometimes in poor light, the grey and the green colours can feel hard to distinguish. I also found the player colours a little muted too. All the tiles and tokens are constructed of thick card and feel weighty. However, I would describe all the cards as average in quality and perhaps a little flimsy. It's not really an issue though, Trails is not a card game and they won't be handled much so should stand up to repeated handling. Without a doubt, all the art in Trails is excellent. Much of it is sourced from the Fifty-Nine Parks art project which also provided the same art for Parks and will be familiar to players of that. So even though Trails is reusing artwork, it doesn't matter because it's such good quality. Having said that, a lot of images are heavily cropped and the fact they're all on relatively small components means they just don't look as impressive. Original art appears on the badge cards in the form of a series of quite stylised images. It's a different style to art that appears on the tile and photo cards but I have to say I think it looks good. All the main icons which appear on the tiles and die are easily understood. It's not quite so obvious with some of the rewards on badge cards and players will need to refer to the rules and clarifications on occasion. It's nothing game breaking though. How's it play? Setup
On to play In Trails, players will travel back and forth along the path, taking photos and accumulating resources which they will use to buy badge cards. The game follows a typical turn structure with the active player resolving their turn before play progresses to the left. As their action, the active player can move their meeple and resolve the tile it lands on.
Endgame When a player take as sun action that moves off the last leftmost icon on the trail end, they resolve that action as usual and take the sun token. Play progresses normally, until the player to the right of sun token holder has completed their action, upon which the game ends. I.e., once sun has taken the sun token, all other players get 1 more turn. Players now calculate their VPs.
Overall
I'm not over fond of comparing one game to another, a game should be taken on it own merits but in this case, there might be some value in doing so. Parks and Trails come from the same family of games and as such share some thematic elements. Both are about hiking along tiles, collecting resources to acquire photos and cards, as well as using canteens for a bonus. However, Trails differs in several ways as explained below. Unlike it's predecessor, hikers from multiple players can happily coexist on the same space so the stress and need to try and anticipate where other players' hikers will go is gone, as the tactic of trying to block other players. It makes the game a little lighter (By no means a bad thing.) and focuses players on getting badge cards (Which are the game's biggest source of VPs.) and players will encounter something of a conundrum here. They may have the urge to collect as many resources as possible which can be prudent but at the same time, they'll want to reach the trail head & end tiles quickly to get a certain badge card before other players. Trails is a game about optimisation especially since there are only 3 types to manage - although that 8 cube limit can be punishing. I also like the addition of the day turning into night mechanic, not only is it visually pleasing to watch the sun set, it adds some momentum to the game, upping the ante by giving players more resources and making it easier to get more badge cards. Players that have done well in the early game are not guaranteed victory. So is Trails a sufficiently different game to Parks to warrant having both? I would say yes. I bought copies of both and I'm glad I did. Trails felt like an easy game to learn and despite the fairly lengthy rules writeup above, is a reasonably light game that requires a little less brain power and also a little less directly competitive. Although for a lighter game is has a reasonably long play time - far too long to be considered a filler game. That's a minor criticism though and ultimately, Trails is a fun experience and is worth trying. |
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