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Gaming Blog

Mint Delivery - First Play

10/6/2023

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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?
  • Mint tin: I don't usually bother talking about packaging but it's worth mentioning here. The game comes in an actual metal mint tin which is both cool and appropriate.
Picture
  • ​Cards: Mint Delivery utilises various different types of cards.
    • Map cards: There are 9 of these double-sided cards. One side is used for the main game and the other for the solo-player version.
      The 9 cards are put together in a 3x3 grid and each one depicts a mint themed location. Mintopia city sits in the centre of the map while in each of the 4 corners is a town
      Each card also displays several pieces of information including locations/towns/blank spots and the roads that connect them as well as which actions will be available to players at that location.
      Finally cards feature some minimalist illustrations
    • .
Picture
A minty-themed map!
  • Order cards: These little square shaped cards (Half the size of the map and truck cards.) contain as the name suggests orders of mints that players must fulfil. Each order card depicts:
    Location: Where the order must go to. This will always be 1 of the 4 'corner' towns.
    Order: Which mints must be in the order.
    Victory points: How many victory point (VPs) the completed order is worth.
Picture
2 orders for Peppermint Pines.
  • Truck cards: There are 5 of these, 1 in each player colour and each has a illustration of a truck with 4 spaces in its container. Truck cards are also numbered to improve accessibility.
    Additionally, these are also double-sided and contain 'A.I.' drivers on the flip side for the solo game.
Picture
Green player's truck.
  • Ability cards: These square cards are optional cards that can be used to give the game some extra strategy by providing players with an extra ability or 2 (When gained.).
    Each ability card will list the requirements to acquire that ability and what benefit that ability confers on the player.
Picture
Abilites
  • Tokens: Mint Delivery also employs a variety of tokens.
    • Truck tokens: Should these be truckeeples? There are 5 of these wooden truck shaped tokens and their colours/numbers correspond to the 5 player colours. 
Picture
Trucks!
  • Mint tokens: Little wooden discs are used to represent the game's titular mints and they come in 3 types; white for standard mints, green for sugar free and red for cinnamon. 
Picture
Minty fresh goodness.
  • Ability tokens: These card tokens are used to track which abilities players have accumulated.
  • Road condition tokens: These are also card tokens and also optional, they can be randomly placed on the map to add some extra complexity to the game. They can sometimes help or hinder the player.

Picture
The first player token is definitely some kind of, I just can't remember which?
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
  • Map: Take the 9 map cards and placed in their allotted places in a 3x3 grid. This layout is always the same in all games.
  • Players: Give each player the truck card and truck meeple in their chosen colour. All players should place their truck on the Mintopia space on the central map card.
    Order cards: Shuffle the order cards into a face-down deck, then deal 3 face-down to each player.
    Then all players can decide to keep any number of those cards, provided their total combined VP value does exceed 6 VPs. For the time being, players should keep their chosen cards hidden.
    All discarded order cards are returned to their deck.
  • Orders: Now shuffle the remaining order cards into a new face-down deck.
    ​Next; deal 7 order cards adjacent to each of the 4 towns.
    Then, from each of the 4 decks, reveal 2 cards.
    Players should now reveal the order cards they chose to keep. For the rest of the game, players should keep unfulfilled orders always face-up.
  • First player: Determine a starting player.

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.
  • ​Active player: In their turn, the active player may perform up to 2 actions. This can be the same action twice or 2 different actions in any order they see fit.
    In addition, players may also take a free action.
    The actions are:
    • Fulfil order (Free Action.): If the player has met the order conditions of one of their order cards and is at the correct location. Then, as a free action, they can spend the required mints to fulfil that order! The completed order cards is then flipped face-down.
    • Load/unload mints: If the active player's truck is at the right location, they may load 2/4 mints on to their truck (Up to the truck's 4 mint limit.). They may also unload mints.
    • Move: For 1 action, the active player may move their truck to an adjacent space.
    • Take order: If the active player's truck is at 1 of the 4 towns and they have less than 3 unfulfilled order cards,  they can spend an action to acquire one of the town's 2 face-up order cards. This is done by performing the following steps.
      Add mint: A mint must be added to the order card not being taken.
      Take order card: The player takes the order card they chose - if this has a 1 or more mints on it, then they also acquire the mints, provided it does not go over their truck's storage limit.
      Replace order card: A new order card must be from that town's order deck and placed face-up in the relevant space to replace the one just taken.
    • Upgrade mint: If the active player's truck is at the relevant location, they can upgrade a mint as determined by that location.
      2 white mints can be discarded to gain a green one and 3 whites turned into a red.
  • End of turn: Once the active player has completed their actions, play progresses 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​!
Picture
Picture


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.
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Istanbul - First Play!

29/3/2023

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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?
  • Tiles: There's no board in Istanbul, instead, in its place are a set of 16 tiles.
    Each tile represents a different place that might be found in the bazaar of Istanbul such as a tea house, wainwright and so on, furthermore, each card is numbered which is related to how they are placed during setup and also to movement of certain tokens.
    ​In game terms, each tile has a different function and related iconography, each card also features its own unique themed illustration.
Picture
Small mosque, police station, fountain & black market - must be a bit awkward being next to the police station.
  • Wheelbarrow tile: There's 1 of these slightly strange looking tiles for each player.
    On the left are 4 tracks for the game's 4 resources/goods while on the right is an open square which as the game progress will be filled by 'wheelbarrow extensions'.
    ​Running along the bottom of the tile is a track for 'rubies' acquired.
    Wheelbarrow extensions: These are little rectangular tiles which each contain more symbols for the 4 resources. There's just about enough room in the wheelbarrow tile to fit 3 extension tiles. 
Picture
Wheelbarrow tile.
  • Tokens: Quite a few different types of wooden token are used throughout Istanbul.
    • Player tokens: Each player will have a number of tokens in their colour, most of them disc shaped.
      Merchant token: This disc is thicker  than most and also displays a portrait, it's used to represent a player's merchant.
      Assistant tokens: You can't have a merchant without assistants - not in Istanbul! There are 5 of these thinner discs to represent the merchant's assistants.
      Family member: This chunky token is cylindrical more than disc shaped. There's 1 in each player colour to represent a member of the merchant's family. What does the family member 'do'? More on them later.
      Cubes: There's 4 cubes in each player colour, they are used to track a player's goods on their wheelbarrow.
Picture
3 sets of merchant and assistant tokens.
  • Governor: This purple coloured cylinder represents the 'Governor' who can provide useful bonus tiles to players.
  • Smuggler: The black coloured smuggler can also provide useful items to players but in a slightly... different way.
Picture
Just where you'd expect to find the smuggler. Oi mate,! Don't you know there's a police station next door?
  • Mail cubes: These 4 cubes are used in conjunction with the post office location.
  • Rubies: Red translucent acrylic are used to represent the game's precious stones.
Picture
Rubies!
  • Coins: Istanbul uses standard round cardboard tokens for money.
Picture
Some coins & tokens. Note the first player token at the top.
  • Tiles: 2 types of tile are used in Istanbul.
    Mosque tiles: These square cardboard tiles will be located on the Mosque tiles. There are 4 different types of mosque card and they each come in 4 colours as determined by the backs of the tiles. When acquired they grant the player a improved or special action.
    Demand tiles: With a name like that, these little cardboard rectangular tiles sound pretty bad, in actuality they simply represent the game's demand for the players' goods. They come in 2 types.
  • Bonus cards: You'll be unsurprised to learn that these cards can be acquired and then spent to gain once-off bonuses or benefits.
Picture
A bonus card - hard to see because of the flash glare but it gives the player 1 of any of the 4 goods.
  • Dice: 2 normal six-siders. They are made of wood and come with nicely rounded corners.
Picture
A standards set of wooden dice.
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
  • Players: Give each player the merchant, assistant, family member tokens and cubes in their colour.
    Wheelbarrow: Each player should take a wheelbarrow tile, then place their 4 cubes on the 4 'empty' spaces on their goods tracks.
    When players gain goods, they move the cube along the respective track.
    You will note at the game start, players can only have 2 of each good. By acquiring extensions, players can eventually hold up to 5 of each good.
  • Tiles: The 16 location tiles will need to be put out in a 4x4 grid. This can be done either by using 1 of the 2 predetermined setups or randomly - although there are some restrictions using the random method. Additionally, many of the locations will have further setup.
    • Caravansary: Shuffle the bonus cards into a face-down deck and place them close to the caravansary.
    • Fountain: Each player should create a stack of 5 tokens with the the merchant token at the top and 4 assistants beneath and place their stack on the fountain location tile.
      The 5th assistant token should be set aside for the time being, they can be acquired during play.

      Gemstone dealer: Place rubies on the gemstone dealer location tile as per player count.
    • Markets: Sort the demand tiles into their 2 types. Shuffle each into a face-up stack and place them on to their respective market tiles.
    • Mosques: Sort the mosque tiles by type/colour, then sort each stack by goods cost, with the lowest at the top and highest cost at bottom. Then place 2 stacks on each of the 2 mosque tiles.
      Rubies: Finally add rubies to each mosque as per player count.
    • Police station: Each player should place their 'family member' cylindrical token on the police station location tile.
    • Post office: The post office has 2 rows of 4 spaces, place the 4 mail cubes along the upper row on the post office location tile.
    • Sultan's palace: Place rubies on the Sultan's palace location tile as per player count.
    • Wainwright: Place rubies and wheelbarrow extensions on the wainwright location as per player count.
    • Governor & smuggler: Roll the dice for each, then place their tokens on the location with the matching number.
  • First player: Determine a starting player.
    The starting player should take 2 Lira, the next player gets 3 Lira, 3rd gets 4 Lira and so forth.
    Bonus card: Each player should draw a bonus card.

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.
  • Movement: The active player can move their stack of tokens up to 2 spaces during this phase, this cannot be diagonal and when the stack reaches its destination, one of the following must occur.
    • Drop off assistant: The active player takes one of the assistant tokens out of their stack and places it elsewhere on the same location tile.
    • Pick up assistant: If the active player already has an assistant token on the location space they stopped at, then they can add it back into their stack.
    • Pass: If the active player cannot or does not want to drop off or pick up an assistant, then their turn ends immediately unless the active player ended up at the fountain!
  • Encounter merchant: This phase is conditional and if the active player ended their movement in a location tile with 1 or more merchants that belong to other players, then the active player must pay those players 2 Lira each.
    If they cannot or do no want to pay, then the active player's turn ends immediately, this does not occur if they stopped at the fountain.
  • Action: This phase represents the bulk of gameplay and the active player may now choose to undertake the action for the tile they stopped at.
    There a quite a few actions a player can perform.
    • Black market: When the player's merchant is at the black market, they can gain 1 green/red/yellow good.
      Additionally, they should roll the 2 dice, the result will grant them 0-3 blue goods.
    • Caravansary: The active play draws 2 bonus cards into their hand and then discards 1 bonus card.
      When drawing cards from being at the caravansary location, the active player may choose to draw from the discard pile instead.
    • Fountain: When the active player's merchant is at the fountain, they can recall any number of their assistant tokens back into their stack.
    • Gemstone dealer: Here the active player may purchase a ruby. The more rubies that are purchased throughout the game, the more they will cost.
    • Market: When a merchant stops at one of the 2 markets, they can sell goods matching the demands on the current demand card. The more matching goods they sell, the more they earn. Each of the markets will determine how much the player earns.
      Regardless of how many goods are sold, the current demand tile is put at the bottom of the stack and a new demand tile is revealed.
    • Mosques: When a merchant stops at one of the 2 mosques, they can acquire one of the 2 mosque tiles there.
      To do so, the player's wheelbarrow must be carrying the goods that match was is shown on the top mosque tile. However, acquiring a tile costs only 1 good of the displayed tile.
      Once a mosque tile is taken, a more expensive version will be revealed beneath.
      Players can only have copy of each type of tile regardless of where they acquired it from.
    • Police station: When a player's merchant stops at the police station and if their family member is there, then the player can 'free' their family member.
      Since their family member 'knows how to get stuff', the player can immediately place the family member token on any other space and trigger its action. The family member does not have encounters and does not benefit or is restricted in that way.
    • Post Office: If the active player's merchant stops at the post office, they acquire all the items shown on the 4 uncovered spaces.
      After this, they must slide the leftmost cube on the upper row to the space directly below, thus changing the resources earned by the next merchant to stop here.
      When all 4 cubes are on the lower row, the next merchant to stop at the post office will claim their resources and put all 4 cubes back on the upper row.
    • Sultan's palace: When a merchant stops here, the player can trade goods for a ruby.
      As with the gemstone dealer, the more rubies that are acquired here, the more costly they become to trade for.
    • Tea house: Time for some friendly gambling! When a merchant stops here, the player announces a number from 3-12, then they roll both dice.
      If the rolled number is equal to or greater than the announced number, then the active player acquires Lira equal to the number they announced.
      If the number was lower, then they take 2 Lira.
    • Wainwright: Stopping here allows the merchant's player to buy an extension for their wheelbarrow. Once the 3rd and final extension has been acquired, the player can acquire 1 ruby from the wainwright tile.
    • Warehouses: There are 3 warehouses, one each respectively for green, red and yellow goods.
      If a merchant stops at a warehouse, they can fill the related good on their wheelbarrow to the maximum amount.
  • Other encounters: As with the other encounter phase, this is conditional and depends on what tokens are also on the location where the active player's merchant stopped.
    • Other players' family members: If a merchant encounters the family member of another player on their location, they must snitch on them to the cops!
      This earns the active player 3 Lira or a bonus card.
    • Governor: When the governor token is on the same location as a player's merchant, the player can draw bonus card, then they must discard a bonus card or pay 2 Lira.
      After encountering the governor, roll 2 dice and move the governor's token to the location with the number that matches the dice roll.
    • Smuggler: When the smuggler is encountered, the active player may gain the good of their choice, they must then discard a good of their choice or play 2 Lira.
      As with the governor, after encountering the smuggler, roll the dice and relocate the smuggler to the new location.
  • Bonus cards: These are not part of any phase in particular and the active player may play any number of bonus cards during at any time during their turn.

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.
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Adrenaline - First Play!

18/2/2023

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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?
  • Game board: Adrenaline use a 'split' 2-part, double-sided board. This can be configured in various manners to provide 4 different board setups or 'arenas'. In practice this means there are arenas of different size for differing player counts.
    Regardless of configuration, the board will always contain several rooms of varying size (And spaces.) and doors that link them.
    There will be 'spawn points' in some rooms as well adjacent spaces outside the arena to place 'spawned weapon cards'.
    Along the edge of the board will be a row of skulls, this is the 'killshot' track that determines both bonus victory points and when the endgame triggered.
    Finally, around the outside of the arena will be spaces to place decks of cards.
Picture
Board has been setup for 4 or 5 players.
  • Player board: There a copy of this rectangular board in every player colour.
    Centrally, it contains a 12 space track to record wounds and running above is the 'adrenaline' track. As the players takes more damage, move action become available as per the adrenaline track.
    Above the adrenaline track is a space labelled 'marked'. More on this later
    Below the wound track are a row of numbers, these are used to calculate victory points (VPs.) when that character is 'killed'.
    On the right is a portrait of the model/character the board represents. It is also used to place 'ammo cubes'.
    This board is also double-sided, with the other side being used with the 'final frenzy' rules.
Picture
Player board with its various tracks.
  • Model: Each character has their own 3d model matching the colour and portrait on their player board.
  • Action tile: This smallish rectangle is positioned alongside their player board and displays which actions are available to the player.
    This tile is double-sided and also used with the final frenzy rules.
  • Damage tokens: I guess these plastic tokens are shaped like drops of blood and come in each player colour.
Picture
Damage tokens, action tile and model.
  • Weapon cards: For a game based on first person shooters (FPS) there better be lots of weapons, Adrenaline doesn't disappoint and provides a wide variety of weapons that have differing ways to deliver damage.
    The top of a weapon card will have a illustration of the weapon while in the top left corner, each weapon card shows the ammo cost to pick up/reload the weapon.
    In the bottom half of the card it shows how the weapon attacks (Range etc.) and what damage it does. Frequently, weapons will have alternative or bonus attacks which cost ammo cubes.
Picture
Sledge hammer does 2 damage or for an extra red ammo dies 3 damage and pushes the target back. Lightning from T.H.O.R. hits a target for 2 damage and be chained to more targets for additional ammo.
  • Powerup cards: These cards have 3 uses.
    Firstly, they show one of the game's 3 spawn points, which is important as explained later on.
    Secondly, they each contain a special move of some type,
    Next, at the bottom of the card is displayed the ammo cube cost for using the card. However, in certain circumstances, upgrade cards can be discarded to gain that type of ammo.
Picture
Tagback grenade; when the owner of the card is wounded, they can spend a blur ammo cube to 'mark' the attacker.
  • Ammo cubes: These little translucent acrylic tokens come in red, yellow & blue and used to track the game's 3 types of ammo.
Picture
Ammo cubes in primary colours.
  • Skulls: These translucent acrylic red skulls are used to track kills and deaths.
Picture
Skulls mean... death!
  • Ammo tiles: These smallish square card tiles each display images of  up to 3 ammo cubes in various combinations. Some ammo tiles will display powerup cards.
  • Victory points: These large and usually shaped tokens are used to VPs.

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
  • Game board: Set up the game board as per player count or as desired.
    Ammo tiles: Shuffle the ammo tiles into a face-down stack. Deal 1 face-up into each space that does not have a spawn point.
    Powerup cards: Shuffle the powerup cards into a face-down deck and place them on their allotted space on the board.
    Weapon cards: Shuffle the weapon cards into a face-down deck and place them in their allotted space. Then deal a total of 9 cards face-up into the spaces adjacent to each of the spawn points.
    Killshot track: Place the skulls on to their spaces on the killshot track. A normal game uses 8 skulls, but less can be used for a shorter game.
  • Players: Give each player the board, action tile, damage tokens and model in their colour.
    Put out the player board on the 'normal' side and position the action tile (Also on the normal side.) alongside the board.
    Each player should then add 1 ammo cube in each colour to their player board.
  • First player: Determine a starting player.

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
  • Move: The basic move action allows the active player to move up to 3 spaces on the board.
    All movement is orthogonally, players may move through doors but obviously not through walls.
  • Pick up: Before picking up an item, the active player may optionally move 1 space. Then the active player may pick up an item in their current space. There are 2 types of object that can be picked up.
    Weapon: If the active player is in the same space as a spawn point, they may pick up one of that spawn point's 3 available weapon card and add it to their hand.
    Generally, there's a cost to picking up a weapon - the cost shown in the top left corner. However, when picking up a weapon, the first cost (In brackets, SIC!) is not paid.
    Players may have at most 3 weapon cards in hand.
    Ammo tiles: If there is a ammo tile in the active player's square they can collect the respective ammo cubes/powerup card and discard the tile.
    Players can have a maximum of 3 of each type of ammo cube on their player board and 3 powerup cards in their hand.
  • Shoot: Now this what I'm talking about.
    The active player may attack any opposing character in range and line of sight. Generally anyone in the same room or in a room on the other side of a door is in sight. Specific weapons may have range limitations or other special rules.
    Many weapons may allow the active player to spend ammo cubes to have additional effects or damage.
    Once a weapon card has been used, the active player plays it down in front them, it is not discarded.
    • Damage, kills and VPs: The rules for how damage occurs and VPs are earned are fairly elaborate.
      • Damage: Each player board has 12 spaces for damage. When the active player inflicts damage on an opponent, then the active player adds damage tokens of their colour to their targets wound track with the following effects.​
        Marking:  Characters may acquire marks from opposing players during the course of the game. These take the form of damage tokens placed in the marked spot on their player board.
        When a character takes damage from an opponent who has marked them, all that player's damage tokens in the marked space are moved to the wound track!
        First Blood: Whoever first puts a damage token on an opponent's player board immediately earns a VP.
        Adrenaline: As a player's board becomes filled with damage tokens, the associated adrenaline moves become available.
        Kill: When the 11th space on a player's board is filled, their character been killed and points are immediately scored.
        Whoever inflicted the most damage (That is, put the most damage tokens on that player's board.) on the killed player immediately earns VPs equal to the highest visible VP number shown along the bottom row of the killed character's board. 2nd highest token count earns the 2nd highest VP and so on.
        ​Multikills: It is possible to kill multiple enemies in a single action. In this case, the active player earns a bonus VP for each multikill.
        Overkill: If the active player managed to also put a damage token in the 12th and final place, they 'overkilled' the character. This means the target of the attack can 'mark' the active player's character.
        Skull token: Whoever was killed should take a red skull and place it on the highest VP value on their player board. Thus when they are killed again, it will earn other players less VP.
        Once the skull has been taken, whoever got the kill puts one of their damage tokens on the vacated killshot space - this will earn VPs at the game end.
        Respawn: The player who was killed now has to respawn. They remove all damage tokens from their wound track and draw a powerup card. Then they discard any powerup card to respawn at the spawn point indicated on the spawn card they played. All other tokens are unaffected.
Picture
Having been killed once, I've now taken 6 damage from the purple player and 2 from green.
  • Adrenaline moves: As the player takes more and more damage, some move actions become available.
    Move 2 spaces and pick up.
    Move 1 space and shoot/attack.
    In both instances, the usual rules as explained above apply.
  • Reload: Reloading only occurs after the active player has resolved their 2 actions. This is done by spending ammo cubes as per the weapon card's cost. After the cubes are spent, they may take the weapon card back into their hand.
    You will note that since reloading occurs after a player's actions, a weapon cannot be used twice in a single turn.
  • Power up: These may be used as described or discarded for the displayed ammo cube, this can only be done when that type of ammo cube cost needs to be paid. Thus a powerup card cannot simply be discarded to gain an ammo cube.
  • Next player: Once the active player has completed their actions and reloading, play progresses to the player on their left.

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.
  • VPs: All the VPs players accumulated throughout the game for killing other players.
  • Living characters: Remaining, unresolved damage tokens on player boards for characters that are still alive. This is calculated as if they had been killed.
  • Killshots: Players also earn points for their killshots, whoever has the most damage tokens on the killshot track gains the most bonus VPs, 2nd most tokens gets 2nd highest bonus VPs and so on.

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.
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Altiplano - First Play!

19/11/2022

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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!
  • Player boards: Not content with 1 player board, Altiplano gives each player 2 of them.
    • Action board: This busy looking board lists all the actions the player can perform. Actions will have 1 or more action spaces to place required goods to activate.
      Each board has 7 locations which correspond to the game's 7 locations and each location lists the actions related to it. For example; 2 food can be spent at the forest to gain 1 wood. 
      The board also has a movement track with spaces for carts or wheel barrows I guess as well as food.
      Finally, the board has 8 numbered 'planning' spaces to place tokens when they are drawn from the player's bag.
    • Warehouse: Each player also has a warehouse board. These look like grids but actually they are rows and can be used to store tokens which in turn score Victory Points (VPs) at the game end.
Picture
Action board and warehouse board.
  • ​Containers: Each player also has a container, which in reality is a carboard box that folds together.
Picture
Red container.
  • Bags: Each player is given a bag to randomly pull their tokens out of during the game.
  • Meeple: There's a meeple in each player colour as well as a little wooden cube.
  • Cards: There are primarily 3 types of cards in Altiplano.
    • Boat cards: These are worth VPs and more importantly, they allow players to acquire a good of the displayed type and add it to their container. 
    • House cards: These also score VPs, they also increase the VP value of all tokens for the good listed on the card. 
    • Order cards: Players can acquire these cards and when the order is fulfilled (With various types of goods.) they provide the controlling player with VPs.
    • Mission cards (Optional.): Mission cards provide players with hidden scoring opportunities.
  • Tokens: Altiplano also makes use of a lot of types of token to represent resources, in fact at least 12 types of tokens. These include:
    • Goods: alpaca, cacao, corn, food, cloth, fish, glass, ore, silver, stone, wood and wool. These are all identically sized circular tokens, except for the corn tokens which are square.
    • Money: Sort of squarish card tokens of various sizes are used to represent different denominations of money.
    • Carts: Slightly larger than the other cubes, brown cubes are used to represent carts.
  • Tiles: A large variety of tiles are used in the game. Pretty much all of the tokens and cards except money are associated with location tiles
    • Location tiles: These 7 large tiles are places that the players will visit to perform actions and essentially constitute the game's board. 
      The locations are:
      Farm: Alpaca, cloth and wool tokens go here.
      Forest: Cacao and wood tokens go here.
      Harbor: Fish tokens and boat cards go here.
      Market: Glass tiles and order tiles go here.
      Mine: Ore, silver and stone tokens go here.
      Road: Corn tiles go here (As do cubes in player colours.).
      ​Village: The cart cubes and house cards go here.
      Extension strip: This is not a location but used in conjunction with extension tiles. It has 5 spaces for 5 extension tiles, listed next to each space is a additional cost going from 0 at the bottom space all the way up to 4 at the top space. When tiles are acquired, remaining tiles are slid down to fill the gas and new tiles are introduced at the top. It's a pretty standard conveyor belt mechanic.
      Speaking of extension tiles...
    • Extension tiles: These tiles provide extra actions that can be performed when acquired. They are divided into 4 groups; A through to D.
    • Role tiles: There are 7 of these and they each provide the controlling player with an additional action and also determine their starting resources.
  • First player standee: I usually don't bother mentioning the first player tokens because... well it's not too important but Altiplano uses a massive alpaca shaped standee as a pretty cool first player marker.
    Yes, it's a gimmick and I'm easily impressed.
Picture
First player marker next to a meeple for comparison.
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
  • Game area: Set the central playing area up.
    • Location boards: Randomly arrange the 7 location tiles in a ring shape.
      • Tokens: Sort all the tokens as per player count and add them to their pertinent location tiles. Only food and money do not go on to a location tile.
      • Cards: Add the boat, house and order cards face-up to their pertinent location tiles.
    • Extension strip: Put the extension strip in the centre of the ring.
      • Extension tiles: First sort the extension tiles as per player count, then sort them by type (A, B, C and D.) and shuffle each type into face-down stacks. Finally arrange them into a single face-down stack, with the A stack at the top, going down to the D stack at the bottom.
      • Place extension tiles: Draw and place 5 tiles from the stack along the 5 spaces on the edge of the extension strip.
  • Players: Give each player an action board, warehouse board and bag.
    • Meeples: Give each player the meeple, cube and container in their colour. Each player's cube should go on the '0' space on the road location.
    • Role tile: Randomly assign a role tile to each player. The tile should be placed adjacent its location on the player's action board.
      Each player should then take their starting resources as indicated on the tile, goods and food should be placed them into their bag. Money should be put to the side in a personal supply.
      Finally each player should take a brown cart cube from the village location and place it in the topmost space in the movement track on their action board.
  • First player: Determine a starting player then each player places their meeple on any one of the 7 location tiles. Now we're ready to play.

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:
  • Drawing phase: This phase is carried simultaneously with all players drawing tokens from their bag and placing them on their planning spaces.
    At the start of the game, players can only use 4 planning spaces, thus only draw 4 tokens from their bag. However, by moving their cube up the road location, players will unlock more planning spaces which mean they can draw and use more goods tokens.
    Empty bag: If at any time a player needs to draw 1 or more tokens from their bag and it's empty, then they tip the contents of their container into the bag, give it a good shake and continue drawing.
    Taking tokens back: Obviously, this does not apply during the first round but before drawing tokens, a player can choose to take tokens they have previously placed on action spaces but not resolved off of those action spaces. However, these tokens must be placed on planning spaces which consequently lessen the number of tokens they can draw. Money retrieved in this manner is returned to the player's personal play.
  • Planning phase: This phase is also performed simultaneously. In this phase players take goods from their planning spaces (Or money from their personal supply.) and place them on action spaces on the board. This includes the movement track and also extension tiles a player may have acquired.
    All actions require specific goods to activate them.
    Most locations have 1 or 2 spaces, except the village which has 3. Some actions require 1 good (And thus may be performed more than once.) while many actions require 2 goods.
    A player may choose not to place all the goods on their action spaces but this would mean they draw less tokens in the following round.
    When placing goods and money, players do not need to complete the action to place them. If an action requires 2 tokens, they can place just one of them even if it won't complete the action. It's a useful way to keep planning spaces free.
  • Action phase: This phase represents the bulk of the game's activities and thus has many elements.
    • Turns: Unlike the previous 2 phases, starting with the current first player, actions are carried out in turn order one action at a time. The active player resolves one action, then play progresses to the next player.
      Passing: If a player cannot complete an action, they must pass. Additionally, a player may choose to pass even if they could complete an action. In either case, when a player passes, they are no longer involved in the action phase for the current round.
    • Movement: Movement does not count as an action but can be performed as part of an action.
      Timing: Movement may be performed before or after an action.
      Moving: Each player starts the game with 1 cart cube. A player can slide it to the 'used' side on their movement track to move their meeple up to 3 location either way around the circle of locations.
      Additional movement If a player has put food on to other movement track spaces, they may 'spend' it to move during another action. However they can only move 1 location unless they have acquired additional carts, in which case they can move 3 locations.
    • Actions: There are lot of actions a player can perform and several rules associated with them.
      Location: A player's meeple must be at the action's location in order to perform that action, this includes extension and role tiles.
      Paying tokens: Actions require players to pay the required tokens to resolve them. Other than money, anytime a token is 'spent' the token(s) are not actually spent instead they are put into the player's container and will ultimately end up going back into the player's bag. Only money is actually spent and returned to the central supply.
      Acquiring goods: When acquired, most goods tokens immediately go into a player's container. The exceptions are money which goes into the player's personal supply and corn, which is explained below.
    • Resolving actions: Each location has one or more actions which can be resolved by players.
      • Farm: cloth, food and wool can be acquired here.
      • Forest: cloth, food, glass and wood can be acquired here
      • Harbor: Fish and food can be acquired.
        Boat cards can also be acquired here which allow players to add tokens to their container. A player may choose any available boat card.
      • Market: The market has several actions.
        Sell goods: Some goods can be sold for 1-3 coins each, as with all actions, goods that are sold are actually put into the player's container.
        Buy extension: A player can purchase 1 extension tile per round. The total cost is the cost on the tile plus the cost from it's position on the extension strip. If a extension is bought, it is not replaced until the last phase.
        Order cards: These can be bought here too, which allows the player to choose any available order card.. A player may only have 1 unfulfilled order card at a time.
        Deliver goods: This action allows the player to move goods placed here on to an order card. When a order is completed, it will earn the controlling player VPs during the endgame, generally it will also give the player a corn token, more on these later. 
      • Mine: Silver and stone can be acquired here.
      • Road: Completing the road action may have 1 of 2 effects. Either it unlocks a planning space for a player or it provides them with a corn token, again, more on corn below.
      • Village: The village also has several types of action.
        Buy cart: Players can buy a cart and place it on an available space on their movement track.
        Buy house card: A player can buy any available house card. House cards increase the VP value of the displayed good during the endgame.
        Store goods: This action allows the player to move goods off of the action spaces and into their warehouse. There are however, several restrictions here.
        • No food: Food tokens cannot be placed into the warehouse.
          Same goods: A row can only have 1 type of good in it. Thus if the 1st good in a row is a fish token, all the subsequent tokens in that row must be fish tokens. Additionally, there can only be 1 incomplete per type of good. A row of fish must be completed before a second row can be started.
          Bottom-to-top: When a good is placed in the warehouse, it must be in the lowest available space, either in a new row or an existing one.
          Left-to-right: A good must also be placed into the leftmost open space in the row it is placed into. A row is considered complete when the rightmost space has been filled.
        • Corn: There are several rules regarding corn.
          Store immediately: Regardless of how a player gains a corn token, when they gain it, it must immediately be stored in the warehouse.
          Wildcard: Corn can be used as any type of good for a row that has already been started. E.g., if a player has started a row of fish, it can be added to that row and even complete it.
          If there is no incomplete row to add the corn token to, then it starts it's own row!
          Corn rows takes priority: When storing corn, if there is a row that was started with corn, then corn tokens must go into that row before any other until it's completed!
  • End of round phase: Once all players have passed, the game goes to end of round and several events occur.
    New first player: The first player marker is passed on to the player on the left who will be the new first player.
    Reset carts: All carts are put back to their initial positions.
    Manage extension strip: If any extension tiles we bought during the action phase, remaining tiles are slid downwards to fill the gaps and new tiles are added to the gaps now at the top.
    If no extension tiles were brought during the action phase, the bottommost extension tile is discarded, the other tiles are slid down and a new tile is added to the top.
    Now a new round begins with the first phase.

​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.
  • Goods tokens: Tokens can score 0-4 VPs each depending on the type. Tokens on a player's action board, warehouse, in their bag and container all count.
    Tokens on order cards are not counted.
  • Warehouse: Each completed row in a player's warehouse will score it's associated VPs.
  • Cards: Boat and house cards earn their respective VPs. Completed order cards also earn their VPs.
  • Bonus VPs: If a player has house cards, they will earn bonus VPs for the corresponding goods.

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.
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Furnace - First Play!

20/10/2022

0 Comments

 
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?
  • Cards: Furnace features several types of cards.
    • Capitalist cards: There are 5 of these, each one is unique and as well as an illustration of the capitalist in question also feature a way in which the owning player can 'break' a rule. Capitalist indeed!
    • Start-up cards: There are also 5 of these starter cards. Each one contains a illustration of a factory, above and below the picture it displays the card's abilities, this will always include the ability to gain (And use.) upgrade tokens.
      Abilities on cards may include production of a certain resource, or a process such as converting one resource into another or selling a resource for money.
    • Company cards: These form the bulk of the game's cards and they are double-sided.
      Basic side: At the top of each company card it will show a production or process ability, this is the compensation effect, more on this later. Next will a picture, usually of a factory, industrial plant or some such.
      Finally, below the picture will be 2 lines of abilities. The 2nd line will be 'greyed out' as it is 'inactive' at this time.
      Upgraded side: The other side of a company card is more or less identical to the basic side except for the compensation effect which is now gone and the 2nd ability line which is now coloured in and 'active', (As a result of the upgrade.)
  • Round tracking tiles: A pair of tiles are used to represent and track the game's four rounds with a sort of replica cog-and-teeth mechanism.
  • Tokens: Furnace has several types of tokens.
    • Resource tokens: There 3 types of resources in Furnace which are represented by shaped wooden tokens.
      Coal: Little black cubes are used to represent coal, OK, cubes are not very coal shaped items but they are little wooden cubes.
      Iron : These blue-grey rectangular cuboid tokens sort of iron-bar shaped and used to represent iron.
      Oil: Yellow octagonal cylinders are used to represent oil or more accurately, drums of oil. 
    • Bidding tokens: There are 4 differently sized bidding tokens in each of the 4 player colours.
      These are discs number from 1-4, additionally, the higher the number, the larger the disc.
      Neutral bidding token: There is also a 'colourless' bidding token that is only used when a particular capitalist card is in play.
    • Player marker token: For each player colour there is a uniquely shaped and illustrated card token. Black gets a top hat (Very dapper.), red gets a wallet (Displays of wealth are so uncouth!), white gets a pair of white gloves (Very suave.) and yellow gets a pocket watch.
    • Money: Circular card tokens are used to represent money which comes in various colours/denominations.
    • Upgrade tokens: There are also circular card tokens. They show a spanner inside a cog.

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
  • Players: Give each player the following.
    Capitalist cards: Shuffle the capitalist cards into a face-down deck and randomly deal 1 to each player.
    ​Start-up cards: Next, shuffle the start-up cards into a face-down deck and deal 1 to each player. Start-up cards also determine a player's starting resources.
    Tokens: Give each player the player token and bidding discs in their colour.
  • Company cards: Take all the company cards and shuffle them into a deck with the basic side face-up.
  • First player: determine a starting player.

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.
  • Auction phase: During this phase players will bid on the available company cards.
    • Deal company cards: At the start of each auction phase, the top card on the deck is shuffled back into the deck (To stop 'canny' players from knowing what the first card will be!), then deal 6-8 cards depending on player count with the basic side still face-up in a row. Placing them in a row can be important during the auction resolution.
    • Bidding: The first player bids for one of the company cards by placing any one of their bidding discs on the card they are bidding for.
    • Next bidder: Once the active player has placed their bidding disc, play progresses to the player on the left who can then make their bid.
      • Restrictions: There are however, some restrictions to bidding.
        No same colour: No 2 discs of the same colour may be placed on the same card. Thus, a player can only bid once on a card.
        No same number: If a card already has a bidding disc on it, no other player may bid on that card with a disc that has the same value.
    • Resolve auction: Once all players have placed all their discs, the bids on each card - going from left-to-right - are resolved, this  consists of 2 phases.
      • Highest bid wins: Whoever played the disc with the highest value wins the card, which they will add to their production line in the next phase. If a player wins more than 1 company card during the phase, they are all added to their production line one-by-one.
      • Compensation: It's not all bad for players that put a losing bidding token on a card, instead they get the compensation effect.
        The compensation effect is listed at the top of a company card, it might be produce resources or process them.
        Production: If it's resource production, the losing player(s) gain an amount of that resource multiplied by the value of their failed bid.
        E.g., if a player failed a bid with a 2-value bid on a card which has a compensation effect of 1 oil barrel, they would gain 2 oil barrels.
        If someone failed with a 3-value bid on card with 2 coal as compensation effect, they would gain 6 coal!
        Process: ​Alternatively, a compensation effect may include a process. In this case, the losing player may use that effect as many times as the value of their losing bid.
        Thus a player with a losing bid of 2 and a compensation effect process that allows 2 coal to be turned into 1 iron can use this process twice. Note: This must be resolved immediately, if a player does not have the required resources to complete a process when the auction on it is being resolved, they cannot resolve it later.
    • End of phase: Once all auctions on all company cards have been resolved, play progresses to the next phase.
  • Production phase: During this phase players will add their newly acquired cards to their production line. Then players will run through their production line.
    Unlike the previous phase, players can choose to resolve their production phases one at a time or simultaneously.
    • Production line: First, a production line needs to be defined. A production line is a row of cards that run from left-to-right. The order of cards in a production line can never be changed.
    • Add cards to production line: Each player now add their newly acquired cards to their production line.
      Positioning: Cards maybe added to the start or end of a production line. They may also be placed in between 2 other cards, so long as the relative positioning of cards already played is not changed.
    • Run production: Once a player has added all the new cards to their production line, they must run it with the following stipulations.
      Left-to-right: All production lines start with their leftmost card and work through to their rightmost card.
      A card must be fully resolved (Or as much as a player can or wants to.) before the next card is addressed.
      Top-to-bottom: If card has multiple abilities - which is likely - they will be displayed in lines on the card. Abilities are resolved individually, going from top-to-bottom. An ability must be fully resolved (Or as much as wanted or can be.) before the ability below is resolved. Furthermore, if an ability can be used multiple times, they must all be completed before moving on.
      Upgrades: If a card that has already been used in a production is upgraded, it's new ability cannot be used. If the upgraded card is further down the line, then it's new ability can be used.
  • End of round: Once all players have finished running their production lines, the round is over.
    Play progresses to the next round. Advance the round marker and begin the next auction phase.

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.
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Raiders of Scythia - First Play!

17/8/2022

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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?
  • Game board: Raiders of Scythia features a big board that, for lack of a better term is divided into 5 different levels or 'slices'. Each one showing a different scene of a different area of the world with it's own colour palette.
    In the top level players can gain resources, while the 4 lower levels can be - as the name suggests - raided.
    Scythian Village: The top slice depicts the home settlement of the titular raiders.
    There are 8  'spaces' that allow players to perform certain actions.
    Each spot has a place to put 1 worker - some of these are coded to specific colours of workers, there are also places to put starter workers, more on this below.
    Civilisations: The 4 lower slices represent 4 different civilisations that can be raided by players. Each civilisation will have a number of locations that can be raided along with information pertinent to raiding, there are also spaces to place workers meeples and quest tiles.
  • Player boards: Each player board is a long piece of card depicting a campsite in a wilderness setting. Each also contains some game information and places to put 6 cards - 1 hero card and 5 crew cards.
  • Hero cards: There are 8 of these and as well as a illustration, each one provides some sort of special ability or bonus. I guess they are the leaders of your raiding parties.
  • Crew cards: These can be recruited by players for a cost and are a bit similar to hero cards in that they provide a bonus for of the game's 2 actions.
    However, crew cards have hit points and strength and unlike hero card, crew cards can be killed.
  • Animal cards: These cards all depict 2 animals, a eagle at the top and a horse at the bottom. Does that mean these are actually 'eagorse' cards or 'horgle' cards?
    Anyway, they can be assigned to crew cards to confer extra bonuses, these will differ if they are used as a eagle or a horse.
  • Quest tiles: These square card tiles are double-sided. One side depicts some artwork and the other will show a quest that can be completed for VPs.
  • Dice: The game uses six-siders, however as well as featuring numbers, they also contain icons that represent drops of blood. There are a total of 6 dice, 2 each in red, white and yellow.
  • Tokens: Raiders of Scythia uses a large variety of tokens and I do mean large which are divided up into 3 types.
    • Workers: These are worker meeples and come in 3 colours, blue, grey and red.
    • Resources: There are 3 types of resource.
      Silver: Depicted by hexagonal card coins.
      Provisions: These brown tokens look a bit like chocolate muffins which I suppose is fairly appropriate.
      Kumis: These beige tokens are cups of kumis, which is apparently a type of alcohol derived from horse milk. However when I was told what the token represented, I misheard it as houmous! So forever from then on I will think of them as cups of houmous.
    • Plunder: There are 4 types of plunder, they are all represented by chunky hexagonal tokens in four colours.
      Black: Livestock.
      Brown: Wagons.
      Grey: Equipment, which is about vague as it gets, but what the hey!
      Yellow: Gold!
    • Wound tokens: Wait, there's a 5th type of token! Red blood droplet tokens used to represent and track wounds.
  • Bag: Used to blind draw plunder tokens during setup.

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
  • Game board: Put out the game board and shuffle the quest tiles into a face-down stack. Place 2 tiles face-up in their allotted spots in the village part of the board.
    Also place quest tile face-down on to their allotted spaces on the other levels of the game board.
  • Plunder: Put all the plunder tokens into the bag and give it a good shake. Then draw and place tokens on all the face-down quest tiles and board spaces as determined by the information for each spot.
  • Workers: Raiders of Scythia begins with workers already on the board. Place worker meeples by their colours on to their allotted spaces on the game board.
  • Player board: Give each player a board in their colour, along with 3 silver, 1 provision and 1 blue worker.
  • Cards: Sort the cards by type and shuffle them into face down decks.
    Animal deck: Draw 3 cards and place them in a row adjacent to their deck.
    Hero deck: Draw a number of hero cards equal to the player count +1 and place them in a face-up row.
    Crew Deck: Also draw crew cards equal to the hero cards drawn and place them in a face-up row alongside the hero cards. Thus, creating pairs of hero and crew cards.
  • Starting player: Determine the first player:
    Now in reverse order with who would be last, each player should choose a pair of 1 hero and 1 crew card and place them on their spaces on each player's board.
    The remaining hero cards should be discarded out of play and the remaining crew card should be put into the discard pile.
  • Crew cards: Now deal 5 more crew cards to every player who should keep 3 of them and discard the other 2.
    Players should now have 1 hero and 4 crew cards on their player board.

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.
  • Work: The active player may put their worker on to a spot in the Scythian Village, there's a bit more to it than that though.
    • ​Place worker: The active player may put their meeple on a available spot in the home settlement part of the board provided the meeple's colour matches the colour requirement of that spot. Most spots require a blue meeple but some require a grey one. Then the player can resolve that spot's action.
    • Take worker: The active player now takes a worker of their choice from a home settlement space and resolves that space's action. The worker that the player takes can be of a different colour and this is a way to get one.
    • Actions: The are a number of actions that can be performed, sometimes these also have costs. Actions include:
      Gaining any of the resources types.
      Gaining a crew or animal card into your hand.
      Playing a card to the player board from your hand.
      Using a hero card's special ability.
      Completing a quest.
  • Raid: This is the second action the active player can perform and takes place in the 4 lower parts of the board. Like the Work action, the active player will place a worker, resolve it, then take another worker. However, there are some notable differences.
    • Requirements: The active player must meet the requirements to initiate the raid, this includes:
      Worker: The active must have an appropriately coloured meeple.
      Crew: The active player must have a big enough crew.
      Resources: The active player must have the required resources to initiate the raid.
    • Place worker: The active player may put their on a space they would like to raid. Unlike the home settlement, meeples placed in a raid can never be taken again.
    • Resources: The active player must discard wagon and provision resources equal to the cost as part of the raid.
    • Strength: The active player must calculate their strength; this is done by totting the strength scores of their crew cards, rolling a number of dice as determined by the civilisation they are raiding and how much gold their target has and adding the results to their crew's strength.
      Additionally, the active player may spend Kumis to increase the strength of their raid.
      The final combined strength is then compared to values displayed for that  location which will determine what VPs the active player gains. Generally, the higher the strength, the more VPs are earned.
    • Wounds: According the result of the dice roll and the location attacked, the active player must distribute any wounds they received by adding wound tokens to their crew cards.
      This can be done as the player sees fit. A crew card is only 'killed' if it reaches -1 wounds. Additionally, each wound lowers a crew card's strength by 1.
    • Plunder: The player can take all the plunder tokens from the location they raided.
    • Take meeple: While the meeple placed by the active player cannot be taken, one that was put there during set up can be taken.
      Quest tile: If the location had a quest tile, it should be flipped to it's other side revealing what cost is required to complete the quest and the reward for doing so.
      ​This quest is now available for any player to complete by carrying out the appropriate action in the Scythian Village area of the board.
  • Next player: Once the active player has completed their action, play moves on to the player on the left.

​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.
  • Crew and animal cards may provide VPs.
  • Quest tiles will provide VPs.
  • Plunder tokens a player has accumulated will also provide VPs.

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.
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Trails - First Play!

6/8/2022

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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?
  • Tiles: Trails uses 7 rectangular tiles, which broadly speaking come in 2 types.
    Trailhead & Trail End: These 2 tiles are used to mark the start and end of the hike. Along the top of both of these tiles are several of icons.
    Finally, both of these tiles are double-sided, which sides are used is determined by player count.
    Trail sites: There are 5 of these and they are also double-sided, with one side showing day and the flip side showing night.
    Each trail site features a icon at the bottom that indicates the action associated with it. The night side always has improved versions of those actions.
  • Wildlife die: This is not a normal six-sider, instead each side has an icon that relates to one of the 5 trail sites, the 6th and final side is a wild action symbol.
  • Canteen tokens: There is 1 canteen in each player colour, one side shows a full canteen and the other, an empty one.
  • Sun token: This cheery token depicts a stylised sun, it has an arrow and is used to track the setting sun.
  • Resources: Little wooden cubes are used for the game's 3 types of resource.
    Acorn: Red cubes are the acorn resources.
    Leaf: Uses green cubes for resources. 
    Rock: Has grey resources.
  • Meeples: Trails uses a handful of wooden meeples.
    Hikers: There's 1 hiker meeple in each player colour, They are sort of hiker shaped and so should be called heeples?
    Bear: A black bear meeple, should it be a beeple? This is also known as the wildlife token. Encountering a bear on a hike usually spells trouble for the hikers but the bear in Trails is a lot more friendly.
  • Badge cards: There are about 40 badge cards in the game. Each one has a cost, shown in the middle and a benefit shown at the bottom. This might be VPs in some form or other at the game end or one-off bonuses such as resources.
    ​Most badge cards also have a 'type' which is shown in the top left.
  • Photo cards: As well as containing pleasant artwork, photo cards display 2 pieces of information; how many VPs the card is worth and how many 'bird' icons it has.
    More on what 'birds' mean below.
  • Bird trophy token: Features a picture of a bird! It's used in conjunction with the 'birds' scoring.
​
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
  • Game board:
    Trail sites: Take the 5 trail site tiles, shuffle them and place them randomly into a  line with the day side face-up.
    Trail head & end: Put the trail head tile on the left end of the row of trail site tiles 'at the start' and put the trail end tile on the right, 'at the end'.
    Sun token: Position the sun token with its arrow pointing at the rightmost icon on the trail end tile.
    Wildlife token: Place the bear token on the middle tile of the 5 trail sites.
  • Badge cards: Shuffle the badge cards into a face-down deck. Draw 2 cards and place them face-up adjacent to the trail head, also draw 2 cards and place them adjacent to the trail end.
  • Photo cards: Shuffle the photo cards into a face-down deck.
  • Players: Give each player the hiker meeple and canteen token in their colour, the canteen token should be on the full side.
    Also give each player 1 resource cube of each type.
    Deal a badge card to each player face-down, players should keep this hidden from their opponents.
  • First player: Determine a starting player.
    Players should put their meeples on their starting tile, which will be dependant on player count. All meeples should start facing the other side of the row of tiles, facing is important in Trails, i.e., the direction they will be hiking.

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.
  • Move hiker: The active player may move their hiker 1 or 2 spaces forward in the direction it is facing.
    Canteen: The active player may use their canteen (Flip it from the full side to empty.) to move their hiker as many spaces forward in the direction they are facing as they want.
  • Actions: The active player must now resolve the action of the tile to which they moved their hiker.
    All 5 of the trail sites have an action and also a improved version of that action on the night side. The trail head and end tiles also have actions.
    The actions are as follows.
    • Acorn: When a hiker lands on the tile with the acorn symbol, the controlling player takes an acorn resource cube from the supply.
      Improved action: The active player takes 2 acorn cubes.
    • Leaf: The player takes a leaf token.
      Improved action: The player takes 2 leaf tokens.
    • Rock: The player takes a rock token.
      Improved action: The player takes... you guessed it... 2 rock tokens.
    • Exchange: The active player returns a resource cube of their choice to the supply and take 2 cubes of a different type.
      Improved action: When taking 2 resource cubes, they take 1 each of both other types.
    • Take photo: The active player may spend a resource cube to take a photo.
      When doing this the active player may either:
      Draw 2 cards from the deck, keep 1 and discard the other face up, or.
      take the top card on the photo discard pile.
      All photo cards acquired should be kept face-down until scoring at the game end.
      Improved action: Taking a photo no longer costs a resource.
      Empty deck: If the photo deck ever becomes empty, flip the discard pile over to become a new draw deck, the cards are not shuffled.
    • Trail head: Upon reaching the trail head, several actions may occur.
      Turn around: The active player should turn their hiker 180' to face back to the other side of the trail.
      Fill canteen: If the active player's canteen was empty, they should flip to the 'full' side.
      Acquire badge cards: The active player may acquire either or both badge cards adjacent to the trail head by spending the required resources, they may also purchase their secret badge card. It is therefore possible to buy up to 3 badge cards upon stopping on the trail head.
      Additionally, bonus resources acquired from gaining a badge can be used to purchase one of the remaining badge cards. 
    • Trail end: There are also several actions that will occur when a hiker end on the trail end.
      Turn around: The active player should turn their hiker 180' to face back to the other side of the trail.
      Sun action: The active player can resolve the action that the sun token is pointing at.
      If the sun token is above either the trail head or end, then the action will be one of the icons at the top of the tile. If the token is above one of the trail tiles, then that tile's action will be performed. E.g., if sun token is above the leaf tile, the active player gets a leaf resource.
      Move sun token: Once the sun action has been resolved, the sun token is moved 1 space to the left. In the case of the trail head or end icons, it moves to the next icon (Or off the tile.).
      If the token is above a trail site, then it is moved to the tile on the left. That trail site is then flipped from day to night.
      Eventually, the sun token will move over the trail head and then off the final icon, which will trigger the game end.

      Acquire badge card: This identical to acquiring a badge card at the trail head except the cards adjacent to the trail end can be gained.
  • Wildlife: If the active player's hiker lands on a trail site which also contains the bear meeple, they should roll the wildlife die, then move the bear to the tile indicated by the result and resolve that tile's action. Thus if the photo icon comes up on the die, move the bear on to the photo tile and immediately resolve the photo action - this could either the day or night version.
    If the bear result comes up on the die, then the active player may choose to move the bear to any of the 5 trail sites and resolve that tile's action.
  • End of turn: Once the active player has completed their action(s), they should perform the following:
    Check resources: A player can only have 8 resources in total in hand, if they have too many, they must discard down to 8.
    Replace badge cards: Any cards acquired from either of the end tile must be replaced from the deck,
    Furthermore, if the active player bought their secret badge card, they should draw a new secret badge card from the deck. Players should always have a personal hidden badge card.
    Next Player: The player to the left now becomes the active player and begin their turn by moving their meeple.

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.
  • Cards: VPs will come from badge ​card and photo cards
  • Bird token bonus: Now all players count up how many bird icons they have across their badge and photo cards. Whoever has the most birds, gains the bird token which is worth 4 VPs.
Points are tallied, highest score wins.


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.
Picture
Big brother, little brother.
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Raccoon Tycoon - First Play!

6/7/2022

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5th July 2022

It's a Tuesday and we're at The Sovereigns with the Woking Board Gaming Club for an evening of gaming.

​The world of Victorian anthropomorphic railroad magnates is a cutthroat one in this game of acquiring train lines and towns. Buy low and sell high to become the... Raccoon Tycoon!

What's in a game?
  • Game board: The game board background depicts a idyllic rural landscape with the beginnings of a burgeoning industrial age.
    The board is broadly speaking divided into 2 halves. The top half has 6 tracks for the game's 6 commodities while the bottom half features spaces and tracks for railroad cards, town cards and building tiles.
  • Cards: Raccoon Tycoon has several types of cards:
    Price & Production cards: Each of this type card has 2 halves. The top half with a blue background is for price and pushes up the value of the variously depicted commodities while the bottom half with a red background displays various commodities that the player can produce/acquire.
    ​Railroad cards: These cards feature anthropomorphic artwork, cats, dogs, bears, foxed and of course raccoons.
    In the bottom-right corner is the card's initial price (Railroad cards are acquired via auctioning) while the centre-bottom shows a series of numbers. These are VPs related to set collecting, thus the more copies a player has of a certain set of railroad cards, the more VPs that set is worth.
    Town cards: These cards have smaller illustration that usually depicts some part of the countryside.
    At the bottom of each town card are 2 purchasing costs, 1 is a cost for a specific commodity while the other is for any commodities. The cost for buying a town card with any commodities is always greater that using the required specific commodity.
  • Building tiles. These chunky square tiles depict various different types of businesses and industries. They come in 2 types (Basic and Advanced.) are double-sided and one side is the initial version of a building while the other shows the upgraded, improved version.
    In the bottom-right corner on both sides is the cost, initially to buy the tile, then to flip the tile to the upgraded side. Each tile has a special ability of some sort and the upgraded version is always a improved version of the initial building. Bonuses might include gaining extra commodities or selling more of them, discounts to certain costs etc.
    Additionally, some tiles are marked with a 'B' or a 'P' and basically only one of each can be used in a turn.
  • Commodity tokens: Raccoon Tycoons uses 6 types of commodity and each has it's own token and colour.
    Coal: These black tokens are shaped in a minecart filled with coal.
    Iron: These are grey anvil shaped tokens.
    Luxury goods: These tokens are green bottles, filled with wine I guess? Wine is certainly a luxury good!
    Manufactured goods: Red cubes are used to represent manufactured goods.
    Wheat: Yellow tokens shaped as bundles of wheat.
    Wood: Brown tokens depicting piles of logs.
  • Money: Paper money! Whooo! I like it!
  • First player meeple: I don't usually bother to mention any first player tokens when blogging (Because they're just first player tokens.) but this one is a unnecessarily big token. Basically a gimmick and something I wholeheartedly approve of!

Raccoon Tycoon has excellent production values.
Wooden tokens are used for commodities and first player token which is a good move, they always have a quality to them and also look cool.
The cards (And paper money) have a sturdy feel to them while the tiles are satisfyingly thick.

The game's art direction is also equally high.
Anthropomorphic art is used throughout the game and I've found that it's a divisive style which most people do or don't like. Regardless of your view on this, it's undeniable that the quality of the art is high.
The standouts are the railroad cards which use a oil painting style to display whimsical characterful animals in Victorian clothes.
Curiously, the building tiles use a completely different style, instead displaying line illustrated buildings and subjects with mostly flat and barely shaded colours. It's a striking contrast that should theoretically ​be jarring but actually fits quite well.

Icons used to represent commodities on cards are easily understood. Most other game information is relayed via text which is usually very clear.


How's it play?
Setup
  • Board: The number of cards and tiles used on the board is dependant on player count.​
    • Railroad cards: Shuffle these into a face-down deck on its allotted space on the board and deal 2 face-up cards on to their spots.
    • Town cards: These cards are arranged into a face-down deck by VP value with the lowest value at the top and highest at the bottom. Thus the lower value cards appear earlier in the game.
      Place the deck on it's spot and deal 1 card face-up.
    • Building tiles: Shuffle the basic tiles and put out the allotted amount into the relevant track and discard any remaining basic tiles. Next; shuffle the advanced tiles into a stack.
    • Commodities: Put out the commodity tokens and use 1 each on their pertinent tracker to display their starting value.
  • Price & production cards: Shuffle the cards into a face-down deck and deal 3 face-down to each player.
  • Cash: Give each player $10 starting funds.
  • First player: Determine the starting player. Following on from this each player claims starting commodities in turn order. The first player takes any 1 commodity of their choice, 2nd player taking any 2, etc, all the way up to the 5th player taking 5 in a 5-player game.

On to play
Players are trying to earn VPs in Raccoon Tycoon, this can be done by collecting sets of railroad cards, acquiring town cards to pair with railroad cards and gaining building tiles which are not only worth VPs but can provide avenues to scoring more VPs.
All of this requires money and commodities, players will need to manipulate the commodities market to maximise the profit gained from selling their own commodities while trying limit the profit of other players.

Racoon Tycoon follows a traditional turn order with the active player resolving their action before play moves on to the player on their left.
  • Actions: During their turn, the active player may perform 1 of the 5 following actions.
    • Building tile: The active player may purchase one of the building tiles by paying its cost, which is then placed into their playing area.
      A new building tile is drawn to replace it.
      Note: This action is also used to upgrade a building tile by paying its upgrade cost on the other side and flipping the tile.
    • Price & Production card: The active player may play 1 of these cards from their hand.
      Production: This allows them to acquire exactly 3 commodities from the supply, the icons in the production half of the card indicate which commodities the player can choose from and how much of it they can take.
      Note: Players have a limit of 10 commodities that they can own.
      Price: The value of the indicated commodities rise on their relevant trackers by 1 step.
    • Railroad card auction: The active player may begin an auction on either of the 2 available railroad cards. Their opening bid must be at least equal to the value shown on the relevant card. Others players may then bid or pass on the auction. Once everyone bar 1 player has passed, they win the card. A new railroad is drawn to replace it on the track
      Note: If the active player did not win the card, they can perform another action, this may include another auction.
      Thus the active player's action is not squandered if they did not win the auction.
    • Sell a commodity: The active player may sell exactly 1 type of commodity, however, they can sell any amount of tokens of that type. They earn the listed value on that commodity's tracker per token sold.
      Price crash: Once the commodity has been sold, the value of that commodity drops a number of steps equal to the tokens sold!
    • Town: The active player may purchase a town card, each one has 2 listed costs and the player can choose which one to pay - either the specific commodity cost or a more costly mix of any commodities.
      A new town card is drawn to replace it.
  • Next player: Once the current player has resolved their action, play moves to the person on their left.

Endgame
Play continues until one of the following 2 criteria is met.
  • The last railroad card is auctioned.
  • The last town card is bought.
If either instance, the current round is completed and the game goes to scoring.
VPs come from a variety of sources.

Sets of railroad cards.
Town cards paired with railroad cards.
Building tiles earn 1 VP each.
Bonuses from building cards may also provide additional VPS.

Points are tallied, highest score wins.


Overall
Even without the anthropomorphic artwork, Raccoon Tycoon would be something or a quirky game.
It packs quite a lot of mechanical systems into a single game albeit to a fairly simple level.
A little bit of stock market manipulation, a touch of set collecting, a dash of auctioning and a sprinkling of engine building. It could be a recipe for disaster but in the case of Raccoon Tycoon; the whole is greater than the sum of the parts.
A large part of this I feel is due to the building tiles. Their unique bonuses both provide some asymmetrical gameplay elements and can also give players a bit of strategic direction.
Raccoon Tycoon is a bit of a balancing act between acquiring cash for railroad cards/building tiles and commodities for town cards. It's hard to work towards both at the same time. Adaptation is important here, as is planning ahead. Players could look to finding ways to raise commodity values to increase profit when selling them later

This brings me to commodity manipulation. There isn't too much interaction between players other than auctioning and commodity manipulation, 
Watching what opponents are doing can prove useful and is something of a higher level of play. I.e., if 2 players are accumulating the same commodity, there's a possibility that one of them will sell it, causing that market to crash. Beating a opponent to the punch so to speak, can cost them lots of cash!

Raccoon Tycoon is fairly rules light and I think seasoned gamers won't have any problems grasping all the systems at work here. For less experienced gamers, the curve will be steeper, I don't feel it's a gamebreaker but I imagine it could be off putting.

While there's enough gameplay to give players thoughtful and meaningful decisions to make and a fun experience, I also found the game to be a little unengaging and uncompelling, I never felt like I was building railroads or towns and despite the unique art style, it didn't feel like it stood out from the crowd.
here's nothing wrong with Raccoon Tycoon but it wouldn't be my first pick for a game, although I'd have no problem playing it if someone else wanted to.
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Burger Boss - First Play!

30/6/2022

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30th June 2022

It's a Thursday and we're at Aldershot for some gaming goodness.

Burger Boss! What's better than being a king? Being a boss of course!
​Be a boss of those burgers in this game of resource management and worker placement or if you want to be specific; dice-placement.

What's in game?
  • Cards: Burger Boss is not a card game per se but uses cards as a sort of proxy board and uses them for a variety of functions.
    • Restaurant cards: These come in every player colour and each has a differing humourous restaurant theme.
    • Kitchen cards: Can't have a burger joint without kitchen. Kitchen cards come in each player colour and have spaces for a worker, cold storage (A fridge basically.) and a grill track. Each colour also has a couple of expansion kitchen cards that when unlocked add more fridge spaces and additional grill tracks.
    • Game cards: Each of the game's main 8 actions are managed by a card. Each will have an amount of numbered worker spaces that can be used. Many of these spaces also require dice of specific value.
      More on game cards below.
    • Secret mission cards: Each of these provides players with a secret bonus scoring opportunity only revealed during the game end.
    • Manager's Special Cards: These can be acquired during play and provide players with bonus or special actions including some 'take that!' actions.
    • Meal Size Cards: The longer customers have to wait, the hungrier they get and the more food they'll buy! I'm sure that's how it works in real life?
      These 3 cards give a bonus of $1-$3 per customer respectively and speaking of customers...
    • Customer Cards: There are 30 customers, they're all very fussy and have specific food requirements for their burgers as displayed on their cards. Each card also lists how much they pay for their burger.
    • Turn Order Card: Burger Boss does not use a traditional turn order and it is tracked on this card.
  • Dice: There are 4 dice in each player colour. These are typical six-siders.
  • Cubes: Burger Boss has little wooden cubes, although there's only 1 in each player colour and they're used in conjunction with the turn order card.
  • Ingredients: Ah yes - the meat of the game! (SIC). Ingredients are represented by these sort of tiny - but chunky wooden discs. They come in 5 colours which correspond to the types of 5 ingredients; buns, burger patties, cheese slices, lettuce and tomato.
  • Money: Cash is represented by the standard round card tokens.

All the game's cards are finished in vinyl/plastic and as such feel quite sturdy.
The dice plastic, although they have nicely rounded corners.
Wooden components are always a plus in my book. The discs used to represent burgers and ingredients are obviously wrongly proportioned but if they were correctly sized, they'd have to be much bigger, otherwise they'd make the handling ingredients even more fiddly than it already is - which is quite fiddly and is my one criticism of the components.

Presentation wise, Burger Boss uses a cheerfully brash palette along with cartoonish illustrations. It's a bright, colourful art style that suits the game's light-hearted approach perfectly.

There's little iconography used in the game and it's easily understood, mostly consisting of symbol ingredients and and dice values.
The manager's special cards use text to provide information, which is a little sparse and will probably have players referring to the rules. It's not something that will occur too often though.


Packaging
I don't usually talk about a game's packaging - because usually it's just a box.
Burger Boss however, comes in a giant burger! Inside are several layers to hold all of the game's components.
Yes I know that it won't stack with other games and the manual doesn't fit in the burger and it'll just have to be put all back into it's normal, typical box anyway which technically defeats the  purpose of the burger packing - but it gives the game a unique, eye-catching presentation and I like that.
Yes, I also know it's just a gimmick but I like gimmicks!


How's it play?
Setup
  • Starting cards: Give each player the restaurant card, kitchen card and 2 dice in their player colour.
  • Cash: Give each player their starting $3.
  • Secret mission cards: Shuffle the cards and deal 1 face-down to each player. These should be kept hidden until the game end.
  • Game cards: Put out the 8 game cards.
  • Manager's special cards: Shuffle these cards into a face-down deck.
  • Meal size cards: Arrange the 3 cards in a row sequentially with the lowest on the left and highest on the right. Thus going $1, $2 and $3.
    During the game, customer cards will be added in columns beneath the meal size cards and slide rightwards throughout the game.
  • Customer cards: Shuffle the customer cards into a face-down deck. 

On to play
The objective in Burger Boss is to fulfil customer orders to earn money, this is done by gaining and cooking the required ingredients. All of these actions are achieved by putting dice on cards, many of these cards will require dice of specific values.
The game does not have a traditional turn order and instead uses a mechanic that mixes randomness and player choice to determine player order. Once player order is established, whenever someone becomes the active player, they can take an action by using a die.
Each round consists of the following phases.
  • New customers: Deal 2 customer cards in a column beneath the $1 bonus card.
    There will be no customer cards at the game start but in subsequent rounds any unfulfilled 
    customer cards will be slid 1 space to the right and more customers will be introduced using a sort of conveyor belt mechanic. Thus there can be up to 6 customer cards available at any one time.
    If a customer card has reached the 3rd space and must be slid across, it is instead discarded out of the game. Now that's an unsatisfied customer!
  • ​Turn order: Every round, dice are rolled to determine turn order.
    For the first round, the turn order is dictated by players openly rolling their 2 dice, whoever gets the lowest roll goes 1st, 2nd lowest goes 2nd and so on.
    However, in all subsequent rounds, every player rolls their dice in secret and can choose how many and which of their dice they want to use and declares them to the other players.
    This decision will apply to both turn order and to having dice to use as workers and their values during the round.
    It means for example; a player can use 1 die to go earlier in the turn order but will only get 1 worker.
    This becomes more important when players get 3 or 4 dice to use. Generally, having more workers is beneficial, but they'll be times a player will want to go first.
  • Actions: Once turn order has been determined, the game goes to actions and players get to each place 1 die at a time in that order.
    Spaces on game cards are limited, furthermore, the actions on many game cards will require a die of a specific number, additionally a couple of actions will require 2 dice.
    Once a the active player has placed a die (Provided it meets the required conditions.) it is immediately resolved. There a numerous actions potentially available to players.
    • Bakery: There are 5 spaces here numbered from 1-5 and they allow the active player to gain 1 or 2 burger buns depending on the value of the die used.
    • Butcher: There also 5 spaces on this card but numbered 2-6, again they allow the player to acquire 1 or 2 burger patties.
    • Cheese shop: There are 4 unnumbered spaces in a row here and they work a little differently. Dice are placed left to right and the 1st die placed here can be of any value but all subsequent dice must have a value equal to or higher than the preceding die.
      This means if the 1st die placed is a 6, then all subsequent dice must be 6's.
    • Fruit & veg: There are 6 spaces here, numbered 1-6. Spaces numbered 1-3 allow the active player to gain lettuce while spaces numbered 4-6 gives them a tomato ingredient.
    • Kitchen expansion: This card can be used exactly twice by all players to gain their kitchen expansion cards.
      The first expansion requires a pair of doubles or a single die of any value and cost of $5.
      The final expansion requires a pair of doubles and $5 or a single die and $10.
    • Manager's specials: There are 8 unnumbered spaces here. The active player may place a die of any value here to draw a manager's special card.
      These will provide players with some sort of bonus of some kind. Manager's special cards can be played at anytime in the active players turn.
    • Supermarket: This card allows players to gain any ingredients of their choice by paying for them.
      There are 3 unnumbered spaces here that allow a player to buy 1, 2 or 3 ingredients of their choice for a respective cost of $2, $4, or $6.
    • Workers: As with the kitchen expansion, this card can be used only twice by each player and allows them to gain more dice for use in later rounds.
      The first worker dice requires a pair of doubles or a single die of any value and cost of $5.
      The final worker requires a pair of doubles and $5 or a single die and $10.
    • Kitchen: The kitchen is where customers' burgers are created. Players must create stacks of ingredients that exactly match the requirements on customer cards. There are a number of rules regarding the kitchen and cooking.
      Gaining ingredients: Whenever a player gains ingredients from the above actions, they go into the storage space on their kitchen card(s), any excess ingredients are discarded. Also: ingredients acquired cannot be used for cooking in the round they were acquired.
      Cooking: To cook food, a die of any value must be placed on to the kitchen card, only 1 die ever required to cook, regardless of the number of kitchen cards a player has. This allows the player to move ingredients from the storage onto the grill, these ingredients cannot be removed, however, in later rounds more ingredients can be added. It's also possible to have multiple food orders cooking at the same time on the grill's 3 spaces.
  • Next player: Once the active player has resolved their action, play progresses to the next player in the turn order. If the new active player does not have any dice left to place, they simply pass. Once all workers have used, the game goes to the next phase.
  • Sales: This phase only occurs once all players have placed all workers. Then, in turn order players can fulfil customers orders, allowing them to remove the required ingredient stake from their grill, take the customer card and earn the money listed on the card plus the size bonus of the column it was in.
  • End of round: Several events occur at the end of a round.
    Ingredients on grills: All ingredients on all grills move 1 space to the right on the grill track. If a stack of ingredients comes off the 3rd and final grill space, they are discarded and the player receives a kingly​ $1 for their troubles!
    ​Dice: All players retrieve their dice from all cards and play returns to the new customers phase.

Endgame
The endgame is triggered when the customer card deck is depleted - although there will be customer cards in play. There is then 1 final round of playing then the game goes to scoring.

Players total money from the following:
Money earned from selling food to customers.
Money earned from their secret objective card.
Anything still on the grill earns $1 apiece; food in storage earns nothing.

Cash is tallied, highest amount wins.


Overall
Burger Boss is a light-to-midweight game, as written above, the rules seem a bit complex but in practice they're fairly straightforward. That's not say it's a good game for beginners - because it's not!

There are several mechanics and concepts in Burger Boss that that require thinking ahead and someone nuanced decisionmaking.
Quite often, it'll be impossible to complete a customer's order in a single round and generally there isn't enough cold storage to hold the required ingredients. This means that players will probably have to put ingredients on to their grill and hope to complete them in a later round. Mistake's can be costly and $1 is scant compensation for losing food.
Which brings me to customers. There's a balance to be found between completing a customer order as quickly as possible and waiting for a later turn to earn more money but risking another player getting that customer first!

While there is no direct interaction between players in Burger Boss, the game has a lot of open information and it definitely pays to watch what other players are doing; what they've got on their grills, where they're putting their workers and responding to this.

This ties in with the turn order mechanic, sometimes players will want to use less workers to go earlier.
​Worker spaces to gain ingredients are limited and turn order can play a vital role when fulfilling customer orders, in both cases, going later and being stymied by other players' actions (Whether accidentally or deliberately.) can be infuriating.

Burger Boss also has a a bit of the unexpected, manager's special card can also throw spanners into the works with unexpected special actions, especially when used judiciously.

Despite this, the game provides options to gaining other benefits - or benefits other ways, if the baker or butcher is inaccessible for any reason, there's always the supermarket. There's a pretty generous number of worker spaces on the card for the aforementioned manager's cards.
All of these means that rarely is a player presented with meaningless decisions which is always a good thing in games.

I found Burger Boss to be a colourful, visually appealing game of making burger (OK, they stacks of ingredients, but still it looks good.) and fun worker placement and resource management game with a reasonable play time and gameplay that's tricky enough to tax the brain enough to be engaging, along with a side order (SIC) of competitiveness.
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Isle of Cats - First Play!

10/6/2022

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9th June 2022

We're in Aldershot for an evening of board gaming fun.

So; in Isle of Cats, some evil bad guy is heading to the titular island (Which as the name might suggest, is filled with the felines.) to kill al the cats!!!
Players have a limited number of rounds to save as many as possible.

What's in a game?
  • Island board: A idyllic beach scene leading a mountain is depicted on this board.
    There's a track for turn count and and a paw track (SIC) for player order.
    The island board has a '3' on the left side and a '5' on the right. These represent the game's left and right 'fields'. More on fields below.
  • Player boards: Each player board is fashioned to look like a boat (The boat you'll be using to rescue cats.) which has several rooms, which are all marked out with a grid and some small icons, there are also icons for rats and treasure maps - there's got to be treasure maps - right? It is a boat after all!
    Each board is also double-sided and the other side features a more family-friendly layout.
  • Tetrominos: Isle of Cats makes use of numerous different types of sort of 'not-quite' tetromino shaped tiles.
    • Cats: There are 5 breeds or types (Colours.) of cats shown on the tiles. As well as having a different colours, they also have distinctive tales.
    • Oshax: They are the 6th breed of cat found in Isle of Cats and have special rules that apply to them.
    • Common treasures: There are 4 types of 'common' treasure, the art on the tile show the treasures as having a reddish hue.
    • Rare treasures: If there's common treasures, stands to reason there's got to be rare treasures too! Artwork for these depict them with a yellowish colour.
  • Cards: There are a 150 cards in 5 types of cards in Isle of Cats that have different functions and which are delineated by colour. Most cards have a cost which is displayed in the top left corner.
    Collectively they are known as 'discovery' cards.
    • Lesson cards: The blue cards are lesson cards, what do people learn from lesson cards? How to earn points obviously.
      Essentially, these are objective cards that earn players additional points.
      There normal and public lessons, the main difference being that all players can benefit from a public lesson card.
    • Rescue cards: These are green cards and they may depict a number of 'boots' and/or baskets/broken baskets. As the name suggests, these cards are used to rescue cats.
      Boots determine turn order for the round and baskets determine how many cats can be rescued.
    • Oshax cards: These brown cards are used to acquire oshax tiles.
    • Treasure cards: These are yellow and allow the player to... you guessed it, acquire treasure tiles, common or rare.
    • Anytime cards: As the name suggests, these cards can be played at anytime during the any of the phases. Anytime cards are purple and tend to give players bonuses which might be an extra permanent basket or some fish, etc.
  • Tokens: Isle of Cats also makes use of several types of token.
    • Basket tokens: These tokens are used to represent 'permanent' baskets that players have acquired, they're also double sided. Both sides feature a illustration of a basket but one side is greyed out, meaning the basket has been 'used' for the round.
    • Fish tokens: These blue wooded fish shaped tokens come in a 1-fish and 5-fish denomination. Fish is the game's currency.
    • Cat tokens: There coloured wooden meeples for each of the game's 5 breed's of cat. Players don't actually gain or use cat meeples in the game but they are used when a specific colour must be displayed to players.
    • Black ship: This wooden token depicts the ominous black ship of Vesh, the evil bad guy coming to the Isle of Cats.
  • Bag: Used to blindly draw tiles.
  • Box lid: What, what, the box lid? Yep, the box lid is designated as a special spot for cats to sit!
​
Component quality is for the most part very good. Tiles are suitably thick and chunky and all the wooden tokens. The game boards feel fine too. The only quibble I have is that the cards feel a little flimsy.

The artwork in Isle of Cats is excellent throughout with plenty of illustrations of weird and wonderful looking cats on all the tetromino tiles and many of the cards. The boards and other cards also display nice colourful artwork.
I do have a minor criticism here too: The colours for the common and rare treasures is a little too similar to each other, they could have done with being a bit more distinct.

There are few icons used in the game and they're all clear, however, I do have a of minor grumble.
Each personal game board is divided up into 7 'rooms'. It can be hard to see how the board is split up in this manner, particularly when scoring at the end with all the clutter of tiles. The publisher's were aware of this as they put distinct little icons in the square for each room to help but even so, it's tricky thing to comprehend.


How's it play?
Setup
  • Players: Give each player a player board and a basket tile.
  • Starting turn order: Determine a first player.
    The first player should take a cat meeple of their chosen colour and put it at the top of the player order track. Then going left, all players should do the same with a different coloured cat meeple to determine order for the start of the first round.
  • Island board: Put out the island board and put the black ship on '5' on the turn counter.
    Sort the cat meeples by colour and place them above the board.
    Next sort the common treasures by type and put out a number of each type as per player count, place them beneath the board.
    Then put out the Oshax tiles, also beneath the island board.
  • Cat tiles: Put all the other cat tiles into the bag.
  • Rare treasure tiles: Put the rare treasure tiles into the bag.
  • Blind draw: give the bag a good shake then blindly draw out tiles.
    Draw out an amount of cat tiles equal to the number of players multiplied by four. Half should go in the left field and the other half in the right field.
    Thus; in a 3-player game, 6 cat tiles will be put in the left field and 6 in the right.
    If any rare treasures are drawn, place them adjacent to the common treasures, they do not count as 'drawn tiles' then draw more tiles until you reach the allotted amount of cat tiles.
  • Discovery cards: Shuffle the discovery cards into a face-down pile.

On to play
In Isle of Cats, players are competing to cover as much of the the grid that is shown on their personal board as possible. This is done by acquiring and placing cat and treasure tiles. Players will also be looking to group cats by colour (Or family.) as much as possible as well as fulfilling whatever objectives they gain during the course of the game.
Isle of Cats is played over a number of phases, with players acting in turn order during each phase. Note that the turn order is different to player order in Isle of Cats and can and probably will change from turn-to-turn,
  • Fishing phase: Each player acquires 20 fish from the supply.
  • Drafting phase: Deal 7 discovery cards face-down to each player. Players then look at their cards and decide which 2 cards to keep in their playing area, they should pay special attention to the cost in the top-left corner of each card.
    The remaining cards should be passed to the player on their left. Keep repeating this until each player receives 1 card form the player on their right, this card must kept.
    • Payment: Now that each player has 7 cards, they may decide which ones to keep and must pay for them with their fish. If they do not want to pay for 1 or more card (Or cannot afford to do so.), then those cards must be discarded.
  • Lesson cards phase: Blue lesson cards are played in this phase. All players must play all lesson cards in their hand. Public lesson cards are played face-up while normal lesson cards are played face-down.
  • Rescue cats: Now it's time to rescue some cats. This is done by playing 1 or more green cards.
    • Turn order: Before any rescuing occurs, a new turn order must established. All players must place any and all rescue cards they want to use in this round face-down in their playing area. When this is done, all cards are simultaneously revealed.
      Whichever player has played card(s) with the highest total 'boot's score moves to 1st in the turn order. 2nd highest to 2nd in the turn order and so on.
    • Turns: Now, in the new turn order, players take turns rescuing cats or acquiring cat tiles.
      ​Players can only rescue 1 cat in a turn and must pay the cost to do so (Either 3 or 5 fish depending on the field the tile is in.). A basket must also be used to acquire a cat tile, all players start with 1 permanent basket (Which gets flipped when used.). Rescue cards may also provide temporary baskets and 2 broken baskets count as a single basket. Players can take multiple turns to gain multiple cat tiles but must have a basket available to use for each tile they acquire.
    • Tile placement: When a player gains a tile, it must be immediately placed on their personal board.
      A tile can be rotated and flipped in any way prior to placement. The first tile placed in the game can be put anywhere inside the board's grid but further tiles must be placed orthogonally adjacent to another tile already on the game board. While the board has 7 'rooms', it's OK for tiles to cross between them.​
    • Treasure map: Each player board will have 5 treasure map icons in the same 5 colours as the cat tiles. If a treasure map is covered by a cat tile which matches it's colour, then the active player may immediately take and place a common treasure tile. While common treasure tiles are quite small relatively, they can be useful for filling awkward gaps.
  • Rare cards phase: This is when Oshax and treasure cards are played.  Only 1 rare card can be played per turn but again, players may have multiple turns provided they have multiple rare cards they want to play.
    • Oshax cards: Playing one of these cards allows the active player to claim a Oshax tile and add it to their player board. Oshax cats do not have a colour, instead, when placing an Oshax, the player assigns the Oshax cat a colour by putting a cat meeple of the chosen colour on the Oshax tile. - This colour is independent of the player's own player colour.
    • Treasure cards: These cards can be played to acquire rare treasures - provided they've been drawn from the bag of course.
      As with all tiles, they must be immediately placed into the active player's board. As well as filling gaps, rare treasures score VPs at the game end.
  • Anytime cards: Anytime cards can be played at anytime during any of the above 5 phases.
  • End of round: Once the rare card phase has ended, the end of the round has been reached, the following occurs
    • Clear fields: Any cat tiles which were not claimed during the round are discard out of play.
    • More cats: More cat tiles are drawn blindly to repopulate the fields as per the rules for setup.
    • Carry over: Players carry their hand of cards and fish tokens over to the start of the next round (There's no hand limit or fish token limit.).
    • Move Ship: Move the black ship 1 space along the turn count track.
    • Next round: The next round begins with the first phase by giving 20 fish to each player.

Endgame
Once the 5th round has finished, the game is over and it's goes to scoring.
There are several sources for scoring points and the lesson cards in particular provide many ways to score:
  • Families: A family of cats consists of at 3+ cat tiles of the same colour which are orthogonally liked in a group. Each family of cats score VPs according to its size. The bigger the more VPs.
  • Public lessons: All players can score VPs from public lessons.
  • Lessons: Players now reveal their lesson cards and score them appropriately.
  • Rare treasures: Each rare treasure that a player has in their playing area scores VPs.
Negative VPs
That's right, it possible to lose VPs!
  • Rats!: Each rat icon left visible on a player's board will lose them 1 VP.
  • Unfilled rooms: Any room that has at least 1 unfilled space will cost the player 5 VPs, that means potentially if a player has just 7 empty spots (1 in each room), they could lose a lot of VPs!

Points are tallied, highest score wins.


Overall
​There's a few things to think about in Isle of Cats but it's all paced out fairly well and never feels too complex.
That's not to say there's no strategising to be done - because there is.

The chief concern for players should be the management of their fish! Fish are not only used to buy cats but also discovery cards and they're the route to not gaining more VPs but initiative or gain bonuses.
E.g., if you really want a certain tile, playing rescue cards with high 'boots' is important, but you'll need to keep them during the drafting phase - and pay for them.

Players will need to balance their spending with their priorities and recognise when and what is more important at what time.
Acquiring cat tiles is very important, building families, filling rooms, covering rats and treasure maps are all significant but so are going first or getting lesson cards and so on.

Despite players having their own player boards, there's also a higher level of play about watching the actions of other players.
For example; if another player has a big family of a certain breed of cats, it might be a good idea to deny them a beneficial card during the drafting phase and so

But since this is a drafting game, players will also have to adapt to circumstances as they occur, such as having to take a cat tile that isn't wanted and finding a way to place it to maximise it's potential - or minimise it's damage!

Isle of Cats is a mid-weight game that's pretty easy to learn and combines several mechanics in to a engaging cat-themed game.
Whether it's deciding which cards to keep and later which ones to play, as well as what tiles to take and where to place them, Isle of Cats All nearly always gives players meaningful decisions to make and that's the sign of a good game.
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