19th November 2022 It's a Saturday morning and we're at Bisley for Wogglecon 5 'It's a alive!' - a day of gaming goodness and a bit of charity. Have you ever fancied travelling South American highlands with nothing but a cart of goods to keep you company, going from place to place, hunting for fish, chopping down trees, trading and so forth. If the answer is yes, then maybe Altiplano is the game for you. What's in a game? Altiplano has a whole shedload of components, so here we go!
Right, I think that's it for components. Altiplano's components are for the most part solidly made, the tokens, boards and tiles are constructed of thick card and feel sturdy. The containers made of equally sturdy material but are supplied as flat components that need to need folded into their shape. They sort of clip together but some of them had a tendency to break open. It's not a problem really and nothing that a dab of PVA glue wouldn't solve but even so, it feels a little like a cheap oversight. Cards are pretty average but also smaller than typical cards which allows them to fit on the tiles. Finally, the meeples and cubes all feel like nice wooden components. Altiplano is a game with a South American theme and consequently has a South American folk art themed art style to it. There's a lot of bright solid colours with stylised line art that mixes with slightly cartoony illustrations to be found on the tokens, cards, board and tiles. It's all solid artwork, brash and colourful which is how I like it. The only criticism I have is for the colour schemes for the cloth and wool tokens, which in less than good light can look similar. Between all the location actions, tokens, extension tile actions and so on, there's quite a lot of iconography to Altiplano. Luckily, much of it is intuitive and easily comprehended but some of it will - particularly the extension tiles - will require referring to the rulebook, fortunately it contains fairly extensive explanations. It's not a gamebreaker but there's definitely a bit of a learning curve here. How's it play? Setup
On to play In Altiplano players will be making plans to travel around the location tiles and use their goods to carry out the actions specific to those locations. This is done over 4 phases:
Endgame Play continues until one of the following 2 criteria are met. Any one location becomes fully emptied of all tokens, cards, etc. Or, a space along the extension strip cannot be filled, i.e., the extension tiles supply has emptied. In either instance, the current round is completed and 1 further round is played, then the game goes to scoring. VPs will come from a variety of sources.
Points are tallied, highest score wins. Overall
As you can see from the write up so far, there's quite a lot going on in Altiplano and a lot for players to think about. There's a recognisable quandary going on with the bag building mechanic. Players will naturally be looking to acquire tokens to carry out actions but invariably there will be times they end up getting pulled from the bag when they're not needed and unneeded tokens can 'water down' a player's strategies. Unwanted tokens can of course be left on planning spaces but most players will find that irritatingly suboptimal. Alternatively, they can placed on spaces for action that a player does not immediately want to perform but they will eventually end up coming back to again though. Another option albeit fairly situational, is to put them on to order cards, although removes the goods from the remainder of the game. Finally, they can be put into the warehouse, this means those tokens have greater scoring opportunities but again, permanently removes them from a player's container/bag which may or may not be a good thing. layers will have judge the merits of storing tokens contextually - except when dealing with glass tokens. The thing with glass tokens is that they don't produce any other type of token, all they do is produce the most VPs per token, storing them in the warehouse where they contribute to more VPs and declutter a player's bag is a no-brainer and usually I consider no-brainers a bad thing for a board game but I feel this is a deliberate decision on the part of the game - more on that below. If you've been paying attention (And I'm sure you have!) you will also have noticed that several goods such as a cacao, alpacas and even something that seems that it should be common such as fish cannot be produced from the action board. So how are these acquired? There's a couple of opportunities to get them, namely boat cards, extension tiles and possibly role tiles. However, this brings me to a bit of a bugbear I have with this scarcity mechanic. It means there can be a race by experienced players to get those hard-to-produce goods, particularly cacao which produces glass which can be worth so many VPs. In fact I feel the whole of the forest location is especially strong location since cacao alone is used there for 3 separate actions in the same location. A player who can produce cacao and concentrates on doing so can soon be producing lots of goods at the forest. Having said that, the game is a bit of a point salad with various avenues to scoring VPs, it's just that I feel going for glass is the strongest way and experienced players will end competing in that tactic. While the bulk of the game's activity takes place during the action phase, the planning phase is where players will do most of their well... planning. They'll look to optimise there actions to get the most out of their available tokens. Because players will generally need to move around to perform multiple actions, efficient use of the movement track is important, especially so in the early game when food tokens will be scarcer. A player can move their meeple before or after an action may make it seem unimportant but sometimes players will need to think ahead about where they need to be at the start of the next round. As well as having to think about movement and balancing their goods with their bags, players will also have to think about gaining extensions, house and order cards, as well as boat cards if they are needed. Add to this increasing their planning spaces and acquiring corn to fill out their warehouse and players have lot of ways to approach the game In this regard Altiplano does that thing which presents players with lots of options but frequently not enough opportunity to do everything they want, forcing them to make tricky decisions, which I consider a good thing in games. Altiplano is a mid-to-heavy game with a longish playtime, it's probably not for beginners and perhaps could be criticised for being a bit over-elaborate although personally I didn't find it that much of a problem In conclusion; the mechanics blend together to give players choices and essentially problems to solve in optimising their actions. If bag-building style games and resource management are your thing, Altiplano is worth a try.
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18th October 2022 It's a Tuesday and we're at The Sovereigns with the Woking Gaming Club. The Victorian era; a time of expansion, industrial and otherwise. Become a capitalist! Create your business and run your production line. What's in a game?
Component quality ranges from good to very good in Furnace. Cards and card tokens are the pretty standard good quality most games now have while all the wooden tokens are solid and good quality. The bidding tokens in particular standout as really chunky, tactile discs. Artwork is good throughout the game with a nicely illustrated buildings and businesses. It makes good use of a varied and colourful palette which helps to differentiate between the company cards which depict a variety of factories or offices and warehouses etc, which despite all being different sort of look a little samey. Portraits used for capitalist cards are equally good quality. The game's iconography looks a little daunting but in practice is straightforward and fairly practical. There are essentially 5 resources depicted and some basic mathematics mostly saying how to turn one resource into another and how may times it can be done. How's it play? Setup
On to play Note: The rules described below use the 'advanced' variant rules, there's a reason for this which will be discussed further down. The goal in Furnace is to acquire the most money by the end of the game. Furnace is played over 4 rounds. In each round players will be bidding for company cards then adding them to their personal production lines. Next they will run their production to produce goods and ultimately generate money which is what wins the game. The game uses a normal turn order during auction, with the first player bidding first before bidding moving to the player on their left. The production phase can be played out simultaneously.
Endgame Once 4 rounds have been completed, the game is over. Players calculate how much money they have accumulated. Monies are tallied, most money wins Overall
Furnace packs a lot of gameplay options into what is in essence quite a small package. The game consists of a deck of cards, some tokens and that's it Even so, each of the main 2 phases provide players with interesting and meaningful decisions. There are 2 mechanics to the auctioning and both are unique and present players with unusual options and interactions with other players. Using bidding discs instead of money in auctions is an interesting proposition. First it means players only have 4 bids they can make and they can't re-bid on the same card if they get outbid. Players will need to determine what's important to them and bid appropriately. Turn order can make a difference here. A player going first who bids their 4-value disc on a card guarantees they will get it. Going later or last in bidding is not necessarily a bad thing to do, it allows a player to see what opponents are going for and bid accordingly. There's definitely a higher level of play at work here from watching what other players look like they need and potentially taking it or denying it to them. Hate bidding I guess? Which brings me to the other auction mechanic; compensation. Firstly, compensation works as sort of balancing mechanism, if a player loses a bid, they may still get something for their losing bid. Secondly, it's a mechanic that can potentially be exploited by players to gain resources quickly. A player make take the risk of making a lower value bid on a card, hoping to be outbid for the compensation, of course this can backfire and they may end up with a card they don't want to play. Talking of playing cards, the next interesting mechanic how cards are played during the production phase. I'll start by saying that whenever we played Furnace it was always using the 'advanced' variant 'production line' rules. By default the game does not use a production line, instead players just activate cards in any order they choose. In my opinion this makes the game less engaging. I can't stress enough that the variant rules are vital to what makes Furnace a good game. Having to think about where to place company cards is compelling and intriguing. Frequently cards will be useful both at the start and end of a production line forcing players to think hard make meaningful decisions in order to optimise their production lines. Additionally, it's genuinely gratifying to run a production line that has been put together efficiently and ends up generating lots of cash. Furnace is a game with a quick play time. In fact I found that the game's 4 rounds came to a conclusion all too soon, still having the urge to continue building my engine and that's a pretty good sign of a game I enjoy. It's also a sign of good design balance; having a 4 round limit forces players to be as ruthlessly efficient as possible with little room for unnecessary moves. 4 round limits are something I've seen in other engine building games too. So in conclusion; Furnace is pretty easy to learn, has a fast playtime but still manages to present players will a variety options both in auctioning and engine building. If these styles of games interest you, then Furnace is definitely a game to try. I found it a engaging and entertaining experience. 17th August 2022 It's a Wednesday afternoon and we're round Simon's for some gaming goodness. Become a raider in the world of antiquity and attack a bunch of ancient empires by placing meeples on a board! What's in a game?
Component quality is good throughout Raiders of Scythia, cards and tiles are exactly as you'd expect them to be. The tokens are excellent, attention has gone into the creation of the provisions and houmous err... kumis and while the plunder tokens are more generic, they are also very chunky and tactile. So, I think it looks like whoever owned the copy of Raiders of Scythia we played bought stickers that upgraded the tokens with artwork (As you can see from the photos.). I think that otherwise by default the tokens are plain. This also means someone had to sit down and attach stickers to a lot of token, that would push me into the deep end! Regardless of this, the game's art-style is excellent. I'm not an art expert but it uses a sort of line illustration with flat shading that shows a lot of detail and is used to great effect on the board as it shows various situations in the different situations without overly cluttering the board. While there is a fair amount of iconography, it's mostly do with the tokens and is fairly apparent, I don't think that it will prove to be a problem. How's it play? Setup
On to play In Raiders of Scythia, players will vying to gain resources which will allow them in turn to raid and pillage which earn VPs, consequently also acquiring plunder which can be used to complete quest tiles which also earn VPs. Play follows the usual paradigm of the active player taking an action before play progresses to the player on the left. Broadly speaking, the active player has a choice of 1 of 2 actions each turn.
Endgame Play continues until only to raid spaces or quest tiles remain on the board. After this, all player get 1 more turn and it goes to scoring. VPs can come from several sources.
Points are tallied, highest score wins. Overall
I'm going to start by saying the idea 'of a worker placement game with each player only having only 1 worker' sounds crazy but it works perfectly well in Raiders of Scythia. There's a clever mechanic at play with the colours of the meeples. E.g., when using the blue meeples to raid, they can't be taken again and players will be taking grey and red meeples instead by by the time player's are doing that, they won't need the blue meeples anymore. Players are never put in a position where they can't use a meeple because of its colour. Anyway, on to the game. Players will need to use the village in order to gain resources to raid the civilisation to gain plunder and reveal quest tiles which can then be bought with whatever resources and plunder the player has acquired. Phew! It's something of a race to do this since once a spot has been raided, that's it, no one can raid that spot again. Action optimisation is important. Something similar can apply when placing meeples in the village. There can only ever 1 worker on a space and there's some high level play that can be utilised by blocking another player and putting a meeple of your own in spot they want to use first. The same applies when taking a meeple, players can choose not to take a certain meeple just to leave the space blocked. Players will also need to take into consideration their crew, not only is it vital in undertaking raids, it also provides players some engine building capacity to their actions. Finally, the game also provides some opportunities for risk/reward actions during raids as dice rolls are unpredictable. While it's not possible to fail a raid (Players just gain less or 0 VPs for a bad roll), it's possible to squander resources and kumis for a poor roll. Players will be faced with the choice of raiding earlier with a weaker crew or risk losing a raid to another player by taking the time to increase the strength of their crew. Furthermore, wounds are also unpredictable, a player's crew cards may take 0 wounds or may take 6 depending on the dice roll, adding the element of risk. For me, Raiders of Scythia is a good worker placement game. Because players essentially only ever 2 actions per, they need to think about the best way to make use of them, they need to make every decision count. In other words, their decisions are meaningful, which is always a good thing. I found the game to be a fun experience with a unique mechanic for a worker placement game. 5th August 2022 It's a Friday and we're in Aldershot for some gaming! When you go into a national park, you may find yourself hiking along trails. Which is a slightly tortured segue into how Trails is actually a follow up to the excellent Parks game and shares some similar concepts. So let's hit the errr... trail and see how it stacks up? What's in a game?
For the most part, component quality in Trails is good. The wooden meeples look and feel good as does the die. I also like the wooden resource cubes, although I'm not a big fan of the colours which I feel are a little too muted and sometimes in poor light, the grey and the green colours can feel hard to distinguish. I also found the player colours a little muted too. All the tiles and tokens are constructed of thick card and feel weighty. However, I would describe all the cards as average in quality and perhaps a little flimsy. It's not really an issue though, Trails is not a card game and they won't be handled much so should stand up to repeated handling. Without a doubt, all the art in Trails is excellent. Much of it is sourced from the Fifty-Nine Parks art project which also provided the same art for Parks and will be familiar to players of that. So even though Trails is reusing artwork, it doesn't matter because it's such good quality. Having said that, a lot of images are heavily cropped and the fact they're all on relatively small components means they just don't look as impressive. Original art appears on the badge cards in the form of a series of quite stylised images. It's a different style to art that appears on the tile and photo cards but I have to say I think it looks good. All the main icons which appear on the tiles and die are easily understood. It's not quite so obvious with some of the rewards on badge cards and players will need to refer to the rules and clarifications on occasion. It's nothing game breaking though. How's it play? Setup
On to play In Trails, players will travel back and forth along the path, taking photos and accumulating resources which they will use to buy badge cards. The game follows a typical turn structure with the active player resolving their turn before play progresses to the left. As their action, the active player can move their meeple and resolve the tile it lands on.
Endgame When a player take as sun action that moves off the last leftmost icon on the trail end, they resolve that action as usual and take the sun token. Play progresses normally, until the player to the right of sun token holder has completed their action, upon which the game ends. I.e., once sun has taken the sun token, all other players get 1 more turn. Players now calculate their VPs.
Overall
I'm not over fond of comparing one game to another, a game should be taken on it own merits but in this case, there might be some value in doing so. Parks and Trails come from the same family of games and as such share some thematic elements. Both are about hiking along tiles, collecting resources to acquire photos and cards, as well as using canteens for a bonus. However, Trails differs in several ways as explained below. Unlike it's predecessor, hikers from multiple players can happily coexist on the same space so the stress and need to try and anticipate where other players' hikers will go is gone, as the tactic of trying to block other players. It makes the game a little lighter (By no means a bad thing.) and focuses players on getting badge cards (Which are the game's biggest source of VPs.) and players will encounter something of a conundrum here. They may have the urge to collect as many resources as possible which can be prudent but at the same time, they'll want to reach the trail head & end tiles quickly to get a certain badge card before other players. Trails is a game about optimisation especially since there are only 3 types to manage - although that 8 cube limit can be punishing. I also like the addition of the day turning into night mechanic, not only is it visually pleasing to watch the sun set, it adds some momentum to the game, upping the ante by giving players more resources and making it easier to get more badge cards. Players that have done well in the early game are not guaranteed victory. So is Trails a sufficiently different game to Parks to warrant having both? I would say yes. I bought copies of both and I'm glad I did. Trails felt like an easy game to learn and despite the fairly lengthy rules writeup above, is a reasonably light game that requires a little less brain power and also a little less directly competitive. Although for a lighter game is has a reasonably long play time - far too long to be considered a filler game. That's a minor criticism though and ultimately, Trails is a fun experience and is worth trying. 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?
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
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.
Endgame Play continues until one of the following 2 criteria is met.
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. 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?
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
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.
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. 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?
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
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,
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:
That's right, it possible to lose 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. 29th May 2022 Sunday gaming on Board Game Arena continued with mancala styled game Fruit Picking. I'm not the fruit picker, I'm the fruit picker's son, I'm only picking fruits 'til the fruit picker comes. Hmm, it doesn't work... Caveat: We've only ever played Fruit Picking digitally. What's in a game?
The boards in Fruit Picking feature a couple rural landscapes depicted with a appealingly stylised illustrations showing idyllic countryside. The fruits are also well illustrated and Fruit Picking has solid art style. Other than the fruit and waterdrop symbols, there's no iconography in the game and it should not prove any problem to players. How's it play? Setup
On to play In Fruit Picking, players take turns moving their resources clockwise around the spaces on their board which allows them to active one space to gain more seeds or buy a card. Play begins with the first player and once their turn is over, proceeds to the left.
Endgame Play continues with players acquiring fruit cards until one player has the cards to meet one of the criteria which triggers the game end. Fruit Picking provides players with 4 ways to do this. A pair and 3 of a kind, 4 of a kind, 3 pairs and 1 of each fruit. When this occurs, the current round is completed and if the player who triggered the game is the only one to have met any of the criteria, then they win. In the likelihood that more than one player has met any of the criteria by the end of the last round, then ties are broken by quantities of fruit and seeds on cards. Overall
Fruit Picking is a lightweight games that has a good mix of logic and luck. Logically, it's not hard to think several moves ahead if you want. Once farm cards have been distributed on to the player boards, moving seeds and activating farm cards is entirely predictable and only driven by player decisions. Manipulating the Harvest House action to game more actions is a key tactic, especially as it can be used to quickly fill the Harvest House and used to purchase cards. Fruit Picking is essentially a race to acquire cards before other players. When cards are drafted, everything can change, which neatly brings me to the next facet of the game The game's unpredictability comes into play on the market track. As play progresses, cards will come into play randomly, not only that, their costs will also vary, especially as they move along the track. It means that some times, the cards appearing will play into certain players' strategies and other times, potentially scupper those strategies. Players will have to be prepared to change direction for long term plans when this occurs and adapt their approach according to what is available. It's something I've encountered in other games and found to be irritating, Fruit Picking is no different. I know that this can be an important element of a game because without some randomizer, it can sometimes very quickly become obvious who's going to win. Even so, it irritates me. Fruit Picking also sits in a strange place of feeling a bit overlong for a filler game but definitely a bit too light for a main game. Having said that, it's accessible game that's easy to learn. For people who want something which engages some tactical thinking but is not along time brain burner, Fruit Picking may hit that sweet spot. 2nd May 2022 It's a bank holiday Monday and we're round Simon's for some gaming fun. Waterdeep, famed city in The Forgotten Realms and home to many a adventurer, ready to brave the wilderness in the search for treasure and glory... oh wait... This Dungeons & Dragons setting licensed game is nothing to do with Dungeon & Dragons... It's actually a political-intrigue themed worker placement game! What's in the game?
There's a lot of excellent art throughout the game. I'm not sure if it's been created specifically for Lords of Waterdeep or sourced from the large amount of Forgotten Realms/D&D artwork that's been produced over the decades but either way, it's good quality and generously used on all the game's cards. The other piece of significant artwork is the map on the board, it's very well detailed, although it does make the board look a little 'busy'. Regardless of this I still quite like it. The game does use a fair amount of iconography, for the vast majority of icons, it's pretty clear what they mean and there was minimal need to refer to the rules. How's it play? Setup
On to play Lords of Waterdeep uses the traditional turn structure with the active player taking an action and play progressing to their left. When someone is the active player, they can act in 2 phases. Firstly they must take their action, a player can only pass when they have no more agents to play. finally, the active player may complete a quest if possible.
Endgame The game ends at the end of the 8th round and goes to final scoring. VPs come from the follwing sources.
Points are tallied, highest score wins. Overall
Now, I'm by no means whatsoever particularly knowledgeable about the Forgotten Realms setting but it's quite impressive how Lords of Waterdeep manages to marry a worker placement game with the flavour of the setting, or at least a part of it that takes place in Waterdeep. It's not vital to the rules or gameplay but conversely, neither is it jarring or hindering. The game is all about optimising actions to gain required resources as efficiently as possible to complete quests which must also be acquired while at the same time trying to predict and out manoeuvre other players: Most of the locations that confer resources will only have space for a single worker, making it unlikely that players will get all the resources they want in a single round, prioritising is very important because completing quests is very important, not only do quests provide VPs, they can confer useful benefits as well. This ties in with the Lord cards which are essentially secret objectives. Not only may players be competing for certain quest types and their respective resources, there's also a higher level of play where resources and quests can be denied to other players, provided their objectives can be guessed of course. The advanced buildings is an interesting proposition, it adds an element of emergent strategy to the game, changing the status quo, giving players new options and making them re-asses their plans. Constructing a useful building also has the benefit of earning the builder its bonus and inevitably, it'll be used by other players. There's not much else to say really, the gameplay is solid if somewhat unremarkable; players of worker placements games will find themselves on familiar ground here which may or may not be good thing - depending on your mileage. Perhaps the playing time is a touch too long for what it is but none of this stops Lords of Waterdeep from ultimately being an enjoyable game. If the Forgotten Realms setting doesn't put you off for some reason and you want to try a worker placement game, then Lords of Waterdeep is probably worth a look. 26th April 2022 Tuesday is here and we're at The Sovereigns with the Woking Gaming Club. Does Hellapagos mean hell in the Galapagos islands, I didn't see any giant tortoises in the game? Anyway; Hellapagos is a (Somewhat!) cooperative game about surviving the ordeals of being shipwrecked on what would in other circumstances be a tropical paradise, building rafts and escaping. What's in a game?
Only the cards are what I would consider average in build production, which is to say, they're fine. The tokens feel suitable chunky, as do the balls and bag (Sic) which are a nice touch. The standout component is the completely superfluous cardholder which displays like the wrecked hull of a half sunken ship. Hellagapos makes use of excellent bright and colourful artwork throughout, especially on the cards. With thick black lines and lots of colour it has an almost ligne claire quality to it. Furthermore, there's also a lot of humorous subtext to the art. Like the pendulum that makes another player take a one action of their chosen by the card-player (Hypnotises them!) and so on. There's minimal iconography in the game and what there is, such as water or fish icons are easy to comprehend. Actions on the survivor cards are all detailed by text instead. How's it play? Setup
On to play Hellapagos uses a normal turn structure with the active player taking their turn before play progresses to the player to their left. The game has 4 basic actions a player can perform but because it's a cooperative game, there can be a lot of discussion about moves and strategies among players and later, negotiation taking place. A round represents 'a day' and plays as follows
Endgame There 3 ways Hellapagos can end.
Overall
There's a lot to unpack with Hellapagos and I'll start with the mechanics. The write-up is a little long and belies the fact that in play, the game is pretty straight foward to understand and play. More importantly; it's clear that the game's mathematics have been balanced so that it's very hard to get all players off the island. Which makes sense from a game-perspective, it forces players to consider different late-game strategies. If say, a group of 6 players had 9 days to get off the island, they'd need the following. Water: 6 per day +6 to leave -12, which is their starting water. So 48 water. Food: 6 per day +6 to leave - 10, which is their starting food, so 50 food. Rafts: At 6 wood per raft, they'll need 36 wood. In other words 5.4 water per day, 5.5 food per day, 4 wood per day. If the player split their labour evenly per task, that would mean: 2 players getting 2.7 water per day each. 2 players getting 2.75 food per day each. 2 players getting 2 wood per day each. Getting both water and food at that rate is pretty hard. Each player would essentially have to get 3 or their chosen resource per day, every day. Since 3 is the top end result players could hope for, it's unlikely this will occur. Getting 2 wood per day per player seems easy but each player has a 16% chance of being poisoned, this might not seem high but when it does occur, it means that they only get 1 wood and lose their next action. Catching up in a following round mean getting 5 wood, this is a lot more tricky. Of course players may want to search the wreckage and rightfully so, there are some very useful cards to be found in there, including for example; cards that skip the consume food action among others. On the other hand, it's equally as likely that something which helps a player personally might be found... Players may want to divide their labour differently as well; when lots of rain appears, it might be good to get more people gathering water and 'get 'ahead' on the water track. A game like Hellapagos thrives on player social interaction, if people don't engage with it, it won't be a particularly interesting or memorable game. Ultimately though, players will sooner or later come to a conclusion; there won't be enough resources for all the players to get off the island. This changes the game in 2 ways. Firstly, players will begin looking at who to vote off as food and water become scarcer. Players will try to emphasise their own usefulness and see who can be a good target for elimination during voting. This is where having a valuable item can keep a player alive. Some ongoing cards are very handy and eliminating the player who controls it, also eliminates the item. Not a coincidence in the rules I think. Additionally, players may also look to horde rations on wreckage cards, waiting until voting has occurred, allowing others to be eliminated and only using it when they have been voted out. However, other players can look at this very negatively and it can draw their ire. players are free to form alliances or betray one another, gang up on other players, openly or otherwise and so on. Needless to say negotiation and voting can become very tense. Secondly, people will start to realise that when player counts are sufficiently low, that eliminating players after collecting resources can leave the survivors with enough resources to escape the island. The thing is though; it's likely that they'll be enough food and water to prevent any voting from going ahead. Players will have to resort to 'other methods' to removing opponents. This is where the game gets brutal and the pistols start getting used. Hellapagos mixes cooperative game play with a large dose of 'take that' actions. In the early-game it's all pleasant enough but once it progresses on, everything can change. I, like many other people I imagine, am not a fan of games that have player elimination, luckily for Hellapagos, players won't generally spend too long just watching. It doesn't frequently occur early in the game and once the eliminations start, they don't stop until the game does! I will also add; if game with lots of direct 'in-your-face' conflict and player elimination aren't your thing, it would prudent to give Hellapagos a miss. but if this sort of thing is your jam, then with it's 12-player count! Hellapagos is a good game to try. |
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