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Gaming Blog

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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Fruit Picking - First Play!

29/5/2022

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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?
  • ​Game board: This cheerfully colourful board shows the 4 combinations of sets of card to winning the game and there's a central area to put the deck of market cards.
    Finally; along the board's bottom edge are 4 spaces, these are market slots to place 4 market cards. Above each card space is the additional market cost for that slot.
  • Player board: As equally as colourful is the player board. It has 8 circular spaces, 7 of which are surrounding a central space.
    The central space is the 'supply space' and only used to store tokens, the space at the top is the 'Harvest House'.
    The remaining 6 spaces are 'farm spaces'​. These 6 spaces are where the main game occurs.
  • Farm cards: These are circular cards and are used in conjunction with the player boards. There are 4 identical sets of 6 cards in each player colour.
    Each set contains 5 cards that show 1-3 of 5 different fruits (2 bananas, a pear, a pineapple, 2 plums  and 3 strawberries.), the final card shows 2 waterdrops.
  • Market cards: There are 30 market cards. 6 for each type of fruit as mentioned above.
  • Seed tokens: There are 18 seed tokens in each player colour.

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
  • First Player: Determine a first player.
  • Players: Give each player a player board as well as seed and farm cards in their colour.
    The first player should shuffle their farm cards and randomly place them in the 6 empty spaces on their player board. All remaining players should follow suit and put the same farm cards into the same spaces.
    All players should place their seeds into their supply space. Then from there put 2 seeds into each ​of the first 3 farm spaces.
  • Game board: Shuffle the market cards into a face-down deck. Then draw and place 4 cards face-up, putting 1 into each market slot.

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.
  • Move seeds: The active player picks one of their farm spaces with seeds and moves those seeds and redistributes them. The number of spaces they are distributed to is equal to the number of seeds in the chosen space.
    Thus if the chosen farm space has 3 seeds, they are moved 3 spaces further on with 1 seed being dropped off in each space for the next 3 spaces. The last farm space to gain a seed becomes activated.
  • Activation: Broadly speaking, the active player may choose to resolve 1 of 2 types of activation
    Acquire seeds: The active player gains a number of seed tokens equal to the number of fruit that are in the activated space, they are then placed into that space.
    Buy card: The active player may buy a card from the row of market cards. They can only buy a card with fruit that matches the fruit activated space and must also have enough tokens in their Harvest House space.
    The cost is the number of fruit on the card PLUS the cost on the market slot above which can be an additional 1-3 seeds.
    When a card is bought, cards on the left are slid to the right to fill the blank space and a new card is added on the left, a pretty standard conveyor belt mechanic.
    Exceptions: There are of course a couple of exceptions.
    Water drops: If the activated farm space contains the water drops farm card, then the active player must perform the acquire seeds action.
    Harvest House: If the Harvest House is activated, the active player does not choose an action, instead they perform the move seeds action again and activates a farm card another time. This can be the Harvest House again so it's possible to gain multiple actions (And fill up the Harvest House too!) by reactivating it.

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.
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Lords of Waterdeep - First Play!

3/5/2022

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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?
  • Game board: The board shows a map of the titular city; Waterdeep in some detail.
    Buildings: There 9 basic worker-spaces dedicated the various 'buildings' and establishments throughout the city, such as the Blackstaff Tower and The Grinning Lion Tavern.
    Some spaces such as the Cliffwatch Inn and Builder's Hall have additional spaces associated with them (To place certain types of cards basically.).
    Building sites: There are also 9 blank spots which can have buildings constructed upon them during the course of the game.
    Card spaces: There are spaces for the quest deck & discard pile, intrigue deck and discard pile as well as the the deck of building tiles.
    Round tracker: Lord of Waterdeep is played over 8 rounds, this is tracked with VP tokens - which are then introduced into the game over each round. More on this below.
    Agent tracker: Players gain an additional worker halfway through the game, their workers are kept here until acquired.
    Scoring track: Finally, there's a scoring track which runs the perimeter of the board.
  • Player mat: There is a player mat in each of the 5 player colours. Each mat represents a different faction active within Waterdeep, the City Watch or the Harpers for example.
    Mats contain spaces to put acquired resources such as cubes, money or agents. There are also allotted spots to place active and completed quest card and to place a player's Lord card.
  • Agent meeples: These come in each player and are the game's workers. Additionally, there is a ambassador and lieutenant meeple which may come into play.
  • Adventurers: Represented by little wooden cubes, these are recruits that players will be... err... recruiting to their cause to complete quests.
    There are 4 colours of cube representing clerics, fighters, rogues and magic-users. What, no demi-humans!
  • Cards: Lord of Waterdeep makes uses of several types of cards.
    Lord cards: These are the Lords of Waterdeep, the secret rules or the city. There are 11 lord cards and each player will secretly be playing one of them. Lord cards feature some flavour text and a method for earning additional VPs.
    Quest cards: Questing is an important part of Lord of Waterdeep. Quest cards contain illustrations and some flavour text. Each quest card also has a cost to complete, typically it will be a number of adventurers such as 3 fighters and 2 rogues and so on, the cost may include money too
    Each quest also associated with 1 of 5 types such as Warfare or Skulduggery. This also determines which type of adventure it primarily needs.
    Intrigue cards: When played, intrigue provide the controlling player with a once-only benefit of some sort.
  • Building tiles: These extra buildings which can be constructed and placed on the boards blank building sites for the listed cost in coins. The provide players with extra locations to place workers and new benefits which can be earned. Any player put a worker there but be warned, the builder gets a benefit whenever another player makes use of their building.
    These tiles are sort of square shaped but with an indentation in 1 corner - which is where players' building control marker goes. (More on markers below.)
  • Tokens: The game also makes use of various card tokens.
    Victory points: These hexagonal tokens display what appears to be a ruby.
    Building control marker: These come in the 5 different player colours, when a player constructs a building, they put their marker on the corner of the tile.
    Gold: The game uses curiously shaped square and crescent tokens to represent gold. I guess that's what coins look like in Waterdeep.
    First player marker: This token looks a bit like the rook from a chess set and represents Castle Waterdeep.
For the most part, all the components felt sturdy and well made. The player mats felt a little thin and flimsy but that's probably down to the fact they're quite large and will be perfectly find unless mistreated.

​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
  • Player mats: Randomly deal a player mat to each player. This will be that player's faction/colour for the game.
    Also give each player a number of meeples/agents as per player count and building control markers, all  in their player colour.
    Finally put 1 meeple of each player colour on the agent track.
  • Lords of Waterdeep: Shuffle the Lord cards into a face-down deck, deal 1 face-down to each player and discard the rest out of the game. Player's should keep the identity of their lord secret, there's a space to put it under their player mat.
  • Board: Put out the game board and do the following.
    Quest deck: Shuffle the quest cards into a face-down deck then deal 4 face-up on to their allotted spaces above the Cliffwatch Inn.
    Building tiles: Shuffle the building tiles into a face-down stack, deal 3 face-up on to the allotted spaces adjacent to the Builder's Hall.
    Intrigue cards: Shuffle the intrigue cards into a face-down deck and place them on their allotted space. Then deal 2 intrigue cards to each player face-down.
    Victory point tokens: Put 3 VP tokens on to each of the 8 round tracking spaces.
  • First player: Determine a starting player, that player gets 4 gold, each subsequent player then gets 1 more gold than the previous player. Thus for a 5 player game, the starting gold will go from 4-8 gold.

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.
  • Round start: At the start of the first and every following round, take the 3 VP tokens and place 1 each on the three building tiles available to buy.
  • Place worker: A player action will involve placing one of their agents on to a space on the board and resolving that space. Several spaces will devoted to acquiring resources, others however, will have more specific actions.
    • Acquire resource: A number of the spaces will simply acquire 1 or more of the games 5 main resources (4 adventurer types and gold.) for the player when they place their worker there. I.e., going to the arena will recruit fighters, going to the tavern will recruit rogues and so forth.
      When resources are acquired, they are placed on to the player's mat.
    • Builder's Hall: If a worker is placed here, then the active player chooses one of the 3 available advanced buildings and pays its cost. The building is then placed into the blank building sites. Finally, the active player puts one of their building control markers in the appropriate slot.
      When a advanced building is drafted from the builder's hall, it is immediately replaced with a new building tile.
      Advanced buildings: there are numerous different types of advanced building that can come into play. Each one provides an extra space to place a worker and will provide the player who built it with a benefit whenever another player uses the building.
    • Castle Waterdeep: When a player puts a worker here, they gain the first player marker for the following round. Additionally, they also draw an intrigue card.
    • Cliffwatch Inn: There are actually 3 spaces here.
      First space: This allows the active player to take a face-up quest card then put it on the active quest area adjacent to their player mat and take 2 gold
      Second space: This allows the active player to take a face-up quest card then put it on the active quest area adjacent to their player mat and draw an intrigue card.
      Third space: With this action, all the currently face-up quest cards are discard and are replaced with 4 more, then the active player takes 1 of them.
      Whenever a quest card is taken, it is immediately replaced.
      Quest cards: When a player gains a quest card, it placed along the left-hand edge of their player mat; until it is completed, it has no function.
    • Waterdeep Harbour: This spot also has 3 spaces.
      Each time a player places a worker here, they may immediately play one of their intrigue cards.
      A player may put multiple agents here but is still limited to playing 1 agent per turn.
      Intrigue card: When an intrigue card is played, it is immediately resolved and discarded.
      There are several types of intrigue card which may benefit whoever plays it or hinder another.
  • Complete quest: ​After the active player has placed and resolved one of their workers, they may spend resources on their mat to complete one active quest per turn.
    Once a quest is completed, it grants a reward, this may be a once-only or ongoing benefit. Quests with on-going benefits are known as plot-quests and may provide extra places to put workers.
    When a quest is completed, it's VPs are immediately scored.
    Mandatory quests: These quests are not acquired the usual way, they come from intrigue cards and are actually played on other players. If a player receives a mandatory quest, it must be completed before they complete any other quest.
  • Next player: Once a player has put a worker into play and chosen to complete a quest or not, play progresses to the player on their left.
  • Next round: When all players have placed all their workers, the current round ends and play progresses to the next round. The VP tokens on the new round's spot on the round tracker are placed on the 3 available building tiles.
    It is possible for a building to have more than 1 VP token if it wasn't built in the previous round.
    5th Round: At the start of the 5th round, each player acquires an additional agent/worker they can use for the rest of the game.

Endgame
The game ends at the end of the 8th round and goes to final scoring. VPs come from the follwing sources.
  • Score on the score tracker.
  • Every agent/worker a player has on their mat earns them an additional VP.
  • Every 2 gold a player has on their mat earns them a VP.
  • Lord cards will score VPs according to their individual quest objectives.

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.
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Hellapagos - First Play!

27/4/2022

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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?
  • Game board: Hellapagos comes with a oblong board that depicts an idyllically and cheerfully colourful tropical beach scene with survivors scavenging and hunting.
    There are spaces for completed raft cards and the weather deck.
    Raft track: There's a track to monitor the 6 stages required to build a raft.
    Resource track: Running around the perimeter of the board is the track for food and water.
  • Cards: The game makes use of a couple of types of cards.
    Wreckage cards: This deck of cards contains items that players might find when scavenging the wrecked remains of their boat. This might include bottled water, food or even weapons and more!
    Weather deck: This slim deck of cards is used to manage the very changeable weather and rainfall in Hellapagos. Each card will display a number of raindrops to represent the weather.
    Hurricane card: This card goes into the weather deck, when it appears, it's bad news!
    Status cards: Double-sided cards which displayed the poisoned status for people unfortunate to be poisoned and on the flip side show the dead status for really unfortunate players.
    Raft cards: When the players manage to build a raft, they get a raft card.
  • Cardholder: A fantastically unnecessary but excellent little card holder for the wreckage deck.
  • Wooden balls: Used to manage both hunting for fish and scavenging for wood. There are 6 of them, each one shows 1-3 fish and one is black.
  • Bag: This looks like a hemp bag and is used to blindly draw the wooden balls.
  • Tokens: There are distinctly shaped tokens for the game's 3 types of resources, a water drop for water, a fish token for food and errr, a disc for wood?

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
  • Game board: Put out the game board.
    Resources: Put the food and water tokens on their starting positions on the resource track as determined by the player count.
    Raft track: Put the wood token on to the 0 spot on the raft track.
    Raft deck: Put out the raft deck adjacent to the board.
  • Weather deck: Shuffle the weather deck and draw 5 cards into a face-down deck.
    Now shuffle the hurricane card into this deck.
    Place the deck (Now with 6 cards.) face-down on to the weather card space on the board.
    Put the remaining weather cards on top off the 6 cards.
    This means the hurricane card will appear somewhere in the last half of the weather deck.
  • Wooden balls: Put all 6 wooden balls into the bag and give it a vigorous shake.
  • Wreckage cards: Shuffle the wreckage cards into a face-down deck. Deal 3 or 4 to each player as per player count.
    Put the remaining cards into the cardholder.
  • First Player: Determine a start player.

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
  • Weather: Any previous weather is discarded and the active player flips over a weather card which will set the rainfall for the day which depicted as raindrops. This might be 0 or all the way up to 3 raindrops.
    In the latter half of the game, the hurricane card may appear, more on this below.
  • Actions: Now, starting with the first player, each person takes 1 of the actions below.
    • Catch fish: The active player blindly pulls a wooden ball from the bag, the number of fish displayed on the ball is how many fish they collected and the food token on the resource track is increased accordingly.
    • Collect water: For their action, the active play may choose to collect water. The amount collected will be dependent on the current weather card and thus will be between 0-3. Obviously collecting water when there are 0 raindrops on the weather card is a pointless, conversely, collecting water when there are 3 raindrops would allow them to move the water token up the resource track by 3.
    • Collect wood/build raft: When collecting wood, there is some risk attached.
      First, the active player should advance the wood token 1 space along the raft track.
      After this, the active player must decide if they want to risk collecting more wood. If they decide to collect more, they must announce how much they are collecting (Between 1-5.). Then they must blindly draw that many wooden balls from the bag.
      Black balled!: If any of the wooden balls that are pulled from the bag is the black ball, then the player is immediately poisoned and they do not collect any wood. More on poisoning below. If all the balls are white, they avoided the pesky snakes that inhabit the forest, collecting the full amount amount of wood that they announced and moving the wood token along the raft track and equal amount.
      Building rafts: Once the 6th piece of wood is collected (The wood token reaches 6 on the raft track.) then the active player has finished a raft! Place a raft card on the corresponding space on the board.
    • Search wreckage: The active player can spend their action to draw a wreckage card from the deck.
      There are 2 types of wreckage card; permanent and ongoing. Wreckage cards can generally be played by their controlling player at any time or in response to another player's action or card regardless of what type they are. Although their effect will occur after an announced action. (There are no 'interrupts' here!)
      Furthermore cards can be played face-up to try and intimidate or face-down to bluff as well as kept secret.
      Permanent: Some cards have ongoing effects, to make use of them, they must be played in front of the controlling player. Even though they are permanent
      Single use: These are one-and-done, players can keep these in their hand until they decide to use them.
      Wreckage cards have a broad number of functions, from helping the group to helping (Or harming!) an individual or even influencing voting. 
  • Next player: Once the active player has taken their action, play progresses to their left.
  • End of round/day: When a players have taken their actions, the following occurs:
    Consume water: Move the water token down the resource track by a number of spaces equal to the number of current players. If this would take the token to lower than 0, then the players have a problem. This means that 1 or more players will need to be eliminated from the game, the exact number will be equal to how much more water would be needed. E.g., if 7 players only have 4 water on the resource track, 3 players would have to be eliminated. This is done through voting (See below.), the game also provides various methods to eliminate players via wreckage cards.
    Consume food: This is mechanically identical to consuming water but for the food resource.
    Check victory conditions: Once water and food have been dealt with, players should check to see if they meet victory conditions.
    New first player: Once a round is over and the victory conditions have not been met, the player to the left of the first player becomes new first player for the subsequent round.
  • Voting: This occurs when there isn't enough food or water and a player needs to be eliminated. The first player counts to 3 and all players simultaneously point at the player they want to eliminate. Whoever has the most fingers pointing at them is out!
    If an eliminated player has been hoarding a ration card that would provide the required resource, they can discard if after the vote to save themselves, although they may attract the irritation of other players by hording it in the first place. Alternatively, another player may choose to save them with a wreckage card.
  • Poison: A player may become poisoned from searching for wood or eating or drinking bad rations. Regardless of the source, the effect is the same.
    Firstly, a poisoned character cannot participate in voting while they are sick, then in the following round, their only action can be to remove the poisoned status.
  • Elimination: If a player is eliminated, then that's it, they're are out of the rest of the game. After this, their remaining wreck cards must be redistributed.
    All permanent cards they had in play - except a gun are discarded from play. The gun is returned to the eliminated player's hand.
    If a player was eliminated by voting, the cards they had in hand are distributed between their neighbours.
    If they were eliminated by another player, then that player gets all the wreckage cards.
  • Hurricane: When the hurricane card appears, it marks the beginning of the end. The game will finish at the end of the current round, players must leave on any rafts they've built along with their water and food rations.

Endgame
There 3 ways Hellapagos can end.
  • Check for victory: At the end of every round, the players must check if they meet the victory conditions.
    Victory condition: Once water and food have been consumed for the round, if the remaining water, food and rafts are at least equal to the current number of players, then they sail to safety.
    If all players got away, congratulations are in order, it is, in my opinion very difficult to achieve this.
    It's a likely occurrence that eliminating some players freed up resources to escape, if so, then the escapees can be considered the winners.
  • Hurricane: When the hurricane card has appeared, players must leave the island at the end of the round if they can. They'll need the requisite water, food and rafts for this as per the victory conditions.
    It means players must be eliminated until their numbers are low enough to allow the remaining player to get away.
    Again, any survivors who get away can be considered winners.
    If players cannot leave the island on rafts for any reason... then see below:
  • Total loss: If no players can leave on a raft after the hurricane hits, then everybody loses!
    If all the players manage to starve or die of thirst, goes without saying that it's a total loss.


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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Four Gardens - First Play!

15/3/2022

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15th March 2022

We're with the Woking Gaming Club at The Sovereigns for some Tuesday evening entertainment.

Four Gardens is a game about you guessed it... four gardens, it's also about spinning a pagoda! I'm not sure if Spinning Pagodas would be a better name or not?
Why are players spinning a pagoda? Apparently, the pagoda contains some gods! Who... I guess... like... being spun?

What's in a game?
  • Pagoda: Although it has to be constructed, the game comes with a 4-level pagoda that spins, that is each floor spins independently - spinning is very important in this game!
    Each roof on the pagoda displays 0-3 of the resource icons. There are 4 sides to each roof and 4 roofs, thus 16 sets of icons.
  • Scoring board: There are 4 scoring tracks in different colours on this board, one for each of the game's 4 'gods'.
  • Cards: Four Gardens comes with 70 double-sided cards. The front of each card (Called the groundwork side.) displays various symbols and information while the back of each card shows one part of a panoramic illustration.
    Groundwork side: There symbols in the top corners, top half and bottom half. They are:

    God: In the top left corner of each card is the symbol for which god it is associated with and also which track it scores on when completed.
    Dots: The top right corner displays a number of dots, which is info on how the card's position in a panorama, it shows the type of panorama it is and both the number of cards in that particular panorama and where this card goes in that panorama.
    There are 4 'types' of colour coded panorama ranging from 2-5 cards in size.
    Actions: In the top half of each card there will be displayed 2 actions. One action is always a handcart action and the other will be a 'wild' or 'rotate' action. Using  one of the available actions requires the card be discarded.
    Cost: Finally, the cost to construct this card will be shown at the bottom.
    Panorama side: The backs of these cards each display part of a garden landscape, and certain cards can be placed together to form panoramic illustrations of varying size. The top 2 corners also display the same information as the top corners on the other side.
  • Tiles: The game makes use of a several types of small tiles.
    Planning tiles: These rectangular tiles each have 4 spaces to hold resources during the game.
    Bonus planning tiles: These square tiles have a single space and can hold a single resource alongside the owning player's planning tile.
    VP tiles: These tiles earn extra VPs.
    Wild resource tiles: This allows the player to acquire more resources as described below.
  • Tokens: There are 2 types of tokens in Four Gardens.
    Resources: There are 4 types of resource in the game, each one is delineated by both colour and shape. There are blue water drop, grey stone, brown wood/tree and green plant tokens.
    Score markers: There are 4 scoring trackers in each player colour, these are classic eurogame little wooden cubes.
The pagoda is constructed of fairly sturdy feeling card, each floor can be individually rotated and it felt a little precarious when doing so, having said that, it never felt like it would cause a problem. The pagoda comes in several pieces, has 4 'floors' and has to be constructed. Since I played someone else's copy, I cannot comment on how hard or easy that was. It's definitely the game's standout component though.
The resource tokens felt like they were wooden and the wooden cubes were pretty standard wooden cube components, which is something I like.
The tiles were standard quality card tile and fine, I thought having tiles with little hole to hold resource tokens was a pretty smart move.
The card were also pretty standard quality from what I could tell.

From the large, eye-catching and rotating pagoda to the tactile resource tokens shaped and coloured identically to their icons in the game; Four Gardens has excellent presentation.
The backs of the cards which, when placed together form the panoramic views of the titular feature excellent, colourful and interesting art.

Four Gardens features a fair amount of iconography, from the 4 scoring tracks and types of gardens to symbols for resources and different actions available on cards. F
or the most part, it's instantly understandable and there should be few problems with the iconography.


How's it play?
Setup
  • ​Pagoda: Randomly put together the 4 floors of the pagoda.
  • Tiles: Put out the 3 sets of tiles face-up in their 3 stacks. The bonus VPs and 'take wild resource' tiles should have the highest value at the top and be in descending order.
  • Cards: Shuffle the cards into a face-down deck(With the garden picture side up.).
    Draw 3 cards and place them 'face-up' in a drafting area.
  • Players: The players should organise themselves at about 90' around the pagoda, so they each have a side of it facing them.
    Deal 5 cards to each player and give them a planning tile in their colour.
     Each player should also place their score trackers on the 4 scoring tracks.
  • First player: Determine a first player.

On to play
As the name suggests, the objective is to create 4 garden panoramas using the backs of the cards.
​Four Gardens uses the traditional turn, with the active player acting with play then progressing to the player on the left.
During their turn, the active must perform exactly 3 actions. Each action also requires the player to play or discard one of the cards in their hand. There are 4 actions that can be performed, these can be performed in any order the player sees fit. The actions are:
  • Groundwork: With this action, the active player takes a card from their hand and places it in front of them, it is now ready to be 'constructed'.
    There are only 2 restrictions when laying a groundwork card. Firstly, 2 identical cards cannot be both played. Only 1 of each position in any of the panoramas can be played. Players are also restricted to a maximum of 3 groundwork cards under construction at any time.
    It's worth noting that when putting a groundwork card down, it does not have to be the first in a panorama.
  • Move resources: The active player must discard a card with the pertinent symbol (Which is all of them to be honest.) to move resources, this allows them to rearrange resources between groundwork cards or from their planning tile. Finally, the active player may discard resources from their planning tile and in fact, this is the only way to do to.
    Scoring: If, once resources have been moved around a card's cost is completed, it is then flipped over, becomes a panorama card and scored. Thus if the card had a blue symbol, the active player's score marker is moved 1 space along the blue track.
    Further scoring: That's not the end of scoring though. When a new card is added to a current panorama, all cards in that panorama are scored again. So if another card was added to the card with the blue symbol, then the active player would score in the blue track again. So it means that the 1st card played in a 5-card panorama would be scored 5 times!
    Completed set: If a panorama is completed, as well as scoring, the active player immediately acquires one of the bonus tiles and if necessary, resolves it.
    Knock back!: Each scoring track only reaches the '10' spot, if scoring would take the active player's marker above 10 on a track, they cannot go any higher. Instead, the scoring markers of all other players are pushed back 1 space instead!
    If a player's marker is then knocked back off the first spot on a track, then they cannot put the marker back on the track and will score 0 for that track!
  • Rotate pagoda/collect resources: This is the most complicated action in the game. It allows the player to rotate the pagoda and collect resources if they discard a card with the relevant icon. That icon will also determine which 'floor' of the pagoda is rotated and how resources.
    When a floor is rotated, all the floors above it are also rotated in a similar fashion and it is rotated 90'.
    After this, the active player collects all the resources for the side of the pagoda that are facing them. The icon will determine the order in which the resources are collected. Either from the top going downwards, or bottom going up. This is very important because when resources are collected, they are placed in the active player's planning tile spaces in the order they are collected. If there no spaces available in the player's planning tile, then unplaced resources are discarded. As you can see, the order in which resources are collected is very important.
  • Take a wild resource: If the active player discards a card with the wild resource icon, they can take a resource of their choice and place it either on a groundwork card or planning tile space.
    The wild resource tokens functions identically but allows the player to acquire multiple resources.
  • End turn: Once the active player has completed their 3 actions they draw cards from either the displayed cards or blindly from the deck until they have 5 in their hand, play then progresses to the player on the left.

​Endgame
Depending on the player count, once 8-10 panorama cards have been constructed by any player, play goes into the endgame and the current round is completed.
Players calculated VPs earned from the 4 scoring tracks and points they may have gotten from a bonus VP track.

Points are tallied, highest score wins.


Overall
I'll start by discussing the pagoda - the game's most obvious feature.
Is it a gimmick mechanic? Maybe. Does it work well? Definitely.
It's also quite a unique mechanic and not something I've seen anywhere else.

When used in conjunction with the rule limiting how many resources can be collected on the planning tile, it forces players to really think about how they have to manipulate the pagoda to get the resources they need:
It takes an action to empty a planning tile that's been filled unnecessarily and that's an action that could be used elsewhere.
I think it's a set of mechanics that works very well.

Talking about the pagoda does lead me to one gripe: Which is the rule where all players should sit around the pagoda at 90' angles. Players don't always have the right gaming space to accommodate this and while strictly speaking, it's not necessary as players can remember what side of the pagoda is meant to be facing them, it's inconvenient and finicky. 

The card-synergy, or more accurately score-synergy is a pretty clever rule, providing players a reason to work towards completing panoramas.
The 4 scoring tracks seem a little unnecessary but in practice they work fine.

This brings me to the knock-back mechanic. It feels a little harsh that, if a player gets their scoring marker knocked off the board, it can't come back into scoring. On the other hand if a player has reached maximum on a track and other players are lingering at the bottom, it's probably not a priority for those other players, so not that much of a loss. 
So yes, it feels a bit harsh but it's not game breaking.
All of this means players will look to optimise the order in which they play cards to optimise how they increase their scores. Concentrating on increasing scores in 1 or 2 tracks can potentially knock-back other players. Conversely, working towards completing panoramas can earn bonuses which may prove useful elsewhere; sometimes you'll be able to do both but sometimes not and looking for opportunities to exploit these times is vital.

The also makes use of a variation of the hand-as-currency mechanic, except here it's used to trigger actions and not to actually pay for something. Despite this difference, it places that same conundrum on players; which is how to choose which card to discard? Obviously, they'll be times when it has to be a card with the action they need but otherwise, it's another meaningful decision to make.

In conclusion; Four Gardens is a fairly easy to learn set-collecting game that provides players with enough decisions to be engaging, fun and provides unusual resource gathering and scoring mechanics which makes it feel unique.
I enjoyed it and think it's worth a try.
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In the Hall of the Mountain King

10/2/2022

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9th February 2022

It's Wednesday night and we're round Simon's for some gaming fun. The evening's game was In the hall of the Mountain King.

Ask yourself: What is it that trolls like to do? Live under bridges perhaps; no. Chase goats maybe; no. What about make trouble on the internet; no. What trolls really like to do is dig tunnels (The fancier the better.) and move statues!

What's in a game?
  • Board: In the Hall of the Mountain King comes with a double-sided board and the player count determines which side is used. Regardless of this; both sides depicts a mountain surrounded by wilderness and features a square grid that contains a large number of icons and is divided into 5 zones.
    Heart of the Mountain: This fiery spot sits at the centre of the board and is surrounded by 5 bands of colour which form the game's 5 zones. The furthest zone away is dark grey, the next is light grey, then red, orange and finally yellow which is the closest band.
    Buried resources: Across the board are a number of these icons on spaces.
    Rubble spaces: These spaces will hinder players as they expand through the mountain.
    Start spots: There are player starting spots throughout the dark grey band.
    Statue spots: There are also starting spots for statues littered throughout the dark grey band.
    Workshop spaces: These are empty spaces upon which players can build workshop if they get the opportunity.
    Pedestal track: Outside of the grid is this track which keeps tally of which type of pedestal have been built in each zone. There 3 types of pedestal and thus 15 spaces.
    Score tracker: Finally a score tracker runs the perimeter of the board.
  • Player board: There are one of these long rectangular for each player in their colour and every board contains information on the pricing structure/scoring for tunnel tiles as well as listing turn actions and the scoring for statues/pedestals.
    Along the top row are 4 indicators for card positioning and finally, the central area has a storage space to place resources.
  • Tiles: The game makes uses of numerous types of tiles.
    Gate Tiles: These are small tiles that fit on a single space on the board, there are 4 of them in player colours and they represent the starting spaces for players.
    Great Hall tiles: These square and rectangular tiles of varying size display artwork for different types of rooms, they go from 2x2 up to 4x4.
    Each tile has an altar space which is a blue/orange/white circle. Each tile also displays two different VP scores - more on this later.
    Tunnel tiles: These are sort of like tetramino shaped tiles except they come with a varied number of blocks ranging from 2-5, some of which have holes in them called anchors. They allow players to see the colour of the square and thus the zone beneath the anchor.
    Workshop tiles: These single space tiles will be placed by players on the workshop spaces during the course of play. Workshop tiles have special abilities which can be utilised by players.
  • Cards: There are various types of cards that In the Hall of the Mountain King makes use of.
    Spell cards: Each of these cards contains a spell that will benefit the player who uses it in some way.
    Troll cards: These cards are subdivided into even more types! The top half of each card features a picture of a troll and the bottom half will display resources.
    Starter troll cards: There are 4 sets of the 6 starter cards in each player colour. The starter cards feature 2 rows of resources delineated by a dotted line
    Troll card: The subdividing continues! The standard troll cards are further divided into type 1, 2 and 3. The higher the type, the more resource symbols the card will contain and therefore produce.
  • Tokens: In the Hall of the Mountain King also makes use of various tokens.
    Coronation tokens: There are 2 of these round card tokens, valued at 5 and 3 VPs respectively. As well as scoring for players, they trigger the game end.
    Pedestal point tokens: These small square tokens are used in conjunction with the pedestal track on the board, consequently there are 15 of them, valued from 1-4 VPs each.
    Pedestal reminder tokens: That's right, the game has tokens to remind players to do something and that something is to do with pedestals! These tokens are each coloured blue/orange/white.
    Resource tokens : Yep, In the Hall if the Mountain King also makes use of lots of different types of resources, 7 to be exact.
    Stone: Little grey wooden cubes are used to represent this resource.
    Iron: These are little black wooden cubes.
    Heartstone: These little wooden cubes are red.
    Carts: These brown wooden tokens are actually shaped a little like carts.
    Hammers: Green wooden tokens shaped like... hammers!
    Runes: These are actually translucent acrylic purple gem shaped tokens.
    Coins: Standard round card currency tokens.
  • Draw bag: A bag used to blindly draw pedestal tokens.
  • Meeples: There are 2 types of meeple the game makes use of.
    Statues: There are 3 types of statue in the game, they are coloured blue/orange/white. Blue statues represent ice and at the top, are shaped a little like an ice crystal I guess. Orange represents fire and has a flame shaped top, while the white statues are shaped like a crescent moon.
    Pedestals: Pedestals are identically shaped and come in the same three colours as statues.
That's it for components and In the Hall of the Mountain King uses a lot of them!

There's certainly a good amount of wooden tokens and meeples here, the acrylic crystals are also a nice addition.
None of the other components struck me as being poor quality and they're typical of what is expected in a modern game.
There are a couple of minor quibbles though.
The pedestal points tokens are a bit small and fiddly to handle
The second is a bit of personal grumble - which is that all the carts are brown but depending on where the carts are acquired from will represent different colours. Carts in a player's central area can be used for any colour of statue. But carts from icons on troll cards can only be used to move statutes of a certain colour - which is indicated by the colour of the icon used to acquire the cart! Makes sense... right? Maybe not? Surely it would have been useful to include some carts of the relevant colours?

There isn't a great deal of art in the game, mostly on on the spell and troll cards but it's all well illustrated with bold colours and and is fairly varied. There are 4 types (Or clans.) of troll cards and 3 types correspond to the blue/orange/white colour motif that runs through the game and I quite like how those trolls cards have a colour pallet to match it their types.
Having said that; the starter cards all feature the same piece of artwork that has been coloured matched to each player colour which is a little disappointing.

For the most, the game's iconography is actually straightforward and easily understood. Only the aforementioned issue with carts being a small problem. If the cart icon has a coloured background then a cart that is sourced from that icon can only be used for that colour of statue.
Luckily it's not a gamebreaker although it's finicky rule to remember.


How's it play?
Setup
  • Board: Which side of the game board that is used will be dictated by player count.
    Statues: The board must be populated with statues. Randomly choose the colour of the first statue and put a statue meeple of that colour it in any statue space, then randomly select a statue from the remaining 2 colours and place it in the next statue space going clockwise. Finally place the final colour of statue clockwise after the second statue.
    Now that there's a pattern of 3 colours, repeat the pattern going clockwise until all statue spaces are occupied
    Pedestal point tokens: Randomize the tokens face-down and place them in the 15 spaces on the pedestal track. Then flip them face-up
  • Workshop tiles: Shuffle the workshop tiles into a face-down and stack and draw 2 per player plus 1 more and place them out face-up. The remaining tiles have no use in the game.
  • Tunnel tiles: Sort the tunnel tiles by type.
  • Spell cards: Shuffle the spell cards into a face-down deck and deal 3 face-up. These 3 cards are called the spell book.
  • Bag: Put all the pedestal meeples into the draw bag and give it a vigorous shake.
  • Troll cards: Sort the troll cards by type and shuffle them into respective 3 face-down decks, then deal cards from the deck according to their type. When they are all placed, they should form a sort of ziggurat shape so they don't line up in columns, they are known charmingly as the Horde.
    Type 1: Deal 5 type 1 cards and place them in a row at the 'bottom' of the ziggurat.
    Type 2: Deal 4 of these cards and place them in a row directly above the type 1 cards but vertically positioned between the cards from the row below.
    Type 3: Deal 3 type 3 cards and also place them in a row above the type 2 cards, again vertically positioned between the cards from the row below.
    Pedestal meeples: Randomly draw 4 pedestal meeples from the bag and place them on the row of type 2 cards.
    Pedestal reminder tokens: Place 1 of these on each card in the type 3 row.
  • Coronation tokens: Depending on the player count put out 1 or both of these tokens.
  • 1st player: determine a start player.
  • Player boards: Give each player the player board, gate tile and starter troll cards in their player colour
    Gate tile: In turn order, each player should put their gate tile on to one of the starting spots on the board.
    Starting trolls: Each player should shuffle their 6 starter cards into a face-down deck, draw 2 and then should put 1 of the 2 cards into any of the 4 allotted spaces above their player board.
    Now draw another card and again put 1 of them into the 3 remaining spaces. Repeat this until all 4 spaces are filled in a row. This is the beginning of each players Trollmoot and as further cards are added will eventually resemble a pyramid.
    Each player should now have 1 card in their hand and 1 card left face-down.
    Resources: Each player gains the resources listed on the bottom row of the 4 cards they put into their playing area. Once the resources have been gathered, partially slide the cards under the player board so that the bottom row of resources are hidden.
    Bonus resources: The first player does not gain any bonus resources! However, all other player do. They will gain resources from the bottom row of 1 or 2 of the cards they didn't put into their play area depending on their position in the turn order.
    Regardless of whether players gain bonus resources or not, the 2 un-played starter troll cards are discarded out of play.
Phew! We're ready to go now.


On to play
Play during In the Hall of the Mountain King will have active player performing 4 actions before play moves clockwise to the next player.
  • Spells and workshop: The active player may perform one or both of these actions.
    Spells: The active player may spend a rune token to use the ability of any one of the 3 revealed spell cards by placing it on the pertinent spell card.
    Once a spell has accumulated 3 runes, it's discarded and new spell is drawn from the deck.
    Workshop: The active player may make use of one workshop's abilities which is connected to their tunnel network. It can be used as many times as it is connected to any tunnel network - even that of another player.
    Typically workshops allow players to swap around resources, any gained this way are placed into the storage on the active player's board.
  • Dig or recruit: The active player must perform only 1 of the 2 following actions.
    Dig: This involves spending resources to acquire a tunnel tile and place it on the board, there are obviously some restrictions and quite a few rules here.
    ​The cost of purchasing a tunnel tile is equal to the spaces it occupies, i.e., a 4 space tile costs 4 resources. This can be paid in only stone or only iron or only heartstone and not any mix if the 3. Players can trade any 4 resources for 1 of their choice at any time. When a tunnel tile is bought, it immediately scores VPs depending on it's size (Except the 2 space tunnel which scores nothing.) and the type of material used to construct the tunnel. Stone scores the least and heartstone scores the most as indicated in the bottom right corner of the player board.
    Next, the active player must put the tunnel tile on to the board; all positioning of and measuring of these tiles is done orthogonally. A tunnel tile can be rotated or flipped anyway the player chooses but must go adjacent to the active player's gate tile or a tunnel tile connected to the active player's tunnel network. Furthermore, there must always be at least 1 space between the networks of all players - no 2 networks can connect.
    If the tile covers any rubble spaces, the active player must spend hammer tokens equal to the rubble spaces being covered.
    If the tile covers any buried resources icon(s) or a statue meeple, the player gains them. Resources are placed into the storage space on their player board and statues are placed back on the same space on the game board but now on the tunnel tile.
    If the tile has been placed adjacent to an empty workshop space, the active player may place one of the available workshop there.
    If the tile that has been place has an anchor point on it and the active player has a pedestal in their storage then they may put the pedestal on the anchor spot, this can only ever be done just after the tile has been placed. There's a further restriction, each zone can only ever contain 1 pedestal of any colour. Since there are 5 zones, there can only be 5 pedestals of one colour in the game at any time and only 3 (One of each colour.) in each zone. There can be a maximum of 15 pedestals in the game which matches the 15 spaces on the pedestal track. Speaking of which, when a player puts a pedestal on the board, they immediately gain the pedestal point token from the space that matches the zone where the statue was placed and the statue's colour. This should be kept face-down in the players storage and revealed during scoring.
    Recruit: The active player may recruit one of the trolls from the Horde and depending on which level the troll is recruited from, it may cost 2 or 5 coins.
    If a type 1 troll is recruited, it costs nothing, if a type 2 troll from the middle row is recruited, the 2 troll cards beneath it must be bribed​ with 1 coin each, thus 2 coins. If a type 3 troll is recruited, then the 2 trolls beneath them must be bribed and then the 3 trolls beneath the the 2 must also be bribed for a total cost of 5 coins. all bribes are placed on the troll card itself. If a troll card acquires 4 coins, it's removed from play and replaced.
    When the active player takes a troll card, they also get anything on the card, including coins. So for a type 2 troll that would be the pedestal on it and on a type 3 the pedestal reminder token means they can take the pedestal of their choice from the bag.
    After a troll card has been taken, it is immediately replaced from it's relevant deck. For type 2 trolls, new pedestals are randomly drawn from the bag and for type 3, the reminder tokens are placed on them.
    Now the player must put the troll card into their Trollmoot. When doing this, it must go position above 2 other troll cards and overlap their top corners. Thus the 2nd row of a Trollmoot will contain 3 cards, the 3rd 2 troll cards and the top row will contain a single troll card, who become the chieftain of the Trollmoot. When the active player gains their chieftain, they can take one of the coronation tokens if there is one available.
    Additionally, when a card is added to the Trollmoot, it is activated, this means that the player acquires the resources listed on the card. Not only that, the 2 cards beneath the card are also activated and then the 3 cards beneath the 2 are activated and so forth in a cascading effect. This means that when the chieftain card is placed, it will activate all cards in the Trollmoot.
    When resources are acquired this way, they are placed on the troll card that generated them and not on the storage space on the player board. This is important to remember because if a troll card is already contains a resource it produces, then the player does not acquire it.
    This means it's a good idea to use resources on troll cards before those on the storage or to use workshops to cycle resources off of troll cards.
  • Great Hall: The active player may place 1 great hall tile per turn into their network by placing it on top of their tunnel tiles. However, the player's tunnel network must contain an area at least as large the great hall tile to accommodate it. E.g., a tunnel network must contain an area at least 3x3 in to to accommodate the 3x3 great hall tile.
    Every great hall tile has an altar space and 2 differing VP values. The 2nd value is what the tile is worth if a statue of any colour is placed on the altar space
  • Move Statues: The active player spend cart tokens to move statues.
    Cart tokens that come from the players storage on their player board can be used to move statues of any colour.
    Cart tokens that come from troll cards can only move statues that match the colour of the cart icon on that troll card. I.e., the cart token on a troll card with a white cart icon can only be used to move a white statue - even though the cart token itself is brown!
    Each cart token spent allows the active player to move a statue to anywhere on another tunnel tile (Or another space on the same tile - only 1 statue can ever occupy a single space.).
    This can involve putting the statue on a pedestal of matching colour which doubles the statue's VP value.
  • Next player: when the active player has completed all 4 phases, play progresses clockwise to the next player.
Okay, that's it for the main rules.

Endgame
The endgame is triggered when there no coronation tokens left to acquire.
The current round is completed and 2 more rounds are played.
Players then calculate VPs, a player's VPs may come from the following sources.

Score tracker.
Statues - depending on their position in the 5 zones and doubled if the player managed to place them on a pedestal.
Great hall tokens in a player's network - with or without statues.
​Pedestal points for placing pedestals.
Coronation tokens.
Unspent resources; these can earn points. Every 3-of-a-kind scores an extra VP.

Points are tallied, highest score wins.


Overall
Despite having quite a few rule to remember and sounding quite complicated, In the Hall of the Mountain King is actually pretty straightforward in practice and many of the rules are obvious when in action.

​There's definitely a couple of finicky rules though, and again - it's to do with the carts and pedestals. It feels like an unnecessary complication to have these differently coloured carts to move statues.
The rule that restrict pedestals to 1 per colour in each zone also feels a but cumbersome. I know why the rule is there: It encourages competition in a game that otherwise has little interaction between players.
​Players will want to be the first to get a pedestal as close to the Heart of the Mountain as possible. It locks out completing players and offers a big scoring opportunity.

It means that players are put into a balancing act of needing build their tunnel network but also acquire resources to make this expansion happen. Clever placement of tiles will earn players some resources but recruiting trolls is the best way to get them and you'll note that digging and recruiting are pretty much the only 2 mutually exclusive actions in a turn.

There's more to tunnel tile placement too, pedestals and thus statues have to go on anchor spots and it's these need to be as close to the centre of the board as possible, sometimes it'll be tricky to get it right, or it'll require not getting something else. Being able to avoid rubble spaces helps as well.
Resource management also has more to it. Spending resources from troll cards first is prudent, as is using workshops to change them into other resources - because they go back on to the storage space and not the troll card. It does involve trying to think ahead about what resources can be acquired and what will be needed.

This brings me neatly to the Trollmoot/Horde elements of the game, with their overlapping and cascading mechanics for both buying cards and acquiring resources they almost feel like a different game to the tile placement taking place on the game board.
I have to say that I like the cascading mechanic, it's simple but provides some interesting decisions for players to make. Building up a Trollmoot, like much of In the Hall of the Mountain King requires a little forethought.
If my calculations are correct, the cards in the centre columns will be activated the most. Players will want to identify and prioritise what resources they'll need in their Trollmoot setup. Additionally, deciding where to place a troll card will determine what resources the player immediately.

I do also have some concerns about the game, I found using the tunnel tiles, creating pedestals and moving statues more of a chore than satisfying and the game it didn't quite gel with me.
I'm also not sure how much value there is in replaying the game. The player and statue starting positions and workshops may vary but mostly the board's resources stay unchanged. And while the card mechanics are good, the cards themselves only vary in which resources they provide.

In the Hall of the Mountain King is another one of these games that does nothing really wrong and I've got nothing against the game. If someone else wanted to play it I would happily join in but somehow it's missing that 
special something that makes me want to play it again.
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Fantastic Factories

9/2/2022

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8th February 2022

Tuesday night games with the Woking Gaming Club at The Sovereigns continued with Fantastic Factories.

I don't know if factories are fantastic but I guess we're going to find out.

What's in a game?
  • Player board: These rectangular boards contain recessed spaces to assign 3 rows of up to 3 dice each and considered each player's headquarters.
    Research: This is the first row, dice of any value can be assigned here.
    Generate: Dice showing values 1-3 can be assigned here.
    Mine: Finally, dice displaying 4-6 can be assigned here.
  • ​Dice: Fantastic Factories comes with quite a few dice. They're normal six-siders constructed of translucent acrylic with rounded corners and dots.
    There are 5 sets of 4 dice in player colours and a generic set of 8 grey-white dice which players can acquire temporarily.
  • Tokens: The game makes use of various types of card tokens.
    Energy tokens: These round tokens are unsurprisingly marked with lightning bolts.
    Metal tokens: Metal bars are used to indicate these are metal tokens
    Goods tokens: There are 2 types of these token that show 1 or 2 crates and correspondingly represent 1 or 2 goods.
    Tool type tokens: There is 1 each of these 4 tokens and they show a cog, wrench, hammer and shovel. They are used to determine the type of tool required to hire contractors (See below for more on contractors.). Tool type symbols also appear on blueprint cards.
  • Cards: There are 2 types of cards in Fantastic Factories.
    Blueprints: These are the factories that players will build.
    In the top left it lists the cost to build the factory, this will include some combination of energy and metal as well as a tool. Additionally, when a blueprint is discarded, it will generate that tool type.
    In the top right corner it shows the VPs the card is worth when built. 
    Finally, in the bottom half, the card shows what kind of ability that blueprint will have when built, e.g, spending energy to get goods or something along those lines.
    ​Contractors: These cards have once-only abilities that are triggered when the card is bought (Contractor is hired.). Hiring contractors will cost a tool, the exact type of tool is determined by the tool type tokens.
  • First player marker: The game features a wooden first player token shaped like a factory, it even has a pair of polluting smokestacks!
The components in Fantastic Factories are average in quality, which means they're perfectly acceptable, there's nothing poor here. Having said that, the translucent dice look good despite not being wooden, speaking of which, the wooden first player marker is a nice touch.

From an art perspective, the game makes good use of cheerfully bright colours. The art itself uses heavily stylised illustrations of both factories and contractors which is fine and suits the game's slightly light-hearted theme.

When built, factories provide a varied amount of special actions, consequently the game makes use of quite a varied amount of iconography. For the most part it's straightforward, however, on occasion 2 cards may seem similar but they'll be a small difference between denominated by a single small icon or sometimes they'll just be something 
​I wouldn't say it's any kind of a gamebreaker or that there's too much iconography but for a few turns players will probably end up referring to the rules.


How's it play?
Setup
  • Tool tokens: Put out the 4 tool tokens in a line, the order does not matter.
  • Contractors: Shuffle the contractor cards into a face-down deck, then deal 4 face-up with each one in line beneath each tool token.
  • Blueprints: Also shuffle these into a face-down deck and again, deal 4 face-up, this time below the contractor cards.
    Marketplace: Thus this row of 4 tokens with 2 rows of 4 cards beneath also forms 4 columns and is what is called the marketplace.
  • Players: Give each player a player board, 4 dice in their player colour, 2 energy and 1 metal token.
    Finally, deal 4 blueprint cards to each player.

On to play
Broadly speaking, a round is broken into 2 phases; a market phase which occurs in turn order and a work phase, which can be performed simultaneously by all players.
  • Market phase: Starting with the first player and going in turn order, everyone may perform the optional action, then must choose one of the following 2 actions.
    • Optional action: By spending an energy or metal token, the active player may wipe one of the two rows of cards in the marketplace and have 4 new cards revealed.
    • Hire contractor: The active player may hire 1 contractor card by paying it's cost which will a combination of whatever energy/metal tokens it may require plus the tool symbol for the column it's in, the active player does this by discarding a card from their hand with a matching tool symbol.
      When a contractor is acquired, it's ability is used immediately and the card is discarded.
      That's not very realistic, if it was, the contractor would do nothing for 3 rounds and then charge the player again before doing anything!
      OR
    • Gain blueprint: The active player may buy a blueprint much as they would do with a contractor card except they do not need to pay the tool cost. When the active player acquires a blueprint card, it goes into their hand.
  • Work phase: This phase can be carried out by all players simultaneously if they wish.
    Roll dice: The first action that occurs in the work is rolling dice.
    After this, there are several types of action that can be performed during the work phase and players carry them out in any order they choose.
    • Headquarters/basic actions: All 3 basic actions involve assigning the rolled dice to spaces on the headquarters board. The numbers rolled will affect where those can be assigned and what they do.
      • Research: Dice with any value can be assigned to this action. For each dice assigned this way, the player can draw a card from the blueprint deck (Not the face-up cards.)
      • Generate: Only dice numbering 1-3 can be assigned to this action, then the player would acquire energy tokens equal to the value of the dice assigned. E.g., if a 1 and a 3 are placed in generate, the player would gain 4 energy.
      • Mine: Only dice numbering 4-6 can be placed here and each die assigned earn the player a metal token.
        Matched numbers: If a pair of matching numbers are assigned any single basic action, it increases the amount the player gain by 1. If 3 matching numbers are assigned, it would earn the player an extra 2.
        Putting 5 and 5 into research or mine would earn the player 3 blueprints/metal tokens.
        If a player somehow would manage to put 3, 3 and 3 into generate, it would earn them 11 energy!​
    • Build blueprints: Players may build any number of blueprint cards from their hand provided they can meet all the costs, this will of course involve discarding blueprint cards with the identical tool symbol.
    • Activate buildings: Players may activate buildings that have been built in any order they see fit. Each building can only be activated once per turn however.
      Buildings have an activation cost, this might be a resource or even a die and will produce some other resource for the player.
  • Extra dice: Some abilities allow players to acquire extra dice to use, these always come from the supply of grey/white dice, are temporary and will return back to their supply at the end of the round.
  • Next round: Once all players have finished their actions, the first player marker moves to the player on the right and a new round begins with the next market phase.

Endgame
Play continues until either a player has built their 10th card or acquired their 12th good.
In either case, the current round ends and 1 more round is played.
Players then total the VPs from their buildings and the goods they gained.

Points are tallied, highest score wins.


Overall
On a basic level, Fantastic Factories is mechanically pretty straightforward; acquire blueprints, acquire resources to build factories, use factories to acquire resources.

It's a mid-weight engine building game that provides players with strong card synergy and offers a good selection of choices and avenues to follow for building that engine.
I feel for the most part that players will want to focus on blueprints and building them, which is natural as this is what gets resources and VPs.
Players shouldn't neglect the contractors who provide instant if transitory benefits for a relatively low cost. Applied at the right time, they can be game changers - provided they're available at the right time! Once again, it's a case of reacting to opportunities as they are revealed.

There are a couple of there elements that make Fantastic Factories interesting.

Firstly; dice rolling. Players will never be guaranteed getting the results and thus the resources they want. It means that players may not be able to build the card they originally wanted to and will need to adapt and react to the situation as it arises for optimal play. Of course it's always possible to play it safe and have all the required resources before getting a card, it's safer but it's also slower.
Secondly; Fantastic Factories makes use of a hand-as currency mechanic. This forces players to think ahead, players may need to get blueprint cards just to discard for another building, or may be forced to discard a blueprint they still want in order to build another, it can be a tough decision.

There's also some high level play, where it pays to watch what other players are working towards then wipe the marketplace to deny another a player a card they want.

Fantastic Factories is a well balanced game, it's rules aren't particularly complicated and are easy to learn but also have depth that comes from recognising how to exploit the available cards that appear during the game to build their engine optimally and to maximum efficiency.
​The gameplay is solid and will appeal to fans of engine building games, which I am. so I guess factories can be fantastic!
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Llamaland

9/2/2022

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8th February 2022

Tuesday evening is here and we're at The Sovereigns with the Woking Gaming Club for some gaming goodness.

The 1st game of the night was Llamaland.
A whole land full of llamas, they get everywhere, all over the fields, hills and mountains!

What's in a game?
  • Player tiles: One of these starter tiles is given to each player and represents the beginnings of the player's estate. They're double sided and feature a grassy landscape overlaid with 4x4 grid which in part contains various icons for coins, villages, cacao, corn and potato.
  • Land tiles: There are 12 each of these 5 types of tetramino shaped tiles. Similarly to the player tiles, they are double sided and feature a grid with icons and grassy land.
  • Foundation tiles: These are small square tiles and depict brickwork, their use is explained below.
  • Cards: Llamaland makes use of various types of card.
    Llama cards: You can't have a game called Llamaland without llama cards!
    These come in three types; cacao, corn and potato which are displayed at the top in a row 4 of the relevant icon. There are 16 of each and they are numbered from 5-12 VPs and feature illustrations of moody llamas!
    Objective cards: There are blue and purple objective cards which feature objectives for players to achieve. Each objective card also has 3 numbered rows with spaces for players to place their markers.
    Character cards: These cards represent villagers and when acquired by players,  can be used to acquire bonuses of some sort. Each card has a stylised, cartoony picture of a fairly generic looking South American native.
  • Tokens: Llamaland also makes use of various types of tokens.
    Player markers: There are 4 of these small, square-like card tokens in each player colour.
    Coins: Grey coloured round card tokens are used for money.
    Crops: There are 3 types of crop token, potato, corn and cacao which correspond to their llama cards and are essentially other forms of currency. Not only does each have it's illustration, they are also differently shaped.
    Shepard's crook: This staff shaped token is the first player marker.
  • Meeples: Perhaps unsurprisingly, the game's wooden meeples are llama shaped, I guess they're lleemples?

Most of Llamaland's components are good quality, the cards feel a little flimsy but unless they're abused, they should be fine. Otherwise it's all good, the tiles all feel suitability solid and chunky. The tokens are fine, I like how they're the different shaped.
​
The most noteworthy component though, are the cute little llama meeples.

The art in Llamaland is nice and colourful, all the tiles are bright and eye catching, the art for the character cards is heavily stylised but I like it.
The illustrations used for the llama cards depict them as llama meeples. If you look carefully at several cards, you can see that some of them have slightly different expressions! It's a nice touch and I wonder how often these kinds of detail get noticed?

Much of the game's iconography is easily comprehended, however, some of the icons on the character cards can be unclear, this generally applies to cards that confer bonuses for covering other icons because they show the relevant icons being covered and those icons are a little obscure.
The blue objective cards will probably require referring to the rulebook to understand.
None of this is a gamebreaker though. It's unlikely that players will need to look up anything more than once or twice.

How's it play?
Setup
  • Land tiles: Sort the land tiles into their 5 types and shuffle them into individual stacks.
  • Llama cards: Sort the llama cards into their 3 types, give each deck a shuffle and then according to the player count draw cards from each deck. Turn these cards face-up and then sort them by value, with the highest at the top and lowest at the bottom
    The remaining llama cards are not used the game.
  • Character cards: Shuffle the character cards into a face-down deck, then deal a row of 5 cards face-up next to the deck.
  • Objective cards:
    Blue objectives: Shuffle the blue objective cards and deal 4 face-up into the central playing area.
    Purple objectives: Shuffle the purple objective cards and deal 3 face-up into the central playing area.
    Remaining objective cards are not used in the game.
  • Players: Give all players a starter board, each can choose which side to start the game with.
    Then give each player the 4 markers in their player colour and 3 foundation tiles.
  • First player: determine a first player and give them the Shepard's crook. All other players gain 1 or more coins depending on their position in the turn order.

On to play
LLamaland is played using a traditional turn structure, with the active player taking a turn adding tiles to their estate. Once that's concluded, play moves to the player on the left.
  • Take tile: The active player takes a land tile and places next or on to their estate, there are 2 ways to do this and each has a different 'bonus' action. When a land tile is placed, it can be freely rotated or flipped as desired.
    • Extending: When a tile is placed orthogonally adjacent to the estate on the 'ground level' it is considered to be extending. 
      Free action: The active player may place a marker when extending, more on markers below.
    • Building: Land tiles can also be placed on top of the estate but there are some requirements.
      A land tile cannot be placed exactly on a identical tile and cannot cover a space containing a llama meeples. Additionally, there can be no 'gaps' underneath the tile being played. The active player can use any number of their 3 foundation tiles to fill in gaps.
      Free action: The active player may 'collect benefits' for covering icons.
  • Place marker: When the active player has this action available, they can take 1 of their markers and put it on a empty row on an objective card - or if their markers are all already on cards, they can move a marker. A row can only contain 1 marker at a time.
    There is no immediate effect for doing this and it only comes into play at the game end. Whereupon the marker will score VPs for whoever placed it provided they met the objective.
    Blue objectives: These tend to be objectives about the placing of llama meeples (See below about placing llamas.) such placing 4 llama meeples in a row.
    Purple objectives: These objectives are concerned with acquiring llama cards.
  • Collect benefits: When building upwards, land tiles will be placed on top of the estate. If this land tile covers any icons, then the active player gains those resources. Thus covering coin, cacao, corn or potato icons will gain those tokens, covering a village icon allows the player to take a character card of their choice from the row, or draw one blindly from the deck.
  • Feed a llama: Once the active player has extended or built upwards and completed the associated action, they can choose to feed exactly 1 llama in their turn by spending 4 of the required crop, players may choose to spend coins in place of crops by spending 2 coins per crop, then the active player performs the following 2 actions.
    Take llama card: The active player takes the topmost llama card form the stack associated with the crops they spent and puts it into their play area.
    Take llama meeple: The active player must also take a llama meeple and put it on to their estate. The meeple must go on to a empty green space. Furthermore, going forwards, land tiles can now no longer be placed on top of a meeple.
    10 crops: if the active player has 10 or more resources during this stage, they must feed a llama in this turn.
  • Character cards: These cards can be used once per turn each. Some cards which allow one resource to be swapped for another have double ended arrows, these means the swap can go either way.
  • Next player: Once the active player has finished, play move to the person on the left.

Endgame
Play continues until one of the following criteria is met.
There are 4 or less land tiles less, regardless of type.
There is only 1 type of llama card left.
In either instance the game goes into the endgame and play continues until all players have had an equal number of turns, then it goes to scoring.

Every llama card acquired earns its listed VPs.
A player marker on a objective card that the player has successfully completed earns that player its listed VPs.
Unused crop tokens earn 1 VP each.
Every 2 unused coins earns 1 VP.


Points are tallied, highest score wins.


Overall
Broadly speaking, Llamaland's gameplay is divided into 3 areas.

I'd say that primarily the game is concerned with tile placing mechanics. Much of the gameplay here will be familiar ground. Players cannot predict exactly what tiles will be available when drafting tiles will be available in their turn and will need to adapt to circumstances and look for opportunities. Pretty standard stuff.
The unusual element here is building upwards, it adds an extra axis (sic) to the gameplay. It's vital to build upwards efficiently, there's no other way to get resources and players will want cluster desired resources in such a way that it makes covering them quick and easy.

The second element is acquiring and placing llama meeples. When placing them, players will not only have to think about completing blue objectives but also trying to not hinder the placement of later tiles.
Chances are that players will have more than one objective for placing llama meeples and they'll want to maximise the placing and there's definitely some synergy going on between objectives. Many purple objectives require 4 of a kind llamas and some blue ones require placing 4 llama meeples on the estate in a certain, thus it's possible to work to both objectives together.

The third mechanic and one I find interesting is placing markers on objectives.
Placing markers later in the game is safer as players will have better idea on what they can achieve, or might already have achieved however, they end up having to put their markers lower value rows. Placing markers earlier though, means players can go for the bigger VP rewards - provided they can complete the objective. When a player puts one of their marker on an objective, they're essentially making a bet that they'll complete the objective.
It's a classic risk and reward mechanic.
It also makes individual objectives pretty apparent to all players, if someone's just put their marker on the collect 4 potato llamas objective card, it's safe to assume what they'll be going for and others can respond as they see appropriate.

Llamaland is a cheerfully colourful game that manages to always provides players with meaningful choices to make and strategies to utilise which I found it an engaging and fun.
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