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That's Life!

26/7/2021

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25th July 2021

Sunday gaming on Board Game Arena continued with our next game.

If Esther Rantzen ever made board games, it probably wouldn't be this one, for starters, there's no dog that says 'sausages'!

Caveat: We have only ever played That's Life! digitally online.

What's in a game?
That's Life! is all about travelling along a route consisting of a series of randomly placed hexagonal tiles, where the bad ones outweigh the good ones, generally trying to manage those bad situations with a bit of luck and occasionally encountering generosity or greed. Maybe that really is what life is all about?
  • Start and end tiles: This pair of tiles mark the start and finish of the route.
  • Plus tiles: Plus tiles score points for players when acquired, there are 8 of them, ranging in value from 1 to 8.
  • Minus tiles: When minus tiles are acquired, they lose points for the capturing player. There are 18 minus tiles valued from -1 to -10.
  • Lucky tiles: These will turn minus values into plus ones, as they may be used to swing a large number of points they can be very powerful. There are 6 of them.
  • Action tiles: The 4 tiles are double-sided and are marked gift/steal.
  • Meeples: Up to 3 meeples per player.
  • Die: Every roll and move game needs dice and this is a standard six-sider.
There's a more complex version of the game we didn't play that involves 'guard' meeples.

How's it play?
Setup
  • Take all the plus, minus and lucky tiles, then shuffle them into a face-down stack of 32 tiles.
  • Put down the start tile.
  • Draw 8 tiles from the stack and place them in line starting at the start tile to form a path, the exact route of the path isn't important.
    Next, place an action tile (Gift side up.) at the end of the path and after the 8th tile.
    Repeat this with the 24 remaining tiles on the stack and 3 action cards to continue the path.
  • Place the end tile after the final action tile to complete the route.
  • Give each player 2 or 3 (Depending on player count.) meeples in their colour and place them all on the starting tile.
  • Determine the starting player.

On to play
The goal in That's Life! is to journey to the game's end, acquiring those scoring tiles as you go while trying to avoiding those minus tiles. How's this done?
  • Roll the dice: The active player rolls the die and moves one of their meeples by that rolled amount.
That's it, well OK, not exactly, there's a bit more.
  • Picking up tiles: When one of the active player's meeples leaves a tile and there are no other meeples on it, then they MUST pick up the tile (Unless it's an action tile - see below.).
    Tiles picked up by a player are placed into a single stack in the order they were acquired, thus the most recently collected tile will always go on top of the stack.
  • Action tiles: If the active player moves one of their meeples off an action tile and there are no other meeples on it, then the action card's gift/steal ability is activated, depending on which face is up.
    Gift side up: The active must give the tile on top of their stack to another player, who places it on top of theirs.
    Steal side up: The active player takes the topmost tile from someone else's stack and places it on top of theirs.
    Flip sides: Action tiles are not collected by players and always stay in the route, instead they are flipped over to their other side.

Endgame
Play continues until all players' meeples have crossed the finish line.
Each lucky tile acquired by a player can now used to convert the score from a minus tile into a plus, then all points are tallied, highest score wins.

Overall
There's no getting away from that fact that this is a roll and move game, it may give you 2 or 3 choices from that roll, but it still is what it is. 
That's not to say it's all bad, usually at least 1 of the 2 or 3 choices a player is given is meaningful.
Finding a way to linger on a plus tile until other players have to leave (Or getting off the tile before other players even arrive!) will earn victory points and players will obviously also want to avoid the minus tiles. However, minus tiles sort of reverses this, players will look to linger on a bad tile in the hope that another player will land it, allowing them to potentially escape. Furthermore, minus tiles outnumber plus ones 18-to-8; that's more than double, landing on them is inevitable, so is picking them up.
This is what makes the lucky tiles such gamechangers with their ability to mitigate negative penalties, if a player has a lucky tile in their stack, suddenly that big minus tile becomes an asset, provided of course someone doesn't steal the lucky tile in the meantime.
All of this is also largely dependant on what other players do, because they'll also be trying to linger on good tiles and escaping bad ones.

That's Life! is a very easy game to learn and comprehend. I feel that it will have crossover appeal to non-gamers but for us, it felt a little too light and a little too luck-based; because players invariably end up collecting more negative tiles than positive, it ends up lending the game a negative feel - even though generally it will affect all player equally (Maybe life is like that?). It meant we didn't find That's Life a satisfying experience or a compelling game.
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Pit Crew

24/9/2019

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12th July 2019

Friday gaming in lieu of WFRP continues with the 3rd game - 'Pit Crew'

We've all seen it, when a racing car pulls into the pits and the pit crew goes mental changing the tyres and refuelling the car.

Pit Crew is a 'team-based' card game that attempts to emulate this frenzied burst of activity by being a 'real-time' game.
How does this work? Well let's get to it.

What's in a game?
Pit Crew is a team based game and players will be in up to 3 teams of 1-3 people each. Thus the game supports 2-9 players. Components include:
  • Game board: Depicting a oval race track.
  • Wooden cars: To go on the race track.
  • Car sheets: These each depict a racing car, one is given to each team. Each car sheet has 5 numbers, one of each tyre and one for the roof (Which represents fuel in the game.).
  • A large deck of cards: Numbered 1-10 in black and white.
  • A smaller deck of cards with special abilities.
  • 2 Dice: normal six sided dice.
The components are fine, unremarkable and completely functional.

How's it play?
Firstly, all players are split up into teams of up to 3 each.
Each team is given a car sheet and each team is dealt a hand of numbered cards (Split between the team players.).

The objective of Pit Crew is to change the tyres and refuel your car as a team and then race it around the track on the game board. All of this is done in real time!

Changing tyres
To change tyres, the team must play 4 cards next to each tyre.
  • The value of the first card must be 1 high or lower than the number shown on the car sheet. Thus if the car sheet has a 7 next to a tyre, the value of the card played by the team must be 6 or 8.
  • The value of the second card must be 1 higher or lower than the first card played.
  • And so on, until all 4 cards have been played.
  • This must be done for all 4 tyres.
Refuelling
In order to refuel the car, multiple cards must be played on the refuelling number on the car sheet. The combined values of all of these cards must equal the value on the car sheet. Thus if the car sheet has a value of 23 for refuelling, then playing a  6, 4, 10 & 3 would equal 23.

Exiting the pits
Once all 4 tyres and refuelling has been completed, the car can exit the pits and enter the race.
However there's a little twist here. The better the pit change, the quicker the car comes out of the pits (The more spaces it moves.).
How is this calculated?
This is where the colours of the cards come in play.
If the cards used to change tyres are of a certain colour combination, then the car gets a bonus when leaving the pits.
The same is the case for refuelling.

Conversely; if the cards played on the tyres or fuel are the wrong numbers, then the car will suffer a penalty when leaving the pits.
If the penalty is bad enough, the car might crash out of the game!

Racing
Once a car exits the pit lane and begins racing, the team rolls a die to move. This rolling is real time and the quicker they roll the dice, the more they can move.
However once all cars have exited the pits, real time rolling ceases. From now on all rolling is done in turn order until the race is completed.

A game consists of several races. After a race is completed, each team is given a 'bonus' card.
Bonus cards confer random special abilities that can help a team or be used to hinder an opposing team.

Endgame
Once all the races have been run, the team that has won the most races wins.

​Overall
Pit Crew is a small, quick and easy game to learn. Which is good, because stopping to query the rules in the middle of a real time game could prove tricky.

This is the first real time tabletop game I've played and I've always been a bit suspicious of the concept. But Pit Crew was fun. I think this partially because each team plays separately and does not interfere with each other during the real time phase of the race. You have your teammates to consider!

Pit Crew is a cooperative game about completing tasks quickly, but accurately in a team. The Pit Crew theme fits it very well.

I think that Pit Crew is a game worth trying.
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