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8th October 2023 It's a Sunday and we're logged into Board Game Arena for some more gaming. Quibble: 'A minor objection, small complaint, or trivial criticism.' Something I've done a lot of in the past! Quibble the game: Collect sets of cards to score points! Caveat: we've only ever played this game digitally. What's in a game? Cards: Quibbles comes with a deck of 132 cards numbered 1-6 (In terms of card distribution, there's slightly more cards in the higher numbers for reasons explained below). Each card also contains a colourful illustration of one of a variety of cubic looking characters. These also seem to be colour-coded according to number number. The cartoony, humorous, anthropomorphic and cheerful cubes featured in the artwork here are a bit of a left field choice and is clearly meant to appeal to a family audience. It's very crisp artwork which works well and also very colourful, which is something I generally like and that is the case with Quibbles. In terms of iconography, there's only basic numbers used here. Nothing any players should have any trouble with. How's it play? Setup Display: Shuffle all the cards into a face-down deck. Deal 6 cards face-up into a central drafting area - 'The open display'. Players: Deal 6 cards face-down to each player. First player: Determine a starting player. On to play Players will be collecting sets of cards in order to then play a card into their personal playing area. These cards will be worth their value in victory points (VPs). Quibbles uses a traditional turn order with the active player acting before play progresses to the player on their left. The active player's turn consists of 3 stages. Action stage: The active player must perform 1 of the following 3 actions.
Endgame As soon as any player has cards in their collection which total up to 21 or more VPs, they immediately win the game! Overall
Thematically, Quibbles is quite abstract, the theme and artwork don't really connect to the game which is a fairly lightweight set collecting game. That's not to say I don't like the artwork because I do, it's colourful and cheery. To be frank, I'm not sure how you'd attach a theme to a game like this - but let's not quibble (SIC) about it. Mechanically, Quibbles is straightforward, players essentially have a choice of 3 ways to discard and draft cards, albeit in a way that feels slightly counterintuitive. I.e., discard a single card to draft sets or discard multiple cards to draft single cards - although writing it down has made it sound a lot clearer! Players will be looking to draft cards as efficiently as possible, that is make as fewer plays as possible to get the cards to be able to put one into their personal area. Quibbles employs a nice little balancing mechanic in this regard; number 6 cards earn the most VPs but they also require the most collecting and discarding to put into a player's collection. Players will also need to think about the cards they'll be discarding as this make break up sets they're working towards. All of this will involve a bit of thought, a touch of luck and some adapting to what becomes available in the open display to make mostly meaningful decisions, Potentially, there's a higher level to play which would involve watching what other players are drafting and trying to anticipate what they're planning to put into their collection and then drafting those cards to deny them but realistically, I'm not certain that it's a efficient use of an action - unless it occurs by happenstance. Additionally I do have one gripe; which is the game ends as soon as any player gets 21VPs instead of playing out to equal turns. I suspect this is to stop ties. I'm probably overthinking it all of this though. I feel that Quibbles is a game squarely aimed at a family audience and not players like me. It might take younger players a couple of turns to grasp the discard-this-to-gain-that mechanic but once they do, It'll probably be a good game for them.
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3rd September 2023 It's a Sunday and we're logged into Board Game Arena for some gaming diversions. Knarr: A type of Norse wooden ship which was used for trading and exploration. Knarr the game, can you guess what it's about? Caveat: We've only ever played this game digitally. What's in a game? Board: This is a rectangular, landscape orientated board which depicts what I would imagine is a Viking coastal settlement - which fits with the game's theme.
Player board: Each player board (Ship sheet.) comes in a player-colour and is double-sided, displaying a 'normal' and 'advanced' side. They are unusually shaped (looking a bit like sails) with 3 circular indentations on both the left and right sides which are used to slot tokens. The left side is for recruit or 'crew' tokens and the right for silver bracelet or 'trade' tokens. Along the top are 3 vertical tracks or columns which will display 1 or more of the game's resources. Along the bottom, it displays the each player's starting resources. Cards: Broadly speaking, Knarr uses 2 types of cards, destination cards (which are landscape) and Viking cards.
Tokens: Knarr makes use of several types of token.
Knarr features 2 types of artwork, that which appears on the Viking cards and that which appears on the destination cards. The Viking cards use a kind of line-art illustration style with high quality illustrations that is clear and colourful with detailed and interesting looking characters. In slight contrast, an excellent painted art style is used for destination cards. Depicting a variety of vistas and landscapes with evocative artwork using moody, distinct palettes. All-in-all, Knarr has top notch presentation. There are a few icons used throughout the game and the optional rules introduce some more but they are mostly self-explanatory or easily understood, I imagine they will be quickly learned. The game also uses colour-coded icons on the bottom of Viking cards to increase accessibility. It's good to this done and shows that care and thought has been put into the game. Note: The 'normal' version without variant cards was played. How's it play? Setup Cards: Sort the cards into their 3 types (decks A, B and Viking deck) and shuffle each into face-down stacks.
On to play Players will be playing Viking cards in order to then spend the resources on those cards, this can have a number of results. Viking cards can then be spent to acquire destination cards which will in turn, give them further resources and Reputation/VPs. Knarr follows a typical turn with the active player acting before play progresses to the player on their left. A player's turn consists of 2 phases. Reputation: The active player increases their VP score according to their position on the reputation tracker. This will be 0-5 points. Action: This is where the bulk of the game takes place and the active player must perform one of the following 2 actions plus they may choose to also perform the bonus trading action.
Endgame Once any player reaches 40 VPs on the score tracker, the game end is triggered and play proceeds until the end of the round and all player have had equal turns. Points are tallied and the highest score wins. Overall
While Knarr is something of an abstract game but it's also fairly strong thematically. Players will be recruiting Vikings with specific skills to utilise and then sending to faraway lands to either explore or settle and create trade routes. The game play matches that well. Gameplay-wise, Knarr sits in a sweet spot of having easily learned mechanics (At its core there are only 2 types of action in Knarr.) while also providing players will some nuanced decisions to make. Recruiting is likely the most common action a player will take and there will be several considerations to make even though they will only have a choice of 2 cards in their hand at any one time. Obviously the resources Viking cards provide the player is vital, increasing reputation for example will create a consistent way to generate VPs, gaining tokens will provide flexibility etc but colour is also important. Creating a large column of a single colour can generate a lot when it's activated provided it is activated. Sometimes however, a player might want to hedge their bets instead though. Building up a column in a single colour will also probably limit a player's choices when it comes to gaining destination cards. The other area where colour becomes important is when drafting Viking cards. A player may decide to play a card of a certain colour just to draft a card in that colour's slot on the board - although a recruit token may be spent to mitigate this. Exploration is the other action that a player may select and it comes with it's own choices. Firstly, the player must spend Viking cards in order to acquire a destination card. This alone can be a bit of a tricky decision as it will probably entail losing cards that have proven to be useful. Next the player will need to consider what the rewards will be. The instant rewards are pretty straightforward in what they provide but the 3 trading columns are a different kettle of fish. Similarly to the columns of Viking cards, the columns on the player board and destination cards can be activated to gain their respective resources. However, the resources on the rightmost column are expensive (in that they cost 3 silver bracelet tokens to activate), so theoretically, loading up the leftmost column is the most efficient way to trade for goods but it's likely that the cards won't be so obliging. Once again players will decide how build up the columns and this will be affected by which destination cards are available to draft. Ultimately, players will need to balance the efficiency of concentrating on a smaller number of columns with need to diversify for the purposes of flexibility. This will require a mix of planning and exploiting opportunities as they arise. There's not much to fault here, at times I did find it somewhat frustrating that I couldn't draft the Viking cards I wanted but I think sometimes that it's par for the course for a drafting game. I also feel that perhaps the reputation track and its mechanics are a bit over strong. Otherwise, Knarr is an accessible, fairly quick to play drafting and engine-building game that presents players will tricky, meaningful decisions. It also has a strong Viking theme and equally strong style and presentation. If this appeals to you, then Knarr is worth giving a try. 21st August 2023 It's a Monday night and we're logged into Board Game Arena for some gaming goodness. Flip those cards! Steal 'em or give 'em away in Color Flush, a lightweight set-collecting card game. Caveat: we've only ever played this game digitally. What's in a game? Cards: Color Flush consists of a deck of 50 cards. They are somewhat elongated and narrow compared to typical playing card proportions. All cards are double-sided and display one of several colours each side, generally they will be 2 different colours but the are cards that the same colour on both sides. Well, that's it for components! While there's no artwork to speak of on any of the cards, the colours used are generally bright and vibrant, they also display patterns for each colour which have no doubt been included to improve accessibility. There are also no icons either. All the game's information is related through colours and the game is flush with those (SIC) (Sorry.). How's it play? Setup Cards: Shuffle all the cards into a deck, there is no back or front, so no face-down or face-up cards. Deal 7 cards to each player; each player should make sure NOT TO LOOK at the other side of their cards, they should only know the colours of the sides of the cards facing them. The remaining cards become the draw pile. First Player: Determine a starting player. Onto to play In Color Flush, the objective is to be the first player to have all the cards in their hand (facing them) with the same colour. Color Flush follows a traditional turn order with the active player completing their turn before play progresses to the player on their left. On their turn, the active player must perform the 3 actions below, however they can complete those actions in any order they see fit. Flip: The active player flips one of the cards in their hand to the other side. Give: Without flipping it, the active player must either give a card to another player or puts it on the draw pile. Take: The active player must take a card, either from an opponent or from the draw pile and adds it to their hand without flipping it. Other rules: There are some other rules that also apply.
Endgame The moment any player has cards of only 1 colour in their hand, they immediately win the game. Overall
Color Flush is obviously a very abstract game with no attempt to attach a theme to the set-collecting mechanics. I'm fine with this but I know some people will bounce off this. From the brevity of the write-up, it's easy to see that Color Flush is a very lightweight game which offers some straightforward if unpredictable mechanics. Players have 3 actions they must perform, the only variation is in the order in which they do so. This is a game that mixes memory gameplay with a degree of luck: When collecting their set, players will need to remember both what cards they've given or had taken away as well as what on the other side of cards. Then use this information to try and complete a set as quickly as possible. It means paying attention to what other players are doing. Of course players also have to deal with drawing cards they don't need and particularly, the occasional black card which will quite figuratively change everything! I can't really fault Color Flush; it's an accessible game with a quick playtime but for my tastes it's a bit too light. Coupled with the randomness of frequently losing cards (Which may or may not be part of the set you're trying collect.) or having your entire hand switched made for a experience frustrating more than fun or satisfying. Not one for me but perhaps a game that could be considered for younger players or as an entry level game or maybe a party game. 6th August 2023 It's a Sunday and we're logged into Board Game Arena for some gaming fun. Time to set things up in Setup, an abstract tile-laying, set-collecting game Caveat: We have only ever played this game digitally. What's in a game? Board: Setup features a board within an almost Octagonal shape and which contains 12 interconnected square spaces. At each of the 4 orthogonal edges of the board are 2 spaces which are both 'coloured' in 1 of the 4 player colours. Thus, each player 'controls' the 2 spaces in their player colour.
Card tiles: Setup makes use of tiles which are a bit like cards; hence the name! Unlike a normal deck of cards, there's an extra suit here - Star. Additionally, each suit goes from 1-10 with no 'picture' tiles. With one of each tile, there's a total of 50 tiles. Bag: In the physical game, there's a bag that comes with the game. Meeples: There's one each of these in the player colours Tile racks: Also only in the physical version are tile racks again in all player colours which players use to hold and hide their hand of card tiles. Setup is a pretty abstract game and there's no conventional artwork to speak of. It's a fairly colourful though with cheerfully bright compnents. There's also little to be said about the iconography - if you understand a deck of cards, you'll understand this. Nothing here would prove a problem to understand. How's it play? Setup Time for the setup for Setup! Card tiles: Put all the card tiles into the bag and give it a good shake! Board: Put the board into the central playing area, blindly draw 4 cards tiles and place them into the 4 central most spaces on the board. Common hand: Draw another 4 tiles and place them face-up in a row adjacent to the board. This is the common tiles, more on that later. Players: Each player should select a colour from one of the board edges (Ideally the edge closest to the them.) and take the meeple and tile rack in the matching colour.
On to play Setup is essentially a set collecting game, although technically, player don't collect sets just score them. This is done by playing tiles to create sets which can be 2-of-a-kind, 3-of-a-kind etc or runs, e.g., 3-4-5-6 and so on. Setup uses a traditional turn order with the active player resolving their turn before play progresses to the player on their left. During their turn, the active player will have 1 of 2 basic options open to them. Play tiles: The active player may play any number of tiles from their hand and also from the common hand on to the board provided the tiles played create at least 1 set. When placing tiles on the board, the active player may place one on top of an existing tile if they so wish.
They remove any number of tiles from their hand and draw replacements from the bag. their discarded tiles are returned to the bag. End of turn: Once the active player has completed their action, play then progresses to the player on their left. Endgame Whichever player crosses the finishing line on the score tracker first, wins! Depending on the player count, the finishing line could be 23-31 spaces along the tracker. 2v2 game: I should note add there is a 2v2 team variant of the game that plays almost identically if a team based game interests you. Overall
As far as theme goes, Setup is clearly an abstract game and doesn't have or need a theme. Setup is pretty straightforward and it's core mechanic will be familiar to many players; collecting sets of matched values or numerical runs - it's a mechanic that's often been employed. Players will looking to both play their own tiles with maximum efficiency and also exploit card tiles played by their opponents but without giving them bonus points if possible. It will mean players will need to keep an eye out on the potential to score multiple sets as a time. Being able to play a card tile on top of another tile adds a interesting dynamic as it can change things up a bit. Finally, players may also want to consider exchanging tiles or not. It may be possible to create bigger sets by holding off but then there's also the risk of losing access to useful tiles on the board if they get covered. Otherwise I think that's pretty much it for mechanics and strategy This is a lightweight game that has a quick-ish play time and could be a good introductory crossover game or one for younger players except for the scoring. Yes, tiles which are played can be scored multiple times as part of multiple sets and also trigger bonus scoring but also can only be scored once per turn. It's not particularly demanding to track all of this but it's a just little fiddly for what the game delivers. While the mechanics employed are tried and tested and provides meaningful decisions to make, it's also quite unremarkable with bare bones gameplay. There's nothing wrong here but I just can't find a reason to recommend it other than to someone that might want a basic set collecting game if they didn't already got one. 11th June 2023 Sunday evening is here again and that means some gaming goodness on Board Game Arena. Line up those numerical cards in this abstract, lightweight and compact set-collecting card game! Caveat: We've only ever played this game digitally. What's in a game?
There's no artwork to speak of in Line-it other than some abstract shading. It does however make good use of bright, brash colours which looks fairly eye-catching. Again, there's also no iconography to speak of in Line-it other than some numbers. Players will have no trouble understanding the game. How's it play? Setup
On to play In Line-it, players will be drafting cards then using them to create a row of cards (The titular line if you will) and this row must either ascend of descend numerically from left-to-right. Once a line reaches a 'suitable' size, players can then choose score that line by 'completing' and adding it to their personal 'scoring stack' which represents their victory points (VPs). A round in Line-it is played using a traditional turn order with the first player acting before play progresses to the player on their left and so on.
Endgame The endgame is triggered when there are not enough cards to create a full market at the start of a round. Then the following occurs. Firstly, any remaining cards from the deck are placed on to their corresponding jackpot tokens. Then in turn order, each player gets the opportunity to play 1 card from their hand to their line (Increasing their score and potentially gaining a jackpot.). Finally, all players must complete their current line. Now players calculate their finishing scores. Each card in a scoring stack is worth 1 VP while bet tokens are worth their displayed values. Points are tallied, highest score wins. Overall
Line-it is an abstract drafting game that doesn't attempt to awkwardly shoehorn a tenuous theme on to itself and while I know plenty of players for whom theme is important, I myself have never found the lack of it an obstacle to enjoying a game. In this regard, some people may be put off by Line-it's lack of theme but YMMV. Rules-wise, Line-it is a straightforward, easily understood rules-light but luck-heavy game. Players have to draft a card and then choose whether to play it to their line or 'bank' it to play later. Players will initially look to draft a very low or high card to start a line, giving them the most leeway to create longer lines and players will want to create long lines. The game's action economy dictates that (Ignoring jackpots.) completing a line after 6 drafts will score 3VPs - which is 0.5VPs per action but completing a line with just 4 cards would score 1VPs and that works out to be only 0.25 per action. Worse of all, having to complete a line of 3 or less cards would give 0VPs for per action. Something players will definitely want to avoid. Because of the inherent luck present in Line-it, at times players will have to deal with much less than optimal choices while drafting cards - doubly so when a player is going later in the round and their choices lessen even more. Of course jackpots throw something different into the mix, sometimes justifying completing a line 'early' to gain those bonus cards. E.G., discarding a line of 3 yellows to gain a yellow jackpot card would earn 1VP which works to be .33VP per action. Having said that, getting 3 cards of the same colour will not be particularly quick, especially if other players can get there quicker. Bet cards also provide a extra element to think about. Although their usefulness will vary: They can be a good source of VPs in the early game or early in a player's line but conversely be very negative in the late game or of if added later in a players line. Players will need to think carefully when considering the risk of adding a bet card to their line. The other element for players to consider is placing a card into their hand. Being able to bank a card can be vital to success. There's a bit of higher level of play in Line-it that can come from storing and playing a card of a certain colour or value can prove advantageous at the right time and sometimes. Additionally, a player being able to put a card into their hand simply to just to avoid playing it can also be useful. Wisely, the game limits player hands to 2, otherwise it would be too useful an action. So while Line-it does give players meaningful decisions to make, the can also be very luck dependant and sometimes players will be faced with nothing but less than optimal choices, particularly when they go later in the turn order and their options dwindle. The scoring also felt somewhat frustrating, having to discard 3 cards before scoring feels wrong. I know why that mechanic exists - it prevents players scoring short lines of 2 cards or so which is not something you want in a game about creating numerically linear lines of card. Even so, it felt counterintuitive and even unfair! Another element I found counterintuitive was when I would habitually think, 'I'm going first next round, so I'll draft one of those cards not taken this round' only to see them discarded into their jackpot stacks. I know this is my fault but again, it felt frustrating and only served to highlight the game's randomness. I'm probably overthinking it though. Line-it is an accessible game that will probably play quite well with non-gamers. It's also a quick filler game that could be used to begin or end a long gaming session and not something to pour huge amounts of though into. If you like a lot of luck in your filler games, Line-it could be for you. For me though, it didn't have quite enough to engage me. I applaud a game for it's simplicity and accessibility but having said that, I did find Line-it just a bit too simple and random for my liking. 8th June 2023 Gaming night in Aldershot continues with Village Rails in what is described as 'A game of locomotives and local motives'. Although most of those motives appear to be planning holiday trips through the English countryside and probably to the south coast in this follow-up to the game Village Green. What's in the game?
Component quality is good throughout and there's nothing bad to write about. The cards are of the standard expected from a modern game and understandably smaller than usual which keeps the game's footprint from getting too large. The frames and coins are all made of sturdy card and also to the standard that is expected from a modern game. While made mostly of card, the score trackers are both a nice and useful addition, doing away with the need to use tokens to track what is a relatively high scoring game. The art direction in Village Rails is also for the most part good. It has a watercolour aesthetic that depicts the steam trains of old and bird's eye views of the games 5 different landscapes of yesteryear with nice little touches such as horses in pastures and buildings or patches of garden in villages. Unfortunately, the art does fall down a bit when depicting the differences between the lake and forest terrain types which should be obviously different but somehow, with a murky mixture of blue-green palettes can be conflated with each other. This brings me to the game's other problem with presentation; iconography. Village Rails has icons for the 5 different types of 'feature' which can be found on the train lines. It also has icons for the game's 5 different types of landscape but these symbols are tiny and can tricky to spot! Worse still, they can be lost against the noise of a landscape with a dark background. This is compounded by the fact that the cards are small. It's not a gamebreaker but it is a oversight that can add some unnecessary fiddliness to proceedings. Otherwise the iconography is pretty straightforward, easily understood and shouldn't prove too complicated. How's it play? Setup
On to play In Village Rails, players will be drafting track cards to create train lines within their frame in a 3x4 grid to score VPs, they can also draft trip cards to make those train lines earn even more VPs. Finally, they will be using terminus cards to earn money. Village rails plays over exactly 12 rounds and uses a typical turn order with the active player taking their actions before play progresses to the player on their left. In their turn, the active play performs the following actions.
Endgame Once all players have taken exactly 12 turns, the game is over. Each players now calculates VPs earned from sidings and adds it to their score tracker. Points are tallied, highest score wins. Overall
Thematically, Village Rails, especially with its artwork, harks back to an age of steam before the existence of personal transport when trains represented an opportunity to go on holiday to the coast or sightsee through the countryside. Mechanically, Village Rails is on recognisable ground. It's drafting and placement rules, will be familiar to many players, as will the coin-and-conveyor belt mechanic for replacing cards. The set-collecting, point soring mechanics will also be familiar. Sometimes players will want a set of the same landscape, or alternatively they'll want a variety of different ones on their line and so forth. Where Village Rails does differentiate itself is in the use of trip cards to add an extra layer of scoring opportunities to the proceedings. Players will now be looking to combo trip cards off the routes they are creating. E.g., a player may be creating a route with only a type of terrain and would look for a trip card that complements that objective. The game has a fairly wide variety of trips cards, including trip cards that score off of other trip cards. Interestingly, there are some trip cards that work well on short train lines. It's possible to create a train line with only 1 card that immediately goes out of the playing area and a trip card that requires only 1 type of terrain would score easily off of that line. Additionally, in the early game, Village Rails also has quite a harsh cash economy. Money is very useful for getting cards that a player needs but is in quite short supply at the start and players can soon run out of cash - and there's only 2 ways to get more - playing terminus cards after completing lines or drafting cards with coins on them. This presents an interesting dynamic to players: I imagine most players will instinctively want to create the longest most elaborate trains lines to increase their scoring opportunities. Sometimes though, it can be good to complete a line quickly to get an injection of funds which can prove beneficial in the late game. This adds a nice little balancing act to the game, creating short and long term needs. All of this provides players with more meaningful decisions to make and this is especially true since not only do players only have 12 turns until their playing area is filled. There will only ever be 7 train lines available to be completed, Players will need to optimise the placing of track cards I don't usually refer to other games when blogging about the current game but it's worth mentioning that Village Rails is a re-iteration of its predecessor Village Green's 3x4 card grid mechanic which Village Rails definitely improves upon. Where in Village Green a mistake meant leaving a gap in the grid, in Village Rails it means playing a card that scores less optimally. Mechanically the result may be identical but it makes Village Rails feels a little more forgiving, less frustrating and ultimately makes for a better game. I found Village Rails to be an enjoyable game of its type that squeezes quite a lot into a small package, providing players with interesting options and meaningful decisions to make, albeit with a slightly flawed presentation. If you like route-building games with some drafting elements and it's train travel theme, then its one to try. Finally; I would definitely recommend Village Rails over Village Green, there's nothing wrong with Village Green but this is the superior game. 30th April 2023 Another Sunday is here and we're logged into Board Game Arena for an evening of gaming goodness. Roll over! Fetch! Beg! Sit! Spots is game about collecting Dalmatians, only not 101 of them but only 6 in this push-your-luck, dice rolling game about dog tricks. Caveat: We've only ever played this game digitally. What's in a game?
Spots uses very stylised cartoony artwork throughout. Much of it is humorous which suits the game's lightweight nature well and is also style that I like. There's minimal iconography in Spots and what there is of it, is easily understood. How's it play? Setup
On to play In Spots players are attempting to place dice on the relevant spaces on their dog cards without going bust. Spots uses a traditional turn order with the active player performing their action before play progresses to the player on their left. In their turn the active player may perform 1 of the following 2 actions.
Endgame As soon as any player has scored their 6th dog, they immediately win the game. Overall
Spots' light-hearted artwork and amusing theme fits its lightweight gameplay quite well. Mechanically there's not too much to say about Spots. It's a push-your-luck game in which players choose when they want to take risk. As with all games of this type, luck plays a significant part here and players must learn to recognise good luck and mitigate bad luck. Often this takes the form of giving players extra opportunities to roll dice after the initial roll, usually in the form of THEN actions. Players must decide how many extra rolls to make and if they can deal with bad results, i.e', bury dice without going bust. Going bust feels quite harsh in Spots as it not only wipes the progress of the current turn but all current progress which makes pushing luck a tricky decision. Having said that, this is a game that plays quickly and lost progress can be recovered reasonably fast. Another aspect of luck that will affect players are related to trick tiles. Players will frequently find that their choices of available trick tiles will be limited due to the rules for flipping them and occasionally they'll have a choice of all 6! I guess there could be a higher level of player about players trying to plan moves ahead and when tiles become active again but generally, it's a case of 'you take what you're given'. There is an area of concern for me though which is to do with the distribution of numbers on the dog cards potentially effecting game balance. If a player has cards with 4s, 5s & 6s, it means they'll end up burying dice showing 1s, 2s & 3s. But if they have cards with 1s, 2s & 3, it means they'll be burying 4s, 5s & 6s which are much harder to deal with than the lower numbers and will be more likely to make a player go bust. Since dog cards tend to have multiple numbers, if the numbers are well distributed then perhaps this won't occur. I will add that some cards also can gift treat tokens to players when scored which may make them more useful. However, despite what I've written above, I don't think this is much of an issue. Spots is a light, fun and luck driven game - just roll the dice, take the chance, have fun! If players are looking too deeply into the balance of number distribution on cards, then they're probably playing the wrong game. I'm not so sure that dedicated gamers will find much to engage with Spots, there are definitely some meaningful decisions to make but also significant amount of chance at play. With its fun theme and light gameplay, Spot is clearly aimed at a family audience and also younger players. With being fairly quick to play, it also serves as a reasonable filler game. 9th April 2023 Sunday night on Board Game Arena means gaming goodness. Ruffle your feathers, flap you wings and squawk for this err... bird and fruit themed set collecting card game. Caveat: We've only played this game digitally. What's in a game? Cards: Toucan consists of a deck of 70 cards, broken down into 3 types.
Tucano features colourful and bright cartoony illustrations throughout. It's a nice art style that works well with cheerfully anthropomorphic fruit and stylised birds that suits the game's lightweight nature. The game's only iconography are the 3 symbols found on the toucan cards and icons used for set collecting scoring on fruit cards. All of these are easily and quickly explained and understood. How's it play? Setup
On to play. In Tucano, players will drafting cards from a column in the central area and add to their personal area with the aim of collecting sets which will in turn score them maximum victory points (VPs). Tucano uses a traditional turn order with the active player resolving their turn before play moves on to the player on their left. The active player will perform the following.
Endgame Play continues until the deck has been depleted and there's only 1 column of cards left in the central area. At this point, any players with a joker card may choose which set to add it to. Sets are then scored. Most sets will score according to how many cards a player has collected of that set. However, some sets score based on how many cards a player has collected in relation to other players. In this case whoever has the most cards will score the larger amount and all other players with cards in that set will score the lesser amount. It is possible in some circumstances for sets to lose players VPs! Points are tallied, highest score wins. Overall
I guess toucans collecting fruit is a good a theme for a set collecting game as any! When playing, players are broadly speaking, faced with 3 choices during their turn which on the surface is not a lot. However, Tucano does a clever thing is by having some sets earning increasing VPs, some sets intermittently scoring VPs and some losing them - and then having columns that get longer. Invariably, when a column contains a card that loses VPs; players will initially ignore that column, this means that over the rounds more cards will be added to that column, making it more appealing to draft. As a result; sometimes players will have no-brainers on what to draft but sometimes they will have to choose between columns which will add negative cards to their collections. They'll be looking to minimise the negatives and hoping to get rid of them at some later point. Which brings me to the toucan cards, these wisely appear in the latter part of the game - where they'll have the most impact. The right use of toucan cards when they appear can be a real game changer (And also frustrating!), particularly when giving cards to other players: In the right circumstances a player can remove a negative from one of their collections and add it to an opponent's! There's not more to add. Tucano is a pared down, fairly simple set collecting game and I'm pretty certain I'm not the target audience here. Even as a filler or short game, I'm unsure it offers enough depth for seasoned players. Personally I found it a fairly shallow experience and the mechanics of the toucan cards a little frustrating. Conversely though, just from the appealing, colourful art, it apparent Tucano is squarely aimed at younger players. Its simplicity makes for a accessible game and a great way to introduce set collecting mechanics to budding future gamers and for family gaming. 9th April 2023 Sunday is here again and we're logged into Board Game Arena for some gaming fun. 'Triiiiooo, triiiio I want a trio, And I want now.' I'm showing my age here, but this is not a game about a chocolatey biscuit, instead it's a set collecting card game. Furthermore, Trio is apparently a reskin of a game called Nana, which disappointingly, is not about collecting grannies. Caveat: We have only ever played this game digitally. What's in a game?
Trio features cards decorated with quirky little monochrome illustrations with what appears to be a Mexican day of the dead theme? These illustrations are set against colourful backgrounds which are associated with each of the 12 differently valued cards. I'm not sure how the them ties with the game but the cards definitely look colourful, dynamic and eye catching. Cards are numbered 1-12, there's no other iconography. This is all very easily understood. How's it play? Setup
On to play There are three ways (A trio!) (SIC) to win Trio. Each involves revealing cards to collect sets of identical values. Trio follows the typical turn order with the active player taking their turn before play progress to the player on their left. During their turn, the active player may reveal up to 3 cards by performing the following actions.
Endgame There are 3 ways a player may Trio.
Overall
Trio's has a fairly abstract theme but to be fair I don't it detracts from what is a fairly accessible game. In fact, Trio is such a straightforward game that almost has nothing to write about. It mixes simple deduction and memory mechanics. Players will want to remember what cards are revealed and where they are revealed from, allowing them to create sets of 3. Players can also glean information from what their opponents reveal, either from their own questions of those of others. E.g., if someone is asked to reveal their highest card and it's an 8, then it's obvious they wont have cards of higher values. This is useful when deciding which sets to try and work towards. There's also something mechanically interesting going on with the game's probabilities. Generally, players should look to collect sets of either the highest or lowest value sets - simply by virtue of being able to only reveal the highest and lowest value cards of opponents. This is why collecting the 7's insta-wins the game, because the 7's will likely be in the middle of players' hands and will be harder to collect This becomes even more likely in games with lower player counts as each player will have bigger hand sizes. Conversely the distribution of cards will be less even in games with a higher player count, making it a little more unpredictable. Talking of player count, we played with 3 players and I felt it was a little underwhelming. Trio can play with up to 6, I think the game improves with more players and the greater unpredictability adds to the experience. We also played online which I feel detracts from a game like this which benefits from interaction between players. Trio is obviously a lightweight game and will have crossover appeal to families and more casual gamers, it's set collecting, memory-based gameplay is something most people will be familiar with to some degree or other. I that's something that might appeal, them Trio is worth a look. I would say it might be a bit too simple for seasoned games but truthfully, I think can serve as a filler game or an ender for the night. It's something I would like to try with the physical version at a higher player count. 7th March 2023 Tuesday evening is here again and we're with the Woking Gaming Club at The Sovereigns. 'It's so fine and yet so terrible to stand in front of a blank canvas.' - Paul Cezanne. Canvas is a game about creating paintings - well sort of and you actually start with a blank canvas - well sort of! What's in a game?
The tokens are all constructed from suitably thick card stock and feel satisfyingly sturdy. The tuck box is made from the same material used for tuck boxes that contain decks of cards and like those boxes, it's fairly flimsy but unless it's mistreated, it should be fine. The scoring cards are made of standard card. For a game about art, as you might expect, there's a lot of art in Canvas. However, it's all 'patchwork' art that comes in small elements which during the course of the game, players will combine to make their sort of own artwork. Canvas provides lots of these small pieces of art in a variety of styles and sizes. It's hard to say whether it's good or bad because it's not meant to constitute finished art. Regardless of that, it all looks OK to me. Certainly, there's a lot of bright colour going on, which is something I like. While Canvas uses an average-ish amount of iconography, I found some of it to be rather abstract and counter-intuitive. The bonus silver ribbons and colous are easily understood, but triangle representing shape and a striped box representing texture? It's also complicated a little further by whatever the scoring criteria are on the scoring cards which seemed not quite as simple as they could be. Players especially need to be aware of the scoring criteria It's a bit of a steep curve but ultimately not a gamebreaker though and requires some learning. How's it play? Setup
On to play In Canvas, each player is creating 3 paintings - which will be created by layering 3 art cards over a background card. Once a painting is created, it will earn ribbon as per the scoring criteria. Then, once the game is over, ribbons will earn VPs. Canvas uses a traditional turn order with the active player acting, then play progressing to the player on their left. During their turn, the active player in basic terms has 2 choices.
Endgame Once a player has created 3 paintings, their turns are skipped, once all player have created 3 paintings, the game ends and goes to scoring. Players should now sort their ribbons by colour. Each scoring card will determine how many victory points (VPs) its set of coloured ribbons will score. Silver ribbons earn 2 VPs each. Points are tallied, highest score wins. Overall
Canvas merges its theme with its central mechanic quite well and I have to say it's a a fairly unique mechanic I quite like that also feels fresh. I also like how the game produces some pretty unusual names for the paintings. Canvas is in implementation, a fairly straightforward game, it utilises familiar drafting and conveyor belt mechanics commonly seen elsewhere. I wouldn't go so far as to say it's a good crossover game as I feel the scoring rules are a little obtuse but gamers should have no problems understanding Canvas. Where the game's depth comes from is in the creation of paintings. Players can freely choose to layer the art cards they choose to use how they wish but any scoring icons that are not visible are not scored. This puts players into a quandary, they will need to not just select the art cards for a painting that provide them the best scoring opportunities but also how to layer those art cards to do so! Furthermore, over multiple plays, the wide choice of scoring cards will force players to approach game slightly differently. Between this and the variety of art cards, there's a lot of replicability to the game. Thus players must carefully draft whatever cards they might need as well as think about how to use them. Synergy between cards is key to optimal scoring but I found it was quite hard to get the mix of icons that I wanted and I'm sure that Canvas is one of those games where players will rarely get the 'perfect scoring' they want. That's a good thing because it means players will have to choose between choices and are pushed to make meaningful decisions, although I must admit that I found it sometimes veered to being close to frustrating instead of challenging. There's not much more to say really; Canvas is a game that's quick to pick up and relatively quick to play with a easily understandable theme that meshes well with gameplay that feels a little different to anything else. It's a game definitely worth trying especially if you're looking for a game that has some unique elements. |
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