13th October 2022 It's a Thursday and we're in Aldershot for a evening of gaming entertainment. Do you like salads? Do you like points? If so, then maybe you'll like Point Salad, a game about well... about making salads and scoring points with a literal point salad mechanic! What's in a game?
Point Salad's cards are pretty basic, they don't seem laminated and feel a little flimsy. Although unless you treat them badly, it shouldn't be a problem. There isn't much art to Point Salad, only the illustrations for the 6 types of veggie. These are colourful, chunky illustrations with thick line art. I like it and think it suits the game's light, breezy theme. The game's only iconography is the 6 vegetable types. For the most part, they are clear and distinct. EXCEPT for the onion and tomato images which not only look a little similar but both use shades of red for their associated colour. It's not a gamebreaker by any means but it definitely can be a little confusing and could have been clearer The scoring criteria are pretty easy to understand, it uses a mixture of the icons and text to explain their individual rules. How's it play? Setup
In Point Salad players will be drafting cards from the central selection. They will be drafting veggies to create sets and drafting scoring cards to score those sets. Point Salad uses the typical turn structure with the active player acting before play progresses to the player on their left. During their turn, the active player must perform 1 of the following 2 draft actions, additionally, they may then also perform a free action.
Endgame Play continues until all cards have been drafted and then goes to scoring. All cards are scored all ways! That means that if for example, a set of carrots can gain VPs from 2 scoring cards, then they are scored twice and so on. Points are tallied, highest score wins. Overall
Point Salad is a easy to learn game, there are only 2 actions (And 1 free action.) to choose from and 1 core tenement to remember; scoring cards score off of veggie cards. The depth comes from what is done with those 2 decisions. Getting scoring cards early on will give a player an objective to aim for but also can limit their drafting options. Conversely, concentrating on veggie cards early will give a player some flexibility when it comes to acquiring scoring cards, the risk here though is that optional scoring cards may never become available because other players may get them first or they may get flipped to the veggie side or in game with a lower player count, may not even be in the game. All of this means that planning ahead can be a two-edged sword. It's definitely worth trying to plan ahead, synergy between scoring cards, i.e., multiple scoring cards that score off 1 type of veggie can led to big scores. However, the drafting area's landscape is likely significantly change from turn-to-turn and players will also need to adapt to circumstances as they arise. Players will also need to mange having to take cards they don't need or want and look to create or exploit new scoring opportunities as they appear. The optional free card flip rule offers players a little flexibility. They'll be times that a points card with a negative may prove a liability might be worth flipping which negates the negative and also provides a veggie for another points cards. Again, this is all contextual. There's also a higher level of play at work here. Players can try and anticipate their opponents are hoping to do and possibly stymy them. Taking specific veggie cards or scoring cards they might want or even taking veggie will cause points cards from the related column to be flipped to replace them It means that Point Salad generally provides players will meaningful decisions and choices to make. I find Point Salad an enjoyable game, it makes a great filler, plays up to 6 and also a good crossover or family game. It's a game that you shouldn't take too seriously, it's a light, fun quick game. In fact it's so quick to play that it seems like the set up time longer than the play time! Which is my only, minor criticism of an otherwise good game. It this sounds like your kind of thing, you should definitely give Point Salad a try.
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9th October 2022 Another Sunday and another gaming session on Board Game Arena. Do the roll and bump and put the trick taking back. Do the roll and bump and put the trick taking back. When the dice are good, so are you. Next time you roll, you know what to do. Do the roll and bump and put the trick taking back. OK, dodgy references to 80's adverts aside, Roll'n Bump blends trick taking, set collecting with a dash of push your luck into a interesting little dice game. Caveat: we've only played Roll'n Bump digitally. What's in a game?
Each of the 4 colours used on cards also have a unique pattern associated with them. This is a good accessibility feature. The joker card is of course the exception, having all 4 colours and all 4 pattern types on it. Otherwise, the game has no artwork. There's almost no iconography to the game either. There's only the 3 types of card to learn and that's trivially easy to learn. How's it play? Setup
On to play Players roll dice to create tricks to place on cards and then claim those cards in which in turn scores them VPs. Depending on the available cards, there are 3 ways this can be done. Additionally, the active player has the possibility of 'bumping' other players' dice. I.e., the other player's dice are removed from the card and replacing by those of the active player! Roll'n Bump uses the typical turn order of the active player taking their turn before play progresses to the player on their left. On their turn, the active player takes the following actions.
Endgame Play continues until one of the decks has been emptied (The joker does not count.), when this occurs, all players immediately claim cards they have dice on and the game goes to scoring. Scoring All cards score in 2 ways, firstly they score their base VPs but then they also score as sets as per their colours: The more cards in a colour set, the more bonus VPs it earns. The joker can be added to any single colour set as chosen by the owning player. Points are tallied, highest score wins. Overall
Roll'n Bump is such a pared down game focused on the core of its push-your-luck driven gameplay without almost no 'schticks' that it's hard to find much to write about! It does exactly what it says on the tin. It has fairly straightforward, light rules which can be picked up very quickly, especially since it utilises mechanics which will be familiar in some way or other to many people. Creating straights or sets, rerolling dice twice, it's all common stuff. Roll'n Bump would make a good crossover game. Decision making is also pretty straightforward. Players must recognise and decide when and how to push their luck. Roll'n Bump provides a classic risk-and-reward conundrum; settle for a low-scoring card or risk reducing that score to 0 to potentially score a different, higher value card. Despite the overall simplicity of Roll'n Bump, there is a innovative mechanic to be found in the game; the bonus die. I like how it can give an edge to a player without giving them extra dice to place. Being able to bump other players' used dice from the bonus dice can provide players with meaningful decisions. There will be times when a player might not put a die on a card because it could be used to acquire the bonus die for their next turn. If I had one criticism of Roll'n Bump and considering it's a push-your-luck game, it might be a facetious criticism, it's that there's a lot of luck to the game! Taking some big risks to put some dice on a card only to have another player flippantly bump them with a single lucky roll can be pretty frustrating. Sometimes, someone will win simply because they lucked into a very good roll but that's the nature of the beast and something anyone playing this type of game should come to expect. Roll'n Bump is unremarkable and doesn't really stand out from the crowd however it manages to tick all the right boxes for a push-your-luck trick taking game and offers a solid, simple and fun game without any associated fiddliness. It also has a fairly quick playtime and would serve as a good filler or finisher game which is why we actually play it on a fairly regular basis. If you're on the look out for a push-your-luck, trick taking game, Roll'n Bump is worth considering. 9th October 2022 Another Sunday, another session of gaming goodness on Board Game Arena. Travel around North America, fulfil tickets, draft cards, create routes in Ticket to Ride. Caveat: We've only played Ticket to Ride digitally. What's in a game?
I suppose that you could call the art on the board muted but I would say it's functional and unobtrusive. The board is quite busy as it is with all the routes crossing back and forth, overly elaborate art would just obfuscate important information, so it feels like a good decision to me. Each colour of train card has it's own unique illustration which helps with accessibility issues. The illustrations are perfectly good if a little plain. The destination cards essentially replicate the art on the board. There's no notable iconography in Ticket to Ride and the game is straightforward to comprehend. There's just the 9 types of train car to remember and that's easy and intuitive. I imagine the biggest hurdle to overcome in the game's presentation is finding destinations on the map and the iconography does a lot to make that as easy as it can. How's it play? Setup
On to play In Ticket to Ride, players broadly speaking have 3 objectives, these are; build as many routes as possible, create a connection between the locations on their destination cards and finally, create the longest contiguous set of connections. All of these will contribute VPs towards their final score. This is done by drafting cards which in turn allows players to create routes. Ticket to Ride uses the typical turn structure of the active player taking their action before play progresses to the player on their left. In their turn, the active player can perform exactly 1 of the 3 following actions.
Endgame When the active player has 2 or less train meeples remaining, the end game is triggered. Every player including the active player has 1 more turn then the game goes to scoring. Players will add points from destination cards to their running total from the game and the player with the longest set of connections gains bonus VPs. Destination cards are now revealed:
Points are tallied, highest score wins. Overall
Ticket to Ride is a very popular, well regarded game and it's easy to see why. Lightweight rules that are genuinely elegant, almost minimalist that're easy to learn, a game that's intuitive to play with a theme anybody can understand. Ticket to Ride is definitely a game with crossover appeal, is a good game for casual play and introduction to board games. It also has a fairly random distribution of destination cards throughout a game which provides a good level of variety to games. This pared down set of rules means that Ticket to Ride also provides players with clear meaningful decisions to make. Basic tactics are pretty straightforward: Players are in a race to connect their personal destinations before they risk getting blocked by other players. They'll need to balance getting cards they need to draft and claiming routes. Since a player's routes do not need to connect, any player essentially can claim any route, anytime if they have the appropriate cards. Completing destination cards can be quite satisfying and they add an extra wrinkle to the gameplay. Being able to acquire more of them during play can be a game changer, earning more VPs but conversely, is also risky, getting a card that is not completed obviously costs VPs. What makes this even more interesting is during the late game this risk/reward mechanic becomes even more pronounced. Acquiring a destination card late in the game can be very risky because the player may not have the required time to complete the connection. However, late in the game is when a player's train network is at it's biggest, consequently it's possible to gain destination cards which have already been connected. There's also a higher level of play in Ticket to Ride. Watching what opponents are doing and successfully anticipating what connections they're trying to make can allow a player to block or slow their progress down by claim routes they might want. If you look at the map, you will see that that there are numerous routes which are only 1 or 2 space grey routes that are very easy for a player to claim, e.g., a 1 space grey route can be claimed with any train rail card. It's obvious this is by design. This brings me to my main contention with Ticket to Ride: It's a game that promotes negative gameplay. What do I mean by that? Claiming a route another player needs will force them to spend additional turns acquiring train car cards and then taking longer to claim routes around the block. In terms of action economy, a player wasting 1 action to make an opponent waste 5 or 6 can be pretty advantageous. Preventing an opponent completing a destination card may earn that player no VPs but for their opponents, it will cost them points. Many Eurogames have mechanics which have sort of a balance to them where if a player screws over an opponent, they will also frequently screw themselves over and only occasionally can they screw an opponent over while advance themselves. Ticket to Ride is not like that! Although, in part this will be down to the type of people playing. Dedicated players will learn and exploit blocking at every opportunity and why not? Games are for winning and getting a score of 1 while opponents get 0 is still winning. More casual players may not care about higher level tactics. Early games will be light and fun but even so, after a while they'll end up realising (Probably by accident!) how powerful blocking can be. Remember, earlier I said how connecting destinations can feel satisfying, well getting blocked can feel equally unsatisfying. There's a lot that's good about Ticket to Ride and I wanted to like it but the negative aspect can just be too frustrating. I understand why the game has a lot of fans, I'm not one of them. 25th September 2022 Sunday is here again and we're logged into Board Game Arena for some gaming goodness. Sea Salt & Paper is a pun that plays on sea salt & pepper in this quirkily ocean and err... origami themed set collecting card game. Caveat: We've only ever played Sea Salt & Paper digitally. What's in a game?
Sea Salt & Paper makes use of a genuinely unique art style which looks like the creators constructed origami models themed after the game such as mermaids, crabs or penguins etc and then photographed them. Or perhaps high quality renders have been produced in a computer art program. Either way, the game has what I think a fantastic, eye catching theme, colourful and of course, they get to use the Sea Salt & Paper gag. The game uses 10 colours for cards - and that's a lot. Fortunately each colour has a unique icon associated with it which a handy and welcome accessibility aid. The downside is that Sea Salt & Paper has quite a lot of icons, there's about 4 icons for each type of card. Luckily most of them are intuitive or fairly obvious. I don't think it's too difficult to learn may be off putting during early plays. How's it play? Setup
On to play Sea Salt & Paper is played over a varying number of rounds until a scoring target has been met. Furthermore, rounds will have a varying length and after a certain point, each round can be ended by any player. The game follows the usual turn structure with the active player taking their turn before play progress to the person on their left. There are 3 actions a player can perform in their turn.
Endgame There are 2 ways Sea Salt & Paper can end. Firstly and least likely, if a player manages to acquire 4 mermaid cards... they win! Otherwise, the game has a endgame scoring target, which is 30-40 VPs depending on player count. When this target is reached during scoring it triggers the game end and players calculate their final total VPs. Points are tallied, highest score wins. Overall
Broadly speaking, Sea Salt & Paper is fairly straightforward; collect sets and play duos. There are several ways to collect sets, including based on colours. Players will often be faced with various on which card to take and optimisation is key here. Although players will also need to adapt to circumstances as they may need to deal with cards they might not initially want. Sea Salt & Paper however, puts some quite unusual and unique mechanics into play that have unusual impact on the game and the way some of these mechanics synch up is interesting. I'm struggling to recall another card game in which cards that are played and cards in hand score equally. It's very important here though since it ties in with the mechanic that allows players to bet on 'winning' the round. When a player chooses to announce 'last chance', they'll know what cards other players have played but they won't know what they've kept in their hand. This means there's always an element of push-your-luck because the announcer will never know what others have kept back. Canny players may decide to not play duo cards in an attempt to lure others into a false sense of security but the trade off is that they won't get utilise those cards' benefits. There's also a higher level of play about noting what cards other players take and responding. Drawing cards blindly gives the player a useful ability of using one of them to cover a card in one of the discard piles, potentially denying it to another player if you think they want it. While Sea Salt & Paper players has a moderately quick playtime and is mostly easy to learn, it's a bit fiddly when it comes to scoring. Not only do players have to score both played cards and ones in hand but sometimes they need to discard their scoring and score again... but differently thanks to someone triggering 'Last Chance'. I'm not sure the the gameplay this push-your-luck mechanic adds to the game is worth the extra hassle it causes with scoring. Sea Salt & Paper is also seems like something of a slow burn when it comes to gameplay which boils down to choosing which card to take and whether to play duos or not. It can feel a little unexciting or unengaging. Mechanically, there's some fun things going on with Sea Salt & Paper but the game didn't quite grab me in the times that we played it but as I said, it could just be a slow burn that requires a few more plays to grasp. I wouldn't object to trying it again. 8th September 2022 It's a Thursday evening, it's Aldershot, it's time for some gaming goodness. Channel your inner Laurence Llewelyn-Bowen and Kevin McCloud as you attempt to build your... Dream Home in this drafting, set collecting game. What's in the game?
Component quality is the usual good standard found in most modern board games. The cards are fine, the board and tokens are constructed from sturdy cardboard. The first player token is chunky and made from wood, it's obviously a bit of a gimmick but it's the kind of gimmick I'm a sucker for! Dream Home has fantastic artwork throughout. The Illustration used on the home board is good, however, the standouts are the cards and tokens which feature excellent colourful and distinct depictions of home spaces. Interestingly, many cards will feature children hidden among the furniture. This is more than just a aesthetic choice which will be explained below. Most information is conveyed via text and there's no iconography that needs learning. How's it play? Setup This is the setup for 4-player games, in game with lower player counts, some cards will be discarded after being placed on the game board.
On to play Dream Home is played over exactly 12 rounds and players will be putting room cards on to their personal game board to build their home and gaining resource cards. This is done by drafting pairs of cards from the same column, that is, 1 resource and 1 room card - except for the leftmost space, in which case they acquire a room card and the first player token. Turn order is slightly different to the usual here: The player with the first player token goes first and play progresses to the left until all players have taken their turn. However, it's possible that the first player token will change hands during a round, consequently, in the following round a new turn order would be established. During their turn, the active player takes the following actions.
Endgame Dream Home is played over 12 rounds and after the last round, the game goes to scoring. There are various avenues to earning VPs.
Points are tallied, highest score wins. In the case of a tie, the player with home board showing the most children on the cards wins! Overall
Dream Home strikes a balance between ease of play and depth. Players will be faced with the conundrum of having to build outwards before building upwards. It might not seem like much but it's unlikely that players will get all the cards they need at the time they need them. The larger room sets will score more points per card but unless a player gets the right cards at the right time, it's likely that they will have to leave gaps when collecting bigger sets, which can make it tricky to build upwards. The drafting mechanic also provides players with a meaningful choice. Again, it's unlikely that players will always get the 2 cards they want, often they will need to compromise on which resource and room card to take as well as adapt to circumstances as they are occur. Finally, the first player mechanic is also interesting. Gaining the first player token feels costly because the player only gets a room card but it can play dividends in the following turn. There will times when going first can be extremely useful. Conversely going last can be painful as the last player will only ever have a choice of 2 columns to pick from. None of this is ever too complicated, the sets are never too big and intricacies that can arise from syncing resource cards such as décor cards with room cards is never too complex. Dream Home also doesn't outstay its welcome. Being played over 12 rounds keeps it moving along briskly and provides a fairly concise experience, unless you're playing with a sufferer of analysis paralysis! It's fair to say that Dream Home is a lightweight and accessible iteration of the 'draft-and-place' multiple components, set collecting mechanic seen in quite a few games. This accessibility along with it's top-notch presentation means that it's probably a good game to play with younger participants or more casual gamers. For me though: While I feel that Dream Home does provide a good experience for younger and more casual gamers, I'm not sure it has long term appeal to more dedicated gamers. I enjoyed the game but it's fairly simplistic nature means I'm not sure how often I'd like to play it. 4th August 2022 It's a Thursday and we're round Simon's for a evening of gaming entertainment. Cascadia: 'A land of falling waters,' generally referring to a large wilderness area in the Pacific north-west of the USA. In Cascadia players vie to create a diverse landscape of habitats and wildlife in this tile placement game. What's in a game?
For the most part the components are all high quality. The tiles and tokens are sturdy and the wildlife tokens in particular are chunky and tactile. The pinecone tokens are average quality by modern standard - which means perfectly acceptable. The same is true of the cards, they feel a little flimsy but since they're only used to display information and won't really be handled much, they too are perfectly acceptable. The art used on cards is fantastic, having said that, each set of 4 only uses 2 images which are flipped and used a 2nd time, it's a minor quibble but it feels touch cheap. Art on the tiles is good too but is hard to appreciate since they are relatively small. Importantly, it's also uncluttered, differences between habitats is for the most part very easy to distinguish. Similarly, the wildlife icons are easy seen. As a minor aside: Prairies are depicted as yellow, which I guess represent dry grasslands. The yellow definitely does not represent desert! And yes; some of the yellow tiles have salmon icons on them, because, believe it or not, prairies can have water features. If you ever play the game and someone says, 'why are their fish in the desert', then let them know!! Anyway, back to talking about components. The iconography is easily understood in Cascadia. It's obvious what the wildlife icons represent and the icon for pinecones is equally as obvious. How's it play? Setup
On to play In Cascadia, players will draft tiles and wildlife tokens, using them to create a personal landscape by placing tiles adjacent to each other and putting tokens on top of them in order to create habitats and patterns of animals to score points. Cascadia follows a usual turn order with the active player resolving their action before play progresses to their left.
Endgame Play continues until all the face-down stacks of tiles have been depleted and only 3 tiles remain in the drafting area, which should also be a even number of player turns. VPs are scored from several sources.
Points are tallied, highest score wins. Overall
The rulebook for Cascadia talks about the real life habitats and biomes that inspired the game and it's obvious that this is one of those games where a bit of extra attention has been put into the details. On to the game itself: Cascadia has a nice mixture of quick to learn rules and depth of gameplay. This depth comes from forcing players to make tricky and meaningful decisions. This occurs because Cascadia has 3 axis' of play which will influence players' choices. The first comes from wanting tiles with specific habitats on them; players may want to expand their forests or rivers for example and will be looking for tiles that facilitate that. The second axis comes from also wanting tiles with specific wildlife icons. If a player needs a fox token in a certain spot, then they'll need a tile with a fox icon. The third and final axis comes from getting the actual wildlife tokens that are needed to score the wildlife cards. All of this means that it's unlikely that players will get all 3 that they want when picking a single pair which would be a no-brainer, they'll probably end getting 2 of they want and sometimes only 1. Players will need to adapt and re-strategize contextually, look to optimise their picks and finding other scoring opportunities. Players will probably have to gamble a little bit on getting what they need later in the game. Pinecone tokens can of course change things. Used at the right time they can really open up a player's choices, getting any pair can make a difference, as can clearing all wildlife tokens in the drafting area if a player is really looking for a certain token. Cascadia also has a fairly quick playtime, although it sort of occupies a game length that's way too long to be a filler but a little too short to fill an entire evening. I don't consider that a bad thing, you could just play twice! The randomness in setup and scoring gives it a lot of replayability. If I had a criticism of Cascadia, it would be that sometimes the card scoring can be a little unclear and finicky. The rulebook does offer elaborations on this, but it's a definite little niggle. Otherwise though, I think Cascadia is ab excellent tile-laying and set collectiing game. For me it ticks a lot of boxes that good games should; straightforward rules, some depth for decision making and a brisk playtime. It's one of those games I frequently like to carry in my board game bag when going to game events, so if I meet someone who's never met played Cascadia, they can try it. As should you! 5th July 2022 It's a Tuesday and we're at The Sovereigns with the Woking Board Gaming Club for an evening of gaming. The world of Victorian anthropomorphic railroad magnates is a cutthroat one in this game of acquiring train lines and towns. Buy low and sell high to become the... Raccoon Tycoon! What's in a game?
Raccoon Tycoon has excellent production values. Wooden tokens are used for commodities and first player token which is a good move, they always have a quality to them and also look cool. The cards (And paper money) have a sturdy feel to them while the tiles are satisfyingly thick. The game's art direction is also equally high. Anthropomorphic art is used throughout the game and I've found that it's a divisive style which most people do or don't like. Regardless of your view on this, it's undeniable that the quality of the art is high. The standouts are the railroad cards which use a oil painting style to display whimsical characterful animals in Victorian clothes. Curiously, the building tiles use a completely different style, instead displaying line illustrated buildings and subjects with mostly flat and barely shaded colours. It's a striking contrast that should theoretically be jarring but actually fits quite well. Icons used to represent commodities on cards are easily understood. Most other game information is relayed via text which is usually very clear. How's it play? Setup
On to play Players are trying to earn VPs in Raccoon Tycoon, this can be done by collecting sets of railroad cards, acquiring town cards to pair with railroad cards and gaining building tiles which are not only worth VPs but can provide avenues to scoring more VPs. All of this requires money and commodities, players will need to manipulate the commodities market to maximise the profit gained from selling their own commodities while trying limit the profit of other players. Racoon Tycoon follows a traditional turn order with the active player resolving their action before play moves on to the player on their left.
Endgame Play continues until one of the following 2 criteria is met.
VPs come from a variety of sources. Sets of railroad cards. Town cards paired with railroad cards. Building tiles earn 1 VP each. Bonuses from building cards may also provide additional VPS. Points are tallied, highest score wins. Overall
Even without the anthropomorphic artwork, Raccoon Tycoon would be something or a quirky game. It packs quite a lot of mechanical systems into a single game albeit to a fairly simple level. A little bit of stock market manipulation, a touch of set collecting, a dash of auctioning and a sprinkling of engine building. It could be a recipe for disaster but in the case of Raccoon Tycoon; the whole is greater than the sum of the parts. A large part of this I feel is due to the building tiles. Their unique bonuses both provide some asymmetrical gameplay elements and can also give players a bit of strategic direction. Raccoon Tycoon is a bit of a balancing act between acquiring cash for railroad cards/building tiles and commodities for town cards. It's hard to work towards both at the same time. Adaptation is important here, as is planning ahead. Players could look to finding ways to raise commodity values to increase profit when selling them later This brings me to commodity manipulation. There isn't too much interaction between players other than auctioning and commodity manipulation, Watching what opponents are doing can prove useful and is something of a higher level of play. I.e., if 2 players are accumulating the same commodity, there's a possibility that one of them will sell it, causing that market to crash. Beating a opponent to the punch so to speak, can cost them lots of cash! Raccoon Tycoon is fairly rules light and I think seasoned gamers won't have any problems grasping all the systems at work here. For less experienced gamers, the curve will be steeper, I don't feel it's a gamebreaker but I imagine it could be off putting. While there's enough gameplay to give players thoughtful and meaningful decisions to make and a fun experience, I also found the game to be a little unengaging and uncompelling, I never felt like I was building railroads or towns and despite the unique art style, it didn't feel like it stood out from the crowd. here's nothing wrong with Raccoon Tycoon but it wouldn't be my first pick for a game, although I'd have no problem playing it if someone else wanted to. 29th May 2022 Sunday gaming on Board Game Arena continued with mancala styled game Fruit Picking. I'm not the fruit picker, I'm the fruit picker's son, I'm only picking fruits 'til the fruit picker comes. Hmm, it doesn't work... Caveat: We've only ever played Fruit Picking digitally. What's in a game?
The boards in Fruit Picking feature a couple rural landscapes depicted with a appealingly stylised illustrations showing idyllic countryside. The fruits are also well illustrated and Fruit Picking has solid art style. Other than the fruit and waterdrop symbols, there's no iconography in the game and it should not prove any problem to players. How's it play? Setup
On to play In Fruit Picking, players take turns moving their resources clockwise around the spaces on their board which allows them to active one space to gain more seeds or buy a card. Play begins with the first player and once their turn is over, proceeds to the left.
Endgame Play continues with players acquiring fruit cards until one player has the cards to meet one of the criteria which triggers the game end. Fruit Picking provides players with 4 ways to do this. A pair and 3 of a kind, 4 of a kind, 3 pairs and 1 of each fruit. When this occurs, the current round is completed and if the player who triggered the game is the only one to have met any of the criteria, then they win. In the likelihood that more than one player has met any of the criteria by the end of the last round, then ties are broken by quantities of fruit and seeds on cards. Overall
Fruit Picking is a lightweight games that has a good mix of logic and luck. Logically, it's not hard to think several moves ahead if you want. Once farm cards have been distributed on to the player boards, moving seeds and activating farm cards is entirely predictable and only driven by player decisions. Manipulating the Harvest House action to game more actions is a key tactic, especially as it can be used to quickly fill the Harvest House and used to purchase cards. Fruit Picking is essentially a race to acquire cards before other players. When cards are drafted, everything can change, which neatly brings me to the next facet of the game The game's unpredictability comes into play on the market track. As play progresses, cards will come into play randomly, not only that, their costs will also vary, especially as they move along the track. It means that some times, the cards appearing will play into certain players' strategies and other times, potentially scupper those strategies. Players will have to be prepared to change direction for long term plans when this occurs and adapt their approach according to what is available. It's something I've encountered in other games and found to be irritating, Fruit Picking is no different. I know that this can be an important element of a game because without some randomizer, it can sometimes very quickly become obvious who's going to win. Even so, it irritates me. Fruit Picking also sits in a strange place of feeling a bit overlong for a filler game but definitely a bit too light for a main game. Having said that, it's accessible game that's easy to learn. For people who want something which engages some tactical thinking but is not along time brain burner, Fruit Picking may hit that sweet spot. 29th May 2022 It's a Sunday Evening and we're on Board Game Arena for some gaming entertainment. Copenhagen; largest city in and capital of Denmark. Few know though, of the cities secret history of builders having ties with errr.... tetromino shapes? At least that's what the game Copenhagen would have you believe... sort of! Caveat: we've only ever played Copenhagen digitally. What's in a game?
The components for Copenhagen are pretty colourful and bright, although there's barely any art to speak of. There's also barely any iconography to speak of. The symbols on the ability tiles aren't immediately obvious and will probably require looking up in the rules a couple of times. Other than that though, everything else is easily understood. How's it play? Setup
On to play In Copenhagen, players take turns either gathering cards or playing them to gain tiles which they put on to their player board to score points. During their turn, the active player may perform exactly 1 of 2 possible actions.
Endgame Either one of two ways can trigger the game end. If the End Game card is drawn (Can only occur after shuffling the discard pile back into a draw deck.) then the game immediately ends. If a player scores a 12th point then the game immediately ends. In either case, points are tallied, highest score wins. Overall
Mechanically, Copenhagen is a fairly light, accessible game; players are either drafting cards or drafting tiles. It's the relationship between those 2 actions that's interesting. Firstly, there's not many tiles that go into the game, e.g., only 1 5-space tile is available in each colour and only 3 each of the other sizes in each colour, which is all quite deliberate. It takes more cards and thus more actions (And longer.) to get the bigger tiles which are the better tiles but there's the risk a player won't get the one they want. The bigger tiles are better because of the windows (Or lack of.) on them. Getting a lot of 2-space tiles will mean 50% of filled spaces on a player's board will be windowless, while getting a lot of 5-space tiles means only 20% of spaces are windowless. Completing a row or column with all windows essentially doubles the points that line is worth and the more windows a player can get on their board, the more likely they are to do this. This brings me to the next point, other than the 1-space tiles, every tile has a windowless space. This means it's very hard to create lines that all score windows. Players will want to position windowless spaces to minimise their effect and provides players with meaningful decisions to make. These two factors means that players are faced with a dilemma. Go for the quicker easier to get tiles and probably get a smaller score, or take the risk of losing our by going for bigger, better scoring tiles. There's definitely a higher level of play that involves watching what cards other players are drafting and trying to anticipate what colours they're going for. This kind of knowledge allows players to adapt to what they think their opponent is doing. I think Copenhagen is a fairly easy to learn game that has a streak of depth to it. Most people will pick it up fairly quickly. Having said that I personally found the game a little dull. There's nothing here that I haven't seen elsewhere, it's just packaged differently here. Copenhagen also played just a little too quickly for my liking (Normally something I'd never criticise a game for!); playing with just 3 people meant that frequently 6 cards were being drawn from the 70 card deck every round, this means the game would reach the end of the deck twice after 20-something cards drafts for each player. It felt like the game is mostly likely to deplete it's deck before a player gets to 12 points. To put that into perspective; if a player has 20-something card drafting actions, that in turn gives them the ability to draft around 50 spaces worth of tiles. The quickest way to reach 12 points is to have 6 filled rows, all with windows. That would require filling in 30 spaces at a minimum, this is provided they got the cards and tiles they wanted. I'm sure there are players out there that would find the challenge of getting to 12 points compelling but for me. It meant that I found the game unsatisfying and combined with it's blandness made it average and unremarkable. I can't really fault the game, it's just a little dull. 1st May 2022 It's a Sunday and we're logged into Board Game Arena for an evening of gaming. Azul; not a game about a villainous god-entity from Ghostbusters but actually a game about creating mosaic, decorative wall patterns with multi coloured tiles. My friend's a plasterer, wonder if he'd be good at this! Caveat: We've only ever played Azul digitally. What's in a game?
Azul doesn't make use of icons and the relationship between tokens and a player board is clear. How's it play? Setup
On to play In Azul, the player's objective is to place tokens on to their respective spots on the wall grid of their player board, which scores them VPs. This is done by filling in the horizontal lines in the pattern lines grid; players must collect tokens of the type they need and place them in the spaces on the respective horizontal line. Depending on the line, it will require 1-5 tokens to fill a line. When a line is filled, one of those tokens can be placed in the matching space on that line at the end of the round. All tokens will score 1 or more VPs when placed, tokens can also score again at the game end. Azul makes use of a traditional turn order, with the active player performing their action (Which will involve taking 1 or more tokens of the same type.) before play progresses to the player on the left.
Endgame When any horizontal line in the wall grid on any player's board has been filled, the endgame is triggered. The current end of round actions and scoring are completed and the game goes to final, bonus scoring. Bonus VPs can be scored scored by the following:
Points are tallied, highest score wins. Overall
On a rudimentary level, Azul's mechanics involve drafting handfuls of tokens and then placing them on to a board where their relative positioning scores varying amounts of VPs. It's a mechanic (Or a variation of that mechanic.) that have been employed in several other games and I'd say that Azul is a mid-weight iteration of it. As written the rules feel a little opaque and counter-intuitive but in application, they're pretty straightforward. Where Azul get its weightiness comes from two areas of the rules; how the drafting - particularly drafting from mats works and then where and when tiles should go on the grids. As a basic concept, collecting as many tokens as possible to fill out the pattern lines and consequently get tokens on the wall grid is the way to go. However, there's more to it than. For example, simply collecting too many tokens can sent the excess to the floor line and cost VPs, this is more important than it sounds, because as tokens are taken from the mats, it's inevitable that other tokens will build up in the centre and trying to predict this can be very important. Depending on circumstances, a lot of tokens of a particular type may well build up in the centre. A player may want 4 red tokens for example, should they try and take them in drips and drabs from several mats over several turns or wait for them to accumulate in the centre? Provided of that they do accumulate in the centre, what if too many go to the centre? There's definitely a higher level of play where watching what other players are doing is important. Quite often it's clear what they're prioritising, what they want or don't want in the next few turns. If they have a single token in the 5-space line on the left, it's likely they'll be looking to fill that out. Conversely, if they've already got 1 or more scoring tokens on the right side, they'll be unlikely or unable to use more of those tokens. Being able to predict other player's objectives will help when making decisions. It can also allow a player to try and deny tokens to other players and curiously, on some occasions force other players to take tokens they don't want. Players will also want to think about how and when to place their scoring tokens. Putting them down willy-nilly is a sure way to minimise points. Obviously in order to optimise points, tokens should ideally be put on to the wall adjacent to other tokens. Placing them vertically is a good way to go, since completed vertical lines earn an additional 7 VPs each, unless a player is looking to end the game, in which case they can go for the horizontal line! This brings me to an interesting facet in the mechanics, scoring the diagonal, i.e., putting all the tokens of 1 type on to the wall grid scores the biggest bonus; 10 VPs but as they are diagonal, they can't score off of each other! Additionally, once a diagonal of a type has been completed, the player can no longer score tokens of that type at all, collecting those tokens will now just incur penalty points in the floor line. Should a player hold off getting the diagonal until later which lowers the risk of sending tokens to the floor line or wait? Waiting will mean risking not completing it at all. I have to say I'm not fond of mechanics which lose players points especially if it can occur out of their control, it irritates like a unreachable itch and can be a little stress inducing. I find that's the case with Azul as well. However, having said that, the truth is; this is what makes Azul a good game and gives it depth. It means that collecting tokens either earns VPs (Or contributes towards acquiring VPs.) or loses VPs. It's always a meaningful decision. Other iterations of these mechanics are a little less stressful, brain-boiling and perhaps more accessible. But if depth is what you're looking along with a dollop indirect interaction between players, then Azul is worth a try. |
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