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Gaming Blog

Point Salad - First Play!

14/10/2022

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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?
  • Cards: Point Salad uses a deck of 108 cards and that's it. OK, there's a bit more to it.
    Each card is double sided with a veggie side and a scoring side. The veggie side features 1 of 6 vegetables/colours and the other,  the scoring side has scoring criteria related to the veggies.
    Veggie side: The vegetables (Or veggies) types are:
    Cabbage/purple.
    Carrot/orange.
    Lettuce/green.
    Onion/dark red.
    Pepper/yellow.
    Tomato/red (Yes, technically, tomatoes are a fruit but I digress.).
    Scoring side: The flip side of the cards each feature a scoring criteria or manner of point scoring, of which Point Salad has a wide variety.
    The scoring criteria tend to be based on combinations of veggies. For example,  8 victory points (VPs) per 3 onions or 10 VPs for the most tomatoes or 5 VPs for each pair of carrot and lettuce and so on. Some cards will give points for certain veggies and deduct VPs for others, some may score for not having any of a certain type of veggie!
    Finally, in the corner on a scoring card it will display which veggie is on the other side.

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
  • ​Sort cards: First sort the cards into their 6 types, then randomly shuffle each type into a face-down deck, errr I mean into a deck with the veggie side face-up.
    Depending on player count, remove 0-9 cards from each deck.
  • Drafting area: Now shuffle all 6 decks into a single deck and deal out cards to create 3 smaller decks in a row only now with the scoring side face-up this time.
    Next, flip 2 cards from each deck and place them in a column beneath their corresponding decks.
    Thus there should be a row of 3 scoring side-up decks and beneath them a grid of 3x2 veggie side-up cards.
Picture
What the beginning setup might look like.
  • First player: Determine a starting player.
On to play
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.
  • Draft: The active player must perform 1 of the following 2 draft actions.
    Take 1 scoring card: The active player may take 1 card from the 3 scoring decks and place it in their personal area, keeping it with the scoring side-up.
    Take 2 veggie cards: The active player may take any 2 of the 6 veggie cards and add them to their personal playing area, keeping them veggie side-up and collating them into sets
    The cards that were taken are replaced by flipping and placing cards from their corresponding decks.
  • Optional free action: Once per turn, the active player may flip 1 card from the scoring side to its veggie side. Players cannot flip cards from the veggie side to point side!​
  • Next player: Once the active player has drafted and possibly performed their free action, player passes to the player on their left.
  • Empty deck: At any time, if 1 of the scoring decks becomes empty, simply take the largest of the remaining decks and split it into 2 decks.

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.

Picture
Each pair of onion & carrot scores 5VPs (25), pairs of carrot & tomato also score 5 (10), each carrot or onion score 1 (11), every 3 onions scores 8 (16) and finally, each carrot or cabbage scores 1 (5) for a grand total of 67VPs.

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.
I
t'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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Roll'n Bump - First Play!

9/10/2022

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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?
  • Cards: There are 3 types of cards that come in 4 colours used in Roll'n Bump. Cards also display their Victory Point (VP) values. Singles are worth the least VPs and overall, sets are worth the most.
    • Singles: These cards are numbered 1-6.
    • Straights: These cards display overlapping blank boxes to indicate they are 'straights' cards. There are 3-straight, 4-straight and 5 straight cards.
    • Sets: Blank spaces are used  to represent sets, with the number of spaces on a card equal to the size of that set. These come in 2-of-a-kind, 3-of-a-kind and 4-of-a-kind.
      5-of-a-kind: This is the 'joker' card. There's only 1 in the game, it has a 'wild' colour and it's also worth the most VPs. 
Picture
4-of-a-kind, a straight of 3 and a single 3.
  • ​Dice: Roll'n Bump uses normal six-sided dice.
    Player dice: There are 5 dice in each of the game's 5 player colours.
    ​Bonus die: There is only 1 white bonus die in the game. Depending on circumstances, players may get to roll it with their dice during their turn.

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
  • Cards: Take the joker card a place it in the middle of the central playing area. Then shuffle the remaining cards into a face-down deck.
    Deal the cards face-down into 6-12 stacks of 6-3 card each depending on player count. Arrange these stacks around the joker in the central playing area, then flip the top card on each stack face-up.
  • Dice: Give each player the dice in their personal player colour.
    Bonus die: Put the white die adjacent to the cards in the central playing area.
  • First player: Determine a starting player.

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.
  • Claim card: Firstly, if the active player has dice on any cards in the central area at the start of their turn, they take those cards and their dice back.
    All cards taken should be sorted by colour and kept in the active player's personal area.
    When a card is claimed, the face-down card beneath is flipped face-up.
    Obviously a player can't claim cards on their first turn.
  • Claim bonus die: How a bonus die can be claimed is explained below but regardless of this, if they can claim it, they do so now.
  • Roll dice: The active player now rolls all of their dice and may choose to keep the result or reroll them up to twice as described below.
    Reroll: Once this is done, they may chose to set aside any number of dice - including 0 and reroll the remainder.
    2nd reroll: The active player may set aside more dice and/or take back dice they had previously set aside and roll the remainder again.
    Once the 2nd reroll is completed, there are no more rerolls
    Bonus die: The bonus die is used identically to a player's usual 5 dice, it can be rolled, set aside or rerolled as the player wishes.
    The bonus dice comes into it's own once the active player has finished rolling. The player can now change the side of any one of their normal dice to match the side shown on the bonus die. The bonus die itself is never placed on cards, players always have their 5 normal dice to place.
  • Place dice: Now that active player has the result of their dice rolling, those dice may be placed on cards in the central playing area.
    • Singles: If a card is displaying a single number, the active player may place 1 or more dice with the matching number on to that card. E.g., if a card shows a '3', the active player may put a die showing a '3' on it.
      Bump: If a singles card already has another players die or dice on it, they can be 'bumped' off by putting more dice with the matching number on that card.
      E.g., if a card has a '4' on it, 2 4s will bump it off. Consequently, 2 4s can be bumped by 3 4s and so forth.
    • Straights: These cards display 3-5 overlapping blank boxes. This indicates the size of straight that must be placed on it to claim it. Thus 4 overlapping boxes means a straight of 4 dice must be placed on the card.
      A straight is considered a number of dice in numerical sequence without a break. 
      Bump: A straight can be bumped by another higher value straight. So a '2, 3, 4' can be bumped by a '3, 4, 5'.
      Note: If a straight ends in a '6', it cannot be bumped.
    • Sets: Blank squares are used to indicate sets cards and they come in 2, 3 or 4 spaces, except for the joker which has 5.
      These cards can be claimed with sets of any matching number. A set of 2 can be claimed with 2 5s, or a set of 3 can be claimed with a 3 1s.
      Bump: A set may be bumped by another set with a higher value. E.g., 3 1s can be bumped with 3 2s.
      Note: As with straights, high value sets cannot be bumped, i.e., any set that uses 6s cannot be bumped.
    • Unused dice: If the active player has dice that they cannot or choose not to place on cards, they can potentially be put aside next the bonus die to be claimed in the next turn.
      Bump: If another player has already placed dice adjacent to the bonus die, those dice can be bumped too! This can be done if a player has unused with a higher total value than dice already placed next to the bonus die.
    • Bonus die: If the active played used the bonus die on this action, once they've finished placing their dice, the bonus is returned to the side of the playing area.
  • Next turn: Once the active player has finished their turn, play progresses to the player on their left.

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.
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Ticket to Ride - First Play!

9/10/2022

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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?
  • Board: The game board depicts a map of continental United States and Canada. It shows a number of cities which are the game's destinations.
    Between these destinations are routes or rail connections which each look like a line of oblong blocks, some of the connections are double connections. These connections will be in 1 of 8 colours or will be 'grey'.
    A scoring track runs round the board's perimeter.
Picture

  • Cards: Ticket to Ride uses 2 types of cards:
    Train car cards: These cards come in 8 different colours that correspond to the connection colours on the board and each colour also displays a different type of train car such a freight or passenger car.
    There also 14 'locomotion' cards, which are 'wild' cards.
    Destination cards: Each one of the destination cards shows the same map of North America as shown on the game board, 2 of the destinations on the card will be highlighted. Finally, each destination card has a associated victory point (VP) value.
  • Train meeples: Should these be called 'treeples'? Hmm maybe not, could be confused with trees!
    ​There are 45 trains in each of the game's 5 player colours. The trains are sized so that 1 train meeple fits on 1 segment in a route.

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
  • ​Game board: Put out the game board.
  • Train car cards: Shuffle the cards into a face-down deck, deal 5 cards face-up adjacent to the board.
  • Destination cards: Also shuffle these into a face-down deck.
  • Players: First give each player all the train meeples in their player colour.
    Train car cards: Deal 4 to each player, this is their starting hand.
    Destination cards: Deal 3 destination cards to each player. Everyone decides how many to keep. A player must keep 1-3 destination cards.
    Destination cards should be kept secret players until the end game scoring, only then should they be revealed.
  • First player: Determine a starting player.

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.
  • Draft train car cards: This action allows the player to draw 2 of the standard 8 types of train car cards. This can be done by taking it from the 5 available face-up cards or drawing blindly from the deck.
    Locomotion cards: A player can only claim 1 locomotion card as their enntire drafting action.
    Shuffling: If at anytime there's 3 or more locomotion cards in the face-up line of cards, then all 5 are discarded and 5 new cards are drawn. Additionally, if the train car card deck becomes empty, the discard pile is shuffled into a new deck.
  • Claim route: A route is a line of oblong spaces between 2 destinations. A route may a have a colour or may be 'grey'.
    To claim a route, the active player must discard train car cards of the matching colour and equal number of spaces to the route. A grey route can be claimed with cards of any colour provided they are all of the same colour.
    Locomotion cards: These can be used as train car cards of any colour.
    Place train meeples: Once a route has been claimed, the active player places a train meeple on every space on the route.
    ​This also means that no other player may claim this route.
    Some adjacent destinations will have 2 routes running in parallel, in games with 4+ players, the 2nd route can be also claimed. In 2 or 3 player games, 2nd routes are not in play.
    Scoring: When a route is claimed, it is immediately scored on the tracker. Routes run 1-6 spaces in length and correspondingly score 1-15 VPs.
  • Draw destination cards: As their action, the active player may draw 3 cards and keep 1-3 of them, providing them with additional scoring opportunities (Or not as explained below!).
    Discarded cards are returned to the bottom of the destination deck.
  • Next player: Once the active player has completed their action, play progresses to the player on their left.

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:
  • Completed destination cards: Players earn the listed VPs for every destination card that they have completed (That is; any destination card where the owning player may trace a connection of their routes between the 2 destinations.).
  • Incomplete destination cards: Every incomplete destination a play has will deduct VPs from that player's total.
Finally, whichever players has the longest contiguous set of routes earns a bonus 10 VPs!

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.
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Sea Salt & Paper - First Play!

25/9/2022

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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?
  • Cards: Sea Salt & Paper has a deck of 50-odd cards. Each card will have several icons in the top left indicating what they are, what bonus they might provide and what victory points (VPs.) they confer.
    Cards come in quite a few different types and also importantly, in one of about 10 colours.
    • Duo cards: Many of the cards in the game are duo cards, which means they are played as pairs. They have a icon in the corner along with the outline of the icon it pairs with. Most duo sets require 2 matching icons, e.g., a pair of crabs or a pair of boats. One duo pairing however, rather grimly requires a shark and a swimmer!
    • Collector cards: These cards have an icon in the top left corner with a column of numbers below. VPs will be scored accordingly, dependant on the number of that collector card that have been acquired.
    • Multiplier cards: Each multiplier card has a number and a icon. Each card with a matching icon scores that many VPs at the end of a round.
    • Mermaid card: Mermaid cards earn VPs based on the amount of cards of 1 colour a player has the end of a round.
      Additionally: If a player manages to acquire all 4 mermaid cards, they win the game, regardless of VPs, they just win!

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
  • Deck: ​Take all the cards and shuffle them into a face-down deck.
  • Discard piles: Next, the game's 2 discard piles must be created by drawing 2 cards and placing each one into the central playing area face-up in 2 stacks.
That's it for 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.
  • Draw card: The active player must draw a card into their hand, there are 2 ways this can be done.
    • Draw from discard pile: The active player may draw a card from either of the 2 discard piles.
    • Blind draw: Alternatively, the active player may draw 2 cards blindly from the deck.
      Then they keep 1 card and place the other on either of the discard piles.
  • Play duo: In addition to drawing a card, the active player may also play cards. Cards are always played in pairs (Or duos.). Each type of duo gives the active player a benefit of some sort.
    • Pair of boats: Active player immediately gets another turn.
    • Pair of crabs: Active player takes a card from a discard pile into their hand.
    • Pair of fish: Active player adds a card from the deck into their hand.
    • Shark & Swimmer: The active player takes a card from another player's hand.
  • End round: Finally, provided the active player has scored at least 7 points from duos they have played and cards in their hand, they may choose to end the round. There are 2 ways this can be done
    • Stop: The active player declares 'Stop', the round immediately ends and goes to scoring.
      Scoring: there are various sources for scoring points. Unusually, both played cards and un-played cards in hand are scored.
      • Duos: Each pair of duo cards scores 1 VP, regardless of whether it has been played or not! However, cards in hand do not activate their special abilities in any way.
      • Collector cards: These cards will score points VPs depending on the size of their respective collections.
      • Multiplier cards: These will score VPs as per the number of that icon the player has in their possession multiplied by the scoring multiplier.
      • Mermaids: Mermaids score using something called a colour set. A colour set is all of a player's cards of the same colour.
        The active player scores 1 VP per card in their largest colour set. I.e., the player gains 1 VP per card for each card with the colour which they have the most of on their cards.
        Additional mermaids: If a player has a 2nd mermaid, it scores the second largest colour set and so on.
      • Finals scores: Once scores are calculated and tallied as described above, they should be recorded before play progresses to the next round.
    • Last chance: This is the other way the active player may trigger the end of a round. This method adds an extra element to the scoring criteria which is essentially a push-your-luck mechanic where the active player is betting that their score for the round will be higher than all the other players.
      Final round: When the active player declares 'last chance', all other players get one more turn to draw and play cards.
      Scoring: The game then goes to scoring. This is essentially identical to how scoring is calculated above but with a significant change once points are tallied.
      • Active player has highest score: If the active player (Who declared last chance) has the highest or tied highest score, they have won their bet! They then also add the value of their largest colour set to their score for the round.
        Other players: All the other players ignore their current scores, instead only scoring their largest colour set.
      • Active player does not have highest score: This means the active player has lost their bet! The active player ignores their score and only scores their colour set.
        Other players: All other players score their cards as usual.
      • Final scores: Once scores are calculated and tallied as described above, they should be recorded before play progresses to the next round.
  • ​​End turn: If the active does not or cannot end the round, then play progresses to the player on their left.
  • End of round: Regardless of how a round ends, players should record their scores and all cards are shuffled back into the deck in preparation for the next round.

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.
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Dream Home - First Play!

10/9/2022

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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?
  • Game board: This is not really a game board but more of a drafting board.
    There are 2 rows of 6 card spaces each, the first space of each row is dedicated to placing the game's 2 deck of cards.
    Thus the top row is the resource card row and the bottom row is the room card row.
  • Home board: These are actually player boards. Each one depicts a 3 level idyllic suburban home.
    The bottom floor depicts a porch or entrance (Which essentially uses up 3 spaces) along with a 'garage' (Which is actually the basement) and consists of 2 card spaces. 
    The middle floor has 5 card spaces.
    Finally, the top floor also have 5 card spaces - giving a total of 12
  • Cards: Dream Home uses 2 decks of cards.
    Room cards: These cards all show various rooms you would find in a typical house, bathrooms, kitchens and so on. Room cards are used by players create their home and are colour-coded according to type. There are normal rooms, basement rooms and unique rooms.
    Many types of room cards can be placed adjacent to cards of the identical type. 
    At the bottom of each room card it will display 1 or more numbers, which indicate both the maximum 'size' that room can reach and also victory point (VP) value of that card for reaching the that size if other cards of the same type are placed adjacent to it.
    Resource cards: This type of card provides players with benefits or bonuses, which may be once-only, ongoing or game end VPs.

    There are roof cards, décor cards, tool and helper cards.
  • Tokens: These are décor tokens, each one is uniquely shaped according to the resource card it corresponds to and will also display a VP value.
  • First player token: I don't usually write about the first player token but this is a fairly chunky wooden styled in the shape of a house.

​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.
  • Game board: Sort the cards by type and shuffle them into 2 face-down decks.
    Resource row: Place the resource deck on to the leftmost space on the top row.
    Next, leave the 1st space to the right of the deck empty, it's used to indicate the first player token, a resource card never goes here.
    Finally deal 4 face-up cards on to the 4 remaining spaces in the row.
    Rooms row: Put the room deck on the leftmost space on the bottom row, deal 5 face-up cards on to the 5 spaces in this row.
  • Player board: Give each player a player board.
  • First player: Determine a starting player and give them the first player token.

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.
  • Take cards: The active player must choose a column and take the resource and room card from that column.
    First player token: If the active player chooses the first column, they only get a room card, however, they also gain the first player marker and will go first in the next round.
  • Place room: The active player must place the room card they just drafted with the following restrictions:
    Basement: Basement cards must go on to 1 of the 2 basement spaces.
    Build up: All other room cards must be placed on top of the porch or on top of another room card, this can a basement card or be another room card in the case of placing room cards on the top floor.
    ​Size limit: Players will want to put cards of the same type adjacent to each other to maximise VP scoring but a room cannot exceed it's size limit. E.g., a bedroom can consist of 2 adjacent bedroom cards, a 3rd bedroom card cannot be placed adjacent to that room.
    ​Can't play: If for any reason, the active player cannot play a card, they can place it face-down as an empty room which will score 0 VPs. Empty rooms follow the same placement rules as explained above.
  • Resource cards: There are 4 types of resource card.
    Décor cards: When one of these cards is taken, the active player also takes the corresponding décor token. The token must immediately be placed on a room that matches the token and can provide bonus VPs at the game end. When this is done, the room is considered finished, that is, no more room cards can be added to that room.
    If a décor token cannot be placed on a matching room, it is discarded.
    Helper cards: These cards generally provide some sort of bonus scoring criteria during the game end.
    Roof cards: These come in several different colours and when a player acquires a roof, they turn it face-down and place it on their home board's roof.
    These cards cannot be looked at again until final scoring at game end!
    4 Roof cards can score bonus VPs at the game end and more if they are of a matching colour. This means players will need to memorise those colours.
    Tool cards: These usually provide some sort of benefit during the game.
  • Next player: Once the active player has resolved the cards they took, play progresses to the player on their left.
  • Next round: Once all player's have taken their turn, play progresses to the next round and the following occur.
    Clear board: All face-up cards remaining on the game board are discarded out of play. 4 new resource and 5 new room cards are drawn and placed as per the setup rules.
    Turn order: Whoever has the first player token will be the starting player in the new round. If the first player token did not change hands because nobody chose the left most column, then whoever retained the token will be the starting player again in the new round.

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.
  • ​Room cards: These score points according to their type and size. E.g., a living room consisting of 3 cards will score 9 VPs.
  • Décor: These tokens will score points as listed on them.
  • Functionality: Players earn points for having certain type of rooms in their home. A home with a bathroom, bedroom and kitchen will earn VPs for example.
  • Roof: Players can now look at their roof cards. If a player has at least 4 roof cards on their roof, they score 3 points. If a player can have set of at least 4 roof cards of the same colour then they earn 8 VPs.
    Windows: Every roof card that has a window scores and additional VP.
  • Additionally; certain cards can also provide 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.
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Cascadia - First Play!

6/8/2022

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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?
  • Tiles: Cascadia uses 2 types of hex tile, however, they all share some common features.
    Each hex space will feature 1 or 2 of the game's 5 habitats and 1-3 of the 5 wildlife types. Finally some hex spaces will have a pinecone icon - usually this is a hex that only has 1 habitat and 1 animal on it.
    Starter tiles: There are 5 of these and they are a little different from the main tile in that they are actually 3 hex tiles combined into 1.
    Habitat tiles: There are about 80 of these tiles.
    The game's 5 habitats are:
    Forest
    Mountain
    Prairie
    River
    Wetland
  • Tokens: There are a 100 wooden disc tokens in the game that come in 5 types. Each type represents a different animal/colour.
    Bear/brown
    Elk/earthy brown
    Fox/orange
    Hawk/blue
    Salmon/red
  • Bag: A small used in conjunction with the tokens.
  • Cards: There are 5 types of card in Cascadia for the 5 wildlife types and 4 cards in each type, thus 20 cards in total. One card will be used from each wildlife type during the game.
    Cards provide different scoring opportunities for each wildlife type as explained below. Additionally each of the 4 cards for all wildlife have slightly different scoring criteria and are rated A-D with A being the easiest to score and D the hardest.
    The different types of card score as follows.
    Bear: Bears score for being solitary or in small packs as determined by their card,  generally they cannot be adjacent to other bears.
    Elk: These score by being in herds, the shape the herd must take will be dictated by the elk card used.
    Fox: Foxes score by being adjacent to different wildlife types.
    Hawk: These score by being in line-of-sight of other hawks, generally they cannot be adjacent to other hawks.
    Salmon: Salmon score by being in a continuous line, the longer the better.
  • Pinecone tokens: These are standard card tokens that depict pinecones. After being acquired, pinecones may be spent to trigger a couple of special actions or score VPs at the game end.

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
  • Starting tiles: Randomly give a starting tile to each player who should put it face-up in their personal playing area.
  • Cards: Sort the cards by type and shuffle them into 5 face-down decks. Draw 1 from each deck and put them into a face-up row.
    These will provide players will the scoring criteria for the wildlife tokens.
  • Wildlife tokens: Put all the wildlife tokens into the bag and give it a good shake.
  • Tiles: Select the number of tiles to use as per player count and shuffle them into some face-down stacks, the exact number of stacks does not matter.
  • Drafting area: Draw 4 tiles and place them in a row, next draw 4 wildlife tokens and put them in a row adjacent to the 4 tiles.
    ​Thus there will be 4 pairs each of 1 tile and 1 token.
  • First player: Determine a starting player.

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.
  • Overpopulation: The first thing the active player must do is check the wildlife tokens in the drafting area for overpopulation.
    4 identical tokens: If all 4 wildlife tokens are identical, the active player must remove all of them, put them to one side and draw 4 new wildlife tokens.
    3 identical tokens: If 3 of the 4 tokens are identical, the active player may choose to put the 3 tokens to one side and draw 3 new ones.
    It is possible to trigger overpopulation multiple times dependant on the tokens that are drawn but regardless of this, once overpopulation no longer occurs, return all set aside tokens back to the bag (And give it a good shake!).
  • Pinecone tokens: If a player has acquired any pinecone tokens on previous turns (See below for info getting them.) then they can be spent for 1 of 2 actions.
    Take any tile and token: This actions allows the active player to take any tile and any wildlife token, regardless of their positions in the drafting area.
    Remove any wildlife tokens: The active player may set aside any number of wildlife tokens and then draw new tokens to replace them. Rules for overpopulation still apply here.
  • Draft: The active player takes one of the 4 pairs of 1 tile and 1 wildlife token and according to the following rules, places them in their playing area.
  • Place tile: The active must put the tile with one of it's faces adjacent to the face of a tile already in play. When placing tiles, the habitats on the tiles do not need to match, i.e., you can place mountains next to rivers but's a good idea to do so. Larger habitats score more VPs later on.  
  • Place wildlife token: Wildlife tokens can only go on a tile that contains the matching animal icon. E.g., a fox token can only be placed on a tile which has a fox icon.
    If a wildlife token is placed on to a tile with a pinecone icon, then the active player immediately takes a pinecone token and adds it to their personal supply.
  • Replacements: A new tile is drawn from a stack and a new wildlife ​token is drawn from the bag to replace those that were drafted.
  • Next player: Play now progresses to the player left of the active player.

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.
  • Meeting the scoring criteria on the 5 cards.
  • Players score VPs for the biggest single grouping of tiles for each of the 5 habitats. If a player has groupings of 2 mountains and 5 mountains, they only score the group of 5 mountains. The bigger the grouping, the more VPS
    Bonus: For each of the 5 habitats, bonus VPs are awarded to the player with the biggest grouping of that habitat and the player with the 2nd biggest grouping.
  • Pinecones: Each unspent pinecone contributes a VP.

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!
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Raccoon Tycoon - First Play!

6/7/2022

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5th July 2022

It's a Tuesday and we're at The Sovereigns with the Woking Board Gaming Club for an evening of gaming.

​The world of Victorian anthropomorphic railroad magnates is a cutthroat one in this game of acquiring train lines and towns. Buy low and sell high to become the... Raccoon Tycoon!

What's in a game?
  • Game board: The game board background depicts a idyllic rural landscape with the beginnings of a burgeoning industrial age.
    The board is broadly speaking divided into 2 halves. The top half has 6 tracks for the game's 6 commodities while the bottom half features spaces and tracks for railroad cards, town cards and building tiles.
  • Cards: Raccoon Tycoon has several types of cards:
    Price & Production cards: Each of this type card has 2 halves. The top half with a blue background is for price and pushes up the value of the variously depicted commodities while the bottom half with a red background displays various commodities that the player can produce/acquire.
    ​Railroad cards: These cards feature anthropomorphic artwork, cats, dogs, bears, foxed and of course raccoons.
    In the bottom-right corner is the card's initial price (Railroad cards are acquired via auctioning) while the centre-bottom shows a series of numbers. These are VPs related to set collecting, thus the more copies a player has of a certain set of railroad cards, the more VPs that set is worth.
    Town cards: These cards have smaller illustration that usually depicts some part of the countryside.
    At the bottom of each town card are 2 purchasing costs, 1 is a cost for a specific commodity while the other is for any commodities. The cost for buying a town card with any commodities is always greater that using the required specific commodity.
  • Building tiles. These chunky square tiles depict various different types of businesses and industries. They come in 2 types (Basic and Advanced.) are double-sided and one side is the initial version of a building while the other shows the upgraded, improved version.
    In the bottom-right corner on both sides is the cost, initially to buy the tile, then to flip the tile to the upgraded side. Each tile has a special ability of some sort and the upgraded version is always a improved version of the initial building. Bonuses might include gaining extra commodities or selling more of them, discounts to certain costs etc.
    Additionally, some tiles are marked with a 'B' or a 'P' and basically only one of each can be used in a turn.
  • Commodity tokens: Raccoon Tycoons uses 6 types of commodity and each has it's own token and colour.
    Coal: These black tokens are shaped in a minecart filled with coal.
    Iron: These are grey anvil shaped tokens.
    Luxury goods: These tokens are green bottles, filled with wine I guess? Wine is certainly a luxury good!
    Manufactured goods: Red cubes are used to represent manufactured goods.
    Wheat: Yellow tokens shaped as bundles of wheat.
    Wood: Brown tokens depicting piles of logs.
  • Money: Paper money! Whooo! I like it!
  • First player meeple: I don't usually bother to mention any first player tokens when blogging (Because they're just first player tokens.) but this one is a unnecessarily big token. Basically a gimmick and something I wholeheartedly approve of!

Raccoon Tycoon has excellent production values.
Wooden tokens are used for commodities and first player token which is a good move, they always have a quality to them and also look cool.
The cards (And paper money) have a sturdy feel to them while the tiles are satisfyingly thick.

The game's art direction is also equally high.
Anthropomorphic art is used throughout the game and I've found that it's a divisive style which most people do or don't like. Regardless of your view on this, it's undeniable that the quality of the art is high.
The standouts are the railroad cards which use a oil painting style to display whimsical characterful animals in Victorian clothes.
Curiously, the building tiles use a completely different style, instead displaying line illustrated buildings and subjects with mostly flat and barely shaded colours. It's a striking contrast that should theoretically ​be jarring but actually fits quite well.

Icons used to represent commodities on cards are easily understood. Most other game information is relayed via text which is usually very clear.


How's it play?
Setup
  • Board: The number of cards and tiles used on the board is dependant on player count.​
    • Railroad cards: Shuffle these into a face-down deck on its allotted space on the board and deal 2 face-up cards on to their spots.
    • Town cards: These cards are arranged into a face-down deck by VP value with the lowest value at the top and highest at the bottom. Thus the lower value cards appear earlier in the game.
      Place the deck on it's spot and deal 1 card face-up.
    • Building tiles: Shuffle the basic tiles and put out the allotted amount into the relevant track and discard any remaining basic tiles. Next; shuffle the advanced tiles into a stack.
    • Commodities: Put out the commodity tokens and use 1 each on their pertinent tracker to display their starting value.
  • Price & production cards: Shuffle the cards into a face-down deck and deal 3 face-down to each player.
  • Cash: Give each player $10 starting funds.
  • First player: Determine the starting player. Following on from this each player claims starting commodities in turn order. The first player takes any 1 commodity of their choice, 2nd player taking any 2, etc, all the way up to the 5th player taking 5 in a 5-player game.

On to play
Players are trying to earn VPs in Raccoon Tycoon, this can be done by collecting sets of railroad cards, acquiring town cards to pair with railroad cards and gaining building tiles which are not only worth VPs but can provide avenues to scoring more VPs.
All of this requires money and commodities, players will need to manipulate the commodities market to maximise the profit gained from selling their own commodities while trying limit the profit of other players.

Racoon Tycoon follows a traditional turn order with the active player resolving their action before play moves on to the player on their left.
  • Actions: During their turn, the active player may perform 1 of the 5 following actions.
    • Building tile: The active player may purchase one of the building tiles by paying its cost, which is then placed into their playing area.
      A new building tile is drawn to replace it.
      Note: This action is also used to upgrade a building tile by paying its upgrade cost on the other side and flipping the tile.
    • Price & Production card: The active player may play 1 of these cards from their hand.
      Production: This allows them to acquire exactly 3 commodities from the supply, the icons in the production half of the card indicate which commodities the player can choose from and how much of it they can take.
      Note: Players have a limit of 10 commodities that they can own.
      Price: The value of the indicated commodities rise on their relevant trackers by 1 step.
    • Railroad card auction: The active player may begin an auction on either of the 2 available railroad cards. Their opening bid must be at least equal to the value shown on the relevant card. Others players may then bid or pass on the auction. Once everyone bar 1 player has passed, they win the card. A new railroad is drawn to replace it on the track
      Note: If the active player did not win the card, they can perform another action, this may include another auction.
      Thus the active player's action is not squandered if they did not win the auction.
    • Sell a commodity: The active player may sell exactly 1 type of commodity, however, they can sell any amount of tokens of that type. They earn the listed value on that commodity's tracker per token sold.
      Price crash: Once the commodity has been sold, the value of that commodity drops a number of steps equal to the tokens sold!
    • Town: The active player may purchase a town card, each one has 2 listed costs and the player can choose which one to pay - either the specific commodity cost or a more costly mix of any commodities.
      A new town card is drawn to replace it.
  • Next player: Once the current player has resolved their action, play moves to the person on their left.

Endgame
Play continues until one of the following 2 criteria is met.
  • The last railroad card is auctioned.
  • The last town card is bought.
If either instance, the current round is completed and the game goes to scoring.
VPs come from a variety of sources.

Sets of railroad cards.
Town cards paired with railroad cards.
Building tiles earn 1 VP each.
Bonuses from building cards may also provide additional VPS.

Points are tallied, highest score wins.


Overall
Even without the anthropomorphic artwork, Raccoon Tycoon would be something or a quirky game.
It packs quite a lot of mechanical systems into a single game albeit to a fairly simple level.
A little bit of stock market manipulation, a touch of set collecting, a dash of auctioning and a sprinkling of engine building. It could be a recipe for disaster but in the case of Raccoon Tycoon; the whole is greater than the sum of the parts.
A large part of this I feel is due to the building tiles. Their unique bonuses both provide some asymmetrical gameplay elements and can also give players a bit of strategic direction.
Raccoon Tycoon is a bit of a balancing act between acquiring cash for railroad cards/building tiles and commodities for town cards. It's hard to work towards both at the same time. Adaptation is important here, as is planning ahead. Players could look to finding ways to raise commodity values to increase profit when selling them later

This brings me to commodity manipulation. There isn't too much interaction between players other than auctioning and commodity manipulation, 
Watching what opponents are doing can prove useful and is something of a higher level of play. I.e., if 2 players are accumulating the same commodity, there's a possibility that one of them will sell it, causing that market to crash. Beating a opponent to the punch so to speak, can cost them lots of cash!

Raccoon Tycoon is fairly rules light and I think seasoned gamers won't have any problems grasping all the systems at work here. For less experienced gamers, the curve will be steeper, I don't feel it's a gamebreaker but I imagine it could be off putting.

While there's enough gameplay to give players thoughtful and meaningful decisions to make and a fun experience, I also found the game to be a little unengaging and uncompelling, I never felt like I was building railroads or towns and despite the unique art style, it didn't feel like it stood out from the crowd.
here's nothing wrong with Raccoon Tycoon but it wouldn't be my first pick for a game, although I'd have no problem playing it if someone else wanted to.
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Fruit Picking - First Play!

29/5/2022

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29th May 2022

Sunday gaming on ​Board Game Arena continued with mancala styled game Fruit Picking.

I'm not the fruit picker, I'm the fruit picker's son, I'm only picking fruits 'til the fruit picker comes.
Hmm, it doesn't work...

Caveat: We've only ever played Fruit Picking digitally.

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

The boards in Fruit Picking feature a couple rural landscapes depicted with a appealingly stylised illustrations showing idyllic countryside. The fruits are also well illustrated and Fruit Picking has solid art style.

Other than the fruit and waterdrop symbols, there's no iconography in the game and it should not prove any problem to players.


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

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

Endgame
Play continues with players acquiring fruit cards until one player has the cards to meet one of the criteria which triggers the game end.
Fruit Picking provides players with 4 ways to do this. A pair and 3 of a kind, 4 of a kind, 3 pairs and 1 of each fruit.
When this occurs, the current round is completed and if the player who triggered the game is the only one to have met any of the criteria, then they win.
In the likelihood that more than one player has met any of the criteria by the end of the last round, then ties are broken by quantities of fruit and seeds on cards.

Overall
Fruit Picking is a lightweight games that has a good mix of logic and luck.

Logically, it's not hard to think several moves ahead if you want. Once farm cards have been distributed on to the player boards, moving seeds and activating farm cards is entirely predictable and only driven by player decisions.
Manipulating the Harvest House action to game more actions is a key tactic, especially as it can be used to quickly fill the Harvest House and used to purchase cards.
Fruit Picking is essentially a race to acquire cards before other players. When cards are drafted, everything can change, which neatly brings me to the next facet of the game

The game's unpredictability comes into play on the market track. As play progresses, cards will come into play randomly, not only that, their costs will also vary, especially as they move along the track.
It means that some times, the cards appearing will play into certain players' strategies and other times, potentially scupper those strategies. Players will have to be prepared to change direction for long term plans when this occurs and adapt their approach according to what is available.

It's something I've encountered in other games and found to be irritating, Fruit Picking is no different. I know that this can be an important element of a game because without some randomizer, it can sometimes very quickly become obvious who's going to win. Even so, it irritates me.

Fruit Picking also sits in a strange place of feeling a bit overlong for a filler game but definitely a bit too light for a main game.

Having said that, it's accessible game that's easy to learn. For people who want something which engages some tactical thinking but is not along time brain burner, Fruit Picking may hit that sweet spot.
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Copenhagen - First Play!

29/5/2022

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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?
  • Player boards: Each player board is styled to look a little like the facade of a urban townhouse in what I imagine is meant to be Copenhagen.
    Mechanically speaking, each player board is a 5x9 grid which provides 45 spaces, and 4 of these spaces contain shields. Finally, outside the grid is a column of 3 more shields.
  • Tetrominoes tiles: Copenhagen comes with tetrominoes tiles in 5 different colours plus white. Strictly speaking, these aren't all tetrominoes as they come in sizes of 2-5 but they are all orthogonally linked square shapes. 
    Additionally, each colour of tetrominoes has it's own 'themed shape'. E.g., all the purple tiles are straights, the red tiles tend to be blocks and so on. Having said that there's some crossover in shape types between colours. The white tiles are the exception here as they are all 1-space tiles.
    They're also somewhat limited in numbers, there are 3 of each size in each colour  except for the 5-space tiles, where there's only 1 5-space tile in each colour. Again, white is the exception in having 12 tiles.
    Finally... windows! All tiles have 1 or more windows on them. As a rule all tiles have 1 space without a window, a 2-space tile has 1 window space and 1 non-window space, the 4-space tile has 3 windows and 1 non-window. Yet again, white is the exception as every white tile has a window on it. Why are windows important? M
    ore on that later.
  • Facade cards: These cards come in the same 5 colours as the tetrominoes tiles. They look quite busy but in fact, they just show the all the relevant shapes in their particular colour.
  • Game end card: A unique card which can trigger 1 of the game's 2 ways of ending.
  • Ability tiles: There are 5 types of these square tiles, each type confers a special ability when used. They're also double-sided with a 'used' icon on the flip side.
  • Harbour tile: This large tile has spots to place the draw deck and discard pile. Along the outside of the tile are 7 spaces to line up 7 facade cards in a sort of 'U' shape.
  • Scoring track: This tiles tracks player scores and slots in adjacent to the harbour tile.

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.

Picture
Tiles and cards.
Picture
Player Board.

How's it play?
Setup
  • Harbour tile: Put out the harbour tile, then shuffle the facade cards into a face-down deck. Going clockwise, deal 7 cards face up to the allotted spaces around the harbour tile, then put the deck on to it's space on the tile.
  • Tetramino tiles: Put out the tiles as per the player count and arrange them by colour and type.
  • Special ability tiles: Put out 5 stacks of special ability tile according to the player count.
  • Player board: Give each player a player board.
  • First Player: Determine a starting player
  • Starting cards: Each player draws cards from the deck as per player count and turn order.

​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.
  • Draft cards: The active player takes 2 cards from around the harbour tile. These 2 cards must be adjacent to each other and cannot 'wrap around' the horseshoe shape the line of cards are in.
    Players also have a hand limit of 7 which they must discard down to if they go over.
  • Draft tiles: The active may draft one of the tetromino tiles, this is done by discarding a set of cards. if 3 red cards are discarded, then the active player can take a 3-space red tetromino tile, if 5 greens are discard, then they can take the 5 space green tetromino and so forth.
    Placing tiles: Once acquired, a tile must immediately be placed on to their playing board. They must be placed either at the bottom of the playing area, or on top another tile - although overhangs are acceptable and tiles can be rotated in any the player sees fit.
Other rules: Well that's it for the basic actions, there are a couple of extra rules.
  • Shields: When a shield on a player's board is covered by a tile, then they get to perform 1 of 3 special actions.
    1-space tetromino: The active player may take and place one of the white 1-space tiles into their playing area. Which if placed on another shield space can trigger another special action.
    Ability tile: The active player may take 1 of the 5 types of ability tile. Players are limited to 1 of each type but they may be activated any anytime in the active player's turn. Once resolved, an ability tile is flipped to its used side.
    Ability tiles allow players to take 3 cards, or 2 cards not adjacent to each other and and so on.
    Reactivate abilities: This final action allows the active player to flip all ability tiles from their used side to their ready side. Obviously, this action becomes better, the more flipped tiles a player has.
  • Exhausted deck: When the draw deck becomes empty, all the cards in the discard pile are shuffled back into a new draw deck.
    Additionally, the End Game card is shuffled into the bottom 10 cards of the draw deck. This may trigger the game end, see below for more information
  • Scoring: There are 2 ways of scoring; horizontal which requires filling 5 spaces and vertical, which requires 9.
    Horizontal: When a player completes a horizontal line, they score 1 point, if the all the spaces in the line contain windows, they score 2 points instead.
    Vertical: A completed vertical line is worth 2 points, if all the spaces contain windows, it's worth 4.
That's it for the rules.

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.
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Azul - First Play!

1/5/2022

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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?
  • Player board: The player boards are double-sided with different shapes on both sides. Most of each player board is taken up by two sets of grids.
    Pattern lines: The left hand grid is a sort of triangular shape composed of rows of squares. The top row has 1 square and each row below increases the count of squares by 1. Thus the 5th and final row consists of 5 squares. These lines are known as the pattern lines
    Wall: The right hand grid is a 5x5 size with coloured/patterned squares. There are 5 types of square and each row has one of each type. Additionally, going downwards, each row has those types of square in a slightly offset position so they appear to 'descend' diagonally. The relationship between the 2 types of grid is key to the game. The wall is where players score VPs.
    Floor line: Along the bottom of the player board is a row of spaces labelled with minus values, e.g., -1, -2 and up to -3.
    Score tracker: Finally, along top of each board is an individual scoring tracker for each player.
  • Token mats: There are 9 of these mats and they are each decorated in elaborate swirling patterns.
  • Token/tiles: There are 100 tokens which represent the game's wall tiles, 20 each in 5 types with patterns that match the patterns on the square grid on player boards.
    First player token: There is also a first player token, it has no intrinsic value and will actually cost players VPs!
  • Bag: The physical game comes with a bag which is used to blindly draw tokens.
The game's only artwork are the patterns which appear on the tokens. It does it's job though, between bright colours and unique images, the 5 sets of tokens look distinctive from one another.

Azul doesn't make use of icons and the relationship between tokens and a player board is clear.

How's it play?
Setup
  • Board: Give each player a board.
  • Mats: Put out 5-9 mats in a circular shape according to player count. Then place the first player token in the central area between the mats. All of this constitutes the game's drafting area.
  • Tokens: Put all of the tokens into the bag and give it a good shake.
  • First player: Determine a starting player.

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.
  • Round start: The first player should blindly draw tokens from the bag and place them on the mats until each mat has 4 tokens on it. With 5-9 mats there will be 20-36 tokens used.
  • Collect tokens: The active player must draft tokens from one of the mats or the central area (At the game start there won't be anything in the central area to draft.).
    The player chooses which type of token to draft and must take all the tokens of that type from the chosen mat or central area.
    From mat: If the tokens are drafted from a matt, the any tokens remaining on that matt are moved into the central area.
    From centre: If tokens are drafted from the central area and the first player token is also there, then that is taken as well.
    The first player token cannot be played into the lines and instead goes into the floor line. It means that the player will go first in the next round but will lose a point as a consequence.
  • Place tokens: Now the active player must place their tokens into the pattern lines grid on their player board. There are several restrictions here.
    • Tokens can only be placed into a single line.
    • Tokens may be placed into any empty line or a line which already contains matching tokens.
      Any excess tokens remaining after filling a line are sent to the floor line.
    • Tokens cannot be placed in a line already containing different tokens.
    • Tokens cannot be placed in a line where the matching token has already been added to the wall grid. I.e., if a line had been previously filled and emptied of a particular type of token, in essence a line can only be used once for each type of tokens and it cannot be repeated.
    • Finally, the active player may choose to put the tokens into the floor line.
  • Next player: Once the active player has placed their tokens, play progresses to the player on the left.
  • Round end: Play continues until all the tiles from the drafting area have been placed on to player boards, then the  round is over and the following end of round actions occur for each player:
    • Resolve tokens: A line in the pattern lines which has been filled is considered resolved. This means that one of the tokens from that line is placed on it's corresponding spot on the same row in the wall grid, any remaining tokens are returned to the bag.
    • Scoring tokens: When a token is moved to the wall grid, it is immediately scored. How much it scores will depend on it's position relative to other tokens on the wall grid.
      If the token is not adjacent to any other tokens (The very first token placed on the wall grid for example.), then it scores 1 VP.
      If the token has been placed adjacent to 1 or more other tokens, it forms a link with them and scores more. For each horizontal token it is adjacent to in a link, an additional VP is scored. The same is true for a vertical link.
      If multiple rows were completed in the same round, then multiple tokens can be scored.
    • Floor line: Each token that has been placed in a box in the floor ​line costs the VPs listed, this is cumulative. E.g., the first 4 boxes are 1-, -1, -2, -2, if they are filled, this would total -6 VP. Once penalty points have been calculated, return the first player token to the centre and the other tokens to the bag.
  • Next round: Whoever had the first player token is now the first player for the next round which they begin by blindly drawing tokens to populate the mats in preparation for the next round.
    Any uncompleted pattern lines carry over into the following round.
​
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:
  • Every filled out vertical line is worth 7 VPs.
  • Every filled out horizontal line is worth 2 VPs.
  • Every completed set of 5 matching tokens (In other words; each filled out diagonal line.) is worth 10 VPs.

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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