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Dice Hospital

30/12/2021

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30th December 2021

Thursday afternoon gaming on Board Game Arena continued with Dice Hospital.

Doctor, doctor, please
Oh, the mess I'm in
Doctor, doctor, please
Oh, the mess I'm in

Mismanaging your hospital in Dice Hospital will definitely lead to a big mess!

What's in a game?
  • Player board: Dice Hospital's player boards are curiously hexagonally shaped and each contains a number of hexes which represent different departments
    Coloured hexes: There are 3 hexes which are red, yellow and green, they represent critical care, oncology and pharmacy.
    Numbered hexes: There are 3 hexes numbered 1-2, 3-4 and 5-6, they are intensive care, imaging and clinic.
    Wards: There are 4 ward hexes and each has room for 3 patients (dice.), thus 12 patients in total. Each hex also has spaces to place 'treated' patients.
    Nurse's station: This hex is where general nurses are placed at the start of each round.
    Discharge: This is where patients go when things go well.
    Mortuary: And this where patients go when things go bad!
  • Department tiles: Players can expand their hospitals by acquiring these hexagonal tiles. Departments improve a hospital's abilities to heal patients. Departments may be colour-specific (Red, yellow or green.) or 'neutral' (Blue.) which is generally number based.
  • Specialist cards: Players may also recruit extra workers into their hospitals in the form of specialist and these cards list their specialities. Like departments, specialists may be colour-specific or neutral.
  • Administrator cards: Each player will get one of these and they confer some unique benefit or scoring bonus to the owning player.
  • Meeples: These nurse shaped meeples (Neeples?) come in 5 colours, white and blue, as well as red, yellow and green which relate to the identically coloured departments. The white and blue are essentially general staff.
  • Dice: You won't be surprised to learn that Dice Hospital uses six-sided dice, a lot of them. They are used to represent patients and come in red, yellow and green which indicate the type of treatment they need; critical care, oncology or pharmacy. There are 21 in each colour and 63 in total.
  • Bag: Goes with the dice.
  • Ambulance tiles: There are 5 of these and they're numbered as such. Ambulances are used to deliver patients to hospitals, each ambulance has room for 3 dice.
    NOTE: The ambulance models seen in the photos here DO NOT come with the base game.
  • Blood bag tokens: Provide players with some special actions when used or VPs at the game end.
  • Fatality tokens: I'm sure get the idea...
There are some other tokens, but they're not significant to gameplay.

The component quality in Dice Hospital is all round good. The tiles are study and cards are of the expected quality. The game's 60 or so dice are plastic but with well rounded corners and satisfying to roll. Finally, all the meeples are stylised after medical staff, it's a nice touch and appreciated, they're made of wood too! Good stuff.

All of the art for the different departments on the hex tiles is quite small but also well detailed and depicts a variety of different medical equipment and hospital furniture, I quite like it.
The specialist cards have headshots of doctors, it's sort of average artwork but on the hand, they look like medical staff, what more could you want? Besides, how much more exciting could you make the portrait of a urologist look!

We found the game's iconography initially a little confusing but after a couple of references to the rulebook, it was always sorted out.
​None if it's a dealbreaker.


How's it play?
Setup
  • Dice: Put the allotted number of dice into the dice bag and give it a good shake.
  • Department tiles: Shuffle the tiles into a face-down stack and deal the allotted amount face-up, (This'll be equal to 1 less than the number of players.).
  • Specialist cards: The same as the department tiles:
  • Ambulance tiles: Use a number of tiles equal to 1 higher than the number of players. Start with the number 1 ambulance and put them out in sequential order.
  • Player board: Give each player a board and 3 white meeples, the meeples should go into the nurse's station
  • Administrator: Shuffle the administrator card and deal 2 face-down to each player. Players should which one to keep and discard the other out of the game.
  • Patients: Each player should draw 3 dice blindly from the bag and set the faces to 3, 4 and 5 how they see fit, then place them into 3 spaces on one of their ward hexes.
  • First player: Determine the 1st player.
That's pretty much it for set up. You'll notice that there's always never quite enough departments and specialists for players to take all of one or the other. Additionally, there's always enough ambulances to give every player a choice between at least 2.

On to play
​Dice Hospital is played over 6 phases, some of these phases are completed in turn order and some can be completed simultaneously.
  • Patients: The 1st player blindly draws a number of dice equal to the number of dice spaces on all the available ambulance tiles.
    The 1st player then rolls all these dice, any 1s or 6s are rerolled until all dice are showing 2-5.
    The dice are then placed on to the ambulance tiles, placing the lowest numbered dice on to the lowest numbered ambulance and go upwards so that the highest numbered dice end up on the highest numbered ambulance tile. The player to the right of the 1st player (The last player essentially.) may then have the opportunity to rearrange some of them.
    After this and in turn order, each player takes an ambulance tile and adds the dice to their wards. The only restriction here is that the 1st player cannot take the 1 ambulance, which prevents them constantly going first.
    If there's no space for new patients on the wards, then some patients will need to be sent to the morgue!
    ​Finally, a new turn order based specifically on the ambulance numbers is established and a new 1st player is determined, this player also gains a blood bag token.
  • Improvements: In this phase, players draft improvements into their hospital and this is where the new turn order becomes significant. In this new turn order, each player takes either a department hex or a specialist card (And appropriate meeple.) and adds it to their player board or play area.
    Furthermore; each player may discard exactly 1 improvement to gain a blood bag.
  • Hospital phase: This where arguably, the bulk of the game takes place, this can be played in order or simultaneously.
    Here players take their meeples and puts them into departments to heal patients. how is this done?
    If a meeple is put into the green hex for example, then a green die may be healed. Healing does 2 things, it increases a die's value by 1 (E.G., from 3 to 4.) and moves it to a 'treated' space in the ward. A die may be healed multiple times from multiple sources and if it's value would be taken to 7+, it is then sent to the discharge hex. More on discharging below.
    Improved departments generally allow more than 1 patient to be healed, althohg some allow lesser number of patients to be healed by more.
    There can be restrictions however.
    For example a red department may allow 3 red dice of equal value to be healed by 1 each, but it would have to exactly 3 not less. A neutral department may allow 2 dice with values of 1-3 to be healed regardless of colour.
    Specialists also provide more healing but may be limited. A yellow specialist used to heal a yellow die may also heal a 2nd yellow die.
    The abilities of departments and specialists may be combined. If a green specialist is placed on a neutral department and one of the dice healed is green, then the green specialist's ability would be activated.
    Each department and meeple can only be used once per round.
    Blood bags: These tokens can be spent for 2 effects, firstly, any die can be healed by 1 point, secondly, the colour of a die can changed to either of the 2 other colours. This is pretty useful when used with consideration, especially if activates a a department that could not be otherwise activated.
  • Neglect: Now we get to the bad part!
    Any die that were not treated, i.e. not moved to a treated space, has its value lowered by 1. If this would take a die's value down to 0, then that patient dies and the die (sic) is sent to the morgue.
    Every die sent to the morgue by a player earns them a fatality token. Then that die is returned to the bag.
  • Discharge patients: During this phase all patients are discharged and score VPs for the player. The discharged dice are returned to the bag.
    Scoring in Dice Hospital is a little unusual and exponentially increases if more patients are discharged at the same time.
    What this means is if 1 patient is discharged, then 1 VP is earned. If 2 patients are discharged at the same time, 3 VPS are earned and so on. If a player manages to discharge all 12 patients at the same time, they'd earn 35 VPs.!
    ​Additionally, if a player's wards are all empty during this phase, they earn a bonus 5 VPs.
  • End of round: This is the final phase of the round.
    Players' return all their meeples to their starting spots.
    All patients who were treated are moved back to their untreated spots.
    Any departments or specialists who were not drafted during the improvement phase are discarded to the bottom of their relevant stacks and new departments and specialists are drawn in preparation for the following round.
Play now progresses to the next round, with the 1st player drawing and rolling dice and the dice drafting phase and so on.

Endgame
Play continues until 8 rounds have been completed. Upon reaching the end, players calculate their final scores, this includes:
VPs for discharging patients over the 8 rounds.
+1 per unspent blood bag.
-2 per fatality token acquired. 
Scores are tallied, highest score wins.


Overall
As well as randomly determining which improvements appear, I like how the game makes use of dice as both a randomiser and a resource to be managed. Using dice value to gauge health levels and colours to represent different types of malady is innovative and great.

There's a lot of good gameplay in Dice Hospital and a lot to like. Figuring out how to strike balance the hospital's different needs, requirements and aspects is a satisfying challenge.

In this regard, the game's 2-tier drafting mechanics work well, drafting patients that are easier to heal means going later when drafting hospital improvements, that's a good balancing mechanic with meaningful decisions. There's also a higher level of play at work here, if you can anticipate which patients/improvements other players are looking to acquire, you can either try and either deny them what they want or make it easier to get what you want. For example, if no one else wants a red doctor, then going last in the improvement drafting phase is not a problem.

Knowing what and when to draft is probably the single most important aspect of the game, using those combinations of special abilities to heal multiple patients at a time is vital. It's also contextual, depending on the colour of patients and improvements appear and what a player already has in their hospital. Players may find themselves having to reappraise their strategy from turn to turn. Willingness to trash an improvement for a blood bag can also be a powerful play, used right, blood bags can provide much more than a single VP.
Luckily, the game provides fairly good opportunities to combo departments and specialists off each other, especially toward the latter half.
However, getting that balance wrong leads to sub-optimal play, having to many departments leaves them unused and too many specialists means they just do nothing.

Even though it's an abstract dice game, it genuinely feels a bit like you're running a hospital, having to try and find ways to treat and discharge patients before the next influx of unending patient.
This is not a coincidence. Players start the game with 3 patients and acquire 3 more every round, this means by the end of the 3rd round, they'll have filled all their wards (Provided they haven't already discharged any patients.), as a consequence, players will need to discharge 3 patients a round just to avoid sending some to the morgue.
Thanks to the scoring though, there's a wrinkle here. Discharging patients in drips and drabs doesn't score many VPs. Players will actually want their patient numbers to build up a bit and discharge as many of them at once as possible to optimise scoring.
It's a another balancing act and it all combines to make Dice Hospital a good game.

If you like worker placement mechanics, blended with a bit mid-complexity, light randomness, meaningful choices and almost engine building elements; then Dice Hospital is worth a try. One I found an enjoyable experience.
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Lost Ruins of Arnak

30/12/2021

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29th December 2021

We're at Simon's for some Wednesday evening gaming goodness during the mid Christmas break.
The game of the night was Lost Ruins of Arnak.

"That belongs in a museum!"
What does? Cliched old one liners!

​Lost Ruins of Arnak is a game about raiding temples of a long forgotten ancient civilisation on an uncharted island.

What's in a game?
  • Game board: The game board for Lost Ruins of Arnak is quite large and has a full sized illustration of an unexplored, fantastical wilderness landscape. It's also quite busy, with spaces and tracks for a lot of components, cards, workers and more.
    Cards: Along the top are spaces for the 3 decks of the game's different card types; artefact, item and fear cards.
    Card track: Directly below, a card track runs runs across the board and will be populated with varying amounts of artefact and item cards during the course of the game. The card track also displays the game's 5 rounds.
    Research track: Running up the right side of the board is the 'research track'. This track has 2 'paths' that lead to the top, where VPs await the players. Going up the track costs various resources but also confers resources or other benefits, including gaining assistants.
    Sites: The bulk of the board is taken up with unexplored wilderness sites, these hidden locations which will be explored by the players' workers come in 2 tiers, the 2nd tier being harder to 'travel' to, each site has space to put a idol token or a tile on it. Below each site it will display 1 or 2 worker spaces and inside each worker space it will list the cost to travel there.
    Dig sites: Below the tier 1 sites is a another row of 5 sites, these are dig sites, they are not explorable and instead can be used by players to generate the game's 5 resources.
    Double-sided: It's worth noting that the board is double-sided and features an alternate setup on the other side with differing travel costs.
  • Supply board: This small supplementary board sits along the bottom edge of the main board and contains spaces for 5 of the game's different resources and 4 sets of tiles.
  • Player boards:  These boards depict a picture of a campsite and have spaces for each player's deck, 4 'used' idols slots and and 2 assistants when they're recruited. There's also space to place resources.
  • Cards: Lost Ruins of Arnak uses 3 types of cards.
    Starter cards: Every player is given these and they can be used to generate coins and compass resources or scores in the game's 4 types of travel.
    Item cards: These provide some sort of bonus to the controlling player. They are always paid for with money and when acquired go to the bottom of the player's deck. Item cards can score VPs.
    Artefact cards: Unlike item cards, artefact cards go directly into the player's hand and can be immediately played for their effect when acquired. Further usage of artefact cards will cost tablet tokens. Like item cards, artefact cards can earn VPs.
    Fear cards: These serve no purpose other than to bloat the player's deck with useless trash cards. Thus getting them is actually a negative. Fear cards also cost players VPs.
  • Tiles: Lost Ruins of Arnak makes use of numerous tiles.
    Temple tiles: These are placed at the top of the research track and provide VPs once acquired by players.
    Idol tiles: These are acquired by players when they first explore sites and confer bonuses and VPs, they can then also be 'spent' to get another bonus.
    Site tiles: When players explore a site location, a random site tile from it's respective tier will be placed there.
    Guardian tiles: Once a site tile has been placed, a guardian in the form of a tile will appear on top of the site tile and cause a headache for the worker there!
    Research tiles: Players will accumulate these as they move up the research track and they confer various benefits
    Assistants: These tiles contain assistants which confer a benefit of some sort on to the player who recruited them. They are also doubles-sided, meaning that assistants can be upgraded (Promoted?).
  • Tokens: All of the game's resources are represented by tokens.
    Coins: These card tokens are the game's currency.
    Compasses: These are also card tokens.
    Arrowheads: These are little plastic tokens shaped a little like arrow heads.
    Jewels: It looks like translucent acrylic chunks are used to represent jewels.
    Tablets: Plastic is used for these tokens shaped like ancient tablets.
    Moon Staff: This card token is used to track the game's turns.
  • Meeples: Each player is given 2 archaeologist wooden meeples for workers as well as a magnifying glass and notebook meeple in their colours. The magnifying glass and notebook are used to track a player's progress along the 2 research tracks. All the meeples are made of wood.
The quality of components in Lost Ruins of Arnak varies from average to great.
The game has really nice plastic pieces for arrowheads, tablets and jewels, along with wooden meeples, magnifying glasses and notebooks, you can never go wrong with wooden components and yet, makes use of unremarkable card tokens for coins and compasses.
Yes it's a minor quibble but it's definitely noticeable.
The game's cards and tiles are standard quality.

From an art perspective, it's all pretty good, cards and tokens all have nice, clear and colourful thematic art. The standout however, is the board, with a pair of lovely landscape images, it's almost a shame that they'll mostly be covered with components during play.

The game contains a fair amount of iconography, none of it was particularly unclear though.


How's it play?
Setup
  • Board: Choose a side of the board to play with, one is hard than the other.
    Cards: Shuffle and put the artefacts and items deck face-down. Also put out the fear cards. Deal 1 artefact and 5 item cards into the card row.
    Idol tiles: Randomly assign idol tiles to all sites, tier 1 sites get 1 and tier 2 sites get 2.
    Temple tiles: These are placed at the top of the research track.
    Research tiles: Place these on their allotted spaces as required or randomly.
    ​Assistants: Shuffle these into 3 stacks so their upgraded sides are face-down.
    Site tiles: Sort the site tiles into their 2 tiers and shuffle each tier into a face-down stack.
    Guardian Tiles: Shuffle these into a face-down stack.
    Resources: Should be placed into their allotted spaces.
  • Player board: Each player should get a player board; 2 meeples and 2 research tokens in their chosen colour.
    The meeples go on to the player's board and the research tokens on their designated starting spots on the research track.
  • Deck: Each player should take the 4 starter cards in their colour, 2 of which will be coin/funding cards, 2 will be compass/exploration cards and then finally, add 2 fear cards to their deck.
    Now shuffle all 6 cards into a face-down deck.
  • 1st player: Determine the first player and deal out resources as determined by the turn order.
Looks like we're ready to go exploring in the... Lost Ruins of Arnak.

​On to play
A round in Lost Ruins of Arnak continues until all players can no longer perform actions (Free actions don't count.) or have passed. The game features a pretty standard turn order that goes clockwise and in their turn, players will get 1 main action and any amount of free actions.
A round proceeds as follows:
  • Draw cards: All players draw cards from their player deck to take their hand up to 5, thus in the first round this would be 5 of the 6 starter cards.
  • Actions: Starting with the 1st player and going clockwise, each player must perform 1 main action, they can also perform free actions, generally, everything with a lightning bolt symbol is considered a free action.
    Main actions are:
    Travel: A player can move one of their meeples to a site on the board, provided an available worker spot is there and the player can generate the required travel score to pay the travel cost.
    Generally, the player uses the cards in their hand to pay travel costs, even fear cards provide walking scores
    There are 4 types of travel, these are; walking, land, sea and air.
    Walking is the most basic travel action and can only be used to pay for walking costs. Land and sea scores can pay for their relevant costs or can also be used in place of walking - but not for each other. Finally air can be used for any type of travel. Furthermore a player may spend 2 coins to what amounts to chartering a flight, that is get a point air score, which is essentially the same as any token.
    Additionally, if the player is travelling to either of the 2 wilderness tiers for the first time, they will be required also spend the relevant number of compass tokens.
    So what does travelling do? this will depend on where the archaeologist is travelling to.
    Dig site: Sending an archaeologist to a dig site will allow the player to gain some resources.
    ​Unexplored site: When a archaeologist visits a unexplored site, the player immediately gains the idol token(s) located there, along with whatever benefit it confers. as an aside, when a player initially gains an idol it is not placed in any of the 4 idols on their player board
    Then a site tile of the relevant tier is revealed, placed there and immediately resolved. Usually, it confers some benefit or resource on the controlling player
    After this, a guardian tile is revealed and placed there, as you'd imagine, guardians can be bad news. more on this below.
    Defeat guardian: if an archaeologist is on a site with a guardian, then that guardian can be defeated by spending the required resources. That guardian tile is then placed into that player's area and scores VPs at the game end, guardian tiles also have special abilities which have a one-time use.
  • Buy card: The active player may purchase a card from the card row.
    Item cards go at the bottom of the purchasing player's deck and artefact cards go straight into their hand.
  • Play card: The active player may play a card from their hand for whatever benefit it confers.
    All card are played into the player's play area.
  • Research: The active player may move 1 of their 2 research tokens up their relevant track. Sometimes a track may have multiple routes the player can choose. There are some restrictions though.
    Firstly, a player's notebook token cannot go above their magnifying glass token, secondly, there can be a cost to pay for moving up. However there are also usually a benefit for moving along a track. This is generally the only way to acquire assistants.
    If a player reaches the top of the research track, they have reached the temple and get bonus points accordingly, the 1st player to arrive gets the most VPs, later players earn decreasing amounts. Finally players get to choose one of the temple tiles to take when reaching the temple.
  • Pass: If the active player cannot perform any other main action, then they must pass. Alternatively, the active player can choose to pass if they so desire.
    Either way, the player is now out of the round and can no longer undertake any  further actions in that round. This means it's likely that players will have uneven actions in a turn and it's possible that someone could be 'last player standing' and get multiple actions in a row.
  • Free actions: There are numerous free actions which players can use, they include:
    Cards: Some cards can be played as free actions.
    ​Idol token: A idol can be 'slotted' to confer a benefit to the player as listed on their player board. Since there are only 4 slots, this can only be done 4 times in a game.
    Guardian tiles: A player may flip a guardian tile over to make use of its once-only bonus.
    Assistant tiles: If a player has acquired an assistant or two, then their benefit can be used once per round.
  • End of action: After a player has completed their main action and any free actions, play progresses to the player to the left.
  • End of round: When the end of a round is reached, a number of actions occur.
    Return archaeologists: Each player takes back their 2 archaeologists, if they are taking back an archaeologist from a site with a guardian tile, then the poor archaeologist has fled in terror and the controlling player adds a fear card to the discarded cards in their player area for each archaeologist fleeing.
    Shuffle cards: Players take all the cards that they played in the round (Which will be in their play area.), shuffles them and puts them at the bottom of their deck. Thus there is no discard pile in Lost Ruins of Arnak. Players can also choose to discard any unplayed cards into their play area before shuffling them to move back into the bottom of their deck.
    Move Moon Staff: Cards around the Moon Staff are discarded out of the game and the staff moves to the right. This means as the 5 rounds progress, more artefact cards will appear in place of diminishing item cards.
  • Next round: The starting player moves to the left and the new round starts with all players drawing cards from their deck to take their hand up to 5 cards.
There are some other rules such as for burning cards (Useful for getting rid of fear cards.) and so on, but that's the gist of it.

Endgame
When the 5th round is completed, then so it the game and we go to scoring. There are a variety of opportunities to score.
Research: Research tokens earn VPs depending where they finished on the research track.
Temple tile: Players who reached the temple can score the VPs on these tiles:
Idol tokens: each idol token acquired earns 3 VPs.
Player board idol slots: Each empty slot on a player's player board earns the VPs it displayed. This means when an idol is slotted for a benefit, the VPs it covers are not scored.
Guardian tiles: Each guardian defeated earns the player 5 VPs.
Cards: Aretfact and item cards can also earn the owning player VPs.
Fear cards: Finally; fear cards. Each fear card a player has deducts 1 VP from their total.

Points are tallied, highest score wins!


Overall
Hmmm, what to say about Lost Ruins of Arnak.
It would only be a slight exaggeration to say that this game is sort of a jack of all trades and master of none.
A little bit of deck building, a little bit of worker placement and a little bit of resource management, this game has it all!
Joking aside, this, on a basic level represents 3 different approaches to accumulating VPs. That is; buying cards and using cards, visiting sites and moving up the research track.
Card will get players useful special abilities and travel points, visiting sites will acquire players resources and going up the research track gets other benefits, including assistants.
Players will not want to neglect any of these elements and there's fairly good synergy between different parts of the game, but generally players end up focusing on 1 of them during play.
While the game isn't overly complex, there's quite a lot to consider. Personally, it felt like going up the research track was a good way to score big but it's hard to be sure. 

Another very important factor to think about is turn-economy, there's no set number of turns per round in Lost Ruins and finding ways to get extra main actions is vital. A player who gets 10 actions per round instead of 5 is going to just do better and I have to say, finding way to combo actions into more actions is pretty satisfying. For example, a player might use a card to get resources to move a worker to get different resources to spend on the research which would provide another benefit.
Having said that, taking a single main action at a time can feel frustrating, yes it's a combo system, but it's a slow one - unless you're the only player still with actions.

I found Lost Ruins of Arnak a fun game, but not a particularly compelling one; it's hard to put a finger on. The game's theme fits it's mechanics well and it has great presentation.
I think maybe that all the game's systems, the worker placement and the deck building and so on are all on an individual level, a little uninspiring and bland. The deck building mechanic would never stand on its own for example, neither would the worker placement, on the other hand, they don't need to.

So is the sum greater than the parts? The jury's out.
When I encounter a game I like, I get the urge to buy a copy and I don't get that with Lost Ruins of Arnak.
The game was entertaining but it wouldn't be first choice of mine to play but I happily play it if someone else wanted to.
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Le Havre

17/12/2021

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16th December 2021

It's a Thursday and we're round Simon's for some gaming.

​The game of the night was Le Harve; have you ever had the urge to run a business on the French coast, construct buildings and ships, manage goods, feed your ever expanding workforce and avoid going into debt?
If the answer is yes, then maybe, just maybe, Le Havre is the game you're lookng for.

What's in a game?
Le Havre uses a lot of components, I mean it, A LOT!
  • Game board: The game board is composed of 3 large tiles that are placed down together to form the board. It depicts the titular harbour with a wharf and warehouses and it's a fairly busy board too with a lot of spots and locations.
    Resource spaces: There are 6 spaces for the games 8 resources, wait, did I say 8 resources, since the resource tiles are double-sided that means the game actually has 16 resources. Finally there's a spot for the 17th resource - money.
    Supply spaces: There a row of seven of these circular spaces directly beneath the resource spaces.
    Offer spaces: And beneath the port spaces are 7 offer spaces. As the game progresses, goods will move from the resources down to the offer spaces.
    Special buildings: this is where the special buildings deck goes.
    Building proposals: These are 3 spaces which will contain regular building cards which can be built but not bought.
    Ship spaces: There are 4 spaces for the 4 different types of ship that will appear during a game.
    Round cards space: Finally, there's a space for the round cards, there not actually round but are used to track the game's round.
Picture
The game board... so many resources!
  • Cards: Le Havre uses numerous decks of cards.
    ​
    Round cards/Ship cards: Not all of these are used during a game, depending on player count.
    ​They are arranged in numerical order and are used to not only track rounds, but other events such as harvesting and bringing special buildings into play. They are also double sided and on the other side are ships. When a round is over, the round card is flipped to the other side and becomes a ship available to be bought, thus more and more (And better.) ships become available as a game progresses.
    Ship cards are very useful cards, they allow players to trade resources for cash and also provide food when needed.

    Building cards: These come in 3 types, starter, standard and special and can be bought or used by players. They are functionally more or less identical though. Each card has a cost to buy in some combination of resources and money, it may also have a symbol for it's type. Then the card lists what ability it has, typically this is generate or upgrade resources, although some will construct buildings or ships. 
    Standard cards have a couple of bits of extra info, first, in the top right corner it shows a number, this is the sort order number and determines the order in which cards appear. Finally, at the bottom it repeats the buying info, which will be displayed when the cards are put out.
    Loan cards: If a player runs of cash, then they can take a load card to acquire more money, although this comes at a price...
    Buttery/Player guide: This double-sided card has a buttery on one side and a quick guide to the rules on the other.
  • Tokens: As with cards, Le Havre makes use of a lot of tokens. All of them are made of card.
    Cash: These round tokens represent francs.
    Resources: All of these are double-sided, with the basic resource on one side and the upgraded resource on the other. Resources provide food and energy amongst other things and include.
    Cattle/Meat: Produces more cattle and food on the upgraded side.
    Grain/Bread: Produces more grain and also produces food
    Iron/Steel: Used for building.
    Clay/Brick: Also used for building.
    Wood/Charcoal: Produces energy.
    Fish/Smoked fish: Produces food.
    Coal/Coke: Produces energy.
    Hide/Leather​: Can be sold.
  • Meeples: Each player is given 2 wooden meeples in their colour, a ship which is used in the port and a disc, which is essentially a worker and placed in buildings.
  • Supply tiles: There are 7 of these circular tiles that fit on the supply spaces. Each tile displays an action that must be resolved during the game.

​The art in Le Havre is a bit of a mixed bag. The game board uses fairly simplistic and colourful illustrations that I personally found clear, distinct and looked quite evocative, the same is true of illustrations on the cards. However, the tokens used monochromic artwork which is a little old school. Having said that, it was always clear what they represented.
Which brings me to iconography. Between all the different actions on all the building cards in particular, Le Havre uses a fair amount of iconography. Much of it is straightforward and apparent but some of it will require looking up in the rules. none of it game-breaking though.


How's it play?
Setup
  • Round cards: Take the round cards appropriate for the number of players and place them face-up in numerical order on their allotted space. Round cards come into affect at the end of each round.
  • Supply tokens: Shuffle the supply tokens into a face-down stack and then place 1 of each face-down on the row of supply spaces.
  • Starter buildings: Put out the 3 starter building cards next to the board. These are owned by the town. Furthermore any buildings that are built by players are also owned by the town (Until players purchase them, that is.).
  • Building cards: Shuffle the standard building cards into a face-down deck, then deal the cards into 3 smaller face-down stacks.
    Now turn each stack over and sort it buy its sort order number in the top right corner. Thus certain cards will appear earlier in the game than others. Each of the 3 stacks goes into a space on the board but they do not sit stacks. Instead, spread each stack up, so that the info on the bottom of each card is visible and players can see the cost of upcoming cards. Only the top card in each proposal space are available to be built by players.
    Special building cards: Shuffle the deck of special building card and deal 6 cards face-down into a deck on their space on the board. The rest of the deck will not be used in this game.
  • Resources: Put all the resources into their specified spaces, then place 2 money, 2 fish, 2 wood and 1 clay token into their respective offer spaces.
  • Player: Give each player a ship and disc meeple in their colour as well as 5 cash and 1 coal. Each player's ship should be placed just left of the first supply tile.
  • First player: Determine a first player.

On to play
Acquisition of wealth is goal in Le Havre and money becomes victory points at the game end.
The game is played over a number rounds dependant on the number of players. In each round there are 7 turns, you will note that this means that players will not have an equal number of turns and this is by design.
In their turn each player must perform the supply action and has a single main action they can also perform, in addition the active player can also perform buy/sell actions.
When all 7 turns have been completed, there are some end of round actions to resolve before moving on to the next round.
Free actions: These can be performed by the active player at any time.
  • Loan: If a player does not have the money to pay for something, then they can take a loan card which gives them 4 currency to spend, paying off a loan card costs 5. Every loan card that a player has during the game end will essentially cost them 7 victory points, so you don't want to keep them!
    Additionally, sometimes players with loan cards will have to pay interest to the supply.
  • Buying/Selling: The active player may buy or sell any number of available buildings or ships at any time in their turn, provided they meet the requirements of course. Players cannot buy buildings in the building proposal spaces, because they're not built yet.
    When something is sold, it is at half the cash cost for the building and is sold to the town who will now own it.
Turn actions:
  • Supply action: The active player must perform the supply action. This involves moving their ship meeple on to the first available supply token (Going from left to right.), turning over the tile and resolving its action. Usually this involves moving tokens from one resource supply to it's respective offer space.
    Supply tiles are only turned over once during a game and when revealed stay in the same order for the remainder of the game.
  • Main action: There are 2 main actions available to the active player and they can perform 1 of them only.
    Take offer: The active player take all the resources on 1 offer space which they can use immediately.
    Enter building: The active player may take their disc and place in any available unoccupied building and use that building's ability.
    Available buildings include any buildings owned by the town or the player, furthermore, a disc may be placed in another player's building, but this will incur a entry fee that must be payed to that player.
    Next player: Once a player has completed their actions, play progresses to the player to the left.
A round ends when the player on the last supply token finishes their turn and leads directly into the end of round actions. This involves resolving the actions on the current round card and include the following.
  • Harvest: If this action occurs, players with cattle or grain increase them respectively.
  • Feeding: All players must feed their populations, this requires discarding food, how much is needed depends on the round card and a ship lowers this requirement. Money can be used in place of food and must be used if a player does not have enough food.
  • Construction: A building from the standard or special buildings may be built by the town and now becomes available to be used or bought players.
  • Ship: The round card is flipped over and becomes a ship, it is placed into its relevant spot and can bought by players.
  • Next round: All player ship meeples are placed back at the start of the supply track and a new round begins. Whoever was last in the previous round is the starting player in this one, thus they get a double-turn.

Endgame
When the final round is completed, all players have 1 final main action they can perform, after this, the game goes to scoring.
Now each player calculates their wealth which are victory points. This is done by totting up the following:
Value of all building and ships a player owns.
Cash they possess.
Every loan card a player still possess at the game end deducts from the total.
Scores are tallied, highest score wins.


Overall
When playing Le Havre players will need to pay attention to several areas of the game. Buildings are very important and players will probably spent a significant number of actions on them, not only do they have to think about to what they've built, what the town owns and what it available to build but what other players have built. Being able to make use of other player's building adds an interesting spin on the game.
Players will need to adapt their strategy to the buildings that become available and while there is a ordering number for buildings, it's still no guarantee of the actual order they become available.

That doesn't mean you can risk ignoring ships or acquiring resources of course, food is vital, probably the single most important thing in the game, you'll constantly need food otherwise you'll eventually be plunged into spiralling debt.
Managing all the resources is also key and the game deliberately forces players to make the hard choice between using a building or taking a resource from an offer space. Resources tend to be relatively scarce at the start of the game and player's will want to optimise their strategies.
Generally money can be used in place of some resources but it's essentially sucking up victory points and getting players closer to having to take a loan, something to avoid if you can.


Players will need to also pay attention to the supply track and their position on it and when their turns will come up, as well as when resources will be moved into the offer spaces.

Even though there were some more rules which I skipped over describing, I wouldn't call La Havre a very heavy game. I did find it a little fiddly with the occasional little rule popping up here or there and at the start I did find the game a little obtuse.
​Once you get over that hump Le Havre becomes a mostly straightforward game and proves a challenging game with meaningful decisions to make.

I do have a criticism of Le Havre though - and that's the playtime, it's just too long! This is a known issue too as the rules contain a 'shortened' variant of the game!
A 5-player game is expected to take 210 minutes over 20 rounds, that's 3 ½ hours and quite frankly, that's an underestimation.
Think about it; 210 minutes over 20 rounds is 10 minutes 30 seconds per round and each round has 7 turns, that works out at 90 seconds per turn. Do you think that the kind of players that like this type of game spend just 90 seconds per turn? If every player spends 2 minutes taking their turn instead of 90 seconds, it would add 70 minutes to the playtime. 😭

It meant that the down time between turns felt like it lasted forever and at times was just more frustrating than fun or compelling, which was what I ultimately took away from it.

If you like resource-management games that are slightly on the heavy side, then Le Havre might be worth a look, provided you can commit the time.
To be honest, it's a game that rainy, chilled Sunday afternoons are perfect for.
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Atlantis Rising

1/12/2021

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30th November 2022

It's a Tuesday night and we're at The Sovereigns in Woking with the Woking Gaming Club.

The main game of the evening was Atlantis Rising.
Atlantis; the mythical civilisation swallowed by the seas and lost to time, how did this happen? Clearly it was caused by a band of bumbling table-top gamers!

What's in a game?
  • Board tiles: Atlantis Rising comes with 37 double-sided tiles that when placed together form the game board. It's no ordinary looking game board though and when placed together looks like a very unique 6-pronged asterisk or a '*'.
    Each of the 6 prongs or more accurately 6 peninsulas consists of 6 tile segments featuring a different terrain type and each tile within a peninsula will show a number of worker spaces, mostly 1 or 2 and an action that is associated with placing a worker in one of those spaces, 3 peninsulas also reference a number ranging from 3-6. The other side of the tiles depicts the terrain underwater, not a good thing I'd imagine.
    The hills, mountains and forests produce gold, ore and crystal respectively, 3 of the game's 4 resources. These 3 terrains also show dice values
    The 4th peninsula is The Forge and allows players to turn resources into Atlantium, the game's 4th resource.
    The plains allows players to acquire more workers.
    Finally, the library peninsula allows players to acquire knowledge cards.
    The centre tile allows players to gain mystic energy.
  • Mystic Energy: Glass beads are used to represent mystic energy.
  • Resources: Little wooden cubes are used to represent the game's 4 types of resource. Little Wooden cubes, now we're talking!
  • Tokens: These are standard card tokens used in this case to represent courage and mystic barriers. These Atlanteans sure like their mysticism!
  • Dice: These are 3 normal six-siders.
  • Attack die: Not content with 3 dice, Atlantis Rising also comes with this attack die, it is not a normal six-sider and ranges from 1-4.
  • Atlantean navy board: Player may put their workers here to join the navy, why? Well come on, to protect the motherland!
    Along 1 edge of this board is the Athenian attack track, it's value starts at 0 and potentially rises to 12. The Athenian meeple galley moves along this track over turns, making the Athenians more and more dangerous. Speaking of which...
  • Athenian galley: This wooden ship meeple represents the Athenian Navy who really and I mean really hate the Atlanteans. Every turn they will attack in greater numbers and must be driven off.
  • Cosmic gate blueprint cards: These cards are essentially objective cards that the players must meet to win the game.
    There are 4 decks of cards labelled A-D which have increasing levels of difficulty.
  • Misfortune cards: Pretty explanatory really. These cards cause problems for the players and generally cause parts of Atlantis to sink, they represent the chief threat to their chances of success.
    Typically, misfortune cards sink 1 segment in 1 peninsula but some do far worse things.
  • Knowledge cards: These cards always provide some sort of benefit to the players can be at almost any time.
  • Player boards: These differently coloured boards all have a different roles which confer some a benefit or special ability on the controlling player.
  • Meeples: These are classic wooden meeples, they come in colours that match the player boards.
    Grey meeples: These are ordinary citizens of Atlantis that can be temporarily be recruited for a single round at a time.
This that's pretty much it for components.

The quality of the components is as you'd expect from modern games universally good, the game makes extensive use of wooden tokens for meeples, resources and even the Athenian ship, which I like. The addition of glass tokens is also a nice touch and appreciated.

From the perspective of art direction, I'd call the art good but not exceptional, it is however, clear and functional when needed, the different terrains are always easily discernible.
I'd be remiss if I didn't comment on the board. It genuinely looks unique and eye-catching. It's not a gimmick either and makes sense in relation to the game's mechanics.

The game's iconography is straightforward and easy to understand.


How's it play?
Setup
The setup for Atlantis Rising is relatively simple.
  • Atlantis: Create the game board.
  • Cosmic gate: Sort the blueprint cards out by their 4 types and shuffle them into 4 face-down decks. 9 cards should be drawn from these decks, the mix of decks used will depend on the difficulty chosen by the players. The 10th and final card is always the power core.
    Thus players will have 10 blueprint cards to complete.
  • Atlantean Navy: Set out the Atlantean Navy board and place the Athenian galley on its allotted starting spot.
  • Players: Give each player a player board, the allotted amount of starting meeples and a mystic energy token.
  • First player: Determine a starting player
Now we're ready to begin.

On to play
Each round in Atlantis Rising consists in a number of phases.
  • Place workers: Starting with the 1st player and going to the left, each player places all their workers on to the peninsulas on the Atlantis board or the Atlantean Navy board.
    Some spots will have spaces for 2 workers who may be the same or different colours. Some spots require 2 workers of the same colour.
    When players put their workers on to the peninsulas - which they'll be doing a lot, it should be noted that the spaces which provide the most benefit will also be the ones closest to the sea and at most risk to flooding, why is this significant? read on.
    Finally, when all workers have been placed, who ever put the most on the Atlantean Navy board gains a courage token, more on courage tokens later.
  • Misfortune: Once all workers have been placed, it's time for some misfortune!
    Beginning with the 1st player and going left, each player draws a misfortune card and immediately resolves it.
    Most of these cards will flood a single tile in a specific peninsula but some will cause worse problems. When a peninsula is hit by flooding, it's outermost unflooded tile becomes flooded, this is done by flipping it over to the flooded side, any workers on that tile are returned to their owners. If a peninsula is already full flooded, then the active player must flood two tiles elsewhere.
    When all players have resolved misfortune cards, the game progresses to the next phase.
  • Resolution: Now, again beginning with the starting player and going left, each player resolves the workers they've placed on Atlantis. How this works will depend on where the workers have been placed. Workers that been placed on the Atlantean Navy board are resolved in the following phase.
    Resources: Acquiring gold, ore and crystal requires the active player to roll a die for each worker they have on a resource space, the result must be equal or higher than the die shown next to the respective space. The further along the peninsula the worker is placed, the lower the number they must roll and the easier it is to acquire the resource.
    It should be noted that some resources will naturally be harder to gain due to higher target numbers.
    Forge: This allows the active player to turn 1 ore into Atlantium for each worker placed. No roll is required and the further along the peninsula, the more Atlantium is acquired for that single ore.
    Library: Workers placed here allow the active player to gain knowledge cards. As with the other peninsulas, the number they can draw/keep depends how far each worker is along the peninsula.
    Recruit: Placing workers here allows the active player to increase their worker count. Unlike other peninsulas with multiple worker spaces, all the spaces here must be filled with workers from a single player.
    Basically the active player sends 2 workers into the bushes and a new worker emerges, you can draw your own conclusions.
    Except at the furthest point on the peninsula only 1 worker is needed and closer to the centre 3 are needed. So I don't know what's going on there!
    Centre space: Finally any number of workers can be placed on the centre space and each worker put here earns the owning player a mystic energy bead.
  • Athenian attack: Once all players have resolved their worker actions, it's time for the Athenians to attack!
    How do those pesky Athenians attack? They generate a combat value which comes from 2 sources, firstly from the Athenian galley's position on the Atlantean Navy board which goes from 0-12  and is combined with a roll from the attack die, which gives a result from 1-4.
    Thus if the galley is on the 1+ spot, it will actually generate a value of 2-5, if the galley on the 5+ spot it will generate a value of 6-9.
    Once the combat value is generated, it must be compared to the the number of workers that all the players have collectively put on the Atlantean Navy board. If the number of workers exceeds the value, nothing happens. However, if the value exceeds the workers, then a number of tiles equal to the difference must be flooded. So if the players have put 2 workers on the navy board and the combat value is 4, 2 tiles must be flooded.
  • Cosmic gate: The final phase allows each player to build one of the blueprint cards by spending the required resources, players must do this individually and cannot share resources to do it.
    Additionally, when a blueprint is completed, it immediately confers a one-off bonus or benefit.
  • Round end: The Athenian galley is advanced 1 space along its track and the 1st player marker passes to the left. A new round begins with the new 1st player placing their workers.
That's it for how a round goes, there are some extra rules though.
  • Knowledge cards: These can be used by the owning player at any time so long as it does not interrupt another action or event.
    Each player have a maximum of 4 knowledge cards in their hand at any time.
  • Courage tokens: There are 2 ways to use a courage token and with both methods, the token is used along with a worker.
    A courage token can be played with a worker that is placed on a peninsula space. If, during the misfortune phase, that tile is flooded, the worker immediately completes the action before the flooding occurs and is returned to its owner while the courage token is discarded. If the tile is not flooded, then during the resolution phase, when the worker completes their action, the courage token is retained by the player, which is pretty sweet.
    The 2nd use for a courage token is playing it with a worker put on to the Atlantean Navy board. This worker counts as 2 workers when it comes to dealing with the Athenian galley. The courage tokens is discarded after this.
  • Mystic barrier: When 1 of these tokens is placed on a peninsula, it will protect that peninsula from flooding once, after which is is discarded.
  • Mystic energy: There are multiple uses for mystic energy.
    Resources: If the active player is making a roll to gain resources, each mystic energy spent adds 1 to the roll.
    Transmutation: The active player may spend 2 mystic energy to change any 1 resource for another.
    Cancel misfortune: When a tile is about to be flooded due to a misfortune card, 3 mystic energy can be spent to prevent this, it can be spent by a single player or collectively buy any number of players.
    Unflip flooded tile: 5 mystic energy can be spent to flip a tile back to its unflooded side. This can be spent collectively by any number of players.

Endgame
Play continues until 1 of 2 conditions is met.
If all the tiles on the Atlantis map are flooded - including the centre tile, then the players collectively lose.
If the players manage to build all 10 cosmic gate blueprints, they immediately win.


Overall
Just to clarify, it was the the 1st edition we played, there is a 2nd edition which has some notable changes.

Despite its nifty, unorthodox board, Atlantis Rising's central premise will be familiar to players of cooperative games. That is; players will be faced with the choice of working towards completing objectives to win the game or firefighting whatever will cause them to lose, in the case of Atlantis Rising that's 2 sources, the misfortune deck and the Athenian attacks. What Atlantis Rising brings to the table though, is a push-you-luck element.

Luck is an inherent part of cooperative games and is used to mitigate players' abilities to out-strategize a game, but these push-you-luck elements add something quite different.
When picking an action, players will also have to decide how much they want the resource, card or whatever, playing it safe might not get you what you need or enough of what you need.
The same is true when dealing with the Athenians, it requires a lot of meeples to be fully safe from them, but the true number required is never known due to the attack die roll. Sometimes it might better to put a meeple or 2 less, it might be riskier, but it gives you 2 workers that could have a vital use elsewhere.
In both instances it's a solid use of risk/reward and it gave me the feeling that it's hard to win the game by playing cautiously and at some points players just have to take risks.

Having said that, I do have an issue with the whole Athenian attack mechanic. I really don't like how the players have to collectively commit more and more workers to fighting the Athenians off. It can mean players are making effort to acquire workers simply for this purpose and feels like quite a negative mechanic. I'm not alone in this thought as this was revised for the 2nd edition.

This also brings me to another element of the game; as it progress on and more tiles flood, players will get less and less choice where to place their workers. It feels counter to how games - especially worker placement games flow, typically a player's choices and options expand as a game goes on but Atlantis Rising does the opposite, I know that it's part of the game's challenge and players need to work to prevent this but still sort of feels off.

Other than these two criticisms, Atlantis Rising is a perfectly acceptable game that cooperative gamers will be comfortable with. ​Atlantis Rising doesn't stand out from the crowd but neither does it do anything wrong.
Personally, I like how it looks, especially watching Atlantis gradually sink!
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Everdell

14/11/2021

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12th November 2021

It's a Friday night and we're round Simon's for some impromptu evening gaming.

“I beg your pardon,” said the Mole, pulling himself together with an effort. “You must think me very rude; but all this is so new to me."

Well, Everdell is new to me, mixing various game mechanics and lush 
anthropomorphic artwork.

What's in a game?
Everdell is a game that has a big footprint and a lot components.
  • Game board: Everdell's board is a curious circular shape and the central area is called the 'meadow'. Around the meadow with numerous spots to place the game's resources. There also various worker locations dotted across the maps, including some blank worker spaces that will be populated with randomly determined worker locations during the game setup. There also some location for 'events'. More on events later.
    Most of the worker locations earn players some combination of the game's resources and/or cards. E.G., 2 twigs and a card or 1 resin and a card.
  • Tree: The game comes with a tree made of gameboard that can be constructed, placed on the board and used to hold various components.
  • Basic event tiles: These score point when acquired.
  • Resources: Everdell uses 4 main types of resources, berries, twigs, resin and pebbles. These are represented by shaped 3d plastic tokens.
  • Meeples: Each player has up to 6 workers they can use, these wooden tokens are shaped in the style of different type of anthropomorphic animals.
  • Cards: Broadly speaking, the game uses several different types of cards.
    Critter & construction cards: These are the core of the game and as the name suggests, come in 2 types. In the top left corner is the requirement or cost to play them, just below is the card type and at the bottom of each card it displays what benefit it confers such as victory points and more. 
    There is a wide variety of different benefits available, this may even include extra places to put workers and sometimes these are modified by other cards.
    Special event cards: These cards are a variation on the event tiles above and as such will score when player's meet their requirements.
    Forest cards: These are used on the board to provide randomly generated worker spots in each game.
  • Victory point tokens: Standard card tokens.
No doubt about, Everdell has fantastic production values.
The components are well made and the attention to detail for the most part is excellent. In particular, the resources look great as do the individualised meeples. We didn't use the tree but it's a nice touch
Even if the anthropomorphised artwork is not to your taste, it's hard to fault the quality of the artwork and rich, warm colour palettes used throughout on the board and all the cards.
​Iconography is where the game could be improved though. Sometimes, the text used on the critter and construction cards is perhaps a little too small as are the symbols and sometimes, to maintain the game's aesthetic, you'll encounter a small around of tiny writing surrounded by a lot of unused space. Having said that, it's a quibble, not a gamebreaker and doesn't really detract from the game's quality


How's it play?
Setup
  • Meadow: Shuffle the critter & construction cards into a face-down deck, then draw and place 8 of them face-up into the meadow on the board.
  • Forest cards: Shuffle the forest cards and deal out the allotted amount as per player count face-up on to the blank spots on the board. This means that some of the worker spots are randomly generated each game.
  • Events:
    Event tiles: Put out the basic event tiles on to their allotted spaces on the board.
    Special event cards: Shuffle these cards and deal 4 face-up on to their allotted spaces.
  • Cards: Determine the starting player; then each player should draw cards from the deck, starting with the 1st player who gets 5, then 2nd gets 6 and thus forth.
  • Meeples: Each player takes only 2 meeples in their colour, the remaining 4 will be acquired before the game's 3 later turns. 
Now we're pretty much ready to go.

On to play
The objective in Everdell is to construct the best city, that is the city that scores the most victory points. Players achieve this by playing critters and constructions into their tableau.
​When somebody becomes the active player, they can perform 1 action from a choice of 3 and then player progresses to the player to the left. Players continue performing actions until they have to or choose to stop; in which case the season has ended for them. Everdell is played over 4 seasons.
  • Place worker: The active player may place a worker on a available spot. This will allow them to gain a mix of resources, cards or victory points depending on which spot it is.
    Some spots only allow for the placement of a single worker but some allow multiple players to make use of them. Furthermore, some cards that may get played have spots to place workers and acquire whatever benefits the card confers. This means a player may end up placing a worker in another player's tableau!
  • Play card: The active player can play a card as their action, cards provide lots of actions or abilities which can be performed, too many to list here.
    Broadly speaking, cards come in two categories; critters and constructions which can also be common or unique. Cards also have a type such as Tan Traveller or Green Production which affect what function the card performs.
    For example Tan Traveller cards have a once-only benefit, but Green Production cards produce something whenever a production phase is triggered.
    Playing a card requires spending the relevant resources, having said that, the game has some synergy between cards and some critters can be played for free if the linked construction is already in the player's tableau.
    Players can play card types in sets to acquire event tiles/cards; e.g. the Grand Tour event can be earned if the player puts 3 destination cards into their tableau.  
  • Prepare for Season: Players can continue taking actions until they run out of workers and cards that can be played, when this happens, the player must prepare for the next season.
    This involves taking back their workers plus an additional worker or two from the supply, players may be able to re-activate production cards in their tableau or take cards from the meadow, all depending on the season.
When all players have prepared for season, then the current season is over and play moves to the next one.

Endgame
When the 4th season is completed, then the game is over.
Victory points can be scored from a variety or sources, including cards, tokens and events.
Points are tallied, highest score wins.


Overall
It's obvious that a lot of thought and care has gone into the game's presentation and charm. It's one of the best looking games I've seen in a while and I always appreciate the extra effort committed to a game.

Hmmm, what else to say about Everdell; for the most part, it's initially a pretty solid, straightforward game, although it feels a like a bit of a slow burner.
While the game's cards provide players with a variety of approaches choices and plays to make. Having said that, the game's action-economy is actually quite tight, almost too harsh. E.g, in the 1st season, players will only have 2 workers to gain resources in order to play cards, it means players will have to pay close attention to optimising their plays and actions. card synergy can make a big difference.
It gave me the feeling that players will need to know what they're doing from their first action in order to play Everdell competitively.

Additionally, in comparison to other tableau building games, it feels like the tableau in Everdell provides much more limited benefits that lacks the satisfaction putting together a good tableau.
​At best, production cards are reactivated once every other season - or round - but because players have multiple actions in a single season, it means a lengthy gap before those reactivations. This is something players will need to consider when playing cards.
All of this makes the choices in Everdell important - which is the sign of a good game.

Ultimately though, I just found it a little unexciting and unengaging and while it wouldn't be my first choice, I'd have no qualms about playing Everdell again.
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Unearth

19/10/2021

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19th October 2021

Tuesday evening has come around again and we're at The Sovereigns with the Woking Gaming Club.

The first game of the night was Unearth; a dice-rolling, worker placement game set after a distant apocalypse where players command a band of 'delvers' searching for lost wonders of the long past age. Basically archaeologists sans the bullwhips and giant rock chases!

What's in a game?
  • ​Ruins cards: These oversized cards come in 2 types.
    Ruins deck: There are 25 of these cards that come in 5 colours. Each card displays 2 numbers. A claims value in the top left corner and a stones value in the bottom right; more on these below.
    End of age deck: There are 5 of these cards and only 1 is ever used at a time, they only appears at the end of the game. Each card has a special rule that only comes into play when it is revealed.
  • Delver cards: Conversely, delver cards are half-size. When acquired by players, they can be spent before an action to confer some sort of bonus or benefit to that action. 
  • Wonders cards: The ancient world was filled with now-destroyed wonders and these cards represent those and come in 3 kinds; minor wonders, major wonders and named wonders.
    There is only 1 wonder card each for minor and major wonders (All minor wonders are identical, as are major.) but there are 15 unique named wonder cards.
  • Hexagonal tokens: These six-sided tiles come in various types.
    Stone tokens: These are used to rebuild the wonders of the world and come in 5 colours.
    Minor wonders: There are 10 identical minor wonder tokens.
    Major wonders: There are 6 of these identical tokens.
    Named wonders: There are 15 unique named wonder tokens, each one attributed to one of the named wonder cards.
  • Bag: Used in conjunction with the stone tiles.
  • Dice: These are the workers of the game (The delvers.), there are 4 sets and each set consists of the 5 dice; an eight-sided die, three normal six-siders and a four sided dice.
  • Model: This copy of the game came with a curious little model depicting a 3d version of the delvers and appears to serve no function.
​The cards and tokens are all good quality and you'd expect them to be. The dice are plastic and round edged, they roll well enough.
For the ruins cards, Unearth uses some distinct eye-catching colour palettes and isometric cuboid artwork to depict the long destroyed structures. 
For the delver cards, an almost cartoony style is used to illustrate the workers/dice.
Overall, I like the art style.
The game doesn't make much use of iconography, what there is of it is pretty simple to comprehend.


How's it play?
Setup
  • Stone tokens: Place all the stone tokens into the bag and give it a good shake.
  • Ruins deck: Shuffle the ruins deck and deal one card face-down to each player, this should be kept hidden.
    Then remove 5 cards, these are not used in the game.
    End of age card: Shuffle the end of age deck, draw 1 face-down and put it at the bottom of the ruins deck, thus it will be the final card drawn from the deck.
  • Draw ruin cards: Draw 5 cards from the ruins deck and place in a face-up row.
    Stone tokens: Blindly draw stone tokens from the bag and place on to the face-up ruins cards; the stone value in the bottom right corner of each card will determine how many stone tokens go on each card.
  • Wonders: Put out the minor and major wonder cards face-up, put the corresponding wonder tokens in a stack on each card:
    Named wonders: Shuffle the deck of named wonders and draw cards as determined by the player count, put them out face-up and place each card's unique wonder token on top of it.
  • Delver cards: Shuffle the delver deck and deal 2 to each player.
  • First player: Give each player a set of dice and determine the starting player.

On to play
In Unearth, players take turns and are attempting to use delvers to acquire sets of ruin cards, that is place rolled dice on ruins card and also build wonders by accumulating and placing stone.
Broadly speaking there can be 2 phases that the active player acts in, the delving phase and the building phase.
  • Delver cards: The active player may choose to play 1 or more delver cards for their respective bonuses.
  • Roll a die: The active player must roll a die, if they don't have a die available for any reason, then they must take back a die they previously placed on a ruins card.
    Declare: Before rolling any dice, the active player must choose which die to roll and which ruin to put it on to.
    Roll the die: The active player must roll the die they chose and place it on the ruin card they chose! What does this do, well read on.
  • Results: What happens when a die is placed on a ruins card depends on what was rolled among other factors.
    1, 2 or 3: If the die result was 1 of these 3 numbers, then the active play may immediately claim a stone token from that card the die was placed on to. If the card has no tokens left on it, then they draw blindly from the bag.
    Completing a claim: After a die has been placed on a ruins card, total the value of all the dice placed on that card, if that value meets or beats the card's claims value (The number in the top left corner.), then that card can be claimed.
    The player who has a single die showing the highest value claims the card, the number of dice a player has on a card has no direct bearing other than possibly in tie-breakers. Players who lose out on claiming a card, acquire a delver card for each die they had placed on the claimed card, so it's not all bad.
    When a card is claimed, a new card is drawn to replace it.
  • Building wonders: When a player acquires a stone token, they add it to their play area by placing it next to any other stone token they've acquired and increase their 'tableau'. The objective here is to create 'rings' of 6 stones and then fill the 'space' by building a wonder in the hole. There are however, some requirements.
    Minor wonder: A minor wonder can be placed in a space surrounded by tokens of any colour
    Major wonder: A major wonder must be surrounded by stone tokens of the same colour.
    Named wonders: Each unique named wonder will have it's own requirements to be met, e.g., this may include 3 of 1 colour and 3 or any other colour.
  • Next player: Once the active player has completed delving and/or building, play passes to the player to the left.

Endgame
Play continues until the end of age card is revealed, any instructions on that card are immediately resolved, then play continues until all ruins cards have been claimed.
​
Players then score for each set of the same colour they've collected. Sets range from 1-5 cards and score 2-30 points per set. there are also points for sets of each colour collected.
Players can then score points from the individual wonders they've built, they also score for building 3 or more wonders.
Points are tallied, highest score wins.


Overall
The sum of Unearth's parts make it a fairly unusual game. It provides 2 distinct paths to scoring points and neither can be entirely ignored.
Set collecting is one way to earn victory points and the card collecting mechanics are quite solid, giving players who fail to acquire a card some sort of other benefit and the range of dice available to players that give them a couple of options is key to this. Players can play for the card or try and play for the stones - the eight-sided die has a slightly better chance of roll higher than a six-sider and four sided die has a 75% chance of rolling 3 or lower, they each give advantage but don't guaranteed success.

The other path to victory points - building wonders requires players to both plan ahead and also adapt to opportunities and changes as they appear, collecting stones of a particular colour can always prove tricky, especially if another player is also on the hunt for stone tokens. There are also some restrictions on how stone tiles are placed and depending on what a stones a player is trying to get, placing them may require a small amount of planning and forethought.

I found Unearth a little unengaging and I can't quite put my finger on why, maybe it's the game's slightly abstract nature or maybe that it feels like little is ever happening.
Very little seems to occur in a player's turn, quite often a player rolls a dice and there's no immediate effect, sometimes they get a stone, sometimes they don't, occasionally they get a ruins card. Often it felt like that despite my decisions, little was in my control.

All of this makes the game sort of light on decision making. Players choose which ruins card to gamble a doe on and when to use a delver card, or where to place a stone token when they gain one and that's about it. There's just not that much to it.
I can't find much to fault Unearth but then I can't find much to praise it either. It's all a little unexciting.
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Merv

10/9/2021

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7th September 2021

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

The first game of the night was Merv.

What's in a game?
  • Game board: Merv is a busy game and consequently has a busy board loaded with information, spaces and tracks!
    City: The central part of the board is dominated by a 5x5 grid, this is the city of Merv. The grid is considered to have a north, east, south and west side. It's also surrounded by 'wall spaces'.
    Caravansary: This is a 'caravan of camels' where players can go to buy spice.
    Influence track: As players complete certain actions, they move along this track which allows them to acquire different types of spice.
    Library: This is where players can acquire scrolls and as they do so, they will also acquire benefits or bonuses called breakthroughs.
    Marketplace: Players can travel to other settlements to buy various goods. The marketplace contains 4 inner cities and 4 outer cities.

    Mosque: Players can move along this track to acquire benefits and bonuses.
    Palace: Players can send courtiers to the palace to earn victory points - at a cost.
    Favour track: Used in conjunction with the Palace.
  • City tiles: These are used in the city.
    Camel market: This double-sided tile sits in the centre of the 5x5 grid.
    Building sites: There are 24 of these other tiles that populate the rest of the city. Players will be able to construct buildings on these sites.
    When activated, building sites provide resource cubes in their colours as well as 1 of 6 actions.
  • Caravan cards: This deck of cards is used to represent the 4 different types of spice available to purchase, however the distribution of spices is not equal on the cards, some are rarer. From most common to rare, they are; cinnamon, ginger, juniper & pepper. Caravan cards confer 2 bonuses'
    Doubles: Whenever a player completes a pair, they get a bonus depending on what type of spice it is.
    Set collecting: During the endgame, sets of cards score victory points.
  • Contract cards: These represent business or trade contracts which players can complete for victory points and other rewards.
    Completing a contract usually requires a mixture of resources, goods and scrolls. Players will also require a minimum level of influence in order to complete contracts.
    Unusually, goods and contracts are not spent when completing a contract, they are simply placed on the card, which prevents them being used for other contracts.
    There are 6 types of contract card.
  • Goods tiles: There 24 common and 24 rare goods tiles.
  • Scroll tiles: These represent the world of academia in Merv
  • Breakthrough tiles: Earn enough scroll tiles and a player will acquire a breakthrough tile, these tiles confer a bonus or benefit of some kind.
  • Upgrade tiles: Used to upgrade buildings that are constructed.
  • Scoring tiles: These score points at the end of every year and are acquired from the mosque track.
  • Camel meeples: Wooden meeples.
  • Resources: Little wooden cubes, now you're talking. They come in 5 colours and represent the game's 4 different types of errr resources? The white cubes are considered wild.
  • Wall tokens: These wooden tokens are shaped in the style of city walls.
  • Buildings: There are 9 each of these wooden tokens in each of the 4 player colours.
  • Wooden disks: Merv has a lot of tracks that need tracking and wooden disks are used to track those tracks! There are 10 in each colour.
  • Meeples: Each player gets a Master Meeple and 8 worker meeples in their colour.
Merv has top-notch components; the cards and tiles are all good quality. cubes, tokens and meeples all look good, made of wood and feel solid, the walls are the standout components here and really look nice when set on the on the board and surrounding the city.
​
Despite its busyness, the game board is well illustrated and colourful, artwork on cards is also clear and colourful.

For the most part the iconography is clear and easy to understand.
Unfortunately, this does not extend to the symbols used to represent the game's 6 actions, these were a constant source of confusion and error.

​For example; the mosque action uses a minaret symbol but actually involves moving camel meeples along a track, but the symbols with camels on it is used to represent the caravansary! Why? Because the caravansary used camels to move spices! However, in game, the caravansary action only is used to get spices and has nothing to do with camels
This means that camels are used to represent spices and minarets are used to represent camels! It verges on the ridiculous.
It didn't help that all 6 symbols were the same colour so that it matched the colour theme of the board.


How's it play?
Setup
  • City: Randomly choose one side of the camel market tile and place it at the centre of the 5x5 grid.
    Shuffle all of the build site tiles and randomly place them in the city, filling out all 24 spaces.
  • Caravansary: shuffle the caravan cards into a face-down deck.
    Draw 8 cards and place them face-up in a row along the edge of the board close to the caravansary space. Then place camels on cards according to the number of players.
  • Contract cards: Put the contract cards face-up into their 6 respective decks with the highest value card at the top and in descending order, making the earlier contracts more valuable.
  • Library: Place the scroll and breakthrough tokens on their Library spaces.
  • Mosque: The upgrade tokens go on to the mosque track, as do 4 camel meeples.
  • Marketplace: Place a camel meeple on each of the 4 inner cities in the marketplace.
  • Tokens: Give each player their meeples, disks and building tokens.
  • Player order: Determine starting player.
I'm sure I've missed some steps, but it's pretty much covered.

On to play
Merv is played over 3 years and in each year there are 4 rounds, players have 1 action per round, thus 12 actions in total.
Taking actions in Merv are quite unusual, play takes place around the 5x5 grid and each round takes place across 1 side of the grid (Starting on the north side.), then in the subsequent round, play moves clockwise to the next side of the grid and so on, so by the 4th round, a complete circuit will have been completed.
  • Place meeple: When a player takes their turn, they place their Master Meeple on one of the 5 spaces on the currently active side of the grid and activates one of the 5 building sites in that column/row. When this happens, the following occurs.
    Build: If there is no building on the activated site, then the active player must put one of their buildings there.
    Resources: The active player gains a resource in the colour indicated on the site they activated, furthermore they also gain resources from any sites of the same colour in the same column/row, provided those sites also have buildings. Thus it pays to position buildings in certain ways over turns to be able to generate multiple resources at a time as the game progresses.
    If those buildings belong to other players, then those players additionally acquire resources.
    Then one of the following is chosen.
    Deploy soldier: The active player may place one of their soldiers on to a tile with a building that is not already protected, this protects the building and earns them influence. What is protection for? More on this later.
    Gain favour: Move a space along the favour track at the palace.
    Action: The player use the action on the activated site, actions are the main staple of Merv and players will be using them most of the time.
    Camel market: If the active player has chosen the middle space of the 5, then they can access the camel market tile. The active player may use one of the tiles 4 special abilities by placing a camel meeple on the abilities' space, alternatively, they may collect all the camel meeples previously placed on the camel market tile.
  • Actions: There are 6 types of action in Merv.
    Caravansary: This action allows the active player to purchase caravan cards by spending resource cubes, they will also acquire camel meeples if they're on the purchased caravan card.
    Caravan cards come in 4 types, the number of different types a player can hold at any time depends on how far they've travelled along the influence track.
    Every pair of caravan cards earns the player a bonus and sets earn victory points at the end of the game.
    Library: When a player takes the library action, they can spend resources to purchase scrolls. For every 2 scrolls a player acquires, they also acquire a breakthrough.
    Scrolls also have uses elsewhere.
    Marketplace: This grants the active player access to the marketplace which consists of 8 cities, this requires establishing a camp in one of the 4 inner cities. The first player to do this acquires the camel on the city.
    Once a camp has been built, the player can spend resources to buy goods from that city, they may also buy goods from adjacent cities by spending the required goods and a camel meeple. In later actions the player can expand their network of camps and thus do away with the need to spend camels to reach those cities.
    Camels spent this way are placed on caravan cards in the caravansary.
    Mosque: There are 4 camel meeples on the mosque track and taking this action allows the active player to move them. They may move as far as they want, provided they can pay the cost in resource cubes for each move. Every time a player advances along the track, it earns them a bonus; this might be a building upgrade, scoring upgrade and so on.
    Palace: The palace consists of 2 elements; the 4 halls and the favour track.
    Moving up the favour track scores victory points for the active player.
    Each of the 4 halls has 3 spaces and a cost, paying the associated cost allows the player to place meeples in these halls, which will score the player victory points at the end of every year for either scrolls, spices, good or buildings on mosque building sites. Points are earned by spending the advancements made on the favour track.
    Wall: This action allows the active player to build walls around the 5x5 grid, they can build as many segments in action as they can afford in resource points.
    Walls provide protection to the buildings they shield and also earn the player influence.
  • Complete contract: If a player has the required mix of influence, resources cubes, goods, spices and scrolls, they may complete a contract in their turn and immediately score the contract's victory points.
    Completing a contract generally requires multiple actions, fortunately completing a contract itself is a free action.
  • End of round: At the end of the round a new turn order may be established for the following round.
  • End of year: Once the 4th round has been completed, the year has reached its end, but it's not quite over. There are still a couple matters to conclude.
    Invasion: In years 2 & 3, the Mongol horde invades and every unprotected building is destroyed! Although players may bribe the Mongols to leave a building alone with a resource cube matching the site's colour.
    End of year scoring: At the end of each year players score points, these come from several sources.
    Buildings: Each building scores the player a point.
    Scoring tiles: Scoring tiles acquired from the mosque track score points.

Endgame
Once the 3rd year is over and has been scored, there is there final scoring to calculate.
Sets of caravan cards score points.
Points are tallied, highest score wins.


Overall
Merv has several approaches to acquiring victory points but resource cubes is key to nearly all of them and the resource cube economy is very important. Acquiring cubes may conflict with choosing actions if the building site a player wants to activate produces cubes of a different colour, players will have to make choices and adapt.
Having said that, it pays to diversify but it also pays to pursue one one strategy such as the caravansary or mosque track.
Completing contracts feels like more of a bonus for sharp-eyed players than a long-term approach.
Players also need to consider palace actions, placing workers into the right spaces in halls and moving along the favour track can be a good source of points.

Players will need to also look towards defending Merv from attackers, losing buildings also loses the ability to gain resource cubes in later turns and of course loses victory points for the affected player(s).

Merv is definitely on the heavier side of board games, but to be honest it didn't feel deep, just fiddly.
I never got the feeling that I was making clever plays, instead I got the feeling that Merv was a heavy game made for the sake of being a heavy game.

When I took an action, it often felt like I was doing 2 half actions instead of 1 whole one and it took multiple different actions to achieve something.

E.g., I would undertake the marketplace action and acquire a good, Was I able to sell that good? No!
What about spices, what if I'd acquired spices? Can't sell them either.
To sell something, that is to complete a contract, I needed influence, which earned by building walls and also scrolls, which are acquired by visiting the library. Of course I also needed resources cubes.
​I know that some people will love this idea but I found it unengaging and a little dull and verging on tedious. Merv feels a little dry, unexciting and detached.
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Raids

1/9/2021

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31st August 2021

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

The first game of the night was Raids.
Raids is a game about Vikings going around doing what they do, which is raiding and pillaging.
What? You say, that's a cliché and Vikings were also explorers, traders, craftsmen and so on, well this game is called Raids, so raiding and pillaging it is; and all for glory!

What's in a game?
  • Longship boards: These 4 differently coloured player boards each depict a Viking longship as you'd expect. Each Longship has 5 rectangular spaces and each of these spaces contains 2 shields.
    A Longship tile can hold 1 Viking meeple per shield, thus a maximum of 10 Vikings. However, as the game progresses, tiles are added to a Longship and may decrease the number of shields and thus, maximum number of Vikings
  • Longship tokens: These 4 wooden tokens are coloured to match their corresponding longship boards.
  • Viking meeples: Wooden Viking shaped meeples, I guess that makes them veeples, vikiples?


  • Game board: This board shows a number of landmasses surrounding a central sea area.
    Following the coastline is a dotted line that represents the voyages the Viking adventurers (The Players.) will undertake.
    Also along the coastline are a number of rectangular 'encounter' spaces and 3 square 'village' spaces.
    Finally, there's the start/finish harbour space.
  • Voyage tiles: These rectangular tiles represent the various events and challenges the players will encounter during their voyages. On their backs they are numbered 1-4 for the 4 voyages that occur during the game.
    There are various different types of tile.
    Improvement tiles: This type of tile includes, Axes which grant a bonus when fighting monsters and Sails and Hammers, which respectively allow you to recruit more ​Vikings and earn Glory (Victory.) points for Vikings at the game end.
    Glory tiles: These come in 2 types. Pennants allow a player to straight up score Glory points and Goods tiles score Glory points if traded.
    Rune tiles: This is a set collection tile that scores at the game end.
    Port tiles: These can be used to sell Goods tiles. They come in single or double size!
    Event tiles: These tiles allow players Visit (Collect a Viking meeple.) or Pillage (Gain money.).
    Monster tiles: These tiles are a menace to all voyaging Vikings, defeating them earns Glory.
  • Harbour tiles: These square tiles each have an objective and are used in conjunction with the Harbour space, players can earn money by completing these objectives.
    Usually these objectives are about collecting the most of something.
  • Coins: These metal coins come in a denomination of 1, 3 & 6.
The components for Raids are all universally good, the board and tiles are nice and sturdy, the wooden longship and Viking meeples are great components and the metal coins are an nice touch.
Artwork on the game board is nice and colourful and the longship board are also good,  the art on the voyage tiles is a little drab, a little more colour would make them pop but it's only a very minor quibble.

There isn't too much iconography in the game and mostly it's very clear what it means.
All-in-all, excellent, top notch production values for Raids.


How's it play?
​Setup
  • Sort the voyage tiles into 4 stacks according to their number and shuffle them into 4 face-down decks.
    Deal the '1' tiles face-up on to the rectangular spaces on the game board.
    ​Populate the village squares with the relevant number of Viking meeples.
  • Put the starting harbour tile on to the harbour space on the board, shuffle the remaining harbour tiles and one face-up next to the remaining stacks of voyage tiles, dealing 3 in total.
  • Give each player a longship board.
  • Determine a starting order. then distribute Viking meeples to each player according to their position in the turn order.
On to play.
​Raids is played over 4 voyages which each involve journeying around the game board. During these voyages, the players will stop at the randomly placed voyage tiles and deal with those encounters.
  • Active player: The active player is whoever is in last place on the current journey and they carry out the following actions.
    Collect: The active player collects the voyage tile for the location they are currently stopped at. Obviously this doesn't count for the first movement since all Longships start in the harbour. More on collecting tiles below.
    Discard: The active player must discard all voyage tiles between themselves and the next player. However, tiles displaying an orange arrow are never removed this way.
    This is clearly to stop a player in last place hopping from encounter to encounter when in last place.
    Movement: The active player must travel onwards, they can travel forward as far as they like and stop at any tile with only one stipulation; they cannot stop at a tile or space with an orange arrow, they can only move past orange arrows, although this may trigger an action. More on this below.
  • Combat: If the active player's Longship stops at the same location as another player's, then battle ensues.
    Combat in Raids is essentially an auctioning mechanic.
    Whoever initiated combat must discard 1 Viking meeple.
    The other player may retaliate by discarding 2 Viking meeples.
    Now the initial player may retaliate by discarding 3 Viking meeples.
    This continues until one player chooses to or must flee, in which case they don not discard any Viking meeples and move forward to another encounter of their choice.
    If a player has no Viking meeples, they cannot initiate combat and cannot stop at the same encounter as another player's Longship.
  • Collecting tiles: This is never done at the end of a player's movement, but before it on their following turn. It's an important distinction because it allows other players a chance to oust a player before they encounter the tile.
    After collecting a tile, it may go on to the player's Longship board or by the side of it.
    Improvement tiles: These are placed on to one of the spaces on the Longship board.
    Glory tiles: Are also placed on the game board.
    Rune tiles: When Rune tiles are collected, they are put to the side of the Longship board.
    Port tiles: These are also put to the side of the Longship board, furthermore, when collecting a Port tile, the active player may remove 1 or 2 Goods tile from their board and place it next to the Port tile. This means the Goods tile(s) will score at the game end. Additionally, collecting a Port tile gains the active player a Viking meeple.
  • Passing tiles: Some voyage tiles and certain spaces on the game board are marked with an orange arrow, players cannot stop at these spaces. Instead they must stop before or after them. Unlike the tiles mentioned above, these tiles are resolved as the active player crosses it.
    Monster tiles: When encountering a monster tile, the active may sacrifice a poor hapless Viking meeple to sail past it or fight the monster. Fighting a monster requires sacrificing the requisite number of poor hapless Vikings to defeat it! However, this means the player can take the Monster tile, place it next to their Longship board and score it at the game end.
    If a player has no Vikings when they pass a Monster tile, then they simply move past it.
    Visit tile: The 1st player to pass a Visit tile acquires 2 Viking meeples, the 2nd player to pass it collects 1. Visit tiles are never collected.
    Pillage tile: The 1st player to pass a Pillage tile acquires 3 money, the 2nd player to pass it collects 1. Pillage tiles are never collected.
  • Village spaces: When passing a Village space on the board, each player collects a single Viking meeple.​
  • End of voyage: When a player completes a tour of the board and returns to the harbour space, they place their Longship token into the space for their finishing position and the starting order for the next voyage.
    ​Once all players have returned, cash is given out to the player who best meets the objective, then lesser amounts to the 2nd and 3rd best to meet the objective.
  • New voyage: Any remaining tiles are removed.
    ​Tiles from the next voyage are placed on the gameboard, Populate the village spaces with more Viking meeples and begin the next voyage.

Endgame
Play continues until all players have completed the 4th voyage, then scores are calculated. Players can earn Glory points from a number of sources.
Pennant tiles on a player's Longship earns straight up Glory points.
Hammer tiles on a Longship earn points per Viking also on the Longship.
Goods tiles that have been traded earn Glory Points.
Sets of Rune tiles collected earn points accordingly.
Monsters defeated earn points.
Finally, cash accumulated during the game earn Glory points on a 1-to-1 basis.
All points are tallied, Highest score wins.


Overall
Travelling around the map, players will faced with a central choice on deciding how far to move their Longship? Should a player move slowly to encounter more tiles or rush ahead to a tile they really want? This is of course contextual and players will have to identify what they need and prioritise accordingly.
They'll also have to keep an eye out for the behaviour of other players and want to gauge their motivations. The rule where players can only collect tiles at the start of their turn slots into this nicely, possibly allowing other players to fight for the tile and keeping the situation tense. A worker placement game that allows workers to drive off other workers!

I also like how the Longship board works, merging aesthetics and mechanics. It's a great visual representation of what players are carrying and crew limitations.

The game is in essence a mid-to-light worker placement game with a touch of auctioning and resource management mechanics.
Raids fits its Viking theme reasonably well as players sail around, trading and plundering while battling mythic beasts and each other.

Having said that, I found the game a little unengaging, maybe a little too abstract. I could sail pretty much anywhere I wanted with generally minimal risk, it never felt like epic adventuring. Combat was fairly rare, mostly players didn't complete too much for the same resources but it felt bland, a quick glance at other player's Viking meeples will tell you if you can be beat them or not and at what cost. 

I'm also a little uncertain of how much replayability Raids has. Even though it has random placement for the encounter tiles, because they're not really interdependent on each other, it felt like it didn't matter the order in which you might encounter them, especially since I could sail as far as I wanted.

I don't think Raids is a bad game, if someone wanted to play it, I'd have no problem joining in (But not too often!), but it's not a game I'd pick.
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Lorenzo il Magnifico

17/7/2021

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13th July 2021

It's a Tuesday evening and I'm at The Sovereigns in Woking with the Woking Gaming Club. 

Where would eurogaming be without Renaissance Italy? The pageantry, the politics, the scheming and the vying for power, you know how it goes: A seemingly limitless mine of game design opportunities.
This is where Lorenzo il Magnificio comes in, a game where players control noble families in Florence competing to be the most prestigious, famous and of course.... most pious!

What's in a game?
  • Game board: Lorenzo il Magnificio is a worker placement game, as such, many parts of it are given over to spaces for workers. Unlike most game boards, this one sits in the portrait orientation, it depicts a scene from Renaissance Florence with a street and some businesses. However, towards the top, the lion's share of the board's space is given over to 4 towers.
    The 4 differently coloured towers each have spaces for 4 cards, going up each tower are a set of steadily increasing dice values and resources associated with those spaces.
    Below the towers is an excommunication space.
    Next to the excommunication spaces is The Council Palace.
    And below that, there's also a faith track, I guess it goes hand in hand with the excommunication spaces. Looks like things are getting serious!
    At the bottom of the board are spaces for resource gathering, whether they be building resources, money or whatever.
    A military track runs along one of the boards long edges.
    The board also has a turn order track and a scoring track that runs round the board's perimeter.
  • Development cards: These come in 4 different colours which correspond to the tower colours. Going further, each colour is subdivided into 3 periods, (Labelled 1, 2 & 3.). There are 8 cards for each period in all colours, which adds up to 96 cards in total.
    Development cards come in 4 types; territories, buildings, characters & ventures.
  • Leader cards: These cards represent individuals which can be recruited to a player's cause, they have bonuses that can be used once per round to aid players.
  • Resources: There are shaped tokens to represent some of the game's resources, stone, wood and.... servants. That's right, there's human resources in the game! Well it's renaissance Florence I guess.
  • Cash: Standard card tokens to represent money.
  • Excommunication tiles: There are 7 of these for each period. These tiles may hinder players during the game.
  • Dice: These are 3 normal six-siders, which come in white, orange and black.
  • Personal boards: Player's personal boards are identical. Each one has 2 tracks; a building track and a territories track, both of which run from left to right.
  • Personal bonus tile: This neat little long, vertical tile slots in next to personal boards and provide extra bonuses, they are double-sided to provide different sets of advantages.
  • Workers: Each player has 4 workers which represent family members.
    3 of these family members are in the player's colour, on top of each one is the colour white, orange or black, which corresponds to the dice.
    Finally, each player has an uncoloured neutral family member, however, the top of this family member is coloured in the player's colour.
  • Player tokens: Each player also gets some scoring/tracking discs and excommunication cube tokens in their colour.


The boards and tiles are suitably thick, the resource cards are of a standard quality as you'd expect.
Tokens are all made of wood, which I always like, including the nicely rounded dice. The standout components however, are the family workers, instead of discs, they're these tall cylinder shapes that are easy to pick up. It makes sense as I'm sure they're going to be the components that get handled the most; practical and appealing.
Lorenzo il Magnificio features attractive artwork throughout, the boards all display pretty, somewhat stylised art work cleverly produced to incorporate all the game's worker spaces.
Art on the cards is little pared back to make room for iconography. Talking of which, all the game's symbols and text was easy to read. Lorenzo il Magnificio has good, solid components and presentation.

Picture
Example of a leader card; that guy sure has a cool first name....

How's it play?
​Setup
  • Development cards: Sort the development cards by colour and then by period, there should now be 12 decks of 8 cards in total, then shuffle each deck.
    Next create 4 face-down decks, one for each colour. For all decks, the period 3 cards form the bottom of the deck, period 2 the middle and period 1 the top. Place each of the 4 decks above the tower with the corresponding colour.
  • Excommunication tiles: Sort the tiles by period and deal one from each on the pertinent excommunication spot on the board.
  • Leader cards: Deal 4 leader cards to each player face-down. Now each player chooses a card to keep and passes the remainder to the left. Repeat this until all players have drafted 4 leader cards.
  • Personal board: Give each player a personal board, bonus tile and workers in their colour, as well as starting resources.
  • Determine starting order: All players then receive starting funds according to their starting position.
On to play
Lorenzo il Magnificio is played over 3 periods, with 2 rounds per period, which equates to 6 rounds in total.
Each round has its own setup phase before the players act in turn order, additionally at the end of every period (2nd, 4th and 6th rounds.) there's an additional step; the Vatican report step.
A round progresses as follows:
  • Development cards: Deal cards from the 4 different development decks on to their respective tower, starting at the bottom and working upwards.
  • Roll the dice: Whoever is the starting player for the current round rolls the 3 dice and places them on to their allotted spot on the board. The dice will remain on those results until the following round.
  • Actions: Beginning with the starting player, all players carry out their actions, i.e., places their workers on the board, how's that done? This is where the game starts to show its complexity.
    Value: Each worker has a value equal to the value of the die with the corresponding colour. If the white dice is showing 5, then white workers are worth 5 and so on. The neutral workers always has a value of 0. Players may temporarily raise the value of a worker for the round by spending servant meeples. Why are values so important? It may determine where a worker can be placed, speaking of which.
    Placing workers: Every space on the game board will have a minimum value which must be met by a worker in order to place it there.
    Development cards: Each tower has 4 development cards with rising costs of 1, 3, 5 & 7 the further up the tower they are positioned, thus the highest spot requires at least 1 servant acquire, the higher will also give players some resources.
    Most cards also have an additional cost in cash or resources, even more so if another player has put a worker somewhere in a tower first. Depending on the card, these costs might come from any of the resources.
    Additionally, only 1 worker of a colour can be used on a tower at a time, however, a neutral family worker does not have a colour and doesn't count towards this limit.
    Development cards provide a once-only benefit when acquired, this may resources or points, most also provide some sort of ongoing benefit. They're 4 types of development cards.
    Buildings: Generally buildings allow players to convert one kind of resource into another, like wood into cash, i.e. selling wood. Buildings have worker values that can be used to trigger their abilities (More on this below.).
    ​Territories: These cards produce goods such as wood or stone, like building cards, they come with worker values that can be triggered. Territory cards initially have no specific cost, however, after acquiring more than a couple, it will cost military points, as bonus though, they will confer victory points in the endgame.
    Characters: Character cards always cost cash generally provide a once-off benefit and then an ongoing benefit.
    Ventures: As well as once-only benefits, ventures also grant bonus points the game end. Ventures tend to cost military points or resources
    When building and territory cards are acquired, they are placed on their respective tracks on a player's personal board from left to right. Character and venture cards are placed to the right of a player's personal board.

    Wood/stone production: Players may use workers to gain these 2 types of resource. For the 1st worker used this way, the minimum value is 1, for workers placed after this, the value must be higher.
    When a worker triggers wood/stone production, it can also trigger the personal board and building/territory cards placed on it.
    Personal board bonus tile: When wood/stone production is triggered, the active player's bonus tile is also triggered and they gain those benefits. Additionally, buildings or territories may be activated.
    Wood production actives the active player's row of territories, however, only cards with a worker value equal or lower than the worker that was played on the wood production spot are triggered. Furthermore, they are activated in the order in which they were placed on the personal board.
    The same is true of stone production and building cards.
    Thus territories and buildings are key to building an engine to generate or change the game's many resources.
    Market: There are 4 market spaces, these confer, money, servants, military points or council favours, which in turn may provide some of the game's resources. Each of these spaces has a minimum value of 1, only one worker may be placed in a market space.
    Council Palace: A worker must have a minimum value of 1 to be placed here, doing so will change the turn order for the following round and also confer them a council favour.
    Leader cards: Each player will have a hand of leader cards, each one has a requirement to bring into play, once this is met, the card can be put into play, players don't need to spend the requirements. Leader cards have either permanent or once per turn benefits without needing a worker.
  • Vatican Report: A Vatican report occurs at the end of a period, i.e. rounds 2, 4 & 6.
    At the end of these rounds, players must have faith points equal to a certain amount as specified by the round.
    A player who does not have enough faith points during a Vatican report is excommunicated and suffers the penalties listed on the current excommunication tile for the rest of the game, this is marked on the relevant tile with a cube in their colour.
    A player who has reached the current threshold for faith points may spend those points to avoid excommunication and earn some victory points along the way. However, they may choose to retain the faith points and instead suffer whatever excommunication penalty there is.
  • Round end: At the end of every round, the following actions occur.
    Development cards: All unacquired development cards are discarded from the game. An entirely new set of cards are drawn and placed for all 4 towers.
    New turn order: A new turn order is established as per the workers positioned in the Council Workers.
Once all 3 periods are completed, it goes to the endgame.

Endgame
Calculate points from the following:
Current score plus points for acquired territory cards and character cards, end-of-game victory points for venture cards.
The player with the highest military score gains an additional 5 victory points, 2nd highest acquires 2 extra victory points.
Finally, every set of 5 combines resources scores an additional point.
All points are tallied, highest score wins.
Picture
Overall
​Lorenzo il Magnificio sits towards the heavier end of games in my opinion, mechanically speaking, at it's core it's not a particularly complex game, but there's a lot of exceptions and variations to consider when trying to buy those all-important development cards and managing faith and military scores and the resources required to do all this. Don't forget those 2 engines you'll need to build either in order to gain and change those resources, or the abilities that character cards confer or the endgame points that venture cards grant.
Like I said, a lot to think about.

The game uses 4 types of resource and 3 types of score (Two of which can also be spent at times.) and mixes a few types of game mechanics; there's a bit of worker placement, a bit of engine building and a bit of resource management. Where it throws a spanner in the works though, is the use of dice to randomise the value of workers. A couple of low rolls can force players to change their strategies, particularly when competing for development cards, however, the use of servants can potentially mitigate low rolls, even so, players will have to adapt to circumstances.
Furthermore, players have relatively limited moves to play with, each player has 4 workers they can use over 6 turns, giving 24 placements in total, which is why building the engines that essentially get triggered for free is so vital. Synergy and move optimisation are also key to this game.

There are several approaches to scoring points in Lorenzo il Magnifcio, although these strategies are down to which development cards are acquired, development cards are the game's most vital element to winning and most actions are in service of getting those cards. However, the game seems a fairly well balanced, nothing felt overpowered or unimportant, decisions always felt meaningful and because of limited moves, these decisions generally felt tricky.
​If I had one criticism of the game; it's the excommunication tiles, they feel negative, but I guess that's the point of them.

If someone wanted to play this, I'd have no qualms joining in. It's not one of my favourites, but it's still enjoyable.

If you have a hankering for a heavy-ish worker placement game set in Renaissance Italy, you'll probably like this.
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Codex Naturalis

30/5/2021

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30th May 2021

It's a Sunday and I'm logged on to Board Game Arena on my PC, time for the first game of the night.

Monk Tybor Kwelein had spent his life cataloguing the 4 kingdoms of plants, fungi, insects and animals in the pages of the titular Codex Naturalis. Now he is no longer with us, will one-to-four other people take up the mantle and carry on his work in the form of a neat little card game.

What's in a game?
Codex Naturalis is a card game and unsurprisingly, has a lot of cards. All the cards are about half the size of normal playing cards which is sensible, as otherwise the game would have a massive footprint, most of the cards share some similar features.
  • Starter cards: These cards are double-sided, each side will have 1-4 'visible corners', which is to say these are corners which are 'colourless', 'hidden corners' are corners where the card's art fills the corner.
    Each side will also contain symbols which represent 1-4 of the 4 kingdoms, which may be on the visible corners or in the 'middle' of the card.
  • Resource cards: Also double sided; on the 'front' side there will be 2-3 visible corners which may or may not contain kingdom symbols, they may or may not also contain 'objective' symbols. These are a quill, inkpot & manuscript, more on them later. Occasionally, resource cards will score a point.
    The 'back' side of resource cards always have 4 visible corners and a kingdom symbol in the middle of the card.
  • Gold cards: As the name suggests, these cards are actually decorated with gold foil and again, they are double sided. On the front they will also have 2-3 visible corners, generally there are no kingdom symbols in the corners, although there may well be objective symbols.
    All gold cards have a requirement in kingdom symbols before they can be played, thus if a gold card displays 3 plant symbols, then the active player must have 3 symbols visible in their playing area before the card can be put down.
    Additionally, all gold cards score points and there are a variety of ways to score.
    Finally, identical to resource cards, the backs of gold cards have 4 visible corners and a kingdom symbol in the middle.
  • Objective cards: These are the only cards which are not double sided, the front will show objectives that score extra points at the end of the game if the conditions are met.
    ​There's 2 varieties of objective, some require players having certain resource or objective symbols displayed in their area at the end of the game. The other type requires cards to be placed in specific order and colour, these can be quite tricky to achieve.
  • Scoring board: A standard board for tracking player scores.
  • Tokens: Standard wooden discs used with the board.

Picture
Scoring board
Picture
Resource & gold cards
Picture
Starting card with all kingdom symbols in the 4 visible corners
Picture
Common objectives: collect scroll objective symbols and place blue cards in diagonal lines

The scoring board and tokens are pretty standard quality game components and perfectly acceptable.
The cards feel very thick and sturdy (Maybe because of the smaller size?) and seem to be made to a high standard, all the gold cards and numerous resource cards are embossed in actual gold foil, which is a really nice touch and despite their small size, most of the cards all have charming, highly detailed monochrome illustrations themed by their colour. Finally, all the cards are coated in a glossy finish.
The only criticism I have is of the small symbols at the bottom of the gold cards, they are quite small and some players have complaint that it can be hard to discern between the symbols, particularly the blue and the green.
Otherwise, these are some of the highest quality card components I've seen and it all comes wrapped up in a compact tin.

Picture
Monochrome art is used to great effect on cards in Code Naturalis

How's it play?
Setup
  • Shuffle the resource cards and deal 2 into the centre of the play area, the remaining resource cards should be placed adjacent in a face-down deck.
  • Shuffle the gold cards and deal 2 into the centre of the play area, the remaining resource cards should be placed adjacent in a face-down deck.
  • Deal a starter card to all players, each player can choose which side to use as their starting card.
  • Each player now draws 2 resource cards and 1 gold cards from the respective decks.
  • Shuffle the objective cards into a face-down deck.
    2 objective cards should be drawn and placed into the playing area face-up, these are common objectives, all players can earn points by completing their requirements.
    2 objective cards should then be dealt to all players, these are secret objectives, each player should select one to keep and discard the other to the bottom objective deck. These cards should be hidden from other players, the owning player can earn points by meeting their requirements.
  • Determine a starting player.
On to play
The objective in Codex Naturalis is to create an expanding spread of overlapping cards in their playing area. The basic process of actions to achieve this in Codex Naturalis is simple, a player plays a card, then draws a card, of course there's more to it than that. 
  • ​Play card: The active player must play a card from their hand, all cards must be played in the landscape orientation and at least one of  the played card's corner must overlap on top of another card's visible corner. No cards can overlap over a hidden corner. A card can be played over the corner of multiple cards, but never multiple corners on the same card.
    A player can choose to flip a card to
Picture
A hidden corner may overlap a visible corner
Picture
4 corners are overlapped, scoring 8 points
it's other side with 4 visible corners and a resource symbol in the centre.
​Score card: When a card is played, it's immediately scored, there are a variety of ways a card can be scored.

Some cards will score 1-5 straight points.
Some will score 1 point per respective objective symbols that the active player currently has displayed in their playing area.
Finally, some cards will score points for each corner that they overlap, scoring 2-8
points, this card probably scores the most if you can manage to fill the doughnut hole!​
  • Draw card: Once a card has been played, the active player must draw a card, this can be any of the 4 face-up cards or drawn blindly from either the resource of gold face-down decks. A player can never have more than 3 cards in their hand.
    If a face-up card is taken, it's immediately replaced by a card from its respective deck.
The player to the left then becomes the active player.
Play continues one player's score reaches 20 or more, then the endgame is triggered.

Endgame
After the endgame is triggered, the current round is completed, then one final round is played.
After this, players count the score from the cards they've played and then calculates the score they get from completing both common objectives and their secret objective.
Score are tallied and highest score wins!

Picture
The secret objective in the bottom right scores 2 points for each 3 blue resources displayed in the playing area. Thus, 4 resources scores 2 points.

Overall
Codex Naturalis has simple rules, but also a fairly deep level of gameplay. Despite only having a hand of 3 cards, players are given a wide variety of choices and strategies to pursue when placing cards.

A lot of this comes from the objectives, you'll obviously need to play gold cards to score but it's important not to ignore objectives, scoring from the gold cards will generally put your score into the low-to-mid 20s, but objectives which are scored after the end and can push your score higher, especially since they can be scored multiple times. That everyone has a secret objectives means that the final outcome is not known until the final scoring and keeps the stakes high.
Players must also learn to manage their hands and objectives, there are 4 colours of card, but only 2 of each type of card is ever displayed face-up, it's likely that player's won't always see the cards they need.
Codex Naturalis can also give players agonizing choices because they'll frequently be given the option to cover up a resource or objective symbol with the corner of another card. When that symbol is covered up, it's gone for the rest of the game, forcing players to choose which to prioritise. Only symbols that appear in the middle in of a card cannot be covered.
Finally, because face-up cards never have more than 3 visible corners, players will need to think how to place cards with future placement in mind, the visible corner of a card can be 'locked' by placing another card with a hidden corner adjacent to it. This essentially ends that line of expansion, which can limit options later on.

Codex Naturalis is a little too long for a filler and perhaps a little too short for a main game, which is only a minor quibble really. Otherwise, I found it to be a solid, easy-to-learn, mid-to-light game with good replay value and high production values.
Definitely worth a try.
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