3 Spellcasters and a Dwarf
  • Home
  • Special Effect
    • Special Effect
    • Bard's Tale Challenge
    • Fighting Fantasy Challenge
    • The Indiana Jones Charity Globe Trot
    • Mirkwood Charity Walk
    • Middle-earth Charity Walk
    • Dungeon Daze
  • Games
    • Beach Patrol
    • The Surrendered Lands
  • Game Blogs
    • RPG Blog
    • Gaming Blog
  • Painting Blog
  • Contact

Gaming Blog

Lorenzo il Magnifico

17/7/2021

0 Comments

 
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.
0 Comments

Stone Age

3/4/2021

0 Comments

 
2nd April 2021

It was a Friday and I was logged into Board Game Arena on my PC.

As the name suggests, Stone Age is a game about the trials and tribulation faced by the inhabitants of prehistoric communities.

Caveat: The digital version of this game was played at this time, but we had played the physical version on previous occasions.

What's in a game?
Stone Age is a worker placement game and at its core takes place on a central game board which is divided into various different locations, into which workers can be placed to activate the associated action. Some locations may contain any amount of workers, others are limited by numbers.
  • Board: A stone age settlement in a wilderness vista is shown on the board, settlement locations are concerned with the advances and inventions and wilderness locations are used for gathering resources. As well as the obligatory scoring track, the board contains the following elements:
    Tool maker: There is only 1 space here for a single worker, using this location allows a player to gain or improve their tools.
    Field: There is also only 1 space herer, this allows a player to increase their tribes agriculture score on the agriculture track.
    Hut: There are 2 spaces here, to utilise the hut a player must place 2 workers on to the 2 spaces at the same time. This allows the player to acquire an additional worker.
    That's right, this is the nookie shed!
    Plains: This is where workers are placed to acquire food, presumably by gathering food or hunting animals. Any amount of workers can be placed here.
    Forest: Workers are placed here to acquire wood. Up to 7 workers can be placed here.
    Clay pit: Players can acquire clay here, also has a maximum of 7 worker spaces.
    Quarry: Used to gain stone, also has a maximum of 7 workers spaces.
    River: Players can place workers here to pan for gold, again, a maximum of 7 workers can be placed here.
    Agriculture track: Used to track the agriculture level of each time. This also represents the advancing knowledge of a tribe and ability to stave off hunger through farming.
  • Building tiles: There are 4 spaces on the board for building tiles. Tiles each have a space for a single worker which is used to buy the tile. The cost varies according to the tile, but is always in resources. Tiles score victory points.
  • Civilisation cards: As with building tiles, there are 4 spaces on the board for civilisation cards, the cost of civilisation cards is also paid in resources but unlike building tiles, the player can choose which resources to spend. Cost ranges from 1-4 resources and is dictated by which space the card is filling on the board, the leftmost space costs 4 and each space to the right decreases the cost by 1 down to a cost of 1 on the 4th and rightmost space.
    Like building tiles, each card has a single space for a worker, allowing the controlling player to purchase the card.
    Civilisation cards have a variety of benefits, most cards give a one-off bonus, typically resources and most cards can also contribute towards collecting a set for victory points.
  • Player board: Each player has their own board, used to store resources and workers. They are also used to display which building tiles and tools they have accumulated, face-down civilisation cards are also placed on the board.
  • Meeples: Each player has 10 workers in their colour and starts the game with 5, the remaining workers can be earned during the game.
  • Food tokens: Standard round card tokens that are used to represent food.
  • Resource tokens: All of the game's 4 resources (Wood, clay, stone & Gold.) are represented by wooden tokens.
  • Tool tokens: These double-sided square card tokens show either 1 & 2 or 3 & 4 on their sides.
  • Dice: There are 7 dice, used when gathering food or resources.
Components in Stone Age are what you'd expect, the cards, tiles and boards are solid if unremarkable, they do the job and look as if they'll last well, which is all you can ask for. The meeples and the 4 sets of resource tokens in are constructed of wood and are the nicest components.
The game board has a bright and colourful depiction of a stone age community on the edge of the wilderness that's quite eye-catching. The player boards have similar, if plainer artwork, again this is fine since most of the time they'll be covered in components.
The civilisation cards essentially all use the same piece of artwork with elaborate game iconography providing some variation and the same is true of the building tiles. It's nothing to write home about (Or blog about I suppose?) but is perfectly acceptable.
For the most part, the art is good. ​

How's it play?
Setup
  • Give each player 5 meeples and a player board, also give each player 12 food.
  • Put all the food and resources on to the game board in their allotted places, food goes on the plains, wood on to the forest and so on.
  • Shuffle the civilisation cards and place 4 of them on to their 4 allotted spaces face-up. The remainder of the cards should be placed as a face-down deck next to the board.
  • All 28 building tiles should be shuffled into 4 stacks of 7. The number of stacks available in a game should equal to the number of players participating. Each stack used should be placed face-up in one of the 4 allotted spaces for them.
  • Determine starting player.
That's more or less it, now the game's ready to go.
Gameplay is broken up into 3 phases, place workers, resolve workers and end of round.
  • Place workers: Starting with the 1st player and going clockwise, each player may put meeple(s) into a single location, there are some stipulations though:
    Worker limits: Most spaces limit to the number of workers that can be placed there, obviously this cannot be exceeded.
    No reinforcements: Once a player has placed any number of workers into a location, on a later turn they cannot add any more workers to that same location, regardless of how many open spaces might be available.
    No passing: Players cannot pass and must place all of their workers.
Once all players have placed their workers, it's time to resolve those actions.
Again starting with the first player, they must remove all of their workers from one location at a time from every location they've placed workers and immediately resolve the associated actions as they do so, returning the meeple to the player's board. Players are free to remove their meeples in whatever order they see fit (This can have significant impact on game play.). The following actions are available:
  • Tool maker: Allows the player to take a tool token or increase a tool token's level. A player may have up to 3 level 4 tools.
    Tools are beneficial when a player's tribe goes gathering food or resources (See below for more information.).
  • Hut: Allows the player to take one of their unused meeples and add it to their player board, ready to be deployed in the next round. Players can have a maximum of 10 workers at their disposal.
  • Field: Allows the player to increase their agriculture level, (This can be very important, see below.).
  • Gather food: The active player may gather food, they take a number of dice equal to the workers they placed on the plains location and roll them. Then divide the result by 2 and round-down, that's how much food they get. Thus with 2 dice, the average result is 7 which would net the player 3 food.
    Tool tokens may be used once per round to increase the value rolled by the value of the tool, which can be very useful.
  • Gather resources: Functionally, this is identical to gathering food except it gets harder because the number used to divide the dice roll gets higher.
    Gathering wood requires the player to divide the result of the dice roll by 3 instead, so 2 dice with an average result of 7 would net the player 2 wood. This incrementally increases for all the resources, culminating with gold which requires the dice roll to be divided by 6! 2 dice getting an average of 7 would net the player 1 gold and if they rolled 5 or less (Not that improbable.) then they'd get 0!
    Tools can also be used to increase the value of these rolls.
  • Buy building tile: The active player can buy the building tile they placed a worker on by paying its cost as indicated on the tile. This immediately increases the player's score as displayed.
  • Buy civilisation card: The active player can buy the civilisation tile they placed a worker on to, paying the 1 - 4 resources as required and placing the card face-down on their player board.
Once the first player has removed all their workers, play proceeds clockwise until all players have retrieved all their workers, then the game goes to the end of round.
  • Feeding: Firstly, each player acquires extra food equal to their level on the agriculture track and adds it to their player board.
    Then they must feed their tribe. Feeding a tribe requires spending an amount of food equal to the amount workers a player has available, since all players begin the game with 5 workers, this cost will always be at least 5.
    If a player have used all their food and still doesn't have enough, then they can substitute in resources on a 1-to-1 basis (Which can be pricey!), if a player is unwilling or unable to do this, then they immediately suffer a -10 point penalty! That is undoubtedly harsh.
  • Restock civilisation cards: If any civilisation cards were bought during the round, slide cards to right to fill the empty spaces, then deal cards from the deck into the spaces now on the left. This is a typical 'conveyor belt' mechanic.
The first player marker move clockwise and a new round begins.

Endgame
There are 2 conditions that can trigger the endgame.
If any of the building tile stacks have all 7 of their tiles purchased, it triggers the endgame, the current round is concluded and the game goes to the end game and then scoring.
At the end of a round, if there aren't enough civilisation cards to fill a 4 spots on the board, then the game immediately ends and goes to scoring.
In both instances, tribes must be fed for a final time.
Final scores are tallied by adding the score from the victory point track, points that come from sets of civilisation cards and 1 point for each (Non food) resource the player possesses.
Highest score wins.

Overall
If I have one criticism of Stone Age, it's that the first 3 opening moves in any given round are generally always no-brainers, that's because the tool maker, hut & field locations are such a high priority because they confer very good rewards that would usually be stupid for players to pass up. If you're the 4th player, you won't get a look in unless another player is really desperate for something else or doesn't know what they're doing.
I'm not sold on the resource gathering mechanic either, yes it's quite nice but it can leave you at the mercy of the dice rolls that makes low rolls feel frustrating but somehow high rolls not feel satisfying.

Otherwise Stone Age is a mid-to-light worker placement game that is fairly easy to learn but feels perhaps a little generic, however, it does provide a fair level of depth.
The game manages to generally provide a choice or two too many for players to cover with workers, forcing them to prioritise their actions and making meaningful decisions. An extra worker is good, so is the agriculture required to feed them, the tools can help with gathering resources which are useful to buy cards and tiles and so on.

So if you want to play a worker placement game that isn't too taxing on the grey matter, you could do a lot worse than Stone Age.
0 Comments

Takenoko

22/3/2021

0 Comments

 
21st March 2021

It's a Sunday lunchtime and I'm logged on to my PC in the living Room and signed into Board Game Arena.

The first game of the day was Takenoko, a game about gardening in Japan... and pandas.

Caveat: We played this game online, but I own a physical copy which I've set up for the photos.

​What's in a game?
  • Tiles: Hexagonal tiles to be precise, they represent plots of land.
    Pond: This blue tile is the starting tile.
    Plots: Plots come in 3 colours, green, pink and yellow. There are 9 in each colour and some of the plots come with hexagonal improvement symbols (more about improvement symbols below.) that confer special rules. The artwork on these tiles is uniformly bright and colourful. The tiles are printed in thick board and feel sturdy.
  • Bamboo segments: There are 3 types of bamboo, green, pink and yellow, corresponding to the 3 types of plot. These are designed to stack up, representing the surging upwards growth of bamboo. Unlike the plot tiles, there is NO even distribution between the different coloured bamboo, green bamboo is the most common and pink is the least common.
    They're made of colourful pieces of plastic and are designed to slot into together, it's a little fiddly as the pieces feel slippery but it's not a deal breaker and they do make the game look nice.
  • Irrigation tokens: These little blue wooden sticks are used to track which plots have been irrigated or not.
  • Improvement chits: These hexagonal little chits confer special rules when placed on a plot, they are identical to the symbols that come printed on some plot tiles. They are pretty standard quality chits with functional art. There are 3 types of improvement.
    Enclosure: The panda cannot eat bamboo on a plot with an enclosure.
    Fertilizer: When bamboo grows on a tile with a fertilizer improvement, it grows twice as quickly
    Watershed: A plot with a watershed improvement does not require irrigation.
  • Objective cards: These cards are smaller than typical playing-card sized cards and are standard quality, the art is fairly functional but continues the game's is bright and colourful art direction. Completing objectives is how players earn points. There are 3 types of objective:
    Plot objective: When plots are placed into the game area in a certain manner (For example; 3 green tiles in a row.) and irrigated, it can be claimed as completing the objective, 
    Gardener objectives: To complete a gardener objective bamboo must be grown to a certain height.
    Panda objective: The panda must eat a certain amount of bamboo of certain colours to complete these objectives cards.
  • Emperor card: This is the only other card in the game, it is worth 2 points and the player who triggers the endgame will earn it.
  • Action markers: Two of these round wooden markers are used by each player to track their actions each turn.
  • Weather die: This is a very nice largish wooden die with rounded corners and special symbols on each face.
  • Player boards: These boards are used to track player actions and store bamboo, irrigation and improvement token acquired. They are colourful and nicely illustrated.

Picture

  • Panda: A little figure that represents the panda. It is fully painted and looks nice.
  • Gardener: This little figure represents the gardener. Like the panda it's fully painted, it's a well sculpted model, and you can see the exasperation the poor  gardener's face.
All of the game's components are good quality, the plot tiles are made of thick card and the wooden components are nicely made. The panda and the gardener in particular deserve special mention for the nice painting.
All of the cartoon-like art is uniformly bright, colourful and appealing, even the rulebook is filled with it. It shows a nice touch.
Finally I'll add that there's a giant sized Takenoko that was released a while back.

Picture
Picture
Picture
Picture

How's it play?
Setup
  • The starting pond tile is placed in the centre of the play area, the panda and the gardener are both placed on it.
  • The plot tiles are shuffled and placed in a face-down stack.
  • Each type of objective card is shuffled and placed face-down in its own deck.
  • Each player takes a player board and 2 action markers.
  • One of each objective card is dealt face-down to each player, these should be kept hidden in hand and only revealed when completed.
Now we're ready to go.

On to play
​After a starting player is chosen, play proceeds clockwise.
  • Weather die: Other than in the very first round, at the beginning of their turn each player must roll the weather die, this will usually give the active player a bonus of some sort.
    Sun: When the sun face comes up, the active player can take 3rd action in their turn which must be different from their other 2 actions (More on this below.).
    Rain: The active player may place a bamboo segment on the irrigated plot of their choice.
    Wind: The active player may chose to perform 2 identical actions instead of 2 different actions.
    Storm: The active player can place the panda on the tile of their choice, the panda will eat a segment of bamboo as per usual (See below for more information.).
    Clouds: The active player may take an improvement chit of their choice, this can be immediately put on to a plot tile or on to the player's board to be used later.
    ?: If the ? face comes up, the active player can choice one of the 5 other weather results to apply.
Once the weather die has been rolled, the active player can then take 2 different actions from a choice of 5, depending on the result of the weather die, they may get 3 different actions or a choice of 2 identical actions.
Actions
  • Draw plot tile: The active player draws the top 3 plot tiles, keeps 1 and returns the other 2 face-down in any order they choose. Then they must place the tile they kept down in the playing area; either it must go next to the starting pond tile OR next to 2 other tiles.
    The tile will immediately grow a bamboo segment of its colour if it is placed next to the pond OR adjacent to an irrigation token. This can only ever happen once for a tile.
  • Take an irrigation token: After taking an irrigation token, the active player may put it on their board for use later or immediately place it on the playing area as per the rules.
    Other than plots directly adjacent to the pond or with watershed symbols, all plots need to need to be irrigated to produce bamboo.
    When placing an irrigation token, it must either start from the pond tile or continue previously laid irrigation token. When laying this token, it runs along the edge of a plot tile or between 2, however it never runs along the edge of the pond tile.
    The token will irrigate the 1 or 2 plots it touches, as per usual, if this is the 1st time a plot is irrigated, it will grow a bamboo segment of its colour.
  • Move gardener: The active player can move the gardener. The gardener can only be moved in a straight line and 'through' the 'face' of the hexagonal plot tile, thus there are a maximum of 6 ways he can move. He can move as far as the active player decides and can cross any number of tiles, he cannot however move through any gaps encountered.
    Bamboo will grow on the plot tile that the gardener stops on, additionally bamboo will also grow on any adjacent irrigated plots of the same colour.
  • Move panda: Moving the panda follows the exact same rules as moving the gardener. When the panda stops in a plot tile, he will eat 1 segment of bamboo from that tile if available. The active player takes that segment and places it on their player board.
  • Take objective card: The active player may take a single objective card of their choice from one of the 3 objective decks into their hand. Players have a 5-card hand limit.
Free actions
Some actions do not count towards the usual 2 action limit. The active player can carry out any number of free actions at any time during their turn.
  • Complete objective: The active player may complete one or more objectives by placing the card(s) out of their hand into their playing area.
  • Place irrigation token: The active player may place any number of irrigation tokens that are reserved on their player board, following the normal rules for irrigation.
  • Place improvement chit: The active player may place any number of improvement chits that are reserved on their player board, following the normal rules for placing  improvement chits.

Endgame
The endgame is triggered after someone has played a certain number of objective cards, dependant on the number of players.
The player that triggered the endgame immediately take the Emperor card and conclude  the rest of their turn normally. Then continuing in clockwise order, every other player has one more turn.
After this, scores are tallied, highest score wins.

Picture
Example of what a game might look like.
Picture
Example of a player board in action.

Overall
Firstly I'll mention how the game is uniformly nice, presentation is excellent and component quality is good, nothing to criticise here.

Since there are always objectives to work towards in Takenoko, there are generally always meaningful decisions to make.
The game's player interaction comes from conflicting objectives such as one player getting the gardener to grow bamboo and another getting the panda to eat it.
This is also a game about recognising opportunities and adapting to the card and plot tiles you draw and to a lesser extent the results from the weather die and not about strategizing too much.

There is some strategy regarding the uneven distribution of bamboo (Generally objectives that involve the less common bamboo score more points.) but that's about it. I suppose there could be a high level strategy where you watch what other players are doing and try to anticipate what objectives they're going for and try and scupper them but you'll probably scupper yourself as well in the end.
Optimising your actions per turn seems to be very important.

Takenoko is a relatively simple and straightforward game to play, the concepts behind it should make it a fairly accessible crossover game. For dedicated gamers there might not be enough meat on the bone to satisfy them though.
Ultimately Takenoko is a light somewhat gentle game that you shouldn't take too seriously if you play it. ​If you want something heavy on strategy and direct interaction, it's probably not the game for you. However, if you're in the mood for an undemanding game, it's a reasonable diversion. 
0 Comments

Forgotten Waters

16/1/2021

0 Comments

 
15th January 2020

It's a Friday evening, I'm logged into Zoom on my laptop and I'm sitting in the living room.

So it's time to play Forgotten Waters, a co-operative fantastical pirate exploration game that we've only played over video chat.

Caveat: I've only played this game over video chat and never in person, I've also never actually seen the physical components for the game. So this blog will probably be a bit different to the usual.

Before we begin
Forgotten Waters is one of this new breed of boardgames that requires an app to play, not just an app to help, but actually required to play.
Additionally, the game has a Remote Play Assistant app available. This app is what has allowed us to play online and in this time of Covid-19 is a welcome feature.

What's in a game?
Because I've never seen the game physically and because the remote play assistant app replaces the need for some components, it's hard to gauge what exactly, is what?
  • Character sheets; there are 21 of these, each represents a different type of pirate, for example; the lovesick pirate or the assassin pirate, there is a lot of writing and infomation here.
    For remote play this is replaced with a 40+ page PDF file, players will need to print off the 2 pages for their chosen character.
    Backstory; each character has a backstory, this includes 5 blank lines the player needs to fill in, such as the name of a flightless bird, or a plant or a famous pirate or whatever. These are incorporated into the character's story events which is told during the course of the game and their ending.
    Skill matrix; every character has 6 skills, Explore, Brawn, Hunting, Shooting, Swagger and Navigation. Skills have levels that go up to a maximum of 7, although each characters will have different maximums for them. This is represented as a matrix. As a character improves a skill, spaces in the matrix will be filled in, some of these spaces contain stars, when a space with a star is filled in, it allows a space on the character's constellation to be filled in (See below.).
    Constellation; each character also has a constellation that consists of about 18 spaces, these include 5 breakpoint spaces. Each breakpoint space that is filled in gives the character an event, which in turn give them bonuses. Events also contribute towards the character's ending story.
    Events; when an event space is filled in on a constellation, it triggers an event for the character. There are 5 events in order, each one has an amusing little story and a game bonus for the character.
    Endings; If the players successfully complete their mission, their character will have 1 of 3 possible endings, bad, good or legendary. The more events they completed, the better the ending.

Picture
Picture

  • Treasure cards; these confer special abilities or bonuses to the holders, some are in play all the time and some are once use only. Players can hold up to 4 treasure cards.
  • Story cards; functionally similar to treasure cards, these can only be acquired as part of a characters story and are never drawn randomly.
  • Standees; standard 2d markers for players.
  • Twelve sided dice; standard d12, one for each player in the same colour as a standee. d12s are used primarily for skill rolls, but are also used for other random purposes.
  • Misfortune token; these are handed out to players according to negative events. When a player makes a roll, they suffer disadvantage and discard a misfortune token.
  • Board; a smallish board marked out with empty blue hexes to represent the open seas.
  • Encounter tiles; these hexagonal tiles are placed according to story requirements or randomly drawn for encounters which can be islands, unusual weather or other ships, hexes are numbered.
  • Encounter book; this is a wire bound book that folds out flat. A 2-page spread is used for each of the games numerous encounters. One half of a spreads is an evocative piece of artwork, the other half contains the available actions for that encounter and rules that are relevant to those actions.
  • Objective tiles; Each story-mission utilises a series of objective cards. As the players complete them, the story will unfold, drawing them ever closer towards its conclusion.
  • Ship dials; the player's ship has a set of six  statistics; Hull, Supplies, Discontent, Crew, Hunger and Threat that are managed by these dials.
  • Cannon tiles; these double-sided tiles represent the ship's cannons. Cannons are rated from 1-4 in quality and have a loaded and unloaded side.
    The player's ship may have up to 4 cannons.
  • Infamy track; infamous pirates react quicker! Its true! All characters have position on this track that rises and falls in relation to other characters according to the choices they make. Turn order is determined by the infamy track.
  • Enemy dials; challenges presented by enemies or obstacles are tracked by these dials. An enemy ship would have score for Hull, Sails and Crew for example. An obstacle might be storm that needs to navigated .These would be whittled down by the players during their turns.
  • Forgotten Waters app; this app is required for play. It contains all the information and entries on encounters, descriptions and dialogue as well as required spot rules. It also serves a sort of choose-you-own-adventure function, encounters will sometimes give players branching choices to make and this is also handled by the app.
  • Remote play helper app; Unlike the other app, this isn't mandatory. It browser based and allows the game to be easily played online, it replaces function of a most of the game's components, except for the encounter tiles.
That's it for most of the components, other than some minor tracking tokens (I think!).
It's hard to talk about the quality of these physical components though as I've never see them other than briefly over video chat.

But I can talk about the apps.

It's clear that the game's developers have put a lot of thought and effort into insuring the quality of the game app. It's very slick with professional voice acting and production qualities, scripting and dialogue is very well written and often witty. There were frequent chuckles at gags that hit the mark more often than not.
I'm not sure what to think though, like many people; the idea of a game needing an app to play sits uncomfortably with me. We all know the question, what happens to the game a few years down the line, how long will the developer support the app?
However, I doubt this game would even exist in this form without the app. The game seems to have hundreds of differing encounters that can contextually change according to the story mission being played. It would require a fairly elaborate book to manage all of this physically, slowing the game down and no doubt adding to the cost.

The remote helper does it's job well enough to facilitate remote play and is easy to use, apart from the occasional need to refresh the browser and put everything back in sync, it works perfectly well.
I cannot say enough about how useful it is though. We played a game with 7 players and someone commented how how this was the most people they'd talked to in a year. In these times of self-isolation it has proven to be a godsend.

One minor criticism I have is about the character sheet PDF. It is a slight oversight that it is not form-fillable as it could save on the unnecessary use of paper.

Picture
Picture

How's it play?
First of all, one of the 5 available missions is selected, this will give the players a series of objectives to aim for, then play can begin.

Essentially, the ship travels from hexspace to hexspace dealing with the encounters that are generated by each space.
Each encounter will have 7 pertinent actions. Players take turns placing their standee on the action they want to perform,
Some actions are mandatory, some can only be completed by one player and others can completed by any number of players.
Additionally, some actions become locked when they are completed whilst others can be repeated.
Some actions are specific to certain encounters or mission objectives and others are generic and frequently appear during encounters.

Players place their standees on the encounter spaces in order of the infamy track, Forgotten Waters utilises a real time mechanic during encounters. If players have not placed their standee/worker in the allotted time, they receive a misfortune token as punishment.

Once all workers have been placed, then actions are carried out but in the order shown on the encounter.

There are a great many different action in the game, related to combat, sailing, exploring, trading, objectives etc.

Often players will be given 2 or 3 sub-choices for their chosen action and sometimes they will have 2 actions they actions they can perform.

Many actions will increase one of the player's 6 skills, frequently this will then require a roll using the relevant skill, generally there are 3 different levels of outcome depending on how high the final roll is.

Once all actions have been repeated, the turn ends. Depending on the situation, players may have the choice of staying and repeating the parts of the encounter which are not locked (Like foraging for supplies, burying treasure etc.) or they have be forced to move on to another encounter.

This continues until the endgame.

Endgame
There are numerous ways to lose.
If the ship's hull, supplies or crew are reduced to zero then it's game over.
If the crew's discontent value increase to or beyond the crew score, then it's also game over.
Finally there's threat rating. Threat can go up and down; the game will on a fairly regular basis call for threat checks, depending on the result this may generate a threat event, this is another type of encounter. The higher the threat rating, the more likely it is that a threat event will be triggered, when one does occur the threat rating is reduced to zero. If four threat events are triggered, then it's also game over.

If all the objectives of a mission are met then the player's collectively win​.
Each character also has an individual ending though, depending on how many stars they filled in on their constellations, this may be bad, good or legendary. Bad endings are usually very bad comical demises for the character, explosions, drownings etc.
​The good and legendary endings are as comical but obviously better for the character.

Overall
​Forgotten Waters is a long game to play, a mission can take 4 or even more hours to complete and the developers are aware of this, all missions come with a natural breakpoint, which can be used a temporary stopping point and then picked up again at a later date.
Mostly the game gives players meaningful co-operative decisions to make and the timer forces them to think quickly.
It's also a well produced, smart game that is entertaining to to play, the app does add to the atmosphere and help with booking.

but I do have some quibbles to do with game balancing.

Firstly; when undertaking tasks, some tasks are more attractive to complete than others. One example, during ship combat:
  • A character can choose to Load Cannons, the player can obviously load cannons or get some rerolls, or a mixture of both.
  • Or a character may choose to Fire Cannon, this will immediately give the character a point in  their Aim skill, then  they make a roll, if it's high enough, they earn a treasure.
Why would you ever choose Load Cannon over Fire Cannon? Fire Cannon personally earns characters much more. Rerolls are definitely useful, but skill points contribute towards completing constellations, which increase your character's ending and at breakpoints they extra stuff for characters.
Furthermore it exacerbates and perpetuates the imbalance. Once a character starts firing cannons, thus increasing their aim skill, it makes sense for them to continue doing that action, because they're more likely to get better results. So one player can be stuck loading cannons and earning little to nothing and another firing cannons and getting skill points and treasures.
Sometimes it's not so bad because with some actions, multiple characters can perform it but with single-character actions, it can be irritating.
Maybe its deliberate, it certainly can make the infamy track more important for actions that can only be done by one player.
Forgotten Waters is a mostly co-operative game, but it also a little edge of competitiveness as well, players can steal treasures from other players and so on.
Maybe the game wants to force players to choose between what's good for them and what's good for the mission?

Speaking of which, characters seem out of balance. When they earn bonuses, the usefulness of them seems to vary widely, some characters will get permanent items that confer constant bonuses whilst other characters get one-use-only less useful abilities.
Additionally, it appears that constellations are harder to complete for some characters than others for what appears to be no rhyme or reason why.

Luckily they don't affect the game too much, especially since it's co-operative. Other than that I've found it a fun game to play.
0 Comments

Pan Am

6/10/2020

0 Comments

 
6th October 2020

It's Tuesday evening at 'The Sovereigns' in Woking and it's time for a boardgame.

The main game this evening was 'Pan Am', a game about building up airline companies over the years and then watching as they bought out by Pan Am in exchange for shares!

What's in a game?
​This game is set in 'The Golden Age of Air Travel', which I guess covers from the 'inter-war years' to the late 1960's.
This is reflected in the games look and art, which has a cool retro look to it.

  • Board; Pan Am's board is a very distinctive looking map. It may seem strange, but it's a map depicting the globe - just displayed from an unusual angle! The board displays a lot of important information. It displays spaces and tracks for workers and share values. It also displays all the available air routes, 4 'lines' of these routes are marked with special symbols
  • Hangars; these 4 trays are used to hold the 4 different classes of aeroplanes available.
  • Aeroplanes; there are 4 classes of aeroplane, only the first 2 classes are available at the game start. The other classes become available during the course of play. The models used to depict the aeroplanes are quite nicely made. They start with the class 1 aeroplanes which look a bit like a DC10, up to the class 4 model that looks like an early jumbo jet.
  • Meeples; each player will have a number of meeples to represent airports and engineers (Engineers are your workers.).
  • Destination cards; these cards depict different cities throughout the world that form the game's routes. Cards also belong to a region such as Europe or America. The art on all of these is great, having the look of classic airline posters from the era.
  • Directive cards; these cards usually give the player some sort of special action or bonus, sometimes these are dependant on an in game criteria, which sort of gives the player an objective to work for. Even though these cards only have text, they are printed in a typewriter font, which is a nice touch
  • Event cards; Pan Am is played over 7 rounds, at the start of each round an event card is drawn, there 4 for each round and the art on them is very good. Event cards look like newspaper front pages from those times. The art is thematically appropriate.
  • Player boards: These are simple card boards, they show a brake down of how a round works and give players a spot to place the unused aeroplanes in their air fleet. Most importantly, player boards display the player's income track.
  • Pan Am die; this is used to determine the actions taken by Pan Am at the end of each round.
  • Pan Am tokens; as Pan Am spreads throughout the map, it will take over any route that it reaches, these tokens are used to track that expansion.
  • Money & shares; currency is represented by thick card tokens and shares are bit like paper money.
Of course they are some other components, but they are fairly minor.
The game's components are all good and the game's art direction and quality are worth noting. This shows the game's attention to detail.

Picture
A map of the world, but not as you know it.
Picture
Aeroplanes in 'hangars'.
Picture
Starting resources.
Picture
Destination cards.
Picture
Event card.

How's it play?
Setup
The set up for Pan Am is pretty straight forward.
  • Shuffle the destination cards and deal 2 to each player, these are placed face up in each player's area. Deal 4 face up on to the appropriate spots on the board. The remaining cards form a draw deck on the board
  • Shuffle the directive cards and deal 1 to each player, the remainder become a draw deck.
  • Prepare the event deck, there are 4 cards for each of the game's 7 rounds. Randomly draw 1 card from each of the sets to form a 7 card deck, with the round 1 card on top.
  • Give a player board to each player along with their starting aeroplanes, engineers and starting money.
  • All airport meeples are placed next to the airport worker track on the board.
  • Determine the first player (Last player to fly on a aeroplane.) and we're ready to go.

​Event card
Every round begins by turning over that round's event card. This determines some actions that will occur in the game.
  • Event; each card will have a specific event that occurs, this can be quite different from card to card.
  • Stock price; the event card may raise or lower the value of shares. An event card may even reset the stock value to a new value.
  • Pan Am activity; this is how many times the Pan Am die is rolled at the end of a round for their expansion.

Worker placement
This is where the majority of the game occurs;
Usually placing workers starts with the 1st player, but there is something called priority. This is explained in detail below, but basically any workers that were placed into the directive spaces in the previous round go first in placement order.

There are 2 types of spaces a worker can be placed into. 
  • Auction track; These are vertical tracks. All spaces on an auction track have a cost associated with them. The first player putting a worker on to an auction track, it can choose to place it anywhere. Subsequent players must place their worker above any worker already there (Thus outbidding them.), the worker in the lower space must be removed. This means that only one player can benefit from a particular auction track. Additionally, if a worker is placed into the topmost spot in an auction track, no one can outbid them.
  • Placement order track; these are horizontal tracks. All workers placed here are put into the leftmost empty space. When they are resolved later on, it is done in order of placement, which is potentially very important.

So we go on to the five different types of worker action available to players. Players can obviously place down their workers in any other, but below is the order in which they are resolved
  • A: Airports; this uses an auction track. When a player acquires an airport, they can place on any open city space and it grants them permanent landing rights at that city, it also prevents any other player from placing an airport on that space. Finally an airport increases a player's income by 1.
  • B: Destination cards; destination cards use auction tracks. There always 4 different destination cards that can be bid on. Destination cards give players permanent landing rights in the relevant city. They can also be discarded to gain temporary landing rights in other cities (More on this below.). All destination cards are displayed face-up in the player's area.
  • C: Aeroplanes; aeroplanes also use auction tracks. Winning an auction for a aeroplane grants the player an aeroplane of that class. Aeroplanes are not unlimited, as the class increases, the amount of aeroplanes available to each player decreases. At the start of the game only class 1 & 2 aeroplanes are available, class 3 aeroplanes unlock on the 3rd round and class 4 on the 6th. Each class of aeroplane has its own auction track. Better aeroplanes are needed for longer flight routes.
  • D: Routes; uses the placement order track, this track determines the order in which players can claim routes. A player can claim one route per worker placed in routes. In order to claim a route a player needs 2 things; landing rights for 2 'linked' cities with a route between them and a aeroplane that can fly that route. Landing rights come from having airports or destination cards for relevant cities. Alternatively if a player has a destination card for the same region as one of the cities, then that card can be discarded for temporary landing rights. If a player has 2 destination cards from the same region, then both can be discarded to get landing rights in any city in any region. Finally, every route is rated for length from 1 to 4, the player must place a aeroplane with and equal or higher class on the route to claim it. The aeroplane stays there until the route is bought by Pan Am. When a route is claimed, the player increases their income by the route number. Since only one player may claim a route, going before another player can be very important.
  • E: Directives; also uses a placement order track. In placement order, players draw a directive card. Unlike all the other tracks, workers are not removed when the action is resolved. Instead they stay there until the next turn. Then in placement order, they can be placed on the board before the first player begins. Thus if you really need to go first in the next turn, you can use the directives track to do it. Directive cards should be kept hidden from other players until they are used.
That's it for worker placement.

Expansion
Pan Am airlines starts the game in the Miami city space. The die is used to determine how and where Pan Am expands. The number of times the active player rolls it is dictated by the event card.
When the die is rolled, it will show one of two types of action.
  • Pan Am symbol; when this symbol comes up, any player may sell any route they have claimed to Pan Am (See below for more info on selling routes.).
  • Routes; the die can show a face which will have 2 symbols that match symbols on certain routes on the board. When this happens, Pan Am will travel along the lines with matching symbols. They will claim any routes they reach. If Pan Am reaches a route that a player has claimed, then the player is forced to sell it. They have no choice in this, Pan Am is just too big and powerful to refuse!
Selling routes
Selling (Or being forced to sell.) routes is not necessarily a bad thing, it can be vital to winning the game.
This is because Pan Am actually offers reasonably good money for a route.
A 1 point route will earn a player 1 per round, thus if a player has it for all 7 rounds it will earn a maximum of 7 throughout the game. Pan Am pays 5 for a 1 point route. So long term, keeping a route earns more, but it's a slow drip of money. Selling to Pan Am gives the player a lump sum that can immediately be re-invested into claiming more routes (Or buying shares.).
A 1 point route is worth 5.
A 2 point route is worth 9.
A 3 point route is worth 12.
A 4 point route is worth 14.

Obviously, there are diminishing returns here, but remember the class 4 aeroplanes will not appear until turn 6 (Unless an event card changes this.) and will only generate income for 2 turns.
When a route is sold to Pan Am, the player reduces their income track by the value of the route and the aeroplane on the route is replaced by a Pan Am token. The aeroplane is returned to the player which is actually very useful. The amount of aeroplanes a player can have is limited to the number of aeroplanes available. Each player only has 1 class 4 aeroplane, so being able to use it, sell the route it's on and then use it again is the way to go.
Players not only get the opportunity to sell routes during expansion, event cards and directive cards can also allow players to sell routes.

Income
Players earn an amount of money equal to their position along their income track.

Buy shares
Players can now buy shares, because this is the airline business, the only shares that matter are Pan Am shares.
Players may buy as much Pan Am stock as they can afford, the price of the shares is influenced by the event card played at the start of the round.
Since there is only ever 7 opportunities to buy shares, it's probably a good idea to try and buy them at every opportunity.

Once all players have bought all the shares they want, the round ends. The first player marker is moved left to the next player and new round begins.

Endgame
In this game, no one cares about the little routes that you create, they only care about Pan Am.
​After the end of the 7th round, players tally up the shares they have bought. Highest number of shares win. Remaining money counts as a tie breaker.

Picture
Picture
Picture

Overall
Pam Am does a good job of blending accessibility, depth and player options.
Very rarely was there a meaningless choice in the game. Most of the time I felt that I could do with an extra worker or two.
Maximising your workers is very important, as is knowing when to bid for something or not. The destination card and class 1 aeroplane auction tracks have a minimum bid of 0. There's potential to get stuff for free when other players have minimal interest in it.

The key to the game I think, is selling routes to Pan Am at the right time, the prices are set a sweet spot of being good but not too good. Generally it's prudent to sell routes to Pan Am, but it's never a no-brainer - and that's a good thing.
Ideally players will want to try and build routes close to Pam Am, hoping to get bought  out. It's almost a counter-intuitive way to play.

Since the game is ultimately all about Pan Am shares, you obviously need to buy as many as possible and the game only gives players 7 opportunities to do this.

Stock prices generally start low in the game and rise continually throughout the game, this can put players in a quandary.
Do you buy shares in earlier rounds when they are much cheaper and run the risk of lacking funds to compete in bidding?
Or do you buy them later, hoping that your early investments pay off and give you more money to buy the invariably more expensive shares.

Finally, it's quite interesting watching as Pan Am unfailingly spreads across the board, consuming everything in its way.

I have the urge to play Pan Am again, that's always a solid indicator of a  good game in my opinion. It's definitely worth trying.
0 Comments

Wayfinders

4/1/2020

0 Comments

 
3rd December 2019

It's Tuesday at 'The Sovereigns' in Woking with the board game club.

This means board games! And tonight we played 'Wayfinders'.

'Those magnificent men, in their flying machines.'
'They go up tiddly up up.'
'They go down tiddly down down.'


That's enough of that!

Wayfinders is a colourful little game about flying and exploration.
It's also a fairly light worker placement and resource management game.

What's in a game?
Wayfinders is played over a 5x5 grid of tiles:
  • Home tile: This is the starting tile for all players and sits in the middle of the 5x5 grid.
  • Island tiles: These represent islands that players may explore during the game. There are 3 different types of tile, resource effect, permanent effect and scoring effect tiles. There are 15 of each type for a total of 45. 24 tiles will be used in a single game. Island tiles show what benefit they give, how much it costs to build a hangar and how much it costs to travel to the tile. Finally they show the order in which hangars are built on a tile.
  • Hangar board: This board contains 8 different hangars. Above each hanger is a sort of 'raised groove' that holds resources and below each hanger is a space to place worker meeples.
  • Resources: There are some quite chunky coloured plastic 5 tokens to represent the 5 types of types of resource: Fuel (Red.), headphones (Blue.), parachute (Green.), propeller (Black.) and tyre (Yellow.). There 12 of each type, so 60 in total.
  • Bag: Generally all the resources are kept in this bag and blindly drawn when required.
  • Planes: Each player is given a seaplane meeple.
  • Hangars: Each player is given 10 hangar meeples.
  • Workers: Each player is given 5 standard looking worker meeples. However  some of them that came with the game had a small, but very very irritating  issue! On the foot of these meeples is what I can only describe as a bit flash! An error that occurred during manufacturing?
Picture
Yes, I know it's the very definition of a 1st world problem. But it tasks me so!
Apart from the aforementioned worker meeple issue, all the components are solidly made and bright and colourful.

On the island tiles. All the resources are delineated by both colour and symbol except for the resource in the bottom right corner, which is represented only by colour.

However the resource tokens appear to have their symbols printed on them and they may wear off over time and use.

Picture
Tokens in the 'grooves' on the hangar board.
Picture
All 3 planes on the home tile at the start of play.
Picture
Hangar board and bag of tokens.
Picture
A seaplane!

How's it play?
Setup.
  • Randomly take 24 island tiles from the 3 types available and shuffle them. Then along with the home tile create a 5x5 grid (With the home tile as the centre tile.).
  • Populate the hangar board with resources blindly drawn from the bag. The number of hangars used in a game is equal to the number of players doubled. Each hangar holds 3 resources.
  • Give each player the hangers, plane and meeples in their selected colour
  • Determine the starting player. Then each player (In turn order.) places a hanger on the home tile. Each player also places their seaplane on the home tile.
So now on to the game.
In Wayfinders, there are only 2 main actions, although the 2nd action has a number of sub actions that can be performed.

1st action, place a worker:
  • A player must place a worker on the space beneath one of the available hangars.
  • A single player can place up to 3 workers on a hangar space.
  • Any number of players can place up to 3 workers on a single hangar space.
  • The order in which workers are placed on a hangar does not matter.
The 2nd action has 4 sub actions, carried out in order. First is taking back workers and collecting resources.
  • When taking back workers, all workers must be taken back from all hangars that they've been placed on.
  • For every worker taken back from a hangar, the active player also gets to take a resource from that hangar.
  • If the active player has 3 workers on a hangar, they take all 3 resources. If they have 1 or 2 workers, then they 1 or 2 resources respectively, starting from the top and working down. Then any remaining resources below are slid up the 'groove' to fill the space(s) above.
Now we go on to the 2nd sub action, which is move seaplane and build hangar(s).
  • A plane can be moved orthogonally. When a plane enters a tile, the active player must pay the cost (Return the relevant resource back to the bag.) shown in the bottom right corner of the tile.
  • If the active player moves on to a tile that has a hangar already on it (From any player.), then the active player does not have to pay the cost.
  • The active player can move on to or through as many tiles as they want provided they can pay the cost or they don't need to pay the cost.
  • The active player can choose to build a hangar, they can do this before, after, or during their move. Furthermore, they can build multiple hangars during their move. Players can only build 1 hangar per tile.
  • When the active player builds a hangar, they must pay the displayed cost. If the active player is the first player to build a hangar on a tile, the resources are paid back to the bank (Go back into the bag.). If they are not the first player to build a hangar on a particular tile, then they must pay the resources to the player that built the first hangar!
  • There 3 types of island tile. When a hangar is built by any player (Regardless of order.) then there will be an effect.  A resources effect allows the player to blindly draw a varying number of resources from the bag. A permanent effect grants the player some sort of special ability that is always in effect, such being able to enter certain tiles without paying etc. A scoring effect is bonus way to earn points, that are scored during the end game.
The 3rd and 4th sub actions are just clean up really:
  • The 3rd sub action is (If required.) to discard down to 3 resources. Excess resources are returned to the bag.
  • The 4th sub action is to refill the spaces in the hangar(s) that become emptied. Since resources slide up the hanger to fill gaps, it's always the lower spaces that gain new resources. This is a variant on the 'conveyor belt' mechanic.
Those are most of the rules, more or less. It's actually quite a straightforward game.
Acquire resources.
Travel.
Build hangars.

​Endgame
The endgame is triggered when a player has 2 or less hangars remaining in their supply.
The current round is completed and scoring commences.
Resource and Permanent effect tiles have a static score.
But scoring tiles tend to have scores dependent on what the player as achieved in the game. For example: A scoring tile might score 3 points for each tile in the same vertical line as itself that the player has put a hangar on to.
Unused resources and workers on the hangar board in the endgame also score.
Final scores are tallied, highest score wins.

Picture
Picture

Overall
Wayfinders is a pretty simple game, but there's a couple of interesting things going on in this game.

Acquiring resources is an unusual blend of worker placement and drafting with a dash of push your luck.
Players will probably find themselves competing over certain resources, particularly if that resource is scarce in the hangars.
This can lead to some tricky decisions. A player can keep putting down workers so that when they are returned, the player will get the maximum resources. But if that player needs a certain resource, this delay can lead to them losing that resource to another player.
Or perhaps a player needs a resource that is 3rd in line at the hanger. Do they try and play 3 workers to get at it? Or do they place a single worker and hope that someone takes a resource ahead if it.
Watching where other players put their workers can be insightful.

Whilst there is little direct interaction in Wayfinders, particularly on the tiles. Another reason to watch what other players do, is that when they place a hangar in a tile, that tile becomes accessible to other players for free. This can make it easier to reach tile beyond it and will open up the playing area and also open up more choices and strategies.

Conversely, getting to a tile that may prove popular with other players and putting a hangar on there first is a great way to earn resources as other players must pay to you instead of the bank.
This is a lot more useful than it sounds. After moving a plane and placing hangars, a player can only retain 3 resources. So even if that player maximizes the placement of their workers, they can only start a move and build action with a maximum of 8 resources.
However if during a round other players have to pay out to you to put their hangars down, it's possible to start with a lot more resources.
This can be a great advantage, as being able to put down 2 or 3 hangars in a turn really lays pressure on other players as they'll be forced to play catch up.

Remember, players start with 10 hangars, but 1 goes on the home tile, so in reality everyone starts with 9 hangars. And the endgame is triggered when any player reaches 2 or less hangars left. So a player only needs to place 7 hangars to trigger the endgame.

As well as being a fairly easy game to learn, Wayfinder is a quite short game and playing speeds up over the course of a game as the board inevitably opens up.

Optimizing your actions and taking advantage of circumstances are key to winning. A canny player can end the game abruptly, leaving their competitors in the lurch.

The only criticism I have is that it's a little too long for a filler game, but a little short for a main game.

But that criticism aside, Wayfinders is a easy to learn and fairly fun game to play.
0 Comments

Architects of the West Kingdom

28/12/2019

0 Comments

 
26th November 2019

Tuesday evening at 'The Sovereigns' in Woking continues.

The second and final game of the night was 'Architects of the West Kingdom'.

As an architect it's your job to rebuild the errr.... West Kingdom!
So it appears that in this game, you'll be rubbing shoulders with virtuous members of the clergy and getting 'down and dirty' with shady criminals. The life of an architect, eh?
 
Architects of the West Kingdom is a pretty standard worker placement game, but a worker placement game with a couple of extra little twists.

What's in a game?
There's quite a lot to Architect of the West Kingdom and this is reflected in the components.
  • Game board: As you'd expect for a worker placement game, there's lots of spots to place workers. There's also a couple of card tracks, a 'Cathedral track, a 'Guildhall track' as well as a virtue track. Interestingly there's also tax stand and a prison.
  • Tax stand: There's a cardboard cut out basic 3d building that is used to represent the tax stand. When certain taxes are paid, they go directly into the tax stand. This is only 3d building in the game, it's bit unnecessary, but it's a nice touch.
  • Reward cards: When a player contributes to the construction of the Cathedral, they earn a reward.
  • Apprentice cards: Used with one of the card tracks. Apprentices grant the owning player some sort of bonus when acquired.
  • Building cards: These cards contain 'plans' for buildings that players can build.
  • Multiplier cards:
  • Debt cards: These are double sided cards, one side represents being in debt (Not a good thing.) and the other side represents having paid that debt off.
  • Black market cards: These cards are also double sided and represent resources that can be acquired via the black market. one side represents 'small' and the other 'large' markets.
  • Resources: There are 6 kinds of resources in this game: Clay, wood, stone, silver, gold & marble.
  • Player boards: These are double sided. One side is for the standard game and the other for the variable.
  • Meeples: Every player gets 20 meeples to use as workers.
The cards are quite nicely illustrated. The artwork on the board is even nicer, depicting the different buildings and areas that workers 'use'. It's clear some effort has gone into the artwork.

Picture
Game board with nice artwork,
Picture
All set up and ready to go.

Hows it play?
Setup
  • Determine the starting player.
  • Give each player a personal board, 20 meeples and currency dependant on starting order.
  • Give each player 4 building cards. Each player keeps 1 card and passes the remaining cards to the player to the left. This is repeated 4 times.
  • Each player puts a marker on the starting spot of the virtue track.
  • Construct the tax stand and put 4 coins into it.
  • Fill the card tracks with apprentice cards.
Now we're ready to start. But first one of the differences in to normal worker placement games needs to be explained.
There are 3 ways to place workers in the game, this is dependant on the symbol used on the game board:
  • First, when placing a worker, the player may have to pay some currency (In the form of tax.) to do it. Depending on where the worker is placed, this currency may go into the tax stand or supply.
  • Small circle: Only a single meeple can occupy a small circle at any one time.
  • Large circle: Any number of meeples from any number of players can occupy a large circle at any time. Furthermore, the more workers a player places into a large circle, the more they get out of it. If a player puts a worker into the 'forest' region, they will gain 1 wood. If on a later turn they place a 2nd worker into the wood region, they will gain 2 wood, 3 wood for a 3rd worker and so on. Other players' workers do affect each other.
  • Guildhall: When a player creates a building, they must place a worker into the Guildhall, this worker is now out of the game.
Now we know how worker placement works, it's time to explain what all the buildings and areas do:
  • Black market: The black market consists of 3 small circles. Using a black market space allows a player to carry out the action shown below the 3 circles. This is either acquire the good(s) shown on either the small card stack or large market card stack. Or the player can acquire a apprentice or building card. No matter they choose to do, the must lose 1 virtue when using the black market.
  • Cathedral: Players can 'contribute' to the building of the cathedral. This is done by paying the cost and moving their piece up the track, this also grants the player a reward card and whatever benefit it confers. At the end of the game, the further up the cathedral track a player is, the more victory points they acquire during the endgame.
  • Town centre: The town centre has a large circle. Amusingly, the town centre allows you to capture workers belong to other players (Or even your own!) and place them on your personal board. Each worker a player has in the town centre allows them to capture all the workers of a single colour on a space. Putting more workers on the town centre allows the player to capture even more workers. Why would a player want to capture workers, well see below.
  • Guardhouse: Has a large circle. There are several different actions you can perform when putting a worker on the guardhouse. Firstly you can put workers you've captured in prison! For money! That's right, capturing workers and imprisoning them is a way to make money. Secondly, if the active player has workers in prison, they can release them back on to their personal board. Thirdly, pay money (Or get a debt card.) and lose 1 virtue to take back workers from another player's board. Finally, the active player can pay off a debt card.
  • Quarry, Forest, Mine & Silversmith: These 4 locations all have large circles and are used to acquire resources. Placing workers on the quarry gets the active player clay, forest gets wood, mine gets stone or gold and silversmith gets silver.
  • King's storehouse: Has a large circle. Placing workers here allows the active player to buy virtue and/or marble with resources.
  • Guildhall: Putting a worker here allows the active player to play a building card (Provided they also pay the resources required.).
  • Workshop: Has a large circle. Placing a worker here allows the active player to recruit an apprentice. There are 2 tracks of 4 apprentices. To recruit apprentice further along to the right of the track, you either need to have more workers in the circle, or pay. The track behaves like a conveyor belt, so when an apprentice is taken, cards slide to the left to fill the gap and new cards are added to the right.
  • Tax stand: Has a large circle. As stated above, money will be paid into the tax stand. If the active player places a worker here they can take (OK steal actually!) all the currency in the tax stand. Doing this costs 2 points of virtue.

Picture
Tax stand (With little box.) ready to be plundered by unscrupulous players!
Picture
Personal board at game start with 20 workers.

And there's still a bit more to go in explaining the game.
  • Virtue track: If a player is low down the virtue track, they can no longer make contributions to the cathedral. Conversely, if a player is high enough up the virtue track, they can no longer access the black market spaces. During the endgame, high virtue earns victory points and low virtue loses them. A player with low virtue also pays less tax. Finally a player who maxes out the virtue track may discard a debt card. A player who bottoms out the virtue track gains debt cards.
  • Apprentice cards: When an apprentice card is gained, it will have some bonus or ability that the owner will gain (When the apprentice card is appropriately triggered.).
  • Building cards: These give a benefit, either immediately, or at the end of the game.
  • Debt cards: When a player acquires a debt card, it is always put on the 'unpaid' side. During the endgame, each unpaid debt card costs its owner 2 victory points. If, during the course of play a debt card is turned over to the 'paid' side, it earns its owner a virtue point.
  • Black market reset: The black market can be 'reset' either by filling all the spaces in the black market or certain spaces in the Guildhall. When the reset is triggered, a series of actions will occur. All workers on the black market spaces are put into prision. The small black market card is flipped over to the large side and placed on to the large market deck (Revealing a new small black card.). Any player with 3 or more workers in prison loses 1 virtue. Finally, the player(s) with the most workers in prison gain a debt card.
Phew, that's pretty much it for rules! It seems like a lot, but in play it's not overly complicated as a lot of information is given on the board or cards.
​
Endgame
Play continues until the Guildhall has been filled by workers (Different according to the number of players.). When this happens, all players get one more turn and then scoring begins. There are several factors that affect scoring:
  • Victory points for constructed buildings and endgame bonuses.
  • Victory points for contributions to the Cathedral.
  • Gain/lose victory points for positions on the virtue track.
  • Lose victory points for unpaid debt cards.
  • Victory points are earned for every unused gold and marble resource.
  • Each full 10 currency earned a victory point.
  • Every 2 workers in prison at the game end loses the respective player a victory point.
Final scores are tallied. Highest score wins.

Picture
What Architects of the West Kingdom loots towards the end. Note the workers filling the cathedral spaces.

Overall
There are a couple of interesting mechanics in Architects of the West Kingdom, particularly how they interact with each other.

Being able to put multiple workers into a space to gain increasing results seems overpowered. But when a player puts a lot of workers into a single space, they can just become a target for another player to capture. Obviously when capturing workers, players will want to do it as efficiently as possible, because there's money to be made when putting them in prison.
If a player can predict their opponent's moves, stealing their workers can really screw with them.
Another thing to consider is that players have no way to get their workers back other than having them captured by other players or capturing them themselves.
Being able to manage your workers in this way can avoid those pesky debt cards, which themselves are a clever little addition to the game.
The virtue track, black market and cathedral also add an extra element that helps differentiate the game.

I enjoyed this game, I think it's fairly good.Generally I felt like I always had options and meaningful decisions to make. Which all I really want from a game.
​
If you really like worker placement games, you'll probably like Architects of the West Kingdom. It's just different enough to justify its existence.
Or, if you don't own any worker placement games and you want one. You may want to consider this game, 
0 Comments

Roll Player

24/10/2019

0 Comments

 
22nd September 2019

Sunday lunchtime at 'The Sovereigns' in Woking. Unfortunately 50 Fathoms is still on hiatus. Instead we shall play some board games.

The first board game of the day was 'Roll Player'.

Have you ever enjoyed creating characters for an RPG more than playing them? Then maybe, just maybe, Roll Player is the game for you.

Roll Player is sort of a set collecting, dice rolling, worker placement game that's all about creating what is ostensibly a D&D character.
The main of the game is that players use dice to generate their stats, but it's not a case of just rolling the dice.

What's in a game
The components for Roll Player are of a good quality. 
  • ​Dice: There's a lot of dice in Roll Player. 73 in fact, in 7 different colours.
  • Dice bag: To go with the Dice!
  • Character sheet boards: These are the equivalent of a character sheet. One for each of the classic D&D PC races such as human, elf, dwarf etc. Like a D&D character sheet, the player boards contain a lot of information. Such as racial stat modifiers for all 6 D&D stats (And space for 3 six sided dice for each stat!). Spaces for character class info, alignment and backstory too.
  • Character class tile: This tile goes on the relevant space on the character sheet board. These represent the classic D&D character classes. One will be randomly given out to each player. They are double sided and have 2 classes on each. Character class dictates what values your stats you need to have to score points. They will be different for each character class. Each class also has a unique special ability.
  • Alignment tile: This goes on the space for alignment and is randomly determined. Players earn points for getting their alignment to match the target on the tile. The alignment tile is a 3x3 grid that depicts all 9 alignments. A marker is used to show what the character's current alignment is.
  • Backstory tile: This is also randomly determined. It gives players an additional target to match, which in turns a player more points. This is based on the colour of dice.
  • Initiative cards: These are used to determine the order in which players buy cards from the market. They are numbered from 1 to 5.
  • Market cards: Every round, players will have the opportunity to purchase cards drawn from the market deck. Market cards include weapons, armour, skills and traits.
Picture
Dwarven character sheet board.
Picture
Character sheet board with character class, backstory and alignment tiles.
How's it play
Firstly there's set up: This is fairly straightforward.
  • In turn order, players choose a character sheet board and collect gold. Then randomly the players are dealt a character class, alignment and backstory tile.
  • Initiative cards are set out. The numbers used are equal to the number of players participating plus one. Thus if playing with 3 players, initiative cards 1-4 would be used.
  • Market cards are dealt from the deck. The number of cards dealt are equal to the number initiative cards used.
  • The dice are put into the dice bag and thoroughly shaken.
Then we can begin.
  • The active player draws a number of dice from the dice bag equal to the number of initiative cards and rolls them.
  • The active player places them on top of the initiative cards in ascending order. Thus the die with the lowest value goes on the '1' initiative card and so forth until the die with the highest value is placed on the '5' card. If 2 or more dice share the same value, the active player chooses the order in which they are placed on the initiative cards.
  • Once all the dice have been placed, in turn order. Each player takes an available die and the initiative card it was placed.
  • Then players can buy a card from the available market cards. This is not done in turn order, but in the order of the initiative cards. Thus a player who takes the highest value die will go last in the market phase.
  • Once the market phase is completed. Play moves to the next round, the initiative cards are put back in a row and new market cards are drawn. The next player clockwise becomes first player and draws dice and a new round begins.
That's the basic actions covered, but somethings need some more explanation.

Taking dice
After a player takes a die, they must place it on to their character sheet board. When doing this, there are 3 things they need to bear in mind in order to maximise their scores.
  • Stats: At the end of the game, points are scored for every stat that meets a certain criteria. This will be different for each character class, a warrior needs high strength and a magic-user needs high intelligence. Stats may have target values such as 14+, 18, 15-17 etc. These are modified by racial bonuses and penalties.
  • Colour: So each of the 6 stats has a row of 3 dice. One of the 3 dice for each stat row needs to be of a specific colour, this may be in the 1st, 2nd or 3rd spot in the row. This will use one each of 6 different colours. The final colour is yellow, yellow represents gold. Every time a yellow die is put into a stat row, the player earns 2 gold coins. At the end of the game, the more correctly placed dice there are, the more the player scores. All of this is determined by the backstory tile.
  • Special ability. Each stat row has a special ability which is triggered when a die is placed into the row. These allow the player to flip a die to it's opposite side, swap to dice round, move your alignment counter etc. These abilities are identical for all players.
When a die is placed into a row, it is always placed into the leftmost available space.

Market cards
There are several different types of card available to but from the market. When a player takes a market card, it is placed alongside the character sheet board in it's specified spot.
  • Weapons: These usually confer some sort of extra ability to whoever owns it. A character is limited to using 1 or 2 weapons at a time.
  • Armour: These cards earns the owner bonus points. Armour cards exist in sets, the more cards collected in a set, the more points scored. Like D&D, only certain character classes can use certain types of armour.
  • Skills: When a player acquires a skill card, they can use its special ability, this also moves the characters alignment marker. A player may use multiple skill cards at a time and even in another player's turn. When a skill is used it is turned sideways. One card may be returned to the upright position per round.
  • Traits. When a trait is acquired, it moves the character's alignment marker. Each trait card also gives its owner an extra objective to complete. Each objective completed successfully earns points.
If a player does not or cannot purchase a market card, they must discard one market can and receives 2 gold coins.
A new row of market cards is dealt every round.

Endgame
Play continues for 18 rounds until all 6 stats have 3 dice. Points can earned from several sources, these include:
  • Stat values.
  • Backstory.
  • Alignment.
  • Armour set.
  • Traits.
  • Class colour dice: Each character class is associated with a certain colour. Each die in a character's stats of that colour earns the player an extra point.
Then points are tallied. highest score wins.

Overall
Roll Player is a game with an intriguing theme. Because placing a die has so many consequences, play slows down quite a lot when both choosing and placing a die, so there feels like there is a lot of downtime between turns.

Apart from this, the game fine to play and when you complete Roll Player you will have an interesting character.
Picture
Completed character sheet.
My first Roll Player character was: 'A concentrating, knowledgeable, intimidating, dedicated, honest, famous, chain-armour-wearing, blessed-mace-wielding, druidic, elven chosen one who's good at sleight of hand. His name is Derek!'
0 Comments

Century: The New World

7/10/2019

0 Comments

 
6th August 2019

We have arrived at Tuesday evening and thus come to gaming at 'The Sovereigns' in Woking.

Century: The New World is the 3rd and final instalment in the 'Century trilogy'.
You can read my post on Century: Spice Road here.
You can read my post on Century: Eastern Wonder here.
Century: The New World can be combined with the other 2 games to create one massive game, or in other combinations to create a total of 7 games.

Century: The New World differentiates itself from the other 2 games by being a worker placement game. I guess the game board represents plantations or farms and trading posts of the early settlers of the new world.

Whats in a game?
If you've played either of the 2 previous games, you'll be on somewhat familiar ground here and recognise some of the components:
  • 4 bowls of wooden cubes: They come in yellow, red, green and brown (See what I mean!). They represent 4 different commodities that can be traded.
  • Personal game boards: These boards have spaces for up to 10 trade goods (Yes really!). There is a difference though! These boards have 3 spaces for 'bonus tiles', these are explained later.
Picture
New Components:
  • Game boards: There are 6 of these, 3 are used in every game and 1 of the remaining 3 are used as the 4th and final board in the game. The boards are placed next to each other in a 2x2 grid to form the main playing area
  • Oversized cards: These may look a bit like some of the cards from Century: Spice Road, but differ a ittle. These cards are bought with commodities and give you victory points and also unlock other abilities or bonuses. They also have symbols that can be used to score points
  • Bonus tiles. Used to score bonus points.
  • Exploration tiles: These are placed on the game boards (More will be explained in set up.).
  • Meeples: Lots and lots of tiny meeples. These are the workers of the game. Strictly speaking, they are 'settlers'.
Picture
How's it play?
First there is of course set up.
  • The 4 game boards are set up as described above.
  • 4 cards are randomly dealt and placed face-up along the top edge of the board.
  • The bonus tiles are shuffled and also placed face-up along the top of the board, in little stacks just below the cards.
  • The exploration tiles are shuffled and randomly placed face-down on the allotted spaces on the main game board. When a exploration tile is turned face-up, it become a new option to place workers on to.
  • A personal game board, some commodities and meeples are given to each player. Each player starts with 6 meeples, these can go up to 12.
Play commences.
Taking turns, the active player can perform 1 of 2 actions.
  • Place workers: A player can place workers on to any available space (Face-down exploration tiles are not available until turned face-up). The amount of workers that need to be placed varies according to the space. If another player has already placed workers on a space, then the active player must use 1 extra meeple on that space to displace the workers already on it. Finally a player cannot displace their own workers on a space.
  • Rest: This allows the active player to take all of their workers of off the board.
OK, the 2 different actions have been explained, but what really needs explaining are what the different spaces do when workers are placed on them.
  • Trading/producing commodities: These spaces allow players to upgrade or gain cubes, such as turning 2 yellow cubes into 2 red ones etc.
  • Buying cards: Placing workers in these spaces allow the player to buy the card above it. The player must also pay the card's cost in cubes. When the play buys a card, they may also take the bonus tile as well.
So that's what placing workers does, now we need to explain what the cards and bonus tiles do.
  • Cards: Cards earn victory points. Cards may also grant other bonuses such as extra meeples or unlocking an exploration tile or discounts to placing meeples etc. Each card also has a symbol on it.
  • When buying a card, the active player may also take a bonus tile and put it on to their personal board. A player may have up to 3 bonus tiles. Bonus tiles earn bonus points. These can be for accumulating meeples or having sets of cards with particular symbols (Thus introducing an element of set collecting to the game.) etc.
That's the gist of the rules.

Endgame
The endgame is triggered when a player acquires their 8th card. In which case play progresses until the round is over. Upon which scores are totted up.
Points are earned from:
  • Cards.
  • Bonus tiles.
  • Remaining commodities (Other than yellow.).
Highest score wins.

Overall
​The game's core mechanic of trading cubes until enough are accumulated to buy cards that earn victory points is fundamentally unchanged from the first 2 games (Which is to be expected.). So if you like this, I imagine you may find Century: The New World appealing.

What this game adds is a fairly average implementation of worker placement rules. It's nothing to write home about, but it functions well enough.

However the cards and bonus tiles add an extra layer of depth to the game. When buying a card, you now need to consider factors other than just points value. Acquiring extra workers and spaces can be very useful (Although the latter is potentially useful to all players.).
Acquiring bonus tiles is also an important strategy to earning points. But taking tiles is an important decision, you get to have 3 and making a poor choice early on can hinder the potential to earn points. you have to try and think ahead.

The game gives to meaningful decisions to make and find the optimal method to accumulating commodities is key to doing well I think.

Century: The New World is not my favourite 'Century' game (That goes to Century: Eastern Wonder.) but I would have no reservation in playing this again.
0 Comments

Tiny Epic Galaxies - 02

12/9/2019

0 Comments

 
29th June 2019

​Gaming afternoon continues at 'The Sovereigns' in Woking and we concluded with 'Tiny Epic Galaxies'.
I've written about Tiny Epic Galaxies before here.
0 Comments
<<Previous

    Author

    I play, I paint.
    ​This is where I talk about what I play.

    Archives

    February 2022
    July 2021
    June 2021
    May 2021
    April 2021
    March 2021
    February 2021
    January 2021
    December 2020
    November 2020
    October 2020
    September 2020
    August 2020
    July 2020
    June 2020
    May 2020
    April 2020
    March 2020
    February 2020
    January 2020
    December 2019
    November 2019
    October 2019
    September 2019
    August 2019
    July 2019
    June 2019
    May 2019
    April 2019
    March 2019
    February 2019
    January 2019

    Categories

    All
    2 Player Only
    50 Fathoms
    Abstract
    Annual Quiz
    Area Control
    Asymmetrical Play
    Auctioning
    Black Hack
    Bluffing
    Board Game
    Campaign Play
    Card Game
    Clockwork & Chivalry
    Cooperative
    Cthulhu Hack
    Deck Builder
    Dice Game
    Drafting
    Engine Builder
    Hidden Role
    In Darkest Warrens
    Legacy
    Merry Outlaws
    Oubliette
    Player Placement
    Programming
    Push Your Luck
    Real Time
    Renaissance
    Resource Management
    Roll And Move
    Roll & Write
    Route Builder
    RPG
    Savage Worlds
    Set Collecting
    Storytelling
    Team Based
    The Year In Gaming
    Trading
    Trick Taking
    Wargame
    Wasted Hack
    WFRP
    Word Game
    Worker Placement

    RSS Feed

Powered by Create your own unique website with customizable templates.
  • Home
  • Special Effect
    • Special Effect
    • Bard's Tale Challenge
    • Fighting Fantasy Challenge
    • The Indiana Jones Charity Globe Trot
    • Mirkwood Charity Walk
    • Middle-earth Charity Walk
    • Dungeon Daze
  • Games
    • Beach Patrol
    • The Surrendered Lands
  • Game Blogs
    • RPG Blog
    • Gaming Blog
  • Painting Blog
  • Contact