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10th September 2023 It's a Sunday and we're logged into Board Game Arena for some gaming. Digging up stuff can be hard work and quite the chore, unless what you're digging up is precious treasure. In this case it becomes an adventure... A DIG UP Adventure to be precise! Caveat: We've only ever played this game digitally. What's in a game? Cards: DIG UP Adventure uses only a deck of cards of which there are several types in the game.
DIG UP Adventure employs a colourful cartoony art style that depicts a pulpish 1930s era of treasure hunting and well.... adventure. While gemstone cards have pretty nondescript and functional art, a series of evocative illustrations appear across the adventure cards. It both looks good and suits the game's lightweight game play. The game doesn't really make use of iconography, the closest would be the gemstone cards but their information is self-evident. Other than the idol and skeleton cards, all remaining cards relay their actions via text. Players should have no trouble understanding DIG UP Adventure. How's it play? Setup Deck: As per the rules for player count, it may be required to remove all gemstone cards of 1 or 2 colours, add all other cards into the deck, then shuffle it into a face down deck. Players: Give each player a player card matching a colour in the deck. This will the player's 'favourite' colour in the game. This is also public knowledge. Mines: Next, deal 9 cards face-down to each player. All players should then place them face-down in a 3x3 grid. This grid is 'numbered' 1-9 going from left to right and top to bottom. Finally each player should flip the centre (position '5') card face-up. This grid will constitute each players personal 'mine'. Hand: Now deal 3 cards face-down to each player to form each player's hand. First player: Determine a starting player. On to play In DIG UP Adventure, each player has the objective of placing face-up gemstone cards in their personal mine. They want to do this by placing gemstones of their particular colour in the 9 spaces numerically from 1-9. The game uses a traditional turn order with the active player taking their turn before play progresses to the player on their left. The active player's turn consists of 3 phases. Play phase: During this phase, the active player may play up to 2 cards from their hand as per the following rules.
Draw phase: The active player draws cards until they have 3 in hand. Next player: Once the active player has finished their turn, play progresses to the player on their left. Endgame Play continues until any player has flipped the 9th and final card in their mine face-up, in which case the game continues until all players have had equal turns and then goes to scoring. First any player who had any face-down cards remaining must now flip them to face-up. Then players total the victory points (VPs) of all cards in their mine. The value, position and colour of gemstone cards in a player's mine will determine how many VPs those cards score according to following criteria.
Points are tallied, highest score wins. Overall
Despite the game's relative simplicity, I liked DIG UP Adventure thematically. I found the concept of revealing the face-down cards by digging them up quite appealing. The game's art also helped convey the theme of adventuring and treasure hunting too. DIG UP Adventure is clearly a very light game. When making decisions players have a hand of 3 cards to choose from which can limit their options. Even more significant is that gemstone cards are all essentially no-brainer decisions: E.g., if a player has a gemstone card of their favourite colour in their hand, it's obvious that it should be placed into their mine. The same is more-or-less true of cards which would only score 1VP. Theoretically, a player could keep a scoring card back to stop other players swapping them out with adventure cards but they can be swapped out of a player's hand too and the game can also end quickly: It only takes 8 good card plays to trigger the endgame and players can do 2 per turn, in principle a game could end in 4 rounds! Players cannot actively place 'bad' cards that score 0 into their mine either (they can only be swapped in through the use of adventure cards) is even more limiting. Ultimately it means that meaningful decisions come in the form of using adventure cards well - if and when players get them. Stealing useful cards from opponents is obviously a good tactic for example, or hitting them with skeletons. There's also arguably a higher level of play in watching what opponents are doing and denying them useful cards. Even so, there's still a degree of luck in what and when players get adventure cards. Players will also need to adapt to what they draw and what gets played against them. While players will be working towards the perfect score which in this case is (9x3) 27VPs, it will be elusive to reach, especially since other players, either by choice or coincidence will be interfering. For me, DIG UP Adventure was something of a frustrating experience. It's a game which involves a lot of luck and a lot of 'take that' from the adventure cards. A little of both or lot of one is fine but a lot of both just doesn't do it for me. However, I'm probably overthinking it. I don't think that this is aimed at dedicated gamers. While I think it could work as a filler, it seems to me with its quick to learn gameplay and easily relatable theme, it feels more like a family game, especially with it's rambunctious 'take that' gameplay that will probably appeal to young players. One to play with the kids I think.
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