8th February 2022 Tuesday evening is here and we're at The Sovereigns with the Woking Gaming Club for some gaming goodness. The 1st game of the night was Llamaland. A whole land full of llamas, they get everywhere, all over the fields, hills and mountains! What's in a game?
Most of Llamaland's components are good quality, the cards feel a little flimsy but unless they're abused, they should be fine. Otherwise it's all good, the tiles all feel suitability solid and chunky. The tokens are fine, I like how they're the different shaped. The most noteworthy component though, are the cute little llama meeples. The art in Llamaland is nice and colourful, all the tiles are bright and eye catching, the art for the character cards is heavily stylised but I like it. The illustrations used for the llama cards depict them as llama meeples. If you look carefully at several cards, you can see that some of them have slightly different expressions! It's a nice touch and I wonder how often these kinds of detail get noticed? Much of the game's iconography is easily comprehended, however, some of the icons on the character cards can be unclear, this generally applies to cards that confer bonuses for covering other icons because they show the relevant icons being covered and those icons are a little obscure. The blue objective cards will probably require referring to the rulebook to understand. None of this is a gamebreaker though. It's unlikely that players will need to look up anything more than once or twice. How's it play? Setup
On to play LLamaland is played using a traditional turn structure, with the active player taking a turn adding tiles to their estate. Once that's concluded, play moves to the player on the left.
Endgame Play continues until one of the following criteria is met. There are 4 or less land tiles less, regardless of type. There is only 1 type of llama card left. In either instance the game goes into the endgame and play continues until all players have had an equal number of turns, then it goes to scoring. Every llama card acquired earns its listed VPs. A player marker on a objective card that the player has successfully completed earns that player its listed VPs. Unused crop tokens earn 1 VP each. Every 2 unused coins earns 1 VP. Points are tallied, highest score wins. Overall
Broadly speaking, Llamaland's gameplay is divided into 3 areas. I'd say that primarily the game is concerned with tile placing mechanics. Much of the gameplay here will be familiar ground. Players cannot predict exactly what tiles will be available when drafting tiles will be available in their turn and will need to adapt to circumstances and look for opportunities. Pretty standard stuff. The unusual element here is building upwards, it adds an extra axis (sic) to the gameplay. It's vital to build upwards efficiently, there's no other way to get resources and players will want cluster desired resources in such a way that it makes covering them quick and easy. The second element is acquiring and placing llama meeples. When placing them, players will not only have to think about completing blue objectives but also trying to not hinder the placement of later tiles. Chances are that players will have more than one objective for placing llama meeples and they'll want to maximise the placing and there's definitely some synergy going on between objectives. Many purple objectives require 4 of a kind llamas and some blue ones require placing 4 llama meeples on the estate in a certain, thus it's possible to work to both objectives together. The third mechanic and one I find interesting is placing markers on objectives. Placing markers later in the game is safer as players will have better idea on what they can achieve, or might already have achieved however, they end up having to put their markers lower value rows. Placing markers earlier though, means players can go for the bigger VP rewards - provided they can complete the objective. When a player puts one of their marker on an objective, they're essentially making a bet that they'll complete the objective. It's a classic risk and reward mechanic. It also makes individual objectives pretty apparent to all players, if someone's just put their marker on the collect 4 potato llamas objective card, it's safe to assume what they'll be going for and others can respond as they see appropriate. Llamaland is a cheerfully colourful game that manages to always provides players with meaningful choices to make and strategies to utilise which I found it an engaging and fun.
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