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Gaming Blog

Llamaland

9/2/2022

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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?
  • Player tiles: One of these starter tiles is given to each player and represents the beginnings of the player's estate. They're double sided and feature a grassy landscape overlaid with 4x4 grid which in part contains various icons for coins, villages, cacao, corn and potato.
  • Land tiles: There are 12 each of these 5 types of tetramino shaped tiles. Similarly to the player tiles, they are double sided and feature a grid with icons and grassy land.
  • Foundation tiles: These are small square tiles and depict brickwork, their use is explained below.
  • Cards: Llamaland makes use of various types of card.
    Llama cards: You can't have a game called Llamaland without llama cards!
    These come in three types; cacao, corn and potato which are displayed at the top in a row 4 of the relevant icon. There are 16 of each and they are numbered from 5-12 VPs and feature illustrations of moody llamas!
    Objective cards: There are blue and purple objective cards which feature objectives for players to achieve. Each objective card also has 3 numbered rows with spaces for players to place their markers.
    Character cards: These cards represent villagers and when acquired by players,  can be used to acquire bonuses of some sort. Each card has a stylised, cartoony picture of a fairly generic looking South American native.
  • Tokens: Llamaland also makes use of various types of tokens.
    Player markers: There are 4 of these small, square-like card tokens in each player colour.
    Coins: Grey coloured round card tokens are used for money.
    Crops: There are 3 types of crop token, potato, corn and cacao which correspond to their llama cards and are essentially other forms of currency. Not only does each have it's illustration, they are also differently shaped.
    Shepard's crook: This staff shaped token is the first player marker.
  • Meeples: Perhaps unsurprisingly, the game's wooden meeples are llama shaped, I guess they're lleemples?

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
  • Land tiles: Sort the land tiles into their 5 types and shuffle them into individual stacks.
  • Llama cards: Sort the llama cards into their 3 types, give each deck a shuffle and then according to the player count draw cards from each deck. Turn these cards face-up and then sort them by value, with the highest at the top and lowest at the bottom
    The remaining llama cards are not used the game.
  • Character cards: Shuffle the character cards into a face-down deck, then deal a row of 5 cards face-up next to the deck.
  • Objective cards:
    Blue objectives: Shuffle the blue objective cards and deal 4 face-up into the central playing area.
    Purple objectives: Shuffle the purple objective cards and deal 3 face-up into the central playing area.
    Remaining objective cards are not used in the game.
  • Players: Give all players a starter board, each can choose which side to start the game with.
    Then give each player the 4 markers in their player colour and 3 foundation tiles.
  • First player: determine a first player and give them the Shepard's crook. All other players gain 1 or more coins depending on their position in the turn order.

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.
  • Take tile: The active player takes a land tile and places next or on to their estate, there are 2 ways to do this and each has a different 'bonus' action. When a land tile is placed, it can be freely rotated or flipped as desired.
    • Extending: When a tile is placed orthogonally adjacent to the estate on the 'ground level' it is considered to be extending. 
      Free action: The active player may place a marker when extending, more on markers below.
    • Building: Land tiles can also be placed on top of the estate but there are some requirements.
      A land tile cannot be placed exactly on a identical tile and cannot cover a space containing a llama meeples. Additionally, there can be no 'gaps' underneath the tile being played. The active player can use any number of their 3 foundation tiles to fill in gaps.
      Free action: The active player may 'collect benefits' for covering icons.
  • Place marker: When the active player has this action available, they can take 1 of their markers and put it on a empty row on an objective card - or if their markers are all already on cards, they can move a marker. A row can only contain 1 marker at a time.
    There is no immediate effect for doing this and it only comes into play at the game end. Whereupon the marker will score VPs for whoever placed it provided they met the objective.
    Blue objectives: These tend to be objectives about the placing of llama meeples (See below about placing llamas.) such placing 4 llama meeples in a row.
    Purple objectives: These objectives are concerned with acquiring llama cards.
  • Collect benefits: When building upwards, land tiles will be placed on top of the estate. If this land tile covers any icons, then the active player gains those resources. Thus covering coin, cacao, corn or potato icons will gain those tokens, covering a village icon allows the player to take a character card of their choice from the row, or draw one blindly from the deck.
  • Feed a llama: Once the active player has extended or built upwards and completed the associated action, they can choose to feed exactly 1 llama in their turn by spending 4 of the required crop, players may choose to spend coins in place of crops by spending 2 coins per crop, then the active player performs the following 2 actions.
    Take llama card: The active player takes the topmost llama card form the stack associated with the crops they spent and puts it into their play area.
    Take llama meeple: The active player must also take a llama meeple and put it on to their estate. The meeple must go on to a empty green space. Furthermore, going forwards, land tiles can now no longer be placed on top of a meeple.
    10 crops: if the active player has 10 or more resources during this stage, they must feed a llama in this turn.
  • Character cards: These cards can be used once per turn each. Some cards which allow one resource to be swapped for another have double ended arrows, these means the swap can go either way.
  • Next player: Once the active player has finished, play move to the person 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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