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Gaming Blog

Loco Momo

20/2/2022

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20th February 2022

It's a Sunday and we're logged into Board Game Arena for some gaming fun.

I don't know what Loco Momo means but I kind of hope it means crazy fun with cute animals. Hmm, that didn't sound right, how about wholesome crazy fun with animals.
Loco Momo is actually about (I kid you not!) organising the disarrayed wildlife population of the forest for a group photo! 

Caveat: We've only ever played Loco Momo digitally.

What's in a game?
  • ​Game board: The central game board displays 4 sets of 4 tile spaces, 16 tile spaces in total.
    A large part of the board is given over to the artwork which depicts a remote looking vaguely mysterious forest backdrop.
  • Player boards: Each of these boards has a 5x5 grid of tile spaces, along with some iconography explaining scoring rules. Again the background depicts a forest environment, only this time with a peculiar set of overgrown open-air stands (Or bleachers if you will.) against the vista of a waterfall.
  • Tiles: Loco Momo makes use of 105 square tiles that depict 5 wildlife species; bears, ducks, eagles, leopards and rabbits across 3 colours; blue, brown and green.
    It means there are 21 of each animal type and 7 in each colour.
  • Bag: Given that we played Loco Momo digitally, there's no bag. But in the physical copy it would be used to blindly draw tiles.
There isn't too much artwork to Loco Momo, just the 2 backgrounds on the 2 types of board and 5 wildlife illustrations.
It's good quality artwork though, a bright palette and bold cartoony style suit the game's light-hearted theme well.

The game's only iconography appears on the player boards. It's not immediately apparent what they mean but quick read of the rules makes them clear.


How's it play?
Setup
  • Central board: Put out the central board and randomly populate all 16 spaces on the board with wildlife tiles.
  • Player board: Give each player a personal board.
  • First player: Determine a first player.
That's it for setup.

On to play
The objective of Loco Momo is for players to fill their boards with tiles to score VPs and the game provides various approaches to achieve this. Although this mostly involves collecting various kinds of sets.
Loco Momo uses the traditional structure with the active player taking their 2 actions -  a drafting action and placing action with play then moving to the player on the left.
  • Drafting: The active player chooses to take 1 of the 16 tiles, what happens next will depend on the type of wildlife on the tile that was picked and its colour.
    Bear: If a bear tile was chosen, then all wildlife tiles of the same colour as the bear from the same area as the bear are drafted by the active player along with the bear tile.
    Duck: Starting clockwise from the area where the duck tile was chosen, the active player looks at the other areas until they encounter another duck. Then all the wildlife tiles with the same colour as the duck are taken, along with the duck. If there are no other ducks, then tiles of matching colour are taken from the same area as the duck.
    Eagle: All wildlife tiles matching the colour of the eagle tile are taken from the diagonally opposite area to where the eagle tile was initially taken.
    Leopard: The active player should look at the next area going anticlockwise from where they took the leopard tile and take all the tiles with the matching colour.
    Rabbit: The active player should look one area clockwise form where they took the rabbit tile and take all the tiles with the matching colour.
  • Place tiles: The active player will now have 1-5 tiles of the same colour which must be played on to their board.
    The active player may put these tiles into any row on their personal board, however, tiles must always be placed on the leftmost available space. Thus tokens go from left-to-right.
  • Repopulate: Spaces that were created on the central board after drafting are now randomly repopulated with more wildlife tiles.
  • Next player: The player to the left of the active player now becomes active.

Endgame
Play continues until the 6th round is completed, then scoring occurs.
  • The bottom row: (Which I'll call row 1.) scores for each different type of animal in that horizontal row. Scoring goes from 1-14 VPs.
  • Row 2: Above the bottom row is row 2, this is scored for the biggest single set of any identical animal in that horizontal row, again scoring from 1-14 VPs.
  • Rows 3 & 4: Unlike rows 1 and 2, these 2 rows score vertically. Each vertical matching pair of animals in the same column score 3 VPs.
  • Row 5: Tiles in the top row will score by also matching the 2 identical tiles in the same column from the 2 rows below. This scores 4 VPs.
    Thus if all 3 animals in a column match types for rows 3-5, it scores 7 VPs in total.
  • Colours: Each row and column that has been filled with tiles of the same colour score an additional 5 VPs each.
Points are tallied, highest score wins.

Picture
The bottom row has 5 different animals, scoring 14. Row 2 above has 5 identical animals, also scoring 14. The matching eagles in the 1st column for rows 3 & 4 score 3, plus the eagle in the top row above scores an additional 4. The ducks in column 2 also score 7. The 2 rabbits in column 3, rows 3 & 4 score 3. The bear scores nothing. Finally, 2 rows have the same colour as does 1 column, scoring 15 more. Total score: 60.

Overall
​Loco Momo is a fairly straightforward game, the gameplay strategies are more or less obvious and there's not much to say about it.

During drafting players will look for the optimal method to acquire the most tiles possible or, as will occur on occasion if there's little they want, try to avoid taking tiles.

Then, when placing tiles, players may need to make some meaningful choices.
Sure, it's easy putting down tiles when a player has got the ones they wanted but frequently, this won't be the case and dealing with those wayward tiles is very important.
Players will want to keep scoring opportunities for other tiles/sets open and minimise the damage caused by having to place unwanted tiles.

There's also a higher level of play that involves looking at what's available on the central board and what other players are working towards, then trying to anticipate what tiles they'll be looking to gain from themselves. It might be prudent to try and deny other players certain tiles.
Or if they're not interested in tile of a particular colour, it might be safe take that tile in a later turn.

This brings me to the one niggle I have about Loco Momo, which are the colour scoring rules.
We've only played Loco Momo 3 player and because there are 3 colours of tile, we tend to gravitate towards one colour each with little 'stealing' of other players' colours. Which is understandable as completing columns/rows with the same colours confers nice bonuses and during the late-game completing sets scoring the colour instead of the animal gets more VPs. Consequently it also makes decisions 'easier'.
I imagine with 4 players, this status quo would be shaken up and the game would become more interesting.
Despite the criticism, the game ultimately generally does provide players with meaningful decisions to make.

Games about about drafting sets of tiles and placing them on to a player board are pretty commonplace today.
So does Loco Momo do anything to stand out from the crowd?

I think the answer is... sort of.
Loco Momo is a bit unremarkable but at the same time it's an enjoyably light, easily learnt and accessible example of this kind of game with a reasonable playing time. A good introduction or crossover game
If this ticks your boxes, Loco Momo might be worth a look.
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