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April '23: The month in gaming

30/4/2023

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The first plays For April '23 were doubled from the previous month while different games played for the month were up by 10. Mostly, this can be attributed to Wogglecon 7.

First plays: 8
Different games: 32

​Sunday 30th Board Game Arena
Lucky Numbers
Just One
Legends of Hellas
Gizmos - First Play!
Spots - First Play!

Tuesday 25th at The Sovereigns with the Woking Gaming Club
Jump Drive
Skull King - First Play!
​
Sunday 23rd Board Game Arena
Can't Stop
Lucky Numbers
Just One
Codex Naturalis
Akropolis
Legends of Hellas

Friday 21st Aldershot
Point Salad
Village Green
Llamaland

Tuesday 18th at The Sovereigns with the Woking Gaming Club
Love Letter
Akropolis
Jump Drive

Sunday 16th Board Game Arena
Lucky Numbers
Can't Stop
Just One
Railroad Ink
Legends of Hellas - First Play!

Thursday 13th Aldershot
Heckmeck
Akropolis
Dominion

Tuesday 11th at The Sovereigns with the Woking Gaming Club
Parks

Sunday 9th  Board Game Arena
Lucky Numbers
Roll'n Bump
Can't Stop
Wingspan
Just One
Tucano - First Play!
Trio - First Play!

Friday 7th Aldershot 
Scout
Railroad Ink
Machi Koro

Tuesday 4th at The Sovereigns with the Woking Gaming Club
Roll Player

Tuesday 4th Simon's
Scout
Akropolis

Sunday 2nd Board Game Arena
Lucky Numbers
Can't Stop
Wingspan
Go Goa - First Play!

Sunday 2nd Ares'
Akropolis
Scout
Codenames
Thunderbirds Danger Zone - First Play!
Fluxx
​
Saturday 1st Wogglecon 7
Akropolis
Sushi Roll
Just One
Sagrada - First Play!
Pan Am
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Gizmos - First Play!

30/4/2023

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30th April 2023

Sunday is here again and we're logged into Board Game Arena for some gaming goodness.
Gizmos not about some cute puppet that spawns a legion of malignant sprites, instead it's drafting and engine building game about building gizmos.... through the power of science!

Caveat: We've only ever played this game digitally.

What's in a game?
  • Player board: The player boards in Gizmos are very long rectangular boards.
    There's enough room to place a row of 6 cards (Or 6 columns of cards.) which represent the game's 6 facets. Each of these 6 'slots' also has its own associated icon.
    The first slot lists the player's 3 stats - maximum storage, maximum file size and research limit.
    The second slot is for placing 'conversion' cards - more on this later.
    The remaining 4 slots are for placing cards that relate to the game's 4 core actions, - File, Pick, Build & Research.
Picture
A player board.
  • Starter cards: Each player will get 1 or these starter cards.
  • Cards: Gizmos utilises square shaped cards to represent gizmos and each one is illustrated with some sort of scientific activity and also displays quite a lot of information.
    Firstly, in the top-left corner it will be an icon which displays the card's type, this will match one of the 6 icons on the player board.
    The top-middle of the card will show its action.
    The top-right will show how many victory points (VPs) the card will earn.
    Finally, around the edge of the bottom half of the card it will display what type of resource (And its associated colour.) is required to build the card.
    ​Additionally, cards come in 3 'levels', the higher the level, the more powerful the card is.
Picture
Picture
Picture
  • Resources: The physical game comes with a set of coloured marbles (Red, blue, yellow and black.) to represent the game's 4 differing types of energy. The digital game simply uses coloured dots.
  • Dispenser: Again, the physical game comes with a dispenser which is a box that randomly deals out a line of marbles which players draft during gameplay. This is all done automatically in the digital version.
Picture
What the dispenser looks like in the digital version of Gizmos.
  • Victory point tokens: Used to track additional VPS which are acquired.
  • Storage ring: In the physical game, these rings would be used to store energy tokens, in other words, stop the marbles rolling away!
Picture
Is used to store marbles (Or energy.).
Gizmos' only art appears on the gizmo cards and although it seems quite small, it is varied and detailed, appropriately depicting various scientific activities in bright colours.
In fact Gizmos makes good use of bright colour throughout on iconography and components.

With regards to iconography, there is a fair amount of it but for the most, it's intuitive and easily understood, some of it however, will have players looking up the rules, especially regarding the picking and drawing of resources. 

How's it play?
Setup
  • Players: Randomly give each player a player board and starting card which should be placed in it's appropriate slot under the board (As dictated by the icon in the cards top left corner.).
    Also give each player a storage ring.
  • Dispenser: In the physical version of the game, marbles will be placed into the dispenser, they then randomly trick out to form a row of 6 marbles.
  • Gizmo cards: Sort the gizmo cards by level and shuffle them into their respective face-down decks. Then remove 20 cards from the level 3 cards.
    Next deal cards from each deck with 4 level 1 cards at the bottom, 3 level 2 cards in the middle and 2 level 3 cards at the top. Thus creating a sort of pyramid shape with 9 cards in total in the central playing area.
  • First player: One of the player boards is marked 'first player board'. Whichever player received this board will be the first player.

On to play
Players are attempting to accumulate VPs in Gizmos and they come from 2 sources, the cards and by acquiring VP tokens.
This is done by drafting resources and cards, then building cards to gain cards and resources at faster rate to build more cards and so on!
Gizmos uses a typical turn order with the active player taking their action before play progresses to the player on their left.
  • Stats: Before describing actions it's a good idea to explain what the stats do. Furthermore, all of the stats described below can be upgraded by playing the relevant gizmo cards. E.g.,  The maximum storage for energy can be increased from it's starting value of 5.
    Maximum storage: This is how many energy marbles a player may have in their storage ring at any time. The starting value is 5.
    Maximum file: This determines how many gizmo cards a player can have 'archived' at any time. More on archiving below.
    Research limit: Players can choose to draw cards from the face-down decks and potentially build or archive them. This stat determines how many cards they can draw.
  • Actions: During their turn, the active player can perform 1 of the following 4 actions. 
    • File: The active player may draft a card from the central playing area and 'archive' it alongside their player board.
      The player's maximum file stat determines how many cards they can have archived at any one time.
    • Pick: This action allows the active player to draft 1 of the 6 resources from the resource line and place it in their storage ring, provided it does not exceed the maximum.
    • Build: This action allows the active player to build a gizmo card by paying its cost. This can be taken from the central playing are or the player's personal archive.
      When a gizmo is built, it should be placed under the slot that matches its type. Convertor cards go beneath the convertor slot and so on. This will upgrade the slot it is placed under. Thus placing a gizmo card under the pick action may allow the player in later turns to pick more resources when they chose the pick action.
    • Research: The active may draw 1 or more cards blindly from 1 of the 3 face-down deck and then immediately build it, archive it or discard it.
  • Additional rules: there are some other rules that should be noted.
    • Upgrades: When upgrade gizmo cards are built, they will increase a player's limits.
    • Combos: When one of the 4 actions are activated by the active player, all the cards built beneath it can be activated in any order to provide extra actions, thus creating combos.
      Combos will allow the player to gain extra energy resources or cards or even VPs etc.
    • Convertors: These can be activated when certain actions are activated by the active player. Essentially they work a little like combos however, while combos usually acquire extra resources or cards, convertors, as the name suggests will turn one thing into another, such as turning blue energy resources into red.
  • Next round: Once the active player has completed their action and activated the cards they can or want to, play progresses to the player on their left.

​Endgame
Play continues until one player has built a total of 16 gizmo cards OR built 3 level 3 cards.
In either case, play continues until all players have had equal turns. Then players total their VPs from the cards they've built and any VP tokens they've acquired.

Points are tallied, highest score wins.


Overall
Gizmos' theme about building gizmos for a science fair is fairly light and perhaps a little unexciting but appropriate. It's also a game that's all about building an engine to trigger combos.

Players will look to find the most effective and efficient way to pick energy and build gizmos through upgrades, arguably the 2 most important actions in the game: Although it's probably not a good idea to neglect upgrading other stats or actions. Increasing energy storage and conversion is especially useful as it allows the player to manage their energy resources with greater flexibility and in fact, some gizmo cards require 6 energy to build! - Forcing players to upgrade their maximum storage.
A lot of the decision making this will involve will be contextual, depending on how energy resources appear and are drafted by other players. As always in these situations, players will need to adapt to circumstances (Which is why energy conversion and storage is so useful.). The same is also true of gizmo cards. This can lead to some unusual combos appearing.


Gizmos other 2 actions, file and research feel a little surplus to need and maybe just pad the game out unnecessarily a bit.
There's a higher level of play regarding the file action that involves watching opponents, seeing which energy resources they are going for, anticipating what gizmo card they might be aiming for and hate drafting that gizmo with a denial strategy but conversely. However, those other players will probably archive cards they want to build before beginning to accumulate the energy requires which sort of makes attempting to hate draft moot.
Research also feels less useful, essentially when researching, the player is making a bit of Hail Mary play, hoping to find a gizmo card that matches the energy tokens they possess but for whatever reason cannot use to build a currently available gizmo card.

These are minor drawbacks though and players are generally not required to use them. Otherwise, Gizmos is a fairly solid engine-building game with a slice of drafting. It hits a pleasant sweet spot of blending fairly straightforward rules that are fairly quick to learn  with hefty and frequently meaningful decisions to make.
Worth trying if you like this kind of game.
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Spots - First Play!

30/4/2023

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30th April 2023

Another Sunday is here and we're logged into Board Game Arena for an evening of gaming goodness.

Roll over! Fetch! Beg! Sit! Spots is game about collecting Dalmatians, only not 101 of them but only 6 in this push-your-luck, dice rolling game about dog tricks.

Caveat: We've only ever played this game digitally.

What's in a game?
  • ​Dogs cards: Each dog card will depict 1 or more Dalmatians or other dogs with spots in the artwork. These spots are positioned so that they resemble the spots found on a die and have boxes surrounding them to emphasis this. Some dog cards also display a paw - which is used to acquire treat tokens.
    Finally each dog card is double-sided with a grey side used during player and coloured side used to track scoring. The coloured side also omits the die boxes.
Picture
Wolfgang & ....Xerxes?
  • Trick tiles: These tiles are styled to look a bit like rosettes that might be won at a dog show.
    Each tile is named after a trick which dogs might perform such as 'play dead'. Tricks essentially represent moves or actions that a player may perform.
    These are also double-sided with a 'active' and 'used' side.
Picture
  • Dog yard tile: This tile depicts a dog sleeping away in their kennel in the yard along with stuff they buried - including what looks like house keys!
    This tile is used to track 'buried' dice.
Picture
Is that a diamond? That is one costly dog!
  • Treat tokens: These tokens are shaped like stylised dog bones.
  • Dice: Spots uses a whole bunch of normal six-siders.

Spots uses very stylised cartoony artwork throughout. Much of it is humorous which suits the game's lightweight nature well and is also style that I like.
Picture
Burt won't be very happy when he finds out where that die is going...!
There's minimal iconography in Spots and what there is of it, is easily understood.

How's it play?
Setup
  • Trick tiles: Players can elect to use a predetermined set of trick tiles or choose a random selection, although the 'Howl' & 'Roll Over' tiles are always mandatory.
  • Players:
    Dog cards: Shuffle the dog cards into a deck and deal 2 to each player. These should be placed with the grey side up.
    Treat token: Give each player 1 treat token.
    ​Dog yard tile: Give each player a dog yard tile.
    Die: Give each player a single die, which they should then roll and 'bury' (Burying a die or dice means placing them on the dog yard tile.
  • First player: Whoever buried the highest value die becomes the first player.

On to play
In Spots players are attempting to place dice on the relevant spaces on their dog cards without going bust.
Spots uses a traditional turn order with the active player performing their action before play progresses to the player on their left.
In their turn the active player may perform 1 of the following 2 actions.
  • Perform trick: The active may choose to undertake a 'trick', this involves the following.
    • Trick tile: The active player picks any face-up 'active' trick tile and resolves the action(s) on that tile.
      Usually this involves rolling one or more dice in some manner, sometimes it may involve something else.
      Then: Frequently a trick will have a secondary THEN action which the player may perform after the first action.
      Additionally, some trick tiles allow the active player to gain a treat token, speaking of which....
      Treat tokens: The active player may spend a treat token to reroll all dice. This can be done as many times as the player has treat tokens.
    • Flip trick: Once a player has completed the actions on a trick tile, they must flip it to the other 'used' side.
      Reset: If once a player has flipped a trick tile to the used side and only 1 tile remains active, then all tiles should be returned to the active side. Thus a player will always have at least 2 trick tiles to choose from during their turn.
    • Place dice: Most tricks require the active player to roll a number of dice and place them on dog cards. Once the active player has finished rolling dice, they may be placed on dog cards with dice boxes that contain matching values. E.g., a '3' can go on a box displaying a '3'.
      Burying: Any dice not placed on dog cards must be placed on the dog yard tile, this is called 'burying'.
      Going bust: If at any time the total value of dice placed on the dog yard tile exceeds 7, then the active player goes bust and the following occurs.
      End turn: The active player's turn immediately ends!
      Wipe all dice: All dice on all cards and tiles are removed and returned to the central supply!
  • Score dogs: Instead of performing a trick, the active player may score all their completed cards.
    The active player removes all dice on the completed cards and returns them to the supply.
    All completed dog cards are flipped to their 'completed' sides.
    Draw new cards: For each dog card that is scored, the active player draws a new dog card from the deck and places them grey-side up.
  • End of turn: Once the active player has performed their action, player progresses to the player on their left.

Endgame
As soon as any player has scored their 6th dog, they immediately win the game.

Picture
The winning pack of dogs!

Overall
Spots' light-hearted artwork and amusing theme fits its lightweight gameplay quite well.

Mechanically there's not too much to say about Spots. It's a push-your-luck game in which players choose when they want to take risk.
As with all games of this type, luck plays a significant part here and players must learn to recognise good luck and mitigate bad luck.
Often this takes the form of giving players extra opportunities to roll dice after the initial roll, usually in the form of THEN actions.
Players must decide how many extra rolls to make and if they can deal with bad results, i.e', bury dice without going bust. Going bust feels quite harsh in Spots as it not only wipes the progress of the current turn but all current progress which makes pushing luck a tricky decision.
Having said that, this is a game that plays quickly and lost progress can be recovered reasonably fast.

Another aspect of luck that will affect players are related to trick tiles. Players will frequently find that their choices of available trick tiles will be limited due to the rules for flipping them and occasionally they'll have a choice of all 6!
I guess there could be a higher level of player about players trying to plan moves ahead and when tiles become active again but generally, it's a case of 'you take what you're given'.

There is an area of concern for me though which is to do with the distribution of numbers on the dog cards potentially effecting game balance.
If a player has cards with 4s, 5s & 6s, it means they'll end up burying dice showing 1s, 2s & 3s.
But if they have cards with 1s, 2s & 3, it means they'll be burying 4s, 5s & 6s which are much harder to deal with than the lower numbers and will be more likely to make a player go bust.
Since dog cards tend to have multiple numbers, if the numbers are well distributed then perhaps this won't occur. I will add that some cards also can gift treat tokens to players when scored which may make them more useful.

However, despite what I've written above, I don't think this is much of an issue. Spots is a light, fun and luck driven game - just roll the dice, take the chance, have fun! If players are looking too deeply into the balance of number distribution on cards, then they're probably playing the wrong game.

I'm not so sure that dedicated gamers will find much to engage with Spots, there are definitely some meaningful decisions to make but also significant amount of chance at play.
With its fun theme and light gameplay, Spot is clearly aimed at a family audience and also younger players. With being fairly quick to play, it also serves as a reasonable filler game.
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Skull King - First Play!

25/4/2023

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25th April 2023

Tuesday is here again and we're with the Woking Gaming Club and The Sovereigns​ for a evening of gaming goodness.

Pirates; - they're known for spending their time burying treasure and going arrr! Skull King is a trick-taking game all about finding that treasure and going ahhh!

What's in a game?
  • Cards: Skull Kings utilises a lot of cards.
  • Suit cards: Much like a traditional set of cards, there are 4 suits in Skull King. 3 of the suits are green/parrots, yellow/treasure chest and purple/treasure map.
    4th suit: The 4th and final suit is black/jolly roger. This is a trump suit that well.... trumps the other 3.
    Values: There are 14 cards in each suit numbered 1-14.
Picture
1 card of each suit.
  • Special cards: These cards do not have a suit, instead they have a special ability that his triggered when played.
    Escape cards: There are 5 escape cards in the basic game. When played they allow a player to lose a trick. More on why this can be desirable below.
  • Character cards: There are numerous character cards in Skull King (Including the Skull King himself!). As with special cards, character cards do not have a suit.
    Mermaids: There are 2 mermaid cards.
    Pirate: There are 5 pirate cards.
    Skull King: There's only 1 Skull King card and he's the strongest card in the game except against mermaids. Arrrr!
    Tigress: There's also only 1 Tigress card in the game but she can choose to act as a pirate card or escape card.
Picture
A treasure chest card... and the Skull King!
  • Bid tracking cards: A pair of these cards is given to each player, They cards are used to track 'bidding' from round to round. More on bidding below.
Picture
Players can 'bid' to win between 0-10 tricks during the game.
The quality of the cards is exactly the kind of quality you'd expect from a modern game - so pretty good, fairly sturdy cards that look laminated.

There's lots of nice pirate themed artwork in Skull King. Most of it is bright and colourful with good quality illustrations. Importantly, the 4 suits all look distinct from one another as do the special/character cards.

The 4 suits are easily recognised by theme and colours. The special cards are also easily recognisable.


How's it play?
Setup
  • Deck setup: Add/remove the advanced game cards to or from the deck depending whether the normal or advanced game will be played.
  • Dealer: Determine the dealer for the game start. The player to the left of the deal becomes the first lead player for that round.

On to play
Skull King is played over 10 rounds with players having increasingly larger hands of cards as rounds progress.
Furthermore, as the game progresses, players will play more and more tricks. Whoever wins each trick will earn the cards used in that trick - which will equate to points at the end of the round.
Skull King is a pretty traditional trick-taking game which uses a traditional turn order with the active player acting before play progresses to the player on their left.
  • Round start: The dealer should shuffle the cards into a face-down deck.
  • Deal cards: Now the dealer should deal cards face-down to all players.
    The number of cards dealt out should equal to the current round count. I.e., in the 1st round deal 1 card to each player, in the 4th round, deal 4, all the way to the 10th round where 10 cards are dealt to each player.
  • Bidding: Each player should carefully look at their cards and try to gauge how 'strong' their hand is and secretly guess how many tricks they think they might win during the coming round. This becomes their 'bid' for the round
    Then all players simultaneously reveal their bids, which then can be recorded using the relevant tracking cards.
  • Tricks: With the bidding out of the way, play can commence.
    • Lead player: The lead player will begin the trick by playing any card from their hand which will determine the suit for the trick.
      They are also free to play a special card instead which has no suit (The first suit card played will now determine the suit.)
      Follow: Now all other players must follow suit if they can, which means playing a card of the same suit. If they do not have a card of the same suit, then they can play a card of any other suit.
      Alternatively, regardless of whether a player has a card of the correct suit or not, they may choose to play a special card instead.
      Essentially, special cards have no suit and therefore do not need to follow suit.
    • Winner: Once all players have played a card, the trick is complete and a winner must be determined. There are several ways this can go.
      Suit cards: If only suit cards were played, whoever played the highest value card in the correct suit wins the trick.
      Cards of other suits can never win tricks unless it is from the black/jolly roger suit, in this case a black card will always beat the other suits regardless of value, only a black card of higher value can beat another black card.
      Special cards: As a rule, special cards will always beat suit cards, the exception being the escape card which always loses the trick!
      If multiple special cards are played, there are various rules for how they interact with each other.
      Once a winner has been determined, they collect all cards played in the trick and place them into their personal area.
      It's a good idea for a player to track how many tricks they've won for the end of round scoring.
  • End of trick: If players have no more cards in their hand, the round is over and the game goes to the next round or game end as explained below.
    If players still have cards in hand, they continue playing tricks. Whoever won the previous trick will be the lead player for the next trick.
  • End of round: When players have emptied their hands, the round is over!
    Players now calculate how many victory points (VPs) they have scored for the round and this is recorded.
    Bids: If a player won the exact number of tricks that they bid for at the round start, then they earn VPs. If the total tricks won is higher or lower, they lose points!
    highest value suit card: A player will earn VPs if they gained the highest value card of any suits.
    Special cards: These cards may situationally earn VPs.
  • Next round: For the next round, the dealer and first player both move to the players on their left.
    The new dealer should collect all cards, shuffle them into a face-down deck and now deal cards to each player; the number of cards dealt should be 1 higher than the previous round.

Endgame
Once the 10th round has concluded and the VPs for that round calculated, the game is finally at an end and goes to end scoring.

Points are tallied, highest score wins.

Overall
Despite being a bit of a stretch to fit, Skull King's pirate theme is fairly amusing with evocative artwork to match. It's a good looking game.

Mechanically, the game is for the most part a straightforward, familiar trick-taking card game, albeit with a handful of special cards that change things up a little.
What makes Skull King standout are the scoring mechanics and in particular the bidding mechanic.

Players are forced to make a decision based on contextual information such as what is the current round and what cards they currently have in their hand. Then they'll need to try and gauge how many wins and losses they can get from their hand and plan accordingly.
Sometimes this will be simple, in the 1st round with only 1 trick being played, it's fairly safe to bid on winning 0 tricks, especially if a player only has a escape card in their hand!
As the game progresses though, these decisions will get harder and harder as more and more cards, special and otherwise come into play, making longer rounds a bit more unpredictable.
Additionally, the scoring system for bids rewards players who bid high (And manage to achieve it!) while it increases the price for failing big. A genuine risk and reward mechanic.
Finally, the bidding mechanic also introduces asymmetrical objective for players, some will be looking win tricks when others are trying lose them.
There's also a higher level of play here that involves paying attention to other players' bids.
E.g., if an opponent has won all the tricks they bid for and the round isn't over, making them win a trick will scupper the points they get from their bid.

However, I'm not so sure how I feel about the bidding mechanic, it definitely adds an extra layer to the gameplay but it's also kind of swingy, hitting a bid can earn a lot of VPs while missing it can lose a not insignificant number of VPs and sometimes this will be very much out a players control.
Additionally. the scoring rules feel a bit overly complex and fiddly, this compounded by how the game is played over 10 rounds and needs to be scored 10 times.

This brings to my other criticism which is the game feels too long:
By my calculations, a total of 55 tricks will be played over the 10 rounds which doesn't seem too bad but actually means shuffling and dealing 10 times as well as scoring 10 times and that all adds up to make the game feel a bit overlong and also finicky.

Skull Kings is a (Completely acceptable.) average trick-taking experience that is enjoyable enough but is mired down by excess bookkeeping for a card game. It's not a bad choice for a game I feel its unique elements don't do enough to make the game differentiate itself from the crowd.
The pirate theme will appeal to some but wouldn't be my first choice for a trick-taking game.
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Legends of Hellas - First Play!

16/4/2023

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16th April 2023

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

Take on the role of Perseus, Jason or Hercules. Battle The Hydra, vanquish The Gorgon and defeat Cerberus in Legends of Hellas, a cooperative card game of Greek heroes and Greek mythology.

Caveat: We've only ever played this game digitally.

What's in a game?
  • Cards: Legends of Hellas features 2 types of cards.
  • Action cards: In the top left of each action card is an icon. Each one relates to 1 of 5 different virtues or qualities that a hero might posses. They are 'arms' (As in weapons.), 'courage', 'guile', 'speed' and 'strength.
    Furthermore, cards are also colour coded to each quality.
    Action cards illustrate the kind of events that Greek heroes get involved with using those virtues.
    Divine intervention cards: A final type of card depicts that good old mythological staple; divine intervention. These cards have special uses as explained below and are considered different to 'normal' actions cards.
Picture
Cards for yellow/guile, blue/speed, green/courage & divine intervention.
  • Monster Cards: There are 10 of these oversized cards. Each one displays picture for a monster straight out classic Greek mythology.
    Each monster card also contains 1 icon on each side that match 2 of the icons displayed on the action cards. These are the qualities that must be employed to defeat that particular monster.
    ​E.g., Strength and guile are required to defeat The Griffin.
Picture
The minotaur, griffin and hydra monsters.
  • Hero discs: There are 5 hero discs in 5 player colours that represent different classic Greek heroes.
    Each of the 5 hero has a colour that matches the 5 colours associated with the 5 qualities of action cards.
    E.g., The Achilles hero disc is purple and purple is the colour associated with the 'arms' quality.
    ​This is important as explained below.

    They are double sided with a 'normal' side and a 'broken' side.
Picture
Yellow/guile for Atalanta, blue/speed for Perseus & red/strength for Hercules.
With a chunky, cartoony style, Legends of Hellas is a bright and colourful looking game. It's crisp, clear artwork and the monsters on the monster cards are all instantly recognisable. I think it looks great.

There's half a dozen icons in the game and they're only used in reference between action and monster cards. Players should have no problems here.

How's it play?
Setup
Legends of Hellas presents players with 12 different missions to undertake which may have some varying setup and game rules. However, broadly speaking, they share a common theme - which defeating monsters until the boss monster 'the chimera' appears then defeating it.​
  • Monster cards: Shuffle the monster cards into a face-down deck. Then according to the mission deal a number of them face-up into a central playing area.
  • Action cards: First ensure all the divine intervention are separated from the other action cards.
    Then as per the player count (And also difficulty.) add a number of divine intervention cards to the action cards and shuffle them all into a face-down deck.
    Now deal 4 cards to each player.
  • Hero discs: Give each player a hero disc in their chosen player colour. Each player should put their disc into their personal playing area with the 'normal' side face-up.
  • First player: Determine a starting player.

On to play
Players in Legends of Hellas are cooperatively attempting to defeat a number of monsters inspired by Greek mythology.
This is done by playing cards but players will also need to perform other actions to facilitate this.
Legends of Hellas uses a traditional turn order with active player completing their action before play progresses to the next player.
  • Game start: All players should place their hero disc on any monster card, more than one hero disc may be on a monster card.
  • Action: During their turn, the active player may perform 1 of the following actions.
    • Draw card: The active player may draw 1 or more cards from the action deck and may temporarily have a hand of up to 5 cards. However, after drawing cards, the active player must discard a card.
    • Fight monster: This is probably the most common action players will perform and and is required to defeat monsters. The following rules apply to fighting monsters.
      • Location: The active player may only fight the monster at their hero disc's current location.
      • Action: To fight a monster, the active player must play an action card that matches the icons on that monster card. I.e., if a monster card displays the speed and courage icons, then the active player must play a card with either the speed or courage icon.
      • Victory: A monster is only defeated when both of the following 2 conditions have been met:
        Both action types: At least 1 card of each type has been played.
        5 cards: If a total of 5 cards have been across both types has been played.
        When both conditions have been met, the monster is defeated.
      • Divine intervention: These are incredibly useful for defeating monsters and can be used in 1 of 2 ways.
        Wildcard: A divine intervention card be played as a action card of any of the 5 types.
        Instant defeat: Provided the 'both action types' condition has been met, a divine intervention card can be played to instantly defeat a monster regardless of how many cards have already been played against it.
    • Give card: The active player may give any number of their cards to any other player. That player must then discard at least 1 card and must also discard down to 4 cards if they have more.
    • Move: The active player may move their hero disc from one monster card to another by discarding a card. This is regardless of whether the monster the hero disc is currently on has been defeated or not.
    • View cards: The active player may draw 6 cards from the action deck and view them.
      Then they must discard 1 cards and return the other 5 back on top of the action deck in any order they see fit.
  • Next player: Once the active player has taken their action, play progresses to the player on their left.
  • Other rules:
    • Special action: Each player has a special action available to them that can be activated once per game and is dependant on the colour of their hero disc.
      It means a player can flip their hero disc to the 'broken' side to play any card against a monster, consequently that card is considered to have the same colour (And thus quality.) as the flipped hero disc.
      E.g., if a player has Hercules' red hero disc, they may flip it to play any card against a monster and that card is considered to be a red 'strength' action card.
    • Chimera: Once the allotted number of monsters as per the chosen mission have been defeated, the final boss monster appears - this is the Chimera!
      To form the Chimera draw 2 monster cards and places them so that one is above the other - and the one at the bottom is upside down.
      This means the Chimera will potentially need cards from 4 qualities to defeat! If the Chimera has duplicates of the one quality, then at least 1 action card for each instance of that type must be played.

Endgame
If the players manage to defeat the Chimera once it has appeared, then they collectively win the game!
If however, at any time a player needs to draw cards and there are none left in the action deck, then the players collectively lose the game.


Overall
Between it's bold colourful presentation of Greek mythology and card mechanics which will have heroes travelling about to battle monsters using their guile, strength and so on; Legends of Hellas is pretty strong thematically.
I personally like how The Chimera will be a random amalgam of 2 other monsters.

Mechanically, on the surface it's a pretty straightforward game - play cards with symbols matching symbols on monster cards to defeat them but in practice, Legends of Hellas is quite unforgiving.

This is because players aren't really battling the monsters, they're battling the action deck - or more precisely, fighting to stop the deck running out and luck can play a very big part here.
Every choice and action a player takes ​- not just attacking monsters - will cost a card.
Draw cards - one of them must be discarded.
Give cards to an alley - one must be discarded.
Move or view the deck - you get the idea.
Even deciding which cards to discard is also an important decision. I.e., if none of the current monsters require a certain type of card, is that type safe to discard? A monster requiring it might turn up later

Consequently it can be very easy to run out of cards, players will need to try and play as efficiently as possible with minimal squandering and no frivolous moves. Judicious use of divine interventions can be critical here, playing one at the right time can defeat a monster with only 3 cards instead of 5. It might not seem like a saving of many cards but it can be.
While players can not explicitly discuss the cards in their hand, they will need to coordinate actions, especially actions such as passing cards to each other and viewing the deck.
Being a cooperative game, there's also a degree of luck in Legends of Hellas, perhaps a little too much like for my liking. Sometimes players will draw a hand of cards they just can't use and will have to find a way to adapt.
Conversely, sometimes luck will deliver the exact cards you will need which will make it easier and maybe a little unsatisfying.
It also means that sometimes it felt like my decisions had been taken out my hands by chance and sometimes it felt like any strategy I had was was reduced to simply 'play what you have' and adapt to 'what you get'.

Despite this I found Legends of Hellas to be a fairly enjoyable experience mixed with dollop of frustration from the luck which strangely, could go 2 ways; too much bad luck or too much good luck! 

With it's cartoonish art style and somewhat lightweight rules, Legends of Hellas would appear to be aimed at a family audience but we found it actually quite a tricky game, I'm not sure younger players will have a easy time. however a bit of adult/parent contribution would make a difference, I guess that's what makes it a family game.

If you want a ancient Greece themed cooperative game or in fact any kind of low maintenance cooperative game, Legends of Hellas might fill the bill.
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Tucano - First Play!

9/4/2023

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9th April 2023

Sunday night on Board Game Arena means gaming goodness.

Ruffle your feathers, flap you wings and squawk for this err... bird and fruit themed set collecting card game.

Caveat: We've only played this game digitally.

What's in a game?
Cards: Toucan consists of a deck of 70 cards, broken down into 3 types.
  • Fruit cards: These form the bulk of the game's cards.
    They each depict 1 of a selection of different fruits with a colourful illustration.
    Furthermore each type of fruit displays its own set-collecting rules as shown on each card.
Picture
2 fruit cards with their individual scoring rules. You will note that the coconut card loses points the more are collected and when more than 4 coconut cards are collected the scoring goes into negatives.
  • Joker: These cards depict a rainbow and are considered wild cards.
    At the game end, a joker can be added to any set of fruit collection and will count as an extra card of that collection.
Picture
Taste the (fruity) rainbow?
  • Toucan cards: Each of these cards depicts the game's titular bird.
    There are 3 types of these cards which allow the player to steal (Or give.) a card from an opponent or 'secure' their cards.
Picture
Squawwwk!
Tucano features colourful and bright cartoony illustrations throughout.
It's a nice art style that works well with cheerfully anthropomorphic fruit and stylised birds that suits the game's lightweight nature.

The game's only iconography are the 3 symbols found on the toucan cards and icons used for set collecting scoring on fruit cards.
All of these are easily and quickly explained and understood.
Picture
A sample of cards.
How's it play?
Setup
  • Cards: Separate all the toucan cards from the deck and put them aside.
    • Shuffle all the remaining cards and deal them into 2 face-down decks.
    • Now take the toucan cards and shuffle them into one of the 2 decks, ensuring it all remains face-down.
    • Finally, take the other deck and place it on top of the deck with the toucan cards.
      ​Thus all the toucan cards will be in the lower half of the deck.
  • Columns: Deal 3 cards face-up into the central area to form the beginnings of 3 columns. Then deal another card face-up into the middle column.
  • First player: Determine a starting player.

On to play.
In Tucano, players will drafting cards from a column in the central area and add to their personal area with the aim of collecting sets which will in turn score them maximum victory points (VPs).

Tucano uses a traditional turn order with the active player resolving their turn before play moves on to the player on their left.
The active player will perform the following.
  • Draft: The active player picks any 1 of the 3 available columns and adds all the cards in that column to their personal area.
    It's a good idea to sort cards by type at this point.
    Toucan cards: If one of the cards that were drafted is a toucan card, its action must be immediately resolved.
    Joker: If one of the drafted cards is a joker, it does not need to be assigned to a set until the game end.
  • Refresh: Once the active player has finished their turn, a card each is added face-up to the 3 columns - including the empty one.
    Next player: Play then progresses to the player to the left of the current active player who then becomes the new active player.

Endgame
Play continues until the deck has been depleted and there's only 1 column of cards left in the central area.

At this point, any players with a joker card may choose which set to add it to.
Sets are then scored.

​Most sets will score according to how many cards a player has collected of that set.
However, some sets score based on how many cards a player has collected in relation to other players. In this case whoever has the most cards will score the larger amount and all other players with cards in that set will score the lesser amount.
It is possible in some circumstances for sets to lose players VPs!

Points are tallied, highest score wins.


Overall
I guess toucans collecting fruit is a good a theme for a set collecting game as any! 

When playing, players are broadly speaking, faced with 3 choices during their turn which on the surface is not a lot.
However, Tucano does a clever thing is by having some sets earning increasing VPs, some sets intermittently scoring VPs and some losing them - and then having columns that get longer.
Invariably, when a column contains a card that loses VPs; players will initially ignore that column, this means that over the rounds more cards will be added to that column, making it more appealing to draft.
As a result; sometimes players will have no-brainers on what to draft but sometimes they will have to choose between columns which will add negative cards to their collections. They'll be looking to minimise the negatives and hoping to get rid of them at some later point.
Which brings me to the toucan cards, these wisely appear in the latter part of the game - where they'll have the most impact. The right use of toucan cards when they appear can be a real game changer (And also frustrating!), particularly when giving cards to other players: In the right circumstances a player can remove a negative from one of their collections and add it to an opponent's!

There's not more to add. Tucano is a pared down, fairly simple set collecting game and I'm pretty certain I'm not the target audience here.
Even as a filler or short game, I'm unsure it offers enough depth for seasoned players. Personally I found it a fairly shallow experience and the mechanics of the toucan cards a little frustrating.

Conversely though, just from the appealing, colourful art, it apparent Tucano is squarely aimed at younger players.
Its simplicity makes for a accessible game and a great way to introduce set collecting mechanics to budding future gamers and for family gaming.
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Trio - First Play!

9/4/2023

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9th April 2023

​Sunday is here again and we're logged into Board Game Arena for some gaming fun.

'Triiiiooo, triiiio
I want a trio,
And I want now.
'


I'm showing my age here, but this is not a game about a chocolatey biscuit, instead it's a set collecting card game.
Furthermore, Trio is apparently a reskin of a game called Nana, which disappointingly, is not about collecting grannies.

Caveat: We have only ever played this game digitally.

What's in a game?
  • Cards: Trio uses​ a deck of 36 cards, numbered 1-12 three times.
    Along the bottom of each card will be 1 or more numbers that relate to the numbers on other cards which when added/subtracted mathematically reach 7.
    E.g.; the 1 and 6 cards are related because 1+6=7.
    ​Additionally; 4 and 11 are also related because 11-4=7 and so on.
    A 2 will be related to a 5 and a 9. 5+2=7 and also 9-2=7
    These sets of 2 related numbers are known as 'spicy' sets!


That's it for components.

Trio features cards decorated with quirky little monochrome illustrations with what appears to be a Mexican day of the dead theme? These illustrations are set against colourful backgrounds which are associated with each of the 12 differently valued cards.
I'm not sure how the them ties with the game but the cards definitely look colourful, dynamic and eye catching.

Cards are numbered 1-12, there's no other iconography. This is all very easily understood.


How's it play?
Setup
  • Cards: Shuffle the cards into a face-down deck.
  • Players: Dependant on player count deal 5-9 cards face-down to each player.
    All players should sort their cards into numerical order.
  • Central playing area: All the remaining cards (Which will be 6-9 cards.) should be dealt face-down into a central playing area.
    This means all cards will have been dealt either to players or the central area.
  • First player: Determine a starting player.

On to play
There are three ways (A trio!) (SIC) to win Trio. Each involves revealing cards to collect sets of identical values.

Trio follows the typical turn order with the active player taking their turn before play progress to the player on their left.
During their turn, the active player may reveal up to 3 cards by performing the following actions.
  • 1st action: The Active player may choose 1 of the following 2 actions to perform which will result in revealing a card..
    • Reveal highest or lowest: The active play may ask any single player to reveal their single highest or lowest value card, the active player may also choose themselves to reveal a card.
      Any revealed card should be played face-up into the playing area.
    • Reveal from central area: The active player may flip a single card face-up from the cards in the central area.
  • 2nd action: The active player now again chooses 1 of the same 2 actions above to perform, which will result in revealing a 2nd card
    • No match: The the 2nd card to be revealed does not have the same value as the 1st revealed card, then the active player's turn is over.
      Any card revealed by a player is returned to their hand.
      Any card that was revealed from the central area is flipped face-down again.
    • A match: If the 2nd card revealed matches the 1st card revealed, then the active player gets to take a 3rd action!
  • 3rd action: The active player now gets a 3rd action and once again, must choose from the 2 actions described above.
    • No match: If the 3rd card revealed does not match the 1st and 2nd cards, then the active player's turn is over.
      Any cards revealed by a player is returned to their hand.
      Any cards that was revealed from the central area is flipped face-down again.
    • A match: If the 3rd card revealed matches the 1st and 2nd cards, then the active player has revealed all 3 cards of the same number! They collect all 3 cards and place them into their personal playing area.
  • ​Next player: Regardless of whether the active player failed to match 3 revealed cards or managed to collect a set, play then progresses to the player on their left who now becomes the active player.

Endgame
​There are 3 ways a player may Trio.
  • 3 sets of 3: If a player collects 3 sets of 3 cards they immediately win.
  • Spicy set: If any player collects a spicy set, then they immediately win.
  • Collect the 7s: If a player collects the 3 7 cards, they immediately win!
    Interestingly, the 7 value cards are the only cards not in a spicy set.

Overall
​Trio's has a fairly abstract theme but to be fair I don't it detracts from what is a fairly accessible game.

In fact, Trio is such a straightforward game that almost has nothing to write about. It mixes simple deduction and memory mechanics.

Players will want to remember what cards are revealed and where they are revealed from, allowing them to create sets of 3.
Players can also glean information from what their opponents reveal, either from their own questions of those of others. E.g., if someone is asked to reveal their highest card and it's an 8, then it's obvious they wont have cards of higher values. This is useful when deciding which sets to try and work towards.

There's also something mechanically interesting going on with the game's probabilities.
Generally, players should look to collect sets of either the highest or lowest value sets - simply by virtue of being able to only reveal the highest and lowest value cards of opponents.
This is why collecting the 7's insta-wins the game, because the 7's will likely be in the middle of players' hands and will be harder to collect
This becomes even more likely in games with lower player counts as each player will have bigger hand sizes. Conversely the distribution of cards will be less even in games with a higher player count, making it a little more unpredictable.

Talking of player count, we played with 3 players and I felt it was a little underwhelming. Trio can play with up to 6, I think the game improves with more players and the greater unpredictability adds to the experience.
We also played online which I feel detracts from a game like this which benefits from interaction between players.

Trio is obviously a lightweight game and will have crossover appeal to families and more casual gamers, it's set collecting, memory-based gameplay is something most people will be familiar with to some degree or other. I that's something that might appeal, them Trio is worth a look.

I would say it might be a bit too simple for seasoned games but truthfully, I think can serve as a filler game or an ender for the night.
It's something I would like to try with the physical version at a higher player count.
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Go Goa - First Play!

2/4/2023

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​2nd April 2023

Sunday is here again and we're logged into Board Game Arena for some gaming fun.

'Goa is a state on the southwestern coast of India within the Konkan region' according to Wikipedia.
If you've ever fancied a holiday to that region of India, now's your chance to game it, visit beaches, historical sites, forts and more in... Go Goa.

Caveat: We have only ever played this game digitally.
What's in a game?
  • Player sheet: This sheet displays the titular region using a hex map while around the outside of the map are a number of holiday themed illustrations.
    The majority of the hexes are blank but the remaining are coloured and contain icons which represent tourist destinations.
    The top of the sheet contains a day tracker which actually serves as a turn tracker, the bottom contains a score tracker for the game end.
    There's also a direction guide or 'compass' hex at the top - more on compass later.
    The physical version of the game has 2 slots on the left side of the sheet to align 2 'tour plan cards'. Again, more on these below.
Picture
  • Tourist destinations: This is basically a set collecting tracker.
    It looks like on the physical version, this would be on the sheet but for the digital version it's kept separate.
    ​This tracks the 5 different types of destination a player will visit and will score Victory Points (VPs) for them at the game end depending on how it's filled in.
Picture
  • Local guides: Again, this would be part of the player sheet in the physical copy but is kept separate here.
    ​During the course of the game, it's possible that players will be able to hire a guide to help with with their travels and that is tracked here.
Picture
  • Tour plan cards: Each player will have an itinerary dictated by these cards which will earn VPs if completed.
    ​They come in 2 types, 20/30 VP cards and 40VP cards. Each card lists 3 destinations to visit. The higher value will have destinations further apart that are harder to all visit.
Picture
  • Dice: Go Goa comes with 3 normal six-siders.

​Go Goa has a nice art style to it. Much of it has a sort of simplistic cartoony nature which is colourful, cheerful and bright that I think fits the game's holiday theme quite nicely.
The illustrations on the tour plan cards look more 'realistic' but equally bright and have a postcard quality to them. They seem to depict various locations and I'm sure that they're referenced or based on locations in Goa.

A few icon/colour combinations are used to represent destinations and scoring opportunities throughout the game. Fortunately, everything they reference can be found on the sheets, for the most part it's all readily apparent and shouldn't represent a problem.

How's it play?
Setup
  • Player sheet: Give each player a player sheet.
  • Tour plan cards: Sort the tour plan cards into their 2 types, shuffle each type into a face-down deck and deal 2 cards from each deck to all players.
    Each player should choose 2 to keep and discard the remaining 2 out of the game.
  • First player: Determine a starting player.

On to play
In Go Goa, players are attempting travel to as many destinations on the hex map over 12 rounds which will earn them VPs. This is done by using the result of dice rolls which will determine their direction, distance and err uhh deviation!

There's no typical turn order in Go Goa, instead all players play out their turn simultaneously.
  • Game start: All players begin the game on the hex marked 'start here'.
  • Round start: At the start of each round, all players mark a day off of their day tracker.
    Dice: The first player now rolls all 3 dice.
  • Assign dice: Players must now assign 1 die each to direction, distance and deviation as per the rules below.
    First player: The first play can assign any 1 die to direction, then they can assign any of the remaining dice to distance and deviation.
    Other players: The other players cannot assign the same die to direction that the first player did, they must assign a different die to direction. After that, they can assign any of the remaining dice to distance and deviation.
  • Resolve dice: Now that all player have assigned dice to the 3 criteria, hey must be resolved and when done so will determine where each player ends the round
    • Direction: As per the the compass hex, the value of the die assigned to direction will determine the direction the player leaves their starting or current hex.
    • Distance: The value of the die assigned to distance determines exactly how many hexes the player moves in a straight line. Although that can be potentially altered by...
    • Deviation: The die assigned here allows a player to change direction once or twice when moving their distance. This is dependant on the die's value
      1-3: If the assigned die has a value of 1-3, the player can change direction once.
      4-6: If the assigned value is 4-6, then the player can change direction twice.
  • Mark destination: Now that players have ended their movement, they can potentially mark off the destination they have reached.
    Blank space: If the player ended their day on a blank space, then obviously, nothing is marked off.
    Destination: When a player ends their day at 1 of the 5 different types of tourist destination, they should mark off a spot on the corresponding line on their destination tracker.
    Tour plan: additionally, if they have reached one of the destinations named on either of their tour plan cards, they should also mark it off.
    Tour guides: If a player stops at one of the three listed spots on the tour guide, then they should record which destination they have reached. Tour guides can provide help to players.
  • Additional rules:
    Tour guides: If a player has recorded a tour guide destination, then they can mark that destination off in order to alter any one assigned die roll by +1/-1, this can make a die roll 'wraparound'.
    This can only be done once per tour guide destination - thus 3 times only.
  • Next round: Once all players have resolved their movement and recorded the result, the round is over and play progresses to the next round.
    The player to the left of the first player becomes the first player for the subsequent round and begins it by rolling the 3 dice.

Endgame
Once the 12th round is completed, the game is over and goes to scoring.
Players can acquire VPs from several sources in Go Goa.
  • Destinations: Each destination visited earns a flat 10 VPs.
  • Sets: The tourist destination sheet provides 2 ways for scoring VPs.
    Set of 5: Each completed set of the 5 different types of destination will score VPs. Players are essentially scoring for completing a vertical line.
    3/6 of a kind: If a player reached 3 of the same type of destination, they score some VPs. If they managed to reach 6 of the same kind, they score more VPs. Players are scoring horizontally here.
  • Tour plans: Each fully marked off tour plan will earn the player 20-40 VPs dependant on the individual card.
  • Bonus: There's 20 bonus VPs or reaching the hex with the camera icon.

Points are tallied, highest score wins.

Picture
Day 1, headed to the Panjim Church
Picture
Holiday is over, managed to reach 8 destinations out of maximum possible of 12 and didn't manage to visit all the destinations on my tour plans, although I did manage to get the photography bonus. Will have a better holiday next time!

Overall
Go Goa's theme is kind of crazy and has players essentially randomly travelling throughout the titular state looking to find various holiday destinations in what would be a fairly chaotic holiday. I imagine this to be the opposite to what most people want actually on their vacation.
Having said that... choosing your holiday itinerary based off off some dice rolls might have some appeal but I digress. 

Mechanically, Go Goa is straightforward.
Firstly, players need to pay attention to the tour plan cards they receive and if possible select cards which work well together, that is potentially have their destinations close to each other. I like how the cards provide players will asymmetrical objectives.

After that; the game's central mechanic will have players assigning to dice in order to try and move to their selected locations. 
'Try' is the operative word here, at times randomness will scupper a player's plan, it means they must spend a fair amount of time adapting to the options presented to them by the dice. This might involve going to alternate destinations or trying to reach objectives in a different order and so on.
This provides players with somewhat meaningful decisions when selecting their dice but makes future planning a little futile. YMMV on whether you find this frustrating or not.
It's also interesting that the game forces some asymmetrical decision making on players in the form of the rule whereupon the first player will have different destination die to their opponents.
There is some flexibility in assigning dice though and also how to score destinations on the tourist destinations sheet (Which is welcome.) but even so, Go Goa is fairly harsh in this respect. Players only have 12 turns and thus only 12 opportunities to reach destinations, each time a player stops in a blank space, they'll drop at least 10 VPs .

I should add that this is also a game with no interaction between players, who will be acting simultaneous but whose decisions will have no impact their opponents.
This makes Go Goa all about players optimising their moves to reach as many destinations as possible.

More casual gamers might find the unusual rules a little obtuse but I think they would learn them quick enough. Additionally, the theme gels with the mechanics well. Everyone should understand the concept of visiting tourist spots while on holiday.

But for seasoned gamers I'm not convinced they'll find Go Goa engaging. While Go Goa is easy to pick up but it comes at the cost of being perhaps a bit too simplistic for my liking, I also feel that luck plays too big a part in the game and a lot of my decisions felt out of my control. All of this contributed to make the game a little frustrating.

If you're looking a lightweight, roll-and-write game with a strong theme and a fair amount of randomness, then maybe Go Goa is worth a look.
​I'm not sure it's one for me though.
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Thunderbirds Danger Zone: The Game - First Play!

2/4/2023

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2nd April 2023

Sunday afternoon is here and we're in Basingstoke for some gaming fun.

Hiiighhhwaaaay to the danger zone.
Riiiiddddee into the danger zone.


What happens when Supermarionation meets Top Gun? Well I have no idea to be honest.
That brings me to Thunderbirds Danger Zone: The Game, a cooperative card game about saving the day as International Rescue and foiling the schemes of The Thunderbirds' nefarious nemesis; 'The Hood'!

What's in a game?
  • Cards: Thunderbirds Danger Zone: The Game uses several different types of cards.
    Danger zone cards: The game's titular cards, these represent the missions which players are attempting to overcome. Each mission consists of 3 cards and there are 7 missions in total, all of which are themed after episodes from the TV show. Each danger card will display how much of each of the game's resources are additionally required to 'complete' it.
Picture
The 'End of The Road' mission is recommended as the beginner mission.
  • Journey cards: As well as danger cards, players will also need to overcome journey cards. Essentially, they are added to missions to increase the requirements for victory. Similarly to danger cards, each journey card will display how many of each resource is required to complete it.
    Additionally, each journey card has a blank square on which to place a journey token - more on these below.

Picture
A journey card & danger zone card, both showing what resources are required to complete it.
  • Resource cards: These cards each contain an amount of each of the game's 4 resource types which players will be able to spend to complete objectives.
Picture
Resource cards have 1-4 in each of the game's 4 resource types.
  • ​Tracy Island cards: These are used as 'countdown' timers and track every instance of the player's failing a task.
  • Tokens: There are also several types of card tokens.
    Character tokens: These feature all the man protagonists from Thunderbirds, they are used to indicate who is active during a mission.
Picture
Jeff!
  • ​Hood tokens: The Hood had to turn up at some point! When these tokens are added to a journey card, it essentially increases the 'cost' of fulfilling one of the resources.
  • ​Journey tokens: These square tokens are added to journey cards and change their conditions, they come in 2 types.
  • Resource tokens: Conversely resource tokens will add to a resource on a card, making it 'cheaper' to meet that resource's requirements.
Picture
A journey token with 2 tech, Virgil and a Hood token with a penalty of 1 tech & 1 knowledge.
  • ​​Completion tokens: These round tokens display the International Rescue logo and are used to track progress during a mission.

The component quality throughout Thunderbirds Danger Zone is average, that is to say it is the quality we've come to accept from modern games which means pretty good. The cards feel OK and the tokens seem sturdy enough. Nothing bad here.


For its art, the game sources what seem to be stock photos and stills from the TV episodes that inspired the mission cards.
It's usually at this point I would accuse the game of looking cheap for using photos instead of producing actual art.
However, this style works for Thunderbirds Danger Zone and I think it looks completely acceptable. Partially because marionettes and models look different enough from bland photos to look good and partially because those marionettes and models were part of the TV show's unique aesthetic and what people would expect from a licensed game.

The only icons used in the game are for the 4 resources, they will be easily learnt and each one looks distinct in shape and fits its theme, a cannister for fuel, a computer terminal for knowledge and so on.
Except for tech; no matter what anyone says, the icon for tech just looks like a drain to me!


How's it play?
Note: The setup and rules description below are for games with 3+ players.
​Additionally, the setup and rules are for the beginner mission - End of The Road. Later missions introduce more cards and more rules.
​Setup
  • Mission: First choose 1 of the 7 available missions.
    Danger zone cards: Take the 3 danger zone cards associated with the chosen mission and place them in a row, thus forming the top row of 3 columns of cards.
    Journey cards: The mission's difficulty will determine how many rows of journey cards should be used, typically 1 or 2. Players can theoretically choose to vary this to alter the mission's difficulty.
    The journey cards should be shuffled into a face-down deck, cards should be dawn from here and placed beneath the danger zone cards to form 3 columns.
    Character tokens: The mission card will determine which characters are used. Place each character token below the bottom of their specific column.
    Journey tokens: shuffle all the journey and Hood tokens and randomly deal one on to each of the journey cards. Finally deal a journey token to each character token.
    Tracey Island card: These cards count as a countdown timer, the lower count on the card used, the harder it is to successfully complete the mission. Players can decide on which of these countdown cards to use, they are numbered from 4-10.
  • Players: Players have the following setup.
    Resource cards: Shuffle the resource cards into a face-down deck and deal 3 to each player.
    First player: Determine a starting player, give them the 'Jeff' character token.
    This player becomes the.... 'Jeff player'!
Picture
The 'End of The Road' mission has been setup.
On to play
​Thunderbirds Danger Zone is a cooperative card game where players are attempting to collaboratively play an exact amount of one of the game's 4 resources. Doing this correctly will complete an objective and move the players closer to succeeding at the mission.
There are however, some twists and complexities to doing this.

The game does not use a typical turn order, instead, during a round, all participants more or less act simultaneously.
  • Jeff: Whoever has the the Jeff token is first player and essentially will 'lead' the round.
    Objective: The Jeff player will choose a resource on one of the cards and announce it to the other players. 
  • Play cards: Now all other players must choose a card from their hand and play it face-down.
    Players are attempting to both match the resource type and its exact value as chosen by the Jeff player with the cards they play. Players must also remember that a Hood token may be modifying the required amount.
    I will add that players cannot converse and discuss which journey cards they can play.
  • Jeff again: Once all the other players have placed their cards, the Jeff player now picks any 2 of the face-down cards and flips them face-up.
    Success: If the combined value of the relevant resource across both cards is exactly equal to the value of the resource which was chosen by the Jeff player, then the players have successfully completed that resource, place a completion token on that particular resource to mark it as complete.
    If all the objectives on a journey have been completed, the character token, along with their journey token are moved up to the next card. Flip the journey card to indicate it is completed.
    If a danger zone card has been completed, flip it to indicate so.
    Jeff modifies: If the combined value of required resource on the 2 cards does not exactly match the value shown for the objective, then the players have potentially failed. However, the Jeff player has a couple of options to try and rectify the situation.
    The Jeff player can swap out one of the revealed cards with a card in their hand, thus possibly altering the required value to succeed.
    Additionally, the Jeff Player can choose to spend relevant journey tokens to also modify the score.
    Failure: If after any modifications by the Jeff player, the resource's value still does not match the objective's value, the players have failed the objective.
    When this occurs, move the countdown timer down by 1.
  • Next round: Regardless of the outcome of the objective, play then progresses to the next round.
    New Jeff player: The Jeff token is passed to the player on the left, who will become the Jeff player for the subsequent round.
    Draw cards: All played cards are discarded and all player's other then the Jeff player should draw cards until they have 3 in their hand.

There are some other rules regarding the use of character tokens which have special abilities that can come into play but that's the basic's of the rules. Other missions also include equipment and 'pod' cards.
There are also rules specific to 2 player.

Endgame
If the countdown timer reaches 0, time has run out! The players collectively lose!

If the players manage to flip over all 3 danger zone cards, then they are triumphant and collectively win!

Picture
A journey card has been completed and the others are underway despite a couple of failures.

Overall
I know why resource values have to be matched exactly mechanically - otherwise it would be too easy a game. Thematically though, it feels a bit strange that players might have too much team spirit or knowledge.
Other than that, Thunderbirds Danger Zone feels quite strong thematically. I like how the game sends specific characters to deal with specific danger zone cards which I imagine mirrors what occurs in that episode. I like the that idea characters can also provide some assistance.
The art direction also makes it feel quite like playing a Thunderbirds episode which is exactly what you'd want from the game.

Mechanically, I feel Thunderbirds Danger Zone is a bit of a mixed bag. This is particularly true of the slight asymmetrical gameplay.
The Jeff player is faced with a somewhat meaningful decision when choosing which objective to target. They'll want to pick one which they have the most options and flexibility in modifying if required.
Luck will also play a part in the Jeff player's role when they pick 2 cards to flip, frequently they will need to adapt to what is revealed.
For the non Jeff players it will feel less meaningful. Basically; if the objective has a low value, players will want to play cards with a low value in the required resource and vice versa if the objective resource has a high value. Since players will not know what other participants will be playing, luck will play a not insignificant part in this.
To be fair, there is a bit of higher level play in remembering the resource value on a journey card that the Jeff player picks up in a swap and such knowledge can prove advantageous in later rounds.

I will add that this kind of luck particularly bad luck is fairly typical in cooperative games to keep them challenging.
Luckily (SIC), the game provides the Jeff player will some tools to mitigate bad luck when it occurs.

Thunderbirds Danger Zone is straightforward for a cooperative game which is a advantage. Many games of this type of game tend to have fairly elaborate rules to manage the boards turn, there's none of that here.

Although that does bring me to complexity/difficulty. Thunderbirds Danger Zone sits in a bit of nebulous middle space here.
The game clearly has some scope as a family game but can be a bit overly complex and challenging for beginners or casual players. Conversely, I found the sometimes lack of meaningful decisions and swingy luck a bit frustrating and engaging, I also feel that most seasoned gamers would find this to also be the case.

If you're a fan of Thunderbirds and are in the market for a licensed cooperative game, this may float your boat, or if you're looking a more approachable cooperative game to play with more causal players or the family, it's also worth a look.
​Not one for me though.
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Wogglecon 7

2/4/2023

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​1st April 2023

We're no April's fools, we're at Wogglecon 7! For a day of gaming fun. I played the following games at Wogglecon7.


Akropolis
Sushi Roll
Just One
Sagrada - First Play!
Pan Am
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