|
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
0 Comments
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?
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
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.
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. 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?
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. There's minimal iconography in Spots and what there is of it, is easily understood. How's it play? Setup
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.
Endgame As soon as any player has scored their 6th dog, they immediately win the game. 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. 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?
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
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.
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. 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?
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.
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.
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. 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.
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. How's it play? Setup
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.
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. 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?
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
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.
Endgame There are 3 ways a player may Trio.
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. 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?
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
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.
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.
Points are tallied, highest score wins. 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. 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?
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
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.
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! 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. 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 |
AuthorI play, I paint. Archives
March 2025
Categories
All
|