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10th August 2023 It's a Thursday evening and we're round Simon's for some gaming fun. First game of the night was cooperative, tile-laying game Dorfromantik which is a board game adaptation of a computer game and translates from German as 'village romance' or possibly 'romance of the village'? What's in a game? Tiles: Well, this is a tile-laying game, so you're going to get a lot of tiles, in this case hexagonal ones that come in 2 types.
Mystery boxes: What are mystery boxes? Well, you'll just have to find out but basically, Dorfromantik has a very light sort of persistent/campaign mode where boxes become 'unlocked' and provide more content to play through in what is a gameplay loop. Suffice to say that 5 boxes numbered 1-5 come with the game. Score & campaign pads: Usually I don't bother mentioning this kind of component as it's not directly related to the game play. But in this case, how the scoring plays out is important here as it relates to the campaign. On the left is a column of objectives and targets that can be achieved by completing games, on the right are achievements which can be unlocked in certain ways while in the centre, is an advancement track which can be checked off to unlock more content. What is this extra content? That's a secret! The components in Dorfromantik as what we would consider to be average, that is nothing to write home about but the tiles, cards and tokens fell perfectly acceptable: Nothing bad here. The tiles use bright colours as well as illustrations to display differing landscapes and there's also as surprisingly detailed artwork, especially the village areas which show homes, shops, market stalls and so on. Charming little flourishes of artwork are found throughout the game. It's crisp art that's clear and easy to comprehend. Dorfromantik employs a handful of icons to represent different landscape types which are easily recognisable and that's about it. I can't imagine players having any problem here. How's it play? Setup Tiles: Sort the tiles into their 2 types, then shuffle them into face-down stacks and discard 3 landscape tiles out of play. Task markers: Sort the tokens into their types and shuffle them into face-down stacks. First player: Determine a starting player. On to play Dorfromantik is a cooperative game were players are collectively creating a landscape with an eye towards typically maximising the victory points (VPs) they earn. Although they may have other objectives/achievements they might be working towards. The game follows a typical turn order with the active player taking their action which essentially involves drawing and placing a tile before play progresses to the player on their left. Draw tile: On their turn, the active player will draw a single tile and place it into the central playing area according to the following rules.
E.g., if a forest task marker has a value of 5 and the players create a forest across exactly 5 tiles, then the task has been completed. When a task is completed, the marker should be immediately removed and added to a scoring area. It is possible to immediately complete a task marker on a task tile if that task tile is played in the into a location which matches is requirements. It's theoretically possible to complete more then one task in turn.
Endgame The game immediately ends if any player has to play a landscape tile and there are none available. The game then goes to scoring and VPs can come from 3 sources.
The end is the beginning! Now that players have achieved a final score, it's time to look at the campaign pad. On the left side is the column of objectives which can be completed at the game end and these go from score up to 99 VPs all the way score 400 VPs! Every objective that is completed can be crossed off and earns the players a 'X'. X's can be used to cross off spaces on the advancement track. As more spaces are crossed off, players will gain access to the boxes of extra content that come with the game. This content provides new tiles and new ways to score VPs as well as more achievements to work towards. Furthermore, on the right are achievements that can be ticked off which contributes to the overall completion of the game. Overall
Dorfromantik is a game about creating a beautiful village and the tile-laying mechanic does match up with the theme, albeit a little abstractly. It's also quite a light game rules-wise, the challenge comes from optimising VPs earned from tile placement and this comes from planning ahead. There seems to be a basic tactic of creating bunches of 3 of each landscape type so that if a 4 point task marker is drawn, it can potentially be used to immediately close and score a landscape - provided the right type and value of task marker is drawn. Although it can backfire if players calculate size 3 landscape types incorrectly. As with pretty much all cooperative games, luck can play a big part here and players may be forced to make tricky decisions when things don't go their way. There's also some tricky, meaningful decisions to be made regarding the rails and streams because players will be faced with conflicting scoring objectives: As well as trying to complete tasks related to those landscape types, players will also be looking to score points for the longest rail/stream. Dorfromantik includes what loosely is described as a campaign mode. As the game is completed multiple times, players will acquire the means to score higher and higher VPs through unlocks but also will need to score higher to unlock more content in order to score even more VPs. It's a classic gameplay loop. This brings me to another thing, one of the players bounced hard off Dorfromantik. They just did not like how there was no overt way to 'fail' a game. While this is 'technically' true, a game can still be kind of failed by not achieving any objectives and getting no crosses, but for them it wasn't enough of a 'failure' for them. Consequently, we didn't really get to give the campaign mode a good try. I feel this could be a bit of divisive issue that could put people off what is otherwise a fairly solid tile-placement game. Another curious aspect is that while Dorfromantik can play with a large player count it feels a bit like a solo game. - That is; a solo game where everybody can potentially contribute to the placement every turn! The choices and options players face do not change with player count or different players. Players do not have hidden hands of tiles or anything like that which could alter their priorities and the dilemma of where to place a tile never alters from player to player. The same information is open and available to all players at all times which essentially means players are free to confer during a individual's turn or not. I guess that many minds working on optimal moves can make for some strong decisions - or probably more likely, lead to more bickering! It's also not a game for single occasional plays and I think it would also definitely benefit from repeated plays as unlockable content changes the game. Dorfromantik is at the lightweight end of games and could appeal to casual or less dedicated gamers and be used as a crossover game. If a undemanding, cooperative game is what your looking for, then this could be one for you provided you can find some players to dedicate time to it. Alternatively, you could just play it solo as the game experience is identical but quieter.
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8th August 2023 Tuesday is here again which means we're with the Woking Gaming Club at The Sovereigns for some gaming entertainment. Kingdomino Origins is a prehistorically themed follow up to the most excellent Kingdomino. Is Kingdomino Origins a Neanderthal of a game of something more civilised. What's in a game? Tiles: If you've played Kingdomino, then you'll be on very familiar ground. The rectangular tiles resemble dominos in that they display 2 halves (Or tile spaces.) and each half will display 1 of several types of terrain - although some dominos will contain the same terrain twice.
Starter tiles: These are half the size of the dominos. Standees: These are card standees depicting tents that go with the starter tiles. Totem tiles: Kingdomino Origins are introduces 2 slightly different ways to play and one method uses totem tiles which provide bonus victory points (VPs) at the game end. Caveman tiles: Also new to Kingdomino Origins are caveman tiles which are used in the other method to play the game and provide extra scoring opportunities. They are slightly smaller than starter tiles and each one depicts a caveman of sorts as well as icons related to their scoring. Cave board: More of a large tile than a board, this is used in conjunction with the caveman tiles to display the market of caveman tokens available to be drafted and has space for the caveman tile stack as well for 4 of face-up tiles. Below that are icons which relate to the cost of drafting tiles. Tokens: Kingdomino Origins uses 2 types of token:
Caveman meeples: There are 2 of these in each player colour. The component quality here is comparable to the original Kingdomino, which is to say they're pretty good quality and the game has the same chunky plastic coated tiles and standees tokens found there. The new tokens are also good quality The new tiles are equally sturdy feeling and plastic coated. The resource tokens and caveman meeples are wooden and display screen printed artwork, they look excellent: Although arguably, the resource tokens are on the small side, making them a bit too fiddly to handle for their own good. Only the fire tokens are what would be considered average being a pretty standard card tokens but even so, they're still perfectly acceptable. Kingdomino Origins is a bright and colourful game which is something I always like. The art style used on the tiles and fire tokens has a cheerful cartoony look to it and makes it easy to distinguish between the different landscapes. The illustrations used on the wooden components are essentially monochrome but the effect is good and it adds to the appearances the resources and meeples. There isn't too much iconography that appears in the game. Some of it's pretty self-explanatory as it refers to the flame tokens or resources. However, the icons for resources are outlined in white which can make it a little tricky to see against the background of the icy landscape. The most complicated iconography appears on the caveman tiles as it shows what can be scored off the tile and how it is scored. It's not overly complicated but will probably result in instances of turning to the rule book - nothing too bad though. How's it play? Kingdomino Origins is a follow up to Kingdomino and for the most part shares very similar rules. I'm only going to briefly detail those rules and will list differences. Having said that, it does also introduce 2 new game modes - Totem and Tribal which respectively add the totem and tribal tiles to the game. Setup Discovery mode This is basically what this game calls the classic Kingdomino game. Kingdomino Origins can be played like classic Kingdomino and features the same drafting and tile-laying mechanics to create a 5x5 grid in order to score points. Read about classic Kingdomino here first. The only difference between the two being the addition of 'Volcanos'.
Totem mode Setup for this mode is almost identical to discovery mode except it uses the resource tokens and totem tiles for extra scoring.
Tribe mode The 3rd and final game mode add a little more complexity with a whole new 'layer' of scoring added to the mix.
Onto play Discovery Mode This mode plays almost identically to the original Kingdomino. It features the same gameplay of drafting tiles and selecting a new one, then adding them to a personal playing area to create landscapes and score those landscapes according to their size and the multipliers they contain. Volcanos simply add extra multipliers which players can add to their personal area. Totem mode This mode introduces a couple of extra concepts to the game.
Tribe mode This mode introduces a touch more complexity to the game (Although there's not much complexity to begin with!).
Overall
A prehistoric caveman setting is as good a theme for a game of Kingdomino as any. The landscapes have been suitably 'reskinned' and the resources are appropriate (Who knew mushrooms were so important to cavemen....). I like how Kingdomino Origins keeps the original game in here along with the other modes. Mechanically, the base game here is almost identical to the classic Kingdomino so there's not much I can add here in that regard. The 2 other modes (particularly the tribe mode) provide something slightly different to the game. Namely, alternative avenues to VPs and this is done without changing or impacting the game or to it's detriment - which is good. Often these additions don't actually add anything to a game. Why are these extra scoring methods good? Typically in Kingdomino, the best way to score VPs is to create the biggest possible piece of a single landscape type then add as many multipliers to it as possible. The challenge essentially comes from doing this as effectively or efficiently as possible. The new modes reward players for having more diverse landscapes and gives them scoring alternatives. Totem mode gives players the opportunity to gain totem tiles which score extra VPs. Sure if a player gets a lot of tiles of a single landscape they'll probably get the totem for it but at the cost of allowing their opponents to get the other ones. Tribe mode is where this is most apparent because in order to gain caveman tiles, players need 2 different resources which can only come from different tiles and if they want to go through the stack, they'll need 1 each of all 4 resources! Then when placing cavemen tiles on to their playing area, they'll need to consider the positioning to maximise the scoring opportunity. While I admire the elegance of classic Kingdomino, I think this is an excellent iteration of the rules which results in an alternative way to score VPs that provides players with more meaningful decisions to make and only a negligible increase in complexity. If you've already got some version of Kingdomino or other, I'm not sure I could recommend this unless you're a completist or you really like it and want to see how the gameplay has evolved. However, if you've never played Kingdomino before, this is definitely a good version to give a go. 6th August 2023 It's a Sunday and we're logged into Board Game Arena for some gaming fun. Time to set things up in Setup, an abstract tile-laying, set-collecting game Caveat: We have only ever played this game digitally. What's in a game? Board: Setup features a board within an almost Octagonal shape and which contains 12 interconnected square spaces. At each of the 4 orthogonal edges of the board are 2 spaces which are both 'coloured' in 1 of the 4 player colours. Thus, each player 'controls' the 2 spaces in their player colour.
Card tiles: Setup makes use of tiles which are a bit like cards; hence the name! Unlike a normal deck of cards, there's an extra suit here - Star. Additionally, each suit goes from 1-10 with no 'picture' tiles. With one of each tile, there's a total of 50 tiles. Bag: In the physical game, there's a bag that comes with the game. Meeples: There's one each of these in the player colours Tile racks: Also only in the physical version are tile racks again in all player colours which players use to hold and hide their hand of card tiles. Setup is a pretty abstract game and there's no conventional artwork to speak of. It's a fairly colourful though with cheerfully bright compnents. There's also little to be said about the iconography - if you understand a deck of cards, you'll understand this. Nothing here would prove a problem to understand. How's it play? Setup Time for the setup for Setup! Card tiles: Put all the card tiles into the bag and give it a good shake! Board: Put the board into the central playing area, blindly draw 4 cards tiles and place them into the 4 central most spaces on the board. Common hand: Draw another 4 tiles and place them face-up in a row adjacent to the board. This is the common tiles, more on that later. Players: Each player should select a colour from one of the board edges (Ideally the edge closest to the them.) and take the meeple and tile rack in the matching colour.
On to play Setup is essentially a set collecting game, although technically, player don't collect sets just score them. This is done by playing tiles to create sets which can be 2-of-a-kind, 3-of-a-kind etc or runs, e.g., 3-4-5-6 and so on. Setup uses a traditional turn order with the active player resolving their turn before play progresses to the player on their left. During their turn, the active player will have 1 of 2 basic options open to them. Play tiles: The active player may play any number of tiles from their hand and also from the common hand on to the board provided the tiles played create at least 1 set. When placing tiles on the board, the active player may place one on top of an existing tile if they so wish.
They remove any number of tiles from their hand and draw replacements from the bag. their discarded tiles are returned to the bag. End of turn: Once the active player has completed their action, play then progresses to the player on their left. Endgame Whichever player crosses the finishing line on the score tracker first, wins! Depending on the player count, the finishing line could be 23-31 spaces along the tracker. 2v2 game: I should note add there is a 2v2 team variant of the game that plays almost identically if a team based game interests you. Overall
As far as theme goes, Setup is clearly an abstract game and doesn't have or need a theme. Setup is pretty straightforward and it's core mechanic will be familiar to many players; collecting sets of matched values or numerical runs - it's a mechanic that's often been employed. Players will looking to both play their own tiles with maximum efficiency and also exploit card tiles played by their opponents but without giving them bonus points if possible. It will mean players will need to keep an eye out on the potential to score multiple sets as a time. Being able to play a card tile on top of another tile adds a interesting dynamic as it can change things up a bit. Finally, players may also want to consider exchanging tiles or not. It may be possible to create bigger sets by holding off but then there's also the risk of losing access to useful tiles on the board if they get covered. Otherwise I think that's pretty much it for mechanics and strategy This is a lightweight game that has a quick-ish play time and could be a good introductory crossover game or one for younger players except for the scoring. Yes, tiles which are played can be scored multiple times as part of multiple sets and also trigger bonus scoring but also can only be scored once per turn. It's not particularly demanding to track all of this but it's a just little fiddly for what the game delivers. While the mechanics employed are tried and tested and provides meaningful decisions to make, it's also quite unremarkable with bare bones gameplay. There's nothing wrong here but I just can't find a reason to recommend it other than to someone that might want a basic set collecting game if they didn't already got one. 4th August 2023 It's a Friday night and we're round Simon's which means it's time to welcome in the weekend with some gaming goodness. Load up the Winchester, strap on the peacemaker and head out to the west: Travel over prairies and along dusty long-dried gulches, see the monolithic sights at Monument Valley and encounter zombie hordes in.... Zombicide: Undead or Alive! A while back I played a few games of vanilla Zombicide, a cooperative survival game of dispatching zombies while completing objectives. Zombicide: Undead or Alive takes that game and moves the setting into the wild west. What's in a game? Tile boards: There are 9 of these large tiles, they're double-sided and placed out together to create the game's playing area. Each side depicts a bird's eye view of one of various old western buildings on a street. The street on each tile is broken down in 'zones' while interiors of said buildings are also displayed with different rooms also being broken down into 'zones'. Train tiles: There are 3 of the oblong tiles. They're also double-sided and one side shows a railway track while the other show a train on the track. Player board: Each player gets one of these enormous plastic player 'dashboards' with a faux wood finish and they about A5 in size! Each dashboard has indented spaces and spots to place tiles, character cards, equipment cards as well as tokens. There's even 3 grooves along the top to hold 'backpack' cards upright.
Character cards: Each of the game's named 14 playable 'survivors' has their own card with accompanying illustration.
Cards: There's essentially 2 types of mini-sized which cards are used in Zombicide: Undead or Alive.
Tokens: Lots of card tokens are used in the game.
There's an impressive number of components to Zombicide: Undead or alive and they're all of a uniformly good quality. Cards, board, tokens, they're all good but the standouts are the 3d components and the dice. The models obviously look good but also, the player dashboard with along with dynamite trackers are a nice touch and they all feel suitably sturdy. The dice are wooden, nicely rounded and the card themed numbering on them are a nice touch. A colourful and slightly cartoony style is used across the character and zombie cards, it's a humorous style that suits the game's tone well. The main board tiles seem a bit more subdued in comparison and they are perhaps a bit too busy for my liking but it's not detrimental to the game. The zombie models, being grey risk sort of merging into one dull greyish blob when on the board but wisely, the runners have been constructed in a distinctly different shade of grey that makes them easily spotted against their undead compatriots while the fatties look distinctly different. The abomination is of course, red. There's quite a lot that goes on during Zombicide: Undead or Alive, fortunately, much of the game's information is provided via text descriptions. That's not to say there isn't a fair amount of iconography - because there is but it won't be overwhelming to seasoned gamers or players of previous versions of Zombicide; although this version has some differences to the vanilla game, in this case, adding character classes. More novice players will probably find themselves referring to the rulebook early on in the game. It all shows that attention and care have been put into the components and presentation. How's it play? Setup
Onto play Zombicide: Undead or Alive is a cooperative game in which the players will be attempting to complete an objective and escape the board before becoming zombie fodder! A round takes place over 3 phases and players will take their turns using an action point system during the 'player phase', while the 'board' will run the 'zombie phase' in which zombies will spawn and chase characters in an attempt to defeat them. Player phase: During this phase the active player will act in turn order and will have 3 action points (AP) to perform 3 actions, which include the following.
If you really want to know, feel free to read the rulebook online, it's only 50 pages long. Endgame There are a couple of other lose conditions that can make the game end badly for the players and which are: If any time there are 7 active spawn points, then the players lose. If any character has their HP reduced to 0, then the players lose. Otherwise play progresses until the chosen mission's win or lose criteria are met in which case the players collectively either win or lose. Overall
With it's old western art style and equally styled components, the theme fits well within the frame of Zombicide. Although, it's tricky to think of a setting that wouldn't fit. The character classes feel right for the theme and work well to differentiate between the characters. There's quite a lot going on in the game but some of that is down to options and choices available to players. Mechanically, Zombicide: Undead or Alive isn't too complex and wisely, zombies actions are streamlined, although there may well be a lot of zombies to shuffle around the playing area. Seasoned players won't really find anything tricky to learn. The only quibble I have with the rules is the targeting priority when performing ranged attacks. I know why it's there; to stop players targeting runners and using their superior movement to keep out range of all the other types of zombie. Generally, I consider the runners the most dangerous type of zombie, they can reach characters quicker and attack more often. Tactically, players would likely target runners first if it wasn't for the priority targeting, at least that's what I'd probably do. Understandable from a game-balance perspective but nonetheless, frustrating. Because the game is so mission driven, it's hard to give a comprehensive overview of what players will face but in game like this but gameplay-wise, the game has that classic cooperative game structure of slowly, over turns threatening to overwhelm players who will be faced with balancing the need to complete objectives with the need to reduce the burgeoning zombie horde. It's a fairly common predicament in cooperatives games but it serves this game well by putting the players in situations where they have to make meaningful decisions. Luck also plays a part in games like this and players will need to adapt to manage bad luck - especially if there's a couple of bad draws from the zombie deck. While the game looks great, particularly so when there's 70 odd zombies that can be stumbling around the playing area, it can feel a little clunky to manage despite the fairly streamlined rules for the zombie phase. In fact, with it's involved set up it all feels clunky. Playing with 6 characters can also slow it down somewhat with what seemed like lengthy downtime between turns and overall play time. I don't think this makes Zombicide: Undead or Alive a bad game, there's nothing bad here and if you like the western theme, you'll probably have a fun time with it but for me, it felt like the payoff wasn't worth the effort to get there. July's game totals were almost identical to June which had only 1 more first play than July. Different games played was identical for both months. That's very consistent and regular! My GP would be happy! First plays: 7 Games played: 35 Sunday 30th Board Game Arena
Lucky Numbers Can't Stop Tiny Epic Defenders Just One Sagani Gang of dice Thursday 27th Aldershot Scout Village Rails Cascadia Tuesday 25th The Sovereigns with the Woking Gaming Club Oriflamme - First Play! Parks Akropolis Sunday 23rd Board Game Arena Lucky Numbers Roll'n Bump Carcassone Gizmos Just One Sagani Gang of Dice - First Play! Friday 21st Simon's Earth - First Play! Tuesday 18th Simon's Forgotten Waters Monday 17th Board Game Arena Lucky Numbers Just One Railroad Ink Canvas Expeditions: Around The World - First Play! Sagani Sunday 16th Simon's Forgotten Waters Sunday 16th The Sovereigns Port Royal Scout Deep Sea Adventure Saturday 15th Wogglecon 8 Point Salad Bandido 7 Wonders Celestia Flamecraft - Kickstarter Edition - First Play! Tuesday 11th The Sovereigns with the Woking Gaming Club Deep Sea Adventure Jump Drive Love Letter Sunday 9th Board Game Arena Lucky Numbers Can't Stop Roll'n Bump Just One Dragonwood Sagani Friday 7th Simon's Spartacus: A game of Blood and Treachery - First Play! Thursday 6th Aldershot The Crew: Mission Deep Sea Machi Koro 2 Tuesday 4th The Sovereigns with the Woking Gaming Club Century: Eastern Wonders Machi Koro 2 Sunday 2nd Board Game Arena Lucky Numbers Can't Stop Railroad Ink Splendor Just One - perfect score! Sagani - First Play! 25th July 2023 Tuesday is here again and we're at The Sovereigns with the Woking Gaming Club and it's time for some card-based entertainment. According to Wikipedia: 'The Oriflamme (from Latin aurea flamma, "golden flame"), a pointed, blood-red banner flown from a gilded lance, was the sacred battle standard of the King of France.' So it would seem Medieval France can be a interesting place; especially when The King dies without a heir. With a power vacuum left in his passing, various factions will now look to expand and fill that vacuum. If you think that this sounds like good fodder for a game - then you'd be right! Oriflamme is a hidden role card game about sticking it to your opponents. What's in a game? Cards: There is a set of 10 oversized unique cards in each player colour and each set features the same set of identical cards. The cards fall into 1 of 2 categories; characters and intrigues, each depicts either a personality or situation, along with a scroll (in player colour) containing text which describes that card's action. Actions might include acquiring influence tokens or eliminating other cards and so on. Finally, the back of each set depicts its own in icon in its player colour. Influence tokens: There are 70 of these circular card tokens. Each point of influence a represent victory point (VP). Resolution direction tile: This tile depicts a bloody spear! It is used to indicate the direction of play. Component quality is at the standard you'd expect from a modern game nowadays. The tokens are suitably sturdy and the cards look fine. Nothing bad to write about here. Painted artwork features throughout the cards, it's good looking art and each of the 10 individual card types has its own illustration. The art direction is relatively dark and moody, it fits the game's theme of betrayal and assassination quite well. Iconography is kept to a minimum in Oriflamme with only a coupe of symbols to content with and most game information is relayed via text. This shouldn't pose any problems for players How's it play? Setup
On to play The objective in Oriflamme is to acquire the most influence tokens over 6 rounds. Each round is played over 2 phases and importantly, some extra rules will come into player after the 1st round In the 1st phase players will be collectively creating a row of cards called the 'influence queue' along the direction tile and this is done in a traditional turn order. During the 2nd phase, the cards will potentially be revealed in 'resolution' order which will likely be different to the turn order from the previous phase. When a card is revealed, its action is immediately resolved.
Endgame Play progresses until the 6th round has been completed. All players calculate the totalled value of their influence tokens. Point are tallied, highest score wins, Overall
Oriflamme is a game of power grabbing, hidden motives, ambush and assassination which feels like it's set in a brutal world, a world where the wealthy and influential battle it out and vie to rise to power. In other words, a reasonable facsimile of medieval Europe. While the game is somewhat abstract, it does feel quite appropriate and fit its theme. Mechanically, Oriflamme is pretty straightforward, it might get a touch fiddly when managing stacks but otherwise is easy to learn. The rules aren't really that important here, this is not about playing the game. It's all about playing the players. The complexity comes in how the cards interact with each other and their relative position to each other in the queue. Players will need to watch their opponents, try and gauge their tactics and respond appropriately. They'll also need to watch which cards get revealed and discarded. Oriflamme does a neat trick here though; by getting players to discard cards randomly it creates asymmetrical hands. Card counters won't be able to know exactly what cards other players can use. This imperfect knowledge means that there always a degree of risk to actions. Depending on the type of people playing, there may well be some bluffing going on which is entire on par for the game. With only 6 rounds, Oriflamme has a fairly quick play time, although that is with the caveat of not having players who suffer from analysis paralysis. It's also a game of 'take that', direct interaction, conflict between players and will likely lead to some boisterous gameplay. For me, it's something I don't mind in limited quantity but for some people this is can be off-putting and Oriflamme probably isn't for them. I found Oriflamme to be an enjoyable and engaging game (Albeit with some stress!) that blends a bit of logic and strategy with a dash of luck to create meaningful and interesting decisions that might possibly lead to unpredictable outcomes. This makes it a good game in my opinion. 23rd July 2023 It's a Sunday and we're logged into Board Game Arena for some gaming. The life of a mafioso underling is a bit of a tricky one. You want to impress 'The Don' but just not too much in this push-your-luck dice game about a retiring mob boss looking for a replacement. Will Gang of Dice be an 'offer you can't refuse' or 'just strictly business'? Caveat: We've only ever played this game digitally. What's in a game?
The physical version of the game has illustrations on the screens and the tokens but that's just about for artwork. The dice are black with white pips; fitting colours for a mafia themed game. All the warning cards feature icons of symbols along with dice or values. Most are fairly self-evident but a couple will require clarification from the rule book. It's nothing too complicated. How's it play? Set up
On to play Gang of Dice is played over 12 rounds and players will face a different warning cards in each one. A warning card is essentially a restriction that players do not want to break. They will be attempting to roll their dice with the aim of getting the highest numbers possible without going over or breaking the restriction (I.e., going bust.). Gang of Dice uses a typical turn order with the active player acting before play progresses to the player on their left.
Endgame Once the 12th round is over, so is the game! Players now calculate their finishing scores. Each die is worth 1 victory point (VP) while each token is worth 3VPs. Points are tallied, highest score wins. Overall
In Gang of Dice, dice represent gangsters and players are trying to gather the biggest gang to become the new boss. It sort of fits but is also a little abstract. Gang of Dice is a pretty straightforward push-your-luck dice game with a core mechanic that's been used many times in other games. That's not a bad thing, it just means experienced players will be on familiar ground. Where the game does add something is in the use of warning cards to change objectives every round, players will have to think about how many dice to use in response and have to balance the need to get a higher score with avoiding going bust: Get a result that's too low and a player has a smaller chance to win the round but too high and they go bust. It forces the player to make meaningful decisions both with dice selection and choosing to do rerolls or not. Add to this the risk of going bust while using too many dice means potentially gifting even more of them to other players. There's definitely some swingy scoring going on here. Watching what other players ahead in the turn order are doing and what results they get is important and may make players change their approach. Explosive warning cards also up the ante a little more so to speak. Players will need to be much more careful with how they take risks here as a single roll can wreck their chances of a win. Finally, the last 3 rounds increase the stakes, as players can also earn tokens. E.g., round 12 will earn the winner 3 tokens which are work 9VPs. Things can potentially change quite a lot in these last 3 rounds and I feel it serves as a bit of a catch-up mechanic. So I think Gang of Dice is solid mechanically. The problem I have with it is that it's just a bit average, I feel its unique points don't do enough to differentiate it from other games that provide a similar experience but t in a better way. There are other games of this type that I prefer. Where Gang of Dice is strong is in its relative simplicity. The rules-light gameplay and accessible theme would be suitable for younger players or non-dedicated gamers. If you're looking for a push-your-luck dice game, this one does nothing wrong and I imagine would be a good crossover game. For me though, it would not be my first choice. 21st July 2023 It's a Friday evening and we're round Simon's for some gaming fun! Life finds a way.... to create a tableau of cards with little green cubes and plastic plant stalks in Earth, a engine-building, action-selection game. What's in a game?
Earth uses a variety of different component types; wooden cubes, plastic segments and card tokens as well as tiles, boards and cards. It's a bit of a eclectic choice but all of them are good quality and work together well. Although the growth tokens, which are meant to stack upwards are a little fiddly to handle, because they're cylindrical they're a little slippery and have a tendency to roll around or even off the table! In the past, I've been critical of games that have made use of photos in place of art. Especially so of licensed games that use stock photos from their source material. It seems cheap and lazy. Earth does use photos but bucks that trend in great fashion here. The use in depicting nature makes sense as it shows varied animals, plants and landscapes all in glorious, vivid detail, lending the game a documentary-like quality. Additionally, it appears that each of Earth's large numbers of cards features a unique image as well as some flavour text that talks about the subject matter. As a result, it doesn't look anything like the cheap or easy option, works very well and shows the effort and thought taken to make the game look good. In short; Earth is a great looking game with eye-catching table presence. When it comes to iconography, Earth definitely has quite lot that players will need to get to grips. 4 types of habitat, 4 types of flora, 4 types of actions and sub actions, several types of resource etc. I wouldn't call it a barrier to playing the game considering the type of player the game is aimed at but still there are quite a lot learn. If I had one criticism, it would be that the 4 colours associated with the 4 actions could be a more contrasting. How's it play? Setup
On to play In Earth, players will be looking to create a tableau of earth cards (which for the most part will be flora cards) to earn VPs as well as create an engine. They will need to acquire and 'plant' cards in a 4x4 grid that will allow them to create growths and sprouts which in turn will also have uses as well as being worth VPs in this very interconnected game. Earth uses a traditional turn order with the active player selecting 1 of the 4 available actions to perform during their turn as well as trigger additional associated actions. Other players, albeit to a lesser extent will also be able to perform that action as well as triggering their own additional actions. Even though only 1 player is the active player, it is generally possible for all players to perform their actions simultaneously. A turn plays out as follows.
Endgame The endgame is triggered as soon as any player plants the 16th card in their tableau. That player should place one of their leaf tokens on to the 7VP spot on the fauna board. Play then continues until all players have had equal turn and then goes to scoring. Earth provides players with a wide variety of avenues to score points.
Points are tallied, highest score wins. Overall
In Earth, the tableaus that players are creating are literal islands that will expand and grow from their origin point, where different terrains and flora will spread, endure events and attract fauna. Each island will develop its own set of interconnected ecology in the form of its game mechanics and engine. In this regard, Earth fits its natural world theme pretty well. Mechanically, Earth blends tableau building with resource management and action selection. Whilst not particularly complicated, there are a lot of 'moving parts' to Earth and a lot for players to think about and many ways to score. Soil, sprouts, growth and even cards are all resources that must be managed and all of those bar soil also generate VPs. The game's engine building frequently demands that one resource be spent to gain more of another and so on. Classic engine building stuff. It means that players need to really think about which cards they will use to create their tableau, this will involve considering not only the abilities on the cards but also their position within the tableau as this will affect how well they 'combo' off of each other. Furthermore, players will probably need to think about the plant and habitat types of the cards they want to play and how that effects their scoring opportunities. Terrain cards throw even more into the mix with some often almost random objectives requiring the placement of cards in certain ways or scoring off of hand size or compost size. With so many ways to score that can arise in diverse combinations, it's kind of hard to describe how to play Earth but players will need to recognise opportunities to exploit when they appear and possibly rethink their approach. There's some flexibility to how an island expands and players may find themselves changing strategies partway through the game to accommodate new goals they have acquired While Earth has a fairly lengthy playtime, especially with a higher player count, it never feels like it due to how most of the game can played out simultaneously. It's also definitely not one for beginners and leans towards the heavier end of the difficulty scale. Fortunately, it's not too hard to learn and cards will contain a lot of the information that players need. For me, Earth strikes all the right notes and is a game I enjoy playing: It provides a balance between accessibility and depth along meaningful decisions and has a engaging theme. It doesn't hurt that it's filled with fantastic imagery and components that looks great on the table. Definitely one to try. 17th July 2023 It's a Monday and we're logged into Board Game Arena for some online tabletop entertainment. All around the world, we could make time Rompin' and a-stompin' 'cause I'm in my prime Expeditions: Around the World is about going on a world tour in this route building game, not as some rock band but as a tourist. Not any tourist either! But one who constantly trying to change itinerary of the tour to their chosen destinations. Caveat: We've only ever played this game digitally. What's in a game?
The art for Expeditions: Around the World with its real world references is vibrant and colour and an overall excellent quality. I imagine it would have a strong table presence. The game's iconography is kept to an absolute minimum, being limited to 3 colours and dotted lines. Players will have no problem understanding this game. How's it play? Setup
On to play The objective for players in Expeditions: Around the World is to visit as many of the locations on their destination cards as possible as well as visiting the locations on the common destinations. This is done by directing the 3 different expeditions throughout the map by advancing them along the connections on the game map. It should be noted that the map 'wraps-around', that is, if a expedition goes off the right side of the board, it continues on the left side. Play follows a traditional turn order with the active player taking their turn before play progresses to the player on their left. The active player must perform the following actions:
Endgame The game end is triggered when either all arrows have been placed on the board or any player scores all their personal destination card. Play continues until all players have had equal turns, then goes to scoring. Players score a victory point (VP) for each card they have claimed, either from the common objectives or their personal destination cards. However, in true route-builder fashion, players lose 1VP for each unclaimed personal destination card in their hand. Points are tallied, highest score wins. Overall
Expeditions: Around the World is fairly strong thematically with the players actually creating and moving the expeditions along during the game. However, with no player having overall control of any of the expeditions, they've got to be among the most random expeditions ever! All destinations in Expeditions: Around the World fall into 4 types: Shared or common destinations, open destinations which players had to declare, hidden destinations which players possess and whatever destinations remain in the deck. Players will need to navigate all this imperfect knowledge to win the game. Ideally, they'll want to 'steer' expeditions towards destinations that they can score. The problem though, is that they may also be steering them towards destinations that can be scored by opponents. With common or open destinations it's obvious when this is the happening but unsurprisingly, hidden destinations can be surprising. Common objectives in particular add an extra layer to this and they can be tricky to acquire. Moving close to one might just allow an opponent to swoop in and claim it on their turn. Judicious use of tickets and blue spots is probably called for here! That's pretty much it for strategy: I suppose there's possibly a higher level of play about watching opponents and trying to guess the destinations they are aiming for and directing expeditions accordingly. Expeditions: Around the World is fairly light and as result is a straightforward, easy game to learn. Its theme is also easily understood. This makes it a good for non-gamers or younger gamers. I'm not so sure what more dedicated gamers will make of it. I found it a little unengaging and unsatisfying and for a route building game - a little frustrating. While it's not uncommon to have a route building game where no one entirely controls the routes, I definitely found it to be a frustrating experience here. I feel there are other games that do route building better and this is one not for me. 15 July 2023
Wogglecon 8 took place as it always does at the Bisley scout hall and was a day of gaming fun for the Woking Gaming Club. Game I played were: Point Salad Bandido 7 Wonders Celestia Flamecraft - Kickstarter Edition - First Play! |
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