28th January 2023
It's Early in the year and a Saturday morning. Wogglecon 6 is here a day of is taking place at the Bisley scout hall with the Woking Gaming Club. During the day, I played the following games. Skulk Hollow - First Play! Point Salad Ligretto - First Play! Dominion - First Play! The Great Dalmuti No Thanks! - First Play! Switch & Signal
0 Comments
28th January 2023 Wogglecon 6, a day of gaming at the Bisley Scout Hall continues and the next game of the day is Skulk Hollow. I didn't know that it turns out that little anthropomorphic fox dudes and giant stone creatures seem to really hate each: Which is what Skulk Hollow is all about in this asymmetrical strategy game! What's in a game? Skulk Hollow is a 2-player game where one player takes on the role of a 'Foxen' hero who leads a band of Foxen warriors against a lone guardian who is a literal colossal stony force of nature. Each player has their own unique decks, components and gameplay.
The tokens and meeples all feel solid and look great. Obviously the massive guardian meeple is the notable standout component, yes, perhaps you could call it a gimmick but it fits thematically. The use of card boxes is a nice touch of presentation. The art is equally high quality. Skulk Hollow uses a coloured line illustration somewhat cartoonish style that's colourful, bright, detailed and suits the games slight whimsical (At least as whimsical as 2 factions battling each other can get!) nature. I've found that anthropomorphic art can be divisive as a style but I think the anthropomorphic character art on card looks pretty good regardless of what your stance is. The game board also looks great and I like how compact it is. With regards to iconography, Skulk Hollow uses fair amount but it all seems pretty self-explanatory. Icons for movement are easily understood, as are the icons for actions such melee, leap, etc. I don't imagine players having any problem understanding the game. How's it play? Setup
On to play Being a 2-player game, Skulk Hollow uses a very traditional turn order with one player completing their turn before play moves over to their opponent and continues alternating between them for the entirety of the game. Additionally, the Foxen hero player always starts. During their turn, the player will have a number of actions points (AP) available to them which is determined by which Foxen hero/guardian they chose, although typically this is 2-3 APs.
Endgame There are 3 ways the game end can be triggered.
Overall
Skulk Hollow has asymmetrical and card driven gameplay which presents players with some challenging, meaningful choices and options. Players will instinctively want to play cards with maximum efficiency to inflict maximum damage but sometimes because of their hand of cards, players won't be guaranteed having the card to make the move they they need and they'll be forced to adapt. This can be a little frustrating but also makes hand management quite important, sure a player can use a strong card now but sometimes it's worth keeping hold of it for perhaps a more effective use in a later round. It should be mentioned that some of the guardians have smaller hand sizes, meaning they are trickier to play. Of course, players will also want to watch their opponents, paying attention to which cards they play and when. - There's a bit of higher level play here about tracking opponent's actions, essentially a bit of card counting. Otherwise it's quite tricky to describe gameplay; with 4 Foxen leaders and 4 guardians, the various combinations will at least to some extent dictate player tactics - as will the actions of opponents. Skulk Hollow feels like it's about playing the player as much as playing the game. Finally; Skulk Hollow is a 2-player game and I'm always a bit wary of 2-player games as they can revert to a traditional 1-on-1 directly confrontational game, this is definitely the case with Skulk Hollow. While the game is not particularly chess-like, with moving pieces about a board to eliminate your opponent, it does provide something of a chess-like experience and to be honest, it's a playstyle that I'm not personally overly enamoured with. Your mileage will of course vary. Having said all of that; I like to think that I can recognise a well crafted game when I play one and that's what I think this is. Thematically, Skulk Hollow is quite strong. The 'numerous weaker units vs a single giant enemy' gameplay draws inspiration from some classic older games. While, with its climbing on to, running around and stabbing bits of a colossal monster, it's undeniable that Skulk Hollow also takes some thematic inspiration from a certain videogame and it makes for a entertaining concept to add to a board game. It adds up to an interesting game, both visually and mechanically. it is a mid-weight, asymmetrical game that features a lot of player interaction and conflict with moderate tactics and touch of luck. The various combinations of the 2 battling factions also provides a fair bit of replayability. If you want a 2-player game with those elements, Skulk Hollow is worth a look. 28th January 2023 Our day of gaming with The Woking Gaming Club at Wogglecon 6 continued with Ligretto. I don't know what Ligretto is meant to mean but it gets shouted a lot when playing this real-time, abstract card game. It's time to begin the blog so without any further ado... LIGRETTO! What's in a game? There are 3 versions of Ligretto; red, green and blue. They are functionally identical except for the backs, which indicate which decks they are and which set they come from. A single set of Ligretto is enough for 4 players, having all 3 sets means there's enough for 12 players!
The cards are the standard quality you'd expect for a modern game. Ligretto makes great use of colour, the 4 colours are all bright, vibrant and distinctive. Otherwise, there's no illustrations and minimal art for Ligretto, just some detailing. This is by no means a bad thing. Ligretto is an abstract game, trying to fit a theme to it would just feel like shoehorning. I do have one small criticism that is directed at the backs of the cards which could have have been more distinct from each other. Ligretto also has no iconography other than numbers, players will have no trouble understanding the game. How's it play? Setup
On to play Ligretto is played simultaneously by all players in real time which means there are no turns or any turn structure. The purpose is to play as many cards as possible (An as quickly as possible.) before the round end is triggered, which occurs when any player's Ligretto stack is emptied. How is this done - read on.
Endgame As soon as any player has scored 99 or more points at the end of a round, the game ends. Points are tallied, highest score wins. Overall
Speed and reflexes drive gameplay in Ligretto. The objective is pretty simple - play as many cards as possible while emptying the Ligretto stack. Not only will players have to pay attention for opportunities to play cards, they'll also want to think ahead. Canny players will keep a sharp eye out for stacks which are 2 numbers lower than cards they want to play so that as soon as an opponent adds a card to that stack, they can immediately add to it themselves. As a rule, I'm wary of dexterity, reflex or reaction based games and to be honest, it's not why I like or play board games. In fact, I like board games because they generally do away with those elements. Which brings me to Ligretto; a real-time, twitch game. This should irk me but because this is essentially a party game and not to be taken seriously, the relative simplicity of the gameplay and brisk playtime prevent it being frustrating. Ligretto is a fun filler game and its light touch can provide some low intensity entertainment after a more demanding game. It also works as a good crossover game, it can easily be played with families and more casual players. We never played it with it's max player count of 12 but I imagine it would be a quite boisterous affair. If you don't mind the reflex based gameplay, Ligretto provides a fun experience and something a little different. Worth a try in my opinion. 28th January 2023 It's a Saturday afternoon and we're at Wogglecon 6 for a whole day of gaming fun! The second game of the day was No Thanks! Do you want to play a bad game? No Thanks! Do you want to play a game with a long play time? No Thanks! Do you want to play a game with complex rules? No Thanks! That's right, No Thanks! is none of those, instead it's an accessible family or party game. What's in a game?
Due to their size, the cards feel a little flimsy but I'd say they're of an average quality. The counters seem to be opaque circular acrylic tokens. There's no real art to speak of other than borders. Amusingly, each card contain several humorous little statements. There also no iconography on the cards, only numbers. How's it play? Setup
On to play The objective in No Thanks! is to score the lowest score, that is; acquire the least number of cards during the game. Each card will score its face value at the game end. No Thanks! uses a traditional turn order with the active player taking their action before play progresses to the player on their left. The game starts with the first player who begins the game as the active player.
Endgame Play proceeds until the deck becomes empty. Scoring: This is where the game's wrinkle comes in, remember the objective is to get as low a score as possible.
Points are tallied, lowest score wins! Overall
There's not too much that can be said about No Thanks! The game's rules and options are rudimentary; take a card or pay to pass. This is a game about playing the other players and not the game because everything everyone will do depends on everyone else is doing! Basically; taking a card is bad but acquiring counters is good. Players will need to balance these outcomes with their choices. E.g., getting counters early not only can deduct from a player's final score, they can be used to good effect to avoid cards later in the game but this at the cost of also getting a card. Where No Thanks! is really clever is the mechanic for sequential cards because this creates an asymmetrical value to certain cards. For the most part all players will obviously want to avoid taking cards but when a player has taken a '5' and then later in the game a '6' appears during a round, taking it would essentially have no affect on their score but for all other players, it would increase their scores. This means players will suddenly have different motives during that round and one player can happily take the card that everyone else wants to avoid, the rules even recommend not taking the card immediately and letting players pass to pile up more counters on it before taking it! But there's another factor in play, because cards are discarded at the game start, everyone is playing with imperfect knowledge. A player may have a '14' and '16' but there's no guarantee that the 15 will appear. Creating sequences of cards is generally prudent but by no means a guaranteed thing. This kind of dynamic between players keeps the game interesting. No Thanks! is quick to learn, quick to play and makes a good filler game or ender to night of gaming. It's accessibility also makes it a good party or family/crossover game. It's a fun little game with lots of player interaction and definitely one to try. 28th January 2023 Wogglecon continued with Dominion the deck building game. A game I've played a few times in the past but not since starting this blog. Rule your kingdom in Dominion by recruiting bureaucrats, moneylenders and spies and others or creating festivals, gardens and more. What's in a game?
Dominion uses standard quality cards which is exactly what you'd expect. The different kingdom cards all feature illustrations in the top half. There's a nice variety of artwork here and the quality is good if a little unexciting. I mean... how thrilling can a cellar or moneylender be! Joking aside though, the art is all-in-all pretty good. Minimal iconography is used throughout Dominion. Most information is conveyed via text on cards so I can't imagine it being an obstacle. How's it play? Setup
On to play Dominion uses a traditional turn order with the active player completing their turn before play moves on the player on their left. A turn in Dominion is easy as A, B, C - quite literally too. The phases are Action, Buy and Clean up!
Endgame Play continues until one of the following 2 criteria are met. When the pile of Province (6VP) victory cards has been emptied. OR Any 3 of the 10 stacks of cards in the central supply have been emptied. In either case, when the turn of the player who triggered the endgame is over, the game immediately ends and goes to scoring. Players then calculate their scores from all victory cards they have acquires. Points are tallied, highest score wins. Overall
Dominion has been around for a few years and one I've played in the past but only finally have gotten to blogging about it. It is the deck builder game, the one that started it all and to honest, it pretty much got everything right the first time. The only quibble I could argue is that the rules regarding only 1 action and 1 buy per turn unless other cards increase them, forcing players to track their card plays throughout their turn are little fiddly but this is minor and doesn't effect the game's quality. Otherwise Dominion provides players pretty much everything they could want from a deck builder. It provides players with the classic early/late game challenge of creating their engine in the early stage and then exploiting that engine to acquire VPs in the late stage. Players will look to optimise their card actions, maximise the efficiency of their decks and find effective combos and exploits. This is especially true in Dominion since, victory cards actively hinder player and acquiring them too early can slow a player's deck down. Dominion provides a number of predetermined setups that can be used but also has provision for randomising setup, which can give player some unusual, interesting and challenging setups. It's also worth adding that there's loads of expansions for Dominion which increase its replayability and longevity. If you like deck builders and for some reason you've not played Dominion, then you should definitely play this. Dominion is one of the best examples of it's genre. In fact, unless you actively hate deck builders, then this is one to try regardless. It's a classic for a reason. 3rd January 2023 It's the first Tuesday of the year and we're with the Woking Gaming Club at The Sovereigns for an evening of gaming goodness “You might not think that’s cricket, and it’s not, it’s motor racing.” - Murray Walker. Heat: Pedal to the Metal is a card hand management, push-your-luck game about F1 racing. Intriguingly it's themed after 1960's F1. What's in a game?
Advanced components: Heat Pedal to the Metal has introductory and advanced rules. The advanced game adds more components. These are broken down into 'modules' which players can pick and choose to add to their game as they see fit.
First; a bit of a criticism. The game has no tokens to track the usage of adrenaline (More on adrenaline below.). It's only a minor oversight and in no way a gamebreaker but it's still something that would have been nice to include. The player and module mats feel a little flimsy compared to the other components but to be honest, unless the mats are mistreated, it shouldn't matter. Otherwise the components are all good. The tiles and tokens all feel satisfyingly thick and sturdy while the cards and standees are of the usual acceptable quality. The gearstick pawn is plastic as are the little cars, which are the standout components, they have enough detail to look cool on the track. Heat: Pedal to the Metal features excellent art through out, in the particular the speed cards with their illustrations of F1 cars hurtling along are evocative and because it harks back to the F1 cars of yesteryear it lends the art a timeless quality. There's also a lot of variation in the art for the upgrade cards and while the illustrations are good, pictures of brake discs or suspension coils are not as exciting as speeding sportscars. The race tracks are also well depicted on the gameboards with some excellent illustrations. Iconography found in the introductory game is not particularly complicated or overwhelming and players won't have any problems quickly understanding them. The same cannot be said for the advanced game. There are a large number of icons in the advanced game, icons for weather, icons for track conditions and so on but the main culprit is the upgrade cards since there's a lot of them, they contain a lot of varied icons that will require looking-up in the rule book. Normally, I'd be a bit critical of this but as they're part of the advanced rules, it's fairly likely players will start with the introductory game and work up to the advanced modules. So I don't see it as a serious obstacle. How's it play? The following describes the basic, introductory game. Setup
On to play Before explaining the rules, it would be a good idea to explain some of facets of the rules beforehand.
It's fairly obvious but the first player to complete the required number of laps and cross the finish line is the winner! Each turn in Heat: Pedal to the Metal consists of 9 phases which may sound like a lot but not all of them are required or mandatory and in practice is generally easily managed. Heat: Pedal to the Metal does not use a traditional turn order. Instead the order of play is determined by position on the track. I.e., the player in 1st position on the track goes first, the player in 2nd goes second and so forth. This means the turn order is very likely to change from round to round. The first 2 phases are resolved simultaneously whilst others full resolved by the player during their turn.
Endgame Who ever crosses the finishing first after completing the required number of laps is the winner. Remaining players may of course continue playing to determine the final finishing order. Championship If playing a championship, all cars should finish and their championship points for that race should be recorded. Additionally, if the garage module is also being used. Players should keep their upgrade cards from race-to-race. Once the championship is over, whichever player has acquired the most points wins the championship! Overall
Heat: Pedal to the Metal gives players several obstacles to wrestle with and sometimes several ways to approach that obstacle. Players need to navigate corners, manage their hand and by extension also manage their heat cards. The game also has a push-you-luck element to contend with but not necessarily in the way you'd think. The game also requires players to think a turn ahead, especially in regard to corners. Managing the current round is not so hard, players will know how far away the next corner is and how far their cards will get them (With the exception of stress cards.) but will need to think about where they end their move. A player be may end its turn right in front of a 4-speed corner in 4th gear, will they have the heat to go down 2 gears, do they have low enough speed cards to get through the corner unscathed or will have to hope to draw the cards they need, which is one way they can push their luck. Discarding cards is also something to think about, players will sometimes have to resist the urge to discard low speed cards on occasion as they can prove useful in upcoming corner and of course, some cards cannot be discarded. When players have heat cards in their hands, they need to dip into the lower gears to discard them. Stress cards though, have to played. Stress cards is the other way of pushing your luck in Heat: Pedal to the Metal. If a player is on a straight, it's not too much of a risk but if they're going into a corner and need a specific number, there's always the chance that they card they least want! Having said that, sometimes players will want to be a bit too fast! Going through corners effectively is a bit of an art in itself. Sometimes it pays to deliberately go through a corner just a little bit too fast and take the heat, especially if the corner goes into a long straight as it leaves the player free to blast down the track. Slipstreaming is also a interesting mechanic as it creates a 'jostle' between players and I'm sure that's how it's intent. It also creates a higher level to player where players will try to anticipate where their rivals ahead of them will move to and exploit it with slipstreaming. Conversely, if a player is ahead of their rival, they may want to position themselves in such a way that their rival cannot slipstream them. However, there will be times that it's unavoidable that an opponent will slipstream you and it can feel a little punishing. Conversely, if a player is ahead of their rival, they may want to position themselves in such a way that their rival cannot slipstream them. However, there will be times that it's unavoidable that an opponent will slipstream you and it can feel a little punishing. Finally, lets talk about heat cards. They are a very important resource and can provide significant bonuses when utilised correctly. Heat cards can be used to push a car harder than usual, go up gears faster or go through corners quicker. There's a risk though, unless a player can discard (Usually by dropping gears in corners) them they'll just clutter the player's hand up. Players should try and the best of this; crossing the finish line first with a empty engine deck and a handful of heat is still first. Finishing second with a full set of heat cards in the engine deck still equates to finishing second. All of this is good stuff because it provides players with meaningful decisions to make, sometimes what might seemingly be a simple decision can have significant outcomes and a lot of these may be contextual. E.g., while going through a 4-speed corner a player may want to be in 2nd gear and play a 3 & 1 speed cards, keeping a 4 for later. Or, they may want to drop to 1st and play the single 4, which will allow them to discard 3 heat cards instead of 1. However this would mean they start the next round in 1st gear, which may be a bad thing depending on what is up ahead. This kind of contextual gameplay keeps Heat: Pedal to the Metal fresh, it also helps that it has 4 tracks and various modules. Heat: Pedal to the Metal is a fun game that plays well at a higher player count without having a too long a playtime and worth trying. A big drop in the monthly totals from November '22, I attribute this in part to how Christmas fell and when people were away for their holidays. Only 1 new play for the month! First plays: 1 Different games: 15 Total games: 24 Saturday New Year's Eve! on Board Game Arena
Jump Drive - 15 Sunday Christmas Day! on Board Game Arena Lucky Numbers - 54 Can't Stop - 33 Love Letter - 67 Roll'n Bump - 7 Railroad Ink - 42 Just One - 8 Tuesday 13th at The Sovereigns with the Woking Gaming Club Codex Naturalis - 25 Tiny Epic Galaxies - 8 Jump Drive - 14 Sunday 11th on Board Game Arena Lucky Numbers - 53 Can't Stop - 32 Love Letter - 66 Dragonwood - 13 Just One - 7 Cosmos: Empires - First Play! Thursday 8th Aldershot Scout - 2 HeroQuest - 8 Sunday 4th on Board Game Arena Lucky Numbers - 52 Railroad Ink - 41 Love Letter - 65 Loco Momo - 15 Just One - 6 Friday 2nd Woking Deep Sea Adventure - 10 11th December 2022 It's a Sunday evening and where logged into video chat and Board Game Arena for some gaming fun. More space, more empires and more final frontiers. Cosmos: Empires is a galactically-themed tableau building where plays rush to build their cosmic empire - or least increase their empire's production - all very capitalist! Caveat: We've only ever played this game digitally. What's in a game?
I have to say I found the illustrations to be pretty good sci-fi themed artwork and could easily see them on classic 70's sci-fi book covers. Having said that, I did also find some of the artwork was a little too busy for a card game, there were bright spots that drew the eye from important information for example and perhaps the text could have been a bit clearer. While there are a few icons, it's not overwhelming, some information on card abilities are displayed on the cards themselves, sometimes player's will want to refer to the rules for clarification. I would not consider it a problem as Cosmos: Empires is pretty straightforward. How's it play? Setup
On to play In Cosmos: Empires, players will be generating credits which will be used to buy cards from the drafting area. These cards will have various actions that can be used to the player's benefit with the ultimate aim of increasing currency production. When a player reaches a certain threshold of currency production, it will trigger the game end. Cosmos: Empires mostly follows the typical turn structure with the active player performing their actions before play progresses to the player on their left. However, it is likely that 'inactive' players will have their cards activated outside of their turn. The following occurs during the active player's turn.
Endgame Play continues until any one player has combined production value (Not credits.) on all the cards in their tableau of 30 or more. At this point the endgame is triggered, the round continues until all players have had even turns. All player then calculate their finishing combined production value. Points are tallied, highest score wins. Overall
Cosmos: Empires is a tableau building game that seems to me to have been designed to be a more streamlined, quicker playing, simpler, more accessible game that's a little different to other games of this type. The strategy in Cosmos: Empires is relatively straightforward; acquire as many cards as quickly as you can, while some cards do combo off each other and getting those cards is good. It's also a goof idea to just get many cards as you can and hope dice rolls go your way. You see; typically in tableau building games there's an early game element about building up the tableau then a late game element about using that tableau to work towards whatever the winning criteria. Cosmos: Empires eschews this paradigm because it's winning criteria is about accumulating production value and all cards provide production value. It means that acquiring any cards works towards winning. The impact of this is that can create a sort of situation where a player will get some cards that quickly earn them a lot of production/credits which can be used to get even more cards (Especially the case when a player can build 2 cards per turn.) to get more even more production/credits in a self perpetuating cycle. Now this might sound like a good thing and the kind of you'd want in a tableau builder? The issue is that it can put one player into a unassailable lead where they not only constantly outproduce other players' production but consequently, they also constantly outpace the production increases of other players. A uncatchable double whammy! This can be exacerbated by the fact that all cards activate in all players' turns. Quite often activations will end up benefitting whoever is in the lead simply by virtue of them having more cards. Sure, players can shift the activation numbers but I found in order to not to give the leader benefits, I also had to deny them to myself. It felt very negative. I genuinely admire any game's attempt to pare back rules, provide more elegant gameplay and quicker playtime and this is the case for Cosmos: Empires but it results in a game that feels somewhat unbalanced. Additionally, I found Cosmos: Empires a little bland, it didn't feel like there's much variety in the mix of cards and it didn't feel particularly engaging. I'm not sure it would stand up to repeated playing Although, having said all of that, I might not be the best target audience. Cosmos: Empires might serve as a good entry the tableau building game type and if you want a straightforward, uncluttered, quick playing iteration of it, Cosmos: Empires might tick those boxes. November '22 had slightly less plays than October but with a slightly higher total games played and different games played. First plays: 4 Different games: 25 Total games: 39 Sunday 27th on Board Game Arena
Lucky Numbers - 51 Can't Stop - 31 Roll'n Bump - 6 Cat Cafe - First Play! Via Magica - 12 Just One - 5 Sunday 27th at The Sovereigns Cascadia - 5 Tuesday 22nd at The Sovereigns with the Woking Gaming Club Cosmic Encounter - First Play! Sunday 20th on Board Game Arena Lucky Numbers - 50 Martian Dice - 22 Roll'n Bump - 5 Parks - 15 Railroad Ink - 40 Just One - 4 Saturday 19th Wogglecon Wogglecon 5: It's Alive Cascadia - 4 Altiplano - First Play! Thursday 17th Aldershot Wayfinders - 3 Valeria: card Kingdoms - 2 Tuesday 15th at The Sovereigns with the Woking Gaming Club Point Salad - 3 Ginkopolis - 2 Sunday 13th on Board Game Arena Lucky Numbers - 49 Can't Stop - 30 Codex Naturalis - 24 Just One - 3 Friday 11th Woking The Princes of Florence - First Play! Thursday 10th Simon's Akropolis - 2 Cascadia - 3 It's a Wonderful World - 5 Tuesday 8th at The Sovereigns with the Woking Gaming Club Love Letter - 64 Cascadia - 2 Sunday 6th on Board Game Arena Lucky Numbers - 48 Can't Stop - 29 Roll'n Bump - 4 Railroad Ink - 39 Space Base - 15 Loco Momo - 14 Friday 4th Aldershot It's a Wonderful World - 4 The Crew: Mission Deep Sea - 34 HeroQuest - 7 27th November 2022 It's a Sunday and we're logged into Board Game Arena for some gaming fun. Have you ever gone to a cat café or wanted to go to one? According to Cat Café the game, if you're at one of these establishments you're meant to try and attract as many cats as possible! How is this done? By getting mouse toys, balls of yarn and so on to lure them over. Of course the actual best way to attract cats is to set up a board game with lots of components, then you'll attract every one for miles around! Caveat: We've only played this game digitally. What's in a game?
What art does appear in the game can be found on the sheets and there's a definite charm to those hand-drawn styled cartoonish cat illustrations and icons. Speaking of icons, nearly all the game's iconography is briefly explained on the sheet itself, there isn't too much of it and I can't imagine it proving a problem to learn. How's it play? Setup
On to play During the game players will be drafting dice and then using the results to draw 1 of 6 symbols on the cat towers. Cat Café is played in 2 phases and uses a typical turn structure for the first phase while the second can be played out by all players simultaneously.
Endgame As soon as any player has completed their 3rd tower, the game ends on that round and goes to scoring. Cat Café has several ways to score.
Points are tallied, highest score wins. Overall
For me, Cat Café is a bit of a mixed bag. I'm always a fan of games that have streamlined, elegant mechanics and there's definitely some of that to Cat Café but here it seems like sometime it comes at the price of choice. Sometimes the choices feel meaningful, sometimes they don't. Players will get to choose a die (And sometimes not even that!) then draft it, after that they'll get a 2 options on how to use those dice, or pass. For example: A player may get a '1' and a '5', this means they could put a cushion on level 1 but that's a waste of a cushion (Ideally, you'd want it higher.). Alternatively they could put a cat house on level 5 which introduces a new conundrum; is this a good time to play a cat house? In the early game they won't score many VPS and are much more valuable to play in the late game - provided the number comes up again. All of this gives players several things to think about and sounds good - which it is to an extent but it's also hard to try and plan moves ahead when luck can play such a haphazard role, sure, the appropriate use of paws can mitigate bad luck to a degree but even so, it can be frustrating not getting the numbers needed. It means players will need to adapt and react to their results as they get them to gain optimal scoring and not rely on getting results they want later unless they have of course acquired a sizable amount of paws. Next is scoring: Cat Café employs a fairly broad criteria for scoring with different avenues to approach in acquiring VPs. E.g., the mouse toy scores points for gathering the same type of symbol together while the food bowl scores by gathering different symbols. This mechanic has been utilised in other games and is understandable here, where players at times will find themselves at the mercy of the dice and have to change what they were going to do. However, with some scoring occurring mid game and the rest after the end, it does make scoring a little bit too intricate and involved, especially for a game this light. Having said all of that, I'm probably overthinking everything. Cat Café is a lightweight, family friendly game with a cute cat theme. It's not too hard to pick up and while decisions can be fairly limited they do tend to be meaningful. There's also a dollop of luck to add some unpredictability. It would be a good choice for younger players but perhaps would need someone older to manage the scoring. For me, I found it a little too simplistic and unengaging as well as slightly frustrating. |
AuthorI play, I paint. Archives
March 2025
Categories
All
|