|
9th May 2023 It's a Tuesday and we're at The Sovereigns with the Woking Gaming Club again. This means we're in for a rootin'-tootin' time with western themed frontier town building board game Tumble Town. What's in a game?
Tumble Town has quite a few noteworthy components and the single biggest and most important one is the dice: They're well made with nicely rounded corners with deep pips and feel good to handle The dice tower is a large component and unsurprisingly, it's constructed of fairly sturdy card. I guess it's a bit superfluous but since there will be a lot of dice rolling, it does prove useful and looks reasonably nice as much as a card dice-tower can look. Also superfluous is the cactus shaped first player token but again, it adds to the presentation The card tokens are pretty average quality while the cards feel fairly sturdy and have a 'linen' finish. The artwork used particularly on the building plan cards looks a western style is thematically good but straightforward which I think it needs to be as it represents the dice/buildings. This makes the artwork look a little repetitive against the fairly nondescript desert background but again, since objects that appear on the background are relevant to gameplay, it's beneficial to have clear, easily interpreted artwork. Tumble Town uses icons to represent special abilities and scoring opportunities, it also uses colour/shape to represent the different type of building that can be built AND uses letters/symbols to indicate further requirements to constructing buildings. That's not the end of though! The town boards have icons to do with dice manipulation and placement. It seems like quite a lot and initially it will probably have players referring to the rulebook or reference cards. Luckily, it's pretty easily learnt especially since the icons don't all apply to the gameplay at the same time with a split between card abilities and building requirements. Seasoned gamers won't have any problems here. How's it play? Setup
On to play In Tumble Town, players will be drafting cards and dice in order to construct buildings and create the main street of their western town. The game follows a usual turn structure of the active player resolving their actions before play progresses to the player on their left. Each player's turn is broken down into 4 phases.
Endgame The end game is triggered when the supply of at least 2 types of dice drops to 2 or less. Play progresses until players have had equal turns, then goes to scoring. There are a variety of ways to score VPs in Tumble Town.
Points are tallied, highest score wins.... and they can declare themselves.... The Best in the West! Overall
Tumble Town is strong thematically. I like how players construct their town from the dice they draft and it visually builds up over the rounds. It also looks quite eye-catching and has a good 'presence'. Just don't play on a wobbly table or with clumsy players! Mechanically the game is fairly good. It mixes drafting, getting the dice results needed and an element of engine building. I found use of the warehouse crucial, not only will players need to store dice between turns to construct the larger buildings, players will find themselves looking for buildings that match the dice they have stored. Because being able to draft a building and knowing that it can already be built by dice on the warehouse spaces is both reassuring and efficient. While having to use whatever the result is of dice that are rolled is not a disaster by any means, there is a degree of luck involved which can stymie a player - although that is mitigated somewhat by being able to alter or manipulate the dice. Additionally, players don't have to construct a building the turn they acquire it, it's entirely possible to construct multiple buildings in a turn. When it comes to buildings, players will find themselves having to choose between the ones that give them a power or additional resources to improve their engine and point-scorers. It's that classic balancing act between increasing abilities or increasing VP opportunities. There's also the balance of taking building plans and gaining dice. Tier 1 buildings are fairly easy to construct as they generally only require 3 dice - which is how many dice a player gets to also draft in their turn. The tier 2 & 3 plans generally require 4+ dice, additionally the tier 3 plans make a lot of use of the gold dice. Finally, there's also a degree of having to adapt to what dice are available - and consequently the results of what are rolled plus what cards become available. The game is a bit of a race to draft dice and use them well, it makes efficient play important. In the first game played I managed to construct 6 buildings by the game end which nearly completely filled my town board. It means that a game can theoretically be completed in as few as 6 turns if the right dice rolls come up! This makes the game play quickly. I'm not sure how I feel about this relatively short play time. It can feel like the game is over just as it starts to get going and is perhaps a little unsatisfying. But this forces players to think hard about their choices and the aforementioned need for efficiency which is a good thing. While Tumble Town is a sort of light-to-midweight game that has a nice western feel and theme it's probably a bit too obtuse with it's engine building and dice manipulation rules for casual players. Dedicated games who like those mechanics will find enough depth to engage the grey matter. It could be argued that Tumble Town is a little gimmicky with its conceit of using dice to actually construct the buildings but it's a fairly unique mechanic as far as I know and I thought it added to the experience and despite the game leaving me wanting it to go on a a bit more, I found it enjoyable.
0 Comments
Leave a Reply. |
AuthorI play, I paint. Archives
March 2025
Categories
All
|