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Essen Spiel 17 Highlight Preview Part 4

Wow, it’s already part 4 and to be honest we (or is it just me?) just moving still. There are still many, many… (I emphasize on many) new games out there need to be previewed and I am ashamed with my speed. But no good whining about good stuff, let’s savor it the best way we can and buy it eventually.

pic3646165_mdRAJAS OF THE GANGES
This game is one of the games that I got my hands into. A friend got me this directly from his Essen trip. Bless you and your games man! Okay, this game is designed by Markus and Inka Brand, the couple behind Village, La Boca, Orleans Invasion and the famous EXIT series. The box cover in this game is breathtaking, I love it very much though the font type of its title is not so much, but hey as long as its inline with the theme. The cover shows a landscape of the famous Ganges river with looming figure of the God, Kali with colorful dice in her hands. In this game, players will take the roles of Rajas / Ranis in the 16th century of India and try to expand their province in order to gain fame and riches. Player that cleverly does so that their fame and riches intertwined, wins the game. The game uses some classic mechanics with added twist. The core is a worker / dice placement game with tile laying element. Players will have a province board and a Kali statue board with one die for each color (4 colors) with 3 workers at the start of the game. Players take turns to place their workers with the possibility of spending dice or coins in several places like Marketplace, Quarry, Palace and Harbor to do different things. Players can get province tiles from the Quarry by spending money and dice to add them to their province board. Players can also get money from Marketplace based on markets that they have on their province board. Palace gives special benefits that requires the cost of die of a specific value and also the place where players can get dice or convert dice to another color. Harbor is place where players can move up their Ships on the Ganges river. I found the game to be very simple, easy to learn and setup. It has the same feel like The Voyages of Marco Polo in the aspect of dice utilization. I’ve played several times and I like it so far. It’s one of few games that has a racing feel that I actually like (Lewis and Clark is still the best though).
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pic3582920_mdTHE CLIMBERS
Okay we head on to an abstract game. In this game you will try to climb a pile of wooden blocks as high as you can and get rid of your opponents. So the game comes with lots of different size wooden blocks with different colors on one side. These colors represent player colors. Before the game starts, players need to arrange the wooden blocks to a single pile (in any way they want) of course with certain requisites. Players take turns to move their climber from the bottom to the top of the blocks. To do this they can move up a level (shown by their climber’s “neck” level), if above this limit, they cannot climb it. Each player also given a pair of ladders, one small and one large. These ladders can be used once each to help them climb onto blocks that are higher than them. And also a blocking stone that can help them hinder their opponents for a single turn. But as it’s not enough, players also can only climb / move onto a block with the surface of their colors or neutral (beige wooden color). If I recall correctly, this game uses player elimination, since it’s possible that players can out of their movement. In this case they are out of the game. The game is actually not a new game, the listing page on BGG suggests it’s from 2008. I found the rules are very straightforward and easy. And the components are wooden blocks (so I expect it would be heavy) and can make a spectacle on top of the table. So if you like tactical movement with tolerance of abstract theme and a small direct conflict to block others, this might be good for you to check out.
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pic3489123_mdFLATLINE: A FUSE AFTERSHOCK GAME
This is a sequel game of FUSE, designed by the same designer, Kane Klenko. As you know, in FUSE, players work together to defuse a bomb, this time the bomb exploded and players need to save the casualties. They work in the medic bay of the (broken and crashed maybe) space ship just barely getting the equipment running to save the critically injured or dying due to severe explosion. Unlike FUSE, this game has more components (it has bigger box and definitely heavier) and meatier. In this game, players get their own dice (by colors) and there will be an exact number of rounds (8 rounds) in which they need to save all the patients before the last round or they lose. In the game one player will be assigned as the Chief Medical Officer, who will keep things up based on the round breakdown. The first one is to remove a round marker and draw cards. These cards are (yes) bad for the players. There are two types of card, orange (stat) and blue (emergency) cards. When they’re drawn, they’re placed separately based on colors. Then the CMO roll the emergency dice to determine which emergency cards are active. Then they discuss the plan this round. Okay before move on to the next phase I want to explain about the board. There are 4 sick bays (medical pods if you like) to hold the patient tiles (a different number of players determines how many tiles that players need to save). And in the center, there’s a dial with 4 connectors, with each of them connected to a sick bay. After the discussion, the CMO will start the timer (one minute) and players roll their dice and assign them all into various spots. Once the one minute time is over, players must stop distributing dice. Okay, not only to cure the patients, but also different places such as the cards and recharging stations (there are two of them on the board). These recharging stations can bring back one round (delay the game) but there are only 2 of them. The different color cards have 2 different effects. Orange cards must be solve in that round, if not they’re placed on fail space and a number of failed cards can make the players lose the game. Blue cards in the other hand, is not as devastating as that but when triggered they can hurt players quite bad. And the bad news is that there can be 2 rows of 6  blue cards present in the game (and that’s a crowd). Treating the patients is as simple as assigning dice based on the symbol, but this must be done in inline fashion (they must clear it line by line). The other restriction is that who to place the dice, must be one player only, 2 or more or each player. This will surely keep the players busy with their dice allocation. When this hit the bottom, players can also use cards from Triage (cleared orange cards have their good effects) or submit a die to have all players the option to re-roll their dice, but the die locked in it for the rest of the game (also its limited to submit a die here). And about the connector, once a patient has all lines covered up, they are removed and the effect column that connected with the connector will take effect (black means nothing, green means good effect and red is the opposite). These connectors are set up in a way that each patient’s tab will get connected differently with each other, this adds another element to consider about timing to clear the patients. I played this game for several times, with 2, 3 and 4 players and these plays were memorably fun and crazy, lots of hilarious and chaotic moments. I guess it’s not that easy as it looks, to assign dice among players. As people say, “more minds, more problems”, can’t argue to that. But I must say that the game is beatable, we beat it once with 4 players, though it’s just in training mode. But amidst all that, the sole thing that drawn me into getting this game is the dice, the custom dice. Yes, I am a sucker for it. I love the colorful custom dice, period.
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pic3606262_mdMEEPLE CIRCUS
Okay lets head on to a dexterity game. In this game, your motor skill will be tested. In Meeple Circus, players need to pile up meeples and the likes in order to get points. There are different shape of meeples, from basic meeples, animals and different objects. Players will do a great performance with 2 rehearsals (3 acts). In each Circus acts, players will go through a preparation,  presentation, evaluation and end phase. In the preparation phase each player takes turn to take a component tiles and act tile (in the order they choose). After that players must show to their best what the public demands with their acrobats and other components, yes you stack ’em up! Of course there are some restrictions, you need to stack them inside your circus ring, place it on their side (not lay it down) except barrels and beams and all components on the ground must carry at least one other components. Players do this against time and other players. The time is from an application with circus music themed (very fun and lively), once the music stop, they must stop. In evaluation players will gain applauses by their presentations through public demands, acrobat meeples and speed bonus tokens. Public demand cards are somewhat like objectives that player can follow through to get points (these cards have different categories shown by different colors and each act will have different cards available). Next are acrobat meeples, which have 3 different types of acrobats, beginners (blues), intermediates (yellows) and experts (reds) and they score points differently, interestingly it’s thematic in some way. The beginners score points as long as they touch the ground, while the intermediates score points as long as not touching the ground. Now the experts have very unique and interesting scoring mechanism. Experts score by using a custom designed ruler (provided from the game). They score based on their heights. Higher they’re the bigger the points are. The second rehearsal (act 2) works similar with the first one with small difference, there are guest stars that can give points in specific ways. The great performance has some changes, speed tokens are not used, double points from guest stars and each challenge will give points when completed. I think its a simple dexterity game, you can find similar games in this genre such as Animal Upon Animal, Rhino Hero and others. But in this one, they managed to make it interesting both in terms of theme and game scoring, totally well done. This is definitely on my must have list.
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pic3718275_mdAZUL
This one is one of the most stunning (if not beautiful) games released in Essen 2017. Azul is an abstract game with a very loose theme of aesthetic decor ceramic tiles originated in Alhambra palace, in southern Spain, called Azulejos. It was introduced by the Moors to King Manuel I when he visited. The king was mesmerized and awestruck that He began to order His architects to redecorating His palace in Portugal. In this game, players will be the King’s architects and try to decorate the walls of the palace. Each player will get a player board and the goal of the game is to be the player with most points after the game ends (which is triggered when a player successfully complete a horizontal line in their player board.). The gameplay sounds simple, in a player’s turn, the player takes tiles of the same color from either the factory display or center of the table and place them on one of their pattern lines. When all players already take tiles, next they place the tiles onto their 5×5 wall grid from the pattern lines and scores. The basic mode has a pre-definitive pattern shown on the grid, while on the back side of the board, there’s a blank grid (a variant, as expected for this kind of game). Scoring is unique, players will score the row and column of each tile placed. Players get one point for each tile currently exist in the same row and column line of the placed tile, and this is done separately between row and column. But the twist is that those points will be deducted with the tiles laying on the floor lines. More tiles, the negative points are bigger, so this put a huge consideration to the player’s choice when taking tiles. I found the game to be pretty unique, complex in the outside while the real thing is quite simple and pretty much 5 minutes rules explanation. This game required a great knowledge and plan further because the pieces placed going to affect subsequent turns greatly. I am not a big fan of an abstract game, but this one surely caught my attention due to its beautiful components, thanks God they didn’t go with card board tiles, that would be so lame. The tiles are gorgeous, beautiful, stunning and amazing (I am out of words), the game visual presentation is out of the chart, its an aesthetically work of art. I found it quite unnecessary for the score track in each player board, a single score track for all players would be more suitable since players can observe others and it surely mitigates the chance to knock or slide player markers off their place.

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I included two photos of Azul, in my defense, the game is worth it. So this has to end and I need to prepare with the next list. It’s been slow but I hope you can understand, since I also has couple of new games coming (though sadly not all of them are Essen releases). Also shamefully, my game review posts have been pending due to a lot of things (this is one of them). So until next time, with part 5.

Disclaimer: all of the images shown are taken from boardgamegeek.com and the credits go the owners, I do not have the rights for all the images.

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Posted by on November 23, 2017 in Article, Board Games, Events, Insight, Previews

 

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Essen Spiel 17 Highlight Preview Part 3

Next on our list for Essen 17 releases, some new games that come from what you might already know it before, and some do not. Without further ado, here you go.

pic3464108_mdPALACE OF MAD KING LUDWIG
After moving on from The Castle of Mad King Ludwig, Ted Alspach (One Night Ultimate Werewolf, Werewords, Werebeasts, Colony, Suburbia and etc) redesigns it to a new game with the same theme but quite different game play. Now in this game, players do not have a personal castle to build but they share the same palace and in turn placing tiles from the display into it or placing tiles to their player board. Okay, the offering mechanic is no longer used, but instead players buy tiles from the display by paying money (or swan tokens) and then place it adjacent on one of the tiles already placed. When placing a tile players get a swan token if the color match and then if the room is complete (all the entrances are connected with another room) it is scored. Players build the palace together, so there will be some take that to block opponents scoring chances. It looks fiddly with all the player tokens, flipping them on the board. So if you guys are into it, make sure check it out.
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pic3339551CENTURY SPICE ROAD
If you like Splendor, you might want to check this out. Designed by Emerson Matsuuchi, Century Spice road is an Euro with strong abstract element, where players play cards to get spice cubes and use that cubes to get more cards and eventually scoring cards. It plays very quick and simple, definitely has rules has can be explained under 5-minutes. The game is supposed to be the first part of a three series under the Century line, which those parts can be used interchangeably. The next two parts are not yet announced though. Another thing is that the game comes with plastic bowl for spice cubes. Though they also has dedicated game mat but not include in the base game (which makes the game only consists of 4 plastic bowls, cards and cubes. If you like Splendor, this might be right down your alley, or it could be better than Splendor.
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pic3767148_md-2NORIA
This is the first game from designer Sophia Wagner, which she developed together with its illustrators Michael Menzel and Klemens Franz. It sets in a steampunk world where the city is floating on the sky. This one is surely one of the most interesting games from Essen 2017, mainly because it has a new unique component called the wheel, hence the game is using it as the main mechanic, the wheel building mechanic. In the game players will have in front of them, a player board with a wheel consists of 3 rings (small, medium and large) stacked together with several disc slots on them. This component is very essential element during the game. At the start of the game, players will have only a few of the slots on their wheel equipped with action discs. There are several (8) type of actions on the game and players will try to build their wheel with the combination of these actions. Activating these discs will allow players to get some resources, take actions on the board and improve their wheels altogether to create more efficient wheel engine that they would possibly want.  As the game progresses, players will take actions differently which lead their wheels and goals to be quite different (or not) which lead them to choose differently each time they take their turns.  The goal of the game is (of course) most points by the end of game (fixed rounds based on number of players) and  this is done by multiplier from the six paths available. You move up your ambassador and work to improve the track value in order to score big. To move up in the paths you need resources (its a resource conversion game). There are different resources in the game, from the basic to more complex types, which are used to get your ambassador move up in the tracks.
I found the game to be interesting, lots of new choices, it has strong programming element in the game with all the actions on the wheel. So if you are into programming, you might like this one. I just kinda slightly disappointed with Menzel’s involvement in developing the game (expecting that he’s not just doing the art) more than just creating a visual aspect of the game which is amazing. I feel the game is a bit dry to what you expect from that kind of amazing illustrations, there’s no thematic ties with the game.
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pic3584961_md10 MINUTE HEIST: THE WIZARD’S TOWER
Lets change the menu for a bit, this time it’s a 10-minutes game, called 10 Minute Heist: The Wizard’s Tower. Its a small game of set collection, card drafting and modular board with a fantasy theme (a hint) designed by Nick Sibbicky. Players are thieves trying to steal treasures from the wizard’s tower (Fools? Well maybe there are valuable treasures inside). Players will take turns to move from room to room starting from the top floor (yes, they enter the tower from the roof). From then they will choose which room to visit and take the treasure there. On players’ turn, they either choose to haul a treasure or exit the tower. If you choose to haul, you can take a card from the same level (row) or the card below your marker is. After taking the card, move your marker on the card’s space. If there’s a power in that card, resolve it immediately (you cannot take the card if you cannot complete the power. The card taken is placed in front of you and it will be scored at the end of the game. It’s a set collection game where you will collect different number of treasure types. At the end of the game, players reveal their face down cards and do the score tiles. The game also has different modes to play, if your group needs challenge, you can do drafting with the starting light card in players’ hands. This will create tension and small deduction element whether what card your opponents choose.
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pic3485529RED SCARE
This one is a social deduction game like The Resistance with a unique twist, yeah the twist is that the game is using decoder glasses (you know, like the old style 3D movie glasses made from paper, blue and red plastic screens. You can play with 4-10 players with this game and as you can guess with that amount of players and the nature of the game, it plays quite fast (around 30 mins). So in the game, players will become the agent from Soviet or Patriot based on their alignment cards given at the start of the game. Half of the players also given decoder glasses. They also get 3 citizen cards from the draw pile. The goal of the game is to get as many as points by exonerate citizens of the same side or exonerate the opposition citizens. But the twist in the game lies on the citizen cards. The citizen cards have different settings. The cards have 2 parts, JUDGE and ID parts, and these parts also have symbol on which players can see these parts (players with decoder or without decoder). During a player’s turn that player may choose to do an action or pass. The available action is ID, TRADE or JUDGE. When taking an ID Action, that player may show their citizen cards to another player to ID. Basically they show these cards to the player that’s in opposite view ability than He is. If he’s using a decoder glass, he showed the cards to player without the glass and vice versa. This is done because there are cards with ID part having a glass or without glass icon, which means a player without a decoder glass cannot cards with ID part showing only an eye symbol. But that player can JUDGE these cards (always in the opposite situation). The player that was shown the cards to ID must identify the cards, but He may not telling the truth depends on his alignment. TRADE action can be taken by trade some of the cards in hand with someone else with the condition that the other player agree to take that trade and trade the same amount of cards. When taking a JUDGE action, players must be able to JUDGE all 3 cards on their hand, meaning if he wore a decoder glass, the 3 cards must have a JUDGE part showing a decoder icon on the. To JUGDE, that players decide whether to exonerate those 3 cards or deport. The game ends when the JUDGE markers are already used a number of times or when a player Accuse. All the judged citizen cards are scored based on their identities and the track is adjusted.  Accuse is an action taken from out of player’s turn. This may only be taken once the accuse countdown token is already revealed. The player who accuse must accuse 3 alignments, Soviet, Patriot and Unaligned (only used when there is an odd-numbered of players). If guessed correctly each alignment give 1 point to the accuser alignment, but -2 points if the guess is incorrect.The game also has a special mode that adding another element into the game, which is profession cards. These cards give players special abilities that they can use based on the requirement listed on the cards.  I am quite interested on this one and would love to try. The concept is good but not sure it really works. Since the players who wear decoder glass can peek outside the glass to know things that they shouldn’t make the game has high chance to miss. That’s why I need to try it first to make sure of this.
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pic3592167_mdCUSTOM HEROES
This game is designed by the guy who also designs Downfall (which is currently on Kickstarter right now), John D. Clair. As you can see that the title has a big Japanese characters on it instead of the English title, this is because the game is currently one of the games in AEG’s Big In Japan lineup. And I don’t really know why they place this game into this lineup since the designer himself is apparently not a Japanese, maybe the Anime thingy for the theme? Unlikely.  But anyway, let’s ignore that and go to the game. It has very interesting components (though not the first), which is plastic cards. Already used in Gloom, the card game that first using this kind of components where players stack cards on top of other cards to get different effects. The different is that players stack /overlay their cards and keep it in their hands. So the game comes with enough special sleeves that work as a carrier for stacked cards (easier to handle). In this game players will have to get rid of cards from their hand as fast as possible. While at first the game comes as trick taking game, it’s not. It’s a ladder climbing game such as Tichu or Maskmen. The starting player will start the round by playing a set of cards (can be 1 or 2 or 3 of one kind) and the next player must be able to play the same value of that set or higher. If he couldn’t, he must pass. The player wins for the turn will lead new turn. Once a player discards all cards from his hand, the round is over and deal scorings. What interesting about this game is that players can customize and modify their cards by stacking other cards into another card (inside the sleeve). This allows player to modify the value of that cards or maybe give special abilities. Quite interesting (just picture Gloom if you know that game) right? But that’s not all, since each round all cards are discarded, players will start the new round with all different cards in their hands, this might lead that your cards in previous round (the one that you modified) might be end up in other player’s hand in the next round or subsequent rounds. Player wins the game by collecting 10 points.
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Okay, enough for now. Again I need to research more.
So happy hunting for new games, until next time with more new exciting games.

Disclaimer: all of the images shown are taken from boardgamegeek.com and the credits go the owners, I do not have the rights for all the images.

 
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Posted by on October 30, 2017 in Article, Board Games, Insight, Previews

 

Essen 2017 Highlights Preview – Part 2

Following the previous one, here is part two of Essen 2017 Highlights Preview. Last time I showed you some good games that you would probably like, and now I hope you would like my next picks. Without further ado, let’s start with,

pic3489147FLIPSHIPS
It’s designed by Kane Klenko (Covert, FUSE, Flatline and etc) and illustrated by Kwanchai Moriya. The game is practically Space Invaders: The Board Game. Yup, you and you partners will team up (okay it also has competitive mode) and defend the city against hordes of alien ships invasion just like the video game. What makes this game unique is that you need to flip your ships out to the outer space in order to shoot (more like a kamikaze move there) the enemies. Yes, you can flip the ship token (it’s made of cardboard in case you are wondering) from the edge of the table or they provide you with a wooden base to put your ship as a launch pad of some sort. The enemies are cards, form in rows and columns, they have different abilities. But the real deal is the mothership. The mothership is the boss, if you and your friends cannot defeat it before the deck runs out, you’re practically dead (it gives you 20 damage points). Worry not, you have plenty things to use in your disposal such as different level ships with different abilities and the game difficulties can be adjusted to players liking. In order to unlock the different levels, players need to trigger the condition, which usually from the City defense track. I think the game is very interesting, action dexterity game with nostalgic feeling where you flick ships to defeat enemy. I know like other dexterity games, it has 50/50 chance that it could be a hit or miss game. But even players with lousy flicking skill could improve with experiences and strong will. Hope you do not give up with one try if you perform badly flicking you ships. All in all, the game is super fun for friends, family and children alike.
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pic3611025_lgSANTA MARIA
The duo Eilif Svensson and Kristian Amundsen Østby are back with their latest game called Santa Maria. This game is still using the core concept from their previous games, Doodle City and Avenue. Imagine a city building game with placing tiles in grid spaces and dice placement to activate buildings in a column or row. The game plays over 3 rounds and in each turn, players will take one of the 3 available actions, expand, activate a building, activate a row/column or retire / withdraw from the round. Expand action gives you more space to work on your colony than you can use to activate. They usually produce resources or other things when activated. Players also has the choice to use an available die to activate a column or use their own blue die to activate one row. The twist is that after activating the row or column, the die used is placed on the last vacant building in that row / column. This building, cannot be activated again in subsequent turn. So players need to be careful and consider this factor in their actions. It has good variations in the game which is a plus. Plays very relatively quickly and falls into light-medium Euro category. There are a bit of set collection, resource management, tile laying, and dice placement in the game. The artworks are good and very friendly, it’s definitely worth checking out.
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pic3671706_mdALIEN ARTIFACTS
Is a new release game from Portal games. Designed by relatively new designers, Marcin Ropka and Viola Kijowska (Taste of Poland). The game take the theme of a space 4X card game. Players will have a character which gives them variable player powers and starting tableau. It is a tableau building game, with the similar feel of Imperial Settlers. Each player has a player board in the table, which separates 2 sides of their table, left and right. The left side is used to place cards that is not yet come into play (under construction or some sort) and the right side is for cards that are already built. The cards have three different types, Ships, Technology and Planets. And the unique about this game is that these cards can be used in two ways, Logistic and Operational. Logistic has an orientation of giving benefits during the game, where Operational mostly gives more ways to score points. From the logistic side, Ships increase the assembly limit, Technologies give you cool abilities while Planets gives you more extra resources. On the Operational side, ships allow players to attack Alien ships, Technologies give players more ways to score points and Planets produce resource cards. I find these flexibilities unique and can provide different strategy and ways to play. The game looks great, it has resource engine, tableau building, variable player powers and that 4X feels in it. I think they kinda look unattractive with the art direction, white dominant background with minimum icons and colors. The objects are not really standout as oppose with the white and clear background, it’s less evoking. But hey, they actually have really cool illustrations if you look closer.
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pic3443532_mdPRINCESS JING
Is a 2-players game from Roberto Fraga (Captain Sonar, DR. Eureka, Doctor Panic, Spinderella and etc). Its a nice looking deduction game / hide and seek game where one players will be the Princess Jing and other player as guards. In the story (I hope I am correct) that Princess Jing needs to escape from the palace and in order to do that, she needs to evade all the guards chasing her with the help of the pillars and her assistants. The game uses interesting mirror reflection (yes, there will be a working mirror component in the game that is used to search the princess). Players will sit in two opposite sides, and Princess Jing can hide herself behind the pillars as she moves which cannot be seen from her opponent’s side. The guards need to make a smart deduction, cover some areas to corner the princess while also placing the mirror to locate the princess. While the princess is not by herself, she has help from her assistant that will act as a decoy for the guards. The game is very unique take on deduction element while incorporating interesting component into the game which formed a nice simple hide and seek game. It plays relatively quick and simple. Sadly, the publisher (Matagot) claimed that it’s not yet ready for Essen 2017 and they only have demoes for it. So while you still have to wait to get it, maybe putting it on your wishlist would be enough to make you wagging your tail, or not.
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pic3534426_mdMINI PARK
This one comes from Taiwan BG Design (which represents SoSo games). They have nice looking titles for Essen 2017 releases and this one looks cute and attractive in such a very simple way. It’s colorful (greens and other colors). The game objective is about building park and score points from it. The game is simple, on their turn players choose whether to place a tile or a character. To place a tile, they take from the available two tiles in the display or take the top most face down tile from the draw pile. Place it adjacent with the existing tiles on the table. The roads on the tile must be connected and cannot be blocked. That player will get 1 points for each tile connected to the newly placed tile. Or they can place an available character from the display into one of the tile already in played. This is for scoring more points based on the park condition. The game comes in 2 different modes, basic and advance. As in advance mode, more complex elements are introduced into the game such as the placing character action will gives an end game scoring opportunity. And players are able to take this action a few times based on number of players while in the basic mode, only once. So the nature of the game is about building park together with other players while watching carefully when to take the action to score with a character. The characters scored differently based on different elements available on the park, while these will determine what players are after to score during the game. In short it is a racing game to score first while trying to score big. If you score too early in defense getting it before someone else, you might score small, while if you trying to hold back and score late in the game, other players might probably take that chance away. It’s an interesting game for sure, simple but creates a growing tension between players, which also gives precedence that this game has a strong take that feel since once your scoring chance is taken, your plan is blown and have to take the plan B instead. The game has a small box and everything is small, but it has some nice looking shaped wooden characters in it.
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Well enough for now, hope these nutritions fit you well to get through today. I personally waiting for Princess Jing, want to try Alien Artifacts with that cool looking card uses. Mini Park is a nice addition for what it is, and definitely getting Flipships, while still on the fence for Santa Maria concerning how the game really fit into the theme and replay value. Until next time with more new releases games straight from Essen 2017.

Disclaimer: all of the images shown are taken from boardgamegeek.com and the credits go the owners, I do not have the rights for all the images.

 
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Posted by on October 27, 2017 in Article, Events, Insight, Previews

 

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The Convention Man

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Yesterday a friend of mine said the title above. It’s a foreign word and I was hardly understand him at first, though in the end I think I get what He meant by it. We were talking about playing board games while we’re in a board game event. The topic of the discussion was about our time to play games within the event, as we tried our best to play as many games as we can during the event. Sadly we usually not satisfied with the result, we still think our plays are lacking. Need to play more, and more and more, but there’s so little time. What’s the difference between playing in an event and playing in a private group? Well, one thing for sure is the privacy. What I mean with privacy here is that in private group you can focus to the game 1000%, no hindrance, no distraction and other things. While in an event or convention sometimes people come and go, we meet some people have a little chat here and there, need to do some errands for a second or two, loud and noisy, hard to focus, playing with the staff or something else.

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Time is the constraint, which we cannot do time travel in reality.

So in that time, we had a set back in play time because there were several things got in the way of our session and the game that should last 2-3 hrs, tool 5 hrs to finish. That practically almost a day, or half. So when talking about this issue, my friend mentioned that we are no longer a convention man. Funny, it sounds that way at first, as well as cool at the same time. When I think it over again, it is true, that we (my friend and I and maybe some of you guys) are no longer them convention men. Who have time to play all day, play freely and there’s nothing in the way. Sadly we are becoming men that need to make schedule to any of our plan or action. Who need to prioritize what to do or get gaming as a privilege. We now put more variables in our gaming life, such as family, couple, work, job, relax, rest and other things. Which in fact could sink gaming to the bottom of our ocean.

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Go for a whole day!

Funny as it was, in the past we can spend the entire full day playing in a gathering event or play day with no worry through anything. We can sit there on the table for hours, not eating even we’re hungry. We play non-stop without breaks between heavy games. That’s us, convention men.

Hence we’re not really suitable to get what we want in conventions, but we should be more satisfied with private group gaming session. There we can maximize our playing time to the fullest. But of course the vibe, the ambiance of a convention is not something that can be replaced and it is truly one of a kind. So I hope not just me, but all of us can still do both.

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Teaching board games is always something I look forward to.

Time to play!

 
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Posted by on May 8, 2017 in Article, Board Games, Events

 

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Back From the Dead in Tabletop Day

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Holla, I am back, writing. It’s been what, months since my last post? Dunno for sure but, here I am with another post (not sure there’s someone really anticipating my post or even read it like a big of a deal. So what happened in the past few months? Well many or not many, but one thing for sure I am (and we are) celebrating International Tabletop Day (Sat, 29th April 2017), which is a topic worth my fingers numbing. So how’s your Tabletop day? Playing and celebrating with some friends? Mine wasn’t heavy into gaming, just stay home with my wife and luckily our friends came over from out of town and we did play some games, good ones.

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The Name of The Rose to celebrate International Tabletop Day

Lately I’ve been resting with the usual gaming sessions, and instead taking the fast non-stop train of Gloomhaven campaign. Do you know it? It’s on Kickstarter right now for it’s second printing and it’s spectacularly on fire right now by surpassing 3 million dollars pledge level. Congrats Isaac Childres (it’s game designer), keep up the good work. In case some of you want to know more or back, there’s still time, just go ahead to the project page and find out yourself about the awesomeness of the game. Find the link here.

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Its just unusual to me to put hold all the gaming sessions and play this game in rows instead, well there’s always the first for everything. I played the campaign with my wife, each of us handle 2 characters. It’s been a joyride, we love it, we cannot wait to find out what scenario we will take and what it has in store for us. Though I might say that the game took hours to play and we consumed our nights just like seconds burned through our delighted and enthusiastic characters. I think it’s safe to say that we are addicted to this game right now, which is completely amazing feat, since my wife is known to be not really a fan of this kind of games, and I also do not have history and experience in such games. But hey, whatever makes us happy is worth our time. And I will be doing another write (review) about this specific game in the next post but I still stand at zero. Hope things can be smooth and I can start writing them to the upcoming post.

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Starting the Campaign

So let’s take a loot (oh, I mean “look”) at another general matter. I also starting to introduce heavier meatier game to my gaming group at office, they’re complete noobs and to be honest this is something that kinda risky, but I can always tune it down when I think it’s necessary. From Camel Up to Takenoko, Codenames to La Isla, Parade to Potion Explosions and Grand Slam to 7 Wonders. And they seemed fine with it, a good sign. So let’s just wait how the ordeal goes in the next future. Hope to bring more meat after this. Maybe The Name of The Rose, El Gaucho or even The Castles of Burgundy.

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Also I just came back from our seventh gaming camp couple’s week back. It’s fun, though there’s just a few of us, but the spirit still the same, play games and have fun. We started up late and got many friends caught up with something can couldn’t join. It’s definitely our fault not to broadcast it sooner. We played a good deal of quality games, like The Colonists, Adrenaline, Anachrony, Kanban, Food Chain Magnate and such. This year was different because we changed the days, from Saturday to Monday, to avoid the post holiday rush on our way back, so we can actually relax and save time in the trip home. This was very good and everyone agree with the idea, and that surely will be implemented in the subsequent annual camps.

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The 7th IBG Gaming Camp, 2017

Here are some event photos you can check out.

Still strong on the gaming camp hype, our team sat down to talk some ambitious project regarding convention, first big convention for our community, to help gamers get to together and play games as well as to keep our community alive well and strong. Though we have some problems and limitations, we did have a good discussion and planned to get something going whatever it is. So all we have to do first is to pull some strings. Let’s hope there’s something good and big come out from it. Crossing fingers.

Apparently Roxley games launched it’s rework of Brass in 17th April and this was something I highly anticipated since a long long time ago. Goodbye EGG version, it’s a good decision not to get that version and waited long enough for such a masterpiece from the legend, Martin Wallace. So, a bit of a note, I dislike EGG business model and I do have personal vendetta against them due to my experience on backing The Gallerist which totally made up my mind not to back any games in KS from them. And the other thing was because the Brass ordeal. You sir, just make up into my shit list.
Okay so how’s the next Brass is going to be? So friggin’ awesome. I opened the KS page, check what they have to offer, read the pledge levels and “click” I backed the bundle pledge. Roxley has overdone it with this one, great revamp on the artworks, omitting the dull tone (though based on the theme, it seems reasonable but not expected) to a high contrast and beautiful art style from Mr. Cuddington, they’re so talented and they’ve made Brass into a work of art. And  not only Roxley revamps the game, they also create another version of Brass, with different game play and rules so in short, they make 2 games in this project, Brass Lancashire (the old and classic one with revamped art and streamlined rules) and Brass Birminghamp (same revamped art but different game play and rules). And guess what, Roxley even offers the bundle package with same cost shipping (USD 19 to Indonesia for both games, so sick cheap). I can’t wait for the games to arrive, though the custom fee for them will hurt my wallet.
Find the KS link here.

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Ain’t this beautiful?

Let’s move on to another topic, with Gloomhaven on my play list, I kinda short list my acquisitions lately. Well can’t say lately since I just starting this month. But for what it’s worth, I usually posting my loot monthly, so each month I will take a group photo of my newly acquired games all in the same month, and then post it on my facebook or instagram. And for April, there is none! Yeaaay… isn’t that something? Though I must say that I cannot do the same in the next month, since right at this moment a friend of mine is hand carrying Cottage Garden from Netherlands, weee…. Okay it’s been something that we (my wife and I) have been looking for, cannot find it here. So I hope Gloomhaven will occupy my gaming time in the near future and keep my purchase into a tight belt, there are good and bad sides to that, sadly.

dav

Time to go back into Gloomhaven

Okay, though it’s already 30th April and Tabletop day is passed, but not the spirit, we’re going to play some more and tomorrow I will attend a small event near my place held by my FLGS, Monopolis Wonder. Will demo one or two good heavy Euro games, hopefully things go smooth. In case you interested to join me, check here.
See ya and happy gaming!

 

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My Top 10 Games from 2016

2016 is over and from it, there are many games that I’ve tried and yet to try. So in short, here are my top 10 of 2016 and some worth mentioned. The rank is of course, subject to change by play count and also different feel of the game and as time goes by, but at least this is my initial take based on my (first) experiences.

The Top 10
#1 Great Western Trail
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Okay, I heard good (if not great) things about this one. After I got and played it, I must admit that it’s quite over-hyped but agree, this one is good and worth to be in the very top of this list.
Why I like it?
Classic
This is modern Euro that has the classic feel shows in the presentation. The rules are somehow hard to chew but once you play it for the first time, you know what to do and straight-forward simple. There are many mechanics thrown into the game but surprisingly they work very well overall.
There’s a deck-building aspect in it.
A hint but not too strong to be considered as a deck-building game and doesn’t restraint players for building their deck cause there are still many ways to get points. In short, players do not have to totally surrender over the deck efficient and effective aspect of a deck-building game.
Rondel
Disguised in the player board, this one has rondel mechanic in it. Yes, the location spaces along the trail is one network or rondel system that becomes lengthy over time during the game because new locations will be added by the players. I could need a game with rondel in my collection and though this is not the usual rondel but better than none.
Engine Building in player board
The player board gets more interesting since players get to move some components from their player board into the game board in such interesting way. Players mostly score points and get instant benefit while improving their engine.
Clever use of objective cards
Players acquired objectives from the card display and put them their deck. These acquired objective cards are mixed together with their cattle cards, which will eventually be drawn into their hand and can be used in such an innovative way. Players are left with an interesting decision either to keep those objectives in their deck (while making your deck less-efficient in the same time) or play them to get the bonuses but must committed to complete them at the end or they will get penalized with minus points.
What I don’t like about this game?
Hmm, almost nothing. The components are good, though there was minor misprint in one of the player’s building tile (though a simple sticker should take care of the problem). The player boards should be thicker (as thick as the game board) and also has indentation to place all the wooden pieces.

#2 Yokohama
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Finally another heavier game (heaviest actually) from Hisashi Hayashi. I kinda like most of His game and this one is so beautiful (aside from the beautiful artwork from Ryoko Hayashi). Some said (including Rahdo) that the game design shares the resemblance with Stefan Feld designs (a point-salad game), and I must agree. Even this year, Hisashi Hayashi is more Feld than Feld himself.
Why I like it?
Heavy
At first the box and visual presentation of the box art surely gives you friendly and casual feel of a classic Euro with a location (city / country) name as its title. If it’s true then you were fooled, it’s unlike any of sorts, though the box art is remarkably compelling and relaxing. The truth, the game is quite complex. Though the rules are simple but there are many tidbits that players need to keep up for the first time.
As far as the eyes see
Ludicrous amount of ways to get points. Yes there are many ways to get points (really a point-salad game) even there are some double locations that serve that sole purpose to open more access through out the map.
Combos
After a while learning the game, you can figure out some interesting combo with chaining action and additional action together, also helped by abilities from technologies and bonuses.
High variable setup
There will be no setup like before. The game map setup makes it different each time you play, the location and how you build your resource processing engine is based on the game map. You need to be more efficient to move around and using your assistants to beat your opponents. And in addition, the technology card and award distributions are also different in each game.
What I don’t like about this game?
The modular boards are easily get moved and shifted by players though I understand that this is how the variable setup possible. And the cards, ugh the cards are too fiddly, placed on top of the modular boards and also technology cards are too hard to read (the texts are too small) especially from a player seat to the end of the table. If only they can come up with iconography solution for this. Table-hugger, yes the game takes a lot of table space. With card displays and huge modular boards with maximum amount of players, you get a busy tablecloth ready to be played.

#3 Terraforming Mars
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This offers a very interesting theme with science backing the theme and logic of the game. Immediately ordered it once I had the chance and played it straight out. The game is amazing, very intimidating though but rewarding with clever card plays.
Why I like it?
Really dig the science behind the theme
The theme is not very compelling for me, but for some reason the relevancy between game and real life science seems click (thinking of High Frontier or Leaving Earth for other examples).
Clever card plays
This definitely what makes the game shines. First of all this is naturally a card game. Many cards inside the game, and it offers different clever card plays along with a tableau engine building. In a game, all the cards won’t be played and sometimes the cards can be useless but sometimes can be very crucial. This reflected by the timing and compatible pairing with other cards (combos). So players need to adapt to every situation in the game and come up with the best solution to get the most points in the end.
Shiny metallic cubes
Okay, they’re plastic but seriously they still looks good and shiny like metals. I like to hold the biggest cubes in my hand, big cubes. Aside from the idea of same big size for all the cubes, I agree the different sizes makes it easier for color blind players.
Game flexibility
The end game relies on the players. There are three parameters to end the game and players are “semi-cooperatively” work towards that end. So in a way, players together is in control with the length of the game (which could also be the drawback in terms of unnecessary prolonging the game).
What I don’t like about this game?
Many. Yes, aside from the cards have heavy texts on them, makes it hard for players to read and prolong the game duration. And for new players, pretty much intimidating if they’re not omni or heavy-gamer people. The cards distribution can also felt unbalance.
The player board could be improved, to keep track the income track and the supply with the same components could turn your game experience a bit nightmarish if things turn sideways. Good thing that there’s a game trays for the player board (or should I say player mat?). The game length could be hard to determine because of the end game trigger, which based on players game plays.

#4 Scythe
pic3163924_mdThis one is one of the best, undoubtedly. You can see it on its Kickstarter project and how good the feedback is. Backed it myself and worth every penny. Stonemaier games has a very good reputation though relatively new in the hobby.
Why I like it?
Stunning artworks and immersive theme
Actually the game was purposely designed out of the beautiful and stunning artworks from Jakub Rozalski, based on His self-made universe of alternate world war aftermath. The scenes are jaw-dropping and awesome. One can own this for collection only and no one dares to argue. The game sets in a alternate history of world war where mechs were exist in 1820’s and there are some factions that want to seize control of the land. The factions not only shows different characteristic in appearances but also in abilities that affect the ways to play them.
Marvelous components
The game is heavy, literally. Many top notch quality components, as already known by it’s components quality, Stonemaier games didn’t kid around by chucking realistic resource tokens and metal coins, not to mention thick card board and huge enormous game board, and those mechs. Hands down, one of the best Kickstarter game projects.
Interesting game play
The rules seems intimidating, but once you break it down, it’s pretty simple and straightforward. It’s an engine building game with variable player power, area control, resource management, and semi racing game with interesting player interactions.
I love how the scoring works and the encounter cards also add a nice touch to the game theme. Battle doesn’t seems highlighted, so for Euro-gamers this should give a plus, direct conflict is down to minimum. So for those who expecting frequent battle, they might be disappointed. Though of course they can play it that way, it’s not guaranteed to be a winning strategy.
What I do not like about the game?
This is hard. Maybe my biggest issue is the game takes a huge table space, more if you use the collector’s edition bigger board. Also it’s better if players can accomplish more objective cards.

#5 The Oracle of Delphi
pic3302018It’s Stefan Feld new title, The Oracle of Delphi. Surprisingly in this game He didn’t make His usual point-salad game, this one is a racing game. Yeah, racing, surprised me. I do not consider myself as a Feld fanboy, but I do like and admire His games. There are many favorites among His games such as Trajan, Bora-Bora, The Castles of Burgundy, Amerigo, Aquasphere, The Name of The Rose and many more.
Most of these share the same feat, various ways to get points (point-salad). But not this one. In this game players need to appease Zeus by completing 12 tasks before anyone else. The player who completed those 12 tasks and managed to get back to the starting place, won the game.
I usually do not like racing game (Euphoria, Istanbul, Viticulture) so I am kinda pessimist with this one and did not get my hope high. Though I hope this could be like Lewis and Clark or at least as good as Automobiles for me.
So let see the summary…
Why I like it?
Stefan Feld
Okay should I admit that I might be a fanboy after all? Stefan Feld always counts something in my book. His games are awesome so far and truth be told in early days of my board gaming adventure, I planned to collect all of His games (though I’ve been lazy and distracted). So His name as the designer should be one of the reason why I like this game.
Dice Allocation
Yes, one of initial reasons why I like Feld was right after I tried The Castles of Burgundy. The dice allocation system is very clever and interesting (for me). What you can do with such dice really amazed me, and how He managed to mitigate the dice roll luck, the reason why I like dice games. And guess what this one also uses the same system and in addition, the dice are custom dice, superb.
The symbology and iconography
Okay, I do not know whether it’s Feld’s, Dennis Lohausen’s or the developer’s doing that makes it great but this game has such a clever implementation of colors / symbols in the game. Not only just to make players identify the elements in the game but also the various aspect or elements in the game are boiled down to these 6 colors / symbols. And extra, it’s color-blind friendly (bravo!).
Theme
Greek Mythology is one of the themes that makes me interested. So this one is interesting. Though I also think it’s lack of theme and quite abstract (most of His games are).
Rewarding game play
Actually aside from the racing game aspect, the game play is simple and quite fun. Okay Euphoria is fun and simple but somehow at the end of the day, its not really rewarding for me when lost the game. But this one feels slightly different. You can feel the excitement to complete task, moving around ship and matching the colors, tinkers with your dice and what combo you can possibly do with those God’s special abilities. So my verdict so far, its playable in the future. In fact, I already logged 3 plays in such a short time.
What I don’t like about this game?
I’ve experienced difficulties to set the map. Even there’s a pictured diagram for the basic map setup, it’s kinda hard to determine the shape of those map tiles because there are more then one kind (4 shapes and sizes). And Place Zeus in the center, what center? There’s no shallow in the center (at least not center, center if you know what I mean). And the cities should be placed in an equally-distant way (come one, it gives me headache). I also tried the random setup and it’s not easier (could be worse).
Racing game, as I already mentioned earlier, even the racing is not that bad, but if it’s not a racing game, it could be better for my taste. For example completing tasks gives you points (how many points is vary not on the type of tasks but the type of objects (monsters, statues, offerings or build shrines), this mean based on colors and each game it should be vary. I never favor a wooden die. Better other materials. Not really an issue but worth mentioned. I mean how good could this be if the dice are plastic or resin (just like in Bora-Bora) or whatever that is beside wood.
The Gods abilities and Ship tiles feel somewhat not balanced. I feel Ship tile that gives starting position on all Gods really overpowered. I also feel that Blue, Red and Yellow Gods are very useful throughout the game, unlike other Gods, which only used number of times for specific actions. But that’s just based on 3 plays.

#6 Word Porters
pic2948039_md This one is coming from Hisashi Hayashi, one of the few Japanese games that go international. His games are amazing and innovative.
I knew him the first time from Sail to India and then Trains. As these games are good, I started to check His other games and turned out His other games are also good.
And when I knew He has a new game with word as its main idea, well I like word games, so I immediately sold.
Why I like it?
Word Games

I love word games, and this looks a very nice addition aside from Codenames, Snake Oil and Dixit. The truth is, I think this is the successor of Dixit and Codenames combined. It shares unique features from both games.
Hisashi Hayashi
I don’t know from when I starting to like and hunt for Japanese games (maybe safe to blame Love Letter) and to be more specific, Hisashi’s games kinda always have special treatment in my eyes. So here it is, another Hisashi’s game that actually quite good and fresh.
It actually good
Turns out the game is very good. If you have second thought about this one because it looks similar to Codenames and Dixit altogether, well it has the same features but the scoring system is different and it changes a lot in the gaming experience. Since in Dixit you try to choose the one and in Codenames you play in teams, in this game you try to guess all other players. The feel is quite different (turned out it’s a big turnover) and it’s so exciting. So I still think it’s worth having in my collection (I own Codenames, Dixit, Spyfall and Snakeoil for your consideration).
There is a minor but essential deduction element in the game, which makes the game quite complex in meta gaming but not necessarily running the game entirely. So whether you use deduction or not, the game can still be fun.
What I don’t like about this game?
The only version is in Japanese though it has English paste ups in the BGG file section and the word cards have English translations, still hard to get this easily run smoothly. You need to get some efforts done, such as print the paste ups, stick it in the hint cards or use sleeves and insert it to the sleeves.
Also the English texts in the word cards are too small, it’s hard to read.
It shines with more players, the game can be played with 3-7 players, but with 3 or 4, is not as good as 5-7 players.

#7 Mask of Anubis
pic3104778_mdThe only reason I found this game interesting was the VR implementation into an analog game. Sounds and looks cool. It’s a Japanese game and not an easy one to acquire. I had to go to Japan to get this, though this was also available in Essen 2016 for a limited amount.
Why I like it?
VR Technology

Okay, technology implementation is always interesting. You can see many approaches from the likes of X-Com, Alchemist and such but this one is more interesting since it’s using our sensory and perception more closer. To play the game you need a VR goggle (which already included inside the game). The first time, you need to assemble it first which is not easy but I am sure everyone can do it.
The interaction is off the chart
In this game, it constantly demands interaction between players. Players need to listen carefully, explain clearly and work together to map the pyramid. It’s a very fun game to begin with, lots of talking, back and forth and getting things done. I also think it’s good for training your visualization skill (mapping it out in your head based on the description of your teammates).
Challenging with different people or group
since the main focus is people interaction and communication, it’s essential to have a good communication and interaction. But in order to do that, there are too many factors at play. Different people with different understanding, speaking skill and how their mind thinks really make this game challenging when played with different people. Though returning group find it easier from session to session due to teamwork and progressing communications.
A monster to explore
As you check on the maps (oh did I tell you about the app you need to install first before you can start to play this game?), there are many stages provide by the publisher, from easy to hardest. The difficulty is based on the scope of the map size. The bigger the map is the more points of view it needs. So, it’s rewarding in terms of game time. And also there also extra stage and time trial mode if you want to change the game mode.
What I don’t like about the game?
The VR goggle is kinda bit fiddly and fragile. You need to carefully use and store it if you want it long-lasting. The truth is you can always replace / substitute it with another VR out there (there are many cheap ones). The assembly instruction could be more helping and clear.

#8 Automobiles
pic2586265_md Another racing game, that I like. It’s about racing (Nascar) so definitely a racing game. Its a good game, quite thematic in spirit of the game.
Why I like it?
A racing game with racing theme
This really makes the game inline with the theme. A game about racing cars with a racing mechanic. So you can feel the atmosphere of speeding over your opponents and give them smoke!
It actually tense and satisfying
To get your car speeding away leaving your opponents behind or even make a come back by surpassing your opponents give a great satisfaction to anyone. Though in the end there’s only one winner, the game rewards you with some adrenaline along the race.
Bag building in it’s finest
Bag building is not a common mechanic used, it’s new and you can also find it in Orleans and Hyperborea (don’t know any other games that use this). But this one really works very good compared to those two (hyperborea too fiddly with the game map, while Orleans is too dry and bland). Okay the bag building also doesn’t important but that makes it good, its just a means, an engine for your car to beat others. So we need to make the engine better but the most important thing is the result. As long as you can beat your opponents or progressing you car as you expected, keep ’em coming!
Tweaking
You can try different or random setup for the cubes ability. So each race would not be the same. And there are 2 circuits to choose, which each has different characteristic that change how you race. So you can always tweak the game setting and feel it in different ways.
What I don’t like about the game?
Hmm, nothing in particular I guess. A good game without any flaw, oh well the box is too big because of the not so useful plastic storage.

#9 Railroad Revolution
This was my only blind buy in 2016 that turns out pretty good. My two reasons were because it’s from What’s Your Game? and its price was reasonable.
Why I like it?
What’s Your Game?

What can go wrong? Yes, they have been releasing good quality games so far. Well, Signorie and Zhang Guo are the least of my favorite, but still good games nonetheless. I like how they present their image and well also because Nuno and Paolo are with them (can’t wait for Brasil).
Simple rules
After reading the rules once, it’s quite straightforward. Easy to grasp rules and the actions are very streamlined. Its enjoyable and rewarding, though unlike my top favorite heavy games such as Madeira or Kanban.
Cool Worker Placement
Okay, actually it’s just a simple one, place a worker in an action, do the action and take a bonus. But the bonus depends on what kind of worker you use to activate the actions, different not based on the worker type but also on the action it’s used. Simple not really that innovative but somewhat fresh yet simple.
Why I don’t like the game?
One thing for sure, What’s Your Game? is notoriously known for its warped game board. Don’t know why they couldn’t make their folded board flat in the table. Encountered the same issue with Madeira and Nippon.
Another issue is the restricted actions, don’t get me wrong, but simple actions and set of rules intend to do just this. There are basically only 4 actions on a player’s turn and there’s nothing that a player can do outside that. So whether a player want to build a station, rails, telegraph office or trade, you need to do it. The only thing that makes them different is only the kind of worker you used to do the action. So the game is somewhat constrained in a specific length. Which not always a bad thing, just consider it as game rounds. Also the condition of player’s action is somewhat solitaire and there’s no blocking in the game. Of course there’s a minor element where player’s get the first bonus effects but that can be mitigated easily by playing the right worker in a certain action. The last thing is the iconography or maybe graphic design elements. Don’t get me wrong, Mariano Iannelli is a talented artist but from what I see with this one, He didn’t take this 100%, the icons were bit off, out of place and not really suitable. Just call it designer’s perception, but that is it. Not affecting the game play and surely won’t be matter to anyone.

#10 Covert
pic2744644_mdDice…. yes dice. Would love for a good dice game.
Many said that this game is good and couldn’t wait to try it.
Why I like it?
Dice allocation
is always interesting, the actions are blockable by dice value so you need to prioritize, so there’s a good decision and planning in it. After you roll your dice, you need to figure what are you going to do with those dice, checking other player’s dice results too.
Theme
Its a secret operatives / spy theme. You need to gather intel and travel around the world to complete missions.
Why I don’t like this game?
First, the dice roll is too random, you can plan it but there’s a time when you really really get a bad roll. Next is the code breaking, it’s fucked up. Getting first is important but the rest only luck left that you can break the code after other players messing it up.
There’s no modifier for general. Okay, there are some, but not easy one to get. If only it has same one like workers in Castles of Burgundy or something. Fixed action to spend dice to get modifiers.
The world map is kinda bit complex. it’s hard to find a location (though it’s already color coded. Also there’s an inconsistency in the iconography, I don’t know why they did not use the same icons.

There were also some games that worth mentioned, like these games below:
Quadropolis – As you notice, it has Days of Wonder’s game quality and characteristic. It has family-friendly value, easy to grasp rules and interesting play. The real deal is about set collection in a 9×9 grid tile laying game. There’s a small bit of worker placement but not quite a classic worker placement since the worker is more like a resource. This one is not really my taste just like their other games (though Five Tribes is on my collection).
Thief’s Market – Surprisingly good beefy filler, though the rules are simple and straight-forward. But the game’s hook is what make this one good. The dice distribution is really clever, players  are forced in position to decide how they take the dice in a clever way to achieve their goals.
The Castles of Burgundy: The Card Game – It’s the card version of one of my most favorite games and though at first thought skeptically at it, it turned out OK, well yes not good because too simple for my taste. Good thing this is perfect if you want a fast game (30 minutes or under an hour) with casual friends, since it’s very simplified with the building types, restriction of tile laying and also small-generated points, strictly a set collection card game.
Waka-Tanka – A friend introduced this one to me and wow, we had fun. It’s a bluffing, push you luck game that could make your night with friends unforgettable. I consider this as a filler. An OK filler game with casual friends.
Dairyman – Got this one from Japan. It’s a very simple Yahtzee style of dice game. The interesting part is the decision offered to players whether they want to pursuit another risk to get bonuses based on partial stages in dice rolls. And the use of freeze tokens and additional red dice improve the game.

And also some that I really want to try, interested but still don’t have the time to try it.
A feast for Odin – It’s Rosenberg latest, another monster after Caverna. But what I do not like is the idea of Rosenberg’s games is really centered in the same idea, like it’s an improvement of some sort from the same game between Agricola, Le Havre and Ora et Labora.
Cry Havoc – A Blood Rage killer? Okay that’s way ahead of it’s head. Blood Rage is a beast and though it seems like one, I do not think it is. A good game maybe, I really interested in the conflict resolution system, which kinda unique. But still this is an area majority game in the core.
Inis  – Been hearing good things about this. It’s the new title from Matagot in the same line of Kemet and Cyclades. The cards are so beautifully represent Celtic’s art visual theme.
Vast: Crystal Caverns – One of those games that I really want to try. It offers a very unique game play and experience, a new level of variable player power. It’s a game where players have different goal, which change the way they play in the game. Sadly it’s hard to get and quite expensive, and lastly I do not know if it’s within my taste or not.
Cottage Garden – I love Patchwork and this one really tingles my love of it in a very different way. Patchwork seems mathy, this one seems a lot more fun and more space to move around. Would love to get this one.
Vinhos Deluxe Edition – I really want this one, since I wanted to complete my big box collection of Vital’s game, I alread had The Gallerist (and Kanban though it’s not in the same line). One said this game is the most complex of Vital’s games, so really interesting to see this one compared to Kanban.
Black Orchestra – The idea and theme sounds good and yes I love the artworks. Simple as that, though I do not know is the game really work or not for me.
Dream Home – Look at those beautiful pictures? Who could resist this one? In this game you build a dream home of yours by drafting cards as rooms, specialists or even tools. Definitely will pick this one once I have the chance.
Lorenzo il Magnifico – One of my most wanted list, the box cover is so stunning, though the in-game artworks are not. But hey, this is Euro and a good Euro is simply not based on it’s artwork. Been hearing good things about this one and definitely want to have.
Solarius Mission – Okay, this one lost against Terraforming Mars, but not totally, since I still want it even after I got Terraforming Mars. I do think my wife will prefer this over Terraforming Mars being it’s more towards classic Euro feel than TM.
Beasts of Balance – I’ve seen this on Kickstarter, though as much as I really wanted this, I did not back it due to the expensive price and a children game likely. Yes, this game helps children with their hand coordination and animal / shape recognition. Though the technology they used is slick! Would love to try or have it.
Fabled Fruit – A new mechanic in the board game world, fable. Not the same as legacy but it offers a progressing game in a series of sessions where players keep progressing the game even after several plays until the game run out of resources (in this game’s case it’s the cards). Unfortunately the cards have pretty moderate in-game texts.
Oceanos – Bauza’s new game with drafting mechanic (thinking 7 Wonders) but offers a new element of decision in it. Definitely will pick this one once available, already watched Rahdo’s runthrough and I fell for it.
Roll Player – The rare of the bunch. Its a dice game with role playing theme. And it’s so awesome. I really want this so bad but it’s hard to get. Passed on the Kickstarter because of the shipping cost. Hope I can get this game soon.
Ulm – The first impression I get when seeing this game is Pillars of The Earth, because of the 3D-like building components in the center of the game board. And it gives certain vibes of a good classic Euro, so nailed it.
The King’s Abbey – Actually already waiting for this for quite a long time, even before it’s released. Based on the description it’s a medium heavy game about building an abbey. Sadly I had to pass on this when I had to choose whether getting this or Domus Domini.
Legends of The American Frontier – Wow, just wow. This game was on my wishlist for a very long time. The Kickstarter project took a very long time to complete. I love the idea / concept about being a legionnaire and working their life career with various choices. Love the artwork too, beautiful. Sadly the high roll and price really kinda turned me off.
Round House – Finally got this just now and I am looking forward to try it. Rahdo said it’s good and it’s from the same designer of Burano (which I also want it). The rules seemed simple and interesting with rondel and worker placement.
Dragoon – I just interested on the game components, which are sick with metal dragons, cloth map and others. But after rules reading I thought it’s too simple for my taste.
Moonquake Escape – Damn I really want to get this, the components are very eye candy though I do not know how the game turns out and does my wife will like it or not judging by the game’s alien theme.

 

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2015 in Words

dav

Gaming with friends in IBG 6th Gaming Camp 2015

2015 is a Kickstarter year for me. First of all I am not a Kickstarter maniac or regular. Usually I tag along friends backing a project (and yes all of them were board games). I don’t know why and how this year I grew some balls to back them independently. Even offer some friends to tag along.
If came to think of it, I didn’t really know what was the reason for the change.

In total there were 9 Kickstarter projects that I backed, though not all of them are by myself. Those nine are Above and Below, Trickerion, The Gallerist, Guns and Steel, Soccer 17, Eminent Domain Exotica & Battlecruisers, Gloomhaven, Scythe and The 7th Continent. The latest three were crazy backing, because the three were around at the same time and they’re not tiny and small cost games. A peculiar feat for me personally. In fact most of the nines are expensive games (consider the shipping cost) counting Above and Below, Trickerion and The Gallerist.

I still waiting for the completion of Gloomhaven, Trickerion, Scythe, Eminent Domain Exotica & Battlecruisers, and The 7th Continent. Trickerion completion should be in progress but I doubt it will arrive in 2015, my estimation is on the first week of January (or second). The others are undeniably completed in 2016. Guns and Steel has the fastest record on Kickstarter completion on my book, it showed up like magic, ZAP! And it’s in a good condition even it was mailed only in small envelope pack. I love the quality of the game box and cards. Soccer 17’s completion was also in time, this was likely because it’s shipped locally in Indonesia. Above and Below also turned out good, perfect condition though there was small issue from the custom office. My friend sorted it out thankfully. The game is perfect, love the components and fly with rainbow colors in my expectation. Maybe my biggest issue was from The Gallerist. This project was spectacular, in terms of game play and components. But it’s the opposite when talking about the service and attitude of the publisher. I was greatly disappointed by their service and would no longer back their future projects through Kickstater. Very sad consider how perfect the game is. One of my most favorite games in 2015, it might be the best. Moongha Invaders was finally completed in December (after waiting 3 years) which is good. The box is big and heavy, we backed it with quite a deal in group pledge. Eminent Domain Microcosm was smooth, it arrived in good condition and I like it very much for a 2-player microgame. The disappointment was in Viceroy. Sure it had lots of stretch goals and bonuses, I even added the playmat into may pledge. But unfortunately the game was wrapped only in plastic bubble wraps which inevitably arrived badly damaged. The box was no longer a box, full tear in several sides. I demanded replacement from the publisher but they only managed to give the replacement in the next batch of printing (which will be in 2016). The game also not that impressive.

In total my board games acquisition is 38 games, which is already more than 2 games per month. Crazy indeed, and I still whined there were many titles that I’ve missed along the way. Those games are Aquasphere (KS), Revolver 1.4: The Tarnished Star, Hawaii, Rum & Pirates, Caverna, Microcosm (KS), Kanban: Automotive Revolution, Super Motherload, Craftsmen, Wildcatters, Patchwork, El Gaucho, The Witches, Hattari, Minerva, Eminent Domain: Escalation, But Wait There’s More, North Wind, Spyfall, The Ancient World, Roll For The Galaxy, Lord of The Rings (given by a friend) with expansions, Super Rhino, Black Sheep & White Sheep, Sukimono, Too Many Cinderellas, I Hate Zombies (KS), Viceroy (KS), Discoveries, Guns and Steel (KS), Dark Moon, Terra Mystica: Fire & Ice, Nippon, The Gallerist, Above and Below, Moongha Invaders and Soccer 17. Also bought Maskmen but the game is not arrived yet, probably after new year, so it’s not included in 2015.

From 38 games, only 5 games that I sold almost immediately, I Hate Zombies, Stockpile, But Wait There’s More!, Black Sheep & White Sheep and North Wind. I found I Hate Zombies to be far less entertaining, immediately sold it. But Wait There’s More was kinda impulse buy because of Snake Oil, never had the chance to try it but from friends testimony I decided Snake Oil still a better one and no need to have more than one for this kind of game. North Wind was too light for my taste, kinda repetitive and it’s heavily lean on luck of the die rolls. Black Sheep & White Sheep on the other hand, I couldn’t stand the rules which was poorly translated to English, decided to throw it away. Stockpile was an exception, I sold it because I already have the PnP copy and I had to keep one of them. Apparently letting go my hard worked and full of sweat print and play version was harder than the original one. So I sold it to a friend.
I received Lord of The Ring plus with 2 expansions from a very kind friend, which he no longer need it in his collection. It’s in a bad shape but still a good addition since I love the theme. I planned to have a custom box made for it.

Some notable games worth to mentions are:
Aquasphere. This was the latest game from Stefan Feld and I like it very much. It replaces The Castles of Burgundy for me. The vibrant colors are very interesting to see and the programming actions are amazing and brain burning at the same time. Simply a great game.
Kanban: Automotive Revolution. Okay, this is a beast, why? Because it’s a beast, that’s why! My first Vital Lacerda’s game. It’s complex and very heavy, but it’s beautiful. Best game of 2014 for me. I only managed to try the “Mean Sandra” mode recently and was surprised how different it was and immediately got hooked to it.
Rum & Pirates. Another classic from Stefan Feld, this time it’s one of his old early games. I got it as a birthday gift from my girlfriend and it’s not a hit for me, which made her kinda sad. Sorry girl, cannot lie about it. Its a fun game but somehow it frustrated me. It’s just the die rolling thing is not my best choice.
Super Motherload. Okay, a card game that combines puzzle game with deck building mechanism. Interesting and it’s good. I decided to sell Blood Bowl in order to give space for this one. Just enough for deck building games in my collection I guess. I paid quite  a hefty price for this via ebay.
Wildcatters. I got this game from a friend who visited Netherland along with Patchwork and El Gaucho. This is a majority game in disguise of an oil company stock market game. I love the visual presentation of the game and it has ‘Brass’ feeling in it.
Spyfall. A friend brought this hyped game and after one play, I was immediately hooked. Ordered it from him (luckily he still had one copy left). It’s a good social deduction game and a good addition to my filler collection alongside The Resistance: Avalon and Snake Oil.
The Ancient World. I skipped the KS project on this one, and after several occasions passing the opportunities, I couldn’t hold myself to get it. It’s pricey but nevertheless my first Ryan Laukat’s game. Damn, I need to find a way to get that City of Iron 2nd edition and Artifact inc. It’s a simple worker placement / set collection game and it has ‘The Pillars of The Earth’ classic worker placement Euro feel in it.
Roll For The Galaxy. It’s the dice game to Race For The Galaxy, which I almost hate because I never good at it (completely not it’s fault). This time I tried  my friend’s copy and immediately fell in love with it. Definitely better than the card game. So I snatched one copy and secure a place in my collection. The rolling action of the dice on the cups are novelty, a signature to the game.
The Gallerist. This is simply a work of art. Starting from the illustrations, components and to the game play itself. It’s better than Kanban in several terms. It has semi-coop feel and non-blocking actions in it, which makes it more friendly and forgiving than Kanban. When I received the game, I was surprised with how huge the box was. It was huge, almost as the size of Eclipse box. I love the box insert (very functional) and how thick the tiles are.
Nippon. Nuno Bizarro Sientiero and Paulo Soledade designs are amazing. I said it from Madeira and Panamax. They’re instantly become a hit duo-designers by designing their first game, Madeira and no one even saw that coming. I think I have click with their games, so when I knew they wanted to launch a new game (Nippon) also from What’S Your Game?, it’s an insta buy for me. I pre-ordered it instantly as soon as it’s available for PO. The game was amazing, very solid, very simple but don’t get me wrong, there’s a beast in it. I needed 2-3 plays to realize what kind of game this was. It’s like Russian Railroads. There are lot of things you need in so little time (literally). Timing is important, take part in scoring is crucial, optimization is mandatory if you want to survive this game. Bravo and salute to them!
Above and Below. Another Ryan Laukat’s game, this time I successfully backed it on KS. It’s pricey but totally worth it. Beautiful illustrations and compelling story mashed together in a good game play. As I read somewhere in BGG, a user wrote that Ryan’s design is far from death or hopelessness. Ryan’s games are juice out optimisms all over the place. I really enjoy my first try and eager to play it again soon. I believed I was not mistaken not to pass this game. It’s about time for him and I knew it.
Moongha Invaders. My longest KS project ever (well not really, since it’s already completed and The Fallen City Of Karez still not yet complete), with more than 3 years time. Finally I received the game. It’s huge and full of miniatures. Okay Martin Wallace might be suck it up big time for doing minis project and won’t be doing any of it in the near future. Sorry for him. Moongha Invaders is one of a kind Wallace game. No other of his games are like this. Just like A Study in Emerald, this is also different. The game really lies heavily in high rolls and guess what, surprise surprise, no modifier. Ain’t that something? But I like it (I might be subjective), it gives different feels, fun and fresh. Cannot wait to try the 2-player variant.

My play time also decrease exponentially compared to the previous years, this might have anything to do with my work in new place. Often come home late night gave no more time to play games. I also didn’t have time to do any player aid designs and retheme for Play On Print. But recently I started to design games again, I hope it’s productive (it must be!).

Let’s talked about gaming groups. Yes, less and less gaming groups each year. More specific and selective than before, am I a bad person? Well can’t blame me though! With less play time I found each play to be far more precious and selecting the perfect group is crucially important. Yes, cannot afford to play game with bad experience. I still have the urge of playing with new people, random people, to introduce new games to new players and maybe participate in the community grow. I still excited to explain games to others which is still good. Uh yes, still in the tradition on my community each year, this year we also successfully held a gaming camp (this was the sixth) last November. It’s good, not really many players just because we intended as it was to maintain good gaming ambience. Hope to hold another one.in 2016, and maybe some small gathering or camp.

Looking forward in 2016. I guess next year I’ll have less purchase because of life and less play time also because of life. Need to do something about my life and I hope things will be better in the near future. Okay back into games. Very looking forward to Gloomhaven, Scythe and The 7th Continent completions. Also need to filter more strictly in game purchases. I also participated in 10 x 10 games challenge in BGG and the games in my list are not easy tasks. Trickerion, The Gallerist, Kanban and Nippon are included on the list, these are beasts. Fingers crossed!

I guess that’s all for 2015. Wish you a great celebration welcoming the new year. I have no doubt will be gaming off the 2015 into 2016. Play more, buy more!

Happy Gaming!

 
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Posted by on January 2, 2016 in Article

 

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