RSS

Category Archives: Dice Games

A game that emphasize on it’s mechanics and game play which fairly involves the use of dice (resource, management, allocation, etc)

Dice Manipulation at Its Best

pic3496086Sentient Review
J. Alex Kevern made some pretty good games over the years such as Homesteaders, Gold West and World’s Fair 1893 and his latest game is Sentient. Sentient does share some of the features found in his other games, but there’s one thing or two that Sentient doesn’t share with his other games. That is it’s dice manipulation aspect which is the core mechanic of the game. Sentient comes pretty much with awesome contents in a bit smaller box game. You can find a bunch of components inside like a deck of oversized cards, several wooden markers in player colors, 4 sets of custom dice, investor and VP tokens and several boards.

What is Sentient
The main appeal of the component lies on the custom dice, which they’re vibrant in colors and have custom etching than just regular d6 dice. I mostly attracted to the game because of the dice. Though the game has a small table footprint and presence because it doesn’t have a main board and the components are relatively not many.

So what Sentient is about? In the near future, the world has invented artificial intelligence that is applied to bots to handle most of human activity in diverse sectors such as industry, service, transport, military and information. Controlling these sectors will prove to be crucial to be the best corporate among others. In this game, players will control a mega corporate that race to program the best bots in order to attract the right investors toward their favors.

DSC02082

How to Play
A game of Sentient lasts for 3 rounds, which in each round players will assign agents to different locations to get their desired bots and attract investors. At the start of each round, players will get a set of dice, 4 agents and 5 assistants in their disposal along with a 2-pieces board that will form their corporate’s name. At the start of each round players will roll their set of dice and assign them to each location on their board based on the dice color. Starting from the first player and following the turn order, each player will either place an agent to get a bot card or pass by spending their pass marker (if they’re still have any). Placing an agent can be accompanied with assistants. They can place more than one assistant if it suits them in order to increase their chance to attract investors.

The card that they take, must immediately placed below their board between two of their 5 dice, once placed, this card will modify / adjust the dice on the left and right of that card unless they assign assistant to cover the card effect (they can cover both of the card’s effect using two assistants). They can choose to pass instead of getting a card, if they think it’s not a good time to take a card or maybe they need to reset the board. Passing is placing a pass marker on the next round marker, and then reset all the cards on the display, refill cards from the draw pile if only they still have at least an agent left, if they have none, they just place the pass marker and then end their turn.

DSC02178

Once all players have passed, the round ends and the bot cards are score. Each bot card has requirements in order for the card to score. These requirements are shown on the top center of the card that relate with the dice value beside the card. If the requirements are satisfied, the card scores a number of points shown on the bottom left corner of the card. Once all cards have been checked, the cards are removed and keep in a separate pile for each player to be scored at the end game. And then the investors are resolved based on majority of influence fight over that investor. Each agent and assistant in count as one influence, if there are ties the most agents will break ties, and then followed by turn order if there still ties. Player with most influence will get the investor tile while the second most get one point. Return all the agents and assistants back and reset the card display. And then the next round begins.

Players repeat the above process until three rounds and the final score takes place. All the cards that they have will be scored based on type. Count the number of card from each type and multiply it with number of investor of that type. Players do not score points of a certain type if they do not have either investor or the card of that type.

DSC02180

My Thoughts
I find Sentient to be a very solid game. It has very simple rules and mechanic but yet it’s full of interesting decisions and deep thinking within the game. It’s not a dice rolling game, though the dice are rolled it is not considered to be dice rolling, since players only do it once per round and not taking actions by rolling it. Instead players manipulate those dice to achieve the goals from their cards. Its kinda inappropriate to say players modify their dice as it’s leads reader to assume they do it by choice. Partially players are confined with restrictions of each die to satisfy two cards while the means to modify them are come from the card itself. Such restrictions provide mini puzzle yet complicated to solve on their own. Each card modifies two dice and yet each die is modified twice (exclude two dice on the side) by two different cards. This interconnecting yet unrelated precedent lies something to ponder which makes the game such a clever gem. Not just that, it gets more problematic with how players allocate their assistants. Assistants are used for two things (unrelated to another and yet so essential to each of its own), to contribute in investor majority and to grasp control over dice manipulation. Five assistants are never enough for each player. Sending all five of them to investor majority is ideal, but how good can you modify the dice without the help of your assistants is the question players try to answer by choices of their actions. Not having assistant(s) at the last turn could be problematic since player’s plan might get ruined and soil the two cards scoring potential. Keeping a good deal of assistant for the last push to ensure majority also proof for easier control over majority.

DSC02085

The game has very simple rules, this really helps the game to shine with it’s core mechanic of puzzle dice manipulation and set collection. The investor scoring is very powerful though it’s seemed hidden because scored at the end of game. Don’t ignore it cause I don’t think there is no other way to score big as big as investors can potential bring. Focusing on single type is always the best way, since the nature of multiplication reveals as exact science, higher multiplication provides higher sum. Here lies the interactions, where players must carefully check their opponents’ plans. If one player was running freely to collect what he want, he’s most likely winning the game. With this being said, the player count will make the game different. In a 2-players game its most likely the game to be very tactical, with one opponent to focus on, players can figure out and counter or block their opponent intention, while with 3 or 4 players, there are things that players have to (or forced) to ignore due to which choices is more beneficial to them.

I like the nature of the game, it can be frustrating to some extent, not getting cards that you want or maybe your dice and cards are not perfectly aligned like other players. But for a simple rule game that last for 45-60 minutes, it surely packs a heavy punch. It offers you some extent of puzzle element to figure out the best optimal placement of your agents, assistants, card scoring and the investors. The core idea is to get maximal points from investors and card type while also scoring those cards via dice the best you can. I do not think that players can top that end game scoring with just scoring cards throughout three rounds while abandoning investors, they are the big bucks. It’s not a difficult game, but the restrictions put the players in such tight and dilemmatic position where they need to decide which card, which investor, where the card is placed within a series of actions in a round. This makes the game really shines.

dav

Of course not everything is a plus inside this game. I think it’s considerably expensive for what the components and game weight level, but hey we’re in for the game play right? One nitpick is, it’s too bad that the card illustrations are not one of a kind. They’re the same for each type regardless have different scoring requirement. The wooden pieces could be bigger, especially the turn order and pass markers. Assistant markers are understandably fit to the modifier icons on the card, though agents could be more bigger. And having a play mat or game board to hold all the cards and round markers in one board sounds like a really-really good component improvement to make the game looks more exclusive. It is definitely improves the game presence in the table. I also think the game has so few variabilities, all the cards are used, all investors are used, it could use some randomizer in the game though it will surely affects game balance.

DSC02177

Advertisements
 
Leave a comment

Posted by on July 2, 2018 in Board Games, Dice Games, Reviews

 

Tags: , , , , ,

Taking Dice Roll to A New Level

pic3477004Dice Forge Review
Dice Forge is a new innovative dice building / dice rolling game from Regis Bonnessee, a French game designer that came up with Seasons and Lords of Xidit. I found Seasons to be amazing, played it several times back in the day and I really love the dice. Though the dice present the game with resource generated drafting mechanic that visually popped up among other components, Seasons is a game of tableau building, there are many card chains and combos within it that players can explore exponentially once they knew the basic. I found the cards have high interaction and pretty much take-that. I am not a fan of the later, Lords of Xidit which focuses more on the programming aspect, I found it to be painful or I must say brain basher to figure out what your next moves are. Dice Forge is kinda bit evolved from Seasons to say the least. The dice are truly the essential components where players will improve their dice throughout the game in order to get points in several ways.

Theme
There’s no strong theme in here, though as French games usually do, they get help from the visual department. You can see it oozes with theme and flavor with their beautiful illustrations. In Dice Forge, players take the role of champions who will compete to be the best among them, to earn glory and rewards by the Gods. They will visit temples to get blessings for their adventures, finishing quests or tasks (cards) by defeating monsters and such from one floating island to another, gaining Glory points from the Gods. Well it is have better theme than games with city name and doing something there to get points (theme wise).

pic3637811

Artworks
There is no doubt, beautiful illustrations are presented in the game throughout the cards by a French artist, Biboun. Oh I know what you think, it’s not Naiad. There are many many great artists from France and their works are peerless among them. I must admit that the box cover is one of the best cover in board games. Thank goodness it’s changed from the original version, which more look like the cover for Loony Quest. The cover is so simple, clean and elegant. Yet in details, it conveys the important element that supports the theme. You can check it out from the reflection on the red ruby (kind of) image in the center of the cover. And let’s get into the cards, there are many many interesting characters decorating the cards. Though most of them lack their backstory, they’re still amazingly illustrated.

pic3477004

Components
Now this is the best among the physical parts of the game. The artworks are good, but the components are better than good (if not great). The first components on the list are the dice. Aside from being big-chunky plastic dice, the dice can be customized. Yes, you can change faces of the die with different faces. The general idea of the game is that players can improve their dice for better roll results. In order to accomplish this, they need dice that can be customized, broken apart its faces and change to another one. They did it pretty well, applying the idea from a previous game called Rattlebones. Unlike Dice Forge, the game has several customized dice as a smaller part of much more bigger mechanic combinations. It is there but not really stand out. Dice Forge changed this and came up with a very interesting way to pop up the dice customization element. At first there were some concerns among the dice performance. Considering the material, would the dice durable enough to stand through time and uses? They turned out okay I guess. Now there are some cases showed difficult process to change the faces and I was quite aware of this. The next part is the game board, which has a pretty much unique shape unlike common traditional square / rectangle boards found in other games. The boards have several die cut shapes to hold the cards around it. Its totally cosmetics, but still add attractive value to the public eyes. The player boards are simple, a single board with die cut holes to hold the cubes, sadly most of them came up bowing / not flatly lie on the table surface, perhaps because of the storage solution. Speaking of storage, the pre-built plastic tray really works well with the game components. They let you organize the components neatly without a fuss of spilling all the bits out of it’s place. A good job from the publisher.

DSC02307

The Game Play
Dice Forge is playable from 2-4 players, within 45-60 minutes. It’s played rather quite fast due the continuous rolls from the players. The game lasts for 9-10 rounds, but each round played very quickly. Roll dice, activate cards, and take an action(s). Players take turns in clockwise order. In a player’s turn, all players roll their dice in Major Blessing phase, and then the active player take his turn to activate their cards, then take one or two actions. Major Blessing is players rolling their 2 dice to generate income in the form of Sun and Moon shards, gold and Glory points. In this phase all players take the Blessings, regardless who’s the active player is, this give players constant interactions even it’s not their turn yet. Then the active player may activate one or more of His cards before taking an action. The active player action is simple, He need to choose one of the two available actions, whether to upgrade their dice or buy a card.
Players upgrade their dice by spending Golds in the Temple. They can buy more than one die face, as long as it’s not the same ones and they have enough Gold to spend. They must immediately forge the newly purchased die face(s) to their dice, placing aside the replaced ones beside their player board.

pic3376303

Cards are acquired by spending Moon and Sun shards based on the card cost. They can only buy one card at most during their turn, but they can have more than one card of the same type. Once bought, they place the cards face down in front of them, resolving any immediate effects of the card. Players also may at most spend 2 Sun shards per turn to get an extra action, in which they can use it either to buy a card or upgrade their dice. This extra action works the same as their regular action. When buying a card, they move their player marker into the related spot, if there’s another player marker in that spot, they got kicked out and return back to its original spot and get to perform Major Blessings (re-roll their two dice and gain the results).
Cards have different effects, immediate one-time effect, once per turn activation and also end game Glory points. The game comes with 2 different sets of cards, basic and advance sets. For first play it’s recommended to use basic set, but don’t let that stop you to use the advance set from the beginning if you and your group are frequent gamers. The basic set cards have more simple and straight-forward game, while the advance offers more fluid and interaction between players. There are some die faces that can be acquired only by purchasing cards. After the game ends, players tally up their Glory points from cards and Glory track. Player with the most points, wins the game.

pic3952201

Replay Value
Being a fast-paced and simple game, it leans to the fact that the replay value might probably goes down the drain after several plays. There are some things you can explore though, there are some strategies on it, what kind of cards you get, upgrade your dice in different focus also make a difference. First, the basic and advance set surely give you different plays, and you can also try to mix the cards between sets to give more different plays. But among all of the above, it’s still a dice rolling game, you cannot mitigate the luck aside from increase your dice probability with better die faces. It’s a 30-45 minutes game, so you can play back to back and explore your strategies. I found the game to be very simple, though luck plays a great role in the end.

 

My Thoughts
It is undoubtedly one of the best medium (of not light) Euro games with dice rolling mechanism that plays very fast and constantly engaging to all players. Not to mention the components are beyond standard and really attract people to look over. The illustrations are great but also offers clean design with its white dominant background. Luck plays a great role but for a 30 minutes game, I wouldn’t mind. Plus, rolling the dice are so fun, even if you roll bad (I found this experience to be particularly different for each person), you always wanting to roll again and again. There are some meat in the game despite the easy and simple game in the surface where the aim is to build your dice as effective as you can and get the right cards to build your engine and grab huge points along the way. It is very suitable for both casual and gamers alike. The only issue I have with the dice is the fact that I found it kinda hard to remove its side with my bare fingers (its a fact that I have injured my fingers trying to remove its faces during play). From my experiences, sometimes it’s hard to change the die faces, you can use your nails but beware, you might hurt yourself. They suggest to use the corner of the die face to remove the die face. Its doable but I found it still difficult to do. Luckily I have a component from custom dice promo from Rattlebones that has the sole purpose to remove the die face, and it works pretty well. Sadly I only have one, so need to pass it on to other players during the game. I recommend this game, it’s fun, it’s great and plays fast!

pic3935154

 
Leave a comment

Posted by on June 5, 2018 in Board Games, Dice Games, Reviews

 

Tags: , , , , , , , , ,

Essen 2017 Highlight Preview Part 7

Okay, it’s 2018 and still there is a long list of Essen 2017 games to be done. Have you acquired some of them? Feel free to share the new collection or discuss them here. Now lets move along to the seventh part of this long preview.

pic3736981_lgPULSAR 2849
2849 marks the beginning of an interstellar energy boom. Human finally invented new technologies that can harness or utilize the energy of pulsar for many different things. In this new dawn, players as corporations do not want to miss that chance and compete with each other to take part on this historic event by building megastructures in space. Okay, this sold me out, though I tend to avoid space sci-fi theme due to my wife’s disliking of the specific theme. My main interest honestly lies within the designer behind the game, Vladimir Suchy which designed Shipyard in the past, a game of building ships, which my wife really fond of.  So what game is Pulsar 2849? It has a round-shaped board showing a space in the galaxy with a star cluster and many planetary systems. In 8 rounds players will take turns to draft dice and allocate them to different parts of the game. There are so many actions to choose over the turns, players can move their survey ships around, develop pulsars, build energy transmission, patent technologies, and work on special projects. These are major things you do in the game, the truth is there are many other small things under this major actions you need to do. One of the interesting things in the game is the engineering and initiative tracks which run side by side depending how players want to use it. See, while drafting dice, players can choose any die but they need to pay the cost based on the median track of the available dice of that round. They need to pay the cost with their engineering or initiative. The thing is the higher the die value, the better it is. So I guess the game mitigates this issue by making the players to pay the cost, which getting a high value die is more expensive than the lesser ones. When paying the cost they can choose to move out one of their tracks (engineering or initiative) based on what die they take and its current median. Initiative will determine the turn order of next round, while engineering is like an income for energy cubes based on the position of the markers. When the game ends players score points based on their goal tiles, purple patents, claimed pulsars, leftover engineering cubes, and stations. There are so many things spread around the game and with those come so many choices to choose for. It feels like a point salad game, while you gain points based on what you do. I like how the game looks and can’t wait to try it out.
pic3816942_lg

pic3364832_lgPHOTOSYNTHESIS
This game is very interesting, you can see it only by the looks of the game set up on the table. There are card board trees, many card board trees. So the game is about the title itself, photosynthesis which is a process used by plants to convert light energy into chemical energy so that they can grow. In this game, players will be one of 4 different varieties of trees and compete to grow and spread their seeds in the sunlight. In the game players will get a player board with slots for many different size trees of their variety. There are 3 sizes of trees, small, medium and large. And players will start with 2 small trees on the board and can work to grow them and add more trees into the board. In order to grow, players need sunlight to light their trees. But the sun moves around and cast shadows. Shadowed trees cannot grow because the sunlight cannot reach it. That shadow comes from another tree blocking the sunlight, since there are different sizes, larger tree will cover the sunlight from smaller ones, making them cannot grow. In the game, players can buy trees from their player board to their supply by using light points, plant seeds around their existing trees on the game board, grow trees by using light points and collect scoring tokens by ending the life cycle of large trees. The game ends when the sun rotates 3 times and the last sun revolution counter has been drawn. I found the game has a very really simple set of rules but offers very deep tactical choice within the game. Players need to plan and take actions carefully by looking at the board situations and how opponents will act to determine what is the best thing they need to do on their turn. The components are good, it’s very nice to look at, definitely eye candy over the table. And the most important thing is it has a very nice educational value for kids (or adults alike) about how trees grow.
pic3821681_lg

pic3553913UNTOLD – ADVENTURES AWAIT
This interesting storytelling cooperative game is played using a set of Rory’s Story Cubes. For those who don’t know Rory’s Story Cubes, it’s a set of 6-sided dice with different symbols on each side (the symbol is unique one of a kind in a set). In the original game of Rory’s Story Cubes, players will roll dice and set a story from the rolled dice. It’s a loose game of storytelling. Now in this game, they took the cubes usability to a whole another level. With some rules and standard guide they create a structure needed for the dice to be used in a way that players will try to make more compelling and structured good story. Before the game starts, players will set a base story in the episode guide as a starting point and setting for their story to expand. The game also comes with character creation, a quite loose one at that. To create a character, players can use the story cubes (dice) as assistance to shape the character or do it freely and then fill out the questions on their character sheets. A character can also has special abilities along with companion or items than can helm them on the story. As most of good stories, it’s broken down to several scenes (orderly fashion), starting from A Dangerous Dilemma, The Plot Thickens, An Heroic Undertaking, The Truth Revealed and The Final Showdown. Based on these scenes players will reveal scene cards to guide them with their story. The symbols on scene cards will determine how players will use the die of their choice. Since this is a cooperative game, by the nature of this game, there will be an alpha player issue. It requires some sort of creative storytelling and imagination level from the players to create a good and interesting story that will engage them as the game goes by. So if you do not like these kind of stuff, sharing you imagination, give story ideas and like to playful with your stories, this might be not a good fit for you. It relies heavily on that part to determine the fun level of the game. There are some features for players to control (to some extent) on how the story goes, they’re given some tokens to alter the story in one way or another. Players can interrupt other player’s story with idea token (each player has two tokens), go back to the past and try to add more depth or details to the backstory using flashback token, change a die result by using a modify token and a play/pause card to pause the game to set a discussion about the story. This is not a game about winning or losing, it’s about how you build the story together and feel accomplished.
pic3622689_lg

pic3399864VIRAL
Viral is a game about virus (obviously) in a human body. Players take the role of different viruses trying to get viral points by infecting, spreading through different organs on the body. It’s a pretty unique theme, while Cytosis has a positive approach this one has negative approach. The main boars depicts a human internal organ such as brain, lungs, heart, kidneys, intestines and others divided into different zones. The game uses action selection mechanic with cards. In each round players will assign 2 pairs of cards (with each pair consists of 1 zone card and 1 action card) and then resolve the actions in turn order and discard the used cards (those cards couldn’t be used for next single round).  Players will have to spread their markers to different zones and organs to gain majority and zone controls. To control a zone, each player must have at least one marker in every organ in that zone. Some organs will have a crisis tile (depending on the number of viruses (markers) that organ has and number of players. Crisis tiles mark the organs where the body’s immune system will work. Some viruses on that organ will be removed (there also be scoring). There are also cures which based on the research track on each player. Player’s that already move into the top space on the research track will remove all of their viruses (except the ones with shield icon) from the board and reset the track back. The game uses tie breaker mechanism where players will determine which one of them win the tie breakers. So there will be a lot of tie situations on the game. The game uses vibrant color for the organs and it looks very contrast over the white background. It looks colorful and clear. But apparently I consider this overly too simple for this kind of game. I wanted more interlocking mechanics than just placing viruses and control the areas.
pic3848266_lg

pic3711919_lgPIONEER DAYS
This is a very simple dice drafting / allocation game from Tasty Minstrel Games. It is designed by Matthew Dunstan and Chris Marling. The game sets in a wild west frontier where players will set a journey with their wagons through the perilous Oregon trail. Life is hard in the frontier and it takes careful planning, cunning decision and perfectly timed actions to avoid disasters and complete objectives. The game lasts for 4 weeks (5 days in each week, 5 turns). In the game, players try to get points by acquiring Town folks, pairs of cattle, favor tokens, gold nuggets while avoiding take damages to their wagon. In this game players draft dice from the pool to do certain actions (Income, Action or Recruit). There are also Disasters in the game, turns out living in the frontier is not that peaceful, there are Raid, Famine, Disease and Storms. Disasters on the game are triggered based on the color of the leftover die that players didn’t pick up each round. Black die is the most dangerous of all which advance all the disaster tracks up one space while other colors only advance that particular color. I think the game is pretty simple, you pick a die and choose what to do in a turn. The drafting is a bit interesting with the disaster tracks. When choosing a die, you need to consider what will be the last die left. This will determine which disaster track would advance. The Town folks also interesting, aside from providing benefits to the players during the game, some of them also provide points generators.
pic3830118_lg

So, until next time.

 

Tags: , , , , ,

Information Breakdown

pic3407521_mdH.I.D.E Hidden Identity Dice Espionage Review
H.I.D.E caught my attention a while back and when I had the chance to visit South Korea, I picked it up cause it’s quite interesting enough for me. It’s from Korean designer, published by Dive Dice / Korea Board Games. It can be played from 3-5 players. The minimum player count did make me hesitate at first, but since it’s a very quick game, why not? And what the acronym stands for is pretty neat, thematic and fit nicely.

The Theme
In this game, players are spies / secret agents who are trying to gather as many intel as they can. The goal is to have seven ranks to be a legendary agent or have the most rewards at the end of the third round. If you judge from the visual presentation it’s more like a James Bond secret agent kind of thing. You are trying to get intel from different locations and sometimes there are other agents (players) that also want you dead. Eliminate other agents seems give them better ranks. There’s nothing special about the artworks. It’s plain simple, not really that stunning. Fortunately the symbols look clear.

Game Components
Colorful dice, yes… lots of them (there are 4 colors, with 8 dice in each colors). The dice colors are vibrant, yellow, blue, red and purple. It has good material and finish, smooth to touch and has rounded corners, to make it easier to roll. Each player has a thick player board (pretty nice considering that it serves less important role to the game play) and screen (this one is important), and the rest are cards.

dav

Inside the box

The Game Play
In the game, each player gets a player board and one screen. The game lasts for three rounds where in each round players will get a random gadget card (placed face up in front of them), one rank card on the respective space (right space of their board). The start player then reveal one intel card in each of the four locations (there are helmet, nuclear, submarine and satellite symbols, each symbol represents a different location) on the location board. These intel cards have different value rewards, range from $3000 to $10,000. Starting from the first player (clockwise), each player randomly take a single die from the dice bag (without looking) and secretly hide the drawn die behind their screen, and then decide which side they want to set (this is their identity die). The dice have 6 sides with different symbols (Submarine, Helmet, Satellite, Nuclear and 2 Gun symbols). Players must set their die to any symbol they want except Gun, they cannot set the symbol to Gun for this purpose, cause Gun symbol doesn’t refer to a location. After they set their die, they no longer can change it until the rest of the round.

dav

Colorful Dice

After all players already set their identity die, the starting player draw a group of dice from the bag randomly (with the total of number of active players plus one) and roll them. Then in clockwise direction, starting from the starting player, each player choose a die from the available. The die then must be placed either in the player board or on top of the screen. To place the die, there are some restrictions to keep in mind. To place it on the player board, the die must not share the same color AND symbol of that player identity die. This action shows that the player’s identity die is surely not of that color and symbol. While in the other hand, to place a die in the top of the screen, the die must share at least the color OR the symbol of the identity die (though it can share both color AND symbol). After placing the die on the top screen, the player then guess an identity die of another active player (still active in the round). They must correctly guess both color and symbol. If the guess is correct, that player takes all the rank cards from the chosen player, place one rank card to their ranks and place the rest face down as a reward on the left side of the player board. The chosen player is eliminated and no longer participate in the given round (this player is not considered active). Then, the turn change to the next player. If the guess is incorrect, the chosen player just say no and the turn change to the next player. After all players take a die, the starting player card change to the player to the left of the starting player and the leftover die(dice) is returned to the bag and the new starting player takes another group of dice from the bag and roll them. Players can also use their gadget card (once in a round) to change one of the available dice to any side (not the dice that already taken by players), ignore the symbol on the card for this purpose, it’s only used during a showdown. This can be done before or after they choose a die, tap the card sideways to show it’s already been used.

This is repeated until all the active players have already taken 4 dice, where the round ends. All active players then reveal their identity die. If a player is alone in a location, that player takes all of the intel cards on that location. But if there’s more than one player in a single location, showdown must take place. In a showdown, the players who participate add their identity die to the top of the screen along with the dice that they already placed during the round, and if their gadget card has the same symbol as their target location, then they add another die to the top of the screen. These dice count as their life during showdown. In a showdown, players roll a single life die, when a gun symbol shows as a result of the roll, that player successfully shoot their opponents (other players in a showdown lose a life die). They do this repeatedly until there’s last man standing, in which that player takes one rank card from the draw pile and add it to the ranks and take all the intel cards on the location. Then the next round begins. If it’s the third round, the game ends and player with the most money from intel cards wins the game.
It is possible that there’s last man standing before the round ends, if this happened, the last man standing can decide to take intel cards from any one location ignoring his identity die’s symbol. Also if during the game a player have seven rank cards, that player immediately becomes a legendary agent and wins the game.

dav

Gadget Cards

My Thought About The Game
Surely the game is a deduction game, from dice. In turns players are trying to guess other players identity dice without revealing their identities, while whatever players do, they involuntarily give information (possibly valuable) to the others. The game is simple if you already get the gist of it, which usually takes half a game to know clearly what you really should do. The game really lies heavily from information gathering, where you need to carefully observe what players do, say or think. It’s essential to guess other players identity. Every thing players do give information to other players, so carefully observe what other players do, say or anything could be very useful in later turns. You need to initiate table talk, in order to lure people talk, this is a great way to spill their beans. But be wary, the same thing goes for you. Basically taking a die gives information, though placing it on top of your screen do gives more information, but of course it depends on the current dice you have that determine the amount of information exposed. Getting the same dice over and over is a great advantage.

If you go deeper, there’s another layer of deduction to keep in mind, which is the set of dice left out after choosing a die are very important to figure out why you choose that die. So be careful on what dice you leave and observe what other players leave. The symbol on the gadget cards also give certain information on player’s tendency to follow the advantage given during a showdown, and the other hand, the amount of intel cards available in the locations also plays a great deal to determine which one is more favorable than others.
The game looks very interesting, and it plays better with 4 or 5 players. Though one minor thing that I think it’s pretty much logic, eventually you will get caught from information bashing from many players. Each incorrect guess leads to more greater possibilities until down to one, your true identity. So it’s a matter of time and what you do before you out of the round is critical. Be aggressive and try to eliminate players before they eliminate you is a good idea and a valid strategy the same as playing it safe.
I can accept the fact that that’s how the game works, if you incorrectly guess one’s identity, the next player has the advantage and that’s how it works. This makes the turn order really matter and players should consider this before their action.
I love the tense the game offers, many hilarious moments in the game, the AHA moments and surprise feelings when you got knocked out or fail to guess correctly in a 50-50 chance.

dav

The location boards and intel cards

Replay Value
Well, the game comes as it is. You play all the contents in the game except some special Intel or Reward cards that can be included in the game or not. So adding them gives more variation to the game, though I do not think it’s not change the game play in a major way. So the replay value is not really high, you should have the same kind of game play over and over again, the only different thing is your group. How players play in your group will determine how the game really works out in the end. Whether they play aggressively from the beginning or play it safe to ensure not getting caught easily.

dav

Game in progress

 
Leave a comment

Posted by on July 12, 2017 in Board Games, Dice Games, Reviews

 

Tags: , , , , ,

What Would Happened if?

pic1968267_mdCV Review
Have you ever wondered to do something different in your life? To do something else instead what you already did? What kind of life you would have if you change what you did in the past. You cannot turn back time, so it’s impossible to rerun your life from the beginning, but worry not, this game can. Yes, CV, which obviously stands for Curricculum Vitae is a game from the designer Filip Milunski with the vibrant, colorful illustrations from Piotr Socha, published by Granna in 2013, can be played from 2-4 players within 45-60 minutes.

The Theme
It’s very comical, about what will you do in your life. It reflects interesting point of views from different aspects that really matter in life. It stays true to one’s life timeline, starting from the age of childhood, to early adulthood, adult and ends with old age. In this one cycle of life, players will take turns rolling dice (it’s like our efforts and choices in life) and choose whatever set in front of them to take to add those cards to their life. From time to time, players will grow, and can get additional resources to help them in their future turns. It’s quite thematic and the most interesting part of the theme is that the cards have interesting title that are portrayals of life itself in a weird humor serve best with beautiful, cute and colorful illustrations.

dav

The Artworks
Without a doubt, Piotr Socha had nailed this down. His illustrations are completely stand out with his comical surrealist style and full of peaceful colors. Personally I was first interested on this game solely because of the illustrations. But when I tried the game, it turned out to be good. So if you like Piotr Socha style, stay tuned to know more beyond the illustrations.

The Components
Needless to say, the box is pretty stand out with the cover, colorful and eye candy. It has a square shape and the size is a bit smaller than the usual square boxes. Though I think it could have been smaller with the components being just a board, cards, some tokens and dice.
The game’s main components are dice and cards. The cards are unusual in size, a bit larger than normal and need extra effort to get them sleeved with the correct size. There are seven custom six-sided white dice, these dice are in good quality though the odd amount of dice seems buggering me (I assume it’s about game balance, and for the sake of easier rule reminder, the amount of dice are limited to 7 as it’s the maximum amount a player can roll in their turn), or it’s about cost efficiency.
The tokens are used to help managing your resources during your turns, not really essential, the game can be played without any resource token if all players do not really bothered keeping track of their resources. They also have thin card stock, thinner than the usual card board tokens and also bland white color background with black symbols. Not really interesting I must say, but maybe this contrast combination serves well with the colorful components. The game also provides a score pad and one pencil to keep track during scoring.
It also comes with a plastic insert, to store all the cards, dice and tokens. But… I do not think it really serves that purpose well. You still need to bag the tokens and dice so they will not fall off the trays when carried, and also if you sleeve the cards, those will not fit back into the tray, so you either need to remove the insert or place the cards under it. So not really practical in the end, kinda bit disappointed with this.

dav

Game Components

The Game Play
Before the game starts, some arrangements need to be made, separate and shuffle each deck (based on different color on the cards’ back), place each deck on the game board on it’s corresponding space. Deal one Goal cards (purple) to each player, place some cards on the game board (depending on the number of players), these cards will reflect as Public Goals. Separate Bicycle card from the Childhood deck and draw a number of Childhood cards based on number of players. Then add the Bicycle card to the drawn cards, shuffle them, place the rest of Childhood cards back to the box, it’s not used in this game.  As I already mentioned above, the game will take players to go through several eras in life, starting from Childhood, Early Adulthood, Adult and Old Age. Childhood is a special era, where players are dealt 3 Childhood cards randomly. Then each player will choose one card to keep and pass the other to their left. This drafting process continues until players choose 2 cards and receive the last card from their right. These three cards form their starting cards on their hand (just say it’s a resource that players receive right after they’re born). Player with the Bicycle card, place it in front of him and receive the Bicycle token, he will be the starting player in this game.
Starting from Early Adulthood, in clockwise order, players take turns to roll dice and buy cards from the available lineup. Starting from Early Adulthood deck onward. By default, each player rolls 4 dice (players can get more dice if they have the responding active cards in their tableau) and use the symbols from the result. They also have the chance to re-roll the result twice at most. If there’s any bad luck symbol among dice rolled, immediately set it aside, that die (dice) is locked and cannot be re-rolled. If a player gain the third bad luck, that player must discard one of his active cards.
But on the other hand, if a player managed to gain three good luck symbols, he can get any one card from the available ones for free. In a single turn, each player can get at most two cards. The cards they get are added to their tableau based on the respective categories (colors) or place it on their hands (if the card is one-time use / grey color).
Slide the available cards to the left and add more cards to the empty spaces. The next player take his turn.
If there’s no card at the current deck to refill the slots, the game is paused for a while. Players check their table and count their cards, if there’s a player who has half or less than the total cards from player with most cards, that players get a social assistance, they can get one card for free from the available ones. This is to make sure the balance or helping out the last position player for future turns.
The game ends after there are a number of cards left in the last deck as many as the number of players in the game. Players then sum the total of their points from their possession cards, public goals, personal goal and also the number of their Health, Relationship and Knowledge cards. Player with most points wins the game.

dav

Tokens

My Thought About The Game
I like it. It’s pretty simple, light and fun for family or friends that you can play casually over a tea anytime. The rules are pretty straightforward, easy to grasp just rolling dice and getting cards. Players start the game with 4 dice, and if they get the cards, they can roll more dice. Rolling more dice doesn’t really necessary to be good. More dice means more possibility to get bad luck, but of course on the other hand, same chance to get good luck symbols. I like how simple it is, you roll dice and use those dice to get something. And talking about luck, you can re-roll twice at most to get better results. The hard thing is bad luck, yes, once you get a bad luck, that die is locked. Having three bad luck symbols force you to remove one of your active cards, this is a major set back to your tableau. But getting three good luck, gives you any card for free, pretty big deal if there’s a very good card with expensive cost. The downside (which I can ignore most of the time) is that mostly the cards you want revealed after your turn ends, so it’s unlikely still available in your next turn. One of my plays had almost all the Possession cards were ‘filtered’ before me, left me with nothing. But hey, that’s a game of life. Surely nothing goes as planned, no matter how hard you plan or try. Which I said it’s also the interesting part. Just play the game as a nice simulation of life and how life can turns in many ways.
Basically it’s a combination of dice rolling and tableau building, so aside from rolling good results, you need to consider how you want to build your tableau. Possession cards give you huge points at the end, but pretty much useless during the game (most of them). I take the goal cards are not really that powerful, so these might mislead you in your quest. The card collections can generate very big points for you if you can get a lot of cards.

dav

Available Cards

Replay Value
I don’t think the game has a very high replay value. The game uses the same deck of cards with 4 players. With less than 4, there’s possibility that all cards are not used (Childhood and Goal cards). So with several plays, you probably have already see all the cards. If it has more deck options like Agricola, that would be something. Aside from that, it’s just a simple dice rolling game with a decent tableau building mechanic. Pretty light for casuals and non gamer.

dav

Player’s Tableau – End Game

 
 

Tags: , , , , , ,

How Greed Are You? The Game

pic2773860Thief’s Market Review
This game was launched on Kickstarter by Tasty Minstrel Games, designed by Dave Chalker. It’s a small box game, for 3-5 players. But don’t be fooled, the game is not “small” at all. At first this caught my interest because of the price was cheap and the shipping was so affordable. So I was like “what the heck, let’s back it!”. Well let’s see how the game really is.

The Theme and Artworks
I am not particularly fond with the theme and artworks. It has an okay theme, about thieves doing business in their free time? Just kidding. The artworks are not really my favorite, but it’s okay and you can still enjoy the images, comical and fun. Okay, serious, the game is about splitting up the loot of your last job (remember, you all are thieves) and spend them to get what you want in the market. The back story is that players are a group of thieves, which have been back from their “interesting” looting activity and now the real deal takes place, they need to divvy up the loot and spend their shares to get what they need to help them carve their way to be the one and only, King of Thieves.

pic3366760_lg

The Components
The dice are what make the game really interesting. The dice are plenty inside a box of that size and they’re custom black dice with colorful symbols. What’s not to love? Though the symbols shown on some of the dice were not really painted well enough, so some icons do not have solid colors compared with others. The cards are in good quality, though they’re not linen finished, but you still can fit them in the box even after you sleeved them (I used premium Mayday sleeves). The coin and point tokens are okay. The small box is good enough to fit all the components, fully packed, and I love the smooth laminated finished on its box.

pic3247560_lg

The Game Play
The main idea is to get the most infamy points at the end of the game, he/she will be crowned as King of Thieves, it has a card for it, not a real crown, so please be content with just that. Before the game starts, shuffle the cards based on the alphabet shown on its back, place it face down to form three separate decks (A,B,C), draw 5 cards from deck A. Choose a first player and give him the first player marker. The game starts with the first player rolls the available loot dice, and place the first player marker and all the dice roll results to the center of the table as a loot pool. Then the first player choose what to take from the loot pool. He can take anything, all or just some. He even can take the first player marker back. Then the player to His left, choose to take from the loot pool or from any player who has any loot in front of them. If He decided to take from a player, he takes all but 1 from the player’s loot, and return it to the pool (it can be a loot die or the first player marker, if it’s a loot die, He re-roll the die first). So this process is repeated until everyone has a loot in front of them. Then the next phase is to spend those loot, starting from the player with the first player marker and continues clockwise. Players can spend their loot to buy a card from the display, they return all the dice used to buy the card back to the center. In addition, they can spend one or more coins to be any symbol to buy the card. And then they can cash in their infamy symbol with points and gold bag symbols with coins. After all players finish their turns, more cards are revealed, if the current deck is depleted, five more cards from the next deck are drawn and available for next round. If it’s the last deck, the game will end.

So what are the cards do? Some give infamy points but most of them give passive or active benefits that can help players during their turns. This is also one of the many interests about the game, the core idea here is to build your tableau the best you can to gain the most points. The cards are divided into 3 decks, with labels from A to C. It uses cards from deck A and then as the game progresses continued to deck B and C. As the decks changed, the cards get better and eventually offer huge potential points for players.

pic3058333_md

The Replay Value
It has some replay value, since all the cards are usually not used in a game, so there often some cases that some cards will not come up in a game. This gives probability and a bit of adaptability with the available cards to build the tableau. Aside from the cards, which is common in tableau building games, one thing that really stands out in this game is the dice mechanic. Okay, it’s just a dice-rolling mechanic but what makes it really interesting and unusual is its distribution. Players have the chance (especially the first player) to get all the dice they need, but there’s a catch. The designer made a brilliant system to incorporate interactive mechanic for players to get their dice. So basically the first player, can and may take all the dice, but that’s not the wisest thing to do, since other players will eventually loot them from his possession. Even if he took only some of the dice, others will decide whether it is okay or not to let him be. The dice amount are limited based on number of players, this what makes it interesting, since in equal perception, there should be an average amount of dice that a player can get, for example in a 5-players game, the game uses 13 dice, which in average there should be 2.6 dice available for each player (not to mention the first player marker). Getting more than the average amount would incite interesting decision by other players, and another factor is what symbols are available in this round relates with the cards available. To some extent the game really has flexibility aspect in the form of what dice and cards available. But aside from all of that, the ugly truth is that people sees things very simple and with the competitive nature of the game, it’s not easy to get away with more dice than the average without other players screwing while they have the chance.

My Thoughts About The Game
I think the idea of splitting the loot dice is very novelty and adds unique aspect to the game in a very big approach. The game is so simple, presented in a very small box but contains a good deal of “contents”. Personally I love the splitting loot mechanic, it stands out very well to represent the game or as it’s identity. The dice allocation and tableau building are nice, they’re just labeled as necessities to form the game. Aside from what components that you get from the game, the price is also affordable from what you really get (in short, it’s very cheap).  What I do not like is the dice, not that really matter to me, but the quality from each die are not consistent and it shows quite apparent.
So in overall, the game is good, you can play in 30-45 minutes with 4 players and it offers interesting choices, tactical and highly interactive. Easy to store with a very small box, even you can put it on your pocket and bring it anywhere.

pic2862350_md

 

Tags: , , , , , , , ,

Racing with Feld

pic3302018The Oracle of Delphi Review
Stefan Feld’s latest new game after The Castles of Burgundy Card Game and Jorvik (while technically Jorvik is just an implementation of Speicherstadt). But beware, this game is not like your occasionally point salad Feld games. Why? Because here you don’t get points (at all) but racing to be the first to appease Zeus. Yep, racing in Greek Mythologies. So, what’s my take on this new and “fresh” Stefan Feld’s  game? You’re about to find out.

If you are an avid reader of my blog, it’s clear that I do not like racing games (mentioned these a lot lately: Istanbul, Euphoria, Viticulture, etc) if they don’t have rewarding game plays. So that’s why I like Lewis and Clark though it’s a racing game. So crossed my fingers when I got this one. I do like Stefan Feld’s designs, have been collecting His game though not yet complete the line up (Still missing quite many titles). So kinda bit obliged to get this into my collection. Okay, now let’s get down to it shall we?

dav

The Theme
In this game, players will compete with each other to be the first to appease Zeus. To do that they have to complete 12 tasks given  by Zeus before everyone else. The 12 tasks are broken down into 4 categories, building shrines, erecting statues, making offerings and defeating monsters. The theme seems quite abstract, but the implementations are quite finely done. As you know Feld doesn’t really think through the theme as long His designs have smooth game flow. So not really give much thought about it. But for what is worth, let me give brief description over the theme. What exactly is The Oracle of Delphi? Or maybe the exact question is “who”. In the times of Gods in Greek, there was a sanctuary dedicated for Apollo and in there lies a priestess, which known as the oracle of Delphi. This priestess was chosen by Apollo to translate His message or prophecy. So based on these definition, players will consult to this oracle on what actions they can take and how they will proceed to claim victory.

The Artworks
It’s OK. If you are familiar with Feld’s games, you can see that this game art shares the same resemblance with his other game, Aquasphere. Both of these games’ illustrations were made by Dennis Lohausen, who has been widely known for his illustrations for mostly Euro-games out there such as Terra Mystica, Helios, A Feast for Odin, Coal Baron, Camel Up, Dominion series, Village, The Voyages of Marco Polo and many more. Dennis Lohausen made one of the greatest game box covers in the history of Euro games (IMO) with the illustrations of a woman (priestess) sitting in the center of  somewhat looks like a temple and surround her are many colorful flaming spirits meanwhile the Gods are watching closely above her. I found it to be evoking and rightly describe the game in a way of using dice. The components are colorful, love the way He did with the player boards, very colorful. And one distinctive element to keep note is the iconography throughout the game is very simple and unified, a very good achievement if I may say.

dav

The Game Components
Okay I will discuss the Tasty Minstrel Games as a reminder here since my copy is TMG version and not yet see or even compare it with Pegasus Spiele version. For me, TMG has better box art, the illustration has border-less frame unlike Pegasus Spiele version, but somehow I noticed it’s a bit thinner than most boxes. The components are good, nice thick map tiles and wooden pieces. I do think the God discs are too small that I would really want to, but then again if it’s bigger, the player board wouldn’t fit them all into the God advancement track, but I suppose you can always stack them.They provide stickers for monster and God tokens, which is very neat and good addition from the bland colored wooden pieces. I just wished the player board could be as good as Trajan in quality, which using thick board instead of thin one. The cards are not in linen finish, which is a bit of disappointment but most of games are using non-linen finish, which I don’t know if there’s a good reason to choose this over linen one. The dice are good, chunky regular dice but wooden, sadly. It would be way much better if using the same quality as Bora-Bora. The thing with wooden dice, they’re too light when rolled, and easy to get dirty.
The rules were poorly written (English), there are many various details got left behind and not many examples covering possible scenarios. And setting up the default map is very challenging.

dav

The Game Play
As already mentioned above, the goal of the game is to finish 12 tasks given and return to Zeus as fast as you can. The first player to do that, wins the game. So it’s definitely a racing game, bear with me, I do not like racing games (not games a bout racing, but more like a game that players race to win the game, my argument is that these two are different in principle). Players get the same tasks (types and number) but may be different in colors. They need to complete building shrines, statues, making offerings, defeating monsters to appease Zeus. The board laid out as one huge ocean with many islands scattered around.
Players will start their voyage from the center of the board (where Zeus figure is located) and will move their ship through out the board doing actions. Each turn of a player is broken down into several phases, Check Injury, Actions and Consult the Oracle phases.
A. Check Injury Phase
At the start of a player turn, He must check his injury cards, if he has 3 cards with the same kind (color) or 6 cards in total, He must pass his action phase and didn’t consult the oracle. He discard 3 of His injury cards. So it’s kinda important to keep your injury cards in check from time to time, and be wary not to lose the next turn because of this.
But if He has no cards, he gets 2 Favor tiles or 1 step advance in one of His Gods.
B. Action Phase
In this phase, the player carries out His actions, which come from oracle dice and an available oracle card. There are many possible actions that a player can choose from by using a die and there are actions independent no matter the die is or dependent based on which side the die shows. The actions unrelated to the side of a die are taking 2 favor tiles, take an oracle card, or look at 2 unexplored tiles. And the actions related to specific side of the die are below:
– Remove up to 3 Injury cards (of the same color / icon shown on the die)
– Move up to 3 spaces in the sea hex (the destination hex must be the same color / icon shown on the die).
– Explore an unexplored tile (and immediately get it’s reward, whether building a shrine or get it’s bonus) or place a shrine in an explored tile with player’s color.
– Load an offering cube to the ship (the color shown on the die must match the cube color) or unload the cube from the ship to a temple with the same color (also use die of the same color with the cube / temple).
– Load a statue to the ship (the color shown on the die must match the color of the statue) or erect the statue from the ship into the tile with matching icon / color as the die.
– Battle a monster (the color of the monster must match with the color shown on the die).
– Advance one of the Gods with matching color shown on the die, one step in the God’s track.
C. Consult The Oracle Phase
In this phase, the active player rolls His dice. The other players check to see if there are dice matching with their Gods in the advancement track above the clouds, if yes, choose one God to move its disc one step forward. The Gods in the cloud (most bottom step) do not advance.
D. Titan Attack Phase
This phase only happened if its the last player’s turn. He roll the titan die and check the result. If the result is 5 or less and the players shield value is less than the result, they gain an injury card. If the result was 6, all players get 2 injury cards instead.


This turn is repeated until one player managed to complete the 12 tasks and return back to Zeus. Once that happened, complete the round until last player and check who wins the game. If there are more than one player managed to finish the game, player with the most oracle cards wins the game.


Battle Monsters
When players take an action to battle monster, they must defeat the monster with starting strength of 9, minus the player shield value. They roll a d9 and check if the result is equal or greater, they defeat the monster. If not, they fail and have to choose to battle another round or give up. If they want to battle another round, they need to spend a favor tile and the monster strength is reduce by one.
If players decide to give up or cannot go through another round, the battle stop and players do not get or lose anything (except the action itself). If they won, the monster was defeated and placed in the player’s board.
dav
Favor Tiles
Players can also spend their favor tiles to help them in their turns. Each favor tile can be spend to add distance when moving ship, but the ship must end movement in the same color of the die. Or players can also use the favor tiles to modify the die result in clockwise order based on the chart in player board. Players can also use favor tiles to help them fight another round when battling with monsters.
Rewards
Completing tasks not only take players closer to the goal, but each completed task provides players with reward that can help them in later turns. These rewards are fixed based on what kind of task is being completed. Each time players build a shrine, they can move  one of their Gods one step forward. Each time they defeat a monster, they can get one equipment from the available. Each time they erect a statue, they can get a companion card of the same color as the statue. Each time they make offering in the temple they get 3 favor tiles.
The Gods
During the game, players will advance Gods in their advancement tracks. Once a God is in the top most space, players can use it for it’s special effect to help them complete their tasks. Once used, the God token will reset back to the bottom of the track, which players need to advance again to the top so it effect can be used for the second time.
There are 6 Gods for each player, each with different ability. There are Poseidon (teleportation), Apollon (one turn wild dice and draw 1 oracle card), Aphrodite (discard all injury cards), Hermes (loading another statue into the ship), Artemis (uncover an unexplored tile) and Ares (automatically defeat a monster)
dav
Ship Tiles
There are also ship tiles, which a ship will be randomly / drafted / whatever you prefer, to each player. This ship tile not only provides a cargo slot for each player but also provides a different starting benefit or ability for each player.

My Though of The Game
First of all, before I spill out my opinion about the game I must point out that I do not like racing games and this game got all my doubts. But since it is a Feld’s, then I must try and hope He can deliver something different out of the stereotype racing game I dislike. So by any means, I bought a copy against my fear and tried the game anxiously. And wow, it’s not that bad as I feared. Okay, you may think there’s a catch in my statement, not that bad also means not that good. Well you are right, this is not the best of Feld and also not my favorite immediately. My first impression was kinda mixed with confusion for the rule book lacks of details and examples. My expectation was they could made it way much better. The map setup is a pain, short on example and hard to recreate. First obstacle in the game, getting the default map structure ready. But of course there’s no problem when you start creating map freely.
The game play is actually pretty simple and straightforward, aside from the fiddly rules and tidbit of restrictions but hey once you master all that and get onto the game halfway, you realize how easy it is. The essential thing in this game is observation. Feld has proven again to be one of the best and notable modern game designer over the past few years. His game design is very solid, stream-lined and excellently easy to digest. Just look at the use of the dice integrates perfectly not just with the actions but also to the game elements such as the map, gods, cubes, statues and everything. Multi-use of symbols became the important element in the game. Love this and I must praise Him for it.
The game play is simple, dice allocation, a group of 3 dice can be used for multitude of options. Of course there’s a luck of the dice, but many elements help to mitigate this.
It still a racing game, and I do feel the hopelessness in the last round, but one must say that playing this game is quite rewarding. Players can tinker their dice usages and timing to perform combos. The game also offers moderate player interactions from watching opponent plans and what they have in store for next turn and also outmaneuver your opponents with the same goal.
Like most racing games, its hard to catch the runaway leader, there’s no catch-up mechanic in the game, especially some tasks give players benefits during the game like erecting statues. But it is possible to win by tie breaker, which is not bad (though I would cross my fingers that would happen more than one or two times in all your plays, depends on you plays though)..

The Replay Value
Each game will mostly feel samey, with different outcome of course. Though setting up the map differently might affecting how you play it. You can change and customize the map to your liking but the golden rule is that the ocean tiles must be connected as a single large space. The different ships also make a difference but not that big I guess. After several plays I still want to play it again, a good one though the racing aspect of the game keeps me out for loving it. It’s like your days (turns) are numbered especially when someone already obvious to finish all the tasks and he only have to go back to Zeus. It’s a hard tie situation.
dav

 
Leave a comment

Posted by on February 9, 2017 in Board Games, Dice Games, Euro Games, Reviews

 

Tags: , , , , , , , ,

 
%d bloggers like this: