Category Archives: Reviews

Game Overview based on the plays experience in a structured manner.

Everyone is a know-it-all in this game!

pic4037705Cryptid Review
First of all, I have to say that I really, really like deduction games (although not all type of deductions). I love Codenames, Abraca…What?, The Resistance: Avalon, H.I.D.E, The Name of The Rose, Word Porters and others. So when I heard Osprey Games would release Cryptid, I was super stoked and excited. I was not sure how the game would work (despite me reading the rules before hand). It’s super abstract game and would really turn off people who likes a bit of thematic spice in their games. Cryptid in fact has an interesting theme (okay I would say it’s a back story not a theme).

So when it was available through my friendly local game store (I could get it online and cheaper, but I chose to support my FLGS, lol), I immediately bought it. Surprisingly the game is quite heavy, and I did have a look through the components inside from a friend’s copy, which I must admit, not bad. The game mainly uses wooden components such as discs and cubes. Important thing to note is that these wooden components are kinda bigger than the usual, which is a plus. The box is very sturdy for a small game like this, I like it! And in addition they print the insert with green color, a small step to make it inline with the overall box / art color tone. The booklets are kinda flimsy, thicker paper would be nice.


Players’ discs (that represent YES information)

So what is Cryptid? Let’s start shall we? In Cryptid, players will take the role of competing Cryptozoologist, trying to be the first one to discover the natural habitat of a mythical / urband legend creature (such as Yeti, Chupacabra, Loch Ness and others). But their task is not an easy one as each one of them is only given one partial clue that point out the possibilities of the creature whereabouts. So players are forced to work together, sharing information in such a way that they gain more than what they provide for each other. I like its story setting, it feels right as a game and works really well.

In each game, players will have to set the game map using one of the cards (randomly choose one and follow the map setup). Once ready, flip the card to see the available clues and what colors will be played based on how many players you are playing with (3-5). Give each of them booklet, wooden discs and cubes of the corresponding color. They will have to check their booklet for the clue given secretly (do not share this information to anyone). Starting from the first player, they have to place a cube into one of the space on the map that is not the habitat of the creature based on their given clue. Once all players have place their starting cubes, the first player takes their turn. On a player’s turn, they have to choose either to ask a question or to search (you cannot do both actions in a single turn).


One of the modular map tiles (which will be combined together to make one big map)

Question – To ask a question, a player must point out a location on the map (with a black marker provided) and ask one of the players if whether the location could probably here according to their clue. If the answer is a YES, that player have to place one of their discs on that location. If it’s a NO, the player have to place a cube, and in addition the active player have to place one of their cubes to another location where they have not have a marker, this location must not be possible to be the location of the creature based on their clue.

Search – If the active player feels convinced with their guess, they can Search. Search is done by point a location on the map by using a black marker, and place one of their discs on that location. Other players in clockwise direction, must give their answers by placing a disc or a cube on top of it. The Search ends when one player place a cube in the location, thus the active player must place another cube as a penalty. But if all players place their discs on that location, the player taking the Search action then wins the game. One reminder though, there is only one location on the map, so it is impossible to have more than one location for the creature, if there is more than one, one or more players must made a mistake during the game. I also have to point out that some of the game has misprinted rules, so make sure your rules are not misprinted one.  Check this link for to get the clarification.


Decks of Setup cards (Advance and Normal)

This is a simple logic game, which can be boiled down to a YES or NO question game, where you ask other players and based from their answers (on the board / map) you try to eliminate the impossible locations until it points out to a single location. I really like the idea, at first this game could be difficult to understand, players must build the mind on how the deduction works out and how they should get the information out of the situation. Once you get the idea things will just flow and only time will tell, though it is not easy and sometimes processing that many information at once could burn your brain to ashes. To be honest, this game is like a racing game, you will have to finish deduce the possibilities before anyone else. There is a tension and you can feel the excitement and nervousness waiting for your turn to come.

The game plays relatively fast, like 10 minutes per play and you would want to play another. The game also provides advance mode (more like setup), using different deck of cards for setup. The advance clues are reversed, that say negative statements of where the location is not, which made the deduction and elimination process more difficult. It also adds a new color of building structures into the game (black). With this, the advance mode requires new deck to setup the game.

Osprey Games also offers a digital game setup in case you don’t want to use the booklet and cards. Unfortunately it’s in their website and not available in the form of an app.


The game in progress

I really like the game. First turns you might be confused of have no idea about the location, but that’s okay turn by turn things will be revealed. Anything that players do here reveal some information to everyone else, just like H.I.D.E Hidden Identity Dice Espionage. It’s just this game doesn’t have direct conflict like H.I.D.E. I can play the game back to back, its short and when you successfully Search the location, it’s really a satisfying feeling. I bet you can play this with casuals, non gamer friends and families as well as with serious gamers (though it might be a filler game for them). It’s easily one of my favorite deduction games. Some people say it shares similar mechanic from Tobago, though I have not yet have the chance to try Tobago.

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Posted by on January 30, 2019 in Board Games, Reviews


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Welcome to Abstract Island!

pic3933639Dokmus Review
Do you share your love for some abstract? I for one, don’t love abstract games in general. I found them to be uninteresting, lack of compelling reason and bland as boredom. Now, don’t get me wrong, I don’t say that abstract games are not good, some of them are good (if not great), let say abstract games like Chess, Patchwork, Tsuro, Azul, Ingenious, Onitama, Quoridor and many more. It’s just that the abstract theme doesn’t really help me to like the game more. Regardless, having a great art doesn’t warrant the game as not abstract, in fact most of Euro Games are abstract if you strip the game from those pasted theme. Now enough with that, let’s take a look of a game called Dokmus. Weirdly titled, Dokmus is a 2017 released game designed by Mikko Punakallio (Finnish designer) and published by (at first) and getting wider distribution by Renegade Game Studios.

What is Dokmus?
In Dokmus, each player will lead an expedition to the island of Dokmus, the ancestral god of your tribe. The island is guarded by five guardians, whom you can gain favors from. Their favors will help you to explore the island and prove that you are the most worthy in the eyes of Dokmus. There is barely a theme here, I would say that this is an abstract game from head to toe, with a slim theme on the icing.


Dokmus is a simple, light abstract strategy for 2-4 players. Each player will have to explore the island and discover temples. After 8 rounds, the game ends and scoring takes place, player with most points wins the game. In the game, there are 8 map tiles (double sided map) that will be randomly placed in a 3×3 grid with the center tile left empty. It is recommended to use the A side of the map tiles for first play. Starting counter clockwise from the last player, each player place one of their tents (tokens) into one of the edge spaces of the corner map tiles (only square with meadow or forest terrain).
Starting clockwise from player with the first player token, each player will secretly choose one guardian tiles (out of five) and pass the rest to the next player. The last player set aside the guardian tile that not chosen face down. Starting with the player who has the first Guardian and in ascending order, players place 3 of their tents (place up to 3 tents each round) into the board following several restrictions. Players must place their next tents adjacent (orthogonally) to the previous ones, they cannot place it on a temple, waterway and mountain. They can sacrifice a tent to place a tent to enter forest terrain (unless they already have an adjacent tent in a forest terrain) or cross waterway to a meadow / ruin that is adjacent to that waterway. If a player token is adjacent with a temple, the adjacent spaces of that temple are considered adjacent to that tent. Players can place a tent on a volcano space, but at the end of their turn, that tent is sacrificed. Placing a tent on a ruin space allows players to activate the ability of either the second, third or the fourth guardian on a map tile of that ruin space. Players can use the favor of the guardians that they already chose in their turn. They can use it before, during or at the end of their turn.


Each player has 25 tents (including the starting tent), so each player gets 3 tents per round. Players can sacrifice their tents during their turn but still count for the 3 tents limit each round, thus players cannot sacrifice a tent when placing their third tent.
There are several goals that players can try to achieve, the main goal is to discover Temples (small or large) by placing one of their tents beside the temples, this is the main way to score points. Large temples give slightly higher point than small ones, while placing tents on ruin spaces also gives players a point. Players get additional points if they discover all the temples in a single map tile and discover at least one temple per map tile. Players also gain points based on who has the most sacrificed tents. So with these goals in mind, they need to place their tents throughout the island but they only have 24 tents to do these things. With the limitation that they can only place a tent into an adjacent space from their already placed tents, it is no way that they can possibly achieve the goals. That’s why they need help, which are favor of the guardians.

In this game building network of tents from one tent to another is not the interesting part of this game, it’s too simple and yet not something remarkable to do in a game. But, not to worry because the designer figured out how to make things more interesting, yup with the help of the guardians.


The Interesting Part
The guardians allow players to manipulate the board in many ways, and in order to get their favors, players need to be clever in the drafting phase at the start of each round. The first guardian allow players to be the first player to place their tents, while this ability seemed unimportant or not so rewarding, think again, being the first is really crucial in this game. The first player to pick a guardian and also the first player to place tents. Because in this game, there is no way if other players already take the spot you wanted, no way to undo this. So better be the first or nothing. Sometimes not being the first usually leads players to not getting the guardian they want, and they start to realize the important ability of the first guardian. In order to get the guardian you need, be the first to pick them.
The second guardian allow players to move one of the map tiles in a cardinal direction (vertical or horizontal) as long as the map is moved within the 3×3 grid (remember the empty space tile in the middle of the 3×3 grid?). This guardian ability is tricky, sometimes players need to do this more than once to achieve something they want, sometimes luck is on their side cause other players unintentionally helped them. In short, this guardian ability lets players to cover great distance across the island.
The third guardian allow players to move one of their tents on the board, to an adjacent space (mountain and water restriction still applies). This is also very important. In some cases, players plan lead them to situation where they need one more turn to complete it, this might help them. Placing a tent into a space that gives them nothing is useless (obviously) but with this guardian ability, that issue can be solved.
The fourth guardian allows players to rotate one of the map tile 90 degrees. Though it’s not as powerful as the second guardian in term of distance, this ability prove to be more flexible for players. rotating the map is giving them wider range of possibilities with its bi-directional rotation.
The last guardian allows players to do the ability of the second, third or fourth guardian. The most powerful guardian of all (not exactly), because with one guardian players get to choose one out of three guardian abilities, of course at the cost of taking the last turn (though it is not necessarily a bad thing). There is a time that players left with a plan that requires them to do lot of things in order for the plan to work. Being the last player might do good for them because it is possible that other players do some of the work for that player, but that’s no guarantee others do exactly as that player wants it.
Once all players have taken their turns, next round begins and player with the first player token will be the first to choose a guardian for the next round.


My Thoughts of The Game
Honestly, at first I didn’t have any interest at all in this game. Some people said it’s good but the abstract aspect really kept me on the fence, until a friend lent me a copy to try. Since it’s a simple game, I said “why not?”.  I learnt the game rules pretty quickly, it is simple and straight-forward (after reading the rules, I still not yet convinced). Once I tried the game, everything was changed and the game looks solid, fast, promising and also offers some depth to think about. I love the simplicity of it rules yet great observation and decision making are needed to make a good play. I believe drafting phase of the guardian stores the core aspect of the game, since the considerations to choose which guardian will lay the foundation of the rest of players’ turn. As I already mentioned earlier, the map tiles come double sided (A and B sides) and it seems the B side provides more challenge to players with more mountain spaces than the A side. Players of course can combine the two sides for variation. The game itself truly addictive (at least in my experience) and the game also comes with a 2-player variant where players will play with less map tiles than in a 3 or 4-players. One thing the game lacks are the visual presentation of the game. The map’s graphic could be improved in two ways (if not more), like the map tile should have a colored border (either white or black) to easily differentiate the border of a map tile for the purpose of rotating and placing tents (placing a tent in the edge space of a map with the edge sharing side with another map tile space that has a temple on it, is also scored in the end game but that can be changed by simply rotate the tile. So it’s not a final position and players could made mistakes not seeing the clear edge of a map tile) And also the space with ruins could do better with a thin border (white or other color) or maybe enlarge the size of the ruin icon. I noticed this when calculating score at the end, noticing the ruin spaces covered by tents are not the easiest thing to do. So if the space has white border or larger ruin icons, it is more apparent for players to count.


Replay Value
Turned out getting all of your tents to discover temples in all map tiles are not something impossible. You can achieve this of course and definitely gives you a lot of points if you can place tents on most of the map tiles (max at 8 which gives you 27 pts, or 7 tiles which gives you 22 pts). Now the hard part is placing tents in all temples in a single tile. Doing that gives you 8 points. I think it is achievable, but the real question is how many tiles you can complete. It also has an expansion (a small one I must say), called The Return of Erefel, which Erefel is the name of another guardian (possibly the most powerful guardian in Dokmus). Erefel ability is not particularly new, but it plays very interesting. During the drafting phase, the player who choose Erefel will copy the highest number of the two leftover guardian at that round. Not a guaranteed powerful ability though but, with this extra guardian, the players will definitely think harder when choosing the guardians, which guardian should be left out. The expansion also gives scenarios that introduce new ways to interact with the terrains. Regardless the available expansion, the game is really interesting and definitely has moderate replay value, though the game plays do not really change significantly from time to time, the player decisions and interactions would surely give different feel.

Some images are credit to @hdicode

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Posted by on August 24, 2018 in Board Games, Euro Games, Reviews


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Scrabble Reinvented

pic2510971Letter Tycoon Review
As you already know by now, I am a fan of Word games though there are not many good word games out there. Scrabble was fun but I found that the tactical placement on the grid really turned me off back in the day. The fun of word game lies in crafting those letters into words. But apparently, too many rules or restrictions put me not really like it. You know the feeling, when you found great word from your letters but apparently you short of 1 square of space or even it touches the side of another letter that really screw your word, it’s maddening. Now Letter Tycoon from Breaking Games, designed by Brad Brooks, is something else entirely. It shares the same game principle with Scrabble, but omit the use of the game board. Instead it uses cards for the letters and players need to assemble those cards into a word.

The goal of the game is to get the most total points from Stocks, Coins and Patents when the game ends. The game ends when one player managed to get a total sum value of letter patents (varied based on number of players). On player’s turn, they play cards from their hand to form a word and they can also use some or all of the three cards available in the middle of the table. The word created will be score based on the amount of letters used for the word. The longer the word is, the bigger the points are (and more stocks). After that, the player may buy one available letter patent that they use to form the word. These patents have different value and represent cost to buy them and points at the end of the game. Some patents have passive abilities that can be used by the owner, but all of the patents give the owner money from the bank each time they’re used by other players to form words.
Before a player’s turn ends, they decide which card they want to discard from their hand and then refill hand back to 7 cards. The cards in the middle of the table are also refilled back to three.


Now, it is possible that words the players make is not really correct words and not exist. To solve this problem, players can challenge the active players once he made a word from the cards. If this happened, they check the word through a dictionary (decide which one they should use to settle the conflict) and if the word did exist, the challenger need to pay 1 coin to the bank. But if it turned out that the word did not exist, the active player must take back the played cards (return the factory card back) and then discard one card from his hand. He end his turn and refill back his hand.

I like how the game really works, the flow is smooth and fast-paced, unless you have trouble to form word from those letters. I love the freedom to create words from the cards in your hand and also from the three cards on the table. It always a fun game for me, though luck also plays a great deal on the game. The letter distribution can be a let down, since the cards are discard and won’t be coming back to the deck before it rans out. So if it obvious what letters are all used up, they won’t be on the deck and you won’t get it soon. I also like how interesting the patent abilities, they’re powerful and it can change how you make your words. Players also choose to buy which patent that will be the most useful to them, letters that frequently used (mostly vowels) and higher card count are usually more expensive. Getting them early in the game could prove to be useful for the players because higher chance for other players to use them more often.


The game can be played with 2 players and up to 5 players, it usually lasts around 30-60 minutes. For me, I can play the game back to back several times. It hits all the sweet spots and turned out it solve the Scrabble issue. Of course one issue left is about the word difficulty. As each letter in scrabble provides value depends on the letter frequency used in words, there are some clever play to use great combination of letters in your words, which making long and hard word really paid off. In Letter Tycoon, there is no such thing, that’s why this game is casual friendly and suitable for family games, children and adults alike. It doesn’t reward players to make difficult words but instead rewards players to play longer words.

The components are nice, simple linen cards though it feels a bit flimsy than average. The coins are wooden and have printed value (nice) with solid color difference between the ‘3’ value (black) and ‘1’ value coins (beige / natural). Stock tiles are made from card board and only used during the final scoring. Basically stocks give you extra point but cannot be used for anything else unlike coins. Players collect stocks when they at least create a 5 letters word or more. There is also a plastic zeppelin marker as the active player marker, though I never used it every time I played the game.

This game is one of five games that won a Mensa Select Award in the year 2015 which also the same year it was released. Mensa Select is an annual award given by American Mensa since 1990 to five board games that are “original, challenging and well designed.”


All images are taken from BoardGameGeek, full credits to the owners.

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Posted by on August 13, 2018 in Board Games, Card Games, Reviews, Word Games


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The Life of A Treasure Hunter in the Deep Blue

pic3169827Deep Sea Adventure Review
So you are a group of treasure hunter (either poor or cheapskate) who rent a single submarine for all of you in your quest to dive into the deep blue sea and find sunken treasure. You are playing Deep Sea Adventure, a game from Oink Games (Japan) where taking risk and pushing your luck is the key element to win the game (or not). Continuing the line of small / pocket-sized games from Oink Games, Deep Sea Adventure comes with a very thematic background and an interesting one at that. The game comes with 2 six-sided wooden dice (the pips value ranged from 1-3), submarine board, tokens and wooden diver markers for players within a small box.

The Theme
In this game, 2 to 6 players take the roles of cheapskate / poor (whatever man) treasure hunters that rent a submarine to go dive into the deep blue see to find sunken treasures. Now the thing is, because they’re poor and/or cheapskate, they cannot afford to rent a submarine by themselves, so they rent it together and go diving.

The Game
In this game, players will take turn to go dive deep into the sea in three rounds. Each player (starting from the first player and clockwise) rolls 2 dice and check how many spaces they go down into the sea from the submarine (The movement doesn’t count spaces occupied by other players). When they stop movement, they have to decide whether they want to take the tile where they stop or not. If they take it, place a tile marker below the player marker and take the treasure tile (treasure tiles have 3 different shape that defines the sea depth). The deeper it goes, the higher the treasure will be. At the start of their next turn, each player must check whether they have a treasure tile in front of them or not. For each tile that the player has, they must subtract one from the oxygen track of the submarine for each stack of treasure that player has. And then before they move, they have to decide whether they want to go deeper or back head to the submarine. They can of course drop their treasure once they end their movement during their turn.


If they reach back to the submarine before the oxygen runs out, they survive and may keep treasure tiles they acquired that round (they may check the value of the tiles). Players who do not reach the submarine when the oxygen runs out are out of the game and their tiles are left on the last space of that players. The next round begins after the spaces are organized (empty spaces are removed and the tiles are gotten shorter). If there are more than one tile in a single space, players can take all of them in a single turn and it still counts as one stack when reducing oxygen. Player with the highest total of treasures win the game.


My Thought of The Game
I have a mixed feeling with this game. It surely fun and full of hilarious reactions. it shows how greedy you are. The game is truly really simple, on your turn you decide (up or down) and roll dice, that easy. What makes the game hard is, as collective players have to determine what decision each of them should take in order to get into the surface safely (and better if you can snatch a treasure or two). But life is not that easy, the reason why lots of things in the world are not working because of someone else, has his own idea of how things should be. And all (if not) must pay the price. After the first round I can guarantee someone would start cursing on another, it was fun, hilarious and full of crazy moments (stressful not getting anything by the end of the round). In the end, player who is clever enough to get away while other players squabble, would end up winning the game. This is a push your luck game, you try to play safe and get away as soon as possible with the smallest reward, will regret that decision if someones get bigger reward than you even he got up after you. So this mixed dilemmatic feeling will haunt players throughout the game and they will of course not let other players get away with anything. “If I go down, all must go down” is what lies in their mind. Regardless how fun the game is, I must admit, this game has a table life, at some point, playing this game over and over again will tire you out. It would turn the game flat and boring cause it moves in static, every game will feel the same. So I guess the game is good once in a while with the perfect group who don’t mind a bit of take that and luck for their 15-30 minutes.


Note: Images are taken from BoardGameGeek and full credit to its owners.

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Posted by on August 13, 2018 in Board Games, Dice Games, Microgames, Reviews


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Inside Trading Goes A Long Way

pic3678411Startups Review
I am a fan of Oink Games (Japan), their game collections are so fun, easy and compact. I came to know their games from Deep Sea Adventure, which a friend brought to a game day and played it several times, in short we had fun. Since then I am collecting their games and most of them redefine micro / pocket games out there. Startups is one of them, it was released on 2017 and reimplements Rights (which is another older title from Oink games, 2015). I also had tried Rights before but in terms of visual appearance, Startups definitely has friendlier atmosphere. The game also comes with the same uniform small pocket-sized box like most of their games and the games artworks are stunning, truly reflects Japanese approach in visual arts, colorful, simple, straight-forward and unique in the same time.


The Theme
In Startups, players will invest in startup companies and try to win big (profit) from those companies. As like Startups companies do, there’s nothing certain about their business, their business can go boom or not, depend on the market. Invest in the right companies can lead you to big pay out or the opposite. The game comes in 6 different companies shown by color differences and fictional names and logos. You can find unique names and logos such as Octo-Coffee, Giraffe Beer, Flamingo Soft and others.

The Game
Startups can be played from 3 up to 7 Players and lasts roughly 10-15 minutes. The game comes with a deck of cards that consist of 6 sets of colors (companies), with each color has different amount of cards based. For example Hippo Powertech (green) has 9 cards (all of the cards are the same) while Bowwow Games (blue) has 6 cards (the amount is ranged from 5 to 10). Aside from the cards, the game comes with currency markers, let say these are money chips. Each player will get 10 money chips with white side face up (with 1 value) and dealt 3 cards from the deck. Then there are 5 cards removed from the deck (this is done to assure that in each game there’s at least some sort of hidden veil to the card distribution). Starting from the first player (and clockwise), each player must take a card and then play a card from their hand.


Taking a card can be done in two ways (from the draw pile or from the market). In the first turn, the starting player can only take a card from the draw pile since there’s no card in the market area (the area around the draw pile). What complicate things is, once a player has the most card of a single color (company), that player monopolize that company shares (he is given the anti-monopoly token of that company) as it’s major / main shareholder. As long as that player has this token, he cannot take card of the same color from the market area and doesn’t pay chip to cards of the same color in the market area when he want to draw from the pile. When another player outmatch him with cards of that color, the token will be pass into the new player.

A card can be played from hand into two places, in front of the player as stock or to the market area. Playing a card in front of the player means that player add one card as a share of that color to his possession. While playing a card to the market area means that player release a company share to the market and can be acquired by anyone else without the anti-monopoly token of that color. The thing is once there’s a card in the market area, players have to pay one chip per card in the market area if they want to draw a card from the pile, unless the player has the respective anti-monopoly token.

The game ends right after the player who draw the last card from the pile have played his card. All players add all of their cards from hand to their collection of shares. Evaluate each company anti-monopoly token (if there are more than 1 player who have the most cards of a company, no one gets the token). Players with anti-monopoly tokens get 1 chip for each card of the respective company from other players who also own / invest on that company. That chips are flipped out to the brown side (shows number ‘3’ instead of ‘1’) to show that their investment has come to fruition. If no players have shares of that company, the owner do not get any payout. Total the chip amount they have and player with the highest point wins the game.


My Thought of The Game
This game is brilliant. It is so simple and complex in the same time. The game plays very fast, the ruleset is very simple but there are several things to consider that seemed unusual for new players to click on right away. This is the kind of game that needs to be played at least once for players to realize how the game flow really works. In short, there are 6 companies in the game, each company have different amount of shares that can be acquired. You can randomly get a share or take a specific one. Once you already have monopoly of a company, you cannot get more from market (the specific way) and can only get more randomly. Investing in a company share is always risky even if you have inside trading (the cards in your hand), but ain’t all of them is a risky business? In order to win big, you need to risk something big. You need pay out, but you have to decide which company will give you the most lucrative one with the least efforts and risks. Getting all out in a company is not always a good thing, cause it would probably scares your possible shareholder away, without opposing shareholder your shares means shit. So sometimes its better to wait or play slow in order to trap potential shareholders. The company have grades, i like how each company has different amount of cards, it offers variety / constant struggle between opportunity and risk. Company with more cards give you flexibility, higher probability to get it, but it also has bigger risk cause it also applies to other players. I found that the game has nice interactions, you will constantly check other players and see what cards they place and place them where, these are so important to decide what you should do. What I like about this game is that the game has a strong theme (although it’s not really a favorite among players) and it has a WOW element that players can quickly pick up right from the first play (the type of game that players need to play it firsthand before they get the big picture). And for me, this kind of game is definitely worth to play and have. Though the problem with any small game, it has low replay value because it feels the same in every game and with repetitive plays the game will turn stale in a short time. But the game also has a multiple round variant, where you can play the ‘long’ game. I have not play that variant yet, so I cannot comment anything about it.


Note: Images are taken from BoardGameGeek and full credit to its owners.

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Posted by on August 9, 2018 in Board Games, Card Games, Microgames, Reviews


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The Word is Not Enough

pic2582929Codenames Review
I always have a knack for word games. there are actually good and decent titles out there and this one is one of them. Codenames is definitely one of the best party game out there with words as its main element. Designed by Vlaada Chvatil, you wouldn’t believe or realize this is one of his works, cause He is just that random. After came up with Space Alert and Galaxy Trucker, He shocked us with interesting complex game of Dungeon Lords and Dungeon Petz. Then a great game appeared, Mage Knight, out of nowhere and we took a deep breath. It is such a great game along Through The Ages and then He designed Codenames. It’s a bit downhill from expectation but not that it’s a bad thing. We just didn’t see this coming.

pic2887128Codenames is a game about partnership, players play in two teams. One of them from each team will become the Spymaster, who will give clues to their team members what keywords are belong to their team in 5×4 grid word cards spread over the table based on the current key card. The game components are, of course mostly consists of cards. Word cards, Spy Cards and there’s a sand timer to keep the game reasonably on time. The goal is to successfully guess all the team’s codenames while in the same time trying not to mistakenly guess opponent’s codenames or the assassin. Teams take turn to give a shot guessing the clue given by each Spymaster. The clue must consists of a single word and a number of codenames available. Team members must guess the codenames one by one, with each being checked by the Spymaster. Each correct codename is marked with the team tile (color coded) if it’s correctly guessed. If it’s not, the codename is placed with either a bystander tile or the opponent tile. If the team incorrectly guess the codename, their turn is immediately over. If they get all the codenames correct, they have a chance to guess one more (based on the previous clue or maybe they’re feeling lucky to have a shot in the dark). If one side has all their codenames guessed (either by them or accidentally by opponent team), that side wins the game. Or if one team accidentally guess the assassin codename, that team immediately lose.


I guess the game works well with 3 on 3 or more. Having only one team mate to guess your clue is not really that fun but it still fun. You play in teams and the focus is to guess your friends’ mind. Having more players to guess your clue is more fun and hilarious. There are of course, some lenient house ruling based on your preference about what can and cannot be used as clues, the rules have specific restriction for words that can be used as clues but hey as long as you are having fun, right? The cards are double-sided, so you will get plenty of word variations. Though with the sole purpose as clues, the word cards will definitely get used repeatedly after multiple plays.

I must say that the game is very interesting, definitely a great game for couples, casual friends and gamers alike. There will be long discussion over the play sessions and it’s worth your time. Of course the downside is that players need to know English vocabulary well enough, but that’s easy to solve by giving definitions to each word. The words are placed in two-ways, thus avoid players to read them upside down. In addition some players take a long time to figure out what clue is needed to cover all the codenames as efficient as it should, the game provides a sand timer to avoid this. If you plan to play this game fast, I recommend use the timer. If you have spare time, it’s more enjoyable without time limit so players can take their time to find the best possible clue and words. Despite its simplicity and casual friendly, I can see good enough strategy value disguises inside the game.

The good thing is the game has different versions and variations. Up to now the game has many language adaptations, including Bahasa (Indonesian) and different themes such as Disney, Marvel, and Deep Undercover (adult version). In addition there are also variation like Codenames Pictures (using pictures instead of words) and Codenames Duet (offers mode for 2 players with campaign element to add more interesting way to play) which these two are stand alone games (you do not need to have Codenames base game to play).


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Posted by on August 8, 2018 in Board Games, Card Games, Reviews, Word Games


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Role Playing Dice

RPEXPRoll Player Review (with Monsters and Minions expansion)
RPG players are no strange with character creations, it has been an integral part of the gaming experience. But for those who are not, character creation is an early phase of role playing game where the players create their characters from scratch based on several attributes and features that will determine their characters stats when playing the game. At a glance it starts out as a necessity before performing the game but in reality and closer look it has deep and special meaning for the players. It offers certain values to the process that players really enjoy doing it before their long gaming journey. Now Keith Matejka (the game designer, if it’s not that obvious) tries to materialize that feeling into something more solid in his game Roll Player. I found the title is kinda catchy and a clever use pun. Role was changed to Roll which also relates to the use of dice in the game.


The Theme
In Roll Players, players will create their characters as good as they can in order to achieve its objectives and other things that will generate points at the end of the game. It certainly provides interesting take on many elements that seemed as obstinately necessities within the game. The game starts with the preparation of one’s identifications from racial choices, classes, alignments back stories and even gender (male or female, for such thing matters to some people). You can find the regular choices that usually found on fantasy role playing games. Okay, I skipped that part, the game was focusing on fantasy genre role playing game. So you can find races such as Human, Elf, Orc and Halfling in the base game. But there are more irregular choices with the expansion such as Wrathborn (demon), Construct, Dark Elf, Dragonkin and etc. Classes also have the same approach where Wizard, Barbarian, Thief and Bard fall into regular choices and can found more irregular choices from the expansion as well. While race provides certain modifier into one or more attributes, Class provides the attribute goals that players need to achieve and also special ability that its character can do, along with it’s color affiliation (dice color) that will make sense later in the game.


The Game
Basically in this game players try to fill their character attribute slots with dice (colorful dice) which will be tallied into total for each attribute row and check if it meets the objective or not. There are 18 slots in the game, where based on number of players there will be starting dice to allocate before starting the game. So number of rounds are fixed based on how many dice are needed to fill the empty slots. Each round, players will draft dice from the bag based on number of players plus one. The first player will draw them from the bag in random and roll the dice. Then sort them out in ascending order on the initiative cards. Starting from the first player in clockwise order, each player choose one die along with its initiative card. The die then must be allocated immediately to one of the attributes from left to right direction and may take the corresponding action related to its attribute. After players have done so, based on the initiative order, players take a Market action, whether they buy one card or decide to discard one to get 2 coins. Players may buy one card from the display row by paying the cost listed on the card and add it to the space around their board depends on its type (Skill, Armor, Weapon or Traits). At the end of their turn, they can refresh one Skill card of their choice. Pass the first player marker to the player on the left of the first player and begins a new round until all slots are filled.


Aside from getting the goals done, there also a pattern for dice allocation where the dice color matters from the back story card. Allocating dice of certain color in certain position will get glory points at the end of the game based on how many dice are matched. In addition, each die of the class color will give that player one additional point at the end of the game. Some Trait and Weapon cards can give players more points from set collection. The true heart of the game on this game is the puzzle element that the dice manipulation presents. In short, players need to get dice, fill them in their attribute slots and make those dice contribute on the attribute goals by manipulate them with actions. Set off from the dice rolling / drafting element, players will usually not getting what they want throughout the game, mostly the pip value, then the dice color and cards they want because of certain things like turn and initiative order. So there are actions provided by attributes to manipulate the dice on attribute slots. With Strength attribute players can flip one die value to its opposite side. This action is very useful to turn big into small pip and vice versa. So getting a small value die is not a bad idea as long as you include it in your plan to flip it if you need big number. But of course it’s possible that what you really need is smaller number. Another action is to swap or exchange the position of 2 dice from the player’s board. This gives players flexibilities in allocating dice and also in order to match the dice color to back story card. Players sometime need certain colors in certain time, this timing restriction can be solved with this action. There are also actions that let players to add or reduce the pip value by one, let players to re-roll one die of their choice, let players to shift their alignment one space and gives a discount token to be spent in the market. Once all the slots are filled with dice, the game ends and players tally up their points based on what I already described above, attribute goals, class color dice, alignment card, backstory, traits and armors. Player with the highest points wins the game.

First of all before I continue this review, one small note; that my review is based on the Kickstarter copy of the game along with the Monster and Minions expansion, so with that in mind, there will be component differences from the retail version.

I had an eye for this game since the first time they put it on BGG. It was open for Pre-Order directly from the publisher site (Thunderworks Games) but I was hesitate to go on since the shipping cost and pre-ordering straight from publisher isn’t really something I am used to (aside from What’s Your Games?). So I skipped that chance and then the game was hard to find, out of print everywhere. Until they decide to launch its expansion (Monsters and Minions) on the Kickstarter and I immediately jumped into the wagon. I also got metal coins and Frogkin promo board from the add-ons offered from the pledge manager. It was arrived a bit late than what I had expected since the base game (retail) was available way before my Kickstarter copy arrived. But I did not disappointed since the game was not much of a hype in my country at that time (also maybe up to now) compared with Sagrada (why Sagrada? Well, just read on…)


The Components
When I received the game, it was two boxes, one base and one expansion. Same dimension except the depth. The expansion box depth is halved from the base box. I like how the boxes look, it has black background with strong and vibrant character illustrations. Briefly you can feel the dark yet exclusive box. The base game I got is pretty heavy (of course it’s heavy, the box is fully packed with lots of components and they’re all from card boards and dice). The boards are thick and the card’s quality is very good (though it’s not linen finished). Love the dice, very solid and chunky (thankfully they did not use smaller size dice) though with pointy corners, it’s kinda hard to roll them (as oppose to rounded corner dice) but it’s just a very minor gripe. The tokens are good, and I did add metal coins, which provide two denominations unlike the card board coins. The card illustrations are amazing, full of  vibrant colors which work well with black background or dark tone of the game. It was one of those moment where I just satisfied on how the illustrations really set the mood for the game.

The Expansion
The Monsters and Minions expansion does give significant amount of components to the base game, with as many as race boards as the base, additional set of color dice, boost dice (mist opaque dice) and combat dice, huge first player wooden marker, XP cubes and more cards (oversized Monster card and new minion cards aside from variation of the existing class, alignment and backstory cards) with additional adventure deck for each monster that gives additional layer of objectives during the game.


So the expansion gives the game another mile walk and a sense of purpose into the base game. As you already know that the game is about creating characters in Role Playing Game, the expansion gives the creation, a purpose to it. The expansion as it title suggests, introduces Monsters and Minions into the game, where players will have to battle the chosen monster (out of many) with their characters at the end of the game. But that’s not just it, the boss monster existence gives players additional goals to get more advantageous position, fighting the monster which players can acquire when fighting Minions. Thematically speaking, by knowing the location, obstacle and attack of the monster, players can gain the upper hand with minor objectives that can give them benefit when fighting the monster (since the monster have special ability that will affecting on how it fights against the players). There are also Minions, it’s like the progress into culminating end against the monster, players will fight Minions before the Monster during the game. Unlike the monster, Minions are fought by choice, players will have to choose this as an action during their turn. So instead going to the market, they can go fight Minions. Fighting Minions are kinda bit unique, they will roll combat dice based on different things based on the Minions, it could be a certain color dice in their board, a number of cards with specific type they own and so on. Of course the combat is resolved in high roll result, so it depends heavily on luck. They can spend XP cubes to re-roll or add more dice though. Personally, I quite like the expansion, sure it makes the game last longer but it’s fun and I think it’s worth it. With the expansion your character creation process seems to have a purpose. But one can argue that this expansion can give players certain distractions to the base game of character creation, since you need to sacrifice market action (acquire more cards) in order to fight Minions.


My Thought of The Game
If you think that this is a dice rolling game, you got it wrong. It is not a dice rolling game, dice are rolled no doubt but that’s just for round setup purpose. Players do not really roll dice, they just assign one player to roll all the dice for all players to choose. So this is more likely a dice drafting game, since players choose which dice they want during their turn. And presenting the character creation element and the actions that come with the attributes on the characters, players will modify / adjust their dice, so it’s dice manipulation. I like the game, it has a simple set of rules, though most of you might think it’s quite complex and I do agree. The possibility and manipulation will force you to think the complexity is quite moderate if you compare it with the rules of play. The demands that players need to fulfill in order to get the best score will leave players scratch their heads, it’s not an easy task to get them done the way it is supposed to. Players might be forced to do hard decision making in order to get one or more objectives cleared up by sacrificing other objectives. Of course there’s a luck factor to be involved (if it comes to dice). The dice drawing is surely add luck to which dice color are available each round and the roll will determine if it’s good enough for players or not, depends on their turn order. The random card draws will also affecting the combo synergies in overall, but less in luck aspect and more like adapting with the situation. The game could be really competitive and most of the time players will be in a situation with a few points difference from each other. Playing with the expansion could distract you from getting points from Market cards, but in the same time, you can maximize points from beating boss Monster in the end by piling up your combat dice. From my several plays, the Monster is not really posing a threat to players, I never see players fail to beat the monster. And once you have played with the expansion, you will never want to play it only the base game (at least that’s what I felt).



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