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Flipping Arcade

pic3489147Flip Ships Review
So, if you guys are around the same age as me, you would probably know video games like Galaga or Space Invaders back in the day where you were still hitting Atari or Nintendo game controllers. Those two games were iconic and we spend a great deal of time and fun with those simple looking game (now we have high demands on lots of things). Space Invaders / Galaga is a game where you control a ship and shoot lining-up enemy’s space ships (Alien ships) with our laser beam (that looks the 4 long square piece from Tetris) and save the day, It’s not easy back in the day, the levels were keep harder and harder every time you beat it, those were simpler days, where keeping us occupied was harder levels than before. Now you can recall those glory and simpler days because Renegade Game Studios publish the analog version of the game and somehow modernize it. Yes, Flipships is one of the newest game from Kane Klenko, the designer of Flatline, Fuse and Covert and really implements the game system of Space Invaders / Galaga into the board game platform, the twist is that He made it with a touch of dexterity element in it’s core. So let’s launch into space and explore the world of Flipships to find out more about the game!

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The Theme
If you are familiar about the video game version, there’s no need to know more about the theme, but in case you are new and unfamiliar with the video game, read on. In this game, players will hand in hand control their ships to defend alien’s invasion against your home planet. They are up right outside the planet’s atmosphere and the enemy lines are starting to close in our planet, we must stop them before our planet sustain enough damages and destroyed. The future of its population rest in your trigger-button fingers. You need to destroy it’s mothership (the boss) and while in the same time take care of those pesky ships storming face on to your planets.

The Artworks
Kwanchai Moriya done the artworks in Flipships and I must admit that He had done a great work. The visuals are breathtaking, I love the gripping and thrilling box cover art with His signature showing contrast colorful with abstract approach to reconstruct the visual in broken style manner, I heard it’s called the Dorito Space Art by some people and I concur. And another interesting thing is that the game title can be read upside down (that’s something). You can find his other works on Coaster Park, Dinosaur Island, Loop Inc., Catacombs, Kodama and many more.

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The Game Components
The game comes in a weird-size square box, smaller than the usual box like Catan. I imagined it as Catan sized. The components are nice, mostly standard (cards, tokens) but one thing pops out, the launching pad made from huge chunk of red-painted wood. This is partially necessary, while players may opt out this when they flick their ships using end of table, there is a ship ability that require this component. The good thing is that when you cannot use end of table, you can use this. The tokens seemed the only components that will worn out first since they’re frequently flips during plays, but it shouldn’t be a problem, putting a sticker of printed ships would do the trick. Having a game mat that covers the entire table so it looks like the outer space is definitely enhanced the game experience (or maybe a dark blue game mat).

The Game Play
Playing Flipships is very simple. All you (and up to your three friends) need to do is just flick your ships (tokens) and hit those baddies, that’s all. But since it uses dexterity, it’s never just that easy. Yes, to flick and hit the target you want is pretty much down to your perfect combination of hand coordination, accuracy and power handling. At the start of the game, your planet has 20 health and you need to avoid getting it down to zero. The mothership generally has 4 hit points (but you can adjust this to modify the challenge). The enemy will start with 2 rows of 5 ship cards drawn from the pile (amount of cards is varied based on number of players) of the opposite end of your planet. There are 4 levels of space o top of your planet atmosphere, once the enemy cards enter the atmosphere area, they start dealing damages to your planet and make a rerun back to their stack (yes, you only get rid of them by destroying them). If you playing with your friend(s), you will take turns to launch your ships. Once all players take their turns, surviving enemy ships advance towards the atmosphere based on their speeds. In players’ turn they will flick their available ship tokens one by one with their fingers (how they flick them is up to them, as long as using their own fingers and the token must do at least one full flip before hitting the target (wow, that sounds difficult and highly sensitive to keep track! Don’t overthink it, just have fun, it’s a cooperative game anyway).

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So, the enemy ships (cards) have different stats, they have different speed, some need to be hit double to destroy or there’s a ship with Shield generator to give shield to adjacent ships (you need to destroy this ship first to disable shield of adjacent ships). And The Mothership is made from 4 side boards to form a box with hollow top (and bottom) and players need to flick their ships directly inside it to hit it. Players’ ships also have special variable powers that they can unlocked once they take some hits (when the hit track decreases to certain level, next ship is unlocked from level 1 to 3. The different level of ships are shown by the shape of ships, higher level has bigger size ship drawing. This to differentiate the ability of each ship. If players managed to downsize to 6 enemy cards or less they will trigger final round and have to destroy the mothership in the next round, if not, they will lose because the mothership will advance to the planet and deal 20 damages.

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Replay Value
There’s not much replay value on this one, surprisingly the game will always be the same over and over again aside from the difficulty adjustment. You and your friends will flick ships and there is no twist on the game, simple but maybe for some it’s boring after several plays. The one thing that keeps the game fun is the dexterity element, which can cause hilarious moments among friends. Some could be moments to remember and topic discussion, but that’s just it. They also provide another speed variant (competitive) where the mothership is  placed on the center of the table and players take their 7 ships. No other components are needed. I find the game to be really easy to figure out, one play and you already get the bottom of it. It’s a game where you just having fun flicking your ships.

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My Thoughts of The Game
I always have soft spot with dexterity games, I love Terror in Meeple City (one of my favorite games), Super Rhino and etc. So this one is not an exception. I was hooked by the  dexterity concept though not entirely, but since my expectation was not particularly high for this kind of games, it’s not a big deal for me. When the first time I tried the game, it was fun, though most of the time my flicks missed the target.  The first thing I had in my mind was “wow, this is hard! How I could successfully hit the target I want with this?” despite the fact the rules give us three chances if the ship fail to go beyond the atmosphere. If you flip the ship behind the mothership, there’s no hope in that, it lost to the void. Well, this difficulty sounds very dismissive but rest assured, after three-fourth of the game play it starting to give me answer that it is possible, as long as you have faith and keep hone your flicks to be the flick master. In my second play, I finally feel pretty good with my aim and turned out the game isn’t that hard like the first time (that’s why you can adjust it’s difficulty level).
I really think there’s a good portion of cooperative element on this game (also a hint of alpha player if the group allows it) because the variable ship powers. Yes, as I mentioned earlier, the ships have different powers based on colors and levels. This allows players to discuss which target they think more suitable to tackle on by each ships. And those powers are fun. There are power who can get a rerun if managed to hit the mothership or power that can destroy another ship of the same level instead of the ship it’s land on and etc. These truly makes the game really interesting as you explore the powers of the ships. This might be one game that I can enjoy as a solitaire game (oops…), yeah mostly because the dexterity element presents actual challenge right in front of you, allows you to immerse on doing something curiously irritating to hit the target, like doing beer pong or throwing paper ship to trash can. But like others, this feeling would eventually washed away after several plays (just guessing here).

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I am thinking that the game can be expanded in many ways, scenarios are good to have, specific requirements that players need to follow to win the game and maybe different game modes, partnership versus and else. Of course you easily can come up with your own scenarios and game modes and share them to others.

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Posted by on May 7, 2018 in Board Games, Reviews

 

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2017 in Words – My Monthly Loot Recap

Hi, it’s me at the end of 2017 and back again with a short (hopefully) summary of my 2017 gaming life. It’s been a fun ride, lots of interesting things (games) and I honestly guilty with all those whole year acquisitions. 2017 is my first year (if not 2016) of married life and it really changed the table for me. I tried to maintain my gaming sessions though it’s been significantly decreased from before. It just had to happen, none could say otherwise and I could live with that. But lets just say that I keep on clinging with at least the true nature of myself, a board gamer (fan, player, collector and enthusiast). So I’ve been recently busy with my VLOG, reviews and other things. Now the end of year will mark my next (new) step on this board game industry, hopefully things will be smooth and rewarding.
So let’s keep on talking about 2017 cause it’s still hot from the oven. I’ve been tracking my monthly loot for over 2 years or so and it’s awesome (no matter how you may see it). My collection is keep on growing (not gonna spill the bean here, let’s say I am proud and shame at the same time). But in this post I will mention exclusively for the ones in 2017.

January
Starting off 2017, January was not really that special. I only got Round House and Legends of The American Frontier which admittedly I did not enough table time for these two. Round House has nice looking mechanic of rondel action selection though it seemed lack of solid balance on the actions. While Legends of the American Frontier was a journey game where players can feel or create or play as the life of an American living on the Frontier, not an easy one I guess back then (I just recently watched A Million Ways to Die In The West). It really puts the game in the push your luck element with character building into a simple enjoy-the-game-experience rather than the game mechanic and point rewards. I could play this with my afternoon tea (if there’s such thing).
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February
Now this was one of the best of 2017, due to my birthday and other things. I snatched a good deal of games in this month. My Anachrony Kickstarter arrived and it couldn’t get any better. My best birthday gift after The Name of The Rose and Ladies of Troyes (these two were from my wife, so both trumped any game). I like Mindclash Games, had a very pleasant and satisfying experience with Trickerion and they did the same great thing with Anachrony. The Name of The Rose had been a long overdue game from Stefan Feld that I need to have, so it was a very great thing to finally own it. It’s not like His recent games, it’s definitely unique and we all like it. My next birthday gift was Troyes expansion, which I didn’t see it coming. I am always a fan of Troyes and having the expansion is surely a great deal for me, my wife is the best! I also got Dream Home from a friend which she insisted to give me instead. Thanks to Her, she’s always the best. I also found Oceanos to be interesting but sadly it’s too simple for me. Not that I say that I didn’t have fun playing it, since any game if fun if you play it with the perfect group.
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March
Adrenaline. Yup just one. It’s a good one. It’s an Euro but feels very different, fresh and fun. It’s an Euro disguising as Ameritrash. In the game players vie controls / majorities over the dominion of each other. Who beats the hardest to someone and else. Though it does not offer variable player powers but this offers variable weapon powers instead. Surely gonna keep this.
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April
Gloomhaven! Yes this big bad-ass epic game finally arrived! (damn you postal office, it’s longer than it should). My long wait Kickstarter game that I backed 2 years ago finally arrived. I shared some love of my life in this game and it didn’t disappoint. It was good and I must admit that it beats Eclipse as my number one game of all time. But, hopefully Eclipse could beat it in the next 2018 with it’s second dawn edition (yes, time to burn some money for it). And what better is, my wife turned out to like the game (to my surprise). I am looking forward to finish the game (or complete) with her, enjoyed our sessions together and currently waiting for removable stickers to arrive.
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May
We had some good games from South Korean trip. Those were Abraca…What! and H.I.D.E. I was quite surprise with HIDE, it was so damn good. Plays fast, simple and hilariously fun! Okay, it might be a silly game for some but this one rocks my boat so hard. Abraca…What is cute, simple and fun, but not spectacular. I also got Cottage Garden from a friend when she visited Europe. That time wasn’t easy to get this game here. It’s a multi player Patchwork, they said. Surely it’s way more simple, but not better. I kinda disappointed with the lack of challenge on this one, hoping Barenpark would do the job. Indian Summer also released in 2017 Essen Spiel, but I think I had enough of Uwe’s refurbish games.
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June
This month was probably the biggest loot of the year. Sadly not my proudest loot, how can you beat April’s Gloomhaven? ”
There was Vinhos (also a belated birthday present from a friend, she’s the best!) though it’s not a Kickstarter version. I wasn’t into wine and things so hadn’t fully wrap my head into the game just yet. Oink Games invaded, I had Insiders, Fake Artist, Pyramid’s Deadline and Startups to fill the lineup. Also Strawberry trios arrived from Kickstarter, these were some of my KS disappointment, simple and filler games surely but they just didn’t click with me. I also got a great deal with CV which I had an eye for quite a long time thanks to Minions and Co. And last but not least, I managed to get my hands onto three of Hisashi Hayashi’s games, Rolling America, Emperor’s Choice and Junglila (so fulfilling).
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July-August
Nothing! Yep, really nothing. It’s a hiatus for me, preoccupied with Gloomhaven at that moment and satisfied with it. I guess it’s a good thing (thankfully / sadly it’s just a temporary).
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September
Back on track in September. Heavy hitter games were arriving such as Lisboa (Kickstarter edition) The 7th Continent, Dice Forge and Tales of The Arabian Nights. I bought Stronghold on impulse which up until now haven’t hit the table (guilty). The 7th Continent was a roller coaster, I enjoyed hours of it though there still hundreds of hours of it. Haven’t clear the first curse yet after 3 plays and I am ashamed of that. Lisboa doesn’t disappoint, I like it so far. Tales of The Arabian Nights offered something different in the storytelling genre and I shattered the game’s bad image from my wife’s, which is a good thing. Dice Forge is solid, clever and nice looking dice customization game and it also plays fast.
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October
Finally I completed my Eclipse expansion with Shadow of The Rift. It’s a life achievement. Now my next life achievement is to get this game played on the table (and also get the second dawn edition and trade this edition away). I got a mixed feeling with this and whatever I feel about it, I need to get that second dawn edition, absolutely and definitely.
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November
Essen 2017 was on the air and I was lucky a friend brought me back Rajas of The Ganges (not my first pick of Essen 2017 releases but it still good). InBetween is Stranger Things The Board Game and I satisfied with it. Not the best but it’s good enough, not for everyone but good for me. I also got Near and Far which aside from being quite expensive I could snatch it with the help of my friend on Monopolis Game Store. They’re awesome and you should check them out. Dogs Kickstarter arrived and it’s lovely. It has many flaws but we still love it, cause we love dogs (apparently). Flatline was a joyride, it was fun and chaotic, but firstly I got it because of those colorful custom dice.
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December
Not the best of months since I really expecting another game to arrive. But I had to be content with these, Otys, Ex Libris and Gloomhaven 2nd printing KS fulfillement. Ex Libris was good, I like it and keeping it on my collection. Though I couldn’t justify the expensive price with it’s components, of course it has custom wooden meeples but a million for it (its surely against my logic). Gloomhaven 2nd printing fulfillment just consists of reprint rules and scenario book. I also got the solo scenarios but that’s just for the sake of completion. I also had Isaribi when a friend of mine decided to release it. It’s another addition of Hisashi Hayashi’s games into my collection. But luckily in the last minutes before the month and year ends, a good game joins into the fray, Pulsar 2849 is mine. Though I wasn’t really keen on the game due to its space exploration theme, the game designer’s was the one that redirected me back to get my hands on it. He’s the designer of Shipyard which is one of my wife’s favorite games of all time. So I jumped on board to get this one for her (its a strong alibi) even though she’s not really fond with its theme.
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It’s been a good year. Hopefully 2018 will be the same or better. There are some Kickstarter games that I am currently waiting to arrive on 2018 (Brass from Roxley, Cerebria, Roll Player and Hand of Fate: Ordeals), including the one that was late for 2017 (I am waiting for you). And what other games that I will be getting, that list is surely interesting as hell, such as Agra, Flipships, Meeple Circus, Lorenzo il Magnifico, Santa Maria, and many more. So many games to get, so little time to play them all and limited cash to spend. What an irony!

 
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Posted by on December 31, 2017 in Article, Board Games, Events, Insight, News

 

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Essen Spiel 17 Highlight Preview Part 4

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

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

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

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

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

 

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Essen 2017 Highlights Preview – Part 2

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

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

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

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

 

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Essen 2017 Highlights Preview – Part 1

I’m trying my best to cover as many games I can in the wake of Essen Spiel 2017 so you can get better preview on what games interest you more and what you should be getting.
I’m starting with part one, which covers some of the games. Be sure to check out more parts along the way after this one.

ClaimCLAIM
Okay this one is a small game, it’s a 2-players game to be exact. Claim is designed by Scott Almes (Best Treehouse Ever, Coaster Park, The Great Dinosaur Rush, etc) and consists of two different halves like For Sale or Biblios. It’s a trick taking game where players decide to play a card to win another card in display. Players with the highest suit win the round and each suit has slight abilities that matters on timing. Like any other trick taking game, the other player must follow suit if they have or use a specific card that can break the suit. After collecting the cards, they will use those cards to gain favor of the suits / factions. In the end the scoring uses majority in each faction. It plays quick and simple, and the artworks are also look very good, done by The Mico (Raiders of the North Sea, GOT Hand of The King, etc).

pic3584297_mdMICHAEL STROGOFF
I am really excited about this one. It is based on novel adaptation from Jules Verne with the same title. In the game, players have to deliver the message of an imminent Tartar invasion over Moscow. It’s simply a racing game, player who managed to get into the destination and defeat the traitor Ivan Ogareff before He successfully invades Russia with Tartar’s army, wins the game. The game plays in rounds where each round players will take turns to do one of the possible action (advance, rest and resolve dangers) followed by the movement of the traitor. Players need to advance in order to get into the destination, but advance will force them to encounter many events in the route which usually have bad things on them. The route cards work in similar with trial cards in The Grizzled where the same danger icons cannot be present. If there are more than one icon present during this time, they have to bear the penalties where all route cards player has in their display, forcing the players to discard action cards or lose energies and flip route cards face down. Here comes the rest action where players can draw cards, recover energy or flip a face down card. The other action is resolve dangers where players need to deal with the dangers on their route cards shown in their tableau.
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MontanaMONTANA
The game is about building settlements in Montana (obvious to the max) from Rudiger Dorn (Istanbul, Karuba, Jambo, etc). So as expected it’s a Euro game, medium weight to be precise. This is another racing game, where player who manage to build all of their settlements, wins the game. In this game, players will take turns to get workers, assign those workers to get resources. Where these resources will be used to build settlement. It has modular board setup with networking in the tile laying mechanic, resource management and worker placement and a small bit of auction in the worker placement segment. What unique about this game is that there are multiple types of workers and they do different things, and the main way players to get workers is through the spinner. Yes it’s like a luck-based rondel system where players spin the arrows in the wheel and see what workers they got. The component quality is good, each player gets their own player board to manage their workers and resources (not necessary but a plus) and the visual presentation is off the chart, it is beautiful and rich of colors. It plays relatively quick and the rules are clear and simple. But the main concern is that I think it has low replay value, where players are obviously do the same thing over and over again without any significant difference in each game. The modular board during setup doesn’t help cause it just gives variation but doesn’t change the game play even a bit.
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ora01_box_leftLEGACY OF DRAGONHOLT
FFG latest game, they claimed it RPG without the need of a game master. Their new Oracle system provides the game that works without a game master, with its intuitive game play capturing immersive storytelling of a role playing game while adding the legacy mechanic inside the game. In short, they want to look cool with this new called system as it is practically a legacy game. It has character creations in it, some scenarios and mostly books full of paragraphs.
Corey Konieczka is the man behind the game, who also designed some notable games from FFG (Rune Age, Battlestar Galactica, Runewars, etc). I must say that I am interested on this one, surprisingly it still doesn’t have a listing on BGG. FFG announced it will be available in late 2017. I am not sure this will be on Essen 2017, but it’s new and was on Gen Con, so I just thought that this would be interesting to wait and look for.
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Ex LibrisEX LIBRIS
Adam P. McIver (Coin Age, Kingdom Land) new game, called Ex Libris. In this game players will become book collectors and in the event of Grand Librarian held by the city, you must show that you are the greatest one in the city. So in this game players will manage their book shelves with a series of books and score points from them. The game has worker placement mechanic where players sent the workers into places in the city in order get books that you want. In the end players will score based on the alphabetic order of their book shelves, variety and banned books.
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The game surely gets more interesting with variable player power instead of the basic mode. What more unique is that these variable player powers grant players with specific shaped worker meeples. By golly they have a gelatinous cube as a meeple (yes, it’s true). The gelatinous cube assistant meeple is in fact literally a gelatinous cube. It also has a snowman, but who can top a gelatinous cube meeple? I find the game to be quite interesting, finding and sorting stuff. But there are some detriments in the game, like aside the game has a very good range distribution of books category, nice clear category icons, beautiful artworks and flavors in it, sadly it has a bad in-game texts that hard to read. A classic mistake to place a white small texts in front of a colorful illustrations. Players will constantly check these texts to know what exactly the actions and how it works since the game play requires the routine rotation of the action tiles. And about the variable player powers, they seemed not balanced and also there are quite a bit of luck on the draw of the cards.
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pic3712277_mdCOASTER PARK
Another game from Scott Almes (Best Treehouse Ever, Claim, The Great Dinosaur Rush, etc). In this game, players build roller coaster park, the best on wins the game. The main attraction of this game is the 3D card board pieces of roller coaster. Yes, you actually build roller coaster rides from tiles. It uses the similar mechanic in The Castles of Mad King Ludwig, where the active player choose a tile and offer the tiles to other players with certain amount of value. If there’s a player interested on that tile, they pay that amount of money to the active player. If no one interested, the active player get the tile. Some tiles have different effect in scoring and at the end of the game, before scoring, players will get maximum three attempts to see if their ride is totally works or not. Yes, you will check if your coaster works or not by testing it. Each player has a marble which used as a roller coaster cart and they will let the marble slide from the top. This is a very unique take from the game, and while there’s a loop part of the coaster, it can really work to make the marble circle 360 degrees. Very interesting game indeed and of course the presentation off the chart. No one will not see this on the table.
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Disclaimer: all of the images shown are taken from boardgamegeek.com and the credits go the owners, I do not have the rights for all the images.

 
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Posted by on October 25, 2017 in Events, Insight, Previews

 

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Shoot Kill Repeat!

pic3476604_mdAdrenaline Review
In video games, there is a game genre called first-person shooter, which basically playing a guy / dude with his point of view and shoot things up. If you are a video gamer, you will easily name some games with this genre, like Doom, Counter Strike, Quake, Call of Duty, Battlefield and such. And there’s a tabletop game that people think, is using the same mode of play. But not directly I guess, cause it’s different in a big way, though somehow it conveys the feeling for a fps game. It is called Adrenaline, one of some new released titles from Czech Games Edition, designed by Filip Neduk. So let’s get down to it and check what it has to offer us.

The Theme and Artworks
There’s nothing special on the backstory, it’s just a death match in a industrial world with characters in different appearance. Sounds simple and boring, but hey they are here to drop some bodies, not tell stories, makes sense to me. The artworks work fine and nicely made, not something spectacular but it’s drawn for purpose inline with the theme. The death match takes place in a locked compound with several rooms, the game board illustrated this map in eagle eye view, shows the different rooms with different colors to make it easier to recognize. In the other hand, the weapons look cool.

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The player figures

The Components
Miniatures, yeah it has minis, just 5 pieces but hey better than none at all. Players have their figures based on color (five colors, you can play up to 5 players in this game) and each figure is different in shape and model. There are a space soldier, a steam punk girl, a robot and two different alien races. The figure’s colors are very stand-out and easy to see, especially on the board, so this is good. The other components are hit point plastic tokens in each player color. These tokens are tear drop shaped, like a drop of blood. Players will pass these tokens when they hit someone with their weapons to mark their point for majority. Aside from the tokens there are plastic semi-transparent cubes for the ammo, ammo tiles, victory point tiles in many denominations and the cards. The cards have 2 types, Weapon cards and Power-Up cards. Weapon cards are unusually over-sized with 61×112 mm in size, while the Power-Up cards are small with 45x68mm in size. The cards quality is good, very smooth though it’s not a linen finish. The game box is unusual, a bit larger than the normal size box like Agricola. So it’s kinda bit hard to keep your shelf neat to store it side by side with another box.

The Game Play
First of all, the goal of the game is to get the most points, nothing else matter. So in this game players running around, grab weapons and shoot others. Before the game starts players get their own player board along with the hit point tokens, figure, ammo cubes and action tile of their color and also 2 random Power-Up cards. The board is set  based on number of players configuration (it’s flexible and you can use any preferable setup despite the recommended setup). Place a random ammo tile on each room space on the board that doesn’t show spawn or weapon slot, set aside the other tiles face down next to the game board. Shuffle the weapon cards, reveal and place the cards on the weapon spaces (there should be 9 weapon cards on the board, 3 for each weapon slot). Place the rest of the weapon cards on the weapon deck slot along with the Power-Up deck. Randomize the first player, and give him/her the first player tile. The game is ready to start.

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Deathmatch in progress

To start, starting from the first player, they need to play one of the two Power-Up cards they have to decide where their figure will spawn. A Power-Up card has a specific effect and cube with specific color. The color can be used during spawn or re-spawn, to determine where the figure will enter the board. The rooms are separated into 3 colors or more, the red blue and yellow color has a spawn point, the same color as the ammo type. During players’ turn they can take 2 actions. The actions are Move, Grab and Shoot. They can take the same action twice. After taking two actions, they reload and end their turn. Then next player clockwise take their turn.

A. Move Action
During the course of the game, players need to move around the board through rooms and spaces. The Move action lets players to move up to three spaces (single square space). They can move orthogonally adjacent from one space to another as long it’s not blocked by a wall. A room can constitutes from a single space or more than one space. A room is separated from another room by a door.
B. Grab Action
There are two things that a player can grab, a weapon card or ammo tile. Players can grab a weapon when they are on the weapon spot. The can choose one weapon from the available 3 (at most, can be less than) weapon cards on its corresponding slots. A weapon may have a cost to acquire and players can pay the cost from their available ammo supply. When they take the weapon card, they keep it on their hand, it is considered loaded and can be used when players take the shoot action. They can only have at most 3 weapons, so if they want to take the fourth weapon, they have drop one of theirs in the respected slot. When players take an ammo tile, they take ammo cubes shown on the tile from the their general supply and place it on their ammo box. A player can only have 3 ammo cubes from each color at any time, so any excess is wasted. If there’s a Power-Up symbol on the tile, players draw a Power-Up card from the deck (they can only have at most 3 cards by the end of their turn).
C. Shoot Action
Players can shoot other players if they have at least one loaded weapon and have a valid target. A target is considered valid based on several factor, the line of sight and weapon effect. Players can only shoot one weapon in a single action, shooting a weapon means place the weapon card from their hand to the table, the weapon is considered unloaded and need to be reloaded in order to take the card back to players hand.
Line of Sight, in general term is the range that a player can see a target. Players can see figures who are on the same room, while if a player figure in a space with a door, that player can see any figures located on the room connected with that door regardless their distance. Imaginatively that figure take a peek from the door into the other room and can see anyone inside that room. Beside the line of sight, valid target also decided based on the weapon’s effects. In this games, the weapons are one-of-a-kind and have various effects. When a player shoot a target, that target receives damage based on the weapon used. To mark this, the shooter give the target their hit point tokens which are placed on the life tracker of the target. For first blood (first damage to a target), the shooter get one point. When the amount of hit point token that a target has in their track equal as their hit points, they’re killed. When killed, the figure is removed from the board and scoring takes place based on damage majority. The killer gets to claim a spot on kill track by placing one hit point token on the track, or two if they overkill the target (by placing one more hit point than it’s necessary to kill a target). After the player already finishes his/her turn, the killed player draw one Power-Up card from the deck (even they already have 3 cards) and choose to discard one to determine where their figure will re-spawn. After get killed, that player place a skull token taken from the kill track on the empty left most point on their board, next time they get killed, the score gets less and less interesting.

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One-of-a-kind Weapons

After players take 2 actions, they end their turn by reloading, they can pay ammo cubes to take one or more weapon cards placed in front of them back into their hand by paying full the cost listed on the card.

The game continues until the last skull token is used and then one final turn takes place. When the game end, players tally up their points, player with most points wins the game.

The Replay Value
I honestly think that the game has little replay value. The variations come from different weapons, different board setup and game modes are not enough to bring the game fresh in each play. Basically you just running around trying to kill others. Even all the weapons are one-of-a-kind, you can find out and feel almost all of them in a single game. The game also comes in several modes to play. The basic one is Deathmatch mode is like free for all mode, where you can running around and kill everyone you encounter to get the most points. Aside from that, there are Domination mode and Turret mode. I have played Domination mode, once but didn’t see the good in it, the game feels too fast than it should in 3-players and found it to be quite quirky. Turret mode should be different, since players can set trap and hit the turret. It shifts the aim of the game and makes it more tactical if I am not mistaken by reading the rules. I think it is ease to expand the game, to add another new contents into the game. New various weapons would provide fresh taste to the old game, so it could be promo weapons or something completely different by offering new set of iconic weapons in games or maybe real life. There also different modes that the game can be implemented, such as tag team, zone, time based, capture the flag and others. These new different mode surely give new taste on the bud. Or maybe introducing character abilities as new element or new map setups would make the game more interesting.

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Victory Points

My Thought About The Game
I think the game does work well, it offers you new genre and feel to play. Maybe there are other shooting table top games out there, but none of them are just like this simple, easy to learn and yet so real to simulate the shooting genre. As people been saying that this game is a first person shooting game, well practically it’s different and not right to label it that way. For those who have not try the game yet might not agree with that since there’s nothing at all that describe the first person element. Yes you shoot people around, but not from the shooter perspective like an fps should. You still look it on the bird’s eye view, from top view of the game where you can see all the locations, all the figures and others. This is so oppositely different from a first person shooter. But, maybe in a way, you will feel there’s a slight taste or feel on the game play that reflects that first person element. For me, it is and after all, it doesn’t matter it is true or not, as long as you enjoy it. Personally I think the game does brilliantly convey the mechanic and theme into a very streamline and smooth shooting game while maintains or introduces new strategic factor into it by making the game as Euro game. Yup, I bet many of you didn’t see that coming. Taking from the visual, theme and style the game looks like, you would consider this game to be more of an Ameritrash game than Euro, it’s more make sense. But no, it’s an Area Majority euro game in disguise. Yes, killing and shooting people doesn’t feel gory in here, no blood splattered and no heads got blown off. There are only point crunching for majority, the rest are necessities. While you think the game is about killing and killing, it turns out to be efficiency and opportunity grabs. Your priority is getting the most points, not rolling heads, though killing your enemies sounds intriguing and fun. But in the end it’s about who has the most points. And last bu not least, there’s no player elimination (yes I know most of you do not like that, so its a plus right?).

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Playing the game

I think the game is very simple, you can explain the rules under 15 minutes and new players are able to pick the rules rather quickly than most games. The obvious obstacle is the weapons effect. Since all the weapons are one-of-a-kind, the weapon cards only provide icon descriptions on it, though I must admit they work hard to design it as clearly as they can, which I think they did rather splendidly. Though simple icons cannot equal the power of texts and sentences to convey the real definition of something, I believe with one play experience, players will easily pick up the definition of the iconography. So first play can be a challenge. They also try to design the game with balance in mind, since this game type can lead to bullying or player bashing, they use the point reducing for a solution. Each time a figures is killed, he/she is less worthy to be killed again. This create balance on players targeting another in a brilliant way. Okay, players can ignore this but the real aim for the game is most points, so ignoring the rules can lead the players definitely not winning. There’s also an interesting part in the over-kill aspect. When players get over-killed, they set revenge by placing one of their hit point to the tag area of the killer, this way, it gives them incentives to hunt down their killer to get an additional damage.

While the game has different map setups based on number of players, the game is free to be played in any map setup from small, medium or large. Even the large map with 4/5 players it doesn’t feel big. In short, while the game has dude running around the map shooting something, the real is that the game is about getting points from precisely timed shooting opponents. You won’t get lost in it, most of players turn they can shoot somebody because most of the location is reachable with a single turn. I think this is a plus, since it won’t be so fun chasing around people and cannot reach them. The compound is specifically designed to be compact and minimized the labyrinth / maze aspect of the map, avoiding long alleys and secluded area and also dead end. Yup no dead end, all rooms are connected.

So in overall I love the game, it feels new, fresh and very easy to play. I like how dynamic the game is, highly interactive and offers a lot of game changer during the game. I love the weapons and how keeping three of them can create combos, also using the Power-Ups. The components are okay, and in addition, this still an Euro game at heart. Sadly my wife doesn’t completely agree with me. Shooting each other around is not a theme she kindly favored. But for those of you who think shooting weapons is fun and want to add strategy element while shooting people, this might be a good choice.

dav

Crowded space, high conflict

 
 

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The Convention Man

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

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

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

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Go for a whole day!

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

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

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Teaching board games is always something I look forward to.

Time to play!

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

 

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