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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.

dav

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.

dav

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?).

dav

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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How Greed Are You? The Game

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

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

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

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

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

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

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

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My Top 10 Games from 2016

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

 

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