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Tag Archives: Japanese Games

The Life of A Treasure Hunter in the Deep Blue

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

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

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

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

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

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

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

 

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Inside Trading Goes A Long Way

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

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

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

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

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

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

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

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

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

 

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60 Seconds Mapping

Mask of Anubis Review

When I visited Japan, this one was one of my top most wanted list, in which almost in the same time its available in Essen Spiel 2016. Kinda a hit during the last TGM (Tokyo Game Market) in 2016.

The game comes using VR (virtual reality) technology, yes VR. The theme is that you guys are treasure hunters or maybe a team of archaeologists that visit pyramids to search something precious or historical. But getting into pyramids is not easy and the only thing you can get inside is through a hole that is not big enough for a person, but luckily among you is a trained cute dog that can help you to find the thing. But you need to navigate it through holes around the pyramid.

The game can be played by 3-7 players by using a smartphone that compatible to VR. You need to download a dedicated app first though the VR goggle is provided from the game (you need to assemble it for the first time). In the game, players will choose which map they want to play and then take turns to be the viewer using VR goggle and describe to other players what they see inside the pyramid (each player is given 60 seconds to examine and describe surrounding place, I believe you can adjust the length of viewing time in the setting). While the viewer is on VR goggle, the rest of players try to mapping the pyramid by using map tiles and other items (tokens) based on what the viewer describes. After the time ends, the players stop their activities and discussion is allowed after the viewer examine his team mates mapping result. The next viewer takes the VR and repeat the same process with new vision. He/she will start in a different spot, which gives players different perspective of the map. After all players complete the viewing time, they will have to combine all the perspectives together to make a single complete map of the pyramid and check if their team-made map is the same with the real map. If its a match, they are success and managed to unlock extra stage of that map.

The app provides many stages with different levels of difficulties and also different viewing times. Its quite interesting aside from the normal mode, there’s also a time trial and an extra stage in each map. So its a long road to complete all of them and the developer can also publish updates with more map contents easily through the app, except the tokens and tiles.

The game is really fun, suitable for children, family and friends altogether. The first experience may be hard and several tries are needed to get used to (aside for viewing the map) communicate with your team. With more experience and plays of the same group, this game rewards more quality play over time since players will get to know more of each other and how to communicate with each players.

So enough with the good words, how about the bad? Well for one the mask / VR goggle is quite hard to assembly and also has a quite thin card board quality. After several plays I am a bit concern that the mask is quite fragile. I even bought a new VR cardboard but even that is not a good quality. My other issue with the game is that even they thought about how to store the game (I mean the Mask) its kinda tiresome and reluctance to strip down the mask (even not strip the whole thing) and store it inside the box.

 
 

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When Dixit and Codenames Have a Baby

Word Porters Review
I love word games, yes there’s a time when Scrabble gave me such satisfaction, but opposite to others. So no great Scrabble moment there. Then word games came to mobile, what a time killer. But sadly I did not really commit to it. Right after I jumped into the board game hobby, word games found a place in my heart, though there are only so few.

First, there is Dixit (shamefully this is not a word game at all), a family game that centers in a story-telling element. Player trying to guess a card that described the story or clues given and in the same time choose their card that really resembles so other players can guess theirs. The hardest part of Dixit is of course how to find the perfect story that you can share to others without revealing so much. Aside from good and amazing illustrations from Marie Cardouat, this family game suffers from this story-telling problem that leads to player giving only a single word as a clue.

Then Codenames came out recently with such a bang. The game took us by amazement until we have no words left to say. In Codenames, players play in te which one play the role of master spy and others are the spy agents trying to figure out which secret / codenames that their team have by code-breaking the hint their spy master provide. This is damn fun and enjoyable, I was hooked instantly.

But then, a Japanese game from Japanese game designer came out and show a new approach to this kind of genre. The game is Word Porters by Hisashi Hayashi from Okazu Brand. So what differentiate this game from others? Actually this game really similar like Codenames and Dixit combined. There are word cards (as seen in Codenames) laid out in the table (10 to be exact) and hint cards by categories randomly drawn based on the number of players in the game. Players will then randomly given a number card (secretly) that tells what word they have from the table. With this in mind they will take turns to the best they can assign tokens to hint cards so others can guess the word of that players.

The game can be played with 3 to 7 players. Nice player count for family or party game with friends. It also plays in 30-45 minutes, so not long to get another shot at it after first play. The game is on Japanese, but not to worry, they provide English paste-ups to download. My biggest issue is on the word cards, they have English translation but its too small, hard to read from across the table. They could have been larger, definitely would improve a lot.

So what makes this one different than Codenames and Dixit? Well, unlike Codenames, you do not play in teams, and unlike Dixit, you try to guess other players’ words not just one, and trust me that is really exciting. And what make this little game clever is the deduction element that really really interesting. It is hidden in plain word guessing game. In this game players get 3 hint tokens with numbers 1 – 3. At their turn, they place their lowest number they have in one of the hint cards that describe their word. If the card already has a token, they need to place number 3 token below their token. So with this, others can check the priority of the choice. Its also about reading players and hey you can also learn English on the way (or Japanese).

Another minor issue is that sometimes the hint cards are not matched or perfectly suitable with the words, but that can be define as challenging. You definitely can play this with 3 players, but in my opinion the game really shines with more players or max player count (6 players). A good solution is too make your own words and categories so the game feel fresh from time to time.

So if you are into word games, fun party game with guessing something, this can be a nice choice to try. Though its not easy to get in Indonesia.

 
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Posted by on November 30, 2016 in Card Games, Reviews, Word Games

 

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Hey, I Know Something About Cinderella

Art Cover

Art Cover

Too Many Cinderellas Review
So you guys know about Cinderella story right? It’s a children fairy tale about a beautiful peasant girl who go into the ball dance with the help of a fairy Godmother, but she need to be back before midnight. So when midnight comes, Cinderella rushing out to leave the ball right when she’s with the prince. So hurry that she left out one of her crystal shoe (I wonder what happened with the other one). The prince was devastated and put all his efforts to look for Cinderella by scouring the town and village to see who would fit her foot into the crystal shoe she left behind, apparently Cinderella’s make-up confused the prince to recognize her true appearance. So he can only depend on the half pair of her crystal shoe.
But in this game, there are many candidates and the prince is having a hard time to decide. Well this opportunity is not something that comes everyday for the folks in town, so they also want a piece of shot.to see if whether his/her relatives (or even him/herself) is fit to wear that shoe. No harm to try they think.

The game can be played from 2-4 players, it has a small pocket-sized box that only contains 18 cards, some tokens and a rule sheet. It plays 5 minutes per game and designed by Nobutake Dogen and Nao Shimamura. Published in 2014 by Taikikennai Games and get reprinted by Grail Games with different artworks for the English edition.

Game Contents

Game Contents

So in this game, you want to persuade or convince the prince with your rumors to lead him believe your candidate is in fact his Cinderella. At the start of the game each player will be randomly dealt 4 cards. From these cards they will play two of their cards one by one in clockwise order starting from the first player as rumors. The card has 3 distinctive parts to differentiate, the top information, the image and the bottom information. The top contains information about the candidate’s traits and preferences. The image shows the portrait of the candidate and partly shows his / her preferences as well, like hair color. The bottom one is used as a rumor. So if you play a card from your hand, you used it as a rumor and the bottom part is the only one that matters, the rest are ignored. When you play the card, the players (including you) will have to take vote to choose whether the rumor is true or not. Each player has two tokens at the start of the game, each shows a “NO” and an “OK” which used o vote the rumor. If at least one player vote NO to a rumor, that token(s) is placed on the card and the rumor is nullified (ignore the rumor on the card). If more than one player vote no, they place all the NO tokens on the cards and they can no longer vote NO to subsequent rumor card. Players who vote OK, get their tokens back.

Once all players exactly play 2 cards, one card is revealed from the leftover draw pile and players will vote one last time as the last rumor. And then all players reveal leftover cards from their hands and decide if any of their cards are truly considered as Cinderella based on the rumors requirement. If there is more than one candidates, candidates with smaller number turns out to be the real Cinderella. If no candidate, no player wins.

Player hand

Player hand

It’s a simple trick taking game with unusual theme. I must say it’s quite hard to control the outcome, the game is quite chaotic though it doesn’t feel like so because one single stroke of rumor could spoil your plan to promote your candidates. If you like a funny game which plays fast, interesting theme that appeals both gender, this could be for you. One notable comment is that the game has counter-intuitive deduction trick to sort out which are considered as preferred traits and which are not.
For several plays it could get boring, for players get realize it’s hard to control the outcome of the game. Your plan can work but it requires high amount of luck.

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Game Play

 
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Posted by on September 11, 2015 in Card Games, Reviews

 

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You Don’t Need to Be Right, Just Make Sure One of Your Opponents Fell For It!

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Box Cover

Yabunonaka (In A Grove) Review
Would you believe that this game has a box with the size of a cigarette box? Of course you would, why wouldn’t you, right?
Hattari or Yabunobaka (or In A Grove fr its English name) is a small pocket-sized game that you can snuck it anywhere (yes, anywhere). It’s designed by Jun Sasaki and published by Oink Games which already known with their characteristic small-pocket sized games such as Dungeon of Mandom, Deep Sea Adventure, Maskmen, A Fake Artist Goes to New York and etc.
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The premise is its a bluffing and trick taking game with a scent of deduction element in it. There’s a crime happened (murder to be precise) and there are 3 suspects in which one of them is the killer. Now players will try their best to accuse one of the suspects and try not to be exposed as liars (accuse the wrong suspect).
The game plays with 8 man-shaped card tiles with numbers from 2-8 and blank tile. This number is the main information for the player to guess which is the killer. The killer is the highest number from the three suspects. But the twist is, each player will have one tile that they know and they will draft the tile one time so they know 2 numbers, sharing it with their neighbors. Based on this information the first player will secretly look 2 suspects and he can decide whether we want to tamper the evidence or not (switch one of the suspect with the victim without looking at the victim’s number), and marked it with tamper marker hence players will know which one already has been tampered with. Now he must decide which one is the killer by placing his accusation chip in one of the three suspects. Then the next player may look the other 2 other suspects beside the previous player had already accused.

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There are restrictions such as the blank tile is always innocent, and if there are number 5 in one of the suspects, the killer is reversed, the lowest number is the killer. Once all player already accused, the tiles are flipped face up to see which one is the killer. Players who correctly accused get their markers back. But for them who accused the wrong suspect, they have their markers flipped to liar side and the owner of the top visible marker take the whole stack to his supply (along with other tokens below his). This will add his supply with more markers. To determine the loser, players with 8 or more markers in his supply is the loser, if no one then the player who runs out accusation chip is the loser. But if no one, the game continues to next round, the first player is change to next player clockwise.

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At first this game is weird for its end game situation. But once you try it you can see how the game really works.
Based on what information you know, you can make a small deduction to accuse and of course other players’ actions also crucial to give you hints, but beware of the bluffing since the last person to accuse taking all the risk.
It’s a fun and very fast game that you can play up to 4 players. You can play it basically anywhere and anytime since you probably need only 5-10 minutes for one game. The downside is it’s replay value. It relies heavily on players’ behavior and way of thinking. With several plays maybe players can guess how the game works and might be less interesting compared with the first plays, but of course, with different groups, there might be different feels and flows of the game.

 
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Posted by on September 10, 2015 in Microgames, Reviews

 

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A Micro Game That Packs a Punch!

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Game box

Sail to India Review

Okay, who wouldn’t know Hiyashi Hayashi? Well, he’s not as famous as Seiji Kanai in the board gaming world, not yet. While Seiji Kanai might be the Hayao Mizayaki of Japanese designers, Hisashi Hayashi could be the shadow that was cast behind him.

Hisashi Hayashi has designed several other games that are innovative and one of a kind. Some games worth mentioning are Lost Legacy, Rolling Japan, Trains, Trick of The Rails, String Savanna, String Railway, Edo Yashiki, Isaribi and many more. Most of his games are micro games, in fact only Trains is not a micro-game.
Now lets look into Sail to India. Sail to India was first published in Japan by local publisher, Okazu Brand. After that, Alderac Entertainment Group (AEG) re-published it for US / international distribution with reworked art.

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So what is Sail to India? It’s a micro-game from Hiyashi Hayashi with trading and discovery theme involving some cubes and a deck of cards.
The story is in the time of our ancestors about Portuguese merchants who sailed from Lisbon and reached India. And the game is all about that, really. Its really an abstract game, theme is not really the point here.
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In the game, players will get 2 cards, Historian and Ship cards. These cards are used to keep track player’s points, money and ship speed. Before the game starts, 12 coastal town cards are shuffled and placed each card face down in a single line. Flip the three first three cards face up and place Lisbon card beside the first face up coastal town card. Each player takes 3 cubes of one color, places two cubes on Lisbon card, 1 cube on the first slot of ship speed. Place the rest cubes on the side as supply stock. Each player then takes a cube of his color and place it on his corresponding money track (safe) as a banker.

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How money and points work
In this game, everything has costs. Either you gain money or points, you need to add more cubes as a banker or a historian. Since the tracking is limited, you need to get more banker to fill into the track if you want to gain more, while your cubes are limited. So during the game you’ll need to decide whether you allocate more cubes as historians (you can say they store points) or maybe as bankers (they store money) in a time being. Of course you can manipulate them as you wish, one time as banker and maybe next time you change it as historian to store points. This what makes the game interesting.

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Flow of the game
On a player’s turn, he has 2 AP (action points), with these 2 AP, he can do the following:
1. Employ a marker (cube)
This action require you to pay 1 gold (adjust the money track) to get one cube from the stock / supply. This is the only way players can get additional cubes from the supply.
2. Move ships
When a player choose to move his ships, he must do the following steps. First is moving ships, ships are cubes that are placed below the coastal town cards. When moving ships, player can move them up to the maximum limit of his ship speed. He can choose to move all his ships or some of them. But keep in mind, a player can only discover a coastal town once per turn (move ship into undiscovered / face down coastal town card). The second one is to discover a new coastal town card, which is by moving ship to a face down card. When this happened, the player flip the coastal town face up and gain 1 point. However the last coastal town card worth 2 points instead of 1, since it’s India. The last step is converting ships intl goods. Player may convert all or some of his ships into goods. It’s done by moving the ship marker to the goods area on the card (there are 2 different goods areas in one card). Each goods slot can only contains 1 cube, so this blocking other players once filled. Once your ships already converted as goods, they can no longer changed back into ships.
3. Sell goods
Players can sell all of some of their goods with 1 AP. This can be done by returning one or more goods markers back to Lisbon. Players will earn money and points based on the different number of goods types they returned. If they have a goods marker on a commerce center, they may, each time they sell goods, regard it as if they sold one goods of that type. This can only happened if at least they return one goods marker as normal back to Lisbon. This actually a set collection, collecting more types of goods does give you more points and money. More of one kind is not helping you get more money and points, so players will go in diverse resources.
4. Build a building
Players can build one of the building on a coastal town card. However they need to fulfill the requirements as follow, the building is still available, have a marker on or below the card, and lastly pay 2 gold.
5. Learn a technology
Players can also learn a technology from the available technology cards by fulfilling the requirements as follow, the technology still available and have the corresponding amount of gold to pay.
Players cannot have more than 3 technology cards, once they acquire the third technology, they cannot learn a new one.
6. Increase ship speed
The last action that players can take is to increase their ship speed. They start with 1 speed. By paying 2 gold, they can advance 1 step to 2 speed, by paying 4 they can advance one step from 2 speed to 3 speed. Players can pay 6 gold to advance 2 steps from 1 to 3 speed but by paying 2 AP (this is the only action a player take on a single turn).
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So player takes turn to do actions until the game end, India discovered (the last card on the line). During the game, players will move cubes from the game to their safe (as bankers) and/or to their library (as historian). Since their cubes are limited, from time to time, players will be facing difficult choices to decide for what they want to use the leftover cubes. Their end goal are points, but they also need money to increas ship speed, buy buildings and also learn technology.
At the end of the game, their buildings and technology will grant them points. The one with most points wins the game.
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My Thoughts
It’s a simple game (with only cards and cubes) with easy rules yet has enough depth to keep you thinking. I like the idea that the cubes can be a lot of things and it’s back to the player himself what he wants the cubes to be. To store points or as playing marker or even store money. At first, players won’t be facing this difficult decision, but as the game progresses, they will have to decide which comes first. It’s unique mechanic of cube pusher really stands out, but not everyone like this kind of game (my girlfriend dislikes it). And the last thing, the player count range is too tight, from 3-4 players. For a small game like this, 2-player mode is a good option. Anyway, since I own the Japanese (Gamefield / Okazu brand) version, it’s notable to keep in my collection. There is also another Japanese version with small differences in components (you use another sets of cube to track down technologies. I think the replay value is not very high, since in each game the variables that makes the game different each time are the technology you buy and also the order of cards revealed. The rest is back to player’s choice to play what strategy.

 
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Posted by on April 15, 2015 in Board Games, Euro Games, Reviews

 

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