I am back with the fourth part of the preview. There are some interesting titles here and some of them are going to be in my collection. Curious what games are those? Just read on!
It’s a 2 player game of Mad Max. The game title is taken from the word of Kerosene, which is a scarce resource in the future. Each player will take the role of a rival clan, struggling to survive and explore new territories. The game lasts for 3 claim rounds, which is determined by the draw pile. Players take turns by fueling up with Kero, roll dice and collect resources to take cards, visit the native tribe or explore new territories. The unique element of the game is the Kero resource which represented by the hourglass timer with the shape of a truck. Each player keeps their trucks for themselves. When fueling up their truck with kero, opponent player will roll 8 dice in real time while the active player hold their truck in an upside down position (truck head downside). When the dice roll shows all fire symbols, the player must stop fuel the truck and place it flat on the table. The player then may spend Jerrycans to add additional dice from the shack to improve their dice results. Once ready, the player place their truck on the table on upright position so the Kero starts flowing and the player rolls their dice. The die is locked if showing a fire symbol. If the player ran out of Kero, they must immediately stop and gets nothing. When the claim card is revealed, the players claim new territories based on area majority. After the third claim card is revealed, players finish the round and check who has the most points. I think the game is quite unique with the hourglass timer and it’s implementation. Having your opponents rolls dice to determine the time for you to fuel your truck is very interesting. If only it is possible to play with more than 2-players.
In this game, players will place terrain tiles on their river board to generate resources and storage spaces. They also have pioneers that they can assign in worker spaces to gain resources, build buildings, swap resources and gain tiles. It’s a very simple worker placement game, with limited resources in the game. What makes the game unique is the river board owned by each player. Briefly the tile placement is in a 3×4 grid (12 tiles) but the placement is following the river direction, which is from left to right down to left and then lastly, dow to right. This will affect players to gain score based on the terrain type scored per column. Matching terrain tiles from the tile of the top column in each column score points. Not sure the replay value will be good or not. I noticed that each player starting tile is drawn from the stack of tiles, randomized at the beginning. This give me the general overview about the tiles. The tiles are mostly balance, no sense of progression, so you just adding quantity to your board instead of quality. But maybe the game is intended for lighter getaway games.
Another new title from Stefan Feld, which I think a lot more simpler than Forum Trajanum. Carpe Diem sets the game in a medieval Roman civilization, where players play as noble patricians set to build and improve their city districts. The game consists of four phases (7 rounds in each phases) just like in The Castles of Burgundy where they use the term ‘phase’ for ’round’ which sometimes could be misinterpreted by players because of the common use of the term ’rounds’ instead of ‘phases’. In this game, players will move around their marker on a circular (mancala-looking kind of board) spaces to take tiles based on the connected lines of those spaces. These acquired tiles are placed on the player’s board to complete a certain landscape, dwellings, market, bakery and fountain (which have different treatment). Once the mancala out of tiles, the phase is over and scoring begins based on the players’ progresses on Banderole track. Player who advance furthest score first, by placing one of his marker on an empty spot between two scoring cards and score points based on these cards (related with his board). So basically the game has tile placement (like Cottage Garden, Barenpark or the likes), very simple. The art is bad, period. Definitely an abstract, as opposite with the art cover. Not to mention the title is overwhelmingly generic, Carpe Diem, is latin for “Seize The Day” which I could say can be applied to anything, regardless the background setting fo the game.
Here we go, a word game. You know that I love word games and I am really excited with this one. I guess there’s nothing new in this except that this is an improved version of Letter Tycoon (not having Letter Tycoon on my collection gives me a good reason to get this). Unlike Letter Tycoon, this game has theme, which players take the roles of heroes who fight monsters by crafting spells. The game has 7 rounds, which in each round there are 3 phases, prepare words, battle monsters and then visit the town. As you might already guessed, players craft letters to make a word (spell) to deal damages to monsters. Letter cards have damage value and type that will affecting the damage total based on the type of monsters. During prepare words phase, players are simultaneously craft a word with letter cards (also with the help of Armor and Weapon cards) and simultaneously reveal their words. Then they check their initiatives (most letters to fewest), longest one will go first and choose which monster they will be battling. After dealing damages, players gain rewards, suffer wound or complete quest based on the monster. Wound works quite unique, where players draw a wound card from the deck and add it to their hand. Wound card can be used to form a word, but generally they’re a combination of letters and harder to form and tricky to use in a word. There are ways to remove wound card, by playing it in a word or by using Shaman ability. During visit town phase, players draw 2 quests and keep one (max 2 quests at any time) and then they can visit 1 building such as Shaman, Tavern, Guild, Armory and Alchemist. It’s a unique take on a word game, the general concept that players can fight any available monster and accumulate damages (basically reducing points in the form of coins) on them is quite tactical. Having that said, this provide piggy-backing feature for players to see which monster is dying so that they can take out, though some might not like this concept. Overall, I definitely getting this game, great word game and illustration by the Mico, really peak my interest.
SYMPHONY NO. 9
I found this game by mere chance, and upon looking at the game description, I am interested. It’s a game about classic music composers (like Mozart, Beethoven, Bach and etc). In this game, players are taking the roles of music enthusiasts and will support composer to hold royal concerts. The game lasts for three rounds, where each rounds there will be three phases, Sponsor, Concert and Clean up. During Sponsor phase, players will taking donation cubes three times. These cubes represents reputation of each musician. Players will gain composition tiles from musicians based on the majority of these donation cubes. The movement of these cubes could be fiddly to analyze. After then players will finance the royal concert by spending money (wagering) simultaneously, the total money spent by all players will decide whether the concert is a bust (failure) or a success. The concert can fail because the money gathered is under the minimum value or to much above the maximum value. If it’s a success, there is still 3 levels of concert (low, medium or high). The level will determine which musicians will perform and players will get income based on their donation cubes of that musicians. In the Cleanup phase, musicians might be dead (if there is no longer donation cube in their career track) but their works can still be enjoyed by the public, as their works are immortalized through compositions. Players also have furniture tiles, which they can (at any time) sell to gain more money. But of course, keeping furnitures are essential in the household and give points at the end of the game. At the end of the game, players score points based on the scoring methods available on the game (there are different sets). I think the most interesting part of the game is the wagering part, which it can have different outcomes depends on the players as a group. The second one is the theme is kinda unique. Definitely on my top list.
The first thing I have in mind when I read the rules is Codenames! This game reimplemented the core rules of Codenames into a more interesting game with suitable theme. I actually kinda fond of the theme of first encounter. This is a game of deciphering code of alien (foreign) language, translate them and fulfill the needs. Unlike Codenames, in this game players still divided into teams but, there will be only one winner from each team at the end of game. The background story is really interesting, one team will be earthlings while the other is aliens. Alien had come to ancient Egypt and they want to take things from Egypt civilization to be sold into intergalactic market (you can say it like that). But both Aliens and Egyptians do not understand each other languages and cannot communicate using words. So the earthlings need to find a way to translate the Aliens’s needs and offer it to them.
The general game play is still using codenames core deduction, but I think it has enough similarity as Word Porters as describing the nature of the goods. Basically earthling players need to figure out the symbol of certain characteristic from some goods available, the aliens will assign the symbol based on their interpretation, and what is good they want by drawing some symbols. Then after having enough information, earthling players will offer the goods by voting the requested one. If they are correct, each will get a benevolence token from the Alien player. This game is definitely in my must have list. I might prematurely said this, but this might be Codenames killer.
A new game from Friedemann Friese (you can play solitaire in this one). As the title suggests, this game is about the utopian future, where people want to live leisurely the best they can. For this demand, they need the most sustainable system to accommodate their life and players need to build the fulfilling condo. In the game, players can expand the living quarters of their condo, which can sustain more people (for each people they need to provide their own bed). To sustain their life, people need to work (at first) but they need to improve, meaning let the robot do the work and they can relax and leisurely spend a great life. More needs means more resources, food and energy, to provide these they need generators. To keep the generators running they need to work, or install robots to work the generators, but that also means more energy needed for the robot to operates itself.
I think this is quite interesting, players will need to make a sustainable and profitable engine for their condo. I kinda like the idea and how the game plays. It uses action selection mechanic where each player has a set of 5 action tiles that they can choose for each turn. Chosen action tile is placed face down and cannot be chosen again before they use all the action tiles. So there is a small action programming / planning to take into account.
Solenia is a game of hand and resource management. The premise is simple, each player has the same set of cards ((16) which all of them will be played throughout the game, 1 card per round. They place cards on the board, which consists of 5 pieces of double sided strip tiles (day and Night). There are certain rules about the cards placement, which affecting the position of the giant airship, card adjacency and using resource to lengthen the voyage. What tile the card is placed will determine what kind of effect the players get. If it’s a floating island, they get resources, if it’s a floating city, they must fulfill one of the available delivery tiles (day or night depends on the tile). Acquired delivery tile will be placed on player’s board slot, grating them immediate rewards. When a player plays a value-0 card, then the Giant Airship will move 1 space forward and the cards on the first strip will be resolved and the strip tile is flipped and moved to the back line.
The game is very simple, find ways to collect resources, then spend the resources to fulfill delivery tiles. The concept of day and night is also interesting, because after a cycle, the strip tile will change rom Night to Day or vice versa.
Note: images are taken from http://www.boardgamegeek.com and full credit to their owner.