ESSENtial BGR – The Bloody Inn


Bloodyinn

France 1831: In a remote corner of Ardèche, the little village of Peyrebeille sees numerous travelers pass through. A family of greedy rural farmers is determined to make its fortune and has devised a diabolical stratagem to achieve this goal: Invest in an inn so they can rob traveling guests, allowing them to get rich without arousing the suspicions of the police! Whether or not their plan will work out, one thing is certain: Not every guest will leave this inn alive….
In The Bloody Inn, you are one of the competitive innkeepers, bent on amassing the most wealth. Unfortunately, your morals hinder you from robbing your guests… at least while they’re alive. Fortunately, your scruples have no qualms with murder. Of course, you can’t just have dead bodies piled everywhere: It’s bad for business, and besides, what if the police drop by for a visit? It’s all so much work! Perhaps you could employ some of the guests as accomplices? Everyone has a price, after all!

There was a lot of buzz about this game a couple of months ago. Almost everybody was talking about this new game and how fantastic it was. The biggest question we had for ourselves when we were at Spiel, was “Why isn’t this ‘fantastic’ sold out on Sunday?” In fact, there were huge piles left at the publisher and almost every stand had lots of copies left. About one month later, we heard the first negative sounds about this game. That’s when we became interested and wanted to try it for ourselves. Another month later, we got the opportunity to play it, and we took our chance.

Card play is the main feature in this game, which can be used in different ways.

The starting player pulls 1 card from the deck (revealing the next card) and places the card by a room in the inn. He does this until all the rooms of the inn are filled with a guest.
The round begins and each player does a first action in turn-order and than a second action.
There are 5 possible actions, 4 of them require playing cards:

1) Corrupt someone: you take a guest from the inn by playing the number of indicated cards and recruit him to do your evil biddings. Or you take 2 peasants from the discard-pile. You take the card(s) in your hand. You have lured him to the dark side…
2) Murder someone: you murder a guest from the inn, thereby turning him in to a corpse by playing the number of indicated cards. The card is turned over to reveal a coffin.
3) Bury a corpse: you take the corpse/coffin to slide it under the extension you build by playing the number of indicated cards. Now you get the money for all your hard work.
4) Build an extension to the inn by playing the number of indicated cards. The extension is the place to bury corpses; it also gives you a special ability.
5) Converting cash from the money-track into liquid assets or vice versa. You don’t use cards to do this.

After everyone has played their 2 actions 3 things happen:

1) If police-officers are still present in the inn they do an investigation. This means that everybody that still has an unburied corpse has to bribe the officer not to arrest them. They lose the corpse without earning any money.
2) For every guest that stays in one of your rooms you get money.
3) You have to pay salaries for every card that is still in your hand.

When the round is over, all guests that are still in the inn are discarded and the starting player-card moves on. You play through the deck twice and the game ends. Special ability-cards are resolved and the player with the most money wins.

As you can read above, the rules aren’t that hard. Still there are a couple of unclarities in the English version of the rules. Reading the German rules solved the issues we had. Probably the original, French rules are even better. The theme of this game is pretty unusual, but it actually fits the game. You’ll have the idea that you’re robbing guest, kill them, and trying to stay out of the hands of the law. Gameplay is good. It plays fluently, at least with two. This one is probably best with three players. We love the art-work, although it’s the wrong style. The game plays in the early 19th century, while the artwork reminds you of the roaring 20’s of the 20th century. And still… The game didn’t catch me. It’s missing something and I can’t put my finger of it. Definitely a game to try before you buy.

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Posted in BGR – Board Game Reviews, ESSENtial

ESSENtial BGR – Discoveries


discoveries

The Lewis and Clark Expedition, which was commissioned in 1803 and ended in 1806, was the first party of men that went through the North American continent, then returned. During these three years, the leaders Meriwether Lewis and William Clark, along with Sergeant Gass and Sergeant Ordway, wrote page after page about their trip, describing the new plants and animals species they discovered and drawing the maps of unknown areas.
In Discoveries, you play one of the Expedition members: Lewis, Clark, Gass or Ordway. Your goal is to compile as much knowledge as possible in your journal, and in this way advance science thanks to your discoveries.
The Tribe/Discoveries cards you gain during the game score discovery points at the end. To get these cards, you have to perform exploration actions, and to do this you use dice. On your turn, you either:

  • Play the dice in your action area or on the game board; by doing this, you prepare or perform the exploration, change your dice, or get new possible actions.
  • Get dice back from the game board or from your opponents’ action areas.

The biggest problem with Lewis & Clark, was that often you know a couple of turns before the game ended who would win the game. Some people say, Discoveries is a streamlined version of L&C with more player interaction. I don’t agree in that. For me this are two different games, with different mechanics. They just share the theme and the setting. As said, the mechanics used are different. In L&C it’s mainly about gathering resources, while the main mechanic in Discoveries is dice rolling. Of course, the dice are your resources, but in this there is more luck involved. Another disappointment, is the fact that the designer chose to use the same iconography as he did in L&C. These icons are not always clear, and doesn’t seem logic to me. You’ll have to have the rulebook in reach to look up on the cards, there are on the table. Also the work area in Discoveries is smaller then in L&C. In Discoveries, you’re working on one card at the time. This is a good thing for the speed of the game. It really plays fast. As for the part of more player-interaction. Is there more player-interaction in this one? Okay, you can take some of the dice of other players that they have placed on the main board, but they also will take some of your dice that you’ve used and placed on the main board. The only difference between the dice are the colors of them. And who cares which color of dice you use. The only thing you care about while playing is to have as many dice as possible. For me, there isn’t more interaction in this one then there was in L&C. We like both games a lot, and they play very different, and will give you a different gaming experience. With two, we set-up and play Discoveries in about 30 minutes, and that’s what we call a short game. Maybe a bit too short, too give you the feeling that you’ve played a great game.

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Posted in BGR – Board Game Reviews, ESSENtial

ESSENtial BGR – Dice City


dicecity

The Kingdom of Rolldovia is in turmoil. Her royal highness, the Queen, has decreed that there will be a new capital after the old one was sacked by hordes of barbarians and bandits from the south. As leaders of one of the country’s influential noble families, players vie with each other to establish their provincial city as the best home for Rolldovia’s new capital. You must choose your city’s path in gaining the approval of all others in the kingdom.
Dice City is a “dice-crafting” game in which the locations in your city act as the changing faces of your dice each turn. Use tactics and strategy to press your claim!
You each have several ways to promote your city; create strong armies; construct wondrous buildings; or open up trade routes. The secret is to manage your city and its natural resources carefully to make the best of your fortunes.

We were looking forward to this game. To us it looked like Machi Koro for advanced players. We were happy that we were able to play this game in Essen, so we could give a verdict on this game. We played this one with 4 players, and that’s were the bottleneck in this game is. That’s just too many. The room that you need to set up a game for four players is huge. The cards that are used are small, and the text on the cards is even smaller. The interaction in this game, comes from the fact that you can conquer other players buildings, but as said, the text on the cards is small, and if the player is sitting diagonally across the table from you, it’s impossible to read the text, upside down, on the cards. You just start to think, never mind, I can also do something else with my army. And there goes the interaction. Turns are played clockwise, so you should be able to follow other players moves, but the chance is big, that you’re just over-thinking your next turn. At least for the first couple of rounds you are. And then you discover that your carefully planned strategy is ruined by the player who’s sitting next to you. From that moment on, it just take ages, before it’s your turn again. And then you start thinking about what to do. Result is that you’re playing a game, that goes on and on and on and…. To bad, because it’s a nice game. Probably best for 1, or maybe 2 players.

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ESSENtial BGR – Tides of Time


tidesoftime

Play as an ancient civilization as they prosper and collapse through time. Build gigantic monuments, raise impenetrable fortifications, and amass vast knowledge as the ages pass. The greatest civilizations will leave their mark long after their collapse. From times long forgotten to times recently lost, civilizations will rise and fall as the tide of time carries them.
Tides of Time is a drafting game for two players. Each game consists of three rounds in which players draft cards from their hands to build their kingdom. Each card is one of five suits and also has a scoring objective. After all cards have been drafted for the round, players total their points based on the suits of cards they collected and the scoring objectives on each card, then they record their score. Each round, the players each select one card to leave in their kingdom as a “relic of the past” to help them in later rounds. After three rounds, the player with the the most prosperous kingdom wins.

18 cards, a scorepad and 1 pencil. That’s all there is inside the box. Building a civilization with just 18 cards for two players? Is that possible? No, it isn’t. The theme in this game is just pasted on. It’s a mathematical puzzle, but it’s good at it. The cards have 5 different suits. On the top of the card is a line how the card score points. Players look at the cards in their hands, pick one, and give the rest to the other players. Just like in 7 Wonders. Except for three cards, players will get all cards in their hands, and that’s were the trick is in this game. You’re going to start guessing what the other player needs to score points. But you can’t loose perspective on your own scoring possibilities. When you find the right balance in that, there is a chance you will win this game. However, there are a couple of cards, that seems overpowered to me. If you keep those, and play them, your chance of winning this game grows significantly. Biggest advantage of this game is that it’s easy to explain, and plays really fast. The 20 minutes that are indicated, are enough time to play almost to complete games.  If you want to have a great game for 2 players, which uses the drafting mechanism and has some more depth and possibilities in it, you would have more fun with 7 Wonders, which is, in my opinion, best with two players.

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ESSENtial BGR – Potion Explosion


potion

A game of Potion-Crafting and Marble-Crashing for 2 to 4 Sorcery Students!
Dear students, it’s time for the final exams of the Potions class! The rules are always the same: take an Ingredient marble from the Dispenser and watch the others fall. If you connect marbles of the same color, they explode… and you can take them too! Complete your Potions using the marbles you collect, and drink them to unleash their magical power. Remember, though, that to win the Student of the Year Award, being quick won’t be enough: you’ll also need to brew the most valuable Potions!

Two weeks after Spiel 15 was finished, we were at the Gaming Club. This game was on the show table with new games. We took a look, and set it apart. It didn’t attract to us. Later that day, somebody asked us, if we would like to join a game of Potion Explosion with them. We agreed, and after the game was explained (the rules are really easy), we started playing this physical version of the computer game Bejeweled. And it was fun. Plain fun. The mechanism of collapsing marbles onto each other we’ve never seen implemented in a board game before, and it worked out great. When we arrived back home, we started to look into this game, and it seemed that this was one of the big hits at Spiel 15. And we missed it completely! Is everything just hosanna! with this game? No. The components of the first edition are of a poor quality. The publisher already said that this will be solved in the second edition, as the 1st ed. already is sold out. Also minor adjustments to the marble-ramp will be made, so in the 2nd edition the ramp should fit properly inside the box. When this issues are solved, and won’t raise the price too much, this one is sure a game to add to our collection. Or should we wait until the 3rd edition is published, and the replaced the pink cloud on the front cover with a grey one?

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ESSENtial BGR – The Big Book of Madness


bigbook

So far your first year at the Elementary College has been slightly disappointing. They taught you to light a flickering flame at the tip of your finger, but other than that you’ve spent much more time reading books than learning powerful spells as future great wizards like you should.
So when you heard about the Big Book of Madness hidden in the great school library, you couldn’t help but to sneak in and peek in this intriguing tome in spite of your professors’ warnings. When you slowly lift the cover of the terrible book, dozens of dreadful creatures rush out, threatening to destroy the world itself! This was your mistake, and only you can fix it now! Learn from the library to fight back against the monsters, and try not to sink into insanity…
The Big Book of Madness is a challenging co-operative game in which the players are magic students who must act as a team to turn all the pages of the book, then shut it by defeating the terrible monsters they’ve just freed.
Each player has their own element deck that they build during the game and use for several purposes, such as learning or casting a spell, adding a new element to their deck, destroy or healing a curse. Spells allow you to support your playmates, improve your deck, draw cards, etc. — but the monsters from the book fight back. Each comes with terrible curses that are triggered every turn unless you dispel them in time. They will make you discard elements, add madness cards to your deck, or lose spells…
If you manage to turn six pages and defeat all of the monsters, you win the game!

Who has never heard of this game? Well, we didn’t before we saw this one laying on a table at Spiel 15 in Essen on Friday. We liked the looks of it, and that got us interested into this game. We went back on Saturday to see, if we would be able to have a better look and maybe play it. Too bad the tables were completely filled all day. On Sunday we went straight for the Iello booth, when the doors opened. We were lucky, and we could set down at the last table with a copy on it. As said, we never had heard of this game before, and we didn’t have the time to have do some descent research on it. The only thing we knew, was that it was cooperative. Started to read the rules, and while doing that, a couple from France joined our table. The rules aren’t had to understand at all. Just to be sure that I wouldn’t miss anything, I started to read them again. Just before I was finished with that, a guy stopped at our table and asked if he could explain the game to us. Happy with the offer (so it wouldn’t be my mistake if I missed a rule or something), he started to explain. This guy was a master in explaining this game. It took him 3 minutes to suck us into the theme of the game. We could started playing pretty soon, and most of the gameplay felt logical to us. The game continued in a fun way, and we really had the feeling that we could win the game, until we were halfway the last round. Just like a cooperative game should be. Give you the feeling that you’re beating the system and then…. Bam!!! Loose the game. While there are lots of cooperative games out there, the big question is, is this one worth adding to your collection? That’s a tricky question. We loved the graphics of the game. Thematically the game is pretty good, we really got the feeling that we were fighting monsters, we had to learn more and more spells and madness was just one step beyond. But…. there’s always a but. Better cooperative games are out there. There are cooperative games that scale better with different amount of players. While there are no special rules, to play with two players, we can imagine that it will become almost impossible to beat the game when playing with just two characters. As much as we loved playing this game at Essen, it didn’t convince us to buy the game. And now, almost a month later, the both of us still got the same feeling.

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BGC – Tabula Venatus – The art of explaining


(To view a bigger version of the pictures in the report, just click on them, and the will open in a new window.)
_MG_2700Sometimes I wonder why we’re going to Spiel every year. The amount of money we spent to visit the convention is quite a lot. Two nights in a hotel. Entrance fee for three days. Driving to Essen. Parking the car at the convention and buying some games. Having dinner for three evenings. If I add everything together, I come to a total of around $600. We got some nice deals at Spiel this year. But if I just add up the prices I would have to pay in the nearest store in town, with no discount or anything at all, I would come to a total of somewhere around $350. So why spend an extra $250?

_MG_2619Just to see the newest games? No, not really. Nowadays there isn’t any reason to go to a convention to discover the newest thing, since we have the internet. To play the newest games? No, not really. There are more then enough gaming clubs in the area which will own the newest game pretty soon after an convention. On top of that, the annual fee for a club is lower then the cost of a single new game. The get some nice deals? No, not really. There are some nice deals at Spiel. But there are also nice deals in local game stores and in online shops. And as I’ve already mentioned, the additional costs for a convention are pretty big, so buying games is the last reason to visit one. If these are not legit reasons, why did we still go?

Well, that’s easy. The complete p_MG_2579icture. The opportunity to see the newest games. The opportunity to play the newest games. The opportunity to smell the newest games. The opportunity to find some nice deals. And maybe just as important, to see the game from that small scale publisher. Coming from a country you didn’t know that it existed. their game to you. How big is the chance that you see that game in a local store? Or in an on-line store? And they are there. At the convention. Especially for you. To show their life-work to you. They want you to play their game. They want you to show you that they’ve developed that hidden gem you were looking for. They want you to buy their game. And therefore… They want to explain their game to you.

_MG_2644 The moment you’ve found a table with a game on it, that looks nice to you, is the moment where it all starts for the publisher. Do they let you struggle with the rulesbook, or are they going to explain how the game works to you? In most of the cases, they are happy to start and explain everything there is to know about the game. Before you know it, you’re playing the game. And maybe, if they did the job of explaining the game well enough, you enjoyed their game enough and you’re going to buy it. Leave your hard earned money at the booth, and take a new box home with you.

_MG_2716But the big thing we notice the last couple of years, is right behind the if. Do the job of explaining well enough. Explaining the rules of a game to somebody else is a hard job. If it’s too difficult, the players won’t remember all of the rules when you tell them. If it’s too easy, there is a big chance that there’s something forgotten while the game was explained. A tiny little rule. Tiny, but very important in the most cases, because the little rules can make or break the game. To us it seems, the last couple of years the look of the games which are showed are getting better and better. But on the other hand, the explanation of the rules is getting worse and worse. You might think, that when the designer of the game is explaining the game to you, nothing could go wrong. Well, it can. On the last day, we were able to play the game Samara. It was explained to us by the designer. Lucky us, he was also Dutch, thus there was no language problem at all. While the designer was explaining, it looked to us, if he was bored by explaining the game. When we had a question he barely managed to suppress a sigh. What was ‘difficult’ to us, was just so logical to him. We played the game, didn’t dislike it, but we were missing something in it. While we were playing the game, we just did the same trick over and over again. We had the feeling that some tiny rules were forgotten. Some tiny rules that could have improve the game.

_MG_7947Good thing there are also small publishers like F-Hein who know that’s important to explain the rules properly. We visit the small booth of this German publisher every year, and it’s always a pleasure when the owner (and designer) sits down at your table and explain the game to you. Clear, and nothing is forgotten. When he’s done, you’re be able to fully enjoy the game. When you’re finished playing, you just want to buy the game. And then you discover the other problem of this small publishing house. The price. All of his game, are on the high end scale of what the game is worth. Which results in saying thank you and leaving the booth. Without the game and hoping that someday, you can buy the game for a nice deal. But in the back of your mind, you know that’s not going to happen, because you’re never see their games in any store.

lanternsIt also can worse. What about somebody explaining a game to you that looks so beautiful and fun to you. Just when you think you can play the game, he tells you that he likes the game so much, that he also wants to play it and is going to join you playing the game. You prefer to play the game without him. But you’ve got manners, so you don’t refuse. While you’re playing, there’s a situation at the table. A couple of rounds later, the same situations is on the table, but not it’s the turn of the guy who just explained the game to you. At that moment he says something like: “I completely forgot to tell you about this, but this and that is the rule when this happens.” Right after saying that, he’s taking advantage with the newly added rule to the game. Such things can happen once, even twice during a game. But after the third time, you’re getting annoyed by it. You just want to finish the game as soon as possible. But as said, you’ve got manners, and you keep playing. And just at that moment you discover that it even can get worse, as the guy who was explaining the game, is cheating in playing. At that point, it’s hard to keep on playing like nothing is happened. You just look at the other side of the table and know that she also noticed the cheating. At that moment you just know that this is an instant no-buy. No matter how nice the price might be. You even don’t want to know it. But you’re happy that you can look through all the shortcomings of the play and you like the game. And someday you might find it for a nice deal, and think back to that horrible experience of the first play.

_MG_2655This year we’ve played 22 different games at Spiel. I think 20 of them were explained to us. And of the games that were explained to us, about 15 were explained badly to us. I know explaining the game to somebody else is hard. From experience I know you have to look at it as it’s a job. You’ll have to know the product from beginning to start. Of course it’s easier when you like the product yourself then when you think of it as an so-so-game. Also the better you know the rules, the less nervous you are about forgetting one of those tiny little rules. To me it seems that people explaining games at Spiel most of the time don’t see it as a job. They see it as a way to get to the convention for free and in return for that, they have to explain a game every now and then. And of course, most of the time the people aren’t getting paid for explaining the game, they are happy if they get a copy of the game for free. But still, if you accept the challenge to explain the game, you have to do it like it’s your daytime job.

_MG_2597The first two days we were at Spiel, we saw a lot of tables on which The Big Book of Madness was played. Didn’t hear of it before, but the game looked nice to us and we wanted to play a game. But every time we passed the booth, none of the tables were free or the games that were played weren’t close to get finished. On Sunday, we decided to do something we never did before. When the doors of the convention opened at 9:55AM, we walked to the booth as fast as we could. And Yes! We were lucky. There was one table free with the game on it. We sat do_MG_2599wn and started to read the rules. But in fact I hoped that somebody would explain the game to us, as it was a twelve page rulebook. In the meantime a French couple from Lille joined us at the table. While reading the rules, I learned that this was a cooperative game. Nice. After I’ve globally read the rules, so that I knew what terminology was used, I knew that there were a lot of little tiny rules. I started to read the rules again, as nobody had time to explain the game to us. The other couple was patient with me, and just when I was close to finish the rules, somebody showed up at our table, asking if he should explain to us, what was going on our table? Happily I said yes, as I was convinced that I would forget the tiny little rules, and it wasn’t my fault if somebody else did it when he was explaining. The guy asked if he should explain the game in German or in English. _MG_2596The four of us chose English and the guy started explaining  the game in a way if never experienced before. He started to tell the story, the theme of the game. But he did that in such a great way, that you were sucked into the game. You really felt like you were part of the game. After he explained the story, he started to explain the rules. All of them. Nothing was forgotten. He was telling everything in such a way, that it just made it all logical and everything you was thinking is “I want to play this great game!” In about 20 minutes, this guy changed the job of explanation into something completely different. Something I would call: “The Art of Explaining“.

Posted in BGC - Board Games Conventions

BGC – Tabula Venatus – To shop or not to shop, that’s not a reasonable question (Part 1)


(To view a bigger version of the pictures in the report, just click on them, and the will open in a new window.)
_MG_2678We’ve talked about traditions last year. We can say, that’s nothing changed with that. Same parking spot. Same coffee bar in the morning. Just everything is the same. Everything? Well, Ehmmm, not everything. This year we had to wait again before the doors to hall 1 opened. A lot of people were waiting to get in. After that, just same old traditions again. First stop NSV. Again, to pick up an expansion for Qwixx. This year there were lots of them available, so no problem with this one picking this up. When we were at the desk we also noticed an expansion for The Game for the cost of €1.50. We decided to pick this up as well, as the both of us, quite like this little game (When we arrived back home on Sunday, the expansion for The Game was in our mailbox. It was inside the new Spielbox).

 

spreadsheetWe always do a lot of preparation for Spiel. A geeklist is made, with the games (old and new ones) we’re interested in. This list is converted into a Excel spreadsheet, with the current prices of several stores, and at which booth we can find the games at Spiel. New to the spreadsheet this years are colors. In red are the games we want to buy, even if we’ve never played it before. In yellow the games we’ve pre-ordered. In blue the games we want to play before we start thinking about buying it. In pink the mini-expansions. And in white and light gray, the games we want to have a look at. Biggest advantage of such a spreadsheet, is that you can sort it any way you like. To start are the games in alphabetic order. The moment we decide that the list is finished and print it, we sort it according to the booth-number, and you’ve got yourself a nice walking route through the halls. Biggest advantage of a printed copy, is that you can fold it easily and put it in your pocket. Get it out every now and then. Make adjustments to prices with a pencil and put it back in your pocket again and scratch out the games we’ve bought or played . After using that piece of paper for three days, it’s completely worn.

_MG_2593A good tradition for us, is to buy games the first day we are at Spiel. Maybe not such nice deals, but more chance the games are still in stock. First stop was, like usually, Japon Brand. The Japanese game factory, broke with a tradition this year. Normally all their games are sold out on the first day. That’s why we decided to pre-order Eight Epics. When we arrived at their booth, we noticed that not a single game was sold out this year. We also wanted to have a look at their booth, if they brought Villanex with them. A micro-game that sold out the first hour of Spiel in 2014. They didn’t. On our way we picked up some mini-expansions. Publishers used to call them goodies and give them away for free. The last couple of years, we’ve seen the name of the goodies slowly changed into mini-expansions, so publishers could charge people for it. Nowadays, some of them are free, but most of them have to be paid for.

_MG_2568We didn’t have a lot of games on our buy list, and most of them we found pretty easy for the prices we were willing to pay for it. Also find a couple of nice deals for some older games. Everything went so well, this day, that we even got some time to play a couple of games and to look at people. Most of the time we just refuse to take a picture together with them, if they ask us to, but it’s nice to start a new tradition, and give just one of them the chance to get a picture with the always smiling M. Last year the lucky one was a guy with green hair. This year we gave a guy with a yellow hat a moment he never will forget.

 

_MG_2577To us it seemed less crowded at Spiel then it was last year. Probably the reason for that is the fact they’ve added another hall to the convention. More room means less crowds I think. It was getting close to 6PM and it was time for another tradition. Make a picture of this years haul at the advertisement pole at the entrance of Spiel. Not as much as other years, but not less happy with what is inside the bags.

 

Posted in BGC - Board Games Conventions

BGR – The Game: Spiel… so lange du kannst!


thegame

Players in The Game try to discard all 98 cards in the deck onto four discard piles in order to win, but they need to do so in the right ways.
Each player starts with 6-8 cards in hand depending on the number of players, and four discard pile prompt cards are on the table: two showing “1” and an up arrow and two showing “100” and a down arrow. On a turn, a player must discard at least two cards from hand onto one or more discard piles, with cards on the 1 piles being placed in ascending order and cards on the 100 piles being placed in descending order. One tricky aspect to play is that you can play a card exactly 10 higher/lower than the top card of a discard pile even when you would normally have to play in a descending/ascending order, e.g., if a 100 discard pile is topped with an 87, you can play any card lower than 87 or you can play the 97.
After a player finishes their turn, they refill their hand from the deck. During play, players cannot reveal exact numbers in their hands, but they can warn others not to play on certain discard piles or otherwise make play suggestions.
Once the deck is emptied, players are required only to play at least one card on a turn. If you play all 98 cards, you win! If you get good, the rules suggest that you play at least three cards a turn to increase the challenge.

The title of the game is huge for such a small box. In English it says: “The Game. Play….. as long as you can!” The subtitle covers it all. When you’re playing this cooperative game, you play as long as you can. The box of this game, doesn’t scream to you “Get me! I’m a really fun game!” It might even scare people. The cards have the same design. We can imagine, that the design makes people not buy this game. A shame, because it’s a really fun game. When you’re finished, you want to play again. When you think the game is to easy, you can easily adjust some of the rules. i.e. Take one card less in hand or play three cards minimum. We’re pretty sure that The Game isn’t that easy anymore. But even with the standard rules, it’s hard to play all the cards. We’ve played it a dozen of times now, and we’ve managed to play all of the cards once. We were close with 1 or 2 cards left a couple of times, but it’s challenging. The rule of 10, is what makes this game interesting. If you can’t play cards according to this rule, then it’s (almost) impossible to play all the cards. And the design? While playing, you don’t see anything off it. You’re only paying attention to the numbers that are on the cards. Although it’s a cooperative game, it’s also playing solo very well. Another great (light) game from the designer of Qwixx. Also this one is nominated for Spiel des Jahres, and we believe that it’s a serious candidate to win this title.

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BGR – Les Poilus


lespoilus

2nd August 1914 – In the main square of the village, a group of inseparable friends contemplate, incredulously, about a General Mobilisation order, posted on the town hall. For several weeks, reading the news had become very worrying but the brutality of this announcement surprised everyone. Without having the slightest idea of the hell which they were about to be put in, they promised to stay together, to return whatever happened. Unfortunately, the reality that they were about to face would be completely beyond their worst fears. Like literature and film, gaming is a cultural medium. Undeniably participative. There is no subject that can’t be covered. Some are more difficult to cope with than others. Particularly the life of The Hairies (Les Poilus). Guided by the deepest respect we hold for the suffering endured by these men, we have worked hard to design and set this game with this in mind. In this collective madness, we have chosen to put them in front of their concerns, their daily fears. The only way out for these men was their solidarity, their brotherhood, their ability to help themselves, to rescue one and all. Without ever addressing fighting, Les Poilus offers each player the chance to experience some of the difficulties experienced by the soldiers in the trenches. The atmosphere around the table will often not only be intense but emotional aswell. The path to victory will seem difficult but do not be discouraged. Press forward and experience the Great War!

I’ve got the idea that this French game, is a small hype at the moment, because of the next message:

Juan Rodriguez, also a former member of the Charlie Hebdo team, and his friend Fabien Riffaud had designed this game about poor infantrymen trying to survive in the hellish trenches of 1st world war. Probably the first collaborative war game. Tignous had illustrated it in his usual style, with more petry and less profanity than in Charlie Hebdo. The work was finished and given to the small French publisher Sweet November a few days before Tignous was killed in the Charlie Hebdo killings.

Of course, this story behind the game, is terrible. And this story, made the drama of the killings come closer to the world of board games. But what’s more interesting, is the fact how the game plays. For about the illustrator, Tignous, this was only the 4th game he illustrated, but I really like the style it’s done. For me personal, it deflects history and France to me. Why? I don’t know, but always as I see illustrations in this style I think about France, and most of the time, it’s French indeed. I’ve never heard of this game before the beginning of April, when I read a small review about it. I was interested in this one, but there was one problem with it. The game had some language in it, and my French is terrible. I know a couple of words, but to read game rules and text on cards, understand them, and explain them to somebody else. Well, that’s a bit more then a couple of words. Lucky me, somebody else translated the rules and the text on the cards to English and to German. Those two languages combined should make it no problem for me to try this one. Next step was to find a copy of the game. I started looking online, but had no luck. None of the usual online stores I know, had this game in their program. Neither did some other online stores. Then I found a store in Strasbourg, that was selling this game. As we were going on a short holiday to the Black Forest, Strasbourg was only a 30 minute drive away from the place we were staying. Contacted the store and asked if they wanted to hold a copy aside for me, as I was coming from The Netherlands to pick it up. Of course, French people aren’t impressed that easy, and they said that they wouldn’t hold a copy aside for me. They had enough copies on stock, and normally they would still have it, when I was there to pick the game. Not very happy with such an answer, but still going to Strasbourg, as it’s a fantastic city. Went to the game store in the afternoon, when it started raining, and after a while, we discovered this little game on the shelfs. The last copy available! We quickly grabbed it, and while we were looking for other games, we hold on to this little box, like it was the Holy Grail itself. Slowly the “Quest for Les Poilus” was becoming another story behind this game.

After reading the rules, it was clear, that this was an easy to explain game. Cooperative, not much talking between the players allowed (only a couple of small hints), which makes sense to me, because you don’t want to talk/yell a lot when you’re in war at the front line. In the game are two different kind of cards. Threat cards, which show some of the 6 threats there are and Hard ship cards, which give the soldier a hard time. Also there are some support tokens, and speech tokens. Two decks of cards are made. One deck is called the Peace deck, and there are 25 cards in it (less cards makes the game easier, more cards, makes the game harder to win), the other deck is called the Morale deck (the rest of the cards in the game are in it). To win the game, the players have to play each card that is in the peace deck before the morale deck runs out of cards, there are 3 threats of 1 kind on the table or 1 of the soldier has 4 hardship cards next to him. Each player gets 3 support tokens, and for the first turn, they are dealt three cards. A game round is called a mission, and each mission is divided into 4 phases. Preparation, Actions, Support & Moral Drop.

After the 1st mission, the starting player decides how many cards each player gets. After that, a player has to perform his actions. He can choose out of 4 different actions. 1) Play a threat card to No Man’s Land (the battle zone) or play a Hardship card next to the player’s soldier. 2) Fall back and support 3.) Use his lucky charm 4.) Make a speech. When he plays a threat card into No Man’s Land, he has to look which threats are on the card. Some cards have 2 and some have more threats on them. If he plays a card that has the 3rd threat of the same kind on them, then the game ends immediately. I.e. if there are 3 whistles on the table, then the game ends. Also some of the Hardship cards have those threat symbols on them, those hardship cards also counts for the limit of 3. If a player plays his 4th hardship card, the game also ends immediately. Those hardship cards, give you some disadvantages. Just as “Other players may not take the Fall back and Support action as long as they still have cards in their hands.” This can really give you a hard time. Each soldier has a lucky charm on his card, which is the same symbol as one of the 6 threats. If he decides to use it, he may remove 1 threat card with the same threat symbol on it. Then his soldier card is flipped over and he can’t use it anymore. Also a soldier can make a speech, when he has earned a speech token. He calls out a threat of his choice, and all other players may discard 1 threat card with the called out symbol on it. When the player doesn’t want to do more action, he falls back and play a support token, to support the player on the left or right to him.

When all players have fallen back, there is decided which player gets the most support from other players. The player with the most support, gets to choose between two. a) He discards up to two 2 hardship cards which are next to his soldier or b) He flips over his soldier card so that the lucky charm symbol is visible again. After that is done, then the cards left in the players hands are counted. That amount of cards (with a minimum of 3) are transfered from the morale deck to the peace deck. And the next mission is on…

Basically that’s all there is. Not a hard task to do you could say. Well, that is what we were thinking. After playing the first game, we discovered that it was harder then one could image to win this game. We played another one immediately and also lost the game. Played four games in a row, and lost all of them. Of course, the text on the cards, makes it harder to play it in other languages, but the amount of text isn’t that big, and with some logical thinking, you can imagine what is meant by the cards title. If you use a sheet with the translations of the cards on it, it shouldn’t be a problem at all. Or just wait for the English edition. Another minor thing, is the fact that the game is overpriced. You get 65 cards, 21 cardboard tokens, a starting player figure and a gaming aid. Together with the rules and the box it made us pay almost EUR18,- But when considered the fun we have with this game already, it’s worth the money. This little game, is a hidden gem.

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ESSENtial BGR – Mangrovia


mangrovia

In Mangrovia, a light “gamer’s game”/family game with a Caribbean mangrove setting, a clever role selection mechanism allows the players to choose two different bonuses/actions as well as the turn order in which they want these actions to be carried out — all by placing just one marker. Victory is achievable through a number of viable options, which guarantees high re-playability.
The game is a fight over acquiring the best locations for your huts in this appealing and unspoiled landscape. If you manage to do so, you will become the rightful successor of the old chief and win the game. You gain Chief points by having the most huts (and the secondmost huts) along each of the eight divine paths monitored by the statues of Gods. Additional Chief points are earned by controlling sacred locations, by collecting amulets, and simply by building huts at lucrative spaces.
Building a hut requires that the space’s landscape is “active” and that you can pay the exact price (not overpay) for the space. Therefore, the game feels tight even from the very start. The game gets tighter and tighter towards the end of the game as you have fewer choices of spaces, and as the actions you choose become more and more crucial.
In order to succeed in this game, you should carefully choose and time the best possible combination of actions, called “ritual sites”. A boat goes from ritual site to ritual site, first on the west side, then on the east side (in opposite order), triggering each action. If, for instance, you choose a ritual site high up, you will have an early choice of cards, but a late choice of space to build your huts or to collect amulets (and vice versa). A fourth action type is to select “active landscapes” and become starting player, which makes it possible to control the next round. After all players have performed two actions, the round ends. The game is usually played over 10-14 rounds and ends when one player builds his last hut.
Collecting amulets may be key in this game. Instead of keeping them as Chief points, you may use them to build huts on designated spaces which require payment in amulets instead of cards — and still to the exact price. Building huts on such spaces may be exactly what you need to get the majority along one or two divine paths. In order to gain enough amulets — and amulets of the appropriate values — you should position some of your huts on amulet spaces. The more huts you build on such spaces, the more amulets you can draw. The probability of getting the amulets you need will therefore increase.
The game board is built as a matrix system, with some spaces being part of two divine paths while other spaces belong to just one. The spaces that are part of two divine paths are obviously most tempting, but can you afford to build your huts there?

The above description says that this one should be a ‘light gamer’s game’. Sounds perfect for us. Also high re-playability is right in our alley. We were very happy that we were able to try this one. After reading the rules it was clear, that this is not a light gamer’s game. It’s an ultra-light gamers game. Nothing wrong with that, but we expected somehow a bit more of it. As said, ultra-light, that means it’s not hard to explain. The most important mechanics of the game are worker-placement, area-control and majority control. The workers in this game are bowls. With two players, a player gets two bowls. After placing the bowl, each of the bowl/worker is connected to two actions. Most of the time the choices you’ll have to make, are “Do I want to get more cards” or “Do I want to build more huts” this turn. If the other player picks a spot on the worker track, you just think “Ok, I’ll pick another spot.”, instead of “%$#@$&# I wanted to place my bowl there”. And this is just where the main problem is with this game. There never is any real competition going on at the board. That’s too bad, because this game has the potential of being a very nice game. Now it’s just an Okay game.  The boards looks nice, components are good. Not one we would recommend.

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Posted in BGR – Board Game Reviews, ESSENtial

ESSENtial BGR – Alchemists


alchemists

Mandrake root and scorpion tail; spongy mushroom and warty toad — these are the foundations of the alchemist’s livelihood, science, and art.
But what arcane secrets do these strange ingredients hide? Now it is time to find out. Mix them into potions and drink them to determine their effects — or play it safe and test the concoction on a helpful assistant! Gain riches selling potions to wandering adventurers and invest these riches in powerful artifacts. As your knowledge grows, so will your reputation, as you publish your theories for all to see. Knowledge, wealth, and fame can all be found in the murky depths of the alchemist’s cauldron.

In Alchemists, two to four budding alchemists compete to discover the secrets of their mystical art. Points can be earned in various ways, but most points are earned by publishing theories – correct theories, that is — and therein lies the problem.
The game is played in six rounds. At the beginning of the round, players choose their play order. Those who choose to play later get more rewards.
Players declare all their actions by placing cubes on the various action spaces, then each action space is evaluated in order. Players gain knowledge by mixing ingredients and testing the results using a smartphone app (iOS, Android, and also Windows) that randomizes the rules of alchemy for each new game. And if the alchemists are longing for something even more special, they can always buy magical artifacts to get an extra push. There are 9 of them (different for each game) and they are not only very powerful, but also very expensive. But money means nothing, when there’s academic pride at stake! And the possession of these artifacts will definitely earn you some reputation too. Players can also earn money by selling potions of questionable quality to adventurers, but money is just a means to an end. The alchemists don’t want riches, after all. They want respect, and respect usually comes from publishing theories.
During play, players’ reputations will go up and down. After six rounds and a final exhibition, reputation will be converted into points. Points will also be scored for artifacts and grants. Then the secrets of alchemy are revealed and players score points or lose points based on whether their theories were correct. Whoever has the most points at the end of the game wins.

One of the most rare elements in an Euro game is a theme that actually works. Well, with this one it really works. When playing, you are the guy on the cover of the box. You are mixing all those ingredients trying to find all of the solutions. Having said that, there is also the big minor point with this game. And that is the app. Everybody will say that you won’t have to use the app to play the game. Well, they are absolutely right. You won’t need an app. But when you don’t use the app, you will need somebody who is willing to stare at the gameboard for two hours. Watching every move that is made, doing nothing until somebody asks “What do I get when I mix Mandrake root and scorpion tail?” He can say two words then, and then, just wait again, until somebody will ask him a result of a mixture again. And all the time he’s just sitting there. Staring and thinking: “I want to play along!” To be short. Using the app will make the game easier and more fun for everybody. And that’s where another concern comes in. How long will the app be usable on a phone. I mean, 10 years ago nobody heard of an android OS. What kind of OS will a phone use in 10 years. Will there be an app for that OS by then? I really am afraid that there won’t be an app for it then. On the other hand, it shouldn’t be too hard to make a table with all the possibilities in a spreadsheet yourself. Just fill in the ingredients on page 1, and click on a button and that will give you the result. Is using the app necessary? Actually, yes it is. Enough about the app. It isn’t a novelty, but the implementation in the game is just great. It works perfectly (if you have enough light in the room you’re playing).

A 20 pages rule-book almost automatically means that this isn’t an easy game. Well, it isn’t easy, but it isn’t hard either. There is just a lot of keeping track of. The rules are written very clearly, and after reading them once you should be able to explain the game to somebody else. Please take in count that you will need about 30 minutes to do that.

Playing the game is quite an experience. It might take a couple of rounds before you understand the game, but then it flows naturally. The deduction part of the game is the main mechanic, and to us, it was completely new in a board game. After playing the game, I was overwhelmed by it. In a good way. Wow, this is just refreshing. This is something different. Let’s play it again!

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Posted in BGR – Board Game Reviews, ESSENtial

ESSENtial BGR – Aquasphere


aquasphere

News from the depths! The AquaSphere is a research facility stationed deep below the ocean’s surface, and your skilled team — consisting of an engineer, a scientist, reprogrammable bots and exploratory submarines — is trying to gather as much data as possible.
The game board in AquaSphere has two main areas: A research station comprised of six sectors in which your scientist conducts experiments and a headquarters where your engineer supervises preparation of the bots. During each of the four game rounds, you take several turns, and on each turn you either:
– Use your engineer in the headquarters to program a bot; each round you can choose from three of the seven actions.
– Have your scientist bring a bot to a sector to perform an action.
Through actions such as improving your lab, sending out submarines, collecting crystals, and examining octopuses, you expand the abilities of your team or gather knowledge points, which are necessary to win. Additional challenges result from the limited size of your lab, which is your personal stock; you can increase the size of your lab, which makes life easier, but this costs valuable time.
AquaSphere is a challenging game of strategy and tactics with different paths to victory that requires planning in advance as well as skillful use of short-term opportunities.

Finally there is another complex Stefan Feld game. The complexity of this one could be compared to Luna, Bora Bora or Trajan. First question after playing the game, is it as good as one of those three games? The answer can be short. No, it isn’t. While playing, it gives you a certain Bora Bora feeling. But without the neat dice system Bora Bora has. In Aquasphere you can’t manipulate anything. Someway it reminded me also to Amerigo, a Feld game we didn’t like. Maybe because of the area control element that both games has. While I’m typing this, I realize that I’m comparing the game to other games. That means that the game isn’t a refreshing one. No new mechanisms in the game, but all are lend from other Feld games. Also this means, that the theme makes no sense at all. Of course that’s the case with a lot of Euro-games, and thus with games designed by Stefan Feld.

No new, refreshing mechanisms in the game….. Is Feld losing his touch? I’m afraid I would have to say yes. For a couple of years it was the master for designing the new era of board games. Now he hasn’t surprised us anymore since the game Bora Bora (but is that a bad thing, because that game is published in 2013 and is only about 1½ years old).

Having these things said, it’s time for the verdict of Aquasphere. Well, it’s a great game. If you like the more complex games designed by Stefan Feld, you will like this one. But don’t expect a game that is giving you a wow-feeling. Nothing new inside the rules (which by the way are very easy, just like it should be in a complex Feld game).

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GotM – November


GotM 2014-11Eleven times we played a game for the first time. This game turned a to be a big surprise. We didn’t expect much of it, and bought it only for nostalgic reasons. We love the Essen convention every year. In fact, the moment we drive from Essen back home, we’re looking forward to go back for the next edition. But it turned out to be a great game, which give you the feeling that you actually are walking around at Spiel. Another very nice game we played for the first time was Imperial Settlers. One we hope to add to our collection in the near future.

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Posted in GotM - Game of the Month

GotM – October


gotM 2014-10And there is Mr. Feld again! It’s almost impossible for us, not to pick one of his games once a year to become Game of the Month. But it was very close. With Spiel in Essen and a lot of time there to play games, we managed to play 28 games for the first time in one month. I guess that’s a record for us. We had to pick between some nice games, and finally we had to pick between La Isla and Five Tribes. The only reason that we picked this one above Five Tribes, is because it was designed by Stefan Feld.

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