Dale Yu: Review of Intarsia

Intarsia

  • Designer: Michael Kiesling
  • Publisher: Deep Print Games
  • Players: 2-4
  • Age: 14+
  • Time: 45-60 minutes
  • Played with review copy provided by Pegasus USA

For countless years, the Cafรฉ de Paris has offered moments of carefree relaxation and a wonderful opportunity to pause and breathe amid a bustling city. Unfortunately, the cafรฉ must close for emergency renovation to ensure that it continues to attract numerous guests.

In Intarsia, players compete for the contract for the coveted redesign work on the parquet, embellishing it with stylish intarsias. To win the contract, players have to prove their skills by refining the floor with stylish inlays and outdoing their competitors with new tools.

Each floor ornament can consist of one to four filigree wooden elements that are puzzled together from the outside inwards. The more pieces the ornament consists of, the more victory points it scores! During the building phase, wooden elements can be paid for with material cards and built according to the building rules. Whoever fulfills the requirement for a tool receives the tile that scores points. Only the person with the best building skills can secure the contract and give the cafรฉ a new lease of life!

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Gen Con 2024 – CGE

Czech Games Edition was once again in their handy room across from the exhibit hall. Itโ€™s a great place to drop in and try out their games and I love that they open up at 9 am – a full hour before the main hall. I was able to get a rundown on the new deduction/resource game Little Alchemists. App driven like its older sibling (Alchemists), it doles out similar gameplay over the course of a seven level campaign that starts very basic and slowly adds in new mechanics. Snatch It! is a take-that card game of frogs competing for food which is accomplished by creating stacks of similar cards. I was hooked by the giant kitten arms and had to check out Fish & Katz – a sort of simultaneous slapjack to claim sets of fish cards. Look for the Codenames app to finally release in September and finally, we have SETI: The Search for Extraterrestrials. This is a meaty Eurogame full of resources, cards as actions, tech trees, shared effort to unlock alien tech, and a very nifty central board full of rings that can be explored but also rotated to mess with the other players.ย 

Little Alchemists

As its name implies, Little Alchemists is a lightweight game along the lines of the original Alchemist. Who doesnโ€™t like exploring the hidden depths of oneโ€™s grandparentsโ€™ basement? I suspect your grandparents’ chemistry set is much more interesting than what you could get today. Little Alchemists is all about mixing up ingredients to see what you get. Once youโ€™ve made some potions, itโ€™s time to sell them! Just make sure to use those big, sad eyes to get a good price. Players have a selection of various ingredients but do not know what they will get when they mix. Like its older sibling, Little Alchemists uses an app as part of the gameplay. The app can also serve as a tutorial to get players into the game. During the game a player scans a pair of ingredients into the app and is informed of what they get when combined. Players can secretly note the result behind their player screen while everyone else just knows the final potion. The first part of the game is simply getting ingredients, scanning them, and trying to figure out the combinations (theyโ€™re different every game.) The second part of the game has customers arriving. Players each get a chance to create the correct potion to sell the customer, earning coins if successful. (Coins are used to buy more ingredients from the market, although players also get two random ones per round.) Once all customers have come and gone, the game ends. The player with the highest number of coins wins the game. Little Alchemist is sort of a legacy game, designed to teach the game and slowly add some complexity. The game has seven chapters (each in a handy little cardboard box) and, depending on the final result of a game, the app will tell players when theyโ€™re ready to move to the next chapter. Hopefully, without spoiling anything I can say that the first chapter teaches the extreme basic concepts of the game and needs only to be played once. Further chapters may need to be played more than one time to progress. Chapter 2 is actually when the deduction part of the game comes into play. Players start using the app to try and sort out the various ingredient combinations. The third chapter introduces new ingredients and customers and starts to bring in some lightweight eurogame elements. The game plays 2 to 4 players and is listed at ages 7+, but that is primarily due to the components and could easily work well with even younger gamers – who are allowed to play with an app of course..

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Dale Yu: Review of Spectacular

Spectacular

  • Designers: Eilif Svensson and Asmund Svensson
  • Publisher: Chilifox
  • Players: 1-6
  • Age: 10+
  • Time: 20-30 minutes
  • Played with review copy provided by publisher

In Spectacular, you are creating and developing your own animal park for vulnerable species. In order to preserve the species, you must ensure breeding within each habitat. During the game, you select animal tiles and dice, where the dice represent food for the animals. The color of the dice must match the habitat color of the animal tiles. Each turn provides crucial decision-making where you need to consider whether to draft a die of a certain value or ensure an animal tile which may not be available again.

At game end, for each area of connected tiles of the same habitat, you score points for the sum of your dice of that color. However, points are only awarded if dice values of 1 or 2 are placed on certain โ€œfamilyโ€ tiles within the habitat! Over the course of the game, you will also build watchtowers, which will score you points for all three dice adjacent to them. To make your park even more spectacular, you also aim to collect as many different species as possible, with increasing points awarded for greater variety. Finally, the player with the most points wins the game. After a few plays, you may challenge yourself by playing with three (of 18) mission tiles. While they offer the potential for a higher score, they also raise the difficulty level of the puzzle.

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Review of Seers Catalog

Seers Catalog

  • Designer: Taylor Reiner
  • Publisher: Bezier Games
  • Players: 2 โ€“ 5
  • Ages: 15 and Up
  • Time: 45 Minutes
  • Times Played: > 5

Editorโ€™s Note: In the interest of fair disclosure, the description here was written by Chris Wray, and I have blatantly copied and pasted that part. Chris designed (Xylotar) which was published by Bezier Games earlier this year. Additionally, the designer of this game (Taylor Reiner) is a member of The Opinionated Gamers.

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Josiah’s Monthly Board Game Round-Up – July 2024

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July 2024

Games I played for the first time this month, from worst to best, along with my ratings and comments.

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This Game is Killer – 7/10

ยญIt wouldn’t be the first time I’ve given an overly-enthusiastic rating to a 15-minute game that ended up not holding my interest in the long term. But as of now, I think this hot-off-the-presses game is a pretty strong entrant for a high player count game that I will reach for quite often. It’s not always easy to find games in that space that aren’t roll-and-writes or social deduction games, and this game is neither.

Thematically, you can think of yourself as a member of the crew of the Nostromo in the movie Alien. Each round, the alien will hunt in a random location on the ship, and your goal is to survive these attacks. You can do this in various ways: hiding, grabbing an escape pod, or even killing the alien. It’s common for multiple players to win, each in a different way.

You will each be dealt a two-card hand. Each card has a location and an action. You must choose an action from one card and a location from the other, meaning you really only have two possible options on a given turn. But you do play these one at a time in turn order, so situations exist where you might affect someone else’s choice based on what you’ve done or where you’ve gone. Once everyone has played their two cards, the alien attacks at a random location and one of the players there will die, unless their action allowed them some type of protection.

The alien won’t revisit a location until it has visited each one, so as the game continues, the attacks become more predictable. You might want to end up in the room with the alien if you have a flamethrower action, but might instead simply be trying to hide. Once all locations have been visited, they are reshuffled and can be visited again, though it’s also likely that some parts of the ship will be destroyed by that time.

The card actions themselves are what defy the game’s simple rules structure to really make it shine. Each action presents you with a fascinating choice about how best to survive and win, and also demands a bit of prediction of what your opponents will do. It’s not a deep game, but it delivers tension, laughter, and fun with very little overhead and demands to be played many times in a row.

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Arcs – 8/10
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The hottest game of the moment is Arcs, a charmingly-illustrated sci-fi wargame with from Cole Wehrle, the creator ofย Rootย andย Oath. As in those games, players will have asymmetric powers and starting positions that will inevitably lead them into conflict with one another. But rather than have set factions with these powers, Arcs has players randomly pair two of them and then draft them, in a manner reminiscent ofย Small World. The endless combinations of moderately-impactful powers seem a lot more appealing to me than the just a few combinations of highly-impactful powers offered by this game’s predecessors.ย 

While you might not even notice it at first, Arcs is truly a trick-taking game. Player actions are determined by card play each round, with the winner of the trick getting to go first next time, but with low cards granting more powerful actions.ย Brian Boruย is a much lighter game that does a similar thing, but Arcs is undoubtedly the stronger design of the two. Arcs’ card-play decisions are always challenging, sometimes because there are too many good choices and sometimes because there are too few.ย 

Above all else, Arcs is highly interactive. Inexperienced players especially will find themselves brutalized by veterans, in ways that could easily sour you on the game. It is impossible to defend everything you need to while still seeking after your goals, yet the smallest chink in your defenses can have disastrous consequences. You are constantly torn between the twin pitfalls of overcommitting and undercommitting in every part of the game.ย 

A quick glance over the adjectives that early commenters have used should tell you everything you need to know. Brutal. Cutthroat. Vicious. Grueling. Punishing. But also: Rewarding. Tight. Dynamic. Brilliant. Genius. It’s hard to disagree with any of the preceding words. If you’ve ever wished thatย Cosmic Encounterย was more about strategy than negotiation, this might well be your new favorite game. For me, the jury is still out on whether Arcs warrants the analysis paralysis and long playing time that comes with that additional complexity. But do I want to play it again to find out? Absolutely.ย 


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Ezra and Nehemiah – 9/10

ยญShem Phillips and SJ MacDonald’s latest game takes the successful mechanics from theirย otherย gamesย and puts them to use in the cleanest, most interesting way so far. I can’t predict if this is the zenith of their collaborations, but it’s certainly the best one so far.

Though this is a competitive game, the players will thematically be working together to rebuild the ruins of the walls and temple in Jerusalem, with whoever contributes the most efficiently being declared the winner. This is done through worker placement, but the cards in your hand will dictate where each worker can go and how effective they can be.

On your turn, play a card. It will have three banners on it, in one of three colors. Each color represents a particular action. So if your card has a lot of white banners, for example, you may wish to choose a wall-building action. On your next turn, you will play another card, but you also get to add the banners from your previously played card to it. The more banners you have, the better your action will be. Sequencing your actions is very important here and it feels great when you get your cards in just the right order to do all the things you want.

Most of these actions also require placing a worker, and each worker needs to be fed at the end of each round. Many of the actions and free sub-actions revolve around converting resources from one type to another. You will need food for workers, stone for wall and temple building, wood for offerings, money to buy special abilities, etc. There are too many subtleties to fully discuss, but suffice it to say there is a tech tree, workers to manage, cards to sequence, and resources to allocate. Ezra and Nehemiah is on the higher end of the complexity spectrum, but every additional rule justifies its existence by adding additional strategic options.

With only one play under my belt, its impossible to verify if broken strategies or repetitive play patterns exist. But there is enough player-mitigated randomness in the game that variety and adaptability seem guaranteed. So long as you can handle the rules complexity, there is probably something here you will enjoy. A strong Game of the Year contender.ยญยญยญ


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A highly recommended game that I have most certainly played prior to this month, probably many times.

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Ponzi Scheme – 9/10ยญ

Ponzi Scheme is a game of valuation and negotiation. Despite the players buying stocks, it’s really not a stock holding game. The stocks don’t vary in value based on the market, you simply get more points the more you have, kind of like the scoring inย Coloretto.

The big hook with the game is that in order to get these stocks (and get money), you need to take out investments that are all very bad in the long term. Eventually you will have to pay back more than you borrowed, and you will do this by taking out even bigger loans with an even worse rate of return. The game finally ends when this catches up with someone who goes bankrupt and is eliminated regardless of how many stocks they own. It’s even possible for several players to be eliminated at once and I’ve seen games where someone has won simply by being the only non-bankrupt player, even though they had very few points. This aspect is reminiscent of the end of games likeย High Societyย andย Cleopatra and the Society of Architects.

But my favorite part of the game is the Clandestine Trades that occur. Once per turn, each player has the option to make a secret offer of money (passed in a leather wallet) to another player. This amount represents an offer to buy a stock from that player. That player then has a choice. They can either take the money, giving up their stockย orย theyย can match the amount of money in the wallet and pass it back, stealing a stock from the offerer. So a player who makes an offer will either end up stealing a stock (points) or getting money but losing a stock. In practice, a sharp player will notice when an opponent is desperate for money (and so will likely accept a very low offer) as well as noticing when a player is desperate for points and will gladly pay lots of money. It is almost impossible to calculate these values and I love games like this where the choices are more intuitive than calculable.

I find both the clandestine trades and the way in which this simulates the inevitable collapse of a Ponzi scheme to be very appealing. This game is right in my wheelhouse.ยญยญ
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Gen Con 2024 – Hobby Japan, Ultra PRO, Upper Deck, and Kess Entertainment

Like cooperative games? Youโ€™re in luck, itโ€™s time for an eclectic blend of light to heavyweight games. First, we have Gibberers, which sold out on the first day so Iโ€™ll have to wait to get a chance to play this create-a-language cooperative game that only plays in 1 to 3 hours! Ship Show is another co-op where two teams work together in a sort of real-time Amazon warehouse worker simulation. The classic Marvel Legendary has a new version with characters from the alternate-timeline What Ifโ€ฆ? stories. We finish with the very much NOT a cooperative Love-Letter-style card game based around the Spy X Family anime series.


Hobby Japan

Gibberers: Invention of Language and Civilization

Perhaps the strangest game of the convention for me was Gibberers – a cooperative language learning game where people invent an entirely new language over the course of one to three hours!. If youโ€™re looking for a hard-core language learning game experience, look no further. In Gibberers, players take on the role of prehistoric humans trying to teach each other words and communicate with a small vocabulary. Starting out small, a few slips of paper are laid out where players assign made-up words to a specific, common word. Simple things like Up might be โ€œJooโ€ or No might be โ€œKiko.โ€  Over the course of the game, players slowly develop their own language that culminates in discussions entirely within the newly developed language. Every game will play differently. The game has some suggested sets of sounds that can be chosen but experienced players are encouraged to use their own sounds when playing the game. It can be a rather intense brain-burner so the game can be played in a 60 minute game or a full 180 minute โ€œexpertโ€ version. The game does not yet (that I know of) have a US distributor but they hope to set something up by the end of the year.

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