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

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June 2024

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


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You Gotta Be Kitten Me – 6/10­

You Gotta Be Kitten Me! is a card game that draws strong inspiration from Liar’s Dice. Each player is dealt a hand of cards, each of which depicts a cute animal that has a hat, glasses, or bowtie illustration crudely overlayed. On your turn, you must make a bid for how many total hats, glasses, or bowties you believe exist collectively in all players’ hands. Eventually, the bidding will rise high enough that the next player in turn order won’t want to increase the bid, and will instead “call” the prior player’s bid. At this point all cards are revealed and the fashion accessories are tallied. The player who was incorrect (either bid too high or called a bid that was not too high) reduces their hand size by one, and then cards are re-dealt. When a player’s hand size hits zero, the game ends, and the player who has lost the fewest times is the winner.

There are a few additional twists here. Because each accessory is depicted in one of three colors (pink, blue, green), it is possible for a player to make a color bid as well. Bids must always increase in quantity, whether color or accessory type, but this does allow the bidding to have a second axis of interest, somewhat reminiscent of “wild bids” in Liar’s Dice.

There are also three “skip” cards in the deck, which can be played in lieu of bidding or calling on your turn. Unless bidding is quite low when your turn comes around, it seems nearly always correct to use the skip card, especially at high player counts. Why take the risk of losing a card when you could push the risk onto someone else? So while skip cards don’t create particularly tactical decisions, they do represent a twist that would be difficult to replicate in a pure dice game, which does a bit of work towards justifying the game’s existence.

Unfortunately, cards have a difficult time replicating the interesting probability distributions that come with dice rolling. This is somewhat offset by the inclusion of cards that have two or three accessories on them, but that also seems to create more unpredictability than is probably ideal. Even when you know the card distribution (there is a single player aid that contains this), it still feels much fuzzier to determine the riskiness of a bid you are making than it does in Liar’s Dice. This, to me, is a the most serious strike against the game.

Nevertheless, there are many people I’ve played Liar’s Dice with who never consider probabilities and would have no interest in viewing the distribution player aid in this game. Perhaps even more so than Liar’s Dice, this game is designed to be a casual, lighthearted party-style experience. If your tastes run more towards “puppies wearing hats” and less towards “poker-style bluffing and probability analysis”, I would commend You Gotta Be Kitten Me! to you. For my tastes though, it feels a bit redundant.­­


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MLEM: Space Agency – 7/10

­MLEM is a game about astronaut cats exploring outer space. Despite the capitalization, MLEM is not an abbreviation. but is instead internet slang for the sound of a pet sticking out their tongue. Now you know. In each round, each player will load one of their cats onto the spacecraft. One of the players is the captain, and gets to roll the dice and make the decisions about how to use them. This is a push-your-luck game, so after each successful roll, each player has the option to bail out of the ship and land on the nearest planet or moon. But the longer you stay aboard, the more points you will score when you finally land. If the captain bails out, the next player in turn order takes over as captain, and this continues until either all cats have landed or the ship has crashed. Each cat also has a special ability, often granting bonus points based on the type of celestial body they land on. These add some much needed spice and decision-making and are very easy to understand, despite coming in eight different varieties. After a set number of crashes, or when one player successfully lands all their cats, the game ends. Those two possible endgame conditions really pull some weight in adding a touch of strategy to an otherwise primarily tactical game. If players are being overly ambitious and creating lots of crashes, a more conservative approach to simply landing all your cats for fewer points can work quite well. But because crashed cats are returned to the player, it’s possible to take a few attempts at landing the perfect cat in the perfect location for lots of bonus points. There are strong parallels in this game to Cloud 9/Celestia in the way that a “captain” decides what to do while the other players simply decide when its time to bail. Even thematically, both games involve ascending ever-higher in a craft. But MLEM is the better design for sure. It even includes a couple small variant modules right in the box for additional variety. MLEM is quite fun despite its shallowness, and I think it’s possible it could become a classic push-your-luck filler in the vein of Diamant/Incan Gold.­­


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Captain Flip – 7/10­

If you haven’t heard of Captain Flip, this certainly won’t be the last time. It was just announced as a nominee for Spiel des Jahres. And while I don’t think it’s likely to be the winner, just being one of the three nominees will likely increase its visibility. This is the kind of game that could be on the shelves of Target before too long.

Each player takes on the role of a ship captain adding members to their crew. On your turn, draw a tile from the bag, being careful to view only one side of it. Then you either add it to your ship, or flip it over and then add it to your ship. The two sides of a tile are never the same, each one depicting one of nine possible crew members. There is a mini-push your luck element in deciding whether to keep the tile you drew as is, or to flip it hoping for something even better.

Every crew member provides some ability. Some will be immediate points. Some will be points at the end of the game, based on various conditions. And some will be immediate effects (such as flipping over an adjacent tile). Each one of these effects is quite simple on its own, but together they allow for clever sequencing and powerful combos.

As if that wasn’t enough, the game comes with four separate player boards, each of which will change your overall strategy. Maybe your crew is relaxing on a desert island, or maybe they are fighting a sea monster. Each of these boards changes the bonuses for where each tile is placed. This too is quite simple to learn, but it adds an additional layer to your decisions that is most welcome.

Captain Flip plays in about 20 minutes and takes just a minute or so to teach. It has lovely illustrations and makes an excellent family game. More serious gamers will probably also enjoy it as a filler, though it’s not likely to become a true favorite due to its simplicity. I’d be happy to be proven wrong on that though, perhaps discovering after more sessions that this game has the replayability of the very best fillers like For Sale or King of Tokyo.­­


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Haspelknecht – 8/10­

You probably don’t know what Haspelknecht means, but fortunately, there is a subtitle: The Story of Early Coal Mining. Are you excited yet? No? Well let’s translate that German title then: “reel servant” or “spool laborer”. Yes, this game is named after the worker who has the job of using a bucket on a rope to retrieve the mined coal. Be still my heart.

Jokes about the theme aside, there is a game here that offers some genuinely exciting twists on action selection mechanics. Your goal is to score the most points, generally by mining the most coal each round. This starts out easy: you simply assign action points to your coal digger and he digs the coal for you. But once you’ve exhausted the easy-to-mine coal at the surface, you’re going to have dig down, bracing your tunnels with wooden beams and hiring a Haspelknecht to empty rainwater so your mine doesn’t flood before you can bring in that big-ticket bituminous.

Each round begins with a draft of action disks. These come in three colors: black for coal mining actions, brown for wood gathering actions (for bracing beams), and yellow for grain harvesting actions (to feed your workers). The more disks you take, the more times you can do these actions, which means this phase is quite competitive. However, drafting higher quantities and qualities of disks will also seat you later in turn order, meaning you could have a difficult time in the following round. For such a simple and quick part of the game, this really is where Haspelknecht shines the most.

The actions of bracing your mine, emptying the water, and mining the coal are quite easy to understand; the entire process is no more complicated than one of many scoring methods in a game like Agricola or Caverna. So the more complex decisions come from the other way you can use your action disks: buying development tiles. These tiles take the form of a tech tree of sorts, with access limited only to the cheapest and least-useful bottom row developments at the start, but with each development purchased opening up newer and better options. These developments provide one-time bonuses of hard-to-get resources, grant ongoing special abilities, or provide endgame point bonuses as an alternative path to victory over pure mining. Purchasing a development means spending your action disks, and thus doing less mining than you might like. But the developments are powerful enough that purchasing one each turn is a reasonable goal.

Haspelknecht is a mid-weight euro with the trappings of a heavier game. It’s only 90 minutes long and a step below games like Terraforming Mars in complexity. If you prefer mid-weight euros, but like a gritty agricultural theme instead of a soothing or whimsical one, maybe give Haspelknecht a try. See if you can annex an auspicious abundance of anthracite.


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Dungeons, Dice & Danger – 8/10

­I somehow missed until now that Richard Garfield (of Magic: The Gathering fame) had designed a roll-and-write a couple years back, which is a shame because it’s a good one. Players will compete to score the most points by blazing a trail through the dungeon in order to defeat each monster contained therein. Because the player sheets involve connecting paths from one symbol to another to collect rewards, you’re most likely to be reminded of the gameplay in Trails of Tucana.

The active player rolls the dice (four white and one black). Then each player pairs the white dice into two sets of two, a la Can’t Stop. The active player may substitute the black die for one of the white dice, but each other player must only use the white dice. Each player then crosses out two boxes on their player sheet, each corresponding to one of the sets of dice. In order to cross out a box, you must have already made a path to it by crossing off other boxes. Staying flexible by leaving lots of number combinations open is important; it can be devastating to have a couple turns in a row where you simply can’t cross off any boxes. Each time you have a set of dice you can’t use, you will take damage, and it is possible to lose the game by dying, not just by scoring the fewest points.

There are points to be gathered by various means along almost any path, but the primary goal is to race towards the creatures (which are large boxes that have several paths leading towards them). Being the first player to defeat each of these monsters gives a significant point bonus. And there is even a boss monster, centrally located, that deals damage to you when you defeat it. Certain dice combinations can be used to deal damage to these monsters, but this is of course in lieu of further exploring your board. There are always interesting choices to make, so long as you maintain the aforementioned flexibility in possible numbers.

If DD&D has a flaw, it’s probably that the player count is remarkably low for a game in this genre, capping out at just four. Many roll-and-writes effectively have no player limit, with the boxes for games like Welcome ToCartographers, and Rolling America boasting “1-100 players”. While the upper end of that range would be a nightmare in actual practice, the fact remains that most roll-and-writes are a great option for large groups that don’t want to split up but still want meatier gameplay than party games offer. DD&D provides no such option, and in fact is probably more enjoyable the fewer players you have.

Dungeons, Dice & Danger (that lack of an Oxford comma is killing me) is an unjustly under-the-radar game. If you are the market for a roll-and-write for low player counts, I think you’ll find it holds its own against the best of the bunch. There is admittedly a glut of roll-and-writes these days, but DD&D still manages to stand out from the crowd.­­­


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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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Wonderland’s War – 9/10­

The denizens of Wonderland are at war. For some reason. Look, let’s not get hung up on sensible thematic integration; they’re all mad here after all. In Wonderland’s War, you will take on the role of one of the iconic characters from the story (Alice, The Red Queen, the Mad Hatter, etc.) and battle the others to score the most points.

Each round proceeds in two distinct phases. First is the tea party phase, where players will draft cards that will help them win battles and second is the battle phase where said battles are resolved in push-your-luck style. Both drafting and push-your-luck mechanics are favorites of mine, so I was already predisposed to enjoying the game. But the way in which both of these elements work is really inspired.

The tea party draft phase is no mere “pick and pass” affair. Instead, it uses a rondel of sorts, where players can pick any card on the table, but must do so by advancing their character around the track. Each lap of the track will give that player black crystals worth negative points. So deciding whether to take the crystals to get great cards or to settle for lesser cards with fewer negative points is at the heart of this phase. The cards themselves let you place minions and lesser characters (Humpty Dumpty, Tweedle Dee and Tweedle Dum, etc.) into the battle locations. They also let you add chips to your bag. Oh didn’t I mention? This is also a bag-building game.

With your minions in place and your bag full of powerful chips, it’s time to begin the battle phase. While this might appear to be an area majority game at first glance, simply having more minions in an area doesn’t automatically grant you victory, it just tilts the odds in your favor. Each player involved in the battle will pull chips from their bag, one at a time. The powerful chips will boost your strength total, and the highest strength wins. But your bag also contains bad chips, which will kill your minions. Lose all your minions, and you bust and can’t even get second place anymore. This push-your-luck element is very simple to understand but also creates great moments of tension and unexpected comebacks.

We’re really only scratching the surface of what Wonderland’s War has to offer. Your character has a set of unique special abilities to unlock. You have quests that can be completed for bonus points. In battles where you do not fight, you have the opportunity to wager on the winner, keeping all players involved at all times. This is a tight and elegant design that still manages to deliver a lot of personality in how it plays.

If Wonderland’s War has a drawback, it may be that it runs a bit long, especially at higher player counts. But I still fell immediately in love. Here the bag-building push-your-luck of Quacks of Quedlinburg and the card drafting area majority battles of Blood Rage come together in a Lewis-Carroll-themed package that just ticks all the right boxes for me.­
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Patrick Brennan: Game Snapshots – 2024 (Part 1)

Patrick Brennan: Game Snapshots – 2024 (Part 1)

While the gaming has never stopped over the last year, there’s been a few things going on (all good) in my life that reduced time and motivation for writing about gaming. I’ve recently finished up at work though so, with time on my hands, I thought I’d re-boot my modest contribution to the hobby.

OK i’ve been stuck on pics from Australia for awhile, but let’s go with a different theme for 2024 recaps from Patrick…

There’s a little catching up to do but here’s where we left off.

 

BOONLAKE (2021): Rank 458, Rating 7.7 – Pfister

The game centres around the revolving choice of 7 actions which allow you to do the normal Euro things like gather cards, settle land, build buildings etc. The longer it’s been since an action’s been taken, the more attractive the game makes it. Everyone gets to do something on an action which keeps things constantly ticking over, sometimes too fast if anything because card choices can be hard and require thought. It’s a massive rules teach with a lot of iconography which is not always intuitive, and doing well unfortunately requires you to understand all the special things you can buy to build a strategy around which takes even longer. So there’s upside if I could get it to the table again but the barrier to entry is just so high.

Rating: 7

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 Dale Yu: Review of Cities

Cities

  • Designers: Phil Walker-Harding and Steve Finn
  • Publisher: DEVIR
  • Players: 2-4
  • Age: 10+
  • Time: 45 minutes
  • Played with review copy provided by publisher

You’ve been tasked by the city council to put together a plan to transform a whole neighborhood in the city. You have the opportunity to build new housing, office buildings, parks, and leisure areas near the waterfront. It is in your hands to make the city a better place.

Cities is a city-building game in which you draft the best projects and arrange them in your own playing area. Designed by Steve Finn and Phil Walker Harding and illustrated by Jorge Tabanera, it allows games for groups of 2 to 4 players, ages 10 and up, lasting about 40 minutes. With action and resource draft mechanisms, it will give you the opportunity to visit the cities of Sydney, Venice, New York, Barcelona, Rio de Janeiro, Lisbon, Mexico City, and Buenos Aires. Can you design the most magnificent neighborhood?

The game is played over eight rounds (or four rounds in a two-player game). Each round, players use their workers to collect 1 scoring card, 1 city tile, 1-2 feature tiles, and 2-4 building pieces. City tiles are made up of park spaces, water spaces, and building spaces. Building pieces are placed on building spaces of the same color to form buildings, which can be 1-4 stories high. Whenever a player fulfills an achievement, they place one of their discs on the achievement board. At the end of the game, players add up the points they have gained from all of their scoring cards and achievements.

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Sky Team, Daybreak, and Die magischen Schlüssel win 2024 SdJ Awards

The SdJ Jury has announced the winners of their awards for 2024. Here are the winners of all three awards for this year:

Spiel des Jahres
Sky Team
Designed by:  Luc Rémond
Published by:  Scorpion Masqué and KOSMOS

Kennerspiel
Daybreak
Designed by:  Matt Leacock and Matteo Menapace
Published by:  CMYK and Schmidt Spiele

Kinderspiel
Die magischen Schlüssel
Designed by:  Markus Slawitscheck and Arno Steinwender
Published by:  Happy Baobab and Game Factory

Sky Team becomes the first 2-player only game to win an SdJ.  Given the award’s usual focus on games the entire family can play together, it obviously impressed the Jury.  Rémond is a relatively new designer; Sky Team is easily his most notable design.

Next, the Kennerspiel (KdJ).  The big news with Daybreak (known in Germany as e-Mission) is that it finally gives Matt Leacock his first win in an SdJ category.  Prior to this, he had been nominated for the SdJ three times (in three consecutive years!), was nominated for a KdJ for Pandemic Legacy 1, won a special award for Pandemic Legacy 2, and then received KdJ nominations this year for both Daybreak and Ticket to Ride Legacy.  Gamers around the world are delighted to see Mr. Leacock finally walk away with a pöppel.  Daybreak is Menapace’s first published game–not a bad debut!

Die magischen Schlüssel is Markus Slawitscheck’s second SdJ winning game.  He was also the co-designer of last year’s KdJ winner, Challengers!.  Steinwender has designed many other children’s games in the past; probably his best known adult game is CloudAge, co-designed with Alexander Pfister.

Congratulations to all the winning designers and publishers!

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Review of Sky Team 

 Sky Team

  • Designer: Luc Remond
  • Publisher: Scorpion Masque
  • Players: 2
  • Age: 12+
  • Time: 15 minutes

Sky Team is a co-operative game, exclusively for two players, in which you play a pilot and co-pilot at the controls of an airliner. Your goal is to work together as a team to land your airplane in different airports around the world.

To land your plane, you need to silently assign your dice to the correct spaces in your cockpit to balance the axis of your plane, control its speed, deploy the flaps, extend the landing gear, contact the control tower to clear your path, and even have a little coffee to improve your concentration enough to change the value of your dice.

If the aircraft tilts too much and stalls, overshoots the airport, or collides with another aircraft, you lose the game…and your pilot’s license…and probably your life.

From Montreal to Tokyo, each airport offers its own set of challenges. Watch out for the turbulence as this could end up being bumpy ride!

 

It looked like a scene from a bad TSA checkpoint at last year’s Gen Con when a long line of people queued up to demo the buzz-laden two player cooperative game, Sky Team. Sky Team has two players, a pilot and co-pilot, each place four dice on a central instrument board in an attempt to successfully land a plane. At the start of a round, players can discuss overall strategy, but once they’ve rolled their dice for the round no further talking is permitted. Players must manage the plane roll (tilt), fire the engines, lower the flaps, lower the landing gear, engage the brakes, and clear the path of other planes. Fail to do any of the above and the plane crashes. All this must be accomplished as the plane’s elevation ticks downward. If everything is set by the time the plane hits 0000, the plane lands successfully. Designed with heavy input from licensed pilots it should appeal to pilots, wannabe pilots, and anyone looking for a relatively short but solid two player co-op game.

To start the game, lay out the board and decide where you want to land your plane. The game comes with a dozen or so possible real-world airports and each airport has an easier and a more difficult option. Difficulties run from green (easy) through yellow, red, and black. Each airport has its own idiosyncrasies that tend to have a fun tie-in to situations at the real world airport. Above the top left of the display is the strip indicating the flight path, often with airplanes in the way – which need to be removed before they’re encountered. As players use the engines, this strip is slid under the display to keep track of the plane’s approach. This strip is reduced zero, one, or two spaces each round, depending on the dice placed. At the top right, the plane’s elevation serves as a timer. Each round the elevation goes down by 1000. When it hits 0000 the plane must have arrived at the airport or it crashes. The elevation also displays who places dice first that particular round and shows if/when players may gain a reroll token – usable at any time for both players to reroll any number of unused dice.

Once the game is set up, the pilot and copilot secretly roll their four dice and then take turns placing dice onto the game board. Slots are coded blue for the pilot and orange for the co-pilot. There are only a few spots (double-colored) that accept dice from either player.

There are seven locations that interact with the dice, with one location specific to each player. Thus, players have four dice to place into 6 possible locations. Players MUST play onto the engines and axis each turn so that leaves two “spare” rolls to take care of everything else that needs to be done.

The possible actions are:

  • Axis (required) – Players must combine their dice to keep the plane level based on the difference.
  • Engines (required) – Players determine speed by adding the two dice together.
  • Radio – Place dice to remove planes from flight path.
  • Landing Gear (Pilot only) – Lower three landing gear in any order.
  • Flaps (Copilot only) – Lower Flaps in order top to bottom.
  • Breaks (Pilot Only) – Engage breaks to increase chance of a successful stop.
  • Concentration Coffee! – Spend any die to use a +/- 1 token on any future turn.

Let’s look at each action in turn:

 

Both players must place a die in their respective axis slot. This can happen at any time during the round, but when the second die is placed, the airplane immediately tilts based on the difference between the dice. In the above photo, the plane will tilt one slot to the left. If the airplane ever tilts more than two notches to one side or the other, the plane crashes. Upon arrival at the airport, the plane must be completely level or the plane crashes. In some advanced scenarios, players may be forced to tilt the plane one direction or another during the approach (or it crashes…)

Above and to each side of the axis display are spots to contact the radio tower. The pilot has one spot while the copilot has two spots. Dice are placed here to remove any airplanes that are on the flight path toward the airport. The number placed indicates the location where an airplane is removed.

[Left – Landing Gear, Center top – Engines, Center bottom – Breaks, Right – Flaps]

The other must-place location are the engines. Here the sum of the two dice are used to determine how many locations forward the airplane will move. When the second die is placed, the total is compared to the engine track just above it. If the dice total is between the small orange and blue indicators, the plane moves forward one space. (Hopefully you’ve already removed any planes in the way using your radios – or you crash.)

The pilot has three slots for landing gear. When placed in a slot, that landing gear is turned on. These can be triggered in any order but need to all be active when the plane lands. Each time landing gear is activated, the blue marker on the engine track is moved ahead one space. This means that, as landing gear is lowered, the engines need to be at a higher setting to move 1 space.

The co-pilot has four slots for the flaps. All four must all be turned on before landing (or you crash) and must be turned on in order from top to bottom. Each time another flap is lowered, the orange marker on the engine track is moved ahead one space. This means it becomes more difficult for the airplane to move two spaces as more flaps are lowered. The landing gear and the flaps combine to adjust the plane’s flight such that it becomes more and more difficult for the plane to move forward. For a scenario with a long landing pattern, players had better move quickly at the start of the game.

After all this, if the plane actually manages to land at the right time at the right elevation, on the right axis, it still has to come to a complete stop. During the game, the pilot can assign dice to the breaks. This is done sequentially and moves the red marker one space to the right. On the final round, rather than the engines dictating how far the plane moves, it determines whether the brakes work. If the total of the placed dice are less than the brakes value, the plane comes to a stop and everyone wins. Applause from the passengers. If your engine total is above that, you crash. Note, the pilot needs to engage the breaks at least once (you can’t get less than a 2 on two dice) but they’re not forced to unlock the other breaks – it just gets harder to come to a safe stop.

 

If all this sounds tricky, it is. Players can lose the game if they crash on landing or run into an airplane already on the tarmac. If the dice aren’t rolling your way, some can be spent on getting coffee. A cup of coffee can be used later to modify a die that just isn’t cooperating. Players can store up to three cups of coffee and can use as many or as few as they wish all in one go.

 

Each different airport provides a different challenge. They range in order of increasing difficulty: green, to yellow, red, and black. Most airports have an easier and a harder size. They usually have a nice thematic tie-in to the airport in question. Landing in the mountains requires tricky maneuvering, northern cities might have you land on an icy runway, etc…

Notice the black dice on the landing pattern for the Atlanta airport. When a black die is encountered on the landing path, a special black die is rolled and an additional plane is added to the flight path – time to get back on that radio!

 

And If that isn’t tricky enough for you, there are several modules that can be added in to increase difficulty. The different difficulties range from easy, medium, hard to expert. There are 10 new destinations, all of which adjust whether the runway is shorter, longer, or require the plan to adjust its tilt on the way in. Players can have to deal with a leaking fuel tank, wind blowing the plane around, icy runways, and even the presence of an intern on the board, in place of a die. These extra modules require more timely placement of dice and are a bit less forgiving with bad rolls.

Some challenges provide a bonus ability to help you out.

Some scenarios allow players to access special ability cards. One (or more) are drawn and can be used during the game to try to help the players overcome all the other nasty stuff that is thrown their way.

Verdict:

I’m a big fan of this game, there’s so much to like here. It’s a co-op game that avoids any quarterbacking due to the limit on communication during the round. It’s a small box (yay!) so it fits on my shelves and is easy to bring along with me on trips. The theme is excellently done, all the “stuff” that has to be done landing a plane is here and players have to fiddle with it. The landing gear and flaps slow the plane, just like in “real life” so even that mechanism is spot-on.

Yes, the dice are randomizers but between reroll tokens and coffee there are often a few options to try to help mitigate complete disaster. That said, some harder levels will just not go your way. Thankfully the short play time comes to the rescue and you can just try again.

The early scenarios are fairly easy to complete but do a great job teaching the game. Since it’s so short, most of the time I play we will immediately have another go at a harder level (if we completed the first one successfully.) I love how the scenarios match the airports – if you have a favorite/hated airport you can have a go at landing there, adjusting to typical problems if you choose the more challenging side. I could eventually see myself tiring of the base game if it weren’t for the included expansion modules. I’m not someone who has time to play a game into the ground so I’ll be very happy to get at least a few dozen plays out of the game.

I’m putting this squarely in the “I Love It” camp and I do not see it leaving my collection soon. I’ve even had a preview of the upcoming expansion for the game. One of its features is messing with how players roll their dice each round – it seemed to me to be a fine fit with the rest of the difficulty options.

Thoughts from other Opinionated Gamers

Dale Y: So I’ve only played the game once, at GenCon 2023 in fact, and I enjoyed it well enough. I didn’t explore it further mostly because I don’t have much time for 2p games in my schedule. That being said, though I don’t personally think that a 2p-only game will win the Spiel des Jahres – it has a lot going for it otherwise. Despite all the things that go on in the game, I was taught the whole thing in just a few minutes. The theme is well done, and all the components really make you feel like you’re in a plane.

I’m never a huge fan of limited communication games, but I think that’s more in the sense of when a game tells you that you can say wishy-washy things. Here, the limitation is more in when you’re able to talk. I liked the way that the players have to coordinate their dice on the orange and blue sides to determine the speed and orientation of the plane. You have to try to predict what your partner has behind their screen so that things match up. There is a nice bit of tension as you silently hope that your partner has the dice values you need behind their screen.

You can, of course, take time from your piloting to brew coffee which can then be used to alter dice values – I don’t know how thematic this is as I’ve never flown a plane; but I guess the designers had to get some way to manipulate the dice into the game!

Though I’ve only played once, I’ve talked to other fans of the game and they really enjoy the game and its many varied scenarios. The game certainly plays quickly, and I could easily envision playing a couple of scenarios in a row.

Ted C.: I have only played on BGA remote turn based. So, there really is no communication. I really enjoy this one. Where and when you play dice trying to signal your partner is really fun. We have advanced a long way in the game and the advanced airports with their idiosyncrasies can prove quite challenging. Recently, final dice are critical and you can fail for lack of one cup of coffee or a terrible roll. Still great fun.

Ben B (20+ plays): I really wanted to add comments to this one. The theme didn’t strike me and I didn’t recognize the designer, so I largely ignored this until the SdJ nominations. After the nominations were announced, I picked it up and played it extensively with both my kids. Games are about 15 minutes long, maybe 5-10 minutes longer when adding new scenarios.

It’s rare to say this, but my son and I played 6 rounds immediately and came back later, each time trying different airports and modules. We both really liked it and he even taught his older sister (ages 12 and 14). I changed my Meeples Choice vote to include this one. This one grips the theme extremely well and the turns are simple, intuitive, and fun. The excitement of trying to read the dice values from your partner and anticipate the next moves are fun. While the rules are no talking, I do cover my mouth and page the co-piloting colleague with my hand-intercom when AP sets in (meaning it’s taking longer than a minute). The harder modules are really challenging but can be done. The wind module was a lot of fun, requiring you to tilt your plane and adjusting your speed based on heading into or being carried by the wind. The components are good and there’s lots of cardboard to punch, but all the discardable punched pieces are identified with trash can logos and the game has stickies to add a layer to the dual layered boards.

Brian L: I have played this perhaps a dozen times in prototype form, but have yet to play with the nicely produced published version. I very much like that the game allows communication between rounds, but none during the dice placement. This means you do need to discuss intentions with your partner, but then you also need to do your best to mitigate and signal your capabilities with the dice that you roll. The range of potential rolls, and only four dice at a time, resists development of any sort of sophisticated conventions. You just need to make a play and hope your partner understands why that was where you needed to go first. The development on this was extended and detailed, and it shows. There are many dials to turn to increase the difficulty, and varied challenges to keep you curious and coming back for more.

Josiah Fiscus: Early missions are easy, but become more difficult as you go. As is often the case with co-ops, a more difficult challenge simply means a higher injection of randomness. You should know this going in, but it’s more forgivable in a fast-playing game like this than a much longer co-op. Sky Team is the kind of game that works great for couples to play together regularly as the luck of the dice incentivizes blaming failures on an external factor, rather than your teammate. But the mission-based system does mean it’s likely to eventually grow stale, more so than a deep, fast-playing, confrontational abstract game would.

Joe Huber (1 play): Reading about Sky Team, I was excited to try it; I didn’t expect it to be a game I need in my collection, being both cooperative and two-player, but I thought I would enjoy it. In practice, it was – dull. Not bad – everything works, and there are choices to make. But my reaction after playing it was primarily “That’s it?”.

 

Ratings from the Opinionated Gamers

  • I love it! Erik Arneson, Ben Bruckart, Brian Leet, Matt Carlson
  • I like it. Josiah Fiscus, Jim Brown
  • Neutral. Lorna, Joe H
  • Not for me…

  

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Matt C first wrote about this at GenCon 2023… Whether it was some sort of promotion or just heavy interest, there was a significant line at the back of the hall for Sky Team. Unlike that “other” big line at the convention, this one was well managed – I had to ask them what it was about since the front of the line was well back from the alleyways of booths. I was glad I asked as Sky Team looks to be a very promising two player cooperative game. The idea is that each player is a pilot (or co-pilot) and together they are attempting to land a plane. The game was created and developed with the advice of actual pilots and attempts to present players with a fairly realistic set of options and problems to encounter.

Since each game is to successfully land at the chosen airport, games typically take 7 turns to land. If all the preparations are made on the last turn, you arrive on time and can just apply the brakes. To land, players manage the plane using dice. Each player secretly rolls four dice and then they alternate placing their dice on either side of a set of dials and readouts. The main board has nice insets to hold dice and the number on a die as well as its placement will affect the plane as it approaches the landing zone. The spaces for the dice denote who can play there (blue for the pilot, orange for the copilot) and some spaces require dice of particular numbers and to be placed in a particular order. You can flip little colored indicators to show you have performed steps in previous rounds and don’t need to activate them again or illustrate that you are deployed 1 of the 4 levels of flaps. The easier and intermediate levels of the game, allow you the option to acquire re-rolls that you or your colleague can initiate to re-roll dice mid turn when options are low.

Players must adjust the plane speed, slowing it for landing, but staying fast enough to remain aloft. This is managed by the throttle while another set of dials attempt to preserve the plane’s tilt/roll. The tricky bit here is that both require a die from each player and it’s the combination of the two dice that will determine how the plane behaves. Meanwhile there are two sliding cards controlling the plane’s elevation and airplanes already landed on the runway. Elevation needs to decrease at the right time for landing while there are no planes in the way. There are even more things to worry about, like clearing plane traffic ahead on the radio, deploying the plane’s flaps, and lowering its gear at the correct moment. If you want to spend a dice on improving your concentration with coffee, you can place any dice value there and add a cup of coffee you can later spend for a +/- 1 to a future dice (dice dont wrap from 6 to 1 or vice versa). If all goes well, all the players have to do on the last step is to apply the brakes.

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Dale Yu: Review of In The Footsteps of Darwin

In the Footsteps of Darwin

  • Designers: Grégory Grard, Matthieu Verdier
  • Publisher: Sorry We Are French
  • Players: 2-5
  • Age: 8+
  • Time: 20-30 minutes
  • Played with review copy provided by Hachette USA

As part of our buildup to the announcement of the Spiel des Jahres and Kennerspiel des Jahres this weekend, we are looking at the 3 nominees for each award again.

Per the publisher: Twenty years after his expedition around the world, Charles Darwin is writing On the Origins of Species. He wants to gather new information about animal life, particularly about continents he hardly explored. Who other than young naturalists, eager for discovery, could help the renowned scholar finish writing his most famous work? In In the Footsteps of Darwin, players are junior naturalists who have just arrived aboard the Beagle to help Charles Darwin finish his book On the Origin of Species. During this journey, you will study animals, carry out cartographic surveys, publish your findings, and develop theories…. Your goal is to score more points than your opponents to determine who contributed the most to On the Origin of Species.

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