Silver Eye (Game Review by Chris Wray)

  • Designer: Ted Alspach
  • Publisher: Bezier Games
  • Players: 2 – 4
  • Ages: 15 and Up
  • Time: 45 Minutes
  • Times Played: > 5 (On Review Copy from the Publisher)

Author’s Note: I received a review copy, and in the interest of further fair disclosure, one of my games (where I am the designer) is being published by Bezier Games in coming months.

Silver Eye is the fifth game in the hit Silver line of fast-playing card games designed by Ted Alspach.  Silver Eye was announced recently, and it is coming to Kickstarter tomorrow, along with the Silver Collector’s Edition, which can house all six games in the series.  I received an early copy, and I’ve been playing it over and over with my game group and family. 

Based on the system from Cabo, each game in the Silver series is a hand management and set collection card game with a werewolf-themed twist.  Silver (a.k.a. Silver Amulet) and Silver Bullet were released in 2019, and Silver Coin and Silver Dagger were released in 2020. Silver Eye is next, and Silver Fang will follow soon (and I’ll have a review of it in coming days).

The Silver line of games can be combined, so sort of like with Dominion, you can mix different sets to make custom decks. Each game in the series features a different namesake relic, and as probably guessed, this one is a silver eye, fashioned into a metallic triangle with art that invokes the werewolf theme Bezier is known for. 

Silver Eye is all about visibility: there are more mechanics here for looking at your cards, or the cards in other villages. There are also more ways to play with the discard pile. And because of that, there is more high-stakes, high-reward gameplay: calling for a vote (i.e. triggering the end of the round) is riskier than ever, but it is also as fun as ever.

The art is still striking, and the production value is top notch.  Previous fans of the Silver line will naturally love Silver Eye. 

About the Series

For the uninitiated, there is a free iOS app available to show you Silver Amulet and Silver Bullet, or a combination of cards from those games.  For those interested in the game’s development, I highly recommend Ted Alspach’s Designer Diary over on BGG, which he updated for Silver Bullet.

The links above are to my reviews of past games. I’m a long-time fan of Cabo and the Silver series, with them having been some of my favorite games of the past few years. There’s an annual Silver tournament at Gen Con, and I made the final table in 2023. The games are also some of my family’s favorites: they were very eager to try Silver Eye and Silver Fang when they arrived at my house a few weeks ago.

The Components

The game is a card game at its core, with a deck of cards forming the core of what you need for gameplay. Four of the cards are player aids. Some of the games have extra components to work with their cards, but Silver Eye is cards-only.

There is, of course, the silver eye, which is technically called the “Silver Eye of Selection.” It appears metallic (though I’m not sure what it is made of). There’s a well-designed box insert from Game Trayz, with slots for each card, plus a little slot that holds the Silver Eye.  

Finally, there’s a scorepad, a rulebook, and a reference guide for the cards.

The Gameplay

At the start of the game, the deck is shuffled, with five cards given facedown to each player.  The deck is put in the middle of the table, and one card is flipped face up to form the discard pile.  Players may then look at — and probably should memorize — two of their cards.

On a player’s turn, he or she has three choices: (a) take a card from the deck, (b) take the top card of the discard pile, or (c) call for a vote.

Most turns involve taking the top card from the deck.  The player looks at it, and then can (1) discard it, and if applicable, use the card’s special power, (2) just discard the card, or (3) exchange it for one or more of his cards, discarding them instead and keeping the drawn card.

Unlike Cabo, which had only three special powers, every card in Silver has a special power, and the cards in Silver Eye are slightly more advanced (and interactive) than the cards in Silver Amulet and Silver Bullet. I would say they are easier to understand than the cards in Silver Coin or Silver Dagger. A complete overview of the cards in the game can be found in the reference guide.

Many of those powers — especially on the higher cards — activate when discarding the card. In Silver Eye, there is more of an interaction with the discard pile than in some of the other games. Dracula (the 10s) allows a player to move the top five cards from the discard back to the deck, but they go on the bottom.   The Underminer (the 11) is among the strongest cards in the game, at least in my opinion: it allows you to change two cards from any village with two cards from the discard pile. 

Silver Eye makes it where players can quickly get more information about their village (and other villages) than ever, and the theme here does seem to focus on visibility. The Spotter (the 3s, with an adorable otter) lets you, when face up, view facedown cards until you find a match when you’re discarding. The Tanner (the 5s) lets you keep its card, but turn all of your cards faceup. The Twister (the 6s) lets you turn over as many cards — in any village — as cards you have. The Split Seer (the 8s) let you view one card from each village. 

In the other Silver games, all cards are the same for each number. But in Silver Eye, there are 4 different 9s, and they provide what the next card on the discard will be (odd, even, higher than 9, or lower than 9). That makes putting cards on the discard a risky strategy, and it incentivizes players to learn the values of their cards. It is a cool twist, and it is probably one of my favorite cards in Silver Eye. 

The other favorite card are the Simons (the 2s, represented by a tiger). When faceup, even if it is not your turn, you can discard your faceup cards that match the top of the discard deck. This makes you watch other player’s turns closely, and it makes them eye (see what I did there?) your village with suspicion as they play. 

As I’ve always said, some of the most powerful cards in Silver activate when they are face up in your village, and that is the case here, with many of those cards affecting scoring. The Illusionist (the 0s), if faceup, let you subtract the number of deck cards from your score. This gives you an incentive to call for a vote as early as possible, which is why I say there are high-risk, high-rewards cards in this deck. The 1 card in the deck is actually a -1, and if it is faceup at scoring, you can make another card a negative value. The 13 lets you remove it and another card from the game if faceup at scoring.

Some of the other cards here put a fun twist on the game. The Gambler (the 4s) lets you predict whether the top card is higher or lower than a 4: if you’re right, you can discard a card, but if you’re wrong, you keep the card. The Ghost (the 7s) lets you discard a card. The Drunk (the 12) lets you give the top deck card to any village.

Returning to what you can do during the turn, if a player takes the top card of the discard pile, he or she can do the exchange action. When exchanging cards, there are rules about which card spots (i.e. the order of cards in your village) that you can place them.  If exchanging, you nominate one or more of your cards, and you can discard several as long as they match.  If they don’t match, you have to keep all of the cards (including the one you drew) and take a penalty card.  

Finally, a player may call for a vote.  This triggers the end of the round: every other player gets one more turn.  Alternatively, as discussed above, the end of the round is triggered if the deck runs out. 

For scoring, players get points equal to the face value of the cards, unless they called for a vote and have the lowest score, in which case they get 0 points.  (If they don’t have the lowest score, they also get a 10 point penalty.) The player who correctly calls for a vote and has the lowest score earns the silver eye token, which they can use once on a future turn to look through the deck for a card instead of just taking the top one. 

The game ends after four rounds, and the player with the lowest score wins.

My thoughts on the game…

As I’ve said before, the Silver series is tremendous, fast-paced fun with a high degree of replayability.  Silver Eye, like its predecessors, is an addictive, engaging card game that has been a big hit with me, my family, and my game group.  We eagerly await each new Silver release.

Silver Eye is a wonderful new addition to the lineup. Silver Eye takes a back-to-basics approach, and I think this would be an excellent entry point to the series. Whereas I think Dagger had become the most complex of the four games, Silver Eye feels simpler to me, but it remains well-thought out in terms of card interactions.

Here is how I would explain the series so far: Silver Amulet was the introduction to the series, and Silver Bullet ramped up the interactivity.  Silver Coin introduced some clever combinations that make it feel almost like engine-building.  Silver Dagger forced changes on the previously-developed strategies. And now Silver Eye feels like the game where you care most about what other villagers are doing.

One of the most fun aspects of Silver has always been trying to gauge when the others players will end the round. That is ramped up substantially here (especially if an Illusionist is face up), because of some of the clever scoring cards. There are also more ways to interact with the discard pile here (which is new to the series). And, given the eye theme, there are more ways to see what each player has.

As I’ve recounted before, the real joy is in combining the decks.  Everybody in my family loves picking the best cards from each series.  And in the end, while we love each base games deck, our favorite games have been the ones where we matched the preferences of our group.  And on that front, more cards have been getting picked from Silver Coin, Dagger, and Eye these days than from Amulet and Bullet, because those decks have the best opportunities for play.

Combining Silver Coin and Silver Eye is especially fun, since Coin had many ways to flip cards up and down, and Silver Eye gives you knowledge of what cards to do that to.

Silver Eye has my favorite relic of any of the games. Getting to pick your card is fun — and powerful — and it gives you the extra incentive to go for the strategy to get that for future rounds. 

The Silver games are each especially well produced: the art is attractive, and the cards are of decent quality.  I like the inclusion of a player aid: you probably won’t need it after you’ve played a game or two, but it is helpful for teaching the game. Plus, the metal tokens and the insert for the game continue to both be nice additions.

All Silver games play well at 2, 3, or 4 players, and Eye is no different. I don’t know that any particular player count is better than others.  We’ve been playing this slightly less than the advertised time — 20 minutes on average, I’d say — but groups will vary, since a lot of it comes down to the group dynamic of when somebody is going to call for a vote and familiarity with the cards.

Overall, I’m still impressed by Silver, which I think remains one of the best card games on the market, for gamers and non-gamers alike. Silver Eye lives up to the excellent reputation of its predecessors.

Ratings from the Opinionated Gamers

  • I love it! Chris Wray
  • I like it.  
  • Neutral. 
  • Not for me…
Posted in Reviews | Tagged , , , , | 5 Comments

Ryan Post: Review of Evacuation

Evacuation


Designer: Vladimír Suchý
Publisher: Delicious Games
Players: 1-4
Age: 12+
Time: 60-150 minutes
Played with review copy provided by Delicious Games

Shortly after Essen Spiel 2023 ended, Evacuation sat at #3 on the BGG Hotness. A very impressive amount of buzz from Essen, yet still lower than the top spot it took on my personal anticipation list. As a board game consumer, my hype habits mostly revolve around designer and company – if someone with a proven track record is making a new game, I will be abuzz. Vladimir Suchy is one of those names at the top of my list right now. Praga Caput Regni, Woodcraft, The Prodigal’s Club, and Messina 1347 – all games I love. Underwater Cities has its own distinction, as love would be an understatement. It is my #3 game of all time and the one that I revisit the most. So the self-imposed expectations set the bar perilously high – it’s time to find out if Evacuation has the quality to clear it.

Continue reading

Posted in Essen 2023, Reviews | 1 Comment

Dale Yu: First Impressions of Dice Manor

Dice Manor

  • Designer: Garrett Herdter
  • Publisher: Arcane Wonders / Dice Tower Essentials
  • Players: 2-4
  • Age: 14+
  • Time: 30-45 minutes
  • Played with review copy provided by Arcane Wonders

The publisher says: World-renowned property developers Mundane Manors Inc. are tired of making the same old boring “dream” homes! The corporate suits are looking to rebrand, and they’ve challenged you, their designers, to dream BIG and create the most lavish homes ever imagined. The player who is able to build – and market – the most magnificent manor will be victorious! Over four rounds, players will use their dice to bid for blueprints, earn advertising space, collect Inspiration tokens and give early tours of their manor. All leading up to the final round where it’s time for the Grand Opening of their completed manors – in the hopes of earning the most praise from the community. The player who gets the most prestige (Victory Points) is the winner!

The project board is set up on the table and one room of each type is placed next to it in the appropriate spots. Each player takes all the stuff of their color (9 dice, Entrance tile).  2 of the dice are placed to the right of the Advertising area on the main board. The other 7 start in the player area. Each player also gets 2 Inspiration tokens and a player aid.

The game is played in 4 rounds, each with 4 phases.

1] Bid – In order, a player will roll all unplaced dice, then choose all the dice of a single value, and place these dice among the legal locations.  At any point in the game, you can use your Inspiration tokens to either change a die by a single value (1 rolls to 6) or choose any number of dice to re-roll.

You can bid for a room by placing dice matching the number of the blueprint on the main board.  Place your dice above any previous bids with fewer dice, and place your dice below any bids that have the same number or more as you.  You can later add to a bid and then move your group of dice accordingly. 

You can place on the Advertising track. There are 3 spaces on the track from left to right. Similar to the blueprint bid, place your bid to the left of smaller bids (number of dice) and to the right of same or larger bids.  In this case, rank can break ties amongst groups of the same number of dice.

You can conduct a manor tour – place a die in your still under construction manor. You must start at the entrance tile and then each room afterwards must be connected to a tile with a die already in it.  You will score prestige at the end of each turn where you place dice in your manor per the chart on the player aid – based on the number of dice placed that turn.

2]  Collect – 

Resolve each Blueprint space, from #1 to #6. The player whose bid is highest (i.e. the most dice) takes the tile. All other bidding players get an Inspiration token.  Everyone takes their dice back.

Resolve Advertising – the player in the leftmost space (1st) moves 2 spaces on the Advertising track, scoring Prestige for each step.  The player in the second space moves 1 space and gets the prestige.  Everyone else gets 1 Inspiration token.  Then, all players move their closest bonus die 1 space to the left for each die they bid.  If a Bonus die ever moves into the same space as your Advertising marker, you get to claim that die.

Reward Manor Tours – score 1 Prestige for each die in your Manor

3] Build – Add newly gained rooms to your manor. They may be rotated, but they must connect door to door and you may not have a door that connects to a wall at any point.  You must also keep your front door free.

4] Reset – advance the round marker, rotate the first player marker and place a new room  tile in each of the blueprint spaces.

After four rounds, there is a special Grand Opening Tour round.  Here, all players play simultaneously.  All unplaced dice are rolled and then all dice of one value are chosen and then placed into the manor. Any dice which are chosen but cannot be legally placed are placed near the front door as an Unhappy Guest.  Repeat the process with unplaced dice until either all dice are placed/Unhappy.  At the end of the phase, you gain 3 Prestige per die in your manor.

The final scoring comprises four different bonuses

Color majority – the player with the most rooms in a color gets 12 Prestige, 2nd most gets 6 Prestige.  Note the Purple Rooms count as one room of each color connected to it.

Manor Diversity – score points based on the the number of different room types you have in your Manor

Leftover Inspiration – Score 1 Prestige for each 2 unused Inspiration markers

Largest Manor – 12 points to the largest manor (most rooms), 6 points to second most.

The player with the most Prestige wins the game, ties broken in favor of the player with the most rooms in their manor.

My thoughts on the game

Dice Manor is part auction game, part polyomino building/puzzle game, part dice placement game – flowing between all of these characteristics as the game plays out.   For me, the game is mostly a tactical one – as you can’t do any planning until you roll your dice, and then if you don’t roll exactly what you want (which obviously never happens for me), you can try to use your Inspiration tokens to mold your roll into something closer to what you want.

The bidding for the tiles works fine, but is also wonky at times.  As you are forced to use dice with a specific value at each of the 6 bidding sites, the perfect tile might be available for bid, but you might not have a chance of winning it if you simply don’t roll the right number.  This means that sometimes auctions are fiercely contested as players have the ability to roll and re-roll a specific number, but then at other times, someone just sneaks in with a few dice to get a building piece that no one else was able to bid on.  

While that sometimes feels odd, the upside is that you always have something to do with your dice.   At worst, just chuck it down in an auction to get an Inspiration token.  You can also try to place them in the advertising track, gaining both Inspiration in the short term as well as working towards unlocking more dice in the long term – and of course, in a game where you bid with dice, it’s always better to have more of them to roll!

For me, the game also has a bit of a deckbuilder transition feel to it – there comes a point in each game where my manor is large enough that I start to think that it is worthwhile to run tours to score points.  Of course, you’ll have to have built your manor in a way to line up rooms that take the same number – and then you have to be lucky enough to roll the right number – but it’s a good way to rack up points if you can do it.

The challenge of getting the right rooms in the right path is the big challenge for me – and again, the way the game is set up – it more often turns out to be dumb luck (rolling the right number) than good planning that gets you those rooms.  There’s nothing wrong with the way it happens, and you can certainly try your best to modify the rolls with Inspiration tokens, but Lady Luck will definitely be your co-pilot on this one.

All that being said, the game plays really fast – much faster than I would have expected from reading the rules. It’s rare for a game to go past 40 minutes, and in that time frame, reliance on dice luck is acceptable for me.  

Thoughts from other Opinionated Gamers:

Dan B. (1 play): It works but I didn’t find it especially engaging – there’s a lot of luck, so getting the right rooms is not something you can really plan for. Running tours during the game seems like a fairly poor consolation prize for not having other useful actions. I could play it again – as Dale notes, it’s not long – but I don’t feel any need to.

Ted C. (Several plays):  I actually like this one quite a bit.  Let’s face it, if you don’t like the randomness of dice placement (like others have mentioned) this game is just not for you.  I do like dice games and do not mind the tactical and luck nature of the game.  Do you remember Vegas? Or I think it was also released as Las Vegas where you had six casinos and you rolled and placed dice to earn the money placed there?  If you did not care for that game, you will not like this one as the mechanisms here are clearly taken from Vegas.  Well, guess what?  I enjoy Vegas and this game has taken Vegas to a new level which to me, almost knocks Vegas out of play time.  The fact that you have chips to help manipulate dice is a good idea.  Building the mansion and adding dice and touring the mansion are all great additions to the pure dice placement in Vegas.  Dice Mansion is a keeper for me…..at least for a while.

Ratings from the Opinionated Gamers:

  • I love it! 
  • I like it. Ted C
  • Neutral. Dan B, Dale Y
  • Not for me…
Posted in Essen 2023, Reviews | 1 Comment

Dale Yu: Review of Age of Rome

Age of Rome

  • Designers: Vangelis Efthimiou, Antonios Yannopoulos
  • Publisher: Teetotum
  • Players: 1-4
  • Age: 14+
  • Time: 60+ minutes
  • Played with review copy provided by publisher

Become the new emperor of Rome in this strategic worker placement game set in 44 BC, Rome. Each turn, you will build structures in different provinces assigned to you through a rotating board. Balance war, politics, trade, and religion while scheming against your rival players.

In Age of Rome, each player is assigned a hero with their respective player board, then are given secret quests and starting resources of Denarii, Followers, Scheme tokens, Legions, and Votes. Then they spend nine rounds competing on a rotating board to earn Glory points.

Players can earn Glory points in various ways. They may build structures, place Followers to vote and win a majority, send Legions to conquer regions, trade or collect items, or even build a Pantheon. Completed secret quests also earn Glory points. After the 9th round, the game ends. The final score is determined and the player with the most Glory points is declared the new Emperor of Rome.

Continue reading

Posted in Essen 2023, Reviews | Leave a comment

Dale Yu: First Impressions of Verplant & Zugestellt

Verplant & Zugestellt

  • Designer: Steffen Hacker
  • Publisher: frechverlag
  • Players: 2-6
  • Age: 10+
  • Time: 30 minutes per scenario
  • Played with review copy provided by publisher

Players represent Interior Design companies which have been asked to fill rooms with furniture. Each player has a floor plan of the rooms. On the table, there are sets of cards for each room, with each card showing one piece of furniture. Players take turns flipping over one of the cards and choosing one of the shapes shown on the backside of the card. Then all players have to draw that piece of furniture into their plan, making sure there is enough space for walls, doors and a corridor that connects the rooms. Also, each piece of furniture must be reachable from the door. To ensure this, the furniture shapes also show empty fields that must be adjacent to the furniture. To be able to fit all the furniture into the rooms, players must overlap the empty fields efficiently. When all cards are flipped, players score depending on how much of the furniture they were able to place. The scenario booklet contains several small campaigns with 25 scenarios all in all, with various difficulty levels.

Continue reading

Posted in Essen 2023, Reviews | 1 Comment

Mitchell T: The Legacy of Sid Sackson

On a cold winter day in 1975, I was wandering through the remainder section of Brentano’s bookstore in midtown Manhattan. I discovered an intriguing book filled with interesting and unusual games—Sid Sackson’s classic A Gamut of Games—for the remarkable price of one dollar. I spent hours exploring the many excellent games in Sackson’s book. The book was wonderful for many reasons including Sackson’s designer commentary, his willingness to include games from his contemporaries, the variety of types of games, and then the extraordinary (for its time) catalog of “games in print” in the back of the book. At this point, the book was six years old (published in 1969), but it’s still amazing to consider all these years later that you could list all the games (250) in print. Compare that to the annual production of games in 2023. 

About thirty five years later, I was attending The Gathering in Niagara Falls when Rick and Joanne Soued (Eagle-Gryphon Games) invited me to join a group of folks who were going to the Strong National Museum of Play in Rochester. The museum housed Sid Sackson’s array of design notebooks. I was blown away by the intricate detail of Sackson’s ludographic awareness. The notebooks were filled with details of his design ideas, games he played with friends, and comprehensive commentaries on all aspects of board games. It was an inspiring experience to encounter the depth, creativity, and perseverance of Sackson’s work. Sackson was probably the first modern ludographic scientist. His journals resembled the field notes of a great naturalist—serious commentary and detailed observations, interspersed with daily chat and even game gossip. 

Continue reading

Posted in Commentary | Leave a comment