Dale Yu: Review of Ton Ton

Ton Ton

  • Designer: Tori Hasegawa
  • Publisher: Happy Baobab
  • Players: 3-5
  • Ages: 8+
  • Time: 20 minutes
  • Times played: 4, with review copy provided by Happy Baobab

Ton Ton is an interesting trick taking game from the Korean company Happy Baobab that I found at SPIEL 2018.  The game is played over three rounds, and in each round, one of the five mission cards is revealed to give you a focus for that particular round.  There are five suits (colors) in the game, and you play with one suit per player. Cards in each suit are numbered from 1 to 8.

The appointed cards are shuffled and dealt out – each player gets a hand of 8 cards.  The rules specify which colors you must play with, but really, you can choose any colors so long as you agree with card denotes the starting player.  As the rules go, the player who is dealt the Red 8 is the starting player.

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Caught! – Quick Impressions On Some New Games From Lobster Trap – by Craig Massey


Fellow Opinionated Gamer Tery Noseworthy has shared some thoughts on several of the new games she played last month at Lobster Trap. Lobster Trap is an annual event I host with a good friend. Its small with attendance topping out at 170ish people. The goal is to provide an atmosphere that feels like a family reunion of sorts. As organizers we try to have a decent number of the latest Essen and fall releases available to try ahead of the holiday season. Lots of the attendees work there way through these new releases while others schedule longer games with friends who they only see once a year. I’m biased, but it is my favorite game weekend of the year given the relaxed casual nature of the event. You can sit down with anyone and have a fantastic time whether you are at the game table or out for a nice dinner.

I never play as many new games as I would like, but below are my thoughts from the weekend in no particular order.

Trappist One – There always seems to be a thematic winner from Essen. This year we seem to have a larger than usual amount of games with a futuristic/space theme with NEOM and Lift Off below and Ganymede still to be played. Trappist One from Gen X is squarely in this thematic zone as well. Build up a tableau of cards in an attempt to colonize planets and mine them for different resources. Ship the resources for “star gold” and buy things like orbital stations and satellites for points and abilities. The theme is intriguing with the game play and mechanics feeling fairly standard. We struggled with the rules with a bit with some some variations in key terminology showing up in different areas adding some unnecessary confusion. Lots of jokes were also made as your home planet is referred to as Capital One. Feel free to add your own. We all had a noticeable level of ennui about the game. With so many new games this time of year, consignment to the back of the shelf without too much more thought is a likely possibility.

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First Impressions of Futuropia

·    Designer:  Friedemann Friese

·    Publisher:  2F-Spiele (Stronghold Games will release an English version in January)

·    Players:  1-4

·    Ages:  12+

·    Time:  90 minutes

Friedemann Friese possesses one of the most imaginative and creative minds of any game designer in the world.  And the remarkable thing is that that statement has probably been true for over 20 years. He doesn’t just think outside of the box—sometimes it seems like his thoughts roam outside of the entire known universe.  His games are like no others. Unfortunately, that means (to me, at least) that sometimes his designs are more interesting than fun, the gameplay playing second fiddle to the fascinating concepts at the core of the titles.  This has been particularly noticeable recently, as most of Friese’s most prominent (and audacious) games, like 504 and Fabled Fruit, just haven’t worked for me, even though I admire the ideas behind them. His latest effort, though, is Futuropia, a no-luck economic game of perfect information, which is right in my wheelhouse.  Could this be, after a prolonged dry spell, a Friedemann game that I actually want to play? My hopes were high and I was lucky enough to play a couple of games of it recently. Here are my early impressions of the design.

First, let’s describe the setting.  At some unspecified time in the future, the players are tasked with creating their own personal utopia.  Not an entire social order, just a very small part of one. Specifically, the idea is to build and populate a self-sustaining condominium, complete with generators for food and energy, living quarters, robots, and people.  The goal is to house as many humans as possible who don’t have to work and who can devote all of their time to leisure activities.  As the rules so F-fortlessly put it, this is time to spend “fishing, farming, fencing, and flying”, as well as playing games, of course.  Now that’s my idea of a utopia! Continue reading

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PAX Unplugged (2018)

A last minute addition to my schedule this year, I went to PAX Unplugged to help my friends Andy and Rand demo games in the “First Look” area.

We haven’t covered this convention before, and it’s only in its second year. I’ll talk about the show itself, a few things I played, and, of course, a few pictures of what I ate.

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Dale Yu: Review of Planet

Planet

  • Designer: Urtis Sulinskas
  • Publisher: Blue Orange (EU)
  • Players: 2-4
  • Ages: 8+
  • Time: 30 minutes
  • Times played: 6, with review copy provided by Blue Orange (EU)

Planet is one of those games that is so eye-catching that it forced me to sit down and try it.  This desire was made even stronger by the fact that I had actually joked around with fellow OG writer Jeff Allers on making a game where players constructed a soccer ball like structure with hexagons and pentagons.  While the shape in Planet is a simple dodecahedron – the idea is the same; and I’m a bit steamed that someone beat me to the punch here!

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Dale Yu: First Impression of Scientia

Scientia

  • Designer: Evan Song
  • Publisher: BoardM
  • Players: 2-4
  • Ages: 13+
  • Time: 30-45 minutes
  • Times played: 2 with review copy provided by BoardM

Scientia was one of the games that we got a short teaser from W. Eric Martin on BGG, and then it later turned out that the game wasn’t going to be for sale.  I was interested enough in the theme to set up a meeting with the nice folks from BoardM, and they explained the game to me, and I was instantly interested. I knew that the BoardM people had plenty of other meetings set up to try to find a partner to distribute the game, and I was quite surprised to be offered one of their four prototype copies as I was leaving the show on Saturday.  It quickly hit the table, and I wanted to be able to report back on the game quickly.

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