Chris Wray: What I Enjoyed Playing in April 2018

This is the April entry for my series where I post five games I enjoyed playing in past month that I didn’t have time to do full reviews of.  As always, I limit it to five titles, of which there’s a combination of old and new games.

I believe April 2018 holds the record for the most plays I’ve logged in any one month!  That should come as no surprise given The Gathering of Friends and International Table Top Day, but nonetheless slimming this list down to just five games has been an extreme challenge.

I previously wrote in detail about three games that absolutely should have been on this list — Lost Cities To Go (review published earlier today), Rise of Queensdale, and Ultimate Werewolf Legacy — but I left them off since I could so easily link to them.

Continue reading

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Lost Cities: Das Abenteuer To Go (Game Review by Chris Wray)

  • Designer: Reiner Knizia
  • Publisher: Kosmos
  • Players: 2
  • Ages: 8 and Up
  • Time: 20 Minutes
  • Times Played: > 5

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Lost Cities: Das Abenteuer To Go (a.k.a. Lost Cities: To Go) is the latest game in the award-winning Lost Cities/Keltis line of games.  Released last month in the German market, Lost Cities: To Go is a mix between the original Lost Cities and Keltis: Der Weg der Steine Mitbringspiel.  My family has several Lost Cities/Keltis fanatics, so I was excited to import the latest spinoff.  We’ve been playing this quite a bit, and we’re already big fans.  In fact, this might eventually replace Lost Cities for us. Continue reading

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Patrick Brennan: Game Snapshots – Mar 2018 (Part 2)

by: Patrick Brennan

[Editor’s note – somehow I have been publishing these out of order. I think we have already seen April’s recap.  I blame my lack of sleep from the Gathering of Friends!]

It’s been a busy month of new games.

Gloomhaven has been a treat and we continue to look forward to each play. Pandemic Season Legacy 2 less so – in our last game we had a 1 in 11 chance of losing during the infection step on the turn before we built our final required supply centre and won the game. We lost. Very aggravating. Our other co-op in rotation at the moment, Bastion (2015), is still hitting the table regularly, as we try out the different monsters at different levels of difficulty.

Otherwise, games I’ve played for the first time recently include:

 

CENTURY: GOLEM EDITION

Pleasant without being riveting. Your cards either collect gems, upgrade gems to better gems, or provide different formulae to trade in gems for other gems. On a turn you either play a card, acquire a new card to help you in future, get all your used cards back, or spend the gems you’ve diligently been collecting, upgrading, and trading for to buy VP cards. This is reminiscent of the old Bazaar, but more interesting here because you build your own collection of trade-up formulae and try to parlay that into point-scoring collections faster and more efficiently than your opponents. The rules are easy, the game is pacey enough with some good think-stuff provided, but it features a fair amount of luck in regards to what cards are on offer to buy on your turn (is there anything at all that can help build a better engine?) and whether the VP cards on offer match the gems that your engine can build efficiently. The real knock is that once you’ve played, that’s it, there’s not much more to learn or experience – you’re going to get the same game next time and the time after that. If you’re ok with that, this does the whole gem tradeup whatsup thang pretty nicely.

Rating: 7

 

DIAMONDS

I like trick-taking games and this is fine, but without offering spectacular replay. Standard trick-taking, no trumps. Its point of differentiation is that each suit provides a different type of gem-getting (ie score) benefit when you win a trick in that led suit, as well as each time you play offsuit when you can’t follow. Which provides unusually significant benefits for being short-suited (which is interesting). Otherwise though there’s not much “clever” one can bring to it. Good hands will score well, having lots of diamond cards (the best suit) will score well, and low to middling hands without a short suit won’t, regardless of how well you count cards. It’s easy to teach and pleasant to play though, which is always good.

Rating: 7

IOTA

The bastard love-child of Qwirkle and Set. Each turn you play as many cards from your hand to the table as you can, all in one row/column, and score each row/column you made or added to (Qwirkle style). The Set part is that each card has 3 attributes, and the second card in each row/column defines which attributes must be shared by all in that row/column; all other attributes must be different throughout. Adding the 4th (and last) card to a row/column doubles your turn score (which is otherwise the face value of all cards in all changed row/columns). This makes for wild scoring fluctuations and ultimately is the downfall of the game – your best and only strategy is to draw great cards that allow you to finish off rows/columns. Turns are otherwise spent assessing all possible places to play your cards, determining the best, and playing thus, a process which creates untoward downtime. Unfortunately, you can’t escape the feeling that the game is playing you, which makes it a hard-sell for gamers, and the game is otherwise too non-exciting for non-gamers, which makes for a dire double-whammy.

Rating: 5

NMBR9

No need to buy this one as I already have FITS filling the flip-a-card, place-the-shown-piece-on-your-tableau niche. This replaces FITS’s sliding tetris feel with a “build a base and then build on top” feel, but it’s all much the same. The issue I have here is that players can over-think each placement and drag everyone down. Especially in the end-game when you’re trying not just to fit this piece for max points, but place it so that each subsequent piece (you know what’s coming) will also fit and score as ‘high’ as possible. FITS doesn’t bog down the same way, and I didn’t feel any higher level of satisfaction for working through the nominally more complex space that this game offers. Doing away with the comparison though, I enjoy games in this niche, and its sandbox feel in a nice filler-type timeframe. This is a nice addition to the field. It’s just not a game I’d pull out much – with non-gamers it’s too abstract, and with gamers we’re usually after something pacier and livelier in our fillers.

Rating: 7

 

NEAR AND FAR

It’s a point salad dressed up as a scenario-based adventure campaign. You’ll do a combination of moving around the different action spaces in town to earn different types of resources and/or earn VPs, and moving around the map outside town to earn different types of resources, and/or earn VPs. Then convert resources into points by buying artifact cards. It’s a matter of preference and opportunity (in terms of what skills are available from the draft of adventurer tiles) that define your strategy, and then maximise their utility. You can invest a bunch in town before leaving, or race out of town early – it all seems to generate about the same points. Turns go fast, but every now and then the game comes to a crashing halt when someone enters a quest space, taking the necessary time to resolve the paragraph flavour with a dice roll to earn rewards. The paragraphs don’t seem like they’re progressing much of a cohesive story; just your typical set of fantasy encounters to justify the appropriateness of the rewards, but I haven’t got into the game far enough to assess its long term effort. It’s mostly a race to get out your campsites (either in town or on the map), and to get enough resource to buy your artifacts before the campsites run out, but there’s not a lot of tension – there always seemed to be alternatives to earn equivalent points. I’d summarise it as being enjoyable to play, but non-compelling. In the end it has too many rules for family, and the cartoon art makes it hard for gamers to take its campaign credentials seriously given its competitors in its market.

Rating: 7

 

PAPERBACK

Cross Dominion with Scrabble … and you get a lesser version of each. It’s slower than Dominion (which is a downside as Dominion’s pace is one of its primary selling points) due to the need to analyse your hand of 5 cards (which contain letters or letter combos) to form the best scoring words. The higher you score, the better scoring card you can buy (Dominion-style) to add to your deck, and if the bought card has a bonus effect on it for each time it’s played, even better. When you start scoring really high words, then start buying VP cards – these double-up as wild card letters, which is a good improvement on being otherwise useless hand fillers. I wasn’t a fan of the slow pace, nor the unspoken pressure to give in on finding the perfect word and accept a lower score just to keep the game moving. As a result, it’s not a game I’ll seek out, but it was at least an interesting design tangent to explore.

Rating: 6

POWER GRID: THE ROBOTS

Basically it’s an automated player – mainly for 2 player games but it can be added into multi-player games to provide some variety. You randomly pick one of the 6 rules defining how it bids for cards, another defining what resources it will pay for, another determining where it’ll start, how it collects money, plus a special ability. It doesn’t compete that well, but it does provide another variable that the players need to plan for and work around – after all, it may potentially scoop up cards, cities and resources that you’d prefer to have. It’s ok for a slight change of in-game scenery, but it doesn’t present much of a challenge – definitely a non-compulsory expansion.

Rating: 7

 

WEALTH OF NATIONS

A dry economic game of building factories to produce goods, which are then used to build more factories to produce more goods, finishing when the map is filled in. The problem you face is that you need nearly all the different goods either to build (which is settlers style, this+this+this gets you that) or to run the factories, but you can never produce all the different goods you need. Your turns are therefore spent trading, trading, trading, or selling/buying/selling/buying/… from the market until you get what you need. It gets repetitive over the long haul. It’s interesting how the player decisions on what to invest in, and the choices on generalising vs specialising, drives the market prices and ongoing player behaviour, but not enough to save it compared to today’s fodder. I’m looking forward to trying the War Clouds expansion however in the advised expectation of improvement.

Rating: 6

SPOTLIGHT ON: CROKINOLE

100+ plays. Timeless. After a long hiatus, I pulled out the ‘ol Croke board last weekend, dusted it off, powdered it up, and re-introduced it to the kids to most excellent and triumphant acclaim. Sometimes you forget how good the good stuff is. Crokinole is excellent with both gamers and non-gamers – there’s just something pleasurable in sitting down and flicking pieces around, being social and competitive at the same time, sharing good shots and disasters with a partner, without the pressure or expectation of perfect play! It also provides the perfect vehicle for when your wildly mishit chaos shot rebounds off three posts, smacks 4 opponents discs off the board, and plops into the middle, to dryly drop “exactly as planned”, with the resultant plaudits!

Rating: 10

 

Thoughts of other Opinionated Gamers:

Joe Huber: It’s odd – I don’t disagree with a single thing you say about Nmbr9, but somehow for me it’s taken greater root – in a way FITS never did.  I’ll be curious to see how long it lasts – but I’m definitely susceptible to true multiplayer solitaire games, to the extent that I’ve got two sets to allow for play with eight (or playing through a double set with four adventurous players).

 

Simon N.: NMBR9 has gone down well both at home with my family and with my gaming group. At times it is one of the most frustrating games to play when you have just positioned a number only to find the ideal one becomes available in the next turn – but such is life with a random draw game. This hasn’t stopped the enthusiasm for repeated plays and I’m with Joe on this one.

 

Tery N:  

I want to like Iota; it’s in a very portable tin, and I like both Qwirkle and Set. However, something about the combo just doesn’t work for me. It’s too dry and so far hasn’t been fun for either gamers or non-gamers.

 

NMBR9 is popular with my gaming group as well. I don’t mind a little multi-player solitaire, and I like the puzzle aspect. It’s a good filler game.

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Tery’s Gathering Report

I’ve been going to the Gathering now for 20 years. It’s hard to express how important this event is to me, and how indebted I am to my dear friend Pitt for recommending me  and Alan Moon for inviting me in the first place. It’s the place that I first met my husband and some of the greatest friends I could ever have hoped to have, and it’s the place where my confidence as a board gamer grew.

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Attendees who have been to 20 or more Gatherings get a black badge

My first Gathering was only my second-ever gaming convention, but I knew that I loved it as soon as I walked in the door. On that first day I played Pig Pong, Acquire and some long game about oil production that I no longer remember the name to, and I knew I had found my group of gamers – people who wanted to play the meaty, serious games but who would not hesitate to play a silly game, too. In fact, the Gathering reminds me a bit of my experience with sleepaway summer camp -you are thrown together with this group of people who become your tribe for that time that you are together; you are then separated for a while, but as soon as you are reunited it’s like no time has passed at all.

For me the Gathering has become more about the people than the games, but of course the games still play a major role, too. I arrived late Friday afternoon and was there until the following Sunday morning, so I played plenty of games, especially since the weather only allowed for a walk around Niagara Falls on a couple of days. Still, what I most look forward to is the companionship and the traditions I have with friends more than trying to play as many games as possible or see all the prototypes.

I am not going to list every game I played in my eight days of gaming, but here are some of the highlights from my week.

Day 1

I played Powerships with Tim, Mark, Ken, Tom and Jeroen. This is a game I first tried a few weeks ago and had fully expected to not like, since I am not a fan of Powerboats (I crash into an island every.single.time), but I was pleasantly surprised. There are still obstacles, but it’s not as devastating if you hit something, and visually the board is much better for me. I almost won – until I made the one roll that would make me overshoot the final planet. Oops.

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Day 2

I taught Noria, a game that seems to generate a lot of vitriol but that I enjoy; it has some interesting mechanisms and I like trying to figure out the best placement and use of the discs.IMG_20180414_124140628

 

 

After that Josh J wanted to try to learn Dinosaur Island, so we started working through the rules and eventually Robin, who had played before, joined us and helped explain. I thought this would be lighter than it was based on its cute bits, and was pleasantly surprised by the depth of the game. I enjoyed it.

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After that we went to dinner inside the hotel at the Rainforest Café, thanks to the ice storm raging outside. Now I remember why I never go to Rainforest Café, but the company was good.

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Day 3

Sunday dawned cold and icy, but started out nicely when Jeroen appeared with a gift of stroop wafels, which he had introduced me to the year before. I might need to move to the Netherlands so I have a more regular supply of these. . . .

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I started off playing a game with our very own Gaming Doctor called Illusion. I was fully prepared to hate it, since I am not good at spatial-type games, but it was actually okay.

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Next up was The Mind. I think I might be one of two people who doesn’t think this game is the best game ever, but I am definitely glad I got to try it, especially since I got to play with a few people I don’t see very often.

After the Mind Frank D. and I were looking for a game when Scott S. showed up and suggested Web of Power. I love this game and it has been a while since I played. I don’t usually do well at it, but I tied for the victory, so I was happy.

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Dinner was at Brickyard Brew House. Grilled cheese and a wide selection of beers plus good friends? Sign me up. My favorite was the grapefruit shandy.

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After dinner Kurt, Marion, Tom and I broke out Was Sticht, one of my favorite games of all time. You draft cards from a grid of cards laid out on the table, while trying to determine the trump number and color. You select a goal tile that you think you can achieve – take the first trick, take no tricks etc. – and then you play the hand. The first to complete all their tiles wins. It’s a great game that has held up well over the years.

We followed up with Druids, which I had been trying to get to the table since Essen. I am glad we did, since I really enjoyed it. It’s a trick taking game where every trick you take gets sorted into stacks, and the number of the card at the top counts towards your score; the round ends when  a player has all 4 colors.

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Day 4

Mark, Kurt and I had decided we would try to make this Uwe Rosenberg week, since we all enjoy Uwe games for the most part and had already decided we would play an annual game of Ora et Labora (best for 3, IMHO), which we started in 2017.  So, Day 4 started out with Kurt and I playing Fields of Arle with the Tea and Trade expansion. I really enjoy this game, and the expansion added some interesting elements; I look forward to trying it 3 player.

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After dinner at a BBQ place we broke out Dead of Winter: Warring Colonies. It’s a tradition with my group of Gathering BFFs to play a big monster-smashing game at least once;  in previous years it has been Arkham Horror or Eldritch Horror, but we decided to give this a try, since we had enough people. It was pretty fun, and the fact that teams take their turns simultaneously kept it moving along. Good zombie-bashing fun.

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Day 5

We continued Uwe-fest with Caverna, which I prefer over Agricola. While the actions and goals are somewhat similar, the lack of cards (and thus the requirement that you know all the cards) is a plus for me. I dithered between strategies, which is never a good idea, but I still thoroughly enjoyed it.

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I also got to try Pandemic Rising Tide, where you are fighting flood waters rather than infection. It had some cool new mechanics and I enjoyed it.
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Day 6

This was the day of our now-annual Ora et Labora game. I still think this is one of Uwe’s best games when played with 3 players.

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I also got to try Eggertspiele’s soon-to-be-released game, Coimbra. I liked it, but definitely need to play it at least one more time before I fully form an opinion.

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Day 7

My friend Josh B and I had a plan to play a full game of The Colonists, and Adam decided to join us. After the rules explanation for Adam it took us about 6 hours, but one of the things I like about this game is I feel engaged the entire time. It was nice to be able to take the time to play a long game like this, and nice for me to try it 3 player again, since most of my plays have been 2 player.  It’s also important that you like the other players, since you’re going to be spending six hours with them – thankfully these two are good company.

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After dinner at Duff’s ( I think I’ve decided I prefer Duff’s wings over Anchor Bar) we continued Uwe Fest with Nusfjord; you can read my review of it here.

Day 8

This day shall forever be known as the Day Uwe Fest Fell Apart, but it was a fun day nonetheless.

I got to have dinner with this awesome group of people

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I also played two dexterity games, which is a rarity for me.  My dexterity is terrible, but again – it’s all about the people you play with.

Dexterity game number 1 was Junk Art, which you can read a review of here.  I was as terrible as I usually am, but I had a great time.

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Look at the other stacks, then look at mine – this pretty well sums up my dexterity ability.

Dexterity game number 2 was Kaptain Wackelpudding. My friend Pitt and I had created a water version of this game several Gatherings ago, and Bruce L was the highlight of that game, so I was happy to play this with him as one of the players. I had the high score! Ok, so that’s not a good thing here – but I had fun.

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Not only did Bruce get this piece on the stack, he then managed to move it to the next island without losing any!

Day 9

This would be my last day of gaming, so it was bittersweet. It started with the Flea Market ,where I sold about half of what I came with and bought just one game – Viral, for my ever-growing work game collection (I work at a hospital).

After the Flea Market was another Gathering tradition – our annual game of Viticulture  with Tuscany expansion. We played 6 players, and one of the strengths of Viticulture for me is that it scales well with all numbers of players.  I even managed to pull out the victory, which was great – this is a game that I love but rarely win.

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After Viticulture I played a quick game of Wurfel Bohnanza, just to get back to the Uwe Fest.

It’s become Saturday night tradition to have pizza and wings at a total dive bar and restaurant in Niagara Falls. Their wings are good, their pizza is amazing and the company is spectacular.

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The Prize Ceremony was after dinner. My name got called in the last 5, which meant there wasn’t a whole heck of a lot left up there. However, the second time through the names are read in reverse order, and this year there was a table that wasn’t available until the second time through, and I had the good fortune to select Gloomhaven! I couldn’t believe it. To make it even better, Gloomhaven had been put there by my friend John, who has a tradition of dumping random dice and card games of dubious quality into our game bag when we aren’t looking – he came up to me afterwards to tell me he had put Gloomhaven there and to ask if everything was forgiven. Yes, John, it is.

After dinner, I participated in one last Gathering tradition – our annual game of Das Motorsportspiel. This is always our Saturday night game. I won it the very first year I played it, earning me the nickname “Fake Newbie”, but since that time I have not managed to finish in the top three. Having twenty seconds to roll the dice, select the dice AND move my car is often a bit stressful, but it sure is fun.

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I didn’t win – but at least that’s not my flaming wreckage of  car on the right.

Sunday morning we always get up and leave early to start our eight plus hour car ride home. It’s always a sad feeling, carrying our games through the empty ballroom and knowing that we’re leaving behind friends we may not see for another year, and I envy the people who get to delay that feeling for one more day. On the bright side, it’s already less than a year to the next one, and I have a couple of other cons and my monthly game group to tide me over until then. Thank goodness today is game day, because it has been 6 days since I’ve played a game.

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James Nathan: Brief Interview with Dr. Cameron Browne


As part of this week’s posts, Dr. Browne was kind enough to entertain some questions that I had, and here’s what he had to say.  I hope you’ve enjoyed this week’s series.

What inspired the LUDI project? Continue reading

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James Nathan: Volo, Feed the Ducks, and assorted puzzles

Game: Volo
Designer: Dieter Stein
Publisher: nestorgames
Players: 2
Time:  45 Minutes
Times played: 2 with a purchased copy

Game: Feed the Ducks
Designer: Néstor Romeral Andrés
Publisher: nestorgames
Players: 2-4
Time:  20 Minutes
Times played: 5 (with both mine and a friend’s copy of Yavalath)

Once a month during the brisker times of the year, I spend my Friday nights at a science lecture.  It’s a group of retired folks from a wide spectrum of backgrounds, but all of whom are avid and skilled outsider botanists in their retirement.  The group’s specialty is wildflowers, but the lectures run a broader gamut, and recently I attended one that focused on the retinal structures of the two forward-facing sets of eyes in certain jumping spiders.

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We learned about their culinary and sexual attractions to different colors; their adaptability to changes in these realms; the use of red filtering cells to allow green-detecting retina cells to observe red; their use of muscles to contort their eyes inside their head, so as to adjust their focal point, without turning their head to bely their position; and how the placement of their retina cells counteracts chromatic aberrations.

He also talked about various technologies that have directly and indirectly taken inspiration from discoveries of jumping spider and other animal behaviours.  

One thing that must’ve slipped the presenter’s mind is the avian behaviour that has inspired the nestorgames for today, Volo and Feed the Ducks.

I first came across Volo as I was falling down the LUDI rabbit hole and stumbled across Cameron’s Games & Puzzle Design Journal. The articles are refreshing in their academic approach to game critique and theory.   Continue reading

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