Dale Yu: First Impressions of Bohemian Villages

Bohemian Villages

  • Designer: Reiner Stockhausen
  • Publisher: dlp games
  • Players: 2-5
  • Ages: 8+
  • Time: ~30 minutes
  • Times played: 2, with review copy provided by dlp games

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Bohemian Villages wasn’t really on my list of games for Essen until about three days prior to the show.  This was mostly due to the fact that I hadn’t had much information to go on until that time.  I knew that it was from dlp games, and that is a publisher which usually makes games that interest me – but a publisher which also historically has been hit-or-miss for me.  However, since Orleans, I have definitely made it a point to always see what sort of game Herr Stockhausen has to offer!  Furthermore, I’m a big fan of the game’s artists, Klemens Franz and Andrea Kattnig.

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Dale Yu: First Impressions of Kingdomino

 

Kingdomino

  • Designer: Bruno Cathala
  • Publisher: blue orange
  • Players: 2-4
  • Ages: 8+
  • Time: 15 minutes
  • Times played: 2, with review copy provided by blue orange

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In Kingdomino, players vie to build the best 5×5 grid of dominoes (each starts with a single square piece and then has the chance to add 12 dominoes to the grid).  There are 48 numbered dominoes that are shuffled and then placed in a draw pile – you can use the box for this purpose.  To start the game, the first four tiles are drawn, and then they are placed in numerical order on the table (with the lowest number tile being at the top of the column) and then flipped over.  In the first round, the player pawns are drawn out in random order, and as each pawn comes out, the owner chooses which domino to place his pawn on. Continue reading

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BOOTY

Design by Alexander Cobian
Published by Mayfair Games
3 – 6 Players, 1 hour
Review by Greg J. Schloesser

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Yes, another pirate game.  I guess the theme is just so darn enticing and somehow romantic that designers and publishers just cannot resist using it.  I would assume that at some point the game-buying public would become satiated with the theme and say “enough!”  But I also assume that publishers would recognize if the situation reached this point and cease releasing games using the theme.  I guess that has not yet occurred…or my assumptions are way off-base!

Booty is a recent offering in the crowded seas of pirate-themed games.  Designed by Alexander Cobian, players are nasty pirates attempting to grab the most lucrative booty (commodities, weapons, liquor, gold, silver, etc.), control ports in the Caribbean and Atlantic, and influence the market price of their illicitly-gained loot.

The game is primarily one of card acquisition and controlling ports.  Five island tiles, each depicting 3-7 ports, are arranged in a circle, along with the Commodities market tile and the turn order “Rank” board.  A number of cards (3 x the number of players) are revealed, sorted by color and placed in the center of the ring of islands, with the first card being kept face-down.  Each player receives a supply of “might” markers, two secret “legacy” tiles and a handful of coins.  Let the looting begin!

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What Was Hot at BGG.CON, Plus What I Played (Chris Wray)

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This year was my first year at BGG.CON.  I’ve been to several major game conventions, plus several smaller ones, and BGG.CON was among my favorites.  Everything ran incredibly smoothly, the library was top notch, and the attendees were friendly.  About 3,000 of us owe an enormous thanks to the entire BGG team.  

While the bigger conventions like Essen or Gen Con sometimes feel like they’re about buying games, BGG.CON felt more like a convention about playing games.  The organizers had shipped over all of the most anticipated games from Essen and had them set up and ready to play.  And the BGG library was the best game library I’ve ever seen.  The games being played were a cool combination of many of the hobby’s classics and the best games of the last year.

Below, I discuss what was hot at the convention, and then I do snap reviews of three games new to me: Adrenaline, Hanamikoji, and Insider.   Continue reading

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Descent: The Road To Legend (Again)

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I must start this post with an admission about my sordid gaming past: I Was A Teenage Dungeon Master.

That’s right… for roughly three years “back in the day” I ran a rag-tag group of adventurers through a variety of dungeons & forests set in a fantasy world of my own creation. Armed with the board from AH’s Outdoor Survival (the map of “the world”) and the ‘blue box’ edition of the D&D (Dungeons & Dragons) basic rules, I spent most of my free time (and some of my class time) drawing dungeons & creating stories in preparation for marathon Saturday gaming sessions & quick one-shot adventures on weekdays after school.

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The author at age 16, celebrating his birthday with a Dungeons & Dragons cake.Yes, that’s a dinosaur – his mother could not find a dragon.

Our crew never got into miniatures – I think because of economics rather than my current excuse, “the fear of painting.” Similar reasons kept us from playing too many of the “official” modules – the primary ones I remember are The Village of Hommlet (T1) and the Giant trilogy. (I’m still cheesed off that TSR didn’t publish T2 – The Temple of Elemental Evil – until years after I’d stopped playing D&D.) I vividly remember spending my hard-earned allowance money on the first Monster Manual, Player’s Handbook, and Dungeon Master’s Guide… and using the information in those books to dream up even more diabolical adventures.

Then, sometime in the spring of 1981, I stopped playing D&D. I kept playing Traveller (a sci-fi RPG – that’s “role playing game” for those you playing along at home) and a little bit of SPI’s Dragonquest, but you could stick a fork in my time with Dungeons & Dragons.

But I continued to enjoy fantasy games… Particularly those that captured some of the flavor of D&D. For a while, we played Talisman (2nd edition) on a regular basis. Then there was Warlock of Firetop Mountain… and even Space Hulk, which always had a bit of a dungeon crawl meets Aliens feel to the game. Another favorite was Dungeonquest, which I foolishly sold (along with both expansions) back in the mid-90’s. Thanks to the generosity of Keith “I Used To Be A Neutral Good Monk In Mark’s D&D Game” Monaghan, I have the game back in my collection. In the early 90’s, I bought the entire 3rd edition Talisman set… and we spent many happy hours chasing around the board, attempting to defeat the monsters & avoid getting turned into a toad. (Weirdly enough, I never actually played Heroquest and/or Advanced Heroquest. I wonder how that happened?)

Most of those are gone now… Warlock, Space Hulk & Talisman (3rd) all sold at hopped-up E-bay prices to enlarge my oddball collection of games. Every once in a while, I get a hankering to play them, but not enough to give up the pile of other games that they financed. (Dungeonquest, OTOH, is still here… and gets played every 3-4 months or so.)

In the last decade, the same “wish I could level up a character” impulse has led to my complete & total enjoyment of Return of the Heroes (and it’s expansion, Under the Shadow of the Dragon)… and, to a lesser extent, my sort-of enjoyment of Klaus Teuber’s Candamir: The First Settlers (which is a weird cross between The Settlers of Catan & an RPG.) More recently, I’ve had a blast diving into V. Chvátil’s fantasy games Prophecy and Mage Knight, in addition to the puzzle-y charms of Legends of Andor and the creepy ambience and Euro-tinged gameplay of the Space Hulk-influenced Claustrophobia.

It was just over 10 years ago (Memorial Day weekend 2006, to be exact) that I was first introduced to Descent: Journeys in the Dark. Produced by Fantasy Flight Games with one of the largest game boxes I’ve ever seen (I think it may even produce it’s own gravitational field), this dungeon crawl game combined some of the best elements of Space Hulk/Heroquest (the puzzle-cut dungeon boards & the nifty miniatures), Lord of the Rings: Sauron (with one player “running” the game, attempting to thwart the adventurers), and Runebound (the fatigue system & the fantasy world – “Terrinoth” – setting of the game) combined with innovative new ideas first created for FF’s Doom: The Boardgame. I particularly liked the “one roll combat” mechanism.

At the time, I wrote that I was seriously thinking of buying or trading for a copy, due not only to my own enjoyment of the game, but the potential for my boys to eventually enjoy it with me. I noted that I was concerned about the length of the game (3-4 hours per scenario) and the potential for expansions to go awry.

I wasn’t wrong. The early promise of that first wonderful game withered with repeated plays… it took so long to get the game going, the campaign system was clunky, and an adventure took 4+ hours with a full complement of players. My desire to own a copy myself went the way of the dodo… and about the only reference I made to the game was in reviews of Catacombs. (“Catacombs = Descent + Carabande – 3 hours”)

So when I saw that Fantasy Flight Games was rebooting Descent, I was both intrigued and wary. And, for a variety of reasons, I didn’t choose to pick it up… and I didn’t get an opportunity to play it. Continue reading

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Mystery! Motive for Murder

Design by Bruce Glassco
Published by Mayfair Games
1 – 5 Players, 30 – 90 minutes
Review by Greg J. Schloesser

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A murder has been committed at the stately mansion, and there appears to be a host of characters who have a motive for doing the dastardly deed.  The murder was sensational and the police are under considerable pressure to solve the crime.  The detective who solves the case and makes the arrest will have his reputation soar and perhaps even earn a coveted promotion.

Murder: Motive for Murder casts players in the roles of these detectives attempting to solve the case by finding the person who had the greatest motive to commit the murder.  It is a strange little game that has some very unusual mechanisms that, unfortunately, just don’t seem to mesh smoothly into an entertaining experience.

At the heart of the game are a collection of “suspect” tiles, each of which depicts a character, his or her name, and four relationship or motives (“caught spying by”, “generous lover of”, “mother of”, etc.) listed along the sides of the tile.  Most sides also depicts a value ranging from 1 – 6, as well as a color (red – hate and/or blue – love).  Each player receives three tiles and one is dealt face-up to the table; this is the victim.

A turn is quite simple:  play a tile to the table, aligning it with a previously placed tile, and place your marker upon it.  No tile can be placed further than two spaces away from the victim.

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