Dale Yu: (Micro) Review of Micro Robots

 

Micro Robots

  • Designer: Andreas Kuhnekath
  • Publisher: AbacusSpiele
  • Players: 2+
  • Ages: 8+
  • Time: ~10 minutes
  • Times played: 6, with review copy provided by AbacusSpiele

micro robots box

Micro Robots is a new small format game that is another take on the Alex Randolph classic, Richochet Robots. It uses the same basic mechanic of finding a path from point A to point B with a few twists. The board is a four part modular thing – one side with a black background and one side with a copper color. Each piece has a 3×3 grid on it, and when the four pieces are put together, there is a 36 space grid; one space each for six colors numbered 1-6.

To start the game, the two dice are rolled. One die has colors on it, and one die is a traditional d6. The combination of these dice will pinpoint one of the 36 spaces on the grid. A large transparent disc is placed on this space so that all players can see the starting point. The dice are rolled again, and a target chip is placed on the new spot. Continue reading

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Dale Yu: Review of Leo

 

Leo muss zum Friseur  (aka Leo Goes to the Barber)

  • Designer: Leo Colovini
  • Publisher: AbacusSpiele
  • Players: 2-5
  • Ages: 6+
  • Time: ~30 minutes
  • Times played: 4, with review copy provided by AbacusSpiele

Leo box

Leo is an interesting cooperative game that seems to be aimed at families, specifically those with younger children. The recommended age on the box goes as low as 6 years old, and after playing a few times, I think that I stand a higher chance of success if there is at least one youngster at the table!

The story here is that Leo the Lion really needs a haircut. He wakes up one morning (at 8am) and then tries to make it through the jungle to Bobo the Barber. Though he is King of the Jungle he doesn’t like walking alone at night, so he needs to make it to Bobo’s place by 8pm or else he just heads home to try again the next day. Your team’s job is to get Leo to the barbershop by the end of the fifth day.

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In setup, the jungle path is created by shuffling the tiles face-down and making a path from Leo’s bed to Bobo’s barbershop. There are a total of 30 tiles in the past, five different animals, each in five different colors, and five signposts which are colorless. All of the tiles have a time value on them (animals are from one to five hours each while the signposts are worth zero hours). Continue reading

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Dale Yu: Review of Cacao Chocolatl

 

Cacao Chocolatl

  • Designer: Phil Walker-Harding
  • Publisher: AbacusSpiele
  • Players: 2-4
  • Ages: 8+
  • Time: ~1 hr
  • Times played: 4, with review copy provided by AbacusSpiele

Cacao chocolatl box

Cacao was one of the surprise hits from 2015 for me. I hadn’t heard much about it prior to the release, but I quickly warmed to it from my initial plays at the Gathering of Friends 2015. (link to review here)

This new release is an expansion to that base game – it offers four distinct modules that can be added individually or in any combination to the main game. In this review, I will review each of the modules independently and comment on their effect on the game.

Continue reading

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The People You Play Games With – Eric Edens

 

Board gaming is a social hobby.  Yes you can play some games solo but for the most part, the hobby requires personal interaction.  Like actually being around…people…yuck.  If I want to play an auction game, it pays (get it? pays? That was a joke…fine, not a funny joke, but a joke nonetheless…) to have other players.

There are very few games that involve auctions which can incorporate a “bot” in place of other humans.  One example is Power Grid’s solo variant.  But even then, it is predictive and boring compared to other people.  So here is our problem.  We need people to play games with us.  And for the majority of us, we need them to be physically in the same room to play those games (yes I know some of you play online games but even then you need a person on the other side of those series of tubes we call the internet).  So now we have established we need other people for this hobby to work optimally.  Cool.  That was easy.  So we are done here, thanks for reading.

Wait, you want more?  Ok fine.  What I really wanted to talk about here was how those people can affect your gaming and what you can do about it.  And no, I am not going to talk about the jerk gamers, the unshowered players, or the annoying Jerome…You know who you are Jerome.  Stop being so ANNOYING!  Sorry.  Anyway, where was I?  Oh yeah.  How do people make or break your gaming?  It all comes down to what you like and what they like. Continue reading

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Dale Yu: Review of Tempurra

 

Tempurra

  • Designer: Kuraki Mura
  • Publisher: IELLO / Swan Panasia
  • Players: 3-7
  • Ages: 8+
  • Time: 20 minutes
  • Times played: 3, with review copy provided by IELLO

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Tempurra is another push your luck game in the Spring 2016 IELLO co-production series as well as the second release from Mr. Mura (Happy Pigs) in the bundle.    This is a push-your-luck game where players are cats in an eating contest, and they are trying to eat as many things as they can without getting indigestion. Continue reading

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Review of Hanamikoji

Hanamikoji pic2992529_md

  • Designed by Kota Nakayama
  • Artist Maisherly Chan
  • Published by EmperorS4 Games
  • Original publication 21 Flowers from Takamagahara
  • 2 Player
  • Time 10-20 min

Hanamikoji is a famous street in Kyoto renowned for its teahouses and geisha and in this game players compete for the favor of of 7 geisha. Hanamikoji is a 2 player game. It’s small enough to be considered in the micro game family with only 21 cards but it presents a lot of interesting decisions every turn.

The goal of the game is win the favor of 4 geisha or to have 11 or more charm points at the end of a round. The charm point value ranges from 2 to 5 depending on the geisha. Each geisha has a number of corresponding item cards equal to her charm points. Favor is determined by the player with the most item cards representative of the geisha in their tableau at the end of the round. 017e9403e72d774f5e1c37f775fae920897a4ced0e 019f86d7e4d7e3c9116f5a44043d46571d90a04e10
The interesting part of the game, of course, is how players get cards into their tableau. You start with a hand of 6 item cards (1 card is placed out of the round at the beginning. Then the player draws one card and takes one of 4 actions. Each action must be used and each action can only be used once. After you have chosen an action you flip the action marker over to the used side. The order in which the actions are done is up to the player. After each player has done all the actions the round is over.

The actions consist of 1)playing a card face down into their tableau, 01aa71bb0b5d946f0be9ba98c241b9ab7eb379565a2)discarding 2 cards out of the game, 3)choosing 3 cards and placing them face up and the opponent chooses one of those cards for their tableau face up and the active player keeps the other two for their own tableau face up and 4)choose 4 cards and split into 2 piles of 2 cards and the opponent chooses a pile for their tableau and places the cards face up with the active player taking the remaining cards to place face up as well.

Scoring takes place after each player has completed their 4 actions. Each geisha is evaluated and the player with the most item cards on their side earns the favor of the geisha indicated by the victory marker. In case of a tie, the position of the victory marker does not change either it remains neutral or in control of the player who controlled it the previous round. If one player has earned 4 victory tokens the game ends and that player is the winner. If not the charm points from the geisha each player has earned the favor are summed and if a player has 11 or more points they win. If neither of these conditions occur the next round is started.
Hanamikoji utilizes the “pie rule” mechanism quite nicely. It’s challenging to try and figure out what cards your opponent may want, or forcing them to pick a card you want them to have. Of course when they take the card you want it is so frustrating! Choosing which action to use when in a round of course may or may not give your opponent helpful information. It’s easy to leave the discard action only to find sometimes you have a card left you wanted to play but then you have to discard it. Once players have the favor of some of the geisha it then gets even more difficult as you have to choose between maintaining control and trying to gain additional favor. The game gives you that nice agonizing feeling with each decision as you try and outsmart and out bluff your opponent.

Note: this game is listed on BGG under its original title 21 Flowers.

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