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.

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Ultimate Scheme

ULTIMATE SCHEME

Design by Rich Baker
Published by Sasquatch Game Studio
2 – 5 Players, 1 hour
Review by Greg J. Schloesser

Ultimate Scheme - cover

My hesitancy, which often borders on outright disdain, for the Kickstarter process in regards to publishing boardgames is well known.  While I readily admit that there are some fine games being published via this method, for each good game there seem to be a multitude of mediocre to poor ones.  Slick videos narrated by James Earl Jones clones seem to be all that it takes to open the wallets of what appears to be a sea of gullible gamers.

That being said, every now and then I am pleasantly surprised. Ultimate Scheme by Rich Baker is one of those surprises.  The game was sent to me for review—something I generally do not do with pre-publication Kickstarter designs—but the theme sounded interesting, so I overcame my usual avoidance.  I was warned by the designer that the copy I was receiving would not be a finished copy, as final artwork had not yet been completed.  However, it wasn’t the lack of artwork that frightened me; it was the reading of the rules.  Oh, the rules were clear and easy to understand.  The uneasy part was that the game sounded too simplistic; too, well, vanilla.

Once again my skepticism was unwarranted.  There is more to the game than I surmised. No, it isn’t a deep strategic challenge, but it does present players with numerous choices and forces them to adjust their plans as the game progresses.  But much more important than that, the game is simply fun to play…and you get to play the bad guy!

As a criminal mastermind your goal is, of course, to take over the world. In order to achieve your ultimate scheme, however, you must first accomplish a number of lesser schemes and meet the conditions required by the “X-Factor” card in play for the current game.  Fortunately, you have minions to help you achieve your dastardly schemes.

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Larry’s 2016 Gathering Adventure

Once again, the Gathering proved to be a week-long extravaganza of gaming and great fellowship.  It’s always the highlight of my year and I can’t thank Alan Moon and all the other folks who work hard to make it happen enough.

I feel fairly confident in saying that there weren’t any breakout games this year, either published ones or prototypes.  I asked a couple of dozen people if they had played anything that knocked their socks off and I didn’t get a single positive response.  Some years are just like that.  That didn’t mean there wasn’t lots of good games played, just that there wasn’t anything new that was incredible.

As I have in years past, I made a point of trying to play games from the previous year that I hadn’t had the chance to try yet.  Once again, I had success with this and I added a lot of titles to my list of 2015 designs I enjoy.

Here’s a list of some notable games I played during the Gathering.  Obviously, I can’t report on all of the prototypes I got to play, but I’ll talk about the ones I can.  Let me start with the designs I liked the best.

Grand Austria Hotel – So many of my gamer friends were recommending this one that I had to try it out and they didn’t steer me wrong.  There’s a lot going on, with a lot of interconnected parts and it comes this close to being too much.  Instead, it’s just on the right side of complexity for me and I loved it.  The dice selection mechanic works well and I really like that between passing for a reroll or spending dollars to sweeten a result, there are ways to mitigate against a bad roll.  This winds up in my top 5 for 2015, enhancing what was already a strong year. 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

IMG_20160426_172423

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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