Dale Yu: Review of Stephens

Stephens

  • Designer: Rola & Costa 
  • Publisher: Capstone Games / PileUp Games
  • Players: 1-4
  • Age: 12+
  • Time: 60-120 minutes
  • Amazon affiliate link: https://amzn.to/4eQlmu7 
  • Played with review copy provided by publisher

After the big earthquake of 1755 that tore down Lisbon and most of Portugal’s southern coast, it was necessary to rebuild an entire nation. The demand for window glass increased so much that William Stephens, a British businessman, saw the opportunity to expand his business in Portugal by investing in the glass industry.

In Stephens, players compete amongst one another in the role of master glassmakers working at the famous “Stephens” Factory to become the most prestigious figure in town…after Stephens, of course. Through clever and cunning planning, all players will develop their works, invest in new businesses, and promote the creation of jobs. Through a unique action-selection mechanism, on their turn players choose from a variety of options, either by activating the Stephens factory or by activating one of their personal investments.

The game ends when the Napoleonic forces arrive in town, at which time the player with the most prestige wins.

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Review: Fishing

Fishing

Designed by Friedemann Friese and published by 2F Spiele in 2024

Played four times during development and eight times in published form on a review copy provided by 2F Spiele.

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Dale Yu: Review of Rapture (Masters of Crime) – spoiler free [Essen SPIEL 2024]

Rapture (Masters of Crime)

  • Designers: Lukas Setzke, Martin Student and Verena Wiechens
  • Publisher: Kosmos
  • Players: 1-6
  • Age: 16+
  • Time: 2-4 hours
  • Amazon affiliate link: https://amzn.to/3Z4T3SV 

Incognito is a cooperative deductive murder mystery game where players must solve puzzles, follow clues and make decisions to solve a case. They do this using the included deck of cards, 12 hidden realistic clue documents, and the Internet. Through a choose-your-own-adventure mechanism, players make decisions that influence the course of the game and lead to solving the case in the end. One by one, they enter different realistically designed locations and encounter the various suspects. Then they choose from a menu of different ways to deal with the situation and receive points based on their decisions. Complex puzzles and escape room elements must be solved in order to progress further in the case.

The theme/backstory: “White sandy beaches, the gentle sound of waves, and a thriving drug trade: this is what the Isla de Cubaidos is known for. Not to mention that it’s the home of international superstar Dayana. But for you, the Caribbean paradise could soon become a total nightmare. The secret drug ring that you built on the island is threatened to be blown open by a very public scandal. While on the island, Dayana has disappeared without a trace. In order to solve the mystery of her disappearance, people and places must be investigated, evidence collected, and puzzles solved. Every decision you make affects how the story develops. In addition to the high-fidelity game materials, the use of real online maps, emails, and websites draws you deep into the story. Can you find out what happened to her before the police arrive and start digging where they shouldn’t?”

The game is closely intertwined with the real world, and players have to keep using traditional apps like Google Maps or Wikipedia to gather information. Writing emails, detailed web pages and cell phone calls are also part of the immersive gaming experience.

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The Supremes

The crowdfunding campaign for my first game, First Monday in October, went live this morning. In case any OG readers are interested, it’s available at www.firstmondaygame.com.

For those of you that have been around for a while, you may recall the Designer Diary that I published here way back in August of 2020 — Designer Diary. As I said then, “I always swore that I’d never design a board game …  I think we’ve landed (and I say we because so many people contributed to this design along the way) in a place that I was always aiming for without realizing it.  The game has become one of those “knife fight in a phone booth” games where you feel pulled in many directions, always have more that you want to do than you can do (yes, I’m looking at you Princes of Florence), and where things are routinely decided by razor-thin margins.”

A few months after that, I published a follow-up about one of my favorite mechanisms in the game — The Case Effects. “I think what I love about the case effects is strangely enough related to my love of 1999 Knizia classic Ra. This may seem like a stretch, but in Ra, one player will find themselves with a couple pharaoh tiles, while another player has a few river tiles, and a third player has some different monuments. Once that happens, each new tile has a very different value or meaning to each player depending on how it gels with what they already have. In other words, the board state quickly develops so that each player’s incentives and motivations diverge, which creates a natural form of conflict or tension that feels interesting, without feeling too combative or punitive. I feel that I’ve lucked into a game mechanism in First Monday in October that captures that feeling, with a mere shadow of Knizia’s brilliance of course, but reminiscent nonetheless.”

After a few delays, you may have seen a subsequent write-up here called: “A Funny Thing Happened on the Way to Publication” As I described then, “in mid-2022, I happened to play it with the brilliant Brian Mayer, designer of Freedom: The Underground Railroad, and he had a curious idea that stuck in my brain… The question Brian posed is what would happen if instead every player got to perform one powerful action for free each round … The new version, which I’ve informally dubbed the supreme version, confronts players each round with a fascinating six-way decision (instead of repeated two-way decisions) … And just like in the titular Sondheim musical, the journey has changed the destination, but a happy ending prevails.  I can’t wait for people to get their hands on this game, and have the opportunity to shape the composition and judicial philosophy of the Court for themselves!”

The full rules are now available in the BGG Files section here.

Thank you to the hundreds of people that helped the game get to this point! From those very first conventions in early 2019 to the proofreaders, playtesters, developer, graphic designer, video producer, enthusiastic encouragers, and everyone else who helped roll this boulder up this hill so we could get to this point and share this game with anyone that might enjoy a medium-heavy theme-first strategy game variously inspired by 17 unlikely games.

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Designer’s Corner:  Double Exposure

This is the next in the series of articles highlighting games designed by Opinionated Gamers writers, this time by Larry Levy.

Game Summary
This article represents the “coming out party” for my game Double Exposure.  Even though I first created it over 10 years ago, I haven’t discussed it publicly and, in fact, just posted it to the Geek earlier this month.  My plan all along was to introduce it through a Opinionated Gamers article but, as it so often does, real life got in the way.  Oh well, better late than never, I suppose, so it’s finally time to give this game of mine some much needed, uh, exposure.

Double Exposure is a 2 player game that can be played with a deck of ordinary playing cards.  Each player is trying to achieve a scoring combination in the cards they’ve gathered before the other player does.  Cards are gained through trick-taking, although the rules for this are different than for most trick-taking games.  It is very close to a game of perfect information.  In fact, at the beginning of the game, each player exposes their hand to their opponent—hence, the name.

Double Exposure is a tense, thinky game for two skilled players.  The rules are fairly short, but playing it well requires a lot of planning and look-ahead.  All of the information you need is available to you at the start of the game.  Will you be able to reach your goal, while keeping your opponent from reaching theirs first?

First, let me give you the rules, including a “duplicate” variant (to eliminate the luck of the initial deal) and a solitaire version.  Then, I’ll discuss some of the features of the game, along with a few insights of how I came to design it.
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Dale Yu: Review of Beasty Bar Down Under

Beasty Bar Down Under

  • Designer: Stefan Kloss, Anna Oppolzer
  • Publisher: Zoch
  • Players: 2-4
  • Age: 8+
  • Time: 20 minutes
  • Played with review copy provided by publisher

In Beasty Bar: Down Under, a flood of new faces floods into the Beasty Bar.  As in earlier Beasty Bar titles, which can be combined with this title, players take turns having their sea creatures line up at Heaven’s Gate. If the line is full, the two animals at the front can make themselves comfortable in the bar, while the animal at the end of the queue has to go home again. That’s why the animals use fishy tricks to push their way to the front. The magical manta ray uses a diversionary maneuver, while the eel squeezes unnoticed into even the smallest gap and the noble swordfish duels for a place.  In the end, the player who manages to place the most animals in the bar wins.

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