Thursday 30 March 2017

Review: Sheriff of Nottingham






















Game Name:Sheriff of NottinghamPublished Year:2014
Game Publisher:Arcane WondersPlayer Scale:3 - 5
Game Designer:Sérgio Halaban & André ZatzRun Time:60 mins

 

This is a game of cunning, of trickery, and mainly; of deceit, all dressed up in a wonderfully cartoony Robin Hood pastiche.  Players will take on the role of a merchant from the middle ages in the grand city of Nottingham.  In a bid to make a profit; players will attempt to smuggle illegal, contraband goods (like crossbows and mead) into the city along with their apples and bread.  Each turn, one player will assume the mantle of the Sheriff of Nottingham, and for that turn, they will police the other players, either trusting them at their word, inspecting their goods, or taking a bribe.  The player who has amassed the greatest supply of gold and goods is deemed the winner.Player Cards

Sheriff of Nottingham is, at its core a very simple game; it is set collection through and through.  Each card within a set earns you gold, the more of each set you have, the more you will score at the end of the game.  Apples, Cheese, Bread and Chicken are all common place “legal” goods, and you will score for these cards, but what you really want is a secret stash of Pepper, Mead, Silk or even a very rare Crossbow or two.  That is where the real money is made.Contraband

Each turn, one player is the Sheriff of Nottingham, and takes the Sheriff avatar – which could be switched out for a faux-fur cloak, silly hat or whatever you like if you really want to play Sheriffaround – all the other players select the card from their hand and place the goods they wish to take to market in their little-felt envelope.  Handing the envelope to the Sheriff player, they then declare “exactly” what it contains.  The rules for your declaration are very simple:

  1. The goods must be legal

  2. They must all be the same kind of goods.

  3. Must declare the correct number of goods.


And, you will break rules 1 and 2 over and over again (rule 3 is the only mechanical rule, and breaking this is literal cheating).  If you slip passed the Sheriff’s beady little eyes undetected you’ll add whatever was in your envelope to your market stall, but, if the Sheriff wants to inspect your goods, you have but one chance to grease their palm and bribe them otherwise, all you undeclared and illegal good will be confiscated, and you’ll have to cough up the penalty for them too.

This game relies heavily on the player interaction around the table, and with the right crowd (and maybe even the companion sound effect app) you can have a lot of fun.  A lot of fun.  However, get the crowd or the mood wrong and this game will fall very flat, especially if you suffer a very early, very heavy cash loss (like me; every time I play), you can really struggle to make the difference back up again. For some, this can be a really interesting challenge, and one that is both socially and strategically based, for others this can be a crippling blow that causes them to withdraw from the game.In Play

This social aspect is also important to get this game to reappear at the gaming table, as the large deck of cards is so big and balanced, there will be little game-to-game differences provided by the game itself.  What it creates is an experience, much in the same way that a game of poker does with only 52 cards this does so with more character and more flavour than hearts, diamonds, clubs and spades.

I love the art in this game, it captures the theme and feel of the game brilliantly. I would love to Pouchessee plastic coins to go along with the felt bags – which give a very satisfying and definitive snap upon opening and closing, and the Sheriff standee would have looked brilliant as a plastic statuette – but these advancements would have pushed the cost of the game up beyond what most would be happy to pay for it.

Being a British market stall merchant, during the middle ages has rarely been considered a fun occupation, but with simple rules and mechanics, brilliant cartoon artwork, and high player versus player gameplay this is a very fun game if you have the right number of the right players.  If you enjoy thinking, strategy games this isn’t for you, but this little box will provide a very good laugh if you allow it too, and with a run time of less than an hour it is great warm–up or break game in an otherwise serious game night.

Fancy a game?  You can pick Sheriff of Nottingham up here

Wednesday 29 March 2017

Review: Steampunk Rally






















Game Name:Steampunk RallyPublished Year:2015
Game Publisher:Roxley GamesPlayer Scale:2 - 8
Game Designer:Orin BishopRun Time:45 – 60 mins

 

The greatest scientific minds have converged across time and space in a bid to discover who the best inventor of all time is; naturally, the only way to truly compare scientific achievement is to have them all build giant steampunk engines and race around the Alps.  How else would you compare the contributions of Marie Curie, Elijah J McCoy, and Nikola Tesla?

This is an engine-building, card-drafting race game; meaning you’ll draft one card from each of the four decks, pick one and pass the remainder on to the adjacent player.  You can then use Draft Deckthose cards to build your steampunk engine or discard them for power represented by the one-hundred-and-eight-dice in blue (Steam), red (Fire) or yellow (Electricity).  Alternatively, you can discard your cards for Cogs, which allow you to change the pips on a die, and give you the all-important re-rolls.  After Venting the previously built up pressure in your machine (lowering and hopefully removing engaged dice) by discarding Cogs, you race; which is where you’ll roll all of those dice you’ve just collected.

These dice are then used to engage parts of your machine, some components will require high rolls, some will allow multiple engagements if you apply multiple dice.  Now, obviously; the aim of your machine is to generally move forward, towards that distant chequered finishing line, but you’ll also want it to reinforce itself, to protect against that notoriously difficult Alpine terrain, and possibly generate more Power or Cogs.  If you don’t vent frequently enough you’ll soon discover that you have no open slots for all the dice you’ve just generated, and if you take too much damage, parts of your engine will fall off and you could even spectacularly explode!

In PlayDo not be fooled by this game’s cartoony exterior, this is not the light race game that it looks like, far from it in fact.  Although each of the mechanics, as a standalone tool are straight forward enough, the combination of them in the context of the race is not only a hot molten mess of mechanics, it's counter-intuitive.  There is a faux-strategy to this game, it makes you think you are making worthwhile decisions; that you are presented with choices that need to be weighed, measured and carefully considered – which incidentally is what I think a game should do.  But you are not doing that at all, you pick the best of the hand you are given – and at the beginning that is only four cards, and not only are your choices limited, so too are the outcomes; power, cogs or parts.

This game wants you to build great big, hulking machine monstrosities to traverse the extremely treacherous terrain.  It wants you to have fun with rolling loads of dice, which in turn make you roll more dice, and turn the spinner and gain cogs etc.; which is great, but if you Big Machineare doing those things you’re not really moving very far, or very fast; which, for a race game is, well…counter-intuitive.  On the other hand, if you build a super lean, economic machine built for movement, you then face the trouble of building up your defence to overcome the terrain, so you stop moving; which, for a racing game is, well…counter-intuitive.  And then when you finally get to the finish line, when you have reached the end of the game, beaten off your opponents to cross the finish line first…everyone gets another go, and the actual winner is the person furthest past the finish line – literal moving goal-posts – which, for a racing game is, well…counter-intuitive.

With a racing game one would expect a huge amount of player interaction; jockeying for positions, overtaking, shortcuts, and with a cartoon steampunk finish, you’d expect to see silly weapons, bombs, claws, trip-wires, rudimental electrical attacks and lasers etc.  Of course you would, it’s a game about a race, between you and your friends/rivals; in fact, if you thought Mario Kart the board game, but with steampunk inventors instead of Italian plumbers, you and I would have had the same thought.  And we would both be wrong.  Very wrong.  For Small Machineplayer interaction in this game, you will pass cards to one player, and another will pass you their cards to you.  That’s it.  You’ll roll your dice, they will roll theirs.  They move their standee and you’ll move yours.  Out of politeness, you may well declare what you are doing, but it won’t really affect them in any way at all really.  There are of course some weapons in the Boost deck, but they are few, far between, very limited and, basically you need dice and cogs more than you need a weapon that doesn’t do much.

The artwork in this game is really quite lovely; provided by Lina Cossette and David Forest.  Wonderful caricatures of some of the world’s most famous and recognisable scientific minds, all with a steampunk glaze –Marie Curie has a bionic arm for example.  Each of the component cards has been crafted with great attention to detail and captures the theme and tone of this game brilliantly.  The standees could have been replaced by plastic models to match the colours and machine of the cockpit cards, but that would have been less amazing art on the board and driven the price up.

One thing I really like about this game, and it is something Orin Bishop and the Roxley team should be praised and lauded for is their efforts in creating a rich and diverse player-scape.  It would have been all-too-easy to focus on white, European, male inventors/scientists but there is a large and diverse selection to choose from in this game.  If you want to play this game to have fun and build a giant machine that creates and spends power almost perpetually; you probably won’t win.  And if you play this game to win and get the furthest past the finish line, you probably won’t have had much fun.

Friday 24 March 2017

Review: Catan






















Game Name:Catan (or Settlers of Catan)Published Year:1995
Game Publisher:Mayfair GamesPlayer Scale:3 - 4
Game Designer:Klaus TeuberRun Time:1 – 2 hours

 

As intrepid explorers who have found the bountiful island of Catan you will set about building up your empires; first there will be a meagre scattering of humble settlements and a few dirt track roads, but by the end of the game there will be cities, harbours (sort of) a labyrinthine network of roads, as you and your fellow players battle it out to be the greatest settler of Catan.Board

Catan could be considered to be the game that broke the industry into the mainstream and it’s easy to see why with sales in excess of 18 million copies worldwide since its release in 1995. Partly this is due to its simplicity and its high replay value – the modular board, numbering, and harbour changes means there a lot of possible board configurations.  You’ll find an open copy (or several) in every gaming café and store (with playing tables) in the world, this game is everywhere – and even featured in an episode of the Big Bang Theory (S5 Ep 13), and the joke will be all the funnier once you’ve played the game.

Very simply; the board is made up of hexagonal resource tiles: Sheep, Lumber, Stone, TilesBrick, and Wheat.  To build one of the three structures: Roads, Settlements, or Cities, you need a varying collection of resources.  In turn, each player will roll the dice, and whichever resource tiles share the number rolled will generate that resource for any player that has a building on one of its corners.   This means that some resources will be common in one game, and rare in another, all depending on which numbered tile is placed upon the resource.  An essential aspect of this game is trading, in most games, no player will (start) will easy access to all the resources, so player interaction in the shape of trade and negotiation is abundant in this game.

Catan is a very simple game to pick up and play, and it is great for beginner gamers as the dice rolling and negotiation will be very familiar territory for anyone who has played Monopoly, and it is this simplicity that makes this game so engaging and accessible, adult and children alike will very quickly get the grasp of the game and can quickly begin strategizing.  Luck or chance, however; play a significant part in this game, the tile layout, the resource numbering, the development deck (something else you can buy instead of a building which adds more tactics and gameplay options), and of course the dice are all random elements in Catan

In PlayThis can, in turn, lead to some frustration, games can be won by both wide and narrow margins even by experienced players when the dice and cards just do not work in your favour.  Equally though, as the board is very easy to read and to ascertain which player is in the lead, it does then become possible to block and hamper them by road building, making use of the robber and most simply refusing trading opportunities.

Player interaction is therefore very high in this game, players will almost certainly need to trade with one another, and then will very actively work against each other across a highly repayable modular board.  I have found that newer gamers love this game and call it back to the table time and time again, until their start venturing into deeper, more strategic waters.

Interested, you can pick it up here

Thursday 23 March 2017

Review: Mutant Crops






















Game Name:Mutant CropsPublished Year:2017
Game Publisher:Atheris GamesPlayer Scale:2 - 4
Game Designer:Sebastian KozinerRun Time:15 -30 mins

If you pick up this game and you are not immediately reminded of Rick Moranis singing to a giant man-eating plant that is screaming “Feed me, Seymour!  Feed me!” then you are probably under thirty, and well basically you missed out on a great film (Little Shop of Horrors 1986).  In this light-weight, face-paced worker placement game you are growing and selling giant, mutated crops that need both water and meat to grow, flourish and reach their full potential – in other words; make the most money.Game Layout

Each player will have a number of farmer meeples (depending on the number of players) that they will place upon one of the available actions from a communal spread of action cards.  At the start of the game this is a spread of six Stage One cards (giving you twelve possible actions), and each subsequent turn another card is revealed, first from the pool of Stage Two cards, and then finally the Stage Three.  Across these snappy seven turns players will attempt to gain the required resources to buy new crops (Seeds), water the crops they already have (…with water, obviously), and of course you’ll need to feed these fruit and vegetables too (with Meat).  Players will need to take actions to gain these resources, sow new plants, feed and/or water them, or even just mix up the current crops available.

Cards The artwork (by Rocio Ogñenovich) and mutant theme work really well together making for a fun varnish on this otherwise well-tested farmer troupe.  Important to note that this is a tried and tested game, and is, in fact, the English version of the game produced, by OK Editions, an independent game and art design couple producing comics and tabletop games in Argentina.                  As with many worker placement, resource management games the player versus player interaction is on the lighter side.  In Mutant Crops, the ability block and horde particular actions/resources is a really nice flourish which can cause a satisfying amount frustration for your opponents when you pull it off well.InsideThe Box

This is a very light, really stripped-back Euro-style game, based on a farm about growing crops; yes this is the mutated pocket version of Agricola that you didn’t even know you were waiting for.  This game makes a great introduction to the worker placement mechanic, it is really light on resources and components means it packs a punch far bigger than its small box, or cartoon vegetable theme would suggest.    With a quick set up time, streamlined, easy to understand rules, and quick gameplay this is a great game for newer gamers, and a brilliant, fun filler game for more serious players, or if you fancy a worker placement, farmer game but only have thirty minutes to play this will scratch that itch nicely.

Mutant Crops is live on Kickstarter now for only $19 or £19 (including EU friendly shipping), and you should definitely check it out!

 

Wednesday 22 March 2017

Review: Small World






















Game Name:Small WorldPublished Year:2009
Game Publisher:Days of WonderPlayer Scale:2 – 5
Game Designer:Philippe KeyaertsRun Time:40 – 80 mins

In this game of area control, you’ll ride high as one of many special-powered fantasy races, building up your dominion over the fractured land until you overreach and are forced to decline and resign your race to the annals of history.  And then you start all over again with another special-powered fantasy race, smashing through your opponents defences to claim their lands, and maybe trampling your own previous, now almost extinct race.

Small World is a fast paced, light-weight and light-hearted strategy game with immense replayability (especially with the many, many expansions), and above all else, this is, quite simply; fun.  Proof you say?  Examples.  Okay.  Two words for you: Commando Halflings.Commando Halflings.png

The game is simple too.  To enter a Region you’ll have to deploy a base cost of two of your troops (your supply of beautifully illustrated Race Tokens), for every existing troop, defence or obstacle present on that Region (all represented by other little cardboard Tokens) you have to match it. An empty Region will cost you two Tokens, a mountain will cost you three and so on.  At the end of your turn, you’ll receive Victory Coins for each Region you control.  Easy, and maybe so far not sounding too exciting, but wait, I haven’t told you about the Race Abilities or Special Powers.

You’ll shuffle the cardboard Race Banners and also the separate Special Power Badges and stack them next to one another at the side of the board, these are now your game specific Race/Power Combos, and with fourteen races and twenty powers, that’s a unique mix of Banners & Powerstwo-hundred-and-eighty possible combos.  This is where this game really shines, the variety and differences between the Races alone is great; Humans get extra Victory Coins for every Farmland Territory they occupy, Orcs get extra Coins the more fighting they do (obviously), Halflings have impenetrable burrows or “Halfling Holes” (they also don’t have to start at the board edge either- which is very handy for surprise attacks).  The Power Badges then add an extra boost, for example Dragon – you have a pet dragon to help you conquer new Regions, or Fortresses, which allows you to build (guess what) fortresses to increase your defensive value and so on.  How these Powers and Races interact drastically change the flow of the game and will appeal to players of different gaming styles.

BoardBecause of all the different play styles potentially available, the beautiful cartoon artwork (from Miguel Coimbra), the light-hearted nature and the very simple rules this is a very easy game to pick-up-and-play.  As with many area control, fighting games there is plenty of strategy and tactics in here, but it is light enough to be understandable and engaging to younger or less experienced players.  The box also boast two dual-sided boards, one for two or three play games and the other for four and five player games – so this game scales great between two and five players seamlessly, of course, there is nothing stopping two or three players duking it out on a larger board, you have the choice.  Regardless of how many players there are though, this is a quick game.  Turns can be taken in mere seconds when you’re reaching the end of your Race’s time, so your phone should probably stay away from the table less you miss something crucial.

There is a great blend of chance and strategy in this game, the Race and Power tiles make a great mixture, which will see a great variety of combinations, some will work better than others, and some will work to your style of play and be more or less beneficial at different stages of the game.  But this is a careful consideration, as to where and how you attack, not to mention how you defend those hard won Regions.  A pivotal point for each player in this game is when they choose to select a new Race and resign their current, over-reaching one.  This is probably the hardest thing for a new player to learn and master, but the learning curve is gentle and quick.  By game two you’ll have mastered the basics, made you “mistakes” and be ready and willing to see which combinations come out next game.

Days of Wonder produce great quality games, all theRace Tokens components are all very high quality, with, as mentioned, great artwork.  Even the inlay for the box has been well thought out and there is a dedicated space for everything.  The Token tray is a particularly great organisational tool (and in the later expansions you’ll get an extended version to store all the additional Races) which also make the game very quick and easy to get it to the table.

This game is all about combat, about stomping on your opponents, so player on player interaction in this game is high, it won’t take long before you are forced into a combat situation – there should be no real hard feelings about this, because it is the nature of the game, and in fact, you need someone to diminish your troops if you’re ever going to Decline them and pick another.  It is also a lot of fun raining down a storm of Flying Ratmen, or charging across the board on your Mounted Giants.

Small World will make a great addition to any gaming shelf, it is fun, beautiful and simple so it is great if you don’t have hours and hours free, and is great for new and younger gamers.  If you are looking for something more gritty, serious and deeper this won’t be for you; but is still definitely worth a play, after all, how often do you get the chance to play as a Commando Halfling?

Interested, you can treat yourself here.

Friday 17 March 2017

Review: Pandemic Legacy Season One (Spoiler Free)

To start with; a Legacy game differs from a “normal” game in that events and outcomes from one game affect subsequent games. The game takes place over the course of a year, naturally starting in January you’ll play your first mission.  With each month you’ll receive new or additional mission objectives that are required to complete that month’s challenges.  If you win, you can pass on to the next month.  Fail, and much like a Maths GCSE, you’ll have to do it again, and come-what-may your second result stands, and you move-on regardless.

Much like the standalone game, players will have a choice of five roles from the CDC (Centre for Disease Control) to choose from, which you’ll use to zip around the globe treating and curing diseases, desperately trying to keep cities from Out Breaking, whilst Boxsimultaneously attempting to research a cure for all four of the diseases, plus what other mission objectives there maybe.

Playing Pandemic Legacy is an experience, it up there with those life events that I’ll remember for a while.  Last year I attended a Christening, which I have vague recollections; it was sunny and I was hot in my suit.  But I also remember what happens in the March mission, and the look on everyone’s face as I read out the mission.  And don’t even get me started with April, I don’t want to talk about it.

The big differences with Legacy boil down to three things.  Stickers, Secrets and Death.

Upon opening the box (check out the unboxing video here), you see there is a box sized sheet of stickers.  Some of these are for the board – diseases can be positively mutated (easier to cure if you can eradicate them in any game), characters can gain extra skills and scars (more on that in a minute), you’ll even be able to add new starting Research Locations to the map for future games.  I’m afraid that it isn’t all good though, most of the sheet is taken up by stickers you’ll use to indicate that cities (after an Out Break) become Unstable, Rioting (level 1 and 2), Collapsing, and finally Fallen.  These are, believe it or not, bad and progressively worse. You’ll also find some Top Secret Dossiers – more stickers thematically organised on additional sticker sheets, and these go into the rule book.  Yup, the rules will actually be changing as you play through this game.

FilesThere is also an array of small numbered black “strongboxes” which will add…stuff…to your games when you open them.  And in the words of Forrest Gump, “That’s all I have to say about that.”

Finally, death.  It’s a fact of life that it comes to us all.  Now it comes to your roles.  Happen to be in a city when it out breaks, well you get a scar (my dispatcher has a rather unfortunate case of PTSD because of some stuff that went down in Seoul, but I don’t want to talk about it).  If you ever run out of space for scar stickers then say goodbye to that role.  For good.  Rip it up.  Throw it away.  For the rest of that game, you’ll become a rather unglamorous citizen.

Astute readers will have done a quick bit arithmetic and realised that you’ll only get a maximum of twenty-four games out of Pandemic Legacy.  Well, you are half right.  You’ll get a max of twenty-four amazing, nerve-wracking, gut-wrenching tabletop experiences.  I neither kid nor exaggerate.  But, it does all come with a cost.  There is a significant investment of time to play this.  You’ll want to get the same people playing throughout ideally too.  And, as many of the people I know who have played or are playing it, you’ll probably stay with the same roles; which brings me to my first negative point about this game.Roles

Now it could just be that Pandemic, in any variation is a game that hates you; the player.  The game doesn’t want you to win, and at times you may well feel that like real-life Jumanji; it truly is playing you back.  This is more so in Legacy, all of which is good, however; I wanted to play as the dispatcher for as long as possible, to almost bridge the game between board and Role Play games but the game changes and evolves and as it does so it teases and tempts you to change roles, to the point where we want to change roles, but it just doesn’t feel thematically right.

The legacy format hasn’t done anything to mitigate the existing “problems” with the core mechanics, this is still Pandemic, and, as a co-op game it is still open to Quarterbacking (where one, usually more experienced player, controls or dictates all the other player’s actions), and if you have played a lot of Pandemic, you’ll have a pretty good idea how to win more consistently.  However, both of these “issues” are player led, and not the fault of the game.  So, if you are playing with some fun, decent folks and no one has too much experience (and even if they do, they don’t take over) then every game of Pandemic Legacy will be a worthwhile and highly enjoyable experience.

With Season Two being released mid to late 2017 the price is already dropping for this game.  if you've never played Pandemic, you can totally use this version to get the hang of the game before you start opening those Top Secret Dossiers and putting stickers on everything.  If you haven't played Legacy yet, it is a great experience especially at the now much lower price than the initial release.

If you haven’t done so already, treat yourself and three friends/family to this great experience.

Review: Terra Mystica






















Game Name:Terra MysticaPublished Year:2012
Game Publisher:Z-Man GamesPlayer Scale:2 – 5
Game Designer:Jens Drögemüller & Helge OstertagRun Time:30 mins per player

In Terra Mystica, you’ll take on one of seven fantasy races and attempt to dominate the landscape with your mighty Stronghold, splendid Sanctuary, your Temples, Trading Posts and Dwellings, and after six turns, the player with the greatest dominance (or Victory Points) is the winner.

This is a serious Euro game; with elegant, fantasy-classic artwork and theme, this is Boxresource management and area control at its finest.  Elements of chance are marginalised and only appear at the game set up, which; with the diverse and carefully balanced asymmetric roles, this game is compelling, complex and worthy of returning to your gaming table over-and-over again

If you haven’t gathered already, this is a deeply strategic game, made up of compound choices after compounded choices.  Workers, Gold, Priests, and Power are the four resources and you will have to carefully balance their generation and expenditure if you aim to continually grow your civilisation.  However; not only do you have to contend with what to do, you’ll also have to consider when to do it.  Yes you could upgrade your Dwelling into a Trading Post this turn, but if you do it next turn you’ll get extra Victory Points, but you’re running out of gold this turn and need a Trading Post to bring some more gold in next turn so you can…

Each and every decision you make in Terra Mystica will have to be carefully weighed and measured, and sometimes, as you terraform, build and develop it will feel that you aren’t moving forward, and yet two turns later you’ll be reaping the rewards of your forward planning.  This is a key feature in this game, you kind of have to plan ahead; you’ll still be reacting to your opponent’s choices, but still with your plan in mind.

Player BoardsThere is a lot to take in when you read the rulebook, and yes it is a little confusing at times, but it has plenty of diagrams and examples to help guide you through it – scattered throughout are wonderful little character flourishes about the races you’ll be playing in the game too.  Also, when you lay this out for the first time (which is a little time consuming) you’ll realise that you’ve got a big game and a lot of bang-for-your-buck.  The player boards are brilliantly designed, and once you understand the user interface and the iconography you’ll be flying through it, and truth be told it is actually pretty simple, but this is a case of seeing the wood for the trees.

Every game will be slightly different, the few random elements of this game all occur during the set-up, and these boil down to turn scoring, bonuses and races.  Yet, even if you kept them all for a replay you’ll find that you’ll play completely differently.  There is no Game In Play 2dominant strategy in this game, no obvious route to starting and winning the game.  A lot of the strategy feels like it happens above the board, by you the player, much like in chess; you’ll be out-thinking and out manoeuvring your opponents.  Winning not only feels great, but it feels hard-won and earned, but losing doesn’t have that bitter twang of defeat, instead, you’ll look back at the board and see with the glorious power of hindsight what you could have/should done differently.  Whatever the outcome, with the end of every game you’ll find yourself staring at the board wondering how you could have done better, or just how close the victory was.

This game won’t take you long to learn, once you get through the rule book and start playing, in fact, you’ll probably get a couple of turns in and it will all fall into place, so it might even be worth calling a Mulligan once everyone has gotten the swing of the game.  After that the learning curve is pretty gentle, you’ll get better every game, and you’ll notice your improvement too – which is something quite rare.  This, of course, means that even after just a few games, playing someone who is having their first go at Terra Mystica will be at a significant disadvantage.

Player Board Set UpYou’ll notice as soon as you pick this box up that you are going to get a lot inside, it is full of brightly coloured wooden pieces, and thick durable card for play boards and tokens.  The artwork (from Dennis Lohausen) and graphic design are great too, with a very classic fantasy rendering the game looks and feels very much of its genre.  The icons are, once you know what they all mean, are very intuitive, simple and don’t break the feel of the game either.  You may also appreciate that there is no plastic of card inlay for this box, it is full of baggies and components…and that’s it!  Once you have everything sorted and organised there is little to no room for anything else in the box – which as someone who has an ever growing collection of games this is a big, but subtle tick in the “Well Thought-out Design” column.

Arguably one of this game’s weaker points is player interaction, as there is no outward or direct conflict, but that isn’t to say it is there, it is just very much indirect.  Simply put, building near an opponent’s building makes it cheaper for you, which is a good thing, but, your opponent can then gain some much sought-after Power for your work, which, well, is less good for you.  All that being said though; rarely in this game will you be able to sit back, even on your opponent’s turns you’ll not only want to but will feel you need to keep apprised of what they are doing, even when they are on the other side of the map.

If you’re looking for a heavier game, or if you want a little more bite, or if you love strategy and resource management games this is a must for any collection.

Interested?  You can get Terra Mystica here

Thursday 2 March 2017

Bad Pets: A Good Plan

Deadlines

Deadline 1: Wyvern’s Liar 20th April – 100 words + 1 image

Deadline 2: Playtest Slot at UKGE

It is a good thing to have a deadline, it focuses the mind and the intentions.  For deadline 1 I need a game that I know people find fun, exciting, re-playable and most importantly sellable.  If it does all of these things and does them well writing a 100-word pitch will be a piece of cake.  Getting a “decent sketch” and generally good looking prototype for the photo will also be “Highly Desirable”.

From that point onwards I only want to be making small changes, little tweaks as I don’t want it to change too much between submission and (fingers crossed) presentation for Deadline 2.

GDA - Game Design Adjustments

This is a list of GDAs to bring the game up to what I have in my head.  Most of these have been part of the “original plan”, some have come as a result of playtester comments and feedback.  But right here, right now I’m writing them down and planning them.    With each Adjustment, though it is important to know at least 2 things:

  1. Why am I adding it?design-plan

  2. What is the intention?


Now, if these 2 questions cannot be answered and quantified then said “Adjustment” doesn’t go in the mix.  Answers such as “Just because.” Or “Its cool” do not count as answers.

My Adjustment List:

  1. Bonus Scoring

    1. General Tiles

    2. Player Die

      1. Start of Game

      2. End of Game



    3. Clock/Picture/Window Tiles

    4. Four Player Game

    5. 3 Player Game

      1. 2 Vs. 1

      2. The Kid



    6. Boredom Busters and Beds

      1. Treats

      2. Toys



    7. Pets

      1. Guarding

      2. Attacking

      3. Movement

      4. Asymmetry (?)

      5. Penalties



    8. Bonus Scoring.




I have two ideas here and within those two ideas, I have a further two.  The bonus scoring will add modifiers if a set of, or certain furniture is damaged.

  1. scoring-tilesGeneral Tiles – now this came about because of my love for Tera Mystica, and if you’re familiar with the turn scoring in that game you may notice some similarities. If you’re not then it works that 5 random tiles are drawn and laid on the board to indicate how that turn will score.  Bad Pets will just use 2 (although one of these is actually a turn reduction to create a faster-paced game).

  2. Dice – These will have to be custom dice eventually really (I’ll create a little look-up table for early playtests) but these will give a more specific modifier, there’ll be one cat die, and one dog die and these will determine what will score for that specific animal


The What and the Why for these additions are very heavily linked.  Increase the strategy level.

In playtests, some very regular feedback was that strategy seemed a little light, and it was difficult to really set a goal and plan.

Graphic Time:strategy-chance-and-fun

Let’s start with a heat map.  I put together a pretty decent post-game questionnaire that every player happily filled in, which allowed me to build this.  What this tells me is that the majority of playtesters felt the game had a medium level of strategy but it leant more heavily on chance.  Now, there will always be a sizable level of chance in Bad Pets; it’s a tile placement game so just like Carcassonne, Isle of Skye etc. chance plays a pretty integral part of the game.  Now, if I can increase the level of strategy, give players something more to think about, something else to aim for my hope is that my Strategy score goes up and I can hit that sweet spot of High Chance and High Strategy – this, in turn, will hopefully make the game more replayable and more worthy of coming to the table.

My other choice I have here, and I feel more inclined to let the player decide which is best suited for the game they want. experience-strategy-and-chance

Are the bonus tiles/dice decided at the beginning of the game?

Deciding at the beginning of the game gives players something to really fight over: great – however, this is a Mechanical decision. However; deciding at the end of the game potentially gives players an added bit of drama and tension (especially in close scoring games), this then would be a Thematic decision.

Story Time:

Now I’ve come home from work or a day out, on more than one occasion to discover my dogs (I’m not a cat person, and my dogs are really not cat dogs) have chewed a remote control, a console control pad, a book, shredded a magazine, smashed a mug, pulled the carpet up (and then proceeded to eat the underlay) and have also taken chunks out of the sofa.

Note: on these occasions, I have not scolded, reprimanded or told my dogs off – the destruction they cause is really my fault; not enough exercise, too many treats, too long left alone, not enough interesting toys left out for them and so on.   

The point here is that when there is a lot of destruction it’s not always the biggest, most expensive item that causes the most upset – in the above example, the most upsetting thing was a particularly beautiful picture of my partner and me at a wedding.  So for me, at least the thematic decision seems right, but we’ll have to see how it playtests.

2-4 I’m not going to list every change and the ‘whats’ and the ‘whys’ as it will just make for dull reading, just rest assured that change will come.

5 & 6 Boredom Busters, Beds & Petsplayer-vs-player

The biggest, most consistent feedback I received was regarding the pet pawns, and truth be told, I was fairly sure this would be the case going into the playtest.

What exists at the moment is a really good idea, that hasn’t been executed fully.

The primary function of the Pets is to Guard a tile; preventing an opponent from changing it. This simple mechanical aspect of “worker placement” adds a very slight bump to the strategic value of the game.

The secondary function of the Pets is to fight/chase the opponent pet away, thus preventing the Guard and now allowing access to a previous inaccessible tile.

Super-Mega-Important

Getting the Pets right is pivotal to the success of this design:

thumbs-upThere really is no down-side to the pets, unless they don’t work well, which at the moment they don’t.

Boredom Busters and Beds

Just 2 ideas of how the Pet actions can become more dynamic.

Boredom Busters will become a weapon for players, forcing an opponent to miss a turn, and or disabling their Pet’s Guard – and thematically this works too.  Which is nice.

Beds will be an additional title, or game component: which is literally the pet’s bed that players will put down on one edge of the board, and now whenever a Pet is chased it will return to its bed.

Additionally, I could make the pets more asymmetric, or give them Hit Points, but; not only do I not want to open that can of worms, I’m certain it would up the complexity with very little gain.

So, there’s lots to do, lots of Alpha testing and hopefully, I can be in a position to get this to Charlie Level testing soon.

 

I hope you’ve enjoyed this more in-depth look at playtesting and a glimpse at the playtesting analyse that I’ve done.  You’ll find a copy of the questionnaire I used to get this data too if you want to have a look and adapt it to your needs, please feel free.

 

Thanks for reading folks