Wednesday 28 February 2018

Tortuga 1667 Review

Publisher: Façade Games

Designer: Travis Hancock

Artist: Sarah Keele

Players: 2 – 7

Run Time: 20 – 40 mins

A dishonest man you can always trust to be dishonest. Honestly. It's the honest ones you want to watch out for, because you can never predict when they're going to do something incredibly... stupid.” - Jack Sparrow, on the issue of hidden role board games.

You're right, sorry; Captain Jack Sparrow.

There is little doubt or argument that Walt Disney and Johnny Depp made Pirates cool[er] again...a least for a little while, until the whole Mermaid thing - anyway.

Pirates = awesome.

Boardgames = awesome.

Boardgames that look like books = erm...

So, what else could a triple-decker awesome sandwich be, other than timber shiveringly awesome? Ladies and gentlemen, polish your brass monkeys, as I present to you a review of Tortuga 1667 from Facade Games.

review of Board game Tortuga 1667 in play image

You’ll play as a dubiously real pirate, in and around the island of Tortuga in, well 1667. You’ll hop back and forth between the Flying Dutchman, the isle itself and the Jolly Roger all in an attempt to horde as much of the treasure in the hold belonging to you and your countrymen. However, you don’t know who your countrymen are. Also, the whole hoarding thing is a little bit tricky, as it depends where you are, who you are and, who is with you.

review of Board game Tortuga 1667 role cards

This game has a smattering of worker placement, area control, variable player powers, bidding, and hidden roles to label just a few of the core mechanics. If that sounds like jumble ingredients doomed to failure then you are in for a pleasant and sweet surprise because it is the blending of these that makes this game worthy of your gaming table and shelf.

review of Board game Tortuga 1667 in play mid close up

Picture this, you're on a ship in the bay of Tortuga, across the halcyon blue waters are two other ships. One with loads of gold, the other bustling with another group or unruly pirates. Now, if you’re the captain (taking the number one spot on the ship) you can order an attack against it to try and get some of that treasure. If you’re the first Mate (number two spot), you can try and mutiny against your captain and dispatch him to the Island. If you are the very last in the line on the ship, you’re the Cabin Boy (Roger!), and you can shift one of the treasure chests from the French hold to the British hold or vice versa. With the exception of the cabin boy, everything comes down to a vote (I know, I know, these must be the most democratic bunch of pirates in the history of Piracy) where everyone (except the captain during a mutiny) on the ship gets to cast their vote, plus the top card of the Vote Deck. Failures don’t do any harm, except potentially reveal whose side you’re on. Successes result in capturing a treasure chest- and then placing it in a hold (careful now), or you get promoted. But may also reveal whose side you’re on.

review of Board game Tortuga 1667 vote cards

 

About this voting business, it’s not quite as clear-cut as saying “yay” or “nay”, your hand of just three Vote cards dictate how you're going to vote on any one of the three viable actions: Attacking, Brawling (vying for control of the island) and Mutinying. An attack needs at least one cannon and one torch - where each bucket of water nullifies a torch. The brawl action is either British or French flags, suggesting who piles into the fight to half-inch the treasure, and Mutinying boils down to a steering wheel or skull and crossbones (obviously). What makes this interesting is that depending on the action, your allegiance and perhaps, more importantly, the allegiance you are trying to present, you can only vote with the cards you have in hand. And you have to vote (hand management, there’s another mechanic for you). This creates an interesting mix, as there are cards you really want to keep for your actions, your plan, but you have to vote when called upon, and that can mean giving up a card you want for a result that might favour you, use a card you don’t want to hang on to, but in doing so you’re either sending the “right” message about your allegiance, or the “wrong” one.

review of Board game Tortuga 1667 special cards

If that wasn’t interesting enough, you’ve also got the Event Cards, a whole deck of them, and these set the pace for the game. The game-ending card - the Spanish Armada - hidden at the bottom. Until that card turns up though, there is a whole deck of shenanigans to get through, and most of these are varying degrees of bad, from the innocently named albatross to the ominous Black Spot. How you get these cards is one of my favourite parts of this game, in your turn, regardless of where on the board you are, you can interact with these cards in a couple of interesting ways. You can look at any two of these cards, you can demand that another player chooses between any two cards, or you can reveal one yourself. Knowing, and keeping track of these cards is almost like a metagame that goes on throughout, this part of Tortuga is about memory, manipulation and backstabbing.

On top of all of this, you’re trying to figure out who everyone is.

review of Board game Tortuga 1667  loyalty cards

Being a hidden roles game, there is the potential downfall of it being very easy to suss out who is on which side, but, I’ve found that to be hugely player dependant. How good you are at lying, bluffing, and how much of a risk you are prepared to take as that deck whittles down. The deck acts not only as a countdown to the end of the game but to a player’s plans. Remaining hidden is of the utmost importance in this game, but you want to strike that delicate balance of also finding out who is on your side. When its crunch time, you need to ensure that you can shift that treasure quickly, you need to know who you can rely on, and who you throw overboard. Be wary of the honest ones!

There is, however, an elephant on the boat, and I think a much-needed caveat when it comes to playing this game: the player count. Technically, it plays two to seven people. Technically. But at two players it is kind of a drag, your actions are pretty prescribed. Three players is much the same. At four you get a big ol’ chunk of flavour. At five it is like you’re playing a different game, but at seven (I know I missed six, get over it), at seven this game is rollicking good fun!

review of Board game Tortuga 1667 close up in play

Tortuga 1667 relies on, and flat out requires player and social interaction, so with more players, there is more of that, thus more fun. Further to this, the game becomes more volatile, swaying a vote becomes harder, and more involved. The odd player is Dutch, winning if the English and French draw, it is a brilliant twist on a hidden roles game that I’ve not seen before and Tortuga pulls it off with style. The variability and independence of the Dutch player can have massive consequences, and if played right can hold the tide of the battle in their hands.

And talking of style, I hope that my photos of this game do it justice. The game, the box, the board, art, components everything is flat-out gorgeous. And yet, manages to never feel over produced. It is tight, succinct and comes in at around £25. The neoprene playing ‘board’ juxtaposed by the simple, almost old-fashioned pawns is quite simply delightful.

review of Board game Tortuga 1667 inside the box

Tortuga 1667 is one of my favourite games of 2017; it does everything a really good game needs to do. It gets you thinking, gets you interacting and playing. You never feel like you don’t have a choice of actions, and whatever you do you’ll be moving towards your ever approaching the goal. Ultimately the game comes down to being able to carefully balance subterfuge with careful, planned strikes against those players you think/hope are your enemy. Played at the higher player count this game will not fail to entertain and enthral, and oh my, doesn’t it look very pretty on your shelf.

review of Board game Tortuga 1667 book box

This review was based on a full priced Kickstarter campaign at the Early Bird pledge level.  

Wednesday 21 February 2018

Dead & Breakfast Review

Publishers:          Braincrack Games

Designer:            Rodrigo Rego

Artist:                   Louis Durrant

"Relax," said the night man. "We are programmed to receive, you can check out any time you like, but you can never leave." The Eagles, Hotel California

 

[caption id="attachment_2506" align="alignnone" width="4032"]Hotel Close Up It's behind you!!![/caption]

 

Your eyelids are heavy, you've been driving all night, and because you went left when you really shouldn't have, and then because the battery died on your phone you lost your way.  Behind schedule, in the middle of nowhere, you stop to rest for the night at a delightful, ivy-covered bed and breakfast.  The warm yellow glow of lights in the window, the cheerful and friendly blue door invite you in.  And yet, your skin crawls, something screams inside you to run, hide, tear away from this place and never look back. But...but you’re just so tired.

Welcome, to Dead & Breakfast.  If that introduction sounds all too heavy and morbid just take one quick glance at this delightful artwork from Louis Durrant and you'll realise I'm simply been melodramatic.  In this game of tile placement you'll be building up the most horrible and frightening of hotels, by ensuring you have the most elaborate and cohesive array of ghouls, ghosts, witches, and cursed dolls to scare even the hardiest of lone travellers, but at the same time trying to ensure the outside of your hotel looks as inviting as possible, with long, continuous vines of flowering ivy.

 

[caption id="attachment_2504" align="alignnone" width="4032"]Hotel Blue BCareful placement to get these flowers and creatures into just the right spot.  I hope[/caption]

 

Dead & Breakfast is wonderfully simple to teach, and equally quick to get started, turning devilishly taxing.  You’ll build a hotel in a grid of five by five, selecting double window tiles from a central pool, placing them next to an existing tile to create your hotel tableau.  Once a row is completed you’ll select one of the four available guests waiting for a room, and you’ll cover one of your windows with this guest, each of which is terrified by one of your creatures in either the row or column in which they’re placed.

You'll score points in two (three, if using the bonus cards) ways, the ‘biggest’ and most obvious method is your ill-fated guests.  By aligning your guests in a row and/or column that has those beasties you'll score points, potentially lots of points.  However, equally, as important though is your second source of points: flowers (obviously these are scary flowers as is fitting of a haunted hotel).  Each hotel lobby (the brightly coloured front door) needs to be offset in the most delightfully twee way with flowers of the right colour, so by placing tiles with that colour flower that connect back to your lobby/door, you'll score points. Bonus points, ah well, they’re bonuses for doing stuff aren’t they, like aligning your guest orthogonally, or having your vines spread off the edges of your hotel.  These bonuses add an extra layer of strategy and complexity to the game that some may want to help elevate to a more serious game, but there is enough going on without to enjoy the game for most.   

 

[caption id="attachment_2510" align="alignnone" width="4032"]Windows A gallery of creatures[/caption]

 

The scoring of both the guests and flowers come to a rather lovely juxtaposition.  You can't win by solely focusing on one method over the other, although ivy is lower scoring, it is a steady "revenue" of points you can't simply ignore.  This scoring balance hangs perpetually in front of you like some malicious spirit, taunting you with good choices, but rarely the perfect collaboration of orientation, creature, vines and flowers, and when it does appear another player, of course, wants it.  It is within this delicate balance that this game really shines.

 

[caption id="attachment_2503" align="alignnone" width="4032"]Guests Your awaiting guests[/caption]

 

Don’t be lulled into thinking just because it’s cute, and uses a simple tile placement mechanic, and because it’s easy to teach that these things combined make a simple game.  With each turn you must make the best decision from those options available, it’s a game or careful, calculated loss, of forward planning, of keeping your options open, but succinct enough that you can close those literal and metaphorical holes in your plan later and maximise your scoring.  After a quick rules explanation, I’ve seen players jump straight in, with a clear-cut defined plan of action, only to come stumbling to a halt as by the time it's their turn again the landscape has changed, their plan has to adapt, and much like the ivy that creeps along the walls, it has to grow and change.

 

[caption id="attachment_2509" align="alignnone" width="4032"]Set Up The ghost, making its way around the available windows[/caption]

 

The ghost that mournfully meanders around the central pool of visible window tiles will dash your hopes of picking up that which you need.  The bonuses demand you sacrifice your optimal placement of guests or creatures with the sweet promises of extra points at the end.  The bright, pretty flowers will twist and turn, fighting every attempt to tame them and simply get them where you want.  This game wants you to be tricked (or treated) Dead & Breakfast is far more than it seems, it is possessed of a game greater than the mere sum of its components, yet remains ectoplasmically-slick in terms of its rules.  You will be beguiled by its charm and its appearance,  not noticing its hidden depths until you are a couple of turns in, and by which point it will be too late to escape.

Dead & Breakfast is live on Kickstarter from the 23rd Feb, and you'll even be able to try the game out yourself via Tabletopia.

Box

This review and pictures are based on a review copy of the game, as such the game and components may look different from the final product.

 

Monday 19 February 2018

A4 Quest Review






















Publisher:Boar & Dice, Thistroy GamesPublished Year:2017
Designer:Michał Jagodziński, Paweł Niziołek, Jarosław WajsPlayer Scale:1
Artist:Paweł Niziołek, Jarosław WajsRun Time:5 – 15 mins

Three things about me you should know in regards to this review.

I love and have loved comic books since I bought a Batman compendium at a car boot sale for seventy-five pence when I was six years old.

My all-time favourite computer game is the Legend of Zelda: Ocarina of Time.

Recently, because of a new job, I’ve been playing and enjoying a lot of solo gaming.

 

[caption id="attachment_2490" align="alignnone" width="4032"]In Play 4 Ep 2 The beginning of your quest[/caption]

 

What do these things have to do with A4 Quest?  Well, if you were to blend them together with some dice and tokens you’ll get something like this game.  And what’s even better is that it’s a Print and Play - but if you fancy a printed version with some bonus content look no further than this Kickstarter.

 

[caption id="attachment_2487" align="alignnone" width="4032"]Adventures Three very different quests to choose from[/caption]

 

A4 Quest looks like a comic book, with bulky, exaggerated cell-shaded style characters and landscapes provided by the clearly very talented Mr Jaroslaw Wajs, taking you on a little adventure, or quest if you like, from the top left of one A4 page to the bottom right.  You’ll fight enemies, hunt for food, riffle through treasure chests and explore mini-quests along the way, each time hopefully earning a little experience or some other boost to help and better prepare you to face off against the boss.  And, you do it all with five dice and a few tokens - loose change and a dice app will do the job equally well in a pinch.

Four of those dice form your pool of personal “energy”, with each encounter you’ll allocate one of these dice to the task, and taking into account any modifiers, consult the table to see what you’ve won.  Every now and then you’ll need, or just want to, make camp and rest, that’s when you get to have something to eat (spend one of your steaks)  and replenish your dice pool.

 

[caption id="attachment_2493" align="alignnone" width="4032"]Treasure Table The tantalising, teasing treasure table[/caption]

It is a simple game of dice allocation, but it poses some wonderfully taxing questions and puzzles for you solve.  You see, four dice won’t get you very far, especially if you are a dice rolling jinx, and what you do with your higher rolls is normally pretty obvious - kill baddies.  But what about everything that isn’t a five or six?  And that is where this game gets fun, and by fun, I mean challenging.  You’ll plan all your dice out, I’ll hunt here with my four, pick up some steak, I’ll dip into the treasure chest with that five and increase my defence, keeping my six for that enemy in the next cell, using my two to move to the next section.  Phew!  But, oh no; you’ve run out of dice now, you didn’t plan ahead so now you’re stuck with having to rest, miss out on stuff, taking a risk right before your next big fight.  if only you hadn’t hunted, or took the treasure, or whatever…

 

 

[caption id="attachment_2491" align="alignnone" width="4032"]In Play Ep3 A string of enemies and tough choices in Episode 2[/caption]

 

Something has to give, there is a fundamental cost to doing each action, spending those very limited resources.  On the other hand, you need to keep doing each action to progress, to toughen up and replenish your dice pool and health, you’ll never defeat the boss or some of the tough enemies, without boosting your stats.  Opportunities to bump your character up are tantalisingly frequent tempting you to spend your dice, “Ooooh, look here, a treasure with a plus-three modifier, so my four becomes a seven which means I can get some crystal, and a crystal means I can really kick ass when I get there.

The only time you ever feel like you have enough dice is when you have four, and no sooner does that happen that you get rid of one. Often I find myself questioning Past-Rory’s decision-making abilities, almost allowing myself a “do-over”. Despite the limited selection of action choices, quite wonderfully this game doesn’t get old, choices are never obvious since with each game, each roll of the dice your story changes.

 

[caption id="attachment_2492" align="alignnone" width="4032"]Knight The Knight, ready for adventure!  Packing extra steaks, because...steak![/caption]

 

There is an unavoidable drive forward (it’s in the rules), much like a story or comic you always have to move on to the next cell.  This pace not only ensures a short play-time but creates a brevity and a sense missed moments, passing by opportunities which you’ll no doubt regret later on.  Yay!  You’ve got all the dice you need but none of the bonuses.

 

[caption id="attachment_2489" align="alignnone" width="4032"]Heroes2 Archers suck, Knights Rock and don't get me started on the Paladin[/caption]

 

With four characters (that’s including the recently released Mage) and three adventures, there is plenty of simple variety.  The archer plays very differently to the Knight, who in turn is leagues away from the Paladin, and each adventure ups the ante, ups the challenge, and they all use the same components, giving this game a nice array of play options, complete all episodes with one progressively more powerful character, or try each hero against each story.  None of this will ever take you too long to do, and knowing this gives the game a feeling of being open and malleable.

A4 Quest is a quick game but packs a good walloping punch, or perhaps a sharp jab, to the ol’ grey matter as you weigh each seemingly easy choice against its inherent loss of a die.  A poor roll of the dice is almost as agonising as rolling four sixes, and it’s the choices these dice represent that catch you off guard.  All too soon you’re on your final assault of the boss and you don’t have the attack that you need, and you’re down to one steak and...and...how in blazes did the bottom of the page get there so flippin’ quick?!  I should at least another foot of paper surely!

 

[caption id="attachment_2488" align="alignnone" width="4032"]Boss Fight Fighting the boss is never going to be a walk in the park[/caption]

 

Best of all, this is just the beginning.  A4 Quest is the precursor to something grander, something different, new and fresh in the world of tabletop gaming, which you should pay attention too.  Episodic Gaming.  We’ve all heard of a Legacy game, and maybe even played (or at least started) one or two.  Page Quest Season 1: Mythical Artifacts is the brave, bold new step Board and Dice are taking us.  Using the same mechanics as A4 Quest, Page Quest is a real-world nineties setting of adventure, but with one big difference, your missions; the story, will be e-mailed to you monthly.  You’ll have to wait for the next episode, much like the comic books that this game looks like, you’ll following and developing your story, your character as actual, literal time passes, making decisions about how it develops for you, and only you.  Because here is the other great thing, it’s solo play – (it can be played two-player too though) the biggest trouble I’ve had with my game of Pandemic Season 1 is getting everyone together - I bought Pandemic just before my son was born, now he is walking and talking (one of his first words was Batman, I’m so proud) and I still haven’t finished that game!  I can’t see that being a problem with Page Quest.

Page Quest

Is this the next twist, the evolution of legacy gaming?  Will this be the next big movement in board game mechanics? Maybe.  But, I for one am very excited about it.

This review is based on a Print and Play PDF that I downloaded and printed myself, like a big boy.  

Monday 12 February 2018

Review: Escape the Dark Castle

 





















Publisher:Themeborne Ltd.Publish Year:2018
Designers:Alex Crispin, Thomas Pike, James SheltonPlayer Scale:1 – 4
Artist:Alex CrispinRun Time:20 Minutes

You've spent years languishing inside that dank, dark pit; the dungeon of the Dark Castle, and now, now you have your means of escape.  All you have to do, to once again breathe deep the free air is make it past un-named inhuman beasts, guards and ne’er-do-wells beyond number.

Oh, and the traps.  

And the wicked temptation of booby-trapped treasure.  

And of course, the evil overlord of the Dark Castle itself who awaits at the very end.  But then, once you’ve bested that nightmare, then you'll finally be free.  Not bad for twenty minutes of gameplay.

Header

Escape The Dark Castle not only throws you and your fellow prisoners into jail, but it throws you back in time with the lovingly nostalgic choose your own adventure style gameplay. Everything about it screams atmospheric-retro adventure/horror fun.  From the stark white-on-black box, the fonts used and of course the eye grabbingly bleak artwork.  The Kickstarter video has to be one of my all-time favourite promotional videos capturing the essence of the game and the gameplay itself.  In Escape from the Dark Castle one to four players will choose their characters, and upon collecting your character specific, custom die you’ll set forth.  And it is from here, the very beginning of the game, you’ll notice something is very different, you are not choosing heroes.  No, far from it, you are but simple folk, Tailors, Cooks, Abbots and the like, and much like the style of the game, your chances of survival are bleak.

The Final Page

The game is incredibly simple, reveal a Chapter Card from your individual story/adventure deck of fifteen cards – and you’ll do so just like turning a page in a book. The Page Turner reads aloud the text on the card - which is pretty much all flavour - no additives or preservatives in sight – and as a group make your choice, roll some dice, match some symbols and that's it.  Continue exploring your own adventure until you’re out, or someone dies.  And death comes all too easily in the Dark Castle.    You’ll very quickly come to realise the fragility of your characters and relish those literal rotten apples which provide meagre, but much needed health points.

Items

Most of the challenges you'll face, including combat, are resolved using your character dice, with each character’s die being slightly different.  Your character card will show how many of each symbol - Might, Cunning, and Wisdom - appears on your die (by the very atmospheric scratches on the wall), meaning every character has a couple of doubles.  

[gallery ids="2473,2479" type="rectangular"]

The in-game conflict comes in the form of simply rolling matching symbols to those of the Chapter Card.  On some of the meatier monsters, this will be three or four symbols plus a chapter die roll from each player, on some of the “easier” challenges you’ll be given a chance roll X number of Wisdom in Y amount of attempts.  Fail to kill or complete the Chapter and you’ll lose (read: haemorrhage) health.

Chapter Cards

This does mean that the game hinges heavily on the luck of a roll - yet in doing so the game accomplishes its main objective: immersion.  There are no cards to sort or shuffle (once you’ve completed set-up), no tokens or pawns to move around and once you remember what each of the symbols are called, you’ll probably never need the rulebook.  This simple, easy elegance keeps all players in the game, and more importantly, invested in their story.  When you play this game you’ll be “Telling a story”, just as much as you’re playing a game.  With forty-five total chapter cards, and only fifteen used each game there are many ways to Escape the Dark Castle and many stories to be a part of.

First Page

One cannot help but smile when a string of cards are drawn consecutively that make a cohesive sense, whether by design or chance that this deck of cards just happens to be telling a logical story.  None of the Chapter cards in my experience are "good" they are varying shades of bad, and the pattern I've come to notice is, the more darkness in the picture, the more health you'll almost certainly lose.  One of my favourite parts of this game is watching the face of the person who reads the card.  That moment when their face drops, usually from just looking at the picture.  Upon reading it out there is quite often another groan.  

Another great and simple mechanic I love is the “role” of the Page Turner - this game is fully cooperative, with no turn orders, so each time a chapter is completed the players must decide who is going to turn the page.  Why is this important?  Because the Page Turner comes under the effects of “you” on the revealed card.  So when I destroy the nest of that hulking monster I’m the only one that gets attacked.  Bugger! If I fail that Might test, I’m terrified when fighting that Spectre, and so can’t really hurt it. Double Bugger.

[gallery ids="2481,2470" type="rectangular"]

You know the deck is only fifteen cards long.  Yet, despite what you know there is a compulsion to rush through this short game, the overarching narrative, with the addition of the chilling artwork ushers you along when what you really need to do is slow down and sneak out of the castle.  Unlike ye olde choose your own adventure, actions here do not feel quite so binary, although realistically they are - don’t mistake me here, binary does not mean simple or easy for there is a loss attached to either option. Fight or flee being your main choice when a card gives you one.  Some of my favourite beasties are those that allow an additional choice of attack strategies, these cards really stand out and I’d love to have more of them in the deck.  Mechanical simplicity aside, the advent of the character and chapter dice adds spades of randomness that feels right.  The Tailor doesn't feel like a character with a lot of Might, and the weighted dice realise this in a way that some sort of stat or profile card simply wouldn't.  

Overlords

Escape the Dark Castle is an enjoyable, immersive quick adventure story/game that is easy to teach, quick to set up and easily accessible to many, including young children - just be prepared for some nightmares.  This game will look different on your table, it will look different to the other games on your shelf.  The beautifully bleak black and white art and graphics, the incredibly simple rules and brevity of the game create a fabulous mixture of short, intense storytelling, that, like any good game, or book will have you revisiting time and again.      

Box

This review is based on a full retail copy of the game provided by the publisher.