Showing posts with label Components. Show all posts
Showing posts with label Components. Show all posts

Sunday, 8 October 2017

Review: Ominoes

Ominoes.  A game for Pharaohs, for Rulers and Sovereigns all.  A game for dice chuckers, a game for those that love and hate Chance in equal measure.  For those that want a generous sprinkling of strategy over their polyhedrons in the morning. And for those that just want a quick tabletop hit, but don’t have time for the chits that comes with those bigger box games.  

In Play 1

A Confession:


Now, while writing this I’ve spent a truly inordinate amount of time trying to concoct a silly story about how this game was played by ancient Egyptians 4,000 years ago.  I also spent far too long looking for hieroglyphs of people playing a board game, of ancient looking dice and so on.  All this for the simple aim of duping you, dear reader, into believing, even for a moment that Ominoes is really a modern re-skin of an ancient game such as Chess, Go, or the Royal Game of Ur.  But, to do this would have been to cheapen the accomplishment of the designer, Andrew Harman.  It also wouldn’t have been particularly funny.  Why would I want to do this?  Simple: Ominoes is startlingly simply to play that it feels like it belongs alongside those ancient games I mentioned before.  It’s hard to believe that this game didn’t exist before Andrew and YAY Games brought it into the world.  It has an almost ageless quality to it.

A dry description of this game may include words such as abstract, area-control, and pattern-recognition and dice.  My description would only involve three words. Simple. Elegant. Fun.Pyramid of Ominoes

I was reminded of the famous Antoine de Saint-Exupery quote:

Perfection is achieved, not when there is nothing more to add, but when there is nothing left to take away.”

And there is nothing in this game, nothing, that doesn’t need to be there.  It is incredibly lean, and from this stripped back stance the game gains, no, it earns its elegance.  And it does so in spades.

in Play Close Up 2

How to roll dice:


So, the simple rules:  Players need to orthogonally connect four or more Ominoes (dice) that show their respective coloured symbols – this can also include the two different types of wilds – once this is done the Ominoes are scored (1 point each) and removed from the board.  First player to reach the agreed-upon target (depending on players, and/or how long you want to play).

  1. In your turn, you’ll roll an Omino.

  2. Then you’ll move another Omino with a matching face exactly three spaces.

  3. Finally, you’ll add the Omino you just rolled.


Other than the fine print, that is how to play (the YAY-Ra wild allows the roller to move any Omino, and the Omniotep allows the roller to re-roll and replace any other Omino).

SPOILER ALERT (it’s not really a spoiler alert, I was just being melodramatic)


The first time you play this game, it will take you a couple of turns to truly realise how deep the strategy is.  You'll also quickly come to relise that with pretty much every turn you'll be interfering, frustrating and in any other way peeing off your opponents.  

On your subsequent games, the gloves will be off and you’ll come out swinging.  There is this moment I look for now when I play this with others for their first time.  Newbies and veterans alike have this “Oooh” moment when they do a surprise double-take.  The best analogy I can think of is eating a very nice cake, and then suddenly finding it has a gooey sweet centre that you had no idea was there.  If you’re not a “cake person” I hope you can still appreciate the metaphor here.

Ominoes Close Up

What I’m getting at, is the surprise that this game packs, is, well surprising.  The game is just a bunch of dice - brilliant, wooden chunky dice with colourful filled engraved icons - and a gridded board.  That’s it.  No cards, tokens, chits.  Certainly no miniatures and not even a whiff of custom meeples.  The game doesn’t need them.  Yet, there is so much game here.  That is why this game feels “classic” like it should have been designed 3,00 years ago, not in 2016.

Two and Three-Player Games


In a two -player game, the rules change every so slightly, each player not only collects sets of their deity/colour, but they will competitively complete sets of the other two that are not in “direct play”, so both players will be trying to finish sets of Ra (Yellow Suns) and Khepri(Blue Scarab Beetle).  In a three-player game, all players can score from the one missing deity/colour.  These changes really help keep the balance, and in fact, make the two-player game far more competitive.  As the board fills up finding just the right spot to not give away point to you opponent becomes harder and harder.

In Play Close Up

Advanced Games


For those players that want a little more of a challenge, Ominoes answers with Indy’s much despised Snake Pit.  At the centre of the board, there is a two-by-two square “Snake-Pit” that cannot be entered at all, which adds a further level of difficulty very simply.  I’ve found that many newcomers to the game assume that the Snake Pit can’t be entered from the get-go, which makes it an important distinction to make when you play for the first time, as it is much more challenging with the advanced ruless in play.  

With each play of this game, you will face a different problem, regardless of the player count, as Ominoes is, at its core a luck based game, therefore what you roll will determine how each game plays.  Regardless of experience as a gamer, or with this specific game.  Ominoes keeps you on your toes.  There will be games where you roll nothing but little Green Hawks (Horus), and the following game you won’t see one.  Making this game very accessible and, quite simply, very good fun.

Accessing your inner Om


Ominoes does a great job getting around the issue of colour blindness and eyesight issues (for the greater part), all the icons are distinct and clear, even if you can’t make out the colours.  The fundamental depth of this game comes from pattern recognition, you can never truly plan ahead too far, or anticipate your opponent since so much of the game is based upon the roll of a die.

Travel Version

 

All of the above combine to make Ominoes a game that can be played by young or old, experienced or new gamers alike.  And I mean really alike.  This game creates a very level playing field to enjoy some fantastic dice chucking over and over again, with such a very short play time, even with the max player count you can play multiple games within an hour.  This is a perfect breakout game, travel game - especially with the far more transportable Travel edition, which includes a neoprene “board” - or even if you just want to play, have fun and don’t have much time - you won’t get much better than Onimoes.

N.B. The travel version of Ominoes is shortly to be released and at present will only be available direct from YAY Games along with the kick-ass pop-up dice tray

Dice Tray

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

 

Wednesday, 30 August 2017

Review: enDANGERed Orphans of Condyle Cove






















Game Name:enDANGERed Orphans of Condyle CovePublished Year:2016
Game Publisher:Certifiable StudiosPlayer Scale:2 – 4
Game Designer:Jesse LabbeRun Time:5 – 40 mins

Condyle Cove is a dark and dreary place.  Stark and devoid of both colour and life.  It’s even more desperate if you are an orphan.  Alone, tired, dirty and afraid, struggling to survive and the odds of that…well, they weren’t great to begin with and they just keep getting worse.

 

 

In Play 2

In enDANGERed Orphans each player is a nameless orphan struggling to survive, you’ll wonder through Condyle Cove seeking refuge and safety where you can, using up your limited Options to try and stay afloat.  When you’re out of Options, the shadows part and the Bogeyman gets you.  If you find yourself running low on Options and truly desperate, you can always visit the menacingly named Kiddie Corner (or cul-de-sac) at the centre of the map and try an Act of Desperation, to breathe some limited life back into your game, but even that isn’t guaranteed.  As you could always uncover the Bogeyman him/her/itself and be lost to the void forever.  Mwahahahahahaha!

Okay, so this game may sound a little morbid and depressing thematically, and you would be kind of right, but let me put it this way:

Imagine Tim Burton had a nightmare and turned it into a board game with a Peanuts-esque artwork.

Standees

Interested now I bet, and now you’ve got the right feel for this game.

Playing the game

There are three types of cards in the game. Options – cards that you can play to give you bonuses or be detrimental to your opponents, these also form your life-deck.  Cove cards form the map of Condyle Cove, each card has a special ability which will affect any player on the card, and you’ll use these to map out the game area each time you play.  Acts of Desperation – as the name suggests these are last ditch attempt cards to stay in the game, most of these are “good” cards, and at least one of them is the Bogeyman.  Which is bad.  Very bad.

Options Cards

With that all in mind, the rules are very, very simple.  Move (if you want to), up to two spaces.  Play a card (if you want to), and you can play as many as you like in any order.  Draw two cards (either Cove Cards or Option Cards).  If you get to the Draw phase and are unable to draw two cards then it is game over for you and you always, always have to Draw two cards.  This means that after turn one, you will have to play a card.

Kiddie Corner and the Acts of Desperation (AOD) bring an exciting, and terrifying mini-game of chance into endangered Orphans.  You could argue that they are a little swingy, and you’d be right, but a gamble should be swingy.  If a player ever starts their turn at Kiddie Corner, they must pick one of the six Acts of Desperation cards.  Five of these will reinvigorate their Options deck to varying degrees.  One will end their game.  The next player to end up here, well, their odds just got a little steeper.

Acts of desperation

That’s it.  That’s the game.  This is a player exclusion game, with the last Orphan standing (alone, oh so very alone) being the winner.  enDANGERed Orphans is a quick, light game, that is full of player interaction and most importantly; fun.  It is simple, slick and doesn’t get in its own way with too many rules (I’ll discuss the rulebook a little later on) or limitations.  Simply play a card, do what it says.  Make a friend cry perhaps. And move along.

It is all Take-That though, and the game is very competitive, which may not appeal to everyone.  You can very clearly see you opponents Options deck deplete like a cardboard hour glass, and you’ll see them grin from ear to ear when they have that one card they need to ruin you (having a good poker-face will really help you out in this game).  You’ll start each turn with the seemingly innocuous yet difficult decision about moving.  Since many of the Cove cards grants an ability based on where you are, or are not, but you don’t want to stay put for too long.  Sure being in the Creek is handy for a while that is until someone plays Swept Away and makes you discard everything.  And as much as it is a risk, you don’t want to get too far away from Kiddie Corner, just in case…

Player Mat

The start of your first game, you might play nice.  You might start adding to the map instead of immediately causing problems for your fellow orphans.  But that won’t last.  Soon you’ll be causing cards to be discarded, you’ll be stealing and shuffling other pawns around the board with near reckless abandon. When you play your second game you’ll be a top–class, A-Grade d*ck with a capital “D”, straight out of the gate.  What’s more, you’ll have even more fun.

Cove Cards

There may come a point in this game that a loss can fall a little flat, when you’re running low-ish on Options, and then, through a series of unfortunate events (read as ‘Dick moves’) you can find yourself without any viable options, no way to get to Kiddie Corner and nothing left in your Options deck.  This could just be because the people I play against much prefer watching me figuratively bleed-out, rather than just putting me out of my misery, but I do often feel robbed of a Game End when this comes about.

Now, about the components. 

I will start by saying: enDANGERed Orphans has my favourite board game components to date.  Not only is the artwork great in its dreary horridness but the pawns are utterly brilliant – painted or not these look and feel great.  The neoprene play mats: amazing.  The cards themselves are of the highest quality linen finished stock.  The box insert fits everything – including the expansions, with fully sleeved cards – all comfortably, perfectly.  Even the flippin’ box looks great with its spot UV cover art.  I could keep writing words, but you’re better off just looking at this stuff.  Really.

Pawns

Fundamentally, enDANGERed Orphans is a card game.  In a basic two or three player game, you can strip the game down to around sixty cards and the standees – which you’ll be able to fit into a deck box.   I went with a Flip ‘n’ Tray to fit the expansions and pawns in to make easier to transport, which also adds it to my #LunchBreakGames series.

Flip n Tray

Bizarrely, it comes with both standees and pawns.  This is only bizarre because the pawns are so awesome.  I can’t see much use in the standees unless players particularly want to something more specific (since the pawns are both ethnic and gender neutral), like a cat.

Standees with Cat

There are a few expansions also available; Mr Coleman’s Carnival of Captivating Curiosities, Somewhere Down Lexington Drive, these add a new Cul-de-sac artwork card and different and new Acts of Desperation and some additional standees.  Do you need these to expand the game, or get a fuller game experience? No, they just add some more flavour and character.  The one expansion that mixes things up significantly is the Last Winter of Benny Harris which comes with the game which includes a new Cove and ability to draw a different type of card Last Winter, which are bonus actions, some of which are very bad against your opponents, some are very bad for you.  It’s another mini game, big gamble deck which can make the games a bit longer and a little more fun.

Last Winter

…a little later on

One thing about this game that seems to have caused quite a bit of fuss is the rule book.  Is it a very funny, laid-back, jocular and flippant rule book?  Yes, yes it is, there is a very good chance you laugh if not smirk when reading it.  Is it obtuse, vague and occasionally unhelpful, yeah, it kind of is that too.  Yet, as an intelligent, well humoured gamer you’ll get it.  The rules are very, very simple:

Move.

Play.

Draw.

When you’re out of Options you’re out!

Rule Book

Certifiable Studios have gone with the less is more system here and on the whole it works.  If you are a Rule Hound type of gamer…fix yourself a cup of chai tea and find your happy place before opening this rule book.  If you can play a game comfortably by playing logically, sensibly then you’ll be fine.  This lack of clarity extends to some of the cards too, unfortunately with mixed terminology that again, will upset the thoroughbred rule hounds.  Certain Cove card prohibit cards being “Taken” from your hand, but the language on the Options cards uses “Steal” .  Another location stops your pawn being moved – but is that moved as in “Moved one/two/three spaces” like the movement phase, or does it include being taken from one cove location and placed on another.  As a personal bugbear I would have preferred that the term orphan was used in place of ‘anybody’, or ‘pawn’ or ‘player’ to keep the theme and mechanic more interlocked.  A future edition of this game would tighten a lot of these “issues” up quickly and simply, in doing so it making this game more immediately accessible to newer/less experienced or younger gamers.

So…

enDANGERed Orphans is a very completive game, with lots and lots of Take That, which could very easily make you fall out with your friends. It looks utterly amazing, and has set the bar very high for any subsequent games from Certifiable Studios.  Ironically, considering the theme of the game, it oozes love and affection from its creators and they have wanted to deliver the very best, most fun product they could.  I feel they have succeeded in this.  Yes, it is a glorified card game, but, oh.  The glory of it!

BogeyMan

The Good:

Great player interaction

Brilliant components

Amazing artwork

Quick and easy rule set

Exciting elements of luck mixed with light strategy/hand management

Funny rulebook

The Bad:

Full on Take-That game – which some may not like

Player Exclusion –which again, some might not like

The theme may put you off, but stop being a sissy and play it

Obtuse rulebook

Occasionally ambiguous card wording

Semi-pointless standees (they still look ace though)

This game was purchased/ backed on Kickstarter at The "GREEDY BASTARDS" Level