Showing posts with label Deck Building. Show all posts
Showing posts with label Deck Building. Show all posts

Monday, 25 June 2018

Gladiatores Review

The sword is heavy in your hand. Sweat and blood run in rivulets down your tired and aching body. And the sun, that wicked golden eye, it stares down at you, relentless, glaring and baking your flesh beneath the scant armour. Of your opponents there is only one left standing and you know he feels the same. You can only hope that his weapon is heavier, his body more drained and that his wounds are deeper.

Game: Gladiatores: Blood For Roses

Designer: Jason Maclean Jones

Publisher: Badcat Games

Artists: Ania Kryczkowska, Rodrigo Gonzalez Toledo

Runtime: 20 - 90 minutes

Player Count: 2 - 5

Gladiatores is a fast paced, hard hitting take-that game of arena combat, there’s a touch of deck building, a hint of memory, a smattering of betting and amidst all the Gladiator quotes there will be lots and lots of swearing at one another.  A game about fighting should always be accompanied by plenty of smack talk I say. After choosing which of the six different gladiators you’d like to play as and adding to the small deck of gladiator specific cards from the central supply you are more or less ready to say in a gruff Scottish accent “Gladiators, ready!” and start fighting.




[caption id="attachment_2791" align="alignnone" width="1920"]Gladiatores Board Game Review - Board Meetings - In Play The Hoplomach is doing OK overall, maybe this fight he'll distinguish himself for a greater reward[/caption]

The combat in this game is very light and can be very fast, it’s based on a card trumping system, where one player will launch an attack by playing one of their attack cards, the defender has to play a card that repels the previous, which in turn can also be countered. And so this goes, back and forth until one player cannot play another card.  However, this isn’t just a case of playing one card after another; you’ll have to repel the previous card with specifically named cards. So, a Cleave, for example, can only be repelled by either a Parry or a Block, which in turn can only be repelled by a Disarms/Grab, or a Shove/Leap respectively.


This all means that players have to carefully manage and negotiate their hand of cards because this game isn’t really a deck builder, as you’ll be shedding cards far faster than you’ll be picking them up. You see, the cards don’t only represent what moves and actions you can take, but also your energy, use it up and your gladiator collapses to the sand. It’s important to note here that losing a bout of combat though isn’t necessarily a bad thing, in fact, it can be a good idea to let your opponent use up their defence cards where they don’t directly affect you.




[caption id="attachment_2789" align="alignnone" width="1920"]Gladiatores Board Game Review - Board Meetings - Card Stack It started with a Thrust and the same player ended up having to Dodge[/caption]

In Gladiatores players are trying to do two things, as you are essentially playing the game at two levels. One in the arena as the gladiator, where all you care about is dispatching the others. The second is as the owner and operator of a Gladiator Ludi (a school or troupe) where all you care about is the overall fame and glory. This ‘glory’ is collected in a variety of ways and is represented by these little rose petal tokens. You’ll win it for pulling off certain or special moves in the arena, dishing out damage and naturally, winning the fight.




[caption id="attachment_2794" align="alignnone" width="1920"]Gladiatores Board Game Review - Board Meetings - Rose Petal Glory Rose Petal Glory![/caption]

Another way to win glory is through the in-game gambling system. This mechanic overall is very much like a backup plan, a hedging-your-bets type of thing and in that function, it works well, but I find myself wanting a little more from it. I will state here that I personally dislike gambling generally, but here I dislike it because when I lose the bet (which Gladiator will win) all I’ve lost is the opportunity to win, there’s no weight or consequence to it. However, winning the bet is both a great catch up mechanic and always leaves me with a smug sense of satisfaction.




[caption id="attachment_2793" align="alignnone" width="1920"]Gladiatores Board Game Review - Board Meetings - Glory Wheel Glory Wheel, what it's all about![/caption]

It is with these considerations that Gladiatores is far more than a simple combat, card trumping game. Players will often have to plan and strategize about the whole fight, not just the combat they’re in because even when not in a fight the other players are watching what cards are going down on the table. If you see someone play more than two Blocks you can be fairly confident the attack on your turn will find its mark. This game has “active downtime” whereby a careful player will be watching and waiting for their perfect moment to strike. Add to this that in each fight at least one player will probably be trying to defend another to win the bet too and all of a sudden you have a dynamic and clever fighting game.


Now, Gladiatores can be played one of two ways, a single event and season mode. The former functions better as a tutorial/demo than a true reflection of the full game simply because it doesn’t show off what this game is capable of, it doesn’t really allow players to build relationships and vendettas, it makes the gambling, tactic and sponsorship cards almost redundant. Having played Season mode I would now, never play a one-off fight outside teaching someone else.




[caption id="attachment_2790" align="alignnone" width="1920"]Gladiatores Board Game Review - Board Meetings - Event Cards There's an array of Events to take part in, and these all add to the variability of the game[/caption]

In the “proper” game you’ll come to see and appreciate the nuances between each of the gladiators, knowing how valuable or dangerous particular cards are for certain fighters is part of the overarching strategies and joys of this game. With the highs of exciting and quick-fire card playing along with the often twisting combats, there is the ever-present risk of being knocked out of the game. With Gladiatores this pseudo player elimination; where your gladiator is killed and out for the remainder of the combat, it can be a little frustrating.  Yes, there is still the bet, but you have no way of influencing it, so you’re stuck in this kind of in-the-game-out-the-game limbo. Luckily, as more gladiators are knocked out of the fight, the rest of the match speeds up, but if you’re the type of gamer put off by things like this, it could still be a little too much like actual “player elimination” for you.




[caption id="attachment_2792" align="alignnone" width="1920"]Gladiatores Board Game Review - Board Meetings - In Play Close Up Retiarius The Special Attack has been used, the player will have to wait another turn before it can be used again.[/caption]

The card trumping mechanic works really well, it's very quick and easy to explain and although it can feel a little random at times it also creates a more interesting and exciting twist to each fight, there is never a guaranteed winner. When a volley of cards are slapped down between two players this game triumphs at creating those “and take that” moments, while simultaneously having the other players grin like starving wolves watching their prey exhaust itself. This game manages to strike a good balance between being fun, fast and fighty, and also creating enough tactical and strategic moments to elevate it far above a simple card trumping game. As with any arena style combat game, the more the merrier and bloodier and with around five rounds of combat you’ll get bad luck, drama and a lot of variety each time you play.


Now would you look at that, a whole review of a game about gladiators without a Gladiator or Spartacus quote in sight...I must be getting professional or something.



Disclaimer:


This review was based on a prototype version of the game provided by the publisher, as such the final version may differ from what is seen here.

Sunday, 22 April 2018

Review: Spirit Island






















Game Name:Spirit IslandPublished Year:2017
Game Publisher:Greater Than GamesPlayer Scale:1-4
Game Designer:R. Eric ReussRun Time:90 - 120 min

In a distant land, yet unexplored lays a beautiful Island where nature still rules. But with the ever-growing colonial powers reaching further at the end of the world it was a matter of time until they managed to find this place.

Welcome to Spirit Island!

SI_box

In this coop game, each player will play as one spirit of the island representing the embodiment of nature, from the river, plants or thunder to the darkest beings. You’ll be helping the Dahan, the indigenous inhabitants of this Island, to get rid of the colonial settlers and prevent them to taint this paradise. It won’t be easy, and you’ll have to use your whole arsenal of powers to accomplish this.

How it plays?


Game mechanics are relatively simple to grasp. In every round, you’ll start with the growth phase, your spirits will grow progressively stronger as the game goes on. In this phase you’ve got different options depending on your spirit, but they usually end up in some combination of adding presence to the island, gaining energy, power cards or recovering your hand.

SI_setup

Then everybody will select at the same time the power cards that are going to be played this round.  Fast powers will get played next to no particular player order, followed by the invaders turn and finalising with the slow cards. This is where the game gets complex, there are so many strategies, combinations and combos to do that it can be a bit overwhelming on your first game, but this is the beauty of this game’s system. With simple mechanics it manages to get a brilliant card system that will make your brain hurt thinking the best move working together as a group because believe me, you won’t stand a chance if you don’t cooperate with each other.

SI_cards

Each spirit (There are a total of 8 spirits in the base game, 2 extra in the Branch and Claw expansion, and 2 extra available as a promo) has a starting deck of 4 powers each related to your spirit’s nature. Then throughout the game, you’ll get to increase your hand with new powers from a common pool. You have minor powers and major powers, for this you always get 4 cards, keep one and discard the other 3. This makes the game cycle through the deck at a good pace and you can always find something more useful for your spirit’s gameplay. For the major powers you’ll have to discard one of your other power cards, these ones are usually very powerful and will be more useful as the game advances. Also, each spirit has special rules, and innate powers printed on its board that get activated by certain elements.

SI_spirits

The invaders follow simple rules, where they ravage, build and explore in this particular order. But you have knowledge of where this is going to happen with s couple of turns in advance. The way this works is, they explore in an unknown place, next turn they build in the terrains they’ve explored and in the following turn they will ravage in those. So you will have to strategize around this.

Wherever they manage to ravage successfully it will place a blight, which hurts you and if these grow in number can be game over at some point. The game will end in victory depending on the fear level of the invaders, as it will change the victory conditions. In general, the more fear, the easier is to win. By increasing the invader’s fear, you’ll also get fear cards that will be very helpful to win the game. You will lose if blight reaches a certain level or the settlers have finished with the invasion and you haven't reached the victory conditions yet.

With the Branch and Claw expansion, you also add extra terrain effects (diseases, beasts, plants, …) plus the events that change the game a fair bit.

SI_expansion

If this didn’t sound like enough content already, the game can be tweaked as you want with certain elements. You can add scenarios, which will change the objective for the game quite significantly, you can add invaders behaviours with different levels of difficulty and also you can add blight cards that will make your game unique once the island gets blighted.

Solo game


The game can be played with just one spirit, some people like it more playing multi-handed, but I have to say that I’ve enjoyed all my games with just one spirit. Some are more difficult depending on how the invaders expand as they start slow but gain inertia and become really powerful at the end, but you need to reach that end. Definitely makes for a good challenge every time and with so much variation not a single game will be the same. Otherwise, there is no real difference with the multiplayer game, as it scales really well. For these reasons is one of the most beloved games in the last few months in BGG's 1PG.

SI_spirit_example

Opinion


I am really impressed with this game. I’ve heard people describing it as a mix of Mage Knight meets pandemic, not sure if I would compare it too much with Pandemic. This you get the same satisfying eureka moment when you find the perfect combo to devastate the invaders when all seems lost like Mage Knight has and I love about it, and the ever-growing invaders in your lands, the invasion can spin out of control quite easily like sometimes it happens in Pandemic. But the game definitely stands on its own.

Art is good, the map is not the prettiest, but it makes it really easy to spot everything once it starts getting crowded. Components are nice, and the card quality is good. Every spirit plays really different, and they all feel balanced to me, I was really impressed by that. Don’t get fooled by the colourful artwork, the game is heavy, strategic and will make your brain hurt to win, even in the lower difficulties. But is not unfair and always feels rewarding to win it.

I would recommend getting the Branch and Claw expansion if you like the game, the base game feels complete on its own, but it adds quite cool features to the game that I wouldn’t go back now and has two more spirits to play with! The game was part of a Kickstarter campaign but is easily found in retail (I bought it this way) and there will be another campaign for it later down this year. If you want the promo spirits it was recently in the BGG geekstore and can be bought in the designer's website, though it seems currently out of stock.

Pros: Rewarding gameplay (love the card system with the fast/slow powers), high variability and flexibility for tweaking the difficulty.

Cons: The game is more complex than it seems, this might be a problem for some people. If you suffer from analysis paralysis the game will get very long for you.

You may like: Mage Knight, Start Trek: Frontiers

What are you waiting for then, go get yourself a box full of deadly spirits!

 

Wednesday, 9 August 2017

Review: Temp Worker Assassins






















Game Name:Temp Worker AssassinsPublished Year:2016
Game Publisher:Self PublishedPlayer Scale:2 – 4
Game Designer:David NewtonRun Time:45 – 60 mins

In Play

If you’ve ever wanted to kill your boss, imagine how much more you’d want to kill them if you worked at Bureaucrat Castle, where your boss could be a Payroll Pirate, a Public Relations Troll or even the Acquisitions & Mergers Viking.  Well now you can! (you can’t go and kill your boss, this isn’t an endorsement, it’s a board game review).  As a top-class assassin you’ll infiltrate the castle-come-office, you’ll stalk your victim, you’ll plan and when the timing is just right, CHLUNK, you’ll hit them with…a stapler.

Temp Worker Assassins is a deck building, worker placement game that takes place over 5 turns framed as days of the week, using your Assassin meeples you’ll scurry off to certain departments, which will invariably enable you to become a more proficient killer by either imbuing you with particular skills, equipment or allowing you to access different Targets.  Alternatively, an assassin can make an attempt on a Target, where the player will begin playing and chaining cards from his/her hand to deal out more or equal damage than the Hit Points of the Target.  On a successful attempt the Target card is awarded to that player for Victory Points, and kill or not, that assassin meeples is set to the dungeon to think about what they’ve done.

Departments

 

Once all Assassins are placed, the day ends and they all leave for the night to work and kill again the following day.  After five rounds of this, the game ends and victory points are totted up and a winner is declared.

The core mechanics of this game are very simple, and the streamlined interlinking of Deck Building and Worker Placement make this a very easy game to pick up and play for veterans, and also for newer gamers.  The game pace is such that players will very quickly establish their strategies, patterns and counter patterns, so as each new day begins, there is a flurry of movement as workers are placed, and only as the day wears on, do your options become limited and more thought required – which personally I think makes for a clever and interesting thematic mechanic, as I do far less work in the afternoon too. I’m also more likely to want to kill my boss by the end of the day (again, don’t actually kill your boss).

Player Hand

Like many worker placement games, strategies need to be adaptive, as “Blocking” forms the core player interaction – although there are a few cards that specifically hinder opponents, and in later rounds Targets fall quite rapidly, so if you’re planning on an attempt you have to be fast acting to get the one you really want.  The same is true of plundering the supply line of stationary when you need that last pencil to improve the score of your stapler.  With ten Departments, many with multiple action slots to be filled there is always some choice, more choice than one normally expects to see in such a game.  On occasion this can lead to a little Analysis Paralysis, and every so often a Department falls a little flat in comparison to another.

Target Row

There are five standard Departments in each game (six in a four-player game), means the large deck of cards provides a wide range of variation and game-on-game variations.  There is even a “Hard Mode” when you’re ready for more of a challenge.  Equally there is a decent array of Target cards that you can’t always bank on that potentially very valuable General Service Golem making an appearance (this Target awards 3 victory point for each Typing Pool Zombie you have killed, where these Zombies are very, very easy to kill, but in themselves worth very little).  Finally, there is a very large deck of Stationary cards, and as these are what you’ll be building your deck with there are plenty of them – here I would lean towards there being too wide a range – especially in a two player game, where circling through them is much slower.  Having a set of cards that were removed in a two-player game would make the deck far slicker.

Stationary Cards

I’m a fan of deck builders, and this game does a very good job with this mechanic, there is a great deal of satisfaction when chaining card after card into a grotesque stationary-horror tableau of fantastical death.  Unlike some deck builders, where a small, concise deck is preferred, Temp Worker Assassin excels with a larger deck where much of the fun is drawing cards.  The gamble and risk of pulling the card you need is what makes this game for me, and sets it aside from others such as Star Realms or Dominion- where you are limited to the cards you have in your hand.  Instead, Temp Worker Assassin has more of a Texas Hold’em Poker feel, gambling on the next card out the deck being the one you need to make the kill.  No, you don’t need to risk this, and you can build your hand more conventionally – which is how I started playing – but as soon as one player starts taking those risks and hitting bigger rewards the game changes pace completely.

Depending on the spread of Departments, Stationary, and Targets occasionally it can be difficult to play catch up when a player is able to take the lead.  The Bulletin cards – awarded each day for the player who makes the first kill are pretty powerful cards and are certainly worth fighting to gain a couple of.  The easiest way to do this is the Typing Pool Zombies, which aren’t worth a great deal individually, but stacked up, especially with the Golem can be a highly lucrative tactic.

Adam Bolton has done a jaw-droppingly brilliant job with the art work in this game.  As a lifelong comic book fan, the comic book slant on the fantasy artwork can’t be ignored or highlighted enough, and it does something different with an otherwise very tired genre – I’m looking at you Magic the Gathering.

Targets

Temp Worker Assassin blends two very simple mechanics and does so simply and seamlessly, and yet feels and plays differently.  The theme is fun and charming accentuated by the brilliant artwork allowing this game stand out from a genre crowded area of tabletop gaming.

 

The Good:

Easy to learn and play

Great variability

Plenty of choice in each round

Amazing artwork

Different and funny slant on fantasy genre

The Bad:

Little player vs. player interaction

Few catch up mechanisms

Gameplay can be a little longer than game weight expectations

I want oversized cards to see the artwork better

I also want custom Assassin meeples – but then I’m just greedy

Box

Tuesday, 25 April 2017

Review: Smash Up






















Game Name:Smash UpPublished Year:2012
Game Publisher:Alderac Entertainment Group (AEG)Player Scale:2 – 4
Game Designer:Paul PetersonRun Time:45 mins

Play Through One

If a Mash-Up is to take elements of two or more pre-existing pieces of music and combine them to make a new song, then Smash-Up is the same but for a card game just more aggressive, the “good” aggressive: where an “attack” really just means putting a card down on the table.  In this game, you will not take on the role of Dinosaurs, or Pirates, or Wizards, or even Ninjas.  You’ll take on two of them.  If you’ve ever wanted a game where Zombie-Dinosaurs take on Ninja-Pirates whilst Trickster-Aliens run amok, Smash-Up is that game.

Faction Decks

The base game comes with eight factions, each with their own twenty-card deck; players will pick two decks, and they will “shufflebuild” a new Smashed-Up deck to play with.  As you would probably believe, each faction plays very differently, so the combinations of your shufflebuilt deck vary quite considerably.  Ninjas are understandably very sneaky, Wizards are great at pulling extra cards and playing bonus actions, Zombies turn the discard pile into basically a reserve hand (as in a hand of cards, not an actual zombie hand, that’s gross).

Play Through Two

Whatever your shufflebuilt deck, cards are either Minions or Actions.  On their turn, a player can play up to one of each, in any order.  Minions are assigned to a base and are used to eventually score you points, but on the turn they are played they may also provide an attack or an extra bonus.  Actions, vary between each of the factions and can be anything from (Wizards) Summoning a card from your deck, or (Ninjas) have Hidden…Ninjas, which allow surprise Minions to appear just before a Base is Scored and so on.

The aim of the game is to be the first to acquire fifteen points, this is accomplished by Smashing Bases (yes, there is more smashing in this game than a mash-up of an old Harry Enfield & Paul Whitehouse comedy sketch and the Incredible Hulk).  A base is smashed when the combined value of all the Minions, from all players, reaches or exceeds the Base’s strength. At this point the Base is scored with the player with the highest value of Minions scoring the first place prize, second place gets, well they get second place, down to third place.  Coming in first doesn’t always bag you the most points though, so careful timing and planning are key in this game.  That is the game: simple, straightforward and fun.

As I’ve said the game comes with eight factions, and the combining of these does mean there is a fair amount of replayability in the box before you consider getting any of the numerous expansions; however, some factions ‘work’ better together than others, and some don’t work well together at all in my experience.  As a twist on the deck builder mechanic, luck plays a fair part into which two cards are drawn each turn, I occasionally find my ten cards max hand filled primarily with actions, that I don’t really want there.  Actions or abilities to pillage your discard pile (zombies I’m looking at you) or your deck (Wizards!) do then feel like they have a distinct advantage here.

[gallery ids="904,900,895,897" type="rectangular"]

The artwork provided by Dave Allsop et al is brilliantly cartoony, and if I’m honest – was the reason I plucked it from the game shelf.  This game looks brilliant, it is just a few cards, but the art on each card along with the accompanying text is great, and really works to add to the chaotic fun theme (that even the least geeky person at the table will be very familiar with). Somewhat unusually I’m going to mention the rule book which is likewise kept very much in the crazy, friendly fun style, it is written in a personable manner, giving a feeling of someone teaching you how to play rather than a dry read through.  The box is very light on components, it is just a deck of cards, which for some is enough, for others (myself included); there is a desire for something extra in the form of Base Mats (as seen in the play through photo).  It would be nice if AEG would release these officially, but in the meantime, you can download and print them from BGG you’ll be able to fit the five needed for the base game on one sheet of A3 card (I use artists mount board, anything around 150 gsm is pretty decent)Loaded Bases

This is a very fun game, it is light in strategy and with very slick rules making it easy to teach and engage with.  It is a game of direct conflict though, where players will really race and stuff each other over to score bases and win; that out-and-out aggressive play may not be everyone’s cup of tea – especially when one’s ability to engage in that conflict is governed by a random deck of cards.

Smash Up is a very light, straight forward fun game with fantastic artwork and tongue firmly in cheek.  Don’t expect to be thinking and planning your strategies while this box is on the shelf, or ever being overwhelmed by choices when playing, but when it comes down you are sure to have a good laugh stickin’ it to those pesky Trickster Dinosaurs!