Showing posts with label Set Collection. Show all posts
Showing posts with label Set Collection. Show all posts

Monday, 30 July 2018

Sunset Over Water Review

Those of us who lack the always enviable skill of artistry, especially that skill of painting can rejoice, finally, that there is now an alternative to colour-by-numbers and those adult colouring books (which failed my expectation on the adult front) with Sunset Over Water, a lightweight, quick game of painting landscape masterpieces and selling them off.

Warning: This review was written with a thesaurus close at hand, primarily used for synonyms of charming and delightful, because, well, Sunset Over Water is both charming and delightful. Indeed, you will be enchanted by the simplicity of the rules, and you’ll find the artwork presented on the landscape cards to be quite enchanting, but there is more to this game than meets the eye, in fact, you’ll have a very jolly, if not somewhat twee and bohemian time playing this little gem.

Sunset Over Water Board Game Review

For this game, you need not a beret, paintbrush, easel or pallet, just your eight little action cards and your colour matched lazy-arsed, yet fetching artist meeple, posed sitting down, staring off into space not really doing anything.

Twenty-five landscape cards are arranged in a five by five grid, a number of art studios (one more than there are players) advertise for specific commissions, and then there are the typically artistic daily goals to be attempted. Now, before you start playing the game take a moment to stop and smell the roses-look at this tremendous and beautiful artwork, then consider the very accessible, easily understandable and yet utterly understated graphics present on the top left of each card. Sunset Over Water is a simple, beautiful and graceful set collection game, that wants you to take your time with it, to enjoy each turn and minute spent playing.

Sunset Over Water Board Game Review

Each turn you’ll draw three of your action cards, select one and once all players are ready you’ll reveal that chosen card. A neat aspect here is that the two you rejected are placed at the bottom of the deck, in the order of your choosing, meaning they will reoccur in a later turn, or as they are amusingly referred to in this game, days, making the game six days long. These action cards dictate the time of the day you’ll awaken (turn order), which direction you’ll hike with a canvas under the arm, and how productive you’ll be by the number of landscapes you'll paint. These cards all have typically varying limitations such as an early start but not much movement and only one painting, against sleeping until noon and still managing to paint three lovely landscapes.

The simplicity of these choices and the scope for error are engagingly juxtaposed, you’re all working towards the same commissions, you can all see the same possibilities, your previous positioning in the play space, the cards you declined for later use all come together in a fascinating mixing pot. And those days fly by, the actions, once chosen are rapid with commissions flying out at a sometimes-alarming rate-particularly for the artist that had a lie-in.

Sunset Over Water Board Game Review

Sunset Over Water does apply a soothing balm for the last player though, that although may not feel like much at the time (each Daily goal is worth but a lowly 2 prestige points) these soon stack up. Awarded for the player to last perform an action, such as move horizontally, or to end in a corner: always the last player tough. This catch-up mechanic does feel very, well, mechanical and so stands out a little from the otherwise delightful and unobtrusive rule set but is a necessary system within the game.

The captivating artwork that I have gushed about all through this review, is, however, not beyond critique; the one simple flaw being its duplication. On the one hand, I can appreciate that sixty unique cards would have had an impact on the price, but there is a small pang of disappointment often accompanied by an audible “Oh” when the same landscape artwork occurs on adjacent cards. It’s like going to the sandwich fridge at the shop, seeing it fully stocked but then realising it has only Tuna Cucumber and Egg Mayo available - yes, they’re sandwiches, and yes, they’ll do the job, but one cannot help but be a little dissatisfied, and left wanting just a little bit more; like a coronation chicken, or maybe something with pickle.

Sunset Over Water Board Game Review

Sunset Over Water also sports a solo mode, which I was pleased to see in a game that is about a very solitary pursuit, and happier still to find it an equally absorbing puzzle - this mode introduces a vexing variability to the available commissions by way of the alarm clock system used in the multiplayer, and Ranger Stations which cannot be painted but are one of the few ways to replace the vacant slots from previously painted landscapes.

This pleasingly minimalistic set-up from simple, yet considered insert makes Sunset Over Water very quick and easy to set up, and more importantly, to refresh - which given the brevity of this game is, I think, is a huge part of its appeal. This game is very light, offering fun and interesting choices in small doses. I cannot help but feel the similarity between this and Splendor, not that this is a contender to that game’s shelf space, but it feels like a relative to that modern classic. There is little in common mechanically, really but there is that sense of familiarity between them.

Sunset Over Water Board Game Review

A game about painting pictures, should, and in this case, does, have artwork at its very fore - making the game hugely accessible and I really wouldn’t be surprised to see this box soon gracing the shelves of a Waterstones or Borders near you. It certainly wouldn’t be out of place in the gift shop of an art museum either, albeit a more forward-thinking one. It is light, quick fun, with enough allure to make it a welcome visitor to my gaming table again and again. With a theme and art that really is alluring, this game can be introduced and enjoyed by new or veteran gamers, young or old.

This review first appeared on Polyhedron Collider.

This review was based on a full priced retail edition paid for out of my own money from my own pocket.

Wednesday, 25 April 2018

Pocket Mars Review

This review originally appeared on the Polyhedron Collider website, but if you didn't read it there, you can now enjoy it here too!

Game: Pocket Mars

Designer: Michał Jagodziński

Artist: Jarosław Wajs

Publisher: Board & Dice

Player Count: 1 - 4

Runtime: 15 - 30 minutes

“Mars is there, waiting to be reached.” - Buzz Aldrin

Pocket Mars review

Mars. The Red Planet. The Roman God of War has hung in the night sky capturing the imagination of man, and drawing the creative mind to it like gravity since it was first gazed upon. In the last few years, the fiction was left behind as science began to catch up, and we now know more about this baron and hostile planet than ever before. Yet, the more we know, it seems the more our imagination runs rampant and so the notion of the colonisation of Mars seeps into our consciousness, filling our screens, bookshelves and of course, our boardgames. It is in this vein that we explore Pocket Mars.

 

[caption id="attachment_2653" align="alignnone" width="4032"]Pocket Mars Review In Play Close Up Getting an even spread of your colonists is one of the methods of winning[/caption]

 

This is a fairly simple, quick, micro hand management game from those multi-use-card-aficionados at Board & Dice who have brought us SUPERHOT, Multiversum, and InBetween. Pocket Mars sits very comfortably in the mix with those games, which although all have very different themes and even mechanics, they all, to echo Mr Tudor (Mr Tudor Mr Tudor Mr Tudor), share a tonality that’s hard not to notice. So, if you like those previous games, just stop reading and go buy Pocket Mars, you’ll probably like it too. If, on the other hand, you want to know more about a game whose marketing campaign was based on growing potatoes in shit* then read on.

Pocket Mars pits up to four rival companies vying to be the first to establish a safe, successful, and secure colony on Mars. To do this you’ll need to transport your scientists from earth, via your shuttle to the Red Planet, and to one of the four pre-established buildings. Through the use of a series of project cards, you’ll upgrade the buildings to become more efficient and thus setting up the necessary infrastructure to support a mass colonisation. You’ll do this with a bunch of cards, some cubes and all within about 30 minutes. Which is pretty flippin’ impressive.

[caption id="attachment_2659" align="alignnone" width="4032"]Pocket Mars Review Shuttle Card Close Up Enter / Prize classic....[/caption]

Each player begins the game with a joke-poking named shuttle with one colonist aboard and six further colonists back on Earth. The five main buildings needed to conquer the barren red landscape are in situ, so all you need to do is get them working properly. Queue the Project Cards that will do just that. These cards can be used in one of two ways, from the two cards in your hand, or from the two face-down cards in front of you known as the Prep Module.

In short, this is a game of hand management and set collecting, you’ll want to shift cards from your hand - where they have a weaker, but more immediate action - I like to think of this as maintenance your colonists are making - to your Prep Module. From here you’ll play them against one of the buildings on Mars. This is the chunkier, multi-faceted action that you’ll need to do to shift colonists from your shuttle and into a building - I like to think of this as “Installing” you are putting new equipment into the building that it needs, thus one of your colonists needs to be there.

Now, this action makes up the bulk of the game, as the game ends when one player gets all of their colonists on to Mars, but it is also the most interesting process in the game. The Project cards are numbered (or ranked if you want to follow my analogy) from one to seven. You’ll install your card against the existing one (or the building itself), and, if your Project card has a higher score - thus a better upgrade you put your colonist in that building.

[caption id="attachment_2658" align="alignnone" width="4032"]Pocket Mars Review Project Cards Stark, austere graphic art with vibrant colours[/caption]

You’ll then get to trigger the card’s actual ability - the thing that your Project actually does, then; because, you used the building, the building’s ability also triggers. This happens even if the Project you installed is not as good as the previous version, like Windows 10, but these buildings don't use a Microsoft operating system, so it’s all good. The other, interesting, little used, action you can do that is very similar to this, is play a card from another player’s Prep Module. This doesn’t allow you to shift any colonists, and they get the card ability, but you get the building ability AND you get to stop them placing a colonist. It is very sneaky, and feels a little off theme, but is a very worthwhile action and adds a devious hint of player interaction.

So, what makes Pocket Mars interesting, different and worthy of your time, and/or money. Well, it’s because of what this game is really about, and that is area control. It just doesn’t really look like it, or rather, the bit that looks like area control - the cubes - isn’t the interesting area control bit of this game. Still with me?

[caption id="attachment_2652" align="alignnone" width="4032"]Pocket Mars Review In Play Close Up 2 The Water Building allows you to easily recycle the project cards you don't want[/caption]

Pocket Mars is more about controlling the cost associated with the buildings, about planning and playing ahead. By inflating, or artificially lowering the cost against a building in one turn, and with the knowledge of what type of cards the other players have in their Prep Modules you can take advantage of this supply of information. What the card can do is only one small part of the information you need to be able to counter or block other players. What type of card and more importantly where that card is, is actually more important. And you can see all of this at a glance.

It is the almost perfect information that makes this game so quick, but not at the expense of strategy. To score well, you need to have an even spread of colonists across Mars, you’ll want to get some of them into the “office” of each building too. So, control the costs and you’ll control a piece of Mars, but really you need to control lots of different pieces at different times.

[caption id="attachment_2655" align="alignnone" width="4032"]New Matt Damon I'd love to see little astronaut meeples, I understand why they are cubes, but I'd still like to see them...[/caption]

That’s not to say that this game isn’t without its flaws, and despite being a self-confessed Board & Dice fan, this game does fall particularly foul of a recurring ‘issue’ I have with their games, namely; abstraction. Theme and the implementation of the mechanics are abstracted from what they’re “meant to be”, this does make this game a little less accessible I find, and when introducing this game to people, as I have done so in this review, I feel I have to add the character and descriptions/context to actions. This is amplified by the condensed rulebook which is almost completely bereft of flavour, reducing this game of celestial colonisation down to little more than its bare bones. The austere un-named cards with their stark graphic ‘art’, the buildings are only named on the last page of the rulebook and Matt Damon is indistinguishable from his fellow scientists. All of this leads to a fairly abstract game of layering cards and shifting cubes. But...

[caption id="attachment_2656" align="alignnone" width="4032"]Pocket Mars A mini space adventure[/caption]

But, all of that is okay when you step away from the telescope and look at what you have with a little bit of distance. You’ve got a very small, cheap, four-player game which has some interesting mechanics, choices and interactions. It even has a solo mode. It is a perfect little thinker of a game for lunch breaks, to travel with and for the damage, it’ll do to your wallet and game shelf this game provides a mini exploration to mars in half an hour. Pocket Mars may not be the slice of Mars game you’ve been waiting to try, but it is still a short, worthwhile game.

Disclaimer:  This review was based on a full priced retail edition paid for out of my own money from my own pocket.

*Just go watch the brilliant Martian and it will all make sense.

 

Friday, 27 October 2017

Review: Gobblin' Goblins

In Play





















Game:Gobblin’ GoblinsRelease Date:2017
Designer & Artist:Angela Dickens / Dan ProwsePlayer Count:2 - 12
PublisherSelf PublishedPlay Time:20 - 30 mins

Goblins are disgusting creatures.  They’re truly horrid little monsters, but.  But, at least they turn the TV off and all sit around together to have dinner, and whats more, they all clear their plates.  Sometimes, they’ll even eat the things they hate without any drama.  Occasionally they’ll eat foods they’re actually allergic to as well.  Well, let’s face it, goblins are not known for their overwhelming intelligence, are they?

Gobblin’ Goblins is a horridly-charming, family oriented hand management and set collection game, the aim of which is to “Gobble” as many agreeable cards as possible before the deck- and food - run out. Each turn players will play a card from their hand, by either placing something putrid and disgusting on their plate (their play area), or by making use of one of the limited action cards which often will force their opponents to eat something they don’t want to, or, somewhat repulsively, regurgitate a card (at no point are cards actually eaten in this game, it isn’t some sort of extreme legacy game) back into play.

Food Cards

The mechanics are very simple, play a card, collect a new one.  Once a player has either three of a kind, or a set of six different coloured cards played out in front of them, those cards are immediately Gobbled, taken out of play to be scored later.  This snappy, simple mechanics prime Gobblin Goblins for younger and newer gamers alike.    

Instead of playing a “food” card, you can instead use an Action Card to effect play in some way or another.

Action Cards

Distraction cards, which can be played out of sequence allow you to mess with other player’s played cards, usually stealing a card, or shifting something you don’t want - basically upsetting someone.  It is with these cards that a player can have the most player-versus-player impact, either messing another player’s plan/plate up or by simply forcing them to eat what they don’t want to.  Used correctly these cards are very valuable.  

Distraction Cards

To mix things up just a little, each player will take on a Goblin type, no, not mountain or forest goblins, that’s so Middle Earth, this is the twenty-first century!  We have Geeks, Snobs and Hippies to choose from.  Each with their own special power/twist.  These role cards come with a gruesome full picture of one of these goblins, and tell you what each one loves (worth extra points at the end), hates and is allergic to - cards you want to avoid.

Goblins

The artwork is delightfully delinquent, and the “food” on the cards is equally childishly fun.  There is no doubt this game is squarely aimed at younger and family game times, with cards such as the White Dog Poo Cone which never fails to bring out fits of laughter from younger players and a chuckling grimace from adults when you declare you are eating some Cat Sick.  It is here that the game really shines, the very simple mechanics of the game lend themselves to be ideal for new/younger gamers and the aesthetic of the game shows you that in buckets (of maggots or puss, or something equally gross), inviting you in, to hang up your grown-up world and just be silly and childish.

For the slightly more mature gamers, there is still enjoyment to be found here with a light filler game, though the game may lack the necessary player-versus-player bite needed to make it more, well, nasty - but this is something that Kickstarter Stretch Goals could easily add.  

(It also makes for an excellent drinking game, if you feel inclined to take some of the action cards a little more literally.)

In Play 2

If you like your games to be deep, strategic and deeply layered in theme and setting Gobblin’ Goblins probably isn’t going to be for you.  If you have a son/daughter/niece/nephew etc. that you think would benefit from joining this fantastic cardboard hobby, you won’t go far wrong with this starting with this game.  It is very simple, very easy to learn and above all it is fun, in that good old fashioned, childish mirth-filled way that 7 year old’s revel in and we adults wish we could remember how to.

Gobblin' Goblins is live on Kickstarter from 27th October 2017

 Box

This review is based on an advanced prototype copy of the game provided by the publisher, as such, it may be slightly (or very) different from the final product.

Tuesday, 16 May 2017

Review: Overseers

Overseers is the English reprint of the Japanese game Chenghuang: Guardian of the City first published in 2015 by Big Fun Games.  This game marks the first game from ThunderGryph Games and was successfully funded on Kickstarter in July 2016 raising €62,710, 712% of its €8,800 target. The copy seen in the photos below is the Kickstarter edition so some components may vary from a retail purchase of the game.


Overseers In Play
In Overseers players take up the mantles of celestial beings whose purpose is to continually strike a balance in the world of men, to do this they will apply Traits to human-kind such as Courage, Hope, Greed and Anger, however; they will also be in constant conflict with one another, thus ensuring that no one Overseer can impose their will exclusively upon mankind.
Truth be told; the theme in this game is a very simple, yet very beautiful, veneer; so if theme is of paramount importance to you in your games, then this one will certainly not be plucking that string. Do not stop reading though, because mechanically this is a wonderful game of drafting, set collection, and bluffing with variable player powers and heaps and heaps of player interaction. And to top it all off, these things are pulled off quickly, deftly and with panache.

Trait Cards
Overseers is played over three rounds, with the player collecting the most victory tokens being deemed the winner, a three-player game will take about thirty minutes but do not mistake its brevity for any lack of depth. Each player will be dealt a new Overseer at the beginning of every round, each with their own special ability, before being dealt a hand of six Trait cards. As a Set Collection/Drafting game, each player is looking to put together the best five cards they can, selecting one card from their hand before passing the remainder to their neighbour. The really main area of Overseers comes from the following Phase: Placement.
Here, players will place their five cards on the play space in front of them, three of the cards will be face-up, the other two face down. All players then discuss who they believe to have the best and highest scoring set of cards, before entering the Vote Phase and simultaneously placing their Token in front of that player.
The Judgement Phase only affects that one chosen player, where they will either Admit Bidding Tokens(and discard two cards of their choosing) or Deny that they have the best hand. In the Showdown Phase all players reveal their cards, and if the voted player Denied, and didn’t score the highest scoring cards, they get to take one of the discarded cards to bolster their final score! Which is ace. Alternatively, they lose two of their best cards if they did have the high score.

The Greed Phase allows the player with the most Greed cards (very low scoring) to steal a card from another player! Which introduces a brilliant and simple Take That system into the game.

Overseers CoinsThe round ends and each player dives into the Overseers stamped cloth bag to dig out their victory tokens with the winner being declared after three rounds to the player with the most victory points. These coins are a bit of a struggle, with denominations of 1, 5, 10, and 20 it varying shades of grey through to a greyish-gold on one side and then a uniform grey/brown on the reverse makes this part of the game a little sluggish and saps some of the pace in this game, I have a mind to pimp mine out with some simple wooden tokens at some point and if you have any form of colour blindness you may struggle even more here.
Overseers may well be my favourite drafting game (insert gasp here), and this is for one very simple reason; because it is very easy to keep track of what you are giving to your neighbours. With only six types of cards to keep track of, you almost feel like a card counter in a Las Vegas casino; you know you passed your neighbour a (blue) Courage card each and every time, but come the Placement phase he isn’t showing any? Not a chance, he is sitting on a hidden 21 points there and so we enter the Vote phase and everyone around that table thinks they know what each other has hidden. This is integral to the enjoyment of Overseers, you make the best of the draft but go charging into the next phase with a slither of knowledge, with accusations ready, and so the player interaction ramps up.
I always enjoy this part of the game, the bluffing, the miss direction, and even the trying to attract all those counters (that I like to call the Denial Trap). In my games, this phase can get pretty heated, increasingly so with each successive round. However, the boisterous extremes I’ve seen this game taken to aren’t fundamental or necessary, shyer, quieter players will certainly be able to fully engage with this phase, just with a lot more decorum. Choosing your play group is important with this game, much like many games that use a bluffing/bidding mechanic, arguably these mechanics in Overseers are more accessible than Sheriff of Nottingham for example, as all players are simultaneously hiding something, and no one person is the “bad guy”.
Overseers
The art and graphic design (from Studio Amatiz) are…noteworthy. It is brilliant, the Overseer cards and box art have the very popular and attractive spot UV varnish, the artwork itself is beautiful, intricate, and detailed, reminiscent, I think, of Soul Calibur. But; it is a little racy for my very English sensibilities. All the Overseers are women, all of them are Caucasian, all of them are scantily or revealing clad, some of them are verging on pornographic. None of this is relevant to the theme of the game, it has been a very conscious decision to have these cards look this way, simply to have them loClose Upok that way.

The trait cards, conversely, are purely graphical, simple large, bold iconography with Chinese writing which is all you need for a set collection card game.
Some people will be absolutely fine with the artwork, they will appreciate the talent and skill required for it, and then just get on and play the game. I’m not one of those people though unfortunately, sometimes I play games with my nieces and nephews who are all roughly around thirteen, and I simply wouldn’t feel comfortable putting Meixiu
(a girl’s name meaning grace and beauty) down in front of a thirteen-year-old boy or girl, and even some grown men or women could be made to feel uncomfortable with the art too. For me, this limits who I can play this great game with, it limits when I can play it and these limitations result in people missing out on a great, fun little game.

This game was one of the first games I ever backed on Kickstarter, and I’m proud to be one of the 2,617 to help bring it to life because it is fabulous. Overseers has a lot of my favourite game mechanics and some of the best player interaction I’ve experienced in a competitive game. It is quick and light, and although may sound fragmented and clunky with all the phases, it is actually very slick and easy to pick up. I only wish that I could get Overseers to the table as often as it deserves.

You can pre-order your copy of the second print run here and there are still some of the first print around here.

If you like Sherriff of Nottingham you may also like Overseers.

Friday, 21 April 2017

Review: 7 Wonders






















Game Name:7 WondersPublished Year:2010
Game Publisher:Repos ProductionPlayer Scale:2 – 7
Game Designer:Antoine BauzaRun Time:30 mins

Govern, manage and rule one of the ancient civilisations of the world, and raise up your monuments and your wonders to show all that yours truly is the greatest.  In this game of tableau building, drafting and set collection each player will take responsibility for and guide one of these old world cultures hem through three ages of early civilisation, building up their scientific knowledge, their armies, and their resources in the hope that they will build their Wonder and be crowned the greatest kingdom.

7 Wonders has managed to rack up pretty much every board gaming award out there, as you’ll see from the award emblazoned box, and this is with very, very good reason.  Each player is given a wonder to build, represented by their tableau which will be placed in front of them, this will act as a guide to a player’s strategy – although it is by no means compulsory to build your wonder, doing so does bring with it some decent bonuses and victory points when calculating the end game score.

In Play - Copy

This game was my first experience I had with the drafting mechanic, which I have grown to love, but at the beginning, it felt very, very alien to me and some of my friends just flat out don’t like drafting games.  You’ll start each of the three Ages with seven cards, from this hand you’ll select the one card you want to play – this could add some resources to your culture like; stone, brick wood, cloth etc. or it might be more troops/training for your army, or even expanding the minds of your civilians with scientific structures and so on.  This card will be placed face down until each player is ready.  Simultaneously the cards will be flipped and you’ll gain that ability/resource from here on out.  You then pass the remained of the hand to the player on your left (in the Second Age it’s your right, and then back to your left for the Third and final Age).  The wonderful (pun intended) thing about this mechanic is that you’ll really have to plan ahead to do well, you’ll have to carefully consider and weigh your hand each and every turn.  Do you take the card you want/need, or do you take the card your neighbour (or even your neighbour’s neighbour) wants/needs?

[caption id="attachment_815" align="alignleft" width="300"]First Age First Age Cards[/caption]

At the end of each Age combat is resolved (more on that in a minute) and new Age begins, bringing with it a brand new hand of cards, which are slightly more advanced or “better” than the previous Age.  At the end of the Third Age all the final scores are calculated and the winner decided.  Now, despite the pretty quick actual play time of the game, the end game scoring is a little…complicated, which; on the one hand, is very good because trying to work out who is winning throughout the game is difficult, but on the other…it is just a pain to do.  There are in fact apps around that will help with this, but it is a major (and not uncommonly noted) drawback to an otherwise great game.

This game seats up to seven people, and with numbers that high you might worry that there will be too much player interaction, or too much going on, but what 7 Wonders does so well is that it only has you directly competing and trading with your immediate neighbours at the table.  This gives every player a slightly different experience, and opens slightly different opportunities and styles of play, especially in larger groups.  This dynamic means that you really only need to play close attention to the person on your left and your right, you still need to be mindful of the other player’s but you can’t directly interfere with them anyway. Because all players act simultaneously the pace of this game is very, very quick – certainly, if everyone knows how to play – so keeping track of who is doing and collecting what is easy and at no point is it ever overwhelming.

Tableaus

The box states that this game can be played with two people, and as far as facts go, that is true.  It really isn’t very good with two, and it’s only an OK game with three, but it quickly gets better, more fun and more dynamic with more players; this best games of this I’ve had are with seven, and I probably wouldn’t want to play with less than five these days.

Third AgeThe component quality is of a great standard, with decent, thick cardboard tableaus and slightly larger than standard playing cards (this does mean you’ll need different, larger card sleeves though) with beautiful artwork from the incredibly talented Miguel Coimbra, all of this combines to make a rich and vibrantly tactile playing experience – is it any wonder (again, pun intended)that all the cards are played face up when they look this good?

This game has, what I would argue two levels of player interaction: ‘Table Led’ and ‘Player Led’.  On the table, there is a subtle semi-indirect player interaction.  What I mean by this is that one civilisation can’t overtly attack or hamper another.  Combat works in a simple and fluid fashion; at the end of the Age, players will compare their military score to the player on your left and right, the highest score wins and receives victory points for that win (and negative points for the loss).  This simple system allows players to see from very early on how they will fare in the forthcoming “battle”.  Trade is handled in a likewise manner: a player can buy good from a neighbour for a small cost, this purchase doesn’t detract from a players ‘stockpile’, but does increase their treasury.

From a Player Led viewpoint, the interaction is more explicit but is secretive.  As a player, you can assess and guess as to what your opponents are trying to amass and accomplish, and you can try and scupper those plans by taking the card you think they need.

With two levels of player interactions, on top of wonderful components and art work makes 7 Wonders a brilliant and varied game, with many nuances that continually change as the players become more experienced and change.  Although this game does sit two players, it really, really shines when you have all seven civilisations on the go.  This is a game I have had in my collection for years, and it isn’t going anywhere; it works as a splendid introduction into the drafting mechanic, and since most cards are played face-up, it is a game that can be taught easily too.  7 Wonders is a “one of those” classic games that everyone should at least try, just warn your wallet, because you will want to buy this.

With classic, big title games like 7 Wonders, it is very easy to forget how good they really are and get wrapped up in the newest release.  I probably haven’t played this in about a year, but it was such a great experience, why haven’t I played it more?  When was the last time you dusted off an “old classic/favourite”?