Wednesday, 24 March 2010

Teaser for Going Cardboard: A Board Game Documentary

Teaser for Going Cardboard: A Board Game Documentary: "

My friend Lorien Green, after being inspired by The King of Kong, TILT and other game-related documentaries, has been working on a board game-related documentary called Going Cardboard since the end of 2008, and she’s now released a rough-cut teaser for the film that includes BoardGameGeek co-owner Derk Solko, designer Stephen Glenn, and mega-game collectors Shiela and James Davis, among others. The folks aren’t labeled as Green is still editing the film, which she expects to finish by Q1 2011.







"

Review: Middle-Earth Quest:: Questing in Middle-Earth never looked so good

Review: Middle-Earth Quest:: Questing in Middle-Earth never looked so good: "

by Marcon


This review will intentionally not go into details on how the game is played. After all, it's been out for a little while now and the rulebook is available online now so you should know what it is about.



Bits, pieces and theme



I am blown away by this game. The first time you unfold the 2 boards, if there is any hint of a Tolkien fan in you at all, you will stare in awe at it. And just when you think you are back to your senses, you will realize the column on which you place Sauron's plots is in fact a gigantic representation of the Barad-Dur tower. And then you will notice that in every single frickin' circle representing a location of Middle-Earth, the artist took the time to draw a different art piece rendering what this part of the world should look like. That's over 50 locations.



And then there are the cards. The plots representing events that may or may not have happened during that long black hole of the trilogy. Again, the art is insanely gorgeous. There are quotes of the books which, despite the facts that they occurred a few years later, fit extremely well, bring back good memories and generally just immerse yourself in the game even more. Even after all those terrific games based on the Tolkien universe have come out, it still dazzles me how well Middle-Earth lends itself to boardgaming, both geographically and storywise.



The gameplay



Alright, so it's pretty. But this isn't a painting, it's a game. Well, it doesn't disappoint in that regard. There are a lot of mechanics so I will highlight the ones I deem of mention.



In most games, heroes will have a unique special power and different stats. In MEQ, they also have a unique deck of cards, complete with what I would call signature cards and a different ratio of a good variety of Ranged and Melee attacks. So despite the fact that there is only 5 heroes in the game, each of them is not just a random bunch of numbers put in a different order.



I also like the innovative 'Your deck is your life total' design twist. It's fun to see new players looking for a pile of wound tokens when their hero suffers damage. And even though the mechanic sometimes feels awkward :



Player : 'I spend my last card to travel here.'

Me : 'Hmmm, well, you're defeated then.'



It all makes sense after a short while and you'll grow used to watching your life pool deplete, counting the cards left in it and happily shuffling everything back together when your hero is healed.



If Corey Konieczka has a problem with dice, I don't mind as long as he comes up with one interesting way to handle combats after another. The fights in MEQ are a breeze to work through and when you have a few games under your belt, it will become Cat-And-Mousey or Rock-Paper-Scissorsey as you will wonder if you should play 2 consecutive ranged attacks at the risk of facing an Aimed Shot. Perhaps an Anticipate is the way to go to get the most out of your Attack of Opportunity? Having seen 2 cards in a row with a Shield icon, is it time to play this Execute you trained for to upset the Witch-King? I must admit there are some obscure interactions here and there that 2 versions of the FAQ didn't cover entirely, especially related to being exhausted and cards being cancelled. But they don't deter from the overall fun and since these situations equally happen to one side or the other, they are easy to rule from an objective perspective.



As for the goal of the game, I love the advancing tokens mechanic, driven by Sauron's plots for the evil player and by the 'Time is on our side' point of view for the good guys. I'm okay with the missions but one of them is overly difficult for each side. As thematic as the Shire one is for Sauron, I have to resort to my best poker face to retain a frown and not let out a 'To the lame tie-breaker we go at best' sigh when I draw it. Same goes for the minions mission for the heroes. With Gothmog able to choose peril at will and the Ringwraiths respawning at every turn but the last, the others pale in comparison.



Oh, right, back to that 'lame tie-breaker' allusion. Even if you've been following this game from afar, you've probably seen countless threads about the thematic-yet-badly implemented fight that takes place if no winner can be proclaimed. And mind you, this is not something along the lines of :



'OMG, we both finished at 142 victory points and both have 46$, get that rules booklet out, let's see what they came up with as a tie-breaker to see who will have bragging rights until our next game.'



What I mean is you will have to resort to the tie-breaker quite a few times in your long aventuring career in Middle-Earth. I'd say 1-in-3, 1-in-4 games? I don't mind the fact that the good players have to name ONE hero to face the Ringwraiths. After all, in Fury of Dracula for example (Another all-against-one game), it often comes down to one Hunter being elected to wait for the Count somewhere or to jump on his known location because he is the one with the best items.



My problem with the tie-breaker is that, as the Ringwraiths, your goal is to exhaust the hero. You'll be looking for shields and you'll be hoping that the hero will run out of strength before he kills you. How anti-climactic can it gets? Even if you're ahead in the tokens race, what do you get? More health and more cards to improve the odds of having more shields at your disposal. It leaves a bad taste in the mouth of the hero players to see their champion play his last card and then that's it. The Ringwraiths are not dead, the hero is not dead, but the game is over nonetheless. I can't help but think that this was a 'Friday-Late-Afternoon' idea or even something that was rushed at the last minute when the game was almost ready to ship. I know there are a lot of variants on these boards and I am grateful for them and I also know that people will sometimes reply 'Heh, just complete your mission and you'll be fine' but it's not always that simple.



Anyways, rant over, now I want you to read my review again from the beginning because this gripe is but a little inconvenience in an otherwise great game.



The replayability



I think I played this game at least 20 times. Though the time to set it up is starting to unnerve me a bit, I am discovering that some aspects of the game 'get better with age' such as the plots requirements. They're something you would just announce to a clueless bunch of players during the first game ('Okay, I play this plot, I need 8 Influence within one space of Mount Gundabad and I have them'). They are now yet another way to bluff your opponents. Put a monster token under Theoden in Helm's Deep and it will smell like 'A Promise of Rings' (Man, how thematic is this?) But what if this is just something to get the attention of a particular hero while you put down something else?



Optimal number of players



This is a 2-4 players game and I played it a few times with every configuration. The 2-player game as written favors the hero a bit since he takes 2 consecutive turns which allows him to attack a minion twice, get all the training, devote his first turn to grab favor and then use the next to run to the nearest plot, etc.



The 3-player game is by far the best. The Sauron player has very tough decisions to make since he has only 2 actions and 3 heart-breaking choices. Downtime is minimal in this configuration. After a few plays, my 2-player games have essentially become 3-player games since my friend and I were able to control 2 heroes quite easily.



The 4th player doesn't add enough to compensate for the additional downtime he will induce. The Sauron player's turn is longer and of course, it will take the heroes more time before they get a chance to act. It can add as much as an hour to a game and will put the duration over the edge for some.



The bottom line



Despite a tie-breaking mechanic that screams to be rewritten, MEQ is a solid game. It has just enough hero-building without being a complete mess of gear and bonuses, enough cooperation without being a 'Boss-Me-Around' kind of game, enough interesting fights without being a dice-fest and of course, more than enough theme. Actually, being a hero in Middle-Earth would probably feel just the same as playing MEQ, without that fuzzy smell accompanying every new board game."

Review: Citadels:: Citadels - A Card Game Of Buildings and Backstabbery

Review: Citadels:: Citadels - A Card Game Of Buildings and Backstabbery: "

by superflypete


Reprinted from The Superfly Circus: http://superflycircus.blogspot.com/





I love social tabletop games where you are forced to interact with your friends because my philosophy is that videogaming is for 'solo gaming' and tabletop games exist to give adults an excuse to get together without a live band and alcohol. Citadels, by Fantasy Flight Games, is the perfect game when a group of friends need that excuse. The game has all the social interaction any group of buddies should have - theivery, backstabbery, and all out cut-throatery. Well, my friends, anyhow.



Citadels, in short, is a well illustrated small box game in the 'Silver Line' family of games by FFG. It comes with a ton of cards, a bunch of little plastic 'gold' pieces which look to be designed to look like tiny butterscotch choking hazards for small children, a neat little concise and well laid-out rulebook, and finally, a wonderful little 'Crown' which denotes the player who is King at the time. For the MSRP of 20-ish bones, this game is an awesome investment in a dump truck full of fun. I, being a cheap bastard, really appreciate that FFG has made games like this, Drakon, and Cave Troll accessible for such a low entry price. I figure that this type of game is well worth the price of a couple of movie tickets, and as a bonus the game doesn't suck like most of the movies I've seen recently.



The game's premise is that each player takes the role of one of the eight principal character in the game, and you collect and spend gold in order to build eight 'districts' in your own little city, and each district has it's own price to build with the price being the victory points awarded for that district at the end of the game. Speaking of that, the game ends on the round when a player builds their eighth district, where players tally their gold, the cost of their districts, and then add in a couple of bonus points if applicable. One of the coolest aspects of this game is that until your character's card is called into play by the king, in numerical order, you do not know which players are holding which cards, which allows a ton of bluffing and misdirection.



Each player, on their turn, can use their power, take a district card or take gold, and finally build one district if they so desire. The gameplay is quite simple, but the choices are quite varied and make for some very tough choices at some crossroads. There is quite a bit of 'Kill The Leader' in this game where the person who has either the most districts or the highest potential victory points generally bears the brunt of the really nasty stuff like assassination, robbery, and having their districts torn to the ground. The upside of this is that due to the hidden character selection the Assassin and Thief do not know what character is in your hand, and they have to take their turns before everyone else, so they may select a character that isn't even in play on a given round, wasting their activation and leaving the player all kinds of pissed off.



The character cards are quite varied in what they do and the differences in each make for a very strategic game. You can select either the Assassin, Thief, Merchant, King, Architect, Warlord, Bishop, or Magician. Each must be played in order, as I have said, and each has his own special ability which grants him certain advantages. The tricky part is that at the beginning of each round you get to select one of these to play for that round, and depending on how many players are in the game you may select your character at random. An example of character powers is that the Assassin can select another character to assassinate, and the assassinated character loses their turn that round. Another example is the Warlord, who can destroy another player's 'districts' for a price, thereby taking victory points away from the enemy. There are also other powers that affect your cards, like the Magician's ability to swap cards and the Architect's ability to build more than the normal one district per turn. The balance for such a large cast of characters is astoundingly good, and there really is no 'kingmaking' in this game.



The districts themselves are quite varied and come in one of five different 'types' which are identified by small little colored rondelles on the card, and signify them as a 'Noble', 'Military', 'Religious', 'Trade', or 'Special' district. These types generally are matched to the characters, meaning that the King gets a bonus for 'Noble' districts and the Bishop gets a bonus for 'Religious' ones. The interaction between the districts and the characters is probably the single most important aspect of the game since most of these interactions allow you to gain extra gold which will allow you to more quickly build districts. The downside is that you can easily become a target of theivery when you hoard gold for too long, so it's also important to get decent cards quickly.



The last thing I will mention is that the 'Dark City' expansion is included with the latest printing of this game, which gives you 14 new districts and 10 new character cards that can replace some, or all, of the existing characters. The best thing about the expansion is the new districts that really add some coolness to the game with some very creative and interactive powers that had not been previously introduced, which expands the replayability even further. I am told that this expansion also has the inclusion of the wooden 'King' marker that gets passed to the player who has selected the King, but I have only ever owned this version so I always had it and quite honestly, 'meh' is the appropriate response for this addition.



At the end of the day, this game can be quite strategic due to all the variables in play at any given time. I would recommend this game to almost everyone. It's good for 1v1 play where each player can take two characters per turn to the most raucous 8-player groups starving for some death and dismemberment. It's a hell of a filler game, and the short playtime allows for both multiple games per gathering or as a 'warmup' game while waiting for the rest of your group to arrive.



Things I liked:

The game's price point is absolutely perfect for the value

The quality of art is very good, especially with as many cards as you get

Brisk play and fast turns allow for quick games and little downtime between turns

Excellent replayability potential



Things I detested:

The little gold coins are a bit on the cheesy side, but are passable and serve their purpose



Overall:

This is a great game and the varied character powers, card types, and overall bluffing mechanics in the game make this a game that I believe every person who likes card games should absolutely own.



Rating:

4.25/5



You can find Citadels HERE: http://new.fantasyflightgames.com/edge_minisite.asp?eidm=31"

Monday, 22 March 2010

Review: Maharaja: Palace Building in India:: Multiple Player Review: Maharaja: Palace building in India

Review: Maharaja: Palace Building in India:: Multiple Player Review: Maharaja: Palace building in India: "

by Choubi




(photo by ulible)



Check out my other [geeklist=49821]Multiple Player Reviews[/geeklist]



Disclaimer



Ok, just so you know where I come from and how the review will go. I'll start by an introduction so you know how I came to know the game and what my expectations of it were, then a little summary of how the game plays and what it looks like, you can skip that part if you're already familiar with it and the rules as I won't go much into detail here. I'll finish by my own opinion and my rating of the game. After that, I'll summarize what my playing group feels about the game.



About me, I started playing and fell in love with heavy games (Serenissima and Caylus). I began to play lighter games later like Odin's Ravens and Kahuna. I like mostly all types of games though I like when these are tense. I also usually don't like heavily luck-dependent games.

My favourites are Through The Ages, Race For The Galaxy, Imperial, Caylus, Dungeon Twister, Monster Mash.

Games I didn't like: Pillars of the Earth, Mykerinos, Caylus Magna Carta, Aton.





Introduction



I first heard of Maharaja through Tom Vasel's top 100 games of 2008 (I think it was the 2008 edition). It seemed like an interesting game for 3+ players that included some nice strategies and good decision making. I expected a medium weight game in the same vein as Puerto Rico. I finally bought it when it went on sale at the online website where I usually purchase my games at around 15 euros.





What is the game about



Maharaja was designed by Kramer and Kiesling. Though it is their only game I've tried yet, it seems the pair has designed a great deal of very good games.



In Maharaja, players take control of architects trying to impress the Maharaja. In order to do this, they will build great palaces throughout India, in cities the maharaja will visit.





Agra and its numerous marble palaces. See how the maharaja enjoys the view! (that's th big black guy in the picture!)

(photo by photocurio)



The goal of the game is to be the first player to build a seventh palace. But palaces aren't easy to build, they cost money, a lot of money actually.



The board is divided in 8 cities (Jaipur, Jodhpur and Delhi among others). Each turn, the maharaja will come and visit one of these cities. He will then issue generous grants to the architects who have most impressed him.



Here is how a turn is decomposed. First, the maharaja is moved to the city he'll visit, players then secretely choose which two actions they'll want to carry out during the turn using their action disk.





Action disks. The yellow player has chosen to build one palace with one action and to win 2 roupies with its second one.

(photo by Coffeebike)



Afterwards, players simultaneously reveal their chosen action and they will carry them out in order.



In order to build a palace, a player's architect has to be in the given city. Te players will therefore move their architects from city to city numerous times. However, to get from one city to another, you need to pass through built villages. The nice thing here is that if you pass through an opponent's village, you'll have to pay him so in addition to building palaces, you might want to ensure you control enough routes to move freely on the board.





Look at the roads going from Jodhpur. In order to go to Jaipur (upper-right city), player yellow will have to cross two blue villages, he'll therefore have to pay the blue player 2 roupies. Player blue could go there freely and make as many back and forth as he wants (moving isn't an action and players can do it before, between or/and after their two actions). However, no player can take the upper left route as no village has been built.

(photo by Geoman)



However, to build these villages, players need to have houses in their reserve which means that if you want to cover a lot of territory, you'll need to lose some actions replenishing your reserve with more houses. These houses can be built very cheaply in cities too which will help you impress the maharaja, albeit less effectively than palaces.



One of your possible actions is also to move one of these houses around enabling you to prevent another player to take a route right after you.



There are two very interesting actions left to discuss.



The first one concerns wich city the maharaja will visit next. There is a city ladder on the side of the board which shows the order in which the maharaja will visit te cities. Players can actually take actions to tweak the order, for example, if one player is very good in Jaipur, he migt want to move it forward several times in the game so that the city is visited several times throughout the game!





The governor's track. Next city is the blue one, and the one after that is the marron. Once a city is visited, the tile goes to the back of the line. Assume a player has a big lead on the green city, he might want to choose the action to move the green tile two spaces downward such that it will be the next visited city instead of the blue one.

(photo by matthew.marquand)



The last action concerns player roles. In maharaja, players can take several roles during the game. These roles will grant you some abilities but will also determine the order in which players will play their actions during the turn, the player with the crappiest role going first. One of your action is to change your role, either by exchanging yours with an opponents.







The different available roles. The 6th one allows you to build palaces for 9 roupies instead of 12, the 2nd one gets you 1 roupie each turn. The first one just allows you to go first (no special ability)

(photos by 4corners)



Once players have played, a scoring phase begins in the visited city. The player with most point will win a lot of roupies, the second player will win a little less and so forth and so on (the mount depends on the number of players).





A Highly contested city. The palace in the middle awards 3 points while every other palace awards only 1 point (this is because the middle palace is built on top of a hill so it is the first thing the maharaja sees when entering a city! Each house is 1 point and if your architect is present, 1 more point. One of the roles makes your surrounding palaces worth 2 points instead of 1. Here, player green has 3(middle palace)+2(surrounding palaces)+2(houses)+1(architect)=8 points. Yellow has 5 points (8 wit the right role). Red has 3. In case of a tie, player wit the best role wins.

(photo by Lord_Prussian)



Once the money awards have been dealt, another turn starts. Once a player builds his 7th palace, the game ends at the end of the turn. In case 2 players built their 7th palace in the same turn, money left s the tiebreaker (assuming of course one of the two player didn't manage to build an 8th palace in the same turn!).



That's it for the gameplay, let's see what I think of the game.





Random Musings



I must say I have grown to really like this game a lot. Yes, I admit there aren't that many strategies in here, nor that the game is particularly deep but still it provides with very good and difficult decisions to make. Some turns feel like a puzzle where you try to figure out if you can beat your opponents on the turn's city. The exchange of roles can really become nasty and thanks to that, there are some very good screwage possibilities.



Although it might seem that the first one to build a palace in any given city is virtually certain of wining the city each time it comes up, we found this was absolutely not true as houses can be built very fast and fr cheap and enable you to pull out some nice come back.



Personnally, I like concentrating on few cities and spending actions to make these come back as often as possible while a friend of mine usually likes to build a little bit everywere and is never really safe.



I like the fact that there is a lot going on, the way you open yourself routes to control the map or to rely on other players doing it for you.



The roles are balanced enough (although with few players, the very small roles usually aren't as good since you can still get first place with good roles).



To note, the rulebook proposes 2 variants, the first one lets players have 2 roles at once, I have no real preference between playing with 2 roles or just one althoug both games feel different. The other variant gives us another role (the 7th role in the pictures above). This role seems awfully broken to us and never play with it anymore. The role allows us to take one additional action on our turn (or more precisely, win a chit that one could spend in any other turn to perform one additional action). We figured, one always had to choose the action change a role as you could use your first ability before switching, then getting a new action point that you could spend on anything... (Worst case scenario, you use that point to do what you intended to do first!).



Apart from my first play that was ruined by this 7th role, all subsequent times maharaja hit the table, I had a great time.



To wrap up, Maharaja provides several doable strategies, although they might not be as diverse as some other games nor as deep. It provides a perfect level of interaction where, even though you can't directly hit the other players, you sure can pull some nasty things by stealing their victories or anticipating their tweaking of the governor track and use it yourself, blocking someone out of a city by removing your villages...



Of course, the fact that absolutely NO luck is present is a big plus for me and maybe people will think it turns the game dry as it often does but here, there are enough things going on that you can't anticipate too much and in the end, there is always something you didn't see coming happening!



One last note: the marble palaces are gorgeous! :laugh:



Overall, I rate this game an 8.



What my game group thinks



Laurène

Laurène is my girlfriend and was initiated to gaming by me, her first hit was Race For The Galaxy, she loves card games like Dominion, Lost Cities, Court of The Medici, as well as real brain burners like Caylus, Dungeon Twister, Through The Ages and Imperial. She also likes Galaxy Trucker, Princes of Florence and Agricola.

Not one of her favourites, I don't think she'd ever suggest playing it but I'm quite sure she wouldn't turn down a play if that's what the other wanted to play.



Matthieu

Matthieu likes mostly any kind of game, except the really heavy ones. His favourites are Settlers, Puerto Rico, Lost Cities, Serenissima, Agricola and Princes of Florence but isn't keen on games like Caylus or Imperial.

Although Maharaja seems to be exactly the kind of game that Matthieu would like, he didn't appreciate playing it. I think both times he played he got confused with the rules (both plays were far apart) and that lessened his enjoyment of the game. He would prefer play Puerto Rico without a doubt.



Bassem

Bassem came to gaming through me, he played Caylus and this is to this day his favourite game, he really wants brain-burning games with absolutely NO luck. Now, he is a bit more open and has started to enjoy games like Shazamm! though his preference still go to heavier games. He is a very competitive player (he's the only one with me capable of getting angry over a game). To him, games are a kind of sport. He's in it for the competition.

Although Maharaja is definitely lighter than Caylus, it is a game that Bassem enjoys playing competitively and he really gets into it, pondering every single one of his moves. I guess the no-luck factor really appeals to him a lot, as well as the numerous screwage opportunities present.



Vincent

Vincent is the less 'player' of us all, he usually comes just to spend time with friends and is rarely into the game, not really trying to win as hard as us. We usually mock him because he has some really weird ideas in games sometime but this is basically because he doesn't really try very hard. Some games however have engrossed him pretty much like Dungeon Twister or Serenissima.

The game is meh for him. I am positive he plays this to spend time with us and doesn't really like the game, like Puerto Rico or Caylus.



Thanks to ulible, photocurio, Coffeebike, Geoman, matthew.marquand, 4corners and Lord_Prussian for the photos



If you have any comments on how to make these reviews better, don't hesitate to tell me, I'm always happy to hear good criticism. Also, if you see a game in my collection you'd like me to review, go ahead and ask!

"

Designer Preview – Race for the Galaxy: The Brink of War

Designer Preview – Race for the Galaxy: The Brink of War: "

By Tom Lehmann


March 22, 2010



The first two expansions for Race for the GalaxyThe Gathering Storm and Rebel vs Imperium – expanded the game by adding start worlds, new cards, more players, and two new but optional mechanics: goals and takeovers. The Brink of War (which requires both previous expansions) adds Galactic Prestige, which is woven throughout the entire expansion.



Galactic Prestige represents the relative standing of each player’s empire and is gained by placing certain cards (with that symbol) or using various powers. With the appropruate powers, prestige can be spent to attack, enable certain powers to be used, or become cards or VPs. In addition, the Prestige Leader (the empire with the most prestige) receives a bonus each round and any unspent prestige at game end is worth 1 VP apiece.



Thematically, I had the political brinkmanship before World War II in mind, where countries – by playing on old grievances – could use their international standing to both extract territorial concessions and to rally and unify their populace. The first card I designed was Casus Belli, which allows its owner – with previously gained prestige – to either attack any player (and, if successful, gain more prestige) or convert prestige into VPs. This second power creates a new strategy (whether takeovers are being used or not): garner lots of prestige, and then Consume:2x one prestige for a net gain of 5 VPs each round.






While 37 of the 48 TBOW game cards involve prestige, this is only ~20% of the combined deck. One challenge was making sure that players who drew only a few prestige cards didn’t feel hopelessly behind a player who got an early prestige lead. If the Prestige Leader bonus was too small, then vying for the prestige lead wouldn’t matter; if it was too large, then gaining prestige early on would dominate. Our solution was to vary the per round Prestige Leader bonus: 1 VP, plus a card draw if the Leader earned a prestige on the previous round; otherwise (or if tied), just 1 VP (which is nice, but can be easily overcome by other game actions).

We also added a benefit for getting just a single prestige, namely being able to use the new “one-shot” Prestige Opportunity action card that every player starts with. By spending a prestige, a player can get a “super” action once per game (for example, turning Consume:2x into Consume:3x for one round). This action card also has another use, namely, Search, which doesn’t require a prestige, so players who don’t earn any prestige can still benefit from it.



Search: Looking for a Needle in a Draw Stack...



As the card deck gets larger and larger, while the overall variance remains the same (given we maintain the proportions of worlds versus developments, various powers, etc.), the variation in the subset of cards that any given player draws increases. This can lead to player frustration, particularly if a player is pursuing a strategy that depends on a small number of cards.



Despite adding new explore powers in the expansions, the card variance was still too high, so we added two new mechanics: draw then discard powers (in which a player draws two cards, then discards one card from hand) and search.






A player may search once per game, flipping cards from the deck to find a card that matches a selected category. There are nine possible search categories, so a player who needs just a bit more Military, for example, could search for a development granting +1 or +2 Military, while a player pursuing an Alien strategy could search for an Alien production or windfall world. When the player finds a matching card, they can either take it in hand or continue searching. If they continue, they must take the second matching card they find. The other flipped over cards go into the discard pile, so searching also increases the odds that the deck will reshuffle in games with just a few players.



Takeovers: Our Dream of Safety Must Disappear...



The second expansion, Rebel vs Imperium, introduced takeovers, in which players could, under certain circumstances, conquer a military world in another player’s tableau. The Brink of War extends this mechanic, portraying the descent of a galaxy further into warfare. With Casus Belli, a player with both prestige and a powerful Military can now potentially take over any military world, and if a player also discards the Imperium Invasion Fleet, even non-military worlds can be attacked. No empire is completely safe.






However, using the Invasion Fleet is expensive (though, if successful, prestige is gained), so aggressive players need to balance their potential gains against their costs. The Brink of War also introduces new defenses and incentives. The owner of the “Pan-Galactic Security Council” can, by spending a prestige, block one declared takeover attempt (against any empire) each round. A new 6-development, the “Universal Peace Institute,” rewards players who pursue peace by giving an endgame bonus for having negative Military. And, as before, takeovers are optional, so players who don’t enjoy this type of player interaction need not play with them.



Goals, Uplift, Aliens, Terraforming, and more...



Prestige and the tension of “Guns vs Butter” are reflected in the five new goals supplied in this expansion, including goals for most prestige, most consume powers, and the first to have two worlds and either a takeover power or negative Military.



The Uplift Code was discovered in the previous expansion, so The Brink of War details the split between those who wish to breed and exploit the Uplift races and their victims, who rise up in revolt against this.






With the discovery of an Alien Burial Site and the Alien Departure Point, galactic interest in the long-lost Aliens reaches a new peak (or low point), with the Alien Tourist Attraction.



Meanwhile, the Golden Age of Terraforming emerges, with Terraforming Engineers upgrading existing worlds and various cards with powers that allow players to use goods for discounts, increased Military, etc…



This expansion includes four new start worlds for players, plus rules and counters for using them in the solitaire game introduced in The Gathering Storm. The drafting variant now supports up to six players.



And the Winners Are...



This time, we received well over a hundred contest card submissions. Three winning cards were chosen, plus a record 32 honorable mentions for those entrants who correctly deduced various features of already designed cards. For a full list of the winners, plus the winning cards, see the Rio Grande website. Thanks to everyone who entered this contest!



The Brink of War adds four new start worlds (and tokens for them in the solitaire game), five new goals, prestige markers and a Prestige Leader tile, six search/prestige opportunity action cards, and 44 new game cards to Race for the Galaxy. Enjoy!



"

Review: Nostra City:: A Review a Week #24: My search for the ultimate organized crime themed game continues, but this came close.

Review: Nostra City:: A Review a Week #24: My search for the ultimate organized crime themed game continues, but this came close.: "

by UndeadViking


And we are back for another installment of “A Review a Week”. If you have no clue what I am doing here, this is my attempt to review every single game in my collection. By now I realize that this is pure folly on my behalf to even think that I am going to succeed at this, but I am having a good time writing these, and at least I am able to give a little back to the community that has given me so much. But enough back patting and glad handing, let’s get on with it! As always, each and every game in my collection has been purchased by me, or was a gift from a friend or family member.



Now I, like a lot of people, have a fascination with the idea and the existence of organized crime. I have watched Godfather 1 and 2 about 100 times each, along with tons of other mob movies, like Goodfellas, State of Grace, and a huge personal favorite, Miller’s Crossing. I am also one of the few people in this world that didn’t mind the ending to the Soprano’s. I have tried to find both computer and video games that would satisfy my gangster cravings, and of course, I search for the ultimate “mafia” board game. When I heard about Nostra City, my interests rose. I threw it into a recent order I had with Boulder Games and got it to the table pretty soon after. My group was very taken with the theme, the components, and most of all, the gameplay. We played it several times on different evenings, and it is a good game, but it lacks that last little bit to push it into greatness, but before I get too far ahead of myself, let’s get on with the review.



Overview and Components



Nostra City is a game for 3-5 people in which they take on the roles of mob captains, with wiseguys at their disposal, and areas of turf to exploit. You are in competition with the other captains to try and rig the jury of the Godfather’s upcoming trial, but you also must make sure you have the most “respect” (i.e. points) at the end of the game, so when the Godfather is found innocent, he retires and leaves control of the mob in your hands. As a twist, there is also a chance that one or two of the people playing could become a mob informant, in which case they want the Godfather to be found guilty, so they can turn states evidence and then avoid prison and go into the witness protection program.



At its heart, Nostra City is a semi-cooperative game with equal parts card management, auction/bidding, and negotiation. Components wise you get a nice looking game. The board is a little small but it serves its purpose. The cards are crisp and have some nice art on them, but they may be a little too graphic for small children. The money in the game is represented by the ubiquitous small cards that are prevalent in games nowadays. I know you are probably sick of hearing me complain about these, but I don’t like small cards. I have big hands and I always feel like I am dropping them or going to crush them. You get a handful of wooden tokens, one for each player to track their score, and a couple others to track the current state of the jury, and the month or turn that the game is on. Nothing about the components really jumped out at me, but everything works and nothing is a distraction, which is good enough for me.



How do you play?



This game is ridiculously easy to learn and teach, and you can definitely 'learn as you go' the first time you bring it to the table. I suggest reading through the rules at least once before so the flow of the game will come naturally for you, but if you don’t care about the first session taking a little extra time, just dive in.



Start by dealing each person three random wiseguys and one turf from the “Street” deck. Once you have done this, mix up all the street cards into one deck and deal out the the first four cards that will be up for auction in the first month. These could be turfs, wiseguys, or respect cards that are worth points towards determining the winner of the game.



So you are looking over the cards that you want to try and add to your collection, but before you can do that, you have to make some money to help you purchase the cards on the street. To do this, you must “busy” out one of your wiseguys, and then busy out one of your turfs. Most turfs will have a color and a symbol on them. You can choose to activate either of those options. Once you pick what you are activating, look at all the turf cards in front of all of the players. For each color or symbol that matches what you are activating, you get to draw one money card from the deck. Now here is the rub – for each money card you drew because of your opponents turf, you have to pay them off in kind. For example, if you activated the color blue, and the person to your right has two blue turfs, you get two extra money cards, but you have to give two of them to that person – or you can cheat them.



Cheating a person allows you to keep some if not all of the money that normally would have gone to your opponents. There is nothing they can do to stop this, however, when you cheat a player they get to draw a vendetta card for every payoff you failed to give them. Vendetta cards are a way that other players can mess with you and your gang. They can take away some of your respect (and your points), whack one of your wiseguys, steal money and turf from you, and many other things. Basically, it allows them to get even.



Now once you have made all the money you can, you move on to the auction and bidding portion of the game. There will normally be four items up for bid on the board. Each player has four auction cards, one for each location on the board. In order to bid on an item, you need to have a wiseguy available. Make a wiseguy busy, and put the auction card on top of them face down with the money from your bank that you are offering up. Once everyone has placed all the bids that the can and want to place, everyone reveals what they were after and how much they spent. If you happen to be the only one who bid on a certain item, well good news, you can go through your offer, pick the smallest value bill you were willing to spend, and purchase it for just that amount. If you tied someone else, both of you get nothing AND you have to spend all your money as well. Obviously, if you offered up the most money, you win the card. If you lost the bid, you still have to spend the money you offered up, so don’t try to lowball too many bids, or else you will just end up with no money and nothing to show for it. If you go through this phase and made at least one bid and did NOT get anything, you can draw a vendetta card for your troubles.



The final phase before you go onto the next turn (or month as it is called in the game) is the jury tampering phase. Anyone who has a wiseguy free can now busy them out and place a money card in a corruption pile. Any money card worth 10,000 or more will have either a positive or negative value on it. This signifies which direction you are trying to sway the jury, positive meaning innocent and negative meaning guilty. Now why would anyone spend money to make the jury vote guilty?



Well buried in the Vendetta deck are two mob informant cards. Each of these cards, when drawn, make the player who has them become a snitch for the government and they start working for the other side. They still take part in every aspect of the game, but they now have to make sure that the Godfather is found guilty so they don’t go to prison themselves. While there is no way you can be positive who is on which side, I have found that just watching the person who was in a big hurry to collect vendetta cards early is usually the one trying to send me up the river.



After all of those segments of the game are said and done, you refresh all of your turfs and wiseguys, move the turn tracker one step on the board, populate the street with four new cards, and start fresh with the money making phase of the game. You continue this way until the end of the third turn where you pick up the corruption pile, shuffle it, and go through each card to find out where you are at as far as the jury goes. Once you have adjusted the jury token, shuffle the corruption money back into the main money deck and start a new corruption pile on the next turn.



Play now continues until the end of the sixth turn where you total up the corruption pile again to find out if the Godfather is going to be set free or if he is going to send his captains to prison to save his own hide. This is also the time to declare if you are a government snitch or not. Once you know which side is going to win, either the loyal mob members or the turncoats, the player with the most points wins the game.



My opinion



Well I am not going to tell you that I don’t enjoy playing Nostra City, as a matter of fact I have enjoyed it a great deal. First of all the theme is awesome. Who hasn’t fantasized about running the mob? Every single time we have played it, quotes from all of our favorite movies are thrown back and forth across the table and numerous awful Marlon Brando impersonations are attempted. It’s fun to say “this payoff feels a little light Vinny” in a bad Italian accent when you are cheated, and of course, swearing revenge while trying to emulate your inner De Niro.



Even if the game stank it would still be fun because of those reasons, but the mechanics and gameplay themselves are actually quite interesting and innovative as well. Sure, we have seen blind bids in games before, but they are still fun. I like how you have to weigh your options with making sure you have enough wiseguys to complete everything you want to achieve in a given turn. The risk analysis of either paying your opponents the cash you owe them, making them stronger, or risking them getting a damaging vendetta card is always one that you have to consider.



I especially like the possibility of one or more of your opponents turning on you in the middle of the game. While Nostra City doesn’t do this quite as well as other games with traitor players (Battlestar Galactica and Shadows over Camelot come to mind) it is a nice twist that you must endure every time you see someone putting another stack of cash in the corruption pile during the final phase of the turn.



However, I mentioned that Nostra City lacks the final push to make it a great game. There are parts of the game that just don’t click with me. For starters, it is very easy for a single player to become the sad sack of the game. They don’t get a turf or a wiseguy during the first auction, they are stuck making next to no money, and they have no ability to bid against the people that have the money and resources to keep themselves in the lead. You basically have to hope and pray for a good vendetta card or two to even the odds, but that is not extremely likely. Once you are in the hole, it is tough to dig yourself out.



Next, while the theme is fun and the feeling of running a “crew” is very prevalent, there are a lot of things about the Mafia that I wish had been included in the game but they are just not there. I want to intimidate other crime families, I want to have turf wars in the streets! I don’t want to wait to get a vendetta card before I can kill off an opponents wise guy, I just want to shoot him and dump his body in the drink! I realize you can’t just have open chaos in a game like this, but I sometimes feel like my hands are tied and my options are restricted when a true mob captain could probably allow themselves a little levity.



Another way I feel hamstrung is that the only way you can really interact with the other players is via Vendetta cards, and even then, some of them don’t have any direct effect on your opponents. As stated before, if you are in a hole, it is tough to dig yourself out, the other side of the coin would be if you have one opponent that is the runaway leader. Once they start making their cash and collecting good card after good card, it becomes very difficult to drag them back down to your level. Simply put, the game has a few scaling issues that need to be worked out. I am sure, given a little time and creativity, most groups would be able to come up with some house rules to alter this, but frankly you shouldn’t have to.



Finally, the game has a lot of sameness to it after the first handful of plays. There just aren’t enough cards in the deck to allow enough variety from session to session. For example, in a five player game, you are going to burn through your vendetta deck at least once, maybe twice depending on how cutthroat your opponents are. Also, with only a handful of wise guy cards in the game (each made man has a particular power that will help you) you will find yourself losing the immersion that made the game fun to begin with, and instead you will find you and your friends counting cards, determining percentages, and most of all, worrying about the nuts and bolts of the game instead of just relaxing and letting the game be fun. If they could somehow double the number of cards in the game it would be more random and fresh, and have a longer lifespan for game groups, or at least mine for that matter. Maybe an expansion will address this at a later date.



All those negatives aside however, Nostra City is a very solid game, and is actually a rather affordable game. I think I picked my copy up for around $25 online, and at that price point, you are getting a lot of game for the investment. Suffice it to say, you will enjoy Nostra City if you want a game that will be quick to learn and even easier to play, where you can spend an hour or so trying to outthink your opponents, screwing them over whenever you can, while watching your own back to try and keep them from doing the same to you. If you happen to be a fan of mobster movies, you can double the enjoyment you will receive, just be prepared to let it sit on your shelf for a while between plays so it will remain a fresh experience for you.



Reactions from my game group:



”I like it. It makes me think but it doesn’t make me agonize over my choices. The bidding portion of the game is probably my favorite part” – Jason



”Man, this game is fun. Let me know when you play it again, I want another chance at taking the rest of you down!” – Brad



”I wouldn’t play this every week, but it is a nice change of pace. I like how with the government snitch a person in last place could possibly pull off a win if they get lucky.” - Craig"

Review: Isla Dorada:: Short review based on a game with the final prototype

Review: Isla Dorada:: Short review based on a game with the final prototype: "

by FabienC


I had the great privilege of trying this game at the Cannes Game Festival with Mr. Faidutti himself !



While it was still in prototype form, both B. Faidutti and the editor (Philippe Nouhra of FunForge) agreed that the game wouldn't change anymore.



After a crazy game of [thing=42490][/thing], B. Faidutti asked my group of five people if we would like to try his next game: Isla Dorada.



Needless to say that we all immediately agreed.



The story



In Isla Dorada, you are an explorer. You and your colleagues have crashed your zeppelin deep into this island and you are all set up to start exploring. You are your colleagues are not what you can call a team, as you all have your own agenda. Unfortunately, the island is too dangerous for a lone man, so you'll have to team up with the other explorers.



The game



Isla Dorada looks very much like a pick-up and deliver game, but the catch is that all players must move to the same location, as a team. There is therefore only one pawn on the board, which represents the expedition.



There are three kinds of landscape on this island: desert, in which you will travel on camel backs, jungle in which you will move on giant gorilla's backs and mountain for which you will need yacks.



Then there are rivers, a lake and the sea, on which you will need a raft.



These various means of transportation are represented by cards that you keep in your hand.



At the beginning of the game, each player receives some gold and several cards:



- a curse card

- three treasure cards

- a mission card



The curse card bears the name of a village of the island that has cursed you. If you step into this village, you are going to loose points at the end of the game.



The treasure cards are basically treasure maps. They indicate a village in which there is a treasure. If the expedition moves to this village, you will get points at the end of the game.



Finally, you have a mission. Missions can be very different. It can be to collect as many treasures as possible, it can be to end the game with as many yacks in your hand as possible, it can be to get the team to visit 5 different villages, and so on.



As I mentioned before, all players must move together as a team, so to decide where to go, you'll use a bidding mechanism.



The expedition leader will tell his team where he want to go and will say how much he is willing to spend to go there. Going clockwise, the other players will either agree, or propose another destination by bidding higher.



However, what you use to bid is not money, but means of transportation.



For example, if the road that leads from where you are to the village of Batu goes through the desert, you would bid how many camels you are ready to spend to go there. If another player wants to go to Pong instead and the road to Pong goes through mountains, he would need to bid yacks for a total value higher than the previous player. Of course, it means that he has enough yack cards in his hand.



The bidding continues until everybody passes. The player who won the bid discards the necessary cards and the team moves to this new location. The winner of the bid becomes the new expedition leader.



Every time the team stops in a village, a small token in placed on its location, that way, when counting points at the end of the game, you know which treasures you have collected and if your mission has been completed.



After the team has moved, each player will draw a new card. The card drawing system is similar to the one in [thing=9209][/thing], four cards are visible and you can either pick one of them, or the first one in the draw pile.



If you want, you can spend one of your gold to buy a second card. However, you have to keep in mind that there is no way to get gold during the game, what is spent is spent.



The expedition will move 16 times and then the game ends.



Of course, there are lots of special cards. Some cards are special means of transportation:



- dragons are worth 2 in the bidding for any kind of landscape you need to cross but you have to pay gold to use them

- the zeppelin is worth 5 in the bidding for any kind of landscape but you have to pay 3 gold to use it



If you plan on bidding with only dragons and/or a zeppelin, since you are flying, you can go anywhere on the map, not only to a village connected to the one you are in.



Some special cards are not used to move the team, but are cards that have an effect immediately. These cards can be used to draw a card in another player's hand, to change your mission card, to place a yeti on a road, thus blocking it, and so on.



Conclusion



Me and my small team had a lot of fun playing this game. The game really flows, with no interruptions, because everyone is basically playing at the same time. It's really funny when everyone wants to go to the same village except for one player who is ready to bet everything he has NOT to go there (who said curse ?).



The game is for 3 to 6 players. We played it with 6 and it was really good.



Cooperation is mandatory, but so is a good stab in the back when needed :devil:



We manage to get Bruno Faidutti cursed, which was a small victory, but he still won the game :D



It's a game that I would place in the same category as [thing=28023][/thing] or [thing=40769][/thing]. Light but not too light.



I can't wait for it to be released in its final design. Philippe Nouhra showed me drawings from the artist, and I can tell you that it will be beautiful !"

Review: Cold War: CIA vs. KGB:: Did I get my money's worth?

Review: Cold War: CIA vs. KGB:: Did I get my money's worth?: "

by placid




I recently acquired Cold War: CIA vs KGB in my quest for some fairly light weight two player fun.



This game has it in spades. starstarstarstarnostar



Still reading?



Objective







Each round starts with a Briefing which is the selection of an Objective card. Each objective has an varying Influence point value (in the diamonds in this picture) which is achieved in a very similar manner to blackjack (combined card values up to but not exceeding 21).



The number of pawn figures on the left hand side of each card shows the maximum number of cards a player is allowed to play to achieve a particular objective. These vary from one to five which makes for quite different game play.



Agent







Once the Objective is known, each player uses a Planning step to secretly select an agent. The six agents have varying influence on the way the End of round final victory is determined.



Groups



Players alternate between either drawing a new Group card and Recruiting the group by placing it face up in front of them, or Mobilise a Group card previously placed on the table to use its special ability. A player may also pass if they do not wish to do either card based action (such as when they have already achieved the Objective point value).







Each group card has a number (3+1+5+6 = 15), which is counted towards the Objective point value, and an icon (with associated colour) representing a special ability. Despite the varying names and point values for each group card, it is the special abilities that really distinguish the cards and creates the main variation in game play.



Abilities



The special abilities can be summarised (in the same order as the pictures above):



Media 0 = Look at the top group and decide whether to: keep it, discard it (if it would make you exceed the Objective influence value), or replace on top of the draw deck (for the other player to draw)

Economic $ = Turn on(Ready)/off(Mobilise) the special ability of any card on the table (except other economic)

Political * = Move a group from either player to the other player

Military ^ = Move any card on the table to the discard pile



These abilities can be used to steal a card from an opponent, or get them to discard a card (often forcing them to draw a less optimal valued card).



If you choose to use a Group card ability rather draw a new Group card, Mobilise the card by turning it sideways (ala tap the card) and perform the applicable action. Once a card has been mobilised its ability may not be used again unless an Economic power is used to make the card Ready to use again.



End of round



A Cease fire begins when both players are unable or choose not to take any further actions.



At that point the player who is closest to the Objective value is considered to have Dominated. In the case of a draw, the symbols at the top of the Objective card are matched to each players card so the person with the highest value of each type of group is deemed to have Dominated.



If the current objective was Vietnam (9 influence value), as in the picture above, in the case of a draw the player with the highest total value in $ cards would be deemed to have Dominated. If both players had the same value of $ cards, the * cards would then be compared until a clear winner.



Next comes a Debriefing where each player's agent is revealed and their special ability is enacted. This can have some significant impacts on the outcome such as the Master Spy who turns a defeat into a victory (and a victory into a defeat!) or the Assassin who kills the opposing agent if that player is dominating.



Once the agent's abilities are resolved, the player who is finally dominating scores the Victory Points shown on the bottom right of the Objective card.



The agent used for the current round is then exhausted and considered to be on leave until after the next Planning step so you will need to work out a strategy for playing a series of agents rather than just one.



The first player to achieve 100 points is the winner.



Final thoughts



There are a few more wrinkles in the game play but that should be a pretty good synopsis. The drawing and playing of group cards is very quick and shouldn't involve any amount of contemplation as the choices are usually obvious.



The secret agent adds a delicious twist which I think is the mechanic that makes this game a winner rather than a dud."

Review: Netrunner:: Netrunner 10 years on & a non-CCG player's impressions: Who needs Magic:The Gathering?!

Review: Netrunner:: Netrunner 10 years on & a non-CCG player's impressions: Who needs Magic:The Gathering?!: "

by tonksey






Introduction



Firstly, let me make it absolutely clear that when CCG’s first started flooding out in the 90’s I never got involved in them; not even M:TG, although I had heard of it at the time. I was still at school & just going onto University. Even once I finished & began earning a steady income, I still not get involved due to hearing of the gigantic amounts of money some people were spending on CCG’s. I simply refused the lure. So the golden age of CCG’s passed me by happily.



Once we began to see Race For The Galaxy & Dominion (plus the expansions) published, I fell in love with those as each new set came out; seeing as I earn more now than I did as a fresh-face graduate & being more involved with the gaming hobby, my mind occasionally drifted back to temptation in CCG’s. Cue Fantasy Flight’s LCG format – I am really enjoying Warhammer:Invasion & I also like Call Of Cthulhu to a lesser degree. This pretty much ended any lingering interest I may have had in dipping my toes in CCG’s.



Until a regular gaming buddy of mine who used to play several CCG’s a lot in their heyday started mentioning Netrunner. I didn’t see any harm in giving it a go & so borrowed a starter set. I have since played it 2 or 3 times, both times switching sides.



Components & theme



Unsurprisingly, 99% of the components are cards. These could be bought in 60-card starter packs & 15-card boosters, but unfortunately Netrunner is now OOP so the only way of getting these are either buying off someone else who already has the cards and/or via specialist sellers. You also need beads or some kind of tokens to track various things happening via the cards & perhaps a couple of die.



I’ll be honest here; when I first looked at the artwork, my first thought was ‘These sure are ugly cards!’ & from that point on prior to playing, my expectations dropped dramatically. For some reason, I didn’t like the majority of the illustrations – particularly the 3D rendered graphics – at first, but they seem to have grown on me & I realise they really do add to the theme of a futuristic, seedy world of hackers & large corporations doing their damned best to keep the hackers out of their data. You only have to go to the gallery on BGG just to see some examples.



A bit of trivial opinion – I particularly like the artwork on Japanese Water Torture :) anyone else got any particular favourites?



Rules & game-play



There are 9 types of cards; the Corporation player will use Agendas, Operations, Ice, Upgrades & Nodes. The Runner player will use Programs, Resources, Hardware & Prep.



I won’t go into the full rules, but the aim for both players is to score Agendas; usually 7 points of Agendas will win you the game, plus a bonus 10 for the win. Then both players switch sides for another game & an aggregate score is made to determine the overall winner. Both players begin with 5 cards & 5 bits (money).



Game-play is very simple; the Corporation player always begins the game & his turns begin by drawing a card from his stack (also known as R&D) before taking 3 actions. These can involve drawing a card, taking a bit, installing a card face-down on or in one of their data forts (on – Ice, in – Nodes, Upgrades & Agendas), adding an activation marker to a card installed inside a data fort or using an action on a card they have in play (usually activated Agendas/Nodes or Operations). By installing Ice in various places such as Archives (trash piles), HQ (the Corp’s hand), R&D (the Corp’s stack) & other subsidiary data forts, the Corp can place defences against the Runner attempting to break into their systems to find Agendas in any of those 4 locations to score (know as a Run) as each Agenda has a certain number of points on the card. Ice cards have a strength that the Runner need to match/equal to pass & may also have subroutine to be bypassed before the Runner can move onto the next piece of Ice. If no Ice remains to be bypassed in the data fort, the Runner has succeeded & gets any Agendas from the card(s) he is allowed to reveal. Generally, Operations, Upgrades & Nodes all serve to give the Corp more bits, cards & other benefits such as doing damage in some form to the Runner.



On the Runner’s turn, he does not get a card to draw but instead gets 4 actions. These include; taking a bit or a card, using a card’s action (Resource, Prep, Hardware) or making a run. Runs are perhaps the most crucial element of the game; this is where the Runner nominates one of the Corp’s data forts to attempt accessing to potentially getting an Agenda – or several in some cases! If the first Ice in that data fort is face-down, it gets revealed to show what kind of Ice it is; such as Wall, Code Gate, Sentry or a more obscure type like AP & Hellhound. If it’s face-up, it just means either it has been revealed by an action or a previous run. Usually the Corp will try to ‘rezz’ (pay the cost to activate it) the Ice so as to force the Runner to have to bypass & beat it. The Runner should have several programs at his disposal with various strengths to beat the Ice & abilities to bypass the subrountines. Usually, this will involve the Runner paying bits to do so.



The Runner may also have other type of programs in play that do not enable him to break Ice, but they do other useful stuff such as revealing the first piece of Ice. The Runner is limited to 4 MIU for these programs (most of them are 1 MIU, some are 2 MIU) but there are certain Hardware cards that allows you to increase your MIU capacity & thus install more programs. Prep cards are like the equivalence of the Corporation’s Operations cards & involve mostly a one-off benefit before the card is discarded.



There are other little rules involved such as certain cards that use special tokens & also damage that can be inflicted on the Runner by certain Ice cards, but these have not really come up enough for me to feel confident of commenting on them, so I will leave these out for now.



Impressions



In case you haven’t already guessed, I absolutely love Netrunner already & am hooked. There are a ton of strategies that derive from the cards can be pursued by both players; some of them will be quite specific & others quite general. There is so much interaction going on as the Corp does everything he can to prevent the Runner gaining access to any Agendas & the Runner trying to do so. Despite so much complexity, the game is very simple to play & this is where the beauty of the cards lies. The rules are also very clear in aspect.



I bought a barely-used start set from someone else in my weekly group & was also lucky enough to get the chance to buy a massive set from an old Netrunner player in the UK. This means I pretty much have more than I need to play Netrunner on a regular basis. In some ways, Netrunner being OOP is both a blessing & a curse with anyone trying to buy the cards; it’s a blessing because it’s no longer being produced so there are no more cards being produced (unlike Magic) so you don’t have the same feeling of having to keep up. If you’re unlucky, buying starter sets & other cards could be hard to find & expensive at the same time.



In summary:-



A fantastic game from the same designer of M:TG & one that I’m glad to have given a chance. Even though it’s over 10 years since Netrunner first came out, it beats the living daylights out of many of today’s best games!



An easy 9 out of 10 in my book – who needs M:TG, huh?!



Pros



Amazing game-play with tonnes of interaction

Completely assymetrical feel due to the different aims, cards & actions of both sides

Complex game, yet very streamlined to play

Some very nice artwork



Cons



OOP & hard to find so could be expensive

Perhaps a lack of players still involved or would be willing to play

"

Review: King's Gate:: Another Solid Fantasy-Themed Title from Knizia

Review: King's Gate:: Another Solid Fantasy-Themed Title from Knizia: "

by JasonRider


Score: 7/10



To begin this review on the proverbial right foot, let me justify why I’m only now getting around to reviewing a game that’s eight years old and seemingly no longer in print to boot. The short answer is that I’ve only just recently purchased it myself thus it must still be available in certain circles regardless of whether Fantasy Flight Games actually has fresh copies coming off the assembly line.



To judge the game based on the box art alone, one might expect to be whisked away into a heavy role-playing inspired realm of kings, knights and dragons. The actual game play, however, is pure Reiner Knizia, which basically means numbers, positioning, and mathematics will supercede the game’s themes, however intriguing they may be.



Hard facts first. All apologies to those who’ve come to associate Fantasy Flight Games’ fantasy line with intricate maps and highly detailed plastic sculpts, within this box is nothing more than cardboard chits: 10 location tiles, 6 character tokens, 88 district tiles (22 each of 4 colors), 36 victory point markers and a 16 page b&w (that’s blue and white) rulebook.



The game is recommended for players ages 9 & up, works for 2-4 players with an average game taking between 20-40 minutes.



I suppose I should begin by addressing the rulebook, which at 16 pages is sure to intimidate. Rest easy; only 2.5 pages are devoted to each language with English occupying the first 2 (the half page left over is actually the back cover of the book). As is almost the case with all Fantasy Flight Games, the wording and structure of the rules are a bit more cobbled than the experience of actually playing the game. I found it worked best to simply pop out all of the pieces and attempt to play the first game with the rules acting as a sort of step-by-step. Before long things will click and flow well without the aid of the manual.



Veteran players may argue that information such as what each character counter does when activated or how certain locations have special rules of their own will force players to keep the manual handy and indeed, this data would have been very useful in reference card form. The good news is that this info is well organized and easy to reference in the rulebook until such details commit themselves to your memory banks.



I mentioned that the game play itself is pure Knizia and if that means nothing to you, rest assured the man has earned a fantastic reputation as a master game designer and the strategic elements that have served as the foundation of such a reputation are definitely present here. To the rest of the world, fans of games like Lost Cities, Beowulf the Movie Board Game or Kingdoms know just what to expect.



The game works off the principle of laying a single tile (a location) for which players to surround with cards from their hand (which is always 6 cards). The numbers indicated on the cards they place are added together at the end of the round (which happens each time ten cards surround the center location tile) and the player with the highest value is awarded first place, the next highest value second place and so on. The game rewards the first three places. The next round begins by the addition of the next location tile to the fray. This goes on until all 10 location tiles have been played and scored or until the players run out of cards to play. That’s all there is to it.



However, and like most Reiner Knizia games, the strategy and complexity exist within the perceived simplicity. Certain locations allow players the ability to place their cards atop their opponents’ and character counters (such as the king, wizard, merchant and so on) add all sorts of surprises to the formula. In the end this is a game that comes down to strategy, budgeting, and a little bit of luck simply in the order in which you draw the cards into your hand.



All in all though, I can attest to the fact that this is an example of a title that really and truly eliminates luck of the draw dynamics from its inherent strategy thanks in no small part to the fact that each player holds 6 cards in their hand at any given moment during the game. Moves are very rarely the result of lack of options at the player’s disposal.



Pacing is pretty spot-on in its 20-40 minute assessment and games move along quite nicely once everyone at the table’s had a few rounds worth of experience under their belt. This is definitely one of those games that can result in the famous 'let’s go one more round' logic that tends to cause the hands of the clock to mysteriously rotate much quicker than usual.



In all, this is a solid enough game to, in my opinion anyway, warrant Fantasy Flight’s consideration to re-release as perhaps a second edition like they’ve done with other classics like Drakon, Citadels and Cave Troll. The fact of the matter is a whole new generation of gamers would likely find much to enjoy here. Besides, there is no doubt that the game would benefit immensely by receiving Fantasy Flight’s latest chit production process which appears to interweave some sort of fabric into the cardboard, making the pieces both extremely durable and a joy to handle.



It’s getting more and more difficult to track down a copy of King’s Gate, but should you come across it in your gaming travels, it’s highly recommended light-hearted fun.

"

The Making of Valdora

The Making of Valdora: "

By Michael Schacht


March 6, 2010



The Beginning



When I redesigned my website years ago, I incorporated an element of Valdora as the game was already “finished” at that time, several years before its actual release. The book in the background of most of the pages of my website was an exciting reference to the coming game, which just a few people recognized.






The development work on Valdora was actually completed back in 2006, and I started to offer the game as a prototype to publishers. I quickly found someone who was eager to release it, and the game was scheduled for the Essener Spieletage 2007.



After Zooloretto became Spiel des Jahres – Germany’s Game of the Year – in that same year with the same publisher, we decided to postpone the project. Too many other things now needed our attention and energy.



So Valdora was delayed, which led me to start work once again on a game that actually was already finished.

The Revision



Modifying a game is part of a designer’s basic responsibilities, and usually it doesn’t present a big problem. More tricky is finding an endpoint in the development. When is a game really finished? Is there anything that I can make better? Or more elegant? Perhaps there is still a nice idea for a special material to find. Or a good variant for pros. Or, or, or....



Frequently, it is quite easy for me to decide when something is finished – but as the saying goes, the better is the enemy of the good, and so Valdora eventually received several small modifications that finally justified the really big investment. That said, I’ve sworn never to go into that much detail again as I had some other time-consuming projects under development at the same time :-)



An early take on the gameboard



The Concept



The starting point for Valdora was to make a game of the complexity of a Puerto Rico as easy as possible, so that even families might have a chance to get in the game.



Another precondition for me was that the possible winning strategies should be implemented as organically and inconspicuously as possible. Personally I prefer, as I’ve often mentioned before, not to be forced by the game to play well. I like game systems in which you can discover things by yourself, game systems with simple methods and without helpful constructions.



Also very important for me was the simplicity of the rule set. Here I continuously threw interesting elements out of the game. At different points, I replaced already working good mechanisms to have a more simple solution. It was a real challenge not to noticeably thin out the game.






So what was first: the mechanism or the story? In the beginning there was only a conceptional outline: I wanted to make a so-called “pick up and deliver” fantasy game with quest-like exercises.



The very first mechanism was then the simple movement idea, with provisions already included as a special ability. The original board concept got discarded. The same with the possibility to recruit persons with special abilities. In those early stages, the players could buy castles as part of the game end conditions. Also, the horses had a different and more important role.



The books were also part of the first ideas to appear. How did they come about? When thinking about unique card drawing mechanisms, the idea was – as is often the case – simply there. It already worked well, and I didn’t need to change it a lot. Later, I developed models of the books with different materials; the wooden version was my favorite, and luckily got taken by Abacus.






The Name



The prototype was initially named “Quest,” but as the game lost more and more of its fantasy aspects during its development I renamed it “Legend.” This name was very close to being the final one, but together with the publisher we searched for something different: a sensible and good-sounding made-up word.



The final name of the game Valdora comes from the English word “valley,” the corresponding French word “vallée” and the French word for gold, “or” – all together meaning something like “valley of gold.” This fits very well because gold has an important role in the game.



I also appreciate the connection to Die goldene StadtThe Golden City – which was developed around the same time. You can even think of playing both games in the same world.



In the prototype that I am working on at the moment, gold also plays a role – perhaps this will be part three in a little series. As I’ve said, I like these small connections.



The Graphics



After a long break, my fellow student Franz Vohwinkel finally illustrated one of my games once again. And this came after he had made himself scarce on the boardgame scene – still with a lot of projects, mind you! – in order to concentrate mainly on American trading cards. I appreciate his work very much, so it wasn’t a surprise to me that Valdora looks great!



A preproduction copy in use at Spiel 08




"

Review: The Battle for Hill 218:: The Thin Green or Blue Line

Review: The Battle for Hill 218:: The Thin Green or Blue Line: "

by ccarlet1


We acquired this game around the same time that I was reading James Jones' The Thin Red Line (a great WW II novel if you haven't read it) with all of its various offensives against a variety of numbered hills in the Guadalcanal campaign. While the Battle of Hill 218 in no recreation of a campaign, in a simplified form it certainly does give one the sense of the logistics and tactics of a battle for an objective.



Bits:



The Battle for Hill 218 is a card game consisting of 53 cards good quality cards. All the information you need to know about how the card functions is on the top of the card, along with a great black and white photo representing the unit.Each player has an identical deck of 26 cards, bordered in either blue or green; the 53rd card represents the hill itself.



Set-Up



Set up is extremely simple. The 'hill' card is set between the players and each person shuffles their deck, draws five cards, and places two on the bottom of their deck.



Play/Rules



The object of the game is to capture your enemy's base, which is the space directly behind the hill card. You take turns drawing and placing your cards on an imaginary grid around the hill in such a way as to maintain a supply line, attack, and support attacks. If neither of you is able to capture the base, then whoever has the most units still on the grid after your decks have run out is the winner.



There are seven different units in the game and each one has different placement requirements (supply), attack abilities, and support capabilities. Most units have to be able to trace a line of supply to your home base (which must be occupied) through existing cards. All units only attack when they are deployed. Some units' attacks are immediate and destroy the targeted enemy; others require support. That is, some units require a second unit to be in position in relation to the target in order for them to destroy an enemy unit.



Air Strike: (2 cards) Air Strikes are not placed on the imaginary grid. Instead, you flip them over to indicate they have been used to destroy any card of the enemy's.



Paratroopers: (3 cards) Paratroopers are placed on the grid, but do not have to trace a supply line back to your base. Hence they may be placed anywhere adjacent to a unit, making them a very versatile unit for both attack and support. They attack and provide support orthogonally, but require support to destroy an enemy unit.



Infantry: (7 cards) Infantry trace a line of supply, attack and support orthogonally.



Special Forces: (3 cards) Special forces attack and support orthogonally, but are supplied diagonally, allowing you to move them forward more quickly than other units.



Heavy Weapons: (5 cards) Heavy Weapons are a very powerful unit because they can attack diagonally and provide support both orthogonally and diagonally; thus, they work well in combination with other units. They are supplied orthogonally and require support for an attack.



Tanks: (3 cards) Tanks are supplied, attack and support orthogonally, but do not require support for an attack. They are the next best thing to an air strike for quickly getting rid of threatening enemy units.



Artillery: (3 cards) Artillery are the only long range unit in the game, as they can attack units two or three spaces away. The are supplied and provide support orthogonally, but do not require support for an attack.



Players continue drawing two cards and playing two cards (with the exception of the first turn) until either a base is captured or all cards have been played.



Strategy/Tactics:



My wife and I have played this game about 20 times and enjoy it a lot. I tried it against the AI a few times and got my butt kicked, so my hints are those of a beginner.



Much as in chess, gaining initiative on your opponent is critical. Every time you destroy your enemy's base, for example, he will have to use one of his two cards to replace the base, if he wants to play something other than paratroopers or air strikes. Artillery and air strikes are extremely useful for this purpose when you have not built up enough of a supply line to reach your enemy's base.



The space immediately adjacent to the hill is a critical space to occupy, and, therefore, to keep your enemy out of. You can supply units from this space so that they are adjacent to your enemy's base, or in the case of special forces with its diagonal supply line, you can drop them into your enemy's base has been emptied with an air strike or an artillery hit.



Heavy weapons' diagonal attack and omni-directional support make it very powerful. It can be placed to support any attack against the space adjacent to the hill, if it is placed two spaces from your base, or on the base itself. Along with special forces, they are a very useful card to hang on to for the right moment (when you can take out two of your enemy's units with two cards), as are tanks. Saving up these more powerful cards is easier if you can use your most plentiful card--infantry--instead of continually using your more powerful cards.



As in any battle, having lots of support behind your front lines is very important. While this is not a defensive game, having a few units behind your base--artillery are good for this--ensures that they will likely survive the battle and may win you the game if your base is not taken and the game is decided by the number of units remaining. Outflanking your opponet also gives support to units which can then get close to the enemy's base, or at least force the enemy to expend resources to deal with them. Paratroopes are especially good for support on your flanks. You can drop them behind enemy lines too, but sometimes your oppponent's units used to eliminate them end up being what wins him the game because they are out of harm's way.







Conclusion:



This is a fast and furious game, in which offence is king. The necessity of support for most attacks, and the maintainence of supply lines, however, make this game challenging and interesting to play, and prevent it from being simply all-out offence.



This game is a very good filler, and can be taken anywhere. After 20 plays we feel like we have a lot more to learn, as what were effective tactics in our first plays no longer are very effective. This game will definitely be travelling with us, and will get many more plays.



I give this game a 7.













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