Through the Ages: A four-sided game review

Through the Ages boxThrough the Ages is a civilisation building card game by Vlaada Chvatil that takes players on an epic ride from antiquity to the present day.

While war plays a large and important part in the game* there is no actual map, or dice – interaction is instead played out through card play.

There are three versions of the game in the rulebook, ranging from simple through to full, but the first two are really just warming you up (in terms of understanding the rules) for the main event. Through the Ages is a serious time investment (four-plus hours, even two-player) but if you’re willing to give it a try you’ll find a hugely rewarding tactical and strategic gem waiting for you.

While it’s not the biggest game box in the world, there’s a ton of game packed into it: there are more than 340 small-sized cards, 300 small wooden counters and cubes, plus boards and reference cards. It will set you back £45+, but I think it’s a fair price both in terms of components and play value. The art is pretty poor, but the card stock is great and the graphic design efficient and simple to understand.

It’s not for the feint of heart, but nor is it a war game – you’ll draft leader, wonder, building, government, technology, military and action cards and manage your resources as you advance your civilisation; all the time trying to score points while keeping your opponents in check by staying close to them in the race for military domination. It’s an impossible balancing act, giving the game a marvellous ebb and flow.

Teaching

TTA allAs mentioned earlier, the game has three versions which slowly introduce different rules and card types as you move forward. This makes it easy to teach experienced gamers, especially as the game concepts are pretty familiar.

Each round (after the first) players may use their political action to play a ‘future event’ for later, triggering a current event which will reward and/or punish players who are doing well/poorly in a particular way – for example the player with the strongest civilisation may get to produce extra goods. They can also use the political action to start an aggression or war, or offer a pact.

Players then use ‘civil’ actions to advance mining, science, farming and religion to increase building materials and technology (allowing building upgrades), population size and happiness (allowing population growth) and military might. Governments give extra actions, while leaders, technologies, ‘action’ cards and wonders give a variety of bonuses.

Civil actions are also used to increase population, lay technology, wonder and leader cards, put your population to work or upgrade them. Military actions – you guessed it – do the same with your military units.

TTA tracksEverything to do with civil and military actions is done openly, so it’s simple to watch and help new players through their turns.

Through the Ages has relatively little hidden information, so its simple for the teacher to explain cards as they come up.

New cards are ‘bought’ (with actions) from a shared conveyor belt-style track, with newly added cards costing more actions (from one to three). Military cards do go straight into your hand blind, but aren’t terribly varied and can be roughly explained before you begin.

Game concepts fit well into the theme, while the central game board lets you keep information on your military strength, science (for advancing technologies) and culture (victory) points. Each player also has a player aid listing all of the actions available in each phase of each round.

Player boards are well set out, and the wording on the cards leads to very few grey areas. The only real problem area is the Territory cards, which tend to contain rather obscure icons which aren’t explained in the rulebook. However there is a good Excel doc available from Board Game Geek which explains them in plain English.

The four sides

TTA eventsThese are me, plus three fictitious amalgams drawn from observing my friends, and their respective quirks and play styles.

  • The writer: Through the Ages is the board gaming equivalent of spinning plates; just as you get your science points going, you realise you’re running out of food – but by the time you have that back on track you’re falling behind on military – but getting that up to speed means you have to forgo a materials upgrade. It’s a delicious, epic and challenging balancing act that tells a different story every time.
  • The thinker: Its rare you find a game that has the perfect mix of tactics and strategy, but this is one of them. You’d think it impossible to create a ‘civ’ game without a board, but Vlada has managed it with aplomb. Specialise at your peril, but spread the wealth at your peril too – your long term plans are constantly being altered by both the actions of your competitors and the run of available cards.
  • The trasher: Through the Ages is a bit much for me, but is clearly a great game. I love the future events: you play cards, predicting the later game state and hoping you can be in the right position when they’re triggered. So satisfying when it works, but devastating when your own cards blow up in your face! But overall, the short game doesn’t offer enough military fun and the long game is simply too long for me.
  • The dabbler: no way! No no no. I tried it once – you can’t make me play it again! It has great flavour, carries the theme well, but I am not playing a game that takes longer than the entire games evening on its own!

Key observations

TTA player boardOf well over 3,000 Board Game Geek comments, Through the Ages has 500+ perfect 10 scores – which should be enough to convince you its a great game. Even by half way through the comments, people are still rating it 8. However, it’s certainly not for everyone. Not by a long chalk!

Game length is clearly an issue for many, but another problem is downtime – especially in a four-player game (which I wouldn’t attempt again). I enjoy a two-player game but three is definitely the sweet spot, which adds quite a bit to the play time. One plus side is the fantastic Through the Ages online version. Initially the layout looks troublesome and weak, but it actually plays really smoothly once you get to grips with it.

Another problem is the importance of the military aspect of the game*. Players who aren’t keen on confrontation need not apply, but its not just them: others think the military aspect is either tacked on as a balancing mechanism or is overpowered. It’s true that if someone falls behind on military and is picked on by the other players, it can be impossible for them to recover – particularly punishing in such a long game.

Finally, some describe Through the Ages as nothing more than  a spread sheet rather than a game – a dry, themeless affair that is way too fiddly for its own good. The fiddly criticism is true, and there is a lot of bookkeeping, but this can be done by a player at the end of their turn while the next player gets on with theirs, so it’s not so bad. But again, if you don’t like fiddly bookkeeping games you may want to avoid it.

Conclusion

TTA card trackThrough the Ages is the last game in my all-time top 10 that I’ve tackled for review and I’ve definitely been reluctant to do so.

It feels impossible to do such an epic game justice in 1,500 words – especially when you know many people simply won’t like it.

But if you like civ and/or engine building games – or more specifically ‘engine building and then maintaining aggh god I can’t do everything at once’ games – and are happy to be in for the long haul, this is a must-try.

I definitely lose more games of TtA than I win and I’m not sure I’ll ever be a good player. There’s so much to think about, so much to plan, so many options – and that’s before you’ve even started to think about what your opponents have planned for you. But even in defeat I tend to walk away from the table thoroughly gamed-out and satisfied.

Is downtime an issue? Sure, a bit. Is military overpowered? Probably. Are some combos simply too good to stop? Sometimes. Will this game be staying on my shelves for the foreseeable future, even if I only get to play once or twice a year and I lose every time?

Absolutely.

* There is a ‘peaceful’ variant of the game some people play, but personally I can’t see the point. It’s such a huge part of Through the Ages that to take it out seems ridiculous – if you don’t want any player conflict in your games, I’d highly advise you to look elsewhere.

Johari: A four-sided game review

Johari boxJohari is a set collection card game with a jewellery market theme for two to four players, designed by Carlo Lavezzi. I consider it a gateway game suitable for any type of player, which plays out in the advertised running time of an hour.

The game contains 32 large and 120 small cards, 16 plastic gems, a small central board and four player boards and markers – good value for the sub-£20 price tag and packed into a nice compact box.

The instructions are simple and clear while the artwork and graphic design is really nice throughout, although the four player colours are less than inspiring (black, white, brown and grey). Overall, publisher Lookout has done a great job on the production although there will certainly be a bit too much grey on show for some. Nice, but there’s no ‘wow’ factor.

While you’re collecting sets to score points, the real game is in fighting for turn order and the simultaneous action selection. The game is played over 10 turns, with three actions per player in each, and with turn order reassessed after all players have taken an action. There are seven actions in total (one of which just duplicates your previous action). You play three cards each turn, then return to the full seven for the next round.

Teaching

Johari player boardThe key aspect to get across to new players is how turn order affects the actions you choose to take.

A number of gem cards are placed into stores and markets at the start of each round, making the two buy actions desirable, but these actions have the biggest detrimental affect on your turn order position.

This is exacerbated if you use them right away, as you pay full price for the action you use first in each round (the second action has a reduced cost and the third is free). So a ‘purchase’ action played as your first move of a round will cost you 4 gold (or spaces on the turn track) – but if you do it third, it will cost you nothing.

Many gem cards are fakes, making them vulnerable to the inspector – who is triggered against every other player when you make a sale. So if you go big on a buy action and lose several turn order positions, and get some fake gems, another player may make a sale before you can – forcing you to lose a gem.

Alternatively you could play your bribe card first, protecting you against the inspector for the whole turn – but then you’re likely to lose out on the tastiest bargains in the markets. Timing, and assessing what your opponents are likely to do, are both crucial.

Johari noblesPlayers have two way to score gems: as a set of four different colours (scoring one of the gems) or by scoring all their gems of one colour.

You can only do the latter if you have more of the colour than anyone else: you score the difference between the number you sell and the largest amount another player has of the same colour (one other player has to have at least one of the colour, or you can’t score).

There are two other ways to score points. Some gem cards are simply worth 1-3 victory points, while in each turn a ‘noble’ is placed onto the board and will be available for players to hire (with gems). These nobles are worth end game points, while often also offering the player an ongoing ability.

The four sides

These are me, plus three fictitious amalgams drawn from observing my friends and their respective quirks and play styles.

  • The writer: Johari is going to appeal to a particular type of gamer – and I am that gamer. It’s a game about getting into your opponents’ heads while also trying to create the perfect point scoring engine around what they’re throwing at you and I revel in that challenge. While every action choice is important the game simply doesn’t have enough pizazz for some, but I hope it isn’t overlooked by players that like to get their poker face on.
  • The thinker: While I enjoy a good tactical game, for me Johari is a bit of a one-trick pony that starts to overstay its welcome. Even though it’s just an hour long I find myself starting to think I’m rinsing and repeating well before the end, as the game offers very little in the way of narrative arc. While the turn order manipulation is ingenious it feels as if there isn’t quite enough game attached to it to appeal long term; although it’s not a game I’d turn down if others were keen to play it.
  • The trasher: While the theme of Johari mostly makes sense it does feel a bit pasted on – and what is it with gem merchant games at the moment? It’s hardly a fascinating theme and its having to struggle for air against Istanbul and Splendor – not good! But I actually quite like it – reading your opponents is always fun and there’s a real sense of satisfaction if you pull off a plan no one saw coming. Not a go-to game for me, but certainly one I’m happy to have a game of every now and again.
  • The dabbler: I like Johari, as long as people aren’t playing too seriously and trying to work out every point everyone else has and taking ages on their choices! If the game drags, it gets old fast. But it can be quite dastardly and you can have some fun chat around the table, plus there are some cool tense moments when things are zipping along. It has some nice cute art (especially the elephants) and the plastic gems are a nice touch, while its easy to teach new players.

Key observations

Johari in playJohari has fallen way below the radar since its release at Essen 2014, despite having a decent footprint at the show: it only has 20ish players commenting and rating it on Board Game Geek six months after release.

Criticisms centre on game length and the fact the game is ‘all business’ and ‘dry’ – which is true. Johari is stripped to the essentials, which is definitely a problem in terms of it having much of a personality. But is this a problem with the game, or the gamers who have played it? I really feel Johari has failed to find its audience and theme may be an issue here.

Another criticism is that it brings nothing new to the table. This is at least partly true, but I find the way the key mechanisms interact with each other both new and satisfying.

Finally, the game length is criticised although I think this is only really a problem when played with four. With two or three players I feel you can plan more, the game zips along a little quicker and you feel a little more involved: I really enjoy it two-player and I’d certainly suggest trying it with less than four before making a final decision.

Conclusion

Johari artJohari is very much a tactical battle of wits which I enjoy immensely, despite being rubbish at it.

I currently rate it 8 out of 10 and with a little more action, arc or theme it may have even gone higher. But I can’t see it getting an expansion now.

It’s certainly isn’t for everyone, as I hope my review has demonstrated, but if it turns the head of at least a few gamers who like to spend their evening analysing their opponents and making clever, crafty moves for small but important gains then I’ve done my job. It’s a definite keeper for me.

*Apologies for the picture quality – my camera phone just didn’t want to focus on anything today!

Munchkin: A four-sided game review

munchkinMunchkin is a hugely successful comedic fantasy card game for three to six players, originally released in 2001 and still in print today. The base set gently but reverentially ribs the Dungeon & Dragons role-playing universe.

Designed by hobby gaming legend Steve Jackson (Car Wars, Ogre, Illuminati), games of Munchkin tend to last between one and two hours and have a strong take-that element, but while the game is all about combat people don’t get knocked out – you’ll all be in it until the end.

There have been many ‘expansions’ (sets of extra cards) released for the game, extending the original theme and adding a lot of variety for seasoned players, while other base sets have riffed on everything from sci-fi and superheroes to Lovecraft and zombies.

Munchkin has proved divisive in the board game community, being the pariah of ‘serious’ gamers in the same way boy bands and Transformers films upset music and film buffs. And similarly, despite purist objections and derision, it is available in more than 15 languages and has sold well over a million copies.

Teaching

munchkin 1While relatively simple, Munchkin is at its hardest at the outset as players are very much thrown in at the deep end.

To start, each player is given a hand of cards: half from each of the ‘dungeon’ and ‘treasure’ decks (you’ll have a hand of four or eight, depending on which edition you play). If a player is dealt any ‘race’, ‘class’ or ‘equipment’ cards (elf, wizard, sword etc) they can play them in front of themselves immediately, starting to create their character.

There is a lot of variety in the cards, so it’s best to encourage new players to have fun reading them and experiment in early rounds to get a feel for the game mechanisms.

In a round, players take turns to flip a ‘dungeon’ card from the top of a shared draw pile. These take various forms, but what move the game on are creature cards. When drawn the current player will try to overpower it, facing the consequences of defeat or claiming loot if they defeat it. Defeated monsters give treasure, but more importantly a ‘level’ . Players start at level one – the first player to level 10 wins.

These monster battles are the heart of the game. After a fight is declared other players can wade in either for or against you, or both. You and others can use equipment to help the cause, add extra monsters to make it harder, or offer your services to aid the fight – for a price, of course. The active player can choose to turn down the help of others, knowing they’ll probably have to give them treasure, or they may even get a level – but can they win without them?

The four sides

munchkin 2These are me, plus three fictitious amalgams drawn from observing my friends, and their respective quirks and play styles.

  • The writer: I’d be lying if I said I didn’t enjoy my first game of Munchkin, but I can also say I turn down any chance to play it now. The art and text is very well done, evoking the theme perfectly, while the rules and card layout are well conceived. But you only have to play a few slightly better designed card games to realise the gameplay harkens back to the bad old days of 80s gaming rather than the revolution of modern design this game was released at the height of.
  • The thinker: Unfortunately this game suffers from two gaming conventions no serious strategist can abide: bash the leader and king-making. If I play well and get near level 10, others will use all the cards they’ve held back to scupper me; often letting someone else past to win. Why play a game for more than 20 minutes where success is rewarded with being dragged back into the mundane pack? I like a long game, but it must have substance to get that table time. This doesn’t come close.
  • The trasher: For a long time I loved Munchkin; nothing beat throwing your mates under the bus and the to-and-fro of playing cards into epic battles. I’d still play now, especially with the right old group of friends, but do realise that this is a party game that simply goes on too long: there are so many better, shorter games available out there such as Coup, Dice Masters, The Resistance, Lost Legacy, Dungeon of Mandom, Epic Spell Wars….
  • The dabbler: There is something to be said for the charming card art and funny puns, and this has been a gateway game for quite a lot of people we know into the wider world of gaming, so at about £20 how can it be a bad thing? I’ve never been a role-player so don’t see the appeal, but for those growing up on RPGs its clearly got its charms. The rules are quick to pick up and it shows a clear path between two hobbies, helping draw new blood into the world of modern board games. Win win!

Key observations

munchkin 3Having already touched upon Munchkin’s game length, king-making issues and the inherent bash-the-leader problem, I think I’ve covered the three main gripes – and they are serious gripes.

So let’s instead look at positive reviews: scanning through comments by fans of the game, you’ll find it described as hilarious, cut-throat, fun, satirical, mean, easy and cheesy.

With almost 20,000 ratings at board game Geek, Munchkin sits with an average rating just above 6: perfectly respectable, especially when you consider Monopoly has less than 4.5 and risk just over 5.5. Whatever you may think of its merits, or lack thereof, Munchkin is miles from being universally hated – as some often rather snooty gamers may have you believe.

What Munchkin really lacks, for a board gamer, is staying power. The rewards of the humour and artwork are fleeting, while the problems of the gameplay come to the fore in the first plays. But these may well not be problems for very casual gamers: this will be a game most often enjoyed by people with very few other games on their shelves, and there is absolutely no harm in that.

Conclusion

munchkin 4With my game evangelist hat on, I applaud the job Steve Jackson Games has done in creating a gateway between RPG and hobby gamers that has lasted two decades: historically Munchkin should be talked of alongside Settlers of Catan and Ticket to Ride in the top division of introductory games into our hobby.

But with my gamer hat on, unlike those other titles, I won’t touch it with a barge poll. In fact I’d rather sink £100 into Magic: The Gathering than £10 into Munchkin, even though I have no great desire to play Magic nowadays either. If you’re looking for a gift for someone already into the kinds of games I mentioned in the previous paragraph, this would be a pretty terrible choice.

That said, the important thing to remember is that unlike some genuinely worthless games, Munchkin has its place. It is fun if you like D&D and aren’t interested in playing other card and board games; it is a good gift for younger fans who may be fans of the fantasy genre, possibly through Lord of the Rings or Harry Potter; and it can be fun for non-gamers who are very much into other geeky pastimes.

For Sale: A four-sided game review

For Sale boxFor Sale is a light family card game designer by Stefan Dorra. It takes 20-30 minutes to play, accommodates three to six players well and can be picked up for well under £20.

As the name and box suggest this a game about buying and selling properties but don’t worry – there’s nothing to be scared of here, even if you don’t usually like auction/bidding games. As the game length suggests it’s not a brain burner: instead it’s light, fun and fast.

Inside the box you’ll find two decks of cards (properties and cash) and a set of coin tokens. Everything is high quality, the cards linen-finish and the tokens chunky, while the cartoon art on the property cards is really charming.

Teaching

For Sale round 1For Sale is a game of two halves, but both are simple to teach and learn. Even better you can teach each half when you get to it, giving players less to process and remember.

Everyone starts with a handful of coins and during round one these are spent to buy properties. Once all properties have been bought (every one will finish with the same amount) they’re sold for money in round two. The aim is to finish with as much money as possible.

Before each turn of round one a number of properties equal to the number of players is placed face up on the table. From their secret stash of coins players choose in turn to either up the current bid or take the lowest value card on show (and taking back half of any coins they’d bid so far). The ‘winning’ bid pays full price, but gets the best card.

Once all properties are bought, round two begins. This time a number of money cards equal to the number of players is placed face up on the table; players bid for them with the properties bought in round one. There is an identical number of property and money cards; each round players bid one of their properties and everyone flips them over at once (called a ‘blind bid’). You take a money card in ascending order, the best property taking the highest value money card.

The system is extremely elegant. All the property cards are valued differently (1-30) and there are two of each money card (two of each valued $0-15), meaning there is never any confusion over bids – while all the players get something each round. When all the properties are spent, you add up your money cards and see who won.

The four sides

For Sale componentsThese are me, plus three fictitious amalgams drawn from observing my friends, and their respective quirks and play styles.

  • The writer: While this may look like an overly simplistic game with an uninspiring theme (pretending to be an estate agent isn’t my idea of fun), For Sale is actually one of the best ‘filler’ games I’ve played. It ticks all the boxes: good player range, easy to teach, plays fast and keeps everyone involved throughout.
  • The thinker: I’m not prone to enjoying filler games as by their nature they tend to lack depth and strategy. If it were my choice I’d play something a more challenging, such as Hive or Blokus, but there’s no escaping the fact this is a well designed game and I’m happy to play when the occasion arises.
  • The trasher: You mean I get to buy and sell houses?! Goodie! But seriously there is some fun to be had with For Sale, as any bidding game is an opportunity for table talk. You can also try and psyche people out a bit in the second half and I’ve seen some real silly card-slapping-the-table action when the mood is good.
  • The dabbler: While I don’t like auction games, I do quite like this one as it has a few things going for it. First it’s great that you get something every round so never feel out of it or under pressure. Also the art is cute and for a game that plays ages 8+ that’s important – they’ve even gone the extra mile adding a different animal to each card for the younger ones (and the young at heart!) to find and talk about as you go.

Key observations

The most important thing to note is  this is an extremely highly regarded game. With more than 3,300 players giving this a comment and an ‘out of 10′ rating on Board Game Geek you have to get past 3,150 before you find rankings below 6.

Criticisms from those who really don’t like it label For Sale as “too simple” or “uninteresting” with “no hard decisions”; “too light”, or as just a “simple auction game”. To the wrong player For Sale will be all of these things, but as the numbers above show these people are the minority. I’d suggest avoiding this game only if you have a very severe reaction to one of these gaming ailments!

My only real issue, and it’s a small one, is price. The current edition is well produced and nicely packaged, but at 60 cards and 72 cardboard coins the price tag seems a little steep. It has been put in quite a large box to fit into Gryphon Games’ ‘Bookshelf Series’ but could live in a box half the size (and has previously). However similar games (such as recent release Diamonds) have a similar price point and I don’t see it as a barrier to entry.

Conclusion

For Sale round 2I was introduced to For Sale at a London on Board gaming meetup and fell for it on my first play. It went into my collection soon after and had regular plays for a long time after.

But in 2013 it didn’t see a single play, as my regular gaming groups didn’t really do old fillers; then in 2014 it returned to the table with a bang when I got involved in a local group which includes a lot of less rabid gamers. It has gone down a storm with gamers and newbies alike, rekindling my own enthusiasm for the game.

No game is truly a ‘must have’, as opinions and tastes vary so much, but For Sale would certainly be a contender for a top 10 ‘Swiss army knife’ of titles that would meet all your gaming needs. I’ve played a lot of fillers before and after, but very few have the staying power of this classic.

For more filler and family games check out my board game ‘Where to start‘ guide.

Deus: A four-sided game review

Deus boxDeus is a civilisation building board/card game that mixes tableau building with a little bit of tactical play on a modular board.

The game is good for two to four players and only takes about an hour with two (up to two with more) which is impressive for a game that does give you that civ-building feel in a package much shorter than normal.

What it doesn’t do is span the generations. You’ll be firmly set in the classical era, building temples and academies while fighting barbarians. There is also limited player interaction in the form of military units, but they’re used to snipe small numbers of victory points and resources rather than take board position. Combat is certainly not essential.

While the quality of Deus’ art and design style are open to debate (see ‘key observations’ below) the card and board stock are good quality and the graphic design is clean (£35-40 seems a fair price). The modular board makes for a slightly different game experience each time, and while the cards are a little limited in terms of variety (I very much hope card expansions beckon) the way you can combo them still makes each game very interesting.

Teaching

Deus cardsMost gamers will soon pick up what’s going on in Deus, but that’s not to say it lacks originality. It uses familiar mechanisms but in ingenious ways, which seems to be at the heart of most of the best recent games. It’s a bit more than a gateway game, but I’d put it in the light-to-medium complexity range.

It’s very much a ‘cards with words’ game, but Deus has an elegance and simplicity that mean most cards only have about 10 words to read – and better still, I’ve had no one so far questioning the meaning of this text. In terms of teaching, it’s joyfully simple.

On your turn you have two choices: play a card to your tableau and matching building to the board (you have to have the correct building type to be able to play the card), or discard some/all of your cards to gain a special action (which is better the more cards you discard) and refill your hand with cards (usually five).

There are six colours of cards, each with its own light theme (boats tend to be good for trade, workshops for resources etc) – when you play a card into your tableau, you do its action. But what Deus really brings to the party is that when you later lay more cards in the same colour you get to do all of their actions, which rewards clever combo building. But you are limited to five cards per colour, so these clever combos don’t last forever.

Deus boardPlacing buildings is also simple in execution: you start from the edge of the board and subsequent placements move out from there (think Terra Mystica, not Small Worlds). You can place multiple of your own pieces in one space, but they must be of different types.

Scoring and resource/money gathering cards tend to reward you for having multiple buildings on the same tile, but spreading out is equally tempting tactically – to block opponents and destroy barbarian villages.

Far from being a booby prize for a bad hand, special actions can be essential and planning them well can win you the game. They are again simple to explain: a player simply discards as many cards as they wish and choose one of these cards to trigger its colour’s special action (taking either extra resources, victory points, money, cards or buildings).

The game ends when either all the barbarian villages are destroyed (done by surrounding them on the map) or all temples are placed (these are special buildings that reward you with end-game victory points).

The four sides

Deus full tableauThese are me, plus three fictitious amalgams drawn from observing my friends, and their respective quirks and play styles.

  • The writer: I love a good tableau-builder, as evidenced by 200+ plays of Race for the Galaxy, and after playing Deus once it was an insta-buy. While it lacks the vast range of cards that sets Race apart it makes up for it with the combos and board play – exactly the kind of extra elements San Juan was sadly lacking in.
  • The thinker: There was definitely enough here to have me both strategically and tactically engaged, while the option to discard a bad hand but also benefit soundly from it was a master stroke. However I’m unsure of its potential long term without expansions, as while fine so far I can see strategic options wearing thin over time.
  • The trasher: While it’s no Race, Deus is a solid game I’m happy to play. Much like Race, going military can make for a short tactical game that can surprise people, while who doesn’t like the satisfaction of a smart card combo going off – and then going off again a few more times for good measure?
  • The dabbler: While the game is a bit ‘heads down’ for me, as there’s lots of reading to do and plans to be hatched, I did enjoy my plays. Its simple, bright and colourful with a low barrier to entry, but offers something to the more wizened gamer. I won on my second play against experienced opponents, showing the game isn’t all about ‘best player wins’ – but as its only an hour-ish, you can just go again!

Key observations

Deus colour issueSeveral people have pointed out Deus’ solitary nature, describing it as a heads-down game with little interaction. This is largely fair comment and those looking for player versus player action need not apply. However you do need your head in the game as it doesn’t have a fixed end point – while board position can very much make a difference.

Another fair-ish comment is there’s too high a dependency on getting the right card combos, making the game too random. While I’ve certainly seen people get very lucky with their draws while others have floundered, this is not a long game and can very much be played back-to-back in a session – and its no more a problem than in your average card game. Also, I find the discard action does help mitigate this issue nicely.

Some claim the game is downright ugly, while others have complained about a component error. To clear the latter up, the game comes with brown discs for ‘wood’ while the wood symbol is green on the cards. This is apparently a good thing for the colour blind and for the rest of us its a mild inconvenience. As for the ugliness, I think its harsh. Be your own judge, but if its enough to make you walk away from a very good game then more fool you.

The final point, and in my mind the most serious one, is variability. Interesting that a game accused of being too random is also accused of lacking variable strategies, but there you go. Anyway, I too am concerned that over time the game may get repetitive. I intend to deal with this by not overplaying it, but if you’re someone with a small collection who plays each of their games a lot it may be worth waiting for expansion news – unless this sort of game is right in your ballpark, then I’d say go for it anyway.

Conclusion

Deus tableauDeus is an elegant, streamlined tableau building game that for me fires on all cylinders. It’s the best new game I played in 2014, feeling like a lighter Terra Mystica with added card combo action – which just about ticks all of my favourite boxes.

Having been pretty disappointed with the ‘alien orb’ part of the recent Race for the Galaxy expansion, it’s interesting to see a much better implementation of a board here.

And having got bored fast with San Juan, it’s also nice to see how this extension can add just enough to a simple card game to give it the extra legs it needs to hold my interest.

I’ll be waiting with baited breath for expansion news, but as Deus is already knocking on the door of the BGG top 500 I’m sure it will sell well enough to merit one. Until then I’ll do my best not to play it to death… but just one more game tonight can’t hurt, can it?

The best of 2014, part 1: My best new (and ‘new to me’) games

Deus boxMy collection now stands at 150 games (up 20 or so), which I’m fine with. I’m not keen on it getting much bigger though; and the proof is having actually sold some this year, as well as trading some away.

December 7 saw my 500th game play of 2014 – 50+ more than 2013 and 100+ more than 2012. I mainly put that down to more chances to binge play (long weekends etc) rather than a general daily change in my activity (more on those trips below).

I don’t see 2014 as a vintage year for new releases, although there are of course a lot of titles I’ve not played (heavy euros like Panamax and Kanban spring to mind). But I’ve been happy with the ones I’ve bought and many others I’ve played that were new to me.

The best 12 not new but ‘new to me’ games of 2014

I always intend this list to be a top 10, but can never quite boil it down. Maybe next year – surely there can’t be that many old games I’m going to love I’m yet to discover? Bah, who am I kidding…

Bought

  • Navegador: As a fan of Mac Gerdts’ rondel games it was a crime I hadn’t played this title, considered by many to be his best. It took about about five minutes to fall for it, and it was in my collection a few weeks later.
  • Brass: I managed to pick this classic up in a trade and it was in perfect condition. I’ve only played it once since – which is the main reason I need to par down my buying. I have to get this game, and others, to the table more.
  • Bora Bora: This Feld passed me by in 2013 but has since become one of my favourites. While accusations of ‘point salad’ are true they’re also lazy; the underlying tensions here take it above many of his other complex titles.
  • That’s Life!: Roll and move! Who knew it could be fun for adults too? This is daft, light and fast while giving some shout/laugh out loud moments in every game. It hasn’t failed me yet with all kinds of groups.
  • Uptown (AKA Blockers): I grabbed this on a whim as it was cheap on Board Game Guru and it turned out to be a real winner. A light abstract that plays well with 2 or 4 players (I’ve not tried with 3 or 5), it packs a lot of decisions into 30 minutes.

Not bought (yet…)

CavernaThis is in order, top to bottom, of likeliness that I’ll have them before next year’s list:

  • Caverna: Like Agricola, but with much of the decision space moved away from the start of the game and the reliance on a food engine almost totally removed. It’s niggling away at my wallet and I’m unlikely to be able to resist…
  • Manhattan: This put my nose out of joint at Essen. This old classic was on secondhand stalls at 12 euros on day one – then went up! I held out to get it at 10 or less and blew it. Next year, I’ll bite the bullet for sure.
  • Age of Empires III: This was one of the best games I played in 2013 but is currently out of print. The new version should be landing in 2015 though; and if it does, I’ll either grab a cheap old one or buy the new edition.
  • Tumblin’ Dice: I have a great outdoor game in Molky, but no indoor dexterity game. I’ve played this twice now and have loved it both times – but it’s £50. Like Caverna, this one keeps reminding me it’s not on my shelves.
  • Africana: If I can find a reasonably priced copy of this, or grab it in a trade, I’ll snap it up. As much as I enjoyed it though, I’m not sure it’s worth the £30 price tag. It’s a light family pick-up-and-deliver building game, which I’m well covered for.
  • Lords of Vegas: Much like Africana, I’d love to have a copy of this but I don’t think I can justify the price for the amount of play it would get. So again, it’s going to be a lucky cheap copy find, or a trade.
  • Ticket to Ride – Marklin Edition: Talking of justifications – how do I justify getting another Ticket to Ride map; especially when it’s a full-price standalone version? I loved the passenger element, but would it get much play?

There were some games I really enjoyed in 2014 that I have no intention of buying, but hope to play more – the best being Le Havre, Tammany Hall and Twilight Imperium 3.

Of last year’s ‘not bought… yet’ list I have since been given Twilight Struggle as a fantastically generous gift (thanks Peter!), while picking up a copy of the new mini version of Basari at Essen. Both are real favourites and I’m chuffed to now own them.

I’ve cooled a little on Lady Alice and Dungeon Lords; the former because I’ve had a few duff games (where players have got info wrong, so ruined it) and the latter because I haven’t played it since and oddly haven’t been compelled to (maybe another play will put it back on the radar). Arabian Nights is great, but it seems like the kind of game I only need to play occasionally – and several people I know and enjoy gaming with own it.

Not much to say on expansions, but I think The Necropolis Line for Snowdonia is the best new version of this great game I’ve played so far.

My 5 favourite new releases of 2014

el gaucho gameI’m not going to be talking ‘best of’ here as there are many important 2014 releases I haven’t played: Five Tribes, Marvel Dice Masters, Abyss, Panamax, Alchemists. But then again, none of these really look like they’ll do it for me.

I was underwhelmed by diamonds, Istanbul and Splendor, although I’d happily play them again. I need more plays of Dead of Winter to really make my mind up, while Castles of Mad King Ludwig had some great elements but some misfiring ones too.

Instead, these are games I’ve bought (except Red7 – but I will soon) because they sounded right up my street and have proved to be so:

  1. Deus: Tableau building card games are right up my street and this one packs a lot of both tactical and strategic decisions into an hour of play. Opinions vary on its looks (I think it’s fine if unexceptional) and some of the components/colours are a bit dodgy, but as a quick civ-style game I think it ticks all the right boxes.
  2. El Gaucho: A Yahtzee-style dice mechanism meets set collection with a fun theme and lovely components, and at a cheap-ish price – great stuff. Again it plays out in about an hour but this works well as a gateway game, while still having something to offer more experienced players.
  3. Johari: This set collection game again plays out in an hour, is also OK as a gateway and offers a little more depth if you look for it. Unfortunately it has that slightly dull ‘gems’ theme (see Splendor, Istanbul) and people I’ve played with like it rather than love it, but I really like the clever use of turn order as a key mechanism.
  4. Red7: This is a very simple and cheap filler card game that can play as quickly as 10 minutes, but has some interesting and original mechanisms – you have to be winning by the end of your turn, or you’re out. Will it lose its lustre when the novelty runs thin? Possibly, but I’ve found it really engaging so far.
  5. Ancient Terrible Things: Another Yahtzee-style dice roller, this one has a Cthulhu theme and some lovely artwork alongside enough original ideas and decisions to make it interesting. There are certainly question marks over the price point for a game that’s essentially pretty light, but beyond that it’s a winner.

Best forgotten…

Last year I listed Race for the Galaxy: Alien Artefacts as a disappointment again after two years as a know-show. Unfortunately it is making the list here for a third and final time, as the actual ‘Alien Artefacts’ part of the expansion was a real disappointment. The extra cards were pretty good, making a very quick game when added to the base set, but overall – for something I’d waited years for – it was OK, but largely forgettable.

Camel Up was disappointing, but nothing compared to the dreadful mess that was Imperial Settlers – a game with a high BGG rating that leads me to believe people have either played it once and not realised its massive flaws; or that players are, frankly, stupid. Madame Ching was equally dreadful, but is at least getting the poor ratings it deserves.

Part 2 here!

* For previous entries, see my 2012 and 2013 posts.

Ancient Terrible Things: A four-sided game review

Ancient Terrible ThingsAncient Terrible Things is a Yahtzee-style dice game with a Lovecraft/Cthulhu theme that adds elements of hand management and special powers to take it to a slightly higher level.

But if you’re a relatively new player, don’t be put off. While there’s lots of cards in the box there are never too many choices; this is definitely a tactical rather than strategic game.

Games tend to last about an hour with little change between player count, which is two to four players.

As for the horror theme, it’s very cartoony there’s nothing to worry about in terms of age range. Your first thought should be, do I like ‘push your luck’ dice games? If so, read on.

The game retails for just under £40, which is definitely at the expensive end for this kind of dice game. However the components are very high quality, from the box to the board through to the dice, so at least in those terms you get your money’s worth.

In a turn of Ancient Terrible Things each player will try to defeat a creature by rolling the required combination on five dice (a pair of 5 or higher, a run of three etc). Successes give you the creature card, which will earn you end-game victory points.

Each turn you also get resources and an action. Resources variously let you use cards, buy equipment, defeat creatures or alter your dice rolls – with cards, actions and equipment doing more of the same, or giving end-game points or multipliers.

Teaching

Ancient Terrible Things boardWhile Ancient Terrible Things is very much a Yahtzee game, this has both advantages and disadvantages.

While on one side it’s easy to see if people may like the game and gives people a grounding in what to expect, it also does things differently enough to make grasping the differences tricky for some.

The main thing you need to explain is how rerolls work. Unlike standard Yahtzee style games, if you want to reroll you can’t just put dice aside that you choose. Instead you have to spend a focus token on every dice you don’t want to reroll – otherwise you have to reroll everything. This can take some getting used to, but does work well.

In addition there are several other types (colours) of dice which work differently: red dice are one-shot (can’t be rerolled), yellow ‘luck’ dice work like a standard Yahtzee dice (can always be rerolled for free) etc. However these only appear through equipment or feat cards, so rarely have to be explained right off the bat and don’t add too much confusion.

Beyond this, the game does a great job of explaining itself on the cards. There’s a stack of equipment (to buy) and feat cards (you always have three of these in hand at the start of a turn) but even on the first play most players won’t need to ask how these work.

The four sides

These are me, plus three fictitious amalgams drawn from observing my friends, and their respective quirks and play styles.

  • The writer: While the theme of Ancient Terrible Things could be anything, the style and art do help generate an atmosphere – even if they’re nothing like immersive; the comic style font and dark green pallet will draw in anyone with a bit of a love of all things Lovecraftian. There are interesting decisions to be made most rounds, but it does always comes back to the luck of the dice. This will hopefully balance out each round, but no amount of cards can save persistent terrible luck.
  • The thinker: While largely tactical, there are some strategic elements. Creatures come in four colours and being the first to three of one type gives you a bonus card for end game scoring – but thus can be taken from you if someone overtakes you on a colour (as with the road bonus in Catan). You can also get negative points for failing to defeat a creature – but sometimes it’s worth taking this on the chin if it stops someone else getting a creature of a colour you don’t want them to have.
  • The trasher: I love a bit of dice rolling and a horror theme, while Ancient Terrible Things gives you plenty of ways to mess with people – but none of them should be nasty enough to scare off the cry babies. Big risks can give big rewards while failure is never that punishing, encouraging you to go for the big roll. And having four types of token really lets you go down one route (equipment say, or reroll tokens) or spread yourself thin, giving several routes to victory. I like it.
  • The dabbler: While horror will never be my first choice of theme for a game, this one is done cartoony enough not to put me off. The clear dice are gorgeous and there’s a nice humour running through the game, although everything is a bit dank and dark – which can be tricky in bad light. But most importantly it retains the fun factor of a good dice game while being as tactical/strategic as something like King of Tokyo without being quite so in-your-face.

Key observations

Ancient Terrible Things player boardThe “it’s OK” brigade essentially say, “This is just a Yahtzee game with a bit added on”.

In truth I can’t argue with that and if you don’t feel you need this style of game in your life it’s time to walk away.

But if you really like Cthulhu, or do like a good light dice chucker, it’s worth checking out – just prepare yourself for an expensive price tag for this style of game.

Harsher critics call it boring, saying the decisions you make don’t matter. While boring is obviously a personal opinion, the comments on choices do baffle me – I can only presume they are based on a very short playtime.

Will the player who rolls best win the game? Possibly. Will someone who rolls terribly the whole game lose? Yup. But it’s a dice game! And I’ve seen good equipment combos and spoiler play win people games, which is good enough for me.

Finally, there are inevitable comparisons to Elder Sign. Inevitable, but in my mind misguided. Personally, I see zero validity in comparing a competitive game with a co-op game – who is going to agonise over only allowing themselves one Cthulhu dice game in their collection, even if the play styles are miles apart? Of course if you like co-ops more, go for elder Sign – but there’s really no other basis on which to compare the two.

Conclusion

Ancient Terrible Things board close upI traded King of Tokyo away quite quickly as while I didn’t hate it and would play it again (in fact I loved the style and components) it simply didn’t quite have enough game to make me want to take it down from the shelf. For me, Ancient Terrible Things does.

It may be a little of style over substance getting the better of me, which is rare – but I do love the look of this game, despite it being a little too dark (pallet wise) in places. For me the playful style comfortably makes up for this and I love looking at this on the table.

It has those stand-up dice chucking moments, it has those “no!” moments on amazing or terrible dice rolls, and while bad rolling can leave you out of things on occasion most games tend to be satisfyingly close – with the winner emerging in the final count, rather than a few rounds earlier.

My one reservation is the price point. While on one hand the components are worth the entrance fee, the likes of Elder Sign and King of Tokyo both retail for closer to £25 rather than close to £40. I’m really happy with my purchase as the game is a great fit for me, but I’d be happier recommending it if they could get the price down.

El Gaucho: A four-sided game review

el gaucho gameEl Gaucho is a light set collection board game that plays in about an hour. It’s light and family friendly, while offering a little more than traditional set collection games such as rummy.

The (mostly pasted on) theme backs the family game credentials, with players taking on the roll of Mexican cowboys (gauchos) tending to their herds (cows, represented by tiles).

Its cartoony art style is really charming, with each cow oozing personality. It takes two to four players, with a two-player game with experienced players running as fast as 30 minutes.

El Gaucho’s board is also very well drawn, while the cardboard ‘dice rodeo’ (fenced area to roll the dice) adding a nice bit of unusual bling. Throw in seven dice, custom meeples and a well laid out rulebook and you have a package well worth the £20 price tag.

In terms of play, in a round one player will roll the dice (two per player, plus one) and then each player will choose two to use. Dice can be used to claim cows of relevant values, but also to claim action spaces. Some of these actions allow you to mess with other players or give other extra roles/abilities in later rounds, while helping to negate the problem of low roles (you can’t be blocked out of an action space by other players).

The scoring is ingenious. Each cow of a breed (think card suit) scores the same value as the highest value same breed one in your herd: so if you have the 1,3,5 and 12 black cows, they are worth 12 each. This encourages players to save sets with a high numbered cow to score more later – but leaves the danger of another player stealing your prize beast before you do. In this example, losing your 12 would see your score cut from 48 (4×12) to 15 (3×5) – but you do at least score 12 in compensation when it’s stolen.

Teaching

El Gaucho cowsAs you’d expect from this kind of gateway game, teaching El Gaucho is a relatively simple affair. Turns are fast and all player information is open, so it is simple to give advice and reiterate things as you go.

There are a few key points that need explaining well: gauchos played onto action spaces can never be used in the same round they’re placed, for example, or that if you steal a tile from another player they will be compensated its value.

Also, cows are only claimed when all of those in a particular row on the board have been claimed. This can be important to set collection, as if you claim one out of sequence you must start a new set in that breed and score the old one (one action does mitigate this). But generally the rules are very simple to grasp.

But there are some subtle and interesting moves to be made. For example one option is to lay ‘lazy gauchos’ onto cow tiles, essentially reserving them for later. This action can be manipulated to several ends – reserving, blocking, forcing rows to complete, or to save yourself a dice. But you should let your players discover these nuances for themselves, as this should hold the attention of more experienced gamers.

The four sides

These are me, plus three fictitious amalgams drawn from observing my friends, and their respective quirks and play styles.

  • The writer: I’m a fan of set collection games and went into this year’s Essen looking for lighter fare after a few years collecting some great mid-to-heavyweight euros. This and Johari seemed to fit the bill and both proved great buys. El Gaucho is very light, but there are interesting decisions to be made and games tend to be won by the person making the best calls throughout. And while not everyone has rushed out to buy a copy after playing, there have been no complaints either.
  • The thinker: While I won’t be demanding this particular hour of my life back, I also won’t be rushing forward to play another game of El Gaucho any time soon. There is nothing wrong with the game, but despite all the bells and whistles (read: dice and actions) this is still a one-dimensional set collection game. At least Ticket to Ride has you building routes, giving some room for a long-term strategy; this is just rummy on steroids. Which is fine, if you like that sort of thing (which I don’t).
  • The trasher: Cutesy art set collection doesn’t make me sit down with a great deal of confidence, but I had a surprising amount of fun with this one. While stealing people’s cows or claiming ones you know others want (to try and get them to oust you for cash) isn’t as much fun as shooting their spaceships in the face, it is fun. And it doesn’t even have to be the act of stealing – just putting one of your gauchos on the steal space is enough to set fear into the more timid players. Not a game I’d clamour for, but one I’d be happy to play any time – but not with AP gamers…
  • The dabbler: El Gaucho is an absolute treat! The cows are gorgeous and funny, the board adds to the theme and the game is simple – but with a bit of depth. Super fast turns make it zip by and everyone is engaged throughout, as you need to know what’s going on with other players’ herds. And the dice rodeo is fab! It’s just a small thing, but works perfectly (dice flying everywhere can be a problem in games!) and helps add a little uniqueness to proceedings. The threat of thieving gauchos also ads to table banter, with everyone suggesting other players to steal from once someone goes into that action spot. Great fun.

Key observations

El Gaucho dice rodeoThere are two main concerns I’ve seen so far, and it seems contradictory to try and disprove both, but I’ll give it a go anyway…

First is the complaint that there is not enough here – that it’s ‘just’ a set collection game; a glorified filler. But I don’t think the game pretends to be much more than this – and as long as you don’t play with AP prone players the game plays very quickly. I don’t think it’s a coincidence that the players who rate this with low scores say it is too long, while those rating it highly describe it as a fast game…

I think the large box, worker placement aspect and tiles, dice etc lead to a misconception about what’s inside – which is a shame, because played for what it is this is a solid and fun little game. But then taking El Gaucho is a glorified filler, isn’t it too expensive for what it is? Why pay so much for a game which is so fast and basic?

I’d argue the game’s strong gateway potential, but also that £20 isn’t a high price for any well produced board game. What about Can’t Stop, or King of Tokyo? The components here are easily worth the game’s price.

Conclusion

El Gaucho worker actionsWhile El Gaucho isn’t for everyone, it easily found a place in my stock of gateway games. It’s different enough (and shorter) when compared to the likes of Ticket to Ride, Carcassonne and Settlers, while offering a lot to new gamers and just enough to more seasoned ones.

Would I want to play it every day? No. Do I think it has hidden depths? Nope. But not every game has to, does it? Taken on its merits, it’s a fun and easily accessible game that doesn’t outstay its welcome.

Except of course for when it does. Each game of El Gaucho I’ve enjoyed has been played in the right spirit, with players largely skipping through their turns and playing with smiles on their faces. But I’ve seen others playing in silence, staring at the board trying to grok it to death – and for those players, it must’ve been a truly miserable experience.

If you like lighter games, in particular set collection ones, then I’d certainly advise you to get a play of El Gaucho – but terminally serious AP gamers need not apply.

Bora Bora: A four-sided game review

BoraBora_boxBora Bora is a board game from renowned German euro game designer Stefan Feld. It’s certainly not a game for beginners, but still falls into the ‘medium weight’ category – largely due to play time (under two hours) and familiarity (anyone used to playing euro games will be on safe ground).

It plays two to four players with very little discernible difference in play between numbers. The art style is consistent and high quality throughout, while the components are standard if not spectacular; so well worth the £30 price tag.

In terms of mechanism, Bora Bora follows in the seemingly limitless line of Stefan Feld designs that combines dice rolling with action selection, resource gathering and multiple ways to score points (or “just another Feld point salad game”, if you’re one of his detractors). So what, if anything sets this one apart from the rest?

Each player rolls three dice on their turn and will use them for actions. High rolls tend to make actions better, but you can only place dice onto action spaces if they are lower than any already there – making low dice good blockers. But there are plenty of ways to mitigate this, meaning it tends to be more of an inconvenience than a deeper frustration. You then get to do up to two extra actions, depending on who you have added to your tribe during the game.

Like any good euro game, the real problem is wanting to do way more in each turn than your limited actions allow – other players may get in your way, but your frustration with yourself is likely to be higher than with others. It can be hard to stay focused on what the right options are to maximise your points, and when to do them, while keeping an eye on possible blocking moves and ways to mitigate against them.

Teaching

Bora Bora player boardsThanks to an intuitive board layout, great icons and actions that make at least basic thematic sense, Bora Bora is relatively easy to teach to semi-experienced gamers. This isn’t a thematic game by any stretch, but nothing about it jars.

While the iconography is good, the player boards have pretty much all of them squeezed on, making them look daunting rather than informative. They’re useful after a play or so, but at first it’s best to steer player attention away from them!

Luckily the main board itself is more useful. One whole area is dedicated to the end of turn sequence, while the actions you use during a turn are straightforward. Hidden information is limited to a few cards and these are also relatively simple to grasp – plus there are only a few different types on offer.

Another plus is that each player starts with some objectives, one of which they’ll need to complete in the first turn to score some points. This immediately focuses the mind on an objective, giving new players a route to take in what otherwise could’ve been a pretty bewildering set of choices.

At the start of each turn, all players roll their dice then take it in turns to use one each to do an action. This means turns are snappy and players soon get to see how each of the available actions works. Yes, there is a lot going on – but if you encourage players to hone in on the things they need to do to score their tiles in the first play it will focus minds.

The four sides

These are me, plus three fictitious amalgams drawn from observing my friends, and their respective quirks and play styles.

  • The writer: I’m always charmed by this kind of colourful island setting in a game (Maori is another great example), while I’m also a pretty big Feld fan, so Bora Bora was always likely to be a winner. And while it doesn’t add much that’s new I do find it has a unique tension, cleverly exacerbating the ‘want to do everything’ feeling with the promise of end game bonus points. Sure, I’d prefer a shorter set up time but once the game gets going that little bit of effort seems well worth it.
  • The thinker: In terms of balancing strategy and tactics, this could well be Feld’s best design so far – although I can see it being a little busy for some, who may prefer the more mechanically streamlined Luna. But as a fresh challenge, once you’ve got past the graphical bombardment to the game’s subtleties, I think this is one of the designer’s finest achievements so far. There may also initially be a little too much luck for some, but I haven’t found it stops the best player winning – it just presents some interesting problems in achieving it.
  • The trasher: While Bora Bora definitely isn’t my kind of game, there is some solid space for screwage; especially when thinking about turn order. You get one new end-game tile per round, chosen in turn order, so a late choice can leave you high and dry. These are worth six points each, which is a significant amount, so you have to keep your eyes peeled. But overall I can take it or leave it and certainly won’t care if I never play it again.
  • The dabbler: I don’t think people expected me to like this one, but – surprise! The lovely artwork and colours drew me in, then the gameplay hooked me; love it. It’s not a game I do well at, but that said it’s one I’m determined to improve at. You learn a little something each time you play and can see where you’ve gone wrong; nothing in the game is complex, it’s more about managing your own expectations and not trying to do too much. There’s also more interaction than it at first seems, with the dice placement and turn order jostling creating a nice game atmosphere.

Key observations

Bora Bora board and bitsThe most common complaint you can see coming a mile off – nothing new, boring, just another euro/Feld, themeless etc etc. Well done for playing a game (you were pretty sure you wouldn’t like anyway) once and walking away before really giving it a chance.

However I have seen arguments that there’s a pretty clear winning strategy that makes the game a little formulaic once you’ve discovered it. However this isn’t oft mentioned and I can’t say I’ve spotted it yet (which will come as no surprise to anyone who plays with me!). Even if this is true, I think it will only be an issue for a certain type of hardcore gaming group – and they are very much in the minority.

Another criticism is the game’s components are overly busy and that Bora Bora is a very fiddly game (even for Feld) – or that the artwork is garish and annoying. I think these are fair arguments (the art style is purely a matter of taste) and if I could have a version that was slightly less graphically bombastic I’d take it. But after you’ve played half a game I don’t think it gets in the way any more. Overblown? Yes. But a long term problem or barrier to play? Not really.

Conclusion

Bora Bora actionsBora Bora has already taken its place alongside my older Stefan Feld favourites (Notre Dame, Macao, Castles of Burgundy, Rialto) as one of my collection I regard most highly. It’s intelligent, colourful, fun and engaging in all the ways his best games tend to be.

Is it a point salad? Yup. Is it typically Feld? Abso-bloody-lutely. Sure, it’s not going to change the hearts and minds of those who aren’t fans of his work, but what do I care? As long as there are still Feld fans to play with (and there always will be), I’ll be happy.

If you’re a fan of the likes of Trajan, Macao and Castles of Burgundy this comes highly recommended. If you’re new to the designer and looking for a good starting point, I’d say this is great for a semi-experienced gamer or above – but if not, perhaps Castles of Burgundy or Notre Dame may be better places to start your Feldian adventures.

The Confusing Hierarchy of the Board Game Community – a reply

This is in response to this fantastic article:

http://whoseturnisitanyway.com/the-confusing-hierarchy-of-the-board-game-community/

I’ve been a journalist for 20 years.

It’s been a privilege to be paid to write for a living, despite not being paid to write about what I love. So I’ve written for free about music, travel and games when I get home at night, because I’m not competitive; I’m not going to fight the ‘careers’ for jobs I don’t quite care enough to fight for. I work to live, not live to work.

But despite that, I’m a reviewer – which means I’m an attention seeker because I want to be heard. I have an opinion, I think it’s worth something, so I put it out there with passion. Every reviewer wants to be heard – so every reviewer is an attention seeker. And that’s fine, it’s accepted, it’s the way of journalism. You have something to say.

I’ve been a game designer for a year or so.

It’s hard. You put your mind and soul into themes, mechanisms, ideas – and they die on their arse. But you stick with them, you nurture them, you iterate them to within an inch of their lives – and if you’re lucky, one of them becomes a game.

Then you show it to publishers and just maybe, one of them bites. And a year later suddenly you’re a game designer. You’re at Essen, walking past the AEG booth, watching people buy/demo/reject/slag off/fall in love with your game. You get invited to present your game on BGG TV and you thank all the gods in all the heavens that you have a publisher meeting for a new game so you don’t have to go and be on the tele because you’re a writer, and a game designer, but you’re not someone who wants to be on TV.

I’m not a pop star. I’m not a movie star.

You might be thinking, “no shit Sherlock”. But think about it – that’s what you’re really comparing here. You’re looking at main stream media and comparing it to board games. It doesn’t work like that.

Actors and musicians do things one way. They love to be on screen. They have EGO to burn. But what about authors? How many of them would you put up for people to recognise? Or screenwriters? The people who are, essentially, behind the scenes doing creative work that is never meant to be recognised in the same way?

PR = expense

Designers are poor publicists because that’s not why they do it. And it’s the same with most publishers. Stephen Buonocore is a rare exception, while some of the French designers are getting more media friendly. But do you think it’s an accident Stefan Feld and Mac Gerdts don’t have their own daily podcasts? No. They’re designers and their reputations will stand or fall on their creations. They’re doing the bit they want to do.

And PR is an expense. You need to put yourself out there. Tom Vasel makes a living from The Dice Tower – but do you think he’d entertain the idea of paying someone to appear on one of his cash cows? Of course not. Why should he? He’s an ego on legs, it’s about him and why shouldn’t it be? He has created a world in his image without any help from the industry beyond a few free games so good luck to him (and I genuinely mean that).

Your game is crap

Which moves us on nicely to dissenting opinions. I’d argue Tom Vasel has become that one guy that can do this for a living because he calls it likes he sees it – and there’s no better thing for a journalist to do. You simply need to be consistent and (mostly) right.

Any journalist, in any industry, who kowtows to the man instantly loses respect. All companies make mistakes and they know when they’ve screwed up; slate those mistakes and a good company will give you a pass. Because they know when they do good, you’ll give them the praise they deserve – and that’s golden from a respected reviewer readers/viewers know doesn’t pull any punches.

I wrote a while back here about video reviewers not being more ruthless; about them not putting the boot in but only reviewing things they like. And predictably they all pointed me to hard to find links to pages/blog posts they’d apologetically written about the games they don’t like – as if anyone finding them to read one review would ever find that page to find out what they really think as a philosophy. Guys, really – you should be linking to those pages on every video you publish as a disclaimer.

Trolls are pathetic – simply ignore them or you’re in the wrong business

Speaking of negativity, the first thing you need to adopt as any kind of artist or journalist is a thick skin. Ignore rude comments: or either reply politely then walk away (which will enrage them hehe), or let people fighting your cause handle the battles you can’t be arsed with (if you made a cohesive point, someone in internetland who has more time than you is likely to back you up).

Opinion is free and if you put anything anywhere someone will disagree with you. If you can’t be bothered to argue (and you can’t) just walk away – it’s not rocket science. I want to reply to every shit 5/10 review Empire Engine gets but do I? No. It would serve no purpose.

And finally, pay to play – really?

Your average journalist does their job because they’re opinionated; give them something to review and they’ll be honest. The ones that aren’t are totally transparent and anyone with an ounce of sense will spot their bullshit a mile away and vote with their feet sooner rather than later.

There will always be someone on the take from publishers; often because they’re sadly small time and can’t quite believe they’re getting something for nothing. But the simple fact is that this is the case in every single industry on the planet; you can’t expect board gaming to be any different.