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- The Talent behind Targi
by @favouritefoe Interview with Andreas Steiger With the world marking the first anniversary of Lockdown, board game designer, Andreas Steiger, has noted the occasion in his own way by releasing a free print and play addition to his two-player worker placement game, Targi (2012, published by Kosmos Games UK). Hi Andy! Thanks for chatting with me today. Having done a little research, our board gaming backstories have something rather unusual in common – childbirth! I used a board game to help me with anxiety during pregnancy, and you jumped into board gaming proper when your wife was finding your usual hobbies too exhausting when carrying your first child (which I understand completely!). Had it not been for your wife, do you think you would have discovered your passion for playing and designing board games? If it was not for my wife’s pregnancy, I don’t think I would have discovered board games in the same way. Even though I played as a child with my mother on Sunday afternoons, and later as a teenager playing Uno and Settlers of Catan with friends, these experiences did not turn me into a hobby gamer. I even worked in a shop which also sold some board games but still I didn’t jump in! The main driving force was the desire to spend quality time with my wife, and it has stuck. Great to hear that you are still enjoying board games together. So, for those who aren’t familiar with Targi, how would you describe it? On Boardgamegeek, a member once wrote that Targi is a game that feels like dancing tango.... in a phone booth! 😊 To me, that describes the feel of the gameplay perfectly. It is a very tight worker placement game for two players, where every move has a huge impact on the round. Haha! That is exactly how it feels to me when I play with my husband – exquisitely, sand-in-your-pants uncomfortable haha! I will say right here that I am a huge Targi fan. It is practically everything I want in a tense, tight, two player game, and the worker placement model is very unique. Even now, nothing seems to come close in terms of the way in which players’ pieces intersect. Did you come up with the placement formula first and then design a game around it, or was the way in which the workers intersect a means of making the other elements work together? I am very happy that you like Targi! The worker placement formula came first. I like board games which offer players a lot of decisions within a simple rule set. Also, as a big fan of worker placement (WP) games generally, I definitely wanted to use that mechanism in my own design. In a classic WP game, the placement of one worker normally gives the players one action or resource. The decision/action is therefore resolved the moment you choose and take that one spot. My design goal was to add another layer of decision making, so that one choice would not only effect that action but two or more at the same time. My first idea in Targi was to work with just rows of cards, so that if you placed a worker somewhere on a given row, you could claim those cards for yourself. Going further with this idea, I decided it would be even better if you could claim a row and a column to the exclusion of your opponent. But the moment I saw how the grid could actually work using my intersection mechanism, the game really started to shine. Suddenly, you could potentially claim cards within a row or column for yourself. But then only one or two cards at most, and only if able to place your second and third workers in the precise spots you needed. Not knowing whether you have secured the cards you want until all 6 workers are down is intense! Added to that desire to pick spots in order to secure the best goods and tribe cards in the middle, players must also work out which bonuses/actions they actually want or need through their choice of border cards, adding another tense, sometimes contradictory, decision! Ooft - tangoing in a phone booth indeed! 😊 Targi could be considered quite a “mean” game by some gamers, though, in terms of the restrictions placed upon each player by not only their opponent but also the game itself via raids and the Robber. Where did the desire for that double layered challenge come from? I like to face challenges in games and work out how to overcome them. People tend to add in extra obstacles and target into the things they do for fun. Bowling is a great example. There, the basic goal of the game is to knock down all the pins. But if that was all there was to it, the best way to do it would be to walk over and kick them down with your feet. BY requiring the use of the bowling ball, there is suddenly an obstacle for the player to overcome and that is the fun part. Same with golf. The fun comes in trying to hit the ball into the hole using the club, not just getting the ball in the hole by any means. It is the obstacles which make things interesting and the same principle works for board games. It feels satisfying if you are able to pull off a great move in a tricky game. And in Targi, it feels great when you secure the spots and the resources you need to get what you want, because it is so challenging. I’m not sure I would find golf as much fun as board gaming (haha!) but that makes sense! You have previously said that Kosmos Games were excited about Targi from the beginning, presumably in part, because of how well balanced the game is. What inspired you to design the expansion in 2016 which introduced new elements? Since I still liked to play Targi with my wife more than our other games, I was constantly thinking about new tribe cards for the game. For the two of us really – to keep the game fresh. Did you worry that it might dilute the tension which makes Targi stand out as such a tight, crunchy game? Over time I had lots of new ideas which started to go further than just designing new tribe cards, so I went with it. Balancing those new elements in the expansion with the existing gameplay was quite challenging, because, as you kindly mentioned, the base game is very balanced. Knowing that it was essential to keep that tension, I tried to maintain balance by making some parts harder, like the new raids. But at the same time, making other things a little easier, like the Targia who gives you an extra bonus when you visit her space. The new sand dune cards also balance themselves by being very strong but then also removing one intersection point on the main board. Speaking of new cards, in response to the stress brought about by the imposition of lockdown during the Coronavirus pandemic in 2020, you kindly designed an alternative free set of edge cards. One year later, with the world still facing serious social restrictions, you have generously provided a further set with yet more tweaks to the original game play (both available here). Do you think the way we currently play games will influence designers like you with solo play, lower player counts, and zoom friendly game play being prioritised over other more traditional considerations? Yes, I think the pandemic has changed the board game world and many designers have already started implementing those features in response. I think it is good that designers and publishers are keeping games accessible to play in changing times. But I also really hope that the traditional ways of playing will still be also available again in the future. Given the choice, I think still the best way to play a board game is to come together around a table and spent time with each other. Gamers are definitely missing that physical interaction, and it is a blessing that some of us have another willing player or two at home. Now that your children are older, do you enjoy more family based board gaming or do you still prefer competitive two player games? My wife and I still play board games regularly as a couple at least two or three times a week. This remains very precious quality time for us and I believe it always will be. We also play a lot with our kids as family but with them we play a lot of cooperative games, since my youngest son likes those the most. In the almost decade since Targi was published, have you ever been tempted to design another game? I am first and foremost a board gamer and only secondly a game designer. I had the time and urge to design Targi mainly because my wife, who was my inspiration for the game and my main gaming partner, was too exhausted to play after the birth of our first son. But I have worked on other designs here and there. Other brutally clever 2 player games or, now that you have a family, ones for a higher player count? With Targi everything just fell in place perfectly. I often joke that we need to have another child, so that I will be more focused on designing games instead of playing them! Most of my prototypes are two player games, since this is such an important player count for me. Wow! Having another child would be true commitment to the board gaming hobby! Haha Will you be marking the 10 year anniversary of Targi’s publication in any way? A sequel, perhaps? 😊 Haha well I will be very pleased to see Targi being enjoyed by new and existing board gamers after all these years! I did have an idea for a special ten year special edition for Targi, adding in the new border cards, tokens and other bits, and maybe the promo tokens of the 2015 board game advent calendar too, but I will have to have a chat with my editor about that! If we do it though, I’ll let you know! Would you ever consider collaborating on a design, or would that require giving up too much control in the creative process? I would love to try teaming up with other designers although my computer skills are not the best. I would definitely be interested if another designer lived close enough such that we could meet regularly in person and flesh out some ideas though. Maybe I should get my sons onboard. :-) Well that is a tempting offer to all designers based in Southern Germany, I am sure! If you could have designed any other game apart from Targi, which game would it be and why? Monopoly, so I could have made a better version of it 😉 Joking aside, I am a very big fan of the game Orleans and the bag building mechanic. It is so clever how, if I decide to take another knight now, that decision will change many future turns as well. I love it. So definitely Orleans (although Castles of Burgundy would be a close contender as that is another of my favourite games). One last question just for fun, if I may; if you could play a board game with anybody (real or fictional), who would it be, what game would you play, and (perhaps most important of all!) what snacks would you choose? 😊 This is such a hard question to answer! Since I want to spread the love of boardgames to as many people as possible, I feel like I should pick a very influential person in the hope that I can convert them and then they can then help grow the hobby. Hmmmm..... I am going to I choose Walt Disney because then many board games could then be featured in his books and films! Game wise, I think I would play Patchwork with Walt because it is easy to teach but is such a big design in a small box, and it is, of course, a two player game. As for snacks, I would have to choose something that Walt would not confuse with the buttons of the game, so I would go with popcorn. You can´t go wrong with popcorn. Plus, it has a little cinematic touch, which can never be a bad idea when you play with a film maker. :-) Safety first. I like that! Andy, thank you so much for letting me get to know more about the talent behind Targi. It has been really interesting to find out about the inspiration behind one of my own personal favourite board games, and I am really looking forwards to seeing what the future has in store for you (new baby included! Haha)
- Rajas of the Ganges: The Dice Charmers Review
Rajas of the Ganges: The Dice Charmers WBG Score: 8.3/10 Player Count: 2-5 players You’ll like this if you like: Rajas of the Ganges Thats Pretty Clever Published by: HUCH! Designed by: Inka Brand, Markus Brand Roll and write games have taken the modern hobbyist board game industry by storm. This type of game has erupted in popularity and now there are roll and write or flip and fill versions of bigger heavier games as well as games designed that way from the off. The appeal of the roll and write is obvious, it is a quick fix game which satisfies the need to play a game when time and space is tight. Although originally light, quick roll the dice and scribble on your paper affairs, this genre has like the rest of the industry evolved in complexity. Now you can have three sheets and each die does ten different things, with rulebooks as long as many “board” games. These are less component heavy than their big sister board games, but they certainly aren’t lacking in the thinking department. Gameplay The original Rajas of the Ganges is a big box medium weight Euro game in which you place workers to gain resources and develop your kingdom to maximise your riches and fame and win. The Dice Charmers uses a colourful sheet and eight custom dice to recreate the atmosphere and theme of the big box game but in a small box with a low price tag and in about 20 minutes. This game is all about managing your gap. Which sounds like an innuendo but I promise it is not! The sheet has two tracks that run round the edge, one is the money track, and the other is the fame track. The aim of the game is to move along these tracks and the winner is the first to get them to overlap. It is easier to ramp up collecting silver coins and progressing along the money track, but the jumps on the fame track are larger. You can collect only one of two fame in a turn but close your gap more than if you got 4 or 5 money. And herein lies the major gameplay feature of The Dice Charmers, which is increasingly agonisingly difficult decisions. Want to Feel Clever? I Do! Anyone who has read my reviews knows I love a combo move, mostly because I like to feel clever. It was what initially hooked me on Rummikub, the ability to think of how to get all your tiles out by dismantling and reordering the board. Rajas of the Ganges The Dice Charmers tickles that same fancy. During The Dice Charmers, you will be drafting a die from the pool and carrying out the action associated with that icon. This might be as simple as collecting some resources, it might be building a road out from your palace to collect fame, sell goods and perhaps even progress on the river. Taking a pink die will allow you to collect the depicted resources and circle them for later sale. The pink die is one of the least powerful, but without resources to trade, your money gaining ability is seriously hampered. So the pink dice are still important. Taking a blue die as your draft will let you progress to the next icon that is shown from the furthest point travelled so far. This may be a long way further down the river, or could be the next available spot. Progressing on the river gives you a smorgasbord of opportunities. The rewards are high on the river, trouble is you can only go forwards, so leaping to the end of the river early may well come with some issues later as you find your options closed off. Green dice let you build bits of road, these will gain you fame, and sometimes extra juicy benefits too. These cause my brain to hurt a touch as you want to ensure you get as many benefits with every turn which can cause a little of the AP devil to rear its ugly head. Each of your turns feels so important and choosing a die and carrying out the best possible action every time can be quite the mind bending exercise. You can take aid by selecting one of the orange dice and taking a Palace Action. These are my favourite actions because they have the capacity to be so powerful. Each of the palace people allows you to do a different thing, and the Great Mogul lets you choose what to go for. I can never resist his face when it appears in the dice tray. Who Doesn’t Love Pointless Extra Cool Components? Like in most games where you are drafting from a central pool, there is an advantage to having first pick. You are able to select from all those rolled. There is an additional advantage bestowed upon the first player in this game though, when you pick your die, the die of the same colour is placed upon the elephant and cannot be chosen by your opponent. The elephant is a hark back to the original big box game, totally superfluous and beautiful and I am totally here for it. Like the evertree in Everdell, you must build it as part of setup and dismantle as part or tear down. But do I care? Nope, because that thing is cute and completely unnecessary and yet I won’t play without it! But Saggyhead, Where is the Balance? What is not to like? Just like in the big box game, the Dice Charmers is bright and colourful, and the score sheet is pretty complex for a roll and write. The sheet is yes colourful, but it is also pretty cramped. There are a lot of rules to take on initially in order to start your first game. This is more a “learning game teach” than it is a “teach first in five mins and then play competitively” game. Initially for the first couple of games, you will likely feel quite out of your depth as you watch your opponent pull a sweet combo move where they cross off five things, and you manage a paltry collect two resources with your turn. For me though, this is part of the charm. The chase to try and pull the most outstanding move. Round-Up The Dice Charmers is freely available presently on yucate for you to try out. This implementation is well executed and will let you see what I mean about the 'combo-tastic-ness' of this thinky roll and write. If you like it, then perhaps like me you will add it to your wishlist.
- Top 3 Games - Favourite Foe
By @favouritefoe Jim.Gamer: “What are your top 3 games of all time?” Favouritefoe: “3? Of all time? Eh?” 1.2.3 No. No. No. Every synapse is firing. Every chemical is rushing. Every heartbeat is thudding. Jim’s question overwhelms me. Suffocates me. Like drowning in warm yogurt, the sharp tang of inquisition is hidden beneath layers of sweet, enticing temptation. You see, anxiety is a sticky, tricky beast on the best of days. Faced with alienating 99% of the cardboard inhabitants on my Kallax in a single feature, the doubt dragon is licking my face and clicking its claws along to King Midas in Reverse, anticipating my abject failure. Can I wriggle free or should I just sink under the weight of responsibility? Can I lawyer this situation and find a loop-hole or, and just for the sake of playing Devil’s advocate, can I give an answer? Now, Jim is a kind man but one not to be crossed when it comes to rules. As such, I am gearing up for fight rather than flight. Favouritefoe v decision. Excuses locked away for another day, Queensbury rules be damned. Getting three games locked down is going to be a dirty, street brawl but I will take the hits. I will succeed. And if I don’t. I’ll try again. #3: Targi Thames & Kosmos (2012) Targi has affectionately been described to me as a “marriage tester”. Having revealed my own sandy shenanigans here on WBG when playing it with my husband, I can see their point! This game is a crushingly competitive duel in the desert. It is everything I want in a two player tussle. It also has one of the most unique euro, worker placement mechanisms I have come across in my board gaming journey. For anybody who hasn’t played, armed with only three meeples each, the race is on for players to trade goods and build 4 x3 tableaus of tribe cards which reward victory points as well as in-game and end-game bonuses. But Targi is an exercise in latex-pants-level tightness when it comes to game play. Choices are not only restricted by your opponent, but also by the game itself; the “robber” and the circumscribed moves working together to force difficult, determinative decisions and trade-offs from the very first move. This game is so exquisitely tense that it makes my analysis paralysis slap me up sideways. It is a boa-constrictor in cardboard box form. But I love it. I love the way my husband’s eyebrow arches when he places his meeples, take-that style. I love the way I ball my fists when he takes the one tribe card he knows I want – looking casual but as a consequence of cold, hard calculation. And, whilst I may not be able to look at him as the dust settles over our final scores, once the box has been packed away, we are laughing and plotting our next Saharan showdown on the ceiling, Queen’s Gambit style! Ultimately, Andreas Steiger has designed a game which is sand-in-your-sandwiches crunchy, and I have never been happier to have my brain exfoliated from the inside out. Chatting with him on Instagram recently, I unashamedly pleaded with him to bring out a sequel to this Tuareg tour de force. On that basis, if you see Targi Two appearing on Thames & Kosmos’ release sheet any time soon, you’re welcome 😉 #2 Calico Flatout Games and AEG Cats, quilts, claws! Calico is a game of purrrrfect proportions which captivated me from the moment I pulled the beautiful, chunky components from their box. Having waxed lyrically about this game before, it encapsulates so many of my favourite board game elements; tile laying, abstract strategy, personal objectives, hate drafting, and, ultimately, a puzzle to be solved. Denied the honour of giving dominion over our humble abode to a superior, feline auto-cat, I indulge my own predilection for pussy cats through Calico. A task made magnificently simple thanks to beautiful artwork by the talented illustrator, Beth Sobel. But whilst this game may look cute and cuddly, underneath that cosy quilt lies a sharp puzzle which is as adaptable as the mood of the player(s) in front of it. If I am feeling like an all-out cat fight, this game allows me to hate-draft my opponents into oblivion. But on days when I want company without interference, it works almost like a multiplayer solitaire, each of us focusing on the process of picking and placing tiles in a shared meditation. The attention to detail in the design follows through into its comprehensive solo campaign. Here, I lose myself as often and for as long as I need in order to find myself again. Practising my own skills in balancing options and decision making without time pressure. Reaping the rewards of placement commitment through myriad buttons, kittens, as well as achieving an overall sense of calm. Although it was a close call between Azul Summer Pavilion and Calico for a place in my top 3, the ability to set the cat amongst my anxiety disorder pigeons solo style means that this game will always hold a podium position. #1 Welcome To Railroad Ink Metro X No??? Oh ok, it was worth a try. No.1. Numero uno. First place. Top dog. Eep. Alright. Here goes. #1 Railroad Ink Confession time: board gaming is my hard-core addiction. Although I am only a year into the hobby proper, I am an all-in, badge wearing, super fan and I have no intention of going clean. I need a hit every few hours or I start to get the shakes. In another lifetime, I might have space and time to set out large sprawling immersive games, dipping in and out whenever the itch starts. For now, however, that sweet gaming serving has got to be fast and it’s got to be satisfying. Hit me hard. Hit me now! A phone app is ok as a snack. Likewise, an online battle can be a bigger bite. But they’re no cardboard candy. What really gets my board game pulse quickening and my palms itching for a fix is a good roll and write. And this new generation are a breed apart. Fleet the Dice Game, Cartographers, Rajas The Dice Charmers, Troyes Dice……even On Tour. These aren’t fluff pieces. These are big games parading in portable, colourful, versatile form. They have strategy, they have crunch, and they can stand on their own merits. No longer mere flip and fill-ers between more meaty mouthfuls. But, having established my lust for all things laminated, deciding which one would I play over and above all others and other games generally was an excruciating exercise. For example, Metro X, a game where you have to cross off stations on subway lines, has a special place in my collection. It has been the beginning of beautiful gaming friendships; the recommendation, the anticipation, the playing, and the reflection all forming the basis of enduring human connections. Likewise, Welcome To Your Dream Home, where you take on the role of architects building out a fantasy town, was an exercise in trust between myself and a friend, and has proven to be the best shelf-of shame surprise ever. The variety, accessibility, and replayability of that flipping brilliant game (not to mention the numerous expansions) makes it one I can see me keeping forever. Notwithstanding these worthy contenders, however, one game in particular rose to the top. Because of its place as the first game in my hobby collection. Because of its versatility and accessibility. Because of the special, magical moments shared between us on loud days and lighter nights, my heart will always beat faster for Railroad Ink. This unsuspecting little puzzle about making roads and railways has captivated me and, as my love letter to it reveals, this is an affair without end.
- Red Rising Preview
For our full review head here. Or carry on to the preview and interviews with Jamey and Alex. After Jamey Stegmaier announced Red Rising, the latest release from Stonemaier Games, I was instantly fascinated in this project. The world of Red Rising is new to me but seems very appealing. I ordered the books the game is based on instantly and am currently enjoying book two. Jamey read the books when they first came out back when he was making Scythe. He quickly decided he wanted to bring the dystopian world created by author Pierce Brown to life. With the IP rights secured, and Scythe on the shelves, Jamey set to work. After four failed prototypes, Jamey reached out to the community via this video. Several people sent ideas to Jamey, but none of them suited the game Jamey wanted to publish. But later, after a game of Fantasy Realms with friend Alex Schmidt, Jamey finally found the mechanic he wanted to base the game on. And the two set apart to finish what Jamey had previously started. And now, the game is done and only weeks away from being available via the Stonemaier webstore. And look at it! It's beatiful! Jamey has been releasing new information about the game daily on the Facebook group for Red Rising, but I was left with a of questions. First, I spoke with Jamey about the history behind this project, why he decided to make two versions of this, and his thoughts on his translation of the book into a game. Jamey has such a humble approach to the industry and I enjoy delving into his thoughts behind his work. Having published one of the most important games of the last decade, Wingspan; a lot of expectation comes with every Stonemaier release. I feel that ways heavy on Jamey, especially after Tapestry and Pendulum. Two games we love here at WBG. But games that received mixed reactions from the community due in part, to the commercial success of Wingspan. People thought Tapestry was somewhat overproduced with the beautiful pre-painted miniatures included in the game making the price point too high. And in reaction to this, Pendulum was then seen as under produced, the plastic meeples receiving most negative attention. It is hard to please everyone! But in truth, there is no need, simply as it cannot be done. But I sense Jamey was hurt by some of the comments around Tapestry and Pendulum. The bigger names receive higher levels of criticism. They certainly get more coverage, so more people share their opinions. Success brings levels of expectation. But crucially as Stonemaier only release one to two games a year, it is more of an event and seems to attract more extreme opinions. There are a few duds from the genius that is Knizia (Clickbait? Really Doc?) But as he makes so many games, people seem to give him a free pass. (And rightly so by the way!) But true to form, Jamey has come back smiling with Red Rising; offering a solution to previous complaints. A collector’s edition for those who liked Tapestry’s beautiful production and a regular version, offering all the same game play, but with a lower price point. It is a delicate dance this, but one I hope receives praise from the community as the game sounds great. Jamey does not ignore fans and refuse to change policy. There is no “get your missing parts from where you bought them” stance here. In Jamey, the community has someone who is clearly very passionate, talented, humble and eager to develop his own skills. I for one cannot wait to play Red Rising and see what else Jamey develops over his career. But enough from me, let’s hear what Jamey has to say… We then spoke with Alex, Director of Sales at Stonemaier Games, and co-designer with Jamey on Red Rising. This was Alex second ever interview and first on video. But it was amazing to see his passion and honesty behind the project. Alex clearly has a huge enthusiasm for games and a bright future as designer. I was instantly at ease talking with Alex. A person I had never spoken with before, but our shared loved of games and Alex’s unpretentious modesty made me feel I could talk with him for hours. What must it be like to have your first game published by Stonemaier, and to work with someone with such a pedigree in the industry? What must it be like to be weeks away from seeing a project you have worked on for so long, about to be exposed to this huge expectant world we live in? What must it be like to have played games all your life in relative obscurity but become known within the community as a designer overnight? Let’s find out! Head here for the full review!
- Under The Moonlight
Photosynthesis - Under The Moonlight WBG Score: 8/10 Player Count: 2-4 players You’ll like this if you like: Azul. Blue Lagoon. Bosk. Published by: Blue Orange Games Designed by: Hjalmar Hach If you have played Photosynthesis, you will know how interesting a game this is. On face value, it looks very calming and relaxing. Beautiful cardboard tree miniatures all gathered around a board basking in the sun. It’s a walk in the woods isn’t it? Well, the game is relaxing, and very good. But it is also a bit of a head scratcher. To be successful in this game, you need to plan ahead. I am not talking two or three steps, more like eight to ten to maximise your scoring opportunities. The game works very simply and it develops very quickly. You plant a seed. That seed becomes a small tree. This small tree grows into a medium sized tree then a large tree. You can then collect that large tree for points. But as more trees appear and the sun rotates, you need to think about how you can score something you lay now, in ten turns time. It’s a simple idea but with some complex decisions. In Photosynthesis, you play three to four rounds. Each round consists of one full rotation of the Sun around the board. This takes six turns. Each movement creates a new direction that the Sun shines in. Each tree hit by the Sun gets a light point to be spent on upgrading your trees. But be aware that each tree casts a shadow, and no tree in shadow can gain light points. You may only plant a seed within range of each tree, and there are more points to be won from the centre of the board. So, you need to move your trees closer to the centre. This makes this in part, a race game with area control elements too. Yes, this is a light abstract strategy game. But there are some complex decisions to be made if you want to score well. Questions of a Forest As you place your trees you need to be thinking about how they will get points for each rotation of the Sun? What shadows will they cast? What shadows may be cast upon them? How will you use them to grow into other areas on the board? Will this ever become a tree you will collect and score points from, and if so, should I place it here? That is a lot to think about and can make some turns difficult to decide. As such, I was very interested to see how this game would be expanded. Seeing as it has this strange position of looking simple and light but being full of interesting and complex decisions. I know some cried out for more complexity, but this is one of the games that works well as is. Its beauty is in its simplicity for me. I was concerned it could be ruined by unnecessary additions. In the first expansion for this game, Under the Moonlight, this was my initial fear. There are three mini expansions in this small box, and I was worried the designers were throwing too much at this. As such, I did the only sensible thing and played with all three expansions at once on my first game! Ok, maybe not sensible! But I did want to see if it was easy to learn all the new expansions if played like this, and how it affected the experience. I was very pleasantly surprised. They all worked brilliantly. It was a smooth addition into the game and enhanced the experience in many new ways. This was a two-player experience initially, and later at a three count. Each time, with other players who had played the base game a lot, so that certainly helped. But the introduction of three expansions at once in this way worked. I have since tried with just soe of them on their own, and it is a nice way to learn for sure. But the way I will always play this game now is always with the expansions added. And always with all three modes at once. This is a good reflection of how this expansion adds to the game as I am not usually like this with expansions. The Moon and the Forest Animals. The first mode is the largest and the most interesting change. In addition to the Sun rotating around the board, you will now have a Moon token moving around in the opposite direction. This will cast moonlight onto the board in two diagonal lines, providing lunar points to all animals it touches. There is also a Moon phase tracker token which shows players where the Moon will be next time. Always five spaces counter-clockwise. This helps you plan where to move your animals each turn to try and maximise the lunar points available. Your animals can use these lunar points to activate specific powers. The animals all have completely different powers and offer a lot of replayability and fun into the games. The Boar can collect large trees for points as usual but without spending light points to do so. It can also plant a seed in the space it took the tree from. The Hedgehog can plant seeds for free. The seeds do not need to be bought or available to player at the time and can be taken directly from their player board. The Squirrel is a cheeky rascal that my wife loved that can eat other players seeds! The player who loses the seed gets it back on the board and a light point in compensation, but this new addition of take-that is an interesting decision. Take-that exists a little in the game with the placement of your trees that can block other people’s trees. And taking spots first in the battle for the centre spot. But that was more area control. This is out right take-that and I am unsure how I feel about it in this game. Especially as there is no way to get back from this. There are no counter moves. But as I say, my wife loved it! The Fox has some similar powers though, so perhaps works well with the Squirrel. The Fox can move other people’s seeds and animals if they are next to them. They don’t come off the board though, they just move a space or two. The Owl has the interesting ability of being able to convert lunar points into light points. A precious commodity in this game. The Badger can make seeds grow into small trees. This can be from available trees to that player or ones from their player board depending on the lunar points spent. The Beaver has its own little Dam board that is added onto the main board when they have collected 6 lunar points. It must be placed on the edge of the board by the river. When the dam is built, all trees or seeds on the spaces taken up by it grow one size. The Beaver on later turns can make the trees continue to grow by spending more lunar points. The Turtle has some pre-game set-up. The player using the Turtle must chose six of the eight tiles at random and place them on the outer edge spaces of the board. For four lunar points, that player can then flip one of these tiles and “hatch” the baby Turtle that is there. Later, for one lunar point, the Turtle can activate each tiles’ unique power one time before turning the tile to the box. These powers can help grow trees, collect them, score points or light points, and even have two actions on the same space on their turn. Something otherwise forbidden. The variation from these eight animals is great. I enjoyed experimenting with each one and seeing which ones worked best together. The Turtle and Beaver were my favourite as they changed the game the most. Interesting to me, as this was my fear coming into this expansion. The Great Elder Tree. This is the simplest of the three modes. There is a large tree in the box that you can add to the board at the start of the game. This tree casts huge shadows over the board from both the Sun and the Moon. It is not owned by either player and cannot be moved during the game. This is a simple addition that works well in lower player counts. Perhaps not needed and cumbersome in higher player counts when the board gets very busy anyway. But this depends on how tactical a battle you want. It is a nice simple easy addition that I think has been included to help with two-player games when the board is less busy. Moonstones. The Moonstones are the only mode that cannot be used on their own and need to be included with the Moon and Forest Animals. When hit by the Moonlight, the Moonstones radiate the light onto all surrounding spaces. This benefits all animals on any neighbouring spaces and provides Luna points to them. Like the Elder Tree, this is a simple addition to the game and makes the Moon and Forest Animals mode work a little better. I see no reason to use this every time you are using the first mode. Unless you are playing in a four and are concerned about the space they will take up. But the rules account for this and only one Moonstone is used in a four. I would say this is a very good expansion. It enhances the game and makes it feel like quite a different experience. I would suggest to anyone familiar with the base game to use all three modes. But I would not teach the game to a new player with it included from game one, but I would from game two. And as someone who has played the base game many times I think this breathes new life into the game. The animals are the highlight for sure. They have some interesting powers that work well together and make the game look and feel quite different. I will enjoy playing with these little critters for many years to come I am sure. Photosynthesis - Under The Moonlight expansion is out now and available at all good retailers.
- Top 3 Games - Cindy Pastorius
by @cindypastorius I’ve been playing hobby games regularly since 2014 and my top 3 games have definitely changed over the past 7 years. It’s an always evolving scale of what I like best, and yes, some of it is certainly subjective to the time in my life. But ultimately my favorite games are ones that I always enjoy playing and they offer a great amount of variability (this is so important to me!) with their game play. So without further ado, here are my current top 3 favorite games! 3. Wingspan Wingspan was a game that I knew in my heart I would enjoy before I played it. I LOVE birds a lot so the theme really spoke to me! Then of course, when I finally played Wingspan, I was enamored. I love the engine building, the card drafting, and that there is so much variability between each play. The numerous bird cards that are in just the base game, plus the variety of end of round and end of game goals make each game so different. And I LOVE that. I love creating a special bird habitat and seeing all the different types of birds that come out each game. The two expansions (European and Oceania) certainly add even more options and variability! Plus, all the fun facts about the birds on the cards and in the rule book add an element of learning that I like! This game is also so beautiful and that certainly enhances my enjoyment of it. Wingspan is definitely a game I want to play over and over and I think it’s going to remain that way for a long time! 2. Western Legends If you know me, you’ll know that I thoroughly enjoy the American West theme in board games. I’m not even necessarily sure why it’s such a captivating theme for me, I just find it so enjoyable. So it’s no surprise that Western Legends, a game that oozes with the American West theme would be my number two favorite game. This game has an open world/sandbox mechanism to it and you can basically choose what you want to do throughout the game. Again, there is SO much variability in this game because there’s SO many characters that you can play and the story cards that you are fulfilling throughout the game offer up interesting twists to the “plot”. Plus, the variety of actions you can take in a game are so vast that you will have a completely different experience each time you play it! I’ve found that every time I play this game I get so engrossed in riding around the Wild West, whether I’m mining for gold, wrangling/rustling cattle, fighting off bandits, robbing the train, playing poker, etc. it’s just such a fun time! I love that every game I play of Western Legends is so unique and that makes it such an amazing game in my mind! 1. Carson City So, following me liking the American West theme, Carson City is another game that feels like you’re in the American West. This one is much less in your face about it than Western Legends, but the theme is DEFINITELY there. Since in the game Carson City you are literally building up the town of Carson City, it’s a fun experience of being a settler back in the 1800’s. Yet again, this game offers variability in it’s game play through the variety of roles that are offered and the random building tiles that are put out each game. One of the things I love about Carson City are the different modules you can use in your games. The two that I like to play with most are the Horses and the Outlaws. Each adds a new element of strategy for getting points and increasing your options for actions in the game. Another thing I really like about Carson City is it’s a worker placement game where you are not guaranteed to take the action you put your worker on. Other players can also place a worker on that action space and when it comes time to resolve that action, players duel to find out who will actually be the one to take the action. The dueling happens with a die roll, but if you don’t like that kind of luck in your games, there’s a module that removes the luck where players select a card value instead. I think the dueling definitely adds to the theme of living in the American West! Carson City has been my favorite game for quite some time now and I think it will stay there for a long time because it’s just so full of variability, exciting options, and is always a really fun experience no matter who I’m playing it with!
- Top 3 Games - Little Big Thumbs
By @littlebigthumbs As the primary voice behind Little Big Thumbs, I initially put a bit of pressure on myself to pick three games that fit that focus - tabletop games that can be played with children, but also are appealing to bring to the table after the children are asleep in bed. I asked my girls what three games they might like me to choose, to which they started telling me stories about unicorns and flying donkeys! So … I took that as permission to take off the crusader mask, and just write about the three games that are my absolute personal favourites. Thanks for taking a peek! Something old, something new, something borrowed, something blue … for whatever reason, when I was invited to pick my top three games for Jim’s website, this old rhyme about bridal attire popped into my head. It’s been looping over and over, despite the fact that it includes FOUR items. Since I can’t seem to shake the rhyme, we’re just going to have to roll with it. Star Wars: The Queens Gambit Whenever I talk about my favourite board games, this one has been in the conversation for over a decade. Not only is The Queen’s Gambit amazing to look at and fun to experience, it is the brass ring that I cling to when justifying my love for the Star Wars Prequel films. Yes, meesa even loves Jar Jar. Sorry not sorry. Twenty years before the current trend of multi-tiered boards arrived, Queen’s Gambit was delivering this magical experience. The setting is the final act of Episode I, The Phantom Menace, with the central board being the palace where Queen Amidala and her Palace Guards are trying to fight past a droid army to reach the throne room. Meanwhile, Qui-Gon Jinn and his padawan Obi-Wan Kenobi are battling Darth Maul elsewhere in the palace. The kicker is that whichever side wins the lightsaber battle gets to enter the fight with the droids and palace guard, carving through their opposing minions like butter! “Wipe them out. All of them.” Two other mini games are taking place as well - a larger droid detachment is aiming to eliminate the Gungan army on a hex heavy battlefield, with combat feeling somewhat similar to Memoir ‘44. And we can’t forget about wee Anakin Skywalker, who has accidentally found himself in a position to destroy the droid control ship. If he succeeds, every single droid is removed from every board in the game! It’s a card-driven, dice duelling masterpiece of ameritrash gaming, co-designed by Craig Van Ness and Rob Daviau. The game is near impossible to find now, but if you can track it down as well as a prequel apologist, you’ll be in for a most memorable gaming experience. Something old - Star Wars: The Queen’s Gambit! Root Three years have passed since its initial release, but in the grand scheme of the tabletop gaming landscape, Root is plenty recent to count as my “something new” for this list. Prior to this game, if someone had asked me to offer the best examples of asymmetry in board games, I might have referenced the player powers in Small World. Never in my wildest dreams could I have imagined a system in which everyone was playing their own unique game, while still interacting with each other on a shared map. Yet that is exactly what Root offers! I’ll never forget where I was and who I was with for my first experience of Root. My heart was racing from start to finish, trying to predict what sneaky moves my opponents had up their sleeves, and how I was going to make use of my handful of cards to carve out my own path to victory. The tension bubbling through my body had me standing for much of the game, and I loved every minute of it! Since that first memorable romp of a game, I’ve come back to Root over and over and over again. Wrestling with other critters for woodland domination has never been more satisfying, which is why it has hopped, slithered and soared over so many other games to cement itself as an all-time favourite of mine! Something borrowed … well, that has to be WhatBoardGame.com! Thanks to Jim for letting me borrow a page to ramble about three games that I truly and deeply adore. And finally, something blue ... Rattlebones I’m a sucker for a cool gimmick in a game, and being able to change the literal faces on my dice is one of the most amazing I’ve ever encountered! Prying off a numbered side and replacing it with a funky action is a pure delight for me. No, I’m not talking about Dice Forge. The lesser known game that came before it, back in 2014, is Rattlebones, and it is one of my absolute favourite games! To be quite honest, Rattlebones is a rather pedestrian experience on the surface. Players are running laps around what almost looks like a Monopoly board, landing on various spaces which allow players to alter one of their three dice. Each new dice face will allow that player to carry out a special action when successfully rolled on future turns. The order and timing of dice upgrades can result in a very light engine building experience, which is delightful. What placed it firmly as one of my all time favourites was actually acquiring a second copy of the game. For pre-pandemic special occasions, I have enjoyed bringing up to eight friends together for an eight player, two table RattleBowl Championship match! These mega games involve both tables starting their game at the same time. The ultimate winner is the player who wins quickest at their table, which adds a layer of panicked pressure to the game, and it winds up being one of the most delightfully stressful experiences I’ve ever had as a gamer! Now you might be asking how this bright red game box fits as “something blue”. Excellent question! You see, Rattlebones is not an exceedingly popular game with my friends. And as such, when I ask them to help me scratch the Rattlebones itch, they get a little … blue in the face. As the sad trombone sounds, and the audience prepares to pelt me with soft produce, I’ll take a quick bow and see myself out!
- Venice – A Game of Glorious Gondoliers?
By @favouritefoe Legend has it that the city of Venice was founded at the stroke of 12pm on 25 March 421 AD, after the fall of the Roman Empire. A tolling of church bells to signify settlement, development, arrival. How apposite, therefore, that Venice, the latest Eurogame from growing publisher, Braincrack Games, officially releases this month! Following hot on the heels of Ragusa in 2019 (a clever, city building economic worker placement game set in 15th Century Croatia), Venice is the second in a thematic trilogy of beautifully crafted eponymous Eurogames which take the normal, well-trodden rules of trading resources and spices them up with some clever twists. So what is the special sauce in Venice and what is going on in canal central? Armed with only a rule book and my imagination, I am currently investigating this game, Queen’s Gambit style. On that basis, my musings are more predictive than proven, but that little wrinkle in time isn’t going to stop me! So I am diving into the theoretical depths, ready to battle it out for first place in La Serenissima. But will this initial (albeit hallucinatory) experience make me feel like I am flying high atop the Rialto Bridge, or kicking my heels along the Bridge of Sighs? Going for Gondolas! My ceiling is covered with make-believe canals, gondolas, and buildings as I imagine the Floating City and walk myself through a game. Merchants are dancing around my light fitting, attempting to avoid the ice cold hand of the Inquisition. Bridges are popping up over by the coving, adding interest to intrigue (literally in this case!). And from what I can tell so far, this latest instalment from Braincrack feels like it will not disappoint! Designed by Dāvid Turczi and Andrei Novac (who between them have created and co-created an impressively diverse stable of games including Kitchen Rush, Rome and Roll, Anachrony, Tawantisuyu, Exodus, and Warriors & Traders to name but a few), Venice does not appear to be your average pick-up and deliver game. Yes, players are piloting their own pair of gondolas around the canals, collecting resources as they pass buildings in order to complete contracts which reward victory points, coins, and in-game abilities in a series of prescribed actions. So far so euro. But, unlike most move-pick, move-drop, sell-move predictably paced games, Venice appears to be adding a momentum shot in the form of “assistants”. These minions of the Merchants inhabit (some but not all) waterside buildings and “advance” their powers over subsequent turns. In doing so, they begin to crank up players’ resources and abilities, providing an unexpected engine building element and speeding up the rate at which players can fulfil their contracts and earn points. Furthermore, speculating to accumulate in the form of paying to move additional spaces (which then lets players link together a number of actions) in a single turn also seems to be possible and could prove to be a combo-tactical approach to victory (although that will of course depend on gondola locations and how well a player has been managing their missions). Not only that but players can actually be eliminated from the game if they get arrested. Eliminated. From.A.Eurogame. Ok, so it is only at the very end, preventing that player from actually winning, but still! What?! Arrivederci Amico! This revelation that a player can be removed from a Eurogame is going to mess with your mind (I did mine), so I’ll tell you what I have worked out so far. Basically, it’s not all plain sailing for the jolly gondoliers because intrigue follows players around like a bad smell. And, as Venice in the summertime is as aromatic as the average teenage boy’s bedroom, there is a lot of illicit gossip to be spread as players pass each other in the narrow waterways, whispering across the waves. Get caught flapping your gums to another pilot, however, and you’ll lose precious victory points as you move up the intrigue track. Too much back-channel chatter then leads to arrests which in turn results in elimination from the game no matter how many VPs those incarcerated players have amassed through missions, wealth, assistants, and favours (if used). The risk that gossiping gondoliers will be punished for their indiscretions is increased further when players get to build bridges over the canals. Whilst removing the cost to use the canal in coins, those poignant pontes appear to dish out intrigue in a way that their opponents can’t bribe their way out of! It’s a Eurogame, Jim, but not as we know it! At this moment, I am really intrigued by Venice. I can’t really say more because, until it hits my table rather than my ceiling, it is difficult to know how well the big-ticket mechanisms will work together. It sounds like it will be smooth sailing, but there could always be something bubbling beneath the surface. Moreover, as a board gamer with a core gaming group of 2/3 players, the fact that the designers seem to have worked hard to mitigate against the risk that strategy and tension can become diluted at lower player counts is encouraging. I like the fact that there is a special 2 player Smuggler rule set and, even more unusual for a Eurogame, an inimitable looking solo Doge automa. I haven’t mind mapped either of these adaptations, but I am looking forward to trying them when Venice becomes available. Pick up or Put Back? Personally, pick-up-and-deliver games can sometimes feel a little mechanical, a process to push through. This is especially true for me early into a game or where the challenge is more open as a result of fewer competing meeples in play in a lower player count game. The thought that Dāvid Turczi and Andrei Novac, have put into maximising the player experience to match the number of people around the table, as well as the addition of other big ticket mechanisms to reduce the procedural feeling of the main pick-up-and-deliver device, however, will hopefully make Venice sing like an Italian ice cream salesman.
- Top 3 Games - Board News Girl
By @board_news_girl Hello guys, it's a pleasure to show you my top 3games! Here we go: 1. Grand Austria Hotel This is a board game where you have to care about your guests in hotel, preparing room, food and other things which make them feel special and important. Grand Austria Hotel is a fantastic game that uses dices. You have to manage the dice to make each action, and there are many differnet options. I love the game because I enjoy the many differnet ways to win and the many options to choose during the game. I also like drawing in that game, although, I have heard that many people do not especially like it. But I'm really in love with board games that ask you to manage dice in this way. So, this one has a special place in this player's heart. 2. Paris Paris is game about buying and managing real estate in Paris. It seems to have so little actions available to you, but when you know game well you see that there is a hidden depth. It is only when you first play that you have the impression that you don't have much to do. This is deep thinking and game and can be really hard, mainly down to the many little actions available to you during your turn. Paris impressed me so much, at first I thought that it could be boring but it turned out to be fantastic strategy game where you have to plan many things for future turns. Also, this game is so beautiful! There are many components which have so much detail and of course, the amazing 3D Arch De Triumphand! This has quicly become one of my favourite board games of all time! 3. Inis Inis is a great area control game about Celtic clans. The main action happens by using the cards, not just the board. I love the art in the game and enjoy that it's a little hard to decide on a good strategy. It's really hard to have an advantage here because the situation is ever changing and players are not only dependant on your actions but also on the luck of the card draw. You have to pay close attention to what your opponent is doing and make plans as to what you should do to. You need to realize your plan but also try to disturb your rival! I really like the components in the game. The cards are big and have nice drawings as do the tiles. The board is somewhat modular so every game looks different. I'm so in love with this game and I would like to play it many time more to try different strategies. __ As you can see, I'm generally a big fan of euro board games with dice or cards and with great art. Sometimes I laugh that I can buy games with my eyes only! Many times in my life I have become interested in a game at first sight more I even read the rules! Usually nice artwork makes me feel that I really want to know more about games or have them in my collection. But don't worry, I always verify my impressions by reading and watching some reviews and opinions about games. Thank you for reading abou tmy top 3 games and feel welcome to visit my Instagram profile: board_news_girl to follow my adventures with other board games.
- Ginger Fox Games
Ginger Fox are designers, developers, manufacturers and distributors specialising in a exciting range of books, gifts, toys, puzzles and games for both UK and international markets. Based in the heart of Gloucestershire, UK; Ginger Fox have licenced many huge TV Game show IP's such as Taskmaster to create fast, fun family friendly games for all ages. We take a look at some of our favourite Ginger Fox games, but first, lets talk with one of the lead Product Managers at Ginger Fox, Pete Gatling to find out what life at Ginger Fox is really like! Emoji Action 8 years and up. 2 players and up. Emoji Action is a fast and fun family friendly game which pits your reactions against your family and friends. Players will need to recognise certain familiar emoji characters and faces and respond with the right action themselves. The aim of the game is to get rid of all your cards! But this is easier said than done! Each player will place a card, face up so all players can see it. Then, depending on what card is placed, all players need to react as quickly as they can and act out the appropriate action. For the Ghost, you must stick your tongue out. For the Pizza slice, you must shout “Pepperoni!” For the hand clap, clap your hands! It is so fun to watch your family and friends do all these crazy things, making judging who came last sometimes difficult! But really, who cares when your 80-year-old grandma is currently trying to copy the dancing lady emoji?! Within the deck, there are many decoy cards to try and throw you. If you perform an action at the wrong time, then you must pick up the discard pile, and the last player to act out the right action when the action cards are laid must do the same. This game works with all ages and can be used for larger number simply by one person turning the cards and shouting out the card shown. Perfect for kids’ parties! Corks 6 years and up. 3-14 players. The aim of the game in Corks is to be the first to collect a set of four cards of the same colour and then grab a cork from the centre of the table before your opponents do. In the box, are 15 high quality wooden corks, painted in different colours along with a deck of cards showing images of different coloured corks. All players play at the same time, passing one card to their left, whilst in turn receiving a card from their right. This will continue until one player has a set and claims a cork meaning all other players need to stop playing and try and grab a cork for themselves. In the centre, corks will have been placed in numbers one fewer than players. The classic musical chairs rule! Claiming a cork when you have a set can be done very openly and brashly, eliciting a race from the remaining players, or in secret so that the other players may not immediately notice. Causing much hilarity for the winning player that round. If you don’t get a cork, you are eliminated! Remove one cork from the centre and go again. Play continues until only two players remain, at which point, the golden cork will be placed in the centre of the table, and the final two players will battle it out for ultimate glory. Player elimination is not everyone’s cup of tea, but in this game as it happens so quickly, and you can be back playing within minutes, so it seems less of an issue. And being a spectator in this game can sometimes be more fun than playing! However, there are a few variants available too which can help with this. 5-Lives Corks, which is my favourite version, makes one major rule change. Instead of being eliminated when you lose, you get a letter, ”C.” The second time you lose, you get a letter “O,” then an “R,” K” and finally an “S.” When you have spelt out “CORKS,” you are eliminated. This gives younger players or people with slower reaction times the chance to enjoy the game a little more before they are out. You can also play colour match Corks, which is much like the base game, but as the first person to make a set of four, when you claim a cork you must get the right colour cork based on the card in your hand rather than just any cork. You could of course remove elimination entirely and just awards points to the person who collects their set first and have a race to five, ten or however many points as you like. There is a lot of variety here, but the fun to be had is endless. Know Nine? 12 years and up. 2 plus players. There are very few good two player party games. Know Nine? Works in two players and up, so can be enjoyed in larger groups, don’t get me wrong. But also works brilliantly in a two. This is rare for this genre of game which generally relies on larger parties, and a more boisterous atmosphere as well. Know Nine? Also benefits from working as a rather sedate game as well as a loud and active game. It can be enjoyed just as much in a parge party and whilst relaxing on a couch in relative silence. Either way, Know Nine? will still will bring forward a lot of laughter and enjoyment! The rules are simple. Using the brilliant inlay in the box, you will lay out six words in a three by three grid. You then have one minute to find a word that matches each of the nine group of words when matching the words running along the horizontal and vertical axis. But you need to think creatively as points will be awarded for unique answers only. You can add a double and triple token to the word you are most confident about being both correct, and also unique, to try and increase your scoring potential. When the time is up, players will then in turn, read out the word they have written for each answer. Justifying their choice if needs be, laughing hysterically at other people’s suggestions more commonly! As expected, games last a minute, but the discussions afterwards can run on and on! There is so much fun to be had with this in large and small groups. But as I mention, rather uniquely to this game, it works brilliantly in just a two as well. It is the perfect party game to play for an hour or so with a large group. Or as a filler in a two at the start or end of a game night with one other player. Ultimate Arrogance 12 years and up. 2 plus players. Ultimate Arrogance works brilliantly over video call, which is advantageous in the current climate, and I cannot wait to play in a party atmosphere as I think it would be hilarious there too. In the box is all you need to make many different party games of your own. The rules are simple but the fun, limitless! Set up by dividing the Arrogance tokens equally. Give each players a pass/challenge token and spin the wheel. The first player will then reveal a card and say how many of that subject they think they can name. This is based on the wheel spin showing either the hard subject, which will give them 60 seconds to do so, or the easy subject where they have just 30 seconds. If they think they can do four for example, they will place four tokens into the centre of the table. The next player will then have to up the ante if they think they can do more and add more tokens into the pot. Or pass by using their pass token, or challenge if they think the person before them has been too arrogant and they think they will fail. The player who has been challenged will then have to do their best to name the required number of that cards subject. If they win, they get all the tokens from the centre as well as one for each player that passed and two from the player that challenged them. If they fail, the challenger wins all the tokens including one for each pass. This creates a delicate game of bluffing, poker faces and knowledge! The spinning wheel can also create a head-to-head situation where one player will go up against just one other player, using the same scoring rules, but in a straight battle with a player of their choosing. Using a few select cards, the games can work perfectly for a younger audience. Or, with a few drinks, perfectly in a more adult environment! This game reminds me of the sort of game I like to play in a pub environment and can bring that type of fun into your home. Or why not take the game to the pub! Next rounds on the looser! Richard Osman’s House of Games 12 years and up. 3 plus players. Richard Osman’s House of Games is a highly popular and successful BBC quiz show that incorporates changeable trivia rounds in a varied and fun way. In the box are 140 question cards offering a lot of variety around several different themes. Each round needs a gamemaster, but you change this each turn, and being the games master can be a lot of fun. Also, this works for players who maybe don’t want to get involved in the trivia, or younger players who maybe could not play on equal footing. This is a solo game, but there are team rounds, but you always score individually. But you could always play in teams permanently to make this more even with players of different ages or abilities. Or work more smoothly in a larger group. In the box, there are six different types of round as well as the final Answer smash round: “You Complete Me” is a team based game where you have to give answers to a question in a pair. One person has to give the first half of the answer and the other player the second. This requires joint knowledge and both players to know the answers, but of course the second player will get a huge clue from the first person’s answer. You may not know which of Henry VIII’s wives was beheaded in 1542 but if your team mate says “Catherine” it may then trigger you to say “Howard” as those old school songs come flooding back! “Totes Emoji” is another team game where players will need to write out a short sentence using emojis on their phone. The other player simply has to guess what it is you are saying from seeing just the emojis. So make is clear! “You Spell Terrible” is the final team round where one player will need to answer a trivia question, and the other player needs to spell the answer correctly. Typically, this ais a difficult single word such as “Tennessee.” Who has the best trivia knowledge? Who is the best speller? “Rhyme Time” asks two separate questions which have rhyming answers. Players must get both right and can use the knowledge of one to help with the other. Knowing that the answer to the highest mountain in England rhymes with the 2012 film starring Channing Tatum can you help you out. “Correction centre” asks you to replace one word in a sentence written on a card to make it a factually correct statement. The statement will have one word replaced with something inaccurate and usually ridiculous, so you know which word you need to change. Your job is simply to say the word you are replacing and the correct word that should be used instead. There are also “House of Games Specials” which incorporates anagrams, questions that are read backwards and song titles showing only the first letter of each word of the title. All offering a lot of variety and fun. The final game is “Answer Smash” where there is no host and everyone must play. You draw three Answer Smash cards and place them into the game selector sleeve. This will then just leave just a picture and a question visible. You need to combine the picture with the answer to the question to create the winning answer. For example, a picture of a mermaid and the question, “Which Irish actor plays the title character in the BBC drama series “Poldark?” Would lead you to hopefully say, “Mermaiden Turner. This is the perfect trivia game for any fan of the genre. Especially if you enjoy the TV show.
- Top 3 Games - Table Top Jables
By @tabletopjables What’s up, friends? Today, I’m so happy to share with you my top 3 favorite games of all time! All three of these picks have a special place in my heart and they all bring me so much joy when they hit the table. I’ll be giving some insight on game design as well as why the core mechanics of each of these games put them at the top of my list! Let’s go! 3. Raja’s of the Ganges. “Raja’s” is actually a newer obsession of mine and it didn’t make it’s way into my collection until last year. Worker placement has always been a top mechanic of mine and I wanted to find something off the beaten path. Not only did I find a solid worker placement game, I found a worker placement with a mix of juicy mechanics. The first time it hit my table was like finding a diamond in the rough! In “Raja’s of the Ganges” you use workers to gain a multitude of actions in an attempt to get your fame and money track to cross. Once the tracks cross, the game is over. What an incredibly unique end game trigger! I don’t know any other worker placements that use this kind of end game trigger but I absolutely love this design. Most actions you take will lead you to strategies that either push you down the path of gaining money or fame, so as the game progresses you start seeing where you can balance out both tracks with your actions or go super heavy on one and hope that leads you to victory! The economic use of the dice is a great addition to this game as well and I love how they are used! Throughout the game you will use workers to gain dice which become your primary resource in the game. Dice can buy tiles that allow you to expand your province, allowing you to build palaces that give you fame and gain resources to sell at the market for money. It’s such a good feeling when you start manipulating the dice and trading for those routes that fit perfectly in your strategy! As you continue to build your province, you start to see the deeper connection of your strategy start clicking and how important it is to pick up the exact dice you need. All in all, “Raja’s of the Ganges” is a super underrated game that I love introducing worker placement fans to! 2. Viticulture Who doesn’t love a game about wine!?! For real though, so many people enjoy “Viticulture” and it deserves the attention it has gotten over the years! “Viticulture” is a worker placement game where players use workers in four different seasons to plant grapes, make wine, construct buildings, welcome guests, fill wine orders for points, and so much more. The worker placement mechanic is very straight forward in this game but “Viticulture” is by far one of the most streamlined games I have ever played. I want to start by talking about choices of actions! “Viticulture’s” design allows players a plethora of action however, each season only allows a certain amount of actions to be taken. Incredibly smart game design right here. Some worker placements get really out of hand with what the amount of actions you can take causing a lot of player paralysis. However, splitting up the choices of actions, like in “viticulture”, is a design choice I really can get behind. With each season only having a certain amount of actions and only a certain amount of spots for workers, the game design really ushers you in a direction of strategy that helps you narrow down what you should and should not do. The overall thematic design for “Viticulture” is incredibly strong in my book as well. Each action you take has to do with the process of wine making and running your own personal vineyard. I love when game designers really take into consideration the relationship of game design and theme! You really get that tabletop experience of making wie and running your own business as you pave your way to an endgame win! If you’re looking for an incredibly smooth and well designed worker placement, get yourself a copy of “Viticulture’ and pour yourself a glass! 1.Root Yup, I said it, “Root”! I adore this game and it will always be welcomed at my gaming table anytime, anyday. In, “Root'' each player plays as an asymmetrical faction of woodland creatures battling it out to gain control of the vast forest. Everytime I play “Root” I am reminded why games with asymmetrical factions have a huge appeal to me. After you learn the rules of the game which for the most part applies to everyone, you end up having an incredibly different gaming experience every time you switch to a different faction. The Marquise de Cat has a huge engine building theme that allows you to trigger building multiple times where as the Eyrie are very programming heavy and you have to plan far ahead how you want to piece the plan together, These are just two examples of the multitude of factions that have come out so far for the series. I love finding games that have a great base foundation of rules but everytime you play, your experience is so different because of how your faction is built. Having games like “Root” with these asymmetrical factions make games so incredibly replayable in my book and makes me want to come back to them constantly. As more expansions and factions continue to drop for “Root”, I become more enticed to learn the ins and outs of each faction and how they work in the world of the game. “Root” will always be one of those games that continues to hit my table and I’m so glad when it does!
- Clash of the Ardennes Review
by Tom Harrod - @buryboardgames WBG Score: 8/10 Player Count: 2 players You’ll like this if you like: Memoir ’44, Hive, Santorini Published by: Elwin Klappe Designed by: Elwin Klappe Clash of the Ardennes is the quintessential game of cat and mouse, occurring within a haunting, snow-capped, Belgian forest. You’ll play as a relentless general, staring steely-eyed at your opponent across the table. Can you outwit each other in accomplishing your secret Objective? This is a two-player abstract strategy game, set on the backdrop of the Battle of the Bulge. One of you plays as the Axis, and the other, the Allies. You both have an army of troops at your disposal of even, identical weight. There’s no board as such, but rather a ‘jigsaw’ frame, depicting the Ardennes region of Belgium. It’s a woodland terrain, and in December 1944 it sat choked under a deluge of snow. Oh, and talking of wood: every tile in Clash of the Ardennes is wooden, not cardboard! Each payer takes a secret Objective Card. These goals tend to involve capturing and dominating ‘Streets’ within the frame. It could be a specific Street, or a quantity of Streets among the seven available. These are not literal streets; the term means getting your troops to reach your opponent’s side of the frame. But this isn’t a simple stroll through the woods. Your opponent isn’t going to let you rock up to their front door. They’ll place troops of their own to block you. And when your troops square off against each other, nose-to-nose, that’s when a Clash occurs… The Beating Heart Of Clash The heartbeat of Clash of the Ardennes is the tile placement of your wooden units. They come in a variety of ranks and types. As a result, some are larger than others. The biggest – the General – is the same length as five of the smallest – an Anti-Tank Mine – lined up one after another. On your turn you spend four action points to deploy your troops within the seven Streets inside the frame. These include: • Place any of your units in any street – 1AP (action point) • Take any rear unit and place it to the front of the street from which you removed it – 2APs • Retreat a leading unit from a street; return it to your supply – 2APs • Retreat a leading unit from a street where you’re blocked; return it to your supply – 3APs When you place a unit, you slot the tile in any Street of your choice. It advances from your side of the frame. From a theme-meeting-mechanisms point of view, it’s advancing/encroaching ever-closer to the enemy. Tiles cannot overlap. This means that they cannot overhang beyond the frame’s boundary, nor can they sit on top of an opponent. Rock-Paper-Scissors-Lizard-Spock Straight away, this provides something of an abstract puzzle. The quantities of player troops are public knowledge. It costs the same amount of APs to place a unit, regardless of size. You’ve only got a limited supply of them, though. Your smallest troop tile is the aforementioned Anti-Tank Mine. Considering five of these make up the largest troop tile – the General – I’ll refer to this tile as 1/5. (Let’s call The General 5/5, but more about him, later.) Your most common tiles are Infantry, which are 2/5 long. You’ve also got a bunch of tanks, which are 3/5. Troop tiles aren’t a mere variation in size for the sake of a placement puzzle, though. When your units reach your opponents’ in the same Street, a Clash occurs. Each unit can trump another in a Rock-Paper-Scissors manner. It’s not quite as simple as A > B > C > A. This is more akin to Rock-Paper-Scissors-Lizard-Spock! (Fans of The Big Bang Theory: that one was for you…) Who Beats Whom In A Clash? Taking the three main units into consideration, it’s simple to explain which is the ‘stronger’ unit in a Clash. The Tank beats the Infantry. The Infantry beats the Anti-Tank Mine. And the Anti-Tank Mine beats (yes, you guessed it!) the Tank. Let’s say the Axis player placed a Tank down a street, and it comes face-to-face with the Allies’ infantry. A Clash occurs, and the Allies player has to return that Infantry tile to their supply. If multiple troops of the same type sit back-to-back in this line, they too get booted off the Street. (In this example, if two Allied Infantry line up next to an Axis Tank, both Infantry lose the Clash.) You learn from your mistakes quick in Clash of the Ardennes. It’s not a sensible strategy to place units of the same ‘weight’ next to each other in the same Street. Two matching units don’t beat each other, but instead both remain on the Street. The attack ends once the unit comes up against a stronger or equal unit. Digging A Little Deeper There are extra layers, though, within this system of X trumping Y, adding deeper strategical considerations into the mix. First of all, this comes in the form of Infantry ranks. Each player has the same nine Infantry tiles. Six of these are Privates, who are the lowest rank. Two are Corporals – one rank higher – and you have one Sergeant, higher still. A higher-ranking Infantry beats a lower-ranking one in a Clash. Also, it wipes out any lower-ranking units in the row, up until the point it meets the same (or higher-ranking) unit. This includes Anti-Tank Mines. Your Corporals and your Sergeant are powerful troops within your arsenal. They’re your insurance, and can prove deadly if placed at an opportune moment. Each player also has four one-off Special Units. (One of these, The Mortar, is a Kickstarter Exclusive.) These four units each come in different sizes: • The Spy (1/5 in size) • The Mortar (2/5) • The Command Tank (3/5) • The General (5/5) The Spy might be small, but it is fierce. This can beat anything on the board in a Clash, except for another Spy! There is a limit to the Spy’s power, though. At most, it can attack/remove the first two units in a Street. The General, meanwhile, is the largest unit. This can beat everything but the Spy, and a Tank. (Think of it like the Big Daddy of your Infantry units, in that respect.) It’s also a bully of a tile, because it eats up the Street at an alarming pace. The Command Tank is like a regular Tank, but it can also attack Infantry units on either flank to the left and right. If this causes a Clash, the opponent has to remove the Infantry unit and all other troops in front of it (if applicable). Whenever you have units along a Street, after all, they need to be in one continuous line – no gaps between troops. The Command Tank can be devastating, wiping out an entire Street at a time! (You can’t use this to flank Tanks though – only Infantry.) Last up, the Mortar is an interesting tile. This has a single arrow on it and you can use this to ‘fire’ in that direction over a Street. You can only use this to attack Privates. Like the Command Tank, the opponent also has to remove all units in front of said Private. Your Over-powerered Ace(s) In The Hole These Special Unit Tiles feel like your ace in the hole – and you have four of them! There’s a catch though: you can only have one of them on the battlefield at once. Theme-wise, this is the weakest points of Clash of the Ardennes. There’s no ‘fairness’ in real-life war. It makes sense from a mechanisms point of view, though. These are over-powered units. The challenge is not only knowing when to play them. It’s also trying to manipulate proceedings so you can remove one and place another. At the moment you place a marker down to signal the Street is yours on a permanent basis. And here comes the brilliant twist: your unit tiles stay in place on the Street. Don’t worry: your opponent can’t touch them (using the Command Tank, for example)… but neither can you. You can’t return them to your supply. You might have stormed to a finish towards claiming a Street by using your massive 5/5 General. But at what cost? Now that General’s locked in place for the rest of the game. And that means you can’t use your General again. Neither can you use any of your other Special Units for the rest of the game. Recalling Units, And Inching Forward From Behind Remember, one of the action points at your disposal is relocating the unit tile at a Street’s rear and placing it at the front. This costs you 2APs, but it’s a handy way to retain more units at your disposal. This can prove dangerous, though… If you slink forward, using, say, three units rolling in front of each other, you leave yourself open. Your opponent can wipe out the whole street by attacking one solitary unit. (If the Command Tank or Mortar takes out the rear unit in that street, for example.) Then you’ve left with no remaining investment or foundations in that Street. Nothing to show for all that ground you made up! One Objective requires having to capture the middle Street with four units. As you can appreciate now, that’s a lot harder than it sounds. You can also remove units from the front of a Street. A good example might be: you spend 1AP to place your Spy, creating a Clash. The opponent has to remove their losing units. You could then spend 2APs to then retrieve your Spy. Then you could spend your fourth and final AP to place another unit (Special or regular) out into this (or another) street. Defence Is The Best Form Of Attack There’s a certain art of ‘defence is the best form of attack’ in Clash of the Ardennes, in the form of ‘blocking’. On your turn you can opt to not Clash, even if your units meet your rivals on a Street. You can leave your unit there, acting like an immovable object. You might do this for many reasons. One might be that you’ve run out of Action Points to spend this turn. (Because after the Clash, the ideal scenario sees you using further APs to creep further forward along this Street.) Another reason might be because you want to cause irritation for your opponent. In order for them to advance along this Street, they’ll have to spend 3APs to retrieve their leading, blocked unit. Then they’ll have to spend 1AP to place down another unit – presumably one that can beat yours. Of course, this might not be possible if the gap remaining doesn’t allow for such a thing. But even if they can place a new unit, and then beat yours, they’re now out of APs. You could then spend Action Points in this Street to undo their previous turn. A third reason for blocking is that a big part of Clash of the Ardennes – if you want it to be – is bluffing. This is a game about deep-rooted player-to-player psychology. Like in a real battle, you can’t show your hand in public. Sometimes you have to lure your rival into traps and false starts. Playing the occasional sacrificial troops here and there distracts your opponent. If your Objective is to conquer the middle Street, should you pump all your focus into it? What about a decoy attack on a separate location? The Objectives feel like they’re balanced. Every time you claim a Street, you earn a secret Victory Card. This is a bonus you can cash in at an opportune moment, or sometimes straight away. Some of these are game-changers, such as getting to see your opponent’s Objective! Or getting to claim back two units from the Street you claimed. (Vital if one of these was a ranking Infantry unit, or a Special unit.) An Affiliation With Your Troops And so, we move onto the aesthetics. Clash of the Ardennes is a glorious work of art. You can tell with certain projects that they are a labour of love. This is one such game. And oh goodness, those wooden tiles! They raise Clash of the Ardennes high on a pedestal: striking table presence meeting delightful tactility. With clair-ligne artwork like this, you can’t but help feel an affiliation to your troops on a gut-wrenching, human level. This is the kind of art that transports you to the era with the click of one’s fingers. It’s important to note at this stage that this is a preview copy of Clash of the Ardennes. It’s on Kickstarter at time of press (running until 3 April 2021), and the finished product will look even better. There’s plans to add in a grid of sorts to the sky tiles that make up the frame. This will aid players looking at the distance between troops at-a-glance. Designer Elwin Klappe confirmed a player aid is coming (detailing which troops beat which, and a reminder of Action Points). Those subtle additions would elevate gameplay even further. Final Thoughts on… Clash of the Ardennes There’s quite a few mechanisms at play here, and they dovetail together with delightful ease. The rock-paper-scissors mechanism, partnered with the abstract strategy tile-placement, encapsulates the tense, terrifying tone of the historic battle, itself. This is about the small victories, inching forward along a Street one tile at time, pushing the enemy back. The wooden tiles are a delight. The board itself looks big when you fit the frame together (measuring at 61x85cm). This isn’t too disimilar, though, to larger game boards such as Scythe. You won’t be able to play this on a small, circular coffee table. Having a wooden frame adds table presence in spades. But would a board itself be a more practical approach? Not as quirky, nor as fun as a wooden frame, I’ll admit. If a board had grids running along each Street, it would make them quicker to digest at-a-glance. As it stands, having a wooden frame is quirky at least, without bordering into gimmick territory. Having tiles in a wooden finish does add a sense of deluxe grandeur into the gameplay. Overall I’m impressed with this preview copy of Clash of the Ardennes. It’s a suspenseful affair, like two predatory sharks circling each other. If you like what you see, click here to check out the Kickstarter, which runs until 3 April 2021.












