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- The Gang Card Game Review
The Gang WBG Score: 9 Player Count: 3-6 You’ll like this if you like: Poker, The Mind Published by: KOSMOS Designed by: John Cooper , Kory Heath This is the reviewer’s copy. See our review policy here By Steve Godfrey “So I’ve got this poker game” “Sorry mate I don’t gamble and I’ve got no money” “It’s ok, it’s cooperative” “Oh, right, that’s weird but ok, at least that means we can have a chat while playing” “Nope, we’re not allowed to communicate” “Wait, really?” “And it’s about staging a heist” “Are... are you ok mate?” How to plan a heist Set out the three Vault cards and the three Alarm cards. If you’re using them, also set out the challenge and specialist cards next to each of them as well. For each of the colored chips, take all of the numbers up to your player count. Place the white chips on the table, then shuffle and deal out two cards to each player and give them a reference card that shows the different types of poker hands. Now, everyone looks at the two cards in their hand and decides how good they think their hand of cards is at the moment. Players then have to convey this information by simultaneously taking a numbered chip to reflect this. So taking the one chip, for example, will say that your hand isn’t great. This is the only form of communication you can give. You are allowed to take chips off another player if someone has, say, taken the five chip and you know your current hand is really that good. This will go until everyone is relatively happy with their chips. Then, the yellow chips are brought out and three cards are laid out to create the start of the river. The same happens again, but now you have three more cards to consider, and at this point, your hand could have gotten better or worse. When those chips have been taken, bring out the orange chips and put another card in the river. When that round is over, bring out the red chips and one last card. This will play out the same as the other rounds. These red chips are the important ones. The previous rounds have just been information gathering, but this is the big one because now, when the chips have been locked in, players will reveal their hands of cards from the lowest chip to the highest. If you manage to have gotten the hands in the right order from worst to best, you flip over a vault card. If you get any of them wrong, then you flip an alarm card. If you flip all three vault cards, then you win as a team. If you flip all alarm cards before that happens, then you lose. If you're playing with the challenge and specialists, when you flip a vault card, you then reveal the top card of the challenge deck and put it into play for the next round. This will make the next round a bit harder. If you flip an alarm, then you draw a specialist to help you in the next round and will make the round a bit easier. These cards get discarded at the end of the round. So, it’s cooperative poker? Cooperative poker; it’s a weird concept, right? It’s taking something that we’ve all grown up knowing is a competitive game and turning it into something that we now play WITH each other. It almost seems sacrilegious! What next, are we going to make motor racing cooperative by tying the cars together and having them tow each other to the finish line?! It all sounds bizarre, but yet it works... the poker thing, not the motor racing. That’s maybe a bit too out there... but I am gonna pitch it just in case. I was taught this by Jim, and this was the last game we’d played after an epic game day. We’d played loads of great games, big and small, and most of them either made my wish list or made me want another play. I’m telling you all this because I want you to know that even after a game day full of great games, The Gang managed to stand out above all of them for me. So much so that I went and bought a copy within a couple of days and immediately introduced it to my game groups. There were mixed reactions across both, and I’ll get more into who and why a bit later, but it generally leaned more positive, unanimously so with one group. This was a massive relief because there’s nothing worse than finding a game you love and no one else gets on with it. You can’t read my poker face, so we’ll use these chips instead. The Gang is a game that I liken to getting a band together, although it’s easier to get rehearsals in and it’s a lot quieter, for a while anyway. Whenever you play with any number of new players of any skill level, it’s going to take a few goes before you find a rhythm between you. Sure, there are going to be a few mistakes, but when it comes to this game, even the mistakes are part of the fun. What I love about it, though, is the amount of tension and second-guessing (yourself and others) and most of all the amount of back and forth you get from it. You read that right, a game that has no communication can have great back and forth, and it’s funny! That moment where you watch someone take a chip, only to have someone else immediately shoot them a look and snatch it off them is hilarious. There are great moments, like a pretty slow first couple of rounds as people aren’t sure which chip to take, only to have the next card be “the one they were waiting for” and all of a sudden three people almost dive across the table to grab the five chip. It’s a thing of pure joy, and if you told me I was only allowed to watch this being played, I’d absolutely sit and watch it. As I said earlier, there’s almost a synchronicity you get when you play enough with the same people. You start to know how they think in terms of how they prioritize hands of cards and how good they are at deducing others' hands. That doesn't make the game an easy ride, though, because there are still those close calls. I can’t tell you how many times two people have fought over the bottom two chips because they both only have high cards, but their high cards end up being like a 7 and an 8. Both are valid in wanting to go low, and they both kinda know that all they’ve got is a high card, but it’s just a case of which is worse/better. It’s those kinds of reveals that bring the sighs of relief or the cries of “ah no,” and it’s brilliant. If you find the game is getting a bit easy, don’t worry because there are ways to change that up. First is a change of players. That’s not me saying to ditch your mates for new ones, but even adding one new player will be enough to change the dynamic. Changing player count will also increase the difficulty. I mean, we’re gamers; we all know how difficult it is to organize people for a game night/day. The same principle exists here. Getting three players to coordinate isn't always easy, but six? That’s definitely going to add to it. The game, though, has one more ace up its sleeve: Challenge and Specialist cards. Each of these gives a subtle but interesting twist to the game. One challenge card, for example, says that on round two, if any of the cards drawn aren’t a court card, then the player who had the 1 chip from the previous round discards their cards and draws two new ones. Another has you skipping the first round of chips completely. The specialist cards, on the other hand, have effects like everyone saying how many court cards they have in their hand, or one player showing another one of their cards. Out of context, they may not sound like much, but they definitely have an effect. There are a couple of other modes in the book as well to keep you on your toes if you need the extra difficulty. We haven’t had a call to play them yet, so I can’t really talk about them. Heisting for newbies The Gang has a familiarity and an accessibility that helps it easily draw more people in than a lot of other hobby board games would. The simple pitch of “it’s poker but we're just working together” instantly intrigues people and makes them feel a bit easier about it because at least it's a game they’ve heard of and possibly even played. It might not draw everyone in, though. The idea of poker may put people off, and while you may be able to draw them in with the lack of gambling and the co-op nature of it, it still may not be everyone's glass of whisky (that’s what you drink when playing poker, right? Or have movies failed me again?) Alternatively, you may get some odd looks from the die-hard poker players of the group as they look at you like you’ve just torn up their favorite deck of cards because you’ve used the words “co-op” and “poker” in the same sentence. Oftentimes, in both of these cases, a quick couple of goes is enough to get people on board, but not everyone. For example, in one of the groups I spoke about earlier, there were a couple of people that didn’t really know how to play poker and struggled a bit with learning how the hands worked and getting the flow of the game and how to evaluate their hand. It didn’t help that we were playing with six players as well, so the wins weren’t exactly forthcoming. That's not to say that you can’t learn poker through this game and still have a great time with it because, being that it’s co-op, it’s easy enough to play a couple of dummy rounds and coach people through it. One thing I do want to address, and it’s only because it’s been said to me many times, is the statement: “Well, you could play this with a normal deck of cards and stand in for the chips,” and yes, yes you could. Personally, I love the production on this. The theme is neither here nor there, but everything else looks the part, and it is all tied to the theme. The cards, the chips, and the addition of the challenge cards add to the overall package for me and for a decent price. I paid around £15 for mine, and you get some good quality chips and a good quality deck of playing cards, which can be almost a tenner just on their own. Plus, it feels nicer to bring this box to the table, even if it was notoriously difficult to photograph for this review. I made this game my number one game of 2024, and it was my most played game of 2024. Mainly because I wanted to take this everywhere and play it at any opportunity I could. But another factor is that you can’t just play this game once, especially if you lose. Someone around the table will more than likely say, “One more?” and if you haven’t guessed by now, I’m always up for one more. The game for me has all the addictive qualities of regular poker but without the potential for crippling debt (well, in my case anyway). Right, I’m off to see if I can rob a bank by forming a gang and playing poker in front of the safe! Huh, maybe the theme has made an impact after all.
- Planet Unknown Board Game Review
Planet Unknown WBG Score: 8.5 Player Count: 1 - 6 You’ll like this if you like: Barenpark , Isle of Cats Published by: Adam's Apple Games Designed by: Ryan Lambert , Adam Rehberg This is the reviewer’s copy. See our review policy here By Steve Godfrey Earth has run out of resources, and we are yet again tasked with developing an unknown planet with the goal of saving humanity. Have no fear, though, because this time we’ll have the help of SUSAN, checks notes sorry, Lazy Susan… Sorry, explain why this is an advantage again? How to voyage into the unknown Place the S.U.S.A.N in the middle of the table. This is the name of the spinning device that’s used in the game. If you happen to have your friend Susan playing, please do not put her on the table; at the very least, it makes for a very awkward conversation. Give everyone a planet board and a corporation board. There are two sides to each, a standard side and an asymmetric side. For at least your first game, use the standard side. Populate the board with life pods in the marked spaces, then place a public objective card in between each pair of players. Each player will be working towards two different objectives with the two players next to them. There’s also an option to use private objectives as well, which you’ll give out now if you're using them. Each person will then put one of their arrow tokens in front of the section of the Susan that they are sitting next to or nearest. On your turn, you’ll be rotating the Susan (the spinny thing in the middle of the table. Please don’t start rotating your friend Susan in her chair) until you find a section with a tile that you want to take. Take one of the top tiles in your chosen section and place it on your board. At the same time, each other player will take a tile from the section that ends up in front of them and place that tile onto their board as well. Your very first tile of the game must be placed touching one of the edges of the planet, and on subsequent turns, it must be placed adjacent to an already placed tile. If you place a tile over the top of a life pod, then it's destroyed. Some tiles will have asteroids marked on them. If you place one of these tiles, add an asteroid token onto that tile. Each tile will have two resources on it, and when you place it, you’ll move your markers on the corresponding tracks on your corporation board. These will eventually trigger certain effects. The Civ track will eventually get you a choice of different levels of cards that house bonuses or end-game scoring. The rover track lets you move your planetary rover around the board. When they drive over an asteroid or a life pod, then they’re collected and placed on your corporation board. Life pods are worth one point each at the end of the game, and asteroids are worth one point per three collected at the end of the game. The bio track can get you single square biomass patches that can be placed to fill in those empty squares; these must be placed immediately unless you have the tech that lets you store them. Speaking of which, the tech track will unlock special abilities when you pass certain levels, like, for example, the ability to place tiles anywhere on your board rather than adjacent to a tile. Each track will also have victory points and wild spaces that will let you move up on a different track as well when you land on or pass them. Once either one complete section is out of tiles or one player can no longer fit a tile on their board, the game will end. You score any civ cards, points from tracks, and objectives. You’ll also score points for completed rows and columns on your planet board, each one being a slightly different point value. Any asteroids on a row or column will mean it doesn't score, regardless of whether it’s complete or not. Not just a fun toy It’d be so easy to look at that S.U.S.A.N in the middle of the table and assume that it’s a gimmick and that it’s there purely for the toy factor and, yes, maybe there is a world where it doesn’t have to be quite as elaborate as it is. But all thoughts like that simply fall away once you play the game and you soon start seeing it for what it actually is, a functional and fun addition to what is, at its core, just a really great game. From the first turn of the game, this satisfying spinner device gives you the first hit of tension every round. When you're not the active player, then watching it is like watching the wheels on a fruit machine or if you’ve ever seen it, Michael McIntyre's The Wheel (try not singing the theme tune next time you play Planet Unknown). Except of course here it’s another player that’s in control of your fate rather than random luck. Before it’s turned, you generally get a good feel for what tile you want from those currently available, and it’s going to be genuinely hard to not show your emotions as those tiles are turned to the perfect position or, even worse, spin frustratingly past you. Now a truly evil player would see this and take advantage, but I’ve genuinely found in my plays that you're too focused on your own board and goals to worry about what other people need. The only time it may become a concern is if you can see that someone can't fit certain tiles on their board and you don’t want the game to end just yet. That concern becomes even less so if they’re not sitting next to you and sharing goals. Combos and tracks and rovers oh my! It’s the actual decision around tile placement that really makes this game shine. Now generally, aside from your turn, you don’t get any decision over which two tiles you get to choose, and this escalates as the player count goes up. Now I can legitimately see this being an issue for people who don’t like that lack of control, especially if you end up getting a choice of tiles that have the same resources on them. For me, though, it’s the puzzle of how you use what you're given that makes this game stand out, and let’s face it, if you could choose what you wanted every turn, then it’d be boring. Which tile you choose and where you place it could have multiple implications. Do you place it to help you complete a row? Is it best placed for an objective? Should you even take the one that places an asteroid? And best of all, which tracks do I want to advance on? There’s even an argument to be made that your “off turns” are actually better because you don’t have to sit in an analysis paralysis stupor deciding which of the plethora of tiles you want to pick, because sometimes, picking from just two can be enough of a decision on its own. The two-player and solo variant throw in a rule that says that on your turn, instead of picking any tray to take time from, you only move the Susan one space to the left. I’ve not played at two, but I have played solo. While this doesn’t give you the freedom to choose (and potentially stitch up other people) as in other player counts, it does give you more of a strategy as you’ll know what’s coming your way for the next couple of turns, more so for the solo game as the bot doesn’t take tiles. So if the luck of the multiplayer game doesn’t appeal, then maybe the two-player game will give you the strategy you're looking for. Track, tracks and tracks oh my! Once you’ve placed your tile, it’s time to advance on those oh-so-satisfying tracks. As mentioned earlier, each one will give you different benefits and bonuses as you move up them, and this in itself leads to a ton of replayability. One game you may choose to focus more on the tech track, and another you may go rover heavy. That’s not to say that they’re limiting, though, since you're usually getting up multiple tracks in a game, but invariably one or two are going to fall behind. My favorite part on each track is those wild spaces. When you hit or pass these spaces, you get to advance one space on a track (the same or different), and that can trigger some fantastic combos, especially if you can engineer it so you hit a couple of those spaces on a turn. They may not happen a lot in a game, or even at all, but when they do, it feels really good. Something I have noticed, and I’d be interested in how this goes for you, is one of the technologies, more specifically the one that lets you place tiles anywhere on the board without them needing to be adjacent. Now, I don’t know if it’s the years of being told as a gamer that tiles “HAVE TO BE ADJACENT TO EACH OTHER” that means my brain can’t comprehend that I’m now allowed to break this well-ingrained rule. So much so that even though I’ve unlocked it on many occasions, I’ve taken advantage of it only once! On said occasion, it completely messed me up because now I had to try and deal with two poorly placed sets of tiles instead of my usual one. I know other people I’ve played with have forgotten to use it as well, and they are a lot smarter than me with better spatial awareness, so I’d like to see how often other people take advantage of this one. “I think we should see other planets” Each of the planet and corporation boards has its own unique map and tracks on their reverse side. I’ve not delved into every one of these, and I’ve only played them solo, but they each bring their own weird and wonderful flavours to the game. On one of the corporation boards, rather than being a regular straight, this water track snakes through the others. Some planets have placement restrictions and a whole host of unique flavours. The variants that I’ve played with have been fun in their own right, and each combination offers its own unique puzzle. Given that there are many potential combos, you're going to get your money's worth for the replayability here alone. However, I couldn’t speak to how balanced they’re going to be in multiplayer games. Because they are so wildly different, there’s got to be some kind of overpowered or difficult combination somewhere. If you are going to try these outside of the solo mode, I’d go into it letting people know that it may not be the most balanced game. That being said, if you fancy playing a game where you don’t really care who wins and just want to experiment with the combos, and all others are on the same page, then it’s fun seeing what the combos bring to the table. The correlation between the private and shared objectives can sometimes contradict each other, with one telling you to have the largest area of a resource type and the other saying you need the smallest. It’s annoying, to say the least, because now you have to decide which one to go for rather than both of them, and it’s basically taking potential points away from you before you’ve even started. My advice would be to swap out one or both offenders until you have a situation where you can reasonably achieve all of them, just to make things fairer. When you first suggest playing Planet Unknown and you present people with that huge box, it's not uncommon for them to look at you with a face full of existential dread as they wonder what they’ve let themselves in for. Once you get into it, though, they soon realize that what they’ve actually let themselves in for is a pretty straightforward and, more importantly, fun planet-building polyomino game. Right, I’m off to spin Susan… not the lazy Susan in the game, my friend Susan. She really loves those roundabouts at the park.
- SETI: Search for Extraterrestrial Intelligence Board Game Review
SETI: Search for Extraterrestrial Intelligence WBG Score: 9 Player Count: 1-4 You’ll like this if you like: Lost Ruins of Arnak Published by : Czech Games Edition Designed by: Tomáš Holek This is a SPOILER FREE free review copy. See our review policy here By Steve Godfrey In SETI, you’re able to scan for and receive signals from the far reaches of the galaxy, and this technology has always fascinated me. The fact that you can receive signals and images from the depths of space is incredible. Heck, even James Cameron can tweet from the bottom of the ocean. We have all this amazing technology that lets us see and communicate from seemingly impossible places… and yet I still have trouble listening to music while driving through a small village. I’m not saying I want a space agency’s worth of tech, but it would just be nice to listen to David Bowie’s "Starman" while driving through rural England. How to SETI up and play Give every player a player board, their tokens in their chosen colour, one of the game's excellent player aids, and their starting income card. The reverse of this card will show you your starting resources, which include 5 cards from the deck, one of which you’ll tuck under your income card, immediately gaining that resource as well as adding to your income every round. On the board, randomise the setup of the outside ring, then build up the rotating board in its three layers and then randomise its setup either yourself or scan the QR code on the rulebook and get a randomised setup. Lastly, take the five alien races, shuffle them face down, and then place two of them in their slots on the board, still face down. On your turn, you’ll take one main action and any number of free actions in any order. First, I want to talk about cards. Cards have multiple uses in SETI; you can discard them as a free action for their ability in the top left of the card. As an action, you can pay the cost on it and use the action on it. Some cards also have grey mission abilities, which you play in front of you, and they trigger when the condition is met. There’s a symbol on the top right, which is generally used in conjunction with the scan action. Lastly, the cards can be tucked under your starting income card in the same way as setup to be used for future income turns. Sending out a probe puts one of your probes on Earth. At this point you can pay energy to move one adjacent space per one spent, or you can spend a card with a move icon on to move round as well, gaining any popularity for any planets you move through. If you're on a planet you can use the orbit action to place your probe in orbit around that planet and gain the bonuses there. In much the same way you can land a probe on the planet which will cost more but the bonuses and points could be better. You can land on the moons around it but you’ll need an upgrade before you can. The scan action first lets you scan for data in earth's sector. This is where you collect a data token from that sector and replace it with one of your tokens. The collected data goes into your computer. You can then scan in another sector by looking at the coloured corners on the top of the three cards in the display and scanning in one of those sectors and then discarding that card. You can spend six popularity points to upgrade the actions on your board. Take the upgrade you want, gain the bonus on the back and slot it into the appropriate place on your board. There’s a load of things this tech can do like making landing on planets cheaper, letting you land on moons, letting you put more than one probe out at a time and even improving your scanning. When you gain a tech then you must, in true Numberwang style, rotate the board. Which of the three sections you’ll rotate will depend on where the rotation marker is. Rotate that part one step and then move the rotate token round as well. This will obviously change the alignment of the planets and board. Adding data to your computer not only gives you bonuses at certain points, including letting you tuck cards for income, but, if you fill your computer with data then you spend an energy, removing the data and gaining a life trace. Throughout the game you’ll gain different coloured traces and when you get one you can put one of your tokens in one of the matching slots below one of the two alien boards. When one has all three slots filled then congratulations! You’ve discovered alien life and the board flips over. Get that aliens rules card, card deck and any tokens from the box . Give a card to everyone who contributed a token (one per token placed) and read out how this particular race works. Each race will have their own deck of cards which work the same as regular cards but are more powerful and may work in line with the aliens rules. The new boards will also have new and more spaces to put trace tokens when you get them. These usually vary in points and may even have a cost to pay before you’re able to place them. The game will end after five rounds at which point you’ll score any end game goals on cards you played and then score the public endgame objectives. All of time and space, everything that ever happened or ever will - where do you want to start? As per usual when I write any review I’ll finish the overview and then ask myself “right, where do I start?” This time isn’t any different, except for the fact that this is the exact same question I ask every time I start to play SETI. In fact that’s the one question I kinda dread new players asking me because my answer is always going to be “I don’t know, what would you like to do?” Part of that is me not knowing what the heck I’m going to do, let alone anyone else. It’s also partly because I don’t want them to blame me for accidentally tanking their game on the first turn. I love that that question even needs to be asked because it means that, straight from the off SETI gives you so many potential options and doesn’t follow a linear path every time. The beauty of SETI is that there are so many paths to explore and it’s up to you which one to choose. Which you choose could purely be because you fancy doing something different from the last game or maybe If you’ve got a hand of cards that synergize well with a particular path, well then, maybe go that way. If you fancy going down a more planetary exploration route this time, go for it! What makes the starting choices all the more difficult is that they’re all good! Even better is that they all interconnect just enough that you’ll need to touch on everything to be really efficient, but can also be separate enough that you don’t necessarily have to go hard down all routes. So if you find that you aren’t scanning as much as other players maybe because, thematically, your agency had to unplug the scanner to plug in the kettle, then it’s not that big of a deal. It’s on the cards Yep, I’m an absolute sucker for multi use cards in general and when designing SETI I can only imagine that there was an objective to create cards so multi use that they could coin the phrase, “the Swiss Army knife of multi use cards”. (I wonder if I can trademark that?) If that was the case then they’ve nailed the brief. I don't know if this is the most multi use a card has ever been with technically six uses it can give you, but whatever it is, I love them. Not only does it give you those fantastic choices of, “I want to use the card for this later on…..oooh but this bit could be really handy now” but I love that they’re not only one time use either. The end game scoring serves to give you that extra end game push but the grey triggerable missions act as little side quests to focus your game on should you wish to. They can help towards stretching out your turns by giving you little resources boosts. Of course the best bit about multi use cards and these ones in particular, is how they can lead onto some awesome, satisfying combotastic turns. Some nice Aliens but where are the Quagaars? Unless all players somehow manage to ignore all the life trace symbols then it shouldn’t be long before you discover the first of the two races of aliens. Each one has similarities to each other in as much that you’ll have coloured areas to place your tokens when you find life traces and open up a new path to scoring victory points. Most importantly is that they'll all play differently and add their own thematic spin to the game without adding a ton of complexity to the game. This is a blessed relief when you’ve already been through a decent length of teaching and people have got to grips with the rules. The last thing you want to do is fry their brains with two more vastly different rule sets. These new discoveries will each give you new opportunities to place traces and score points (some come with a cost) and their own unique deck of cards which will be more powerful than the regular deck. I love the idea that you don’t see which two are being put out each game, it adds to that sense of discovery especially when you're just exploring the game yourself but also stops people from planning ahead based on what’s coming. Each new discovery will lead to a change of pace and tactics amongst the players; as players either try and adapt to what's been presented or just carry on as they were and plan on touching on the new discovery later… or wait until the next one. Each alien race is brilliantly thematic to its own back story. I won’t mention any specifics here as I know some people want to discover them as they come up in the game. But if you don’t mind knowing or want to revisit these as you discover them then it’s well worth watching the specific alien videos on CGE’s you tube channel. Jupiter Ascending Speaking of ascending, SETI is a game of escalation. Your first round will probably feel comparatively short with only limited starting resources at your disposal. But as the game goes on and you increase your income, improve your actions with tech and play cards that improve your lot, you'll find your rounds being filled with more options to play with. That being said, SETI does something that I love in games in that it makes you try and squeeze every last drop out of every turn. This escalates as you reach the last throws of a round and even more so at the end of the game because you don’t want to leave any space rock unturned. You want to go out knowing that you did as much as you could. As much as your round will expand as the game progresses, you’ll want more, and so as people get to the end of their round you’ll see them trying to math out every possibility. “If I can just get one more popularity, then that gives me one more turn to get a tech, then I can fill my computer with data and that gets me two credits so I can play this card…” And so the muttering continues. You’ll soon get used to this as a regular occurrence - and what previously sounded like your friends, now muttering incantations in the hope to magic up more resources, will, before you know it, become background noise. Which is good, because it gets worse, especially in that last round. At the same time though, I love that sort of puzzle and when you finally crack it, it’s like you’ve actually successfully landed a probe on a planet… I’d imagine. It won't surprise you to discover that I’ve never set foot near any space agency, which is probably for the best. We’re gonna science the potato fertilizer out of this game. As you may have guessed this game can be prone to a little AP (analysis paralysis) as people try to figure out their turns and it’s not necessarily with people who are usually prone to that sort of thing. It just means that some games may work out a little longer than expected which is why I’d say three players is probably the sweet spot, especially when you’ve got all new players round the table but if your group tends to play quick anyways you’ll probably be fine. That being said you may not notice as much downtime as you’ll be too busy working out your own game. This is less of a negative and more of a tip I suppose? It’s easy to get caught up in a game of follow the leader and my advice will be, don’t. If one player is running off ahead in points because they’re game is based around landing on planets then it’s all too easy to panic, change strategy and do the same thing to try and catch up. In the games I’ve played I’ve found sticking to your guns works much better as things do start to even out if you're playing your own game well. You spin me right round. Let’s talk about the big orange orb of heat in the room. Because let’s be honest, it’s a big ol’ gimmick designed to draw people to the table and sell games because it's a cool spinny thing... right? Of course it isn’t (although I don’t think it hurts things) but I can see why it might evoke that response. It’s a really clever, thematic and fun way to add to the puzzle of the whole game and, let's be honest with ourselves, it’s just really cool when we get to spin it round. How often it rotates is dependent on how the game plays out, but it's usually enough that you can’t rest on your laurels and just assume that it’s going to be the same on your next turn. It’s also never constant enough that it’s moving round like you’ve just let your kid take the controls on the teacup ride. It’s not all gloom though because having that one rotation happen between turns might even be an advantage. One turn could be the difference between spending precious resources to get to Mars, to all of a sudden it’s parked itself next to you! It’s such a clever piece of design. The final countdown. There’s so much I could talk about when it comes to SETI because I feel like I’ve only scratched the surface. I love how your choice of tech can go a long way to enhancing the particular path you're taking but again, because you want to try and do a bit of everything, you don’t necessarily want to go all the way on, say upgrading your probes. The scanning has a nice little race element as you fight to keep the majority to gain life traces and points but also collect that all important data to fuel your computer with upgrades and resources. SETI didn’t make my top ten (new to me games) of 2024 because of how late in the year I got it but this has now rocketed into my top ten games of all time; and I’m pretty confident in saying that this will be in my top ten of 2025. SETI is a fun thematic game that floods you with choices and asks the important question “how do you want to play” and more importantly gives you the tools to do so and really, what more can you ask than that? Right I’m off to try and get a signal and see if I can finish listening to Starman, I need to find out how that bad boy ends.
- Post Office Board Game Review
Post Office WBG Score: 7.5/10 Player Count: 2-4 You’ll like this if you like: Tile laying games with a twist. Published by: Hobby World Designed by: Evgeny Petrov This is a free review copy. See our review policy here . We previously reviewed the mini card game, based on this game. You can check that out here . And now, in a rather backward game, we are covering the OG. There are plenty of tile-laying games out there. There are also plenty of polyomino games to try. Not many have the mechanics set up quite like Post Office, though, where you will be laying the polyomino tiles on top of previously placed two-by-two tiles. It is an intriguing blend of tile placement that promises a first-class service. But does it deliver? Let's get it to the table and find out. How To Set Up Post Office Each player takes a player board along with all associated pieces. I have set them all up into four individual bags to make this easier. Inside, you should find three single stamps, the 16 polyomino shapes in the four colours, the four starter tiles, and the character standee. Place these all out in front of you, with the standee on the outer space on your board marked START, and the four starter tiles on the central spaces highlighted in yellow, placed at random. Now place all the remaining stamps into a central area, along with the regular package tokens. You are now ready to play. How To Set Up Post Office The game suggests that you appoint one person as a senior employee, and they now pass two packages from the central reserve to each player. Why each player cannot simply just take two themselves, I do not know! Anyway, however you do it, each player checks their two package tiles and chooses to keep one, and pass one to the player to their left. Each player now moves their standee on their board one space clockwise and places one of their two tokens into a column or row alongside the location of their standee. If that column or row is full, simply move to the next available one. If your standee is in the corner, you can place the tile anywhere. If you want to move one row or column forward, you can do so at the cost of one Stamp. You can rotate the tile however you like but it must be placed face up, and you must place one tile. Players can then, if they choose, place one of their polyomino "Tape" tiles over the spaces made by the package tiles. The tape tiles need to match the colour of the package tiles and can only be placed over fully formed package spaces that take up at least the same amount of space. You can place the tape tokens onto any space, not just one covered by a recently placed package tile. You can place a maximum of one tile each turn, two in total each round. When you place a Tape tile, if you cover a Stamp icon on a package tile as you do this, take one Stamp token from the main supply and add it to your own supply. All players now move their standee one more space and place the second tile as per the same rules, adding a second Tape tile if they wish. This continues until each player has just one space left on their board. Play the final round just as you did before, but just placing one tile. All this is does simultaneously by all players. At the end of the game, players will score points for each stamp in their collection, points for each uncovered symbol on the package tokens multiplied by the corresponding symbols on any placed tape tokens (four each of the four colours and icons); three points for each tape token that is touching the green packing symbol icon; and finally, five points for each square group of four packages in the same colour. Add all this up, either with paper and pen, or by using the stamps themselves. Most points wins. So, in the above picture, this player would score 14 points for the light blue Wine glass symbol for example. Because they have two Tape tokens down, and seven uncovered matching Wine glass symbols currently in view. Also, they will score just three points for the one yellow tape token touching the green packing symbol in the middle. Is It Fun? Post Office Board Game Review There is something beautifully simple about Post Office. Games run quickly. Very quickly. I love simultaneous play, and in this game, it means, irrespective of player count, games will fly by. They suggest 30-45 minutes. I have had games in under 20. Newer players may take longer in their first few games, of course. But ultimately, on your turn, all you are doing is choosing between one of two tiles, and then placing it into what would be a maximum choice of five spaces. You then play place another tile on top, but not every time, and when you do, it wont take long to decide where. The whole process is so fast. And to fill a board, it only takes 12.5 rounds. Scoring takes another five minutes or so at the end, but is fun! I enjoy simple games, particularly those that incorporate a clever twist to keep the gameplay engaging and thought-provoking. This particular game delivers on that front with its straightforward yet strategic mechanics. The core concept revolves around laying down tiles. Players have the option to add a tile on top of an existing one, or they may choose to leave it as is, which introduces an element of choice that can significantly influence the outcome of the game. As you consider where to place each tile, the strategic implications become increasingly apparent. Every decision carries weight: will you gain more points by stacking a tile on top, or might you be inadvertently covering up valuable icons that could have contributed to your score? The tension between immediate gains and long-term strategy is palpable. For example, if you decide to place a tile atop a four-by-four arrangement, you must weigh the potential points you could earn against the possibility of blocking a scoring opportunity for this block. I would recommend this game to anyone who enjoy tile-laying games, and is looking for something with a fresh take on the mechanic. The beauty of the game lies in its simplicity combined with the depth of its strategic possibilities. Every round becomes a delightful puzzle, requiring you to balance the risk of covering something up this round and reward of potentially making use of what you place now, with another tile later. The interplay of laying tiles and deciding whether to stack or leave them open creates an engaging experience that is both fun and mentally stimulating. Each game feels fresh as the dynamics shift with every decision, making it an enjoyable puzzle that keeps players coming back for more.
- The Secret Set Escape Room Review
The Secret Set WBG Score: 7.5/10 Player Count: 1-8 You’ll like this if you like: Escape room experiences at home. Published by: Puzzle Post This is a SPOILER FREE free review copy. See our review policy here - Game available to buy from 4th April - pre order from 26th March 2025. Puzzle Post makes all sorts of things: Christmas crackers, small box family games, dinner games, and also these one-shot escape room style puzzle games. They all come in an A4 size envelope, so they are cheap, quick, and simple to post, and you can play them in around an hour. Nothing is destroyed or ruined, so they can be passed on to friends if you wish. They vary in all sorts of themes and stories. Here, we have one set at a music festival. Rumours abound that one band is playing a secret set, and you need to find out where and when. A story I am very much akin to after exploring the hidden corners of Glastonbury. I remember finding the Rabbit Hole the first time and being VERY excited. This game gives me those vibes. So, if you are a fan of music festivals and puzzle games, well, strap in! Interestingly, the game comes with two of each "thing" which makes sharing the job of solving this game so much more enjoyable in a group. What a good idea! So, lets get this to the table and see how it plays. How To Set Up The Secret Set Take the envelope and open it up. Read the story and short instructions on the back. Take everything out of the envelope. You will need a phone, or something with access to the internet, and a pen and paper if you want to make notes, although this is not essential - but helpful! There are nine puzzles in total, all of which create a passcode. When you have this passcode, enter it into the vault (online site you will get a link for during the game) to complete the game. If you get stuck, don't worry, you can get clues along the way. Take out all the components from inside; there are two of everything except the opening letter. Split them up and divide them among your group. Then have one person read the opening letter. You are now ready to play! Good luck! How To Play The Secret Set The opening letter will explain how to get started. Then each clue will take you through a series of the nine challenges that each give you a two digit number. At the end, you will have an 18 digit passcode. Enter this to see if you are correct. That's pretty much all I can say without spoilers. Although, the key, with all this stuff of course, is to work out which order to do this all in, and where to start! Is It Fun? The Secret Set Escape Room Review This is a nice, simple escape room game that you can play with your friends in under an hour. The theme is quite interesting. You are using various paperwork, tickets, set lists, line-ups, etc... from a music festival to try and identify the code that will unlock the location of the secret set. The payoff, of course, is that location is revealed, and then some AI posh guy gets to go have some fun thanks to my hard work! Which felt a little anticlimactic. I prefer my endings to these things to be more satisfying. Who did it? Why did they do it? How did they do it? That sort of thing. And this is none of that. It is more a series of unrelated puzzles, the standard fare, that all give you a random two-digit code. That adds up to an eighteen-digit code that gives you a map location, and that's sort of it. I enjoyed the process of the puzzles though. They were challenging but achievable. And the clues that help you along are perfect. Enough to give you a nudge, but not too much so that you feel you did not get there on your own. Each puzzle felt very different, and some were quite unique and original. There was one in particular that I had never encountered this style before that really stood out. It was a lot of fun to do as a group. To summarise - The journey was good. The destination, just a little disappointing. Maybe that is on me, though. I was expecting something to happen at the end with one final clue, or access to something as some kind of payoff. And you do get a little message and closure. It just did not feel like a reward for me and my efforts in the game. But perhaps I should have managed my expectations a little better. Hence me mentioning it here. However, these envelope-style escape room puzzle games are perfectly priced at under £20. They are simple and easy to take with you to friends - and work great in a group with the doubling up on each of the materials, so multiple people can study them at the same time. I love that. And the puzzles themselves are great fun. A nice mix of online and physical puzzle solving, with some nice tech add-ons, and a smooth and seamless process. Nothing felt off. The websites all worked perfectly, and the clues were spot on. I would recommend this to anyone who enjoys these sorts of games. It doesn't have the highest production values compared to some of the other similar style games on the market, but for the price, I would say it is excellent. I enjoyed the theme; it has got me ready for festival season! I am excited to try the other games in this range.
- The Disappearance Escape Room Review
The Disappearance WBG Score: 7.5/10 Player Count: 1-8 You’ll like this if you like: Escape room experiences at home. Published by: Puzzle Post This is a SPOILER FREE free review copy. See our review policy here - Game available to buy from 4th April - pre order from 26th March 2025. Puzzle Post creates a variety of items: Christmas crackers, small family games, dinner games, and one-shot escape room style puzzle games. These all fit in an A4 envelope, making them affordable, quick, and easy to send, and you can play them in about an hour. Nothing gets damaged or destroyed, so you can pass them on to friends if desired. They come in various themes and stories. Here, we have one set in an Arctic Glacial Research station, and something has gone wrong!. Carter who was leading the research has gone missing. And it is our job to find her! Rather brilliantly, the game includes two of each "thing," making it much more enjoyable to solve in a group. What a great idea! So, let's get this to the table and see how it plays. How To Set Up The Disappearance Open the envelope and read the story and brief instructions on the back. Remove all contents from the envelope. You'll need a phone or internet access, and a pen and paper if you wish to take notes, though it's not necessary but can be useful! There are nine puzzles in total that will form a passcode. Once you have the passcode, enter it into the vault (you'll receive a link to the online site during the game) to finish the game. If you're stuck, don't worry, hints are available. Remove all items from inside; there are two of each, except for the opening letter. Distribute them among your group. Have one person read the opening letter. You're now ready to begin! How To Play The Disappearance The initial letter will guide you on how to begin and a URL to open to get you started. There will then be a series of nine puzzles. Each one will lead you to a two-digit number. Ultimately, you'll have an 18-digit passcode. Enter it to verify your accuracy and get the final result. That's about all I can reveal without giving away any surprises. Good luck! Is It Fun? The Disappearance Escape Room Review This game offers an intriguing narrative and a satisfying payoff that keeps players engaged from start to finish. The story woven within this escape room is not just a backdrop; it is a captivating tale that pulls you in right from the beginning. Everything feels rich in detail and context, setting the stage for the unfolding drama. From the moment I started playing this game, I found myself deeply invested in the plot, eager to unravel the mysteries that lay ahead. The narrative is woven within the puzzles, but it is not so much of a story, although that comes at the end. Each puzzle you encounter though, is intricately linked to the storyline, enhancing the overall experience. I was not merely interested in solving challenges for the sake of gameplay; rather, I was driven by a genuine desire to uncover what would happen next and how each piece of the puzzle contributed to the larger narrative As I navigated through the various challenges, I felt a growing connection to the story and the stakes involved. The thoughtful design of the puzzles ensured that every element served a purpose, adding layers of depth to both the gameplay and the story itself. Ultimately, the culmination of the experience brought a rewarding sense of closure, as the resolution of the narrative tied together all the threads introduced throughout the game and offered me an interesting and unexpected choice. This blend of an engaging story and the thrill of solving intricate puzzles created a memorable adventure that left me reflecting on the experience long after it ended. It was not just about completing the escape room; it was about experiencing a story that resonated with me personally. Some clues are undeniably easy, providing a sense of instant gratification and satisfaction upon solving them. These simpler clues often serve as a warm-up, allowing participants to build confidence and momentum as they engage with the challenge. The first one sure is simple! Later ones though do ramp up, and the well structured clue mechanic was needed on a few occasions! However, the majority of the clues present a more significant challenge, requiring deeper thought, creativity, and analytical skills. These more complex clues often involve intricate puzzles, layered meanings, or require participants to connect disparate pieces of information. They can include cryptic messages, lateral thinking problems, or even physical puzzles (with paper, not your body!) that demand a unique perspective to unravel. The culmination of the game presents a pivotal moment where players must decide how to proceed based on the knowledge and insights they have gained throughout their journey and their own moral compass. The weight of this decision can create a sense of investment in the story, as players reflect on their experiences and the lessons learned along the way. The choice you make will lead to a different outcome, encouraging players to replay the game to explore different possibilities and perspectives. Or simply, press back on their browser and try the other one! This entire experience can be enjoyed repeatedly. Some clues require drawing or folding the physical clue, but these are all repairable, and there are two copies of everything anyway. The process took me just under an hour, with the odd clue here and there. I would recommend this to anyone who enjoys short, one-time puzzle games like this and has an interest in the environment.
- Say Goodbye to Clutter: Smart Board Game Shelf Ideas for Gamers - Sponsored Post
Sponsored Post - This is a sponsored post and contains a sponsored link Opening a new board game while setting the pieces brings a great feeling of intense competition. The storage of board games turns out to be a frustrating process. Your cherished collection of board games becomes a bothersome nightmare when you store them because mishapen boxes pile up with missing pieces and then occupy overstuffed shelves. The problem of finding games in disorganised piles should motivate you to develop better storage methods. The best thing is that the correct board game shelf designs will help you to arrange your collection while making everything easily accessible and changing storage into an attractive display area. Our blog's smart techniques for board game shelving will perfectly organise your gaming collection regardless of your storage size. Strategic selection of the proper storage shelf Your first task when organising begins with selecting the proper shelf. Since your collection contains games of various dimensions, your storage solution needs to accept games with different-sized boxes. Cube Shelving for Versatility The board gaming community highly values the cube shelving system as their essential organisation tool. The consistent distribution of compartments in your storage lets you position games by either vertical or horizontal orientation, making access quick and simple. BoxKing gaming products are in demand because customers can easily store many items and build unique storage methods. The storage space of fabric bins serves to organise small games and gaming accessories, including dice and scorecards, together with miniatures. Wall-Mounted Shelves for Small Spaces Wall-mounted shelves are an outstanding storage possibility for areas with limited space. Floating shelves maximise space utilisation by freeing up room and presenting your board games in a contemporary and fashionable manner. The adjustable wall-mounted shelf system enables users to modify the space between shelves according to their box requirements, thereby meeting the needs of various collection sizes. Bookshelves with Adjustable Shelves Standard bookshelves function well, and board game storage units have adjustable shelves. These shelves allow proper home placement for games of any size without burying smaller items underneath large games. Correct storage method It involves stacking your games alongside proper storage techniques to maintain their quality. After selecting your shelf, you must decide how to arrange your games for stacking. The method you use to position your games makes a difference in how long they survive and how easily you can access them. Vertical vs. Horizontal Stacking The horizontal stacking method leads to flattened boxes and challenges accessing games because the entire stack becomes unstable during retrieval. Vertical storage of games functions similarly to shelving books since it avoids box crushing and allows you to grab games independently from the collection without causing disruption. Use of Magazine Holder. The combination of smaller games with larger boxes results in their disappearance because they become difficult to locate. Magazine holders and small storage bins create storage solutions that protect games from getting lost and make them readily accessible. Protective measures To protect vulnerable game boxes from age-related deterioration, you should either tape their edges with clear packing tape or put them inside plastic sleeves. Silica gel packets placed inside the boxes function to both absorb moisture and guard against damage caused by humidity. The best method to access your games easily involves categorising them properly. A big game collection needs specific categories to make finding games easy. The organisation structure enables users to locate appropriate games without difficulty. Sorting by Game Type You should divide your board games into the following categories: Family and Party Games represent entertaining board games suitable for groups because they include titles such as Codenames, Ticket to Ride and Exploding Kittens. Strategy Games require deep thinking and planning to play, including Catan, Risk and Terraforming Mars. Cooperative Games are ideal for players who prefer collaborative gameplay over competition (Pandemic and Betrayal at House on the Hill are excellent examples). Quick Play Games include short games that establish quickly and finish within thirty minutes, such as Love Letter and Sushi Go! The process involves sorting games through classification or by measuring their box dimensions. The alternative to categorisation is to arrange your games alphabetically or by the size of their boxes. Placing games of equal size together will create a neat and consistent shelf arrangement that optimises your storage area. Creative Additions to Improve Your Board Game Shelf A board game shelf can serve multiple functions beyond storage by becoming an attractive home accessory. The following creative ideas will help you create an attractive and practical board game display area. A cool display effect can be achieved by installing LED lighting. LED strip lights or puck lights installed behind or below shelves create an elegant glow that enhances the appearance of your game collection. This small, light addition significantly impacts the game room atmosphere. Using Decorative Bins and Baskets Decorative storage solutions, including decorative bins or baskets, help maintain order by keeping loose pieces, expansions and scoring accessories like dice and pads neatly organised. Fabric containers with woven designs fit with any home decor while maintaining the order of your gaming supplies. Displaying Game-Themed Decor Your board game shelf will become more interesting when you decorate it with game-inspired elements, such as vintage game covers in frames, miniature pieces, and artwork featuring game designs. Displays of special edition games should occupy prominent shelf space to enhance your personal touch. Final Tips for Keeping Your Shelf Organized The setup of your board game shelf demands proper maintenance methods for its sustainability. Regularly removing unnecessary games that you no longer play can free up space, either by donating them to charity or selling them for money. A basic game inventory system, using digital or handwritten records, allows you to track which games you possess while avoiding unnecessary duplicates. Organise all game instructions through separate binder storage, which provides accessible rules whenever needed. Keep some games in storage while choosing different ones based on which ones you play most frequently. Conclusion A board game shelf with proper organisation allows tidy game storage and improves the quality of your game nights. An appropriate game storage method serves small or extensive board game collections by providing protection and instant accessibility. Remove your gaming chaos by organizing a shelf that suits your needs, and experience wonderful, stress-free events while playing games.
- Maeshowe Card Game Review
Maeshowe WBG Score: 7.5/10 Player Count: 1-2 You’ll like this if you like: Tense solo or two-player Hand Management card games. Published by : Dragon Dawn Productions Designed by: Lee G. Broderick This is a free review copy. See our review policy here . Maeshowe, pronounced Mays How, is a clever little card game based on a real place in Orkney, a tiny island off the coast of North Scotland, that I visited back in the 90s, as rather randomly, my Auntie is buried there. Maeshowe is a Neolithic chambered cairn, meaning its very old, made of stone, and probably used for some kind of burial ritual. But being close to 5,000 years old, no one really knows. But what historians and locals alike do know, is that it attracts a lot of interest because of the various stories linked to its existence. Including one that this game is based on. Orkneyinga Saga tells stories of runes found inside the chamber, resulting from various tomb breaks made from Maeshowe. Which due to its design, was not overly easy to get out of if you got in the wrong way. Perfect for a hand management card game, right? Let's get it to the table and find out. How To Set Up Maeshowe First choose the side of the board you are playing with, depending on player count. Either the extra row for two players, or just the two rows for a solo game. Place hearts onto the spaces for them either just the red, or blue and red for the two player. Fill all spaces, or just three for a two player game. Then place one Food token down and leave the others to the side. Now shuffle the deck, and for a two player game, place the top five cards into a discard pile, ignore this in solo. Then deal five cards to each player, or just five to yourself in a solo. Place the remaining deck face down to the side. In a two player game, be sure to have the Jarl token out, and given to the first player. Finally, determine the difficulty of game you want. Place out Passage tokens based on this. Three for an easy game, four for a medium game, five for a hard game. Adding one extra for two-player games. You are now ready to play. How To Play Maeshowe Each turn, players will play one card from their hand and discard another. You can do this in any order and play any card from your hand of five. When you play a card, place it face up in front of you, forming a line from left to right for all cards played this way. In a two-player game, players play to the same row. Forming one line between them. When you discard, place it face up into your discard pile. In a two-player game, each player forms their own discard pile. All cards will have a "when played" effect, and most cards will have a discard effect too. But not all! Some cards will offer positive effects for these actions, but most will be negative, so watch out. When you have played two cards this way, draw back up to five from the draw deck if you can. If you run out of cards and cannot play two cards before the end game scenario, you lose. Equally, if you run out of health, the game ends. What you are looking to do is play four Excavate Passage cards in a row to clear one Passage token, or two if the four Excavate Passage cards have the same rune. When all Passage tokens are removed this way, you win the game. When you draw back up to five, you need to be careful, because if all five cards in your hand have the same rune after this, you will go mad! So, keeping at least one of each rune in your hand after you play cards will help avoid this. But sometimes, going mad is the only way to win! If you go mad, you must remove one heart token permanently from the game from your health bar, discard your entire hand of cards, then shuffle your entire discard pile into the draw deck to form a new draw deck. This way, you can get more cards, previously discarded, back into the game, giving you more time to try and win. You will only go mad once, it cannot happen again, but can be actually quite helpful. The cards have multiple effects, gaining and mostly losing health and food. Your job is to decide the best order to play your cards, work with your partner (if you have one), and work out when to try and start a row of four Excavate cards. If you place three, then the fourth card is anything else, the first three are wasted. This is a hand management game, and when played with the co-op variant, with limited communication between the two players. So, you need to assess when is the right time to start a row of Excavate cards and help out the other player where possible. In this variant, you can choose not to discard a card and instead pass a card to the other player. That player must then immediately discard a card. In the normal two-player game, players can also choose to pass the Jarl token instead of having their turn. There are also six sets of expansion cards you can add to the game when you want a bit more spice! Its best to just use one set at a time, but the game works fine with more. It gives you a bit more time of course, so you may just want to adjust the number of passage tokens you have to remove in the game. Is It Fun? Maeshowe Card Game Review This game is incredibly tense. Solo or two-player, if you get the balance right between the number of passage tokens and your current ability, games will generally go to the wire, and be an exciting, engaging, and tight affair. The adaptability to adjust the difficulty therefore is key, and it is just so simple. Add or remove passage tokens, that's it. This constant tweaking elevates the game. But beyond winning the game a few times on the hardest setting, what is left? Well, the six sets of expansion cards. So, I would say there are over 20 games in this little box before the game needs a rest on your shelf. Theme-wise, I adore this. It feels unique and works so well. The theme does actually come through in the game too, with the art and sense of tension. Time is running out for the characters in the story, just as it is for you now in the game. You may not fear for your life as you play. That's a good thing! But it will be tense, and that's all that matters in a game like this. It's all about hand management, knowing when to play certain cards. Knowing when you can take a hit in your health or food with other cards being saved for later to help with that. Build up some Excavate cards in your hand, hoping the other player is doing the same, and then strike when you are ready to get four in a row. On the art, it can be a bit gruesome for some. I have not shown here the card when the characters catch a lost swan and, well, prepare it for eating! It is quite graphic, and perhaps not for everyone. You cannot really remove it from the game either, so one to take note of. I am a fan of hand-management games. I love card games, and I adore games with interesting, true-to-history themes like this. So, there is a lot in this little box that appeals to me. I prefer it solo rather than in a two-player game, and it is the perfect quick ten-minute gaming hit I need sometimes. Quick and easy setup, fun and engaging gameplay with a tense and genuinely 50/50 end result. Enough variety with the expansion cards to make it feel fresh each time. This is the solo board. I would highly recommend this game to anyone who is on the lookout for a tense and engaging solo adventure that can be completed in just ten minutes. This game is perfect for those who appreciate the intricacies of hand management mechanics, as it requires players to carefully plan their moves and make the most out of the cards they are dealt. This gritty design choice not only enhances the thematic elements of the game but also immerses players in a world that feels raw and authentic. For those who enjoy a little edge in their gaming experience, the artwork adds a layer of depth that complements the gameplay beautifully.
- Classified Information Card Game Review
Classified Information WBG Score: 7.5/10 Player Count: 2 You’ll like this if you like: Quick, simple cards games with a bit of deduction. Published by: IncrediQuest Games Designed by: Justin Gunnell This is a free review copy of the deluxe version. See our review policy here . Classified Information is a two-player deduction game that smashed its Kickstarter goal when it successfully funded, after being supported by over 500 backers. You can check that out here . It is now fulfilling to backers, and I have my hands on the deluxe version. It is an intriguing game for a few reasons. First, this is a micro game. 18 cards. That's it. That's all you need - and all you will play with each time. Second... BUT you get so much more! Well, in this deluxe set at least. Thee are three sets of 18 cards, plus loads more. Promos. Kickstarter exclusives. Sleeves. Bags to put it in. Different ways to track your games. Little mini components to make it more of a "game." It's a full-on production. And all for a micro game, remember. And lastly, it is a mix between deduction and hand management, in a game that lasts a few minutes. There is a lot packed into this. But does it deliver? Let's get it to the table and find out. How To Set Up Classified Information First, you need to sort your deck. There are three decks in this deluxe set, as well as the promos and Kickstarter exclusives. You just need to make sure you have 18 cards, with two of each number: two number ones, two number threes, etc. You could simply take one of the pre-made decks, which would be my strong recommendation for game one. Now, deal each player three cards. This is technically an advanced variant, but I would do this from game one. From these three cards, each player chooses one to place face down in front of them as their Suitcase. This card only becomes important for the three-digit code at the bottom. The rest becomes irrelevant. The other two cards are kept as your starting hand. Then deal two cards straight to the Encrypt pile without either player seeing them. You can deal players cards one at a time to do this. One as their Suitcase, two as their hand, one straight to Encrypt. But I feel the game is better when you let players have a choice. Now, give each player a dry wipe pen and Cypher wheel, decide the starting player, and you are ready to begin. How To Play Classified Information Players will now take turns to draw one card and then play one card. Cards can be played in one of three ways. But before we get into that, a quick explanation of what is on the cards. First, on the top left, you will see a number. This is the card's number. Below this will be the card's Guild: Assassin, Guard, or Sentinel. There is then the main card art (for fun) and the card's ability in the text box. Then finally, at the bottom is the card's Code. OK, back to how you can play a card. You can Encrypt, Enlist, or annoyingly, not beginning with "E", Deploy. Surely, that could have been Engage, or something? To Encrypt, play a card into the Encrypt pile you started during setup. This simply means the other player will never see it, reducing the information they will have in the game. The second choice is to Enlist. In this way, the card is played based on the symbol shown on the top left of the card. The rest of the information becomes irrelevant. The symbol will show one of three things: either an Assassin's Dagger, a Guard's Shield, or a Sentinel's Guard and Dagger. The Guard can be played face down in front of your Suitcase. This card then protects your Suitcase against attacks at the end of the game, more on that later. You can play up to three Guards during the game. The Assassin can be played in an attempt to kill another player's previously played Guard. If the Assassins code shares any numbers with the targeted Guards code, the Guard is taken out of the game and discarded along with the Assassin. If there is no match, the attacked played must show the other player a random card from their hand. You always get something for an attempted attack. The Sentinel can be played as either a Guard or Assassin. The third choice is to deploy. This way, the card is played face up, and the card's ability is utilized. Read this out so both players understand, then follow what it says. This can be a range of things, but ultimately they are different ways for the attacking player to gain more information. When you have played a card, play moves to the next player. Continue like this until one player draws the final card from the deck. Finish that turn, then each player has one final turn so that they play one card from a choice of two, instead of the usual three. This will leave them with one card in their final hand, unplayed. This is their Final Card. Both players now reveal their Final Card, their Suitcase card, and any Guards still in the game. A few things can now happen. If a player has played a Final Card with a Card Number (the single number in the top left) that matches any of the three numbers in the other player's Suitcase bottom Code number, then a match has been found. However, if any of the Guards played by the defending player have Card Numbers that match the Final Card's Card Number, then the Final Card fails. Now, obviously both players have a final card, so it could be that both players succeed with their final card, or both fail. In case of a tie in either situation, the player with the most guards takes the victory. So, during the game, you are trying to eliminate certain cards and narrow down what the other player's Suitcase card can be. All the while, trying to hold onto the right card, or find it, that you want to have in your hand at the end to be your Final Card. This is what the Cypher is used for. Any time you see a card, either in your hand or played by your opponent, you can mark it off on the Cypher. If you then see that same number again, you can cross it off. There are only two of each number, so if you have seen both, then this number cannot be currently lying face down as your opponent's Suit case. During the game, try to eliminate as many possibilities as possible, find the right card to keep as your Final Card, and defend your Suitcase with the right Guards. Is It Fun? Classified Information Card Game Review For what is an 18-card micro game, this sure does pack a lot of punch. It feels like the designer got an idea for a game, made it, realised it was good, and so then spent the rest of the development time seeing how they could eek out every single thing this game could offer. Now, I am sure a part of that is to create a more "Kickstarter suitable" product, with add ons, and "Extras" - but of course, it is also about making the experience better. And, for me; it worked. When I play most 18-card games, they feel a little inconsequential. A bit throwaway. I love them, and have a lot, and play them regularly. But I have filed them in my "take to the pub" drawer. And I do, they come with me to all sorts of places. And I have a lot of fun with them when I play them. But this game comes in a big box, to hold all this extra stuff. And so simply cannot be filed with the rest of those games, so will potentially get played more often because of this ridiculous logistic of my own personal filing system! But it is more than this. When you play the game, the set-up, the extra little components, it all feels like a bigger game. Or at least, a bigger experience. It's still just 18 cards, and you only ever play a single card for one of three actions. And games are over quickly - around five minutes once two players are familiar with what's going on. And it all sets up and packs away in a few minutes. But that five minutes feels like you play a proper game. But, will you enjoy this game? I loved the first few games as I learned this. But then I started to find it very easy to figure out what the other player's Suitcase card was. Fine, there is one very simple way to set the difficulty of this game. When you do this, the game has to adjust for both players, so ideally players need to be closely matched. This is not about balancing two different experience level players, just about making the game shorter, and thus harder. All you need to do is deal more cards into the Encrypt pile to start with. This means there are fewer cards remaining in the game, fewer rounds, and less time and chance to identify your opponent's Suitcase card and find the right Final card. So, we played it like this for a few rounds. And it was harder to identify the other player's Suitcase, but the game was also too short, and it was down to chance about getting the right card in your hand as your Final Card now more than ever. This was a frustration for me. I want the full game. The full length, with two cards in the Encrypt pile to start with, and the chance to play the maximum rounds to feel like a proper game happens, and get the right Final Card. This chance is fun. But it is too easy. The game fixes this by creating more problems, reducing the game to become too short, and without the right amount of time or turns to get the right winning hand. I am playing devil's advocate here a little, and talking in extremes. The game is very short to start with, and a few rounds removed by extra cards in the Encrypt pile is not a massive swing in the grand scheme of things. It doesn't affect the game length that much. But it feels significant. And as much as I want to adore this game, as it ticks so many boxes for me, I end up simply liking it. I spoke to the designer about this point, and they said, "As a tip if you don’t want to reduce the game length but want to increase the difficulty you should focus on a custom deck where the cards are more limited in their elimination power. For example “Peek” is the most narrow #1 card and you could use other numbers that provide less information when used." They also highlighted that there are also cards in the stretch goals that add alternative win conditions. "So when you have to focus on the potential your opponent may win the game another way- it also increases the difficulty of the game." I would still recommend it, but perhaps more as what it is: a small 18-card micro game. One to take out with you. The three decks come in separate deck holders, perfect to take with you. They fold out to show the full rules, and this really is all you need. You can use a pen and paper or phone to take notes instead of the pen and cipher card, and the suitcase mini components are lovely, but not needed. Maybe I will move this to my portable game shelf after all, and give it the home it deserves. This game feels like a bigger game. But it isn't. And if you consider it like that, it may disappoint. If you think of this as an 18-card micro game, you may well just love it.
- The Fog: Escape From Paradise Board Game Review
The Fog WBG Score: 8.5 Player Count: 1-6 You’ll like this if you like: A bit if tension, strategy, and take-that in your games. Published by: XOLLOX Games Designed by: Robert Müller-Reinwarth This is a free review DELUXE copy. See our review policy here The Fog first came to my attention at Essen 2021. I was then lucky enough to receive an early prototype copy that I featured here . I was then involved in the process of tidying up the English version of the rulebook, helping in part with the proof reading process. So, for full disclosure, I do feel a tiny (unpaid) part of this process. Although, I would not let that affect my review, and for me, all it proves is I thought this game was amazing from the start. I am not going to offer my free support and help to a dud! So, with that said, let's get it to the table and see how it plays. How To Set Up The Fog Choose a Beach (you have two choices on either side of the board) and place it in the middle of the table. The side you choose will affect the length of the game. Then fill the top half of the board. For a standard or "Flex" game of 2-4 players, take six water Tiles A1 to A6 and place them above the Beach in order left to right. The Flex offers an alternative setup suitable for you when you have played a few more times. There are also various set ups for larger and longer games. Next, take the four Boat Scoring tokens and drop them onto the table from your hand to randomise the values (they are double sided). Then place them in descending order - the highest at the top - on the fields A to D on the top left of the main board. The, place the Preparation Bonus tokens, stacked and face-up, onto the boats of matching colour to the tokens - ensuing the highest value is on the top. Each player now takes one seven point Movement Point Track and one Player Aid, as well as two Player Markers (one of which is placed onto the movement track onto space 7), two Counters (placed onto the zero spaces on the rescue points track), and Player Discs (according to the player count and game size as shown in the rule book) in your chosen player colour. Next place the grey FOG Marker on the FOG Track of the Board according to the number of players. Assemble the 3D Wall of FOG and place it beneath the Board. Now, select the Turn Board according to the number of players and place it next to the Board. Next, place the beige Turn Marker on the top left space and the Starting Player now places their Player Marker on the top round one field. Moving clockwise, the others then place their Markers on the next fields (alternating, if players play more than one colour). Now, for a short or Flex game, take 15 Obstacles and all 32 Islanders in the colours blue, green and red. For a three-Player-Game, remove one red, one blue, and one Sailor Islander token. For a Medium game, take 22 Obstacles and all 46 Islanders of the matching boat colours used on that game. For a two or four player game, remove one red and one blue Sailor. For a three or five player game, remove just one red Sailor. For a large game take 28 Obstacles and all 60 Islanders. Place the Obstacles you took randomly in each beach row from A to J on the bottom half of the board showing the beach area – starting with A (the Obstacle type does not matter). Ensure that no more than three Obstacles are placed adjacently to each other or the Woods. And in row J, make sure that no Obstacle is allowed next to the Woods at all! Also, make sure that a maximum of two Obstacles are next to one another. Now, place the Islanders randomly in the beach rows A-I (starting with A). Leave in each row as many empty hexes (spaces) as stated on the right of each row. The game is now ready to start! How To Play The Fog Players will now take it in turns to place one of their coloured bases underneath one of the Islander tokens claiming it as their own. Place one base under any token, then play moves to the next player. Keep doing this in turn until all Islanders are claimed. Then move to the second phase where you will move your Islanders forwards towards the boat, in an attempt to escape the advancing fog. Players will do this in turn, using the seven movement points, to advance their Islanders forward and onto the boats. When you make it onto a boat, you can take one of the tokens above it into your possession for end game scoring. If the color of the boat matches your Islander, then you will gain additional points. Their positions on the boat also score you various points as determined by the boat scoring tokens added during setup. You will score negative points for any Islander trapped on the island still, based on the row they got stuck on. There are six main ways to move, as detailed on your player board. They each cost a different amount of movement points. You will drop your movement token down the required amount each time you use one. The top left movement is a simple movement in any direction for one movement point. The one below allows you to swap places with any Islanders next to it for three movement points. But this only costs one point if done on the shore. You can also push up to two other Islanders forward one spot for three movement points, so long as there is a space at the front of the line to move all the displaced Islanders into. This costs just two points if the Islander you are doing this with has the push power, as shown on the bottom of the Islander token itself. Below this, we have the Jump power. This costs three points, two if you have the Jump power. This allows you to jump over other Islanders, one space. The one to the right is the same but for clearing obstacles on the beach. This is four points, two if you have the power. Above this is the Squeeze function, which lets you slip between two other Islanders and move into the space in front of them. This also uses four points, or just two if you have this specialty. Then on the penultimate column on the right, it shows the power of the Islanders with a three marked on them. They can do the four movement point actions for just three movement points, and below it shows that the Islander with the plus one can add one extra movement after any movement action, so long as there is space for this. Finally, on the right, it shows the movement rules when on the shore and finally on the boat. Ultimately, you can now move horizontally as well as forwards, but not off the boat into the water. Each time you have your turn, you must move the token on the board above. When it reaches a green space, this means the fog advances one space. You will have a second turn, then play moves to the next player. So, every few turns you will have two goes in a row. If the fog advances onto a row with Islanders still present, flip them upside down. They are lost to the fog, can no longer be moved, and will score negative points to their owner based on the row they got to. This can be a game changer, so watch out for this. It is easy for rear Islanders to get stuck behind other Islanders, caught in a bottleneck, if you don't move the ones at the front early, then clear space for the ones in the back to move into. Although, players can do this on purpose to block other players. It makes the selection process of Islanders in the first phase crucial to doing well in the game. When the Islanders make it to the boats, and their final resting spot, they will stay there until the end of the game. The game ends when the fog reaches the shoreline. Players will then tally their points for all Islanders who made it to the boats, and any Islanders who got left behind. There is a variant where you can play with sand timers to speed up your turns, representing the impending doom the Islanders feel from the oncoming fog, and multiple other ways to manipulate and adjust the game according to the desired difficulty or length you desire. Is It Fun? The Fog: Escape From Paradise Board Game Review I absolutely adore this game. From the moment I first set it up, I was struck by how polished and well-produced it is, reflecting a high level of craftsmanship that is evident in every component. This has come from a first-time independent designer, but clearly one who has put a lot of hard work and thought into the balance of the game. The artwork is vibrant and engaging, drawing players into the world it creates, while the quality of the materials used adds to the overall experience, (although I must add I have the upgraded components in this deluxe edition) making it feel substantial and durable. Each session delivers a tense, strategic, and thoroughly enjoyable experience every time I manage to gather friends and family around the table to play. The gameplay is fast-paced yet thoughtful, striking a perfect balance that keeps players engaged without feeling rushed. Each turn is filled with anticipation and excitement, as players must navigate their decisions carefully. But of course, if you want to feel rushed and stressed add in the sand timers and play in real-time. Try it once, it is so tense! And this game is quite tense normally, but remains enjoyable, creating an atmosphere that encourages friendly competition, and the odd moment of take-that if you are so inclined. The decisions players face are compelling and multifaceted, allowing for great choices to be made at every turn. As players work to sort out their own Islanders, they must also keep a keen eye on the actions of their opponents. This adds an extra layer of strategy as you not only focus on your own game plan but also consider how to block other players’ Islanders from achieving their goals. Or, note how other players may be planning to block you! The interplay between offense and defence creates a dynamic that keeps everyone on their toes, making each game feel fresh and unpredictable. Moreover, there are numerous interesting ways to score points, which adds depth to the strategy. Players are constantly weighing their options: do you go for the nearest boat with your Islanders, hoping to secure quick points and the bonuses for getting onto a boat first, or do you take the risk and aim to get them onto a boat of a matching colour, and higher up the boat, for potentially higher rewards? This decision-making process is both engaging and thought-provoking, as it forces players to consider their immediate needs against long-term goals. Weighing up what other players are potentially trying to do, assessing the positions of their Islanders to those owned by the other players in the every changing board. The variety in scoring methods, variable board setup, size, and game length ensures that no two games are ever the same, as different strategies may emerge based on the players’ choices and the unfolding game state. This rich tapestry of options makes the game endlessly replayable and keeps it exciting, as you can experiment with different approaches each time you play. Ultimately, this combination of polished design, strategic depth, and engaging gameplay makes it a standout experience that I truly cherish. I am certainly biased from my own minuscule involvement in the game, but I know what I like, and I like this game. As I said at the start, I only offered my assistance as I enjoyed the game to start with. And now, with this beautiful finished copy, I am delighted to have played a small part as I adore this game. That said, the part I played proofreading the UK editions of the rules, though I have seen no typos or grammatical errors, the flow is a little tricky! The wording could be a little more clear for setup. And the layout and flow can make it read like a textbook in parts, I regret that! But get past that and there is a great game waiting for you. I love games with more than one part to them. The selection of Islanders can feel futile for your first game, picking the ones at the front with not much more thought. But then you will consider the pathway available to the Islanders at the back in later games, and perhaps start going for these first. You need a good mix at all stages of the board. Enough at the back to control the pathway for those in the middle so that those at the back do not become trapped. But you also need to consider the colors, and their position on the island to their respective boats, as well as their powers, and how useful they could be. It's all well and good getting an Islander that can jump over obstacles, but maybe due to the random setup, they have no obstacles in their way. There is a lot to think about and the more you play, the more you will see. It makes the game feel so layered, nuanced, and full of great, interesting strategic decisions. I would recommend this game to anyone looking for something a little different, but that offers a meaningful gaming experience. The game plays quickly. Around an hour, I find, is the average. Although, you can control game length a lot with your choice during setup. The rules are surprisingly light, but the choices in the game are deep and meaningful. If that sounds good to you, give it a go. And let me know if you see any typos in the rule book. In fact, please don't!
- Factory 42 Board Game Review
Factory 42 WBG Score: 8.5/10 Player Count: 2-5 You’ll like this if you like: Biege euros with cubes! Published by: Dragon Dawn Productions Designed by: Ren Multamäki This is a free review copy. See our review policy here . I love a crunchy beige euro where you move cubes about. So, when I saw Factory 42 from Dragon Dawn Production, a publisher with whom I am more used to trick-taking cards games with a twist, I was very excited. I have covered a fair few of their games here , but this is the first game from Dragon Dawn I would consider a Board game over a card game. I was excited to see what sort of game designer Ren Multamäki would bring to the table with more component options. I thought some of the ideas and mechanics behind the cards games were genius! So, without further ado, let's get Factory 42 to the table, and see how it plays. How To Set Up Factory 42 There are two ways to play this game. The rules suggest you start with the basic one, which I fully agree with! And then after game one or two, move over to the full game. Pick the right board for you, and you will quickly tell the difference, and place this face up in the middle of the table. Place the Supply board next to this, and fill each space up with the different coloured cubes. You will notice there are three sizes of cubes. The resources are ordered in value, and the size matters. The smallest cubes represent the cheapest resources: Flax (rope), Steel, and Lichen. Then you have the middle-sized cubes for Wood, Copper, and Mushroom. And then the larger cubes for Marble, Gold, and Beer. Finally, you have two special cubes for coal and Magic. Place them all in their space on the Supply board. Place the Steam tokens and Rosettes next to this. Now, place the cube tower, known in the game as the Bureaucracy Tower, next to the main board. You will need to assemble this if it is your first game. The game comes with excellent instructions for this. The tower needs to be loaded for the first round. You will do this by adding two of each resource into the top. Not all will fall out, the tower will hold some back. But what falls out now is the current Common Pool. Known in the game as CP. You will also need to make the Rail Carts if this is your first game, and you don't have the upgraded components. Note, there will be extra parts for this, you just need six for a game. Place these out by the main board. Next, give each player their own player board (again being sure to pick the right side for the version of the game you are playing) and Worker meeples in their chosen colour, along with their score disc, which each player places onto the starting zero space on the score track on the main board. For a two or three player game, each player has seven workers. For a four or five player game, you will have six each. Then take the small bag known as the Spiking bag. Add to this, one Marble, one Gold, one Beer, and one Magic cube. Then add two of every other resource. Place this by the main board. Finally, take the cards and shuffle them in their separate decks. For the basic game, simply place the Government Order, Market, and Event cards into three separate piles. If you are playing the full game, add in the Invention and Elven Commission cards too. With these extra cards you will also need the Operations tokens. Randomly assign the first player marker and you are now ready to begin. How To Play Factory 42 The game follows a very simple four stage process across six rounds. However, the game will end before this if someone reaches the top of the score track. To start, the starting player will draw cards for this round. Simply take the top event card and place it into the space on the left side of the board. Read it out loud and follow its instructions. This will amend one rule slightly for this round, or give resources, etc. Next, do the same with the Market card, and place this face up in the market space on the right of the board. This will set the process for buying and selling resources this round. Then, flip Government Order cards over, set to the number of players in the game. In subsequent rounds, simply replace any completed cards, and add a Rosettes to any card remaining from a previous round. Place these below the main board for all to see. Some will show a Government Allocation of extra resources on the top of the card. If this is the case, gather the shown resources, and add them to the Common Pool in the Bureaucracy Tower. If you are playing the full game, draw three Invention cards and place them face up next to the board, replacing any remaining from a previous round. Then, move onto the second phase, where all players, starting with the first player, will place one of their workers at a time into any of the spaces for Workers on the main board or their own player board. There are eleven locations in the basic game, fourteen in the full game. When all workers are placed, move to the third and main phase where all workers will activate. In the third phase, Resolve Locations, you will go through each location in numerical order. Starting with the first placed Worker in the first location, and continuing through all locations in order until all workers have been activated. Let's briefly go through each location to give you a flavour. Note, some locations have a spot for a Commissar, where the worker placed here gets different actions. I will cover this too. Requisition: This is where you can add additional resources from the supply into the Common Pool. Place the first worker here in the top spot, and any additional ones below, or into the bottom Commissar spot. You will note the figures on the board show you how many resources you can move here. The first column shows you how many resource points you have to move resources into the common pool. The small resources cost one resource point, the middle-sized cubes cost two, and the larger ones cost three. The Coal costs four points. The Magic cannot be bought. Note, the first player also gains a Rosettes. Then, the final column shows how many resource points you have to move resources onto your own player board. To start, you have space to house four cubes, shown on the bottom space in your Warehouse. But later you will have space for more if you upgrade your board. The Commissar also gains one Rosettes, and then has resource points to the value of each other worker there times two, plus two, for the CP, and one for each worker for their Warehouse. Bureaucracy: This stage happens every round, no workers are placed here. The start player takes all the resources in the CP, drops them into the tower, so forming a new CP for this round. Remember, not all resources will drop out. Some will get stuck. So, what you added in the Requisition round may not now be there for this round. But some extra you did not expect may now appear. Loading: This is how you can start to move resources from the CP to your own player mat. Note, I said "Start". In order, Workers placed here can add one to four resources from the CP into empty Rail Carts. Then place the Rail Cart onto the top space by this area, and roll it down to the bottom space. If the Commissar is present, then all players must place two to five, instead of one to four. The Commissar also gains a Rosettes. Spiking: This is another way to add extra resources into the rail carts. All workers here will draw three cubes from the spiking bag, plus one extra for every worker present. They can then choose to add two cubes into any rail cart. If the Commissar is present, they can choose any four resources from the supply to add to the spiking bag first. The final worker to spike the carts will add all unused resources back into the spiking bag along with one extra flak and lichen resource. As such, the bag gets a little worse each time you do this, unless the Commissar works their magic each time. An interesting part of this act is the size of the cubes. If you want something specific, and you always will, you can try to feel for the three different sizes of cubes inside this tiny bag to increase your chances of getting what you want. It's a funny little somewhat lucked-based mini-game within a larger, more strategic euro, that adds some laughter, mystery, but also dexterity based skill. Shipping: Ok, now the Rail carts can be added to the players board, the final stage of the process of getting resources. Each Worker here can choose one of the two bottom carts and add them to their own player board, or another players if they want to deliver useless goods to them! When delivering carts, you must place in one of the two spaces for carts on the player boards. Note, that each space can be used for different things on the player boards. When you move a Rail cart off the main board, roll all other carts down one space. If the Commissar is here, they can pick one player that can ship both bottom two carts. Steam Generation: All manufacturing you need to do, well most, needs steam. To generate steam, place workers here. The first worker will take all burnable resources from the CP: Lichen, Wood, Mushroom, Flax, and Coal; and turn them into steam. The Coal generates three steam, the Wood and Mushroom generate two each, and the Flax and Lichen generate one. Move the steam token up the appropriate number of spaces and return all burned resources back to the supply. If the steam track reaches 15, a rupture occurs and the token must move back to the eighth spot. Extra steam can no longer be generated this round. The first player can then burn any items from their own supply, as long as a rupture did not take place. They then take one Rosette. The second player can then burn any additional items from their own supply, taking two Rosettes. The third player, if there, takes three Rosettes, and again can burn additional items if a rupture didn't occur. Operate: This only occurs in the full game and is located on the full side of the player boards. This is where any player who placed a worker here can operate any previously filled research Invention cards, so long as they can pay the cost. Some Inventions require Steam, and some have limited uses. This cannot happen in the first round as players wont have any cards yet. Inventor's Guild: Again, this only occurs in the full game. Any Commissar gains one magic for each Worker here this turn. Magic is hard to get, so this is very juicy! But if you go here early as a Commissar, other players may avoid placing workers there. Equally, if you place workers here first, will other players then jump to place a Commissar. It can be a bit of a stand off. Workers placed here can spend steam to take one of the face up Invention cards. The first worker must spend one Steam, the second two, the third three. Elvin Embassy: This also only occurs in the full game. Any workers placed here must spend one Rosettes to draw two Elven Commission cards. They will keep one face down in front of them until they manufacture it, and discard the other. Any Commissar placed here must also spend a Rosettes, but then gains one Magic for each worker here that spends a Rosettes. Trading: Here, players can sell resources from their Warehouse for the shown costs on that rounds Market card, and then buy other resources for the cost shown on the same card. Research: Workers on your player board placed here can spend resources from your own supply to make one of four upgrades. The crane lets you use any dock to perform any action on later turns. You can take resources from either rail cart whenever you perform any other action using resources from your player board. The incinerator lets you generate your own steam, rather than relying on the general steam supply, burning rosettes for two steam, or coal for one. You can also build a small or large expansion to hold more resources in your warehouse. In the full game, this is also how you build your inventions, spending the required resources and rosettes to flip the cards face up to be used in later rounds. Any commissar placed here will gain you one magic or a point in exchange for two rosettes, as well as providing you with one additional magic to be used for research this round. Manufacturium 1: This is where you can use any previously gained resources in your Warehouse, or Dock one (or Dock two if you have the Crane) to produce any of the Government Order goods currently on display. Each good will have three levels to which you can make it. All levels count as a full completion, and you will add your Worker from this Manufacturium space to the card to show you have made it. But each level will offer different instant rewards, generally Rosettes. All players can complete any Order, no matter if other players, or themselves, have already made it. Magic can be used as a wild resource for any required resource, including Steam. Each card will show its Steam requirement at the bottom. Some are zero. You must spend that Steam, dropping the Steam token down the required amount. If there is no Steam, you can use your own Incinerator if you have one. If not, you cannot complete that order. In the full game, you can also complete the Elven Commissions here. When completed, flip it face up and add the required amount of Operation tokens to the card, to show how many uses it can have. Accounting: Workers here can spend Rosettes or Resources to gain points. A Commissar placed here will receive one resource from every Worker here that wants to take an action. Manufacturium 2: This is a second opportunity to complete Government orders and Elven Commissions. Now using the resources in Dock two. At the end of the round, players will score two points for each completed unique order. The player who completed the most orders gains an additional rosette. Any order not completed stays for the next round, and all players must pay a price of either one point or two rosettes for not completing them all. Play then moves to the fourth and final phase, where you first check to see if any player has reached the 42nd spot on the score track. If so, the game ends. If not, add one Rosette onto all uncompleted Government Orders. This will be collected by the first player to complete it in any subsequent round. Any completed order is removed and replaced with a new card in the next round. All players retrieve all of their workers, including any that became Commissars. Any empty Rail carts are returned to the general supply. Any carts still with resources on a player's board can be returned or kept. Players can move them to the other Dock if they wish or unload the goods inside to their Warehouse. The starting token moves around one position clockwise, and the next round begins. At the end of the game, players will receive one point for each three Rosettes they have, one point for the player with the most remaining resources in their Warehouse, and one point is given to the player with the most improvements to their player board. One for all if more than one player has built them all. Then, in the full game, each player gains a point for any unresearched Invention cards they have in their possession. The player with the most Elven Commission cards gains one point. And a final point is given to the player with the most researched Inventions. Ties are broken by remaining Rosettes. Most points wins. Is It Fun? Factory 42 Board Game Review This is euro cube gaming perfection. A meticulously designed board game that masterfully combines strategy with resource management. The process you go through as you play, navigating the various steps each round, is not only clever but also deeply engaging and rewarding. Each turn presents players with a series of decisions that require thoughtful consideration and strategic foresight. You need to plan ahead, carefully analysing not just your current position but also anticipating future moves of both the other players, and what you need to do. This is worker placement after all, and each area is limited in terms of how many workers go there. And the order they are placed is also very important. This foresight is crucial as you think about what you will need to complete certain actions effectively. It will feel like with six or seven workers you will have ample choice, but each decision impacts your overall strategy and success in the game. No two rounds feel the same, as the dynamic nature of the game keeps you on your toes. Moreover, managing your resources carefully is essential to achieving maximum efficiency. You must balance short-term gains with long-term goals, ensuring that you are not only reacting to the current state of the game but also setting yourself up for future success. This requires a keen understanding of the game mechanics and how they relate to one another, as well as an ability to adapt your strategy based on the actions of your opponents. Game one therefore may not be the best as you learn the process. I would guess why the designer created a more basic version for your first sit-down with this game. But as you learn how to structure your turns and the order things can be best achieved in, fans of euro games will fall in love. If you enjoy that sort of planning and management, then you will undoubtedly enjoy this game. The satisfaction that comes from executing a well-thought-out plan, seeing your resources come to fruition, and outmanoeuvring your opponents is wonderful. Each session offers a new opportunity to refine your strategies, explore different paths to victory, and engage in a delightful mental challenge that keeps you coming back for more. The depth of gameplay combined with the elegant simplicity of its mechanics makes it a standout experience in the realm of euro-style board games. The theme won't be for everyone. It has a Russian/Marxist style to the text. I can see this putting some people off. The art style is a little bland; it is all very beige. And the teach is not the easiest I have found. It takes some time, and people have a lot of questions. And then the actual game length may be too much for some, especially for people's first games as they learn the strategy and each turn takes longer than usual. But get through all that, and there is a gem of a Euro game here. Another complaint I can see people having is the lack of negotiation, for a game marketed as a worker placement game with negotiation. You can, of course, do this. Make deals with people to put the right resources into the CP when they are requisitioning. But it's up to each player, and I find resources tend to be quite tight, and you need to look after yourself, so helping others is not easy, even for the promise of returned favours. I don't hate the fact that negotiation is there, but I tend not to get involved too much and barely mention it in the teach now. What I love most are the moments when you meticulously plan every detail and gather the right resources into the Central Pool (CP). You then get these chosen resources loaded and shipped in a Rail Cart of your choice, which adds an exciting logistical element to the game as other players may be trying to do the same. The selection of the Rail Cart is crucial, as different carts can offer varying loads, making your shipping strategy a vital part of your overall plan. Other players may have deliberately made other carts terrible, and you may not always get the one you need. But get this right, and this strategic preparation allows you to execute two manufacturing phases seamlessly. Moreover, successfully upgrading your player board during the Research phase is a pivotal moment. This upgrade not only signifies progress, potentially earning more points at the end of the game, but also opens up new possibilities for your gameplay, enhancing your capabilities and providing you with additional avenues to explore in subsequent turns. Being master of your own steam is crucial. And having flexibility with the crane to use either dock makes a huge difference. When everything aligns perfectly like this—when your planning, resource gathering, and execution come together in a harmonious flow—the satisfaction in games like this is unparalleled. You find yourself scoring significantly more points as a direct result of your strategic foresight and execution. The feeling of accomplishment that comes with these moments is absolutely fantastic. It’s a blend of joy and exhilaration, knowing that your hard work and strategic thinking have paid off. These moments are what make the game not just enjoyable, but truly rewarding, as they highlight the beauty of strategic play and the thrill of achieving your goals in such a carefully made game. If you like euros that give you the chance to have this feeling, Factory 42 may well be for you. Oh, and I must add, look how neatly it all packs away. Satisfying.
- Supervolcano Print And Play Preview
This is a preview copy sent to us for our early opinions. No money exchanged hands. Some art, rules or components may change in the final game. You can follow the crowdfunding page here . The pictures used here are from the Kickstarter page. I don't cover many print-and-plays anymore because I just don't have the time to make them. The demands of daily life, work commitments, and other responsibilities often leave little room for the leisurely pursuit of creating and testing new games. However, this particular print-and-play game stands out from the crowd and is an exception to my usual routine. The beauty of this game lies in its simplicity and ease of setup; it takes only a matter of minutes to get started. All you need to do is print a few sheets out, cut them along the designated lines, and you're ready to dive into the gameplay. There's no extensive preparation or complicated assembly required, which is a refreshing change for anyone who has experienced the often time-consuming nature of other print-and-play games. This accessibility makes it an ideal choice for those who are short on time but still crave the enjoyment and excitement that comes from engaging in a fun gaming experience that cost a few quid and can be access in minutes. No delivery times or waiting for a parcel here. Just download the files and print! But what truly sets this game apart is not just its quick setup; it's the sheer brilliance of the gameplay itself! Want to know why? Well, read on. The mechanics are cleverly designed to provide a balance of strategy and chance, ensuring that every session is unique and engaging. The interactions between players are dynamic, fostering a competitive yet friendly atmosphere. The game also encourages creativity and critical thinking, making it not only entertaining but also mentally stimulating. Furthermore, I love theme of the game. It is captivating and draws players in right from the start. The game works quite simply. There is a Super volcano in the middle of the main sheet. Place this down for all to see along with the second sheet, the Super volcano sheet! Then give each player their own Settlement sheet along with a pencil, rubber, and coloured pencil of their choice. You will also need three D6 for the table. Players will now all choose their starting location: any City, Town, or Village on the map. Draw a line in your colour from the chosen settlement, arrowing into a nearby forest. Then colour in all six segments in that forest. This forest area is your starting power plant. You own this, and it will generate power for you for the rest of the game. The main map is broken down into two or three areas, depending on player count. You will see on the main sheet and your own player sheet that the power generated by your power plant will depend on what area it is in: either three, five, or six. All players now must allocate their workers or civilians based on their starting settlement. If they chose a Village they get just one . A Town generates three. A city generates five. This is marked on the corner of the main map sheet. Depending on what your choice was, mark this many workers or civilians off on the top line of you player sheet. This is your starting settlement, and you can have a total of five workers and five civilians in any one location. Markoff your choice now. Players will now take turns to count their total number of workers and mark this on their player sheet. They can then take that many turns on the main board. One turn allows you to either mark a line joining one area you are in to another, or come out of an area you are in by marking a second line on that area, moving in the direction you want to go, creating a path. The green areas cost one point, the yellow hill areas cost two, and the red mountain areas cost three, as shown on the main map sheet. You can also use your action points to build a new power plant. Instead of drawing a line on a forest space, fill the entire area with your player colour instead. Then, when all six areas are full, this becomes your power plant. However, other players can sabotage this! When you have used all your action points, then work out your total Thermos production from your completed power plants. This may well be just the power plant you built during setup for round one; it is hard to build another in turn one. Then work out the total amount of your population based on your Civilians. You will then score the total amount of your population that has been catered for by your current Thermos production. Mark this on your player sheet. This will again start slow, but ramp up fast! Then turn to the Volcano sheet and check off the required Thermos level for your round. In round one, this is zero, so you will be fine. Again, this ramps up fast! If in later rounds you do not meet the round's requirement, you need to mark off the next level in the player level area and roll the required amount of dice for that level. Then check your roll against the area on the right. You may start to lose your civilians if this goes wrong! You can now move over one Civilian to a Worker or vice-versa if you wish, before you move the first player token one space clockwise and start another round. You will complete six full rounds, and then one final seventh where you stop after the scoring phase. The whole process is incredibly simple, a very smooth process, a dream to teach and play, but is full of very interesting choices, a varied strategy, and a surprising amount of depth. The scoring really ramps up as various areas of the game exponentially quicken, in what is a very enjoyable print-and-play experience. I am delighted I went to the trouble of hitting print three times! I love games where things develop fast. Where you go from one, to three, to twelve, to a hundred! This game seems to do that in multiple areas, and fast! And it is delightful. It keeps you on your toes, makes you stay focused, and makes every decision feel meaningful. The game works brilliantly in solo, co-op, or in a higher player count competitive game. The early rounds, you can breeze through and pretty much play simultaneously, as long as players do not build their opening settlements right next to each other. So, you will fly through the first half of the game. Then, when everyone is a little developed and starting to form their strategy, the game will slow a little as players start to invade each other's space, and build power lines where other players were hoping to build their own, or worse, complete their own power plants. It becomes a bit of a race, as well as a bit of a push-your-luck experience, all combined with a fairly strategic area majority network building game. All in a game that you can fly through and access for less than a fiver! Well worth checking out.











