Wednesday, September 7, 2011

It's a bit chilly


This week is shaping up nicely on the gaming front. Monday saw Quarriors getting played along with A Few Acres of Snow, tonight should see more games being unboxed and hopefully Quarriors will get another outing.

I enjoy playing wargames, but as much as I enjoy playing combat Commander I usually prefer to play something that plays a bit quicker. Memoir 44 usually wins here, probably because its quick to play and with the overlord bits can take more than 2 players. If a wargame is on the cards its usually been booked up in advance, playing a 3 hour Twilight Struggle doesn't usually just happen.

This is where A Few Acres fits in nicely, its a 2 play war game that uses cards to perform actions. It should only take about an hour to play and it has enough depth and strategy to keep it going for a while. It's not going to replace Twilight Struggle as my favorite 2 player war game but I can definitely see it being played more often.

The game follows the war over modern day Canada, with players taking the roles of either the British or the French. They both start with a number of settlements and to win the game have to either take the opponents capital or use up there settlements. Scoring then happens and the one with the most points wins the game.
Each settlement is represented by a card, as you settle you add more cards to your deck. In addition you can buy other cards to help with your money, military and settlement actions. These cards have symbols on allowing you to use them to perform actions. For example, if you wanted to settle a location you would have to play a card that connected to that location. Then another card showing the correct travel symbol. Finally a third card with a settlers symbol on it. Cards played are then put on the discard pile and you draw back to 5. This is only one possible action of many available to the players. The first time I played I was slightly overwhelmed with the options available to me. Settle, raid, siege, fortify, generate income, put cards in reserve .... getting the right combination of cards to perform the actions is a different matter.
There is an element of deck building going on, as your deck increases with cards from new settlements and other cards you purchase, but only drawing back to 5 at the end of your turn can really hinder you.

Our first game was a bit of a learning one, I won but we realized that the game should have ended a fw turns earlier. We also realized that we were too busy trying to expand and siege each other to think about how we would score in the end. That said it was a really good game, we were left discussing it for a while afterwards. Thinking about what we had done right and wrong and how we always seemed to be limited in what we could do. There were times I was desperate to expand but just couldn't get the right cards in hand. Realizing now that I should have been using the reserve action a bit more often. But then I would have needed more money.......argh!

So, A Few Acres is a very good 2 player wargame. But I think labeling it as a wargame could put people off, is Twilight Struggle a wargame? Both games are set around a time of conflict but there are no combat tables and piles of dice being rolled.

I really think Martin Wallace has come up with a great game here and its one of my favorite games of the year so far.

Wednesday, August 31, 2011

It's all about the dice.


Dice, you either love them or hate them. They also seem to come and go into fashion in the gaming world, and at the moment it looks like they are definitely coming back.

Recent games such as the excellent Space Frontiers and Troyes have brought dice back into favor. Both games get you to roll a number of dice and place them on the board in various worker placement guises. Troyes also allows you to buy dice from your opponents which is a really nice way of getting around those really bad dice rolls.

With Quarriors being released I think we are going to see a new wave of dice games. This is because Quarriors is the first dice building game. When Dominion was released it created a big buzz. It was the first deck building game and has spawned a number of copies and games based on this mechanic. Thunderstone being one of my favorites.
Quarriors takes the cards out and replaces them with custom dice. You draw dice from your bag, roll them and then use then to summon monsters or buy other dice from the pool in the center of the table. It sounds simple and I am sure it is, but working out the dice combos and efficient dice management techniques is going to be the hard part.
Although my copy hasn't arrived yet I am really looking forward to trying this. It has gone down very well across the pond and I believe all of the copies sent to the UK were sold out by pre-orders.

I suspect like Dominion, Quarriors will spawn not only a number of expansions but also some other games that use a similar mechanic and I am sure that some of these will be just as good.

Wednesday, August 17, 2011

More Thunderstone, this time online...


Thunderstone, the deck building game with theme is now available to play online over at Yucata. They have done a very good job of making this one and I am now feverishly playing a handful of games.

If you haven't managed to try Thunderstone its a deck building game where you are building up a deck of hero's and items. You can then delve into the darkness of the dungeon to fight the monsters and try and claim the Thunderstone.
There are a few elements that make a good hand, you need light. Without it you get combat penalties that get worse the deeper you try and go into the dungeon. So torches, lanterns and wizards all help generate light. Weapons increase your combat value but you have to be strong enough to wield them. Food helps here by bolstering the strength of your heroes.

there is an element of leveling up your heroes as well, as you defeat monsters you gain experience points. These can then be used in the village to upgrade your heroes to the next level. Each hero type has 3 levels and there powers and abilities improve as they level up.

As well as experience points, monsters are worth victory points, as well as the highest level (Level 3) characters. The Thunderstone card is also worth points but its hidden somewhere in the bottom of the 30 card dungeon deck.

Thunderstone has been very successful and spawned a number of expansions. Each adding more cards and slight rules additions to mix things up. The game was also re-released as Dragonspire.
This edition added a dungeon board and makes things a little easier to understand. It's probably where you should start if you are thinking of buying into the game. Although its not necessary if you already have the first base game.

Other than Thunderstone online gaming has been a little quite recently. 2 Weeks in Italy helped recharge the batteries. Or at least top them up with the local Chianti. Ryanair's luggage restrictions meant that I could only squeeze in a few card games to keep me going. But Coloretto and No thanks always go down well and helped while away the evenings.

Hopefully this months purchases should arrive soon, I am expecting a few games including the expansions for the excellent Lord of the Rings LCG. I will talk about these more after a few plays.



Wednesday, July 13, 2011

Deliveries


This month has seen a few parcels delivered. It's always nice to see those jiffy bags and packages waiting patiently for me when I get home.

So what did I get, well 7 Wonders Leaders was a must. 7 Wonders was my most played game of last year. The fact that its simple to teach, can handle 7 players and is pretty quick makes it a great go to game. I wasn't bored with the original as I think it still has plenty of life in it but I am a sucker for expansions. Especially if they are reasonably priced.

Leaders adds 40 cards, a few tokens and a new wonder, the Collosium of Rome. the meat of the game is the 36 leader cards. The artwork on these is really nice and I hope it will get players into researching who these people were and what they did. They are a really diverse selection that effects how the game is played, but not enough to make it too difficult.

At the start of the game everyone is dealt 4 Leaders cards. They pick one and pass the remaining 3 along. From these 3 they pick one and pass, and again until you have 4 leader cards.
Now at the start of each Age you get to play a leader. You can play the cost in gold and add it to your area to activate its ability. You can discard it for 3 coins or finally use it to build a part of your wonder. similar actions to the main game so nothing to difficult to understand.
The abilities are ranging from VP gaining abilities, cheaper card building, extra science cards, etc. The icons make them easy to understand and the rule book does a good job.

So far I am really impressed with this expansion, it adds enough to the game without making it overly complex or bloating it with useless rules. I can see every game of 7 Wonders will now include the Leaders expansion.

Paperclip Railway was a game I was very keen to try at the UK Games expo. It sounded like a fun little train game that uses paperclips to represent the railway tracks between stations. Unfortunately it was sold out at the expo, but I received an email last week offering me a copy as there were several pre-orders not picked up. I couldn't say no so a copy was posted out.

I haven't played it yet, its down to be played tonight but after reading the rules and pouring over the components it looks like it will be a lot of fun.

I will post some thoughts on the game after its been played.

Lastly there is Barons by Cambridge Games Factory. They are mainly know for the excellent Glory to Rome. Barons promised to be Glory's little brother. I saw that the first print run was quickly being snapped up so ordered a copy.

I have played it a few times now and although its a pretty good game, I have played better. The players are trying to win the game by building a Cathedral. To do this they need to spend cards from each of the 4 coloured decks. Cards in the game can be used in many ways, as "money", lands that increase the size of your barony and as action/buildings or knights.
you basically start of playing cards face down as resource generating lands. These are taxed to add more cards in your hand. This increases your options, so you can then place more lands or spend the cards to use them as knights/buildings or actions. You quickly realize that you are not going to be able to buy all the cards you want and deciding what you will have to use as payment starts to hurt. Its a balancing act of increasing the size of your realm to generate more cards as well as building up the special ability cards. All this while playing knights to attack the other players and defend your realm.

I really can't put a finger on why I am not overly enamored with this game. The components are ok, some of the cards have been cut a little wonky and the plastic box that the game comes in is a little cheap. The game itself is ok, its just missing something.

I am now eagerly awaiting the first expansion for the Lord of the Rings card game. I played my first 2 player game of it last week and it worked really well. In fact maybe too well as we managed to blitz the starting scenario. Previously playing Solo I wasn't doing that well against it. Having 2 players seemed to help with multiple cards. We were using the Spirit and Tactics decks and questing seemed too easy. We were maybe a little lucky in that we didn't get that many attacking mobs.

First print run has sold out, but I believe that the second run is hitting distribution shortly.
This has so far been my favorite game so far this year. It's just so easy to get a game in by myself that it's replacing time on the Xbox.

Monday, June 13, 2011

I'm playing Solo


The usual questions a gamer asks is, how can I get my partner to play or what games can I play with my kids. These are usually because gamers want to game and a weekly or monthly meet just isn't enough.

There are a few games that can be played solo, but I have had mixed results with them. Deathwing was ok, while Runequest just seemed to go on and on.

I recently picked up the new Lord of the Rings Living Card Game. It's a co-op/solo card game set before the LotR films. As its one of the LCG range the cards you get are fixed, this cuts out the booster addiction of trade able card games but does make things expensive if you want to build your deck with multiple copies of the same cards. As of now there are no expansions for the game, but I expect there to be new cards coming out every month.

The game itself is very good, the player cards are divided into 4 decks. Each deck is completely built up of cards from its theme or power. So there is a very strong "tactics" deck with lots of combat cards another, the spirit deck is very strong on quest completion.

Playing the game is relatively straight forward, although there are quite a number of steps to each round. You or the players are trying to complete a quest. This is made up of 3 separate card locations with each requiring a number of quest tokens played on it. Once there are enough tokens you move onto the next card. So each round you have to put some of your characters forward to help fulfill the quest. To counter this cards are drawn from the encounter deck and values are compared. If you have more than the enemy you put some tokens down if not your threat level increases.
Threat is measured on a spinny dial thing. If you ever reach 50 then its game over! After you have quested you get the choice to travel, this enables you to take out a card location from the encountered area making questing easier in the future. Although quest tokens are now placed on this card as opposed to the main quest cards. In effect acting as a buffer from you completing the quest.

The next couple of parts of the round deal with combat. You have to compare your threat level with the enemies in the encounter area. If your threat is higher then they will attack you. Combat is pretty simple, you first have to declare defenders to stop the incoming attacks. Then declare attackers to fight back. There never seem to be enough characters on your side of the table, but cards can be played to help.

Played cards cost resource tokens, you get one of these for each character at the start of the round as well as a new card to add to your hand. Add the end of the round your threat counter increases by 1, in effect acting as a clock and pushing you forward.

The base set comes with 3 quests, I have played the first quest 3 times now and still haven't completed it. the first time I made some mistakes with the rules while the last 2 have been very close. Games are taking around 30 minutes to play which is really good. I can get a quick game in while the wife is watching something on TV without ruining a whole evening. With more cards on the horizon I think there will be more quests available and a greater selection of cards. I might even start changing decks around to see if I can build on things.

Overall the Lord of the Rings LCG is a really good package. The cards and bits are of really good quality, something Fantasy Flight are always good at. The rules seem a little daunting at first but give them a couple of reads and watch the online rules trainer and it should all fall into place.
Due to the short play time and the four starting decks this game is going to be picked up quite a bit in the future.

Friday, May 27, 2011

Dice


Unlike the kitchen boy I love playing new games. Even just the once ;-)
Link
One of the new Hotness games is Alien Frontiers. I have managed 2 plays of dice based game and I can see why its gathering pace as a great game.

The game is a usual chase for victory points, but to get them you have to colonise the planet and have the majority in its areas. To do this you have to gather resources, build ships, crab cards and build colonies. All of this is performed with dice.

Dice are usually the bane of my life. They hate me, but they feel so good. The clinking sound of dice being shaken always draws a look from other tables and in Alien Frontiers its all about the dice.
Once you have rolled you dice you place them on the board into the different placement areas. Certain dice combinations can only be placed in specific areas. For example to build a ship you have to put a "double" in the ship building area. To use the resource stealing space raiders you need a "run". Add to this the fact that there are limited spaces and the players dice are only removed from the board when its there go can make some resources harder to use.

There is a deck of cards in the game. These represent alien artifacts and technology that can affect the dice and the game. For example there is a card that will allow you to flip a dice. Or reuse one. Or even take a pip off of one dice and add it to another. These can sometimes be invaluable when you are desperate to roll a double to build your last ship.

Both times we have played Alien Frontiers its been a very close game. With the winner winning by 1-2 points. My only issue with the game is the last rounds can take a while. When you are down to your last colony and getting it into play can win you the game you mind has to go through a number of choices. Trying to optimise your dice and card powers can sometimes take a while. However this isn't enough to put me off the game.

Finding a copy is a little tricky, Clever Mojo games have pretty much sold out of there second print run. I belive that Ystari have picked it up for the Euro market. But not sure if they are doing an English language version. But until then if you are intersted in the game and can find a copy, grab it now.




Wednesday, May 18, 2011

Its a Ripper


This week I managed to play Letters from Whitechapel. It's a very strongly themed Jack the ripper game where one player is Jack while the rest are the policemen trying to apprehend Jack before he can make it home.

If you have played Scotland Yard then you will have a very good grounding on how the game plays. I like Scotland Yard but think that Letters is a much better game. The components are better, the theme works really well and the mechanics of the game make for a tense experience, especially if you are playing Jack.

Game setup is very simple, the board is placed on the table. There is an explosion of numbered circles and black boxes on the board. Jack uses the circles to move while the police use the squares. Jack picks a location for his home from one of the circles. This is hidden from the rest of the players. To win the police have to apprehend Jack and knowing where he is moving to each night is a great help.

The game now plays over 4 night, each night Jack will determine which of the 7 locations he commits the murders. He must then make his way back home while the police are trying to close in on him.
All of Jacks movement is hidden and recorded on a separate sheet. He has a couple of special moves to play. These allow double movement with a carriage or sneaking through alleyways. These are limited per night and the number available decreases through the game.

The police move 2 squares and can then ask Jack if he has moved through a neighbouring numbered circle. If he has a clue marker is placed. This helps the police try to determine where Jack is going and ideally the location of his house.
If the police are certain that they know where he is, instead of asking for a clue they can arrest the location. If jack is there the police have won.

On my first play I was Jack and made it to the end of the third night. I was one step away from my house when I was caught. The last few rounds of trying to out maneuver the police was incredibly tense.
We played it again straight after, this time I was part of the police team. We managed to block Jack from getting home on the first night. Partly from a lucky break with the placing of the police but after you gt a few clues you can try and figure out where Jack has been.

Letters from Whitechapel
has successfully built on the Scotland Yard game and delivered a strong game with lovely pieces and a solid theme that ties everything together. I would definitely recommend trying it out.