Tuesday, April 17, 2012

Risk Legacy


Games are sometimes put into categories with the biggest two being Eurogames and Ameritrash. To me Risk Legacy is the definition of Ameritrash.

It got lots of theme and lots of pieces and the rules are a bit on the simple side. Although with the way Risk Legacies change this last point may change. You see, with Risk Legacies the game is going to change and evolve as you play it. Not just the once, each time you finish one of the first 15 games the board and rules can and will change.
Risk Legacy is doing something brave in the world of gaming. Its taking a game and allowing the players to change it with stickers, permanent markers and the rubbish bin. Throw in some unlock able expansions in the box and you have an interesting mix.
But and its a big one, its still Risk and after those 15 plays realistically how many times are you going to play it?
I played a lot of Risk when I was a kid and enjoyed it but I didn't really have much to compare it to then. I have also played an awful lot of Risk and variations online on the Conquer Club web site. So I know how to play Risk and its good and bad points.
Legacy is a fun game, its also pretty quick. We played the first 3 games in one evening session. Although in 2 of those games I only actually took 2 turns. Yep, 2 turns before we had a winner. So it feels like its gone from one extreme to the other. Risk used to take hours to play, now its condensed into much less. This may change as the game and board evolve, we have no idea what is in those sealed sections.
Altering the board is fun, and making sure that everyone can do something at the end of the game is great. If it were only the winner who could add cities or adjust the resources that would soon start to grate. But they have split the alterations into two sections. One for the winner while everyone else who survived can do a minor modification. These in themselves so far haven't adjusted the game in any major way but again, I am sure there are things lurking in those sealed that may change things.

So far I am enjoying the game, I just think that after you have put the stickers on the board and named a continent after your dog the game is going to spend more time on the shelf than on the table. But if the idea of really amending a game as your playing it appeals give it a go, your not going to be disappointed.

Monday, February 27, 2012

Thunderstone Advance


I am a bit fan of Thunderstone, out of all of the current deck building games to me it has the best theme and enough variety to keep me interested. I also really like the fact that most of the cards will fit into a single box which makes getting the game played easier.
As much as I love Dominion, its a pain to take anywhere because of the large boxes of cards and unless I setup some decks before hand we generally just use the base set and an expansion. With Thunderstone I am happy to put more cards in the box and just randomize things.

My issues with Thunderstone have been teaching the game. The cards have a few icons on them and the light penalty takes a few plays. But mainly its the battle effects. When are they applied? Before, after or during combat. It just seems a little messy. For the first few games we were adding disease cards to the battle itself. Needless to say the first few games took a while to play.

Dragonspire was released and with the help of its board and a few rules tweaks things have improved. But now Thunderstone Advance is about to hit the shops and it looks like Alderac have revamped everything and from what I can see all for the better.

The cards have had a revamp with new borders and artwork. I am still not sure about these as the new art style is different to previous cards. I am sure they will grow on me but for now they just look a little odd. The icons are still there but they look refreshed and more readable. I think the main differences on the cards seem to be the text area. It looks bigger and they have put the battle effects into different areas so you can see what is a battle effect and what happens after the battle. This should clear up any confusion and make for a better play experience.

Dragonspire was the first expansion to use a board as well as ditching experience cards for plastics tokens. Thunderstone Advance has upped the ante, there is now a full board with spaces for the village cards as well as the dungeon. It's also double sided enabling you to play a wilderness variant on the other side.
There are also cards for a new game mechanic, familiars. I am not really sure what they do as yet, I need to read up the rules but I am sure they will add to the game experience.

Thunderstone Advance looks like the natural progression with the game, its almost like its version 2.0 with all the irks ironed out. It hits the shops next week, around March 5th and there is a bonus set of cards for people buying from local shops.
My copy has been ordered and I'm really looking forward to giving it a try.

Sunday, February 5, 2012

Its alive Jim


There are always a few topics that are bandied around message boards. They include, what games can my kids play, what game will my wife enjoy and what game can I play solo.
So generally it seems like some gamers out there have trouble finding other players and are trying to boost the gamer numbers with family members.
I'm lucky, I have a good group and my kids are willing to play games. i also have some really good solo games.

There are some games that i would love to play more often, Power Grid is one of them. I have had a copy for years but with the cult of the new taking place it doesn't get played as much as usual. One of my friends loves it, but playing it with 2 players just doesn't work. Luckily Friedeman has created some lovely robots to help bolster the game. I was initially unsure about them, but as they are pretty cheap I ordered the set.
You get two thick stock cardboard sheets for your money, with each sheet containing 3 robots. The robots themselves are made up of 5 pieces. To prepare for a game you just pick a random head, feet and 2 body parts and put them together. Each part will tell you how the robot will perform in each phase of the game. Plus each robot will have a special power to help it through the game.

For our first game we created a single robot, so the game was set up and played as though there were 3 players. Our robot seemed pretty hard to beat. His power meant that he got his first city for free in phase 4. He quickly became the leader of the game and we were playing catch up.
Eventually the robot won the game by being able to power one more city then the rest of us. He had built 17 cities and powered 16 of them. Frankly he was one tough robot to beat.

Playing with the robot was very interesting, initially it was hard work as we had to continually refer to the rules to go over what he would do. But after a few rounds it started to sink in. I think this is the worst part of the expansion. It doesn't quite feel intuitive enough. I am not sure if I would want more than one robot in the game, but maybe things will improve the more they are used.

Finally, it blew our meta game of winner packs up.

Would I recommend Power Grid Robots? Yes, if you like power grid and can't get it to the table often enough because of player count. Or want to try with some hard players then its well worth it.

Tuesday, January 17, 2012

Civilization


Fantasy Flights Sid Meiers Civilization game has been on my wish list since it was released. I played the computer games and can remember many evening playing it and having "Just one more Turn".

The Board game version looked interesting, it was a distilled version of the game that took away a large part of the micro management and was getting favorable reviews. But I held off, I wasn't sure how often I would get to play the game and was unsure if Fantasy Flight had done a good job or just filled a box with as many cardboard bits as possible.

I picked up a copy as a Christmas present along with a copy of the expansion, Amazon had it for a good price and I was struggling to find gift ideas to suggest to family. I opened it up and looked through the masses of tokens, cards and boards. All produced to Fantasy Flights usual high standards. The bits looked lovely and the artwork worked really well.
I started on the rules and faltered, the rule book was well written but its quite big. Usually I start piecing the game together as I am reading the rules but as there were so many bits I hadn't started punching and bagging yet. Christmas celebrations came and went and I still hadn't finished reading the rules.

Then a night was set to play, I had 2 weeks to get my head around the game. I watched a couple of videos from the geek and started to bag the pieces. The rules were read and then reread again. I don't think I have read the rules to a game so many times in such a short period of time.

Last night the game hit the table, there were 4 of us and it was the first play for all of us. I had warned people in advance that it was going to be a long one and as the clock struck 8 the game started. I had spent the previous 20 Min's running through the rules and bits and anything we were unsure of or would need later we would deal with as and when the situation arised.

The game started smoothly enough, civilizations started developing and cities were being built. It really felt like you were playing a condensed version of the computer game. Analysis Paralysis did start to set in once we all got to 3 cities a piece but the pace of the game was still going well.

My Egyptians were doing well with there technology research and culture but I was starting to be harassed by two other players. I managed to research flight then built a stream of airplanes while researching as fast as I could. America was building up its culture and its cities were creating money and trade quite freely. Unfortunately China decided to nuke one of Americas cities which caused it to stall. Rome was doing well, its economy was moving along nicely and was getting to around 12 coins.
It soon became apparent that Egypt was going to win and two players decided to send there troops in to attack. I had luckily won a battle the previous round and take a much needed 3 points of trade to get my last level 4 technology. I just needed to hold my ground and not loose any trade this round.
China went first and made the mistake of dealing with an American battle first, he lost a few units but won the war. There were 2 battles against my cities but his depleted forces were no match to my air power and I won both battles. I then managed to research the final level 5 tech and win the game.

It was just passed midnight and we had been playing for 4 hours. It was a test of the game that we only went through one packet of crisps and 2 rounds of coffee. We were all hyped about the game that hunger and thirst were put to the back of our minds.
The story the game tells is brilliant, America will definitely not forget the nuclear attack from China, while its archers very tank battles would like to be forgotten.

Simply put I love this game, its going to get a 10/10 score and I cannot wait to play it again. Everything about it just works, the components are lovely. The rules are pretty straight forward once you have played a few turns and the varied victory paths make the game a good challenge.

Wednesday, December 14, 2011

Games of 2011


As the year is coming towards its end I thought I would post about the top 5 games that I have played this year. 2011 has been a cracking year for games, there have been so many good ones but these are my top 5.

1 A Few Acres of Snow - (My best 2 Player Game of the Year)
This has been my favorite game of 2011. I like most of Martin Wallace games and this one could be his best in my mind. Its a 2 player game that uses deck building mechanics and has a play time of about an hour. For me it fills the gap when there are 2 players who haven't got teh time for a game of Twilight Struggle.
I have played it quite a few times now and although its a little unbalanced for new players its definitely one that been asked for repeated plays.

2 Lord of the Rings the LCG - (Best Card Game of the Year)
Production and support on this one is great, which is understandable as its a Fantasy Flight Game. Its a solo or 2 player card game where you are trying to win an encounter by using a deck of cards. The game plays very well and you feel like you are actually controlling the characters from Middle Earth as you are trying to complete your chosen adventure.
Its been heavily expanded with monthly packs of cards. I don't have all of them but the ones I have picked up have added to the game.
I am now attempting to create some custom decks with the cards I have so there is still plenty of game here for me.

3 Quarriors - (Best light and Dice Game of the Year)
Mix up a deck building game with dice and you get Quarriors. Its a light game that plays very quickly. A 2 player game can take around 10 minutes. There is a high degree of luck in the game, but another game can be setup really quickly. It's probably the lightest game I have played this year but its short playing time has meant its been played the most.

4 Mansions of Madness - (Best production of the Year)
As far a box size goes this is the biggest I bought this year and for good reason. I love this game, its a Cthulu Mythos inspired game similar to descent. The boards and minis are brilliant and I have enjoyed every game of it. My biggest gripe with the game is the setup time. There are so many cards and counters this can take a while and you have to make sure you do it perfectly otherwise you will break the game. I haven't played this enough mainly for this reason. I like to set up the game ahead of time and I don't always get the time.
Expansions for this have started to appear and I expect to see a big box with more minis is in the pipeline.

5 Troyes - (Best Heavy Game of the Year)
I like dice games and this one get you rolling them quite a bit. But the luck factor is taken away as you can use other players dice for a cost. This is quite a heavy game and it takes a few plays for it to sink in. But once it does you will be playing a fantastic game.

Biggest disappointment of the year, generally I will play any game and see some good in it. The designer has put the time in to create the game and a publisher has invested in getting the final product to market. That said my biggest disappointment this year has been Barons. I liked Glory to Rome and expected something as good but the game just didn't work for me. It seemed a little too easy and would quickly end once players built churches. The cards and artwork seemed a bit too harsh and it came in once of CCG's trademark plastic boxes.

Friday, November 11, 2011

More Meeples for those Sea Monsters


I really like Survive as do most of the game groups I bring it to. The problem, it only plays with up to 4 players. So when a 5-6 player expansion hit the shelves it was a must buy, especially when its only a few quid.

The expansion comes in a little box and opening it up you get a whole host of little plastic meeples and some tiles. The meeples are nice, but they are not as good as the wooden ones in the base game. You also have to put numbered stickers on the base of all of them which takes a while. When playing with 5-6 players you use different combinations so as to even things out. Reading the numbers on these new meeples is much easier than the base games which is good. I just wish they had kept up with the wooden ones.

The tiles were a bit of a mystery, but reading the rules that came with it there was apparently a printing problem with the first run. One of the mountain tiles was left with white border so players could quickly figure out what tile it was. These replacements are used to resolve this. Not sure about this, were they free or am I actually paying to fix someone else problem?

Happily the game plays quite well with 6 players. It's always going to be a bit of a bun fight but with more players it does become a little more hectic. Meeples are very quickly dispatched by an assortment of monsters swimming the shores of a shrinking island. It's a fun game and one that you can't really take too seriously. In my last game I lost every single meeple under my control. I was doing well at the start, head down and happily being ignored by all the other players. Then things turned nasty when they all realized I had not lost a meeple. One by one they were eaten, drowned or sucked under by a whirlpool.

To spice things up we had also decided to play with the Giant Squid expansion. This adds a number of large white squid to the game. These can be particularly nasty as they can pluck poor meeples off of beaches and out of boats. Nowhere is safe! As an expansion goes its pretty small and cheap and a great accompaniment to the 5-6 player expansion. It just adds to the fun and chaos.

So Survive continues to be a popular game and its nice to see that the mini expansions that have been so far released have added just enough to the game. It's not changed drastically or made things more complicated. It's just given you the opportunity to kill off more players meeples in different ways.

Tuesday, November 8, 2011

Domain in space......


Gaming has been mental the last month, both face to face gaming and on the web. A lot of new games have hit the table but I wanted to chat about just one for now.

Eminent Domain has hit UK stores and after a demo I picked up a copy. Its been touted as a space version of Dominion, and although it does have deck building elements I feel that it is more than just a Dominion clone.

Game play is very simple, there are 6 different base cards in the game. With each having its own Action and Role ability. All players start with the same distribution of these cards as well as a home world. You then shuffle and draw 5 cards from your starting 10.

The first thing you have to do is decide which card you are playing and use its action section. This action only affects you and can range from warfare cards which give you fighters, to survey cards which add more cards to your hand.

You then pick another card to play, but this time instead of one from your hand you take one from the piles of cards in the center of the table. This acts as the timer mechanism, the game will end when a number of piles are empty. This card is now played for its role ability. Most of the time its the same as the action but usually the person picking the card gets a bonus or different effect. Every other player can now discard cards of the same type to also use that action. So for example if I chose the colonize card I can now tuck it under a planet to go towards its colonization cost. If I also had 2 more of these cards in my hand I can also put them down. Other players that also have colonize cards can also put them into play. If they don't or don't want to use them they take a card from there deck instead.

Finally you discard and draw back to 5. Pretty simple so far.

The only part of the game which can slow things down is the research action, if you have enough of these cards and choose the research role you can take a research card. These are limited in number and give you different actions or effects. Usually altering or improving the strategy your are playing. For example the improved warfare allows you to build more fighters. You can play without these cards if you want a more basic game, but if you have played any deck building game before there's no reason not to put them in.

Planet cards are discovered with survey cards and can be either settled using colonization cards or forcibly controlled using warfare. Once the requirements have been met the planet is yours to use. Planets will usually allow you to produce and trade resources for victory points. They will also be worth points at the end of the game. Finally you will need more matching planets to research the higher tech levels. So planets are what you are aiming to get in front of you throughout the game.

The game plays well, once players have got there heads around the action/role differences they should be getting to grips with the game. What I like is that you can always choose the role you want, so your never really stuck trying to work your strategy. If you don't have a colonize card in your hand but want to settle a planet, just pick one from the table as your role.

Component wise this game is lovely, good strong box, good looking artwork and loads of lovely plastic fighters. Tasty Minstrel have really put together a good game here.

I am hoping that there will be a future expansion, it's crying out for ways to trade with other players attack there planets and steal technologies. As well as more technology cards and different planets there is quite a bit of scope for the game.