Every Week It's Wibbley-Wobbley Timey-Wimey Pookie-Reviewery...
Showing posts with label Euro Game. Show all posts
Showing posts with label Euro Game. Show all posts

Sunday, 24 May 2015

To Bee, Or Not To Bee

Waggle Dance is a game about Bees and the dance they do to make honey. Published by Grublin Games Publishing via Kickstarter, it is a worker placement game designed for two to four players, aged ten and up, in which the workers—or Bees—are simple six-sided dice. Each turn the players roll their dice—or Bees—and then in turn, place them according to the numbers rolled. From one turn to the next, the Bees want to expand their hive, claim and hatch the eggs laid by their Queen, collect nectar, trade eggs and nectar, make honey, and gain orders from the Queen Bee. As the Forebee for their hive, the aim for each player is to expand his hive and get each Honeycomb Tile to produce honey. The first Forebee to do so wins the game.

Each turn is divided into two phases—Day and Night, a Day/Night card being used to indicate which phase. In the Day phase each Forebee rolls his Bees and takes it turn to place them in turn, either on the Forebee’s Hive or the Action Cards. There are seven of these. Four of the Action Cards—’Claim Tile’, ‘Hatch Egg’, ‘Trade’, and ‘Draw a Queen Bee Card’—are marked with six die faces, numbered one through six. When a Bee of the matching number is placed on one of these positions, another cannot be placed there, so it is possible to block other Forebees. There are actually six ‘Claim Nectar’ Action Cards, each corresponding to six different flowers, and like the other Action Cards—’Hatch Egg and Make Honey’ and ‘Move Nectar’, there is no limit to the numbers of Bees that can be placed on them.

To add a new Honeycomb Tile to his Hive, a Forebee must place a Bee on the ‘Claim Tile’ Action Card. To add a new Bee-or ‘Newbee’—a Forebee needs to have both an Egg and a pair of Bees with matching numbers on a Honeycomb tile, and then place a Bee on the ‘Hatch Eg’ Action Card. To get a new Egg, a Bee must be placed on the ‘Claim Egg’ Action Card, the new Egg being added to an empty tile. ‘Claim Nectar’ gives a Forebee the nectar needed to make honey, but only the two Forebees with the most Bees on a flower—there are six flowers—can collect nectar from that flower. A Forebee can swap Eggs or nectar for the nectar of the colour he wants by placing a Bee on the ‘Trade’ Action Card. 

The ‘Make Honey & Move Nectar’ Action Card is the most complex in Waggle Dance. Move Nectar enables a Forebee to move nectar from one tile to another, but needs to have Bees of matching numbers on both the tile the nectar is being moved from and to. Much like the ‘Hatch Egg’ Action Card, the ‘Make Honey’ Action Card requires a pair of Bees with matching numbers on the tile plus four nectar of the same colour. Once done, the tile is turned over to its Honey side. Lastly, the ‘Draw Queen Bee Card’ Action Card lets a Forebee draw Queen Bee Cards, which grant special actions, such as ‘Bounty’ which allows a Forebee to claim extra Nectar, ‘Overtime’ that lets him change number of a rolled Bee, and ‘Alchemy’, which enables him to make Honey using nectar of two different colours.  Each Queen Bee Card can only be used once.

At game start, each Forbee receives six Bees (dice) and three Honeycomb Tiles. The base objective is turn five Honeycomb Tiles into honey, but this can be increased to seven or eight depending upon the desired game length. Whatever the length, turning all of them into Honey first wins the game.

Each turn is divided into Day and Night Phases. In the Day Phase, every Forebee rolls his Bees and assigns them. In the Night Phase, each Action is resolved in strict order of the Action cards. At the end of each turn, the Day/Night card is passed onto the next player, so the first player changes from turn to turn.

The first challenge of Waggle Dance is that a Forebee must work with the Bees he rolled and this can hinder his plans. The second is that the core Action Cards—‘Hatch Egg’ and ‘Make Honey’—need be set up beforehand to work. The third is that the other Forebees face the same challenges and will often hinder each other. What this means is that Waggle Dance is more of a tactical game rather than a strategic one as long range planning is not possible, a Forebee having to reconsider his actions and his plans from one turn to the next. This also means that Waggle Dance is not a complex worker placement game.

Waggle Dance is finely balanced in its actions and play. A forebee needs to keep an eye on the actions of his fellow forebees and to not focus too much on one action over another. For example, it is too easy to concentrate on hatching eggs and gaining more Bees when others are making honey!

Unfortunately there is little actual player interaction in Waggle Dance. Nor is it as good with two players as it is with three or four. Nevertheless, Waggle Dance has much going for it.

Waggle Dance is very nicely presented, with appropriate artwork and even the pips on the dice being honeycomb shaped and having bees instead of ones! Mechanically light and easy, with a charming and engaging theme, Waggle Dance is both suitable for a family audience and the hardened gamer who still wants a challenge.

Sunday, 8 June 2014

Empire Building Filler Thriller

Eight-Minute Empire could be described as wargame. It has armies, their leaders contest for territory, and at the end of the game, the leader who holds the most territory wins the game. It is though not a wargame—certainly not in a traditional sense—but is instead a Eurogame that combines area control and card drafting mechanics with a set collection mechanic. It is a little game with big themes that can be played through in the eight minutes of the title with just two players, but just twenty minutes with the maximum number of five players.

Published by Red Raven Games, inside Eight-Minute Empire’s small, square box can be found one double-sided map board, a four-page rulebook, forty-two cards, and five sets of armies, forty-four coins, and ten Goods Tokens. The map board depicts various continents broken up into regions, connected by safe sea routes. At the centre of the map stands a city—this is the starting point for the game. At the top of the map is a line of numbers—[0], [1], [1], [2], [2], [2], and [3]. These are the costs that a player will have to pay for the cards placed in the corresponding line placed at the top of the board. The cards are marked with an order that the leader will give his armies and with a Good such as a Carrot, Pine Tree, or a Gem. A leader will gain more Victory Points if he has managed to collect these symbols in sets by the end of the game. The five armies—in blue, green, pink, red, and yellow—each consist of fourteen cubes (the armies) and three discs (the cities). The coin tokens are used to purchase cards and the Goods tokens replicated the symbols on the cards and are used as part of the game’s advanced options.

At the start of the game, the cards are shuffled and six laid out at the top of the board face up. Each player receives his armies and some coins. Initially he will use these to bid on who goes first in the game, but their primary use is to purchase cards. He will also place three armies in the starting region. On his turn, he will purchase one of the cards at the top of the board, the cost being determined by its position in the line. Cards towards the left are free or cheap and get progressively more expensive to the right.

Purchasing a card gains a player its Goods symbol and an order that he can give his armies. This order may be to place armies (from his reserve onto the board), move armies (already on the board), move armies by sea (already on the board along a sea route between continents), destroy armies (remove an army from the board), or build cities (in a region where a player has armies). Some cards give a choice of options, others two options, while others give the player the choice of Goods symbol at the end of game to add to the sets he is collecting.

Each player has two aims in the game. The first is to dominate as many regions as possible—a player needs to have the most armies in a region to hold it, though having a city in a region will also contribute towards the number of armies in a region. The second is to collect sets of Goods tokens. At the end of the game, a player will receive a Victory Point for each Region he controls and for each Continent he controls. He will also receive Victory Points for each set of Goods cards he has, the number varying from one Good to another. For example, three Carrots scores a player one Victory Point, five Carrots two Victory Points, seven Carrots three Victory Points, and eight Carrots five Victory Points, whereas one Gem scores a player one Victory Point, two Gems two Victory Points, three Gems three Victory Points, and four Gems five Victory Points. The player with the most Victory Points is the winner.

The Eight-Minute Empire rulebook does feel a little cheap, but it is clearly written. The other components are all of a high quality. It could be argued that the auction at the start for first player delivers little given its potential cost. One way to balance this would be to have an auction at the start of every turn, but the game does not include enough gold for this. If it did, it would also mean that the players might have too much gold with which to purchase their cards. Another issue might the game’s lack of theme. My suggestion would be that the Emperor’s sons’ rivalry threatens to erupt into civil war, so he directs his sons to take their armies and compete for dominance without course to open conflict.

Interestingly, the game’s feel and flow will be influenced by the cards drawn. For example, the lack of Sea movement cards would limit travel to other continents, concentrating the contest for territory to a limited area, whilst lots of them, would enable the players to spread their armies and vie for wider regions. Balance this against the need to collect Goods for sets and limited gold to spend, and a player has some tight choices to make over the course of cards he must choose—varying according to the number of players, more players means fewer cards. Eight-Minute combines tactical play in its armies and area control with strategic decisions in the Goods needed for sets in a pleasing presented and re-playable package. The result is that Eight-Minute Empire is a rather charming little filler.

Friday, 4 October 2013

Track or Share II

If you like train games, then the name Winsome Games might be familiar to you. If you are a true devotee then you may have picked up some of the publisher’s games, either direct or at the Internationale Spieltage SPIEL, also known as Essen. Alternatively, you may have purchased one or more of its designs in the international editions published by Queen Games. For example, Winsome Games’ 2007 Wabash Cannonball became Queen Games’ 2008 Chicago Express and Winsome Games’ SNCF from 2010 was republished by Queen Games as Paris Connection in 2011. More recently in a follow up to Chicago Express, in 2011 Queen Games republished the Winsome Games’ 2008 Preußische Ostbahn as German Railways, the first entry in its Iron Horse collection.

Designed for three to five players, aged twelve plus, as its title suggests, German Railways is all about German railways. More specifically, it focuses upon the period between 1832 and 1872 when some two hundred or so railroad companies were founded and helped connect the then innumerable Germanic states, forging economic and cultural ties that would further foster the drive towards unification. Even more specifically, German Railways is about eight railways and their share values. In most games about railways, the game’s focus is on building tracks between one city and another and then transporting either passengers and/or goods between them. In German Railways, the players do not transport either goods or passengers, but rather they invest capital in each railway and then expend that capital to increase both its network and its share value. Whomever makes the most from these shares by game’s end wins the game.

The game consists of three sets of Railroad Shares, a matching Railroad Income marker, and a set of rolling stock for each of the game’s eight railways. The rolling stock consists of ‘Iron Horses’ or Locomotives, similar to those found in Paris Connection. There is also a set of Player Turn Order markers and a Player Income marker for each player; ‘Talers’ or coins in various denominations; plus the board. The latter depicts a map of Germany – its towns and cities, rural, hill, and mountainous regions – overlaid with a hex grid, plus three tracks; the first for the Player Turn Order, the second for the Railroad Income, and the third for the Player Incomes. Each railroad also has a space on the edge of the board to hold its current capital. The game comes with rules in Dutch, English, French, and German.

At game’s start, the share value markers and the player income markers are placed on the appropriate tracks. Then a locomotive of the matching colour is placed on each railway company’s starting city. Each player also receives a certain amount of Talers, the amount depending upon the number of players – more players have less money. Lastly the shares are auctioned off in order – 'Preußische Ostbahn', 'Niederschlesische-Märkische Eisenbahn', 'Königlich-Sächsische Staatseisenbahnen', 'Königlich-Bayerische Staatseisenbahnen', 'Main-Weser-Bahn', 'Großherzoglich Badische Staatseisenbahnen', 'Cöln-Mindener Eisenbahn-Gesellschaft', and 'Berlin-Hamburger Eisenbahn-Gesellschaft'. The shares are also auctioned off in three waves, each wave consisting of one share from each Railroad, and all of the shares in a wave have to be auctioned off before the shares in another wave can be put up for auction. 

Once all of the eight shares in the first wave have been auctioned off, the players determine their current income. This is done by adding up the value of their shares and adjusting their marker on the Player Income track accordingly. Then player order is determined. This is done by drawing five Player Turn Order markers from a provided cloth bag. These five are placed as drawn on the Player Turn Order track. To seed the bag, the player with the highest current Player Income puts a single Player Turn Order marker of his colour into the bag; the player with the second highest current Player Income puts two of his Player Turn Order markers into the bag; the player with the third highest current Player Income puts in three; and so on. What this means is that the player with the highest Player Income has a high chance of not even getting a turn this round because he only has one Player Turn Order marker in the bag, where players with lower Player Incomes will greater chances because their Player Incomes are lower and they will have more markers in the bag. This is a balancing mechanism. 

On his turn a player can do one of three things. He can choose to pass, he can put up a Railroad Share up for auction, or he can build track. To do the latter, a player selects a Railroad in which he owns one or more Shares in and spends the capital invested in it to add Locomotives to that Railroad’s existing network. Usually this is three Locomotives, but may be more or less depending upon the Railroad. Each Railroad has a special feature. For example, the Preußische Ostbahn was efficient and so can build four Locomotives rather than three, whilst the Cöln-Mindener Eisenbahn-Gesellschaft focused on Share Dividends rather than expansion, so can only spend a maximum of five Talers on building track.

Every time track is built into urban and city hexes, it increases the value of the Railroad Share by one and thus the Player Income of any player who owns shares in the Railroad, though some cities increase the value by more than one. If track of one Railroad is built into an urban or city hex where there is the track of another Railroad, then a connection is made and Dividends are paid out on all Shares currently owned. Anyone who own Shares in the railroad that made the connection receives a double Dividend because it made the connection. Only a limited number of connections – one condition for ending the game is if all Railroads have made two connections to two other Railroads.

Initially, because the players are each investing with a set amount, each Railroad will receive a limited amount of investment capital with which to Build Track and increase its value. Thus Dividends will be low, but as the game progresses Railroads expand, the value of their Railroad Shares increase and more connections are made, so leading to greater Dividends. Thus the players gain greater money with which to purchase more shares. Towards the end of the game, the Dividends are even greater, but because the winner of the game is determined by whomever has the most Talers, a player must choose carefully between purchasing shares or keeping his money towards game end. Also during auctions in the later part of the game, there also comes a point where it no longer becomes worthwhile purchasing shares because the potential Dividend of a share is less than the price it can be purchased for. 

Whilst German Railways is for the most part well designed and presented, it is unfortunately beset by some poor colour matches. The problem is that the colours of the shares and their corresponding trains do not always quite match. Plus the colours of some of the share certificates look very similar. In particular, the colour of the brown, orange, and yellow shares are all so washed out that they are difficult to tell apart. This is a real problem in the game and it is even worse if any player has colour issues with his sight.

Another issue concerns the means of determining turn order. The mechanism is clever and innovative and designed as means for the player who is trailing those in the lead to have more turns and thus have a chance to catch up. As I said, it is clever and innovative. Some players though, dislike the fact that they can spend a whole round without taking a turn. That though, is their problem, not that of the game’s as they can still participate in share auctions and they will still benefit from Dividend payouts. Lastly play time is listed as sixty minutes – it is more like ninety minutes.

Ultimately, whether you like German Railways or not depends upon whether you like this Turn Order mechanism. It is the game’s divisive design feature. Some gamers may also have an issue with the fact that the game is a share manipulation game rather than a railway game. That said, so is Paris Connection with which German Railways shares the same publishers. German Railways is more complex than Paris Connection, but not by much and the complexity comes in determining share values. Get that right and you will be the master of the German Railways.

Saturday, 11 August 2012

Wizards Go Euro



As the owners of the great Avalon Hill brand, it is no surprise that the board games published by Wizards of the Coast to date have fallen into the “Ameritrash” category. To label them as such is not denigrate them, for their emphasis has been highly developed themes, characters, heroes, or factions with individually defined abilities, combined with player-to-player conflict and a high level of luck. The publisher’s latest title has proved to be anything but an “Ameritrash” board game, but is instead a classic style “Eurogame,” which means relatively simple rules, a short playing time, a degree of abstraction rather than simulation, player interaction, player competition rather than player combat, and attractive physical components. What is more, this is a game based on Dungeons & Dragons, and specifically on the Forgotten Realms setting. Its title is Lords of Waterdeep.

Most Dungeons & Dragons deal with the themes inherent in those two words – “dungeons” and “dragons.” So they focus on delving into dungeons, facing dragons, and so on. Not so, Lords of Waterdeep. It is set in Waterdeep, the City of Splendors, the most resplendent jewel in the Forgotten Realms and a den of political intrigue and shady back-alley dealings where powerful, but masked lords vie for control of the city through of the region’s organisations that include the City Guard, the Harpers, the Knights of the Shield, the Red Sashes, and the Silverstars. They send out their Agents to acquire Buildings and access to better resources; gain Gold to make the many purchases necessary to ensure their rise to power; the means to Intrigue with their fellow Lords; and hire Adventurers whom they can send out on missions or Quests that once completed with spread their influence and gain them true power.

Designed for play by between two and five participants, aged twelve and over, once learned, Lords of Waterdeep can be played in an hour, no matter what the number of players. The box contains a game board, a rule book, five player mats, one hundred Adventurer cubes, one-hundred-and-twenty-one Intrigue, Quest, and Role cards, thirty-three wooden pieces that include the game’s various Agents and the score markers, and one-hundred-and-seventy card tokens that include the Building tiles and Building control markers, and plenty of Gold. All of which fits easily and neatly into the game’s insert tray that holds all of the game’s components almost perfectly.


Lords of Waterdeep’s game board measures 20” by 26” and depicts the city port of Waterdeep in Faerûn. Besides the Victory Point track around its edge and the spaces for the Intrigue and Quest cards, most of board has spaces for various Buildings that include Aurora’s Realms Shop, Castle Waterdeep, and Waterdeep Harbour as well as empty spaces where the players can put up Buildings of their own. Each of the Buildings provides a specific benefit. For example, the Aurora’s Realms Shop gives four Gold; the Builder’s Hall lets a player purchase an Advanced Building and bring it into play; Waterdeep Harbour allows a player to use an Intrigue card; the open-air stadium that is the Field of Triumph is where you can hire Fighters; new Quests are available to take at Cliffwatch Inn; and taking control of Castle Waterdeep lets you go first on the next round and draw an Intrigue card.

Besides the nine Basic Buildings marked on the board, Lords of Waterdeep includes twenty-four Advanced Buildings. These work in a similar fashion to the Basic Buildings, but the benefits provided by each are usually better. For example, when a player visits the Smuggler’s Dock, he can spend two Gold in order to hire four Adventurers, although only Clerics and Fighters; The Waymoot accumulates Victory Points that any player can visit and collect; and when at The Palace of Waterdeep, a player can direct the Ambassador at the beginning of the next round – and the Ambassador always acts before anyone else can take their turn. A side benefit to owning an Advanced Building is that when another player uses it, the owner gains a small benefit. For example, when another player uses the Smuggler’s Dock, its owner receives two Gold, and with The Waymoot or The Palace of Waterdeep, he receives two Victory Points. (This does not happen when a player uses his own building).

Like the game board, the twenty-four page rulebook is done in full colour. It is well written, with quite a lot of information that includes plenty of examples. There is also a reasonable amount of background information too; enough that fans of the Forgotten Realms will appreciate the references, but not enough to overwhelm the casual player who does not roleplay, or who does not play Dungeons & Dragons. Overall, the rule book requires a careful read, but the rules themselves are fairly easy to grasp.

There is a player mat colour coded to each of the game’s five organisations – the City Guard, the Harpers, the Knights of the Shield, the Red Sashes, and the Silverstars. Each mat has spaces for his Agent Pool and other resources, plus his Completed Quests, as well as indications around the side to place his Active Quests, Completed Plot Quests, and his Lord of Waterdeep card.

The game’s one-hundred Adventurer cubes are divided into four colours – white, orange, black, and purple – representing Clerics, Fighters, Rogues, and Wizards respectively. These are the game’s primary resources, which along with Gold, are what a player will need to complete Quests.

At the heart of Lords of Waterdeep, and what the players are trying to complete, are its Quests, represented by the Quest cards. There are sixty of these and they come in five types – Arcane, Commerce, Piety, Subterfuge, and Warfare. Each Quest card gives the requirements necessary to complete and the rewards it grants when completed. For example, the “Domesticate Owlbears” Arcana Quest card requires one white and two purple – or one Cleric and two Wizard cubes, and rewards the completing player with eight Victory Points, one Fighter or orange cube, and two Gold. A second type of Quest card is the Plot Quest card, which when completed gives an extra reward throughout the rest of the game. For example, the Skulduggery “Install a Spy in Castle Waterdeep Castle” Plot Quest card requires four Rogue or black cubes and four Gold to complete, and when done do so, not only rewards a player with eight Victory Points, but for every subsequent Skulduggery Quest completed, rewards him with another two Victory Points.

The cards that the players will use throughout the game are the Intrigue cards. These tend to grant a player extra Adventurers or extra Gold, or penalise rival players. For example, the “Spread the Wealth” Intrigue card gives both its player four Gold and another player of choice, two Gold; whilst the “Assassination” Intrigue card forces every other player to discard a Rogue or black cube from his tavern on his player mat. If a player cannot discard a Rogue, he must pay two Gold to the player who put the Intrigue card into play. Another type of Intrigue card is the Mandatory Quest which when given to another player forces him to complete that Quest before any of the others before him. For example, the “Stamp Out Cultists” Mandatory Quest Intrigue card forces a Lord to expend a Cleric, a Fighter, and a Rogue cube to complete it before moving onto his other Quests. Sadly, he only receives two Victory Points for completing it.

The first card though, that each player will receive is a Lord of Waterdeep card. Each one of these depicts one of the members of the secret council that governs the city, along with their name, some flavour text, and an effect that in providing a benefit at the end of the game will influence a player’s actions during the game.  For example, Nymara Scheiron gives a player an extra four Victory Points at the end of the game for each Commerce and Skulduggery Quest completed, whereas Larissa Neathal gives six Victory Points for each Advanced Building she controls at the end of the game.

At the start of the game, each player receives a player mat, the Building control markers, and Agents, all of the same colour. The number of Agents received varies according to the number of players. With fewer players, each player receives more Agents; with more players, they receive less. This is the game’s core balancing mechanic. However many Agents a player starts with, every player receives a further Agent at the start of the second half of the game. Each player receives two Quest cards, two Intrigue cards, and a single Lord of Waterdeep card. This last card is kept hidden until the end of the game when everyone works out their final score. Lastly each player receives some Gold, the amount varying according to play order. The player who goes receives just four Gold, the next five, then six, and so on until the fifth player – if there is one – receives eight Gold. This is the game’s second balancing mechanic.

The game is played over the course eight Rounds. In each Round, the players take it in turn to assign a single Agent and then if they can, complete a Quest. Each Agent is assigned to a space on the board in an available Building or Advanced Building space. When he does, the Agent gives the player the benefit from that Building. Most Buildings have a single space, so that once an Agent has been assigned there, no Agent can be sent there to make use of its benefit, though some Intrigue cards allow a player to assign an Agent to an already occupied building. Thus if a player wants to purchase and construct an Advanced Building, he must assign an Agent to the “Builder’s Hall” before anyone else, or wait until the next Round. In which case, he probably wants to assign an Agent to Castle Waterdeep gain the opportunity to go first at the start of the next Round. Otherwise, a player must assign an Agent to another Building.

Two Buildings – Cliffwatch Inn and Waterdeep Harbour – have multiple spaces, so that more than one Agent can be assigned there, even by the same player. The former is the source for new Quest cards, while the latter allows a player to use an Intrigue card. Once an Agent is assigned, if a player has sufficient Adventurers, and sometimes Gold, to complete the requirements given on a Quest card, he can complete it and score Victory Points for doing so.

Lastly, and after all of the Agents have been assigned, any player with an Agent assigned to Waterdeep Harbour can reassign that Agent to any remaining unoccupied Building. This rewards the player for his cunning in sending an Agent to Waterdeep Harbour and playing an Intrigue card. The Round is over, everyone receives their Agents back, and a new Round begins until all eight have been played. At game’s end everyone counts up the Victory Points gained form completed Quest cards, plus unassigned Adventurers and unspent Gold, and the person with the most is the winner.

Lords of Waterdeep plays at reasonable pace, once the rules have been grasped, and offers a decent amount of game play and replay given how simple the rules really are and how light the game is. This is helped by the variety available in the Quest and Intrigue cards, but mostly in the Advanced Building cards. With twenty-four available, it is unlikely that all of them will come into play. The game also scales well, playing as well with two players as with five.

In terms of game play, Lords of Waterdeep rewards careful planning. Each player needs to be looking at what he needs to complete the Quests that he has in front of him. Of course, he also needs to get to the Buildings that he wants, but with rivals competing for the same space, this is not possible, so a player should also try and get the best out the available Buildings that he can. This can be alleviated if a player goes first, but in general, the closer a player is to going first the better. There is also some advantage in purchasing and constructing the Advanced Buildings as they provide more spaces where an Agent can be assigned. Further, if another player uses one, then the owning player also gains a small, but sometimes important benefit.

All of the Buildings in Lords of Waterdeep can play an important role during the game, but three tend to be more favoured than the others. They are the Builder’s Hall, because it allows Advanced Buildings to be purchased and constructed; Waterdeep Harbour, not just because an Intrigue card can be played, but also because an Agent assigned there can be reassigned; and lastly, Castle Waterdeep as it grants a player an Intrigue card and means that he can go first in the next Round.

Agents though, are in short supply, even after the extra one is gained at the start of the game’s second half. This means that the players must assign them with care so as not to waste their action.

Physically, Lords of Waterdeep is very nicely put together. All of the playing pieces have been done in wood and the rest of the pieces in sturdy card, though the Intrigue, Quest, and Lord of Waterdeep cards have been done slightly too thin a cardstock. The rulebook itself is bright and attractive and easy to read. For an American game, the look and feel of Lords of Waterdeep is anything but that. It has the look and feel of a Eurogame.

In terms of theme, the grimy fantasy of the Waterdeep of the Forgotten Realms does not feel pasted on, a common complaint with this type of game. This is not to say that the mechanics behind the rules of Lords of Waterdeep could not be taken and have a new theme applied to them. It would take some effort, but in the meantime, the Dungeons & Dragons theme is applied with great care, and it is a theme that avoids many of Dungeons & Dragons’ clichés, primarily because it removes the concept of going on adventures and down dungeons. This is done by placing the players in the role of hiring the adventuring parties rather than being part of them – as in so many other games.

What is telling about Lords of Waterdeep is that Wizards of the Coast describe the format of this game as being “Non-traditional.” This is an odd claim for the publisher to make. Lords of Waterdeep is not a Non-traditional game. It is more or less, a traditional Eurogame, with worker placement and resource management mechanics similar to those found in well-known Eurogames such as Agricola, Caylus, and Puerto Rico, amongst many others. All games and mechanics that the designers at Wizards of the Coast and in particular, the designers of Lords of Waterdeep will be familiar with to some degree. The only way in which Lords of Waterdeep is Non-traditional is that it is not a classic American or Ameritrash design, and to describe it as “Non-traditional” is to belittle both this design and Eurogames in general. Certainly, it shows a wilfil ignorance upon the part of the publisher.

Although its various bits and pieces and possibly the business of the rulebook make Lords of Waterdeep look more intimidating than it really is, Lords is really a medium to light Eurogame that is just a step on or two up from introductory games such as Settlers of Catan or Ticket to Ride. Certainly, it is much lighter and less complex than similar games such as Caylus and Agricola. Similarly, the game’s Dungeons & Dragons theme might be off-putting, but it never imposes itself on the game or its players. What is pleasing about the game is that the designers have achieved a balance between the theme and the mechanics that will attract both Eurogame players and players of Dungeons & Dragons players, but whilst both will be attracted to the game, Lords of Waterdeep is still more Eurogame than a Dungeons & Dragons game. Above all, Lords of Waterdeep is an enjoyable, decently themed Eurogame that uses familiar – almost traditional – mechanics to good effect.

Sunday, 16 October 2011

Track or Share?

One of the odder games to be released at Essen in 2010 was SNCF (Société Nationale des Chemins de fer Français) from Winsome Games. The oddity being that Winsome Games is best known for developing, publishing, and licensing detailed, historical train games – board games that focus on the building and development of railway networks and the trading in the shares of railway companies. SNCF was anything other than detailed or historical, but was instead a simple track and share game that could be played in thirty minutes. Nevertheless, it offered up careful tactical play and was quickly licensed to Queen Games and released as Paris Connection.

As both titles suggest, Paris Connection is set in France in which the players take the role of investors in the new railway companies that want to connect Paris with the rest of France. Designed for between three and six players, aged ten and over, the aim of the game is to increase the value of shares in one of six railway companies and to hold shares in these companies. Share values are increased by laying track and building connecting routes from Paris across France to her towns and cities. The first clever aspect of the game is that the wooden train pieces that represent the track or routes in the game also represent the shares in the company, so there will come a point at which it is more profitable to own shares in a company rather than build with them. The second clever aspect about the game is that share ownership is hidden throughout the game and only revealed at the very end, though share transactions are done in public.

The game consists of a board depicting a map of France with her various towns and cities. Most towns are worth a single point when scored, but in general, the further a town or city is away from Paris, the more valuable it is to score. Around two sides of the board is a scoring track that runs from one to thirty, showing not a player’s score, but the share values for each company. Besides the main board, there is a small storage board for each of the game’s six sets of share/track pieces. These come in six colours, are done in wood, and are shaped like steam locomotives. There is a card screen for each player behind which he can hide his shares. The last two components are a black cloth bag used to determine random share ownership at the start of a game and two sets of rules. One set of rules is in French, the other in English. Both are double sided, done in full colour with one side explaining how to set the game and the other the game’s actual rules.

Game set up is simple. Each player receives a screen and a train of each colour is placed on the start of the Scoring Track and on the start hexes in Paris. The remaining train pieces of all six colours are placed in the cloth bag and given a good mix. Each player then draws a number of random train pieces from the bag and hides them behind his screen. The number drawn depends on the number of players. The greater the number of players, the fewer the initial number of shares that they can hold at the start of the game and the fewer maximum shares that a player can hold at the end of the game without their scores being penalised.

On his turn, a player has two options. He can either lay track or take shares. To lay track he takes up to five train pieces from any one storage board and places them board so that they are connected to trains of the same colour. To take shares, a player places one the shares he has behind his screen on the storage board that matches its colour and takes two shares of another colour from another storage board. This is only way in which a player can increase the number of shares that he holds.

Play continues until there are only share/track pieces remaining on the single storage board with the remaining share/track pieces either behind the players’ screens or on the board. The other way to end the game is for a player to build into Marseilles. At this point everyone reveals the shares they hold behind their screens and receives points for each share according to its value on the Scoring Track. The player with the highest value share portfolio – after penalties are levied for holding more than the maximum number of shares – is the winner.

Initially, the idea that you are not building your own railway and that you do not own train pieces of a single colour is counter intuitive. In almost every other game, you are building your own railway and you do own all of the train pieces of a single colour. Once past this stumbling block, Paris Connection presents one base tactical question and then a number of smaller questions to a player. That base question is, at what point does it become more valuable to hold multiple shares in a railway network than to extend that network? In other words, at what point do share/track pieces become more valuable as shares than as track?

The subsequent and smaller questions revolve around how does a player affect the share values in the other rail networks? The game is not complicated enough that it includes rules on how to reduce share value, but it is possible to limit the growth in share value. The most obvious means is place the share/track pieces in such a way that they do not connect to any town or city and so do not score any points. Thus a rail network’s share value is not increased for a player’s turn.

The last question that a player needs to address is, how quickly does he need a rail network need to get to Marseilles? It might be that with several high value shares in his portfolio, he might want to end the game early to capitalise on those values. Conversely, the other players might want to lay track in a high value share to both stop it rising in value and it reaching Marseilles, hopefully giving them time to improve other share values and increase their portfolios.

There are three great aspects to Paris Connection. First, there is its simplicity. The rules are not only simple to learn, they are also simple to teach. In fact, the game is simple enough that after a single read through of the rules; a group could get playing, meaning that it is entirely possible to play Paris Connection out of the box. The second great aspect is that the game has almost no randomness to it, and what there is, consists of determining each player’s share portfolio at game’s start. The third great aspect is that this is a Euro Game not for two to five players as many good Euro Games are, but for three to six, and light games for six players are not necessarily all that common.

The production values on Paris Connection are very high. The board is attractively done and clearly laid out. The screens are nice, though prone to falling over. The wooden train-shaped track/share pieces are equally attractive if a little small and perhaps fiddly to handle. The rules sheet is bright and easy to read. Yet these high production values are source of the game’s single real flaw. Paris Connection is not an inexpensive game. In fact it is an expensive game given both how long a play through lasts and how simple it is. It is engaging and enjoyable to play, but it does not offer value for money.

The purchase of the copy of Paris Connection that we have been playing was an impulse buy. The promised lightness of the rules and the upper limit on the number of players were the draw despite the price. Having played it a few times, we have found it to be light and easy, but still offering some tactical choices. Not only is Paris Connection an excellent filler game, it is also a good starter game, a title that can be played and enjoyed with casual games players… that is, if you are happy to overlook the price.

Sunday, 13 June 2010

Holidaying With Canute

One of the most hotly anticipated games of late is
Forbidden Island from Game Wright  anticipated because it has been designed by Matt Leacock, the highly regarded designer of the equally highly regarded co-operative board game, Pandemic. For fans of that board game’s desperate attempt to stave off the spread of four deadly diseases, the news is good. Forbidden Island is another co-operative board game, another desperate race against time rather than your fellow players, and another tense, taut playing experience. The enemy are not four deadly diseases, but the rising tides that ebb and flow, threatening to sink the island before a band of plucky explorers can land, rescue its hidden treasures, and get back to safety...

This is a game designed for two to four players, aged ten and up that can be completed in under thirty minutes. It is easy to learn – for our first game we got everything out and were playing in five minutes – and fans of the designer’s classic Pandemic will recognise certain similarities.

The first thing that strikes you about Forbidden Island is that it comes in a tin. Inside the deep tin can be found fifty-eight cards, twenty-four Island Tiles, six wooden pawns, four Treasure pieces, a Water Meter, a Water Level Marker, and an eight page Rules Booklet. The cards are divided between a twenty-eight Treasure Card deck, a twenty-four Flood Card deck, and six Adventurer cards. The red-backed Treasure Cards are divided between depictions of the game’s four Treasures, Waters Rise! cards, and various special cards. Each of the cards in the Flood Deck corresponds to one of the twenty-four Island Tiles. These Island Tiles depict locations such as Breakers Bridge, the Cliffs of Abandon, the Coral Palace, and Fools’ Landing, where the helipad is located. Each Island Tile is double-sided, showing a location in full, fantastic colour on one side, and a pale version with a blue wash on the reverse. When this pale version is face up, it indicates that the location is flooded and is in danger of sinking.

The six Adventurer cards each double as a quick reference card and each has a special ability. For example, as the Messenger a player can give a Treasure Card to another player anywhere on the island, while the Engineer can shore up two adjacent flooded Island Tiles instead of one as an action.

The Water Meter shows Forbidden Island’s rising waters in terms of the number of Island Tiles that are flipped over at the end of each player’s turn, from two rising up to five. A marker is clipped onto the Water Meter, and this marker will rise up the Meter and through the numbers until it hits the skull and crossbones at the top. When this happens, the game is over. The marker only rises when a Waters Rise! is drawn at the end of a player’s turn. There are just three of these cards in the Treasure Deck, but as the game proceeds, the players will exhaust and reshuffle the Treasure Deck several times.

Lastly, there are the four Treasures. Each of these – the Earth Stone, the Statue of the Wind, the Crystal of Fire, and the Ocean’s Chalice – is done in very tactile and appropriate plastic. For example, the Crystal of Fire is done in translucent flame red plastic.

To set up a game of Forbidden Island, the Island Tiles are laid out face up in a roughly crossed shape pattern, one each of the Treasures is placed at a corner of the island, and each player receives two Treasure Cards and an Explorer Card. Their corresponding pawns are placed on the marked Island Tiles. The top six cards from the Flood Deck are drawn and turned over to form the Flood Discard Pile, with each of the Island Tiles that correspond to the cards drawn being turned over to show their flooded side. Lastly, the marker is set on the Water Meter at a starting point that ranges from Novice up to Legendary. The higher the starting point on the Water Meter the closer the marker is to the skull and crossbones and the game ending in failure.

On his turn a player can take just three actions. He can move orthogonally – up, down, left, or right, but not diagonally (unless he is the Explorer) – to an adjacent Island Tile; he can shore an orthogonally adjacent flooded Island Tile or the flooded Island Tile that he is on – this flips the tile over so that it shows its non flooded side; he can give a Treasure Card to a player if they are on the same Island Tile; or he can capture one of the four Treasures by discarding four matching Treasure Cards on one of the two Island Tiles where that Treasure can be found. Doing any of these takes one action.

At the end of his turn a player draws two more Treasure Cards, with the maximum he is allowed to have in his hand being five. He also draws a number of Flood Cards as indicated on the Water Meter. For each Flood Card drawn, the corresponding Island Tile is flipped over. If the Island Tile has already been flipped and shows its Flooded side face up, it sinks into the abyss and creates a watery chasm that cannot be crossed – unless you are playing the Diver. Both this Island Tile and its Flood Card are removed from play. Any player caught on an Island Tile lost this way immediately swims to an adjacent Island Tile.

If a Waters Rise! card is drawn from the Treasure Deck, the marker is raised by one notch on the Water Meter. Over time this will increase the number of Flood Cards drawn at the end of each turn. The Flood Discard Pile is shuffled, put back on top of the Flood Pile, and Flood Cards are drawn as normal.
So how do you win a game of Forbidden Island? Simply by collecting all four of the Treasures, getting every player to the Fools’ Landing Island Tile, and then using a Helicopter Life card – one of the few special cards from the Treasure Deck – to get everyone off the island. The point is, everyone wins.

So, one way to win then, how do you lose? By lots of ways. If both of the Island Tiles where a Treasure can found are lost to the abyss or if the Fools’ Landing Island Tile sinks, preventing everyone from getting off Forbidden Island. If an Island Tile sinks and a player cannot swim to an adjacent Island Tile or if the marker on the Water Meter reaches the skull and crossbones. The point is, everyone loses.

The time between a game starts and when it ends – either with a win or a loss, a player will be very busy. Primarily, he will be rushing around Forbidden Island to shore up Island Tile after Island Tile, the danger being that if too many Island Tiles are lost to the watery abyss it restricts everyone’s movement and reduces the number of Island Tiles where the Treasures can be found. Secondly, he will be collecting Treasure Cards enough to collect one or more of the Treasures. In between all of this, his fellow players will be advising and suggesting on his best course of action, usually based upon the special ability granted to the player by his Adventurer Card or where a player needs to get to in order give a Treasure Card to another player or to receive a Treasure Card from player in his turn.

I found a demo copy of Forbidden Island at UK Games Expo ’10 – where it would win an award for Best Family Game – this last month and rounding up three other players, cracked open the game, and was playing in five minutes. We lost. On Novice level. On the second try, we won. I resolved to purchase a copy the following day when it was launched. In discussing the game, we agreed that the game felt very much like Pandemic, the comparisons being impossible not to draw. It has the same strong co-operative play element; it has the same deck refreshing element that sees the same cards appearing again and again – but on Forbidden Island they are Flood Cards rather than Infection Cards as in Pandemic; and it has same tense atmosphere in play as the players try to stave off the rising waters. It also feels like a scaled down Pandemic, with a player having three actions per turn rather than four and having to collect four Treasure Cards per Treasure rather than five City Cards per disease as in Pandemic.

Yet despite the tense nature of the game play, Forbidden Island is not as doom laden. Its theme is more upbeat, more adventurous, and without the fate of the world being at stake. With its excellent artwork and the fantastic nature of the names given to the Island Tiles, Forbidden Island is more like playing a desperate adventure movie.

If there is an issue with Forbidden Island, it is in that having played Pandemic, the comparisons leave you slightly dissatisfied. This is due to this new game not having quite the same depth of play that Pandemic offers, making Forbidden Island not quite as appealing to the dedicated games player. For all its scaling down and simpler rules, Forbidden Island is not necessarily easy to win, and the dedicated games player should consider adjusting the starting difficulty upwards to Elite or Legendary. To be fair though, Forbidden Island is not Pandemic and is not meant to be a replacement or a variant, instead being a family game that can enjoyed by younger players and serious gamers alike. In fact, it actually serves as a fantastic introduction to the concept of the co-operative play. That it plays in a similar fashion just shows us how good the underlying mechanics are in Forbidden Island’s older and more polished, more intricate forebear.

Which all means that Forbidden Island is not just another fine entry to the growing family of co-operative board games, but an excellent introduction to that family. As an introduction to co-operative game play and as a family game, Forbidden Island is clever, sophisticated, and a great new gateway game into the hobby.

Saturday, 1 May 2010

Erect Your Own Palace

Alhambra is a game that regularly ends up on our table, especially if my daughter is visiting. The 2003 winner of the “Spiel des Jahres,” Germany’s top gaming award, and based on the designer’s previous Stimmt So, it is a tile-laying game with resource management aspects and a simple theme. In Granada, 1278, each player directs a team of European and Arabic craftsmen to build the finest and largest version of the Alhambra, Spain’s most beautiful palace. Naturally, each artisan wants to be paid in his native currency.

Designed for two to six players aged eight and up and published by Queen Games, Alhambra’s components are all high quality, just as you would expect for any good Euro game with everything in full colour and done on hard wearing cardboard. This includes each player’s Starter Tile – marked with the famous Lion Fountain, and his Tile Reserve board marked with the game’s scoring information and a space to hold tiles in reserve. The Building Tiles are marked with various gardens, manors, mezzanines, pavilions, royal chambers, and towers, plus a number indicating their cost. Some tiles have walls along one or more of their edges. The Money Deck is divided between four colour-coded currencies in various values: blue coloured Denars, green Dirhams, orange Ducats, and yellow Florins. The Building Market board is the game’s heart and is marked with four spaces to hold tiles, each adjacent to a symbol for one of the four currencies. Also included is a bag to hold the building tiles.

Game set up is slightly complex. The Building Market is seeded with four new Building Tiles and each player receives a handful of Money. Several Money Cards are laid out face up besides the Building Market with the remaining Money Deck being seeded with two Scoring Cards, one about a third of the way through the deck, the second two thirds of the way. Play then begins.

A player can do one of three things on a turn. He can take Money Cards from the face up cards to spend later. He can buy a Building Tile, paying with the correct Money Cards – both in terms of currency and value, indicated by the symbol on the Building Market. A purchased tile can be added to the player’s Alhambra, or placed on the Reserve Board. The third thing that a player can do on his turn is redesign his Alhambra using his tiles in reserve.

The “exact” price does not have to be paid when purchasing a Building Tile – a player can pay more and often will if it gains him a Building Tile that will make a fine addition to his Alhambra. If the “exact” amount is paid for the Building Tile, another turn is gained! This extra allows the player to buy another Building Tile, take more Money Cards, or rearrange the tiles in his Alhambra. If the player uses this extra turn to buy another Building Tile and pays the “exact” amount, then again, he receives another turn. He can only do this as long as he has the exact amounts each time and until the fourth Building Tile on the Market has been bought.

Tiles are placed to according to simple, but strict rules. They must align correctly, and adjoining sides must match, including those tiles with walls. An Alhambra’s design can be as sprawling or as compact as a player wants. In general, cheaper tiles are more difficult to add to an Alhambra, while Building Tiles types that are worth more during the scoring rounds, such as the towers and gardens are more expensive. Scoring takes place when each of the two Scoring Cards are drawn and then at a game’s end. Points are awarded for having the most of each building type, plus the longest wall. The player with the most points is the winner and thus has the finest Alhambra.

Alhambra offers simple tactics, but difficult decisions. Does a player buy and lay the Building Tiles needed to score, paying over their value in the process? Does he take Money Cards to have the exact amount needed to gain those oh so important extra actions, and for how long does he keep taking Money Cards when his rivals could be snapping up decent Building Tiles? Of course, buying up a Building Tile denies it to a rival player, but sometimes a Building Tile will remain on the Building Market as no one wants it. In this way, it also prevents other – hopefully better Building Tiles from being pulled from the bag and added to the Building Market.

Dominated by the strong random elements of Building Tile and Money Card drawing, Alhambra lacks any real interactive element, participants almost playing self-contained puzzle games and coming together only at the Building Market. Yet the wait between turns is never very long even if they can be frustrating as other players grab better Building Tiles and Money Cards before you can, though one of the several expansions for the game – The Vizier’s Favour – adds a means by which a player can interrupt play to take his turn out of order. One potential issue with the game is with number of players. With just two players the rules recommend that a third dummy player be added, but in our experience this added a degree of the cumbrous to play; while game play is a little slow with five players.

Alhambra is a good family game, but it is not quite the gateway game, the type of game that you would get out to introduce new players to the hobby. It sits somewhere slightly beyond such entry level games as Carcassonne and Ticket to Ride, mainly because it moves player interaction away from any kind of a board in the traditional sense.

Despite a lack an interactive element, Alhambra is still pleasing to play, in turns frustrating and gratifying as fortunes can change within a turn or two. The nicely spaced scoring rounds also allow players to catch up with their rivals. Beautifully and cleverly designed, Alhambra is a light and enjoyable game that is easy to learn and a pleasure to play.