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

Thursday, 7 March 2019

Friday Filler: Cat Tower

If have not yet had enough of cats—and if you have, why?—there are plenty of feline themed games to go around. Whether its telling their tales in Action Cats! – Spin Tales From the Secret World of Cats or trying not to get them to detonate in the distinctly mediocre Exploding Kittens: A Card Game for people who are into kittens and explosions and laser beams and sometimes goats or whizzing them around in murderous fashion in amusingly titled Kittens in a Blender, there are more than enough games to satisfy the cat lover in you. So one more will hardly add to the clowder and the good news is that instead of blowing them up or whizzing them to death, you are only stacking them.

Published by IDW—best known as the English language publisher of Machi Koro—folloing a successful Kickstarter campaign, Cat Tower is the dice rolling, dexterity game of cat stacking designed for between two and six players, aged six and up, and playable in no more than twenty minutes. It requires no set-up and so can be brought to the table quickly and easily.

It comes in a bright and breezy cat-themed cube of a box inside of which can be found two rulebooks, forty-two stackable Cat cards, twelve Fatty Cat cards, five dice, and twelve cat tokens. One rulebook gives the full rules, the other a pair of variants, but neither runs to more than three pages. The three dice are wooden and an inch square. Out of the box they are blank, so they do require various stickers to be applied to each of their faces. Each of the cat cards measures 2¼ by 3½ inches and is scored across its width twice such that when folded, it will stand up. One of the things a player will need to do is fold his cats when it is not his turn. The Fatty Cards are the same size, but are flat and do not have the same score lines and so do not need to be folded. Both the Cat cards and the Fatty Cat cards depict a cute cat—a very cute cat.

At the start of Cat Tower each player receives seven cat cards. One cat card is placed in the middle of the table as the base of the tower. The first player is always determined by whomever has the most cats (which usually means myself or my partner). On his turn a player rolls a die and does what the symbol on the result instructs. This can be to stack ‘One Cat’ or ‘Two Cats’; to get another player to stack one of his cats with ‘Cat Paws’; to stack a cat card upside down with ‘Dried Fish’; and place a Fatty cat on the tower and flip a token. The tokens force play order to be reversed with ‘Turn Around’; the next player to skip his turn with ‘Skip’; all of the remaining unplayed Cat cards to be redistributed between the players with ‘All Cats are Equal’; or force another player to stack one the current player’s Cat cards with ‘Cat Paws’. Any token played in this fashion is placed on the Fatty card when it is added to the tower.

Play continues until one player has managed to stack all of the Cat cards from his hand. At this point, he is either declared the winner or if multiple rounds are being played, the other players receive a penalty point for each of the Cat cards they still hold in their hands. After the agreed number of rounds have been played, the player with the fewest points is declared the winner.

Of course, a game will never progress as smoothly as that. If a player knocks a Cat card off the tower whilst stacking a Cat card, he must take two cards from the tower into his hand. If he knocks a Cat token off the tower, he takes back an additional Cat card into his hand. If another player is placing the current player’s Cat card on the tower after a ‘Cat Paws’ die result or token, it is placing player not the current player who has to take the Cat cards back into his hand. 

Physically, Cat Tower is a very attractive game with simple, cute components. The only issue is with Cat cards that might not fold very well.

Cat Tower is quick and easy and very, very light. It is undemanding and simple and it is unpretentious. It is also cute and pretty and overall a lovely little package. It is certainly worth having on the shelf for games sessions with the family. More dedicated gamers though are not going to want to bring this to the table very often. Overall, fluffy feline fun, Cat Tower is a family filler game that plays quickly and easily.

Sunday, 19 March 2017

Your Gateway to Japon Games II

It is difficult to say what exactly Machi Koro: Bright Lights, Big City is. Based on the award Japanese Machi Koro published in English in 2015 by IDW Games, it is not an expansion to the original game, but a standalone game. Yet nor is it a redesign of the original game as it includes almost no new cards, but instead includes cards and rules from the core set as well as from Machi Koro: Harbor Expansion and Machi Koro: Millionaire’s Row. The end result is slightly more accessible and streamlined, but the play remains the same.

In Machi Koro: Bright Lights, Big City, each player takes the role of Mayor of a small Japanese town whose citizens are demanding landmarks to make their hometown equal to any great city. Starting off with a Wheat Field and a Bakery as his Establishments plus City Hall as his first Landmark, each player will race to build six other Landmark buildings—a Harbour, a Train Station, a Shopping Mall, an Amusement Park, a Moon Tower, and an Airport. The first mayor to do so is the winner!

Play itself is very simple. On his turn, a player will roll one or more dice and compare the result to the numbers at the top of his Establishment cards. If the number rolled matches the number on an Establishment card, it will generate money for one or more players to spend on their turns. If the current player has sufficient money he can spend it to purchase an Establishment or a Landmark. A player can have multiples of most Establishment cards (and gain all of their effects when rolled), but can only buy one card per turn. Where Machi Koro gets interesting is how the cards generate money. There are four types. Blue cards pay out to everyone when their numbers are rolled; green only pay out on a player’s turn; red cards take money from other players when they roll their  numbers; and purple Major Establishment cards provide an action rather than a pay-out. Note that red and blue cards pay out even when it is not a player’s turn. For example, the blue Ranch cards pay everyone one coin when anyone rolls a result of a two. The green Bakery pays out one coin on a roll of two or three on the current player’s turn only. The red Café allows a player to take a coin from the current player when the current player rolls a three. The purple Business Centre allows a player to swap one of his buildings with that of another player.

Initially a player will be only rolling one die. If he purchases the Station landmark, he can roll one die or he can roll both dice. This means that range of results is no longer one to six, but two to twelve, and it means that as soon as they are built, a new range of buildings and their dice results are available to him. The cards with ranges above five tend to be more expensive and have more complex effects, especially results for six, seven, and eight. For example, the green Cheese Factory, which costs five coins, pays out three coins for each card the current player has with a cow symbol on it—currently only a Ranch—anytime he rolls a seven. Building the landmarks will also give a player a benefit. The Station allows him to roll two dice; the Amusement Park lets him roll again if he rolls doubles, and so on.

In comparison to the original game, Machi Koro: Bright Lights, Big City is designed for between two and five players rather than two to four. It reorganises the Marketplace from where Establishment cards can be purchased, dividing the Establishment cards into three separate decks: one for Establishment cards numbered six or less; one for Establishment cards numbered seven and over; and one for the Major Establishment cards. Only five types of Establishment cards are available to purchase in the Marketplace from each deck at any one time and only two Major Establishments. When one type of Establishment card is exhausted in the Marketplace, new cards are drawn until the limits are reached. Machi Koro: Bright Lights, Big City also replaces the Radio Tower Landmark with the Moon Tower, which allows a player to roll three dice and choose the most favourable two.

Physically, Machi Koro: Bright Lights, Big City is up to the same standards as the other Machi Koro titles.

Machi Koro: Bright Lights, Big City plays quickly and easily, though not as quickly as the suggested thirty minute playing time. Perhaps ninety minutes is a more accurate playing time. The primary changes from Machi Koro to Machi Koro: Bright Lights, Big City are the streamlining of the Marketplace and allowing five players rather than four. It also mixes in, but does not allow to dominate, the effect of the fish-related Establishment cards from Machi Koro: Harbour and the knocking down of Landmarks from Machi Koro: Millionaire’s Row. The result is a good game and a good jumping on point for the Machi Koro line, suitable for players aged ten and over. It is a bit light for seasoned gamers and for owners of Machi Koro and its expansions, it does not offer anything new. 

Saturday, 19 December 2015

Reviews from R'lyeh Christmas Dozen 2015

Since 2001, I have contributed to a series of Christmas lists at Ogrecave.com—and at RPGaction before that, suggesting not necessarily the best board and roleplaying games of the preceding year, but the titles from the last twelve months that you might like to receive and give. Continuing the break with tradition—in that the following is just the one list and in that for reasons beyond its control, OgreCave.com is not running its own lists—Reviews from R’lyeh would once again like present its own list. Further, as is also traditional, Reviews from R’lyeh has not devolved into the need to cast about ‘Baleful Blandishments’ to all concerned or otherwise based upon the arbitrary organisation of days. So as Reviews from R’lyeh presents its annual Christmas Dozen, I can only hope that the following list includes one of your favourites, or even better still, includes a game that you do not have and someone is happy to hide in gaudy paper and place under that dead tree for you.

—oOo—

Frostgrave: Fantasy Wargames in the Frozen City
(Osprey Publishing) $24.99/£14.99
In a first for Reviews from R’lyeh, a set of wargames rules makes its annual Christmas Dozen. Frostgrave is a skirmish miniatures game in which rival wizards and their apprentices lead warbands into the icebound city of ‘Frostgrave’ in search of treasure, relics, and knowledge lost to the cold centuries before. Both the background and the rules are simple, making it easy to learn by experienced wargamers and novices alike—and making it easier to teach too! The buy-in cost is also low, each warband needing just ten figures, and because the rules give plenty of options, it means that one warband is rarely going to be the same as any other. Frostgrave can be played in single one-off skirmishes, but the game gets better when played as a campaign because a wizard can learn from his experience and not only gain more spells, but get better at casting them! Miniatures are available for the game—though any can be used—as is a fiction anthology, Frostgrave - Tales of the Frozen City, and the first campaign, Frostgrave: Thaw of the Lich Lord.

Ticket to Ride Map Collection Vol. 5: United Kingdom + Pennsylvania
(Days of Wonder) $40/£25.99
New boards are always welcome for the classic Ticket to Ride board game and never more so with the line’s Map Collection series. The fifth and very latest Map Collection addition, not only adds two new map boards, it adds technology and shares, elements usually found in more complex train games. Even better, the new map boards includes a map of the United Kingdom so that now you can play across the nation that gave the birth to railways! On the Pennsylvania map, players now compete for shares as well as routes, giving them new ways to score points, whilst on the United Kingdom map, players need buy technological advances to build beyond England to Wales, Scotland, Ireland, and further… For long time Ticket to Ride fans, this expansion adds new rules and challenges, but without adding too much complexity that would make it that much more difficult for casual players.

Shadow of the Demon Lord
(Schwalb Entertainment) $49.99/£39.95
The end of the world is nigh! All that stands between the world and its destruction is the Veil, yet the Demon Lord rends at it, weakening it and spreading his influence in the real world beyond. Thus the trolls come out of the mountains, beastmen out of the Badlands, zombies from the grave, and cultists out of the shadows to spread fear and chaos, hearkened by the coming of their master. Perhaps though, there is a chance, just a slim one, that the Demon Lord can be stopped—and if not that, then at least the chaos and the horror held off, at least for a little while… This is the set up for Shadow of the Demon Lord, a dark horror fantasy RPG from the co-designer of Dungeons & Dragons, Fifth Edition, inspired in part by his love of Warhammer Fantasy Roleplay. Its focus is entirely upon the characters and the horrors they face, even beginning the game not knowing what career they will follow let alone what madness they will have to deal with, but once they progress, they are free to choose their path as they want. The RPG offers a wide choice of career paths, simple mechanics, and simplified level progression that means that characters gain a level every adventure! Perhaps the end is just the beginning?

Thunderbirds Co-operative Board Game
(Modiphius Entertainment) $69.99/£45
Calling International Rescue! 

Only the Tracy family and the amazing vehicles and gadgets of International Rescue stand between the disasters and the plans of the nefarious Hood that beset the future of 2065. In this co-operative boardgame, the players work together as the Tracy brothers, along with Lady Penelope, racing to stop one disaster after another whilst working to thwart the plans of the criminal mastermind known as the Hood. Based on Gerry Anderson’s classic 1965 Thunderbirds television series, the game comes with the famous vehicles, each a fantastic little model, and the disasters that we remember from on-screen. Designed by Matt Leacock—a name known for designing co-operative boardgames like Pandemic and Forbidden Island—the Thunderbirds Co-operative Board Game not only has charm and nostalgia in abundance, but succinctly captures the feel and style of the television series.

Colt Express: Horses & Stagecoach
(Ludonaute) $19.99/£14.99
The trainrobbers are back! Plus they brought their horses with them and there is a stagecoach to rob too.

The Spiel des Jahres award winning Colt Express was one of the best board games of 2014, so it was no wonder that it was included 0n the Reviews from R’lyeh Christmas list of 2014. It is still a great game, but this year we got the first expansion—Colt Express: Horses & Stagecoach—which enables the players to not only rob the train of the core game, but leap from the train onto horseback, ride the length of the train, and then leap back aboard, or leap onto the stagecoach and rob that! There are more jewels and money to be stolen, hostages to be taken, an ornery old man armed with shotgun to contend with, and when things get bad, flasks of whiskey for a bandit to imbibe and refresh himself with. More options mean more chaos means more fun!



White Star: White Box Science Fiction Roleplaying
(Barrel Rider Games) $34.99
Taking the Old School Renaissance to the stars, White Star: White Box Science Fiction Roleplaying is inspired by sources including Star Wars and Battlestar Galactica, Doctor Who and Firefly, but at its heart, this Swords & Wizardry-powered RPG is a Space Opera game through and through. Wearing its inspirations upon its sleeve, White Star devotes time aplenty to exploring the genre and its variations and different story types in depth and then discuss how to do them using the rules. This is helped by the familiar Dungeons & Dragons-style mechanics that also make White Star easy to play and easy to run, but there are plenty of optional rules that enable the GM to tweak the game to his tastes. (The designer has promised us a White Star Companion which will include more options and support. Lastly, the retro-future feel of White Star is echoed in its simple design, making it feel like the 1977 Sci-Fi RPG we never had.

Read the review here.

Machi Koro: Harbour Expansion
(IDW Games) $19.99/£14.99
One of the best games of 2014 was Machi Koro, the 2015 Spiel des Jahres nominated dice and card game about building your Japanese town better and faster than your rivals. Which is why it made the Reviews from R’lyeh Christmas list of 2014. As much fun as the base game is, it needed more Landmarks to make your town stand out and more Establishments to generate the income needed to buy those Landmarks. In 2015, Machi Koro received two expansions that did exactly that—Machi Koro: Harbour Expansion and Machi Koro: Millionaire’s Row. Of the two, Machi Koro: Harbour Expansion is the better expansion, slickly adding not only the cards needed for a fifth player, but a swathe of new Establishment cards that interact with each other and the cards in the base set. Even better though are the new rules that modify the Marketplace where the players can buy their Establishment cards. It just limits those available at any one time to just ten types—rather than all of them as in the base game—which forces the players to make more careful choices and breaks up the easy paths to victory of the base game. The result is a much improved, slicker game. If you own only Machi Koro, then definitely add Machi Koro: Harbour Expansion (and possibly think about Machi Koro: Millionaire’s Row), but if not, then Machi Koro: Deluxe Edition is the perfect choice (plus it comes in a tin!).

Read the review here.

The Dracula Dossier
(Pelgrane Press) $74.95/£49.95

In 2012, Review from R’lyeh liked Night’s Black Agents so much that it made the Reviews from R’lyeh Christmas list of 2012. It set the secret agents a la James Bond and Jason Bourne not against the traditional mundane conspiracy, but against a conspiracy headed by vampires! Now the horror-espionage RPG lives up to the author’s pitch for it as “The Bourne Identity meets Dracula” with The Dracula Dossier. This huge sandbox campaign works from the idea that Bram Stoker’s Dracula was a fictionalised account of an attempt by British Naval Intelligence to recruit the infamous vampire that failed… Repeated recruiting attempts during World War Two and the War on Terror have only turned the vampire’s antipathy against us and now it is your turn to deal with the threat. This is of course going to be a mammoth undertaking and the campaign is equally as large—a giant set of clues, people, locations, and more designed to support the GM in running an improvised campaign and in doing so, complementing the toolkit aspect of Night’s Black Agents. It is also a fearsome work of the imagination that comes with gaming’s biggest set of clues—the annotated and redacted version of Bram Stoker’s Dracula!

The Metagame
(Local No. 12, LLC.) $25.00

2015 was a good year for party style games, with Code Names, Love 2 Hate, and Spyfall all being released and all being good games, but there was one card game in 2015 that outshone them all—The Metagame. This big box of cards might look like the infamous Cards Against Humanity, but where that game was in black and white and contains one basic game in a big box, The Metagame comes in a white box, its cards in colour and black and white, and it comes with six games rather than one. The cards are divided between Opinion cards—such as  “Which is the most useful on a desert island?” and “More Myth Than Fact”, and Culture cards that range from Enron, Brie Cheese, and World of Warcraft to The Vagina Monologues, Riverdance, and Romeo and Juliet. The games include trying to match Opinion cards with Culture cards, guessing when the things on Culture cards appeared, debating both Opinion cards and Culture cards—and more! The Science Fiction Expansion Pack and the Film 101 Expansion Pack are both available and add to the mix and the fun. The Metagame is both a good family and a good party game and can be played with anyone.

Tianxia: Blood, Silk, & Jade
(Vigilance Press) $44.95/£29.99

With the release of Jadepunk: Tales From Kausao City and Feng Shui 2: Action Movie Roleplaying, 2015 was a great year for the wuxia genre, but if Reviews from R'lyeh had to choose one, it would be Tianxia: Blood, Silk, & Jade. The setting is the classic Jiāngzhōu, the ‘border land’ on the edge of the ‘Divine Realm’, which has a reputation for banditry, gangsters, and corruption. Pirates, like the Blue Carp Brotherhood, led by the infamous pirate king, Fish-Eye Cheng, prey upon the boats moving up and down the Silk River whilst Five Demon Forest is known to be a haven for the bandits and thieves that prey upon the Jade Road, but is reputed to be haunted too. Jiāngzhōu is also home to the Wuxia, the ‘Wandering Swordsmen’ and ‘Knight Errants’ who lead lives often independent of society. Many are mercenaries, some follow their own paths, but all seek to become masters of Kung Fu. This broadly drawn setting is ably supported by delightfully cinematic Fate Core rules and solidly done new martial arts rules which in combination emulate the classic tales and action of the Wuxia genre.

Read the full review here.

Eyes of the Stone Thief
(Pelgrane Press) $49.95/£32.95

In traditional Dungeons & Dragons the megadungeon is a static construct, a fixed structure dug deep into the earth that bold adventurers will delve into again and again, exploring its secrets and facing its threats. Plus, if it is a ‘Living dungeon’ then perhaps its denizens will change and react in response to the player characters’ action. In 13th Age, the storytelling, action orientated interpretation of Dungeons & Dragons-style gaming, the dungeon is definitely living and it is far static, swimming to the surface to devour whole towns and cities. Designed for characters of Fourth to Eighth Level, Eyes of the Stone Thief, at first the adventurers will have to venture inside to rescue someone, but once it has their scent, the dungeon will begin hunting the adventurers! Which means that the adventurers will have to go back in to stop themselves from being hunted down… Can they stop this 'Moby Dick' of a dungeon before it gets them?

Pandemic Legacy
(Z-Man Games) $69.99/£54.99

Since 2008, Pandemic has been the touchstone by which all co-operative boardgames have been measured. It set the standard, combining an engaging theme with elegant mechanics that see the players trying to find the cures necessary to stop four diseases that threaten to become pandemics and overwhelm the world. Last year Reviews from R’lyeh liked the stripped down, faster playing dice-based variant of Pandemic the Cure, but this year Pandemic fans were faced by not just a new challenge, but a whole new set of challenges joined by secrets and surprises. For Pandemic Legacy answers the question, “What would happen if what you did in one game of Pandemic carried over to the next… and the next?” In other words, with Pandemic Legacy, the original Pandemic becomes a campaign, with chances that the characters played in game being hurt, killed, or hopefully getting more capable, with diseases becoming more virulent or less deadly, cities being saved or lost, and even worse, government funding being cut—all depending upon how well the players do! Ultimately every copy of Pandemic Legacy becomes a game of its very own, unique to the playing group that played through it.

Wednesday, 28 October 2015

Machi Koro Disestablishmentarianism

The 2015 Spiel des Jahres nominated Machi Koro is a beautifully simple game that was made all the better with the addition of the expansion of Machi Koro: Harbour Expansion. The expansion opened up the number of paths to victory, whilst countering the core game’s limited number of paths to victory, making gameplay more random, and giving a more satisfying playing experience. Now, the second of the expansions of the Japanese ‘dice and card building’ game published by IDW Games is available in English. The question is, if Machi Koro: Harbour Expansion made Machi Koro better, can Machi Koro: Millionaire’s Row—known as Japan as Machi Koro Sharp—do the same?

If Machi Koro: Harbour Expansion took Machi Koro out to sea and back again, then Machi Koro: Millionaire’s Row gives an opportunity for the players to gentrify their towns. They can add Vineyards and Wineries, French Restaurants and Member’s Only Clubs, Demolition Companies and Renovation Companies, and more. All of these are new Establishments—there are no new Landmarks in this expansion. Fundamentally, the cards in Millionaire’s Row are more conditional and are as much about demolishing and decommissioning buildings as it is about building them.

The key condition that some of the Establishments work off in Millionaire’s Row is the number of Landmarks that a player has built. So the Green Card ‘General Store’ gives a player two coins from the bank when he rolls it, but only if he has less than two constructed Landmarks and the similar Blue Card ‘Corn Field’ gives every ‘Corn Field’ owner one coin from the Bank when anyone rolls it, but only if each owner has less than two constructed Landmarks. The Red Card ‘French Restaurant’ only activates when the player who rolls it has two or more constructed Landmarks; he must give the owning player five coins. The similar ‘Member’s Only Club’ requires the player who rolls it to have three or more constructed Landmarks; he must give all of his coins to the owning player.

The primary new mechanic introduced in Millionaire’s Row is that of deconstruction and renovation, that is, both Establishments and Landmarks can be deconstructed as well as constructed. Thus the Green Card ‘Demolition Company’ forces a player to demolish one of his Landmarks, though he does get eight coins and he can reconstruct the Landmark later. Establishments are not deconstructed, but rather closed for renovation. Thus the Green Card ‘Winery’ gives a player six coins when rolled for each Vineyard he owns, but then it closes for Renovation. When rolled, the Purple Card ‘Renovation Company’ allows a player to choose one type of Establishment in play and force all of them to close for Renovation, including those owned by other players. The rolling player gets one coin for each Establishment closed in this fashion. Any Establishment that is closed for Renovation receives a Renovation token and needs to be rolled again for the token to be removed. Until the Renovation token is removed, an Establishment cannot generate any income.

Not all of the new Establishments are always beneficial. The already mentioned Green Card ‘General Store’ only benefits a player when he has less than two constructed Landmarks, whilst the Green Card ‘Loan Office’ grants a player five coins when constructed (it is free to purchase), but makes him pay two coins back to the Bank when rolled on subsequent turns. Cards like this are primary candidates for use with the Green Card ‘Moving Company’ and the similar Purple Card ‘Business Centre’ from the core game that enable a player to move an Establishment to another player or swap one of his Establishments with that of another player. Here the ‘Moving Company’ gives a player four coins when he does this.

Lastly, the Purple Cards, ‘Park’ and ‘Tech Startups’, are interesting ways of getting more coins. The ‘Park’ forces all players’ coins to be collected and redistributed equally between all of the players, whilst at the end of each turn, a player can choose to place a single coin on the ‘Tech Startup’. Each time the ‘Tech Startup’ is rolled, coins equal to the number of coins on the card is collected from each of the other players.

The overall effect of Millionaire Row’s cards is to slow game play in two fundamental ways. The first is that many of the cards are designed to slow player down, particularly any runaway leader, the latter always a possibility in Machi Koro, especially if the Harbour Expansion is being used. Second, it increases the number of cards in play and can thus be drawn into the Marketplace, especially if the Harbour Expansion is being used. This can lead to situations where the only cards available for purchase can be two expensive and even when bought, may not generate income for a player. To an extent, this is countered by the free-to-buy ‘General Store’ and ‘Loan Office’ cards, but really this is an issue with Millionaire Row’s that could have been addressed.

Millionaire’s Row adds lots of interesting cards to the play of Machi Koro, but these add complexity and fundamentally slow gameplay down as does the profusion of cards being fed into the Marketplace. The complexity makes Machi Koro more of a gamer’s game than a family game, whilst the overstuffed Marketplace is a problem in search of a solution.

Saturday, 24 October 2015

Harbouring Machi Koro

The 2015 Spiel des Jahres nominated Machi Koro is a beautifully simple game with a problem. The Japanese ‘dice and card building’ game published by IDW Games has proved to be a hit and a very good gateway to Japon games. The problem is that the game has a limited number of paths to victory. Either a player opts to buy Cheese Factories and powers them with Ranches or he opts to buy Furniture Factories and powers them with Mines and Forests. During the game, because all of Machi Koro's cards are laid out to buy, the game has a static feel with there being nothing to stop another player from selecting these paths to victory. This limits the game’s replayability, which is a shame, because Machi Koro's design is still good. It just needs something to take that good design and turn it into a good game that people will come back to.

Machi Koro: Harbor Expansion is the first expansion for the game. It adds coins worth twenty coins each. More importantly, it does several things with its sixty-eight cards, but does it address the problem at the heart of the game?

The very first thing that Machi Koro: Harbor Expansion does is provide the means to add a fifth player to the base game. On one level, this simply means another set of the four Landmark cards—a Station, a Shopping Mall, an Amusement Park, and a Radio Tower—that need to be built to win the game and the two starting cards for generating income—a Wheat Field and a Bakery. That though is for the base game, because after that is where Machi Koro: Harbor Expansion gets interesting.

Second, it adds three new Landmark cards. The first of these is City Hall, which enters play face up and can be used from the start of the game. It generates money if a player does not have any money before he purchases an Establishment. The second, the Harbor, is what the expansion is named for and activates a number of fishing related  Establishments once purchased. Where the Harbor is cheap to buy, the third Landmark, the Airport is not. It gives a player coins when he does not buy anything, though given its cost, the Airport’s effect will rarely enter play as most players will purchase it to win the game. There are of course, enough of the new Landmark cards for five players.

Third, it adds a swathe of new Establishment cards. The Red-coloured food outlets—Hamburger Stands, Pizza Joints, and Sushi Bars—give more means to force a player to pay their owners when their numbers are rolled. Both of the new Green-coloured cards—Food Warehouse and Flower Shop—are powered by other cards rather themselves. Apart from the Flower Shop, the other Blue-coloured cards—Mackerel Boat and Tuna Boat—require the Harbor to have been bought if they are to work. Lastly, the new Purple-coloured Special cards—Publisher and Tax Office—give news means to take money from the other players. Some of these cards are powerful, for example, the Tax Office takes half of the coins of any player who has ten coins or more, whilst the Tuna Boat grants a player two dice’ worth of coins. The new cards also strengthen the numbers available, for example, the Flower Shop can rolled on a six; they oppose other cards, for example, the Wheat Field is countered by the Sushi Bar, one generates money, the other taxes the player who rolled, both require a roll of one; and with the Tuna Boat they extend the number range from one to twelve to one to fourteen. This only comes into play if a player has a bought a Harbor which grants a bonus to a player’s roll if he rolls a ten or more.

Fourth and last, Machi Koro: Harbor makes a radical to the Market Place—the place from where the players purchase Establishments. In the base game every type of Establishment card is available to buy, but this expansion limits the Market Place to just ten unique Establishments at a time. These are set up at game start, with duplicate Establishments forming their own card piles. As soon as the last of an unique Establishment is purchased, a new one is drawn. If a duplicate is drawn, it is added to its own pile and Establishments are are drawn until there are ten unique ones in the Market Place. What this does is prevent easy access to particular paths to victory—for example, purchasing Cheese Factories and powering them with Ranches, or with this expansion, Flower Shops powered by Flower Orchards, Food Warehouses powered by by food outlets like Cafes, Family Restaurants, Hamburger Stands, Pizza Joints, and Sushi Bars, and so on. It does not prevent total access, but forces the players to generalise and adapt to the cards available rather than cherry picking. It also makes game play random.

There is a great deal to like about Machi Koro: Harbor. It mixes game play up, adding a much needed random element and countering the original game’s paths to victory. It thus makes the game less predictable and longer to play, but gives a more satisfying playing experience. It makes Machi Koro a much, much better game. You may play Machi Koro a few times, but with Machi Koro: Harbor, you will play again and again.

Saturday, 20 December 2014

Reviews from R'lyeh Christmas Dozen 2014

Since 2001, I have contributed to a series of Christmas lists at Ogrecave.com, suggesting not necessarily the best board and roleplaying games of the preceding year, but the titles from the last twelve months that you might like to receive and give. Continuing the break with traditionin that the following is just the one list and in that for reasons beyond its control, OgreCave.com is not running its own listsReviews from R’lyeh would once again like present its own list. Further, as is also traditional, Reviews from R’lyeh has not devolved into the need to cast about “Baleful Blandishments” to all concerned or otherwise based upon the arbitrary organisation of days. So as Reviews from R’lyeh presents its Baker’s Dozenth’s Christmas List Dozen, we can only hope that the Baker’s Dozen below includes one of your favourites, or even better still, includes a game that you do not have and someone is happy to hide in gaudy paper and place under that dead tree for you.


-oOo-


Dungeons & Dragons Starter Set 
(Wizards of the Coast), $19.99/£16.99
If you are going to list some of the best games of 2014, then you have to deal with the ‘elephant’—or rather the ‘dragon’ in the room, for 2014 saw the return of the number one roleplaying game. 

Forty years after the original version was released, Wizards of the Coast published Dungeons & Dragons, Fifth Edition. This new version of the classic RPG is immensely accessible and very playable, and there is no better place to start but with the Dungeons & Dragons Starter Set. It includes everything necessary to play: the basic rules, a set of five pre-generated characters, a good adventure, and of course, dice. This is a great way to bring old players to the game and a great way for old players to bring new players to the game, and the provided scenario, ‘Lost Mine of Phandelver’, is an excellent starting point, offering plenty of play before the DM (and the players) needs to invest in the Player’s Handbook.



Machi Koro
(IDW Games), $19.99/£16.99
Japanese games came of age in the English language hobby in 2014 when the highly regarded Love Letter and Trains both won Origins awards. This year they were joined by the easy-to-play and ever so cute, Machi Koro, published by IDW Games. It is a simple card and dice game in which all the players have to do is roll the die (or dice), check the buildings on their cards and get some income, and then buy another building or even improve their suburbs with landmarks. 

Each player is the mayor of suburb whose inhabitants wants better landmarks; build four landmarks and he wins the game. This is ever so easy-to-learn, quick-to-play, and can be enjoyed by the casual player and the seasoned gamer alike. Plus there are expansions to come which will provide more cards and thus more buildings. Which means more options. In the meantime, the core box for Machi Koro is simply fun.

You Are The Hero:
A History of Fighting Fantasy™ Gamebooks
 
(Snow Books) $45/£40
2014 was a great year for gaming and the history of gaming. You Are the Hero looked at one aspect of gaming history and then one aspect of that aspect… By that we mean that it explored the history of the British Fighting Fantasy™ series of solo adventure books rather than the history of the solo adventure books. This delves back to the origins of the publishing phenomenon that put The Warlock of Firetop Mountain and nearly sixty subsequent titles on the shelves of bookshops around the round and accumulated millions of sales, before going on to examine each and every entry in the series, and then the board games, computer games, magazines, and more. All commented upon by both the creators and the fans. This is also a history in part of the British gaming scene, but mostly it is a loving look at the Fighting Fantasy™ series that enabled us to go on fantastic adventures in the comforts of our own homes before the digital age.

Ivor the Engine
(Surprised Stare Games) $42.50/£25.00
Some games have ‘meeples’ or ‘my people’. Only one game has ‘sheeple’ or ‘sheep meeple’. That is, little wooden sheep; and that game is the most charming game of the year—Ivor the Engine.

Based on the BBC children’s television classic, this game sees the players come to the aid of a small green locomotive who lives in the “top left-hand corner of Wales” and works for The Merioneth and Llantisilly Railway Traction Company Limited with the help of his driver, Jones the Steam. Their prime task is tidying up all of the escaped sheep, but they can also complete jobs and so visit places such as Grumbly Gasworks and Gwynaudolion Halt, Mrs Porty’s House and Pugh’s Farm, and Tan-Y-Gwlch and Dinwiddy’s Gold Mine. Fans of the television series will enjoy the references, whilst those new to them will find them equally as charming. Although this looks a lot like a children’s game, it is competitive enough that experienced gamers can pick and play it with gusto. Plus it comes with little wooden sheep. Really cute little wooden sheep.

Firefly Role-Playing Game
(Margaret Weis Productions) $49.99/£31.99
Although we got a good taster of the game last year with Gaming In The ‘Verse, this year we finally got to see how shiny the Firefly Role-Playing Game really is. It lived up to that tag, because the game not only takes you step-by-step through every Firefly episode, but through the rules at the same time, so the original television series truly serves as a big set of fat examples of play. It is a great way to learn the Cortex Plus mechanics—the best yet—and once learned you can play out the further adventures of Mal Reynolds and the crew of the Serenity, or even better create your own crew and your own ship and chance all of the possibilities and dangers of being out in the Black. With the Cortex Plus rules, everyone’s character comes alive, not just what they do, but also what they hold dear and what just might make life difficult for them and their crew. Life don’t go easy in the ‘Verse and the Firefly Role-Playing Game is designed to bring that to your adventures and make them as dramatic as Joss Whedon’s Firefly.

Colt Express
(Ludonaute) $54.99/£27.99
There is a train coming down the track—and you are going to rob it! The year is 1899 and the Union Pacific Express is heading out of New Mexico with the Nice Valley Coal Company's weekly pay aboard. So you and fellow bandits have boarded the train and must race down the carriages, stealing bags of money and jewels from the passengers, punching and shooting at each other, climbing up to the roof (and running along the rooftops), all trying to get to the front of the train where Marshal is guarding the $1000 payroll. 

In this fun game, the players take turns to program what their bandits will do over the course of each round. Some of these actions will be seen by everyone, but whenever the train goes through a tunnel, none of the bandits can see what each other is going do. Once everyone has programmed their actions, they are revealed in order, and guess what? No plan ever survives contact with the enemy, or in the case of Colt Express, contact with rival bandits, the passengers, and the Marshal. So plans go awry, punches are landed where you never expected, gunshots miss, and some rotten stinking, varmit steals the loot before you do! All of which takes place aboard a fantastic cardboard train that comes as part of the game. So get ready for some schemin’ and stealin’ and see if you can leave the Colt Express with the most loot!

Designers & Dragons
(Evil Hat Productions) $80
2014 was an important year for the roleplaying hobby. Not only was it the fortieth anniversary of the original version of Dungeons & Dragons—and thus of the very hobby itself—but it also saw the return to our shelves of the very first roleplaying game with Dungeons & Dragons, Fifth Edition. So there has never been a better year in which to look back at our hobby and that is exactly what Shannon Appelcline has done with Designers & Dragons, a four volume examination of the roleplaying hobby, decade by decade, publisher by publisher, trend by trend, from 1974 right up to the present day. In the process updating the original series that ran at RPG.net and was previous published by Mongoose Publishing. A useful reference for the ‘grognard’ looking to refresh his memory or delve into some nostalgia as it is for the newcomer wanting to know where it all started, Designers & Dragons is the definitive history of the hobby.


Player’s Handbook
(Wizards of the Coast) $49.95/£29.99
When you have exhausted all of the possibilities of the Dungeons & Dragons Starter Set or want to more choices when playing ‘Lost Mine of Phandelver’, its included scenario, then what you need is the Player’s Handbook, also published for Dungeons & Dragons, Fifth Edition.

This new volume gives everything that player needs to play (minus dice) and gives him choices aplenty in terms of what he can play. All the classics are present—Elves and Orcs, Fighters and Wizards, plus Dragonborn and Tiefling, and Sorcerer and Warlock; and then all new in this edition, character options that support actual roleplaying rules. The Player’s Handbook not only supports playing adventures of the DM’s own devising, but also those published for Dungeons & Dragons, Fifth Edition, and then for almost every scenario published in the last forty years (with just a very little work, of course)! This is an easy-to-read, easy-to-grasp introduction to the world’s number one roleplaying game—and it is truly great to see it back on the shelves at our games stores.

Star Realms
(White Wizard Games) $14.99/£12.99
Star Realms is a deck building card game of starship combat. Specifically designed for two players, it sees them start small with just some Scout ships to generate money and Viper ships to inflict damage on the enemy. With the money a player can buy better ships, bases, outputs, and more from four factions. These include the Blobs with their strong combat vessels, the Machines which destroy their own ships and enemy bases, the Star Empire which can quickly bring its own ships into play or force the enemy ships to retreat, and the Trade Federation which generates wealth and Authority (the game’s equivalent of health points).

Each player is free to purchase ships, bases, and outposts of whichever faction he can afford, and with both players buying from the same deck, the competition is on—not only to see who can generate money enough to purchase ships and build a good deck, but also use the deck to the best of its ability to destroy his opponent! All of this—just 128 superbly illustrated cards—fits neatly into a tiny box and is just as easy on the pocket!


Pandemic: The Cure
(Z-Man Games) $49.99/£37.99
Ogrecave.com has been a fan of Matt Leacock’s Pandemic since it was released in 2008. The infamous co-operative game pitches four players against the game itself as they race to find the cures for four diseases that are ravaging the world whilst trying to prevent them from spreading and further outbreaks from occurring. That though was a board and card game, but now the designer has turned the Pandemic concept into a fast playing dice game: Pandemic: The Cure. Now the players not only have to rush from continent to continent treating diseases, they also need to take and collect samples enough to roll for a cure! In the original version of Pandemic, the diseases were represented by cubes and their appearance controlled by city cards, but in Pandemic: The Cure the diseases are represented by dice—dice that are rolled to see where they appear and then if the players have collected enough, rolled again to see if a cure can be found for the disease—and until a cure is rolled, the samples have to be stored somewhere and that somewhere is the players’ dice. Which means that the players give up possible actions in order to focus on a cure. Pandemic: The Cure is quick playing dice game that presents as much challenge as the original Pandemic, but in a slightly different fashion. Just remember to wear gloves—after all, the diseases are the dice!

Mindjammer: The Roleplaying Game
(Mindjammer Press) $54.99/£34.99
In this FATE Core powered Science Fiction RPG, the New Commonality of Humankind is spreading out from Earth using relatively recently discovered faster-than-light technology and rediscovering colonies founded centuries before using generation ships. Yet as these lost colonies are found and reintegrated into interstellar culture, the New Commonality of Humankind finds itself facing cultural adulteration from these previously isolated worlds. This sets up the central conflict at the heart of Mindjammer, played out on a frontier of old new worlds as a space opera with Transhuman elements, that plays out across the physical universe as much as it does the virtual world known as the Mindscape, a shared reality that connects all of the Commonality. This is a setting in which it is possible to play a sentient starship, the memories of a dead man downloaded into a robot, a genetically engineered soldier, and more. Mindjammer: The Roleplaying Game is a game with not just the scope to play out a campaign in its highly detailed setting, but also the capacity to be taken apart and used as parts of kit for the GM to create and design aliens, technologies, worlds, and more to create a campaign of his own devising.



Castles of Mad King Ludwig
(Bezier Games) $59.99/£47.99
Have you ever wanted to build Neuschwanstein, the ‘Swan Castle’ of King Ludwig II of Bavaria? As pleased as he is with that castle, the good king has asked you to build the biggest, the best, the most extravagant castle ever—all subject to his mercurial nature and whims. Which means that each of the architects/builders must build their castle at one room at time, even as they are actually selling rooms to their rival builders!

Beginning with a simple foyer, a player tries to build the most fantastic castle possible, whether that is outside, upstairs, or downstairs in the storerooms (and dungeons). Every turn is challenging because the player take turns being the Master Builder who sets the prices for the randomly drawn buildings and gets paid when his rival builders purchase them. As the game progresses, a player will add new rooms and as he completes each room by ensuring that all entrances of the room are connected to other rooms, he will score points and gain special benefits, such as another turn, more points, or more money. At game’s end a player can score bonus points based on the random goals set at the start of the game. The random nature of King Ludwig’s whims and thus of the game means that Castles of Mad King Ludwig is worth playing again and again—after all, everyone loves castles and getting to build castles is the best way to show this love.

-oOo-


So that was the Ogrecave.com Christmas Dozen for 2014. Yet, 2014 also marks the Ogrecave.com Christmas Dozen’s ‘Baker’s Dozen’, the thirteenth year of the Ogrecave.com Christmas Dozen. So only seems fitting that for this thirteenth list, it should be a Baker’s Dozen—meaning thirteen entries, not twelve! Thus we round out this year’s list with the other elephant in room that just snuck under the wire to qualify for 2014 and not 2015, where the elephant is both the setting and the price!

Star Wars: Imperial Assault 
(Fantasy Flight Games) $100/£79.99

There is no bigger game in 2014 than Star Wars: Imperial Assault and no board game with a bigger canvas! This is a miniatures game in which the heroes of the Rebellion are pitched against the Stormtroopers and the villains of the Galactic Empire in two modes. The campaign game sees a group of elite Rebel operatives on desperate missions to undermine the Empire which ruthlessly protects its interests and holdings, whilst the skirmish game is a two-player head-to-head fight between Imperial and Rebel strike teams for the same objectives. 

The game comes packed with detailed miniatures and full colour interlocking map sections, as well as the Luke Skywalker Ally Pack and the Darth Vader Villain Pack, giving another miniature each and yet more missions. This is a big game on which to play out a big story, whether exploring the events of the Star Wars tale and bringing back your Rebel operatives back again and again, each time getting better and better with successful missions, or designing armies to pitch against each in skirmish mode. Star Wars: Imperial Assault offers play aplenty and being set in the Star Wars universe means that there are expansions and thus more play to come!

Sunday, 23 November 2014

Your Gateway to Japon Games


Japanese board games have become very popular in the last few years, most notably Love Letter and Trains, both published by Alderac Entertainment Group and both winners of Origins Awards in 2014. What this means is that new Japanese board and card games are hotly anticipated, none more so than Machi Koro. In English, it is released by IDW Games, a publisher better known for its comic publishing. Machi Koro is a quick-playing ‘dice and card’ for two to four players, aged eight and up, in which they are each the mayor of a suburb whose residents want their district developed. Starting off with a Wheat Field and a Bakery, each player will race to build four landmark buildings—a Station, a Shopping Mall, an Amusement Park, and a Radio Tower. The first mayor to do so is the winner!

The playing time is thirty minutes and very simple. On his turn a player rolls the die and everyone will compare the result with numbers printed at the top of the building cards they have in front of them. This can generate money for everyone or just the current player, who is now free to spend it to purchase a new building or a landmark. A player can have multiples of one card type, but can only buy one card per turn.

Where Machi Koro gets interesting is how the cards generate money. There are four types. Blue cards pay out to everyone when their numbers are rolled; green only pay out on a player’s turn; red cards take money from other players they roll their  numbers; and purple cards provide an action rather an a pay-out. Note that red and blue cards pay out even when it is not a player’s turn. For example, the blue Ranch cards pay everyone one coin when anyone rolls a result of a one. The green Bakery pays out one coin on a roll of two or three on the current player’s turn only. The red Café allows a player to take a coin from the current player when he rolls a three. The purple Business Centre allows a player to swap one of his buildings with that of another player.

Initially a player will be only rolling one die. If he purchases the Station landmark, he can roll one die or he can roll both dice. This means that range of results is no longer one to six, but two to twelve, and it means that as soon as they are built, a new range of buildings and their dice results are available to him. The cards with ranges above five tend to be more expensive and have more complex effects, especially results for six, seven, and eight. For example, the green Cheese Factory, which costs five coins, pays out three coins for each card the current player has with a cow symbol on it—currently only a Ranch—anytime he rolls a seven. Building the landmarks will also give a player a benefit. The Station allows him to roll two dice; the Amusement Park lets him roll again if he rolls doubles, and so on.

Although designed for between two and four players, Machi Koro works better with three and four rather than two, primarily because there more participants for the cards to work off. Physically though, Machi Koro is nicely presented. The artwork on the cards is cute, the cards are easy to read, and the rulebook is very clear and very simple. The box comes with room for expansions, but the insert could have been better designed for that.

There have been comments that it is like Settlers of Catan without the trading or Monopoly without the mortgages. To an extent this is true. You are rolling for resources (coins) and you are buying properties as in both of those games, Machi Koro is a quicker, slicker game without the trading and without the mucking about with the banks. It is certainly better than Monopoly and whilst no Settlers of Catan, it is a well-designed little game. However, it is not perfect, but the first imperfection is not of Machi Koro’s own making. The first problem is that the game is slightly disappointing, but that can be put down to it having been overly anticipated, it having taken a year to reach us since it first appeared at Essen in 2013. Second is that its game play does not offer a great deal of depth or variety. Third, it does not offer much in the way of strategy and the primary means of getting money—the purchase of Ranches and Cheese Factories (the latter with its average roll of seven)—is obvious and difficult to counter. What game needs is an expansion and it needs it now. Two have been released in Japan— Machi Koro Sharp and Machi Koro: Harbor Expansion—and they need to be released in English before Machi Koro loses its popularity.

Now despite all this, Machi Koro will appeal to a wide audience. There one or two strategies in the game that a seasoned gamer will latch on to, but the dice rolling gives it a luck factor that will offset that to give everyone a good chance of winning. So amongst gamers it can be played to a cutthroat finish, but it also be played as a casual game. It is easy to play, it is fast to play, and it is easy to teach. This, when combined with thoroughly charming artwork means that Machi Koro is a good family game and if not quite a good gateway game, then it is very, very close.