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

Friday, 30 May 2025

Friday Filler: Souvenirs from Venice

The last two weeks you have spent in the city of Venice have been amazing. You have visited the Doge’s Palace, St. Mark's Basilica, and the Bridge of Sighs, as well as taken a gondola ride on the Grand Canal, explored the Rialto Market, and taken a day trip to the island of Murano to discover its unique glassblowing tradition. The food and wine have been good too, but now your holiday is nearly over. Your flight home leaves tomorrow, but you have one left one last thing you have to do to the last minute—gifts to take home for your friends and family. In fact, you are not really sure that you have enough time to search the shops for right gifts and get to Marco Polo International Airport for your flight home. It is not helped by the fact that the three friends you are buying for, hate it when they are not treated equally, but you have hired a gondola and you are going to search high and low for the right gifts for the right people—or miss your flight trying!

This is the set-up for Souvenirs from Venice, another game from Oink Games, the Japanese publisher best known for Scout. It is a set-collecting game designed for two to five players, aged eight and up, that can be played in thirty minutes, and it is from the same designers who did Deep Sea Adventure. The aim of the game is three sets of matching souvenirs and get to the airport. At the end of the game, each matching set of souvenirs will score points, whilst souvenirs that do not match will lose a player points. The players have to find the right souvenirs, make sure they do not have wrong souvenirs in their hands, and get to the airport. Only a player who gets to the airport in time will have a chance of being the winner.

Besides the rules in French, German, and Spanish as well as English, Souvenirs from Venice consists of forty-eight Souvenir Tiles, thirty Money Tokens, five Summary Cards, an Airport Card, a single die, and five Gondolas. The Souvenir Tiles range in value from five to ten and in turn depict Venetian Glass, Venetian Masks, Leather Goods, Gondolier Shirts, Squid Ink Pasta, and Fridge Magnets. Each Souvenir Tile is actually a shop and items are the goods they sell. Two depict the ‘Pigeon’ and ‘The Pigeon Feed Seller’. The die is marked one, two, and three, rather than one to six, and the gondolas are done in brightly coloured wood. The Summary Cards are reference cards for the play of the game.

Game set-up is simple. Each player receives a gondola, six Money Tokens, and a Sun. The Souvenir Tiles are laid out in a seven-by-seven grid, or five-by-five if two players, all face down, whilst the Airport Card is placed in one corner instead of a Souvenir Tile. The grid is open as the spaces in between represent the canals of Venice where players’ gondolas will travel, moving from intersection to intersection. All of the gondolas are placed on the Airport Card where they start play.

On his turn, each player must do three things in strict order. These are ‘Research’, ‘Move’, and ‘Buying or Selling’. In the ‘Research’ step, the player flips over any tile face down so that everyone can see it. In the ‘Move’, the player rolls the die and moves his gondola that exact number of spaces, hopping over any other player’s gondola in the way. ‘Buying or Selling’ gives a player two options. If he buys, it can be done in secret, looking at a Souvenir Tile adjacent to his gondola, but keeping it hidden from the other players, or he can buy any face up tile. Either way, he replaces it with Money Token. If he sells, he places a Souvenir Tile in his hand on the table face down, replacing a Money Token which he takes.

If the ‘Pigeon’ and ‘The Pigeon Feed Seller’ are both revealed—and they have to be revealed face up when discovered, they force each player to pass a Souvenir Tiles (or a Money Token if they have no Souvenir Tile) to the player on his left. This can mix things up, forcing a player to scramble to find matching Souvenir Tiles with the ones he has in his hand. However, this really comes into play later in the game rather than earlier, as the earlier it happens, the lower the chance it has of mucking up a player’s hand.

Souvenirs from Venice is a primarily a push-your-luck game, although it does have a memory element in that a player may need to remember the Souvenir Tiles he has looked at and where they are. However, what a player is mostly doing is pushing his luck to three sets of Souvenir Tiles, ideally of a higher rather than lower value. Of course, there are more of the latter than the former. Thankfully, a player can choose to sell to get rid of a poor value Souvenir Tile if he knows where one with a better value is or if he simply wants it out of his hand. The latter may be necessary because the other push-your-luck element of game is the timer element. Once all of the Souvenir Tiles have been bought or flipped over and face up, the flight leaves the airport. Anyone not at the airport by then, cannot score any points for the Souvenir Tile sets they have collected and automatically lose. Any player with sets of Souvenir Tiles at the airport gets to score, and the player with highest score wins.

Souvenirs from Venice is decently presented, if as with every Oink Games title, packed tightly into its little box. The quality of the components is good and the rules are clearly written.

Souvenirs from Venice is a solid, satisfying little game. It is a light game, better suited to family audiences and has a surprisingly decent theme that matches that lightness.

—oOo—

Oink Games will be at UK Games Expo which takes place on Friday, May 30th to Sunday June 1st, 2025.

Sunday, 17 February 2019

Friday Filler: Deep Sea Adventure

Deep Sea Adventure is tiny game of desperate survival in which a disparate diving team make a series of dives on a wreck despite a lack of air. Published by Oink Games, it follows in a wave of Japanese games that began with Love Letter and continues to this day. Designed for two to six players, aged eight and over, it combines themes of nautical exploration and treasure hunting with pick up and deliver, resource management, and push your luck mechanics. The story is that several rival poor divers want to dive on some underwater ruins, but individually lack the means. They have banded together, shared their budget, rented a rickety submarine—including just the one air between them, and have three attempts to bring up as much treasure as they can. The deeper they dive the more valuable treasure they will be able bring up, but should they run out of air, they will drop their treasure, and have to try again on the next dive. The diver with the most treasure at game’s end is the winner. For a tiny game, Deep Sea Adventure comes well appointed. The components include a wooden Explorer or each player and an Air Marker to indicate how much air is left in the tank; a Submarine Board with twenty-five spots showing how much air there is left in the tank; sixteen blank tokens; thirty-two Ruins tokens divided into four Levels of eight each, from low to high; and two six-sided dice, each numbered one to three twice. The Ruins tokens vary in value from zero to fifteen and at the start of the game are laid out in a line, starting with Level One and ending with Level Four. This ensures that the more highly valued Ruins tokens are to be found at a greater depth. Each players’ Explorer starts on the Submarine. Starting with the player who has been in the ocean most recently, a game turn consists of four steps. First a player reduces the amount of Air in the Submarine by the number of Ruins tokens his Explorer is holding, then he decides whether he will continue onwards into the depths or turn back and return to the Submarine. Then he rolls both dice to move his Explorer, the number rolled being reduced by the number of Ruins tokens he is carrying, and lastly, an Explorer can Search, which means he can do one of three things. Either do nothing; pick up a Ruins token and add it to the ones he is already carrying, replacing it with a blank token; or place a Ruins token on a blank token, typically to drop a Ruins token that has a low or no value. The players continue taking turns until either everyone has made it back to the Submarine or the air in the Submarine runs out. The round is then over and a new one can begin. Any Ruins tokens an Explorer has successfully brought up from his dive are kept by his player and added to their score for the end of the game. If however, the Submarine runs out of Air, any Explorers still in the water have to drop whatever they are carrying and make a mad scramble back up to the Submarine. Any Ruins tokens so dropped, sink to the ocean floor where they accumulate in piles of three Ruins tokens each. In subsequent turns, each pile of Ruins tokens counts as one for carrying purposes. Any blank tokens added to the line of Ruins tokens are removed and the break in the closed up—the Explorers know not to search there. Play continues like this for a total of three rounds, at the end of which the players count up the value of the Ruins tokens hauled up from the bottom of the sea and the player with highest total is declared the winner. Now the Air in the Submarine does not start being used up until the first Explorer picks up a Ruins token. So the Explorers are encouraged to go deep in order to get the most valuable Ruins tokens, but go too deep and the rival Explorers may be able to return with Ruins tokens that are less valuable than the deepest ones which you are diving for, potentially using up all of the Air before you do. What starts out as a gentle fall into the ocean depths rapidly changes character as soon as someone picks up a Ruins token, then it becomes a desperate bid to get some treasure and get back to the safety of the Submarine. Hindered of course, by the weight of whatever Ruins tokens have been picked up which reduces his movement. The heart of the game is not just the ‘push your luck’ element, but also holding one’s nerve. Just how far down do you send your explorer before you or someone decides to grab a Ruins token—more later in subsequent rounds if one or more Ruins tokens have been dropped—and decide to return to the Submarine. This will trigger a mad dash as the other Explorers grab their own Ruins tokens and attempt to rise to the Submarine before the Air supply is depleted. Physically, Deep Sea Adventure is nicely appointed. The Explorer pieces are done in wood, whilst the Ruins tokens, done in cardboard, are clearly differentiated in terms of colour and shape. So the Level 1 Ruins tokens are done in light blue and triangular, the Level 2 tokens are square and marked in a slightly darker blue, and so on and so on. What this means is that they are easy to identify and whilst their exact value will not be known until picked up, players will be able to tell which Ruins tokens are of a greater value. The rules themselves are clear and simple to read, such that the box can be opened and a first game played in five minutes. If there is a downside to Deep Sea Adventure, it is that there is relatively little variety to its game play—go as deep as you can before you or another player make a mad dash scramble for the sanctuary of the Submarine. What this means is that you are not going to bring Deep Sea Adventure to the gaming table too often, but it adds variety and well done theme in terms of its design and its play.

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 CafĂ© 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. 

Monday, 14 December 2015

The Dominion of Trains

Let go on record and simply state that I do not like Dominion. This does not mean that it is a bad game. The 2009 Spiel des Jahres winner from Rio Grande Games is an innovative design, being one the the first deck-building card games, but I find it too mechanical and lacking in theme. So I do not own a copy and rarely play it although I know that it is a popular game. I do though, own and like Trains, a deck-building board game from Hisashi Hayashi, the designer of Sail to India and String Railway, and arguably that is very much like Dominion, both in terms of its design and the fact that each has won an Origins award—Dominion for Best Traditional Card Game in 2008 and Trains for Best Board game in 2013. Fortunately, Trains has a number of features that make it more interesting than Dominion.

Trains is not just a deck-building card game. It is a deck-building board game. The difference being that the players are building their decks to take actions on a board all of which consist of creating their railway networks—laying track and building stations. For in fact, Trains is also an area control game. Designed for two to four players, aged twelve and up, Trains sees the players compete to build the most valuable railway networks in the area surrounding the Japanese cities of Tokyo and Osaka. What this means is that there is direct competition between the players rather than just a race to acquire the most Victory Points.

In terms of set-up, each player receives an identical ten-card deck consisting of three types of card—Normal Trains, which generate money for a player; Lay Rails, used to expand a player’s network and to connect to features on the board that will score him Victory Points; and Station Expansion, which let a player build the Stations in the towns and cities to score Victory Points. On his turn, a player uses a hand of five cards drawn from the deck to carry out actions—generate income, purchase new cards, and use the actions on the cards to do various things, but primarily building his network on the board. Where possible, a player’s cards are used to generate both income and actions and a player is free to make as many purchases as he can afford and take as many actions as he can. Once done, a player’s hand of cards goes into the discard pile. Lastly he then draws a new hand of five cards and thinks about what he will do on his next turn. The latter action—thinking about what he will do on his next turn—is explicitly stated in the rules. As part of the game, it is a welcome addition counter to players prone to ‘analysis paralysis’.

Another aspect of the set-up is that the range of cards available to purchase varies from one game to the next. Every game has the eight default cards available to purchase—Express Train, Limited Express Train, Lay Rails, Station Expansion, Apartment, Tower, Skyscraper, and Waste cards, but the remaining eight are randomly determined from the thirty available. This not only makes play different each time, it also allows the game to be tinkered in terms of options. Want an easier game? Then for example, make sure that the Landfill card is available so that players can use it to get rid of Waste.

The cards are categorised into five colours. Purple cards allow a Station Expansion, whilst green cards are construction cards that either Lay Rails or nullify the extra cost of construction, such as Collaboration, which cuts the cost of building track where another player already has track. It also prevents a player gaining Waste from any construction that turn. Blue cards are train cards. The standard Train cards simply generate a player income, but others grant an action or bonus. For example, a Tourist Train grants a Victory Point every time it is played, whilst an Early Train lets a player put purchased cards on the top of his deck. Yellow cards, like the Tower and the Skyscraper grant Victory Point at game’s end, but do clog up a deck. Red cards are action cards that grant various benefits. For example, the Ironworks generates income for each track laying green card played that turn, whilst Station Crew gives a player the choice drawing another card, gaining income, or returning Waste to the Waste stack.

Most deck-building games have an aspect of their design that clogs up each player's’ deck. Usually, this consists of two types of cards. The first type consist of cards that are less effective as the game progresses, typically being replaced by better and more effective cards. The second type consists of Victory Point cards, purchased towards winning the game, but doing nothing else. Trains has both of these, but takes the concept further with Waste. Every time a player lays track, builds a station, or constructs a building, he earns a Waste card—and a Waste card does nothing except clog up a player’s deck and when drawn, his hand. 

What does Waste mean? Its effect forces a player to balance his hand and deck. It also curbs a player from expanding too quickly. Yet Waste cards do not wholly impede a player—one or two Waste cards in his hand from one turn to the next will not prevent his making purchases, laying track, expanding stations, and taking actions, but any more Waste cards  than that and a player may find himself unable to act. Fortunately, a player can forgo his turn in order to divest his hand of all Waste and there are certain cards that will let him get rid of Waste, such as Landfill.

The obvious aim of the cards is to lay track, but this is primarily a means to an end rather than a means to scoring Victory Points. The main means of scoring Victory Points is by laying track into a city and then building stations. Cities can have between one and three stations, the extra stations after the first being more expensive to build, but scoring a player more  Victory Points. The second means of scoring Victory Points is to lay track to a Remote Location on the edge of the map—typically this involves building through expensive terrain like mountains. The third method is by buying Yellow cards, though this is also expensive.

Once a player has built into an area, it does not mean that another player cannot build  into the same space. It does make it more expensive though, and whilst this serves as a barrier, a player can lay track into an area held by another player to cancel out any potential Victory Points he might gain by building a station there or by laying track into a Remote Location.

Play continues until a player places his last rail cube as track or places the last station, or four piles of the cards available to purchase have been exhausted. Once one of these conditions has been met the game ends and the player with the most Victory Points wins.

Trains is a nicely presented. Both the rules booklet and the cards are easy to read, the double-sided board is clear and functional. The cards themselves are nicely illustrated and do feel good in the hand.

The question is, is Trains really like Dominion? The answer to that would be both ‘yes’ and ‘no’. There are many cards that look and feel familiar—such that one gamer I know refuses to play it because it is too alike—but the gameplay is different. It is more streamlined, there is less emphasis on setting up your deck as an ‘engine’ that runs perfectly, and a player needs to balance both his deck and his hand as the game progresses. Trains is easier to learn, both because it is more streamlined and because the theme is more accessible. That theme is nicely implemented both through the cards and the maps, though the latter do offer little in the way of variation between the pair of them. The range of cards available and their random determination each game means that every game is different—and that adds to the replayability.

Trains is not quite an introductory deck-building game—Star Realms might be better at that—but it is not a difficult game to learn by any means. It is a medium-light Euro game, just a step or three on from Ticket to Ride in terms of complexity. Overall, Trains is a very accessible, likeable deck-building that makes much of its theme.

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.

Friday, 20 March 2015

Whither the Indies?


What is remarkable about Sail to India is that it packs an incredibly big game in tiny box, both in terms of its theme and its sometimes harshly efficient Euro style game play. From the designer of String Railways and the Origins award winning Trains, Hisashi Hayashi, and published by Alderac Entertainment Group as part of its Big in Japan line, it is a game of mercantile exploration and adventurism. Designed for three to four players, aged twelve up, it is a game of resource management and worker placement, that sees the participants attempt to sail to the orient in search of glory and riches.

Sail to India is set during the Age of Discovery. The Mediterranean is under Osman Turk control and the great empire of Portugal seeks trade routes to the East. To do so, its merchants and nobles are dispatching explorers to sail south along the coast of Africa and round the Cabo da Boa Esperança in search of a route to India. Each player must manage his resources, and know when to invest in his ships and technological advances, when to discover new ports and establish facilities, and when to reap the riches and the glory.

Thus Sail to India has big themes, but where a classic board game might come with a big board and counters to represent the ships and various goods and buildings. The little box that is Sail to India does it all with just twenty-eight large cards plus thirteen wooden cubes per player. Of these cards, three are given to each player. These are a Domain card, used to track a player’s wealth, the speed of his ships, and his technology; a Historian card, used to track a player’s Victory Points; and a Reference card. He also receives three cubes to invest in technology, one to track his ships’ speed (initially one, but can be bought up to three), and starting wealth (varies upon starting order). This leaves eight cubes, which essentially represent investments that a player can make as ships, goods, buildings, wealth, and glory (Victory Points).

Of the remaining cards, they form the route to India, consisting of coastal towns along the coast of Africa. Each Coastal Town consists of two buildings—churches, markets, and strongholds—which grant Victory Points when built, trade goods that can be sold for wealth, potential Victory Points at game's end, and the sea. They are laid out in a line, with Lisboa at one end, followed by the coastal towns, of which three start face-up. They are known destinations. The others will be revealed as ships sail further and further round the coast of Africa and beyond until the last, India, is reached. At game's start each player also places one of his cubes as a ship on Lisboa.

On his turn, a player has several options, but can only do two of them. These include employing markers, moving ships, selling trade goods, constructing buildings, acquiring technology, and increasing ship speed. Employing ships means taking a cube from a player’s stock and paying one wealth to turn it into a ship in Lisboa. Moving ships involves a player moving any or all of his ships in any direction, up to his ships’ speed. If he moves his ships into a new coastal town, it is turned over and he earns Victory Points. To sell trade goods, a player moves his ships from the sea into the trade good spaces on the coastal towns. These are sold for wealth and Victory Points, the greater the number of types of good, the greater the reward. The markers for the trade goods are returned to Lisboa. For two wealth, a player can turn a ship into a building which now belongs to that player—churches give two Victory Points; markets only give one, but serve as a permanent trade good; and strongholds also only give one, but also serve as a starting point instead of Lisboa. To acquire technology, a player pays the coast and places a technology marker on the correct space on the technology cards. There are three of these cards, giving a total of twelve technologies. They have various effects, such as Printing Press giving a Victory Point when a technology is acquired, the Factory giving extra wealth when trade goods are sold, or Mission Church giving extra Victory Points for churches built. A technology can only be purchased once. Lastly, a player can increase his ships’ speed, first to two, and then three.

Play lasts an hour. It ends when the last coastal town is turned over and India is discovered, or when two players have run out of cubes. After that, everyone gets another turn and the game ends.

What makes Sail to India challenging is three factors. First, a player only has eight cubes to use as ships, trade goods, buildings, and so on. Second, they are interchangeable—ships can become trade goods which become ships, ships become buildings, and so. Third, a player needs to use some of these cubes to track his wealth and Victory Points, and since the tracks for both only go up to five, if a player earns enough to have six or more wealth or Victory Points, then he needs extra cubes—which have to come from those in play and not from those in stock. If a player has no cubes in play available, then he cannot track this extra wealth or Victory Points. Essentially, keeping track of his wealth and his glory (Victory Points) takes effort as reflected by the need for the extra cubes.

Sail to India is nicely presented. The cards are easy to use, the reference cards are very handy, and the rules clearly written. The artwork is in keeping with the game’s enjoyable theme, which is elegantly implemented in the game play. Similarly elegant is the balance between taking actions and using cubes and using cubes to keep track of a player’s wealth and Victory Points. Above all, Sail to India packs a lot gameplay and choices in quite a small box.

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 CafĂ© 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.

Tuesday, 18 November 2014

Tangled Trains

2014 is the year that Japanese boardgames—particularly the Japon Brand—break out into the mainstream. After all, two Japanese games won Origins Awards in 2014, both published by Alderac Entertainment Group. Love Letter won the Origins Award for Best Traditional Card Game and Trains won the Origins Award for Best Board Game—how long until one wins the Spiel des Jahres? Of course, Japanese boardgames have not sprung from nowhere, there having been a number of them published in English over the past few years. Among the first was String Railway, designed by Hisashi Hayashi, who also designed the excellent Trains and recently had the interesting Sail to India published by Alderac Entertainment Group.

The 2013 UK Games Expo Best Abstract Game Winner, what sets String Railway apart from almost every other railway board game is in the title. Railway board games fall into two types. One uses hexes with players laying railway tracks to connect towns and cities, whilst the other has the players drawing lines with crayons on a map to connect towns and cities. In String Railway the players connect railway stations, not by hexes or crayons, but string—thick, bright lengths of string.

Now published by AsmodĂ©e Éditions, String Railway is designed for two to five players, aged eight plus, each of whom is the president of his railway company. A game lasts about thirty minutes and the aim is to have the most profitable railway by game’s end. 

Its play surface is the table itself with the play area formed by a string loop that is pulled out to form either a triangle, a square, or a pentagon, depending upon the number of players—a triangle for three players, a square for four or two players (in a two-player game, each player plays with two starting stations and two sets of strings), or a pentagon for five players. Inside the play area is placed a grey loop to represent the mountains and a length of blue string that runs to the edge and represents a river. Each player then receives five strings of various lengths and a station of the same colour, the latter being placed at a corner.

On his turn, a player draws a station from the deck of thirty-four station cards. He is free to place this station wherever he likes, but he must also use one of his strings to connect this new station to a station his network is already connected to. He is free to run the string through any other station he likes as long as the new station is placed at the end of the string.

The player then earns Victory Points for the station he has placed and any stations that he has run his new placed string through. Each of the eight types of stations scores differently. For example, the Central Station scores three Victory Points, but can only be connected by five players; an Urban Station scores a player three Victory points when placed, but will lose him a Victory Point to a rival if another connects to it, up to a maximum of five players; and a Scenic Station will earn a player one Victory Point if placed on the plains, but five Victory Points if placed in the mountains. Victory Points are lost if a string crosses either the river or another string. Of course, the player with the most Victory Points is the winner.

Play quickly becomes harder and harder as more strings are placed. Players will work hard to place their stations where they can score, but their rivals cannot and work harder to place their strings to their best advantage. Even if that means pulling them to their full length or twisting them again and again; this is what makes the game fun.

String Railway is a nice looking game and the rules are easy to read. Its core mechanics are tile drawing and placing and route-laying, both quite conventional, but the placing of the strings gives the game a physicality that very few games possess. The fact that each player only has five strings means that each only has five turns, making the game quick. (The fact that both players have ten strings in a two-player game is offset by the number of players). Everyone’s last turn usually takes a little longer as they try to maximise points, but that is true of many games. 

Bright and colourful, String Railways is a solid filler. In adding a physical element to the train game genre, String Railways shows how messy and tangled up the laying of railway tracks can get.