Archive for the 'Euphoria' Category

Played: 2-player Euphoria, Tzolk’in, Panik

Posted by James (admin) on 29th January 2014

Euphoria gamePlayed: Euphoria

After playing Euphoria last week with 5 players, a couple of us wanted to try it with 2 players.  The game is mostly the same with just 2 differences: it takes only 2 actions to build a market (not 4 when played with 5 players), and there are only 2 spaces where stars can be placed in each territory (not 5 as with 5 players).

As before, I enjoyed playing Euphoria – the theme works really well with the game mechanics and working out how to use workers and resources is entertaining.  It worked fine with 2 players, although I think it’s more fun with more players as there’s more chance of your workers being bounced back to you, more chance of higher totals to earn commodities, and more development of the allegiance tracks and mines which make a big difference.

I think most of the issues could be solved with a few more rules for scaling the game, such as making the tracks shorter.  I’ll post more thoughts about this soon.

Euphoria worked well enough with 2 players – I would prefer to play it with more but, with the current rules, I think 3 players would be fine and 4+ would be best.

Played with 2.  (To find out more about Euphoria, you can read my main review.)

Tzolkin gamePlayed: Tzolk’in

It had been a long time since I last played Tzolk’in and it definitely showed as I tried to recall my previous games so I could create a decent flow of resources to then convert into points.

Tzolk’in is definitely a tricky game to balance which makes it a good challenge.  There are several ways to score points and I think you definitely need to choose to pursue just one or two of these in order to do well.

Tzolk’in works well with 2 players.  Each 2-player game can be a little different as neutral workers block some of the locations on the wheels (determined by randomly drawn cards at the start of the game).  I think the 2-player game may be slightly more forgiving as turn order can be quite brutal with more players because the last player in turn order can find the wheels packed with workers – whilst that means they could place their workers further around a wheel, it requires lots of corn.

Played with 2. (For more details on Tzolk’in, you can read my full review.)

Panik box and gamePlayed: Panik

Panik is a very quick, light game with some bluffing.  Players place their ghost hunters in front of mansions in order to score points equal to the mansion’s value; however, each player only knows what a few of the mansions are worth (and each player knows about different mansions).  Placing a ghost hunter can expel one already placed there to a different mansion (chosen by the expelled card’s owner) so there’s some jostling during the game. Various ghost hunters have special effects too.

With limited information on which to base to your decisions, the fun is from trying to read into what your opponent(s) have done.  However, that also means you need to work out if they’re trying to mislead you, and work out how you can mislead them too.

Panik worked quite well with 2 players (taking only 5-10 minutes for a game); however, I think it’s better with more.  The mind games and displacing other ghost hunters mean there’s more to it than it first appears, but there may not be too much more to discover after some replay.  Can work as a gamers’ filler game, but more for a lighter audience.

Played with 2 and 4.


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Posted in Board Games, Euphoria, Panik, Played, Tzolk'in | 3 Comments »

Review: Euphoria

Posted by James (admin) on 21st January 2014

Euphoria gameSet in a dystopian future, Euphoria is primarily a worker placement game, with lots of moving parts and a few new ideas.  The winner is the first player to place all 10 of the authority tokens on the board and these can be placed in a variety of ways.

Players have workers (dice) which they place on the board to be able to earn commodities (food, water, energy, bliss) as well as resources (gold, stone, clay).  The board shows a city divided into 4 main areas – each area belongs to a faction and each faction specialises in one of the commodities.

Euphoria is a gamer’s game.  It’s not massively complicated but there are a lot of working parts to the game mechanics.  Rather than try to explain the whole game, I’ll explain some of the main gameplay areas one-by-one to give the highlights.

On their turn, a player can place one of their workers (more if they have the same value – remember the workers are dice), or they can retrieve one or more of their workers from the board.  All actions require a worker to be placed on the relevant location and most actions cost resources/commodities to use them.  For many locations, a worker is returned to its owner if another worker is placed on the same location; for some other locations, multiple workers can be placed and the benefit earned is based on the total value of all the workers present; and for a few locations, only one worker can occupy the location.

Read the rest of this entry »

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On The Radar: Euphoria (Kickstarter)

Posted by James (admin) on 7th June 2013

Euphoria coverSome months ago, I posted about the wine-making game Viticulture which was being Kickstarted (and I will be reviewing that soon).  The same designers at StoneMayer Games are Kickstarting their new game at the moment called Euphoria.

Euphoria is set in a dystopian future and is a game of worker placement.  Workers are dice whose values are set by rolling them when you gain them or retrieve them from the board.  High value dice can be handy because some locations give a benefit based on the sum of the workers there; however, the numbers represent the worker’s knowledge of the world around them and too much knowledge on your workers who aren’t currently placed means they become too aware of their reality and run away.

On their turn, players can either place workers (one at a time, or more if the workers have matching values) or they can remove workers, but never both.  Placing workers allows players to use various actions which usually earn resources or allow a player to spend resources to gain things like workers, etc.

However, there are a few different types of area where workers can be placed.  For example, in some areas, workers don’t get returned to their owner until another worker is placed on the same area (which makes me think there may be opportunities to return a worker to another player specifically to try and cause them to run away if that player has several high-value, unplaced workers already).  Another example is that some areas can have any number of workers present on them and the benefit gained from placing a worker there is based on the total sum of the workers’ values.  These sound like nice additions to the usual worker placement mechanic. Read the rest of this entry »

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