Archive for the 'On the Radar' Category

On The Radar: Ginkgopolis

Posted by James (admin) on 14th October 2012

Xavier Georges is one of the designers I really like and it’s good to see he has a new game this year called Ginkgopolis.  Carson City, Royal Palace, Troyes and Tournay.

Ginkgopolis is a game of futuristic city building.  On their turn, players simultaneously select a card from the 4 cards in their hand.  At the end of each round, they will then pass the remaining 3 cards to their neighbour who adds one new card to make a total of 4, and they will select from those on their next turn.  That sounds like an interesting card mechanic – sort of like 7 Wonders but continual.

After choosing cards, players resolve their card (which are red, yellow or blue and numbered so each card matches a building).  There are three possibilities:

  1. Gain Resources/Tiles/VPs
    Playing a card on its own gains the player resources (their own markers), tiles or VPs (determined by their colour).  The amount is based on the height of the matching building (plus bonuses based on items you already gained).
  2. Build New Building
    If the player plays a building tile with their card, they place the new tile where the matching letter is (moving the letter outwards) plus gain any bonuses based on items already gained too.  The player places one of their resources (markers) on the building to show their ownership (but this can change during the game).  The card matching the new building is added to the draw deck too.
  3. Develop Existing Building
    If the player plays a building tile with their card, they can add the tile to the top of the building shown on the card.  The player takes control of the building so they place their marker on it and return any current owner’s markers (for which they get 1VP each) Read the rest of this entry »

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On The Radar: New Games at Essen 2012: Part 7

Posted by James (admin) on 12th October 2012

Shadows Over Camelot Card Game (Days of Wonder)
The original Shadows Over Camelot was an excellent semi co-op game that you could get fairly light gamers to play.  The new card game version sounds intriguing as it has many of the same elements but a different core game mechanic.  Similar to the board game, it’s co-operative but there may be a traitor.  Each turn a player can turn over a card from the deck – many are rumours about the different quests (with icons showing the strength of the rumour) and there are other cards that affect gameplay like players not being allowed to communicate.  These cards get added to the ‘threat’ pile.  Instead of drawing a new card, a player can choose one of the quest icons on the previously drawn card and go on that quest.  This means they sort out the threat pile into the separate quests and activate any Merlin and Morgana cards which can help or hinder the questing player.  If the total number of rumour icons for the chosen quest  is 11, 12 or 13 then the player succeeds and one of the 7 white swords required to win is gained (otherwise, they gain one of the 7 black swords which will lose the game).  However, the rumour icons on the other quests  are also added up too and can result in black swords if there are 14+ of their rumour icons.  So, it’s a sort of push-your-luck game (with players trying to remember how many icons of each quest have gone past and what other cards are in there too).  Like the original game, players can also accuse each other of being a traitor too.
Check out the details and rules at Days of Wonder’s web site:  bga.me/soccard

Asgard (What’s Your Game)
What’s Your Game have published some great games in the past (like Vinhos and one of my favourite worker placement games Vasco de Gama).  After releasing no new games last year, it’s great to see they have two this year.  Asgard is a viking-themed, worker placement game where players place workers (influence) on different locations (gods) with lots of options and interesting decisions. The worker placement is interesting as players secretly select on which gods they will place workers, then take turns revealing one location and placing a worker (which sets the specific action for that god), and then take turns using each worker (and some get benefits for being the first one used on that god).  There’s a lot more to it too.  For more detailed info, check out my full On The Radar: Asgard piece for more info.  Sounds really interesting.

Oddville (What’s Your Game)
Oddville looks like it will contain an interesting mix of tile laying to build a city and using cards to gain resources.  Each card can only be used for one of its three uses – cash, resources or buildings – I always like multi-use cards in a game.  When players build a building, they place it to expand the city and gain bonuses including gaining characters which give special abilities.  At the end of the game, VPs are scored for the buildings each player built (they all score in different ways), characters  and remaining resources.

There are some other nice sounding game mechanics too like the way the players pay for resources by putting their worker on one of the limited market prices which determines how much it costs and shows they have that resource until they spend it to build a building.  Also, when obtaining a building, the card shows which of the buildings on display are free and which will cost money.  So, it sounds like a very interesting and clever eurogame.  For more detailed info, check out my full On The Radar: Oddville piece for more info.

James

 

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On The Radar: Oddville

Posted by James (admin) on 12th October 2012

From reading the rules, Oddville looks like an interesting mix of using cards to gain resources and tile-laying to build a city.  Now that may sound like a lot of other games but the game mechanics of Oddville look inventive and slick.

On your turn, you play 1 card from your hand or build 1 building.  When a player plays a card, they can do 1 of the 3 things on the card – gain the cash shown, gain 1 of the resources shown, or gain 1 building from the 6 building cards on display (the card affects the price).  I always like games where cards can be used for multiple purposes as it usually creates some interesting decision-making on how to combine  the cards best and, hopefully, can be combined differently to give you alternate options if you need to change strategy.

When a player chooses to gain one of the resources on their played card, they place one of their workers on one of the market prices for that resource which are limited in number – this determines how much the resource costs plus the worker shows the player has that resource until they spend it to build a building.  This should make for interesting competition over the lowest prices.

When a player chooses to gain a building, their card determines which of the 6 buildings on display are free and which will cost cash – the ones on the left (the oldest) are the ones most likely to be free.  This sort of mechanic is in other games (like Gloria Mundi) and I like it because it makes newly added buildings (added to the right-end of the row) generally more expensive. Read the rest of this entry »

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On The Radar: Asgard

Posted by James (admin) on 11th October 2012

What’s Your Game have published some great games in the past (like Vinhos and one of my favourite worker placement games Vasco de Gama).  After releasing no new games last year, it’s great to see they have two this year.  Asgard is a viking-themed, worker placement game where players place workers (influence) on different locations (gods) but there’s a lot more to it too and sounds like a meaty eurogame.  The board shows the 10 gods (5 light and 5 dark), the various worlds, Asgard and Valhalla.

The worker placement aspect is a bit different to most worker placement games as players first secretly select on which gods they will place each of their workers (by selecting god cards equal to the number of workers) then they take turns revealing one of their card and placing a worker on one of the available actions of that god (or placing it in Asgard instead if they prefer which has its own benefits), and then they take turns activating one of their workers.  (It reminds me a bit of Era of Inventions (a great game from 2011) where players take turns placing their workers and then take turns activating them and the order of activation made a big difference too – but Asgard goes a step or two further.)  It sounds like there will be lots of decision-making required as you consider where others will likely place their workers (as there are limited spaces on each god), which actions will work well together, which actions you will need to do before another player, etc.  Players will gain and spend workers during the game too so they will need to manage these.  Plus, the first worker used on each god earns a light/dark token which are used to buy warriors/giants and new workers (which can trigger battles).

Read the rest of this entry »

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On The Radar: New Games at Essen 2012: Part 6

Posted by James (admin) on 1st October 2012

A few more forthcoming games that have taken my interest recently.  (I’ve combined all the Spiel games on my radar on my Essen 2012 page too.)

Tzolk’in: The Mayan Calendar (Czech Games Edition)
Tzolk’in is a game where the turning of cogs are at the very centre of a worker placement game.  Players place workers on small cogs which are located around a central, large cog.  The large cog is turned as the game progresses and this turns the small cogs.  Players spend corn to place their workers (filling the cheapest slot) on the cog where they want to place a worker.  When a player, removes a worker, they get a benefit based on where they player is on the cog – the longer they remain on a cog, the greater the benefit.  One cog has an interesting element to it where a player can take corn even if it is not quite ready but at the risk of angering the gods.  There’s still a lot of information to come about this game but, so far, it sounds really interesting.

1969 (Cranio Creations)
A resource gathering, dice-rolling and card playing game where players are trying to reach the moon in a space race before 1969.  Players gather scientists, cash and intelligence cards to prepare for different missions.  They only get one chance at each mission which scores VPs.  To undertake a mission the player rolls the 5 dice (and moves an appropriate number of spaces along the mission track); however, then all players get to play intelligence cards that move the active player back down the track (and the active player gets to play cards to move themselves forwards) – all cards are played simultaneously.  The biggest mission is the moon mission and completing any other mission means a player can start further along the moon mission track.  Sounds very good (reminds me slightly of Airships by Queen Games – a game I really like – not through any specific game mechanic, but just in trying to prepare to achieve tasks).
Check out the details and rules at Cranio Creation’s web site: bga.me/1969

Blackrock City (Blackrock Editions)
Blackrock Editions published a great game called The Boss a couple of years ago.  This year they are releasing Blackrock City – a wild west game where players bid their outlaws. The winner of a round moves their outlaw chief a number of spaces (equal to their bid minus the lowest bid) and takes gold from the city they land on.  The player who is second in a round gets a silver from the stagecoach. However, there are some interesting twists: the outlaws you bid with have a limited usage; players can not bid the same as the leading bid; each bid moves the sheriff around the cities which foils outlaws; and, cities have different effects after they have been robbed.

It sounds like a short, fast bidding game but with some interesting thinking around the bidding as players try to work out how to win rounds (or at least move the sheriff to annoy others) whilst positioning their outlaw on a beneficial city.  One interesting feature is that, twice per game, each player can place a 15 second sand timer in front of an opponent and that player must take their go in that time.  Also, I like how it plays 2-player with an invisible 3rd player.
Check out the details and rules at Blackrock Edition’s web site: bga.me/brc

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On The Radar: New Games at Essen 2012: Part 5

Posted by James (admin) on 18th September 2012

Couple of new games that have taken my interest recently.  (I’ve combined all the Spiel games on my radar on my Essen 2012 page too.)

Desperados (Argentum Verlag)
I like Argentum Verlag as they have released the extremely funny and backstabby Lifeboats as well as the excellent eurogame Hansa Teutonica.  This year it’s the Wild West and the game is Desperados.  All the players but one are the villains working together against the player who is the marshal and controls the sheriffs.  The players move their villains using a secret movement system by laying location cards face-down – this includes the marshal player too.  That element reminds me how Dracula moves in Fury of Dracula.

When 5 moves have been ‘programmed’, they get resolved.  An outlaw player in the same location as a marshal gets arrested, is in jail for the remainder of the round, and losses that location card for the rest of the game.  If there are more outlaw players at a location than sheriffs then they can fix a poker game, rob a bank or hold-up a stage coach if there is one.  The two stage coaches move along pre-programmed routes.  The outlaw players win if they net $4,000 per player or more.  I’m not sure about the win condition as it sounds a bit plain; however, Desperados sounds like a great mix and is definitely one I want to try.  The rules are online on their web site.
Check out the details and rules at Argentum Verlag’s web site: bga.me/desperados

Crash’em (Wacky Works)
A demolition derby game with players programming moves in a similar way to RoboRally but only programming 3 moves ahead.  I always liked the idea of RoboRally but the execution was always a bit disappointing as it took so long to resolve the moves and any one hiccup (like being pushed by an opponent) could destroy your race.  However, Crash’em only has 3 programmed moves each move, which should make it more controllable, plus the whole idea is to bash into people (rather than RoboRally being a race requiring accuracy) so should be much more suited to this type of gameplay.  No rules out yet but it’s another one I want to try out.

 

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On The Radar: Viticulture

Posted by James (admin) on 10th September 2012

There were a few wine-making games released a couple of years ago and I noticed a new intriguing one called Viticulture on Kickstarter at the moment.  The reason it has intrigued me is because it combines several game mechanics that I like in other games.

During the game players are trying to make the best wineries from their meagre beginnings.  Turn order is decided by players claiming different positions and each position gives a benefit – the later the position the better the benefit.  This is similar to the turn order system in Fresco (where the best part of the game was deciding what time to get up as that determined turn order as well as other limits like market prices, happiness of workers, etc. for you for that turn).  Last Will uses a similar system too.

Viticulture is a worker placement game and mentions Stone Age (one my most favourite games) as an influence too.  One interesting aspect is that players perform a rounds worker placement (for the summer actions) resolving the actions as they go, and then perform rounds of worker placement (for the winter actions) with their remaining workers, so workers don’t get returned until the end of the winter actions.  There are more action places for more players (so it scales up to 6 players) and, intriguingly, some of the action spaces (for the same action) give better effects so they’re not all quite equal.  Actions cover buying vines, harvesting, giving tours (for cash), training new workers, fulfilling wine orders, etc. Read the rest of this entry »

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On the Radar: New Games at Essen 2012: Part 4

Posted by James (admin) on 6th September 2012

More games to watch out for at Spiel.  (I’ve combined all the Spiel games on my radar on my Essen 2012 page.)

Archipelago (Ludically)
This game looks like it has a vast amount of stuff in it – both bits and mechanics.  It’s a giant euro game with lots of simple systems but just loads of them, such as tile placement, exploration, an economic system, worker placement for actions, worker placement for area control, semi-co-op, events, evolution cards, and more!  Add to that each player has a secret card which states one of the ways that the game will end (it ends as soon as one of these is reached, or it may end with all players losing if rebellion takes hold – yep, there’s rebellion too caused by lack of employment, too many taxes, etc.), plus each player’s card shows one of the ways final scoring will earn points.  The core driver of the game though is the worker (discs) placement system to claim the mostly-limited actions each turn.  Oh, and the game has three different lengths that you can choose from.  Definitely looking forwards to this one.
More info on the Ludically site here: bga.me/archipelago

Robinson Crusoe (Portal)
This sounds like an interesting game with players on a desert island.  It’s by the designer of Stronghold so that gets my attention already.  Sounds like a good theme and it’s a co-op game which apparently has a decent AI.  Not many details yet but the designer has just posted a link to an introductory video on their web site which talks about the main elements of gaining food, building a shelter and tools, and exploring the islands and its mysteries (but no details on gameplay mechanics yet).
More info on the Portal web site: bga.me/crusoe

I’m The Boss: The Card Game (Gryphon)
I still have my copy of the original game by Sid Sackson and it’s a great negotiation game if you like humorous screwage.  I’m looking forward to finding out how the card game plays – I don’t think there was ever any real reason for a board in the original that cards couldn’t have provided just as easily; however, a brief look at the rules makes it sound like it’s played quite differently to the original boardgame.
More details and full rules on Gryphon’s Kickstarter page: bga.me/imtheboss

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On the Radar: New Games at Essen 2012: Part 3

Posted by James (admin) on 3rd September 2012

More games to watch out for at Spiel.  (I’ve combined all the Spiel games on my radar on my Essen 2012 page.)

Phantom (Ludonaute)
A 2-player game announced today by Ludonaute who say some people call Phantom a mixture of ‘Lost Cities’ with elements of ‘Magic: The Gathering’.  That’s a lot to live up to and I really hope it does as there have been few great 2-player games in recent years.  The game has players playing two restless ghosts in a house trying to scare the current occupants more than the other player by creating apparitions in the 4 areas of the house.  It sounds really interesting.
Check out the details and rules at Ludonaute’s web site: bga.me/phantom

La Loire (Emanuele Ornella)
I like Emanuele Ornella’s games (Il Principe, Charon Inc, Assyria) so I am looking forwards to his new one.  Players move merchants and messengers around the Loire Valley with an interesting game mechanic where they have to move the number of spaces equal to the number of horses with the piece being moved (and this number can change).  The location a piece ends on dictates the action the player can take, like buy or deliver messages, buying goods, build buildings, move their ship down the river, etc.  (If you’ve read this blog for a while, I interviewed him some time back.)
Check out the details and rules on Ornella’s web site: bga.me/loire

Nieuw Amsterdam (White Goblin)
A game of buying land, gathering wood and corn, buying furs, and shipping for profit.  Whilst that may sound fairly regular, there are some neat game mechanics that make it sound like it’ll feel different to other games.  The core mechanic is that players bid on sets of actions and the each type of action can be used for a few different effects.  Also, timing clearing your land to gather wood is important, and you can’t grow corn there unit you do.  Plus, there’s some area control too which gives you an advantage when using special actions rather than outright ownership of them which appears a nice balance.  Also, the setting of New Amsterdam (Old New York) is nicely original.  (How long before we can all agree that New York is longer new and can just be called York?)
Check out the details and rules at White Goblin’s web site: bga.me/NieuwAms

Clash of Cultures (Z-Man Games)
A civilisation game by the designer is the excellent Merchants and Marauders.  I know little more than that at present but that has me sold already.

Pyramidion (White Goblin)
White Goblin has two Egyptian-themed games this year and Pyramidion sounds interesting.  One of the 8 locations is selected and players allocate some of their people (cards) to it and each card has 3 characteristics (numbers).  If a player’s group doesn’t have enough of the first characteristic, they all get discarded.  Players with the highest totals of the second and third characteristics get various benefits.  Also, who doesn’t like a game with Merchants, Negotiators and Torturers??
Check out the details and rules at White Goblin’s web site: bga.me/pyramidion

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On the Radar: New Games at Essen 2012: Part 2

Posted by James (admin) on 31st August 2012

Here are some more games for Essen that have caught my attention:

Libertalia (Paolo Mori / Marabunta)
Vasco de Gama is an excellent game so I was intrigued to see what Libertalia was like as it’s by the same designer.  Players blind bid cards to win tokens which determine victory points.  Each player has the same deck of cards to bid with but a random set is drawn for each round by one player and the other players use the same mix of cards – so the players’ hands are the same each round.
Check out more info here: bga.me/libertalia

Tokaido (Bazua / FunForge)
It looks clean and simple, and sounds like it will play the same too.  Players move along a straight road and can rush ahead to secure places before other do, but at the expense of missing out other locations where points could be earned.  Reminds me a bit of the worker placement in Egizia (which was really good).  Also, I’ve always been impressed with FunForge’s production quality.
Check out more info here: bga.me/tokaido

Lyssan (Thornhenge)
This game got my attention when it was on Kickstarter last year.  Sadly, I never managed to get to play the print-and-play version, but the game sounds simple but with meat to it.  Players place knights, nobles, priests, etc. to try and achieve their objectives.
Check out more info here: bga.me/lyssan

Milestones (Stefan Dorra / Eggertspiele)
Intriguing game mechanic of rondel-style play mixed with building and resources.  The rondels are the players’ boards and these change during the game as the player builds locations and others disappear as the player completes circuits.  So, a little element of the excellent Village in there too.
Check out more info here: bga.me/milestones

Expedition (White Goblin)
Intriguing mixture of game mechanics combining area control, bidding, and card combination as players travel from stop-to-stop along the Congo River in 1884.  Seems to be all about using the right character at the right location with the right additional support cards.
Check out more info here: bga.me/expedition

Maharani (Wolfgang Panning / Queen Games)
A game by the designer of Fresco which looks to combine area control, but with some other mechanisms too.  Looks clean and simple – hopefully has some good decisions although I’m not sure how deep it is yet.  Nice friendly theme of tiling the floor of the Taj Mahal.
Check out more info here: bga.me/maharani

 

More new releases for Essen to come.  I’ve combined all the games on my radar for Spiel on the Essen 2012 page.

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