Review: Lords of Xidit

Posted by James (admin) on 30th January 2015

Lords of Xidit gameLords of Xidit is a medium-weight eurogame whose core mechanic is about programming your moves and actions which results in a mix of short-term decision-making with some longer-term strategies.  This allows you to recover if you mess up, or if someone gets in your way (intentionally or by outsmarting you).

The Game
Players move their character around the land from city to city, recruiting units and defeating threats.  At the start of each round, each player programs 6 actions that their character will perform in sequence.  There are 5 actions to choose from: move along either the red, white, or blue road from their current city, interact with the city where they are located, or wait.  You need to work out which actions you want to perform and where but, as with other action-programming games, you need to work out what your opponents will be trying to do too.

Interacting at a city with a recruitment disc lets you takes the least valuable unit from the disc (the more valuable ones are more rare).  Interacting at a city with a threat disc lets you defeat the treat if you discard the required unit types shown in the disc.  Successfully defeating a threat lets you pick one of the 3 reward types: gold, bard tokens, or tower sections.  Bard tokens are placed in the city’s neighbouring areas which adds an element of area control to the game.  Tower sections get placed in a stack at the city but no other player can have a tower in a city if an opponent has one there already. Read the rest of this entry »

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Spiel 2014 Preview: Lords of Xidit

Posted by James (admin) on 1st September 2014

Lords of Xidit

Lords of Xidit is an interesting-looking, medium-weight eurogame.  Players move their character around the land from city to city, recruiting units and defeating threats.  At the start of each round, each player programs 6 actions that their character will perform in sequence.  There are 5 actions to choose from: move along either the red, white, or blue road from their current city, interact with the city, or wait.  Players will need to work out which actions they want to perform and where but, as with other action-programming games, they will need to work out what your opponents will be trying to do too.

If a player uses an action to interact at a city where a disc has been placed, the side of the disc showing determines what the player can do.  If the disc is on the recruitment side, the player takes the next available unit from the disc – some unit types (colours) are more rare than others.  If the disc  is on the threat side, the player can discard the required unit types to defeat the threat which allows them to pick one one of 3 rewards: gold, bard tokens, or tower sections.  Bard tokens are placed in the city’s neighbouring areas which adds an element of area control.  Tower sections get placed in a stack at the city but no other player can have a tower in a city if an opponent has one there already. Read the rest of this entry »

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Posted in Board Games, Essen Spiel 14, Lords of Xidit, Preview, Spiel 2014 | 2 Comments »

Spiel 2014 Preview: Hyperborea

Posted by James (admin) on 18th August 2014

Hyperborea game

Hyperborea sounds like it should be an excellent eurogame Civilisation game (and is co-designed by Andrea Chiarvesio who co-designed Kingsburg).  Players explore and control a landscape made of large hex tiles – that’s pretty normal.  The interesting part is the core game emchanic that gives players their actions.  Each player has a bag of cubes and each cube colour represents a different type of action.  On their turn, a player draws 3 cubes and  then allocates all of them to different areas on their player board to activate actions (technologies) or develop their civilisation.

Each of the 6 colours of cube represents an aspect of civilisation; for example red represents warfare, green represents exploration, blue represents science, etc.  Some actions (technologies) on the player boards require 2 or 3 cubes in different combinations of colours to activate them and these have a nice thematic reasoning behind them; for example, 1 red then 1 green cube completes a Warfare technology that lets a player to attack and move.  Players place the cubes onto the various spaces so can pre-fill some combinations ready to complete and use the technology in a future turn; however, players must activate an action that is completely filled (no holding it to use later).  Also, each technology on the player boards has two slightly different versions and you can’t use one if there are cubes on the other – so you can’t just pre-load every technology.  Once placed, cubes can not simply be moved to another technology, so you need to be careful not to commit to actions that may not be useful later or aren’t possible to complete.

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Spiel 2014 Preview: Abyss

Posted by James (admin) on 13th August 2014

Abyss game set-upBruno Cathala has a been a busy guy this year as Abyss is yet another game co-designed by him – this time with Charles Chevallier.

The goal of the game is to be crowned King of Abyss by having the most Influence Points (IPs) at the end of the game.  Abyss is a stunning-looking, fantasy world set deep beneath the sea.  During their turn, a player can do one of 3 actions: Explore, Request Support from the Council, or Recruit a Lord.

If the current player chooses the Explore action, they draw a card (could be an ally or a monster) and place it on the exploration track.  If it’s an ally, each player in turn has a chance to buy the ally with pearls (giving them to the current player).  Each player can only buy one ally during the current player’s turn, and each ally purchased increases the price of the next one.  If no other player buys the ally, the current player can choose to take it for free.  If the card is a monster, the current player can either immediately defeat it (earning various items based on how high the threat level is), or leave it on the exploration track which raises the threat level (which increases the gains from defeating a future monster).  If the current player did not take the ally, or defeat the monster, they draw another card and repeat the process.  When a player does take the ally or defeat the monster (and they must do that if the exploration track is full), their Exploration action ends and all the cards on the exploration track are placed in face-down stacks according to their type (in the Council area of the board). Read the rest of this entry »

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Posted in Abyss, Board Games, Essen Spiel 14, Preview, Spiel 2014 | No Comments »