Another Spiel Over

Posted by James (admin) on 26th October 2010

Spiel seemed different this year compared to previous years – not good or bad different – just different.  We went for 3 days of the show as usual, stayed in the same hotel as usual, ate steak in our favourite restaurant multiple times as usual.  However, when asked what was my favourite game so far, I wasn’t able to point at one specific game which outranked the others; instead, there were lots that were very good indeed but too close to pick a single leader.

However, Spiel was the usual gaming marathon and didn’t disappoint as there were many superb games.  Whilst I can’t pick my favourite game of the show, I think think the following (in no particular order) were great.

  • Merchants & Marauders
  • Black Friday
  • Isla Dorada
  • Mille Graize
  • Mord im Arosa
  • Era of Inventions
  • Tikal II
  • Dakota
  • 7 Wonders

Read the rest of this entry »

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Review: League of Six

Posted by James (admin) on 20th October 2010

I bought League of Six with its expansion at Spiel 2009 so I’m pleased that I have managed to finally play it just before going to Spiel this year.  (We played the game with 6 players – which requires the expansion – but did not use the other part of the expansion that adds different tax tiles.)

In League of Six, players are tax collectors going from town to town.  No, wait, don’t give up on it just yet…  Okay, it may not sound the most evocative theme but League of Six delivers an interesting medieval-themed Euro game which has its own identity.  The game lasts 6 turns and each player tries to collect goods, guards and horses so they can deliver goods to the king and to the civic leaders in order to gain influence.  The player with the greatest number of influence points at the end wins. Read the rest of this entry »

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Thoughts On: Tammany Hall

Posted by James (admin) on 15th October 2010

In Tammany Hall, players place their ward bosses to try to win the support of the migrant nation entering New York so that they will be voted in as mayor.  There are 4 different migrant nations – each represented by different colour cubes (different to the player colours).  In essence, Tammany Hall is an area control game but has some interesting elements that take it a bit further with hidden voting and role allocation.

Each turn, a player either places two of their ward bosses in New York’s regions, or they place one of their ward bosses plus place one of the migrants (cubes) who want to enter New York.  If a player places a migrant from those currently queuing, they also receive a political favour cube of that nationality.  A game lasts 16 turns (16 years) and there is an election (scoring) after every 4 turns.  During an election, each city area is assessed and player’s who have ward bosses in an area compete to win that area.  Each ward boss is worth 1 vote and players can also (secretly) add any of their favour cubes which match any migrant nations represented in that area too.  Winning an area scores 1 VP; also, plus the players who have the most migrant cubes of each nation present in the areas they control get 3 extra political favour tokens. Read the rest of this entry »

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On The Radar: The Boss

Posted by James (admin) on 15th October 2010

The Boss is a gangster-themed game.  Players place cubes on city cards and the player with the most cubes on each city card at the end of each round gains a reward; however, what reward will be gained each city’s winner is only revealed during the round.  The rewards are revealed because each city has a fixed set of possible rewards and players take turns placing cards next to each city which show which rewards are not the one that will be gained by the city’s winning player.  So, the game’s a sort of are control game but the reward to be won is a process of elimination.  Some of the rewards are actually bad things like one of your men (cubes) is killed or out of the game for a turn.

It sounds relatively simple but quite inventive and with a deductive element.  Sounds like calculating when to strike and take control of a city will be important.  I’m hoping it has enough meat to it but the game mechanic appeals to me that I will definitely give it a try.

James.

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On The Radar: Mord Im Arosa

Posted by James (admin) on 15th October 2010

Boardgame News posted a piece about ‘Mord Im Arosa’, a new game from Zoch.  Players are trying to be the least suspected person during a murder in a hotel.  However, the gameplay is rather zany and different to anything I’ve seen before.  During the game, players drop cubes into a 8-storey card hotel and listen to where they come to rest.   Two of the cubes show on which floors the murders took place and the rest are evidence of the player’s locations when the murders occurred.

The players predict which cubes they will find on a specific level, lift up the storeys above it and look to see which cubes are actually at that level.  If they are right, matching cubes get placed on the evidence board (which are now fixed) and then drop the cubes into the tower again.  If you guess wring then you have to add more of your cubes into the tower.  When the game ends, the closer the player’s cubes are to the murder locations, the more points they score and it is the player with the fewest points (because they’re the least connected to the murder) who wins.

It sounds totally fresh, completely mad and I’m really hoping it’s the fun, light and crazy game it sounds and not just random weirdness.

James.

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Thoughts On: Puerto Rico

Posted by James (admin) on 12th October 2010

Puerto Rico – one of the best rated games on BoardGameGeek, multiple award-winner and a classic.  I bought Puerto Rico many years ago (probably around 8 years ago) and it never made it to the table despite me really wanting to play such a revered game.  The problem was that it was a bit too long for my lighter gaming group and didn’t seat enough players for my experienced gaming group which usually has 6 players.  So, it sat on the shelf until earlier this year.

I had played San Juan – Puerto Rico the card game – and I really enjoyed it.  I the role selection plus I liked how the cards served as resources, currency and buildings.  Very neat and the role selection system has been used in many other games since. Read the rest of this entry »

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Thoughts On: Mystery Express

Posted by James (admin) on 12th October 2010

I liked the idea of an Orient Express themed deduction game. so was very open to trying Mystery Express.  I’m not a fan of Clue/Cluedo as it’s too dry and massively dependent on dice rolls.  The preview information released about Mystery Express indicated it was very different and had a lot more logic to it.

During the game, you are trying to work out the 5 facts about the crime – where, who, what, why and when.  Each turn, you have a fixed amount of time to spend on actions (based on which part of the journey you’re on, i.e. which turn) and each action is located in a different carriage of the train.  Once you’ve been in a carriage, you can’t return to it during the same turn.

Most of the deduction of the crime’s facts is a process of elimination.  Players hold cards of the various possible facts – there are 2 identical cards of each apart from the actual facts of the crime of which there is only 1 copy of each (because 1 has randomly been removed at the start of the game).  I actually felt this was still very much like Clue/Cluedo.  Read the rest of this entry »

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Thoughts On: Fresco

Posted by James (admin) on 11th October 2010

(With Spiel in Essen only just over one week away, there are so many games I’ve played this year that I have still yet to review.  Always so many reviews, so little time.  Rather than let my thoughts gather dust during the on-coming mass of reviews of new games, I’m going to post some ‘Thoughts On’ articles over the next few days.  First up, Fresco.)

In Fresco, players buy and mix paint colours so they can paint the cathedral ceiling to earn points.   The main game mechanic is a worker placement game but there are some clever twists.  At the start of a turn, each player places one of their workers to determine turn order by saying when their workers will get up to start work.  Going (getting up) early is good because you get the first pick of the paints to buy and have first chance to paint sections of the cathedral which makes them unavailable to other players.  However, going (getting up) early is bad because the paints at the market cost a lot more, plus the workers become less happy (which can mean one may go on strike next turn).  This is an excellent balance and I find it’s the most fun decision-making part of the game as you (and the other players) struggle to decide which position in the turn order would be best. Read the rest of this entry »

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On The Radar: Castelli

Posted by James (admin) on 11th October 2010

Queen Games have released a lot of games I enjoy with great components so I’m always interested in any of their new games.  Fresco was good but, recently, their releases have included quite a lot of slightly updated versions of their existing games with a small tweak or addition here and there but not enough to make it a new game.

So, it’s great to see a new game hinted at on their web site called Castelli.  Until recently, there was only the cover art on their site but they have just added a picture of the game itself which looks very intriguing.  With less than 10 days to Spiel, Queen Games are leaving it quite late to release info on it if it’ll be released at the show, but I shall definitely check it out if it’s there.

James.

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Review: Dragonheart

Posted by James (admin) on 8th October 2010

FantasyFlight Games has released 2-player game Dragonheart.  This is an English version of Drachenherz which I’ve already reviewed on this blog.

So, anyone looking for a review of Dragonheart should click here to read the review.

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