Posted by James (admin) on 19th August 2014
Those of you that have read my blog for a while will know I’m always interested in Stefan Feld’s games as I like how he uses interesting game mechanics. One of his releases this year is Aquasphere which is on the complex end of the scale.
If you see a picture of it, the game looks incredibly complicated but it’s actually relatively simple as far as the mechanics go – it will be working out how to make best use of your actions (as well as doing so whilst other players get in the way) that will be the trickiest part.
The game is set in an underwater base comprised of 6 sectors which each have 7 coloured sections (1 for each type of action). Each player has an engineer who programs their bots, bots that carry out pre-programmed actions, a scientist who determines where the bots carry out their actions, and some submarines. Each player has a player board where their bots and subs are placed, as well as a lab which is where their items are stored (with strict limits). On your turn, you either program one of your bots, carry out an action with a programmed bot, or pass. Read the rest of this entry »
Tags: Aquasphere, board game news, board gaming, Essen, Hall Games, Pegasus Spiele, Spiel 14, Spiel 2014, Stefan Feld
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Posted by James (admin) on 18th August 2014

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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Tags: Asmodee, board game news, Board Games, board gaming, Essen, Hyperborea, Spiel 14, Spiel 2014
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Posted by James (admin) on 15th August 2014
It’s been a long time since I reviewed an iPhone game. I play plenty of them but, with limited time to write reviews, I usually choose to focus on writing about physical board games.
Cahoots is a trick-taking game with a bit of a difference. Four players are each dealt cards: 6 suits (colours) and numbered between 4 and 8 with some duplication. (Suits and colours mean the same thing so I’ll just use the word colour from now.) Each round, the four players take turns playing a card and do this twice until 8 cards have been played. The colour with the highest total wins the round.
Players are each allocated 3 colours at the start of the game – I’ll call these scoring colours. As there are only 6 colours in total in the deck, each player shares each of their colours with a different opponent.
Once 8 cards have been played, the colour with the highest total wins that round and each player who has that colour as one of their scoring colours scores 2 points. If there’s a tie between colours, all players earn 1 point for each scoring colour that tied the round. Read the rest of this entry »
Tags: board game news, Board Games, board gaming, Cahoots, iPhone
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Posted by James (admin) on 13th August 2014
Bruno 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 »
Tags: Abyss, Asmodee, board game news, Board Games, board gaming, Bruno Cathala, Charles Chevallier, Essen, Spiel 14, Spiel 2014
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Posted by James (admin) on 12th August 2014
Madame Ching looks like a really interesting eurogame. Players send their boats on expeditions across the sea by playing cards (each showing a number, a colour and a symbol) – so far that sounds very normal, but the central game mechanic is unusual.
At the start of each round, players simultaneously reveal one card from their hand of cards. In order, based on their card number (highest to lowest), players each take a turn playing the card they revealed.
If a player’s card has a higher value than their previous card, the player’s ship advances across the sea grid of numbered spaces moving it one space to the right. If the card has added a new colour to their expedition’s cards, the ship also moves down one space too.
Whilst not essential to understanding the game, there’s one bit I want to highlight because I think it’s rather clever (especially as I admire the maths of it). Each space on the grid shows a number. If a player wants to check if their ship is on the correct space, they look at the cards in their expedition and multiply the number of cards by the number of different coloured cards. The total number matches the space’s number. Clever. Read the rest of this entry »
Tags: board game news, Board Games, board gaming, Essen, Hurrican, Madame Ching, Spiel 14, Spiel 2014
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Posted by James (admin) on 11th August 2014
Fresh from their SdJ nomination with Splendor, Space Cowboys are releasing the very fun-looking, pirate game of Black Fleet.
The board shows a sea full of Caribbean islands and ports. Players each have a pirate ship and a merchant ship, plus there are 2 navy ships on the board too. On their turn, players play a movement card from their hand (usually only 2 cards). This states how many spaces their merchant ship, their pirate ship, and one specific navy ship can move. The ships can be moved in any order and each can perform one action during its move too.
Pirate ships not already carrying treasure can attack an opponent’s merchant ship if in a neighbouring space earning 2 dubloons and taking 1 of its cargo (plus sinking the merchant ship if it has no cargo remaining). Pirate ships carrying treasure (stolen cargo) can bury it on specific islands to earn extra dubloons. Merchant ships can deliver goods at ports that will accept for them (ports pay different amounts for different colours of goods, but don’t accept all colours). Selling goods means the merchant ship then gains a full load of goods of the colour that matches the port too. The navy ships can be moved next to opponent’s pirate ships to sink them (earning 2 dubloons too). Sunk ships may be inconvenient but they are back in play at the start of your next turn so you’re never without all your movement options. Read the rest of this entry »
Tags: Black Fleet, board game news, Board Games, board gaming, Essen, Space Cowboys, Spiel 14, Spiel 2014
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Posted by James (admin) on 10th August 2014
I’m always interested in the games that Funforge create as their production quality is superb and I’ve liked a lot of what they’ve published, such as Quantum, Pony Express and Tokaido. This year it’s a co-operative game called Samurai Spirits.
Up to 7 players each play a Samurai hero defending a village from some raiders. The board shows a village with some barricades, farmsteads and families. On their turn, a player can choose to fight a raider, support another player, or pass. When a player chooses to fight, they draw a raider card and either confront it (placing it on the right of their player board), or defend against it (placing it on the left of their board). The total attack strength of all raiders on the right of a player’s board is marked on their ‘battle track’ and, if it equals the highest value, the player performs their character’s kiai ability. The Kiai ability not only has a special effect but it also removes their earliest fought raider which usually results in the total attack strength going down. If the total attack strength exceeds a player’s battle track, they have no choice other than to pass on their turn. Read the rest of this entry »
Tags: board game news, Board Games, board gaming, Essen, Funforge, Samurai Spirit, Spiel 14, Spiel 2014
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Posted by James (admin) on 9th August 2014

Takamatsu is a new game by Martin Schlegel – the designer of Aqua Romana (an SdJ nominee released by Queen in 2005 – the first Spiel I attended). I really like Aqua Romana (even though I think one of the game mechanics could be improved) so I’m very interested in this new game.
In Takamatsu, players move their samurai meeple around the rooms in a building trying to gain cards and prevent others from doing so. Most cards give players victory points (some are secret until revealed) and the first player to 20 victory points wins.
On your turn, you can move samurai from any room where at least one of your samurai is located; however, there are some restrictions. You must move at least one of your own samurai, plus at least one opponent’s samurai (if there are any opponents in the room). Also, if there are more than 2 samurai in a room, you must leave at least 1 behind. The samurai get moved clockwise around the building’s rooms and they are moved forwards a number of rooms equal to the number of samurai moved. Whilst the rooms are arranged in a loop, it’s not completely linear as there are some branches. Read the rest of this entry »
Tags: board game news, Board Games, board gaming, Essen, Spiel 14, Spiel 2014, Takamatsu
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Posted by James (admin) on 2nd August 2014
The full game of Nations is an excellent civilsation game which uses euro-style game mechanics and focuses more on building civilisations and indirect interaction plus has no landscape board. It’s an excellent, tight and unforgiving game which I have enjoyed (and hope to review soon).
This year sees Nations: The Dice Game being released which looks very promising from reading the rules. The dice game contains simplified and streamlined version of the core elements of the main game but, as the name suggests, it uses a dice mechanic.
Each player has their own board with limited spaces for tiles representing buildings, advisors, and wonders (colony tiles can be unlimited). Each of these items can be built for a cost which then gives its owner a benefit.
Over 4 rounds (ages), players take turns taking actions. At the start of a round, you roll the dice shown on your tiles (players start with basic buildings) and the results display the resources each dice is worth. One action is to buy a tile from the common pool by spending resources (those shown on your dice as well as resource counters already earned). Dice spent this way are ‘used’ so are unavailable until the next round. Read the rest of this entry »
Tags: board game news, Board Games, board gaming, Essen, Nations, Nations Dice Game, Spiel 14, Spiel 2014
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Posted by James (admin) on 1st August 2014
Race to the Rhine is a game for up to 3 players who each play a WWII Allied General. You may be on the same side of the war but this is not a co-operative game – first player over the Rhine, or the player with the most medals if time runs out, wins. As you’re on the same side, there’s no combat against each other but you are in competition for the central supplies and you can place enemy forces to hinder your opponents.
THE GAME
Race to the Rhine is about planning and logistics as you need to keep your Corps supplied with Ammo, Fuel and Food which requires careful timing of your actions. Players take turns performing two actions: Move Corps, Gain Supplies, Gain Trucks, Place Trucks (moves supplies), Recon, and Airborne Units.
Movement & Combat
Each player moves their units (Corps) towards the Rhine via a network of roads; however, each player stays within their coloured section which occasionally overlap. A Move action moves one Corps up to 3 locations (costing 1 fuel) drawing a card when entering each empty location to see what happens. You normally draw from your own deck (mostly beneficial with a few negative cards). If the location contains an Axis marker, you draw from the Axis deck (tough enemy). If you successfully enter a location, you place one of your control markers there. Combat against Axis forces requires spending various amounts of ammo and sometimes fuel; otherwise, you lose the combat, spend what you can, but don’t enter the location. Read the rest of this entry »
Tags: board game news, Board Games, board gaming, Phalanx, Race to the Rhine
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