Spiel 2014 Preview: Royals

Posted by James (admin) on 27th September 2014

Royals box and gameRoyals is a new eurogame by the designer of last year’s Triassic Terror and the excellent Francis Drake too.  The board shows 4 European countries and each has various titled positions (Baron, King, etc.) which players can earn.  Each turn, you draw 3 country cards, or 1 country and 1 intrigue card.  Similar to the game mechanic in Ticket to Ride, country cards are drawn from 3 face-up cards or unseen off the draw deck.

After drawing cards, you can choose to play country cards to take control of a position – each position shows how many cards matching the relevant country are required.  If another player already holds the position, you must play an intrigue card that shows the country as well (each intrigue card shows 2 different countries).

When taking control of a position, you place a cube of your colour on that position on the board (moving any previous owner’s cube to the city space next to the position).  In addition, any player that takes control of a position also places a cube on the tile next to the board that shows the same position – these cubes accumulate throughout the game. Read the rest of this entry »

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Spiel 2014 Preview: Deus

Posted by James (admin) on 23rd September 2014

Deus gameDeus is a game by Sébastien Dujardin (co-designer of Troyes and Tournay).  It’s a game of ancient civilisation building, whilst trying to appease the gods, and contains some interesting sounding game mechanics.

The board is made up of a number of hex tiles (well, they’re kind of rounded-off hexagons) which contain 7 regions on each consisting of 4 land regions (producing wood, stone, wheat and clay), 2 water regions, and 1 barbarian village.  The layout on each tile is slightly different, and the tiles are placed together randomly each game giving some variety in replay.

Each player has a player board showing 6 coloured columns which each relate to a type of wooden building: civil, scientific, maritime (ships), military (armies), production, and temple.  You start with some buildings on each column, cash, Victory Points (VPs), resources, as well as drawing 5 building cards from the common deck.

Each turn is simple: You can either construct a building, or make an offering to the gods. Read the rest of this entry »

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Spiel 2014 Preview: El Gaucho

Posted by James (admin) on 23rd September 2014

El Gaucho gameEl Gaucho is a eurogame of cattle ranching.  From reading the rules, it sound like a fresh mix of game mechanics is a light, fast game which appeals to me.  On the board is a pen for rolling dice, rows of cows to be gained in the paddock, and special action areas.

Each round, a set of dice are rolled and players take turns to take two of these dice and using them to take actions.  One action is to use the dice to gain cows from the paddock.  If a player uses dice whose total exactly matches the large number on the cow’s tile, they place one of their workers (Gauchos) on the tile standing up.  A player can place a Gaucho lying down on a tile if their dice matches the smaller (and easier to obtain) number on the tile, but it takes a second dice matching this small number to then make that Gaucho stand up.

At the end of a round, if a row of cows in the paddock has a Gaucho on everyone one (standing up or lying down), cow tiles with Gauchos standing-up on them are claimed by their owning players (and cow tiles with lying -down Gauchos on them remain where they are as new cow tiles are added to their row).  When a player gains cows, they place them in rows according to their type and new tiles are always added to the right of any existing row.  However, there is a catch: Cows placed in ascending or descending numerical order are fine but, if a newly placed cow breaks this sequence, the current row of cows must be sold immediately, and then the remaining cows to be added start a new row. For example, if you already have a row of brown cows numbered 12-8-6 and have brown cows numbered 9 and 5 to add, you could add the 5 first (making the row 12-8-6-5 and then adding the 9 means you must sell the row as it would break the descending value sequence.  When sold, the amount of Pesos earned is equal to the number of cow tiles being sold multiplied by the highest single tile value. Read the rest of this entry »

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Spiel 2014 Preview: Orléans

Posted by James (admin) on 17th September 2014

Orleans gameOrléans is a new game from dlp games who released the highly-entertaining game Citrus last year.  Orléans combines multiple game mechanics such as bag-building, meeple movement, and worker placement.

Each player has a bag of character tokens (farmers, knights, craftsmen, etc.) and players can add more tokens to their bag during the game.  At the start of each round, players draw some characters from their bag, and each player places them on their player boards in specific combinations to activate actions.  Most actions require 2 or 3 characters, so I can see there will be some tricky choices deciding in which combinations to allocate the drawn characters each turn.  Players can part-fill actions and complete them on a later turn too.

There are lots of different actions to choose from.  Many add a character to your bag and then advance you along the matching track on the central game board which give a benefit – the further along the track you are, the better the benefit.  For example, adding a boatman to your bag advances you along the boatman track which earns you coins.  Adding a knight to your bag also advances you along the knight track which allows you to draw more characters at the start of each round.   Some are a bit different such as adding a trader to your bag allows you to add one of the special action tiles to your player board which you can activate, such as creating goods, or using a boatman character as a craftsman, farmer, or trader. Read the rest of this entry »

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Spiel 2014 Preview: Mogul

Posted by James (admin) on 5th September 2014

(Note: I assume this is for release at Spiel as it’s listed as a 2014 game on Michael Schacht’s web site.)

Mogul coverMogul is a game by Michael Schacht (Zooloretto) which was released in 2002 but has had some additions for the new release too.  It’s a eurogame with a train theme and uses the excellent central game mechanic found in No Thanks.

The game board shows several interlinked (coloured) railway lines with locations for depots along them and players start with some shares in some of the lines and some chips.  Share cards show the colour of the line they are shares in, plus they also show a different line’s colour in a box too (I’ll call this their ‘second colour’).

Each round, a stock card is revealed to be auctioned.  First, all players earn $1 for each share card they have that matches the revealed share card.  Then, players take turns to either place one of their chips in the centre (so they remain in the auction), or pass (which means they’re out of the auction but take all the chips placed so far).

When only one player remains, they can either (a) take the share card, or (b) either sell all the shares they have matching the auctioned card’s second colour, or place one of their depots on the line matching the auctioned card’s second colour.  Shares values are based on how many matching shares other player’s currently own.   The runner-up in the auction gets to perform the action (a or b) that the auction winner did not perform. Read the rest of this entry »

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Spiel 2014 Preview: Neptun

Posted by James (admin) on 4th September 2014

Neptun boardDirk Henn was probably the first designer that I followed as Alhambra was one of the first euro board games I played and then I found I really liked his next games, such as Eketorp, Colonia, Shogun and Timbuktu.

Over recent years, I’ve been disappointed that his games have been re-themes or re-releases of his previous designs; however, this year sees the release of a completely new game called Neptun which looks like a simple eurogame but with interesting game mechanics and a Roman merchant theme.

The game lasts 3 game rounds and each game round consists of 5 rounds of acquiring contracts followed by 5 rounds of fulfilling contracts.

Acquire Contracts
Cards are laid out in a grid with one row for each type of card (city cards, goods cards and oar cards) and one more column than the number of players.  On their turn, a player takes 1 column of cards (one card of each type); however, there’s a neat game mechanic here to make things trickier.

A player can take any 1 of the face-up columns of cards (if there are any), or they can choose to reveal the next face-down column.  However, revealing a column means they can no longer take any previous column – so their choice is now to take the newly revealed column, or reveal the next and take that, and so on.  This adds an element of push-your-luck, plus the more columns you reveal the more information you give to other players. Read the rest of this entry »

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Review: Nations

Posted by James (admin) on 3rd September 2014

Nations player board

A player’s board showing their card slots.

The first thing that strikes you about Nations is that it’s a civilisation game without a geographic board.  Instead, Nations’ more abstracted approach to a civ-themed game delivers a very tight, and different, game for gamers.

Each player has a board showing a limited number of ‘slots’ where cards can be placed.  Each slot is colour-coded to show which type(s) of cards (Buildings/Military, Advisor, Colony, and Wonders) can be placed there.  There are also two central boards:  The progress board (showing the cards available for purchase this round where the row dictates the cost) and the main game board (showing the players’ military strength/stability/total books, plus events, available architects, etc.)

During the game, players take turns to either: Buy 1 card, Deploy 1 worker, or Hire 1 architect to build a wonder.  A purchased card must be immediately placed on your player board on a matching coloured slot – building over an existing card if necessary.  This adds tension to the game because, not only do you need to figure out which cards will work well with your existing cards, but you need to consider what cards your opponents will be aiming for too.  Also, the limited number of slots really makes you think about how to achieve lots with relatively little. (Note that Blue and Red cards share the same slots so more military means fewer buildings and vice versa.) 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: Colt Express

Posted by James (admin) on 29th August 2014

Colt Express boxColt Express is a visually impressive looking game but the gameplay also sounds like a lot of fun.  The players are all outlaws looting a train and the player with the most loot at the end of 5 rounds wins.

Players use cards in their hand to pre-program their outlaw’s actions.  Each round a tile is drawn which states how many actions players will program and which of these will be declared face-up (so opponents know what you have planned that action) and which face-down.  To make matters harder, players only have a sub-set of their cards to use each round, so they may not have access to every type of action, plus they have a limited number of each type of action too.  As a result, you will need to work out how to achieve what you want with the cards you have and to factor in what other players may do too.

An outlaw can be located in a carriage or on the roof.  Actions do things like: Move your outlaw (into a neighbouring carriage, or up to 3 along the roof), Move your outlaw from the carriage to the roof (or vice versa), Rob a passenger (take one of the loot tokens in your current carriage), Move the marshall figure (and Johnny Law shoots outlaws and makes them move to the roof), Punch and Shoot.  If you punch an opponent, they drop one of their loot tokens and are moved to a neighbouring carriage/roof.  If you shoot, you can only shoot into the next carriage if inside, or you can shoot to wherever the next outlaw is if you’re on the roof.

If you get shot, you add a bullet card to your deck from the player who shot you.  This card is useless so being wounded can reduce the number of useful cards you have to use for actions (if it’s one of the ones you draw).  Players have limited bullet cards and there’s a bonus for the player who shoots the most. Read the rest of this entry »

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Review: Francis Drake

Posted by James (admin) on 28th August 2014

Francis Drake  gameFrancis Drake was one of my favourite games at Spiel 2013.  A game of sailing, looting and plundering, but with strong eurogame mechanics and some psychological interplay between the players.

During the game, players will set sail 3 times and each voyage consists of a provisioning phase and a sailing phase.  The provisioning phase is where the players gather resources for their journey: guns, crew, supplies, trade goods, a bigger ship, special roles, etc.  Players take turns moving along the main street of Plymouth – 18 locations laid out in a long line – and the players take turns using a location by placing one of their 10 action discs to gain whatever the location offers.  However, players can only select locations further down the street from their last location (and never go backwards).  Also, some locations have limited slots/uses, plus some of the actions on a location are better than others.  As a result, players want to progress slowly to use lots of different locations, but move quickly so they can grab what is on offer before someone else does (and they are potentially left without a resource they want).  If you’ve played Egizia (one of my favourite games), you’ll recognise this very engaging game mechanic. Read the rest of this entry »

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