Spiel 2014 Preview: Black Fleet

Posted by James (admin) on 11th August 2014

Black Fleet gameFresh 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 »

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Spiel 2014 Preview: Samurai Spirit

Posted by James (admin) on 10th August 2014

Samurai Spirit gameI’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 QuantumPony 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 »

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Spiel 2014 Preview: Takamatsu

Posted by James (admin) on 9th August 2014

Takamatsu game set-up

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 »

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Spiel 2014 Preview: Nations: The Dice Game

Posted by James (admin) on 2nd August 2014

Nations Dice Game boxThe 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 »

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Review: King and Assassins

Posted by James (admin) on 16th July 2014

King and Assassins gameKing and Assassins is an asymmetric, 2-player game where the King player controls the king and his knights; whereas, the Assassin player controls the villagers in the town of which 3 are assassins who are trying to kill the king.

The rules are simple.  Each player has a number of action points (APs) to spend on their turn which can be used to move their figures, make attacks, etc.  Each turn, a card is drawn which determines how many APs the King player can spend (there are separate amounts for the king and to be spent amongst the knights), plus it shows if a knight can arrest 1 villager that turn (permanently removing it).   Also, each card shows how many APs the Assassin player can spend on their villagers/assassins too.  If the cards run out or the king is killed (wounded twice) before reaching the castle, the Assassin player wins. Read the rest of this entry »

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Review: Lewis & Clark

Posted by James (admin) on 12th June 2014

Lewis and ClarkLewis & Clark is a game about the famous explorers’ journey across North America and the players race along the route from St Louis to Fort Clatsop (on the Pacific coast) which is a sequence of river and mountain spaces.  The winner is the first player to make camp at Fort Clatsop.

Players have characters (cards) and Indians (meeple) which they use to take actions which earn resources and, ultimately, advance their scout.  Each player starts with a board showing several boats (and they can gain more) which is where they store their resources and Indians.  The boats limit how much a player can carry but they have another important role/effect too when it comes to making camp.

Making Camp
On their turn, a player can ‘make camp’ which moves their camp marker to where their scout is, plus they pick-up all their played cards back into their hand.  However, before placing the camp marker, the scout must first move backwards a number of spaces based on how many unplayed cards the player has, plus the resources/Indians in their boats.  Each boat specifically carries resources or Indians – some carry items without penalty, some have a flat rate cost regardless of contents, and some have a penalty for every item in the boat. Read the rest of this entry »

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Review: Rokoko

Posted by James (admin) on 1st June 2014

Rokoko game - lateRokoko is a euro-game about preparing for the ball at the Royal Palace.  This may sound pretty light-weight but, do not be fooled, this is a euro-game with a lot of moving parts to work out, balance and combine – so it’s a game for gamers.  It’s one of the games nominated for Spiel des Jahres Kennerspiel 2014 (the German complex game of the year).

Players are aiming to earn the most Prestige Points (PPs) by the end of the game which is 7 rounds long when the ball takes place.  Players each have cards which represent their tailors and, at the start of each round, players select 3 of their available tailors to use during that round.  Players then take turns using one tailor to perform 1 action and they can also carry out any bonus shown on the tailor’s card too.  Tailors are either apprentices, journeymen, or masters and some actions can not be performed by the less experienced tailors, i.e. only journeymen and masters can make dresses, and only masters can hire new tailors. Read the rest of this entry »

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Review: Mount Everest

Posted by James (admin) on 23rd May 2014

Mount Everest gameMount Everest is a game by the designer of K2 which is a great game and you can read my review of K2 for more details.  (This review assumes you have not played K2 and I will talk about comparisons at the very end.)

Players each have 2 guides who can escort clients (climbers and tourists) up and down the mountain.  Players score Victory Points (VPs) for getting clients to the summit, and more VPs for getting those clients who have reached the summit safely back to base camp.  Tourists are worth more VPs but are less hardy than climbers.  Your guides can carry tents and oxygen too which are both very useful (in fact, they’re almost vital).

Each guide has a small board showing what they have with them (equipment and clients) but there is very limited space; for example, a guide can take 4 clients and no equipment, or 1 tent and 1 client, or  1 oxygen and 2 clients, etc.  So, right from the start, you need to have a strategy on what to take and how to split it between your guides. Read the rest of this entry »

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Review: Packet Row

Posted by James (admin) on 17th April 2014

Packet Row gameOne of my favourite board games ever is Oregon (which was the game the designers of Rattus made before Rattus).  So, after many Rattus expansions, I was very excited when the Bergs announced a new, original game called Packet Row with a very interesting game mechanic.

The game is set in New York in 1842 and players are trading companies. The game board is comprised of 4 boards (Docks, Bank, Market and Guildhall) where the cards for each board are displayed.  The primary method of earning money is by completing contracts (Guildhall cards) which can be fulfilled by having the goods (Market cards) and ship (Dock cards) shown on the contract.  Money can also be gained from the bank (Bank cards), plus various other cards in all areas have some special effects too including some being worth victory points (VPs).  At the end of the game, players add up their VPs from cards that show VPs, cash (divided by 10), and banker cards (if they have the most cash) – most VPs wins.  This means cash is vital because most cards cost money, and cards can earn you more money, VPs and special abilities.

Gameplay is simple and fast as each player may gain up to 1 card during a round.  So far this is all straight forwards but it is how the cards are gained that is the interesting heart of Packet Row.  Each round, one player is the lead player (the harbour master) and they select one of the 4 boards.  All players then take turns choosing to either take one of the cards from this board or pass.  The harbour master is the last player to choose – if the harbor master takes a card then the round ends and any player(s) who passed get nothing.  If the harbour master doesn’t take a card, then the harbour master chooses another board and all players who have not yet taken a card this round have the same choice again – take a card from this board or pass. Read the rest of this entry »

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Review: Concept

Posted by James (admin) on 16th April 2014

Concept game

My attempt at ‘Wheel of Fortune’ using TV show with ideas as the main concept. Then, adding a sub-concept of Title with circle, rotate & cash.  Then, adding a sub-concept of Country with Red, White, Blue & Star.  Anyone?  Anyone?  Bueller?

Concept is a party game that is a bit like charades without the acting and players use a board with icons to convey the various concepts so the other players can guess the correct answer.  Each turn, the players whose turn it is draw a card and choose which word/expression they will try to convey by placing coloured markers on the different descriptive icons on the board.  Player aid sheets show all the icons with 2 or 3 things that each icon could mean (although players can use them to mean anything they want).  Icons show things like colours, shapes, parts of the body, etc. and some have broader potential meaning like a figure with a walking stick can mean Old/Ancient/Past.

To convey a word/phrase, the current players place various markers on these icons.  There is one green question mark marker with green cubes (which is used to describe the main concept) and 4 different colour exclamation mark markers with matching coloured cubes (which can be used to describe additional sub-concepts).

For example, to convey ‘Eiffel Tower’ a player could place the green question mark on ‘Object/Thing/Package’ and a green cube on ‘Tall/Greater/High’ to try to convey the main concept is a tall object.  Then, they place a red exclamation mark on ‘Location/Country/Flag’ and red cubes on ‘Red’, ‘White’, and ‘Blue’ to convey the sub-concept is a country with a red, white and blue flag.  Already the description is taking shape, although players may guess it’s The Shard in London, or the World Trade Centre in New York from the same markers. Read the rest of this entry »

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