What have you been playing lately? Anything you’ve revisited that you haven’t played in ages?
What have you been playing lately? Anything you’ve revisited that you haven’t played in ages?
I’m a big fan of spatial reasoning games. Over the years, games like Patchwork and Isle of Cats have always brought me joy. I don’t know if it’s something left over from all the Tetris I played as a child, but figuring out little puzzles to get everything to fit just right is just… fun!
So when I was first introduced to Tiny Towns, I was immediately intrigued. I loved the idea of having to put your resources on the board just right, but adding in different scoring elements? Oh yeah, this one’s gonna hit the spot…
Each player is the mayor of their own… well, tiny town. There’s a back story about creatures and predators and all that, but it’s not really that important.
What is important is that the game tasks you with building structures in the 4×4 grid on your player board. This construction happens by placing resources in the patterns specified by the available buildings. A tavern, for instance, requires two bricks and a glass resource to be placed all in a single line, while the cloister requires four resources in a very particular L-shaped arrangement.
On a turn, one player is designated as the “master builder”. That player announces one resource type, and all players have to add a cube matching that resource to their player board. If anyone has resources in an arrangement that matches a building, they may remove the matching cubes from their player board and place a building token. The building has to be placed on a site where one of the resources was that built the structure.
Placement is important for a few reasons. For some of the buildings, you get points based on location. The inn, for example, gets points if it’s not in a row or column with another inn. The bakery gets points if it’s next to buildings of a particular type. You’ll also have to be careful to keep your board open for future buildings. If you don’t leave enough room for the pattern needed for a particular building – well, tough. You won’t be able to create that building for the rest of the game.
If you ever reach a point where you can’t build anything else, then your game is done and your town is complete. You’ll wait for everyone to finish their building, then calculate your points. And, as per usual, the player with the most points at the end of the game wins!
When Tiny Towns hits the table, its charm is immediately evident. The box art is great, and all of the little building meeples are great. The artwork on the different building cards is also wonderful, and it all comes together to create a really attractive look.
The game is also very creative in how it adds variety. Each building meeple is associated with four different building types, and you randomly choose which building for each type at the beginning of the game. It’s a small thing, but it allows for increased replayability without having to have a bunch of components that are only used for certain setups.
Monuments are another element of the game that add a little spice. Each player is dealt two Monument cards at the beginning of the game and select one to keep. These special buildings are unique to each player, and they can provide some major scoring opportunities if used correctly. This small wrinkle ensures that everyone will have their own strategies and approaches as they move through the game.
Tiny Towns is a game that strikes a perfect balance for me. It’s simple enough to teach in just a few minutes, but it’s complex enough that I have to weigh my options on each turn to decide what I should do. It’s not so complicated that I will sit for several minutes trying to decide what to do, but it also has enough going on that I feel that my choices are important.
People that don’t like spatial reasoning games are probably going to get a bit frustrated with this title. However, given that you’re not putting down polyominoes or anything like that, maybe it’s easier? I’m not sure.
What I do know is that Tiny Towns is a game that I really enjoy. It’s one that I could play with almost any group, and each time it’s going to be a solid experience. With the addition of a few expansions over the past few years, there’s a ton of variety that can keep people coming back for more. Tiny Towns is a game that I’d recommend for any hobby gamer to add to their collection. It’s certainly one that I’ll be keeping on my shelf for a very long time.
Tiny Towns is available at your local game store, from the AEG webstore or online through Amazon today.
The stewardship of the U.S. economy is one of the most important political concerns for modern U.S. presidents, and American economic performance has a large and undeniable impact on election outcomes. Yet Mr. President isn’t, and doesn’t want to be, a macroeconomic simulator. The complexity of macroeconomic modeling, the limited effectiveness of most economic tools, time delays, confounding factors… the list goes on and on, and macroeconomics in particular (the study of aggregates, as opposed to microeconomics’ focus on how individual people and firms make decisions) has competing schools of academic thought. Mr. President is about a balancing act at a higher level, and the problems you’ll confront are more practical.
This Crisis card represents a major bank failure. Like many other Cascading Events it has a clear play-around: if you can rescue the economy and get it back to 6 or more, then its stage 2 and 3 events will fizzle. Many of the economy-themed Crisis cards adjust one of the four State of the Economy tracks modeled in the game – U.S., China, Russia, and the Eurozone.
Sometimes one power’s economic problem is another’s opportunity – here we see Crisis Card #72, Oil Prices Spike to Record Highs. This card shows a unique pattern: in addition to immediate political pain in the form of Domestic Crisis and a Public Approval penalty, the public demands specific action in the form of energy independence legislation. Russia, as a major gas exporter, gets an immediate economic bonus; and if China and the U.S. are on good terms, a deal can be struck to help both countries recover.
But why do these economic tracks matter? For you, as U.S. President, a strong economy will offer political advantages. At high levels, you’ll get continuous upward pressure on your approval rating, bonus Action Points, and Congress will warm to you (every elected official wants to be seen as part of the solution to economic problems!). You’ll also get Economic Assistance actions that allow dice-free improvements to relationships with foreign allies or Regional Alignment – and those are precious, because it’s often easy to miss on them with standard actions, and high Regional Alignment will help you counteract the spread of Russian and Chinese influence. But a poor economy will cost you in all of these things, particularly with respect to your relations with Congress.
For Russia and China, your peer rivals in Mr. President, economic success brings bonus actions during their activation segments. This generally leads to more headaches for you: more influence spread, more military growth, or even war.
The Eurozone’s economy mostly drives that region’s Stability – at high levels, there are a couple of phases where the Eurozone can improve its Stability just by having a good economic level. Stability, of course, limits the presence of terror groups and civil wars, so more stability almost always means fewer headaches for you as President.
Two economic elements that get some explicit handling in Mr. President are Trade Agreements and Sanctions. Trade agreements, created with the Make a Trade Agreement action, require good relations with Congress to have a reasonable chance at passing, and carry a host of benefits and risks. In high Stability regions, they can lead to a lot of American economic gains on the State of the Economy and Public Approval tracks. They can also directly remove Russian and Chinese influence. But they can also lead to friction in both the trade partner’s Region and at home. Maximizing the impact of Trade Agreements requires a close eye on actions that preserve or improve Stability, and a strong relationship with Congress.
Sanctions, conversely, can only be targeted at four specific nations: Russia, China, the DPRK, and Iran. Sanctions make it harder for the latter two to develop their nuclear programs, and consume critical actions from Russia’s and China’s action budgets (which may mean fewer actions to spare for greater mischief).
That may have seemed like a lot, but the simple track-based approach for modeling economic health, and the relatively small but well-purposed suite of actions that allows the player to interact with them, give economic considerations a scope and complexity budget appropriate to Mr. President’s big-picture design approach. The most complicated economic phenomena are reserved for the Crisis Cards, who can use their individual text to inject economic uncertainty and drama into the game without requiring players to learn a complicated economic model.
Ananda’s Previous Articles about digital Mr. President:
You can also check out Exia’s Mr. President Substack here for updates and perspectives from Exia’s artists, programmers, and developers.
Targets are selected when a spell or ability goes on the stack. Magda’s ability goes on the stack as soon as it’s triggered, i.e. when the target of Lightning Bolt is selected upon casting. Her ability is triggered and on the stack even before the targeted creature can become hexproof. The creature becoming hexproof will not remove Magda’s ability from the stack, nor prevent the targeting which already happened. It just turns the targeted creature into an invalid target.
115.1. Some spells and abilities require their controller to choose one or more targets for them. The targets are object(s) and/or
player(s) the spell or ability will affect. These targets are declared
as part of the process of putting the spell or ability on the stack.
The targets can’t be changed except by another spell or ability that
explicitly says it can do so.
The stack and resolution will look something like one of the below – things can resolve in slightly different orders, but the outcome is basically the same barring other effects:
Lightning Bolt is cast and goes on the stack. Magda’s ability triggers and goes on the stack. Hexproof spell/ability is put on the stack. Hexproof resolves. Magda’s ability resolves and creates a treasure. Lightning Bolt fails to resolve with an invalid target.
Lightning Bolt is cast and goes on the stack. Magda’s ability triggers and goes on the stack. Magda’s ability resolves and creates a treasure. Hexproof spell/ability is put on the stack. Hexproof resolves. Lightning Bolt fails to resolve with an invalid target.
Tom: September already? Summer literally collapsed in front of my very eyes here in Brighton, where the weather took a harsh left-turn into dribblesville. It’s SAD over here all of a sudden. But I’m HYPE about this month!
Four gleaming-hot videobabies for you to clap your peepers on this month – a cracking vid from Emily about a tiny little eurogame, a soon-to-be-filmed vid from Matt about a much hyped eurogame, and a couple videos from me about small card games – one classic and one brand new. It’s a zero-Quinns month, but his videos are both timed releases for October, so you’ll see more of him there where we’re covering two chunky (and very good!) boxes from Dr Kniz himself.
Podcasts are always a bit of an unpredictable soup based on what we have and haven’t played, but you can expect them to trickle out at their usual pace whilst we work on a few behind-the-scenes bonuses – more on that in our August and September newsletters.
That’s the month! Nice and simple before we hit ‘CHUNKY OCTOBER’ and ‘BIG NOVEMBER’ which are jam-packed with some real cracking titles.
What have you been up to, everybody?
Hi folks!
We wanted to put out a quick announcement that the Shut Up & Sit Down Podcast is going to take a very small break, for a few weeks. A spread of bad luck with recording, a few bouts of illness, some planned holiday and a couple of imminent conventions have left us little time to play games, record chats, and edit the podcast!
Rather than scramble together some hasty pods, we thought it’d just be best to take a break and return after Essen Spiel – so that’s when you can expect to hear from us again, absolutely caked in games. We want to make sure that the podcast is in-line with the standards of our video output, and a quick break is the best way to ensure that.
We’ve skipped a few weeks recently, as you might have noticed, so I’m hoping a little time away will let us re-calibrate and get things back on track – as well as work on freshening up our format just a little! Expect more ‘Specials‘ in the coming months that tackle specific themes, genres, or questions.
Thanks for listening! We’ll be back very, very soon.
The original game of Scoville was published in 2014 by Tasty Minstrel Games (R.I.P.). This auction and set collecting game has been out of print for a while but is highly regarded by friends who have played it.
For years, I’ve wanted to add this game to our collection but wasn’t ready to spend the money for a used copy. Trick or Treat Games picked up the license and recently published Scoville Second Edition. Now that I’ve played this modern classic from Ed Marriott, does it live up to the hype that was in my head?
In Scoville, players are pepper farmers who are planting, harvesting, fulfilling pepper orders, and making chili. Each round starts with an auction where players will bid for their turn order in the round. The turn order allows players to choose a pepper card from the auction display, earning the pepper(s) on the card. Choosing your position matters because planting and order fulfillment takes place in turn order, but harvesting takes place in reverse turn order.
Each round follows this order:
Planting: In turn order, players will place a single pepper from their supply into the central board. Peppers will cross-breed with the peppers next to them. Each player has a player aid showing the color pepper that is created between two pepper colors.
Harvest: In reverse turn order, players will move their farmer up to three steps in the garden. The player will harvest a new pepper(s) from the supply based on the two peppers they are between on the board. For example, being between a blue pepper and a yellow pepper will produce a purple pepper.
Fulfillment: In turn order, players can turn in peppers to fulfill cards in the farmers market and/or fulfill a chili recipe card. This is how you earn more money and victory points. Players can also earn money by selling a single color of pepper, earning $1 for every two peppers of that color in the field.
Each game is broken into two halves, the morning and afternoon. Once players trigger the start of the afternoon phase, the auction block will gain better cards and the Farmers Market cards become tougher to fulfill but earn much better rewards.
Players also have three one time use actions that allow them to double-back with their movement, plant an additional pepper, and move an extra step. If you don’t use these special actions, they are worth four victory points each at the end of the game.
The gameplay is Scoville is a bit of a slow burn as you increase your pepper supply, gain new pepper colors, and move your way into the outer edges of the field. In your first couple turns, you’ll plant and harvest some of the same peppers. Players can choose to be selfish with their new cross breeds by planting a new pepper color out of reach of the other players.
Once players unlock the coal and white colored peppers, things really open up to fulfill high point chili recipes. Players are always looking to gain white and ghost peppers since they are present on the highest value cards in the game.
Scoville plays up to six players but I would rarely suggest playing with the max number of players. Often, players are referencing the cross-breed player aid and looking at what chili recipes they are close to fulfilling. This can make rounds drag out at the highest player count. If everyone knew how to play the game and had some experience with Scoville, I think playing with six players could be smooth. I would never play with new players at this player count.
When you get into the five and six player count, the pepper field begins to have hot spots where all the best peppers are located. We’ve seen two players break away from the center, dropping important pepper colors as far away as they can in order to limit access to other players. It’s important to watch what other players are doing during the planting phase and anticipate where the best peppers are being placed.
This second edition printing has a lot of upgrades that players should know about. The original printing came with wooden peppers, and colorblind players had big issues with the color choices. Trick or Treat Studios fixed this with new plastic peppers that have a very clear letter embossed on each pepper that helps players to know what color they have. I love the rounded, plastic peppers in the game and think it’s an absolute upgrade from the original wooden ones.
Vincent Dutrait also did a complete overhaul of the artwork which looks fantastic. His signature style is present on the board, cards, game box and even player screens. The board pieces together like a puzzle and is double-sided with the solo player experience on the back.
The game also comes with a brand-new solo experience for players to check out. At the time of this review, I’ve not played it yet, but I’ve been enjoying the game enough that I will absolutely check it out. Also in Scoville Second Edition is the Scoville Labs expansion that many struggled to find for the original game.
Players are given a lab board where they can plant additional peppers, immediately gaining the cross-bred peppers that are created based on adjacency. This expansion also adds a few new cards and will speed up the access to more rare peppers for individual players.
On top of all this, there are new fulfillment cards that haven’t been seen before. The number of chili recipe cards is impressive and no two games will have the same cards. This is nice for replayability.
Did Scoville live up to the hype that I had in my head? For the most part, yes.
Scoville has been a “grail game” for me for a long time. It connects with my love of spicy food, gardening, and includes some of my favorite mechanics. I’m a big fan of this game and I think the upgrades that were made in this second edition are fantastic.
I started to appreciate the slow burn of the game in those first few rounds after a couple games. Scoville is a game that is going to take every bit of 60 to 90 minutes but I really enjoy everything it does. Players are always working to fulfill orders, with their turn order in the round playing a very important part. The bidding and turn order felt less important at three players but is absolutely vital at four to six players.
If you missed out on owning the original printing of this game or just want the upgrade, Scoville Second Edition is a great addition to your game collection. This is one that I’m proud to finally have in our collection.
Scoville Second Edition is now available at your local game store, or on the Trick or Treat webstore.
This game was provided to us by the publisher for review. Read more about our review policies at One Board Family.
This is the second in a series of InsideGMT articles from Paul Hellyer about his board game Tsar, currently on GMT’s P500. You can view the first article here.
As part of Nicholas II’s coronation in 1896, the Tsarist regime planned an event to placate the common people of Moscow: a giveaway of food, kvass, and souvenirs at the fairgrounds known as Khodynka Fields. By early morning, hundreds of thousands of people had already gathered in eager anticipation. As often happened, the government’s plans were incompetent. The number of police on hand was woefully inadequate and the terrain dangerously uneven. When rumors of a shortage circulated, the crowd surged forward, people began to stumble and fall into ditches, and mounted police were swept along with them. Within minutes, 1,300 people were crushed to death. That evening, Nicholas attended a ball as scheduled, leaving the impression he was indifferent. The “Khodynka Tragedy” (or “Khodynka Massacre” as some called it) became a symbol of the regime’s callousness. People took it as a sign that Nicholas’s reign was cursed.
In the game, a Coded Card recreates this event at a fixed point in time. In the first round of 1896 (the winter Quarter), players get an instruction to seed this card in the game board’s “Q+2” slot, meaning it will be played two Quarters later, in summer 1896. The card is viewable at any time so players can plan for it. Like all the events in Tsar, Public Banquet on Khodynka Fields presents a mix of historical reality and player agency: the event might unfold as it did in real life or, through careful planning, the players might achieve a happier outcome. To avoid the tragedy, players need a competent government (as measured by the Total Adviser Rating in the red circle) and at least 2 Gold (to buy adequate supplies).
These requirements are not particularly difficult to achieve, but like the real-life regime, players will be distracted by their own factional ambitions, which exist in tension with the need for responsible government. Will you appoint the most competent advisors, or prioritize your own Faction’s Characters to maximize power for yourself? Will you leave enough Gold for this event, or spend it on your Faction’s scoring goals? One player has an immediate incentive to avoid disaster: the player who controls the Tsar’s current “Favorite” Character. The Favorite occupies an asymmetric role in the game, with enhanced authority over government appointments and scheduling, but with the burden of personal responsibility for setbacks. If the Khodynka tragedy occurs, the Tsar will direct his anger at the Favorite, as represented by the yellow “Favor -2” icon shown on the card. The other players in the game might also want to avoid destabilizing the regime or, if they’re in a more aggressive mood, might deliberately maneuver toward disaster to unseat the Favorite. These factional problems drive the game’s strategy as well as its simulation of the weak government that plagued Russia in the Tsarist period.
The Port Arthur Coded Card is another example of a card based on a specific historical event. After winning the First Sino-Japanese War (1894-95), Japan forced China to cede Port Arthur, a strategic port city in northwest China known today as Dalian. This move alarmed the Tsar, who coveted Port Arthur for its year-round, ice-free access to the Pacific Ocean. With support from France and Germany, Russia pressured Japan to give up its claims to Port Arthur, supposedly out of concern for Chinese territorial integrity. Next, Russia shamelessly grabbed Port Arthur for itself by pressuring China to sign a long-term “lease.” Japan was infuriated, and this incident became a key cause of the 1904-05 Russo-Japanese War.
The Port Arthur Card has several functional differences as compared to Khodynka Fields. The latter card applies one of two possible outcomes based on current conditions without giving players any choice—although it does depend on choices players made before resolving the card. Port Arthur, however, is a Council Decision with two numbered options: as long as players meet the requirements for Option 2, they may choose between the two options. The choice is made collectively through a simple bidding process using Influence Cubes (we’ll discuss decision mechanics in more detail in a later article). Tsar uses a mix of condition-type cards like Khodynka Fields and decision-type cards like Port Arthur, but either way events always have alternate outcomes, ranging from two to six different possibilities.
Although Port Arthur is initially seeded at a fixed point in time (Winter 1896), it can be reintroduced through the randomly-drawn Era Card The Kaiser, so that if players fail to secure Option 2 on their first attempt, they might get a second chance later in the game. This is why Port Arthur’sOUTLOOK instruction for Option 1 tells players to return the card to its deck (so that it can be drawn again), while the OUTLOOK instruction for Option 2 tells players to remove the card from the game (so that players can’t seize Port Arthur twice). Likewise, The Kaiser’s Option 1 removes the card but Option 2 leaves intact the default discard rule for Era Cards. Many cards have distinctions like this in their OUTLOOK fields, so that the game can distinguish between outcomes that might recur and outcomes that can happen only once.
Another difference compared to Khodynka Fields is that Port Arthur is a scoring goal for the Autocracy and Pragmatism Factions, so this card is more likely to provoke a struggle in multiplayer games. But like all scoring goals in the game, seizing Port Arthuralso contributes some non-scoring benefits: it boosts Russia’s Trade Capacity, raises Navy Morale, and increases Popular Support in the Bourgeoisie Sector. It also avoids the Favor penalty that comes with Option 1. These other features give non-scoring players something to consider: in a solitaire game, Dynasty or Reform players might still want Option 2, and in a multiplayer game, they might dial back their opposition.
Aside from its immediate effects, Port Arthur also impacts the game’s narrative direction and legacy-style play. The “Japan -2” effect means that Russia’s relations with Japan are dropping by two points, putting Russia and Japan closer to war. You still have a chance to avoid war through diplomatic maneuvers or by shoring up your defenses, but otherwise, seizing Port Arthur means you will fight the Russo-Japanese War in Era II. (Each Era is played as a separate game in a legacy style, with Era II bifurcated into peacetime and wartime tracks.) This is one of the clearest examples of the way your choices in Tsar can change history.
Tsar’s Coded Card and Q-Slot system can also support longer-term, multi-stage events such as Trans-Siberian Railway. During Era I setup, you’ll place this Coded Card in the active Hand that players share; if players choose Option 1 (“Begin work . . .”), they’ll have a chance to apply Option 2 and complete a stage of the railway two Quarters later. At that point, the card will be reseeded in the Q+4 slot, so that work on the next stage can begin one year later. This card will remain in play until the railway’s three stages are complete. Aside from advancing the players’ scoring goals for Industrialization and Grain Production, Trans-Siberian Railway also alters the historical story, albeit in a more subtle way than Port Arthur. This card is one of many that shape the game’s economic history, which in turn affects the regime’s ability to project its power and survive. When war arrives, you will find the outcome depends on Russia’s infrastructure, economy, and political stability.
Many other events in Tsar are generated randomly through the shuffled Era Decks. These decks include “All Era” cards that mostly feature generic, repeatable events like Drought and The Tsar Greets a Crowd, mixed together with Era-specific cards like Bosnian Crisis (Era III), Greco-Turkish War (Era I), and Maxim Gorky (Era III). Because they are shuffled randomly, the timing of these cards is unknown and they may not be drawn at all. This enhances the variability of the game and gives players a mix of long-term planning goals and short-term opportunities. The more problematic events in the “Unrest” and “Famine” decks are also shuffled randomly, but these are drawn only under certain conditions. (Drought is one example of how a Famine Card might be triggered.)
The game also includes many events that never happened in history, but might have happened. During the Russo-Japanese War, the British Empire came very close to entering the war on the side of its ally Japan—and in this game, that can happen if you don’t manage your relations with Britain carefully enough. Other alternate histories include political reforms that Nicholas II rejected in real life, Russian control of the Turkish Straits (see the Coded Card above), a military alliance with Germany, and construction of the Moskva-Volga Canal. That last one is something that actually occurred later (during the Stalinist period), and there are a few other features in the game that draw their inspiration from post-1917 events.
In the next InsideGMT article in this series, we’ll examine how Tsar’s game engine simulates the regime’s stability and the possibility of revolution.
Previous Article: The Historical Figures in Nicholas II’s Regime
With both sides vulnerable, partner opened one spade in second seat.
After the intervening opponent doubled (takeout) I jumped in a minor (clubs) with ♠ K3 ♡93 ♢Q4 ♣ KJ87632. We are playing 2 over 1 (game forcing), so this hand is too weak for two clubs. We are also playing inverted minors so three of a minor after one of the same minor means 6-9 points and a six card suit (partner may have only two clubs for a one club bid). I would have opened three clubs if first to speak except in fourth position.
Give me a third spade and I would raise spades. Replace the king of spades with a spot card and I would definitely bid three clubs. Take away the queen of diamonds instead, and I would probably bid three clubs. In any event, I felt I was bidding a single purpose hand that couldn’t play in either red suit, and could play well opposite a singleton spot club (which she had). It could make game in spades, but only if partner had heavy “extras,” say 17 points with a good five card suit, or 15 points with a six bagger. It might also make game in no trumps if partner had stoppers in the red suits AND “transportation” to my hand.
I felt I was too strong to pass, but too weak to make an encouraging bid. I had a “standalone” hand that could make four or five tricks by itself but only if clubs were trump, and nine tricks if partner came through the with four or so tricks promised by an opening hand. On the other hand, I felt that my long but weak clubs were useless opposite partner’s presumed singleton and that my five high card points and two trumps (outside my clubs) did not constitute enough support to raise to two spades.
Was mine a good response or was there a better bid, perhaps 1NT, that would have been less descriptive but imposed fewer limitations on partner?
Tom: October! Spooky Month! This one’s packed with TREATS! No tricks, I promise! It’s candy! Go on, bite it! BITE IT! Mmmmmmmm. Yum. Isn’t that nice? Tasty Tasty Cardboard.
Videos! Let’s talk about those! We’ve got absolutely loads this month – a double bill of Emily sandwiching the second part of myself and Quinns’ Reiner Knizia Special, alongside a playthrough of Undaunted: Normandy previously only seen by donor eyes. How exciting!
Podcasts, as mentioned the other day, will be on hiatus until we’re back from Essen – I’m personally really looking forward to a bit of a spring-clean and sharpen of one of our favourite things to record – as well as getting the promised donor-exclusive episodes rolling.
We’re also hoping to do a few more streams with Emily when we’re back from our convention double-bill, as well as release a new fun batch of bonus bits! We’ve got two more playthroughs, a pilot of a new format, AND a travel vid! Goodness! What a busy month!
What have you been up to, everybody?