برچسب: Review

  • Pine Island Playtesters – Game Submission Review Process — Pine Island Games

    Pine Island Playtesters – Game Submission Review Process — Pine Island Games



    We reach out to those games’ designers and arrange a playtest. These playtests are usually with the designer on TTS, although I have been sent physical prototypes to test on our own.

    Pine Island Playtesters

    A relatively new addition to our community is our Pine Island Playtesters. These are insiders from the mailing list, discord, or Kickstarter who’ve expressed an interest in being more involved with the company.

    We loop in our playtesters for the handful of games that we are seriously considering signing.

    We usually have specific questions for our playtesters about game mechanisms, and how they view the game versus other games in the genre.

    There is still room for improvement in our process. But, it’s come a long way, and it couldn’t be what it is, and we wouldn’t have the opportunities we have, without this amazing community.

     

    If you’d like to be Pine Island Playtester and get a front row seat as we look at games to license, shoot me an email at jasper@pineislandgames.com.





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  • Everdell Duo Review – One Board Family

    Everdell Duo Review – One Board Family


    Everdell has been a huge presence in the hobby since its release in 2018. With more than half a dozen expansions and multiple editions of the game, it’s tough to know where to jump into this award winning worker placement game. Thankfully, Everdell Duo is a less intimidating 2-player game that seems to be a prefect ramp into this universe.

    Everdell Duo - player hand

    Woodland Communities

    Everdell Duo is a 2-player focused experience where players are building their forest focused communities over the series of four seasons. One player takes the role of the tortoise while the other player plays as the hare. In the competitive play mode, players work to build out their woodland village with structures and inhabitants. You’ll have three workers to place and a variety of resources that can be earned and spent.

    Everdell Duo - central meadow board

    Cards are available from a draw deck or from the central board. These cards each have a cost that has to be paid before they are added to your tableau. Cards offer end game scoring, new worker placement spots, resources, or coins (which are your victory points). Like it’s older board game sibling, Everdell Duo is an incredibly cute game. With artwork from Andrew Bosley and Enggar Adirasa, this game draws you into its nature themed world.

    The Sun and the Moon

    Each round of Everdell Duo is tracked using a sun and moon token that moves through the center of the board. When players place a worker, the moon token moves along the track. When a player plays a card, the sun token moves along the track. Picking up a card from the deck or meadow (board) allows the player to advance either token, their choice. These sun and moon tokens keep the game moving and have strategic value as you try to lock out your opponent from using their final worker.

    Everdell Duo - sun and moon trackers

    There are standard worker placement spots on the board along with two river spaces that get swapped out each round. Players are primarily collecting resources from these spots. Berries, twigs, pebble, and resin resources are used throughout the game to pay for cards and add them to your tableau. I’m a big fan of how tactile these resources are.

    Cards are either categorized as creature or construction. These cards offer new worker placement locations, production bonuses, additional resources, coins (victory points), and end gaming scoring. Finding synergies across these cards is a big part of the game.

    Everdell Duo - resources

    Seasons Come and Go

    Across the top of the meadow is a set of locations where players can claim events that are randomly chosen at the start of the game. Players can claim these events if they meet the requirements of the tile, resulting in additional victory points. Since these are first come, first serve, players want to commit to chasing specific tiles as they build out their tableau.

    At the end of the fourth season, players count their victory points, coins, bonuses, awarded events, and any end game scoring from cards.

    Everdell Duo - four season tiles

    Everdell Duo is a really straight-forward 2-player experience with great components (for the most part). While I love the high quality resources in the game, it feels like the sun and moon tokens could have been a little better. These are just cardboard trackers and pale in comparison with the resource components.

    The sun and moon tracker is being moved each and every turn and is an important part of the game. It’s also the item that is forgotten about the most often. I’ve played Everdell Duo against four different people and moving these trackers are forgotten about a few times each game. It’s an upkeep step that is often tough to remember.

    Cooperative Gameplay

    In the cooperative game mode, both players are working together to build a single city that is flourishing with life. Players work their way through a book that has over a dozen chapters which guide the players through a story. You’ll have goals to achieve, and the setup will be slightly different each time.

    Everdell Duo - campaign book

    Players will deal with skunk tokens that block out different locations during the course of the game. The skunks get in your way and keep you from getting exactly what you need. You can choose to take on a single chapter or work through a campaign where you name your city and track your progress over time.

    This co-op experience is a great option for players who are looking for a new way to play. It works really well and is perfect for players who don’t mind working together with another person. This is also a great option for anyone who wants to play the game with a younger gamer. Some chapters allow you to share resources or cards, while other chapters are more restrictive.

    Final Thoughts

    Everdell Duo has quickly become part of our weekend gaming rhythm. Erin and I really enjoy playing this game over breakfast during a chill weekend. The game has enough cards that it’s impossible to see all the cards during a single game. There is a lot of replayability because event cards and the river location tiles are randomized each game.

    Everdell Duo - tableau

    With two different ways to play, Everdell Duo is a great option for players looking to change things up after a couple of games. While jumping into Everdell feels a little intimidating, Everdell Duo is a fantastic way to experience this world as a newcomer.

    If you already own Everdell (along with some of the expansions), I’m not entirely sure Everdell Duo is a must buy. This new game does a great job of removing some of the “fluff” of the original and streamlines the game in plenty of ways. The setup and speed of play is the biggest selling point when compared to the original. If these aspects are important to you, you should check out this release.

    For gamers who play games at the 2-player count often, Everdell Duo is an excellent purchase. The setup is quick, the mechanics are clean, and the game is one that we’re going to enjoy for a long time.

    Everdell Duo is now available at your local game store or through the Tabletop Tycoon webstore.

    This game was provided to us by the publisher for review. Read more about our review policies at One Board Family.

    Highs

    • Mostly great components and excellent art
    • Variable events and river locations each game
    • Speedy setup and smooth gameplay

    Lows

    • Moving the sun and moon tokens are often overlooked
    • Wish the box had some level of organization

    Complexity

    2 out of 5

    Time Commitment

    2 out of 5

    Replayability

    4 out of 5



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  • Parks Second Edition Review – One Board Family

    Parks Second Edition Review – One Board Family


    Parks was a monumental hit for Keymaster Games when it was released in 2019. We backed the original printing while on Kickstarter and it quickly became a game night staple. Parks is still one of my wife’s favorite games of all time.

    The second edition of Parks was released this Spring and this box contains more than a minor facelift for this modern classic. In this review, I’ll cover some of the changes to the game and hopefully help you decide if this new edition should hike its way into your collection.

    Parks 2nd Edition - hikers

    A Hike in the Woods

    Throughout a game of Parks, players are hiking trails, collecting tokens that can be turned in to experience National Parks that roll out during the game. There are gear cards that help you along the way. Players can take photos that are worth victory points at the end of the game. In the original game, you would hike the trail a total of four times, with each trail being slightly longer than the last.

    In Parks Second Edition, you can tell that time and experience has led to a tighter and more refined game. First off, the rulebook has been tweaked, refined and structured in a way that is easy to digest. Instead of taking four hikes on trails that grow throughout the game, players now hike three times on a trail that has a set number of spaces. The overall playtime doesn’t seem to be impacted and we never felt like we were missing out on the fourth hike of the game.

    Parks 2nd Edition - seasons

    The trail is now built into the central board and the perks at each trail site are tied to tokens that are distributed before each round. You still get the variability, it just happens differently. Players are still given two hikers to walk the trail, with the ability to extinguish their campfire if you want to share a space with another hiker. Landing on a trail site lets you take the action on the token and collect any weather tokens that are available from the trails setup at the start of the round.

    As you reach the trail’s end, you’ll get to determine what final action your hiker takes and gain a bonus if you’re the first to take that action. Once there is only a single player left on the trail, they proceed to the trail’s end to take their final action(s).

    Parks 2nd Edition - park cards

    New Additions

    In the six years since Parks original release, we’ve seen two different expansions that add new mechanics and depth to the game. Inside this second edition is a good chunk of the content from those two expansion. Some of the cards from the Wildlife expansion is present in the game as well as the camping mechanic from the Nightfall expansion. Keymaster Games has also included a specialty die that was part of the Trails game published in 2021.

    Not every element from these expansions came over and I think this is a good thing. It feels like the best parts from each of these properties made the final cut. The Camping Mode is something that you can add into your game or leave out entirely. Your choice.

    Parks 2nd Edition - camping expansion

    When your hiker lands on a trail site with a tent token, you can take the normal resources on the site or utilize the tent to take the resources on any open Campsite. Adding in this bonus content and rebalancing the game feels really good.

    Players will notice a new Passions card in this new edition of the game. This replaces the goal cards from the previous edition and is given to players at the start of the game. Completing a Passions card allows the player to earn a gear effect or earn an end game bonus.

    Parks 2nd Edition - player board

    The Upgrades

    Let’s talk about some of the upgrades that Parks Second Edition brings. First off, I really love the player boards that come with this new edition. These boards show a backpack representing the number of tokens you can carry along with your canteen on the left side of the board. Visually, these are excellent and the canteen mechanic has been revamped.

    When gaining a canteen, players now add a token from the central board onto their player board. When you add water to your canteen, you can trigger the tokens in that row, earning those bonuses. This gives players more control and agency as they plan for future rounds. Each canteen has three rows, allowing for three different combinations of tokens that can be paired up.

    The camera from the original Parks has been replaced with the Shutterbug token. This token gives the player holding it the ability to take a second photo each time they are given this opportunity.

    Parks 2nd Edition - cards

    Probably the most divisive change in this new edition has to be the art and illustrations on each of the sixty-three parks cards. The original game was built off of the Fifty-Nine Parks series. This series of art prints brought together some incredible artists that has raised more than $225,000 for National Parks since 2016. This artwork is beautiful, inspiring, and at times, inconsistent.

    This artwork was part of a licensing deal that made Parks stand out within our hobby. While I loved the original art direction, I think that the artwork from Josh Emrich and Lisk Feng is stunning. As a package, the artwork and design works together so well. Each National Park card feels unique but there is a cohesiveness that wasn’t their in the original game.

    Parks 2nd Edition - components

    Art is so subjective and every person will have an opinion on which version they prefer. I personally feel that this game is more consistent throughout because of the focused work of the two illustrators who worked on Parks Second Edition.

    Final Thoughts

    As a fan of the original Parks, this is an easy game to suggest for nature loving board gamers. I think the changes inside this box make sense as Keymaster Games moves away from licensing agreements that could challenge future printings and expansions of the Parks game line.

    Parks 2nd Edition - board

    Parks Second Edition is a streamlined, well built, and cohesive game that improves on the original. The MSRP of $50 to $59 for this new edition may feel like a lot for a person who owns the original. The first edition of Parks is not broken and is still a fantastic game. More than anything, this new edition feels like an upgrade that is preparing for more Parks content in the future. That’s something I’m excited about.

    Parks Second Edition is available now at your local game store, on the Keymaster Games webstore, or at your local Barnes & Noble.

    Highs

    • Gameplay feels streamlined, refined, and cohesive
    • Player boards and new canteen mechanics are excellent
    • Minimal setup for the trail between rounds
    • Entire package is top of the line and beautiful

    Lows

    • Art is subjective and some won’t like the change

    Complexity

    2 out of 5

    Time Commitment

    2.5 out of 5

    Replayability

    3.5 out of 5



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  • Blades of Fire review – brutal action RPG can’t get weird enough

    Blades of Fire review – brutal action RPG can’t get weird enough


    Verdict

    With its weapon-building systems and deliberate, targeted combat, Blades of Fire has a lot of fresh-feeling ideas. Its control scheme is strange and will force you to press each button with care. Its granular forging system makes you consider every weapon in your arsenal. But however differently it approaches them, the game only offers the same thrills as other action games of its ilk. Blades of Fire feels unique, but just can’t get weird enough.

    The creators of Blades of Fire have played a lot of videogames. Developer Mercurysteam has spent a decade-plus working on classic series like Castlevania and Metroid. As might befit that pedigree, its latest effort is a bone-deep rethinking of action RPG trends. From moment to moment, Blades of Fire plays unlike anything else. The God of War and Dark Souls influence is apparent, but the game also has subtler inspirations. The swinging positionality of The Legend of Zelda: Skyward Sword, for one, and the gonzo action and stilted earnestness of Dragon’s Dogma for another. In an era of perfunctory crafting systems, Blades of Fire’s crafting alters every swing of every sword. However, despite its relentless cleverness, it can’t help but feel mundane and overdrawn. It lacks the verve of the genre’s best because it is so focused on its influences, resulting in a game that can feel lifeless and self-conscious. Blades of Fire might be a weird original, but it’s never quite weird enough.

    On paper, Blades of Fire couldn’t be more typical. Protagonist Aran de Lira is a tough, gruff, and capable man. His family is dead. He lives alone on the edge of an oppressive kingdom, whose evil queen (also Aran’s childhood friend) turned all steel into stone, obliterating any challenge to her realm. When an old friend gives him one of the hammers that forged the world – allowing Aran to build an arsenal of steel weapons – he travels to end the queen’s reign once and for all, with the help of the puckish student Adso. For the most part, your adventure goes how you’d expect, with powerful foes to best, ancient mysteries to solve, and dank dungeons to explore.

    Blades of Fire protagonist Aran de Lira stands before a gigantic metal man, framed by two statues. In the foreground is a forge lit by flame.

    Blades of Fire’s first gimmick is its forging system. You make every weapon from relative scratch, customizing each aspect of its construction, like the form of a sword’s crossguard or the length of a spear’s staff. Enemies drop magical items that temper the steel and wood you use to construct your weapons, making them better at blocking damage, piercing armor, or enduring as many fights as possible. Each variable changes the weapon, some by a little and some by a lot. No single one is good at everything, so you’ll have to craft to suit individual encounters or specific enemies. Unlike some of its RPG inspirations, Blades of Fire has no stat-based builds. You might develop favorites, but you’ll inevitably have to use multiple weapon types to progress.

    As for combat, it features some novel ideas. While this is an action game at its heart, there are no real combos (though some attacks flow better together than others). Instead, you’ll pick the direction of your swings. Each weapon also bludgeons, pierces, or slashes foes, and these different damage types will be better (or worse) at hurting specific combatants. You can also swap between using a weapon’s blade or point. Slashes might help you better handle multiple swarming zombies, while stabbing could pierce a knight’s heavy armor. This system is the game’s biggest asset. The control scheme is unfamiliar enough that your muscle memory from other action RPGs is mostly useless. Enemy weaknesses and weak points also force you to pay attention and swap weapons, even in the heat of battle.

    A scene of battle from Blades of Fire. The player character and an enemy stand off, both blocking with their swords.

    Adso will be your constant companion throughout, though you can send him back to camp if he annoys you. He is quite helpful, even if he’s useless in combat. Instead, he takes notes, detailing strategies to best enemies. Your relationship with Adso and his role as a helper closely models Atreus in 2018’s God of War reboot, but with a key difference: they have no history together. Most of their dialogue can trigger at one of multiple points, so their relationship has to remain somewhat static, meaning their dynamic lacks tension. I’m not saying their relationship has to be hostile, and they’re more richly explored in cutscenes, but the game’s structure makes it difficult for them to have an arc together. The fact that you can send him back to camp for extended periods underlines this. The game isn’t confident enough to invest in him.

    These issues extend to Blades of Fire’s tone and setting. Generously, it feels like a Grimm fairy tale. The characters are broad legends. The lands they wander are old (and usually some variety of haunted). But it features a gentleness and a sense of humor. It bears a goofy grin, before it bares its fangs. In practice, however, it can feel like a Dreamworks cartoon with blood and guts. The effect is less the campfire chill of a good, brutal tale and more the muddled fantasy novel your friend in high school was writing. It’s enthusiastic and earnest, even charming, but is ultimately juvenile.

    A menu from Blades of Fire, showing a series of options for an

    Blades of Fire’s world is dense, even if it often feels small. Some complain about the backtracking in Metroid, but every time you return to an old area in those games, your means of traversal will have expanded. Blades of Fire is packed with secrets, and it gives you free rein to explore at your leisure, but it regularly fails to surprise.

    It’s also a very long game. I played nearly 20 hours before leaving its first map. This does give Aran’s journey a truly titanic scale, but it incorrectly assumes that its sometimes-exhilarating, often one-note combat is enough to sustain it over dozens of hours. So many of Blades of Fire’s enemies are basic reskins, even within the first few areas. Once you have an enemy’s attack patterns down, it becomes a chore to fight them time and again.

    Blades of Fire characters Aran de Lira and Adso talking in a little cottage.

    Blades of Fire is therefore best played at a leisurely pace, just like how an epic fantasy novel is best read. You should play it enough that you maintain muscle memory, but not so much as to burn yourself out on it. Still, I’m not convinced that playing it over a longer period would alleviate my frustrations. Even its title is staggeringly unevocative. Blades of Fire cannot be described cleanly as derivative, but it only approaches the same feeling I get from other games of its kind from a new angle. I want more from a game that demands so much of my time.



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  • Birdy Call Party Game Review


    You’ll like this if you like: Making silly noises and laughing with your friends!

    This is a free review copy. See our review policy here.

    Birdy Call is a silly, funny, and noisy party game where you need to impersonate Bird noises. You will either love it or hate it. But I would challenge anyone to watch others playing it (who are enjoying themselves) and not laugh! It is that sort of game. SO, let’s get it to the table and see how it plays.

    Birdy Call Party Game Review

    Decide if you want to play with the advanced Eggstra birds or not. I suggest taking a few out, but more on that later. Shuffle the remaining cards and deal them out to the players based on player count Seven each for a three player, Five for a four player game, and four each for five to six players. Place the 25 eggs into the centre of the table, and you are now ready to play.

    Players now play in real time, looking at all of their cards at once. First, check for any pairs in your hand. If you do have any, place them down and claim an egg. Then draw back up to the hand limit. If you don’t, pick one and start making the noise as described by that bird’s call on the bottom of the card. You can do this however you feel is best. Up to you! Whilst you are doing this, you must be listening out to the other players’ calls and trying to find a match to the call you are doing. You can move onto another card whenever you wish, and start trying a new call. But if you hear another player make a call similar to one you previously made, quickly find that card in your hand again, and make that call again to see if you have a match. If two players think they have a match, place your cards face down on the table in front of each other, flip them, and if they are indeed a match, both players claim an egg. Draw back up to your hand limit again, and go again. This continues until all eggs are claimed and the player with the most eggs wins.

    Birdy Call Party Game Review

    There are five Eggstra cards. I recommend using just two of them. Here is how they work.

    Waven – This is not technically an Eggstra bird, but it sure is different. Wave at other players instead of making a noise. Simple fun. Throw it in the deck.

    Parrot – You can mimic any other player’s call when you have a Parrot in hand. When you reveal your cards and you reveal a Parrot instead of the actual card, the tricked player takes their card back and must pay you one egg. The Parrot is discarded. I do not get this at all. The other player can do nothing about this. It is just annoying. Very strange decision to include in this game. It winds kids right up. This card alone brings this game down a full mark in its overall score. Sure, you can just take it out, but its inclusion annoys me that much.

    Hawkward – Fantastic name, annoying mechanic. When you have this card, play it face up in front of you, and start counting down from ten to zero, in silence. If each other player notices this (which they always will) and also falls silent and places their cards face down on the table, then this card is discarded. But if someone does not notice and keeps playing beyond these ten seconds, they must then lose two eggs. Not as annoying and mean as the Parrot, other players do have some agency here. But as I found, most players mostly notice, bar younger gamers, it is just pointless, slows the game down, and on the rare occasions it does work, just annoys people. No one gains anything. Some players may just lose something. Terrible addition. Another point lost from the overall score.

    Birdy Call Party Game Review

    Peacock – OK, finally, a fun card! When you play your Peacock, hold your cards above your head like a group of feathers and shout the Peacock’s call. The first player to respond with the same action and call receives an egg, with the player who played the Peacock also gaining an egg. They don’t need a Peacock card themselves to do this; it’s simply a race. It’s fun, players gain things, and it is funny. Great card.

    Robin – Play it, try and steal an egg from another player. If they spot you, you have to return it. If not, it’s yours. Zero jeopardy. You either steal or don’t. The person defending gains nothing from spotting you. It’s just annoying and feels like organised cheating, but not in a fun or clever way.

    Birdy Call Party Game Review

    Is It Fun? Birdy Call Party Game Review

    I want to love this game. We have had some games where we were all in hysterics. And I can see myself taking this with me to many holidays, parties, dinners, and events and having a blast with it. I just hate the fact that three of the extra birds are so bad. I mean, really bad. Sure, just take them out. But wow, come on. Who thought this was a good idea for a family-level party game? Who in testing thought that was a good idea? Take-that can be fun at times, but it needs some thought. Some two-way jeopardy. Not just a chance to steal stuff with no consequences. Or a card where you can flat out lie to another player about a card you have and then take an egg from them when they fall for it, with them having zero chance to block, defend, or know this is what is happening. Utterly ridiculous. I may simply burn these cards and pretend they never existed. Because the rest of the game is joyous, innocent fun. And these cards do not belong in this game at all.

    It blows me away that these cards were chosen to be included. Some other cards could very easily have been added in that add positive effects that are funny, then benefit all players. Why anyone thought these effects added to the game genuinely blows me away, and honestly annoys me.

    Birdy Call Party Game Review

    As such, I am giving this a six. I wanted to give it an eight. For a party game, if you like simple, silly fun, where you are happy to make silly noises and laugh at others doing the same, whilst they all laugh at you doing it too, this is perfect! But it does lose those marks as I should not have to remove cards from a game to make it better. The cards are optional, but their sheer existence annoys me that much. And other cards that offer mutual benefits and more fun would have been welcome. the game needs extra cards to add to the wrinkles. And it sadly now doesn’t have them due to this lazy and uneducated design work.

    OK, rant over. I think you get the message. Great fun game. Cute, bright and vibrant art. Decent card stock. And worth a look if you like this sort of thing. And do tell me if you try those other cards and find a different experience. I would love to know.



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  • A Perdition’s Mouth Card Game Review


    You’ll like this if you like: Campaign games with clever card play.

    This is a SPOILER FREE free review copy. See our review policy here.

    Perdition’s Mouth: Abyssal Rift came out in 2016. It is a much-loved miniature-based dungeon crawler. It tells a story over a campaign of ‘diceless’ adventures! Well worth checking out if you enjoy that sort of thing. I have not played it myself, but heard good things. Anyway, Beyond the Rift carries on the story right from the point the previous game ended. The tutorial game for Beyond the Rift seems to be moments after the story had previously ended. If you played Perdition’s Mouth and enjoyed it, this may be something to look out for. But for those of us who have not played that game, this is a standalone game, and you do not need any prior knowledge to enjoy this game or the story it tells. But I do sense it would be better having played both. So, with that said, let’s get this to the table and see how it plays.

    Beyond the Rift: A Perdition's Mouth Card Game Review

    How To Set Up Beyond the Rift

    There are a number of scenarios to play out in this game. Pick the one you want to play, ideally in order! And then set up the game according to the chosen scenario’s instructions as shown in the scenario book. You will not be able to play certain scenarios unless you meet the shown criteria. Generally speaking, having played the scenarios leading up to this one.

    Start by shuffling and placing the Enemy Deck and Terrain Deck as directed by the scenarios specific set up. There will be different Terrain and Enemy cards in each scenario. Then, shuffle and place the Wound Deck, followed by the Fatigue Deck. Position the Threat Sheet and set the Threat level by placing a wooden cube on the appropriate space of the Threat track. Shuffle and place the Response Deck.

    Each player now selects a hero and takes the corresponding Hero Board and Hero Deck, there is a bespoke deck of cards for each hero, along with a matching wooden cube. Now, shuffle your Hero Deck and draw your starting cards equal to your current hand count as dictated by the player count. All Hero Boards start on their standard sides—alternate sides can be unlocked during campaigns, indicated by a red glow on the hero’s name or globe. Players then set their Action Points to the starting value as shown on their Hero Board by placing the wooden cube accordingly.

    Beyond the Rift: A Perdition's Mouth Card Game Review

    Finally, ensure there is enough space for each player’s Hero Area, the Quest Area, and individual discard piles for each deck. Once everything is in place, you’re ready to begin!


    How To Play Beyond the Rift

    The game runs through five distinct phases until the specific criteria in the chosen scenario are met. In the opening scenario, you are trying to defend against the attacking enemies while moving through the various terrain, specifically doors, until there are no more doors left to move through. This simulates you running out of danger, through various rooms, and into freedom. It’s a very cool system. If you are ever to draw another terrain card and there are none left, and your threat level has not risen beyond a specific point, the heroes win! Essentially, you got through all the rooms. Clever huh! Other scenarios use a similar techniques to simulate time passing, moving from room to room, or various stages of battle.

    The first phase is the Hero Phase. This is where you will do all the cool things with your cards that you want to do each round. Each Hero has their own number of Action points, represented in the game by a star surrounded by six small dots. You can spend these Action points now to play cards, largely to attack enemies, but also to destroy terrain and more. Each Hero will have their own Special Action as shown on their Hero board, which they can carry out one time per round. You can also pay Action points to discard cards to draw more if you don’t have the right hand. There are also plenty of cards that let you gain additional Action points, so you will find your turns can become quite exciting and complex quite quickly!

    Beyond the Rift: A Perdition's Mouth Card Game Review

    When you play an Attack card, you need to consider the position of the enemy you are attacking. If they are in the central area, they are two spaces from you. You can pay action points to draw an opponent into your action area, or use a ranged attack to target them where they are. You will then need to play an Attack card with a primary attack cost. Action points are shown on the top left of the card in order to use the card. Other cards will have secondary costs, and they can be used to supplement this attack and make it stronger. There are also secondary cards you can use to gain additional cards and action points as part of the attack, and some cards that can be reused if you are successful with the attack. Take note to read each card’s text carefully.

    You will then target a specific enemy, unless you have a card allowing you to attack multiple foes, and then draw a response card for each enemy you are attacking. This will amend their own defence, seen on the enemy cards next to the shield. Total their complete defence against your attack value, and if you have a higher score, your attack succeeds. Draw a wound card for each enemy you successfully attack this way. This is slipped underneath the enemy’s card, with the bottom part visible, thus altering the enemy’s stats. If their health drops to zero or below at this point, the enemy card is removed from the game. If not, they remain in play, now with reduced stats, ready for a second attack.

    Players can take as many turns as they like, using cards in this way, until they either decide to stop or run out of action points. You can take turns, have one hero run fully until the next begins. Whatever works for your group. Heroes can also aid other heroes’ actions by playing primary cards within range of the attack in the usual way. You can also play this game solo very easily, either with one or two heroes, or however you wish. It is all very flexible, and each scenario has a great setup guide for the number of heroes in the game and the difficulty level you want to play.

    Beyond the Rift: A Perdition's Mouth Card Game Review

    The second phase is when the Enemy has their chance to attack you. If none are left, they do nothing, but if any remain, then look at the scenario you are playing and draw a response card to see what the enemies will do. There will be a table for each scenario that will detail the action of any remaining enemy, based on what response card you draw. They may engage with you, disengage if already engaged, or more commonly, attack. Actions will happen in later scenarios. When they do, draw a response card for each enemy that attacks you, and compare their attack value on their card and the response card against any shield cards you may have left to play. If they are successful, draw one of the same Wound cards that you use when you attack them, but this time add it to your hand. And you won’t just add one for each successful attack. You add a card that represents the difference between the enemy’s attack and your defence. These cards stay in your hand and clog up your opportunities. You can play them, moving them into your discard pile, but they won’t do good things! If ever you draw a hand of nothing but Wound or Fatigue cards, more on that soon, your Hero, and therefore, entire missions, fails.

    Beyond the Rift: A Perdition's Mouth Card Game Review

    Phase 3 is the Quest Phase. Here, you will follow the scenario book again, and based on the current Threat level, you will do a specific thing, generally bringing more enemies and terrain into the mix! More will happen in later scenarios, but no spoilers here!

    Beyond the Rift: A Perdition's Mouth Card Game Review

    Next is the Draw Phase. Here you will check the number of unused cards you had from the previous round and then reset your Hero’s action points. This will be their starting points, plus one extra for each unused card. However, one hero gains two per card. Then draw your hand limit again, even if you have leftover cards. Now discard down to your hand limit from the leftover cards and recently drawn ones, forming a new hand for the next round. If you don’t have enough cards to draw your full hand, shuffle your discard pile and go again, but this time adding in two Fatigue cards into your deck. These will clog up your deck in a similar way to the Wound tokens. Then finally, it is the End Phase where typically the Threat level will increase.

    Players will cycle through these phases until the scenario comes to an end, either through a hero dying, or the scenario criteria being met. You will then read through the end of the scenario text, gain any end of scenario benefits, then move on to the next scenario. Heroes’ decks continue from scenario to scenario, so wounds, fatigue, and any items you pick up may well stay with you, but there are ways to get rid of the bad stuff and gain more good stuff!

    The scenarios offer narrative choices at the end. You can either move on to scenario 2a to do one thing, or 2b to do another. This will change your path permanently in the game, but you can of course go back and replay a mission and make other choices if you want to reset things, which is easily done. You can change heroes in between missions or keep the same one. Changing player count is also very simple.

    Beyond the Rift: A Perdition's Mouth Card Game Review

    Is It Fun? Beyond the Rift: A Perdition’s Mouth Card Game Review

    This is a fantastic game. The card play is amazing. Quite simply, genius. I adore how the scenarios play out and how, when you think you are out of cards or action points, something happens where you find a way to do one more action. Cards spiral into others, and actions fall into a beautiful combination of multiple hits, attacks, and enemies defeated. It’s so clever, so fast, so simple, and so satisfying.

    The storytelling in the scenarios is great as well. The text is interesting, well laid out, and short. You will find the story adds to the game and does not take an age to get through. It is a little odd when it talks about a hero you are not playing with, but that obviously cannot be helped.

    Each of the characters has their own unique deck, as well as their own special power and unique ability to advance in the game (by flipping their character board over to reveal new powers). They also all have their own cards. It makes the game feel incredibly rich and makes each character, obviously, feel very much like their own different entity.

    Beyond the Rift: A Perdition's Mouth Card Game Review

    As you play, you can work together, sparring off each other’s moves, or focus on different enemies and plans. You can assist other players’ attacks, or in solo, just do your own thing. Both work, and both experiences are smooth, enjoyable, and absorbing. I have found some missions to be quite simple, but it is so easy to adjust the difficulty setting as you improve and always set the game to be at the right level of challenge you are after. Others are much harder.

    If you lose, which I did a fair few times at the beginning (at the end of the first mission), I found the experience to be challenging. It made me want to play again. I felt no frustration or like it was a waste of time, as I often do in other campaign games where you have to replay missions. Rather, here, I was left energized to try again and think of ways to get better. The final battle at the end of the first scenario took three attempts, for example, so early on in the game, I was challenged to either get better or give up. I had a 100% sense of purpose to just get better. The game really grips you.

    Beyond the Rift: A Perdition's Mouth Card Game Review

    But it is those endless turns that make this game feel so special to me. When you think you are coming to the end of your turn, either your cards are running out, or your action point total is dwindling, you can often find ways to just keep going. Ideally, you will not leave enemies alive, or things not done. You can do as much as you want on your turn, so long as you have the action points or cards to do so, and the enemies and game don’t have a chance to react until you end this phase. So, do all you can. And often, one card that gives you action points, or one attack that gains you more cards can do just that. You can keep going for one more attack, or two, or more! It’s amazing what you can do once you get the hang of your character’s cards and how they combo with each other. It is genuinely so satisfying!

    I still have a bit of the campaign to do, and some characters I have not used as much yet. But I plan to eke out as much gameplay from this box as possible. And when I am done, I will go again. This is not a once and done. Sure, the story can only be told once, but the spiraling branch of the scenarios means you can go back and do them again, and take different paths, play with different characters, and have a completely different experience. But even if I play the same mission over and over with the same character, I will still have fun. This is just such a well-built and well-constructed game with brilliantly tight mechanics, tension, card play, and game length.

    Beyond the Rift: A Perdition's Mouth Card Game Review

    I am amazed this game is not well known. I can only surmise it is the art style. The cards are quite bland, mostly with just text. And the things with art, it’s all a little brown, beige, and generic. The enemies are straight out of “who are the baddies in this fantasy film again?” and there is not a lot of original thought in the lore. But take that aside, the game itself is fantastic, and I love it.



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  • Kinfire Delve (Callous’ Lab & Scorn’s Stockade) Card Game Review


    Player Count: 1-2 (4* with second copy)

    You’ll like this if you like: Something small deliver somehting that feels bigger

    This is a free review copy. See our review policy here.

    Kinfire Delve uses characters from the Kinfire world, as seen in Kinfire Chronicles and Kinfire Council. There are three games in the Delve system; here we are looking at two of those: Callous’ Lab & Scorn’s Stockade. They all work the same, offering two heroes known as Seekers to play with, and one bad guy to fight, known as Masters. They are all standalone 1-2 player games but can be combined simply to offer more variety or to boost the game up to a four-player experience. So, with that said, let’s get these to the table and see how they play.

    Kinfire Delve (Callous' Lab & Scorn's Stockade) Card Game Review

    How To Set Up Kinfire Delve

    First, separate all the different cards, as shown by their different card backs. There will be three cards for the Master; shuffle them up and pick one at random, placing your chosen one face down in the centre of the play area. Now, take the Well deck, which will be the biggest one. Give this a good shuffle and remove the top three cards. You can remove more for a shorter game if you wish. Then place four cards face up surrounding the Master card, above, below, and on either side of it. Place the rest of the Well cards in a face-down deck next to this. Now find the Master’s four final Gauntlet cards and set them aside on the table to use later. Next, set aside the progress tokens, and place them in two separate piles to the side along with the dice. One of the dice, the black one, represents your health. Set it to 10 for a normal game, 8 for a hard one. This is a group collective health so doesn’t change with player count. If you took more than three cards out from the Well deck for a shorter game, you must now remove two from your health total. Now, place out the Exhausted cards, shuffled in a face down pile.

    Kinfire Delve (Callous' Lab & Scorn's Stockade) Card Game Review

    Finally, each player takes one of the two characters. Or, you can use characters from other boxes if you prefer. Remove their character card, placing it face up in front of you, and their Lantern card, placing it face down beside this. The Lantern card is a powerful card you can use when charged up. This will be self-evident, generally by doing something as shown on one of your other cards, but you will generally only get to use it once or twice if you are lucky per game. Then shuffle the remaining 18 cards and draw seven into your starting hand. One more for a single-player game. One less for a three-player game, and two less for a four-player game. You are now ready to play.

    Kinfire Delve (Callous' Lab & Scorn's Stockade) Card Game Review

    How To Play Kinfire Delve

    Players will now take turns interacting with one of the four cards surrounding the Master card. These will either be Event cards or Challenges. Event cards will detail what they do and how they work on them. To interact with them, simply do as the card says on your turn. When you choose a challenge card, it will have either a red, green, or blue border. On the top left, it will also show the challenge score you need to equal or beat. There will also be some text on the card that details more effects of how the challenge works. If the text is in bold, this card will have an effect in play all the time the card is here, whether you challenge it this turn or not. It could affect other challenge totals, so be sure to read all bold text out when you play any new challenge card down.

    Kinfire Delve (Callous' Lab & Scorn's Stockade) Card Game Review

    OK, now that you have picked which challenge card you want to interact with, you can make a choice. Do you want to play one of your cards from your hand to help complete this challenge? The challenges will come in all types: Combat, Obstacles, Puzzles, and Traps. You can only play a card that matches the colour, but it could be any type. Although, some cards and characters do better against certain types of challenges. If you play a card, it will have a number on the top left that will reduce the challenge card number by the same amount. If you play a card, and you don’t have to, the other player(s) can now choose to boost this card if they want. In a solo, you can boost yourself. In multiplayer, only other players can boost. You can boost with one or two cards. No more. If you boost, you are looking at the boost score on the bottom of the card. Everything else on that card becomes redundant. Again, you need to match the colour of the challenge with the colour of the boost card. Note, white is wild for all effects like this. Any boost played at this point will add to your total of what you are chipping away at against the challenge card’s total. Now finally, you MUST roll the dice. Whether you played a card or not, whether you had your card boosted or not, you must always roll dice.

    Kinfire Delve (Callous' Lab & Scorn's Stockade) Card Game Review

    The dice faces show colours matching the challenge cards, as well as one that shows a white and black face. The whites are wild and can be added to any matching colours rolled to add to the total of your attempt at that challenge. The black dice may have a counter effect. Check the current challenge card’s text, the face-up text on the Masters card, and on any other cards you may have played at that point. If you successfully meet or exceed the challenge, then you will gain the reward as shown on the card. This will mostly be to discard a certain number of cards from the Well deck, to delve down deeper, quicker. If you did not, add challenge tokens to the total you met to the card to show the progress you made. Your attempt was not in vain, but the card will show a fail effect that you must now take. This could be to lose health, discard cards, or some other effect.

    Kinfire Delve (Callous' Lab & Scorn's Stockade) Card Game Review

    Once this is done, replace any of the four cards around the Master that may now not be there with the top card from the Well deck, and play moves to the next player. Note, there is no drawing back up to your hand limit or anything like that. Players need to manage their hand carefully, using various powers to draw back up cards and help their fellow Seekers gain additional cards. If you ever run out or decide you want to get more cards, you can draw back up to your hand limit, but you must also draw the top Exhausted card, read it, and place it face up for all to see. These are always bad and can sometimes mean you immediately lose the game if you get too many. If you do this, you can then take your turn as usual. It does not replace a normal go.

    Kinfire Delve (Callous' Lab & Scorn's Stockade) Card Game Review

    If you ever get to a point where you need to replace a Well card and there are none left, then you can discard any remaining Well cards left face up in the play area, and replace them with the four Gauntlet cards you set aside during setup. Place these around the Master and flip over the Master card to reveal which of the three Masters you are facing this time. Read the text on all cards to see how you will defeat the Master. Each one has a different effect, strength, and weakness.


    If you can defat the Master you win the game. If at any pint you run out of your health, or a Exhausted card tells you, you will lose the game.

    Kinfire Delve (Callous' Lab & Scorn's Stockade) Card Game Review

    Is It Fun? Kinfire Delve (Callous’ Lab & Scorn’s Stockade) Card Game Review

    The cards in this game look absolutely gorgeous, showcasing a vibrant array of colours and intricate designs that immediately capture the eye. The attention to detail is evident, making each card not only functional but also a visual delight. The lovely, matt card stock used contributes to a premium feel, along with the foil effect present on the back of some cards. This shimmering detail adds a touch of elegance and sophistication, enhances the visual appeal and also creating a tactile experience that is pleasing to the touch.

    The game comes packaged in a thick, sturdy box that is designed to withstand the rigors of transport and storage. Its actually a little hard to pry open due to the thickness of the stock, but feels great. The dice are nicely screen printed, which adds another layer of quality to the game components. However, it is worth noting that, while the printing is sharp and clear, players should handle the dice with care. Over time, I have found dice with screen printing can wear off if not treated cautiously.

    Kinfire Delve (Callous' Lab & Scorn's Stockade) Card Game Review

    The method of tracking health with a D10 is somewhat rudimentary. While it serves its purpose, some players may find it lacks the sophistication or ease of use that more advanced tracking systems could provide. A more innovative approach to health tracking could enhance the gameplay experience, allowing for smoother and more engaging interactions during play.

    The challenge tokens, while functional, are a little basic in design. They serve their purpose but do not stand out in terms of creativity or visual appeal compared to other components of the game. I would be keen to an upgrade on the challenge tokens and dice one day!

    Overall, despite some minor critiques regarding the health tracking system and the design of the challenge tokens, the production quality of this game is amazing. The combination of beautiful cards, sturdy packaging, and well-made components creates an impressive package. The attention to detail in the design and production process reflects a commitment to quality that is commendable and enhances the overall enjoyment of the game.

    Kinfire Delve (Callous' Lab & Scorn's Stockade) Card Game Review

    Game wise, this experience is nothing short of amazing. With just 18 cards at your disposal, the possibilities are extensive and varied. The depth of strategy that emerges from such a compact deck is truly impressive. Hand management becomes a crucial aspect of gameplay, as players must skilfully navigate their strengths and weaknesses of their character and current hand, while also considering those of their teammates.

    Players can easily adjust the difficulty to suit their preferences or the experience level of those involved. This adaptability ensures that both newcomers and seasoned players can enjoy the game without feeling overwhelmed or underchallenged. The different sets offer different challenges too.

    Kinfire Delve (Callous' Lab & Scorn's Stockade) Card Game Review

    As you race through the well deck, it becomes evident that you will only encounter approximately 25% of the cards during any given game. Roughly speaking! This limited exposure means that each session feels unique, as you are likely to encounter cards you haven’t seen in quite some time, or ever! The element of surprise is amplified by the timing and combination of cards that surface, creating an unpredictable and exciting atmosphere. This unpredictability enhances the replay value of the game, as players are encouraged to adapt their strategies on the fly. Some cards need others to come up to come into affect, either for you or against you. This unpredictability is a brilliant addition to the dynamic of the game.

    The inclusion of three different master cards in each box adds another layer of complexity and excitement to the game. Each player’s experience can vary significantly based not just on which master they choose to face, but also on which master card they draw, creating a delightful sense of anticipation each game. The uncertainty of which master card will appear when you reach the bottom of the well, keeps players on their toes, as they cannot fully plan their endgame strategy until they are right in the thick of it. This dynamic interplay of cards further ensures that no two games are ever the same, further enriching the overall experience.

    Kinfire Delve (Callous' Lab & Scorn's Stockade) Card Game Review

    The clever card play mechanics are truly genius. Each card is designed with intricate details that enhance gameplay, featuring unique bonus effects and smart interactions that encourage players to think creatively. The ways in which cards can be played and combined open up a myriad of tactical possibilities, rewarding players who take the time to explore the nuances of their options. This clever design makes the game stimulating, allowing players to feel a sense of accomplishment and intelligence with every successful move they make. Its truly wonderful!

    This game is structured in such a way that it can be played in under an hour, (or much less if you lose fast!) making it an ideal choice for both casual gatherings and more serious game nights. The setup process is quick and straightforward, and teaching the rules to new players is a breeze. With its engaging mechanics and the continual surprise of new card interactions,

    added to the combination of strategic depth, customisable gameplay, and clever design elements not only makes this game a joy to play but also ensures that it will be revisited time and time again by anyone who gets their hands on a copy. I am delighted I have two! I must seek out the third now!

    Kinfire Delve (Callous' Lab & Scorn's Stockade) Card Game Review

    The only reason I do not rank this higher, although 8.5 is pretty high, is that the games can be very tense. And that is great! But then, after an hour, if you lose on one unlucky roll, or one unlucky card draw, it can be tough to take. This doesn’t happen much. Once in ten so far for us. But it was frustrating. Generally, you make your own luck in this game. And games are short, and easily played again when things like this happen. But I would like some more dice mitigation. There is some, but not much, and not for all characters. Also, the Exhausted cards in some games are a lot more interesting then others. Some just kill you if you have too many. That felt lazy to me. Others, actually have some interesting affects in you as you play.



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  • Tokaido Board Game Review


    Tokaido

    You’ll like this if you like: Simple games, that play quickly, but offer a nice choice

    This is a free review copy. See our review policy here.

    Tokaido was first published in 2012. It was a bit of a cult classic. Beautifully produced. Simple but gorgeous art. And a clean and wonderfully flowing gameplay experience. Recently, Stonemaier, the publisher behind games such as Scythe, Wingspan, and Tapestry, has acquired the rights to the game and produced their own version. There are a few minor rule tidy-ups and component enhancements. But the main change is the addition of a solo player mode. If you own the base game, you can buy just the solo-mode rules and components required for this, along with the new Panorama cards, which have been printed on a better card stock; and as such, included in the solo mode. So, that anyone who wants just these added to their base game can acquire them cheaply. But is this game any good? Does it stand up to 13 years of change in the board game industry? Let’s get it to the table and find out.

    Tokaido Board Game Review

    To set up the game, which is a breeze, begin by placing the game board on a flat surface. Next, lay out the Achievement cards face up beside the board. Shuffle each deck of cards separately: the Souvenir cards (with a black back), the Hot Spring cards (light blue back), the Encounter cards (purple back), and the Meal cards (red back). Place each shuffled deck face down near the board. Next, organise the Panorama cards by type; Sea, Mountain, and Paddy, and arrange them in ascending order by value, placing the ‘1’ card on top, followed by ‘2’, then ‘3’, and so on. Position these resulting piles on their designated spots on the board. Then place the coins next to the board to serve as the bank.


    Now, each player selects a Traveller piece along with the corresponding coloured marker and colour token. Place the marker on square zero of the Journey point track. This now runs around all four corners of the board, rather than just the top.

    Tokaido Board Game Review

    Then, each player draws two Traveler tiles at random, chooses one, and places it face up in front of them. For first-time players, there’s an option to simplify the game by starting with 7 coins instead of selecting a Traveler tile. Note, each card grants you a specific unique power. Next, place your colour token into the hole of your chosen Traveler tile to mark your colour. Return all unselected Traveler tiles to the box, as they won’t be used in the game.

    Each player then receives coins equal to the number indicated in the upper right corner of their chosen Traveler tile. Finally, randomly place all Traveler pieces in a line at the leftmost inn (Kyoto). Alternatively, players may choose to start at the rightmost inn (Edo) and move from right to left throughout the game. Crazy huh! For two-player games, introduce a third, neutral Traveler to the starting inn. This neutral Traveler is controlled by the player whose Traveler is ahead on the road and follows specific movement rules we will cover later. You are now ready to play.

    Tokaido Board Game Review

    In Tokaido, the player whose Traveler is furthest behind on the road takes the next turn. If multiple players share the same space, the one closest to the edge of the board goes next.

    On your turn, you move your Traveler forward toward Edo, (if you are going that way!) choosing any unoccupied space up to the next inn. You can skip over spaces if you wish, but you cannot move beyond the next inn. Once you land on a space, you immediately gain its benefit, such as collecting a card or earning coins. More on that soon.

    After your move, the player now furthest behind takes the next turn. If you remain the furthest back after your move, you get another turn immediately. This turn order system encourages strategic planning: moving further ahead might secure a desired spot but could allow other players multiple turns before your next move. Balancing the timing and distance of your moves is key to maximizing your journey’s rewards. But there is only one spot available at each destination. Although, in Tokaido, some board locations have double spaces, which are used in the four or five-player games. The first traveler to arrive occupies the space on the road; the next traveler uses the adjacent space, considered slightly further along the journey. This is not available in a two or three player game though.

    Tokaido Board Game Review

    So, what can you do along the way, and how do you score points. Let’s look at them all one-by-one.


    The Shop: When you stop here, you will draw the top three Souvenir cards and place them face up. You can choose to buy one or more of these cards by paying their listed prices, which range from one to three coins. Any cards you don’t purchase are placed face down at the bottom of the deck. Souvenirs come in four types: small objects, clothing, art, and food & drinks. Collecting different types in a set earns you increasing points: One point for the first unique type, three for the second, five for the third, and seven for the fourth, totalling up to 16 points for a complete set. You can start new sets at any time, and there’s no requirement to complete a set before beginning another. Note that you must have at least one coin to stop at a Village, but you’re not obligated to buy anything.

    Hot Spring: Landing on a Hot Spring space allows you to draw one Hot Spring card and add it to your collection, scoring two or three points immediately.

    Tokaido Board Game Review

    Temple: When you stop at a Temple space, you must donate between one and three coins to the temple, placing them in the area corresponding to your colour on the top left of the board. For each coin donated, you immediately score one point. This donation contributes to your total at the end of the game, where the most generous donor receives 10 points, the second seven points, and the third four points. All other donors receive two points each. If multiple players tie for a rank, they each receive the points for that rank. 

    Encounters: In Tokaido, when you land on an Encounter space, you draw one Encounter card and apply its effect. Afterward, place the card face-up in your collection. These effects vary and include:

    • Shokunin (Artisan): Draw a Souvenir card and add it to your collection, scoring points immediately.

    • Annaibito (Guide): If you haven’t started the depicted panorama, gain a value 1 card of the appropriate type. If you’ve started it, gain the next number in ascending order. If completed, start or add to a different panorama of your choice, scoring points as usual.

    • Samurai: Immediately score 3 points.

    • Kuge (Noble): Gain 3 coins immediately.

    • Miko (Shinto Priest): The player immediately gains one coin and places it as an offering in the Temple on the area corresponding to their colour. They score one point for this donation.

    Tokaido Board Game Review

    Inn: Inns are mandatory stops where players can purchase Meal cards. Each Meal card costs one, two, or three coins and provides six victory points upon acquisition. The first player to arrive at an Inn draws a number of Meal cards equal to the number of players plus one, selects one to purchase, and places the remaining cards face down for other players to choose from. Subsequent players may purchase one of the remaining Meal cards, provided they can afford it. A player cannot purchase more than one Meal card per Inn and is not obligated to buy one. Additionally, a player cannot choose the same culinary specialty more than once during their journey. If you cannot afford to eat, or cannot by a new unique meal, you miss out! There is a benefit to getting to the Inn early, but do not rush there, you will miss out on important stops along the way. Getting this balance right is key.

    Players will leave the inn in reverse order to which they arrived and continue their journey. When you reach the final inn, the game continues for other players and ends when all players have reached the final inn and chosen their final meal. Players then add points for four awards. The Collector: Awarded to the player with the most Souvenir cards. The Gourmet: Given to the player who has the highest total coin value on their Meal cards. The Chatterbox: Granted to the player who has collected the most Encounter cards. And finally, the Bather: Bestowed upon the player with the most Hot Spring cards.

    Tokaido Board Game Review

    finally, Travelers earn extra points based on their donor ranking to the Temple. The most points wins!


    The two-player game uses a dummy third player. This is controlled by the player in the position closest to the start of their journey. When the neutral traveler lands on a Temple space, the player who moved them must donate one coin from the bank to the Temple, placing it on the space corresponding to the neutral traveler’s colour. This action impacts the final Temple donation scoring, as all coins donated to the Temple are considered during the end-game calculation of additional points for Temple offerings.

    At Inns, the first player to arrive draws four Meal cards. When the neutral traveler stops at an Inn, the player who moved them takes the Meal cards and discards one at random, placing it face down at the bottom of the pile without revealing it. Otherwise, the game plays as usual. This simply adds some extra tension, as more spaces will be blocked to you along the way.

    Tokaido Board Game Review

    The solo game works using new Automa cards. Set up as usual, but then set up two separate Automa players. Do this by selecting a colour and placing the corresponding Traveler piece and colored marker for each one. Then, set aside space for coins and cards next to each Automa. Then, place the Automa’s colour token and one coin into their play area, immediately scoring one point for the coin. Note that the Automa does not receive a Traveler tile.

    I won’t go into full detail here how this plays out, but you then play as normal, drawing a card for each of the Automa’s turns, telling you where to place it. They will score points based on the amount of each thing they get, card or coin. The type of card they get isn’t the point. It is the type. So they are encouraged to visit the same thing as often as they can, mirroring the way human players prioritize a few things in the game, as you cannot go for all areas of scoring in this game. It is a very clever, simple, intuitive and enjoyable system.

    Tokaido Board Game Review

    Is it Fun? Tokaido Board Game Review


    Playing Tokaido is delightful. The decisions are straightforward yet rich with strategic depth. The game presents a constant dilemma: Should I advance quickly to secure a specific space, or take my time to explore more options, potentially missing that one crucial chance? This balance between speed and thoroughness adds a layer of excitement and replayability, as each choice feels significant and impactful.

    Tokaido offers a delightful blend of simplicity and strategic depth, making it an engaging experience for players of all levels. The game’s mechanics are straightforward, allowing for quick learning and smooth gameplay. A two-player game can be completed in about 20 minutes, while a three-player game typically wraps up in under 30 minutes. This efficiency makes it an excellent choice for short gaming sessions or as a warm-up to more complex games. But you will still feel like you have played a game after this.

    Tokaido Board Game Review

    One of the game’s core decisions revolves around choosing between advancing quickly to secure a desired spot or taking a more leisurely pace to gather additional experiences along the way. This decision-making process is simple yet impactful, providing a satisfying sense of agency without overwhelming complexity. Especially when players are chasing different goals.

    But the game truly shines when players pursue similar objectives, leading to increased interaction and strategic competition. In these moments, paying close attention to opponents’ moves becomes crucial, adding a layer of depth and excitement to the journey. This dynamic encourages players to adapt their strategies and enhances the overall enjoyment of the game.

    Tokaido is a beautifully crafted game that combines ease of play with meaningful choices, offering a serene yet engaging experience that comes alive through player interaction and thoughtful decision-making. It stands up still after all these years, and this new production is wonderful. If you don’t have the game yet, I would heartily encourage you to check it out if you enjoy set-collection games. If you won it and fancy the solo mode, give that a go.

    Tokaido Board Game Review

    It’s a very simple game. Maybe too simple for some. But I enjoy the different ways to play and score. I do favour the Panorama cards, simply because they look so nice when complete. I get a real sense of satisfaction simply by gaining all cards in each one so I can see the complete panorama before me. Tokaido really is just that type of game. Stonemaier has done a wonderful job with this new edition. The game keeps the core mechanics, tidies up the rule book a little, adds the solo mode, and brings in other simple changes, such as detailing the powers of each of the Traveler cards so you don’t need to refer to the rule book. The front of the cards is the same with the same icons, but on the back you now have the detail. This simple change summarises the craft and class this reprint has seen. Everything has been done with the game’s original core beauty in mind, simply refining a few edges. Well done to all.



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  • Friends & Family Expansion Board Game Review


    Mythwind: Friends & Family

    You’ll like this if you like: Stardew Valley, a hot cup of Coco with a blanket by the fire.

    This is the reviewer’s copy after I backed both of the Kickstarter’s for the base game and this expansion; but the publisher sent me a play mat and Sprite miniatures upgrade for free. See our review policy here. I have played the game with all four available characters, but there is a fifth expansion character I don’t have. I have played in solo mostly, but also two-player.

    If you want to read about how you play the base game and what we think of that, head here. The summary is, I love the game, and this love has only grown over time. I enjoy all the characters, although probably the Ranger the most. I have continued to enjoy unlocking and revealing new secrets and surprises as I have spent more and more time with this unique, relaxing, explorative, and never-ending game.

    Mythwind: Friends & Family Expansion Board Game Review

    How To Set Up Mythwind: Friends & Family

    OK, so what about this new expansion? The second for the game. Well, it adds a few modules that you can add to the game at your pleasure. But the star of the show is the new Friends and Family additional board. It sits to the right of the existing boards and can be added to any game at the end of any season. Slotted into anyone ongoing campaign, no worries at all.

    You will find inside the box a few revised building tokens. They link to these new friends you are about to make. Swap all the tokens out from your original building cards, including any buildings you may have already built. Then, for these buildings, the ones you have already constructed within your Village, add in the corresponding friend card to the new friends board. When you do this, read the back of the card for some flavour text about this new friend you just met. Now place the new Friendship tray alongside this, with the Child Dice, Heart Tokens, and all the new cards inside. There are a few other cards to update, such as a replacement Sun card for the Weather deck, which has some additional symbols on it. And the new Interaction cards and some character-specific cards if you are currently playing with the Ranger or Innkeeper.

    How To Set Up Mythwind: Friends & Family

    How To Play Mythwind: Friends & Family

    The main change is when you interact with one of the new building tokens that have a character depicted on them in your daytime action phase. When this action is done, you can then take the new Socialise action. Here, you can roll your Sprite and Villager dice to try and increase your level of friendship with the associated friend card. The card will show the roll you need to match or beat. This will be based on your player count and the current level of friendship you have with them. All Friends join the game as an Acquaintance. You can advance them all to Pal, Best Friend, and then Companion. All players joining in with this Socialise action can roll any of their hired workers to try and meet this requirement. If you do, place a Heart from the supply on the card. Each level of friendship will have a level of hearts required to advance that card to the next stage. If you fail, you simply do not add any hearts onto the card. All dice used this way are returned to their character afterwards, keeping the same number of pips shown on the die. They cannot be used for another action that day now. Any dice showing zero pips are rerolled at dusk as usual, and added back to the tower. When you meet a desired level of hearts, that card is immediately upgraded to the next level. Find the new card in the deck, replace the old one, and read the back of the new card. This will add some new flavour text.

    This upgrade will also come at a cost. The cost will depend upon which character you are playing, and the level of upgrade. It is shown in the rule book, but each character will have to give up some of their resources to do this. You can hold off paying this cost if you don’t want to, or cannot afford it yet.

    How To Set Up Mythwind: Friends & Family

    And the point of all this? Well, to get married, of course! Not all friends can get to this level, but they can all reach Companion status. It is shown on the front of each card what is possible for each new character. Companion is the top level and will be a unique ability to you and your village. When you use a town linked to a Companion, you can use this new ability.

    When buildings linked to Friends leave your Village, so too do the Friends, losing any unspent Hearts if present. But when you reach Marriage level, the Friend stays with you for life. When your marriage-eligible Friend becomes a companion, the new companion card will tell you to shuffle an adventure card from this new Expansion linked to that character into the adventure deck. Then, when you resolve that adventure, you can marry this friend. You will have a choice when you do this; you do not have to. I won’t show the cards here or go into it too much, as that would be a spoiler. But it is down to you. You can even say no for now, and then maybe change your mind later. But if you say yes, there are benefits coming your way.

    Any married friend will then have their card from the Friend board moved and placed face up near the player’s character board. They are now permanently linked with that player. Players can now use this companion using workers as usual during the day phase, taking advantage of their abilities. You can only ever marry one friend in the game. So choose wisely!

    Mythwind: Friends & Family Expansion Board Game Review

    Later on in the game, married players can have children. This will be activated through Event cards. Children come in the form of the above dice and can add extra workers during the day phase. You will roll your Child dice at Dawn and gain either an additional villager or sprite worker, or lose one coin. Like in real life, kids can help a lot! But they cost money!

    The other main addition in this expansion is the Interaction cards. These allow players to buy and sell goods to and from each other. During setup, gather the cards with the pictures of the characters that are in the current game and distribute them to their owners. Then, as a daytime town action, you can place your mini onto the card, the alignment is shown in the top right, and resolve an interaction instead. To do so, simply pay the cost shown on the top of the card; you pay to the other player, so this is a good way to keep money in the game between players, rather than giving it back to the bank all the time. Then, they will provide you with a good or service they specialize in. This will convert to town resources, money, skills, or other beneficial items.

    Mythwind: Friends & Family Expansion Board Game Review

    Is It Fun? Mythwind: Friends & Family Expansion Board Game Review

    I will always include this in the game when I play now. I have added everything in. I play mainly solo, so I won’t use the interaction cards as much, but I like them, and they work well. The main addition, though, is the Friendship Board and Tray. It feels like a lot to add, size and components-wise, as it is two whole new things to add to the table. But it really doesn’t change the game much and adds only a small additional amount of choice and time to the game. The changes are a little disappointing, I would say, at first. But like everything in Mythwind, good things come to those who wait. This is a slow build, and as it should be. These friends come as strangers. They build up to companions and then maybe even married partners with children. And then you get all the benefits and changes you wanted to see in this expansion. The challenge to get to marriage with each of the characters you are playing with in the game is a delightful, well-timed, and rewarding one. It may just initially seem like very little has happened. But that’s the point. It takes time to win people over, get to know them, and become their proper friend.

    It is worth noting as well that the game has taken a lot of care to be fully inclusive with this expansion. There are multiple pronouns within the new friends. It seems the designers have made a big effort to make everyone feel included and represented within the lore of this game.

    Mythwind: Friends & Family Expansion Board Game Review

    Much like the base game, everything in this expansion sets up and puts away very simply. I have heard some complaints about that, which confuse me, as it is all very quick and simple, just like the base game. There are some major printing issues, though, where characters have other characters’ text printed on the back of their cards. You need to work out who is mixed with whom and find the right card to read when you display the front of the other side of another card. It was all a bit confusing at first, but I have figured it out now. But it’s a shame a game of this production quality, that clearly has had so much heart and soul poured into it, has gone to print with so many drastic and frustrating printing errors.

    I would suggest the game needs to see future expansions focused more around two things: new characters and new events and adventures. This is the part of the game I sense is the most popular, and what I like most about it: developing and growing new characters, and going on new adventures, with new things happening in the town. I do think the Ranger could be expanded in an exciting way too. The expeditions they go on feel a little mechanical. I would be interested in an expansion just for that character where you get to move onto other new boards, discover new land, expand your town, and maybe even meet and interact with other nearby, and maybe even far away, towns and characters. That would be epically fun in this humble reviewer’s opinion.

    Mythwind: Friends & Family Expansion Board Game Review

    But if you are looking for new content for this game, and are a fan of the base game, I think you will find this fits seamlessly into your gameplay and enhances the multiplayer experience. The opportunities to become married with children, to gain additional dice, and additional benefits from your companions is a welcome one. Just do not expect it to have a big instant impact. Nothing else in this game does, so why should this? But I know that, and was still a little disappointed at first, and now I really like it. I just want you to go in with your eyes open unlike me! It is also a little disappointing that the friends do not have much impact on you until you become their companion. It feels like a missed opportunity to see some kind of benefit from the friends as you grow your relationship with them. This is why the score is a little lower, as I just wanted a bit more of an impact.



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  • No video review this week!

    No video review this week!


    Quintin Smith

    Tom: Good morning everybody, and a happy… THURSDAY? Oh no. I have overslept terribly.

    Listen, I can explain my tardiness. Each limb of Shut Up & Sit Down digitally assembled earlier in the week to chat about what exciting content we’re putting out, and all we had to show for it was a big collective moan. Well, that and the productive decision to not put out a video this week; sliding our schedule back a notch to make sure everything’s looking less exhausted. It’s ‘the year’, what else can we say?

    You can still expect a podcast on Friday – Quinns and I are going to have a little ramble about a smattering of solo RPGs that I’ve been playing over the past couple days and weeks. I think it’ll be a lot of fun, so keep your ears open so that one can crawl in and have itself a home.

    Normal video service will resume next week – and until then, stay hydrated! xx



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