Just thought I would toss a thank you to @philryuh, and @trentellingsen for driving this popsicle stand. And I do not say that cause I won a copy of Root Digital!
It is cool to see the site grow, and change, and become more and more user friendly. I, myself, have not yet masterd it, but I am learning to navigate it more and more.
The Hungry Gamer and Jamey talk about the evolution of Kickstarter, the Black Lives Matter/Gaming intersection, the new game Pendulum, and Jamey picks his favorite game.
Before I begin I was provided a prototype copy of the game in exchange for an honest review. This is NOT a paid preview. If you would prefer to see a video preview, you can check it out below. You can get your own copy of the game here.
Arguably the biggest buzzword in gaming the past few years has been “asymmetrical”. You can’t throw a virtual rock in kickstarter without hitting an asymmetric game. Heck, the reigning game of the year according to practically everyone is Root, which is perhaps the most asymmetric game ever.
For those of you that do not know what I am talking about, basically, in a truly asymmetric game every play plays extremely, if not completely, differently. They often have different game mechanics, often score points differently. Often they are really challenging to teach.
The beauty of these games is that they have an INSANE replay value, because each faction, or character is so different you are playing a uniquely different game.
Now Merchants Cove is the most asymmetric game I have come across since I first discovered Root, and Vast (Sentinels of the Multiverse is a distant second). In this game, each player is a different vendor in Merchants Cove. Over the course of three days each player will attempt to sell their wares to the incoming customers (who show up on sick meeple-boats), and at the end of three days, whomever makes the most money wins.
Each player has their own mechanics on how they gain the goods they are trying to sell. The alchemist has a marble placement mechanic, that in many ways operates like a game of potion explosion. The Blacksmith uses a dice placement, math-y mechanic. The Chronomancer (and his plucky assistant) uses a tile placement mechanic. While the Captain uses a worker placement mechanic, utilizing a spinner for movement. Then there are the two expansion characters; the innkeeper, and Oracle who utilize their own mechanics. (My preview copy did not include the latter two so I cannot speak to them).
Note: Since this preview a third extra character has been added-The Dragon Rancher. I have gotten to play both the Oracle and Dragon Rancher and they are both delights. The Oracle uses a roll and write mechanic, while the Dragon Rancher is a mix of Mancala and Pac-man. The Innkeeper creates his own mini economy in his inn.
Each day players take their unique actions (or they can hire townsfolk to work in their shops…probably at minimum wage…or if they are artists for “exposure”). Each of their actions costs the player a set amount of hours. As players move their tokens around the clock more and more customers (colored meeples) show up in the boats.
As the boats fill, they will dock at one of three docks. Whatever dock they go to will determine if they will be looking to buy large goods or small goods. There is also the option to sell on the “Black Market”, but if you do that you earn corruption (which is worth negative points at the end of the game). At the end of each day is the market phase, which allows players to sell their goods if they wish to, or they can wait for a, potentially better crowd another day. Once goods have been sold players can also earn points for sponsoring one of the various guilds (colors of meeples) whose guild halls have slowly been filling up as the game progresses.
So what do I think?
Delectable
Most everything. I adore this game. The beauty of this game is that I liked it the first time I played it. Unlike so many other highly asymmetric games, you are able to just learn YOUR character, because how the other characters play does not effect your strategy, for the most part. In Root, for example, you really need to understand how the other factions play to really grasp what is going on, and that can be daunting and challenging. (For the record, after playing a few times I now REALLY like Root and think it is certainly worthy of its accolades).
Each of the characters is its own mini game, and all of them are a delight to manage. Even if only one of these mini games were the core mechanic of all the characters, if would STILL be a delightful game, yet here you are getting four, or six. That is amazeballs.
Next, I think the components are top notch, keep in mind I only received a prototype copy and the components were still in the top echelon of game components (clearly I am not counting Chip Theory Games, cause their stuff is a whole new level of components). The meeple boats are super cool, and the board is gorgeous and the card quality is already high.
Finally, I already alluded to this, but the replay value is off the charts. Not only do you have the character variety, but the game also comes with various “Rogue” cards which change the rules for the grey meeples. Each different rogue card will change what happens when a grey meeple is drawn from the bag. Just by changing one of these cards, you will have a different experience, even if you play with the exact same characters.
Edit: Since I did this review I have gotten to play with the updated solo mode, as well as several of the story based scenarios. I think both of these are FANTASTIC, and make a great game better.
Tasty
I have already praised the artwork on the board, and I stand by that. It is stunning. I did find that the artwork of the characters seems to not completely mesh, they feel as if the styles of them are just a little bit different. On their own they are great pieces of art, they just don’t quite jive for me. I will also say that I found the Alchemist to be a bit necessarily “boob-tastic”.
Second, I will say that this game has a whackingly ginormous table footprint. It takes up a ton of space, and might be hard to play on a smaller table.
Edible
Now to be fair, I only got to see an early draft of the rules, but the rules needed a lot of revision for clarity and ease of reading. I will also add that it has already been confirmed that a professional editor will be reworking the rules, which should fix this issue. I will say that I have never heard any complaints about the rules for any other FFG games, so this one might be “much ado about nothing.”
Bringing it all together
Merchants Cove is a brilliant asymmetric euro game. Each character is its own delightful mini-game, that does not require you to understand what everyone else can do in order to have a chance to win. The early version of the rules need revision, but after it gets an editing pass they should be clear. The components are top notch, and with the exception of some of the art not quite feeling matched, and the alchemist being a bit “booby”. The solo mode is easy to manage and adds an incredible amount of depth to the game, and the solo scenarios add an amazing challenge. I think that Merchants Cove will likely be the best euro game of 2020.
The game takes place in three days, why does it take me four to read that review?
Incredible game play, each character is its own unique mini game
Top notch components
Awesome “time” mechanic, that is something I have never seen
Overall art is good, though I think there is a a slight miss on the Alchemist character artwork, but the rest I enjoy-especially the board
Incredible replay value
Early rule set needs a revision
Game takes up a ton, not just a ton a metric ton of space
Did I mention the meeple boats?
I predict this is going to be one of the best games of the year
i have played a couple games that have turned out to be significantly better than anticipated lately. #Empyreal: Spells & Steam has been far better than expected. It is almost like #Ticket To Ride and whatever the simplest 18XX game had a love child...with and the child grew up with a nanny from #Gloomhaven and you wound up with a game that is just medium light deliciousness.
The second is Mouse Cheese Cat Cucumber. This is a wacky asymetric hidden roll game with a ten minute play time that just has me so impressed.
I think that we live in an era where we have finally come to a realization that words do matter. I for one do not want this industry that I love to bemostly straight white men. I want everyone to feel welcome, and as long as we allow people to continue to succeed in spite of bad behavior we are failing those who might want to join.
So for me, yes I CAN separate art from artist, however, I do not want to do that. Actions must have consequences, so if someone wants to harbor hate in their heart that is their choice, but as soon as they start to make it public, I will make public my feelings, and condemn it by not supporting them any futher with my wallet, my small platform, or my voice.
There are so many unknown, talented designers out there that do not spew garbage. Let's let them come up, and push the others to the side.
How to Play Theurgy...a fast Area control game where you are alll but forgotten Gods trying to reassert your dominance over a world increasinly obsessed with science.
I adore this game from The Ministry of Meeples. An area control game that is thematically almost perfect in its realization. It plays as fast as any area control game out there, 90 minutes or less, and now it has an AI that allows you to play solo, or add "players" to a smaller player count game. I have adored playing this prototype and CANNOT wait for it to fund the second time around.
#Burncycle is fascinating, really hoping they stick the landing, and I will look at #Now or Never with a critical eye. #Above and Below was solid, and I did not like #Near and Far, but he does do interesting stuff. So we shall see.
Before I begin…nothing. I backed this on Kickstarter. If you would like to watch a video of this review, check it out below. Learn more about the game here.
I like Euro games…a statement I never thought I would be saying. But here is the thing. I like euro games that have an interesting theme. If I am going to be pushing cubes around, and turning one color cube into another color cube, then I want to be able to say I am doing it for a cool reason…not because there is some old time-y European city, that needs some cubes pushed around.
ENTER Anachrony! A game about the end of the world! Thankfully a zombie free end of the world. And as you can imagine it is a game about making sure that humanity survives, and in order to do this, your faction needs to push their cubes around better than the other factions. However, since this is a game about time travel, not only do you push cubes around on your board, and the main board, but you can borrow cubes from the future! Seriously. The future.
Picture courtesy of BGG
If you are familiar with worker placement games you have a rough idea of what is going on here. You place your workers on the board. Placing a worker is either going to gain you resources or allow you to build something in your faction board. These will likely be new spots to place your workers. Whoop de doo, right? Well here is where it gets interesting. You see in order to place your worker any where BUT on your own faction board you will have to power up an exosuit to send your worker out in to the dangerous post apocalyptic world.
Picture courtesy of BGG
This means before you even begin your turn you are managing your resources, and spending resources. Yet, it is even more than spending resources to power up some suits, because you actually will gain other resources for every exosuit that you do NOT power up. Then just to add to the resource puzzle, before you start placing your workers you will have the opportunity to borrow resources from the future. This is as simple as placing a tile on the timeline, and collecting said resource.
However, anyone who knows anything about time travel is you risk paradoxes, and time anomalies. Well this game is no different. You see the more things you have borrowed from the future the most chances you have of creating a time paradox…create too many of these and you gain an anomaly. Anomalies are not only worth negative points at the end of the game, but they block spaces on your faction board, and removing them usually results in the untimely death of one of your workers…so make sure you send Herb. No one likes Herb. Then at some point before the game ends you will have to build a specific type of building that will allow you to send whatever it is that you borrowed back through time…or you will lose points at the end of the game…and I can only assume utterly destroy the future.
You will earn points in a variety of ways: building things, traveling back through time, giving your workers water, rather than just yelling at them to work, and by collecting technological breakthroughs.
Whomever has the most points at the end of the game wins.
So what do I think?
Delectable
The time travel mechanics of the game are delightful. There is something so fun about borrowing stuff from the future, and the delightful puzzle on how to make sure it gets sent back to the past. Additionally, the decision space of how many exo-suits to power up each turn, and when to build new buildings, when to recruit new works, when to travel through time, etc.
Though there is a lot going on the game is certainly quite tight. It does not ever feel like you are wasting actions, or doing things that feel superfluous. Along with that, the AI’s are relatively simple to operate, and definitely offer a good challenge.
Finally, there is a massive amount of variety in the the box. There is a veritable, cornucopia of modules and expansions that come in the infinity box, and each and everyone offers something fun and unique.
Tasty
The components are good, and the art is good. The game also has some diversity which is wonderful, as the industry recognizes more and more the need for diversity it is good that we are starting to see it here, though I would have liked to see it more present in the game, and the workers that you use.
Edible
This game takes up a huge amount of space, both on the table and on your shelf. The more modules and expansions you use the more space it takes. Human sized tables cry in fear when Anachrony comes out. Finally, it might feel like the game is a little bit fiddly. There are a lot of bits and pieces that you are moving about, and managing each round. They are nice bits and bobs…but there are many bits and bobs.
Bringing it all together
Anachrony is a unique feeling euro game. While it has a core of worker placement, the things that are unique about this game are what makes it work. The time travel elements, the use of the exosuits to open up the most important worker placement spaces, and the crazy amount of variety offered from the expansions and modules makes this a game that probably belongs on any euro gamer’s shelf. However, the game is a lot. There are lots of bits and pieces, lots of expansions and modules, and it takes up an incredible amount of space on both the table and on your shelf.
Through time travel I do not have to read all your nonsense
* Unique feeling euro * Well realized theme * Time travel mechanics are good fun * Tight ruleset, where no actions feel wasted * Very clever puzzle to work out at every stage of the game * It can be hard to even decide just what modules and expansions you want to play with * Takes up a ton of space on the table and on the shelf
I know that solo modes are becoming almost a necessity of late, and I got to try out the one for #The Warp I think solo modes for 4X games are hard, I think this one stands up.
@philryuh possible to get a flair tag for playthroughs?
I think everything is gonna be up in the air, I think people will try lots of stuff, and some of it will stick and become a new normal, and some of it will be a disastor. I Think the most successful companies will be the ones that manage to keep some things that they were forced to learn and carry them over into a post pandemic world...when we get there.
Before I begin, I was sent a prototype of the game, and will receive a copy of the finished product in exchange for an honest review. This is not a paid preview.If you would like to check out a video of this preview, it is below, as well as a solo play of the expansion. Learn how to get your own copy here. Read to the end for a chance to win a copy!
Adventure. Danger. Dungeons. Monsters. Heroes. Banking. Spaceships. Laser Blasters. Pew Pew Pew! One of those things simply does not fit. In fact one of those things is something that given my druthers I would never, ever, ever, recommend creating a board game about, if you wanted to catch my attention. Figured out which one? Yeah. Banking. Yeesh. I can feel myself getting tired already.
So imagine my surprise, almost confusion, when I found myself set to preview Ping Yao: First Chinese Banks, and its expansion “The Golden Pawner”. None-the-less, I dove in with all my knowledge of how the first Chinese banks functioned. So no knowledge whatsoever. Luckily for me the game came with a little book that taught me a few things, which certainly helped me understand how it all worked in game.
Picture from BGG
Ping Yao is, at its core, a dice worker placement/engine building game. In each of the 8 rounds you will be rolling your dice, and then placing them out on the board to take a cariety of actions. These actions include: taking or giving loans, building new branches, hire new workers for your banks, increasing your fame, bribing the local government, or taking remittances (you put money in one bank, make some money on it, and then take it out of another later on).
However, what is interesting about it is that the higher the number on your die the earlier you get to claim a spot, but the less powerful the ability is. In addition to this, every time you place one of your dice on an occupied space you will have to pay coins in the amount of the difference between the numbers of the dice to take that action. It is also worth noting that it is possible that it is possible, though relatively less common, to place a higher number, which result in you getting paid instead.
All of that is relatively simple, but the complexity gets added to the game when you start to consider how you build your engine. Are you going to focus on opening as many branches as possible?; are you going to focus on giving out lots of loans?; taking remittances?; maxing out your fame? You see all of these things are viable strategies in the game, and it is up to you to figure out the best way to make the most money by spending as little of yours as possible.
So what do I think?
Delectable
The theme is nailed. I really do feel like I am running some kind of banking empire as I play the game. What is more important however, is that the game is perfectly streamlined. Every single action is easy to understand, turns are quick, and the engine building is unbelievably satisfying.
However, the true bit of inspiration with this game has to be the dice placement. You see, dice placement is always fun, but the way that you can buy your way out of being blocked is just delightful, and it is even more delightful how if you play your cards right (don’t worry there are not cards) you can actually get paid to go to a space. It is awesome.
Oh, did I fail to mention the expansion? The Golden Pawner expansion makes the game even better. It does make it more complicated and ups it to medium-heavy, but it is just an incredible experience when you add it in.
Finally, the solo mode is a true delight. Not only is it a delight, but it is an incredible challenge. I have played 10 times or so…and I have yet to win. That may sound horrible, but it is awesome, you see because ever game I have been so close to pulling it off, that I could look back and see where I made mistakes that cost me. Love it.
Tasty
The game is sneakily pretty. It looks good on the table, but what really makes the aesthetics pop are the components. The metal coins and the metal silver ingots are just boss.
Edible
At its core this is still a game that utilizes dice, so it is possible for you to simply roll in a way that you are doomed to fines from the Fed. It does not happen often, but it is possible, even with mitigation. This is also just about the most euro of euro games out there. If you are not into euro games, then steer clear.
Bringing it all together
Ping Yao is a perfectly streamlined economic engine building experience. It’s theme is realized better than just about any euro I have ever played, and the solo mode is one of the best solo modes in the business. The dice placement system is truly inspired, and the engine building is so satisfying. Though it makes it heavier, the expansion takes a very good game and makes it wonderful. The dice can lead to the occasional situation where you feel stuck, and it is just about the most euro-y game I have ever played this side of a farming simulator.
I will double your interest rate if you just get to the point
* Perfectly streamlined euro with delightful engine building, and inspired dice worker placement * Theme is nailed * Attractive to look at with some awesome components * Just about the most euro of euro games out there * Dice are still dice, and can lead you to feeling like you are stuck every so often * Expansion is awesome though it does increase the weight of the game * One of the best solo modes in euro gaming
Before I begin, I was sent a prototype of the game, and will receive a copy of the final version of the game should it fund. This is not a paid preview.If you would like to watch a video of this preview you can check it out below, and learn how to get your own copy here.
Astrology is one of those strange topics that I felt like I knew a lot about. I mean, I know my sign, I know that I am on the cusp of another sign, I know what my sign supposedly says about my personality. I know things! Or do I? Not really if I stop and think about it. I have the smallest bit of surface knowledge, that is it.
So when the designer of Zodiac War reached out to me to ask about potential coverage, I was intrigued. Then when I looked at the rules, and learned about the cool rotating board, and what looked like a competitive programming style game I was all in.
Zodiac War is a game for 2-4 players, in which each player takes on the roll of one of the astrological signs: Libra, Scorpio, Cancer, etc. In the game you are manipulating the stars (the board) to line up your signs, with the element associated with your sign. Each time you manage a partial, or perfect alignment you are rewarded with focus. In turn you use this resource to purchase cards, and the ever important crystals which are the end game win condition.
On your turn you will flip a card that will rotate the two moving rings on the board. Then you will play out 3 minor arcana cards (and you have the option to play a major one); these cards will, based on the position you place them out in your tableau will activate different abilities. They might earn you more focus, or they might rotate the rings, or they might remove focus from another player. At the end of each turn you conclude by purchasing new cards with your focus, and earning focus from your alignments (or if you have enough focus you can purchase the ever important star crystals). The first player to get three crystals is the winner.
So what do I think?
Delectable
The artwork is very attractive, and the cards have bits and pieces of astrological knowledge that I particularly enjoy. I also like the multi-use cards that do something different depending on where you play them in your tableau each turn.
I also appreciate the lightly asymmetric player boards. They all have a single power that is unique and is a good bonus to the game.
However, the thing that stands out to me the most is the “toy factor” of the game. It is a lot of fun playing the cards and rotating the board, as you try to get your alignments correct, it is definitely not like anything on my shelf.
Tasty
There is a strong balance of arcana cards in the game, with some cards that can be played as interrupts, and the major arcana cards that do things that are quite different from the minor arcanas that can be added on each turn. There are not too many cards to have no idea what to expect, but there are not so few that it is dull.
I also appreciate the resource management aspect of the game. There is only a single resource (focus), though you could argue that cards are as well I suppose, and since you have to use it to both win the game, and purchase the tools you need to be allowed to buy the crystals, there is a clever bit of management that you have to be on top of, or you will fall flat.
Edible
Initially, I thought this was going to be a programmer game. I was wrong. Yes you are trying to create three moves that will get you what you want, but since the game board resets in some way every turn, you are not really able to create any kind of a long term plan. Rather you are always reacting to the inherent chaos of the rotating rings. I personally like chaos in my games, but I was surprised by just how chaotic the game is, in comparison to my impression after reading the rules.
Additionally, this is a game that is very cut throat. As you get close to the end of the game, you will constantly be hit with interrupt cards, and attack cards to stop you as everyone will have to gang up on a player close to winning. If you like cut throat then you will be happy, if not then you won’t.
My final, concern is that there may be significant downtime in max player count games. Full disclosure: due to the pandemic I was not able to play this with more than two players, so this is supposition. Since the board resets as often as it does, you are unable to make a plan until the beginning of your turn, which could lead to some slowness.
Bringing it all together
Zodiac War is an aggressive game, with a rotating board, that works differently from any other game on my shelf. If you are looking for a game that let’s you control chaos, and cut your opponents down to size then this is a game for you. The game is sneakily chaotic, and I am concerned it could suffer from significant downtime in high player count games (though I did not experience too much in 2 player games).
You must be one of those verbose signs, get to the point!
* Great “toy factor” in this one, it is just fun to play with the rotating board *Solid mechanics, that keep you thinking, but streamlined enough to not feel over complicated * Extremely cut throat * The game seemed on the surface to be a programming game, but it is less about planning, and more about reacting to the chaos you find yourself in the middle of * Might suffer from a downtime issue in high player count games
Hungry Gamer 4 days ago |
I think that we live in an era where we have finally come to a realization that words do matter. I for one do not want this industry that I love to bemostly straight white men. I want everyone to feel welcome, and as long as we allow people to continue to succeed in spite of bad behavior we are failing those who might want to join.
So for me, yes I CAN separate art from artist, however, I do not want to do that. Actions must have consequences, so if someone wants to harbor hate in their heart that is their choice, but as soon as they start to make it public, I will make public my feelings, and condemn it by not supporting them any futher with my wallet, my small platform, or my voice.
There are so many unknown, talented designers out there that do not spew garbage. Let's let them come up, and push the others to the side.