deck builder Archives - Unfiltered Gamer https://unfilteredgamer.com Sat, 24 Aug 2024 20:25:10 +0000 en-US hourly 1 https://wordpress.org/?v=6.5.7 Review: After Us https://unfilteredgamer.com/review-after-us/?utm_source=rss&utm_medium=rss&utm_campaign=review-after-us https://unfilteredgamer.com/review-after-us/#respond Sat, 24 Aug 2024 20:25:10 +0000 https://unfilteredgamer.com/?p=23874 The post Review: After Us appeared first on Unfiltered Gamer.

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Publisher: Pandasaurus Games
Player Count: 1-5 Players
Game Length: 45 Minutes
Complexity 2/5

In this homage to the Planet-of-the-Apes, you are the leader of a future-set society of evolving apes seeking to learn the newfound technology from a long-lost human civilization. Manage your tribe of apes to grow your united knowledge in a race to rise above your competitors.

After Us is a quick-playing, simultaneous-action, deck-builder where you’re gathering resources, drawing more powerful ape cards and waiting for the right moments to cash in and tally your victory points. Make choices to maximize your resource income and set off on your own path to victory.

After Us has the potential to be a huge crowd pleaser with the right audience. It ticks a lot of boxes for me, but it might not be for everyone. I’ll break down the mechanics, describe my own experience and hopefully help you determine if After Us belongs in your game library.

ON YOUR TURN

Like most deck-builders, After Us equips each player with an identical set of 8 cards. Each player simultaneously draws 4 and attempts to line them up side-by-side to form complete boxes thus gaining the resources or executing the actions inside them. Some cards already feature completed boxes, but you’re typically going to have to connect boxes by aligning cards together. You’re not going to be able to connect them all, so evaluating your needs will help direct your path.

Each card has 3 rows and each one typically provides specific benefits and you’ll have to excuse these from left to right, top to bottom. The top produces resources, the second allows you to exchange resources for points and the 3rd provides a variety of things such as allowing you to cull cards. This isn’t always the case, but it gives you an idea what kind of decisions you might have to make since the choices you make in 1 row could have direct implications on another action.

From there, players reveal 1 of 4 medallions providing that player a benefit and allowing them to upgrade their deck with more powerful apes.

Each new ape “suit” gives you more powerful box actions. With 2 levels for each ape type, you can go big or you can go even bigger.

There are opportunities to cash in energy resources for bonuses that change each game or cull cards using your rage points to drop weak cards and gain additional points.

It is a race to the finish and you’ll have to decide when to stop building and when to start grabbing as many points as possible. It isn’t a true, definitive moment since you’ll always be building your deck and you’re always scraping for points, but there will come a point when you feel the shift and you need to go all in for the goal.

SOLO MODE

Solo mode has you competing against the King of Apes as he continually gains resources and builds up his deck. Minor victories are won by drawing your resources from HIS stash, but he primarily serves as a pacer to gauge your proficiency. It’s not too complicated to set up and manage – which is a huge plus. I can tell you solo mode is tough and it’ll definitely give you a challenge.

ARTWORK & COMPONENTS

Artwork from Vincent Dutrait, one of the best in the business, shines here with a semi-cyberpunk spin on his traditional, realistic style. The graphic design is ultra-vibrant and does a fantastic job placing you in this post-apocalyptic world. As typically the case with big-game publisher, Panadasaurus, the components are quality… the value is definitely there.

PROS & CONS

➕ Fast, simultaneous play makes the game zoom

➕ he resource exchange machine is in full swing loading you up with gobs of tokens and providing amply opportunity to frequently use them

➕ Powerful ape card upgrades make your deck feel strong

➕ Easy ruleset makes this quick to teach and fairly simple to play

➕ Quick game time flies by with almost no downtime

➕ Satisfying actions give you the feeling of accomplishment

➕ Great artwork and production add plenty of value to your experience

 

➖ Multiplayer solitaire isn’t going to be for everyone

➖ While there are multiple paths to victory, they’re not as distinguished as some would like

➖ Replay ability may feel a bit monotonous over time

WHY WOULD YOU LIKE THIS GAME?

Players looking for a good gateway game that’s fast paced with very little downtown will find a lot to like here. It is incredibly easy to set up and jump into and will likely see more table time because of it. Great or groups where limited player interaction isn’t an issue.

 

BEST THING ABOUT THIS GAME?

The best thing about the game is the card mechanics. Connecting the boxes on the cards has been done, but it seems much more accessible here. While the number of choices may be a bit of a mirage, the excitement you get from connecting the boxes and making actions happen isn’t. The simultaneous play and race atmosphere of the game only adds to the thrill of this wild resource exchange.

FINAL THOUGHTS

After Us has been a real sensation with my gaming group. Everything from the production to actions and game-length has been a huge hit with us. We’re coming off of a 5-game stretch where we’ve played it everyday and I don’t feel any fatigue. This is a gateway game full of energy and life that’s exciting and best of all… it’s fun.

The box-matching mechanic feels right. While it could have been AP-inducing, it never feels overwhelming and never slows down the game. I guess a cynic could ask if that means the choices aren’t that deep, but After Us isn’t a heavy game and it’s never intended to challenge you in that way. There is a puzzle here and it will require some application to maximize your actions, but it’s doing so in a way that is accessible to gateway gamers. For fans of the game Hadrian’s Wall from Garphill Games, the resource system here gives off a similar, yet restrained vibe.

Another major point to address is the multiplayer-solitaire angle. Interaction in this game is really limited to shouting out “I just scored 8 points” or ‘I’m trading this energy to exchange these cards”. You can snag your opponent medallion bonus by paying resources, but it’s mainly a put-your-head-down-and-play-your-game sorta experience. We embrace multiplayer solitaire games, so this was never an issue for us. You’ll have to decide if that’s a deal breaker for you.

After Us offers a fast-paced encounter that more resembles a ride than a board game experience. The choices are fast and you feel the rush of the race. The card actions are satisfying and building up your deck feels empowering. It’s not the deepest experience and I can’t guarantee it has extensively long lasting legs, but it’s a solid gateway game that we’ve fully embraced. After Us is a lot of fun and I highly recommend it for the right crowd.

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Review: For Glory https://unfilteredgamer.com/review-for-glory/?utm_source=rss&utm_medium=rss&utm_campaign=review-for-glory https://unfilteredgamer.com/review-for-glory/#respond Wed, 31 Mar 2021 15:26:44 +0000 https://unfilteredgamer.com/?p=21502 The post Review: For Glory appeared first on Unfiltered Gamer.

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Designed by Alex Wolf  |  Published by Spielcraft Games
2 Players  |  60-90 Minutes

In Ancient Rome, the spectacle of the day took place in the arenas and gladiators would engage in combat to the delight of the crowd. Before becoming champions, these gladiators would train at schools called ludus. As a lanistas, or owner of a gladiator school, you work to train your gladiators. But to truly build the best ludus, you would need to machinate, or plot and scheme your approach. Gaining influential patrons or medaling in underhanded politics were often necessary means to fuel victory in the arena and pursue the highest goal… a goal For Glory.

For Glory is a deck building game where you will take on the role of an owner of a ludus focused on building the greatest gladiator school of the day. Recruiting the greatest fighters will require patrons and money. And building the strongest deck won’t mean anything if you don’t carefully plan your strategy when you ultimately face off against your opponent in the arena.

HOW TO PLAY THE GAME?

While the primary mechanism in For Glory is building the most powerful deck, flexible, beneficial and far reaching, the real joy of the game comes from a combination of the brutal theme and plethora of choices you face with each passing turn. If you’re unfamiliar with deck-building games, you typically draw a number of cards and use the value of those cards to insert more powerful cards into your deck and possibly cull weaker cards by removing them entirely. Once a player has drawn all the cards in their deck, the discarded deck is shuffled and drawn from again.

To begin, each player receives an identical deck of 14 cards. Players will draw 7 cards at a time during their turn. These cards will equip the player with basic finances, some minor business dealings and a couple gladiators. The game takes place over a series of rounds and each round is broken up into 2 distance phases: The Machinations Phase and the Arena Phase.

During the Machinations Phase, players will attempt to build up their decks by “purchasing” cards from three community decks or markets. Each deck will feature 3 face-up cards available for purchase to the current player. These decks consist of the Economy Deck, Gladiator Supply Deck and Training Supply Deck. The Economy Deck will provide financial benefits as well as patrons necessary to sponsor certain gladiators later in the game. The Gladiator Supply Deck provides fighters, each with unique skills sets and costs. Finally, the Training Supply Deck will equip you with strategic cards to give you an advantage during the Arena Phase.

As players play their hand, they will have some options to consider such as placing patrons in their villa. These patrons are essential to sponsor certain gladiators. They may also carry additional benefits to help you in the arena. Another unique option might be to place cards in your personal reserve. Cards placed in your reserve are able to be purchased back at 1 coin per card whenever the player chooses. The only hitch is all cards in the reserve must be purchased back at the same time. Storing cards in your reserve can serve as a strategic advantage during the later arena phase.

Lastly, during the Machinations Phase, players can field gladiators in an arena. Each round, players have the opportunity to place gladiators in 2 of 3 arenas. Each arena carries a distinct bonus to the victor of that arena. Each round, the arenas carry with it a bloodlust value waiting to be met that triggers the end of the Machinations Phase and the beginning of the Arena Phase. Each gladiator card also has an individual bloodlust value. The arena phase is triggered when the total bloodlust number of all gladiators played in the arenas equal that total bloodlust value for the round.

The Arena Phase is where the gladiators duke it out. To begin the Arena Phase, players holding any additional gladiators in their current hand can alternate, playing those gladiators during Late Registration, thus potentially adding more gladiators to the mix. Once both players have passed on the Registration Phase, the battles begin.

Each gladiator card has an attack value, defense value and speed value. To determine which player goes first in a particular arena, each player adds the total value of speed and the winner gets to make the first attack.

Choosing a specific fighter, the player then determines who that fighter will attack. The attack value is what is temporarily ascribed to the defending fighter. The offensive player may also at this time supplement their attack with any Tactic card in their hand. These Tactic cards may provide additional attack points or a variety of other benefits. The defense player then has the opportunity to respond by playing any Reaction card. Reaction cards may defuse an attack or flat out turn it back around on the offender. Afterwards the attacker has the opportunity to react and this goes back and forth until both players have passed. Once that attack is finished, injury points will be ascribed and the attacking player will become exhausted (unable to attack again until all other friendly gladiators have attacked for that player).

This process of attacking and reacting continues until all of one player’s gladiators are defeated in that arena. Players then move on to the second arena where the same process is resolved.

Claiming victory in an area will give you Glory Tokens. Once a player has gained 6 Glory Tokens, the game is over. If no one has achieved 6 Glory Tokens, players return to the Machinations Phase and the bloodlust level is increased for the next round ensuring even more bloody, gladiator goodness in the next Arena Phase.

I didn’t touch on all the details of the game since there are so many card actions that can take you in a number of directions and strategies.

COMPONENTS

The components in For Glory are really amazing. The cards are all printed on quality card stock and work as you would expect from a high-quality production. There are 24 wooden damage tokens used during combat as well as 24 mental coins that look and feel fantastic (as metal coins should). The Glory Tokens are plastic jewel-like pieces that are fun to fiddle with in your hands. The coup de grace are the Crowd’s Favor Token and the 2 Reigning Champion Tokens. The Reigning Champions Tokens are metal swords, sharp and so cool… I almost guarantee at least 1 sword fight will break out each game. The Crowd’s Favor Token is given to the trailing player after each round entitling them to tie-breaking bonuses. This heavy-duty, gladiator helmet is worth the price of the game alone. Not to over hype this, but the Crowd’s Favor Token may be my current all-time favorite board game item.

ARTWORK

The artwork shown primarily on the playing cards is good – maybe not elite, but services the game very admirably enhancing play and enjoyment. The graphic design is clear and the visual communication makes it easy to jump into the game. The player boards cover the steps of the game in detail ensuring you’ll never not know what to do next.

MY THOUGHTS

Remember the song “We Are the Champions” from Queen? It’s almost like it was 2 great songs tied into one? The first being the “We Will Rock You” part and the second being the victory ballad, “We Are the Champions”. Each could have been its own song, but we get 2 great songs tied into one. For Glory is like “We Are the Champions.” It’s like 2 distinct games tied into one great bundle. The first part is building up your deck… gaining patrons… purchasing gladiators… carefully reserving tactical and reaction cards to equip you during your future battles. You’re essentially arming yourself for battle, considering every potential response to your opponents future moves. All the while, gladiators are being played in the arena getting you closer and close to that bloodlust number that triggers the next phase. It’s a tremendous balancing act of proactive enhancement and clock-ticking tension where you have so many choices but only so many actions.

Finally, the Arena Phase! On the surface, a simple, straightforward, attack/defend setup… that becomes so much more. You’ve jockeyed to get your gladiators in favorable matchups… you’re prepared with deadly Tactic cards and you can smell victory… But suddenly, your opponent counters with a Reaction card you weren’t expecting. Fortunately, you can also counter with a reaction card of your own. The battle field is where the unexpected happens. Now you can’t waste all of your reaction cards in this one engagement… or can you? There is a line of gladiators ready and willing for battle. Suddenly a bead of sweat begins to form on your brow. Moments before you were so sure of your preparation… your meticulous preparation. Now doubt rears its ugly head, but there is nowhere to hide. You must press on, be it victory or defeat.

Two mechanics that really stood out to me was the ability to store cards in your reserve and exhaust patrons in your villa. Storing cards – specifically Tactical and Response cards – provides an added boost to your arena battles (with the right cards, there is also the potential to store gladiators). Being able to store those cards for the second phase was a powerful tool and one that really benefits as your deck begins to swell.

I also loved the push and pull of being able to exhaust patrons. These patrons provide necessary points toward keeping stronger gladiators active in the arena. Exhausting a patron can ultimately force you to lose a gladiator in combat. But, certain patrons provide a bonus effect if exhausted. If used effectively, exhausting a patron can provide additional force during the Arena Phase.

WHAT WORKS WELL?

  • The theme draws you right in
  • There are a number of choices each turn and they’re all interesting
  • The components make playing the game a joy

FINAL THOUGHTS

For me, For Glory was a delight that brings a number of cool ideas together in one truly engaging experience. The theme and components really provide a satisfying compliment to a game full of interesting decisions. Each market deck has nearly 50 cards and each one is pleading for its own strategic approach. The build up and the battle each feel intense in their own way. While it would have been interesting to see this at a higher player count, the 2 player game stays tight, wrought with tension. My only complaint is that the game may go on a bit too long – but that is often dictated by drawing out the Machinations Phase. If you’re looking for an aggressive, deep and strategic 2-player game, check out For Glory. It’s a great production with some really cool pieces and one I’ll be playing for a long time to come.

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