area control Archives - Unfiltered Gamer https://unfilteredgamer.com Sat, 24 Aug 2024 20:09:26 +0000 en-US hourly 1 https://wordpress.org/?v=6.5.7 Review: The First Tsar: Ivan the Terrible https://unfilteredgamer.com/review-the-first-tsar-ivan-the-terrible/?utm_source=rss&utm_medium=rss&utm_campaign=review-the-first-tsar-ivan-the-terrible https://unfilteredgamer.com/review-the-first-tsar-ivan-the-terrible/#respond Sat, 24 Aug 2024 20:09:26 +0000 https://unfilteredgamer.com/?p=23866 The post Review: The First Tsar: Ivan the Terrible appeared first on Unfiltered Gamer.

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Publisher: Hobby World
Player Count: 2-4 Players
Game Length: 120-180 Minutes
Complexity 3/5

Ivan IV Vasilyevich, came to power as the Grand Prince of Moscow and later, the first Tsar and Grand Prince over all of Russia. Despite a relatively short life, Ivan the Terrible saw Russia move from a medieval state to a modern empire, introducing new technology, encouraging trade routes and triggering wars which both evolved and took a toll on its population. In The First Tsar, players lead boyar families as they compete for prestige and favor as you work to fortify cities and build your personal empire by any means necessary. Bribe and outwit your opponents in pursuit of the Tsar’s favor and possibly the throne. 

Played over 4 turns or decades, players will gather each round at the Kremlin to choose actions for that decade. Grow your influence over the Russian state, gather resources, trade in foreign goods, acquire new titles and estates, fortify your presence with construction projects or seek fame on the military front lines. The Tsar’s favor isn’t just a turn mechanic, but a pivotal feature essential to gaining an advantage over your opponents. But just as Ivan was prone to mood swings and bouts of anger, aggressive families can force the Tsar’s preference at any point.

Set as a sequel to Rurik: Dawn of Kiev, The First Tsar embraces tight turns, cutthroat actions and multiple paths to victory. As a fan of designer Stan Kordonskiy (Dice Hospital, Endless Winter, Nova Roma), it’s safe to say this is clearly his most mature design to date. In this review, I’ll break down the mechanics, the production and share my final thoughts to help you determine if The First Tsar: Ivan the Terrible should be your next euro game purchase.

ON YOUR TURN

The game takes place over the 4 decades of Ivan the Terrible’s reign as Tsar. Each decade, you’ll send 3 boyars, representing your family to the Kremlin where you’ll choose from 5 available actions. While any player can take any of the individual actions, this part of the game promotes tense player interaction thanks to a bidding system where boyars can “bribe” officials to gain additional actions often pivotal to your success. Committing a one-time, open bid with your boyar allows all other players who haven’t played in the space a chance to trump your bid – so bidder beware. A glaring theme throughout the game is the Tsar’s favor, an instrument to determine turn order, but even more critical, a tool to break ties throughout the entire experience. In this initial phase, players with the Tsar’s favor break bidding ties.

In turn order, players resolve their boyar actions one at a time and can only commit to grabbing the action bonus twice, so even if you have the means, you’re going to be limited, creating some very interesting decisions.

The game’s map is broken up into 5 separate regions, not including the military front, where influence will provide resource production as well as end of round control bonuses. These areas are activated by boyar actions either adding warriors to the board or producing in those areas. The trade action allows you to exchange resources for foreign goods which are critical to meeting assignment card goals. Players may also use actions to draft title and estate cards earning you ongoing bonuses and end game scoring respectively or drafting and/or completing assignment cards.

I don’t want to linger too long on the planning phase, but it’s so critical as you play a sort of cat-and-mouse game with your opponents through bidding and planning. The entire game plays very tight, but missteps in this phase can easily lead to your downfall. Not to diminish the following action phase where you execute these actions one at a time. Paired hand-in-hand with your planning, the order in which you activate boyar actions can help you get the jump on an opponent, ensure a greater resource return, grab a more enticing assignment, title or estate card… or even fumble by showing too much of your strategy at the wrong time. It all plays out under the oversight of the Tsar’s favor, which can fluidly trade hands through a variety of different actions and abilities interwoven throughout all the phases of the game. You might think you have an advantage to deploy more warriors on the board with the action bonus, but the Tsar’s favor may change hands prior to your action and a tie may overturn what you thought was a lucrative bribe.

Players can’t even relax during the end of round phase. As you resolve influence in the regions, rewards earned can alter the outcome of future region resolutions. Once again, the Tsar’s favor plays a part in breaking ties, but can shift through the collecting of rewards. These are all things you have to take into consideration from the very beginning of each turn as you plan your strategy. While it’s not a game that’s complex mechanically, every choice you make feels heavy and important. You really see the fruit of your decisions for better or for worse. Mistakes can be punishing, but it’s not a game where you can’t recover either… just don’t make too many of them as you only have 12 actions.

ARTWORK & COMPONENTS

Overall, the production is solid, but not spectacular. Artwork and graphic design across the board gives off that old-school euro feel, but is paired with more rich and decadent illustrations. The quality of the cardboard and pieces are fine and get the job done. The wooden resources are a nice touch, but the flimsy individual player boards feel like a miss.

PROS & CONS

➕ Deep planning and tough choices present a rich experience

➕ Interaction produces an almost paranoid state keeping you on your toes

➕ Simple gameplay makes way for tough strategic turns

➕ In a lesser game, the Tsar’s favor would simply be a turn order mechanic, but here, it’s thoroughly routed in every facet of the game.

➕ Victories during play or in the end are extremely satisfying, giving you a sense of accomplishment.

 

➖ Due to the nature of the game, turns are prone to some serious analysis paralysis.

➖ Setup is a bit of chore

➖ While game length isn’t a negative (time to value ratio is solid), the general time investment (2-3 hours) will turn some people off.

WHY WOULD YOU LIKE THIS GAME?

While not complex mechanically, The First Tsar delivers a nail-biting experience full of heavy decisions and game altering consequences. This is great for fans of tight, classic euros who enjoy delving deeply and extolling over strategic decisions. There are some modern twists and fans of the genre will find the interaction and tension anything but dry.

WHAT IS THE BEST THING ABOUT THE GAME?

The Tsar’s favor really takes the cake. In a game of limited resources and tough decisions, having authority over an opponent can either break a tie or cause them to turn in fear. Of course it’s something you need to protect as it’s continually in the back of everyone’s mind. This is such an excellent tool that’s both mechanically and thematically outstanding.

FINAL THOUGHTS

The First Tsar: Ivan the Terrible has been a major surprise. It’s thoroughly captivating and exciting from a thinking, euro gamer’s perspective. It vents those old-school, euro vibes where play is tight and choices can be a struggle. Your limited actions heighten the fact that every turn counts for something and will have an impact on the overall game.

The game’s overall tension really stands out. Meticulous planning is key, but also being able to pivot when necessary stirs a truly engaging experience. Pressure from your opponents will regularly make you question your plans and there is little reprieve throughout any of the game’s stages. Fulfilling assignments efficiently feels validating, but celebrations are brief as you quickly shift to rewards in the next phase.

Game length may turn some players off, but this is the kind of game you’ll want to make time for. Played with the right group of gamers, this is one of those satisfying experiences that you’ll come back to again and again. I’ve really enjoyed those moments when opponents realize the impact of the Tsar’s favor revealing the depth of the game – that nothing is certain and you’ll have to fight for everything you get.

The Last Tsar is a game that will absolutely engage the more strategic thinker and demand your attention.

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Review: boop. https://unfilteredgamer.com/review-boop/?utm_source=rss&utm_medium=rss&utm_campaign=review-boop https://unfilteredgamer.com/review-boop/#respond Thu, 13 Jul 2023 04:54:28 +0000 https://unfilteredgamer.com/?p=23659 The post Review: boop. appeared first on Unfiltered Gamer.

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Publisher: Smirk & Laughter Games
Player Count: 2 Players
Game Length: 20 Minutes
Complexity 1.5/5

Kittens love to bounce on the bed and in boop., it becomes a battle for supremacy as they seek to rule the pillow top. In this fast-paced, tactical, 2-player game, you’ll clear space on the bed quilt by bouncing cats out of the way. Line up 3 cats in a row and win the game. Sounds simple doesn’t it? There might be more to this friendly feline fray than meets the eye. Check out our review below and see if boop. bounces you in the right direction.

ON YOUR TURN

On the surface, boop. is a simple game with simple mechanics tied together by a cute theme. It’s one of those games that are so simple you may end up thinking “I could have designed that.” The truth is, boop. combines a balance of accessibility, theme and strategic depth that is really well thought out and executed and will definitely resonate with a large variety of gamers.

In this tactical, area control game, players will be going head-to-head by strategically placing their kittens on the game board. Placing a kitten adjacent to another will cause you to “boop” that kitten to the next space over—as if you were jumping on trampoline or pillow. Kittens can even be booped right off the bed.

Divided into 2 abstract phases, players will initially seek to align 3 kittens adjacently. Once accomplished, your 3 kittens will be removed from the board and exchanged for full-sized cats. Play continues following similar rules until 1 player is able to align 3 cats.

There are some stipulations: Kittens can’t bounce cats (they’re much too small), booping a cat or kitten doesn’t create a chain reaction of boops and you can’t boop a cat or kitten when a boop would cause them to move into an occupied space on the board.

Games run roughly 10-20 minutes each and will likely require a 2nd or 3rd playthroughs to truly determine a true winner for the night.

Where boop. gains a foothold is in the cute theme and production. While cats can be divisive pets, the fun, wooden cat figures, bright colors and charming artwork is very engaging—it draws you right in. The game board isn’t a board, but a quilted, squishy piece of fabric that allows each cat to comfortably rest in its own space. It’s very unique and certainly elevates the aesthetics.

Being suckered in by a charming theme isn’t a crime, but where boop. will win you over is in the simple yet deep strategic gameplay. Playing your feline tokens quickly becomes a chess match where you’re considering how to successfully solve the puzzle for your own goals while simultaneously attempting to disrupt your opponent and even using their choices to your benefit. There is zero luck in boop. and the best strategist will win.

ARTWORK & COMPONENTS

There isn’t a ton of artwork in the game, but the whimsical, charming components immediately invite you to play. I love the wooden cat tokens and the surprisingly functional, quilted game board. The game even utilizes the box to prop up the board creating a true bed for the cats to play.

The rulebook is short, sweet and easy to understand. Picking up the game should be a breeze.

PROS & CONS

➕ Cute and appealing theme and components

➕ Fun and Simple mechanics that are easy to learn

➕ Light game with relatively deep strategy

➕ Game plays quickly allowing multiple plays at one sitting

 

➖ I really have no cons here. If I’m digging deep, It’s possible the game COULD feel like a bate-and-switch… The deeper strategy might put-off some players who see the cute theme and are expecting a kids game. Fans of deeper, tactical games might be disappointed in the simple mechanics.

WHY WOULD YOU LIKE THIS GAME?

If you’re looking for a tactical, 2-player, chess-lite strategy game that’s easy to learn, completely void of luck, fun to play and easy to get to the table, boop. might be for you. This is something that works for players of all ages, but can still be satisfying for more seasoned players. The difficulty certainly adjusts for the age and ability of the players.

WHAT IS THE BEST THING ABOUT THIS GAME?

The best thing about boop. is the nice mechanics to strategy balance. The smooth and simple mechanics quickly take a backseat to the more pressing strategic choices. You’re playing the game versus the game playing you.

FINAL THOUGHTS

A lot of games bog you down with multiple mechanics and bizarre goals all in the name of strategic depth. Some are better than others, but there is something about a game that knows exactly who they are and doesn’t try to be anything else. boop. knows exactly who it is: A 2-player game that effectively transforms a simple mechanic into a near limitless series of strategic choices. There is zero luck to boop. allowing players to become the gaming gladiators they were truly meant to be… Gladiators moving miniature wooden kitten tokens across a fluffy, quilted game board.

I’m definitely a fan of simple, streamlined, 2-player tactical games. Games like Hive, Qawale and of course Chess quickly come to mind. While each of these succeed in different ways, boop. stands out by masking what could have been a very cold, abstract experience with a warm, silly and appealing theme.

I’m 12 plays in and my main opponent has been my bright, 11-year-old daughter. She absolutely loves the game despite consistently facing defeat. I’ve noticed that my game continues to evolve more efficiently with each play. I can see her thinking through her turns and not making the same mistakes or falling into the same traps. She has a ways to go, but I can see repeat plays between the same opponents really pushing them to try new approaches and outwit the other.

The question remains: Is boop. right for you? Cute and cuddly theme aside, boop. isn’t very cute and cuddly. I can see the lack of luck in the game feeling dry for some players. If you have a distaste for tactical games like chess, you might not like boop. Now boop. isn’t nearly as complex as chess. In fact, the game’s simplicity should help it cross boundaries and engage players who might otherwise shun a 2-player, tactical battle. The theme does soften the blow and the simple mechanics have a certain charm to them that continues to draw you in. boop. could feel more weigh-y if it wasn’t for how fast games zip by. It’s not the best 2-player tactical game out there, but it does check a lot of boxes. For me, I don’t see boop. slowing down. Its accessibility, simple mechanics and challenging choices make it a perfect game to break out any time you have a few minutes. For the right crowd, boop. is a real winner.

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Review: Wildstyle https://unfilteredgamer.com/review-wildstyle/?utm_source=rss&utm_medium=rss&utm_campaign=review-wildstyle https://unfilteredgamer.com/review-wildstyle/#respond Sat, 08 Apr 2023 18:20:49 +0000 https://unfilteredgamer.com/?p=23507 The post Review: Wildstyle appeared first on Unfiltered Gamer.

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Publisher: Pandasaurus Games
Player Count: 2-5 Players
Dedicated Solo mode: No
Game Length: 40 Minutes
Complexity 2/5

As graffiti artists, it’s your job to earn street cred by bringing color and life to the city. Outperform your opponents by racing across town and becoming the first to spread your name to all the local districts. Time is limited and you’re only a couple steps ahead of the cops so bring your A-game in this unique, fast-paced, party-style game.

Wildstyle is a real-time, dexterity game of set collection, area control and pattern building. Players will be drawing cards, attempting to match sets and then beat their opponents to claim various tiles on the play area. Enter in pattern scorning end game bonus goals and you got a lot to think about in a short period of time. Wildstyle can be stressful, but it can also be a lot of fun. Let’s take a look at Wildstyle and see if it’s right for you.

ON YOUR TURN

A game of Wildstyle is made up of 3 chaotic rounds. From the word “GO”, players will simultaneously draw locations cards from decks places around the play area frantically seeking to build sets. While it is a bit of a push-your-luck task to build these sets, there is actually a lot of instinctive planning that needs to take place to earn your spot in the winners circle.

The game board is made up of individual boards, each made up of smaller, individual hexagons. These boards will come together to form a unique city layout where you’ll attempt to spread your underground artwork. Each player will be given tokens in their own color that will be used to mark their territory. To gain access to these city districts, players will need to draw cards and play them on their personal board. Players can only have 3 cards in their hand at the same time and only 2 locations are available to build sets… so there are plenty of limitations.

Once a player decides to pursue a set, they’ll play that card onto 1 of the 2 spaces on their player board. Once a player builds a stack/set of 3 of that type of card, they’ll be able to play a token in a matching area on the player board. With a limited hand limit of 3 cards, you’ll need to cycle through as many cards as possible in order to achieve your set goals. The play area has designated discard piles to help meet that goal. To play on a discard pile, you’ll need to match the type or color of the previous discarded card. These discarded piles also become share piles if you see a card you need. You can immediately take the top card and place it directly onto your individual player board.

Once you’ve decided to pursue a set, you can’t remove those cards until you’ve finished off the set. If you grow impatient and HAVE to move on from a set, you can take a police token to immediately finish out the set and place a token of your color on the board. These police tokens count against you at the end of the game so you have to be careful.

Speaking of scoring, there are 2 primary ways to score each game. Each type of hex location carries its own unique value. Players will score points per tags/tokens where they have 2 or more adjacent to one another on the board. Any single tag will be removed. Additionally, each game will feature a number of bonus goals that may require a certain pattern to be met. Players will add up their final score and the player with the most points is the winner.

ARTWORK & COMPONENTS

Wildstyle features vibrant, colorful graffiti-style artwork. While it might not appeal to everyone, it’s definitely unique and stands-out in the boardgame world. The production is solid and the components are great. Overall, this is a really good production.

PROS & CONS

➕ Fun theme carries over the gameplay

➕ Fast gameplay keeps everyone on their toes

➕ Relatively easy to teach – good rulebook

➕ Dexterity style game works great for both kids and adults

➕ Solid components should endure wild games

➕ Good replay-ability with various bonus tiles and dual-sided boards

 

➖ Real-time and dexterity games don’t work for everyone

➖ Difficult to catch-up if you fall behind

➖ Requires a couple plays before it all clicks

WHY WOULD YOU LIKE THIS GAME?

Fans of real-time games are going to love this. Once you get the rules down, it’s super easy and you can play it in no time.

WHAT IS THE BEST THING ABOUT THIS GAME?

The best thing about the game is the chaotic nature. Everyone is playing simultaneously, grabbing cards, placing tokens and it’s really a wild time.

FINAL THOUGHTS

It’s important to note I am not a fan of real-time or dexterity games. I like to think through my turns, carefully weigh things out and not have to shove people out of the way to grab the card I want… Under those pretenses, Wildstyle is not a game for me… but it quickly won me over and now I’m questioning my preconceptions about who I am as a board game player.

The simplicity of Wildstyle really drew me in. Real-time games often feel too frantic to me, but the actions come across very smooth and natural. The choices are simple yet really satisfying. Drawing and building card sets scratches that push-your-luck itch I really enjoy. It’s a set collection game, but in a pretty loose sense. The weight really rests on the area control component where you have a good amount of flexibility to adjust as the game unfolds. Different districts in the city score differently and you can hold off to grab higher value spots or you can try to overwhelm your opponents by racing through with more available cards. All-in-all, the choices are a lot of fun.

The publisher claims 40 minutes per game, but we were racing through a game in 15-20 minutes. Players all play simultaneously, so there is little to no downtime.

You get 6 tag tokens per round. The round ends when a player runs out of tokens and any unplayed tags get discarded. This leads into my only real complaint. It can be difficult to catch up when you fall behind early. I’m not saying it’s impossible, but it’s something to consider.

A lot of my enjoyment came from my family’s appreciation of the game. They continue to ask for this one weeks after we first played it. They play a lot of the game Nerts, which is a fast-playing, group, solitaire-style game and Wildstyle brings a similar action. It may seem slightly overwhelming at first, but it’s really well designed and comes together quickly. Gameplay is smooth and intuitive and the games move fast. It has an interesting look and is super easy to set up and teardown which gives it a lot of the intangibles that make for a fun group and party game.

Wildstyle sits in a niche that a lot of board gamers dislike or avoid entirely. That’s kinda where I sit. I typically avoid these types of games, but I’m really glad I got the chance to play this. In fact, this quickly climbed the list of my favorite games from 2022… and no one was more surprised than me. This is a fun, unique experience that does a lot of things right. The accessibility is big-time making this one easy to get to the table. I don’t know if the publisher would consider this a party game, but the energy and response I’ve had playing it with different groups really evokes that atmosphere. If you’re a skeptic when it comes to dexterity/real-time games, I would encourage you to come into this with an open mind. I’m not saying it’ll win you over, but it brings a more positive spin to the genre. You may find yourself pleasantly surprised like I was. If you enjoy those types of games this is right up your alley and you’re going to find a lot to like about Wildstyle.

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Review: Cat in the Box https://unfilteredgamer.com/review-cat-in-the-box/?utm_source=rss&utm_medium=rss&utm_campaign=review-cat-in-the-box https://unfilteredgamer.com/review-cat-in-the-box/#respond Fri, 24 Mar 2023 22:07:09 +0000 https://unfilteredgamer.com/?p=23494 The post Review: Cat in the Box appeared first on Unfiltered Gamer.

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Publisher: Bezier Games
Player Count: 2-5 Players
Dedicated Solo mode: No
Game Length: 30 Minutes
Complexity 1.75/5

Cat in the Box describes itself as a “quantum trick-taking game”. I’m not exactly sure what that means, but I think it has something to do with a scientific study involving unwitting participants and the potential to create a cataclysmic paradox in time and space… oh yeah, and cats.

In this unique spin on trick-taking, Cat in the Box allows players to determine the suit of the card played. There is only 1 catch… each deck can only contain 1 card with that color and number pairing. Players will need to use careful planning to execute a successful game while also meeting bidding requirements and scoring bonus points in an area control mini game. Intrigued? Check out my take on the game below:

ON YOUR TURN

The game takes place over a number of rounds equal to the number of players and follows standard trick-taking procedure.

The start player plays a card and everyone must follow the suit if possible. The player with the highest card in the suit is the winner of the trick. Similar to other trick-taking games, Cat in the Box allows players to bid on the number of tricks they think they’ll win prior to the start.

The big spin for Cat in the Box is that none of the numbered cards in the deck have suits. As you play a card, it will be up to you to determine the suit or color in this case. There are 4 different colors you can play (green, yellow, blue and red) with red being the trump suit. Once you’ve declared a suit color for the card you played, you then take a player token and place it on a central game board grid essentially eliminating that card from the game for the remainder of the round. There can only be a single card of each suit so once it’s played… it’s played.

As cards are eliminated on the board, it becomes more and more challenging to play a legal card. If for some reason you can’t or don’t want to play a card to follow suit (for example, the only numbers you have available in a given suit are already eliminated), you can declare you don’t have any more of that color and you can play another one (including the red trump suit). Once you declare you don’t have a certain color, you won’t be allowed to play it again during the round.

As for trump cards, you can’t lead with a trump card unless you’ve declared 1 suit is gone from your hand. At that point, you’ll be able to play or lead with the trump card.

Cat in the Box also introduces an interesting area control game that corresponds to your bid you placed at the start of the game. If you’re able to achieve that exact trick bid you’ll earn additional points for any of your adjacent tokens on the game board.

There may come a time when you won’t be able to play a card (all the cards you have in your hand have been taken on the board). This creates a paradox or an impossibility since we all know there was only 1 of each suit and number pairing in the deck. At this point, the game immediately stops and the player who created the paradox loses a point for each trick they won that round. Everyone else will score a point for each victorious trick as well as any bidding/area control points won. At the end of the game, the player with the most points is the winner.

ARTWORK & COMPONENTS

Cat in the Box isn’t really a game about artwork or components. It’s really more of a concept, but it actually does have some decent artwork and some surprising components.

Each card is mainly black with an illustrated black cat. There are a handful of unique illustrations and they’re all stylized and well done.

The game board is triple layered with cards you slide into the board’s pocket. This allows you to adjust for different variations or player counts. Each player has a unique set of tokens they use to mark numbers/suits off the board. These are colorful, translucent tokens with unique icons on them to differentiate each player. This wasn’t necessary to enjoy the game, but it does add a bit of personality and fun.

PROS & CONS

➕ Easy game to teach and learn

➕ It plays quickly

➕ The choices are think-y and interesting without bogging down the game

➕ Defining your own card suit feels fresh and new

➕ The paradox element is inventive and exciting even if you’re on the losing end

➕ The area control component adds an additional layer of depth that isn’t overbearing

➕ Multiple plays at one sitting are a must

 

➖ If you’re not a fan of trick-taking games, this probably won’t win you over

➖ Box storage solution for the tokens isn’t great—it makes it more difficult than it should be to grab them and pack them away

WHY WOULD YOU LIKE THIS GAME?

Fans of trick-taking games are going to appreciate the fresh, inventive approach to a traditional game. Games play quickly and are just the right amount of challenging.

WHAT IS THE BEST THING ABOUT THIS GAME?

I could easily say “Declaring your card suit”, but for me I really love the paradox. As you play out your hand, you’re always trying to plan ahead so you don’t end up triggering a paradox. Sometimes you just can’t avoid it, but it’s always lurking in the back of your paranoid mind.

FINAL THOUGHTS

I wouldn’t say I’m a trick-taking fan. I really enjoyed The Crew from a couple years ago, but apart from that, trick-taking games aren’t something I intentionally pursue. I had heard quite a few positives regarding Cat in the Box and I was intrigued enough to find a copy. I’m happy to report that this game really delivers. As I mentioned above, it feels fresh and new and engaging. It’s so creatively executed, but equally simple and that really makes it brilliant. To be able to put a new spin on a classic game and make it feel completely new is quite an accomplishment.

Declaring your suit is a fantastic exercise. It feels like you’re always planning and looking ahead in this almost abstract space trying to outwit your opponents. It’s so easy to paint yourself into a corner that you have to be very intentional at times, often sacrificing points to make sure you can make it to the end of the round without triggering the paradox. But despite the gamesmanship, Cat in the Box is super accessible. It plays quickly, it’s easy to teach and it works for almost any age group.

And then there is the paradox. What a cool concept to tie into the game. The impossibility to play a card results in time coming to an immediate stop (and the game). I haven’t equally been in awe and dread of a mechanic like this in a long time.

Of course Cat in the Box has layers, such as the area control bonus on the player board. This could have easily felt like it was tacked on, but it provides another dimension for you to think about and target. The points you can earn on the board can be worth more than the points earned winning tricks. So you have to respect it if you want to win the game.

I really love everything about Cat in the Box. I’m absolutely terrible at it, but I just can’t get enough. It brings some really inventive ideas together with just the right amount of weight and depth to keep it engaging and interesting to a wide audience. It’s easy to teach and it doesn’t overstay its welcome—the 30 minute play time really flies. If you’re not a fan of trick-taking, you probably aren’t going to be converted here… but I wouldn’t be surprised if it forced you to give trick-taking a second look. This is a game you can easily break out with gamers and non-gamers alike. It’s not terribly priced and its small box makes it a great fit for any board game collection. Cat in the Box is one of the best small box games I’ve played in a long time… highly recommended.

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Review: Terracotta Army https://unfilteredgamer.com/review-terracotta-army/?utm_source=rss&utm_medium=rss&utm_campaign=review-terracotta-army https://unfilteredgamer.com/review-terracotta-army/#respond Sun, 23 Oct 2022 01:46:35 +0000 https://unfilteredgamer.com/?p=23285 The post Review: Terracotta Army appeared first on Unfiltered Gamer.

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Publisher: Board & Dice
Player Count: 1-4 Players
Dedicated Solo mode: Yes
Game Length: 90-120 Minutes
Complexity 3.4/5

The first emperor of unified China, Qin Shu Huang, has died. Representing a group of talented craftsmen, it is your responsibility to create an army of terracotta warriors to protect him in the afterlife. Compete against your opponents by collecting resources, training advanced workers, placing the concrete warriors and appeasing the emperor’s advisors.

True to form, Board & Dice is back with another medium/heavy weight historical euro with multiple paths to victory. In this worker placement game, players will select actions from a rotating wheel to gain resources, fabricate warriors and strategically place them in the emperor’s tomb amidst a tight and evolving scoring puzzle. Points are earned at every turn forcing you to carefully consider your choices to maximize your actions and come out on top as the most respected craftsman.

A THEMATIC EURO

I’m always reading how well developed the mechanics of Board & Dice games are. This is true—they are probably the most solid, polished and consistent publisher of euro games going right now. Board & Dice games are like eating pizza… even when it’s bad it’s good. The “solid mechanics” statement is then often followed by, “…but the theme is lacking” or “the theme could be anything.” Maybe I’m in the minority, but I absolutely love the themes, tone and moods tied into these sprawling euros. I’m speaking in generalities, but I absolutely love building the Egyptian temple of Amun-Ra in Tekhenu or constructing the Pyramid of the Sun in Teotihuacan.

Despite being a little further out there than these historical simulations, I could still get into the arrival of ancient aliens and their influence on primitive cultures in Origins: First Builders from designer Adam Kwapinski. Adam is co-designer of Terracotta Army and the man behind big-name games such as Nemesis and Lords of Hellas. He seems to know how to create a tension and fun-filled experience. All this to say I was pretty excited about the potential of Terracotta Army.

Visually, Terracotta Army is on par with some of the best Board & Dice productions out there. I’m accustomed to quality materials, great art direction, clear communication and little cardboard tokens—all which Terracotta Army delivers. The 2 ambitious elements here are the rotating selection board and a box filled with 60 miniatures. While the miniatures are pretty good, I’m not quite ready to buy Board & Dice as a premier publisher of miniature games. The sculpts are solid, but there were a few things in the design that left them a bit out-of-whack. Despite those minor issues, the look and feel of everything is good and only fueled my own excitement for the game.

HOW THE GAME PLAYS

The game play in Terracotta Army is so incredibly satisfying. The choices are meaty, the outcomes fulfilling and there are so many paths to keep things interesting.

The game board is divided into 4 distinct areas and it all begins with the Action Rings. This 3-tiered system of rotating icons is the beginning point for each turn. A set of 3 icons (or actions) align at each of the 12 stops on the rings. After choosing your actions, you resolve them in order. Each stop on the Action Ring provides you with positive results that range from good to “I just committed highway robbery” good.

If chosen as an action, players may visit a master on the board. These masters can be hired at different costs and provide immediate bonuses as well as end-of-round benefits.

The primary goal is to build the terracotta statues. There are 2 primary types of statues: Warriors and Specialists. There are 4 unique sculpts/types of Warriors. Each warrior is worth a certain point value depending on how many have already been built. Activating tokens called Weapon tokens after building can provide additional points and unique action pertaining to the placement or relation of the statues in the emperor’s tomb. Additionally, there are 4 unique Specialist statues. Each Specialist provided scoring or special bonuses in the tomb.

Finally, the tomb itself is a grid broken up into 4 quadrants. Players can place statues nearly anywhere in the tomb, but earn points by their relation to other statues as well as meeting end-of-round and end-of-game objectives.

PRIMARY MECHANICS

Terracotta Army employs a series of mechanics focused on worker placement and an area control, spatial puzzle.

There are 360 different possible combinations and 12 active spots on the action rings. Players will have 3-5 craftsmen (depending on player count) to activate these actions each round of the game. Initially these choices can seem overwhelming (and potentially lead to overthinking) if it wasn’t for how rich each choice is. There always seems like there is something beneficial to do, making each turn exciting. Players can also spend coins to rotate rings. Now placement spots can be limited by upgraded caretakers later in the game, but each turn is really about passing on all the “good” plays and choosing the “best” one. Since you have a combination of 3 potential actions with each choice, choosing the right spot involves weighing each choice and figuring out the best group of 3.

The other half of the terracotta challenge revolves around placing concrete warriors in the late emperor’s tomb. This is a fairly complex area control puzzle that provides lots to think about. In the tomb there are multiple ways to score at multiple points in the game with some more fluid than others. For example, players score each round by having a majority on a specific row or column. These points are rotating and can be manipulated through the game. Each of the game’s 5 rounds also have a special randomly chosen scoring goal that a player might pursue. Then there are additional points from specialist statues and end game points that include grouped, like-style statues. I’m almost exhausted just thinking about it. Scoring, especially end game score can be a chore, but it’s also rewarding to see the fruits of your labors add up.

KEY STRATEGIES

While you can often execute an action without too much resistance, one of the keys to excelling in Terracotta Army is to chain bonuses together with your standard actions. This means pairing the right resources with the right actions at the right time. For example, you can build a statue if you have the right amount of wet clay, but you can only take the statues bonus action if you have an active weapon token for that particular statue. This is where careful planning (and a little luck) comes into play and likely begins 3 or 4 turns prior to that action. While the perfect action might not be there when your plans come together, there are so many deviations and variants on each plan and so many paths to score, that you’ll still likely be able to do something you’ll feel good about.

FINAL THOUGHTS

I absolutely love a good euro, but Board & Dice always takes things to the next level for me. Terracotta Army is no exception… The turns are more interesting, the context more engaging and the production never lets me down.

The success of Terracotta Army starts with its interesting turns. While decisions can be think-y, they never seem to bog you down and always feel full of flavor. There is always something positive to do and being able to accomplish multiple goals in one turn almost feels euphoric. While planning and timing are necessary to build on multipliers and gain critical bonuses, the rotating resource area is always in flux. This means you need to institute long-term planning as well as be able to think on your toes. This becomes second nature as the game progresses and you learn you have to institute alternative goals to keep your progress moving forward. Despite all these things to juggle, the game never feels like work. Yes, it can be brain burning… but in that really satisfying way.

As far as the theme goes, I think it’s tied into the actions beautifully. I never lost sight of what we were doing: building an army to defend the emperor in the afterlife. The swapping of wet and dry clay, the different statue figures and the team of specialists always felt grounded in the context of the game. This was another big plus for me.

Terracotta Army is easily one of the best games I’ve played all year. In fact, it’s one of the best euros I’ve played in a long time. I love the turns, the decisions and the results. The different scoring points throughout the game elevate this one even further—lots to think about, but oh so pleasing. I’m still not ready to crown Board & Dice as the next great miniature game publisher, but the production is top notch. If you’re a fan of great board games, you need to do yourself a favor and grab Terracotta Army.

PROS & CONS

➕ So many fun decisions… the process is so enjoyable that I honestly didn’t care if I won or not

➕ Planning is critical and really gives your brain a workout

➕ End of round and game scoring makes this special

➕ Plenty of paths to victory

➕ Excellent rulebook that clearly explains concepts and actions

➕ The board is beautifully tight near the end of the game

➖ Potential for a lengthy game with the wrong players

➖ Your action choices can change on a dime throwing out your plans

WHY WOULD YOU LIKE THIS GAME?

Players who love medium/medium-heavy weight euros are going to be in Heaven. The turns are think-y and planning is going to give your brain a workout. The personality from the theme also provides added enjoyment.

BEST THING ABOUT THIS GAME?

The best thing about the game is pretty much everything. It’s tough to choose between the statue placement and the action rings… so I’m going with the scoring opportunities. It’s these creative and unique goals (that also change from game to game) that make Terracotta Army a real standout experience.

VERDICT: Highly Recommended

PERSONAL THOUGHTS

Survival of the Fattest shouldn’t have any trouble reaching its funding goal. The artwork is enchanting and will appeal to a large audience. The gameplay is simple and familiar and should play well to families with budding gamers. For me, this feels like a slightly more mature strategy game trapped in a kid’s body. Despite the kid-friendly art, The amount of card text and some of the game’s decisions will be a little too complex for a young audience. I was actually surprised at some of the challenging decisions later on in the game where options were scarce and each turn means more. I’d probably recommend this for kids 10+ who have a decent exposure to hobby-style board games.

The game says 2-4 players, but I wouldn’t recommend it at 2. At 2 the board feels too loose and I’d really like to see some rule modifications to keep things more challenging. Turns, interaction and decisions were all more satisfying when we went from 2 to even 3 players.

I was pleasantly surprised by how strongly different each character is in the game. As I played through the characters I noticed I had to really adjust my play to maximize my animal’s special abilities and trick cards. While all the actions are the same, I found each character really commanded their own strategy and forced you into their world to be successful.

I had a few minor issues here and there, but overall this is a good game for families with older children (or kid’s at heart in general). The artwork is brilliant and will easily draw the kids in while the gameplay and surprising challenging decisions will keep adults satisfied. The different characters will keep the game fresh while the simple rule set provides an accessible experience. There is certainly plenty of replay ability with the unique characters.

Survival of Fattest looks and sounds like a fun, family game… and it is. I think the special, hidden bonus is there is a lot more going on here than meets the eye. The gameplay and strategy isn’t overwhelming, but it certainly adds to what is really a well-rounded game. I look forward to seeing this in its final form.

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Review: Chronicles of Avel https://unfilteredgamer.com/review-chronicles-of-avel/?utm_source=rss&utm_medium=rss&utm_campaign=review-chronicles-of-avel https://unfilteredgamer.com/review-chronicles-of-avel/#respond Fri, 07 Oct 2022 22:00:52 +0000 https://unfilteredgamer.com/?p=23275 The post Review: Chronicles of Avel appeared first on Unfiltered Gamer.

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Publisher: Rebel Studio
Player Count: 1-4 Players
Dedicated Solo mode: Yes
Game Length: 60-90 Minutes
Complexity 2/5

The magical land of Avel is threatened by the evil creatures of the Black Moon. Create your own character, explore the land and battle sinister forces in this cooperative, vibrant, family-friendly, dungeon crawling adventure. As players take up arms, they’ll need to work together to defeat a variety of monsters, build up defenses, upgrade their weapons and prepare for the ultimate battle with the Beast who threatens the castle and this once magically protected land.

In Chronicles of Avel, players will explore across a modular board that changes from game to game and can be adjusted for difficulty. You’ll add and upgrade your character’s weapons on a unique, visually interactive character board that includes a backpack with limited space and defeat enemies by rolling a variety of specialized dice. Gaining loot and equipment from victories, you’ll spend your hard fought money to improve your character, set traps and protect the castle. The game’s turns serve as a countdown for the arrival of the Beast and that’s when things get serious.

A DUNGEON CRAWLER FOR THE ENTIRE FAMILY

Set against the beautifully illustrated fantasy land of Avel, this inviting, entry-level dungeon crawler has a number of standout features that make it a blast for both young and old adventures.

The game begins by choosing a boy or girl to serve as your hero. Each hero sheet can be colored with a space to include your name and family crest. Each character sheet fits nicely inside a unique character board. This character board provides fun spaces to potentially equip your character with a weapon, shield and helmet as well as a backpack to carry additional goods.

As you advance across the hexagon play area, you’ll reveal new shops and opportunities to help defend the land as well as avenues for treacherous monsters to appear. Each player gets two actions per turn which can provide movement, engage in battle, activating a tile or resting.

The tile artwork is really amazing just making your trek across the board a real delight. It’s so colorful and well done it draws you right into the theme and the game.

The battle system is fairly simple. This is a straightforward game meant for younger audiences to play with parents and it’s simple actions put the dice-induced battles on full display. Each enemy tile explains how many hits they can take, what reward you’ll receive in victory and the number and type of dice they roll in battle. Each hero receives 2 dice to begin the game and can gain additional, more powerful dice through equipment upgrades. The battles last 3 quick rounds rolling all the dice each round.

While all the enemies are different in their own way (type of dice they roll or reward given), there are 2 distinct creature types (small and large). The large are obviously more difficult to defeat, but provide great rewards.

THE COMING OF THE BEAST

The game lasts a specific number of rounds based on the player count until the arrival of the Beast. Once the Beast arrives the game continues until you have either defeated the Beast or he and his minions have overtaken the castle. Throughout the game, the monsters are pretty docile staying on their tile. As soon as the Beast arrives they begin moving toward the castle on each turn.

Defeating the monsters is obviously your first means of defending the castle, but the game also provides some additional ways to detour the creatures along the way. You might build castle walls that will force the monsters to first smash the walls before attacking the castle. Placing Moon Seal tokens over the openings where monsters appear can keep them from spawning. You can also set traps that may hurt the Beast as he travels to the castle.

The entire game is about building up your character in preparation for the arrival of the Beast. I’m not saying its causal, but once the Beast appears it all gets very real. Suddenly everyone is moving toward the castle each turn and the urgency level is seriously raised. By this point you can no longer place traps or build castle walls and it really comes down to your preparation and ability to fend off the monsters.

WILL YOU SAVE THE LAND?

As I mentioned before, this is meant as a gateway game for youngsters looking to get into the dungeon crawler world. The actions and choices are simple enough for a young adventurer, but are still fun for an oldie like myself. The die rolling is basic, but it’s always fun seeing how the dice are going to play out. Players are still met with some interesting choices – particularly how they are going to spend their loot. You can focus on upgrading your character’s strength, blocking monsters with the Moon Stones or helping prepare for the Beast. You can do a decent amount, but you can’t do everything. I think this is a great opportunity for younger gamers to make these decisions on their own and see how the consequences play out. There isn’t necessarily a wrong decision, but there is often a better one.

There might seem like a lot of components, but the game is really easy to learn and the rulebook is solid. Even the setup and teardown are fairly quick. It feels like just the right amount of complexity and accessibility for the audience.

All the “young gamer” stuff aside… I really like this game. I love how straightforward it, how quick it plays while still being engaging and I love how the game looks. While the monsters can potentially get the better of you from time to time, by the end after I’ve upgraded a few things, I feel strong and ready to battle the Beast. There are so many colorful and memorable pieces to the game such as the personalized character boards with their upgradable puzzle pieces, the quick, yet exciting encounters and the eventual arrival of the Beast. The design is clean and engaging and I’ve enjoyed every single play of Chronicles of Avel.

If you’ve got a young gamer you’re looking to introduce into the world of dungeon crawlers, do yourself a favor and pick this one up. It is a delight and a blast to play!

PROS & CONS

➕ Easy to learn

➕ Great personalized character boards

➕ Fun components

➕ Exciting turns

➕ Quick setup and teardown

➕ Multiple ways to adjust difficulty

 

➖ For seasoned dungeon crawl enthusiasts – game isn’t super difficult

➖ Simple game mechanics might not excite older audiences

WHY WOULD YOU LIKE THIS GAME?

This might be the best dungeon crawler for youngsters that I’ve played. This is the kind of experience both a parent and child can enjoy together. The decisions are interesting and engaging without being unnecessarily difficult.

BEST THING ABOUT THIS GAME?

The best thing about the game is the super cool character boards. I love that you can color and customize your character before the game starts. I also LOVE how the weapons, shields and helmets fit perfectly on the characters—similar to a simple puzzle. The backpack allows you to carry additional weapons or potions, but only what will fit in the space forcing you to sometimes choose one item over another.

VERDICT: Highly Recommended

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Review: Garden Nation https://unfilteredgamer.com/review-garden-nation/?utm_source=rss&utm_medium=rss&utm_campaign=review-garden-nation https://unfilteredgamer.com/review-garden-nation/#respond Fri, 07 Oct 2022 21:23:34 +0000 https://unfilteredgamer.com/?p=23259 The post Review: Garden Nation appeared first on Unfiltered Gamer.

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Publisher: Bombyx
Player Count: 2-4 Players
Solo mode: No
Game Length: 60 Minutes
Complexity 2.5/5

Garden Nation tells the story of a miniature community living together in the forest. Unable to live in harmony, they divided into 4 separate factions. The challenges of their newfound lives  forced them to come back together. Finding a garden, they begin their new lives, coexisting together. While living together meant greater security, their bitterness and resentment still resides. In this area majority and recipe fulfillment game, players take over as one the 4 garden clan chieftains, working to grow your population and take control of the land.

ON YOUR TURN

Over the course of a number of rounds, each player will take turns dispersing their population to construct buildings. These buildings can in-turn be used to gain community objectives, end-of-round majority bonuses and secret hidden objectives.

The game’s primary mechanic involves the Torticrane, a modified turtle-turned-crane that moves from section to section across the board in response to a player’s action. Each of the board’s 7 regions are made up of 7 land spaces reflecting each of the board’s larger regions. A player chooses one of the 7 land spaces to take an action and then sends the Torticrane to that corresponding region. The following turn then must take place in that new region. The turn order typically gives players two consecutive turns, so you’ll be using the Torticrane for both your offensive and defensive purposes.

Each region features an assortment of land types. Each land type has a value that must be paid in population to build on. As players construct buildings on these spaces, they’ll use them to match a series of community objectives. These objectives score points and might require certain buildings to be a specific height (you can stack buildings) or on specific colors or adjacent to one another.

After a round, each region of the board is counted and the player with the most buildings in the region earns an extra population bonus.

Speaking of population, your population track exists on your personal player board. Population is a type of currency in the game. You spent population to construct buildings and primarily gain population for removing buildings from the map. Removing a building earns you a multiplier allowing you to gain more population than you spent.

Players also have ploy tokens which allow you to do a series of bonus actions such as moving the Torticrane, reactivating previously used buildings and infiltrating other players’ buildings. These actions are limited and can’t be refreshed after using them.

Each player receives 2 end-of-game objectives that relate to orientation of your buildings at the end of the game. Once a player has played their last building, each player completes that round. Points are tallied from objectives and total population. The player with the most points is declared the winner.

ARTWORK & COMPONENTS

The artwork in Garden Nation is well done. It’s a bit grungy and dark, matching the theme of this disgruntled community. The characters have a lot of detail and personality (while all being a bit grumpy). The objective cards all feature buildings you can achieve. The buildings are all constructed from cast-off objects such as tea pots, old bird cages and tin cans.

The game board allows you to shuffle the 7 regions and place them in different spots each game.

The components are really solid and go a long way in bringing the game to life. The buildings are made from a heavy plastic and stack smoothly. The vertical element the buildings provide make the game much exciting on the table. There are also cool leaf-shaped roofs that serve to activate a building stack when used to achieve an objective.

PROS & CONS

➕ Easy to learn

➕ Interesting decisions with multiple choices to consider each turn

➕ Fun components

➕ Relaxed gameplay

➕ Torticrane is a fun mechanic and fun piece on the board

 

➖ Turns aren’t ever super exciting

➖ High value objective cards make the game a little swingy – might be best left out

➖ Game length is a little up in the air since the game ends when players decide it does

➖ Population track didn’t have a huge effect on the game

WHY WOULD YOU LIKE THIS GAME?

Players looking for a causal, non-combative, unique area-majority/control experience are going to get the most out of this. It plays at a steady pace and emits very mellow vibes.

BEST THING ABOUT THIS GAME?

The best thing about the game is the way players use the Torticrane. Being forced to not only consider your options, but also the consequences and position you’ll put the next opponent in creates some interesting decisions.

PERSONAL THOUGHTS

The thing that stood out the most to me about Garden Nation was its unique approach to area majority. Your choices have a direct effect on the next turn (be it yours or an opponent) and make for some interesting decisions. While you can’t typically plan ahead, and despite the thought that goes into each decision, I still felt the game moved at a decent pace. Unfortunately the rest of the game didn’t reach these same heights.

That’s not to say I didn’t enjoy Garden Nation. The dark, grumpy theme and art might be a rainy day for some, but I thought it was kinda cool. I really appreciated the creativity that went into constructing the buildings on the objective cards (made up of trash and old, thrown-out items). On top of the uniquely, toned-down visual presentation, the components are really good. Each clan has their own look and their house pieces are themed uniquely to that clan’s personality. Speaking of the clans, there is an entire story that unfolds in the rulebook explaining each faction and their tendencies and the circumstances that led them to this point. While they all play the same, it’s fun to hear that backstory.

I felt there were 2 primary negatives in the game. The population track, which serves as currency, never had a huge impact on our games. I imagine it’s supposed to challenge you to find a balance between constructing and breaking down buildings. It also affects your end-of-gaming scoring depending on your final total. I believe there was only 1 turn where I was limited by my population track. This is disappointing because this could have had a cool push-and-pull effect on the game. Even the end game scoring didn’t affect the outcome since we all had about the same total.

The other issue is one that could easily be fixed, but I didn’t love the difference between the low-end and high-end community objectives. While the goals weren’t that much more complicated on the big 11-point objectives, the 8 point difference between the 3-point objectives is a big deal at the end of the game. I propose removing these all-together to help create a more even playing field. Not a deal-breaker, but something that didn’t feel right.

The lack of a true countdown can be scary for some players. The game essentially ends when you want it to end. I did notice a trend: as players’ building stacks got thin, the game evolved into a bit of a race to pursue hidden objectives. This quickly resulted in the end of the game. In my experience, the game folds under social pressure and that’s ok with me.

Despite my objections, I did enjoy Garden Nation for the most part. The Torticane mechanic is pretty cool and I really liked that exercise. It was the supporting pieces that didn’t quite measure up. I didn’t really even mind the game’s casual, steady pace. I can see The grumpy characters and mellow feel rubbing some the right way. Where I think it stumbles a bit is in the lack of excitement during the turns. Earning an objective never really got our mojo flowing and I was hoping for a little more satisfaction.

At the end of the day, Garden Nation probably isn’t a game that will stick in my collection, but it’s definitely one I would recommend to play. There are some really neat things going for it and I think it will be a hit for the right audience. The production is great and you’ll enjoy having it sit on your table. When factoring all the pros and cons, it didn’t quite get there for me and felt a little too loose… maybe it will for you.

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Review: Tabannusi: Builders of Ur https://unfilteredgamer.com/review-tabannusi-builders-of-ur/?utm_source=rss&utm_medium=rss&utm_campaign=review-tabannusi-builders-of-ur https://unfilteredgamer.com/review-tabannusi-builders-of-ur/#respond Mon, 21 Feb 2022 23:08:21 +0000 https://unfilteredgamer.com/?p=22596 The post Review: Tabannusi: Builders of Ur appeared first on Unfiltered Gamer.

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Published by Board&Dice
Designed by David Spada & Daniele Tascini | Art by Zbigniew Umgelter & Aleksander Zarwada
1-4 Players  |  120 Minutes

Step into the sandals of a master architect tasked with building one of the great cities of the Late Bronze Age. The city of Ur, the ancient footprint of modern day Iraq was a hub of activity in its day. Your goal is to gather resources from the arriving barrages and make your impact in the city’s 5 districts. Build houses and farms, shrines on the historic ziggurats or in the priest district to earn the favor of the gods. Seek the prestige of the city and to impact history during this iconic period in ancient times.

In Tabannusi: Builders of Ur, players will be gathering and managing resources in an effort to build a variety of objects throughout 5 areas of the board. You’ll engage a unique dice-drafting system in hopes of maximizing your movements and actions while careful planning and resolve will guide you across multiple scoring options and end game goals in hopes of earning the most points in this beautiful, engaging euro.

HOW DOES IT PLAY?

Daniele Tascini, in my opinion, has created some of the most important euro games of the last 10-15 years. Tzolk’in, Teotihuacan and Marco Polo II have become evergreen tent poles for the mid-heavyweight euro-gaming community. He excels at creating tight game play highlighted by challenging decisions. I’m a huge fan and was highly anticipating his latest release in Tabannusi. Joined by relatively new designer David Spada, my hope was to see what Daniele had up his sleeve for the latest game in the famed “T” series.

Conceptually, Tabannusi is an area control game with action selection, tile laying and dice drafting mechanics. Essentially you’re going to be drafting dice as a resource, placing both tiles and buildings across the board, taking a limited number of actions and hopefully meeting your building goals before your opponents can get in the way.

Tabannusi takes place across a beautifully rendered board representing the ancient city of Ur. There are 5 distinct areas where barges dock unique resources represented by dice.

In typical Tascini fashion, each player starts the game equipped with their own player board and a limited variety of starting resources. Players each have an Architect and Assistant to help them navigate the different districts of the game.

On a typical turn, players will choose one of the dice/resources docked at their current location. The value of the die will dictate which district they will move to for their next turn. Players will then take one of a series of actions at that location. The game takes place over 5 scoring rounds which are each triggered when all dice in one particular barge is exhausted. This provides a strange tempo to the game since it may take some time before the first barge is emptied, but the second barge could go within the next 1 or 2 turns.

Building is the theme and thus a major action in the game. Players will need to first establish a plot of land and ultimately build 1 of 3 colored buildings on it. While establishing the foundation earns you an immediate bonus, other players can sneak in and build on the plot themselves, so you have to be careful how you plan this part of the game. Of course there are restrictions as well as benefits provided when an opponent butts in. This definitely seemed to be a bigger challenge at larger player counts, but certainly something you need to consider when executing your strategy.

The goal is to score the most points and points are earned in a variety of ways. Of the 5 districts, 3 are considered common along with the port and ziggurat districts. While each district type scores in a unique way, there is a circular reliance on other districts to determine the scoring event. For example, the ziggurat district houses 4 unique scoring actions that vary from game to game along with master tracks corresponding to each house color. When scoring a common district, players will multiply the number of like-colored houses in that district times their claim marker value on the mastery track. When scoring the ziggurat district, players will score the 4 actions – typically related in some way to the number of houses built in the common districts – such as a set. Hopefully you can get an idea how everything kind of blends together.

The port district is the final area where players can establish houses and claim boats. This mini-game provides immediate and residual bonuses throughout the game and scores in a grid-like fashion. This is somewhat reminiscent of building the temple in Tekhenu.

Like any euro game worth its salt, players won’t be able to accomplish every goal, so they’ll need to be focused on their plan of attack. Tabannusi does require players to have somewhat of a balanced approach, but there are still many different ways to win the game.

PLAYER COUNT

Tabannusi features a solo mode in addition to the 2-4 player count. The solo mode is somewhat complex, but done so in good conscience to better emulate a real player. I’m not a huge fan of the upkeep that goes into these solo experiences, but it’s not a bad option.

The game board is 2-sided depending on the player count. I did find the 2-player option somewhat looser. I was definitely able to avoid conflict a lot easier in the 2-player option. The 3 and 4 player mode feels a bit more challenge with more hands in the pot. The number of dice at each barge fluctuates based on the player count so adding more players won’t necessarily speed up the game. In fact, the game length really depends on players familiarity with the game and the dreaded time it takes players to make decisions. Fortunately, at the end of the day, Tabannusi isn’t an overly complex game. While there are some interesting decisions, players with a good understanding of the iconography and general flow of the game should be able to keep things moving smoothly.

COMPONENTS & ARTWORK

The artwork from Tabannusi is top-notch in my book. While there isn’t a ton of artwork throughout, the box art and board create a rich, inviting experience. The iconography is exceptional here as well. It’s done in the typical, high-quality approach you would expect from Board & Dice, but it’s super intuitive and it really limits the learning curve. I think all the same positives can be applied to the game’s graphic design.

I’d also like to add that the game’s rulebook is fantastic. It’s easy to follow and makes deciphering those early run throughs a breeze. There is also an amazingly comprehensive appendix that has all the answers. This is really a high-quality publication in it’s own right.

As far as the components go, there is a lot of cardboard, but there is also a ton of plastic for a euro game. Each building base is made of plastic and has this ancient temple type feel. While I would have loved them all to be made of wood, I imagine that just wasn’t cost-effective. That being said, they look good on the board and they really enrich the game. All the cardboard pieces are high quality with nothing suspect here. The meeples are made out of wood along with the player markers. The game also comes with 35 dice.

While an insert would always be beneficial for these Board & Dice productions, they continue to be an AMAZING value for what you get. I never feel cheated opening a Board & Dice game.

WHAT I LIKED ABOUT THE GAME

Overall, Tabannusi is a really enjoyable experience with a lot to like. While the theme in these types of games can be thinly grafted on the mechanics at times, I really like the theme and production here. While I didn’t always feel connected to the mechanics in terms of theme, the production is really immersive. Overall, it’s very approachable and interesting.

I really enjoyed the dice drafting in the game. While it’s not revolutionary, it does produce a fun twist. I like having to take multiple things into consideration when selecting a die. It not only dictates the landing spot of your next turn, it can also provide a valuable resource going forward. In addition to the dice drafting there were some surprising ways to chain actions together and really make the most of each of your turns. In a game like this, you’re never 100% sure how many actions you’ll get in the game so it’s critical to make the most of each turn.

I also enjoyed the weight of the game. It’s definitely lighter than I expected and certainly lighter than games like Tekhenu and Teotihuacan. The benefits for me at this point in life is the ability to find players to play with. Being able to explain the game’s more simple concepts and mechanics makes this much more likely to earn table time. The 120 minute play time seemed accurate, but it’s not bogged down with long dead periods where players spend extended time thinking about their next move. In addition to Origins: First Builders, Board & Dice have released a pair of games this year that serve as solid intros to the world of mid-weight euros.

The last thing that stood out to me was the interesting scoring paths. I really enjoyed finding a balance between growing my position on the master track and my construction of buildings in the common districts. It does take a fair amount of planning, but not so much that I felt overwhelmed. When I was able to succeed–hitting the scoring just right–it was a great feeling.

THE NEGATIVES

My biggest concern is the game’s replayability. There is plenty of variability in the game. You’re able to change the district’s actions, the port’s bonuses and recurring benefits as well as the ziggurat districts scoring goals and the decrees (community end game goals). But changing those up doesn’t really change up the game that much for me. I know the variability is built in specifically for replayability, but I think you’re going to end up playing this game over and over because you enjoy the game despite it’s variability. I’m only so many plays into it–so it’s not entirely fair to judge that–it’s just a perception that I got.

Strangely, the weight of the game serves as both a positive and negative for me. While I love the weight to be able to introduce it to players who might be intimidated by this type of game, I also felt the depth isn’t quite there. I feel a little conflicted here because I want the decisions to be a little deeper, but you’ll also see in the next paragraph that I struggled with some of the more complex scoring goals and their paths. I’m not trying to contradict myself, but I think I wanted a little more interesting decisions throughout. That’s not to say the decisions aren’t interesting, but I’m comparing this to Tascini’s previous work and overall it isn’t quite as satisfying.

As I previously mentioned, there are some end game scoring goals that seemed a little out of reach. I really felt like you had to compromise your entire strategy to achieve. I guess that’s ok, but I ended up completely disregarding some of these objectives just because it seemed a little far fetched.

My final critique is pretty standard for this genre, but setup and teardown can be a real chore. While it is 100% worth it, I feel this unfortunate circumstance does limit how often a game like Tabannusi gets played at my house.

DO I RECOMMEND IT?

Tabannusi: Builders of Ur is a really good experience. I really like this as more of an introduction to a more sophisticated level of euro gaming. I think it provides a good taste of what these types of games can do. I also really enjoyed the turns – especially the dice drafting. The actions were really smooth and the game flowed well. I also enjoyed the limited theme and the overall production. The production feels really rich and it definitely draws you in.

It’s not terribly heavy and that may deter some players looking for that next great challenge, but there are still quite a few interesting decisions and pieces to enjoy here. I don’t know how often this will make it to the table, but I’ve really enjoyed my initial plays and I look forward to introducing this game to other players. If you’re on the fence, I would definitely point out what a great value Board & Dice games are. They pack a lot of stuff in each box and you never feel cheated. This is a fun play and I would encourage not to pass up a chance to try this one out.

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Review: Scythe + Invaders from Afar Expansion https://unfilteredgamer.com/review-scythe-invaders-from-afarr/?utm_source=rss&utm_medium=rss&utm_campaign=review-scythe-invaders-from-afarr https://unfilteredgamer.com/review-scythe-invaders-from-afarr/#respond Mon, 01 Nov 2021 04:38:17 +0000 https://unfilteredgamer.com/?p=22177 The post Review: Scythe + Invaders from Afar Expansion appeared first on Unfiltered Gamer.

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Scythe + Invaders from Afar Expansion
Designed by Jamey Stegmaier | Art by Jakub Rozalski
Published by Stonemaier Games
1-5 Players  |  90-115 Minutes

After a the long war, there was an uneasy peace across Europa as eccentric new leaders, empowered by ungodly steam technology began to assert their influence across the land. What remained of the Scots, Clan Albion, entered the fray along with the Nordic Kingdoms of the North, whilst the Rusviet Union encroached upon the land from the East. However none of them could win the hearts of the people like the Crimean Khanate, who was serving the people as he blessed the farms, ending the famine that had wracked the continent after the war. But no one saw what was coming next…

SCYTHE (with INVADERS FROM AFAR expansion)

Scythe is what would happen if a Eurogame (minus the play-a-card-to-take-an-action mechanic) and a dudes-on-a-map game made a beautiful 1920s-meets-steampunk baby that should be boring—because it’s mostly about gathering resources and building stuff—and yet is incredibly fun and interesting as you take control of territories, worry about a battle with someone that probably isn’t coming, and race to gather stuff to build other stuff as you expand your influence across…Europe? Sort of? All of this gathering of goods so you can be the most popular person by being the richest person…just like a student at a Hollywood High School.

In the game of Scythe you are a leader of a great European civilization in an alternate timeline where things went very differently during and after World War I. Apparently some scientist introduced mechanized monstrosities of maniacal mayhem and unleashed them upon the land by giving this technology to all the civilizations. Now, in the aftermath, each nation is seeking to assert their dominance over Europa and win the people’s hearts—mainly by being the wealthiest nation at the end of the game. But you gain the wealth through doing…everything!

During the game, you choose what actions you do each turn with a sort of Euro mechanic where you move your pawn to another action space that you didn’t use the previous turn, and then take the actions assigned to that action square. You’ll be controlling your leader/character, the mechs that make up the military forces of your civilization, and the workers of your society. You will be moving these pieces around the map: seeking to gather resources from territories you control; having interesting encounters with the people of Europa; battling other civilizations that get in your way; seeking technology from the mysterious factory; and trying to build your civilization’s influence, affluence, and assets by controlling the land, having goodies, and accomplishing impressive feats that all result in you getting paid.

You win the game by having the most money at the end of the game, which is achieved through being popular with the people, and achieving certain goals, such as winning battles, secret goals that are random, upgrading your stuff/technology, building all your mechs, recruiting army officers, and more; then there is having area control, and having resources at the end of the game, all multiplied against your popularity. This game is so much fun because it’s dudes-on-a-map meets resource management, with lots of interaction if you choose; or you can just go be a loner and gather stuff. There is so much room to explore gaining points with a constant tension coupled with the potential for sudden, though not unforeseeable turnarounds!

THE TURN

You will have both your character/faction board as well as your “player mat,” which sets what you’re an expert at and will determine what  combination of moves are available to you. Everyone has the same 8 possible actions on your board, the same 4 across the top and the same 4 across the bottom, but where they fall and what combination they’re in, as well as how much it costs for you to take the action, is different from player mat to player mat, so the game is never the same twice, because you’re forced into different strategies by the special asymmetric powers of your civilization as well as the economy of your player mat.

Each turn you’ll move your turn marker pawn to a different square on your player mat and take the moves listed from top to bottom, paying costs and gaining goodies. This will include, across the top: moving pieces, producing with workers, gaining military strength and wealth, gaining popularity, and trading for resources; and along the bottom: building mechs, upgrading your technologies, recruiting officers, building special buildings on the map, and getting money.

You move the pawn, do your two or three things, and your turn is over. Quick and easy once you understand what the symbology means. As long as you’ve been planning while the other player(s) are playing, it should only take a minute or two to take your turn. Despite how intimidating the game looks, the rules and turns are actually relatively quick and simple. But don’t be fooled, the depth of strategy and fun are fantastic.

SCALABILITY

While you could have less interaction with fewer players, the game scales well from 2 players all the way up to a full complement of 7 players. The more people, the more forced interaction (and combat), but even in a two-player game you can go attack. Moving fast to gather resources and get to the factory still makes the less tactical two-player game very interesting. Especially if you decide to get aggressive and spice it up or you both just really decide you want to control the factory, which counts as three territories at the end of the game.

COMPONENTS

This is a Stonemaier game. It’s amazing! Faction mats and map board are all top notch, recessed boards, with components that go into slots easily, with amazing art! The various card decks are good quality. When I take an encounter card and read the short little story and options to everyone, I always pause and just look at and enjoy the art behind the card like I’m in a museum. The plastic mechs and characters are really fun, with great sculpts that capture the imagination. (My wife really enjoyed painting them, and now they look amazing!) The wooden resources are…fine. The cardboard punch outs for moneys are…also fine.

THE INVADERS FROM AFAR EXPANSION

We have all the expansions, and I recommend them all. But I’m just briefly covering this one in this review because it shows up in this story and these pictures. Invaders from Afar is just two more factions with two more player mats. I really don’t understand why they weren’t part of the base game. They have some new mechanics, in that they lay some things down on the board that give them special rewards, but since their home bases are literally on the base game map, and they’re cool, but not more special than the other factions. They really should have been included in the base game in my opinion. They’re great and I would definitely want to own them so we can play 7-player, and you should fork out the extra cash to own them because they’re just more of the same goodness. Just slightly different factions with slightly different asymmetric powers and more minor variations on the player mats.

THINGS OF NOTE

The encounter cards are fairly simple decisions, but the flavor text is always funny and the artwork, to repeat myself, is AMAZING! Moving your mechs and workers around the board just feels good. This is not a war game, though there can be battles, but there’s something about the race of moving across the map to have encounters or get to the factory that is really satisfying.

The combat system is okay. Basically you have combat points that you can spend (but you’re limited to spending 7 at a time, though you can have up to 16 combat points in your…combat bank?) and then you add 1 combat card—that you’ve gathered through various actions—per mech/character you have in the space, you add the combat card and points your spending together, and that’s your combat score for the battle. You each set your dial and pick your cards secretly under the table and reveal at the same time. The higher number wins, with the aggressor winning ties. Because of how this interacts with the goal of getting 16 military points to place a goal star, this works pretty well because it creates tension when mechs start moving close together, but it’s not a hard core combat system.

LENGTH OF GAME?

The time commitment on Scythe isn’t too bad, but it’s definitely an evening game. My wife and I can play a two player game in an hour and a half, maybe faster depending. The game night pictured here was a 5-player game and a teaching night: only two of us had played before, the other three hadn’t; and even with teaching time, the game would have been over after 2 hours, but they all ganged up on me right as I was about to win and extended it to 3 hours, but a 3 hour game time is more of an exception than a rule. In general I’d say 1 to 2 hours for Scythe, even with larger player counts.

ANY NEGATIVES?

A lot of people are going to be intimidated when they look at this game. But they don’t need to be! The turns are really simple, and everything is clearly marked out. Just explain that people place their pawn in a box and go down the list. I think there are some people that are going to turn up their nose and think that just gathering resources is boring, but we love it. We think it’s fun to calculate what we need to achieve goals as fast as possible and explore to do that, while constantly wondering if there will be a fight
later. Plus we’re constantly looking at each other’s boards going, “Argh, they’re getting their stuff together faster than I am, how I can I get more faster?” It’s a race!

Also, just a practicality you need to be prepared for: you better have a big table. This thing takes over a table. The more people, the more table it takes over.

Again, if you’re looking for a war game, this dudes-on-a-map game ain’t it. I love it, but if war is what you’re after, look elsewhere. Combats are  important, game changing even, but they are not the center of attention. In fact, while I’d say it’s not common, you can go a whole game without a combat.

SPEAKING OF COMBAT…

…nobody, especially the Crimeans, foresaw the Saxony Empire, who had been relatively peaceful as they simply explored the lands and passively interacted with the people, would suddenly and viciously begin to rain down violence upon anyone who stood in their way. The Saxons began brutally attacking the Crimeans and then inspired the Rusviets to join in the fray,
until the former military might of the Crimeans was wasted. While this by no means diminished their standing on the continent, it nonetheless bolstered the people to ultimately pledge their loyalty to the Saxons.

In this particular game, I was ahead the WHOLE GAME as the Crimeans, doing great, upgrading, recruiting, building, mechanizing, and all of a sudden it was all out war on me. While it didn’t devastate, it made an opening for the Saxons (played by Rob) to spread out his forces to get lots of area control points, and place his last two stars rapidly after taking out my mechs not once, but twice(1) since the Rusviets (played by Bryan) had managed to cause me to spend all my military points in defending myself. It was a great game played by all! Kevin was a newcomer and tied with me for second playing Clan Albion, David did a great job learning the game and exploring possibilities as the Nordic Kingdoms, and Bryan was an absolute butt (though he did play a great game!). I had a solid win with lots of area control and about to place my 6th star when they just came at me, dwindling my forces, taking my area control (and spreading Rob’s) for him to make a solid win. It’s always the quiet ones you have to watch out
for… (Rob and Kevin both were quiet the whole game, and scored solidly, with Rob taking the win at the last second!)

  • Bryan (Rusviet “Pinko Commie, I Hate You Because You Have More Than Me” Red) —38
  • Wes (Crimean “Cry Me a River After We All Gang Up You” Yellow) —70
  • Rob (Saxony “I’m Quiet But Deadly” Black) —78
  • Kevin (Clan Albion “I May Be Scottish, But I’ve More Stuff Than You Thought” Green) —70
  • David (Nordic “I’m Going To Stay in My Own Corner” Blue) —28

SO WHAT DO YOU THINK?

In case I didn’t make it clear, we love this game. We think it’s great at all player counts. The ever changing dynamic of different factions mixed with different player mats means your strategy will always have to be slightly different, and if you get the expansions there is endless re-playability. It should be boring: It’s mostly moving guys around and moving your pawn back and forth to gather stuff, and move little blocks around your player mat…and yet it’s delightful and strategic, and I’m always tense and going “Urgh, how can I beat them to getting my goals completed…I need more workers…Oh no, they’ve got mechs and I don’t…are they going to fight me for the factory?…. is she really going to move over for combat?…oh no, I don’t have enough resources to upgrade and recruit! Can I find a way to do both at once?… AAAAAHHH!!!!!!!”

This game will always be in our collection and will come out several times a year. I don’t think I would ever get rid of it, nor do I think I would ever turn down a game as long as we have the length of time it would take to watch a movie available.

9.898/10

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Review: Deliverance https://unfilteredgamer.com/review-deliverance/?utm_source=rss&utm_medium=rss&utm_campaign=review-deliverance https://unfilteredgamer.com/review-deliverance/#respond Wed, 02 Jun 2021 21:01:24 +0000 https://unfilteredgamer.com/?p=21752 The post Review: Deliverance appeared first on Unfiltered Gamer.

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Designed by Andrew Lowen  |  Published by Lowen Games
1-4 Players  |  60-120 Minutes

In the invisible realm, supernatural forces wage a battle for the human saints. Across countless countries and throughout time, the engagement will continue until that fateful and glorious day when Jesus returns to put the struggle to rest. For now, the struggle is real and tonight it takes place in the sleepy town of Fallbrook. Taking on the role of angels sent to stand guard, you’ll work together in this cooperative game to fend off Satan’s demons hellbent on deception and destruction. It won’t be easy as you’ll face hordes of unrelenting dark spirits, but there is still plenty of hope. Equip your angel with powerful resources and take advantage of unique skill sets. Build your defense both strategically and tactfully, working together to find the demon’s weaknesses and destroy them in  the name of truth. The odds are stacked against you and the night will get much darker before the dawn… do you have what it takes to defend the saints and overcome evil in the game of Deliverance?

Deliverance is a cooperative, faith-based dungeon crawler pitting a team of God’s angels against the worst Satan has to offer. You’ll level up your angel with tools and special abilities as you work to fend off the demons. Your ability to protect the earthly saints will play a pivotal role in your success and failure. It won’t be easy as the demon force will grow and become more challenging as the game continues. Combine sound strategy, a tactful approach and a bit of luck to defeat the demons and save the town.

HOW TO PLAY THE GAME

Setup begins by randomly placing the game tiles together to form the game board. These double-sided, gridded tiles will randomly be placed forming a unique setup and providing a slightly different tactical approach to each game.

Players will choose an angel, each with a set of unique abilities providing you different strategic benefits.

A series of random card selections will help you set up the board with a variety of demon enemies and saint tokens.

In addition, Deliverance provides a number of difficulty levels to choose from – primarily empowering villains for a deeper challenge.

Playing a round in the game is customized to the number of players. This begins on the Darkness track where the demons gain advantages and grow stronger the longer they exist on the battlefield. Saint tokens placed on the board represent the human saints and they have 2 sides – oppressed and protected. These states are determined whether they are controlled (area-wise) by the angels or demons. Oppressed saints provide additional benefits to the demons on the Darkness track. For example, the team of angels might receive additional damage based on the number of darkness cards in play.

From there, players/angels take turns taking up to 2 actions each. These actions might include movement, a variety of attack options, healing or prayer. Movement will obviously traverse the board, but each angel’s various abilities benefit from the different types and amount of resources gained by drawing talent and prayer cards. Each angel card is asymmetrical, giving them their own unique strategic approach.

To attack, players will need to consider strength and range when engaging in combat. The board also features “walls” that serve to defend and deflect attacks for both sides.

After the player turns, each demon will get to produce their own actions. These actions are resolved by rolling a 6-sided dice. Each demon features their own unique ways to cause trouble for our heroes as they move around the board and attack.

The board pieces are made of grids defining movement and distance. These all come into play when forming a sound tactical approach.

During the game, players will gain experience points based on their accomplishments. Protecting a saint or defeating an enemy are two ways to achieve these. If the combined experience points of the entire team exceeds 1 + the number of angels at the end of turn, each player is allowed to draw Talent or Heavenly Treasure cards. Talent cards allow angels additional actions while Heavenly Treasure cards provide players with additional health, strength, etc.

These game phases repeat until all of the demons or angels are completely eliminated. It would be good to mention that an angel whose health is exhausted ends up back in Heaven (where they initially start). Angels can actually participate in a limited fashion from Heaven or be revived to re engage on the battlefield.

If the angels are fortunate enough to defeat the first series of demons, they will then participate in the Final Battle. During the Final Battle, angels will face additional demons and a Prince. Each Prince serves as the boss, harder to kill and much stronger than any of the more causal villains. The more powerful enemies carry unique effects such as curses, rooting which reduces movement, wither and shadow which all essentially deal damage in different ways.

Players continue to battle, working to defeat the Prince and demons to gain victory.

COMPONENTS 

The version of the game I was sent was a prototype, but it felt very complete. The board pieces, angel and demon boards are all great quality. The various card decks all felt high quality as well as the individual characters on the board. The Kickstarter campaign will feature a deluxe option with detailed 28-32mm character miniatures. All the additional marker and token pieces felt like components in a high quality production. While this was just the prototype, I didn’t have any issues with the production at all.

ART WORK

The artwork for Deliverance is top notch. There is tons of detail and everything is thematically and creatively presented. The angels all feel very angelic (which I guess would be the goal). They’re all very unique and powerful in their own way – very dramatic. The villains have a ton of personality – what you would expect from a big-budget fantasy game. The design on each character card fits their faction and is highly detailed and carefully crafted. Each card set is well thought out, organized and presented. Each item in the game has solid illustrations really enhancing the gameplay and proving a lot of effort went into development. Finally, the game boards are really great. The details of Fallbrook as a sleepy town come to life with dinners and houses providing a great environment for play. You will not be disappointed with the artwork.

MY THOUGHTS

I was initially attracted to Deliverance by the idea of a challenging, Biblical dungeon crawler that both clings equally to theology, mechanics and production. I’ve played entertaining and engaging Biblically-themed games that seem to always drop the ball in one way or another. Where would Deliverance sit in the spectrum of faith-based games?

I was pleasantly surprised by the smooth mechanics. The game’s Darkness track creates instant tension, forcing you to plan your movements with efficiency. Anything less will lead to compounding problems for the entire group going forward. The character actions require careful thought and all benefit in different ways.

In addition, leveling up your character always presents a number of interesting decisions. Choosing between the Heavenly Treasures and Talent cards after a successful turn wasn’t always clear cut. My initial idea was to go heavy on the Talent cards and backfill those needs with Heavenly Treasures, but it didn’t quite work out for me. I regretted not approaching these in a more balanced way.

The cooperative nature is in full force here. Sharing the damage among all the players as well as taking actions to strategically benefit others seems critical to success. While you’re responsible for your own actions, interaction among the players is rich and necessary.

I think most players will appreciate the game’s adjustable difficulty. While you can “level up” the game’s difficulty from the get-go, the demons provide their own unique challenges. Some of the demons were just plain hard. Oftentimes you had to defeat multiple demons of the same type and letting them linger only allowed them free rein to cause harm to the human saints and injury to the players. Defeating a Prince can initially seem IMPOSSIBLE – which makes victory that much more sweet.

The idea of the human saints being caught in the middle of the spiritual war was a great thematic touch. Their own spiritual state plays critically on the damage the angels face each round. We often caught ourselves in a traffic jam doing battle and the saint tokens were key to forcing us to utilize the entire board. This really helped employ the tactical element in the gameplay.

Knowing the game play is smooth and enjoyable was the first building block… How about the production?

Andrew Lowen, the game’s designer, brought in artist Dan Maynard who has a fantastic eye for bringing to life epic, fantasy ideas. His dynamic touch guaranteed at the very least, the game would look mesmerizing and immersive. The card instructions are clearly presented and written and the artwork throughout never allows you a single moment to disengage from the world the game has built.

Finally, coming to the cherry on top: The deeply engaged Biblical theme was central to my enjoyment of the game. It’s not just pasted on beautiful, yet empty renditions of angelic beings and mindless, violent demons. The theme is comprehensively weaved into all the concepts and text through the entire game from characters to actions and concepts to directions.

While there are some wholly original characters, the majority are figures creatively brought to life straight from the Biblical text.

Gabriel, God’s courier, tasked with delivering the message of the Christ’s birth to a virgin named Mary, is able to move around the board with greater speed. He excels in his support of the other angels, delivering essential cards and damage around the board. Michael, the Archangel, is a more powerful fighter, strong in health and equipped for heavy battle. The game’s creator spent time sharing each character’s backstory and Biblical connection – emphasizing their strengths and best strategic uses.

The Biblical theme extends throughout the game’s supporting decks. The Heavenly Treasure deck equips the angels with weapons and armor to provide them more punch throughout the adventure. These all feature creative tie-ins such as Saul’s Armor, Branch of David, Samson’s Bracer and the Book of Life.

The powerful Prayer deck provides healing, calling on God’s encouragement and intercession. Each Prayer card features a Biblical verse tied directly into its purpose.

Thematic games are often only as strong as the villains and Deliverance does a great job creatively crafting each Demon with an imaginative Biblical tie-in. The Fallen Seraph, Unclean Spirit and Abomination all relate directly to the scriptures. The Darkness cards tied to the Demon characters all feature spiritual attacks such as Seeds of Doubt, Hopelessness, Crippling Anxiety and Secret Indulgence.

Overall, the theme of the game really takes it over the top helping to create a unique dungeon crawling experience. I felt everything carefully considered it’s source material and didn’t cut any corners to integrate these ideals into every aspect of the game.

FINAL THOUGHTS

Dungeon crawlers serve their own niche in the board game world. Often you’ll either enjoy them or you won’t. It is a less casual experience and one that benefits the most when each player truly buys in. There are a number of good dungeon crawlers out there, but none (that I’m aware of) are driven by an engaging, Biblical theology. I was really pleased with the quality mechanics and artwork – creating a challenging and fun experience. Gamers searching for that evasive Bible-themed, deep board gaming experience may have just found their match. Deliverance delivers not just in aesthetics, but strategy, mechanics and theme. The care and detail put into nearly every aspect of the game creates a fun, immersive experience dungeon crawler fans are going to eat up.

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