historical 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: Clash of Cultures: Monumental Edition https://unfilteredgamer.com/review-clash-of-cultures-monumental-edition/?utm_source=rss&utm_medium=rss&utm_campaign=review-clash-of-cultures-monumental-edition https://unfilteredgamer.com/review-clash-of-cultures-monumental-edition/#respond Sun, 14 Nov 2021 01:24:48 +0000 https://unfilteredgamer.com/?p=22276 The post Review: Clash of Cultures: Monumental Edition appeared first on Unfiltered Gamer.

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Designed by Christian Marcussen
Published by WizKids!
2-4 Players  |  180-240 Minutes

In this highly anticipated update to the original 2012 game of the same title, players take on the role of some of history’s greatest civilizations. From humble beginnings, expand your empire flexing your power, prestige and influence. Seek your place in history by developing technology, evolving your culture, spreading your influence and seeking victory in war. There are many paths to victory, but is Clash of Cultures the right path for you?

Growing up I spent hours in front of my PC playing the game Sid Meier’s: Civilization. I started playing in the evening, and before I knew it, the sun was coming up. I am aware of the different Sid Meier games available and their own rabid fan base, but Clash of Cultures was sold to me as the most literal interpretation of the classic video game to date. While I never had the opportunity to play the original game released by Z-man Games, I am fully aware of both the visual and mechanical updates available in the new release. I’m going to approach this review allowing Clash of Cultures: Monumental Edition to stand on its own merits apart from other civ-building games or seeking to compare it to the previous edition.

That said, I know many Clash of Cultures fans will be pleased to know that the Monumental Edition comes with the much sought after Civilization expansion. This included expansion allows players to take the helm of some of history’s greatest civilizations and their most infamous leaders. An addition that brings asymmetrical player abilities, some unique strategy and setup options and a lot of personality to the game.

In Clash of Cultures: Monumental Edition, players start small with high aspirations. Throughout the game, players will carefully choose their actions as they explore the land and seek to grow their culture in both size and knowledge. Let’s take a look at how it plays, what I thought and hopefully determine if this massive civilization builder is right for you.

HOW IT PLAYS

Players begin the game with a simple village and a single settler unit. The play area is composed of a number of hidden tiles waiting to be explored.

The building blocks of growth in the game initially revolve around the ability to gather resources. Resources are gathered based on both the size of a particular city and their proximity. Resources represent the raw materials necessary to equip your culture with the tools to both grow in size and knowledge. As your civilization grows in experience and understanding, you’ll discover new ways to achieve new technological and philosophical goals.

The game takes place over 6 or 7 ages. Each age consists of 3 rounds and a status phase. Each round allows a player to perform 3 main actions consisting of 6 primary choices. These primary actions include advancing on a tech track, founding a city, activating a city, moving your units, increasing a city’s happiness and influencing culture. I won’t delve too deeply into the details of each of these actions, but I will briefly discuss a few to provide a better feel for the choices you’ll be making.

The Advance option allows you to trade resources to advance on your personal tech board. These boards consist of 9 different fields of study as well as 3 unique government choices. As players advance on these fields they may receive instant bonuses or unlock future opportunities. Achieving these new advances provide end game points, so pursuing knowledge is not only a necessity to achieve other goals in the game, but a legitimate primary focus… if you so choose. You may seek agricultural growth to increase food storage, pursue warfare to improve your military tactics or seek spiritual growth that increases happiness and discounted futures developments just to name a few.

Players may choose to found a new city or activate an existing city. Activating a city means you can gather resources in direct relation to the size and location of your city, construct a building in a city or recruit units into that city. Your city’s level is determined based on the number of structures in that city. Building up your city is both hugely beneficial to production and satisfying because it just looks cool.

Each city is made up of uniquely sculpted modular buildings that piece together forming your city as it grows. A larger city will be able to gather more resources, but can only be as large as the number of cities you possess as a whole. You must grow wider before you grow deeper.

The game features 250 individual miniatures for your tactile enjoyment. Many of those miniatures are military units. Some of these units require certain tech advancement to produce. In fact, military units can’t move around the board until you’ve developed tactics under the warfare tech tree. Once that bit of knowledge is achieved, your military units are free to both stand guard or move about the land looking for opponents to devour.

Even if you’re not looking for a fight, it’s likely you’ll eventually encounter one. The game features both barbarians and pirates that spawn at certain times throughout the game and you’ll have to deal with them. Each battle consists of rolling a single dice per unit. Each die-face has an attack value as well as an icon representing a “clash” ability for a certain type of unit. If you roll a clash icon featuring one of your units in battle you receive a battle bonus. Victory goes to the player rolling the highest attack value and casualties are determined by that total attack value divided by 5. Additionally, players may have action cards that can supplement a battle in a variety of ways.

Players may also increase the happiness of a city on their turn. Happy cities are productive cities. Each round a city can be activated without affecting it’s overall happiness, but you might find yourself in need of gathering resources and producing military units in the same round. This amount of overwork forces the city to be less happy. Cities can find themselves in 3 states of happiness: happy, neutral or angry. An angry city limits your production, while a happy city provides an additional resource.

Additionally, players may attempt to influence other cities. If you are able to meet certain proximity requirements, players can attempt to influence opponents cities by successfully rolling dice. When a city is successfully influenced, the active player gets to replace one of that city’s buildings with the same building of their color. Each building piece scores points at the end of the game. Also, players may attempt to influence their own cities to combat the influence of another player.

The status phase follows each age, allowing players to announce any achievements, receive a free advance on their tech track as well as few other upkeep actions.

In addition to the 8 standard city pieces, players may have the opportunity to build one of the 8 wonders in their city adding additional benefits as well as substantial end game points.

The game ends after the final status phase is resolved or a player has no more units left in the game. Points are tallied based on objectives achieved, tech advancements, city pieces in your color, wonders created, certain event cards and defeated opponent leaders.

COMPONENTS

I previously mentioned the 250 miniatures. This is really the game’s big feature. There are 6 different military units and 16 different building pieces. While some are really well done, overall it’s a bit of a mixed bag. The city’s pieces are all fantastically produced. I love how they fit together as you grow your city. The game pieces come in 4 different colors (6 if you count both the gray barbarians and black pirates), but the wonders have a gold wash that really helps them stand out.

The problem really just exists in 2 of the military units. The cavalry and leader units feature a spear and flag respectively. They are just too thin in certain areas and don’t appear as they should. While this doesn’t necessarily ruin my enjoyment of the game – I just expected a little more from a game that does so much right, visually.

All the player boards, tiles and player aids look and feel solid. While the tech board isn’t double layered, it is die-cut so your cubes set nicely beside each achievement.

The various tokens, markers and dice aren’t exceptional, but they’re solid and they get the job done.

The rulebook for the game does an amazing job explaining all the intricacies of the game with some great examples and visual cues. These are really great resources for any challenges you face over your first few games.

Again, the production certainly gets the job done and doesn’t detour any of my enjoyment of the game… but I had ultra-high expectations and these components didn’t quite meet me there.

ARTWORK

The game’s artwork is solid and fits the theme nicely. The board tiles are nicely illustrated and the leader cards all feature unique artwork of each character.

The graphic design and iconography are pretty good throughout. While the type is a little small in some places, it’s a fair necessity and I didn’t have any problems with it. While the iconography itself is clear, some of the markers and tokens took me a little out of the theme and mood of the game. I’m being nit-picky here.

Overall, the artwork and design is well done and does its job to instruct, inform and draw you into the theme.

DEEP THOUGHTS

I’ll come out and say the obvious: Clash of Cultures: Monumental Edition isn’t for everyone. This is a game that requires investment and commitment from a regular group of gamers before you can really enjoy the benefits in this ambitious box. Let me break down some of the bigger ideas and concepts to help you determine if it’s right for you.

The theme is really strong here. All your choices are fully immersed in the game’s idea and it really draws you in. And the choices really cater to the player who wants freedom. You are responsible for your pathway for success or failure. There are so many ways to approach this and you can quickly get lost without a plan… but getting lost doesn’t necessarily mean you’re not having fun. I did love the opportunity to mold my culture the way I wanted to see it grow. Unfortunately, some of my “brilliant” plans led my culture to sputter and floundered in mediocrity.

Players each receive objective and action cards throughout the game. Like in any game, objectives can provide a baseline for your strategy – or at least a starting point for success. I often felt these cards were a little all over the place. Some goals were realistic while others were immediately dismissed. The action cards provide a military and non-military benefit. So while they are flexible to an extent, I felt you needed to be in the right place at the right time to really benefit from them.

For me, I preferred targeting my tech tracks and using those triggers to guide me. I’m a self-described euro-gamer and this felt a lot more comfortable to me. I did appreciate the engine building element to it. Targeting certain tech advancements could lead to additional free and discounted advancements. I liked that certain tech advancements unlocked new military units as well different strategies (be it infrastructure, cultural, military or government).

One of the game’s key mechanics involves how these tech advancements are executed. Each player’s tech board has a spot for 3 cubes. When a new advancement is achieved you draw one of these cubes and place it next to the advancement. When all 3 cubes are spent you draw an event card. These event cards can be beneficial, but most likely serve as a way to cause trouble to all the players on the board and keep things spicy. This is where barbarians and pirates are spawned as well as plagues and famine spread. While it’s not anything revolutionary, it’s a mechanic I really enjoyed here.

It’s probably time to discuss the “clash” in Clash of Cultures. The military aspect of the game is obviously more tactical with a good amount of luck thrown in. I didn’t hate it, but it didn’t get me too excited. I thought the dice with the unit icons on them was interesting. Achieving those clash bonuses could really spur you on to victory. I also thought the way you determine fatalities was pretty thematic. Dividing your total attack value by 5 to determine your opponents fatalities seemed fairly realistic. You can lose a battle but your warriors can still survive. Pursuing military victories isn’t a necessity to the game, but I know a lot of players will be looking to make this a primary focus. I did go all-in on the military in one game, but it left me feeling like I was missing a big chunk of the game. Even if you want to pursue military dominance, I would still recommend a balanced approach.

There were a number of different circumstances that led to some of my early games falling a little flat. Four games in and I still found myself making minor rule errors. There are a lot of little rules and nearly everything on the action cards and tech advancements create variations to these rules. While a lot of these rule changes benefited me, there were so many times I often overlooked them and missed the benefit. The same could be said for the action cards. It was common for a turn later to discover I missed out on a military benefit that would have given me an additional die to roll.

While there is a bit of luck in the game, I felt that mostly enhanced the play. Military battles could always be mitigated by bringing more troops. With the event cards, you never know when a plague is going to break out. But there was always something you could do to combat it.

I think my biggest advice is to make sure you have a group that is willing to invest. Uneducated and inexperienced players often made poor decisions that left a lot of the entertainment value in the game off the table. I really think you’re looking at half a dozen plays before you get comfortable with your decisions and how you want to grow your civilization. And that would be for all players involved. This is a big, pricey game and if you really want to enjoy it, you have to have the right players.

DIFFERENT PLAYER COUNTS

Clash of Cultures was surprisingly good with only 2 players. This is definitely something you could do with 2. I think you miss a lot of the interaction that comes with 3 and 4, but it still plays well. Four players was fine, but depending on the players involved, it could tend to go a little long for me. I really think 3 is the sweet spot. Games go by quickly enough and there is still plenty of opportunity for battle, trades and stand-offs. The play area does adjust for your player count so it always felt tight enough for the number of players on the board.

REPLAYABILITY

With the 15 unique civilizations and the huge variety of advancements (not to mention the military tactics) –  there is plenty to keep you busy for a long time. The flexible player count also adds to that replayability, creating new tensions and new experiences.

VERDICT

Clash of Cultures: Monumental Edition has a lot going for it. There are so many choices in the game to really help make it your own. Each player is going to have the opportunity to employ their own strategies and taking into account the asymmetrical, historical civilizations – each game has the potential to be a different experience. Everything was in place to be a huge win, but I found myself wanting to be able to do more. That’s typically a sign of a great game, but I often had a hard time getting my civilization moving in the right direction. Looking back at the end of the game, I felt like I didn’t really accomplish as much as I wanted to. I definitely think a lot of this was due to my inexperience, but I always seemed to run into that issue in some aspect with each play. It left me feeling a little unsatisfied.

I think the right audience knows who they are and I think for them, this could be a huge home run. There is a lot going on in this game and I think some are going to be in love with the choices, the components and the experience. The theme is really solid. I felt completely immersed in the story the game is trying to tell. Setup isn’t a huge undertaking and the game could potentially play pretty quickly with the right players. I do like the flexibility and openness the game provides. This is the kind of experience where you dream about the potential of your next game… imagine if I build this huge army… or what if I took a spiritual approach and dabbled in governments.

While it wasn’t a resounding success for me, I respect its ambition and I enjoyed it for the better part. I do know this is one that will definitely rile up the inner war monger for a lot of people and can comfortably say, for those players, that this is one that will make you happy for a long time.

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Review: Chronicles of Crime 1900 https://unfilteredgamer.com/review-chronicles-of-crime-1900/?utm_source=rss&utm_medium=rss&utm_campaign=review-chronicles-of-crime-1900 https://unfilteredgamer.com/review-chronicles-of-crime-1900/#respond Tue, 27 Apr 2021 03:15:31 +0000 https://unfilteredgamer.com/?p=21589 The post Review: Chronicles of Crime 1900 appeared first on Unfiltered Gamer.

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Designed by David Cicurel, Wojciech Grajkowski |  Published by Lucky Duck Games
1-4 Players  |  60-90 Minutes

It’s the turn of the 19th Century and you are Victor Lavel, a hungry journalist working for the Les Nouvelles de Paris newspaper. Coming from a family known for its crime solving, your attention is drawn to the underbelly of society. It doesn’t hurt that the police commissioner is your uncle. Throughout the game you’ll take part in a series of crime solving leads as you utilize your deduction skills to efficiently analyze the evidence and root out the reasons and perpetrators behind the cases… all before your next deadline!

Chronicles of Crime: 1900 is a stand alone game based on the hit Chronicles of Crime and part of the Millennium Series following the Lavel family throughout the ages. Chronicles of Crime: 1900 is an app-based game where you’ll use your tablet or phone to evaluate crime scenes and travel around Paris investigating cases with the characters directly involved.

The original Chronicles of Crime is ripe with physical and digital expansions to further your pursuit of justice, but you’ve always been required to have a copy of the base game. The cool thing about 1900 is that it’s a completely stand alone game.

Setup involves an evidence board where you’ll display all your findings, a deck of potential Characters, a deck of potential Evidence cards, a deck of over-sized Location cards and a deck of Puzzle cards. Much of the joy of 1900 revolves around discovery so the characters, evidence, locations and puzzles are revealed as the case unfolds.

I’ll do my best with this review to avoid spoilers much like the newly added Puzzle cards. A new feature in the Chronicles world, these mysteries coincide with elements or evidence unique to the case and add a fun, additional layer to an already challenging game.

Common characters throughout the journey are Charlotte, a fellow newspaper employee who will assist you as you research new cases and your uncle – giving you a jump on crimes happening as they unfold.

Throughout the game you’ll examine 3-D crime scene environments, scouring the scene for evidence and then analyze the evidence in light of the locations and paticipants. Each action you take throughout the case constitutes time. The more time needed to solve a case, the lower your final score.

You’ll also have the opportunity to interview characters. You’ll use the evidence, locations and other characters in reference when asking questions. Again, time spent with each character, while necessary for success, works against your final score.

COMPONENTS

Chronicles of Crime 1900 is basically an app-integrated card game, so the components are minimal. The cards and location boards have a nice soft feel to them, but they’re not over the top. The Evidence Board isn’t near the quality of the original game, but those seem like calculated choices to keep the game’s price down and thus more inviting to new players. That’s not to say the value isn’t there. The app is incredibly easy to navigate and well thought out.

ARTWORK

The game’s artwork does a great job of immersing you in the era and is certainly a highlight. In line with the previous Chronicles of Crime titles, 1900 features amazing location images and character portraits. These all have a realistic style adding to the weight and tension of the game. Each crime scene location is equally well done with tons of detail. Additionally, the graphic design on the cards does a fine job illuminating the time period. If Chronicles of Crime 1900 doesn’t work for you it’s certainly not because of the art – it’s beautiful.

MY THOUGHTS

I absolutely love the concept of the Millennium Series. The stories, while all loosely tied together, take a bit of a different approach to the game. I love the idea of solving crimes without modern technology so historically-themed, crime-solving detective stories really hit the spot. Another great feature in 1900 is the art. The character and location artwork really bring the environment to life. The characters themselves are pretty interesting and—always a staple in any Chronicles game—the cases are very challenging.

This is definitely a game where you can’t check out mentally. It’s also not just about asking the right questions and discovering the evidence to crack the case… it’s about doing it efficiently. That tension rings throughout each case. While miscues aren’t the end of the world, sometimes they feel like it.

I also really appreciate the Puzzle card additions. This is a small add, but it gives the game added life and interaction. I don’t want to spoil anything, but suffice it to say these puzzles are directly tied into the storyline and provide an additional type of problem solving to make the game more robust.

1900 is for 1-4 players, but I couldn’t see this working with 3 or 4 unless you were able to cast the app to your television. Passing a tablet or phone really bogs down the game. For my money, Chronicles is best played as a solo game. While you don’t have a companion to bounce hunches and ideas off of – the game flows much smoother and quicker.

The final elephant for me is addressing the idea of an app-integrated game. I’ve been vocal in the past how a lot of my love for board games comes from being able to unplug from my computer or television. I originally got into games because it provided a better opportunity for family time versus sitting around the tv screen. That being said, Chronicles of Crime does a great job integrating the app and using it in the best way possible. It’s not difficult to use and definitely enhances the experience. Take that for what you will, but I don’t mind tying in an app as much on a game with this high of production quality and ease of use.

FINAL THOUGHTS

Overall, I really enjoyed this latest incarnation of Chronicles of Crime. 1900 puts you right in the middle of the era and each case is truly engaging. Again, the cases are difficult – so don’t expect to zip through the game. Thinking through the case and trying to ask the right questions to the right characters will eventually pay off, but it’s never quite so cut and dry. The themes may be a little intense for younger players, but this is a crowd pleaser that’s affordable. All-in-all it’s a great addition to the Chronicles franchise. It’s a great value and it’s going to provide a good dose of quality entertainment.

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