western Archives - Unfiltered Gamer https://unfilteredgamer.com Thu, 18 Jul 2024 03:41:13 +0000 en-US hourly 1 https://wordpress.org/?v=6.5.7 Review: Fliptown https://unfilteredgamer.com/review-fliptown/?utm_source=rss&utm_medium=rss&utm_campaign=review-fliptown https://unfilteredgamer.com/review-fliptown/#respond Thu, 18 Jul 2024 03:38:39 +0000 https://unfilteredgamer.com/?p=23837 The post Review: Fliptown appeared first on Unfiltered Gamer.

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Publisher: Write Stuff Games
Player Count: 1-4 Players
Game Length: 30-40 Minutes
Complexity 2.25/5

Saddle up your band of ruffians and explore the Wild West in one of my favorite flip and write games ever!

In Fliptown, players resolve their problems (and life choices) with a simple deck of cards. It’s the value and suit of the card drawn that’s going to open a gateway into a sandbox-style world where you’ll choose to seek your fortune mining gold, rustling up trouble in the badlands, seeking adventure on the trail or exploring all that the frontier towns have to offer. The sheriff’s hot on your trail, so be quick to earn your fortune while avoiding the law.

Breathing new life into the flip and write genre, Fliptown pushes boundaries with interesting turns and rich rewards. Designer, Steven Aramini had previously found success with micro games such as Sprawlopolis and Circle the Wagons – games full of tough choices and tight turns. It’s exciting to see him branch out with a Fliptown, a grand celebration of the art and spirit of Western America… all tied beautifully together in a box that will fit on any size shelf.

ON YOUR TURN

Everything Fliptown has to offer literally stems from a simple deck of cards (albeit, a thematic and beautifully illustrated one). On your turn, you’ll draw 3 cards, using the results to make your choices. The suit will determine the area of your player board you tackle while the numerical value determines the strength or area you pursue. The third card is placed toward your ongoing poker hand that resolves after a single round of 5 turns.

Each player has a reusable dry erase board presenting all the actions you have available. At first glance, it can be a bit overwhelming since it appears there is a lot going on. But I promise you, it all comes together logically and quickly without hardly any struggle.

Representing each of the 4 card suits, players can visit 1 of 4 areas per turn. Each of these areas are thematically highlighted by different mini-games to conquer. The value of the 2nd card chosen will determine what you can accomplish in the area. For example, mining gold presents a tech-tree puzzle where you’ll use your card value to mine further down earning bonuses along the way.

Yes, Fliptown is all about the combos and bonuses along the way. There are definitely ways to extend your turn, and give you that big gun feeling while earning you additional actions and resources.

One of the highlights of Fliptown is in its ability to tell a story throughout the game without diving into an unnecessary narrative. Seeking to rob a stagecoach in the badlands can lead to big rewards or huge legal trouble with the law. The actions come to life, and while the decision is resolved in a matter of moments, your choices begin to shape your adventure in unique and exciting ways.

Traveling to the town provides the opportunity to invest in a ridiculous number of Wild West activities. Visit the undertaker, the church, saloon, general store, land office, gunsmith, bail bonds and plenty more. Each sub location provides fun ways to modify your abilities, benefits and pursuits.

In the end, the player with the most points (or Wild West fame) is the winner. You can play it safe, seeking to avoid the law and go on your merry way… or you can push your luck with hopes of greater victory. Higher reward always comes with a cost and in Fliptown, it’s the sheriff you’ll want to avoid. Each round, players face increasing heat from the law. As you take actions, you’ll accumulate wanted icons that put you in conflict with the local sheriff. Of course there are ways to mitigate these dangers and in the Wild West, even sherifs aren’t above a bribe or two.

Players choose 1 of the game’s 14 personas giving you unique, asymmetrical actions to help you along your trail. Community goals give players additional pursuits to garner game changing points.

Riding Solo

Fliptown also features a simple yet engaging solo mode that creates new challenges as you face off against 4 different bots. Fliptown is a bit of a multi-player solitaire experience, so it isn’t much of a reach to transition to a solo game. I’d even recommend Fliptown just for the solo gamer.

ARTWORK & COMPONENTS

Fliptown is beautifully illustrated with decorative, turn-of-the-century stylings, a rusty, orange hue and mesas adorned with cactus set amongst endless vistas. I love the vibe of the artwork and it immediately draws me in each time I pull this one off the shelf.

This is a big game in a small box with somewhat minimal components. The deck of cards, goals, player personas and dry erase markers round out the package.

If I’m going to be critical, the type on the player board can be a challenge. The design team did a great job working within the boundaries of the board size and box, but it would have been nicer if some of the type wasn’t so small. It obviously hasn’t ruined my enjoyment of the game, but it is worth noting.

The rulebook does an amazing job navigating you comfortably through the game’s actions, areas and rule variants.

PROS & CONS

➕ Exciting choices

➕ Simple, yet deep actions

➕ Activate areas full of personality

➕ Beautifully thematic production

➕ Easy setup and teardown

➕ Tons of replay ability

➕ Great solo and multiplayer

➕ Quick play time

 

➖ Some of the text is challenging to read on the boards

➖ That’s really it – this is one of my favorites of the year!

WHY WOULD YOU LIKE THIS GAME?

Fans of games like Hadrian’s Wall and Fleet: The Dice Game are going to find the most to enjoy here. This is a think-y, sandbox-style flip and write that rewards players looking to venture down multiple paths. While it certainly isn’t heavy, it will take a moment to familiarize yourself with the game’s choices, icons and functions. That’s all a necessary and worthwhile pursuit to grant passage into the richness, depth and enjoyment the game offers.

WHAT IS THE BEST THING ABOUT THIS GAME?

I’ve talked about the execution of the theme, the cool turn choices and the ingenious use of a playing deck… so I’ll give props to the combos. So many games fail to provide the right amount of combos. Too many and the game feels cheap… too few and there isn’t enough excitement. Fliptown brings a great level of bonus actions where you feel satisfied, but not overwhelmed. There’s really a nice balance to it.

FINAL THOUGHTS

Are you looking for a meaty, flip and write style game? Check out Fliptown. Maybe you’re looking for an engaging western-themed game? Fliptown works for that. Or perhaps you’re looking for a fun experience with satisfying choices? Yep… Fliptown.

Despite the complex player interface, this is a highly accessible game that’s quick to learn, easy to set up, plays smooth and fast and works for any of the 1-4 player counts.

The beautiful production immediately draws you in and from there it’s guns blazing. I love the huge variety of choices that provide a near infinite number of paths to pursue. Turns feel powerful without cheapening the game and Fliptown gives you the sensation of accomplishment despite the player’s skill level (or lack of).

Of course your enjoyment of the theme can certainly affect your overall experience. I love the romanticized vision we have of a nearly civilized western society coming to terms with an untamed world around them. Fliptown does a fine job of embracing this vision, but being “in to” western themed games isn’t necessary to enjoy this one.

Fliptown doesn’t quite dethrone Hadrian’s Wall as the flip and write boss for me, but it’s in the neighborhood. ‘X’ and write games have always leaned on the lighter side and quality, heavier games in this space are few and far between. Fans of games like Hadrian’s Wall are going to want to get in on this.

After nearly a dozen plays, Flip is easily on the shortlist for game of the year (2024) for me. After wading through dozens of lackluster games, it’s experiences like Fliptown that remind me why I love board games. I can’t recommend this one highly enough.

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Review: Cactus Town https://unfilteredgamer.com/review-cactus-town/?utm_source=rss&utm_medium=rss&utm_campaign=review-cactus-town https://unfilteredgamer.com/review-cactus-town/#respond Sun, 14 Aug 2022 23:15:02 +0000 https://unfilteredgamer.com/?p=23107 The post Review: Cactus Town appeared first on Unfiltered Gamer.

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Publisher: Second Gate Games
Player Count: 2-4 Players
Solo mode: No
Game Length: 20-60 Minutes
Complexity 2/5

Cactus Town sits on the frontier of the Old West ripe for sheriffs, outlaws, bounty hunters and entertainers to make a name for themselves.

In this light-hearted, fast-paced, programming game, players will take on the role of one of 4 parties all with their own unique agendas and goals. Moving across a grid of town buildings, players will discover resources, risk jail time, seek personal glory and enact revenge… with a few duels thrown in for good measure. Achieve your objectives before anyone else to win the game.

ON YOUR TURN

In Cactus Town, players receive a deck specific to their chosen group. Each group has a certain number of character standees, unique objects and cards they’ll use to help them achieve their objectives.

Primarily a planning game, players will determine the order they’ll play their cards each turn before the round begins, coming into contact and conflict as they interact across the play area.

The fun of the game stems from the different characters and their own goals. The Outlaws must rob 3 hidden buildings and escape into the wilderness. Bounty Hunters must capture the outlaws and secure a horse to deliver them to the sheriff’s office. The Can-Can dancer is out for revenge for those who did her wrong by paying off debts and winning duels and the Sheriff has the job of dispensing justice by capturing the Outlaws.

Made up of a series of tiles, Cactus Town is revealed as players move their characters adjacently around the play area. The town is made up of banks, blacksmiths and stores you might see in any typical western town. As tiles are discovered, they may provide an immediate bonus for the player who discoveree or an ongoing benefit for players landing there on future turns.

Each player has a hand of 4 unique cards, each with their own unique combination of actions. In player turn order, cards will be revealed one at a time in order and choose one of the available actions. These actions allow you to move and interact such as running to a new location, sneaking around or starting a duel. Each character’s set has their own unique abilities that play into that character’s objectives. For example Outlaws can plunder a location while Bounty Hunters can steal a horse or capture an outlaw.

Throughout the game, players will engage in duals for a variety of reasons. One might be to detain another player or perhaps they want to move a player off a specific location. Duals take place when 2 characters are in the same location and one plays a dual card. Duals are carried out by rolling a die and adding any additional dual resource bonuses gained. Additional resources such as traps or peace pipes can influence players or deny specific actions.

The game provides 2 separate town decks that adjust the game’s difficulty level based on preference.

The game continues until one player has achieved all their character’s objectives.

ARTWORK

The artwork in Cactus Tow is light, cartoony, simple and fun and fits the flow of the game perfectly. The building location cards are ok, but they still seem in line with the overall art direction and theme. The iconography in the game is pretty clear and intuitive and the graphic design flows well with the whimsical, western look.

PROS & CONS

➕ The silly vibe of the game is a lot of fun

➕ Once you get the rules down, this is a quick and easy game that even younger kids (7+) can grasp.

➕ A nice introduction to planning games

➕ The separate town decks adjust the difficulty with the easy option creating a more streamlined game for youngsters

➖ The rulebook feels disjointed and can be difficult to understand

➖ While there is variability in the way a town is set up, I found the way those town cards are revealed can greatly affect the game’s fun factor leading to some games that were more or less duds.

➖ The direct conflict in the game can be frustrating instead of challenging

Neutral The game’s simplicity may be a deal maker or deal breaker

WHY WOULD YOU LIKE THIS GAME?

I like Cactus Town for families looking for a quick game who may not be familiar with the programming mechanic. It also doesn’t hurt if you’re a fan of western-themed games.

THE BEST THING ABOUT THIS GAME

The different fun characters, their art and their unique goals are what separates Cactus Town from similar games.

PERSONAL THOUGHTS

I’m a big fan of programming games. They requires careful planning, but also incorporates a hint of bluffing that makes for fun interaction. There are a few games out there that really make good use of this idea, but I still feel it’s underutilized in the gaming world. It’s nice to see it in play here in a simple, clean and straightforward way. If you haven’t played a programming game (though you might have without knowing it) – I would encourage you to seek one out. I think it’s great for younger gamers since it forces them to plan ahead and strategize.

Once I got the hang of the gameplay in Cactus Town, it was super easy to execute and games played fast. The rulebook is really a challenge and I’d encourage you to watch one of the how-to video’s online to get a good understanding. The game isn’t super complicated, it just took me a minute to get going. Setup isn’t bad, but there is a decedent amount of stuff in this small box game.

We need more western-themed games and Cactus Town has a nice production with some very commercial artwork. Unfortunately, the ideas and pieces never quite came together for me. I definitely think there is an audience for Cactus Town, but for me, the overall satisfaction was really inconsistent from game to game. I loved the stories the characters tell and their unique goals, but I never felt like I was doing anything clever and there wasn’t quite enough meat when it came to the choices.

There is a fair amount of strategy to wrestle with for younger players and dueling can be both exciting and frustrating (as any roll of the dice can be).

Definitely give Cactus Town a try if it’s available because it might be a nice fit for your family, but the age group and niche I’d recommend this for doesn’t quite fit where my game group or family are right now. For me it was a bit of a miss.

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Review: High Noon https://unfilteredgamer.com/review-high-noon/?utm_source=rss&utm_medium=rss&utm_campaign=review-high-noon https://unfilteredgamer.com/review-high-noon/#respond Sat, 06 Mar 2021 20:25:56 +0000 https://unfilteredgamer.com/?p=21364 The post Review: High Noon appeared first on Unfiltered Gamer.

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Designed by Dwight Cenac  |  Published by White Label Game System
2-4 Players  |  60-120 Minutes

It’s been a long time coming and the posse’s have gathered for a final showdown in the town of Sweetwater Gulch. The meeting is to prove their mettle, establish dominance and settle scores. When the dust finally settles and bullets stop flying, one group will be left standing… and it all starts at High Noon.

In the game High Noon, you’ll take on the roll of one of a number of posses converging on the town of Saratoga. Each posse possesses a different number of members, each with their own strengths. High Noon implores deck building, resource management and tactical movement. You’ll move your troops around the board, gaining the advantage on your opponents by gathering resources, using obstacles for your protection and determining angles to take the best shot. The player who’s gained the most gold by inflicting damage in victory after 12 rounds or remains as the last posse standing is declared the winner.

HOW TO PLAY THE GAME

You’ll begin your assault on Saratoga by selecting one of the 4 posses in the game. The base game offers 4 groups with the promise of more in expansions.

Choose between Elsu’s Warband, Col. Rodgers and his Rough Riders, Sheriff Garrett and Deputy Gates and the nasty Leroy Gang. Each posse features a different number of characters and abilities.

Players will each receive their posses’ unique deck of cards and a few loot crates providing added weapons and benefits.

The board is made up of a number of different sized, gridded tiles with different geographic elements such as the bank or the sheriff’s office. You also have wagons and crates that provide shelter during the gunfight. The board can be pieced together at your discretion creating a unique experience with each game.

Players place their characters on predetermined locations through the board to start.

Each character has a corresponding player card defining their overall health, speed (number of movements), attack range, ammunition they can use, how much loot they can carry and how much gold is awarded to the player who takes them out.

As the game progresses, players take turns performing a series of phases for their entire squad. On a turn you may move a character, perform an action and draw cards to refill your deck.

Performing and action allows you to play a card, loot a crate or dead boy, equip a character with an item or transfer an item.

In order to attack, players will need to play a card. The attack cards must correspond to a specific character. The attack card features a number or value of that attack. When played, the player must define who they are attacking and they must be within their characters attack range. The defending character will then play a card to defend the attack with the difference leaving the defending player with that many injuries. Of course, specific cards have bonuses and special actions that alters the way the battle plays out.

Not all cards are attack cards. Some might equip your character with new, more powerful weapons or provide healing, etc.

At the end of each turn, players will draw 3 cards. A player’s hand can never exceed 12 cards.

Throughout the battlefield, players will find loot crates. These loot crates might give your player weapon upgrades, added defense heath increase or dynamite (yeah, dynamite gets its own category) among other things.

When a player successfully inflicts damage on an opponent they are awarded 1 gold. If they are able to eliminate that opponent, they receive the amount of gold on that character’s card. The reward correlates to the overall value and toughness of that character.

Players take turns until they have completed the 12th round or only one player is left standing.

COMPONENTS & ARTWORK

The artwork and components do a great job of setting the scene and selling the theme. The illustration is solid throughout – particularly on the character and playing decks. The game board could be a little heavier, but I typically found that not to be too much of an issue. The gold bars, and chips are a little small, but along with the loot crates and round tracker, are all good quality cardboard. The round tracker looks like an old pocket watch – one of the cooler pieces in the game. The game’s miniatures are a little more middle-of-the-road. They could have been better, but I’ve seen plenty worse. Overall, the production is solid.

MY THOUGHTS

On the surface, High Noon is a tactical game pitting asymmetrical groups against each other across a grid riddled with obstacles and challenges. The theme is great and the characters are fun. In most tactical strategy games you are looking for the most efficient route to best engage the enemy simultaneously positioning yourself for defense (the push and the pull).

Beneath all that is an interesting deck-building puzzle. In High Noon, certain cards in your deck can only be played with certain characters from your posse. This creates a more complex dilemma. It isn’t enough to strategically maneuver your characters into the best position. You must have the specific firepower for that individual character. This complicates matters in the best possible way.

For me, there is a lot in this game that evokes the popular 2-player game, Unmatched. Each posse features it’s own asymmetrical abilities providing tons of new experiences. The varying posse sizes also create added strategy. You could send the sheriff and his deputy up against the Leroy gang with all 5 of their thugs. This is all balanced out rather well with the different player’s health, speed and firing range in addition to special cards for each group (often uniquely triggered only when going up against certain opponents).

These abilities also correspond with the theme. Kiyiya of the Warband must find ways to attack with his speed since he only wields a knife. While Quentin Leroy’s larger gang of two-bit outlaws can only take so many hits.

Upgrading your characters with new or more powerful weapons can give them that edge to make a bigger impact, but if you’re not careful with your play movement you can still be hung out to dry. Plus, equipping your character spends an action and each action is a valuable resource. That aside, the loot crates are limited and often, the added bonuses only last so long (such as a more powerful gun with only so many bullets).

It my experience, it wasn’t always the more powerful looking posse that came out on top. It really came down to who and how they managed their characters and the positions they held on the board. This was a really good sign that bodes well for future games and future opponents.

While there is always a bit luck with the draw on deck-building games – this game really seemed to minimize that. Holding a hand of 12 cards seemed to provide enough options to do something positive. But, if you’re constantly putting yourself in a position where you’re forced to play defense over and over… well, your deck won’t be nearly as advantageous.

Some games were a tad long, but that really depended on the player count and how aggressive (or not aggressive) players were.

The deck-building and tactical movement combine for an engaging experience. There is plenty of replay-ability and the western theme goes a long way in drawing me into the world High Noon has created.

I think it’s important to acknowledge that a tactical game like High Noon isn’t for everyone. Moving characters around a map gives the player a lot of freedom and while it is a puzzle, it’s not one where you unlock a door and receive a secret power. You have to be fully engaged and have the resolve to out-smart your opponents with a more chess-style mentality.

High Noon DOES work well at 2 players thanks to the multiple characters, but the wild, chaotic crossfire created in a game of 3 or 4 makes a much more memorable experience.

WHAT’S GREAT?

  • The asymmetrical character abilities provide plenty of interesting engagements
  • The tactical play and deck building make a good combination
  • The theme is a deal maker for me

 

WHAT’S NOT SO GREAT?

  • Gameplay isn’t for everyone
  • On the wrong surface, the game board can slide around

FINAL THOUGHTS

For fans of tactical gameplay, deck-builders and western themed games, High Noon is a great choice… especially if you can gather 2-3 friends together. Fans of Unmatched may find this to be a slightly more primitive production, but one that offers a bigger world with new and challenging decisions. Overall, the production and artwork are good and the gameplay engaging. This is a good time with the right crowd definitely one you’ll want to check out.

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