bible Archives - Unfiltered Gamer https://unfilteredgamer.com Thu, 30 May 2024 05:11:40 +0000 en-US hourly 1 https://wordpress.org/?v=6.5.7 Review: Ezra and Nehemiah https://unfilteredgamer.com/review-ezra-and-nehemia/?utm_source=rss&utm_medium=rss&utm_campaign=review-ezra-and-nehemia https://unfilteredgamer.com/review-ezra-and-nehemia/#respond Wed, 29 May 2024 22:30:47 +0000 https://unfilteredgamer.com/?p=23798 The post Review: Ezra and Nehemiah appeared first on Unfiltered Gamer.

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Publisher: Garphill Games Games
Player Count: 1-4  Players
Game Length: 90-120 Minutes
Complexity 3.75/5

After decades in captivity to the Persian empire, King Cyrus in 539 B.C., moved by God, issued a decree to allow the Israelite exiles to return to Jerusalem to rebuild their city and re-establish the temple and sacrificial offerings.

In the game, Ezra and Nehemiah, you’ll follow 3 unique leaders, each tasked for a different purpose. Zerubbabel first returned to Jerusalem to rebuild the temple where God’s presence previously dwelled. Soon after, Ezra and Nehemiah return to re-institute the religious rules of the Torah and rebuild the outer city walls respectively. Players will compete to progress each of these areas, scoring points and earning bonuses along the way.

If you’re familiar with previous Garphill Games such as the West Kingdom series or more recently, the South Tigris games, you’ll definitely see some familiar mechanics. A culmination of a variety of actions, Ezra and Nehemiah is a fairly challenging euro-style game where meticulous planning is rewarded. It employs a hodgepodge of mechanics such as card management, set collection, worker placement, tech tree building and chaining. It has a fairly steep learning curve and clearly appeals to more seasoned gamers. So, the question remains: Are you up to the task of rebuilding Jerusalem or is it best to leave the heavy lifting to someone else?

ON YOUR TURN

You might recognize the game’s card system from one of Garphill’s biggest crowd pleasers: Paladins of the West Kingdom. Each player begins the game with an identical set of 10 cards. These cards are the core of E&N. They serve as the jumping off point for your primary actions, auxiliary actions and potential end of round bonuses. Each card features a set of 3 banners, The color of the banner determines the action and their number determines the strength of that action. On your turn, you’ll choose a single card to place on your player board/tableau. Then choosing one of the card’s color banners, you execute that action. Each player board features 3 available card spots and visible banners of the same color can be combined from all 3 spaces. This is a really cool concept that builds on the Paladins model creating a situation where deeper planning can lead to more powerful opportunities.

The game consists of 3 weeks and each week gives you 6 turns. Each turn allows you to play a single card (from a hand of 4), but each of the card locations can only hold 2 cards. When one is covered, that card’s banners are covered and unavailable further complicating the planning process.

The card banners are red, blue and gray and they correlate directly to each of the game’s 3 areas of play.

Red banners allow you to corporately build the temple as well as make sacrifices. Of course sacrifices need Levitical priests – so doing a red action will allow you to commit one of your workers to the priesthood for the rest of the game. The temple is an area of big points and benefits where players will strategically race to claim spots.

Blue banners give you access to the scriptures and tent camping. The scriptures play out like a tech tree where you gain access to additional tiles as players build beneath. These tiles provide exclusive player action bonuses across the board and can be a good source of direction in the game. The tent area serves as a rondel giving you bonuses as you move around the circle.

Finally gray banners allow you to clean up rubble and rebuild the broken walls of Jerusalem. The rubble consists of multiple types of rock-like resources that can be recycled for use in the temple or turned around to rebuild the wall. Another great source of end game points, rebuilding wall segments offers minor bonuses and benefits in relation to the city’s gates.

Additionally, you have access to auxiliary actions that allow you to upgrade your player board and make trades (available on the most recent card played) that are critical to planning and efficiently aligning your resources for future turns.

After 6 turns, players prepare for the Sabbath. During the Sabbath, players will feed their workers, evaluate your success offering sacrifices and earn any end-of-round scoring benefits. Players will “tuck” a card giving them that end-of-round scoring for the rest of the game, but subsequently lose that card from their rotating hand.

After 18 turns, the game ends and the player with the most points gets a high five from everyone else (because we’re really working together to return this city to its former glory, right? … right.)

ARTWORK & COMPONENTS

The artwork is provided by long-time Garphill Games collaborator Sam Phillips. His work on games like Hadrian’s Wall and Raiders of Scythia have earned him a healthy following. The art is solid and the game’s graphic design doesn’t disappoint. It will take you a minute to get up to date on the iconography since it’s not always 100% intuitive, but it’s well done and does the job soundly once you’ve acclimated yourself.

The components are what you’ve come to expect from Garphill. Quality cardboard, wooden tokens and recessed player boards all fitting snugly in a smaller-than-normal box. Playing the game as often as I did gave me plenty of practice packing away all the pieces into a box that is just slightly too small (but acceptable) for the components.

Finally, the rulebook does a fair job of communicating the information. While everything is there and available… my brain is hard on rulebooks – often struggling to process all the information clearly. As is the norm, I had to revisit the rulebook multiple times. While everything isn’t exactly where I’d like it to be, it does it’s job and will get you the answers to the questions you’re eventually going to be looking for.

PROS & CONS

➕ Beautiful production

➕ Ambitious theme

➕ Great card system that will likely be stolen by other publishers

➕ Think-y choices cater to players who enjoy deep and meticulous planning

➕ Fair amount of replay ability

 

➖ Serious onboarding time – this is a chore not to just teach, but to get a full grasp of all the game has to offer

➖ Turns have the tendency to bog down the game with overall analysis

➖ This leads to heavy, slow pace that drags down the game

➖ Disconnect between the game’s 3 main sections lost some of the overall synergy

➖ Excitement level for the game never got too high

WHY WOULD YOU LIKE THIS GAME?

I think people are going to be drawn to Ezra & Nehemiah for 2 reasons: They are likely huge fans of Garphill Games track record of snappy, think-y and satisfying mid-weigh euros or they’re drawn in by the unique, Biblical theme. It may be 1 or the other or a combination of the 2. Ultimately, I think players who enjoy dry, think-y euros are going to find the most value. The game’s combos work hard to provide added spice, but this is a game about perseverance, planning and calculating. It definitely sits on the heavy end of the Garphill library and the theme integration, while pretty well done, will only take you so far.

WHAT’S THE BEST THING ABOUT THIS GAME?

The best thing about the game is the individual player cards/decks. The process of cycling through 3 cards to trigger your best possible actions takes so much into consideration. While obviously pairing together the most same-colored banners gives you the strongest actions, the auxiliary trade actions on each card can be just as valuable to your success. I loved this in Paladins of the West Kingdom and it’s taken to the next level here.

FINAL THOUGHTS

Ezra & Nehemiah was one of my most anticipated games of 2024. I’m a huge fanboy of all things Garphill and this looked like a winner right from the get go. The unique theme only elevated things as I’m also a sucker for Biblical history. The game’s designers, Shem Phillips & S. J. MacDonald are 2 of the best in this niche and great designers deserve an honest review. I think it was the combination of my monumental expectations and a few misfires from the game that ultimately led to E&N falling a little flat for me.

First, the positives: This is a solid production. It looks amazing and there is a ton of value for the price point. It’s a bit of a smaller box which pleases my gaming shelf, but there is nothing small about what the game delivers.

The designers did a solid job with the theme. Installing a historical and Biblical theme is a challenging proposition and I think they did it justice. By nature, the Bible doesn’t offer much wiggle room for competitive board gaming. Creating circumstances where God’s will might fail in a game doesn’t sit well with its more devout audience. The deterministic and unchanging nature of God forces designers to be incredibly creative with their choices. I’ve had knowledgeable friends nit-pick a number of things, but I think the general idea of the time and events shines through in a healthy way. Now, that theme only carries the game for so long until you revert to moving cubes and playing cards, but that’s pretty typical with any euro game.

The card system is solid. I touched briefly on that above and look forward to future games using this cool “banner” system.

The challenges of the game hit me right from the beginning. Onboarding was a serious chore. Learning the game and teaching the game are serious hurdles. It wasn’t until I had read the rulebook 3 times and played 3 full games that I started to grasp concepts and strategies. I may be a little slow sometimes, but this really got me. Additionally, a 4-player game early on with my gaming group almost led to a riot. Players rose up in frustration as they struggled to grasp a viable strategy. At this point Ezra and Nehemiah was going to have to dig its way out of this hole.

As I continued to understand the game, the actions became less abstract and I started to realize what the game expected of me. Where I had previously railed against the idea of trading away my hard earned resources, I began to embrace the need to exchange resources for future plans. I also dove head first into the Torah actions that give you on-going benefits, which provided direction and advantages.

None of these revelations could help the game’s pacing. It often bogged down to a slow drip – especially in the 4-player game. There is so much to consider on your turn that even the least AP prone players stumbled in my experience. A lot of this was due to the extensive implications of each card, but it also didn’t help that there seems to be a disconnect between the game’s 3 main areas.

Typically, in a Garphil/Combo-driven game, you can decipher how to best chain your actions and get the most from your turns. The water was a little muddy here. I would often evaluate 2 different options based on my available cards and realize there was no distinctive difference or benefit between the 2 actions. I was going to earn the exact same points and see the same resource result either way. Perhaps that the game was too balanced or maybe it was me failing to play far enough ahead. This all resulted in some very uneventful, unexceptional turns that never let the game rise above a low roar.

Ezra & Nehemiah is a fine game. It’s a solid euro for think-y individuals who like quality productions and exotic themes tied to their games. But, be it expectations, mechanics or indescribable, inaudible subtle waves of dissatisfaction, Ezra & Nehemiah just didn’t get there for me. I’m fully aware that there is an audience out there who will likely love this and cherish it for years to come. I certainly wouldn’t dissuade anyone from trying it outside of this report. I still love Graphill Games, these designers and this artist. I’m still just as excited for their upcoming games as I ever was. But when it comes to Ezra & Nehemiah… I think I’d more likely recommend one of their many contemporary classics.

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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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Review: Kings of Israel https://unfilteredgamer.com/review-kings-of-israel/?utm_source=rss&utm_medium=rss&utm_campaign=review-kings-of-israel https://unfilteredgamer.com/review-kings-of-israel/#respond Sun, 27 Sep 2020 02:34:41 +0000 https://unfilteredgamer.com/?p=20395 The post Review: Kings of Israel appeared first on Unfiltered Gamer.

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Design by Lance Hill |  Published by Fun hill Games
2-4 Players  |  45 min

Kings of Israel takes place over 300 years of history during the reign of 23 Jewish kings. In this cooperative game you take on the role of a prophet working diligently to preach the word of God as sin spreads throughout the country. Your goal is to steer the Israelites away from sin, removing idols and building alters for sacrifice before the capture and destruction of Israel in approximately 724 B.C. Build a set number altars to God before times runs out and victory is yours.

To begin the game, players are assigned a prophet role with random unique ability. Players will take turns using a series of actions to traverse the land of Israel and carry out their mission. Each turn is designated by the ruling years of specific historical kings of Israel. During the reign of good kings when the land of Israel was prosperous, players will receive a blessing card that benefits them. During the reign of evil kings, player will be forced to deal with a sin & punishment card.

Every turn, depending on the number of players, a certain number of location cards will be revealed spreading sin cubes through the land. As these sin cubes increase over specific location, idols will be built and the sin will unlimitedly spread to neighboring cities. It is the responsibility of the prophets to keep this sin contained.

Each player gets 4 actions per turn where they may do one of the following: Move to a neighboring city along the road, preach to remove sin cubes, destroy an idol, acquire a resource, make a sacrifice or give a resource to fellow prophet. Building an alter requires a set of gold, stone and wood resource cards. Drawing a random resource card is a necessary gamble in your pursuit of building the alters determined by your player count necessary for victory. Neglecting sin or your pursuit of acquiring resources will ultimately lead to your downfall. Other action such as making a sacrifice allows you to eliminate multiple sin cubes from your location along with cubes in neighboring cities as long as you’re in a city with an alter and you hold the necessary resources.

Play continues until you’ve achieved your goal of building alters, exhausted the number of turns through the line of kings or run out of sin cubes or idols to spread.

The game features a number of ways to adjust the difficulty level including adding a false prophet who causes trouble each turn as well as playing in a series of campaign mode driven story lines progressively challenging you more each game.

FINAL THOUGHTS

It’s tough not to compare Kings of Israel to the classic, globetrotting, virus-battling game, Pandemic. Kings of Israel institutes a number of similar game mechanics and with similar resolutions. I’m a big fan of Pandemic in the way it manages to create tension and anxiety in a cooperative setting. That being said I found Kings to be different enough to engage a Pandemic fan with plenty of wrinkles thrown in to give it its own unique voice.

Thought it not entirely necessary for the enjoyment of the game, Kings of Israel is clearly directed at a Christian audience… and they won’t be disappointed. Everything from the historical timeline to creatively integrating Bible verses into the blessing and sin and punishment cards amounts to a rich, immersive theme. The map allows you to learn and engage with the historical locations read about in the old testament.

Just like any cooperative game, planning and strategy need to be devised in order to win the game. Plan your attack and you stand a better chance. Some of the special abilities received at the beginning of the game are better than others, and just like in Pandemic, the right combination can really benefit your team.

Certain sin and punishment cards can cause devastating results to your game plan. The same can be said for failing to draw the right combination of resource cards to build and alter. All that to say there is some luck involved that can strongly alter your approach and potentially deny you victory.

The 2 player count is a real challenge and I have failed to achieve a single victory after half a dozen tries. The 4 player count was a little more forgiving, but still retained a decent amount of tension. I also played multiple hands in a single player game – so even thought the game doesn’t have an official solo variety, you can play the game solo if that’s your bag.

The artwork and components are pretty standard. The illustrations aren’t amazing, but they aren’t terrible. The card, board and token quality works fine for this type of game.

All-in-all I really enjoyed the theme of this game and they way the designer implemented Biblical history into the actions of the game. Being a big Pandemic player, I thought the game play was great and I’m happy to bring this to the table in the future. The 2 player game definitely proved to be a challenge and one I’d like to ultimately conquer. I could see this being a big hit at family game nights as well as with youth and church groups.

Check out Michael's review here:

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