WizKids Archives - Unfiltered Gamer https://unfilteredgamer.com Wed, 13 Mar 2024 22:27:01 +0000 en-US hourly 1 https://wordpress.org/?v=6.5.7 Review: Lacuna https://unfilteredgamer.com/review-lacuna/?utm_source=rss&utm_medium=rss&utm_campaign=review-lacuna https://unfilteredgamer.com/review-lacuna/#respond Wed, 13 Mar 2024 22:27:01 +0000 https://unfilteredgamer.com/?p=23770 The post Review: Lacuna appeared first on Unfiltered Gamer.

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Publisher: CMYK Games
Player Count: 2  Players
Game Length: 15 Minutes
Complexity 1.5/5

The definition of Lacuna means a gap between two things and is from the latin lacus, meaning “lake or “pool.” That cleverly defines this quirky, abstract game that likely doesn’t play like any game in your collection. In this gentle, 2-player game, players are collecting different colored flowers resting on a pond. It’s a spatial puzzle where you’re measuring between objects to collect while simultaneously planning for the future. It takes just a few minutes to explain, can be grasped by kids of all ages yet still has the potential to stir your strategic hankerings. Let’s briefly dive into the tranquil pond of Lacuna and see if this strange game is right for your home.

ON YOUR TURN

Packed in a cylinder shaped container, you can tell from the start this is going to be a bit of a different gaming experience. The game itself takes place on a square piece of fabric representing a night pond. Using the container as a pitcher, you pour out the 49 colored flower tokens randomly across the space and you’re ready to play.

The game takes place over 2 distinct phases followed by scoring. It’s a quick game, but the nature of it will allow you to analyze and process the board to your heart’s content.

During the first phase, players will take turns placing their own player pawns onto the pond between two unobstructed flower tokens of the same color. These pawns can be placed anywhere between the two tokens (which is critical to the next phase), but there cannot be any additional tokens or player pawns between the two.

Once players have placed their 6 pawns, play moves to the second phase. During this phase, each remaining token will be evaluated and given to the player with the closest player pawn. The game comes with a ruler to ensure no funny business. Players divide their tokens into sets based on the 7 different token types and point is awarded to the player with the most of each type. The player with the most points at the end wins.

ARTWORK & COMPONENTS

The art direction does a nice job of complimenting the game experience. Simplified, colorful flowers dance across the packaging highlighted with gold flecks of foil spot colors embracing the abstract nature of the game, but this is a game primarily driven by the components. The wooden flower tokens and metal player pawns contrast each other and are distinct on the fabric pond player board without feeling disconnected.

Everything in the game fits in this unique cylinder container. This may excite you or it may not. I personally love the choice, but I can see it causing some trouble for certain gaming shelves. All-in-all, Lacuna looks as different as it plays and will definitely be an eye catcher at your next game night.

PROS & CONS

➕ Gameplay will challenge players with a unique spatial puzzle not common in standard strategic, modern games

➕ Simple ruleset can be taught in a matter of minutes and setup and clean up are a breeze

➕ This is truly a game for all ages. Anyone can play and players can bring their own level of engagement

➕ The game’s quick play time will have you playing multiple games at each sitting

➕ Fun components create a unique, tactile experience

➕ Portable container great for travel

➕ Highly replay ability

 

➖ The game plays at a slower pace. I attribute that to the game’s old school approach

➖ The container may not fit conveniently on all gamer’s shelves

➖ Because it’s a spatial game where you’re measuring, it can possibly be a challenge to truly measure between objects.

WHY WOULD YOU LIKE THIS GAME?

I really want to define this more clearly, but Lacuna is a game when you’re in the mood for “something different.” It’s a bit of a conundrum since it’s a family game that only plays with 2 players. It’s light hearted and simple. It knows who it is and doesn’t try to be anything more. The choices are satisfying, challenging and relaxing all at the same time. It plays quickly and is a breeze to set up, making it a perfect filler or weekday evening right before bed.

WHAT’S THE BEST THING ABOUT THIS GAME?

The best thing about this game is how easy it is to get into. While most games can take a couple plays to feel comfortable, Lacuna takes a couple turns. The entire experience is simple, clean and satisfying.

FINAL THOUGHTS

Lacuna is the type of game that can win over the harshest cynic. It’s straightforward and accessible, while still being engaging and a little mysterious. It sits in that sweet spot offering simple mechanics and decently challenging choices, but it does it in a completely refreshing way.

Its abstract nature isn’t going to sit well with everyone, but it tends to cross boundaries with a satisfying level of strategy that naturally adjusts to the player’s skill level. The spatial element is a nice change of pace for someone like me who typically plays more linear, traditional board games.

Replay ability is another major positive here. The quick setup and tear down make it a breeze to get to the table or layout on the floor and the short playtime guarantees it doesn’t have to wear out its welcome. Additionally, it wasn’t rare to play 2, 3 or 4 games in a row. My kids enjoyed this just as much as my (hardcore) gaming group proving it’s perfect for any sort of family.

Lacuna is a bit more “mass-market, retail game” than hobby game, but its quirkiness will still have you talking about it and bringing it regularly to game nights, road trips and parties.

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Review: The Princes of Florence https://unfilteredgamer.com/review-the-princes-of-florence/?utm_source=rss&utm_medium=rss&utm_campaign=review-the-princes-of-florence https://unfilteredgamer.com/review-the-princes-of-florence/#respond Sat, 12 Aug 2023 22:25:55 +0000 https://unfilteredgamer.com/?p=23690 The post Review: The Princes of Florence appeared first on Unfiltered Gamer.

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Publisher: WizKids Games
Player Count: 2-5  Players
Game Length: 75-100 Minutes
Complexity 3/5

As the head of a Renaissance-era, Italian, aristocratic family, supporting the artists, builders and scholars of the day is essential for cultivating fame and prestige. Build your reputation as patrons seeking out worthy artisans, develop your own principalities and become the princes of Florence.

In this tile-laying, contract fulfillment and bidding game, players will bid against each other to help local artisan’s fulfill their creative pursuits. Resources will be tight and savvy bidders will know when to strike in an effort to maximize their returns over 7 rounds where tension continues to escalate and both long term and short-term planning are critical for victory. Are you ready to become a prince of Florence? Find out in the review below:

ON YOUR TURN

The Princes of Florence was originally published in 2000 from the designers behind classic titles such as El Grande, Tikal and Colosseum and more recently, Downforce. In this revised edition, the artwork and components have received a major upgrade to bring this traditional euro into the new era of board gaming.

The game takes place over 7 rounds with each round divided into 2 distinct phases. Players will earn prestige points through a variety of ways and in the end, the player with the most prestige is the winner.

One of the central objectives of the game is to gather professional cards and meet as many of the requirements listed on each card as possible. These cards represent artisans of art, architecture and scholastic pursuits. Each artisan is influenced and inspired in different ways and it’s up to you to cultivate your resources to meet these needs.

Each round begins with an auction phase where players bid on 1 of 6 available objects. These objects carry a variety of benefits that may serve your available artisans. The active player selects one of the objects and all players bid. You can only win 1 object per round and once you’ve acquired an object, you can no longer participate in that round’s auctions. Once a specific type of object has been bought, no one else can buy that object for the remainder of the round. The objects feature landscape tiles that will later be added to your principality board, prestige and recruiting cards that provide endgame objectives and the ability to steal professional cards from other players respectively and builder and jester tokens that provide price and scoring benefits.

Once all players have completed the auction phase they move onto the action phase. During the action phase, players will be able to perform 2 actions from a selection of 5 choices.

Among other things, this is where you cash in your professional cards. Each professional card earns points for meeting certain point-scoring objectives. You don’t have to meet them all, but each round has point requirements for cashing in cards that must be met if you choose to cash in a card, so the later you wait, the more you need to earn. Your professional cards earn points for having certain landscape tiles or buildings in your principality (which can be purchased during the action phase) as well as holding certain cards in your hand as well as owning other objects.

Just from a setup perspective, the principality board plays a fairly prominent role in the game’s presentation. This gridded board allows you to place purchased landscape and building tiles throughout. These polynomial shaped tiles need to fit together in the grid and will benefit you when you cash in artisans. This provides an additional puzzle to consider when executing your strategy.

Having finished the action phase, players can choose to take money earned into your hand for future rounds or use it to purchase prestige points. The player with the most money earned during the round receives a bonus. This continues for the 7 phases and a winner is finally declared.

ARTWORK & COMPONENTS

I am a huge fan of the artwork in Princes. The characters are colorful, credible and full of personality. It’s full of style and nothing is overly silly or cartoony which is a great tone for the game.  The game’s components are good and the overall production has a fairly classy feel to it. The game’s wooden token paws used to track points aren’t amazing. I would have liked to see a more custom shape than the traditional chess pawn, but they do get the job done.

The rulebook is fairly clear and easy to understand. I was able to jump quickly into both the base game and the solo mode without too much trouble.

PROS & CONS

➕ The bidding feels very tight and gaining those initial auction items is a real challenge

➕ Many paths to victory, but you have to be very intentional about your goals

➕ Great artwork and production

➕ Cool points/money split mechanic at the end of each action phase. This could be your key to victory, but you feel the tension in your choices.

➕ Overall set collection feels really cutthroat in a good, challenging way

 

➖ The game plays at a slower pace. I attribute that to the game’s old school approach

➖ This isn’t a crowd pleaser. It’s certainly for a niche audience.

➖ A bit rules-y and that can slow down gameplay

 

NEUTRAL You have to be very particular about your choices. Failing to grab a needed object can disrupt your pursuits and cost you big time.

WHY WOULD YOU LIKE THIS GAME?

Fans of classic bidding and euro games are going to enjoy the old school feel. This is a tight, cutthroat game and it can get pretty competitive. There is plenty of interaction in the bidding phase and it can get a little nasty with the right group. It has a little Use Rosenberg with the tile laying and there are plenty of choices and paths to victory for fans of that sort of thing.

WHAT’S THE BEST THING ABOUT THIS GAME?

This is both the best and the worst thing about the game: The auction phase can be brutal. Sometimes you really need to overpay to guarantee the right piece. It can be incredibly irritating when your opponents start driving up the prices, but it’s also super satisfying to pull one over on them. I’m a fan of bidding games and the tight choices really elevate the bidding process here.

FINAL THOUGHTS

I wasn’t sure how Princes of Florence would translate 20 years after it was first released. It definitely has an old school euro feel, but there is still plenty of personality in the mechanics that make for a fun, engaging experience.

The pacing of the game is where it does feel a bit dated for me. I think we’ve come a long way when it comes to pacing in modern games and Princes shows a little wear in this area. Perhaps there is a way to condense some of the actions, but it is what is and while the pacing felt off it certainly wasn’t a deal breaker for me.

This is a set collecting game, but the path to get there is what really makes it interesting. The bidding and tile laying aren’t anything revolutionary, but it’s the limited choices that make them engaging. Grabbing objects (or resources if you prefer) is super tight here. This all starts with the bidding phase and how only 1 object of each type can even be drafted that round and each player leaves the phase with only 1 object. The choices are solid as well. Should I grab a jester that’s going to earn me additional points with each professional card I cash in or go with the builder who is going to decrease the cost of buildings later on? Maybe it would be smarter to grab a prestige card to provide an additional end scoring goal to pursue? Don’t forget Landscapes or Recruiting cards! It all comes down to your own strategy and how that conflicts with the other players as the bidding commences.

The principality/polyomino mini game follows in a similar fashion. The space is limited and makes choices more of a challenge. Buildings can’t be adjacent to other buildings early on and this creates a bigger spacial puzzle that needs to be planned for and solved.

The key to your engine is the end of round scoring choices. After players cash in professional cards they can either take the money or trade it in for prestige points. Obviously the player with the most prestige is the winner, but you’re going to need money to outbid your opponents and purchase objects during the action phase. I doubt this is the only game to employ this technique, but it’s brilliant and needs to exist in more games. This mechanic GUARANTEES at least one really interesting decision EACH round.

Princes of Florence is an unforgiving game. Making the wrong choice or bidding too much for something can completely derail your game. Resources are tight and the 7 rounds feel not nearly long enough to accomplish all your goals. When you’ve finally finished fighting the other bidders, you then turn around and realize you have to start fighting the game with its tough resource stipulations and limited actions.

If it’s not clear by now, this isn’t a game for everyone. It can sludge along with the wrong players and be a bit frustrating at times. But, for players looking for a cutthroat game with really tight and challenging choices, Princes of Florence may be for you. I think fans of old school euros are going to find a lot to like here, but there are some progressive ideas that play well in today’s gaming landscape. I found the game also gets better and better with each play and that’s a huge plus for me. I think if you find the right group that embraces a more challenging, interactive and cutthroat game, this can be a real gem that begs for repeat plays.

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Review: Rebuilding Seattle https://unfilteredgamer.com/review-rebuilding-seattle/?utm_source=rss&utm_medium=rss&utm_campaign=review-rebuilding-seattle https://unfilteredgamer.com/review-rebuilding-seattle/#respond Sat, 17 Dec 2022 22:04:13 +0000 https://unfilteredgamer.com/?p=23405 The post Review: Rebuilding Seattle appeared first on Unfiltered Gamer.

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Publisher: Wizkids
Player Count: 1-5 Players
Dedicated Solo mode: Yes
Game Length: 60-120 Minutes
Complexity 2.75/5

In June of 1889, a fire burned through Seattle’s business district. The city quickly rebuilt on the ashes of the previous establishment with sturdy, brick buildings. The result was a boom in population, quickly establishing Seattle as the largest city in the newly admitted state of Washington.

As city planners in this light/medium weight, eurostyle, economic simulation, it’s your responsibility to oversee this rebuild as well as expand the district with buildings, suburbs and iconic landmarks to appease the growing population and make Seattle better than ever. Rebuilding Seattle employs a polyomino tile laying system where you grow your land area and build it upward. Earn income and prestige through multi-use cards that increase the industries quality and reach.

ON YOUR TURN

I’m always game for a good economic simulator and at first glance, Rebuilding Seattle comes across as a toned down, urban version of the contemporary Uwe Rosenburg classic, Feast for Odin. A game I really appreciated, but eventually passed on to someone else thanks in large part to its enormous setup—which is somewhat mirrored here. So while there was plenty of room for optimism, I also had some apprehension when it came to the setup.

The scoring philosophy revolves around finding a balance or synergy between 2 different sets of tracks. The Quality Track gauges the overall quality of the 3 primary industries (entertainment, dining & shopping) while the Amenity Track charts the overall population as well as how each industry is meeting the demand of that population.

The game plays relatively quickly, taking place over 3 rounds, with each round having 4 phases. I found it interesting that while the game looks complex, the rules and rulebook are incredibly simple (despite how convoluted it may sound below).

The majority of the game unfolds in the build phase where you have the opportunity to expand your land area (suburbs) by purchasing a suburb tile and building cards. These building cards are different colors representing 6 different industries (entertainment, dining, shopping, railroad, education and profit [which I assume is some sort of additional investment]). Each building card can be purchased from a market where cards are randomly assigned different costs prior to each round.

Each card provides a polyomino-shaped building tile to place in your district as well as a unique secondary action. These secondary actions do a variety of things including increasing the Quality Track of a specific industry or providing an end-of-round or end-of-game bonus (points or money). Much of the building phases plays out with each player hunting and pecking for the right combination of industry tiles and secondary actions to benefit their strategy.

Players also have the opportunity to enact a law for that round. Laws are unique to each player board and provide a variety of benefit options. You might be able to gain extra cash, but have to lose a point or maybe buy something at a discounted price. These can only be done once per round.

In addition to building, players can activate 1 of 6 event cards that provide bonuses for the active player as well as benefits for all players. It also serves as a timer for the end of the round. One of these benefits is scoring a specific Quality Track. Each Quality Track has a current value. The player receives the benefit (points, money or the opportunity to choose between the 2) depending on the position of that industry in relation to your current population total. Basically, if that industry exceeds the overall population on the Amenity Track you receive the full benefit. Any spots behind the population marker and you subtract that distance from the benefit. With the population increasing each round, it’s tough to keep up and you’re more often only earning a fraction of your Quality Track level’s potential.

At the end of a round, players receive money and points based on certain tiles and end-of-round benefit actions.

At the end of the 3 rounds, the player with the most points (or prestige) is the winner.

SOLO MODE

Rebuilding Seattle has a dedicated solo mode deck that simulates a second player. While it does its best and is super easy to implement, the experience pales in comparison to a real opponent.

ARTWORK & COMPONENTS

The artwork in the game is limited to the cover and a few special landmark tiles. The game is mainly a well organized, yet somewhat underwhelming series of boxes and minimalistic icons. The graphic design does its job to present the game cleanly and clearly, but there really isn’t anything to get too excited about. As far as components go, the majority is totally acceptable… everything but the endless supply of miniature polyomino tiles. This may be just a personal thing, but these tiny tiles are a pain. While they can be a pain when it comes to placing them on the suburb tiles, the real issue is with setup. The game doesn’t come with an insert, but even if it did, I’m not sure if it would help too much here.

PROS & CONS

➕ Easy to learn & teach

➕ Plays quickly

➕ Straight forward actions

➕ Zero randomness

 

➖ Theme doesn’t shine through

➖ Setup is extensive

➖ Rulebook feels like it needs another 2-4 pages to flesh everything out a bit more

 

NEUTRAL

Limited player interaction besides hate drafting and activating events at inconvenient moments

WHY WOULD YOU LIKE THIS GAME?

Fans looking for a lighter-weight, more introductory economic euro are going to appreciate what Rebuilding Seattle has to offer.

BEST THING ABOUT THIS GAME?

The best thing about Rebuilding Seattle is the dual purpose cards. There are a number of different choices available each round and finding the best fits will be the difference between winning and losing.

FINAL THOUGHTS

As with almost any game, Rebuilding Seattle grew on me with more plays. Understanding an effective strategy and what to expect from the cards helped me appreciate the game more.

I stated in the opening that I am a fan of these economic engine builders. These are typically pretty heavy in nature and I appreciate the lighter, more accessibility approach. The actions are pretty straightforward and shouldn’t take you too long to get comfortable developing a strategy.

I had a couple issues with the game and it started with the setup. This may not be a big deal for some, but it definitely put me on the defensive from the get go. It probably isn’t that rough in reality, but I would have hoped for some alternative to sorting and stacking tiny tiles together for 10-15 minutes. Another of the more glaring issues was the theme. While I believe the designer started with the theme and the game evolved over time, it feels completely lost at times. This is certainly a case where theme integration and personality could help elevate a game. The game as a whole is pretty dry with very little ups and downs. Building out your “engine” never feels that exciting and is more of a slow shuffle toward the end. I appreciate the effort to remove luck from the game, but with that comes very little surprises.

The Quality Track scoring is fairly unique and inspired, but still kind of rubs me the wrong way. While the quality level always shows an “optimal” scoring opportunity, I almost never reached the level in regard to the Amenity Track to unlock its full potential. While I was still gaining big rewards at times, I still felt like I was underperforming by having to subtract points or money from the reward. Again, this is a cool idea, but one that never left me feeling satisfied.

All that being said, I really like the idea of a serious, light/medium weight economic builder. Rebuilding Seattle definitely delivers on some of those heavier, economic game ideas by shrinking them down to better fit the style and audience. I love that you can have this experience in 1-2 hours and feel like you’ve tackled something fairly monumental. Being able to look over the city you built at the end of the game and see where you succeeded and failed is actually satisfying no matter which side of the trophy you were on.

It’s not for everyone, but if you love a dry, cube pushing, economic builder and appreciate a more streamlined game with quicker play time, Rebuilding Seattle might be right up your alley. I think it’s a good value and will be a hit with the right audience.

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Review: Atlantic Robot League https://unfilteredgamer.com/review-atlantic-robot-league/?utm_source=rss&utm_medium=rss&utm_campaign=review-atlantic-robot-league https://unfilteredgamer.com/review-atlantic-robot-league/#respond Sat, 22 Oct 2022 22:26:43 +0000 https://unfilteredgamer.com/?p=23289 The post Review: Atlantic Robot League appeared first on Unfiltered Gamer.

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Publisher: WizKids
Player Count: 2-5 Players
Dedicated Solo mode: No
Game Length: 20 Minutes
Complexity 2/5

In the distant future the sport of mech battles has swept the nation. But not just any mechs, these are monstrous, mile-high mechs and the battles rage over multiple city blocks. While the sport has captured the imagination, the chance to bet on the outcome and earn big bucks has taken it to a new level. Now it’s your chance to get in on the fun. Choose the winning teams, the surviving mechs and even participate to manipulate the outcome. Place your bets, enforce your will over your opponents and seek to have the most success betting card. 

In this fast-paced betting game, players will pick winners in multiple categories. Taking turns, players will then strategically slide the mech tiles across the playing grid, interacting with other mechs and seeking to achieve their end game betting goals.

PLAYING A TURN

For some reason I love betting games. I like the opportunity to push your luck, weigh the odds and turn my resources into a profit… as long as it doesn’t involve money from my own wallet.

Atlantic Robot League is a betting game where you forecast the winners of this Royal Rumble-type mech battle. Each player receives a betting card and chooses winners in 4 categories.

There are a total of 24 mechs tiles, all with individual identities and divided into 5 distinct teams. At the start of the game they are randomly placed on a 5×5 grid leaving 1 empty space.

On a typical turn, players will be able to slide a single tile to an adjacent space given that one is available. As the mech tiles are moved, they then have the ability to interact with specific mech teams. So a green mech might have the ability to eliminate a red or yellow mech. If that mech is moved into a position adjacent to one of those colors, the player then can eliminate one of those tiles from the game.

Each player starts with money and can gain additional coins by eliminating tiles on specific locations on the board. This money can be used to purchase scheme cards that allow you move in ways that break the standard ruleset. For example, a scheme card may allow a tile to leap over another tile or move additional tiles. As this resolves, players keep track of their personal bids. Tiles are eliminated until there are 5 or fewer remaining.

The bid card allows you to choose 3 team categories: Heroes (team with the most survivors), Has-Beens (first team to be eliminated) and Brawlers (team with the most knockouts). Players also have the opportunity to choose 5 individual mechs they believe will survive until the end.

The game takes place over 3 rounds where the game is reset prior to the round. The player with the most points at the end is the winner.

ARTWORK & COMPONENTS

The art in Atlantic Robot League is colorful and almost comic book like. This makes sense since the game is about mile high mechs doing battle… you can only imagine who the target audience is. It’s not the greatest artwork ever, but it really seems to fit the theme well. The game board is kinda trashy in the best way. The mech illustrations are all unique and are fine-on par with the rest of the game’s visuals. Each team has it’s own logo and they feel very e-sport-y and a bit disconnected from the game.

The game board, tiles, cards and coin tokens are all of good quality. The betting boards are made to be erased and they seem like they’ll last.

Overall, the look and feel of the game doesn’t really stand out, but it seems to fit the theme well.

PROS & CONS

➕ Easy to teach & play

➕ Fun and simple actions

➕ Fair amount of strategy

➖ If you’re not into betting games this isn’t for you

➖ Theme will turn some off

➖ Special action cards aren’t always relevant

WHY WOULD YOU LIKE THIS GAME?

If you like betting games, Atlantic Robot League is easy to engage and strategize with little experience. The actions are simple, but there is still a layer of strategy to force you to think through your actions each turn to maximize your money.

THE BEST THING ABOUT THIS GAME

The best thing is the simple game actions. There are just enough choices to keep the game interesting while still being light and fun to a general audience.

FINAL THOUGHTS

Atlantic Robot League isn’t going to win any awards, but as a fan of betting games, I had fun with this easy, breezy, large-that-life-themed, game geared toward overgrown adolescents.

I enjoyed that I could formulate a plan of attack from the get go—analyzing the board layout to help me determine my betting goals—in a matter of minutes. The game never takes itself too seriously and choosing the winners and losers of the battle prior to gameplay is strangely engaging.

The actions are incredibly simple, yet there is just enough strategy and gamesmanship to keep things interesting. I would have liked the scheme cards, which provide special actions, to be more relevant. The available actions didn’t always apply to the current state of the board or wouldn’t affect play in a meaningful way at that time. That being said, players have a fair amount of control over the outcome making the pursuit of your betting goals more exciting.

I remember playing a similar game recently from a large publisher who went for an over produced approach with miniatures, big name artists and bloated actions. I couldn’t help comparing the two and think how Atlantic Robot League’s slimmed down approach was much more successful making the choices easier yet not a bit less meaningful.

Overall, I think Atlantic Coast League is a fun, light-hearted betting game. It’s super accessible and still manages to incorporate a fair amount of strategy. The theme has the potential to be a little divisive—only because mile-high mech robots aren’t for everyone. If you have the chance, give Atlantic Coast League a try.

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Review: Free Radicals https://unfilteredgamer.com/review-free-radicals/?utm_source=rss&utm_medium=rss&utm_campaign=review-free-radicals https://unfilteredgamer.com/review-free-radicals/#respond Wed, 29 Jun 2022 01:34:08 +0000 https://unfilteredgamer.com/?p=22941 The post Review: Free Radicals appeared first on Unfiltered Gamer.

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Free Radicals
Published by WizKids
Designed by Nathan Woll
2-5 Players  |  90 Minutes

In a utopian future, mysterious spheres known as Free Radicals have appeared providing earth with nearly limitless energy and resources. People flocked to the spheres forming what is now known as Sphere City, a megalopolis of culture, knowledge and freedom. Despite allowing for this new paradise, the Free Radicals have more secrets tucked away. Factions within the city have sprung up in hopes of decoding these secrets and using them for their own benefits. Perhaps it’s just what the Free Radicals intended, but one faction alone won’t be able to accomplish this mission. Competing factions will have to work together despite their differences if they hope to be the ones to reveal these new mysteries.

Free Radicals is truly a game of asymmetrical powers. Each player takes on the role of a completely unique faction, each with its own unique mini game and mechanics, in an effort to activate and benefit from the cities’ locations beneath the floating spheres. Using resources, credits and data cards, players will work to gain favor through their own unique means. While each player is out for their own, Free Radicals is also a game of balance since each positive action has the potential to benefit your competition providing an interesting twist to an already ambitious game.

SETUP

While Free Radicals could be labeled a medium-weight euro game at heart, the game’s identity hails from its 8 unique player factions. Each faction in the game embraces its own unique mechanics and style through a completely distinct mini game. One player might be navigating a domino-style game while another manages a programming system while yet another is playing a game of deck building. Each faction will require you to change your approach, learning that faction’s distinct strengths and weaknesses. In other words: With each new faction, it’s a completely new ballgame.

ON YOUR TURN

Despite each player’s own individual pursuits, each turn, players will attempt to gain victory points and favor by fulfilling data cards, activating and visiting buildings as well as advancing along the game’s knowledge track.

Activating or awakening buildings requires players to fulfill matching data cards with a number of resources. Doing so provides you with favor and victory points that will benefit you at the end of the game. In addition, activating a building allows for other players free rein to visit that location and reap the rewards. Of course there are residual benefits for a controlling faction of these buildings as each additional visitor will be required to pay favor to the owner. Each player’s faction is specially connected to a single location, earning a bonus action (favor or gaining first player rights, etc.) when visited.

The knowledge track, when accessed, allows players to advance any of the game’s factions (including your own) along a victory and resource rich path. Moving your own marker up will bring you victory points, but moving an opponent’s will bring favor from that player. Different color favor sets provide victory points at the end of the game.

The game takes place over 12 rounds with the player with the most victory points coming out on top.

FACTIONS! FACTIONS! FACTIONS!

The game’s asymmetrical faction mini games are the real draw here. Eight unique factions with 8 individual games is pretty ambitious in my mind. Each faction comes with its own backstory to keep things interesting. Here’s a quick, bulleted rundown of the factions and the mechanics employed:

  • Paladins: This faction has a programming game where players alternate between placing 5 tokens on 5 action spots on one turn and then removing them, only taking a single action the next.
  • Farmers: Players take part in a domino-style game where connecting certain types of crops allow access to different actions. While it may not always give you what you need at the time, building larger sets of like-crops can pay off big down the road.
  • Adventurers: This faction uses an action point mechanic as they explore their own mini-map, revealing tiles and opportunities across a 5×5 grid.
  • Entertainers: Controlling a group of entertainers, this faction uses a deck building mechanic, allowing players a random selection of characters that, when placed on the stage, can be used in a variety of ways.
  • Hoteliers: This polynomino tile game has players carefully building out 4 hotels with the right pieces. Playing and completing each hotel provides unique actions for the player.
  • Underground: You’re using a deck-crafting mechanic where you upgrade your characters based on your own in-game needs. Each character has their own unique path that may or may not play into your own strategy.
  • Merchants: In this resource management mini-game, players only get a few actions, but each action wields a healthy number of resources. This is an exercise in maximization.
  • Couriers: This pick-up and delivery mechanic navigates drones across a board where you seek to hit the right destinations at the right time. Limited movement abilities force the player to carefully plan their actions in advance.
  • Executives: Players will take advantage of a mancala mechanic, moving tokens adjacently across the board and leaving a trail for the actions you wish to activate.
  • Artisans: Players in the faction will take choices from a series of multi-use cards. This can be a little more challenging to get what you want if you don’t carefully plan ahead.

COMPLEXITY

The central game of Free Radicals isn’t terribly complex. It is a medium-weight euro, but a couple turns in and you’re good to go. The real challenge is in the sheer number of unique factions—each with their own set of rules. Each mini-game isn’t terribly complex and they do come with their own double-sided sheet of rules. Where things could get messy is if you were teaching a large group of first-time players. Again, the rules are good, but I could still see the teacher having to review each faction with the player.

COMPONENTS AND ARTWORK

Each faction comes with its own components—it just depends on the game you’re playing—but there are a lot of them. At first it was a little overwhelming, but once I got everything sorted with its own faction and especially after the first play of each faction, it all made sense.

The central board is really long and feels unique in its own way while the individual player boards have a nice die-cut. The game’s playing cards are nice and thick as well as the individual tiles and tokens. In general, all the components are really solid.

Artwork is EVERYWHERE in this game… and it’s pretty good too. You do not feel cheated one bit when it comes to the artwork. Starting with the individual factions, each player board features its own unique character. That faction’s components might come with their own set of cards or tokens that feature unique character art or items. The central board has a dramatic shot of the city and one of the mysterious spheres. It’s all vibrant and colorful.

Additionally, the rulebook is colorful and super clear. Each building’s abilities are easy to reference and each section of the game is easy to read and digest. The individual faction sheets are a tremendous resource and do a good job identifying that faction’s components, turn sequence and goals.

MY THOUGHTS

Free Radicals is basically 8-games in one. They’ve taken some of the most beloved mechanics and compressed them down into bite-size mini games. I was really surprised by how much the strategies varied from faction to faction. I think I expected all 8 factions to appear like they were doing their own thing and then basically end up feeling the same. It was nice to see that that wasn’t the case. The individual themes vary from “cool” to “that’s strange”, but they did a good job of giving each their own personality.

With 8 factions I can’t really tell you how balanced the game is. I do know there were games where I wished I’d chosen another player’s faction, but that was more about personal preference than strategic advantage. All our games did finish fairly close.

With all the focus on the individual factions, the base game could have been neglected. It’s not overly complex, but it does have an interesting push-and-pull to it. I really enjoy games where choosing your action can actually benefit other players. I like that rub and it works well here. I found myself reconsidering my actions multiple times in an effort not to benefit specific opponents.

The asymmetrical factions do fluctuate in complexity, but not in an outrageous way. Overall, I felt they were all decently accessible. I felt there were some factions where the game was just more interesting and some where the decisions seemed a little more engaging and fun. Maybe that’s more of a personal preference, but it’s nice to know the choice is there.

Just because the game’s highly-asymmetrical doesn’t necessarily mean it has more replay-ability. It’s hard to gauge the game’s legs, but I can easily see myself giving each faction at least 3 plays. That would be 24 plays in all—which is well worth the investment.

FINAL TAKE

I love the idea of all the individual factions and their unique mechanics. The danger for me is if the game is overplaying its hand. Is it spreading itself too thin? Is the juice worth the squeeze to learn ANOTHER new faction? Ultimately, I think it’s succeeded in what it’s trying to do. I think there is a lot to like here starting with its ambition. If you like the idea of a game within a game (or 8 in this case)—you’ll probably enjoy Free Radicals. I felt each faction was carefully developed and never felt like a gimmick.

The production is really solid and the artwork gives the experience a lot of personality. This isn’t the most engaging euro ever, but it’s still a lot of fun.

No, there isn’t a ton of interaction, but I still feel this is best played in larger groups where you can enjoy others locked in their own unique battle.

Free Radicals is really a unique accomplishment that I feel a lot of designers wouldn’t have the guts to pursue. It does a lot right and I really enjoyed my initial plays and look forward to diving deeper into these factions. I’d definitely encourage you to give Free Radicals a longer look!

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Review: Kardashev Scale https://unfilteredgamer.com/review-kardashev-scale/?utm_source=rss&utm_medium=rss&utm_campaign=review-kardashev-scale https://unfilteredgamer.com/review-kardashev-scale/#respond Tue, 29 Mar 2022 01:05:08 +0000 https://unfilteredgamer.com/?p=22674 The post Review: Kardashev Scale appeared first on Unfiltered Gamer.

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Published by WizKids
Published by Stephen Avery & Eugene Bryant
2-6 Players  |  30 Minutes

Developed in 1964, the Kardashev Scale represents a method of measuring a civilizations technological and cultural advancement on a cosmic level based solely on the amount of energy they use.

Using this hypothetical approach as a backdrop, players will take on the role as individual cosmic civilizations competing to achieve the greatest technological achievements while progressing through 3 civ types (planetary, stellar and galactic). Players will take actions triggered by a Rochambeau mechanic (rock—paper—scissors). Earning resources, players will be able to upgrade their own set of cards in this interstellar, engine-building game.

ON YOUR TURN

Kardashev Scale is a fast-paced game where players simultaneously collect resources by adjusting a dial and revealing 1 of the 3 resource symbols. Each symbol trumps another symbol and can potentially earn you resources—resources that can be used later in the game to purchase advancement cards to further your civilization.

Choosing to purchase an advancement card requires the player to secretly select the card icon on the dial prior to comparing, essentially surrendering their chance to earn resources. That player, in turn order, may purchase one of the available advancement cards at the market.

The game features 3 different levels of advancement cards, each with their own unique purchase price. The Kardashev Scale works in a pyramid pattern, so you won’t be able to purchase level 2 cards until you have at least 2 level 1 cards in hand. The same rule applies to level 3 cards as well. Each card features a value and ability that can be used the rest of the game. These abilities may provide you additional resources each turn, end game bonuses, etc.

The game ends when one player reaches 25 points. Players then add up their card values and any bonuses and the player with the most points is the winner.

PLAYER COUNT

The Kardashev Scale plays from 2 to 5 players. There is a slight variation for 2 player games, but it typically plays the same at all player counts. While the 2-player variant is fine, the game plays better at larger player counts because of the added gamesmanship. With the simultaneous-play element, games move by at a fairly brisk pace despite the added players.

COMPONENTS & ARTWORK

The game’s components are fairly minimal. There is a deck of cards, 5 dials and a mixture of cardboard tokens representing the resources. Overall, the components are acceptable. The cardboard quality of the dials feels good and sturdy. Card deck quality isn’t anything special, but it’s much better than a lot of games out there.

The artwork in the game is what initially caught my eye. It’s easy to overlook artwork in any card game when you’re caught up in the action, but the artwork here is really well done. Each card features a unique sci-fi image matching the card’s theme. Starting with the cover and continuing to the cards, each piece of art feels rich and I didn’t notice a single one that felt rushed or overlooked.

MY THOUGHTS

Kardashev Scale would definitely be considered a lighter weight game. The game plays like a race, resolving quickly without too much heavy thought. There is definitely some strategy when determining what resources to pursue and which cards to purchase, but the decisions shouldn’t cause too much slow down to the game’s pace. Certain cards provide the opportunity to create mini-engines that can boost your resource production and help define your path going forward.

I enjoyed the game’s futuristic intellectual and metaphysical ideas. Ideas like Galactic Telepathy, Infinite Terraforming and Multiverse Contact read like an episode list of Star Trek. While they may not appeal to everyone, I appreciated the creativity that went into crafting  these. Unfortunately, the theme isn’t terribly connected to the mechanics and could have really been anything. Because of this, the fun concept and artwork behind the game feels a little wasted.

The gameplay itself isn’t anything special, but it plays smoothly and is super easy to pick up. Depending on your opponent’s choices, players collect resources quickly and are able to start building your card-pyramid culture within a couple turns. Similar to games like Splendor, players may race for a certain card and players missing out may end up at the mercy of what’s left in the market. I can definitely see the paper-rock-scissors mechanic being divisive. On one side, it’s painfully simple, but on the other, it paves a clear pathway for an almost primal gamesmanship.

I certainly felt some cards were better than others and you’re often left to the luck of the deck. The game is made to be played quickly and easily with the only hang-up for some players being the copy on each card. It’s not terribly complex, but keeping track of 5 or 6 special abilities can be a chore for some. You may miss some bonuses, but the game will be over quickly enough and you’ll be able to redeem yourself next game.

FINAL TAKE

The Kardashev Scale looks great. The artwork really draws you into the game, but what it draws you into is fairly shallow and brief. Serious gamers might find the exercise a little tedious, but it’s more of an entry-level game that works well for less experienced gamers and fans of the theme. Despite its faults, I enjoyed the Kardashev Scale. I love how quickly it played and that I was able to teach and play it with a variety of ages. There are games that do what Kardashev Scale does a little better, but there are also a number of positives to enjoy. I foresee this getting regular playing time if it finds its way into the right hands.

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Review: Super-Skill Pinball: Ramp It Up https://unfilteredgamer.com/review-super-skill-pinball-ramp-it-up/?utm_source=rss&utm_medium=rss&utm_campaign=review-super-skill-pinball-ramp-it-up https://unfilteredgamer.com/review-super-skill-pinball-ramp-it-up/#respond Sat, 11 Dec 2021 19:44:42 +0000 https://unfilteredgamer.com/?p=22358 The post Review: Super-Skill Pinball: Ramp It Up appeared first on Unfiltered Gamer.

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Designed by Geoff Engelstein
Art by Gong Studios
Published by WizKids!
1-4 Players  |  20 Minutes

Every time I sit down to play Super-Skill Pinball, The Who’s Pinball Wizard starts ringing in my head and I’m instantly taken back to the glory days where the pinball machine was king. Of course this has very little to do with the game and everything to do with nostalgia, but the goal of Super-Skill Pinball is obvious: tug at those sentimental heart strings and emulate those past experiences standing next to a machine, timing the flippers and ringing in thousands of points … And for the most part Super-Skill Pinball: Ramp it Up succeeds.

Harnessing the energy and skill from a game of pinball and transferring it to a static, 2-D game board is a tall order. There’s no dexterity element and quick reflexes are not required. Instead, the designer has smartly introduced gravity into the game and created a combination of decisions and luck that simulate the excitement of unexpected bounces and potentially big scoring combos.

While it’s not exactly pinball in the traditional sense, the look and flow of the game cling tightly to the source material. Everything seems to be in place for a unique and appealing experience. I’m going to take a look at the mechanics, the emotional experience and the components to see if this ambitious idea of a game pays off.

HOW IT PLAYS

In this follow-up to the sleeper hit from 2020, Super-Skill Pinball, players begin by selecting 1 of the 4 provided pinball boards. The boards each feature their own unique theme and level difficulty.

While pinball machines are a solo experience, here you can play up to 4 players simultaneously. Each player is essentially playing their own game, but dice rolling duties can be shared. It’s also nice to have have others close by to share your personal victories and defeats (just like real pinball).

The idea behind the game is that the pinball enters the board similar to how it would on a physical pinball machine. It then begins to pass through a series of scoring points before its batted back up the board or lost beyond the bumpers and flippers forever.

Each board contains different zones where players can score points. As the ball ricochets through the board, gravity eventually takes it toll, brining the ball back to the bottom. This is achieved by rolling a pair of dice. Players then have the opportunity, depending where the ball is, to send it to a section with one of the 2 die numbers available. The ball must respond like a real pinball would and make its way down the board’s zones. There are ways to keep the ball dancing around a spin cycle or bouncing between scoring pegs earning multiple points, but you will eventually come back to the flippers.

When you bring the ball to a certain section, the valid die number is marked off from that section. That specific die number at that location can’t be used again until it’s refreshed (new ball, goal achieved, etc). Many locations provide immediate points – typically 1 or 2 points. Successfully achieving a bonus can easily earn you 10, 20 or even 50 points.

The flippers, along with the inline and outline of the pinball board, each feature a variety of die options. This section of the board functions slightly differently. When these die numbers are exhausted or can’t be met the player loses that ball and they aren’t refreshed until the next ball enters play. The flippers also employee physics such as the left flipper only being able to push the ball to the right of the board and the right flipper doing the opposite.

Throughout your play, you might also be able to unlock bonuses just like a real pinball machine. Players might receive a multiplier, unlock areas of the board or receive a second pinball to knock around.

Players get 2 pinballs per game. Once the second ball is lost, the players tally up their points.

COMPONENTS

The components are ok. The boards are fine and easy to write and erase as necessary (and you will be writing and erasing a lot). Each board is made up of 2 separate pieces extending the play area. The pinballs themselves are silver half-balls that you push around the board. They do an ok job. Since they’re round, they’re kinda hard to pick up. I often found myself having to slide the ball through areas that I had written in. It doesn’t really mess up the writing too much, but I still had a little trouble doing this. As with any roll and write, I’m terrified I’m going to get marker on my game table. With Super-Skill Pinball, you’re fiddling with the markers constantly and this made me paranoid.

The rulebook does its best to clearly communicate a game with more rules than you would expect. The basics of the game are fairly straight forward, but each pinball board has its own unique set of rules. It was a bit of a challenge to grasp the general concept since it’s a bit abstract, but the rulebook does do a fine job breaking down the rules, the different boards and different challenges each board presents.

ARTWORK

The artwork for me is a mixed bag. I get that they’re trying to embrace some of the silly ideas originally brought to life by classic pinball machines, but some of it just didn’t work for me. The Top Speed racing board has some of the most exciting artwork and the Gofer Gold design was fun, but I wasn’t a fan of the Pin Pals wrestling-themed board. The artwork here seems a bit sloppy and I feel a little more effort could have been put into it. The artwork, whether good or bad, doesn’t affect the gameplay. The graphic design, on the other had, is well done and provides clear direction for a potentially chaotic game.

DEEP THOUGHTS

I suppose I went into it expecting a silly exercise in luck: roll the dice-score some points-do it again. To my surprise, to be successful you’ll need to bring your thinking cap. There is a decent amount of strategy with calculating odds.

The game is all about playing the odds. Each station only allows for so many stops and you have to carefully plan when to visit a location, activate one of its die options, and when not to.

You can approach the game casually and just enjoy the experience, but to score big points, you’ll need to plan your attack. Each board provides a number of opportunities for bonuses. Executing these bonuses at the right time could cause a 100 or 200 point gap in your final score. This might mean thinking outside the box and holding off on activating a bonus until your next ball (since the flippers will refresh).

Earning that second ball or multiplier at the right time is exciting. With 2 balls on the board, each takes the value of 1 of the 2 die rolled. I did love scoring 25 or 50 points for one action with the multiplier and it did make me feel like a pinball wizard for just a moment.

Where there is a fair amount of strategy, the theme is still a bit of a gimmick… But, is that a bad thing? I think that really depends on the player. I actually love the theme. In fact, it was the theme that led me to seek this one out. As I mentioned before, I love the nostalgia the game evokes. I play board games in part for the traditional, tactile nature. For that same reason, I’m a fan of pinball machines. Maybe it’s harsh to call it a gimmick, but if theme was something that didn’t connect with me on a nostalgic level, I may not have given it a chance.

While the depth of the game was a bit of a surprise, the gameplay isn’t super exciting. The thrill of the game lies solely on the theme. There are some interesting and challenging game boards with some unique puzzles. Being able to temporary solve those puzzles and earn big points is thrilling, but I don’t think it’s strong enough to stand on its own as a whole.

That doesn’t mean the game’s not fun or the game’s not for you. It’s relatively inexpensive and because of that, it provides a solid value. The 4 different boards give you plenty of game to work through and the 1-4 player count almost guarantees you can play a game or 2 no matter who’s around. I should also mention how each game will be different just based on the luck factor alone.

So is it for you? If you saw the game and were instantly drawn in by the idea of a pinball board game… this game is probably for you. Even if you don’t fall in love with the gameplay, the theme and idea behind it all is pretty great. I appreciate the effort and creativity put into something that attempt to resurrect this type of niche.

VERDICT

Super-Skill Pinball: Ramp It Up does the one thing it sets out to accomplish: successfully translate the game play of a real pinball game to the game boarding world. The games go by fairly quickly and there can be some exciting moments. I was surprised by the level of brain work that went into a single game. I suppose once you get a better grasp on calculating the odds, you can just sit back and enjoy the process. 

I do wish the game was a little more accessible. This is the kind of game you’d love to share with friends, but the abstract nature of the game where you have control over where your pinball goes might be a bit much for a casual player. 

I’m not sure how often this one will get played, but it is a good value for the price and I love the theme. For those reasons, I’ll definitely keep this one around in hopes to break it out when time is of the essence or I’m feeling nostalgic to become a pinball wizard once again.

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Review: Greece Lightning https://unfilteredgamer.com/review-greece-lightning/?utm_source=rss&utm_medium=rss&utm_campaign=review-greece-lightning https://unfilteredgamer.com/review-greece-lightning/#respond Mon, 06 Sep 2021 04:17:52 +0000 https://unfilteredgamer.com/?p=21996 The post Review: Greece Lightning appeared first on Unfiltered Gamer.

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Designed by Kathleen Mercury & Mark Sellmeyer | Art by Anthony Cournoyer
Published by WizKids
2-4 Players  |  45-60 Minutes

It’s a cool, breezy morning off the coast of Greece. You are the captain of one of the fasted trireme’s the ocean has ever seen and today is the day of the Hydra Regatta… a rowing competition where only the best compete. Navigate through a rough, ever-changing course full of treacherous obstacles… and perhaps, if fate is on your side and a little favor from the gods, you may end up victorious.

Greece Lightning is a racing game where players roll dice and move their ship around a modular player board. Dodge whirlpools, gather fish, earn the Favor of the Gods and manipulate the board for your advantage (or your opponents demise) in an effort to finish fast and finish first. You’ll find plenty of opportunities to gain advantages over your opponents, but push your luck too hard and you could bust.

RIDING THE HIGH SEAS

You’ve raced adventures, cars and camels, but have you ever raced a trireme? In Ancient Greece, these ships could sit 170 oarsman and they were fitted with a bronze battering ram used for fierce naval battles. Today, you’re going to harness the power of the trireme in pursuit of a different kind of victory… victory on the race course.

In Greece Lightning, players will race their trireme is a circular track made up of multiple wedges. By rolling dice and playing bonuses, you will be tasked with optimizing your path as you work to navigate around pitfalls and slow downs.

The primary tool used in the game are 3 individual dice, each player is given at the start of the game: a navigation die and 2 movement dice. The sum of these dice will ultimately determine the potential points your ship can travel during a turn… but it isn’t that cut and dry. Players begin by simultaneously rolling the frosted navigation die made up of 1, 2 and 3 numbered sides. This initial die really just gets your ship “going”. Players then roll the first movement die. From there, you’re faced with a decision: to roll the next movement die or not. Players now have the opportunity to push their luck. They may roll the final movement die, but unless it exceeds the total of the previous die, they lose both dice. Obviously, the risk here depends on the previous value and the circumstances of the game.

There are plenty of opportunities to mitigate those die rolls through the game though. You’ll receive opportunities to re-roll die in the form of fish you gather and certain places on the board give you a 3-move boost. Once you’ve settled on your dice, you’re then tasked with planning out your turn on the board.

Easily the coolest part of the game is the modular racing board. Providing multiple paths to travel, each piece is uniquely equipped with bonuses and pitfalls that may help or hinder your progress. Along with the bonuses such as gathering fish and bonus movement spots, players will have the opportunity to draw Favor of the God’s cards. These cards provide a variety of bonuses that can be taken immediately or held for the right moment. Theses bonuses may be good or bad and you can occasionally pawn them off on your opponents. It gives the game a little interaction, but it does help with the overall strategy.

The board points to watch out for are the dreaded Hydra. When facing a hydra, you must be prepared toss them a fish or your turn stop right there irregardless of any additional movement.

Where things really get interesting is the ability to modify the board mid game. During the race players may cross a spot that allows them to draw a board game wedge. These wedges are then placed on the board at the end of their turn. Each wedge is random and may be best served playing in an offense or defensive position on the board. Players may place these wedges over any previous wedge piece that doesn’t have host a player. You also have to take into account the individual paths on each piece to figure out if it’s going to provide a future bonuses for yourself or better serve as pitfall played near an opponent.

The game lasts only 3 laps and well played turn can move you a good chuck of one lap. A poor roll and unfed hydras can really frustrate a turn. The potential for a quick game is there, but you’ll definitely need a decent amount of luck and effective management of your fish and Favor of the Gods cards.

RACING AT DIFFERENT PLAYER COUNTS

Greece Lightning plays 2-4 players. While I think it’s better at higher player counts, there are pros and cons. I enjoyed the interaction at higher player counts. The board changes a lot more and there was a decent amount of interaction from the Favor of the Gods cards. The game box says 45-60 minutes. That’s pretty accurate for a 4 player game, but we were able to play with 2 players in 20-30 minutes. So while I love the extra interaction, I feel this Greece Lightning should be a quick game and that’s only truly realized at 2.

LOVE FOR THE COMPONENTS

The components as a whole are pretty solid, but the piece that stands out he most is the modular, central game board. Overlapping and interchanging the pieces not only looks cool, but adds a ton of fun to the gameplay. The bottom row pieces together fairly well, but I did have a little trouble with pieces sliding around as they got stacked.

The individual player boards aren’t huge, but they are plenty big to hold the rolled dice, cards, fish tokens and provide a fairly comprehensive player’s guide.

The Fate of the Gods cards are smaller, but they look cool and get the job done.

The navigation dice have a cool, frosted look with greek-looking numbers instead of pips. The mini, wooden ships that serve as the player markers are pretty standard, but they add a nice thematic touch.

The rulebook is smaller and was easy to understand.

I don’t always give props to a game’s insert, but Greece Lighting comes with a pretty nice one. Everything sits perfectly in its place and it all goes back in fairly intuitively. Putting the game back in the box is a pleasure all it’s own.

The navigation/push-your-luck dice have a cool, frosted look with greek-looking numbers instead of pips. The mini, wooden ships that serve as the player markers are pretty standard, but they add a nice touch.

I don’t always give props to a game’s insert, but Greece Lighting comes with a pretty nice one. Everything sits perfectly in its place and it all goes back in fairly intuitively. Putting the game back in the box is a pleasure all it’s own.

ARTWORK

The game’s artwork is a little cartoony and decently done and fits in with the theme. The color pallet chosen for the game fits the theme perfectly and there are some nice greek-style design elements that helped elevate my overall enjoyment. The iconography is fairly clear and is easy to pick up. I thought the graphic artist did a good job communicating all the game’s necessary information on the individual player boards. There is a key for the iconography and a clear understanding of each round’s actions printed on each board. While this is a fairly simple game to grasp, the clear communication on the game’s components really decreases the overall learning curve.

RE-PLAYABILITY

Greece Lighting has fair amount of re-playability. It’s fast and fun, so it will likely seem more table time than a heavy game with extensive setup. While there is some added strategic depth with the Fate of the God’s cards and the interchanging board pieces, I can see the game getting “same-y” over time. Ultimately, I think re-playability comes down to what else you have in your game cabinet. There is enough fun and accessibility to keep this one coming back, but at some point you may want to graduate to a more complex racing experience.

FUN FACTOR

There are number of things are really fun about Greece Lightning. Moving the board around and frustrating your opponent right before their turn is a lot of fun… I mean, responsibly using the board wedges to determine the best approach while carefully considering everyone else feelings (obviously). I also enjoyed being able to teach and play this one with a wide age group. My younger daughters can just as easily jump into a game as anyone else. It’s not too complicated and it was defiantly good for some laughs and few jabs with our group. Overall, we had a good time playing Greece Lightning.

FINAL THOUGHTS

Greece Lightning offers a solid production value, fun theme and enjoyable gameplay. The game is quick to setup and easy to teach/learn. While there are limited, strategic decisions, the game is definitely on the lighter side and shouldn’t appeal to heavy gamers. There are some unique features… like the evolving race board, but nothing too revolutionary as a whole. The push-your-luck mechanic is a classic one, but also one that can be divisive. There are opportunities to mitigate your die rolls, but if you’re not a fan of luck-based games, you may be turned off to this one. Ultimately this is going to be best enjoyed by players new to the hobby or someone looking for a light-hearted, family-style game with just enough twists and turns to keep everyone engaged. It may not be one you play multiple times when dragging it out, but overall, we enjoyed it and for the right audience, this could be a hit.

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