Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Decar

Pages: 1 2 3 [4] 5 6 ... 13
46
News and Events / Carcassonne - Safari
« on: April 23, 2018, 06:52:25 AM »
I think most people know about the new Carcassonne Spin-Off from the Around the World Series is continuing this year with a Safari theme.

But we've not started a post about it yet!

Steph Hodge provided some information on her BGG blog: All the Meeples of the Rainbow

She was at 'Gathering of Friends' this weekend

Here's the excerpt:

Quote
Next I got to try another one coming out but it is in early prototype forms. It is a new Carcassonne game called Safari! New to me!

In this game you will find a lot of familiar things to the Carc you know and love. There is a new way to score though. You will be looking for different types of animals in a given region. There are added jeeps that will give additional incentive and points for placing where they are. What changes are the cloister type buildings give you tokens and the tokens are used to form groups of different animals on the board in desert areas.

This part was clever and interesting. i was confused on it for most of the game so I lost horribly, but it was of course very good and I love Carc games in general. I found it to be unlike any other Carc game I played. Still doesn't hold my top most interested to play Carc though, but I would happily play anytime and look forward to seeing the final result!

Edit: The really confusing this is why they decided to name a spin-off after one of our members :D

47
News and Events / UKGE 2018
« on: April 19, 2018, 03:24:09 AM »
We already have a post about the UK Championships being hosted at the UKGE, but wanted a separate post for this.

It's 43 days until the UK Games Expo, a few of us are meeting up on Friday 1st June.  So let us know if you're coming!  We should be around on the Saturday too  :(y)

48
News and Events / Happy Easter Carcassonne Central 2018
« on: April 01, 2018, 05:05:42 AM »
Just wanted to take a moment to wish everyone here on Carcassonne Central a happy Easter break.
If you're not Christian, I still hope you're making the most of the weekend with your family, playing boardgames and other fun activities.

We used to have a little tradition around here and thought some of you would like to take part:

Meeple Art

I just looked outside and happened to spy the season's first bumble bee, so that's what inspired me, Spring is on the horizon:



Happy holidays everyone - I hope you consider making your own creations this year!

49
Other Games / Hilarious "Hex" Puns
« on: February 26, 2018, 01:16:55 PM »
I hexpect to hear good things about this one Squiffything  ;D

50
Anything Else / An Afternoon at Basically Wooden
« on: February 10, 2018, 11:55:00 AM »
We took a trip to see Andrew and Sue at Basically Wooden this afternoon.

It's the first time I'd been up to see them, I hadn't realised how close they were (about 50-minutes). I had a big order to pick up so thought it would be a way of saving a few quid on postage.

We got the grand-tour, looking at their fine machinery,  varnishing suite, early prototypes and immense stores.

I took a few photos too:

To begin with we got up close and personal with their machinery:


We got to see just how fast and accurately their lasers could work, etching a prototype design for some shop-window product boxes.

Then I took some sneaky shots of some recently completed inserts:


In the main workshop Andrew showed me the Big Box of Catan he had recently finished.  The trays slot on top of each other and can be easily lifted out:


I'm glad I'm not a Catan player!

This is the Carcassonne work station, they had been asked to produce a Mega Carcassonne box, which I assumed would hold all the spin-offs too.  It will contained ~24 tile trays and 6 trays for tokens, which are the same size as the Big Box.  It was pretty incredible to see - The Carcassonne Chest I suppose!


We headed up to the Varnishing room, which houses a lot of the projects nearing completion:

You can see some Firefly and Arkham box sets, as well as Carcassonne and their infamous Bee Boxes!

Andrew also had a set of children's toys, I forget where they were originally from - but were charming:


Ticket To Ride Boxes are very popular too!



Here's a great view of the entire workshop:


We marvelled at their Dragon, he's called George  ;D


We took a look at some of Andrew's early prototypes, locked away in 'the back room' - some of these things are likely to be making a reappearance at some point, so I didn't snap any pictures!

Then we took a look at some bits and bobs in the main shop:

I particularly liked these card-holders, they come in two sizes, my wife thought they'd make a great travel-craft-project box:


Here's another card box:


If you've been following Basically Wooden you'll know they have a range of magnetic token/card trays.  One of their newest pieces is a double-sided card-stack.  I thought it would be great for any 2-player deck-building games, or function as a discard:

All the magnetic components slot together too.

I love these deck boxes too:


So it was time to come home, here's a photo of all the things we collected:



A Bee Box and small Bits Box:


The Dominion Box, the original reason for going  ;D
The larger card box, (travel craft box), and bee-hexagon.


You'll also spot the original prototype Carcassonne-travel box.  Andrew has a couple more of these, which he considered seconds, due to some faults in the wood or cutting process.  Let me know if you're after one  :(y)
The Bee Dice Tower,  I really like my BW dice tower, and couldn't say no to this design.  There have been some improvements to the standing mechanism too:


A 7 Wonders Box Insert, the other reason I was originally going for:


Basically Wooden have been making several Gloomhaven boxes, one of their ongoing problems is they have a lot of off-cuts they don't want to waste, so we found a home for some, but we're looking for novel ideas for them.  The hexagons are Catan sized and the meeple, well they're just meeple  :(y)



All in all a great little trip - we're very glad Andrew and Sue could accomodate us on our visit.  I'm looking forward to seeing them again soon and their future projects  :(y) :(y)


Now...to start sleeving Dominion cards

51
News and Events / Watch It Played - Carcassonne
« on: February 01, 2018, 10:14:42 AM »


Courtesy of Rodney Smith

52
Quizzes, Puzzles and Challenges / What's wrong with GQ11 tiles?
« on: January 18, 2018, 09:23:23 AM »
A time ago, I told I got my hands on Carcassonne Halb so Wild 2. But after nothing heard about it and two months later I sent them a message they didn't had Halb so Wild 2 anymore. But they were just holding on my order...... :'(..... So I only got Halb so Wild 1 wich isn't here yet  :'( :'( :'(

But I found a cheap alternative who was eager to sell it to me and today I received it :D :D

Also I got my hands on The Games Quarterly Expansion so I decided a little puzzle. Something is wrong with it.... who can find my stupid fault as first?  :red-meeple:

your FFFF tile is facing the wrong way?

53
Other Games / Do you dream of boardgames?
« on: January 03, 2018, 01:51:50 AM »
Another great discussion topic:

Do you dream of boardgames?
Do you play boardgames in your dreams?
What happens when you do?
What do you think it all means?
Do you dream at all?

I'm in work at the moment, but had an interesting dream over New Years 2017 which I'll share later  :(y)

54
Other Games / Shadespire
« on: January 01, 2018, 03:06:02 PM »
It's a brand new year, and disappointed not to reach 200 merits before 2018.   :'(
But I was well under my projected post count, so I have no one to blame but myself  :D
So I thought,I would spend a bit of time writing about the game I got for Christmas:

Shadespire  :o :o :o

It's apt to talk about this now, given our recent thread on using miniatures in gaming and also our conversations about tension, because this game has both.  I have to say before I get started, I've definitely not played enough to give the game justice.  But I've got a pretty good feel for how everything works, so it's about time I give a write-up a go!

Shadespire looks like a lot of things, it's produced by Games Workshop and themed in the Warhammer (Age of Sigmar) Universe, which only helps to muddy the water.  It's got miniatures that look like they're all partaking in a wargame; but underneath these thin-veneers sits a traditional-boardgame, a tactical area-control game, with deck-building and activations at its core!  And that all means, it's got to be worth a little bit of attention.

Theme
But before I get into that, let's cover the theme.  All that those unfamiliar with warhammer need to know is: it's a fantasy world where humans, dwarfs, orcs, elfs and a myriad of other characters have lots of wars.  It's essentially a hobby for them, there's not much else to do other than start fights with your neighbouring nations.  Apparently, they've been at it so long, they can't even remember why they started.  Personally, I think it all started when someone spilt a pint at the local tavern one evening and then a band of dunken dwarfs took sides without really seeing what happen.  The next think you know is it's all Chaos.  Thankfully, Shadespire is set in a tangential story arc to this universe.  Shadespire used to be a very big city where the local bigwigs devised a way of cheating death.  It just so happens the god of death wasn't very happy about that, so decided to punish them with evil pixie-magic.  Insert years of mystical nonsense and now bands of adventurers go looking for trouble/gold, however they also can't die because they're trapped there...so they fight a lot...as there's not much else left to do.

For those that like lore, there are lashings of it the rulebook, and it's all cleverly interlinked into the Warhammer narrative.  It conjures a sense of mystery and ancient grimdark(wrong franchise) magic.  One thing that GW takes seriously is their lore.  In December, GW released 3 short audio-dramas set in Shadespire to provide an even more enriching experience.  I'm a sucker for lore, I enjoy reading what I can, it gives context and explains why characters are doing what they're doing.  As you can probably tell, I don't take it seriously either.


"The Line Will Hold" (Wrong Franchise again)

Mechanical Overview
But let's put that all aside and discuss the game!

Each player selects a warband, this is your party of adventurers and they've all got names too.  In the base game there are two warbands, two more warbands have been released as addon packs.  Currently the choices are the Steelheart's Champions (Big Knights) and Garrek's Reavers (Death Metal fanboys).  The two other expansions are: Ironskull Boyz (Green Orcs) and the the Sepulchral Guard (Skellingtons). Each of the warbands work differently to each other, and that's partly because each of the miniatures represents a corresponding character.  You're given a character card telling you about them.  Each character has some statistics for moving, attacking and defending which you need to be familiar with to make them work together effectively.  Some warbands are good at holding their ground, others are good at maneuverability.  What's interesting is that these skills play off one another and how what might work well against one warband may be very ineffective against another.



Shadespire comes with 2 double-sided game boards.  One player will select a board and side, and the second player will take the other board and decide where to connect it to the other board.  Without going into details:  The placements of the boards are very important tactically as this will affect how your fighters engage one another.
In a two player game, 5 objectives are randomised and players take it in turns to place them on the board.  Once they're revealed you take it in turns placing your fighters down, giving you an opportunity to respond to your opponent's decisions.

Let's talk about turn structure.  The game is broken down into only 3 Rounds.  Each round only 4 activations.  Which means the whole game is done after 12 activations (or 24 in total for 2 players).  Activations might be move a fighter, attack a fighter, charge (move and attack), or draw/discard a ploy/objective card.  After each activation there's a round of card play called the Power Step.  That's it.  That's the game in a nutshell.  I admire this scheduling, as everyone know where they are, and there's no chances to go on longer or draw out the game.

But the cards are the beating heart of this game.  Before you even lay the boards down each player has handpicked at least 20 power cards and 12 objective cards which make up the deck.  Objective cards are your mechanisms for scoring victory points.  It might simply be: hold an numbered objective at the end of a round to score a point.  Or might be more advanced like:  Charge with at least three fighters this round to score 3.  The Power cards come in three flavours:  Ploys, reactions and upgrades.  These give you a tactical advantages during play, which I'll describe in a moment.  You hand is only 3 Objectives and 5 Power cards, so it's important to pick objectives you think you could achieve and select ploys which can make them happen in a number of ways.
Some Objectives are completed at the end of the round, others are completed immediately (like wiping out an opponent).  When an objective is met, you take a victory point and you draw a new objective card.  Power cards on the other hand are only drawn up in between rounds, unless you wish to send an activation to get another.


These objective cards give your warband some clear direction, while the power cards give you a means of going about it!

Once you complete an activation, your opponent can play a reaction card they have.  As a simple example:  one might give them a chance to attack outside of their activation.  Then you're able to play a ploy or upgrade card.  A ploy card might allow you to switch characters or execute defensive operations.  Upgrades allow you to buff your characters by giving them extra wounds or by giving them extra weaponry.  Upgrades don't come cheap though, you must spend your earned victory points to enable them.  Thankfully, those points aren't lost, you still score them at the end of the game.  But it's a way of introducing and spending experience earned through the game.   Once you've played a card, your opponent can, then you can again and backwards and forwards until you both pass.  Once that happens you're on to the next activation, watching the timer tick towards the end of the round.


Obryn has taken a lot of wounds, but has been given an upgrade.  We're in the 2nd activation shown by the counters on the right.

Combat is performed with dice rolls.  Fighters have to pick an attack, most of them have 1 (some have 2, but more can be got with upgrade cards).  The attack will tell you how many attack-dice you roll and which symbol you're looking for (usually hammers or swords) to successfully attack.  To defend, most characters roll a single dice, and they need to find their blocking symbol (usually dodge or shields) to prevent the attack.  The dice also have the possibility of a critical-hit/defence which nullifies lower successes.  It's also possible to assist attack and defence with other fighters in the vicinity.

It's best explained with this example.  I was quite disappointed with this dice roll as it essentially cost me the game.

My Big Knight has charged the Green dude with 2 axes.  I get to roll two dice, and hit on hammers.
As you can see, I rolled 1 hammer on the white attack dice.
My wife only needed a shield to block, but managed to roll a critical-defence with the black die.
(If I had an assist, I would have had 2 successes, my wife could only block with a Critical-Defense).
My attack failed, if it hadn't I would have inflicted 3 wounds resulting in the the enemy leader going Out of Action and removed from the game.
If you noticed, I had an objective card which scored: when charging to take a fighter out of action and also another objective point for taking out the enemy leader.  As a result I've left my fighter in range of a good clobbering.

Once all the activations are completed, you tally up the Victory Points and declare yourself the winner (even if you had the least victory points).

My Feelings
Phew! - Quite a lot to talk about there, in terms of mechanics:  Board layout, Deck-building, area-control, combat, character management.  Did I say the whole thing only takes about 45 minutes?  I find this game seriously packs a punch.  All of these elements are quick, but there are tactical implications of every action.  Player interaction is high and constant.  Even down to positioning the board, or determining if you should play a ploy card now, or in a minute.

Unlike Dominion the deck doesn't change during the game.  You've prepared the deck before the match;  thankfully the game comes with some pre-built decks to educate you slowly.  Some cards can only be used by specific warbands, while common cards are duplicated in the base set, so there's no problem fighting over who gets what.  Once all the warbands are released, there will be something neat 450 cards to build decks from.  That alone provides opportunities for different types of play.  The warband specific cards provide asymmetry between the bands too and guarantee that none of them play the same.

My wife loved the deck-building!  She enjoyed reading all of the cards, and considering how they would work with one another.  In the game photographed she decided to ignore any objectives that require holding positions and instead went on a warpath.   I had a feeling she would do this, so selected some cards to bolster my defense.  I also positioned my units further back on the board meaning it would take her longer to move her units into a dangerous position.

I can see the comat not being for everyone, but there are ways of mitigating the dice rolls; however at the end of the day it does all come down to a bit of luck at the right time.  I quite like that though, I'm comfortable letting the D6 decide.  During the game photographed I was happy to trap one of the Orcs between all three of my Stormcasts.  That was enough to inflict some serious damage.  I was only able to establish such a position by using a Power card that allowed me to switch positions with an adjacent fighter.  I found in this game, it was absolutely necessary to carefully consider where I was leaving my fighters, being able to shift them a hex or making sure they had support from attacks was essential.

Given that your objectives are hidden until they're scored, it can be really fun trying to work out what your opponent is trying to do to win points.  If you make a bee-line for an objective, you'll give the game away, or was it merely a distraction and all they really wanted to do was make sure you've not encroach on their territory.

The tension mounts between every activation, during the game it feels like both players are winding up mechanical-toys waiting to see who will release first.  This is because of the way fighters must support each other to be successful.  It's far too easy to perform a charge and cause a bit of damage.  But you'll find that you were left behind and now your fighter can no longer move or perform other actions this entire round.

The game also supports 3 and 4 players (with and extra base-game) and also includes a hold-the-fort game variant.  Neither of these things I've tried, but I look forward to having a go!  I suspect in the future more boards will be available, with enough cards to support it.

Another thing to note is how well Games Workshop are supporting the game.  They are already running tournaments, and they're also publishing articles making recommendations on the deck-building philosophies, giving players ideas for techniques to try with each warband.  They've even gone as far as explaining opening moves based on board placement.

As a kid, I never played warhammer or it's grimdark counterpart.  I did enjoy a lot of their smaller 'specialist' games (Necromunda-mainly) and they've always presented themselves as a money pit.  So I was mostly sceptical when stepping into Shadespire, however all I've seen thus far is a very tightly developed experience.  Certainly the core-box works on it's own and you could argue that the additional warbands have cards in them.  But for a casual player, the cards are known and I've got a good idea how many there are going to be.  There are some accessories that are in no way beneficial (dice and sleeves).  I think somewhere in the evil-corporate office someone thought it would make a good introduction to the franchise; I think that's undeniable, there's a leaflet in the box saying now buy this box with 50 miniatures in it you need to glue together and paint before going to war.  But if anything that's been thought about after producing the game, as a branding exercise, and I think thus far, they've been sensible to split shadespire into its own franchise.

Generally, I think a lot of traditional boardgame designers should be looking at what GW have done here.  Their means of releasing content and the support they're providing the game.

Components
The components are topnotch.  The boards and tokens are high quality.  The cards a standard size which makes them easy to sleeve and though they're not low-quality the shuffling will wear them down.  I sleeved mine with 'Dragon Shields' which makes they nice to shuffle  :(y)

The miniatures took about 25-30minutes to put together.  All that was required was a pair of clippers.  No-Glue.  Games Workshop have produced a line of miniatures that don't need glue.  Each model has 3-4 pieces which are on a sprue and need to be clipped, other than that, they just slot together, it's really simple; and they're solid.  The miniatures are really detailed too.  Each warband is colour coded too so it's easy to tell them apart.  The character cards also have little pictures on them to make it clear.


We like Angharad Brightshield, she's great at using her shield and does reliable damage (Plus she's obviously Welsh).

The artwork is amazing too, each power card has its own graphic on them too:


The rulebook is very thorough and the publishers have produced an FAQ/Errata to fix anything which was unclear or ambiguous.  It's very straightforward though, and usually the examples in the rulebook assist.  Also Rodney Smith Did a Watch It Played Series, so you can see for yourself.

Overall

I didn't expect this to go on for so long!  We're both enjoying Shadespire as it's offering a solid boardgaming experience with the opportunity to play a deeply tactical game quickly.  There are currently 4 warbands, and it looks like another 4 are on the way shortly.  There's a lot to explore and a lot of decks to consider building.  It's relatively cheap (even for Games Workshop), so I'd recommend it for anyone looking for high interaction, who is happy with dice-rolling and enjoys trying to second guess what your opponent is trying to do.

55
The Marketplace / Decar's Clean Out
« on: December 30, 2017, 01:14:58 PM »
I'm clearing out some space, in the vain hope I can see my tabletop again.
Thought I'd give first refusal to anyone where, before bunging them on BGG.
There are Four sets of items:
Stuff just looking for a home, 
Stuff I'd like to recoup some losses for,
Stuff that's more expensive given it's uniqueness.
Stuff that's gone

Just Looking for a Home:

CMON 2016 Promo Pack (minus: Arcadia Quest and B*Sieged) - Zombicide, Zombicide: Black Plague, Xenoshyft


Other Promos:



(Rokoko Gone to yimhj)
(Viva Java to franks)

Santa's Renegades - minus Lanterns, Clank! and FUSE:

(Lotus Promo Gone to Squiffy)

Make me an Offer:

Loony Quest + expansion and promo



Orange Phantoms - I have a feeling I already promised these to someone, so if I did please let me know, ASAP!

(Probably: Amorpheus & ny1050220)

Darkrock Adventure + Expansion 1 - Rahdo did a great review of this game, but it's also unlikely to hit the table:


13 Days - This is said to be like Twilight Struggle, but a lot shorter.  A mechanically sound game, but the theme is unlikely to get it to our table:


Escape - The Curse of the Temple + Promos - I upgraded to a Big Box


Pretty Unique One Offs

These last items are pretty special, and I'd only consider passing them on someone who would make the best use of them.
They are the moulds used for the Ice Meeple Sets.  There are lots, but I'm not sure exactly what. I feel they could be used as a mould for more meeple, possibly psychedelic, if only a talented crafter knew how:




Stuff that's going/gone

Artifacts Inc - sold to Chooselife - I really liked the Engine Building mechanics of this game, it's a great precursor to Above & Below's mechanics.  My wife wasn't so keen, so unlikely to get a play:



Original Printing of Gipf - sold on bgg



Crisis  (and promo somewhere) - sold on bgg - I actually backed this my accident and it's unlikely to get much love here given the time required to play:


SpielDoch + Tiles: (Gone to Amorpheus)

Cundco Bag: - I literally have enough of these to never require paying 5p for a bag at tesco again (Gone to Amorpheus & ny1050220)

Carcassonne - Minus some meeple:  - Gone to Dan's friend

Carcassonne The Tower - Minus some tiles and the Tower pieces  :o

(Gone to Amorpheus & Rosco)
Carcassonne: Winter Edition - Likewise missing some tiles:
  (Gone to Halfling)

(Promos Gone to Dan)

Isle of Skye Promo:
(Gone to Franks)

Kingdom Builder - Big Box + Marshlands + Queenie 3.  Thanks to Queen Games inability to run a kickstarter, I was given an entirely new Big Box (with errors) instead of the latest 4th expansion.  Leaving me with this:


(Offers from SquiffyThing + Rosco)

These are one of the unique sets of prototype meeple, they're all anatomically sound, and transparent!
I do have a minimum price is set though:

Offer with Big Boss's friend

Hexagony - very basic tile laying game - won in a charity auction:

Gone to Sinscerly

56
Other Games / Are you an opener?
« on: December 30, 2017, 01:39:05 AM »
It's a pretty simple question (and one Dan needs help answering)

You've just acquired a new game or expansion, even though you might not get chance to play it for several days;  do you open it?

Do you take the cellophane off and sniff the cardboard (maybe that's just me)?
Or do you wait leaving the wrapper on to keep it nice for as long as possible?

If you do open it up, do you also prepare the game ready for the first game, by punching the chits or sleeving cards?

57
Other Games / What do you look for in a game?
« on: December 28, 2017, 07:46:27 AM »
I thought it might be an interesting topic to look at the top 5 things you look for in a game:

Here's my top 5, at least at the moment:

1. Play time (generally no more than an hour)
2. Intuitive mechanics
3. Depth of Mechanics - ie: can the core mechanic handle expansions or adaptations?
4. Does it work well at 2-player, how does it support more players?
5. Manageable/Mitigating Uncertainty (random events, dice rolls, landscape-discovery)

What are your Top 5 things that draw you into a game and make you stick to them?

58
Anything Else / The legend about ancient laptop
« on: December 23, 2017, 02:52:01 AM »
Great little collect vincon!  Are you a DOTA player too?

I am! But the comic is a present for my best friend who is also an avid Dota 2 Player.

A nice gift for your friend, hope he doesn't see this  C:-)  C:-)
I'd like to try DOTA, I was a big WCIII fan - but my laptop is now incapable of running Chrome in a stable fashion, so I doubt it could handle anything like this  :'(

59
Other Games / Ginkgopolis
« on: December 21, 2017, 07:44:05 AM »
Ginkgopolis is a wonderful card and tile-laying game from the French designers at Pearl Games.  Most of the people who play it seems to really enjoy it and regard it very highly.  So, I thought I would try and track down a copy, which proved somewhat difficult.  Nothing like a challenge to get me started.  I was very lucky and able to get a copy in a shop in Belgium and as far as I could tell, the last retail copy of the game in Europe (excluding St Helena)!


Image Courtesy of BGG

The theme is a little unusual, so I'll start with the mechanics. At its core ginkgopolis is an area majority, city-building game.  Both players take it in turns to choose an action from a hand of cards, which will ultimately benefit them.  There are essentially 3 actions the cards can provide:

1) Use of Building (which will generate you a type of resource)
2) Build a Tile on the outskirts of the city (which also allows you to use adjacent buildings)
3) Build a Tile on top of another tile (which allows you to claim passive bonus and claim ownership)

During a round of play, a player will draw a new card from a communal deck, before selecting their action.  The deck comprises of cards for each building in the city, and one card for each area than can be expanded into (labelled A-I).

At the start of the game each player is allocated some passive bonuses, which grants the player a bonus every time they play one of the aforementioned actions.  These initial cards also provide starting resources.  Passive Bonuses collected later in the game can also also allow you to score different points at the end of the game.


Image Courtesy of BGG

As I started to mention, the theme is a little weird.  It's set in a sort of post-apocalyptic enviro-renaissance where you humble town-folk decide to build their buildings within/around Ginkgo trees.  Ginkgo trees are kinda interesting because they're the missing link between conifers and seed-bearing trees as well as living for epochs and being particularly hardy, even surviving fires; which is a claim most trees don't get the brag about.  It has to be said that if trees had pubs, ginkgo trees would be that old-hard as nails bloke who'd tell you about that one-time when something unbelievable happened without relying on exaggeration.  But knowing that isn't going to help you win.  The theme is lightly pasted over the top of this strategic tile placement game and provides an opportunity to share some very colourful and downright user-friendly artwork.

Let's get the the crux of the game.  It's a score the most point afair and there are only a couple of ways to score points (ginkgo leaves).
1) You claim the majority of a single area/colour on the board
2) You score each time a bonus ability happens
3) You are paid points when another tile is built on top of yours.



In order to build tiles, you need resources.  These are the little blocks that get placed on each building.  The number of blocks you require are based on the level of the building; the taller it gets the more expensive it is to build.  You'll also need a collection of  tiles to build.  The tiles come in 3 sets Red/Yellow/Blue and each of these has a primary function (Using a Building).  Red tiles give you resources to build things, Blue tiles allow you to draw more tiles into your collection, and Yellow tiles simply give you more ginkgo points.  Each of the buildings in the set are numbered 1-21.  If you need to build a lower value tile on top of a higher value card, you need to pay the difference in resources as extra when building them.


Image Courtesy of BGG

Tiles are pulled from a communal deck and hidden behind your screen; you can only build buildings you have, which makes tiles a resource.

Hopefully, you've got a sense of how closely interlinked all of the components are, if you do one thing, another thing is effected.  There's a subtle balance unfolding on each turn.  Speaking of component quality, they're all top-notch.  It's what I've come to expect to be honest, so although, there is nothing outstanding, the tiles are chunky, the cards are good.  I really like the ginkgo point tokens and the other wooden bits and bobs.  That shouldn't be confused with the artwork.  There is tons of it, and it's all stylistic and clean.  Each player gets a player screen, though I'm not sure why, you can count the number of resource tokens a player has; it does provide an excuse for different artwork produced on each of them. It also acts as a handy reference to the actions you can perform.



Image Courtesy of BGG

I can't get over just how much art there is in this game.  A lot of games try to make up for lack of content with some nice-shiny artwork.  This isn't the case here, the game could stand on its own and I doubt I'd like it any less if it was drawn in crayon.  The art is a perfect compliment to the solid design.

If you've read my other reviews you'll know I'm a fan of abstract games, and part of that is enjoying games that have high levels of interaction.  Ginkgopolis manges to double-tick the player-interaction check-box for me.  The most significant way of scoring points is by having the majority of resources blocks in a given area of tiles of the same colour.  So an essential mechanic is trying to decide if I should build a tile to increase ownership or build a tile to break large areas apart.  As with most games, it's usually the ability to do two things with a single move that makes it a strong one.  The number of options available is quite astounding, though it's usually quick easy to determine the most valuable moves in a single turn.  Building tiles isn't particularly simple though, if there is a square of contention, building on top of another tile can easily provide points to your opponent.

But it doesn't stop there though, a more trivial game would have left the player interaction there, but instead, Ginkgopolis does a little bit more.  Do you remember that deck of cards you had with all those available options you had?  Well you're going to draft it.  That's right: after each turn you swap cards with an opponent and have the opportunity to make the most of their hand, that is before you have to give it back.



The only negative experience I've had about the game was the rulebook, but I can't explain why.  It's very clear, as far as I can tell all the corners are covered neatly.  All the actions are explained and there are several examples to clarify points of confusion.  I wondered if there were perhaps some transliteration issues, it's almost too sterile.  I think the issue may be to do with the layering of the rules.

But that's the fundamentally brilliant thing about Ginkgopolis, all the parts are glued together; and each of the parts are streamlined. Tiles effect resources, resources effect which cards you play, the cards you play effect which tiles you have, everything just moves along.  'Interwoven' is probably the right word to use.  The rulebook certainly doesn't fail, but having read it, and having explained it to my wife, it feels like we're about to play a complex game; but it truly isn't.  Ginkgopolis only lasts 35-50 minutes and it certainly doesn't overstay its welcome.  The number of actions at any one time is quite limited; the hard bit to explain is how all the parts affect each other.  To express the rules simply: you're going to have a hand of cards, you need to pick one and if that's what you want to do.

Strategy is difficult; to truly master this game is going to take some serious forethought and commitment.  But thankfully, it's extremely light to play.  As I started to explain, each of the tiles in front of you, will have an action card associated with it.  During a round of play, in theory you know which cards are going to come up.  And you can be relatively sure you know you'll get a chance to play it, though it's never certain.  What I like is there are more than one way to score points.  Investment is key, building lots of low-level early buildings will provide you with points in the mid-end game.  But your economy of resources will be tight.  It's possible to acquire a lot of cards which generate you points every time you play certain actions.  You could make lots of small coloured areas, or make giant ones.  It's great to see that each strategy is carefully tied to the core mechanic.

I managed to snap a couple of pictures of our first game:



As you can see, my wife managed to claim a very very large area of yellow, which took up most of our board.  Only 5-6 points separated us at the end and for the last 2-3 turns of the game we were juggling our actions to get our final Coup De Grâce (an apt phrase to use for a French game  ^-^ ).  During our first game, we were a little unsure of a couple of things, but after 4-5 short turns we got into the swing of it.  We both really enjoyed our time playing it.  If anything we thought the game was a bit short, thankfully it turns out there was a whole 2nd phase we both missed out on!

The End game is interesting, the game can end once a player has placed all 25 of the resource blocks onto the city, or it can end when no more tiles can be drawn from the communal deck.  However, the first time this happens, players may return tiles from their behind their screen to the communal deck in order to score points; which is another winning strategy!

Summary
It's a big big shame that Ginkgopolis isn't in print.  I know lots of people talk about games that deserve reprints, but this one really does need to be.  It feels like an unpredictable blend of 7 Wonders with Quadropolis.  You're building an engine to provide you with more options, but you're both working together to create a cityscape in front of you.  I say it's unpredictable because much like the rulebook, it's a hard game to explain; on paper, it sounds crazy.  I know I've not done it justice, it's a game that unfolds as you experience it; you appreciate what a fine balance of mechanics it truly is.

25 thumbs up from us  :(y) :(y) :(y) :(y) :(y) :(y) :(y) :(y) :(y) :(y) :(y) :(y) :(y) :(y) :(y) :(y) :(y) :(y) :(y) :(y) :(y) :(y) :(y) :(y)

Some good news is you can play Ginkgopolis online: Those crafty people at boiteajeux have made it possible:
http://www.boiteajeux.net/index.php

60
Leagues (including expansion leagues) / CCL - Carcassonne Central Ladder
« on: December 20, 2017, 04:59:09 AM »
About 2 years ago I started an auto-magic Ladder that allowed people to sign up and challenge players on a Ladder System.

It was only for playing the Base Game, but if it proves popular, I can create different Leagues for people to join.

You can sign up here

I've going to be shuffling the ladder and resetting the scores after New Year, but if you want to familiarise yourself  with how it works, you can read the information and sign up now.

One of the issues with the ladder was the Administration Script needed to be executed daily.  I've not got that running as a cron-job, so at midnight UCT, the server executes the script and shuffles all the players who haven't played their games.

Each game has 7 days to play + 1 day of grace.  It periodically sends emails of challenges and reminders to schedule games.  It also keeps track of all the games and points scored.

If you had an account previously it still works, but let me know if you're no longer interested...I'll remove your account (or put you on a break).

Cheers!

Pages: 1 2 3 [4] 5 6 ... 13