March 20, 2013

Mage Wars Review by Charles Tan

By Charles Tan

 

Mage Wars Quick Review

 

It's difficult to talk about Mage Wars without referencing one of the most important tabletop games from the 1990s, Magic: The Gathering, which gave birth to the Collectible Card Game (CCG) genre. At the core of both games is the theme of players taking on the role of mages who build up mana to cast spells and win in a duel. Rather than simply hurling Fireballs or Lightning Bolts at the opponent, a common (but not exclusive) way to win the game is to summon creatures to overwhelm your enemy.

There's a lot of similarities between Mage Wars and Magic: The Gathering, to the point where the elevator pitch might have been the board game equivalent of the latter, but that's not quite an accurate description. There's spatial tactics involved in Mage Wars for example, and perhaps one of the bulkiest components is its indispensable 4x3 board which tracks the movement of your mage and their corresponding spells (be it creatures, enchantments, conjurations, etc.). Perhaps the strongest selling point of Mage Wars is how it recreates the idea of a mage rifling through their spellbook: every round, each player goes through their spellbook (a four-card binder that comes with the base game) to select two spells which they can cast that turn. This simple premise not only reinforces the theme in a tactile way, but turns Magic: The Gathering's concept of a "deck" upon its head: luck stops being a factor in determining what your options are, and because of the two-card limit, provides players with avenues for bluffing and anticipating their opponent's actions.

 

While not revolutionary, Mage Wars builds upon the games that came before it to the point that it's not easily pigeonholed when it comes to its classification. It can be compared to Living Card Games (LCGs) for example, as deck building is vital and the fixed card sets is part of the product package. On the other hand, it also relies on components found in a lot of board games, such as tokens, counters, score trackers, and the physical game board. The game itself isn't wholly turn-based, as there are decisions which are taken simultaneously, and the design decision to alternate between phases (as opposed to the entire turn) ensures that there's never a dragging moment for either player.

At the heart of Mage Wars is this two-player game which values strategy and remains faithful to its theme. While that description seems to applicable to a lot of successful tabletop games, few games are as convicing that you are an actual mage, whether it's the pre-game setup of determining your spells, or rifling through your spellbook during an actual game.

February 18, 2013

A Quick Review of Escape: The Curse of the Temple

Escape: The Cure of the Temple is a game for one to five players published by Queen Games via Kickstarter in 2012.  It is a fast-paced cooperative game that plays in ten minutes or less (excluding set-up).  As with all my other reviews, this review will not strive to cover all the rules.  If you prefer a more in-depth intensive rule walkthrough, I suggest you take the time to look elsewhere.

COMPONENTS:
The game comes with a bunch of tiles that represent the growing/changing map within the temple, a bunch of crystal tokens, a rulebook, a ton of dice (each player gets a certain number), a music CD, a bunch of cards and five wooden figures that represent the adventurers.  

The dice are of very good quality... hefty, and the images are engraved on the dice to help (but not totally prevent) wear and tear.  The crystals are the usual translucent green crystals found in other games, and the tiles are thick and of decent quality.  The cards are average, and the wooden figures are... well... wooden figures (not much I can really say about that).  The rulebook is written quite well leaving few (if any) ambiguities.  The CD includes two soundtracks to play the game to, and an audio file which explains the rules.  Having the audio on the CD explain the rules is a nice touch by the way, as it ensures uniformity in explanations and helps ensure that players thoroughly understand what they have to do during the game.  While you may have to fill in a blank or two along the way, it still serves its purpose quite well.

Overall, the components are of above average quality... what you'd come to expect from Queen Games.

GAMEPLAY:
Gameplay is simple.  So is set-up.  First you lay out the starting tile where all the adventurers begin their respective turns.  Then you lay out a couple more tiles in accordance to the game's instructions.  You also bring out a certain number of crystals, depending on the difficulty level you want to play.  Hand each player five dice, start the soundtrack, and you are ready to begin.

The soundtrack ensures that each game will not take more than ten minutes... possibly less if you are all extremely unlucky (I've never seen it happen).

A quick word regarding the dice, which is the meat of the game.  Each dice has certain symbols that'll help you depending on what you need to do.  Some symbols help you "discover" gems, some symbols help you reveal new tiles, some symbols allow you to enter a room, and so on.  There's also a symbol which "locks" your dice, leaving you unable to roll 'em... as well as a symbol that helps you "unlock" dice.

The game is played in real-time, with all players rolling dice and taking their actions simultaneously.  You need to roll the right symbols if you want to enter a room, and/or if you're at an open doorway, you can roll to reveal the next tile in the stack and add it to that doorway. Some rooms contain a combination of symbols, and if you roll enough red or blue symbols, you "discover" magic gems, moving them from a separate gem pile onto that tile.

Once the exit tile is revealed, players can try to escape the temple by running to that tile, then rolling a number of key symbols equivalent to the gems that haven't been removed from the gem pile.  So the more gems you find, the easier it is to escape the temple in the end. When a player escapes, he gives one die to a player of his choice.  If all the players escape before the third countdown (determined by the soundtrack), everyone wins; if not, everyone loses (even those who escaped).

FINAL THOUGHTS:
Escape: The Curse of the Temple is a fun and quick filler that can help set the mood for game nights/days/weekends.  It is a cross between a party game and an adventure game and a dice rolling game, which in my opinion makes it an excellent game to play with casual or non-gamers.

For hardcore gamers though, if you usually play with a group that's devoted to playing heavier/meatier games... then I suggest you pick up something else.

All-in-all, a great addition to the ever growing list of cooperative games.

January 01, 2013

A Quick Review of Yomi (Mano Y Mano)

First off, no, I didn't mistype Mano Y Mano... I really did mean hand AND hand.  So no grammatical scrutiny please.

Yomi is a two player fighting game in card form published by Sirlin Games.  It blends together elements of rock-paper-scissors with poker to produce a game that oddly enough, boils down the basic elements of what a fighting game is... outguessing/outsmarting your opponent.

COMPONENTS:
The first complete edition package comes with ten decks of cards representing the ten characters the players can choose from, a full colored rulebook/FAQ, player mats and plastic stones that serve as life markers.

The cards are supposedly made extra sturdy (I won't use all the technical terms used to describe these cards) but for me, the quality is still not on par with your regular Bicycle deck.  Still better than the quality of alot of cards used in the board game market, but for the price, I was expecting alot more... and so it would seem were alot of players as there's alot of talk on how to sleeve and store the cards.

The player mats I find to be of good quality though.  Not too thick yet not too flimsy.  Heavy enough to stay in place but light enough to pack away easily.  The player markers were "meh" at best, but serviceable.

Overall component quality is a bit above average, and not quite worth the entry price.  On the flip side, this is more than made up for by the gameplay which is...

GAMEPLAY:
The basic premise of the game is simple... beat the other guy/gal to a bloody pulp before they can do the same to you.  Its how you go about doing this that makes the game quite interesting.

To those who may have read my reviews before, you know that I only explain the rules using broad strokes and don't really cover the nitty-gritty of every little detail and go about answering every minute question.  If that's what you were looking for, move on... you're not gonna find it here.  I also don't do reviews loaded with pictures, as I'm not really doing a slideshow.

Anyway, on your turn, the first thing you do is either play an ability (if you can) or draw a card (after playing an ability if applicable).  Afterwards, you both place down a card in front of you.  This activates one of four basic things your character can do.  Attack, block, dodge or throw.  Attack beats throws, throws beats block/dodge and block/dodge beats attack.  This is the rock-paper-scissors part of the game and where alot of people complain about luck creeping in.  But its also the mechanic which enforces poker-like workings in this game as you try to read your opponent and figure out a rhythm to his game style or trying to ascertain what card he'll play next.  Adding further complications to the "reading" of players is that each character plays very differently from the next.

After the cards are revealed and the winner determined, he/she is then allowed to perform a combo (if applicable) after the losing side lays down a "bluff" card.  Damage is then applied accordingly and you can now power-up, exchanging pairs, three-of-a-kinds, or four-of-a-kinds for aces in your deck or discard pile.  

Rinse and repeat until one side is utterly decimated.

COMPARING IT TO OTHER SIMILAR GAMES:
I'm happy to say that this game scratches an itch that I never knew I had.  It is quite unique while still being fairly balanced.  So, I'm sorry to say that I have yet to play a game that's similar to Yomi (not to say that one doesn't exist, merely that I have yet to play it).

FINAL THOUGHTS:
Yomi is a GREAT, GREAT two-player game that deserves a place in most gamers' collection if you can look post the steep suggested retail price.  If you're willing to put in the time, the patience and lots and lots of practice, the game will reward you accordingly.  Get it, play it and love it... before its all gone. 

January 01, 2013

A Quick Review of Pizza Theory

Pizza Theory is a three player game (the two player version is a shadow of what the potential of the three player game shows) published by Gryphon Games in 2012 via Kickstarter.  A game lasts around ten to twenty minutes, but don't let the short play time deceive you, as this "pizza" can really fill you up.

Pizza Theory is an abstract game that makes use of a theme wherein the players are trying to top a pizza with their own toppings.  It has no randomness and has simple turn actions, but the result of each round is unpredictable since each player has his/her own idea as to how to maximize their toppings on each section of the pie.  

I'll be doing something slightly different in this series of reviews, as instead of writing on how it compares to similar games in its genre, I'll replace that section with my five year-old daughter's thoughts on why she likes a certain game (paraphrased of course).  It'll be written in a short Q & A style.

COMPONENTS:
The game comes with a pizza board that's riddled with slight indentations that help keep the toppings in place once you place them.  It also comes with cardboard topping tokens in three player colors, and three wooden sticks and three wooden dice in three player colors.  It comes with an insert that snugly fits every component, and of course, a rulebook.

The cardboard components, which include the tokens and the pizza board are of very thick cardboard stock.  They're very sturdy and solid, which assures that it'll stand up to A LOT of plays.  The art is colorful and fun... makes the pizza looks slightly realistic.  The rulebook is very well written, and all it'll take is one read for you to figure out how to teach and play this abstract game.

Overall, high quality components for a fair price.  If you got the game via Kickstarter, then it'll also include the 'Anchovy Expansion', the quality of which is equal to the base game's components.  Two thumbs up.

GAMEPLAY:
Setting up the game is a breeze.  Each player receives sixteen topping cardboard tokens of their respective colors and a wooden stick (also of their own color).  At the start of the game, the board is laid down in the middle of the three players, the first player is randomly determined, and each player lays down two of their toppings on their respective section (depending on whether they're the first, second or last player).  That's it, you're ready to begin.

On a player's turn, he/she will do three things.  The first thing is to place another topping of their color on the board.  The only restriction is it can't be beside a topping of their own color (i.e. green can't be beside green and so on).  After the first player lays down his/her topping, the second player does the same, then the third player does the same as well.

The second thing a player does is to choose a number from their six sided dice.  This determined where they'll lay down their wooden stick or "slicer".  They reveal their chosen numbers simultaneously and then lay down their wooden sticks.  Pictured below is a game that's just finished, but it gives you a general idea of how the wooden sticks and topping get laid down.

After everything has been laid down, the third and final thing that the players do is to check each slice.  If a single player holds majority in a slice, then he/she removes the other players' toppings and replaces them with his/her own.  If two players are tied for majority, and there's a third player's topping in the slice, then the third player's topping is removed but it is not replaced with another player's topping.  If you're on your own on a slice, or there is no majority, then nothing happens.

There's also a safety rule which dictates that if you only have one topping on EVERY SLICE of pizza, then ALL your toppings cannot be removed/replaced.

That's it.  The game ends when a player has laid down all sixteen of his/her toppings.  In the picture above, the "white" player has just won.

Q & A W/ MY DAUGHTER:
Q: Why do you like this game Kashieu (pronounced cashew)?
A: I like how the pizza slowly forms and comes together... and I like the red toppings, specially the pepperoni, that's why I always play red Daddy!

Q: What do you think of the components?
A: They're really nice daddy.  I like how colorful everything is.  The pepperoni looks yummy!  Can you make me pizza later?

Q: Did you find it hard to understand how to play the game?
A: No, it was very easy to understand, but I have a hard time figuring out where to place my toppings and slicer sometimes... specially against Mommy.  Mommy is very good isn't she Daddy?  She always beats us!

Q: Does the game frustrate you?
A: Sometimes, because I want to win and Mommy keeps removing my toppings!

FINAL THOUGHTS:
Pizza Theory is a good abstract game, and although my daughter still often makes tactical mistakes and sometimes confuses where it's advantageous to slice the pizza, she enjoys it very much and has seen marked improvement each time we've played.  I'm surprised how quickly she's been able to pick-up the gist of how to play an abstract game.  The components are beautiful and, in my opinion at least, kid-friendly.

My son likes sitting down and playing the game with us as well, mostly because he loves pizza and he likes how the game looks.  At three, he still has a hard time understanding what to do, nevermind the strategy.

Kashieu gives this game her seal of approval, and I imagine she'll only like it even more as her understanding of how to play and how to win deepens.  For me... it's an okay game, but I think this is mainly because I'm not really a fan of abstract games.  I won't hesitate to play it when my daughter asks me to play, but it's not something that I'd pull out the shelf every time I have a gaming group over.

December 13, 2012

A Quick Review of The Ladybugs' Costume Party

The Ladybugs' Costume Party (or Maskenball der Käfer) is a game for two to five players published by Selecta Spiel.  It is a cooperative family/children's game that helps enhance your child's memory and puzzle solving skills.  The box states that its for ages four and up, but I'm fairly certain a child can play this as early as three years of age.

A game runs around fifteen to twenty minutes regardless of the number of players.  

COMPONENTS:
As with all Selecta Spiel publications, the components of this game are stunning.  The game includes a multilingual rulebook and language independent components.  

In the box you'll find a handful of yellow wooden ants, eight wooden ladybugs with magnetic "noses", a spinner, alot of wooden cylinders that fit on the back of the ladybugs, and a colorful and sturdy game board.  

My daughter, Kashieu, loved the components at first sight.  I've barely opened the rulebook and she's already bugging me to teach her how to play the game.  I cannot say enough how akin to "toys" the components of Selecta Spiel games are.  Great, great components... well worth the price tag.

GAMEPLAY:
Setting up the game takes a little patience.  You have to fit each ladybug with five tiny wooden cylinders of the same color, and lay them atop the corresponding colored petal.  This is the one part of the game that I find a tad fiddly... the initial placement and future relocations of the colored wooden cylinder (more on that later).

Every player takes turns in spinning the spinner on the board. If the spinner end up pointing to one of the eight ladybugs sitting on the petals, the player then moves that ladybug to visit the other ladybugs. 

As I stated above, each ladybug has a magnet in its "nose"; if the visiting ladybug "likes" the ladybug, they then swap "spots" (each ladybug has five wooden cylinders of one color), and she continues on to visit other ladybugs.  If the ladybugs do not like each other, the turn is over. Once a ladybug has five spots of different colors, she is ready for the party and removed from the flower and placed on the leaf on the bottom of the board, signifying that that ladybug is ready to go to the party (pictured below).  Since it is a cooperative game, all the players win if all of the ladybugs are ready.

But how do you know that the ladybugs like/dislike each other?  Ah... there's the beauty of this game.  Since each ladybug has a magnet for a nose, if the ladybugs "kiss" then they like each other and can happily swap spots (wooden cylinders).  If they don't like each other, they literally turn away from each other, signifying their dislike.

But if the spinner points to one of the smaller leaves in between the colored petals, then the player doesn't get to move any of the ladybugs, but instead must take an ant from the pool and place it along the side of the board. If all seven of the ants are on the board the players lose the game.  

The rules are very simple, the gameplay very basic.  Is the game luck dependent?  Yes, very much so.  Does my daughter care?  No.  She loves it.

WHY CHILDREN WOULD LIKE IT:
As I said, the components come close to being "toys", added to the simplicity of the gameplay make this a game that most children would enjoy.  The cooperative aspect also appeals to my daughter, as we can win together (and also lose together).  She easily grasped the concept of the game, and enjoys puzzling out which ladybug likes which.  She also enjoys sending them all to the party.

FINAL THOUGHTS:
You could do worse than choosing The Ladybugs' Costume Party as one of your kids' first games.  It's easy, colorful, beautiful and cooperative (which seems to be at a premium when it comes to children's games).  As I said, the game is very luck dependent, but I really don't mind because my daughter enjoys herself so much every time we play this.  She has even taught her nanny how to play the game, and she has also taught her friends (who come over occasionally) how to play the game as well and her friends have also enjoyed it tremendously.  

December 13, 2012

A Quick Review of Famiglia

Famiglia is one of Friedmann Friese's newer games, and is specially made for two-players.  It's published by 2F-Spiele, and a game lasts roughly fifteen to twenty-five minutes.  It's about building up your gang/mob/mafia so by the end of the game, you can claim that you have the strongest group.  

Truth be told, I never thought I'd enjoy another Friese game with the exception of Power Grid.  I have tried a handful of his other titles, but all of 'em have fallen short.  Until I tried Famiglia.  But I'm getting ahead of myself.

COMPONENTS:
The game comes in a small box and is made up entirely of cards.  The cards are of good quality and the artwork is superb (at least for my own personal taste).  I specially like how the background of each card can be combined to form a collage of sorts, depicting a rough neighborhood.

The rule sheet (it is literally just an actual sheet of rules) is quite adequate and leaves little to be desired.  It has illustrations and examples of play, leaving few questions regarding how to play the game.  Whatever questions you might have after reading the rules are quickly answered after the first couple of turns of playing the game.

I love how everything can fit in your jacket pocket, making the game very portable and the game itself leaves a very small footprint so you can play it almost anywhere.

For the cheap price, you get what you pay for.  

GAMEPLAY:
The rules are relatively simple.  On your turn you can re-seed the pool if that option is available to you.  Then you can play an accountant, followed by a bruiser/thug.  Then you can claim one mobster from the pool.  Rinse and repeat.  After two rounds (dictated by the draw pile), game ends and the one with the stronger gang (highest score) wins.

What?  Want me to be more elaborate?  Okay, okay.

There are four types of cards in the game.  The blue cards are accountants.  Accountants allow you to exchange cards from your hand from your personal discard pile.  The yellow cards are bruisers/thugs.  Bruisers/Thugs allow you to lower the value of the cards in the pool, making it easier to acquire more powerful members.  The green cards are wild cards that allow you to use them in place of other colored cards.  The red cards do jack squat, but they score higher compared to other colored cards of similar value.

So in a nutshell, you use these powers to try and manipulate your way to acquiring the best gangsters.  The rules are relatively simple, but the layers of strategy contained within the game are satisfyingly stuffing (not too easy, but doesn't burn your brains out too much either).

COMPARING IT TO GAMES OF SIMILAR VEIN:
I didn't compare this game to other set collecting game or hand management games because there's just too many to name out there and I've played alot of 'em.

Its easier to compare it to other two-player card games, if only because I can just compare the "fun factor" the game provided as compared to other games.

Comparing Famiglia to Battle Line or Lost Cities, I'd say its a tie, but I give Famiglia the VERY slight edge because I like the theme better.  Comparing it to meatier two-player games such as Perry Rhodan or Jambo, I'd still give Famiglia the VERY slight edge because of the portability.  Gameplay wise, they all scratch a very similar itch for me and you really can't go wrong in choosing one over the other.  

I guess what I'm trying to say despite my incessant ramblings, is that Famiglia can hold its own against other two-player staples.

FINAL THOUGHTS:
Famiglia is a good two-player game that you probably won't regret having in your collection.  It is the only Friese game I have liked since Power Grid (though admittedly I have yet to play each and every single one of his games) and for the price, its a steal.  If you like two-player games, and you value portability, do yourself a solid and grab a copy of this game.

December 03, 2012

A Quick Review of Sleeping Queens

Sleeping Queens is a game for two to five players that was published by Gamewright Games in 2005.  The game was actually designed by a six-year old (Miranda Evarts), who thought up the game one night when she couldn't fall asleep.  It is a fast playing game, taking about fifteen to twenty minutes to finish.

As with all my other reviews, this review will not strive to cover all the rules.  If you prefer a more in-depth intensive rule walkthrough, I suggest you take the time to look elsewhere.

Also, I'll be doing something slightly different in this series of reviews, as instead of writing on how it compares to similar games in its genre, I'll replace that section with my five year-old daughter's thoughts on why she likes a certain game (paraphrased of course).  It'll be written in a short Q & A style.

COMPONENTS:
The box comes with a bunch of cards and a rulebook... and that's pretty much it.  No wooden components here people.  The cards are of good quality, thick and sturdy... but the art on the cards is what really shines as it is exceptionally colorful and lively.  The rulebook is a treat to read and you pretty much know what you have to do after one quick read-thru.  I'd like to say more about the components... I really would... but that's pretty much it.  As Forrest Gump would say: "And that's all I have to say about that".

GAMEPLAY:
Setting up the game is a breeze.  You lay the Queen cards facedown on the middle of the table, deal each player five cards which will form their hand, and you are now ready to begin.

On a player's turn, first he/she must make sure that he/she has five cards, then he/she can either play a card from his/her hand which basically allow you to awaken Queens, steal Queens or put Queens back to sleep.  The different type of cards available for these actions are: Kings, Knights, Dragons, Sleeping Potions, Magic Wands and Jesters.

A player can also choose to discard numbered cards.  The numbered cards can either be discarded individually, or in duplicates (i.e. a pair of seven's), or in valid mathematical sums (i.e. a one, a five and a six {because one plus five equals six}).  

Whatever the player decides to do, he/she re-draws back to five cards at the end of their turn, and play moves to the next person.

Q & A W/ MY DAUGHTER:
Q: Why do you like this game Kashieu (pronounced cashew)?
A: I like waking up the Queens and fending off pesky Knights w/ my Dragons!

Q: What do you think of the components?
A: They're so pretty daddy!  I like how colorful everything is and I like that the drawing on the cards is so pretty.

Q: Did you find it hard to understand how to play the game?
A: No, it was very easy to understand.  It's actually a lot easier than most of the games we play daddy.

Q: Does the game frustrate you?
A: Not really.  Though I guess sometimes it does get frustrating when you're hoping for a specific card to come out but it doesn't.

FINAL THOUGHTS:
I would highly recommend this game for kids.  The math element in discarding & drawing cards and in counting up victory points is awesome for teaching kids numbers and basic addition.  There is also a tad of memorizing involved if/when Queens revert back to "sleep" in the middle of the table.  Also, my daughter specially enjoys stealing a Queen right out from under my nose.

While this isn't a game I would ever recommend for serious gamers (heck, even most casual gamers), this colorful and whimsical game is something I would wholly recommend as a game for families looking for something to play with their young kids (teaching them some great lessons in the process).  Two thumbs up for this marvelous kids' game.

November 30, 2012

A Quick Review of Ticket to Ride: Europe

 


Ticket to Ride: Europe is a two to five player game designed by Alan Moon that was published by Days of Wonder in 2005.  Ticket to Ride: Europe is a complete, new game and does not require the original version.  It is a set collection/hand management game that lasts about forty-five to sixty minutes.  The game is suitable to both adults and children alike.  To those who are interested, there's also a boat-load of expansions readily available for the game, as well as iOS and browser based implementations of the game.

Ticket to Ride: Europe is about building and completing routes on the game map (in this case, Europe), and is as simple as a "train game" probably gets.  It's also touted as one of the best gateway games.

I'll be doing something slightly different in this series of reviews, as instead of writing on how it compares to similar games in its genre, I'll replace that section with my five year-old daughter's thoughts on why she likes a certain game (paraphrased of course).  It'll be written in a short Q & A style.

COMPONENTS:
The game comes with a rulebook, five wooden tokens in different colors (one for each player), a lot of plastic trains in five different colors, a bunch of cards and a game board.  The components are pictured below.

The rulebook is very well-written, and you'll figure out how to play the game after just one read.  The game boasts that it can be explained in three minutes, and the boast does stand true.  The wooden tokens are of good quality.  The plastic trains and stations are very nice, as they are quite detailed (not model train/station detail, but the small details that were added are a nice touch) and quite sturdy.  I specially like how they used vibrant colors for the trains and wooden tokens.

The cards that used to be a tad small in the original Ticket to Ride (standard euro game size), which I didn't really like as it makes them a pain to hold on to, has now been fixed and the game now uses standard, bigger sized cards. The cards are of average quality and the information that they are meant to relay are printed in a nice and easily readable/identifiable format.  The game board itself is very vibrant, colorful and detailed as well. 

Overall, the quality of the components are well above average... as you would expect from a Days of Wonder production.

You can buy Ticket to Ride here! -> Under Thinkers and Planners Category


GAMEPLAY:
Set-up is extremely easy.  After opening up the board and laying it down, each player takes their player token and places it on the score track, and then takes all trains/stations of their color.  Each player then receives four destination cards where they can choose to keep two destination cards or to keep all four.  Five train cards are laid out beside the board face-up, while the rest are kept face-down in a deck beside the face-up cards.  That's it, you're ready to play.

On a player's turn, he/she can choose to do one of four things.  First, he/she can take two cards either from the face-up cards or the face-down stack or one from each.  The only exception being if a player takes a rainbow/wild train card from the face-up pile, that's the only card he/she may draw this turn.

Second, the player can draw three destination cards and keep anywhere from one to three cards.

Third, the player can use a train card to build a station.  A station basically limits the route(s) that goes in and out of a city.  The cost of a station gets progressively higher the more stations you plop down.

Lastly, the players can lay down their trains on the board.  To do so, you play a certain number of cards equivalent to the number of train spaces on the track where you want to lay down your trains.  If the track where you want to lay down your trains is gray colored, that means you can use any one color to do so.  If it's a specific color, then you must use that color to do so.  For example, if I'm going to lay down my trains on a red track with four train spaces, then I'll have to be able to play four red cards (or a combination of red and wild cards [or purely wild cards]) to do so.

In Ticket to Ride: Europe, there're not also tunnels.  Basically, if you lay down trains on a tunnel, you draw three cards, and if any of those three cards correspond to the color used for the tunnel, you have to pay an equivalent number of the same color card(s).  There're now also ferry routes, which force you to use wild cards to complete them.

Players are trying to fulfill the conditions set by their destination cards, because they score these cards at the end of the game, and are penalized for any unfulfilled destination cards.  The players also score a certain number of points based on the number of trains they lay down.

The game continues until one player has two or fewer trains left, upon which everyone gets one final turn and the game is over.  Final scoring is tabulated, and the one with the highest points is declared the winner.

Q & A W/ MY DAUGHTER:
Q: Why do you like this game Kashieu (pronounced cashew)?
A: I like forming routes using my train and seeing if I can put all my trains together in one long route while still connecting to all my destinations.

Q: What do you think of the components?
A: They're really nice daddy.  I like how colorful everything is.  I also like the plastic trains and stations!

Q: Did you find it hard to understand how to play the game?
A: No, it was very easy.  A bit more complex than the original Ticket to Ride, but not by much.

Q: Does the game frustrate you?
A: Sometimes it does, when someone blocks my route(s) or builds untimely stations.  

FINAL THOUGHTS:
Ticket to Ride:Europe was one of MY gateway games, and I'm very happy that my five year old daughter has taken a liking to it as well.  I'm impressed at how well she's playing it and how the rules have become very intuitive and second nature for her.  I heartily recommend this game to kids and to families, and my daughter wholeheartedly agrees with me.

You can buy Ticket to Ride here! -> Under Thinkers and Planners Category

October 25, 2012

So What are you Playing?

If you have been following all of our recent posts on facebook, you will note that we have a ton of games that recently arrived! 

Some stats: We have over 50 unique titles that have arrived. Which leads us to this question : "What stood out for you and your game group?"

Coming from personal experience, I have played around 3-4 times in the last few months. We've been busy with the website upgrade, loyalty rewards program and something big in November. However, the 3-4 times I played, I was really satisfied with the games that I played. Here are my top picks so far:

1.) Mage Wars


Mage Wars simply takes the best of what Magic :The Gathering has to offer and takes it one level higher. Gone are the need to buy multiple random packs that will burn your wallet. In comes a battleground grid that infuses tactical maneuvering into the strategy of a player. 

But the best part of all, the game introduces a twist in building your deck - the spell book. The spell book contains all of your cards and allows you to pick any 2 cards during your planning phase. Yup that's right, no card drawing! Your entire arsenal is in your hand. You can plan which card you would need at the right moment, at the right time. It is a lot of strategy and tactics that will challenge everyone to think while having a lot of FUN!

2.) Agricola : All Things Big and Small



This one is a great 2 player game that is quick and picks up from the top ranked game "Agricola". I essentially name this as Agricola lite and is great for teaching new players into strategy board games. 

The theme is family friendly and the lessons you will get from this is quite astounding! It teaches you how to build engine building of assets, which is one of the essential lessons in life. And did I mention that you get to learn that in just 30 minutes? Hurrah!

3.) 1989 : Dawn of Freedom



Watching the recent movie "Argo" made me want to revisit history and experience the tense moments of the Cold War era. I have two choices : Twilight Struggle and 1989. I chose 1989 because I've already played a lot of Twilight Struggle and wanted to further enhance my immersion in Eastern Europe during 1989. 

1989 does a lot of things that were successful in Twilight Struggle and further deepens game play. In this game, each territory now holds greater value even if you weren't considered a battleground country before. To further understand this, we have to get out of the mindset of geography and into political realms. Each area gives the Democrats or the Communists access to different prevailing groups during that year - Student Activists, Intellectuals, Elites, Workers and the Church! Strategically gaining their support is essential in overthrowing the enemy from the country!

The game is tense and is filled with historical significance that I recommend it to anyone who wants to learn/or us curious about history and wants to enjoy the feeling of power struggles.

"History punishes those who come too late." - Mikhail Gorbachev

1989: Dawn of Freedom is an exciting, fast paced game simulating the end of the Cold War in 1989. During this amazing year, a series of democratic revolutions ended the 40 year Soviet empire in Eastern Europe. 1989 simulates the political, social and economic aspects of these revolutions using a card-driven system similar to Twilight Struggle.

"No man is so old he cannot live one more year." - Leszek Kolakowski

"A bad regime is never in so great danger as when it tries to improve." - Alexis de Tocqueville

"Mr. Gorbachev, open this gate. Mr. Gorbachev, tear down this wall!" - Ronald Reagan



4.) Jab

 

This one is another quick game that delivers on its promise: real time boxing. It is a dexterity game that trains your hand eye coordination and reflexes as you combo, counter and deliver that haymaker on your opponent. You have cards that represent your left and right hand and you have to place them on your opponent's board (or his body). There are multiple types of punches that you can deliver! 

Each round is so quick, we usually finish in about 10 minutes - adrenaline rush!

So what are you playing now? Comment and share your experiences with us! 

August 09, 2012

Strategy Discussion on Upcoming Summoner Wars tournament

     


This month's Summoner Wars tournament is going to be different from any other tournament (in fact unique versus other game tournaments). How different you might ask? Well you see each players has to use two distinct factions throughout the tournament, which leads us to very interesting discussions.


 Summoner Wars pride itself to having a very balanced field despite having 16 factions already available. That means on any given day, a faction has about 45-55% chance of winning. However it falls down to matchups! Yes this is just like the NBA playoffs, where a top tier team can lose to a low seeded team given the right circumstances, especially if that low level team has the right tools to dismantle the top seed.


Each player is required to bring two factions. The questions now begin to come up, do I bring a faction that's diverse enough to handle any given opponent? Do I build its deck just so I have an answer for anything I face? Or do I bring a highly specialized faction and build its deck such that the opponent has to react to me instead of me to him? 

So which factions do you think will get played? Mercenaries for their combo and resilience? The famed Shadow Elves for their quickness?  

In the last tournament, there were three players who actually stood out. They used the ff: Jungle Elves (Champion) , Phoenix Elves and the Guild Dwarves. All three had stellar records (Guild Dwarves player had to back out despite being 3-0 due to schedule problems), Phoenix Elves got 5-0 before bowing out of the finals and the Jungle Elves swept everyone on their way to victory.

The Jungle Elves did not rely on Champions - the winning move came from Gorilla's + Chant of Haste


The Phoenix Elves used a standard Holleas + Firebeast deck


The Guild Dwarves - well there's Gror + Baldar.


Better make sure then that one of my faction is prepared for anything (reactionary).



The Cloaks are simply the best at being the jack-of-all-trades (Heck Vlox's ability is just that!). This faction has so many tricks up its sleeves just so that I have enough to counter anything and adapt to any situation! Snipers give me range from 5 spaces away, Scrappers blindside for swarm attacks and Gunners sneak in and assassinate. Of course, Vlox makes the attack twice as hard and with the Admiral covering the other units, the Cloaks will be relentless and cunning.

And my other one well, that's a secret =D.

Which two factions do you think will see the most play? Comment away and see you on the battlefield on August 25!


Game on, Philippines

Gaming Library.