Kickstarter

If you’ve been around the gaming community in almost any capacity recently, you most likely have heard of Kickstarter. But if not, Kickstarter is currently the world’s largest crowd funding platform. Creative people start projects and try to entice the public to donate money to fund them and bring their ideas to fruition. The projects range from the absurd to the zany, economical (pay what you want) to the pricey, simple to the horrifyingly complex. In most cases, those that donate get some sort of payout for their time and trouble but many projects just want money and don’t claim to provide anything in return.

Within the last year or two, Kickstarter has really become a mainstream way for independent game designers (and even some game companies) to fund new designs, expansions, or “big box” sets. If you follow the forums on BGG, many in the community love Kickstarter for its ability to lubricate the flow of designs into the market bypassing the cumbersome and sometimes painful “pitch” phase when approaching a publishing company with a new design. Others in the community despise Kickstarter as an only avenue for simply pushing “ungroomed” designs onto the public, prolonging delivery times, increasing the risk of non-delivery, etc.

I’ve backed seven gaming projects since April 24, 2013:

  1. A Study in Emerald (£50)
  2. VivaJava: The Coffee Game: The Dice Game ($44)
  3. Fantasy Frontier ($60)
  4. Reaper Miniatures Bones II: The Return of Mr Bones! ($120)
  5. Coin Age: Pay What you Want Area Control Microgame ($3)
  6. Doublesix Dice: Roll Better ($10)
  7. Kingmakers: Board Game Parlor ($20)

As it stands, only A Study in Emerald has been delivered. VivaJava The Dice Game had a few problems with their hard-proofs but it looks like they’re into true production now. They’re shooting for March, 2014. Fantasy Frontier was funded in October, 2013 and they seem to be sailing into production estimating delivery in May, 2014. The Reaper Miniatures are a set of high-detail, molded sculpts that just look cool. Not sure what I’ll do with those yet but the estimate for those is not until November, 2014.

Coin Age, appears to also be on track for an April delivery and Doublesix Dice is a bunch of various colored double-D6s. Basically a D12 with pips for a D6 duplicated. For $10 I chose a pledge level where they roll some of their dice and the result determine how many dice you get. With stretch goals I ended up with a slightly less than average roll but I’ll be getting 19 dice. Not bad for $10.

Kingmakers is a bit different. This Kickstarter project was simply a “plea for money” to create a “board game parlor” in the Short North section of Columbus. Boardgaming is a such a big part of my life, I figured I should back a project that tries to get the word out to others in novel ways. There’s no “product” in return for my pledge other than I supposedly get my name written in “fancy” chalk on one of their pillars for some period of time.

All in all, I I’m satisfied with my experience with Kickstarter but I do feel some fatigue. I’ve not been involved in them but some projects have imploded after they’ve been funded and all the pledged money was lost. It is an unfortunate risk that you take when you back a KS project leaving a bad taste in everyone’s mouth.

In most cases, Kickstarter projects offer stretch goals. If, for example, a project is asking for $30,000 to be funded, they may offer that they’ll throw in better bits at $35,000, and an expansion at $40,000. etc. The more money they raise, the better product everybody gets (depending on the tier to which you pledged). When you pledge you’re not really sure what you’ll end up with but you can pledge the minimum and if it takes off, you might end up with all of the stretch goals too for the same pledge amount. Taking it a bit further, some project are only offering these stretch goals *if* you backed the project on Kickstarter. If they move the project to regular mass production (keep in mind that “mass” is still a board game niche market here so still small quantities relatively speaking) buyers that obtain a copy later won’t have these stretch goals.

This discrepancy between Kickstarter versions and retail versions has complicated the process of trading and buying used games in that everyone must be aware of the version they’re trading or purchasing. Not all versions of Euphoria, for example, are the same. The “Deluxe” Kickstarter version is different from the “Supreme” Kickstarter version which is different from the retail version and they all were released in the same year!

I’m a proponent of Kickstarter but I’m tending to agree with the comments I’ve seen about fatigue. It’s hard work keeping up with the latest Kickstarter campaigns, what stretch goals are available, tracking versions, etc. all while still keeping up with the latest buzz for non-Kickstarted games. But, it is a hobby and somewhat a labor of love so to speak.

What are your feelings about Kickstarted games? Have you been happy with the results?

Views: 2759

Cabin Con 2014

Cabin Con 2014 has come to a close. I’m still recovering a bit but after having added an extra day, we didn’t stay up as late as we had in the past and that gave us the freedom to relax, settle in, and not force anything. We’re all IT folks and have all, at some point, shared jobs at the same company so it’s common for us to chat about old times and work-related situations we’re going through currently and the games, although still an important part of the weekend, are becoming more of a backdrop to our camaraderie.

We’ve been staying in a cabin in southern Ohio (about an hour and a half from Columbus) enough years now that we’re getting pretty good at knowing how much and what stuff to bring, how to organize meals, etc. We’ve got a great group of guys that look forward to it and really help out pulling their weight. I’m really looking forward to next year. It seems so far away and then, poof, it’s over. Every time I do this I wonder if I should expand it and get more people to come but our group is so tight that maybe I should just organize a second cabin con with a wider audience rather than change a good thing for no good reason.

And on to some pictures…

Views: 2753

A Grail Game – Antiquity

Most hobbyist board gamers [collectors] have at least one grail game. A game that is special, would round out a collection, is hard to find in good condition, is rare (maybe only a handful were produced), and is usually…expensive.

For the longest time my grail game was a copy of Tal der Könige, the game with the goofy triangular, disco-styled, box, but with some of the most awesome looking bits at the time. I picked up a copy and bought it for a reasonable amount from an attendee at a past Great Lakes Games convention.

Since then, I haven’t really thought much about what my grail game would be. However, over the past six months, Antiquity started bubbling to the top, brewing, and I started browsing what others had to say about it, the depth, and availability.

After browsing, Antiquity became my new grail and although not terribly difficult to find, it was, for me, relatively expensive. However, an FB (and BGG) friend of mine, was kind enough to sell me his unpunched (!), second edition copy for what he paid for it plus shipping. Encouraged by others, I just had to get it.

Now, shipping this beast isn’t cheap. The box is very long and with all of the packing materials it cost upwards of $20 to ship it but I’ve got no regrets and it’s in my loving hands now.

I’ve punched and sorted the roughly 500 bits of cardboard and wood and read through the 12 pages (very small considering the depth) of rules and I’m ready for an introductory game. However, even though I’ve read the rules, I have no idea how to play. Antiquity feels like it’s going to be epic and I would really love to find some other newbies willing to put the time in on learning this thing. I wouldn’t be surprised if that first game would take half a day.

They say once you know what you’re doing, it plays in about 2 hours but that’s going to be a long way off for me. But that’s a good thing and I’m looking forward to it.

Views: 3413

Belated 2013 Wrap-Up

It’s a little late but I thought I’d post an end of year wrap-up for changes to my collection that occurred in 2013. I ended the year with a modest collection of 264 board games (including expansions). I dropped 7 games due to trades but gained 20 overall.

Gains

  1. 7 Wonders Cities – Birthday Gift from Tim Thorpe. Thanks Tim!
  2. Airlines Europe – Received in a trade
  3. Amerigo – Cube Tower!
  4. Bora Bora – Feldian VP Salad
  5. Escape + Illusions/Doomed/The Pit – Dicefest Fun
  6. Francis Drake + Spain’s & Montezuma’s Revenge – Best looking Euro evar!
  7. Ginkopolis – Oddly themed abstract. Difficult to teach but everybody seems to like it
  8. Lords of Waterdeep + Scoundrels of Skullport – One of my favorites. Fantastic expansion.
  9. Machi Koro + Machi Koro Plus – Print-and-Play of my own design (art).
  10. Nauticus – Christmas gift. Can’t wait to play again.
  11. Navegador + Pirates & Diplomats – Received in trade. Gerdts rondel goodness.
  12. Rialto – More Feldness. Didn’t sit well with some but I like this San Marco-esque design better than San Marco.
  13. A Study in Emerald – Kickstarted and got in early on the signed copy. Artwork is a bit busy.
  14. Taj Mahal – Freebie from Buckeye Game Fest
  15. Takenoko – Fun with Pandas and Farmers
  16. Targi – Great 2-player but may be too in-your-face for my wife.
  17. Terra Mystica – Doesn’t hit the table enough. Fun with special powers.
  18. Urban Sprawl – Gift from Tim Thorpe. Dude…you rock!
  19. Il Vecchio – Old-school feeling design but still a solid game. Not sure it’ll stay in my collection.

Losses

  1. Before the Wind – In-shrink freebie from Great Lakes Games. Traded
  2. Colosseum – Just couldn’t get it to the table and jumped on a trade opportunity
  3. Glory to Rome Black Box Edition – Traded in the 2013 Holiday Math Trade. It’s probably what got me the $50 GC.
  4. Quarriors! – Just didn’t find it fun. Traded.
  5. Tobago – Good enough. Cool bits. Hard to teach for what you get out of it. Traded.
  6. Tournay – Just didn’t feel fun. Traded in the 2013 Holiday Math Trade
  7. Walnut Grove – Didn’t like this one at all. Traded in the 2013 Holiday Math Trade.

Good luck in 2014 everyone. I’ve already got my eye on several more games…

Print-and-Play: Machi Koro & Expansion

When I got a chance to play Machi Koro at Great Lakes Games, I really fell in love with it. There’s really not much to the game but I knew it would be a great game to introduce to lots of light gamers and would fill that “filler” slot for the openings and closings of game nights.

Given its small print run in Japanese and its almost non-existent run in English (and after some pointed jokes about me making a print-and-play version), I decided to go ahead and give it a shot.

I spent several days making some light art, choosing colors, open-source icons, fonts, and choosing text that would align and fit on the cards (the Japanese artwork is fantastic but I didn’t want to use any copyrighted material) while still letting the original theme shine through.

I chose PrinterStudio as my printer of choice over ArtsCow and I was a bit worried since I’d not used them before but I’m completely satisfied and I’ll not go back to ArtsCow. PrinterStudio supports print-on-demand cards in several shapes (poker, bridge, tarot), various paper weights, patterns (linen), and custom deck sizes. Printing the base game and the expansion take 176 cards so I threw in 4 rules summary cards to get up to the 180 card custom deck and was able to have them printed very inexpensively (when compared to ArtsCow).

So, here are the results!

The color of the cards is very even across individual cards as well as across the entire deck, bright, and accurate to what I expected.

Unlike ArtsCow’s periodic white edge lines for full-bleed cards, these turned out well on all 180 cards. The design goes clear to the edge with no inaccuracies in alignment during cutting.

The linen finish is very nice. The cards are easy to read (not blurry) but you can definitely feel the texture as well as the heavier weight paper stock I chose over that available at ArtsCow.

The open-source icons look really nice. I’m a Mac user and use Acorn to lay out the layers of the design, creating shadows, etc. I’m really satisfied with the end result.

The oranges of the “buildings” and their “unbuilt” card backs are bright and easy to read.

Now…off to play!

Review: Targi

I picked up a copy of Targi at a recent holiday Math Trade on BGG and sat down this weekend to see how it plays. Lisa and I play games for 2-5 players regularly and enjoy them but I’m always on the lookout for a good two-player game. Some times games designed for larger numbers don’t scale down well for only two so it’s refreshing to find something good for two that’s deeper than something like Morels, Lost Cities, Drive, or Dragonheart.

Targi is a “set” collection card game that begins with a fixed set of cards arranged numerically in a rectangle with the “1” card just to the right of the upper left corner and proceeding clockwise around the grid up to “16” in the upper left. The center of the rectangle is filled with nine cards composed initially with five Goods and four Tribe cards alternating between each type of card.

Tribe cards are collected by players after paying the cost and arranged in front of the player to earn victory points at game end as well as to earn the potential special abilities and benefits stated in the center of the card. Players collect goods and coins over the course of the game and spend them to purchase the Tribe cards. The game lasts, at most, 16 rounds or until a player buys 12 Tribe cards.

A robber token (a gray meeple) is placed on the “1” card at the beginning of the game and proceeds through card “16”, one card per round, at which point the game ends. Within each round, players alternate placing one of their three meeples on an unoccupied border card. It’s not allowed to place your meeple on the same card as the robber or directly across the grid from one of your opponent’s meeples. Once the meeples are placed, the intersection points of your three meeples represent two other locations within the grid of nine cards that you activate on your turn. Players take the actions the the five locations afforded them in whatever order they choose replacing the internal cards with the opposite type of card. For example, if a Goods card is activated, it is replaced with a Tribe card and vice versa. The actions of the border cards remain consistent from game to game and the cards are never replaced. Some of the border cards grant goods when activated and others grant other special actions that allow trading for various items, adjusting a token on the internal nine cards, free goods from the draw pile of goods, etc.

When the robber reaches the corners of the borders a “Raid” occurs and players must give up an ever increasingly painful “something”. For example, in the last round of the game players must give up a coin or three victory points. Once the Raid is complete, the robber moves ahead to the next numerically higher card and play continues. After the 4th Raid, the game ends.

Players collect Tribe cards by paying the price in the upper right hand corner of the card and then must immediately place the card in a 4×3 grid working from from left to right. Players can start new rows before completing the row of four cards but rearranging is not allowed. The Tribe cards are worth the victory points printed on the card but in addition, if the row contains all of the same type of Tribe card, the row is worth an extra 4 victory points. If the row contains 4 different types of Tribe cards, it’s worth an extra 2 victory points. Players are allowed to hold a single card in hand without playing it immediately to their tableau and it takes a special border card action to get it out of your hand.

I’ve not had a chance to play the game very many times but I certainly like what I’ve experienced so far. I wonder if the static border will get a bit samey over time. I don’t see that there are too many strategies in the game beyond going for the high VP cards as rearranging your tableau is rare (special cards) and positioning special cards for extra points is difficult. However, the game seems well designed and I’m looking forward to many plays.

Great Lakes Games 11 (2013)

Great Lakes Games 11 has come to a close. I look forward all year to those three solid days of gaming goodness. The time simply flies by and I found myself on Sunday morning wondering where it all went. The hours pass in a blur of cardboard, plastic, baggies, wooden bits, boxes, and cards. Each night I stayed up progressively longer until Sunday morning when 3am rolled around and I needed to head back to my room to get some sleep before the sun came up.

This is my fifth GLG and I’ve come to know some people well enough that we even plan ahead of time to meet up to play a game. We only see each other once a year, the games themselves providing only a backdrop for that human interaction. We continue our e-existence, exchanging “likes” and “thumbs” online but I can’t say enough about how GLG provides this much-needed face-to-face time. It’s really a wonderful and rewarding experience.

Some initial stats:

  • I played board games for a total of about 47 hours (includes time to break to eat some food at nearby restaurants within a few minutes of walking)
  • 22 total games
  • 19 different games
  • 14 new-to-me games (14!)

On to the games!

  1. Spyrium

    A worker placement card game in the same category as Tournay (imho). Players vie for building a personal realm of cards purchased from a shared 3×3 grid of cards. There is a bit of push your luck as well as engine building trying to get the right cards that work together when activating. Not my cup of tea as I don’t really like games that contain cards with a lot of text and/or iconography.

  2. Ra

    An oldie but a goodie. We had five early birds to the con and just wanted to play something until the con really got going. It’s been a while and I really enjoyed it.

  3. Lectio

    I’ve played the heck out of my original black copy (named Lexio) but the renamed reprint in white is almost as good. Clacktastic goodness!

  4. Via Appia

    Yeah, it looks like Booby-Trap but it’s definitely a Euro-game. Players are trying to build three segments of the road using paving stones. The stones are manufactured (not really of course!) when raw materials are placed in the front of the mechanism and then when the player pushes the stick, stuff falls out the other end (and you swap them for the flat stones of the road). When you build part of the road, you get victory points and having build the most in each segment or advanced more quickly to the ends of the segments of the roads earns the player a bonus. It looks cool but the game is rather mechanical lather-rinse-repeat sort of affair that I tired of quickly.

  5. Nauticus

    One of my favorites of the con. Players use a central hub to choose an action that all players will take. The player that chooses the action gets a bonus (think role selection in Puerto Rico). Thematically, players are constructing ships and shipping goods to earn victory points. The variable hub that changes the parameters of the action from turn to turn keeps the game fresh. Looking to pick up a copy of this.

  6. Dragon Whisperer

    A theme-less trick taking game similar to Rage where the player with the lead chooses one of the colors (and therefore the numbered chip) that will be granted to the winner of the trick. There is a trump color but some cards change trump in the middle of the hand and others bomb the trick for everybody. Some other rules are thrown in for good measure but not my cup of tea.

  7. Machi Koro

    A very cute dice/card-based building game where players roll a die (potentially two dice) to activate cards in their city and other players cities earning (and sometimes losing) money. The money can be saved from one turn to the next or used to purchase new cards from the market to place in your city. Nicely done but may quickly become samey. From what I understand, there were very few copies produced in English (a dozen?) so it’s nice to have played it.

  8. Bruges

    My first of many Stefan Feld games of the con. A nicely produced game where players use cards to earn points or spend money to build canals around the city. The traditional Feldian “hit you in the face” feature is that periodically, disasters can trigger bad stuff to happen (e.g. lose all your money) but individual players can work to reduce the likelihood of being affected.

  9. Rialto

    Back to back Stefan Feld designs for the win! A San Marco-like game but without the down-time of the card split phase. Individual card types allow players to take actions on the board to earn victory points. It has some interesting decisions to make concerning which buildings to purchase and some nifty turn order manipulation options. The Feldian bad-event feature is almost non-existent. Definitely on my buy list.

  10. Bora Bora

    I spoke too soon. Back to back to back Stefan Feld designs for the win! Nobody at our table had played before so we ripped off the shrink and sat down to the rules. Oh…boy. Wow! Don’t do that. Find somebody to teach you. After an hour slog I think we finally got the handle cranking and to our surprise, there’s a really good game in there. In fact, this is the game I pulled on my turn at the GLG prize table and I’m really looking forward to playing again. Bora Bora is a Trajan-esque “victory point salad” game of lots of mini-ways to focus on earning victory points. The Feldian bad-event treatment *is* non-existent in this game. I found it a deep and satisfying game.

  11. Trains

    Not much to say here beyond, Dominion rethemed with a board and trains. I’d happily play again but don’t see a need to own it.

  12. Glass Road

    Players use individual boards to track progress in a region where they’re allowed to use it to manufacture the building blocks used to make glass and bricks. Players use identical decks of cards to choose actions they wish to perform. These actions modify the state of their player boards and sometimes produce and/or consume production resources and/or the produced products. Nifty rotating clock-like wheels track the amount of resources and goods available to the player at any one time. Neat little game. I’m trying to decide if I’d need to own a copy or not though.

  13. Lords of Waterdeep – Skullport

    Fun!

  14. Las Vegas

    A fun, push-your luck, dice game where players roll dice in hopes of gaining dominance in numbers in one of the six pots of money available each round. Roll your dice and choose a set of numerically matching dice and place them on the matching card. Watch out for the white dice because they have to go too and ties are a push leaving other players the opening they need to swoop in to get your money.

  15. Machi Koro

    Played another round of Machi Koro. Felt significantly same-y this time. Hmmmm…

  16. Palaces of Carrara

    Difficult to find in English, this game pits players against one another in constructing buildings from bricks purchased from a nifty spinning wheel. On your turn you simply choose to construct a building using your previously purchased colored bricks, spinning the wheel one notch clockwise and purchasing one or more bricks, or scoring something for money and/or victory points. Certain colored bricks are needed to build buildings in certain parts of your personal player board. The game is okay but not something I’m looking to acquire.

  17. Grips and Gaffers

    Played this beautifully produced prototype from Jonathan Chaffer. Players take on the role of a film crew attempting to film scenes for a movie studio. Each player is trying to figure out the most efficient way to arrange their set placing different types of cameras and lights and timing the availability of actors to film the scene for victory points. It uses a time-track (think Tinners’ Trail) mechanism to the spatial puzzle but it’s certainly not solitaire. Other players can ruin your best-laid plans by being faster at filming the scene you were trying to film or using the limited actors you needed to film your scene. It’s a neat thematic effort. Well done Jonathan! I wish you luck.

  18. Spyrium

    Oh what a terrible failure at trying to get another group up to speed on this game. I pride myself on teaching well but this attempt was a strong reminder that my one play wasn’t near enough to solidify the rules. However, one good side-effect of the game is that it did make it clear to me that I don’t like it well enough to put it on my buy list.

  19. Amerigo

    Okay, now we’re talking. Another Stefan Feld game. Huge box. Pirates hitting you in the scoreboard every round unless you prepare for them. A cube tower. Spatial tile laying. Screwage. Yeah, Amerigo is a cool game. Must buy for me.

  20. Francis Drake

    I was interested in seeing what playing with three felt like after playing with five and I think I like five better. Players use an Egizia-like action selection mechanism to prepare for each of the three voyages. Once everyone has outfitted their ship with cannons, crew, payments for goods, special options etc. the ships set sail and attempt to successfully attack Spanish galleons, fortresses, and towns to gain victory points and other items for victory points. Being first to attach a site is important as well as attacking sites of differing types during the turn. Three independent voyages constitute a game and it’s over before you know it. The game looks beautiful and at first blush appears to represent some epic game but in reality it’s really a straight-forward, rather light Euro. I’m a bit worried that the static-nature of vp available on the map will make it feel too same-y. In addition, the market for 3-players felt overly tight. I felt like I had more opportunities to gather needed supplies in the five player game than I felt I did in the three player game. However, I just have to have a copy. It’s just so nice looking.

  21. Las Vegas

    Just a nice way to shut down the evening.

  22. Kingdom Builder

    Find a friend and play. Nobody has to read any rules and we can just sit, play, talk, and enjoy each other’s company. A perfect game to end the con.

Now the post-con blues will set in but I’ve got some CABS events coming up to hold me over for my group’s annual CabinCon 2014 in January!

Review: Takenoko

Takenoko, designed by Antoine Bauza and published in 2011, has some very cute artwork and well-crafted bits. However, beyond the great looks, there hides excellent brain massage. Each turn, two to four players take limited actions to lay tiles representing one of three different types of flora (pink, green, and yellow); irrigate, enrich, or protect these areas; move a gardener around to grow stalks of colored bamboo; or move a panda around to eat segments of the grown bamboo. Different actions earn points and by game end, the player with the most points wins.

The game comes with a stack of brightly colored hexagonal tiles representing the terrain types in three colors. Three types of cards represent the various goals the player is trying to meet to earn points. The game also comes with wooden bamboo segments that are stacked to represent the growing bamboo, blue wooden irrigation channels, as well as small hexagonal terrain enrichment tiles that modify the result of other actions on that tile. A player card describes the actions a player may take, small markers for each player to mark the actions they wish to perform, a wooden die, and two nicely crafted sculpts representing the farmer and the panda.

During the game, players obtain goal cards in three flavors and attempt to meet those goals to score points. One type of card depicts a pattern of bamboo growth that must be depicted on the board in some area during a players turn (e.g. four green bamboo shoots of height exactly three). By moving the farmer, players attempt to grow bamboo to meet these goals. Another type of card represents a pattern of tile orientation on the ever-growing board. As players place tiles, they attempt to create these pattern and irrigate those tiles (so that bamboo will grow) to meet these goal cards. And finally, the third type of card represents the bamboo segments that must be obtained by moving the ravenous panda around the board who eats segments of the growing bamboo. Once you collect segments of the appropriate colors, you can turn them in for the points depicted on the card.

A turn consists of a player rolling a die that depicts one of six actions. The player performs that action and then places his two disks on another set of actions choosing two mutually exclusive actions and performs them in any order. The die roll chooses between the following actions:

  • Choose three rather than two mutually exclusive actions
  • Add a segment of bamboo to any irrigated tile
  • Take two of the same action if desired
  • Move the panda to any tile and eat a bamboo segment
  • Take a tile enrichment token
  • Choose any of the previous five options

The lower tier of actions consists of the following:

  • Lay a new tile (choose three, keep one, place the other two on the bottom of the stack)
  • Take an irrigation stick
  • Move the farmer (he can move in a straight line in any of the six directions from the tile he’s currently on and may stop anywhere). When he stops on an irrigated tile, bamboo grows there as well as on any adjacent tile of the same color.
  • Move the panda (he also moves in a straight line like the farmer and he can stop anywhere along the line). If he stops on a tile that contains bamboo (and he’s not prevented from eating it by the “no eating!” enrichment tile) he eats one segment.
  • Take a single card from one of the three available types. You’re never allowed to have more than five cards in your hand.

At any point during your turn you can lay one or more irrigation sticks or enrichment tiles in conjunction with your normal actions.

The game ends when a number of goal cards has been met by one of the players (differs depending on the number of players) and once met, the remaining players take one more turn and the player with the most points wins. The player that triggers the end game is granted a 2-point bonus.

Takenoko is a simple game of tactics. It’s easy to learn and quick to play. It’s not a strategic masterpiece of brain-burning goodness and it won’t represent the prized game in your collection but it is great for a short, light game for a small group to begin or end the night. With such nice bits it’s hard to not like it, at least a little bit.

Review: Il Vecchio

Il Vecchio is a Rüdiger Dorn design, published in 2012. Although designed by a major player in the gaming community, it didn’t seem to gain much traction in the market. You don’t see it played that much even though its relatively high rating of 7.16 on BGG would initially seem to indicate that it would be common. The game doesn’t fit cleanly into any one broad mechanic featuring working placement, set collection, area majority, variable powers, point to point movement, etc.

The two-sided board features a map of towns connected by roads and grouped into regions numbered 2-12 but no region numbered 7. Six towns lead directly to 4 special regions where players can score points and gain advantages, three towns represent the only path to the region of Florence, and the other three towns each represent the only path to a connected region considered outside the map (at three corners). The two sides of the board differ in coloring but are otherwise identical.

The towns are marked with a special ability to produce a good in one of the 7 types (coins/scrolls, helmets, hands, swords, or bishops/carriages). Each type of good has one specialized middleman pawn of a matching type that move around the board into towns that match the type of good the town produces.

Players work through a number of rounds to gather goods of various types in order to eventually move into one of the previously mentioned 4 special regions to cash in goods to score points and gain advantage.

Turns are fast with little down time. Each turn, a player takes one action (gather goods, add a worker, reset used workers, or take over a region). When gathering a good, a player chooses a worker in a town (or optionally moves a worker to a town for a movement cost – coins or carriage token), and gathers the good the town produces. If the town contains the middleman pawn, the middleman automatically moves to the next town of the matching type. If the town does not contain the middleman, the player must pay a bishop token to take the good. After taking the good, the worker is considered “used” and is placed on its side. If the user plays a bishop token the middleman doesn’t move to the next matching town and the worker stays upright and isn’t considered “used”.

If the player chooses to add a worker, the player rolls two dice and places a new worker from their supply into one of the towns in the region indicated by summing the two dice. If the player chooses to reset their workers, all “used” workers are placed upright and the player takes a coin.

The final option for each player is taking over a region. To take over a region, a player must move an existing worker along a road for a cost and then pay a cost of goods to place their worker into the next free spot on a region track. The placement of a worker is permanent but the benefit is in scoring points at the end of the game and one of the tiles stacked in the region. The 4 special regions are broken into two broad categories: the outside regions and Florence.

The outside regions each require one or more hand, helmet, or sword goods and some coins. The earlier you move into the region the better coin to victory point ratio you earn. Each region provides a rectangular tile of your choice that grants you a one time benefit (e.g. “use” this tile to gain a single helmet, hand, or sword token).

The Florence region, although similar to the outside regions, works a bit differently. You take over a spot on the region tracks in the same fashion, paying to move a worker from one of the 3 towns that lead into Florence, but once there, you must decide which of two region tracks you wish to place your worker onto. The left track costs two scroll tokens, grants the player 2 victory points, and provides a choice of one of the top 5 tiles for a tile that grants a special power (e.g. every time you take a helmet, you get 1 extra helmet). The right side track also costs two scrolls but grants the player only 1 victory point and their choice of one of the top 5 tiles for a tile that provides a benefit for meeting some “end game condition” (e.g. gain 2 victory points for every 2 workers in the outside regions).

At the beginning of the game a “x3” chit is placed on the special power stack of tiles in Florence. When the player chooses this track to place a worker, the player must pay 3 coins in addition to the 2 scrolls. In the center of the board, is a stack of “Medici Crests” and as the game progresses, the placement of workers triggers crests to be taken. Each crest gains the player 1 victory point but also triggers a negative event that all players must carry out (e.g. give up a token of some sort). The first Medici Crest taken also moves the “x3” token from the special powers stack to the “end game condition” stack of tiles making those tiles more expensive. The last crest taken triggers the end game.

So, although from a high-level, the game is basically a “pick up stuff” and then “cash it in for points” and then “add in other points for special stuff” kinda game, it does have its interesting twists. My wife isn’t sold on it after a few two-player games saying she doesn’t like games where she can’t envision how she’s doing throughout the game. She tends to always think she’s doing poorly even when she’s not but this one tended to confuse her. Turns are very fast so I appreciate that. The dice roll on placing workers is a bit random (rolling a 7 allows you to place it wherever you want) but the game does come with variants to ramp up the strategic aspects. However, I’m not sure the design would benefit from making it more “thinky”. Overall, I like it and think it would go over well with light to medium gamers or for that late-night slot as you wind down the evening of playing some meatier fare.

Lords of Waterdeep

Lords of Waterdeep was first published in 2012 and currently still garners some high praise retaining a 7.82 rating on BGG. I played a friend’s copy a few times and was excited to pick up my own copy from the 2012 Great Lakes Games prize table. However, there it sat, in shrink, until a few days ago. I’ve played with all different numbers except two but Lisa and I fixed that problem playing a couple of games this weekend.

At a high-level, players use worker-placement rules to take actions that earn points. Players take on the secret role of one of the Lords of Waterdeep building buildings, earning resources and victory points, fulfilling quests, and playing intrigue cards in hopes of thwarting other player’s abilities.

Each player has a number of agents/meeples (dependent on the number of players) available for action placement. In each of the 8 rounds, players take turns placing an agent on an action location and taking the action the location affords. The board depicts a fixed number of actions that are available at the beginning of every game but as the game progresses, more actions will become available (as buildings are built). Which new actions arrive will be different each game (since the order the buildings are exposed and built is random).

Players gather quest cards throughout the game and use the action spaces to earn money and resources in sufficient numbers to fulfill the requirements of the quest card. Once fulfilled, the money and resources are turned back into the general supply and the player earns the stated rewards. Some quests have enduring benefits that continue through the game and others simply award a one-time reward.

During the round, one or more buildings may be purchased and built. These buildings are placed around the outside of the board and are marked as “owned” with the colored chip that matches the player who built the building. Each building provides another action space for players to place their agent during the round. When an opponent places an agent on a building you have built, you receive a small reward in addition to your opponent taking the action afforded by the building.

Several actions on the board keep things lively: becoming start player for the following round, wiping out the display of quest cards and restocking them before taking a card, playing an Intrigue card (which can be an attack card making it hard for other people to fulfill quests), allowing you to place your agent in a location where other agents have already been placed, getting an extra agent for the following round, etc.

I really like Lords of Waterdeep. It plays quickly and with higher number of players it can become difficult to fulfill your quests as the action spaces that earn resources are highly contested. With two players, that’s not an issue so play is lighter but you come away feeling like you’ve really accomplished something. The game has garnered enough love from the gaming community that at least two or three vendors have popped up producing enhanced resource bits to give the game the little extra visual punch. I’ve heard of some people not wanting to try the game because of its themed roots in D&D but that’s hog wash. The theme is about as strong battling armies in chess. If you get a chance, pick up a copy. Great for 2-5 players and even non-games can pick it up quickly.