Showing posts with label Quick Reviews. Show all posts
Showing posts with label Quick Reviews. Show all posts

Sunday, October 6, 2013

Quick Reviews 3rd Quarter 2013

The following are quick reviews for new games I've played the last three months. I've ordered them from most anticipated to least anticipated.


Back in August I stopped by to visit Matt while on the west coast. While on the trip I was able to play several two player games on Castles of Burgundy, an absolutely delightful game.

On each turn in the game I am optimizing among many good decisions and each tun feels meaningful as the game approaches a pleasant final scoring. I'd be interested in seeing how it plays out with more players.

One of the very best games I've had a chance to try this year.

The Castles of Burgundy Verdict: 9.5 out of 10


With high anticipation off its record breaking Kickstarter Campaign in March, Dungeon Roll delivered on its highly anticipated delivery date in August.

Over a series of rounds, players loot a dungeon while attempting to maximize the resources of their party and push their luck to the deepest levels of the dungeon.

The game play is a fun experience but as one player takes their full turn at a time it has some downtime with multiple players and lacks the opportunity to really engage with other players.

A solid game that does what it is asked for a reasonable price in a short amount of time.

Dungeon Roll Verdict: 6 out of 10

A social "take that!" card game that whose experience be defined by the group you play it with.

Players take turns putting a hit out on opponent's mob members which will periodically culminate in mob wars which will turn those hit contracts into casualties.

I really enjoyed the mechanism by which playing a defensive card means gives you the next turn. It creates some strategy in which you may defend a player you don't actually support in order to either skip the turns of other players who may be targeting you or just to put out another hit on someone else.

Certainly worth a try with the right crowd.

Family Business Verdict: 5 out of 10

I've only had a chance to play a digital version of Kastell-Castello so far which probably doesn't deliver the same charm the tangible version would appear to provide.

Players take turns placing Tetris pieces on the board until one player cannot place a piece. Their opponent is then declared the winner.

There are a lot of great things going on in a short amount of time in this game. I get the feeling of a cut throat two player Blokus while playing it. Like many abstracts, this game is decided several turns before it actually plays out. I'm not usually fond of games where we are playing out the inevitable conclusion just to finish the game but it works well here as each player only gets around four to six turns and it plays in just a few minutes.

Kastell-Castello Verdict: 5.5 out of 10

Sunday, June 30, 2013

Quick Reviews 2nd Quarter 2013

I didn't get to try as many new games in the past three months as I would have liked, but I did get a few in. The following are my quick reviews, ordered from most anticipated to least anticipated. I hope to cover a few favorites in depth in the months to come.

Rarely do I feel a movie, TV show, book or game delivers on the hype I overhear before experiencing it for myself. But it sure feels great when it does.

The Resistance is more of an experience than a game, and that is the ultimate compliment. Five to Ten players act as a rebellious group attempting to undermine an oppressive government. Some of them however are spies attempting to work against the group. This game offers a simple rule set anyone can pick up in five minutes and forces the players to make each game an experience, full of double thinking, suspicion and empty offerings of trust.

I can't recommend it enough.

The Resistance Verdict: 10 out of 10

I remembered when Gra-Gra Company was originally brought to the US by Z-Man Games in and thus when I saw the re-titled Stack Market at a discount retailer for under $4 I figured it was worth a try.

Players stack wooden dice into buildings that represent their growing investments in companies and are rewarded for increasing the height these buildings and punished when a building collapses.

There are some interesting ideas as two people can be working on the same building at once and players can switch buildings at the end of their turn. The problems are insurmountable though as the rules are clunky (the average player is likely to end up with less money than the started the game with) and it lacked the hold-your-breath anticipation and fun of a game like Jenga. I'm glad I gave it a try but it simply won't be revisited by me anytime soon.

Stack Market Verdict: 5 out of 10


We shouldn't judge a book by its cover and neither should we judge a game. But abstracts can often be the worst offenders as they lack any imaginative presentation. I gave Atoll a try simply because it puts in the effort to make the game play intuitive and easier on the eyes.

If you look a the board to your left and took a guess  as to how it is played you'd probably come pretty close. Something should be said for the importance of graphic design for this month's topic of approachability. Players take either black or white pieces and alternate turns in order to strategically place their pieces to connect to diametrically opposed sides on their color in one continuous line.

It has some interesting ideas in regards to blocking your opponent and requires the forethought to think many turns ahead. This is a quality abstract, but unfortunately it just isn't for me.

Atoll Verdict: 4.5 out of 10

After Atoll I gave another abstract a shot, this time with a light theme called Tricky Safari. Players move their camera (the red or yellow piece in the lower left and upper right corners in the picture) orthogonality or diagonally around the board to capture photos of each of the area's diverse species.

Players each take one turn trying to position themselves in front of (relative to the animal's arrow) or beside an animal, scoring up to one point per animal. After each has taken a turn, all ten animals move forward, with delicate rules in place in cases where they run into water spaces or brush.

Tricky Safari really grew on me as I became more impressed with each game. A good player has to think not only about this turn but similar to billiards, how they will set themselves up for the next turn. I'd guess this might be a tedious game to play in person (constantly moving ten neutral pieces) but it is a wonderful little abstract available on Yourturnmyturn.

Tricky Safari Verdict: 7 out of 10

Saturday, March 30, 2013

International Table Top Day and Quick Reviews

March 30th is International Table Top Day in which participants are asked to go out to local coffee shops  or join a gathering of other gamers to try new games and support the hobby. This is a wonderful cause that I hope picks up steam in future years.

In celebration of this I wanted to do some quick reviews of some games that were new to me in the first quarter of this year for which I was not able to write a full review due to time constraints.

The order below is based on my expectations from highest to lowest.

Despite its contemptuous branding in the gaming community, I had heard great things about Monopoly Millionaire Deal and its older sibling Monopoly Deal. I haven't played the original Monopoly Deal but after reviewing its rules two games appear to differ on the victory condition and possibly some minor differences in cards.

I tried it with several player counts and while it works okay with three or more the main problem is on full display with two players: you don't have many meaningful decisions. That is not to say you have no influence on the game, timing is important and identifying when a "Just Say No" action-blocking card is likely in someone's hand is a fun mystery. The game just didn't seem to be as compelling as I had anticipated, although it is a good experience for what it is: a twenty minute fast paced card game.

Monopoly Millionaire Deal Verdict: 4.5 out of 10


I decided in February I had brushed off the idea of trying Memoir '44 for too long and I gave it a try. I found out I had been robbing myself of quite an experience. This was my first encounter with Richard Borg's Command and Colors system and I loved how simple and intuitive it is. It takes the sometimes laborious decision making of a tactical military operation and divides it into smaller more palatable turns ripe with the interesting decisions we all are seeking.

I'd recommend those that have not tried it specifically because of previous disinterest to check this game out at least once or twice. At the worst you will find it may not be your favorite type of game but you won't be disappointed.

Memoir '44 Verdict: 9 out of 10


I've had the opportunity this year to finally play enough Bolide to form an opinion.

While the replay-ability concern is mitigated with additional tracks, I'm still not sure if there is enough here to make it a need in every game collection. I think it is a good game whose concept is actually more interesting than the execution when it comes to the game play.


Bolide Verdict: 6 out of 10

Keltis Ór appears to remain unpublished at this time but I had a chance to try an online version. As I'm not a particularly big Keltis enthusiast or have much experience with dice games I had low expectations but I was pleasantly surprised.

Keltis Ór plays quickly and has plenty of options to weigh each turn against one another and the scoring is tense. It was an enjoyable experience each time I played it although I'm not sure if it has the long term staying power over similar dice games or even its siblings in the Keltis family.

Keltis Ór Verdict: 7 out of 10