Posts Tagged board game
The Curious Case of the Tomb Board Game
About a year or so ago, AEG released a game called Tomb. It did not get a lot of fanfare at the time. As a matter of fact, we only sold a few copies of it, so we did not even stock it. This year, at GenCon, we met with some of the AEG folks and learned of an expansion for this game, called Cryptmaster. I even spent a little bit of time playing it. It seems promising – and we will get to that in a minute.
So, the premise of Tomb is fairly straightforward. Each player seeds the different tombs with Tomb cards, so it is mildly random – but some of the players have an inkling of what they can expect. Over a few turns, they recruit a raiding party, and they venture into the tomb for a hack-n-slash. This is supposed to be a get-in-get-out dungeon crawl where your raiding party is essentially monster fodder. The box says you should be able to play up to six people and it says the game length is about one to two hours.
The premise is great and our gaming group was revved up and ready to go. They like this kind of stuff, so it was a good bet to open the evening with this. Well, that was not the case.
This game was “broken” when we played with a full set of players. There were six people playing plus myself. We all wanted to really like this game and we wanted to believe that it was slow and plodding because we were learning the game. The game lasted for FOUR HOURS and it became a grind to get through.
Each player had a full raiding party of 5 characters, so there were tons of decisions on what to do, and each player’s turn lasted as long as 10-15 minutes each, so, that is an hour per round. There was very little of the players going back and “banking” treasure, recruiting more characters, drawing more cards, etc.
What started out as a fun adventure went on to be a boring monster kill session. People got up, got food, chatted with other friends, and Gary even mentioned that he had considered getting a shower. One of the players actually had to leave and go pick someone up and was gone for an hour or so. They came back and missed one turn. The essence of this game was lost somewhere in the process. Quick and dirty is how it is promoted!
So, this gets us back to GenCon and our meeting with AEG.
It seems that they are releasing an “expansion” for this game called Tomb: Cryptmaster. Now, I was hooked at the idea of this game from the demo – before I played Tomb.
I believe in the premise of the game, so I am still positive about Cryptmaster and its ability to fix the holes in the core game. Let me share with you what AEG told us (and I paraphrase):
“There were some issues with the original Tomb rules, so we adjusted them for this expansion. As a matter of fact, we would prefer that people buy the expansion as the core game and use the base game to expand your ability/weapons cards, quantity of characters, and a second stack of Tomb cards (about 40 go out per game and there are 200 in the box, so that’s a lot of cards). “
So, essentially the new Tomb expansion is the patch to Tomb. Which, if it plays well is great. Sadly, they should not have released a game that needed a patch.
Something else that is cool is that the new board has four entrances to the crypt. This is good, because it took people a turn or two to get to the back of the crypt. Now, they can zip out to the Inn and re-enter at the back of the crypt.
I am not going to spend a lot of words here spelling out all the changes to the rules that have been incorporated into this new “expansion”.
What I will say is that Best Dang Games was going to offer Tomb, because it seemed like a cool game. But after our experience with it, we are choosing not to carry this game (ALONE). We may try to play it one more time or two, to see if first impressions are accurate. Once Cryptmaster comes out, we will shoot to get a demo copy of that game with high hopes once again. If Cryptmaster passes the “fun” test, we will sell it as a single option and we will offer Tomb and Cryptmaster as a bundle together, since that is how it seems you should play it.
The rules for Cryptmaster are available for download.
If you own Tomb and had a similar experience, you may want to consider downloading these rules and using them, rather than the rules that came in the original box of Tomb. Here are the rules for Cryptmaster. If you have played this game, please leave comments to let us know if we are off base on this. If you went to GenCon and demoed Cryptmaster, let us know what you thought. We really want to like this game.
2 comments September 2, 2009
Chicago Express Video Posted
Our ongoing video reviewer, Cory Duplantis, has delivered yet another video for you. This one is a summary of how to play Chicago Express, the Wabash Cannonball reprint from Rio Grande Games. This is a simulation of running a railroad business in the upper portion of the US. If you are a fan of the train game genre, check it out!
1 comment August 25, 2009
Pillars of the Earth – An Introduction
Builders and Cathedrals – Carcassonne This Is Not
Author – Tristan Angeles
It is the middle of the 12th century, and England is in anarchy, brigands prowl the countryside waiting for undefended travelers to victimize, while in the towns and villages, greedy lords rule over their subjects for their own gain. It is also a time of religion. Europe is in great upheaval as another crusade is sent to the holy lands to retake it in the name of God, while monuments are built for his glory. This is the setting for Mayfair games’ Pillars of the Earth board game, based on the book of the same title by acclaimed author Ken Follett.
Although the story is set in a bloody period of history, the Pillars of the Earth board game downplays the battles, and instead opted for another form of conflict. The game puts the players in the role of master builders looking for favor by contributing to the construction of Kingsbridge Cathedral. The players do this several ways, but it all comes down to efficient management of resources.
Is it a game or Is it Art?
Upon opening the box, you can say both of Pillars of the Earth. Inside is a beautiful board that can probably be mistaken for a painting ( and hey if you get tired of the game why not frame it!), by Michael Menzel. There are also a lot wooden blocks, which is the trademark of German games, for you to use as resources and player pieces. The game also includes cards for craftsmen, resources, events, and privileges etc. The included rulebook is well written, you can understand it easily, and beginners can get into the game by following the rulebook from cover to cover. Lastly, the game includes a six piece wooden cathedral you use as a turn marker.
The Politics of Scarcity
Pillars of the Earth is an easy game you can play upon set up while following the rulebook. At the beginning, play time will most likely last two hours, but this will be cut short once you and the other players learn the game. Also due to the theme of the game, the game is suitable as a gateway game for friends, and family members who are new to gaming.
Players win the game through efficient resource management and strategically placeing builders through the course of the game. Planning moves is extremely important since a mistake in one turn may set back a player and haunt him for the following turns.
Phases of Play
A turn in Pillars of the Earth basically follows three phases.
In the first phase, players take turns choosing resource cards set up near the board. There are only a few resources, and they are: wood (brown), stone (gray), sand (cream), and metal. Only the first three resources are available in this phase of the turn. You can acquire metal, which is important in the last few turns, later on through builder placement. Aside from the resource cards, there are two random craftsmen cards available for the players choosing. To get a resource, you must allocate a number of workers equal to the number indicated on the card in the forest, quarry, and gravel pit parts of the board. In this part of the game, especially during the first turn, the players must have an idea of what resources and craftsmen they will be using.
The second phase of the turn gives the players the chance to place builders on the board to get several advantages. This is a bit complicated since the turn order is determined by drawing the player’s builders from a bag, which adds a bit of randomness to the game. When a player’s builder is drawn, he may either play it, in which case he/she will pay a cost, or pass and put down the builder on the board and wait for its turn to come up.
In the last phase of the turn, the player’s builders and workers are resolved in order of the numbers in the board. Depending on where the player has placed his builder, he may get several advantages. Placing a builder on the king’s court for example, will exempt him from taxes, and if he is the first player there will also reward him with one metal. On the other hand, placing a builder in Shiring gives the player whichever craftsman card is on the space. At the end of the turn, players have the option of converting the resources they have gathered to points by using their craftsmen.
Rinse and Repeat!
Place a piece of the cathedral on the board after the last phase of the turn. This signifies the end of the turn and the beginning of a new one. Shuffle and randomly place the resource cards on the board and the builders are placed inside the bag. At the end of the sixth turn, the player with the most points wins the game.
Conclusion
Pillars of the Earth is a great game for two to four players, although there has been reviews that say it plays well with two, and some with four. We think the game plays best with three. With four persons, there are not enough spaces on the board and is a little bit crowded, while for two persons there is not enough conflict. Get this game if you want a light strategy, with a little bit of randomness, and short game play.
Check out Pillars of the Earth or its expansion
Add comment July 12, 2009
New Munchkin Quest Board Game Video Posted
Around the holiday season, we put together a video showing you the basics of the card game Munchkin, as well as showing you how to play Munchkin.
In that video, we introduced a new board game – Munchkin Quest.
Here is our new video that introduces you to this game based on the Munchkin card game.
Don’t forget, there is also an expansion to Munchkin Quest! Munchkin Quest 2 – Looking for Trouble.
2 comments June 10, 2009
Board Game Night – How Competitive Are You?
One of the main factors in selecting a board game that is appropriate for the people you’re playing with is gauging your group’s competitiveness. Let’s face it; a mismatch in the competitive department can prove disastrous in a group. No matter how much fun Aggressive Al might be having winning big in Settlers of Catan (or even Monopoly for that matter), if Al mercilessly annihilates Peaceable Pam in the process, feelings can be hurt and the evening can be ruined for everyone. (This can be a particularly difficult problem if Al happens to be married to Pam!)
So, what are some practical ideas for choosing games that will be appropriate for a group with an unknown or mixed level of competitiveness? Well, if you’re the game night organizer, you can do much to ease your group into fun games without starting off with a proverbial “knife fight.” Here’s a guide to some games, based on their Competitive Factor.
Take it Easy
With a group of strangers or one of unknown competitiveness, the safest approach is to start off with a game in which it really doesn’t matter who wins, in other words, so-called Party Games that derive their fun from the playing itself. Party Games are generally filled with laughter, and are great ice breakers. Games to consider in this category include Apples to Apples, a classic game of matching descriptions with persons, places or things or Fluxx, where the rules are always changing.
Moving Up
If your group survives the first category with belly laughs instead of angry invectives, you’re probably safe to venture into some games with more strategy, but minimal direct confrontation. Many of these games fall into the “Lighter Eurogame” category. Carcassonne and its many expansions fit this category well, and are relatively easy to explain to new gamers. In Alhambra, you’ll feel more like you’re building your own fortress instead of attacking your opponents, and San Juan and Zooloretto are great alternatives that aren’t directly confrontational, but will still scratch that competitive itch.
Bring it On
For many groups, the lighter Eurogames will hit the sweet spot, for they offer more in the way of strategy than the pure laughter of party games, but won’t likely degenerate into cutthroat competition. However, if your group desires more direct confrontation, many of the heavier Eurogames provide it. The Settlers of Catan is on the lighter side of these more competitive games, but some real nastiness can be done with the Robber option and road blocking, so be careful if you have a “Peaceable Pam” in your group. For those who want more complexity, with opportunities for confrontation, it’s hard to beat Puerto Rico and Power Grid, but none of these should be a first choice with an unknown group of gamers.
Can’t We All Just Get Along?
Finally, you might want to try a game that is intentionally the opposite of a competitive game, one of the so-called Cooperative Games. In Cooperative Games, the players don’t compete against one another, but against the game itself. Either everyone wins or everyone loses. This might be an excellent choice for a group that likes a cerebral challenge, but is essentially noncompetitive, or a group that has had a bad competitive experience and needs a serious change of pace. Arkham Horror, and Battlestar Galactica can rightly be called semi-cooperative in nature (you may have a secret traitor in your midst!), while Pandemic is a purely cooperative masterpiece.
In truth, most of us probably have a bit of a competitive streak and board games can be an enjoyable way to express it. But if you take care to match your choice of games with your group’s personality, you’re much more likely to get ‘em coming back for more instead of indelibly etching a bad experience in their memories.
1 comment May 12, 2009
Jamaica Board Game – Review with Strategy Suggestions
Author: Todd Cutrona
Jamaica is a board game for 2-6 players in which each player takes on the role of a pirate as you race around the island of Jamaica. Aye said Pirates, you scurvy dog!
This game is just plain fun. Does it have elements of luck? Absolutely! Is it a family game? Yes, but this is not Monopoly…this is FUN!
LOOK OF THE GAME
There are fantastic graphics throughout the game. The board and cards are great to look at and the player ships are very sturdy. This is the type of game that attracts onlookers. The rulebook is designed to look like a treasure map…theme is just dripping from the game.
GAMEPLAY
In the game each player controls a pirate ship and attempts to race around the board, find treasure, win battles and in the end, win the game.
HOW DO YOU WIN?
The game ends when one player reaches the finish line. Points are earned based on where you finish on the board, plus treasure cards and gold coins (1 point per). Add it all up and determine the winner!
PLAYER CARDS
Each player has their own stack of player cards. On each card are two symbols representing the actions that can be taken with that card (see picture below). At any given time each player has three cards in their hands. Action choices are to move forward, backward, get food, take gunpowder, or take gold coins (points).
ROLLING THE DICE
The starting player roles two dice and then places them on the board in their desired order. Then each player in chooses a card to play that round, all cards are revealed simultaneously. Actions are based on the dice results. In the above picture if I chose to play the top card and a 6 & 3 were rolled, then I would move my ship forward 6 places and I would take 3 food into my hull.
CANNONBALLS FLY!
If you land on a space with another ship then you must battle! There is a special battle die that shows consecutive even numbers on 5 of its sides (2-10) and a star on the 6th side. Before the die is rolled the attacker decides if he/she will add and gunpowder tokens to the result (+1 per token) and then rolls the die. A roll of a star is an automatic victory. The defender then adds their gunpowder and rolls. High score wins and the victor gets to take the items held in their opponents hold or take/give a treasure card. The treasure cards are acquired at various points on the board and can give bonus points, special powers or curse the player (negative points).
EACH SHIP HAS HULLS TO HOLD STUFF
Each ship has 5 hulls to carry items and once you place items into a hull you cannot add to it or relocate it. Don’t worry the board forces you to spend this loot almost as quickly as you acquire it. Spaces on the board require a payment of either food or gold when you move your ship on the space. If you can’t pay the fee then you are forced to move backwards until you find a space that you can afford.
STRATEGY SUGGESTIONS
1. Get treasure cards, they are extremely important.
2. Use the movement cost to your advantage. Move past what you want and if you don’t have enough food/gold, move backwards to land on the space you really wanted (like a treasure card spot). So, don’t horde too much food.
3. Save your double move forward card till the end of the game and zoom ahead of everyone.
4. You don’t have to win the race to win the game. Collect gold and treasure cards.
5. Remember that the game has a bluffing element. I played one game where I got a high bonus treasure card early, but I acted in such a way that everyone thought it was cursed. So, even though I lost battles, no one stole my treasure card.
WHO WILL LIKE THE GAME?
With its simple rules and fun pirate theme it should appeal to most families. Personally I like playing it with 4 or more people as it feels more interesting (more battles). The game does have some luck, but the card selection allows for moderate control. Great artwork, simple rules, pirates and playable in less than an hour…buy the game you land-lover!
Buy your own copy of Jamaica. There is also a link to a video about the game here.
Here is another of our blog posts about Jamaica.
1 comment April 24, 2009
Zombies!!! Board/Card Game – Fun With a 10-Year Old
Author: Jeff Wells
Zombies!!! is a simple game where players are people trapped in a town full of zombies. First to make it to the heliport or kill 25 zombies wins. Being a fan of George Romero’s movies, I couldn’t resist buying this sight unseen. The game comes in a fairly small box compared to some games, and includes pawns (shotgun dudes), a couple dice, a deck of cards, map tiles, heart and bullet tokens and 100 little zombie figures.
The game rules on fairly simple. On your turn you draw a card, draw and lay down a map tile, place zombies, move, fight zombies as necessary, and then pick up any bonus tokens and play cards. The artwork on the cards is very B-movie type gore. Cards are used to give yourself bonuses or hamper other players.
After opening the box and looking at the components, I began to wonder who would play this with me. We try to have a family game night at least once a week, but somehow zombies, gory artwork and racking up kills don’t always go in the same sentence as “family fun”. That is, until my daughter saw the box.
Like most kids, my daughter likes little stuff. She asked if she could play with some of the zombie figures. Suddenly, a zombie “soap opera” was happening on the game table, with the zombies and their ‘queen’ on one side and the pawns (all of which had names) on the other. I watched her play a bit, and then asked if she’d like to learn to play the game. To make a long story short, we both enjoy playing this one. As it says on the box, it’s a “no-brainer”. Roll dice and move, roll dice and fight, next turn.
Zombies!!! might not be what most would consider a “family game”, buy my kid and I enjoy playing it. The rules are simple, and playtime is relatively short. There’s enough luck involved that everyone has a chance. My daughter ends up winning most of the time. And, of course, every turn becomes part of a soap opera, complete with dialog like, “so…you defeated my last zombie, but you won’t take me….hahahhaha.” (all said in an evil voice)
There are, however, a couple things to keep in mind when playing with kids. The artwork on some of the cards may be disturbing to some. When we play, we don’t worry too much about the cards. If she doesn’t like it, I let her discard and draw again. You wouldn’t necessarily have to play with cards if you didn’t want. Also, on the map tiles with buildings, it’s hard on some to see where the doorway is. So, I’m not too particular where her pawn enters the building.
The other suggestion I’d like to make for anyone interested in the game is to buy an extra bag of zombies. If you’ve got a few playing, keeping the zombies to score kills, you may run short when it comes time to place a zombie or two on a new map tile. It helps to have extra, and another hundred zombies fits easily into the box.
Zombies!!! is not a game requiring a lot of serious thought or strategy. It may not appeal to some due to the campy B-movie theme. But if you’re just looking to have a little fun, or need a quick zombie fix, this is well worth the cost. And for me, it means an opportunity to have fun and laugh with my kid. And there’s no way you could put a price on that.
Get your copy of Zombies!!! - There is a product video here also.
Check out our video of Zombies!!!(includes Last Night On Earth, also)
Add comment April 24, 2009
Agricola – How Can Farming in the Seventeenth Century Be So Much Fun?
Introduction
Agricola, designed by Uwe Rosenberg, has taken the board-gaming world by storm. In 2008 it won, among other prizes, the International Gamers Award and the German Spiel des Jahres in the category of complex games. So why is this game about farming in the seventeenth century so popular? Let’s have a closer look.
Components and Theme
Despite the small size of the box, Agricola comes with a lot of components. For one thing, you get around 400 cards, nearly all of them different from each other, and each of them nicely illustrated. You’ll find that the English translation of the text has a few minor errors in it, but these are fairly insignificant. Each player gets her own board (much like in Puerto Rico), which depicts fifteen farmyard spaces. There are further boards (many double-sided) on which the main action of the game takes place.
In addition, every player gets five people tokens and a set of wooden fences and stables. But that’s not all. There are wooden markers to indicate produce (grain and vegetables), animals (cattle, boars, sheep), and resources (wood, reed, clay, stone); and there are square cardboard markers to indicate rooms (made of wood, clay, or stone) and fields. The production of this game is high class, and certainly justifies the price of the game. It really gives you the sense that you are building your own farm, collecting resources, hiring labourers and craftsmen (the occupation cards), putting up fences, adding rooms, and so on. There is a sense of progression and development here, a sense that you can pull yourself up by your own bootstraps.
However, the real appeal of the theme is not simply farming, but also the sense that you’re building both a family and a business. You start out with two family members (a husband and a wife), and over the course of 14 rounds you can grow your farm as well as your family (you can have up to three children). You start off with 2 wooden rooms, but at the end you might have a nice 5-room stone mansion. The game gives you a sense that you’re achieving something. And we’re not talking about a momentous achievement (like conquering the world or building a huge business empire); instead, Agricola gives the satisfaction of raising a family on a kind of hobby farm. Who doesn’t like that?
Moreover, there’s a certain realism to the game – every number of rounds there is a harvest, and your family needs to survive or go begging (the latter option nets you negative points). Likewise, actions have to proceed in logical steps. You can’t bake bread in large quantities until you have an oven (a major improvement), and to build an oven you need clay and stone. You further need grain, and if you want to get grain in larger quantities you’ll need to plough a field and sow the grain you have.
Complexity
Agricola is one a very select few games that have two separate rule-sets, one for the so-called “family game” and a more advanced version that adds greater complexity. The main difference between the two versions is that the full game adds the occupation and minor improvement cards. At the beginning of the game each player gets 7 of each, and can use the actions spaces on the main board to play them from his hand, and add them to his farm. A minor improvement might be a plough or a bean field, and an occupation might be a baker or a scholar. These cards thus make your farm more efficient and will generally raise your score.
However, the family game is quite good in its own right, and provides a nice way for new players to learn the game and for those not into deep strategic gaming to participate in the fun. The success of Agricola can thus be explained in part as the result of its wide audience appeal. It scales well from 2-5 players (with additional action spaces added for more players), and the addition of the minor improvements and occupation cards makes for a very intense gaming experience. Expect to be totally immersed in this one!
What makes Agricola easier to play, on the other hand, is that the decisions at the beginning of the game are much easier than later on. Whereas at the outset you might have a choice between around a dozen actions (depending on the number of players), at the end that number has more than doubled. In fact, every round a new action card is revealed that one of your family members can use. In round one (comprising the first four rounds), for instance, we get a “take sheep” action, a “build fences” action, a “sow and/or bake bread” action, and a “minor of major improvement” action. This is what makes Agricola easier to learn than another top ranked strategy game like Puerto. There is no need to know what all the cards and actions do right away – even though this may give some advantage later on. Instead it’s easy to delve right in and learn as you go.
Final Assessment
I have played Agricola more than thirty times now, with all numbers of players (1-5) and with both the family game and with the additional decks of cards (I, E, and K). I expect to be playing Agricola for many years to come. Of the many Euro-games I’ve played this is by far my favourite.
Of course the game has some weaknesses, but at least some of them are easily fixable. Many critics will argue, for instance, that whoever gets dealt the best cards (minor improvements and occupations) will win automatically. For one thing this is a gross overstatement. Occasionally you might get a really great opening hand – in one five-player game I scored 79 points! – but generally everyone has a good shot at winning. Nevertheless, the rule-book suggests a good fix for this minor problem. Before the game begins, you should draft for your opening hand. This adds a bit of a CCG feel to it. I’m a big fan of drafting in Magic: the Gathering, so for me this is a perfect fit.
Others complain that there is not enough interaction between players in Agricola. This is only true in the sense that you can’t go and rob your neighbour’s farm. However, you do have the chance to block other players from using action spaces, and if you play this game only with an eye to your own farm you will not win very often. On the other hand, it also doesn’t help to block just to spite others, because no one can really afford to waste any actions.
Agricola, then, offers truly immersive game play for a wide range of audiences. This is my game of choice if I have a couple of free hours. There is nothing quite like it.
Get your own copy of Agricola
Add comment April 20, 2009

