Monday, July 22, 2024

Habitats, a game about good animals making good neighbors

I'm not overly interested in computer or video games, but every once in a while one comes along that catches my interest. In the early 2000s I was quite fond of Zoo Tycoon, a zoo-building game that covered everything from building well-balanced enclosures to managing crowds and balancing income and expenses. My favorite part of the game was building enclosures for the animals; you had to balance different kinds of terrain, topography, and just the right type and amount of trees and bushes to keep the animals happy.

Zoo Tycoon board game came out last year, but I found it to be a little too fiddly and complicated to be enjoyable. I started looking around for another game that would scratch the same itch. Ark Nova is a great zoo game and includes some of the building element that I enjoyed in the Zoo Tycoon computer game, as do Dinosaur Island and DinoGenics, although they are more focused on cloning dinosaurs and stopping them from eating your park visitors.

I recently stumbled across Habitats, a game from a small publisher based in the Netherlands that has since been reprinted in the United States. And I must say, it is exactly the game I wanted.

In Habitats, you're managing a nature preserve rather than a zoo, so the thematic goal is entirely to create an environment that your animals will be . It's a tile-laying game with one really interesting innovation: the way each player picks up new tiles to play. The game starts with a grid of tiles in the center. Each player has a jeep meeple ("jeeple" just seems too precious) that moves around the grid, one tile at a time. On your turn, you can choose a tile that is ahead or to the left or right of your jeep. After choosing a tile you move your jeep into the tile's space, and then place a new tile in happy withthe space you just vacated. It means that you have a choice of three tiles to pick from each turn, but it also adds a lot of interesting strategic decision-making to the game. There might be a tile you really want that you need to move through a few less desirable tiles to get to, or you might be racing to a particular tile in order to get there ahead of your opponent.

Most of the tiles represent both an animal in search of a suitable habitat, and a type of terrain that adjacent animals might want. Tiles are played in a grid pattern in each player's tableaux. An animal tile will indicate one or more types of terrain, either water, desert, grassland, or forest, that need to be on adjacent tiles in order for that animal to be happy and score points at the end of the game. Other tiles represent watchtowers that score based on the tiles in various patterns around them; tourists that score depending on how your different terrain is grouped; and gates and campsites that earn points depending on how many tiles they are adjacent to.

The game becomes a puzzle-like exercise where you want to place your tiles so that adjacent animals can make use of each other's terrain as much as possible, and multiple animals can benefit from the same groupings of terrain. In addition to scoring your tiles at the end, the game is split up into three "years" composed of a number of turns (depending on the number of players), with two goals for each year that will award additional points to whoever fulfills them most completely. They are things like the most sets of different types of terrain or the longest unbroken line of tiles, and they give you something else to work for as you decide how to place your tiles.

An optional extra, available from the publisher's website, is a set of animal meeples that can be used to indicate when an animal tile has reached the conditions it needs to score points. They are entirely unnecessary (the base game comes with simple tokens for this purpose) but add to the tactile quality of the game and make it look that much more impressive on the table.

It's not a terribly complex game (the rules for the U. S. edition published by Allplay clock in at 4 pages), but it is very engrossing, giving you a lot to think about as you play but also requiring you to think on your feet and not get too attached to any one strategy or tactic. It's not quite Zoo Tycoon, but it definitely fills the same void, and in many ways it's more enjoyable.

Rating: 5 (out of 5) The highest praise I can give a game is that as soon as I'm done playing I want to play again, and that is definitely true with this one.

Wednesday, July 10, 2024

General Orders: World War II gets wargaming down to the bare essentials

General Orders: World War II, by Undaunted creators David Thompson and Trevor Benjamin, is an interesting game that abstracts two of the most iconic types of battles from that war to the point that it doesn't really matter which side is which. Players merely choose to play as either yellow or blue and start on opposite sides of the board, which the game even declines to name as a particular theatre of war, instead calling them either "alpine" or "island," depending on which game mode you choose to play.

The game is a mix of worker placement and area control, with a bit of card play thrown in for good measure. The boards are divided up into hexes, with the path to victory being to deploy and move armies in an advance towards the center of the board. The game ends after four rounds, with players scoring points based on which map hexes their armies occupy, but it can also end early if a player manages to occupy their opponent's headquarters space on the opposite side of the board.

Each hex has one or two worker placement spaces. Most of them are used to move armies into the hex, with a few offering different options like landing paratroopers or firing artillery into nearby spaces. The hexes in the middle of the board offer in-game bonuses for occupying them such as gaining extra troops, extending the range of artillery, or drawing cards. If a player moves into a hex occupied by the opponent's troops, the conflict is played out with a simple dice roll followed by an attrition mechanic that removes an even number of each player's troops until only one player's troops remain.

The game uses cards to add a little extra uncertainty to the combat, with cards providing advantages such as extra dice, rerolls, troop reinforcements, and even extra turns.

The alpine board is the basic game, with each side using paratroopers and artillery to fight over a village surrounded by mountains. The island board represents a beach assault adding planes that can drop bombs on locations and help control the areas they're flying over. Even with that added bit of complexity, the game manages to be wonderfully simple, distilling a war game down to being about as simple as it can be while still being engaging for the players. And, like all of Osprey's board game offerings, the graphic design, illustration, and component quality are all top-notch.

Rating: 4 (out of 5) a neat little game that strips unnecessary historical detail in favor of getting down to the mechanics of combat in two of the most prevalent types of World War II battles.

Thursday, June 27, 2024

Top 10 board games published in the last 5 years

I haven't done a top 10 list since 2019, so I thought I'd take a look at my favorite games from the last five years. Looking strictly at the hours spent playing each game, tried and true favorites tend to have an advantage over newer games, so for this list I'll only be looking at games published since the beginning of 2020.


10. Pan Am (2020)

I was initially attracted to this game due to the elegant, retro graphic design. As I shop for new games, I am finding that I have less and less interest in the fantasy and horror titles that used to grab my attention, so a nice travel-themed game that doesn't involve stabbing anyone seemed like a nice change of pace. It's a very clever design, and different from a lot of "empire building" games in that rather than claiming more an more territory on the board, the goal is to anticipate the air travel routes that Pan Am will want to buy from you at the end of each round, with the winner being the one with the most Pan Am stock. Read the full review.


9. Star Trek: Away Missions (2023)

When I first looked at this game, the goofy looking miniatures were a turn off but I'm glad I reconsidered. Most "miniatures on map tiles" games involve a lot of fighting, but this one is much more about moving your characters to the right spot on the board for them to fulfill their missions, giving them advantages based on the cards you have in your hand. The different factions play very differently, with the Klingons more interested in openly attacking, for example, while the Romulans skulk about in the shadows and the Federation boldly go (or go boldly) about their business. And those miniatures really have grown on me. Read the full review.


8. Star Wars Unlimited (2024)

I've always enjoyed the collectible card game format. I like the idea of assembling the right combination of cards to win the game the way you want to win it, and there is a definite thrill to ripping open random card packs hoping for that rare card you need for your deck. Star Wars Unlimited is the sixth such Star Wars themed game since 1993, and definitely the most playable. Read the full review.


7. Ark Nova (2021)

Ark Nova is a bit of a rarity: a game about animals that doesn't feature any cute wooden meeples or other figurines. The game's somewhat dry appearance hides an absolutely fascinating game that combines card drafting, worker placement, and even tile laying. I always get a sense of accomplishment when the game is over, even if I didn't win. Read the full review.


6. Tiny Epic Dinosaurs (2020)

As I struggle to find room for all our games, I find the Tiny Epic line more and more appealing. And honestly, a tiny box was the only way I was going to be able to justify a third dinosaur zoo game in our collection after DinoGenics and Dinosaur Island, both of which are major space hogs. It's a delightful little game about breeding and selling different types of dinosaurs, sort of a prequel to the larger zoo games that don't stress too much about where the dinosaurs are coming from. As with most of the other Tiny Epic games, this one does a lot with as little as possible, managing to be a full featured worker placement/resource management game in a very small package. Read the full review.


5. Oltréé (2021)

I bought this board game (apparently based on a French-language roleplaying game) entirely on a whim. I was enticed by the gorgeous Vincent Dutrait cover artwork, and also by the promise of an adventure board game that might be a little smoother than Talisman and/or less fiddly than Arkham Horror, and I wasn't disappointed. Oltréé doesn't necessarily do anything new with this type of game, but it does it very, very well. Read the full review.


4. Starship Captains (2022)

Starship Captains does Star Trek better than most licensed Star Trek games do. At its best, Star Trek should be about problem solving rather than fighting, and I'm always disappointed when a Star Trek game is too combat-centric, as many of them tend to be. Starship Captains has players assigning and managing their crew in an ingenious variation on the worker placement mechanism, and juggling ship upgrades in a way that would do Montgomery Scott (or Geordi LaForge) proud. Read the full review.


3. Dune: Imperium (2020)

Combining different game mechanisms has become a popular way to design games, and this one mixes two of my favorites: deck building and worker placement. Most deck building games start each player with a small deck of cards representing basic resources, with the point being to spend those resources to get better cards, and eventually build up an engine of cards that can do whatever it is that needs to be done to win the game. Dune: Imperium takes that idea and adds worker placement, with cards dictating where workers can be placed, and a simple battle mechanism that functions as an additional resource to be spent. It's an elegant combination of elements, and it fits the Dune source material perfectly. Read the full review.


2. Lost Ruins of Arnak (2020)

Like Dune: Imperium, Lost Ruins of Arnak combines deck building with worker placement, but manages to do it in a completely different way. Arnak has players gaining cards from two different decks, one of tools and items and the other representing archaeological artifacts. As the game progresses, the amount of available tools decreases, increasing the amount of artifacts that players can add to their card decks. Cards are played to gain resources, which are then used to move around the board exploring lost temples, with the eventual goal of moving counters along a track that gives out even more resources, and also eventually leads to victory. It's an amazing game with a lot going on. Read the full review.


1. Star Wars: Shatterpoint (2023)

This was another one I wasn't going to get into because I didn't like the miniatures. Specifically, I didn't like the size of the miniatures, which are a bit larger than the standard 28mm size used for most wargames and roleplaying games. I don't know why we miniatures gamers are so obsessed with being able to mix and match our figures -- it's something we rarely if ever do, it seems that we just want to always have the option. Anyway, the miniatures for Shatterpoint are actually amazingly well done, and the larger size makes them a little easier to paint. Its an important detail considering that the average miniatures gamer is going to spend a lot more time assembling and painting their miniatures than they are actually playing.

But the game itself is fantastic too. It seems to specifically address a lot of the pitfalls common to other games of this time, avoiding stale game play by emphasizing movement and area control over just eliminating the opponent's figures as quickly as possible. In Shatterpoint it's rare that any figures ever leave the board -- the point of the game is to occupy areas of the board, and the tactical challenge is to be able to adapt when those areas move. It's a great game that really feels like Star Wars. Read the full review.


Honorable Mention

Blade Runner: the Roleplaying Game

I'm never sure whether I should lump roleplaying games in with board and card games because the experience is so different, although that is changing with hybrid storytelling games like Detective and even some miniatures games like Core Space or Conan. Blade Runner doesn't use a board or miniatures, but it does include a whole slew of prop photos, brochures, and even a newspaper, physical components that aren't common in a lot of RPGs but were absolutely essential to this one. Read the full review.


So there you have it, my favorite games from the past five years, at least for now. Ask me again in six months and it might be a completely different list...

Tuesday, June 18, 2024

Final judgment on the Judge Dredd Miniatures Game

I’m a huge fan of the Judge Dredd universe (well, maybe not the Stallone film) and I love miniature skirmish games, so I I really want to like this one.

The miniatures themselves are great. The resin material Warlord Games uses strikes just the right balance between flexible and durable, and it holds a high level of detail. In the five years since the game’s initial release, Warlord have expanded the range of figures to include a pretty good cross section of characters and vehicles from the Judge Dredd comics.

The game’s presentation is excellent. The rule book is beautifully designed, full color with a ton of artwork. The starter set comes with great looking plastic tokens rather than cardboard, plus a full color double-sided 3 foot by 3 foot map to play on. If you don’t believe me, check out OnTableTop’s unboxing videoOnTableTop’s unboxing video, it went a long way towards convincing me to buy the game.

My history with this game has been a little...conflicted. My normal pattern with miniatures games is that I get interested in a game, buy the rules and enough miniatures to try it out, and then if I like it I buy more miniatures and then either play again, or forget about the game for a year or more. That’s what happened here: I bought the Judge Dredd starter set in 2021, played several times over a period of about three months, and never played again. I seem to recall enjoying the first few games but then changing my mind, finding the last few games a little tedious and unsatisfying. So I decided to get the game and miniatures out of mothballs to make a final assessment on whether I want to continue with it or not.

The rule book, while beautiful to look at, is often vague and hard to follow. It was clearly written by someone who absolutely loves the source material, perhaps too much so. The rules are frequently bogged down in colorful descriptions of the setting and characters, what miniature gamers refer to as “fluff,” and while this sets the stage for the game, it also means that you can often find yourself wading through paragraphs of irrelevant background when trying to find a rule or clarification. It was enough of a problem that I went so far as to create a rules summary sheet to help with finding basic rules during play.

Unfortunately, my memory of the game play being a little tedious turned out to be more or less correct. The core of every skirmish game is combat between characters, so a good game needs a good system to resolve that combat. The vast majority do this via dice rolls: when my character attacks, I roll the dice, applying modifiers based on the abilities of the characters involved, and often the surrounding terrain. This can be a roll against a static target number, but in most games it’s an opposed roll, with my opponent and I both rolling the dice to see whether the attack hits or is successfully defended against.

In Judge Dredd, landing a blow is a multi-step process. First the attacker rolls, then compares the result to the target’s Cool rating to see if the target is pinned or not. Then the target rolls to see if they can dodge the attack. Then, if the target doesn’t dodge, the attacker rolls again to see how much damage is done, followed by the target rolling again to see how much of that damage they get to avoid. One attack, four rolls. Four chances to fail.

The target of the attack can come away unscathed, or pinned, and/or stunned or injured. If they’re pinned, they have to roll on their turn to see if they lose one of their two actions or not. If they’re stunned or injured, all of the six statistics that determine how far they can move and how many dice they get to roll in different situations are reduced.

Whew.

I don’t mind a complicated game if the payoff is worth it. In this case that would be an exciting story unfolding on the table, but that’s not what happened in here. Instead, the combat just seemed like a slog, and there wasn’t much else going on in the game. We played two games in a row this time around; the first game ended somewhat abruptly so we decided on a second game with more characters on each side, but towards the end we were both feeling like the game was dragging on, which brings us to my second issue with this game.

At its most basic level, a skirmish game will often come down to “everyone move to the center of the board and fight.” This can be fun, but the novelty of straight up combat wears off quickly. The best games get around this by using scenarios that introduce alternate objectives or win conditions that give players more to do than just pound the hell out of each other. It can be something entirely mechanical like controlling different geographical points on the board (Star Wars Shatterpoint does this very well), or something more story based like rescuing a captive or searching for a treasure.

The Judge Dredd rule book includes three simple scenarios, designed to introduce the game to new players using only the miniatures included in the box. Beyond that are six more that are meant to be the core of the game, offering different setups and objectives to give the game some variety. Unfortunately, these scenarios (at least the two we played, “Ambush” and “Heist”) don’t seem very well thought out. While they offer some interesting ways to start the game by starting one side in the middle rather than each side on opposite edges, the objectives for each player were uneven, making the game too easy for one player, to difficult for the other, and not much fun for either. Our first game ended really abruptly, and the other went on for so long that we called it without finishing.

The game uses cards as a way to inject variety and flavor into the game. Each player starts with a handful of “Big Meg” cards that introduce an unpredictable game effect such as a bystander stumbling into the path of the battle or a circumstance giving a free move or other action. These were sometimes fun but more often than not just annoying and egregious. In the end they didn’t make the game any better.

With the game not really working for me as-is, I am left with a few options. I could just give up on the game all together, but the miniatures are great and I love the Judge Dredd setting – I keep trying to come up with excuses to buy more of the figures even though I don’t like the game. I could try to house rule the game to get rid of its more tedious aspects. That seems like a lot of work, especially when there are so many great miniatures games out there that work fine right out of the box, but it would allow me to keep using the game’s great counters and dice. On the other hand, there are several “miniatures agnostic” games such as 7TV that allow you to use whatever miniatures you want – that seems more like the right direction to head in if I want to keep gaming in Dredd’s world. 

Rating: 2 (out of 5) The game isn’t as much fun as it should be, but the fact that I can find a use for the figures without the rest of the game keeps it from being a total loss.


Wednesday, June 5, 2024

A short review of a short game: Dogfight!

Dogfight! Rule the Skies in 20 Minutes is the third entry in the 20 Minutes series originally published by PSC Games (and recently taken over by Floodgate Games). This time it's a different designer, so while the graphic design is consistent with Blitzkrieg! and Caesar!, the game play is entirely new but does retain some of the other games' basic elements, such as drawing tokens from a bag.

I used to play quite a bit of Wings of War, and my main complaint with it was that too much of the game was spent flying around in circles trying to get a shot on your opponent's plane. In Dogfight!, that's the entire game, but in a good way. Dogfight! distills World War One air combat down to its simplest form: the board depicts a simple loop of 8 spaces, plus two extra spots for a special maneuver. Players start their plane meeples on opposite sides of the loop, simultaneously revealing tiles that show a distance and a number of shots. Both players move their planes, then if one is behind and within 3 spaces of the other, they shoot.

It sounds simple, and at its most basic level it is. A special "loop" maneuver makes use of the two extra spaces on the board to allow the plane that's in front to attempt to loop around and get behind its opponent. An alternate board adds the concept of elevation in a very simple way, with different colored spaces restricting when a plane might be too high or too low to make a shot.

Additionally, the game includes ten different planes with different abilities, so once players have mastered the basics (which should only take a game or two) they can try adjusting their strategies based on their new plane's capabilities and drawbacks. Finally, the game introduces several scenarios that provide different win conditions beyond simply shooting down the other plane.

Rating: 4 (out of 5) While not quite a 5, Dogfight! is a little more involved than the other two 20 Minutes games while keeping the simplicity that sets this series apart.


Tuesday, May 21, 2024

A short review of a short game: Caesar!

You could be forgiven for thinking that Caesar! Seize Rome in 20 Minutes is just an ancient Roman re-skin of designer Paolo Mori's Blitzkrieg! And it is, sort of. But not really. Caesar! is a very similar game, both in terms of the game play and the look and design. It's obviously meant to be part of a series that includes Blitzkrieg!, but the designer took the opportunity to change up a few things.

Where the game play in Blitzkrieg! is divided up into different theatres of war, Caesar! is more of a traditional area control game (a little bit like Risk). Players start with a bag of tiles, but this time they are divided between different symbols: swords, shields and spears, plus a laurel that acts as a wild card. Additionally, each tile features two numbers with a line between them. The board is a map of the Mediterranean sea and the surrounding area; tiles are placed on the borders between provinces, with the two numbers providing an amount of influence on either side of the border. Some are evenly distributed (2|2 or 3|3) but others are wildly different (0|6), requiring the player to make a decision about which provinces they want to concentrate their influence in.

Once a province's border spaces are full, the player who played the last tile there gains a one-time bonus such as drawing an extra tile, or getting an extra turn. The player who has the most influence in the province gets to place one of their control markers there. That player also gets to place a control marker on the border between that province and any neighboring provinces that they also control. The goal of the game is to be the first to place all 12 of your control markers, so the faster you play them out the better.

The strategy in Caesar! is very similar to Blitzkrieg!, with the main decision point being where to play your tile and when, keeping in mind that if you leave your opponent an opening to close off a province they will get the bonus, even if you get to place your control marker, which could give them the advantage they need.

The game includes two mini-expansions that add new tiles and province bonuses, and also a variant that rewards players for controlling key border spaces. No giant lizards this time though...

Rating: 4 (out of 5) If I did half-stars this would be 4.5 out of 5, simply because while the games are very similar I like the game dynamics in this one just a little bit better.