Tuesday, October 15, 2019

A pirate's life, maybe not for me

We've had Tortuga 1667 for nearly a year, and we've only played it twice. That's not entirely uncommon given how many games we have, but I find myself wondering why we haven't gotten it to the table more often.

A big part of it is that Tortuga 1667 wants to be a social deduction game, a genre of game that generally requires a large number of players to be interesting, and most of our non-RPG gaming tends to be done in groups of 2-4 players. Plus I don't really like social deduction games. I find them to be too abstract and lacking in interesting game mechanics or compelling adventure, the two things I tend to look for in a game.

So how did we end up with this game in the first place? Well, it is absolutely beautiful too look at, and it was offered as an add-on in Facade Games' Kickstarter campaign for Deadwood 1876. Plus the player official player count is 2-9, so we figured we might be able to make it work for smaller groups.

At the start of the game, each player is given a secret affiliation, either French or English. The game then involves jockeying for the positions on the board that allow you to either move the other players around, or allocate treasure chests to one side or the other. The trick is that you don't know which players are on your side, and every part of the game relies on anticipating whether or not you think the other players will help or hinder you.

For example, a player in the Captain position can call for an attack, which adds more treasure to his ship. But the attack is resolved by each whose pawn is currently on that ship secretly playing a card that will either help or hinder the attack, so an attack will only be successful if the majority of players on the ship think the Captain is on their side.

In our games we found that, due to this voting mechanic, it was very difficult for a player to actually accomplish anything on their turn. Attacks would get voted down, treasure would get moved back and forth, and the social deduction part of the game wasn't very interesting, and more aggravating than fun.

It's possible that this game just needs more players than we normally have on hand (we played one game with 3 and one with 5), but honestly, if we ever have a table of 6 or more players we're more likely to play a meatier game like Battlestar Galactica, which makes more interesting use of the "secret betrayer" idea, or Dune, which allows players to decide how much "shifting alliances" they want in the game.

Rating: 2 (out of 5) This game just isn't compelling enough at low player counts, and not worth the effort of getting a large group together.

Thursday, October 3, 2019

Small things come in good packages

I was drawn to the Kickstarter campaign for Deadwood 1876 by its terrific artwork and simple, elegant graphic design, so let's talk about that first.

It is a great looking game. It comes packaged (like all of the games in the "dark city" series from Facade Games) in a box designed to look like an old leather bound book with a magnetic lid. All the game components other than the cards are made of wood (no plastic) and beautifully designed, especially the three engraved discs that represent the locations in the game. The artwork on the cards is very well-rendered, in a style that is just cartoony enough to be expressive but without looking silly.

The game's design is also very minimal, which appeals to me as a respite from the current trend towards overproduced Kickstarter games with hundreds of plastic miniatures and overdone, hard to read boards and rulebooks. Finally something simple and (hopefully) easy to play.

Or is it?

The rules and mechanics of the game are simple enough. The game consists of Safe cards, Deadwood cards, and three locations at the center of the table. Each player starts with two face down safe cards in front of them, and there is a stack of three more in the center; Safe cards consist mainly of gold in various denominations, with a few guns and other items sprinkled in.

Players also start with a hand of Deadwood cards that represent items used to perform actions: guns for fighting, horses for movement, and various bits of leatherwork such as hats and holsters for manipulating the cards in various ways. Player pawns are randomly distributed among the three locations (more on this in a moment).

The goal of the game is to be in the location whose occupants collectively have the most gold (depicted on their face down Safe cards) at the end of the game. Once the winning location has been determined, the occupants of that location use their remaining weapon cards to fight it out to see who the final winner is.

Play consists of each player playing one Deadwood card from their hand. A card can be played as a weapon to attack another player, in order to either take one of their safes, or to switch places with another player's pawn or force them to leave your location. Weapons have variable strengths but use dice to determine the outcome of combat, so a lower card isn't necessarily a lost cause. Or, it can be played for another effect such as moving between locations (if there's room, each location is limited to a certain number of player pawns), peeking at face down Safe cards, or drawing extra Deadwood cards from the deck.

After each player has had a turn to play a card, there is a heist round, where players use weapon cards to fight it out for one of the safes in the middle of the table. Then another round of play begins, and so on, until all the safes in the center have been claimed. At that point there is one final round, and then the winning location is determined and the final showdown happens.

It sounds like there's a lot going on, and there is, but there is one critical problem. A key strategy to the game is figuring out who has the high value safes, so you can either steal them or make sure you're at the location with the most gold at the end. It's supposed to be a "game of shifting alliances" where you side with the others in your location to make sure you collectively have the most gold, and then backstab them in the final showdown. The problem is that with only four turns per player before the final showdown, you just don't have enough time for the amount of social deduction or level of strategy that the game calls for.

Because of the amount of bluffing and secret information involved, the game relies on all the players having a roughly equal understanding of the rules and especially the strategy, which makes it very difficult to teach. This is a major problem for a game that, like any "shifting alliances" game, needs a large number of players to be interesting.

On the other hand, I think there is a fun game here somewhere, and the gorgeous design and components make me want to keep trying to make it work.

Rating: 3 (out of 5) Too much social deduction for a board game, or perhaps too much structure for a social deduction game, but the game is beautiful to look at.

Tuesday, October 1, 2019

Going your own route

“Leave me alone and let me go to hell by my own route.” 
– "Calamity" Jane Cannary, shortly before her death in Deadwood, South Dakota, in 1903. 
I love open world adventure games like Runebound, Fortune and Glory, and the mother of them all, Talisman. I also love the historical western genre, and have often found myself wishing, "if only there were a wild west version of Talisman..."

Well, now there is. Western Legends took Kickstarter by storm last year, billing itself as a wild west sandbox board game, and for the most part it delivers on that promise.

Players take on the roles of legendary historical figures such as Doc Holliday, Calamity Jane, Billy the Kid, or even lesser known characters like Bass Reeves or Y. B. Rowdy (this game does a better job than most at equal representation, with nearly half of the playable characters being women or people of color). The object of the game is to roam the countryside earning "Legendary Points" towards a goal determined by the length of game the players decide on at the start.

Players can earn points by prospecting for gold or herding cattle, but the real meat of the game is in the decision to either follow a path of law and order as a Marshal, or become a Wanted outlaw. Marshals spend the game tracking down non-player bandits as well as players who have gone renegade, facing off in combat via a clever poker-based game mechanic. Outlaws can choose to rob the bank, steal cattle, but have to watch out for player Marshals as well as a non-player Sheriff, because getting caught will force them to pay a hefty fine and set them back to the start of the outlaw track. Players can even switch careers midway through the game -- you aren't locked into a single course of action and can switch gears as needed.

The problem with a lot of open world games is that it's often difficult for players to figure out what they should be doing. Western Legends deals with this through several goal-oriented game mechanics. First of all, each player character comes with a set of goal cards outlining fairly simple tasks to perform such as winning fights or rustling cattle. There is also a story deck, which rewards players who achieve certain goals with bonus points or equipment as well as a bit of back story.

If I have any problem with Western Legends it's that it doesn't really shine at lower player counts. Playing the game with two requires the use of a third character, the Man in Black, whose actions are determined by a random set of cards. It works, but the game is a lot more fun with a full table of 4-5 players so Marshals have plenty of outlaws to chase, and outlaws have plenty of other outlaws to distract the Marshal...

Rating: 5 (out of 5) a terrific game that does exactly what it set out to do, which is to provide open-ended board game adventures in the wild west.

Thursday, September 26, 2019

We could be heroes

There are a vast number of games based on pre-existing film, television and literary properties. The most successful tend to have distinctive settings with large casts of characters, such as Star Wars or Lord of the Rings, but what about the more character-driven franchises, where the action tends to be led by a single hero through multiple adventures? There is always going to be a problem answering the question "who gets to play the hero?"

Age of Conan solves this problem by having players bid for the right to have Conan lead their armies, while the short lived Conan Collectible Card Game just lets every player have their own version of the Cimmerian hero when it's their turn, and Monolith's Conan adventure game balances Conan against a wide variety of arguably more interesting playable characters. Planet of the Apes divides lead character Taylor into four separate psychological aspects (with only limited success).

The designers of Samurai Jack: Back to the Past, based on the Cartoon Network animated television series, faced a similar design problem, and they found an ingenious solution. Players take on the roles of various colorful characters Jack meets along his journey, while Jack himself is a non-player character who adds an interesting layer of complexity to what would otherwise be a simple "race to the finish" game.

The game board consists of a trail of tiles representing different types of locations such as jungle, fields, or desert. Players play Movement cards to move along the trail, collecting Support cards along the way which will be spent at the end of the trail to fight one of several villains. The better your specific combination of Support cards, the more points you'll earn from the villain, so a lot of the game is looking at which cards are available at which locations, and planning your moves in order to beat your opponents to the cards you need for the most points when facing the villain.

This alone might be an okay game (if a little simple), but in addition to the player pieces, there are two non-player characters moving along the path, Samurai Jack and his nemesis Aku. Jack moves along the path first, his movement determined by drawing a random card. Then the players all move, and finally Aku moves using another random card. A separate board keeps track of Jack's sanity, and if he is on a tile by himself or with Aku, he moves a step closer to madness. If his madness tracker gets all the way to the end, all the players lose the game, so in addition to gathering the cards they need to win, players have to keep an eye on Jack, and occasionally come to his rescue.

The game manages to combine several different mechanical elements without any of them seeming out of place, and the graphic design and game components are miles ahead of what I would expect for a relatively inexpensive game like this: full color plastic miniatures, what looks like original illustrations rather than just screen captures from the show, and a sharp design sense overall. It all comes together to make a game that, while fairly simple, is entertaining to play and very true to its source material.

Rating: 4 (out of 5) a little on the simple side, but nevertheless an excellent, well-crafted game.

Monday, September 23, 2019

Running and screaming

"Oh, yeah. Oooh, ahhh, that's how it always starts. Then later there's running and screaming."
-- Ian Malcolm (Jeff Goldblum), The Lost World: Jurassic Park
In the past few years there have been several great games such as Dinosaur Island and DinoGenics that were clearly inspired by the Jurassic Park franchise. Interestingly, those games are about building a successful, functioning dinosaur zoo, the one thing that doesn't happen in any of the films; they're always about the dinosaurs escaping and causing chaos. I guess it takes a legitimately licensed game like Jurassic Park Danger! to really understand what the franchise is all about.

It's a one vs. many game based on the first film in the series, where one player takes control of the escaped carnivorous dinosaurs while the others play as a selection of the humans trying to make their way through the malfunctioning park to the helicopter pad and escape.

Each human character has a unique deck of cards giving that player general options such as moving and hiding as well as a few that are specific to each character, such as Ray Arnold's "hold on to your butts" that allows him to turn the electric fences back on, or little Timmy's encyclopedic knowledge of dinosaur behavior. Human players have to carefully manage their cards, choosing the best moments to play certain cards; if a human player ever runs out of cards, their character is eliminated and removed from the game (but not to fear, that player gets a new character to play).

In addition to avoiding the wily dinosaurs, the human characters each have a goal they must accomplish before they can head for the helicopter pad. Most of them just have to go to a specific location to collect their goal token, but some have to perform a specific task: Muldoon the game warden has to distract the Velociraptor, for example. Sneaky Dennis Nedry starts play with his goal token already collected, so all he has to do is make a beeline for the chopper, but he's more likely to be attacked by a dinosaur than the other characters.

The dinosaur player's goal is simple: eat a certain number of humans before they can escape. The dinosaurs move via a deck of cards similar to what the humans have, and each dinosaur has a special ability that they can't use every turn, so their player has to employ some strategy to get the most out of each dinosaur.

With cardboard components and wooden meeples instead of sculpted miniatures, Jurassic Park Danger! has clearly been designed for mass market sale. In an industry that seems increasingly interested in marketing expensive, overproduced, made-to-order games for a small market of mail order consumers (a trend I'm as guilty of supporting as anyone), it's nice to see a cheap, accessible game that's a lot more interesting than we usually see in licensed mass market products.

It's not going to change your life or anything, but it's fun and simple and evokes the source material very well. This might be a good entry level game for younger gamers, people new to the hobby, or even for your regular gaming group if they need a break from Gloomhaven...

Rating: 3 (out of 5) not quite in the same league as most hobby board games, but close, and definitely worth the low price.

Teeming with life


Exoplanets is a fairly simple tile placement game in which players score points by placing and advancing life on the planets with the most advantageous location within the solar system. Play consists of drawing tiles that represent new planets and placing them in one of four rows that extend outward from the central "sun." Where a tile is placed helps determine what resources a player gains from placing the tile; each tile gives its own resource, and also gains one from the tile it is placed next to.

Resources are then used to add life to planets. The cost is determined by the type of planet, and these costs can be modified by "space tiles" that players pick up when placing new planets. Additionally, a space tile played in this manner will often affect other nearby planets, either in the same row or the same "orbit," the corresponding position in the other three rows. This is where the game steers away from the standard engine-building and lack of player interaction that is characteristic of most eurogames, as a well-placed space tile can often force a player to change where they're placing their life tokens.

Life tokens are gradually piled up onto a planet until one player has four, at which point they are exchanged for a species token. At this point all the other players' life tokens are removed from that planet, which adds to the games strategy -- will you try to race with the other players to see who can add life more quickly to the easier planets (the ones that require fewer resources to play on), or will you take your time to build on a more difficult planet in order to avoid the competition?

The game ends when the last energy resource is taken from the center of the board, which is normally also when the last empty spot is filled with a planet tile. At that point players score based on how much life they've put into play, with modifiers for placing life on planets with more difficult requirements.

I like this game because it's managed to put together some fairly familiar game mechanics (tile placement, resource collection, area control) in a unique way. I can't point to any other games that it has much in common with. On top of that the rules come with several variants to keep game play from getting stale, and there's an expansion that adds new space tiles, different types of central stars, and a gravity well that allows players to change around the types of energy they have to spend.

Rating: 4 (out of 5) A neat game with some unique game mechanics and simple, clear graphic design.