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RECENT REVIEW THUMBNAILS

Silence can save lives

3/25/2019

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Crows Overkill (2014) review

Designer: Roy Nambu
Artist: Amayagi-do
Publisher: 
EmperorS4

2-4 players
15 minutes
ages 10 and up

written by Guilou
The game Crows Overkill is inspired by an old Japanese song. "Sanzen-sekai no karasu wo koroshi, nushi to asane gam shitemitai". It means: "I'd kill all the crows in the world to sleep with you in the morning". These words are said to have been uttered by Takasugi Shinsaku, a central figure of the early Meiji Restoration. This man loved passionately to frequent the red-light district. This song is like a declaration of love. He assumes that when a raven caws, he must leave his geisha. So, he wants to kill all the crows in the world to enjoy a moment of privacy.
Taking up the idea of this old popular song, the designer Roy Nambu (Kaichin) created the game Sanzen Sekai: I'd kill all the crows in the world to be with you a little longer. We agree it's too long a title. In the latest edition, the name was changed to Crows Overkill when published by EmperorS4 (Round House, Planet Defenders) in 2017.


Playable from 2 to 4, each player role-plays a guest who has comes to enjoy the charms of a house located in the red-light district. Unfortunately, very quickly, many birds come to try to break the magic of the moment by singing under the windows. The goal of each guest will be to enjoy moments of happiness as long as possible. The player who will stay the longest will win the game.
So, you will have to fight not only against noisy crows, but also warblers, roosters, bats and owl. A real barn! This menagerie of feathered fiends will come to gather as you play and time passes around your windows. The slightest cry, and “bingo” you have to leave the place. To leave means elimination from the game. You will have to do your best to silence these birds of misfortune. To help you, you will have equipment represented by shamisen cards to help you stay.

The game consists of two types of cards: birds and shamisen. Upon installation, you start with three bird cards in front of you and two shamisen in your hand. At the beginning of your turn, you’ll draw three new birds cards and two extra shamisen cards. This step will come back to you every turn. The birds, like in the Hitchcock film, will keep coming back.

Once this is done, you will do your best to stay in the game and arms of your love. Depending on the time of day, it will be more and more difficult to prevent a type of bird from screaming. The closer we get to the morning, the less chance there is to stay in play. So you are free to play as many Shamisen cards as you want to protect yourself at best. The abilities of the cards are indicated on them. You can also sacrifice a card without applying its effect to simply kill a bird (and those of you with the RSPB will probably want to look away at this stage).

When you think you're ready, skip to the end of the turn. Then, check if you have respect the conditions to prevent the birds from singing you out. If so, play moves on to the next player. Otherwise, you must leave the building, which means your elimination.

The change of hours is done using special cards, the bells that are hidden in the birds deck of cards. The longer the time, the more difficult it will be to stay in play.
I’ll just tell you right now, Crows Overkill is a game that will not please everyone. It's a pure game of luck and "take that." Here, there is no real strategy, just pure opportunism. From one turn to another, everything can radically changed.

Thanks in particular to the magnificent illustrations of Amayagi-do (Hyakke-Yagyo), the game exudes a certain charm. The traditional choice of illustrations works perfectly. The immersion is only greater in this struggle of every moment, facing the injustice of the arrival of the birds at your side rather than at the other around the table.

The game offers very simple rules, making is easily assimilated. The ubiquitous luck can frustrate more than one player, not to mention the final elimination of a player in the game. Fortunately, the duration of the game is very short. It takes about fifteen minutes, if all goes well. I say fortunately, because even if you are unjustly eliminated, you will not have wait long to replay (or set up another game).​
The "take that" is (maybe too) important to the game. We sometimes even feel like using and abusing this power. But hey, we're not here to make friends. If you do not like being persecuted or another player infringes on your freedom of action, it is better to play something else. No alliance, no friends, no mercy. We must do everything to save ourselves, even if we send everything to the other players. After all, our happiness comes before the neighbor's, doesn’t it?

The theme is very well exploited. The quirky side is well transcribed by the graphics and mechanisms. Mechanisms that are simple but effective and in adequacy with the transcribed universe.​
So we find ourselves praying for these cursed devils to fly to another window, other than our own.

If you are looking for a little party game, nasty, cunning and ruthless then, Crows Overkill may be right for you. The more players there are, the more interesting the game will become. With two players, we are in each others face, where finally only luck will really separate you. A little game with an original theme and a pleasant atmosphere. But a game not necessarily to put in all hands. I have warned you. The happiness of the moment demands sacrifices.
Technical Score 7/10
Cards are beautiful and well-made.

My BGG Score 7/10
(Good game, usually willing to play.)
Easy to play, beautiful, nasty, fun and fast to play.

Combined Score 7/10
And now it's over to you ...


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Festival at Epinal

3/20/2019

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On this Saturday, March 9, 2019, your mission, if you accept, will be to go to Epinal to discover the fun festival and come back with game reviews. Confident in our abilities, proud to receive this quest, we set out on a fun adventure. For the first time, I went to the festival Jeux et Cie d'Epinal, in France. Fortunately, to help me and support me in this heavy task, Barry (second time at Epinal) accompanied me and guided me in the pouring rain (as well as play the role of chauffeur).

After several hours of driving, we arrived at the site: the Congress Center. Easily found, rather well located when you come from far away and with plenty of available parking spaces, the mission seemed to be starting on a good track.

This is a free festival, which offers you the chance to discover new or old games in a good atmosphere and for all tastes. That's what the poster promised us. Once inside the room, we actually find ourselves in a family atmosphere, dare I say zen. The stands were quite spaced out, a lot of tables available, people were smiling, even very welcoming. On site, besides the games we found some service in terms of restoration (although I found the thing a bit expensive), games to bring back (wide choice in the local game stores). As for the types of games, the target audience is still family and children even if, here and there we did find games a little more focused on the expert public. The demonstrators and volunteers present were very good, friendly and quick to explain the rules with joy and good humor. A nice surprise for a festival this size. It is regrettable that some publishers did not make the trip or bring protos to test, while others were just  not present. Overall it's really nice. Too bad it is a bit far, (a 3 hour plus car journey) if not with pleasure I would go back (especially in such a charming company). Especially since the festival only lasted for three days! Wow.

As for our original mission ... So we tried no less than thirteen games. Here are these titles with a (very) short summary and opinion. Plus we pick out our top 3 gaming experiences of the event.
​Attention, these opinions are first impressions within the framework of a festival (noise/fighting for a table/rules not explained correctly/fatigue from continuous playing), as always in this type of events. These opinions can change by playing the game in other configurations, like at home or different player counts or after watching a Rodney Smith video =).
​

Res Arcana
Sand Castle games

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Being a big Splendor fan, this game is the next evolutionary step in this genre. From each player taking their individual roles which will grant them a bonus resource every round to the large array of options for things you can acquire, this game does everything in big steps. You are mages each with your own small deck of cards that you will cycle through and either use to protect yourself against attacks or spend resources to put these items in your persons. Not only are they resources but there is also gold which is hard to get hold of. This makes the game a little bit more interesting in the fact that everyone will find different ways to get to different things. Whether it be monuments, creating items, or becoming the lord of the places of power. There is a lot of choices and decisions to be made in this resource fest. There is also a lot to get your head around and many different combinations of items to collect and build. This is definitely a game that I want to reply now that I have a little bit of knowledge on how everything fits together.

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A game by Thomas Lehmann never goes unnoticed. For the occasion, we had the pleasure of playing with a third person, whose name I unfortunately forgot (sorry). The theme makes you incarnate magi in duels without mercy. This is a point-based points race game based on resource and card purchases. The big originality is that we play with a hand of cards, defined at the beginning of the game and we do not receive others during the game. Simple, fast, little thematic, clever. Clearly the type of games to deepen.


space gate odyssey
Ludonaute

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I’ve already done a first impressions article for Space Gate Odyssey which you can find here. But after a second play, I still want to play this again. And with a larger play count. The game is still a nice brain puzzle of efficiency, where you’re creating a maze for your ants to run around in. And then hopefully give you the points that you need when they arrive on planets. Even playing a slightly altered strategy, I’ve found other things that I want to try afterwards. Although surprisingly light in mechanisms, this game is enjoyable and a little head scratchy as players try to complete actions without giving the other players benefits.

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I finally got my hands on this new game by Cédric Lefebvre (designer that I appreciate a lot, humanly and playfully). This space game invites you to build your station to be able to send your settlers to take possession of untapped planets. A mixture of several mechanisms that work. It's simple, the material is nice (even if the icons are too small). Thematically, I did not feel the basic construction and spatial exploitation side. It stays in a semi-light game world but with some subtleties.


slide quest
blue orange games

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This is a kid friendly game about balancing and sliding. Inside the box is a specially built platform that is held in place by four levers, each of the four edges of the base box. It is these levers that players will be lifting and dropping to make the main board tilt. There are a variety of maps that are put onto this platform which depicts a route, a start and finish space, and some obstacles, which are inserted into holes to give a 3-D effect. From then on, the players place a hero and the starting zone and use the levers to make him roll (he has a ball bearing inside) along the path and complete different objectives. Like push bandit into holes or move dynamite next to a monster. All very simple, just like in Loony Quest. But it did not hold my interest. Possibly because there were no kids playing with us. Definitely a family game, but not one I found myself having fun with.

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I liked ​Loony Quest ... but this new title is clearly for the even younger ones. The materials are interesting, the basic idea is nice but the game is much less. No real challenge, the look is very childish, replayability seems limited. I am disappointed.


7 ronin
Grey Fox Games

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A two player, out thinking, abstract a two player game. Where one player will have seven ronin to protect a village. While another player has a horde of ninjas ready and waiting to attack the village. Players will place their heroes and warriors on locations behind a screen before revealing to see which zones they attack and defend. Each Ronan has their own special power which they will used to try to illuminate the ninjas. Before any unhampered ninjas get to perform special actions depending on the area of the map that they approach the village from. It takes a little while to get use to colours, powers and actions, but it surely worth replaying to get into the theme and strategy layed out in the rules. An elegant to play, back-and-forth abstract game that requires lots of coffee and some ESP to win, but not necessarily to have fun.


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A game of bluffing and tactics in the Japanese feudal world. Very minimalist in its material (and yet really beautiful), the game is very pleasant and offers a good challenge. It will take a good blow of bluffing, but also a lot of luck to prevail in this asymmetrical game that works really well.

guilou's #2 game of the festival


mississippi queen
super meeple

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Soon to be reprinted by Super Meeple, this is a racing game based on the American Queen Steamboats that were used to transport passengers along the Mississippi. Each player’s boat has an engine which can change up and down gears, which adjust the speed and number of spaces it can move. And each has X amount of coal, that can be used to change the speed a little bit quicker. Mechanically interesting as the random generated river winds left and right, with passengers to collect en route. It felt like a light racing game for the family and is lacking something to make it a bit more intriguing. Hopefully this is something that will be added in the (probably deluxifier) reprint.

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This is the proto of the reissue of Mississippi Queen. Racing motorboat game where you have to juggle speed and use of coal to take passengers and arrive at the destination first. Difficult to issue a final opinion especially that the two-player configuration. A small novelty, not necessarily the most interesting. The game is nice but the advanced tiles will soon be indispensable.


scarabya
blue orange games

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I fell in love with this puzzle game that uses Tetris pieces as it’s core. Player all have the same playing board, which has scarabs depicted on random spaces that when collected give you points. And rocks that block the placement of your Tetris pieces. This is a synchronized puzzle game to see who can best manipulate their pieces to divided their board to get the most points. As one by one each player will take the same piece and lay it to enlarge their camp, leaving the scarabs uncovered in groups of two. With very simple rules (even though I messed them up several times), this was a simple pleasure where the replayability comes from the challenge against the other players. Something my family will love to play but may quickly be forgotten due to it being the same repetitive game.

barry's #1 game of the festival

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A little game by Bruno Cathala and Ludovic Maublanc. We are on a tetris tile set with a handicap. We’ll pass on the theme that is not present, and we end up with a simple and fast game. The goal is to surround scarabs in spaces up to four squares. The scarab still need to visible in this space and will bring you as many points. The tile to be laid is defined by a map. All players play at the same time. It's a solitary game in a group. Family style, replayability can be quite important as long as you adore the concept.


 nagaraja
hurrican games

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Exploring a temple Indiana Jones style is what this game promises. But it doesn’t deliver this experience due to the fact that the main mechanic is an auction. Yes, you’re going to be bidding for tiles to add to your player board. These tiles have paths that you can follow to take you to treasure that is allocated at the edge of your player board. Your cards, which have two functions that include, values of sticks (that are like dice) for the auction and powers that you can use if these stick like dice roll blank. This stick dice is a great idea but a little lost in this game. Again the construction of paths to take you to treasure is a nice idea but is lost entirely in this bidding war that you and another player will have. Some nice ideas, some fantastic artwork, but it didn’t convey the theme I thought the game was implying.

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Another game by Bruno Cathala but this time with Théo Rivière. We recognized immediately the graphics of Vincent Dutrait. A game for two players (again a forgetfully theme). The objective is to be the first to recover 25 victory points with the help of treasures or relics that you will be able to unlock, thanks to tiles in your temple. The material is nice but the game is pretty average. It moves, but it is clearly missing the little slice that makes me want to come back. Yet there are good ideas inside.

ice team
the flying games

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A polar bear race where they will be swimming, running and surfing on floating ice. For something that looks like a young child’s game, Ice Team has a lot of depth and strategy to it. Cleverly eliminating parts of the track may hinder your opponent in this two player, for polar bears per player race can help you. Or it may help your opponent, as swimming can make traversal of large open areas a rapid way to catch up. With a random course set up to the change the layout of icebergs, players will have a handful of replayable experiences. As it’s not about being the first across the line but it is also about how many fish you can pick up. Or steal. With some really nice ideas like freezing fish to stop players stealing them and sliding ice blocks, plus disintegrating ice all add up to a fun experience. Although only for two players.

barry's #2 game of the festival

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I'm not necessarily a fan of this range, which I find a little too young for me. Once again, a game from ... Bruno Cathala (he is everywhere) but this time with Matthew Dunstan. I must say that I was really pleasantly surprised. Besides the really nice look (they have class polar bears), the game has very good ideas (surfing on the ice or frozen fish). Young and old can find this enjoyable. A good game, light but nice. And in addition presented very beautifully with a giant version is very nice! (not retail)


the Quacks of Quedlinburg
North Star Games

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An interesting bag building game and the first of its kind that I have played. Drawing different ingredients at random from your bag to add to your cauldron to create the most powerful potions. With a high push your luck factor, as you do not wish to make your potion explode with the wrong ingredient, but also make it the largest potion possible. This benefits you in points as well as being able to buy better ingredients to add to your bag. Lots of choice and replayability in the ingredients that you can collect and I believe it adapt well to all types of playing styles. I can see how this won the Kennerspiel des Jahres, but I found it a tad repetitive, as I longed for the last round. I want to play it again, but with a shorter playing time and maybe 3D ingredients…!

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The First game I had to read the rule (it was late at night and the demonstrators had gone, but not their games). Well we must say that we could not miss the chance to  play this Kennerspiel. Especially since I had heard a lot of good things about it. You are healers who have to find Potions recipes to sell on a market. But finally what a cold shower. Yes the game works, it moves, but ...  that’s all? It's a mix of bag-building with some original and well-found ideas. A family game at it’s base, to which one has artificially added mechanisms to become more for player. Too much manipulation, a lot of chances, not really smooth when discovering it, little choice, very repetitive, very little interaction, each player plays in their corner without looking at the other cauldrons. A real disappointment (and yet we were in very good company).


Lindisfarne
runes editions

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Many moons ago I played this game as a Prototype. At that time it felt like a roll and write game as it was rolling dice and writing on paper. You’ll allocate at least one of your results to one of three charts to try to get superiority there. This final version has rune tokens and dice, with some exquisite Viking card art. The mechanisms have not changed but there are more ways to gain points in this version of the game as you collect cards. Whether you have had the highest value of saved dice or the highest collection of the same number, these will give you the first choice from a selection of cards in the zone. So, more of a set collection game where you will be collecting cards for the color or their panoramic view that you can complete. As well as individual scores for each card and special powers on some. This is a nice medium white dice rolling set collection game that will have you pondering for a while but never leaving you swimming for options.

barry's #3 game of the festival

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A game that immerses you in the Viking universe. The goal is to plunder Europe and bring back wealth. A collectible game where you will have to try to win on several tracks to recover fresco cards or objectives to fill. Several ways to score, a lot of replayability, a strong interaction, the presence of chance (but can be lessened), fun and deceitful. I really have the desire to play it again. My favorite of the show! (and in addition the large version on the demo table was awesome).

guilou's #1 game of the festival


zombie bus
sweet games

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Yahtzee​ for kids who are into zombies. That’s all I can say about zombie bus. It is a simple game for a family audience, where on the players turn they reveal a Zombie and roll some dice. The dice have various body parts depicted on them as well as the zombie cards. Having results that are the same as the zombie card means that you can damage that zombie. If you managed to tick all the boxes, that zombie is dead and you score points for them. But also at the same time, in the middle of the table is the bus that the game is talking about. And on it is a group of cheerleaders that everyone has to rescue. The dice also have other results, like the star and joker. Collecting a certain amount of stars on your turn can be used to rescue a cheerleader. Rescue all the cheerleaders will deplete the deck of zombie cards the game will end. Yes this is a cooperative game we are a family can work together to kick some ass before the zombie kick yours. Or eat the cheerleaders.

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I love zombie games and I am generally good bate. But that did not take. Still, the atmosphere is there. Cheerleaders, special zombies, the second degree, the presence of dice ... But we are faced with a game where ultimately the choice is obvious. We did not feel like doing things, we let ourselves walk through the game. The zombies for, the vast majority are almost all the same. There was not really any epic or fun moments. We threw our dice without really thinking. And we watched the time pass. Too bad.


Honga
Haba 
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Keeping your pet satisfied while doing your errands can be a handful. That’s what Honga is about. A very stunning looking have a game where players will draw cards at random and then play them on to the board at a certain angle that will allow them to one stroke the sabertooth tiger and to collect a resource or perform an action. A simple mechanic that will make younger children very happy and very angry when the sabertooth gets no affection and eats their resources. With plenty of paths to scoring points and some beautiful cartoon art components, this game is sure to please the young family and teach responsibility as well as management skills.

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Hard to do better than Karuba (which I like a lot in style). Honga offers nice material, and the idea of Honga that comes to attack you if you forget it, adds a constant pressure. And yet, the game struggles to convince. The chance of the cards dictates the way you play and the most profitable actions appear on their own. Really not convinced. Children can find their account but for how long? To try again can be …


That’s pretty clever
Schmidt / Stronghold Games

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A basic “roll and write” game, which means that a player will roll some dice and then players can write down the results on their sheet to tick some boxes. As simple as that. Although each color die has its own area to be ticked. Some of these areas just accumulate into points. And some areas create columns, that when once filled will allow you to tick another box somewhere else. I simple idea about taking boxes like playing bingo. But proving you are best at it by either rolling well or checking off the right areas at the right time, is not much of a game. For me it’s a little something and nothing.

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Another game by Wolfgang Warsh. This time we are dealing with a little game dice super clever. The thing is very simple, we have a grid to fill, we throw dice, we choose and next where we check if we can unlock bonuses. The game offers good ideas with different scoring areas. Fast, simple, clever and can be deceitful. The choice of the dice for the first player will determine the choice for the following. A success.

guilou's #3 game of the festival

And there you have it. All the discoveries we made and fun we had playing. Plus it was a good laugh in our company and those we encountered. Thanks for reading and if you have any questions or comment, write them below.
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Who can save the bears...

3/19/2019

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Rescue Polar Bears:
Data & Temperature
(2017) review

  • Designer: Jog Kung, Huang Yi Ming
  • ​Artist: Lauren Hsiu, Collin Wang
  • Publishers: 
  • TWOPLUS Games,
  • Aurora Games (VF)
1-4  players
30-60 minutes
ages 8 and up

Written by Guilou

Coming from a first Kickstarter in 2016,
Rescue Polar Bears quickly found his audience. But very quickly, the game appeared to be suffering from some defects. In 2017 at Essen, a new version was published with adjustments making it even more pleasant. This is the version I will tell you about.

Polar Bears Rescue: Data & Temperature
is a game by designers Jog Kung (Cat Town) and Huang Yi Ming (The Deception of Antiques: 12 Chinese Zodiac Bronze Heads). It has been published by TwoPlus Games (Cat Box).


No surprises on the theme, the game is located at the North Pole. You are sent to head a rescue mission on the Arctic Ocean. Each player is behind the controls of a lifeboat. But who should we save? Polar bears of course!

The melting ice is accelerating and your team is responsible for recovering as much data as possible while preventing the disappearance of these adorable (but dangerous) hairy creatures. The recovered data will be used to raise awareness of the danger to the governments of the world (utopian?). You will therefore have to cooperate (with such a theme, what a surprise!) to carry out your objective.


For the set-up, nothing more simple. You take all the tiles, mix them, and install them face down on the board. Once done, we turn them over and remove the empty Ocean tiles. That's it, your playing area has appeared.

Among the available tiles, you will find three kinds: the ice banks numbered from 1 to 20 (where the bears can evolve), the empty Ocean tiles (which you will remove) and the tiles with a buoy (the tags can help you). We install the two bases, with the helicopters (essential), which will come to our rescue. We return a map position that allows us to define the location of the first data to be recovered. After putting the thermometer at 8 ° C, we turn over an alert token to know which number of the first ice sheet is in danger. Then install cute cubs and their parents. All that remains is to choose our boats and go.


Playable from 1 to 4 players, you can choose from five different boats. As in many of these styles games, each boat offers very different abilities. Several factors to take into account such as speed, the number of actions, the possibility of transport, power but also upgrades possible (two per boat). The initial choice is important. Each offers interesting possibilities and all are very useful in their own way.


Your rescue team can do its job. On your turn, you have three actions to perform from the possible actions (you can do the same several time):


  • to move : as many spaces as your ship allows;
  • collect a data / ship a bear : if you are adjacent to an ice floe, you can collect data or have a single bear embarked for each action (being careful of the available space);
  • land your bear cargo (also called "save polar bears") : if you are adjacent to a base, you can save ALL the bears in your boat for an action;
  • break the ice : does an ice floe prevent you from moving? No problem ! You are equipped for that. So you can go in, destroy it, which will remove the tile from the board. Positive effect: the temperature drops by 2 ° C (the water has cooled) / Negative effect: one tile less, end of game faster. An action to use sparingly so.

Of course, there are some specific actions for some boats, like finding more data, shipping more bears etc.

Once your three actions are completed, you slide into the breeding phase. It seems that polar bears are not aware of the danger. As a result, they continue to live normally. Which inevitably implies love between bears, and the potential appearance of new cubs because of the life’s miracle. But for that, you have to roll a dice 20 (ah, didn't you know that's how polar bears breed?). If the number of the die matches a tile in play, the miracle of nature does its job. If there is a male and a female, two new cubs are born. If there are only cubs, they grow (either in male or female). And if there is nothing, or there are not enough miniatures in the reserve or bears of only one sex, the temperature will go up by one degree.


Because yes, once the reproduction done, the heat continues to climb. So, we roll the temperature dice and increase the marker of the number indicated (possibly add the +1 bonus).


It is going to get more and more hotter in this part of the Ocean Arctic.
And this is not the time to take a vacation. But what happens if the temperature reaches or exceeds the token of the tile where there is the alert counter? What it must scientifically do when the temperature is above the resistance of the ice ... the numbered ice pack melts and disappears. Positive effect: it will cool the water by 5 ° C. Negative effect: the end of the game approaches.


But what about the bears on it? Fortunately, polar bears have a minimum of survival instinct. It's like when a boat uses the icebreaker action or if after a birth, there are not more enough space on the tile. They will seek to move on the adjacent tiles that can accommodate them. Because yes, the ice is quite small. They can only accommodate three bears / cubs at a time. For those who unfortunately can not find a place, they find themselves in the water. It is known that polar bears are good swimmers. But actually not here. So, we have the chance to count on a helicopter team to come and save them. Phew. Except that we only have enough fuels for six flights (in the normal play), which is the rescue of six bears. After that... if by chance a bear drowns, your team would have failed in its holy mission.

The end of the game occurs if you win or lose. To win, one goal: to recover a sufficient number of data. To lose, it's even easier. If a single bear disappears or the temperature reaches 20 ° C, you lose.


Does it seem hard to win? It's because it is. The game is simple in its rules, but very hard in the possibility of a victory. It’s necessary to be vigilant, on the lookout for the least critical situation. Be careful, critical situation can often happen. You will have little respite in this excellent game. If you think you are saved, there is a problem that you have not seen. You can adjust the difficulty and add ice float tiles, which block the movement. The boats must therefore use the icebreaker action to move forward. In this case, the temperature does not drop.
​

Behind a cute design, exceptional material, we are not in the simple family game. To win, you have to think and be ready to find the parry at the right time.


To help you, in addition to helicopters, you can win cards (limited number) by stopping on the buoys. These cards can save your life. But you will have to play them at the right time. Which upgrades to choose and for whom are also important things to consider.


Rescue Polar Bears: Data & Temperature is smart to talk about a vital ecological problem without being preachy. The two designers have found the perfect recipe to combine playful fun with awareness. The theme is ubiquitous whatever one does.

Even if it is indicated 8 years on the box, and that it is quite possible to play there in family, the game offers a challenge worthy of experts. To win, you will not only have to rely on luck.
From the start with the selection of boats, any choice during the game will have a significant impact on the future and any error is expensive. Especially for bears. They are so adorable that we can only want to save them. The material is really exceptional. Resin bear miniatures are beautiful and cute as they should (even if they can slightly deteriorate rather quickly). The boat embossed cardboard adds a nice 3D side. Tiles and tokens are made of cardboard. Cards of good qualities. Everything is well thought out and ergonomic. We are far from the beautiful game that hides gaps of interest or replayability. This one is very important: set up always different, rise of random waters, choice of boats, appearance of data ...
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Rescue Polar Bears: Data & Temperature is a very good surprise. A game that deserves its place in any game library. A beautiful, intelligent, interesting game, carrying a strong message, while allowing to have fun  great pleasure. A blow of heart certainly.


Technical Score 9.5 / 10

Exceptional gaming equipment, everything is at the service of the theme. Simple to set up, the miniature bear resin make their effect quickly. Perfect alliance between ergonomics and beauty.

My BGG Score 8.5 / 10
(Very good - enjoy playing and would suggest it.)
A very good challenge, a theme omnipresent, huge replayability, fun and intelligent. A cooperative game that requires cooperation every moment. Short rules, well illustrated and easily understood.

Combined Score 9/10
And now it's over to you ...

​
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Each Forest has its story...

3/18/2019

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​the grimm forest (2018) review

  • Designer: Tim Eisner
  • Artist: Noah Adelman, Lina Cossette, David Forest
  • Publisher: Druid City Games, Lucky Duck Games
2-4 players
45-60 minutes
ages 8 and up

Written by Guilou

Like any tale, it starts with a "once upon a time". The story I am going to tell you happened a long time ago. His Excellency, King Reginald the Gourmand, decided to embark on a huge project by developing unexploited land near the mysterious Grimm Forest. Far from thinking of the happiness and serenity of the inhabitants of the kingdom, the Lord imagined firstly to fill the coffers of the kingdom with the resale of these habitable lands. He therefore appealed to the legendary builders of the kingdom. Alas for him, the three little pigs, because it was them, have aged well since their last buildings. Their legendary abilities only seem ... legendary. From then on, his excellence was looking for replacements who can fulfill his wishes. This is how the famous title of Royal Builder is awarded in a competition.

​By the greatest of chances, those who answered the call were simply the nieces and nephews of the legendary builders. Less stubborn than their parents, they embarked on the adventure. The first who would eventually build three houses on the land allotted to them, would prevail.
That's about the beginning of this tale. The rest is up to you to write or rather to live. The Grimm Forest immerses you in an enchanted universe of tales. The game of Tim Eisner (March on the Ants, Tidal Blades)offers us the opportunity to embody the competitors as Royal Builders. It was funded on Kickstarter by Druid City Games in 2018 and will be published in French later in 2019 by Lucky Duck Games.
​
Playable from 2 to 4 players, the game really interesting at the four player count. The goal of the game is to be the first to make three houses on this land, in the three different materials: straw, wood and brick (just like the little pigs did). Of course, each type of house requires different resources. And is played in two phases.
The first is the search for resources. There are four different places: the forest, the quarry, the field and the market (four players). Each player has a card of each location in their hand. They then secretly choose one place and everyone reveals it at the same time, then places their pig on the destination of the card.

​This guessing phase works a little like the game,
Crossing. If you are alone in your area, then you take all the resources present. If you are several, you share equitably between you (there is the difference compared to Crossing, where we did not win anything). Simple, fun and cunning but not too punishing.
The second phase corresponds to the stage of construction and expenditure of resources. During this phase, players have two actions. Among these actions a pig can draw a Fable card, or recover a resource of any type, or build. Here you will be able to start building your houses. By spending the proper resources, you will be able to recover pieces of a house. The house consists of three pieces: the foundations, the walls and the roof.

It's easy to be builders right? Whenever a piece of a house is made, a friend (these are cards) will join you to help. You can keep this fairy friend or send it to another player. Each friend brings you more or less important powers. But you only have enough room for one friend (it can be expensive to employ outside help). So, if your opponent has a powerful ally, it can be fun to impose a new one on them. It takes the place of that powerful one and without your opponent having a say in the matter.
The door is always wide open after all.

I also mentioned the possibility of recovering Fable cards. These are one shots that will help you in your fight or your construction. These cards usually bring a bit of
Take That to the game. And as soon as it's played, it's gone.
And that's all ... Yes the game boils down to that. It is not a complicated game, nor a game too long. The game plays between thirty minutes and one hour. The interest of the game will be wholly in the resource phase and from trying to guess where the others will go, while going to a place that interests you. Fable’s cards will also play an important role. Whether in our production capacity and our ability to progress but also in the fun of a game.

​The Grimm Forest at first glance could pose as a childish game by its graphics, its theme, its relative simplicity. But it is not so. With short and simple rules, it manages to offer a slightly higher challenge comparison to a child's level. On the contrary, the game is too simple for expert players to not get bored (too) quickly. So there are the families left.

But the problem that arises at this moment is the price. The game is quite expensive. I’m not saying that it's not worth it (I'll come back to that soon after) but for a family budget, it’s a little high. The Grimm Forest has a rather strange place but it has happened to find an audience.
The strength of the game does not come from the theme or mechanisms. It should not be ignored, the most important interest and attractions come from the material and graphics. The illustrations by Noah Adelman (My Little Scythe), Lina Cossette (Brass: Lancashire), David Forest (Charterstone) are magnificent. They have done an exemplary job on this game. Everything transpires the theme and the magic of these tales. As for the material, from the opening of the box, it’s an eye full. The figurines are superb. They are detailed and quite impressive. Which is even more impressive (it’s a pity?) since in the end, some will be not enough used. The resources are easily identifiable and pleasant to handle. The houses fit together perfectly and the rendering is top. The cards are good qualities. Hardware level, there is nothing to say apart from there is nothing to fault.​
You'll understand, I love this game. I find the magical fairy side very appreciable. It exudes a charm due in large part to its artistic direction to small details. On the other hand, it is true that in terms of playful interest, the game will have difficulty finding its public. Even if it remains playable at two (the presence of a neutral player is a palliative to the lack of tension) or three, it is four that becomes really interesting. Below, the game loses its interest and especially its risk taking.

It is a game based on a race mechanism (first-come, first to build everything, first to win). For a family audience that is not afraid of exceeding playtimes of 45 minutes, the game can easily find a good home in the cottages. It remains a superb game, simple, interesting and very pleasant to play. Luck is of course present (as if luck was absent from the tales) in the decks of cards: Fables or friends. But it does not play a determining role in winning. The Grimm Forest is a bit like the tales of the Brothers Grimm, a good game with potential but not to put in everybody's hands.
Technical Score 9,5/10
The illustrations are superb. The cards are good qualities, just like the material. The figures are superb (too bad we do not use them anymore). The storage is really suitable (to be seen for the VF). The rules are clear.

My BGG  Score 8/10
(Very good. play it and recommend it)
A good game that has a special care for its content. We can regret a lack of challenge that can occur between players, but in families it works really well. Even if you find yourself immersed in a magical universe, the theme is less enchanting.

Combined Score 8.75/10
​
And now it’s over to you...

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Visit Japan on the back of dice

3/15/2019

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Rolling Japan (2014) review

Designer : Hisashi Hayashi
Artist : Ryo Nyamo
Publisher : OKAZU Brand,
               Japon Brand 

1-99 joueurs
15 minutes
Ages 8 et plus

Écrit par Guilou
Rolling Japan is a small Roll-and-Write game published by Ozaku Brand and Japan Brand. This little game published in 2014 is playable from 1 to ... as many players as you want.
From the designer Hisashi Hayashi (Yokohama, Isabiri), this game presents itself as a "multiplayer solitaire" dice game.
What’s in the box? First, you’ll find the most important thing : a block pad of paper. These sheets represent a map of Japan divided into six colorized areas, themselves divided into forty-seven "Prefectures". You’ll also find the on there a round tracker, three squares for changing color, a box for reminder of the number of X you have placed and a space with the possibility of registering your name, for posterity. Then there is a small purse (maybe too small) with 7 wooden dice inside.
​

Finally, note the presence, rare in this type of games, several pencils. Yes! Pencils in the box!!!
This is a very minimalist game.​

​Up till there, all seems like a classical style of game (apart from the presence of pencils). At the rule level, the game is very simple and can be explained in less than 5 minutes. In turn order, players will draw two dice from the bag. Each die has a specific color that corresponds to an area of the map of Japan. Six coloured areas so seven coloured dice ... oh wait ... Yes, there is an intruder. The seventh dice, purple in color, is a kind of joker. Players will announces aloud the result and the color of the dice. Everyone will have to insert these numbers on their map by respecting three important things:
​
  • There is only one digit per box.
  • The number in the area corresponding to the color of the dice must be entered. If you have a yellow 2, you have to enter my 2 in the yellow district.
  • You can only put a number next to another if the value is the same or +1/-1 of that value. In other words, you could put a yellow 2 in a box, if it is adjacent a 1,2,3, X, or an empty space.

​This last obligation offers a small strategic dose, that requires quite bit of thinking.
It forces you to make choices or take risks on the future. If you can not insert a number in the designated quarter, you’ll have to place a cross in one of the corresponding coloured boxes. You just can’t put anything in it. On the other hand, a space with a cross is like a void, giving the possibility of putting another number beside it.


​To help you in your mission, you have the possibility to change the color (and not the number) of a die three times. Once done, you’ll check one of the boxes to indicate that you have used this ability (and they can go quickly!). You also have the purple dice. It serves as a wild color. You can enter the number in the neighborhood of your choice.

​The end of the game comes at the end of the 8th round. A round ends when six dice have been drawn. These are then placed back in the bag and you start the next round. At the end of the 8th, everyone fills the gaps still present on their map with crosses. You’ll calculate the number of crosses present in all our Prefectures and … zap! you have your end score.
The player with the least amount of cross wins.
Rolling Japan is a simple but not simplistic dice game. Quick to learn and fast to play. The material is not amazing, but very functional. The graphics of Ryo Nyamo are very austere, offering clear visibility. It will be noted with great pleasure the presence of pencils directly in the box. Chance is inevitably present and forces you to make sometimes difficult choices. But it can also offer you a chaotic path. The interaction between the players is zero. Everyone really plays in their corner, waiting for the results of the dice. It may not be the most original roll-and-write, but it stands out from the other games.
​

Pretty clever, this little game is easily transportable and wherever you go good times will be had with friends or family. To diversify the pleasure, several variants of maps are available on the internet for download.
Technical Score 6.5 / 10
Nothing extraordinary, everything is functional. However, the pencils are included! Bonus

My BGG Score 6/10
(Ok game, some fun or challenge at least, will play sporadically if in the right mood.)
Easy to play, easy to transport anywhere, for all types of players, smart and fast.

Combined Score 6.25 / 10
And now it's over to you ...


​
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Can you mindmeld to win ?

3/12/2019

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The mind (2018) review

Designer: Wolfgang Warsch
Artist: Oliver Freudenreich
Publisher: Oya, Nürnberger-Spielkarten-Verlag


plays 2-4
15 minute
ages 8 and up

witten by Guilou

I very much enjoy perusing the shelves of a gameboard store. Searching, discover new games, admire the illustrations, seeing the content of a game, take my time ... And sometimes, in the middle of a shelving, I discover games to which I would never have stopped otherwise. This is the case for the game I'm going to talk about.

It is a small box, quite sober, which does not look like, and which, if it were not put forward, would seem quite somehow. This game, it's about The Mind.

The Mind comes from the brain of Wolfgang Warsch (Fuji, ​That's Pretty Clever). Wolfgang is a fairly recent Austrian designer. His first game arrived in 2015, Dream Team. A year later, he created Shadows Master. Then in 2018, he returns with no less than four games: That's Pretty Clever, The Quacks of Quedlinburg, Illusion and The Mind. And among these four, three are nominated for the Spiel 2018! Yes, you read correctly. That's Pretty Clever and Quacks for Kennerspiel, The Mind were potential Spiel des Jahres. The latter failed to win "the supreme title" against the Azul machine, but the The Quacks of Quedlinburg won the Kennerspiel. All this will tell you that this molecular biologist is an author to watch very closely. His latest game Fuji, released by Feuerland, and soon to be published in French by Supermeeple, has already received a warm welcome.

The Mind came out in 2018, published by Nürnberger-Spielkarten-Verlag. Since then, many publishers have added it to their catalogs. In France, Oya takes care of its distribution. Right away, the game produces an effect. To tell the truth, it clearly divides the players and left no one indifferent. It’s success is unstoppable and already has a good track record with it’s Spiel des Jahre nomination and victory at the 2019 Cannes International Game Festival.


The box is small, and this is understandable because inside there are just a deck of cards. 100 of them, numbered from 1 to 100. Each card is unique. You will also have level cards, from 1 to 12, life point cards and shuriken cards (or “star” following the interpretations). And that's it (well there are also the rules of course, otherwise you must immediately notify your dealer).

Oliver Freudenreich's illustrations are clearly minimalist. Strange (does it look like a rabbit straight out of Donnie Darko?), but really sober and abstract. We could even believe that the art is a little too light. Yet, it works. After all, that's not why we bought this game. This almost non-existent illustration makes the readability better (to the detriment of a potential immersion).

Now let's focus on what interests you the most... How do you play it?


The rules are extremely simple and fit on a small sheet of paper included in the box. The Mind is played by 2 to 4 players and is a cooperative game. Everyone wins or loses together. A bit like a the game, “The Game,” you must play sequences of numbers in ascending order according to the cards you have in hand. There is no order of the turn per se, everyone plays when they think that they have the next card in this sequence. But beware, you can only play one card at a time. So, if you have twenty-two and twenty-three, you will have to first put one down, then play the other from your hand. Which of course can give another player time to play something else in between. At the beginning of a level, each player receives as many cards as the level value. In other words, in level one you will receive a card; level two, two cards... For now, everything is straightforward, nothing foolish or original.

When you are able to complete a level, that is when all players have managed to get rid of their cards, depending on the level, you will win a bonus: a new life, a new shuriken, or nothing.

Too simple? Ah, but I did not tell you about the specificity of the game. It is forbidden to communicate. Yes. No words, no gestures, no mimes, no foot movements, no blinking the numbers as you have (if you have the 100 it must be tiring I guess) ... No, nothing , Nada, Rien, you do not speak! Even worse than Hanabi. There, it is not funny anymore. Well, it can be funny, but in other ways.
​

You will have to be careful. Everything will be played with intuition, with sensation, with the gaze. It will not be easy I grant you. But when you get there it's so enjoyable.

To help you, you still have the right to use a shuriken. When all players agree by raising their hands (we do not speak I already told you!), they can use a shuriken. This allows all players to show their smallest card from their hand and discard it. Phew. Except that shurikens are like lives, they are rare and precious. To win, you will have to reach a certain level, depending on the number of participating players. Good luck!


To lose, easy, just lose all your life cards. When a player has played a card, if no one has a smaller number in their hand, everything goes well. Otherwise, the game is paused, discard all the smaller cards and especially a life card. It costs dear lives, so be careful.

The game is extremely fast. This makes it possible to override the defeat, following stinging, and to take pleasure to start over again and again. A kind of Die & Retry. Except that necessarily the conditions are never the same. You are clearly in an abstract game. Replayability can quickly be questioned. If you play always and often with the same group, then yes the game will seem quite limited and you will quickly leave it aside. On the other hand, with different groups or with the same but less often, the game continues to surprise, amaze and make you laugh.

With its ultra-simple rules, The Mind goes well beyond the game. And that is what will finally divide players into two camps.

Some see it as a game based solely as luck, without an interesting idea, and an easy to rule bend the difficulty. After all, it would just be enough to count the cards played, or memorise what numbers have passed and hope the following numbers would be easier to play. Yes, it can be if you have a very mathematically synchronized group. But that would be completely missing the point of game.


The goal of The Mind is not so much to win as to overcome this handicap, this imposed silence between players. It can be disturbing in your first game, you will be jumping, hesitant and surprised. Once the rhythm is taken, everything will become fluid, tense and fun. Because yes, getting past the potential frustration that can occur in many people, you will eventually let yourselves be transported by this playful other plane of existence.


Example of a turn: Level two, in my hand I have a three and a sixty-six. The round begins, I logically say that I must play the three very quickly. So, I put it on the table without hesitation. And “boom”, there is the drama. My partner had the two. We lose a life less. So now, I hesitate. I have just the sixty-six left. I tell myself that I have time. I wait. Nobody plays. The third player after a while launches the seventy, telling himself that because everyone waited, the numbers were necessarily high. And “boom”, a second life gone.

The Mind is a game apart. Certainly not the best game of all time, but for the party game category it has found its place and stay there for a long time. A fun experience open to all, young and old, players and non-players. Will you be lucky? Are you a budding telepaths? Will you be sure of yourself? Short games, contrasting feelings. What frustration it gives in not being able to control anything, but what a joy when everything goes together perfectly. And the crazy laughs when it goes into a spin. For some of you, you’ll take to the game right away. For others the magic will never work.
​

​Technical Score 5/10

Nothing extraordinary, everything is simple but functional.

BGG Score 8/10
(Very good game)
For me, magic has transpired. Fun, fast, simple. It's a pleasure to play with the right people.

Combined Score 6,5/10
And now it's over to you…
​
Barry’s first impressions.

This game is a giggle. It gives a sense of a team sport, where every player is trying to achieve this objective collectively. There is some blind luck and some blind guessing but all of that adds to the fun and enjoyment that comes from trying to divine when players are planning to play or not. And you will probably find yourself bending the rules a little bit as your body language starts to exaggerate your intentions. This happens generally when you’re playing with younger players.

I can see why this wouldn’t appeal to everyone, as it is a childish notion to put numbers in order. And I was guilty of that sensation when I first heard of “The Game.” But it is the simplicity of this game that makes it accessible to everyone, much like sitting around a table doing 1000 piece jigsaw puzzle together. Played it once and found it addictable and I now have my own copy.
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The mountain, that you can win.

3/7/2019

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summit: the board game
​
(2017) review

  •  
  • Designer: Conor McGoey
  • Artist: Jordan Danielsson
  • Publisher: Inside Up Games 

1-6 players
40-180 minutes
ages 14 and up

Written by Guilou

Games on mountaineering's thematic are not that numerous. One of the most famous titles remains K2. There is one that, without necessarily going unnoticed, did not necessarily have the success it deserved. Let me help you discover to Summit: The Board Game.
​

In 2016, on Kickstarter, launched a campaign to support the game Summit: The Board Game. It was a success and the game arrived on your doorstep in 2017 (if you backed it). The game for 1 to 6 players, published at Inside Up Games and from first time designer, Conor McGoey (Vault Assault, Gorus Maximus). Summit invites you to live the rise of a cruel and dangerous mountain.

​The first thing that surprises is the graphic choice.
Jordan Danielsson offers us here a rather bias and original view. With a mix between a cartoon style, with an abstract and dark look. It gives an immediate atmosphere to the game. As for the board, we can see an empty mountain that will appear to us as and when you progress your team of mountaineers. The mostly black mountain at the beginning of the game will gradually become covered with snowy white tiles. Starting from an abstract design, the final result is quite pleasant and representative of the certain madness of the game. Finally, graphics that really sticks to the game’s atmosphere. An original but effective choice.

​The game offers to relive a deadly race climbing a famous mountain (put here the name you want). It is not one but three modes of gameplay that will be proposed to you. Before talking in detail about these game modes, let's focus on the gameplay.


On your turn, you will have to choose, from the three tiles you have in hand, one to place on the board. Each tile has important information and you have to pay attention to the details, like the color of the rope (watch out for the air holes), the number of knots (more takes you longer to move) and that everything connects the path well (everything has to be connected). We will gradually see the mountain develop before your eyes. Depending on what you choose, the climb will be more or less difficult.

​Once a tile is placed, the player can move their mountaineer. Depending on how they are loaded, having a light or heavy backpack, will give a different displacement rule. You’ll climb or go down, following the path of ropes. The more knots there are, the longer the path will be. Watch out for traps and air holes that can waste time, oxygen or life (because yes, you can die!).


Finally, you roll two dice. The first is the weather dice. It will play a fairly important role in the ease or difficulty of the climb. If the weather is against you, the need to eat will be felt even more. The mountain has a magical side and especially unhealthy for the players. From one turn to another, the weather can change quickly. The second is the presence or absence of an event that you will draw. Before drawing your hand size back to three tiles and it goes to the next player.

​Simple, isn't it? Yes, but that's not all. As I told you, there are three game modes.


Do you want to beat each other happily? So try the competitive mode. The goal of the game is to survive the climb and return to base camp. If there is more than one player, it will be they with the most victory points, that wins. Points are earned during the game through cards and actions. An element is added in the competitive version: Karama. You will have cards related to this Karama. Each player can play cards from their hand whenever they can. The more good Karama you have, the more bonus points you will earn at the end of the game. Being nice is cool. And conversely, the lower your Karama, the less you will gain from losing it. But who wants to hurt others ... What is this Karama for? As I told you, you have cards in hand. These cards allow you to do good ... or bad actions. The good ones favor your opponent but in return you earn Karama. The bad ones slow down the others (maybe even worse) but make you lose. It will be necessary to judge what is the right moment to help or hinder your opponents. In this version, the game becomes happily deceitful, unpredictable and dangerous. Death can happen unfairly at any time. Beware of the mountain but also the smile of your neighbor. What it gives you at one time, can prepare you for worse at another. The competitive mode is very fun, it must be admitted. Be careful though, as between the draw of tiles, the cards in hand and the role of dice, it is necessary that you like playing with luck. Because yes, it is quite present. After all, you are not in a game of optimization, and thematically, this chance fits well with the madness and magic that operate around this mountain.

​The second game mode will allow you to climb to the top of this damn mountain. Together you are stronger ! In this cooperative mode, you’ll forget Karma and its magic. The goal is to reach the summit and then go back down to base camp. And no matter if there are deaths on the road, you are a team, as long as one of you comes back alive, your glory will shine. In this mode, we add two new tracks: Sherpa and Time. So you will have the main opponent, Time. You will have to act quickly and correctly to win. Sherpa is here to help you get vital resources. But beware of new violent events that may occur.
The last mode is for those who like to play alone. Solo mode works like cooperative mode except you can only rely on you.

​The game, unlike the size of the box, is not a big "expert" game. The rules read pretty well (even if the mix of modes can disturb on a first reading) and the game is easy to learn. The duration of games vary depending on a lot of factors like the choice of the game mode. The role of chance is quite important but not omnipresent. Moreover, it participates a lot in the vast replayability.


At first glance, it's the graphics that attracted me to this game. This abstract, cold, spare side pays tribute to the theme of the mountain. There is a lack of life (the absence of pupils in the eyes for the characters) that reinforces the survival side of the game. The « minimalism » of illustrations plunge you directly into the atmosphere. An atmosphere that will not leave you throughout the game. The competitive mode remains the most fun mode to play. Here, no mercy. All shots are allowed to survive as long as possible. The idea of ​​Karma is very well founded. This forces you to make choices over the course or long term. However, the cooperative mode remains appreciable by offering a challenge and an idea, close to the realism of such an expedition. At the character level, the game offers an asymmetrical setup. Everyone does not start with the same physical abilities. From one party to another, it forces you to adapt and prove that you are a survivor. The strategic choice of the game seems quite simple: find the shortest way to get on and off by staying alive. But it is not so simple... Replayability and the fun of playing are very important. Knowing how to best manage own resources and objects becomes crucial to survival. The placement of the tiles, a little like in Carcassonne, makes the mountain appear step by step, like a "fog of war". It's very well thought out. For each game, the board will be different and the way up also. The games may be a little long but we did not see the time pass (except in cooperative mode because we were fighting against the game, haha). Mix between a party game and a game for players, Summit stands out. It’s ease of gameplay, replayability, fun, difficulty to win, choices, graphic bias are all points that make it a very enjoyable to play and replay. The designer offers us an original game and certainly one of the best on this theme. In the snow, no one will hear you fall ...​

Do you find the game too realistic? You want a fantastic touch to it and more? Beware the legends are sometimes true... The game is released at the same time as its expansion: Yeti (Beware the legends are sometimes true…). This small expansion offers a new non player character : the Yeti. This mythical creature (will someone say real?) will be as guardian of the mountain. During the game, it will follow you in your expedition and when you do not expect it, it will go so far as to trap you ... fatally. But kept calm, the Yeti does not take sides, it attacks everyone. It's a good … beast ? Very well thought out, this expansion does not add too many rules and fits well overall. On the other hand, it offers a slightly offbeat side and a uncertain presence. But the Yeti meeple is so classy ! Without forgetting that if you survive the Yeti AND the mountain, your glory will be even greater. A good expansion, a little empty, but well brought and pleasant to play. I recommend it. No doubt.

A next expansion like Yeti size is no on Kickstarter : Teams. ​Click the link to see it.
Summit: Teams on Kickstarter

​Technical Score 8.5/10

The cardboard is good qualities, the graphics are sober but are in line with the theme. The rules are clear and well detailed. For individual trays, it is possible that some tokens do not fit easily, too bad.
My BGG Score 8.5/10
(Very good. Enjoy playing and would suggest it.)
A very good game, the best on this theme. Maybe sometimes too easy but leaves very good feelings. Several game modes for even more fun and replayability.​
Combined Score 8.5/10
And now it's over to you...

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Wolf these biscuits down

3/3/2019

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Woof Meow Biscuits  (2014) review

  • Designer: Chih-Fan Chen
  • Artist: Reola
  • Publisher: Big Fun Games (Board Game)

2-5 players
15 minutes
ages 6 and up

Written by Guilou

Woof Meow Biscuits is a little card game published by Big Fun Games. It was designer by Chih-Fan Chen (Harvest Island, Fortune City) and the illustrations are from Reola (Cat 10).

The rules of the game are very simple. Each player has a three card hand. In turn order, you’ll draw a new card and then play one. There are two types of cards: the so-called normal cards with numbers and special cards.
Normal cards fall into two categories: dogs (2, 3, 4, 5, 6) and cats (2, 3, 4).
In special cards, you’ll find: a change of « meaning », a « -1 » and a « only dogs ».

The principle is simple. On your turn, you must play a card. The values ​​will therefore be added to each other. If I play a 2 on a 3 it becomes ... a 5!
Like all gourmet animals, the goal of the game is to win the hot biscuits that are on the table. But it is not easy to win. Indeed, you will win a biscuit if and only if the number on the table reaches 14. If you go over, you will take a token warning (and that's not good!). If the number is not reached, play continues with the next player.
Instead of playing a number, you can also simply play a special card. If you play a « dog only », no one can play cats before a player takes a biscuits or a warning. If you have no choice and you find yourself playing a cat, too bad for you! You must take a warning and reset the counter (pile of cards).
The end of the game occurs when all biscuits or warnings have been taken. Each biscuit yields 7 points, each warning makes you lose 3 points.

An expert variant exists, if you feel that game is too easy, but the fact that you no longer play with biscuits takes away all of its charm.

I’ll just say right away, if you play exclusively between adult, the game will have fun time when you discover it. But we got tired quickly. The omnipresent luck, the fact that you can’t be really blocked by your hand of cards, or the reversal of this situation, will make you move quickly to something else. Playable from 2 to 5, the game offers a relatively short experience. The game is at it’s best with 4 - 5 players. Below that, you’ll lose much of your interest, except if you are a fans of math.

On the other hand, playable from 6 years old (you have to know how to count a little or learn), with children the game works pretty well. The material helps a lot. The cards are very good qualities, the biscuits are "chewable", warning tokens are pretty sturdy. And here all the arguments stated above are reversed. Luck gives a chance for young players. The fact that one is rarely blocked, prevents them from being too frustrated. The short game time helps to keep their attention. The little turnaround of the luck situation makes them less excited. But it does not mean there is none. There is still the possibility of trying to block others and push them to fault. This allows a few funny and cunning moments. The rules are very simple, your kids will find themselves quickly playing between each other, while having fun. In the time of each short game, you will also enjoy playing with your "toddlers". Who knows, this can also supplement their learning of additions.

Woof Meow Biscuits is therefore a game I’d advise for children. In this configuration, the game works well and allows you to have fun without too much effort.
Technical Score 8/10
Cards are very good, graphics are cute, biscuits are cute and well made.

My BGG Score 5/10
(Ok game, some fun or challenge at least, will play sporadically if in the right mood.)
This score takes into account playing with children and more than two.

A game with simple rules, cute, which can complete the learning of numbers.

Combined Score 6,5/10
And now it's over to you ...


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Dinosaur in your hand

3/2/2019

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mesozooic (2018) review

Designer: Florian Fay
Artist: Atha Kanaani
Publisher: Edge Entertainment, Z-Man Games


for 2-6 players
20 minutes
ages 8 and up

Written by Guilou
Mesozooic is a little game by Florian Fay (Apocalypse Chaos, Greenville 1989) that fits in a little Z-Man Games box, illustrated by Atha Kanaani (Aquarium, Century: A New World). The game plunges you for twenty minute, into the world of dinosaurs.

To be exact, the theme leans more towards building a zoo with dinosaurs inside. Yes, as the title of the game suggests, Well played! After choosing your director (your color), you’ll take the direction of your future zoo. Now, we will have to get to work on bring as many visitors as possible.
A game is played in three rounds. Each round is divided into two parts.

The first is to choose cards, by drafting them. This is where you will previsualize the cards that will have the joy of being part of our future zoo. The public loves beautiful things, so choose well. To please them, you have the choice between several constructions. You have at your disposal, attractions (ideal for children or the big child in you). For fans of vegetations, you can plant and sculpt topiaries (must decorate your zoo, no?). Everyone loves monorails, so you can connect all areas of your park with your pieces of track. And the highlight of the show, of course, you have the pieces of dinosaurs enclosures (to allow your dinosaurs to live in good condition). Yes, I did say pieces. It's not easy to create a zoo. You thought you were going to have everything on a map? Apart from the topiaries, which are self-sufficient, the rest of the buildings will need several cards, depending on the difficulty to construct. The choice becomes quite important. Being careful to take the cards that bottoms can match and top, right sides that connect to left sides, so the two parts of an herbivorous or carnivorous enclosures can be closed ... It’s work, I tell you. Since this is a draft, the others will be hoarding the best cards as well. Sometimes, you’ll just have to do with what has been left. Once all the players have created their starting hand, you’ll go to phase two.


You will mix your eleven carefully chosen cards during the draft. Once done, you will randomly create a grid of 3x4 that will form the site of your future zoo. But there's a hole, say you? Yes that's right. I would say even more, but for now, it's normal. At this point, your future zoo does not look like much. You will have to work to make it attractive. For this, take the second sand time provides in the box. When everyone is paying attention, you turn it to begin the assemblage. Everyone plays at the same time. In very limited time, you will have to drag the cards from your zoo from the hole, like a sliding puzzle. And with one hand. Yes, it's a sliding puzzle. Smart, isn't it? You will have to go as fast as possible to connect the parts together, extend the capacity of your monorail, find the right location for all components of your park. And time passes very fast. No time to pause to think, we must act. As we know, speed and haste are good ... oh wait! That's not true. Then, good luck.
Once the time is up, you take your director's card and place it in the remaining hole (ah, that’s what the hole is for!). Everyone then scores points. Mix the cards up. Start again a new round. You’ll do this three times and the one who has managed to get the most points wins the game.
But how to score points? This will depend on your ability to choose the right cards during the draft, but especially on how you assemble them later.
​

There are two types of enclosures: herbivores and carnivores. Each is composed of two cards. The herbivores are placed horizontally, the carnivores vertically. If you manage to close an enclosure, it will bring you six points. Visitors will be able to see your dinosaurs safely.
​

* Attractions only earn points if you have maintenance trucks nearby (your manager card, for example has one). An attraction pays two points per adjacent truck.
* The topiaries are there to plug the holes. Easy to install, they bring in one point no matter where they are placed. Placing greenery, always pleases tourists.
* Finally, nothing like a little ride in monorails to make the most of the park. Each connection between two tracks is four points in the pocket.
Easy, isn't it?
But is that all? For a normal game, yes. And that’s not a bad thing. You will have had already a lot of fun. But if you want more challenge, it is possible to insert some advanced cards (replacing normal cards). These cards offer other ways to earn points based on their location. Some variants are also given to increase or decrease the difficulty of a game to prolong replayability.
When I read the rules, I was not necessarily convinced. In the first game, we took our cards a little at random during the draft. But once the first game finished, we only want to play again to improve our score. The sliding puzzle has a limited mode, but is a great idea. The pressure is really constant. Its cute design makes it look child's play. In reality, the game hides an excellent family game. Quick to play, quick to explain but smart enough to keep adults hooked.

The interaction is not very present. Even in the draft, we found ourselves trying to choose cards that would try to annoy others at the table. The sliding puzzle phase is clearly solitary. This lack of interaction (which might seem negative) is counterbalanced by the very short game duration.

The two phases of games fit together excellently and a bad choice in the draft necessarily impacts the construction of your park in the puzzle phase. It is possible that you jump quickly straight into the expert cards to increase the diversity of what is available. Like this, you have a good replayability. Sadly, the theme is quickly forgotten. The interest is more in creating your perfect square than creating your dinosaur zoo. Although it is always a plus to be immersed, for this type of games, it is not penalizing.

Its small size makes it easy to transport. But beware, the game once installed takes a little space. Each player having their grid of 3x4 cards in front of him. The intended audience is clearly family. It works great. Even, if it is taken as a means of discovering how to draft. Children and parents will find themselves enjoying this around the table. And it's not always the adults who win. For fans of the puzzle, the game can diversify the pleasure with its real time element.
Icing on the cake, between players it can work well as a filler game between two expert game.
​

A pack of cards, an sand time and a score pad, that's enough to have a good time. Florian Fay gave us a very nice surprise with this smart and fast family game.
Technical Score 7/10
Nothing extraordinary but everything is functional. Design maybe too childish. Rules are clear.
(Not pencil in the box!)

My BGG Score 7/10
(Good game, usually willing to play.)
Easy to learn, easy to play with a good challenge. Smart and fun.

Combined Score 7/10
And now it's over to you ...
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Hell for the heroes

2/25/2019

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Claustrophobia 1643 (2019) review

Designer: Croc, Laurent Pouchain 
Art: David Demaret, Gautier Giroud, Martin Lavat,
Stéphane Nguyen, Milan Nikolic, Pascal Quidault, Stéphane Simon
Publisher: Monolith Edition
2 players
45-120 minutes
ages 14 and up

​
Written be Barry
Survival horror is the name of this game. Not a dungeon crawler or a two player skirmish, but a survival horror.

Why is that? Because for the human player and their band of heroic warriors, they will be facing hordes upon hordes of demons that will be climbing out from the woodwork. And for our Demon player, it’s just another day in the garden, planting flowers and watching them bloom in blood.This is a game where if you are the hero ,the odds are against you and the scenario is daunting. You will feel a little claustrophobic. ​

​The game is a streamline back-and-forth between two players trying to achieve their goals. With 20 scenarios to choose from, there is a lot of choice in how to win and how to build your dungeon. Some scenarios have a set constructed layout. While others are built as you go from an almost random stack of tiles. Each tile has its own benefit or curse, whether it be a trap that wounds a hero or tentacles that do double damage to anyone hurt in that area. And then there’s the magic well, which will heal a hero and the Spawning pits from where troglodytes will pop up.​

​Now, I say streamlined due to the fact that this is a reprint and the simple to play game has been modified to become a little simpler and fair but does not take away from the tactical gameplay of the original. But the set up for each scenario is not streamlined and can take a little time. You’ll be sorting out the tiles to create piles to draw from. Or laying them out in a pre-constructed labyrinth. These tiles are big and chunky but luckily they are all numbered individually to help locate which one goes where and in which pile. Then the players will be collecting their heroes or demons and adding their character sheets into their consoles. Which is another great upgrade for board gaming. As these consoles will hold your dice and damage tokens. Another added bonus is the fact that you will easily find your miniature, because they look exactly like what they are drawn on the card art. A problem that Monolith have had with their other titles.

With set up complete, you’ll be able to shake the pillars of heaven and hell, by taking simple actions. Both sides will perform the same types of actions but in an asymmetrical way. In the preparation phase the players will roll and allocated amount of dice. For the hero player, these dice will be added to the consoles indicating that particular characters movement attack and defense points. Where as for the demon player, their dice will be used to collect cards, Prima Matiera Gems, or power the values up  to break the rules. After which the Demon player has a bonus phase where they can spend their Prima Matiera Gems to Spawn monsters onto the board. And finally the players will be able to activate each of their miniatures on the board by either, moving and attacking or attacking and moving. And there you have it. That is all of the rules of the game and how to play it. Very simple, streamline and fluide.

But the game is no HeroQuest. As simple as the actions are to understand, the devil is in the details. Each hero has different statistics that, when a die is assigned, will give them different abilities or even powers. For example your main character, the Redeemer, has the power to call upon God to bless his team. Or depending on the scenario, other powers. On the other hand, the demon player may have different demons that they control. Again each has its own characteristics, skills, and powers. And this is where the intricacies and delicate strategies can be found. Every decision made, especially by the hero player, can be a matter of life and death. Whereas the demon player can keep chucking their army of monsters at the heroes. As long as they have Prima Matiera Gems, of course.
​

Now, this big box should be an obvious giveaway that this game is big. With players having a number of consoles in front of them. Plus the ever-expanding labyrinth that they will be playing in (depending on the scenario they play). You’re going to need a very big table to play this on. Even though there are only two of you playing. Having a small table can distract you from the game a little, as you slide the map around or move one of your consuls because it’s in the way of the ever-expanding labyrinth of hell. But it doesn’t feel overly produced in size. As there’s plenty of space for all the miniatures to sit on each tile, so it does not obscure information on it. And as for the big consoles, making them smaller would probably make them more fragile. Having them at this size is perfect to place the dice, tokens and damage tokens in to. If the consoles were smaller, the dice would have to be smaller too. And they are already small and a little difficult to read.

The scenarios, at first glance seem a little unbalanced. And then you start playing the game. That’s when the hero player will actually feel the game is unbalanced as they have this momentous task to fill and a long way to go to get to their destination. And after the first few rounds, they will feel even more disheartened when they see the amount of troglodytes and possibly other demons barring their way. Making their life hell. Which fits perfectly well with the theme of the game. That is, a group of criminals have been converted by the church, into mercenaries and sent into the depths of the earth to fight the demons that are crawling out from hell to take over the earth. And I can see some people bitching about the fact that this unbalanced set up means that the game has not been well designed. But if the theme of the game was Indiana Jones going up against thousands maybe millions of Nazi's just to get one artifact, I don’t think they’d be crying as much. The game does enough with it's choices to balance itself out with its mechanisms and clever planning. Also the little tweaks that of been added to this version of the game that mitigate luck.

​Yes, your old friend luck is in this game and he seems to be carrying an army of friends with him. From the dice rolling, the random tile draws for the map, up to the random cards you draw which would give you special powers and abilities. But there is enough tiny little details in the game to mitigate this luck. One of the bugbears I had of the original game, as the hero player, was being kicked when I was down. This is because as the hero player, when ever you take damage you are forced to block one of your activation lines. What is this mean? Remember I spoke about assigning dice in the preparation phase. After the dice has been rolled by the hero player, whatever the result is needs to be placed in one of the six lines of activation depending on the value. If your hero is seriously wounded and only has one activation slot open, but you haven’t rolled a dice of that value to slip it into, you’re a little bit screwed. There is nothing you can do. This hero cannot move or attack, which is the primary reason why they are there. In this version of the game, the hero can collect instinct cards that can be either used to power up one of their heroes attributes. Or be used to change the value of a dice to the number depicted on the card. This is a fantastic get out of jail free card for hero players who is feeling screwed by the dice. As certain lines of activation will allow you to draw more instinct cards, making it easy to cycle through this deck to find the powers you need at the right time.

​Of course there is dice combat, which relies on rolling a number of dice to attack your opponent, and if the value is higher than their armor, then you made a hit. Luckily the values of the armor do not feel excessive and you will do damage quite a few times.The mass of the team in the army is made up of troglodytes, which can be easily killed and also may be slaughtered if there are multiple troglodytes in the same space and the hero player rolls multiple dice, all of them successful.


The same can be true when attacking a hero player character. But each character has fluctuating defense levels, depending on where the hero has allocated their dice. So the demon player will need to pay close attention to the hero player consoles. Where as the hero player will be paying attention to the amount of Prima Matiera Gems, possible spawning points on the map and powers of the demons that they have in play.  ​

So you can see there is quite a bit of interaction between the two players. And remembering this interaction will help you out of difficult situations that you believe luck has pushed you into. Whether it be from the dice the tiles or the cards. But, and this is a big but. When you start losing your heroes, the luck will be pressed against you. Hope will start deteriorating from your eyes as the long slog to reach your objective becomes infinitely harder. And even though your team may be cut in half, there is always a chance that there will be a chink in the armor of the demon player, allowing you to slip through an unseen hole and finish the game with an upstanding roar.

One of the downsides is, that your first few games will be clogged up with questions, simple as the game is. As you'll constantly be referencing the rulebook as these questions pop up in your game. For each scenario there are new and different rules. Whether it be certain tiles that does something different or whether it be different demons that have different powers. The powers of the demons are explained in two forms on their character sheets. As icons and as text. This can be a little confusing at first as you try to decipher what these powers mean. But after a while or with foresight, you'll see that the text is explaining the icons and these are not two separate things.Then you'll be checking every icon to see which one interacts with the other, then it all makes sense. And the language will take a while to get used to as well. I am still struggling to remember if "impressive" means to block opponents movement or defend another hero (it means block). Yes, even though I have demo this game more than 20 times and played it seven myself, I still can’t grasp the names of the talents that the heroes have. One day I will remember.
This is the perfect two player, deep and thematic game for hard-core gamers. A strategic movement game, more than a skirmish. But also with it simplicity it can be taut to younger players or players that I’m not normally into this kind of game. You will be tempted to play different scenarios every time you open the box. I feel more comfortable playing one scenario several times, once as the demon player and once as the hero player, letting me feel the difference of the same story, but in a different way. Then having a good time and laughing at how I failed with either faction. This facit also gives the game a lot more replayability and fluidity with each play. The box says this game plays in 45 minutes, you may find some of the scenarios will take you up to a good two hours. That maybe even without having to dip your head in to check the rules (and definitely doesn’t include setup time).
Going back to I said at the beginning, this game has the look and feel of a dungeon crawling game. And the majestic magic of a two player skirmish. but playing as the hero player, you will soon find out how much more this game has in common with Resident Evil, than Descent.
Technical score 9.5/10
Artwork on characters and monsters is outstanding. But there seems to be a general lack of artwork on the cards and consoles, leaving a bleak and dry, black and white look on your table. The component quality is outstanding, from the detail of the miniatures up to the red skull tokens which are damage points. Everything is sturdy and solid, including the box insert and how old the game packs away. And it’s all presented with a well written rulebook and scenario book. Although it could do with some reference sheets to speed up play

My BGG score 8/10
(very good- enjoy playing and would suggest it)
This game scratches the Descent itch, but has a better two player feeling. There lots of choices to be made playing as either faction, with a simple rules set. Simple enough for my 12-year-old to play. I believe the design was made so a parent could play the doomed heroes while a child could play the menacing demons. Which is perfect for me and my family. Every game is a different adventure as your opponents change and your end goal too. With lots of dice rolling which I like but with less luck than you think, which I like. This is a fun miniatures game that packs a wallop but does not get stale.

Combined score 8.75/10
​
A major upgrade from the original version. Upgrades include art, components, more demons and cards for heroes.Things missing from this version are pre-painted minis and cleaner looking tiles.
And now it’s over to you...

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