I know, Scythe by Stonemaier Games has been out since 2016 and has had a couple of expansions released as well, including promo packs with additional encounter cards. So chances are you have already heard plenty of reviews about this game and maybe own it yourself, but I still felt it’s worth reviewing, because I am sometimes surprised by how many people still don’t know Scythe.
KeyForge: Call of the Archons by Fantasy Flight Games is the first Unique game – and the word “unique” has a very special meaning, but I will talk about this later. KeyForge, for short, is a competitive two-player-only card game where players aim to forge three keys, each costing six Æmber. As players draw and play cards, they can attack their opponent and collect Æmber. The player to first forge their third key is the winner. So far it’s very much like any other card game of their kind, but it is the uniqueness of the decks that is new and is what interests me about this game.
If you are looking for an easy-to-teach, easy-to-carry, quick, fun, co-operative card game, then The Mind by Coiledspring Games is the right game for you. However, let’s start at the beginning. The game is really simply: there is a deck of cards numbered 1 to 100, every players is dealt a certain number randomly from the deck, there is no turn order and everyone plays when they feel the time is right, without co-ordinating with each other, and as long as all cards are played in ascending order everyone wins. That’s pretty much all there is to it. Sounds easy enough – but it’s actually really hard – and that’s what makes this game so interesting in my view, as it creates a new gameplay mechanism that I have not come across before.
Yes, it is nearly the end of 2018, so it is time to list Tabletop Games Blog’s top 5 games of the year. It has been a great year for tabletop games in general, and I have been lucky enough to play no less than 23 games over the year, including playtesting, PnPs, online games as well as games played during our weekly games night and at MeetUp sessions. So I thought choosing 5 out of those 23 games would be a good number.
Rise of Tribes by Breaking Games looks like your normal area control game with the usual random terrain made out of hexagonal tiles. The game is set in ancient, prehistoric times, and you move your tribe members around the terrain, collect resources, craft tools to upgrade your tribe’s abilities and generally do things that you will have seen before in other games. However, look closer and you will see that there are at least two interesting mechanisms in this game, which make it stand head and shoulders above the rest.
Card games come in all sorts of shapes and sizes, from the traditional games played for centuries throughout Europe to the modern card collecting, card drafting and deck building games. It is the modern deck building games that I want to focus on in this review. In Mystic Vale by Alderac Entertainment Group you don’t just build your deck in the traditional sense, where you simple buy new cards to improve what you have. Instead you have a fixed deck where every card can be added to, meaning that you literally customize every card. That creates a very interesting mechanism not seen in other games.
Haspelknecht: The Story of Early Coal Mining, to give it its full title, is a kind of action selection game by Quined Games set in the Ruhr region of Germany. The game is set at a time when the area was still covered by forests and coal was first discovered close to the surface. During the game your task is to dig up that coal until its depleted and you have to start digging deep pits to get to this precious resource. The great mechanism in this game is the action selection element, where you draw all tokens of one colour from one of a number of common pools at the start of each round. These tokens are then used to activate your workforce and develop new technologies. It sounds simple, but it creates a really complex, interesting game with lots of options and very few player interaction.
I had the pleasure of trying the prototype PnP version of Chai by Deep Aqua Games, which is due to launch on Kickstarter on 4 December, so keep an eye out for it. The aim of the game is to collect resources, in this case flavours and additives, to fulfil the outstanding tea orders for customers, which give you points. It’s the classic mechanism of completing contracts or quests, like in so many other games. However, the twist is how you collect your resources from the market, which creates a really interesting puzzle which forces you to think ahead and work out what you need versus what other players may need.
After the Kickstarter campaign for Assembly by Wren Games finished successfully back in June, the game is now close to being sent out to backers. So it is time to have a closer look at this fun, co-operative card game. The game can be played solo, which is also possible using an app, or in a two player co-operative setup. The aim is to manoeuvre a set of tokens along a randomly configured circle of locations into their correct slots by playing cards that allow you to rotate, swap and lock these tokens in place. To do this efficiently you need to play cards that your team mate can match with a card in their hand – but the problem is that you don’t know what cards they have.
My latest review is for Battle Ravens by Daniel Mersey and published by PSC Games. Just for disclosure, it was PSC Games who kindly sent me a review copy, but that didn’t influence my view of the game. It’s a war game set in Viking England and due to launch on Kickstarter on 20 November 2018, so keep an eye out. You either take the side of the Norse or the Anglo-Saxon armies, who face each other’s shield walls on the battlefield. Your aim is to puncture three holes in your opponent’s line to win the game by manoeuvring your warriors and attacking with your six-sided dice. However, the clever twist to this game is that your actions are determined by how many raven tokens you place on your six battle spaces. It creates a bidding element which means that being the first player isn’t necessarily an advantage.