In a future where mankind has resolved to abandon war and replace it with virtual battles, teams of nine elite fighters selected by their nations face each other in pairs to win a precious new energy source that promises to bring the world back from the ashes. You have the opportunity to lead one of these teams out onto the 3 by 3 grid, where you take turns with your opponent and carefully occupy key positions in the hope that you win battle after battle to become a hero of the Vector Wars.
Chess, draughts, cribbage, bridge and many other traditional games are completely abstract in nature. Yes, sure, there is a theme in chess. There are two fighting armies facing each other in the battlefield, and it makes sense for the peasants, i.e. the pawns, forming the biggest part of the army and being the most dispensable – but it pretty tenuous when it comes to how these pieces move. Draughts, on the other hand, is a completely abstract game of course. Many traditional games have great depth and complexity, showing that there is no need for a theme in a good game. So let’s explore this some more.
As witches fly overhead, giants stomp around the wastelands, swarmlings huddle in swamps, chaos magicians cause, well, chaos, halflings burrow the plains and engineers build their bridges from their mountains, you roll up your carpet and prepare to continue through the desert in your nomad way. As you consider the scene in front of you, something nags you. Engineers building bridges from mountains – that doesn’t sit right somehow. Yet, that’s not all. Suddenly the desert in front of you terraforms into a wasteland. Deserts aren’t much of a laugh and wastelands don’t seem much different, but terraforming in this fantasy setting seems completely out of place. You half expect a spaceship to land in front of you, when instead a giant places a dwelling in the newly created space. Not only that, they then proceed to convert the dwelling into a trading house. It is not clear what giants have to trade, but you consider it for a moment, before you decide to send one of your priests to advance on the cult track for air – because after all, everyone needs air to live. A moment later you realize that you’re in a giant game of Terra Mystica by Z-Man Games.
Don’t get me wrong – I like heavy games, where you have to plan ahead and think about every step. I particularly like strategy games where you can outmanoeuvre your opponents by choosing your tactics wisely and making the right decisions at the right time. I enjoy it when I make steady progress and my position becomes stronger on every turn. It feels very satisfying when everything snaps into place and your earlier choices allow you to continue down the same route and everything just flows. Yet, it usually takes me quite a while to get good at a heavier game.
Economic simulation games set in 19th century Scotland are few and far between, but Clans of Caledonia by Karma Games is one of those rare games. Your role is to expand your influence in the Highlands, cut wood or mine ore for income, plant the land with wheat, as well as herd cows and sheep. You build factories that turn your milk and grain harvest into delicious cheese, bread and, of course, whiskey, all of which you will export and trade for imported sugar cane, cotton and tabacco. It is very much what you would expect from any other economic simulation game of the same ilk, yet Clans of Caledonia is exceptional because the theme and mechanisms fit like glove and hand, making for a really smooth gameplay
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.
Inspired by a recent #ThrowbackThursday tweet from Board Game Inquistion I thought it would be nice to write about one of my own game related memories from my childhood. Like probably most kids of my generation, I grew up with all the usual classic tabletop games, or boardgames as they were known then: Monopoly (of course), Game of Life (a friend had that one), Chess (I always lost, until one day), Checkers (when there was really nothing else), Ludo (the dice chucker), Stratego (chess on steroids) and probably a few more.
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.
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.
In many modern tabletop games there is a certain amount of player interaction. The term sounds quite positive. After all, playing games with others is often about interaction and the social aspect. However, the term is actually referring to situations where one player takes an action that directly affects another player. If the effect is negative it is called “take that”, and if it is positive it is called “have this”. Different players like different amounts or different types of player interaction. You can be a care bear or a warmonger. So let’s look at what these different types are and how they affect gameplay.