Search

Search only in certain items:

    Tournament App

    Tournament App

    Sports and Utilities

    (0 Ratings) Rate It

    App

    Tournament Maker is a tournament creation and management tool. It is ideal for anyone who is...

40x40

Akward (448 KP) rated Terraforming Mars in Tabletop Games

May 24, 2018 (Updated May 27, 2018)  
Terraforming Mars
Terraforming Mars
2016 | Business / Industrial, Economic, Environmental, Science Fiction, Territory Building
Theme (1 more)
Mechanics
The Hottest Game of The Year
Terraforming Mars is one of the most refined games that our group has ever played. One of the problems that plagues so many games is that once you find a winning strategy, you basically just play that strategy until you get bored of the game and movie on. In Terraforming Mars, there are a significant number of strategies that can win the game. We have had people win by focusing on playing the board, building up actions, focusing on production, or focusing on money. There does not appear to be one central strategy that trumps the others. A lot of people will complain about the randomness of the cards that you receive, but this helps guide you in to a strategy that you may not otherwise play.

There are enough mechanics to keep the game interesting. But all of the mechanics are simple enough that explaining the game to new people is not challenging. You would also expect a game of this type to take a long time to play, but once everyone is familiar with the rules, games can be as short as an hour.

I will agree with other reviewers that the default mats to manage resources do not do a good job, and aftermarket solutions make life easier (although not required). The expansions are also nice, after you've played a few games. Hallas & Elysium adds two additional boards that change the game slightly, and also provide different awards that keep you on your toes. Venus Next adds a few additional mechanics, and also introduces the World Government rule, making games faster.

Other people have mentioned that they do not like the artwork, and that they have had issues with the resource cubes wearing out. I don't really have a problem with either one of those things, but I may just be lucky. My cubes still look great after 50+ games.

There is a reason that Terraforming Mars has exploded in the last year. I would highly recommend everyone try it. Even my wife, who isn't traditionally a fan of more complicated games, likes it.
  
    Talking Babsy Baby

    Talking Babsy Baby

    Lifestyle and Entertainment

    (0 Ratings) Rate It

    App

    Talk to the Talking Babsy Baby girl. She answers with her funny voice and reacts to what you say or...

Gorinto
Gorinto
2020 | Abstract Strategy
I have been noticing that as I do more and more reviews and previews I am learning to absolutely adore abstract strategy games. Like, I LOVE them now. So when a call for reviewers came out for a new abstract game with art by Josh Cappel, I was immediately intrigued. I love games with an Asian style (even if loosely themed), and games that reward players for thinking ahead and maximizing their turns. Wait, it plays in 30-60 minutes too? I’m a fan.

A “gorinto” is a Japanese five-tier pagoda tower where each tier is representative of something of religious importance. In this game, each tier is representative of one of the elements: fire, water, wind, earth, and void. In this prototype version, the season tracking pawn is a representative gorinto. To gain deeper understanding of these elements and attain ultimate Wisdom is the goal of the game of Gorinto.

DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and the final components will be different from these shown. Also, it is not my intention to detail every rule in the game. You are invited to download the rulebook, back the game through the Kickstarter campaign running until March 4, 2020, or purchase through any retailers stocking it after fulfillment. -T

To setup, each player will choose a color, take the play mat of matching color, and place their score marker on the score board. The season tracker will be placed on the scoreboard as well, along with the randomized Goal cards and end-of-game element scoring cards. The main play board will be populated with randomized element tiles pulled from the bag in the shape of a mountain, with 10 tiles placed along the side and top edges of the built mountain of tiles. Determine the first player and the game is ready to be played.

On a player’s turn they will choose one of these outlying tiles to move onto the board. Once placed, the player will choose tiles, based on the placed tile’s power, from the board. For example, “fire spreads tall,” so if a Fire tile is placed on the board, a player may choose any tile from the column where it was placed two spaces above or below the placed tile. The number of tiles that can be plucked from the board depends on the player’s “understanding” of the element (the number of tiles of that type on the player’s board +1). With two tiles on a player’s personal board, they can choose three tiles when moving that type of tile, in the example – fire.

Tiles moved from the left side of the mountain can only move horizontally in their row and tiles moved from the top of the mountain can only move vertically in their column. With each of the elements possessing different ways tiles can be chosen from the mountain, and understanding of each element affecting how many tiles can be chosen, players need to plan ahead for their turns… except that other players will be doing the same and planning their own strategies to destroy their opponents’ plans.

When there are fewer tiles to be moved outside the mountain than there are players, the season (round) ends. At this point, players will score the Goal cards before setting up for the next season.

Each season the Goal cards will be scored – so players will know throughout the game upon what they should be concentrating their efforts. Examples of these Goal cards are: score your tallest stack (1 point per tile), then score your shortest stack (0 points if no tiles on a stack); score your stacks with odd number of tiles twice; score the stack with the median number of tiles three times. By being able to manipulate and keep track of the tile stacks players can be planning their scores ahead of time for each season.

Components. Again, this is a prototype copy of the game, but already one can see the direction this game is headed, and it’s glorious! I have seen the Kickstarter page, and am super excited about seeing nearly every component get a fantastic upgrade. The art direction is incredible, the physical components are plastic and cardboard heaven. I am even pretty happy with this prototype copy. Yeah, the tiles are squarish wooden tiles with stickers, and the retail copy will have sexy interlocking plastic tokens, and the player boards in prototype are rectangular, but the retail copy will have a fancy contoured edge. Even so! The game looks amazing on the table, and will be even more so once it goes to manufacturing in earnest.

I mentioned in my intro that I am falling more in love with abstracts the more I play them. Has it just been that abstracts have been getting better and better lately, or am I leveling up as a gamer? I don’t know and I don’t care. Abstracts hold a very special place in my heart now, and this one is one of the best I have played. Most abstracts get a bad rap for being themeless and boring to look at, but Gorinto brings it and I’m totally diggin’ it. I love games like Gekitai, Calico, Elementos, Hive, and Onitama, and now there’s another to add to my display case of amazing abstracts.

If you enjoy themed abstract strategy games, games that make you think without bogging you down, and games that make you smile even when you lose simply because you enjoyed the experience, you should check this one out. There is still time to back it through Kickstarter, but the campaign ends on Wednesday, March 6. At the time of writing, the campaign is funded at over 500%.
  
Extraordinary Adventures: Pirates
Extraordinary Adventures: Pirates
2019 | Nautical, Pirates, Racing
I feel like I try to open pirate-themed games with silly faux pirate talk and it’s getting old. So I won’t do that this time. What I will do is start by saying we reviewed another Forbidden Games title (Raccoon Tycoon) to very high praise, so we expect nothing but greatness now. Does Extraordinary Adventures: Pirates! (or from now on just Pirates) match the quality we enjoy in Raccoon Tycoon? Yarr.


Pirates is a piratey, deck-building, racing game for two to six players attempting to reach Trinidad with the most VP and greatest booty (interpret that as you will). To setup, lay the humongous board on the table and populate the merchant ship locations with the appropriate number of supply crates pulled blindly from the bag. Each player will place one of their ships on the starting locations of each of the three tracks upon the board. Shuffle the Merchant Deck and place it in its position on the board face-down. Shuffle the Port Deck and set it near the board face-down but reveal the top three cards as the offer. Shuffle the treasure tiles and reveal a number of them equal to three times the number of players plus one more. Give each player their starting deck to shuffle and then draw five as a starting hand. The race may now begin!
On a player’s turn they will play three cards from their hand and “move their ships accordingly” says the rulebook. Initially we were not sure if that meant movement cards could all be played to the same ship or each of the three cards needed to be assigned to each of the player ships on the three different tracks so we decided to use the latter rule logic. Cards will contain a number in the lower right hand corner to signify how many spaces a ship may move this turn. Some cards will also have a special power written beside the movement number that may be used instead of the movement. The starting deck contains one card that will be able to thin the deck using this type of special power.


When a player’s ship meets either a Merchant ship or moves into a Port the movement ends immediately to resolve these encounters. When plundering a Merchant ship players will simply swipe the supply crates from the board and draw a Merchant card to their discard pile. When in Port, players will be able to draw one of the face-up Port cards in the offer or the top card from the face-down draw deck. In addition, players will be able to use the supply crates collected as currency to purchase the revealed treasure tiles near the board for VP at game end. Once all card have been played and subsequent actions played as a result the next player takes their turn. Play continues in this fashion until one ship reaches Trinidad and ends the game. The pirate captain with the most VP from cards, treasure tiles, and placement on each track will be the winner with the greatest booty (not in the rules, but I like to play that way).
Components. We were impressed with the components in Raccoon Tycoon, but Pirates scores well above it in component impressiveness. The board is massive and features incredible art. It looks just like a map and it’s simply gorgeous. The cards are all fine quality and the art on them is very good. The true component stars in this game are the supply crates and the player ships. Okay, so I love playing games that feel deluxe. I’m sure I’m not alone with that statement, but when I tell you that these little crates are amazing I meant it. How easy would it have been to just throw in a bunch of colored wooden cubes like 98% of games and call it a day? Easy peasy. But no, not good enough. Pirates goes the extra mile and gives us molded plastic (or resin, idk I’m not a chemist) boxes that look like supply boxes. And the pirate ships? The same super incredibly quality. They are minis where standees could have worked just fine. And they are DETAILED. I love them so much. Components score a big time happy face from us.

But the gameplay. Components are great but make the game they do not. However, having these great components only enhance the already wonderful gameplay here. I love deck-building games and it might be my favorite style of game. I also genuinely love when games throw in additional styles to complement the deck-building. Don’t get me wrong, we all love our Legendary: Marvel DBG (it’s a Golden Feather Award winner after all), but that’s just straight up deck-building. I quite enjoy another little deck-builder that adds a map and an additional way to use the deck-building cards in harmony: Trains. In Pirates we have deck-building paired with racing on a giant board. It just fits the piratey theme so well and combines deck-building with what I love from the game Jamaica.

It’s no surprise that I personally rated this quite high. Though not all our team has had a chance to play it yet, I believe they would all love it as much as I do. Purple Phoenix Games gives Extraordinary Adventures: Pirates! a plunderingly wunderful (I did that on purpose) 11 / 12. Want to add to your deck-building experience with a race using excellent components and art? Pick up a copy from your FLGS today!
  
WI
Where Is My Coat? Farm Animals
8
8.0 (1 Ratings)
Book Rating
Where Is My Coat? Farm Animals by Anita Bijsterbosch is a cute board book for very young children who like to play fun and simple guessing games with pictures of cozy-colored animals at play. It is a a pleasant and easy read.

Animal shapes are shown and you are asked what they are. It is very interactive. Kids will need to use their visual skills to figure out what type of animal is depicted. The illustrations are super cute and the colors draw you in. This is a good book to use for teaching animals to small children.

I received this ARC from Clavis Publishing via NetGalley in exchange for an honest review.