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Tumble Town
Tumble Town
2020 | American West, City Building, Dice Game, Puzzle
Fun fact about me: I used to live in Le Claire, Iowa (birthplace of “Buffalo Bill” Cody) on a street named Wild West Drive. While the town named many of their streets after American West figures and items, it was not your typical Iowa ghost town – if there are such things. That said, I do have an affinity for the Wild West in my gaming preferences, so when I heard about a dice/building game with an American West theme designed by Kevin Russ (who also recently designed Calico) I was immediately interested. But how does this one… stack up?

Tumble Town is dice rolling, structure building, drafting game with variable player powers. You are charged with choosing building plans to be added to Main Street of Tumble Town. You do this throughout the game by selecting the plans that will make best use of the resources (dice) you gain. The buildings that you construct may allow you special powers to be used on future turns, or one-time bonuses to be used once built. The player who can turn the greatest profit (in terms of VP) at the end of the game will be the winner!

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 definitely be different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to back the game through the Kickstarter campaign, from your FLGS, or through any other retailers stocking it after fulfillment. -T

To setup, deal each player a packet of starting components: a unique Horse card, two reference cards, Storehouse card, Main Street card, and two brown (they are red in the prototype) dice to be rolled and placed within the Storehouse. Shuffle and display the 1-, 2-, and 3-cactus building cards per the rulebook instructions to form the market. Set aside a number of each die type per the rulebook (both the building cards and dice are determined by number of players). Determine the first player and give them the first player token (a colorful rubber potted cactus). Players will connect their two Main Street cards at the central icon to create a two-card street (we chose the wagon wheel – Easy) and the game can begin!

Turns in Tumble Town consist of four mini-phases that flow into each other rather naturally. The first phase will have the players choosing a revealed building plan card from the offer market. The face-down draw stack will inform the active player as to how many and which type of dice they must draw and roll. Once they have these dice in their Storehouse, the player may now build plans using the dice they control. Buildings can be constructed and placed right onto Main Street, or be placed on the plan card to be placed on Main Street on a later turn. If the player has collected more dice than their Storehouse can hold, they must discard any of the dice they wish. This concludes a turn and the next player can begin their turn.

Certain iconography on the building plan cards allow players to use special powers throughout the game once built, and there are three types. Cards with the silvery bottom panel of symbols and the 1x notation are powers that must be used only once and only when the building is constructed. These powers could be collecting a die of the player’s choice, or receiving various dice counters. The building plan cards that feature a circular arrow notation are powers that can be used once per turn, every turn, if wished. These powers are found on each player’s Horse as well and can be adjusting a die’s face value, or re-rolling two dice, as examples. The third type of power is from the golden paneled cards that have an arrow pointing to a vertical line. These powers are only activated at the end of the game and mostly include scoring variances, like 1VP for each building a player has constructed that has a vulture icon (or a windmill, for example) featured on the card art.

Once a building is erected, the player may choose to place it onto their Main Street cards. When they place them, the player will need to choose where on Main Street these buildings should live. Like Bob Ross always says, “There are no mistakes, just happy accidents.” A player can place their buildings anywhere they wish on Main Street, but the Main Street cards will give extra bonuses to those players who plan ahead and place their buildings strategically. Some plots will ask for a building of a specific height (one die high or three dice high). Some will ask for the base level of the structure to be made of a specific material/die color (brown wood, black coal, silver metal, and gold… gold). Extra points are awarded if one-die-width alleyways are allotted, and these Main Street placements can score a bunch of endgame points.

Turns can be very quick or very deliberate, depending on the types of players involved. AP-prone players will take longer on their turns as they internalize all possibilities of their rolled results, while people like me just fly by the seats of our breeches. The game continues in this fashion: four mini-phases of drafting cards from the market, grabbing the associated dice, rolling them, and attempting to erect the best buildings on Main Street until two dice pools contain two or fewer dice. The current turn order finishes and the game is over.

Components. Again, this is a prototype copy of the game, and the publisher was decent enough to include a listing of items to be improved in the final version (like the red dice being poured brown in final – that really messed up someone’s strategy during a play-through for us because they kept forgetting that red is actually brown). The overall art style is very simplistic and I do NOT mean that negatively. The graphics and artwork are great, and give exactly what is needed without being so distracting that you cannot concentrate on your strategy. The dice are normal dice quality (that always seem to roll poorly when I’m rolling… hmm…). Once you see the photos of how the game will look during production, you will appreciate how great this is going to look on the table. No problems with components at all, save for the red vs. brown debacle that happened on our table. I really hope they keep the awwwwesome rubber cactus first player marker because it’s amazing.

I absolutely loved this one. I have always enjoyed using items for purposes other than originally intended – in this case, using dice as building materials. Of course, playing any game with dice introduces a bit of luck and instability in strategy, but Tumble Town offers quite a bit of manipulation of dice rolls that keeps almost all dice results feasible and useful. I really enjoyed the stacking, the quick turns, and the desperation when someone takes the last wood die when I was gunning for a wood-based building on my next turn. This game is light, but is chocked full of difficult decisions and luck of the roll. Tumble Town is for people who enjoy the rolling and stacking from FUSE (minus the frenzy), and the spatial building placement chaining of Villages of Valeria.

If this is the game for you, then we highly encourage you to check out the Kickstarter campaign which is running until Thursday, March 26. Tumble Town has already exceeding the funding goal at time of this review, but all future pledges will contribute to stretch goals that will improve components and add other components (spoiler?). So get out there and build up Tumble Town, ya yella-bellied greenhorns!
  
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Call of Duty: Ghosts
Call of Duty: Ghosts
Shooter
Call of Duty: Ghosts is the latest installment in the commonly popular series and the first design with the next generation of consoles in mind. The 10th main game in the series is brought to life by series creator Infinity Ward with assistance from Raven and Neversoft, was written by Academy award-winning writer-director Stephen Gaghan who lists “Traffic” and “Syrianna” among his many credits.

 

Starting a whole new story arc, the game is set in the near future when a group of militants from the Latin American-based power conglomerate called the Federation, launch a surprise attack on a space station and unleash a devastating attack upon cities of the American Southwest that utterly destroys many of them in the process. The game jumps forward in time and follows the exploits of two brothers named Logan and David who nearly escaped the destruction of San Diego and 10 years later find the remaining American forces fighting a war against the ever-expanding Federation forces. When a rescue mission goes awry, Logan and David find themselves recruited by their father Elias into an elite Ghost Squad unit who soon discover that members of their unit are being hunted down by a former member named Rorke who was assumed killed on a mission many years earlier. The fact that Rorke may also be behind the attack on the United States as well as a big cog in the Federation’s plans springs the team into action with the fate of the United States hanging in the balance.

 

Players will play as various characters and assume control of everything from remote operated weaponry, Apache helicopters, tanks, and even a German shepherd named Riley who is a very welcome addition to the series. The heavily modified engine produces some amazing graphics in the game especially during some of the more scenic locales ranging from underwater missions to snow-covered landscapes as well as desolate cities such as Vegas and San Diego. Playing on the PC, did require a bit of patience at launch as the graphics did not seem up to par with what we’ve come to expect from the series much less a next-generation tweaking of the engine. Thankfully the game was soon patched and the graphics stepped up considerably although in multiplayer there were some frustrating moments where the mouse was not recognized and I had to do a series of workarounds until a patch resolved the issue. I still have occasional issues with the system wanting to reset the graphics down to the base level even though my card is more than capable of running the high-level graphics setting. This is a very minor annoyance though as I am able to customize the controls and settings anyway that I like and the gameplay is absolutely phenomenal as the developers clearly put an emphasis on a higher frame rate and smoother gameplay experience.

 

Fans of the series will know what to expect as there are a lot of familiar touches such is the wave-based attacks, stealth missions, and at the gun battles that are signature of the series. Early in the game, many moments seem to have been almost carbon copies of earlier games but thankfully the game finds stride roughly at the midway point and presses the accelerator all the way to the boards for one nonstop thrill ride which includes an epic finale and some shocking moments along the way not the least of which are the bonus scenes during the credits.

 

While I was able to complete the solo campaign in just under five hours I did find myself really caught up in the story and the characters which is something that I had not experienced in Black Ops 2 as a largely completed the solo play portion of that game out of obligation rather than compulsion. Absolutely love the space fight sequences as the Zero G combat was great and I would absolutely love to see an entire game set in this environment. I also loved taking control of the tank and running over opponents while unleashing furious amounts of firepower upon all those that crossed my path.

 

Now multi-play is the bread-and-butter of series and Ghosts definitely has a lot to offer in this category. From the co-op missions to the alien infested “Extinction” mode for up to four players battle against hordes of aliens for survival the game truly has something for everyone. Fans will be happy to know that in addition to the standard Death Match, Team Death Match, Kill Confirmed, and Domination modes there are five other modes which include Infected, Blitz, Search and Rescue, Search and Destroy, and Cranked as well as the standard and Hardcore modes of play.

 

Customization has long been a big part of the series and this timeout players can play is either a male or female character and have the option to customize the look of their player and online matches down to the type of headgear and uniform that they wear. As with previous games in the series, players are awarded points for kills, assists, and other challenges and actions during gameplay which allow them to rank up and obtain new weaponry, perks, and kill streak rewards. While I did find the customization menus took a little bit to get used to after being so familiar with the ones in the previous games, I soon was up and running and found plenty of options to my liking and I continue to experiment with various configurations to date.

 

The online maps are fantastic and full of detail however some of them appear to not have the same graphical wow as others because most of them absolutely blow you away and are filled with all sorts of nice touches such as dust and particle effects which have caused players with itchy trigger fingers to jump at shadows and shooter the paper flowing in the wind. The biggest complaint many people have with the maps is that they are extremely large in size and would be better suited for larger teams rather than the current number that is limited for online play. I specifically enjoy one in the snow as well as one set in a devastated city complete with leaning and partially destroyed buildings which allow endless opportunity to get the drop on your opponent especially from many floors up.

 

While I had some initial frustrations with the game, they quickly vanished and the more time I spent with it the more I was drawn into the characters and storyline as well as the multi-play versatility of the game. Well if used frustrations remain I have no doubt they will be patched eventually, and while I would’ve liked a slightly longer story mode what was presented was absolutely epic and delivered one of the best call of duty experiences to date.

 

I highly recommend the game and encourage people to focus on the many things that the game and gets right instead of lamenting about things that you wish they were included or what you feel was done wrong because it is a phenomenal ride that is not to be missed.

http://sknr.net/2013/11/17/call-of-duty-ghosts/
  
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