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Trajan
Trajan
2011 | Ancient, Political
Trajan
I love Eurogames, and Trajan has many of the components of a strong Eurogame. I find the mancala mechanic very interesting and refreshing. I like how each player has his own board and can work on different strategies to win. It seems like usually players win by focusing on one or two sections of the main game board. I’ve seen people win by using all different combinations of sections, they seem like they can all be used as part of a winning strategy. I appreciate the variety and how the sections seem fairly. I generally dislike games that are so formulaic that a player can find a perfect strategy and use that strategy every time with success. I appreciate the fluidity of Trajan in that way.

Reviewer: Guest Contributor
Read the full review here: http://www.thegamernerd.com/reviews/trajan/
  
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Kingdomino Origins
Kingdomino Origins
2021 | City Building, Prehistoric, Territory Building
I try very hard not to allow hype to affect my views on a game. This is why I similarly rarely consume other reviewers’ work on a game prior to me playing it. I don’t want others influencing my experiences. However, I was ultimately tempted by the Game Boy Geek, Dan King, when a video he published was titled, “Why I’ll Never Play Kingdomino Again.” I mean, with a title like that, and already having reviewed and loved OG Kingdomino, I just HAD to see what was with this new version. I have to say, he makes some great points – many with which I tend to agree. But what are those points?

Kingdomino Origins is a tile drafting and placement game set in prehistoric times for two to four players. Just like the original Kingdomino (even though this is titled Origins, which makes me chuckle) players will be drafting tiles from the offer and adding them to their village, matching terrain types to those already built. Instead of crowns to count VP, Origins has players using fire icons and tokens to multiply VP for endgame scoring. New for Origins is the ability to play three different modes: Discovery, Totem, and Tribe Mode! The player with the most VP at the end of the game wins!

DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T


To setup (a two-player game playing the Tribe mode is used for this review), place the Cave Board on the table, shuffle the Caveman tiles, and deal four to the board. Separate the fire tokens and resourceeples into their piles on the table. Shuffle the main domino tiles and, as in the original, draw four, arrange them numerically, and reveal them to make the offer. Place another four domino tiles nearby, face-down, and arranged numerically. The players each choose a color, takes their starting tile with hut placed atop, and their two chiefeeples. The first player will choose to take tiles 1 and 4 or 2 and 3 from the offer by placing their chiefeeples upon them. The game is now setup for Tribe Mode and ready to begin!
On a normal turn, a player will have two steps to complete: Place a Domino, and Choose a New Domino. In a 3-4 player game, each player will have one domino to place, but in this 2 player game each player will have two dominoes to place within their 7×7 grid (a 5×5 grid with 3-4 player games). The player takes their chosen dominoes from beneath their chiefs and add them to their village grid. As in all domino-based games, the terrain (or side) of the domino must be placed adjacent to a matching terrain type in the village; the starting tile is wild and can match to any terrain type.

Once a domino is placed, if it shows icons or volcanoes, special rules are enacted. For icons showing resources, a wooden resourceeple is placed upon the icon. These come in mammoths, fish, mushrooms, and flints. In Tribe Mode, these will be used later. However, if a volcano is placed in the village, it will spew forth one to three flames, whose tokens will be placed on a domino square in the village. The volcano tile showing one active crater sends a flame soaring up to three squares away, and diagonal movement is acceptable. A volcano tile showing three active craters throws three flames (a fire token with three fire icons) one square away.

Once both tiles have been placed, the player will next Choose a New Domino (or dominoes when playing a two player game). From the now-revealed set of four new tiles in the offer, the players will choose their next tile(s) to be played during the next round, thus also creating the turn order for the next round.

After players have chosen their dominoes, and only in Tribe Mode, the final step to the turn is optional: Recruit a Caveman. Remember those resourceeples that were placed on tiles? By discarding two different resources, a player may recruit one of the face-up Caveman tiles from the board. By discarding one of each type of resource, the player may instead look through the stack of Caveman tiles and take one of their choosing. These Caveman tiles do many different things, but they primarily offer extra VP for being placed adjacent to specific resources, or by clumping together similar Cavemen in the village.


Once all the dominoes have been added to the villages, the game ends and VPs are counted for each player. The game comes with an excellent score pad to help keep track of the different ways to earn VP. The player with the most VP (“comfort points” in the game) is the winner and creates the most prosperous Caveman village!
Components. Just like previous versions of Kingdomino, these components are excellent. The domino tiles are again thick and glossy, the huts are again the 3D style, and the chiefeeples are similar in style to the kingeeples from the original. In this new version, however, new fire tokens have been added, and are fine, but they are double-sided to remind players how many squares they travel – an EXCELLENT idea. I have to also applaud these cute little resourceeples. They are so stinkin cute and look great on the villages. The art is again wonderful on everything in the box, and overall is just a great bunch of components.

What about the claim Dan King made about never playing Kingdomino again? Gosh darnit, I totally agree. By simply playing the included Discovery Mode you get all the same functionality of Kingdomino. But it doesn’t stop there. I didn’t really get into the second mode, Totem Mode, but it also uses the resourceeples to grant extra VP to the players who have collected the majority of each type. It is a great next step from Discovery, and a good setup for Tribe Mode, especially when playing with newer gamers.

So, the components are similar quality to the original version, but there are more components included, and provide three different play modes. The only thing I see that the original Kingdomino has on this version is the Age of Giants expansion. Perhaps something similar is in the works for Origins, where players can effectively negate opponents’ VPs. I’m sure giants existed in Caveman times, right?

All this said, I may be soon looking for a new home for my copy of Kingdomino and the Age of Giants expansion, as I am certainly agreeing with Dan here. I don’t think I have the interest in playing Kingdomino anymore, as long as I have Kingdomino Origins in my arsenal. Purple Phoenix Games gives this one a super-upgraded 5 / 6. The extra play modes, excellent components, and the cool volcano mechanics just elevate this superior version. If you are a fan of Kingdomino, then I highly recommend you check out Kingdomino Origins. Unless, of course, you don’t wish to be seduced away from your beloved copy of the original version. I understand, but you may be unnecessarily handicapping your collection.
  
Dragons Wild
Dragons Wild
2021 | Card Game, Fantasy, Mythology
Have you ever had Gamer Deja Vu? Like you know you’ve played this game before but don’t remember, or the mechanics just feel so familiar? I have it seldomly, but I still feel it at times. What I enjoy about certain games is how quick they are teach, have familiar mechanics, but also have their own twists to truly make it unique. Have I found that here with Dragons Wild?

Dragons Wild is a trick-taking game very similar to the old standard, Rummy. So like its predecessor players are trying to rid their hands of cards in order to signal the end of the game. Where this version separates is in the little details that are absent from Rummy.

DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any 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 download the rulebook, back the game through the Kickstarter campaign launching February 2, 2021, or through any retailers stocking it after fulfillment. -T


To setup choose a dealer and a scorer (different players). The dealer will shuffle the entire deck of cards, save for the scoring cards, and deal each player seven cards. The draw deck is placed in the middle of the table and the dealer flips the top card to create the discard pile. The scorer finds the reference score card and places the dragon token on or near the “Round 1, Score 8 per card” text. The game may now begin!
Generally, the game is played much like Rummy where players are attempting to lay down melds of cards containing either runs (1, 2, 3, 4, etc) or sets (2, 2, 2 of different suits). Once a player has a meld in front of themselves they may play their cards onto other players’ melds. Players must discard a card at the end of each turn, and play continues in this manner until a player runs out of cards.

Dragons Wild, however, adds a few twists to pump up the play of traditional Rummy. Each player will need to keep track of their point totals as they will change with each play of a card. Should a player lay a meld on Round 1 they score eight VP for each card laid. In Round 2 cards are worth seven points each. Round 3 each card is worth six points and so on until Round 8 (or more) where each card is worth just one point.

Another way in which Dragons Wild differs from its older cousin is in the buying of cards (as far as I remember – I’m no Rummy expert). On their turn the active player must draw a card from either the top of the draw deck or the top of the discard pile. However, before the active player chooses, should another player wish to buy the face-up discard card the active player decides to allow or disallow the buy. With a successful buy the buying player takes the discarded card as well as the top card of the draw deck as payment. A player may buy as many as three cards in this fashion for each new active player.

Also, Dragons Wild offers a slight rule change for Wild cards in melds. Every time I have played Rummy in my lifetime any Wild is up for grabs as long as it can be replaced with a legal card from any player’s hand on their turn. This is not the case in Dragons Wild, as only Wild cards that hang on the end of a RUN of cards may be taken, replaced, or moved to the other end by the active player.


The game ends once one player is able to rid their entire hand of cards and still have one card to discard at the end of their turn. Players then total their scores from all cards played, scoring points differently depending on the Round in which they were laid. Other players still possessing cards then subtract the NUMBER of cards still held from their entire score, not their values. The player with the most points after this scoring phase is the winner!
Components. Again, this is a prototype copy of the game, and I am completely unsure which, if any, components will be upgraded as a result of a successful Kickstarter campaign. That said, I can comment on a couple things. First, the art style. While it is not my cup of tea (dragons have tea parties, right?) I can see where others may quite enjoy its fancifulness and whimsy. The game is very colorful, and I do appreciate that quite a lot. The cards are laid out well, and each suit is a different species of fantastic beast (though I rarely knew which was which – I just paid attention to the background color in the corners of the cards mostly). So I have no real problems with the components at all, I just wish for different art. The designer was nice enough to send along a print of a purple phoenix with this copy, which is super rad of her, and it looks great. Maybe she will add them into the final version…

Gameplay is familiar, like I stated earlier, because I would think most people have played Rummy or a variation of it at some point. In fact, my family was big into Rummikub growing up, and my grandparents were big into Rummy proper. So this was somewhat nostalgic for me while also bringing a few house rules and art that is different from a boring deck of normal playing cards.

The rules are not at all difficult, so learning, teaching, and playing have not seemed to be an issue at all here. If players have all played a version of Rummy before then this one will fly pretty quickly. It is a simple, fast, and slightly unique version of Rummy that would be nice to keep around if you need to wait on another player to arrive and they are 10 minutes away, or as a palette cleanser between games. Definitely a filler game, and not at all a bad one!

If you are looking for a differently-themed Rummy replacement with a twist, I recommend checking out Dragons Wild. It’s cute, quick, and has dragons, for Pete’s sake. Consider backing the Kickstarter campaign or asking your LFGS to stock it upon release.