3 Sind Eine Zu Viel!: A four-sided game review

3 Sind Eine3 Sind Eine Zu Viel!* (or 3’s a Crowd) is a small box card game from German publisher Amigo. It hasn’t had an official English release, but the cards are language independent and the rules are fully downloadable in English.

Listed for ages 10+ (I think 8+ should be fine) it plays well anywhere within its two-to-four-player range and a game lasts about half an hour. It sets up/packs down in a few seconds and is firmly in the ‘filler game’ category.

In the double-deck sized card box you’ll find 98 cards and a rulebook. The cards have a high quality linen finish (admirably standard for Amigo’s games) and while both the colour and design choices aren’t without their problems (see ‘key observations’) the cards are at least pleasing on the eye in a minimalist, pastel kind of way.

Teaching

In the great tradition of Amigo’s better card games, 3 Sind Eine Zu Viel! is not heavy on rules - it would rather let them get out of the way, so that the agony and stress can begin!

A deck of cards numbered 1-89 are shuffled and each player receives a 20-card draw deck. Beforehand the 0, 30 and 60 cards are placed in the central area of the table (they stay throughout), along with three random cards to get the ball rolling (placed sequentially as appropriate after the 0/30/60 cards). Any remaining cards are put back in the box and players draw a starting hand of eight cards.

3 Sind setupPlayers now take it in turns to play a card into the central area, moving other cards as appropriate so that all cards placed are in numerical order.

If you place the fifth card into a row you take cards into your scoring area: the first in the row if you place the highest card, or all cards to the right of the one you place otherwise (so one to three cards total, as you never take the 0/30/60 cards).

As is so often the case in this type of light card game, 3 Sind’s scoring is the clever part. There are seven ‘suits’ (colours): collecting one card of a suit will score you one point, while collecting two will score you five points. Unfortunately, if you take a third card in a suit, they are all flipped over and you have to start again (so the fourth in a suit scores one point, the fifth five). And each flipped card will get you a minus point.

When each player has played six cards, everyone draws back up to eight from their draw pile. Once this has been done twice, and everyone is back down to two cards (so you each play 18 in total), the game ends. The highest score wins, but there are some pretty good bonus point opportunities thrown in to keep things interesting.

The four sides

These are me, plus three fictitious players drawn from observing my friends and their respective quirks and play styles.

  • The writer: Comparisons to 6 Nimmt! are inevitable, but 3 Sind Eine Zu Viel! is important because it plays well with the lower player counts while offering a similar experience. I’d also argue it offers the player a little more control - either real or imagined - as you don’t have to play every card and you seem to have more choice in what you take. Generally it feels more subtle, while generating those same feelings of despair as you almost always end up taking something you don’t want.
  • The thinker: If you get a good spread of cards this can offer an interesting and fun challenge, but there’s a good chance of getting a bum deal that gives you very few options. In a couple of games I’ve had most (six or even seven of eight) in one section, which can leave you in an awful position not of your own making. Of course this is a 30-minute card game, but it’s worth noting as this can drive you nuts! Overall though, a worthy addition to the Amigo family.
  • The trasher: I enjoyed this one. There’s a bonus offered to the player who first gets at least one of each colour and it’s of course tempting - but it can also be a poisoned chalice. Racing to one of each for a 10-point bonus is great, right up until you realise you’ve got more than half the cards you want and it’s not even half way through the game! As for screwage, it’s fun to laugh as people are forced to take cards they don’t want but as you can’t see what they have it’s hard to set those things up deliberately - which would of course be more satisfying!
  • The dabbler: Short, simple set up, nice colourful cards - so why did I walk away with a feeling of ‘meh’? 6 Nimmt! sets the bar for this kind of game very high and has more stand up, laugh out loud moments. 3 Sind Eine Zu Viel! is more subtle, and feels more strategic, and just doesn’t quite create the same atmosphere around the table. It also means that, although it plays well with two players, it doesn’t quite have enough mayhem to be a really silly, A+ two-player experience for me. A good game, but it wouldn’t be my first choice.

Key observations

3 Sind coloursUnfortunately, while the card stock is high quality, Amigo really dropped the ball with the card colour choices and artwork. Having seven suits shouldn’t be that much of a challenge, surely?

The cards are mostly white, with the number and a line-drawn smiley face all that adorns them. The colours are all pastels and even with relatively good eyesight and in a well lit room some are very hard to tell apart - especially the light blue, aqua and light purple.

To make things worse the difference between the faces is relatively subtle; some players don’t even notice they’re different until you point it out. As there is no theme, it boggles the mind that of all the graphical options they could’ve chosen (bold shapes, for example) they’ve settled on this.

Do you need 3 Sind Eine Zu Viel! if you already own 6 Nimmt? If you want a game that plays well with two to four, then yes - or if you’d just like a variant because you play this type of game often, again yes. Otherwise, I’d suggest you try before you buy.

Conclusion

3 Sind cardsI’ve enjoyed my plays of 3 Sind Eine Zu Viel! The mid-game bonus cards are a tantalising way of making the early game interesting, while the agony at the end is just what you’d expect from this type of card game.

On the flip side, there’s a little too much luck of the draw - largely because you’re not in control of what other players are laying, while you have no idea what they have in hand. This can lead to frustration, especially as the gameplay gives you a feeling of control and of decision making; at least more-so than its famous predecessor.

For now this is a keeper for me, but due to 6 Nimmt’s laugh-out-loud moments I doubt this will have that game’s staying power over a longer period of time. A good game for sure, but not a classic.

* I would like to thank Amigo Spiele for providing a copy of the game for review.

The best of 2015, part 2: My top board gaming experiences

My 5 best gaming experiences of 2015

Empire Engine Essen 2015 1If 2014 was my year of board game travelling and holidays, 2015 was very much the ‘back to work’ equivalent - but it was no less eventful for it. In kind of chronological order:

  • Taking back Mondays: There’s no denying going to a four-day week in my day job to concentrate more on this blog and game design was a risk - and I’ll do a follow up on that in April once it has been a year. Success or not, I’m glad I’ve done it - there’s nothing like the feeling of doing something for yourself that you really believe in, while knowing it’s a massive risk. It’s a real buzz and I’m thankful to be in a position where it was viable.
  • UK Games Expo: This was my first UK Games Expo and the first opportunity to try my luck at grabbing some games to review after turning ‘semi pro’ in April. I had a really nice time bimbling around and am looking forward to the 2016 event. And I made some great contacts - especially the lovely Hannah from UK distributor Coiledspring (Keyflower, Brave Rats etc), and some great small game publishers such as Nick Case (The Front Nine) and Aigar Alaveer (Lembitu).
  • Essen: Trip four to Essen was another big success, with the German edition of Empire Engine looking fantastic and with David Thompson and me selling a game to a big distributor that we’d spent a hard year working on. I also worked hard on claiming games to review after a good start at Expo, bringing home a good spread of fantastic games and spending very little in the process. In this way, even if I’m not getting paid, it feels my indulgent day-per-week of gaming is paying off a bit!
  • Eastbourne: It’s hard to sum up just how much I enjoy my trips to Eastbourne for our two annual board gaming weekends. As I rarely get to London on board now it’s as much about catching up with old friends as it is about playing games - plus the fantastic breakfasts, of course. Long may this tradition continue.
  • St Ives Board Game Group: I haven’t been to as many sessions as I’d like in 2015, but the St Ives Board Game Group continues to strengthen under the stewardship of glorious leader Chris. We also had a fun day at the local library introducing some new folks to gaming, while the group has been very patient with me bringing along new games I need to review and demanding to play them - thank you one and all! There were only a couple of stinkers…

My top individual game plays of 2015

downfall_of_pompeii_boxLike the massive nerd I am, I’m still recording all my plays of board games every month. Here are this year’s playing highlights:

  • January: A game of old favourite The Downfall of Pompeii with Zoe was the pick of the bunch. We got almost all your pieces on the board, guaranteeing maximum carnage. It was really close to the last tile and I just scraped home the winner 19-18, getting my winning guy home with the last tile - and I would’ve lost the tiebreaker.
  • February: Several contenders here, including a one-point CV win over Zoe and my first face-to-face play of Yspahan (Zoe and Morph), but the win goes to a game of Empire Engine played at work with three colleagues - a couple of whom had bought copies, purely because I’d made something. It was a real thrill teaching it to people at work - who paid me back by stomping me into the ground! Louis won on 18 ahead of Simos on 16, with Ciaron and me way behind.
  • March: More tough choices, with a two-point Terra Mystica defeat to Zoe, and my first play of Sentinels of the Multiverse (St Ives Board Game Club) and Amun-Re (with Karl and Ann) close contenders. But it goes to Pizza Box Football in which Zoe beat me 17-14 - but I needed a 10 to get a successful nearside kick in the last minute and rolled a nine. Such as epic game.
  • April: Artus and Entdecker at Eastbourne with Tom, Soren and Karl made for a great afternoon, while learning games of Xia (with Soren and Nigel) and Kemet (Nathan, Jee and Alex) there were also great fun. But a hilarious game of Pillars of the Earth with Sean, Natalie, Ronan, Tom & Paul F-O was the real stand out moment - largely for the death threats from Paul as I continuously (and accidentally) kept just beating him to anything and everything he wanted.
  • May: I bought Zoe Marrying Mr Darcy for her birthday and having it go down so well with her was a thrill. It’s not a great game, but it is a great experience if you get into it. I also very much enjoyed my first explorations into Tash-Kalar: Arena of Legends - a game I really need to get to the table more often. And with two expansions to review, that should be sooner rather than later!
  • The Dwarves boxJune: I learned some fun games including Prosperity, Colt Express, Lembitu and Sushi Go, but The Dwarves stood out. Both a two-player game with Zoe and a four player at St Ives Board Game Club (with Julian, Peter and Alexander) were fun, got tense at the end, and didn’t have a sniff of an alpha player problem. A really good fantasy co-op.
  • July: A month of revisiting some of my absolute favourite euros saw great games of Bora Bora, Notre Dame (with my Sunday group regulars) and especially The Manhattan Project. One of those rare things - a great Kickstarter game - it genuinely brings some fresh life to worker placement with some clever original mechanics. Zoe played really well, got ahead and didn’t look back - finishing on 73 the round before I would’ve hit 71, but I had gone first too.
  • August: While my first plays of Codenames ran it close, the game of that will stay with me will be Spyrium - the last game Zoe and I played together before she moved out a few days later. It would’ve been memorable either way - a really good euro in a small package that packs in lots of decisions, with what feels a little like an auction mechanic without being one. The scope of the game is quite small, which is a downside, but I think it;s a game that - if played a few times a year - will hang around in my collection for a long time.
  • September: Some 17 of just 26 plays in September were of prototypes: anyone would think Essen was at the start of October! so it feels appropriate to give the crown to From the Ground Up - David and my prototype which I seemed to have on the table most days. But it was definitely worth it, as all that iterating helped get it picked up by a big publisher - of which you’ll hopefully hear more during 2016. It’s a game we’re both very proud of, so hopefully some of you will like it too! But what really made it was playing several times with my regular weekend group (Carl, Howie, Andy and Morph) and then really enjoying it.
  • October: Fields of Arle deserves a mention here - another great game from Uwe Rosenberg, this time just for two players, and it was a really close game that I just versus Karl. But it was of course my first taste of the new Essen releases and Celestia was my favourite - simple, beautiful and elegant. It seemed so innocuous as we set it up, but the game generates a wonderful atmosphere which I really hadn’t expected. A really nice end to a busy Essen day, sitting in the Movenpick Hotel games room winding down with David and Trevor.
  • November: I played a lot of good games in November, and had a lot of fun playing experiences - especially being back at Eastbourne, from where both of my tied games were played. Hamsterrolle (with Jee and some others) was quick, crazy and gravity defying (see pic); while during The Bloody Inn I just revelled in that warm glow of finding a new ‘all time top 10’ game. Everything just clicked into place and it felt as if I’d be playing it for years - things made sense, but you never had time to do everything you wanted to - while the other players (Soren and Adam) kept moving the goalposts. I even got a strong win, which is always a bonus.
  • December: A nice game of Deus with Dan was close, as we’re both fans and I haven’t played it anywhere near as much as I’d like. But just beating it were my first two plays of the Concordia: Salsa expansion. While I can take it or leave it with the salt towns, the new ‘forum’ tiles add a nice extra level of strategy and tactics to the game and really fill out the game well. Both a three and five-player game went really well, with a narrow defeat to Karl in the first and a narrow win over morph in the second making both games exciting.

My most played games in 2015

ticket_to_ride_boxIt was once again the year of the prototype, with about a quarter of my year’s plays (over 100) being unpublished game test plays.

There were also 100 published games I only played once, showing it was once again a year of real variety in my plays. It’s no wonder I’m no good at any of them! Only one games made double figures this year:

  • 10 – Ticket to Ride (13 in 2013, 12 in 2014)
  • 9 – Race for the Galaxy (22 in 2013, 18 in 2014)
  • 9 – Empire Engine (16 in 2014)
  • 7 – Africana, Deus & Red7

While the ‘top 3’ stayed the same, Race for the Galaxy was knocked off its ‘most played’ perch for the first time since 2009. The problem for Race was threefold: review schedule, the death of the midweek group where it got played most, and the terrible new expansion.

There was a massive list of games with four to six plays; a trend I see continuing if I keep reviewing games at my current pace. It’s the number of plays I like before I review. My big regret is that my schedule, and reduction in opportunities, has taken its toll on some favourites. Brass, Caylus, Power Grid, Dominion and Manila all failed to hit the table in 2015 - a shocking state of affairs! I’ll be trying the ’33×3 Challenge’ again next year, but with a different criteria for choosing the games (more on this in another post).

And so, to 2016…

The Bloody InnI’d love to say I’m excited about 2016, and in some ways I am - but overall my feeling towards the coming year is of nervous anticipation. There are so many uncertainties and so little direction in my life that it’s hard to be anything but apprehensive.

Paros looks further away than ever, I’ve failed to get my act together for the Nuremberg Toy Fair as yet (and it’s only a month away), and neither of the games I have with publishers are guaranteed to hot the shelves.

But on the flip side UK Games Expo will be bigger than ever, Essen and Eastbourne are always fantastic, and I could have my first published euro game under my belt. It really could go either way.

Reviews and design will of course still play a big part in proceedings, while an idea in principle for a podcast has been agreed with a partner in crime - more on that soon, I hope, as we plan to work on a pilot episode soon. Why be a guest when you can get your own show on the road? As for new games - right now I want The Bloody Inn and that’s it! But you know how it is. See you on the other side…

2015: Part One

The best of 2015, part 1: My best new (and ‘new to me’) games

CodenamesWelcome to the 2015 summary of my gaming year. It’s been a year of highs and lows, with the positives of a rising profile giving me access to more games being more than cancelled out by separating from my long term partner.

My game collection has increased to 165 (up 15 on last year) - a record high. But with at least 15 titles on or soon joining my ‘for sale‘ list, I don’t see this as growth - especially as when you take sales into consideration I’ve actually finished the year financially up in terms of game spend.

Game plays were down to around 450 from more than 500 in 2014. And the second half of the year was well down; when I lost my partner, I also lost my best gaming partner. Sadly, I expect 2016 to be lower still as this trend continues.

Overall I don’t think it was a vintage year for board game releases, but there were some significant exceptions. I’m yet to play Pandemic Legacy but have no doubts about its high quality; while 7 Wonders: Dual is clearly here to stay. More on Codenames below - while middle weight euros were well served with the likes of The Voyages of Marco Polo, The Bloody Inn, Elysium and Shakespeare.

There also seems to be a deepening, saddening move at Board Game Geek towards ameritrash titles - perhaps reflecting America’s growing interest in the hobby, but leaning firmly towards minis and hackneyed sci-fi/fantasy themes. With people going out of their way to sometime even publicly skew the rankings, I think the days of me taking BGG ratings seriously are over - unless they can do something drastic, or offer an alternative.

Best 12 not new but ‘new to me’ games of 2015

The Dwarves boxI managed to play more than 60 ‘new to me’ titles in 2015; many of them 2014 releases, but some going back to the nineties and beyond.

I’m surprised to be still finding so many gems in the board game back catalogue, even after playing more than a thousand different titles in seven years of gaming. Who knows - maybe my absolute favourite game is still out there, waiting for me to discovered it.

It may also be a reflection of my own taste in games being just as well served by older games; or that as long as it is ‘new to me’ it still feels like a new, exciting playing experience. With a few rare exceptions, I’m not feeling more excited about 2015 releases than I am about older games I’m just discovering.

Bought

  • Yspahan: This is a fantastic euro game from 2006. In case anyone thought it was a ‘new’ thing, you use a shared dice pool to choose actions. You’re taking control of areas and there is competition, but not in the traditional sense. Unique and clever.
  • Entdecker: The year after Klaus Teuber released Catan in 1995, he followed it with this exploration/tile laying game. It’s pretty wonky and luck driven, but when it’s this much fun and lasts about an hour who cares?
  • The Dwarves: I’m not a big co-op fan, but The Dwarves has a good story and enough dice roles/actions to get around the ‘alpha player’ problem. It also has a really ingenious enemy movement that any game designer would be proud of. Scheduled for a UK release in 2016.
  • Tash-Kalar - Arena of Legends: A proper thinky abstract combat game dressed in fantasy clothing, but none the worse for it. Really good with two or three players, its about creating patterns with your pieces to unleash attacks and/or score points.
  • Spyrium: A pretty standard euro with a really nice twist: each player decides when to move from phase 1 to phase 2 of the turn, with different actions in each. This adds tension, making a limited pallet of options far more than the sum of its parts.
  • Smash Up: It’s not big or clever, but it works. Grab two decks of cards (pirates, zombies, aliens, ninjas, kitty cats…) and shuffle them to make your deck - then battle for control of a series of islands. A daft, in-your-face, sub-hour card game.

Not bought (yet…)

  • Kemet: I keep saying I don’t really like area majority games, then finding ones I like. This works because it lets you create great combos from a large selection, while forcing you to go forward and attack if you want to win. Really good fun.
  • Xia - Legends of a Drift System: Possibly the stupidest, worst designed game I’ve played and really, really enjoyed. Every rule seems to have been channelled from a 12-year-old boy’s wet nerd dream, but somehow it works. Tremendously dumb fun.
  • Amun-Re: This 2003 Knizia offering has all his hallmarks: pasted on theme, auctions, area influence and clever scoring. I think I prefer Ra, but this is definitely a game I’ll look to get regular plays of whenever possible.
  • Sentinels of the Multiverse: Another co-op that largely avoids the alpha player problem, Sentinels does a genius job of evoking the super hero theme and suffers none from having all original heroes. Fiddly, but this card game is worth the effort.
  • Hamsterrolle: It’s rare you’ll see me talking about a dexterity game, but this one deserves a little love. How do you make a wooden block balancing game better? Put it in a massive hamster wheel, that’s how! That kind of thinking needs rewarding…
  • Quartermaster General: I somehow failed to play this in 2014, despite it being a London on Board favourite. Turns out everyone was right: a fast playing WWII card game where six players face off in two teams to decide the war - in an hour.

There were a couple of big names just outside this list, including Colt Express (good fun, just not really for me), Five Tribes (just too much AP to make the list) and Fields of Arle (solid, but just felt like more Rosenberg) plus some great fillers such as 11 Nimmt!, Sushi Go! and Tsuro.

As for last year’s list, I did end up buying Caverna, Africana and Lords of Vegas - and still intend to pick up Manhattan and Tumblin’ Dice.

My 5 favourite new releases of 2015

The Bloody InnWhile I don’t think 2015 will be looked back on as a vintage year, there was some definite keepers for me.

As mentioned above, I haven’t tried Pandemic Legacy and 7 Wonders:Dual - and I’m not interested in a chunk of the year’s so-called bigger releases (Blood Rage, Forbidden Stars, Star Wars blah blah blah). Just not my bag.

I’m playing Marco Polo online and it seems solid - I hope to get a ‘real life’ play soon. I also like the look of Isle of Skye and Food Chain Magnate, but for now this is my top 5:

  1. The Bloody Inn: This has a chance to rival last year’s number one pick, Deus. It’s a clever little card game where cards can do multiple things and you nebver have quite enough turns. I managed to miss it at Essen and it’s genuinely annoying me.
  2. Codenames: Simply a great take on word games from Vlaada Chvátil. Listed as 2-8 players, I’d say 4-10 is right: get into teams and burn your brains with this clever word association game. Great for parties - but only if it’s not really a ‘party’.
  3. Celestia: A game that is simply more fun than it has any right to be - while being the best looking game of the year in terms of art and components. It’s a push-your-luck game where you bet on another player succeeding; which keeps you engaged.
  4. Lignum: A medium-heavy, super brown euro that’s dry as a witch’s tit - with added brain-straining planning and an economy where everything can seem to be worth ‘one’. But what can I say? I really enjoy the challenge, despite its small faults.
  5. Shakespeare: A really solid euro game that would be higher on the list if it had an original bone in its body. My winner of the ‘rearranging the designer toolbox’ award for 2015, it’s the kind of game I love to play but have loads of similar things already.

Honourable mentions go to Lembitu (fun if naive co-op), Treasure Hunter (basic drafting done right) and Elysium (another really good euro), while I’m yet to play my copies of New York 1901, My Village and Mombasa - any of which may crack this list.

A few other titles need mentioning. The new edition of Through the Ages seems like a solid upgrade from my one play; while The King is Dead is a beautiful reimplementation of King of Siam (two plays so far). I’ve also really enjoyed my plays of expansions Concordia: Salsa, Keyflower: Merchants and Heck Meck: Extrawurm - all of which I will be reviewing early in 2016.

SEE ALSO: Previous entries for 2012, 2013 and 2014.

Lignum: A four-sided game review

LignumLignum* is a medium-to-heavy board game from designer Alexander Huemer, publisher by Mucke Spiele. It’s very much in the German ‘euro game’ tradition and two to four players can expect a good two-hour-plus experience - or a little longer for slower or newer players.

Despite some rather strange production decisions (see ‘key observations’ below) the game’s components, graphic design and board work well.

In the box you’ll find 45 cards, nearly 200 cardboard tokens, 40 meeples, almost 200 wooden discs/cubes, four player boards and the main board - not for the faint of heart. You’ll pay upwards of £40 for a copy, but there’s plenty of value: the logging theme seems appropriate, as there seems to be the equivalent of a tree inside the box!

Lignum sees players going through the entire logging process - you’ll cut down, transport, saw and then sell the trees. The key mechanisms are worker placement and action selection, but it’s also an economic game. Cash flow and planning are the elements that make this a real brain-burner, especially when you start to add the included expansions. There’s even a bit of feeding and heating your people for the Agricola fans. Money is tight, especially early on, and it’s the player who finishes the game with most money that wins.

Teaching

Lignum board sectionLignum is a game with a large rules overhead; there’s no getting around the fact you’ll have to explain every section of the board before you get going. On the positive side it is quite linear, with how the game progresses very easy for people to see.

It’s also worth noting the game integrates its theme really well. Each part of the logging process makes sense, which really helps as you describe the processes to the players. The game is split into eight rounds, or seasons - so you’re essentially playing through two years. Six of these seasons play identically, while the two winters have a far more limited set of options. You can leave a detailed description of the first winter until after the first spring is done.

Non-winter seasons are in two halves - gathering (equipment, workers, wood etc), then manipulating (using what you’ve gathered). What makes Lignum so tricky is that you’re having to plan your future manipulation as you gather, with no concrete certainty of what you’ll end up with.

The start of each season sees the board seeded with goodies - everything from free wagons and food to hired sawyers and woodcutters. Players follow a 20-space path around the board, moving as far as they like each time - but there’s no going back. Transportation equipment such as rafts and wagons are limited, so if you don’t get to one of those spaces first you won’t have one. But you’ll often have to hire your transportation workers before you know if you’ll get one - and unused workers still need to be paid.

Lignum boardGetting to the end of the track first is also beneficial, as the final space determines turn order for next season - for acting first on the path, but also in choosing a logging area. This can be important as you may want certain types of wood for more profit, for firewood, or (in the advanced game) to fulfil a particular task.

Next, players follow the ‘phase track’ printed across the top of the board: chop wood in your allotted area; transport it to your saw mill; then saw it, sell it or dry it (to sell later for more profit). You can keep unused equipment, but any unused workers go back to the board for the next season.

In winter the board is not seeded. Instead, players play a limited version of the second part of a standard season. As you won’t be getting free goodies you’ll need to plan for your winters in advance, adding another layer of strategy to the mix - while winter is tough, it can also be a valuable extra way to gather some easy cash if you plan correctly. At the end of each winter you’ll also need to feed and heat your sawmill. And at the end of the second one you’ll sell what’s left in your stores; then count your cash to see who wins.

The four sides

These are me, plus three fictitious players drawn from observing my friends and their respective quirks and play styles.

  • The writer: The path through the forest in Lignum works brilliantly. You really feel the tension as players try to second-guess each other’s intentions (everything players have is visible), then adapt their tactics to fit their strategies action by action. This tension is helped by a really tight economy where you never want to waste a single coin. In the first year this is down to simple maths - you can’t afford to waste it. But in year two, once your cash flow is OK, you remember that cash is points - meaning you have to earn the most to win, which creates its own tension.
  • The thinker: I was surprised by the differing strategies available in what at first seems a very limited arena. This is a game all about efficiency, but subtle differences in play can make a big difference. You cannot presume shifting a lot of wood means you’re winning, as everything you do to shift it costs money - meaning a player shifting a smaller amount of goods with very high efficiency can still win the game. For those wanting more of a challenge the ‘task’ and ‘planned work’ expansions included in the box force you into even more planning. A strong title.
  • The trasher: Once you get your head round Lignum (which could take a lifetime!) you start to see how nasty it can be. Players need to get their wood bearers on space four of the path, often before they have a concrete notion of what they will do with them. Someone taking a risk (hiring only one bearer, hoping for a wagon) can be seriously screwed if the other players skip over some other tasty freebies just to grab them first - it’s simply a case of working out who will benefit most. But overall this is a thought process too far for me. I’d rather pass on this one.
  • The dabbler: Don’t even ask lol. Honestly, this is one for the serious gamers. It does have a good integration of the theme, but even this creaks at times. My sawyer needs a saw - why doesn’t my woodcutter need an axe? And I’ve put my wood over there to be sawed - why can’t I change my mind later and sell it? I can buy a saw in the market - why don’t they sell wagons? Of course the answer to most of these questions is to make the game harder, which is fine by me - as long as you don’t make me play it! Especially not with the expansions…

Key observations

Lignum planned workIt perhaps goes without saying, but Lignum is very unforgiving. Bad mistakes in the first season could see you get behind the curve and never really recover, making it a long two hours. Tough, but I think this is often accepted in this weight of game.

For some it will also lack excitement. While there are many important decisions to be made, most can seem to boil down to a coin here or a coin there. This position is backed by the fact all the games I’ve played have been very close - but each time I’ve still felt the player who won deserved the victory. But the game is highly balanced and largely linear, so if that’s not your thing it may be best to avoid it.

The game plays well for two, three or four players, but I think three is the sweet spot. Despite some equipment restrictions, two-player doesn’t have quite the same tension on the forest path; while four is very harsh in terms of transport options - and not really in a good way. That said, I’ll happily play with any number of players.

In terms of production quality, some very strange decisions were made. The box is an annoyingly irregular size - made even more annoying once you open it to find nothing sits squarely inside it either. I can only presume that either the manufacturer had a run on cheap boxes of this odd size; or that someone made a booboo when ordering either the boxes or the game boards. Equally oddly, each player has a very half-arsed ‘woodpile’ card that sits next to their player board. It looks like a horrible afterthought, which should really have been incorporated into either the main or player board.

The same goes for the ‘planned work’ area of the board. Only used in the most advanced expansion it looks totally pasted onto the board at the last minute, ruining the good work done elsewhere in the board’s art and graphic design. Overall these elements make the game look rushed - which is a shame, as it plays as if it was tested to within an inch of its life. And before you ask yes, the game was crowd-funded.

Conclusion

Lignum player boardIn some ways, Lignum is a hard game to love. When you put it up against recent medium-heavy euro hits such as Terra Mystica or Caverna it really doesn’t have the same level of visual appeal.

But in truth we’re really in the realm of train gamers and small publishers here; and players have learnt to see past the visuals to embrace the game within. And I think that the majority of medium-heavy board game fans will find a lot to like when they get their teeth into Lignum.

The most important things are tough decisions and planning - and Lignum has them both by the wagon load. Sure, the economy and decision spaces are limited - but this only focuses you into a tighter space in which to outwit your opponents. Not for everyone, but a delicious challenge for those who love this type of game.

And there’s more than I’ve mentioned here. I didn’t mention huts, which you can optionally collect to give you extra actions - particularly useful in winter. Or the expansions which force you into even more forward planning, making you collect particular types of wood in specific states of dryness - or giving you extra actions on specific seasons later so you can line up extra work to do.

For me, Lignum is going to be a guilty keeper: the kind of game that will sit alongside Brass, Caylus and the rest of my heavier games that very rarely get played but that I enjoy too much to part with. Unless I get a ridiculous offer, of course…

* I would like to thank Mücke Spiele for providing a copy of the game for review.

One play: Cycling Party

Cycling Party wide picIn terms of sports, cycling seems an obvious one for a board game designer to choose. You have long races, teams and tactics plus a long list of variables in terms of gradients, conditions and the rest - plenty of scope for design ideas.

On the other hand, sports games are notoriously hard to sell - first to publishers and then to the public. Unless you’re happy to add elves or robots to the mix, and give up on the ‘proper’ rules entirely, sport games can be real commercial stinkers.

If anything, cycling is the sport that has best bucked this trend. There are hundreds of cycling games listed on Board Game Geek, with the likes of ‘Um Reifenbreite’ (‘By the Width of a Tyre’), ‘Leader 1’ and ‘Breaking Away’ all in or around the top 1,000 on the all-time games list. Cycling Party, from Snake Eye Games, is the latest game to join the, erm, cycling party and it has already worked its way into the cycling game top 10.

Getting a good start

Cycling PartyLet’s make something clear - Cycling Party is not a gamer’s game. You realise this during set up when each rider (each player has a team of six) roles two six-sided dice to decide their starting position. So as the race begins, your best rider could be 10 ‘spaces’ behind the leader. Those of a gamier disposition may wish to walk away in disgust right now.

To compound things this could get worse fast, as a standard move for a rider on their own is to roll - you guessed it - two six-sided dice for movement. A second low role could pretty much put that rider out of contention before they’ve even begun - without a tactical or strategic decision in sight. Thankfully those riders who rolled something a bit more likely on their first two dice will have a little more say in matters. But more on this later: I just wanted to clear out the haters early, and there will be many.

Looking the part

ICycling Party tokensf you’re still here, I want to take a step back and look at Cycling Party’s components. I won’t dwell on the rules, as the copy I had was the first English edition and there was a full rewrite in progress. This is good news - but despite them not being great, the game is certainly playable out of the box (it isn’t rocket science).

you have to sticker up the wooden riders but once completed they look great - especially the ‘king of the mountains’ one. The team colour choices aren’t great though; who needs green and yellow when you can choose pink, orange and red right - right…? It’s also a little annoying that the numbers are on the sides, as it makes it very difficult to see who is who when you have a lot of bikes in the same square.

The tiles are nice and clear and give you plenty of options for building your own tracks. There aren’t enough for a really long race, so you’ll have to take pieces off the back as you go along; but there really is plenty in the box for your money and you can definitely get a good few hours out of what’s here - you’d have to be in for a serious session to run out of track. Beyond this, the associated dice and counters are all perfectly adequate.

Getting through the stage

Cycling Party trackSo, back to the race! In the ‘senior’ version (the other version really is basic) each player will have six riders in their team - five with a specific skill and one totally pointless one you may as well leave in the box. You’ll have a sprinter and a climber, plus three guys who’ll help you in race lines, the peloton or on the hill climbs.

On the flat, if you have five or more riders across two spaces they make a peloton. While they still move with two six-sided dice you have the option of rolling or going with the flow. If no one roles the peloton moves at speed five - not great. However, anyone can choose to role and if they score six to nine the whole peloton moves up to that speed. A role of less than five sees you fall off the back, while 10+ sees you break away.

Two or more people in one space (that aren’t part of a peloton) make a race line. These riders all role and as long as their results are with three of another rider in the race line they all move at the fastest speed. So three guys rolling four, seven and 10 respectively will all move 10 spaces - but if someone had rolled three, for example, they would’ve been left behind.

Both of these ideas are solid and it’s possible to imagine how they could work strategically and tactically - in theory. It is also possible to see how your specialists can make a difference - if they happen to be in the right place at the right time. You also have water bottles you can spend to move riders forward a space between turns, but not enough of them to really make enough of a difference in a deep, team tactics way.

Climbs are just dreadful - if you do choose to buy this game, make them relatively short for the sake of the children. You go from rolling two dice per rider to one and all the interesting peloton and race line bits are ignored until you get on the flat again. Your climbers can have a small influence, but only adding an extra dice to choose from - so there’s little chance of them being overly useful.

Some rather varied conclusions

Cycling Party race lineIf you like dice, like cycling and don’t mind games being mindless on occasion - and/or you have kids, or non-gaming cycling buddies - Cycling Party is worth a try. It looks great on the table, is simple to play and has a good stab at getting the feel of a road race through some interesting peloton and race line mechanics.

But - and it’s a big but…

The fundamental mechanism of rolling two six-sided dice for movement is way too open to luck to all but destroy any hope of tactical or strategic relevance. In our first long race one of my riders rolled high at the start, rolled high again in the second round and got away, and went on to win the race. There was no skill on my part, and no lack of trying to organise an attack from my competitors. I wish I could say my team slowed them down, but they didn’t - overall, most riders rolled averagely and my one didn’t. So I won.

Next time out it was the same - except this time it was one of Dan’s riders who broke away. He even had the audacity to try a break away even though he had, by lucky dice, broken away anyway - at which point he rolled high again (this time on three dice) and left us even further in the dust. It’s fair to say neither of us will be writing memoirs about our epic Cycling Party victories.

Gamer friends of mine who like cycling games all speak very highly of Leader 1 and having watched it played on several occasions I can see why. It also has nice track pieces and cute little cyclists, plus some random/push your luck elements. But importantly cyclist movement is determined by the players by spending energy from a limited supply, making it a proper tactical battle while still being a fun experience. Their thoughts on Cycling Party, I’m afraid, were not fit for public consumption…

But I’d be a liar if I said I didn’t have a bit of fun playing Cycling Party. Do I think it is a well designed tactical cycling game? Absolutely not. Have I kept it? Nope. But if the people I sold it to wanted a game on a wine-tinged and rainy Thursday night at their place, would I partake? Absolutely.

Sarkophag: A four-sided game review

SarkophagSarkophag* is a very light trick-taking card game with a neat twist. If you’re familiar with the game Little Devils, Sarkophag is almost identical - please refer to ‘Key observations’ below for the slight differences.

In the double-deck sized card box you’ll find 60 cards and a rulebook. The game is currently only available in German, but the English rules are available to download in a format that fits easily into the box.

While the game box suggests this is a three to six player game, it really doesn’t work with three (as explained below). But with four to six players it offers a 15-minute game experience that sets up and packs down in no time - and with a price tag around £10.

In terms of production, Amigo provides its usual high quality linen finish card stock. The artwork is pleasingly cartoony (I particularly like the fat little cat mummy) and all the information you need is easy to make out on the cards. The game is language independent, so once you’ve printed off the rules you don’t have to worry about the cards.

Teaching

Sarkophag catSarkophag turns trick-taking (think Whist, Hearts etc) on its head: essentially you don’t want to win any tricks, ever. It also simplifies the concept, so once you’ve gone through a trick everyone should have the hang of it.

That said, it can feel a little counter-intuitive and you will probably get a few tricks that cause confusion. But it is very simple to describe the situation on the table without anyone having to give away what they have in their hands.

Players are dealt 10 cards each and there will be 10 hands - so you’ll have to play the lot. Each card has a number (1-60) and an amount of mummy heads (0-5) - that’s right, no suits. The idea is to have the least mummy heads in tricks you’ve won by the end of the game; hence, if you’ve won no tricks you’re in good shape!

If leading a trick the one rule is you can’t lay a card with five mummy heads on it unless you have to; because the person leading the trick can’t win it. The next person clockwise then lays a card - if it’s higher than the first, everyone has to also lay a card higher than the first one, and vice versa. If you can’t you can lay anything as prescribed, you can lay the opposite - but now the hand’s rules also flip opposite in terms of who’ll win it, making you even more likely to lose. The loser of a trick starts the next one.

The four sides

These are me, plus three fictitious players drawn from observing my friends and their respective quirks and play styles.

  • The writer: It’s good to see Sarkophag has become the 15-minute game Little Devils promised to be. But it is still massively dependent on luck, as a bum deal means you can be out of it before you begin. The question you need to ask yourself is - do you care? The game is cute to look at, only needs a card shuffle, and can be taught in five minutes. It can last as long as you like as additional plays only mean an extra 15 minutes, while no one I’ve played it with has particularly taken against it. It’s a simple, clever and elegant design that’s worthy of praise.
  • The thinker: While this will never be a deep game, there can be some strategy here. You may decide to win a trick, especially if you can win a low scoring round with a low scoring card - letting you then lead with one of your higher cards. But unless you’re playing with six players you no longer have the perfect knowledge you had with Little Devils, making it more of a crap-shoot. This is a good leveller for a family game, but not for a serious card-counter or strategist. People who enjoy a memory element to their filler games should seek out the original.
  • The trasher: Sarkophag works well and I like the fact you’re trying to make others win tricks - but it’s simply too luck based. Sure, it’s funny when you see someone take a massive load of mummy heads in one turn; but it’s very rare you feel you did it to them deliberately - the sucker just got unlucky with the draw. I wish the game had a little more depth so you could really ram home the comic nastiness the game thrives on. I want to know what you have and to be able to try and make you pay for it! But even so, I’d be a liar if I didn’t say I had fun playing the game as-is.
  • The dabbler: For me, this is a fun family game that anyone can play. It’s good to see Little Devils without the devils, as that did put some people off - but that said it still isn’t for everyone. The simple fact is that not everyone enjoys trick-taking games - many grew sick of it having played too many of these kinds of games with the family growing up. Those people aren’t going to be won over here, as if anything Sarkophag is even simpler than the old classics - so to them, probably even more ‘meh’. It’s a fresh take on the idea, but only if you like the idea already!

Key observations

Sarkophag cardsThis is definitely a light family game, or at best a very light con or filler game. These are not bad things, but I don’t want anyone to get the idea Sarkophag is more than that.

If you own Little Devils, there is little reason for you to invest. The main difference, beyond the retheme, is the addition of 6 cards to make it a 60 card deck. Each player has 10 cards instead of nine, and you simply deal without removing any cards depending on player count (so it’s faster, but less predictable).

As with Little Devils, Sarkophag is NOT a three-player game. Player one leads, player two decides the direction of the numbers, player three has to play a card: there’s no anticipation or dread, just a dreary and prescriptive experience where the person in third almost always ends up stuck with the trick.

So the question is - should I play this over Hearts, Spades, Whist etc? For many the answer will be no. But for an introduction to the trick-taking genre for anyone from eight and up it totally works, while the tiny rules overhead also makes it one of the quickest draws in town if you have a few gaming minutes to spare.

But £10? This is hard to justify for 60 cards in a box, which is simplifying classic games you can play with a standard card deck. But that’s your call.

Conclusion

Sarkophag cards with boxI’ll be keeping my copy of Sarkophag - and if I’d had a copy of Little Devils it would be replacing it.

I think the changes made in this edition are all improvements, as they play to the games core strengths of speed and accessibility.

It may not win over many ‘proper’ gamers, but for me it offers as much fun as any game of this size and length has any right to - a great addition to my arsenal of gateway games. Cost will be an issue for some, but for me I think it offers enough replay value to be worth a punt if you think it’s in your wheelhouse.

* I would like to thank Amigo Spiele for providing a copy of the game for review.

Beginners’ guide to board game reviewing, part 2: Getting games

oliver please sirIn part one of this ‘Board game reviewing guide‘ I spoke about how to get started in reviewing. But if you’re already up and running, what’s next?

One obvious answer is free stuff - and that’s what I’m going to tackle here. I’m amazed at how many game journalists still pay full price for all of their games.

If you produce regular good quality content, you deserve the perks

One lesson I’ve learnt over my years as a journalist is if you don’t ask you don’t get – and that a business card, proof of your work and a confident approach go a long way.

And you are journalists. I know many of you don’t see yourselves as professionals, but that isn’t an issue - true or not. It may be a hobby, but you’re helping publishers sell product and the smart ones will recognise that. If people are reading/listening/watching you, you’re influencing their buying decisions and the least you deserve is a discount.

But most importantly, before reading on, you need to make sure you have a track record: a body of work to support your claim and give you confidence. If you’re a gamer you should already have a shelf of games and game groups to play with, which is more than enough inspiration to get up and running.

I didn’t start to feel confident about asking for free games until this year - 50 game reviews after I first started this blog. But mine has been a slow burn: if I’d been fully focused on the blog I would’ve started earlier. I’d give it at least a year of regular game content though.

How to approach publishers for discounted or free games

In my experience, by far the best way to start a relationship is face-to-face - especially if you’re confident. This means conventions or game events are favourite, so long as the publishers themselves will be there.

You can of course try email, but they’re very easy to ignore - especially if the publisher doesn’t know you. You may have more luck today with social media; platforms such as Twitter and Facebook - even Board Game Geek - allow for direct discussion with publishers and designers, opening a more personal door that will improve your chances.

It’s also worth tapping up other journalists you know to see which publishers are more amenable to approach, or to perhaps get an email address for the right person (say a PR agency or representative). But I wouldn’t advise cold-calling your peers if you don’t know them: why would a fellow journalist risk their relationship with a company or individual if they’ve never even met you?

And then there’s Kickstarter…

I guess I have to mention Kickstarter here, as its a very different animal. I’ve never been approached by an established publisher via my site, but I am regularly approached by small Kickstarter ones. Many of them are very media savvy and wisely look to modern underground media for a cheap way to help them get funded.

Its a great feeling to get these messages, as it makes you feel like you’re on the map - and its easy to think more highly of the approaches for that reason. But what they’re normally after is free publicity with no actual return for you.

Some websites and podcasts do paid previews for Kickstarter projects, with varying degrees of ethics, but these are guys with proven clout: its unlikely you’ll be offered money to essentially run an advert.

By definition Kickstarter games aren’t ready to be released, so 99 times in 100 they won’t be willing to send you a copy - meaning you’re running a press release. They know that unless they’re very lucky they will sell far less copies post Kickstarter than during, so why send you one after? They need press now, just when they have no product.

If you’re a news site, knock yourself out - otherwise, ask yourself why would you do it? If you say nice things and it’s crap (which most are), its your reputation on the line. Remember your site, or show, will be judged by your audience, but also the industry. This example from the computer gaming world shows reputations are very easily tarnished.

What to expect when you approach game publishers

If you’re approaching in person, do your best to be professional. Get a business card made with full details of your website, contact details etc. If you can get a press pass for the event, that’s even better: instant recognition. And if someone is busy, come back later - don’t get in the way of paying customers.

Also, do your research on yourself: have you covered any of this publisher’s/designer’s games on your site? Can you give them any statistics on views, or shares, or your popularity in general? Do you have relationships with people you know they’re friendly with - names you can drop into the conversation?

Some publishers treat journalists with contempt, as scroungers, but they’re in the minority. I’ve come up against a small amount of resistance, but that’s a publisher’s right – I just smile, say no problem and move on. If their game is something I desperately want I’ll still buy and review it – but it’s now pretty rare for me to find myself in that position. More than 800 games came out at Essen, so finding things to review wasn’t a problem!

Others will ask you to pay cost price, which is between a third and half the retail price. This is a very reasonable request, especially from smaller publishers and those who don’t know you. Even fewer may ask you to sign something guaranteeing them coverage - and if you don’t provide it, you’ll pay the full price of the game. This seems a little over officious to me, but it’s your choice whether to sign and won’t be a problem if you’re being honest.

Finally, take their details - you’ve given them a card, so get one of theirs. If you want the relationship to continue you’ll want to contact them directly once you’ve put content about their game live. And there’s no better time than after doing so to get onto their PR mailing list, to ask for another title, or perhaps arrange an interview etc.

They’ve done their side – now do yours

I wish you every success - as long as you do it for the right reasons. You should go into this with every intention of reviewing every game you get hold of, and doing them justice by playing them a good few times before doing so.

If you’re not going to review a game, think seriously about returning it to the publisher or passing it onto someone else who will be able to review it - on your site or your own. At least that way you’re not destroying the faith given to you.

Before starting to try and get some free board games, think hard about why you’re doing it. If you want to make great content while helping to publicise great games, go for it. If not, take a long hard look at yourself.

Do you have any hints or tips for your fellow journos? Please feel free to post them in the comments below. And finally - any questions? I’m happy to do another follow up post if people have specific questions they want answered about writing blog posts and reviews.

LoBsterCon X: Mini reviews from London on Board’s latest trip to Eastbourne

LoB Eastbourne X02

Impossible mission: Gee contemplates imminent disaster in a gravity defying Hamsterrolle.

Twice each year 100 members of London on Board (the world’s largest board game group) head down to York House Hotel on Eastbourne’s seafront for a weekend of drinking games.

This time I managed two full days of gaming, the highlights of which you’ll find below (games not discussed will be reviewed soon).

Thanks to everyone who taught be games, suffered through my rules explanations, or who just sat down for a pint and a chat - it was great to see you all!

Friday: Burying bodies & winning the war

Having stayed in Eastbourne the night before (thanks Lauren!) I was able to get my game on very early. I also took very few breaks, which is rare for me. I just seemed to wander from game to game organically until it was suddenly 2.30 in the morning…

  • Quartermaster General (x2): This WW2 themed six-player game was probably the most played game last Eastbourne, but I missed it every time. Luckily, shortly after I arrived this time it was suggested and we had back-to-back plays. It’s a light logistical game with snappy turns, so the high player count isn’t a problem. It’s also a team game (3 vs 3) so you always feel involved; while each deck of cards plays very differently. I was the UK and luckily the allies won both our games, but importantly they both played out very differently. A game I’d like to play more.
  • Warhammer Quest: The Adventure Card Game: This really isn’t my sort of thing, but I was in good company so gave it a go. It was actually surprisingly good fun for a boy’s own fantasy co-op dungeon delve, but I wouldn’t care if I never played again. It has all the dice and sheen and mini cards you’d expect from a Fantasy Flight game, but was more fun than Imperial Assault et al. You have just as many decisions to make without the minis and map that make that game feel like work.
  • Andromeda: Comfortably my worst game of the weekend, but even this wasn’t that bad - just boring, really. Oddly it screamed ‘Kickstarter!” without being one: generic sci-fi art, gaudy plastic minis and a complete lack of anything even verging on originality. Move dudes, try to control areas, get points. The theme couldn’t have been more thinly painted on. A complete waste of time and cardboard.
  • Race for the Galaxy - Xeno Invasion (x3): As a big fan of Race, and having played all the expansions, I approached this with the customary scepticism - and was sadly proven right. Xeno Invasion, the module, forces you down the military route to win; which negates half the fun of Race. The cards are also programmed for this eventuality so if you don’t use the module you have a lot of rather pointless military cards in the deck. Not an expansion I will be purchasing, I’m afraid. That said, it’s still Race - I had a good time playing, but would rather have played any of the previous versions. Footnote: I got a win over Kester!
  • The Bloody Inn: This was number three on my Essen wish list so, having failed to pick it up then, it became my number one Eastbourne target. The game is totally in my wheelhouse - cards which have multiple purposes, a tight economy and never enough actions to do everything you want to do. Add brilliant artwork and an original theme, and I was totally sold. Definitely my highlight of the weekend, this game has rocketed to the top of my wishlist. It feels like the game Bruges should’ve been, and I enjoyed Bruges a lot. And I won. Twice (we also played Saturday).
  • Hamsterrolle: I’m rarely one for dexterity games, but this looks so fantastic (pictured) I had to give it a go. It’s a balancing game - nothing original there - except that you’re balancing the pieces inside a wheel. A genius idea, really well executed and with fantastic components. Highly recommended if you like that sort of thing.

Also played: Codenames (x2), Die Portale von Molthar, Sarkophag & 3 sind eine zu viel!

Saturday: Indiana jonesing & being the bard

LoB Eastbourne X01

Not for the hard of thinking: Ann and Rachel were our spymasters in game two of Codenames.

With Friday’s excesses adding to Thursday’s hangover, Saturday was never going to hit the same heights in terms of plays - but it was still a good day’s gaming.

I had a massive late breakfast, took a big afternoon break for the football and was in bed not too long after midnight, but there were some notable gaming highlights in between the laziness.

  • Shakespeare: This was my number two Essen 2015 target, and another I’d missed, so it was great to also tick it off the list here. I really enjoyed my play and again it was right up my street: worker placement this time, but again with a tight economy and with that feeling you could never do all that you wanted to. This was my second favourite game of the weekend behind Bloody Inn, but I don’t think I’ll look to buy it: it doesn’t quite do enough that’s original to really stand out. That said I hope to get more plays in future.
  • Karuba: Like Andromeda this had gone beneath my radar; but unlike Andromeda had plenty of redeeming features. Each player sets their individual player board up the same way as everyone else - with three adventurers and three temples around the edge in identical spots. These are in three colours, so you need to get each meeple to its corresponding temple while picking up goodies along the way - the trick being you will each be placing identical tiles each turn (which have roads and occasionally jewels to grab). Two of us started placing almost identically, but once we started to deviate it was a fun, fast and light game. Not a keeper for me though.

Also played: The Dwarves, Celestia, Antarctica, Lignum & 3 sind eine zu viel! (again)

The aftermath: What I missed out on

Inhabit the EarthTalking of my Essen 2015 wishlist, both numbers four and five were also in attendance at Eastbourne and saw a bit of table time - just not with me! Meaning ‘Inhabit the Earth’ and ‘Isle of Skye’ now move to the top of my ‘must play’ list.

I didn’t see copies of either ‘Steam Works’ or ‘CVlizations’ though, both of which I also still want to play.

It was hard not being there with Zoe, but my first Eastbourne without her was always going to be difficult. But on the plus side it reminded how many lovely people are part of the London on Board group and that I really need to make a resolution to get to more normal London events in 2016.

To end on a slightly sour note, someone managed to knock a drink over my copy of Antarctica - which resulted in one set of the cards being damaged enough to very much wipe out any real resale value. While the offender apologised profusely they didn’t once offer me any kind of compensation, which left a bad taste in my mouth. I’m not sure what I would’ve said if they had, but not to offer seems pretty mean spirited.

If it had been me, I would’ve offered to take the damaged copy and buy them a new one. I’d have thought the least they could do would be to offer me something - a pint if nothing more. Any thoughts?

Die Portale von Molthar: A four-sided game review

Die Portale von Molthar* (presumably The Portals of Molthar if it gets an English release) is a small box action selection, engine building and set collection card game with a fantasy sheen.

It’s currently available in German, but as it is language independent (there are only numbers and icons on the cards) it is not a problem. The small rulebook is available to download in English.

Designed by Johannes Schmidauer-König, Molthar says for ages 10+ on the box but you could probably go a little lower. The cards do have a variety of special abilities, represented by icons, but there’s not a huge range of them. In terms of game length, its about 30-60 minutes depending on the player count.

The game also hits that ‘2-5 players’ sweet spot for publishers; and I’m pleased to say it does work right across that range. I’d say three to four players is best though. Some of the cards are interactive, so for two it loses something; while with three actions each round - albeit short ones - five may see people losing interest between turns.

As I’ve come to expect from Amigo the card stock is excellent and the artwork is also of a high quality. Sure it’s generic fantasy with everything from Narnia to Alice in Wonderland thrown in, but it fits and is well executed.

Teaching

Die Portale von Molthar is pretty light on rules. Set up is a breeze: give each person a player mat (or ‘portal’ if you’re getting into the theme), shuffle the two decks of cards separately, put two character and four pearl cards face up, and away you go.

The only cards that go into hand are pearl cards and these are just numbers, so there is no need for an explanation. Some have a symbol, but this does not activate from your hand - it simply means you clear out the current face-up character cards if they’re drawn into the central area.

The character cards are more complicated but are always face up, even if you draw them blind. This means that, as characters are drawn, you can go to the rules and explain them to everyone. But it certainly doesn’t hurt to print out a few extra pages as player aids.

On a turn you get three actions. You can mix and match from four options: take a character card, take a pearl card, clear the pearl cards or play a character from your portal (you can only have two characters on your portal - and five pearl cards in hand).

Each character must be activated from your portal using your pearl cards. These range from exact requirements (a pair of sixes, a five etc) to the likes of a three card run, four even-numbered cards, cards adding up to 10 etc. When you discard the correct pearl cards, you can move the character from your portal to your tableau (scoring area).

Molthar characters do an array of things - from simply scoring you points (you need 12 to trigger the end game) or diamonds (another in-game currency, usually allowing you to change a card’s number); to a one-time bonus (such as three extra actions); to an ongoing effect (increase your hand size, have a ‘free’ number as if you had the matching pearl card etc). Some icons are pretty incomprehensible, but the rules explain them well.

The four sides

These are me, plus three fictitious players drawn from observing my friends and their respective quirks and play styles.

  • The writer: It’s nice to have a light card game with a bit of theme that really does set up and play fast. The production quality is fantastic with some extra shiny bits on the cards, and while there are no new leaps in game design here everything is put together in a very elegant fashion. The one downside is the end of the game, where everyone gets ‘one last turn’ - I’ve very rarely seen this make a difference and it usually just means a pointless extra round at the end.
  • The thinker: Unfortunately while there are several routes to victory (engine building vs straight points etc) you don’t have time to explore them properly, with the person getting the right mix by luck of the draw seeming to win out each time. Having said that, as a light filler it does offer a pleasing amount of decisions to be made and no more luck than you’d expect from this kind of card game. Definitely tactical rather than strategic, but I’d happily play it between two heavier games.
  • The trasher: Die Portale von Molthar is a pretty nice filler, but it could’ve been so much more interactive. I understand it’s a family game and it certainly hits that spot, but I’d have been much happier paying a bit more money to have some sets of cards you could swap in for different crowds - more attacking, more engine building etc. But I guess that isn’t what Amigo does as a publisher. Hopefully it will be popular enough that they add expansions - they did it for Bohnanaza after all, but I seriously doubt Molthar will have that kind of following…
  • The dabbler: I enjoy the game because it’s simple, fast and fun - it’s just a shame it doesn’t really fully deliver on the theme. The art suggests so much, but the card powers don’t deliver thematically. One plus is that although there are interactive cards they never really hit you hard - you may lose a card, but little worse than that. This is a game I’ll always be happy to play, and will certainly be one I reach for if people like fantasy games/books - but I’m not sure I’d grab it as a personal choice.

Key observations

There’s a goodly amount of luck in Die Portale von Molthar, but no more than you’d expect from a small box card game.

Having three actions per turn - one of which lets you clear the face up cards - means you can normally hit the numbers you’re looking for.

There have been comparisons to Splendor, which I can see, as they’re both simple filler engine builders. Splendor is twice the price, but with a little less imagination and replay value. Splendor adds poker chips and is more elegant, but I have more fun with Molthar. Elegance is great, but only if you can achieve it without sacrificing replay value. I wonder how many of the people who gave Splendor ludicrously high BGG scores still play it.

A downside of Molthar’s card variety is having to give the powers icons. The iconography for how to lay the cards is solid, but the powers themselves lead to a lot of rulebook diving - not fun when its in about five-point. The box isn’t full - presumably with expansions in mind. Which means there is NO excuse for not putting some action card player aids in here. It really would’ve helped - hopefully something for the English edition?

There is also an occasional runaway leader problem. I’ve seen several strategies win games, some fast some slow, but if the cards just fall for a player they can run away with it. This problem could’ve been mitigated with more ‘take that’ cards, perhaps, but overall I think the good outweighs the bad - and it’s only a filler, after all.

Conclusion

I’ve enjoyed my plays of Die Portale von Molthar and, for now, it has found its way into my collection.

Amigo has done a great job on its production, it plays well from 2-4 (five at a push), and it always plays in less than an hour in that player range.

You always have decisions to make, there’s a bit of interaction but you also feel that you need lady luck on your side if you’re going to prevail. In a filler game, these are all things I look for.

But it’s also a great way to introduce engine building and action selection to newer gamers. These are key categories in our hobby and as such I also consider Molthar to be a solid gateway game - especially for people into fantastical books but not board games. For example this would be a good step toward a game such as Lords of Waterdeep, which I really don’t think is quite ‘gateway’ material.

Will Molthar change the gaming world? No. Is it a rearranging of the game designer toolbox? Absolutely. But it does it in a satisfying way and serves a purpose on the gamer’s map, so I for one am happy to jump through the portal on a regular basis.

* I would like to thank Amigo Spiele for providing a copy of the game for review.