This is a tad overdue, but I’ve been on a couple of podcasts over recent months that I really should’ve given a plug – so here goes.
First up was my début appearance on The Game Pit, A UK show all about board games, card games and tabletop gaming.
It’s a great podcast which I hope to be on again in the not too distant future. I was on ‘Episode 40 – Council Chamber Mega Review of 2014‘ in February with hosts Sean and Ronan, plus contributors Teri, Nathan and Paul. We all picked our board gaming highs and lows of last year and I thought it all turned out pretty well.
Also in February I was honoured to be the first ‘special guest’ on relatively new podcast The Cardboard Console. I expect the fact I met hosts Matt and Andrew at my local game group probably helped, but it doesn’t take away from the fact its a really good show.
The usual format sees them cover both computer and board/card games, as well as a section on anything from TV shows to apps to weird fighting disciplines I’ve never heard of. Episode 15 was largely about the design and publication process of Empire Engine, but I did get to witter on about Deus, Divinity: Original Sin and Person of Interest too.
Both shows are on iTunes and if you like board game podcasts you should certainly check them out; its really nice to hear a growing podcast voice from the UK. Both shows are also covered in my ‘Guide to board game podcasts‘, which covers all the best shows out there (and some crappy ones too, just for balance).
If you’ve got your own podcast I’d love the chance to spout off on it. I’ve got the interwebs, Audacity installed, a reasonable mic and an opinion on everything – you know where I am!
Deus is a civilisation building board/card game that mixes tableau building with a little bit of tactical play on a modular board.
The game is good for two to four players and only takes about an hour with two (up to two with more) which is impressive for a game that does give you that civ-building feel in a package much shorter than normal.
What it doesn’t do is span the generations. You’ll be firmly set in the classical era, building temples and academies while fighting barbarians. There is also limited player interaction in the form of military units, but they’re used to snipe small numbers of victory points and resources rather than take board position. Combat is certainly not essential.
While the quality of Deus’ art and design style are open to debate (see ‘key observations’ below) the card and board stock are good quality and the graphic design is clean (£35-40 seems a fair price). The modular board makes for a slightly different game experience each time, and while the cards are a little limited in terms of variety (I very much hope card expansions beckon) the way you can combo them still makes each game very interesting.
Most gamers will soon pick up what’s going on in Deus, but that’s not to say it lacks originality. It uses familiar mechanisms but in ingenious ways, which seems to be at the heart of most of the best recent games. It’s a bit more than a gateway game, but I’d put it in the light-to-medium complexity range.
It’s very much a ‘cards with words’ game, but Deus has an elegance and simplicity that mean most cards only have about 10 words to read – and better still, I’ve had no one so far questioning the meaning of this text. In terms of teaching, it’s joyfully simple.
On your turn you have two choices: play a card to your tableau and matching building to the board (you have to have the correct building type to be able to play the card), or discard some/all of your cards to gain a special action (which is better the more cards you discard) and refill your hand with cards (usually five).
There are six colours of cards, each with its own light theme (boats tend to be good for trade, workshops for resources etc) – when you play a card into your tableau, you do its action. But what Deus really brings to the party is that when you later lay more cards in the same colour you get to do all of their actions, which rewards clever combo building. But you are limited to five cards per colour, so these clever combos don’t last forever.
Placing buildings is also simple in execution: you start from the edge of the board and subsequent placements move out from there (think Terra Mystica, not Small Worlds). You can place multiple of your own pieces in one space, but they must be of different types.
Scoring and resource/money gathering cards tend to reward you for having multiple buildings on the same tile, but spreading out is equally tempting tactically – to block opponents and destroy barbarian villages.
Far from being a booby prize for a bad hand, special actions can be essential and planning them well can win you the game. They are again simple to explain: a player simply discards as many cards as they wish and choose one of these cards to trigger its colour’s special action (taking either extra resources, victory points, money, cards or buildings).
The game ends when either all the barbarian villages are destroyed (done by surrounding them on the map) or all temples are placed (these are special buildings that reward you with end-game victory points).
The four sides
These are me, plus three fictitious amalgams drawn from observing my friends, and their respective quirks and play styles.
The writer: I love a good tableau-builder, as evidenced by 200+ plays of Race for the Galaxy, and after playing Deus once it was an insta-buy. While it lacks the vast range of cards that sets Race apart it makes up for it with the combos and board play – exactly the kind of extra elements San Juan was sadly lacking in.
The thinker: There was definitely enough here to have me both strategically and tactically engaged, while the option to discard a bad hand but also benefit soundly from it was a master stroke. However I’m unsure of its potential long term without expansions, as while fine so far I can see strategic options wearing thin over time.
The trasher: While it’s no Race, Deus is a solid game I’m happy to play. Much like Race, going military can make for a short tactical game that can surprise people, while who doesn’t like the satisfaction of a smart card combo going off – and then going off again a few more times for good measure?
The dabbler: While the game is a bit ‘heads down’ for me, as there’s lots of reading to do and plans to be hatched, I did enjoy my plays. Its simple, bright and colourful with a low barrier to entry, but offers something to the more wizened gamer. I won on my second play against experienced opponents, showing the game isn’t all about ‘best player wins’ – but as its only an hour-ish, you can just go again!
Several people have pointed out Deus’ solitary nature, describing it as a heads-down game with little interaction. This is largely fair comment and those looking for player versus player action need not apply. However you do need your head in the game as it doesn’t have a fixed end point – while board position can very much make a difference.
Another fair-ish comment is there’s too high a dependency on getting the right card combos, making the game too random. While I’ve certainly seen people get very lucky with their draws while others have floundered, this is not a long game and can very much be played back-to-back in a session – and its no more a problem than in your average card game. Also, I find the discard action does help mitigate this issue nicely.
Some claim the game is downright ugly, while others have complained about a component error. To clear the latter up, the game comes with brown discs for ‘wood’ while the wood symbol is green on the cards. This is apparently a good thing for the colour blind and for the rest of us its a mild inconvenience. As for the ugliness, I think its harsh. Be your own judge, but if its enough to make you walk away from a very good game then more fool you.
The final point, and in my mind the most serious one, is variability. Interesting that a game accused of being too random is also accused of lacking variable strategies, but there you go. Anyway, I too am concerned that over time the game may get repetitive. I intend to deal with this by not overplaying it, but if you’re someone with a small collection who plays each of their games a lot it may be worth waiting for expansion news – unless this sort of game is right in your ballpark, then I’d say go for it anyway.
Deus is an elegant, streamlined tableau building game that for me fires on all cylinders. It’s the best new game I played in 2014, feeling like a lighter Terra Mystica with added card combo action – which just about ticks all of my favourite boxes.
Having been pretty disappointed with the ‘alien orb’ part of the recent Race for the Galaxy expansion, it’s interesting to see a much better implementation of a board here.
And having got bored fast with San Juan, it’s also nice to see how this extension can add just enough to a simple card game to give it the extra legs it needs to hold my interest.
I’ll be waiting with baited breath for expansion news, but as Deus is already knocking on the door of the BGG top 500 I’m sure it will sell well enough to merit one. Until then I’ll do my best not to play it to death… but just one more game tonight can’t hurt, can it?
It’s three weeks today since I played my first demo game at Essen Spiel 2014. Since then I’ve been to Edinburgh, been to Eastbourne, been to bed with the flu, and been maniacally trying to remember what I do for living after three weeks off work. Hence a lack of content about Essen. Sorry.
So to get the ball rolling again I present, in no particular order, a pithy report on the 10 games from this year’s fare that had the biggest impact on me – both positively and negatively. Longer reviews to come on the good ones once I’ve had a few more plays.
Deus was everything I’d hoped it would be; a tableau building euro game with plenty of room for clever combos that doesn’t outstay its welcome. Some will say its a little too puzzley and heads-down, but while there’s not a lot of interaction you do need to be careful of both players’ board positions and how their tableaus are set up in terms of ending the game (a little like Race for the Galaxy and a player’s 12th card).
El Gaucho is a very pretty board, dice and tile game game that is, at its heart, a rummy variant with a few bells and whistles. I think the bling is leaving some a little disappointed at its lack of depth, but that’s looking for complexity where none was intended. Taken as a simple set collection game, embellished with actions to mitigate bad rolls, it’s a nice quick gateway game that plays in an hour.
Ancient Terrible Things takes the basic Yahtzee idea and throws in a comic book Cthulhu theme and special items/tokens, making a one-hour push-your-luck dice fest I’ve found thoroughly enjoyable so far. It’s definitely over produced, and maybe too expensive for the depth in the box, but with a nice amount of variety in the box and an expansion on the way I think there should b more than enough here to keep me entertained.
Johari is another one-hour set collection game, this time sticking to cards but keeping action selection and adding a few special powers – plus a strong turn order mechanism that really drives the game. The jewel trader theme is a bit done to death right now, but don’t let that put you off; this is a clever little brain burner that’s deceptively tricky to get right – especially with the pesky inspector having away with your fake gems.
Steam Donkey is a small box card game from the ever so slightly bonkers Ragnar Brothers. The thin theme sees you building a Victorian seaside resort (including Eastbourne) steam punk style… The basics see you spending cards to lay other cards into your tableau to score points, with the ‘advanced’ game adding some interesting player powers and interaction into the mix. Daft but clever with a unique theme.
Imperial Settlers should’ve been another Deus. Tableau building, resource manipulation, a bit of player interaction – right up my street. And it seemed that way, until about half way through when the gaping holes started to appear. Overpowered cards you may or may not see but that will win or lose you the game; plus repetitive actions to nowhere that got boring even before the end of our first play. A terrible waste of a good idea.
Madame Ching also started promisingly; a clever card game with interesting decisions to make about how to score your points (quick risky and often, or slow and more measured). But once we started to see some of the ‘special’ cards come into play it soon became clear they were totally unbalanced and game breaking. This kind of chaos works in some games but is totally out of place here, where planning should be key but can be destroyed by blind luck.
Amber Route was probably the most beautiful game at Essen. The art is incredible, the bling off the chart (real amber pieces, anyone?) and the race idea on a constructable board good one. In fact I had to play two disappointing demo games just to make sure I didn’t want it. Why? Because it was ridiculously easy, making everything you did seem pointless. Again, what made it more disappointing was how close it was to being cool.
Murano is a beautiful island just outside Venice. Murano the game is the driest of dry euros which started to feel old during the rules explanation and outstayed its welcome soon afterwards. an hour or so later it was over; I don’t even remember who won (it might have actually been me). Maybe I’m just done with this kind of game, but I found it totally cold and heartless. Some enjoyed it a bit, but average at the very best.
Grog Island has been chosen to represent all the games at Essen this year (and there were many) that added one interesting mechanism to the cannon – then forgot to do anything interesting with it. The idea of a bidding mechanism using different coloured dice rolled each round is ingenious; making the boring resulting marker placement/secret scoring cards game even more disappointing. Hopefully this mechanism will be back.